Halister
Halister
Halister
Tome of Monsters
This tome is a record of my travels to other worlds and other
planes, and an accounting of the various and interesting monsters
I have encountered and brought back with me to populate my
dungeon on Toril, known as the Ruins of Undermountain. In the
pages to follow, the reader will find useful information concerning
the origins, habitats, and abilities of these creatures.
Halaster Blackcloak
Body Snatchers
Climate/Terrain: Any
Frequency: Rare
Organization: Solitary
Activity Cycle: Any (usually night)
Diet: Animals, plants
Intelligence: Genius (17-18)
Treasure: Nil
Alignment: Chaotic Evil
Appearance:
Appearance Body Snatchers appear as large, rubbery-skinned columns with multiple, small-clawed
hands (2) on each side as well as two tentacles (12' length) that end in barbed claws. They slither
along the ground almost like snails. The head appears as a grotesque brain-like bulb with two
antennae on top, 3 cat-like eyes arranged across the front, and tentacles hiding its mouth (similar to
mind flayers).
Combat If possible, a body snatcher will cast a slow spell on its opponents before engaging in
Combat:
combat. This is cast at 10th level. After slowing the opposition, body snatchers usually begin combat
by striking with their tentacles. If these hit, there are two modes of attack it may use. If their goal is
simply to kill the opponent, they do 1d6+3 damage (STR 18/75) for each tentacle that hits, plus
they may elect to inject a poison into the victim through the barbed end of the tentacle. The poison is
a powerful neurotoxin and affects the nervous system, causing paralysis and death. If only one
tentacle injects venom, the victim must save vs. paralyzation with a -2 penalty or become flaccidly
paralyzed (limp, unable to move) for 2d6 hours. If both tentacles hit and inject venom, the victim must
also save vs death magic -2 or die from respiratory paralysis within 1d4 minutes. A slow poison spell
will of course prevent death for the duration of the spell, if cast before death occurs. The spell has no
effect on the paralysis. A neutralize poison spell negates all effects of the venom.
However, body snatchers prefer to use their primary power, which is possession. To do this, a body
snatcher must hit a victim with at least 1 tentacle. The body snatcher then draws close to the victim's
body, in an effort to merge with him. The victim must make a special saving throw to avoid this. This is
determined by combining the victim's CON and WIS scores and dividing by two
((CON+WIS)/2). For calculation, round down the result. The victim must roll this score or lower on
d20 to avoid possession. Failure allows the body snatcher to morph itself into the victim's body. No
one knows the mechanism behind this. The body snatcher simply melds into the victim's body, and it
becomes impossible to tell, except for a small telltale sign of a vacant stare, which the victim tends to
drift in and out of (a result of the struggle between the two minds and bodies), that the victim is
possessed.
While possessed, the victim is totally under control of the body snatcher, who will use the victim to
achieve its goals, which often involve setting up allies of the victim and leading them into ambushes
designed to allow other body snatchers to possess the original victim's teammates. The body
snatcher knows anything the victim knew, including command words, secrets, etc. Victims with both
WIS and CON scores above 12 are allowed a saving throw vs paralyzation each day, starting 24
hours after the possession takes place. If successful, the victim is able to expel the body snatcher.
The body snatcher is unable to attempt another possession of that character for at least 24 hours.
However, it can engage in combat with the now free character if it so desires. The body snatcher to
avoid discovery often kills victims in this position.
During the period of possession, casting a dispel evil spell against the victim will allow another saving
throw to escape the possession. The creature will be unable to possess that character again for 24
hours, but it may engage in combat or try possessing another character. A holy word spell drives the
creature out with no saving throw whatsoever. The creature will also be forced to flee, unable to
possess or engage in combat unless pursued. An abjure spell will send the creature back to the foul
plane from which it originates (if successful), ending the possession.
After expelling the creature (regardless of method - spell or saving throw), the victim remains in a
feeble minded state until healed (via heal, restoration or any other means of healing feeble-
mindedness).
