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Monsters - Creatures From Elsewhere

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59 views5 pages

Monsters - Creatures From Elsewhere

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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You are on page 1/ 5

March 1981 Dragon

Creatures
from
elsewhere
by
Patrick Amory

WIRCHLER
ORIGIN: Gehenna ty, it barely has to move its arms to flit Lords and Princes, Greater Devils, Type
FREQUENCY: Rare about. A single Wirchler attacks with its V and higher Demons, Beholders, Black
NO. APPEARING: 1-10 arms and its long, protruding teeth. Puddings, Blink Dogs, Brain Moles,
ARMOR CLASS: -6 When four or more Wirchlers get to- Couatls, Cerebral Parasites, Djinni,
MOVE: 18” gether, they can and will utilize their Dragons, Dragon Turtles, Ear Seekers,
HIT DICE: 6+6 special attack. They start rubbing their Efreet, Violet Fungi, Gas Spores, Gelati-
% IN LAIR: 5% teeth together, and the sound “wiiiirrrr- nous Cubes, Ghosts, all Giants except
TREASURE TYPE: See below ccchhhhh” results. This noise stimulates Hill and Stone Giants, Golems, Gray
NO. OF ATTACKS: 3 pain centers in the nervous system, and Oozes, Green Slimes, Harpies, Hydrae,
DAMAGE/ATTACK: 1-6/1-6/2-12 if the wirchlers are allowed to continue in Intellect Devourers, Ki-Rin, Lammasi,
SPECIAL ATTACKS: Wirching (see this manner for one full round (i.e. no Liches, Manticores, Mind Flayers, Molds,
below) hits are scored on them), all monsters Ochre Jellies, Purple Worms, Rakshasi,
SPECIAL DEFENSES: immune to fire and humans (except those listed Shambling Mounds, Skeletons, Spectres,
+ acid; takes double damage from cold below) within a 6” radius will scream and Strangle Weeds, Su-Monsters, Thought
MAGIC RESISTANCE: Standard writhe on the ground, unable to attack, Eaters, Water Weirds, Wights, Wraiths,
INTELLIGENCE: Low-average defend, or do otherwise. The following Wyverns and Zombies.
ALIGNMENT: Lawful Evil (neutral ten- effects will also beset the victims: They If a Wirchler is found in its lair in Ge-
dencies) will lose one hit point for every hour the henna, it may have (30% chance) a Fire-
SIZE: S wirchlers wirch, one point of Intelligence gem. Fire-gems, worth 1,000 g.p. each,
PSIONIC ABILITY: 50 every three hours, one point of Wisdom are made by Wirchlers in underground
Attack/Defense Modes: B/H, I every four hours, and one point of Cha- smithies. The gems have the following
The Wirchler originates from the plane risma every five hours. The ability losses powers: Can shoot flames as per the
of Gehenna, the Valley of Flame. Fire is are permanent unless later regained by Naming Hands spell a total of 20 times,
their natural habitat, much as air is ours. magical means. as a 19th-level Magic-User; can shoot a
They are, however, known to leave their All Wirchlers encountered will wirch Fireball (as per a wand) a total of 10
dreadful home in groups to search for for 1-4 hours, and then some will tie the times; can create a Fire Trap (as a 10th-
new prey. At present they pay precious victims up while the others wirch. The level M-U) 5 times, and can create an
Fire-gems to the Night Hags in Hades in victims will be devoured when the Incendiary Cloud once. The gem will
return for Larvae to torture. wirchlers next feel hungry again, 1-8 also act as a Gem of seeing as long as
The Wirchler thrives on the pain of its hours later. If there are only four any of the above abilities remains func-
victims. After it inflicts its special dam- wirchlers, they will all wirch until a.) their tional. Each ability (except the seeing
age (see below), it sits back and enjoys victims are dead; b.) more wirchlers ar- power) needs a different command word
their dying screams. rive; or c.) they are stopped by some to function. The Wirchler
A Wirchler appears as a disembodied other creature. owning a fire-gem will certainly use it
mouth with two long, scrawny, hairy The following creatures and monsters against attackers.
arms sticking out of where its cheeks are not affected by wirching: There are always 1-4 fire opals (the
ought to be. Since it has almost no densi- Gods, Demigods, Arch-Devils, Demon normal gem) in a Wirchler’s lair.
13
Dragon Vol. V, No. 9

