Hell Preview 10 – Brutish Hobgoblins, Chained Duergar and a Terrible, Terrible Place

12.40. Hobgoblins: A tribe of 100 brutish hobgoblins burrow deep into the earth here in search of iron for their master, Flavros. Their village is a series of gray, adobe buildings bristling with spikes and stacked upon each other in the fashion of a great mound. The hobgoblins are overseen by an erinyes called Gofany, a reeve in service to Flavros, who is as paranoid and ill-tempered as any demon ever born into Hell. She is clothed in banded armor of leather and bronze and from her wings hand dozens of holy symbols taken from foolish clerics. The village is surrounded by a 20-ft deep moat filled with hundreds of spikes (actually tubes containing worms that infect wounds caused by the tubes; save vs. disease or lose 1 point of constitution each day as the worms burrow through flesh and spread their putrescence.

The hobgoblins leave the village in work gangs overseen by the largest and meanest hobgoblins of the tribe, venturing out to ancient mines where they descend into the darkness and return with sacks of iron ingots. They process the iron around their village, and great heaps of slag have completely blighted the meadows. At Gofany’s command, 1d6 of these slag heaps can rise up in the manner of earth elementals to combat her challengers.
Gofany keeps a treasure of 1,000 sp, 3,000 gp, 260 pp and a silver plate worth 16,000 gp. The plate, when filled with a bit of wine, acts as a scrying pool that shows any person alive living their most humiliating moment.

13.56. Sand Pit: The landscape here descends into a valley of dunes. Black rivulets flow into the sandy area from the surrounding landscape, forming a oozy marsh in the center. Strange totem poles of grotesques jut up from the sandy soil, apparently carved from living trees. These totem poles are few and far between when one first enters the hex, but become more numerous as one approaches the center. They seem to exert a strange influence over magic spells cast here as well, an influence that becomes more pronounced as they become more numerous. The chance that a spell cast in the hex goes awry starts at 15%. For each mile towards the center of the hex one travels, that chance increases by 5%. If a spell is found to go awry, roll as though the spell caster has used a wand of wonder.

This strange hex has a forge fueled by cold, black fames at its heart. The flames arise from the heart of an ancient demon lord called Humbaba, long since slain by the forces of Law. The forge is worked by a three duergar brothers without names, who are themselves chained to the forge. They are currently beating upon a tangle of black, iron wires intended to become a crown for the succubus called Lady Scarlet, who dwells in a deeper Hell. The forge and the duergar are guarded by a company of dragon men who are clad in burning platemail and who wield military forks that drip with acid.

14.34. Saslarta’s Domicile: Saslarta is a pit fiend who controls a particularly unpleasant stronghold as a vassal of Azazel. Saslarta appears as a masculine, muscular humanoid with obsidian scales and a head reminiscent of a raven, upon which he wears a platinum diadem (12,000 gp). His stronghold is dull, ugly and filthy and stinks of feces. In fact, it is made of great bricks of excrement through which burrow worms and dung beetles (each turn spent inside the fortress carries a 1 in 6 chance of 1d4 rot grubs falling on you from above).

Saslarta’s fortress is surrounded by fields grazed by stench kows, the kows being tended by halfling cowherds, who split their time between tending the herds and patching the fortress walls with fresh loads of dung. The halflings are renowned leather workers. The fortress is defended by ten companies of manes demons.

The walls of the fortress are 50 feet high and it has nine mound-like towers. The entrance is via a barbican. The courtyard of the barbican is home to a chaos dragon called Mote. The wide halls and chambers of the fortress are jumbled together in a haphazard fashion, and there are numerous pits holding loathsome otyughs. A buzzing of giant flies constantly assaults the ears, and attacks by 2d6 the beasts occur on a 1 in 6 chance per hour. Saslarta’s throne room consists of a deep chamber guarded by rusted iron portcullises. His throne and the dais is rests on are made of concrete and are surrounded by a moat of raw sewage that drips from rusted pipes that jut from the walls at odd angles. The throne actually sits on a rusted iron grate, beneath which is his treasure chamber.

