
MONSTERS
SKELETAL DRIDER
HIT DICE:12D8
INITIATIVE:+4+4=+8
SPEED60 FEET
ARMOR CLASS:17
ATTACKS/ROUND:2weapons, 1bite
BASE ATTACK:+12/+7/+2
MELEE=0+0+6+12/+7/+2=18/13/8
RANGED=0+0+4+12/+7/+2=16/11/6
FACE/REACH:5FTX5FT
DAMAGE:by weapon+6, 2-12+6+poison
SPECIAL ATTACK:breath weapon(cone. see below)
SPECIAL QUALITIES:undead immunities, magic resistance, fear aura
SPELL RESISTANCE:15
FORTITUDE:+8 REFLEX:+4 WILLPOWER: +4
ALIGNMENT:lawful evil
NUMBER APPEARING:1--20
% IN LAIR:0%
CLIMATE/TERAIN:any
FREQUENCY:rare
ORGANIZATION:pack
ACTIVE TIMES:any
DIET:nil
INTELIGENCE:high STRENGTH:22 INTELIGENCE:17 WISDOM:18 DEXTERITY:18 CONSTITUTION:18 CHARISMA:N.A.
SIZE:M (6'--7' tall)
SKILLS:climb:6+10=16, jump:6+10=16, spot:4+10=14, tumble:4+10=14, listen=4+10=14*, balance:4+10=14*, hide:4+9=13* *=cross class skill
FEATS:improved initiative, weapon focus(great sword),improved critical(great sword),two weapon fighting, ambidexterity, improved two weapon fighting, expertise, whirlwind
attack, combat reflexes, lightning reflexes
CHALENGE RATING:16
TREASURE:nil
DESCRIPTION:Skeletal driders are a very rare form of undead created long ago by some insane wizard. As such, they are immune to mind affecting spells and attacks along with all the other benefits of undead. These undead creatures can be turned by clerics and others, but are treated as special for such purposes. It should also be noted that these creatures are entirely evil in their alignment and care nothing for any living thing.When in combat, the skeletal drider is strong enough to wield a great sword in each hand. Should their bite attack get through, then the victim must make fortitude check (DC12), or die in extreme pain within 2-8 rounds. The venom of this foul creature causes intense pain as it kills it's victims, and thus renders them unable to defend themselves. Those killed in this manner will rise two turns later as zombies under the control of the skeletal drider. a remove curse cast on the victim before that time will prevent this. Those who save vs. poison are unaffected by the bite this time, but if bitten again, they must save again. Should the battle be going badly for the creature, it will release a poisonous gas attack that covers a cone shaped area. the area covered is 100 feet long, and 30 feet wide at its far end. A rather effective defense mechanism of this creature is the fear aura that it projects in a 20 foot radius around itself. All those within the area of effect must make a willpower check, (DC12), or be frozen in fear and unable to do anything. Those who failled this save are usually the first ones to be attacked by the skeletal drider as they are completely helpless and unable to defend thamselves at all. All such attacks made by the creature on these victims automaticly hits for normal damage. a saving throw may be attempted each round as needed. all characters below fifth level of experience will automaticly flee in terror when they get within 25 feet of the creature for 1-10 rounds. Skeletal driders are also able to see invivsible creatures as well, and suffer no penalty for attacking such creatures. Once a skeletal drider is destroyed, it's remains must be immersed in holy water for a full turn or it will rise again two days latter.

