Post by GT on Aug 7, 2014 0:18:53 GMT -5
Here's some... I view Concordant Opposition as a true plane of neutrality; not an overall meeting place for all of the other alignments (except within a restricted area). Gene and maybe Scott have already seen these...
APOLLYON
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: -6
MOVE: 9"/18"
HIT DICE: 15 (120 hp)
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2 – 8 (x2)/1 - 8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +1 or better weapon to hit
MAGIC RESISTANCE: 50%
INTELLIGENCE: Very
ALIGNMENT: Neutral
SIZE: L (10')
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: X/ 13,350
The Apollyon, or “Greater Deaths”, are native to the plane of Concordant Opposition and despite their terrifying appearance they are not evil, per se. Rather, they serve the cause of death as the natural order of things and bring demise to any mortal beings they perceive as a threat to this order (as in perhaps one who has used a few too many potions of longevity…). These beings see Nerull as a perversion of their mission, but recognize that deity to be a counter of the likes of Pelor. They are relentless in their cause, and if one is slain in the pursuit of a subject’s demise, another soon replaces it. If slain anywhere other than their home plane, they regenerate within a week’s time. Fire, cold and electrical attacks do them no harm, and they are immune to energy drain, soul destruction, and fear (since death holds no terror for them).
An apollyon will open its assault upon a victim with its gaze, which emits a death ray that kills instantly (save versus Death at –2 for 1 – 100 points of damage). If the initial attack fails to slay the intended target, the apollyon will attack with its steel-hard talons and bite. In addition to the damage accruing from these attacks, any wound so inflicted will bleed for 1 – 4 points of damage each round until a curing/healing spell or potion is applied. The bite is also poisonous and requires a saving throw, the failure of which results in death.
Apollyon have the following abilities, each usable once per melee round at will: astral travel, comprehend languages, detect invisible, detect magic, know alignment, and teleport (no error). If other creatures interfere with an apollyon’s appointed mission, it is able to summon one “minor death” for each opponent so doing. These servants resemble man-sized skeletal creatures in gray cloaks. They wield black scythes composed partially of negative plane material which always strike first in a round and key in on a selected target, never missing. These scythes inflict 2 – 16 points. The “minor deaths” are AC: -4, have 33 hp and a 15" movement base. They are not harmed by fire, cold, electrical, or energy drain attacks. Once summoned, they battle until their material form is destroyed! (See: Deck of Many Things)
The apollyon appear as ten-foot tall humanoids of gaunt build; hairless and sexless. Their skin is dark gray and scaly and large bat-like wings grow from their backs. Their mouth has protruding fangs and their eyes smolder like orange coals. They rarely speak, and when they do their voices are harsh and grating.
(Adapted from Tom Moldvay's presentation in Dragon #42)
GRIGORI
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: -8
MOVE: 12"/36"//12"
HIT DICE: 155 hp
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: By weapon type +14
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 85%
INTELLIGENCE: Supra-genius
ALIGNMENT: Neutral
SIZE: L (15')
PSIONIC ABILITY: 320
LEVEL/X.P. VALUE: X/ 73,650
The grigori, or “watchers”, are enigmatic beings of great power from the plane of Concordant Opposition. They are occasionally detected at the location of great conflicts (usually of some multi-planar significance), observing but not interfering with events as they unfold. Any being foolish enough to attempt assault upon these entities quickly realizes the error of their ways, however! They are true neutral entities, and will brook no interference from either mighty deva or great daemon in their mysterious activities.
The grigori appear as silent, gray giants with solemn visages and shadow-shrouded eyes. They are seldom observed more than one at a time (but are said to number 200) and then only when they choose to be visible or if detected through magical means. They probably serve a greater power, but its identity, as well as the ultimate aim of these beings, is shrouded in mystery.
