Guardian Dremons
| Statistic | Lesser | Normal | Greater |
|---|---|---|---|
| Frequency | common | rare | very rare |
| No. Appearing | 2-8 | 1-3 | 1 (2 rarely) |
| Move | 18"/30" | 18"/30" | 18"/30" |
| AC | 1 | -1 | -3 |
| Hit Dice | 7+7 | 8+16 | 10+40 |
| % in lair | -- | -- | -- |
| Treasure Type | -- | -- | -- |
| Attacks | 1-64 (claws); 1-8 (bite); 1-6 + poison (tail); 1-42 (horns) | 2-84 (claws); 1-10 (bite); 1-6 + poison (tail); 1-62 (horns) | 2-124 (claws); 3-12 (bite); 1-6 + poison (tail); 1-82 (horns) |
| Special Attacks | (all) heat generation, spell use, 50% chance of gating another guardian demon of its type | — | — |
| Special Defenses | (all) immune to fire and electrical damage, +2 weapon required to hit, regenerate 1 hp/round. | — | — |
| Magic Resistance | 35% | 50% | 65% |
| Intelligence | high | high | high |
| Alignment | (all) from LE to NE | — | — |
| Size | 6Ω' | 8Ω' | 11' |
| Psionics | nil | nil | nil |
Description
Azzarlog, dremon prince of guardian dremons
Azzarlog lives in a huge castle made out of a strange non-meltable black metal located in Gehenna. He is very well protected in his lair. When he travels, he is always accompanied by 10 greater guardian dremons. He can cast spells as an 18th level magic-user. His heat generation power is so intense that it makes everyone in a 40' radius lose 2 hit points every segment they spend in that area. Normally flammable materials must save or else catch fire. Azzarlog has a strength of 25, giving him a +7 to hit and a +14 to damage.
Statistics
| Statistic | Value |
|---|---|
| Frequency | unique |
| Number Appearing | 1 |
| Move | 24"/48" |
| AC | -7 |
| Hit Dice | 180 hit points |
| % in lair | 90 % |
| Treasure Type | I,R,U,V |
| Attacks | 4-244 (claws); 6-24 (bite); 2-12 + poison (tail); 2-162 (horns) |
| Special Attacks | Heat generation, Major spell use, Gate 100% of other guardian dremons (1 greater, 2 normal or 4 lesser equal chance for each). |
| Special Defenses | Immune to fire and electrical attacks, +4 or better weapon required to hit, regeneration 5 hp / round |
| Magic Resistance | 90% |
| Intelligence | supra-genius |
| Alignment | LE (neutral tendencies) |
| Size | 20' |
| Psionics | nil |
Also in this section of the source
Boggerwad dremons
Boggerwad dremons are a race of monkey-like humanoids that live in Gehenna. They are common on that plane but very rare elsewhere. They are small, being only four feet high but they are very resistant and very strong for their size. They live in small communities of about 20-40 individuals. They appear to be sexless.
Boggerwad dremons have an incredible hearing, it is impossible that they do not hear any non-magically silenced sound, that is why their ears tend to be largely overgrown. They have flaming-red eyes and a surprisingly powerful bite for their size. Boggerwad dremons also have 2 small horns on their skull however, they do not attack with them, it would only cause 1 point of damage. They also have a prehensile tail, but its only use may be for posture, it is ineffective in combat. They are considered as having a strength of 18, giving them a +1 to hit and a +2 to damage.
Half of the time, they will cast their magic missiles instead of attacking. That means that in the first round, each one of them has 50% chance of firing magical missiles. Those who do not in the first round have a 50% chance of doing it in the second round, etc... . Remember, each Boggerwad dremon may only cast magical missiles once per day. If the boggerwad dremons are encountered in lair, there will be a chief with 7 hit dice, 18/76 strength, 5' tall, claws do 1-10 damage, bite does 1-8 damage and the chief has high intelligence.
Statistics
| Statistic | Value |
|---|---|
| Frequency | common on Gehenna, very rare elsewhere |
| Number Appearing | 2-8 |
| AC | 0 |
| Move | 12" |
| Hit Dice | 5 |
| % in lair | 10 % |
| Treasure Type | D in lair |
| Attacks | 1-8*2 (claws); 1-6 (bite) |
| Special Attacks | Magic missiles as 7th level M.-U. once a day |
| Special Defenses | Immune to fire and electrical damage, magical weapon required to hit |
| Magic Resistance | 35% |
| Intelligence | average |
| Alignment | from LE to NE |
| Size | 4' |
| Psionics | nil |
Boggerwad, dremon prince of boggerwad dremons
Boggerwad is the dremon prince who first created the boggerwad dremons (hence their name) to his image. He appears as a huge boggerwad dremon with a set of big horns, he can use them in combat. When he travels, he is always accompanied by 20 boggerwad dremons of maximum hit points.
