Phlogn
“I see it!” Koram called out as he drew back his bow. “Strange looking creature! It is going through our gear!”
The odd humanoid stopped and looked at the fighter. The thing waved its long-fingered hands as if to throw something at Koram. The fighter raised his bow and shot way over the creature’s head.
“What did you do that for?” Chalk barked. “You could have at least tried to wing it!”
“I..I don’t know why, I just suddenly felt like shooting over its head,” the fighter replied.
Valance smirked.
“And now it is long gone,” the priest of the Spider God said, waving his arms. “And it might have tasted good!”
The others looked at Valance and winced.
Phlogn
No. Enc.: 1d10 (3d8)
Alignment: Neutral
Movement: 90′ (30′)
Armor Class: 8
Hit Dice: 2
Attacks: 1
Damage: 1d6 (claw or bite) or by weapon
Save: F1
Morale: 7
Hoard Class: VII
X.P.: 15
When the third Vault of Sneeh was opened not ten years ago thousands of strange, spindly creatures fled out into the light of day. Each creature was midnight blue with large white eyes, which they covered with their hands when facing the light of day. The short humanoids ran for the safety of the gloomy woods nearby and many settled in old ruins there while others marched on, seeking another underground realm.
Nobody knows quite where the Phlogn originated from, but many believe that these odd creatures found a way from the Underworld towards the lands above but were blocked by the magical seals on the doors to third Vault of Sneeh.
The Phlogn have two strange abilities that may be used once per day each. The first is known as Contrary Compulsion, which the phlogn may cast upon one person as if it were a spell. The target gets to save versus magic at -1 or take one action that is contrary to the target’s nature that assists the phlogn in some way. For example a human sentry, upon witnessing a phlogn creeping along and failing his save may shoot himself in the foot rather than aiming at the creature, giving it time to escape. The second ability, Enemy Glow, is instigated in the same manner and has the same save, however, the target doesn’t notice any difference whether he or she made a save or failed it. To the phlogns the affect is apparent; the target glows brightly, with a glow that rivals the full moon. This is invisible to all except those who see in the dark (naturally or magically) and lasts for two hours unless three or more phlogn use this same ability at the same time against a target, which will then glow like this for three days and three nights. In addition to these abilities, the phlogn are excellent climbers, only falling on a result of one on a d6.
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“I see it!” Koram called out as he drew back his bow. “Strange looking creature! It is going through our gear!”
The odd humanoid stopped and looked at the fighter. The thing waved its long-fingered hands as if to throw something at Koram. The fighter raised his bow and shot way over the creature’s head.
“What did you do that for?” Chalk barked. “You could have at least tried to wing it!”
“I..I don’t know why, I just suddenly felt like shooting over its head,” the fighter replied.
Valance smirked.
“And now it is long gone,” the priest of the Spider God said, waving his arms. “And it might have tasted good!”
The others looked at Valance and winced.
Phlogn
No. Enc.: 1d10 (3d8)
Alignment: Neutral
Movement: 90′ (30′)
Armor Class: 8
Hit Dice: 2
Attacks: 1
Damage: 1d6 (claw or bite) or by weapon
Save: F1
Morale: 7
Hoard Class: VII
X.P.: 15
When the third Vault of Sneeh was opened not ten years ago thousands of strange, spindly creatures fled out into the light of day. Each creature was midnight blue with large white eyes, which they covered with their hands when facing the light of day. The short humanoids ran for the safety of the gloomy woods nearby and many settled in old ruins there while others marched on, seeking another underground realm.
Nobody knows quite where the Phlogn originated from, but many believe that these odd creatures found a way from the Underworld towards the lands above but were blocked by the magical seals on the doors to third Vault of Sneeh.
The Phlogn have two strange abilities that may be used once per day each. The first is known as Contrary Compulsion, which the phlogn may cast upon one person as if it were a spell. The target gets to save versus magic at -1 or take one action that is contrary to the target’s nature that assists the phlogn in some way. For example a human sentry, upon witnessing a phlogn creeping along and failing his save may shoot himself in the foot rather than aiming at the creature, giving it time to escape. The second ability, Enemy Glow, is instigated in the same manner and has the same save, however, the target doesn’t notice any difference whether he or she made a save or failed it. To the phlogns the affect is apparent; the target glows brightly, with a glow that rivals the full moon. This is invisible to all except those who see in the dark (naturally or magically) and lasts for two hours unless three or more phlogn use this same ability at the same time against a target, which will then glow like this for three days and three nights. In addition to these abilities, the phlogn are excellent climbers, only falling on a result of one on a d6.
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