Demivrgvs Posted April 2, 2008 Share Posted April 2, 2008 (edited) Aerial Servant Aerial Servant (16 Hit Dice): STR 21, DEX 19, CON 17, INT 6, WIS 11, CHA 11; AL Neutral HP 148, AC -1, THAC0 2, Saving Throws 4/6/5/4/7 2 Attacks Per Round, 2d6+11 Crushing Damage (Fist +2)Special Qualities: Natural Invisibility: constantly invisible as if affected by an Improved Invisibility spell Immune to hold, poison, sleep, & stun effects Animal Summoning Spells Dire Wolf (4 Hit Dice): STR 17, DEX 15, CON 17, INT 6, WIS 12, CHA 10; AL Neutral HP 44, AC 6, THAC0 15, Saving Throws 13/15/14/16/16 1 Attack Per Round, 1d6+2 Piercing Damage (Bite +1) Dire Leopard (7 Hit Dice): STR 19, DEX 15, CON 17, INT 6, WIS 12, CHA 10; AL Neutral HP 77, AC 5, THAC0 10, Saving Throws 10/12/11/12/13 2 Attacks Per Round, 1d8+8 Piercing Damage (Claws & Bite +1) Dire Bear (10 Hit Dice): STR 21, DEX 13, CON 19, INT 6, WIS 12, CHA 10; AL Neutral HP 130, AC 3, THAC0 7, Saving Throws 8/10/9/9/11 2 Attacks Per Round, 2d4+11 Crushing Damage (Claws & Bite +1) Animate Dead Skeleton (2 Hit Dice): STR 15, DEX 14, CON -, INT -, WIS 10, CHA 1; AL Chaotic Evil HP 24, AC 6, THAC0 18, Saving Throws 10/12/11/13/13 1 Attack Per Round, 1d6+2 Crushing Damage (Mace +1)Special Qualities: Immune to charm, confusion, hold, poison, sleep, stun, & death effects Cold Resistance 100% Slashing & Piercing Resistance 20%; Missile Resistance 40% Greater Skeleton (5 Hit Dice): STR 16, DEX 14, CON -, INT -, WIS 10, CHA 1; AL Chaotic Evil HP 60, AC 4, THAC0 16, Saving Throws 9/11/10/12/12 1 Attack Per Round, 2d6+2 Slashing Damage (Two-Handed Sword +1) Special Qualities: Immune to charm, confusion, hold, poison, sleep, stun, & death effects Cold Resistance 100% Slashing & Piercing Resistance 40%; Missile Resistance 60% Skeleton Warrior (9 Hit Dice): STR 18/51, DEX 14, CON -, INT 15, WIS 14, CHA 12; AL Neutral Evil HP 108, AC 2, THAC0 11, Saving Throws 5/7/6/5/8 2 Attacks Per Round, 2d6+4 Slashing Damage (Two-Handed Sword +1) Special Qualities: Immune to normal weapons Immune to charm, confusion, hold, poison, sleep, stun, & death effects Cold Resistance 100%; Magic Resistance 90% Slashing & Piercing Resistance 40%; Missile Resistance 60% Call Woodland Beings Nymph (7 Hit Dice): STR 10, DEX 17, CON 12, INT 16, WIS 17, CHA 19; AL Chaotic Good HP 42, AC 3, THAC0 15, Saving Throws 7/10/7/10/7 1 Attack Per Round, 1d4 Crushing (Touch +0) Spell Memorized: 1° Cure Light Wounds (x2), Entangle (x2), Shillelagh, Doom 2° Barkskin, Charm Person or Animal (x2), Resist Fire/Cold, Slow Poison 3° Call Lightning, Hold Person or Animal, Summon Insects 4° Animal Summoning I Celestials Deva (14 Hit Dice): STR 19, DEX 18, CON 18, INT 18, WIS 18, CHA 20; AL Chaotic Good HP 162, AC -5, THAC0 0, Saving Throws 3/5/4/4/6 2 Attacks Per Round, 1d10+10 Crushing Damage (Heavy Mace +3) Combat Abilities: Disruption: undead creatures must save vs. death or be destroyed Stun: 50% chance target must save vs. spell or be stunned for 2 rounds Special Qualities: Immune to weapons lower than +2 enchantment Immune to level drain, death, imprisonment, maze, petrification, & poison effects Cold & Electrical Resistance 100%; Fire Resistance 50%; Magic Resistance 70% Slashing, Crushing, Piercing, & Missile Resistance 10% Known Spells: 1° Bless (x3), Resist Fear (x3) 2° Aid (x3), Find Trap, Know Opponent, Draw upon Divine Might 3° Cure Disease (x2), Holy Smite (x2), Break Enchantment (x2) 4° Cure Critical Wounds (x2), Neutralize Poison (x2), Protection from Evil 10' Radius 5° Mass Cure, Raise Dead, True Seeing 6° Blade Barrier, Heal 7° Holy Word Fallen Deva (14 Hit Dice): STR 19, DEX 18, CON 18, INT 18, WIS 18, CHA 20; AL Chaotic Evil HP 162, AC -5, THAC0 0, Saving Throws 3/5/4/4/6 2 Attacks Per Round, 1d8+10 Slashing +1d8 Fire Damage (Long Sword +3) Combat Abilities: Bleeding Damage: 1hp/round for 5 rounds Special Qualities: Immune to weapons lower than +2 enchantment Immune to level drain, death, imprisonment, maze, petrification, & poison effects Fire & Electrical Resistance 100%; Acid Resistance 50%; Magic Resistance 70% Slashing, Crushing, Piercing, & Missile Resistance 10% Known Spells: 1° Doom (x3), Resist Fear (x3) 2° Hold Person (x3), Find Trap, Know Opponent, Silence 3° Contagion (x2), Unholy Blight (x2), Break Enchantment (x2) 4° Cause Critical Wounds (x2), Poison (x2), Cloak of Fear 5° Flame Strike, Greater Command, True Seeing 6° Blade Barrier, Harm 7° Unholy Word Planetar (18 Hit Dice): STR 19, DEX 19, CON 18, INT 18, WIS 21, CHA 22; AL Chaotic Good HP 198, AC -7, THAC0 -4, Saving Throws 3/5/4/4/6 3 Attacks Per Round, 2d6+10 Slashing Damage (Greatsword +3) Combat Abilities: Vorpal: 5% chance target must save vs. death at -6 or die Special Qualities: Immune to weapons lower than +3 enchantment Immune to charm, confusion, feeblemindedness, level drain, death, imprisonment, maze, petrification, & poison effects Regeneration: 2hp/round Cold & Electrical Resistance 100%; Fire Resistance 50%; Magic Resistance 75% Slashing, Crushing, Piercing, & Missile Resistance 20% Known Spells: 1° Bless (x3), Resist Fear (x3) 2° Aid (x3), Find Trap, Know Opponent, Draw upon Divine Might 3° Cure Disease (x2), Holy Smite (x2), Break Enchantment (x2) 4° Cure Critical Wounds (x2), Death Ward (x2), Neutralize Poison (x2), Protection from Evil 10' Radius (x2) 5° Chaotic Commands (x2), Raise Dead (x2), True Seeing (x2) 6° Blade Barrier, Bolt of Glory, Heal 7° Greater Restoration, Holy Word Fallen Planetar (18 Hit Dice): STR 19, DEX 19, CON 18, INT 18, WIS 21, CHA 22; AL Chaotic Evil HP 198, AC -7, THAC0 -4, Saving Throws 3/5/4/4/6 3 Attacks Per Round, 2d6+10 Slashing Damage (Greatsword +3) Combat Abilities: Vorpal: 5% chance target must save vs. death at -6 or die Special Qualities: Immune to weapons lower than +3 enchantment Immune to charm, confusion, feeblemindedness, level drain, death, imprisonment, maze, petrification, & poison effects Regeneration: 2hp/round Fire & Electrical Resistance 100%; Acid Resistance 50%; Magic Resistance 75% Slashing, Crushing, Piercing, & Missile Resistance 20% Known Spells: 1° Doom (x3), Resist Fear (x3) 2° Hold Person (x3), Find Trap, Know Opponent, Silence 3° Contagion (x2), Unholy Blight (x2), Break Enchantment (x2) 4° Cause Critical Wounds (x2), Mental Domination (x2), Poison (x2), Cloak of Fear (x2) 5° Flame Strike (x2), Greater Command (x2), True Seeing (x2) 6° Blade Barrier, Dolorous Decay, Harm 7° Fire Storm, Unholy Word Conjure Elemental Spells Lesser Air Elemental (8 Hit Dice): STR 14, DEX 17, CON 16, INT 6, WIS 11, CHA 11; AL Neutral HP 84, AC 1, THAC0 8, Saving Throws 10/12/11/11/13 3 Attacks Per Round, 1d6+2 Piercing Damage (Fist +2) Air Elemental (12 Hit Dice): STR 16, DEX 19, CON 17, INT 6, WIS 11, CHA 11; AL Neutral HP 126, AC 0, THAC0 5, Saving Throws 7/9/8/8/10 3 