His lair is located somewhere in Gehenna. He lives in a big fortress and he is surrounded by lots of his kind, ready to fight and die for him. Being a very cunning opponent, the DM should play him accordingly if the players fight him. He has special abilities that he always uses in the most efficient way. It takes a full round to gate boggerwad dremons, they appear at the end of that round. Even if he is hit during that round, the summons will work. The boggerwad dremons appear at the end of the round. He can use the gate ability an unlimited number of times per day.
Statistics
| Statistic | Value |
|---|---|
| Frequency | unique |
| Number Appearing | 1 |
| Move | 24" |
| AC | -6 |
| Hit Dice | 120 hit points (fights as 16 HD monster) |
| % in lair | 90 % |
| Treasure Type | R,U,V |
| Attacks | 2-202 (claws); 3-18 (bite); 1-82 (horns) |
| Special Attacks | Magic missiles as 19th level magic-user, 5 times per day, 100% gate of 2- 24 boggerwad dremons. |
| Special Defenses | Immune to fire and electrical attacks, +3 or better weapon required to hit, regeneration 3 hp / round |
| Magic Resistance | 85% |
| Intelligence | supra-genius |
| Alignment | LE (neutral tendencies) |
| Size | 8' |
| Psionics | nil |
Centaur Dremon
It is unknown how these creatures came to exist but they look a lot like the centaurs that are found in the prime material plane. The only difference is that their human hands are clawed and that their eyes are jet black, without any pupil. They are uncommon on Gehenna and very rare elsewhere. Any other characteristics are similar to normal centaurs.
Statistics
| Statistic | Value |
|---|---|
| Frequency | uncommon on Gehenna, very rare elsewhere |
| Number Appearing | 1-2 |
| AC | -1 |
| Hit Dice | 10+20 |
| % in lair | 20% |
| Treasure Type | C in lair |
| Attacks | 2-82 (claws); 2-82 (hooves) |
| Special Attacks | gate (50% success) of another one of their kind |
| Special Defenses | Immune to fire and electrical damage, regenerates 1 hit point per round, magical weapon required to hit |
| Magic Resistance | 50% |
| Intelligence | average |
| Alignment | from LE to NE |
| Size | 7' at the shoulders |
| Psionics | nil |
Vulkand Dremons
Vulkand dremons are a very common type of dremon in Gehenna, they look a lot like regular bears, but with some differences of course. Their fur is a bright fiery-red, they have 2 very short horns on their foreheads and they always have a threatening grin on their face. All vulkand dremons constantly have the burning hands spell in effect on their claws. Remember, however, that there is a save vs. spells for half damage.
The burning hands effect is most of the times equivalent to a 3rd level mage but, it can be higher, roll the following percentile dice for each vulkand dremon to determine at which effective level is the burning hands ability:
| d100 | Effective Level |
|---|---|
| 01-80 | 3rd level |
| 81-90 | 4th level |
| 91-95 | 5th level |
| 96-98 | 6th level |
| 99 | 8th level |
| 00 | 10th level (maximum) |
Vulkand dremons are in addition, very strong, roll a d4 to determine it; 1=18/00, 2-3 = 19, 4=20. Their strength gives them a +3 to hit and a damage adjustment of +6 to +8 depending on their strength, see player's handbook for strength stats.
Statistics
| Statistic | Value |
|---|---|
| Frequency | common on Gehenna, very rare elsewhere |
| Number Appearing | 1-4 |
| AC | 1 |
| Hit Dice | 9+27 |
| % in lair | -- |
| Treasure Type | -- |
| Attacks | 2-12*2 (claws)+Burning Hands; 1-6 (bite) |
| Special Attacks | Burning Hands as mage spell, always in effect |
| Special Defenses | Immune to fire and electrical damage, regenerates 1 hit point per round, magical weapon required to hit |
| Magic Resistance | 55% |
| Intelligence | average |
| Alignment | from LE to NE |
| Size | 9' in full form |
| Psionics | nil |
Reaper Dremons
Reaper dremons look like giant skeletons except that they are a lot more powerful. These dreadful creatures, in addition of having demonic powers can draw energy from the negative plane as well. When a reaper demon strikes with a claw, it drains a level of its victim as well. Being of this size, reaper dremons are also very strong, despite their skeletal appearance. They can be considered as having a strength of 18/51, giving them a +2 to hit and a +3 damage adjustment.
