Bohun Tree. Forgotten Realms. CLIMATE/TERRAIN: Temperate forest. ORGANIZATION: Solitary ACTIVITY CYCLE: Day. INTELLIGENCE: Average (8 10) TREASURE:

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1 Bohun Tree Forgotten Realms Greenwood, Ed (1984) Creature Catalog. Dragon Magazine 89, p. C4 5 CLIMATE/TERRAIN: Temperate forest Rare ORGANIZATION: Solitary ACTIVITY CYCLE: Day Omnivore INTELLIGENCE: Average (8 10) C Neutral evil NO. APPEARING: 1 ARMOR CLASS: 5/9 MOVEMENT: 0 HIT DICE: 10 THAC0: 11 NO. OF ATTACKS: special DAMAGE/ATTACK: 2 5 per thorn SPECIAL ATTACKS: Poisonous fruit; missiles; root drain; multiple attacks SPECIAL DEFENSES: Root system; immune to will force spells MAGIC RESISTANCE: MORALE: Elite (13 14) XP VALUE: 11,000 L (trunk tall, branches and roots up to 120 long) The bohun tree, or tree of death, is found only in deep woodlands. The bohun tree, usually brownish grey or greenish grey, can be distinguished by its massive trunk and unique blossoms. Combat: The bohun tree s branches usually start 10 to 12 feet above the ground and spread out horizontally from the top of the trunk; on them hang thick clusters of dark red, luscious fruits. These smooth- and soft-skinned fruits resemble giant grapes, and if bruised or cut open, they exude a vapor within a 60 foot radius that either induces sleep (80% chance), paralyzes the lungs and slays by suffocation (10%), or has no effect (10%). This effect (or lack of one) is determined separately for each fruit that bursts. A would be victim is entitled to a save vs. poison to avoid either of the damaging effects. The tree will deliberately cause 1 fruit to burst every other round if it is attacked. The vapor s odor resembles that of crushed apples or fresh cider. 90% of all elves, centaurs, and satyrs are immune to the effects of the tree s poison. Pixies, treants, stirges, and undead creatures are entirely immune. Against creatures that approach too closely, a bohun tree directs the thorns that grow on its branches between fruit clusters. These 18 inch-long thorns are flexible, sharp, and weighted so they will fly true. They are fired from the tree by means of sap pressure. A bohun tree has thorns at any time, and can regrow 1d4 per day after some have been fired. It hurls these with deadly accuracy and force up to 9 yards, firing 1d6 per round at targets within range (medium and long range modifiers apply). The thorns do 1d4+1 points of damage each. The bohun tree has keen eyesight; hundreds of compound eyes stud fissures in the trunk and grow amid the fruit clusters. It uses this eyesight to home in on the targets of its thorn attacks and also to locate assailants that it can entrap with its roots. The bohun tree can send roots tunneling through the ground, breaking the surface where a target is located and (on a successful to hit roll) binding the target s arms or legs (50% chance of either). A target immobilized in this way is more likely to be hit by attacks from the tree s thorns (+4 to hit vs. any target in range). Only one root will attach to any target, and a maximum of 1d4+4 roots will attack in this way during any single combat episode. A root is AC 9 and has an effective Strength of 17 so that its grip can be broken only by a character or creature with a strength of 18 or greater. Each root that attaches to a target will take 1d6+1 points of damage (determine separately for each root) before being severed. A bohun tree will cease combat when all of its thorns are gone or after the loss of all of its attacking roots. It can be slain if the main trunk takes damage equal to its hit points (root damage does not count in this total), or by the application of a power word kill spell. Habitat/Society: Bohun trees are always solitary, but are surrounded by other varieties of trees. Ecology: Bohun trees usually feed upon the normal trees which surround them. The flesh of the fruit may be fatally poisonous if ingested (eater must save vs. poison at 4), causing painful acidic reactions within the stomach. A victim will usually go into violent convulsions that will continue even after he has fainted from the pain, lasting 2d4 turns until death occurs. The creatures cited above are immune to this effect as well. 1

