3/15/2012 5:18:35 AM
 Derek Holland Posts: 366
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Some plant creatures have found a way to alter their offspring. The technical term is somaclonal variation (and the Wikipedia article on it is terrible). The plant chops off some of its leaves and then slices them into tiny bits. Each bit is converted into a seedling via regeneration or plant growth spells. Some of the seedlings will be clones and some will be mutants for most worlds. On the Forge, mutants dominate at 95% of the seedlings produced this way. The mutants have d4 additional plant traits (see The Book of Templates 3.5's plantform template, Mutant Future or Gamma World for ideas) or one level in a evolution that plants can take. Intelligent plants, such as treants, can use divination magic to see what the offspring will have and can cull the undesirables. Most of the time, the seedlings are allowed to grow on their own as using plant growth results in an adult with little or no education.
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3/19/2012 3:52:01 AM
 Derek Holland Posts: 366
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Name Rag Beetle No. Enc. 2d4 (6d6) Alignment Neutral Movement 90' (30') fly 150' (50') AC 3 HD 5 Attacks 1 or 1 (bite or spores) Damage d4 or special Save F3 Morale 5 Hoard Class XII
Name Rag Beetle, Egg Shells No. Enc. 0 (1) Alignment Neutral Movement 60' (20') AC 7 HD 8-24 Attacks 1 (slam) Damage 2d6 per 8 hit dice Save F7 Morale 12 Hoard Class none
Rag beetles are found in the undercity of Penance. They are omnivores that farm fungus. Though they do eat some of it, the beetles use the fungus as bait for their favored prey- rozians. The massive pests are drawn to the odor of the fungus and then the beetles swarm them. In battle, the beetles carry some of the fungus' spores under their elytra (shell-like forewings). If these spores are released, anyone within 10' of the beetle must save versus poison or gag for d4 rounds (-4 to hit, +2 AC). Each beetle can do this only once and needs to collect more spores back in its lair.
Some rashers use the fungus to draw rozians to exterminate them. Collecting it is very difficult. Not only is there the constant cloud of spores and large number of beetles, there is another creature always found here. When a rag beetle hatches, its egg shell animates and merges with all the other shells in the lair. When resting, this mass looks like a pile of rags. If it detects something that isn't a rag beetle, the mass animates and attacks. It uses its mass to crush the life out of intruders and if it gets an 18+, it engulfs its target. A pile can hold one human sized target per 8 hit dice (so 1-3). An engulfed creature takes slam damage per round and will suffocate if not rescued in time. Corpses are shared with the beetles.
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3/20/2012 3:41:11 AM
 Derek Holland Posts: 366
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Name Dagger Shrike No. Enc. d2 (d6) Alignment Neutral Movement fly 210' (70') AC 5 HD 6 Attacks 1 or 2 (beak or talons) Damage d8+2 or d4+1/d4+1 Save F3 Morale 10 Hoard Class none
Name Nest No. Enc. 0 (1) Alignment Neutral Movement float windspeed AC 8 HD 16 Attacks 4 (vines) Damage d8 each Save F12 Morale 12 Hoard Class XII
Found in Wildwood, dagger shrikes are 4' tall carnivorous birds with a wingspan of 12'. Most of the year they are solitary hunters. Females use their beaks and talons to rend prey. Males can as well but they also have the ability to animate living plant matter. This has a range of 500' and the resulting creature has the stats of an ogre. During the nesting season, the males select large shrubs and magically alter them into floating monsters that incubate and protect the eggs and hatchlings. The parents are still needed to feed the young birds and train them to fly. A nest is 8-12' in diameter and has four 20' long vines it uses to anchor itself to surrounding vegetation (so it doesn't blow away) and to attack anything that gets too close. After the hatchlings fly away, the nest soon falls to the ground and dies. Most people don't care about the birds one way or another- they rarely attack human sized prey. There are some dover bands that do tame dagger shrikes and have to deal with the monstrous nests to get at the young birds. They will not pay for nestlings, but sometimes they do for assistance in dealing with the killer plant.
