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Month Index: February, 2003


From:     Adam Miller <nghtdrud@??????.net>
Date:     Sat, 8 Feb 2003 08:05:31 -0600
Subject:  Re: Another critter: Spawn of E'ch'a'cku'll
Ok, I created another critter this morning.  Something kinda weird, but what the hell?? ;)  

 

Spawn of E'ch'a'cku'll

Monsterous Humanoid

Hit Dice:                     6d8 (hp 27)

Initiative:                    +5 (Dex, improved initiative)

Speed:                         30 ft.

AC:                             15 (+1 dex, +4 natural)

Attacks:                      Heavy flail +6/+1 melee or whip +6/+1 ranged

Damage:                     Heavy flail 1d10 or whip 1d2

Face/Reach:               5 ft. by 5 ft./5 ft.

Special Attacks:         Eye rays

Special Qualities:       All-around vision, spell-like abilities

Saves:                         Fort +2, Ref +6, Will +5

Abilities:                     Str 11, Dex 13, Con 10, Int 15, Wis 10, Cha 13

Skills:                          Appraise +5, Hide +4, Intimidate +10, Knowledge (arcana) +5, 

                                    Listen +9, Search +7, Spot +10

Feats:                          Exotic weapon (whip), Dodge, Improved Initiative, Weapon Focus

                                    (heavy flail)

Climate/Terrain:        Wildspace, underground

Organization:              Squad (2-5) or company (6-24 + 4-80 slaves)

Challenge Rating:      5

Treasure:                    Standard

Alignment:                  Neutral Evil

Advancement:            By character class

 

            The Spawn of E'ch'a'cku'll are drow-like creatures.  They
have the lithe, obsidian skinned bodies of drow.

The differences are immediately noticeable, however.  Their bodies are
covered by hard, yet flexible chitin skin that acts

like armor.  Their mouths are very broad and filled with sharp teeth.  A
Spawn's most distinctive features is a cyclopean

eye and five eyestalks rising from the crown of his head.  Their white
hair is long as the Spawn hate to have their hair cut.

 

Combat

            Spawn are bullies and prefer to abuse beings less powerful
than themselves.  When faced with equal or

greater strength, they will withdraw and seek revenge through
assassination or other, less direct methods.  In combat they

like group tactics to gang up on individual threats, and will not
hesitate to use any slaves that they may have as fodder

to 'soften up' tougher foes.

            The Spawn have inherited many magical abilities from their
beholder sire and drow mothers.  They use these

abilities to keep slaves in line.  If confronted with magic-using foes,
they will use their anti-magic ray to disable any magic

their foes will have.

Eye Rays (Su): A Spawn can use all five of their eyestalks to create
magical rays each round.  Each eyestalk has an

arch that it can target creatures in.  The rays have the effects of
spells cast by a 6th level sorcerer but follow the rules

for aiming ray attacks (see PHB page 148).  The rays have a range of 100
feet and a DC 14.  If an eyestalk is cut off,

it grows back in roughly one month.

Charm Person: A target must make a will save or be affected as per the
spell.  Spawn use this ability to control their

slaves and make them willing servants.  This eyestalk covers the forward and left arcs of the Spawn.

Fear: A target must make a will save or flee in terror, as per a fear
spell.  The Spawn uses this ray against fighters

and barbarians, or to cow his slaves.  They especially like to use this
ray against rouges attempting to sneak up behind

him to get a sneak attack.  This eyestalk covers the rear arcs of the Spawn.

Inflict Moderate Wounds: This ray causes 2d8+6 points of damage, will
save for half.  The Spawn likes to use this ray

to inflict suffering on his slaves or target low-hit point characters,
like wizards.  This eyestalk covers the right arc of

the Spawn.

Sleep: This ray puts the target to sleep, as per the spell.  The Spawn
uses this ability against wizards and rouges, which

are likely to be in the back and less likely to be roused by the sounds
of combat.  This eyestalk covers the forward and

right arcs of the Spawn.

Slow: This ray causes creatures to be slowed, as per the spell.  The
Spawn use this ray against fighters to deny them

attacks or to slow them down so the Spawn can withdraw and pepper the
fighter with spells.  This eyestalk covers the

left arch of the Spawn.

All-Around Vision (Ex): Because of their numerous eyestalks a Spawn
cannot be flanked and has a +4 bonus to their

spot checks.

Anti-Magic Cone (Su): Much like his beholder sire, a Spawn continually
generates an anti-magic directly in front of it.

This cone has a range of 100 feet and negates all magic (including the
Spawn's own magical abilities) in the field as per

an anti-magic field spell cast by a 6th level sorcerer.  The Spawn can
decide to deactivate this ability by closing his

central eye.

Spell-Like Abilities (Su): 1/day - dancing lights, darkness, faerie
fire, levitation.  These abilities have the same effects

as spells cast by a 6th level sorcerer.

 

In the Spheres

            These hideous creatures are the result of profane breeding
experiments conducted by the Warspider drow

nation.  The drow had captured a mutant beholder, E'ch'a'cku'll, who was
capable of mating with humanoids.  The

matriarch ordered that female drow, slaves taken from another nation, be
bred with the beholder.  Their children were

the Spawn.

            Since the breeding program began, the Warspiders have used
the Spawn as slavers.  With their magical abilities,

the Spawn are ideal to keep slaves in line and under control.  Spawn are
sent to remote worlds to gather more slaves for

the Warspiders. 



Adam


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Month Index: February, 2003

SubjectFromDate (UTC)
Another critter: Spawn of E'ch'a'cku'll    Adam Miller    08 Feb 2003 14:05:31
Re: Another critter: Spawn of E'ch'a'cku'll    Flits3 Frietmuts    10 Feb 2003 09:34:53
Re: Another critter: Spawn of E'ch'a'cku'll    Adam Miller    10 Feb 2003 11:29:14

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