6/25/2011 3:54:56 AM
 Derek Holland Posts: 366
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Sorry I have been posting so many MF critters. They just fit OB as well as a shattered Earth.
Name Cyst Bear No. Enc. 1 (d4) Alignment Neutral Movement 240' (80') AC 5 HD 5 Attacks 5 (bite, claws and slams) Damage d8/d4/d4/special/special Save L3 Morale 9 Hoard Class VII
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.
Mutations: aberrant form (extra body parts), unique sense, special
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7/12/2011 3:54:06 AM
 Derek Holland Posts: 366
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An MF critter that would work very well in Arena.
Name Oasis Cat No. Enc. d6 (3d4) Alignment Neutral Movement 240' (80') AC 6 HD 5 Attacks 4 (claws, bite, stinger) Damage d3/d3/d8/d4 Save L3 Morale 8 Hoard Class XII
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.
Mutations: aberrant form (natural weapon [female only], xenogenesis), control weather, gigantism, toxic weapon [female only]
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7/31/2011 3:53:02 AM
 Derek Holland Posts: 366
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Something created specifically for OB
Name Crown Hydra No. Enc. 0 (d4) Alignment variable Movement 90' (30') AC 3 HD 15 Attacks 7 (bites) Damage d6/d6/d8/d8/d10/d10/d4 Save L18 Morale 12 Hoard Class protected hoard
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.
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8/3/2011 3:46:14 AM
 Derek Holland Posts: 366
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Name Chaos Cicada No. Enc. swarm Alignment Chaotic Movement fly 150' (50') AC 6 HD 50 Attacks special Damage special Save L5 Morale 10 Hoard Class none
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.
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8/4/2011 4:12:46 AM
 Derek Holland Posts: 366
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Another MF critter that works will for OB.
Name Shard Ooze No. Enc. d4 (0) Alignment Neutral Movement 60' (20') AC 5 HD 7 Attacks 1 or 1 (tentacle or crystal) Damage 2d6 or d8 plus special Save L4 Morale 9 Hoard Class none
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.
Mutations: chemical gland, epidermal susceptibility, toxic weapon
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8/12/2011 3:55:00 AM
 Derek Holland Posts: 366
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Name Siren No. Enc. 3d6 (0) Alignment Neutral Movement 150' (50') swim 120' (40') AC 4 HD 6 Attacks 1 (bite) Damage 2d6 Save L3 Morale 10 Hoard Class none
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.
Mutations: metaconcert, metamorph, special
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8/14/2011 4:35:51 AM
 Derek Holland Posts: 366
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Name Sea Rattle No. Enc. 1 (1) Alignment Chaotic Movement swim 240' (80') AC 8 HD 25+ Attacks 1 (tail) Damage 3d10+ Save L21 Morale 12 Hoard Class XXII
Name Sea Skull No. Enc. d8 (0) Alignment Chaotic Movement swim 180' (60') AC 8 HD 5 Attacks 1 (bite) Damage 2d4 Save L3 Morale 12 Hoard Class none
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.
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.
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8/16/2011 4:39:23 AM
 Derek Holland Posts: 366
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Name Gray Reed No. Enc. 3d6 (0) Alignment Neutral Movement swim 60' (20') AC 4 HD 12 Attacks 1 or 1 (trunk or stomp) Damage 2d6 or 2d4 Save F6 Morale 9 Hoard Class none
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.
Name Rat-O-Nine-Tails No. Enc. 1 (d10) Alignment Neutral Movement 60' (20') AC 7 HD 2 Attacks 1 (bite) Damage d4+1 Save F1 Morale 4 Hoard Class VII
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.
Name Feathered Hydra No. Enc. d4 (2d4) Alignment Neutral Movement 120' (40') fly 180' (60') AC 5 HD 1/2 per head Attacks 1 per head Damage d4 each Save F (1/2 HD) Morale 7 Hoard Class XII
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). edited by Derek Holland on 11/11/2011
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8/26/2011 4:30:29 AM
 Derek Holland Posts: 366
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This one is a pretty hideous monster that I can see invading Eclipse and Penance (esp the latter during the recent conflicts).