Note that in all cases, the creature's 30% magic resistance may negate any spell cast at it. While
possessed, the character also enjoys a 30% magic resistance, though this may work against him, as in
the case of healing spells or spells cast to drive the possessing creature out. The victim is also immune
to mind altering spells or telepathy while possessed.
Body Snatchers are immune to polymorph, poison, cold, and mental attacks/telepathy. They take
no damage from blunt weapons, but full damage from slashing or piercing weapons. If the victim is killed
while possessed, the body snatcher also dies and is expelled from the victim's body.
Habitat/Society:
Habitat/Society Sages speculate that body snatchers are demonic creatures, originating in the
Abyss. They seem to appear in small groups of 6 or less. It's rare to encounter a solitary body
snatcher. These creatures try to merge with humans or humanoids whenever possible, infiltrating
society in order to further their own evil agendas. What these agendas may be is anyone's guess.
However, they do exhibit a tendency towards dominating pockets of elite amongst any particular
society, for example the king and his court and advisors or a powerful adventuring group. Rumors have
been heard of entire towns possessed by these evil creatures.
Ecology:
Ecology When not possessing humanoids, body snatchers may be found in any environment, though
they tend to favor hot, humid climates. Therefore, they are more likely to be found in jungles and
swamps than other areas. According to some sages, these creatures serve the demon prince
Demogorgon. Because they appear in such small numbers on the Prime Material Plane, they have
little impact on the ecology until they begin possessing humanoids. They are able to live on any sort
of organic diet, eating plants, animals, or even rotted organic matter.
Appearance:
Appearance As their name implies, black cubes appear as dark cubes that are 10' tall and 5-10' wide
(they can shift their size to accommodate their surroundings). What they are made of is unknown.
They defy many known laws of nature. Some sages speculate that they're made of quasi-magical
matter. In any case, they're a dark, flat black color, and hence nearly invisible in low light situations.
Combat:
Combat Black cubes attack by passing through opponents. Unlike a gelatinous cube, victims do not
get "stuck" in a black cube. Instead, the cube passes through the victim as if immaterial, absorbing
magic as it passes. When this happens, the victim takes 1d8 damage from the stunning/chilling effect.
Spell casters who experience this find that they have all spells wiped from their minds, and must re-
memorize them in order to cast them. In some unknown manner, the black cube absorbs the magical
energy of the spells from
the victim's mind. Likewise, any spell in effect while the black cube passes through a victim is negated.
For example, a hasted fighter would no longer be hasted once a black cube passed through him.
Magic items such as scrolls and potions are negated (ruined) by this attack, with no saving throw.
Permanent magic items such as swords or staffs get to make an item save vs. lightning to avoid being
permanently negated. Each magical plus of the item gives it a +1 bonus to the save. Even if the item
makes its saving throw, it is temporarily negated for 2d4 rounds. During this time, a magical weapon
loses its plus bonuses as well as any magical abilities it had. For the duration of the 2d4 rounds, it is
treated for all purposes as a non-magical sword. Intelligent weapons fear this monster greatly, and can
sense its presence as a dull pain. Any intelligent magical item within 60' of a black cube will cry out in
whatever way it can and attempt to force its owner to retreat. However, intelligent magical items get a
+2 bonus to save, in addition to the normal bonus of +1 per plus of the weapon (ie if an intelligent
sword +2 is attacked, it gains a total of +4 on its save vs. lightning to avoid being negated).
If attacked by spell, a black cube has a 75% chance to harmlessly absorb the spell. They can be
struck by non-magical weapons, which is a good thing considering that any magical weapon which
strikes it must also save vs. lightning or be negated, just as if the cube passed through it. It can "hover"
on a victim for more than one round if the victim does not try to escape or is in a confined area. In such
situations, saving throws are required of items each round. It likes to "feed" on spellcasters, since they
have residual magic which the black cube enjoys slowly absorbing.
Habitat/Society : Black cubes have no society to speak of. They simply wander looking for magic
Habitat/Society:
to absorb. If a black cube feeds on a spellcaster for more than 5 rounds the spellcaster dies, and even
if raised can no longer learn spells. Only a full wish spell will enable the character to once again
become a spellcaster.
