Morph Chicken

beast · CR 1/2 · from NetBook of Heretic
Morph Chicken
StatisticValuePower Rules
IntelligenceUnchangedUnchanged
Armor Class77
Movement18 (Flightless)18 (Flightless)
Hit Dice#HD x 2 = hp (If the victim had 5 HD then they have 10 hp)#HD = hp (If the victim had 5 HD then they have 5 hp)
THAC0Unchanged20
No. of Attacks5/22
Damage/AttackPeck/Peck (1d4 / 1d4); Peck/Peck/Peck (1d4/1d4/1d4)Peck/Peck (1d2-1 / 1d2-1)
Special AttacksNilNil
Special DefensesNilNil
Magic ResistanceNilNil
SizeT (2' wingspan)T (2' wingspan)
MoraleN/A if PC; -5 penalty if creature or NPCN/A if PC; -5 penalty if creature or NPC
XP Value157

Description

Power Rules

  • Limits
    • Individuals below 10th level / 10 HD are polymorphed (no save)
    • 10th - 30th level / 10 - 30 HD), individuals are polymorphed if they save vs. level at -10 (10th level / 10 HD must save with 1, 20th level / 20 HD must save with 10 or less)
    • Individuals greater than 30th level / 30 HD are immune.
    • Unless a system shock check is made when polymorphed into the chicken, and return to normal form and is successful, the individual is stunned for 1d6 rounds and is unable to take any action.
  • Duration: 3 turns, at which time the individual is shapechanged back into its original form.
  • "Monstrous" Stats of Morph Chicken: see the Power Rules column of the Statistics table.

Also in this section of the source

Inhilicon's Wings of Wrath

Use: The Wings of Wrath are activated by placing it on the head (or helm) of the user; it disappears and is surrounded by an aura to which is attached a pair of appropriately - sized wings on the back.

Wimpy Rules
  • Power: allows completely - controlled flight.
    • better than the wizard spell levitate; the Wings of Wrath allows movement in any direction.
    • The movement rate in level flight is unchanged.
    • Movement up or down is 1/2 normal movement.
    • Movement is fully subject to wind currents and wind-altering spells.
  • Duration: 12 rounds
Power Rules
  • Power
    • Allows completely - controlled flight. It is better than the wizard spell levitate; the Wings of Wrath allows movement in any direction.
    • The movement rate in any direciton is 150% normal.
    • Consider natural wind speed to be 1/4 with respect to its effect on the power of the Wings of Wrath.
    • When the user is being thrown around or otherwise affected by a wind-affecting spell, activating the Wings of Wrath allows him a save vs. paralyzation to reduce the effect of the spell to 1/4 for as long as the Wings of Wrath continue to function.
  • Duration: 4 turns

Darchala's Chaos Device

Use: The Chaos Device comes in two identical parts. One of them (doesn't matter which part) is placed in a strategic location and the other is carried. Whenever the bearer of the Chaos Device places the carried part on the ground and stands on it with both feet, he is instantly teleported to the location of the other half of the Chaos Device. Both parts of the Chaos Device disintegrate once they are used (by the user stepping on or teleporting onto them).

Both pieces of the Chaos Device must be on the same plane to function. In fact, if the bearer tries to carry one part to another plane, it will not planeshift with him but reappear next to the interdimensional portal or at the portal's former location.

Wimpy Rules
  • Range: The two halves of the Chaos Device must be within one mile of each other or else they will not function.
Power Rules
  • Range: The two halves of the Chaos Device need only be within 1,000 miles of each other to function properly.
    • Beyond that range, the user will teleport exactly 1,000 miles from the location of the first half in the direction of the second half, though it is not guaranteed that he will end up in a habitable location (if the other half lies on a continent on the other side of the ocean, the user may find himself in the middle of that ocean).

Crystal Vial

Wimpy Rules
  • Power: When the potion is drunk from the Vial, the imbiber is healed as if a cure light wounds is cast upon him.
    • The imbiber cannot receive more hp than his maximum.
  • Can be used only once.
Power Rules
  • Power: When the potion is drunk from the Vial, the imbiber is healed of 10% of his total HP, rounded down.
    • Examples: having 80 hp = 8 hp healed; having 57 hp = 5 hp healed)
    • This effect occurs regardless of level or HD.
    • The imbiber cannot receive more hp than his maximum.
  • Can be used only once.

