11/18/2010 5:20:25 AM
 Derek Holland Posts: 366
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Name Glass Figurine (Tiger) No. Enc. 1 (1) Alignment Neutral Movement 180' (60') AC -4 HD 15 Attacks 3 (claws and bite) Damage d8/d8/3d6 Save F12 Morale 12 Hoard Class none
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.
Name Artificer's Bane No. Enc. d4 (2d6) Alignment Neutral Movement fly 150' (50') AC 7 HD 1 Attacks 1 (touch) Damage special Save M1 Morale 10 Hoard Class none
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).
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11/27/2010 4:32:45 AM
 Derek Holland Posts: 366
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Name Serpent Ooze No. Enc. 1 (0) Alignment Neutral Movement 180' (60') AC 6 HD 4 Attacks 1 (slam) Damage 2d6 Save T2 Morale 12 Hoard Class none
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.
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11/29/2010 5:10:18 AM
 Derek Holland Posts: 366
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A special quality that applies to constructs.
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.
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.
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11/30/2010 4:40:29 AM
 Derek Holland Posts: 366
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Name Ruin Swarm No. Enc. swarm (100' diameter) Alignment Neutral Movement fly 150' (50') AC 6 HD 12 Attacks contact Damage 3d4 Save F2 Morale 8 Hoard Class none
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.
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12/1/2010 4:55:51 AM
 Derek Holland Posts: 366
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Name Vespid, Wild No. Enc. d8 (3d6) Alignment Lawful Movement 60' (20') fly 150' (50') AC 6 HD 4 Attacks 1 or 1 (bite or sting) Damage d6 or d3 Save F4 Morale 8 Hoard Class XII
Name Vespid, Budded No. Enc. d4 (2d6) Alignment Lawful Movement 90' (30') fly 240' (80') AC 5 HD 7 Attacks 1 or 1 (bite or sting) Damage d8 or d4 Save M7 Morale 8 Hoard Class XX
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).
Name Pillar Ooze No. Enc. d4 (d4) Alignment Neutral Movement 60' (20') AC 5 (0) HD 6 Attacks 1 (slam) Damage 2d6 Save F2 Morale 12 Hoard Class XII
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.
Name Bow Rat No. Enc. 1 (1) Alignment Chaotic Movement 180' (60') AC 4 HD 8 Attacks 5 (4 tentacles and bite) Damage d8/d8/d8/d8/d10 Save F6 Morale 10 Hoard Class XIV
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.
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12/2/2010 4:07:46 AM
 Derek Holland Posts: 366
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Name Phycoid No. Enc. 0 (1) Alignment Neutral Movement 0' AC 6 HD 18 Attacks special Damage special Save F2 Morale 12 Hoard Class none
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.
Name Glass Savage No. Enc. 3d6 (6d8) Alignment Chaotic Movement 120' (40') AC 8 (4) HD 4 Attacks 1 (weapon) Damage weapon Save T4 Morale 9 Hoard Class VI
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.
Name Crintul No. Enc. d6 (3d12) Alignment Neutral Movement 90' (30') fly 180' (60') AC armor HD 6 Attacks 1 or 1 (weapon or ray) Damage weapon or 4d6 Save F6 Morale 9 Hoard Class VII, XX
Name Crinta No. Enc. special Alignment Neutral Movement fly 180' (60') AC 7 HD 1 Attacks 1 (peck) Damage d4 Save F0 Morale 12 Hoard Class none
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.
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12/3/2010 5:44:02 AM
 Derek Holland Posts: 366
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Name Star Mellon No. Enc. 0 (3d10) Alignment Neutral Movement 0' AC 7 HD 4 (vine), 2 (fruit) Attacks 1 per fruit (force blast) Damage 2d4 Save M2 Morale 10 Hoard Class X
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.
Name Shelled Gibbon No. Enc. 3d6 (3d6) Alignment Neutral Movement 90' (30') climb 60' (20') AC 1 HD 5 Attacks 2 or 1 (fists or weapon) Damage 2d4/2d4 or weapon X2 Save F5 Morale 8 Hoard Class XII
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.
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12/4/2010 6:01:58 AM
 Derek Holland Posts: 366
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Name Great Sea Slug No. Enc. 1 (1) Alignment Neutral Movement 180' (60') swim 300' (100') AC 3 HD 800 Attacks 1 or 50 (stomp or tentacles) Damage squish or 3d6 Save F21 Morale 12 Hoard Class XX (X50)
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.
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.
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12/7/2010 5:15:27 AM
 Derek Holland Posts: 366
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Name Desert Moth, Dry No. Enc. d10 (0) Alignment Neutral Movement fly 30' (10') AC 8 HD 1/2 Attacks 1 (bite) Damage d2 Save F0 Morale 12 Hoard Class none
Name Desert Moth, Wet No. Enc. 4d12 (0) Alignment Neutral Movement fly 180' (60') AC 8 HD 2 Attacks 1 (bite) Damage d4 Save T2 Morale 10 Hoard Class none
Name Desert Moth, Swarm No. Enc. swarm Alignment Neutral Movement fly 150' (50') AC 5 HD 18 Attacks contact Damage 5d6 Save T4 Morale 12 Hoard Class none
Name Desert Moth, Vampire No. Enc. d4 (d4) Alignment Neutral Movement fly 180' (60') AC 6 HD 4+ Attacks 1 and 4+ (bite and rays) Damage d6 and rays Save M4+ Morale 8 Hoard Class d8 potions
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.
