Lobizon: A Lobizon is a person cursed into becoming a malnourished, tailless wolf-like creature of human-size; it has humanoid ears, hands, and feet and is covered in very short fur. A lobizon is nocturnal and has darkvision with 30' range.
A lobizon lives by feeding on the offerings to the dead (from flowers to candles and even non-edible things), if none are found it will feed on the remains of the dead, thus, they are commonly sighted in graveyards, where there can be as many as 3d4+1d8 lobizons.
In combat a lobizon seeks to grab its opponent with both hands, and if successful will automatically lick it. Those licked by a lobizon must save vs Spell or be afflicted by the curse of the lobizon in 2d6 days.
Bazeley's Marvellous Clockwork Spheres Armour Class: 11 Hit Dice: Variable No. of Attacks: Variable Damage: Variable Movement: Variable, Individual spheres 60' No. Appearing: 3d10 hit dice worth Save As: variable Morale: 12 Treasure Type: 100GP per hit dice slain in glowing blue crystals. XP: variable
Another Invention of the mad wizard Bazeley, These Small bronze spheres, around an inch in diameter, are almost perfectly smooth and appear to be made of burnished bronze with small runes carved in intricate patterns around the surface.
The Spheres are generally found dormant in long forgotten rooms and dusty corners, guarding old and forgotten treasures. They may be covered with a cloth or otherwise concealed but to the outside observer they will appear to be useless , if potentially valuable curiosities, however! when the objects they guard are removed from a specific area, normally denoted by a thin line of runes that will glow gently in moonlight, the spheres activate. The runes carved upon them will glow a variety of colours and pulse at differing speeds and they will roll together into a moving mass of metal. On a 1-4 on a d6 will cause any interlopers to be surprised by this.
The spheres are Immune to fire based damage, as well a projectiles smaller than a ballista bolt, simply moving around the projectile.. They also can and will combine into a variety of different and versatile forms, They stick perfectly to one another and even when part of a larger whole, they move independently of one another, flowing almost like water around obstacles. The larger the form, the more stable the magic that holds them together and the harder they will be to kill
One of the more common combinations, the spheres can combine into a roughly humanoid 5' tall figure called a Sphere minor, that can use its arm like appendages to bludgeon enemies (1d6/1d6). Being a small form it is not very durable compared to larger forms (3HD) but it can move startlingly fast, moving at a rate of 60' per round and sprinting at 120' for up to three rounds. The Sphere minor can fit through gaps larger that a single sphere but if it is especially small, it will take them a round to recombine. The Sphere Minor saves as a fighter: 3 and when slain the spheres will throw themselves outwards in all direction at high velocity causing those who fail a save vs death ray to take 4d6 damage. The Minor is small enough to separate its individual spheres in order to avoid attacks and as a result, is extremely difficult to hit (AC 23)
A rarer combination, The Sphere Recombinant stands at around 6' tall atop wheels constructed entirely from rigidly linked spheres. The Recombinant is a lot more streamlined than the minor form and superficially resembles a skeleton. The Recombinant has one arm that is twice as long as the other that can fire out spheres with moderate force quite rapidly allowing it to attack two separate targets, or one target twice, per round (1d4+1/1d4+1) The fired spheres will quietly return to the Recombinant after being fired. Although larger than the Minor, The Recombinant is less durable as it contains less spheres due to being more spread out (1HD), It sacrifices durability for speed and is the fastest known sphere form, moving at 80' per round on relatively smooth terrain. It saves as Fighter: 1 and is not able to recombine itself to avoid attacks making it easier to hit (AC 16). When slain the spheres remain together and it slumps to the ground.
One of the most powerful forms known, the Sphere Major is a towering monstrosity, commonly standing at up to 12' tall, it is also very stocky and broad making it extremely tough (12HD). A hit from one of the Majors enormous club like fist is devastating (3d6/3d6) or it can launch clusters of spheres at multiple targets from anywhere in its body (1d4/1d4/1d4/1d4/1d4/1d4/1d4). It cannot do this frequently however as every 14 groups shot out will remove a hit dice which will then form into a Recombinant. The Major saves as fighter:12 and is very hard to effectively hit as it can reform around most attacks, although it is to thick to successfully avoid projectiles (AC 20).
Every hit dice worth of spheres contains enchanted crystals worth 100GP.
"If I have seen further it is by standing on the shoulders of Giants."
Sewer Boar Armour Class: 18 Hit Dice: 7 No. of Attacks: 1 charge or 1 bite Damage: 1d12, 1d10 Movement: 30' No. Appearing: 1d6 wild, 2d8 lair Save As: Fighter: 5 Morale: 8 Treasure Type: none XP: 670
A Sewer Boar is a boar that lives in sewers, mud hollows and marshes. It can grow up to 10 feet long and 5 feet tall. The sewer boar has thick brown fur and is covered in a layer of extraordinarily thick blubber; it is so thick that any non-magical weapon will be stuck in the hide unless a strength check (1 on 1d6+STR modifier) is made. The sewer boar will take half damage from all weapons except from spears which are the only ones that can pierce the flesh deep enough to cause significant harm. A sewer boar can charge 90' and in doing so, deals damage to all in its path unless a save vs death ray is made to get out of the way.
