GUILDHALL
Malevolent Monsters

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Welcome to the Guildmember Malevolent Monster Sharebook. All of the monsters you see listed here were created by your fellow Guildmembers. Please feel free to use them in your own campaign. All entries are the property of Judges Guild, and can not be reproduced in any form, including as net.books, on personal or business websites, or, of course, in print.

Add your own monster to the Malevolent Monsters Sharebook.


Sand Ibon by John Walker  [email]

The Sand Ibon occures ONLY in waterless (more on this later) volcanic wastes or deep under ground. Ibons are silicon based using sulfure as most races use iron or copper to capture oxygen. The are biologically based on threes as apposed to human who are based on twos. Three armed and three legged with three sets of three eyes.

Their outer skins are like basalt and have the same texture. What they have that passes for eyes looks like obsidian

They eat crystialin based minerals with gem stones at the top of the list followed closely by glass. So a party with gems or potion bottels or a merchant with a wagon load of glass is walking buffet to a family of Sand Ibons.

Ibon's intelligences is about that of a babboon. They travel in packs of approxamitly 10 to 30. The youngest of the pack are sent out like sentinals to gaurd the pack from intruders. If some creature interupt them during there daily routine then the sentinals will give a cry to either evade (burrow in the the ground) or come this way its dinner time.

They have been known to follow a party for weeks if they have alot of potions or gems.


They can burrow underground as fast as a man can walk. They will bide there time until most of the party is sleeping and burrow up into the party camp and take what they can.

When attacked a Sand Ibon will claw twice and kick once with their third leg. The leg attack is delived with great force and forces the attacker back 10 to 20 feet with a chance of stunning them 1 in 10 times.

Ibons take 1/4 damange from blunt weapons and 1/2 damage from bladed and piercing weapons (not to mention ruins there edge.) They are uneffected by heat, acid, magic missile or life draining (there life force is totally alien to other life or unlife).

They are effected by charms (particually charm animal) and take double damage from cold.

There greatest weakness is water. Water effects them like sulfuric acid. A half gallon of water effects them like a lite oil flask affects a human. A decanture of endless water effects them like a lightning bolt cast from a 7th level spell caster taking half damage the next round. The only down side to this is that if a character is near one when it is hit it emits a a cloud of sulfuic acid causing 2d8 worth of damage.


Stats

Armor Class 1
THAC0 12
HD 8 Sentinal
10 Mature
DAM/AT 1-10/1-10/3-18 plus knock back of 10 to 20 feet and 10% chance to stun for 1-3 rounds






Vampire Grass by Jean McGuire

This vegetative menace appears to be fine, soft grass, no more than six inches high. It generally grows in patches of three or four square meters, often in patches of shade in fields of normal grass (such as under a lone tree). It can survive with less sunlight than normal grass, for it has other, much more sinister, sources of energy.

Vampire grass feels particularly cool and pleasant to lie one, and lulls its unsuspecting victims into a deep sleep. Once the victim is asleep, hair-fine rootlike strands from the grass beneath penetrate the skin and feed. They secrete a soporific substance which ensures that virtually all natural creatures and most monsters will remain asleep. Vampire grass can drain a human-sized body of blood in an hour, a rabbit in just a few minutes. When the victim is dead, the feeding roots are withdrawn, leaving no marks visible to the naked eye. Scavengers generally drag the bloodless bodies away -- but woe to the creature that rests on the vampire grass to digest its free meal!

The grass does not begin the feeding process until approximately ten minutes after the prospective victim ceases movement. An additional twenty minutes are required for the feeding roots to penetrate the skin. Once the victim is completely drained of blood, the feeding roots begin to withdraw, completing that process in about ten more minutes. If the victim moves or is moved during the process, the feeding roots will be broken off at the skin surface. A slight roughness of the skin may be noted, but as the intruding rootlets also cause significant itching, this is often attributed to biting insects. If feeding has begun, the soporific effects will wear off within approximately ten minutes after removal from the grass. Magical cures for poison will restore alertness immediately.

The feeding roots can penetrate cloth and soft leather with ease, including bedrolls, heavily quilted or padded cloth used in armor, and almost anything else. Boiled leather armor will double the penetration time to forty minutes. Full plate armor does not slow down the penetration (there are plenty of joints) but triples the feeding time, as fewer feeding roots can find openings between the plates. Since each individual grass plant puts out its own feeders, any number of victims can be drained as long as they are in contact with the grass.

Its deceptive nature makes vampire grass a particularly insidious threat. More than one adventuring party has stopped for a rest under a shady tree, leaving one party member on guard who soon discovers, to his horror, that his companions have all died silently in their sleep.

 

Please remember that the monsters you see listed here were created by your fellow Guildmembers. Please feel free to use them in your own campaign (that's why they're here!) but all entries are the property of Judges Guild, and can not be reproduced in any form, including as net.books, on personal or business websites, or, of course, in print.