Thanks guys for the orders.
On another note I have some errata to report on AFS issue#2. I am correcting it moving forward and per Rob's suggestion will be reprinting this entry in it's entirety in the next upcoming issue of the zine. The Muyoss creature that Rob Kuntz submitted. Somehow the middle of the pages got chopped during the final layout or printing and I missed it. Many of the zines went out with a chunk of the description missing.
Here is the Muyoss in it's entirety and my further apologies to RJK and to the good readers.:
Muyoss (Cosmos Creature)
FREQUENCY: Special
NUMBER ENCOUNTERED: 1-3
ARMOR CLASS: 2
MOVE: 12” levitation; or Atmospheric Leap (18” see text)
LEVEL/HIT DICE: 7 HD monster
IN LAIR: 100%
TREASURE: Special (see text)
ATTACKS/DAMAGE: 2 ion-shock bolts/2d6+1 each plus possible mild stun (see text)
SPECIAL: Reflectorized Body (boreal based); Death Implosion (note the text for both)
COMPOSITE IMMUNITIES: Immune to electrical-based attacks, cold and mind-affecting spells or powers
INTELLIGENCE: Alien; mind non-compliant with human patterning (human standard estimate: 16-18)
ALIGNMENT: Alien; neutral; general antipathy to all organic creatures not of its sphere
SIZE: 6’ diameter cloud mass
X. P. Value: 1050 +4/hp
The muyoss is a creature summoned and controlled by mages or priests of the Latter Day Elder Ones. The knowledge to accomplish this directly evolved from deepening relations with these alien gods wherein their most favored adherents were informed about the dimension in which the muyoss dwelt. In turn these select few were directed in how to summon and permanently bind these creatures to service.
Their dimension is hidden from Uerthly scrutiny. There is only one ancient source that mentions these beings: Reflections from the Black Pool by Nym Slevvus. Relevant text from volume #4 of that 22 volume set states:
…“There are many hidden realms. Several of these correspond to the corners, or cracks, of planes that gods of this dimension cannot fathom. Much escapes through these apertures that cannot again reenter them. Some are creatures with forms recognizable by us of similar make; others, like those that the great Loz-Toron described before his demise, are as alien to us as we are to them.
“One such manifestation is a bright cloud of whirling ice and dust; and as encountered by the Me-goh who thereafter named these the N’Ifsh’isk-X’yna, which roughly translates to “The cold-light sky gas.” As there is no direct corollary for this symbolic description in any of our languages, its transliteration is hereafter ascribed, for purposes of clarity, to a rare cloud formation occurring in northern climes. This anomaly is surprisingly common to those nomads dwelling in the Land of Ebon Ice where it is referred to as muyoss, or, ‘fierce cloud’.”…
Muyoss appear to be a jumbled collection of dust, tiny particles of ice, and light, in all somewhat reminiscent of a comet’s tail. They move by way of an opposing magnetic force projection that allows them to simulate levitation in physical environments. While in space they use the same power to ride solar wind currents.
Atmospheric Leap (move): A muyoss can compress the atmosphere around it to create a wind tunnel that increases its movement speed for that turn by 6” (18” adjusted). This special move can be initiated every other turn.
Muyoss Dust (treasure): A small amount of dust from these creatures always survives from their implosions at death (q.v.). This equates to 3-12 parts. If alchemists having knowledge of transdimensional creatures are available in the DM’s campaign, then these can be sought out to make three types of potions from the remaining dust:
1) Potion of Extended Flight: 2 parts muyoss dust, 3 eagle feathers, 1 roc egg fragment and a 500 gp mixing/decanting fee. When imbibed this allows the PC to fly for x2 the length of time as normal flying potions.
2) Elixir of the Cloud: 4 parts muyoss dust, 1 diamond (1,000 gp value or above) 2 roc feathers and a 750 gp mixing/decanting fee. When imbibed this allows the PC to freely change back and forth between normal and gaseous forms for turns equal to 1d12 +1/2 his or her constitution score (rounded up).
3) Potion of Airy Resilience: 6 parts muyoss dust, 4 roc feathers and a 2,000 gp mixing/decanting fee. When imbibed this strong draught has multiple effects: increases the PC’s total hp by +20 (these are removed first when damage occurs); provides a ranged immunity to cold damage for up to 100 hp total;
and provides a ranged immunity to electrical damage for up to 50 hp total. Duration is turns equal to the combined intelligence and constitution of the PC.
DMs must determine the availability and/or prices of the additional components for them. These potions should not be readily available for sale since their main component is extremely rare to say the least. If a DM offers them for sale, they should be 2-4x the prices of potions that they most readily resemble.
Combat: The muyoss releases 2 ion-shock bolts per combat phase. These cause 2d6+1 damage each. If both bolts hit the same target a save vs. wands must be made. Failure mildly stuns the target (-2 to hit and damage) for 1 turn. Range: 6”.
Reflectorized Body—Boreal (special defense): A reflectorized body always negates extra damage otherwise caused by strength bonuses, magical weaponry and/or powers and spells that equate to this idea. Additionally, a muyoss’ body is of the boreal kind, so 50% of all cold-based damage that it would otherwise negate (see Composite Immunities) is instead reflected back upon the initiator of these attacks.
Death Implosion (special death): Upon death a muyoss implodes. This destroys most of its physical form while only leaving a trace amount of dust (see Muyoss Dust). The resulting energy released by this implosion causes concussion damage, no save, to nearby opponents and in proportion to their distance from it: 1-3 feet: 1d12 dmg; 4-7 feet 1d8 dmg; 8-10 feet: 1d4 dmg.