The Dungeon Masters Guild
Bestiary Mythica

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Bestiary Main

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