Ecology:
Ecology Black cubes have no effect on the environment except to absorb magic. Little is known
about them other than that they absorb magic.
Variants:
Variants None.
Dreadbane
Climate/Terrain: Lower Planes/Abyss
Frequency: Rare
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: High (15-16)
Treasure: Nil
Alignment: CE
No. Appearing: 1-4
Armor Class: - 4
Movement: 12, FL 18
Hit Dice: 10
Thac0: 11
# of Attacks: 3
Damage/Attack: 1d8+6/2d8/1d6
Special Attacks: Flames, disease
Special Defenses: Immunities, + 2 weapon to hit
Magic Resistance: 50%
Size: L (8-9' tall)
Morale: Fanatic (17-18)
XP Value: 12,000 (Greater: 15,000)
__________________________
Appearance:
Appearance Dreadbanes are frightening in appearance. Their upper bodies are muscular, scaly,
red- skinned male torsos, covered in postulant open sores. They have long black hair, vampire-like
fangs, and eyes like a serpent, cold and slotted. Their tongues are also forked like that of a snake.
Their foreheads sport two large spiraling gazelle-like horns of dark bone. Two large bat wings
protrude from their backs, black with reddish tinted membranes. Their fingers are tipped with large,
sharp black nails. From the waist down, the dreadbane has a writhing snakelike body, cloaked in
flames.
Combat:
Combat Dreadbanes are hideously strong, having 18/00 Strength. In combat their sharp claws do
1d8+6 damage each. If they attack with their horns, they cause 2d8+6 damage plus the victim has a
50% chance of contracting a possibly fatal disease. If a CON check is made, then the victim will
survive the disease. A failed Con check means death at the end of the disease. The disease itself
manifests within 1d4 days, beginning with postulant sores, which erupt all over the body, severe body
aches, and high fever. When it manifests, the victim is infectious and will spread the affliction anyone
who spends any time near him. There is no non-magical cure. During the infection, the victim is nearly
helpless and unable to engage in travel, combat, or any other activity.
This stage lasts for two weeks, after which the victim recovers unless the CON check was failed, in
which case death is the end result. This disease can be cured using a cure disease spell, which will
work only if the original CON check was successful. In this case, the disease ends within 3 days of
casting. If the CON check failed, only a full heal or wish will cure the disease.
Dreadbanes also attack with their bite, which causes 1d6 damage and also injects poison, which does
10 points of damage. A save vs. poison allows half damage. Anyone who stands within 5' of the
dreadbane suffers 1d6 damage per round from the flames emitted by its snakelike lower body (no
save).
The dreadbane's most fearsome weapon though, is its abyssal sword. Made of black Adamantite
steel, these swords blaze with flame and emit a foul black smoke. Such swords can cut through any
substance, even (to the dismay of many a wizard) the protection of a stoneskin spell. The sword does
1d10/3d6 + 9 damage, being essentially a two handed sword. It is a +3 weapon. If held by a mortal, it
inflicts flame damage of 1d6 per round until dropped. There is no way to protect from this damage.
Typically, the dreadbane will attack with its sword twice and its horns once in a combat round. If it
loses its sword, the attack sequence is claw/horn/bite. When they appear in groups of two or more,
they use highly devious battle tactics, being extremely intelligent.
Habitat/Society:
Habitat/Society As part of the hierarchy of the abyss, the dreadbane is a true tanar'ri. However,
they are outside the typical power struggles due to their remote duties. Dreadbanes are known as
Guardians of the Abyss because their duties include guarding special treasure hordes and secret
entrances to hidden lairs of the greater demon lords and princes. Often a demon lord or prince will
assign several of these powerful guardians to protect its soul amulet in its hidden location.
Dreadbanes are fanatically loyal, and their presence always indicates something of importance is
being guarded. Generally, they work in groups of four, although smaller groups or even solitary
individuals may be encountered if the item or location being protected is relatively hidden or not of
vital importance.
Ecology:
Ecology Dreadbanes are not part of the Blood War, but rather serve the more powerful demon
lords and princes as guardians. As such, even other true tanar'ri give them wide berth and respect.
Even balors and mariliths are loathe to interfere with dreadbanes, despite their superior power.