ADAMITE SKELTAL DRIDER
HIT DICE:18D8
INITIATIVE:7+4=11
SPEED:125 FEET
ARMOR CLASS:18
ATTACKS PER ROUND:2 weapons, 1 bite
BASE ATTACK BONUS:+18/+13/+8/+3
MELEE:0+0+7+18/+13/+8/+3=25/20/15/10
RANGED:0+0+4+18/+13/+8/+3=22/17/12/7
FACE/REACH:5FTX5FT
DAMAGE:by weapon+7, 3D4+7+poison
SPECIAL ATTACK:breath weapon (cone. see below)
SPECIAL QUALITIES:undead immunities, magic resistance, fear aura, +3 or better weapon to damage
SPELL RESISTANCE:30
FORTITUDE:+11 REFLEX:+6 WILLPOWER:+6
ALIGNMENT:lawful evil
NUMBER APPEARING:2--8
CLIMATE/TERAIN:any
FREQUENCY:very rare
ORGANIZATION:pack
ACTIVE TIMES:any
DIET:nil
STRENGTH:24 INTELIGENCE:19 WISDOM:18 DEXTERITY:23 CONSTITUTION:18 CHARISMA:n.a.
SIZE: M (7--8 feet tall)
SKILLS: climb:7+10=17, jump:7+10=17, spot:4+10=14, tumble:7+10=17, listen:4+10=14*, balance:4+10=14*, hide:4+10=14*, move silently:4+10=14*, search:5+10=15*,
escape artist:4+7=11*
FEATS: improved initiative, weapon focus (great sword), improved critical (great sword), two weapon fighting, ambidexterity, improved two weapon fighting, expertise,
whirlwind attack, combat reflexes, lightning reflexes, blind fight, weapon specialization (great sword), alertness, track, skill focus (move silently)
CHALENGE RATING:15
TREASURE:H (in lair only) nil outside of lair.
DESCRIPTION: The adamite skeletal drider is the combination of a skeletal drider and an adamite golemn. At first sight, it looks like a standard skeletal drider. a closer view reveals that the bones of this thing are coated with adamite which makes it very much tougher than a normal skeletal drider. Anyone attacking one of these things must have a +3 or better weapon in order to do any damage to it. Any lesser weapon will have no effect against this creature and may even break if it is non magical. all non magical weapons used against this creature must save vs. crushing blow when they hit the creature or they will shatter. Magical weapons are unaffected by the crushing blow if they make it past the creatures magic resistance. The only exception to this rule is the dwarven hammer of thunderbolts. If this weapon strikes the creature, then the creature is completely destroyed by the hit of the weapon. In combat, an adamite skeletal drider will usually use a pair of two handed swords, with one in each hand. Another fearsome weapon of this creature is it's breath weapon that it somehow can use up to twice per day. This breath weapon is gaseous cloud that covers a 300 square foot area roughly. Those caught in the breath weapon's area of effect must make a fortitude check (DC18). Those who fail this save fall to the ground dead imediately. a remove curse cast within three rounds of this effect will prevent the victim from rising one turn later as a zombie under the control of the adamite skeletal drider. A very effective defense mechanism of this creature is also it's fear aura that it radiates. This fear aura covers a 25 foot radius around the creature. All those within this area must make willpower check (DC18) or flee in terror for one to eight rounds. All characters below fifth level are automaticly affected by this fear aura and have no save against it unless they have some other form of magical protection. Those who save against the fear aura are able to fight and react as normal when dealing with this creature. since this creature is obviously a special type of undead, it can be turned by a cleric, but is treated as a special for this purpose. this turning will only last half the normal duration and can only be done to the creature once per day. This creature has the normal immunities of all undead plus a few more special ones due to it's construction. the creature is immune to the following additional effects, heat, electricity, and acid. The strangest effect of this creature is that all holy water placed within 25 feet of this creature will automaticly become poluted and therefore worthless. This effect does not extend to holy weapons and holy symbols. Holy weapons are treated as stated above, while holy symbols are completely unafected.

DREAD KNIGHT
ARMOR CLASS:25
HIT DICE:12D8 (60 HP)
MOVEMENT RATE:30'
STRENGTH:25(+7) INTELIGENCE:18(+4) WISDOM:16(+3)
DEXTERITY:20(+5) CONSTITUTION:25(+7) CHARISMA:n.a.
INITIATIVE:+5
BASE ATTACK:12 MELEE:19(critical 17-20) RANGED:17(critical 20)
ATTACKS/ROUND:1 weapon
DAMAGE/ATTACK:by weapon +7
SPECIAL ATTACK:energy blast
RANGE:100'
ENERGY BOLT DAMAGE:8D6
SPECIAL DEFENSES:immune to mind affecting spells and attacks, turning, 1st through3rd level spells, cold, fear aura 20 foot radius, +3 or better weapon to damage,
regeneration of 2-20 hit points/round.
FORTITUDE:21 REFLEX:12 WILL:10
SPELL RESISTANCE: 35
ALIGNMENT:lawfully evil
FREQUENCEY:very rare
# APPEARING: 1
% IN LAIR:0%
TERAIN:any
ACTIVITY CYCLE:any
DIET:nil
ORGANIZATION:solitary
SIZE:medium (6ft)
WEIGHT:200
TREASURE:nil
MORALE:20 (fearless)
CHALENGE RATING:21
FEATS:quick draw, weapon focus, point blank shot, precise shot, improved critical
DESCRIPTION:The dread knight is an unusual type of undead thought to be the form of a palladin or cavalier fallen from grace, and cursed to never rest. The armor of a dread knight is made entirely from some unknown black metal. The armor appears to be full plate armor with no seams except for an eye slot in the helmet of the creature. The eyes of the creature appear only as two bloor red orbs that constantly glow and occasionally emit a wisp of smoke. The dread knight projects a fear aura in a 20' radius. All within this radius must save vs. spell or flee in terror for 12 rounds. Once per round,as a free action, the dread knight can emit an energy bolt from it's eyes that does 8D6 damage. A dread knight always carries a large black +7 two handed sword. Those who attack a dread knight will need a +3 or better weapon to hurt the thing. Any lesser weapon will not penetrate the armor of the thing. Another unusual feature of the dread knight is the fact that they are immune to turning attempts and can not be controlled by any type of items or spells that affect undead. Holy water also seems to have no effect on this creature except to upset it. Holy water splashed onto the thing before it is dropped to negative 25 hit points burns off in one round. The dread knight will then concentrate it's next three rounds of attacks on the individual who attempted to use holy water against it. Getting rid of a dread knight is not an easy thing to do. It must first be dropped to negative 25 hit points. The creature once dropped this far down stops healing and must then be moved quickly before it starts healing again in three rounds. The next step is to submerge it completely in holy water completely for 10 hours along with it's weapon. Once these conditions have been met, it then vanishes and leaves the holy water polluted and useless for anything.

