Tuesday, April 12, 2011

J is for Juiblex - A to Z psionic monsters




Juiblex, the Faceless Demon Lord, a nauseating and disgusting pile of sentient, poisonous slime. He can spread himself in a pool or rise up in a column, but his filthy and loathsome form will always evidence several glaring red eyes. The more you study these high-powered demons, the more fun they seem.

Psionic Random Encounters - with Demons

The use of psionics, or psionic-like spell powers, will attract the attention of psionically-powered creatures. Think of it as "a disturbance in the force".

The 1e DMG recommends (on pg. 182) that if a player has used psionic or psionic-like powers in the last turn, if a random encounter turns up, there is a 25% chance that random encounter will be a psionic monster.

According to the table, there is a 19% chance that this random psionic creature will be a demon or a devil. Thus, if psionic powers are used, there is a roughly 5% chance that the next random encounter will be with a demon or devil. Ha, now that is a pretty sweet stat.

Of course, if you are really itching to encounter one of these things, just start screaming out its name while in an ethereal state -- Gygax recommends a base 5% chance that the named demon will pay attention to the summons.

Spells Resembling Psionic Powers

astral spell, augury, blink, charm (any), clairaudience, clairvoyance, cure (any), detect (any), dimension door, enlarge, ESP, feather fall, feign death, heal, heat metal, hypnotism, invisibility (any), know alignment, levitation, plane shift, polymorph (any) remove curse, shape change, stone tell, tele- (any), temporal statis.

Basically, any power that taps into the spirit/astral plane to find information or create some physical effect is emulating psionics. I would think that gate and summons spells would also fall into that category.

This is just like Sauron, with his big flaming eyeball, being immediately able to see anytime his ring was used. That ring was like a ring of etherealness, allowing Frodo to see things also in the ethereal state, and of course, to be seen by things in the ethereal state. "Popping into" the ethereal state gets the attention of things who can see into that state.

In other words: BEWARE! When you use these astral powers, you call the attention of astral beings.

Back to Juiblex specifically:
HD: 88 hp
attacks: lashing blow (4-40 dam.)
magic resistance: 65% (+2 weapons or better weapons to hit)
INT: genius

Psionic Ability: 225
attacks/defences: All/All

Special Powers:

at will:
etherealness
astral travel
Teleport
circle of darkness (15' rad)
cause fear
circle of cold (10' rad)
regenerate 2 hp per round
detect invisible
locate object
ESP
fly
dispel magic
invisibility (10' rad)
charm monster
hold monster
telekinesis (1500 pounds)
project image
phase door
putrify food & water
cause disease
speak with monsters

1x per day:
unholy word
gate (1-4 type 2 demons)

Monday, April 11, 2011

I is for Intellect Devourer - A to Z psionic monsters

Boy this is a classic, isn't it? A giant brain on four monstrous-looking legs, it feeds upon your dying shrieks as it psionically attacks you, then takes over your body to seek more victims. Nice.

Uh, yeah, it is chaotic evil. If I am remembering correctly, Expedition to Barrier Peaks implies that it came from another world.

This is one of those cool monsters that can sense psionic or psionic-like magic being used nearby, which then launches it into "stalk mode". They can hide in shadows as a 10th level thief, meaning a 63% base chance. Combined with their ability to go ethereal, that makes them VERY effective stalkers...

This is a GREAT monster to really screw with your players, putting them into the "hunted prey" category. Imagine them being attacked with Id Insinuation or Ego Whip from this thing while it was hiding in shadows, i.e. they had no idea where the attack was coming from... Or hit-and-run tactics, as this thing tried to pick off stray members... Trying to put out any bright lights, attacking in the dark, then disappearing when the lights come back on... Yes, this monster should be used for maximum "player terrorism" effect!

