Asheron's Call critters in D&D [Archive] - Wizards Community

Post/Author/DateTimePost
SailorNash

09-20-03, 01:39 AM
Just out of blatant curiosity....has anyone ever tried to stat out the monsters from the MMORPG "Asheron's Call"? Some are your basic skeletons or zombies and such, but what stats would a Grievver or an Olthoi or a Virindi have?
tofunbob

09-20-03, 04:17 AM
Ahh, it's always good to see another Asheron's Call player! I haven't been playing very often as of late, but I still love the world and its original creatures, so I'll give this a shot. There is, however, one immediately apparent problem. Many of the more mundane monsters (drudges, banderlings, tumeroks, and the like) don't stand out particularly well. AC monsters don't have much in the way of unique properties beyond spells and elemental attacks, so if these critters are going to have more flavor than hard tack, the author needs to introduce some non-canon abilities.
Wotc_Mark

09-20-03, 07:51 PM
I used to play AC1 and AC2 but dropped out of 1 a few years back and 2 just this past month. I seem to remember a fan website at one time had statted up most of the AC1 monsters. But I probably ran across it over 2 years ago and have no clue what it was called. Wish I could point ya the right direction...

MJ
tofunbob

09-20-03, 10:19 PM
I figured I'd start at the bottom and work my way up...

Drudge, 1st-Level Warrior
Small Humanoid
Hit Dice: 1d8-1 (3 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 15 (+1 size, +1 Dex, +3 hide armor), touch 12, flat-footed 14
Base Attack/Grapple: +1/-3
Attack: Club +1 melee (1d4)
Full Attack: Club +1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: ---
Special Qualities: Darkvision 120 ft., low-light vision, light sensitivity
Saves: Fort +1, Ref +1, Will +1
Abilities: Str 10, Dex 12, Con 9, Int 8, Wis 13, Cha 8
Skills: Hide +3, Listen +2, Move Silently +2, Spot +3
Feats: Blind-fight
Environment: Temperate forests
Organization: Gang (2-5), pack (6-12), band (20-50 w/ 100% noncombatants)
Challenge Rating: 1/4
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +0

Drudges are small, pasty humanoids that lurk on the outskirts of civilization. Most of them stand about four feet tall and have large, bulbous green eyes designed for superior night vision. The typical drudge has white, slightly mottled skin that yellows as it grows older. Too dim to persue organized agriculture, most drudge bands survive by scavenging for roots and berries. While most drudges are smart enough to steer clear of stronger and more intelligent creatures, they are occasionally driven to attack small groups of travelers or far-flung homesteads. Many other races have seen fit to exploit these pathetic humanoids, in particular the tumeroks and the virindi. The tumeroks keep them as slaves for brute labor while the virindi utilize them in their vile experiments.
Combat
Drudges attack in packs with little organization. They wield their own crude weapons fashioned from wood and stone or any more advanced weaponry stolen from other beings. Mindful of their own weakness, drudges only attack from ambush and will flee if faced by any serious resistance.
Light sensitivity: Drudges suffer a -1 penalty to attack, spot, and reflex rolls in full daylight.
Skills: Drudges have a +2 racial bonus to Hide, Spot, and Move Silently checks.

Awakened Drudge
Medium-Size Humanoid
Hit Dice: 6d8+6 (33 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 17 (+3 Dex, +2 leather, +2 natural), touch 13, flat-footed 14
Base Attack/Grapple: +4/+4
Attack: Morningstar +7 melee (1d8+3) or throwing axe +7 ranged (1d6+2)
Full Attack: Morningstar +7 melee (1d8+3) or throwing axe +7 ranged (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 120 ft., low-light vision, fast healing 3
Saves: Fort +3, Ref +8, Will +4
Abilities: Str 15, Dex 16, Con 12, Int 10, Wis 14, Cha 12
Skills: Hide +6, Listen +6, Move Silently +6, Spot +6
Feats: Weapon focus (morningstar), dodge, mobility
Environment: Any
Organization: Solitary, gang (2-4), pack (5-10)
Challenge Rating: 4
Treasure: Standard
Alignment: Often neutral evil
Advancement: By character class
Level Adjustment: +3

Occasionally, a drudge will undergo a startling transformation, increasing their abilities dramatically. Approximately one in every hundred drudges are so "awakened." These creatures are overcome with a need for solitude and wander off into the wilderness, taking shelter where ever they can find it. There, they mutate into much more powerful creatures; becoming faster, stronger, and more intelligent and even gaining some natural magical ability. Awakened drudges can be identified by their greater size, brightly colored tattoos, and the hue of their skin, which ranges from light blue to black. Most lead nomadic lives, traveling alone or in the company of other awakened drudges, but some return to their tribes to become leaders.
Combat
Unlike their lesser cousins, awakened drudges are cunning, if not disciplined, fighters. They rely on their spell-like abilities and ranged weapons to batter opponents to the brink of death before charging into melee combat. If the magical onslaught fails to seriously injure an enemy, the drudges will most likely retreat. A wounded drudge (50% hp) will generally flee and hide until it has fully healed.
Spell-like abilities: 3/day - choice of lesser elemental orb attacks. Caster level 6th; save DC 12
Fast Healing: Awakened drudges regenerate 3 hit points per round.
Skills: Awakened drudges have a +4 racial bonus to Hide, Spot, and Move Silently checks.

Any and all suggestions, comments, and criticisms are welcome. These are my first custom monsters, so I'm positive that there's a few errors in there.

Edit: fixed some formatting problems. It's copied from wordpad, so bear with me.
Kenkai

12-09-03, 04:35 PM
sweet! someone do the olthoi queen :D

i haven't gotten to play lately (which is a pitty since this is a really major story arc) but i still love the game.


to fight virindi in DnD would be so awsome.

imagine a half-virindi illithid :bow: