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- \monster{Lightsphere}
- {Subterranean} %%% Terrain
- {Uncommon} %%% Frequency
- {Solitary} %%% Organization
- {Any} %%% ActivityCycle
- {Special} %%% Diet
- {Average (8--10)} %%% Intelligence
- {Nil} %%% Treasure
- {Neutral} %%% Alignment
- \vstats{1} %%% No. App
- {-3} %%% ArmourClass
- {Fl 36 (A)} %%% Movement
- {8} %%% HD
- {13} %%% THAC0
- {2 + special} %%% No. Attacks
- {2--12/2-12} %%% Damage / Attack
- {Flash attack (stun, blind)} %%% Special Attack
- {Regenerates, \\
- &Edge weapons do 1/2 damage} %%% Special Defence
- \fstats{Special} %%% Magic Resistance
- {S (1' radius sphere)} %%% Size
- {Steady (11--12)} %%% Moral
- {5,000} %%% XP VALUE
-
- Lightspheres appear as fuzzy, blue spheres of crackling energy, somewhat
- similar in appearance to a will-o-the-wisp. They are intelligent entities
- composed of pure energy. Lightspheres dwell in underground locations, and in
- large, dark caves and caverns. They move about by an unknown means, at high
- rates of speed; they are highly manouverable, and may hover at will.
-
- Lightspheres are harmless to most creatures, but are drawn to, and thrive
- on, anything composed of energy, such as light sources, and especially magic.
- They are able to detect faint sources of energy (i.e. torch light) at ranges of
- up to 50 yards. Strong energy sources, such as magic (spellcasting, magic
- items, etc.) are detectable at distances of up to 200 yards.
-
- \Com
- When a lightsphere detects a source of energy, it will move towards it
- at top speed to investigate; if it thinks a battle can be won, the lightsphere
- will immediately move in to attack; it will usually commence with a flash
- attack, and will continue with bolt attacks. If a lightsphere is seriously
- threatened, it will retreat temporarily, in order to attack again with surprise
- at a later time.
-
- If all its opponents are killed or disabled, the lightsphere will feed off
- the energy it finds. This feeding will drain all spells from memory; the
- affected spellcaster must rest for 1d4 hours longer than normal before
- rememorizing any spells. Drained magic items will lose all affectiveness for
- 1d4 hours, and must make a successful saving throw vs. electricity to avoid a
- permanent loss of all magical abilities. Magical items are drained in order to
- gain sustinence; normally, 1d8 items will be drained at a time. Magical spells
- are drained in order to regenerate lost hit points - each spell level drained,
- regenerates a single hit point. A lightsphere will stop draining spells once
- its maximum hit points have been reached.
-
- A lightsphere's normal mode of attack is electrical bolts; these bolts may
- be fired in any direction the lightsphere chooses. Two bolts may be discharged
- per round; each may be targeted independently, or may strike the same victim,
- at the lightsphere's discretion. There is no save against this attack mode,
- although targets with immunity to electricity are not affected.
-
- Once per turn, a lightsphere may conduct a ``flash'' attack; the lightsphere
- emits a piercing, bright light that affects all targets within 50 feet. Anyone
- inside the area of effect (as long as they have eyes to see the flash) must
- make two saves: the first is vs. spells; those who fail are blinded for 1d4
- turns (normal healing methods apply to this blindness), while those who make
- their saves are not affected; the second save is vs. paralyzation; those who
- fail this save are stunned (as per the {\em power word, stun } spell) for 1d6
- rounds. Targets who make the second save have a -2 penalty on all ``to hit''
- rolls for 1d2 rounds, but suffer no other ill affects.
-
- Lightspheres are immune to almost all spells, as they are able to drain the
- spells of their energy; in fact, a lightsphere has, in effect, 100\% magic
- resistance - any spell directed at a lightsphere will not harm it, but instead
- will cause it to regenerate lost hit points at the rate of 1 per level of the
- spell (i.e. a {\em fireball } directed at a lightsphere, will cause it to
- regenerate 3 hit points). The only spells that are immune to a lightsphere's
- draining effects are {\em disintegrate } and {\em wish }, which are handled
- normally, and spells that cause darkness; a pre-existing magic darkness will
- keep a lightsphere at bay, while one cast directly at a lightsphere will
- inflict 2d6 points of damage, and will force the lightsphere to flee the
- vacinity immediately.
-
- Use of magic items (except those that create one of the above 3 affects) on
- a lightsphere will be unaffective; the lightsphere will absorb these attacks as
- sustinence. A lightsphere will leave the area after 1d8 magic item uses, as
- their appetite becomes satisfied.
-
- Edged weapons only inflict half normal damage on a lightsphere; blunt
- weapons cause normal damage.
-
- \Hab
- Lightspheres are normally solitary in nature, but at rare
- times will be found in pairs (it is not known if this is a mated pair, since
- the lightsphere's reproductive methods are unknown). Lightspheres live
- underground, and will avoid direct contact with the sunlight; it is thought
- that the sun's energy is too intense for the lightspheres to digest.
- Lightspheres normally live in areas of darkness (such as large caves and
- caverns), which allows them to more easily detect digestable energy, but for
- some reason, magic darkness is a lightsphere's bane (it is suggested that magic
- darkness drains a lightsphere's life-giving energy).
-
- \Eco
- Lightspheres feed off all forms of energy, except solar radiation,
- which they avoid. Not much is known of their origin or purpose.
-
- \newpage
-
- \monster{Lobster, Giant Flying}
- {Any} %%% Terrain
- {Very rare} %%% Frequency
- {Pack} %%% Organization
- {Day } %%% ActivityCycle
- {Carnivore } %%% Diet
- {Low (5--7)} %%% Intelligence
- {C} %%% Treasure
- {Chaotic Evil} %%% Alignment
- \vstats{1--8} %%% No. App
- {3} %%% ArmourClass
- {3, Fl 15 (B) } %%% Movement
- {4} %%% HD
- {17} %%% THAC0
- {2} %%% No. Attacks
- {1--8/1--8} %%% Damage / Attack
- {Catch opponent} %%% Special Attack
- {Nil} %%% Special Defence
- \fstats{Nil} %%% Magic Resistance
- {M (5' head to tail)} %%% Size
- {Steady (11--12)} %%% Moral
- {270} %%% XP VALUE
-
- Giant Flying Lobsters look like big lobsters. The only strange thing is that
- they hover above the ground. They do not have wings, their flight powers appear
- to be magical in nature. They can hover up to 10' above the ground, and can fly
- until they tire.
-
- \Com
- Giant Flying Lobsters attack with their two pincers, doing 1-8 points of damage
- with each successful hit. If they hit, and if the roll is 18 or higher, they
- have trapped an opponent's limb with a pincer. This does not do extra damage,
- but a character with a trapped limb cannot move that limb until the Lobster
- releases it.
-
- \Hab
- These strange creature live near underground lakes. They catch and eat small
- fish. All though they seem to be able to communicate with each other, they do
- not have a spoken language.
-
- \Eco
- Giant flying lobsters have the same role in nature that lobsters have. However,
- they are known to attack humanoids.
-
- \newpage
-