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<blockquote data-quote="Shade" data-source="post: 4812126" data-attributes="member: 287"><p>New Monsters from CSotIOL box 4.</p><p></p><p><strong>Blue Yetch</strong></p><p>Frequency: Very Rare</p><p>No. Appearing: One</p><p>% in Lair: 100</p><p>Treasure Type: Q</p><p>HTK: Special, </p><p>AC: 6</p><p>MV: l",</p><p>AT:0</p><p>DM: See following</p><p>THACO: N/A, </p><p>AL: Neutral</p><p>INT: Non-, </p><p>SZ: M-L</p><p>Spells: None</p><p>Specials: Only affected by fire damage — must sustain 50 HTK of damage or more before destruction; for others, see following.</p><p>Magic Resistence: See following </p><p>Psionic Ability: Nil</p><p></p><p>Blue Yetch is created as an off-shoot of ghost and Poltergeist materializations. A cousin to the fungus family, Yetch forms when ectoplasmic residue from a materialization comes into contact with dead or living organic matter, leading to fungal regeneration.</p><p></p><p>Once the colony reaches Man-size, the Blue Yetch ceases its organic consumption, finding and creating nourishment through its own internal systems. When Yetch which has reached this point encounters living organic material, it absorbs living energy in the amount of 2D6 HTK and is then considered "charged"' for a period of one turn. Contact with living organic matter during this "charged" time releases the previously absorbed HTK energy in a healing process, replenishing lost HTK to the contacted material.</p><p></p><p>If the Blue Yetch releases its previously absorbed energy or if it does not come into contact with another living organic material within one turn, it will dissipate the energy within its own form and then be considered "uncharged," again absorbing 2D6 HTK of energy at the next organic contact.</p><p></p><p>Once reaching the colony stage, Yetch forms primarily on walls, preferring to spread over a ceiling rather than a floor should it reach greater than Man-size proportions. Yetch is a vibrant blue in color and appears to glow from within, becoming darker in hue and luminance as it increases its surface area. Any Yetch removed from the colony will die and evaporate, forming a purposeless pale blue dust, in 1D4 rounds.</p><p></p><p>Yet, in several instances, Blue Yetch has been intentionally removed from its colony and successfully transplanted to environments suitable for Yetch regeneration. If properly acclimated, Yetch can serve as an excellent biodegenerative compound which aids in the elimination of the vast waste inevitably created in large cities. Development must be closely monitored, however, as the fungal colony can often reproduce so rapidly that entire populations are forced to flee the very communities the Yetch was requisitioned to cleanse.</p><p></p><p><strong>Cloth Golem</strong></p><p>Frequency: Very Rare</p><p>No. Appearing: One</p><p>% in Lair: Nil</p><p>Treasure Type: Nil</p><p>HTK: 30, </p><p>AC: 7</p><p>MV:9",</p><p>AT: 1</p><p>DM: 2D8, </p><p>THACO: 13</p><p>AL: Neutral</p><p>INT: Semi-, </p><p>SZ: M-L</p><p>Spells: None</p><p>Specials: Strangulation and see following.</p><p>Magic Resistence: See following </p><p>Psionic Ability: Nil</p><p></p><p>A Cloth Golem can be created by means of a magical tome and a gem (ruby of at least 3000 gp value) as a material component. The cost in material is 1000 gp per HTK of the Golem; the time required to create one is two weeks. The Golem's creator controls the monster through a set of preprogrammed commands ("go ahead," "stop," "kill," etc.) which are embedded in the gem and attuned to the creator's voice patterns.</p><p></p><p>The Golem is normally created and instructed to activate only at a certain event (room entrance by a person, sarcophagus openings, etc.). Cloth Golems take no damage from blunt weapons, half-damage from normal edged weapons, and full damage from magical weapons. Fire-based spells do double-damage to Cloth Golems; all other forms of attack spells have no effect. Each Mend spell cast upon a Cloth Golem will repair five HTK of damage provided the Golem's gem/ruby is unharmed. The physical appearances of Cloth Golems can be from mummies to rag dolls.