Traders: HD:1-2 AC:4 MOV:9" #AT:1 DAM:by weapon Traveling merchants who have trained themselves to be fighters because of the dangers of the wild. They tend to travel in much smaller groups than found in a typical merchant caravan, sometimes with only a few pack mules worth of goods. Traders traveling alone will be of at least 3rd level. Veteran: HD:1-3 AC:2-4 MOV:6" #AT:1 DAM:by weapon Low level fighters returning from or heading to war. A party of veterans may be of mixed level. Number appearing: 2-100. There will be a leader of 4th-5th level with any band of 50 or more. Bandits/Pirates: HD:1 AC:6 MOV:9" #AT:1 DAM:by weapon For every 30 bandits, there will be a 4th level leader and a 2nd level lieutenant, for every 50 there will be an additional 5th-6th level leader, for every 100, an additional 8th level leader. If there are over 200 bandits, there is a 50% chance for a spell caster of level 7-8. If 300+, the chance of a spell caster is 100%. Leaders may wear chain or scale armor. Blue Men: HD:1 AC:4-6 MOV:9" #AT:1 DAM: as 2-H weapon Barbarians from the hills around Aurora. They are often covered in tattoos of strange design and painted with woad. Each clan distills its own house whiskey. Blue Men usually wear skins, boiled leather, or brigandine in battle. They wield 2-H swords, great axes and composite bows. Their shamans can transform into the totem animal of the clan with maximum hit points. Dervishes: HD:1+1 AC:4-6 MOV:9" #AT:1 DAM:by weapon(D6+1) Dervishes are fanatically religious nomads who fight as Berserkers, never checking morale, with +1 on hit dice and a +1 to-hit. They will be led by a high level Cleric. Rime Islander Illusionist: HD:Varies AC:6 MOV:12" #AT:1 DAM:as Florentine or Spell magical tattoo artists, can cast spells by dancing, weaving motions, music, illusionists are also musicians, poets, artists, actors, dancers, sculptors. Usually have several tattoos - magical and mundane. Masters of 2-weapon fighting styles. Technomancer: HD:Varies AC:0(tech) MOV:12" #AT:1 DAM:Varies Use tech devices powered by magical/Psi energy(the internal com- ponents don't 'work' in the traditional sense). They are mysterious and reclusive. Wear hooded robes with strange splotches, lines and patterns of white, light and dark gray, and black. Often have fully or partially shaved heads or mohawks. Cleric of the Lawgiver: HD:3+ AC:6 MOV:9" #AT:1 DEX:-1 DAM:as 2_H weapon(carbine) Human-sized intelligent orangutans, light brown leather clothing, spread the doctrine of simian supremacy over humankind(gorillas, chimpanzees and orangutans), the come from Ape City far to the northeast to search the wilds for artifacts which may help in their cause to enslave or destroy Humankind, recruit (often unwitting) agents of non-simian races, carry cudgels and sometimes carbines Cleric of Bonz: HD:2+ AC:2(tech) MOV:12" #AT:1 DAM:Stunning weapons only Clerics of Bonz can heal wounds, cure diseases, and regenerate lost body parts. They are also adept at curing mental illnesses, psionic attacks, and magical spells which affect the mind, emotions, or psyche. These healers are trained in medical diagnoses and procedures, surgery, and the use of technological tools as well as a wide variety of mys- tical techniques, and the use of magical items and abilities. They wander the wilds in service of mankind. For protection, they typically carry technological devices or small wands capable of stunning a dangerous foe. It is almost unheard of for any to kill another being. They are, however, trained in hand to hand combat and will fight as a Fighter of 1/2 their level rounded up. Faceless Men: HD:Varies AC:varies MOV:Varies #AT:1 DAM:by weapon or poison A cult of assassins who are masters of disguise Ranger: HD:4+ AC:6 MOV:12" #AT:1-2 DAM:2D6 each attack(ancient pistols) These were once the knights of the fallen Great Kingdom(Avalon). They now wander the wilderness along the forgotten ways helping travelers, villagers, and those in danger. They dress in archaic leather armor and long, brown cloaks. They carry ancient tech -pistols(2) - and many pouches filled with handy items. They usually travel in small groups or alone. A Ranger Knight (Level 8) or above may be traveling with a squire. Cyberknights: HD:6+ AC:0 MOV:12"/48"(flight) #AT:2 DAM:D6 or by weapon The origin of these Cyborg Knights is a mystery. They travel the wilds, always alone, and are encountered very rarely. They are human(oids) with cybernetic enhancements who wear ancient power armor (most of which enable flight) and wield energy swords and rifles. They speak little, and almost never reveal the face behind the armored mask/helmet. Cyber Knights champion any cause they find to be worthy, with a special affinity for championing "lost causes". Cyber Knights are fearless and absolutely loyal and honest. There armor can only be damaged by high-tech weapons, high explosives, or magic spells and magical weapons. Reavers: HD:2+2 AC:5 MOV:15" #AT:2 DAM:D6 or by weapon Insane sea and land raiders, cannibals who wear the skins of the dead, very fast and vicious, can withstand incredible amounts of damage/pain, Reavers are not found near large population centers...mostly. Beastmen: HD:1+2 AC:6 MOV:9" INT:6 #AT:1 DAM:D6 Beastmen are a cruel and brutal race of human-ish monsters that were the result of twisted and torturous magical breeding experiments long ages ago. They were used as guards and servants of evil magic users in their quest for mystical power and world domination in the cities of ancient Acheron. They now roam the wastes in extended family bands, led by the strongest member, their only interests being to demonstrate their physical might over others and to breed more beast- men. Beastmen will attack any human(oid) on sight unless it is clearly of superior power. In that case, Beastmen will try and trick the human or catch it off guard, as they do have a fair amount of low, animal cunning. Failing that, they will follow at a distance, waiting for a moment of weakness. Beastmen revel in torture and death. They craft and use only the crudest and most simple tools and weapons, or employ those of better quality and sophistication that they find...and can understand. Beastmen clothing consists of scraps of untanned skins(or nothing), and they eat their food raw. Sometimes bits of bone, sticks, or trash are used as crude ornamentation. Their features vary widely, with no two looking alike and none resembling even their parents. Raccoonfolk: HD:1 AC:6(DEX) MOV:9"/18"(all fours) #AT:1 DAM:D6-1 or by weapon Hobbit-sized mutants created in genetic labs as soldiers/scouts after the fall of the Ancient Ones. Raccoon Folk are highly intelligent, curious, and inquisitive. Raccoon Folk are attracted to interesting objects - especially if they are shiny - and a saving throw must be rolled whenever a they see such an item in order to avoid stealing it. Raccoon Folk will also absent-mindedly pocket just about anything that catches their fancy for later examination. Any Raccoonfolk will have a large satchel, pouch, or pack they carry everywhere with them which is sure to be full of useful stuff for whatever situation they find themselves in. Raccoon Folk are startled by loud or sudden sounds which usually cause them to instantly freeze in place, in whatever position they were in at that moment(which is sometimes very amusing). They also have an extreme dislike and fear of large birds of prey, or creatures with similar features such as griffins and hippogriffs, and will take a lot of convincing to go anywhere near such a beast. Though usually friendly, Raccoon Folk can be quite caustic and abrasive when annoyed. They can also be quite talkative and are natural story tellers and performers. Raccoonfolk usually wear little in the way of clothes but will decor- ate their appearance with colorful or shiny, dangly items. In combat, they will use high-tech armor, if they can find it, and prefer the use of firearms and thrown weapons (+2 to to-hit with either) to melee weapons. Gibbering Mouther HD:4+3 AC:2 SH:+6 MOV:3"/6" #AT:6/See below DAM:Special This is a jelly-like amoeboid with