Attacks Per Round, 1d8+4 Piercing Damage (Fist +3) Greater Air Elemental (16 Hit Dice): STR 18, DEX 21, CON 18, INT 6, WIS 11, CHA 11; AL Neutral HP 168, AC -1, THAC0 1, Saving Throws 4/6/5/4/7 3 Attacks Per Round, 1d10+5 Piercing Damage (Fist +3) Special Qualities (all Air Elementals): Immune to normal weapons Immune to hold, poison, sleep & stun effects Slashing, Crushing & Piercing Resistance 20%; Missile Resistance 60% Lesser Earth Elemental (8 Hit Dice): STR 19, DEX 8, CON 18, INT 6, WIS 11, CHA 11; AL Neutral HP 104, AC 4, THAC0 8, Saving Throws 10/12/11/11/13 2 Attacks Per Round, 2d6+9 Crushing Damage (Fist +2) Earth Elemental (12 Hit Dice): STR 21, DEX 8, CON 19, INT 6, WIS 11, CHA 11; AL Neutral HP 146, AC 3, THAC0 5, Saving Throws 7/9/8/8/10 2 Attacks Per Round, 2d8+12 Crushing Damage (Fist +3) Greater Earth Elemental (16 Hit Dice): STR 23, DEX 8, CON 21, INT 6, WIS 11, CHA 11; AL Neutral HP 188, AC 2, THAC0 1, Saving Throws 4/6/5/4/7 2 Attacks Per Round, 2d10+14 Crushing Damage (Fist +3) Special Qualities (all Earth Elementals): Immune to normal weapons Immune to hold, poison, sleep & stun effects Slashing, Piercing & Missile Resistance 40% Lesser Fire Elemental (8 Hit Dice): STR 14, DEX 16, CON 16, INT 6, WIS 11, CHA 11; AL Neutral HP 84, AC 2, THAC0 10, Saving Throws 10/12/11/11/13 2 Attacks Per Round, 2d4+2 Slashing +1d6 Fire Damage (Fist +2) Fire Elemental (12 Hit Dice): STR 16, DEX 17, CON 17, INT 6, WIS 11, CHA 11; AL Neutral HP 126, AC 1, THAC0 7, Saving Throws 7/9/8/8/10 2 Attacks Per Round, 2d6+4 Slashing +2d6 Fire Damage (Fist +3) Greater Fire Elemental (16 Hit Dice): STR 18, DEX 19, CON 18, INT 6, WIS 11, CHA 11; AL Neutral HP 168, AC 0, THAC0 3, Saving Throws 4/6/5/4/7 2 Attacks Per Round, 2d8+5 Slashing +2d6 Fire Damage (Fist +3) Special Qualities (all Fire Elementals): Immune to normal weapons Immune to hold, poison, sleep & stun effects Fire Resistance 100% Slashing, Crushing, Piercing & Missile Resistance 20% Create Undead Ghast (4 Hit Dice): STR 17, DEX 16, CON -, INT 11, WIS 12, CHA 10; AL Chaotic Evil HP 48, AC 4, THAC0 15, Saving Throws 9/11/10/12/12 3 Attacks Per Round, 1d8+2 Piercing Damage (Touch +1) Combat Abilities: Paralysis: target must save vs. death or be paralyzed for 5 rounds Special Qualities: Stench: opponents within 10 feet must save vs. poison or suffer a -4 penalty to attack rolls, and 20% spell failure Immune to charm, confusion, disease, hold, poison, sleep, stun, & death effects Mummy (7 Hit Dice): STR 18/99, DEX 9, CON -, INT 6, WIS 12, CHA 10; AL Lawful Evil HP 84, AC 3, THAC0 10, Saving Throws 9/11/10/12/12 1 Attack Per Round, 1d12+6 Crushing Damage (Touch +1) Combat Abilities: Mummy Rot: target must save vs. death or be affected by a foul disease, which inflicts 1 point of damage every 3 seconds for 1 turn. At the end of the turn, the victim's constitution and charisma are reduced by 2. Special Qualities: Despair: at the mere sight of a mummy, targets must save vs. spell or be paralyzed with fear for 2 rounds. Whether or not the save is successful, creatures cannot be affected again by the despair ability for 8 hours. Immune to normal weapons Immune to charm, confusion, disease, hold, poison, sleep, stun, & death effects Cold Resistance 100%; Fire Resistance -25% Physical Damage Resistance 50% Elemental Princes Chan, Prince of Air (20 Hit Dice): STR 19, DEX 24, CON 18, INT 17, WIS 16, CHA 18; AL