2 Fish, Flailtail Forgotten Realms Greenwood, Ed (1984) Creature Catalog. Dragon Magazine 89, p. C9 CLIMATE/TERRAIN: Any freshwater marsh or shoreline Rare ORGANIZATION: Solitary ACTIVITY CYCLE: Day Omnivore INTELLIGENCE: Average (8 10) Neutral NO. APPEARING: 1 4 ARMOR CLASS: 6 MOVEMENT: 6, Sw 18 HIT DICE: 17 THAC0: 3+3 NO. OF ATTACKS: 2 DAMAGE/ATTACK: See below SPECIAL ATTACKS: Stunning tail slap, mouth drain SPECIAL DEFENSES: MAGIC RESISTANCE: M (up to 5 diameter) MORALE: Average (8 10) XP VALUE: 420 Young: 175 Flailtails inhabit freshwater marshes and shorelines, and resemble large greenish brown lilypads or patches of pond scum when floating in still waters. Upon closer inspection the flailtail resembles a large manta ray, but its tail is usually hidden beneath the water. Combat: Flailtails have been known to devour creatures as large as the catoblepas, and often hunt man. These larger prey are eaten with a tubelike, extendable sucking mouth ringed with toothed ridges of bone. This mouth does 1d4 hp damage per round. Once bitten, a victim must do more than 6 hp of damage in a single round to the flailtail, or roll his own Strength or less on a d20 (one attempt allowed per round, in addition to any attacks), to break free of the mouth s grip. The mouthtube is located in the center of a flailtail s underside, and can swivel or lunge with great agility to strike prey in the water. Flailtails fight and knock prey down into the reach of their mouths with great slapping blows of their tails (hence their name). A blow from one of these massive appendages does 1d12 points of damage to small or man-sized targets, or 1d8 to larger victims. If a tail strikes a small or man-sized target for more than 4 points of damage, there is a 30% chance that the victim will be physically stunned. After such a severe jolt, the victim must make a system shock check, or else all his muscles will convulse and seize up into rigid immobility for 1 3 rounds thereafter. The creature s massive, flattened tail can propel a fleeing or pursuing flailtail at terrific speeds when necessary (up to MV 18 for as long as 1 turn continuously, but no more often than once every hour). Habitat/Society: Flailtails must stay near water, but can survive for up to 2 turns without being immersed, and can cross short stretches of dry land by flailing their tails constantly (their maximum movement on land is MV 6). They are highly vulnerable when out of water or when thrashing about from place to place on dry land (equivalent to AC 10 in such cases), and will flee from any combat until they reach the safety of a watery environment. They will not pursue prey or adversaries onto dry land, and cannot be driven out of the water against their will. They will only voluntarily leave the water when they are seeking another body of water to inhabit, and then only if they do not sense any impending danger. Flailtails are usually solitary, but sometimes gather in groups on sandy beds in large lakes. They are intelligent and will cooperate with other creatures to improve their own chances of obtaining food or surviving. Ecology: Omnivorous, the flailtail floats motionless for long periods of time while many small wormlike appendages on its underside comb the water for microscopic life and carrion. These highly dexterous feelers grow to be up to 1 foot in length, and can acutely sense the direction and magnitude of vibrations in the water up to 140 yards away. Flailtail young are born live; miniature versions of their parents, they are very timid and flighty, have 1+1 HD, do half damage on attacks, but have the same Armor Class and movement abilities as adults. 2

3 Flamewing Forgotten Realms Greenwood, Ed (1985) Creature Catalog II. Dragon Magazine 94, p. 48 CLIMATE/TERRAIN: Any temperate Rare ORGANIZATION: Solitary ACTIVITY CYCLE: Any Omnivore INTELLIGENCE: Low (5 7) Neutral NO. APPEARING: 1 3 ARMOR CLASS: 7 MOVEMENT: Fl 21 (B) HIT DICE: 2+2 THAC0: 19 NO. OF ATTACKS: 3 + special DAMAGE/ATTACK: 1 6/1 6/1 6 SPECIAL ATTACKS: Flaming wings SPECIAL DEFENSES: Immune to fire MAGIC RESISTANCE: M (up to 5 long, wingspan to 9 ) MORALE: Fearless (19 20) XP VALUE: 270 Flamewings are vicious bat-like creatures. They may instantly burst into flight or attack at any provocation. Flamewings hunt like hawks, winging silently down to snatch up prey with their hind claws. But when fighting, they scream, swoop, and wheel about in ceaseless flight, diving repeatedly to buffet opponents with their flaming wings. Combat: A flamewing has a saclike organ connected to its stomach that collects methane gas, which aids in flight by adding lift and balance to the flamewing s tissue layer. The gas also accumulates in expandable chambers located behind the massive bony leading edges of the wings. The powerful wing muscles can expel jets of the gas from vents in the leading edge of the wing at will. By means of its unique body chemistry, a flamewing may choose to ignite (or douse) gas