Statistics
| Statistic | Value |
|---|---|
| Frequency | rare on Gehenna, very rare elsewhere |
| Number Appearing | 1-2 |
| AC | -1 |
| Hit Dice | 10+10 |
| % in lair | -- |
| Treasure Type | -- |
| Attacks | (2-12 + energy drain)*2 |
| Special Attacks | Energy drain |
| Special Defenses | Immune to fire and electrical damage, +2 weapon required to hit |
| Magic Resistance | standard |
| Intelligence | average |
| Alignment | from LE to NE |
| Size | 10' |
| Psionics | nil |
Section 6: Miscellaneous
Tables for Acrobats
I personal think that the tables for acrobat characters are incomplete. Once I played a dwarven fighter acrobat with 18/92 strength. 18/92 is a lot stronger that 18, and I wanted to know what were the adjustments to his skills. The answer could not be found, no table is given for exceptional strength, that is why I made one. I also included very high ability scores (all the way up to 25) for all the Darksun fans out there.
Table 1: Strength adjustments
| Strength | High Jumping | Standing | Running |
|---|---|---|---|
| 18/01-50 | + æ' | + æ' | +3' |
| 18/51-75 | +1' | +1' | +4' |
| 18/76-90 | +1º' | +1º' | +5' |
| 18/91-99 | +1Ω' | +1Ω' | +6' |
| 18/00 | +1æ' | +1æ' | +7' |
| 19 | +2' | +2' | +8' |
| 20 | +2º' | +2º' | +9' |
| 21 | +2Ω' | +2Ω' | +10' |
| 22 | +2æ' | +2æ' | +11' |
| 23 | +3' | +3' | +12' |
| 24 | +3º' | +3º' | +13' |
| 25 | +3Ω' | +3Ω' | +14' |
The second table is for the dexterity adjustments. Once again, I continued the table all the way to 25. Table 3 lists the adjustments for thieving abilities for non-standard races. Table 4 is the same as table 3 except that it is for acrobat skills.
Table 2: Dexterity adjustments
| Dexterity | Tightrope Walking | Pole Vault | Attack | Evasion | Falling |
|---|---|---|---|---|---|
| 20 | +25% | +4' | +5% | +12% | +15' |
| 21 | +30% | +5' | +6% | +17% | +20' |
| 22 | +35% | +6' | +7% | +23% | +25' |
| 23 | +40% | +7' | +8% | +30% | +30' |
| 24 | +45% | +8' | +9% | +38% | +35' |
| 25 | +50% | +9' | +10% | +47% | +40' |
Table 3: Thief Adjustments for non-standard races
| Race | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
|---|---|---|---|---|---|---|---|---|---|
| Bugbear | -15% | +5% | +10% | -10% | -10% | +5% | +10% | -10% | -20% |
| Caiveh | -10% | — | +5% | +5% | +5% | +5% | +10% | — | — |
| Cynamolgus | -5% | +5% | +5% | — | — | +5% | +5% | -10% | -15% |
| Gnoll | -10% | +5% | +5% | — | -5% | +5% | +10% | -10% | -15% |
| Half-Dryad | +5% | -5% | — | +5% | — | +5% | — | — | +5% |
| Half-Ogre | -15% | -5% | -5% | -10% | -15% | +5% | +10% | -10% | -20% |
| Half-Satyr | +5% | — | — | -10% | — | +5% | -15% | — | -5% |
| Hobgoblin | -10% | +5% | +10% | -5% | -5% | +5% | +10% | -10% | -15% |
| Irda | — | +10% | +15% | +5% | — | +5% | — | +5% | — |
| Jor | -5% | +5% | +10% | — | — | +5% | +10% | -15% | -10% |
| Kender | +20% | +5% | +5% | +10% | +15% | +5% | -15% | -5% | +10% |
| Korobokuru | — | +10% | +15% | — | — | — | -10% | -5% | -10% |
| Lizard Man | -10% | — | +5% | — | -5% | +5% | — | -5% | -15% |
| Spirit Folk | +5% | -5% | — | +5% | +10% | +5% | — | — | +5% |
- 1 - Pick Pockets
- 2 - Open Locks
- 3 - Find and Remove Traps
- 4 - Silent Move
- 5 - Hide in Shadows
- 6 - Hear Noise
- 7 - Climb Walls
- 8 - Read Languages