Saslarta’s treasure consists of 36,000 sp, 2,000 gp, 1,170 pp and a garnet worth 950 gp that was lodged in his eye during a fight with a movanic deva. The treasure is kept in a deep pit that is home to a truly massive otyugh with the face of Doukas Basileios, an ancient emperor of Nomo.

Sunday Grab Bag

Just a few random images harvested from a grand tour of the internet.

Dang It’s a Great Day Department

Did Superman Ever Star in a Diorama Fighting a Cyclops? Department

Yes. Yes he did. At the World’s Fair, in fact.

Geeks Come Out of Your Shell Department

Handy guide to the popular dances of the day. Don’t miss a chance to shake your geek thing.

G.I. Jump the Shark Department

This is the point when your toy line has take one step to many. See also – William “The Refrigerator” Perry with a football flail action figure.

Halloween Peaked in the 1970’s Deparment

Let’s just be honest about it and move on with our lives.

Theo Ortner Kicks Ass Department

Those teeth are going to leave a mark.

Keep it Clean Department

Yeah, ending it with the bowel gnomes.

Three (or Six) Dual Helms

Dual helms are constructed in pairs and are connected to one another through subtle strings of being that float through the ether.

Gemini Helms
When little used, Gemini helms allow the two wearers to swap abilities. One category of ability can be swapped at a time for up to 1 hour in a 24 hour period. These categories are as follows: fighting ability (i.e. attack bonus), strength, intelligence, wisdom, constitution, dexterity, charisma, hit points (damage stays with the person damaged, though, so a person who normally has but 20 hit points and swaps it with his comrades 50 hit points will die when the switch it over if he’s taken more than 19 points of damage), saving throws (all categories, if applicable), prepared/memorized spells and spell casting ability and special abilities (i.e. a thief could swap his special thief abilities for a ranger’s special ranger abilities).

Each time a pair of people use the helms, there is a cumulative 1% chance of a feedback, up to a maximum chance of 12%. If a feedback occurs, consult the following table:

1-6. Memory Swap: Particular memories swamp between the people – perhaps memories of their parents.

7-9. Personality Swap: This could also count as an alignment swap.

10. Combination: The pair average all of their ability scores and lose half of their class levels (-1), gaining half of their comrade’s class levels +1. In other words, a 6th level fighter and 8th level combined would turn into two 4th/5th level fighter/thieves.

Puppet Helms
Each of these helms acts as a helm of telepathy. It also gives its wearer the ability to impose his will on the wearer of the other puppet helm. When this battle of wills occurs, both players should roll 1d20. Whichever rolls the furthest under their charisma score wins the battle and can force their companion to do or say one thing that takes no more than 1 turn (10 minutes). The winner of this contest of wills suffers 1d3 points of charisma damage, the charisma damage disappearing after 8 hours of sleep.

Helms of Summoning
The wearer of one of these helms can remove it, strike it with a small platinum rod and say “Come Hither!” and their comrade appears beneath the helm (and no, not if you’re holding it over the edge of a cliff or under water – don’t be a pain in the ass). The other helm appears on the summoner’s head when his comrade appears. These helms can be used once per day, but with each use there is a cumulative 1% chance that the summoned comrade will actually be their double from another reality. This chance re-sets at the next full moon. If an alternate comrade appears, use the following table to determine what shows up:

1. Zombie: Retains a feral intellect, thoroughly chaotic. Fights with as many Hit Dice as the person had levels, but loses any special abilities. Those who lose more than half their hit points to the zombie’s attacks must pass a saving throw or become a zombie themselves. Remove disease cures them, but only inflicts 1d6 points of damage per caster level to the summoned zombie.