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3/21/2012 3:13:51 AM
 Derek Holland Posts: 366
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Name Efel No. Enc. 0 (d6) Alignment Neutral Movement 0' AC 5 HD 3 Attacks 1 (lash) Damage d4 Save F2 Morale 12 Hoard Class VII
Name Mist Fly No. Enc. swarm Alignment Neutral Movement fly 150' (50') AC 6 HD 12 Attacks contact Damage d6 Save F1 Morale 6 Hoard Class none
Efel are animated vines found in the river jungles of Arena. They are small at only 10-25' long, have very large leaves as they sit well under the canopy and have 2" spines that drip with a mild poison. The save is at +3; those who succeed in the save take 5 points of damage, those who fail take 20. Locals collect and distill the poison for hunting. Damage from it increases to 20/death. Or they use the weak version for adulthood rites- those who die fail.
Not many creatures eat efel. A few leaf consuming primates, some jumping fish and various insects. The mist fly is a notorious species as it chemically changes the poison into a narcotic. When enraged, the 6" long insect releases tiny droplets of the drug. Any living creature within the swarm must save versus poison, failure results in numbness and a slight high (-2 to hit for 3d4 hours). Those who are in contact with the drug for more than 5 rounds must save again. Failure results in addiction. The number of mist fly addicts goes up and down with the passing of the years and occasionally it hits the streets of city in domains of Penance, Anvil and the Kiln. Fortunately it isn't a very toxic drug but that just makes its use more widespread (as the addicts don't die very often).
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3/22/2012 3:37:08 AM
 Derek Holland Posts: 366
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A weak creature for a low level encounter that can get scary if done right. It is meant to be a first adventure type monster.
Name Mud Snail No. Enc. 8d12 (8d12) Alignment Neutral Movement 30' (10') AC 9 (6) HD 1/2 Attacks 1 (bite) Damage d2 Save F0 Morale 12 Hoard Class incidental
Unique to the Hebrus River, mud snails are small earth elementals that breed by converting soil. Each is a small blob of mud that, when disturbed, forms a bean shaped shell and a beak and attack until their is no motion within their sensory range (20'). Their numbers can get quite high quite fast, but they aren't much of a danger in the river itself. Irrigation ditches are different matter. They can stop the water flow easily with their mass and farmers can be overwhelmed when dozens of them react to an attempt to remove them. Fortunately they are easy to destroy. Just get the snails onto shore and then dry them out with fire. A group with torches (or flaming hands) can turn a mass of snails back into soil easily. It is only those who don't know what they are dealing with and aren't paying attention that fall to the tiny stony beaks.
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3/23/2012 2:34:11 AM
 Derek Holland Posts: 366
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Name Razorleaf No. Enc. d8 (d8) Alignment Neutral Movement 150' (50') AC 5 HD 4 Attacks 2 (branches) Damage d3/d3 Save F2 Morale 10 Hoard Class none
Razorleaves are wizard created guard creatures used by farmers through out Penance and Wildwood. They are shrubs 5' wide with two branches used to attack. Razorleaves are not that powerful because they needed to be cheap. They work well in driving off most mundane animals and their cry, which is as loud as a wolf howl, alerts their masters to more powerful threats.
The problem with making them cheaply has resulted in a major problem in some regions. The first generation are what the farmers wanted, subsequent ones not so much. They mutate easily, produce scores of seeds annually and their offspring are not controlled verbally- most farmers don't have access to the magic that would control them. Mutations are generally 1st and 2nd level spells as well as physical and alchemical changes. In fact their alchemical changes are what make feral razorleaves so dangerous. The poisons are bad enough, but the wizards and other alchemists who encourage their spread and further mutation can make the farmers' (and other locals') lives very difficult. Destroying the plants, even if they are destroying crops, is something the alchemists look on very poorly. Armed gangs wander the areas where razorleaves exist and protect them from any threat (well except dragons and the such). Most farmers in this situation have simply left and ghost towns have followed razorleaf spread.
As generations of feral razorleaves pass, they become more and more alien to their original stock (which is reproduced by wizards every so often to sell to farmers in other areas). Many are toxic (random poison), most are significantly more powerful than the stock and some have even taken to a sessile lifestyle (they don't move, like most plants). Alchemists can harvest their leaves, bark and roots and reduce the costs of "special substances" by d10 X d6 percent and potions, dusts and similar magical items by d10 percent. Where razorleaves are common, the increase in alchemical production skyrockets, so much so that some of the farmers have taken to ranching them. This is not a safe endevor in the least, but the money is too good for most to ignore.
