Archives Fellow Travelers Voices of Reason Where am I? Making Fantasy a Reality The Guild Companion Please vote for us once every day by clicking here!

OGL 3.x Monsters
Assassin Pods, Deep Orcs and Venom Sharks

Copyright D. Andrew Ferguson ©2001

Edited by Jamie Revell for The Guild Companion

Assassin Pod

Medium-Size Shapechanger

Hit Dice: 8d8+8 (44 hp)

Initiative: +5 (+1 Dex, +4 Improved Initiative)

Speed: 30 ft.

AC: 20 (+1 Dex, + 9 natural)

Attacks: 2 slams +9 melee.

Damage: 1d6+3

Face/Reach: 5 ft. by 5 ft./5ft.

Special Attacks: Detect Thoughts

Saves: Fort +7 Ref +7, Will +8.

Abilities: Str 16, Dex 12, Con 13, Int 12, Wis 14, Cha 12

Skills: Bluff +12, Disguise +12, Jump +5, Listen +10, Sense Motive +5, Spot +9.

Feats: Alertness, Improved Initiative, Power Attack.

Climate/Terrain: Any land and underground

Organization: Solitary

Challenge Rating: 5

Treasure: Standard

Alignment: Usually neutral

Advancement: By Character Class.

Description:

Assassin pods are believed to be close relatives of Doppelgangers, appearing like well-muscled versions of their shapeshifting kin. However the Assassin Pods are programmed killers. Only once in their life is an Assassin Pod able to assume another form, and this only lasts until a subconscious command compels them to fulfil a mission.

Assassin Pods are initially found as a large pod. The pod is tear shaped, being 4ft. tall and 3 ft. at the base, with an appearance and texture similar to a cornhusk. When touched by an unsuspecting humanoid, the pod opens revealing the assassin within, who instinctively attacks the person that touched the pod. Once the person is dead the assassin assumes the dead person's shape, memories and even their equipment. Furthermore at this point the Assassin Pod actually thinks that it is the person that it replaced, having genuine feelings just as the victim did. The Assassin Pods go about their victims' daily business and continue with their relationships until their murderous rage is activated by a set of circumstances dictated by a subconscious command that they received while they were still a pod. This subconscious command can consist of a sentence and a few mental images such as "kill the king's envoy". Once the Assassin Pod knows who the king's envoy is, they will revert to their natural form and immediately attack to the death.

After their target is destroyed, an Assassin Pod will be confused and unable to reassume its previous form. The pod will realize that it is not the person that it thought that it was, and is not welcome in the life that it once had. Most Assassin Pods will wander off into the wilderness mourning for the life that they have lost. Many of the Assassin Pods will actively seek their own death and will attack adventurers and dangerous creatures in an effort to end to their pitiful lives.

When an Assassin Pod dies, a new pod will grow out of the dead body awaiting a command from its mysterious masters. Some Wizards have found that they can control the pod by giving it a command early in its development. The pod will lie dormant but will eventually attempt to fulfil its directive.

Combat:

The Bluff and Disguise skills are used once when the Assassin Pod first assumes its adopted form. This determines how well the Assassin Pod was able to duplicate its victim.

Detect thoughts (Su): An Assassin Pod can detect thoughts as the spell cast by a 18th level sorcerer (save DC 13). The Assassin Pod can only use this ability on its intended victim.

Alter Self (Su): An Assassin Pod can assume the shape of its first victim. This ability works like alter self as cast by an 18th level sorcerer, but the Assassin Pod can remain in this form indefinitely. The Assassin Pod can only use this ability on its intended victim.

Immunities (Ex) Assassin Pods are immune to sleep and charm effects.

Deep Orcs

Medium-Size Humanoid (Orc)

Hit Dice: 2d8+4 (13 hp)

Initiative: +0.

Speed: 30 ft.

AC: 14 (+4 natural)

Attacks: Greataxe +4 melee.

Damage: Greataxe 1d12+4.

Face/Reach: 5 ft. by 5 ft./5ft.

Special Qualities: Darkvision 100 ft., Light sensitivity.

Saves: Fort +3 Ref +0, Will -1.

Abilities: Str 16, Dex 10, Con 13, Int 9, Wis 8, Cha 8.

Skills: Listen +3, Spot +3.

Feats: Alertness.

Climate/Terrain: Underground.

Organization: Solitary, Gang (2-4), squad (11-20 plus 2 third level and 1 third to sixth level).

Challenge Rating: 2

Treasure: standard.

Alignment: Usually chaotic evil

Advancement: By character class.

Description:

Unlike their more common cousins Deep Orcs rarely travel to the surface, preferring instead to dwell far beneath the over world. Deep Orcs are a shorter and wider variety of Orc that were forced into the deep realm millennia ago after losing a war to Elves. Over the years the Orcs adapted to their new environment becoming shorter, stronger, and even more resilient. Deep Orcs are reclusive and territorial, often killing whatever wanders into their territory, even other Orcs.

Venom Sharks

Medium-Size Animal (Aquatic)

Hit Dice: 2d8+3 (12hp)

Initiative: +4 (Dex)

Speed: Swim 60 ft.

AC: 15 (+4 Dex, + 1 natural)

Attacks: Bite +4 melee.

Damage: Bite 1d4.

Face/Reach: 5 ft. by 5 ft./5ft.

Special Qualities: Keen scent.

Special Attacks: Poison Bite.

Saves: Fort +3 Ref +4, Will +2.

Abilities: Str 10, Dex 18, Con 13, Int 1, Wis 12, Cha 2

Skills: Listen +7, Spot +7.

Feats: Weapon Finesse (bite).

Climate/Terrain: Any aquatic.

Organization: Solitary, or school (2-5)

Challenge Rating: 2

Treasure: none

Alignment: Always neutral

Advancement: 3-6 HD (Medium-size).

Description:

Venom Sharks are small carnivorous fish, usually under 4 feet long. The sharks will attack suddenly and then wait for their poisonous bite to take affect.

Combat

Venom Sharks use their poisonous bite either to attack prey or to defend themselves.

Keen Scent (Ex): Venom Sharks can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

Poison (Ex): Bite, Fortitude save (DC 11); initial and secondary damage 1d6 temporary Constitution.

Appendix A

This article: "OGL 3.x Monsters: Assassin Pods, Deep Orcs, and Venom Sharks", Copyright © 2001 by D. Andrew Ferguson, is an OGL 3.x article.

This article is covered by the Open Gaming License. The title "OGL 3.x Monsters: Assassin Pods, Deep Orcs, and Venom Sharks" is Product Identity, all other material in this article is Open Gaming Content. Portions of this work are derived from the System Reference Document, Copyright © 2000 by Wizards of the Coast, and are used with permission.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15. COPYRIGHT NOTICE

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.

"OGL 3.x Monsters: Assassin Pods, Deep Orcs and Venom Sharks", Copyright © 2001 by D. Andrew Ferguson, first published by The Guild Companion (http://www.guildcompanion.com)

END OF LICENSE

Where am I? Archives Voices of Reason Fellow Travelers Vote for us on the RPG 100 Sponsored by Mimic Media & Data Systems