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<title>Epidemic Books - Fan Content - Creatures for the Forge - Messages</title>
<link>https://forums.epidemicbooks.net/topic28-creatures-for-the-forge.aspx</link>
<description>Epidemic Books - Fan Content - Creatures for the Forge - Messages</description>
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<pubDate>Fri, 26 Sep 2014 04:40:56 GMT</pubDate>
<lastBuildDate>Fri, 26 Sep 2014 04:40:56 GMT</lastBuildDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[<a href="http://d-infinity.net/article/obelisk-and-rune-dragons" target="_blank" rel="nofollow">http://d-infinity.net/article/obelisk-and-rune-dragons</a><br/><br/>Something from the site that I have a blog. A new family of dragons that can easily be added to the Forge.]]></description>
<pubDate>Fri, 26 Sep 2014 04:40:56 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Blue Spider<br/>No. Enc.	d4 (5d6)<br/>Alignment	NE<br/>Movement	30' (10') climb 30' (10')<br/>AC		5<br/>HD		1/2<br/>Attacks		1 (bite)<br/>Damage	d2<br/>Save		L0<br/>Morale		12<br/>Hoard Class	XII<br/><br/>Blue spiders are 6" long and have golden eagle heads and raccoon paws on their first set of legs. They are electric blue and produce silk that shocks prey into submission. But simple contact doesn't set off the web. Only when a creature tries to walk through it or cut it with a metal object does the silk react. Creatures shocked take d6 points of damage and must save versus poison or have extreme muscle contractions. In effect, they are stunned for as long as they are in contact with the silk. The spiders then bite and inject a venom that does 15 points of damage on a failed save and nothing on a successful save. Blue spiders are found typically in forests and underground. Rarely do they survive elsewhere long enough to reproduce.<br/><br/>Name		Bleeder Lizard<br/>No. Enc.	d6 (d6)<br/>Alignment	NE<br/>Movement	60' (20')<br/>AC		4<br/>HD		1<br/>Attacks		1 or 1 (horn or blood)<br/>Damage	d4 or special<br/>Save		L0<br/>Morale		10<br/>Hoard Class	none<br/><br/>Bleeder lizards are plains and desert dwelling horned lizards with horse legs and rhino horns. They can squirt blood from their eyes to a range of 20'. Those struck must save versus spells or be affected. The blood turns cloth into metal burrs, similar to barbed wire. People wearing clothing made of transformed cloth take 2d4 points of damage every time they move more than 10' or attempt to attack or defend. It takes ten minutes to safely remove the burrs from someone wearing clothing under armor. Otherwise it only takes a round, leaving the victim naked. People who live near known bleeder lizard areas learn to love leather or other non-cloth clothing.]]></description>
<pubDate>Tue, 28 May 2013 05:09:05 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Crag Wolf<br/>No. Enc.	3d4 (3d4)<br/>Alignment	NE<br/>Movement	180' (60')<br/>AC		5<br/>HD		4<br/>Attacks		1 or 1 (bite or horns)<br/>Damage	d8 or 2d4<br/>Save		L3<br/>Morale		10<br/>Hoard Class	VII<br/><br/>Crag wolves are huge, the size of ponies, and have iron paws and ram's horns. They are only found on mountain tops and other places of bare stone, including underground. Each wolve can cast spike stones as a 9th level druid three times per day. Their paws prevent them from taking damage from the resulting effect. A pack of ten or more can combine their spells and create a stone cage that can hold one human sized victim per two wolves. Crag wolves are carnivores that find people and livestock herds prefered prey but eat just about anything as there is little food in their territories.<br/><br/>Name		Shadow Rat<br/>No. Enc.	d4 (4d8)<br/>Alignment	LE<br/>Movement	150' (50')<br/>AC		3<br/>HD		1/2<br/>Attacks		1 (bite)<br/>Damage	d2<br/>Save		L1<br/>Morale		4<br/>Hoard Class	XII<br/><br/>Shadow rats are among the most intelligent of the children. They are devious and much more dangerous than their size would indicate. They are black rats with fly legs and moth antennae. Instead of directly attacking anything but prey smaller than themselves, the rats weave curses on doorways and closed containers. Anyone passing through the doorway or opening the container must save versus spells at -6 or be affected by the curse. As the children are intelligent, they make different curses for different objects and locations. Dungeons with them are extremely hazardous as one might guess but it is when they invade cities, people tend to die in droves. They may be Echidna's greatest creation. Though their curses can be just about anything, here are some suggestions:<br/><br/>-Hallucinations. One favored in dungeons is open hallways and visible rooms. The victims will think there is some force keeping them out and will expend resources to get into the illusion.<br/>-Racial transformation. The victim becomes the race they hate the most. For many, this means orcs, kobolds or other humanoids.<br/>-Children, human and demi-human, attack the victim when they gain the opportunity.<br/>-The victim's touch turns X into Y. Iron into lead, wine into firebreathing potions (automatic use next round) and lit wood, say a torch, into an explosive are popular.<br/>-Plants and fungi have explosive growth around any victim who stays in one location for more than ten minutes. This affects up to 100' in all directions, thus giving away the victim's location as well as hampering movement.<br/>-The victim's head shrinks and they lose d4+2 points of intelligence and charisma.<br/>-Allergies. The victim takes d4 points of damage per hour of contact with the material. Iron, gold and stone are popular.<br/>-Enemy magic-users learn all the victim's abilities and property. In other worlds, they can read the victim's character sheet.<br/>-The victim's bones, eyes or other parts empower children of Echidna. After consumption, their hit dice increase by 50% and they have a -4 bonus to armor class.<br/>-Addiction. This is very broad and can include adding platinum to the victim's diet to non-children monster parts. Handy in killing off the competition.<br/>-The victim is no longer affected by gravity. If aboveground, they may very well float into space.<br/>-Mounts and vehicles the victim is on have frequent accidents.<br/>-Their presences cause temples to good and neutral gods to slowly crumble.<br/>-Some monsters the victim harms gain temporary duplicates.<br/>-The victim is facinated by a common substance or occurance, unable to act in its presence (but they can move and defend themselves). Fire and livestock are common selections.<br/>-The victim has an aura of pain. This does no damage but it does cause everyone within ten feet or more to feel as if they are on fire.<br/>-A part of the victim turns into a valuable metal. This is usually a limb and almost never the head. Other people will desire to chop off the part.<br/>-The victim suffers time skips. When the skip is occuring, the victim ceases to exist and will reappear in the same place when the skip is finished. Typically this is day or night.<br/>-The victim gains a boiler and must "eat" wood or coal and drink a lot of water. If the boiler goes out, the victim falls asleep until it is relit.<br/>-The victim always goes the wrong way unless led by others.]]></description>
<pubDate>Mon, 27 May 2013 03:27:49 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Berg Seal<br/>No. Enc.	3d6 (3d6)<br/>Alignment	NE<br/>Movement	30' (10') swim 120' (40')<br/>AC		6<br/>HD		3<br/>Attacks		1 or 1 (antlers or quills)<br/>Damage	d8 or d4<br/>Save		L2<br/>Morale		10<br/>Hoard Class	none<br/><br/>Berg seals are porcupines with seal flippers and elk heads. Echidna wanted a monster that would attack those who escaped the grasp of the snare fish. These creatures prefer to attack ships over people. They stick their quills into the wood and this causes a reaction, one that causes a block of ice to form around the quill. Each quill produces 50 pounds of ice. A large pod of berg seals can encase the bottom of a ship, making the crew unable to steer it. The seals then push the ship into a trap- rocks, other children and other monsters are typical. Male seals have antlers most of the year and use them in personal defense. Females and young are restricted to their quills. Any creature struck by the quills must make a dexterity check. Failure results in d6 quills buried in their flesh, causing d4 points of damage per quill per hour. Removing a quill quickly inflicts d4+4 points of damage. With care and ten minutes, a quill can be removed without any damage.<br/><br/>Name		Blood Moth<br/>No. Enc.	swarm<br/>Alignment	NE<br/>Movement	fly 90' (30')<br/>AC		8<br/>HD		12<br/>Attacks		contact<br/>Damage	2d6+6<br/>Save		L2<br/>Morale		12<br/>Hoard Class	none<br/><br/>Blood moths have lamprey mouths and tiny eagle talons. When they attack as a swarm, they grab onto a victim with said claws and drain blood. Some are known to carry disease. If the swarm is driven off with fire, it sheds scales that explode when exposed to flames. This causes 3d6 points of damage to everyone and thing within 25' and forces a save versus spells. Failure results in a Faerie Fire effect for d4+2 hours. Other children fear blood moths because they have no minds and will feed on their kin- something that no other child of Echidna would even think of.]]></description>
<pubDate>Sat, 25 May 2013 06:48:28 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Sun Hawk<br/>No. Enc.	d6 (d6)<br/>Alignment	NE<br/>Movement	fly 300' (100')<br/>AC		6<br/>HD		2<br/>Attacks		1 or 1 (spit or bite)<br/>Damage	special or d4+2<br/>Save		L1<br/>Morale		12<br/>Hoard Class	VI<br/><br/>Sun hawks are raptors with rattlesnake rattles around their legs and a grasshopper mouth. They spit from the air with a range of 25'. Those struck must save versus poison or lose one sense for d4 turns. The sense is 1-5: sight, 6: hearing, 7: touch, 8: balance. Since most people are blinded, they compare the bird's attack to staring at the sun. Sun hawks are larger than red tails and are omnivorous because of their anatomy. They rarely kill humans on their own, rather they act in concert with other children.<br/><br/>Name		Bridge Breaker<br/>No. Enc.	d8 (d8)<br/>Alignment	NE<br/>Movement	30' (10') swim 90' (30')<br/>AC		8<br/>HD		3<br/>Attacks		1 or 1 (slam or shock)<br/>Damage	2d4 or 4d6<br/>Save		L2<br/>Morale		8<br/>Hoard Class	none<br/><br/>Bridge breakers are giant newts with shark fins and the electricity generating organs of electric eels. They are freshwater inhabitants that attack bridges and the occasional boat. Their fin cuts wood easily, doing triple damage. Their shock, which can be used once per day, has a range of 10' in the water and victims can save versus poison to take half damage. When bridge breakers are sighted, people tend to avoid the stream or river and if they need to pass, build stone bridges. This doesn't stop the newts as they can walk on land, but it does make it harder for them to attack travelers.<br/><br/>Name		Gargoyle<br/>No. Enc.	2d4 (2d4)<br/>Alignment	N<br/>Movement	150' (50')<br/>AC		6<br/>HD		4<br/>Attacks		2 (claws)<br/>Damage	d8/d8<br/>Save		L3<br/>Morale		10<br/>Hoard Class	VII<br/><br/>Gargoyles are apes with toad skin and lion claws. Because of this skin, they look like they are made of stone. They invade cities and attack during the day but when there are few witnesses. Victims who are clawed must save versus spells or be affected by a curse that causes their skin to burn in the sun. Those afflicted take d4 points of damage per hour and lose one point of charisma per eight hours. The lost charisma points heal at a rate of one per week. The curse can be dealt with Remove Curse. Gargoyles don't usually live very long as they are obvious- an issue their mother is working on.<br/><br/>Name		Purple Serpent<br/>No. Enc.	d4 (0)<br/>Alignment	NE<br/>Movement	90' (30') fly 120' (40')<br/>AC		3<br/>HD		2<br/>Attacks		1 (bite)<br/>Damage	d4<br/>Save		L2<br/>Morale		10<br/>Hoard Class	none<br/><br/>Purple serpents are vipers with millipede legs and beetle wings. They are brown and tan. Those people they bite, and fail a save versus poison, become addicted to the venom and their eyes turn purple. Every three days the victim must be bitten again otherwise they take d6 points of damage to their wisdom score as the addiction eats away at them. Even with regular bites, the victim loses one point of wisdom per month, eventually causing death. This is not a curse so the usual spells fail here. Only Heal and Restoration can remove the addiction and restore the lost wisdom. Unlike most of the other children, purple serpents are welcome in some communities- people use them to control their slaves or as a drug for themselves.]]></description>
<pubDate>Fri, 24 May 2013 04:02:42 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[I have been posting these monsters at rpg.net. They are Echidna's children, new monsters she has created to destroy humanity (and their allies).<br/><br/>Name		Sea Wolf<br/>No. Enc.	2d4 (0)<br/>Alignment	CE<br/>Movement	swim 180' (60') fly 240' (80')<br/>AC		4<br/>HD		30<br/>Attacks		1 or 1 or 1 (bite or tail or howl)<br/>Damage	4d6 ot 5d6 or 4d12<br/>Save		L15<br/>Morale		10<br/>Hoard Class	none<br/><br/>Sea wolves are large whales with the heads of wolves and wings of bats. They are the creatures that fishermen fear when going to far out to sea. Echina made them for Tethys to protect her secrets. When a ship is spotted, the wolves dive and come up around it. Some take to the air and howl, shattering wood and bone. The rest batter the ship until it sinks. Sea wolves only use their bite when eating drowning crewmen and other sea monsters. The howl of a sea wolf does damage to everything within 200', save versus spells for half.<br/><br/>Name		Burning Shark<br/>No. Enc.	d8 (0)<br/>Alignment	NE<br/>Movement	swim 150' (50')<br/>AC		2<br/>HD		7<br/>Attacks		1 (bite)<br/>Damage	3d4<br/>Save		L4<br/>Morale		9<br/>Hoard Class	none<br/><br/>Burning sharks have shells of chitons on their sides and the head of a viper. It is the other gift to Tethys, though they were created to enter shallow waters and kill humans at the will of the titan. The bite of the shark causes flesh and wood to ignite, even underwater. A creature bitten musty save versus poison or suffer d6 points of damage for 4 rounds, covered in ghastly green flames. Wooden objects bitten take d8 points of damage for 4 rounds, no save unless they are enchanted. Anything or one touching a burning victim can also ignite, but their flames die down when the victim's do. Creatures not made of flesh or wood are immune to the venom. Some people hunt these fish for their flesh and venom. The latter can be applied to metal arrow heads but only with great care. A mistake can cost a life or two.<br/><br/>Name		Lake Ape<br/>No. Enc.	d6 (3d4)<br/>Alignment	N<br/>Movement	60' (20') climb 90' (30') swim 150' (50')<br/>AC		6<br/>HD		2<br/>Attacks		1 (bite)<br/>Damage	2d4<br/>Save		L1<br/>Morale		7<br/>Hoard Class	VII<br/><br/>Lake apes are actually monkeys with snapping turtle heads and frog skin. They are terrible pests for fishermen because their bite can shred nets and cut lines with ease. In fact their bite can rend armor. If a lake ape hits with a 20, the target's armor is damaged and is reduced by one point. Lake apes breathe air and lair in caves or burrows within the banks of the lakes and rivers they dwell in. Most have been known to collect shiny metal and rarely can one find a hoard of gold and silver in a lake ape hole (d6 X 100 for each).<br/><br/>Name		City Frog<br/>No. Enc.	d4 (5d20)<br/>Alignment	N<br/>Movement	150' (50')<br/>AC		4<br/>HD		1/2<br/>Attacks		1 (special)<br/>Damage	special<br/>Save		L1<br/>Morale		8<br/>Hoard Class	none<br/><br/>City frogs were created to plague the communities of humanity. They are 3" long frogs with cat legs and rat tails. As they have no teeth, their bite is harmless. Their ownly effective attack is a hairball that can be spit 1'. This may seem weak, but the hairball usually contains one or two lethal diseases. City frogs are commonly the source of new plagues as Echina renews their numbers, giving them new diseases to spread. People have been known to collect the frogs and use them as weapons against each other- something Echina was hoping for.<br/><br/>Name		Forest Horse<br/>No. Enc.	d12+4 (0)<br/>Alignment	NE<br/>Movement	210' (70') climb 120' (40') glide 150' (50')<br/>AC		5<br/>HD		8<br/>Attacks		2 or special (claws or special)<br/>Damage	d8/d8 or special<br/>Save		L5<br/>Morale		12<br/>Hoard Class	none<br/><br/>Forest horses have bear legs and moth wings. The latter only allow it to glide, rather than fly. The massive wings have two eye spots each (so 8 total) and each eyespot has a gaze attack that can affect one creature per round. Those failing to make their saves versus spells suffer weakness and lose d4+1 points of strength per failed save. The range for this is 50'. Survivors regain their strength after 8 hours of rest. Forest horses are omnivores and eat those they come across as well as browse the undergrowth. A herd of them can destroy a small village and most people run when they have been sighted.<br/><br/>Name		Forest Goat<br/>No. Enc.	3d6 (0)<br/>Alignment	NE<br/>Movement	150' (50')<br/>AC		6<br/>HD		3<br/>Attacks		2 (bite and tail)<br/>Damage	d6/d4<br/>Save		L2<br/>Morale		10<br/>Hoard Class	none<br/><br/>Forest goats have the heads of vultures and 5' long horse tails. They are scavengers that occasionally eat fresh meat. In addition to their bite, the goats can use their tails, which contain a will sapping venom. Those struck and fail their save lose d3 points of wisdom. The goats were created as companions to some of Echidna's more intelligent offspring, those who are spellcasters. They turned out to be too stupid to control and were released into the wilds.<br/><br/>Name		Spiney Lizard<br/>No. Enc.	d8 (0)<br/>Alignment	N<br/>Movement	90' (30')<br/>AC		2<br/>HD		15<br/>Attacks		1 (tail)<br/>Damage	2d8<br/>Save		L10<br/>Morale		12<br/>Hoard Class	none<br/><br/>Spiney lizards are anklyosaurs with crocodile heads and porcupine quills. Those hitting it with melee weapons less than 4' long take d8 points of damage, no save. The quills do not detach and embed themselves. Those struck by the animal's tail must save versus spells or be knocked very far away. In effect they are teleported d10 X d10 miles in a random direction and take 10d6 points of falling damage (in addition to the tail strike). The lizards were Echina's response to the death of some of her children by heroes. They kill most of their opponents and even those who survive tend to be scattered to the wind.<br/><br/>Name		Rock Fish<br/>No. Enc.	2d4 (3d6)<br/>Alignment	NE<br/>Movement	180' (60') climb 120' (40')<br/>AC		6<br/>HD		2<br/>Attacks		1 (rock)<br/>Damage	d6<br/>Save		L1<br/>Morale		10<br/>Hoard Class	VI<br/><br/>These creatures are lung fish with the heads of ducks and the paws of monkeys. They are found in forests near rivers and lakes. They are pests that attack travelers on land and water. The fish grab a clump of soil, transform it into hard stone and throw it up to 100'. If attacked, they will climb trees and pelt their opponents from the branches. Rock fish eat aquatic vegetation and terrestrial fruit and nest/roost in the trees. Their eggs are considered fine eating by some people and a colony can have as many as a few hundred each spring.<br/><br/>Name		Feeder Rat<br/>No. Enc.	5d12 (10d12)<br/>Alignment	N<br/>Movement	150' (50') fly 180' (60') swim 90' (30')<br/>AC		8<br/>HD		1/2<br/>Attacks		1 (bite)<br/>Damage	d3<br/>Save		L0<br/>Morale		12<br/>Hoard Class	none<br/><br/>Feeder rats have sparrow wings and trout tails. They were created to be food for Echidna's other children. The creatures are extremely fecund and breed every 20-30 days, producing several dozen eggs per spawn. The eggs are hard and take 2 days to hatch. The hatchlings only take 2 weeks to reach adulthood. Most predators eat them in abundance but those who are not relatives suffer from doing so. Any creature not a child of Echidna loses d4 points of dexterity (or an increase to armor class for those without DEX scores), no save. The rats themselves are herbivores that can eat almost all kinds of vegetation, including toxic species. They live pretty much everywhere, from the depths of the ocean to mountain tops. If there are any pests on Mount Olympus, they are probably feeder rats.<br/><br/>Name		Earth Shaker<br/>No. Enc.	d6 (3d4)<br/>Alignment	NE<br/>Movement	30' (10') burrow 30' (10')<br/>AC		5<br/>HD		2<br/>Attacks		1 or 1 (bite or shriek)<br/>Damage	d6 or special<br/>Save		L1<br/>Morale		5<br/>Hoard Class	none<br/><br/>Like several of Echidna's other children, earth shakers were created to destroy humanity. They are foxes with mole paws and bat heads and burrow through the ground, searching for structures made of stone. When a shaker family finds one, they use shrieks to pulverize the stone. Each hour they use their calls, the part of the structure they are attacking loses 25% of its hit points. With enough time, they can make the largest castles and even cities crumble to dust. Fortunately for people, the shriek only affects stone and earth shakers are fairly easy to slay after they are dug up.<br/><br/>Name		Snow Bear<br/>No. Enc.	d4 (d6)<br/>Alignment	NE<br/>Movement	240' (80')<br/>AC		4<br/>HD		8<br/>Attacks		3 (claws and bite)<br/>Damage	d6/d6/d8<br/>Save		L6<br/>Morale		11<br/>Hoard Class	VII X5<br/><br/>Snow bears live on mountain tops during the warm months and come down to eat people after the first frost. They have chicken legs and fox heads. If all three of their attacks hit, the victim must save versus death or freeze solid. These people can be revived but it takes days of slow heating most do not survive the attempt (transformative shock with a -20% penalty). Normally the bears freeze a few people and then drag them off to a cave or hollow to feast. There people can find remains, including any treasure owned by former meals.<br/><br/>Name		Snare Fish<br/>No. Enc.	5d20 (0)<br/>Alignment	N<br/>Movement	swim 120' (40')<br/>AC		6<br/>HD		2<br/>Attacks		1 or 1 (bite or spine)<br/>Damage	d4 or d4<br/>Save		L1<br/>Morale		4<br/>Hoard Class	none<br/><br/>These children are carp with lamprey heads and spider spinnerets. They find boats, rafts and ships and use their silk to stick the vessels to each other, docks, boulders, etc. Large schools snare vessels so well that it can take a month to cut them free. People use bows, spears and explosives to kill them and a live snare fish is dangerous as it might (25%) have a disease it spreads through its bite as well as spreading fish slime disease with their spines (yes, this is a real disease).<br/><br/>Name		Leaping Ape<br/>No. Enc.	d4 (2d6)<br/>Alignment	NE<br/>Movement	90' (30') leap 150' (50')<br/>AC		6<br/>HD		4<br/>Attacks		2 or 1 (paws or barf)<br/>Damage	d8/d8 or poison<br/>Save		L3<br/>Morale		10<br/>Hoard Class	none<br/><br/>Leaping apes are gorillas with kangaroo legs, sea cucumber guts and living iron paws. They can spit up toxic parts of their digestive tract but as the range is only 5', most only spit down from the trees. Their paws are made of iron and can rend most metals. Anyone struck by both paws take an additional d10 points of damage. Those hit with the barf and fail their save versus poison take 30 points of damage. Leaping apes can not climb normally because of their legs so they jump from the ground into the branches and then from branch to branch.<br/><br/>Name		Death Cape<br/>No. Enc.	d8 (d8)<br/>Alignment	NE<br/>Movement	180' (60') climb 150' (50') glide 120' (40')<br/>AC		5<br/>HD		1/2<br/>Attacks		1 (claws)<br/>Damage	d6<br/>Save		L1<br/>Morale		12<br/>Hoard Class	none<br/><br/>These vile little creatures are quolls with flying squirrel flaps and tiger claws. Echidna was enraged when a human army torched the forest where some of her children dwelled and created these animals to destroy the invaders. Any creature struck by a death cap and failing its save versus death gains a disease that rots the soul rather than the flesh. Each week they lose a hit die worth of hit points (this isn't negative levels). And when they die, their bodies transform into fleshy trees that spontaneously generate more death capes. Curing the disease is easy without magic- just kill ten of the victim's species and Echidna does the rest. Otherwise it takes a Limited Wish or Wish spell.<br/><br/>Name		Echidna's Lash<br/>No. Enc.	3d6 (0)<br/>Alignment	CE<br/>Movement	60' (20')<br/>AC		4<br/>HD		6<br/>Attacks		1 (bite)<br/>Damage	4d6<br/>Save		L3<br/>Morale		12<br/>Hoard Class	none<br/><br/>Echidna created this creatures as another weapon against heroes. They are panthers with turtle legs and snail radulas (think biological chainsaw) in place of their tongues. Lashes ambush their targets because they are so slow, surrounding the victims and tearing them apart as fast as possible. Those bitten not only take damage but their armor is usually rendered to pieces unless a save versus death is made. Failure means the armor is not only useless, but it actually impedes the wearer's movement. Cut their speed by half until they can get out of the armor. This only applies to metal armor. Cloth and leather is simply shredded. Lashes are not slow on purpose, rather it was an error in judgement by their mother. Still, they have killed several lesser heroes and destroyed small towns. If they are all slain, she will simply make a better version.<br/><br/>Name		Island Crow<br/>No. Enc.	4d6 (4d6)<br/>Alignment	N<br/>Movement	150' (50') fly 180' (60')<br/>AC		6<br/>HD		1<br/>Attacks		1 (peck)<br/>Damage	d3<br/>Save		L1<br/>Morale		12<br/>Hoard Class	VII X20<br/><br/>Island crows have the legs of horses and howl of wolves. Large birds, the crows exist to kill travelers that arrive by sea. Their howls, which can be made only once per turn, cause confusion (as per thay spell) in all (but the crows) within 50' unless a save versus spells is made. Failure means d6 rounds of confusion. The crows use their howls to try to get their victims to kill each other. The leader bird makes its call and then others do so, one per round, until everyone is affected. Once their targets are dead, the birds eat. Otherwise they consume dead animals that wash up as well as small animals native to the islands.<br/><br/>Name		Fire Rat<br/>No. Enc.	d8 (2d6)<br/>Alignment	NE<br/>Movement	150' (50') climb 150' (50')<br/>AC		6<br/>HD		1/2<br/>Attacks		1 (spit)<br/>Damage	d4<br/>Save		L0<br/>Morale		5<br/>Hoard Class	VI<br/><br/>Fire rats are squirrels with iguana scales covering their entire bodies and viper fangs. Almost exclusively found underground, they exist to weed out weaklings attempting to invade the underworld. Hades got tired of people trying to invade his domain and stole and slightly altered these children. Their venom is spat rather than delivered with a bite. This has a range of 10' and the rodents usually try from cave walls. Anyone struck by the venom takes damage and must save versus poison. Failure results in ignition and d8 points of fire damage for d4 rounds. Putting out a fire is easy- it just takes an entire wineskin of water. As the trip down into the underworld can take a great deal of time, some who have survived an encounter with fire rats later die from dehydration.<br/><br/>Name		Mud Fish<br/>No. Enc.	4d4 (0)<br/>Alignment	N<br/>Movement	60' (20') burrow 30' (10') swim 120' (40')<br/>AC		2<br/>HD		2<br/>Attacks		1 (bite)<br/>Damage	3d4<br/>Save		L1<br/>Morale		12<br/>Hoard Class	none<br/><br/>Mud fish are new, an attempt to kill humans in a very different way from most of the children. They work with rock fish and cause floods. Mud fish are armored fish with crocodile legs and a sawfish bill. The bill allows them to burrow through solid rock, though usually they work in mud. The rock fish use mud fish burrows and build dams all the way down to the water table. The mud fish create water in abundance, as much as a few hundred gallons per fish per day. After a few weeks, the dam is broken and whatever was down stream from the dam is washed away. On might think it would be easy to find the dams before they break, but mud fish are very intelligent and can hide their work almost in plain sight. Only luck, or magic, allows people to find the stone fishes' work before it is completed.<br/><br/>Name		Shade<br/>No. Enc.	d4 (3d6)<br/>Alignment	NE<br/>Movement	90' (30') fly 150' (50')<br/>AC		6<br/>HD		3<br/>Attacks		1 (bite)<br/>Damage	d6<br/>Save		L2<br/>Morale		10<br/>Hoard Class	VII<br/><br/>Shades are hyenas with bear heads and bat wings (the latter are their forlegs). They are dinural predators that use a rather strange form of hunting. They fly over their victims and those touched by their shadows must save versus paralyzation or be affected by a darkness spell for 2d4 turns. The save is needed every time someone is in the shadow of a shade. Shades can see in this darkness and use the confusion and difficulty it causes to bring down their prey. Shade packs try to affect everyone in a party before attacking and if they fail to do so, they do not attack. Rather, they go collect more members of their pack and try again. If that fails, then they give up- they aren't stupid enough to attack powerful heroes.<br/><br/>Name		Unseen<br/>No. Enc.	d4 (0)<br/>Alignment	LE<br/>Movement	150' (50')<br/>AC		7<br/>HD		6<br/>Attacks		10 (bites)<br/>Damage	d3 X8, d4/d4<br/>Save		L4<br/>Morale		12<br/>Hoard Class	none<br/><br/>Unseen are another experiment by Echidna, one that is meant to cause chaos among the common people as well as kill heroes. They are squid but instead of arms and tentacles, they have vipers and rattlesnakes in their place. Unseen also have fox ears and excellent hearing. They are so called because they are permanently invisible and silent. Dispel magic makes them visible for d8 rounds and some non-magical tactics work as well (such as flour or dust). The viper venom does 25 points of damage on a failed save. The rattlesnake venom does 10 points on a successful save and 40 points on a failed saving throw. Unseen hide just about anywhere that is dry. They watch potential targets and follow them. When their prey is weakened, by battle or a need for sleep, then they strike. The dead are ripped apart and consumed unlike normal snake prey.<br/><br/>Name		Herd Beast<br/>No. Enc.	5d6 (0)<br/>Alignment	CE<br/>Movement	240' (80')<br/>AC		4<br/>HD		10<br/>Attacks		5 (bite, fists, trample, tail)<br/>Damage	d6/d4/d4/3d6/2d4<br/>Save		L8<br/>Morale		12<br/>Hoard Class	none<br/><br/>Herd beasts are bison/chimp centaurs with stegosaur tails. They live on plains, eating grass and any animals they can run down and trample. Echidna gave these children the ability to inflict a powerful curse, one meant to strike at a vital concept of humanity. Those creatures who are trampled must save versus spells. Failure results in divine attention. For most this means their own god keeps an eye on their actions and takes "corrective measures" when there is a lapse in morals. For clerics, this means an opposing god will send their minions to harass and attack the character. Some alternate curses for those who don't like the idea of divine attention include loss of literacy, aging 2d4 years per failed save, sterility for the character's family, rage after consuming a common food or drink, changes in fire near the character (size, color, shape), attracting monstrous pests that may spread disease or the formation of volcanic vents every time the character goes underground. In any case, the curse can be broken with magic as long as the herd beast that inflicted it is slain and its head is part of the spell's material components (it is not destroyed in the casting).<br/><br/>Name		Cattle Serpent<br/>No. Enc.	d6 (0)<br/>Alignment	N<br/>Movement	60' (20') swim 60' (20')<br/>AC		3<br/>HD		8<br/>Attacks		1 (sting)<br/>Damage	d4<br/>Save		L6<br/>Morale		10<br/>Hoard Class	none<br/><br/>Cattle serpents are giant pythons with goat legs and scorpion stings. The creature's venom causes sleep for d4 hours. After every resisting creature is put to sleep, the serpent swallows them. After 5 rounds, the victim is spat up in the form of a cow or bull if on land or a game fish if on water. If the serpent's victims are eaten by their own original race, they must save versus spells or be likewise transformed. The serpents do need to eat, but only digest livestock and wild animals they put to sleep with their sting. They aren't common but their effects can go far beyond the homes or villages they attack.]]></description>
<pubDate>Thu, 23 May 2013 04:21:02 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[One uncommon form of herbalism found on the Forge involves magical creatures- as fertilizer. Their rotting blood and flesh twist the plants, providing them with new forms and magical abilities.<br/><br/>Name		AnkleBiter<br/>No. Enc.	0 (3d8)<br/>Alignment	Neutral<br/>Movement	0'<br/>AC		8<br/>HD		1<br/>Attacks		1 (grasp)<br/>Damage	d3 + grapple<br/>Save		F0<br/>Morale		12<br/>Hoard Class	VI<br/><br/>Unlike most plants grown on magic critter carcasses, anklebiters do not have any value to an herbalist. They are created for defense only. Grown on the sap of thorns (plant people), these vines are 6-8' long and have thorns covered in a paralytic toxin. If the plant hits on an 18+, it wraps around the target and uses the thorns. Those failing their save (at -2) are paralyzed for 2d4 rounds, long enough for the vine to crush the life out of them (d8 per round). Corpses are usually removed by the gardners but occasionally coins and trinkets are left behind.<br/><br/>Name		Scarlet Apple<br/>No. Enc.	0 (4d6)<br/>Alignment	Neutral<br/>Movement	0'<br/>AC		8<br/>HD		1+2<br/>Attacks		1 (spray)<br/>Damage	special<br/>Save		F1<br/>Morale		12<br/>Hoard Class	II<br/><br/>Grown with the hemolymph (blood) of the plague wasp (see upthread), scarlet apples are shrubs that have large transparent cysts. As these cysts fill with blood, they turn bright red and some mistake them for apples or other fruit. If the plant is roughly handled or harmed, one of the cysts breaks open and the blood forms a 20' diameter cloud. Those within the cloud must save versus poison or be blinded, weakened (-4 STR) and possibly diseased. Blindness and weakness last for 3d4 days. The whole plant can be used to filter blood and the stem and roots can be preserved to make medicine to treat blood disorders.<br/><br/>Name		Skull Mold<br/>No. Enc.	0 (1)<br/>Alignment	Neutral<br/>Movement	0'<br/>AC		9<br/>HD		1/2<br/>Attacks		special<br/>Damage	special<br/>Save		F0<br/>Morale		12<br/>Hoard Class	VI<br/><br/>In the undercity of Penance, herbalists are restricted to fungi and the occasional magical plant. Skull mold grows on the corpses of maze demons, slowly dissolving the body except the skull. If processed correctly, it is one of the most valuable substances in the city as consuming one dose allows a person to ignore anomalies (gravity, magic and time) for 24 hours. The danger of the mold is its spores. When the fungus reproduces, it makes a 50' diameter cloud by forcefully ejecting the spores. Those within the cloud find their bones start to melt and take 4d4 points of damage per round until they leave the cloud. A save versus poison halves the damage. Fortunately this happens only twice a year and for one day each time.<br/><br/>Name		Hollow Grass<br/>No. Enc.	0 (d8)<br/>Alignment	Neutral (evil)<br/>Movement	0'<br/>AC		9<br/>HD		4<br/>Attacks		1 (touch)<br/>Damage	special<br/>Save		F8<br/>Morale		12<br/>Hoard Class	none<br/><br/>Hollow grass is similar to bamboo except the spines and seed heads. It is grown on the blood of vampires and this gives the plant a slight malevolence. It brushes against those within 2' in an attempt to feed on their blood. What makes the grass valuable is its hunger for blood. Those with the most terrible diseases and many curses can allow the plant to feed. Those failing their save versus dead die and come back as zombies in d4 rounds. Those who make the save are cured of all diseases and most curses. The disease and/or curse is consumed by the plant. In the case of a disease, it is simply destroyed. In the case of a curse, the plant can be used as a material component in inflicting it upon another.]]></description>
<pubDate>Mon, 03 Dec 2012 05:22:40 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Vine Sprite (and Shadow Ivy)<br/>No. Enc.	2d6 (5d20)<br/>Alignment	Chaotic<br/>Movement	fly 60' (20')<br/>AC		3<br/>HD		1/2<br/>Attacks		1 (bite)<br/>Damage	d3<br/>Save		T2<br/>Morale		6<br/>Hoard Class	XVI<br/><br/>Vine sprites are to shadow ivy what dryads are to oaks and are restricted to 600'. Shadow plants are those that grow using the energy from the plane of shadow in a similar manner to green plants using light. They are not found underground as they can not survive total darkness anymore than green plants. Shadow ivy is a species that is found in Wildwood and Eclipse and has spread to some cities in Anvil, Penance and Arena. It grows in rooms and basements with windows and other places in indirect light. Like most shadow plants it is immune to heat and cold based attacks and can regenerate 5 hit points per round as long as it is exposed to shadow. In complete darkness or bright light for more than 16 hours, the plant goes into hibernation and will die from a week long abscence of shadow. The vine sprite is a 1' tall humanoid with some beetle features- face, wings and antennae. As it is the spirit of the plant, it can inhabit and animate the ivy if it needs to (use goblin stats for the animated vine). The plant can even uproot and move around. Outside the vine, the little fairy uses magic to increase the amount of shadows. The sprite can cast Phantasmal Force, Darkness Globe and Light at will It is immune to mundane weapons (i.e. +1 or better is needed to harm it), fire, cold and lightning based attacks and can see perfectly in shadowy conditions. The sprite is vulnerable to light and takes dies if exposed to sunlight or spells such as sunray. If it knows light it coming, the fey can enter its vine in one round, no matter how far away the plant is.<br/><br/>Vine sprites are dangerous because of the large numbers they are found in. Whole buildings can be swallowed up and destroyed by the ivy within a matter of days if there is no one to cut it back and kill off the sprites that are trying to make it spread and grow. If left unchecked, a shadow ivy can reproduce by division once per week as long as it has the proper amount of light. Like most plants it needs soil, but the vine can get around this by shedding some of its leaves and allow its clone to grow in them. Fortunately it is also very tasty to some herbivores and makes good grazing in parts of Eclipse. In fact some people farm the vine for food (such as valcos) and others use it as an herb or spell component.]]></description>
<pubDate>Sat, 03 Nov 2012 04:15:26 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[A way to cruelly punish a player for ruining the fun of the others is to use the sugar basilisk. Its gaze turns iron and steel (or leather or cloth or whatever the character has most of) into a form of sugar that anyone touching it is compelled to consume it. The PCs ends up eating his own equipment.]]></description>
<pubDate>Tue, 23 Oct 2012 04:54:05 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Emi<br/>No. Enc.	d4 (3d4)<br/>Alignment	Neutral<br/>Movement	fly 150' (50')<br/>AC		6<br/>HD		2<br/>Attacks		1 or 1 (bite or hypnotic pattern)<br/>Damage	d6 or hypnotic pattern<br/>Save		F2<br/>Morale		5<br/>Hoard Class	special<br/><br/>Chess Orchid<br/>No. Enc.	0 (2d6)<br/>Alignment	Neutral<br/>Movement	0'<br/>AC		9<br/>HD		1/2<br/>Attacks		special<br/>Damage	special<br/>Save		F0<br/>Morale		12<br/>Hoard Class	none<br/><br/>Emi are beautiful crow like birds the size of hawks. Their feathers are reds and blues and their eyes are indigo, though few get to see these colors and live. Emi (singular and plural) are shapeshifting ambush predators that cultivate a variety of magical herbs. Their gardens are found high in the trees, mostly in Wildwood. The exact plants differ between emi colonies but they tend to be rare or even unique- bred by the emi for centuries. Emi are intelligent and can speak, but most prefer not to talk with their food. Their alternate form is that of a dull plant, the exact species dependant on the natural flora around the colony.<br/><br/>In one corner of Wildwood, the most desirable plant found only in emi gardens is the chess orchid. It animates four objects up to 50' away. The emi use it for defense and wizards and alchemists want it for work on dangerous experiments (usually through a wall of force). The objects to be animated have to be dusted with the plant's pollen and then moving the orchid's four leaves directs the objects as desired. The plant does not survive very well in the lab, usually 3-6 months before wilting and dying. Only spells over 6th level can keep it alive for longer. It has never been bred in captivity.]]></description>
<pubDate>Fri, 19 Oct 2012 05:04:46 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Dancing Flame<br/>No. Enc.	2d12 (0)<br/>Alignment	Lawful<br/>Movement	240' (80')<br/>AC		4<br/>HD		5<br/>Attacks		1 (slam)<br/>Damage	2d4+3<br/>Save		F4<br/>Morale		10<br/>Hoard Class	none<br/><br/>Creeping Flame<br/>No. Enc.	3d6 (0)<br/>Alignment	Lawful<br/>Movement	180' (60')<br/>AC		5<br/>HD		3<br/>Attacks	1 (slam)<br/>Damage	d6+3<br/>Save	F2<br/>Morale	10<br/>Hoard Class	none<br/><br/>Creatures, including normal animals, move between the planes all the time. The dancing and creeping flames are deer and foxes that migrated from the prime material plane to hell. After a few dozen generations, enough time for them to be warped by the energies of hell, a small population of each (and other animals) were sold be devils to the fire elemental prince of evil, Imix as the animals became immune to fire over those generations. It is there that Barbello discovered them. She pulled a few dozen of each and placed them on the border with Wildwood, as a way to irk Haiel. That was a mistake as the next time she paid attention, they had bred like rabbits and had destroyed a few villages on both sides of the border.<br/><br/>Dancing flames are devilish deer that are almost sapient (int 2) and quite devious. They are made of dull red flames now, though oddly they can not ignite anything but living and undead flesh. A community overrun by them will have smoldering corpses but the infrastructure and personal belonging will be untouched. When a dancing flame hits a living or undead creature, that creature must save versus death or ignite and suffer d4 points of damage per round for three rounds (this is not included in the damage listed). They were used as sport on the plane of fire. They bred fast enough and were dangerous enough to make hunting them a challenge for Imix's servants who enjoyed the hunt.<br/><br/>Creeping flames are foxes the size of large dogs. Imix used them to kill vermin and drive off intruders to his realms. They are made of dull yellow and orange flames and can only burn living and undead flesh. Their ignition damage is d6 points per round for three rounds. A rare subspecies made of blue flames does d12 points of ignition damage for four rounds. Though they do not breed as fast as dancing flames, creeping flames do produce at least a dozen kits per litter and this has allowed them to survive in the jungles of Wildwood.<br/><br/>Both animals have all the powers, immunities and resistances of devils (that includes 1/2 damage from cold based attacks). They can only harmed by +2 or better weapons and spells above 2nd level. They are devious and use intelligent tactics when dealing with real threats. Otherwise they are just as cruel as other devils and will kill normal animals out of spite.<br/><br/>Phantom Bull<br/>No. Enc.	1 (0)<br/>Alignment	Neutral<br/>Movement	180' (60')<br/>AC	1<br/>HD	8<br/>Attacks	1 (gore)<br/>Damage	3d4+4<br/>Save	F6<br/>Morale	8<br/>Hoard Class	none<br/><br/>Phantom Ghoul<br/>No. Enc.	d8 (0)<br/>Alignment	Neutral<br/>Movement	90' (30') bipedal 30' (10')<br/>AC	2<br/>HD	6<br/>Attacks	1 (bite)<br/>Damage	d12<br/>Save	F5<br/>Morale	12<br/>Hoard Class	none<br/><br/>Israfel found a farming commune on the ethereal plane. These people had lived there for many generations and had used magic to breed their livestock to be adapted to the local conditions. She took a few of these animals and seeded them in the Forge's ethereal border. Strange things happened to them after they were exposed to the Bound God's energy.<br/><br/>Bulls can eat the mists of the plane and convert them to useful flesh and hides. They are grey and the size of rhinos. The farmers altered their cattle so that the bulls could reproduce on their own by budding. Instead of milk, they drank the bulls' blood (which is very different from normal blood, a gooey slime that tastes good). After being exposed to the Forge, the bulls gained almost complete immunity to magic (125%). Those who want to hunt them or ranch the bulls have to use non-magical methods.<br/><br/>Ghouls are reptiles that may have been crocodiles or monitors. They are semibipeds (ie they can stand on their hindlegs and walk slowly) and were used to consume hair, bones and offal from other livestock- the otherwise inedible or useless parts. After being exposed to the Forge, their mouths and teeth grew and now they can bite a human in half with little effort. They are still fairly docile and it takes a bit of effort to get one angry enough to attack. But then once they do, it is impossible to make them stop without magic or the death of the one who pestered or attacked them. Ghouls are much smarter than bulls but are still animals. In a few hundred generations near the Forge, they make become sapient.]]></description>
<pubDate>Thu, 11 Oct 2012 05:04:02 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Alarm Ooze<br/>No. Enc.	0 (1)<br/>Alignment	Neutral<br/>Movement	30' (10')<br/>AC		5<br/>HD		8<br/>Attacks		1 (slam)<br/>Damage	2d8<br/>Save		F4<br/>Morale		12<br/>Hoard Class	VI<br/><br/>Eye Killer<br/>No. Enc.	0 (1)<br/>Alignment	Neutral<br/>Movement	90' (30') climb 60' (20')<br/>AC		5<br/>HD		8<br/>Attacks		1 (slam)<br/>Damage	d6+3<br/>Save		F4<br/>Morale		12<br/>Hoard Class	IV<br/><br/>On some parts of the Forge, these oozes are very popular guardians for towers, vaults, homes, etc. Both are 10-20' in diameter, 1/2" thick and are transparent. The alarm ooze sits quietly until something over 20 pounds steps on it. Then it makes a headache inducing screech and continues to do so until the pressure is removed. Those within 1000' will hear this scream and those within 50' must save versus paralysis or suffer a -2 to hit until the sound stops. If the ooze is attacked, it uses a powerful pseudopod to defend itself. The eye killer is typically found on walls and produces a blinding light when something comes within 30'. Those looking in its direction must save versus paralysis or be blinded for d4 turns (so 10-40 minutes). They can also defend themselves, though they are fast enough to escape if they are reduced to less than 5 hit points. As to reduce the chances they go feral and attempt to eat their masters, both kinds of oozes are vegetarians. Other creatures are used to eat corpses.]]></description>
<pubDate>Mon, 01 Oct 2012 05:35:36 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Fleeting Pond<br/>No. Enc.	1 (0)<br/>Alignment	Neutral<br/>Movement	180' (60')<br/>AC		-2<br/>HD		10<br/>Attacks		1 (engulf)<br/>Damage	special<br/>Save		F2<br/>Morale		10<br/>Hoard Class	none<br/><br/>Fleeting ponds are schools of knife fish that use the spells Raise Water and Lower Water to move masses of water on land. The ponds are 50-100' in diameter and 20-50' high. The masses change shape as the fish move within them. Though the fish themselves are harmless, their water engulfs people, creatures and the landscape and living things may drown if the fish stop to feed or rest. Those engulfed find that the water has a skin with a strength of 14. Those weaker can not escape without assistance.<br/><br/>Fleeting pond reproduce when they encounter bodies of freshwater. The fish divide like oozes and then the new school takes some of the water with it. Wells, farm ponds and streams have been devastated by abundant ponds. Fortunately the fish are easy to kill with poisons, spells and traps. Those attempting to fish with axes and spears find the kill is much more difficult.<br/><br/>On the Forge, fleeting ponds are abundant in the northern parts of Penance, Wildwood and along the lake shores of Arena.<br/><br/>Name		Stonefish<br/>No. Enc.	d12 (0)<br/>Alignment	Neutral<br/>Movement	swim 60' (20')<br/>AC		0<br/>HD		4<br/>Attacks		1 (slam)<br/>Damage	3d4+4<br/>Save		F3<br/>Morale		12<br/>Hoard Class	none<br/><br/>Only a few sages know that the marine stonefish and freshwater yellow jelly are the same species. A stonefish is all but a living mass of salt and aggressively hunts smaller creatures. When a stonefish enters freshwater, its 3' long body absorbs so much water, it expands to a 60' long, 25' wide mass of gelantinous goo, the harmless yellow jelly. People find the stonefish inedible, though a good source of salt, and the yellow jelly a pest that can block pipes and drive off desirable game and food fish (they are intimidated by the jelly's size).<br/><br/>On the Forge, stonefish are found in the Central Ocean and jellies in the swamps of Wildwood and rivers of Penance that lead into the Central Ocean. Only the falls of the City of Penance keep them from invading the Wellspring and thus the other oceans.]]></description>
