MAGICAL CREATURES
Air Elementals (Sylphs) (ITL, p58)
Apep (ITL, p59)
Azer
ST:10-18 MA: 10
DX: 11-12 Armour:6 point skin
IQ:8-12
The Azer are humanoids from the elemental plane of fire, where they are common. They are sometimes found in volcanic areas looking for gems and rocks not found on their own plane. They look much like dwarves with brass-like skin and flames for hair. They are immune to fire, but are vulnerable to cold (take double damage). Even water causes them harm (1 die damage per round). The skin of an Azer is equivalent to iron flesh, so they don't wear armour much. They sometimes wear kilts of brass or bronze. Azer themselves are hot; an Azer's grasp does 1-2 damage alone, while HTH combat with one will cause the opponent to suffer 1 die damage per round. Azer will have a variety of talents, though most are smiths or miners of some form or other. Azer weapons, made of Azer bronze, do an extra point of heat damage per strike. Many are fine, but will not last at earthly temperatures more than one day unless specially treated (i.e. when the Azer have specifically made items for trade with earthly wizards). Azer bronze is sought after, much like silver, as it is as hard as steel but doesn't interfere with magic. They will trade weapons and armour made of Azer bronze for items they can't obtain on their own plane (e.g. pearls, which coming from underwater are extremely tricky for Azer to get, and some types of gems).
Bone Mage (Skelter)
ST:variable MA:8
DX:variable Armour: 0
IQ:8
Bone mages are created by use of a Helter Skelter spell on a skeleton, or a Corpse mage that has rotted away to a skeleton. They have whatever ST they were created with, a DX of 2 less they had in life and and IQ of 8, a primitive intelligence (which arises as some form of amalgam from the original creature and the wizard) and cunning as well as the capability to cast some spells. They will generally be found under the control of some wizard. In rare cases, they outlive their master and may be found as free willed creatures. They have the same resistances and vulnerabilities as normal skeletons (i.e. invulnerable to arrow, 8 hits shatters them).
Bone Warrior (Skeleton Warrior)
ST:variable MA:8
DX:variable Armour: 0
IQ:1
Skeletons that have been enhanced by the Undead Battle Mastery spell, which gives them two bonuses from the following list:
2: tactics
3: bow
4: running
5:sword
6:axe/mace
7:pole weapons
8:crossbow
9:missile weapons (only if 3 or 4 rolled already, otherwise roll again)
10: thrown weapons
11: 2 weapons
12: fencing
They are otherwise identical to skeletons, including being brittle - any hit of 8 damage or over (after armour is subtracted) will shatter them.
Cold Mist (AcidHT, Rick Smith)
Corpse Mage
ST:variable MA:8
DX:variable Armour: 0
IQ:8
Corpse mages are created by use of a Helter Skelter spell on a zombie. They have whatever ST they were created with, a DX of 2 less they had in life and and IQ of 8, a primitive intelligence (which arises as some form of amalgam from the original creature and the wizard) and cunning as well as the capability to cast some spells. They will generally be found under the control of some wizard. In rare cases, they outlive their master and may be found as free willed creatures. Like normal zombies, they will rot away to become skeletons unless wearing zombie rings.
Dao
ST:45+ MA:8/24
DX:13 Armour: 4 pt skin
IQ:12
Dao are 3-hex genies from the Elemental Plane of Earth. Like efreet, they are generally ill-disposed to humans and their ilk, especially dwarves. They have the following spell-like powers: glamour, detect magic, invisibility, insubstantiality, 7-hex wall, 7-hex illusion, trailtwister, dark vision and wish. Dao can also walk through natural rock at an MA of 6. They can carry up to 500 kg without penalty. A dao can also punch for 3-2 damage with their great stony fists.
