From: [p--e] at [andromeda.rutgers.edu.rutgers.edu] (Peter Farabaugh) Newsgroups: rec.games.frp Subject: Net Monster Manual Date: 18 Dec 90 15:48:24 GMT Ok here is an unformatted , unindexed , unedited preview of the net Monster Manual. I haven't finished the nice version yet, what with work and other distractions. Also I lost my list of who sent what , so if you see something you sent, email me. Send lots more monsters to me. I would like to have special sections for demons and devils, dragons, werebeasts, and undead so make up good ones and send them. Just think if everyone who reads the group sent just 1 monster, we will have achieved coolness! Peter Farabaugh PS - These are all exactly as I received them, so don't blame me for anything. --------------------------- Esjebrackus, King of the Ghouls (Demon Lord) Frequency: Very Rare (unique) No. Appearing: 1 Armor Class: -3 Hit Dice: 88 hit points (16+ HD) Attacks: 1 Damage: 4-16 or 1-10 + special Special Attacks: see below Special Defenses: see below, +1 or better Movement: 16" Size: L (8') Intelligence: Exceptional Magic Resistance: 60% Psionics: 200 (all/all) Alignment: Chaotic Evil Esjebrackus, King of the Ghouls, vassal of Yeenoghu, spawn of Orcus, is one of the mightiest of demon lords. As king of the Ghouls, he is always attended by 33 Ghouls of maximum hit points, and is capable of summoning an additional 2-20 once per day. Moreover, any ghouls in his presence are impossible to turn. Esjebrackus fights with his Morning Star, a chaotic evil magical weapon of extraplanar origin that is +3 to hit and does 4-16 points per hit. He is as strong as an Ogre, and should he choose to fight unarmed he does 1-10 points of damage with his claws, plus the ability to paralyze an opponent. Unlike normal ghouls however, the save is made at -2, and it is fully functional against elves. Moreover, Esjebrackus has the following spell like powers usable once per round as applicable: Darkness (10' radius), Telekinisis (8000 gp weight), Invisibility, Charm Person, Hold Person, Detect Invisiblity, Detect Good, Fear (as per wand), Blight, Polymorph Self, Phantasmal Kiler (once per day), Dispel magic (as a 15th level magic user), Confusion (1 time/day), Cause Critical Wounds (3 times/day). Esjebrackus resembles a 10' Ghoul when found in natural form. However, he is usually found Polymorphed into some grotesque inhumanoid creature (along the lines of a slime), and only enters normal form at the start of combat. His progenitor, Orcus, and he share a great enmity, and Orcus seeks his offspring's destruction. The Ghouls no longer worship the Lord of the Undead, and this is not forgotten by Orcus. Esjebrackus is young as demon lords go- Orcus fears that one day, all the undead will be worshiping this usurper. Yeenoghu, is delighted to cause his rival such stress by forging an alliance with his son. Esjebrackus simply waits. Antracos, Lord of the Antraconians Frequency: Very Rare (unique) No. Appearing: 1 Armor Class: -6 Hit Dice: 129 hit points Attacks: 4 or 3 Damage: 1-6/1-6/1-6/3-18 or 2-20/1-6/3-18 Special Attacks: see below Special Defenses: +3 or better to hit, immune to fire, see below Movement: 18"/6" Size: L (10') Intelligence: genius or semi Magic Resistance: 75% Psionics: immune to psionics Alignment: Neutral Evil (chaotic tendancies) Antracos, the lord of the Antraconians, was once the pride of his foul spieces. He was the strongest, the fastest and most powerful of their kind, and it was under his banner that the Antraconians fought under in their diasatorous war with devilkind. Near the end of the war Antracos was captured, and was held in captivity for a century in the ninth plane of hell, where he was tortured endlessly by the servitors of Asmodeus. When Antracos finally escaped, he was a changed creature. His body was damaged permanently, but even more importantly, he went somewhat insane. Antracos has become far more unpredictable in his attitudes, occasionally doing things far more chaotically than his former, more neutral psyche would commit. In addition, at times he slips into a pathetic dementia, where his mind, battered as it is, retreats into a shell. In this state Antracos is little more than a beast, attacking whatever hurts him with claw and tooth. When not under the influence of his insanity, Antracos still shows remnants of what made him the great lower planar lord he once was. He is fully capable of using his spell like abilities which include the ability to, at will: Charm Person, Polymorph self, invisibility, detect invisibility, detect good, ESP, affect normal fires and darkness, 10' radius. Once per day he can summon an Antraconian (75% chance of success), speak an (un)holy word. Once per week, he can cast an imprisonment spell, but at the cost of his sanity for an indeterminate period of time (apparently the use of the spell reminds him of his own imprisonment). Antracos appears as a large Antraconian with a few scars located at various spots around his body. He has lost one arm (thus only three claw attacks). When he uses a weapon he fights with Vasaros, a long sword which does 2-20 per hit. Adaptoid Climate/Terrain: Any Frequency: Very Rare Organization: Solitary Activity Cycle: Any Diet: Unknown Intelligence: Genius (18) Treasure: Nil Alignment: Neutral -------------------------------------------------------------------------------- No. Appearing: 1 Armor Class: 6 (and see below) Movement: 12 (and see below) Hit Dice: 7 THAC0: 13 No. of Attacks: 1 (and see below) Damage/Attack: 1-8 (and see below) Special Attacks: Adaptation Special Defenses: Adaptation, Regeneration Magic Resistance: See Below Size: M (6' tall) (and see below) Morale: See Below XP Value: 4,000 -------------------------------------------------------------------------------- Appearance: When they are summoned, adaptoids look like featureless people, made from a malleable clay. However, then they take the appearance of their target. Combat: Adaptoids are creatures summoned from another plane of existence, and instructed to assassinate a specific target. They will not stop until this target is killed. The only way to defeat an adaptoid is to return it to it's home plane. Adaptoids can alter their body to solve any problems they encounter on their quest to kill their target. For example, if their target has jumped flown away, they can create wings, to follow him/her. If the adaptoid is attacked, it can change one of it's arms to a shield to protect itself. If it's target is hiding behind a locked door, the adaptoid can make itself flat, and slide under the door. The only limitation on this power is that it cannot increase it's mass to more than 500 lbs. Normally, adaptoids attack by punching, but they can change themselves to create any weapon they need to combat their target. Adaptoids regenerate one hit point per round. Neither fire nor acid will stop the regeneration. A special benefit of their adaptation power is that any spell cast on adaptoid will only affect it once. After that, it is immune to that spell. When an adaptoid is returned to it's home plane, it loses all of these immunities, however. Habitat/Society: Nothing is known about adaptoid society, however, adaptoids will never attack one another, and also will never cooperate with anyone to kill their target. Ecology: Adaptoids interact with nature just as a member of their target's race would. I had already posted this but here's one for your manual. ANTI-MAGIC STATUETTES --------------------- Frequency: Rare Number Appearing: 1-3 Armor Class: 4 Move: 12", 12" ethereal Hit Dice: 5d8 % in Lair: no lair, but 5% in mage's hold Treasure Type: Nil (but victims may have some) # of Attacks: 6 or 1 Damage per attack: 2-5/2-5/1-3/1-3/1-2/1-2 or BWT Special Attacks: Cancellation, spells, silence Special Defenses: Spell turning, camoflage Magic Resistance: 47% Intelligence: 16 Alignment: Neutral (evil) Size: Small Psionic Ability: Nil Attack/Defense Modes: Nil An extremely jealous mage created these devastating items. His intention was to create an item that could infiltrate a rival mage's home and destroy him/ her. He succeeded too well, and fell victim to his creations. These creations are essentially small golems of marble or any other substance that statues are commonly made of. Their camoflage ability is limited only to appearances of stone or metal. They may change their shape (to better fit in with the other normal statues in a mage's home) but retain their material composition. They are intelligent enough to determine the best stategy to reach their goal but they are not cognizant of anything but destroying a mage. They may use their fists as attacks. They may attack up to three times with each fist provided the preceeding attack was successful. Thus the damage in a round may range from 2-5 to 8-20. They have various spell-like abilities specifically useful for attacking mages: Cancellation (as the rod) up to four times a day but must touch item. Silence as often as desired (once/round) at the 10th level of ability. Spell turning once every two rounds. ------------------------------- Myke P.S. It's not in ADD2 format, I don't have a copy of those compendiums, so I don't know what's different what's same. ------------------------------------------------------------------------------ Only the born suffer - Sanradden the Gracious Those who hide gain suprise - Jeaune the Nimble Me don't know nuthin' 'bout no assassin whut tried to kill yuh, nope, nope, nope, me no know nuthin' - any gully dwarf with a knife behind his back ------------------------------------------------------------------------------ * pn eopy1 eopy2 eopn3 ffy hfy eon lm 012 rm 069 pi 000 ps 001 pl 060 hd 000 ft 000 fp 001 ss 000 000 000 056 ts 007 012 ANTRACONIAN Frequency: Very Rare No. Appearing: 1-2 Armor Class: -3 Hit Dice: 10+8 Attacks: 5 Damage: 1-4/1-4/1-4/1-4/2-12 Special Attacks: see below Special Defences: +2 or better to hit; immune to fire, see below Movement: 18"/6" Size: L (8') Intelligence: Exceptional Magic Resistance: 60% Psionics: none (immune to psionic attack) Alignment: Neutral Evil These vile creatures once roamed throughout the plane of Gehenna, and they were equally common sights in the 9 hells and Hades, and even on the Prime Material Plane (where they were found inevitably performing some deed of evil either as summoned creatures or on their own initiative). Eventually their excursions into the 9 Hells so angered that dark plane's inhabitants that a full scale war broke out between the devils and the less numerous Antraconian, resulting in the almost wholesale destruction of the Antraconian race. A handful of Antraconians live on (perhaps a dozen or two), existing as they can. They are not as common a sight as they once were, but they can still be found wandering the Prime Material plane in the service of some evil wizard. On their own plane, however, they are undetectable, as they have taken precautions to being wiped out by the occasional devil force (a race to which the Antraconians still hold great enmity towards, and will attack on sight if the odds are good). Antraconians normally attack with their four clawed arms, following up with a bite from their batlike heads. If all four arms hit, they hold the target and gain a +4 "to hit" with their bite attack. The chance of a character getting out is equal to his or her bend bars %, and may be attempted once per round. Further, Antraconians may use the following spell like powers once per round, when applicable: Charm Person, Unseen Servant, Knock, Slow, Polymorph self (to Black Unicorn or Golden Pegasus), become invisible, detect invisibility, detect good and dispel magic, all at the 8th level of ability. They also have the spell casting abilities of a fifth level Cleric (3 first level spells, three second and a third). Moreover, once per day they are able to cast a symbol of pain. At one point in time they possessed gating abilities similar to those of other creatures of the lower planes, but their numbers have been reduced so as to make this power unusable. (C) 1990 Allan J. Mikkola; for personal use only BANDOR Climate/Terrain: Temperate and sub-arctic forests Frequency: Rare Organization: Family Activity Cycle: Day Diet: Omnivore Intelligence: Very (11-12) Treasure: Special Alignment: Neutral Evil No. Appearing: 1-2 (2-6) Armor Class: Variable Movement: 12, Fl 30 (C) Hit Dice: Variable THAC0: Variable No. of Attacks: 3 + special Damage/Attack: 1-8/1-8/2-20 Special Attacks: Breath weapon, spell use, hug Special Defenses: Nil Magic Resistance: Variable Size: H (16' base) Morale: Elite (15-16) XP Value: Variable Age Hit Combat Age Age Category Modifier Dice THAC0 Modifier --- ------------ -------- ---- ----- -------- 1 Very Young 0-5 yrs. 6 14 +0 2 Young 6-15 7 13 +1 3 Adult 16-30 8 12 +2 4 Mature Adult 31-50 9 11 +3 5 Old 51-75 10 10 +4 6 Very Old 76-100 11 9 +5 Body Tail Breath Wizard Treas. XP Age Lgt(') Lgt(') AC Weapon Spells MR Type Value --- ------ ------ -- ------ ------ --- ------ ------ 1 2-5 1-2 5 2d6+1 Nil Nil Nil 1,400 2 5-10 2-4 4 4d6+2 Nil Nil Nil 2,000 3 10-14 4-6 3 6d6+3 1 10% E 3,000 4 14-18 6-8 2 8d6+4 1 1 15% E,S 5,000 5 18-22 8-10 1 10d6+5 2 1 20% E,S,T 8,000 6 22-26 10-12 0 12d6+6 2 2 25% E,S,Tx2 10,000 A bandor is the result of ancient genetic experiments by a crazed wizard. To create a bandor, a cave bear of the largest size was cross-bred with each of the five types of evil dragons. Therefore, there are five sub-species of ban- dors: black, white, blue, green, and red. A bandor has the head, neck, tail, and wings of its respective dragon, and the body of a cave bear, although dra- gon scales are interspersed throughout the body fur. These scales grow more abundant as the bandor ages, but do not generally show through the fur until the mature adult stage is reached. A bandor is wingless at birth; as the wings grow throughout the first two stages of life, they are too small to enable flight. A bandor is able to fly only upon reaching the adult stage (age 16). Bandors of all sub-species speak a tongue common to all bandors, a tongue common to all evil dragons, and 12% of very young bandors have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the bandor. Combat: Bandors are generally aggressive and will attack most anything that is a threat to their territory. These creatures are intelligent enough to decide when bite and claw attacks will be sufficient, or when it is necessary to em- ploy spells and/or breath attacks; these latter two attack forms are reserved for very powerful opponents. If a bandor scores a hit with a paw on an 18 or better, it also hugs for 2-16 (2d8) points of additional damage. Bandors will continue to fight for 1-4 melee rounds after reaching 0 to -8 hit points; at -9 or fewer hit points, they are killed immediately. Breath weapons/special abilities: Each sub-species of bandor has a breath wea- pon identical in shape, size, and composition to that of their respective dra- gon; however, damage of all types is identical, as per the table above. Any creature who makes a successful save vs. breath weapon only suffers 1/2 normal damage. A bandor has no fear aura or other special magical abilities that dragons do, but they are immune to attacks with the same composition as their breath weapon. Bandors cast their spells at 6th level, plus the combat modifier. Habitat/Society: Bandors live in thick forests in temperate and sub-arctic regions. Their lairs are usually in large, well-hidden caves in the center of their territory. Bandors live alone or in families; if two bandors are encountered together, there is a 20% chance of there being 1-4 cubs (age category 1 or 2) present as well. Bandors are very protective of their young, and will attack anything attempting to harm them. Bandors are normally at odds with other forest- dwelling creatures due to their aggressive nature. A green bandor will some- times ally itself with a green dragon, but the other sub-types do not get along with dragons. Ecology: Bandors are omnivorous, but prefer to eat meat. They hunt woodland animals such as bears and deer, and have even been known to attack centaurs and elves, the latter of which they consider to be a delicacy. Pete, Just a minor correction to make to the bandor: Change: Morale: Elite (15-16) to: Morale: Champion (15-16) Guess I looked at the table wrong; no big deal. Any idea when you're going to post the creatures? Later, Al =========================================================================== || Allan J. Mikkola || || uucp: {uunet!crdgw1|sun!sunbrew}!gemed!vulcan!allanm || || Internet: [a--la--m] at [vulcan.med.ge.com] || =========================================================================== OK, heres a monster for your book... I'll use my own format since I don't have a copy of one right now. You can fill in the rest as you see fit. Bird Of Ill-Omen ------------------ HP 100. AC -10. AL CE. Number Attacks:1. DM:1-2 SD:Lots. SA:Some. Occurance:Very Rare. Number:Only 1 exists. Speed:Raven Speed. Languages:All Treasure:None The Bird Of Ill-Omen appears as a normal Raven or Crow (Black in Color). This monster will only rarely provide anything useful to the party. However, until the party is rid of it, sufficient inconvenience will exist. The bird's purpose is not really known but it appears to wonder the Prime Material Plane in order to accompany typically high level adventurers on a particularly dangerous adventure. If spoken to, the bird will respond to the individual who spoke, in a language (other than common) that the individual understands (Dwarves will be spoken to in Dwarvish, Elves in Elvish, etc...). The bird is master of lore and other histories in general and will know something about each of the party members that would not readily be common knowledge. Usually something that a particular adventurer is not *very* proud of. The bird will use this information to disrupt the cohesion and integrity of the party members and in general try to get them to distrust each other, sometimes to the point of fighting/killing. The bird will typically drop 3 or so hints about the advertures upcoming goal, and will mislead them on 2 of the 3 hints to the point where failure means death (or something almost as bad). The bird is 100% magic resistant and if hard pressed can cause Confusion (per spell at level 15). The bird also generates a 100 foot sphere of saving throw reduction (-2). If a fumble chart is used, this has the effect of causing a fumble to occur on a 1, 2, or 3 on a die 20 :-) It also uses ESP (per spell) at will. The bird will never directly say what it's intentions are but it is rumored that it will go away if given a particularly exceptional gem or piece of jewelry valued at 50,000+ GP. Otherwise, it is perfectly content traveling with the party, flying between branches, etc... staying just out of reach, and generally causing havoc to the adventurers. The tail feathers and feet of the Bird Of Ill-Omen are rumored to be incredibly valuable in potion making. Any knowledgable Alchemist in a large city will pay over 100,000 GP for them. --Pete, I didn't see your original post so I'm not 100% sure what you want. Here's a couple that I could remember off the top of my head and I thought you might enjoy. I would be interested in seeing the finished list when you get it put together. ============================================================================== BloodGuard (Demi-Human) Occurance : Very Rare No. Appearing : (1-4) Hit Dice : 8 Armor Class : 3 Attacks : 2 Damage : (1-12) Special Attacks : See Below Special Defense : See Below Magic Resistance: See Below Intelligence : High Alignment : Any Neutral or Good Size : M Psionics : nil/nil I've tried to describe the BloodGuard as best I can from the Thomas Covenant Series by Steven R. Donaldson. They are the race of men who have taken a vow to protect the Lords of RevelStone. This vow is so profound that it gives these men some unique and astonishing powers. The BloodGuard are nearly ageless, living for centuries beyond that of normal men and even outlasting the elves in their longevity. Any one of them you happen to meet could be thousands of years old. You will never meet a young one, however, for they've lost their women and no young have been born for over 2,000 years. Sure evidence of the existence of a female BloodGuard is the sole thing that can disuade one from his task. The BloodGuard do not sleep, their senses are incredibly acute, the BloodGuard can communicate in a telepathic manner over short distances (one or two miles) and when fighting together they do not talk but work as a unit. BloodGuard don't have infra- or ultra-vision but are proficient night/blind fighters and only suffer a -1 penalty when fighting blind. This is partially due to their excellent senses. BloodGuard are solitary and do not speak often, never laughing or joining in idle conversation. The BloodGuard have incredible reflexes and will make _all_ but the most impossible saving throws. When attacking, the BloodGuard take and expect no quarter. They will kill if they believe that their charge is in jeopardy and do so without a second thought. The BloodGuard have absolute confidence in themselves and their kind and they never make moral checks. Due to the combination of reflexes, senses (including a kind of sixth sense for danger) the BloodGuard are never surprised. They are the ultimate guardian. If a BloodGuard is encountered, he will be with or near one of the Lords or Ladies of RevelStone or some other important charge (be it a letter, item, or person). If the charge is a Lord or Lady of RevelStone, he/she will be a Mage of middle to high levels and always of good alignment. No harm can befall the charge of a BloodGuard while he lives. If a one of the BloodGuard is killed (and they _can_ be killed), his fellows know it and will recover his body. This is necessary because this is the only way a replacement will be sent from their home country. =============================================================================== SandGorgon (Monster) Occurance : Very Rare No. Appearing : 1 Move : 36" (unknown) Hit Dice : 12 Armor Class : 0 Attacks : (1) 2 Damage : (2-24)hug (1-12),(1-12) Special Attacks : See Below Special Defense : See Below Magic Resistance: See Below Intelligence : Low Alignment : Neutral Size : M Psionics : nil/nil I've tried to describe the SandGorgon as best I can from the Thomas Covenant Series by Steven R. Donaldson. They are the race of creatures trapped in an unending sandstorm by a group of magicians because of their destructive abilities. Each has a unique name and when this name is spoken, the creature is released from the sandstorm and immediately makes its way to to the speaker of the name. It's sole purpose is to kill the speaker and return to the sandstorm. The SandGorgon will appear very quickly after the utterance of its name. Whether they do so by some means of teleportation or anticipation is unknown. The SandGorgon looks like a small version of a Tyrannasaurus (sp?) Rex with front hands that end in flat ended clubs. The top of their heads is also flat and very hard. Swords, missiles, and clubs simply bounce off without doing any noticable damage. Each of the clubed fists do 1-12 points of damage per hit and if both hands successfully hit in one round, the victim is caught up in a hug. This hug does 2-24 points of damage every 2 _segments_ until the victim is dead. When the SandGorgon has killed once, it will return to the sandstorm as quickly as it appeared. If some barrier prevents the SandGorgon from reaching its intended victim. It will batter it down. A charging SandGorgon does 4 structural points of damage. After the initial charge, the creature will stand at the barrier and batter it with successive blows from its clubbed hands. No stone door, or wall of less than 10 feet in thickness can withstand this battering because the creature will set up a destructive resonance with its blows that will eventually shatter the structure. If there is some impassible barrier between it and its intended victim. The SandGorgon will kill the nearest, intelligent living creature and return to the sandstorm. It is unlikely that the SandGorgon can be killed. Weapons do not seem to injure it (even the most highly magicked ones). Magic has little or no effect on them. Lightning bounces harmlessly off them, heat and cold do not dis- comfort the creature in the slightest. One has never been successfully trapped (other than in the sandstorm). It is said that Gandalf GreyStone, Lord of the Diamond and Shandorn True-Heart tried to capture one of these creatures for experimental purposes only to succeed in the total destruction of Gandalf's tower. Gandalf and Shandorn found that even a Wall of Force is not a serious barrier to one of these creatures and a Raise Dead spell was required to correct that misconception. It's unknown how many SandGorgons actually reside in the sandstorm (its exact location is