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3/28/2012 4:36:36 AM
 Derek Holland Posts: 366
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Name Dark Cloud No. Enc. 1 (0) Alignment Neutral Movement fly 240' (80') AC 2 HD 80 Attacks 4 (tentacles) Damage 3d10 each Save F21 Morale 6 Hoard Class none
Dark clouds are predators typically found over the Northern and Central Oceans that leave bits of corpses and bloody bodies in their wake. They feed on creatures on the surface of the water (such as ship crews) as well as those near shore and on islands. Masses of boneless muscles, dark clouds are 300-500' in diameter and are covered in hundreds of small tentacles, their sensory organs. Dark clouds are rarely seen as they convert the blood of their prey into mist, and thus appearing as a small cloud. To capture food, a dark cloud moves within a mile of the surface and then teleports creatures up to itself. Those making a save versus wands avoid the effect. Those captured are entangled by sensory tentacles that stretch themselves up to 30' and pierce flesh to drain blood. A dark cloud can only concentrate on feeding four creatures at a time. The dead are drained dry and stripped of fat and muscle- the rest is dropped. An entangled victim can attack the tentacle holding it. If he does more than 10 points of damage, the cloud must make a morale check- failure means the would be prey is dropped. A tentacle can also be severed with 40 points of damage. These hit points do not apply to the creature's total. To slay a dark cloud, one needs to attack the central mass. This isn't easy as the cloud can extend its tentacles and use them as shields. However, this is painful and most fly away if under assault. If a cloud does use its tentacles for defense, treat its body as AC -5. Anything that would hit -4 to 2 damages a tentacle instead.
A cousin of the dark cloud is the transfer blimp. This creature does not hide and rarely preys on anything. It uses its teleportation power to move creatures from one place to another. All one needs to do is get the blimp's attention (bonfires are a good, low tech method) and then the blimp telepathically contacts the client(s). The service is not cheap. A typical price is 1000 gp worth of spicy food that weights 5-25 pounds. The blimp gets fed and the creatures are teleported to where ever it wants (the blimp never misses). It takes one round per creature so a party will not appear at the same time in the target location. If something is stupid enough to attack a blimp, it can use its tentacles and teleportation at the same time. Usually creatures are sent to a citadel of the Flock to be destroyed by the guardians or straight into Crux or Storm (fire resistance helps but the lack of air is usually fatal anyways).
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4/5/2012 3:38:15 AM
 Derek Holland Posts: 366
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Name Palm Creeper No. Enc. 2d4 (5d8) Alignment Lawful Movement 150' (50') climb 60' (20') AC 6 HD 4 Attacks 1 (leaves) Damage 2d4+3 Save F4 Morale 10 Hoard Class XII
Palm creepers are intelligent vines found in the ruins of the City of Penance. Each is 12-15' long and has 25-40 fist shaped leaves (each has 5 lobes). Though they do prey on other races when hungry, the majority of the palm creepers diet is dust blown in from the plains. With all the recent conflict, the amount of wind driven soil has increased to almost Dust Bowl levels. Palm creepers have taken advantage of this and reproduced in large numbers. Some areas are so populated that they could have become bloodholds. Another recent change is the discovery of the focus of light. Now some of the 8 hit die leaders* take this focus and have lead their people into the wrack. They create gardens down there to draw prey as well as feed on anything organic they run into. Palm creepers don't create many tools as they don't have much desire to reshape their environment. They do take refuge in buildings during bad weather and in some places repair or reinforce structures that are about to collapse into the wrack. They don't make weapons or armor as their own bodies are sufficient for hunting. They don't use fire and during Sleeping (the season of winter), they become sluggish and stay home (-4 to hit, movement reduced to 90' (30')). The only "technology" they are adept with is herbalism. The ruins of the city do not have abundant plant life but there are still enough species that can be used by herbalists. Palm creepers know where to harvest what when. Some brave (or foolish) people trade food or soil for this information. Communication is impossible without magic- even thorns can't talk to them without assistance.