Neutral HP 180, AC -8, THAC0 -3, Saving Throws 3/5/4/4/6 4 Attacks Per Round, 1d12+11 piercing damage (Fist +4) Special Qualities: Blade Barrier: 1d6 damage/sec within 5' feet (save vs. breath negates) Immune to weapons lower than +2 enchantment Immune to hold, poison, sleep & stun effects Electrical Resistance 100%; Magic Resistance 60% Slashing, Crushing & Piercing Resistance 40%; Missile Resistance 80% Sunnis, Princess of Earth (20 Hit Dice): STR 24, DEX 12, CON 23, INT 17, WIS 16, CHA 18; AL Neutral HP 230, AC -5, THAC0 -6, Saving Throws 3/5/4/4/6 3 Attacks Per Round, 2d12+16 crushing damage (Fist +4) Special Qualities: Stoneskin: 1 skin each round Immune to weapons lower than +2 enchantment Immune to hold, petrification, poison, sleep & stun effects Magic Resistance 60% Slashing, Piercing Resistance & Missile Resistance 60%; Crushing Resistance 20% Zaaman Rul, Prince of Fire (20 Hit Dice): STR 19, DEX 21, CON 19, INT 17, WIS 16, CHA 18; AL Neutral HP 200, AC -7, THAC0 -3, Saving Throws 3/5/4/4/6 3 Attacks Per Round, 2d10+11 slashing +2d10 fire damage (Fist +4) Special Qualities: Fire Shield: 2d10 points of fire damage to whoever strikes the prince within 5' feet Immune to weapons lower than +2 enchantment Immune to hold, poison, sleep & stun effects Fire Resistance 125%; Magic Resistance 60% Slashing, Crushing, Piercing Resistance & Missile Resistance 40% Fiends Death Knight (14 Hit Dice): STR 18/00, DEX 12, CON -, INT 17, WIS 15, CHA 16; AL Lawful Evil HP 168, AC -4, THAC0 -1, Saving Throws 4/4/4/8/4 3 Attacks Per Round, 2d6+12 Slashing Damage (Two-Handed Sword +3) Special Qualities: Aura of Fear: creatures in a 10' radius must save vs. spell each round or flee in terror for 1 round Immune to normal weapons Immune to charm, confusion, hold, stun, sleep, poison & death effects Cold & Electricity Resistance 100%; Magic Resistance 75% Special Abilities: Death Knight's Fireball: 20d6 fire damage (save vs. spell half) Power Words: Blind, Stun or Death (once per day each) Symbols: of Weakness or Death (once per day each) Teleport Without Error (at will) Glabrezu (17 Hit Dice): STR 23, DEX 10, CON 21, INT 16, WIS 16, CHA 20; AL Chaotic Evil HP 190, AC -6, THAC0 -3, Saving Throws 5/5/5/9/5 4 Attacks Per Round, 2d6+15 Piercing Damage (Pincers & Claws +4) Special Qualities: True Seeing (each round) Immune to weapons lower than +2 enchantment Immune to confusion, fear, poison & stun effects Electricity Resistance 100%; Acid, Cold & Fire Resistance 50% Magic Resistance 45% Special Abilities: Mirror Image (at will) Confusion (at will/once each 5 rounds) Unholy Word (once per day) Power Word: Blind (once per day) Teleport Without Error (at will) Pit Fiend (24 Hit Dice): STR 24, DEX 18, CON 18, INT 19, WIS 16, CHA 25; AL Lawful Evil HP 230, AC -10, THAC0 -8, Saving Throws 3/3/3/8/3 5 Attacks Per Round, 2d6+16 Piercing Damage (Claws, Bite & Tail +4) Combat Abilities (20% chance each): Disease: creatures struck by a pit fiend's bite attack must save vs. death at -6 or be infected with a vile disease known as devil chills, losing 2 points of strength after an incubation period of 12 hours Poison: a pit fiend's bite injects a lethal poison which inflicts 20 points of damage on hit, and further 150 points after 1 turn unless a save vs. poison at -6 is made Constrict: creatures struck by the pit fiend's tail must save vs. death at -6 to avoid being stunned for 