12/24/2010 5:29:00 AM
 Derek Holland Posts: 366
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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.
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.
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.
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).
Name Troll Cow No. Enc. 5d100 (0) Alignment Neutral Movement 90' (30') AC 7 HD 3 Attacks 1 (horns) Damage d8 Save L2 Morale 12 Hoard Class none
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.
Name Tame Light No. Enc. 3d4 (3d4) Alignment Neutral Movement fly 150' (50') AC 5 HD 1/2 Attacks 1 (bite) Damage d2 Save L0 Morale 5 Hoard Class II, III
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.
Name Riding Goat No. Enc. 2d8 (0) Alignment Neutral Movement 300' (100') climb 120' (40') AC 3 HD 3 Attacks 1 (horns) Damage d12 Save L2 Morale 10 Hoard Class none
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.
Name Living Flame No. Enc. d6 (0) Alignment Neutral Movement 30' (10') AC 5 HD 1 Attacks 1 or 1 (bite or heated touch) Damage d4 or d8 Save L0 Morale 4 Hoard Class none
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.
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12/26/2010 5:22:50 AM
 Derek Holland Posts: 366
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Parents might find this creature disturbing.
Name Rug Rat No. Enc. d6 (0) Alignment Chaotic Movement 150' (50') AC 6 HD 3 Attacks 2 (fists) Damage d4/d4 Save L3 Morale 12 Hoard Class none
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.
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1/2/2011 5:41:06 AM
 Derek Holland Posts: 366
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Name Glob Golem No. Enc. 0 (8) Alignment Neutral Movement 90' (30') AC 0 HD 12 Attacks 1 (slam) Damage 3d8 Save L15 Morale 12 Hoard Class none
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.
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1/5/2011 4:26:12 AM
 Derek Holland Posts: 366
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Another MF critter that would work well in some parts of OB. Note that some people will be very disgusted by them.
Name Gut Roach No. Enc. swarm Alignment Neutral Movement 30' (10') AC 3 HD 2 Attacks contact Damage d4 Save L4 Morale 11 Hoard Class none
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.
Mutations: special
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1/10/2011 5:02:56 AM
 Derek Holland Posts: 366
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Generic LL monster. If technology advances, why not magic item design?
Name Heart Seeker No. Enc. 0 (d4) Alignment Neutral Movement 120' (40') AC 4 HD 8 Attacks 2 (fists) Damage 2d6/2d6 Save F6 Morale 12 Hoard Class none
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.
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1/14/2011 5:24:24 AM
 Derek Holland Posts: 366
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Some MF "creatures". I am posting them to inspire similar creations of your own.
Name Larval Human, Crawler No. Enc. 2d4 (0) Alignment Neutral Movement 90' (30') AC 7 HD see chart Attacks 1 (bite) Damage see chart Save L (HD) Morale 4 Hoard Class none
Mutations: aberrant form (natural weapon), immunity to poison, +d6 random mutations
Name Larval Human, Creeper No. Enc. d4 (4d6) Alignment Neutral Movement 30' (10') AC 8 HD see chart Attacks 1 (bite) Damage see chart Save L (HD) Morale 3 Hoard Class VI
Mutations: aberrant form (natural weapon), control light waves, +d6 random mutations
Name Larval Human, Climber No. Enc. d4 (2d6) Alignment Neutral Movement 30' (10') climb 30' (10') AC 5 HD see chart Attacks 1 (bite) Damage see chart Save L (HD +1) Morale 4 Hoard Class none
Mutations: aberrant form (natural weapon, xenomorphism), +d6 random mutations
Age (months) Hit Dice Notes 0-4 1/2 bite does 1 point of damage 5-9 1 bite does d2 points of damage 10-14 1+4 bite does d3 points of damage, climber and creeper movement becomes 90' (30') 15-19 2 bite does d4 points of damage 20-36 3 increase move to 120' (40') 37-48 4 bite does d6 points of damage 49+ as adult -
Name Larval Human, Cutter No. Enc. d2 (2d4) Alignment Neutral Movement 90' (30') AC 4 HD see chart Attacks 3 (claws and bite) Damage see chart Save L (HD +2) Morale 8 Hoard Class VIII
Mutations: aberrant form (natural weapons), natural armor, +d6 random mutations
Age (months) Hit Dice Notes 0-6 1 damage d2/d2/d3 7-12 2 damage d2/d2/d4 13-18 3 damage d3/d3/d4+1 19-24 4 damage d4/d4/d6 25+ as adult -
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.