Dreadbanes often feed on the corpses of their victims.
Variants:
Variants Horrible as the dreadbane may appear to be, there is an even more horrid variant type, the
Greater Dreadbane. It is rumored (by Abyssal scholars) that there are only six of these terrible
demons, each assigned to a demon prince and overseeing entire legions of dreadbanes. The greater
dreadbane differs from the normal dreadbane in that it has 4 arms, often carries two swords (similar to
the dreadbane's, but of sharpness). Greater dreadbanes have 12 HD, AC -7, 17-18 INT, make 5
attacks per round, and have 75% MR.
Golem, Rubber Resin
Climate/Terrain: Any
Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: Nil
Intelligence: Non- (0)
Treasure: Nil (see below)
Alignment: Neutral
No. Appearing: 1
Armor Class: 7
Movement: 12
Hit Dice: 10
Thac0: 10
# of Attacks: 1
Damage/Attack: 3d6, 1d12
Special Attacks: Bounce
Special Defenses: Repel blunt weapons, disarm
Magic Resistance: Nil
Size: M
Morale: Fearless (19-20)
XP Value: 3,000
__________________________
Appearance:
Appearance Rubber resin golems appear as humanoid shaped lumps of melted rubber, somewhat
larger than human sized. They stand 7" tall and weigh 500 pounds. They are created using rare resins
from a rubber tree plant. Rubber golems tend to be greenish yellow in color with indistinct facial
features.
Combat:
Combat Rubber golems attack once per round, doing 3d6 damage with their hard fists. They are
immune to piercing weapons, which do no damage. Piercing weapons also have a 2-in-6 chance of
becoming lodged in the golem, due to the friction of the rubber material on the weapon and the suction
effect created. A STR check is required to pull the weapon free. Slashing weapons do half damage
due to the self-sealing nature of the material from which the golem is created. Bludgeoning weapons
are dangerous to use against a rubber golem due to the fact that such blunt attacks are repelled by
the golem's rubbery substance. If a blunt weapon is used against a rubber golem, the weapon bounces
off the golem and has a chance to "ricochet" and hit anyone standing near it. Thus, if a group of
adventurers is attacking a rubber golem and one of them uses a bludgeoning weapon, treat it as a
repelled attack and randomly determine which party member is hit (for half normal damage) by the
repelled weapon. Use the scatter diagram for grenade-like weapons in the DMG to determine who
gets hit. Bludgeoning weapons do no damage to the golem.
There is also a 35% chance of any character striking the rubber golem being disarmed, regardless of
the type of weapon used, due to the resilience of the golem's rubbery nature. A disarmed character
loses his weapon as it bounces off the golem, and must spend a round recovering it.
Once every three rounds, the rubber golem can initiate a bounce attack. This consists of hurling
itself at an attacker, doing 1d12 points of damage and requiring a DEX check for the character to
avoid being knocked off his feet and stunned. A failed DEX check means the character is bounced
off the golem, knocked to the ground, and stunned for 1d3 rounds.
Magical fire does double damage to a rubber golem, although burning it will cause dense clouds of
noxious smoke to be emitted (it is immune to non-magical fire). Acid and electricity cause no damage
to the golem. Cold-based spells will slow it for 1d4 rounds and will negate its repelling and bouncing
abilities for the same duration. It is immune to all other spells directed at it.
Habitat/Society Golems have no society or habitat. Rubber golems are generally found where
Habitat/Society:
wizards have access to rubber tree plants, usually in tropical areas.
Ecology:
Ecology Golems are not natural creatures, and play no part in the world's ecology. They neither eat
nor sleep, and "live" until their bodies are destroyed, usually in combat.
Variants:
Variants None.