I have postulated elsewhere that ALL psionic attacks should be able to affect non-psionics, and this thing's description in the 1e MM implies as much, as it will attack your mind with Id Insinuation or Ego Whip while it jumps on you and claws you. See my tables for saves vs these attacks for a helpful resource if you decide to go with this fun house rule:
and
Pseudo-Undead Characteristics

Many of its characteristics demonstrate that it is a pseudo-undead monster, being a living beast but drawing power from and feeding on spirit/astral energy.

--It can go ethereal and travel on the astral plane
--It feeds on the psychic energy of pain and fear
--It takes magic weapons to hit it
--It is warded off by strong light and protection from evil


Physical combat with these things would not be fun. It takes a +3 weapon to hit them, and that only causes 1 point of damage if it hits. Yikes.


Additionally, they are immune to most magic. A fireball is just a bright light to them, and lightning bolts cause only 1 hp per die.


Clearly, outside of powerword kill, your best bet is to take this down with psionic attacks.
HD: 6+6
Attacks: 4 claws (d4 x 4)
INT: Very


Psionic Ability: 200
attack modes: Ego Whip, Id Insinuation
defense modes: Mind Blank, Thought Shield


Special powers:


Etherealness (at will)
Astral travel
Telepathy

Saturday, April 9, 2011

H is for Hollyphant - A to Z psionic monsters


Little tiny elephants with glowing-golden fur and golden wings. If you are good, you will have an overwhelming desire to pet them and do whatever they say. If you are evil, you will want to puke and run. That's the Hollyphant!

As far as campaign integration, they are lawful good "messengers and helpers". When you study their powers, they seems to be especially designed for wars against the undead, or against demons/devils.

Thus, they might show up to help the PCs in some hopeless battle against supernatural evil. I consider them a nice "bail out" or "special ally" monster, for when PCs are in way over their heads.

The use of "bail out/special ally" helpers is a nice way to allow your PCs to embark on adventures that are not "level-appropriate". I am a big fan of throwing PCs into the deep water, having them feel overwhelmed and harried by superior forces. You know, just like every good drama-conflict scenario we see in the movies.

Who is On Top - Good or Evil?

Think of the Transformers, for example. In the real thing, Optimus Prime is the alpha dude. But in the movie, Megatron was the alpha. Beating him would require some superhuman effort, something really clever and brave. This was the basic structure of Lord of the Rings, and Star Wars, too.

How much fun is it if you can just walk into the bad guy's lair and smack him around like your bitch? I guess that is the "Superman" model of adventuring. Since Superman is the alpha dog, the bad guys have to be the ones sneaking around and trying to survive on the sly, using their guile against superior power.

In D&D gaming, for the purposes of dramatic tension, I think it should be the opposite. That is how it is set up in my AZ Adventures milieu: a dawn of civilization environment, in which humans have to struggle to hang on. Wandering out of your fortified settlement means you are in extreme danger. Greater forces constantly threated to overwhelm you.

Integrating Helpers/Allies into the Adventure

Aside from the "last minute rescue" scenario in which the "bail out" monster shows up to prevent a TPK, the Hollyphant could also be used in a "pilgrimage to potential ally" manner as well. Like: we know a Hollyphant lives up in the mountain vale over there on the edge of the horizon, let's go see if we can find him and get his help for that war against the forces of evil who are trying to wipe us out...

Maybe the Hollyphant would come looking for the PCs! "Friends, there is a great evil approaching. I need your help to turn the tide and rid the land of this grave danger..." Nice plot hook, I would think. It would give the players a nice feel for "pawns in a larger war" dilemma. In this case, the Hollyphant would be mainly used "off-stage", controlled by the DM, popping into the PCs awareness only every so often.

Or, maybe against a high level evil opponent, such as a Demon Lord, the Hollyphant would actually join the expedition. Certainly, he would be there for any kind of "climactic battle". Maybe you could even give your players the Hollyphant as a resource to be used, like a "loaner" character to be played. You gotta admit, it would be fun to play one of these critters.