ARUCHAI (alternatively FLEISCHE


KLECKSE, BLOBS OF FLESH, SEA
OF FLESH)
ORIGIN: Limbo
FREQUENCY: Very rare
NO. APPEARING: 10-1000
ARMOR CLASS: 10
MOVE: ¼”
HIT DICE: 4+1
% IN LAIR: See below
TREASURE TYPE: See below
NO. OF ATTACKS: See below
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: Paralyzation + see
below
SPECIAL DEFENSES: “Weapon-sticking”
+ see below
MAGIC RESISTANCE: 75%
INTELLIGENCE: Semi-low
ALIGNMENT: Chaotic Neutral be seen to be crawling with little red par- mess — which will become Aruchai
SIZE: S (4’) + see below asites, who greedily slurp up the many under the conditions detailed above.
PSIONIC ABILITY: Nil fluids the Aruchai excrete at odd times. Aruchai fingers can reach a maximum of
Aruchai are creatures native to the The Aruchai also excrete a viscous glue 1” from the body.
plane of Limbo — absolute Chaos. The which causes them to stick to the ground When there are 100 or more live Aru-
gods there first created the Aruchai (thus their slow movement rate). Aruchai chai present, they can meld and flow to-
(sing. Arucha) for amusement, but are always moving, albeit very slowly. gether into Aruchai-Kamoit — a sea of
accidentally endowed them with slight They never stop for rest, and only slow writhing flesh. Their fingers may then
intelligence. An Arucha’s one purpose in down a little to absorb foods. reach 2”, they gain +3 “to hit”, and 3 is
life is to get OUT of Limbo. When a group Weapons of +3 or less will stick to the subtracted from the enemy’s saving throws
of Aruchai has killed all of its enemies, Aruchai’s glue-coated bodies if the mod- vs. paralyzation.
and when the number of the enemies ified “to hit” roll is below 18. The wea- Aruchai are invulnerable to cold-based
was equal to half or more of the number pons can be pulled out of an Arucha as attacks, and weapons of +1 or less do
of Aruchai fighting, the corpses of the per a Web spell. Each round a weapon is only one point of damage to them per hit.
enemies immediately begin corrupting stuck the Arucha’s body acids will eat Weapons of +2 or better do as many pts.
into new Aruchai. Meanwhile, the Aru- away at it, so it loses a “plus” each round of damage as their “plus” (i.e., a +3 sword
chai are instantly transported to the (normal weapons will go into the nega- does three points of damage). Normal
enemies’ native plane, where they terro- tives). If a weapon reaches -5 it will ex- damage adjustments (due to high
rize the inhabitants for one day. They plode, not harming the Aruchai but do- strength) do not apply to Aruchai. Dam-
may not be slain in the shape of Aruchai ing 2-16 pts. damage to all others within age penalties incurred because of low
on this new plane, but after the one-day a 6” radius. strength do apply, however. Fire does
period is up the Aruchai reform into the An Arucha will reach out with shape- triple damage vs. the Fleische Kleckse,
creatures they were before they were de- less “fingers” at its victim, paralyzing and so does acid.
feated by a group of Aruchai. However, them as per a Gelatinous Cube. It will Aruchai are treated as size “L” in “Ka-
the reformed creatures will now all have then proceed to devour its captive by moit” state.
Chaotic Neutral alignment. engulfing it and eventually (1 round) suf- Gods and other creatures of Chaos
Aruchai appear as formless blobs of focating it. The Arucha then digests the often utilize seas of Aruchai as treasure-
rotting, yellow flesh. Their bodies may enemy and excretes it as pre-Aruchai guards in caverns with low roofs.