Djinni
ST:40+ MA:8/24
DX:14 Armour:3 pt skin
IQ:14
Djinn are large(3-hex), powerful, magical air elementals usually found in bottles. They are grateful to those who release them, either granting 3 wishes or serving for an adventure. They have the following spell-like abilities: detect magic, invisibility, insubstantiality (costs 2 ST +1/turn), telepathy, 4-hex illusion and image, create food and water for 2-12 people daily, create permanent soft goods at a cost of 1 ST/kg to a maximum of 15 kg, create temporary metals (1d6 hours) at a cost of 2 ST/kg to a maximum of 10 kg. A djinni attacks by punching for 2+2 damage or creating a whirlwind for 10 ST; 1 megahex in size, 2 turns to form, lasts 4 turns, 2+1 to creatures larger than 1 hex, 3+2 to others, MA 6, 2 turns to return to original form.
Dragon Warriors
ST: varies MA:6
DX:14 Armour: varies
IQ:0
More a treasure than a monster, dragon warriors are created when the upper canines of a dragon are crushed as its name is spoken aloud. Hits stopped per attack areas the original dragon's +1, though they all appear to wear scale armour. ST is as follows: 1 hex =8(uses dagger), 2 hex =10(cutlass), 4 hex =14(broadsword), 7 hex = 20(bastard sword), 14 hex =28(great sword). They last 9 turns. Sleep, control, and freeze do not affect them, but they may be dispelled by destroy creation.
Driller-Moles
ST: varies (min.30) MA:8
DX:8 Armour: 4 point stone skin
IQ:7
These odd creatures come from the elemental plane of earth, summoned by dwarf wizards with a variant of the conjure elemental spell. They can only be summoned deep beneath the earth from rock and mineral veins undisturbed by mining (much like a metallic earth elemental), and have whatever ST the wizard puts into them, but need at least 30 to make the driller-mole shape effectively. They are none too bright and are content just drilling most of the time. They are not by nature aggressive unless ordered to attack for some reason.
They resemble a large, squat stone wombat with a bizarre head like a drill covered with metallic and crystalline hooks and cogwheels which revolve rapidly about the head when drilling. They are 2-hex figures in general, though those with ST above 60 will be 4-hexes in size. They can drill through rock at an incredible rate (2 hexes a turn, double for 4-hex driller-moles), and feed by metabolizing rare salts out of the rock they chew through.
If attacked, they will defend themselves by activating and striking with their heads, much like a sentient chainsaw. This will inflict 2+3 damage plus ruin any shield or armour it hits in that order and exceeding the damage of (e.g. a human with chainmail and a fine tower shield stopping 4 hits is hit by a driller mole for 6 damage. His shield is ruined, but his chainmail is intact unless it is hit again for more than 3 damage.). Driller-moles are immune to heat and cold based attacks but take normal damage from weapons (after stone flesh that is)
Earth Elementals (Gnomes) (ITL, p58)
Efreet
ST:50+ MA:8/24
DX:13 Armour:4 pt skin
IQ:16
Efreet are large (3-hex), intelligent free-willed fire elementals often found in bottles. They strike for 3+2 damage with their flaming swords and have the following powers: 7-hex illusion, 7-hex image, 7-hex fire, detect magic, telepathy, fireball, invisibility, insubstantiality (2 ST+1/turn), shapeshifting once daily at a cost of 5 ST, and grant 3 wishes, though often trying to warp or change them.
Energy Elementals (Lamp-Efts)
ST:variable MA: 10
DX:13 Armour:0
IQ:9
Energy Elementals, or Lamp-Efts, are augmented fire elementals. They resmble luminous salamander-like creatures, generally a glowing blue-white in colour. They are not fickle and destructive like their unaugmented kin; their energy has been purified and harmonized. A lamp-eft's greatest power is its ability to cast Aid, generally for its creator's benefit. Unlike a fire elemental, it cannot cast fireball or fire spells. It can fight for 1 die damage (1+2 in HTH). It is immune to fire or lightning attacks (both can actually heal them for 1 ST per die damage intended). Water and cold attacks do double damage, and a magic rainstorm does 4 dice damage. Lamp-Efts are immune to normal weapons and take half damage from enchanted weapons.
Like fire elementals, it takes a very large, hot fire or volcano to rejuvenate them.