Crawlers are those who simply wander, eating everything that is remotely edible and beneficial as food.
Creepers are those who stay near home, hiding with illusions of objects.
Climbers are born in trees or tall ruins. They are more agile than other larval humans and better at catching mobile food.
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.
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1/15/2011 4:44:38 AM
 Derek Holland Posts: 366
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Name Iron Squid No. Enc. 1 (0) Alignment Neutral Movement fly 240' (80') AC 5 HD 30 Attacks 12 (tentacles) Damage 2d8 X12 Save F19 Morale 12 Hoard Class special
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.
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1/19/2011 5:09:17 AM
 Derek Holland Posts: 366
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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).
Name Steam No. Enc. 0 (d4) Alignment Neutral Movement fly 90' AC 0 HD 2 Attacks 1 (contact) Damage see description Save T2 Morale 12 Hoard Class none
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.
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.
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.
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.
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.
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.
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. edited by Derek Holland on 1/23/2011
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1/20/2011 5:11:06 AM
 Derek Holland Posts: 366
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Gutless Creatures
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.
Name Sea Worm No. Enc. 1 (0) Alignment Neutral Movement swim 360' (120') AC 4 HD 30 Attacks 1 or 1 (bite or fire) Damage 4d6 or 5d10 Save F19 Morale 11 Hoard Class none
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.
Name Hive Ape No. Enc. 3d4 (6d8) Alignment Neutral Movement 150' (50') climb 150' (50') jump 90' (30') AC 5 HD 6 Attacks 2 (fists) Damage d6/d6 +2d6 electricity Save F5 Morale 11 Hoard Class XX
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.
Name Ghost Ant No. Enc. swarm Alignment Neutral Movement 90' (30') AC 3 HD 15 Attacks contact Damage 3d6 Save F2 Morale 12 Hoard Class XIV
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.
Name Sludge Mound No. Enc. 1 (d6) Alignment Neutral Movement 90' (30') AC 3 HD 8 Attacks 3 or 1 (tentacles and bite or fire) Damage d8/d8/d4+1 or 3d4 Save F8 Morale 10 Hoard Class XII
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.
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1/21/2011 6:27:54 AM
 Derek Holland Posts: 366
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Name Mole Gator No. Enc. d12 (d12) Alignment Neutral Movement 60' (20') swim 120' (40') burrow 10' (3') AC 4 HD 6 Attacks 1 (bite) Damage 2d6 Save F3 Morale 6 Hoard Class VII
Name Scaly Rose No. Enc. 0 (d8) Alignment Neutral Movement 0' AC 7 HD 3 Attacks contact Damage 3d4 Save F1 Morale 12 Hoard Class none
Name Plague Gnat No. Enc. swarm Alignment Neutral Movement fly 120' (40') AC 4 HD 12 Attacks contact Damage d4 Save F0 Morale 12 Hoard Class none
Name Scouring Worm No. Enc. d8 (d8) Alignment Neutral Movement swim 60' (20') AC 8 HD 2 Attacks 1 (slam) Damage 3d4 Save F1 Morale 5 Hoard Class none
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.
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1/22/2011 6:05:53 AM
 Derek Holland Posts: 366
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Name Mountain Maple No. Enc. 3d4 (3d4) Alignment Neutral Movement 30' (10') climb 10' (3') AC 4 HD 18 Attacks 1 (slam) Damage 4d6 Save F9 Morale 6 Hoard Class VII
Name Bracken Sedge No. Enc. swarm Alignment Neutral Movement 0' AC 8 HD 25 Attacks contact Damage 3d6 Save F1 Morale 12 Hoard Class XIV
Name Stalking Maple No. Enc. d4 (d4) Alignment Neutral Movement 150' (50') climb 60' (20') AC 6 HD 8 Attacks 2 (slams) Damage d8/d8 Save F6 Morale 9 Hoard Class VII
Name Meadow Lamp No. Enc. 5d20 (5d20) Alignment Neutral Movement 30' (10') AC 8 HD 1/2 Attacks 1 (fire) Damage d6 Save F1 Morale 10 Hoard Class none
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.
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.
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.
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.
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.
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1/23/2011 6:31:02 AM
 Derek Holland Posts: 366
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I edited the steams to include the three missing colors. Here is an unusual addition for Arena.