The watchers possess titan strength, and will sometimes use appropriately large weapons of great power (they have been known to carry, if not in fact use, weapons of ‘concordant matter’ capable of slaying solars!). They seldom need to resort to such weapons however, as their spell ability is generally sufficient to deal with any threat. They possess spell ability equal to 12th level each as cleric, druid, magic-user, and illusionist. Grigori immediately know alignment, detect illusion, detect invisibility, detect lie, detect magic, and detect traps. They have infravision and ultravision to 24". Grigori have ESP and communicate telepathically, if required, seemingly understanding all known languages. In addition, they have the following spell-like abilities usable once per round, at will:
Blade barrier (3x/day)
Continual light/darkness (20" radius)
Dispel evil/good
Dispel magic
Etherealness
Improved invisibility
Limited wish (1x/day)
Polymorph object
Polymorph self
Read magic
Remove/bestow curse
Remove fear
Resist cold (for others)
Resist fire (for others)
Shape change (1x/day)
Teleport (no error)
Heal/harm (3x/day)
They also possess all psionic attack and defense modes as well as the following disciplines: aura alteration, body equilibrium, energy control, mind bar, precognition, and telekineses (20th level of mastery).
A +5 or better weapon is required to harm a grigori. They regenerate 5 hit points per round and reform lost physical extremities. Unless they are on the Plane of Concordant Opposition, only the physical form of a grigori can be destroyed. The spirit returns instantly to its home plane to reform a new body, the process requiring five years. They may surround themselves, at will, with a globe of protection from evil and good that gives them a +3/-3 benefit and ranges from personal protection to a 50-foot radius. They are immune to the effects of the Negative, Positive and Shadow Planes, as well as the various Elemental Planes; and heat, cold, electricity, poison, vacuum, acid, or alkali does them no harm. They cannot be beguiled, charmed, confused, dominated, feebleminded, held, paralyzed, or petrified. They are immune to death magic and energy drain. Only magical weapons of sufficient potency or blasts of Concordant Opposition energy such as wielded by the deity Boccob can cause them any apparent harm.
GATEKEEPER of CONCORDANCE
FREQUENCY: Very Rare
NO. APPEARING: 1 - 17
ARMOR CLASS: -10
MOVE: 24"
HIT DICE: 20 (160 h.p.)
% IN LAIR: 99%
TREASURE TYPE: Nil
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 3 – 12 (+5)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 99%
INTELLIGENCE: Godlike (21)
ALIGNMENT: Neutral
SIZE: Variable (usually 25' tall)
PSIONIC ABILITY: Nil (immune to psionic attacks)
LEVEL/X.P. VALUE: X /74,400
The gatekeepers are monolithic beings who guard the colored portals leading into the Planar Arena at the center of Concordant Opposition. Here, the Spire of Balance rises from the center of the colossal amphitheater (roughly 20 miles in diameter) to a height of over 2000' into the air. This locality is the only area where those beings not of true neutral alignment are permitted to congregate upon this plane; usually to air grievances or strike deals with those from other outer planes in a truly impartial environment. There are sixteen portal gatekeepers (one for each outer plane access) and one overseer gatekeeper. These beings care not what transpires within the Arena, unless it involves damage to the structure or neutral beings, and will never side with any of the outer alignments; but they will brook no “taint” of other alignments in the realm at large. They carefully tally the number, type and time of all arrivals and exits through their gates, so they are aware of all visitors.
Each gatekeeper carries a staff of smoky crystalline substance that is as hard as adamantite and adjusts in size to fit that currently used by its wielder. The staves are +5 and do 3 – 12 (+5, +14 strength bonus) damage on a strike, but the most feared power is the ability to emit a beam of concordant energy every other round that does 8 – 80 points of damage to any creature that it hits. Each staff is also attuned so as to be able to absolutely close any portal from an outer plane into Concordant Opposition, so as to block interlopers.
All gatekeepers possess the following abilities usable at will once per round: Clairaudience, clairvoyance, detect invisible, detect lie, detect magic, dispel magic, know alignment, telepathy, teleport (no error), and telekinesis (12,000 gp). They are immune to attacks involving acid/alkali, cold, fire/heat, electrical, positive/negative energy, poison, or vacuum. If magic missiles overcome their magic resistance, they inflict one point per missile of damage. A +4 or better weapon is required to harm them. Gatekeepers regenerate 1 hp/turn. They have a Strength of 25.
The gatekeepers are always at their posts, but the overseer will, on rare occasions, travel to other planes to investigate problems that might affect Concordant Opposition. If actually slain on another plane, its spirit returns home and regenerates its body within one day. Even if slain on its home plane, a gatekeeper will resurrect after one week and resume its post.