a mystery as well) but the names of three of the creatures have been discovered through the extensive use of several arcane magicks. Those names are 'Nom', 'Tonham', and 'Ravodnas'. Blue Goon Climate/Terrain: Subterranean Frequency: Very Rare Organization: Tribal Activity Cycle: Night Diet: Carnivore Intelligence: Low (5-7) Treasure: (F) Alignment: Lawful Evil -------------------------------------------------------------------------------- No. Appearing: 4-20 Armor Class: 6 Movement: 6 Hit Dice: 2+2 THAC0: 19 No. of Attacks: 1 Damage/Attack: By Weapon Special Attacks: Nil Special Defenses: Nil Magic Resistance: Nil Size: M (6' tall) Morale: Unsteady (5-7) XP Value: 65 -------------------------------------------------------------------------------- Appearance: Blue goons look like humanoids layered with blue pancakes, and fumes coming out of their mouth. Combat: Blue goons typically attack with whatever weapons they can make, usually crude clubs and spears. The fumes coming out of their mouths are not harmful. They are fairly strong, having an average strength of about 16. Habitat/Society: Blue goons are very warlike. They kill anything which they can find, except members of their own tribe. It is not uncommon to see tribes of Blue Goons fighting with each other. Ecology: Blue goons kill whatever they see. Although they have no "natural" enemies, they are constantly at war. They occasionally raid neighboring tribes for food and weapons. BRAINSTORMER (C) 1990 Allan J. Mikkola; for personal use only Climate/Terrain: Temperate woods and subterranean Frequency: Uncommon Organization: Solitary Activity Cycle: Day Diet: Carnivore Intelligence: Low (5-7) Treasure: B, Qx5, V Alignment: Neutral No. Appearing: 1-6 Armor Class: 4 Movement: 15 Hit Dice: 8 THAC0: 13 No. of Attacks: 3 (claw/claw/bite) + special Damage/Attack: 1-10/1-10/2-16 (claw/claw/bite) Special Attacks: Psionic mind blast Special Defenses: Nil Magic Resistance: 15% Size: M (7') Morale: Steady (11-12) XP Value: 3000 Brainstormers are a lizard-like creature of about 7' in length. They are a dull yellow in color with small green and red speckles. Hatchlings are light brown with no speckles. Brainstormers have a very keen sense of smell and also have infravision out to 60'. Combat: Brainstormers can attack with a claw/claw/bite routine. In times of need, they can use the special attack that gives these creatures their name: three times per day, they may employ a psionic mind blast or "brainstorm" as it is also called. This weapon may be used in one of two ways: it can be used to inflict 2-16 points of damage on every creature within 30', or it may be employed against a single target up to 50' away, in which case it causes 3-30 points of damage. In either case, a successful saving throw vs. spell reduces the damage by half. Those who fail their saving throw are also stunned (as per the *power word, stun* spell) for 1d4 rounds. Brainstormers are themselves immune to this weapon. Habitat/Society: Brainstormers are found in temperate woods, but also love to live underground. Although they are generally solitary in nature, they gather in small groups to hunt. Larger groups sometimes attack small bands of human- oids or adventurers, if there is a good chance of obtaining treasure (they especially like gems). Brainstormers usually lair underground. Ecology: Brainstormers eat small and medium-sized rodents and snakes, but have also been known to eat the flesh of larger creatures (such as humanoids) they have killed for treasure. Brainstormer blood is an ingredient in the ink used to create a *power word, stun* scroll. ----------------------------------------------------------------------------- More to come, Al =========================================================================== || Allan J. Mikkola || || uucp: {uunet!crdgw1|sun!sunbrew}!gemed!vulcan!allanm || || Internet: [a--la--m] at [vulcan.med.ge.com] || =========================================================================== Bulette, lesser Frequency: Very rare No. Appearing: 1-4 Armor Class: 5 Hit Dice: 4 Attacks: 3 Damage: 1-8/1-8/2-16 Special Attacks: 8' jump Special Defenses: none Movement: 12" (3") Size: L (4' tall, 6' long) Intelligence: Animal Magic Resistance: standard Psionics: none Alignment: neutral The Lesser Bulette, or baby landshark, is a creature which is simply a minature version of its namesake. Presumably a creation of the same (or at least very similar) process that created the Bulette created its smaller cousin. Certainly the lesser Bulette rivals it when it comes to diet -the smaller creatures are known to devour teams of pack horses in under 15 minutes, although they do show restraint in what they are attacking. The lesser Bulette attacks with its two front claws and bite, but if cornered is capable of the same 8' leap that the bulette is capable of, in which case it attacks with its back claws as well for an additional 1-8/1-8. Lesser Bulettes are never found in the same area as their larger cousins, as the latter is too successful in competing for the same food source. Copyright 1990 Allan J. Mikkola; for personal use only DRAGON, ADAMANTITE Climate/Terrain: Any mountains Frequency: Very rare Organization: Solitary or clan Activity Cycle: Any Diet: Special Intelligence: Genius (17-18) Treasure: Special Alignment: Neutral good No. Appearing: 1 (2-5) Armor Class: -4 (base) Movement: 12, Fl 38 (C), Jp 3 Hit Dice: 16 (base) THAC0: 5 (base) No. of Attacks: 3 + special Damage/Attack: 2-12/2-12/4-40 Special Attacks: Special Special Defenses: Variable Magic Resistance: Variable Size: G (54' base) Morale: Fanatic (17-18) XP Value: Variable Body Tail Breath Treasure XP Age Lgt(') Lgt(') AC Weapon Spells Wizard/Priest MR Type Value === ====== ====== === ======== ===================== === ======== ====== 1 2-12 3-12 -1 2d12+1 Nil Nil Nil 3,000 2 12-24 12-20 -2 4d12+2 Nil Nil Nil 4,000 3 24-38 20-30 -3 6d12+3 Nil Nil Nil 6,000 4 38-56 30-42 -4 8d12+4 2 Nil E,Z,T 8,000 5 56-78 42-52 -5 10d12+5 2 2 40% H,Z,T 10,000 6 78-98 52-60 -6 12d12+6 2 2 2 45% H,Z,T 13,000 7 98-115 60-70 -7 14d12+7 2 2 2 2 50% H,Z,T 14,000 8 115-128 70-76 -8 16d12+8 2 2 2 2 1/1 55% H,Z,Tx2 15,000 9 128-140 76-82 -9 18d12+9 2 2 2 2 2/2 60% H,Z,Tx2 17,000 10 140-150 82-90 -10 20d12+10 2 2 2 2 2 1/2 2 65% H,Z,Tx2 18,000 11 150-160 90-96 -11 22d12+11 2 2 2 2 2 2/2 2 2 70% H,Z,Tx3 19,000 12 160-166 96-102 -12 24d12+12 2 2 2 2 2 2 1/2 2 2 2 75% H,Z,Tx3 20,000 Adamantite dragons are among the most powerful of all good dragons; they are also one of the rarest species. An encounter with an adamantite dragon is at best a once-in-a-lifetime event for all but the most fortunate (or unfortunate) of individuals. An adamantite dragon's scales change little in color throughout its life; they are dark black from birth to old age. The scales are very small at birth, but as the dragon grows, they become larger and thicker, and are soon harder than steel. Once the mature adult stage is reached, the dragon develops silver flecks throughout its scales; these flecks grow more abundant as the dragon ages. Adamantite dragons speak their own tongue, a tongue common to all good dra- gons, and 18% of hatchling adamantite dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. An adamantite dragon encountered in human form will usually take the shape of a human wizard or fighter. Combat: Adamantite dragons will not attack good creatures unless their lives are in danger, and will not fight most neutral individuals unless attacked first. However, they will attack all but the most powerful evil creatures on sight without a second thought; they have little tolerance for evil beings. An adamantite dragon will not hesitate to immediately close with most opponents and fight with claws and bite. Against extremely powerful foes, spells, breath attacks, and/or special abilities will be used before entering melee. An adamantite dragon has little trouble deciding when an enemy has been sufficiently weakened by these attacks, so these weapons are rarely wasted on senseless attacks. Breath Weapon/Special Abilities: An adamantite dragon has two breath weapons. The first is a cloud of frost with a radius of 50' in all directions. This cloud will remain in effect for three rounds; on the first round, damage is taken as per the table above (save vs. breath weapon for half damage); on the second and third rounds, the area of effect is hit by an _ice storm_ as per the spell (no damage is taken on the above table these two rounds). The second breath weapon is a cone of fire 100' long, 5' wide at the dra- gon's mouth, and 25' wide at the base. Anyone caught inside the area of effect must save vs. breath weapon for half damage. If the dragon breathes its fire- based breath weapon into an _ice storm_ previously created by its frost-based breath weapon, the area of overlap turns into a driving rainstorm for the dura- tion of the frost cloud; anyone inside this rainstorm has a -2 to hit due to poor sight, and missile fire is impossible (this is in addition to the affects of the fire-based breath attack). An adamantite dragon casts its spells and uses its special abilities at 10th level plus its combat modifier. At birth, adamantite dragons are immune to fire and cold. They may also _polymorph self_ three times per day. As they age, they gain the following additional powers: Young: _magic missile_ three times per day. Juvenile: _slow_ three times per day. Adult: _fireball_ twice per day. Mature Adult: _cone of cold_ twice per day. Old: _forcecage_ once per day. Very Old: _polymorph any object_ three times per week. Habitat/Society: Adamantite dragons live deep within the highest mountain ranges they can find; they exist in all climates, as long as mountains are present. Their lairs are located in well hidden, spacious caves, and are pro- tected by various magic and mundane traps, as well as faithful guards such as good giants and even ki-rin. An adamantite dragon's worst enemies include red dragons and evil cloud giants; they will attack these foes on sight, and the insuing combat is usually spectacular and deadly; the adamantite dragon will usually prevail in these contests, but serious injury to the dragon can still result. Adamantite dragons are on good terms with most good-aligned creatures in their territory, including silver dragons and gold dragons. They also have close ties with electrum dragons [q.v.], when their territories overlap. Their closest allies are mithril dragons [q.v.]; these two species will often work together, as they share common goals and ideals. Ecology: Adamantite dragons consume a diet of precious metals; gold, silver, platinum, and of course adamantite are all part of their diet. They do not need much to sustain themselves however, and the majority of metals they find are added to their treasure hoard. Adamantite dragons will not hesitate to help good-aligned creatures in times of need. =========================================================================== || Allan J. Mikkola || || uucp: {uunet!crdgw1|sun!sunbrew}!gemed!vulcan!allanm || || Internet: [a--la--m] at [vulcan.med.ge.com] || =========================================================================== (C) 1990 Allan J. Mikkola; for personal use only DRAGON, CRESTED Climate/Terrain: Temperate wooded hills and mountains and subterranean Frequency: Very rare Organization: Solitary or clan Activity Cycle: Any Diet: Special Intelligence: High (13-14) Treasure: Special Alignment: Neutral Evil No. Appearing: 1 (2-5) Armor Class: -2 (base) Movement: 9, Fl 30 (C), Sw 9, Jp 3 Hit Dice: 13 (base) THAC0: 7 (base) No. of Attacks: 3 + special Damage/Attack: 1-8/1-8/3-30 (3d10) Special Attacks: Special Special Defenses: Variable Magic Resistance: Variable Size: G (42' base) Morale: Fanatic (17-18) XP Value: Variable Body Tail Breath Spells Treasure XP Age Lgt(') Lgt(') AC Weapon Wizard/Priest MR Type Value === ====== ====== === ======== ============= === ========= ====== 1 2-8 1-6 1 2d10+1 Nil Nil Nil 3,000 2 8-20 6-14 0 4d10+2 Nil Nil Nil 4,000 3 20-32 14-26 -1 6d10+3 Nil Nil Nil 6,000 4 32-52 26-34 -2 8d10+4 1 Nil H 8,000 5 52-70 34-45 -3 10d10+5 2 35% H 10,000 6 70-88 45-52 -4 12d10+6 2 1 40% H,T 11,000 7 88-96 52-62 -5 14d10+7 2 2 1 45% H,S,T 12,000 8 96-106 62-70 -6 16d10+8 2 2 2 50% H,S,T 15,000 9 106-116 70-78 -7 18d10+9 2 2 2 1 55% H,S,Tx2 17,000 10 116-124 78-82 -8 20d10+10 2 2 2 2 60% H,S,Tx2 18,000 11 124-132 82-90 -9 22d10+11 3 2 2 2/1 65% Hx2,S,Tx2 19,000 12 132-142 90-98 -10 24d10+12 3 3 2 2/2 70% Hx3,S,Tx2 20,000 Crested dragons are a cross between red and green dragons; they have the body of a green dragon (but larger) and the head and tail of a red dragon. The distinguishing feature of a crested dragon is the red, cakatoo-like crest that extends from the top of the head to halfway down the back of the neck. The coloration of the crested dragon's scales are similar to those of the green and red dragons in the repective body parts. Due to cross-breeding, a crested dragon's body scales are thicker than those of the green, hence the better armor class. Crested dragons speak their own tongue, a tongue common to all evil dragons, and 14% of hatchling crested dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. Combat: Crested dragons will attack most good-aligned and neutral creatures without a second thought, but have also been known to attack evil creatures that invade their territory. Crested dragons will use their spells, breath weapon, and special abilities against more formidable foes before closing to fight, but will use claws and bite against weaker opponents. At times, a crested dragon will attempt to control foes through use of _suggestion_ and _charm_. These controlled creatures will be used as guards, or as information-gatherers. Their favorite targets for these tactics are humans and demi-humans. Breath Weapon/Special Abilities: A crested dragon's breath weapon is a cloud of flamming gas 70' long, 40' wide, and 30' high. Creatures caught in this cloud must make two saving throws vs. breath weapon as follows: the first is against gas for 3/4 damage and the second is against fire for 1/2 damage. This breath weapon is composed mostly of flames; therefore, if a target is immune to gas, damage is automatically 3/4 normal, save against fire for 1/2. On the other hand, if a victim is immune to fire, damage is automatically 1/2 normal, save against gas for 1/4 damage. From birth, crested dragons are immune to both fire and gasses. As they age, they gain the following additional powers: Young: _affect normal fires_ three times per day. Juvenile: _water breathing_. Adult: _suggestion_ once per day. Old: _wall of fire_ once per day. Venerable: _hypnotism_ once per day. Great Wyrm: _pass without trace_ three times per day. Crested dragons cast spells and use their special abilites at 8th level, plus their combat modifier. Habitat/Society: Crested dragons are found in temperate hilly and mountainous regions as long as these areas are heavily forested. Crested dragons are solitary creatures (except when mating and child-rearing) and fiercely protect their territory. Crested dragon lairs are usually found in large caves well hidden in deep forests. Crested dragons are good parents, and will protect their young to the death if necessary. Enemies of crested dragons include hill giants and green dragons with whom they share their territory. They will attack hill giants on sight, but will not fight green dragons unless provoked. Ecology: Although crested dragons can eat nearly anything, they prefer humans and elves, especially females; they have been known to attack small villages to obtain food. They will also eat plants and medium-sized animals if necessary. ----------------------------------------------------------------------------- =========================================================================== || Allan J. Mikkola || || uucp: {uunet!crdgw1|sun!sunbrew}!gemed!vulcan!allanm || || Internet: [a--la--m] at [vulcan.med.ge.com] || =========================================================================== (C) 1990 Allan J. Mikkola; for personal use only DRAGON, CRIMSON Climate/Terrain: Subtropical and temperate hills and mountains Frequency: Very rare Organization: Solitary or clan Activity Cycle: Any Diet: Special Intelligence: Exceptional (15-16) Treasure: Special Alignment: Neutral (5% each with LN and CN tendancies) No. Appearing: 1 (2-5) Armor Class: -1 (base) Movement: 12, Fl 36 (C), Jp 3 Hit Dice: 12 (base) THAC0: 9 (base) No. of Attacks: 3 + special Damage/Attack: 1-8/1-8/3-30 Special Attacks: Special Special Defenses: Variable Magic Resistance: Variable Size: G (42' base) Morale: Fanatic (17-18) XP Value: Variable Body Tail Breath Spells Treasure XP Age Lgt(') Lgt(') AC Weapon Wizard/Priest MR Type Value === ====== ====== === ======== ============= === ========= ====== 1 5-15 3-10 2 3d6+1 Nil Nil Nil 3,000 2 15-26 10-16 1 6d6+2 Nil Nil Nil 4,000 3 26-36 16-24 0 9d6+3 Nil Nil Nil 6,000 4 36-46 24-38 -1 12d6+4 2 Nil G 8,000 5 46-62 38-50 -2 15d6+5 2 1 25% G,S 10,000 6 62-74 50-66 -3 18d6+6 2 2 30% G,S 11,000 7 74-84 66-78 -4 21d6+7 2 2 1 35% G,S,Z 12,000 8 84-98 78-90 -5 24d6+8 2 2 2 40% G,S,X,Z 14,000 9 98-120 90-112 -6 27d6+9 2 2 2 1 45% G,S,X,Z 16,000 10 120-140 112-120 -7 30d6+10 2 2 2 2 50% G,S,X,Z 18,000 11 140-158 120-130 -8 33d6+11 2 2 2 2 1/1 55% G,S,X,Zx2 19,000 12 158-166 130-142 -9 36d6+12 2 2 2 2 2/2 60% G,S,X,Zx3 20,000 Crimson dragons are closely related to red dragons; they are nearly identical in appearance to reds, although they are smaller in size. Aside from the brighter red scales and some minor facial differences, the only appreciable difference is the black throat and belly of the crimson dragon. At ranges of 120' or greater, crimson dragons appear identical to red dragons; at closer distances, the differences are easier to distinguish (a successful INT check results in the observation of the brighter scales and/or the black belly. In any case, the differences are obvious at 60' or less. Unlike most dragons, the scales of a crimson dragon change little in color throughout their lives; they stay a bright crimson red from birth to old age. While crimson dragons resemble red dragons in appearance, their temperment and outlook on life are quite different. They are far less vain and greedy than the red; while they still hoard treasure, it is not the crimson's *main* goal in life. Crimson dragons rarely take sides in conflicts between good and evil, only doing so to maintain the balance of neutrality, which is their main concern. Most (90%) crimson dragons are stricly neutral in alignment; of the remaining 10%, half are neutral with LN tendancies, and the other half are neutral with CN leanings. Crimson dragons speak their own language, a language common to all neutral dragons, and 16% of hatchling crimson dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. Combat: Crimson dragons prefer to close with their opponents, engaging them with every attack mode available; if possible, combat will commence with a screaming plummet from the sky above in order to gain surprise. The attack will then continue with claw, bite, wing buffet, tail slap, etc. Spells, breath weapon attacks, and special abilities will not normally be employed; instead they will saved for truly dangerous encounters. Crimson dragons are not above retreating if obviously out-classed. Breath Weapon/Special Abilities: The breath weapon of a crimson dragon is a cloud of noxious vapors measuring 50' in all dimensions. Anyone caught in this cloud must make a saving throw vs. breath weapon or fall unconscious for 1d6 rounds; those who succeed must make a second saving throw vs. poison or suffer nausea (-2 on all "to hit" rolls) for 1d4 rounds. On the round follow- ing the breath attack, the cloud bursts into flames, inflicting the damage listed on the table above to all still in the area of effect (victims may save vs. breath weapon for 1/2 damage). Strong winds or a _gust of wind_ spell will move the cloud, but no amount of wind short of hurricane-force will dis- perse it. Any fire (such as torches carried by victims) will set the cloud ablaze immediately and any damage caused (such as from a _fireball_) will be cumulative with the breath weapon damage. A favorite tactic of the crimson dragon is to cast a _fireball_ spell into the cloud the following round, causing tremendous damage. Crimson dragons are born immune to fire. As they age, they gain the following additional powers: Juvenile: _flaming sphere_ three times per day. Adult: _wall of fire_ twice per day. Old: _telekinesis_ twice per day. Venerable: _reverse gravity_ once per day. Wyrm: _incendiary cloud_ twice per week. Crimson dragons cast spells and use their special abilities at 8th level, plus their combat modifier. Habitat/Society: Like red dragons, crimsons can be found in hilly or moun- tainous terrain, but unlike their cousins, dislike the tropics. Their lairs are usually in large caves in high hills or mountain peaks. Crimson dragons are usually loners; they associate with other crimson dragons only when mating, and keep company with other creatures even less fre- quently. This is due mainly to the fact they are often mistaken for red dra- gons and are therefore mistrusted by most other creatures. These cases of mistaken identity are the most common cause of unwarranted attacks against crimson dragons, and is also the main reason behind their neutral alignment - they don't trust others, and rarely form alliances; they spend most of their efforts furthering the goals of neutrality. Ecology: Crimson dragons prefer to eat meat, but can eat nearly anything. When hunting, they rarely will kill an intelligent creature for food, except in extreme circumstances. A crimson dragon's worst enemy is the red dragon, who think their cousins are inferior and give them a bad reputation. Combat bewteen the two types are relatively common, and, assuming the combatants are of roughly the same age, these fights are usually quite evenly matched. ----------------------------------------------------------------------------- =========================================================================== || Allan J. Mikkola || || uucp: {uunet!crdgw1|sun!sunbrew}!gemed!vulcan!allanm || || Internet: [a--la--m] at [vulcan.med.ge.com] || =========================================================================== Copyright 1990 Allan J. Mikkola; for personal use only DRAGON, ELECTRUM Climate/Terrain: Temperate and subarctic woods Frequency: Very Rare Organization: Solitary or clan Activity Cycle: Any Diet: Special Intelligence: High (13-14) Treasure: Special Alignment: Neutral good No. Appearing: 1 (2-5) Armor Class: -1 (base) Movement: 14, Fl 40 (C), Jp 3 Hit Dice: 13 (base) THAC0: 7 (base) No. of Attacks: 3 + special Damage/Attack: 1-8/1-8/6-24 Special Attacks: Special Special Defenses: Variable Magic Resistance: Variable Size: G (32' base) Morale: Champion (15-16) XP Value: Variable Body Tail Breath Spells Treasure XP Age Lgt(') Lgt(') AC Weapon Wizard/Priest MR Type Value === ====== ====== === ======== ============= === ======== ====== 1 2-6 1-5 2 1d20+1 Nil Nil Nil 2,000 2 6-15 5-10 1 2d20+2 Nil Nil Nil 3,000 3 15-26 10-22 0 3d20+3 Nil Nil Nil 5,000 4 26-38 22-32 -1 4d20+4 1 Nil F,S,T 7,000 5 38-48 32-40 -2 5d20+5 2 20% F,S,T 9,000 6 48-58 40-50 -3 6d20+6 2 1 25% F,S,T 11,000 7 58-67 50-58 -4 7d20+7 2 2 30% F,S,T 13,000 8 67-75 58-66 -5 8d20+8 2 2 1 35% F,S,Tx2 14,000 9 75-86 66-72 -6 9d20+9 2 2 2 40% F,S,Tx2 16,000 10 86-94 72-78 -7 10d20+10 2 2 2 1 45% F,S,Tx2 18,000 11 94-100 78-84 -8 11d20+11 2 2 2 2 50% F,S,Tx3 19,000 12 100-108 84-88 -9 12d20+12 2 2 2 2 1 55% F,S,Tx3 20,000 Electrum dragons are distant relatives of both gold and silver dragons; some sources report they are a crossbreed of the two types, but this rumor is un- founded. Electrum dragons are basically unagressive and are usually quite friendly towards any good-aligned creatures; on the other hand, they have little tolerance for anyone or anything evil. At birth, an electrum dragon's scales are silver in color; throughout the young stage, the scales turn yellow and then gold. Once the adult stage is reached, the scales obtain a bright amber hue. Electrum dragons speak their own language, a tongue common to all good dragons, and 16% of all hatchling electrum dragons have an ability to communi- cate with any intelligent creature. The chance to possess this ability in- creases 5% per age category of the dragon. Combat: Electrum dragons will not normally fight unless provoked; however, if they witness acts of evil, they may initiate combat, if they feel the need is great enough. If possible, an electrum dragon will attempt to disable or con- fuse opponents with spells or special abilities in order to gain an advantage before entering melee, or to convince the foe to break off the fight. If this tactic does not work, breath weapon attacks, more powerful spells, and all-out attacks with special abilities will