Monsters amongst us!
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Monsters
You need them, you want them, and players fear them! New monsters inspire fear in all players. Even the newest player knows what a dragon is, a troll, a beholder. All are feared but known by all players. What IS more feared, is the beasts of the unknown, and here follows a sampling of some of the newest beasts to UnderMountain.


Faelorn
Faelorn
Climate/terrain: Subterannean/surface ruins or swamps
Frequency:Very rare
Organization:Matriarchial
Activity Cycle: Any
Diet:Omnivore
Intelligance: High to genius (13-18)
Treasure: Nil/special
# appearing: 1 (1-8)
Armorclass: 2/0 (see below)
Movement: Fl 36, (A)
Hit Dice: 1+1d4 hps
Thaco: 15
# of attacks: 1 or special
Damage per attack: 1d4-1(drow bolt)
Special Attacks:Spells, Innate abilities (see below)
Special Defences:Spells, innate abilities (see below)
Magic resistance: 50%
Size:Tiny 4-6" tall
Morale:Elite (13-14)
XP value: 1000
Once part of the normal faeiries races, the Faelorn turned from the side of good during the great race wars that created such evil races as the drow and deurgar. The original faelorn took up side with the drow, and in turn were driven from the realms settling deep underground and above ground in places of dismel and dark settings.
Standing between 4 and six inches in height, Faelorn resemble fairies in body size and type, being very slender of build and great of beauty. But there is where the resemblance ends. Instead of the normal butterfly or angelic wings, Faelorn are adorned with long bat like wings of deep black color, and dark violet red eyes. Long white or violet hair of waist length is common though other colors may be found, but are very rare.Faelorn never wear clothes and seldom carry weapons or items of any sort.
Few faelorn carry weapons, but those who do usually are found brandishing drow darts and bolts as spears (d4-1 damage) and coating them with sleep poison that they create from their own blood, or spittle.
Most Faelorn prefer to rely upon their innate abilities to defend themselves from predators. Like the drow,the Faelorn have developed certain innate abilities from their centuries of exposior to the underdark energies that permeate certain areas of the underdark.
faelorn have learned a particular form of invisibility that makes them appear as motes of violet or red twinkling lights. In this form they are often confused with immature will-o-wisps. They are able to assume this form at will and may stay in it as long as desired. When in this form they are -2 to be hit and are unable to attack without assuming their normal appearence. Faelorn use this form to travel in when away from their homes. And groups of them traveling in this form have often been the cause for certain myths.
Sleep, this ability work upon them touching another being. Touched victums must save vs Paralisis or fall into a deep slumber for 1-8 hours. This ability is uncontrolable and happens whenever they make skin to skin contact with another being. faelorn may also cause sleep by spitting at an opponent face. This requires an attack roll and victums save at +2 and only sleep for 1-4 hours. Faelorn have been found to use their spittle to coat their weapons. Used this way the poison lasts for 1 attack or 1 hour whichever comes first. The faelorn's very skin causes this and as such they are not activly eaten by any known creature. Creatures attepting to eat a Faelorn must save vs the sleep effect with a -4 or fall asleep for 1-8 days often leading to their deaths when another predator comes upon the sleeping creature.
Wraithform: Faelorn may assume a wraithlike form allowing them to travel through solid matter, like stone, water, etc. This ability is usable once per day and is mostly used to escape pursuit or to travel to their hidden homes. They may stay in this form for a maximum of one hour before turning solid again.
In this form they may only be hurt by magical weapons or spells, and other ethereal creatures. They are only able to wraithform themselves and must leave behind any and all items (such as clothes or weapons).
Habitat/society: Faelorn live in small societies of 1-8 individuals ruled over by the most dominant female. They tend to find secluded areas reachable only by their wraithform ability. Faelorn prefer areas that they do not have to do much to, to live in. Areas with natural springs and some form of lichen or moss to eat are favorite places for them to call home. Faelorn are very secretive about their homes and will move away if they are found and cannot kill the intruder. Individually, Faelorn are very secretive seeking out other races only for the protection they can supply. In groups they are very evil, willing to kill any who see them to protect their secretive nature.
Faelorn have most recently been seen in the company of drow, mostly mages, leading to the theory that the drow have formed some enchantment to bind these faeries to them as familiars. Others think that the faelorn have taken to staying with them of their own choice. Rumors also abound of how the drow may have come up with their famous sleep poison in part due to the faelorn.
Ecology:Except for rumors not much is really known about the ecology of the Faelorn. No males of the species have ever been found, and more than one shop in Menzo is known to sell Fae-eggs, leading most sages to believe that they lay eggs to reproduce. No groups of over 8 have ever been found leading some to think that they can control when they have a child. Faelorn are known to eat many things that would kill or sicken other races, including poisonous fungi, carrion, and even humanoids that they manage to caopture or kill.
It is thought that the Faelorn can live to be over a thousand years old, and they never show any signs of aging. All Faelorn appear to be in their early 20's only aging when they die. Upon death all the years of their lives catch up and they rapidly decay into dust.