Quartz Flask

Wimpy Rules
  • When the potion is drunk from the Flask, the imbiber is healed as if a cure serious wounds is cast upon him.
    • The imbiber cannot receive more hp than his maximum.
  • Can be used only once.
Power Rules
  • Power: When the potion is drunk from the Flask, the imbiber is healed of 25% of his total HP, rounded down.
    • Examples: having 80 hp = 40 hp healed; having 57 hp = 14 hp healed)
    • This effect occurs regardless of level or HD.
    • The imbiber cannot receive more hp than his maximum.
  • Can be used only once.

Shield of the Heretic I

Use: The Shield of the Heretic partially insulates against any fire - based attacks.

Size of Shield: Small (see ARMS & EQUIPMENT GUIDE, pp. 36 - 37)

Wimpy Rules
  • Power: Normal fire damage is reduced by 2 points per damage die.
  • Limits
    • The Shield of the Heretic does not protect against magical fire damage.
    • The Shield of the Heretic can absorb up to 20 points of deflected damage before it is destroyed or otherwise rendered useless.
    • The Shield cannot be activated or deactivated at will; it absorbs damage whether or not it is directly used to protect against frontal attack (such as being worn on the back)
Power Rules
  • Powers:
    • Normal fire damage is reduced by 4 points per damage die.
    • Magical fire damage is reduced by 1 point per damage die.
  • Limits
    • The Shield of the Heretic can absorb up to 100 points of deflected damage before it is destroyed or rendered useless.
    • The Shield cannot be activated or deactivated at will; it absorbs damage whether or not it is directly used to protect against frontal attack (such as being worn on the back)

Shield of the Heretic II or Enchanted Shield of the Heretic

Use: The Shield of the Heretic is given immunity against any fire, ice, and electrical attacks.

Size of Shield: Medium (see ARMS & EQUIPMENT GUIDE, pp. 36 - 37)

Wimpy Rules
  • Power:
    • For each point of damage the wearer is protected from, the Shield itself takes damage, up to its maximum, when it is destroyed.
    • Once each day, the Shield regenerates one hp of damage each as its user has levels / HD (i.e., 11th level = 11 hp), but its wearer will take as much damage as the shield regenerates.
      • This is done by the command phrase "As Fate Intends".
      • The shield will yield as much damage as will not kill its wearer outright, and up the maximum amount absorbed (but system shock rolls apply for excessive damage, greater than 50 hp damage, etc).
      • Damage absorbed by the shield are treated as normal healable wounds.
  • Limits
    • The Shield of the Heretic can absorb up to 40 points of deflected damage before it is destroyed or rendered useless.
    • The Shield cannot be activated or deactivated at will; it absorbs damage whether or not it is directly used to protect against frontal attack (such as being worn on the back)
Power Rules
  • Power:
    • For each point of damage the wearer is protected from, the Shield itself takes damage, up to its maximum, when it is destroyed.
    • Once each day, the Shield regenerates one hp of damage each as its user has levels / HD (i.e., 11th level = 11 hp), but its wearer will take as much damage as the shield regenerates.
      • This is done by the command phrase "As Fate Intends".
      • The shield will yield as much damage as will not kill its wearer outright, and up the maximum amount absorbed (but system shock rolls apply for excessive damage, greater than 50 hp damage, etc).
      • Damage inflicted by the Shield are treated as normal healable wounds.
  • Limits
    • The Shield of the Heretic can absorb up to 200 points of deflected damage before it is destroyed or rendered useless.
    • The Shield cannot be activated or deactivated at will; it absorbs damage whether or not it is directly used to protect against frontal attack (such as being worn on the back)

Torch

Note: This magical torch is identical to a Torch of Continual Fire.

Refer to:

  1. Realmspace.
  2. Encyclopaedia Magica, Volume Four, p. 1452.

Map Scroll

Note: This magical map is identical to a Map of Mapping.

Refer to:

  1. Dragon magazine, issue 125.
  2. Encyclopaedia Magica, Volume Two, p. 693.

Bag of Holding

Note: This magical bag is identical to a Bag of Holding.

Refer to:

  1. Dungeon Master Guide, p.
  2. Encyclopaedia Magica, Volume One, p. 135.

All 820 monsters in the Netbook Bestiary