all be employed before resorting to claw and bite attacks. Two or more electrum dragons will often work together to defeat a common foe, if the need arises. Breath Weapon/Special Abilities: An electrum dragon's breath weapon is a swarm of _lightning_: when the dragon breathes, a cloud billows forth from the dra- gon's mouth; this cloud has a radius of 5' per age category of the dragon. Within this cloud, dozens of _lightning bolts_ strike in all directions. Any- one caught inside the area of effect suffers the listed damage; a successful save vs. breath weapon reduces the damage by half. Electrum dragons cast their spells and use their special abilities at 7th level plus their combat modifier. Electrum dragons are born immune to electricity. As they age, they gain the following additional powers: Young: _shocking grasp_ three times per day. Young Adult: _lightning bolt_ twice per day. Mature Adult: _call lightning_ once per day. Very Old: _thunderlance_ (see the Forgotten Realms (tm) Adven- ture Sourcebook) once per day. Wyrm: _chain lightning_ twice per week. Habitat/Society: Electrum dragons inhabit wooded areas in temperate and sub- tropical climates. They spend the majority of their time deep within the for- ests, and venture into the open only rarely. Electrum dragons live in large underground caverns; the enterances to their lairs are usually well hidden with natural vegetation, and are quite difficult to find. An electrum dragon's worst enemy is the green dragon, with whom they com- pete for territory. Because green dragons exist in greater numbers, electrum dragons will shy away from them, eventhough they can normally defeat a green in single combat. Electrum dragons have good relations with most good-aligned inhabitants of the forests, as well as with most other good dragons. Their closest allies are mithril and adamantite dragons [q.v.], probably due to their identical align- ments. These three types of dragons often form alliances in times of need. In the past, electrum dragons were far more common than they presently are; hundreds of years ago, their numbers began to fade, due to numerous wars with evil humanoids and dragons. Today, they are one of the rarest of all dragon species. Ecology: Although they are capable of eating nearly anything, electrum dragons prefer a diet of fruits and shrubs; they appear to require very little nourish- ment. Electrum dragons are normally very friendly towards good forest crea- tures, and will protect or help them in any way they can; they are especially fond of elves, and will often form close friendships with them. =========================================================================== || Allan J. Mikkola || || uucp: {uunet!crdgw1|sun!sunbrew}!gemed!vulcan!allanm || || Internet: [a--la--m] at [vulcan.med.ge.com] || =========================================================================== Copyright 1990 Allan J. Mikkola; for personal use only DRAGON, ELEMENTAL Climate/Terrain: Special Frequency: Rare (native plane); Very Rare (prime plane) Organization: Solitary Activity Cycle: Any Diet: Special Intelligence: Average (8-10) Treasure: Nil Alignment: Neutral No. Appearing: 1-2 Armor Class: 0 (base) Movement: Fire: 12, Fl 28 (C) Water: 6, Fl 18 (D), Sw 20 Air: 10, Fl 40 (A) Earth: 10, Fl 20 (D), Br 10 Hit Dice: 14 (base) THAC0: 7 (base) No. of Attacks: 3 + special Damage/Attack: 2-20/2-20/2-20 Special Attacks: Special Special Defenses: Variable Magic Resistance: Variable Size: H (24' base) Morale: Fanatic (17-18) XP Value: Variable Body Tail Breath Spells Treasure XP Age Lgt(') Lgt(') AC Weapon* Wizard/Priest MR Type Value === ====== ====== === ======== ============= === ======== ====== 1 2-4 1-2 3 2d8+1 Nil Nil Nil 1,400 2 4-10 2-6 2 4d8+2 Nil Nil Nil 2,000 3 10-18 6-12 1 6d8+3 Nil Nil Nil 3,000 4 18-30 12-20 0 8d8+4 Nil Nil Nil 5,000 5 30-40 20-26 -1 10d8+5 Nil 35% Nil 7,000 6 40-46 26-32 -2 12d8+6 Nil 40% Nil 9,000 7 46-54 32-40 -3 14d8+7 Nil 45% Nil 10,000 8 54-62 40-47 -4 16d8+8 Nil 50% Nil 11,000 9 62-70 47-54 -5 18d8+9 Nil 55% Nil 13,000 10 70-78 54-60 -6 20d8+10 Nil 60% Nil 14,000 11 78-85 60-64 -7 22d8+11 Nil 65% Nil 15,000 12 85-94 64-68 -8 24d8+12 Nil 70% Nil 16,000 * Saves are at -2 on the elemental dragon's home plane. There are four types of elemental dragons: fire, water, air, and earth. Each sub-species is native to its corresponding elemental plane, and are most often encountered there. However, an elemental dragon is capable of travelling to, and existing on the prime plane as well (see Habitat/Society for more informa- tion). Each elemental dragon is made up of the appropriate elemental substance, and is similar in appearance to the "common" elemental, although it takes on more of a dragon-like appearance instead of a humanoid form. It is not known if elemental dragons are capable of speaking humanoid lan- guages or the tongues of other dragons, but they are able to communicate with most other elemental creatures native to their home plane. Combat: Elemental dragons are quick to anger and will attack with the least provocation; any perceived threat is a fair target. These creatures have most of the combat tactics and behavior of their more common elemental cousins. While an elemental dragon has attacks that originate from the creature's "head" and "claws," these do not actually represent a "claw/claw/bite" routine; instead, all three attacks are composed of the dragon's native element (similar to a common elemental's attacks) and therefore deliver identical damage. Breath Weapon/Special Abilities: Each sub-type of elemental dragon has a breath weapon composed of its corresponding element: fire: cone of flames 90' long, 5' wide at the dragon's mouth, and 30' wide at the base; water: a cone of scalding water and steam 80' long, 5' wide at the dragon's mouth, and 35' wide at the base; air: a blast of compressed air in the shape of a cone 90' long, 5' wide at the dragon's mouth, and 30' wide at the base; earth: a cone of rocks and debris 85' long, 5' wide at the dragon's mouth, and 30' wide at the base. All four types inflict an identical amount of damage, as indicated on the table above. A successful saving throw vs. breath weapon reduces the damage by half (saves are at -2 on the elemental dragon's home plane). Elemental dragons have no spell-casting capabilities or spell-like powers, but each has an immunity to attacks composed of their native element. All sub-species may be hit only with a weapon of +2 or better enchantment, and a creature with fewer than 5 hit dice cannot harm an elemental dragon without some sort of magical assistance. All elemental dragons earn a +2 to hit and a +4 to damage when fighting in their native element (not just in their home plane). Habitat/Society: While elemental dragons are native to the various elemental planes, they are able to travel to the prime planes at will. They may exist there for one day per age category of the dragon; if this limit is exceeded, the dragon's material shell is destroyed, forcing it to return to its plane of origin. In addition, while on the prime planes, an elemental dragon may not stray from an area of its native element for more than one hour per age category of the dragon, as this too will lead to its material demise. It is not suprising then, that elemental dragons will most often be encountered in or near their native element when existing on the prime plane. An elemental dragon may not be summoned or controlled like a normal elemen- tal, as there are no known magic devices or spells that will allow this. Ecology: Elemental dragons do not fit into the normal ecological system, as they are extra-planar beings. They sustain themselves on a diet consisting of their native element. Elemental dragons of opposing planes are bitter enemies and will attack each other on sight; these battles usually result in the death of one or both of the combatants. ----------------------------------------------------------------------------- =========================================================================== || Allan J. Mikkola || || uucp: {uunet!crdgw1|sun!sunbrew}!gemed!vulcan!allanm || || Internet: [a--la--m] at [vulcan.med.ge.com] || =========================================================================== Copyright 1990 Allan J. Mikkola; for personal use only DRAGON, MITHRIL Climate/Terrain: Any mountains and hills Frequency: Very rare Organization: Solitary or clan Activity Cycle: Any Diet: Special Intelligence: Genius (17-18) Treasure: Special Alignment: Neutral good No. Appearing: 1 (2-5) Armor Class: -3 (base) Movement: 10, Fl 35 (C), Jp 3 Hit Dice: 16 (base) THAC0: 5 (base) No. of Attacks: 3 + special Damage/Attack: 2-8/2-8/6-36 Special Attacks: Special Special Defenses: Variable Magic Resistance: Variable Size: G (52' base) Morale: Fanatic (17-18) XP Value: Variable Body Tail Breath Spells Treasure XP Age Lgt(') Lgt(') AC Weapon Wizard/Priest MR Type Value === ====== ====== === ============ =================== === ======== ====== 1 6-20 3-8 0 disintegrate Nil Nil Nil 3,000 2 20-30 8-16 -1 disintegrate Nil Nil Nil 4,000 3 30-40 16-22 -2 disintegrate Nil Nil Nil 6,000 4 40-54 22-28 -3 disintegrate 2 Nil E,R,T 8,000 5 54-68 28-32 -4 disintegrate 2 2 30% H,R,T 11,000 6 68-78 32-40 -5 disintegrate 2 2 2 35% H,R,T 13,000 7 78-86 40-48 -6 disintegrate 2 2 2 1 40% H,R,T 14,000 8 86-100 48-54 -7 disintegrate 2 2 2 2/1 45% H,R,Tx2 16,000 9 100-114 54-60 -8 disintegrate 2 2 2 2 1/2 50% H,R,Tx2 17,000 10 114-124 60-66 -9 disintegrate 2 2 2 2 2/2 2 55% H,R,Tx2 18,000 11 124-138 66-74 -10 disintegrate 2 2 2 2 2 1/2 2 2 60% H,R,Tx3 19,000 12 138-150 74-80 -11 disintegrate 2 2 2 2 2 2/2 2 2 1 65% H,R,Tx3 20,000 Mithril dragons are closely related to silver dragons; in appearance, they are quite similar to their cousins, except a mithril dragon is somewhat larger and has distinct facial features: the mithril's head is bigger, and it has two "fins" on the top of its head, as opposed to the silver's one. A mithril dra- gon's scales are also a richer silver in color and have more of a metallic brilliance than the silver dragon's. Mithril dragons are able to take the form of humanoids, and will often be encountered in this manner; they prefer to appear as elves or dwarves, but will also take the shape of humans, if the need arises. Mithril dragons speak their own tongue, a tongue common to all good dra- gons, and 18% of hatchling mithril dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. Combat: Mithril dragons prefer to avoid combat; instead, they will try to con- vince their opponents not to attack. If combat does ensue, mithril dragons will fight without hesitation - they will rarely back down from any opponent. Unless the foe is clearly inferior, a mithril dragon will almost never enter melee prior to using a special attack form, be it spells, breath attacks, or special abilities; however, these attacks are not used foolishly - the mithril dragon's high intelligence gives it the ability to choose the appropriate attack mode(s) with near-perfect accuracy. Once the enemy is sufficiently softened up, the mithril dragon will leap (or plummet) to the attack, using claws, bite, tail slap, etc. with great efficiency. Breath Weapon/Special Abilities: A mithril dragon has two breath weapons. The first is a cloud of _paralyzing_ gas; this cloud has a radius of 5' per age category of the dragon. All creatures caught inside the cloud must save vs. breath weapon or become paralyzed for 1d10 turns + 1 turn per age category of the dragon. This cloud may not be dissipated by anything short of a hurricane (although it may be moved) and will stay in effect for 1d3 rounds. The second breath weapon is a cone of _disintegration_ 50' long, 5' wide at the dragon's mouth, and 20' wide at the base. Anyone/anything caught inside this cone is disintegrated as per the spell. A successful save vs. breath weapon (not spell) negates this affect. Mithril dragons cast their spells and use their special abilities at 9th level plus the combat modifier. At birth, they are immune to paralyzation and all forms of death magic (that is, any magic that kills outright such as _power word, kill_, _disintegrate_, etc.; this does *not* include magic attacks that kill due to excessive damage such as _fireball_, _lightning bolt_, etc.). They are also able to _polymorph self_ three times per day. As they age, they gain the following additional powers: Young: _gaze reflection_ three times per day. Young Adult: _blink_ three times per day. Adult: _feeblemind_ twice per day. Mature Adult: _mass suggestion_ once per day. Old: _spell turning_ once per day. Venerable: _maze_ three times per week. Habitat/Society: Mithril dragons reside in any climate; they prefer to inhabit high mountains, but will sometimes be found travelling in hilly regions. Their lairs will almost always be located on the top of the tallest peak in their territory; the entrances to these lairs are nearly unaccessible, and will al- ways be protected by various traps and magics. Mithril dragons sometimes clash with red dragons, since their territories often overlap; these fights are fierce and deadly, and eventhough the mithril dragon will usually get the best of the red, the latter will rarely back down. Mithril dragons have been known to band together with silver dragons in order to accomplish a common goal (such as defeating a group of persistent red dragons), and the bond between the two species is especially close. Mithril dragons will also ally themselves with electrum and adamantite dragons [q.v.], as their goals are usually similar. Ecology: Mithril dragons prefer a diet of silver; the higher the quality, the better. They are able to sustain themselves indefinately on this metal, but will also eat meat from time to time. Mithril dragons will sometimes aid good humanoids in times of trouble, but will usually expect a service in return, such as a quest to thwart evil or to further the aims of good. =========================================================================== || Allan J. Mikkola || || uucp: {uunet!crdgw1|sun!sunbrew}!gemed!vulcan!allanm || || Internet: [a--la--m] at [vulcan.med.ge.com] || =========================================================================== Copyright 1990 Allan J. Mikkola; for personal use only DRAGON, ORANGE Climate/Terrain: Temperate woods and hills Frequency: Very Rare Organization: Solitary or clan Activity Cycle: Any Diet: Special Intelligence: Genius (17-18) Treasure: Special Alignment: Lawful Evil No. Appearing: 1 (2-5) Armor Class: -3 (base) Movement: 10, Fl 35 (C), Jp 3 Hit Dice: 15 (base) THAC0: 5 (base) No. of Attacks: 3 + special Damage/Attack: 1-10/1-10/4-40 Special Attacks: Special Special Defenses: Variable Magic Resistance: Variable Size: G (50' base) Morale: Fanatic (17-18) XP Value: Variable Body Tail Spells Treasure XP Age Lgt(') Lgt(') AC Breath Weapon Wizard/Priest MR Type Value === ======= ======= === ================ ================= === ========= ====== 1 2-12 3-10 0 (1d12+1d10) +1 Nil Nil Nil 3,000 2 12-24 10-20 -1 (2d12+2d10) +2 Nil Nil Nil 4,000 3 24-44 20-30 -2 (3d12+3d10) +3 Nil Nil Nil 6,000 4 44-63 30-50 -3 (4d12+4d10) +4 1 Nil H,Z,U 8,000 5 63-84 50-69 -4 (5d12+5d10) +5 2 30% H,Z,U 10,000 6 84-104 69-88 -5 (6d12+6d10) +6 2 1 35% H,Z,U 12,000 7 104-120 88-108 -6 (7d12+7d10) +7 2 2 40% H,Z,Ux2 13,000 8 120-140 108-126 -7 (8d12+8d10) +8 2 2 2 45% H,Z,Ux2 15,000 9 140-157 126-148 -8 (9d12+9d10) +9 2 2 2 2/1 50% H,Z,Ux3 17,000 10 157-166 148-154 -9 (10d12+10d10)+10 2 2 2 2 1/2 55% H,Z,Ux3 18,000 11 166-178 154-164 -10 (11d12+11d10)+11 2 2 2 2 2/2 2 60% H,Z,T,Ux3 19,000 12 178-186 164-174 -11 (12d12+12d10)+12 2 2 2 2 2 1/2 2 2 65% H,Z,T,Ux3 20,000 Orange dragons are one of the most powerful of all evil dragons. While they are not quite as greedy as red dragons, orange dragons still love to hoard treasure; magic items (especially wands and staves) are their most prized pos- sessions. At birth, an orange dragon's scales are a dull yellow or peach in color; they turn to a dull orange at the end of the young stage, and reach a bright orange once the young adult stage is obtained, at which time they also develop dark black ribbings on both the top and bottom wing surfaces. Orange dragons speak their own tongue, a tongue common to all evil dragons, and 18% of hatchling orange dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. Combat: Orange dragons prefer to make heavy use of magic in combat; this in- cludes both spells and magical devices. A young adult orange dragon has a 25% chance of possessing at least one magic device when encountered; this chance increases 10% for each additional age category. There is an 80% chance that at least one of these magical possesssions will be a wand or staff. Due to the high intelligence of orange dragons, they realize when magic is not necessary, so their spells and magic possessions are rarely wasted on in- ferior foes. Instead, the orange will use the more normal means of attack such as claw, bite, and, if necessary, breath attacks. An orange dragon is a fierce opponent and will rarely, if ever, back down or flee from a flight, unless clearly outnumbered. If necessary, several orange dragons will work together to defeat a common foe. Breath Weapon/Special Abilities: An orange dragon's breath weapon is a cone of magma 100' long, 5' wide at the dragon's mouth, and 25' wide at the base. All creatures caught inside the area of effect must save vs. breath weapon for half damage. The magma expelled by the dragon will continue to burn for two addi- tional rounds. Creatures still in the affected area (or those who move into it) suffer 1d6 points of damage per age category of the dragon (saves for half damage are applicable only to those who move into the area; those already in the area of effect are considered to be covered with the burning material, so saves do not apply). Orange dragons cast spells and use their special abili- ties at 10th level, plus the combat modifier. At birth, orange dragons are immune to heat and all forms of fire. As they age, they gain the following additional powers: Very Young: _burning hands_ three times per day. Juvenile: _flaming sphere_ three times per day. Mature Adult: _wall of fire_ twice per day. Very Old: _teleport_ once per day. Wyrm: _maze_ three times per week. Habitat/Society: Orange dragons may be found in both hilly and forested areas in temperate climates. Their lairs are usually well-hidden and well protected with traps, both magical and mundane; these lairs are normally underground and quite spacious. Orange dragons prefer to spend the majority of their time outside their lairs; they enjoy soaring high over their domains, where they may survey their entire territory and all that takes place therein. Orange dragons are excellent parents; they will protect their young to the death if necessary. Orange dragons are also quite sociable as far as evil dra- gons are concerned. It is not uncommon for them to work together, or even with other types of evil dragons, to further their goals. The two types of evil dragons they most often come into contact with, are green and red dragons. For the most part, orange and green dragons will cooperate with one another. As for the relationship between orange and red dragons, while they tolerate each other, they will rarely associate with one another; this is due mostly to the temperment of the red. Orange dragons will also not hesitate to work with evil humans when the situation warrants. Ecology: Orange dragons prefer to eat meat, although they may consume nearly anything. They will hunt most medium or large creatures that can be found in their territory. ----------------------------------------------------------------------------- (C) 1990 Allan J. Mikkola; for personal use only DRAGON, SCARLET Climate/Terrain: Temperate hills and mountains Frequency: Very rare Organization: Solitary or clan Activity Cycle: Any Diet: Special Intelligence: Genius (17-18) Treasure: Special Alignment: Lawful Good No. Appearing: 1 (2-5) Armor Class: -3 (base) Movement: 10, Fl 32 (C), Jp 3 Hit Dice: 15 (base) THAC0: 5 (base) No. of Attacks: 3 + special Damage/Attack: 1-12/1-12/3-36 Special Attacks: Special Special Defenses: Variable Magic Resistance: Variable Size: G (46' base) Morale: Fanatic (17-18) XP Value: Variable Body Tail Breath Weapon Spells Treasure XP Age Lgt(') Lgt(') AC rnd: 1 ( 2,3) Wizard/Priest MR Type Value === ====== ====== === =============== =============== === ========= ====== 1 3-10 3-10 0 2d12+1 ( 1,1) Nil Nil Nil 3,000 2 10-21 10-19 -1 4d12+2 ( 2,1) Nil Nil Nil 4,000 3 21-40 19-28 -2 6d12+3 ( 3,1) Nil Nil Nil 6,000 4 40-58 28-47 -3 8d12+4 ( 4,2) 2 Nil H 8,000 5 58-77 47-66 -4 10d12+5 ( 5,2) 2 2 35% H,T 10,000 6 77-96 66-85 -5 12d12+6 ( 6,3) 2 2 1 40% H,T 12,000 7 96-115 85-100 -6 14d12+7 ( 7,3) 2 2 2/1 45% H,T,Z 13,000 8 115-132 100-120 -7 16d12+8 ( 8,4) 2 2 2 1/1 50% H,Tx2,Z 15,000 9 132-150 120-138 -8 18d12+9 ( 9,4) 2 2 2 2/2 55% H,Tx2,Z 17,000 10 150-160 138-146 -9 20d12+10 (10,5) 2 2 2 2 1/2 1 60% H,Tx2,Zx2 18,000 11 160-170 146-156 -10 22d12+11 (11,5) 2 2 2 2 2/2 2 65% H,Tx2,Zx2 19,000 12 170-178 156-164 -11 24d12+12 (12,6) 3 2 2 2 2/2 2 1 70% H,Tx2,Zx3 20,000 Scarlet dragons are related to red and crimson dragons; in appearance, a scar- let dragon is nearly identical to a crimson dragon, with the following excep- tions: it is larger (nearly the size of a red), has different color scales, and has no black throat and belly; instead it has a black stripe on the back of the head, body, and tail, and has black wing ribbings on the top side. Like crimson dragons, a scarlet dragon can easily be mistaken for a red dragon. If viewed from above, the chances for a mistaken identity are the same as for a crimson dragon; if only the underside is visible, these chances are as follows: at ranges of 80' or more, it is impossible to differentiate a scarlet from a red; at closer distances, a successful intelligence check is required to do so (unlike the crimson, there is no minimum distance where the differences are automatically apparent in this situation). Scarlet dragons speak their own tongue, a tongue common to all good dra- gons, and 18% of hatchling scarlet dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. Combat: Under normal circumstances, a scarlet dragon will not attack unless provoked. If they do fight, their high intelligence allows them to quickly determine what attack mode to use; they are therefore, very unlikely to use up spells and breath attacks against weaker foes, and in most circumstances will have these abilities available for use against dangerous enemies. If faced with powerful opponents, they will be softened up with spells and breath attacks at a distance, before the scarlet dragon closes to fight in melee. When attacked, a scarlet dragon is a viscous fighter, and once the battle has been joined, will rarely back down. Breath Weapon/Special Abilities: A scarlet dragon's breath weapon is a cone of greek fire 100' long, 5' wide at the dragon's mouth, and 40' wide at the base. Anyone caught inside the area of effect may save vs. breath weapon for 1/2 damage. The flames caused by this attack will continue to burn for two additional rounds; anyone still in the area of effect suffers the damage given in the parenthesis (the numbers represent the damage taken in the second and third rounds, respectively), and is considered to be covered by the flaming material. Therefore, these victims do not get a saving throw. However, all items carried by these victims must make saves vs. magical fire in these additional rounds, or be consumed by the fire. Anyone not initially hit by the flames, but who moves into the area of effect, gets a normal saving throw vs. dragon breath for 1/2 damage. Scarlet dragons cast spells and use their special abilites at 10th level, plus their combat modifier. They are born immune to fire and all types of heat; as they age, scarlet dragons gain the following additional powers: Very Young: _faerie fire_ three times per day. Juvenile: _flaming sphere_ three times per day. Adult: _wall of force_ twice per day. Old: _moonbeam_ twice per day. Mature adult: _flame strike_ once per day. Wyrm: _prismatic sphere_ three times per week. Habitat/Society: Scarlet dragons inhabit temperate hills and mountains (they prefer hills, however). Their lairs are most often deep within a hilly area, in a will hidden cave. Scarlet dragons will protect their lairs and territory with various types of traps, both magical and mundane. Scarlet dragons are very family-oriented; they will protect their young and mates to the death if necessary. Even after their offspring have grown and left the lair, a mated pair of scarlet dragons will stay together more often than not. Scarlet dragons also enjoy the company of other good dragons, such as silver and gold dragons, and will form alliances with them in times of great need. Like crimson dragons, a scarlet dragon will often be mistaken for a red dragon, and they