Hellghost
Climate/Terrain: The Nine Hells
Frequency: Rare
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: High (13-14)
Treasure: Nil
Alignment: LE
Appearance:
Appearance Hellghosts are the royal guards of the diabolic hierarchy. Dukes and
Arch-Devils often use them as bodyguards while traveling or to stand as honor guards at
formal meetings. Hellghosts are dressed in horrific, polished black armor, replete with
spikes and sharpened edges. Their armor is always engraved with scenes of depravity
and pain, and diabolical runes. A hellghost's head is a devilish skull encased in bluish-
white flames. They wear no helmets or other armor on their heads. They carry staffs
topped with horned animal skulls, the shaft being carved of gnarled, twisting bone,
engraved with fell runes. When speaking, a hellghosts's voice reminds mortals of the
sound of breaking bone.
Combat:
Combat: Hellghosts are ferocious in combat, especially when protecting the Duke or
Arch-Devil they're assigned to. Hellghosts tend to attack with their staffs first, as this is
their primary weapon. When striking, the +3 staff inflicts 2d6+9 damage (includes STR
bonus). In addition, the victim must save vs. rod, staff, and wand or be stunned for 2d4
rounds. The hellghost may also use the magical abilities of the staff. Each staff can cast
a cold blue fire burst which shoots forth in a cone 15' wide at the end, inflicting 12d6
damage (save vs spell for half damage). Though flame-like, this damage burns due to the
intense cold (not heat), so treat as cold damage. The DM may require a save vs. cold for
all affected items due to the brittleness inflicted upon them by such intense cold.
The staff can also cast wither by touch. This attack requires a save vs. petrification at a
-2 penalty or the limb touched withers away. If the save is successful, the limb is merely
numbed for 2d6 rounds or until healed with a cure serious wounds or stronger healing
spell is applied.
Any mortal who handles the staff of a hellghost is paralyzed (no save) and takes 2d4
damage per round from intense cold. Anyone who touches the victim also takes 2d4 cold
damage that round. The only way to remove the staff from the victim's grip is to cast
dispel magic at 12th level or higher, or to use a limited wish or wish spell. Nothing else
short of death will remove the victim's death grip on the staff, although a hellghost can
dispel the grip to reclaim his weapon at any time.
If disarmed, the hellghost attacks with its gauntlet-covered fists, doing 1d6+6 points of
damage per blow (2 per round). It can also shriek once every 3 rounds. The shriek is a
chilling, piercing wail which numbs the soul. Anyone within a 60' radius who hears it must
save vs. paralyzation or fall to the floor trembling, their soul numbed by the horror of the
shriek. This trembling paralysis lasts 2d6 rounds and the victim can do nothing during this
time. Anyone who saves vs. the shriek is immune to that particular hellghost's shrieks for
the remainder of that encounter, but must save again if hearing a different hellghost's
shriek or the same hellghost's wail in a later encounter.
Ecology:
Ecology: Not being part of the Blood War, hellghosts serve no function in the ecology of the Nine
Hells beyond their protective duties.
Variants: None.
Kinder-
Kinder-Toten
Climate/Terrain: Any
Frequency: Rare
Organization: Pack
Activity Cycle: Night
Diet: Humanoid intelligence
Intelligence: Low (5-7)
Treasure: Nil (see below)
Alignment: Neutral Evil
Appearance:
Appearance These wicked undead monsters (suitable for Ravenloft especially) look like sad,
confused, malnourished children with staring eyes, pale skin, and tattered, dirty clothing.
Combat:
Combat The kinder-toten appears to be non-threatening, and will cry out in order to get attention.
Their goal is to get an adult to pick them up or comfort them. While this is happening, the kinder-
toten will touch the character who comes to their "aid", each touch (1 per round) draining 1 pt. INT.
The character is allowed a WIS check with a -2 penalty in order to sense the INT drain happening.
If the check is successful, the character receives sudden sharp pains in his head. If the character fails,
he does not notice the drain. This check occurs each round the character is being touched by the
kinder-toten. This INT loss can be restored only by a restoration, regeneration, or heal spell. If a
victim is drained to zero INT, the victim becomes a zombie.
If attacked, the kinder-toten will fight as best they can, each clawed hit doing 1d4 damage. On any
successful hit, the victim must also save vs. spell or lose 1 pt. INT.
Any character of good alignment must save vs. spell each time he tries to hit a kinder-toten. Failure
means the victim temporarily sees the kinder-toten as a normal child and is unable to force himself to
attack it that round. A dispel magic spell will allow the victim to overcome his hesitance and attack.