When hunting, a group of palm creeper hide in plain sight by climbing a wall (like a normal vine) and waiting for something to come by. They ambush by attacking as one and only retreat if they are badly wounded (down to 5 hp). Dead creepers are collected and used as fertilizer. In fact the ritual of death is the most complex in their society- they treat their dead with respect before consuming them.
*Those DMs who allow character levels for monsters may want to make these leaders rangers or druids. They would have 4 standard hit dice and 4 levels.
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4/6/2012 5:10:36 AM
 Derek Holland Posts: 366
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Name Glass Twig No. Enc. 0 (10d10) Alignment Neutral Movement 10' (3') AC 1 HD 8 Attacks contact Damage 2d6 Save F6 Morale 12 Hoard Class XX
The result of thousands of generations of water elementals taking the foci of the green and the small, glass twigs are 2-6 inches tall, are filled with green liquid and retain the strength of their ancestors. They can only be harmed with magical weapons and take double damage from fire and heat based magically attacks. Glass twigs are harmless unless they are touched. Those creatures that come into contact with a glass twig has its moisture drained (save versus death for half damage). Creatures without water content are not affected nor are those in heavy armor or using heavy gloves to move the twigs.
Glass twigs are hazards in the wild but are popular pets in many domains. They are easy to breed, have a very wide array of shapes and colors and move very slowly. Breeders with the most desired twigs can make as much as 250,000 gp per twig. As they do not require food or water for survival, just sunlight, keeping glass twigs is easy for anybody above ground. The only time they need water is to reproduce, yet too much is actually lethal to them (strange but then they aren't really water elementals anymore). Hard rain can wipe out an entire region's glass twig population. When a creature loses any hit points to a twig, it buds off one offspring per point absorbed. Feeding them normal water produces low quality offspring, mundane creatures produce medium quality and magical creatures produce high quality. In fact a breeder who is magical (such as a picker or silver) can direct some of the growth with a save versus spells if they allow the twigs to feed on their own bodies. Success means an increase of 2d6% in price. Failure means a drop in 5d4%.
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4/7/2012 3:24:02 AM
 Derek Holland Posts: 366
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Name Barber Mite No. Enc. 3d4 (10d10) Alignment Lawful Movement 90' (30') AC 6 HD 1/2 Attacks 1 or 1 (weapon or bite) Damage weapon -1 or d4 Save T1 Morale 5 Hoard Class VI, XII, XX
Even the most lowly creatures can become so much more on the Forge.
Barber mites are semi-humanoid arachnids 3' tall and best known for their diet, hair and feathers, and their ability to produce art. Their race is divided up into clans, each working with a different material. In the hands of an adult mite, this material is putty and very easy to reshape. There are no known mites who can work with metal (they were killed off very long ago) and the three largest clans work with stone, bone and wood. Families within the clans have their own subspecialty such as maple wood, fish bones or granite. But the interbreeding within the clan means that there is no over specialization, no families that are stuck with a material that is in decline (either in popularity or is actually decreasing in amount). Clans are cooperative but the families are competitive. There are well known rivalries over who does the best art in different styles. As client desires change, so do the works of the barber mite. Some of the more valuable ancient art is that of early mites that can still be found in the depths of the City of Penance.
Barber mites tend to be wealthy and pay very well for hair, feathers and the occasional claw or horn (those made of the same material). They are never starving as their clerics can cast Create Food and Water. Their god, Cill, has an uncanny resembleance to the orange, hairy creature in Bugs Bunny cartoons (I wish I could remember his name). There are not many magic-users and clerics among their ranks, but those who exist are leaders that use their magic for the good of the race. Wizards specialize in art and defensive spells. There are no fighters among the barber mites- though they do hire a lot of mercenaries if they are threatened. Not that that happens often- nothing preys on them usually and other artistic races work in different styles from the mites. In fact they have spread over the entire Forge because they are so weak physically- not a challenge for those who search for glory in battle.