are therefore, attacked unjustly at times. This is a source of great frustration for scarlet dragons, since they are often assailed by good-aligned creatures and adventurers; in these cases, instead of counter- attacking, a scarlet dragon will attempt to disable their attackers and ex- plain to them their mistake. If this does not work, the scarlet dragon will try to fly away. If attacked by evil creatures, they will retaliate without mercy. Ecology: Scarlet dragons prefer to eat meat, but will eat nearly anything if it is necessary. Like crimson dragons, the scarlet's prey is almost always non-intelligent creatures. Scarlet dragons and red dragons are fierce opponents; because their territories sometimes overlap, fights between the two types are not uncommon. The scarlet will usually get the best of these confrontations, but the pure persistance of the red often pays off with a victory, or at least a draw. ----------------------------------------------------------------------------- =========================================================================== || Allan J. Mikkola || || uucp: {uunet!crdgw1|sun!sunbrew}!gemed!vulcan!allanm || || Internet: [a--la--m] at [vulcan.med.ge.com] || =========================================================================== (C) 1990 Allan J. Mikkola; for personal use only DRAGON, SKUNK Climate/Terrain: Temperate mountain valleys and subterranean Frequency: Very Rare Organization: Solitary or clan Activity Cycle: Any Diet: Special Intelligence: Average (8-10) Treasure: Special Alignment: Chaotic Evil No. Appearing: 1 (2-5) Armor Class: 1 (base) Movement: 12, Fl 35 (C), Sw 12 Hit Dice: 12 (base) THAC0: 9 (base) No. of Attacks: 3 + special Damage/Attack: 1-6/1-6/2-16 + 1 Special Attacks: Special Special Defenses: Variable Magic Resistance: Variable Size: G (28' base) Morale: Fanatic (17-18) XP Value: Variable Body Tail Breath Spells Treasure XP Age Lgt(') Lgt(') AC Weapon Wizard/Priest MR Type Value === ====== ====== === ======== ============= === =========== ====== 1 2-5 1-5 4 2d6+1 Nil Nil Nil 2,000 2 5-14 5-12 3 4d6+2 Nil Nil Nil 3,000 3 14-24 12-19 2 6d6+3 Nil Nil Nil 4,000 4 24-32 19-28 1 8d6+4 Nil 5% 1/2G,O 6,000 5 32-41 28-36 0 10d6+5 1 10% G,Ox2,X 8,000 6 41-51 36-44 -1 12d6+6 2 15% G,Ox3,Xx2 9,000 7 51-60 44-52 -2 14d6+7 3 20% G,Ox3,Xx2 11,000 8 60-68 52-60 -3 16d6+8 4 25% Gx2,Ox3,Xx3 12,000 9 68-78 60-68 -4 18d6+9 5 30% Gx2,Ox3,Xx3 14,000 10 78-86 68-75 -5 20d6+10 6 35% Gx3,Ox4,Xx3 15,000 11 86-96 75-82 -6 22d6+11 7 40% Gx3,Ox4,Xx4 17,000 12 96-105 82-90 -7 24d6+12 8 45% Gx3,Ox4,Xx4 18,000 Skunk dragons are a cross between black and white dragons, and combine the features and abilities of each type. They have the head and wings of a white dragon and the body of a black. Throughout the first two stages of a skunk dragon's life, its scales are light to dark gray in color; however, as it reaches the young stage, a skunk dragon obtains the distinctive coloration that gives it its name: white head with a black stripe on top, white wings with black ribbing, and a black body with a white stripe along the belly from the throat to the tip of the tail. Skunk dragons speak their own language, a tongue common to all evil dra- gons, and 10% of hatchling skunk dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. Combat: Against small or clearly inferior foes, a skunk dragon's favorite tactic is the snatch attack; the prey will be clawed, bitten, or dropped to its death. When fighting more numerous or stronger foes, a skunk dragon will close and melee with the opponent(s) using all of its available combat tech- niques. Against truly dangerous enemies, the skunk dragon will use its breath weapons and special abilities at a distance before closing to fight in melee. An opponent that clearly out-classes a skunk dragon will cause it to flee; its flying speed allows it to escape from most larger and superior foes. Breath Weapon/Special Abilities: A skunk dragon has two different breath weapons; only one breath attack (of either type) may be employed every three rounds, and the same one cannot be used more than three times in a 10-round period. The first breath weapon is a cone of acidic frost 80' long, 5' wide at the dragon's mouth, and 30' wide at the base; the second is a stream of near-frozen acid 70' long, and 10' wide. Two saving throws are necessary for these attacks: the first is against cold for 3/4 damage, and the second is against acid for 1/2 damage; full damage is suffered if both are failed. If a target has immunity to one component, damage is automatically halved, save against the other component for 1/4 damage. From birth, skunk dragons are immune to acid and cold; they cannot breathe under water as black dragons can, but they may hold their breath for an ex- tended period of time (5 minutes per age category of the dragon). As they age, they gain the following additional powers: Juvenile: _darkness_ three times per day in a 10' radius per age category of the dragon. Adult: _corrupt water_ (as per black dragon). Very old: _acid rain_ once per day: an acidic rain falls for 2 rounds per age category of the dragon (radius of 10' per age category); opponents caught in this rain suffer 1d10 points of damage per round (save vs. spell for 1/2 damage); additionally, every 5 rounds, each victim must make saves vs. acid for all possessions. Wyrm: _ice storm_ once per day. A skunk dragon casts its spells and uses its special abilities at 5th level, plus its combat modifier. Habitat/Society: Skunk dragons live in deep mountain valleys in temperate climates far from civilization. They lair in large caves or subterranean caverns, preferrably near lakes and light woods. Sometimes, these lairs are reachable only from the water, but they are always dry. Skunk dragons are excellent swimmers and can often be found swimming about in lakes, either for fun or while hunting fish or other aquatic animals. Skunk dragons are good parents and will fight to protect their offspring unless their own lives are threatened. Both parents rear the young until they strike out on their own at about 15 years of age. Skunk dragon lairs can sometimes be found in the vicinity of copper, and to a lesser extent, bronze dragons. Skunk dragons usually avoid the bronze, using their superior speed to escape; they have been known to attack copper dragons, however, using their cold-based breath weapon and acid immunity to weaken the copper before entering melee (if the copper is not sufficiently softened up by breath attacks, the skunk dragon will usually flee, due to the superior bite of the copper dragon). Skunk dragons like any kind of treasure, but prefer coins and gems, especially diamonds and black onyx. Ecology: Skunk dragons can eat nearly anything, but prefer fish, aquatic animals, and other medium-sized creatures that can be found in their territory. ----------------------------------------------------------------------------- =========================================================================== || Allan J. Mikkola || || uucp: {uunet!crdgw1|sun!sunbrew}!gemed!vulcan!allanm || || Internet: [a--la--m] at [vulcan.med.ge.com] || =========================================================================== (C) 1990 Allan J. Mikkola; for personal use only DRAGON, TITANIUM Climate/Terrain: Any mountains Frequency: Very rare Organization: Solitary or clan Activity Cycle: Any Diet: Special Intelligence: Supra-genius (19-20) Treasure: Special Alignment: Lawful Good No. Appearing: 1 (2-5) Armor Class: -4 (base) Movement: 12, Fl 45 (C), Jp 3 Hit Dice: 18 (base) THAC0: 3 (base) No. of Attacks: 3 + special Damage/Attack: 2-12/2-12/5-50 (5d10) Special Attacks: Special Special Defenses: Variable Magic Resistance: Variable Size: G (58' base) Morale: Fearless (19-20) XP Value: Variable Body Tail Breath Treasure XP Age Lgt(') Lgt(') AC Weapon Spells Wizard/Priest MR Type Value === ====== ====== === ======= ========================= === ======== ====== 1 8-20 4-14 -1 4d6+1 Nil Nil Nil 5,000 2 20-34 14-28 -2 8d6+2 Nil Nil Nil 6,000 3 34-48 28-38 -3 12d6+3 Nil Nil Nil 8,000 4 48-64 38-51 -4 16d6+4 1 30% H,W,T 10,000 5 64-82 51-70 -5 20d6+5 2 1 35% H,W,T 12,000 6 82-100 70-88 -6 24d6+6 2 2 1 40% H,W,T 15,000 7 100-120 88-110 -7 28d6+7 2 2 2 1 45% H,W,T 16,000 8 120-140 110-128 -8 32d6+8 2 2 2 2 1 50% H,W,Tx2 18,000 9 140-162 128-147 -9 36d6+9 2 2 2 2 2 1/1 55% H,W,Tx2 19,000 10 162-170 147-158 -10 40d6+10 3 2 2 2 2 2 1/1 1 60% H,W,Tx2 20,000 11 170-178 158-166 -11 44d6+11 3 2 2 2 2 2 2 1/2 1 1 65% H,W,Tx3 21,000 12 178-190 166-175 -12 48d6+12 3 3 2 2 2 2 2 2 1/2 2 1 1 70% H,W,Tx3 22,000 Titanium dragons are among the most powerful of all good dragons. They hate everything evil and their goal in life is to defeat the forces of evil in any way they can. Like gold and silver dragons, titanium dragons are often en- countered in human form. The two forms they usually choose are paladins and ancient wizards; females opt to appear as beautiful young maidens. At birth, a titanium dragon's scales are a dull gray or even white; as they age, the scales become silver, platinum, and finally a deep titanium in color. Due to these colorations, and because their appearances are similar, younger titanium dragons can be mistaken for silver dragons. A titanium dragon has two "fins" on top of its head, instead on one like the silver, and they also have two smaller "fins" on the sides of their necks; otherwise, they are nearly identi- cal to silver dragons. Titanium dragons speak their own language, a tongue common to all good dragons, and 20% of hatchling titanium dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. Combat: Because of their great strength, few intelligent creatures willingly attack a titanium dragon; those that do, usually meet with a swift death. A titanium dragon will attack unprovoked only if it witnesses acts of great evil. In combat, they use _prayer_ and _luck bonus_; they also make heavy use of spells (if the situation warrants), especially those of the evocation and conjuration schools. Creatures summoned via spells will always be of good alignment. Breath Weapon/Special Abilities: A titanium dragon has two breath weapons, each of which may be used once every three combat rounds. The first type is similar to a fireball: when used, a two-foot diameter sphere shoots forth from the dragon's mouth out to any distance the dragon chooses, up to 50 yards, plus 10 yards per age category of the dragon. Any creature caught in the straight-line path of this weapon receives 1/2 normal damage (save vs. breath weapon for 1/4 damage). The burst radius is of any size the dragon wishes up to 10' per age category of the dragon. Creatures caught in the area of effect may save vs. breath weapon for 1/2 damage. The second breath weapon is a bolt of chain lightning which is identical to the spell of the same name, except for the following: damage is taken as per the table above (all victims may save vs. breath weapon for 1/2 damage); the possible number of affected targets is equal to the number of hit dice of the breath attack; each additional arc loses 1d6 of damage. Thus, a juvenile titanium dragon can affect up to 16 targets with this breath weapon. The first target hit suffers 16d6+4 points of damage, the second 15d6+4, the third 14d6+4, etc. The range is 50 yards plus 10 yards per age category of the dragon. The chain will never arc back to the originating dragon, or to any other lawful good dragon, and there is only a 50% chance that the chain will arc to a creature with immunity to electricity. If a chain gets out of hand, the originating dragon can end it at will. A titanium dragon casts its spells and uses its magical abilities at 12th level, plus its combat modifier. Like gold dragons, titanium dragons usually seek formal magical training; they also use spell books which will contain carefully selected and useful spells. At birth, titanium dragons are immune to fire and electricity. They may also _polymorph self_ four times per day as a gold dragon can. As they age, they gain the following additional powers: Young: _wall of fire_ three times per day. Juvenile: _prayer_ two times per day. Adult: _luck bonus_ once a day (this is identical to the gold dragon's _luck bonus_ except the bonus is +2 instead of +1). Mature Adult: _true seeing_ (priest version); the duration of this ability is permanent. Very old: _monster summoning VII_ once per day (summoned monsters will always be of good alignment). Venerable: _prismatic sphere_ once per day. Habitat/Society: Titanium dragons can be found in any mountainous region; they lair in the tops of the highest mountain peaks in caves or castles. They have loyal guards such as storm giants, good cloud giants, ki-rin, and even gold and silver dragons. They have been known to help good adventurers in times of need (they will usually require a service in exchange for their help, such as a quest to further the goals of good). Because their territories often overlap, titanium dragons often clash with red dragons, which are one of the few creatures brave (or foolish) enough to attack titanium dragons. Because of their mutual immunity to fire, reds will usually attack in groups using spells, while titanium dragons use their chain lightning breath weapon and spells. The red dragons usually come out on the short end of such battles. If a red dragon is lucky enough to survive these combats, it will usually avoid titanium dragons in the future - even red dragons are not that foolish. Ecology: Titanium dragons can eat nearly anything, but they prefer a diet of metals and gems. They will always have plenty of this stored in their treasure hoards, but will gratefully accept more from adventurers; they consider this a great gift, and will reward the gift-givers, if they are sincere. ----------------------------------------------------------------------------- This is the revised version of the T-dragon, as the original caused too many complaints, flames, etc. Later, Al P.S. [oops] I think I forgot to put "Dragon" at the end of the subject line for the skunk dragon. If I did so, tack it on. =========================================================================== || Allan J. Mikkola || || uucp: {uunet!crdgw1|sun!sunbrew}!gemed!vulcan!allanm || || Internet: [a--la--m] at [vulcan.med.ge.com] || =========================================================================== (C) 1990 Allan J. Mikkola; for personal use only DRAGON, WAR Climate/Terrain: Any Frequency: Rare Organization: Renegade: solitary or clan; Normal: pairs or groups Activity Cycle: Any Diet: Special (Carnivore) Intelligence: Low (5-7) Treasure: Special Alignment: CG (25%), CN (50%), CE (25%) No. Appearing: Renegade: 1 (2-5); Normal: 2-20 Armor Class: -2 (base) Movement: 14, Fl 38 (C) Hit Dice: 13 (base) THAC0: 7 (base) No. of Attacks: 3 + special Damage/Attack: 2-12/1-12/4-40 (4d10) Special Attacks: Special Special Defenses: Variable Magic Resistance: Variable Size: G (44' base) Morale: Champion (15-16) XP Value: Variable Body Tail Breath Spells Treasure XP Age Lgt(') Lgt(') AC Weapon Wizard/Priest MR Type* Value === ====== ====== === ======== ============= === ======== ====== 1 3-10 2-10 1 2d10+1 Nil Nil Nil 3,000 2 10-20 10-16 0 4d10+2 Nil Nil Nil 4,000 3 20-38 16-26 -1 6d10+3 Nil 45% Nil 5,000 4 38-52 26-44 -2 8d10+4 Nil 50% E,Y,V 7,000 5 52-75 44-62 -3 10d10+5 Nil 55% E,Y,V 9,000 6 75-93 62-82 -4 12d10+6 Nil 60% E,Y,Vx2 11,000 7 93-106 82-96 -5 14d10+7 Nil 65% E,Y,Vx2 13,000 8 106-126 96-116 -6 16d10+8 Nil 70% E,Y,Vx2 15,000 9 126-144 116-134 -7 18d10+9 Nil 75% E,Y,Vx3 16,000 10 144-152 134-142 -8 20d10+10 Nil 80% E,Y,Vx3 18,000 11 152-164 142-150 -9 22d10+11 Nil 85% E,Y,Vx3 19,000 12 164-170 150-156 -10 24d10+12 Nil 90% E,Y,Vx4 20,000 * renegades only; see below War dragons were bred hundreds of years ago to serve as minions of several nations' armies. They were intended to be highly resistant to magic and to be good fighters; in this role, they excel. While all war dragons have bodies of similar size and shape, each align- ment has a unique head, as well as minor differences in colorations. All three types have black bodies and heads. CG types have a silver neck, tail, and wings; their heads are similar in shape to a silver dragon's. CN war dragons have a gray neck, tail, and wings, and heads similar to that of a brass dragon. CE versions have a white neck, tail, and wings, with heads similar to a blue dragon's in shape. War dragons speak their own tongue, a tongue common to their appropriate type of dragon (good, neutral, or evil), and 7% of hatchling war dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. A war dragon will also develop a telepathic link with a single rider; see below. Combat: War dragons normally fight with a rider who directs the attacks; the dragonrider (usaully a fighter, wizard, or fighter/wizard) ensures the breath weapons and special abilities are used at the right time and against the proper targets. Some armies have considerable numbers of war dragons; these highly organized "dragoncorps" are normally found at the forefront of battle, attacking enemy ground forces from above, or engaging enemy aerial forces. Renegade war dragons (those that have struck out on their own) usually use breath weapon attacks at the beginning of any battle; their low intelligence prevents them from making better use of their abilities, and they are some- times caught in a tough fight with no remaining breath attacks. Breath Weapon/Special Abilities: Each of the three types of war dragons have three separate breath weapons; one breath attack (regardless of composition) may be made once every three rounds, as long as the same one is not used more than three times in a 10-round period. Each breath weapon does identical damage, as per the table above (all targets may save vs. breath weapon for 1/2 damage). The dimensions of the various breath weapons are as follows: cone of fire/frost: 80' long, 5' wide at the mouth, and 30' wide at the end; gas cloud: 50' long, 50' wide, and 40' high; lightning bolt: 100' long and 5' wide; acid stream: 75' long and 5' wide. CG war dragons may breathe (and are immune to) fire, lightning, and gas; CNs may employ (and are immune to) fire, gas, and frost; CE types may use (and are immune to) frost, acid, and gas. All war dragons use their special abilities at 5th level plus their combat modifier. In addition to the immunities mentioned above (which they have from birth), war dragons gain the following additional powers as they age: Young: _protection from normal missiles_ three times per day. Young adult: _minor globe of invulnerability_ twice per day. Mature adult: _globe of invulnera- bility_ once per day. Old: _anti-magic shell_ once per day. Very old: _spell turning_ three times per week. Wyrm: _prismatic wall_ twice per week. A war dragon's magic resistance may be extended to include one or two riders at will. All special abilites will extend to completely envelop the dragon and its rider(s), except the _prismatic wall_, which will obviously cover only one side of it. Being immobile, the _globes of invulnerabilty_ are not of much use when flying, but will be used in ground melee, or to protect friendly ground forces (if other creatures are to be protected by a war dragon's special abilities, then the radius of the effect is as per the corresponding spell). Habitat/Society: The majority of war dragons are "domestic" dragons, as they are used and controlled by humans. They are bred not unlike horses, and the offspring are trained for war while still in the very young or even hatchling stage. Each war dragon is exclusively trained by one dragonrider; after one year of training per age category of the dragon, a war dragon and its rider develop a telepathic link which is used to direct the dragon in combat. Once this link is established, the war dragon will not willingly leave its rider until one or the other is killed. If one of the pair is killed, the survivor immediately suffers 2-20 h.p. of damage with no saving throw. A war dragon may not be ridden into combat until it has established a link with its rider. If anyone attempts to ride a war dragon without a link to that dragon, the war dragon will attempt to throw the rider, unless its controlling rider is present as well. If a war dragon's rider is killed, there is a 5% chance per age category of the surviving dragon, that it becomes a renegade, unless it is subdued or otherwise prevented from doing so. Renegade war dragons will live in any climate and terrain, and are usually loners; renegade war dragons will only rarely mate. Renegades are the only war dragons that will hoard treasure. If a war dragon is prevented from becoming a renegade, a new rider may take control of it, but only after it is retrained and a new link is established with the new rider. This new link is established in half the normal time (1/2 year per age category of the dragon). If a renegade war dragon is encountered in the wild, it may be retrained. This may only be done by someone with war dragon riding proficiency, and only after the dragon is subdued. The retraining of a renegade takes twice the normal time (2 years per age category of the dragon), and as the dragon will normally try to resist, it may have to be subdued a number of times throughout the retraining process. Ecology: War dragons are basically carnivores, but are capable of eating other food as well. They are either fed by their riders, or are allowed to hunt. CE war dragons will often feast on the corpses of slain enemies after a battle has ended. War dragons are normally encountered in patrols of 2-4 or in battle groups of 2-20. ----------------------------------------------------------------------------- I think that's the last of the ones I have already posted. Next is one that I've been working on for awhile. I think I'm going to wait to send it until at least tommorrow, as I have to go over the XP values one last time. I also have one more creature (that I can think of off the top of my head) at home that I haven't typed in yet, and one more that's half created. I have some more ideas for still more dragons, so the creatures will probably trickle in over the next few days or weeks. 