2. Demonic: Has the abilities of the person summoned (or the reverse, if they were a cleric or paladin), but with a demonic cast and a chaotic alignment. The summoned demon is immune to fire and mind reading and has bat wings that give it a flight speed of 12.

3. Hulk: Summoned person is much larger than normal, with double the strength (or strength bonus, to keep it simple) and an intellect of 1d4+2. Might start calling the summoner “George” and develop a strange fascination with small, furry mammals.

4. Reverse Gender: Summoned person is of the opposite gender. All abilities stay the same, but personality might be slightly altered.

5. Evil Twin: Appears to be the person summoned, but is secretly chaotic and smart enough to realize the situation and use it to their advantage. If the summoned person was chaotic, the evil twin will attempt to kill and replace his or her double. If male, will eventually grow a goatee.

6. Lycanthrope: Summoned person is a lycanthrope (Ref’s choice).

Hell Preview 9 – Hellish Halflings, a Sinister Salesman and a Demoted Demon

9.51. Halflings: Far from the salt-of-the-earth, pleasant folk of the world above, the halflings of hell are bestial little fiends who delight in the torment of others, and especially of things larger than they are. They are the sum of all the fears and jealousies that infect their kin who dwell in the sunlight. These particular halflings dwell in the branches of a wood of thorny trees that covers most of this hex. The trees grow in clumps and have a bark that can be pulped and turned into a mild poison that they rub on their barbed whips. This poison adds +1 to the damage inflicted by the whips and raises especially large and uncomfortable welts on the skin (-2 effective dexterity for 24 hours).

The halflings dress in bark cloth and lurk in the branches, preparing to ambush travelers with their barbed nets. People captured are tortured to death (suffer 1d3 points of constitution damage each day until they die). The halflings then attempt to capture their shades with their nets when they appear. The shades of lawful and neutral creatures are especially valuable in Hell, but hard to hold onto.

The halflings live in small, clannish groups of about 1d10+20 individuals. There are twenty such groups in this hex and they are encountered on a roll of 1-2 on 1d6.

10.47. Traveling Salesman: The master of Hell has a soft spot in its heart for salesmen, and they are welcomed as honored guests in its myriad rings. One of the best is a man called Kharvel, a huckster extraordinary whose crooked dealings landed him in Hell after he died. He was granted his memories and his old body by the powers-that-be and now roams Asphodel atop a great achaierai he calls Tripoli. From here he sells all manner of goods stolen and traded for, including random potions (one in six is cursed to have the opposite effect and one in twelve of those is cursed to be permanent), maps (one in six is genuine), amulets (all fake), and other odds and ends.

Despite his dishonest nature, Kharvel is actually a good source of rumors and information about the netherworld, though he charges a high price for information. He looks like a well-proportioned, rugged man with golden skin, a balding pate and a devilish beard and mustache. He wears a white tunic and cloak, worn sandals and a leather belt that holds a curved sword, several pouches and pipes of the sewer. These pipes summon shadow rats instead of the normal, mortal variety.

11.46. Ruined Fortress: While the lords of Hell may appear to be eternal and everlasting, they are as mutable, in a way, as humanity. Demons are creatures of spirit and thus immortal, but they can be reduced in stature by their peers and mortal challengers. Such was the fate of Pashatiel, a demon of doorways and beginnings and endings who deigned challenge the power of Flavros and was duly defeated and demoted.
Pashatiel’s fortress was constructed of iron blocks welded together. The fortress had two layers of walls – an outer wall 25 feet tall with 11 towers standing 30 feet tall, and an inner wall 30 feet tall with 8 towers standing 35 feet tall. The place is without windows. The top of the towers are shaped like the pretty, outstretched hands of a maiden.

The fortress is now empty. The demons who died here fighting the army of Flavros have melted away into the landscape. Weapons and armor, including hundreds of arrows that retain their poisoned tips, are scattered about the place, many atop black stains on the walls and floor that have a vaguely humanoid shape.