This was more of a rewrite than an edit … and how am I meant to get this one into the singular? We must throw SerGavin into a pit of paper tigers! ;P
Bazeley's Marvellous Spheres
Another invention of the alchemist Bazeley, The Marvellous Spheres are small bronze spheres, each around an inch in diameter, almost perfectly smooth and made of burnished bronze with small runes etched in intricate patterns about the surface.
The spheres are generally found dormant in long forgotten rooms and dusty corners, guarding old and forgotten treasures. They may be covered with a cloth or otherwise concealed but to an uninformed observer they will appear just as useless, if potentially valuable, curiosities. When the object they guard is removed from a specific area, normally denoted by a thin line of runes that will gently glow, the spheres activate. The runes carved upon them will glow a variety of colours and pulse at differing speeds and the spheres will roll together into a larger construct, which will then attack. This will surprise on 1-4 on a d6.
They stick perfectly to one another and even when part of a larger whole, they move independently of one another, flowing almost like water around obstacles or through small gaps. This allows them to avoid any projectile smaller than a ballista bolt. The spheres are also immune to fire based damage and take only half from any magical source, such as a fireball. The larger the form, the stronger the bond between the spheres, translating to a more durable foe. Individually the spheres can move at 60’ per round.
When defeated the spheres lose their bonds and collapse to the floor. Every hit dice worth of spheres contains enchanted sapphires worth 100gp.
Bazeley’s Marvellous Spheres, Sphere Minor
Armour Class: 23 Hit Dice: 3* No. of Attacks: 2 bludgeon Damage: 1d6 bludgeon Movement: 60’ No. Appearing: 3d10 hit dice worth Save As: Fighter: 3 Morale: 12 Treasure Type: 300 gp worth of crystals. XP: 175
The most common form that the spheres take is the Sphere Minor. It is a roughly humanoid form that uses its arm like appendages to bludgeon its foes. It can move startlingly fast, once per day it can double its movement rate for 3 rounds. Upon its defeat, the Sphere Minor will explode into a hail of dysfunctional spheres causing all within 10 feet who fail to save vs. death ray to take 4d6 damage.
Bazeley’s Marvellous Spheres, Sphere Major
Armour Class: 20 Hit Dice: 12* No. of Attacks: 2 bludgeon or 7 sphere shot Damage: 3d6 bludgeon or 1d4 sphere shot Movement: 60’ No. Appearing: 3d10 hit dice worth Save As: Fighter: 3 Morale: 12 Treasure Type: 1200 gp worth of crystals. XP: 1975
The most powerful form is the Sphere Major, a towering monstrosity that stands at 12 feet tall. It uses its club like arms to bludgeon foes. Alternatively it shout out many clusters of spheres however each of these shots will remove a hit dice from the Sphere Major. The spheres shot out will then coalesce into a Sphere Recombinant. [Should this be in bold?]
Bazeley’s Marvellous Spheres, Sphere Recombinant
Armour Class: 16 Hit Dice: 1* No. of Attacks: 2 shot Damage: 1d4+1 shot Movement: 60’ No. Appearing: 3d10 hit dice worth Save As: Fighter: 1 Morale: 12 Treasure Type: 100 gp worth of crystals. XP: 37
The rarest form, the Sphere Recombinant, stands at 6 feet tall atop wheels constructed entirely from rigidly linked spheres. The Recombinant is a lot more streamlined than the minor form and superficially resembles a skeleton. It has one large arm that can fire out spheres quite rapidly, allowing it to attack two separate targets, or one target twice, per round. The fired spheres will quietly return to the Recombinant after being fired. Although larger than the Minor, The Recombinant is less durable due to having sacrificed durability for speed. It is the fastest sphere form, moving at 80’ per round on relatively smooth terrain.
Last edited by coldrage101 on Sat Mar 18, 2017 4:55 am, edited 3 times in total.
That makes is much clearer Smoot, I honestly don't know why I did that the way I did. also, an addition to the spheres:
Bazeleys Marvellous clockwork Spheres, Sphere imprisoner Armour Class: 20 Hit Dice: 8 No. of Attacks: none Movement: 20' Save As: Fighter: 8 Morale: 12 Treasure Type: 800GP worth of glowing crystals.
A rarely seen form of sphere, the Imprisoner will only assemble if there is only one intruder. Standing at 8' tall, it lacks arms and appears to be a large sphere, made of smaller spheres on legs. Once triggered, the Imprisoner will assemble around the intruder. On a failed save vs dragonbreath, all spheres in the room will fly towards the target simultaneously, encasing them in a cage of moving metal. The Imprisoner will then become dormant until either attacked or the correct command word is given. Most victims of the Imprisoner die of starvation or thirst.
"If I have seen further it is by standing on the shoulders of Giants."