hundreds of eyes and gibbering, drooling mouths. It moves by attaching its mouths to the surface it is on and pulling itself along. It can move faster along viscous surfaces like mud and quicksand. It lies in wait for prey, with all of its eyes and mouths shut, looking like a large lump of earthy material. Surprises on a 1-5 in 6. Everything around its lair will be stripped bare. The brain of the mouther must be hit in order to cause the creature any damage, and it is protected, hence the high AC stat. A mouther attacks by extending and biting with 6 mouths per round. Each mouth which hits will fasten on doing 1 hp of damage when it hits and draining an additional point per round thereafter. When 3+ mouths have attached themselves to a single character, the character must make a DEX check each round to avoid slipping - slipping means the Mouther will flow over the victim and bite with 12 more mouths. When an edible object is sighted, the Mouther may (50% chance) begin a loud gibbering that causes confusion in all characters within 6" unless a save vs spells is made. Each round a new save must be made by any who have not yet been affected. When a character is confused, roll D8 to see what they will do: 1 = wander around, 2-5 = stand stunned for 1 round, 6-7 = attack the nearest living creature for 1 round, 8 = treat as Fear spell for 2 rounds Blob HD:1+(special) AC:7 MOV:0"/6" #AT:1 DAM:Special A small, seemingly harmless blob of reddish goo(move 0"). If it is touched, even by only the tip of a weapon, stick, etc, it will adhere to and race up the object to attach itself to the exposed skin of the person holding the object in only 1 round. There it will begin to transform the flesh into a likeness of itself. If the blob is not frozen immediately, it will entirely transform the victim into blob within 5 rounds. (Freezing makes it go dormant and the transformation process is halted). Once it has transformed a creature capable of movement, it will then be mobile(6" turn). Edged weapons, fire, lightning, etc do no damage, while blunt weapons will splatter it into D4 smaller blobs(all of ehich are mobile). The blob grows or shrinks to the size and HD of the last creature it fed on, so hit point vary. Gelatinous Cube HD:4 AC:8 MOV:6" #AT:1 DAM:D6+1 10' nearly transparent cube, dungeon scavenger, surprise on 1-3, metallic, glass, treasure, etc are undigestible and will remain in cube for several weeks before being cast out (deposited back on the floor) If cube hits an opponent, a save vs paralysis must be made. Failure means the creature touched is anesthetized for 5-20 rounds. The cube then surrounds its victim and begins to digest it(damage is caused by this rather than the initial hit). Gel cubes can be hurt by normal weapons and fire. Cold slows cube to 50% and only allows it do do D4 digestive damage/round if it fails its saving throw. Electricity, fear, holds, paralization, polymorph, and sleep attacks have no effect on cube. Ochre Jelly HD:5 AC:8 MOV:3" #AT:1 DAM:2D6 An Ochre Jelly is a giant amoeba which can be killed by fire and cold. Hits by weaponry or lightning bolts will cause them to divide into several smaller Jellies. Ochre Jellies do no harm to metal, glass, or stone. It will do 2D6 of damage per round to wood and flesh. Its touch paralyzes and then the Jelly moves to envelope and dissolve its victim. Jellies can slide under doors and through cracks in walls. Green Slime HD:2 AC:N/A MOV:0" #AT:Special DAM:Special Green Slimes are strange plant growths. Although they cannot move, they slowly grow over time, feeding on animal, vegetable, and metallic substances. They are sensitive to vibration and often drop upon unwary creatures passing beneath it. it will turn a creature into slime in 3 rounds if it touches skin. Slimes can dissolve metal in a few rounds(D4) but dissolve wood much more slowly. Slime can be scraped off the skin(if the scraper is then discarded), excised, frozen, or burned. Other forms of attack - including weapons or spells - do it no harm. Grey Ooze HD:3+3 AC:8 MOV:1" #AT:1 DAM:2D6 Appears to be wet, grey stone or a sedimentary cave formation. It attacks with pseudpods which form from the bulk and strike like snakes. Size is usually 12' long x 3' wide. It can ooze through cracks and under doors, dissolves metal but not wood or stone. (metal armor will lose 1 point of efectiveness each round after it has been hit until it is below +3 at which point it falls away, useless). The Ooze is impervious to heat, cold, or spells, but lightning causes full damage as does edged weaponry (although there is a 50% chance that acids from the creature will cause the weapon - if metal - to dissolve on the next round. If psionics are used in the vicinity of the creature, it will immediately use a mental attack of its own to bring down the psion's shield and cause unconsciousness. It will then move to devour the victim. * A form of Ooze called a Crystal Ooze lives in shallow pools of water and is 75% undetectable Black Ooze: HD:6-20 AC:8 MOV:3" #AT:1 DAM:2D6 to 4D6, drowning Appears on the ocean as inky, black, floating sludge. It is sentient and will slowly drift toward ships, enveloping them and their crews. Dissolves metal and wood but not stone. Kills by flooding in through any opening in the body and drowning the victim from the inside. There are rumors of sludge zombies being sited on small islands off the shipping lanes and in isolated and abandoned port villages. The ooze is impervious to cold and spells. Lightning causes it to divide into 2 half-sized oozes which will grow to full size in D4 rounds. It takes double damage from fire and fire spells but releases a choking smoke when burned which affects everything within a 6" radius. Save vs Poison or take D6 damage for D4 rounds from fumes. Black Pudding HD:10 AC:6 MOV:6" #AT:1 DAM:3D6 A Black Pudding is a 10' high, seething mass of cells with the foul stench of a rotting carcass. It can move easily along floors and ceilings and squeeze through cracks under doors. It attacks by enveloping and dissolving the victim with powerful acids. These acids will also dissolve metal and wood within a round, but have no no effect on stone. It can be killed with fire, but striking it with weapons merely divides it into double the number of smaller puddings which will attack separately(each doing D6 damage) for the next 2 rounds before recombining. Attacking it with lightning will cause an explosion of acid spray which will do 2D6 damage to all within 10'. It is not affected by cold. Yellow Mold Underground fungus that can only be killed with fire. It attacks wood and flesh but not metal or stone. Does 1D6 damage to exposed skin if touched. Rough contact gives 50% chance to release a choking cloud of spores 1" x 1". Save vs Poison or die. * Brown Mold seeks out bodily heat to grow. Attacking it with fire will cause it to double in size and heal all damage. Only cold can kill it. ** Zombie Mold will create mind controlled slaves of the master plant with their cloud of spores. Saving throw applies. Kobold: HD:1/2 AC:7 MOV:6" #AT:1 DAM: D6-1 or by weapon Cobalt blue coloration. 