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
1/2
damage, magical weapons do 1/2 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. 2 exceptions are cold-based attacks,
which do double damage when subduing, and fire-based 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 | Monster Manual | AD&&D | Dragon 42 |