Any character of LG alignment that destroys a kinder-toten must roll a WIS check. Failure means
the character has fallen victim to the dying kinder-toten's last attack...the character suffers great guilt
and depression for having "killed a child". This guilt acts as a symbol of hopelessness spell. This
disabling guilt can be only be alleviated by casting dispel evil, bless, or atonement on the afflicted
character.
Habitat/Society:
Habitat/Society Found anywhere children were slain or died suddenly, as in a disaster or plague.
Certain horribly evil and twisted necromancers keep small packs of these cruel things to send against
their enemies.
Ecology The Kinder-Toten attack with their INT drain only in an effort to understand their death
Ecology:
and undead state. Since they died so young, they cannot comprehend the changes that dying
entailed. This desire for understanding is what allows them to drain INT.
Variants:
Variants None.
Ore Eater
Climate/Terrain: Mountainous, rocky
Frequency: Common
Organization: Family
Activity Cycle: Any
Diet: Metal ore
Intelligence: Low to average (7-10)
Treasure: R (x2)
Alignment: Neutral
Appearance:
Appearance Ore-eaters have bodies that stand about 10' tall, and appear as lumps of metallic ore in
humanoid shape. Their feet appear as blocks of metal, and their hands as hammer-like clubs. They
have one solid black stone-like eye and a large mouth with solid ridges of metal for teeth.
Combat:
Combat In combat, ore-eaters are savage and powerful. Their primary weapon is their club-like
hands which inflict terrible crushing damage on opponents. An opponent wearing anything less than
field plate armor takes 2d4+8 damage per blow. Armored opponents wearing field plate or better
take just 1d4+8 damage per strike, but each strike takes off 1 level of armor. For example, field plate
has an AC of 2. If someone wearing field plate took two blows from an ore-eater, that field plate
would only be AC 4, due to extensive crushing damage and cracks in the armor. Such damage to
armor is very hard to repair.
Every blow against a character results in an item save vs. crushing blow if the hit occurs on armor. If
failed, the armor is rendered useless. At the DM's discretion, other items may need to make saves vs.
crushing blows. They are as powerful as stone giants, having a STR of 20.
The only other attack ore-eaters make in combat is their blinding flash. They can do this once every
other round in place of one of their normal attacks. They strike their hands together, creating a bright
spark of light along with a spray of ore dust which together serves to blind the opponent for 1d4
rounds unless a save vs. rod, staff, wand is made.
Edged weapons do half damage to ore-eaters, and the weapon must make a save vs. crushing blow
each time to avoid breaking against the ore-eater's body. Piercing weapons do no damage.
Bludgeoning weapons do normal damage if metal, otherwise no damage (ie wooden clubs do no
damage). A +1 weapon is needed to hit them. Acid and lightning do double damage to ore-eaters due
to their metallic nature. Heat and fire do half damage, cold does no damage.
Habitat/Society:
Habitat/Society Usually found in mountainous areas which contain great amounts of metal, ore-
eaters consume metal ore exclusively. They tend to live in small communities of several families, with
each family consisting of about 6-10 members. They often compete with xorn when those creatures
come to the Prime Material Plane. Dwarves hate them as they tend to deplete areas of ore that is
needed to create armor and weapons. Ore-eaters tend to be shy and peaceful, unless attacked or
their environment invaded, in which case they fight with savage vigor. Ore-eaters tend to weigh about
3,500 lbs and stand 10' tall.
Ecology:
Ecology Ore-eaters have little impact on the ecology as they eat only metallic ore and not plants or
animals.
Variants:
Variants None known.
Reedzen
Climate/Terrain: Forest
Frequency: Rare
Organization: Nil
Activity Cycle: Any
Diet: Herbivorous
Intelligence: Very (11-12)
Treasure: Nil (see below)
Alignment: Neutral
Appearance:
Appearance Reedzens are humanoid creatures, somewhat related to trees. Their skin looks like
thick, light brown bark. This gives them a natural armor class of 3. Their eyes are black.