The interior of the fortress is clad in ivory-colored marble that is very clean and very smooth. Hallways, doorways and archways abound in this weird, quiet place, with actual chambers being few and far between. When people pass through the archways and doorways, they feel a tickle on the back of their neck, as though something is watching them and has made a note of their arrival. The interior is like a maze, and there is but a 2 in 6 chance per round (3 in 6 for elves, 4 in 6 for dwarves) of making any real progress.

The only chamber of note in the fortress is the inner sanctum, a sort of circular great hall at the heart of the place containing a throne atop a circular dais. Sprawled on this throne is Pashatiel, who in life took the form of a short, graceful man with deep wrinkles on his bronze-colored face, wide, gray, catlike eyes and long, straight, night-black hair. His appearance is now ashen and indistinct – like a shadow rather than a demon lord. Pashatiel is now a prisoner of his fortress – reduced in stature to a mere shadow demon.

Pashatiel inhabits the walls, floors and ceilings of his fortress, with the dais being the focus of his spirit and power. He can, with a thought, disappear from the dais and re-emerge from any wall, floor or ceiling. He can also command 2d4 shadows or 1d4 allips to arise from the black stains on the walls and floors.

If defeated as a shadow demon, Pashatiel sinks into the ground and re-emerges some time later as a mere lemure. Beneath the dais, which weighs 3 tons, there is a hidden treasure cache containing 1,250 gp and 400 sp.

Image from HERE. From the Monkees episode The Devil and Peter Tork – I wanted one of the devil as salesman, but I got this instead.

Silver Age Shenanigans

Is your superhero campaign getting a little staid – a little routine – maybe boring. Would you consider bringing the insanity of DC’s Silver Age into it? Can your players handle the challenge, or are they a bunch of mopey, modern age cry babies who think getting turned into a gorilla is some kind of punishment? If you answered yes and/or no to the questions in the appropriate order … oh Hell – here’s a chart. Roll a dice.

I think my next MM! Google + campaign will draw heavily on the imaginary stories from DC’s Silver Age, though I have no idea how as yet.

Edited to correct an error.

Action X

Action X is an idea I had for a mini-game based on a team of highly trained individuals (mercenaries, soldiers, spies) a’la Mission: Impossible, G.I. Joe (no, not the movie) or the A-Team being sent on a mission to do, well, something action-y and dangerous. Basically – modernized D-n-D built around TV and movie tropes.

My idea for characters is to use the basic notion of Rookie – Veteran – Old Timer as in Space Princess, but to base all character abilities on a set of skills.

Taking the veteran level as an example, he might have five trained skills, three mastered skills and one specialty skill. The idea here, a’la G.I. Joe’s “primary speciality” or assembling an Impossible Mission team is that each character comes in with a specific expertise – the Electronics Expert, the Seduction Expert, the Intelligence Expert, the Demolitions Expert, etc.

The training level at which one takes a skill (ranging from acrobatics to electronics to the use of a specific weapon or martial art) corresponds with the bonus to use that skill/weapon: +3 for trained, +6 for mastered and +9 for specialty. The basic rules would be Target 10 (i.e. compare your ability to opponent’s or general difficulty level to find your die modifier, roll 1d20 and try to get a ’10’ or higher).

Each time a skill is used during a mission, there is a 1 in 6 chance that the character gets a +1 boost to a trained ability, a 1 in 10 chance on a mastered ability and a 1 in 20 chance on their specialty. Maybe after one mission, Mr. X gets a bump to his acrobatics skill and we now classify it as Trained +1. Qualified abilities cannot be bumped beyond +5 and mastered abilities beyond +8. One’s primary specialty has no limit to how far it can be bumped. Successful use of a skill/weapon the character is not trained in also carries a 1 in 20 chance of getting a boost (Untrained +1), with a max bonus there of +2.

Besides character creation and advancement, the major notion behind Action X would be random missions. I need to come up with a way the Ref could randomize the mission objective, the location, the key enemies and their abilities (there would have to be templates of stock villains), a complication for at least one of the characters and the place to be “invaded”. Not sure where to go with that yet.

Still plenty of work to do on this idea, which I would probably stick in an issue of NOD in 2012.

Asphodel, First Circle of Hell

Rather than post some locations, I thought I’d post the draft for my description of the first circle of Hell, Asphodel.

The First Circle of Hell

Once one has crossed the Acheron, they see looming above them a wall greater and more hopeless than any other in the cosmos. Hell, you will remember, is a prison and the demons and devils within Hell prisoners. The walls are composed of impossibly thick stones, and thus for all intents and purposes impossible to bore through or knock down. The walls are also proof against ethereal creatures and the passwall spell. Within Hell, it is impossible to teleport or open dimension doors or gates to anywhere outside of the confines of Hell.

Hell’s ramparts from the outside are a sheer face of dark gray stone about 500 feet high. The battlements are not unlike those of a mortal fortification, being crenellated and manned by barbed devils. The walls are 80 feet wide at the bottom and about 40 feet wide at the top, providing ample space for the terrible bronze guns of Hell – massive cannon 30 feet long and 6 feet in diameter that launch exploding cannon balls that inflict 12d6 points of damage in a 10-ft radius, 9d6 in a radius from 11 to 30 feet, 6d6 in a radius from 31 to 60 feet, 3d6 points of damage in a radius from 61 to 90 feet and 1d6 points of damage in a radius from 91 to 120 feet. Folks within 60 feet of the impact must pass a saving throw or be permanently deafened. The cannon have a range of 600 feet and the shells can explode in mid-air at a range chosen by the firer. These shells leave massive craters, many of which are in evidence on the gray-green plains of Asphodel just beyond the walls.

The key point about the cannons is that they point inward, not outward. Likewise, the demons on the parapets do not resist people flying into Hell – only people trying to fly out. For those attempting an escape, assume that every mile of the wall is patrolled by 1d4 squads of barbed devils (i.e. 1d4 x 10 barbed devils) and one cannon. When one section of the wall is “attacked”, barbed devils from nearby sections quickly join the fight. Fortunately, the barbed devils that guard the walls of Hell are prisoners themselves, and thus cannot go beyond the walls to chase down escapees. The gods of Law and the masters of Hell use other resources to deal escaped shades.

Most escape attempts are aimed at the Hellmouth, or Gates of Hell. The gate is unimpressive on the exterior wall – an arched portal 40 feet tall and 25 feet wide barred by a portcullis that, like the walls, is proof against ethereal creatures. The bars are 6 inches thick and made of adamant, and thus quite difficult to bend. The 80 foot tunnel beyond the front portcullis has another adamant portcullis located every 20 feet. All of these are operated by barbed demons looking down from chambers constructed around the tunnel via arrow slits. Murder holes abound, through which the demons pour such things as molten lead, acid and boiling oil. Arrow slits located about 20 feet above the floor allow them to rain arrows on those who are attempting to force their way through.

On the interior wall of Hell, the gate is more heavily defended, situated as it is between two 500-ft tall towers pierced by numerous arrow slits. Each tower is manned by three companies of barbed devils. The terrible hound Cerberus stands guard just outside the inner portcullis.

Beyond the walls of Hell, Asphodel is a wide-open, undulating savannah of long, gray-green grasses, thorny, twisted trees and tiny white flowers called asphodels, the circle’s namesake. The plains are roamed by a variety of demonic humanoids and animals in a sort of parody of Africa’s savannah. Many fortresses and even cities dot the savannah, where the lords and dukes of Hell hold court.

