Lantern Archon
Statistics:
STR 3, DEX 11, CON 10, INT 8, WIS 14, CHA 10; AL Lawful Good
Hit Points 6 (+2 every level up to 44)
AC 8 (+1 every 2 levels up to -2)
Base THAC0 16 (+1 every 2 levels up to 6)
Saving Throws (use cleric table?)
Combat Abilities:
1 Ranged Attack Per Round (range: 20 feet)
1d6 magic damage (Ray of Light)
at 6th level: attacks become +1 enchanted, attacks gain the Searing Light effect (target must save vs. spell at +2 or be blinded for 1 round)
at 12th level: attacks become +2 enchanted, +1/2 attack per round
at 18th level: attacks become +3 enchanted, +1/2 attack per round
Special Qualities:
Aura of Menace (at will): opponents within 20 feet must save vs. spell at +2 or be affected by a Doom spell
Immune to normal weapons (at 18th level)
Immune to charm & petrification effects
Electrical Resistance 100%
Magic Resistance 1% (+1% every level up to 20%)
Known Spells when fully developed (6/4/3/3/2):
1° Cure Light Wounds x4, Resist Fear, Sanctuary
2° Aid x3, Slow Poison
3° Cure Disease, Remove Paralysis, Holy Smite
4° Protection from Evil in 10' radius x3
5° True Seeing x2
Pseudo Dragon
Statistics:
STR 9, DEX 16, CON 13, INT 10, WIS 12, CHA 10; AL Neutral Good
Hit Points 8 (+3 every level up to 65)
AC 4 (+1 every 2 levels up to -6)
Base THAC0 18 (+1 every level up to -2)
Saving Throws (use fighter table?)
Combat Abilities:
2 Attacks Per Round
1d4 piercing damage (Sting & Bite)
at 6th level: attacks become +1 enchanted, attacks gain a "Poison" effect (target must save vs. poison at +2 or fall unconscious for 5 rounds)
at 12th level: attacks become +2 enchanted, +1/2 attack per round
at 18th level: attacks become +3 enchanted, +1/2 attack per round
Special Qualities:
Blindsense: see invisible creatures (what about making it immune to blindness and backstabs at higher levels?)
Chameleon Power: become invisible in forest-like environements
Immune to charm, hold & sleep effects (and spells that shouldn't affect flying creatures like grease and entangle)
Magic Resistance 15% (+2% every level up to 55%)
Faerie Dragon
Statistics:
STR 3, DEX 11, CON 10, INT 17, WIS 10, CHA 12; AL Chaotic Good
Hit Points 6 (+2 every level up to 44)
AC 8 (+1 every 2 levels up to -2)
Base THAC0 19 (+1 every 2 levels up to 6)
Saving Throws (use cleric table?)
Combat Abilities:
In PnP it has an almost useless 1d2 bite attack and a ranged breath attack which deals no damage but causes a confusion-like effect, how should we handle this creature combat abilities? For the breath attack a simple ranged attack with Euphoria effect (target must save vs. spell at +2 or be confused for x rounds) may work...
at 6th level: attacks become +1 enchanted, ...
at 12th level: attacks become +2 enchanted, ...
at 18th level: attacks become +3 enchanted, ...
Special Qualities:
Natural Invisibility (a la Invisible Stalker, it should probably be gained at higher levels)
Immune to charm & confusion effects
Magic Resistance 1% (+1% every level up to 20%)
Known Spells when fully developed:
- PnP sources don't specify which spells the creature uses, we only know that Faerie Dragons use either wizards spells or druids ones. We may even use a mix of them...
Edited by Demivrgvs, 09 March 2009 - 03:27 AM.