HD 8+8
attacks: two tusks (1-3/1-3 dam.)
Magic resistance: 60%
INT: genius
Psionic Ability: 201-300
attack/defence modes: All/All

Psionic Powers:

4 minor (choose from): clairaudience, clairvoyance, invisibility, molecular agitation, object reading, precognition, sensitivity to psychic impressions

2 major (choose from): body control, energy control, mind bar, molecular manipulation, molecular rearrangement, telekinesis, shape alteration

Special powers:

permanent globe of invulnerability (to 1st-4th level spells)
immunity to disease and poison
immune to non-magic weapons

at will (16th level):

banish (beware of potential backlash!!!)
bless
detect evil (2" rad.)
light
teleport
etherealness/astral travel
limited telepathy

3x per day:
Trumpet blast - as Horn of Blasting, Drums of Deafening, or Sun-Sparkles (8d6+8 dam. from positive energy particles on undead or devils/demons)

2x per day:
cure serious wounds
protection from evil (1" foot rad.)

1x per day:
flame strike
heal
raise dead
gate: lesser (70%) or greater (30%) good creature
[lesser: hollyphant, baku, lamassu, opinicus, shedu;
greater
: deva, greater lamassu, greater shedu, ki-rin, phoenix]

Friday, April 8, 2011

G is for Githyanki - A to Z psionic monsters

Githyanki are psionic mega-monsters, truly epic, who are the sin qua non of any psionic campaign. Kick ass on so many levels. The 1e FF describes the nicely: "they quickly gained a reputation as powerful psionicists and deadly fighters with an instinct for violence".

I'll just put it this way: they make pets out of Red Dragons, they worship a lich-queen, and they hunt Mind Flayers for fun. Nuff said!

As I have explained elsewhere, the Githyanki are a "half-undead" race. They are living creatures with a home on the material world, but they spend so much time in an ethereal state upon the astral plane, they have grown emaciated and withered, fed mainly by the astral energy of emotion and pain.

Githyanki will be encountered in only a few ways: small/medium hunting parties, Mind Flayer hunting parties, underground lairs, or astral lairs. As we know, Githyanki prefer to live in an ethereal state in cities upon the astral plane.

However, in order to breed, they must return to their physical state. Their earthly underground lairs are their breeding grounds. The hunting parties, which emanate from these underground lairs, have two primary purposes: 1) clearing the area of any danger to their breeding quarters, and 2) acquiring food for the breeding females.

Occasionally, of course, Githyanki "adventuring parties" can be found which are questing for treasure or magic items far from their breeding pens. Usually, the purpose of such adventuring parties is related to the hunting of Mind Flayers, which appears to be some sort of rite-of-passage for the Githyanki. They might also be acquiring treasures to give to their dragon pets. These hunting parties are larger and more powerful than the other type.

HD: 1 up to 11 (see below for distribution tables)
INT: exceptional or genius
Psionic Ability: 150-250
attack/defence modes: All/All but Tower of Iron Will


Special Powers:
Etherealness, at will

Silver Swords: capable (20% per round) of cutting the silver cord that connects an astral body to the material body

Small (Food Hunting) Parties, 1-4 (d4) members (85%):
1 leader: fighter/magic user: 7th/6th level
1 guard: fighter: 4th-6th level
2 lower ranks: fighter, magic user, or f/mu, level 1-3.

Medium (Treasure Hunting) Parties, 4 members (10%):
1 anti-paladin knight: 8th level
1 fighter/magic user: 7th/6th level
1 fighter: 4th-6th level
1 trainee: fighter, magic user, or f/mu, level 1-3


Mind-Flayer Hunting Parties (5%):
1 supreme leader: fighter 11th (50%) or f/mu user 7th/8th (50%)
1 captain: fighter 8th level (50%) or f/mu 7th/6th (50%)
1 anti-paladin knight: 8th level
2-7 lower ranks: fighter, magic user, or f/mu user: 1-6 level
5% chance of 1 illusionist 6th level


