Halloween is around the corner. Let's do a few reposts in tune with the season.
Up first, a few of my Mythos write-ups.
Bhyakee
No. Enc.: 1d4
Alignment: Chaotic
Movement: 60’ (20‘)
Fly: 240’ (80‘)
Armour Class: 7
Hit Dice: 6
Attacks: 2 (claws) or 1 (bite)
Damage: 1d8 claw, 1d8 claw or 1d10 bite + blood drain*
Save: F6
Morale: 9
Hoard Class: none
* With a successful bite attack, the Bhyakee will attach itself to its victim, automatically draining
1d6 points of blood per round until the victim is dead, the Bhyakee is killed, or the Bhyakee is
damaged and brought to below half of its hit points.
The Bhyakee are immune to cold and the vacuum of space, where they often serve as mounts
carrying visitors from one world to another.
The Bhyakee are described as “ hybrid winged things… not altogether crows, nor moles, nor
buzzards, nor ants, nor decomposed human beings…”. Horrible interstellar creatures, larger than a humans, they can carry one medium sized creature or smaller as a rider. They are alien to most worlds and must be summoned with the Summon Bhyakee spell.
Colour Out of Space
No. Enc.: 1
Alignment: Neutral
Movement: Flow along the ground. 60’ (20‘)
Fly: 180’ (60‘)
Armour Class: 9 *
Hit Dice: 10
Attacks: 1 (ability drain or disintegrate or bash)
Damage: see below
Save: F10
Morale: 12
Hoard Class: none
*A Colour is immaterial and is only hurt by magic and magic weapons.
The Colour has two types of ability drain attacks. The first is aggressive and the second is
insidiously passive. When the Colour is draining/feeding on the life energy of it’s victims, the
victim’s skin and face glow with the colour Those attacked with the aggressive rapid drain find
themselves quickly withering and greying, flesh cracking and flaking away in powdered sloughs.
Those effected by the passive drain slowly waste away to crumbling grey ash.
With the aggressive attack, those attacked by the Colour have a 1-4 in 6 chance of noticing the glow of the thing or a smell of ozone as a warning, otherwise it gains surprise and the victims will most likely not even realize what is happening. The thing flows over the target making a touch attack. Those successfully attacked must make a Save vs. Paralyse or lose two points from each ability score. Fleeing the area is most likely the best way of escaping the Colour’s aggressive attack. Death is the second most likely.
The passive attack is subtle and horrid. The creature can insert itself into an ecosystem with a five to ten acre radius. Once integrated it begins to feed on all life in that area over the course of many days. Plants and animals will succumb quickly, but intelligent creatures may have a chance to fight off the effects to last longer. For each day in the vicinity of the Colour, a victim must make a Save vs. Paralyse or lose one point from each ability score. Each failed save imposes a -1 penalty on all future saves against the Colour.
The power of the Colour over its victim is so strong that if the victim wishes to leave the area the Colour controls, he must make a Save vs. Spells to break the thing’s hold over him.
The Colour can also focus its energies to disintegrate objects. This is identical to the spell
Disintegrate. It rarely uses this as an attack form, however, as it requires a great deal of its energy and is a waste of food. The disintegration is mainly used to excavate a lair if no suitable sanctuary is available.
Finally, the Colour can concentrate part of itself into a transparent tentacle-like organ which it can grapple, grab/manipulate objects, or bash for 1d6 damage.
Bright lights do not harm, but do inhibit the Colour. It will not be active in daylight, hiding in cool,
dark, and often wet places. If attacked by a light source stronger than a torch or oil lantern, such as a Light spell, it must make a Save vs. Paralyse or it will not enter the area of the light.
Colours Out of Space are incredibly dangerous beings composed of nothing but colour; it is
immaterial and without true substance in it’s normal state. When it moves it appears as a weird
amorphous cloud of alien and unknown colour flowing over the ground or flying through the air.
Though it does not physically touch its victims, it’s passing leaves a feeling of a leprous, unclean
vapour.
Dark Young of Shub-Niggurath
No. Enc.: 1 (1d3)
Alignment: Chaotic
Movement: 120’ (30‘)
Armour Class: 5
Hit Dice: 8
Attacks: 4 (tentacles) or trample
Damage: 1d8 per tentacle or trample (see below)
Save: F8
Morale: 10
Hoard Class: none
* The Dark Young take minimum damage from piercing weapons. Other weapons do normal
damage.
