Created by Greg Holley
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: 18"/ / 24"
HIT DICE: 6-13
% IN LAIR: 100%
TREASURE TYPE: See below
NO. OF ATTACKS: See below
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: Drowning
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 10%
INTELLIGENCE: Godlike
ALIGNMENT:Neutral
SIZE: L (15' - 30' long,
3'-6' diameter)
PSIONIC ABILITY: Nil
Attack/Defense
Modes: Nil
LEVEL/X.P. VALUE:
Well Spirits are super-intelligent
creatures from the Elemental Plane
of
Water. During the middle stages of their lives, they often come to
the Prime
Material Plane. On the Elemental Plane of Water, they can
be found in various locations
and numbers, but on the Prime Material
Plane they can only be found
singly in wishing wells.
Well Spirits begin their
lives on the Elemental Plane of Water.
At
the age of 250-300 years,
they come to the Prime Material Plane as
6
+2 hit dice creatures and
make their lairs in wells. When they gain
treasure equal to 5,000
gold pieces per HD, they grow in strength,
gaining a hit die, and possibly
a hit point plus as well. For example,
when a Well Spirit with
8 + 2 hit dice gains 40,000 gp, it becomes a
Spirit with 9 + 3 hit dice.
The treasure is consumed in the process, so
a Well Spirit will always
have less than 5,000 gp per hit dice. When a
Well Spirit with 13 + 4
hit dice gains 65,000 gp, it teleports
<without error> to the Elemental Plane of Water as a full adult.
Well Spirits attack by hitting
opponents with their pseudopods
(much like being hit by
an immense wave). On any roll of 19 or 20,
the Well Spirit begins to
“drown” its opponent. A person being
drowned can survive for
2-5 melee rounds plus one half of
his/her hit
die adjustment due to Constitution
(This would be a penalty for
victims with Constitutions
below 7.). Each round, the victim may attempt to SAVE vs. dragon breath
at -2 for each round he or she has
been drowning. If at any
Time the adventurer makes his or her
saving
throw, he or she has broken
free and may fight in the next round.
However, for the next 3-6
melee rounds, the victim will fight at -3 on
his or her “to hit” dice
rolls. A person may not fight while being
drowned.
The Well Spirit’s special
defense is that normal weapons do only
half damage, magical weapons
do half or full damage (full damage if
the attacker makes his SAVE
vs. spell at +1 for each “+” of
weapon), and electrical
attacks do no damage. Fire-based or
fire-using
attacks do double damage
and may reduce the Spirit’s HD dice because
of evaporation, thus reducing its attacks, etc. Divide the total HP
by HD and round up to find HP per die. Whenever
the Well Spirit loses this
many HP from a fire-based attack, it will
lose 1 HP as far as attacks,
damage, etc. are concerned. If a Well
Spirit has 6 + 2 hit dice,
it cannot lose any more hit dice.
When a Well Spirit is attacked
by a cold-based attack, it takes 1 1/2
damage, or double subduing
damage (qv).
Well Spirits can be subdued,
but subduing attacks do only 3/4 of the
damage that would otherwise
be inflicted. Two exceptions are coldbased attacks, which do double damage
when subduing, and firebased attacks, which cannot subdue. 25% of subduing
damage is
actual, the rest regenerates
at a rate of 2 hp per round. The Well Spirit
is subdued when it has lost
all of its hit points as a result of subduing
damage, or a combination
of actual and subduing damage. A subdued
Well Spirit will grant wishes.
A subdued Well Spirit will remain subdued for 7 - 10 (d4 + 6) days after
its subdual. After this time it will only
stay with an adventurer
if it is given at least 1,000 gp per hit dice of the
Spirit, and a well to inhabit.
The well must be at least 4 feet in diameter
and 50 feet deep. The walls
must be lined with stone, and the water
must be reasonably clean.
Since Well Spirits inhabit
wishing wells, they can grant from 1 to 3
Wishes to a party, the number
depending on the size of the Spirit.
Wishes may be granted either
after subdual or after a sizable gift of
treasure (at least 1,000
gp per hit die of the Spirit) has been given to
the Spirit.
Well Spirits are predominantly
Neutral. However, 10% are of a
random alignment. Well Spirits
of Good alignment will not willingly
grant an evil wish, although
they will do so if subdued. Regardless of
alignment,, a Well Spirit
may attack someone it considers too greedy
(i.e., someone who gives
the Well Spirit too little treasure or tries to get
too many wishes).
Description: A Well Spirit
appears similar to a Water Elemental.
Hit Dice | # of Wishes | # of Attacks | Damage/Attack | X.P. | Lvl. |
6 + 2 | 1 | 2 | 1-10 | 955 + 8/hp | VII |
7+2 | 1 | 2 | 1-10 | 1450 + 10/hp | VII |
8+2 | 1 | 2 | 1-10 | 2300 + 12/hp | VIII |
9+3 | 1 | 3 | 2-16 | 4050 + 14/hp | VIII |
10+3 | 2 | 3 | 2-16 | 4050 + 14/hp | VIII |
11+3 | 2 | 3 | 2-16 | 5950 + 16/hp | IX |
12+4 | 3 | 4 | 3-24 | 6650+16/hp | IX |
13+4 | 3 | 5 | 4-32 | 10400 + 18/hp | X |
Dragon | - | Monsters | - | Dragon 42 |