Name Blood Bat No. Enc. 1 (special) Alignment Neutral Movement fly 240' (80') AC 6 HD 1/2 Attacks 1 (slam) Damage special Save L0 Morale 12 Hoard Class none
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.
Mutations: induce mutation (special), toxic weapon (narcotic), special
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9/20/2011 5:49:34 AM
 Derek Holland Posts: 366
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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...
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10/2/2011 4:59:32 AM
 Derek Holland Posts: 366
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Name Man Worm No. Enc. d4 (d10) Alignment Neutral (Chaotic) Movement burrow 90' (30') (walk 90' [30']) AC 8 (armor) HD 8 Attacks 1 [1] (lash [weapon] Damage d6 [by weapon] Save L6 [L8] Morale 9 Hoard Class VII X3 in lair
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.
Mutations: aberrant form (xenomorphism, environmental dependance), gigantism, increased intelligence (environmental dependance)
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10/18/2011 3:38:36 AM
 Derek Holland Posts: 366
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Name Pain Deer No. Enc. 4d4 (0) Alignment Neutral Movement 150' (50') AC 6 HD 4 Attacks 1 (psionic blast) Damage 3d6 Save L3 Morale 10 Hoard Class none
Mutations: familiar, mind thrust (variant)
Name Sky Wolf No. Enc. special (0) [wild d6 (0)] Alignment Neutral Movement 240' (80') fly 180' (60') AC 6 HD 7 Attacks 1 (bite) Damage d8 Save L4 Morale 12 Hoard Class none
Mutations: gigantism, increased hearing, increases smell, psionic flight
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.
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.
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11/9/2011 6:35:08 AM
 Derek Holland Posts: 366
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Name Pit Miner (Giant) No. Enc. d4 (18) Alignment Neutral Movement 240' (80') AC 2 HD 36 Attacks 1 (stomp) Damage 4d8 Save L21 Morale 10 Hoard Class none
Mutations: special
Name Pit Miner (Cutter) No. Enc. swarm Alignment Neutral Movement 60' (20') burrow 30' (10') AC 6 HD 12 Attacks contact or special (roots or energy ray) Damage 2d8 or 8d12 Save L12 Morale 10 Hoard Class none
Mutations: bud sport, energy ray, free movement, full senses, natural armor, special
Name Pit Miner (Wall Crawler) No. Enc. swarm Alignment Neutral Movement 120' (40') climb 150' (50') AC 6 HD 12 Attacks contact (roots) Damage d8 Save L12 Morale 10 Hoard Class none
Mutations: alternate movement type, bud sport, free movement, full senses, natural armor, natural vegetal weapon, neural telekinesis
Name Pit Miner (Thinker) No. Enc. swarm Alignment Neutral Movement 30' (10') AC 6 HD 12 Attacks contact (roots) Damage d8 Save L12 Morale 10 Hoard Class 4d6 artifacts
Mutations: bud sport, free movement, full senses, metaconcert, natural armor, neural telepathy, quick mind
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.
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.
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.
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11/11/2011 3:53:02 AM
 Derek Holland Posts: 366
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Name Flare Goat No. Enc. 3d6 (0) Alignment Neutral Movement 150' (50') climb 60' (20') AC 7 HD 4 Attacks 1 (head butt) Damage d6+2 Save F2 Morale 5 Hoard Class none
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.
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11/12/2011 5:34:00 AM
 Derek Holland Posts: 366
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Name Ice Speck (Type I) No. Enc. swarm Alignment Neutral Movement 30' (10') AC 5 HD 12 Attacks contact Damage 3d6 Save F2 Morale 12 Hoard Class incidental
Name Ice Speck (Type II) No. Enc. swarm Alignment Neutral Movement 30' (10') ice burrow 30' (10') AC 5 HD 15 Attacks contact Damage 3d6 Save F3 Morale 12 Hoard Class incidental
Name Ice Speck (Type III male) No. Enc. swarm Alignment Neutral Movement 30' (10') AC 5 HD 6 Attacks contact Damage d6 Save F1 Morale 12 Hoard Class none
Name Ice Speck (Type II female) No. Enc. d4 (0) Alignment Neutral Movement 90' (30') ice burrow 30' (10') AC 6 HD 5 Attacks 1 (bite) Damage d8 Save F3 Morale 6 Hoard Class incidental
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.