1 round Special Qualities: Immune to weapons lower than +3 enchantment Immune to confusion, fear, poison & stun effects Regeneration: 2hp/round Fire Resistance 100%; Acid & Cold Resistance 50%; Magic Resistance 65% Special Abilities: Improved Invisibility (at will) Fireball (at will/once each 5 rounds) Power Word: Stun (at will/once each 5 rounds) Unholy Word (once per day) Meteor Swarm (once per day) Teleport Without Error (at will) Genies Djinni (10 Hit Dice): STR 17, DEX 19, CON 15, INT 14, WIS 14, CHA 15; AL Chaotic Good HP 89, AC 0, THAC0 7, Saving Throws 11/7/11/7/7 3 Attacks Per Round, 1d8+5 Slashing Damage (Scimitar +2)Spell Memorized: 1° Magic Missile (x3), Shield 2° Invisibility (x2), Mirror Image 3° Haste, Lightning Bolt (x2) 4° Improved Invisibility, Minor Globe of Invulnerability 5° Conjure Lesser Air Elemental Efreeti (10 Hit Dice): STR 19, DEX 17, CON 16, INT 13, WIS 14, CHA 15; AL Lawful Evil HP 98, AC 1, THAC0 5, Saving Throws 8/11/8/11/11 2 Attacks Per Round, 1d8+10 Slashing +1d6 Fire Damage (Scimitar +2) Special Qualities: Fire Resistance 100% Spell Memorized: 1° Burning Hands, Magic Missile (x2), Shield 2° Agannazar's Scorcher, Invisibility (x2) 3° Fireball (x3) 4° Fire Shield (Red) (x2) 5° Conjure Lesser Fire Elemental Invisible Stalker Invisible Stalker (8 Hit Dice): STR 18, DEX 19, CON 14, INT 11, WIS 14, CHA 11; AL Neutral HP 64, AC -2, THAC0 7, Saving Throws 10/12/11/12/13 2 Attacks Per Round, 2d6+4 Crushing Damage (Fist +2)Combat Abilities: Sneak Attack: can backstab opponents with a x2 multiplier Special Qualities: Hide in Shadows: 120% Natural Invisibility: constantly invisible as if affected by an Improved Invisibility spell Immune to charm, confusion, hold, poison, sleep, & stun effects Slashing, Crushing, & Piercing Resistance 20%; Missile Resistance 60% Monster Summoning Spells Hobgoblin Archer (3 Hit Dice): STR 11, DEX 14, CON 13, INT 8, WIS 10, CHA 8; AL Lawful Evil HP 24, AC 5, THAC0 17, Saving Throws 13/15/14/16/16 2 Attacks Per Round, 1d6+3 Piercing Damage (Arrows) or 1 Attack Per Round, 1d10+2 Slashing Damage (Bastard Sword) Hobgoblin Shaman (4 Hit Dice): STR 13, DEX 11, CON 15, INT 9, WIS 14, CHA 9; AL Lawful Evil HP 36, AC 5, THAC0 16, Saving Throws 9/13/12/15/14 1 Attack Per Round, 1d8+1 Slashing Damage (Long Sword +1) Memorized Spells: 1° Armor of Faith, Bless, Cure Light Wounds (x2), Resist Fear 2° Chant, Hold Person, Silence Gnoll Elite (4 Hit Dice): STR 16, DEX 14, CON 15, INT 8, WIS 10, CHA 8; AL Chaotic Evil HP 40, AC 4, THAC0 15, Saving Throws 13/15/14/16/16 1 Attack Per Round, 1d10+4 Piercing Damage (Halberd +1) Gnoll Captain (5 Hit Dice): STR 17, DEX 15, CON 16, INT 8, WIS 11, CHA 9; AL Chaotic Evil HP 56, AC 3, THAC0 13, Saving Throws 11/13/12/13/14 2 Attacks Per Round, 1d8+4 Slashing Damage (Long Sword +1) Ogre Berserker (5 Hit Dice): STR 18/00, DEX 9, CON 18, INT 8, WIS 10, CHA 7; AL Chaotic Evil HP 62, AC 3, THAC0 11, Saving Throws 11/13/12/13/14 1 Attack Per Round, 1d10+9 Crushing Damage (Morning Star +1) Special Qualities: Enrage (once per day) Ogre Mage (6 Hit Dice): STR 18/00, DEX 9, CON 17, INT 15, WIS 11, CHA 13; AL Lawful Evil HP 56, AC 2, THAC0 11, Saving Throws 11/13/12/13/14 1 Attack Per Round, 1d10+9 Crushing Damage (Katana +1) Special Qualities: Invisibility (at will) Regeneration: 1 hp/round Memorized Spells: 1° Blindness, Magic Missile (x2), Shield 2° Horror, Mirror Image 3° Dire