'Till then, Al =========================================================================== || Allan J. Mikkola || || uucp: {uunet!crdgw1|sun!sunbrew}!gemed!vulcan!allanm || || Internet: [a--la--m] at [vulcan.med.ge.com] || =========================================================================== Copyright 1990 Allan J. Mikkola; for personal use only DRAGON, YELLOW Climate/Terrain: Temperate and subtropical plains and subterranean Frequency: Very Rare Organization: Solitary or clan Activity Cycle: Any Diet: Special Intelligence: High (13-14) Treasure: Special Alignment: Neutral Evil No. Appearing: 1 (2-5) Armor Class: -1 (base) Movement: 12, Fl 38 (C), Br 6 Hit Dice: 13 (base) THAC0: 7 (base) No. of Attacks: 3 + special Damage/Attack: 1-6/1-6/5-50 Special Attacks: Special Special Defenses: Variable Magic Resistance: Variable Size: G (42' base) Morale: Champion (15-16) XP Value: Variable Body Tail Spells Treasure XP Age Lgt(') Lgt(') AC Breath Weapon Wiz/Pr MR Type Value === ====== ====== == =============== ========= === ========== ====== 1 2-8 2-6 2 (1d10+1d8) +1 Nil Nil Nil 1,400 2 8-20 6-16 1 (2d10+2d8) +2 Nil Nil Nil 2,000 3 20-38 16-34 0 (3d10+3d8) +3 Nil Nil Nil 3,000 4 38-48 34-42 -1 (4d10+4d8) +4 1 Nil 1/2 H 5,000 5 48-60 42-50 -2 (5d10+5d8) +5 2 25% H 8,000 6 60-72 50-58 -3 (6d10+6d8) +6 3 30% H,T 10,000 7 72-80 58-68 -4 (7d10+7d8) +7 3 1 35% H,T,U 11,000 8 80-89 68-76 -5 (8d10+8d8) +8 3 2 40% H,T,U 12,000 9 89-100 76-84 -6 (9d10+9d8) +9 3 2 1 45% H,Tx2,U 13,000 10 100-110 84-88 -7 (10d10+10d8)+10 3 2 2 1/1 50% H,Tx2,U,X 15,000 11 110-120 88-96 -8 (11d10+11d8)+11 3 2 2 2/2 55% H,Tx3,U,Xx2 17,000 12 120-128 96-106 -9 (12d10+12d8)+12 3 3 2 2/2 60% H,Tx3,U,Xx3 18,000 Yellow dragons are by nature timid and reclusive; they shun all other creatures including their own kind. When two or more yellow dragons are encountered to- gether, it is almost always a mated pair with offspring. At birth, a yellow dragon's scales are ivory or even white in color; as they age, the scales gain streaks and splotches of yellow. Once the adult stage is reached, the scales are a dull yellow, and a black stripe develops along the back of the dragon. The scales become a bright yellow once the old stage is reached. The most distinguishing feature of a yellow dragon is its huge head, which appears well out of proportion with the rest of its body. Yellow dragons speak their own language, a tongue common to all evil dra- gons, and 14% of hatchling yellow dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. Combat: Due to their timid nature, yellow dragons avoid combat whenever possi- ble; they are not above fleeing, even from equal or slightly inferior foes. However, if forced to fight, yellow dragons can be viscious opponents - they will use all available attack modes, including spells and breath weapon attacks.Because of this, yellow dragons will usually retreat to their lairs for an ex- tended period of time after a major battle, in order to rest and recover used spells and breath attacks. The yellow dragon's most used attack form is its bite; due to its oversized head and mouth, a yellow dragon is able to deliver one of the most ferrocious bites of any dragon species. Opponents are often snatched or pinned with claws in order to make the bite more effective. Breath Weapon/Special Abilities: A yellow dragon's breath weapon is a sonic blast in the shape of a cone 80' long, 5' wide at the dragon's mouth, and 25' wide at the base. Creatures caught in the area of effect suffer the indicated damage and are deafened for a number of turns equal to the age category of the dragon. A successful saving throw vs. breath weapon negates the deafness and halves the damage. If a target is already deaf, a +2 bonus is added to the save, but if this save fails, the target is deafened permanently (until healed).Exposed glass and crystal items are shattered, and brittle items will break unless they make a successful save (at -2) vs. crushing blow. Creatures who are deafened by this blast suffer a -1 penalty to surprise rolls, and spells with a verbal component have a 20% chance of misfiring. A yellow dragon casts its spells and uses its magical abilities at 7th level, plus its combat modi- fier. At birth, yellow dragons are immune to any attack that *directly* affects the senses such as those that cause blindness or deafness (this does not in- clude spells such as _invisibility_, _blur_, and the like). As they age, they gain the following additional powers: Young: _blindness_ three times per day. Juvenile: _hypnotic pattern_ three times per day. Adult: _shout_ twice per day. Old: _eyebite_ once per day. Wyrm: _forcecage_ three times per week. Habitat/Society: Yellow dragons live in regions of open plains in temperate and subtropical climates. They lair in large underground caverns or caves; some yellow dragons spend much of their lives in old dungeons and will come out in the open only to hunt or to gather more treasure. Yellow dragons dislike and distrust most other creatures; they prefer to spend the majority of their time in solitude. They rarely associate with other dragons and almost never form alliances; this behavior has earned them the hatred of nearly all dragonkind, both good and evil; of course this only serves to reinforce their policy of isolationism. Ecology: Yellow dragons may eat nearly anything but prefer to consume meat. They will usually hunt for creatures that are easy to find and kill; this allows them to spend as little time as possible out in the open. ----------------------------------------------------------------------------- Lobster, Giant Flying Climate/Terrain: Any Frequency: Very Rare Organization: Pack Activity Cycle: Day Diet: Carnivore Intelligence: Low (5-7) Treasure: (C) Alignment: Chaotic Evil -------------------------------------------------------------------------------- No. Appearing: 1-8 Armor Class: 3 Movement: 3, 15 flying Hit Dice: 4 THAC0: 17 No. of Attacks: 2 Damage/Attack: 1-8/1-8 Special Attacks: Catch Opponent Special Defenses: Nil Magic Resistance: Nil Size: M (5' head to tail) Morale: Steady (11-12) XP Value: 270 -------------------------------------------------------------------------------- Appearance: Giant Flying Lobsters look like big lobsters. The only strange thing is that they hover above the ground. They do not have wings, their flight powers appear to be magical in nature. They can hover up to 10' above the ground, and can fly until they tire. Combat: Giant Flying Lobsters attack with their two pincers, doing 1-8 points of damage with each successful hit. If they hit, and if the roll is 18 or higher, they have trapped an opponent's limb with a pincer. This does not do extra damage, but a character with a trapped limb cannot move that limb until the Lobster releases it. Habitat/Society: These strange creature live near underground lakes. They catch and eat small fish. All though they seem to be able to communicate with each other, they do not have a spoken language. Ecology: Giant flying lobsters have the same role in nature that lobsters have. However, they are known to attack humanoids. Green Ghost Climate/Terrain: Any Frequency: Very Rare Organization: Solitary Activity Cycle: Constant Diet: None Intelligence: Average (8-10) Treasure: (A) Alignment: Lawful Evil -------------------------------------------------------------------------------- No. Appearing: 1 Armor Class: 3 Movement: 12 Hit Dice: 5 THAC0: 15 No. of Attacks: 2 Damage/Attack: 1-6 Special Attacks: Nil Special Defenses: Nil Magic Resistance: 10% Size: M (6' tall) Morale: Average (8-10) XP Value: 420 -------------------------------------------------------------------------------- Appearance: Green ghosts are almost invisible, except for a pale green outline around their bodies. They have two arms, a head, a body, and no legs. They move by floating above the ground. Combat: Green ghosts are not undead, therefore, they cannot be turned by Priests. They attack with two claws, doing 1-6 points of damage with each successful hit. They have a limited resistance to magic. Habitat/Society: Green Ghosts are solitary creatures. They do not have any form of society. Ecology: It is believed that Green Ghosts are not native to the prime material plane, and therefore have no place in nature. Green Ghosts never need to eat, sleep, drink or rest. Hugok Climate/Terrain: Mountains Frequency: Rare Organization: Tribe Activity Cycle: Night Diet: Omnivore Intelligence: Average (8-10) Treasure: (E) Alignment: Neutral -------------------------------------------------------------------------------- No. Appearing: 2-8 Armor Class: 8 (10) Movement: 12 Hit Dice: 1+3 THAC0: 19 No. of Attacks: 1 Damage/Attack: 1-4/1-4 or by weapon Special Attacks: Nil Special Defenses: Nil Magic Resistance: Nil Size: M (7' tall) Morale: Average (8-10) XP Value: 35 -------------------------------------------------------------------------------- Appearance: Hugok look like tall, ugly humans. They look very rugged, and have claws on their hands and feet. Combat: Hugok attack with their claws, or with whatever weapons they have available. They do not have enough technology to produce metal weapons or armor, so they usually use spears, and wear furs. Hugok will fight only if they believe their survival is at stake. Using their claws, they can climb walls with a 90% success rate. Habitat/Society: Hugok society is very primitive. They live in caves, do not trade with other cultures, and eat whatever food they can find. Ecology: Hugok and dwarves hate each other. The hugok are constantly in the dwarves' way, and the dwarves are constantly mining in hugok territory. Trees of Pardeth: These trees are deciduous, hardwood trees that bear numerous large white flowers when the moon is nearly full (think mature magnolia tree) and the season mild (late spring, summer, and early fall in temperate climates). The blossoms open only at night when the moon has risen and is at least 3/4 full. The flowers are very sweet smelling. Those who are downwind or close to a tree in bloom for act drunk until d8 rounds have passed breathing fresh air (save vs poison if trying to hold your breath or using crude techniques to filter out the air). Those who hold a bloom close to their nose and inhale receive d3 points of healing and will try to seduce (politely! not rape) the best liked available person of the appropriate gender and suitable species. Alignment N, not intelligent, AC 10, oodles of hit points (depending on size) Ghost of a Moon Mage: This was a singular being in my campaign -- the spirit of a woman learned in moon magics who had been buried alive by her spouse. She appears only in a 20' radius about her grave and then only on moon-lit nights. On any night, she will first appear as a white bull. If the bull is slain, she will reappear as a griffin. If the griffin is slain, she will appear as a winged maiden. If the winged maiden is slain, she cannot act until the next night. This ghost is permanently laid to rest if a suitable religious ceremony for the dead is said performed by a good cleric over her grave. The ghost always saves as a 9th level mage. She can cast spells provided she is not in darkness. Because her hatred is for men, she will ignore women. It requires at least a +1 magical weapon to hit the ghost. She can be turned as a ghost. Alignment: CN White bull -- AC 6, 5 hit dice, attacks as 5 hd monster, 15" move -- strikes with horns for d8 each (if exact to-hit roll is made, 1 horn hits; on any other hit both hit) -- if a 20 is rolled for the horns, roll also for d10+5 points of trampling damage. Griffin -- 7 hit dice; attacks as 7 hd monster (see monster manual) Winged maiden -- attacks by mesmerizing (once per round save vs. charm), then drinking the victim's blood (d4 damage per round -- automatic to-hit for willing victim; to-hit as 9th level mage if others try to block the initial bite); AC 8, 9 hit dice, 9" ground/21" fly Spells: (cast with the power of a 9th level MU) continual light, detect invisible, hallucinatory terrain, charm, dazzle (blindness with a different explanation -- see bright light masking everything else) -- can cast 1 spell per round (unlimited) Ice Golem: 60 hit points; AC 2, Align N, low intelligence, 6" movement Treat as a 15 hit die monster Impervious to cold; takes double damage from fire Radiates cold (frost damage of 2d4 per round within a 2" radius) Breathes a cone of frost 1" x 1" x 1" -- 8d6 damage -- every 4th rd Requires a +2 weapon to hit Melts at room temperature (say, 1 hp damage per round in the 50-80 degree range -- use your judgement) Polar Worm: Like an 8 hit die purple worm except that it lives in very cold climes 10' diameter, 60' long, animal intelligence, alignment N, 4" move Granite Golem: This is a variant on the concept of a gargoyle: each appears as a statue of a fighter with sword in one hand, dagger in the other. AC 0, attacks and saves as 6th level fighter; 50 hit points, 6" move Alignment N, low intelligence Not affected by mind (charm) spells Cold and fire do half damage unless successive attacks alternate between cold and heat. Then each attack that alternates form does double damage Not affected by electricity Tend to break non-magical weapons (10% chance/pt of STR over 12 on the part of the wielder -- check each hit) Damage is as per sword and dagger (+0) Silver-horned Deer: Normal deer aside from the fact that their horns look to be silver and have a high silver content (5% by weight) Kick: d4/d4 (2 strikes from rear hooves) Bucks: d6 with horns Alignment N, animal intelligence, 24" movement Bucks are AC 6, 3 + 1 hit dice Does are AC 7, 2 hit dice Fawns are AC 10, 1/2 hit die (ie, d4 hit points) Kestiz: These look like small otters (8-12" long including a 2-4" tail). They live in rock piles. Alignment N to NE, smart animals, 6" movement Claw/claw/bite d2/d2/d4 AC 6 in the open, AC 2 when sniping from the cover of a rock pile 2 hit dice 2/3 chance of achieving surprise Vines of Gorkun: These look like ivy. They are capable of moving and grabbing those who attempt to brush by them. d6 tendrils attack each who touches the plant. Each tendril does d2 of poison damage per touch if the victim saves a save vs poison. To kill the plant, the core stalk must be severed. The tendrils can be cut to disarm the vine. AC 7, attacks as 3 hit die monster. 1 hp per vine, 2 hit dice for the core; each plant has # vines = hit points of the core stalk. Tendrils are typically 2-6 feet long. Non-intelligent, alignment N Mushrooms of Gorkun: These are giant mushrooms. A patch always appears to be enclosed in a dank mist which is really a cloud of inactive spoors. The cloud smells like mold. Bumping into a mushroom releases a cloud of active spoors -- roll versus constitution or acquire a lung rot (disease) that will in kill by suffocation in 2 + d4 weeks. Each mushroom is about 1' tall with an 8-9 inch diameter cap. AC 9, 4 hit dice, non-intelligent, alignment N These mushrooms grow only in shaded or perpetually overcast areas. Exposure to sunlight does 1 point of damage per turn. Slugs of Gorkun: These are large (6 inch long) slugs that live in patches of the mushrooms of Gorkun. AC 6, 2 hit dice, align NE, animal intelligence, 2" movement +4 on saves versus poison and cold. They spit with a 1" range. The spit causes flesh to rot 1 hp per round (until cure poison). Grave Shadows: These are a more powerful version of the undead "Shadow" AC -2 100 hit points (treat as 15th level monster -- turn only at the worst table entry), align NE, average intelligence, 12" movement 30% magic resistant Requires +2 weapon to hit them Immune to death magics, cold based attacks, slow, hold Regenerate at 3 hp/rd Attack: d10/d10 (2 touches) of cold damage. Each touch drains one level but the drain wears off in one month. Once per round, may cast any of the following spells: mirror image, web, slow, curse, continual darkness, sleep, hold monster, symbol of despair, dispel magic Lurgen: These beings inhabit mudholes. They are amorphous, mud-brown colored creatures. They smell like rotting vegetation. Each touch causes a rotting disease that is fatal in d8 days if left untreated. In addition, each touch causes an immediate d8 of rotting damage (requires cure disease to heal the wound). AC 8 3 to 10 hit dice, align N to NE, low intelligence, 3" movement 1 attack/hit die each round Requires +2 or better weapon to hit Blunt weapons do no damage; Sharp weapons do full damage, but the damage will be healed fulling in three rounds. Spells that would dry out the mud do double damage. Mud to rock should kill outright. Spit acid in lieu of all touch attacks -- 100 yards. does d6 damage 1st round, d4 for d4 more rounds. It takes 2 rounds to each a hole through metal armor or 1 round for leather armor. Subsequent damage does to the victim. Mire Demon: 5 + 3 hit dice; AC 1; 40% magic resistant, NE, intelligent, 9" move claw/claw for d6/d6 Requires +1 weapon to hit them Each round can do any one of the following instead of claw/claw: try to gate in another of its kind (40% chance of success) dispel magic hallucinatory terrain symbol of pain create mudhole -- roll versus 1/2 dexterity to avoid being caught in it if it appears underfoot -- sink in 4 + d6 rounds then die of suffocation in another 4 rounds otherwise Immersion in a mudhole or pile of rotting vegetation heals these monsters at a rate of 4 hit points/round Anyone killed by a mire-demon by suffocation in a mudhole created by that demon becomes a mire demon under its slayer's control (but doesn't gain hit points/hit dice if starts with more than the norm for this type of demon) Durath: Durath are an amphibious, humanoid race. AC 8 unarmed, typically AC 4 when armed. Move on land at 9", in water at 6". They are scaled and covered with an outer coat of slime (immune to web, entangles, and ordinary grips). Their charisma ranges from 2 to 10. They walk on two feet to fight. Preferred weapons are hooks, scimitars, and assorted thrown barbs. They can also bite for d8 or claw for d4 (2 claws). Adults are typically 3 hit die monsters. Exceptional individuals do exist: mages -- 1 per 50, level 1 to 6 shamen -- 1 per 30, level 1 to 6 fighters -- 1 per 20, level 4 to 8 Slime infects wounds of mammals causing a local paralysis of the limb/area in 2-4 rounds (ie, cause serious wound). Durath take advantge of this property and make nets that will paralyze those traps (each round, save vs paralysis until either escape the net or fail the save). Durath live in mating groups of 1 senior male, 1 junior male, 2-8 wives of the senior male, 1-4 wives of the junior male. Expect 0-3 children per wife. Alignment is typically N or N/x (CN, LN, NG, NE). Intelligence varies along the human scale. Fresh Water Siren: These sirens live in freshwater lakes. AC 8, 4 hit dice, N to NE, intelligent, walk 3", swim at 9" Armed with daggers normally. Attack as clerics. They prefer to lure in those of the opposite sex -- their voice acts as a lure at a range of up to 36" (save versus charm while audible -- those who make their save don't notice the song at all). The sirens can make potions to cause sleep or forgetfulness. They look like nymphs. They like to mate with humans, then drown them (after a child is born if the victim is female). If no child is born after a year or so, the sirens will get bored with their victims and drown them anyway. Century Bore: These are 6 inch long beetles. AC 3. 1 hit die; N, animal IQ 18" fly or 3" walking speed. Bite for d2 damage plus effects of the slow spell (save versus magic). Century bores burrow deep into the earth (about 100') then lay 100d10 eggs. After 100 years, the eggs hatch. The young dig to just under the surface, then grow feeding on detritous in the soil for a month as worm-like larvae. They then shed their skin and become beautiful beetles with a jewel-like carapace. The adults live only two weeks before they mate, burrow, and die. The carapaces are worth 50 gold pieces if properly cared for (no mashing the beetle to kill it!). The flesh of the beetle if prepared by someone skilled in alchemy will halt aging for 1 year. The skin shed by the larva can be made into a potion of sleep. Harriers of Ahred: These are undead fighters. They can be turned only on the most difficult category. They look like rather solid shadows. They can pass through solid material at will (unless _well_ enchanted). AC 0 75 hit points, treat as 15th level fighter; N to NG, highly intelligent, 15" movement Requires +3 weapon to be hit They will regenerate completely in one day. They can cast a combined compulsion to leave plus a forget spell covering a period of several hours either way (of time of the touch) when they touch. Harriers of Ahred are often used as guardians of secret places. Grikar: Grikar are non-material beings that love to torment mortals. They can briefly become material (AC 6). 6 hit dice. CE, intelligent Any weapon or damaging attack does -1 damage to a material Grikar. Grikar become material, then possess magic items that lack spirits. They are only material for a single round. Once in the item, they can only be dislodged by use of remove-curse spells (each such spell does d8 damage). A grikar acts as the ego of the magic item until dislodged (3d6 int, 3d6 ego). They will voluntarily leave if the item is used to slay a friend of the owner of the item. They can be forced to leave if the item is used to cause non-mortal injury if the wielder can win an ego battle versus ego 34). Unrestricted movement rate. Kardaumer: AC 7, 4 hit dice, size "small", smart animal IQ, N to NE, 24" fly or 4" walking When hovering or grounded: claw/claw/bit for d6/d6/2d4 When swooping [every 3rd round]: 2d4/2d4 claw/claw at +4 to-hit Karkaumer are a rather ugly species of bird. The bodies are shaped much like an eagle's while their heads are like a vulture's. Treat them as hawks for flying speed. They are good flyers. Amorabi: AC -2, 120 hit points, CE, highly intelligent, 15" walking Attack as 12th level monster with 19 strength Save as 27th level monster 60 % magic resistance Requires a +2 weapon to hit them Immune to charm and hold claw/claw for d8+7 (includes strength bonus) each OR any of the following spells with the power of a 12th level MU: disintegrate, web, cause disease, dispel magic, fear, curse (reverse of remove curse), rock to mud, teleport, stone to flesh, death spell, despair (see illusionist emotion spell) Amorabi are a cross between a bird an a human. They have 2 legs and two arms. Both hands and feet are clawed. They have vestigial wings but cannot fly. Their heads are bird-like. The wings, shoulders and upper backs are feathered. Amorabi have 19 STR and are powerful spell casters. Amorabi were created by the greatest lich ever (in my world) to be the personal bodyguards of himself and his chief lieutenants. They are nasty tempered to all others, but faithful to their creator. Desert Rave: AC 6; initially 6 hit dice; each point of damage adds to hit points; increase level and improve AC by 1 for each 4 additional hit points, average intelligence, CE calw/claw/bite where a claw is d4 per 3 levels (ie starts at 2d4 and increases to 3d4 at 9 hit dice, 4d4 at 12 hit dice, etc) The bite is d6 per 3 hit dice Cures do geniune damage. The injury done by cures will whittle the hit dice of a desert rave back down to the basic 6 hd A desert rave looks much like a hiercosphinx (also same movement) Immune to hold; charm causes them to attack the charmer after everything else is dead Desert raves are insane -- they will attack any living being (or anything that would appear to a dumb creature as possibly being alive, including undead). They were created magically and so are quite willing to attack their own kind. Larind: AC -2, 16 hit dice, bite 3d8 + 14, regenerate 3 points/round (per larind soul if merged -- see merge ability below). Align N, animal intelligence, move at 12" Larind are magically created creatures that look like lions. They can blink at will once per round, moving a distance of up to 4'. Treat this as giving them a save vs magic to avoid hits. Larind can also "merge" -- become a single larind for one turn. A merged larind has hit points equal to the sum of the individual larinds and acts as if under the Haste spell. Divvy hit points up equally when separating. Larind arre 60% charm resistant. Their magical defenses also reduce damage by 1/4 from earth and air attacks or 50% from fire attacks (created as creatures of the desert -- wind, sand, and heat). They take 50% extra damage from water and cold-based attacks. Larind's have an innate ability to dispel hold and kindred immobilizing spells. It takes a single larind d4 rounds to dispel a single such spell. A merged larind takes d4 rounds divided by the number merged (round all fractions -- not just 1/2 -- upward). Each larind is tied into a rock "soul egg". If the rock is smashed, the larind becomes a normal lion (non-magical) -- a merged larind would fall out of the merge. The "death" of a Larind traps its soul in its egg (mage learning the secret can release the Larind soul -- material component of that special purpose spell is a normal lion). A larind egg cannot be dimension shifted. If touched, it will "bite" as per a magic item of incorrect alignment (unless the mage is in the midst of casting the above spell or was the one who last cast that spell on the larind). Those killed outright by the bite of a larind have their soul trapped in the egg (pick random egg for merged larind) [until the egg is destroyed]. Green People (inspired by Andre Norton's Witch World novels): Green people look much like humans. The difference is that adult men have 1.5 inch ivory horns and that all sufficiently old green people shift their form. Green people are so-called because they always have green skin. Hiar can be black, blond, or red. Eyes are black, green, or amber. Green people do not die of old age or show any signs of aging, beyond an increased tendency to shift their appearance. When generating stats at random, treat them as +2 WIS, -1 STR, and -1 CHA. Alignment N to NG; intelligence human AC 10 + armor, 3 hit dice as 0-level adult, move 12" w/o armor 50% immunity to non-clerical, non-ritual magics (ritual magics being e.g., alchemical potions, or long, elaborate rituals used to cast a spell). Immune to undead touch attacks. Can be fighters, alchemists, druids (or nature-oriented clerics), and mages specializing in "natural" or ritual magics. Innate abilities: detect evil (6" normally, get vague sense of evil being done at a range of up to 1 mile if the deed is sufficiently nasty), detect conjuration and alteration magics, speak with animals (does not cause an animal to stop attacking), and 90% invisibility in woods and meadows The shape-changing starts at age 1500 years for women and 3000 for men. Initially, a change occurs at will, up to once per round. At an age of 5000 for women and 10,000 for men, the changes occur once every round unless the green person concentrates on not changing. Brown Dragon Chaotic good, highly intelligent AC 1, claw/claw/bite d6/d6/3d8, walk 9", fly 24" Breath: choking smoke (1/2 hit points come back if get to clean air) hit dice 8/small 9/med 10/large Large -- 36' feet long Chance of speaking: 65% Chance of magic use: 55% Chance of being found asleep: 25% Spells: 1st level -- 1 each at growth stages 1-3 2nd level -- 1 each at growth stages 4-6 3rd level -- 1 at growth stage 7 4th level -- 1 at growth stage 8 Silver/Blue (Irridescent) Dragon Neutral good, highly intelligent AC 0, claw/claw/bite d6/d6/2d10, walk 9", fly 24" Breath: extra host flame (ie, 25% more than dragon hit points) hit dice: 7-9 Large -- 32' feet long Chance of speaking: 60% Chance of magic use: 50% Chance of being found asleep: 