3' tall, excellent miners, can see 60' in the dark. They run an underground market where anything can be had for the right price - market is constantly on the move, Kobolds are master merchants and collectors, 2 in 6 chance to know the name and operation of even the more complex tech items. Kobolds can't get lost underground. When they die, they become lumps of blue cobalt. Kobolds love fluorescent rocks and will use them as decorations in their lairs and markers in subterranean passageways. Ork: HD:1+1 AC:6 MOV:9" #AT:1 DEX:+1 DAM:D6 or by weapon 5 to 6' tall humanoid/ short tusks/ dark fur all over/ may be anything from mildly helpful to surly and antagonistic/ gypsy carnies/ dress in colorful, loose, clothing, wide sashes, vests, amulets, bangles and earrings/ each tribe runs its own traveling carnival, has a king and a fortune-teller-witch named Madam Zork/ carnivals try and outdo each other and the losers each year pay tribute to the winning king/the carnivals are very popular but the rides are often very dangerous - not necessarily intentionally so/ All Orks are good at sleight of hand as well as picking pockets/ palming things, picking locks, and bypassing security systems, set/ remove traps, stealth, and are consumate escape artists. Many also know how to CHARM (as a magic spell) 3 times/day with 'Carnie-speak' and CONFUSE 3 times/day with 'Shellgame'. Orks can see 60' in the dark. MORE INFO: --------- * When traveling along a road or in open country, the Ork Carnival can cover 3 times the normal distance in a day of an unencumbered person(around 60 miles)**. The Carnival rapidly covers ground while seeming to move at a normal gait. Non-orks traveling with the Carnival will move at the same rate without any extra exertion or sense of faster movement. ** This only applies to the traveling carnival. A single ork, or group of orks not traveling with the Carnival will move at the normal speed of 20 miles/day. * Ork Tribes/Carnivals are very competitive with each other. However they will always help out a fellow ork from a different clan if in need or in danger. * Ork carnivals keep in touch with each other through the crystal ball carried by each Madam Z. * Madam Zork knows divination spells, protection spells, healing spells, True Seeing, Speak with Dead, Dream Travel, Astral Projection, Audible Glamor, Phantasm, Affect Normal Fires, Curse/Remove Curse, Concealment, Find Object, and other such useful spells, including cantrips. Any of these spells are usable D4 times per day(roll each day for each spell). Madam Z casts as an 11th level Wizard. She also knows herbalism, alchemy, and the construction of small charms and talismans. Green Goblin: HD:1-1 AC:6 MOV:6" #AT:1 DEX:+1 DAM:D6-1 (or by tech weapon) 4' tall and green, pointed ears and a wide mouth with many small, sharp teeth. Found experimenting in old science/tech labs, It is rumored that the Green Goblins were once human scientists. They LOVE cheesy snacks, can see 60' in the dark, surprise on 1-3, and are suprised only on a 1. They are also quite good at filching/ palming things(as thief lvl 7). Green Goblins have no penalty to their attack rolls when in daylight/bright light. They live in clan house warrens with many secret doors and a giant green guardian of amazing strength and fortitude (Hulk creature). Gray Goblin: HD:1-1 AC:6 MOV:6" #AT:1 DEX:+1 DAM:D6-1 or by weapon Similar in size and attributes to Green Goblins and love to make and use things with wheels and gears or things that explode. They are sort of a smaller and slightly less vicious Hobgoblin of the first variety. They are often used by hobgoblins for menial labor or as shock troops in battle and are constantly bullied. They tend to wear light armor, spiked helmets, and carry shields and prefer short swords, spears, crossbows, and morning stars. They are good miners and can see 60' in the dark. Some wizards keep them as servants or pets. Cold iron weapons do double damage. Gray Goblins have a -1 penalty to their attack rolls when in daylight/bright light. Gray Goblins are hatched from unripened pumpkins in underground/hidden goblin nurseries. Goblins are like goats - they can eat ANYTHING. They can also cast magical cantrips. Goblins are very fond of treasure and shiny things. Goblins have a rather loose and chaotic society - dominated occasionally by the stronger ones of their kind - though there is rumored to be a goblin king and queen who reside in a deep and magical cavern somewhere in the world. Hobgoblin: HD:1+1 AC:6 MOV:9" #AT:1 DAM:D6+1 or by weapon There are two kinds of Hobgoblin. One is born from unswept, cobwebby corners. They like to frighten, steal, kill, kidnap and torture. They can see 60' in the dark and are very quiet when sneaking - surprise on 1-4. They are also good with trap making, detecting and disarming. These tend to wear studded or spiked leather armors and wield curved swords, whips, spears, crossbows, and morning star maces. Some hobgoblins work as slavers and sell captured humanoids at markets in the more unsavory towns. The second kind are more flamboyant and travel the seas as pirates and buccaneers. They are also very stealthy. When kidnapping, it is more likely to be for ransom than for the pure fun of torture. They can also see in the dark 60'. Most wear brigandine or leather armors and fight with cutlass, boarding pike, hand axe, and flintlock pistols. Both kinds are from 6' to 6 1/2' tall, wirey, with pointed ears and a light covering of sickly yellow or pale, greenish fur. They love to make (or get others to make based on their designs) instruments of torture and weapons that shoot(guns)* or explode and kill many at once. The Hobgoblin King and Fleet Captain fight as Ogres. Cold iron weapons do double damage. All hobgoblins are very fond of treasure. They are also very loyal to their tribes/groups and very jealous of their tribal status. When two groups meet, their will usually be jeers and catcalls exchanged and occasionally fighting unless a strong leader is at hand to keep order. Tribal chiefs fight as 4HD monsters. Hob- goblins see well in daylight and sometimes build villages above ground. Hobgoblins have shaman/witch doctor types which can rise as high as level 7 and can brew many potions and poisons. They can also curse, create scrolls and fabricate small, magical charms and items. * Hobgoblins may have blunderbuss-type weapons, gatling guns, field artillery, and ships with cannon. Bugbear: HD:3+1 AC:5 MOV:9" #AT:1 DAM:D6+2 or by weapon Bugbears are large, hairy goblins, around 7' tall which move with a shambling gait. Bugbears grow in dark places from human fear, They are very malleable and can fit in, behind, or under many places thought to be inaccessable. Bugbears may also change their appearance based on who is viewing them - their appearance will reflect a mixture of what that creature fears most. Cold iron weapons do double damage. Bugbears are masters of scrimshaw carving. They can move very quietly and surprise on a 1-3. Bugbears can see 60' in the dark, and can operate equally well in bright daylight or in great darkness. Bugbear leaders fight as ogres and have a +1 to-hit and +2 to damage. Blue Bugbears, from the North, are also great warriors and are often used as shock troops by warring wizards and petty lords. Gremlin: HD:1-1 AC:6(quickness) MOV:12" #AT:special DEX:+1 DAM:N 2' tall humanoids with gray-green skin and large, saucer-shaped eyes and pointed ears. Whimsical with an evil sense of humor. They radiate a chaotic aura(10"R) and inside the area of effect "If anything can go wrong, it probably will." Any creature attacking a Gremlin must roll automatically on the Fumble Table. Any mage casting a spell must make a saving throw to see if his concentration was broken as if he had been hit in melee. Spells from scrolls have a 50% chance of working and 50% chance of disappearing without effect. Gremlin magic aura usually affects mechanical devices before non-mechanical ones. A crossbow mechanism might break, belt buckles pop open, axe head fly off the shaft when swung, drive belts tear, gears snap teeth, etc. Cold iron weapons do double damage. Gremlins can see 90' in the dark. Ogre: HD:4+1 AC:5 MOV:9" #AT:1 DAM:D6+3 (+2 to-hit/dmg with weapons) 7'-9' tall/ live in groups deep in the forest/ wide, bear-like bodies/ may have shaggy hair, fur, hairless, warty skin or scales/ large heads, some with wide mouths of big teeth and wild flowing hair, some with horns and large manes, some with beaks and feathers, some with snouts/ Some ogres have human feet, some have bird feet, some have clawed feet/ All are Strong and ferocious, All are ruled by the Ogre King(when there is one). They usually live alone but, on nights of the full moon, will gather in clearings deep in the woods to dance and cavort and howl...and cause mischief. Staring fiercely at an ogre without blinking forces a morale check. Firbolg: HD:4+2 AC:6(DEX) MOV:12" #AT:1 DAM:D6+3 or by weapon +2 to INT and DEX with a STR of 17-18 7-8 feet tall/ pale to dark ivory skin/ wise, piercing dark eyes/ wide mouths and high cheekbones/ Graceful