Monday, 24 September 2018
Dungeon Spirits
Lesser Dungeon Spirit*
AC 13
HD d4
Mov 12"
Att dart or club or daggr
Dam d3*or d4
No Appearing d4
Save F4
Morale 9
Treasure small hoard
Intelligence 13
Alignment: Any but mostly Evil
These small ugly often humanoid figures are mistaken for goblinoids or gnomes or halflings. They might even be frog or rodent or bug like. They are mostly shy and attack loners or by ambush using stealth and magic. In some forms they might join a party. Local monsters leave offings and revere them. Several different spirits on a level might be friends or rivals or enemies and will be servants or allies or foes of thee grater level or dungeon spirit.
Most attack by tiny dart d3, save or lose a Mov point for a turn each fail
Also attack with clubs or daggers up close when a foe immobile
Require silver or magic weapon to harm, some require +1 or better magic to hit
Each Has a d3 powers and a d3 forms
d12 Power
1 Invisibility
2 Grow to human size
3 Shrink to hand size
4 Magic Missile
5 Spider Climb
6 Jump
7 Hold Portal
8 Light
9 Darknss
10 Silence 15' Radius
11 Charm Person
12 Cure Light Wounds (once a day per person)
d12 Forms
1 Spider
2 Snake
3 Goat
4 Dog
5 Lizard
6 Bat
7 Rat
8 Owl
9 Cat
10 Rock or rubbish
11 Idol or ornament
12 Tool or jewelry
d12 Subtypes
1 Door Spirit - likes to confine and block people, will take form of a locked door
2 Stair spirit - likes traps, tripping victims and robbing them, can take form of extra step
3 Well Spirit - scare people with form of rotting body or small froggy or fishy person , breathes water
4 Pit Spirit - likes to trap and torment victims, makes pits more deadly, lives in secret pits
5 Ladder Spirit - likes to drop people, can take ladder or pole form, help or hinder travellers
6 Trap Spirit - maintains or even operates mechanism of trap from a secret compartment,
7 Statue Spirit - squat idol or relief carving often watching area or a thing,
8 Room Spirit - watch contnts of a room from a scret hidden hole
9 Corridor Spirit - watch corridor from a secret hole
10 Secret Room Spirit - protect a secret door and contents often from a second hidden hole
11 Shrine Spirit - serves a shrine of greater dungeon spirit or demon or evil god from a secret hole
12 Vent Spirit - appears as a tentacle or just a eye floating in darkness, see all and whisper gossip
Greater Dungeon Spirit**
AC 16
HD 4-8
Mov 15"
Att claw claw bite
Dam d6 d6 d8
No Appearing 1
Save F8
Morale 10
Treasure Large hoard
Intelligence 15
Alignment Any but mostly Evil
These spirits are human sized often with traits of nature, elements, undead, demons or devils. They might even appear as a dungeon boss or a lost adventurer. Most have a human form a monstrous human hybrid form a animal form. All require +2 or better weapons to harm. All may turn invisible and insubstantial at will able to walk through walls partly in the ethereal plane. They may have relations with monsters and adventurers and breed with them. Most are unique named for the dungeon or the level. Some appear as the most common monster in the dungeon or a hybrid. Some seek worship as a planar being of power. Their cultists can be granted up to 3rd lvl cleric spell.
Each Has a d4 powers and a d3 forms
d12 Power
1 Fly
2 Grow to human size or to bug size
3 Curse
4 Dimension door within level
5 Lightning bolt
6 Stinking cloud
7 Burning Hands
8 Identify
9 History
10 Protection from Good
11 Create food and water
12 Cure serious wounds (once a day per person)
d12 Forms
1 Wind or vapour
2 Shadow or smoke
3 Artwork
4 Elemental
5 Doppelganger
6 Hybrid animal like winged snake or worm
7 Giant animal
8 Slimy eye spawn or Tentacled thing
9 Fungus or plant monstrosity
10 Demon or devil or daemon
11 Archon or angel or deva
12 Beast man
Noble Dungeon Spirit***
AC 20
HD 16
Mov 24"
Att 3
Dam d8/d8/d8
No Appearing 1
Save F20
Morale 12
Treasure Great hoard
Intelligence 18
Alignment Any but mostly Evil
These can appear giant sized or human and may attack with a weapon thy conjure at will. Most have a human form a monstrous human hybrid form a animal form. All require +3 or better weapons to harm. All may turn invisible and insubstantial at will able to walk through walls partly in the ethereal plane. They may have relations with monsters and adventurers and breed with them. They are on par with demon nobles or petty gods and able to grant 5th lvl spells. They often are the spirit of a mega dungeon or multi level complex.
d12 Power
1 Polymorph self
2 Polymorph other
3 Regeneration
4 Fireball
5 Cone of cold
6 Phantasmal force
7 ESP
8 Gate in planar being allies
9 Teleport
10 Clairvoyance
11 Commune
12 Heal (once a day per person)
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