They are immune to heat, acid, electricity, and poison.
If a Dark Young hit’s the target by more than 5 on its attack roll, it snatches the victim up to its
mouth for an extra 1d10 in bite damage. The victim must make a Str check at -5 to break free or continue to be chewed on. A victim can continue to attack while being constricted.
When a Dark Young gets close to its target it may attempt to trample the victim with its massive
bulk and hooves. This attack adds +4 to hit if the opponent is human-sized or smaller and does 3d6 damage.
Because of its tree-like bulk and silhouette, the Dark Young can hide in darkened woods with 80% proficiency, gaining surprise on unsuspecting victims that wander by.
The Dark Young are gigantic beings, the size of large trees. Their top halves are clusters of black, ropey, slimy tentacles which merge with the large multiple tree-like hoofed legs. Great gnashing mouths dot the surface of the beasts. They smell like carrion and, when trampling and attacking, create a deafening sound of hooting, roaring, and screaming from their multiple mouths.
Deep One
No. Enc.: 1d6+2 (3d6)
Alignment: Chaotic
Movement: 120' (40')
Swim: 120’ (40‘)
Armour Class: 6
Hit Dice: 2+1
Attacks: 1 (claw or weapon)
Damage: 1d4 or weapon
Save: D2
Morale: 8
Hoard Class: XVIII
Deep Ones can wear any armour and use any weapon although this is somewhat limited by their aquatic natures. They will not wear metal armour underwater as the weight is too great, and they tend to favour thrusting weapons such as tridents or spears.
Deep Ones have a natural claw attack doing 1d4 dmg, and have tough scaly skin that improves their natural AC by 2 (if the Deep One is wearing armour, he uses the armour AC instead.)
Deep Ones have infravision of 60 feet. They are amphibious, preferring to live in the ocean but can survive on land indefinitely.
Deep Ones parties will normally be led by an exceptional leader with 4 HD and doing +2 on
damage rolls. Rarely a champion is encountered, having 6 HD and +3 to damage.
Deep Ones have priests devoted to Cthulhu, able to cast spells as a Cleric of their HD.
The Deep Ones are an amphibious race, living in mighty cities beneath the cold ocean waves. They worship the mighty Cthulhu and serve two gigantic and powerful Deep Ones known as Father Dagon and Mother Hydra. They are effectively immortal, only dying by violence or accident. Their lives are arrogant, cruel, and violent; they are a warlike race raiding coastal communities to plunder gold, gather sacrifices, and, horribly, to sometime mate, for they are driven by a monstrous desire to breed with humanity to produce hybrid spawns.
Elder Thing
No. Enc.: 1d8
Alignment: Chaotic
Movement: 90’ (30‘)
Fly/Swim: 150’ (50‘) / 60’ (20‘)
Armour Class: 4
Hit Dice: 6
Attacks: 4 (tentacles)
Damage: 1d4 per tentacle
Save: F6
Morale: 10
Hoard Class: XXI
Elder Things take half damage from heat and cold attacks. They are also amphibious, able to
survive in water just as easily as land.
An Elder Thing stands over eight feet tall with most of it being a ridged barrel-like torso. Thin
horizontal arms radiate like spokes from a central ring. Knobs or bulbs project from the head and base of the barrel torso, each of which being the hub of a system of five long, flat, triangular tapering arms arranged around it like a star-fish. Large membranous wings fold out from slots in the torso. The Elder Things communicate with piping whistles and their otherworldly senses allow them to operate unimpaired in total darkness.
The Elder Things are a strange race from beyond the stars, arriving billions of years ago. They built great empires and changed the world. After many aeons they lost the ability to fly through space on their wings. They built vast empires and created the deadly Shoggoths. They fought vicious wars with the Mi-go and the Star spawn, but lost, driven out of their mighty Cyclopean cities and into the Arctic regions and beneath the seas where some may still dwell, hidden beyond the memory of the races who came after them.
They are masters of advanced surgery and capable of tampering and changing life: are they not the creators of the terrible Shoggoth? When encountered, will often attempt to capture races and creatures to autopsy for study and cataloging.
