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Spelljammer Creatures

Spelljammer Creatures

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Published by Dale Norman

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Published by: Dale Norman on Oct 03, 2011
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Huge Aberration
Hit Dice: 18d8+108 (192 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: fly 120 ft. (good), TM 2
AC: 24 (-2 size, +5 Dex, +11 deflection)
Attacks: Gravity slam +21
Damage: Gravity slam 2d8+8
Face/Reach: 20 ft. by 20 ft. / 5 ft.
Special Attacks: Songs of Destruction
Special Qualities: Blindsight, Immunities, Songs of
Creation, SR 17
Saves: Fort +14, Ref +11, Will +18
Abilities: Str 26, Dex 20, Con 22, Int 30, Wis 20, Cha 33
Skills: Appraise +14, Bluff +16, Diplomacy +15, Gather Information +15, Innuendo +10, Intimidate
+15, Intuit Direction +10, Knowledge (Arcana) +14, Knowledge (Geography) +14, Knowledge (History)
+14, Knowledge (Local) +14, Knowledge (Nature) +14, Knowledge (Nobility and Royalty) +14,
Knowledge (The Primes) +14, Knowledge (Religion) +14, Knowledge (Wild Space) +16, Listen +12,
Navigation (Wild Space) +14, Perform +15, Search +14, Sense Motive +10, Speak Language (most
spacefaring races), Spot +10
Feats: Alertness, Dodge, Endurance, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will,
Remain Conscious, and Toughness
Climate/Terrain: Any space
Organization: Solitary, or Scale
Challenge Rating: 13 (19 in scale)
Treasure: Standard
Alignment: Lawful good
Advancement: 19–32 HD (Huge), 33–64 (Gargantuan), 65-128 (Colossal)

Though wildspace is fraught with mind-blasting perils, it also holds great beauty. The musical,
pacifistic race known as the Gonnlingdaah (or the Gonn for short) brings much beauty to wildspace.
These good beings float through wildspace creating hauntingly beautiful music and preserving life.
Though blessed with brilliant intellect, they live a simple but extremely long life. Instead of speaking,
they sing. The Gonn can sing in their mysterious language and that of Common.
The Gonn resemble gas giants: perfect spheres with bands of different colors decorating their bodies, a
few seem to not have as pronounced bands. To the novice sailor, they appear by a trick of perspective as
far-off planets.

Combat: Though the Gonn do not consider combat their first option, they wisely realize that
sometimes one must fight to preserve good. Before any combat, however, the Gonn attempt to negotiate
with all but the most violent, life hating beings. The Gonn offer to help foes change their violent ways. If
the opponent rejects their offers of help and peace, the Gonn bring their full powers to bear with no

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While the Gonn have the ability to slam an opponent with its 'body' (gravity) doing 2d8+8 points
damage, they rarely do so preferring their songs of destruction.

Blindsight (Ex): A Gonn senses its surrounding through a complex heat-sensing, gravity detection and
sound process. It unerringly senses any fluctuation in all directions in either condition out to a range of
1,000 yards per point of Wisdom bonus (or just a little under three miles in radius).

Immunities (Ex): Gonn are immune to destructive energies of sound, thus many spells can't bring
them harm (otherwise the Gonn would have destroyed them selves with their own songs of destruction).
Also due to their size and being composed of energy, gases and gravity they are not subject to critical
hits, disease, paralysis, polymorphing, poisons, sleep and stunning.

Songs of Destruction (Su): The Gonn's power is music, and their songs can accomplish amazing
feats. Their most powerful song is a high-pitched keening that affects all within 240 feet of the Gonn. All
targets take 10d10 points of sonic damage (make a fortitude save at DC 27 for half damage). Targets that
fail their save also make fortitude save for their equipment as well. Due to the enormous destructive
power of this song to all around, the Gonn are loath to use it except against the most destructive foes. It
should be noted that few beings in the known universe can withstand all eight Gonn singing this song as
the damage would be 80d10 points of damage (unless hiding in a silence spell).
Another destructive musical attack is a single shrill note. All non-living matter in 240' is destroyed
except very large structures (those objects that have more 100 or more hit points. Objects that get a save
must make Fortitude check (DC 27) or be destroyed those that save take 10d10 points of damage. All
living beings with in this area take 2d10 points of damage and must make Fortitude check (DC 27) or be
deafened for 2d6 rounds. Beings that are deafened must make a second Fortitude check (DC 27) or be
permanently deafened.

The Gonn prefer a gentle, soothing song of pacification. All targets must make Will save (DC 27) or
immediately cease combat and relax, listening to the sweet music. In addition, 30% of victims fall asleep
for 2d10 turns. Those who save are confused and can take no action for one round.
Gonn can cause magical spells within 240' to cease functioning by singing a little ditty that acts as a
greater dispelling at 20th level of effect.
A Gonn can sing each of these songs three times a day. Gonn prefer to sing in groups of eight, call
“scales.” All Gonn in a scale must sing the same song. A Gonn sings solo only if it has no other choice.
Such a song is diminished in power (DC 25).

Songs of Creation (Su): Besides their songs of destruction, Gonn can also sing the following spells of
creation that helped create all of creation: analyze dweomer, create food and water, legend lore, major
creation, minor creation, heal, greater restoration, regeneration, and true resurrection. Costs for these
each of these spells is a song or story, plus 2,000 gp in gems for the following songs: analyze dweomer,
heal, legend lore, greater restoration, regeneration (true resurrection cost 7,000 gp in gems). However,
Gonn defend, rescue, and heal anyone that they see hurt by evil without charge (or are where caught up
in a song of destruction, when the Gonn was trying to destroy that evil).
Since Gonn music comes from their every pore, silence spells are useless against them. However,
enemies in the radius of effect of the silence spell are immune to Gonn songs (enemies should not get to
bold, as the Gonn still have the ability to dispel such protect). Bard songs cannot counteract Gonn songs,

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since the behemoths sing so powerfully that they drown out any other sound.

In the Spheres

Gonn wander wildspace, collecting songs and tales and have a life span of six millennia. Each Gonn's
name is a long song that would take 1d20 hours to sing. Among the shorter-lived races they adopt shorter
melodies as temporary names.
In every scale, one Gonn is the leader, called the “conductor.” The scale moves in formation, each

Gonn singing one note.

Thought the Gonn love to answer questions, the asker had best be ready for a long answer. They
ramble on and on, singing instead of talking. Typically, one who seeks information from one of these
singing sages must listen through 1d8 days of non-stop singing. Each day, there is a cumulative 10%
chance the Gonn gives the information. The price of the answer is a song or story (making a non-weapon
proficiency check to produce a successful song). Failing this, the Gonn accepts gems worth 500 gp
instead. The Gonn wander often, and like the Fal (q.v.), they dislike intrusions by the same visitors more
than once a year. It is practically impossible to find the same scale of Gonn one met before.
Once a century, a scale of Gonn engages in a song of perpetuity, which takes 1d12 months and results
in the birth of 2d4 immature Gonn. The young cannot sing for five years, when they reach maturity. Until
then, they hum.

The Gonn try to preserve life any way they can. Some speculate that Apollo, Oghma or Perun or
someother power with domains over knowledge and/or music created them to bring beauty to the

Convertion and HTML by Mark Doolan
Image by Ron Pollard

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