Gatekeepers appear as giant sexless humanoids seemingly carved from a dark gray stone, and having emotionless expressions upon their faces. They will only communicate telepathically and they understand any language. They are in constant contact with each other and know what is transpiring at each portal.
APOLLYON
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: -6
MOVE: 9"/18"
HIT DICE: 15 (120 hp)
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2 – 8 (x2)/1 - 8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +1 or better weapon to hit
MAGIC RESISTANCE: 50%
INTELLIGENCE: Very
ALIGNMENT: Neutral
SIZE: L (10')
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: X/ 13,350
The Apollyon, or “Greater Deaths”, are native to the plane of Concordant Opposition and despite their terrifying appearance they are not evil, per se. Rather, they serve the cause of death as the natural order of things and bring demise to any mortal beings they perceive as a threat to this order (as in perhaps one who has used a few too many potions of longevity…). These beings see Nerull as a perversion of their mission, but recognize that deity to be a counter of the likes of Pelor. They are relentless in their cause, and if one is slain in the pursuit of a subject’s demise, another soon replaces it. If slain anywhere other than their home plane, they regenerate within a week’s time. Fire, cold and electrical attacks do them no harm, and they are immune to energy drain, soul destruction, and fear (since death holds no terror for them).
An apollyon will open its assault upon a victim with its gaze, which emits a death ray that kills instantly (save versus Death at –2 for 1 – 100 points of damage). If the initial attack fails to slay the intended target, the apollyon will attack with its steel-hard talons and bite. In addition to the damage accruing from these attacks, any wound so inflicted will bleed for 1 – 4 points of damage each round until a curing/healing spell or potion is applied. The bite is also poisonous and requires a saving throw, the failure of which results in death.
Apollyon have the following abilities, each usable once per melee round at will: astral travel, comprehend languages, detect invisible, detect magic, know alignment, and teleport (no error). If other creatures interfere with an apollyon’s appointed mission, it is able to summon one “minor death” for each opponent so doing. These servants resemble man-sized skeletal creatures in gray cloaks. They wield black scythes composed partially of negative plane material which always strike first in a round and key in on a selected target, never missing. These scythes inflict 2 – 16 points. The “minor deaths” are AC: -4, have 33 hp and a 15" movement base. They are not harmed by fire, cold, electrical, or energy drain attacks. Once summoned, they battle until their material form is destroyed! (See: Deck of Many Things)
The apollyon appear as ten-foot tall humanoids of gaunt build; hairless and sexless. Their skin is dark gray and scaly and large bat-like wings grow from their backs. Their mouth has protruding fangs and their eyes smolder like orange coals. They rarely speak, and when they do their voices are harsh and grating.
(Adapted from Tom Moldvay's presentation in Dragon #42)
GRIGORI
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: -8
MOVE: 12"/36"//12"
HIT DICE: 155 hp
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: By weapon type +14
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 85%
INTELLIGENCE: Supra-genius
ALIGNMENT: Neutral
SIZE: L (15')
PSIONIC ABILITY: 320
LEVEL/X.P. VALUE: X/ 73,650
The grigori, or “watchers”, are enigmatic beings of great power from the plane of Concordant Opposition. They are occasionally detected at the location of great conflicts (usually of some multi-planar significance), observing but not interfering with events as they unfold. Any being foolish enough to attempt assault upon these entities quickly realizes the error of their ways, however! They are true neutral entities, and will brook no interference from either mighty deva or great daemon in their mysterious activities.
The grigori appear as silent, gray giants with solemn visages and shadow-shrouded eyes. They are seldom observed more than one at a time (but are said to number 200) and then only when they choose to be visible or if detected through magical means. They probably serve a greater power, but its identity, as well as the ultimate aim of these beings, is shrouded in mystery.
The watchers possess titan strength, and will sometimes use appropriately large weapons of great power (they have been known to carry, if not in fact use, weapons of ‘concordant matter’ capable of slaying solars!). They seldom need to resort to such weapons however, as their spell ability is generally sufficient to deal with any threat. They possess spell ability equal to 12th level each as cleric, druid, magic-user, and illusionist. Grigori immediately know alignment, detect illusion, detect invisibility, detect lie, detect magic, and detect traps. They have infravision and ultravision to 24". Grigori have ESP and communicate telepathically, if required, seemingly understanding all known languages. In addition, they have the following spell-like abilities usable once per round, at will:
Blade barrier (3x/day)
Continual light/darkness (20" radius)
Dispel evil/good
Dispel magic
Etherealness
Improved invisibility
Limited wish (1x/day)
Polymorph object
Polymorph self
Read magic
Remove/bestow curse
Remove fear
Resist cold (for others)
Resist fire (for others)
Shape change (1x/day)
Teleport (no error)
Heal/harm (3x/day)
They also possess all psionic attack and defense modes as well as the following disciplines: aura alteration, body equilibrium, energy control, mind bar, precognition, and telekineses (20th level of mastery).