Fire Vampire
No. Enc.: 1 (2d6)
Alignment: Neutral
Fly: 150’ (50‘)
Armour Class: 2*
Hit Dice: 2
Attacks: 1 (fiery touch)
Damage: 2d6 + level drain
Save: F2
Morale: 10
Hoard Class: none
* Composed of living flame. They are immaterial and immune to fire and all material weapons
except magic weapons, water, which does 1d6 per bucket, or a substance such as sand which can smother it for 1d3 damage per bucket. Spells (except fire based) affect them normally.
The touch of the Fire Vampire, in addition to normal damage, drains one level from its victim.
They also set anything flammable on fire with the slightest touch.
Fire Vampires appear as a foot tall mote of living fire. It is an intelligent gas or plasma and is
capable of reasoning and tactics. They are not native to this world, and appear when summoned, appearing as flaming meteors in the sky. A rare swarm of Fire Vampires is impressively beautiful and horrifically devastating.
Flying Polyp
No. Enc.:
Alignment:
Movement: 90’ (30‘)
Fly: 150’ (50‘)
Armour Class: 2*
Hit Dice: 12
Attacks: 2d6 (tentacles) ignores armour and shields
Damage: 1d10 per tentacle
Save: F12
Morale: 12
Hoard Class: none
*Flying Polyps partially incorporeal and unaffected by normal weapons. They ignore cold and
poison. They take half damage from acid. Polyps are vulnerable to fire, taking normal damage, and extremely vulnerable to electricity, taking half again as much damage as normal.
Flying Polyps primarily attack by shooting a number of tentacles from their cancerous bodies each round. Phasing in and out of existence, they ignore armour and shield bonuses as the pass through them to attack their foes bodies.
Flying Polyps can become invisible at will, but the mad piping and wind sounds emanating from
them allow foes a chance to attack, using normal invisibility rules.
The Flying Polyps have the power to control winds.
Once every five rounds, they can create a wind blast, a funnel of wind 10 yards in diameter, with a range of 60 yards. Those caught it the blast take damage based on how far they were from the Polyp, as the wind dies out the further it gets form the Polyp. 3d6 damage up to 20 yards away, 2d6 up to 40 yards, and 1d6 out to 60 yards. The victim is also thrown back 3 feet per point of damage taken. The damage is due to windburn, dehydration, and flayed flesh.
Flying Polyps can also interfere with their targets movement using the wind to suck them back
towards the Polyp itself. A wind from the Polyp actually pulls them back towards the creature. It
most often uses this ability to slow down escaping prey. The attack may be used within a thousand feet of the Polyp and can affect targets around corners or through unobstructed hallways. Targets must make a Save vs. Spells to move at half speed away from the Polyp each round that the ability is activated. The Polyp can affect a number of targets equal to its HD.
Several Polyps can work together to create a violent wind-storm several miles across. The first
round of cooperation creates a strong wind which grows steadily each round. By the second round, movement is cut to ¾, by the fourth round movement is cut to ½, by the sixth round movement is ¼, and by the eighth round a Save vs. Paralyse is necessary every round to move five feet. Anyone exposed begins taking 1d3 damage on round six, 1d4 at seventh, and 1d6 at eighth and every round until the storm ceases.
The Polyps can maintain the storm for a number of rounds equal to the total number of hit dice of the Polyps involved.
The Flying Polyps are an eldritch race of flying creatures, vaguely resembling massive, writhing
cancerous and polypous masses, somehow seeming semi-plastic, with random eyes, mouths, and tentacles. The whole thing is dripping with horrid slime and other putrescence as parts of the creatures phase in and out of sight and dimension. They are constantly surrounded by a alien piping and faint whistling noise, as of a strong wind blowing.
They came from the blackness of space millions of years ago and raised great black and windowless cities of black basalt towers. They warred for millennia with other eldritch races before being driven underground by their foes, eventually rising up to destroy them utterly. They still dwell in their abyssal pits beneath ruins, occasionally emerging when summoned or when their cavern openings are disturbed.
When encountered they are murderous and ruthless, stalking their prey until they or their victims
are destroyed.
Ghoul
No. Enc.: 1d6 (3d8)
Alignment: Neutral
Movement: 120’ (40’)
Armour Class: 6
Hit Dice: 2
Attacks: 2 claws or Damage: 1d4, 1d4* or 1d6 bite or by weapon type
bite or 1 weapon
Save: F2
Morale: 8
Hoard Class: XX
*If both claws hit the ghoul automatically hits with its bite.