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4/9/2012 5:19:38 AM
 Derek Holland Posts: 366
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Name Man Crab No. Enc. d4 (d4) Alignment Lawful Movement 120' (40') swim 90' (30') AC 4 HD 3 Attacks 2 (claws) Damage d6/d6 Save F3 Morale 11 Hoard Class VI
Man crabs are 6' tall arthropods that live to serve others. In fact they were created several thousand years ago to do just that. Each has six arms- two with claws, two for heavy lifting (strength 17) and two with hands. Man crabs are not very intelligent and serve to their best capabilities, including self sacrifice. Except every once in a while, one will say no, moreso when they are put into danger (morale 10). This impacts who hires or buys them as some want completely obedient slaves. Man crabs are easy to breed, though it takes time. Just cut off their arms and place the limbs in salt water with some food (algae, small fish, etc.). This is an all or nothing affair as even the loss of one limb will kill a man crab (this was part of their creation and meant to be a way to instill fear). Each limb turns into a 2' tall man crab and it takes 18 months before they grow to maturity (it also costs ~250 gp each in food).
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4/11/2012 4:09:13 AM
 Derek Holland Posts: 366
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Name Star Frog No. Enc. d8 (5d4) Alignment Neutral Movement 180' (60') swim 150' (50') AC 6 HD 5 Attacks 1 (bite) Damage d8 + special Save C5 Morale 6 Hoard Class none
Star frogs are 100 pound, 4' long critters infused with positive energy, the result of a ravid nest near a pond in Wildwood. The frogs are carnivores that simply hop onto their prey and bite it to death. Against undead and other negative energy powered creatures, the bite does double damage. Star frogs are popular for not only their ability to destroy undead, but for their aura. It cures sterility and increases fertility. A star frog in a cage affects all those in 100'. Four hours of exposure results in a year's worth of effect. Very wealthy farmers and gardners can also use the frogs- one week of exposure is equal to a Plant Growth spell (caster level 15) for 10 acres. There is a downside as well- the aura encourages all growth, including disease. Those affected by the frog's aura have a -6 to their saves versus disease for the entire duration of the effect.
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4/12/2012 3:41:04 AM
 Derek Holland Posts: 366
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Name Bog Newt No. Enc. 1 (1) Alignment Neutral Movement 90' (30') swim 60' (20') AC 8 HD see chart Attacks 1 (bite) Damage see chart Save F (1/2 HD) Morale 6 Hoard Class VII
Alchemical pollution is common all over the Forge and many mutants result. Bog newts come from Arena, a wizard laboratory near the Wildwood border. Some are used as war beasts, at least until they transform and consume their trainers. The newts go through several adult forms, each with its own powers and abilities (i.e. there are no spells that "roll over" after a transformation). All spells are 3/day and have a caster level equal to the newt's hit dice. Those that turn 41 months lose control over their undead, those that turn 51 months do not lose control of their monsters (mass charm takes over) and those over 51 months reincarnate their prey to provide more food and their dead allies to charm again.
Age (months) Hit Dice Notes 3-6 1 bite does d4, casts purify food and water and light 7-10 2 armor class 7, casts striking and silence 15' radius 11-15 3 bite does d6, casts lightning bolt and mirror image 16-24 4 armor class 6, casts confusion and move earth 25-40 6 bite does d8, casts animate dead and cloud kill 41-50 8 armor class 5, casts charm monster and feeble mind 51+ 10 bite does d10, armor class 4, casts mass charm, maze and reincarnate
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4/13/2012 3:18:56 AM
 Derek Holland Posts: 366
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Need more dinosaurs on the Forge.
Name Thunder Lizard No. Enc. d4 (0) Alignment Neutral Movement 150' (50') AC 4 HD 25 Attacks 1 or 1 or 1 (tail whip or stomp or tentacle) Damage 3d12 or 5d8 or 2d6 Save F15 Morale 9 Hoard Class none
Another result of alchemical pollution, this mutant sauropod comes from Wildwood. Its body is 50' long (120' with neck and tails) and has d4+2 tails. One is the characteristic whip and the others are short, stubby limbs that have different functions. Roll on a d6 for every tail after the first to see what it is or does. There can be duplicates for each type.