Fetishes
ST: 6 MA: 18
DX:15 Armour:0
IQ:9
Bizarre carved wooden dolls animated centuries ago by some wizard as servants, fetishes subsequently became instilled with malevolent spirits of unknown origin and have become a self-replicating highly malignant race (see below). They are originally from a tropical undercivilized area of Cidri and the locals there fear them, having forsaken the use of any anthropomorphic wooden statues or figurines. They resemble small 0.8m high crudely carven wooden humanoids of wicked aspect and carry blowguns with poison darts or large knives (treat as daggers). All fetishes have the following talents: missile weapons, mage sight, dark vision, tactics and silent movement.
Generally, a group of fetishes will be found with a fetish shaman (ST 8), who carries a magical mask of great ability; it acts as a 10 point ST battery and has the following powers:
- raise dead fetishes for 1fST, unless slain by fire. This takes 1 turn and raises fetish to full ST.
- animate a wooden stauette of 0.4 to 2m in size to become a new fetish. This costs 10fST and takes a full day.
- enable the shaman to breathe a gout of flame through the mask's mouth, which has a range and accuracy as a thrown weapon and does 1 die per point of fST invested, to a maximum of 3 fST.
Fetishes are not great carvers and unable to communicate verbally. They have a limited infernal telepathy with each other. They have figured out the best way to reproduce is to capture humanoids and force them to carve statuettes. Unfortunately, not many people are good carvers, so a they go through a great many victims to find someone of use.
Fetish Masks are sentient evil beings that can be controlled (and used) by a non-fetish with a successful 4/IQ roll for each attempted use. The ST stored can only be used for one of the 3 above powers however. Any fetish created will not be in any way behoven to their non-fetish creator, unfortunately.
Fire Elementals (Salamanders) (ITL, p58)
Fluid Elementals (Asrai)
ST:variable MA: 10/16
DX:12 Armour:0
IQ:9
Fluid Elementals, or Asrai, are augmented water elementals. They closely resemble their unaugmented kin and have the same abilities and vulnerabilities, however, most often remain in liquid form as this is the only form thye can use their additional powers. An asrai is able to spray a magic rainstorm over an area near it, or is able to separate the H+ and OH- ions and fire acid or alkaline jets (each 1-1 damage per 1 ST the nereid puts in them, treat as missile weapons for range). They can also heal as a master physicker with their mastery over fluids.
Glooscap (c) 2002 Richard Smith
Spirit form.
| fST:87 |
|
MA:6 on astral plane |
| DX:11 |
|
Armour: 0 |
IQ: 21
Glooscap is a Vincible Exigent. (Vincible Exigents are a bit more powerful than a greater demons and a bit weaker than Guardian Spirits.)
He has a KA rather than a soul or spirit. Glooscap is not in accord with any element.
Glooscap is a builder, a maker of fine & wondrous things.
Glooscap is a possessing spirit, it can not last long without a body, yet no body is
home to it. It inhabits artists, architects, engineers or crafts people.
Hostile magics cast on Glooscap will reflect back on the caster. If Glooscap spends 4 fST and makes a 3/DX any damage that would be done is tripled against the caster. It may bite for 1-5 damage on the Astral Plane.
It can create about it an environmental magic where all beings within 4 Mh of it lose
1 fST and take one damage per turn. In spirit form it is immune to damage but will lose fST and can be killed this way. The area is motionless and it must flee the environmental magic to survive. (Spell Shields do not protect vs. environmental magics.)
Glooscap has 2 wishes with himself.
It may adjust beings potentials in one way. If it is 'touching' someone, it may
remove that being's potential to will movement or motion. If you are so affected, you can not teleport, crawl, fly or in any way will yourself to change location. Others may move you however. This change of potential is temporary and will only last an hour or so.
--- Glooscap's Curse ---
Glooscap can cast a form of Curse. It will make all rolls one worse, and in addition
fine, well made things that the victim owns or possesses will tend to degrade or break. Thus fine swords, armor, estates, castles will fail. Living things owned by the victim will
ail, but should they be set free they will gain vigor.
Glooscap's curse can be partially removed by a Dissolve Enchantment. The rolls will no longer be one worse, but the failing of objects will continue until the victim makes a selfless sacrifice of great cost or significance to the victim.
It may ONLY use its curse against those who destroy well made works for no reason
except for the pleasure of destruction.
