Wednesday, November 9, 2022

DMR2 Creature Catalog - G

There're a lot of high HD monsters in the CC (in this section, the Gakarak and the Iron Gargoyle both have 16 HD) and this is partly a feature of BECMI/RC, with things scaled to 36 character levels. As far as I can tell, every monster that survives into AD&D 2e carries over their original HD (except where they are subsumed into a pre-existing monster).

Gakarak (Forest Brooder).

A double-strength Treant with special abilities that is one of the oldest creatures on the Prime Plane. They hang out in the deepest and most ancient woods, thinking about how much they hate humans and humanoids (except maybe for Druids). This feeling is so intense it pervades the woodlands, giving a palpable atmosphere of doom and hostility (no mechanical effect).

There's nothing in the text about their relationship with Treants.

They have un-italicised abilities to speak with and charm/control/grow plants in their vicinity - hiding trails and traps, hindering progress, blocking off routes. At closer range, they can animate trees and bushes like a Treant - up to 6 at a time, bushes somewhat weaker than trees. 

The Gakarak can teleport (no chance of error) through vegetation within its wood. It can shoot four wooden darts each round or smite you with its 4d6 magic club (save or entangled and helpless for 6 turns).

As well as regenerating 3 hp/round when in contact with vegetation (does not say if this is overcome by acid/fire, or brings it back from the dead), it can't be harmed by electricity, wooden weapons or attacks from plants and animals (though I think this latter is restricted to its home territory). Blunt weapons only score 1 hp, plus magic and Strength bonus.

Treat as an elemental terror of the wilderness, rather than a homicidally grumpy Ent and I think there's a great monster here. The darts feel a little bit incongruous, but I suspect this is to do with the power scaling of BECMI/RC and it 'needs' multiple attacks per round to stand against Companion level champions.

Compare with the DW Okeman, with which this is worth combining to make a mighty elder forest spirit. I'd also consider the Gakarak an excellent choice as a precursor form for a special Fomorian.

Gargoyle, Iron.

Due to the intense heat within its body, the Iron Gargoyle is very bright to infravision, but it doesn't cause heat damage or heat exhaustion - though it can breathe a cone of fire. Counterintuitively (to my mind), it takes x2 damage from cold attacks. 

If it strikes you with its tail, you must save or be stunned d3 rounds, and it can try to crush you with its body from flight (damage and stun - save to avoid); 16 HD; a bunch of immunities (including spells up to 3rd level); can detect invisible. Otherwise, a big metal construct, made to guard stuff.

I like this kind of almost-robot monster, but it doesn't really fit with my personal take on standard Gargoyles as being a weird species rather than constructed beings. However, maybe the Iron Gargoyle is the thing Gargoyles make (or release) when they go to war.

2e gives you the recipe for making one: 125,000gp; 5 months to do; 18th level+ Magic User; spells - wish, polymorph any object, geas, fireball, fly. 

In CC, it has 5 Intelligence to zero in 2e.

Garl.

Originally, they're the world-specific evolutionary rivals of Humans and Elves in Where Chaos Reigns, guided by the time-travelling Oards.

Here, they're very primitive humans, more primitive even than the neanderthals with 6 HD and +4 Strength bonus, making them Ogre-beating. Basically a narratively and mechanically underdeveloped tribal humanoid.

Jez Goodwin and #BOSR

Use their stats for big Ogres and/or small Hill Giants, or Sasquatches in a cryptids-based game.

Gator Man.

More tribal humanoids, with 7 HD and up to 7th level Clerics. Supposedly the result of an evil wizard's experiments centuries ago, they're the mortal enemies of lizard men

As well as a weapon attack at +3 hit and damage due to 18 Strength, they also get a bite attack for 3d6. All told, they're about on a par with RAW Hill and Stone Giants while 'only' being 7-8' tall.

I've not even said that they're scaly humanoids with alligator heads. Did you need me to?

Stripped down to stats and basic description, I could use them as the basis for Dinosaur or Dragon People because the alligator head image is pretty strong, but otherwise I think they're fairly unremarkable outside of whatever gaming context they originally had.

In 2e they only get 2d4 damage for their bite, and their Strength gives less bonus in AD&D - though this gives their stronger chiefs a hefty +7 damage bonus over BECMI/RC.

Geonid.

Weird little subterranean rock people. Tribal humanoids with non-spell casting priests as leaders. They are described as having a shell, so I think they're living beings rather than elemental. Geonids can pull in their limbs like a turtle and look almost indistinguishable from a lump of rock in a cave.


They get a whole page entry in the 2e Mystara MC, which makes it a lot clearer that they're fleshy under that boulder-like shell, as well as having a language of clicks and shell gestures incomprehensible to outsiders. They also cultivate mosses to eat, and supplement their diet with hunted/scavenged/meat.

Possibly interesting when integrated into a larger dungeon ecology, especially if they are able to hide their presence until a suitably dramatic moment.

Ghoul, Elder.

It's a more powerful Ghoul, but it can also generate a sphere of eerie green light that causes weakness if you fail your save.

