Introduction
These are 4 new creatures for the B/X edition of D&D. Although they have been created with the Shielded Fortress of Hjaal in mind, they can be used elsewhere. I feel they are best suited for ruins of lost empires, still guarding the remains of their creators. I have assumed that the process for creating these constructs has been lost to time, but it is possible that the formulae may be discovered (perhaps in the same ruins that hold these constructs), and a talented and resourceful mage (or perhaps cleric) could create new creatures.
Jade Serpent

Armour Class | 2 |
Hit Dice | 8* (36hp) |
Movement | 120ft |
THAC0 | 12 |
Attacks | 1 bite / 1 tail |
Damage | 2d4 + poison/1d10 + crush |
No. Appearing | 1 |
Morale | 12 |
Save As | F8 |
Treasure | See below |
Alignment | Neutral |
Intelligence | 3 (Semi) |
Size & Type | Large Construct |
XP Value | 1200 |
The method of creating these green crystalline guardians are long forgotten along with so much of Mogreth sorcery though a few functioning specimens can still be found among the ruins of Mogreth culture. They appear as jade statues of huge snakes and of rough finish approximately 30ft long. Jade serpents can sense hidden and invisible creatures due to heightened sensitivity to vibrations, and sound. Jade serpents can attack with both their fangs and lashing tails. If a creature is bitten by a jade serpent, they must make a saving throw vs poison or die in 2d4 turns. In addition, any creature of Large size or smaller hit by the jade serpent's tail must make a save vs Paralyis or be grappled by the serpent's tail. If grappled the creature will automatically take another 1d10 crushing damage per round, cannot move away from the jade serpent and any bite attacks by the jade serpent will be at +4 to hit against the grappled target. Jade serpents are invulnerable to normal weapons - magic weapons (+1 or better) or spells are needed to damage it. As a construct the jade serpent is immune to poisons, disease, energy drain, Sleep, Charm and other mind-affecting spells. If the jade serpent is destroyed it is shattered but 2d10 pieces of jade each worth 1d6 x50gp can be found.
Turquoise Living Statue

Armour Class | 3 |
Hit Dice | 4+4* (22hp) |
Movement | 150ft |
THAC0 | 15 |
Attacks | 1 headbutt |
Damage | 1d6+1 |
No. Appearing | 1d4 |
Morale | 12 |
Save As | F4 |
Treasure Type | See Below |
Alignment | Neutral |
Intelligence | 3 (Semi-) |
Size & Type | Medium Construct |
XP Value | 200 |
The Turquoise Living Statue is a strange construct of bygone ages. It resembles a quadrupedal statue made of chunks of turquoise and held together by grey cement with a large round head. It can gallop along faster than a human and it can charge any opponent if it has 20ft or more of straight running distance at the start of its round. Charging gives the turquoise living statue +2 to hit and double damage (2d6+2 bludgeoning). Furthermore anyone hit by the charge must also make a save vs paralysis or be knocked 10ft away and prone. The turquoise living statue once per day can emit an aura of lethargy instead of attacking with its headbutt: Anyone within 30ft must save vs spells or be affected by a Slow spell for 2d4 turns. It will sometimes use this after charging into a group of opponents. As constructs, Turquoise living statues are immune to Sleep, Charm and other mind-affecting magic, disease & poison. Should a turquoise living statue be destroyed, it will collapse into bluish-green dust but amongst the dust there may be 2d10 pieces of turquoise worth 1d6x10gp each.
Bone Rattler

Armour Class | 6 |
Hit Dice | 6+4* (31hp) |
Movement | 150ft |
THAC0 | 14 |
Attacks | 2 bites or 1 rattle |
Damage | 2d6/2d6 or special |
No. Appearing | 1 |
Morale | 12 |
Save As | F6 |
Treasure Type | None |
Alignment | Neutral |
Intelligence | 1 (animal) |
Size & Type | Medium Construct |
XP Value | 750 |
These creatures look like undead snakes but are in fact constructs formed from the bones of giant rattlesnakes. Bone rattlers are immune to non-magical weapons (+1 or better weapons or spells needed to hit). They usually attack with their fangs and retain the frightening speed of living rattlesnakes, striking twice per round. Fortunately their venom glands are no longer present (any flesh is removed in the construction process) and any residual venom has dried up in their fangs. However, they have still retained the rattle on the end of their tails and instead of biting a bone rattler may rattle its tail. Any creature within 30ft that can hear must save vs spells or be gripped by a magical fear and will attempt to flee the bone rattler for 1d6 turns (moving at maximum speed away from the encounter, preferably back the way they came). If a creature successfully saves, they are temporarily immune to the rattle effect for the rest of the day. As constructs, bone rattlers are immune to Sleep, Charm and other mind-affecting magic, disease & poison. They cannot be turned by clerics.
Beryl Golem
Armour Class | 2 |
Hit Dice | 10* (45hp) |
Movement | 90ft |
THAC0 | 10 |
Attacks | 2 fists |
Damage | 3d6/3d6 |
No. Appearing | 1 |
Morale | 12 |
Save As | F10 |
Treasure Type | See Below |
Alignment | Neutral |
Intelligence | 10 (Average) |
Size & Type | Large Construct |
XP Value | 1600 |
Beryl golems are powerful creatures created by ancient and forgotten magic rituals. They appear as vaguely humanoid statues of bright green crystal standing about 9ft tall but without any apparent facial features or even clearly defined head. As with other golems they are immune to non-magical weapons and can only be hit by weapons of +1 or better enchantment or by magic spells. They attack with their massive jagged fists inflicting 3d6 bludgeoning damage with each strike. They have the ability to Dimension Door 3 times per day to a distance of 240ft from their current location. As constructs, beryl golems are immune to Sleep, Charm and other mind-affecting magic, disease & poison. If a beryl golem is defeated, it shatters into green dust though a search will reveal 2d10 pieces of beryl worth 1d6x100gp each. Unlike many of the constructs here, beryl golems are surprisingly intelligent at least in terms of tactics and strategy. They are given standing orders (such as "Guard this location and attack any non-serpent-folk who enter here") and will obey them but have a certain discretion about how they go about their duties.
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