leaving the vents. A wing strike does 1 hp of impact damage, 2d4 hp of fiery damage, and 1 2 hp from the wing claws (unless the target has AC 5 or better, in which case no damage is taken). Against lesser opponents, flamewings use their claws and powerful bite. The hind claws have been known to strike through armor and do 1d6 hp damage each. Amongst themselves, flamewings communicate the most basic of emotions and intentions with rattling, throaty calls. Flamewings are immune to all heat- and fire-based attacks, but suffer +2 on all dice of cold damage, and they will not survive chilling temperatures for long. They are fearless and ruthless in battle. Habitat/Society: Flamewings are encountered in temperate climes. They prefer areas with trees or rocky spires where they may perch safe from sudden attacks. Flamewings are marsupials, and one can carry 1 4 flame lings tiny offspring with 1 3 hp, doing 1d4 hp fire damage, 1 3 hp with hind claws, and no damage from buffeting and their immature wing claws. Only 1 in 20 flamewings will be so encumbered by young. The flamelings will detach themselves and flee to safety if the mother is endangered. Young flamewings have been captured and tamed successfully, but they always turn wild again when they reach adulthood. Ecology: Flamewings are omnivorous. They have keen eyesight and good olfactory and vibratory senses. Though they never sleep, they often rest by perching in complete immobility. In this state, their body processes are slowed and they may be mistaken as lifeless. 3

4 Ghuuna Willis, Tomas (1984) Creature Catalog. Dragon Magazine 89, p. C9 10 CLIMATE/TERRAIN: Any tropical to temperate non-desert Very rare ORGANIZATION: Tribe ACTIVITY CYCLE: Night Carnivore INTELLIGENCE: Average (8 10)) B, Q 2 Chaotic evil NO. APPEARING: 2 5 ARMOR CLASS: 4 MOVEMENT: 12 HIT DICE: 6+6 THAC0: 15 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 4 16 or by weapon SPECIAL ATTACKS: SPECIAL DEFENSES: MAGIC RESISTANCE: L (8 tall) MORALE: Steady (11 12) XP VALUE: 1,400 Diseased bite Cold iron or magic weapons required to hit (immune to silver), surprised only on a 1 Ghuuna (the form is singular and plural) are related to gnolls in much the same way that lycanthropes are related to humans. However, ghuuna are the result of a special quasi-lycanthropy created by Yeenoghu that affects only gnolls, causing them to shapechange into a hyaenodon form. Combat: In their normal (unchanged) form, ghuuna appear to be large gnolls. In this form they shun armor and usually carry swords as weapons. In hyaenodon form, ghuuna can deliver a crushing bite for 4d4 points. In addition, their bite will inflict ghuunism among gnolls in the same manner that lycanthropy is spread by regular were-creatures; humans, demi-humans, and humanoids (other than gnolls) who are bitten must save vs. poison or be affected as if by a cause disease spell, which can be cured by a cure disease spell or similar magic. Habitat/Society: Each ghuuna can command and control 2 8 hyenas or 1 4 hyaenodons, although they cannot summon them from afar. Any ghuuna encountered is 80% likely to be accompanied by 2 hyenas (70%) or 1 hyaenodon (30%) being kept as pets or guards. For every 10 gnolls in a gnoll band there is a 5% chance for 2 5 ghuuna to be present, acting as leaders and protectors. Only gnoll shamans and strong chieftains have more push in a gnoll band than ghuuna do. Female ghuuna are nearly the only respected females in a gnoll band. Gnoll shamans are able to use their powers to quest ghuuna for one day. The shaman s chance for success is equal to the chance of a cleric of equal level trying to turn wraiths. Each time this power is successfully used, 1 6 ghuuna are affected. Gnoll shamans may use this power once per day for each level of clerical experience they have. Ghuuna may communicate with hyenas and hyaenodons, and can speak the usual languages a gnoll may know. Ghuuna keep slaves as gnolls do. Ghuuna may not become shamans or witch doctors. They rarely intentionally spread ghuunism among gnolls, preferring to be the few and the proud. Ecology: Ghuuna are affected by stress and the phases of the moon in much the same manner that lycanthropes are. In both forms, ghuuna have 90 infravision and acute senses of hearing and smell that act together to reduce their chances to be surprised. 4

