Category Archives: Greyhawk

The Dawn of a New Suloise Era

SUEL JUGGERNAUT OF REBIRTH (N)

HD 20 + 60(160 hp), AC24 10/any, By weapon +20 (4D6 bolt)(up to 20 different targets)

Several of those artifact were scattered by the Suel Sages to preserve the race, after the Rain Of Colorless Fire. A Juggernaut of Rebirth is a perfect stone cube floating 5 feet over the ground, 50 feet side, covered with suloise magic runes. When activated by some event (usually a set date) it generates a magic force that brings to life 21 Suel Chosen ones (sex and aligment are random). It can be summoned once to fight for the leader of the chosen, its power when summoned lasts for 1 day, then it simply falls into ashes. Distance is not important, it’s teleported at the presence of the Leader. In combat it’s devasting, it attacks with energy bolts (up to 20 different targets) and emanates a deadly aura 150 feet radius causing every creature, construct and undead (exept of suel origin) to loose 1D6 HP every round. This is the very last resource of every Chosen one Leader, many decided to die and let to the successors to use the artifact, before wasting its power.

SUEL CHOSEN ONE (Varies)
HD3 +10 (19 hp), AC 18 (chainmail +2 and shield), By weapon +6 (1d8+4 longsword +2)

Ancient Suloise Mages saved all the knowledge and powers of their race in these men. they are magically generated when the Juggernaut is activated, a perfect descendant of the Suel Empire with a complete knowledge about his past and focused on his mission, give a new birth to the Empire. Despite of their aligment or sex, everyone is willing to cooperate for the common mission, wich is to find the Suel Juggernaut, finding alliance with new kingdoms, chose a place where to build the new empire. They are all basic equipped with a chainmail and a long sword. Chosen Ones can advance in level as Magi, Fighter and Cleric, they can wear chainmail and use longsword even if they are Magi (but no shield). All the chosen ones can cast 0 level spells from arcane list. Remember that These Suel are not the offsprings of the ones migrated to the Flanaess, they consider themselves a superior and ancient race. They have advanced knowledges and outstanding magic powers.

JUGGERNAUT OF THE SUEL EMPIRE (N)
This legendary and unique artifact of the suel people is almost forgotten by the sages nowadays. Its impressive power comes from the great skills of the ancient Suel Mages. It’s said that it will help the suel people to conquer a new empire. It lies somewhere, hidden by the centuries, the Chosen Ones will find it a day.

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Sunset of a Civilization

SULOISE WARDEN (Varies)
HD2 +6 (12hp), AC14 (studded), By weapon +4 (1-8+1 longsword)

The outcast Suel people that settled the Pomarj in the ancient times still walks the forests and hills. Now their blood is mixed and their typical traits are hidden. After the rise of Turrosh Mak they begun to patrol the forest ambushing the orcish units. They are the base for a future revolt in the area. They can cast 0 lvl druidic spell. They can advance as Rangers and Druids.


Full Metal Ogres – M20

OGRE OF THE POMARJ (NE)
HD5 +25 (37hp), AC18 (chain and wall shield), By weapon +14/+9 (2D6+10 1h blade or mace)

The long wars and the tribe’s fights made some of the ogres to evolve in a stronger and smarter foe. They use an heavy chainmail and wall shields. Turrosh Mak, the orcish leader of the Pomarj, uses many of these brutal combatants. Some of them manage to escape the army and form their own hunting party with ogres and bugbears, often they move to north looking for richer preys.


Kyuss hadn’t only sons – M20 new monster

KYUSS’ OLD PREACHER (CE)
HD4 +20 (32hp), AC18 10/magic, Natural +5 (2d8 skeleton claws), Natural +10 (1D4 INT ghost touch)

They are found in old crypts and forgetten temples, praying at their dead spiritual master. They looks like translucent souls wrapped around a skeleton. They attack at the same time with their skeleton body and with their ghostly spirit. The ghostly touch drains 1D4 INT each hit, if brought to 0 the victim falls mad. In few month after the recover he will became a secret follower of Kyuss. INT is recovered at rate of 1/day.


Microlite 20 Monster- Vecna’s Worshiper

Instead of Worshiper u can use Devotee … it’s a stupid joke .. i know …. 😀
VECNA’S WORSHIPER (NE)
HD4 +20 (32hp), AC17, Natural +5 (1d6)

Intelligent undead who serve the Mutilated, they focus mainly on finding the way to free their god from the Ravenloft’s demiplane where he’s prisoned. They are skilled sages and torturers. They can advance in levels as clerics. They can cast arcane spells LVL 1-3.


Damned of the Kingdoms – M20 Greyhawk Monster

Many wars have been fought in the Great Kingdoms, the battlefields were painted red and many souls still roam those places.  These doomed creatures are small shadowlike evil spirits that focus on one target at time,  it can be a dangerous encounter.

DAMNED OF THE KINGDOMS (CE)
HD1 +2 (5hp), AC12, 5/magic, blessed, Natural +2 (special)

Those tiny shadows attack in groups of 2D6, all the same target. Their attacks ignore any armor/shield bonus to AC, they steal 1 point of STR every hit. Once soldiers of the Great Kingdoms now they stalk old battlefields and crypts where they were buried.


Half Orc Of the Wild Coast – Greyhawk meets Microlite20

Half orc is one of my favourite foe, smart and brutal, the only advice is to play them as they were your characters and not just a bunch of cannon fodder, your party will hate em. M20 stats follow the basic rules, HD is a D6.

HALF ORC OF THE WILD COAST (NE)
HD2 +4 (10 hp), AC16 (chain and shield), By weapon +5 (1-8 +2 longsword)

The long wars generated many orc’s mixed offsprings, considered outcast by everyone they begun to group and live togheter as a race, regardless of the other half of the mix. Usually they form small mercenary units that serve anyone can pay as scouts and elite units. The Scarlet Brotherhood uses many of them. This half orc is smarter than his cousins, he’s higly civilized for their standards and can be a deadly foe since he’s very well organized. They can also be spies and killers, but their appearence, closer to orcs than to the other half, keeps them within the Wild Coast region.