| Shadow Vision | Shadow Unicorn |
| Graejon | Maelorin Daemon |
crimson_blade@geocities.com
A shadow vision is a creation of only the most powerful of the Grojem masters. A shadow vision is a single strand of the dark gods dream, brought forth in physical form.
AC -8
HD 26
HP 520
THACO -5
# Att 1
Dmg By power (see below)
MR 95% (See below for special)
SV -4
XP 50,000
Special: Immediate fear (SV vs Spell at -5 or cower for each round until the beast is dead, or until the character is forcefully removed from the area. Only hit by +3 or better weapons, Slashing weapons do only half damage and piercing weapons do only 1 point each. Illusions and shadow magic cast at or on the beast inflict actual damage equivalent to 1D10 per level of the spell cast. The beast can use up to 3 of its powers in one single round.
Powers: Advanced illusion, Animate dead, Charm person, Infravision,
Know alignment, Suggestion, detect magic, detect invisibility, hold person,
improved phantasmal force, polymorph self, produce flame, pyrotechnics,
gaseous form, wall of fire, enervation, vampiric touch, and lightning bolt.
The shadow vision can never venture outside the radius of the orbs
power (15ft), nor do its powers effect creatures more than 15ft from its
position (30ft total).
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AC -3
MV 12, 18 (fl)
HD 8+10
HP 176 each
THACO 9
#Att 3
Dmg 2-8+7/2-8+7/2-16+7
MR 65%
SV 5
XP 3,400 each
Special: +2 or better weapon to hit, Str 19, half damage from edged weapons, 1 point for each successful piercing weapons, darkness 5ft radius. The following abilities can be used at will once per round: fear, levitate, fly, dispel magic, polymorph self, heat metal and call undead. Ray of enfeeblement 15 ft radius (sv vs spell). They can be killed by a bless.
These are tall, dark skeletal creatures with a single ebony horn
curled over the head. The horn drips with a corroded green substance
that hisses when it hits the gound. The creature itself radiates
a low dark glow.
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AC 2
MV 24
HD 6
HP 72
THACO 15 or 10
#Att 3 or 1
Dmg 1-8/1-8/1-12 or 3-36+10
SV 14
XP 2,000
Special: As it rushes in each player must make a save vs spell at -2 or be effected by the fear spell (wizard), in addition there is a 25% chance the effected characters hair will turn permenantly white as a result of the sheer terror. Once per day the horn of the beast will emit an eerie red flame for 8 rounds. During this period, the horn does an additional 2d4 points of damage. It can also use the blink spell 3X per day. Immune to poisons, charm and hold spells.
AC -3
HD 12
HP 124
THACO 8
# att Special
Dmg 1-4 + special
MR 35%
SV 10
XP Value 1,500
Defense: +1 or better to hit
Description: Upon entering this room, the hum subsides, and the faint blue glow turns to a dark purple. A mist rolls from the side walls, and a dark face, as large as a man forms before you.
SV VS BREATH WEAPON OR SUFFER -4 to strength for 1D4 Turns.
Combat: On the first round, the Daemon
will breath to reduce the strength of the party.
Each round, the creature can perform two actions.
First, a magical flaming fist will appear in the room for each round of
combat. This fist inflicts 1D4 + 10 (Fire). Each Fist can attack
once per round. In addition, each round the Daemon may chose to use
One innate ability.
Fear, Emotion, Dispair, Improved invisibility (acts on all hands, and the face). Hold person, Suggestion, Tongues, True seeing, Project Image, Feeblemind,. The creature can also send forth a bolt of lightning once each 3 rounds (12D6). Its breath weapon can be used only once per day.