Underground (Breeding) Lair:
1 supreme leader: fighter 11 (50%) or f/mu 7/8 (50%)
2 captains: fighter 8th level and f/mu 7/6 level
1 anti-paladin knight: 8th level
2 warlocks: magic user 4th-7th level
3 sergeants: fighter 4th-7th level
2 gish: fighter/magic user 4th/4th level
10-19 lower ranks: figther, magic-user, f/mu: 1st-3rd
5% chance of 1 illusionist 6th level
(2d20 females and 1d10 young)


Astral Castle Lair:
Supreme Leader: f/mu 10/8 level (75%) or 11/9 level (25%)
40 anti-paladin knights: 9th level
10-100 elite troops: fighter, magic user, or f/mu, level 4-7
100-1000 lower ranks: fighter, magic user, or f/mu, level 1-3
(100-1000 females)

***note: Githyanki society is rigidly militaristic and patriarchal. Githyanki females are barely sentient, existing mainly to please and serve the Githyanki males.

Thursday, April 7, 2011

Tips for Running a Good Dungeon Crawl

Some great tips for DMing an enjoyable game, shamelessly copied from here http://dnd-realm.blogspot.com/2011/03/what-makes-good-dungeon-crawl-good.html
 
I would also mention that these same tips apply to an above-ground campaign as well.  I think Pacing is one of the keys, and it is a live-action thing, the rest are more amenable to prior planning.
 
Here is what Dr. Warlock has to say on the matter:
 
 
What makes a Good Dungeon-Crawl Good? (or hopefully even Great). What makes a Dungeon an enthralling place to explore and adventure in - a suitable environment to "Fight the Good Fight" - rather than it being some boring repetitive exercise in monster bashing and door breaking . . . .

1- A Goal

The PC's need a reason to be there (outside of the obvious Treasure and Glory). A mission - often one of the three "R's" (Rescue, Retrieval, or Revenge).

2 - A "Hook" or Theme

Its important that the Creatures/Monsters have a common link - Whether it be they all work for a Villain, or come from the same (or related) families of Monsters.

3 - Style or "The Look"

When describing the environment, remain consistent. If its Medieval, keep the descriptions as such. If its Egyptian styled, don't start throwing in Renaissance Torture Chambers in - suspension of disbelief is really important during FRP games - if you break from your internal consistency, you can ruin it for your players.

4 - Pacing

DO NOT allow your players to pause for breath, keep the descriptions coming - and the encounters rapid. The minute they finish with one problem, introduce another. It seems a daft thing to mention, but the more you keep your players on their toes - the more they will enjoy it.

5 - Traps, Tricks, and Puzzles

A lot of modern DM's don't like including Traps, Tricks, or Puzzles - they find them trite or old fashioned. BUT when a Player beats/circumvents such an encounter they will be bouncing with excitement MORE than if their Character had slain the biggest of Dragons.

Wednesday, April 6, 2011

F is for Fraz-Urb'luu (Demon Lord) - A to Z psionic monsters

Fraz-Urb'luu is the Demon Prince of Deception, detailed in the 1e MM2. I use him here as a specific example, but within the larger concept of demon/devil lords, whom are all psionically powered, and could be used in similar ways.

Incorporating a high level demon like this into your campaign might be quite fun. Even at lower levels, he would be a nice background figure for any campaign, directing evil minions in various nefarious schemes.

Keep in mind, demons cannot materialize on the earth without some human aid. The Demon Prince of Deception would be especially keen to deceive some hapless humans into providing him a gateway onto the earth.

They are capable of traveling ethereally on the astral plane. Thus, they could invade the dreams of the living, or cause other problems in that state. A demon lord might even stalk the land in his astral form. Animals and people with psychic vision would be quite freaked out, of course.

His presence in the land, even astrally, would cause all kinds of negative phenomena, not the least of which would be a pilgrimage of evil creatures who wanted to be in his presence or please him in some way. Naturally, some means of removing him would need to be taken if the land was to avoid desolation.

As an "astral battle" would be psionic combat, this is the perfect plot hook for a psionic campaign! Only the highest level characters could handle his physical form, but a psionic battle on the astral plane would be a great equalizer.

