Bestiary: Toyshop

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Anbaric Force


Race: (unknown) SR: TR:
AB: AC: Saves: F / R / W Conceal: 80% KB: El Ma
Takes: Heals: (none) Deals:
Misc Imm:
Spell Imm:
Special Abilities:


Clockwork Guardian (type 1)


Race: (unknown) SR: TR:
AB: AC: Saves: F / R / W Conceal: (unknown) KB:
Takes: Heals: (none) Deals: Fi Co
Misc Imm:
Spell Imm:
Special Abilities:


This human-shaped construct has a helm-like head with a single crystalline eye. One arm ends in a large shield-like sheet of metal, a clockwork guardian is 7 feet tall and weighs 750 pounds. Clockwork guardians are dedicated to the art of defence. They work best when they operate in small groups, under orders to defend specific locations from intruders. Their standard operating procedure is to force foes out of their respective holdings by use of overwhelming force.

Clockwork Guardian (type 2)


Race: (unknown) SR: TR:
AB: AC: Saves: F / R / W Conceal: (unknown) KB:
Takes: Heals: (none) Deals:
Misc Imm:
Spell Imm:
Special Abilities:


This human-shaped construct has a helm-like head with a single crystalline eye. One arm ends in a large shield-like sheet of metal, a clockwork guardian is 7 feet tall and weighs 750 pounds. Clockwork guardians are dedicated to the art of defence. They work best when they operate in small groups, under orders to defend specific locations from intruders. Their standard operating procedure is to force foes out of their respective holdings by use of overwhelming force.

Clockwork Guardian (type 3)


Race: (unknown) SR: TR:
AB: AC: Saves: F / R / W Conceal: (unknown) KB:
Takes: Heals: (none) Deals:
Misc Imm:
Spell Imm:
Special Abilities:


This human-shaped construct has a helm-like head with a single crystalline eye. One arm ends in a large shield-like sheet of metal, a clockwork guardian is 7 feet tall and weighs 750 pounds. Clockwork guardians are dedicated to the art of defence. They work best when they operate in small groups, under orders to defend specific locations from intruders. Their standard operating procedure is to force foes out of their respective holdings by use of overwhelming force.

Codex Artefem


Race: (unknown) SR: TR:
AB: AC: Saves: F / R / W Conceal: (unknown) KB:
Takes: Heals: (none) Deals:
Misc Imm:
Spell Imm:
Special Abilities:


Crossbowman


Race: Gnome SR: TR:
AB: AC: Saves: F / R / W Conceal: (unknown) KB: None
Takes: Heals: (none) Deals: El
Misc Imm:
Spell Imm:
Special Abilities: Grapple DC70 Tumble Check, 1 Heal Potion


Grenadier


Race: Gnome SR: TR:
AB: AC: Saves: F / R / W Conceal: (unknown) KB: None
Takes: Heals: (none) Deals: Ac Fi
Misc Imm:
Spell Imm:
Special Abilities: 1 Heal Potion


Liquid Steel


Race: Ooze SR: TR:
AB: AC: Saves: F / R / W Conceal: (unknown) KB:
Takes: Heals: (none) Deals:
Misc Imm:
Spell Imm:
Special Abilities: Dominate Grapple Check DC55
FOM helps, can be stoned

Mine Cutter


Race: Construct SR: TR:
AB: AC: Saves: F / R / W Conceal: (unknown) KB:
Takes: Heals: (none) Deals:
Misc Imm:
Spell Imm:
Special Abilities: Fester (Need L41+ Heal)


Mine Grinder


Race: Construct SR: TR:
AB: AC: Saves: F / R / W Conceal: (unknown) KB: None
Takes: Heals: (none) Deals:
Misc Imm:
Spell Imm:
Special Abilities: Damage Str Check DC25


Mine Transporter


Race: Construct SR: 0 TR:
AB: AC: Saves: F / R / W 35 Conceal: (unknown) KB: None
Takes: Heals: (none) Deals: El
Misc Imm:
Spell Imm:
Special Abilities:


Minogon (type 1)


Race: Construct SR: TR:
AB: AC: Saves: F / R / W Conceal: (none) KB: None
Takes: El Heals: (none) Deals: Fi So
Misc Imm:
Spell Imm: Implosion
Special Abilities: Reduces AC by 3 points each round, with apparently no save.


Forged from wizard's steel and imbued with raging spirits, minogons are dangerous foes indeed. Their savage cries have left many of their victims stunned.

Minogon (type 2)


Race: (unknown) SR: TR:
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: El Heals: (none) Deals:
Misc Imm:
Spell Imm: Implosion
Special Abilities: Reduces AB each round, with apparently no save.


Forged from wizard's steel and imbued with raging spirits, minogons are dangerous foes indeed. Their savage cries have left many of their victims stunned.

Oil Fiend


Race: (unknown) SR: TR:
AB: AC: Saves: F / R / W Conceal: (unknown) KB:
Takes: Heals: (none) Deals: So
Misc Imm:
Spell Imm:
Special Abilities: Inflicts Fi vulnerability. Insta Kill Type? DC??


Oil Snake


Race: (unknown) SR: TR:
AB: AC: Saves: F / R / W Conceal: (unknown) KB:
Takes: Heals: (none) Deals:
Misc Imm:
Spell Imm:
Special Abilities: Disarm


Prime Mover


Race: (unknown) SR: TR:
AB: AC: Saves: F / R / W Conceal: 80% KB: Fi Po
Takes: Heals: (none) Deals: Fi Po
Misc Imm:
Spell Imm:
Special Abilities:


Scarecrow


Race: Construct SR: TR:
AB: 100 AC: Saves: F / R / W 43 Conceal: (none) KB: (none)
Takes: Heals: (none) Deals: Ma So
Misc Imm:
Spell Imm:
Special Abilities: Casts Mord, Power Word Stun, Flesh to Stone, and Negative Energy Burst.
Buffs are Spell Mantle, Energy Buffer, Premonition, and Mage Armor. Also has an undispellable fear aura (DC 50 vs. Will).

Scarecrows are terrifying killer constructs animated by the spirit of a slain evil creature. Typical scarecrows are constructed from a stuffed sackcloth roughly shaped like a humanoid, then animated through binding with an evil spirit. Any creature can provide its spirit to animate a scarecrow but different creators have different preferences.

Sphere of Annihilation


Race: (unknown) HP: 3974 - 4132 SR: 80 TR: (unknown)
AB: max 108 AC: 54 - 84 Saves: F 45 / R 48 / W ? Conceal: 80 KB: (none)
Takes: Ne Heals: (none) Deals: Bl?
Misc Imm: Death Magic and many more
Spell Imm: (unknown)
Special Abilities: On-hit Disintegrate (DC 53 Fortitude save) "You are disintegrated by the Sphere of Annihiliation!"
Damage Imm/Res
Bl: 100%
Pi: 100%
Sl: 100%
Fi: 100%
El: 100%
Ma: 100%
Po: 100%

Fortunately, the Sphere has no regeneration.


Spinning Wheel


Race: Construct SR: TR:
AB: AC: Saves: F / R / W Conceal: (unknown) KB:
Takes: Heals: (none) Deals:
Misc Imm:
Spell Imm:
Special Abilities: Confuse INT Check DC25


Steam Mephit


Race: Elemental SR: TR:
AB: AC: Saves: F / R / W 33 Conceal: (unknown) KB:
Takes: Heals: (none) Deals:
Misc Imm:
Spell Imm:
Special Abilities: Flame Breathe Reflex DC52


Steam mephits are mephits composed of water and fire. They leave trails of hot water when they move and consider themselves the lords of all mephits.
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