Charm, Slow Spider Spawn Giant Spider (4 Hit Dice): STR 15, DEX 17, CON 12, INT -, WIS 10, CHA 2; AL Neutral HP 32, AC 6, THAC0 16, Saving Throws 10/13/10/13/13 1 Attack Per Round, 1d8 Piercing Damage (Bite +1) Phase Spider (5 Hit Dice): STR 17, DEX 17, CON 15, INT 7, WIS 13, CHA 10; AL Neutral HP 45, AC 5, THAC0 15, Saving Throws 10/13/10/13/13 2 Attacks Per Round, 1d8+2 Piercing Damage (Bite +1) Sword Spider (6 Hit Dice): STR 17, DEX 10, CON 15, INT -, WIS 11, CHA 3; AL Neutral HP 54, AC 3, THAC0 14, Saving Throws 9/12/9/12/12 4 Attacks Per Round, 1d8+2 Piercing Damage (Legs & Bite +1) Combat Abilities (all spiders): Poison: spiders' bites inject a venom which inflicts 3hp/round for 1 turn (save vs. poison negates.) Special Qualities (all spiders): Immune to poison & web effects Summon Nishruu & Hakeashar Nishruu (9 Hit Dice): STR -, DEX 10, CON 16, INT 13, WIS 15, CHA 13; AL Chaotic Neutral HP 90, AC 10, THAC0 7, Saving Throws 8/8/8/8/8 1 Attack Per Round, Drain Magic (Contact +0) Combat Abilities: Drain Magic: - wizards lose one memorized spell. This is chosen at random, however, it will consume the highest level possible; - causes feeblemind (save vs. spell neg.) Special Qualities: Absorb Magic: immune to magic, every spell cast against a Nishruu heals the creature by 1d8+1 hit points Physical Resistance 50% Hakeashar (12 Hit Dice): STR -, DEX 10, CON 16, INT 13, WIS 15, CHA 13; AL Chaotic Neutral HP 114, AC 10, THAC0 2, Saving Throws 6/6/6/6/6 1 Attack Per Round, Drain Magic (Contact +2) Combat Abilities: Drain Magic: - wizards lose one memorized spell. This is chosen at random, however, it will consume the highest level possible; - causes feeblemind (save vs. spell neg.) Special Qualities: Absorb Magic: immune to magic, every spell cast against an Hakeashar heals the creature by 1d8+1 hit points Immune to normal weapons Physical Resistance 50% Summon Shadow Shadow (3 Hit Dice): STR -, DEX 14, CON -, INT 6, WIS 12, CHA 11; AL Chaotic Evil HP 36, AC 5, THAC0 13, Saving Throws 11/13/11/13/13 1 Attack Per Round, 1d6+1 Cold Damage (Touch +1)Combat Abilities: Chill Touch: creatures struck must save vs. death or lose 1 point of strength for 1 hour Special Qualities: Immune to normal weapons Immune to backstab, charm, confusion, hold, poison, sleep, stun, & death effects Cold Resistance 100%; Physical Damage Resistance 50% Wraith (5 Hit Dice): STR -, DEX 15, CON -, INT 11, WIS 13, CHA 12; AL Lawful Evil HP 60, AC 4, THAC0 12, Saving Throws 10/13/10/13/13 1 Attack Per Round, 1d8+1 Cold Damage (Touch +1) Combat Abilities: Life Drain: each successeful hit raises wraith hit points by 5 for 1 turn, and the target must save vs. death or lose 1 level Special Qualities: Immune to normal weapons Immune to backstab, blindness, charm, confusion, hold, poison, sleep, stun, & death effects Cold Resistance 100%; Physical Damage Resistance 50% Wyvern Call Wyvern (7 Hit Dice): STR 19, DEX 12, CON 15, INT 6, WIS 12, CHA 9; AL Neutral Evil HP 91, AC 2, THAC0 8, Saving Throws 9/12/9/12/12 4 Attacks Per Round, 2d6+9 Piercing Damage (Bite, Claws & Sting +2) Combat Abilities: Poison: a wyvern's sting injects a poison which inflicts 2hp/sec for 1 turn (save vs. poison at -4 neg.) Special Qualities: Immune to entangle, grease, hold, sleep, slow, stun & web effects Edited May 2, 2012 by Demivrgvs Quote Link to comment
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