Ghouls have infra-vision up to 60 feet. Because they live out their lives underground in vast tunnels and warrens, they have a 2 in 6 (1-2 on 1d6) chance of detecting traps, false walls, hidden construction, or noticing if passages are sloped. However, Ghouls must be actively searching for these abilities to function.
Ghouls are masters of hiding and camouflage. They have the uncanny ability to disappear into the shadows when underground, in both natural and man-made structures. There chance is 65%. They gain a 5% chance per HD past 2nd. They can also hide in shadows or behind other forms of cover in wilderness or urban settings with a chance equal to half of the above %, rounded up, but they must be silent and motionless.
Ghouls are slippery creatures who get a bonus of +1 to initiative rolls when alone or in a party
composed only of Ghouls.
Loathsome rubbery creatures who eat the dead. A Gug corpse can feed a Ghoul community for a very long time. They live in warrens and bone-filled caverns beneath the earth. They emerge,
usually at night, to rob burial sites of treasure, weapons, and, most horribly, of the dead to feast.
They are not a warrior race, it is their normal tactic to retreat unless their homes are threatened, only then will they attack with great ferocity to defend their lair.
Ghouls are known to be connected with or even ally with Nightgaunts.
Ghouls are known to worship the Great Old One Mordiggian. His priests wear concealing hooded purple robes and metal skull-shaped masks, which double as disguises when the ghouls wish to walk among humans.
Ghouls appear to be a separate species from humans, breeding and living as their own society, but it also seems that some humans can slowly become ghouls, though the exact means are unknown.
Gnoph Keh
No. Enc.: 1 (1d2)
Alignment: Neutral
Movement: 120’ (40’)
Armour Class: 3
Hit Dice: 6
Attacks: 3 (1 horn and 2 claws)
Damage: 1d10*, 1d8, 1d8
Save: F6
Morale: 9
Hoard Class: none
*If the creature can move at least 20’ it can charge and do x2 damage with its horn. This is the only attack available to the creature in the round.
The creatures are capable of causing fierce localized blizzards. Three times a day for 1d6+2 hours per blizzard. The radius of the storm is 1500’ and is so intense the visibility is limited to 10’ or less and those not properly protected will take 1d6 damage every fifteen minutes of exposure.
The Gnoph Keh are a race of massive, shaggy, white bear-like creatures with a large horn on their foreheads and six heavily clawed feet. They are incredibly intelligent, but do not speak. They inhabit extremely remote northern glaciers and icecaps, far from humanity. Especially harsh winters or a scarcity of food sometimes a Knoph Keh to the south and into settled regions. They are not overly aggressive but they will defend themselves and their territory with incredible ferocity.
Great Race of Yith
No. Enc.: 1d10 (1d10)
Alignment: Lawful
Movement: 150' (50')
Armour Class: 5
Hit Dice: 8
Attacks: 2 or 1 (2 claws or weapon)
Damage: 1d8/1d8 or weapon
Save: MU8
Morale: 10
Hoard Class: None (See below)
The Great Race are strange creatures with bodies shaped like cones 10' tall and 10' wide at the base with four 10' long tentacles at the top, they move quite swiftly by muscular snail-like foot at base of the cone, two of the tentacles have claws like those of lobster at their ends, one ends in cluster of four fleshy trumpets and the last tentacle ends in globe with array of sensory organs that vaguely resembles a head with several antennas on top, three eyes and small manipulating tentacles at the bottom of the globe.
The Great Race communicate with a form of telepathy similar to the ESP spell that is constantly
active and requires no concentration, they can send a telepathic message to anyone whose surface
thoughts they are reading (allowing two-way communication).
The Great Race themselves are immune to all forms of magical mind control like Charm Monster,
Geas or Irresistible Dance spells.
The Great Race have a special form of Magic Jar available to them that they use to switch bodies,
instead of placing the soul in a gem or large crystal the target's soul ends up inhabiting the body of
that member of the Great race that has switched to the target's body. Members of the Great Race
can try to switch bodies once per day, those involuntarily trapped in their bodies can not. It is
rumoured by sages specializing in such knowledge that the Great Race can, when especially
prepared, switch bodies regardless of time and distance between them and the target.