in movement. Clothing is loose-fitting and of earth colors with geometric patterns woven in. These giant-related humanoids come from a continent to the east. Firbolg are quick to think and slow to act, friendly by nature, though reclusive. Peaceful, fatalistic to some degree and difficult to provoke (although they can fight terribly when pushed past their limits of patience). They live in stone houses in the hills and forests, usually in small tribes and villages and typically raise sheep and cattle. They have a simple, natural lifestyle but are capable of creating beautiful works of art and crafting many things. Firbolg are not affected by wights, ghosts, or undead. They are not fooled by illusion or invisibility (but may pretend to be). They are friendly with beings from the Faerie Realm. In battle they will wield clubs shod with iron studding, large spears, 2-H hammers and axes, and broad, leaf-bladed swords without crossguard. It is rumored that they were once the rulers of a far island kingdom but were deposed ages ago by long forgotten gods. Hill Giant: HD:8 AC:4 MOV:12" #AT:1 DEX:-1 DAM:2D6+2 12'- 14' tall, hairy but not bearded, dumb but sometimes clever, eats humans, carries a large oaken club, makes bad rhymes about eating people. Hill giants dress in dirty furs and skins. They tend to live in smelly caves filled with gnawed bones and may have a Dire Wolf for a pet. Frost Giant: HD:8 AC:4 MOV:12" #AT:1 DAM:2D6+2 Frost Giants live in cold, snowy climates. They are 10-12 feet tall and are of an icy blue to pale snow-white complexion with blue-white beards. They love to ambush lone warriors, slay them, and lay their hearts on their smoking board. Frost Giants wear chain armor, Wield great axes and are impervious to cold. They keep winter wolves, polar bears, or snow dragons as pets. Stone Giant: HD:12 AC:4 MOV:12" #AT:1 DAM:3D6 18'- 20' tall with beige, rocklike bodies. They use stalagmites for clubs and can hurl boulders 300' for 5D6 damage. They live in rustic stone huts and are friends with cave bears. Stone giants are unually fine artists and painters, glass crafters, stone crafters, and arch- itects. Those in villages by the sea excel at shipbuilding, sailing, and navigating. Stone Giant shaman also make a wide variety of charms and other small magical items. Stone Giants brew a strong, heady ale and throw boulders for fun, sport, and competition. Stone Giants are not injured by lightning, fire, or cold. Storm Giant: HD:12 AC:4 MOV:12" #AT:1 DAM:3D6 18'- 20' tall with chaotic, lightning-shaped, electric blue hair, and usually reside in the high mountains - sometimes close to well travelled passes. They can ride lightning bolts, forge Javelins of Lightning, and brew a special White Lightnin' drink which requires a CON roll to avoid its strong side effects. Several giants acting together have the spell-like ability to summon a storm with lightning, thunder, wind and rain or snow depending on the season. Storm Giants are highly CHAOTIC in nature. They enjoy sport and competition and may challenge heroes to such, laying wagers on the outcome. Storm Giants can throw boulders as a Stone Giant and are not injured by cold. Lightning strikes against them actually restore 2D6 points of health for every bolt that hits them. Cloud Giant: HD:14 AC:4 MOV:12" #AT:1 DAM:4D6 24' tall and lives in castles of solidified clouds floating in the sky. Cloud Giants collect treasure and, sometimes, captives to do menial work as servants. They construct and play stringed musical instruments and have a fondness for music and melody that is almost fanatical. Because of this, Cloud Giants may sometimes be lulled or charmed by a skilled singer/musician and the right song. The castle of a Cloud Giant often lazily drifts about in the natural air currents several thousand feet up. However, when necessary, the giant can summon a wind of up to gale force to move their cloud castle along. Cloud Giants are not harmed by lightning or cold. Mountain Giant: HD:14 AC:4 MOV:12" #AT:1 DAM:4D6 24' tall and live in large caverns among the high peaks. They are known to be tamers and trainers of large flying creatures such as Rocs and Dragons, as well as collectors and protectors of knowledge. The many- chambered lair of an old Mountain Giant will contain a vast hoard of books and scrolls, tradecrafts, trinkets, tech items, weapons, tools, magical items, jewelry, ancient coins, and other treasures. As natural archivists, a Mountain Giant will happily supply information about any subject they have knowledge of. However, they will never offer advice. Mountain Giants can hurl boulders 400' for 6D6 damage. They are not injured by lightning, fire, or cold. Sea Giant: HD:14 AC:4 MOV:12"/15" #AT:1 DAM:4D6 24' tall and have seagreen skin and long, flowing kelp-like hair and beards. Sea Giants live in hidden undersea grottos or giant coral castles. They farm fish for food and can speak the language of all sea life. Sea giants can breathe both air and water equally well but prefer to spend their lives below the waves. Many 'lost' treasures can be found in their lairs along with decor crafted from the hulls of wrecked derelicts and sunken ships. A Sea Giant may have a whale or small sea dragon for a pet. Sea Giants can create a waterspout or a ship-sized whirlpool once per day by whirling a large trident in the water above their head. Sea Giants are not injured by cold or water-based attacks. Ettin: HD:9 AC:4 MOV:12" #AT:2 DAM:2D6+2 2-headed giant, 13' tall, surprised only on a 1 (one head is usually alert), often uses club(s), VERY dumb - the heads can be confused and made to argue against each other causing the beast to fight itself. Troll: HD:6+3 AC:4 MOV:12" #AT:1 DAM:2D6 9-10 feet tall, tan to dark green, tough, rubbery, knotty hide, Regenerate 3 points per round. Even totally sundered, trolls will regenerate eventually unless the pieces are burned or immersed in acid. Trolls have a fondness for living under bridges awaiting prey. They also love to collect treasure and magic weapons from their meals. Lizard Man: HD:2 AC:6-7 MOV:9"/12"(in water) #AT:1 DAM:D6+1 or by weapon Lizard men live in tribes. They will capture humans and demi-humans to take back to the tribal lair as a feast. Lizard men are semi to highly intelligent and use shields, spears, and large clubs. They live in marshes, along rivers, and in dry, underwater caves. Their society is matriarchal and tribes will follow a queen. Lizardmen surprise on a 1-4 in their natural environment. Andolian: HD:2 AC:6 MOV:15" #AT:1 DAM:as 2-H weapon or by weapon(talvar, 2D6) Andolians are 7' tall insect men - mantis head, segmented body, 6 limbs(4 arms, 2 legs). They are a warrior race and share a hive mind. Andolians are sometimes captured for use in the arena. Being thus separated and cut off from the hive mind almost always creates intense loneliness, then insanity, and finally death. In battle, Andolians use a Talvar - a polearm with a wide, wedge-shaped blade at one end and a spiked mace head at the other. They can jump 20' straight up and 40' forward. Andolians wear no clothing or orna- mentation, only an intricate harness from which tools, gear, and weapons are tied or hung. Andolians can turn their heads 180 deg and are only surprised on a 1(D6). They can camouflage themselves in shadows or natural surroundings and surprise on a 1-4. Crabmen: HD:2 AC:4 MOV:9"/6" #AT:1 DAM:D6-1 hard exoskeleton, pincer hands, live underground and in sea caves, low-avg intelligence, some are controlled by the Blue Oyster. Scorpion Man: HD:2 AC:4 MOV:15" #AT:2 DAM:by weapon and poison Scorpion Men are generally distrusting and combative, though not necessarily evil. They usually fight with a polearm or a pair of short, wickedly curved sword-knives. Their poison is powerful enough to cause paralysis for D6 rounds even if saved against. Scorpionmen have the upper torso of a human with the body, legs, and tail of a scorpion. Molemen: HD:1-1 AC:7 MOV:12" AT:1 DAM:D6-1 or by weapon A subterranean race that is usually found living in or near ancient buried cities. They are around 5' tall, with moist, pale