------------------------------------
Glooscap has one potentiality. He and any he possess have a magnetic personality
that will galvanize others. (They may not do as Glooscap wishes but they will not ignore
him, they must react either for or against him, and it is easier to do what Glooscap
wills.)
To possess someone Glooscap must find someone embarking on a great creative project and find themselves 'in over their heads'. If the person wishes for some sort of help, Glooscap may enter.
Glooscap remains in the background, many less alert people may never realize that
Glooscap is there. However, a fire will possess them that will help them to carry
thru their work. The object being constructed will be of extraordinary quality, with many subtle virtues.
Glooscap has been known to possess pregnant women and help them 'build' their
child. Such children have strong souls and may have unique magical powers.
If someone kills the person Glooscap possesses before the work is done, Glooscap
will animate the body and try to gain revenge. The body looks like a zombie but
is not truly undead and is not affected by things that affect such.
It may leave its zombie, and work independently, returning later. Typically it
does not directly attack the one it seeks revenge on. Instead it uses its great IQ to
find subtle ways to undermine the power structure of those it hates. It will help those who also seek to overthrow its opponent and in many subtle ways weaken the one it seeks revenge on and strengthen that person's enemies.
Few people have survived Glooscap's wrath and none do so with out feeling that
they have been in a fight, though usually they do not know WHO they have been fighting.
Glooscap will only possess a single person once, but the event is inevitably
life changing. Some people lose themselves in their one great work. Unable to do anything but worship what they have done. Others are broken, morning that they will never again create such wonder.
But most people grow from Glooscap's touch. They may learn a talent one level
higher than normal (so if Master Bard was as good as you could get in your campaign, a person who has been ridden by Glooscap could gain Master Bard 2 at the same memory cost & two IQ higher than Master Bard).
People who have been ridden know the taste of grand work, of having extraordinary
forceful personalities. They gain understanding of their work, their tools, their raw materials and how people are affected by their work. If they work hard at their craft, they may grow in to a true artist, but they must WORK at this improvement.
Glooscap remembers fondly those who it has ridden. It may speak well and fondly of
them, but it will not actively aid them.
If it does not possess a new body within a couple weeks it begins losing 1 fST per
week until it dies. However it is not in any great danger for on the Astral plane a race
of beings called Nirants are endlessly building their strange sponge webs. In need Glooscap will possess one such and a Nirant-scrivver will be made; such is the sole way this exotic trade good can be formed.
Golems(IP7, p21)
- Clay
- Flesh
- HodgePodge
- Iron
- Stone
Griefs (Stan Rydzewski)
ST: 8-10 MA: 10
DX: 12 Armour:0
IQ: 7
Griefs are small (3.5-4 feet) humanoid creatures that are produced through alchemy. Originally created by the alchemist/wizard Erzbikhan as servants, the creatures proved a good deal less obedient than he had hoped and many escaped before he shut his experiments down.
Erzbikhan was not overly concerned, as Griefs are rather rudimentary creatures having minimal internal organs and no capability to reproduce. He assumed they would quickly die off in the "wild". Unfortunately, while Griefs are only minimally intelligent they have an intuitive grasp of alchemy, especially of the process that created them. A group of them acting in concert is able to recreate that process, provided they can obtain even the most rudimentary of equipment. They are thus able to reproduce themselves after a fashion. In certain cities Griefs have become quite a plague, living in the sewers or abandoned buildings where they cobble together their primitive "laboratories".
This is doubly unfortunate because the process that creates Griefs requires that sentient beings (IQ 7+) be rendered down in vats and reconstituted into these abominations. One grief is created per four ST points of the victim. The process requires two weeks, although the victim is slain on the third day of the process. The semi-solid Grief material is given rough shape by stuffing it into sacks slashed and sewn for the purpose and wrapping burlap or other cloth around the limbs to give them form. The cloth is actually incorporated into the finished creature, which is why griefs appear to be dressed in a motley assortment of burlap and sackcloth--in actuality the coarse, ragged, half-unraveling fabric is their skin.