30% Spells: 1st level -- 2 each at growth stages 1-3 2nd level -- 1 each at growth stages 4-5 3rd level -- 1 at growth stage 6 4th level -- 1 at growth stage 7 5th level -- 1 at growth stage 8 Blue/Green Dragon Neutral evil, very intelligent AC 2, claw/claw/bite d6/d6/2d10, walk 9", fly 24" Breath: poison gas hit dice: 7-9 Large -- 32' feet long Chance of speaking: 50% Chance of magic use: 30% Chance of being found asleep: 35% Spells: 1st level -- 1 each at growth stages 1-4 2nd level -- 1 each at growth stages 5-7 3rd level -- 1 at growth stage 8 Rust Dragon Lawful neutral, exceptionally intelligent AC 1, claw/claw/bite d4/d4/3d6, walk 9", fly 24" Breath: acid hit dice: 6-8 Large -- 30' feet long Chance of speaking: 60% Chance of magic use: 60% Chance of being found asleep: 20% Spells: 1st level -- 1 each at growth stages 1-2 1st level -- 2 each at growth stages 3-4 2nd level -- 1 at growth stage 5, 2 more at growth stage 6 3rd level -- 1 at growth stage 7 4th level -- 1 at growth stage 8 Cream Dragon Chaotic neutral, exception to genius intelligence AC 4, claw/claw/bite d4/d4/2d6, walk 9", fly 24" Breath: feeblemind gas (60' plume) -- immune to breath of own kind hit dice: 6-8 Large -- 25' feet long Chance of speaking: 90% Chance of magic use: 70% Chance of being found asleep: 15% Spells: 1st level -- 2 each at growth stages 1-2 2nd level -- 2 each at growth stages 3-4 3rd level -- 1 each at growth stages 5-6 4th level -- 1 at growth stage 7 5th level -- 1 at growth stage 8 Brindle Dragon Neutral evil, very intelligent AC 1, claw/claw/bite d6/d6/3d8, walk 9", fly 24" Breath: blindness or confusion gas hit dice 8/small 9/med 10/large Large -- 36' feet long Chance of speaking: 45% Chance of magic use: 40% Chance of being found asleep: 40% Spells: 1st level -- 1 each at growth stages 1-3 2nd level -- 1 each at growth stages 4-6 3rd level -- 1 each at growth stages 7-8 Granite Dragon (singular being ala Tiamat) Neutral leaning toward chaotic neutral, genius intelligence AC -5, claw/claw/bite 3d6/3d6/6d10, walk 12", phase 6" Breath: stone (breath coalesces into stone, entrapping victims in 10' by 10' by 20' cone) hit dice: 21 hit dice (168 hit points) Large -- 150' feet long Chance of speaking: 100% Chance of magic use: 100% Chance of being found asleep: 5% Spells: Can cast any of the standard magical and cleric spells, aside from illusions, charms, and air/wind spells -- 3 spells of each level per day. Can phase through rock at will Marble Dragon Neutral good, intelligent AC -4, claw/claw/bite 2d8/2d8/6d8, walk 12", phase 6" Breath: flesh-to-stone (cone 10' diam, spreading out 40' range) hit dice: 12-14 Large -- 90' feet long Chance of speaking: 25% Chance of magic use: 10% Chance of being found asleep: 35% Regenerates 3 point/round; can phase through rock at will Spells: 1st level -- 1 each at growth stages 1-4 2nd level -- 1 each at growth stages 5-8 Sandstone Dragon Neutral, above average intelligence AC 1, claw/claw/bite d8/d8/3d8, walk 12", phase 6" Breath: cloud of scouring sand (cone 10' diam, 60' range) Flapping wings sheds sand in a 60' diam cloud (save vs breath or blinded) hit dice: 10-12 Large -- 70' feet long Chance of speaking: 15% Chance of magic use: 5% Chance of being found asleep: 45% Regenerates 5 pts/round; can phase through rock at will Spells: 1st level -- 1 each at growth stages 1-4 2nd level -- 1 each at growth stages 5-8 Lava Dragon Neutral evil, highly intelligent AC 10 as liquid, AC 3 as solid, claw/claw/bite 2d6/2d6/4d8 as solid when liquid does double damage (plus any fire damage mods) walk 12", phase 6" Breath: scalding vapor or carbon monoxide (recover hit lost to carbon monoxide in 1 turn in good air if not dead) -- 6" cone hit dice: 13-15 Large -- 80' feet long Chance of speaking: 40% Chance of magic use: 30% Chance of being found asleep: 15% Regenerates 5 pt/round; can either ooze as semi-liquid lava or freeze (become as solid as rock); can phase through rock in either liquid or solid form Spells: 1st level -- 1 each at growth stages 1-2 and 5 2nd level -- 1 each at growth stages 3-5 3rd level -- 1 each at growth stages 6-8 Basalt Dragon Neutral greedy, above average intelligence AC -3, claw/claw/bite 3d8/3d8/6d10, walk 12", phase 6" Breath: sulfuric acid (cone 6" long) or flesh-to-stone (4" long cone) hit dice: 16-18 Large -- 100' feet long Chance of speaking: 10% Chance of magic use: 5% Chance of being found asleep: 50% Regenerates at 10 hp/round; can phase through rock at will Spells: 1st level -- 1 each at growth stages 1-4 2nd level -- 1 each at growth stages 5-8 Coal Dragon Neutral, leaning toward neutral/good, genius intelligence AC 0, claw/claw/bite 2d6/2d6/4d8, walk 12", phase 6" Breath: fire (6" cone) or choking smoke (4" diam cloud) hit dice: 10-12 Large -- 80' feet long Chance of speaking: 40% Chance of magic use: 20% Chance of being found asleep: 25% Regenerates 3 hp/round; can phase through rock at will; can encase self in flame (ala Flame Shield spell -- hot) for 1 turn/day per growth stage (ie 1-8 times per day); can become invisible at will; can become slippery at will (but not when using invisible-at-will ability) Spells: 1st level -- 1 at growth stage 1, 2 more at stage 2 2nd level -- 1 at growth stage 3, 2 more at stage 4 3rd level -- 1 at growth stage 5, 2 more at stage 6 4th level -- 1 at growth stage 7 5th level -- 1 at growth stage 8 Lode Dragon Neutral tending to neutral/evil; genius intelligence AC -3, claw/claw/bite 2d8/2d8/6d8, walk 12", phase 6" Breath: confusion (4" diam cloud -- doc wisdom 1 point per age group or 1 point per 2 age groups if save) OR paralysis (likewise dock dexterity) hit dice: 16-18 Large -- 110' feet long Chance of speaking: 60% Chance of magic use: 40% Chance of being found asleep: 5% Can detect precious metals at 36" radius; can phase through rock at will Spells: 1st level -- 1 at growth stage 1, 2 more at stage 2 2nd level -- 1 at growth stage 3, 2 more at stage 4 3rd level -- 1 at growth stage 5, 2 more at stage 6 4th level -- 1 at growth stage 7 5th level -- 1 at growth stage 8 Tafins A tafin is a creature composed of pure magic. They are totally mischevious and have no sense of caution. Tafins are attracted to the use of magic and are interested in the doings of mages (and not in others). When a tafin is present, roll on a d20 to see which spell it will cast next. Try to think of a good, fun-loving use for it (not a malicious use unless the party has tried to harm the tafin by casting dispels). 1 Time Stop 11 Drawmij's Instant Summons 2 Wish 12 Part Water 3 Meteor Swarm 13 Lower Water 4 Temporal Stasis 14 Move Earth 5 Monster Summoning 1-VII 15 Disintegrate 6 Maze 16 Control Weather 7 Simulacrum (no mat'l comp) 17 Reverse Gravity 8 Polymorph Any Object 18 Telekinesis 9 Vanish 19 Ice Storm 10 Power Word Stun 20 Continual Light or Dark A tafin uses ESP and detect magic continuously. It moves instantly at will but cannot enter where magic cannot pass or exist. Tafins come in six sizes (ages): 1 -- baby -- destroyed by dispel magic 2 -5 -- adult -- driven off by the "stink" of dispel magic; destroyed by effects that disenchant items 6 -- giant -- enraged by dispel magic, driven off by effects that disenchant magic items A tafin can use the above 20 spells N times per day where N is its age bracket. Tafins are detectable via ESP and via detect magic. They have no material presence so aren't invisible in the usual sense (detect them with True Sight but not detect invisible). Tafin can move to wherever their interests drawn them (unrestricted rate). Shishga: AC 0, 4 hit dice, LE, average intelligence, Large (horse size), run at 36" Kick/Kick/Bite d8/d8/d4 OR fall-on-rider 4d6 Shishga look like beautiful black horses -- at the shishga's option, they wear tangible (temporary creation) saddles and bridles. Shishga permit (indeed want) good characters to mount them. When a chance appears, they will make a beeline to their master (they always look for a power evil person, perferably a mage, to serve). They can runn 100 miles without tiring at all. They can detect good (at will) and cast a specialized charm (1/day) to make a character mount and stay on. Falrock: AC 6, d4 hit dice, move at 9", 3 inches long, come in quantities of 10 to 100 Falrocks are very thin, six legged lizards that live in colonies in a shared web. They spin the webs. Their bite (negligible base damage) liquifies the guts of the victim (save vs poison -- if fail, lose 25% of hit points (assuming 160# person -- pro rate for size of victim). A falrock web is normally woven over a pit (10 to 40 feet across). It is thick and looks like stone once it has collected some dust. The web is 1' thick and can hold a creature of strength up to 18/40 (treat saves like web spell). Gray muck: General characteristics as per gray ooze. However, the spores penetrate skin and in 3d6 hours will congest the lungs (can be cured by cure disease during the first 2/3 of the disease's course; after that require drastic measures -- DM's interpretation) Larhound: AC 4, 3 to 7 hit dice, runs at 18" on two legs, animal IQ, align N A larhound is a 4 legged lizard that rises and runs on two legs when it wants to move quickly. It is immune to poison and cold (prefering cold climates). It attacks anything that moves, but is literally unable to conceive of a stationary object as being of interest (ie, will treat as a rock or other inanimate thing even if it earlier moved and/or attacked). claw/claw/bite: d3/d3/d10 for 3 hit dice larhounds d4/d4/2d6 for 4 and 5 hit dice d6/d6/2d8 for 6 and 7 hit dice Forn Demon: AC 0, 6 hit dice, CE, low intelligence, move at 3" 25% magic resistance, immune to illusions At will: polymorph self into gnome, coin, or jewel; Mind Blank, Nystul's aura, gate in a quasit (25% chance of success), Comprehend Language Forn demons look like tapeworms in their true form -- 1/4 inch wide very thin, and about a foot long. If left undisturbed on the skin of an animal, they can ooze through the skin over a 2 hour period. Once inside, they make their way to the brain (4 hour journey from a human foot, e.g.) and consume it. Rock hound: AC 0, 8 hit dice, bit 3d10, move up to 18" speed, align N, animal IQ Rock hounds look like dusty-gray dogs with the build of greyhounds. They can phase at will through iron and iron alloys. If they bite into iron-based armor, it must save versus disintegration at +4 to avoid having a chunk torn out (only check this on hits). Spectre Lord: AC -2, 10 hit dice, requires +3 weapon to be hit; align NE, very intelligent, walk at 12" 40% magic resistant, Not vulnerable to turn-undead Can un-turn spectres by rolling "turn-dead" on the spectre as a 14th level cleric Take only half-damage from weapons Cast spells as per 10th level cleric Touch drains 2 levels and slays outright on a natural 20. Immune to light, fire, and cold effects. They are non-material beings (hence can pass through ordinary matter) Plane shift to negative material plane and back, always returning to the point on the prime material plane where they left. Regenerate 3 pt/turn at the negative material plane. Bird of Hell: AC -1, 12 hit dice, low intelligence, align CE, walk at 6", fly at 18" A Bird of Hell is a minor demon that has the appearance of a small, male peacock (6 inch high bird with 18 inch long brilliant tail). Meeting its gaze causes insanity (terror of darkness or similar phobia). Killing a Bird of Hell frees it to act as a Night Hag (exorcise is the better response -- lethal). Its tail fan acts as a Hypnotic Pattern spell and its chirping voice as a weak charm (fascinates the victim, keeps the victim from attacking or noting attacks by the bird). Sand Golem: AC 0, 80 hit points (attack as 15 hit die monsters), align N, non-intelligent, move at 12" Take only the pluses of weapon damage, however use of an edged weapon has a chance of reducing save (save vs. disintegration -- fail means dock one hit die and 4 hit points extra damage); no damage from hot/cold; Rock-to-mud heals them Sand Golems attack anything within reach that moves. They are not bright enough to distinguish living vs non-living (e.g., a vigorously waved flag is more worthy of attack than a slowly moving human). Gilannie Ghoul: AC 8, 5 to 14 hit dice, low intelligence, align N to NE, walk at 12" Gilannie ghouls are a race of humanoid form created by a mage long ago. They look like ghouls, but are not undead. They feed on heat and light. They require their own hit points per day in heat "damage" to remain in good health (treat sunlight as 10 hp per hour if intense or 3 hp per hour if heavily overcast). Gilannie ghouls will also root through rotting flesh and vegetable matter for heat (1-5 hp per hour, depending on the "quality" of the compost pile). If denied other sources of food, they will being to decay (losing d6 hit points per day of starvation). Decaying Gilannie Ghoul poisons the air about it with diseases (treat as a cloud of radius 1" per day unfed). Gilannie Ghouls are strong and will grapple with a warm creature to gain its heat if starving (requires natural 19 or 20 to-hit roll plus bend-bars to disengage the grip). This 2-handed grappling attack does no damage of its own (but the exposure to disease might). Treat the disease as having symptoms-of-choice (ie, variable) and lethal if a save versus death is failed (recover or die in d6 days). Lava Elemental: AC -2, 16 hit dice, move at 6", align N, intelligence low Attack on the fighter table at 21st level; save as 16th level fighter Swat (one hand attacks per round) for 4d6 + 9 damage Treat all within a 20' radius as being under the effects of a heat- metal spell (if wearing metal, take damage from hot metal; if in cloth/fur/wood, take the same amount of damage from burning clothes; if naked, damage is direct burn). Salt Golem AC 5, 240 hit points, attack and save as 18th level fighter; move at 6"; average intelligence; align N 2 attacks (2 hands) -- 2d6 + 8 plus save vs. breath to avoid being incapacitated with the pain of a salted wound A natural 20 on a to-hit against a salt golem shatters it, doing damage to those nearby: 10' Radius -- damage = 1/2 golem's remaining hit points 20' radius --- 1/4 40' radius --- 10% of remaining hit points Those receiving more than 10 hit points after the shattering must save vs breath or faint from pain for 2d6 rounds. All those wounded by Salt Golems are -4 on DEX until their wounds are washed. Create Water does d4 damage/cleric level (save to half) on these golems Salt Golems are immune to charm, temperature extremes, and take only 1/4 lightning damage. Vrath Worm: AC 3, 13 hit dice move at 3", align N, animal intelligence until final molt, then human intelligence; immune to heat/fire Vrath worms look like gold and red banded snakes with red and black bands on their bellies (ie, gold on top, red below; red above black below). Adults are 6 to 8 inches in diameter, 15 to 30 feet long Attack: grapple then drain d20 hit points of heat per round (STR 20) -- roll a bend-bars to remove a Vrath Worm that has hit Vrath lay eggs on mammals, secreting a strong glue to hold them to the host's skin (have to cut off the skin to remove or use an extraordinary solvent). The glue dries in 3 rounds. Young Vrath Worms will eat flesh frequently while their elders eat only enough to replace blood loss, etc. Moss Wives (based on Andre Norton Witch World books): hit dice, AC as per Tree-Ent; Align NG, human intelligence, walk at 9" Moss Wives look like a hairy women 3 1/2 feet tall. They are very shy of humans but not of normal forest dwellers. Moss Wives live in the forest. No one knows how they reproduce -- sages will know that Moss Wives like to adopt (ie steal) and raise human children (education as druid or range). Can polymorph-self to a pile of dead bramble; limited mind-blank blocks ESP, telepathy, and detect-life sorts of spells; regenerate 1 hp/hour in forested or brushy areas; move at 6"; immune to cold; 50% resistant to magic, fire, and acid; take only 1/2 damage from weapons. Attack -- entangle (ala spell). Moss wives can move within the entangle areas cast by their own kind. They will strange those that threaten them once the foe is safely held in an entanglement (roll on assassin table each round). Flammen (based on Andre Norton's Witch World books): AC 8, 1 hit die, alignment N to NG, low to human intelligence, walk at 6", fly at 24" Flammen are 1' tall humanoids with wings. They have excellent vision and can detect evil at 24". They can assume the form of a large, white eagle at will. Flammen attack with small bows (d3 per arrow) or daggers if they must. They are very cowardly and will flee if given a chance. Flammen often associate with Green People. Terror-Beast: Terror beasts look like a cross between a heavily muscled dog and a large feline. Their intelligence is average to high. All are telepathic among their own kind while the mage-born are telepathic with all creatures. Terror-beasts generally avoid humans, if possible avoid orcs and kin, but will sometimes associate with elves, half-elves, and humans who have become rangers or druids. Hit dice: 5 + 1 per gold marking + 1 per 25% black coat (ie +1 if at least 25% of the coat is black, +2 if 50%, etc -- don't factor in markings when doing this computation) Cubs have golden fur all over. Adults' coats reflects inborn abilities: Brown -- hunters -- d10 hit points per hit die, 6' to shoulder White -- healers -- d8 hit points, 5' to shoulder Grey -- magicians -- d6 hit points, 4' to shoulder Black splotches are a sign of exceptional intelligence while gold markings are associated with a restless nature. All terror-beasts can cause fear (gaze attack) -- save at +1 per hit die under 6, -1 at hit die over 6 Claw/claw/bite based on orientation: hunter -- 3d4/3d4/3d8 healer -- 2d4/2d4/2d6 mage -- d6/d6/2d4 Healers cast clerical spells as cleric level = hit dice Mages cast magic spells as mage level = hit dice Hunters can multiple attacks based on level like human fighters. Alignment is LN, N, or NG; AC 6, move at 18" (hunters at 24") Quill Plant: AC 5, 3 hit dice, non-intelligent, align N, move 0" This plant, when startled by noises within a 2" radius fires a volley of 6 quills at the source (to-hit as 1 hit die monster). Each quill that hits does d4 damage. The plant must recharge for one round before firing again. Each plant can fire at most 16 volleys per day. Quickpatch: AC 4, 5 hit dice, semi-intelligent, align N, move 1" (rolls) This is a fluid, quasi-plant. The exterior has the appearance and texture of firm sand except for the center. The center appears a a shallow water hole. When prey reaches the center (tactile sense), the quickpatch will roll up about its victim. It does acid damage a d4 hit points per round. In addition, the victim will suffocate after 1 + d6 rounds. 18 STR is required to pull loose (bend bars). Demon Dog: AC 3, 3 hit dice, NE, animal intelligence, move at 18" claw/claw/bite d4/d4/2d4 Demon dogs look like hell hounds, but are relatively weak monsters. They can see invisible 50% of the time when they think to try. They also track as (6th level) rangers by spell. Ghost Cat: AC 9, 4 hit dice as adult, CG, intelligent, fly at 24" walk at 6" 4 claws, 1 bite: d2/d2/d2/d2/d4 15% magic resistence to mind-control (charm etc.) effects Ghost Cats are look like house cats with wings. They have silky gray to white fur. They live in forests away from human and orc-kind. Ghost Cats earned their name because of their skill at hiding (and their shyness). An adult ghost can cast invisibility or block-telepathy (protection from telepathy and ESP) 4 times per day (4 slots, choose at casting time which effect). Both last until the ghost cat chooses to negate it or until dispelled. Ghost Cats have the innate ability to detect invisible beings. Ghost cats are highly desired as familiars and confer the ability to detect invisible beings by simple concentration on doing so. Age Hit dice Spell casting <= 3 month d4 1 try, 50% chance of success 3-6 months d8 replaces d4 1/day 6-12 months 2d8 2/day 1-3 years 3d8 3/day 4+ years 4d8 4/day Ghost cats are sexually mature at 6 years of age and will mate every other year, producing a litter of d4 kittens. Their natural lifespan is like that of a human (ie, 30-35 in the wild, much more in captivity). Venderauk: AC 6, 3 hit dice, NE, average intelligence, move at 12" A venderauk is a type of creature invented by a (mad?) mage. They have a bulbous body with multiple segments -- rather ant-like, long, grasshopper-like rear legs, and short, useless arms hanging off the front of the front segment. The body is purple to red in color (often an iridescent mix of purples and reds). They have a thin chitinous exterior, but most of their weight is carried by their internal skeleton. A vederauk has four heads, each of which has a separate attack: snake head -- bites for d3 plus poison (swiftly lethal) dog head -- bites for d4 baboon head -- babbles loudly to call attention from other venderauks or monsters (50% chance of summoning) human head -- casts confusion spell (components V) 1/day Venderauk never sleep and thus are prized as guardians. They are cold-blooded and so need relatively little food (but will be "slowed" in a cold room). They are alert -- at most a 10% chance of being surprised. Sand Devil: AC 1, 6+5 hit dice, NE, highly intelligent, move at 9" Require a +2 weapon to be hit; take only 1/2 damage versus heat/fire attacks; 30% magic resistant Magical abilities (at will): flame strike, dispel magic, sandstorm (6d6 damage due to chafing by sand in high velocity wind), whirlwind, summon 8 hit die fire elemental, 20% chance of gating in another sand devil Vulnerable to holy water (one vial will kill a sand devil); water dumped on a sand devil will do d6/gallon. Sand Devils look like crudely formed humanoids. Fine features like eyes, nose, ears, fingers are not formed -- they just have a lump for a head. As they have no visible eyes, etc. it is assumed that they must have some magical sense replacing sight for sand devils do not appear to be blind. They can be fooled by illusions and invisility. Sand Devils prefer to attack via magic. If pressed, they attack hand-to-hand doing 2 slap attacks at d6 damage each. Hellmaid: AC 1, 6 hit dice, NE, fly at 18", average intelligence, walk at 6" Requires a +2 weapon to be hit Magical abilities: mesmerize males, 30% chance of gating a barbed devil, 5d6 lightning bolt claw/claw/bite for d4/d4/d10; may also shed wing feathers -- touch does 1 hp each on a non-evil creature (also acts as unholy water, if that matters). May voluntarily shed d10 per round. 