<pubDate>Sat, 29 Sep 2012 04:09:09 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Tide Dragon<br/><br/>No. Enc.	d4 (d8)<br/>Alignment	Lawful<br/>Movement	90' (30')<br/>		swim 180' (60')<br/>AC		4<br/>HD		9<br/>Attacks		3<br/>Damage	d6/d6/2d8<br/>Save		F9<br/>Morale		4<br/>Hoard Class	XXV<br/><br/>Habitat		Shallow ocean<br/>% Sleep	5%<br/>% Speech	100%<br/>Breath Weapon Range/Shape	90' long X 30' wide cone<br/>Breath Weapon Type                   special<br/>Spells		1	2	3	4<br/>		5	5	4	3<br/><br/>Tide dragons lair where the land is exposed to the air for part of the day. They are the size of blues and have blue-green scales. Their feet are large and webbed but are not very strong (i.e they have low claw damage). They have no wings but their tail is prehensile and very dextrous and is used in place of hands. Tide dragons can breathe both air and water. Some prefer to sleep at high tide and others at low- it all depends on where its supplicants come from. Their breath weapon animates 1 object per age catagory per use. These objects are permanently animated, have an animal level of intelligence and obey the dragon until they break.<br/><br/>Tide dragons are highly magical and can cast 4th level spells, unlike most dragon races. It is their specialty, golem creation, that draws wizards from around the world. They come with gifts and hope to learn the secrets of crafting golems or improvements on their forms. Few pass the tests the tide dragons provide, but only the annoying are eaten.<br/><br/>Tide dragon lairs are carved from rock or coral and sit beyond the shore of high tide. The do have hoards but the coins do not stay long. The dragon spends its money on art (usually stone statues to act as models), magic and raw materials for golem creation. Its existing golems (and occasional animated object) bring up wealth from the depths and supplicants usually pay by the cartfull of coins so the dragon is rarely without some coin based bedding.<br/><br/>In addition to amber, bone and wood golems (LL p. 78), tide dragons make a huge variety of constructs. Here are but a few examples.<br/><br/>Name		Kelp Golem<br/>No. Enc.	0 (1)<br/>Alignment	Neutral<br/>Movement	swim 90' (30')<br/>AC		8<br/>HD		10<br/>Attacks		1 (leaf)<br/>Damage	d8 + grapple<br/>Save		F5<br/>Morale		12<br/>Hoard Class	special<br/><br/>Kelp golems are handy defensive constructs in that they can hide easily (suprise on 1-7 on d8) and can capture rather than kill. Ogre-sized and smaller creatures struck by a kelp golem are automatically grappled and the golem can then do lethal or non-lethal damage to its victim. Only those with natural weapons or knive-sized weapons can defend themselves against kelp golems while grappled. Most tide dragons have their kelp golems bring in unconcious intruders to make their own decision on their fates.<br/><br/>Name		Sharkflesh Golem<br/>No. Enc.	1 (1)<br/>Alignment	Neutral<br/>Movement	swim 240' (80')<br/>AC		5<br/>HD		15<br/>Attacks		1 (bite)<br/>Damage	d4 + swallow whole<br/>Save		F8<br/>Morale		12<br/>Hoard Class	special<br/><br/>Sharkflesh golems are rare creations of tide dragons and are more likely controlled by other races. They are not meant to kill, but rather capture a specific person or creature or group. A sample of blood is needed and the golem can smell the targets from 250 miles away. As sharkflesh golems are the size of small whales (45' long), they can swallow a few dozen human sized creatures at one time. Those swallowed must save versus spells or be paralyzed until disgorged (and those paralyzed do not have to worry about breathing until they get out). The save must be made every round until it is failed or the creature escapes. The inner lining of the golem is AC 5 and it takes 50 hit points to cut a way out. The damage is usually repaired by the golem's creator after it returns. It takes scores of sharks to make a sharkflesh golem and sahuagin (or marine druids) will hunt down those responsible for the deaths of so many predators.<br/><br/>Name		Shell Golem<br/>No. Enc.	0 (1)<br/>Alignment	Neutral<br/>Movement	60' (20')<br/>AC		2<br/>HD		8<br/>Attacks		1 (slash)<br/>Damage	3d6<br/>Save		F4<br/>Morale		12<br/>Hoard Class	special<br/><br/>Shells are a very common marine resource and there are several forms of shell golems. These are massive humanoid or crab shaped constructs that use razor edged shells to slash creatures to death. Shell golems are not popular with tide dragons in tropical waters as they tend to collect corals, clams and sponges- too many of them eventually bore into the golem and destroy it. In colder waters, they make up the protective force in deeper waters to keep predators away from the dragon's lair and preying on its hatchlings and vistors.<br/><br/>Name		Shipwood Golem<br/>No. Enc.	4d4 (4d4)<br/>Alignment	Neutral<br/>Movement	150' (50')<br/>AC		6<br/>HD		5<br/>Attacks		1 (slam)<br/>Damage	2d4<br/>Save		F3<br/>Morale		12<br/>Hoard Class	special<br/><br/>Sunken ships are another common resource. Shipwood golems are magically reinforced and do not rot or crumble when exposed to air. They walk along the ocean bottom and can sense sunken ships by their wood to a range or 50 miles. They are the most common construct used for salvage and will take everything from a wreck back to their creator. Each has six arms and can haul 1000 pounds- so it takes several trips for all but the smallest wrecks. Shipwood golems are cheap because they are weak compared with other golem types. A tide dragon can have several groups of them searching over a very large territory (hundreds of square miles).]]></description>
<pubDate>Sun, 15 Jul 2012 06:32:51 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Sludge Beast<br/>No. Enc.	d4 (0)<br/>Alignment	Neutral<br/>Movement	fly windspeed or fly 90' (30')<br/>AC		5<br/>HD		180<br/>Attacks		contact<br/>Damage	4d4+12<br/>Save		F21<br/>Morale		12<br/>Hoard Class	none<br/><br/>Name		Muck Bat<br/>No. Enc.	d12 (10d12)<br/>Alignment	Neutral<br/>Movement	fly windspeed + 180' (60')<br/>AC		6<br/>HD		2<br/>Attacks		1 (bite)<br/>Damage	d4<br/>Save		F1<br/>Morale		4<br/>Hoard Class	none<br/><br/>A few of the many types of clouds on the Forge are made by creatures as ways to hide and/or hunt. Sludge beasts are common in Eclipse, hiding in the ever present mists, and rare everywhere else north of the Vault. They are tangles of tendrils as the beasts are actually carnivorous plants that can be as large as 200' in diameter. A sludge cloud is brown and its rain is a (non-toxic) thick, muddy goo- the waste product of the beast and its flocks of avians. The beast is both home and predator of these flying creatures. If a sludge beast has few or no avians, when it hungers, it will decend and feed on ground dwelling creatures and plants. Some areas of the mushroom forest are heavily grazed until druids introduce new flocks to the starving beasts.<br/><br/>Muck bats are among the most common types of avians found on the sludge beasts in Eclipse (and no where else). They are bloated with gas that makes them explosive and gives their bite a mild toxin (d8/0). If exposed to flames, the bats automatically detonate and cause d8 points of damage to 10', save versus breath weapons to avoid damage completely. Each bat is about the size of an eagle, have cutting teeth and can haul 5 pounds of meat back to its sludge beast after a successful hunt. Unlike most flying creatures, muck bats can take advantage of the wind (what little there is in Eclipse) and fly faster with its assistance. This even applies if they are heading upwind as the bats can tack like a sailing ship. In fact, they could be called sky sailors rather than fliers as they use their gas filled guts to stay afloat and their wings to get around.<br/><br/>Name		Nemamiah's Tears<br/>No. Enc.	d8 (0)<br/>Alignment	Neutral<br/>Movement	fly windspeed<br/>AC		3<br/>HD		150<br/>Attacks		special (cloud)<br/>Damage	8d4 negative energy + 3d6 cold<br/>Save		F21<br/>Morale		12<br/>Hoard Class	none<br/><br/>Name		Icicle<br/>No. Enc.	3d4 (10d10)<br/>Alignment	Neutral<br/>Movement	fly 360' (120')<br/>AC		7<br/>HD		3<br/>Attacks		1 (slam)<br/>Damage	d10<br/>Save		F2<br/>Morale		9<br/>Hoard Class	none<br/><br/>Another cloud builder, Nemamiah's Tears are massive black crystals that slowly evaporate, forming white clouds. They feed on the negative energy that taint the Vault and float a mile or so above the surface. Any living creature entering the cloud suffers both cold and negative energy damage once per minute (save versus death for half negative only). As the crystals do need flesh and blood to heal, grow and reproduce, they occasionally form and release 6' long flying icicles. These icicles are powered by negative energy and can be turned, but not destroyed, as if they were ghasts. Those slain by the icicles, but not entirely consumed, rise as death mists (treat as shadows that drain dexterity rather than strength and are immune to the effects of sunlight). The Tears are filled with so much negative energy that clerics can not turn them, no matter their level.]]></description>
<pubDate>Sun, 15 Jul 2012 03:37:57 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[A blast from the past. Dragon 59 has in the article Make Monsters, Not Monstrosities, the starkhorn. It is a rolypoly predator that captures prey with telekinesis. The larger the pack, the larger the prey. And as each 'horn is the size of a wolf, their prey can get very large indeed.]]></description>
<pubDate>Tue, 10 Jul 2012 05:41:59 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Sharp Ear<br/>No. Enc.	d4 (0)<br/>Alignment	Chaotic<br/>Movement	150' (50')<br/>AC		5<br/>HD		5<br/>Attacks		1 (bite)<br/>Damage	d4+4<br/>Save		F5<br/>Morale		12<br/>Hoard Class	VI<br/><br/>Name		Iron Claw<br/>No. Enc.	d6 (0)<br/>Alignment	Chaotic<br/>Movement	120' (40')<br/>AC		6<br/>HD		6<br/>Attacks		2 (claws)<br/>Damage	d6+2/d6+2<br/>Save		F6<br/>Morale		12<br/>Hoard Class	VI<br/><br/>Using a machete in Wildwood's jungles can prove costly to those lacking knowledge of the local flora. Some plants have toxins or corrosives in their sap and some lay curses on those that harm or slay them.  On unnamed shrub has a slightly different tactic. It sprays sap in a 10' diameter area after being cut. Elves and humans in that area must save versus breath weapon to avoid the sap. Those who fail get covered in it and some of the sap gets into the blood stream. The sap itself draws insects for the next d4 hours (normal and giant species) but the real danger is something else entirely. If the affected person dies within a month of exposure, they transform into a ghastly aberration with warped features. The transformation takes but one minute. Elves turn sharp ears and use razor teeth to strip flesh from bone. Humans become iron claws and devour hearts and brains. Both attack only their original race unless harmed first. Even then, they only eat the flesh of their original race. If they are slain and then brought back to life, they return as the aberrations not their original selves. It takes a wish or similar magic to undo the curse.]]></description>
<pubDate>Tue, 12 Jun 2012 03:58:18 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Stone Yak<br/>No. Enc.	d10 (0)<br/>Alignment	Neutral<br/>Movement	90' (30') climb 60' (20')<br/>AC		3<br/>HD		4<br/>Attacks		1 (horns)<br/>Damage	d8<br/>Save		F2<br/>Morale		5<br/>Hoard Class	none<br/><br/>Name		Dagger Tree<br/>No. Enc.	0 (d20)<br/>Alignment	Neutral<br/>Movement	0'<br/>AC		2<br/>HD		15<br/>Attacks		contact<br/>Damage	3d6<br/>Save		F0<br/>Morale		12<br/>Hoard Class	VI<br/><br/>A very common animal in Anvil, stone yaks hahave an earth elemental bloodline. This provides them with a rock hard hide, the ability to supplement their plant and lichen diet with stone and the ability to stick to mountain sides. Even dead yaks won't fall. The hide of a stone yak is hard to work but to the right armorer, it is worth 150 gp and can be used to make a few different kinds of armor (treat as metal armor with a 1 or 2 point penalty to AC).<br/><br/>Dagger trees are an increasing part of the stone yak diet as the animals are helping spread their seeds. The plants also part earth elemental. The branches of a dagger tree are razor sharp and only earth elemental creatures and those monsters with an armor class less than 0 can consume (or even touch) them safely. The tree's flowers are bright yellow and soft enough to not shred pollinating insects (the few that are found high in the mountains). Genasi and other earth elemental kin use the trees to make blades, thus the name.]]></description>
<pubDate>Sat, 09 Jun 2012 03:52:04 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Shatter Vine<br/>No. Enc.	0 (d10)<br/>Alignment	Neutral<br/>Movement	0'<br/>AC		7<br/>HD		3<br/>Attacks		1 (spit)<br/>Damage	special<br/>Save		F3<br/>Morale		12<br/>Hoard Class	VII<br/><br/>Name		Sand (or Doppel) Oak<br/>No. Enc.	0 (1)<br/>Alignment	Neutral<br/>Movement	0'<br/>AC		4<br/>HD		12<br/>Attacks		special<br/>Damage	special<br/>Save		F6<br/>Morale		12<br/>Hoard Class	none<br/><br/>Some of Haiel's plant creations are meant to kill by bypassing the usual resistances or immunities. Shatter vines and sand oaks are typically found together and work in harmony to slaughter anyone that wanders near them. Shatter vines spit a chemical that makes flesh burn and metal freeze. The range for the spit is 25' and the plant must make an attack roll (it has no penalty for spitting in dark conditions). Those hit take 3d6 points of acid damage and 3d6 points of cold damage. There is no save. Metal objects (such as armor) subjected to this cold damage weaken and will shatter if they take more than 40 points. Sand oaks are immune to acid, cold and fire damage. They are short, squat trees that can change their appearance to hide as other tree species. When something comes within 30' of a sand oak, the tree creates a darkness field 60' in diameter and small, random patches of quicksand in the soil surrounding it. Every round a character or creature is within the darkness field, it must make a DEX check or save versus breath weapon or fall prone. Those who do fall are attacked by roots in the sand. The tree has a +6 to hit prone creatures and entangles them with a strength of 22. The oak then waits to the vines to finish off the held creatures before dropping the darkness field.<br/><br/>An oddity of both plant species is their reaction to green dragon blood. A gallon dropped at their roots gives both of them +5 hit dice, 40 hit points and regeneration 5 for 24 hours. Seeds in the soil sprout when doused with green dragon blood and grow to full size within a turn (10 minutes). Another dousing is needed to provide the additional benefits. Thorns and druids that use these plants as weapons keep some blood on hand to enhance their combat abilities.]]></description>
<pubDate>Fri, 08 Jun 2012 04:14:16 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Rat Worm<br/>No. Enc.	3d6 (0)<br/>Alignment	Neutral<br/>Movement	60' (20')<br/>AC		8<br/>HD		1<br/>Attacks		1 (bite)<br/>Damage	d2<br/>Save		F0<br/>Morale		12<br/>Hoard Class	none<br/><br/>Name		Nerni<br/>No. Enc.	d4 (d6)<br/>Alignment	Neutral<br/>Movement	150' (50')<br/>AC		5<br/>HD		9<br/>Attacks		6 or 1 or 1 (claws or bite or acid spit)<br/>Damage	d6 (X6)/ d8 +drain/ 4d4<br/>Save		M9<br/>Morale		10<br/>Hoard Class	XVI<br/><br/>A new introduction to both the port city of Beacon and the Forge, this parasitoid comes from a world where prey and hosts are very abundant. It has two forms. Rat worms are non-sapient creatures 3-4' long and weight 3-5 pounds. They use rodents and other small mammals as hosts. When they appeared in the city two years ago, people thought they were created by some wizard for pest control. When the population hits a certain level, stress pheromones cause some of the worms to metamorphose into nerni (singular and plural). These worms are 30' long and weight 500 pounds. They have large eyes, six tentacles with claws and are very intelligent. In fact some 35% of them have levels in magic user and specialize in illusion and enchantment spells. They hide in slums and ruined buildings, preying on homeless people and using them as food, slaves and hosts. <br/><br/>A nerni host has a most unpleasant fate. They survive the process, at least initially. Each time d4 nerni and 2d4 rat worms emerge and the host must save versus poison to survive the trauma. Every time this occurs after the first, the victim saves at -2 cumulatively (so -2 the first, -4 the second, -6 the third, etc.). Each breeding cycle takes 6 months and the host is well fed and watered. In combat nerni use their claws to weaken foes and then bite to drain them of their blood (on a 15+, does d8 per round). If wounded gravely (less than 25% total hit points), the nerni can also spray an acid in a 30' long, 10' wide cone. Those struck can save versus breath weapon for half damage. Each nerni can use this acid once per day.<br/><br/>Name		Snag<br/>No. Enc.	0 (1)<br/>Alignment	Neutral<br/>Movement	0'<br/>AC		4<br/>HD		18<br/>Attacks		1 (branch)<br/>Damage	3d8+6<br/>Save		F15<br/>Morale		12<br/>Hoard Class	XII, XIII<br/><br/>Name		Coin Snapper<br/>No. Enc.	swarm<br/>Alignment	Neutral<br/>Movement	10' (3') swim 90' (30')<br/>AC		6<br/>HD		15<br/>Attacks		contact<br/>Damage	4d6<br/>Save		F2<br/>Morale		8<br/>Hoard Class	none<br/><br/>After the fall of Decree and the flooding of the old district, some creatures have populated the ruins and lake. In the water, snags are the most dangerous. They are trees that only grow underwater and use their branches to spear boats and swimmers. Snags are always found with some scavenger or predator, such as the coin snapper. These tiny turtles swim in the thousands and strip flesh from bone with their beaks. They are much too small to concern the snag and the snappers don't attack plants anyways. So far only a few snags have grown to dangerous size in Decree but there are enough to make looters' lives short.]]></description>
<pubDate>Wed, 06 Jun 2012 04:26:55 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Some plants have been created to use the light of the two suns to make various alchemical substances or other materials while others simply react to absorbing the light of one, the other or both.<br/><br/>The solar ferns are common on the plains of Penance. When exposed to yellow only sun light, they produce a cloud of spores that register as magic, drowning out other auras. When exposed to red sun light, they produce a form of heat that dazes those with thermal vision (or blindsight) within 20'. And when exposed to both light at the same time, their spores stick to creatures and produce an odor that draws predators. They last for 24 hours and triple the chances of a random encounter.<br/><br/>Alchemist's Lichen is a creation of Haiel for Nemamiah a very, very long time ago. Only they know how to make it reproduce and neither are talking. When the lichen is grown on a substance and exposed to the light of the suns, it slowly converts that material into something else. Here is but a tiny fraction of its capabilities. If one color is mentioned, exposure to the other will ruin the effect or produce something else.<br/><br/>Iron + red = double strenght steel<br/>Iron + yellow = 1/100th weight steel<br/>Iron + both =  1/10th weight steel<br/><br/>Silver + red = double strength mithral<br/>Silver + yellow = alchemical silver (Alchemy & Herbalists)<br/><br/>Gold + red = gold that collects sunlight and emits it in the dark<br/>Gold + yellow = alchemical gold (Alchemy & Herbalists)<br/><br/>Bone + both = raftbone, a substance that repels water. Ships made of it go 20% faster. It makes worthless oars as the water repels the raftbone as well.<br/>Petrified bone + any = weapons made of this do double damage to corporeal undead (turns bits of them to stone)<br/><br/>Wood + red = acid proof wood<br/>Wood + yellow = fireproof wood<br/>Darkwood + both = sonic proof darkwood<br/>Petrified wood + any = seedlings of trees with the earth subtype<br/><br/>Glass + red = glass that allows light but not heat through<br/>Glass + both = mirror that reflects all forms of energy<br/><br/>Deepflow + red = power output tripled<br/>Deepflow + yellow = deepflow becomes immune to heat<br/><br/>Chitin + both = a wood strength material that will repair it self at 1 point per hour]]></description>
<pubDate>Mon, 28 May 2012 05:22:24 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Storm Crow<br/>No. Enc.	d8 (3d8)<br/>Alignment	Neutral<br/>Movement	fly 210' (70')<br/>AC		6<br/>HD		5<br/>Attacks		2 (beak/cloud)<br/>Damage	d6/4d4<br/>Save		F3<br/>Morale		6<br/>Hoard Class	VI<br/><br/>Storm crows infest the northern forests of Penance and some regions of Wildwood. They are large, magical creatures that spread death incidentally. Each bird has a cloud of tiny sensory organs, each appearing as a bit of ash and acting as an eye, ear and tounge. The cloud is controlled by the crow and can be as large as 60' in diameter. Only powerful magic can keep something hidden from a storm crow in its sensory cloud (7th level spell or higher). The cloud can also be used for defense and damage one creature within it per round. This is rarely done as it causes the crow pain.<br/><br/>The crows roost in small flocks and then break up into smaller groups while hunting during the day. They prey on large insects, small reptiles and birds. They only attack humanoids in defense. Which happens often as they are a serious threat to humanoids, at least in Blooming (spring). The crows' nests are a place where slime worms spontaneously generate, a side effect from the magics that mutated the crows.<br/><br/>Name		Slime Worm<br/>No. Enc.	d10 (1)<br/>Alignment	Neutral<br/>Movement	burrow 30' (10')<br/>AC		9<br/>HD		1/2<br/>Attacks		Special<br/>Damage	Special<br/>Save		F0<br/>Morale		12<br/>Hoard Class	none<br/><br/>Slime worms are actually a family of creatures that aren't really alive. They are animated bits of goo that spontaneously generate in various locations. Most are harmless but a few, like those found in storm crow nests can be lethal. That species drops onto warm blooded creatures. If they hit bare skin, the worms burrow in (save versus poison to negate) and find a large muscle to live in. They cause weakness (-1 STR) and release a narcotic that will kill in 2d4 weeks. After the host dies, the worms emerge and attempt to find another host. If they do not within 24 hours, they die. Creatures that consume the host's infested flesh become infested themselves. In this case, there is no save. The worms are popular with certain elements- generally those who want to kill off addicts rather than the addicts themselves. Alchemists also purchase them in attempts to replicate their creation (or create something similar). There are medicinals, which include storm crow bones, that can be used to expel the worms, as will cure disease spells. Some use slime worms as a form of assassination, though dragons and other powerful creatures can usually find some way to survive and kill the assassin.]]></description>
<pubDate>Fri, 25 May 2012 03:43:05 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Some oozes are not what they appear. They are not blob monsters, but rather eggs that convert the food they consume into clones of their embryos. Those creatures that make these sorts of eggs are immune to that oozes attack (so say a dragon produces a pudding like egg, it is immune to the attacks of puddings).]]></description>
<pubDate>Thu, 24 May 2012 02:48:51 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Vol, Winter<br/>No. Enc.	1 (d4)<br/>Alignment	Neutral<br/>Movement	210' (70') burrow 60' (20')<br/>AC		6<br/>HD		5<br/>Attacks		2 (claws)<br/>Damage	d6/d6<br/>Save		F3<br/>Morale		9<br/>Hoard Class	VII<br/><br/>Name		Vol, Summer<br/>No. Enc.	d12 (d12)<br/>Alignment	Neutral<br/>Movement	180' (60') climb 90' (30')<br/>AC		6<br/>HD		2<br/>Attacks		1 (bite)<br/>Damage	d6<br/>Save		F1<br/>Morale		7<br/>Hoard Class	VI<br/><br/>Vol are egg laying, 6 legged bear-like creatures found in Wildwood, Penance and the Vault. The egg floats in the air and where it hatches determines the adult form. Those that end up in Arena and Eclipse die from heat and lack of light respectively. Vol lay dozens of eggs per month in places where the wind can take them. The eggs themselves hatch into d6 (winter) or d20 (summer) pups that will hunt together. When two packs meet, they exchange members for breeding purposes.<br/><br/>Winter vol are restricted to the Vault not suprisingly. They are the size of black bears, have thick legs and fur and use their claws to dispatch prey. Some have learned to make pit traps by digging into the ice and tunneling near the surface. These pits are rarely deeper than 15', though some are on top of rotten ice and the fall can be much greater (this also means the vol loses its meal).<br/><br/>Summer vol are the size of wolves, have thin legs and attack with their fangs. They can climb trees with their front two pairs of legs and ambush prey from above. They also ignore the first 40' of a fall (subtract 4d6 from falling damage) and if they do ambush from 10' or higher, they inflict falling damage on their target (if they hit of course). Those born on the plains are reduced to hunting like incompetant wolves- they have a -2 to hit. Few packs on the plains survive for very long.]]></description>
<pubDate>Mon, 16 Apr 2012 03:26:59 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Life Worm<br/>No. Enc.	1 (1)<br/>Alignment	Lawful<br/>Movement	see chart<br/>AC		7<br/>HD		see chart<br/>Attacks		1 (touch)<br/>Damage	poison<br/>Save		M(HD)<br/>Morale		8<br/>Hoard Class	see chart<br/><br/>The life worm is a non-lethal parasitoid very popular with some people on the Forge. The adults are intelligent beings- most become magic-users, though a few become fighters or clerics. They are parthenogenic females and lay single eggs in sapient creatures (usually humanoid, but anything that can support their biology). The host carries the resulting larva for a year, having his biology altered in that time. When the young worm emerges, she will be magically bound to her host. The host no longer feels the effects of aging. When one dies, the other does as well. If seperated by more than 25', the host and worm are paralyzed until they are rejoined. The worm's touch is toxic to all creatures but its host (see chart for the strength of the poison). For the first 300 years, the young worm lives in a container that the host carries around. It has no effect on its host for those years beyond the distance limitations of the bond. After that, the host becomes more and more enslaved to his or her life worm. Their minds fuse and the worm's personality takes over. Eventually there is nothing left of the host but hands and feet used by the worm. Still, a human that gains 1200 years of additional life, 3/4ths of that mostly free to do as they will, is a strong incentive for many people to act as host. After 1200 years, they don't have a mind left to contemplate their fate.<br/><br/>Unlike most creatures, life worms do not gain hit points from its class, only its hit dice. The level limits are 15th for magic-user, 6th for fighter and 12th for cleric (druid if the AEC is used). It lives outside its host and usually hides within clothing or armor when it doesn't want to be noticed. Even the largest worms are still very slender and it is easy for them to hide. Life worms do no have eyes yet can see to 60'. Otherwise they have human level senses.<br/><br/>Age (years)	Hit Dice	Notes<br/>1-300		1/8		poison does 5/15, worm is 3" long<br/>301-500	3		poison does 5/25, worm is 3' long, worm gains 1st level, host loses d4 points of intelligence, host must save versus spells to resist worm's instructions<br/>501-800	6		poison does 10/50, worm is 5' long, host loses d4 points of intelligence, save has -2 penalty<br/>801-1200	9		poison does 10/death, worm is 8' long, host loses d4 points of intelligence, save has -8 penalty<br/>1201-3000	12		poison does 20/death, worm is 12' long, host has no free will]]></description>
<pubDate>Sun, 15 Apr 2012 03:37:35 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Need more dinosaurs on the Forge.<br/><br/>Name		Thunder Lizard<br/>No. Enc.	d4 (0)<br/>Alignment	Neutral<br/>Movement	150' (50')<br/>AC		4<br/>HD		25<br/>Attacks		1 or 1 or 1 (tail whip or stomp or tentacle)<br/>Damage	3d12 or 5d8 or 2d6<br/>Save		F15<br/>Morale		9<br/>Hoard Class	none<br/><br/>Another result of alchemical pollution, this mutant sauropod comes from Wildwood. Its body is 50' long (120' with neck and tails) and has d4+2 tails. One is the characteristic whip and the others are short, stubby limbs that have different functions. Roll on a d6 for every tail after the first to see what it is or does. There can be duplicates for each type.<br/><br/>1) Shield. This tail is broad and very boney. Every tail of this type gives the lizard a -2 to armor class for attacks from the rear.<br/>2) Tentacle. This tail is much more flexible than the others. It is used as a grasping limb and constricts for 2d8 points of damage per round.<br/>3) Antenna. This limb is covered with sensory organs. The animal can see and hear better with this tail than its head. Suprising the lizard is impossible if it has one of these tails. The lizard also has +2 to hit with its whip and tentacle tails per antenna.<br/>4) Gland. The dinosaur can spew a noxious chemical from this tail. The goo is emitted as a 25' long by 10' wide cone and everything within it that fails a save versus poison is stunned (retching) for d6 rounds.<br/>5) Home. This tail is honeycombed and is home to some kind of flying critter. Use the stats for a giant rat (or something else) and give it a fly speed of 180' (60'). There are usually 4d8 such critters. There are different creatures for different groups of thunder lizards.<br/>6) Elemental. This tail is made up of one of the four elements. It can be dropped and acts as a 16 hit die elemental that defends the lizard.<br/><br/>Otherwise the thunder lizard is a herbivore that consumes a wide variety of plant material as it is immune to poison. There are different populations that group by having similar numbers and types of tails. Some of the flying critters act as "pollinators" for their hosts and the result are healthier dinosaurs (27 hit dice). Those with glands have the disgusting spray 99% of the time and other chemicals (poisons, adhesives and other) the other 1%.]]></description>
<pubDate>Fri, 13 Apr 2012 03:18:56 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Bog Newt<br/>No. Enc.	1 (1)<br/>Alignment	Neutral<br/>Movement	90' (30') swim 60' (20')<br/>AC		8<br/>HD		see chart<br/>Attacks		1 (bite)<br/>Damage	see chart<br/>Save		F (1/2 HD)<br/>Morale		6<br/>Hoard Class	VII<br/><br/>Alchemical pollution is common all over the Forge and many mutants result. Bog newts come from Arena, a wizard laboratory near the Wildwood border. Some are used as war beasts, at least until they transform and consume their trainers. The newts go through several adult forms, each with its own powers and abilities (i.e. there are no spells that "roll over" after a transformation). All spells are 3/day and have a caster level equal to the newt's hit dice. Those that turn 41 months lose control over their undead, those that turn 51 months do not lose control of their monsters (mass charm takes over) and those over 51 months reincarnate their prey to provide more food and their dead allies to charm again.<br/><br/>Age (months)	Hit Dice	Notes<br/>3-6		1		bite does d4, casts purify food and water and light<br/>7-10		2		armor class 7, casts striking and silence 15' radius<br/>11-15		3		bite does d6, casts lightning bolt and mirror image<br/>16-24		4		armor class 6, casts confusion and move earth<br/>25-40		6		bite does d8, casts animate dead and cloud kill<br/>41-50		8		armor class 5, casts charm monster and feeble mind<br/>51+		10		bite does d10, armor class 4, casts mass charm, maze and reincarnate]]></description>
<pubDate>Thu, 12 Apr 2012 03:41:04 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Star Frog<br/>No. Enc.	d8 (5d4)<br/>Alignment	Neutral<br/>Movement	180' (60') swim 150' (50')<br/>AC		6<br/>HD		5<br/>Attacks		1 (bite)<br/>Damage	d8 + special<br/>Save		C5<br/>Morale		6<br/>Hoard Class	none<br/><br/>Star frogs are 100 pound, 4' long critters infused with positive energy, the result of a ravid nest near a pond in Wildwood. The frogs are carnivores that simply hop onto their prey and bite it to death. Against undead and other negative energy powered creatures, the bite does double damage. Star frogs are popular for not only their ability to destroy undead, but for their aura. It cures sterility and increases fertility. A star frog in a cage affects all those in 100'. Four hours of exposure results in a year's worth of effect. Very wealthy farmers and gardners can also use the frogs- one week of exposure is equal to a Plant Growth spell (caster level 15) for 10 acres. There is a downside as well- the aura encourages all growth, including disease. Those affected by the frog's aura have a -6 to their saves versus disease for the entire duration of the effect.]]></description>
<pubDate>Wed, 11 Apr 2012 04:09:13 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Man Crab<br/>No. Enc.	d4 (d4)<br/>Alignment	Lawful<br/>Movement	120' (40') swim 90' (30')<br/>AC		4<br/>HD		3<br/>Attacks		2 (claws)<br/>Damage	d6/d6<br/>Save		F3<br/>Morale		11<br/>Hoard Class	VI<br/><br/>Man crabs are 6' tall arthropods that live to serve others. In fact they were created several thousand years ago to do just that. Each has six arms- two with claws, two for heavy lifting (strength 17) and two with hands. Man crabs are not very intelligent and serve to their best capabilities, including self sacrifice. Except every once in a while, one will say no, moreso when they are put into danger (morale 10). This impacts who hires or buys them as some want completely obedient slaves. Man crabs are easy to breed, though it takes time. Just cut off their arms and place the limbs in salt water with some food (algae, small fish, etc.). This is an all or nothing affair as even the loss of one limb will kill a man crab (this was part of their creation and meant to be a way to instill fear). Each limb turns into a 2' tall man crab and it takes 18 months before they grow to maturity (it also costs ~250 gp each in food).]]></description>
<pubDate>Mon, 09 Apr 2012 05:19:38 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Barber Mite<br/>No. Enc.	3d4 (10d10)<br/>Alignment	Lawful<br/>Movement	90' (30')<br/>AC		6<br/>HD		1/2<br/>Attacks		1 or 1 (weapon or bite)<br/>Damage	weapon -1 or d4<br/>Save		T1<br/>Morale		5<br/>Hoard Class	VI, XII, XX<br/><br/>Even the most lowly creatures can become so much more on the Forge.<br/><br/>Barber mites are semi-humanoid arachnids 3' tall and best known for their diet, hair and feathers, and their ability to produce art. Their race is divided up into clans, each working with a different material. In the hands of an adult mite, this material is putty and very easy to reshape. There are no known mites who can work with metal (they were killed off very long ago) and the three largest clans work with stone, bone and wood. Families within the clans have their own subspecialty such as maple wood, fish bones or granite. But the interbreeding within the clan means that there is no over specialization, no families that are stuck with a material that is in decline (either in popularity or is actually decreasing in amount). Clans are cooperative but the families are competitive. There are well known rivalries over who does the best art in different styles. As client desires change, so do the works of the barber mite. Some of the more valuable ancient art is that of early mites that can still be found in the depths of the City of Penance.<br/><br/>Barber mites tend to be wealthy and pay very well for hair, feathers and the occasional claw or horn (those made of the same material). They are never starving as their clerics can cast Create Food and Water. Their god, Cill, has an uncanny resembleance to the orange, hairy creature in Bugs Bunny cartoons (I wish I could remember his name). There are not many magic-users and clerics among their ranks, but those who exist are leaders that use their magic for the good of the race. Wizards specialize in art and defensive spells. There are no fighters among the barber mites- though they do hire a lot of mercenaries if they are threatened. Not that that happens often- nothing preys on them usually and other artistic races work in different styles from the mites. In fact they have spread over the entire Forge because they are so weak physically- not a challenge for those who search for glory in battle.]]></description>
<pubDate>Sat, 07 Apr 2012 03:24:02 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Glass Twig<br/>No. Enc.	0 (10d10)<br/>Alignment	Neutral<br/>Movement	10' (3')<br/>AC		1<br/>HD		8<br/>Attacks		contact<br/>Damage	2d6<br/>Save		F6<br/>Morale		12<br/>Hoard Class	XX<br/><br/>The result of thousands of generations of water elementals taking the foci of the green and the small, glass twigs are 2-6 inches tall, are filled with green liquid and retain the strength of their ancestors. They can only be harmed with magical weapons and take double damage from fire and heat based magically attacks. Glass twigs are harmless unless they are touched. Those creatures that come into contact with a glass twig has its moisture drained (save versus death for half damage). Creatures without water content are not affected nor are those in heavy armor or using heavy gloves to move the twigs.<br/><br/>Glass twigs are hazards in the wild but are popular pets in many domains. They are easy to breed, have a very wide array of shapes and colors and move very slowly. Breeders with the most desired twigs can make as much as 250,000 gp per twig. As they do not require food or water for survival, just sunlight, keeping glass twigs is easy for anybody above ground. The only time they need water is to reproduce, yet too much is actually lethal to them (strange but then they aren't really water elementals anymore). Hard rain can wipe out an entire region's glass twig population. When a creature loses any hit points to a twig, it buds off one offspring per point absorbed. Feeding them normal water produces low quality offspring, mundane creatures produce medium quality and magical creatures produce high quality. In fact a breeder who is magical (such as a picker or silver) can direct some of the growth with a save versus spells if they allow the twigs to feed on their own bodies. Success means an increase of 2d6% in price. Failure means a drop in 5d4%.]]></description>
<pubDate>Fri, 06 Apr 2012 05:10:36 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Palm Creeper<br/>No. Enc.	2d4 (5d8)<br/>Alignment	Lawful<br/>Movement	150' (50') climb 60' (20')<br/>AC		6<br/>HD		4<br/>Attacks		1 (leaves)<br/>Damage	2d4+3<br/>Save		F4<br/>Morale		10<br/>Hoard Class	XII<br/><br/>Palm creepers are intelligent vines found in the ruins of the City of Penance. Each is 12-15' long and has 25-40 fist shaped leaves (each has 5 lobes). Though they do prey on other races when hungry, the majority of the palm creepers diet is dust blown in from the plains. With all the recent conflict, the amount of wind driven soil has increased to almost Dust Bowl levels. Palm creepers have taken advantage of this and reproduced in large numbers. Some areas are so populated that they could have become bloodholds. Another recent change is the discovery of the focus of light. Now some of the 8 hit die leaders* take this focus and have lead their people into the wrack. They create gardens down there to draw prey as well as feed on anything organic they run into. Palm creepers don't create many tools as they don't have much desire to reshape their environment. They do take refuge in buildings during bad weather and in some places repair or reinforce structures that are about to collapse into the wrack. They don't make weapons or armor as their own bodies are sufficient for hunting. They don't use fire and during Sleeping (the season of winter), they become sluggish and stay home (-4 to hit, movement reduced to 90' (30')). The only "technology" they are adept with is herbalism. The ruins of the city do not have abundant plant life but there are still enough species that can be used by herbalists. Palm creepers know where to harvest what when. Some brave (or foolish) people trade food or soil for this information. Communication is impossible without magic- even thorns can't talk to them without assistance.<br/><br/>When hunting, a group of palm creeper hide in plain sight by climbing a wall (like a normal vine) and waiting for something to come by. They ambush by attacking as one and only retreat if they are badly wounded (down to 5 hp). Dead creepers are collected and used as fertilizer. In fact the ritual of death is the most complex in their society- they treat their dead with respect before consuming them.<br/><br/>*Those DMs who allow character levels for monsters may want to make these leaders rangers or druids. They would have 4 standard hit dice and 4 levels.]]></description>
<pubDate>Thu, 05 Apr 2012 03:38:15 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Dark Cloud<br/>No. Enc.	1 (0)<br/>Alignment	Neutral<br/>Movement	fly 240' (80')<br/>AC		2<br/>HD		80<br/>Attacks		4 (tentacles)<br/>Damage	3d10 each<br/>Save		F21<br/>Morale		6<br/>Hoard Class	none<br/><br/>Dark clouds are predators typically found over the Northern and Central Oceans that leave bits of corpses and bloody bodies in their wake. They feed on creatures on the surface of the water (such as ship crews) as well as those near shore and on islands. Masses of boneless muscles, dark clouds are 300-500' in diameter and are covered in hundreds of small tentacles, their sensory organs. Dark clouds are rarely seen as they convert the blood of their prey into mist, and thus appearing as a small cloud. To capture food, a dark cloud moves within a mile of the surface and then teleports creatures up to itself. Those making a save versus wands avoid the effect. Those captured are entangled by sensory tentacles that stretch themselves up to 30' and pierce flesh to drain blood. A dark cloud can only concentrate on feeding four creatures at a time. The dead are drained dry and stripped of fat and muscle- the rest is dropped. An entangled victim can attack the tentacle holding it. If he does more than 10 points of damage, the cloud must make a morale check- failure means the would be prey is dropped. A tentacle can also be severed with 40 points of damage. These hit points do not apply to the creature's total. To slay a dark cloud, one needs to attack the central mass. This isn't easy as the cloud can extend its tentacles and use them as shields. However, this is painful and most fly away if under assault. If a cloud does use its tentacles for defense, treat its body as AC -5. Anything that would hit -4 to 2 damages a tentacle instead.<br/><br/>A cousin of the dark cloud is the transfer blimp. This creature does not hide and rarely preys on anything. It uses its teleportation power to move creatures from one place to another. All one needs to do is get the blimp's attention (bonfires are a good, low tech method) and then the blimp telepathically contacts the client(s). The service is not cheap. A typical price is 1000 gp worth of spicy food that weights 5-25 pounds. The blimp gets fed and the creatures are teleported to where ever it wants (the blimp never misses). It takes one round per creature so a party will not appear at the same time in the target location. If something is stupid enough to attack a blimp, it can use its tentacles and teleportation at the same time. Usually creatures are sent to a citadel of the Flock to be destroyed by the guardians or straight into Crux or Storm (fire resistance helps but the lack of air is usually fatal anyways).]]></description>
<pubDate>Wed, 28 Mar 2012 04:36:36 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Razorleaf<br/>No. Enc.	d8 (d8)<br/>Alignment	Neutral<br/>Movement	150' (50')<br/>AC		5<br/>HD		4<br/>Attacks		2 (branches)<br/>Damage	d3/d3<br/>Save		F2<br/>Morale		10<br/>Hoard Class	none<br/><br/>Razorleaves are wizard created guard creatures used by farmers through out Penance and Wildwood. They are shrubs 5' wide with two branches used to attack. Razorleaves are not that powerful because they needed to be cheap. They work well in driving off most mundane animals and their cry, which is as loud as a wolf howl, alerts their masters to more powerful threats.<br/><br/>The problem with making them cheaply has resulted in a major problem in some regions. The first generation are what the farmers wanted, subsequent ones not so much. They mutate easily, produce scores of seeds annually and their offspring are not controlled verbally- most farmers don't have access to the magic that would control them. Mutations are generally 1st and 2nd level spells as well as physical and alchemical changes. In fact their alchemical changes are what make feral razorleaves so dangerous. The poisons are bad enough, but the wizards and other alchemists who encourage their spread and further mutation can make the farmers' (and other locals') lives very difficult. Destroying the plants, even if they are destroying crops, is something the alchemists look on very poorly. Armed gangs wander the areas where razorleaves exist and protect them from any threat (well except dragons and the such). Most farmers in this situation have simply left and ghost towns have followed razorleaf spread.<br/><br/>As generations of feral razorleaves pass, they become more and more alien to their original stock (which is reproduced by wizards every so often to sell to farmers in other areas). Many are toxic (random poison), most are significantly more powerful than the stock and some have even taken to a sessile lifestyle (they don't move, like most plants). Alchemists can harvest their leaves, bark and roots and reduce the costs of "special substances" by d10 X d6 percent and potions, dusts and similar magical items by d10 percent. Where razorleaves are common, the increase in alchemical production skyrockets, so much so that some of the farmers have taken to ranching them. This is not a safe endevor in the least, but the money is too good for most to ignore.]]></description>
<pubDate>Fri, 23 Mar 2012 02:34:11 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[A weak creature for a low level encounter that can get scary if done right. It is meant to be a first adventure type monster.<br/><br/>Name		Mud Snail<br/>No. Enc.	8d12 (8d12)<br/>Alignment	Neutral<br/>Movement	30' (10')<br/>AC		9 (6)<br/>HD		1/2<br/>Attacks		1 (bite)<br/>Damage	d2<br/>Save		F0<br/>Morale		12<br/>Hoard Class	incidental<br/><br/>Unique to the Hebrus River, mud snails are small earth elementals that breed by converting soil. Each is a small blob of mud that, when disturbed, forms a bean shaped shell and a beak and attack until their is no motion within their sensory range (20'). Their numbers can get quite high quite fast, but they aren't much of a danger in the river itself. Irrigation ditches are different matter. They can stop the water flow easily with their mass and farmers can be overwhelmed when dozens of them react to an attempt to remove them. Fortunately they are easy to destroy. Just get the snails onto shore and then dry them out with fire. A group with torches (or flaming hands) can turn a mass of snails back into soil easily. It is only those who don't know what they are dealing with and aren't paying attention that fall to the tiny stony beaks.]]></description>
