Spellboar
Species: Spellboar. Class: Reptile. Align: Evil. Gender: 01-50: Female, 51-00: Male.
Level: 20+ 1-D12. Damage-Points: 4-D10 x level.
Number encountered: 1-D4.
Experience-Points: 60 x level.
Characteristics:
Awareness: Hearing: 35, Sense of Smell: 26, Sixth Sense: 17, Taste: 18, Touch: 27, Vision: 24,
Charisma -: Appearance: See: "Description". Speech: 30, Constitution: 40, Coordination: 40, Dexterity: 35, Intelligence: 35, Mental-Strength: 40, Strength: 80, Wisdom: 28.
Movement:
Flying: 19. Grounded: 13. Swimming: 6.
Luck: 1-D6 per level.
Oxygen-Points: 120.
Blood-Points: 120.
Attacks:
Game Master's discretion on the type of attack this creature will attempt per turn (randomly rolled, or chosen):
% Roll: Type of attack:
01-50: Ram: Game Master: This is a sentient creature.
51-00: Spell
Attack descriptions:
Ram ----------- : 2
Damage ------ : 1-D12 per level advanced.
Range -------- : 3 spaces (15').
Attack type - : Blunt.
Special ------- : Charge of The Great Ram: There will be a 1 in 6 chance of x2 damage.
Spell caster (See: "Special Abilities").
Defense: 40 (70 if 32nd level). Offense: 35 (65 if 32nd level).
Treasure: %Roll needed to have money and treasure:
26+ for 1-D2 +1 item checks.
Begin rolling on the Rare chart.
Check each Spellboar for treasure.
Note:
If it can, Spellboar will use their treasure (just as a character does). Just be aware that it cannot use a item unless it is in another form.
Description:
Annihilation Strike?: Yes. Sudden Death Strike?: Yes.
Description: Eye color: Yellow. Eye shape: Medium and sharply slanted.
Height: 2'-0" This is the width of the head and upper-most body of the Spellboar, which tapers off towards the tail. Length: 30'-0". Posture: Snake. Scale color: Golden-yellow.
Scale texture: Scaly (as a dragon). Weight: 1,500 Lbs.
This creature appears as a huge fiery-red serpent with a head appearing to be a cross between a reptilian and a rams head. This creature radiates an intense heat, like that of a desolate desert floor at noonday.
Dislikes ----- : Anti-magic. If this creature discovers the presence of Anti-Magic, and does not have the spells to protect itself against such, it will leave.
Disposition - : Like the serpent, this creature is a natural born predator. What separates the Spellboar from other reptiles is that it is sentient (thinks like a person). This creature does not mindlessly kill, but is not kind in the least. If the Spellboar thinks its prey could be useful, it will attempt to befriend it and become an ally. Lesser powered creatures of use will be captured, and can prove their value by successfully doing this creature's bidding, working into the grace of the Spellboar.
Fears -------- : Anti-Magic.
Habitat ------ : Volcanic and other hot and fiery regions (Crystal Desert, Fire Dimension, Underworld, Volcanic).
Immunities - : Disease, Fall, Pain, Poison (including toxin poison), Remorse, Sickness.
Life-span --- : 2 Ages (2,000 years).
Likes -------- : Power.
Needs ------- : Basic needs of life (water, food, etc.).
Note --------- : None.
Special Abilities:
Infra-Red Vision (as the Psychic's spell).
Polymorphism: The Spellboar will have the ability to change its shape at will, without the expenditure of spell-points. This transformation is instant, and can be accomplished by forfeiting one of the spells it can cast per turn for 1 moon (30 days).
Spell-points: The Spellboar will have 10 spell-points x its level.
Spell Mastery: Each Spellboar will know one random spell per 2 levels advanced (no Seeker spells unless the Game Master wishes it). Each spell can be cast in 1 turn (5 seconds), no matter how complex it is. Game Masters: It would be a good idea to creature a few Spellboar in advance to save time during game-play (should this creature be encountered).
Special Defenses:
Damage-Reduction: 18 vs. physically damaging attacks.
Resistances:
Air ---------------------------- : 35%
Beguile ---------------------- : 70%
Charm ----------------------- : 70%
Consciousness ------------ : 80% vs. being knocked out.
Enchantment -------------- : 15%
Fear ------------------------- : 30%
Gases ----------------------- : 40%
Magic ----------------------- : 30%
Manipulation (mental) -- : 30%
Manipulation (spiritual) - : 30%
Mental-attack ------------- : 30%
Mind Alteration ----------- : 45%
Paralysis -------------------- : 30%
Petrification ---------------- : 30%
Shock ------------------------ : 50%
Sleep ------------------------ : 30%
Spiritual-attack ----------- : 30% If this creature is a Spiritualist,
this resistance will double to 60%.
Stun -------------------------- : 25%
Special Offenses:
Battering Ram: 90%+ damage caused by "Ram" will break a bone in the area struck, unless the victim makes a successful avoidance-roll vs. "Paralysis" (remember to check for protective items which might negate such a powerful strike -- like Blunt turn chance for armoring).
Battering Ram will cause the following penalties which stack:
-1 to Defense and Offense
-1 Movement
-1 Strength
These penalties stack and will continue until the victim has been healed of all wounds in the area struck.
Susceptibilities and Weaknesses: None.
Weapon Susceptibilities : Rank-1 Magical weapon to harm.