Three More Monsters
Blemmyes
Armor Class: 11
Hit Dice: 3+1
Attacks: 1×weapon (1-6 or by weapon)
To Hit: +3
Movement: 120' (40')
Saving Throws: as FighterNo. Appearing: 3-12 (30-300)
Morale: 8
Alignment: Neutral
XP Value: 50
Treasure Type: L
Elemental Flan
Armor Class: 18
Hit Dice: 3+3*
Attacks: 1×slam (1-6)
To Hit: +3
Movement: 30' (10')
Saving Throws: as Fighter 3
No. Appearing: 1-4 (1-6)
Morale: 12
Alignment: Neutral
XP Value: 75
Treasure Type: None
Armor Class: 11
Hit Dice: 3+1
Attacks: 1×weapon (1-6 or by weapon)
To Hit: +3
Movement: 120' (40')
Saving Throws: as FighterNo. Appearing: 3-12 (30-300)
Morale: 8
Alignment: Neutral
XP Value: 50
Treasure Type: L
- Weapons and Armor: Blemmyes use wooden spears and clubs made from high quality hardwoods, and stone knives. They carry leather shields into battle.
- Headless: Blemmyes cannot be decapitated.
Elemental Flan
Armor Class: 18
Hit Dice: 3+3*
Attacks: 1×slam (1-6)
To Hit: +3
Movement: 30' (10')
Saving Throws: as Fighter 3
No. Appearing: 1-4 (1-6)
Morale: 12
Alignment: Neutral
XP Value: 75
Treasure Type: None
- Immunity: Each elemental flan is harmed only by a specific type of damage; red flans are harmed only by fire, yellow flans only by electricity, white flans only by cold, etc.
- Cling: Flans can move across walls and ceilings.
- Seep: Clans can squeeze through small holes and cracks.
Sword +1, dancing
This magic blade is a sword +1. It may be commanded to fly around and fight for the user up to three times per day for up to 10 rounds per use. While "dancing" the sword fights using the creature entry below, acting on your initiative and using your to-hit bonus (modified by its magic, but not your strength).
If the weapon is reduced to 0 hit points, it falls to the ground becoming a nonmagic sword for the next 24 hours. After which its magic returns and may be used again as a sword +1, dancing.
Dancing Sword
Armor Class: 15
Hit Dice: 25 hit points
Attacks: 1× sword (1d8+1)
To Hit: Special
Movement: 30' (10') flying
Saving Throws: as Fighter 4
No. Appearing: 1
Morale: 12
Alignment: Neutral
XP Value: Nil
Treasure Type: None
This magic blade is a sword +1. It may be commanded to fly around and fight for the user up to three times per day for up to 10 rounds per use. While "dancing" the sword fights using the creature entry below, acting on your initiative and using your to-hit bonus (modified by its magic, but not your strength).
If the weapon is reduced to 0 hit points, it falls to the ground becoming a nonmagic sword for the next 24 hours. After which its magic returns and may be used again as a sword +1, dancing.
Dancing Sword
Armor Class: 15
Hit Dice: 25 hit points
Attacks: 1× sword (1d8+1)
To Hit: Special
Movement: 30' (10') flying
Saving Throws: as Fighter 4
No. Appearing: 1
Morale: 12
Alignment: Neutral
XP Value: Nil
Treasure Type: None
- Immunity: The dancing sword cannot be poisoned or diseased, and it is unaffected by gas, charm, hold, and sleep spells.
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