There is no inherent problem with this, although the flavor text often doesn't fit with the Dark Sun setting. My goal is to list the various monsters that "don't fit" and rewrite their flavor text to make them fit.
I often add a new Athasian variant as well.
Cildabrin
Cildabrin | Cildabrin, Savage | |
---|---|---|
Climate/Terrain | Subterranean | Ruins of Kalidnay |
Frequency | Very rare | Very rare |
Organization | Solitary | Solitary |
Activity Cycle | Any | Any |
Diet | Carnivore | Carnivore |
Intelligence | Low (5-7) | Animal (1) |
Treasure | C or D | Nil |
Alignment | Neutral Evil | Chaotic Evil |
No. Appearing | 1-2 | 1 |
Armor Class | 5 | 2 |
Movement | 15 | 15 |
Hit Dice | 11 | 16 |
THAC0 | 9 | 4 |
No. of Attacks | 3 | 3 |
Damage/Attack | 1-12/1-12/1-6 | 2-16/2-16/1-12 |
Special Attacks | See Below | See Below |
Special Defenses | Nil | See Below |
Magic Resistance | 20% | 50% |
Size | H (13' across, 6'-10' high) | H (16' across, 10'-14' high) |
Morale | Elite (13-14) | Fearless (19-20) |
XP Value | 7,000 | 12,000 |
Cildabrins are a race of either huge spiders with elements of a giant scorpion’s anatomy, or a race of huge scorpions with elements of a spider’s
anatomy. No one knows for certain. The cadre of defilers that created them died long ago.
A cildabrin’s body is black and furry. The cildabrin’s eight eyes
are turquoise blue. The front two legs end in scorpion-like pincers, and
there is a supple, fur-covered tail with an 8-inch stinger at its tip.
They have infravision with a 120-foot range.One out of every twenty cilabrin born become savage after their first year. These savage cildabrin lose much of their intelligence and feel nothing but rage. They only find solace in fighting and killing other creatures. It is unknown why this happens, perhaps it was a mistake in their creation.
Combat
When in melee, cildabrins attack with their claws and their
stinger. If the cildabrin hits with a pincer, a victim at least one category size smaller must make a
successful saving throw vs. bend bars to escape. If the saving throw is
not successful, the victim automatically takes 7-12 points of crushing
damage in the subsequent round. The victim can attempt to escape once
per round, until the cildabrin releases him at its death, or until the
victim loses consciousness. The stinger can reach any medium-sized or
larger targets that are in melee with it. The stinger is equipped with
Type O poison.
Perhaps because of the presence of a tail, these beasts lack
spinnerets. Fortunately, they are a highly magical race with several
magical abilities to compensate for this weakness. The cildabrin can
cast web of darkness 15’ radius, and silence, 15’ radius three times a day, one per round. Cildabrins also have a permanent spider climb effect. They are immune to all web spells.
Cildabrins prefer to ambush their prey from where they hide, usually from within an area of silence. They often cast a web spell and move into melee. A darkness spell is usually saved to protect the creature as it retreats.
Savage cildabrins are larger, less intelligent, but more ferocious forms of the standard cildabrin. They cannot cast spells, but have a higher magic resistance. Due to their never ending rage, savage cildabrin are 50% immune to all telepathic psionic abilities. In addition, their carapace is spiked and inflicts 1d4+1 points of damage on any creature attacking it with natural weapons. The thickness of their carapace also reduces the amount of damage the savage cildabrin takes from piercing weapons by half.
Habitat/ Society
As solitary creatures, cildabrins come together only to mate. If two cildabrins are encountered, there is doubtless a nest of 10-40 large, purple eggs nearby, probably in an area of darkness. Cildabrins understand the value of treasure, or at least that food seems attracted to it, and often leave some visible to attract prey.
Cildabrins prefer to ambush their prey from where they hide, usually from within an area of silence. They often cast a web spell and move into melee. A darkness spell is usually saved to protect the creature as it retreats.
Savage cildabrins are larger, less intelligent, but more ferocious forms of the standard cildabrin. They cannot cast spells, but have a higher magic resistance. Due to their never ending rage, savage cildabrin are 50% immune to all telepathic psionic abilities. In addition, their carapace is spiked and inflicts 1d4+1 points of damage on any creature attacking it with natural weapons. The thickness of their carapace also reduces the amount of damage the savage cildabrin takes from piercing weapons by half.
Habitat/ Society
As solitary creatures, cildabrins come together only to mate. If two cildabrins are encountered, there is doubtless a nest of 10-40 large, purple eggs nearby, probably in an area of darkness. Cildabrins understand the value of treasure, or at least that food seems attracted to it, and often leave some visible to attract prey.
Standard cildabrin may understand (35% chance) the local language, but are unable to speak.
Savage cildabrin do not mate. They only live to kill and devour other life.
Cildabrin eggs hatch after four months. The hatchlings grow at 1HD per season (3HD a year), until they are fully grown. They are born small, but gain a size category for every three hit dice they gain, up their maximum size category.
Claw and sting damage is reduced by 1 for every hit die that they lack, minimum of 1. So, a 4HD cildabrin does 1D12 - 7 points of damage with it's claws and 1D6 - 7 points of damage with its stinger. They develop their poison after their first year and their magical abilities after their second year. Cildabrin are abandoned by their parents shortly after hatching.
Ecology
Savage cildabrin do not mate. They only live to kill and devour other life.
Cildabrin eggs hatch after four months. The hatchlings grow at 1HD per season (3HD a year), until they are fully grown. They are born small, but gain a size category for every three hit dice they gain, up their maximum size category.
Claw and sting damage is reduced by 1 for every hit die that they lack, minimum of 1. So, a 4HD cildabrin does 1D12 - 7 points of damage with it's claws and 1D6 - 7 points of damage with its stinger. They develop their poison after their first year and their magical abilities after their second year. Cildabrin are abandoned by their parents shortly after hatching.
Ecology
Cildabrins eat any animal that they can catch. Once the food is caught
and paralyzed or killed, the cildabrin retreats to its lair to eat. The
lair is usually a dark cave. It cannot consume inorganic material,
so items constructed from stone, obsidian, crystal, or metal are stripped from the prey
and set aside, either in a pile in the rear of the cave or on the
cildabrin’s “bait piles”.
Savage cildabrin do not bait their prey in any way.
Savage cildabrin do not bait their prey in any way.
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