5 rounds of shedding and a hellmaid loses the ability to fly until the feathers are regrown (1 day to replace 1 shedding). Hellmaids look like pretty young women with wings (brightly colored feathers -- sometimes a bit of an eyesore due to color clashes). They like to dress in bright clothes --- the brighter the better with no sense of what clashes. Hellmaids will attack (harmful or charm) to get better clothes or more jewelry. Reptile Hound: AC 3, 6 hit dice, NE, animal intelligence, move at 9" claw/claw/horn d4/d4/d6; tentacles grapple -- see description A reptile hound is a desert dweller. They look like igaunas with 8 legs and a 6" horn on their head. They grow to lengths of up to 6 feet. Their hide is generally tan to brown in color. Reptile hounds hunt by scent -- sight is important only for attacking at close range. A reptile hound appears to wear a thick color or have a "shield" about its neck. This is actually a set of 8 tentacles each about 4' in length that wrap about the neck most of the time. Each tentacle has STR 4, but when multiple tentacles are used, treat the combined strength as the sum of the individual strengths, up to STR 16. A creature caught by a tentacle has its effective AC reduced by 1 per tentacle. Reptile hounds have horrid dispositions, but can be subdued if beaten (non-lethal damage) for 1/2 their hit points. Ridge Runner (another adaptation of a creature from Andre Norton's Witch World): AC 2, 8 hit dice, LE, move at 24" 30% magic resistant; immune to poisons and stinks claw/claw with feet -- d4+1 each; bite 2d4 Aura of fear continuously broadcast -- panics those of 5th level or lower without save at 100'; higher levels get a save to negate; panic lasts d6 turns --- fear effect does not require the victim to see the ridge runner Very foul smell --- within 500' downwind or 50' upwind (250' radius if no wind), save versus poison. Those who fail are driven off with nausea for d10 rounds. Ridge runners are furry bipeds. Their legs bend like bird legs and are hairless from calf to foot, ending in clawed, bird-like feet. The head of a ridge runner looks like that of a wolf. They have long, flexible necks (height to bottom of neck approx 5', neck 18 inches, head another 6 inches in height, 10 inches muzzle to back of head). Ridge runners stake out a territory and constantly patrol it during the night. By day they sleep holed up somewhere (typically caves or hollows they dig in the ground). Ridge runners are solitary beings. They lay eggs but do not tend their young or eggs. Ridge runners have tremendous endurance and hunt by driving prey into collapse due to fatigue. Ridge runners have magical abilities: at will -- curse, cause light wound, ray of enfeeblement, and web. If a ridge runner succeeds in webbing a victim, they will bite it and drain its blood and strength -- 1 point STR lost each round and d4 damage done. Thief Monkey: AC 3, 1 hit die, CN, smart animal intelligence, climb at 9", walk at 6" Eat berries, nuts; bite for d4 if pressed; will also throw stones for d3 each. Thief monkeys are arboreal monkeys -- about 2 feet tall if standing upright. They _love_ things that glitter or smell good (sweet or like flowers). Brightly colored, non-glittery things are also prized. Thief monkeys are also curious. They have the skills of a 7th level thief with 18 DEX for moving silently, hiding, picking pockets and the like. They are excellent climbers. Dream Snake: AC 7, 2 hit dice, N, animal intelligence, move at 6" Bite d2 damage plus poison Dream snakes are noctural hunters. They are white, gray, pearl, or smoke in color, growing to perhaps 4 feet in length. Their bite is poisonous, but the poison causes sleep, not death. Once prey has been drugged, the snake will swallow it (thus, the prey die of suffocation). The snake will flee a drugged attacker. Those who are poisoned and save vs CON will sleep for one turn. Those who fail their CON roll will sleep for one turn, then go into convulsions until they die (about a day later for humans). Water Brownie: AC 5, 3 hit dice, N to NG, intelligent, swim at 18", walk at 9" Water brownies are aquatic kin of the land dwelling brownie. They have the same spells as the land brownie. Water brownies speak only the naiad tongue. They innately "speak" to any water dwelling animal and especially love the company of giant otters. Some water brownies have armor made from fish scales -- they are AC 3. Water brownies almost invariably carry small daggers for use as tools and for defense (d2 damage). Kaurken: AC 1, 5 hit dice, CE, smart animal, move at 15" Bite: d6 plus acid for d4/round until washed (1 round to wash with holy water, 4 rounds of washing with normal water) A kaurken is a large dog built along the lines of a German Shepard (ie, wolf-like). They are fearless --- immune to mental influence effects and very viscious. They will continue an attack until reduced to -10 hit points (ie, until final death, not just dying due to wounds). Copyright 1990 Allan J. Mikkola; for personal use only OLIGONDRALL Climate/Terrain: Subtropical and temperate plains Frequency: Rare Organization: Herd Activity Cycle: Day Diet: Omnivore Intelligence: Low (5-7) Treasure: M,O Alignment: Chaotic neutral No. Appearing: 2-20 Armor Class: 4 Movement: 14 Hit Dice: 14 THAC0: 7 No. of Attacks: 5 + special Damage/Attack: 4-16/4-16/2-16(2-12)/2-12/2-12 Special Attacks: Breath weapon Special Defenses: Fire immunity Magic Resistance: Nil Size: L (12' tall) Morale: Steady (11-12) XP Value: 10,000 female: 8,000 young: 4,000 An oligondrall [ah li GON drul] resembles an elephant in appearance except it has longer tusks, smaller ears, and it has several spikes at the end of its trunk. Oligondralls have gray or tan skin and thick hides. They are covered with short, coarse hair. Combat: An oligondrall may make up to 5 attacks per round; it gores with its tusks for 4-16 points each and tramples for 2-12 points of damage with each of its feet. The trunk may be used to constrict for 2-16 points of damage; once a constriction hit is scored with the trunk, the victim must make a sucessful bend bars roll to break free; if this roll fails, the target receives automatic constriction damage the next round. Creatures larger than an ogre cannot be constricted in this manner; in this case (or if constricting would harm the trunk) the trunk may be used as a clubbing/piercing weapon (using the spikes) for 2-12 points of damage. Oligondralls do not share an elephant's fear of fire - in fact they are immune to its effects from birth (this includes both magical and mundane fires). In addition to its normal attack modes, an oligondrall may also employ a breath weapon of fire up to three times per day. The fire shoots out of the trunk in the shape of a cone 60' long, 20' wide at the base, and 1' wide at the trunk. This breath attack inflicts 3-30 points of damage to all creatures caught inside the area of effect; a successful save vs. breath weapon reduces this damage by half. Habitat/Society: Oligondralls travel in herds of up to 20 in number; they prey on many medium-sized animals that can be found in the temperate and subtropical plains where they reside, but will also graze on grasses and small bushes. Oligondralls are fairly aggressive creatures, and have been known to attack with little or no provocation; they especially dislike most humanoids - this is most likely due to the fact they are hunted by these creatures for their ivory tusks. A typical herd of oligondralls will consist of 50% males, 25% females, and 25% young; females have 12 HD and a THAC0 of 9. Young oligondralls have 8 HD, a THAC0 of 13, and AC 5; their damage per attack is also lower: 2-12 per tusk, 2-8 while constricting with the trunk (1-6 while clubbing), and 1-10 per foot. A herd of oligondralls will maintain a semi-permanent dwelling in a large thicket or copse of trees; any treasure they have accumulated will be stored here. Ecology: Oligondralls are nearly impossible to tame and/or train, and will resist any attempt to do so. An oligondrall's tusks are composed of high-grade ivory; a single tusk is worth 500-3000 gold pieces, or about 5 gp per pound in the open market; on the black market, the amount is anywhere from 2-5 times higher. ----------------------------------------------------------------------------- =========================================================================== || Allan J. Mikkola || || uucp: {uunet!crdgw1|sun!sunbrew}!gemed!vulcan!allanm || || Internet: [a--la--m] at [vulcan.med.ge.com] || =========================================================================== POISON SQUID: Freq: Very Rare # Ap: 1 AC : 5 Move: 3"//15" HD : 7 to 9 %inL: 40% Trea: A # At: 1 Dam : 2d8 SAtt: Poison SDef: Poison Cloud MagR: Standard Int : High Alig: Chaotic Evil Size: S to M Psio: Nil XP : 7 HD - 525+8/hp 8 HD - 825+10/hp 9 HD - 1300+12/hp The origin of these vile creatures is unknown; some say they evolved in the acid seas of the Abyss. Whatever their origin, they have plagued mankind everywhere since they appeared in this world. They lack the long tentacles of the normal squid, but their ink consists of poison. In water, they will squirt the poison in a black cloud 3" high by 4" long. They can also come to the surface and "spit" the poison; normal range is 4" with a base chance to hit of 50%. They can use the poison (in either form) three times a day. Poison squids are very malicious and will attack for no reaon. Their bodies are green while their underbellies aare white. Some poison squid may worship a demonic master and thus be able to cast clerical spells. -- Jeffrey H. Johnson Newsgroups: rec.games.frp In-Reply-To: <[May 16 17 01 13 1990 26545] at [galaxy.rutgers.edu]> Organization: Penn State Computer Science Message-Id: <[90 May 16 233001 edt 7201] at [barad-dur.endor.cs.psu.edu]> Date: Wed, 16 May 90 23:29:47 EDT In article <[May 16 17 01 13 1990 26545] at [galaxy.rutgers.edu]> you write: > > So far I've gotten about 15 monsters, All sent by two people. > > PLEASE! Send monsters. Dragons, demons, devils, undead, elementals, etc. > > Let's use this net to our advantage. Just think if everyone sent just 1 >monster, we'd have a whole new monster manual. If you sent monsters and didn't >get a reply, I didn't get it. > > Send them to ..rutgers!andromeda!pete Pete, Here is my contribution to the monster file. Pat Posion Pussycats AC 5 MV 15 ATT 1 bite/2 claws Dam 1-2/1-3/1-3 No Appearing 2-8 SA posion, jump SD none AL Neutral HD 1 (* I don't have access to the books for a complete listing. Other information can be made up if needed. *) These harmless looking creatures are sometimes kept as watchdogs/pets. They are very affectionate to their masters, and can be taught a few tricks. The main purpose of theses creatures are to surprise unsuspecting theives. Since they are cats, they have excellent night vision and love to wonder about during the evening hours. The nasty part to these animals is that both their bite and their claws attacks are posionious. The posion is kind of slow acting so it be noticed until 4 rounds after the posion is in the system. There are three types of posion pussycats. The normal with the weakest posion (dam 1-6 save 1-3), the next (and less frequently encountered) have a stronger posion (dam 1-10 save 1-4), and the rarest kind with the strongest posion (dam DEATH save 2-12). They also can jump about 8-10 feet, thus getting a +3 on their surprise roll and allow them to enter into and leave a fight very quickly (hence the armor class of 5). This certain was thought up to humble a very cocky thief, who called himself the 'cat buglar'. He claimed he could out think the DM (me) in any trick/trap that I could come up with to annoy his nightly visits to the houses of the wealthy. He broke into this one house and thought it was cute that the man was a cat lover. The cats got a few few hits in on the thief (which he figured won't harm him because of his fairly high level), and was he surprised when the posion started to take effect. I also used them on another party where the cat were wearing jewelled collars. The party figured this was an easy way to get a few jems. They were also a bit surprised at the slow acting posion. The weakest kind are my favorite to use, which have a nice affect of being dangerous, but not very deadly. Copyright 1990 Allan J. Mikkola; for personal use only DRAGON, PRISMATIC Climate/Terrain: Any plains or hills Frequency: Very Rare Organization: Solitary or clan Activity Cycle: Any Diet: Special Intelligence: Genius (17-18) Treasure: Special Alignment: Neutral Evil No. Appearing: 1 (2-5) Armor Class: -4 (base) Movement: 12, Fl 36 (C), Jp 3 Hit Dice: 16 (base) THAC0: 5 (base) No. of Attacks: 3 + special Damage/Attack: 2-12/2-12/3-36 (3d12) Special Attacks: Special Special Defenses: Variable Magic Resistance: Variable Size: G (52' base) Morale: Fanatic (17-18) XP Value: Variable Body Tail Breath* Treasure XP Age Lgt(') Lgt(') AC Weapon Spells: Wizard/Priest MR Type Value === ====== ====== === ====== ===================== === ======== ====== 1 4-14 3-10 -1 red Nil Nil Nil 3,000 2 14-26 10-20 -2 red Nil Nil Nil 4,000 3 26-46 20-32 -3 orange Nil Nil Nil 6,000 4 46-64 32-50 -4 orange 1 Nil H,R,T 9,000 5 64-84 50-70 -5 yellow 2 35% H,R,T 10,000 6 84-106 70-90 -6 yellow 2 2 40% H,R,T 12,000 7 106-120 90-108 -7 green 2 2 2 45% H,R,Tx2 13,000 8 120-142 108-125 -8 green 2 2 2 2 50% H,R,Tx2 15,000 9 142-160 125-145 -9 blue 2 2 2 2 1/2 55% H,R,Tx3 17,000 10 160-170 145-152 -10 indigo 2 2 2 2 2 1/2 2 60% H,R,Tx3 18,000 11 170-180 152-160 -11 violet 2 2 2 2 2 2 1/2 2 2 65% H,R,V,Tx3 19,000 12 180-190 160-168 -12 violet 3 2 2 2 2 2 2/2 2 2 1 70% H,R,V,Tx3 20,000 * the color listed indicates the composition of the prismatic spray breath weapon at a particular age category (cumulative with previous ages). This also reflects the color of the dragon's scales (see below). Prismatic dragons are a very rare, powerful species of evil dragon; they hate anything good and will attack most good-aligned creatures on sight. They love to subjugate weaker creatures, and will often have several slaves within their lairs. At birth, a prismatic dragon is white with thin red stripes running the length of its body from nose to tail; as they age, they slowly gain stripes of different colors until the wyrm stage, when they are striped with all colors of the spectrum. The categories at which a prismatic dragon gains a new color stripe is listed under the breath weapon category in the table above. For example, a very old prismatic dragon is white with red, orange, yellow, green, and blue stripes. This unique coloration gives a clue as to the age of a prismatic dragon; however, illusion magic is often used to alter the pattern of colors (prismatic dragons have developed spells for this sole application). Prismatic dragons speak their own tongue, a tongue common to all evil dragons, and 18% of hatchling prismatic dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. Combat: Since prismatic dragons are highly intelligent, they are quite adept at choosing the most appropriate attack mode in combat; they will nearly always use one or more breath attacks against dangerous opponents, such as other dragons. Spells and special abilities may also be used in these cases, if the dragon perceives the threat as great enough. When closing to fight with other flying creatures, prismatics will usually employ a grapple attack on their opponent (see the Forgotten Realms Draconomicon(TM) for more details). When confronted with weaker foes, prismatic dragons will often toy with their enemies before dispatching them, as they seem to enjoy watching their opponents die a slow and agonizing death. When faced with foes of moderate power, prismatics prefer to employ plummet and snatch attacks; snatched crea- tures will be clawed and bitten nearly to the point of death at which time they will be dropped to their doom. Breath Weapon/Special Abilities: The breath weapon of a prismatic dragon is a _prismatic spray_ which is in the shape of a cone 90' long, 5' wide at the dra- gon's mouth, and 25' wide at the base. The effects of the breath weapon are as per the spell of the same name, except all saves are vs. breath weapon. In addition, younger prismatics are not capable of employing all colors of the spray. At birth, the breath weapon is only composed of red rays; as the dragon ages, new color rays are added at the same rate as scale stripes, as listed under the breath weapon category in the table above (i.e. an old prismatic dragon has a breath weapon composed of red, orange, yellow, and green rays). Thus, it is possible to determine the potency of a prismatic dragon's breath weapon by the stripes on the scales (unless, of course, the dragon has altered the pattern with illusion magic). Prismatic dragons cast spells and use their special abilities at 11th level, plus the combat modifier. At birth, prismatic dragons are immune to poison, petrification, and all forms of insanity. They may also _polymorph self_ three times per day (a change to their normal form does not count towards this total). As they age, the gain the following powers: young: _color spray_ three times per day juvenile: _chromatic orb_(#) three times per day adult: _rainbow pattern_ twice per day old: _Otiluke's radiant screen_(##) once per day very old: _Nystul's radiant arch_(##) once per day wyrm: _prismatic wall_ three times per week great wyrm: _prismatic sphere_ twice per week #: see The Complete Wizard's Handbook(TM) ##: see The Greyhawk Adventures Sourcebook(TM) Habitat/Society: Prismatic dragons are by nature solitary creatures; on rare occasions, they have been known to band together with other evil creatures in order to further their own goals; once this is accomplished, they will more than likely turn on their former allies. Under normal circumstances, prismatics will attack most good creatures on sight and those of other alignments with the slightest provocation - this includes other evil dragons, whom they consider inferior. They usually do not attack their own kind (unless they feel they have something to prove) but do not enjoy their company either. In most cases, if more than one prismatic dragon is encountered, it will be a mated pair with offspring. Prismatic dragons have adapted to life in any climate, from the frozen arctic wastes, to the tropics. They prefer to live in the plains or gently rolling hills. The lairs of prismatics are usually located in large, under- ground caverns, that are sometimes excavated with magic. The entrances are well hidden with illusions, and protected with assorted traps and hazards. Slaves often abound in these lairs, acting as guards and servants. Ecology: Prismatic dragons are able to eat nearly anthing, but they appear to sustain themselves almost exclusively from the sun's energy. Rebounder Climate/Terrain: Any Frequency: Very Rare Organization: Solitary Activity Cycle: Any Diet: Unknown Intelligence: Animal (1) Treasure: Nil Alignment: Neutral -------------------------------------------------------------------------------- No. Appearing: 1 Armor Class: 7 Movement: 3 (15 if rebounding) Hit Dice: 2 THAC0: 19 No. of Attacks: 0 Damage/Attack: 0 Special Attacks: Rebounding, Gas Special Defenses: Rebounding Magic Resistance: Nil Size: M (4'-6' diameter) Morale: N/A XP Value: 120 -------------------------------------------------------------------------------- Appearance: Rebounders are somehow related to gas spores and beholders. They look exactly like Gas Spores. Combat: If a rebounder is struck with a blunt weapon, it takes no damage, and releases a cloud of gas, and then "rebounds" away at it's full movement rate. With every bounce, it loses 1/4 of it's momentum. If it bounces in the direction of a creature, and it successfully rolls to-hit, then that creature takes 1-8 points of damage (or 1-6, 1-4, or 1-2, depending on how many times the rebounder has bounced.) With every impact, a 5x5x5 cloud of poison gas is released. This gas does 1-4 points of damage for 1-4 rounds to anyone breathing it, until it dissipates. Slashing weapons do 1/2 damage, and knock the rebounder back at 1/2 it's movement rate. Puncturing weapons slay the rebounder instantly. When a rebounder dies, it explodes, doing 1-10 points of damage to anyone within 5 feet, and 1-4 to anyone between 5 and 15 feet away. Habitat/Society: Nothing is known about rebounder society, if it exists. Never has more than one rebounder been seen at one time. Ecology: Rebounders do not interact with nature. It is possible that they are mutant gas spores, and not a race of their own. Zombie, Red Skull Climate/Terrain: Any Frequency: Very Rare Organization: Pack Activity Cycle: Night Diet: Carrion Intelligence: Low (5-7) Treasure: (B) Alignment: Lawful Evil -------------------------------------------------------------------------------- No. Appearing: 1-6 Armor Class: 8 Movement: 9 Hit Dice: 2+3 THAC0: 17 No. of Attacks: 1 Damage/Attack: 1-6 Special Attacks: "Dust of Death" Special Defenses: Nil Magic Resistance: See Below Size: M (6' tall) Morale: Average (8-10) XP Value: 270 -------------------------------------------------------------------------------- Appearance: Red skull zombies look like humans with shriveled red skin. The most noticable thing about them is that their heads are shriveled to the point where only a red skull remains. Combat: These strange creatures attack by pummeling their opponents. Also, once every 5 rounds, a red skull zombie may breathe the "Dust of Death" on an opponent. If the opponent fails their save vs. breath weapon, they will take on the appearance of a red skull zombie, and die in 1-4 rounds, and arise a week later as a red skull zombie. Casting cure disease will prevent death, or if the character is already dead, stop them from arising as a red skull zombie. Red skull zombies are not undead, and are not affected by priests attempts to turn them, or by holy water. However, they can be slain by a cure disease spell. Habitat/Society: Red skull zombies live in loosely organized packs. They were originally created by a mage's experiment, and now reproduce by using the "Dust of Death" on humanoids. Ecology: Red skull zombies have no natural enemies, but fight as a way of "life". Rock Turtle Climate/Terrain: Mountain, Subterranean Frequency: Very Rare Organization: Solitary Activity Cycle: Night Diet: Carnivore Intelligence: Semi (2-4) Treasure: Nil Alignment: Neutral -------------------------------------------------------------------------------- No. Appearing: 1 Armor Class: 2 Movement: 3 Hit Dice: 2 THAC0: 19 No. of Attacks: 1 Damage/Attack: 1-10 Special Attacks: Surprise, Poison Special Defenses: Camouflage Magic Resistance: Nil Size: S (3' in diameter) Morale: Unsteady (5-7) XP Value: 120 -------------------------------------------------------------------------------- Appearance: Rock turtles look like mounds of rock. However, this rockpile is merely their shell. When they attack, their reddish body is exposed. Combat: Every two rounds, a rock turtle may lunge out from beneath it's shell and bite at it's opponent. When they are attacking, they are at AC 7, due to a lack of protection for their underbodies. They have a weak poison, injected by a successful bite, which does one point of damage per round for one to four rounds. Saving throws against this poison are at +1. Rock turtles are never surprised, and can surprise an opponent almost always. They are almost undetectable, unless they are moving. Habitat/Society: Nothing is known about rock turtle society. Ecology: Rock turtles are believed to be similar to horseshoe crabs. They kill small animals by crawling up to them and then devouring them. Rock turtles are normally left undisturbed in nature, because they are very hard to spot. Screamer Normal Tentacled Climate/Terrain: Swamp, (moist) Subterranean Frequency: Rare Very Rare Organization: None Pack Activity Cycle: Any Day Diet: Herbivore Herbivore Intelligence: Animal (1) Low (5-7) Treasure: Nil J, K, L, M Alignment: None Neutral Evil -------------------------------------------------------------------------------- No. Appearing: 1-2 1-4 Armor Class: 8 6 Movement: 3 9 Hit Dice: 1 4 THAC0: 19 17 No. of Attacks: 1 1 Damage/Attack: 1 1-8 Special Attacks: Nil Spit poison Special Defenses: 1/2 damage from crushing-class weapons Magic Resistance: Nil Nil Size: S (3' high) M (5' high) Morale: Unsteady (6) Average (8) XP Value: 35 650 -------------------------------------------------------------------------------- Appearance: Screamers are sentient vegetables, which look like 3' tall cauliflowers, with green, yellow, and blue patches. Tentacled screamers are 5' tall, and look like elongated green mushrooms. They have four thin tentacles at the level where a human's arms would be. One tentacle is in the front, one on the right side, one on the left, and one in the back. Combat: Screamers attack by "biting" their opponents. Their digestive acids cause 1 point of damage with each successful "bite". Tentacled screamers attack by flailing with their sharp, but flimsy tentacles, which do 1-8 points of damage. They can only attack an opponent with one tentacle, because of how the tentacles are situated, but they can attack four opponents at once. Also, once every six rounds, tentacled screamers can spit a glob of poison up to 30 feet. If this glob touches skin, it does 1-12 points of damage. Both types of Screamers take 1/2 damage from crushing-type weapons, as they are cushioned by the Screamers' soft vegetable bodies. Habitat/Society Screamers have no organized social units. They spend most of their lives scavenging for food. Ecology Screamers reproduce very quickly, to offset the fact that in nature, they are eaten almost as soon as they are born. When a screamer is born, it immediately releases several spores which land, and grow to maturity in a day. Both types of screamers scavenge for fungi, and plant life, which they eat. The bodies of tentacled screamers are inedible, but normal screamers can be eaten. One screamer will feed one adult human for one day. Screamers are a common source of food for many subterranean communities. Their quick reproductive rate makes them an almost limitless source of food. * pn eopy1 eopy2 eopn3 ffy hfy eon lm 012 rm 069 pi 000 ps 001 pl 060 hd 000 ft 000 fp 001 ss 011 021 000 017 ts 007 012 Screaming Horror Frequency: Rare No. Appearing: 3-18 Armor Class: 4 Hit Dice: 2 Attacks: 1 Damage: 1-6 Special Attacks: wail Special Defences: none Movement: 12" Size: M Intelligence: Average Magic Resistence: standard Psionics: none Alignment: neutral evil Screaming Horrors are a humanoid race that delight in midnight raids upon small human and demi-human settlements. Although they are capable of using weapons, tribal taboo prevents them from doing so; however, their formidable special attack makes them dangerous opponents. Three times per day the Screaming Horror may unleash a sonic attack. Anyone standing within a 4" radius of the Screaming Horror must save vs. magic or take 1-8 hit points of damage. Deaf creatures are unaffected. Screaming Horrors themselves are immune to this attack form. Screaming Horrors resemble emaciated hobgoblins with extremely large arms and claws. They are colored with a dark brown fur. Wailers are occasionally (5%) struck with Nilbogism (see the Fiend Folio). (C) 1990 Allan