<pubDate>Thu, 22 Mar 2012 03:37:08 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Efel<br/>No. Enc.	0 (d6)<br/>Alignment	Neutral<br/>Movement	0'<br/>AC		5<br/>HD		3<br/>Attacks		1 (lash)<br/>Damage	d4<br/>Save		F2<br/>Morale		12<br/>Hoard Class	VII<br/><br/>Name		Mist Fly<br/>No. Enc.	swarm<br/>Alignment	Neutral<br/>Movement	fly 150' (50')<br/>AC		6<br/>HD		12<br/>Attacks		contact<br/>Damage	d6<br/>Save		F1<br/>Morale		6<br/>Hoard Class	none<br/><br/>Efel are animated vines found in the river jungles of Arena. They are small at only 10-25' long, have very large leaves as they sit well under the canopy and have 2" spines that drip with a mild poison. The save is at +3; those who succeed in the save take 5 points of damage, those who fail take 20. Locals collect and distill the poison for hunting. Damage from it increases to 20/death. Or they use the weak version for adulthood rites- those who die fail.<br/><br/>Not many creatures eat efel. A few leaf consuming primates, some jumping fish and various insects. The mist fly is a notorious species as it chemically changes the poison into a narcotic. When enraged, the 6" long insect releases tiny droplets of the drug. Any living creature within the swarm must save versus poison, failure results in numbness and a slight high (-2 to hit for 3d4 hours). Those who are in contact with the drug for more than 5 rounds must save again. Failure results in addiction. The number of mist fly addicts goes up and down with the passing of the years and occasionally it hits the streets of city in domains of Penance, Anvil and the Kiln. Fortunately it isn't a very toxic drug but that just makes its use more widespread (as the addicts don't die very often).]]></description>
<pubDate>Wed, 21 Mar 2012 03:13:51 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Dagger Shrike<br/>No. Enc.	d2 (d6)<br/>Alignment	Neutral<br/>Movement	fly 210' (70')<br/>AC		5<br/>HD		6<br/>Attacks		1 or 2 (beak or talons)<br/>Damage	d8+2 or d4+1/d4+1<br/>Save		F3<br/>Morale		10<br/>Hoard Class	none<br/><br/>Name		Nest<br/>No. Enc.	0 (1)<br/>Alignment	Neutral<br/>Movement	float windspeed<br/>AC		8<br/>HD		16<br/>Attacks		4 (vines)<br/>Damage	d8 each<br/>Save		F12<br/>Morale		12<br/>Hoard Class	XII<br/><br/>Found in Wildwood, dagger shrikes are 4' tall carnivorous birds with a wingspan of 12'. Most of the year they are solitary hunters. Females use their beaks and talons to rend prey. Males can as well but they also have the ability to animate living plant matter. This has a range of 500' and the resulting creature has the stats of an ogre. During the nesting season, the males select large shrubs and magically alter them into floating monsters that incubate and protect the eggs and hatchlings. The parents are still needed to feed the young birds and train them to fly. A nest is 8-12' in diameter and has four 20' long vines it uses to anchor itself to surrounding vegetation (so it doesn't blow away) and to attack anything that gets too close. After the hatchlings fly away, the nest soon falls to the ground and dies. Most people don't care about the birds one way or another- they rarely attack human sized prey. There are some dover bands that do tame dagger shrikes and have to deal with the monstrous nests to get at the young birds. They will not pay for nestlings, but sometimes they do for assistance in dealing with the killer plant.]]></description>
<pubDate>Tue, 20 Mar 2012 03:41:11 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Rag Beetle<br/>No. Enc.	2d4 (6d6)<br/>Alignment	Neutral<br/>Movement	90' (30') fly 150' (50')<br/>AC		3<br/>HD		5<br/>Attacks		1 or 1 (bite or spores)<br/>Damage	d4 or special<br/>Save		F3<br/>Morale		5<br/>Hoard Class	XII<br/><br/>Name		Rag Beetle, Egg Shells<br/>No. Enc.	0 (1)<br/>Alignment	Neutral<br/>Movement	60' (20')<br/>AC		7<br/>HD		8-24<br/>Attacks		1 (slam)<br/>Damage	2d6 per 8 hit dice<br/>Save		F7<br/>Morale		12<br/>Hoard Class	none<br/><br/>Rag beetles are found in the undercity of Penance. They are omnivores that farm fungus. Though they do eat some of it, the beetles use the fungus as bait for their favored prey- rozians. The massive pests are drawn to the odor of the fungus and then the beetles swarm them. In battle, the beetles carry some of the fungus' spores under their elytra (shell-like forewings). If these spores are released, anyone within 10' of the beetle must save versus poison or gag for d4 rounds (-4 to hit, +2 AC). Each beetle can do this only once and needs to collect more spores back in its lair.<br/><br/>Some rashers use the fungus to draw rozians to exterminate them. Collecting it is very difficult. Not only is there the constant cloud of spores and large number of beetles, there is another creature always found here. When a rag beetle hatches, its egg shell animates and merges with all the other shells in the lair. When resting, this mass looks like a pile of rags. If it detects something that isn't a rag beetle, the mass animates and attacks. It uses its mass to crush the life out of intruders and if it gets an 18+, it engulfs its target. A pile can hold one human sized target per 8 hit dice (so 1-3). An engulfed creature takes slam damage per round and will suffocate if not rescued in time. Corpses are shared with the beetles.]]></description>
<pubDate>Mon, 19 Mar 2012 03:52:01 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Some plant creatures have found a way to alter their offspring. The technical term is somaclonal variation (and the Wikipedia article on it is terrible). The plant chops off some of its leaves and then slices them into tiny bits. Each bit is converted into a seedling via regeneration or plant growth spells. Some of the seedlings will be clones and some will be mutants for most worlds. On the Forge, mutants dominate at 95% of the seedlings produced this way. The mutants have d4 additional plant traits (see The Book of Templates 3.5's plantform template, Mutant Future or Gamma World for ideas) or one level in a evolution that plants can take. Intelligent plants, such as treants, can use divination magic to see what the offspring will have and can cull the undesirables. Most of the time, the seedlings are allowed to grow on their own as using plant growth results in an adult with little or no education.]]></description>
<pubDate>Thu, 15 Mar 2012 05:18:35 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Arena is described as mostly lifeless. Eh. I would think it would be covered in elementals (except water of course) and aberrations with the air, earth and fire subtypes. The latter are usually awakened material, the result of magical chaos storms. The armies have to deal more with little monsters in their boots than each other.]]></description>
<pubDate>Sat, 10 Mar 2012 03:15:19 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Name		Barrel-head Turtle<br/>No. Enc.	d20 squared (0)<br/>Alignment	Neutral<br/>Movement	30' (10') swim 90' (30')<br/>AC		3<br/>HD		20<br/>Attacks		1 or 1 (bite or flipper)<br/>Damage	4d6 or 3d8<br/>Save		F12<br/>Morale		12<br/>Hoard Class	none<br/><br/>Name		Flotsom Crab<br/>No. Enc.	d100 (1)<br/>Alignment	Neutral<br/>Movement	90' (30') swim 10' (3') climb 10' (3')<br/>AC		4<br/>HD		3<br/>Attacks		2 (claws)<br/>Damage	d4/d4<br/>Save		F2<br/>Morale		6<br/>Hoard Class	V<br/><br/>On several of Arena's islands in the Northern Ocean, barrel-heads come to lay their eggs. These reptiles can reach 25' long and weight 8 tons. They are magical creatures that feed on jellyfish (including ceptu), fin fishes and water elementals. Strangely they are encountered in regular numbers- 1, 4, 9, etc to 400. It is not known why, though groups over 100 are very rare. Though their bite is terrible, it is their flippers that hunters avoid at all cost. Anything the turtles strike with the flippers must save versus poison or be encased in ice. Those encased float to the surface, may suffer the bends and will suffocate if they can't escape. The turtles' eggs come in two forms. The small eggs will produce hatchlings. The large eggs are magical. Those consuming an egg have their potential realized. This may mean the awaken spell, the anthropomorphic template, a paragon level or two or something similar. Eating more than one egg means reversion to an ooze, no save. Which ooze is up to the GM.<br/><br/>Flotsom crabs are one of several giant crab species in the Northern Ocean. They have small claws and scavenge rather than act as active predators. They swim, though usually the current takes them where ever it goes. Occasionally ships are attacked by swarms of them, usually over deep water. In shallow water, the crabs live in the sands of beaches but scuttle on the bottom to find food. When they encounter a barrel-head eggs, they eat and turn into either crabmen or crystal oozes, depending on how much they eat. The crabmen produce eggs that hatch into more flotsom crabs but they rarely have the desire to "uplift" their spawn and thus don't hunt for turtle eggs.]]></description>
<pubDate>Fri, 09 Mar 2012 04:31:22 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[When the army of followers of Lothar attacking the citadel of the queen, many were dropped into the Wellspring and drown. One mass of them sank into the laboratory of a ceptu alchemist and broke most of the containers. These days, nasty mutant things pop up in the Wellspring and its rivers from time to time because of that and the energies of the water (remember this is one of the places where evolutions can be done freely).<br/><br/><br/>Name		Spiral Hogfish<br/>No. Enc.	3d8 (0)<br/>Alignment	Neutral<br/>Movement	swim 150' (50')<br/>AC		6<br/>HD		5<br/>Attacks		1 (ram)<br/>Damage	2d4<br/>Save		L3<br/>Morale		5<br/>Hoard Class	none<br/><br/><br/>Name		Saltfinger<br/>No. Enc.	0 (d4)<br/>Alignment	Neutral<br/>Movement	0'<br/>AC		8<br/>HD		18<br/>Attacks		none<br/>Damage	none<br/>Save		L9<br/>Morale		12<br/>Hoard Class	VII<br/><br/><br/>Spiral hogfish are named for their swimming pattern and diet. Each can reach 7' long and they are very hard fighters those who try to land them with hook and line. They are the result of medicinals escaping into the water and each carries several diseases (3d2 random diseases that can be found underwater). The fish spread these plagues through touch and many have learned to kill them from a distance. Other predators pick up and die from these diseases and rafts of floating corpses follow when spiral hogfish die.<br/><br/><br/>Saltfingers are restricted to the Wellspring. They are massive kelp (50' diameter) that use salt defensively. They collect it from the water, the walls of the spring and the corpses that sink into them (something more common these days). Whenever the plant is injured, its ruptured cells release salt. Freshwater creatures within 10' of the plant must save versus death or flee for d4 rounds. The kelp itself is wounded by the salt and take 5d6 points of damage (this does not cause additional salt releases). Some of the plants were mutated by the alchemist's work and when they are exposed to extreme heat or electricity, they explode as their mass is converted into an adhesive. Everything within 50' must save versus breath weapon or be globbed and start to suffocate. Other alchemist pay good money for living fragments of the kelp. As it dies from salt just like any other freshwater plant, this is not as easy as one might think. Snipping off a piece will just kill the fragment when the salt is released. Create water spells or something similar must be used to keep the fragment alive. Typically it can be sold for 50 gp per pound. Spores, if they can be filtered out of the water, sell for 1000 gp per ounce.]]></description>
<pubDate>Tue, 06 Mar 2012 05:38:32 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Bactrian Newt<br/><br/>Name		Larva (Eelworm)<br/>No. Enc.	d12 (0)<br/>Alignment	Neutral<br/>Movement	60' (20') clim 30' (10')<br/>AC		5<br/>HD		see chart<br/>Attacks		1 (bite)<br/>Damage	see chart<br/>Save		L (1/2 HD)<br/>Morale		10<br/>Hoard Class	none<br/><br/>Age (days)	Hit Dice	Notes<br/>0-5		1/2		bite does d3<br/>6-10		1		bite does d6<br/>11-25		3		bite does d8<br/>26-60		7		bite does 3d4, armor class 4<br/>61-90		15		bite does 4d6, armor class 5, starts metamorphosis<br/>91-120		25		bite does 4d12, armor class 6<br/>121+		N/A		completes metamorphosis<br/><br/>Name		Bug (Buzz)<br/>No. Enc.	swarm<br/>Alignment	Neutral<br/>Movement	fly 210' (70')<br/>AC		4<br/>HD		18<br/>Attacks		contact<br/>Damage	3d8<br/>Save		L4<br/>Morale		12<br/>Hoard Class	none<br/><br/>Found in the Forest of Bactrian (in Penance), these amphibians were altered by the druids to provide muscle in the war against Utopia. The animal is entirely terrestrial and there are three forms. The larva, also called an eelworm, looks like an earthworm with legs. They grow very fast by consuming a lot of spruce needles and oak leaves or via plant growth spells (each spell adds 3 days per caster level to the animal's effective age). The reproductive is the size of a fox (and has its stats). The rest of the larval mass is converted into "bugs", small frog-like creatures with wings that make a buzz in flight. The bugs have razor sharp talons that drip a paralytic toxin (save or be paralyzed for d4 turns) and protect the reproductive unto death. With the change in the member of the Black Flock running the domain, the druids have started to give the secrets behind the newt's creation to other druid circles. Most of their actual use is throwing large larvae at the enemy or drawing the enemy into a bug nest. Normally they don't attack fleshy creatures, but the eelworms can be driven into a rage with a 2nd level spell that affects 1/caster level.]]></description>
<pubDate>Mon, 05 Mar 2012 05:16:52 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Elementals in 1/2e were spirits that inhabited the material of their home plane. In the millions (or billions) of years the Forge has existed, some elemental spirits have learned something new. They act as symbionts and alter their hosts. Many are parasites and wither or incinerate their hosts over time. Some are commensalists and the changes are simply cosmetic. And then there are the mutualists that enhance their host while finding a (relatively) safe place to reside. With the mutualists, most provide obvious bonuses (faster initiative, natural armor, no need for water, flight, etc.) but some are a bit more interesting than that. They take traits from previous hosts and provide them to their current hosts. The older the elemental, the more options it has to benefit its host with. I tried to work up a chart, but there are too many options between racial, supernatural and other traits, so it is up to the GM to work it out.]]></description>
<pubDate>Sat, 03 Mar 2012 07:00:06 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[An epic (or almost epic) level MF monster, one that can make the lives of the PCs very interesting. Warning, it is mildly icky.<br/><br/>Name		Plague Worm<br/>No. Enc.	1 (0)<br/>Alignment	Neutral<br/>Movement	burrow 90' (30')<br/>AC		8<br/>HD		35<br/>Attacks		1 (slam)<br/>Damage	5d4<br/>Save		L18<br/>Morale		12<br/>Hoard Class	none<br/><br/>Mutations: aberrant form (xenomorphism), gigantism, larval form (variant), regenerative capacity, +d6 random physical mutations (+2d6 with extended charts)<br/><br/>Name		Organ Swarm<br/>No. Enc.	swarm<br/>Alignment	Neutral<br/>Movement	60' (20')<br/>AC		6<br/>HD		10<br/>Attacks		contact<br/>Damage	3d8<br/>Save		L2<br/>Morale		12<br/>Hoard Class	none<br/><br/>Mutations: d6 random physical mutations (2d6 with extended charts)<br/><br/>Plague worms are 90'+ earthworms that are the result of medical technology gone wrong. They have a strange form of cancer- their organs are constantly reproducing. This has one benefit- the worm heals 25 points of damage per round. Otherwise, it causes the worm agony every second of its life (it doesn't back down from any threat except suffocation). Every 12 hours or every time the worm is struck with an attack of more than 10 points of damage that would pierce the skin, a swarm of mobile organs escapes before the skin heals. Each organ swarm escape does an additional 50 hit points of damage to the worm, but this heals in just two rounds. The worms consume soil, stones and the occasional carcass and rarely surface (usually during flooding).<br/><br/>The organs are a writhing mass of flesh that attempt to consume other creatures. If enough prey is consumed (more than 20 hit dice), the organ swarm transforms itself into a new worm.<br/><br/>Both the plague worm and organ swarm have several mutations that may be unique to that worm or swarm (roll for each). Those GMs using the charts in Mutant Future should roll for d6 mutations. Those using longer charts should roll 2d6.]]></description>
<pubDate>Fri, 03 Feb 2012 03:46:47 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Name		Snapper<br/>No. Enc.	d6 (20d12)<br/>Alignment	Neutral<br/>Movement	90' (30') swim 150' (50')<br/>AC		6<br/>HD		1<br/>Attacks		1 (weapon)<br/>Damage	weapon<br/>Save		F1<br/>Morale		9<br/>Hoard Class	VII, XXII<br/><br/>Name		Dark Jelly<br/>No. Enc.	d4 (d10)<br/>Alignment	Neutral<br/>Movement	fly 150' (50')<br/>AC		7<br/>HD		10<br/>Attacks		6 (tentacles)<br/>Damage	d3 each<br/>Save		M7<br/>Morale		12<br/>Hoard Class	none<br/><br/>On Arena's shores of the Northern Ocean, snappers are the dominate scavenger. They are 4' long intelligent shrimp that create large complexes under the sand. They farm fungus by collecting every scrap of organic material they can- dead or alive. Snappers are nocturnal, have 90' infravision and create a form of silk used to bind sand grains, thus allowing them to make clubs, darts and tools from the abundant resource. To capture fertilizer, snappers prefer pit traps 10-30' deep. These pits have walls as hard as sandstone because of the silk. Come night, they check each pit to see what has been captured. They are true amphibians and can survive out of water indefinately. Some scouting parties have been found dozens of miles from their communities (in land and out to sea). Though they usually kill everything they come across, snappers don't bother with jellyfish as those creatures are worthless for fertilizer.<br/><br/>Ceptu desire to control all other races, "for their own good", so it is ironic that some were captured and domesticated by snappers. Dark jellies are much larger, stronger and less intelligent than their ancestors. They are used for labor and defense. A dark jelly can lift 500 pounds with its telekinesis and levitate as far as 50' above the ground. Their tentacles are still toxic and do 10 points of damage on a failed save. Dark jellies are not that common in snapper communities only because they are mouths to feed, ones that can not eat the fungus. Snappers who do have them usually let their jellies forage in the water near shore.]]></description>
<pubDate>Wed, 01 Feb 2012 04:36:44 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Name		Sandskipper<br/>No. Enc.	d8 (1)<br/>Alignment	Neutral<br/>Movement	60' (20') swim 210' (70')<br/>AC		6<br/>HD		5<br/>Attacks		1 (bite)<br/>Damage	2d4<br/>Save		F3<br/>Morale		6<br/>Hoard Class	I, II, VI<br/><br/>Name		Bone Eater<br/>No. Enc.	1 (0)<br/>Alignment	Neutral<br/>Movement	90' (30')<br/>AC		2<br/>HD		12<br/>Attacks		2 or 1 (fists or bite)<br/>Damage	d8/d8 or 3d6<br/>Save		F10<br/>Morale		12<br/>Hoard Class	none<br/><br/>Wildwood has extensive beaches, some of which are 25 miles deep (p. 31 of Wildwood). Though there is not much life in the centers of these mini deserts, the edges have suprising diversity. Corpses and algae wash up on shore all the time, attracting scavengers and their predators. One well known species is the sandskipper, a large fish that walks. The skipper lives in burrows just below the high tide line and drags some food in when the tide is in (the water makes hauling carcasses easier). The fish looks like sand and can hide in plain sight- it suprises on 1-5 on a d8. One odd feature of the skipper's lifecycle is that it produces eggs year round. The larvae are plankton and only come ashore after their 10th year, when they have reached about 5' long. Adults can be as large as 12' (and have 6 hit dice). People have been known to hunt sandskippers for food and their hides. The latter don't break down in salt water easily and can be traded with aquatic races who use it for cloth.<br/><br/>Bone eaters can be found through out the beaches as well as Arena. They are earth elementals that are stuck on the Forge. This group of elementals have gone through a form of Forge evolution and now have a diet made up of sand and bone. The former is easy to find and each round a bone eater consumes sand, it heals d8 points of damage. The latter is much more difficult in the wastes. Unless recently fed, a bone eater will do anything to consume bones. They never tire and will track a creature beyond the desert. Bone eaters have one serious weakness, one that keeps them in dry lands most of the time- water breaks them down. Water based attacks do double damage and rain does between d4 points of damage per hour to d12 points of damage per round, depending on how strong the showers and wind are. Those that have met water or powerful opponents and survived have obvious scars as they have had to replace much of their mass with sand.]]></description>
<pubDate>Tue, 31 Jan 2012 04:27:07 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Name		Hopper<br/>No. Enc.	d6 (3d6)<br/>Alignment	Neutral<br/>Movement	180' (60') climb 150' (50')<br/>AC		5<br/>HD		5<br/>Attacks		3 (claws and bite)<br/>Damage	d3/d3/d6<br/>Save		L5<br/>Morale		6<br/>Hoard Class	XXII<br/><br/>Name		Eyes & Ears<br/>No. Enc.	1 (d10)<br/>Alignment	Neutral<br/>Movement	30' (10')<br/>AC		6<br/>HD		1/2<br/>Attacks		1 (flash of light)<br/>Damage	blindness for 3d4 rounds<br/>Save		L1<br/>Morale		3<br/>Hoard Class	none<br/><br/>When a population of ethereal filchers were brought to Penance by Israfel several centuries ago, the creatures were horrified to discover that they had lost access to the ethereal plane. Most died. Those who survived, now called hoppers, retreated into the undercity and continue to steal things. They went through Forge driven evolution, gaining a few tricks to survive. Each can cast jump, spider climb and shield at will. These allow the hoppers to move around in three dimentions and ambush people from above, the side or even below (characters are on edges of roofs and such) and escape effectively. The hoppers live in groups and all share their loot. Still the Forge is a deadly place and some hopper populations have made allies to survive.<br/><br/>Eyes & ears are tiny humanoids with human sized heads. Their vision and hearing are unparelled- they can can not be suprised without magic. To survive on the Forge, these little people have been forced to rely on others. All of them work as eyes and ears for others and they can be found in all the domains except the Vault- they don't like the constant cold.]]></description>
<pubDate>Mon, 30 Jan 2012 03:37:05 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Name		Bloodseeker, Mist<br/>No. Enc.	swarm<br/>Alignment	Neutral<br/>Movement	fly 60' (20') or 0'<br/>AC		9<br/>HD		10 or N/A<br/>Attacks		contact<br/>Damage	4d8<br/>Save		M20<br/>Morale		12<br/>Hoard Class	incidental<br/><br/>Name		Bloodseeker, Pool<br/>No. Enc.	1 (1)<br/>Alignment	Neutral<br/>Movement	swim 150' (50')<br/>AC		4<br/>HD		8<br/>Attacks		1 (lash)<br/>Damage	3d6<br/>Save		F12<br/>Morale		12<br/>Hoard Class	incidental<br/><br/>Name		Flesheater, Small<br/>No. Enc.	1 (1)<br/>Alignment	Neutral<br/>Movement	90' (30')<br/>AC		2<br/>HD		6<br/>Attacks		2 (bites)<br/>Damage	d8/d8<br/>Save		F12<br/>Morale		12<br/>Hoard Class	incidental<br/><br/>Name		Flesheater, Large<br/>No. Enc.	1 (1)<br/>Alignment	Neutral<br/>Movement	120' (40')<br/>AC		-2<br/>HD		16<br/>Attacks		3 (bites)<br/>Damage	3d4/3d4/3d4<br/>Save		F21<br/>Morale		12<br/>Hoard Class	incidental<br/><br/>Sometimes the land and the sea gain a hunger flesh and blood. Why- it could be a curse, enraged spirits over the shaping or polluting of their homes, a divine edict to keep the land and sea healthy, an accident of arcane research or something else.<br/><br/>Bloodseekers are forms of water that kill creatures with blood. The mist form represents fog and rain. All those within a mist bloodseeker must save versus death or suffer damage as their blood is ripped from their bodies. Fog type mist can be driven off with fire magic (it flies away and doesn't return for several hours) and harmed with +3 or better weapons. Rain type mist is effectively indestructable and can cover several square miles. Neither are affected by weather control spells. The blood collected is taken by ground water to the location where the sea feeds.<br/><br/>Flesheaters are forms of earth that consume fleshy creatures. Both forms look like canines, the smaller is the size of a horse and has two heads; the larger is  the size of an elephant and has three heads. Flesheaters can only be harmed with magical weapons and earthquake spells (save versus spells or die instantly). After consuming a number of hit dice equal to their own, the flesheaters sink into the earth until it hungers again (anything from hours to decades).]]></description>
<pubDate>Wed, 18 Jan 2012 05:18:28 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Name		Bridge Termite<br/>No. Enc.	swarm<br/>Alignment	Neutral<br/>Movement	30' (10')<br/>AC		5<br/>HD		30<br/>Attacks		contact<br/>Damage	5d6<br/>Save		F4<br/>Morale		12<br/>Hoard Class	special<br/><br/>Name		Isle Crab<br/>No. Enc.	swarm<br/>Alignment	Neutral<br/>Movement	60' (20') swim 30' (10')<br/>AC		4<br/>HD		25<br/>Attacks		contact<br/>Damage	3d6<br/>Save		F2<br/>Morale		10<br/>Hoard Class	incidental<br/><br/>Some creatures are engineered to reshape the land.<br/><br/>Bridge termites construct their mounds over chasms, rivers, canyons, etc. The problem is they protect their homes, attacking all those who try to cross. A bridge with a healthy colony can hold at least four tons and very large mounds can hold as much as twenty tons. Kill the termites and the bridge quickly erodes. Every month after the colony is lost, the amount of weight the bridge can hold drops one ton. As bridge termite queens are difficult to produce, most who use termite bridges are forced to burn the upper surface before passing. This drives the soldiers back into the mound and they will reemerge 4d6 rounds after the flames are put out. Creatures the termites kill are incorporated into the mound. A very old bridge, as much as 500 years, can hold a lot of corpses and treasure.<br/><br/>Isle crabs also build mounds, but these are made of soil, sand, coral fragments and floatsom and jetsom. They take thousands of years to make large islands over shallow seas and much longer in the open ocean. The crabs build their islands so that currents add, rather than erode, the mounds and all kinds of things might wash up and be buried on the island. Isle crabs have been used by sea people to make places where they can meet surface dwellers as well as by surface dwellers wanting more land to colonize. They are not a hazard to those on the island, but rather to those in the water around it.<br/><br/>Name		Crystal Bat<br/>No. Enc.	3d4 (10d10 X10)<br/>Alignment	Neutral<br/>Movement	fly 180' (60')<br/>AC		8 (4 in flight)<br/>HD		2<br/>Attacks		1 (flash)<br/>Damage	special<br/>Save		T2<br/>Morale		5<br/>Hoard Class	none<br/><br/>Name		Cave Frog<br/>No. Enc.	d4 (3d6)<br/>Alignment	Neutral<br/>Movement	120' (40') swim 90' (30')<br/>AC		7<br/>HD		3<br/>Attacks		1 (kick)<br/>Damage	d6<br/>Save		F2<br/>Morale		4<br/>Hoard Class	none<br/><br/>Some creatures were altered to make life underground possible.<br/><br/>Crystal bats produce light, that can be used by plants, and heat. Each has a glowing bit of glass in its abdomen. This glow fades d4 hours after the bat dies. In defense, the bats can produce a flash. Those within 25' of the bat must save versus poison, failure results in blindness for 3d4 turns. Their caves tend to stink from their guano, are five to ten degrees higher than surrounding caves and are very verdant. Several races use them extensively in farming. The bats require insect prey and most colonies feed on the surface. There, the bats' light acts as a lure for their prey.<br/><br/>Cave frogs are 60-80 pounds, feed on anything smaller than themselves and cast create water to make pools to wet their skin and for breeding. Larger creatures that get too close are kicked just before the frog jumps into the water. During the breeding season, their trills can be so loud that they can be heard a mile away. Frog farms exist to harvest not only the animals' hides and meat, but also the water. As it is removed, the frogs just make more to replace it.]]></description>
<pubDate>Tue, 17 Jan 2012 04:45:11 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Leech<br/>No. Enc.	d4 (d8)<br/>Alignment	Lawful<br/>Movement	90' (30') swim 120' (40')<br/>AC		8<br/>HD		6<br/>Attacks		1 (bite)<br/>Damage	d6 + blood drain<br/>Save		C6<br/>Morale		4<br/>Hoard Class	none<br/><br/>Name		Bandage Spider<br/>No. Enc.	swarm<br/>Alignment	Lawful<br/>Movement	120' (40')<br/>AC		6<br/>HD		12<br/>Attacks		contact<br/>Damage	d6 + poison<br/>Save		C3<br/>Morale		9<br/>Hoard Class	none<br/><br/>Name		Plague Wasp<br/>No. Enc.	swarm<br/>Alignment	Lawful<br/>Movement	fly 210' (70')<br/>AC		5<br/>HD		8<br/>Attacks		contact<br/>Damage	d4 + poison<br/>Save		C2<br/>Morale		10<br/>Hoard Class	XII<br/><br/>Name		Cycle Vulture<br/>No. Enc.	3d4 (3d4)<br/>Alignment	Neutral<br/>Movement	fly 120' (40')<br/>AC		6<br/>HD		4<br/>Attacks		1 (bite)<br/>Damage	d6<br/>Save		C4<br/>Morale		12<br/>Hoard Class	none<br/><br/>There are good creatures found on the Forge that are looked upon with fear or disgust on many worlds.<br/><br/>Leeches are 8' long worms that feed on blood and heal with their saliva. They can bite for no damage but each round thereafter, they drain d4 points worth of blood and heal 3d4 points at the same time. They consider the blood payment. As they need clean, fairly warm water to survive in, leeches are not found in the Kiln, the Vault, Anvil and much of Arena. Many are in cities, kept in tanks to provide healing for the public, though their assistants usually require some form of cash.<br/><br/>Bandage spiders are 6" long orb weavers (i.e. they are not hairy) with a hive mind and ability to speak. They wrap creatures up in their silk, which is infused with positive energy. Every day a creature is so wrapped, it heals at five times the normal rate. The silk can be reused, but heals only twice as fast. It wears out after d4+2 total uses. If attacked, the spiders have a poison that inflicts 25 points of damage on a failed save and 5 on a successful save.<br/><br/>Plague wasps are drawn to those with illness. Like the bandage spiders, they have hiveminds and the ability to speak. If someone with a mundane disease is engulfed by a swarm, he is cured within d4 turns. Magical diseases, such as mummy rot and afflicted lycanthropy, takes 24-36 hours. The wasps want payment for their efforts, typically 50-100 gp for a mundane disease and 50 times that for magical diseases. Those attacking the wasps suffer many stings and their venom does 40 points of damage on a failed save and 15 points on a successful save.<br/><br/>Cycle vultures are large birds that promote the reincarnation cycle. Every creature they consume is reincarnated, as per the spell, within 3d4 days. The vultures are reincarnated as themselves 24 hours after being slain, thus they have no fear of death. Those who harm a cycle vulture are marked with red spots on their face (no save, no way of removing them) and no vulture with consume his corpse. Red races gain spots of a different color.]]></description>
<pubDate>Mon, 16 Jan 2012 04:44:22 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Slush<br/>No. Enc.	d4 (d4)<br/>Alignment	Neutral<br/>Movement	60' (20')<br/>AC		5<br/>HD		4<br/>Attacks		1 (slam)<br/>Damage	d6 +d6 cold<br/>Save		F2<br/>Morale		7<br/>Hoard Class	VII<br/><br/>Name		Death Skeeter<br/>No. Enc.	d20 (0)<br/>Alignment	Neutral<br/>Movement	fly 180' (60')<br/>AC		6<br/>HD		2<br/>Attacks		1 (bite)<br/>Damage	d3 +d6 positive or negative energy<br/>Save		T3<br/>Morale		12<br/>Hoard Class	none<br/><br/>Slush are ice paraelementals that turn ice and snow into water. Their puddles stay open no matter how cold it gets as long as the slush are home. They feed on the conversion and need no other food source. In fact they only attack in defense or if something attempts to drain all of their home. On the Forge, they are common in the Vault and provide all the water there. Some people throw coins or other small valuables into the puddles as payment for water taken- something ignored by the elementals.<br/><br/>In places where undead congregate in the Vault, slush puddles are usually home to larval death skeeters. These 3' long insects feed on the negative energy that power undead. They inflict an additional d6 points of damage to undead by the drain and can inflict the same to the living by bleeding off some of the negative energy. Adults collect bits of undead flesh that are still tainted and drop them into the puddles so that their larvae can feed on both the flesh and the energy. Every few generation (2-3 times per year), adult females must feed on living blood to collect the needed substances to produce their eggs.]]></description>
<pubDate>Sun, 15 Jan 2012 05:02:18 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Sand Truffle<br/>No. Enc.	swarm<br/>Alignment	Neutral<br/>Movement	10' (3')<br/>AC		5<br/>HD		18<br/>Attacks		contact<br/>Damage	2d6<br/>Save		M2<br/>Morale		12<br/>Hoard Class	XII, XIII<br/><br/>Name		Desert Opossum<br/>No. Enc.	d4 (d12)<br/>Alignment	Neutral<br/>Movement	90' (30')<br/>AC		7<br/>HD		1<br/>Attacks		1 (bite)<br/>Damage	d4<br/>Save		F1<br/>Morale		5<br/>Hoard Class	none<br/><br/>Found on the Central and Southern Ocean beaches of Arena, the sand truffles feed on organic materials washed up by the waves. The fungus normally sits just under the sand to keep out of the hot sun and drying wind. Each patch is 50-100' in diameter and is made up of hundreds of hyphal masses. When organic matter, including most creatures, comes within 10', the fungi emerge and attack. Anything taking damage is also treated as being within a web (as per that spell). The fruiting bodies are as valuable as forest truffles (500-5000 gp per pound) but the fungus is too dangerous for most to harvest.<br/><br/>One creature that has specialized in feeding on the sand truffle is the desert opossum. It isn't detected by the fungus and can dig up the truffles without fear. The only time the opossum is in danger is when the fungus is attacking another creature- the little critter may be caught up in the strands and killed. People who try to train the opossum find it is as difficult as training a cat. Most use charm animal (1st level druid spell) but a few communities have attempted to breed obedient opossums with varying amounts of success. In fact there is one desert tribe that uses them as scenting and tracking animals very effectively. In the wild, desert opossums burrow into the sand or soil, usually near boulders to provide shade and extra protection- they dig under the stone and few creatures can follow them.]]></description>
<pubDate>Sat, 14 Jan 2012 05:29:58 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Sea Hippo<br/>No. Enc.	3d4 (0)<br/>Alignment	Neutral<br/>Movement	swim 240' (80')<br/>AC		3<br/>HD		20<br/>Attacks		1 (bite)<br/>Damage	5d6<br/>Save		F10<br/>Morale		11<br/>Hoard Class	XII (in gut)<br/><br/>Name		Vine Thing<br/>No. Enc.	special<br/>Alignment	Neutral<br/>Movement	150' (50') swim 150' (50')<br/>AC		5<br/>HD		3-6<br/>Attacks		1 (slash)<br/>Damage	d6-d8<br/>Save		L (HD)<br/>Morale		12<br/>Hoard Class	special<br/><br/>Sea hippos are found in the Central Ocean of the Forge. They are giants at 40' long and have flippers instead of legs. Though they can graze kelp and other algae, the hippos' prefered diet are vine things. Once per hour, each hippo can release a burst of magical energy 250' in diameter. Every biological animal (including humanoids) within the field must save versus spells at -4. Those failing become vine beasts in d4 rounds. Dispel magic, remove curse and similar spells can stop and reverse the change. Sea hippos are usually found within 5 miles of shore and do attack ships, converting those aboard into things. They are hunted to protect people and for their blubber- it can be used in grease spells and as fuel for alchemical fire (i.e. the fire used to make alchemical items).<br/><br/>Vine things are simply that- masses of vines. They are driven to enter the water and feed themselves to the sea hippos that created them. If someone attempts to stop them, vine things will use razor sharp tendrils to slash their way free. Large creatures, such as horses and some sharks, turn into more than one vine thing. Small creatures, such as shrimp, fuse together as they transform. The smallest thing is about the size of a gnome and the largest the size of a bugbear.]]></description>
<pubDate>Fri, 13 Jan 2012 05:01:42 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Rock Ooze<br/>No. Enc.	1 (0)<br/>Alignment	Neutral<br/>Movement	60' (20')<br/>AC		6<br/>HD		15<br/>Attacks		special<br/>Damage	special<br/>Save		F9<br/>Morale		12<br/>Hoard Class	special<br/><br/>Rock oozes feed not on flesh, but rather on stone. They gain energy and mass from converting one kind of mineral to another, each specific to a species. They create more energy than they can hold and some of this leaks. Most do 2d6 points of damage within 5'. If they are actually struck, the damage increases to 4d6 (no save). Some examples include<br/><br/>Granite oozes create turquoise and electricity.<br/><br/>Basalt oozes create amethyst and fire.<br/><br/>Sandstone oozes create pearls and a paralysis effect (contact penalizes save by -4).<br/><br/>Slate oozes create chalcedony and positive energy. Living creatures within 5' of the ooze heal 1 point of damage per round. Those in contact heal 5 points per round. Any creature that heals more than their normal amount of hit points are warped by the positive energy. Some suggestions on how that might work are on the following pages:<br/><br/><a href="http://ruscumag.wordpress.com/2011/11/26/come-into-the-light-the-light-that-kills/" target="_blank" rel="nofollow">http://ruscumag.wordpress.com/2011/11/26/come-into-the-light-the-light-that-kills/</a><br/><br/><a href="http://ruscumag.wordpress.com/2011/11/27/the-light-that-kills-positive-energy-part-ii/" target="_blank" rel="nofollow">http://ruscumag.wordpress.com/2011/11/27/the-light-that-kills-positive-energy-part-ii/</a>]]></description>
<pubDate>Fri, 09 Dec 2011 05:35:33 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Elder Nixie<br/>No. Enc.	1 (1)<br/>Alignment	Chaotic<br/>Movement	90' (30') swim 150' (50')<br/>AC		5<br/>HD		6<br/>Attacks		1 (touch)<br/>Damage	d4 +d8 years<br/>Save		M6<br/>Morale		6<br/>Hoard Class	none<br/><br/>Elder nixies are spirits of pollution and are named for their ability to age things (rather than their own age). They are a constantly changing pattern of vile colors. Their touch ages a creature or object d8 years (save versus death to negate). Most are born from alchemical pollution but a few come from other industries and almost all of them are found in or near cities. These nixies do not enslave mortals. In fact they rarely interact with them at all- who swims in pollution? A few have been befriended by alchemists who want to learn from the fairies, though this takes time and certain, expensive reagents that the nixies enjoy as food and drink. Those luck enough to learn have creation times for potions, dusts and other forms of alchemy cut in half.<br/><br/>Name		Boffin Sprite<br/>No. Enc.	5d4 (10d20)<br/>Alignment	Lawful<br/>Movement	fly 210' (70')<br/>AC		3<br/>HD		1/2<br/>Attacks		1 (weapon)<br/>Damage	weapon<br/>Save		M1<br/>Morale		8<br/>Hoard Class	XXII X3<br/><br/>These are the spirits of knowledge and engineering. They are 8" tall, have crystal and metal wings and usually carry several tools on tiny harnesses. They are constantly creating and anything they produce is given away- they don't care about technology, just the information that is learned in design and construction. Boffins can be found anywhere as they use their magic and technology to communicate and teleport. In effect there is one boffin sprite city. Those who would harm them suffer. The surviving spirits use very powerful magic to determine who harmed them (this gets around middle men and assassins) and then go to war. Sprite weapons are very powerful, effectively wands with a caster level of 12, and most of an army will be armed. These weapons do not work for mortals and will inflict 4d6 points of damage to any creature that touches them (save versus spells for half damage). Though they may use golems and other constructs, boffin sprites do not hire others and do not use animals (such as warbeasts and tracking hounds). And they can not be hired to make anything. What comes from their communities is whatever they are working on at the moment. They don't even give instructions and some people have died from misunderstanding what they have obtained.]]></description>
<pubDate>Fri, 09 Dec 2011 04:41:46 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Sand Monkey<br/>No. Enc.	3d6 (3d6)<br/>Alignment	Neutral<br/>Movement	150' (50') swim 10' (3')<br/>AC		3<br/>HD		2<br/>Attacks		2 (bite and tail)<br/>Damage	d4/d6<br/>Save		F5<br/>Morale		12<br/>Hoard Class	VII plus d4 magic items<br/><br/>These earth elementals are found all over the Forge. When resting, they appear as small mounds of sand. When active, they have the shape of seven limbed primates, each limb can be used as a arm, leg or (singular) tail. The tail has a metal weapon head on it, transmuted sand. It is usually a spear head or light mace though they can be tools as well. Sand monkeys can only be harmed with magic weapons and spells. They are slowed by extreme cold but it does not harm them otherwise. They can swim very slowly in the form of a clump of sand. This clump can not form weapons and tries to escape any encounter (it can also fall through the water at a speed of 240' (80')). Sand monkeys are thieves and pests. They take anything that interests them and non-magical barriers just extend the time it takes for them to reach the objects of their desire. Broken down doors, burrowed through walls and ripped open chests surrounded by sand is a clear sign that sand monkeys were the thieves. What is worse is they can hide in plain sight as sand and travel just about anywhere- even the depths of the oceans. They will follow something of interest for days or weeks before getting bored and going home.]]></description>
<pubDate>Thu, 08 Dec 2011 04:31:15 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Carcass scavengers are an LL version of a certain tentacled worm like critter. These species originated on the Forge and then spread out into the rest of the multiverse.<br/><br/>Name		Horned Carcass Scavenger<br/>No. Enc.	d6 (5d4)<br/>Alignment	Neutral<br/>Movement	120' (40') climb 120' (40')<br/>AC		6<br/>HD		5<br/>Attacks		1 or 6 (horns or tentacles)<br/>Damage	d8 or special X6<br/>Save		F8<br/>Morale		12<br/>Hoard Class	XVII, XX<br/><br/>This species of carcass scavengers is gutless, has two of its tentacles modified into horns and it much more intelligent and social than its ancestors. It feeds on magic consuming bacteria in its flesh and new organs have replaced most of its digestive system. These organs allow it to survive almost everywhere. It is immune to natural cold, heat, poisons, most other chemicals, lack of air, starvation, dehydration and falling impact damage. Horned scavengers are as intelligent as pigs and hunt in small groups. They store the corpses of their prey in large numbers. They obviously do not consume this flesh but they still hunt as the urge is hardwired into them. In combat they gore with their horns and then paralyze. The smell of blood makes them frenzy (+4 to hit, AC 7) for 2d4 rounds.<br/><br/>Name		Trapper Carcass Scavenger<br/>No. Enc.	1 (1)<br/>Alignment	Neutral<br/>Movement	120' (40') climb 120' (40')<br/>AC		7<br/>HD		3+1<br/>Attacks		4 or 4 (blood or tentacles)<br/>Damage	special or special<br/>Save		F2<br/>Morale		8<br/>Hoard Class	XII<br/><br/>Trapper scavengers are the survivors of a plague. Their blood turns sticky in contact with air and they have adapted to using it as a form of webbing. Traps are generally 50-150 square feet and are on the floor and walls of a tunnel or cave. The animals are trapped just as easily as other creatures and occasionally one will find a trapper starved to dead in its own trap. In addition to the trap, four of the tentacles are modified to spray this blood to 20' and each can be aimed at an individual. Each spray does no damage but those hit must save versus breath weapon. Failure means the target is covered in blood and all gear, armor and clothing are glued in place. The blood is also flammable (as oil) but the scavenger has no capacity to ignite it. The other four tentacles have the typical paralytic toxin.<br/><br/>Name		Marine Carcass Scavenger<br/>No. Enc.	d4 (1)<br/>Alignment	Neutral<br/>Movement	swim 90' (30') climb 60' (20')<br/>AC		7<br/>HD		3+1<br/>Attacks		8 (tentacles)<br/>Damage	d3 X8<br/>Save		F2<br/>Morale		12<br/>Hoard Class	VII<br/><br/>Marine scavengers are found in cold and temperate waters. Sahuagen are known to charm them and use the animals to capture humanoids for slaves and food. Unless their ancestral stock, marine scavengers' tentacles are covered in spines. These allow the animal to have a much better grasp on prey (something difficult to do with fish and other slimy aquatics). They can survive out of water for about an hour. Though they may be found hunting in a group, each has its own lair, bored into sand or mud.]]></description>
<pubDate>Mon, 21 Nov 2011 04:50:19 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Name		Cloud Stalker<br/>No. Enc.	4d4 (10d6+50)<br/>Alignment	Chaotic<br/>Movement	fly 270' (90')<br/>AC		5<br/>HD		4<br/>Attacks		1 or 1 (weapon or tail slash)<br/>Damage	weapon or d6<br/>Save		T6<br/>Morale		6<br/>Hoard Class	XVI, XVII, XX (magic items only)<br/><br/>Cloud stalkers are 12' long worms that live on the underside of clouds. They have bean shaped wings, four tentacles near the head for manipulating objects and are quite intelligent (14+). They created their villages on the underside of clouds because they can not survive sunlight for very long (d6 points of damage per round, double damage from light based spells). Each has a harness made of skin used to carry his or her property- they don't trust each other not to steal. Come the rare night on the Forge, the stalkers leave their homes and raid other cloud stalkers (that is where the skin comes from), airships and surface communities for magic items. Cloud stalkers can sense such from a mile away and they avoid the most powerful items as their owners tend to kill stalkers in large numbers. Those hunting cloud stalkers have a difficult time as the structures of their villages are upside down and a few dozen feet within the clouds. Weather control is the best method of revealing them as the spell has no effect on those clouds that hold stalker villages.]]></description>