Variants: While typical Faelorn have lovely pale skin, some have been found with shocking white hair and ebony skin looking for all the world like a tiny bat-winged drow elf. These are totally evil and have been known to kill just for the pleasure of it. Drow known to have these greater faelore as familiars have reported being able to teach them spells. They are limited to 3 rd level and may have bonus spells for a high intelligance. They have 2 HD and are known to have different innate abilities than their weeker cousins. Known as the Grimfaer this form of the Faelorn has never been seen outside of a drow city leading some to think that they are unrelated to the faelorn, but are rather magical constructs of the drow.

Eyelich
Beholder-kin "Eyelich"
Clim/Terr: Subterranean
FREQ: Very rare
Organization: Solitary (see below)
activity cycle: Any
Diet: Omnivore
Intelligence: Godlike (22+)
Treasure: A,D,G,S,T, in lair
Align:lawful evil
# app:1 (see below)
AC: 0
Move: Fly 6 (B)
Hit dice: 10+ (80+hps)
THACO: 5
# attacks: 1+ special
Damage: 2-20 bite
spec attacks: spells (see below)
Spec defenses: antimagic ray,
Magic resis: 50%
Size: L 10' - 15' diameter
morale: Fearless (19)
XP value: 35,000
Appearance: Eyeliches appear much like a normal beholder except for the lack of eye stalks (now withered stumps) and a bone gray tint to their skin. It's central eye glows red, dim when at rest to bright red when in combat.
Combat: An Eyelich relies mostly on its spell and its central eye in combat, but it is also able to deliver a wicked bite causing 2-20 damage. When it first becomes an Eyelich the creature has a temporary surge of power granting it 100% magic resistance, 100 hp's, and is only hurt by +2 or greater magic weapons. This surge only lasts an hour.
As a last ditch defensive maneuver, the Eyelich will assume wraithform and escape to one of its many secret lairs. This is only used when all of its "family" is destroyed and its out of spells and in danger of death.
Habitat/society: Eyeliches are a rare powerful form of undead beholder. They are solitary beings who have no society except for their undead "family," which consists entirely of undead beholders (Death tyrants) under its control, A max of one per intelligence point (an average of 15-20). An Eyelich may migrate for years with its brood, trying to find the perfect lair, usually this is far below the ground, deeper down than even the Drow. Eyelichs are even more xenophobic than normal beholders, attacking all creatures encountered. The only beings they are known to associate with are the Alhoon (Illithid lich's) and this is mostly for mutual spell swapping.
Eyeliches loose their eyestalks upon changing but gain one permanent spell for each stalk. These spells are automatically regained every 24 hours. The most common spells gained by one will be; Create death tyrant, control death tyrant, wraith form, and telekinesis. They are able to cast spells as a mage in level equal to their HD and have the same amount of spells (in addition to the perm' spells), and have created verbal only versions of most spells found in the PHB.
The Eyelich uses its family to provide it with protection and will turn any encountered beholders into new members of it's family.
Ecology An Eyelich is formed when a beholder petitions an evil god for immortality. A magic item of great power must be sacrificed and many prayers made. The candidate then commits suicide using a specially concocted poisonous potion. If the pleas are heard and answered the beholder will fall dead for 1 turn. It is not uncommon for rivals to really kill it during this period. When it revives, a surge of power allows it to attack and kill off any potential enemies including other beholders. Other beholders are animated as death tyrants and used as escorts when it delves deep into the ground.
Its exact lifespan after the change is unknown but thought to be about 1000 years, after which it forever changes into its wraithform. Its family then becomes freewilled.
Thri Kryll "Scythe warriors"
Thri Kryll "Scythe warriors"
Climate/terr; Any
freq; rare
organization; special
activity cycle; constant
diet; carnivore
intelligence; low
treasure; nil
alignment; chaotic neutral
#appear; 1-4
AC; 4/2
move: 16/fly 12 (b)
Hit dice: 7+4
Thaco; 13
#attacks; 5 or 2
Damage; d4+1 bite, d8+1 scythes,
spec attacks; venom, leap stab,
spec defence; missile dodge, blending
magic resistance; nil
size; L 12' long, 8' tall
morale; fanatic (18)
xp value; 1800
Appearence; Scythe warriors appear much like their smaller cousins with only a few major differences. They are bigger than the normal thri kreen but the major difference is the two scythe like blades that top their topmost arms. Thri kryll walk on their four back legs like normal thri and attack using their scythe appendages while their secondary arms are used for feeding off their chopped up victums.
