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Celestial Guardians
There are two types of Guardians featured in the Dragonraid LightRaider
Handbook and some adventures: the unicorn and the pegasus. As no definitive
stats were written by Wulf as to what they can and cannot do, here they
are!
Unicorn (Angels)
The unicorns physically fight doing a kick/kick/horn routine shown above. If given a 10' run, the horn becomes a 4d10 stab with a +2 bonus to hit. They may also do WordRune combat by helping Raiders with "that one Rune" they seem to have overlooked. They can teleport up to 10 Raiders up to 50 miles in any direction. They can go ethereal at will, but will never do so in sight; thus, they are gone when all look away. At will, they may disguise themselves as any humanoid form, but will not take the likeness of dark creature, or speak ill of the OverLord. This illusionary form cannot be detected by normal humanoids (although a HS check at DL10 will knock the LightRaiders from their feet and leave them with a PEace bonus of +3 for d10 hours. They will see a classical "angel.") Dragons, or very powerful evil minions (BA above 20) will see through the disguise immediately. Unicorns speak all know languages. Spells cast at a Unicorn will hit a SF of 14; if the defense roll is greater than 50 points higher than the SF percentage, the spell reflects back on the caster. Weapons will affect them, but lose all magical bonuses. DragonFire has 1/2 effect if it beats the SF of 14. Acid has full effect. No other attack form will damage the unicorn. All Primes, Abilities and Armor are at 14. Unicorns also have BWS at 16, MC of 20, RME and CA always, TL at 16 (if disguised and 14 if not), WM of 20, and EE at 20. The following abilities function unlimited times per day: Detect Lie as BT of 14Unicorns know all WordRunes, and may cast one per round. Some Runes may have special effects when invoked by a unicorn. See the following: NIGHT LIGHT: May extend from a 3 to 30' diameter.Pegasus (Arch-angels) ------------------------------
No. Appearing: 1-3 Size: 10" at the shoulder Battle Ability: 45 Vitality: 100 Attacks: 2 kicks (d10+10) + bite (4d10) ------------------------------
All Primes, Abilities and Armor are at 20. They RME and CA always. The following "abilities" function unlimited times per day: Detect Lie as BT of 20Pegasai know all WordRunes, and may cast two per round. Some Runes may have special effects when invoked by a Unicorn. See the following: NIGHT LIGHT: May extend from a 4 to 40' diameter.Additionally, note that both of these creatures are VERY humble, and if given flowery praise or shown honor, the Guardian will remind Raiders that it is only a servant of the great OverLord, and it is He who deserves the praise. Woodlings
Treelithil
Upon first encounter with any lone or set of treelithil, roll a d10. This is each creature's age and size. (1-2 is a young 10' sapling, 3-5 is a larger 20' new-growth, 6-9 is a mature 30' tree, and 10 is a venerable 40' old-growth elder.) The d10 roll is also the creature's TreeSpeech rating, which it will use as protection against attack. Treelithil hate the Dragons greatly, as might be expected of a creature so vulnerable to the cursed hot breath of that vile Dragons' brood. If attacked or if encountering passing dark creatures known to be on the Dragons' business, they will begin slowly shaking their branches and producing a strange sylvan whisper, like a dozen voices at once. This TreeSpeech is a charm attack at the DL rolled above, figuring against the dark creature's BA rating. If the dark creature fails, it will become confused and march about the Treelithil's feet acting out the day's journey, stopping to camp at night, and beginning a long circular march the next day. The treelithil will weaken and tire the dark creature with this charm until the evil monster represents no threat, and then let the creature wander off into the forest. Orcs and goblins of all types will be charmed and left to march themselves to death. Abominations have no true brain and cannot be charmed. This charming(!) ability is only used on dark creatures or dangerous OnceBorn. TwiceBorn will never be charmed, and the wise old Treelithil view the playful charming done by brownies and tree nymphs as youthful foolishness. If threatened with fire or destruction, and if their charm has failed, treelithil will resort to physical attack, swinging a huge branch-like arm once per round for one d10 for each 10' it is tall. Treelithil are known for the ability to recall word-for-word any conversation ever said within 100' of their trunk, dating back to their first budding, which may be hundreds of years. This information is said to be kept encoded in the creatures annular rings of bark, deep inside itself, in "core memory." Assign the data request a DL, and roll using the trelithil's d10 "age rating" as figured above. The information recalled by the creature is very specific, a conversation, in fact, so be fairly tough in assinging a DL to any Raider's data search request. Some known treelithil are Baltsum, Cedarz af Sinai, and Kudzu. Stats for these creatures are recorded herein. Also be ever on the watch
for Talking Animals, both giant and normal-sized, who may bring you the
OverLord's own counsel!
Talking Animals
Normal animals? They are food, but are not to be cruelly or needlessly killed. That is all that is known at this time concerning the Armies of Light. |
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If
you want to see about buying the original Dragonraid game, visit the Official
Dragonraid Site. To go back to the Inn's Homepage, then Return
to the Inn. Click the Library
sign to go to the Library contents page. Go Back
to the Armies of Darkness page, or go on ahead to the Next
page, and learn about new monsters!
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