PHOENIX
ORIGIN: Elysium resistance; fakes lor the human eye can detect, plus many venge. If the god ever catches up with
FREQUENCY: Very double damage more. It is constantly bathed in yellow the party, he will destroy half of it by slow
rare (see below) from cold + see flame. Any weapon penetrating the flame and painful torture, and Geas the rest of
ARMOR CLASS: 2 below; resistance must make a saving throw as “soft metal” the party to find a way to go back in time
MOVE: 12”/24” to all 9th level vs. “disintegrate” if it is less than a +5 and remedy what they did.
HIT DICE: 10+ 3 spells weapon. The Phoenix can shoot fireballs as a
% IN LAIR: 33 MAGIC RESIST- Every thousand years, Phoenices lay 20th-level Magic-User.
TREASURE TYPE: ANCE: 100% an egg and proceed to burn up in their The Phoenix’s treasure is supposed to
See below INTELLIGENCE: own flames, leaving only ashes. The egg outdo any amount owned by any other
NO. OF ATTACKS: Exceptional hatches immediately, with the Phoenix creature, for all the Phoenix ever does is
3 ALIGNMENT: Neu- born again from inside. The new Pho- search for more riches. When the Pho-
DAMAGE/ATTACK: tral Good enix has all the knowledge of the old enix encounters a party and sees that it
1-6/1-6/1-12 SIZE: M Phoenix, and is essentially the same has treasure, it will demand all of it. if the
SPECIAL AT- PSIONIC ABILITY: creature. There is only one Phoenix in party does not hand it over immediately,
TACKS: Flame 100 the entire multiverse at any time. If the the Phoenix will attack.
SPECIAL DEFEN- Attack/Defense Phoenix is ever destroyed, it will never Evil creatures may greatly desire the
SES: Complete fire Modes: C/F, G be replaced. Even Wishes cannot bring Phoenix’s wealth for their own, and it
the Phoenix back to life. would not be unusual for, say, Geryon to
The Phoenix is found in Greek, Arabi- If the Phoenix is destroyed, intention- Geas a party to bring back the bird’s
an and Egyptian mythologies. It appears ally or unintentionally, a powerful god treasure. Of course, the Phoenix’s trea-
as a large bird with feathers of every co- from Elysium will ever after seek re- sure is kept very well guarded.
14
March 1981 Dragon
FURY (Tisiphone, Alecto, Megaera)
ORIGIN: Tartarus
FREQUENCY: Very rare
NO. APPEARING: 7-3
ARMOR CLASS: -4
MOVE: 9”/24”
HIT DICE: 15 (119, 106, and 93 hit points
respectively)
% IN LAIR: 100% (unless there is an
overriding factor; e.g. their plane is
destroyed)
TREASURE TYPE: A, D, X, Z
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 3-18/3-18/3-36
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Immunity to fire,
non-magical weapons; half damage
from all other attacks
MAGIC RESISTANCE: 79%
INTELLIGENCE: Genius
ALIGNMENT: See below
SIZE: L (7’+)
PSIONIC ABILITY: 300
Attack/Defense Modes: A, C, E
(see below)/F, I, J

