Friday, 14 August 2009

BECMI Zephyr Hounds [Part II]

Fire Hound

Fire hounds are composed entirely of scorching, crackling flame; they emit continual and powerful heat which sets alight flammable objects and sears the skin of those around them. Their breath weapon is a jet of pure flame which does 3d6 damage (successful saving throw for half).

If a fire hound passes within a yard of any flammable object, there is a 10% chance the object will catch fire. All fire hound attacks do +1 damage from burns.

Armour Class: 4
Hit Dice: 5+5*
Move: 180' (60')
Attacks: 1 bite/2 claws
Damage: 1d8+1/1d6+1/1d6+1
Breathjet: 30'x2'
No. Appearing: 2d8
Save As: F5
Morale: 8
Treasure: Nil
Intelligence: 1
Alignment: Neutral
XP Value: 400


Time Hound

These hounds exist within and beyond time itself; they appear simultaneously as a puppy and a toothless old cur and everything in between. Their movements are impossible to predict, as they transfer themselves in and out of our timeline with impunity.

Their breath weapon is a cloud of time disruption, which ages all of those affected by 10 years - or causes them to lose an equivalent amount (15% chance) - a successful saving throw reduces this to 5 years. The hounds can move from one timeline to another at will, which is the equivalent of a dimension door spell. Time hounds always win initiative and always surprise their opponents.

Armour Class: 0
Hit Dice: 11+11**
Move: 180' (60')
Attacks: 1 bite/2 claws
Damage: 1d12/1d8/1d8
Breathcloud: 30'x30'x30'
No. Appearing: 2d4
Save As: F10
Morale: 9
Treasure: Nil
Intelligence: 9
Alignment: Neutral
XP Value: 3,000


Clear Hound

Clear hounds are the weakest of zephyrs, immaterial things so faint as to be almost nonexistent. But this very weakness is their great strength, as it makes them invisible to the naked eye - they can only be seen by those with infravision. They have no breath weapon.

Armour Class: 5
Hit Dice: 2+2*
Move: 180' (60')
Attacks: 1 bite/2 claws
Damage: 1d6/1d4/1d4
No. Appearing: 2d8
Save As: F2
Morale: 7
Treasure: Nil
Intelligence: 3
Alignment: Neutral
XP Value: 35


Energy Hound

Energy hounds are composed of pure electrical energy; they crackle and vibrate as they move, filling the air with static. They breath bolts of lightning (3d6 damage).

Every blow dealt to an energy hound does d4 electrical damage to the attacker if the weapon is metal.

Armour Class: 5
Hit Dice: 4+4**
Move: 180' (60')
Attacks: 1 bite/2 claws
Damage: 1d8/1d6/1d6
No. Appearing: 2d6
Save As: F4
Morale: 7
Treasure: Nil
Intelligence: 3
Alignment: Neutral
XP Value: 275

2 comments:

  1. Cool. Rather looking forward to Dark and Nexus hounds. Nexus Hounds in particular are the fastest way I know to ruin some poor suckers day.

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  2. I'd forgotten all about the nexus hounds! Thanks for reminding me. I went through the monster.txt file for the latest Angband and thought I'd made a comprehensive list, but the nexus hounds completely slipped my mind.

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