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12/8/2010 5:45:20 AM
 Derek Holland Posts: 366
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Name City Naga No. Enc. 1 (2d4) Alignment Lawful Movement 120' (40') AC 3 HD 12 Attacks 1 (bite) Damage d6 Save C12 Morale 6 Hoard Class XXII
Name Bright Scale No. Enc. d6 (6d6) Alignment Lawful Movement 120' (40') AC 6 or armor HD 4-8 Attacks 1 (weapon) Damage weapon Save C4-8 Morale 10 Hoard Class VII, VIII, IX
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.
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12/10/2010 5:19:56 AM
 Derek Holland Posts: 366
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Mutant Future critter but works well for Oathbound.
Name Squeel No. Enc. 2d4 (6d6) Alignment Chaotic Movement 150' (50') AC 4 (0) HD 8 Attacks 2 or 1 (bite and tail or weapon) Damage 4d6/3d6 or weapon +3d6 Save L8 Morale 10 Hoard Class VII, XVI
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.
Mutations: aberrant form (xenomorphism), increased strength, natural armor (complete), special
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12/10/2010 1:09:48 PM
 Greg Dent Administrator Posts: 195
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Derek Holland wrote:
Mutant Future critter but works well for Oathbound. Name Squeel
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!
-- President, Epidemic Books
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12/11/2010 7:47:26 AM
 Derek Holland Posts: 366
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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.
Name Bell No. Enc. 3d6 (0) Alignment Neutral Movement 210' (70') AC 7 HD 4 Attacks 1 (ring) Damage d12 Save F2 Morale 6 Hoard Class none
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.
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12/12/2010 5:16:33 AM
 Derek Holland Posts: 366
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My ability to come up with decent monster names is poor, as this should prove.
Name Hetic No. Enc. 1 (d4) Alignment Neutral Movement 150' (50') climb 90' (30') AC 4 HD 10 Attacks 1 or 1 (horn or chain lightning) Damage 3d6 or 8d10 (special) Save F12 Morale 10 Hoard Class XIV, XX
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.
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12/15/2010 8:11:02 AM
 Derek Holland Posts: 366
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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.
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12/16/2010 4:47:08 AM
 Derek Holland Posts: 366
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Name Gudog No. Enc. 3d4 (3d6) Alignment Neutral Movement 210' (70') AC 7 HD 3 Attacks 1 (bite) Damage d6+2 Save F2 Morale 10 Hoard Class IX (feral pack only)
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.
Name Merwog No. Enc. d8 (3d8) Alignment Neutral Movement swim 150' (50') AC 6 HD 2 Attacks 1 (bite) Damage d6 Save F1 Morale 8 Hoard Class none
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.
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12/17/2010 5:02:04 AM
 Derek Holland Posts: 366
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Name Fluffy No. Enc. d4 (d4) Alignment Neutral Movement 90' (30') AC 6 HD 4 Attacks 1 or 1 (bite or yip) Damage d2 or 3d6 Save F1 Morale 11 Hoard Class special
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.
Name Tutor No. Enc. d4+1 (d4+1) Alignment Lawful Movement 180' (60') swim 90' (30') AC 5 HD 3 Attacks 1 (bite) Damage d6 Save C3 Morale 9 (12) Hoard Class special
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.
Name Tree Fang No. Enc. d4 (3d6) Alignment Neutral Movement 60' (20') climb/jump 120' (40') AC 7 HD 2 Attacks 1 or 1 (bite or slam) Damage d6 or d4 Save F1 Morale 8 Hoard Class none
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.
Name Spirit Nipper No. Enc. 5d6 (10d6) Alignment Neutral Movement 180' (60') AC 5 HD 1+3 Attacks 1 (bite) Damage d4 Save F1 Morale 4 (12) Hoard Class special
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.
Name Steel Pup No. Enc. d6 (3d6) Alignment Neutral Movement 120' (40') AC 3 HD 4 Attacks 1 (bite) Damage 2d4+2 Save F3 Morale 11 Hoard Class none
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.
Name Haze Hound No. Enc. 3d4 (6d6) Alignment Neutral Movement 180' (60') AC 6 HD 2 Attacks 1 (bite) Damage d6 Save F1 Morale 10 Hoard Class none
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.
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12/18/2010 8:36:08 AM
 Derek Holland Posts: 366
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Name Goremaster No. Enc. 2d4 (4d6) Alignment Neutral Movement 150' (50') AC 8 or by armor (2-4) HD 6+ Attacks 1 or 2 (dart gun or other weapon) Damage see text or weapon Save M10+ Morale 10 Hoard Class special
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).
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12/20/2010 5:44:45 AM
 Derek Holland Posts: 366
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Corrupted Food
Name Jelly Golem No. Enc. d6 (0) Alignment Neutral Movement 30' (10') AC 7 HD 2 Attacks 1 (slam) Damage special Save F1 Morale 12 Hoard Class none
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.
Name Punch Bean No. Enc. 1 per bowl (0) Alignment Neutral Movement 10' (3') AC 6 HD 5 Attacks 4 (slam) Damage d3/d3/d3/d3 Save F3 Morale 12 Hoard Class none
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.
Name Bloodfed Wheat No. Enc. swarm Alignment Neutral Movement 0' AC 9 HD 15 Attacks contact Damage 2d8+8 Save F0 Morale 12 Hoard Class VII
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.
Name Prison Tuber No. Enc. 0 (1) Alignment Neutral Movement 0' AC 5 HD 3 Attacks special Damage special Save F0 Morale 12 Hoard Class special
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.
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12/23/2010 5:27:05 AM
 Derek Holland Posts: 366
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Another MF critter I think works well for the Forge.
Name Banshee No. Enc. d10 (5d6) Alignment Chaotic Movement 120' (40') AC armor HD 5 Attacks 2 (weapon and song) Damage weapon and special Save L5 Morale 11 Hoard Class VII, XXII
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.
Mutations: aberrant form (xenomorphism, decidious), special
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