Jump to content
Sign in to follow this  
Demivrgvs

Revised Summons

Recommended Posts

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 by Demivrgvs

Share this post


Link to post
Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...