gray skin, elongated faces with oblong skulls, and large, almond-shaped eyes of glowing peridot. They are physically slight and weaker than Humans. Molemen have the stealth and thieving abilities of a 5th-level thief and can camouflage themselves like a chameleon. They tunnel through dirt/soft rock at 6"/turn and granite at 1"/turn. 5 Molemen acting together can psionically cause Fear, Discord, Enfeeblement, Wall of Fog, Obscurement, Darkness, Hypnotic Pattern, Hallucinatory Terrain, and Move Earth. They are known to have tech items which utilize rays of different kinds for different effects. They can see in the dark at 90' and will try and abduct trespassers for use in secret rites and as sacrifices. Their habitations are lit with weirdly phosphorescent plants and rock crystals. Molemen surprise on a 1-5 in their natural environment. They are surprised only on a 1. Doppelganger: HD:4 AC:special MOV:9" #AT:1 DAM:D6 Follows victim, using a mindlink in order to learn enough about the person before killing them and assuming their identity. Doppelgangers can shapeshift to look exactly like another humanoid, even down to what they are wearing. They are immune to any type of charm or mind control. They are 90% undetectable. Vegepygmy: HD:1-1 AC:7 MOV:6" #AT:1 DAM:D6-1 These are small humanoid 'plant-men' of low intelligence, about 3 feet tall. They live by scavenging and hunting, Leaders are 4' tall and have 2HD. They surprise on a 1-4 in their natural surroundings. Attacks from piercing weapons such as arrows and spears do only 1 point of damage. Electrical attacks do no damage. Vegepygmies are immune to all charm/enchantment spells. Although they do not have a spoken language, they are capable of vocalized cries. Their major form of communication is a code of chest slappings and thumpings. Originally a peaceful race, they have been mind controlled by the GREEN MAN to act as his agents. Wild Boar: HD:3 AC:7 MOV:15" AT:1 DAM:D6+2 The boar will fight for 2-5 rounds after reaching 0 to -6 hit points but dies immediately at -7 or greater damage. Very aggressive. If more than 1 is encountered, the others will be sows and young on a 1:4 sows to young ratio. They do D6 damage. Giant Boar: HD:7 AC:6 MOV:12" AT:1 DAM:2D6+2 Prehistoric boar. Very aggressive. Will fight 1-4 rounds after reaching 0 to -10 hit points but will die immediately at -11 or greater damage. If 3 or more are encountered, there is a 25% chance for young. Boars and sows fight the same. Minotaur: HD:4+1 AC:5 MOV:12" #AT:1 DAM:D6+2 or by weapon 6 1/2'- 7' tall bull-headed, hooved men. Thousands roam the great northern plains. Minotaur live in nomadic clans/herds and use simple tools and weapons(spears, swords, axes, glaives, halberds). They are a warrior race, often fighting amongst themselves. The clan leaders are chosen through combat - and may be challenged at any time. Those perceived as weak are killed or cast out from the tribe. Minotaur are highly aggressive and take affront very easily. They look at other humanoids as either food or slaves. Minotaur nobles can be over 6HD. (Think Spartans + Klingons) Gnolls(Sandpeople) HD:2 AC:6 MOV:9" #AT:1 DAM:D6+1 or by weapon Hyena-headed humanoids that live in the deserts and steppes and raid caravans. They also take prisoners for slaves, sport, food, and to sell. For every 20 gnolls, there is a leader-type with 3HD. They typically wear leather, brigandine, or banded/splint armor and prefer the use of glaives and halberds, curved 2-handed swords, great bows, and morning stars. Gnolls can see in the dark 60'. They usually wear desert kaftan and robes and keffiyeh over their armor. Gnolls usually live in underground caverns and tunnels - usually mined by their slaves, or low, sand-brick (domed)buildings which are excavated from the ground or in the walls of cliffs and craters. Gnolls track easily by scent, and may be seen stooping and sniffing the ground when trailing their prey. Taurox HD:8 AC:7 MOV:3" #AT:1 DAM:2D6+2(crushing/impact) A large Mastadon-like creature with long fur, large musk ox-type horns growing from its head, and a wide, flat tail(the creature is mounted by standing on the tail and having it lift the rider up to the level of its back). These animals are intelligent and docile unless att- acked and are used to transport heavy loads of goods by traders and merchants. They are also ridden by desert chieftains and kings. Dustdigger MM2 HD:4 AC:5(back)/7(front) MOV:3" #AT:1 DAM:D6 + AC each round Dustdiggers look like a giant starfish with 5 arms around a central maw. They inhabit areas with sand or loose sandy soil. A dustdigger will dig a hole and cover itself with a layer of sand, then inflate itself to fill up the hole that it made. When a creature walks over the hole, the dustdigger will deflate and the creature will slide into the sinkhole area(takes 2 rounds). The dustdigger uses the sands shifting towards its mouth to slow the escape of its prey. After it has fully deflated, it folds its arms up around its victim and begins to feed. Once the dustdigger has folded up, its prey is caught and cannot attack. Dustdiggers only travel above ground at night - and usually in groups. Krait Dragon: HD:16 AC:4 MOV:6" #AT:1 DAM:4D6 or lightning 75' long 'desert dragon', pointed dorsal plates, long neck and mouth with double rows of dagger-like teeth. Its coloration is pale yellow to dark tan and it surprises on a 1-3. The krait does not fly. Thrice per 12 hour period, it can shoot a bolt of lightning from its mouth for 8D6 damage(range 24"). Warhorse: LIGHT: HD:2 AC:7 MOV:24" #AT:1 DAM:D6 Max Load: 300# MEDIUM: HD:2+1 AC:7 MOV:18" #AT:1 DAM:D6 Max Load: 400# HEAVY: HD:3 AC:7 MOV:12" #AT:1 DAM:D6+1 Max Load: 500# Camel: HD:2 AC:7 MOV:15" #AT:1 DAM:D6-1(trampling) A well-watered camel may travel up to 2 weeks without drinking. They can carry 300# and still move normally, 600# is max load. Mule: HD:2 AC:7 MOV:12" #AT:N DAM:N Max Load: 350# War Dog HD:2+2 AC:6 MOV:15" #AT:1 DAM:D6 spiked leather armor White Ape HD:6 AC:5 MOV:12" #AT:2 DAM:D6+3 + special 6' tall, 4 arms, carnivorous, white fur, very strong, spiked dorsal ridge, single horn on forehead. Usually found with a mate. Surprises on 1-3, surprised on a 1. White apes are very strong (STR 18) and if an attack is successful, it will also pull its victim in and attempt to bite for an additional D4 damage + poison save. The bite will be at a +2 to hit. Rock Baboon HD:1+1 AC:6 MOV:12" #AT:1 DAM:D6-1 Rock baboons are larger versions of normal baboons and are more intelligent. They are omnivores but prefer meat. The will pick up bones or branches to use as clubs. They form packs of 5D6 led by a dominant male. They are ferocious and have vicious tempers. Giant Scorpion HD:6 AC:2 MOV:15" #AT:2/1 DAM:D6+1/D6+1 or D4+poison Size of a horse, lives in arid climates, caves, ruins, If either claw hits, the to-hit roll for the stinger on the next round will be at +2. Giant Tarantula HD:10 AC:4 MOV:12" #AT:1 DAM:2D6 + poison the Giant tarantula is 20' wide, Its poison makes its victim have painful spasms which resemble a frantic dance(if save is failed). The effects of the poison last for 2D6 turns and have a magical effect on onlookers. Anyone watching the dance must make a saving throw vs magic(PSY) or begin to dance as well. Dancers, whether poisoned or not will drop from exhaustion after 5 turns and will then be helpless against further attacks. Dispel magic breaks the 'spell' over those who were not actually poisoned. Giant Spider HD:4+2 AC:5 MOV:12" #AT:1 DAM:D6 + poison These are the size of a small pony, have large fangs(venomous) - save vs poison or die(END). They can also shoot webs which are very strong(but flammable). Anyone with a STR of 18 can break free in 1 round, 17 STR = 2 rounds, etc. Giant Spiders will flee from an obviously superior foe and hide in a secret spot. Giant Rat HD:1/2 AC:7 MOV:12" #AT:1 DAM:D4 Will not usually attack unless summoned by a Wererat, mage, or defending their lair. Rats are afraid of fire. They are 3'-4' long. Giant Crab HD:6+3 AC:2 MOV:9" #AT:2 DAM:2D6 per claw. 10' wide shell, found in or near fresh or salt