Today's Topic is "Owlbears and Other Oddities, Part Three" as we continue our celebration of International Original Dungeons and Dragons Month!
Today in Part Three we will talk about Hell Hounds and Phase Spiders. Here is the way they were presented in the Greyhawk Supplement.
So when do they breath fire? The way we did it is this. The referee would secretly roll a 10d6 and write down each number quickly, then ask the players "high or low", then you just checked the pre-rolled d6 for each round to see if 1/3 of the hell hounds breathed that round. On a 1-3 1/3 breathed fire and on a 4-6 they did not breath fire. If there were an odd number of hell hounds, we alternated each round if for example there were five hell hounds, whether two breathed or three breathed.
The other thing we did is that hell hounds had a bite that you could get badly infected from doing 1d6 the first day, 2d6 the second day, 3d6 the third day and death on the fourth day if you missed a saving throw on day one and no magical healing was available. An alternative when no magical healing was available was to amputate if the bite was located where that was possible. Of course the characters had to sterilize a blade with fire, cauterize the wound and the character lost two points of constitution.
These are absolutely deadly to all but high level and well equipped parties. IMC phase spiders would always attempt to attack from behind and if the bite was successful they would try to grapple and hang on and if they were successful in the grapple then they would also successfully bite on each succeeding round that they maintained the grapple. With each bite a new savings throw was required.
Another change we made was that Holy Swords wielded by Paladins could successfully attack an out of phase spider at a -2 to the attack roll.
Tomorrow for Part Four we will take a look at Rust Monsters and Liches.
Today in Part Three we will talk about Hell Hounds and Phase Spiders. Here is the way they were presented in the Greyhawk Supplement.
HELL HOUNDS These are reddish-brown hounds of evil disposition which have the ability to breathe fire. The damage caused by their fiery breath corresponds to the number of hit dice they have: hit dice range from a low of 3 to a high of 7 (6-sided dice). They move with great stealth, and they are able to detect hidden and invisible objects/creatures 75% of the time. They are often found as companions of Fire Giants. They are fairly intelligent.Also their bite does 1-6/bite.
So when do they breath fire? The way we did it is this. The referee would secretly roll a 10d6 and write down each number quickly, then ask the players "high or low", then you just checked the pre-rolled d6 for each round to see if 1/3 of the hell hounds breathed that round. On a 1-3 1/3 breathed fire and on a 4-6 they did not breath fire. If there were an odd number of hell hounds, we alternated each round if for example there were five hell hounds, whether two breathed or three breathed.
The other thing we did is that hell hounds had a bite that you could get badly infected from doing 1d6 the first day, 2d6 the second day, 3d6 the third day and death on the fourth day if you missed a saving throw on day one and no magical healing was available. An alternative when no magical healing was available was to amputate if the bite was located where that was possible. Of course the characters had to sterilize a blade with fire, cauterize the wound and the character lost two points of constitution.
PHASE SPIDERS: Although these monsters appear to be nothing more than very great spiders, they are something quite beyond this. When attacking or being attacked, the Phase Spider is able to shift out of phase with its surroundings, bringing itself back only when it is ready to deliver its poisonous bite. When out of phase they are impervious to nearly all forms of attack, although a Phase Door spell will cause one to remain in phase for 7 melee rounds. Oil of Etherealness and Armor of Etherealness also put their wearers into the same phase as this monster when it shifts out of phase.Also does 1-6/bite regardless of the success vs poison saving throw.
These are absolutely deadly to all but high level and well equipped parties. IMC phase spiders would always attempt to attack from behind and if the bite was successful they would try to grapple and hang on and if they were successful in the grapple then they would also successfully bite on each succeeding round that they maintained the grapple. With each bite a new savings throw was required.
Another change we made was that Holy Swords wielded by Paladins could successfully attack an out of phase spider at a -2 to the attack roll.
Tomorrow for Part Four we will take a look at Rust Monsters and Liches.
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