Shadows are para-elementals from the fringes of the negative plane and the plane of elemental air. They are non-corporeal creatures that, as their name suggests, require a certain amount of darkness to survive. Being extra-planar, they can only be struck by magical weapons, and perhaps because they draw energy from the negative plane, they are susceptible to clerical turning. Shadows are, however, very weak creatures; they will frequently flee upon taking any damage at all, and do not require much damage to disrupt.
Shadows only have one attack form. They will coil themselves around a victim, inflicting a numbing sense of cold which saps the will and energy of its victim. The embrace of a shadow drains strength from its victim, steadily weakening them. When a victims strength is fully drained, the victim becomes helpless and unable to act, and essentially freezes to death.
Like a number of other encounters, a single shadow is not overly dangerous but a large group can represent considerable. even a deadly risk. There is, however, one universal answer to Shadows, and it is the obvious one -- bright light. Any substantial amount of natural, artificial, or magical light will keep shadows at bay, as they can only exist in semi-lit conditions. Light does not damage them, it simply drives them away.
Gremlins are Chaotic Evil humanoids, around 18 inches tall, resembling tiny goblins with huge ears. They are believed to be spawned throughout the Lower Planes, and are able to find their way to the Prime Material by slipping through gates, portals, and summonings meant for others. Despite their small size, they are highly problematic creatures for adventurers of almost any rank and skill level, due both to their abilities and their attitude.
Gremlins are not directly confrontational, and not always even immediately hostile when encountered; sometimes they will ignore adventurers entirely, and what it is that “sets them off” is entirely unknown. Whatever it is, once it happens, Gremlins specialize in causing problems at the worst possible times. If a Gremlin decides to stab your foot, it will do so just when you’re ready to attack a troll. More likely it will try to cut your shoelaces, or shove a rock under your foot and cause you to slip.
Gremlins are incredibly hard to detect. They can turn invisible at will, naturally move silently, and can walk on almost any surface and any angle, including upside down. They have a light touch that would make any professional pickpocket jealous, and they can distract potential targets by causing noises nearby themselves, similar to an audible glamer spell. And although one good sword swing can kill one, their small size and incredible quickness make them extremely difficult targets.
An Imp is a very minor devil, created by a sent as familiars for lawful evil magicians who have pledged their loyalty to these infernal powers.
As a familiar or otherwise, an Imp can usually assume multiple forms beyond its natural one, usually two of the following: giant spider, giant rat, raven, or goat. In its un-polymorphed state, it can attack with a sting in its tail, the damage is insignificant but the poison delivered can kill. In spider or rat form, the creature’s bite delivers the same effect, as a bat or goat the Imp has no effective attack.
In any form, an Imp’s magical abilities are always available. The can detect and analyze all forms of magic, detect alignment, and turn invisible at will. Once per day, an Imp can use a suggestion spell. Like most devils, an Imp regenerates lost hit points, and is only hurt by magical or silver weapons. They are completely immune to fire, cold, or electrical attacks, and otherwise have Minimal magic resistance.
Imps have average intelligence, but devilish cunning. In addition, they can often call upon the intelligence and advice of their creator devil, particularly in their role as familiars.
A Quasit is a very minor demon, created by demon prince to serve a specific role or purpose of various types. Most Quasits encountered on the Prime Material plane will usually have been sent as familiars for chaotic evil magicians who have pledged their loyalty to these infernal powers.
As a familiar or otherwise, a Quasit can usually assume multiple forms beyond its natural one, usually two of the following: giant centipede, bat, frog, or wolf. In its un-polymorphed state, it can attack with its sharp claws; the damage is insignificant but the poison delivered reduces the target’s dexterity. If reduced below 3 Dexterity, the target becomes paralyzed. In centipede or wolf form, the creature’s bite delivers the same effect, as a bat or frog the Quasit has no effective attack.
In any form, a Quasit’s magical abilities are always available. The can detect and analyze all forms of magic, detect alignment, and turn invisible at will. Once per day, a Quasit can generate a cone pf fear. Like most demons, a Quasit regenerates lost hit points, and is only hurt by magical or iron weapons. They are completely immune to fire, cold, or electrical attacks, and otherwise have Minimal magic resistance.
