MR varies with age and angriness , typically 40 to 200
They take half damage from non magic weapons,and are insubstantial (so can move through solid walls etc).
They come in different flavours
Poltergeists do physical damage and are the classic angry spirit. 3/Hurl - the delver is lifted and sent flying, taking a d6 Con damage and fighting at half effectiveness next round.
Spirits possess a Delvers body - 4/Possess - Delver saves against LK or becomes possessed. What the spirit does then varies, it may attack, suicide or just talk to the party.
Spectres drain life force - 1/Strength & age 1 year. The strength recovers, the aging does not.
All ghosts cause fear in those not hardened to the otherworld. If the ghosts MR is higher than the delvers Int + Con , then the delver must make a Luck save each round to act, until made for the first time. Talents of Bravery or Ghosthunter may be employed in this test.
Post by Toad-Killer-Dog on Feb 19, 2014 19:26:13 GMT -5
The Dreaded Canadian Trapdoor Alligator
M.R. 66 ( or higher for old tough specimens ) Dice: 7+33 ( Crushing Jaws ) Special Abilities: Trapdoor Camouflage: As long as the trapdoor alligator remains hidden in it's burrow a 3rd level SR on IQ or LUCK is required to spot it's lair. Scaly Hide Armor: The trapdoor alligator has 7 points worth of tough hide armor. Surprise Attack: The dreaded Canadian trapdoor alligator has an increased chance of surprising a party on the first round of combat. All party members that fail a 2nd level SR on IQ or SPEED have their combat totals halved for the first round of combat. Grappling: The trapdoor alligator can grapple with an effective STR of 35 for a typical specimen or higher for an old or particularly vicious individual. If grappling the target must make a 4th level SR on STR or DEX or be forced to fight in extreme close quarters with the trapdoor alligator. When grappled a target can only use close combat weapons, such as hand axes, daggers, bludgeons and the like. Also anyone attempting to aid the target being grappled must halve their effective combat total or be forced to make a 2nd level SR on DEX or LUCK to avoid dealing half their damage total to the target instead of the trapdoor alligator.
The Dreaded Canadian Trapdoor Alligator is a non-aquatic variety of the family Alligatoridae found across a wide variety of habitats.
The trapdoor alligator burrows a den with it's powerful forelimbs where ever prey may stumble by unaware. It constructs a loose door of matted leaves and sod, branches and leaves or whatever best blends into the surroundings.
Once prey has come close enough the trapdoor alligator lunges from it's den and attempts to drag its victim into the darkness of its lair to finish dispatching the prey.
A wily and deceptive opponent the trapdoor alligator has been know to target whatever character has accrued the most negative karma or simply annoyed the GM the most.
Moving with frightening speed the trapdoor alligator will flee a hopeless fight in order to pursue its prey in the future. Unlike most ambush predators the trapdoor alligator has been know to trail escaped victims and lay in wait again to attempt to finish the job.
Description: A large 7' to 12' foot or longer alligator like creature with slightly longer limbs, ranging in color from dark green to tan and dusky brown.
All credit to R. K. Millholland of the webcomic Something Positive for the inspiration for this wonderful and deadly creature.
Below are a few examples of the rare and deadly Canadain Trapdoor Alligator.
"For a look or a word, scarce thought or heard, I follow a fading fire. "Past bead and bell and the hangman's cell, like a harp-call of desire. "I may not see the road I ride for the witch-fire lamps that gleam; "But phantoms glide at my bridle-side, and I follow a nameless Dream." R.E. Howard
Post by unclecranky on Mar 16, 2014 14:04:20 GMT -5
StOrcs: MR60 These look like your standard Orc, but they possess hidden spinnarets (WHERE are they hidden? Heehee) which can capture a delver in sticky, sticky strands that even a giant has trouble breaking (L16SRSTR)if even ONE measly point of spite damage is scored by an Orc. Alternatively, the StOrc can use its spinnarets to creat a travel web that will take it up walls, across chasms, etc.
Description: A guardian figure typically in the center of a farmers field. Usually standing erect with its arms out wide but in some cases slumped down from being battered by weather over long periods of time. The frenzy farmer appears humanoid 6' in height from a distance. The being will gain consciousness if anyone enters it field. It will be aware of every footfall in its field and will wait until someone moves beyond the halfway point between it and the nearest edge of the field. At that moment it will sprint towards them at incredible speed with pitchfork raised over its head and stab. Closer up it appears as a man made of muddied straw with overalls and hat.
M.R. 80 and Up Dice: 90 + 40 using a pitchfork that is equivalent to the trident in the rulebook.
Notes: Frenzy Farmers are incredibly fast and will ambush and kill anyone who enters their field or zone they protect. Usually they cannot be outrun but any character that can make a L8SR (adjust for higher characters) on speed may be able to flee the field, in which case the frenzy farmer will return to it's perch at the center. Anyone killed will be dragged to the center of the field where typically there is a good amount of treasure, jewels and gold from deceased. They are incapable of speech and immune to fire. No one has ever encountered more than one at a time. It's been rumored these are all made by the same wizard but no proof exists. When they are defeated they fall apart leaving just their remains and the weapon.
Description: A small round winged beetle the size of a coin with a metallic shiny silver brilliant exoskeleton. Often mistaken as a mithril coin especially by those having never seen one.