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.
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.
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.
Name Dir No. Enc. 1 (0) Alignment Neutral Movement 90' (30') AC 6 HD see chart Attacks 2 (claws) Damage see chart Save F (1/2 HD) +1 Morale 9 Hoard Class none
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.
Age (years) Hit Dice Notes 0-1 1 claw damage d3/d3 2-5 3 claw damage d4/d4, armor class 5, movement 120' (40') 6-20 5 claw damage d6/d6 21-50 7 claw damage d8/d8, armor class 3 51-100 10 claw damage d10/d10, fly movement 180' (60') 101-250 15 claw damage 3d4/3d4, armor class 1, movement 150' (50') 251-500 20 claw damage 3d6/3d6 501-750 25 claw damage 3d6+4/3d6+4, stinger damage d6, fire damage 10d6 751-1000 35 claw damage 3d8+4/3d8+4, fire damage 15d6 1001+ 50 Int 15, variable additional abilities
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11/14/2011 5:00:44 AM
 Derek Holland Posts: 366
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Name Rock Crawler No. Enc. d6 (3d4) Alignment Neutral Movement 150' (50') climb 120' (40') AC 4 HD 6 Attacks 1 or 1 (weapon or bite) Damage weapon or d6 Save M6 Morale 6 Hoard Class VI
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.
Penance Age (years) Magic 0-5 ESP 3/day, arcane lock 1/day, knock 1/day 6-25 continual light 3/day, hold person 1/day 26-50 passwall 3/day, web 1/day, wall of stone 1/day 51+ geas 1/day, death spell 3/day, polymorph others 3/day
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.
Eclipse (walls) Age (years) Magic 0-5 light 3/day, locate object 1/day, mirror image 1/day, fly 3/day 6-25 continual light 3/day, charm person 3/day, sleep 1/day 26-50 confusion 3/day, hold person 3/day 51+ power word (stun) 3/day, control weather 1/day, polymorph any object 3/day
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.
Eclipse (caverns) Age (years) Magic 0-5 shield at will, arcane eye 1/day, invisibility 1/day 6-25 sleep 3/day, telekinesis 3/day, invisibility 10' radius 1/day 26-50 passwall 3/day, hallucinatory terrain 1/day, wall of stone 1/day 51+ symbol 1/day, power word (stun) 3/day, mind blank at will
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.
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11/14/2011 6:39:48 AM
 Derek Holland Posts: 366
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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.
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11/16/2011 5:24:37 AM
 Derek Holland Posts: 366
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Name Lightning Coil No. Enc. 1 (0) Alignment Neutral Movement fly 360' (120') AC 3 HD 12 Attacks 1 or 1 (drain or lightning bolt) Damage special or Xd6 Save T12 Morale 10 Hoard Class none
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.
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.
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11/17/2011 4:59:49 AM
 Derek Holland Posts: 366
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Name Red Moss No. Enc. swarm Alignment Neutral Movement 60' (20') AC 6 HD 5 Attacks contact Damage d8 plus d4 years Save F1 Morale 12 Hoard Class VII
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.
Name Spark, Lunar No. Enc. 3d6 (0) Alignment Neutral Movement fly 150' (50') AC 8 HD 1/2 Attacks 1 (slam) Damage d2 Save F0 Morale 3 Hoard Class none
Name Spark, Solar No. Enc. 5d10 (0) Alignment Neutral Movement fly 150' (50') AC 9 HD 3 Attacks 1 (slam) Damage d4+2 Save M2 Morale 3 Hoard Class none
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).
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.
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. edited by Derek Holland on 11/17/2011
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11/18/2011 4:04:41 AM
 Derek Holland Posts: 366
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Name Storm Spider No. Enc. 2d4 (2d4) Alignment Lawful (variable in a few cases) Movement 210' (70') climb 210' (70') AC 4 HD 7 Attacks 3 (claws and bite) Damage d6/d6/d4 Save T7 Morale 10 Hoard Class VI, XII
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).
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.
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