The Great Race uses body switching with Magic Jar to travel undetected and learn more to sate
their thirst for knowledge The usually distressed target inhabiting the body of the Great Race is
closely guarded and made to write down what ever knowledge they might possess.
The Great Race are highly intelligent and surprisingly dexterous and use equipment with ease.
They sometimes use melee weapons that are a type of pole arm but they prefer to use strange
devices that duplicate the effects of magic items. Their favourite weapon is a "lightning gun" that
works just like Wand of Lightning Bolts but is much bulkier and based on strange alien technology
instead of magic. It can be assumed that if they are expecting trouble when encountered they are
equipped with lightning guns or devices that duplicate the effects of other rods, staves or wands.
Humans coming in to contact with them are sometimes rewarded with gifts of knowledge but other
times whole adventuring parties come back from the deepest underground reaches with alien minds
inhabiting their bodies.
The Fungi from Yuggoth
Mi-Go
No. Enc.: 1d6 (2d6)
Alignment: Neutral
Movement: 90’ (30’)
Fly/Swim: 120’ (40’)
Armour Class: 4
Hit Dice: 3
Attacks: 2 (nippers) or weapon
Damage: 1d6, 1d6 or weapon type
Save: F3
Morale: 9
Hoard Class: XVII
The Mi-Go are immune to cold and hard vacuum. They can withstand the rigours of space flight.
The Mi-Go have access to advanced weaponry. Here are some of their devices.
Brain Cylinder
The Mi-Go, with their advanced surgical techniques, can extract a brain from a living creature and place it in this device. They are a foot high and somewhat less in diameter. Three sockets set in a triangle lie over the front convex surface. The cylinder is filled with a nutrient liquid which helps preserve and sustain the living brain within. Mechanisms within allow the brain within to interact with the world via machines hooked up to the sockets, allowing it to see, hear, and talk. These artificial senses are rudimentary and primitive. The voice sounds tinny and hollow. When the machines are unhooked, the brain falls into a semi-coma filled with insane visions and dreams.
Electric Gun
The device is a knobby doorknob sized lump of black metal, buttons, and wires When activated it fires a bluish bolt of sparking electrical energy doing 1d10 damage with a range of 20/40/60. The target must make a Save vs. Paralysis or be immobilized for a number of rounds equal to damage taken.
Mist Projector
A device appearing to be a mass of twisted metal tubes projecting a cone of killing icy mist. It
functions exactly as a wand of cold with 20 charges.
The Fungi from Yuggoth are upright walking pinkish things the size of men. They resemble
crustaceans with large dorsal wings and several sets of segmented limbs terminating in lobster-like claws. Their heads are a balled brainish mass of short antenna structures which they communicate with by changing colours They can speak terrestrial tongues with a buzzing intonation. They cannot ingest Terran food and must import or create food native to their worlds. Mi-Go are not wholly animal, fungus, or something else, but a strange combination of all three.
The Mi-Go hide in the shadows, plotting their plans and using agents to carry them out. They are loathe to reveal themselves and will act quickly to preserve their secret manipulations when they are discovered.
A few Mi-Go know magic and can cast spells as either a Wizard or Cleric of level equal to their HD.
Hit points (HD): 25hp (5 HD)
Damage: 1d8 dmg + Special
The Hounds of Tindalos live millions of years in the past occupying the angles of existence whereas normal life inhabit the curves of space and time. They are utterly alien to life as we know it and are vicious predators of both ethereal vapor and strange matter. They do not communicate; they only hunt and destroy. If an entity physically or mentally travels to the distant past of these creatures he risks attracting their attention and inevitably becomes hunted through time and space.
The Hounds are a fearsome enemy. They are not easily defeated.
The Hounds travel through time and space using angles in our reality as doorways: any angle such as corners of rooms, ceilings, doorways, etc. The angle does not have to be large as the Hound assumes a vaporous form to travel through the angle gateways, but it must be sufficiently angled: at least 120 degrees.
When entering and exiting an angle gateway the Hound stretches and becomes vaporous. It takes three rounds to completely pour itself through and reform on the other side of an angle.
While vaporous it can only be hit by magic weapons and spells.