ROCK TROLL
LARGE MONSTROUS CREATURE
HIT DICE: 10D8
INITIATIVE: +7
SPEED:125
ARMOR CLASS: 23
ATTACKS: 2 fists, or 1 weapon*
BASE ATTACK: +10/+5
MELEE: 0-1+10+10/+5=19/14
RANGED: 0-1+7+10/+5=16/11
FACE/REACH:10ftX10ft
DAMAGE PER ATTACK: 1D10+10 per fist, or by weapon +10
SPECIAL ATTACK: nil
SPECIAL QUALITIES: immune to heat, cold, mind affecting spells and attacks, 1/2 damage from acid and electricity, +3 or better toweapon to damage, regeneration
SPELL RESISTANCE: 20
FORTITUDE: 12+7=19 REFLEX: 6+7=13 WILL: 6+5=11
ALIGNMENT: lawfull evil
NUMBER APPEARING: 1-10 (10-100 in lair)
%IN LAIR: 40%
CLIMATE TERAIN: any
FREQUENCY: rare
ORGANIZATION: solitary or pack
ACTIVITY TIMES: any
STRENGTH: 30 (+10) DEXTERITY: 24(+7) CONSTITUTION: 25(+7)
INTELIGENCE: 21(+5) WISDOM: 20(+5) CHARISMA: 2(-4)
SIZE: L (10-14 FEET TALL)
SKILLS: climb:0+6+10=16, jump:0+5+10=15, listen:0+10+5=15*, search:0+10+5=15*, move silently:0+10+7=17*, tumble:0+10+7=17*
FEATS:improved critical(mace), improved initiative, lightning reflexes, weapon focus(mace), combat reflexes, blind fight, alertness, ambidexterity, weapon specialization (mace)
CHALENGE RATING: 13
*NOTE:The preffered weapon of rock trolls is a very large and spiked mace that does 5D10 points damage when used.
DESCRIPTION:Rock trolls appear at first glance to be very large stone gollems of dark grey to blak color. Their size is very deceptive to most as they are assumed to be very slow and clumbsy. This is not true at all. Rock trolls are exceptionally fast, strong and very agile. They all have extremely keen senses and are very hard to surprise. They can only be surprised on a roll of a 1 on a D6. The hide of a rock troll is stoney looking and exceptionally dense and hard. All non-magical weapons that hit a rock troll will shatter on impact against their stone like hide. Magical weapons of +2 or lower are entitled to save vs. crushing blow to avoid being broken on impact with them. Only weapons of +3 or greater damage capacity are capable of hurting a rock troll without breaking. To make things worse, they are capable of regenerating at a very fast rate from any wound. Rock trolls regenarate at a rate of 3 to 30 hit points per round. Should a bladed weapon pierce their hide and do damage to them, then the individual that hit the rock troll must make a reflex save to keep from being splattered by the boiling hot blood of the creature for another 1D10 points of damage. A successfull reflex save (DC10) means that you did not get splattered, but you have automaticly lost the initiative for the next attack round. Rock trolls are also immune to mind affecting spells and attacks as well as heat and cold based attacks. Stone and earth affecting spells also have no effect the rock trolls either. Lightning and acid based attacks only do half damage to them as well and does not negate their regeneration. There are a few rare rock trolls that have no natural spell resistance and are actually capable of using spells. These few rock trolls are capable of casting spells as that of a tenth level sorceror. Most rock trolls however have a very extreme dislike of humanoids and an even higher hatred of humanoid sorcerors/wizards and other spell wielding humanoids. Rock trolls will almost always target the magic capable memebers of any party first in an attack. They also love to torture their victims they catch over a period of several weeks. There are various rumors that hellfire from the ninth plane of hell can actually hurt the rock troll, but so far no one has been able to prove or disprove this theory.