Each grief requires about a pound of meat each per day to survive. This can be of any sort, they have no qualms about eating maggot-ridden offal. Most of their time is divided between pilfering junk for their "laboratories", hunting rats, and abducting victims to increase their numbers. They cannot speak, but their actions are highly coordinated; apparently they communicate with each other in some non-verbal form. Griefs view humans with hatred and fear. Nothing of their social lives (if any) is known. Only the most utilitarian of artifacts (weapons and alchemy gear) has ever been found in their lairs.
Griefs are immune to all known poisons, as their bodily functions are more alchemical than biological in nature. As well as their innate skill with alchemy, they are capable of learning IQ7 weapon talents. Often, though, they resort to clubs, HTH combat, and superior numbers when fighting. A typical enclave of these creatures numbers 20-40.
Advanced Communities: If a group of these creatures exists for long enough (about a year), their knowledge/intuition of alchemy appears to increase to the point where they can produce things other than themselves. Griefs from these "advanced" communities may have fear gas bombs and other such devices.
Additionally, the IQ of the members will tend to be a bit higher, 8 instead of 7. Fortunately, only about one enclave in six has existed long enough to become advanced.
Augmented Griefs: Advanced Grief communities appear to have discovered that if potions are "added to the mix" when producing a batch of griefs the resulting creatures will have the abilities of the potion on a permanent basis. The following are the sorts of "augmented" Griefs that have been encountered:
Invisibility potion --- --able to become invisible for 1 hour/day
Flight potion - - - ------ able to fly at a cost of 1 fatigue/turn
Speed potion - - - - ----MA of 14.
Contact poison - - - ---able to exude contact poison at will.
Dark Vision potion - --permanent Dark Vision.
Pyrotic Ability - - - -----may attempt firesetting, one fST per attempt.
Fireproofing potion - permanently immune to fire (useful when combined with Pyrotic Ability).
Obviously, Grief communities that include such augmented individuals are MUCH more dangerous to humans. Enough components to produce a single potion of the aforementioned types will suffice to produce 1-3 griefs with that ability. A finished potion will produce 1-6. Fortunately, most of these components are difficult for Griefs to get a hold of.
(By the way, the wizard responsible for creating griefs is in government custody, trying to develop a poison to kill the damn things.)
Marid
ST: 60+ MA:8/24//16
DX:14 Armour:4 pt skin
IQ:17
These capricious and independent water genies are the most powerful of all. They have the following powers: detect enemies, invisibility, insubstantiality, detect magic, cleansing (on water only), shapechange, 7-hex fog (treat as shadow) and bestow water breathing on another being for 1 day at a cost of 4 ST. They can fight either by striking for 3+2 damage or creating a jet of water (treat as missile weapon), 1 ST for 1 die damage plus victim must make 4/DX roll or be blinded next turn. Marids take -2 on each die of damage from cold-based spells.
Sandgorgons
ST:40+ MA:20
DX:12 Armour:4 pt sandy skin
IQ:7
These enchanted 3-hex sand creatures resemble 4 metre high humanoid figures with featureless faces and fists with no fingers. They inflict 3+2 damage with their stony fists and do double damage to fortifications. Their origins are unclear, but they can be summoned from the elemental plane of earth. Rogue sandgorgons are known to inhabit remote deserts on Cidri. They will cross continents to attack those who speak their names, and clever wizards have utilized this in traps tricking victims into saying the sandgorgon's name, which summons it in 1d6 hours. The sandgorgon attacks the one who said its name plus any who help it in combat.
These creatures are based on Stephen Donaldson's excellent Wounded Land trilogy.
Sandwitches
ST: 12-16 MA:14
DX:12 Armour:3 pt sandy skin
IQ:14
These beings resemble thin bony women with oversized hands and feet, roughly 1.5m tall, made of sand. They are native to the elemental plane of earth, where they seem to act as guardians of knowledge and divination. Dwarf wizards summon them in order to divine rich veins quickly underground as their ability to 'see' and map out subterranean terrain far outstrips dwarves'. Unfortunately, there is a price; sandwitches prey on sentient creatures, especially magic-using ones and this is their price for aiding those wizards. What generally happens is that a dwarf will make a pact whereby the sandwitch swears not to harm any dwarves and the wizard points them in the direction of the nearest non-dwarven (and unsuspecting) settlement. Dwarves generally endeavour to keep their dealings with these beings secret, and many dwarvish governments have made dealing with them punishable by heavy fines.
