Saturday, November 23, 2013

New Monster: Nimrodian

“It’s warded like you wouldn’t believe.” Feris said, examining the doors. “I don’t see anything that would keep me from breaking in, but it isn’t warded against us, not really.”

“What do you mean?” Rathgar asked.

“It’s easy to break into a prison.” Nimble answered.

“Yes. He’s right.” Feris nodded. “See that symbol there?” he pointed.

“That’s a symbol of the Sun Lord” Allianora answered “or at least one of his cults.”

“It’s a prison.” Rathgar grunted. “But for what?”

“Something very, very powerful.” Feris stepped back from the doors. “It is not worth our lives, whatever is in there.”


Armor Class: -2
Hit Dice: 23***** (L) (115hp)
Move: 150’ (50’)
Attacks: 1 bite or 2 claws and see below
Damage: 2d8 or 2d6+1/2d6+1 and see below
No. Appearing: 1
Save As: F20
Morale: 11
Treasure Type: Hx2, I, N, O
Intelligence: 11
Alignment: Chaotic
XP Value: 15,100

Monster Type: Construct, Enchanted (Unique)
The Nimrodian was a creation of the Alphatian empire in it’s attempt to conquer the Norwold provinces. Constructed of metals mined and forged in the City of Brass and quenched in the blood of demons it was more intelligent and evil than even the Alphatians were prepared for. The destruction it caused upon it’s release can still be seen centuries later in certain spots in Norwold.

Appearing as a monstrous six-legged wolf-thing the size of a horse, formed from blood stained brass that is constantly leaking black fluids with eyes that burn with a pale blue fire. The creature can bite or arch back and attack with it’s prehensile front claws. Anyone struck by either the claws or the bite must make a saving throw vs poison or be stunned for 1 round.

The howl of the Nimrodian is also a potent weapon. Anyone within 150’ will take 1d6 damage, 100’ 2d6, 50’ 3d6, 25’ 4d6. Anyone who survives must make a save vs spells, or flee in fear for 1d6 rounds. The Nimrodian can howl once per turn. In addition to it's melee attacks, it can cast one of the following spells every other round: Dispel Magic, Confusion, Dimension Door, Darkness, and Mirror Image. The Nimrodian can see in magical darkness, see invisible objects and creatures, and automatically detects illusions.

The Nimrodian can only be harmed by magical items of +3 or better, and staves, rods, and spells of greater than 4th level. They are also immune to all poison, sleep, charm, and hold effects.

Natural sunlight weakens the Nimrodian, making it vulnerable to +2 weapons and spells of 4th level.

This beast is based on a request for a monster over on G+ by +Tommaso Galmacci. I hope that this

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