8th Level Monsters
New This Month:
Undead
Troll Mummy
Also Featured:
Undead
Troll Mummy by: XUMC
Type: Large Undead
Hit Dice: 6d12 (39hp)
Initiative: +1 (Dex)
Speed: 20 ft.
AC: 25 (-1 size, +1 Dex, +15 natural)
Attacks: 2 claws +12 melee, bite +7 melee; or slam +12
Damage: Claw 1d6+9, bite 1d6+4, slam 1d8+9
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Rend 2d6+14, despair, undead troll rot
Special Qualities: Regeneration 5, scent, darkvision 90 ft., undead,
resistant to blows, fire vulnerability, damage reduction 5/+1
Saves: Fort +11, Ref +4, Will +3
Abilities: Str 29, Dex 12, Con 0, Int 2, Wis 13, Cha 10
Skills: Listen +5, Spot +5
Feats: Alertness, Iron Will
Climate/Terrain: Any desert and underground
Organization: Solitary, wardens (2-4), or guardians (5-10)
Challenge Rating: 7
Treasure: Standard
Alignment: Always lawful evil
Advancement: By character class prior to being mummified. Once mummified,
mummies cannot gain class levels.
Undead trolls are the creation of evil gods and powerful evil clerics.
They have the symbols of their evil god carved into their flesh. They
are more like mummies than any other undead and are treated as such.
They even smell more like mummies than troll, with the odor of the spices
used to preserve the bodies over powering even the small of troll.
Undead trolls are found in all climes, but only in areas with powerful
magic. Normal magic is unable to sustain the powerful forces that sustain
their bodies. Few creatures are brave enough to approach these creatures.
A typical undead troll stands 9 feet tall and weighs 500 pounds. Its
rubbery hide is putrid gray. A writhing, hairlike mass grows out of
the skull and is usually reddish black. The arms and legs are long and
ungainly. The legs end in great three-toed feet, the arms in wide, powerful
hands with sharpened claws. Trolls can appear thin and frail but possess
surprising strength.
Undead trolls walk upright but hunched forward with sagging shoulders.
Their gait is uneven, and when they run, the arms dangle and drag along
the ground. For all this seeming awkwardness, trolls are very agile.
Combat:
Undead trolls have no fear of death: They launch themselves into combat
without hesitation, flailing wildly at the closest opponent. Even when
confronted with fire, they try to get around the flames and attack.
Rend (Ex): If an undead troll hits with both claw attacks, it latches
onto the opponent's body and tears the flesh. This attack automatically
deals an additional 2d6+14 points of damage.
Regeneration (Ex): Acid deals normal damage to an undead troll. If an
undead troll loses a limb or body part, the lost portion regrows in
3d6 minutes. The creature can reattach the severed member stump.
Despair (Su): At the mere sight of a an undead troll, the viewer must
succeed at a Will save (DC 15) or be paralyzed with fear for 1d4 rounds.
Whether or not the save is successful, that creature cannot be affected
again by that an undead troll's despair ability for one day.
Undead Troll Waste (Su): Supernatural disease - slam, Fortitude save
(DC 20), incubation period 1 day; damage 1d6 temporary constitution.
Unlike normal diseases, undead troll waste continues until the victim
reaches Constitution 0 (and dies) or receives a remove disease spell
or similar magic.
An afflicted creature that dies shrivels away into sand and dust that
blow away into nothing at the first wind unless both a remove disease
and raise dead are cast on the remains within 6 rounds.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis,
stunning, and disease. Not subject to critical hits, subdual damage,
ability damage, energy drain, or death from massive damage.
Resistant to Blows (Ex): Physical attacks deal only half damage to an
undead troll. Apply this effect before applying damage reduction.
Fire Vulnerability (Ex): An undead troll takes double damage from fire
attacks unless a save is allowed for half damage. A successful save
halves the damage and a failure doubles it.
The mummy template was taken from The World
That Is , it was compiled by Harlequin_1998 and xusmc for the Dibon
Online World Project of the Dungeon Master's Guild Yahoo! Group.
Mummy:
These horrid creatures are often marked with symbols of the dire gods
they serve. While other undead often stink of carrion, the herbs and
powders used to create a mummy give off a sharp, pungent odor like that
of a spice cabinet.
Combat:
In melee combat, a mummy delivers a powerful blow. Even if it had no
other abilities, its great strength and grim determination would make
it a formidable opponent.
Trolls are horrid carnivores found in all climes, from arctic wastelands
to tropical jungles. Most creatures avoid these beasts, who know no
fear and attack unceasingly when hungry. Trolls have ravenous appetites,
devouring everything from grubs to bears and humanoids. They often lair
near settlements and hunt the inhabitants until they devour every last
one.