water, surprise on 1-3 if hidden Giant Snake(constrictor) HD:8 AC:5 SH:N MOV:9" #AT:1 DAM:D6(bite) + constriction 40+'long, If a bite is successful, the snake will coil itself around the victim doing 2D6 constriction damage per round thereafter. If several strong characters(STR 16+) grasp the head and tail ends, they can uncoil the snake from the victim in D4 rounds. Giant Snake(venomous) HD:8 AC:5 MOV:12" #AT:1 DAM:D6 (+ poison) 40+'long, Must save vs poison(END) or die. Even if the save is made, the victim will take D6 damage from the poison and be unable to do more than walk slowly(no combat possible) for the rest of the day, unless a neutralize poison or healing spell is used. Giant Crocodile HD:7+3 AC:5 SH:N MOV:9"/15"(in water) #AT:1 DAM:3D6 30' long, typically found in or near salt water, surprises on 1-4, If a hit is scored, a giant croc will try and drag the victim under the water to drown. Crocs are sluggish in cold weather(1/2 speed), Can stun with a hit from their tail(D6 damage + END saving throw or stunned for 2 rounds). Giant Lizard(subterranean) HD:7 AC:6 MOV:12" #AT:1 DAM:2D6 20'+ long, If a natural 20 is rolled on attack, a human-sized victim is swallowed whole (3 rounds to cut its way out or death). With its suction-cupped toes, it can run along ceilings and walls as easily as the floor. ** There are smaller giant lizards of varying type: Gecko AC:5 HD:3+1 SZ:5' DAM:D6 blue with orange spots, climb trees Chameleon AC:2 HD:5 SZ:7' DAM:D6+2 Surprise 1-5, use tail to knock down(no dam), use horn(DAM:d6) Draco AC:5 HD:4+2 SZ:6' DAM:D6+3 Glides like flying squirrel Giant Toad: HD:2+2 AC:6 SZ:M MOV:3" #AT:1 DAM:D6 Some are poisonous. Leap 18" - passing over obstacles 30' tall. Hide in natural surroundings(1-11 on D12). Tongue can attack anything within 6', otherwise is similar to frog attack. Toads, unlike frogs, are relatively harmless and will not attack unless provoked. Giant Frog: HD:1-3 AC:7 SZ:S-M MOV:3"/9"(swimming) #AT:1 DAM:D6 2' - 6' long. Surprise on 1-4. Can leap 24". Tongue is 3 times body length and strikes at +4 to-hit but does no damage. If the tongue hits, any victim of human-size or less will be drawn into the mouth on the next round and take D6 damage each round until freed. If the victim is larger, it cannot only be drawn TO the mouth, not inside and so will take no damage. The victim gets a chance to strike the tongue and if the tongue is struck, the frog will let go and not use that attack again on that person except in dire need, and will attempt to escape. If escape is not possible, it will fight at double its HD/level. Frogs weigh from 50-250 pounds. Creatures weighing more than the frog will get a second attack against the tongue and won't be pulled in until the 3rd round. Creatures weighing twice as much as the frog won't be pulled in at all. Giant Ferret: HD:1+1 AC:5 SZ:3-4' MOV:15" #AT:1 DAM:D6 Threll HD:8+3 AC:6 MOV:18" #AT:1 DAM:D6+2 + poison 18+' long, warm-blooded, segmented serpent with 4 pairs of legs and thick, dark, velvety fur. On the top of its head are 2 swept back horns and under the chin is a small, finned 'comb'. These creatures are often bred as mounts and pack animals as they are quite strong, even-tempered, and very fast. They can be quite dangerous when pro- voked. The Threll can control the amount of poison it injects and will ususally not inject lethal amounts unless severely attacked or when hunting. Giant Bat HD:2 AC:6 MOV:18" #AT:1 DAM:D4 Carnivorous and may attack if extremely hungry, 6 foot wingspan, * Normal bats have no attack and only 1 health point. They can cause confusion if a bunch are flying around the head of a character, giving a -2 on attack rolls and making it impossible to cast spells Vampire Bat HD:1+1 AC:6 MOV:18" #AT:1 DAM:D4 + Special 3' wingspan, bite does D4 + victim must save vs paralysis or fall unconscious for D10 rounds during which time the Vampire Bat will feed, doing an additional D4 points of damage per round. If the victim dies from having his blood drained, a second save vs spells must be made to avoid rising as an undead creature 24 hours later. Giant Ant: HD:4 AC:3 SZ:6' MOV:18" #AT:1 DAM:D6 Omnivorous. When engaged in combat will fight to the death, even crossing flames to get to their opponents. Queen is much larger but does not fight. She is winged. Ants may mine gold nuggets - D10 * 1000 gp worth. Giant Eagle HD:7 AC:7 SZ:25' wingspan MOV:3"/48" #AT:1 DAM:2D6+2(claws or beak) Live in places with great bluffs, cliffs, mesas, or mountain crags to nest in. Keen eyesight. A diving attack gives +4 to hit and damage is doubled. They can carry up to 300lbs at half-speed. Eagles are good aligned and may help out other good aligned creatures. They have their own language but can also understand and speak the Common tongue. Giant Centipede HD:1/2 AC:9 SZ:1'+ MOV:6" #AT:1 DAM:poison Save or be ill for 2D6 days, move at half speed, unable to fight Giant Bee HD:3+1 AC:6 SZ:M MOV:9"/30" #AT:1 DAM:D4+poison "Royal Jelly", found 20% of the time, is equal to D4+1 potions of extra strength healing and also cures disease. Can also be made into an anti-aging unguent. Fire Beetle HD:1+2 AC:4 SZ:2 1/2' MOV:12" #AT:1 bite DAM:D6 3' long giant beetle, nocturnal, 3 glowing red glands on body - glands give off light in a 10' radius and will last for D6 days after being removed Oil Beetle HD:2 AC:4 SZ:4' MOV:12" #AT:1 bite or burning oil DAM:D6 They can squirt an oily fluid from a gland from their rear causing painful blisters on the skin. Victims will fight at -2 for the next 2 days or until healed. A single curing spell will either restore hit points or remove the blisters, but not both. Range is 10'. Tiger Beetle HD:3+1 AC:2 SZ: 4' MOV:15" #AT:1 bite DAM:D6 Striped carapace, giant mandibles Rhinoceros Beetle HD:4+2 AC:2 SZ:6' MOV:9" #AT:1 bite or horn DAM:D6 and see below The longer horn extends approx. 3' from the body and causes double damage(2D6) if charging. Giant Cockroach HD:2+2, AC:3, SZ:4', MV:12", AT:1, D:d4 + Save vs Radiation Sickness If cockroach falls below 0hp, make a Save vs Death each round to see if it's still alive and capable of attacking. The bug is dead after failing 3 saving throws(non-consecutive). Giant Leech HD:2 AC:8 MV:6" AT:1 DAM:see below Found in swamps and concealed underwater, they will attempt to attach themselves to any warmblooded creature that comes within one move (6"), causing the victim to lose D4 points of CON each turn that it remains attached. They can be removed by killing them. CON returns at a rate of D4 points per day of rest. Mind Flayer HD:8+3 AC:2 MOV:12" #AT:1 DAM:see Below 6' tall humanoid, heads resemble a small octopus with 4 tentacles. If a tentacle hits it penetrates to the brain within D4 rounds and draws it forth for food. The mind flayer will retreat if an encounter is going against it. They are non-magical and have a 90% resistance to magic. They are psionically endowed, however, and have 2D4 abil- ities. Their psychic attack has a range of 6" and can affect any within a 5' radius of the point at which it is directed. Mind flayers live deep underground and worship the Old Ones(evil). They are highly intelligent and speak their own arcane language as well as several other strange and ancient tongues. All are telepathic. Weapons made of meteoric iron do triple damage. Mine Monster/Ore-Eater/Xorn HD:7+7 AC:0(requires magic weapon to hit) MOV:9" #AT:1 DAM:3D6 Xorn live deep underground and feed on certain rare minerals. Their jaws are very powerful and as the creature blends with stone it will surprise on a 1-5. It will demand precious metals to snack upon from those carrying such things and if refused is 90% likely to try and take the metal by force. Xorn are not harmed by fire or cold. Elec- trical attacks do 1/2 damage or none(if save is made). They are stunned by Move Earth spells, have their AC negatively adjusted by Stone to Flesh or Rock to Mud spells, and take 4D6 damage from a Passwall spell. If combat is going against the Xorn, it will dis- engage, adjust its molecular structure(takes 1 round) and move away through solid stone. Umberhulk: HD:8+8 AC:2 MOV:6" #AT:1 