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MONSTER FACTORY
BY CHRIS DOLUNT
(This article first appeared in Gaming Frontiers in
2002.)
well as new weapons, armor, and equipment
designed for a tropical climate where the heat of the
vast savannah is more dangerous than an enemy’s
spear. The spirit-worship of the mortals has called
upon the orisha for new spells and domains such as
Darkness, Exile, Fertility, Lightning, and Plague ever
since Dark Time when the Overpower ascended into
the sky on the web of a giant spider. Mad omurogo
wizards contemplate the contents of
mojuba bags
to
prepare their divination spells, and new magic items
like
zombi powder
turn fallen warriors into true zom-
bis that keep a hideous memory of their former lives,
ritual masks
let the wearer become the orisha, and
vodou nkisi statues
hurl powerful curses at those
who dare to use them.
In the land of the Overpower, the jaws of the croco-
dile are the only reward for the unwary.
Nyambe
is a vast land of exotic creatures and wide
expanses, where ancestor orisha cry for brave tribal
warriors to carve out the hearts of foul mchawi wiz-
ards, and where dragon-blooded sei sorcerers once
joined the fierce Amazons of Nibomay in the bloody
Rebelling Time to win their freedom. This campaign
setting for the D20 System brings high fantasy to
African myth, legend, and history in a 256-page
hardcover sourcebook from Atlas Games.
Nyambe: African Adventures
includes twelve new
human tribal cultures and six variant non-human
races, like the brown-skinned, tailed Wakyambi elves
who meddle in the affairs of men from the depths of
the bIda rainforest. New core class variants and
prestige classes change druids into shamen who
worhip the natural orisha spirits and are as comfort-
able in the skin of a panther as in humanoid form.
New skills, and feats like Ancestral Blessing, Drum
Dancer, Elephant Warrior, Fire Blood, and Ritual
Cannibalism are the heritage of every Nyamban, as
And in the dark interior of the continent lurk crea-
tures never before seen by the men of the tamed
north lands … like the aigamuxa, mbilintu, ssanga,
vampire moth, giant sloth, and werehyena. But rav-
enous beasts of the jungle and desert are only the
beginning of the danger that awaits those who walk
the lands of Nyambe. These out-takes are just a sam-
pling from
Nyambe: African Adventures
, coming this
summer from Atlas Games!
Aigamuxa
Aigamuxa are not blind, and have eyes on the soles
of their feet. In order to see, they must get down on
their hands and knees, and arch their feet over their
back to see what is in front of them. This would be
comical if not for the fact that they are extremely
dangerous flesh-eating monsters. According to leg-
end, the aigamuxa are responsible for the deadly
sandstorms that sometimes sweep the region, and the
appearance of one is often accompanied by roaring
winds and stinging sands.
A
igamuxa
(eye-gah-MOO-zhah) stalk the sand dunes
of Marak’ka-land. These tall, thin creatures look like
naked humans from a distance, but close up they
have claws, fangs, and most disturbingly, blank
patches of flesh where their eyes should be.
Aigamuxa
Combat
An aigamuxa usually attacks as soon as it becomes
aware of a potential meal. Though intelligent, aiga-
muxa devote most of their energies to hunting and
eating, and think about little else. Aigamuxa speak
Infernal and Abyssal.
Sandstorm (Su):
If within desert terrain, an aiga-
muxa can generate a powerful magical sandstorm
around itself in a 60-foot radius, at will, as a free
action. This is considered a
severe wind
. It automati-
cally extinguishes unprotected flames, protected
flames have a 50% chance of extinguishing, and
ranged weapon attacks and Listen checks are at a –4
penalty. In addition, the flying sand causes all living
creatures (except the aigamuxa) to suffer 1d4 points
of subdual damage each round (no saving throw), and
creatures with unprotected eyes must make a
Fortitude save each round against DC 14 or be blind-
ed for the duration of the round.
Tremorsense (Ex):
Aigamuxa can automatically
sense the location of anything within 60 feet that is in
contact with the ground.
Blind (Ex):
Aigamuxa cannot see unless they get
down on their hands and knees and arch their feet
over their back. This is a full-round action, and an
aigamuxa cannot move while in this position. When
it is not using its eyes, it is totally immune to attacks
that depend on vision, such as gaze attacks,
blindness
spells, and visual illusions.
Medium-size Monstrous Humanoid
Hit Dice
: 4d8+8 (26 hp)
Initiative
: +1 (Dex)
Speed
: 30 ft., burrow 10 ft.
AC
: 15 (+1 Dex, +4 natural)
Attacks
: 2 claws +7 melee, bite +2 melee
Damage
: Claw 1d4+3, bite 1d6+1
Face/Reach
: 5 ft. by 5 ft./5 ft.