<pubDate>Sat, 19 Nov 2011 06:30:02 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Storm Spider<br/>No. Enc.	2d4 (2d4)<br/>Alignment	Lawful (variable in a few cases)<br/>Movement	210' (70') climb 210' (70')<br/>AC		4<br/>HD		7<br/>Attacks		3 (claws and bite)<br/>Damage	d6/d6/d4<br/>Save		T7<br/>Morale		10<br/>Hoard Class	VI, XII<br/><br/>Part of a unique group of lycanthropes, Storm spiders do not transform by the light of either moon, but rather by the light of Storm (the red star). This change only happens when Crux (the yellow star) is below the horizon. Their animal forms are not true spiders. Each has 12 legs, thin crab like claws and an eye that covers most of its head. Storm spiders have an unusual venom. It causes paralysis for d4 turns (save versus poison to negate). Those who survive for that long regain mobility but the venom still flows in their veins, slowly destroying their brains and minds. Every week the venom is not removed, the victim loses a point of intelligence and gains some sort of insanity (or an existing insanity becomes stronger).<br/><br/>Storm spiders are found in Wildwood, Penance and the forested rivers of Arena. They almost never prey on humanoids as they are squishy on the outside (as well as being humanoids themselves). The spiders prefer arthropod prey or other creatures with exoskeletons. They are open about being lycanthropes and use their spider forms extensively. People hire them to act as guides that can scout in the trees. A few spiders have made themselves wealthy in the cities by selling their venom- hovara slavers being their main customers. Otherwise they are people and interact with others like most other races.]]></description>
<pubDate>Fri, 18 Nov 2011 04:04:41 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name Red Moss <br/>No. Enc. swarm <br/>Alignment Neutral <br/>Movement 60' (20') <br/>AC 6 <br/>HD 5 <br/>Attacks contact <br/>Damage d8 plus d4 years <br/>Save F1 <br/>Morale 12 <br/>Hoard Class VII <br/><br/>Every decade or so, Storm (the red star) releases spores of various fire elemental creatures. These spores spread throughout the system, most dying in space, burning in Crux (the yellow star) or drowning in the water moon. Some of those that land on the Forge germinate as fire elemental fungal masses. From these masses come red moss, tiny fire elementals that appear as red plants. They are very warm to the touch but do not ignite things they come into contact with. Rather they speed up chemical reactions. For living creatures, this resembles aging and each round of contact means d4 years lost. Alchemists will pay a great deal for a few red moss individuals as they reduce time for most processes. Potions can be made in minutes rather than days. The problem is keeping them alive. Red moss need their parent fungal mass and will not travel much farther than a few hundred yards from it. Otherwise they die within a few days. Undead or otherwise non-biological alchemists set up shop within that distance and collect a few plants whenever they need them. In any case, the fungal mass slowly freezes to death even in the warmest parts of the Forge and few last longer than six months. <br/><br/>Name Spark, Lunar <br/>No. Enc. 3d6 (0) <br/>Alignment Neutral <br/>Movement fly 150' (50') <br/>AC 8 <br/>HD 1/2 <br/>Attacks 1 (slam) <br/>Damage d2 <br/>Save F0 <br/>Morale 3 <br/>Hoard Class none <br/><br/>Name Spark, Solar <br/>No. Enc. 5d10 (0) <br/>Alignment Neutral <br/>Movement fly 150' (50') <br/>AC 9 <br/>HD 3 <br/>Attacks 1 (slam) <br/>Damage d4+2 <br/>Save M2 <br/>Morale 3 <br/>Hoard Class none <br/><br/>Sparks are fey that only exist while in direct sunor moon light. They die when shaded but that matters little as more are born when the light returns. Solar fey are very common on the Forge because of its two suns. Red and yellow are effectively identical and interact as if they were a single species. Lunar fey are very rare as sunlight kills them. When the rust moon passes over the domain of Eclipse, they appear in the millions, lighting up the sky like fireflies. Sparks are tiny humanoids (6" lunar, 18" solar) that have patches of luminosity they communicate with. Even though they have no wings, sparks fly and rarely come to the ground. They have no fear of death but do not like interacting with other creatures, and thus most try to fly away from just about anything that moves. They are charmed by some spellcasters and used as disposable servants or alchemical reagents (they are living light). <br/><br/>There are a few places where sparks exist all day long. There are living crystal batteries of light (use earth elemental stats with increased intelligence) that glow at night and are constantly surrounded by clouds of sparks. They are rare and no one knows what they are or what they want.<br/><br/>There are also untold trillions of them not far from Crux and Storm. They do not need air, food or water and just live on sunlight.<br/><em>edited by Derek Holland on 11/17/2011</em>]]></description>
<pubDate>Thu, 17 Nov 2011 04:59:49 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Lightning Coil<br/>No. Enc.	1 (0)<br/>Alignment	Neutral<br/>Movement	fly 360' (120')<br/>AC		3<br/>HD		12<br/>Attacks		1 or 1 (drain or lightning bolt)<br/>Damage	special or Xd6<br/>Save		T12<br/>Morale		10<br/>Hoard Class	none<br/><br/>Born in the storms above Anvil, lightning coils are strange earth elementals made of metal. Named for their shape, coils collect electricity in all its forms and discharges it into the sky, strengthening the storms. Usually they are found in places with a lot of static electricty and ignore living beings. If they have cleaned out an area (difficult but not impossible for them), the coils may resort to draining living creatures. This attack has a range of 250' and those hit must save versus death. Failure means death and success means d4 points of damage per hit die or level of the victim. If attacked, the coil can retaliate with a lightning bolt with a range of 500'. It does d6 per hit die of stored energy (usually a coil has 3d4). They do not keep any in reserve as they can simply drain creatures and locations for more. Coils that lose more than 1/2 their hit points fly straight up and attempt to enter the closest thunderstorm. Obviously they are immune to electrical damage and in fact gain one hit die of power per level if struck with an electricity based spell. They can only be hit with +3 or better weapons and are vulnerable to heat based attacks, taking +2 per die of damage.<br/><br/>Lightning coils have never been seen collecting metal so it is not known how they reproduce. The wind wizards of Anvil do not like coils but rarely hunt them because of the effort in searching the great expanse of the sky.]]></description>
<pubDate>Wed, 16 Nov 2011 05:24:37 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Wall oysters are mollusks popular as food as they can be grown on walls as long as they have access to fresh air. People grow them on their houses and occasionally inside as well. They grow like plants on the Forge (i.e. they can be harvested 12 times per year) and in some places are the major source of animal protein.]]></description>
<pubDate>Mon, 14 Nov 2011 06:39:48 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Rock Crawler<br/>No. Enc.	d6 (3d4)<br/>Alignment	Neutral<br/>Movement	150' (50') climb 120' (40')<br/>AC		4<br/>HD		6<br/>Attacks		1 or 1 (weapon or bite)<br/>Damage	weapon or d6<br/>Save		M6<br/>Morale		6<br/>Hoard Class	VI<br/><br/>These beetle people are found in every domain that has caverns as well as the under city of Penance and the walls of Eclipse. Each domain has its own tribe (or possibly species). They are magivores and can survive on the ambient divine energies, though they prefer to consume magic items and spells. Each population has its own abilities in magic (spell like abilities) but they can not be used as food. All can cast detect magic and dispel magic at will. As the insects age, they gain more abilities (see below). All are cast as if by a 6th level M-U. They have thermal vision to 100' and can only be harmed by magical weapons. Rock crawlers are usually friendly with other people and trade magic for magic. The only time the crawlers become aggressive is when their larvae are nearing transformation and need a lot of magic to fuel the change.<br/><br/>Penance<br/>Age (years)	Magic<br/>0-5		ESP 3/day, arcane lock 1/day, knock 1/day<br/>6-25		continual light 3/day, hold person 1/day<br/>26-50		passwall 3/day, web 1/day, wall of stone 1/day<br/>51+		geas 1/day, death spell 3/day, polymorph others 3/day<br/><br/>These rock crawlers have developed a special geas, one that affects trillochs. They use standard trillochs to kill powerful opponents and a specially bred type to control beholders. There aren't many beholders under the thrall of rock crawlers but their numbers are growing.<br/><br/>Eclipse (walls)<br/>Age (years)	Magic<br/>0-5		light 3/day, locate object 1/day, mirror image 1/day, fly 3/day<br/>6-25		continual light 3/day, charm person 3/day, sleep 1/day<br/>26-50		confusion 3/day, hold person 3/day<br/>51+		power word (stun) 3/day, control weather 1/day, polymorph any object 3/day<br/><br/>These crawlers live very far above the ground. They use fly on themselves and allies to get around. Power word (stun) is used on flying opponents (who usually go splat), light and continual light are used to blind and they increase or decrease the mist with weather control. Polymorph any object is used to create their homes and much of their wealth.<br/><br/>Eclipse (caverns)<br/>Age (years)	Magic<br/>0-5		shield at will, arcane eye 1/day, invisibility 1/day<br/>6-25		sleep 3/day, telekinesis 3/day, invisibility 10' radius 1/day<br/>26-50		passwall 3/day, hallucinatory terrain 1/day, wall of stone 1/day<br/>51+		symbol 1/day, power word (stun) 3/day, mind blank at will<br/><br/>These rock crawlers deal with some very powerful monsters so their magic tends to be subtle and defensive. Elders keep psionic attacks at bay for the entire colony with mind blank and all have an active shield spell. Their home is protected by a powerful illusion (hall. terrain) and behind a few feet of rock (wall of stone). They are paranoid unless they have powerful allies to call on.]]></description>
<pubDate>Mon, 14 Nov 2011 05:00:44 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Ice Speck (Type I)<br/>No. Enc.	swarm<br/>Alignment	Neutral<br/>Movement	30' (10')<br/>AC		5<br/>HD		12<br/>Attacks		contact<br/>Damage	3d6<br/>Save		F2<br/>Morale		12<br/>Hoard Class	incidental<br/><br/>Name		Ice Speck (Type II)<br/>No. Enc.	swarm<br/>Alignment	Neutral<br/>Movement	30' (10') ice burrow 30' (10')<br/>AC		5<br/>HD		15<br/>Attacks		contact<br/>Damage	3d6<br/>Save		F3<br/>Morale		12<br/>Hoard Class	incidental<br/><br/>Name		Ice Speck (Type III male)<br/>No. Enc.	swarm<br/>Alignment	Neutral<br/>Movement	30' (10')<br/>AC		5<br/>HD		6<br/>Attacks		contact<br/>Damage	d6<br/>Save		F1<br/>Morale		12<br/>Hoard Class	none<br/><br/>Name		Ice Speck (Type II female)<br/>No. Enc.	d4 (0)<br/>Alignment	Neutral<br/>Movement	90' (30') ice burrow 30' (10')<br/>AC		6<br/>HD		5<br/>Attacks		1 (bite)<br/>Damage	d8<br/>Save		F3<br/>Morale		6<br/>Hoard Class	incidental<br/><br/>Ice specks are a common mite species found in the Vault. It has several forms related to its habitat. This means eggs brought from one part of the Vault to another will hatch into the local, rather than parent, type. All ice specks create magical glyphs by carving them into ice. Each type has its own glyph effects.<br/><br/>Type I is found near Arena. It lives on the surface and uses its glyphs to protect itself from the weather and cold (immunity to all cold). These ice specks are omnivores and consume lichens and the occasional wanderer. Type I is not immune to undead attacks and avoid them at all cost.<br/><br/>Type II is found near Wildwood. It lives within the ice, creating pit traps from beneath (usually 5-20' deep and 10' in diameter). Its glyphs draw prey by creating an odor of fresh meat. Though it eats predators, the speck's diet is mostly ghouls (and other ghoul like undead) and so it is immune to their paralyzation effect.<br/><br/>Type III has extreme sexual dimorphism. It is found in the central highlands. Females are 3' tall and 5' long. Each carries a swarm of males and immature females. The males carve protective glyphs in the adult female's exoskeleton- only magical weapon can harm her, she is immune to fire and cold and she requires no food or water. The females carve glyphs that drain the power of undead (range 30', save versus spells or lose all special abilities and spells for d4 hours). Unfortunately the females are very protective of their glyphs and don't allow others to take them. Those undead that are drained end up being eaten by the swarm.<br/><br/>Name		Dir<br/>No. Enc.	1 (0)<br/>Alignment	Neutral<br/>Movement	90' (30')<br/>AC		6<br/>HD		see chart<br/>Attacks		2 (claws)<br/>Damage	see chart<br/>Save		F (1/2 HD) +1<br/>Morale		9<br/>Hoard Class	none<br/><br/>Dir are lizards that breed in Arena but live most of their lives in Wildwood. Hatchlings are only 2' long and hunt insects in the desert as they migrate into the forest. There their prey gets larger and larger, eventually they take forest bison and bears before moving on to dragons. After 50 years, the adults return to the desert to breed for the first time and then do so every decade thereafter. A very old dir can reach 1000 years but there may be only one or two that old. Adult dir are 20' long and have wings. Those over 500 years old develop a stinger that inparts an alchemical substance similar to napalm. Those hit and fail to save versus poison suffer full fire damage as they burn from the inside out. Dir are intelligent enough not to start forest fires with this. The most startling transformation are those over 1000 years. They gain intelligence (INT 15) and a keen understanding of the Forge and its potential. They gain 3 whole evolutions (all the steps). In non-Oathbound settings, they become 18th level wizards.<br/><br/>Age (years)	Hit Dice	Notes<br/>0-1		1		claw damage d3/d3<br/>2-5		3		claw damage d4/d4, armor class 5, movement 120' (40')<br/>6-20		5		claw damage d6/d6<br/>21-50		7		claw damage d8/d8, armor class 3<br/>51-100		10		claw damage d10/d10, fly movement 180' (60')<br/>101-250	15		claw damage 3d4/3d4, armor class 1, movement 150' (50')<br/>251-500	20		claw damage 3d6/3d6<br/>501-750	25		claw damage 3d6+4/3d6+4, stinger damage d6, fire damage 10d6<br/>751-1000	35		claw damage 3d8+4/3d8+4, fire damage 15d6<br/>1001+		50		Int 15, variable additional abilities]]></description>
<pubDate>Sat, 12 Nov 2011 05:34:00 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Flare Goat<br/>No. Enc.	3d6 (0)<br/>Alignment	Neutral<br/>Movement	150' (50') climb 60' (20')<br/>AC		7<br/>HD		4<br/>Attacks		1 (head butt)<br/>Damage	d6+2<br/>Save		F2<br/>Morale		5<br/>Hoard Class	none<br/><br/>Found in the mountains of the Vault and Anvil, flare goats were bred by dragons to provide an exclusive food source. They are the size of small horses and can browse any plant life they encounter (i.e. they are immune to vegetable poisons). If a goat dies from anything but a dragon bite, it explodes with a 50' diameter fireball that does 8d6 points of damage. Fire breathing dragons can increase the damage of their breath weapon by consuming a flare goat. This increases the damage by 2d8. Occasionally there are fights between dragons over herd ownership, something usually done far from the goats as killing one by accident usually means the death of the rest.]]></description>
<pubDate>Fri, 11 Nov 2011 03:53:02 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Pit Miner (Giant)<br/>No. Enc.	d4 (18)<br/>Alignment	Neutral<br/>Movement	240' (80')<br/>AC		2<br/>HD		36<br/>Attacks		1 (stomp)<br/>Damage	4d8<br/>Save		L21<br/>Morale		10<br/>Hoard Class	none<br/><br/>Mutations: special<br/><br/>Name		Pit Miner (Cutter)<br/>No. Enc.	swarm<br/>Alignment	Neutral<br/>Movement	60' (20') burrow 30' (10')<br/>AC		6<br/>HD		12<br/>Attacks		contact or special (roots or energy ray)<br/>Damage	2d8 or 8d12<br/>Save		L12<br/>Morale		10<br/>Hoard Class	none<br/><br/>Mutations: bud sport, energy ray, free movement, full senses, natural armor, special<br/><br/>Name		Pit Miner (Wall Crawler)<br/>No. Enc.	swarm<br/>Alignment	Neutral<br/>Movement	120' (40') climb 150' (50')<br/>AC		6<br/>HD		12<br/>Attacks		contact (roots)<br/>Damage	d8<br/>Save		L12<br/>Morale		10<br/>Hoard Class	none<br/><br/>Mutations: alternate movement type, bud sport, free movement, full senses, natural armor, natural vegetal weapon, neural telekinesis<br/><br/>Name		Pit Miner (Thinker)<br/>No. Enc.	swarm<br/>Alignment	Neutral<br/>Movement	30' (10')<br/>AC		6<br/>HD		12<br/>Attacks		contact (roots)<br/>Damage	d8<br/>Save		L12<br/>Morale		10<br/>Hoard Class	4d6 artifacts<br/><br/>Mutations: bud sport, free movement, full senses, metaconcert, natural armor, neural telepathy, quick mind<br/><br/>Pit miners are cacti that are ripping up a desert volcano in search of answers. There are 18 giant miners, each 65'-80' tall, that act has cranes as haulers. The original pit miner was a giant that was tricked by a local AI into thinking there is a hidden laboratory somewhere in the city that was buried in ash on the side of the mountain. This was several decades ago and the pit miner has since reproduced and torn apart a great deal of the city. The artifacts found are usually sold to the AI.<br/><br/>Each giant can break up into 3 swarms of 200-300 each. The cutters do the digging by using their roots and heat rays. The wall crawlers act as transport for cutters and thinkers. They do this with muscle and telekinesis. Each can lift 30 pounds and a swarm can lift 50 tons. And thinkers are those who specialize in examining the artifacts discovered as well as interacting with other races.<br/><br/>If the miners come under attack, the crawlers move the thinkers to safety while the giants and cutters deal with the threat. A swarm of cutters using their heat rays have a range of 100' and deal enough damage that most creatures die after a round or two. Thinkers are telepaths and join together to boost this power to rip information out of the minds of their enemies. They are treated as having a will of 20 for the telepathic assault. A single thinker has a range of 30' but as a linked swarm, the range increases to a mile. While telepathically linked, thinkers allow cutters to see what the enemy is planning. This means no invasion has been successful in displacing or destroying the plants.]]></description>
<pubDate>Wed, 09 Nov 2011 06:35:08 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Name		Pain Deer<br/>No. Enc.	4d4 (0)<br/>Alignment	Neutral<br/>Movement	150' (50')<br/>AC		6<br/>HD		4<br/>Attacks		1 (psionic blast)<br/>Damage	3d6<br/>Save		L3<br/>Morale		10<br/>Hoard Class	none<br/><br/>Mutations: familiar, mind thrust (variant)<br/><br/>Name		Sky Wolf<br/>No. Enc.	special (0) [wild d6 (0)]<br/>Alignment	Neutral<br/>Movement	240' (80') fly 180' (60')<br/>AC		6<br/>HD		7<br/>Attacks		1 (bite)<br/>Damage	d8<br/>Save		L4<br/>Morale		12<br/>Hoard Class	none<br/><br/>Mutations: gigantism, increased hearing, increases smell, psionic flight<br/><br/>Pain deer are large white tails that dominate their forest home. They do this by psionically liquifying the brains of predators and telepathically dominating sky wolves. The psionic attack has a range of 50'. It is a mental attack and the deer have a willpower of 16. Those who lose the mental battle to the deer lose d6 points of willpower. All opponents take 3d6 points of damage. At zero points of intelligence, the creature dies screaming in agony. Fortunately for the predators, each deer can only do this once per turn (60 rounds). Fortunately for the deer, each can have three sky wolves at beck and call. Pain deer are intelligent but do not have some cognitive abilities as a human. They think very simply and have fairly primitive technology (not so much tools as they have no hands but how they manipulate their surroundings to their benefit). Still, they can melt the brain of a kaiju when acting in concert so few people want to have anything to do with pain deer.<br/><br/>When sky wolves fly, they appear to walk or run on air. Adults are 4' at shoulder and are blue with white specks. In the wild, sky wolves prey on birds and tree dwellers. When controlled by the deer, they are used to keep large predators at bay as well as physical tasks such as digging irrigation ditches and felling trees.]]></description>
<pubDate>Tue, 18 Oct 2011 03:38:36 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Name		Man Worm<br/>No. Enc.	d4 (d10)<br/>Alignment	Neutral (Chaotic)<br/>Movement	burrow 90' (30') (walk 90' [30'])<br/>AC		8 (armor)<br/>HD		8<br/>Attacks		1 [1] (lash [weapon]<br/>Damage	d6 [by weapon]<br/>Save		L6 [L8]<br/>Morale		9<br/>Hoard Class	VII X3 in lair<br/><br/>Man worms are 12' long earthworms that gain human features after consuming human flesh. They gain arms, legs and a human-ish face as well as human level intelligence. In the case of extreme human mutation, the worms may also pick up d3 of the victim's mutations and drawbacks. As these changes only last for d4+4 days, the man shaped worms either constantly raid human communities or ranch them. Intelligent man worms are paranoid about reverting and become violent when they feel the change approaching. They will do anything, including attacking each other for human scraps, to prevent a reversion.<br/><br/>Mutations: aberrant form (xenomorphism, environmental dependance), gigantism, increased intelligence (environmental dependance)]]></description>
<pubDate>Sun, 02 Oct 2011 04:59:32 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Plants take up the divine energy just as much as animals, thus driving their evolution just as fast. And the energy accumulates in the food chain (just like DDT). This has an effect on the PCs. The more meat they eat, the worse their health (unless they are carnivores) but the faster they can gain evolutions. In effect they gain bonus xp that can only be used for prestige races. How much is up to the DM, though there could be specific species of plants (usually tubers or trees) that accumulate the energy in higher amounts than others and eating them or their fruit provides X amount of xp. Of course the plants may also be dangerous or well protected by the powerful...]]></description>
<pubDate>Tue, 20 Sep 2011 05:49:34 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[This one is a pretty hideous monster that I can see invading Eclipse and Penance (esp the latter during the recent conflicts).<br/><br/>Name		Blood Bat<br/>No. Enc.	1 (special)<br/>Alignment	Neutral<br/>Movement	fly 240' (80')<br/>AC		6<br/>HD		1/2<br/>Attacks		1 (slam)<br/>Damage	special<br/>Save		L0<br/>Morale		12<br/>Hoard Class	none<br/><br/>The blood bat is a flying ooze that evolved from drug producing bacteria. After it makes a hit, the victim must save versus poison at -8. Those failing have the bat enter their bodies and take up life in their bloodstreams. The bats do not kill but they are narcotic. In effect they induce the slow mutant and vision impairment drawbacks. When a victim dies, the bat quickly reproduces and 5d4 of them leave the body to find new hosts. To prevent more than one bat from inhabiting a host, the bats release an enzyme that alters the host's odor, driving other blood bats away. This odor can be detected by those with the increased smell mutation. While in flight, the bats are immune to physical damage. Only mental attacks, energy weapons and contact with force fields will kill them.<br/><br/>Mutations: induce mutation (special), toxic weapon (narcotic), special]]></description>
<pubDate>Fri, 26 Aug 2011 04:30:29 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name Gray Reed <br/>No. Enc. 3d6 (0) <br/>Alignment Neutral <br/>Movement swim 60' (20') <br/>AC 4 <br/>HD 12 <br/>Attacks 1 or 1 (trunk or stomp) <br/>Damage 2d6 or 2d4 <br/>Save F6 <br/>Morale 9 <br/>Hoard Class none <br/><br/>This species of elephant has taken to an aquatic existence. It is found in the Wellspring and its rivers. Other than its trunk for breathing, a reed never surfaces willingly. Reed herds strip the bottom of vegetation and drive away everything that lives in the weeds. People hunt them with spears, though large boats are needed as a bull gray reed can drag a small one down with little effort. Gray reeds have small ears, no tusks and small legs for their size. <br/><br/>Name Rat-O-Nine-Tails <br/>No. Enc. 1 (d10) <br/>Alignment Neutral <br/>Movement 60' (20') <br/>AC 7 <br/>HD 2 <br/>Attacks 1 (bite) <br/>Damage d4+1 <br/>Save F1 <br/>Morale 4 <br/>Hoard Class VII <br/><br/>This rodent uses its nine tails to reproduce. The animal feeds on blood and the more it eats, the more buds (clones) develop from the tails. A very well fed adult can have between 10 and 18 young developing at once. As the clones split off, the tail gets shorter, at least until it regrows. Each offspring takes 3-6 days to develop and leaves the den within a few hours after "birth". When attacking, a rat-o-nine-tails that hits with an 18+ starts draining blood at a rate of d4 points of damage per round. It feeds for three rounds and then detaches and attempts escape. Like giant rats, these rodents carry a variety of diseases. <br/><br/>Name Feathered Hydra <br/>No. Enc. d4 (2d4) <br/>Alignment Neutral <br/>Movement 120' (40') fly 180' (60') <br/>AC 5 <br/>HD 1/2 per head <br/>Attacks 1 per head <br/>Damage d4 each <br/>Save F (1/2 HD) <br/>Morale 7 <br/>Hoard Class XII <br/><br/>The feathered hydra is a large, colorful bird with d6+6 heads on the ends of long necks. Each head is of a different species of bird and there is a 25% chance that one of the heads is of a dangerous creature (usually a cockatrice). Their body and wing feathers are a composite of the species of their heads. Feathered hydras are social and roost in large trees. A flock usually contains individuals with different numbers of heads. The better fed the mother was before laying, the larger (and more heads) the resulting chicks. The largest known hydras are 120 pounds and have a wingspan of 30'. In Wildwood dovers and elves hunt them for feathers and meat. It is thought that there are several rare variations with magic abilities (d6 spell levels distributed as the GM desires).<br/><em>edited by Derek Holland on 11/11/2011</em>]]></description>
<pubDate>Tue, 16 Aug 2011 04:39:23 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Sea Rattle<br/>No. Enc.	1 (1)<br/>Alignment	Chaotic<br/>Movement	swim 240' (80')<br/>AC		8<br/>HD		25+<br/>Attacks		1 (tail)<br/>Damage	3d10+<br/>Save		L21<br/>Morale		12<br/>Hoard Class	XXII<br/><br/>Name		Sea Skull<br/>No. Enc.	d8 (0)<br/>Alignment	Chaotic<br/>Movement	swim 180' (60')<br/>AC		8<br/>HD		5<br/>Attacks		1 (bite)<br/>Damage	2d4<br/>Save		L3<br/>Morale		12<br/>Hoard Class	none<br/><br/>When a ship goes down with 25 or more people aboard on the Forge, there is a rare chance a sea rattle is born. The bodies fuse and come alive (i.e. this isn't an undead creature) in the form of a serpent with human features on its face. It lairs in the wreck and occasionally surfaces to feed and grow. Whenever it is near the surface, the water around it bubbles and rattles. When attacking, it uses its tail to slice opponents apart (treat as a sword of wounding). If a rattle is dealing with a lot of opponents, it splits of bits of itself in the form of sea skulls. These smaller creatures are 6-8' long and have teeth, if not whole skulls. Each skull costs the rattle 8 hit points so it doesn't do this often. The skulls are used for defense and prey capture. If a skull gets a 20 on its to hit roll versus a humanoid, the victim must save versus poison or become paralyzed. Those that fail the save are fused to the skull and are dragged back to the rattle for automatic absorption. Every humanoid (or monstrous humanoid for those games that use that term) a rattle consumes adds an additional hit die to its total and for every 25, the rattles damage increases by d10. Sea rattles can and do feed on non-humanoids but that does not make them grow.<br/><br/>There are some variants of the sea rattle that spontaneously generate from corpses on spelljammers, void ships (those that travel the planes) and airships. The magic that animated the vessels somehow interact with the divine energy emitted by the Forge and cause the flesh of the dead to become new life. Most are serpents but a few are centipede or spider shaped and most have some form of toxin that immoblizes prey.]]></description>
<pubDate>Sun, 14 Aug 2011 04:35:51 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Name		Siren<br/>No. Enc.	3d6 (0)<br/>Alignment	Neutral<br/>Movement	150' (50') swim 120' (40')<br/>AC		4<br/>HD		6<br/>Attacks		1 (bite)<br/>Damage	2d6<br/>Save		L3<br/>Morale		10<br/>Hoard Class	none<br/><br/>Sirens are shapeshifting alligators that use a telepathic lure to draw prey. They sit in the water in the form of water hyacinth (or another common floating plant to the area) and, as a group, emit the lure. This lure only affects reptiles, birds and mammals. The range is 100' and the save is versus death. Those failing must travel directly to the sirens. For every two sirens beyond the first, the save has a -1 penalty and the range increases by 50'. Most groups of sirens stay far away from shore and let their prey drown themselves before feasting. When they transform, the alligators dive first so some people do not know that it is the plants that are the hazard. Sirens do sleep on land in the form of reptiles (and nest there for that matter). Though they are not especially tough, their group attack means the sirens do take down much more powerful creatures on a regular basis. As the corpses build and the water fouls, the sirens slowly move up and down the shore of the lake (or slow moving river) they inhabit.<br/><br/>Mutations: metaconcert, metamorph, special]]></description>
<pubDate>Fri, 12 Aug 2011 03:55:00 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Another MF critter that works will for OB.<br/><br/>Name		Shard Ooze<br/>No. Enc.	d4 (0)<br/>Alignment	Neutral<br/>Movement	60' (20')<br/>AC		5<br/>HD		7<br/>Attacks		1 or 1 (tentacle or crystal)<br/>Damage	2d6 or d8 plus special<br/>Save		L4<br/>Morale		9<br/>Hoard Class	none<br/><br/>Shard oozes are made from mud and have spheres of crystals floating in their mass. They require a lot of water, otherwise they dry out in a matter of hours. Fire and heat based attacks do double damage to shard oozes and cold based attacks stun them for d6 rounds. In combat they throw crystals. The range is 50' and even if the projectile misses, it shatters and leaves a 10' diameter area covered in razor sharp shards. Creatures struck are surrounded by these shards. Anything stepping on them that has an armor class worse than 1 will take d8 points of damage. The oozes use fields of shards to control the movement of prey or even kill it. A typical ooze has 20 spheres and can regrow all of them in 24 hours.<br/><br/>Mutations: chemical gland, epidermal susceptibility, toxic weapon]]></description>
<pubDate>Thu, 04 Aug 2011 04:12:46 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Name		Chaos Cicada<br/>No. Enc.	swarm<br/>Alignment	Chaotic<br/>Movement	fly 150' (50')<br/>AC		6<br/>HD		50<br/>Attacks		special<br/>Damage	special<br/>Save		L5<br/>Morale		10<br/>Hoard Class	none<br/><br/>These insects are an expanding plague in Wildwood. Corrupted by contact with a creature from Limbo, the cicadas call warps all intelligent life (INT more than 2). The range is 1000' and a save versus spells is needed every hour. For every failed save, the victim warps. Using the Mutant Future drawbacks, roll a d8: 1-5 results in bizarre appearance, 6-7 results in frailty and 8 results in negative empathy (effects stack for multiple results). Those who fail more than 5 saves are sterilized. Those failing more than 10 are killed as their brains are converted to dozens of new cicadas. As swarms are usually several dozen acres in size, escaping the effects can be difficult in the thick understory. Also they do not call at night so nocturnal travelers may end up in the middle of a swarm without knowing it. For the moment they are restricted to the tropical lands to the south but they are slowly expanding northward and into Arena and Penance.]]></description>
<pubDate>Wed, 03 Aug 2011 03:46:14 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Something created specifically for OB<br/><br/>Name		Crown Hydra<br/>No. Enc.	0 (d4)<br/>Alignment	variable<br/>Movement	90' (30')<br/>AC		3<br/>HD		15<br/>Attacks		7 (bites)<br/>Damage	d6/d6/d8/d8/d10/d10/d4<br/>Save		L18<br/>Morale		12<br/>Hoard Class	protected hoard<br/><br/>The crown hydra has seven heads- two turtles, two snakes, two dragons and a naga. Good hydras have gold dragon and a guardian naga heads whereas evil hydras have red dragon and spirit naga heads. Crown nagas are protectors of temples and guard their homes even long after they are abandoned. Wildwood has several hundred hidden away in its ruins. They are intelligent and have three voices- one for the snakes, one for the dragons and one for the naga. In combat the turtle heads can grasp and hold on an 18+, doing d6 points of damage per round. A constested strength test is needed to escape and the heads have a strength of 16. The snake heads are venomous and do 5d6 points of poison damage (save for half). The dragon heads have a cone of fire 30' long by 15' wide that does 5d8 points of damage. And the naga head has the attack of that kind of naga plus the ability to cast spells as an 8th level cleric. They can also cast all cleric divination spells at will, no matter the level. Crown hydras act as conduits to the god of the temple as well as protector of its grounds and people. They also follow the temple if it is moved (difficult and requiring the god's okay) and some nations have used this to their advantage by placing a group of crown nagas of abandoned temples between themselves and enemies.]]></description>
<pubDate>Sun, 31 Jul 2011 03:53:02 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[An MF critter that would work very well in Arena.<br/><br/>Name		Oasis Cat<br/>No. Enc.	d6 (3d4)<br/>Alignment	Neutral<br/>Movement	240' (80')<br/>AC		6<br/>HD		5<br/>Attacks		4 (claws, bite, stinger)<br/>Damage	d3/d3/d8/d4<br/>Save		L3<br/>Morale		8<br/>Hoard Class	XII<br/><br/>Oasis cats, huge house cats, use fine weather control to create small pockets of open water and constantly green vegetation surrounded by grass, scrub or cacti. Any large creature drawn to the water or plants is attacked. The females have stingers with a paralytic toxin (save versus poison or be immobilized for 6 weeks). They use this on large mammals and then implant their embryos. The cats provide water to the kittens' host and most creatures will survive long enough for the young to mature. After the kittens chew their way out, the hosts are consumed by the pack.<br/><br/>Mutations: aberrant form (natural weapon [female only], xenogenesis), control weather, gigantism, toxic weapon [female only]]]></description>
<pubDate>Tue, 12 Jul 2011 03:54:06 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Sorry I have been posting so many MF critters. They just fit OB as well as a shattered Earth.<br/><br/>Name		Cyst Bear<br/>No. Enc.	1 (d4)<br/>Alignment	Neutral<br/>Movement	240' (80')<br/>AC		5<br/>HD		5<br/>Attacks		5 (bite, claws and slams)<br/>Damage	d8/d4/d4/special/special<br/>Save		L3<br/>Morale		9<br/>Hoard Class	VII<br/><br/>This predator is found in places where prey uses invisibility or camouflage. It has six legs, the second pair are long and have paws with long, webbed toes. It uses them in a manner similar to metal detectors as the paws can pick up tiny electrical impulses from as far as 25' (this includes those produced by living things). The paws also give the bear the ability to capture prey. Anything touched by them must save versus energy attacks or be enveloped in a cartilaginous sphere (the "cyst", affects only those under 2 tons). This reduces movement to 10' (3'), increases armor class by 6 points and prevents the victim from making any physical attacks. Those attempting to use energy ray or a similar physical mutation will regret it as the beam will bounce around in the cyst and hit the victim d4+2 times. Strangely the bear has the ability to ignore the cyst as if it was air and this usually means a quick death for the victim. A cyst is permanent but can be cut apart with blades. It has an armor class of 6 and 250 hit points. Attacks against it (rather than slow cutting) do half damage to the victim. As cyst bears capture more prey than they can eat, there is a thriving web of scavengers that consume the rest. In all other ways cyst bears are like normal black bears.<br/><br/>Mutations: aberrant form (extra body parts), unique sense, special]]></description>
<pubDate>Sat, 25 Jun 2011 03:54:56 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Great Bee<br/>No. Enc.	d8 (6d6)<br/>Alignment	Neutral<br/>Movement	30' (10') fly 180' (60')<br/>AC		7<br/>HD		3<br/>Attacks		1 (stinger)<br/>Damage	d3<br/>Save		L2<br/>Morale		8<br/>Hoard Class	special<br/><br/>Great bees are a very confusing species. Most people don't know that a hive can contain a dozen or more forms, each determined by the bees' diet. Each family of flowers causes the bees to shapeshift, gaining a variety of mutations (and possibly drawbacks). This new form lasts until the bee's next meal. The insects are usually 5' long and have the typical yellow and black markings and their stinger contains a class 6 venom. Some hives have started to pick up on the advantages and disadvantages of each form and they stockpile useful pollen for scouting and defense. Few predators survive encounters with such hives.<br/><br/>Mutations: gigantism, toxic weapon, + d4+2 specific mutations (environmental dependance)<br/><br/>Name		Liana Oak<br/>No. Enc.	0 (3d8)<br/>Alignment	Neutral<br/>Movement	0'<br/>AC		4<br/>HD		45<br/>Attacks		1 (radiation beam)<br/>Damage	class 6 radiation<br/>Save		L21<br/>Morale		8<br/>Hoard Class	XII<br/><br/>This magnificient tree prefers dry, northern soils. It is usually harmless as all of its defensive needs are taken care of by the dangerous vines that are found in each and every crown. These vine populations are made up of many different species and strains. In some cases the vines germinate with the trees because their seeds are found encapsulated with acorns (the vegetal crab uses its silk like moss to do this). The tree is immune to the attacks of all of its symbiontic partners but the verse isn't true. If seriously harmed, the tree can emit a beam of radiation to a range of 250' once per round. Intelligent people avoid stands of liana oaks though some bands of bandits will use them as bases.<br/><br/>Mutations: radioactive emissions, special<br/><br/>Name		Stellar Grape<br/>No. Enc.	d4 (d10)<br/>Alignment	Neutral<br/>Movement	30' (10')<br/>AC		7<br/>HD		4<br/>Attacks		1 or 1 (flash or poison dust)<br/>Damage	special or class 3 poison<br/>Save		L2<br/>Morale		2<br/>Hoard Class	none<br/><br/>This vine is almost always found in the branches of a liana oak or cathedral tree. Its leaves glow day and night (and remind some of star patterns) but most herbivores avoid it because of the extremely nasty odor it emits (save versus poison at -4 to get within 10' of the vine). If attacked, it responds with a flash of light that can blind and retreats. If that fails, it can release a cloud of toxic dust (25' diameter, lasts 6 rounds). As it can produce only one cloud per day, the attack has to be sufficently threatening before the plant will react with one.<br/><br/>Mutations: bioluminescent leaves, dazzling display, free movement, rank, poisonous spores<br/><br/>Name		Mist Viper<br/>No. Enc.	d6 (3d4)<br/>Alignment	Neutral<br/>Movement	90' (30')<br/>AC		7<br/>HD		9<br/>Attacks		1 (steam cloud)<br/>Damage	3d8<br/>Save		L5<br/>Morale		8<br/>Hoard Class	incidental<br/><br/>A large mutant kudzu, the mist viper is a predator that specializes in burrowing animals. It climbs down out of the trees and follows its prey into the depths. The vine kills with a blast of steam (on the surface it has a 10' diameter). After draining blood and consuming soft tissues, the vine retreats back into the sun to photosyntheze as well as digest. If one is near the surface, it can provide a very nasty suprise to those walking on the ground.<br/><br/>Mutations: carnivore, free movement, steam cloud<br/><br/>Name		Vegetal Crab<br/>No. Enc.	1 (d6)<br/>Alignment	Neutral<br/>Movement	180' (60')<br/>AC		5<br/>HD		12<br/>Attacks		10 (claws and legs)<br/>Damage	d12/d12/d8 X8<br/>Save		L8<br/>Morale		11<br/>Hoard Class	incidental<br/><br/>This weird plant looks like a combination of centipede and crab made out of moss. It stakes out the tops of trees and creates webbing that looks like moss. It is an insectivore and keeps the trees pest free (at least those over 1/4 pounds). The moss collects the prey and the crab crushes or eviserates with its claws and sharpened legs. Anything touching the moss must make a strength versus strength check and the moss has an effective strength of 14. Every year the vegetal crabs found in liana oaks collect acorns and seeds from other vines, wraps them up in moss coccoons and drops them on the ground within a mile or two of their trees. The moss protects the seeds from granivores like squirrels and has done a lot for the expansion of the liana oak.<br/><br/>Mutations: arthropod deformity, bud sport (extra limbs), carnivore, free movement, natural armor, natural vegetal weapon, webbing<br/><br/>Name		Tree Eel<br/>No. Enc.	d2 (2d8)<br/>Alignment	Neutral<br/>Movement	60' (20') swim 90' (30')<br/>AC		6<br/>HD		8<br/>Attacks		1 (bite)<br/>Damage	2d6<br/>Save		L6<br/>Morale		5<br/>Hoard Class	none<br/><br/>When a tree hollow fills with water small aquatic creatures find their way into it via spores, eggs on flyer legs or even teleportation. Tree eels are tiny predators that show up after several years of decay. They feed on the insects and other algae and bacterial feeders. When their breeding season arrives, they leave their hollow to find mates. To ensure the survival of their offspring, the eels grow to 15' long (using density alteration) and search for an animal over 50 pounds. The dead animals not only provide food for the hatchlings, but also protection. The adults convert the fats into the body into a super fuel that the hatchlings mature on in a matter of hours. If used in a vehicle, the altered fat will either double its speed or cause it to explode, depending on its condition. The hatchlings then find their own hollows, shrink down to their normal size and start the cycle over.<br/><br/>Mutations: aberrant form (natural weapon, xenomorphism), chemical gland, density alteration (self)]]></description>
<pubDate>Tue, 21 Jun 2011 04:16:30 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Name		Air Gear<br/>No. Enc.	d8 (0)<br/>Alignment	Neutral<br/>Movement	fly 360' (120')<br/>AC		2<br/>HD		15<br/>Attacks		1 (slam)<br/>Damage	2d6+30<br/>Save		L21<br/>Morale		12<br/>Hoard Class	none<br/><br/>Air gears are weird metal disks found travelling the canton (ley) lines of the Forge. They are restricted in their movement as the lines, though numerous, do not cover the entire planet. On the other hand, as the lines go from the planet's center to the stars, the gears can be found far beyond the Forge. No one knows the origins of these objects and they corrode to dust upon "death". Generally a gears are between two and five feet in diameter and they travel in packs, attempting to kill those who try to tap the canton lines. As they move and spin very fast, the gears can chew through just about any substance and will kill almost anything they touch.<br/><br/>Name		Shifting Golem<br/>No. Enc.	0 (1)<br/>Alignment	Neutral<br/>Movement	60' (20')<br/>AC		0<br/>HD		12<br/>Attacks		1 (slam)<br/>Damage	3d6 <br/>Save		L12<br/>Morale		12<br/>Hoard Class	incidental (or protected hoard)<br/><br/>Shifting golems are very expensive guardians made up of many thousands of pieces of metal. They alter their form from moment to moment in ways that are disturbing to the human(oid) mind. This increases the power of the symbol of insanity used in the construction of the golem and anything viewing the golem can be driven insane. Humanoids are especially vulnerable and have a -6 to their save versus spells. As the creator is not immune to this effect, the golem is usually activated from a distance and then left to its duties forever.]]></description>
<pubDate>Fri, 10 Jun 2011 03:39:22 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[If magic is the major source of power for critters and people, then anti-magic abilities (and spell resistance) are going to be very widespread. Everything from weeds to mountain giants are going to have some sort of defense against magic.]]></description>
<pubDate>Thu, 09 Jun 2011 04:29:12 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Name		Clam Ripper<br/>No. Enc.	5d12 (1)<br/>Alignment	Lawful<br/>Movement	60' (20')<br/>AC		6<br/>HD		5<br/>Attacks		2 or 2 or 1 (claws or blades or artifact weapon)<br/>Damage	d4/d4 or d8/d8 or weapon<br/>Save		L5<br/>Morale		8<br/>Hoard Class	VII, XII<br/><br/>Clam rippers are intelligent crustaceans found in and along shores of shallow and warm marine waters. They are 6' long shrimp with sensitive mouth parts used as hands. Rippers capture mollusks of all kinds and either cause them to grow shells (squid, sea slugs) or modify their existing ones (snails, chitons, bivalves). The shells are the basis of their economy and technology. Almost all their tools, burrow linings, furniture, art, etc. are shell based. They also sell a lot of shell items to both landlubbers and sea dwellers both for coin and barter for artifacts. One thing that is popular with them is netting, used to cage their beasts, as it is difficult for them to weave with their primitive hands. Clam ripper communities can be huge and competition for customers can be intense but rippers only use the weapon of gossip (i.e. politics) against each other- the real dangers of monsters preclude them from killing each other.<br/><br/>Mutations: aberrant form, gigantism, induce mutation, modify mutation]]></description>
<pubDate>Thu, 09 Jun 2011 03:40:27 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Yet another MF critter.<br/><br/>Name		Tulpa<br/>No. Enc.	0 (1)<br/>Alignment	various<br/>Movement	fly 360' (120')<br/>AC		-6<br/>HD		1 per 5 creators<br/>Attacks		2 (slams)<br/>Damage	1d6 per 10 creators<br/>Save		L (HD +5)<br/>Morale		12<br/>Hoard Class	none<br/><br/>Tulpas are the unconscious reaction of certain races with the metaconcert mutation. Each has a unique form, though it is apparent what kind of race spawned it. A tulpa appears in times of great stress and rampages, destroying not only the threat (if possible) but also other races and creatures as well. It has access to all the mental mutations of its creators and uses them freely. If slain, a tulpa reforms in 24 hours. The only way to weaken or kill a tulpa is to kill its creators. Races that produce tulpas are not very popular with others for obvious reasons but as no one can tell such races, they usually are not persecuted, at least until the first tulpa rampage.<br/><br/>Mutations: special]]></description>
<pubDate>Fri, 03 Jun 2011 03:16:27 GMT</pubDate>
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<description><![CDATA[A couple more MF critters.<br/><br/>Name		Bog Mole<br/>No. Enc.	1 (d6)<br/>Alignment	Neutral<br/>Movement	30' (10') burrow 10' (3')<br/>AC		6<br/>HD		3<br/>Attacks		special<br/>Damage	special<br/>Save		L2<br/>Morale		5<br/>Hoard Class	incidental<br/><br/>These large moles feed in insects that live within the water table. Instead of burrowing down, they move clay within the soil and manipulate the soil water to bring it to near the surface, thus creating bogs. Fresh bogs are fairly stable and it takes about a week before they become a hazard. The soil is soft and this reduces movement over it by 1/2. As the moles use silk to make the lining of their tunnels, people and creatures may get caught in it and drown. Effectively the land is quicksand- those failing a Dex check every 500' of bog fall and start to sink. Those sinking must save versus death or be caught in some silk lining. Those who save can easily get out as long as they are lightly or non-encumbered. Those who fail and those with more gear are stuck until they are helped out or drown 3d4 minutes later. Certain kinds of mutations, such as teleport and flight, may make the save moot. The moles can use the webbing offensively and those hit again must save versus death or have the moles drag the victim down to drown (use normal drowning rules here). Mole hunters are people with the light step mutation as they do not have to worry about sinking and most use explosives when the moles are found.<br/><br/>Mutations: aberrant form (gills), gigantism, webbing, unique sense (clay)<br/><br/>Name		Bridge Starling<br/>No. Enc.	d12 (10d20)<br/>Alignment	Neutral<br/>Movement	fly 180' (60')<br/>AC		7<br/>HD		1/2<br/>Attacks		none<br/>Damage	none<br/>Save		L0<br/>Morale		2<br/>Hoard Class	incidental<br/><br/>Found in forests, bridge starlings use webbing to create nests and roosts between trees, forming bridges of silk. They also lay a lot of silk that reaches from the branches to the ground but at densities that are hard to detect for humans. Each line has a tiny amount of poison that slowly builds up in the body. For every 25' of silk passed through, a creature or person must save versus poison or be paralyzed for d4 hours. The initial save is at +6 and is reduced by -2 for every 25' of additional movement, to a minimum of -10. The birds eat animals (including humans) that have been paralyzed.<br/><br/>Mutations: toxic weapon, webbing]]></description>
