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Showing posts with label amber. Show all posts
Showing posts with label amber. Show all posts

Monday, March 19, 2018

RSA/RMA: Invisible Stalker



It's a spell! No, it's a monster! No, it's a spell and a monster! It's the Invisible Stalker! It's a Random Spell + Monster Assessment!

This one has been around for nearly every edition of D&D that I know of, yet it seldom comes up in play. The BX version of the creature only appears if summoned via the 6th level MU spell of the same name, which may be unique for a creature listed in the monsters section; unless you include elementals, which can be summoned in three different ways (staff, device, or spell).

Invisible Stalker (from Cook)

AC: 3
HD: 8*
Move: 120' (40')
Att: 1
Dmg: 4d4
No. App: 1
Save: F8
Morale: 12
Treasure: Nil
AL: N

Since it's summoned via a 6th level spell, it makes sense that this is a fairly tough creature: good AC, high HD, respectable damage, and infallible morale score are enough to make a bad time for anyone the stalker is sent after or who gets in its way.

The stalker is summoned via spell to perform some task for the magic-user. It could be to kill someone, but it might be an entirely different objective. Unlike automatons like zombies or golems, the stalker is 'very intelligent.' So much so that it may try to subvert the spirit of the command while obeying the letter of it because it resents being summoned (much like an Efreet).

Other factors that make the stalker so dangerous is its innate invisibility. While BX does not go into detail, other editions describe the ability as persisting even if the creature attacks and not being affected by dispel magic. Further, it surprises on a 1-5 (thanks to the invisibility) and is described as a "faultless tracker" (similar to an Amber Golem).

There is no duration to the spell. The Invisible Stalker remains until its task is complete, it's slain, or the 5th level clerical spell dispel evil banishes it. A scenario that requires the presence of fairly powerful characters: a 7th level cleric for banishing and/or an 11th level MU for summoning. This implies that the creature really shouldn't be too common before PCs have a few levels under their belts. ISs do not appear randomly; in the wilderness or in dungeons. They should be placed deliberately if they show up at all (unless summoned by a PC).

As a DM, I can imagine scenarios where an NPC wizard summons an IS and sends it on a mission that conflicts in some way with the PCs' goals. It isn't sent specifically to kill the party, but it will eliminate obstacles as necessary. Remember that stalkers are intelligent, they will solve problems creatively.

Likewise, I expect a scroll or other non-permanent item that allows summoning an Invisible Stalker falling into the party's hands could cause a good deal of plot-fodder. If they aren't careful, they may find that they don't quite get the results they hoped for.


Tuesday, February 21, 2012

RMA: Golem, Bronze

I posted about the amber golem a little while ago. There are lots of golems in classic D&D. It seems stone, iron, and flesh are the ones that see the most play, but some of the others are darned cool. And scary as all get-out.


First off, some stats (from Cook):

Bronze Golem

No. Appearing: 1
AL: N
AC: 0
HD: 20
Move: 240' (80')
Att: 1 (fist)
Damage: 3-30 + special
Save: F10
Morale: 12

Well, eek.

They are described as resembling fire giants, which would put them at approximately 16' tall. 3d10 damage from a fist is bad enough, but the thing is full of liquid fire! This means it's scalding even to touch. A hit does another d10 damage from the heat alone (unless a resist fire or similar is in effect). This also means it's immune to fire-based attacks. (Some like it hot, I guess!)

Oh yes, there's one more thing I neglected to mention about this patina'd powerhouse. If you do manage hurt it with that lovely +3 longsword you're carrying, the wound sprays liquid fire on you! You can make a save to avoid it, otherwise 2d6 damage from what's basically lava spattering your face.

Moving on from the fiery aspects, did you happen to notice that movement rate? I guess being 16' tall gives it a long stride. It has AC 0, which is darned respectable, and TWENTY hit dice! Even a middle range model is sporting close to –if not over– a hundred hit points. It also means it's hitting rather often.

Like all golems, it cannot be hit with non-magical weapons. It is immune to Sleep, Hold, and Charm spells as well as poison gasses, etc. So, if you're facing one of these things, what's the plan?

I recommend panic.

Seriously, though. It only gets one attack per round, and that's melee (not ranged). Keep your distance. Resist Fire would be a handy low level spell for this situation. Ranged attacks, especially spells like Lightning Bolt. A wand of cold would be nice, too. If you have to close, blunt weapons like a cleric's  +1 mace will avoid cutting the thing's "skin." Or he might use the spell Striking on a club to let it hit. Although even without the heat/fire damage, the cleric needs to be ready with some healing!

I can imagine this thing guarding a lost temple or a wizard's prize possession. Best of all, it doubles as a furnace, keeping the place warm in winter!

Tuesday, February 7, 2012

RMA (Random Monster Assessment): Amber Golem

Now I don't really know how this one slipped past me, because it is just too cool!

Golem, Amber (from LL 79)
No. Enc.:  1 (1)
Alignment:  Neutral
Movement:  180' (60')
Armor Class:  6
Hit Dice:  10
Attacks:  3 (2 claws, bite)
Damage:  2d6/2d6/2d10
Save:  F5
Morale:  12

Description: These golems are made of petrified tree sap, and this golden stone is commonly formed into the shape of dire wolves or large cats. They have the ability to detect invisibility to a range of 60', and are able to track any being.

Also, "all golems are unaffected by ordinary weapons. In addition, golems have no true intelligence, and are thus unaffected by hold, charm, or sleep spells. Since they are not truly alive, they are unaffected by poison or gases."

So check this bad boy out. It's faster than a human being, heck it's faster than a warhorse. A riding horse will outpace it, but the A.G. can track any being and doesn't have to rest. At AC6, 10HD, and unaffected by nonmagical weapons, it is not easy to put down. A 10HD critter has a THACO of 11, so it is hitting most of the time with its THREE attacks per round!! Not to mention the insane amount of damage it's dealing with those attacks. (An average of ≈25 points per round!) 

The detect invisible is a nice touch as well. This thing is like an magical terminator. It doesn't think, it doesn't feel, it doesn't eat, and it doesn't sleep. You can't hide from it. It just relentlessly tracks down its target and WHAMMO! I can easily envision scenarios where a ticked off NPC with resources commissions one of these suckers to hunt down an adventuring party that had crossed him.