Special Attacks
: Sandstorm
Special Qualities
: Tremorsense, Blind
Saves
: Fort +3, Ref +5, Will +2
Abilities
: Str 17, Dex 13, Con 15, Int 7, Wis 14, Cha
6
Skills
: Climb +6, Hide +3, Intimidate +1, Jump +6,
Listen +4, Move Silently +4
Climate/Terrain
: Warm desert
Organization
: Solitary
Challenge Rating
: 3
Treasure
: None
Alignment
: Always chaotic evil
Advancement
: 5-8 HD (Medium-size)
Mbilintu
Daka-kara name
isiququmadevu
(ees-ee-quoo-quoo-
mah-DEHV-oo) or the Daka-alif name
nzefu-loi
(neh-
ZEH-foo LOH-ee).
The
Mbilintu
(mb-LEEN-too) resembles a lizard,
with a long giraffe-like neck, snake-like head, ele-
phantine legs, and a long tail.
This creature’s name means “the frightful unknown
monster” in Kordo, but it is also known under the
Mbilintu
Combat
The mbilintu is an herbivore, and it rarely has to
defend itself physically, as its Death Gaze protects it
from most predators. Unfortunately, the mbilintu has
an insatiable sense of curiosity, and if it sees a group
of adventurers slogging through a swamp, it will most
certainly attempt to sneak up on them and get a better
look. Any sort of attack hurts the creature’s feelings,
and it runs away when confronted with aggressive
behavior.
Death Gaze (Su):
Any creature that looks into the
mbilintu’s eyes must make a Fortitude save vs. a DC
of 10 or die from massive cardiac arrest.
Spell Resistance (Ex):
To determine if a spell or
spell-like ability works against an mbilintu, the spell-
caster makes a level check (1d20 + caster level). If
the result equals or exceeds 15, the spell works nor-
mally, though the target still gets a saving throw if the
spell allows such.
Huge Magical Beast
Hit Dice
: 10d10+50 (105 hp)
Initiative
: +1 (Dex)
Speed
: 20 ft.
AC
: 20 (-2 size, +12 natural)
Attacks
: Tail slap +12/+7 melee
Damage
: Tail slap 1d6+6
Face/Reach
: 10 ft. by 20 ft./10 ft.
Special Attacks
: Death Gaze
Special Qualities
: Spell Resistance 15, Darkvision
Saves
: Fort +12, Ref +8, Will +4
Abilities
: Str 19, Dex 12, Con 20, Int 3, Wis 8, Cha 7
Skills
: Listen +2, Spot +4, Move Silently +4, Hide -5
Feats
: Iron Will, Power Attack
Climate/Terrain
: Warm swamp
Organization
: Solitary
Darkvision (Ex):
Mbilintu can see in the dark up to
60 feet. Darkvision is black and white, but otherwise
like normal sight, and Mbilintu can function with no
light at all.
Challenge Rating
: 11
Treasure
: 50% Standard
Alignment
: Always neutral
Advancement
: 11-20 HD (Huge), 21-30 HD
(Gargantuan)
Nsanga
ings, and it can snare prey with its sticky tongue and
swallow it whole.
An nsanga looks something like an armor-plated, 20-
foot long giant chameleon. Chameleons are consid-
ered symbols of good luck amongst the people of
Nyambe, and killing an nsanga, despite the danger it
presents, is considered a bad omen.
The
nsanga
(n-SAHN-gah) is a dangerous species of
giant lizard found in the Nyamban rainforest. It can
climb trees, it can change color to match its surround-
Nsanga
Combat
Nsanga are essentially fearless, and attack any crea-
ture that looks edible.
Improved Grab (Ex):
To use this ability, the nsanga
must hit with its tongue attack. If it gets a hold, it
swallows the victim whole.
Huge Beast (Reptilian)
Hit Dice
: 8d10+40 (84 hp)
Initiative
: +1 (Dex)
Swallow Whole (Ex):
A nsanga can try to swallow a
grabbed opponent of Large or smaller size by making
a successful grapple check. Once swallowed, the
opponent takes 2d6+8 points of crushing damage plus
1d10 points of acid damage per round from the nsan-
ga’s digestive secretions. A swallowed creature can
climb out of the stomach with a successful grapple
check. This returns it to the nsanga’s mouth, where
another successful grapple check is needed to get
free. A swallowed creature can also cut its way out by
using claws or a Small or Tiny slashing weapon to
deal 25 points of damage to the stomach (AC 20).
Once the creature exits, muscular action closes the
hole; another swallowed opponent must cut its own
way out. A nsanga’s stomach can hold up to one
Large, two Medium-size, four Small, or eight Tiny
creatures.
Low-Light Vision (Ex):
Nsanga can see twice as far
as humans in starlight, moonlight, torchlight, etc.
Skills
: Nsanga have excellent binocular vision, and
receive a +4 racial bonus to spot checks. They have
the ability to change color, which grants them a +8
concealment bonus to Hide checks, and are capable of
slow and deliberate motions that grant them a +4
racial bonus to Move Silently checks.