5 Orgautha Forgotten Realms Greenwood, Ed (1985) Creature Catalog II. Dragon Magazine 94, p. 51 CLIMATE/TERRAIN: Any forest, rocky scrubland, and subterranean Very rare ORGANIZATION: Solitary ACTIVITY CYCLE: Any Blood INTELLIGENCE: Animal (1) Neutral NO. APPEARING: 1 (5% chance of 2 4) ARMOR CLASS: 8 MOVEMENT: 12 HIT DICE: 4+8 to 6+8 THAC0: 4+8 HD: HD: 15 NO. OF ATTACKS: 1 DAMAGE/ATTACK: See below SPECIAL ATTACKS: Blood drain, slow SPECIAL DEFENSES: Silence MAGIC RESISTANCE: L (12 long or more) MORALE: Steady (11 12) XP VALUE: 4+8 HD: HD: 1,400 The orgautha, or land leech, is a creature encountered so seldomly that it is only a legend to most rangers, wanderers, and hunters. Few who encounter it live to tell the tale, so many human disappearances could well be the results of orgautha attacks. The favorite food of the orgautha is mankind, but any warm-blooded mammal of human size or smaller will serve as food. The orgautha gets its nickname from its appearance and method of feeding. It is a dark brown, wormlike monster of giant proportions some have been known to reach 20 feet in length, although most are about 12 feet) and have a 5 foot diameter girth. Combat: An orgautha presses its snout, of which it has one at either end of its body, against a victim and exerts bone-crushing suction to hold its prey. The orgautha then bites into the victim and sucks the blood from its victim s body. The initial contact does no damage, but cannot be broken unless the victim successfully rolls his chances to Bend Bars or Lift Gates, or the orgautha breaks it to attack another foe, or it recoils in pain (which it will do on any round in which it receives more than 16 points of damage). Its teeth do 1d4 hp damage on the round after it first catches a victim, and 1d4 hp per round thereafter until there is nothing left. One end of an orgautha can feed while the other fights, or both ends can drain two creatures at once. The orgautha is very flexible and has been known to attack a victim with both mouths. The relatively soft body of an orgautha would seem to make it easy prey in a fight, but it has two offsetting natural powers: it continually radiates silence, 15 radius, concealing its approach and hampering any teamwork among multiple victims, and all within 10 feet of the beast are slowed unless they save vs. paralyzation at 2. All creatures must make a saving throw for each round that they are within 10 feet of an orgautha to determine if they are slowed that round or not. Habitat/Society: Orgautha are normally solitary except during reproduction. Orgauthas avoid each other rather than fight, but may team up for short periods if they encounter each other while hunting. They inhabit forests, rocky scrubland, caverns, and subterranean realms. Ecology: Orgautha wander tirelessly in search of food, instinctively avoiding cities and large settlements. They have been known to wipe out isolated steadings and villages, haunt battlefields when the fighting is done, and even track and ambush trappers along traplines. They seem to gather in as-yet undiscovered places to reproduce. Orgauthas have no eyes, but can sense vibrations and large sources of heat within 70 yards. They can also smell keenly, within a 60 yard range. Every ten seasons or so, females lay large (1 foot diameter) eggs which in texture and hue resemble dark blue grapes. 5

6 Plant, Carnivorous Moore, Roger E. (1984) Creature Catalog. Dragon Magazine 89, p. C14 Pitcher Plant, Giant CLIMATE/TERRAIN: Any non-arctic wetland Uncommon ORGANIZATION: Patch ACTIVITY CYCLE: Day Carnivore INTELLIGENCE: Non- (0) J, K (10%) Neutral NO. APPEARING: 2 8 ARMOR CLASS: 6 MOVEMENT: 0 HIT DICE: 6 (100 hp) THAC0: 15 NO. OF ATTACKS: 1 DAMAGE/ATTACK: See below SPECIAL ATTACKS: Drowning, dissolving SPECIAL DEFENSES: MAGIC RESISTANCE: L (5 to 8 ) MORALE: Champion (15 16) XP VALUE: 3,000 The most passive of all known carnivorous plants, the normally small-sized pitcher plant has sometimes evolved into a much larger and more aggressive creature, though it is still not as dangerous as others of its kind. The plant is shaped like a giant green vase made up of toughened base leaves tightly woven together with small vines. There is an opening at the top of the vase, and the plant is usually ½ to ⅔ full of rainwater. Combat: A whiplike organ, about 4 inches thick, extends from the lip of the vase s mouth; this whip is 20 feet long and able to attack and coil about a creature (rolling to hit as a 6 HD monster), lift up to 80 lbs., and drop the prey into the vase. The victim usually drowns in 3 6 rounds unless it can swim; even then, however, the plant releases acids into the water which do 1d4 points of damage per round to the victim until it is eventually killed and dissolved. The acids are not strong enough to harm metals except over very long periods of time, so a victims