TOXIC ELEMENTAL
HIT DICE: 5, 10, 15, 20 D10
INITIATIVE: +1, +5, +10, +15
SPEED: 35, 70, 140, 250
AC: 15, 20, 25, 35
ATTACKS: slam +10melee, slam +15 melee, slam +20 melee, slam +30 melee
DAMAGE:1D10, 2D10, 3D10, 4D10
FACE/REACH: small=5 ft. by 5ft./5ft., medium=5ft by 5ft,/5ft., large=5ft. by 5ft./10 ft., huge=10ft. by 5ft./15ft.
SPECIAL ATTACK: toxic spray in a line up to 10 ft. per size of the elemental. D:1D10, 2D10, 3D12, 4D12
SPECIAL QUALITIES: elemental, elemental, elemental damage reduction=+2/20, elemental damage reduction=+4/40 regeneration 3D4/round * also see below
SAVES: fort=+5, +8, +11, +15 ref=+1, +4, +7,+12 will=+1, +3, +6, +10
ABILITIES: strength:15, 18, 23, 29 intelligence:3, 5, 9, 15 wisdom:13, 17, 23, 30 dexterity:13, 19, 25, 35 constitution:21, 27, 33, 41 charisma:-
SKILLS: listen +6, +9, +13, +18 spot +6, +9, +13, +18
FEATS: power attack, power attack, cleave power attack, cleave great, cleave
CLIMATE/TERAIN:any highly toxic or poisonous area
ORGANIZATION:solitary
CHALLENGE RATING: small=10 medium=15 large=20 huge=25
ALIGNMENT:nuetral evil
ELEMENTAL HEIGHT WEIGHT TOXIN SAVE DC
small 5ft. 5lbs 12
medium 10ft. 10lbs 18
large 20ft. 20lbs 25
huge 45ft. 50lbs 35
The toxin elemental is fortunately very rare but extremely deadly. they thrive in poisonous areas that would kill most any other life form. The toxic elemental has no definate shape and can thus ooze its way through cracks to get at prey. they appear as a brownish bubbly substance that emits a terrible odor similar to that of rotting flesh. The odor causes all within 20 feet to make a fortitude check (DC20) or begin retching uncontrolably until removed from the area of the odor. Those retching are completely defensless and unable to attack,or defend themselves. They can attempt to crawl away from the source of the odor, but their movement rate is only half normal. this odor causes their prey to be easier to attack and thus kill. The preferred attack of the monter on affected victims is to quickly move forward and to flow completely engulf them. this attack utomaticly does tripple damage to those engulfed. an engulfed victim quickly begins to suffocate as the elemental crushes them and flows into their body through the ears, nose, mouth and any other orifice it can. an engufed victim rarely escapes, and those that do have never been known to last long as they automaticly begin rotting away as stated below, only at double this rate. those who are unafected by this odor are attacked with its nastiest weapon. once every two rounds, the toxic elemental can spit out a stream of toxic sludge-like ooze at a victim. this ooze is spit in a line that is roughly 6 inches in diameter by 10 feet long per size category of the elemental. thuis a medium elemental could spit the sludge up to 30 feet. A reflex roll made be made to avoid taking damage (DC:15, 19, 23, 27). those failing to save are hit by the toxic substance and take damage as stated above. The sludge it spits is an extemely thick and foul smelling green substance that sticks to whatever it hits as if it were a mucus of some type. The goo fortunately looses it's effectiveness very quickly, but those hit must make a fortitude check as listed above to avoid contracting a fast acting rotting that does 1 point of constitution damage per day until the victim is dead or cured. those who get this disease are afected as if they were under the effects of a melt flesh spell in slow motion. they also lose one point of strength and dexterity every two days to this disease until dead or cured. when somebody dies from this horrible effect, their body colapses into a puddle of slime that slowly evaporates in a matter of a day. There is however one known weakness that this deadly monster has and that is a vulnerability to spellfire and hellfire as well. * If hit by spellfire or hellfire, the elemental catches fire and burns to nothing in a matter of 1-4 rounds. Normal fire only does half damage to the monster but does not prevent it from regenerating. Acid and electricity have no effect on the creature. cold based attacks do cause the creature to slow down to half it's normal movement, but this only works for 1-3 rounds after which, the elemntal recovers it's full movement ability. A toxic elemantal can draw itself up to full height and com crashing down on a victim for double damage if they hit. those hit this way are automaticly pulled into it and engulfed. The best way to survive an encounter with a toxic elemental is to fly away quickly and tryo to avoid being hit by its attacks. The toxic elemental also seems to be completely immune to all mind afecting spells and attacks as well.

TALES FROM THE DEPTHS OF LIMBO

DARK THOUGHTS OF PAIN AND SUFFERING

GAMES PLAYED IN LIMBO

FONTS USED IN LIMBO