There is no Sun in Hell, of course, but the whole of Asphodel is swathed in a twilight gloaming, allowing creatures to see about 1 mile away, double for creatures with “darkvision”. The air of Asphodel is unnaturally still and almost suffocating in its stillness. There is no wind to move the grasses or bend the boughs of the prickly trees, and the range of wind-related magic on Asphodel is cut in half. Storms cannot be raised here nor lightning called.

Races of Asphodel
Asphodel, like most of the other circles of Hell, is not only inhabited by pitchfork-carrying devils and their victims. Four races known to people of the surface world dwell in Asphodel, though these races have been changed by their habitation in Hell.

Asphodelian Gnoll: The gnolls of Asphodel are tall and thin, with greenish hair spotted with black and glaring white eyes. They arm themselves with spears, ring armor and large, round shields. The Asphodelian gnoll utters an insane, demonic laughter while fighting, forcing people to pass a saving throw after three rounds of combat or become so unnerved that they suffer a -2 penalty to fight.

GNOLLS: HD 2; AC 4 [15]; Atk 1 bite (2d4) or weapon (1d10); Move 9; Save 16; CL/XP 3/60; Special: Unnerving laughter.

Asphodelian Goblin: The goblins of Asphodel have rear legs like those of a grasshopper. They have mottled blue skin and long fangs jutting down from behind their upper lips. These goblins carry spiked maces and wear leather armor. Their touch causes people to revert in age by one year unless they pass a saving throw.

GOBLINS: HD 1d6 hp; AC 5 [14]; Atk 1 weapon (1d6); Move 9; Save 18; CL/XP B/10; Special: -1 to hit in sunlight, touch de-ages people.

Asphodelian Halfling: Asphodelian halflings are willowy and relatively tall for their race. They have spidery arms and legs and droopy eyes, like those of opium eaters, on small heads with beetle-brows and pronounced overbites. The halflings are bald and have four gleaming white eyes spaced evenly around their heads, making it impossible to surprise them. They arm themselves with barbed nets and whips, dropping from trees to capture travelers.

HALFLINGS: HD 1d6 hp; AC 5 [14]; Atk 1 weapon (1d6); Move 9; Save 18; CL/XP B/10; Special: -1 to hit in sunlight, cannot be surprised.

Asphodelian Hobgoblin: Asphodelian hobgoblins are squat, apelike creatures always encased in black lacquered platemail and gripping their beloved axes and blunderbusses. They are deeply paranoid creatures, positive that everyone and everything is out to get them, and this makes them even more militant than usual for hobgoblins.

HOBGOBLINS: HD 2+2; AC 1 [18]; Atk 1 weapon (1d8+2); Move 9; Save 16; CL/XP 2/30; Special: Magic resistance (10%).

Sunday Grab-Bag – Grabbier Than Ever and with 50% More Bag!

A few odds and ends I’ve collected from the internet …

From the Paper Your Digital Wall Dept.

Something for the season – enjoy it in better health than this guy.

From the Variations on a Kryptonian Theme Dept.

Am I wrong to love this look? Oh – and in case you need it, some boilerplate Mystery Men! stats for Kryptonians operating under a yellow sun.

From the Oh Great, Another Remake Dept.

My wife and I have been watching the original the last few months, and I love it. Honestly, not even a tiny bit of interest in a remake. Oh, and is it just me, or does Depp look like one of those creepy Madame Alexander dolls?

Oh, and for the real deal …

From the Space Princess Inspiration Dept.

Bat demons, claw creatures, snake men and human vampires … yeah, I’m gonna need stats for them.

Also this …

This …

And a little this …

Yeah, this is for you space buddy!

Hell Preview 7 – A thing, another thing and then one more thing

Fair warning – none of these have anything to do with Napoleon in Hell. Just liked the image.

119.52. Silver Plates: Somebody has dropped two silver plates in this hex. Characters have about a 1% chance of coming across them on their travels. The plates depict angelic beings in chains bound to large stones. The delicacy and artistry of the plates is astounding, and has an arresting effect on a person’s attention if they fail a saving throw to resist the effect. A person so drawn to the silver plates finds the plight of the fallen angels more and more compelling, and, if they encounter such angels (i.e. devils) later will suffer a -3 penalty to save against any charm or compulsion effects by them. The plates are worth 300 gp.