Name Squalid No. Enc. 1 (0) Alignment Neutral Movement 30' (10') AC 2 HD 100 Attacks 5 (tentacles and bite) Damage 3d6/3d6/3d6/3d6/3d12 Save F19 Morale 12 Hoard Class none
Name Stalk No. Enc. 0 (10d12 X 500) Alignment Neutral Movement 0' AC 6 HD 9 Attacks 3 (tentacles) Damage d10/d10/d10 Save M12 Morale 12 Hoard Class incidental
Name Scab Bat No. Enc. 3d6 (3d6) Alignment Neutral Movement fly 240' (80') AC 5 HD 3 Attacks 1 (grab and claws) Damage 2d4 Save F8 Morale 10 Hoard Class VII X5
Name Dirt Crab No. Enc. d6 (6d6) Alignment Neutral Movement 60' (20') burrow 10' (3') AC 3 HD 2 Attacks 2 (claws) Damage d4/d4 Save F5 Morale 6 Hoard Class none
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.
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.
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.
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.
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.
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1/24/2011 4:27:53 AM
 Derek Holland Posts: 366
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This is my version of the Brown of the Moties or the Prawn from District 9 (ie pathological tech builders)
Name Artisan Squid No. Enc. d8 (0) Alignment Lawful Movement swim 180' (60') AC 7 HD 3 Attacks none Damage none Save M5 Morale 5 Hoard Class special
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.
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1/25/2011 4:35:19 AM
 Derek Holland Posts: 366
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Name Snow Crab No. Enc. 5d4 (10d10) Alignment Neutral Movement 90' (30') AC 4 HD 2 Attacks 2 (claws) Damage d3/d3 Save F1 Morale 10 Hoard Class XIV
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.
Name Tree Riders No. Enc. d4 (d4) Alignment Neutral Movement 30' (10') and special AC 2 HD 1/2 Attacks 1 (bite) Damage 1 Save M1 Morale 10 Hoard Class none
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.
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1/25/2011 7:21:15 AM
 Derek Holland Posts: 366
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Name Sugar Squirrel No. Enc. d8 (0) Alignment Neutral Movement 180' (60) climb 150' (50') AC 5 HD 1 Attacks 1 (bite) Damage d3 Save F0 Morale 12 Hoard Class none
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.
Name Deep Bee No. Enc. d8 (5d8) Alignment Neutral Movement 120' (40') burrow 60' (20') AC 6 HD 3 Attacks 1 or 1 (bite or sting) Damage d4 or d3 Save F2 Morale 9 Hoard Class special
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.
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1/27/2011 4:34:57 AM
 Derek Holland Posts: 366
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Name Oculus No. Enc. 1 (d6) Alignment Lawful Movement 60' (20') AC 7 HD 5 Attacks 2 (tentacles) Damage d8+4/d8+4 Save F5 Morale 10 Hoard Class none
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.
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1/27/2011 7:29:46 AM
 Derek Holland Posts: 366
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Giant Bees
Raw Materials
Mundane
Flesh/Bone/Blood Leaves/Wood/Sap Mineral Metal Sea Foam Electricity Sound Infected Flesh Wind Light/Darkness
Magical
Magic Dragon Blood Thought Sleep Dreams Years (anti-aging or aging) Soul Stuff (may include incorporeal undead)
Products
Standard giant bees:
Honey variants- mobile ooze, alchemy (healing, preservation, disease cure)
Wax variants- alchemy (anti-aging, fire), plastic, water proofing, sealant vs evil, airship building
Propolis variants- alchemy (healing), adhesives (industrial and weapons grades)
Royal Jelly- used in transmutations, merlane spells and template rituals
Venom uses- anti toxins, alchemy (anti-aging)
Other species:
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.
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.
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).
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.
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).
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.
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.
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.
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1/27/2011 5:25:55 PM
 Greg Dent Administrator Posts: 195
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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?
-- President, Epidemic Books
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1/28/2011 4:23:50 AM
 Derek Holland Posts: 366
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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.
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1/28/2011 5:13:38 AM
 Derek Holland Posts: 366
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Name Farming Ant No. Enc. swarm Alignment Lawful Movement fly 150' (50') AC 4 HD 12 Attacks contact Damage 4d6 Save F6 Morale 11 Hoard Class XX
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.
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