<pubDate>Mon, 30 May 2011 03:48:36 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Name		Ripplewood<br/>No. Enc.	4d4 (0)<br/>Alignment	Neutral<br/>Movement	60' (20')<br/>AC		4<br/>HD		15<br/>Attacks		d6 (branches)<br/>Damage	d12 each<br/>Save		F8<br/>Morale		9<br/>Hoard Class	none<br/><br/>Name		Carrion Nettle<br/>No. Enc.	5d8 (0)<br/>Alignment	Neutral<br/>Movement	90' (30')<br/>AC		8<br/>HD		2<br/>Attacks		1 (stinging cells)<br/>Damage	3d4<br/>Save		F1<br/>Morale		12<br/>Hoard Class	none<br/><br/>Name		Spiny<br/>No. Enc.	swarm<br/>Alignment	Neutral<br/>Movement	90' (30')<br/>AC		8<br/>HD		12<br/>Attacks		contact or 1 (slams or special)<br/>Damage	3d8 or special<br/>Save		M18<br/>Morale		10<br/>Hoard Class	incidental<br/><br/>Name		Long Legs<br/>No. Enc.	d8 (6d6)<br/>Alignment	Lawful<br/>Movement	270' (90)<br/>		fly 150' (50')<br/>AC		6 or armor<br/>HD		5<br/>Attacks		1 or 1 (weapon or kick)<br/>Damage	weapon or 3d4<br/>Save		F5<br/>Morale		7<br/>Hoard Class	VII<br/><br/>Long legs are large, intelligent road runners found in Arena and Penance. They are nomads that follow herds of plants though some of their numbers hire themselves out as guards, trackers, pest control (they love most insects as food) and plant ranchers. They construct their tents out of light wood, leaves and moulted feathers. Each band has several plants they follow but in all cases they have spinies that live in and around their camps. Ripplewood are found in Penance and are trees that move horizontally. Their branches constantly grow and shrink at random spots along the trunk. Ripplewood regenerates 4 hit points per round, though they are obviously vulnerable to fire. Long legs somewhat control the movement of the trees with special fertilizer that acts like catnip to the plants. But most of the time, the birds simply follow. Ripplewood is dangerous and some bands have been decimated by unruly herds (usually at night as the birds are much faster than the plants). Long legs use their wood for fires and the land they tear up usually brings a lot of food to the surface (i.e insects and other small animals). Carrion nettle emits an odor that draws scavenger insects such as flies. Anything touching the plant suffers from its toxic stinging cells, though those immune to poison only take d2 points of damage. Long legs use these desert plants as guards for their herds as the nettles are intelligent enough to be trained. They are used as a source of water and snacks (the insects they draw). Spinies are cacti 4' tall. They protect long leg camps and in fact seem to be found no where else. There are several dozen more plants long legs follow in the wilds not described here.<br/><br/>The dark secret of the spinies is they are actually very powerful hiveminded psions. They control the other plants and dominate the long legs by manipulating their memories. Spinies eat long legs and anyone foolish enough to try to break their control. When psionically attacking, a herd of spinies forces all opponents within 500' to save versus spells. The fewer the targets, the more of a penalty there is (anywhere from none to -12 for a single target). Those failing are paralyzed for however long the plants want. Only the destruction of the spinies will free the victims of their mental power. When they want to modify memories, the hivemind can only affect one target at a time and those failing a save versus spells at -8 have up to a week of false memories. As long as they are left alone, spinies are willing to play their part of stupid herd plants and have no interest in adding other races to their food supply.]]></description>
<pubDate>Fri, 27 May 2011 04:26:25 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Name		Bone Sniffer<br/>No. Enc.	3d6 (10d10)<br/>Alignment	Neutral<br/>Movement	150' (50')<br/>AC		6<br/>HD		1/2<br/>Attacks		1 (bite)<br/>Damage	d2<br/>Save		T1<br/>Morale		4 (12)<br/>Hoard Class	none<br/><br/>As kobolds have an abundance of sorcerers within their communities, they create magical items and creatures just like any race with spellcasters. Bone sniffers are rats meant to protect their masters from undead. As rats they reproduce in huge numbers and this is one of the reasons that kobolds survive in Eclipse. Though they are poor combtants versus most foes, bone sniffers have a suprise for undead. Any sniffer that touches an undead creature explodes with positive energy. This does 3d4 points of damage to most undead and 3d6 to those especially vulnerable to positive energy (such as vampires). In fact any vampire slain by bone sniffers is permanently slain. Obviously the vampires of Stygia are unhappy with this situation and use living slaves to root out kobold communities. Still kobolds and their creations do breed fast and can hide in the smallest places so their extinction is not remotely assured.]]></description>
<pubDate>Thu, 26 May 2011 03:26:43 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Name		Zip Blimp<br/>No. Enc.	d20 (0)<br/>Alignment	Neutral<br/>Movement	Float wind speed<br/>		Fly 360' (120')<br/>AC		6<br/>HD		4<br/>Attacks		1 (cilia)<br/>Damage	d3<br/>Save		T2<br/>Morale		4<br/>Hoard Class	none<br/><br/>Name		Cage Thing<br/>No. Enc.	1 (0)<br/>Alignment	Neutral<br/>Movement	30' (10')<br/>AC		4<br/>HD		3<br/>Attacks		1 (ribs)<br/>Damage	2d4<br/>Save		F2<br/>Morale		8<br/>Hoard Class	incidental<br/><br/>Zip blimps are fairly common low level predators found on the Forge. They are 25' long animals covered with short "hairs" that capture small prey. They need very little food and when hungry use odors to draw insects and other small fliers. To people blimps are harmless unless bumped into. They normally fly between 1/2 and 1 mile up. If attacked, a blimp can tear a small hole in its skin, causing it to jet away. Most can heal the tear before falling to the ground. Those who do fall and survive undergo a startling transformation. The skin around the bag rots away, exposing cage like ribs and spider like legs grow around a mass in the center of the lower body (where its mouth is). It also shrinks to about 8' long as most of its mass is reorganized into a ground dweller. They hide in thick vegetation or in the dark underground as their form is obvious elsewhere. Cage things are fragile and only attempt to capture prey under 20 pounds. Most of the time the ribs slam onto the prey's flesh, causing cuts and abrasions. On a 15+, the cage closes around the prey and the thing waits for it to dehydrate or starve to death. The prey's body is dropped out of the cage and the thing moves over it to feed. Cage things are very rare as blimps generally don't survive the fall. Those things that do breed produce baby blimps. Some hunters use cage things as living traps.]]></description>
<pubDate>Sun, 22 May 2011 04:17:53 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Another MF critter I think would work well on the Forge<br/><br/>Name		Char Cow<br/>No. Enc.	2d4 (3d6)<br/>Alignment	Chaotic<br/>Movement	90' (30')<br/>AC		7 (or armor)<br/>HD		8<br/>Attacks		2 (weapon and gore)<br/>Damage	weapon +4 and 3d4<br/>Save		L8<br/>Morale		10<br/>Hoard Class	II, III<br/><br/>Char cattle are people who live on the edge of society. They are constantly hungry for more plant material to cook and consume (their gut flora can no longer digest cellulose). This causes them to strip the area bare of green (and yellow and blue and whatever). Even lumber and plant people are in danger when the green is gone. The only reason the cattle aren't slaughtered is their blood contains a hormone that mutates flies. Any true fly, such as mosquitos and horse flies, that bites a char cow mutates into a vomit fly (see MF corebook). The blood lasts 24 hours and the transformation only occurs if the flies are exposed to bright light. The transformation itself lasts a week. The vomit flies are fairly docile and only being strongly disturbed (shooed away or stepped on) will make them attack. Char cattle are not immune to the vomit flies but they have learned how to avoid bothering the insects. A typical char cow compound has 4d4 vomit flies and bright light can produce a few hundred more.<br/><br/>Mutations: aberrant form, fire slave, induce mutation (activated), increased caloric needs, loss of trait]]></description>
<pubDate>Sat, 21 May 2011 04:12:55 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Giant Spoonbill<br/>No. Enc.	d6+1 (d8+1)<br/>Alignment	Neutral<br/>Movement	180' (60')<br/>		fly 240' (80')<br/>AC		5<br/>HD		14<br/>Attacks		1 (bite)<br/>Damage	4d4+6<br/>Save		L7<br/>Morale		6<br/>Hoard Class	none<br/><br/>Found on the plains of Penance, giant spoonbills are major predators of giant vermin. They are birds 18' tall with a 40' wingspan and an elongated and rounded bill that is quite effective in pulling creatures out of the short grasses. They nest every six months for two weeks, digging a depression that keeps most creatures from detecting the eggs and hatchlings. If that fails, the birds have a rather disgusting, yet effective, method of protection. Some of the insects they eat are toxic and this poison is altered and eliminated (i.e. defecated) around the nest. The eggs slowly become immune to the rising levels of poisonous gas and when the hatchlings emerge, they are completely immune to the dangers of their future meals. A family group has the adults and any subadult children of various sizes. It takes eight years for a giant spoonbill to grow to maturity. Some people tame the birds and use them to keep giant insects away from farms, though the toxic guano make them less desirable than other methods.]]></description>
<pubDate>Tue, 10 May 2011 03:12:29 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Scaly Salamander<br/>No. Enc.	1 (0)<br/>Alignment	Neutral<br/>Movement	90' (30')<br/>		swim 120' (40')<br/>AC		6<br/>HD		3+<br/>Attacks		1 (bite)<br/>Damage	d8+<br/>Save		L2+<br/>Morale		8<br/>Hoard Class	none<br/><br/>The tiny banded darter lives in streams and small rivers throughout Penance and Wildwood. They have a remarkable method of surviving flooding- they fuse into a lizard like form. The more fish, the larger the lizard. This form has a huge tail to assist with swimming and retains the fishes gills. But this doesn't mean the lizard is restricted to the water. In fact most of its hunting is on land. Once the streams lower and clear, the lizard breaks up into the tiny fishes.<br/><br/>Name		Blood Stakes<br/>No. Enc.	swarm<br/>Alignment	Neutral<br/>Movement	0'<br/>AC		6<br/>HD		12<br/>Attacks		contact<br/>Damage	3d4<br/>Save		L0<br/>Morale		12<br/>Hoard Class	incidental<br/><br/>When magical rain meets blood in the deserts of Arena there is a small possibility that blood stakes result (1% per spell level). These weird pseudoplants emerge from corpses, soil and sand and each stake is 2-6' tall. If someone or thing is within the patch of blood when the stalks emerge, they must save versus breath weapon. Failure results in 6d4 points of damage and success 3d4 points. This damage and that from wading through a patch of stakes only affects those who have an armor class worse than 0. The stakes survive for a week or so and this makes armies reluctant to use blood stakes as weapons but does make them popular with the losing side wishing to deny an opponent territory or passage.<br/><br/>Name		Walking Beach Trash<br/>No. Enc.	1 (0)<br/>Alignment	Neutral<br/>Movement	60' (20')<br/>		swim 10' (3')<br/>AC		2<br/>HD		10<br/>Attacks		2-5 (limbs)<br/>Damage	d4 to d12 each<br/>Save		L6<br/>Morale		12<br/>Hoard Class	special<br/><br/>On the shores of the oceans of the Forge there is plenty of trash- driftwood, humanoid waste, the occasional carcass of a non-biological creature and even some minor magical trinkets. When a certain combination sits under the two suns for long enough without being disturbed, the pile animates. Each is unique in appearance but all have certain traits- limbs of varying sizes, poor swimming (but great floating), good armor (or at least resistance to damage) and no set lifespan. Some of the older beach trash piles have learned to collect more materials and are even larger than the one described in the stat block. They also can wander where they please and some end up in the oddest locations (a few are found in the undercity of Penance and some are stuck in currents in the Central Ocean).<br/><br/>Name		Ash Ball<br/>No. Enc.	3d6 (0)<br/>Alignment	Neutral<br/>Movement	150' (50')<br/>AC		7<br/>HD		1/4<br/>Attacks		1 (touch)<br/>Damage	1 +d4 cold<br/>Save		L0<br/>Morale		12<br/>Hoard Class	none<br/><br/>People who build fires in the undercity of Penance occasionally end up creating a creature that is infesting the place. The ashes of the fire can spontaneously generate tiny spherical creatures known as ash balls. As it takes 2-5 days for this to happen, few people even know of the origin of the balls. The little critters are covered in spines, looking sort of like an dusty urchin, that they use as legs and defense. As their population increases, the temperature of their surroundings drop. Eventually the ash balls die from the contest of heat within and cold in their environment but this can take years depending on topography and sources of heat. Some of the largest concentrations of ash balls have created areas slick with ice.]]></description>
<pubDate>Fri, 06 May 2011 03:35:45 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[MF critter that could work on the Forge. <br/><br/>Name Brain Melter<br/>No. Enc. 1 (1) [Unique]<br/>Alignment Neutral<br/>Movement 240' (80') swim 300' (100')<br/>AC -2<br/>HD 150<br/>Attacks 1 or 1 (mental blast or stomp)<br/>Damage special or 10d10<br/>Save L21<br/>Morale 12 (6 vs other kaiju)<br/>Hoard Class none<br/>Brain Melter is a kaiju toad. It feeds on mental energy and most of the time this is supplied by its worshippers. It can alter the area in which sapient minds are consumed, anything from a 10' diameter sphere to a 1 mile diameter sphere. When fed by its worshippers, it is fairly docile. When ignored for a month or more (like when its worshippers are driven away or slain) or is attacked with heavy weapons, Brain Melter goes crazy and eats everyone within miles. Those that it attacks must save versus stun. Those who fail die (their brains melt and ooze out their ears), those who save are reduced to INT 2 for the rest of their lives. Anything with an Intelligence of less than 2 is safe from this attack. Such creatures that attack Brain Melter are usually stepped on or, in the case of larger kaiju, the toad retreats to water and swims away. People worship Brain Melter because it provides them with the ability to sense animal life within 50'. Brain Melter can sense sapient minds within 10 miles.<br/>Mutations: gigantism, unique sense (transfer), special<br/><em>edited by Derek Holland on 4/19/2011</em>]]></description>
<pubDate>Tue, 19 Apr 2011 04:04:09 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[A stat-less critter that could have some use in the Vault<br/><br/>Steam flies are active in the winter. Their maggots heat the carrion they feed on, so much so that some people use them as emergency heat by feeding the insects leather or other animal parts.]]></description>
<pubDate>Wed, 13 Apr 2011 03:54:37 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Green Raven<br/>No. Enc.	d4 (5d6)<br/>Alignment	Lawful<br/>Movement	fly 180' (60')<br/>AC		5<br/>HD		10<br/>Attacks		1 (bite)<br/>Damage	d6<br/>Save		L10<br/>Morale		11<br/>Hoard Class	special<br/><br/>A distant cousin of the stone slaver, the green raven is a master of plant life. It is immune to vegetable toxins and can tell all the traits of a plant (usually herbalism related) by taste. Communities of green ravens are seen as sources of wisdom as well as medicine. Though they will use poison to defend themselves, the ravens will never divulge this information to other races. Otherwise they are free with their knowledge and many master herbalists among the elves and other races learn from these experts.<br/><br/>Tree spirits are creatures that are tied to a plant in a manner similar to a dryad. They can not be slain permanently until their plant has died and will return after (24 - HD) hours. All can speak with plants at will and can enter their plant at will. Some have other magical abilities. Unless otherwise noted, all are restricted to 500 yards from their plant.<br/><br/>Name		Barrel Cactus Serpent<br/>No. Enc.	0 (1)<br/>Alignment	Neutral<br/>Movement	120' (40')<br/>AC		6<br/>HD		6<br/>Attacks		1 (bite)<br/>Damage	d4<br/>Save		L6<br/>Morale		12<br/>Hoard Class	none<br/><br/>The spirit of the barrel cactus of badlands takes the shape of a large snake. It is venomous- those making the save take 10 points of damage and those failing take 50. The spirit preys on the birds that attempt to use their plants as nests by burrowing into them as well as water seekers.<br/><br/>Name		Bloodthorn Imp<br/>No. Enc.	0 (1)<br/>Alignment	Chaotic<br/>Movement	90' (30')<br/>AC		3<br/>HD		4<br/>Attacks		2 (claws)<br/>Damage	d3/d3<br/>Save		L4<br/>Morale		12<br/>Hoard Class	none<br/><br/>Bloodthorns are massive shrubs native to evil planes. To touch one invites disaster as their thorns are covered in a lethal toxin (save at -4 or die). Their spirits are giant imps (4' tall) that destroy nearby plants, leaving a ring of death around the 'thorn. Creatures that draw the ire of the imp are clawed. Those failing a save versus spells gain some demonic traits. They have lightning speed in battle (+8 DEX), an evil alignment, an altered appearance and whatever else the GM desires. The new demons are also slaves to the imp and its plant. The only way to reverse this transformation is dispel evil or wish.<br/><br/>Name		Choir Tree Bee<br/>No. Enc.	0 (10d4)<br/>Alignment	Lawful<br/>Movement	fly 180' (60')<br/>AC		6<br/>HD		2<br/>Attacks		1 (sting)<br/>Damage	d3<br/>Save		L2<br/>Morale		12<br/>Hoard Class	special<br/><br/>Choir trees are made up of dozens of seedlings that fused into a single trunk. Their spirits are giant bees that pollinate the tree and protect it from woodmen and herbivores. Unlike normal giant bees, they do not die after stinging. Damage from their venom is 5 points on a successful save and 25 points on a failed save. The honey they produce is extremely valuable to herbalists and they trade it for additional defense of their tree. Any plant part stored in the honey will last forever, including any magical or herbal traits it may have.<br/><br/>Name		Flame Maple Drake<br/>No. Enc.	0 (1)<br/>Alignment	Neutral<br/>Movement	240' (80')<br/>AC		3<br/>HD		8<br/>Attacks		2 or 1 (bite and tail or sap spray)<br/>Damage	d8/d12 or special<br/>Save		L8<br/>Morale		12<br/>Hoard Class	none<br/><br/>Flame maples are not named for their red leaves in the fall, but rather what their spirits can do. The small dragons are very fast on the ground and protect more than just their tree as the more crowded the forest, the healthier the maple will be (it has to do with sunlight). When defending their patch of forest, the drakes can spit sap to 25'. The target must save versus wands. Those who fail are encased in a red amber- it looks like the victim is burning in a solid flame.<br/><br/>Name		Frog Kelp Eel<br/>No. Enc.	0 (1)<br/>Alignment	Neutral<br/>Movement	swim 120' (40')<br/>AC		5<br/>HD		9<br/>Attacks		1 (bite)<br/>Damage	3d6<br/>Save		L9<br/>Morale		12<br/>Hoard Class	none<br/><br/>Frog kelp is found in temperate waters and can grow up to 50'. It has frog shaped leaves and its spirit takes the form of a giant eel. The spirit preys on urchins threatening the plant as well as "herding" those creatures that come to live on or near the kelp bed. As long as they don't harm the plants or decimate the fauna, predators are allowed into the bed to hunt and nest. Frog kelp eels are large enough to bite a human in half and they will destroy boats that damage their plants.<br/><br/>Note that I know kelp aren't really plants and they don't have real leaves. It would be pointless to use the technical terms and confuse most of you.<br/><br/>Name		River Cypress Hornet<br/>No. Enc.	0 (1)<br/>Alignment	Neutral<br/>Movement	fly 300' (100')<br/>AC		4<br/>HD		5<br/>Attacks		1 or 1 (bite or sting)<br/>Damage	d10 or d4<br/>Save		L5<br/>Morale		12<br/>Hoard Class	none<br/><br/>The spirit of the river cypress is a giant hornet, one that is proactive in its defense of its tree. For normal creatures, it simply bites and hopes they are driven away. If a creature population appears to be threatening, the hornet will use its sting. Those failing a save versus poison become werehornets and have a drive to exterminate their own species. These werehornets live only a couple months and can not pass along the curse so extinction isn't possible except in rare cases. Cure disease will reverse the transformation. Occasionally druids will ally with cypress hornets to drive down the population of undesirable races and creatures (like orcs).<br/><br/>Name		Treant Anybird<br/>No. Enc.	1 (1)<br/>Alignment	Neutral<br/>Movement	fly 240' (80') or variable<br/>AC		4<br/>HD		6<br/>Attacks		2 (claws)<br/>Damage	d4+1/d4+1<br/>Save		L6<br/>Morale		12<br/>Hoard Class	none<br/><br/>Some treants have spirits that take the form of birds. Unlike most tree spirits, they can travel up to 10 miles from their tree and treants use them to spy on intruders as well as pass along information. Anybirds can take the form of any bird native to the treant's forest. Most have some sort of raptor or owl for combat purposes (the provided stat block).]]></description>
<pubDate>Tue, 12 Apr 2011 04:21:11 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Tunnel Rat<br/>No. Enc.	d4 (3d4)<br/>Alignment	Neutral<br/>Movement	210' (70') burrow 60' (20')<br/>AC		6<br/>HD		3<br/>Attacks		1 (bite)<br/>Damage	d8<br/>Save		L2<br/>Morale		9<br/>Hoard Class	XII<br/><br/>Wall rats are a species similar to giant rats (ie same stats except they have burrow 30' [10']) are live inside trees, tunneling in the trunk and large branches. Woodsmen hate them for destroying timber and allowing potentially dangerous fungi to invade their stands. Occasionally wall rats are taken into cities via lumber and they learn they can burrow into stone. They can cause serious infrastructure damage, but that is not the most serious problem they pose. When tunnel rats and giant rats meet, they occasionally breed. The result are tunnel rats. Tunnel rats are the size of large dogs and dig huge tunnels into stone, ignoring wooden structures. Domestic cats and most ratting dogs are simply lunch for tunnel rats so people hire goblins and kobolds to deal with an infestation.<br/><br/>Other giant rat variants:<br/><br/>Armor rats have DR 3/-. Though it takes special tools to work their hides, the rats do provide tough leather armor (DR 1/-) as well as containers.<br/>Burst rats were created by necromancers to feed their flesh flowers. When a burst rat dies, it releases 50 gallons of blood.<br/>Cyclical protomater rats were developed by alchemists. When they die, they turn into protomatter (used as a raw material, this cuts creation costs by half). But the protomatter will revert to rodents sooner or later.<br/>Dead rats drain levels (or hit points or CON points). When they die, the positive energy is released. People in the area gain levels and creatures are affected by animal or plant growth spells. The duration depends on how much energy was contained.<br/>Flash rats combust upon death, resulting in a 1 die fireball. Assassins and terrorists use them.<br/>Rubber rats can spider climb and compress their bodies into very small areas. This allows them to fit through very small holes and cracks and they can be stored in very large numbers in small containers. A typical tin can can hold a few scores of them.<br/>Silver rats have metallic fur. They are immune to 100 points of electrical damage as long as they are in contact with a surface that will conduct the electricity away. Some high tech cultures raise them as their fur is much better than copper for power lines.<br/>Sterility rats can not reproduce, nor can anything that consumes them. Evil clerics and wizards make batches of them to exterminate pests (monsters and people).]]></description>
<pubDate>Sun, 10 Apr 2011 04:33:49 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Stone Slaver<br/>No. Enc.	d4 (2d6)<br/>Alignment	Lawful<br/>Movement	fly 240' (80')<br/>AC		6<br/>HD		7<br/>Attacks		1 (special)<br/>Damage	special<br/>Save		L7<br/>Morale		10<br/>Hoard Class	XIV<br/><br/>Stone slavers are giant, intelligent crows. They speak and typically try to avoid other races, especially violent ones. Stone slavers are called such because they magically animate stone (use elemental or animate object stats) to perform various tasks the birds can not (as they do not have hands). Each slaver can animate three seperate pieces of stone at one time, though they have less fine control with 2 (-2 to hit) or three (-4 to hit). If a living creature really annoys a stone slaver, the bird can turn it to stone (save versus spells). Unlike a medusa or basilisk, the result is not a statue, but rather a lesser stone golem (5 HD, no magical attack, otherwise identical). These golems can take direction and do not require any concentration from a slaver. On the Forge, they are found in Eclipse, Anvil and Penance. People who do interact with the birds tend to trade, or buy, the services of the birds as a enslaved stone can do much more bull work than a human.<br/><br/>Name		Kissing Fish<br/>No. Enc.	1 (0)<br/>Alignment	Neutral<br/>Movement	swim 360' (120')<br/>AC		-2<br/>HD		1/2<br/>Attacks		1 (touch)<br/>Damage	special<br/>Save		L1<br/>Morale		2<br/>Hoard Class	none<br/><br/>Kissing fish are found in the Wellspring and the rivers it spawns. They are perch like fish 18-36 inches long. They are very difficult to catch as the fish are very fast and covered in a magical slime that provides a permanent freedom of movement spell. Anyone willingly touching a kissing fish automatically gains freedom of movement and grease (thus slips and slides for 2d4 hours). Only the pure of heart can avoid this and in fact the fish will come to them willingly. Anyone kissing this fish will gain a limited ability to see the future. Three times per day they can use an augry spell at 20th level.]]></description>
<pubDate>Thu, 07 Apr 2011 03:46:38 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Sewer Gremlin<br/>No. Enc.	2d10 (0)<br/>Alignment	Chaotic<br/>Movement	30' (10'	)<br/>		swim 60' (20')<br/>		burrow 10' (3')<br/>AC		7<br/>HD		1/2<br/>Attacks		2 (claws)<br/>Damage	d4/d4<br/>Save		L0<br/>Morale		12<br/>Hoard Class	none<br/><br/>Living weapons, sewer gremlins were developed to destroy cities from beneath. The start as small spheres of stone that were alchemically treated. Once the stones are flushed in to the sewer, they shatter and react with the waste. Small blobs form, one for each stone, and they attach to the nearest surface. Two to three weeks later, each blob splits and a gremlin with huge claws emerges. These tiny humanoids are not meant to fight anything. Their claws (and programming) are used to destroy the infrastructure. They destroy the city in a manner similar to cutting down a tree. They find weak spots and avoid those until they are about to die of old age (3 months). Each can cause a chain reaction that can bring down a city block, though they aren't smart enough to spread out and so most work in small groups. In Penance, sinkings are all too common when sewer gremlins are involved.]]></description>
<pubDate>Wed, 06 Apr 2011 03:43:08 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Lab Human<br/>No. Enc.	0 (d100 X d6)<br/>Alignment	Neutral<br/>Movement	120' (40')<br/>AC		9<br/>HD		1<br/>Attacks		1 (weapon)<br/>Damage	by weapon<br/>Save		L0<br/>Morale		4<br/>Hoard Class	none<br/><br/>Many creatures and races do not like the dominance of humans on their worlds. One solution for those wishing alchemical and magical experiments is the lab human. They differ from normal humans in two ways. Their INT and WIS are 2 as to prevent escapes, unnessary learning, questions, etc. The other is that they bud as well as sexually reproduce. With the buds, the lab humans have an annual population increase of 20% (standard humans would have trouble making 5%). The buds are what make the lab humans valuable. They are easily genetically engineered* and many thousands of subraces have been developed using the buds. Aboleths looking for better skum prefer using lab humans over wild strains because of the genetic flaws in the latter. Illithids use lab humans as emergency rations (they don't taste very good). Dragons use them to discover ways to keep the vermin down (many anti human spells have come from this work). Humans use lab humans in medicine and less savory works. Undead made from basic lab humans are significantly weaker than those made from normal humans but some of the subraces can make most vile and powerful zombies and ghouls. On the Forge, there are lab human populations in Eclipse (vampires find their blood acceptable), Penance, Arena and the Vault. A single lab human can bud itself an entire population within a matter of years. Fortunately those that escape rarely survive very long due to their mental handicaps.<br/><br/>*3rd and 4th level spells that can make permanent, heritable changes. 3rd level covers physical and 4th minor supernatural abilities.]]></description>
<pubDate>Thu, 24 Mar 2011 07:29:47 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Here is an older one of my MF critters, one that can be easily expanded into several niches.<br/><br/>Name		Pit Worm<br/>No. Enc.	0 (6d8)<br/>Movement	10' (3') burrow 10' (3')<br/>AC		9<br/>HD		1 hit point<br/>Attacks		1 (bite)<br/>Damage	d2<br/>Save		L0<br/>Morale		12<br/>Hoard Class	none<br/><br/>The pit worm is 10" long and has mandibles like a bristle worm. When exposed to certain biochemicals, it transforms into a much larger monster over a single round (and revert 4 hours later). They are used in gladitorial bouts, placed in the soil or sand the fighters duke it out on. It takes a certain amount of blood, brains, chlorophyll or other biological fluid to induce the change, so all the worms do not transform at the same time. Pit worms can smell these and will eventually burrow to them so it is just a matter of time before they change.<br/><br/>Mutations: metamorph<br/><br/>Name		Pit Fiend<br/>No. Enc.	0 (2d4)<br/>Movement	90' (30') burrow 60' (20')<br/>AC		6<br/>HD		8<br/>Attacks		1 or 1 (bite or slam)<br/>Damage	4d6 or 4d6<br/>Save		L4<br/>Morale		12<br/>Hoard Class	none<br/><br/>When a pit worm consumes blood, it becomes a pit fiend. At 20' long, it is tha largest morph of the pit worm. The mandibles gain serration and tiny leg like structures appear that allow the fiend to burrow faster. It almost always strikes from below the surface and tries to drag anything it has bitten down so that it can eat in peace. If it hits with a natural 20, the target must save versus stun attacks or be dragged 10' underground, taking d6 points of damage in the process. The fiend then slams the victim into the walls of the tunnel, using the exposed stones to cut into the victim's skin and bleed the target to death.<br/><br/>Mutations: aberrant form (natural weapon, xenomorphism), gigantism<br/><br/>Name		Pit Spark<br/>No. Enc.	0 (2d4)<br/>Movement	90' (30') burrow 20' (6')<br/>AC		5<br/>HD		5<br/>Attacks		1 or 1 (bite or lightning)<br/>Damage	d8 or 3d8<br/>Save		L3<br/>Morale		12<br/>Hoard Class	none<br/><br/>When a pit worm eats grey matter, it becomes a pit spark. It is 12' long and has a visible electrical aura. In addition to biting, the spark can throw lightning to a range of 30' every round. It sticks its head out of the ground to through the lightning but in some arenas, metal spikes are placed through out the sand. The spark wraps itself around 2-3 spikes and if anything touches one, it can send the jolt up through the spike.<br/><br/>Mutations: energy ray, gigantism<br/><br/>Name		Pit Vine<br/>No. Enc.	0 (2d4)<br/>Movement	90' (30') burrow 20' (6')<br/>AC		4<br/>HD		5<br/>Attacks		1 (thorns)<br/>Damage	2d6<br/>Save		L3<br/>Morale		12<br/>Hoard Class	none<br/><br/>When a pit worm comsumes chlorophyll, it gains some plant traits and grows to 15' long. Covered with 4" razor sharp thorns, it targets plants to rend and consume. Unlike the fiend and spark, the pit vine stays on the surface. If there are no plants to eat, it tries to burrow and escape the arena. If anything ties to stop it, the vine will react very aggresively.<br/><br/>Mutations: gigantism, natural vegetal weapon<br/><br/>Other substances will have produce different monsters. Some poisons will kill the worm and others will cause it to become super toxic. Blood from gilled creatures may cause it to attempt to burrow into flesh while still small and swim through the bloodstream. The ML should be devious when designing new strains of pit worm monsters.]]></description>
<pubDate>Sat, 19 Mar 2011 06:17:23 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[And yet more MF critters that would work very well on the Forge.<br/><br/>Name		Weed Wacker<br/>No. Enc.	1 (2d4)<br/>Alignment	Neutral<br/>Movement	90' (30')<br/>AC		6<br/>HD		10<br/>Attacks		1 (tongue)<br/>Damage	special<br/>Save		L6<br/>Morale		8<br/>Hoard Class	none<br/><br/>A giant anteater, the weed wacker has become herbivorous. Its tongue is covered with a powerful enzyme that destroys plant matter and allows the creature to slurp up the remains. A hit means the plant must make a save versus death. Failure means death and the plant is cut in two. Success means the plant takes 5d4 points of damage. Against non-plants, the tongue does d6 points of damage. Weed wackers are popular with tribes that have to deal with many dangerous plants. The downside is they move slowly (usually 30' (10')) and devour all green matter in front of them, leaving bare soil behind. Useful for farming, no so good for hiding from monsters. And it also allows some types of burrowing monsters access to places they were formerly denied.<br/><br/>Mutations: gigantism, special<br/><br/>Name		Phoenix Plant<br/>No. Enc.	0 (1)<br/>Alignment	Neutral<br/>Movement	0'<br/>AC		4<br/>HD		12<br/>Attacks		special<br/>Damage	special<br/>Save		L6<br/>Morale		12<br/>Hoard Class	none<br/><br/>This small tree has bark that glows with a patchwork of brilliant colors. It can be seen up to a mile away at night and colors draw and hypnotize creatures. It produces seeds but they do not germinate until exposed to powerful radiation (gamma eyes or class 6 or better). When an adult phoenix plant dies, it detonates exposing everything within 1/2 miles to class 8 radiation and 5d6 points of damage. Save versus energy attacks to halve the damage. The nearby seeds then germinate and grow but somehow only the strongest survives. It sucks the life out of all the others within a mile, giving itself a significant boost for growth and energy storage. There are many people who try to grow phoenix trees to use their colors as entertainment, divine inspiration or as weapons to deal with monsters and outsiders. Fortunately most fail as they do not provide the needed radiation.<br/><br/>Mutations: dazzling display, special<br/><br/>Name		Magnet Snake<br/>No. Enc.	1 (d8)<br/>Alignment	Neutral<br/>Movement	150' (50')<br/>AC		5<br/>HD		3<br/>Attacks		1 or 1 (tail or bite)<br/>Damage	special or d4<br/>Save		L2<br/>Morale		6<br/>Hoard Class	VII in lair<br/><br/>Found usually in ruins and badlands, magnet snakes are best left alone. They are 6' long and fairly docile. When annoyed they strike large metal objects with their tail. Only robots and basic androids have a save, versus stun, to avoid being magnitized. The pull of the resulting magnet is equal to a strength of 20 and the field is 30' in diameter. People in affected metal armor usually fall over as their legs are stuck to each other. Or they are drawn to the magnet and can't escape without assistance. If a magnet snake is harmed, it uses its class 6 venomous bite and attempts escape. Some people keep them as pets or guardian creatures. The latter are surrounded with small metal objects meant to engulf invaders (rules for that is up to the GM).<br/><br/>Mutations: toxic weapon, special]]></description>
<pubDate>Mon, 14 Mar 2011 04:38:42 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[More MF critters that work well on the Forge. And they cover several domains.<br/><br/>Name		Umbrella Roach<br/>No. Enc.	d10 (6d4)<br/>Alignment	Neutral<br/>Movement	180' (60') burrow 30' (10')<br/>AC		5<br/>HD		6<br/>Attacks		1 (bite)<br/>Damage	d6<br/>Save		L8<br/>Morale		4 day, 12 night<br/>Hoard Class	VII in nest<br/><br/>In the most brutal hot deserts, umbrella roaches build concrete shades to keep cool during the day. The insects are 8' long and their shades are 30-50' high. The roaches slowly move during the day, keeping out of direct sun. Come nightfall, the break up into groups and devour all the dead plants and animals within scuttling range of the shade (usually those that died from the heat). People who want to use the shade drive the cockroaches underground using fire. But they only stay till dusk. Once the sun goes down, the insects come up and don't back down from a fight. People don't eat them or even rend water from them because of the class 8 poison in their hemolymph.<br/><br/>Mutations: chemical gland, gigantism, immunity to poison, increased sight, neural telekinesis, toxic weapon<br/><br/>Name		Howling Roach<br/>No. Enc.	swarm<br/>Alignment	Neutral<br/>Movement	90' (30') burrow 10' (3')<br/>AC		6<br/>HD		18<br/>Attacks		contact<br/>Damage	2d6<br/>Save		L2<br/>Morale		12<br/>Hoard Class	incidental<br/><br/>High in the mountains, howling roaches carve exposed stone. The resulting surface alters the pitch of the wind's sound and acts as a lure. Every creature 10 miles downwind must save versus stun or be drawn to the stone and allow themselves to be consumed. Even though the bodies and skeletons of scores to hundreds of creatures can be found around the stone, the victims still wander helplessly towards their doom. As the roaches don't have to eat as much as a vertebrate, there are even creatures that wait days to die. If the wind stops, the victims regain their senses and may attempt to escape or kill the insects- a difficult proposition as most of the time they hide deep within the bedrock.<br/><br/>Mutations: aberrant form (natural weapon)<br/><br/>Name		Dam Fish<br/>No. Enc.	d6 (0)<br/>Alignment	Neutral<br/>Movement	10' (3') swim 210' (70')<br/>AC		6<br/>HD		10<br/>Attacks		1 (bite)<br/>Damage	d6<br/>Save		L5<br/>Morale		5<br/>Hoard Class	none<br/><br/>Giant catfish weighing in at two tons, dam fish are found only in rivers and lakes. Dam fish can "walk" but do so slowly and surface only when scavenging. They telekinetically control water, forming dams in rivers or massive, stagnant waves in lakes. When the water hits a certain level, the fish release it, causing a flood. The dam fish then surface and eat every animal that drowned or was battered to death. People who hunt them must use very long ranged weapons as the fish do use the water for defense. A water shield reduces damage from most weapons by half and totally negates most energy weapons. Only explosives can get through.<br/><br/>Mutations: aberrant form (xenomorphism), gigantism, neutral telekinesis<br/><br/>Name		Breeze Barnacle<br/>No. Enc.	swarm<br/>Alignment	Neutral<br/>Movement	0'<br/>AC		3<br/>HD		12<br/>Attacks		special<br/>Damage	special<br/>Save		L1<br/>Morale		12<br/>Hoard Class	incidental<br/><br/>These tiny creatures are terrestrial moss animals. They can not survive UV and so are found in permanently shaded areas. So named because they are constantly inhaling, the barnacles convert some of the elements in the air to food and poison for defense. Large patches produce enough air movement to drive off spiders and other animals that need stagnant air. If damaged, a patch will release a cloud of class 6 poisonous gas. This cloud is 30' in diameter and lasts for a turn. The mystery of the breeze barnacle is how it spreads. One day a ruin can be free of them and the next several patches adorn their interior walls.<br/><br/>Mutations: aberrant form, chemical gland, epidermal susceptibility, toxic weapon]]></description>
<pubDate>Sun, 06 Mar 2011 05:07:02 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Another MF critter that would work well on the Forge.<br/><br/>Name		Cave Worm<br/>No. Enc.	1 (0)<br/>Alignment	Neutral<br/>Movement	burrow 180' (60')<br/>AC		5<br/>HD		150<br/>Attacks		1 (swallow whole)<br/>Damage	swallow whole<br/>Save		L21<br/>Morale		12<br/>Hoard Class	XXII (X5)<br/><br/>Mutations: aberrant form, gigantism, loss of trait<br/><br/>Name		Spring Worm<br/>No. Enc.	0 (4d4)<br/>Alignment	Neutral<br/>Movement	30' (10') jump 150' (50')<br/>AC		6<br/>HD		2<br/>Attacks		1 (bite)<br/>Damage	d4+2<br/>Save		L1<br/>Morale		9<br/>Hoard Class	none<br/><br/>Mutations: aberrant form (natural attack), gigantism<br/><br/>Cave worms are 600' long kaiju seen on the surface rarely. They are much wider than tall and have a very unusual method of predation. They come to the surface, swallow whole many different creatures and then return to the depths. Anything within 25' of the worm's target is automatically swallowed. The worm has lost all of its digestive enzymes and in fact its gut is mostly dry. It waits for the creatures it swallowed to slay and consume each other. By the end only spring worms, giant nematode symbionts of the worm, remain and they consume everything else. The cave worm survives on the waste of the spring worms as well as the creatures it swallowed. Spring worms are nasty because they normally survive in the cave worm's blood stream. They can slip into and out of the gut anywhere without damaging the lining. They coil and spring when attacking and their heads are reinforced with something like chitin (ie it isn't soft like an earthworm). There can be many thousands of spring worms in a cave worm and most people who are swallowed never have a chance at escape.]]></description>
<pubDate>Fri, 04 Mar 2011 04:54:27 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Grave Worm<br/>No. Enc.	1 (0)<br/>Alignment	Neutral<br/>Movement	burrow 60' (20')<br/>AC		6<br/>HD		4<br/>Attacks		1 (bite)<br/>Damage	d8<br/>Save		L8<br/>Morale		12<br/>Hoard Class	special<br/><br/>Created to rob the dead, grave worms are 20' long constructs made of insects, worms and other invertebrates. Grave worms dig into coffins, take the buried valuables and consume the creatures that came to eat the corpse. In combat they regenerate 6 hit points per round whenever they have access to any invertebrates (so almost all the time) as living animals replace the dead. Some have a toxic attack depending on the animals that make up their mass. They are temporary constructs and only last one hour per caster level. High level necromancers have found ways to prolong this (with higher level spells) and even make grave worm familiars.<br/><br/>Name		Killer Sand<br/>No. Enc.	d10 (d100)<br/>Alignment	Neutral<br/>Movement	burrow 90' (30')<br/>AC		4<br/>HD		8<br/>Attacks		1 (slam)<br/>Damage	3d6<br/>Save		L4<br/>Morale		12<br/>Hoard Class	incidental<br/><br/>Killer sand is an ooze that spends most of its life as a sack of normal sand. When a dormant killer sand touches water, it revives in d4 round and attempts to drain all moisture from the area. Their attack does half physical damage and half dessication damage. When it starts to dry, the sand burrows as deep as possible and then breaks up into a hundred or more tiny killer sands. They have a huge death rate as they die if exposed to the sun without access to water.]]></description>
<pubDate>Mon, 21 Feb 2011 04:58:30 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[A MF critter I think would work wonders (or actually horrors) for an OB campaign. Some times farming can be much more dangerous than one might think.<br/><br/>Name		Wild Ricebean<br/>No. Enc.	3d6 (0)<br/>Alignment	Neutral<br/>Movement	90' (30')<br/>AC		6<br/>HD		3<br/>Attacks		1 or 1 (seeds or leaves)<br/>Damage	3d4 or special<br/>Save		L2<br/>Morale		11<br/>Hoard Class	none<br/><br/>Beanrice is a common wasteland crop. It needs little water and can survive, but not thrive, in poor soil. When it escapes, beanrice turns feral in a single generation. Farmers who grow beanrice know to clip certain stalks and leaves, lest the crop become dangerous. The stalks bear secondary, explosive seeds (range 10') and the leaves can change color, hypnotizing any who see them (save versus stun).<br/><br/>Mutations: dazziling display, free movement, full senses, explosive fruit]]></description>
<pubDate>Sat, 12 Feb 2011 08:14:53 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Blood Farmer<br/>No. Enc.	2d4+8 (10d8)<br/>Alignment	Lawful<br/>Movement	90' (30')<br/>AC		2<br/>HD		3<br/>Attacks		1 (touch)<br/>Damage	3d4<br/>Save		M3<br/>Morale		6<br/>Hoard Class	VII, XXII<br/><br/>Found in Arena, Penance and the Kiln along the oceans' shores, blood farming community are hives of activity. The farmers themselves are wingless beetles with 4 different forelegs, tools used in their work.  Blood farmers can not speak Common and hire interpreters to speak for them. Blood farmers have 4 components to their society- alchemists, grafters, merchants and workers. They do not have, nor need, leaders. Blood farms are made up of burrows and glass houses. Pipes and retorts filled with alchemical reagents (many of them red), vats of growing flesh and hatcheries are found under glass. The farmers use the proceeds of their work to buy raw materials and luxury items (they love toys and games). People from all over the Forge (and some from beyond) come to them looking for specialized, powerful alchemical substances as well as upgrades to their bodies. The latter can be represented in several ways- low level spells, changes to attribute scores or other bonuses.]]></description>
<pubDate>Wed, 09 Feb 2011 05:19:48 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Star Walker<br/>No. Enc.	3d6 (?)<br/>Alignment	Lawful<br/>Movement	fly 600' (200')<br/>AC		3<br/>HD		5<br/>Attacks		1 (ray)<br/>Damage	3d6<br/>Save		F9<br/>Morale		11<br/>Hoard Class	VII, special<br/><br/>Star walkers are creatures made of darkness. Their features are all but impossible to see and apparently they have no faces. They do have 3 limbs used as arms and legs, they fly without wings and they can emit rays that sear flesh. A ray has a range of 100' and can strike only one target. Star walkers are immune to mundane weapons and have a magic resistance of 25%. They live between the stars and the Forge, spinning huge webs that collect the divine energy leaking from the planet. The only time they are seen on the surface is when they are selling some of the energy in brightly glowing vials*. What they do with the energy they keep or the money they take in exchange for the energy is unknown. How many there are in the universe is likewise unknown.<br/><br/>*The divine energy can be used to replace up to 1/2 the xp needed for an enchantment of the flesh. The amount the walkers charge is usually 10 gp per xp worth of energy.]]></description>