</p><p></p><p><strong>Sandman</strong></p><p>Frequency: Rare</p><p>No. Appearing: One</p><p>% in Lair: 100</p><p>Treasure Type: Nil</p><p>HTK: 33-45 (9D8), </p><p>AC: N/A</p><p>MV: 3" man form/9" dispersed</p><p>A T: 2, </p><p>DM: see following</p><p>THACO: N/A, </p><p>AL: Neutral</p><p>INT: Non-, </p><p>SZ: M</p><p>Spells: None</p><p>Specials: Sandblast (Sleep spell) and see following. </p><p>Magic Resistence: See following </p><p>Psionic Ability: Nil</p><p></p><p>A Sandman will appear if any person lingers for more than one turn in the Sandman's lair (usually a bedroom). The Sandman's only mode of attack is a projection of Sleep Dust (Sandblast) from both hands, each projection covering a 5' x 20' area. Such a Sandblast works as per a Sleep spell but affects Characters of all skill levels. Attacked Characters save vs. Spells (with modifiers as listed following) or fall asleep for 4D12 turns. A Sandman will not attack any sleeping (or recently slept) Character unless the Character has left the room and then returned again.</p><p></p><p>Any Character making his/her save attacks at -1 for 1D4 rounds. A Sandman will attack until all Characters present in its lair are asleep, have left the room, or until the Sandman is dispersed. A Sandman is not affected by any attacks except for Dispel Magic or Lightning-based spells, which disperse him effectively for 2D12 rounds, at which point he will reform and start the attack anew if Characters are still present.</p><p></p><p>Dispel Magic is the only method of awakening a successfully Sandman-attacked Character. A Character who successfully saves against a Sandblast attack adds one (+1) to the following modifiers (successful save modifiers are cumulative):</p><p></p><p>Saves vs. Sandblasts</p><p>Character State/ Sleep Modifier/ Definition</p><p>Rested/ -3/ Eight hours or more sleep; no exertion (i.e. recent waking)</p><p>Normal/ 0/ Regular amount of sleep; slight exertion (hiking, fighting 0-5 rounds</p><p>Fatigued/ +2/ Fighting 6-10 rounds and/or sustaining 0-15% HTK loss.</p><p>Exhausted/ +5/ 16+% sustained HTK loss, fought 11+ rounds</p><p>Note: Definitional terms are flexible at GM discretion.</p><p></p><p><strong>Dust Spider</strong></p><p>Frequency: Rare</p><p>No. Appearing: 1D4</p><p>% in Lair: 75</p><p>Treasure Type: E</p><p>HTK: 1D8, </p><p>AC: 8</p><p>MV:6"*/l5",</p><p>AT: 1</p><p>DM: 1D4, </p><p>THACO: 19</p><p>AL: Neutral</p><p>INT: Low, </p><p>SZ: S</p><p>Spells: None</p><p>Specials: Poison</p><p>Magic Resistence: Standard</p><p>Psionic Ability: Nil</p><p></p><p>Dust Spiders, inhabitants of the plane of dust, are often drawn to the prime material plane by powerful, residual magical energies. Their webs and the areas surrounding their webs are normally blanketed in a fine, sparkling dust. The dust, emitted from the spider, becomes extremely sticky upon contact with air and can act as an adhesive when substantial pressure is applied.</p><p></p><p>When a Dust Spider reaches zero (0) HTK, the dust within its body is forcibly expelled in a five-foot radius surrounding the Spider; any Character within the radius of an exploding Dust Spider will fight with -1 on the "to hit" roll until the dust is washed off the Character.</p></blockquote><p></p>
[QUOTE="Shade, post: 4812126, member: 287"] New Monsters from CSotIOL box 4. [B]Blue Yetch[/B] Frequency: Very Rare No. Appearing: One % in Lair: 100 Treasure Type: Q HTK: Special, AC: 6 MV: l", AT:0 DM: See following THACO: N/A, AL: Neutral INT: Non-, SZ: M-L Spells: None Specials: Only affected by fire damage — must sustain 50 HTK of damage or more before destruction; for others, see following. Magic Resistence: See following Psionic Ability: Nil Blue Yetch is created as an off-shoot of ghost and Poltergeist materializations. A cousin to the fungus family, Yetch forms when ectoplasmic residue from a materialization comes into contact with dead or living organic matter, leading to fungal regeneration. Once the colony reaches Man-size, the Blue Yetch ceases its organic consumption, finding and creating nourishment through its own internal systems. When Yetch which has reached this point encounters living organic material, it absorbs living energy in the amount of 2D6 HTK and is then considered "charged"' for a period of one turn. Contact with living organic matter during this "charged" time releases the previously absorbed HTK energy in a healing process, replenishing lost HTK to the contacted material. If the Blue Yetch releases its previously absorbed energy or if it does not come into contact with another living organic material within one turn, it will dissipate the energy within its own form and then be considered "uncharged," again absorbing 2D6 HTK of energy at the next organic contact. Once reaching the colony stage, Yetch forms primarily on walls, preferring to spread over a ceiling rather than a floor should it reach greater than Man-size proportions. Yetch is a vibrant blue in color and appears to glow from within, becoming darker in hue and luminance as it increases its surface area. Any Yetch removed from the colony will die and evaporate, forming a purposeless pale blue dust, in 1D4 rounds. Yet, in