money, armor, and weapons will often be found inside the vase. The plant detects nearby prey through a series of pressure-sensitive vines buried within a 10 foot radius around it. Only those creatures light enough to be lifted up will be attacked. Rescuing victims trapped inside a pitcher plant can be difficult. If 12 hp of damage can be inflicted on the walls of the plant s vase, the acidic water will leak out, but the victim will still not be able to escape, since sharp spines grow along the inside walls of the plant and prevent all climbing attempts (unless the victim is very determined, in which case 6d4 points of damage will be inflicted during the escape attempt, successful or not). If 48 hp of damage are inflicted on the walls of the plant, the vase will fall apart, and the victim may escape easily. The plant has no Hit Dice as such, but will die if 100 hp of damage or more is inflicted on the vase. Habitat/Society: The giant pitcher plant inhabits marshlands with poor soil, often surrounded by normal-sized specimens of its type. Ecology: The giant pitcher plant and its smaller cousins make up for the poor soil in their native wetlands through their carnivorous diet. 6

7 Plant, Carnivorous Moore, Roger E. (1984) Creature Catalog. Dragon Magazine 89, p. C18 19 Venus Flytrap, Giant CLIMATE/TERRAIN: Subtropical wetland Uncommon ORGANIZATION: Patch ACTIVITY CYCLE: Day Carnivore INTELLIGENCE: Animal (1) C Neutral NO. APPEARING: 1 4 ARMOR CLASS: 5 MOVEMENT: 0 HIT DICE: 6 THAC0: 19 NO. OF ATTACKS: 3 8 (1 per opponent) DAMAGE/ATTACK: 4 10 SPECIAL ATTACKS: Drowning, multiple attacks SPECIAL DEFENSES: Concealment MAGIC RESISTANCE: MORALE: Fanatic (17 18) XP VALUE: 2,000 L (covers 15 to 20 -diameter area on ground) Looking very much like a normal venus flytrap enlarged to twenty times regular size, the giant flytrap is usually concealed in forest undergrowth so well that there is only a 20% chance of seeing it before one walks into it. The plant s 3 8 jaws are each 3 6 feet across and rest on or near the ground. Combat: The giant flytrap is activated by contact, as a creature brushes against the teeth sticking out from the jaws; the jaws immediately strike out in the direction of the prey with the odds to hit of a 2 HD monster, doing 2d4+2 hp damage and gripping the prey tightly. Prey up to 4 feet in height and 100 pounds in weight can be enclosed in a 6 foot-large set of jaws, which will then fill with fluid and drown small-sized victims in 2 8 rounds. The enclosed jaws then fill with a mild acid that dissolves prey in 7 10 days. Once swallowed by the jaws, a victim may only attack with claws, teeth, or handheld daggers from inside. Each set of jaws will take 2 HD of damage before being destroyed (roll separately for each set), after which the prey inside can escape. Attacks on a set of jaws inflicted from the outside while it holds prey will inflict half the damage on the jaws themselves and the other half on the victim inside. A lost set of jaws will be regenerated by the main body of the plant in two weeks, unless the 6 HD plant body is also destroyed. One may try to force the jaws of the plant open, but a Strength roll for Bend Bars / Lift Gates is required and can only be attempted once by a single character for a given set of jaws. If a set of jaws latches onto a figure larger than they can swallow, the jaws will continue to cling to the victim, doing 1d4 hp damage per round thereafter for 1 6 turns, and the jaws will then automatically detach themselves from the main body of the plant. The victim, if still alive, can then be pried out at leisure. If the main body of the plant is slain, all held victims will be released in 2 5 rounds from the jaws still attached to the plant. Giant flytraps take +1 hp per die of damage done by fire attacks. Habitat/Society: The giant venus flytrap, like its small relative, inhabits wetlands deprived of the nutrients normal plants, giant or otherwise, require to grow. It is sometimes found with other giant specimens of its kind, and sometimes with normal-sized varieties. Ecology: Treasure may surround a patch of giant flytraps, or the plants may have been planted over a treasure hoard for protection. The giant venus flytrap makes up for the poor soil in its native wetlands through its carnivorous diet. 7

