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Cauldron-Born (from White Dwarf #20)
No. Appearing: 3-6
Armour Class: Special – starts at 4
Movement: Special – starts at 12”
Hit Dice: Special – starts at number appearing -1
Treasure: Nil
Attack: Two-handed sword
Intelligence: Non-
Monstermark: Group of 3: 265; group of 4: 1105.5 (levels VIII and XI respectively in 12 levels – larger groups are way up on level XII)
The cauldron-born are zombie-like creatures the size of large men. They use two-handed swords in combat. They have the following special ability: when one of their group dies, his original hit points and hit dice are divided up among the remaining cauldron-born. Any points or dice gained from the death of other cauldron-born would also be divided up. In addition to gaining hit dice, the armour class of all the remaining cauldron-born drops by one when one of them dies, and their move increases by 3”.
These creatures are created by a cauldron in the possession of some evil wizard or cleric, and lose one hit point for every hex greater than five that they are away from the cauldron.
They are resistant to various forms of magic as though undead, but cannot be turned by clerics.
Destroying the cauldron should naturally lead to the discovery of ample treasure to award the adventurers.
It should be noted that a group of cauldron-born are particularly heavy.
Huntsmen (Dragon #40)
Created by Lewis Pulsipher
FREQUENCY: Very rare
NO. APPEARING: 3-12
ARMOR CLASS: 7
MOVE: 15”
HIT DICE: 1-4
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By
weapon only
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See
below
MAGIC RESISTANCE: See
below
INTELLIGENCE: Average
ALIGNMENT: Evil (neutral
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
Huntsmen are enchanted monsters of human size and shape which can be created by an evil Magic-User by the process described below. They are a sickly grey-green in color, with pointed ears and four-fingered hands. From a distance they look like humans and can be mistaken for elves in poor visibility. Huntsmen move quietly under normal conditions and consequently have a one-sixth greater than normal chance of surprising a party. They track as Rangers and are themselves surprised only one-sixth of the time. They occasionally wear armor but in so doing lose their ability to move silently and track.
Individually, these creatures are very weak monsters, but in a group they have an ability which increases the strength of survivors when one or more of their comrades is killed. When a Huntsman is killed, its original number of hit points is transferred to others in the group within a maximum range of 10”. For example, if one of a group of three Huntsmen is killed, and the dead creature had 12 hit points to begin with, the survivors each gain 6 hit points. The hit points gained by survivors are always divided evenly, or as evenly as possible, between the survivors. No Huntsman can maintain more than 32 hit points for more than 24 hours, and will always drop back to that level after that much time. No Huntsman can have more than 64 hit points at any time. A
Dispel magic spell will delay the transfer of hit points for two rounds, and the hit points of any creature killed during that time are lost. A scroll of
Protection from magic will prevent transfer of hit points within its area of effect (5 feet), either to or from a creature.
Because of the link between Huntsmen, they cannot be charmed, held or attacked psionically unless they are encountered as single creatures.
Charm monster must be used, not
Charm person. They can be magically slept only if the
Sleep spell is sufficiently powerful to put all Huntsmen present to sleep at the same time. However, each creature is treated as a monster with one more hit die than it actually has when considering the effects of
Sleep. For example,
only 2-8 one-hit-die Huntsmen could be slept, not 4-16.
Huntsmen usually work for some evil master, commonly a Magic-User, as guards or members of a patrol. They communicate with their master by pantomime, though they understand orders given in the alignment language of the wizard who created them. Huntsmen will not obey any master who attempts to harm them for any reason.
Wizards can create Huntsmen in large, noisome, liquid-filled vats. Aside from an Enchant an item spell to give the vat its dweomer, the wizard must gather the following materials for each huntsman: two pints troll’s blood, entrails of two bugbears, ichor of invisible stalker, 50 pounds of clay, and five gallons of water. The manufacturing process takes two weeks, but needs only three days of attention from the wizard. As many as four Huntsmen may be created at the same time in the same vat if a sufficient amount of materials and a sufficiently large vat are used.
The procedure is as follows, with each step in the creation requiring one full day of attention from the creator. At the start, the wizard must cast
Mending and
Animal growth on the materials. After exactly one week he must cast
Shatter on the materials, and at the start of the last day of the two-week period he must cast
Charm monster to finish the creation. The number of hit dice for each creature is determined randomly after ifs creation.