Sandwitches are able to move through solid rock at a rate of 4 hexes/turn, and may strike with a club or staff-like appendage for 1+3 damage, or cast a missile spell - sand blast (treat as lightning bolt but is a blast of high speed abrasive sand rather than electricity). They can also detect metals and gems to a distance of 1 mile in all directions (though whether they tell anyone is another matter). They are immune to fire- and cold-based attacks, but normal damage from physical attacks.
Seismic Elementals (Earthshakers)(ideas from Rick Smith and Dan Tulloch)
ST: variable MA:8
DX:11 Armour:3, 4 or 5 point rock
IQ:9
A seismic elemental, or earthshaker, is an augmented earth elemental. Like their kin, they come in three varieties, regular, stony and metallic, and are indistinguishable form them until they exhibit their powers.
Stomp foot: The elemental can move 0 or 1 hexes and stomps its foot taking a full action. The ground bucks like a trampoline within a radius of 1 hex per 10 ST of the earthshaker, from the spot that it chooses. (Must be within 100 meters of earthshaker.) ; Figures within that region must make a 4/DX roll or fall but all earth elementals are immune. The earthquake lasts 3 turns.
Crush rock: The elemental crushes a rock in its fist blasting a hail of tiny rock slivers
in 60 degree arc before it. This takes an action. All figures in this area must make
a 3/DX roll or are blinded by rock slivers. This blinding will become permanent unless a physicker removes the fragments. (Takes 40 minutes per figure.)
Figures with magic that makes them immune to missiles can ignore this attack as can people with a Stone Flesh or better.
Dancing Rocks: By making magical gestures a seismic elemental can make the loose rocks and gravel under a mega-megahex dance and shift.
This is treated as rough ground except if you move or change facing you are at -4 DX
and if you stand still you get a -1 DX. Any movement greater than 2 hexes requires a 3/AdjDX roll or you fall. All earth elementals are immune.
Skeletons (ITL, p59)
Unimproved skeletons will use clubs (damage according to ST). For some reason, skeletons know how to use shields. Scholars have wondered whether this is due to some instinct for preservation on the skeleton's part but aren't sure.
Spican StarDogs (IP7, p21)
Grey Squaarg
ST: varies MA:6
DX:14-16 Armour:4 pt stony flesh
IQ:10
These squat automata were originally made by ancient dwarvish craftsmen, the secret of their manufacture has been lost to most dwarvish cultures. They understand Old Dwarvish and dwarvish (2/3 of the time only, though). They were constructed as guardians and only kill if their charge is threatened. Each has either unarmed combat I, II or III. Their ST is equal to those attacking it initially. Their damage is computed from their current ST minus wounds.
Storm Elementals
ST: variable MA:20
DX:12 Armour:0
IQ:9
Storm Elementals are augmented air elementals. They resemble vaguely man-shaped mobile thunder clouds with crackling electricity. They have all the abilities and vulnerabilities of a normal sylph but can also cast lightning and maintain a shock shield of both normal and double strength (wizards have been researching for years how to duplicate this ability).
Tahquitz (c) 2002 Richard Smith (Dragon Like form)
ST:340 (use 19 hex dragon counter). MA: 16 flying, 10 on land
IQ: 35
Tahquitz is a Potent Exigent. (Potent Exigents are more powerful than a greater demon and in the same range of power as Djinn Lords and Guardian Spirits.) As such he has a KA rather than a soul or spirit.
Tahquitz is a shapeshifter, and can take any form so long as his IQ does not increase and his ST + DX do not increase. His sex is what ever he wants it to be, but usually he takes male forms. He is most often found in a long Dragon like form, the stats for this are provided above. In this form, he may bite for 10 dice damage, and breathe fire, inflicting 8 dice damage to all in the area of effect. The area it affects is a equilateral triangle 4 hexes on a side with an area of 10 hexes. Finally, he may tail strike for 6 dice.
He has a self-powering spell shield on him naturally, thus he can only be affected by Environmental Magics, Name Magics and other forms of Existential Magic.
Inversion Elemental Accord - STONE IN FIRE.
