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Villains' Lorebook.pdf - Department of Political Science

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VIII. Shapechange?: 1d10<br />

1-3 Shapechange (as a doppelganger)<br />

4-10 No shapechange<br />

IX. Saving Throws: 1d6<br />

1-2 Warrior<br />

3 Rogue<br />

4 Priest<br />

5-6 Wizard<br />

X. Magic Resistance: 1d12<br />

1-7 Nil<br />

8-9 5%<br />

10 10%<br />

11 20%<br />

12 30%<br />

XI. Number <strong>of</strong> Special Abilities: ld10<br />

1-3 1<br />

4-7 2<br />

8-9<br />

10<br />

3<br />

1 + roll again<br />

XII. Special Abilities: 1d100<br />

01-03 Shoots 1d4 Melf’s minute meteors<br />

every other round<br />

04-06 Invisible once/day as spell<br />

07-09 Spider climb at will<br />

10-12 Laughs crazily; affects foes as<br />

Tasha’s uncontrollable hideous<br />

laughter once/day<br />

13-16 Summon weather once/day<br />

17-20 Call lightning 1d10 times/day<br />

21-22 Emits acid, +1 to damage; treat<br />

as rust monster vs. metal<br />

23-25 Emits poison; every hit requires<br />

saving throw or an additional 15<br />

hp <strong>of</strong> damage<br />

26-28 Transmutes stone/wood to water<br />

(up to 100’) once/day<br />

29-30 Transmutes crystal/glass to<br />

glassteel by touch once/day<br />

affects up to 20 cubic feet<br />

31-33 Body emits foul odor; as stinking<br />

cloud but no visible vapors;<br />

Night Parade unaffected<br />

34-36 Extra mouth that whistles a highpitched,<br />

paralyzing tone; save or<br />

suffer -1 on attack rolls; effect is<br />

cumulative (-5 maximum)<br />

37-39<br />

40-42<br />

43-45<br />

46-48<br />

49-50<br />

51-53<br />

54-56<br />

57-59<br />

60-62<br />

63-65<br />

66-68<br />

69-70<br />

71-74<br />

75-77<br />

78-80<br />

81-83<br />

84-86<br />

87-89<br />

90-92<br />

93-95<br />

96-99<br />

100<br />

Spews liquid from mouth; treat<br />

as oil <strong>of</strong> fiery burning usable<br />

once/three rounds; immune to<br />

fire damage<br />

Mild electrical shock (+1 damage)<br />

with each hit; immune to<br />

electrical damage<br />

Can assume gaseous form three<br />

times/day<br />

Regenerates 2 hp/round; fire damage<br />

heals 4 hp/round<br />

Transmutes flesh to<br />

stone/wood/glass three<br />

times/day; save to avoid effect<br />

Water breathes at will<br />

1d8 extra eyes; successfully save<br />

vs. spell or be charmed with a -1<br />

penalty per eye<br />

Has dog/wolf’s head; can infallibly<br />

track any being whose blood<br />

has been tasted<br />

Large ears grant clairaudience<br />

with a range <strong>of</strong> 50’<br />

Immune to magic & magical<br />

weapons; normal weapons inflict<br />

double damage<br />

Darkness three times/day<br />

Paralyzing touch 3/day; successful<br />

save negates<br />

Summon swarm once/day<br />

Fireball 1d4 times/day; roll<br />

1d4+5 for caster level<br />

ESP three times/day<br />

Wall <strong>of</strong> force once/day<br />

Fumble three times/day<br />

Ice storm once/day<br />

Chill touch 3/day<br />

Vampiric touch once/day<br />

Allergic to wood; such weapons<br />

do double damage but metal<br />

weapons do only half damage<br />

Musical instrument grows from<br />

body; range: 50’ per size category;<br />

successfully save vs. spell<br />

with a -10 penalty or be hypnotized<br />

(as spell); Bardic ability can<br />

negate; music stops after creature<br />

is hit in combat<br />

117

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