Hmm.

Basically a fool-you-once monster (it looks exactly like a normal ghoul) for when you've got complacent about Ghouls.

That it's Elder (whether because it is actually a revered elder of the pack or because it's got eldritch history) is not expanded on. 

Ghostly Horde.

Not so much a monster but a special location (where an army met a sudden and catastrophic defeat). Rather than a variety of undead or Enchanted (the type given in CC) monster, it's a projection of the character's experience. And you don't get XP for interacting with it.

You make three saves in a row. Fail the 1st and you see the horde appear, fail the 2nd and you see them ready to charge, fail the 3rd and you have to fight a single 3 HD opponent during what appears to be an overwhelming assault. Make any of these saves and the horde doesn't appear/fades away.

Should you be hit by the ghostly soldier, you save vs. KO. If you defeat your foe, you will not see the horde again. Presumably it vanishes.

The mechanics of the Ghostly Horde feel like they have more of a place in a parapsychological setting than a fantastical one - why have phenomena when you can have actual undead? However, I like it precisely because it ties into that parapsychological worldview.

2e addresses the fact that not everyone in a party is going to see or experience the same thing when they 'encounter' a Ghostly Horde.

Golem.

Rock: A sort-of analogue for the Stone Golem, it can be shaped to look like a statue or caryatid, but usually just looks like a rock formation until it attacks.

Normal weapons automatically break when used against it; magic weapons get a save.

It gets two fist attacks for 2d10 damage each. Which is the same as the Fungoid, but the Golem doesn't have a chance of knocking you down.

2e recipe: 1 month; 50k gp; 14th+ level MU; limited wish, move earth, stoneskin, geas.

Silver Golem: Always wins Initiative, gets double attacks per round (in this case, a total of 4 fist attacks) and is immune to slow, presumably because it is filled with quicksilver.

Fire (heat?) makes it grow and cold makes it shrink, 1 HD per spell level RAW and no equivalences for unlevelled/non-magical attacks or hazards. While a number of specific immunities are listed (including any form of electrical attack), fire and cold are not among these. Nor whether the growth/shrinkage is durational or not. Interpret this as you wish.

I quite like this - especially the growth/shrink ability, but it's definitely more a Quicksilver than Silver Golem. 

Leaves 1000gp of salvageable silver when defeated.

2e recipe: all the normal conjurings; 50lbs of quicksilver; 100k gp; 14th+ level MU; 6 months; limited wish; haste; lightning bolt; domination; major creation.

Grey Philosopher.

Undead (ghostly) Chaotic Cleric that just sits there in some dungeon, grappling with some unresolved deep thoughts. Ironically, having survived bodily death, it will not reach a conclusion/enlightenment until it is destroyed by adventurers. It seems to think this is worth laughing about.

The Philosopher doesn't do anything except think really deeply (and cannot be Turned), but is defended by wispy little horrors formed from its evil notions, and called Malices. These cause more damage the further your Alignment lies from Chaotic, and are Turned as Spectres. Get rid of them and you can set to the Philosopher with magic weapons.

2e adds a lingering fear effect from its laughter-on-destruction (save or -1 Dex from shivering), and gives a Malices-to-centuries calculation.

It's an interesting monster concept that could be applied to other undead. Malices as written are little faces, gaping maws and little claws, but there's no reason they couldn't look like wasps, bluebottles, owls, crows, moths, shuriken, holy/unholy symbols, skulls, ostentatious quill pens etc. 

Guardian Warrior & Horse.

The Terracotta Army for D&D.

Some immunities/resistances that could be common to lots of other constructs; a little bit of how-to-make.

Gyerian.

Basically, this is a 3 HD flightless bird monster that has been given intelligence and some fleshing out with regards diet, society, habits etc. to make a tribal humanoid.

I get strong Alice in Wonderland vibes from them. Their personality: very excitable, extremely nervous, and impatient. Their special ability: knocking you over with a powerful sneeze.

How seriously are you meant to take them? Possibly there's some context I'm missing. I don't have a burning desire to search it out.

From D&D to 2e AD&D they keep their Morale value of 8, effectively lowering it as the latter is on a d20 scale, the former 2d6.

What Was Left Out - Ghoul, Vapour.

I could have waited until V, as it's given as Vapour Ghoul in AC9, but I'll stick it here with the Ghoul, Elder for consistency.

Tim Sell illustrated House of Hell, too.

They look like and are Turned as Wraiths, with stats closer to Wights. 

Their special attack is mind-paralysis, meaning you carry on your present activity for 2-8 rounds (how to manage this isn't expanded on). 

You also take temporary Intelligence damage, going insane at 0 (recover in 2-20 days) - this kind of insanity is acting as opposite to your Alignment/Class/stats/background/character as possible.

These creatures form in areas of strife where the vapours are heavy. Suggestive of pre-scientific, proto- parapsychological reasoning. I could work with this.

I wonder if they reappeared in any Ravenloft supplements? 

2 comments:

  1. I quite like the Gyerian. They are just the right sort of whimsical for me.

    ReplyDelete