Quasits have average intelligence, but they are sly and cunning. In addition, they can often call upon the intelligence and advice of their creator demon, particularly in their role as familiars.
Water WIerds are creatures from the Elemental Plane of Water. Like water elementals, their “bodies” are entirely made of liquid, and they always exist within some larger body of water. However, they are distinctly different from elementals in a number of important ways.
Because Water Wierds are extra-planar creatures, they are vulnerable to spells and magical effects which can control and dispel such creatures. However, they do not similarly respond to normal elemental control magic. Water Wierds are Chaotic Evil in alignment, which again differentiates them from normal elementals; they are actively hostile to all life forms and will usually attempt to drown any living creature which enters its terrritory. It is not known if the creature somehow psychically feeds off of this process, or merely kills for pleasure, but Water Wierds generally do not collect treasure or physically consume their victims.
A Water Weird is essentially invisible in any liquid until it takes tangible form and attacks, which means they almost inevitable attack with surprise. They can wrap around a swimmer much like a constrictor snake and then drag the victim under the water to drown. They can also strike at targets on land or above the water, perhaps as far as six to eight feet away, and attempt to drag them in.
Attacking a Water Weird can be problematic, particularly if it is grappling with a potential victim. They are not affected by mundane weapons; but beyond that, piercing weapons are completely useless against water wierds, and sharp-edged cutting weapons virtually so (they will do a little damage if magical). Blunt weapons do the best damage, but even then, physical damage only disrupts a water weird, and it will re-form again probably over some hours. To actually kill the creature, it must be disrupted first, then targeted with a Purify Water spell.
Beyond Purify Water and spells which target extra-planar origin, Water Wierds are not affected by most forms of magic. They cannot be held, charmed, or mind-controlled, they are not harmed by arcane or elemental magicks, although cold-based spells will slow the creature.
Shadow Demons are not true demons, but quasi-elemental creatures spawned at the junctures of the plane of shadow and the lower planes. Vey little is known of these creatures, whom theorists speculate are formed when disembodied demonic spirits are able to take over the bodies of shadow elementals.
As extra-planar creatures, Shadow Demons are subject to the rules and effects of such creatures. Although they are not affected by clerical turning, they are subject to all spells and magicks directed at summoned creatures. They are particularly vulnerable to the spell Dispel Evil, which does not drive them away but actually destroys them. As incorporeal creatures, they are only affected by magical weapons, but they are not additionally affected by either silver or iron weapons (as many lower plane creatures are).
Shadow Demons can come in a number of forms, including humanoid, demonic, or even animal. In all cases, they are easily identifiable by their translucent bodies and glowing red eyes. Their attack forms will usually mirror the form they assume’ animals will bite, humanoid figures attack with claws, etc. In all cases, Shadow Demon attacks cause real physical damage, as well as having the strength-draining effect of lesser shadows.
Shadow Demons appear to span a range of potential “sizes”, ranging from creatures only marginally stronger than basic shadows to creatures that would rate perhaps a 5 or maybe 6 on the Guild classification system. Because of this unpredictability, caution is advised on the part of lower rank adventurers when encountering such creatures.
The Efreet are a race of beings native to the Elemental plane of Fire. They are mortal enemies of the Djinn, and will attack them any time the two encounter each other. They are often mistaken for devils, and certainly have a visual similarity. But despite this, Efreet are very different customers.
Efreet are Neutral in alignment, but they tend towards an organized evil philosophy based on domination of lesser beings. They are infamous for their hatred of servitude, contempt for lesser beings, and fundamentally cruel nature. They are ruled by a Grand Sultan who resides in the fabled City of Brass on the Elemental Plane of Fire. Efreet encountered on the Prime Material plane are likely on business of their own.
Physically, Efreeti are massively heavy creatures. Their bodies are said to be made of basalt, bronze, and solid fire; in any case, their physical density gives them tremendous weight and makes blunt trauma meaningless. The can only be struck by magical weapons of superios (+2) or higher quality, and smashing weapons are virtually useless.
Efreet commonly have a number of common magical attributes or powers. An Efreet can fly, turn invisible, create fire, or take on the form of fire at will. Once per day, they can create a wall of fire equal to a 15th level magician, enlarge, or polymorph self. Efreet can create illusions with both visual and audial components, they will last without concentration until touched or dispelled. As extra-planar creatures, they have a Low level of magic resistance.