1) Shield. This tail is broad and very boney. Every tail of this type gives the lizard a -2 to armor class for attacks from the rear. 2) Tentacle. This tail is much more flexible than the others. It is used as a grasping limb and constricts for 2d8 points of damage per round. 3) Antenna. This limb is covered with sensory organs. The animal can see and hear better with this tail than its head. Suprising the lizard is impossible if it has one of these tails. The lizard also has +2 to hit with its whip and tentacle tails per antenna. 4) Gland. The dinosaur can spew a noxious chemical from this tail. The goo is emitted as a 25' long by 10' wide cone and everything within it that fails a save versus poison is stunned (retching) for d6 rounds. 5) Home. This tail is honeycombed and is home to some kind of flying critter. Use the stats for a giant rat (or something else) and give it a fly speed of 180' (60'). There are usually 4d8 such critters. There are different creatures for different groups of thunder lizards. 6) Elemental. This tail is made up of one of the four elements. It can be dropped and acts as a 16 hit die elemental that defends the lizard.
Otherwise the thunder lizard is a herbivore that consumes a wide variety of plant material as it is immune to poison. There are different populations that group by having similar numbers and types of tails. Some of the flying critters act as "pollinators" for their hosts and the result are healthier dinosaurs (27 hit dice). Those with glands have the disgusting spray 99% of the time and other chemicals (poisons, adhesives and other) the other 1%.
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4/15/2012 3:37:35 AM
 Derek Holland Posts: 366
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Name Life Worm No. Enc. 1 (1) Alignment Lawful Movement see chart AC 7 HD see chart Attacks 1 (touch) Damage poison Save M(HD) Morale 8 Hoard Class see chart
The life worm is a non-lethal parasitoid very popular with some people on the Forge. The adults are intelligent beings- most become magic-users, though a few become fighters or clerics. They are parthenogenic females and lay single eggs in sapient creatures (usually humanoid, but anything that can support their biology). The host carries the resulting larva for a year, having his biology altered in that time. When the young worm emerges, she will be magically bound to her host. The host no longer feels the effects of aging. When one dies, the other does as well. If seperated by more than 25', the host and worm are paralyzed until they are rejoined. The worm's touch is toxic to all creatures but its host (see chart for the strength of the poison). For the first 300 years, the young worm lives in a container that the host carries around. It has no effect on its host for those years beyond the distance limitations of the bond. After that, the host becomes more and more enslaved to his or her life worm. Their minds fuse and the worm's personality takes over. Eventually there is nothing left of the host but hands and feet used by the worm. Still, a human that gains 1200 years of additional life, 3/4ths of that mostly free to do as they will, is a strong incentive for many people to act as host. After 1200 years, they don't have a mind left to contemplate their fate.
Unlike most creatures, life worms do not gain hit points from its class, only its hit dice. The level limits are 15th for magic-user, 6th for fighter and 12th for cleric (druid if the AEC is used). It lives outside its host and usually hides within clothing or armor when it doesn't want to be noticed. Even the largest worms are still very slender and it is easy for them to hide. Life worms do no have eyes yet can see to 60'. Otherwise they have human level senses.
Age (years) Hit Dice Notes 1-300 1/8 poison does 5/15, worm is 3" long 301-500 3 poison does 5/25, worm is 3' long, worm gains 1st level, host loses d4 points of intelligence, host must save versus spells to resist worm's instructions 501-800 6 poison does 10/50, worm is 5' long, host loses d4 points of intelligence, save has -2 penalty 801-1200 9 poison does 10/death, worm is 8' long, host loses d4 points of intelligence, save has -8 penalty 1201-3000 12 poison does 20/death, worm is 12' long, host has no free will
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4/16/2012 3:26:59 AM
 Derek Holland Posts: 366
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Name Vol, Winter No. Enc. 1 (d4) Alignment Neutral Movement 210' (70') burrow 60' (20') AC 6 HD 5 Attacks 2 (claws) Damage d6/d6 Save F3 Morale 9 Hoard Class VII
Name Vol, Summer No. Enc. d12 (d12) Alignment Neutral Movement 180' (60') climb 90' (30') AC 6 HD 2 Attacks 1 (bite) Damage d6 Save F1 Morale 7 Hoard Class VI
Vol are egg laying, 6 legged bear-like creatures found in Wildwood, Penance and the Vault. The egg floats in the air and where it hatches determines the adult form. Those that end up in Arena and Eclipse die from heat and lack of light respectively. Vol lay dozens of eggs per month in places where the wind can take them. The eggs themselves hatch into d6 (winter) or d20 (summer) pups that will hunt together. When two packs meet, they exchange members for breeding purposes.