<pubDate>Tue, 08 Feb 2011 05:09:18 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[All (most?) of the races in OB so far are based on real biology more or less. Why not have some that aren't?<br/><br/>Name		Black Mud<br/>No. Enc.	d4 (3d6)<br/>Alignment	Neutral<br/>Movement	30' (10')<br/>		swim 90' (30')<br/>AC		9<br/>HD		4<br/>Attacks		1 (slam)<br/>Damage	special<br/>Save		F3<br/>Morale		5<br/>Hoard Class	incidental<br/><br/>Found in the lakes and swamps of southern Wildwood, black muds are intelligent oozes. They are feared not for their ability to suffocate their prey but rather their experiments. Their spellcasters are rune mages and they form the runes with their entire bodies. Every since they were pulled on to the Forge, all black muds have been attempting to discover the method of returning home. They are quiet alien in though but a few have been able to hire others to search out the answer. In combat, they are very difficult to slay as they are harmed only by +3 or better weapons and spells. Killing one generally means the rest retreat but occasionally they mark the murderers for death later via magic. When they discover the method of creating keys of binding (the only way they can escape), the muds will start travelling the Forge attempting to find all the components to allow their entire species to escape as one.<br/><br/>Name		Blister Wasp<br/>No. Enc.	swarm<br/>Alignment	Neutral<br/>Movement	10' (3')<br/>		fly 60' (20')<br/>AC		3<br/>HD		12<br/>Attacks		contact<br/>Damage	2d6<br/>Save		F6<br/>Morale		10<br/>Hoard Class	special<br/><br/>Not wasps or even insects, blister wasps are intelligent green and brown crystals. They look like 3" tall sea urchins and the tips of their are very fragile. Anyone foolish enough to touch one or earn their ire must save versus poison or have some of the tips stuck in their flesh. Every time the victim fails a save, one hit point is drained (ie can not be healed). Only surgery or cure disease will restore these lost hit points. They have no eyes but can detect everything within 50' with sonar. Blister wasps need bare stone to nest and and breed. Several of the larger ruins in Wildwood and much of the undercity of Penance have blister wasp colonies. They are hiveminds and are quite willing to guide or inform in exchange for certain gems such as topaz and garnet. Some find their telepathic speech painful and races such as nightlings and valco either avoid or destroy them. The name comes from both the wounds they inflict and the effect their nest has on stone.<br/><br/>Name		Billus<br/>No. Enc.	3d4 (3d4)<br/>Alignment	Lawful<br/>Movement	90' (30')<br/>AC		4<br/>HD		6<br/>Attacks		4 (slams)<br/>Damage	d6+2/d6+2/d6+2/d6+2<br/>Save		F6<br/>Morale		10<br/>Hoard Class	VI<br/><br/>Found only in Arena, billus are intelligent creatures made from something similar to stone. They have no organs yet bleed a black goo when injured. Their stance is on eight legs and four protective wing like structures emerge from their spherical bodies. Their diet is made up of bone and earth elementals and their mouths are on the bottom of their body. As they are immune to natural heat and pitting, billus prefer to hunt in sand storms. They are blind yet can detect anything within 200' (similar to the haze's mindsight). An honorable people, billus are hired by many as guides or guards. In combat they bat with their wings and are strong enough to crush stone. Many, especially the guides, have assistants to help them carry their gear and money (something quiet alien to their homeworlds).<br/><br/>Name		The Rainbow People<br/>No. Enc.	d4 (5d6)<br/>Alignment	Neutral<br/>Movement	120' (40')<br/>AC		8<br/>HD		25 (attacks as 5 hit die monster)<br/>Attacks		2 (slashes)<br/>Damage	d20/d20<br/>Save		F19<br/>Morale		12<br/>Hoard Class	special<br/><br/>Another inhabitant of Arena, the rainbow people are made of glass. They are photosynthetic and change their color scheme every time they consume sand. Rainbow people have several shapes- spider, centipede, snake and canine are the most common. They aren't exactly races but each individual has a perfered shape and rarely changes to another and the different shapes tend to live seperately. Though they are fragile, rainbow people can melt and reform themselves easily (regeneration 15 in addition to their high hit dice). Their attacks are with razor thin limbs and if they strike an armored opponent without causing damage (and attack roll of 1-5 below the number required), they take 2d6 points of damage as the limb shatters. Rainbow people live in pits made of liquid glass and trade special kinds of glass with other races. They do accept coins but as these are held at the bottom of the pit, other races don't bother trying to steal them. Wizards are not common and they specialize in light and crystal based spells.]]></description>
<pubDate>Mon, 07 Feb 2011 05:08:54 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Noble Hound<br/>No. Enc.	3d4 (3d6)<br/>Alignment	Lawful<br/>Movement	240' (80')<br/>AC		6 or armor<br/>HD		3<br/>Attacks		1 or 1 (telekinesis or bite)<br/>Damage	special or d6<br/>Save		F3<br/>Morale		10<br/>Hoard Class	VII, XX<br/><br/>From a universe where dogs were uplifted to help human explore the stars, noble hounds were taken by Haiel to survive, or not, in the northern forests of Wildwood. They are telekinetic and each can lift 1-6 objects with a total weight of 100-150 pounds. Noble hound can speak and have adapted almost as well as ologatu. They build warrens like those of rabbits or badger setts. The homes are sprawling and have several escape routes as well as lethal traps to deal with some of the smaller predators that abound in these forests (smaller being a maximum human sized). The build these homes as far from towns as they feel safe as they do not want to draw trouble from either civilization or the wilderness. Noble hounds wear armor and clothing and most are fairly wealthy. Their ability to scent is less than a normal dog but still better than a human so suprising them is difficult for most creatures.<br/><br/>Name		Anchie<br/>No. Enc.	d20 (10d10)<br/>Alignment	Neutral<br/>Movement	see chart<br/>AC		7<br/>HD		see chart<br/>Attacks		1 (slap)<br/>Damage	see chart<br/>Save		m (HD)<br/>Morale		9<br/>Hoard Class	incidental<br/><br/>Anchie are found in the Central and Northern oceans are a major thorn in the ceptus' attempts at world domination. They are intelligent sea lilies that slow as they age, eventually anchoring to the sea bottom and taking up an advisory role. They cast spells as magic users of a level equal to their hit dice. Anchie communities are not cities or towns per se as they make little in infrastructure and care nothing for wealth. Cravasses are created by the elders to keep themselves hidden from the larger predators, including ceptu armies, and annoying seekers of knowledge. As anchie age, they develop a hivemind within their generation and the information they store is simply amazing. As they care not for wealth, trying to get them to give up this information is difficult. Some barter for other knowledge but most are apathetic to anything less than a full scale invasion (and most are pigheaded enough to die before speaking even in that case). The only group that gets results are telepaths as anchie magic has little or no effect on psionics.<br/><br/>Age (years)	Hit Dice	Notes<br/>0-50		4		damage is d3, movement is swim 180' (60')<br/>51-100		6		damage is d4, movement is swim 150' (50')<br/>101-150	8		damage is d6, movement is swim 120' (40'), hivemind forms<br/>151-200	10		damage is d8, movement is swim 90' (30'), AC 5, is size large<br/>201-250	15		damage is d12, movement is swim 30' (10'), gains double first and second level spells<br/>251-300	25		damage is 2d8, movement is swim 10' (3'), gains double third level spells, is size huge<br/>301+		40		damage is 3d8, movement is 0', gains double fourth and fifth level spells]]></description>
<pubDate>Sun, 06 Feb 2011 06:04:57 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Scarlet Runner<br/>No. Enc.	d4 (3d6)<br/>Alignment	Neutral<br/>Movement	120' (40')<br/>		climb 90' (30')<br/>		[150' (50')<br/>		climb 120' (40')]<br/>AC		6<br/>HD		3<br/>Attacks		1 or 1 (slam or bite)<br/>Damage	d3 or d6+2<br/>Save		T3<br/>Morale		4 (10)<br/>Hoard Class	VI<br/><br/>Normally these large monkeys are docile leaf eaters that use fairly weak punches to defend themselves. They are found in the temperate forests of Wildwood and Pennance. They are greenish brown except when Storm is alone in the sky. During those times, the primates turn bright red and turn carnivorous. Their teeth enlarge and sharpen. Going on a bloody rampage, the runners spread out and attack any warm blooded creature to gorge on as much meat as possible before Storm sets or Crux rises. Their nests typically have bones and swarms of flies in and below them.]]></description>
<pubDate>Sat, 05 Feb 2011 06:16:04 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[A new race that could make for an interest bunch of seeds.<br/><br/>Name		Scalid, Larva<br/>No. Enc.	0 (4d8)<br/>Alignment	Neutral<br/>Movement	150' (50')<br/>AC		6<br/>HD		2<br/>Attacks		1 (bite)<br/>Damage	d3<br/>Save		T1<br/>Morale		5<br/>Hoard Class	none<br/><br/>Name		Scalid, Young<br/>No. Enc.	6d4 (0)<br/>Alignment	Neutral<br/>Movement	120' (40')<br/>AC		5<br/>HD		4<br/>Attacks		1 (bite)<br/>Damage	d6<br/>Save		F3<br/>Morale		11<br/>Hoard Class	none<br/><br/>Name		Scalid, Worker<br/>No. Enc.	10d6 (100d6)<br/>Alignment	Lawful<br/>Movement	120' (40')<br/>AC		5<br/>HD		6<br/>Attacks		1 (weapon)<br/>Damage	by weapon<br/>Save		F6<br/>Morale		8<br/>Hoard Class	V<br/><br/>Name		Scalid, Adult<br/>No. Enc.	d4 (3d6)<br/>Alignment	Lawful<br/>Movement	120' (40')<br/>AC		4<br/>HD		12+<br/>Attacks		2 or 1 (claws or weapon)<br/>Damage	d6/d6 or by weapon +8<br/>Save		M12+<br/>Morale		10<br/>Hoard Class	XXI<br/><br/>Scalids are magical reptile people with a complex lifecycle. Larvae, brown snake like creatures, hatch from the eggs. They are 6' long and are cared for by the workers and adults. After a few months of growth, they gain legs and become young. Young scalids are released into the wild on the surface to study, explore learn and eventually die. They are omnivores and most people consider them mild pest, especially in their early years when they have yet to learn to talk. After their 50th birthday, young become more aggresive and search out those who would harm their people (morale 12). Any living creature (excluding outsiders, plants and elementals) that slays a young scalid after its 50th birthday becomes a worker scalid, no save. This process takes 5 rounds and the creature is helpless during the change. It retains some of its memories. For adventurers, this means a worker scalid has 1/2 of their old class levels. For creatures with supernatural powers, the worker retains them at a weaker level. Workers are bright red and orange, 8' tall and humanoid. They construct the scalid's ornate underground cities, farm the fungi they and the adults eat, ranch the insects they feed to the larvae, do most of the bartering and fill out the scalid defense forces. Those who survive to their 500th birthday go through a painful metamorphosis into adults. They are semi bipeds with 6 arms, crests and 5 more eyes. They walk on their 2nd and 3rd pairs of hands unless they needs to cast spells. Adults start with the ability to use magic as 12th level wizards as well as retaining the knowledge and powers from their days as workers. As they learn to lead their people, they become even more powerful. They are immune to 1st and 2nd level spells and resist all others at 25%. Adults are sages, diplomats, inventors as well as merchant lords and breeders. They die of old age around their 5th millenium and then their body turns to bronze. Their remains are used as statues to inspire the younger generations to greatness.<br/><br/>Scalids usually ally themselves with gnomes or dwarves and provide muscle when needed and magic when times are desperate. They live in the shallower areas underground and trade with surface communities, most so that their young aren't slaughtered as animals. Their cities are open and usually have a mixture of races. But they are the masters of their domain and others either follow their laws or are banished. Some one so marked in one city can not enter any of them- the adults of all cities communicate and assist each other, though politics occasionally limits this. Those scalid cities in or near deserts are more popular than most as they can produce much more food than surface communities. This creates a dependance but it is very rare for scalid adults to use this except in times of war.]]></description>
<pubDate>Sat, 05 Feb 2011 05:48:38 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[After reading the recent goings on in Penance, I was thinking of how would I change warfare in OB. Magic would play an important part as would creatures such as these:<br/><br/>Name		Balloon Beast<br/>No. Enc.	7+ (7+)<br/>Alignment	Neutral<br/>Movement	180' (60')<br/>AC		6<br/>HD		2<br/>Attacks		3 (claws and bite)<br/>Damage	d4/d4/d4<br/>Save		F1<br/>Morale		12<br/>Hoard Class	none<br/><br/>One of several creatures meant to bolster a military force or blunt an invasion, balloon beasts are the cheapest. They are huge, impressive looking creatures that have little substance. Each has a unique appearance as not to arouse the suspicion of the enemy. The only thing out of place, at least from a distance, is the beasts' unusual speed. They seem to bound over the ground much faster than their bodies would indicate, thus the name for them. Balloon beasts are created with a 4th level spell (wizard, cleric and possibly druid and ranger). One is produced per caster level and they last one hour per caster level.<br/><br/>Name		Living Mine<br/>No. Enc.	9+ (9+)<br/>Alignment	Neutral<br/>Movement	150' (50')<br/>AC		4<br/>HD		8<br/>Attacks		3 (claws and bite)<br/>Damage	d6/d6/d8<br/>Save		F10<br/>Morale		12<br/>Hoard Class	none<br/><br/>These creatures work best in small communities. They are meant to stop raiders and make invasions expensive in terms of blood. They look like the race living in their home until they are needed. When they see an enemy or are attacked, living mines howl to call the others in the area and transform into 10' tall humanoid reptiles. When the enemy is dead, the mines revert to their former appearance, though they will show wounds taken in battle. Living mines do nothing but patrol for danger and many can deplete the food stores of smaller communities. A 5th level wizard spell is needed to create them. One is produced per caster level and they last one month per caster level.<br/><br/>Name		Slime Trooper<br/>No. Enc.	10d6 (10d6)<br/>Alignment	Neutral<br/>Movement	90' (30')<br/>AC		4<br/>HD		3<br/>Attacks		1 (bite)<br/>Damage	d8<br/>Save		F4<br/>Morale		12<br/>Hoard Class	none<br/><br/>Created to make armies out of plants, slime troopers are humanoid fungi. They are created from a central mass that can cover several acres. The more plants fed to the mass, the faster the production of troopers, to a maximum of one per hour. Though they only last a month, the troopers' numbers and poison give them an advantage over base soldiers. The poison does 5 points of damage on a successful save and 20 points of damage if the save is failed. Slime troopers are 6' tall, have a fibrous skin that is difficult to cut and puncture and have a huge maw with many fungal teeth. A 9th level wizard or 7th level druid spell is needed to create a mother mass and it lasts until the creator wills it otherwise. In fact the troopers only obey the spellcaster and if he dies, they die.]]></description>
<pubDate>Fri, 04 Feb 2011 04:24:30 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[That's true. Actually I do know of one resource that covers creatures of that size (Distant Horizon's Eclipse) and it is basically "no human, or even collosal (sp), sized creature can affect monsters with sizes over 1/4 mile or so". Only area of effect spells have any chance of harming them and even then, what is 500 hit points to a creature with thousands of hit dice?<br/><br/>Name		Plague Rat<br/>No. Enc.	d6 (3d6)<br/>Alignment	Neutral<br/>Movement	180' (60')<br/>		swim 150' (50')<br/>AC		6<br/>HD		1-4<br/>Attacks		1 (bite)<br/>Damage	d3-2d4<br/>Save		F (1/2 HD)<br/>Morale		7<br/>Hoard Class	VII<br/><br/>Name		Giant Flea<br/>No. Enc.	10d6 (10d6)<br/>Alignment	Neutral<br/>Movement	150' (50')<br/>		climb 120' (40')<br/>AC		7<br/>HD		1/8-1<br/>Attacks		1 (bite)<br/>Damage	1<br/>Save		F0<br/>Morale		10<br/>Hoard Class	none<br/><br/>Plague rats are feared not for the diseases they may carry but rather for the plague of fleas they transport. Normally they are the size (and have the stats of) normal rats. When they see fire, the rats enlarge themselves to between the size of a medium dog to a war horse. Their fleas also enlarge. When the fire is put out or the rats escape from it, they reduce back in size but not so with the fleas. The insects are permanently stuck in giant form and usually abandon the rats for larger hosts. Both the rats and fleas may carry disease and they may even have different diseases.<br/><br/>Name		Blood Stain (Aquatic/Terrestrial)<br/>No. Enc.	1 (1)<br/>Alignment	Neutral<br/>Movement	90' (30')<br/>		swim 360' (120')<br/>		[burrow 360' (120')]<br/>AC		4 [0]<br/>HD		18<br/>Attacks		2 (tentacles)<br/>Damage	2d8/2d8 [3d8/3d8]<br/>Save		F12<br/>Morale		8<br/>Hoard Class	XX<br/><br/>Name		Skeeter [Gnawer]<br/>No. Enc.	4d8 (special)<br/>Alignment	Neutral<br/>Movement	30' (10')<br/>		fly 180' (60')<br/>		[90' (30')]<br/>AC		6<br/>HD		2<br/>Attacks		1 (bite)<br/>Damage	d3<br/>Save		T1<br/>Morale		10<br/>Hoard Class	none<br/><br/>Blood stains are liquid creatures found in water or, rarely, soil. They are powerful oozes that use other creatures to hunt. Water dwelling blood stains take mosquito eggs and infuse them with magic. The result are skeeters- 3' long insects with a 6' wingspan. Soil dwellers use ants and get gnawers, which are 2' long. Both insect mutants drain blood from warm blooded creatures for d6 rounds and then return to the stain that created them. The insect is consumed along with the blood. If a stain is tracked and attacked, it can turn all the appropriate insects in the area (scores to hundreds of thousands) into skeeters or gnawers but this reduces their hit points by half. Stains can also defend themselves with two tentacles and if need be, can escape in their element as few creatures can match their speed in such.]]></description>
<pubDate>Thu, 03 Feb 2011 04:59:43 GMT</pubDate>
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<title>Message from greg</title>
<description><![CDATA[<strong>Derek Holland</strong> wrote:<br/><div class=quote>I have an idea for a "creature" but no idea how I would stat it. Intelligent landscape, storms, natural disasters and such. Or even a battle storm where the combatants are water and air elementals numbering in the scores to millions (the latter would be a battle cyclone).</div><br/><br/>If you figure this out, you could take a stab at stats for Cryothan, the intelligent clacier that is moving north from the vault!]]></description>
<pubDate>Wed, 02 Feb 2011 16:15:06 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[I have an idea for a "creature" but no idea how I would stat it. Intelligent landscape, storms, natural disasters and such. Or even a battle storm where the combatants are water and air elementals numbering in the scores to millions (the latter would be a battle cyclone).]]></description>
<pubDate>Wed, 02 Feb 2011 05:47:08 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Sometimes a creature doesn't have a common name. It makes sense to provide on from a design stand point but not from a setting stand point. And then there are those creatures that have many common names, one or more for each region they are found. Just something to keep in mind when designing your own critters.<br/><br/>Name		Vine<br/>No. Enc.	0 (6d8)<br/>Alignment	Neutral<br/>Movement	0'<br/>AC		5<br/>HD		5<br/>Attacks		1 or 1 (vine or root)<br/>Damage	special or 3d8<br/>Save		F3<br/>Morale		12 (2 versus fire)<br/>Hoard Class	incidental<br/><br/>This is not a species, but rather several that are affected by areas of strong magic. They seem to be common on ruins in Wildwood but can be found in any tropical region with enough rainfall. The vines add meat to their diet by grappling anything that moves within 10'. Those trapped have a 50% chance of having their arms bound. They can escape by slaying the vine, burning it (which causes the vine to release immediately) or charming it with powerful magic. It takes the vine d2 round to position the prey near enough to its roots to allow them to drill and rip. The roots do triple damage to stone and they are among the most erosive plants on the Forge.]]></description>
<pubDate>Tue, 01 Feb 2011 04:59:06 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[This is a bit more complex than my usual age charts as I wanted something to really drive home their potential.<br/><br/>Name		Cracker<br/>No. Enc.	1 (1)<br/>Alignment	Neutral<br/>Movement	60' (20')<br/>		swim 30' (10')<br/>AC		4<br/>HD		see chart<br/>Attacks		1 (bite)<br/>Damage	see chart<br/>Save		F (1/2 HD +1)<br/>Morale		8<br/>Hoard Class	none<br/><br/>Found near temperate and tropical freshwater, crackers are giant terrapins. They have three life stages after hatching- wood, bone and stone. The woodcracker grows very quickly as it gorges on vegetation (its bite does double damage against plants). Anything in contact with the plants, such as wooden shields, may be eaten by accident. After a few days, the animal's diet turns to bone and marrow (its bite does double damage against bare flesh and bone). It becomes an ambush predator that hunts very much like crocodiles. After a couple years, the animal gains the ability to turn flesh to stone on contact (save versus spells to negate) and eats fossilized creatures (its bite does double damage to everything and is factored into the age charts). Unlike woodcrackers and bonecrackers, stonecrackers spend a great deal of time away from the burrow it dug as a hatchling. It does not leave a trail of statues behind it as it controls the effect and in fact occasionally feeds on flesh and bone. Each stage has value to spell casters and alchemists for components and reagents.<br/><br/>Woodcracker<br/>Age (hours)		Hit Dice	Notes<br/>0-1			1		bite does d2 (all damage doubled against plants)<br/>2-5			2		bite does d4<br/>6-10			3		bite does d6, AC 3, movement rates increase to 90' (30'), swim 60' (20')<br/>11-20			4		-<br/>21-30			5		bite does d6+2<br/>31-40			6		bite does 2d4<br/>41-50			7		-<br/>51+			8		bite does 2d4+2<br/><br/>Bonecracker (months)	Hit Dice	Notes<br/>2-6			9		bite does 3d4 (all damage doubled against flesh and bone)<br/>7-12			10		-<br/>13-18			11		bite does 4d4<br/>19-24			12		-<br/>25-36			13		bite does 5d4<br/>37-48			14		AC 2, movement rates increase to 120' (40'), swim 90' (30')<br/><br/>Stonecracker (years)	Hit Dice	Notes<br/>2-10			15		bite does 8d6, touch fossilizes flesh<br/>11-25			16		AC 1<br/>26-50			17		bite does 10d6<br/>51-100			18		AC 0<br/>101+			19		bite does 12d6]]></description>
<pubDate>Mon, 31 Jan 2011 05:37:38 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Name		The Black Eel<br/>No. Enc.	1 (1)<br/>Alignment	Neutral<br/>Movement	swim 480' (160')<br/>AC		-4<br/>HD		50<br/>Attacks		2 or 1 or 1 (claws or tail or electric field)<br/>Damage	3d6/3d6 or 4d12 or 10d6<br/>Save		F19<br/>Morale		12<br/>Hoard Class	special<br/><br/>The Black Eel is a construct ship, a submarine that pirates in the Northen Ocean. It is large enough to carry a crew of 25 and can supply them with an unlimited amount of air and food. It is immune to pressure, can only be damage with +3 or better weapons, has a tail used to sink vessels and destroy underwater buildings (it can't be used on something as small as a human). To deal with humans, the sub can emit an electric charge that fries anything within 250', an attack that can be used every d4 rounds. A save versus death reduces this by half. The Eel has two grasping claws which is used on ships and underwater buildings. If both hit in a single round, the Eel tears out a part of the wall or hull and forms a water tight seal with its "mouth". The crew then enter the target and escape the same way. What makes the Eel much more useful than most ships is that she obeys the orders of her captain. She is no smarter than any other golem but that matter little when most of the time she has the advantage over he prey.<br/><br/>Some "creatures" don't really deserve stats. Plants and small animals that are objects and yet have psionic or magic powers. Or hell, just adding a spell or two to normal animals can get some interesting results.<br/><br/>My personal favorite, and one I would expect to be very popular on the Forge, are trees that cast Create Food and Water daily. I put the caster level at 10 but that doesn't matter much. They can reproduce slowly and their food can feed anything alive.<br/><br/>Locusts that emit a psionic call that induces hunger forces predators to gorge on the grasshoppers, other prey and even each other. The insects can't hurt anything human sized, at least by themselves.<br/><br/>Fish that have Raise and Lower Water. They make their own ponds and lakes to keep away from aquatic predators. They even have personal (or school) access via the spells if they need to leave to breed.<br/><br/>Not that they need it much on the surface of the Forge, but plants that cast Light or Continual Light can thrive almost anywhere the climate allows. Throw in Protection from Elements and Create Water and they can survive everywhere.<br/><br/>Mice that have Create Darkness have no eyes. They force cats and other predators to adapt to total darkness or starve to death. Or they might use Water Breathing and escape into streams and ponds where no cat will follow.<br/><br/>Fabricate is a fun spell that allows many creatures to build lairs. What would the lair of a swarm of house flies look like? Or wolves?]]></description>
<pubDate>Sun, 30 Jan 2011 05:09:42 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Name		Heart<br/>No. Enc.	1 (0)<br/>Alignment	Neutral<br/>Movement	30' (10')<br/>AC		6<br/>HD		2<br/>Attacks		1 (caustic blood)<br/>Damage	d4+4<br/>Save		F1<br/>Morale		12<br/>Hoard Class	none<br/><br/>Name		Brain<br/>No. Enc.	1 (0)<br/>Alignment	Neutral<br/>Movement	30' (10')<br/>AC		9<br/>HD		1/2<br/>Attacks		1 (spark)<br/>Damage	d4<br/>Save		M1<br/>Morale		12<br/>Hoard Class	none<br/><br/>Name		Bones<br/>No. Enc.	1 (0)<br/>Alignment	Neutral<br/>Movement	60' (20') to 180' (60')<br/>AC		4<br/>HD		2<br/>Attacks		1 (slam)<br/>Damage	d4+1<br/>Save		F1<br/>Morale		12<br/>Hoard Class	none<br/><br/>Name		Skin<br/>No. Enc.	1 (0)<br/>Alignment	Neutral<br/>Movement	10' (3')<br/>AC		9<br/>HD		3<br/>Attacks		1 (engulf)<br/>Damage	suffocation<br/>Save		T2<br/>Morale		12<br/>Hoard Class	none<br/><br/>Most, if not all alchemists do not use protective gear. Their bodies aborb all kinds of nasty substances and over time this alters or kills them (usually in a gruesome manner). The Dragon article Curses in issue 229 is an excellent source of ideas on how this might affect alchemical workers. Another is that occasionally some of their organs animate, rip free and go on a rampage. Usually only one organ (or set of bones) does so- it takes a lot of reagents to animate the smallest body part.<br/><br/>Hearts pump caustic blood at their victims, inflicting acid damage to 20'.<br/><br/>Brains throw sparks. Most are electrical but some may be mental energy. The range is 20'.<br/><br/>Bones animate as a group- a whole limb (which the alchemist may survive), skull and spine or ribs. They scuttle around attempting to impale any living thing they encounter.<br/><br/>Skin animates as a whole and tries to engulf living creatures to suffocate them. Skin is immune to blunt weapons.]]></description>
<pubDate>Sun, 30 Jan 2011 04:40:51 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Name		Needle Gar<br/>No. Enc.	d4 (5d6)<br/>Alignment	Neutral<br/>Movement	90' (30')<br/>		swim 180' (60')<br/>AC		4<br/>HD		6<br/>Attacks		1 (bite)<br/>Damage	d8 +blood drain<br/>Save		F3<br/>Morale		6<br/>Hoard Class	none<br/><br/>These 12-15' long fish have gills, lungs, fins and legs. They are also transparent and effectively invisible underwater and at night. The beak has been modified to drain blood and if the fish hits with an 18+, it sucks an additional 2d8 points of damage before withdrawing from the victim's flesh and returning to the lair. Needle gar are visible after feeding for d4 hours while it is digesting the blood. They are found in the rivers that originate at the Wellspring and come ashore to hunt at night. Though they lair in weedy areas, needle gar will travel several miles on land and in the water to find food. As they do not kill many of their victims, the spear marks they make on wildlife (and the occasional person) are the best sign they are in the area.<br/><br/>Name		Nayvar<br/>No. Enc.	3d4 (6d8)<br/>Alignment	Neutral<br/>Movement	fly 180' (60')<br/>		enhanced flight 300' (100')<br/>AC		6<br/>HD		1/2<br/>Attacks		1 or 1 (touch or magic missile)<br/>Damage	50 xp or d6+1<br/>Save		M1<br/>Morale		10<br/>Hoard Class	special<br/><br/>Nayvar are giant intelligent moths found in Anvil, the Kiln and the Vault. They are 3' long, immune to heat and cold attacks, can change color and their touch drains memories (experience points). They lair underground near access to the surface. They use the xp drained for defense (a magic missile costs 10 xp per caster level), to increase their speed (10 xp increases their flight for one turn) and to create crystals that enslave creatures to the moths' will. Anything intelligent that comes within a mile of the lair may be attacked mentally by the crystal. Treat this as a charm person spell except the moths have more control over their slaves (up to suicide attacks). Nayvar use their slaves as hands and constantly expand and upgrade their lairs. Wizards are commanded to create magic defenses and items that the moths can use directly, especially potions. Others do physical labor and provide their masters with all their creature comforts. Some are even sold to other races as docile servants. Some arena monsters are nayvar slaves as they can not be controlled in any other fashion except powerful, expensive magic. The only way to release the slaves is to destroy the crystal. It has an AC of 0, 100 hit points and its destruction kills all the nayvar it is connected to.]]></description>
<pubDate>Sat, 29 Jan 2011 05:01:28 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Name		Farming Ant<br/>No. Enc.	swarm<br/>Alignment	Lawful<br/>Movement	fly 150' (50')<br/>AC		4<br/>HD		12<br/>Attacks		contact<br/>Damage	4d6<br/>Save		F6<br/>Morale		11<br/>Hoard Class	XX<br/><br/>Where farming ants go, other races rejoice. They are intelligent hivemind insects that specialize in growing most kinds of plant life and the Forge provides a situation few other worlds can (i.e. the 12 harvests per year). They can even grow crops outside their climate tolerances, at least to a point. Farming ants are telepathic and trade their crops for materials that help the ants and their plants thrive. Many even hire help to make the work go much faster. As they patrol day and night, pests and thieves find it very difficult to steal from the ants. They can control their individual workers and children and non-pest animals aren't bitten or stung if they brush up against a protected plant. At least until they try to destroy the plant, but a few bites, stings or telepathic shouts (effectively no damage) usually send them away crying.]]></description>
<pubDate>Fri, 28 Jan 2011 05:13:38 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Yes. It has been a while (more than a year) since I wrote any adaptations or conversions. Email me any time when you start the selection process.]]></description>
<pubDate>Fri, 28 Jan 2011 04:23:50 GMT</pubDate>
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<title>Message from greg</title>
<description><![CDATA[Hey, Derek.  We're thinking of including a couple of these in the OB Monster Manual.  Haven't decided which yet though.  We can talk offline about the details, but before then, are all these your creations?]]></description>
<pubDate>Thu, 27 Jan 2011 17:25:55 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Giant Bees<br/><br/>Raw Materials<br/><br/>Mundane<br/><br/>Flesh/Bone/Blood<br/>Leaves/Wood/Sap<br/>Mineral<br/>Metal<br/>Sea Foam<br/>Electricity<br/>Sound<br/>Infected Flesh<br/>Wind<br/>Light/Darkness<br/><br/>Magical<br/><br/>Magic<br/>Dragon Blood<br/>Thought<br/>Sleep<br/>Dreams<br/>Years (anti-aging or aging)<br/>Soul Stuff (may include incorporeal undead)<br/><br/>Products<br/><br/>Standard giant bees:<br/><br/>Honey variants- mobile ooze, alchemy (healing, preservation, disease cure)<br/><br/>Wax variants- alchemy (anti-aging, fire), plastic, water proofing, sealant vs evil, airship building<br/><br/>Propolis variants- alchemy (healing), adhesives (industrial and weapons grades)<br/><br/>Royal Jelly- used in transmutations, merlane spells and template rituals<br/><br/>Venom uses- anti toxins, alchemy (anti-aging)<br/><br/>Other species:<br/><br/>Those that use sea foam (in place of nectar) and electricity (in place of pollen) build floating nests far from shore. Their nests constantly electrocute animals that swim too close and the bees feed on them.<br/><br/>Bees that consume dreams are popular in war torn nations. They prevent nightmares and provide a honey that brings oblivion to those who don't want to keep a colony in their bedrooms.<br/><br/>Bees bred by dragons to use their blood allow the creatures to manipulate things much smaller than their claws allow. The honey is used to make very complex magical items (sometimes clockwork).<br/><br/>Darkness consuming bees do not bring white light, but rather a grey mist that slowly expands as the bees work. Their honey allows lycanthropes to change whenever it is consumed.<br/><br/>Magic consuming bees create weak zones. Spells of X level or higher can not be cast. Their wax is used to make casts for magic weapons and armor. Their honey renews magic (restores slots or something similar).<br/><br/>Those that take years may sound like a fountain of youth, but they don't stop until the victims are reduced to sperm and egg. Those insane enough to try to steal their honey make a great deal of money via dragons- it ages creatures.<br/><br/>Plague bees infect creatures with a disease and when the flesh has changed chemically (ie symptoms occur), they strip flesh and blood from bone. Their honey is popular with necromancers.<br/><br/>A variant of the plague bee does not kill. Rather its disease dissolves the bones and the living creatures are used to make the hive. The constant pain is used to make toxic honey that some assassins prefer.]]></description>
<pubDate>Thu, 27 Jan 2011 07:29:46 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Name		Oculus<br/>No. Enc.	1 (d6)<br/>Alignment	Lawful<br/>Movement	60' (20')<br/>AC		7<br/>HD		5<br/>Attacks		2 (tentacles)<br/>Damage	d8+4/d8+4<br/>Save		F5<br/>Morale		10<br/>Hoard Class	none<br/><br/>The oculus is a forest dwelling creature that looks like a hybrid of an alligator and slug. It has two very strong tentacles but only uses them for defense as it is an herbivore. The oculus has thousands of eyes but none on its body. Any living thing touched by it must save versus poison or gain d4 eyes near its existing eyes that the oculus can see through. The forest an oculus family calls home will have many eyes on the trees and longer lived animals. People usually call upon an oculus for information. It usually requests food, good stories, information or removal of pest creatures (like berns, frey, kech or orcs) from the forest.]]></description>
<pubDate>Thu, 27 Jan 2011 04:34:57 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Name		Sugar Squirrel<br/>No. Enc.	d8 (0)<br/>Alignment	Neutral<br/>Movement	180' (60)<br/>		climb 150' (50')<br/>AC		5<br/>HD		1<br/>Attacks		1 (bite)<br/>Damage	d3<br/>Save		F0<br/>Morale		12<br/>Hoard Class	none<br/><br/>Common in the forests of Penance and Wildwood, sugar squirrels are bright blue rodents that feed on toxic plants. They concentrate the poison in their flesh and anything eating a sugar squirrel must save versus poison at -8 or die within d4 rounds. They are named for their odor. Predators find them irresistable (save versus death or gain a morale of 12 until the squirrel is consumed) due to an odor with a range of 25'. The squirrels also have the ability to regenerate almost any wound. As long as the head remains intact, the squirrel heals all damage every round. People are their main predator and use fire or large missles to kill them though there are some poison immune snakes and other reptiles that have exterpated the squirrels from some regions.<br/><br/>Name		Deep Bee<br/>No. Enc.	d8 (5d8)<br/>Alignment	Neutral<br/>Movement	120' (40')<br/>		burrow 60' (20')<br/>AC		6<br/>HD		3<br/>Attacks		1 or 1 (bite or sting)<br/>Damage	d4 or d3<br/>Save		F2<br/>Morale		9<br/>Hoard Class	special<br/><br/>Found exclusively in the Gloomskein (living caves below Arena), deep bees are one reason maps are useless when exploring there. They dig tunnels in the stone, making concrete to fill in gaps and construct their nests. Deep bees are 5' long and have no wings. Males are usually found outside the colony, looking for other nests to join as to mate with their queens. Females have stingers and inject a mineral poison (save versus poison, success means 3d6 points of damage an failure means 6d12 points of damage). They do not lose their stinger after an attack. Queens are barely larger than the workers and most people couldn't tell the difference. Deep bee honey is liquid gold made from magic and minerals and can be used in enchanting items. A colony has enough to reduce the cost of 50,000 gp worth by one half. But taking the honey is difficult at best and if all of it is taken, the colony dies. Some creatures in the deep are bee keepers and sell the honey and concrete. Warlords prefer the latter for construction as it is very effective at keeping heat out, especially in the desert sun.]]></description>
<pubDate>Tue, 25 Jan 2011 07:21:15 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Name		Snow Crab<br/>No. Enc.	5d4 (10d10)<br/>Alignment	Neutral<br/>Movement	90' (30')<br/>AC		4<br/>HD		2<br/>Attacks		2 (claws)<br/>Damage	d3/d3<br/>Save		F1<br/>Morale		10<br/>Hoard Class	XIV<br/><br/>These giant crustaceans have the ability to alter the physical state of water, from vapor to diamond hard ice. They use this to keep their gills wet as well as build colonies in the oddest places- deserts, mountain tops, jungles and even floating out to sea. The crabs are resistant to cold (+6 on saves and half or no damage). When out looking for food, which can be vegetable or animal in nature, the crabs first encase it in ice and allow it to suffocate (save versus wands to negate). The ice adds enough weight that those trapped can not move unless freed. The ice has an armor class of 3 and it takes 100 points of damage to free one human sized creature. After the prey dies, the crabs remove the ice and transport it to the nest. Inside a colony there are many frozen creatures as the crabs make their larder into walls and columns. A snow crab colony can survive many centuries and some of the frozen people can be from ages past.<br/><br/>Name		Tree Riders<br/>No. Enc.	d4 (d4)<br/>Alignment	Neutral<br/>Movement	30' (10') and special<br/>AC		2<br/>HD		1/2<br/>Attacks		1 (bite)<br/>Damage	1<br/>Save		M1<br/>Morale		10<br/>Hoard Class	none<br/><br/>Massive mites, tree riders are intelligent and this shows in their tactics when dealing with outsiders. They can animate plants, or in times of need take control of a monstrous plant, though the latter can save versus poison to free itself. Tree rider forests have odd layouts as they change hosts from time to time and move them. People think the forest is haunted and avoid the mites' home. In combat, the riders use plants without fear as when the host dies, they simply climb onto another and use it. Most people assume they are dumb bugs and not the reason for the trees and shrubs' attacks. Stats for the hosts vary depending on the plant's size but treants' stats represent the most powerful and scale down from there. Tree riders are not friendly with humanoids because of the latter's prediliction for magic (they fear area of effect spells) and destruction.]]></description>
<pubDate>Tue, 25 Jan 2011 04:35:19 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[This is my version of the Brown of the Moties or the Prawn from District 9 (ie pathological tech builders)<br/><br/>Name		Artisan Squid<br/>No. Enc.	d8 (0)<br/>Alignment	Lawful<br/>Movement	swim 180' (60')<br/>AC		7<br/>HD		3<br/>Attacks		none<br/>Damage	none<br/>Save		M5<br/>Morale		5<br/>Hoard Class	special<br/><br/>Found in shallow, temperate waters, artisan squid are sapient and specialists of a certain kind of magic. They take coral, bone and wood and turn them into figurines of wonderous power. Some are retained for defense and the rest are sold or bartered for food. As the squid have no home, they wander up and down the coast. Their arrival is announced by a few figurines washing up on shore. The people who collect these still have to barter or buy the command words from the squid that created them. The squid live in small groups of siblings that live for about 5 years. They compete between each other within the group to see who can make the most unique or powerful figurine. They do not take commissions but most people don't care as almost all the figurines are highly useful and relatively cheap.]]></description>
<pubDate>Mon, 24 Jan 2011 04:27:53 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[I edited the steams to include the three missing colors. Here is an unusual addition for Arena.<br/><br/>Name		Squalid<br/>No. Enc.	1 (0)<br/>Alignment	Neutral<br/>Movement	30' (10')<br/>AC		2<br/>HD		100<br/>Attacks		5 (tentacles and bite)<br/>Damage	3d6/3d6/3d6/3d6/3d12<br/>Save		F19<br/>Morale		12<br/>Hoard Class	none<br/><br/>Name		Stalk<br/>No. Enc.	0 (10d12 X 500)<br/>Alignment	Neutral<br/>Movement	0'<br/>AC		6<br/>HD		9<br/>Attacks		3 (tentacles)<br/>Damage	d10/d10/d10<br/>Save		M12<br/>Morale		12<br/>Hoard Class	incidental<br/><br/>Name		Scab Bat<br/>No. Enc.	3d6 (3d6)<br/>Alignment	Neutral<br/>Movement	fly 240' (80')<br/>AC		5<br/>HD		3<br/>Attacks		1 (grab and claws)<br/>Damage	2d4<br/>Save		F8<br/>Morale		10<br/>Hoard Class	VII X5<br/><br/>Name		Dirt Crab<br/>No. Enc.	d6 (6d6)<br/>Alignment	Neutral<br/>Movement	60' (20')<br/>		burrow 10' (3')<br/>AC		3<br/>HD		2<br/>Attacks		2 (claws)<br/>Damage	d4/d4<br/>Save		F5<br/>Morale		6<br/>Hoard Class	none<br/><br/>Squalids are giant slug like aberrations 300' long with four 50' long stabbing tentacles randomly placed along their sides. They are found in deep deserts as green plant material is extremely toxic to them (save versus poison at -12 or die). They move like earthworms by contracting and expanding and can get no where very fast. The only thing of real note for squalids is what happens after they die. Unless disintegrated or dissolved in acids or bases, a dead squalid causes an aberrant forest to spontaneously generate around the corpse. This takes a few hours and the resulting patch of life is 2-5 miles in diameter. After a few decades, the forest dies and 3 new born squalids emerge from the soil.<br/><br/>The primary organism in an aberrant forest is the stalk. It is an 80' tall animal similar to sea lillies and jelly fish. They have scales, several arms and three tentacles. The mouth is at the top of the body but is soft and can not chew struggling prey. In addition to feeding directly on magic, stalks are carnivorous and use their tentacles, which have a range of 50', to stab and poison potential prey (save versus poison or take 3d20 points of damage and suffer paralysis for d4 hours). Stalks do prey on other inhabitants of the forest as well as invaders and in fact as the main reason the forest doesn't decimate the surrounding landscape. That and they are just as much food for the top level predators as anything else.<br/><br/>Scab bats are a mid level predators that look like a mixture of mite and bird. They hide in the arms of stalks waiting for prey to come along and then run it down. Scab bat mouths are on their 6 legs and they grapple and feed on a successful attack. A scab bat will detach after consuming 25 hit points or upon death.<br/><br/>Dirt crabs are 3' wide crustacean like aberrations that hide and feed among the bases of stalks. Though stalks do make up the majority of their diet, the crabs have no problem adding carrion and wounded creatures. In addition to carrying several diseases, dirt crabs pose an unusual danger. Their claws have a venom that causes a permanent loss of the ability to feel pain. A save versus poison negates this. Those who do not feel pain take additional damage (1 point per die no matter the source) and may bleed to death if they don't tend to their wounds.<br/><br/>There are many other inhabitants of an aberrant forest. To create them, the GM should use many different base creatures and apply mutations (from Mutant Future or another source) or templates to represent their alien nature.]]></description>
<pubDate>Sun, 23 Jan 2011 06:31:02 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Mountain Maple<br/>No. Enc.	3d4 (3d4)<br/>Alignment	Neutral<br/>Movement	30' (10')<br/>		climb 10' (3')<br/>AC		4<br/>HD		18<br/>Attacks		1 (slam)<br/>Damage	4d6<br/>Save		F9<br/>Morale		6<br/>Hoard Class	VII<br/><br/>Name		Bracken Sedge<br/>No. Enc.	swarm<br/>Alignment	Neutral<br/>Movement	0'<br/>AC		8<br/>HD		25<br/>Attacks		contact<br/>Damage	3d6<br/>Save		F1<br/>Morale		12<br/>Hoard Class	XIV<br/><br/>Name		Stalking Maple<br/>No. Enc.	d4 (d4)<br/>Alignment	Neutral<br/>Movement	150' (50')<br/>		climb 60' (20')<br/>AC		6<br/>HD		8<br/>Attacks		2 (slams)<br/>Damage	d8/d8<br/>Save		F6<br/>Morale		9<br/>Hoard Class	VII<br/><br/>Name		Meadow Lamp<br/>No. Enc.	5d20 (5d20)<br/>Alignment	Neutral<br/>Movement	30' (10')<br/>AC		8<br/>HD		1/2<br/>Attacks		1 (fire)<br/>Damage	d6<br/>Save		F1<br/>Morale		10<br/>Hoard Class	none<br/><br/>Mountain maple are primitive tree creatures distantly related to treants. They live above the tree line surviving in very harsh conditions. They are squat (only 12' tall) and very strong but excedingly slow. Most of the time they look for soil to consume and places to hide from the worst winds.<br/><br/>Braken sedge are grass-like plants found in meadows where the forest burned. It is a nasty predator that shreds any large (over 5 pounds) creatures that walk through it, feeding on the blood. They are immune to fire but not shade. Darkness over a few days will kill them.<br/><br/>Both are wind pollinated and they can cross but this is rare due to the distance between them. The results are a reciprocal hybrid. When the female is a maple, the result is a stalking maple. When the female is a sedge, the result is a meadow lamp.<br/><br/>Stalking maples are sterile, even shorter than their kin and much faster. They are hunters who improve the survival of the group by bring meat and plants to the grove. There are never any good times so they are always hunting and it takes a lot of damage to drive them off.<br/><br/>Meadow lamps are huge compared with the sedges at 8' tall. They have a topknot, that looks like a seedhead, which can ignite upon command. They use the fire to expand the meadow by burning the surrounding forest as well as killing off grasses that compete with the sedge. Meadow lamps can move slowly via their roots and they "enslave" their sedge kin by using them to kill powerful herbivores that hunt the lamps. Unlike stalking maples, meadow lamps are fertile with each other and their offspring range from sedges to large trees that have grass stalks instead of leaves.]]></description>