DAM:2D6 Humanoid shape 8' tall and 5' wide with a large head containing a gaping, toothed maw flanked by 2 pairs of large, sharp, claw-like manibles. If viewed squarely, its eyes cause Confusion(save vs spell). for 3-12 rounds. Its claws are harder than iron to enable the beast to burrow through solid rock(1"/turn). Umberhulks are subterranean predators. Mushroom Men (myconids) HD:4 AC:6 MOV:9" #AT:1 DAM:D6+1 5'-7' tall, humanoid toadstools, live deep underground, can shoot spores which have various types of effects - 1) Hallucinogenic, 2) Communication - allows Fungus men to connect telepathically and empathically with other beings, 3) Pacification - causes subject to become totally passive to its surroundings and take no action, even if it's being attacked (Saving Throw(PSY) to resist), 4) Distress - alerts other Fungus Men to danger or a need for aid, 5) Animation - can animate the bodies of dead opponents(only the leader can do this) - the body continues to be filled with animating fungus which replaces the tissue as it rots, eventually the body collapses and decays. They are quite strong and can use their fists as a clubbing attack. Trapper/lurker above/cloaker HD:10/12/6 AC:2 MOV:3"/15"(cloaker flying) #AT:1 DAM:D6 + AC of victim Trappers seem to be part of the floor or ceiling, a carpet, etc. They have the ability to change their coloration and texture to conform to the environment. If on the ground, they will sometimes create a protuberence near the middle of their bodies which resembles a chest or coffer to lure a victim in at which point the trapper will wrap itself around the victim and constrict doing D6+armor class of victim per round. the victim will die in 6 rounds of suffocation unless they can be extracted. The only way someone caught inside a trapper can fight is with short weapons(which have to be in hand at time they are enveloped). No roll to hit is needed in this case. The trapper will release its victim if faced with certain death. Trappers surprise on 1-5. Cavemen: HD:1+2 AC:6 MOV:12" #AT:1 DAM:D6+1 Armed with stone clubs, knives, and axes. Clans have a chieftain of 6HD and a shaman of 5-7HD. Their shamans can shape change into the tribe's totem animal with maximum hit points. Clan size = 2D4 x 10. Troglodyte HD:1+2 AC:6 MOV:12" #AT:1 DAM:D6+1 or by weapon Subterranean, intelligent, reptilian humanoid with a short tail, and spiny 'comb' on the head and arms. They walk upright and use their hands as well as humans - make stone implements and weapons. Trogs hate most other living things - especially things from the surface world. They have a chameleon-like ability to change colors - surprise on a 1-4. Trogs secrete an oil which produces a stench that will nauseate humans and demi-humans making them fight at -2 on their to-hit rolls, unless a CON save is made. Trogs can see in the dark 60'. Trog shaman have a ceremony to permanently transform captured humans into troglodytes with no memory of their former lives. Pteranodon HD:5-8 AC:5 MOV:3"/24"(flying) #AT:1 DAM:D6+3 Very large pterodactyls, more aggressive and will hunt humans, 25'-50' wingspan Pterodactyl HD:2+2 AC:7 MOV:3"/18"(flying) #AT:1 DAM:D4 wingspan of 8-10 feet, hunt small and medium-sized creatures, found in warm climates Triceratops HD:11 ARM:5(body)/2(head crest) MOV:9" DAM:3D6 4-legged dinosaur standing 12' high at the shoulder and nearly 40' long. It has 3 horns protruding from the snout and a protective crest that covers the head, plant eaters but aggressive and danger- ous, They will do double damage on a charging attack. Herbivore. Tyrannosaurus Rex HD:16 AC:5 MOV:12" #AT:1 DAM:5D6 20' tall, 45' long, huge carnivore Stegosaurus HD:11 AC:3 MOV:6" #AT:1 DAM:3D6 4-legged dinosaur(herbivore) with 2 rows of protective plates along the back and head, and 4 large spikes on the tail to attack with. Herbivore. Ankylosaurus HD:9 AC:0 MOV:6" #AT:1 DAM:2D6 15' long, armadillo-like dinosaur with a large tail club, herbivore Dimetrodon HD:7 AC:5 MOV:9" #AT:1 DAM:2D6 10' long reptile with a large sail on its back, powerful jaws Brontosaurus HD:20 AC:5 MOV:6" #AT:1 DAM:4D6(trampling) 70' long, 4-legged dinosaur with a long neck and long tail. Herbi- vore. Trachodon HD:7 AC:5 MOV:12" #AT:1 DAM:D6+1(tail) 15' tall, bipedal, duck-billed dinosaur. Herbivore. Plateosaurus HD:8 AC:5 MOV:12" #AT:N DAM:N 20' long herbivore. Moves on either 2 or 4 legs. Longish neck to reach the tops of trees. Iguanodon HD:6 AC:5 MOV:12" #AT:1 DAM:D6(thumb spikes or tail) 30' long, bipedal herbivore Allosaurus HD:13 AC:5 MOV:15" #AT:1 DAM:3D6 30'+ foot long bipedal carnivore. Mosasaurus HD:12 AC:6 MOV:18"(swimming) #AT:1 DAM:4D6 50' long lizard-like marine dinosaur with 4 flippers. Very dangerous Pleisiosaurus HD:15 AC:5 MOV:18"(swimming) #AT:1 DAM:2D6 40' long marine dinosaur with 4 flippers, a large body and long neck. Hunts fish. Icthyosaur HD:10 AC:7 MOV:24"(swimming) #AT:1 DAM: 2D6(teeth)/D6(tail lash) 30' long fish with 4 flippers and a long gar-like mouth filled with rows of small, sharp teeth Megalodon HD:10-15 AC:5 MOV:18" #AT:1 DAM:3D6 - 4D6 Giant prehistoric shark, 50' long, swallow hill giant-sized creature whole on roll of 18-20, swallowed creature has 6 rounds to free itself Axe Beak/Flightless Bird HD:3 AC:6 MOV:18" #AT:1 DAM:D6+2 8'-10' tall, carnivorous, flightless bird, very fast runners and hunt during daylight, can attack with feet or beak Smilodon HD:8 AC:5 MOV:18" #AT:1 DAM:3D6 The largest and most ferocious of the great cats, giant fangs, yellow-brown to chocolate-brown fur Cave Bear HD:7 AC:6 MOV:12" #AT:1 DAM:D6+2/2D6+2 15' tall when on standing upright hind legs, omnivororous. If a bear scores a hit with an 18 or better, it will hug for additional damage indicated. Cave bears will continue to fight for D4 rounds after reaching 0hp to -8hp Cave Lion HD:6+2 ARM:5 MOV:15" #AT:1 DAM:2D6 Can spring up to 30' Dire Wolf HD:3+3 AC:6 MOV:18" #AT:1 DAM:D6+1 Huge wolf from the Pleistocene Epoch, tan with black striped fur Mammoth HD:13 AC:5 MOV:9" #AT:1 DAM:3D6 14' tall, inhabit subarctic(Woolly) to subtropical(Imperial) climes Mastodon HD:12 AC:6 MOV:9" #AT:1 DAM:2D6+3 10' tall, dwell in any climate Baluchitherium HD:14 AC:5 MOV:12" #AT:1 DAM:3D6 (trampling) 20' tall prehistoric ancestor of the rhinoceros. Woolly Rhinoceros HD:10 AC:5 MOV:15" #AT:1 DAM:2D6 Does double damage when charging. Lives in cold regions Titanothere HD:9 AC:6 MOV:12" #AT:1 DAM:2D6 prehistoric ancestor to rhinos and horses, 2 side-by-side nasal horns of bone, elongated skull, 8' tall, herbivorous plains dweller, does double damage when charging Rhinoceros HD:8 AC:6 MOV:12" #AT:1 DAM:D6+2 Does double damage when charging. Bull HD:4 AC:7 MOV:15" #AT:1 DAM:D6+1 Does double damage when charging. Hippopotamus HD:8 AC:6 MOV:9"/12"(water) #AT:1 DAM:2D6 Good swimmers, massive jaws, found in rivers and lakes, 50% chance to tip over small boats if passing over them Leopard HD:3+2 AC:6 MOV:12" #AT:1 DAM:D6 Tropical woodlands and jungles, good climbers and swimmers Jaguar HD:4-1 AC:6 MOV:15" #AT:1 DAM:D6+2 Jungle cats, good climbers and swimmers Hyena HD:3 AC:7 MOV:12" #AT:1 DAM:D6 Inhabit warm plains, hunters/scavengers Lion HD:5+2 AC:5 MOV:12" #AT:1 DAM:D6+3 warm temperate to tropical, desert to jungle, swamp to savanah Tiger HD:5+5 AC:5 MOV:12" #AT:1 DAM:D6+3 subarctic to tropical, good climbers and swimmers Wolf HD:2+2 AC:7 MOV:18" #AT:1 DAM:D6 Shark HD:3-8 AC:6 MOV: #AT:1 DAM:D4+1, D6+2, or 2D6 Tiger, Blue, Hammerhead, Great White, Mako vulnerable to ramming attacks by such as dolphins, a motionless shark dies in D4+1 rounds. Mermen/maids HD:1 AC:7 MOV:12" #AT:1 DAM:D6 or by weapon Mermen fight on land at a -1, they use tridents, nets, daggers, short swords and spear guns, Mermen tame giant sea horses as steeds. Mermen live in cities in underwater caverns, farm fish for food, can telepathically communicate with aquatic life. When out of water for more than 2 turns, thereafter mermen will take D6 damage per turn during daylight and D6/4 turns at night(dehydration and suffoc- ation). When attacking ships, they use grappels to slow the ships down. Mermen/maids are typically 'legged' though some have tailed lower torsos and abdomens Giant Sea Horse HD:2 AC:6 MOV:18" #AT:1 DAM:D4(butting) Mermen ride them Electric Eel HD:2 AC:9 MOV:12" #AT:1 DAM:(see below) 9' long. found in warm, fresh water. Can give off a jolt of electricity in a readius of 15'. 