A +5 or better weapon is required to harm a grigori. They regenerate 5 hit points per round and reform lost physical extremities. Unless they are on the Plane of Concordant Opposition, only the physical form of a grigori can be destroyed. The spirit returns instantly to its home plane to reform a new body, the process requiring five years. They may surround themselves, at will, with a globe of protection from evil and good that gives them a +3/-3 benefit and ranges from personal protection to a 50-foot radius. They are immune to the effects of the Negative, Positive and Shadow Planes, as well as the various Elemental Planes; and heat, cold, electricity, poison, vacuum, acid, or alkali does them no harm. They cannot be beguiled, charmed, confused, dominated, feebleminded, held, paralyzed, or petrified. They are immune to death magic and energy drain. Only magical weapons of sufficient potency or blasts of Concordant Opposition energy such as wielded by the deity Boccob can cause them any apparent harm.
GATEKEEPER of CONCORDANCE
FREQUENCY: Very Rare
NO. APPEARING: 1 - 17
ARMOR CLASS: -10
MOVE: 24"
HIT DICE: 20 (160 h.p.)
% IN LAIR: 99%
TREASURE TYPE: Nil
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 3 – 12 (+5)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 99%
INTELLIGENCE: Godlike (21)
ALIGNMENT: Neutral
SIZE: Variable (usually 25' tall)
PSIONIC ABILITY: Nil (immune to psionic attacks)
LEVEL/X.P. VALUE: X /74,400
The gatekeepers are monolithic beings who guard the colored portals leading into the Planar Arena at the center of Concordant Opposition. Here, the Spire of Balance rises from the center of the colossal amphitheater (roughly 20 miles in diameter) to a height of over 2000' into the air. This locality is the only area where those beings not of true neutral alignment are permitted to congregate upon this plane; usually to air grievances or strike deals with those from other outer planes in a truly impartial environment. There are sixteen portal gatekeepers (one for each outer plane access) and one overseer gatekeeper. These beings care not what transpires within the Arena, unless it involves damage to the structure or neutral beings, and will never side with any of the outer alignments; but they will brook no “taint” of other alignments in the realm at large. They carefully tally the number, type and time of all arrivals and exits through their gates, so they are aware of all visitors.
Each gatekeeper carries a staff of smoky crystalline substance that is as hard as adamantite and adjusts in size to fit that currently used by its wielder. The staves are +5 and do 3 – 12 (+5, +14 strength bonus) damage on a strike, but the most feared power is the ability to emit a beam of concordant energy every other round that does 8 – 80 points of damage to any creature that it hits. Each staff is also attuned so as to be able to absolutely close any portal from an outer plane into Concordant Opposition, so as to block interlopers.
All gatekeepers possess the following abilities usable at will once per round: Clairaudience, clairvoyance, detect invisible, detect lie, detect magic, dispel magic, know alignment, telepathy, teleport (no error), and telekinesis (12,000 gp). They are immune to attacks involving acid/alkali, cold, fire/heat, electrical, positive/negative energy, poison, or vacuum. If magic missiles overcome their magic resistance, they inflict one point per missile of damage. A +4 or better weapon is required to harm them. Gatekeepers regenerate 1 hp/turn. They have a Strength of 25.
The gatekeepers are always at their posts, but the overseer will, on rare occasions, travel to other planes to investigate problems that might affect Concordant Opposition. If actually slain on another plane, its spirit returns home and regenerates its body within one day. Even if slain on its home plane, a gatekeeper will resurrect after one week and resume its post.
Gatekeepers appear as giant sexless humanoids seemingly carved from a dark gray stone, and having emotionless expressions upon their faces. They will only communicate telepathically and they understand any language. They are in constant contact with each other and know what is transpiring at each portal.