Combat; Unlike normal thri, scythe warriors never use any weapons, relying only on the two 3' long chitinous, razor sharp blades that top thier two upper arms. They can attack with these scythes for d8+1 damage and on a natural 20 can sever limbs. Victums caught by both scythes can be automaticly bitten for d4+1 damage (plus saliva poisen). This can be done once a round until the victum escapes (requiring a strength roll, with the victum taking an additional d6 damage whether he passes or fails). They may also make a leap attack with a 30' range (and +4 to hit) attempting to impale a victum on their wicked scythes, only one thaco roll is made for this attack and the scythes cause d10+4 damage each. It may only bite starting the next round after the victum is impaled. This attack occurs only at the very begining of combat as a way for them to close in for combat. Kryll have the same dodging abilities vs missiles as their smaller cousins.
Habitat/society; Thri-Kryll are the warriors of the Thri-kreen society and usually 1 or 2 will be sent out with any hunting party or attack group. Their low intelligence rules them out for any type of leadership position and they only act upon the orders of their more intelligent pack mates.
On their own, Kryll act only on instinct, killing only when hungry or threatened. Kryll on their own never form packs and are only found in groups when mating (though like a normal preying mantis, the female will kill and eat the male after mating).
When used as warriors, Kryll will never make up more than 10% of the group and are rare compared to Kreen.
Kryll only dpeak Thri and are unwilling or unable to speak or comprehend any other language.
Ecology: Thri Kryll are carnivoreswho eat any any living creature, including packmates. Unlike normal Thri, the Kryll's chitinous hide can blend in with any background containing brown, grey, black, green, tan yellow, white or any combonation there of. They are also able to stand completely still for days on end awaiting prey.
The combination of these abilities gives them a + 4 to strike when standing still and camoflauged. As well as +2 to victums surprise rolls.
The huge eye's they have can see in a field of 360 degree's with 30' infravision, making it impossible to sneak up on a Kryll.
The thick chitinous shell and adaptive phisiology means that they may be found in almost any climate (Even in the underdark, though rarely).
Young are born from eggs, and are 2' tall perfect replicas of the parents, growing 2' a year till full size is achieved. Kryll are thought to live about 30 years but this is speculation as none have been found dead of old age.
Kryll may mate with any Thri race and new born are normal (75%) or Kryll (25%)
The tough shell of a Kryll can be used to make medium sized shell's. Such shells are brown in color, which is what the Kryll changes to after death.
Bat, Ground Grombat
Bat, ground. "Grombat"
Clim/Terr: Temperate forests/ plains
Freq: Uncommon
Organization: swarm
activity cycle: Day
Diet: Carnivore
Intelligence: 1 animal
Treasure: none/incidental
Alignment: Neutral
# Appearing: 10d10 (10-100)
Armor class: 7
Movement: 12
Hit Dice: 2
Thaco: 18/14
# of attacks: 1
Damage/Attack: 1-4 bite
spec attacks: paralytic saliva, Feeding frenzy
Spec Defences: NA
Magic resistance: NA
Size: M (4' tall)
Morale: 12(20)
Xp value: 50
APPEARANCE:This land bound race of bats resemble their smaller coisins closely, but have large over developed wings and are about 4'. Their fur ranges from light brown to black in color. Their eyes are a dull amber color which glow a fierce red when they are caught up in a frenzy. They move with a jerky gate, using their wings like crutches to hop rapidly.
Combat:Grombats attack using their vicious bite (d4 damage). They rely on the paralytic poisin in their saliva to palalyze potential prey. The poisen causes total paralysis (save vs poisen at -2) to a victum lasting d4 rounds after the initial bite. When they have paralyzed a victum, all Grom's within 30' of the victum must make a morale roll or go into a "feeding frenzy". Frenzied grombats get a +2 to THACO and damage rolls, and morale raises to 20.. The Grom' will ignore everything at this point except the urge to feed. The frenzy will not end till the Grom' has fed or is dead. Any attack made by a Grombat in their mass combat that misses by 4 or more is considered to have hit another Grom'. Like sharks wounded Grombats will be devoured by those not wounded thus sparking of more frezies in an ever widening circle.
Habitat/society:Grombats have a swarm mentality and are thought to be mindless except for their desire for food. The Grom' live on the ground except when night falls and the need for sleep over takes them. Then they take to the tree's hanging much as their cousins do, and resting till morning again arrives. Grom's mate once a month with a 33% chance of concieving one gromling about 3 months later. The 'lings are about 1' tall, and able to run (move 8) and bite (d2). Within one year the gromlings reach full maturity. The full lifespan is thought to be about 40 years, but none have ever been found dead of natural causes. Most die as the result of predators or of frenzies.
Ecology: The Grombats feeding frenzies are thought to be natures way of keeping their population down. The famed wizard Telnor had this to say upon first encountering Grombats: "We wandered into the forested home of a colony of huge ground bats, at least a 100. I loosed a barage of magic missiles at the group as they neered our camp. I only managed to wound a few of them, but their frenzy was so viscious that within 30 minutes all were dead."
The best tactic for dealing with the threat of grombats is to use ranged attacks, scattered about the group and let them kill each other.
Variants: Arare artic version with (3 hd) white fur has recently been discovered, as has an underground 2' tall version.

Side note: I developed this from the huge bat like creatures from the Dark Crystle.