The three Furies dwell on the plane of


Tartarus. In Greek mythology Tartarus is
a prison (known as “The Iron Fortress”)
for evil souls; sort of a Greek hell. All black teeth which can squirt acid as their resurrected, unless a Wish spell is
souls went to Hades to be judged, but the nails do for 3-36 pts. damage. Any hit placed on the heart prior to the resurrec-
especially evil ones were saved for Tar- scored by a Fury upon a living creature tion, the figure will die again.
tarus, where they were tortured and will cause it to age 1-6 years. The Second Fury is Alecto (The Im-
guarded over by the Furies. The Furies can also use Psychic Crush placable Avenger). Once per day she
Tartarus had “walls of adamant that against non-psionics, and they get dou- may use her special power: If allowed to
even the gods could not penetrate” on ble percentages to kill psionic charac- hum E-flat for one round she can turn
three sides, and was bordered by the riv- ters when using it. To find a non-psionic’s one person in the party into an automat-
er Acheron (The River of Sorrows) on equivalent defense mode, add his or her on for a year (as if the character had
the fourth as it ran underground to join Intelligence, Wisdom and Charisma to- picked the “Void” card from a Deck of
the River Styx in Hades. Therefore, the gether. If the total is 9-17, treat as defen- Many Things, except that the soul is in
alignment of the plane (Evil Chaotic seless psionic; 18-37, treat as if the char- the possession of Alecto and may only
Neutral) results more from the evil souls acter were holding a Mind Blank, be retrieved through killing her).
imprisoned there than the permanent 38 and above, treat as if the character The Third, and weakest, Fury is Meg-
residents (i.e., the Furies). were holding a Thought Shield. On the aera (The Disputatious Avenger). She
The alignment of the Furies is another Defenseless Psionic Table, treat defense will engage characters in arguments
problem. Assuming they originate from strength as 10-59. Non-psionics are en- which they cannot win (they are each
the plane of Olympus, as the other Greek titled to a saving throw vs. spells at +2 on allowed a saving throw vs. spells at -4)
deities do, they ought to be Chaotic the die on a Fury’s Psychic Crush attack. for 5 minutes, at the end of which time
Good. However, what good creature Each Fury has her (its?) special char- the victims are allowed another saving
would take on the job of torture and pun- acteristics. The First, and strongest, Fury throw (this time at -6 on the die). If the
ishment? The Furies are not evil, or Zeus is Tisiphone (The Avenger of second save fails, victims are put to sleep
would not “employ” them. Thus, the Fur- Blood). Tisiphone has a special gaze for 6 months, at the end of which time
ies should be regarded as Neutral with weapon: It causes her victims to bleed to they are likely to end up as (living)
tendencies toward both Good and Evil. death. Her gaze will inflict upon all who basket cases floating peacefully in a little
That is to say, the Furies (with shaky fail a saving throw vs. poison (at -4 on the boat down the Styx toward the Hells.
psyches even at the best of times) com- die) horrible, rotting wounds in the cen- Megaera may use her special power
mit both good and evil deeds. ters of their foreheads. Victims will sus- once per day.
Furies appear as human females with tain 9 pts. damage per turn until dead. Furies know most languages (85%
large bat-wings (something like an Eri- The wound may only be cured through a chance for any given language).
nyes Devil). They have long black hair, combination of 2 Heal spells (not po- Furies take half damage from all at-
black eyes, and inch-long black finger- tions), 2 Cure Disease spells and a Wish. tacks except fire, to which they are
nails which can squirt black acid (1” If a dead victim is resurrected, he/she immune.
range) that will do 3 points of damage will still be vulnerable to the same ef- A party entering Tartarus from the As-
per round until washed off or neutral- fects. Tisiphone may use her weapon tral Plane will find itself on a 10-foot-
ized. The nails are quite sharp, as hard as when she wishes, up to a total of three wide, ledge in front of the iron gates to
adamantite, and-worth from 2,000 to times a day. Tisiphone may also, once the Fortress. The Furies will not attack
16,000 g.p. each. The nails do 1-6 pts. per week, command a person’s heart to unprovoked unless the party attempts to
damage apiece (three fingers per hand). stop beating (she controls the flow of the enter.
A nail cannot be removed from a living blood). The character killed is not al- Finally, Furies don’t talk; they cackle
Fury. Furthermore, the Furies have jet- lowed a saving throw, and, if he/she is (like the witches in Macbeth).
15
Dragon Vol. V, No. 9