Once they Hounds take notice of an individual they can track him unerringly across time and space. They will arrive at the victim's time and location at the DM's discretion and their arrival will be announced by the pouring of an ethereal vapor or smoke pouring from the angles they are sliding into that dimension through. They are tireless in their pursuit and do not give up.
The Hound exude a thick blue ichor or pus from their bodies. This ichor, covering their body in sufficient quantities
, allows the Hound to regenerate 2 hp per round. If the Hound is submerged, lit afire, or some other means is used to wipe the coating from the Hound it does not regenerate until the blue ichor reforms over enough of their bodies. It takes 1d4 +2 rounds to sufficiently reform for regeneration.
If the Hound is grappled or the blue ichor comes into contact with a living being not from the Hound's existence the victim must make a Saving Throw vs Poison or lose 1d4 hit points. This effect lasts for 1d6 rounds and the victim gets a Saving Throw each round to avoid damage. The blue ichor can be wiped or washed off taking a full round to do so.
The tongue of a Hound is a horrific thing allowing it to attack creatures withing 10' of its position. In addition to normal damage the Tongue drains vital fluids and life force from the victim, causing horrific wounds in its wake.
There are two ways a DM can interpret this ability, depending on the level of lethality they wish to inject into their game.
The first option is a Level Drain:
The classic feared and permanent method of harming the foolish or unlucky.
The second option is a Constitution Drain:
1d4 Constitution is lost per hit. The character is dead at 0 Constitution.
No hit points can be healed until all of the Constitution damage is healed. Constitution can be healed at the rate of one point per week of total rest. Healing magic will heal one point of Constitution per healing dice involved plus any modifiers.
(Example: a spell healing 1d6+1 hit points would heal two Constitution points.)
Hit pts. (HD): 9 hp (2HD)
Hoard Class: None. All treasure is for Chaugnar Faugn.
The Miri Nigri are a dwarfish race of inhuman servants,dark skinned with toadish features. They are tireless in serving their creator and god, the slumbering Chaugnar Faugn. They are sent forth to steal men and women for the vampiric hunger of their god.
The subterranean Miri Nigri have infravision of 90'.
Their dark coloration, natural stealthiness and small stature give them an advange when surprising opponents. They surprise on a 1-4 on a 1d6. Their amphibious nature also allows them this bonus when in water.
Nightgaunt
No. Enc.: 2d4 (3d6)
Alignment: Neutral
Movement: 90’ (30’)
Fly/Swim: 180’ (60’)
Armour Class: 6*
Hit Dice: 2
Attacks: 1 (clutch and tickle)
Damage: see below
Save: F2
Morale: 9
Hoard Class: none
*Nightgaunts are immune to cold, electricity, and fire.
Stealthy and dark, the Nightgaunt surprises victims on a 1-4 on a 1d6 as it attacks.
If successfully attacked, the Nightgaunt’s victim takes no damage but is clutched by the Nightgaunt.
Multiple Nightgaunts can gang up on the same victim. If the victim does not successfully damage
the Nightgaunt clutching him before its next attack, the victim remains grappled and is tickled by
the Nightgaunt’s barbed tail. The victim must then make a Save vs Paralysation at a 4 penalty or is immobilized for 1d6+1 rounds.
After this time, another Save is allowed, although the victim may want to hold on if he is far above the ground by then.
If a particularly bothersome victim annoys a Nighgaunt, it can elect to dive at the ground, or at an object, releasing the victim to slam into the obstacle. If flown into an object, such as the side of a mountain, the victim takes 1d6 dmg for every 10’ the Nightgaunt was moving. The Nightgaunt may also decide to drop the victim, causing normal falling damage.
Cold, slim, rubbery creatures with black whale-like skin, a wickedly barbed tail, bat wings,
inwardly curving horns, and a blank featureless face. The serve Nodens by guarding Mt. Ngranek and other places of mystery and loneliness, only coming out at night. Intruders to their eyries are often flown away and left in the most dismal and horrible places the Nightgaunts can find. The Nightgaunts understand the gibbering of the Ghoul language and are friendly and often work with the Ghouls.
Serpentman
No. Enc.: 1d4 (2d6)
Alignment: Chaotic
Movement: 120’ (40‘)
Armour Class: 5
Hit Dice: 1
Attacks: 1
Damage: weapon or spell or bite
Save: E1
Morale: 9
Hoard Class: XVII
Serpentmen can wear any armour, and their tough scaly skin improves their natural AC by 1 (if the Serpentman is wearing armour, he uses the armour AC instead.) They can use any weapon.