J. Mikkola; for personal use only SHOCKER Climate/Terrain: Any Frequency: Very Rare Organization: Solitary Activity Cycle: Any Diet: Electricity Intelligence: Exceptional (15-16) Treasure: Nil Alignment: Neutral (Chaotic) No. Appearing: 1 Armor Class: -2 Movement: 18 Hit Dice: 16 or 24 THAC0: 16 HD: 6 24 HD: 5 No. of Attacks: 2 + special Damage/Attack: 16 HD: 1-8 + 16/1-8 + 16 24 HD: 1-8 + 24/1-8 + 24 Special Attacks: Lightning Special Defenses: See below Magic Resistance: 25% Size: L (12' - 14' tall) Morale: Fanatic (17-18) XP Value: 16 HD: 14,000 24 HD: 18,000 Shockers are residents of the quasi-elemental plane of lightning; they are most often encountered on their home plane, but they may also be found on the prime material planes as well. Unlike most elementals, they are capable of traveling to the prime planes on their own (without being summoned), and are able to exist there for extended periods of time. However, shockers may enter the prime planes only via a natural lightning bolt, such as during a lightning storm, and on rare occasions, have even been known to enter through a _call lightning_ spell (this is the *only* lightning-based spell that is capable of doing this; devices such as a _wand of lightning_ may not do so either). A shocker has 24 HD on its home plane, but they are reduced to 16 HD on the prime planes, due to absense of the energy they thrive on. Shockers are slightly different in appearance from other lightning quasi- elementals: they appear as a sheet of shimmering blue energy of a vaguely humanoid shape. However, they possess a limited shape-change ability that allows them to take the form of a human, elf, or half-elf five times a month. When encountered on a prime material plane, they will take the shape of a humanoid 75% of the time. When in this form, they appear indistinguishable from real humanoids; however, a _detect magic_ spell will reveal a faint blue shimmering of alteration and evocation magic, and a _true seeing_ spell, a _gem of seeing_, or other similar magic will show the creature's true form. The origin of this shape-change ability is unknown. A shocker will always appear in its natural form on its home plane. Combat: When attacking, a shocker uses its two "hands" to deliver two viscous _shocking grasps_, each doing 1d8+16 (or 1d8+24) points of damage. In addi- tion, a shocker can emit lightning attacks of up to 30d6 points of damage per day. A single bolt can inflict 5d6 or 10d6 h.p. of damage, and either one or two bolts can be discharged per round. A bolt may originate from anywhere on the shocker's body, so an attack can be made in any direction; however, these attacks usually eminate from the hands, mouth or eyes so as to duplicate spells, breath attacks, and/or gaze attacks (this is especially true if the shocker is in humanoid form). Shockers also have several special defenses: a +2 or better weapon is required to score a hit on one, and a creature with fewer than 5 hit dice cannot harm a shocker without some sort of magical assistance. They are also immune to lightning and all types of electrical attacks, as well as air- and weather-based magic. Any creature scoring a hit on a shocker in melee will suffer 1d8 points of damage (save vs. spell for half damage) unless the attack is made via a non-conductor. Habitat/Society: Shockers are not natives of the prime material planes, but can be found wandering in any climate or terrain (though they dislike rain), usually near civilization. They normally use their shape-change ability to fit into their surroundings. Shockers often take an interest in the affairs of humans and demihumans and they seem to take pleasure in antagonizing them in any way they can. There are many speculations as to the reason for this type of behavior, but no one knows their true motives. For some reason, they seem to ignore dwarves and gnomes. Not much is known of the origin, behavior, or social structure of these creatures. It is thought that they are composed of pure energy, but this is only speculation. Ecology: There is a 2% chance that a _conjure air elemental_ spell, staff, or similar device will summon a shocker instead of an air elemental. Shockers encountered in this manner will be in their natural form 95% of the time. The summoner has only a 5% chance per level over 6 of successfully controlling a shocker conjurered in this manner (to a maximum of 90%). Also, there is a 10% chance per round that control will be lost, in which case the shocker will immediately attack the summoner and his or her party. Devices which control or protect against normal elementals do not work on shockers; _dismissal_, _banishment_, and similar spells and devices have a 20% chance of failing even if the shocker fails its magic resistance roll and saving throws. It is rumored that magics exist that will summon and/or control a shocker directly; these are said to give results similar to the more common elemental- related devices. ----------------------------------------------------------------------------- =========================================================================== || Allan J. Mikkola || || uucp: {uunet!crdgw1|sun!sunbrew}!gemed!vulcan!allanm || || Internet: [a--la--m] at [vulcan.med.ge.com] || =========================================================================== This is a monster race I wrote-up many years ago (we're easily talking early 80's here). I crossed the file accidentally while looking for something else and remembered your call for monsters. Strangely, there is a somewhat similar race described in the Palladium RPG which came out two or three years ago. [j--v] at [ucrmath.ucr.edu] Simiave Frequency : Uncommon # Appearing : 20-200 Armor Class : 5 Move : 9"/24" (MC:C) Hit Dice : 1-4 H.P. % In Lair : 10% Treasure Type : J&K # Of Attacks : 1 Bite Damage / Attack : 1-3 Special Attacks : Nil Special Defenses : Nil Magic Resistance : Standard Intelligence : Semi- Alignment : Chaotic neutral Size : S (1-2') Psionic Ability : Nil Attack/Defense Modes : Nil/Nil Level / X.P. Value : I / 5+1/hp The "Simiave" or "Monkeybird" as it remains called by some is a thievenous scavenger-like creature which inhabits many forestland areas near and beyond the quiet townships of the frontier. Suited better for life above ground, the Simiave are slow and clumsy when forced to earth. They are capable of 60' infravision during the night and suffer no penalties in sunlight. Phisically the creatures are nothing more than small monkeys with bat-like wings, buggy, swollen eyes, and pointed, oversized ears. Their dark complexion and light amounts of hair make them unsuited for colder environments. Mentally, these creatures are far superior to the average animal, often making superb pets and helpers. They converse in high chirping noises uncommon to that of birds, and with this chirping they seem able to communicate in a rudimentary fashon. They also are able to learn simple commands, however, their willingness to obey is another thing entirely. The Simiave have a reputation as greedy, thieving, michievious creatures. Psycologically speaking they would make the perfect lowly criminal types. They are kleptomaniacs to the core, living in loosely structured bands of several dozen. They each have their own nest in the forest, prefering to hide their few belongings nearby. Although the Simiave aren't much to fight they can be of great use to the comical Dungeon Master as troublesome pets which doo-doo on the wrong person's blanket and steal from his purse as well. Use them in a Campaign as a sideshow of comedy or have them become the helpful pets of the master thief or even assassin. Spell Vine Climate/Terrain: Any Frequency: Very Rare Organization: Group Activity Cycle: Constant Diet: None Intelligence: High (13-14) Treasure: Nil Alignment: Neutral -------------------------------------------------------------------------------- No. Appearing: 1-4 Armor Class: 0 Movement: 12 Hit Dice: 4 THAC0: 17 No. of Attacks: 0 Damage/Attack: 0 Special Attacks: Spells Special Defenses: Intangibility, +1 Weapons Needed to Hit Magic Resistance: 25% Size: M (5' long) Morale: Steady (11-12) XP Value: 2,000 -------------------------------------------------------------------------------- Appearance: A spell vine looks like four vines hanging in mid-air, with a glowing globe of light in the center. Combat: Spell vines are constantly shifting in and out of the prime material plane. Only when they are entirely in the prime material plane, can they be struck with weapons, and even then, +1 weapons are required to hit. This only occurs just as they cast a spell. If a spell vine is provoked, it will attack by casting spells as a 9th level mage. Habitat/Society: Spell vines spend most of their time wandering around. No one knows why they do this. They will generally take no hostile action unless threatened. Ecology: Spell vines are not a part of nature, and do not interact with it. (C) 1990 Allan J. Mikkola; for personal use only TALLIN Climate/Terrain: Any arctic or subarctic Frequency: Rare Organization: Clan Activity Cycle: Any (but usually day) Diet: Carnivore Intelligence: Very (11-12) Treasure: E Alignment: Lawful Neutral No. Appearing: 1-2 (10-20 in lair) Armor Class: 0 (10% chance of -2) Movement: 9 Hit Dice: 15 + 1-4 h.p. THAC0: 2 (+3 STR bonus) No. of Attacks: 1 or 2 + special Damage/Attack: 4-40 + 8 or 1-10 + 8/1-10 + 8 Special Attacks: Breath weapon (mature only) Special Defenses: Frost barrier (mature only), cold immunity Magic Resistance: 30% Size: H (15') Morale: Champion (15-16) XP Value: male: 16,000 female: 10,000 immature: 2,000 Tallin are large humanoids that live in the frozen arctic wastelands. Their skin is gray, tan, or dull brown, and they are almost completely hairless. Tallin stand about 15' tall, weigh approximately 5000 pounds, and are very muscular; females are slightly shorter and lighter. Tallin live 300 years or more. Tallin wear little except for some scraps of fur around their necks and waist; their low armor class is due to their very thick skin. Most tallin also wear a pair of wide bracers on their wrists; there is a 10% chance that these are special _bracers of defense_, which lower the tallin's armor class to -2. Tallin have never been known to use spells or any other magic items; it is not known whether they are capable of enchanting these bracers themselves, or if they are obtained elsewhere. The only other possession they carry, is their huge warhammer; their remaining items are kept in the lair. Combat: From birth, tallin are immune to all cold-based attacks, but take +1 point of damage per die from fire-based attacks, as they are especially sensi- tive to heat. Tallin may punch or smash with their fists for 1-10 + 8 points of damage with each fist. However, tallin much prefer to use their massive warhammers in combat. These huge hammers are about 6' long and 3' across, and are intricately carved. The hammers are made of some strange metallic alloy of unknown origin; it is widely accepted that no one has ever sucessfully returned one of these hammers to civilization for study. These hammers are extremely strong and heavy - a strength of 18/00 is needed to pick up these hammers, and a strength of at least 20 is required to weild one in combat. When a tallin connects with a hammer in combat, it delivers 4-40 + 8 points of damage due to the weight and unique composition of the weapon (the +8 bonus is the tallin's strength bonus). When a tallin warrior reaches maturity (at the age of 10 years), he must forge and carve his own hammer (only the males do this; female tallin do not own a hammer and will use their fists in combat). All male tallin are profi- cient weapon smiths because of this experience, but the only weapon this proficiency applies to is the tallin's hammer. Three times per day, a mature tallin (of either sex) may use a cone of cold breath attack. This cone is 40' long, 5' wide at the tallin's mouth, and 15' wide at the base; it inflicts 3-30 points of damage to all targets caught in the area of effect; those who successfully save vs. breath weapon suffer half damage. This breath weapon may also be used in a defensive capacity: a tallin may breathe directly at the ground beneath itself to create a frost barrier that completely envelopes the tallin in the same round it is used. This baAlways urrier lasts 1d6 rounds and will negate a total of 50 h.p. of fire damage. Any excess fire damage destroys the barrier and affects the tallin normally. Any ranged fire directed through this barrier suffers a -2 to hit due to the obscured target. Anyone passing through this frost barrier suffers the normal breath weapon damage, although a cumulative +1 bonus is given on the saving throw each round after the first (i.e. +1 on the 2nd round the barrier is in affect, +2 on the 3rd round, etc.). Habitat/Society: Tallin live in clans of about 10-20; they reside in any arctic or subarctic region. They usually lair in large underground caverns in which they spend the majority of their time. They venture forth only to hunt or to fight (usually against white dragons or frost giants who invade their territory). The strongest male tallin is the leader of the clan. His word is law to the other tallin; he is the leader of the hunt and the commander in battle. When encountered in the lair, 50% of tallin present will be mature males, 25% will be mature females (AC 2, 13 HD, THAC0 4, D/A 1-10 + 7 per fist), and 25% will be immature tallin (AC 4, 8 HD, THAC0 10, D/A 1-8 + 6 per fist). There is also a 20% chance of 1d4 subdued white dragons being present as well (usually of adult age or younger). These are used as pets and/or guards. Ecology: Tallin will eat nearly any type of meat, but especially like polar bear and seals. They often clash with white dragons and frost giants, with whom they share their territory. ----------------------------------------------------------------------------- Well, that's as much as I have typed in as of now. I *might* get another one typed in and mailed to you tommorrow (Saturday). Enjoy. =========================================================================== || Allan J. Mikkola || || uucp: {uunet!crdgw1|sun!sunbrew}!gemed!vulcan!allanm || || Internet: [a--la--m] at [vulcan.med.ge.com] || =========================================================================== Copyright 1990 Allan J. Mikkola; for personal use only TARQ Climate/Terrain: Any hills and subterranean Frequency: Uncommon Organization: Tribe Activity Cycle: Day Diet: Omnivore Intelligence: Very (11-12) Treasure: M (D,U) Alignment: CN No. Appearing: 5-50 (10-100 in lair) Armor Class: 6 (8) Movement: 8 Hit Dice: 3+2 THAC0: 17 No. of Attacks: 1 Damage/Attack: 1-8 (or by weapon) Special Attacks: nil Special Defenses: nil Magic Resistance: nil Size: L (10' tall) Morale: Average (8-10) XP Value: 120 Young: 65 Archers: 175 Guards: 270 Shield Guards: 420 Leader: 650 Tarqs (pronounced TARKs) are large humanoids that dwell in hilly regions in tribes of up to 100 in number; they have adapted to life in any climate. Tarqs also thrive is subterranean locations; their lairs are always underground. Tarqs average about 10 feet in height and resemble a cross between an ogre and a hill giant; in fact, it is rumored that tarqs are a cross breed of these two creatures. They have brown, tan, or olive green skin and long, dark hair; their eyes are usually black. Tarqs speak their own language, as well as those of several other humanoids such as orcs, ogres, goblins, and giants. Combat: Although tarqs appear quite formidable, they are not nearly as power- ful as their appearance might suggest. They are timid and even cowardly in combat, and prefer to use surprise and ambush tactics - if they fight at all. They try to avoid combat entirely or flee from foes; this is especially true if a single tarq is encountered alone. Tarqs are also not as strong as other creatures of similar size: they have few hit dice, and gain no strength bonus in combat; their natural armor class is poorer than other comparable creatures. Tarqs use a variety of weapons, including swords of all types, maces, axes, and most polearms; archers use light crossbows or longbows. Tarqs have a na- tural armor class of 8, but most use leather armor, which lowers their AC to 6. Habitat/Society: Tarq tribes can be found in hilly terrain in any climate, as well as in subterranean settings. Lairs are underground, and are usually deep within a hilly region, well-hidden from outsiders. A typical tribe contains 80-100 members. Approximately half these are adult males, a quarter are adult females, and the remaining quarter are young tarqs. There is no appreciable statistical difference between the sexes, but young tarqs have only 2+1 hit dice, and a THAC0 of 19. Females and young will normally be encountered only inside the lair. A tarq tribe is ruled by the strongest adult male. Tarqs of different tribes usually will not interfere with one another - they do not contest with each other as orcs and goblins do. If two tarq tribes have a dispute, it will be handled dimplomatically, if at all possible. In times of great need, two or more tarq tribes may band together in order to de- feat a common enemy, or solve some other problem. Tarqs prefer to be left alone, and will not attack outsiders unless their lives are in danger or their lair is threatened. They hunt small animals, but also gather herbs and berries, and have even been known to participate in primitive farming practices. Archers For every group of 25 tarqs, five will be archers; these are normal tarqs armed with short swords and either a longbow or a light crossbow, instead of the nor- mal weaponry. Guards The lair and its vicinity is protected by 10-20 elite warriors; these guards carry a missile weapon (as per archers) in addition to the normal armament. They wear hide armor (AC 4) and have 4+2 hit dice and a THAC0 of 17. Leader For every group of 20 tarqs, there will be a leader present. Leaders will own the finest weapons of the tribe, and even have a 20% chance of possessing a magical weapon of some sort. They wear chain mail (AC 3), have 6+2 hit dice, and a THAC0 of 15. The strongest leader is also the chieftan of the tribe. Leaders will have in their possession, 1d2 miscellaneous magic items usable by the fighter class. Shield Guard A leader is rarely (10%) without his shield guard. This group is comprised of 5 elite guards whose duty it is to protect or "shield" their leader from harm; they sware an oath of loyalty to their leader, and will protect him to the death. Their equipment and statistics are similar to that of a leader, except they have 5+2 hit dice, and only have a 10% chance of owning a magical weapon (they will possess 1d2 miscellaneous magic items). Ecology: Tarqs have an average lifespan of 90-100 years. They have a gesta- tion period of 11 months; female tarqs normally give birth to 1-2 offspring. The birth rate and infant mortality rate are relatively low compared to some other humanoids, since they engage in warfare less often, and generally have better living conditions than orcs, goblins, et al. While tarqs prefer to live in isolation from the world around them, they are often marked as targets by orcs, ogres, hobgoblins, and their ilk, despite their large size. These humanoids take advantage of the tarqs' timid nature in any way they can; tarqs are killed at times solely for sport by these creatures. ----------------------------------------------------------------------------- =========================================================================== || Allan J. Mikkola || || uucp: {uunet!crdgw1|sun!sunbrew}!gemed!vulcan!allanm || || Internet: [a--la--m] at [vulcan.med.ge.com] || =========================================================================== From: Charles Anthony Leone <[cl 2 g] at [andrew.cmu.edu]> THREE-FOR-ONE Frequency: Extremely Rare (like one per campaign) Terrain: anywhere Diet: It lives on fear (see below) Activity: Unknown Armor Class: -4 Move: Unlimited Hit Dice: 5 Attacks: None Defenses: Invulnerability to spells other than wishes (may be voluntarily lowered) XP: I haven't calculated it Background: A Three-For-One appears as a spherical orb when first found. When a PC touches the orb, the creature appears- a 4' tall, gray wookiee-like creature. It announces the following: "Ahhh, thank you. I am a Three-For-One. I will grant you three wishes- anything you like, with no ill effects. However, after I have granted your three wishes, I get to ask a wish of you. If you cannot grant me my wish, you will be completely and irretrievably slain." From then on, the creature may show up at any time, to watch the party and see if it can be of any help. At this point it will live on the fear of the PC that he may need to use the services of the Three-For-One and thus enter into a matter of life and death. The creature will bear no remorse if the PC does not want it around, and it will leave with no grumbling if asked. Once the first wish is made, however (and a good DM will tempt the party with possible uses of the wishes), the creature lives on the character's fear of making the third wish and not being able to grant it. After the third wish is made, the Three-For-One will automatically appear and tell the PC that it gets to make its wish. However, it will not make its decision right away. In order to consume lots of fear from the PC, it will tell him that, "When I need my wish, I'll come back." Thus the PC will no doubt rue the next appearance of the monster. Should the PC ever be in danger of getting over his fear, the monster will reappear- and probably scare the PC shitless. However, it is not likely to ask its wish, just watch the PC. If the PC ever decides that the creature is stalling, the Three-For-One will (as a last resort only) appear and make a demand which is doable, but difficult. Thus it will feed upon the PC's constant fear of failure as he tries to carry out the wish. If the PC carries out the wish, the monster will renew its offer as if he was newly found. If the PC cannot grant the wish, nothing unusual happens. You see, the character will not be hurt by ignoring the monster- but the monster will never tell him that or it will have no fear upon which to feed...... Tony "the Deviant DM" Leone From: Guy Schamp <[g s champ] at [smdvx1.intel.com]> The Vorpal Bunny CLIMATE/TERRAIN: Any (But especially big caves... :) FREQUENCY: Very Rare ORGANIZATION: Special ACTIVITY CYCLE: Daytime DIET: Carnivore INTELLIGENCE: Low TREASURE: DM's perogative ALIGNMENT: Neutral NO. APPEARING *1 ARMOR CLASS: 0 (Due to it's speed) MOVEMENT: 16" (24") HITDICE: 5-9 THAC0: 15-10 NO. ATTACKS: 1 DAMAGE/ATTACK: 4d6 SPECIAL ATTACKS: See Below SPECIAL DEFENSES: See Below MAGIC RESISTANCE: 0% SIZE: S MORALE: Hmmm.. uh, gee, I dunno. (Help?) XP VALUE: See Below Appearance: Vorpal bunnies typically appear as other rabbits. They come in various colors, and are considered 'cute' by some. (For a while, anyway.) Specimens usually range from six to twenty-four inches in length, and as high as thirty-two inches when standing on their rear legs. Combat: VB (ie Vorpal Bunnies from here on..) lure their prey to them by hoppin' about and acting cute. "There it is!" "Where? Behing the rabbit?" "Noh, it *is* the rabbit!" "You tit! I soiled me armour I was so scared!" "Boris, go chop it's head off!" "Right! Rabbit stew commin' right up!" <-- sword being drawn... "yyyeeaaarrggghhhhhh!" They emit a gentle cooing sound, which has the effect of a low power charm spell. (Save vs. spell at +2) Those charmed will be disposed toward picking up the "cute little wabbit" and perhaps petting it. Once it's prey is off guard, the VB leaps at the throat of it's prey. (A natural to-hit of 18-20 indicates the VB has struck the throat of it's victim, and decapitated it.) The VB will run if it is seriosly pressed (ie battle goes against it), and will try and return later to consume anyone (or anything) it was successful in killing. BTW, the low armor class of the VB is due to his blindingly fast attack, and the fact that it usually catches it's prey off guard. DM's may wish to adjust the AC and HD for their campaign. As for experience point value, I don't have a DMG handy, but I suggest you use the tables provided in the guide for figuring out the exp value of monsters. ****************************************************************************** "Women, can't live with 'em, can't shoot 'em!"--Stephen Wright ****************************************************************************** _____________ From the dark recesses of the mind of |____ | __ | | | __| |___| Peter Farabaugh | |_____ | | <- My Mind ..topaz!andromeda!pete |____ |__ | (all this and a drop of Retsen) |___________| ****************************************************************************** "What? Me have opinions? You must have me confused with someone else!" ******************************************************************************