MAPMAKER mapmaker in this state must make a sav-


FREQUENCY: Uncommon ing throw vs. paralyzation a -2 on the die.
NO. APPEARING: 1 Creatures getting a 4 or less on the die
ARMOR CLASS: 0 (before modification) turn schizoid until
MOVE: 15”/25” a Heal, Restoration, Limited wish or
HIT DICE: 7+7 Wish is used. The paralyzation lasts for
% IN LAIR: 20% the number on the die plus 5 rounds.
TREASURE TYPE: U(but never potions, NOTE: Magical devices will not negate
rods, staves or wands, and always or prevent this effect.
maps; scrolls (1-4) 70%) The sucker mouth extends out 2”, and
NO. OF ATTACKS: 3 the tail is barbed. The mapmaker will try
DAMAGE/ATTACK: 1-10 (mouth); 1-6 to use its tail to draw prey to its mouth (it
(tail) and 1-4 (mapmaker’s stick) can drag prey a distance of 5 feet on a “to
SPECIAL ATTACKS +1 to hit; +3 dam- hit” roll of 18 or more). Hits on the map-
age; paralyzation, mild insanity maker’s ruff do half damage, while hits
SPECIAL DEFENSES: Cannot be con- on the hump do 1½ times normal damage.
fused; surprises on a 1-3 Mapmakers’ ruffs scintillate harmless-
MAGIC RESISTANCE: 15% ly when removed from the body; they are
INTELLIGENCE: Very very strong and might be worth some-
ALIGNMENT: Chaotic (tends towards thing to a jeweler or cobbler.
evil) Mapmakers have their own language,
SIZE: M and all their maps are written in it. Map-
PSIONIC ABILITY: 170/170 Pandemonium, and are quite common makers smell strongly of hay.
Attack/Defense modes: C + Psychic there. They have a passion for maps, and Mapmakers love to steal a party’s map
Pandemonium (detailed below)lF, G, H are never encountered without one. The so the party will be lost. When stealing
A Mapmaker looks like an overgrown maps are not necessarily accurate, and maps, the creatures’ senses are height-
weasel at distances of 20 feet or more; often they are totally false, describing ened and they have 8th-level Thief abilities,
however, up close it is obviously quite non-existent places. They are very de- A new magic item is included with this
different. It has scaled skin like a lizard; it tailed and beautiful, however, Mapmak- monster: the Mapmaker’s stick (it can
has a long tail, a humpback and it stands ers value their maps more than they do mark anything, including human flesh;
on two legs. It has an Elizabethan-type gold. thus, the 1-4 damage pts.)
ruff about its neck, multi-faceted flash- A mapmaker’s primary attack is ac- PSYCHIC PANDEMONIUM: This psio-
ing eyes, a strange protruding “sucker complished by spreading its wings. This nic attack mode attacks exactly like a
mouth,” rubbery arms and a webbed hol- causes its entire body to turn metallic Mind Thrust, but it may only be defended
low in its back. and glow with darting, scintillating co- against with Tower of Iron Will, and then
Mapmakers come from the plane of lors. Any creature within 12” viewing the takes double pts. from the defender.