He has the following Potentials added to his Name: He regenerates 3 points of damage per turn (no weakness but it fails at -50 adjST). He takes no damage from fire, and regains 1 point of fST per turn in intense flame. (With his elemental accord he may frolic in lava without harm.) He knows all languages. He may shape futures (see below).
Has a rod (3.2 meters long masses 95kg) which can make beings do what he wishes. A 6/IQ saving throw is required to throw off its power (once you make a roll you are immune to the rod forever). If you fail you are allowed to make a new attempt once per day.
He has 5 wishes with him self. He has a ring with 2 wishes in it (he will use the ring wishes first if he gets in trouble as they are more easily taken). He has a ring with an existential wish.
He has a magic sphere. If he touches it, it will give him a +2 charm for 3 years. Once used, the magic sphere will take 144 years to recharge.
Tahquitz has a love of literature and poetry. These are the only things that humans have created of any worth (in his opinion). However the multi-layered philosophical essays / historical webs of the dragons most excite his interest. He has been known to spend decades unraveling one for his own enjoyment.
By human standards he is cruel. He thinks of humans as stupid, self-important cattle and will eat human leaders, lovely virgins and other respected or valued people just to anger people. As a Potent Exigent he is outside the 'lines of authority' that various spirits fall into in holy (or unholy) hierarchies. Thus gods have no great love for him. Many human religions paint him as evil. (He is willing to do evil things just to stir such people up.)
Except when tweaking people in passing, he interacts but rarely with humans. Normally he spends long periods of time (typically 5 to 25 years) shaping futures.
When Tahquitz shapes a future he goes into a near trance in an isolated spot where he is unlikely to be disturbed. There he gradually comes into accord with the 'sweep of history'. Many, many things remain forever in interminable flux, but some events (the motions of planets for example) have great temporal inertia and can be predicted with surety. These "predications" take into account the backwards flow of information into the past.
After shaping a future for 25 years or so, Tahquitz will come out, eat a few people, and do events to make the future event he is focusing on more probable. After doing this for several iterations the future event comes to pass. He enjoys what he wrought and then may start some new shaping.
Tahquitz cares nothing for wealth, but might accumulate several million silvers worth of treasure and magic as people behave in very predictable ways around such wealth, and if people are involved in the future he is shaping such predictability is useful to him.
In the past humans have worshipped Tahquitz as a god. (This is laughable, Tahquitz is MANY, MANY times weaker than a god than the weakest human is to him.) However it does not take much to fool unsophisticated people and having a religion under his control may help some future he is shaping.
Tahquitz is unaging but not immortal. By human standards he is cowardly, but he expects that in any combat he will roll three 18's and the enemies will roll three triples. (If you live long enough this sort of bad luck is sure to happen sooner or later.)
Should he breed with some other form his offspring will look like his mother but would have strange powers. Some human prophets are thought to be from such a union.
Usually Tahquitz can be found walled up in some hugely hot room in a volcano.
He is suggested to GM's as a god figure of some barbarian society. Such a pathetically weak, 'scaled down' god could actually be frightened by PC's which may be what the GM is looking for.
Ulstitlu (c) 2002 Richard Smith
ST:254 MA:14 in water, 10 on land
| DX :16 |
|
Armour:-5 (-2 against rippled steel, see below) |
IQ:20
The Ulstitlu is a large (12 hexes long) serpent that lives in active, fast flowing rivers. It is magical and is best known for the ruby like gem that grows between its double pair of eyes. It possesses a +1 charm in combat for to hit rolls, and may bite for 10 dice damage.
Once each turn, it may fire a huge blast of water from its mouth instead of
attacking. Use ranged weapon penalties for this attack. Rocks (and ice if it is cold
enough) will be mixed in this blast of water. As well as doing damage, for each point of
damage that the water blast does BEFORE armour, a human sized figure will be washed back 1 hex. A 10vsDX+ST is required to keep your feet after being washed back. (The GM should be inventive in describing the places the PC is washed into, the Ulstitlu is quite expert at directing objects with its fire hose.)