MR 4-8 Dice: 1 + 2 through 1 + 4
Notes: Usually found in small groups and often amongst other coins where they gain camouflage. The mithril bug typically lies dormant in bright areas and is most active in lower light areas. They seldom if ever fly preferring to slowly crawl over prey and bite the neck or back areas of it's targets who cannot see them until it's first strike. Even the dead beetles are sometimes saved with the superstitious as being a sign of forthcoming riches.
Description (as used recently): An orc takes a purplish orange egg out of his pouch and throws it to the ground. The air shimmers above it and a horrific nightmarish thing appears. It resembles a stack of fleshy golden discs making a column 7' high. Long black stringy tentacles on the sides thrash about and it has three black diamond shaped eyes that gleam in the sun. It will perform one task as designated by the summoner.
M.R. Throwers stats combined x 2 Dice: depends
Notes: In addition to its damage it may select one target per combat round it's tentacles touch and force them to roll a L3SR on STR (or higher), or become so nauseated as to fall to the ground dizzy and throwing up violently, removing them from combat for 2 full turns. When defeated, a Quaggoth collapses and disappears, banished back to whatever dimension they come from. Quaggoth eggs are ussually found in treasure piles or in the hands of enemies that begin losing that need that extra oomph to put the hurt on players characters. They work best in long battles, removing their opponents one-by-one.
Description: The gulper appears as a perfectly round 5' sky blue boulder. It has a horizontal slit going partway around it.
MR: Gulpers do no damage but have a CON of 170 for each level of the Gulper. (My group of delvers met a L10 one = 1700 CON. It managed to swallow 6 of the group before it was cut open by the remaining three.)
Notes: Typically found in dark places they 'awaken' when light touches them. Typically you will hear its "mmmmm" mummer before you see it. Before it attacks it will begin to rock a few inches side to side. The slit on the blue boulder opens and a white nubby suction cupped tongue will snake out and swallow one character a combat turn. A L6 roll on LK or DEX is required by everyone to avoid being a potential grabbed target. Select randomly which character is pulled off it's feet and pulled inside.
Within the gulper are several pouches filled with a paralyzing solution. If the Gulpers level SR on STR is made characters are free to attack from within, otherwise they are out of the combat. To a certain degree blunt weapons bounce/recoil back off the rubbery surface of the thing (Reduce damage to half). It's thick leathery/rubbery skin enlarges to encompass swallowed mass. They can take in twice their CON in pounds.
To kill a Gulper you must do a lot of damage quickly to its high CON rating before everyone in your group is swallowed. Gulpers do no damage but will digest paralyzed characters and their equipment over time. The exception is diamonds which they hold within them until they die. The paralysis ends in 1D6 turns after removal from its gullet.
They are found alone, reproducing asexually. The exception are the newborns which are CON 170, dark blue in color and speckled with white dots. They can only swallow one character and do not have the paralyzing solution until they reach L2 340 CON.
Last Edit: Sept 19, 2014 10:35:47 GMT -5 by speed1000
Str x 0.33, Con x 3, Dex x 1, Luck x 1, IQ x 0.1, Wiz x1, Chr x 0.33
Description: Net trolls make their dens in dank, dimly lit cellars and they avoid the light of day as much as possible. These solitary creatures are the weakest and stupidest of all troll kin, but they a possess native cunning and irrepressible tenacity that makes them difficult to vanquish. They feed on negative emotions, especially anger, and they will go to any lengths to provoke their prey - usually whilst hiding behind the anonymity of camouflage or disguise. While net trolls are most often encountered singly, they will on occasion gather in packs to gang up on a victim who would otherwise be too powerful for them to assail by themselves.
Engaging with a net troll only makes it stronger, increasing its MR by 10 every round, and the troll will attempt to provoke such responses by making mean-spirited nuisances of themselves: taunting their victims, pulling nasty pranks, spreading malicious rumours, etc. They will never give up so long as the victim continues to feed them by reacting to their ploys, because doing so gives them the power and strength that they lack and crave.
Anyone who attacks a net troll will become infected with the creature's venom, which will, over the course of several days, transform the character into a fledgling net troll unless they make a successful level 4 Chr saving roll.
The surest way to vanquish a net troll is to ignore it entirely. This means putting up with its annoying antics, but within 1d6 days it will become bored and frustrated, and will slink back to its den in defeat. Net trolls cannot abide public scrutiny, and if its veil of anonymity is pierced and its lair revealed, it will flee the region and never return.
Post by kkragthorrr on Oct 28, 2016 13:13:23 GMT -5
The Lurker begins life as a simple black cloak often found in dungeons, often paired with a lantern. Players seem to never be able to resist putting the cloaks on, and when they do they find themselves in a battle of wills with the cloak (IQ SR). If the player loses and no one intervenes early on than the cloak takes control of the host and begins to drain the host of their life-force. When it finishes the host and the cloak become one and the host body is twisted into a new form. The resulting creature, the Lurker, then takes up its lantern and then uses the light to attract delvers. They can be found in dungeons, caverns, or forests by night.
They appear as tall cloaked figures, but if one gets close they can see a great toothy mouth and glowing red eyes under the hood of the cloak. They only seem to communicate by screeches, which serve to attract more lurkers. There are 3 basic varieties.
Cloak Parasite: MR 25, at least Lv 2 IQ SR to avoid Lurker control. This is the beginning stage.
Lesser Lurker: MR 50, can shoot balls of fire that deal 2d6 damage from lantern.
Greater Lurker: MR 70, deals double spite and can release wraiths as well as fireballs from their lanterns. Wraiths deal 1d6 ST damage and can only be harmed by silver or magic, MR 16.
There are other varieties but I thought I would just share the basic version for now.