several instances, Blue Yetch has been intentionally removed from its colony and successfully transplanted to environments suitable for Yetch regeneration. If properly acclimated, Yetch can serve as an excellent biodegenerative compound which aids in the elimination of the vast waste inevitably created in large cities. Development must be closely monitored, however, as the fungal colony can often reproduce so rapidly that entire populations are forced to flee the very communities the Yetch was requisitioned to cleanse. [B]Cloth Golem[/B] Frequency: Very Rare No. Appearing: One % in Lair: Nil Treasure Type: Nil HTK: 30, AC: 7 MV:9", AT: 1 DM: 2D8, THACO: 13 AL: Neutral INT: Semi-, SZ: M-L Spells: None Specials: Strangulation and see following. Magic Resistence: See following Psionic Ability: Nil A Cloth Golem can be created by means of a magical tome and a gem (ruby of at least 3000 gp value) as a material component. The cost in material is 1000 gp per HTK of the Golem; the time required to create one is two weeks. The Golem's creator controls the monster through a set of preprogrammed commands ("go ahead," "stop," "kill," etc.) which are embedded in the gem and attuned to the creator's voice patterns. The Golem is normally created and instructed to activate only at a certain event (room entrance by a person, sarcophagus openings, etc.). Cloth Golems take no damage from blunt weapons, half-damage from normal edged weapons, and full damage from magical weapons. Fire-based spells do double-damage to Cloth Golems; all other forms of attack spells have no effect. Each Mend spell cast upon a Cloth Golem will repair five HTK of damage provided the Golem's gem/ruby is unharmed. The physical appearances of Cloth Golems can be from mummies to rag dolls. [B]Sandman[/B] Frequency: Rare No. Appearing: One % in Lair: 100 Treasure Type: Nil HTK: 33-45 (9D8), AC: N/A MV: 3" man form/9" dispersed A T: 2, DM: see following THACO: N/A, AL: Neutral INT: Non-, SZ: M Spells: None Specials: Sandblast (Sleep spell) and see following. Magic Resistence: See following Psionic Ability: Nil A Sandman will appear if any person lingers for more than one turn in the Sandman's lair (usually a bedroom). The Sandman's only mode of attack is a projection of Sleep Dust (Sandblast) from both hands, each projection covering a 5' x 20' area. Such a Sandblast works as per a Sleep spell but affects Characters of all skill levels. Attacked Characters save vs. Spells (with modifiers as listed following) or fall asleep for 4D12 turns. A Sandman will not attack any sleeping (or recently slept) Character unless the Character has left the room and then returned again. Any Character making his/her save attacks at -1 for 1D4 rounds. A Sandman will attack until all Characters present in its lair are asleep, have left the room, or until the Sandman is dispersed. A Sandman is not affected by any attacks except for Dispel Magic or Lightning-based spells, which disperse him effectively for 2D12 rounds, at which point he will reform and start the attack anew if Characters are still present. Dispel Magic is the only method of awakening a successfully Sandman-attacked Character. A Character who successfully saves against a Sandblast attack adds one (+1) to the following modifiers (successful save modifiers are cumulative): Saves vs. Sandblasts Character State/ Sleep Modifier/ Definition Rested/ -3/ Eight hours or more sleep; no exertion (i.e. recent waking) Normal/ 0/ Regular amount of sleep; slight exertion (hiking, fighting 0-5 rounds Fatigued/ +2/ Fighting 6-10 rounds and/or sustaining 0-15% HTK loss. Exhausted/ +5/ 16+% sustained HTK loss, fought 11+ rounds Note: Definitional terms are flexible at GM discretion. [B]Dust Spider[/B] Frequency: Rare No. Appearing: 1D4 % in Lair: 75 Treasure Type: E HTK: 1D8, AC: 8 MV:6"*/l5", AT: 1 DM: 1D4, THACO: 19 AL: Neutral INT: Low, SZ: S Spells: None Specials: Poison Magic Resistence: Standard Psionic Ability: Nil Dust Spiders, inhabitants of the plane of dust, are often drawn to the prime material plane by powerful, residual magical energies. Their webs and the areas surrounding their webs are normally blanketed in a fine, sparkling dust. The dust, emitted from the spider, becomes extremely sticky upon contact with air and can act as an adhesive when substantial pressure is applied. When a Dust Spider reaches zero (0) HTK, the dust within its body is forcibly expelled in a five-foot radius surrounding the Spider; any Character within the radius of an exploding Dust Spider will fight with -1 on the "to hit" roll until the dust is washed off the Character. [/QUOTE]
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