<pubDate>Sat, 22 Jan 2011 06:05:53 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Name		Mole Gator<br/>No. Enc.	d12 (d12)<br/>Alignment	Neutral<br/>Movement	60' (20')<br/>		swim 120' (40')<br/>		burrow 10' (3')<br/>AC		4<br/>HD		6<br/>Attacks		1 (bite)<br/>Damage	2d6<br/>Save		F3<br/>Morale		6<br/>Hoard Class	VII<br/><br/>Name		Scaly Rose<br/>No. Enc.	0 (d8)<br/>Alignment	Neutral<br/>Movement	0'<br/>AC		7<br/>HD		3<br/>Attacks		contact<br/>Damage	3d4<br/>Save		F1<br/>Morale		12<br/>Hoard Class	none<br/><br/>Name		Plague Gnat<br/>No. Enc.	swarm<br/>Alignment	Neutral<br/>Movement	fly 120' (40')<br/>AC		4<br/>HD		12<br/>Attacks		contact<br/>Damage	d4<br/>Save		F0<br/>Morale		12<br/>Hoard Class	none<br/><br/>Name		Scouring Worm<br/>No. Enc.	d8 (d8)<br/>Alignment	Neutral<br/>Movement	swim 60' (20')<br/>AC		8<br/>HD		2<br/>Attacks		1 (slam)<br/>Damage	3d4<br/>Save		F1<br/>Morale		5<br/>Hoard Class	none<br/><br/>Mole alligators are an unusual but ecologically important predators of the swamps of Wildwood and the rivers of Arena. They are the result of normal alligators exposed to the pollen of scaly roses (i.e. the roses have a blood aura). Those hatched away from the pollen grow to become normal alligators. The roses have smaller effects on other reptiles and birds. The gators have smaller tails, larger mouths and flippers instead of legs. The flippers have stong bone and allow the animals to burrower faster than their unmutated kin, at least in soil and sand. They make deep burrows into the banks which are mostly flooded and there are many different species that call these home. Plague gnats, scouring worms, diamond scaled darters, rootlings, mud-things, seal rats and many more. Plague gnats and scouring worms can't harm their host but can bite or rip apart other inhabitants and invaders. The gnats pass disease and unlike most gnats, they are omnivores. Thorns fear them. The worms have wire hard hairs and gators like brushing against them to remove external parasites. Either the worms or the darters, another parasite eater, are found in a specific burrow. In fact each burrow can have a different set of creatures. Anything small enough to fit in there with the gators and will not kill the gators is a possible resident.]]></description>
<pubDate>Fri, 21 Jan 2011 06:27:54 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Gutless Creatures<br/><br/>Gutless creatures are those that have bonded to microbes that consume magic. They no longer have a digestive tract or lungs and some have even lost their mouths. They can not starve or suffocate as long as there is magic in the area. The space has been either filled with new organs or the creature is signficantly lighter than its non-magic eating kin. All are immune to spells of certain levels as they are consumed by the microbes.<br/><br/>Name		Sea Worm<br/>No. Enc.	1 (0)<br/>Alignment	Neutral<br/>Movement	swim 360' (120')<br/>AC		4<br/>HD		30<br/>Attacks		1 or 1 (bite or fire)<br/>Damage	4d6 or 5d10<br/>Save		F19<br/>Morale		11<br/>Hoard Class	none<br/><br/>These animals were earthworms until they gained the magivorous bacteria. In a few generations they have grew huge and took to a life in the Northern Ocean. The current generation is 100' long and 6' wide and the population seems to be growing in numbers and size. Moabs (flying whales), sea dragons and a few other predators feed on adults and their offspring are food for many creatures. When annoyed on the surface, the worms use their magic to crack sea water to produce oxygen and hydrogen which are then used to produce flames. The resulting cone of fire is 100' long by 25' wide. Everything in that are must save versus breath weapon. Success means half damage. Wizards are interested in the worms for their parts and as cultures for the bactera. Sea worms are immune to spells under 5th level.<br/><br/>Name		Hive Ape<br/>No. Enc.	3d4 (6d8)<br/>Alignment	Neutral<br/>Movement	150' (50')<br/>		climb 150' (50')<br/>		jump 90' (30')<br/>AC		5<br/>HD		6<br/>Attacks		2 (fists)<br/>Damage	d6/d6 +2d6 electricity<br/>Save		F5<br/>Morale		11<br/>Hoard Class	XX<br/><br/>Even humans are affected by consuming magic eating microbes. There are several different varieties and hive apes are one species that has lost its sapience as it gained amazing physical abilities. They are found in the forests of Arena, Penance and Wildwood. In addition to their strength and speed, the apes can turn some of the magic they consume into an electric charge to boost their attacks. They are immune to 1st and 2nd level spells. Hive apes live in a manner similar to wolves. They lair high in the trees and have a large hunting territory to fill their carnivorous needs.<br/><br/>Name		Ghost Ant<br/>No. Enc.	swarm<br/>Alignment	Neutral<br/>Movement	90' (30')<br/>AC		3<br/>HD		15<br/>Attacks		contact<br/>Damage	3d6<br/>Save		F2<br/>Morale		12<br/>Hoard Class	XIV<br/><br/>Termites with magic eating (former) gut flora, ghost ants have adapted to life in the Vault. The first colony was in Wildwood by then Cryothan passed over it. The survivors took to life in the cold and ice easily and have become a major predator of undead in one small area of the Vault. The insects are immune to negative energy, cold and death magic and can harm incorporeal undead such as wraiths. They prefer undead but will eath the living if they are starved. Ghost ants are immune to 1st - 3rd level spells.<br/><br/>Name		Sludge Mound<br/>No. Enc.	1 (d6)<br/>Alignment	Neutral<br/>Movement	90' (30')<br/>AC		3<br/>HD		8<br/>Attacks		3 or 1 (tentacles and bite or fire)<br/>Damage	d8/d8/d4+1 or 3d4<br/>Save		F8<br/>Morale		10<br/>Hoard Class	XII<br/><br/>Give the amount of bacteria that otyugh come into contact with, it should be no suprise there are many gutless among their numbers. Sludge mounds produce a slick slime in great quantities as a byproduct of their symbionts and they disgust even standard otyughs because of this. They are immune to fire and spells of 1st and 2nd level. In fact their special attack is fire. The blast is centered on the creature and reaches 25'. In areas with a lot of methane, the damage increases to 4d6. A save versus breath weapon reduces the damage by half.]]></description>
<pubDate>Thu, 20 Jan 2011 05:11:06 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Steams are alchemically created constructs. To make them a prism is required. Each is a 3' diameter cloud of vapor that is distinguished by its color. All are immune to mundane and +1 weapons (i.e. +2 or better weapons are needed to damage them). <br/><br/>Name Steam <br/>No. Enc. 0 (d4) <br/>Alignment Neutral <br/>Movement fly 90' <br/>AC 0 <br/>HD 2 <br/>Attacks 1 (contact) <br/>Damage see description <br/>Save T2 <br/>Morale 12 <br/>Hoard Class none <br/><br/>Blue steam manipulates glass. It allows the alchemist to reuse, repair and form new glass tools from old ones. Using one reduces the costs of an alchemy lab by 1/2. If sent into combat, a blue steam can only damage glass objects like potion bottles and vials. <br/><br/>Green steam manipulates moisture. It allows the alchemist to flood or dehydrate an alchemical process. In combat, it either drowns a target or sucks the water out of its flesh. This does 2d8 points of damage to living things. <br/><br/>Indigo alters the flow of time. It can increase the speed of a reaction to allow the alchemist to cut down on time by a factor of 10 or decrease it so that he can observe the reaction. As a guard, indigo steam is very nasty as it causes parts of the victim to age at an accelerated rate while slowing down other parts. A save versus wands is needed to avoid dying horribly. <br/><br/>Orange steam provides an analysis of magic, chemistry and alchemy. It can't inflict damage but if such a steam engulfs a target, the alchemist gains knowledge of all the effects, magic items, strengths and weaknesses of said target. <br/><br/>Red steam teleports objects very short distances. It allows an alchemist to hide behind thick walls when working on extremely dangerous materials and reactions. In combat, the steam simply teleports large objects just above the target. Damage varies but a save versus breath weapon usually reduces this by half or negates the damage entirely. Note that red steam has a weight limit of a ton but usually teleports ounces or less. <br/><br/>Violet steam manipulates oxygen levels. It can produce dead zones or increase oxidation to amazing levels. In combat it causes rust and tarnish. Treat it as a rust monster attack. <br/><br/>Yellow steam refracts light. It can not control the color but can manipulate the intensity. If sent to kill, it both blinds and burns those it engulfs. This does 3d4 points of fire damage.<br/><em>edited by Derek Holland on 1/23/2011</em>]]></description>
<pubDate>Wed, 19 Jan 2011 05:09:17 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Iron Squid<br/>No. Enc.	1 (0)<br/>Alignment	Neutral<br/>Movement	fly 240' (80')<br/>AC		5<br/>HD		30<br/>Attacks		12 (tentacles)<br/>Damage	2d8 X12<br/>Save		F19<br/>Morale		12<br/>Hoard Class	special<br/><br/>Iron squids are not creatures, but rather magnetic anomolies. When well "fed" with metal, they are 20' diameter spheres with a dozen 50' long limb like extrusions. The tentacles are constantly whipping around and anything within 50' of the core is attacked by d4 of them per round. Damage done only removes the metal and reduces the mass and damage inflicted (GM will have to determine how much). If the damage was physical, the metal is quickly drawn back into the mass, regenerating all the damage in d4 rounds. The only way to "kill" an iron squid is with magic. Limited wish, wish and high level earth based spells will do the job.]]></description>
<pubDate>Sat, 15 Jan 2011 04:44:38 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Some MF "creatures". I am posting them to inspire similar creations of your own.<br/><br/>Name		Larval Human, Crawler<br/>No. Enc.	2d4 (0)<br/>Alignment	Neutral<br/>Movement	90' (30')<br/>AC		7<br/>HD		see chart<br/>Attacks		1 (bite)<br/>Damage	see chart<br/>Save		L (HD)<br/>Morale		4<br/>Hoard Class	none<br/><br/>Mutations: aberrant form (natural weapon), immunity to poison, +d6 random mutations<br/><br/>Name		Larval Human, Creeper<br/>No. Enc.	d4 (4d6)	<br/>Alignment	Neutral<br/>Movement	30' (10')<br/>AC		8<br/>HD		see chart<br/>Attacks		1 (bite)<br/>Damage	see chart<br/>Save		L (HD)<br/>Morale		3<br/>Hoard Class	VI<br/><br/>Mutations: aberrant form (natural weapon), control light waves, +d6 random mutations<br/><br/>Name		Larval Human, Climber<br/>No. Enc.	d4 (2d6)<br/>Alignment	Neutral<br/>Movement	30' (10') climb 30' (10')<br/>AC		5<br/>HD		see chart<br/>Attacks		1 (bite)<br/>Damage	see chart<br/>Save		L (HD +1)<br/>Morale		4<br/>Hoard Class	none<br/><br/>Mutations: aberrant form (natural weapon, xenomorphism), +d6 random mutations<br/><br/>Age (months)	Hit Dice	Notes<br/>0-4		1/2		bite does 1 point of damage<br/>5-9		1		bite does d2 points of damage<br/>10-14		1+4		bite does d3 points of damage, climber and creeper movement becomes 90' (30')<br/>15-19		2		bite does d4 points of damage<br/>20-36		3		increase move to 120' (40')<br/>37-48		4		bite does d6 points of damage<br/>49+		as adult		-<br/><br/>Name		Larval Human, Cutter<br/>No. Enc.	d2 (2d4)<br/>Alignment	Neutral<br/>Movement	90' (30')<br/>AC		4<br/>HD		see chart<br/>Attacks		3 (claws and bite)<br/>Damage	see chart<br/>Save		L (HD +2)<br/>Morale		8<br/>Hoard Class	VIII<br/><br/>Mutations: aberrant form (natural weapons), natural armor, +d6 random mutations<br/><br/>Age (months)	Hit Dice	Notes<br/>0-6		1		damage d2/d2/d3<br/>7-12		2		damage d2/d2/d4<br/>13-18		3		damage d3/d3/d4+1<br/>19-24		4		damage d4/d4/d6<br/>25+		as adult		-<br/><br/>Some mutant humans produce precocial children. A few hours after birth they go off on their own, usually in packs of kids about the same age. This has happened in the most brutal living conditions as it frees the parents from the burden of care, which can be fatal for all in those regions. After the larvae pupate, the young adults they become may have different mutations. They join the closest human community they can find.<br/><br/>Crawlers are those who simply wander, eating everything that is remotely edible and beneficial as food.<br/><br/>Creepers are those who stay near home, hiding with illusions of objects.<br/><br/>Climbers are born in trees or tall ruins. They are more agile than other larval humans and better at catching mobile food.<br/><br/>Cutters are proactive in their defense- anything remotely threatening them is attacked. Their claws cause damage to their lairs, cutting and scratching bits off here and there.]]></description>
<pubDate>Fri, 14 Jan 2011 05:24:24 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Generic LL monster. If technology advances, why not magic item design?<br/><br/>Name		Heart Seeker<br/>No. Enc.	0 (d4)<br/>Alignment	Neutral<br/>Movement	120' (40')<br/>AC		4<br/>HD		8<br/>Attacks		2 (fists)<br/>Damage	2d6/2d6<br/>Save		F6<br/>Morale		12<br/>Hoard Class	none<br/><br/>A variant of the clay golem heart seekers were designed to protect specific areas by clerics and druids. They are blind and must be taught the layout of an area to be protected. To detect interlopers, heart seekers have the ability to see the emotions and thoughts of those that enter their sanctuary. No wizard spell of any power can prevent this, not even wish, due to the divine energies powering the golems. Anyone who does not belong is to be slain. The only magic that can affect heart seekers are those that affect normal clay golems and in the exact same manner. Unlike standard clay golems, heart seeker damage can be healed normally and they do not go bezerk.]]></description>
<pubDate>Mon, 10 Jan 2011 05:02:56 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Another MF critter that would work well in some parts of OB. Note that some people will be very disgusted by them.<br/><br/>Name		Gut Roach<br/>No. Enc.	swarm<br/>Alignment	Neutral<br/>Movement	30' (10')<br/>AC		3<br/>HD		2<br/>Attacks		contact<br/>Damage	d4<br/>Save		L4<br/>Morale		11<br/>Hoard Class	none<br/><br/>One of the most common symbiotes in the wastes, gut roaches allow their hosts to consume a much broader diet, which includes most toxic materials. Their eggs and nymphs travel the bloodstream and weaken the host slightly (-1 CON) but as they grow and mature, the roaches migrate to the intestines to feed and breed. They pass from one creature to another not by coprophagy but rather predation and reproduction. Females give the roaches to their offspring and anything eating a host becomes a host with the general exception of plants. Though they allow their hosts to eat plastics and other organic material normally not considered to be food, they do have a hefty price. If the host starves, at a certain point the roaches will consume it. They will live free for a few hours but if they can't get into a new host after that, they die. Because of the hunger the roaches inflict on their hosts, the hosts will do anything to eat, even damaging their mouths and guts with things the roaches can't help in digesting like metals and stones. Still they have assisted many creatures in surviving and some species are not extinct because of them.<br/><br/>Mutations: special]]></description>
<pubDate>Wed, 05 Jan 2011 04:26:12 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Glob Golem<br/>No. Enc.	0 (8)<br/>Alignment	Neutral<br/>Movement	90' (30')<br/>AC		0<br/>HD		12<br/>Attacks		1 (slam)<br/>Damage	3d8<br/>Save		L15<br/>Morale		12<br/>Hoard Class	none<br/><br/>Made from the resin of magical trees, glob golems are infamous in that they can only be destroyed permanently by another glob golem or a wish spell. In their resting state they are puddles or sit in urns. When entering combat, glob golems take a semi-humanoid shape. Because of their mostly liquid nature, glob golems can fit through any crack or hole to chase down interlopers. When damaged by anything that isn't another glob golem, the creature regenerates 15 hit points per round. If kept below 0 hit hit points, the golem can do nothing but regenerate. The only magics that affect glob golems are wish and those that produce cold. If the golem fails its save versus the latter, its speed is reduced to 30' (10') and can make attacks only every other round. The duration of the effect is equal to the spell's level in rounds.]]></description>
<pubDate>Sun, 02 Jan 2011 05:41:06 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Parents might find this creature disturbing.<br/><br/>Name		Rug Rat<br/>No. Enc.	d6 (0)<br/>Alignment	Chaotic<br/>Movement	150' (50')<br/>AC		6<br/>HD		3<br/>Attacks		2 (fists)<br/>Damage	d4/d4<br/>Save		L3<br/>Morale		12<br/>Hoard Class	none<br/><br/>Rug rats are weapons of terror, magically altered children that rampage until cured or slain. The spell affects only those between the ages of 4 and 8. It causes them to grow to 6' tall, gain Neanderthal like features, a rat like tail and muscles that would put a chimp to shame (STR 20). Fortunately the easiest cure is sunlight. Real sunlight and spells that replicate it end the curse immediately. Remove Curse may work (50%) and Dispel Evil (AEC) always does. As rug rats lose their minds and impulse control from the curse, they attack anything and everything. Containing a rug rat is difficult due to its strength and they have been known to knock doors flat or shatter them in one blow. Necromancers use this spell to destroy enemies and their families.]]></description>
<pubDate>Sun, 26 Dec 2010 05:22:50 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Climb Slime is a fungus that makes surfaces rough and easy to traverse. It adds 40% to climbing checks. On short walls, to 10', it is easy to apply and use. On longer surfaces, the slime provides the bonus but climbing takes twice as long as the slime has to be applied carefully from a position on the surface. It costs 1 gp per dose. Each dose covers 10' worth of surface and lives for 10 minutes. After the slime dies, it breaks down in another 10 minutes.<br/><br/>Stink Frogs are easy to use animals meant to break up and weaken groups of opponents. Each frog costs 15 sp and can make a stinking cloud when startled centered on itself. The effect stops when the frog is calmed or dies. An alchemical mixture that costs 10 gp allows a person to ignore the cloud, and similar non-magical stenches, for an hour.<br/><br/>Some dogs are magically altered and trained to "sniff" for magic. They can not tell the different kinds but can detect the strength of magical auras and communicate this to their trainers.<br/><br/>Metal Slugs are used to clean armor, weapons and other metallic gear. They cut down on maintainance costs as their slime also prevents rust (and resistance to rust monster attacks).<br/><br/>Name		Troll Cow<br/>No. Enc.	5d100 (0)<br/>Alignment	Neutral<br/>Movement	90' (30')<br/>AC		7<br/>HD		3<br/>Attacks		1 (horns)<br/>Damage	d8<br/>Save		L2<br/>Morale		12<br/>Hoard Class	none<br/><br/>Created to provide large quantities of food, troll cows have become a blight, a locust like species in Penance, Wildwood and Arena. Troll cows have no bulls and do not breed normally. Cut one in half and the result are two cows. The smallest parts that will regenerate a new animal is about 1/10th the whole. The process takes but a few rounds- 5 for halves to 50 for tenths. Only fire and acid will prevent this. Some predators leave enough behind that the cows reproduce. In the wild, this happens enough that the troll cow population has exploded. That they can eat toxic plants and are immune to disease makes the situation worse. Valcos hunt troll cows, killing them in great numbers. Though they can not eat the flesh, the valcos use and trade their hides. Seeing a greasy smoke cloud nearby is a typical sign of a succesful cow hunt.<br/><br/>Name		Tame Light<br/>No. Enc.	3d4 (3d4)<br/>Alignment	Neutral<br/>Movement	fly 150' (50')<br/>AC		5<br/>HD		1/2<br/>Attacks		1 (bite)<br/>Damage	d2<br/>Save		L0<br/>Morale		5<br/>Hoard Class	II, III<br/><br/>These large bats draw insect prey to them by glowing. They are easy to tame and train by using favored treats like cut cave cricket and many adventurers use them in the dark places of the Forge. Wild lights collect sliver and gold coins to line their lairs. The metal acts as tiny mirrors, drawing even more food (and the occasional predator). Though there is a healthy population in Eclipse, the best place known for tame lights is the Gloomskein- it is just full of them.<br/><br/>Name		Riding Goat<br/>No. Enc.	2d8 (0)<br/>Alignment	Neutral<br/>Movement	300' (100')<br/>		climb 120' (40')<br/>AC		3<br/>HD		3<br/>Attacks		1 (horns)<br/>Damage	d12<br/>Save		L2<br/>Morale		10<br/>Hoard Class	none<br/><br/>Popular in Eclipse, Anvil and the Kiln, riding goats have huge, lightweight horns that protect their riders (-2 to AC). The goats can live off all kinds of forage, including toxic plants, fungi and animals. If they are to be used in mountain climbing, the goats need a special saddle which costs three times the normal amount.<br/><br/>Name		Living Flame<br/>No. Enc.	d6 (0)<br/>Alignment	Neutral<br/>Movement	30' (10')<br/>AC		5<br/>HD		1<br/>Attacks		1 or 1 (bite or heated touch)<br/>Damage	d4 or d8<br/>Save		L0<br/>Morale		4<br/>Hoard Class	none<br/><br/>Living flames are large (3') lizards that produce heat when fed a certain alchemical substance. As the lizards don't produce light, need very little in terms of food (1 gp per week in places without insect to forage) and are usually sedate, they are very popular with adventuring groups. The paste does cost 1 gp per dose and it keeps the lizard warm for 8 hours. The amount of heat is equal to a camp fire and can not be "snuffed out" easily. It takes a different chemical and 10 minutes.]]></description>
<pubDate>Fri, 24 Dec 2010 05:29:00 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Another MF critter I think works well for the Forge.<br/><br/>Name		Banshee<br/>No. Enc.	d10 (5d6)<br/>Alignment	Chaotic<br/>Movement	120' (40')<br/>AC		armor<br/>HD		5<br/>Attacks		2 (weapon and song)<br/>Damage	weapon and special<br/>Save		L5<br/>Morale		11<br/>Hoard Class	VII, XXII<br/><br/>Banshees are mutant humans that change form throughout the year. In the spring, the males have extra eyes on stalks from the neck. They are used to attract mates. As soon as mating season is finished, the stalks wither and die. In summer, the pregnant females grow spines (d8 damage) for defense. These fall of when the child turns 3 and the mother can be impregnanted again. In fall both sexes grow fur and armor (AC 4) and keep both until spring. In winter they gain the ability to see heat and use this to find prey. Banshees are raiders and they have an unusual method of defeating foes- music. Their songs can induce fear, paralysis, pain, a charming effect and even drawbacks such as slow mutant and reduced oxygen effiency. A save versus stun negates the effect. A hunting party must all sing the same song, otherwise there is no effect. The range is 100' but this can be affected by obstacles, weather and such. Most raiding bands wait until their prey is well within range before ambushing with music.<br/><br/>Mutations: aberrant form (xenomorphism, decidious), special]]></description>
<pubDate>Thu, 23 Dec 2010 05:27:05 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Corrupted Food<br/><br/>Name		Jelly Golem<br/>No. Enc.	d6 (0)<br/>Alignment	Neutral<br/>Movement	30' (10')<br/>AC		7<br/>HD		2<br/>Attacks		1 (slam)<br/>Damage	special<br/>Save		F1<br/>Morale		12<br/>Hoard Class	none<br/><br/>Created when cursed fruit is used, jelly golems are nasty assassins. They wait until their target is near the open contain the golems share and then jump out and attempt to engulf and suffocate them. On any hit other than a 20, the jelly golems simply smear themselves over the target and take a round to rebuild their bodies. On a 20, the target must save versus death or suffocate (using the standard rules). Jelly golems are 1' tall and weight about 5 pounds.<br/><br/>Name		Punch Bean<br/>No. Enc.	1 per bowl (0)<br/>Alignment	Neutral<br/>Movement	10' (3')<br/>AC		6<br/>HD		5<br/>Attacks		4 (slam)<br/>Damage	d3/d3/d3/d3<br/>Save		F3<br/>Morale		12<br/>Hoard Class	none<br/><br/>Found in soups, punch beans grow into killer vines upon command. After slaying the diner, the vines go on a rampage until slain. Punch bean vines are 10' long and have four sets of attacking tendrils.<br/><br/>Name		Bloodfed Wheat<br/>No. Enc.	swarm<br/>Alignment	Neutral<br/>Movement	0'<br/>AC		9<br/>HD		15<br/>Attacks		contact<br/>Damage	2d8+8<br/>Save		F0<br/>Morale		12<br/>Hoard Class	VII<br/><br/>A simple cursed crop, bloodfed wheat is a way to destroy farmers and economies. Anyone entering the field is shredded to the bone. Only intense heat will kill a field for good. Even of the plants are slain, the seeds usually survive until the next growing season.<br/><br/>Name		Prison Tuber<br/>No. Enc.	0 (1)<br/>Alignment	Neutral<br/>Movement	0'<br/>AC		5<br/>HD		3<br/>Attacks		special<br/>Damage	special<br/>Save		F0<br/>Morale		12<br/>Hoard Class	special<br/><br/>A very expensive weapon, prison tubers are planted in a field or near a road or home. Anyone coming within 10' of the plant must save versus spells or be shrunk and captured within the tuber. Depending on the magics involved in their creation, a tuber can contain dozens to thousands of people. The tuber is a maze that can have monsters, traps and other methods of inflicting pain and death upon those captured. Or they can be simple affairs meant to hold the prisoners for ransom (or, rarely consumption). If a tuber dies, everything in it dies as well- no save.]]></description>
<pubDate>Mon, 20 Dec 2010 05:44:45 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Name		Goremaster<br/>No. Enc.	2d4 (4d6)<br/>Alignment	Neutral<br/>Movement	150' (50')<br/>AC		8 or by armor (2-4)<br/>HD		6+<br/>Attacks		1 or 2 (dart gun or other weapon)<br/>Damage	see text or weapon<br/>Save		M10+<br/>Morale		10<br/>Hoard Class	special<br/><br/>Goremasters are best described as arthropod/cephalopod/bovine hybrids. They have 2 pairs of tentacles, 4 pairs of jointed legs anad a crown of horns. Goremasters are feared throughout the Forge because of their unusual technology. They use dart guns to incapacitate animal life (including most humanoids) and then turn the various parts of their victims into gear. Almost everything they carry was, or is, alive. Goremasters raise special bees to act as their darts. If the bee misses, it can continue to attack (as a 1 HD creature) until it is slain or makes a hit and dies. Those stung must save versus poison at -6 or fall asleep for 2d4 hours. Goremasters use axes to deal with plants and other non-animals. Dependant on the rank of the goremaster warrior, each has one or more bits of gear that replicate spells. This are variable as the warriors take such gear that applies to their objective (raiding, scouting, patrolling and even trading). Though goremasters do look at other species as raw materials, those strong enough to resist goremaster attacks are either ignored or traded with (illithids are notorious allies of goremasters).]]></description>
<pubDate>Sat, 18 Dec 2010 08:36:08 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Fluffy<br/>No. Enc.	d4 (d4)<br/>Alignment	Neutral<br/>Movement	90' (30')<br/>AC		6<br/>HD		4<br/>Attacks		1 or 1 (bite or yip)<br/>Damage	d2 or 3d6<br/>Save		F1<br/>Morale		11<br/>Hoard Class	special<br/><br/>Fluffies are pets of the wealthy. They are magically altered lap dogs that have a killer yip. When defending their master or upon command, they make a yip that does sonic damage in a 15' X 5' cone. Many fluffies have died in the defense of their owners as they keep muggers at bey while the human(oids) run away. Though fluffies do not accumulate treasure, they usually have an expensive collar.<br/><br/>Name		Tutor<br/>No. Enc.	d4+1 (d4+1)<br/>Alignment	Lawful<br/>Movement	180' (60')<br/>		swim 90' (30')<br/>AC		5<br/>HD		3<br/>Attacks		1 (bite)<br/>Damage	d6<br/>Save		C3<br/>Morale		9 (12)<br/>Hoard Class	special<br/><br/>Tutors are canines that have changed the lives of many people. They are intelligent and babysit and teach the young of many races. Tutors usually work in teams and care for the children of several familes at the same time. Farmers and nomads find their assistance invaluable as parents can work without worry. Tutors cast healing and protective magic as a 5th level cleric and 5th level magic-user (they have to have the components, which some might consider treasure). Some act as advisors to adults they helped raise but most stick with kids. As tutors live for 250-300 years, they help 10 or more generations, usually of the same families.<br/><br/>Name		Tree Fang<br/>No. Enc.	d4 (3d6)<br/>Alignment	Neutral<br/>Movement	60' (20')<br/>		climb/jump 120' (40')<br/>AC		7<br/>HD		2<br/>Attacks		1 or 1 (bite or slam)<br/>Damage	d6 or d4<br/>Save		F1<br/>Morale		8<br/>Hoard Class	none<br/><br/>Tree fangs are gudogs bred for arboreal races. They are smaller than standard gudogs, much more cunning, have asymetric ears (like an owl's) and have cat like claws and legs. Tree fangs are green and brown and ambush opponents. They can bite but most prefer to knock an enemy out of the tree. Anyone struck by a tree fang slam attack must save versus wands or fall. Carnivorous and ominorous races that use tree fangs typically task them to forage for meat (birds and other arboreals) and scout for danger.<br/><br/>Name		Spirit Nipper<br/>No. Enc.	5d6 (10d6)<br/>Alignment	Neutral<br/>Movement	180' (60')<br/>AC		5<br/>HD		1+3<br/>Attacks		1 (bite)<br/>Damage	d4<br/>Save		F1<br/>Morale		4 (12)<br/>Hoard Class	special<br/><br/>These foxes were manipulated to battle undead. They are immune to level drain, aging, death magic and similar effects. They can strike ghosts and other incorporeal opponents with no chance of missing (due to the effect). Spirit nippers attack enmasse and collect cursed and evil objects. Usually there is a church that assists the nippers and destroys the objects.<br/><br/>Name		Steel Pup<br/>No. Enc.	d6 (3d6)<br/>Alignment	Neutral<br/>Movement	120' (40')<br/>AC		3<br/>HD		4<br/>Attacks		1 (bite)<br/>Damage	2d4+2<br/>Save		F3<br/>Morale		11<br/>Hoard Class	none<br/><br/>Used by ferrin and slivers, steel pups are metallic canines. They are the size of medium dogs but weight 300 pounds. Otherwise they are pets and guard animals with behavior typical to standard dogs.<br/><br/>Name		Haze Hound<br/>No. Enc.	3d4 (6d6)<br/>Alignment	Neutral<br/>Movement	180' (60')<br/>AC		6<br/>HD		2<br/>Attacks		1 (bite)<br/>Damage	d6<br/>Save		F1<br/>Morale		10<br/>Hoard Class	none<br/><br/>Found only with haze, these eyeless canines are used to extend their mindsight. Each has its own 50' radius mindsight and as long as it is within the mindsight of a haze, the haze can "see" through each and every hound. Several hazes can use the same hound as well.]]></description>
<pubDate>Fri, 17 Dec 2010 05:02:04 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Name		Gudog<br/>No. Enc.	3d4 (3d6)<br/>Alignment	Neutral<br/>Movement	210' (70')<br/>AC		7<br/>HD		3<br/>Attacks		1 (bite)<br/>Damage	d6+2<br/>Save		F2<br/>Morale		10<br/>Hoard Class	IX (feral pack only)<br/><br/>One of the most popular magically enhanced breeds of dog found among the lower classes of the Forge, gudogs are found in many human and goblinoid communities. They are massive at 150 pounds. Fast, good trackers and totally obedient, gudogs fill all the major roles of dogs- attack animals, guards, trackers, pets and livestock (i.e. some people eat them). Their hides make great armor and winter coats and because of this, they are among the very few canines in the Vault.<br/><br/>Name		Merwog<br/>No. Enc.	d8 (3d8)<br/>Alignment	Neutral<br/>Movement	swim 150' (50')<br/>AC		6<br/>HD		2<br/>Attacks		1 (bite)<br/>Damage	d6<br/>Save		F1<br/>Morale		8<br/>Hoard Class	none<br/><br/>Though they look like furry tadpoles, merwogs are actually magically altered wolves. This was done long ago by a human wizard as payment to a merpeople village for some rare marine spell components. Now they are found with merpeople, locathah, thozarans and trusk. Most use them as guards or to assist in hunting via ambush.]]></description>
<pubDate>Thu, 16 Dec 2010 04:47:08 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[One thing I have been waffling about are canines. There should be thousands of breeds and species, moreso as they are the most plastic domestic animal. People can create new breeds with ease with all the divine energy about on the Forge. The sheer diversity I am envisioning almost makes me sick. Still, there is a lot of potential for them. Everything from lap pets to firebreathing, two headed, invisible giant dogs used as guards.]]></description>
<pubDate>Wed, 15 Dec 2010 08:11:02 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[My ability to come up with decent monster names is poor, as this should prove.<br/><br/>Name		Hetic<br/>No. Enc.	1 (d4)<br/>Alignment	Neutral<br/>Movement	150' (50')<br/>		climb 90' (30')<br/>AC		4<br/>HD		10<br/>Attacks		1 or 1 (horn or chain lightning)<br/>Damage	3d6 or 8d10 (special)<br/>Save		F12<br/>Morale		10<br/>Hoard Class	XIV, XX<br/><br/>A hetic is a limbless dragon with reddish gold scales and horn used to rend opponents. It is like other dragons, keeping a hoard. But as it has no claws, the hetic is reduced to using slaves. Most of these slaves were human many generations ago and now are lumpy humanoids resistant to electrical attacks. A hetic lairs underground but hunts on the surface. Its breath weapon is a chain lightning effect (1e-3.0e version, not 3.5) with the gaps between targets up to 100'. Unlike the chain lightning spell, the hetic can select which targets are hit and one target can be hit more than once. In fact all it takes is two targets and the dragon can fry both with ease (considering one will take 20 dice of damage and the other 16). A save versus breath weapon reduces damage by half.]]></description>
<pubDate>Sun, 12 Dec 2010 05:16:33 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[The difference is the squeel is intelligent. It works well in the wrack but a colony could be found in a farming town along one of the rivers of Penance or even in the sewers of the cities in Wildwood.<br/><br/>Name		Bell<br/>No. Enc.	3d6 (0)<br/>Alignment	Neutral<br/>Movement	210' (70')<br/>AC		7<br/>HD		4<br/>Attacks		1 (ring)<br/>Damage	d12<br/>Save		F2<br/>Morale		6<br/>Hoard Class	none<br/><br/>Bells are four legged spherical creatures the size of a large horse. Their body is a collection of sound catching and creating organs along with muscles and a small digestive tract (their mouth and anus are both on the ventral side). They have no other senses but their ability to hear and feel vibration is second to none (tremorsense 500'). Bells feed on sound and plant matter. If attacked, bells can make a ringing sound that damages everything within 50', save versus wands for half damage. Bells take half damage from most sonic attacks and are immune to their own. On the Forge, they are found everywhere except the Vault. The largest population is in Anvil as the wind provide them with a great deal of energy.]]></description>
<pubDate>Sat, 11 Dec 2010 07:47:26 GMT</pubDate>
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<title>Message from greg</title>
<description><![CDATA[<strong>Derek Holland</strong> wrote:<br/><div class=quote>Mutant Future critter but works well for Oathbound.<br/>Name		Squeel<br/></div><br/><br/>That one's a great undercity and wrack monster.  Very close to the derelict and shares some features with the quillon too.  Fits right in!]]></description>
<pubDate>Fri, 10 Dec 2010 13:09:48 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Mutant Future critter but works well for Oathbound.<br/><br/>Name		Squeel<br/>No. Enc.	2d4 (6d6)<br/>Alignment	Chaotic<br/>Movement	150' (50')<br/>AC		4 (0)<br/>HD		8<br/>Attacks		2 or 1 (bite and tail or weapon)<br/>Damage	4d6/3d6 or weapon +3d6<br/>Save		L8<br/>Morale		10<br/>Hoard Class	VII, XVI<br/><br/>Squeels are hulking, semi-humanoid rats 10' long with a 15' long tail and a pillbug like shell. Where other rats skulk, squeels muscle their way in. Common in rougher urban ruins, they aren't so much raiders as occupiers. A typical squeel nest lasts 3 months and when they leave, the squeels take only the most interesting loot they can carry. In combat, a squeel can stand up to most monsters. It can chew through just about any substance short of megatanium and uses this ability to destroy an opponent's armor- each bite increases AC by one, no save but repairs are possible. Its tail can be used to flay flesh from bone at a distance, even in front of the squeel. What makes the tail especially dangerous is that it can be used when the rat curls up in its shell. As the squeel can't see but can hear, it suffers a -4 to it when doing this. As squeels don't live anywhere very long, they have no qualms about tearing up the landscape to improve their chances of survival. They have been known to drop buildings on opponents and some of their kin.<br/><br/>Mutations: aberrant form (xenomorphism), increased strength, natural armor (complete), special]]></description>
<pubDate>Fri, 10 Dec 2010 05:19:56 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Name		City Naga<br/>No. Enc.	1 (2d4)<br/>Alignment	Lawful<br/>Movement	120' (40')<br/>AC		3<br/>HD		12<br/>Attacks		1 (bite)<br/>Damage	d6<br/>Save		C12<br/>Morale		6<br/>Hoard Class	XXII<br/><br/>Name		Bright Scale<br/>No. Enc.	d6 (6d6)<br/>Alignment	Lawful<br/>Movement	120' (40')<br/>AC		6 or armor<br/>HD		4-8<br/>Attacks		1 (weapon)<br/>Damage	weapon<br/>Save		C4-8<br/>Morale		10<br/>Hoard Class	VII, VIII, IX<br/><br/>City, or urban, nagas are powerful good creatures that defend the citizens of their homes. They do so with the assistance of bright scales- naga influenced humanoids. Bright scales are sterile and produced when a pregnant humanoid stays within the blood aura of a city naga for most of gestation (range is 50'). They look like the parent humanoid but have yellow and orange scales. Both urban naga and bright scales cast cleric spells (level = hit dice), usually specializing in protection and healing. Though bright scales do work with the local watch, they are only answerable to the naga that created them.]]></description>
<pubDate>Wed, 08 Dec 2010 05:45:20 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Desert Moth, Dry<br/>No. Enc.	d10 (0)<br/>Alignment	Neutral<br/>Movement	fly 30' (10')<br/>AC		8<br/>HD		1/2<br/>Attacks		1 (bite)<br/>Damage	d2<br/>Save		F0<br/>Morale		12<br/>Hoard Class	none<br/><br/>Name		Desert Moth, Wet<br/>No. Enc.	4d12 (0)<br/>Alignment	Neutral<br/>Movement	fly 180' (60')<br/>AC		8<br/>HD		2<br/>Attacks		1 (bite)<br/>Damage	d4<br/>Save		T2<br/>Morale		10<br/>Hoard Class	none<br/><br/>Name		Desert Moth, Swarm<br/>No. Enc.	swarm<br/>Alignment	Neutral<br/>Movement	fly 150' (50')<br/>AC		5<br/>HD		18<br/>Attacks		contact<br/>Damage	5d6<br/>Save		T4<br/>Morale		12<br/>Hoard Class	none<br/><br/>Name		Desert Moth, Vampire<br/>No. Enc.	d4 (d4)<br/>Alignment	Neutral<br/>Movement	fly 180' (60')<br/>AC		6<br/>HD		4+<br/>Attacks		1 and 4+ (bite and rays)<br/>Damage	d6 and rays<br/>Save		M4+<br/>Morale		8<br/>Hoard Class	d8 potions<br/><br/>Desert moths are common animals found in Arena. They have several morphs that are dependant on the diet of the caterpillar and/or adult and population density. Those found in the wastes, where the caterpillars can stay as such for years due to the lack of food are termed "dry moths" by sages. They are dun and have a wingspan of 6". Like all desert moths, the adults feed on other animals to drain blood for food and moisture. If the caterpillar grows in or near a mineral spring, feeding on the plankton and small critters found there, the resulting adult is a "wet moth". It is grey and brown and has a wingspan of 30". Occasionally the wet moths have a population explosion and produce a locust like morph. The morph is red and brown and has a 24" wingspan. In all these morphs, the females lay their eggs all over the place. If a female feeds on the brain tissue of an intelligent creature (INT 3+) and then lays her eggs, the result are "vampire moths". They are green and brown and have a much larger wing span than their kin at 6'. They have 4-10 eye spots and one hit die per spot. These eyespots are the source of their power as they emit rays in a manner similar to a beholder's eyes. The first four spells are always the same- polymorph others (into humans), magic missile, continual light and feeblemind. The other six are also the same but a five spotted moth may have a different spell for its fifth spot (i.e. it could be any of these). These spells are dispel magic, hold monster, move earth, plant growth, transmute rock to mud and web. As vampire moths are intelligent, they use their abilities to improve their habitat as well as capture intelligent creatures to feed on to perpetuate their line. If a female vampire can not feed on an intelligent creature's brain, her eggs will result in wet or dry moths. Vampire moths can not speak but occasionally will trade brains for landscaping. Some small forests in the desert are the result of vampire desert moths working with other races.]]></description>
<pubDate>Tue, 07 Dec 2010 05:15:27 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Great Sea Slug<br/>No. Enc.	1 (1)<br/>Alignment	Neutral<br/>Movement	180' (60')<br/>		swim 300' (100')<br/>AC		3<br/>HD		800<br/>Attacks		1 or 50 (stomp or tentacles)<br/>Damage	squish or 3d6<br/>Save		F21<br/>Morale		12<br/>Hoard Class	XX (X50)<br/><br/>There are four great sea slugs on the Forge- two in the Northern Ocean and the others in the Central Ocean. At 2000' long, 1500' wide and 200' tall, they are among the largest creatures found on the Forge (Cryothan being the largest by far). They have 50 200' long tentacles used to capture and dismember prey. To sever a tentacle, it requires 250 points of damage with sharp weapons or damaging spells. Great sea slugs feed on creatures and plants over 25' tall/long but smaller beings can gain their attention if they wound the slug enough. The oddity of their existance is the slugs live in the ocean but feed on land. They are fast for their size on land because of the mucus trail they form- a 500' wide, 10-50' deep path filled with slippery goo. Some cultures collect and use this mucus for various technologies and magics. Collecting it can be a hazard as fresh mucus is so slippery that people can lose a grip on the ropes or other climbing gear they are using and end up drowning in it. In the sea, great sea slugs dig out a lair in soft sediment and stay out of direct sunlight if they can. They are not harmed by the light but they don't like it either.<br/><br/>Great sea slugs have a great many parasites and commensalists- from the sea leech which feeds on the slug and other parasites on the slug to the blood ribbon worm which swim through its body. Considering the worm is a cousin to the purple worm and is of similar size, this is no mean feat. If one of the slug was slain, there would be an explosion of creatures falling or digging out of its body and then searching for a new host.]]></description>
<pubDate>Sat, 04 Dec 2010 06:01:58 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Star Mellon<br/>No. Enc.	0 (3d10)<br/>Alignment	Neutral<br/>Movement	0'<br/>AC		7<br/>HD		4 (vine), 2 (fruit)<br/>Attacks		1 per fruit (force blast)<br/>Damage	2d4<br/>Save		M2<br/>Morale		10<br/>Hoard Class	X<br/><br/>Found in Wildwood, star mellon vines are non-descript liannas 50' to 500' long. During Seething each vine produces d20 fruit, each a glowing blue orb. The fruit defends its mother vine with a burst of force that has a range of 10' (save versus breath weapon for half damage). The force also acts as a lure to draw the animals that consume the fruit and disperse the seeds (see below). As the vines use by force blasts 12 times a year, they are surrounded by damaged plants and landscape.<br/><br/>Name		Shelled Gibbon<br/>No. Enc.	3d6 (3d6)<br/>Alignment	Neutral<br/>Movement	90' (30')<br/>		climb 60' (20')<br/>AC		1<br/>HD		5<br/>Attacks		2 or 1 (fists or weapon)<br/>Damage	2d4/2d4 or weapon X2<br/>Save		F5<br/>Morale		8<br/>Hoard Class	XII<br/><br/>These 12' tall primates are covered in thick plates of armor. They are herbivores that tear down small trees to get a fruits, nuts and leaves. Their hide provides immunity to force based spells and they are the only known consumer of star mellons. Those found on the Forge have had an increase in intelligence over the last few thousand years due to the violent nature of Wildwood. They are crafty and use weapons and simple traps to protect themselves from predators. Some have allied with small races to act as mounts in exchange for food and protection.]]></description>
<pubDate>Fri, 03 Dec 2010 05:44:02 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Phycoid<br/>No. Enc.	0 (1)<br/>Alignment	Neutral<br/>Movement	0'<br/>AC		6<br/>HD		18<br/>Attacks		special<br/>Damage	special<br/>Save		F2<br/>Morale		12<br/>Hoard Class	none<br/><br/>Phycoids are mosses that use magic instead of light for food production. They are extremely dangerous as they warp space for protection. Anything within 20' of the plant that isn't protected by an antimagic shell is shredded and suffers 5d12 points of damage per round, no save. The plants are attached to the fabric of the universe and seem to float as the round beneath them was also destroyed soon after the moss germinated. Phycoids in contact with an antimagic shell wither and die in d6 rounds.<br/><br/>Name		Glass Savage<br/>No. Enc.	3d6 (6d8)<br/>Alignment	Chaotic<br/>Movement	120' (40')<br/>AC		8 (4)<br/>HD		4<br/>Attacks		1 (weapon)<br/>Damage	weapon<br/>Save		T4<br/>Morale		9<br/>Hoard Class	VI<br/><br/>Glass savages are humanoids that are invisible but only from certain angles. They use this ability to ambush prey, including humans. They take skulls as trophies and use them to mark their territory. They are most common in Arena and Wildwood but can be found in Penance, the Vault and Eclipse. In combat, there is only a 35% chance that an opponent will see a savage each round. If seen, a glass savage has an armor class of 8 (they can't wear armor and stay invisible), if not seen, they have an armor class of 4.<br/><br/>Name		Crintul<br/>No. Enc.	d6 (3d12)<br/>Alignment	Neutral<br/>Movement	90' (30')<br/>		fly 180' (60')<br/>AC		armor<br/>HD		6<br/>Attacks		1 or 1 (weapon or ray)<br/>Damage	weapon or 4d6<br/>Save		F6<br/>Morale		9<br/>Hoard Class	VII, XX<br/><br/>Name		Crinta<br/>No. Enc.	special<br/>Alignment	Neutral<br/>Movement	fly 180' (60')<br/>AC		7<br/>HD		1<br/>Attacks		1 (peck)<br/>Damage	d4<br/>Save		F0<br/>Morale		12<br/>Hoard Class	none<br/><br/>Crintul are 6'-8' tall bird humanoids with long, slender limbs (arms, legs and wings) and sparrow like heads. They are raiders found in Anvil, Eclipse and Wildwood. In combat against live opponents (excluding plants, oozes and outsiders), crintul use blasts of energy with a range of 100'. The bird must make an attack roll and those struck suffer 4d6 points of damage. For every 4 full points of damage taken, the victim spawns a crinta from its flesh. Crinta are chicken sized shrikes that live only a few hours and serve the crintul that created them to kill. Crintul are herbivores and leave the bodies of their victims after stripping them off all valuables, thought there usually are signs of crinta bite marks.]]></description>
<pubDate>Thu, 02 Dec 2010 04:07:46 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Vespid, Wild<br/>No. Enc.	d8 (3d6)<br/>Alignment	Lawful<br/>Movement	60' (20') fly 150' (50')<br/>AC		6<br/>HD		4<br/>Attacks		1 or 1 (bite or sting)<br/>Damage	d6 or d3<br/>Save		F4<br/>Morale		8<br/>Hoard Class	XII<br/><br/>Name		Vespid, Budded<br/>No. Enc.	d4 (2d6)<br/>Alignment	Lawful<br/>Movement	90' (30') fly 240' (80')<br/>AC		5<br/>HD		7<br/>Attacks		1 or 1 (bite or sting)<br/>Damage	d8 or d4<br/>Save		M7<br/>Morale		8<br/>Hoard Class	XX<br/><br/>Vespids are wasp people that live in or near human communities. They trade protection, in the form of muscle and rune magic, in exchange for hosts for reproduction. Vespid offspring are hatched from eggs, resulting in "wild" individuals, or budded from humans, a process that weakens but doesn't kill the host (lost of STR, DEX and CON for a few weeks). Vespids have no hands, just tarsal claws and so most hire humanoids (or others with hands) to carry their gear and money. Budded vespids are those that can use rune magic, spells similar to Symbol in that they are set and creatures passing them cause the runes' activation. They write runes as 7th level magic users, though a few have learned more advanced magic. Because of this powerful magic, vespid/human communities in Wildwood are some of the safest places in the domain. Those in Penance, Arena and Anvil are found near forests as vespids require carton (the paper they make from wood) for constructing their homes. Vespids are carnivores but eat a variety of small animals, usually arthropods. In combat, the males are restricted to their mandibles whereas females have stingers with potent poison (save versus poison or take 4d8 points of damage).<br/><br/>Name		Pillar Ooze<br/>No. Enc.	d4 (d4)<br/>Alignment	Neutral<br/>Movement	60' (20')<br/>AC		5 (0)<br/>HD		6<br/>Attacks		1 (slam)<br/>Damage	2d6<br/>Save		F2<br/>Morale		12<br/>Hoard Class	XII<br/><br/>Pillar oozes are a bane of ruins and new construction. They hibernate as lengths of stone and many races have been known to incorporate them into their buildings and mines. When the oozes awake due to hunger or damage, they revert to goo and allow a collapse when prey is near. As pillar oozes are immune to impact damage, this has no effect on them. They then slide between the chunks of roof to consume whatever was buried. After feeding and reproducing, pillar oozes travel several miles before turning back into stone.<br/><br/>Name		Bow Rat<br/>No. Enc.	1 (1)<br/>Alignment	Chaotic<br/>Movement	180' (60')<br/>AC		4<br/>HD		8<br/>Attacks		5 (4 tentacles and bite)<br/>Damage	d8/d8/d8/d8/d10<br/>Save		F6<br/>Morale		10<br/>Hoard Class	XIV<br/><br/>Bow rats are uncommon predators in the ruins of Wildwood. They hide in the form of normal rats. When ambushing prey, they revert to a giant rodent/squid/ant hybrid that uses its tentacles to impale and draw prey to its mandibles (save versus death or be grappled). The transformation is very quick and the animal can transform and act in the same round. Their normal form is 15' long, 6' tall and has 10' long tentacles. Bow rats are not social baecause of their large food requirement and are in fact cannibals (thus for the reason for them being uncommon). Some tribes hunt them and use the claw tips of their tentacles as well as their mandibles as trophies.]]></description>