8 Shoosuva Moore, Roger E. (1982) The Humanoids. Dragon Magazine 63, p. 31 CLIMATE/TERRAIN: Any tropical to temperate non-desert or The Abyss Very rare or rare (The Abyss) ORGANIZATION: Solitary ACTIVITY CYCLE: Any Carrion INTELLIGENCE: Very (11 12) See below Chaotic evil NO. APPEARING: 1 ARMOR CLASS: 3 MOVEMENT: 15 HIT DICE: 6 THAC0: 15 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 6 15 (+2) SPECIAL ATTACKS: SPECIAL DEFENSES: Creeping paralysis Magic or silver weapons to hit, immune to will force effects, immune to all psionics, reduced damage if magic resistance fails, immune to death magic MAGIC RESISTANCE: 30% L (6 high at shoulder) MORALE: Fearless (19 20) XP VALUE: 5,000 The only deity that gnolls worship (save for a few renegades who follow other demon princes) is Yeenoghu, the demon prince of gnolls. Yeenoghu long ago developed a specialized form of demonic undead for use as an intermediary between him and his shaman and witch doctors, and as a guardian for himself and those followers of exceptional merit. The creatures are called shoosuvas; their name means returners in the gnoll tongue, a reference to the belief that shoosuvas are the incarnations of the spirits of the greatest of Yeenoghu s shamans. Shoosuvas are feared greatly (for good reason) by gnolls, who will obey their every command, even over the orders of other gnoll leaders or shamans. A shoosuva appears as a huge, emaciated hyenodon, glowing with a phosphorescent yellow light, similar in intensity to the clerical light spell. Combat: The shoosuva attacks by biting for 1d10+7 damage, and those bitten must save vs. paralyzation or else be inflicted with creeping paralysis. Victims so affected will suffer a 1 penalty to hit and a reduction of 1 point from movement rate per round cumulative as the result of a slow-acting paralysis. Only living creatures are affected by the paralysis not other undead, demons, and the like; however, these latter creatures can be damaged by the bite itself. A victim s base movement rate (from which the reduction is taken) is always considered to be that which applied when the character was bitten; in other words, a character cannot increase mobility by divesting oneself of encumbrance and/or armor after the paralysis has set in. When the movement rate of a paralyzed victim falls to 0, the character cannot hit anything, speak, cast spells, or perform any other physical activity. Only the most basic life functions (respiration and heartbeat, primarily) will continue. If the victim survives that long, the paralysis will wear off 3 6 turns after the victim is immobilized. Shoosuvas usually try to paralyze as many persons as they can in melee, and then kill their victims after they are unable to move. A shoosuva is immune to all psionic attacks or psionic-like effects, and likewise immune to all will force magics (including enchantment and charm spells). The creatures have a specialized magic resistance, being 30% resistant to all cold, heat, electrical, and poison gas spells. If they fail their resistance throws against such magical attacks, they will take only ½ damage if they fail the subsequent saving throw, and ¼ damage if the saving throw against the particular attack mode is made. Death spells, of course, will not affect them at all, and they cannot be hit by any weapons except silvered or magical ones. Clerics may turn them (or command them into service) at the same chance for success as for special creatures like minor demons. Holy water damages these monsters for 2 8 points per vial used. Habitat/Society: A shoosuva is only encountered singly, and usually in only one of two ways on the Prime Material plane (they are less rare in frequency on Yeenoghu s home plane in the Abyss). Exceptionally powerful gnoll shamans or witch doctors, those attaining the 5th level of clerical ability and having more than 20 hit points, are often given instructions for creating a special talisman that will summon a shoosuva when the talisman is cast to the ground and Yeenoghu s name is pronounced. Such a talisman is a miniature carving of a hyena s skull, made from the bones of a gnoll shaman or witch doctor. The shoosuva will be gated in by Yeenoghu after a 1 round delay, and will immediately attack all enemies of the summoning gnoll priest. The shoosuva will remain until it is slain (whereupon its spirit is sent back to the Abyss) or after one hour, at which time it will fade away (to the Abyss). During the time it is present on the Prime Material plane, the shoosuva is able to call upon any gnoll within hearing distance (120 feet), and such summoned gnolls will obey the shoosuva s every command to the death. Aside from encountering such specially summoned shoosuvas, any gnoll shaman or witch doctor may call upon Yeenoghu for as- 8