Winter vol are restricted to the Vault not suprisingly. They are the size of black bears, have thick legs and fur and use their claws to dispatch prey. Some have learned to make pit traps by digging into the ice and tunneling near the surface. These pits are rarely deeper than 15', though some are on top of rotten ice and the fall can be much greater (this also means the vol loses its meal).
Summer vol are the size of wolves, have thin legs and attack with their fangs. They can climb trees with their front two pairs of legs and ambush prey from above. They also ignore the first 40' of a fall (subtract 4d6 from falling damage) and if they do ambush from 10' or higher, they inflict falling damage on their target (if they hit of course). Those born on the plains are reduced to hunting like incompetant wolves- they have a -2 to hit. Few packs on the plains survive for very long.
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5/24/2012 2:48:51 AM
 Derek Holland Posts: 366
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Some oozes are not what they appear. They are not blob monsters, but rather eggs that convert the food they consume into clones of their embryos. Those creatures that make these sorts of eggs are immune to that oozes attack (so say a dragon produces a pudding like egg, it is immune to the attacks of puddings).
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5/25/2012 3:43:05 AM
 Derek Holland Posts: 366
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Name Storm Crow No. Enc. d8 (3d8) Alignment Neutral Movement fly 210' (70') AC 6 HD 5 Attacks 2 (beak/cloud) Damage d6/4d4 Save F3 Morale 6 Hoard Class VI
Storm crows infest the northern forests of Penance and some regions of Wildwood. They are large, magical creatures that spread death incidentally. Each bird has a cloud of tiny sensory organs, each appearing as a bit of ash and acting as an eye, ear and tounge. The cloud is controlled by the crow and can be as large as 60' in diameter. Only powerful magic can keep something hidden from a storm crow in its sensory cloud (7th level spell or higher). The cloud can also be used for defense and damage one creature within it per round. This is rarely done as it causes the crow pain.
The crows roost in small flocks and then break up into smaller groups while hunting during the day. They prey on large insects, small reptiles and birds. They only attack humanoids in defense. Which happens often as they are a serious threat to humanoids, at least in Blooming (spring). The crows' nests are a place where slime worms spontaneously generate, a side effect from the magics that mutated the crows.
Name Slime Worm No. Enc. d10 (1) Alignment Neutral Movement burrow 30' (10') AC 9 HD 1/2 Attacks Special Damage Special Save F0 Morale 12 Hoard Class none
Slime worms are actually a family of creatures that aren't really alive. They are animated bits of goo that spontaneously generate in various locations. Most are harmless but a few, like those found in storm crow nests can be lethal. That species drops onto warm blooded creatures. If they hit bare skin, the worms burrow in (save versus poison to negate) and find a large muscle to live in. They cause weakness (-1 STR) and release a narcotic that will kill in 2d4 weeks. After the host dies, the worms emerge and attempt to find another host. If they do not within 24 hours, they die. Creatures that consume the host's infested flesh become infested themselves. In this case, there is no save. The worms are popular with certain elements- generally those who want to kill off addicts rather than the addicts themselves. Alchemists also purchase them in attempts to replicate their creation (or create something similar). There are medicinals, which include storm crow bones, that can be used to expel the worms, as will cure disease spells. Some use slime worms as a form of assassination, though dragons and other powerful creatures can usually find some way to survive and kill the assassin.
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5/28/2012 5:22:24 AM
 Derek Holland Posts: 366
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Some plants have been created to use the light of the two suns to make various alchemical substances or other materials while others simply react to absorbing the light of one, the other or both.
The solar ferns are common on the plains of Penance. When exposed to yellow only sun light, they produce a cloud of spores that register as magic, drowning out other auras. When exposed to red sun light, they produce a form of heat that dazes those with thermal vision (or blindsight) within 20'. And when exposed to both light at the same time, their spores stick to creatures and produce an odor that draws predators. They last for 24 hours and triple the chances of a random encounter.