<pubDate>Wed, 01 Dec 2010 04:55:51 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Name		Ruin Swarm<br/>No. Enc.	swarm (100' diameter)<br/>Alignment	Neutral<br/>Movement	fly 150' (50')<br/>AC		6<br/>HD		12<br/>Attacks		contact<br/>Damage	3d4<br/>Save		F2<br/>Morale		8<br/>Hoard Class	none<br/><br/>Found throughout the wrack and undercity of Penance, ruin swarms are a hazard and resource. They are 3" long grasshoppers with the coloration of the last thing they ate. As the locusts consume stone and wood as well as flesh, this can be just about any color scheme. Many animals brave the swarm to eat a few and this is viable because the swarm does damage at the end of a round (it always has last initiative). As ruin swarms turn the landscape into food, ecosystems spring up where wastelands once stood.]]></description>
<pubDate>Tue, 30 Nov 2010 04:40:29 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[A special quality that applies to constructs.<br/><br/>Material Phase applies only to constructs that are made of one material. They ignore said material, phasing through it. This applies even if the effect would be harmful to the construct.<br/><br/>So no underground stone golems with this quality as they would fall to the planet's core. Iron golems with this can ignore weapons and armor. Flesh golems can't harm most creatures, including undead.]]></description>
<pubDate>Mon, 29 Nov 2010 05:10:18 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Name		Serpent Ooze<br/>No. Enc.	1 (0)<br/>Alignment	Neutral<br/>Movement	180' (60')<br/>AC		6<br/>HD		4<br/>Attacks		1 (slam)<br/>Damage	2d6<br/>Save		T2<br/>Morale		12<br/>Hoard Class	none<br/><br/>The odd architecture and energies of Penance's undercity has resulted in strange variants of well known monsters. The serpent ooze is a grey ooze that stays in an elongated form. It is quite fast as it rarely encounters food. As it, like most oozes, can fit through all but the smallest cracks and holes, the serpent ooze can move in directions other creatures can not. In times of extreme hunger, the ooze can form a cyst and hibernate as such for as much as a century. Heat and the scent of flesh causes the ooze to leave its cyst (usually with d8 hit points) in a bezerk state (AC 9, +6 to hit). It calms after feeding on something larger than a mouse.]]></description>
<pubDate>Sat, 27 Nov 2010 04:32:45 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Name		Glass Figurine (Tiger)<br/>No. Enc.	1 (1)<br/>Alignment	Neutral<br/>Movement	180' (60')<br/>AC		-4<br/>HD		15<br/>Attacks		3 (claws and bite)<br/>Damage	d8/d8/3d6<br/>Save		F12<br/>Morale		12<br/>Hoard Class	none<br/><br/>Glass figurines are a class of construct that can be many shapes and sizes. This tiger figurine is 6' tall and 15' long. All glass figurines have regeneration 8 and only heated metal can defeat this. They can also redirect light based spells targeting them in any direction they are ordered to (usually reflected back on the caster). As they are very expensive, most figurines are heirlooms passed down through the generations. Some can be found in the undercity of Penance waiting for their owners to return.<br/><br/>Name		Artificer's Bane<br/>No. Enc.	d4 (2d6)<br/>Alignment	Neutral<br/>Movement	fly 150' (50')<br/>AC		7<br/>HD		1<br/>Attacks		1 (touch)<br/>Damage	special<br/>Save		M1<br/>Morale		10<br/>Hoard Class	none<br/><br/>Created by a wizard who dislike the proliferation of magical devices, artificer's banes are insect/reptile hybrids. They are 2 1/2' long with 5' wingspans. Their heads and thoraxes are those of beetles whereas their wings and tails are of flying reptiles. When they detect concentrated magic, such magic items or effects (such as walls of force), within 500' the banes attempt to touch them and release their energies for consumption. This causes the items to explode (save versus spells to negate), doing 5 times the number of charges or caster level to everything within 25'. The banes consume as much as they can and then fly off when there are no more magics to eat. The only saving grace of artificer's banes is they have no effect on instantaneous spells and are relatively easy to slay with non-magical weapons. They are major pests in the goddust mines of Arena and Eclipse as their touch causes the dust to explode (treat as 10 charges per dose).]]></description>
<pubDate>Thu, 18 Nov 2010 05:20:25 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[As long as I get listed on the credits page, you can have them. It may seem obvious but I was burned by another publisher- gave him all the ideas in a product and didn't even get a comp copy much less credit.<br/><br/>And a new critter to make players' lives miserable <img src="images/smilies/smile.gif" border=0 /><br/><br/>Name		Deathhorn Kelp<br/>No. Enc.	0 (1)<br/>Alignment	Neutral<br/>Movement	0'<br/>AC		6<br/>HD		3<br/>Attacks		special<br/>Damage	special<br/>Save		L1<br/>Morale		12<br/>Hoard Class	XII, XIII<br/><br/>A very rare plant found in the oceans' depth, deathhorn is a hazard to all vertebrates. Those that come into contact with the plant must save versus poison or have their skeletons start warping and growing. It was named after the boney spines that occasionally rip out of the flesh of the victims' head just before they drop dead. Each round the victims take d6 points of damage. Every other round, the victim loses one point of dexterity. A drop to zero of either value will kill and the resulting body is warped beyond recognition. To use it as a weapon is easy as the substance the kelp produces can be harvested without killing the kelp and 10-20 doses can be taken every six months.]]></description>
<pubDate>Sat, 13 Nov 2010 06:44:34 GMT</pubDate>
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<title>Message from greg</title>
<description><![CDATA[I guess I was wondering about the copyright if any on the stuff you are posting here.  Can we incorporate these ideas into future products, or would you want some sort of compensation... in which case they'd need to be converted to pathfinder and fleshed out.]]></description>
<pubDate>Thu, 11 Nov 2010 16:41:50 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Deathstar Ooze<br/>No. Enc.	1 (0)<br/>Alignment	Neutral<br/>Movement	60' (20')<br/>AC		6<br/>HD		10<br/>Attacks		10 (deathstars)<br/>Damage	d10 +2d6 shock per attack<br/>Save		F5<br/>Morale		12<br/>Hoard Class	none<br/><br/>Deathstar oozes are found in Eclipse, Anvil and the Gloomskein. They have hundreds to thousands of cysts, each containing a metal sphere highly charged with electricity. In combat, the oozes can fire up to 10 of the spheres per round. The range is 100' and each attack can be aimed seperately (ie up to 10 targets). As they require lots of metal, deathstars consume their used spheres as well as any metal objects they come across. Metal magical items are likewise used and may have an impact on the firepower the ooze uses...]]></description>
<pubDate>Sun, 07 Nov 2010 07:23:29 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[So how do you want to use them, Greg?<br/><br/>Here are a couple Mutant Future critters I think would work well for OB.<br/><br/>Name		Tree Hopper<br/>No. Enc.	d8 (3d10)<br/>Alignment	Lawful<br/>Movement	climb 120' (40')<br/>AC		armor<br/>HD		6<br/>Attacks		1 (weapon)<br/>Damage	weapon<br/>Save		L6<br/>Morale		8<br/>Hoard Class	VII, XII, XVI<br/><br/>Tree hoppers are humans who live vertically. In fact if forced onto a horizontal surface, a tree hopper will become dizzy and ill. They normally live in forests and only rarely are found in ruins. Tree hoppers earned their name because they can leap 50' in any direction (remember they don't have a down except to the surface they are standing on). Tree hoppers are a formidable force because they are energy magnets. Any energy attack made within or passing within 20' of a tree hopper is absorbed and negated. Strangely ruin dwelling hoppers tend to explode after this but not their forest dwelling kin.<br/><br/>Mutations: long step, special<br/><br/>Name		Constellation Tree<br/>No. Enc.	0 (d6)<br/>Alignment	Neutral<br/>Movement	0'<br/>AC		5<br/>HD		12<br/>Attacks		20-50<br/>Damage	special<br/>Save		L6<br/>Morale		12<br/>Hoard Class	XVI<br/><br/>These plants are so called because they do not have leaves, but rather bubbles or clouds of photosynthesizing cells floating around them. There are 20-50 such clouds, each 1-10' in diameter. They are moved throughout the day to get the most light and there are hollows in the tree where they stay during the night. They clouds are also used to engulf and drown those annoying the tree, the range for this is 50'. As they can be a bit twitchy (and who can blame them), the trees have been known to attack passing travelers for no reason.<br/><br/>Mutations: animate object]]></description>
<pubDate>Thu, 04 Nov 2010 03:58:14 GMT</pubDate>
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<title>Message from Derek Holland</title>
<description><![CDATA[Name		Watcher Flesh Golem and Seeker Flesh Golem<br/>No. Enc.	0 (d4)<br/>Alignment	Neutral<br/>Movement	10' (3') fly 120' (40')<br/>AC		7<br/>HD		2<br/>Attacks		none<br/>Damage	none<br/>Save		F1<br/>Morale		12<br/>Hoard Class	none<br/><br/>Watcher and seeker flesh golems are made from parrots and the brains of illithids. Watchers use their telepathy to scan their master's home or lab for intruders and can detect anything with a mind, even undead and those shielded with magics less than 8th level. Seekers telepathically latch on to a specific creature and follows its status and location until ordered otherwise. In both cases, the golems use speach to relay their results.<br/><br/>Name		Trapper Flesh Golem<br/>No. Enc.	d4 (d4)<br/>Alignment	Neutral<br/>Movement	150' (50') climb 90' (30')<br/>AC		5<br/>HD		6<br/>Attacks		1 or 1 (bite or silk)<br/>Damage	d6 or special<br/>Save		L3<br/>Morale		12<br/>Hoard Class	none<br/><br/>Trapper flesh golems are made from monkey or giant squirrel carcasses and giant spider silk glands. They have two functions. The first is to use their silk to produce and repair traps. The second is to deal with intruders personally and envelope them in silk. Their silk glands can be fired to 30' three times per day and produce a web 15' in diameter. Everything in the web must save versus wands or be trapped. Trapper silk is much tougher than natural silk and only those with fire giant strength (22) can break it. It is flammable but burns much hotter than natural silk, inflicting 3d6 points of damage per round for 2d4 rounds.]]></description>
<pubDate>Mon, 01 Nov 2010 03:58:26 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Generic golems that can be used in OB.<br/><br/>Name		Hunter Flesh Golem<br/>No. Enc.	1 (1)<br/>Alignment	Neutral<br/>Movement	300' (100')<br/>AC		3<br/>HD		15<br/>Attacks		3 (claws and bite)<br/>Damage	d6/d6/d12 +2d6<br/>Save		F8<br/>Morale		12<br/>Hoard Class	none<br/><br/>Hunter flesh golems are made from tiger corpses. The addition of electric eel, shark and eagle organs provide a stunning attack and enhanced senses. It can see five miles with its eagle eyes, sense animal life within in 100' with its electrical sense and adds 2d6 points of electrical damage to all of its attacks. Hunters are used proactively and kill or capture selected targets. If they are to capture someone, the hunter can alter the electric shock to not cause damage but rather stun the target for d4 hours, save versus spells to negate.<br/><br/>Name		Guardian Fles Golem<br/>No. Enc.	1 (d6)<br/>Alignment	Neutral<br/>Movement	120' (40') climb 90' (30')<br/>AC		-2<br/>HD		12<br/>Attacks		2 (paws)<br/>Damage	3d6/3d6<br/>Save		F6<br/>Morale		12<br/>Hoard Class	none<br/><br/>Made from the bodies of carnivorous apes, guardian flesh golems usually hide in trees, on roofs or other high vantage points in their protected area. They have metal plates bolted to the skin and purple worm sense organs allow them to detect motion (ie tremorsense) within 50'. Guardians are strong enough that they tend to grapple or throw human sized opponents (d6 X 10' on flat surfaces, falling damage applies).<br/><br/>Name		Sea Stalker Flesh Golem<br/>No. Enc.	1 (1)<br/>Alignment	Neutral<br/>Movement	swim 240' (80')<br/>AC		5<br/>HD		45<br/>Attacks		1 or 1 (bite or tail)<br/>Damage	4d8 + swallow or 5d12<br/>Save		F21<br/>Morale		12<br/>Hoard Class	XVI in gut<br/><br/>Sea stalker flesh golems are made from whale carcasses and brains from many species. They are created to capture or kill those in the ocean or a lake and use their intelligence to great advantage (Int 15). If commanded to do so, they can do no damage with their bite attack and will swallow on a 12+, rather than an 18+ with a normal bite attack. Swallowed creatures take no damage but need +3 weapons to cut themselves out. Sea stalkers are so named because of how they hunt. As they have no need for air, the golems can follow deep under the surface and then attack from below when the quarry is least observant (usually at night).<br/><br/>Name		Sky Stalker Flesh Golem<br/>No. Enc.	1 (1)<br/>Alignment	Neutral<br/>Movement	90' (30') fly 360' (120')<br/>AC		3<br/>HD		25<br/>Attacks		1 or 1 (bite or tail slap)<br/>Damage	2d4 or 3d6<br/>Save		F13<br/>Morale		12<br/>Hoard Class	none<br/><br/>Sky stalker flesh golems are made from giant snakes with a dozen pairs of giant eagle wings. They use their ability to sense heat, as well as scents, to find their targets. Their creators usually add a paralytic toxin to their teeth to assist in capturing the quarry. They can not constrict because of the wings but the tail slap makes up for this. When a target is captured or slain, it is swallowed and transported back to the golem's master.<br/><br/>Name		Wall Breaker Flesh Golem<br/>No. Enc.	1 (1)<br/>Alignment	Neutral<br/>Movement	90' (30')<br/>AC		6<br/>HD		50<br/>Attacks		1 (slam and crush)<br/>Damage	6d8<br/>Save		F21<br/>Morale		12<br/>Hoard Class	none<br/><br/>Wall breakers are masses of muscle tissue and little else. They are not blobs and most have their body plans modeled after molluscs. They roll over and crush their master's opponents though many are used in sieges as they can break down all non-magical barriers with ease (and bracing).<br/><br/>Name		Phantom Flesh Golem<br/>No. Enc.	1 (1)<br/>Alignment	Neutral<br/>Movement	360' (120')<br/>AC		3<br/>HD		6<br/>Attacks		1 (bite)<br/>Damage	3d4 plus special<br/>Save		F3<br/>Morale		12<br/>Hoard Class	none<br/><br/>Phantom flesh golems are oddities as they are meant to be used once, as assassins. They are made from blink dog corpses. Once given a scent, they will track a target until they find it, using their ability to teleport short distances to move much faster than they did in life. Once the target has been found, the golem grabs with its bite and teleports into the closest large object, slaying itself and its target. If the target saves versus spells, the teleportation is negated for that round and the phantom can try again the next round.]]></description>
<pubDate>Sun, 31 Oct 2010 03:14:46 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Reaper<br/>No. Enc.	d10 (d10)<br/>Alignment	Neutral<br/>Movement	150' (50')<br/>		fly 270' (90')<br/>AC		4<br/>HD		8<br/>Attacks		1 (bite)<br/>Damage	3d6<br/>Save		F8<br/>Morale		8<br/>Hoard Class	XIV<br/><br/>Reapers are giant intelligent beetles that prey on monstrous plants, including thorns. They live in burrows in Penance and Wildwood for generations, slowly accumulating treasure they care little for. Reapers are green with brown markings and 18' long. The require the magical essence that makes monstrous plants different from mundane species. Their size prevents them from consuming magical herbs except in times of starvation. Reaper grubs are carnivores but consume small mammals drawn to the nest by powerful odors. Reapers have little interest in animal life otherwise but will trade some of their treasure for locations and samples of magical plants.<br/><br/>Name		Light Shrimp Tree<br/>No. Enc.	0 (4d6)<br/>Alignment	Neutral<br/>Movement	0'<br/>AC		2<br/>HD		36<br/>Attacks		1 (aura of heat)<br/>Damage	8d8<br/>Save		F18<br/>Morale		12<br/>Hoard Class	none<br/><br/>Light shrimp trees are not plants or animals, but rather alien life drawn from a world of aberrations. They are 500' tall and just as wide. At the end of their many limbs, there are globes of very toxic liquid with tiny creatures. These shrimp capture strands of light and stuff them into the tree's limb. Anyone breaking a globe causes the shrimp to die and a cloud of poison forms. It is 10' in diameter and everything in it, including plants, elementals and undead, must save versus poison or die. If the tree has to defend itself, as its flesh is not nearly as toxic as the liquid, it can emit a field of heat to 50'. Everything in that aura, which lasts until the tree shuts it off, takes 8d8 points of fire damage, save versus spells for half. Light shrimp trees can not tolerate shade so that are found in Anvil, the Kiln, on the plain of Penance and are rare few are in the Vault.<br/><br/>Name		Malignant Land<br/>No. Enc.	0 (1)<br/>Alignment	Chaotic<br/>Movement	0'<br/>AC		9<br/>HD		500+<br/>Attacks		special<br/>Damage	special<br/>Save		F21<br/>Morale		12<br/>Hoard Class	none<br/><br/>Over the hundreds of thousands or millions of years the Forge has been in existence, it has been exposed to a great deal of positive and negative energy. In both cases after the amount reaches a critical amount, the result is a warping of the soil and rock. The land gains an insane intelligence that desires to slay all that tread it. A malignant land can be anywhere from 1/2 to 100 square miles depends on how the energy was used and its placement. Any intelligent creature that walks on malignant land must save versus death or be drawn down into the soil or rock and slain in three rounds. Saving such a person requires powerful magic or technology. Because it can only tell the intelligence of those in contact with it, the land ignores mundane mounts such as kith and horses. Malignant lands either repel or attract undead depending on the energy that created them (and undead are usually consumed). When they gain intelligence, their lifepan clock starts. Every month the land loses a hit die as the energy is used or escapes. When the land is reduced to zero hit dice, it "dies" and the land returns to normal.]]></description>
<pubDate>Sat, 30 Oct 2010 04:31:05 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Free to use how?<br/><br/>Ant-cows are one of several multimorphs (a bad term for creatures that have a swarm as a secondary form). The first one that I came up with was a swarm of rats that hides in the form of conifers. If you want to read really freaky monsters, you should look at Skirmisher's forum.<br/><br/>Name		Monolith<br/>No. Enc.	0 (4d4)<br/>Alignment	Neutral<br/>Movement	30' (10')<br/>AC		0<br/>HD		30<br/>Attacks		1 (slam)<br/>Damage	2d6+20<br/>Save		F15<br/>Morale		12<br/>Hoard Class	none<br/><br/>Monoliths are guardians of highly magical locations throughout the Forge. They were not placed by the Black Flock but rather by wizards and druids down through the millenia. At rest, they look like rectangular blocks set upright that may or may not have sigils. When someone attempts to tap the magic without saying the password, the monoliths animate, grow legs and arms and attack. Once the offender is beaten to death or runs away, the monoliths return to their resting spots. Monoliths are immune to spells and to damage them requires mundane weapons. Magical weapons simply bounce off of their exteriors.]]></description>
<pubDate>Fri, 29 Oct 2010 04:26:23 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from greg</title>
<description><![CDATA[These are pretty cool.  Are these free to use, or are they your intellectual property?  (or some combination thereof)<br/>Antcow?  You may have had too many poppers, my friend. <img src="images/smilies/wink.gif" border=0 />]]></description>
<pubDate>Thu, 28 Oct 2010 15:59:47 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		River Popper<br/>No. Enc.	swarm<br/>Alignment	Neutral<br/>Movement	swim 60' (20')<br/>AC		6<br/>HD		4<br/>Attacks		contact<br/>Damage	d4<br/>Save		F1<br/>Morale		5<br/>Hoard Class	none<br/><br/>Poppers are shrimp found throughout the Forge. They are so named because of the sound they make when roasted. River poppers are found in Wildwood, Penance and Arena and are by far the most popular. They are mildly dangerous to sein because of their hunting claws but as each is only 2" long, most people can survive a school attack easily. The reason river poppers are so popular for eating is that their flesh contains a mild narcotic. As people eat them, they build this narcotic up in their flesh. Eventually monsters can sense this and will attack those with the highest drug content in their system.<br/><br/>Name		Caravan Golem<br/>No. Enc.	d8 (d8)<br/>Alignment	Neutral<br/>Movement	240' (80')<br/>AC		2<br/>HD		25<br/>Attacks		4 (light rays)<br/>Damage	special<br/>Save		F21<br/>Morale		12<br/>Hoard Class	cargo<br/><br/>This kind of caravan golem is used exclusively in Eclipse. It is a self moving cart 50' long by 10' wide by 15' high. The golem can carry between 25 and 100 tons of cargo, the higher the amount, the more expensive the golem. The people who accompany the golems usually stay on the roof and most caravans have an additional golem to carry horses and feed for the guards. Each golem has four gargoyles, one at each corner. If attacked, the golem uses the gargoyles to produce beams of light 5' wide by 20' long. The light stun werran and the pale (ie people adapted to the dark) unless a save versus spells is made and acts like sunlight to undead, including vampires. Guards then dispatch any that still attempt to attack the caravan. Stygia hates these constructs and tries to have their creators assassinated as soon as they can be identified. Highmark is the number one source of caravan golem creation and it looks like that won't change for the near future.]]></description>
<pubDate>Thu, 28 Oct 2010 04:18:04 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Giant Sporling<br/>No. Enc.	d6 (0)<br/>Alignment	Neutral<br/>Movement	150' (50')<br/>AC		6<br/>HD		12<br/>Attacks		2 (slams)<br/>Damage	d8/d8<br/>Save		F6<br/>Morale		10<br/>Hoard Class	none<br/><br/>Sporlings are common fungal creatures in the mushroom forest of eclipse. There are many different species, most of them harmless to humans. Giant sporlings are the largest at two tons and will prey on animals if there are not smaller sporlings around. They look like headless, hairless bats because of their elongated forelimbs. These limbs act as wiskers or antennae as the creature is blind and almost deaf. When its legs touch something edible, they are used to spear it. Slain prey is consumed by mycelium fibers extruded from the sporling's body.<br/><br/>Name		Icefish<br/>No. Enc.	3d6 (0)<br/>Alignment	Neutral<br/>Movement	special 150' (50')<br/>AC		4<br/>HD		2<br/>Attacks		1 (bite)<br/>Damage	d4 + special<br/>Save		T2<br/>Morale		6<br/>Hoard Class	none<br/><br/>In the glaciers of the Vault there is an ecosystem unlike any other on the Forge. Creatures swim through the ice as if it was water. Most can not survive contact with air and so there is little interaction between airlife and icelife. Icefish are the most common animal found near the surface and are extremely dangerous. They can survive limited exposure to air (a turn) and if they hit on an 18+, they drag their prey down into the ice. Such victims start suffocating immediately and even if they slay the fish that grabbed them, they are stuck in the ice until something digs them out. Only those with powerful magic survive this. Many of the undead that wander the Vault have been dragged down by icefish and are still stuck in the ice after the fish died from contact.]]></description>
<pubDate>Mon, 25 Oct 2010 04:42:27 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Mushroom Lord<br/>No. Enc.	d4 (d20)<br/>Alignment	Lawful<br/>Movement	60' (20')<br/>AC		2<br/>HD		18<br/>Attacks		1 or 1 (cap slam or acid spores)<br/>Damage	4d6 or 3d4<br/>Save		F18<br/>Morale		11<br/>Hoard Class	incidental<br/><br/>Mushroom lords are protectors of the mushroom forest of Eclipse. Some compare them with treants but this analogy isn't apt. Mushroom lords are predators and prey on the werran and travelers on a regular basis. They tie into the mycelium mat that makes up the basis of the forest and can induce the nearby mushroom trees to release clouds of spores. A single lord can do this with every mushroom within 500' or line of sight, whichever is shorter. These spore clouds hide the actions of the lord as well as confuse prey, allowing the lord to make an easy kill. They are also flammable but only to high temperatures. In other words, a torch won't set them off but a fireball spell will. If ignited, the spores triple the damage that would have been inflicted and increases the area of effect to the whole cloud. In combat mushroom lords use their caps to smash prey into small, edible parts. If they are harmed with fire or lose more than half their hit points, a lord can release a cloud of acidic spores. The cloud is 50' in diameter, does 3d4 points of damage per round and lasts for 10 rounds. There is no save for creatures but they can save versus poison to keep their gear from melting (save for every item). This acid tends to kill the mushroom trees and makes creatures inedible to the lord (they can't ingest the acid safely) so they try not to use it often. As mushroom lords are found deep in the forest, the loggers of highmark are only starting to "interact" with them. Werran trying to keep the loggers at bay have been known to trick adventurers protecting the loggers into fighting lords. It doesn't matter who wins because both are enemies to the werran tribes.]]></description>
<pubDate>Sun, 24 Oct 2010 05:03:11 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Crossposted from the rpg.net thread, a creature I think works well for the mushroom forest of Eclipse.<br/><br/>Name		Black Vein<br/>No. Enc.	d4 (d8)<br/>Alignment	Neutral<br/>Movement	60' (20')<br/>		fly 180' (60')<br/>AC		2<br/>HD		15<br/>Attacks		2 or 1 (claws or breath weapon)<br/>Damage	d8+1/d8+1<br/>Save		F15<br/>Morale		10<br/>Hoard Class	XV<br/><br/>Habitat		Any except Underwater<br/>% Sleep	10%<br/>% Speech	25%<br/>Breath Weapon Range/Shape	80' long by 30' wide/ Cone<br/>Breath Weapon Type	Spore Blast<br/>Spells		1	2	3<br/>		4	2	-<br/><br/>Black veins are massive dragons that feed on the everpresent fungal spores found in the air. They are dull white with large veins of black covering their heads, torsos and wings. Instead of a mouth, they have large pores covering the bottom half of their face. These are used to inhale their food as well as exhale the altered spores that make up their breath weapon. Anything killed by the altered spores becomes a fungal mass that releases yet more toxic spores (though only for 24 hours). Any living creature coming within 50' of an active mass must save versus poison or suffer 3d12 points of damage. This save must be made every round the creature is within the spore cloud. And those that die from these spores rot away in a few minutes.<br/><br/>If well fed, black veins can be very powerful, if reluctant, allies. They lair underground and the humdity and spore content makes breathing difficult for most living creatures. Those failing a save versus poison die of suffocation. The exception in most lairs is a single chamber meant to allow surface dwellers to communicate with the veins. Getting the dragons to leave their lairs is difficult. New kinds of fungi or alchemy to provide new "tastes" are pretty much the only way to do so. When roused, black veins can be horrific opponents as they prefer to capture opponents rather than kill them and drag them down into the lair as fertilizer (some GMs might want to use the subdual rules on those the dragons attack). Apparently living flesh provides a different taste from dead flesh. Those that can use magic do so to confuse and immoblize enemies rather than make a kill.<br/><br/>The one thing that makes them so dangerous is that black veins can be found just about anywhere and will ally with just about anyone. They don't like cold conditions but their lairs can be heated. They don't like dry conditions yet their lairs are always humid. A group of adventurers can attack an orc tribe in the middle of a mountain range and suddenly find themselves under attack from their dragon ally.]]></description>
<pubDate>Sun, 24 Oct 2010 03:32:32 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Crimson Sparrow<br/>No. Enc.	d4 (d8)<br/>Alignment	Neutral<br/>Movement	fly 90' (30')<br/>AC		5<br/>HD		1/2<br/>Attacks		1 (peck)<br/>Damage	1<br/>Save		F0<br/>Morale		2<br/>Hoard Class	none<br/><br/>Name		Scarlet Hawk<br/>No. Enc.	d4 (d4)<br/>Alignment	Neutral<br/>Movement	fly 240' (80')<br/>AC		3<br/>HD		6<br/>Attacks		3 (claws and peck)<br/>Damage	d4/d4/d8<br/>Save		F4<br/>Morale		7<br/>Hoard Class	XII, XIII<br/><br/>Scarlet hawks are large predatory birds, even larger than giant eagles. They prey on anything smaller than themselves, including humans and other humanoids. They are found near cities in Anvil, Arena and Penance. The reason they are found near cities is their method of reproduction. Hatchlings are crimson sparrows, birds that are so rare that they are highly desired as pets. They are also violent predators of rodents and other small animals and this caters to the tastes of some wealthy. After ten years as a sparrow, the bird teleports into the nearby wilderness and transforms. It is because of this that no one has made the connection between the sparrows and their parents. Scarlet hawks lair in large trees or ruined buildings but change location often because of the build up of corpses. When they lay their eggs, the females teleport them into impressive inhabited buildings, thus increasing the mystery of the crimson sparrows.]]></description>
<pubDate>Sun, 24 Oct 2010 03:27:41 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Any comments on my creations so far?<br/><br/>Name		Dark Cloner<br/>No. Enc.	1 (1)<br/>Alignment	Chaotic<br/>Movement	150' (50')<br/>AC		4<br/>HD		6<br/>Attacks		1 (touch)<br/>Damage	special<br/>Save		F6<br/>Morale		10<br/>Hoard Class	special<br/><br/>Dark cloners are undead created when a soul-less clone is slain by a life draining undead creature and are typically found in Eclipse and the under city of Penance. Any intelligent (Int 3+) a dark cloner touches must save versus spells. Those failing the save slough off an undead version of themselves that is under control of the cloner and the victim loses one level. This happens every time the cloner makes contact. The resulting undead's type is dependant on the power of the victim. Each hit die or level is equal to the hit dice of the resulting undead. For example, a 4th level fighter spawns a ghast and a 12th level magic user spawns a lich. Typically a dark cloner has 3d10 undead of various power under its domination. It uses them to collect more people to clone as well as to reproduce their own kind from the bodies of victims who were drained to first level (usually ghouls or wights). The vampires of Eclipse don't like dark cloners because of their armies of dominated undead that compete with them for food. This keeps the cloner population low and adds another thorn in the side of the vampires of Stygia.]]></description>
<pubDate>Sat, 23 Oct 2010 04:46:17 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Ant-Cow, Cow<br/>No. Enc.	3d8 (0)<br/>Alignment	Neutral<br/>Movement	120' (40')<br/>AC		7<br/>HD		3<br/>Attacks		none<br/>Damage	none<br/>Save		F1<br/>Morale		2<br/>Hoard Class	none<br/><br/>Name		Ant-Cow, Ant<br/>No. Enc.	swarm<br/>Alignment	Neutral<br/>Movement	30' (10')<br/>AC		3<br/>HD		10<br/>Attacks		contact<br/>Damage	3d6<br/>Save		F2<br/>Morale		12<br/>Hoard Class	none<br/><br/>Ant-cows are sneaky predators found in Arena, Eclipse and Penance. They take the appearance of local cattle and thus endanger ranchers as well as other predators. If an ant-cow is injured, it turns into a swarm of ants and then consumes all animal matter within the immediate vicinity before changing back. There are enough ant-cows that some predators have given up eating cattle entirely. Other, more intelligent creatures, hurt cattle from a distance to ensure they don't end up being food.<br/><br/>Name		Sky Fly<br/>No. Enc.	d8 (6d12)<br/>Alignment	Lawful<br/>Movement	90' (30')<br/>		fly 180' (60')<br/>AC		6<br/>HD		3<br/>Attacks		1 (weapon)<br/>Damage	weapon<br/>Save		T3<br/>Morale		7<br/>Hoard Class	VI, XI<br/><br/>Sky flies are fly people found far above the ground all over the Forge. They use alchemy to turn sunlight into a glass like substance. Yellow glass floats and is used to make their homes that site between 2 and 10 miles up. Red glass is tougher and used for tools and weapons. Red glass can be enchanted for 75% of the normal cost. Sky flies are found on the ground on a regular basis as they trade red glass for gems and reagents they need for their alchemy.<br/><br/>Name		Fleshwarper<br/>No. Enc.	d4 (3d8)<br/>Alignment	Lawful<br/>Movement	60' (20')<br/>		swim 90' (30')<br/>AC		3 or armor<br/>HD		8<br/>Attacks		1 or 1 or 1 (touch or weapon or spell)<br/>Damage	3d6 or weapon or spell<br/>Save		F8<br/>Morale		11<br/>Hoard Class	XVI<br/><br/>Fleshwarpers are semi-upright crabs that use other lifeforms as raw materials for their biotechnology. They are found in and near freshwater and dig chambers in the earth similar to some crayfish species. Each casts spells as a 5th level magic user and use polymorph other three times per day, though this has a casting time of 4 hours. Instead of turning one creature into another, the result is a magic item made of flesh (or vegetation). The maximum power for these items relates to the creature used to make them. Every hit die is equal to 500 gold pieces. In combat fleshwarpers prefer to use weapons rather than their flesh ripping touch as the latter disrupts the process of magic item creation (halve the creature's value even if it is struck once). Different fleshwarper communities have different ideas on what is acceptable as raw materials. Some don't mind adding humanoids to their gear and other restrict themselves to plants. Just having a fleshwarper community nearby makes most people a little twitchy if nothing else for the appearance of the items the crabs create.]]></description>
<pubDate>Fri, 22 Oct 2010 04:54:39 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		God Blight<br/>No. Enc.	1 (0)<br/>Alignment	Neutral<br/>Movement	special<br/>AC		9<br/>HD		see chart<br/>Attacks		special<br/>Damage	special<br/>Save		C (1/2 HD)<br/>Morale		12<br/>Hoard Class	none<br/><br/>God blight is a mold that feeds on the abundant positive energy the bound god releases. Its spores are found everywhere in the atmosphere of the Forge. When they encounter positive energy, the spores germinate on nearby surfaces. Clerics who turn undead tend to get god blight growing on their gear and armor. The infestation grows each time it is exposed to positive energy and eventually takes a toll on turning checks. The largest patches of mold use the energy to animate the object they are growing on. Treat this as a skeleton or zombie. The mold is immune to weapon damage but can be scraped off. A through job takes one hour per hit die of mold. Otherwise it is reduced to d3 hit dice. The only ways to kill this mold are cure disease spells and negative energy.<br/><br/>Turn Checks	Hit Dice	Notes<br/>1-4		1		-<br/>5-8		2		-<br/>9-12		3		Add one hit die to undead turned<br/>13-16		4		Add two hit dice to undead turned<br/>17-20		5		Add three hit dice to undead turned<br/>21-24		6		Add four hit dice to undead turned<br/>25-28		7		-<br/>29+		8		Mold animates object<br/><br/>Name		Honey Vine<br/>No. Enc.	0 (1)<br/>Alignment	Neutral<br/>Movement	0'<br/>AC		6<br/>HD		4<br/>Attacks		1 (grab)<br/>Damage	d4+4 plus constriction<br/>Save		F2<br/>Morale		10<br/>Hoard Class	VII<br/><br/>Honey vines are a common predator in Wildwood's jungles. They draw prey through a sweet odor. Any reptile, bird or mammal that comes within 500' of a hungry vine must save versus poison or be drawn to the vine. The victim(s) does not submit to being killed and the vine has to make an attack roll to grab and constrict. Dead honey vines are common because they draw prey much more powerful than themselves. A few people that aren't reptiles, bird or mammals (such as bern) use honey vines to draw enemies into ambush.<br/><br/>Name		Turf Ripper<br/>No. Enc.	3d8 (0)<br/>Alignment	Neutral<br/>Movement	150' (50')<br/>AC		6<br/>HD		3<br/>Attacks		1 (bite)<br/>Damage	2d4<br/>Save		F2<br/>Morale		8<br/>Hoard Class	none<br/><br/>Turf rippers are pigs found on the plains of Pennance. Normally they are stuck eating the roots of grass and forbs but they are constantly hunting for klaa root. When turf rippers find the scent of klaa (a small shrub), they go bezerk and attempt to eat even a small portion of its roots. If they are successful, the pigs turn into giant, slavering carnivorous monsters in 2 rounds. They gain AC 3, 12 hit dice and 3d8 points of bite damage. This transformation lasts for one week plus one day per hit die of meat consumed. Turf rippers are popular arena beasts though they can not be trained, at least in large form.<br/><br/>Name		Wall Breaker<br/>No. Enc.	1 (1)<br/>Alignment	Chaotic<br/>Movement	300' (100')<br/>AC		-6<br/>HD		500<br/>Attacks		1 (tail)<br/>Damage	8d8+30<br/>Save		F21<br/>Morale		12<br/>Hoard Class	XVI<br/><br/>Wall Breaker is a kaiju snake that fell into Eclipse several centuries ago and finds escape all consuming. It is intelligent but rarely communicates with tiny creatures such as humans. It uses its tail to shatter all obsticles in its path and earned its name when it broke into a city that was in its path when it was young (only 500' long). Now Wall Breaker swims in the lava lakes of the Steppes and eats ice pits and fire elementals (it is immune to heat and cold attacks). Anyone attempting to help Wall Breaker escape will gain the wrath of Haiel for it was he who drove the snake out of Wildwood in the first place.<br/><br/>Some DMs may want to add a breath weapon or some other ranged attack to replicate the kaiju feel of Wall Breaker.]]></description>
<pubDate>Thu, 21 Oct 2010 04:27:46 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Great Bellower<br/>No. Enc.	10d10 (0)<br/>Alignment	Neutral<br/>Movement	180' (60')<br/>AC		4<br/>HD		10<br/>Attacks		1 or 1 (horns or stomp)<br/>Damage	d8 or 2d6<br/>Save		F6<br/>Morale		9<br/>Hoard Class	none<br/><br/>Though there are many bovines on the Plains of Pennance, few are as impressive as the great bellower. 15' at shoulder, a rack of 6 horns, hide thick enough to turn an axe and a call that can be heard a hundred miles away. Some valco tribes consider the horns to be items of power and enchant them as weapons or enhancement items (eg powder of bull's endurance). There is enough meat on a bull to feed ten people for a week but few hunters try as there are other, safer species to hunt.<br/><br/>Name		Demonic Bee<br/>No. Enc.	d8 (50d8+100)<br/>Alignment	Chaotic<br/>Movement	fly 270' (90')<br/>AC		4<br/>HD		5<br/>Attacks		1 (sting)<br/>Damage	d4<br/>Save		M5<br/>Morale		10<br/>Hoard Class	XVII<br/><br/>Demonic bees are 12' long with orange and red markings. Natives to the abyss, they were brought to the Forge long ago to provide Haiel and the queen some additional hazards for their domains. The bees' sting paralyses those who fail a save versus poison and they collect all kinds of creatures to make their honey. This honey is larval oozes and the type of ooze that results depends on the creatures that were fed to it.<br/><br/>In addition to the standard oozes, here are a couple examples to suprise players and PCs.<br/><br/>Name		Hurling Ooze<br/>No. Enc.	1 (0)<br/>Alignment	Neutral<br/>Movement	60' (20')<br/>AC		7<br/>HD		8<br/>Attacks		1 or 1 (boulder or slam)<br/>Damage	3d6 or d12<br/>Save		F4<br/>Morale		12<br/>Hoard Class	none<br/><br/>Hurling oozes are found underground and in forests. They live above the ground, waiting for food to pass under them. The ooze attacks by dropping a boulder or similar object and if any blood is spilt, then the ooze drops down to feed. Hurling oozes are immune to falling damage and blend in with their surroundings so the boulder strike is a suprise 1-7 on a d8. A few very large hurling oozes carry more than one boulder and fling them at targests instead of just dropping them.<br/><br/>Name		Flame Ooze<br/>No. Enc.	1 (0)<br/>Alignment	Neutral<br/>Movement	180' (60')<br/>AC		8<br/>HD		2<br/>Attacks		1 (touch)<br/>Damage	d3<br/>Save		F1<br/>Morale		12<br/>Hoard Class	none<br/><br/>Named because of the pain they inflict, flame oozes are tiny parasites of humanoids and animals. They seem to float over the ground and as soon as they touch potential prey, the target must save versus poison. If the save is failed, the ooze enters the body and starts feeding on certain parts of the nervous system. When it is done d4 hours later, the ooze splits into four one hit die oozes and leaves the still living host. The results are devastating. The host loses half its dexterity and two points of intelligence. Only regeneration spells can heal this damage.]]></description>
<pubDate>Wed, 20 Oct 2010 03:12:54 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[Name		Spark<br/>No. Enc.	d20 (0)<br/>Alignment	Neutral<br/>Movement	fly 900' (300')<br/>AC		-6<br/>HD		1<br/>Attacks		1 (slam)<br/>Damage	d6 plus stun<br/>Save		F0<br/>Morale		12<br/>Hoard Class	none<br/><br/>Sparks are tiny lightning elementals found throughout the Forge. They prefer to move through saltwater and desert air but can be found just about everywhere that electricity can flow. A few zip around in the mists of Eclipse, causing the fog to glow and spooking most creatures. As they fly so fast, most sparks don't realize they hurt those they touch. Anything touched by a spark takes damage and must save versus spells or be stunned for d6 rounds. The sparks that most people interact with are those in jars. As they need no food or even air, sparks make long lasting sources of light. Of course if the bottle or jar breaks, the spark attacks those who held it before hunting for more of its kind. Only specially trained individuals can catch sparks (in 3.X terms, a feat). In the most desolate areas, it may take a few hours to catch one with the proper bait and trap. In the best locations a trapper can catch ten or more per day. The typical spark lamp costs 100 gp.<br/><br/>Name		Ice Pit<br/>No. Enc.	d8 (0)<br/>Alignment	Neutral<br/>Movement	swim 180' (60')<br/>		fly 60' (20')<br/>AC		4<br/>HD		12<br/>Attacks		1 or 1 (bite or heat aura)<br/>Damage	2d8 or 10d10<br/>Save		F8<br/>Morale		10<br/>Hoard Class	none<br/><br/>Ice pits are odd creatures found in volcanos and lava lakes. They look like spherical giant turtles with paddle legs and ripping beaks. Ice pits absorb a great deal of heat and anything touching them suffers 3d6 points of cold damage per round. Once a month, they have to surface and float above the liquid rock to release this heat. Anything within 500' takes damage from the heat aura. A save versus wands reduces damage by half. After dumping this heat, the pit loses its ability to fly and falls back into the lava. Ice pits prey on fire and earth elementals (or magma paraelementals) and are hunted by surface dwellers for their body parts which can be used in making magical items related to heat and cold.<br/><br/>Name		Blot<br/>No. Enc.	1 (0)<br/>Alignment	Neutral<br/>Movement	fly 90' (30')<br/>AC		3<br/>HD		6<br/>Attacks		1 (slam)<br/>Damage	d8<br/>Save		T5<br/>Morale		8<br/>Hoard Class	none<br/><br/>Blots are found in Eclipse, the Gloomskein and other places underground. They are clouds of darkness that attack not a creature's flesh but rather its shadow. This gives the blot a +4 to hit but if there is no light, the blot has no way to attack. If it consumes a creature's shadow, the victim turns to dust and only a wish can bring them back.<br/><br/>Name		Razor Rock<br/>No. Enc.	d4 (3d6)<br/>Alignment	Neutral<br/>Movement	10' (3')<br/>AC		0<br/>HD		2<br/>Attacks		1 (blade)<br/>Damage	2d4<br/>Save		F1<br/>Morale		12<br/>Hoard Class	XII<br/><br/>Exclusive to the caves below Eclipse, razor rock are predators that wait for prey to come to them. In fact most do not know that razor rock is a creature at all, but rather see them as unusually hazardous terrain. They hibernate until stepped on, when they are travelling to find a mate or finding new hunting grounds. They breed fairly fast and can fill a small tunnel or cave within a matter of months. They look like lumps of stone with a sharp crest. They do stab at those who step on them but will take whatever flesh they can as obviously they can't chase prey (i.e. any damage feeds them).]]></description>
<pubDate>Tue, 19 Oct 2010 03:31:33 GMT</pubDate>
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<link>https://forums.epidemicbooks.net/topic28-.aspx</link>
<title>Message from Derek Holland</title>
<description><![CDATA[This thread is meant for new monsters for Oathbound. I shall be posting mine in Labyrinth Lord stats and I would expect that other fans to use 3.X or Pathfinder. Or whatever engine they prefer. <br/><br/>First up, odd little fey inspired by a paragraph in Arena. <br/><br/>Name Mineral Sprite <br/>No. Enc. 0 (3d4) <br/>Alignment Neutral <br/>Movement 60' (20') <br/>swim 180' (60') <br/>AC 4 <br/>HD 3 <br/>Attacks 1 (fist) <br/>Damage d4 <br/>Save L3 <br/>Morale 12 <br/>Hoard Class XII, XIII <br/>Mineral sprites are found in the abandoned, flooded mines of Arena. Though few dare drink the toxic waters, mineral sprites find them perfect for survival. In fact they are found no where else because they spontaneously generate in said mines. The sprites are the result of all the free divine magic flowing through the Forge interacting with the environment, specifically the mineral content of the water. Mineral sprites look like tiny winged humanoids made of stone. The wings can not be used for flight, but rather allow the sprites to swim exceptionally fast for their size (6" tall). Because of their rarity and unusual origins, some people in the cities in Penance, Eclipse and Anvil like keeping them as pets. Sprites can survive out of their homewater for only a few hours and monster collectors must replicate this water (specific to the mine) to keep their charges alive. Mineral sprites are not intelligent and feed directly on the stone walls of their home. The treasure they collect are from surrounding veins of precious ore and items from those fools who drank from the mine's waters.<br/><em>edited by Derek Holland on 10/18/2010</em>]]></description>
<pubDate>Mon, 18 Oct 2010 04:52:24 GMT</pubDate>
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