B/Xing the 3e Monster Manual: Achaierai, Allips, & Angels

Next is the Achaierai and I get to cheat because the amazing picture in the Monster Manual inspired a creature in the Rahonawud module I’m writing called the Munna Bird. The Achaierai as written is a four legged demon-bird (awesome!) that can summon a black insanity cloud (what?).

 

Munna Bird 
AC 5 (14), HD 4 (18hp), Att 2 x talons (1d4), beak (2d4), THAC0 16 (+3) 
MV 150’ (50’) Walk, SV D12 W13 P14 B15 S16, ML 7, AL N, XP 75, NA 2d4 (2d6), TT U 
  • Surprise 1-in-4  
  • Pursuit: Always chase fleeing prey 
  • Description: Horse-sized flightless parrots with four legs that imitate the screams of their prey as they feed. How do you know they are man-eaters? 
  • Combat: Social creatures that hunt in small packs of four to eight by ambushing prey from multiple directions. They attack and retreat in turns. 
  • To Avoid: Munna hunt via motion.  Remaining perfectly still will cause them to eventually move on (they will make moral check each turn with cumulative -1 penalty). 
  • Treasure: Their large sickle shaped talons are prized (50gp each) for use in treating various ailments.

Then we have the Allip which is just a wraith but I love the line the description of the MM "An allip is unable to cause physical harm, although it doesn't appear to know that. It keep flailing away at enemies, yet it inflicts no wounds." So we are going to give it a treatment and try to keep it fresh.

 

Allip
AC 3 (16), HD 4 (18hp), Att 1 x thrash (no damage), THAC0 16 (+3)
MV 150’ (50’) Fly, SV D10 W11 P12 B13 S14, ML 12, AL C, XP 125, NA 1d4 (1d6), TT E
  • Undead: Make no noise until they attack. Immune to effects that affect living creatures (i.e. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep). 
  • Mundane Weapon Immunity: Only harmed by silver or weapons or magic. 
  • Damage Reduction: Half damage from silver weapons. 
  • Thrash: Allips ignore armor treating all targets as AC 9 (10). Targets struck by an Allip receive no damage but must Save vs Spells or be affected by the Confusion spell for 2d6 rounds. 
  • Description: A shadow so dark that it is cast even in darkness. A low moan fills your ears that sounds like your own. Why do you feel sad?  
  • Combat: Allips approach targets and flail uselessly against them. 
  • Avoid: Allips are the unforgiven dead. If they are given forgiveness for their misdeeds (real or perceived) they will cease to exist.

Finally for this entry is the Angels. I'm not a fan of angels being part of my cosmology, but I do like the idea of great idols being temporarily inhabited by the divine forms they represent (think the idol of Moloch coming to like in ancient Babylon to defend the city-state). Much is lifted from the Bronze Golem (you will see this theme a lot because I'm a big fan of "just use a bear").

 

Angel
AC 0 (19), HD 20** (90hp), Att divine weapon (4d8), THAC0 6 (+13),
MV 240’ (80’), SV D6 W7 P8 B8 S10, ML 12, AL N, XP 4,300, NA 1 (1), TT None
  • Mundane Damage Immunity: Can only be harmed by magic attacks 
  • Immunity: Unharmed by gas, unaffected by charm, hold, and sleep spells. 
  • Know Truths: Continuously under the effect of Know Alignment spell. 
  • Divine Terror: All creatures who look upon an Angel must Save vs Spells or be effected by the Cause Fear spell for 3d6 rounds. 
  • Spells: Continual Light (Darkness), Hold Monster, Curse (Remove Curse), Quest, Raise Dead/Finger of Death 
  • Description: Typically fashioned from bronze, gold, or stone an “Angel” is the embodiment of a divine being made real by human hand. When inhabited its material transcends this world and becomes that of unknowable existence. How does it make you know your true purpose? 
  • Combat: The result of divine intervention, these beings often have a very singular purpose. However, collateral damage is expected. 
  • Avoid: Stop the ritual before it is completed, tithe regularly, do not blaspheme.

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