Speed
: 40 ft., climb 40 ft.
AC
: 16 (-2 size, +1 Dex, +7 natural)
Attacks
: Bite +12/+7 melee; or tongue +5 ranged
touch (maximum range 20 ft.)
Damage
: Bite 2d6+8, tongue no damage
Face/Reach
: 10 ft. by 20 ft./10 ft.
Special Attacks
: Improved Grab, Swallow Whole
Special Qualities
: Low-light Vision
Saves
: Fort +11, Ref +7, Will +2
Abilities
: Str 27, Dex 12, Con 20, Int 2, Wis 10, Cha
2
Skills
: Hide +4 (+16 in forest and tall undergrowth),
Climb +19, Listen +3, Spot +7, Move Silently +7
Feats
: None
Climate/Terrain
: Warm forest
Organization
: Solitary or colony (2-5)
Challenge Rating
: 6
Treasure
: None
Alignment
: Always neutral
Advancement
: Huge (9-16)
Vampire Moth
Luckily, the moths are lacking many of the traditional
vampire powers. They cannot assume gaseous form,
summon animals, shapechange, or dominate victims.
Unfortunately, they also lack most of the classic vampire
vulnerabilities. Most importantly, they are not harmed
by sunlight, though it does cause them to fall dormant.
The name “vampire moth” is not a misnomer. The vampire
moth is an undead moth that drains life energy. Scholars of
the arcane are completely baffled by this monster — it is
simply too small and weak to be a vampire — yet it exists.
Vampire moths look like oversized moths with dull
black wings.
Vampire Moth
Energy Drain (Su):
Living creatures struck by a
vampire moth’s slam attack have a 10% chance to
suffer 1 negative level. This level loss is temporary
and returns at the rate of 1 per day. For every nega-
tive level the vampire moth inflicts, it heals itself 5
points of damage.
Create Spawn (Su):
Any living creature killed by the
vampire moth’s Energy Drain ability becomes a zombie
in 1d4 rounds. Mundane moths killed by the Energy
Drain attack become new vampire moths instead.
Undead
: Immune to mind-influencing effects, poison,
sleep, paralysis, stunning, and disease. Not subject to
critical hits, subdual damage, ability damage, energy
drain, or death from massive damage. Immune to any-
thing requiring a Fortitude save unless it affects objects.
Fire Vulnerability (Ex):
Vampire moths are actually
attracted to flames, and always fail saving throws
against fire-based attacks.
Sunlight Vulnerability (Ex)
: A vampire moth immediate-
ly goes dormant when exposed to direct sunlight. The
moth remains helpless as long as the sun shines upon it.
Cold and Electricity (Ex)
: A vampire moth ignores
the first 20 points of cold and electricity damage dealt
to it each round.
Diminutive Undead
Hit Dice
: 1/4 d12 (1 hp)
Initiative
: +3 (Dex)
Speed
: Fly 20 ft. (clumsy)
AC
: 23 (+3 Dex, +4 size, +6 natural)
Attacks
: Slam +7 melee
Damage
: 1d2-2 and energy drain (10%)
Face/Reach
: 1 ft. by 1 ft./0 ft.
Special Attacks
: Energy Drain (10%), Create Spawn
Special Qualities
: Undead, Fire Vulnerability,
Sunlight Vulnerability, Cold and Electricity
Resistance 20, Damage Reduction 15/+1, Turn
Resistance +4, Darkvision
Saves
: Fort +0, Ref +3, Will -1
Abilities
: Str 6, Dex 17, Con —, Int —, Wis 3, Cha 5
Skills
: Hide +20, Move Silently +4, Spot +1
Feats
: Weapon Finesse (slam)
Climate/Terrain
: Warm forest and underground
Damage Reduction (Su)
: A vampire moth ignores
damage from most weapons and natural attacks; the
attacks simply bounce off. Damage dealt by an attack
is reduced by 15 points, but a weapon with a +1 or
better magical bonus deals full damage.
Organization
: Swarm (2-20)
Challenge Rating
: 2
Treasure
: None
Alignment
: Always neutral evil
Advancement
: 1/2 HD (Diminutive), 1 HD (Tiny)
Turn Resistance (Ex):
A vampire moth is treated as
a 4 Hit Dice monster when subject to turning or
rebuking attempts.
Combat
Vampire moths attack in swarms, hurling themselves
against foes in a desperate attempt to drain life energy.
Darkvision (Ex):
Vampire moths can see in the dark
up to 60 feet. Darkvision is black and white, but oth-
erwise like normal sight, and vampire moths can
function with no light at all.
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Inne pliki z tego folderu:
Nyambe Monsters.pdf
(341 KB)
Nyambe - Map.pdf
(592 KB)
Nyambe - Dire Spirits.pdf
(5468 KB)
Nyambe - Ancestral Vault.pdf
(16579 KB)
Nyambe - African Adventures.pdf
(40422 KB)
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