As a free action, it may mentally attack people with its gem. A person so attacked will lose 4 points of IQ, and will lose the use of any talents or spells that require the higher IQ. (Memory is not affected.) The maximum IQ loss is 4 points. If it stops attacking someone, their IQ will recover at 2 points per turn. This is a form of psionic attack but no normal psionic defenses will prevent the IQ damage.
People within 3 hexes of its tail hex may be struck by its tail for 4 dice of
damage.
People adjacent to the Ulstitlu who are in the water (after movement) must roll 4vsDX
to remain standing.
It has beautiful blue and grey scales which stop 5 hits per attack. However steel
blades with a 'water pattern' (caused by very sophisticated metallurgical techniques) have an affinity to water. Its armor stops 2 hits against such blades. Despite its weakness to such blades it honours them and will sell or trade such captured blades away rather than let them rust.
It is accorded with the element water and so will regenerate 1 point of damage per
turn while it is in its element. Also if it is killed while part of it is in water, its
KA is not released, but will travel some how to a new river and form a new body (but much smaller, perhaps only 5 hexes long). The new river it will inhabit is usually on a
different world or plane. Its new body will have a new gem between its eyes.
The Ulstitlu has two sets of eyes. The first see the normal world, the second will
look into people's souls. You cannot lie successfully to the Ulstitlu, if you know you
are lying, it knows. Also it will know what sort of person you are.
An Ulstitlu knows all languages. 4 memory. It may learn spells or talents up to
its IQ. The GM should choose these before introducing the Ulstitlu into the campaign.
The Ulstitlu is a lesser guardian spirit, as such it does not have a soul but
a KA. It should be considered a holy being but unaligned. (Unless, of course the GM
wants it to be associated with some god.)
Once per year it may change the potentiality of an object or being. This is like a weak enchantment on the object but it does not count against the rule of 5 and is
permanent. If this is done to a living being it changes the being's true name. This seriously (possibly permanently) reduces the Ulstitlu's power so it will only do so in the most dire need. (Note: this CAN give a person permanent magical powers, e.g. can smell invisible people.)
It may change its form taking the shape of beings smaller than it. When it does so
it keeps its DX and IQ but gains the ST appropriate to its form. While it is in this
new form it loses ALL of its special powers save that in water it can change back. The
change in either direction takes 3 turns, and it can not use its powers until it is fully
a serpent again. If it is killed while in some other form, its corpse will retake its
natural form.
If killed the gem may be carved out of its flesh. This has the large crystal structure of fine Labradorite but is deep ruby red. The gem is worth at least $15,000 and has a magical power for 1 year after the death of the Ulstitlu's body. Anyone who has the gem touching their flesh gains a +1 charm for to hit rolls only (this cannot go beyond a +2 if the person has other charms). To carve out the gem requires splitting the skull, the Ulstitlu will not survive the experience.
The Ulstitlu is a lusty and fun loving creature. Much of its time is spent surfing the white water in steep canyon rivers. Being a unique individual, it takes the form
of other animals to indulge its sensual urges.
It has a cynical view of most humans and will try to drive them away from its home.
However very holy people have been known to converse with it.
Normally it will not try to kill humans who approach it, and will reduce the damage
of its bite to 2 dice or so, fire water blasts, gently (1 die) attack with its tail, etc.
It has a love for gems and will occasionally trade for a nice stone. Often a hoard of gem stones can be found in a pool somewhere. It will pick a place where the water flows fast enough to keep silt from covering them.
The Ulstitlu has a respect for dragons and often converses with them.
It hates undead and will destroy them and those who create them without warning or
mercy.
A seventh son of a seventh son may command it to speak. It will not attack
unless attacked and will not leave unless the seventh son is rude to it. The Ulstitlu
may try to avoid subjects but if pressed by a seventh son, must answer truthfully. It
must speak for at least 1/2 hour each season to any particular seventh son. It
does not seem to resent this task but may come to dislike a particular seventh son.
(It may attack the seventh son at times when he is not allowed to command it to
speak but not for a couple days after they have just finished conversing.)
It rather likes clear cutting because this increases the violence of floods. It
thus has a bit of an affinity for dwarves.
(The creature was based on a creature by an east
coast native american tribe.)
Water Elementals (Undines) (ITL, p58)
Zombies (ITL, p59)