Alchemist's Lichen is a creation of Haiel for Nemamiah a very, very long time ago. Only they know how to make it reproduce and neither are talking. When the lichen is grown on a substance and exposed to the light of the suns, it slowly converts that material into something else. Here is but a tiny fraction of its capabilities. If one color is mentioned, exposure to the other will ruin the effect or produce something else.
Iron + red = double strenght steel Iron + yellow = 1/100th weight steel Iron + both = 1/10th weight steel
Silver + red = double strength mithral Silver + yellow = alchemical silver (Alchemy & Herbalists)
Gold + red = gold that collects sunlight and emits it in the dark Gold + yellow = alchemical gold (Alchemy & Herbalists)
Bone + both = raftbone, a substance that repels water. Ships made of it go 20% faster. It makes worthless oars as the water repels the raftbone as well. Petrified bone + any = weapons made of this do double damage to corporeal undead (turns bits of them to stone)
Wood + red = acid proof wood Wood + yellow = fireproof wood Darkwood + both = sonic proof darkwood Petrified wood + any = seedlings of trees with the earth subtype
Glass + red = glass that allows light but not heat through Glass + both = mirror that reflects all forms of energy
Deepflow + red = power output tripled Deepflow + yellow = deepflow becomes immune to heat
Chitin + both = a wood strength material that will repair it self at 1 point per hour
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6/6/2012 4:26:55 AM
 Derek Holland Posts: 366
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Name Rat Worm No. Enc. 3d6 (0) Alignment Neutral Movement 60' (20') AC 8 HD 1 Attacks 1 (bite) Damage d2 Save F0 Morale 12 Hoard Class none
Name Nerni No. Enc. d4 (d6) Alignment Neutral Movement 150' (50') AC 5 HD 9 Attacks 6 or 1 or 1 (claws or bite or acid spit) Damage d6 (X6)/ d8 +drain/ 4d4 Save M9 Morale 10 Hoard Class XVI
A new introduction to both the port city of Beacon and the Forge, this parasitoid comes from a world where prey and hosts are very abundant. It has two forms. Rat worms are non-sapient creatures 3-4' long and weight 3-5 pounds. They use rodents and other small mammals as hosts. When they appeared in the city two years ago, people thought they were created by some wizard for pest control. When the population hits a certain level, stress pheromones cause some of the worms to metamorphose into nerni (singular and plural). These worms are 30' long and weight 500 pounds. They have large eyes, six tentacles with claws and are very intelligent. In fact some 35% of them have levels in magic user and specialize in illusion and enchantment spells. They hide in slums and ruined buildings, preying on homeless people and using them as food, slaves and hosts.
A nerni host has a most unpleasant fate. They survive the process, at least initially. Each time d4 nerni and 2d4 rat worms emerge and the host must save versus poison to survive the trauma. Every time this occurs after the first, the victim saves at -2 cumulatively (so -2 the first, -4 the second, -6 the third, etc.). Each breeding cycle takes 6 months and the host is well fed and watered. In combat nerni use their claws to weaken foes and then bite to drain them of their blood (on a 15+, does d8 per round). If wounded gravely (less than 25% total hit points), the nerni can also spray an acid in a 30' long, 10' wide cone. Those struck can save versus breath weapon for half damage. Each nerni can use this acid once per day.
Name Snag No. Enc. 0 (1) Alignment Neutral Movement 0' AC 4 HD 18 Attacks 1 (branch) Damage 3d8+6 Save F15 Morale 12 Hoard Class XII, XIII
Name Coin Snapper No. Enc. swarm Alignment Neutral Movement 10' (3') swim 90' (30') AC 6 HD 15 Attacks contact Damage 4d6 Save F2 Morale 8 Hoard Class none
After the fall of Decree and the flooding of the old district, some creatures have populated the ruins and lake. In the water, snags are the most dangerous. They are trees that only grow underwater and use their branches to spear boats and swimmers. Snags are always found with some scavenger or predator, such as the coin snapper. These tiny turtles swim in the thousands and strip flesh from bone with their beaks. They are much too small to concern the snag and the snappers don't attack plants anyways. So far only a few snags have grown to dangerous size in Decree but there are enough to make looters' lives short.
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