Combat:
Combat Reedzens inflict 1-6 points of blunt damage per attack with their fists. However, before
entering melee combat, reedzens generally use their ability to animate and control plants. Depending
on the situation, they might use this ability in two ways.
They can animate one tree (no more than three times their height). The tree will move and attack like
a small 7 hit dice treant (2d8 damage/attack, 2 att/rd), for the duration of one turn. This ability is
usable 3 times per day. Reedzens can animate only a single tree at a time.They can also animate
grass, thorns, brambles, small bushes and so on, the effect being similar to an entangle spell. This
ability is usable 3 times per day, as well.
Reedzens also have a chance to control plant-like monsters (hangman trees, shambling mounds, yellow
musk zombies, various fungi monsters, etc.). Plant-like monsters in a 120' radius must save versus magic
or come under the control of the Reedzen. On a failed save, the Reedzen gains control over the
plant-like monster as if charmed, for a duration of one turn. The Reedzen doesn't need to
concentrate to maintain his control and can engage in other activities. If two or more plant-like
monsters are present, the Reedzen can control only one of them. This power is usable once per day.
Reedzens also have the ability to transport via plants (as per the pass plant spell) at will. Combined
with their climbing ability, this makes them virtually impossible to catch or capture. This might also
explain their low morale score, as they usually have no problem fleeing from combat.
Habitat/Society Being shy and elusive creatures, there is very little information available about
Habitat/Society:
Reedzens. Reedzens tend to live in any forest of at least one square mile; in fact no Reedzen has ever
been spotted outside a forest. Reedzens tend to live alone and don't often interact with other
creatures. They don't seem to have any kind of social structures, though some scholars suspect there
may be small Reedzen communities.
Reedzens have no use for money, and therefore hoard no monetary treasure. They know about magic
items, however, and 50% of Reedzen will own one magic item, usually taken from unlucky adventurers.
This item will be a very simple one (i.e. a ring, cloak, potion, etc.). Complex items that necessitate
reading (scrolls), using command words (wands and the like) or in-depth magic knowledge (books,
crystal balls, etc.) will not be found. Reedzen also never use armors, shields or weapons.
Reedzens don't speak, and therefore do not interact much with other creatures. However, they have
a type of empathy, which they can use to " communicate " with any creature, if they absolutely need to.
They can communicate easily with plants (as a speak with plants spell, at will) and so have very good
knowledge of their forest.
Reedzens are neutral creatures, but resent deeply the presence of humans or humanoid creatures in "
their " forests. Druids are tolerated. If humans or humanoids stay in the forest for more than a few
hours, they are very likely to be attacked by a Reedzen. If this is not enough to make the " intruders "
leave, a group of 4-6 Reedzens will attack a few hours later. This is the only case where Reedzens
gather.
Ecology:
Ecology Very little is known about Reedzen ecology. Reedzens are herbivorous, but some scholars
assume that they are sustained by some kind of photosynthesis. This would allow them to live for long
periods of time without eating (possibly months). Reproduction remains a mystery, since Reedzens all
look quasi-alike and there doesn't seem to be male or female species. Reedzen children have never
been seen.
Variants:
Variants None.
Rigor Mortems
Climate/Terrain: Any
Frequency: Uncommon
Organization: Pack
Activity Cycle: Night
Diet: Dexterity
Intelligence: Low (5-7)
Treasure: B,T
Alignment: Chaotic Evil
Appearance:
Appearance Rigor Mortems are a horrifying form of undead, appearing as humans (or humanoids)
with hideously deformed, crippled bodies. They howl in pain from their deformities and attack any
living thing with fanatical zeal in an attempt to ease their pain (see below).
Combat Rigor Mortems attack with clawed hands, doing 1d4 damage per attack. On a successful hit
Combat:
they drain 1 point of DEX from their victim. This drain is the result of the rigor mortem siphoning off
life force from the victim's body, causing deterioration in the joints and bones of the victim. This
draining of life force temporarily alleviates the constant pain felt by the rigor mortem, hence their
fanaticism in combat. They will do anything to escape their eternal torment. The victim has a
cumulative 10% chance per strike of being crippled to the point of being unable to wield a weapon or
cast spells. Hence, a character who is struck 4 times by a rigor mortem has a 40% chance of being
crippled badly enough to prevent spell casting or wielding a weapon. This effect can only be negated
by a heal spell or a regeneration spell.
