Midnight

Species: Organic. Type: Dark Willow. Class: Organic (Fiend). Align: Evil (Diabolic). Gender: N/A.

 

Level: 13+ 1-D20. Damage-Points: 5-D20 x level.

Number encountered: 1.

Experience-Points: 200 x level (400 x level if 32nd+ level).

 

Characteristics:

Awareness: Hearing: 0, Sense of Smell: 30, Sixth Sense: 40, Taste: 24, Touch: 60 (this is considered it's hearing and vision), Vision: 0, Charisma -: Appearance: Massive Dark Willow Tree. Speech: 18 (communicates through feeling and thought), Constitution: 80, Coordination: 10, Dexterity: 50, Intelligence: 24, Mental-Strength: 70, Strength: 70, Wisdom: 24.

 

Movement:

Flying: Can't. Grounded: 8 (16 if 32nd+ level). Swimming: 1 (4 if 32nd+ level).

 

Luck: 1-D6 per level.

Oxygen-Points: Does not need oxygen to live.

Sap-Points: 240.

 

Attacks:

Root-Strike - : 4 (6 is 32nd+ level).

Damage ------ : 1-D10 (+ 1-D10 per level advanced).

Range -------- : 6 spaces (30').

Attack type - : Sharp.

Special ------- : See: "Special Abilities" and "Special Offenses".

 

Defense: 10 (40 is 32nd+ level).. Offense: 50 (80 is 32nd+ level).

 

Treasure: %Roll needed to have money and treasure:

05+ for 5-D4 items.

Begin rolling on the Rare chart.

 

Additional treasure checks are as follows:

25% chance of having 1-D6 Artifacts.
80% chance of having 3-D4 random Gems.

90% chance of having Money (Rare). Amount rolled up will be multiplied by 2-D6.

15% chance of having 1-D4 random Special Gems.
10% chance of having 1 Oracle.
10% chance of having 1 Relic.

 

All treasure will lie beneath Midnight, buried in the ground.

 

Description:

Annihilation Strike?: Yes. Sudden Death Strike?: Yes.

 

Description:  Eye color: None. Eye shape: None. Height: 20' 0". Posture: Tree. Bark color: Black.

Weight: 8,000 Lbs.

 

This creature appears as a massive, dark willow tree.

 

Dislikes ----- : Axes. This creature will focus all attacks on one wielding an axe.

Disposition - : Brooding malice.

Fears -------- : None.

Habitat ------ : Dark Forest.

Immunities - : Mental-abilities, powers and spells have no effect.

Life-span --- : 5 Ages (5,000 years).

Likes -------- : Unknown.

Needs ------- : Unknown.

Note --------- : It has been known for Midnight to align with others, becoming an ally (especially with dark Druids, Forest-Knights, as well as other dark-hearted sentient beings). Midnight does this for a purpose (discretion of the Game Master).

 

Special Abilities:

Engulfing Roots: Completely engulfing it's quarry in roots will send its victim into a catatonic darkened state of being, in which time Midnight will not kill it, but slowly digest its essence in the span of 3-D4 years (this feeding causes pleasant hallucinations for the victim and is painless).

 

It takes three turns to cocoon its victim after a Root-Strike occurs in which 50%+ damage is inflicted to either armor or flesh, thus engulfing its prey. To break free, an avoidance-roll vs. "Paralysis" must be successful, and may be attempted once per turn. After the third failure, an inescapable catatonic darkness of soul will come over the engulfed victim . . . and the feeding will begin.

 

Plague Seed: When Midnight feeds upon the living, there will be a 20% chance of it creating a Plague Seed (40% if 32nd+ level). This seed will drop at the base of Midnight, but will not sprout (it must be purposefully, intentionally, planted in order to grow). See: "Plague Seed" in the Enchanted Items section of the Treasure Book for rulings. There will be a 10% chance of 1-D4 Plague Seeds on the ground around the base of Midnight (20% if 32nd+ level).

 

Note:

Midnight cannot plant these seeds.

 

Special Defenses:

Magic-Resistance: 75%

Physical Damage-Reduction: 18.

 

Special Offenses:

Lure: Any creature that comes within 1 league of Midnight must pit its Mental-Strength against it, single roll chance, or be drawn to it. This dark call will be in the form of curiosity, and yet will be inescapable.

 

Susceptibilities and Weaknesses: Fire causes +50% damage.

Weapon Susceptibilities: Rank-1 (or better) magical weapon to harm. Non-magical weapons can damage this creature, but only at 1% effect (unless it is an axe, which causes 50% damage).