The
Death Rose by Kwan
Darkwood
Characteristics CLIMATE/TERRAIN: Arctic
/ Sub-Arctic Bush / Coastal / Farmland / Forests / Grasslands / Jungles
/ Low Mountain Forests / Parkland / Scrub Plains / Rain Forests / Fresh-Water
Rivers / Rough/Hills / Fresh-Water Swamps
FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Night
DIET: Carnivores
INTELLIGENCE: 1 Animal intelligence
TREASURE:
ALIGNMENT: Neutral Evil
Encounter Information NO. APPEARING: 1
ARMOR CLASS: 6
MOVEMENT: 3
HIT DICE: 8+1
THAC0: 13
NO. OF ATTACKS: 5
DAMAGE/ATTACK: 1d8
SPECIAL ATTACKS: Devour
SPECIAL DEFENSES:
MAGIC RESISTANCE: Nil
SIZE: Huge
MORALE: Steady (11-12)
XP VALUE: 10000
Description The Death Rose is a unique plant which lives in a variety
of climates. When docile, it appears as a rose bush, with blood-red
blooms that are deep purple around their edges. In reality though, this
is actually a very dangerous predator. The true form of a death rose
is a thorny mass of impenetrable roots and brambles which is buried
in the ground.
Combat The death rose lures its meals to it by emitting a strong scent
of death, which is detectable in a radius of about five miles from the
plant itself. Anyone smelling this must make a save vs. breath weapon.
On a successful roll nothing happens. On an unsuccessful saving throw,
the character will be given a strong suggestion to approach the plant.
Hidden within the beautiful flowers of the death rose are a number of
venomous thorns. Anyone moving within 20 feet of plant is subject to
an attack. When a target is seen, the death rose launches 1d10 thorns
in their direction. Each thorn inflicts 1d2 damage, but anyone struck
by one must make a save vs. poison or be affected by a type O poison.
The plant then rears up out of the ground, appearing as a writhing mass
of spiked tentacles and bramble. It then lashes out with the tentacles,
which have a range of 30 ft. These secrete a very sticky slime around
them and will adhere instantly to anything they strike. If a character
is hit by a tentacle, they can attempt to make a bend bars/lift gates
roll to see if they can break free. The tentacles have a total of 15
hit points and may be severed as well. They inflict 2d4 damage to anyone
struck, as well as possessing type O poison. A death rose usually has
5 tentacles, though especially old ones have been known to grow a sixth.
Once it has been able to catch anything, the plant begins to retract
the tentacles, pulling anyone stuck towards a lamprey-like orifice concealed
within the roots. The tentacles can be retracted at a rate of 10 ft.
per round. If the character is unable to break free, they are drawn
into the plant to be digested, taking 3d6 damage per round. Fire deals
double damage to a death rose.
Habitat/Society The death rose lives in many different climates, and
is well adapted to many. They are nearly unintelligent and do not possess
any form of government or leading body.
Ecology The death rose primarily feeds upon scavengers, which it attracts
using the scent of death. However, it can eat almost anything. They
reproduce by releasing spores into the air once per year, which are
then distributed throughout the area. The venom of the death rose quickly
becomes useless if removed from the body, and will lose its potency
within 1d4 days.
Generated by the Advanced
Dungeons & Dragons Core Rules 2.0 Expansion on 08/11/2001 12:25
PM
Pudding, Deadly, Silver by
Kwan Darkwood
Characteristics
CLIMATE/TERRAIN: Any subterranean
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Scavengers
INTELLIGENCE: 0 Nonintelligent or not ratable
TREASURE:
ALIGNMENT: True Neutral
Encounter Information
NO. APPEARING: 1
ARMOR CLASS: 2
MOVEMENT: 6
HIT DICE: 8+1
THAC0: 12
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1d8
SPECIAL ATTACKS: Dissolves Metal
SPECIAL DEFENSES:
MAGIC RESISTANCE: 20%
SIZE: Man-Sized
MORALE: Steady-Champion (11-15)
XP VALUE: 2000
Description
A silver pudding appears as a puddle of molten metal. It's true identity
is quickly revealed though when it attacks.
Combat:
Silver puddings usually place themselves in corridors and wait until
a living creature comes near. Then it allows it's acid to spurt up on
opponents. This acid is very corrosive to metal and can dissolve it
within one round. Magical weapons can resist this for one additional
round per +1 of enchantment. Silver puddings possess the defenses that
all puddings have.
Habitat/Society: N/A
Ecology: Varies
Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion
on 08/11/2001 11:43 AM