FLARD documents (which are certainly not avail-


ORIGIN: Nirvana able on the Prime Material Plane). Another
FREQUENCY: Very rare er Flard’s name is the only thing a Flard is
NO. APPEARING: 1 not likely to know (2% chance).
ARMOR CLASS: -3 If the party speaks the Flard’s name it
MOVE: 0” will awaken and will answer one ques-
HIT DICE: 12 tion with 100% accuracy. The Flard will
% IN LAIR: 100% then sleep for one thousand years.
TREASURE TYPE: A x 5 Flards will, of course, know everything
NO. OF ATTACKS: Nil there is to know about the party, so it is
DAMAGE/ATTACK: Nil never surprised in battle (it knew the par-
SPECIAL ATTACKS: Cold, fear ty’s intentions previously). Flards
SPECIAL DEFENSES: See below have two attacks: The first is a cone of
MAGIC RESISTANCE: See below cold (6” long with a 3” base) in any direc-
INTELLIGENCE: See below tion, and the alternate one is fear (as a
ALIGNMENT: Lawful Neutral wand) in a 6” radius, which can be used
SIZE: L (infinite height) whenever the Flard desires, Fire does
PSIONIC ABILITY: 300 double damage to a Flard, and cold does
Attack/Defense Modes: All/all half damage,
Flards cannot go to sleep once they
Flards were created by a now-extinct have been awakened unless they are
race of humanoids for the sole purpose asked a question, so in all likelihood they
of answering questions. Flards are ex- will attack a party which is not quick with
tremely old, and spend most of their time its query.
dormant, gathering information. All at- A Flard is considered Non-intelligent
tacks on an unawakened Flard will be in dormant state, and of Godlike intelli-
turned back against the attacker. Flards gence when awake.
are never discovered awake, All spells in existence higher than 3rd
Each Flard has a specific name which level did not exist when Flards were
triggers it awake when spoken. These created, so only spells of 3rd level and
names can only be found out through below will affect Flards. The following
arduous research in the oldest and rarest lower-level spells also have no effect:
16
March 1981 Dragon
Fireball, Burning Hands, and all spells considered to be usable by the Flard if it ces in Nirvana. A quest for a Flard would
that were obviously created by a charac- wishes (e.g. if it had a Wand of Fireballs it not be unusual.
ter (they have a name like “Bigby” or could shoot fireballs at the party; if it had Description: Flards appear as tower-
Tensor” attached as a possessive). a Ring of Invisibility it would be invisible, ing pillars of pure white marble with a
A Flard’s treasure is stored inside its etc.). veined, pink marble base. The opening
body, and the body can only be opened Flards are never encountered as to their treasure cache should be treated
(while the Flard is still living) by the Flard wandering monsters, and should only be as a secret door (if the Flard is killed).
itself. All magic items in the treasure are placed by the DM in hard-to-get-at pla- Flards have infinite height.

SUGO
ORIGIN: Acheron are eight slimy, brown tentacles, each
FREQUENCY: Very rare equipped with a large grey sucker cup at
NO. APPEARING: 1 the end. Sugos blend in perfectly with
ARMOR CLASS: -2/-3 the bog, and thus surprise opponents on
MOVE: 18” a 1-4.
HIT DICE: 14 A Sugo will attempt to attach its suckers
% IN LAIR: Nil to several adventurers (each requires a
TREASURE TYPE: Nil successful “to hit” roll) and suck their
NO. OF ATTACKS: 8 flesh away. The Sugo will do 1-4 pts.
DAMAGE/ATTACK: 1-4 per attack damage per round, and will only remove
SPECIAL ATTACKS: Sucking (see its sucker if the victim is killed or if the
below) Slime. As the River of sorrows passes tentacle is chopped off.
SPECIAL DEFENSES: Immune to cold through the Nine Hells, it becomes gradually How to chop a tentacle off: Each time a
and acid; takes 1½ times damage from fire wider and wider, until it becomes a vast, hit at a specific place on a tentacle is to
MAGIC RESISTANCE: 30% near-impenetrable, stinking bog: Acheron. be made, the player must tell the DM he
INTELLIGENCE: Very high Lurking in the mud are horrible crea- is hitting at that place. Each tentacle can
ALIGNMENT: Lawful Neutral (evil tures called Sugos. Juiblex himself creat- absorb 8 pts. of damage, regardless of
tendencies) ed them, but they turned against him the hit points of the Sugo’s body. Each
SIZE: L (tentacles are 7-8’ long) and all other creatures of Chaos. They tentacle has an AC of -3 (because it is
PSIONIC ABILITY: 150 greedily devour the little bugs and large harder to aim at a specific point rather
Attack/Defense Modes: A, C/G, I worms of Acheron, but would much than the general creature). If the Sugo’s
rather seek greater prey. body takes its full hit points in damage,
All the marshes, bogs, swamps, slime, A Sugo appears as a flattish brown the creature will die regardless of the
mud and quicksand in the world are disc with a large red eye in the top cen- rules in this paragraph. These rules only
spawned from Acheron, the Plane of ter. Radiating from the sides of the disc apply when chopping a tentacle off.

17

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