Fraz-Urb'luu would be an especially good candidate for the "demon invasion" scenario, because, according to the text, he was recently trapped by humans, and is not only looking for revenge, he is seeking his lost staff. A race to find his lost staff, and destroy it, would be a great plot hook.

Keep in mind, he can polymorph self at will, so he could be encountered in any suitably deceiving appearance. With his powers of illusion, suggestion, and polymorph other, he would be very fun to play for any DM who enjoyed messing with his players' heads.

Heaven help whoever is around if he attains material form, as he is by far the most physically powerful demon. He is 18 feet tall, has the most hit points of any demon (233), as well as greater strength (storm giant, i.e. STR=24), and his claw/claw/bit/tail routine causes a total of 30-64 hp of damage per round.

Note: saying his name in an ethereal state is 5% likely to catch his attention

HD: 20+ (233 hp)
INT: Supra-genius
Magic Resistance: 70% (with complete immunity to mental influence spells)
Psionic Ability: 233
attack/defense: All/All


Special Powers (20th level):

at will:
astral travel
darkness (30 foot rad.)
dispel magic
etherealness
polymorph self
polymorph others
hypnotic pattern
misdirection
suggestion
programmed illusion
telekinesis (1000 pounds)
telepathy
teleport
veil

once per day:
prismatic spray
plane shift
power word: blind
gate: Type 1 demons (25%) or other demon lord (75%)

Tuesday, April 5, 2011

E is for Elemental Princes - A to Z psionic monsters

The Elemental Princes are some kind of arch-deities of their respective elemental planes.   The 1e MM alludes to a "boss" of each elemental type, and these characters are statted out in the FF. 
 
20 hd Elementals,  genius-level intelligence, highly-magically resistant, extremely low AC, high-damage dealing, evil-minded embodiments of the natural forces.  These are bad ass monsters. 
 
Now add powerful psionic packages.  We are talking demi-god powered evil monsters here. I postulate that these beings are the "gods" prayed to, by druids and shamans, for powers related to "elemental magic".   
 
I prefer my "embodied gods" like in Conan 2, when they attempt to summon that god, but it all goes awry when the virgin is not sacrificed.    Sure, it's a god and all, and everyone is all like "ahhhh, run", but Conan defeats the thing!    This is quite unlike the Deities and Demigods vision of gods, with 400 hp, 20th level in all classes, 360 psionic strength points, powers that are available "at will" with no savings throw...  Come on, throw me a bone here!  The Elemental Princes are like that god in Conan 2, strong, but defeatable. 
 
These Elemental Princes are basically the gods of nature.  Imagine some wacked-out priest, attempting to gate them into the local milieu... what a blessing, no? Or imagine an ambitious magic user attempting to extract some power from one of them... But suddenly he loses control, and the thing starts rampaging! 
 
I also postulate that these things could be in the middle of any extreme weather condition or natural disaster.  Along the lines of the ancient concepts of religion, these intelligent beings are at the CAUSE of powerful weather/elemental events.  They don't live on some "plane" far distant, they live here in the world, directing the natural forces of the planet.  
 
As elemental powers, they would not usually be concerned with humans.  They spend most of their time causing earthquakes, typhoons, volcanos, floods, and freezes.   A human who was "out in the elements" at that moment might encounter them, or someone could go looking for the Elemental Princes out in those elements. 
 
Or: A great Hero might be called upon to "save civilization" by ridding the land of one of these things.  Can't you just imagine the scene: "Be gone, Cryonax, go back to your northern wasteland, you are not welcome here!" 
 
Stats given in this order: Princes of Cold/Fire/Earth/Water/Air
Psionic Ability: 200/190/185/210/220
Psionic attacks/defenses: All, All
 
Magic resistance %: 75/85/85/70/90
 
Common Powers
at will: Detect Invisibility, Dispel Magic, Infravision, Know Alignment, Suggestion, Teleportation, Telepathy
3x per day: read languages, read magic
1x per day: Telekinesis (600 pounds)