Their fanged mouths can bite for 1d4 damage and, 3x per day, inject a dangerous poison, doing 2d6 damage with a Save allowed for ½ damage.
Serpentmen are masters of magic. They can cast spells as an Elf and may wear armour while
doing so.
Serpentmen also have infravision of 60 feet.
An ancient race, the Serpentmen are humanoid ophidians with scaled skin, fanged snake-like heads, and snake-like tails. They possess great magical abilities and many powerful Serpent men use spells to disguise themselves as a human.
The Serpentmen are remnants of a mighty ancient empire which fell to darkness and death. The
surviving Serpentmen dwell in enclaves hidden underground or in wild, remote places such as deep jungles, deserts, and swamps. They worship the great serpents Set and Yig. A few renegades worship even older and darker gods, but if discovered, they are killed or cast out from their kin. A few of these renegades have corrupted entire enclaves which have fallen into barbarism and madness, worshipping foul dark gods brought to them by the outcasts.
Shoggoth
No. Enc.: 1 (1d4+1)
Alignment: Chaotic
Movement: 120’ (40‘)
Armour Class: 1*
Hit Dice: 20
Attacks: 1 (area attack engulf)
Damage: 5d6
Save: F10
Morale: 12
Hoard Class: none
* Shoggoths are immune to poison, sleep, charms, paralysis, polymorph, and critical hits (if such
things are allowed.) Acid, electricity, and fire only do half damage. Non-magical weapons do only one point of damage.
The Shoggoth attack by engulfing its foe to bite, claw, crush, and suck its target apart. It covers a 15’ radius and everyone within takes damage. On a successful Save vs. Breath Weapon, the victim takes only half damage, is not trapped, and can try to flee. Failure indicates the victim is trapped by the beast and continues to take damage the next round. A Saving Throw is allowed each round to try to escape. Trapped creatures are carried with the Shoggoth as it moves along.
Shoggoths are amphibious, surviving on the deep ocean floor as well as on land.
Shoggoths are massive black amorphous bulks constantly forming and retracting sense organs,
mouths, claws, etc. They are terrible to behold, relentlessly flowing forward with many mouths
gibbering and crying out in a horrible chaotic symphony.
The Shoggoths were created eons ago by the beings known as the Elder Things. They rebelled and destroyed their masters, but they can sometimes be encountered in remote places, or even in the service of powerful wizards or servants of the Old Ones or the Gods, but they are surly servants, growing more rebellious and intelligent, imitating their masters speech and thought, as time goes by.
Terror from Beyond
No. Enc.: 1d4
Alignment: Chaotic
Fly: 90’ (30‘)
Armour Class: 9*
Hit Dice: 3
Attacks: 1 (tendril)
Damage: 2d8
Save: F2
Morale: 10
Hoard Class: none
Partially existing in other dimensions the Terrors are difficult to harm. A +1 weapon is required to hit one.
Spells of force such as Fireball and Lightning Bolt can effect the Terrors, as can spells that provide penalty to subjects, such as Bless reversed. All other spells fail against them.
Terrors are normally invisible to the naked eye. Spells which reveal invisible creatures (excepting Dispel Magic), the powder of Ibn-Ghazi, or other means approved by the LL will reveal the Terror’s form. Ordinarily Terrors are just as oblivious to creatures from normal reality as we are to them. Only when a material creature senses the Terror does the Terror have a chance of sensing them. If the viewer does not move and remains silent the Terror only has a 1 in 6 chance of sensing the observer. If the observer moves or speaks the terror has a 1-4 in 6 chance of sensing the observer, and will attack viciously, ripping chunks of the victim into its own reality and devouring them. To those who cannot see the Terror, the wounds appear as if from out of nowhere. If they render their victim unconscious, they drag them into their own mad realm to be devoured completely. Their clothes and effects stay behind, but anything clutched in their hands is lost forever with them.
Terrors from Beyond look like putrescent, translucent bags of semi-solid flesh trailing nests of
writhing tendrils. Most of these are sense organs, but the thickest tendril ends in a cruel fanged
mouth. They are extremely predatory and will constantly attack and feed on one another in their
own realm.