36.11. Necromanteion: Necromanteion is the terrible city-state of Gorgyra, the nymph of the Acheron. The city is a great dome set atop black, volcanic glass that floats above or under the Acheron as Gorgyra wishes. The interior of the city features five small harbors connected by narrow canals inhabited by demonic nixies. Between these canals and harbors there is a city of spires spun from black glass. Eerie music floats within this crystal wonderland, forcing people here to pass a saving throw each day or lose one important, happy memory (and one point of Charisma). The towers of the city are mostly empty. Each has a narrow entryway flanked by caryatid columns of transparent glass. Vultures wing through the air here and perch on the towers and fish people guide gondolas through the canals.

The fish people are Gorgyra’s children, being polymorphed from the normal, bloated white fish that swim in the murky Acheron. They are given the souls of shades who have been swept into her domain (one soul in ten is her property by right), these souls being kept in crystal spheres worn on silver chains around their necks. These shades are collected by the fish men when they leave the dome (although it appears to be solid glass, it can be passed through by Gorgyra’s servants) in their sleek, black galleons. These galleons can submerge or even fly about 20 feet above the surface of the Acheron as the fish men like. Each galleon has a crew of twenty.

Gorgyra’s palace is the largest spire in the dome that is located in the center of the dome. Here, she holds court before her people and her priestesses, female drow who have been transformed by their mistress. They now have skin covered in silvery scales and gills, as well as webbed fingers and toes. Gorgyra’s throne room measures about 50 feet in diameter with a 100-ft ceiling. The walls are the same black glass one sees in the rest of the city, though here the walls are covered in bas-reliefs of weeping women and drowned men. These sculptures leak salt water from their eyes or mouths, the water pooling on the floor about three feet deep.

FISH MAN: HD 2; AC 3 [16]; Atk 1 bite (1d4+1) and 1 weapon (1d6+1); Move 12 (Swim 24); Save 14; CL/XP 4/120; Special: Slimy skin, immune to illusion, poison and paralysis, half damage from lightning, light sensitive.

FIENDISH NIXIES: HD 1d4 hp; AC 7 [12]; Atk 2 claws (1d4 + poison); Move 6 (Swim 12); Save 18; CL/XP 1/15; Special: Charm, magic resistance (10%), poison claws (save or 1d8 damage).

DROW PRIESTESSES: HD 7; AC 6 [13]; Atk 1 short sword and dagger (1d6+1 and 1d4+1); Move 12; Save 9; CL/XP 9/1100; Special: Darkvision 120-ft, surprise (4 in 6), find secret doors, spells (dancing lights, faerie fire, darkness), cast spells as a 7th level druid, magic resistance (50%)

GORGYRA: HD 9 (72 hp); AC -1 [20]; Atk 2 claws (1d8) and bite (1d10); Move 24 (S24); Save 14; CL/XP 14/2600; Special: Sight causes blindness or death, deals double damage against lawful creatures, spells (cause disease, darkness, detect invisibility, dispel magic, haste, poison), immune to poison, resistance to fire (50%), +2 or better weapon to hit, regenerate 3 hp/rd, magic resistance (50%).

8.52. Grasping Hand: In the midst of the grasslands there is a portion of ground that looks as though it has been recently burned. Should somebody step into the middle of this burnt area and speaks the name of a place within Hell, an enormous clawed demon hand erupts from the ground beneath their feet and grasps them tightly. It rises in the air, supported on a scaly arm, and then hurls the person bodily towards that place. The landing, unless the person levitates, flies or uses feather fall, inflicts 10d6 damage, and the hand itself inflicts 1d10 points of damage.

Image from Monster Brains