A properly summoned or captured Efreet can be forced to bargain for his freedom. It is a risky business, given their nature, but the reward is tempting. Either the Efreet must agree to 1,001 days or servitude, or it must grant its captor three wishes. The value of either must be filtered by the knowledge the creature is guaranteed to seek to thwart or pervert its masters desires, or even overcome it if a moment of weakness appears.
Djinn (the term is plural, “djinni” is singular) are creatures native to the Elemental Plane of Air. When they manifest on the Prime, they are being of powerful magical abilities but inscrutable purpose. Famous for their ability to grant power or boons, they are also capable of turning on a would-be supplicant in order to fulfill their own agendas.
On their own plane, Djinn live in a complex society amongst their fellows, but on the Prime Material plane they are, except in exceptional circumstances, solitary. All Djinn are Chaotic in alignment, most (we think 2/3 or more) are Good, and most of the rest Neutral. Evil Djinn can exist, but they are exceptionally rare, probably unique individuals. All have a telepathic ability to communicate which makes their speech understandable to all intelligent creatures when they travel beyond their native realm.
When on the Prime Material plane, Djinn take on a number of common characteristics and abilities. Djinn can fly, of course; it might be said they simply move through the air as naturally as on land. They can turn invisible or assume gaseous form at will. They are highly magically sensitive and can detect magic at will. Once per day, a djinn can create nutritious food (for up to 20 people), create water or wine (again for up to 20), and/or create mundane goods. All djinn are masters of illusion, and can create illusions equal to a 20th level magician. These illusions include sight and sound, they can disguise the “feel” of physical objects, and can function without the need for the djinni to concentrate on it. Djinn also have a Low level of magic resistance.
Djinn can form themselves into a whirlwind, a form which appears as a small tornado (though it can also kick up a considerable cloud of dust and debris around it). It appears to take perhaps 30 to 60 seconds for the transformation to take place. A benevolent djinn can use this form to carry passengers and considerable weight, a malevolent one will use it in combat to knock opponents about and inflict damage. In either case, a djinn in whirlwind form is essentially immune to damage, but dispel magic will force it back to its “normal” form.
Sadly, one common myth must be dispelled. Djinn, at least generally, do not have an ability to grant wishes. It is, however, entirely possible there is a form of djinn we’ll call a “djinn lord”, probably an exceptional member of his/her own society, which can, as there are a few confirmable historical incidents of such. However, this appears to be the exception rather than the rule.
Djinn are the moral enemies of the Efreet.
earth elemental
fire elemental
water elemental
Elementals are semi-intelligent beings native to the elemental Inner Planes. They manifest themselves as entirely magical creatures, composed of the fundamental element (air, fire, water, earth) of which they are named for. They only appear on the Prime Material plane if summoned by magical means, and they only remain as long as a summons forces them to.
As extra-planar creatures, Elementals share the common characteristics of all conjured creatures. Although they are not evil (all elementals are neutral in alignment), and not affected by clerical turning, they are subject to all spell effects which control or restrict extra-planar beings. All elementals have at least Low magic resistance, it can be stronger in higher-level individuals. They can only be struck by superior (+2) magical weapons.
Elementals, at least in their conjured forms, are aware, but not intelligent as we normally define it. They do not communicate and cannot be given instructions, but they can be controlled through mental concentration by their summoner. Maintaining this control for the entire time the elemental is present is vital. Since the creature has no interest in being or remaining on the Prime, it must be constantly “forced” to do its conjurer’s bidding, and any lapse in concentration will result in the elemental entering a free-willed state from which control cannot be regained. A free-willed elemental will either immediately return to its home plane, or it will first take a bit of its anger at being summoned out on its summoner, and maybe anyone else around. It is also possible for one magician to “steal” control over an elemental from another, a tricky proposition which risks everyone losing control over a creature now twice as angry as before.
The relative size and strength of an elemental varies with the method of its conjuration. The full range is too extensive to list here, but put briefly, elementals summoned by items or devices tend to range between class 5 and 7 encounters, while those conjured directly by spell are stronger, perhaps ranging from class 6 to 9. These largest creatures, sometimes called Master Elementals, are truly as formidable as any creature the mercenary adventurer might ever wish to encounter.
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