Any character drained by a rigor mortem to zero DEX dies and rises as a rigor mortem in 1d12
hours. The only way to prevent this is to cast a remove curse spell on the body prior to the
transformation into a rigor mortem. Characters killed in this manner also cannot be raised until a
remove curse spell is cast on the body, although the use of a resurrection spell will successfully
resurrect the character without the need for a remove curse spell.
Rigor mortems are motivated by the sheer and unrelenting torment they feel and will attack fanatically
until their opponents are dead, manage to escape, or ultimately destroy the rigor mortem. They are
relatively slow moving due to their deformities.
Habitat/Society:
Habitat/Society Rigor mortems travel in small packs, killing anything-living thing they encounter
without hesitation. However, only by draining humanoids of their DEX do rigor mortems gain the
alleviation of pain they so badly desire. When created (see below), they will tend to hunt down groups
of travelers along lonely paths in the woods and have even been known to enter busy cities in search
of victims to relieve them of their pain.
Ecology Rigor Mortems do not contribute to the ecology of the world, being undead. Rigor mortems
Ecology:
are created by evil necromancers via a special curse that inflicts a slow acting but ultimately fatal
disease in the victim, similar to arthritis. The joints and bones slowly fuse, swell, and deform, causing
the victim to die an extremely painful death. The curse also causes them to rise in their misshapen,
undead state and suffer their torment for all eternity. This horrifying death and agony is what drives
the rigor mortem to seek out and drain humanoids, as this is the only thing (besides utter destruction)
that can alleviate their suffering.
Variants:
Variants None.
Rock Men
Climate/Terrain: Any, mountains, subterranean
Frequency: Rare
Organization: Band
Activity Cycle: Any
Diet: Nil
Intelligence: Average (8-10)
Treasure: Nil (see below)
Alignment: Neutral
Appearance:
Appearance Rock men are strange humanoid creatures that act as protectors of the mountains and
its resources. They are composed of their surroundings and often appear to be made of stone, thus
their name. Their faces lack features and it seems that they sense the world through some mystical
means.
Combat:
Combat Rock men are strong, and each of their powerful fists deliver a potent blow. Once engaged
in combat, their opponents must make a successful saving throw vs. spells or suffer from the effects of
a slow spell. Only those who attack or are attacked by the rock men are affected. Rock men are
immune to spells that hinder movement or which are of the School of Elemental Earth or the Sphere
of Earth.
Their rock hard bodies also make them nearly immune to slashing and piercing weapons, preventing
the bonuses from a high strength as well. These weapons cause just one point of damage and only the
magical bonus of a weapon may be applied to the attack and damage rolls. Bludgeoning weapons do
only half damage.
Once slain, the body of a rock man may be analyzed by a miner or person familiar with minerals to
reveal the quantity and quality of the mineral deposits in the mountian in which the rock man
originated.
Habitat/Society Though these creatures travel in bands of no less than three, they have never
Habitat/Society:
been seen in any sort of community, nor has any system of reproduction been noted.
Ecology:
Ecology These protectors of the mountains have foiled many attempts to mine precious metals and
are a constant threat to such operations. They often appear during the initial excavation and during
the final stages of quarries and mining, in order to disrupt these operations. Some have conjectured
that these creatures are mountain spirits, though their appearance has confused many.
Though rock men do not covet treasure or have need of it; they collect the metal items, gemstones,
and minerals and take them to secret locations in order to give them back into the earth. If a cache of
items taken from adventurers is found, it is likely that the items have been destroyed, though some
magical items may survive.
Variants None.
Variants:
Credits
The Back In Print Project would like to thank the following contributors, whose hard
work and dedication made this product possible.
Dreadbane Reedzen
Author: Halaster Blackcloak Author: PaSquall
Artist: Scott Chevalier Artist: Unknown
Colorist: Halaster Blackcloak Colorist: Unknown