9 Shoosuva sistance or advice, and thereby summon a shoosuva intermediary, at a base chance for success of 2% per level of clerical ability. The shoosuva will only remain for a short time (1 round per level of clerical ability of the shaman) and will require a free lunch the same as one summoned by a talisman. It will provide the caller with whatever advice Yeenoghu is able and willing to provide. If the summoning shaman is attacked while speaking with the shoosuva intermediary, the creature will immediately seek to attack and slay all of the summoner s opponents. Moore, Roger E. (1982) The Humanoids. Dragon Magazine 63, p. 31 Ecology: Since a shoosuva must be fed carrion as a reward for its services (or else one will never return to help the summoning shaman again), Yeenoghu s priests who are able to summon a shoosuva will nearly always have the 1st-level cleric spell putrefy food and drink on hand and will cast it on one of the shoosuva s dead victims, with predictable results. 9

10 Sind Forgotten Realms Greenwood, Ed (1984) Creature Catalog. Dragon Magazine 89, p. C16 CLIMATE/TERRAIN: Any marshland Uncommon ORGANIZATION: Colony ACTIVITY CYCLE: Day Carnivore INTELLIGENCE: Average to High (8 14) H Neutral good NO. APPEARING: ARMOR CLASS: 7 MOVEMENT: 12, Sw 18 HIT DICE: 4+4 THAC0: 17 NO. OF ATTACKS: 3 or 1 DAMAGE/ATTACK: 1 2/1 2/1 4 or by weapon SPECIAL ATTACKS: Imprisonment SPECIAL DEFENSES: Spell immunities, resist poison MAGIC RESISTANCE: L (6 8 tall) MORALE: Elite (13 14) XP VALUE: 650 Child: 120 High-Intelligence Child: 175 High-Int Adult: 975 Imprisoner: 1,400 High-Int Imprisoner: 2,000 Sind, or marshwiggles, are a humanoid race who dwell in marshlands in peaceful colonies. Sind have small torsos but very long arms and legs. Their skin is brown to green, and they have green gray, reedlike hair (but no facial hair). Their hands and feet are webbed like those of a frog, and they wear loose, earth-colored clothes, often with a hat to help keep the hot sun from drying their skin. They can swim very well, can breathe water like a fish and walk on water at will, and prefer to remain still and inconspicuous as much as possible. They do not count as humanoids for purposes of ranger attacks against them. They speak common as well as the tongue of their alignment, and sometimes (10% chance) also that of lizard men. Combat: Sind see as well as a human, carrying lanterns at night to light their way (the source of many bobbing lights seen deep in marshes), and can detect all creatures up to 30 yards away by smell. They have tough, horny skin that is not easily harmed by sharp weaponry and surroundings, and they can handle prickly or sharp objects, or scratching and biting animals, without harm. Sind have sunken cheeked, sharp nosed, grim faces. They gain +3 on all saving throws vs. poison because of their hardy constitutions. They have standard magic resistance, except that they are immune to the following spells: charm, suggestion, sleep, hold, and slow. Sind are greatly feared by some for a power that only some sind (30%) acquire as they mature; the power to entomb one creature (as the 9th-level magic-user spell imprisonment) per day by touch. No words or knowledge of the target s name and background are required. Marshwiggles will fight to defend themselves or their fellows, or for a cause or being they support, but are not aggressive. A marshwiggle will always have a staff and a dagger when encountered, and may also (20% chance) possess a sword, bow, trident, or spear. Habitat/Society: Sind tend to be dour, cynical pessimists, but they are also stubborn, pragmatic, good-natured and sensitive. If one is befriended, he will trust, and can be trusted, absolutely. Sind have a dry, slow sense of humor. When at leisure, they enjoy a good smoke (employing pipes and a tobacco mixed with marshmud, which produces a thick, black smoke heavier than air). They avoid intoxicating drinks except for special occasions, for they are easily made tipsy, and when inebriated they become wildly joyous and reckless. Sind colonies are loosely ruled by a council of elders, but their word is by no means absolute. Sind work and trade with other beings, but prefer privacy, each dwelling alone in a dry, warm straw-lined wigwam built of sticks arranged in a conical shape and sealed with a thick layer of mud. Sind and lizard men are sometimes allies against common enemies, being more often neighbors who coexist peacefully, largely ignoring one another. There is seldom strife between the two races. Sind worship Sindar, also called Marshwinter or The Tall One. Sindar is a wandering, immortal sind who aids his people in their need; if a colony of sind is threatened, there is a 10% chance he will appear, unannounced, to lead them in battle. Sindar will be known upon sight by any sind, even if they have never seen him before, and they will obey him absolutely. He appears as a 20 foot tall sind, and is AC 0 with 111 hp, attacks 3 12/3 12/3 24, 35% magic resistance, and is immune to all enchantment/charm, mind reading, influence/control spells or psionics. Sindar speaks common, neutral good, and the tongue of lizard men, and can communicate (by touch) telepathically with any creature. He can imprison one creature per round, by touch (use of this power usually takes the place of one of his hand attacks). Sind gain no spells or clerical abilities from their worship of Sindar indeed, there is no priesthood or organized worship; each sind makes his or her own private devotions, consisting of prayers, promises, and confessions. Sindar has no symbol and no permanent home, although 10

11 Sind he inhabits the Prime Material Plane. He is said to be very dexterous, able to catch and hurl back missiles of all sorts hurled or shot at him in battle. Ecology: Marshwiggly wigwams are always located within a marsh, where the sind fish for small eels, crayfish, frogs, and small fish. Because of their size, they seldom capture a meal by swimming after it, but prefer to fish with a hook and line, a net, or even by snatching prey from the water with their long, webbed fingers. Sind generally mate for life and produce children ( wiggles ) Forgotten Realms Greenwood, Ed (1984) Creature Catalog. Dragon Magazine 89, p. C16 once every 3-4 summers, having 1 or 2 at a time. Such children are miniature (1 foot tall) replicas of their parents (1 HD, attacks 1/1/1 2, powers as an adult) and are able to fend for themselves immediately. Normally they remain with their parents for 2 6 years, until full grown. Sind are not avaricious, but value treasure highly for its bargaining power in obtaining goods (such as clothes and weapons, which they seldom make) and services (such as leaving the sind alone), and will collect any they find in the marsh (from hoards, burials, or unfortunate intruders). 11

12 Undead Hulk Spelljammer Walker, Jason M. (1992) Magic With An Evil Bite. Dragon Magazine 184, p. 94 CLIMATE/TERRAIN: Any neogi enclave Very rare ORGANIZATION: Solitary ACTIVITY CYCLE: Any INTELLIGENCE: Non- (0) Neutral NO. APPEARING: 1 4 ARMOR CLASS: 4 MOVEMENT: 6, Br 6 HIT DICE: 10 THAC0: 11 NO. OF ATTACKS: 3 + special DAMAGE/ATTACK: 3 12/3 12/1 10 SPECIAL ATTACKS: See below SPECIAL DEFENSES: MAGIC RESISTANCE: 10% L (8 tall, 5 wide) MORALE: Fearless (20) XP VALUE: 4,000 The undead hulk is a magical construction created through the use of special enhancements developed by the neogi. The creature is formed from the remains of dead umber hulks and to all appearances seems to be nothing more than a typical monster zombie. An undead hulk reeks of death, and its undead nature is obvious to anyone within 10 feet of it. Other than its obviously unliving state, the undead hulk appears as any other umber hulk. Combat: An undead hulk attacks in much the same way as a typical umber hulk: with brute force. However, the undead hulk is totally mindless and incapable of forming any strategy or tactics. It only obeys its master, to the best of its abilities and heedless of any danger to itself. In addition to normal attacks of two claws and a vicious bite, undead hulks can bear hug any opponent of any size smaller than themselves. This requires two successful claw attacks, which do no damage. Success indicates the victim is crushed against the undead hulk s massive frame and suffers 6d4 hp damage each subsequent round, with no attack roll required. The undead hulk cannot bite a trapped opponent, nor can it attack any other being while hugging a foe. Unlike the monsters they resemble, undead hulks no longer possess the confusion generating power of their magical eyes. An undead hulk can be turned by a cleric as a special undead. Habitat/Society: Undead hulks are under the absolute control of their creator and have no culture of their own. They serve their small lords without question. Undead hulks are created through a bizarre magical ritual developed by the neogi (the details of which are left up to the DM) and the magical joining of dead umber hulk parts. Each part (head, right arm, right leg, etc.) must come from a different umber hulk. Ecology: Undead hulks are magical constructs and play no role in an ecology. They simply exist, doing the bidding of their masters, until they are destroyed. 12

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