3D6 damage with 5 feet, 2D6 within 10 feet, D6 within 15 feet. Can only attack one every hour. Marine eels can be twice as large and do twice the damage. Eels are immune to electrical attacks. Giant Manta Ray HD:12 AC:5 MOV:18"(swimming) #AT:1 DAM:2D6 or D6 + poison This giant-as much as 75' across — is best known for its 15' mouth which is capable of devouring virtually any non giant species in a single gulp. It has a great stinger in its tail which is treated as a mace with a saving throw vs. paralization needed if it hits. Normally asolitary predator, it blends with the sea floor. Due to its lightning speed, the first rush is nearly impossible to dodge. Its indiscriminate feeding habits label it neutral. Giant Octopus HD:4 AC:7 MOV:3"/9" #AT:4 DAM:2D6 per round if attack hits(constriction) Generally peaceful and highly intelligent. Giant Squid HD:12 AC:7/3(body) MOV:3"/18" #AT:4 DAM:D6 + special or 3D6 If 2 arms hit, squid will constrict for 2D6 dmg per round. Tentacle must be severed to escape. If character has not escaped after 3 rounds, the giant beak will bite for 3D6 points of damage. Sea Lion HD:6 AC:5 MOV:18" #AT:1 DAM:2D6 Front half is leonine, back half is fish-like. Sea lions hunt in packs(3D4). Aquatic Elves HD:1 AC:4(6) MOV:12"/15"(swimming) #AT:1 DEX:+1 DAM:D6 or by weapon Can shape-change into dolphins(move:24") Fish Fiend(Kuo Toa) HD:2 AC:4 MOV:9"/18"(swimming) #AT:1 DAM:D6-1 or by weapon Amphibious humanoids, gills, spiny fins on side of head, dorsal spine, and calves/ tough, greenish skin/ large, glassy eyes/ 6-7' tall/ webbed hands and feet/ live in labyrinthine underwater tunnels/ hate sunlight/ insanity is not uncommon/ kidnap surface dwellers for sacrifice/ tame Tiger Sharks(4HD, DAM:D6+3)/ Leaders are of higher level/ clerics travel with war party/ Kuo Toa spawn as fish do and raised in pools until amphibian qualities develop/ hard to grapple - oily skin secretions/ eyes on side of head gives 180 deg vision/ immune to poison, paralysis, sleep, charm, hold/ any illusion/ electrical attacks do half damage - save for none/ bright light = att at -2/ save at -2 for fire att/ They see into infared and ultraviolet spectrum and feel vibration within 10' so only surprised on 1(D6) Sahuagin(Devil Men of the Deep): HD:2+2 AC:5 MV:12"/24" AT:1 DAM:D4 or by weapon type Seadevils or devil men - warm, salt water, dislike light and fresh water, come ashore on moonless nights to hunt and raid human villages, they befriend sharks, net/spear/trident/crossbow/dagger, nets have hooked barbs to make escape difficult, sahuagin can stay in air environment for 4 hours, some prisoners kept by sahuagin to fight in arena Strangleweed: HD:12 AC:4 MV:N #AT:see below DAM:see below Looks just like ordinary seaweed but crushes victim like a tentacle and is found in clusters of 1-4. Weed and victim each roll four dice, adding four to the number that is rolled on the dice. If the weeds roll exceeds the victim's by two or more add the difference as damage to the victim (EXAMPLE a 12 and a 10 are rolled (after the 4 pips are added) meaning that the weed exceeds the victim's roll by only two points which causes no damage, had the weed rolled a 16 and the victim 10 then the victim would have suffered four points of damage). For every point of damage suffered by the victim deduct one point from his subsequent die throws (EXAMPLE: if he rolled a 10 next time he would add 4 points but then have to deduct four points for the damage that he suffered). Should the victim's die throw (after all modifications) exceed the weed's by a factor of two to one, he has escaped. It can only attack parties within 10' of it. Morkoth: HD:8 AC:4 MOV:N #AT:1 DAM:D6+2 Shrouded wraith of the deep who makes his home in a series of spiraling tunnels, which, when viewed from above, form a hypnotic pattern that will exert a pulling influence on anyone passing within 24" of it. At the center of the pattern is the morkoth which will cast a Charm Person(at +4)on a victim as soon as they are within 60'. When attacked by magical spells, the morkoth will reflect back an equivalent spell on the person casting it and anyone within 10' of the caster. Once the victim is captured by the morkoth, it will be consumed, and the charm spell will keep the victim from even real- izing it. Eye of the Deep HD:10 AC:5 MOV:6" #AT:2 DAM:D6+1 Giant eye in round head, mouth, 2 3' long eyestalks, 2 lobster claws. If both claws hit, it will pull the victim to its mouth for another D6 of bite damage. Head is 5-6 feet in diameter. Live in salt water. Large central eye emits a blinding flash in a cone 3" long that can stun for D6 rounds unless a save vs death ray is made. Its eyestalks can cast illusion and hold person/monster respectively. Sea Dragon: HD:15 AC:3 MOV:24" #AT:1 DAM:5D6 Blue on top, sea green underneath, 60'-80' long, dorsal spines, webbed fins, can circle quickly causing waterspouts and whirlpools which can sink surface ships. Can also breathe a cone of water which does 6D6 hp or 3D6 structural damage. Sea Serpent: HD:30 AC:4 MOV:18" #AT:1 DAM:6D6 150-200 feet long, can wrap around sailing ships and crush/sink them, An 16-20 on the sea serpent's attack roll means it has swallowed the character whole. The victim doesn't die immed- iately, and may take several days to be fully digested. Kraken: HD:30 AC:2 MOV:18" #AT:6 against an ogre-sized or smaller creature DAM:See below 200' long giant squid, crushes sailing ships by dragging them to the sea floor with its giant tentacles. When attacking a man-sized creature, if the Kraken hits it will do 2D6 damage upon impact. The tentacle will wrap around and do 4D6 constriction damage each round thereafter. A tentacle will take 3D6 damage before it is hacked through. Giant Gar: HD:8 AC:5 MOV:30" #AT:1 DAM:2D6+2 30' long, lake/river predator fish. Aggressive hunter. Can swallow a ogre-sized creature whole on a to-hit roll of 20. Swallowed creature must inflict damage equalling 25% of total hit points to get free. Dragon Turtle: HD:14 AC:0 MOV:3"/9"(swimming) #AT:1 DAM: 2D6(claws) or 4D6(bite) or steam inhabits very large rivers and deep lakes, 30'+ diameter shell, highly intelligent and has its own language, Dragon turtle can breathe forth a cloud of superheated steam which covers an area 6" long, 4" wide, and 4" high and does damage equal to the number of health points the dragon turtle has(half that if the saving throw is made) Lake Dragon(Beryl Lake): HD:12 AC:4 MOV:24" AT:1 DAM:3D6+3 Known only to inhabit Beryl Lake. These dragons are up to 60' long, have 4 flippers on a serpentine body with low dorsal and ventril fins. They are varying shades of green and yellow, with many being a bright chartreuse/lime green. Fins may be tipped with bright blue or dark red. Travel on the lake is perilous since these dragons are unpredictable - sometimes playfully frolicking, sometimes attacking without warning. These creatures can wrap themselves around smaller vessels, dragging them under and crushing them, much like a sea serpent. They like to blow small water spouts which can be seen at a distance and enjoy racing alongside lake boats. ** SOME Lake Dragons have treasure secreted in deep, underwater caves. Giant Ice Wyrm: HD:15 AC:5 MOV:3"/12" through ice #AT:1 DAM:3D6 60' long, all white, legless dragon(burrows through glaciers), giant maw swallows up to ogre-sized creatures whole on a to-hit roll of 18-20. Its body radiates cold and touching it causes the creature doing so to Save Vs Petrification or be flash frozen in place. Frozen creatures are usually still alive (75% chance) and may be thawed out, magically or with heat - in 2-3 turns. Even creatures close by(such as those in melee combat) take 2 points of cold damage each round. When hit points reach zero, the affected creature is frozen - their skin covered in a light layer of frost. Ice Wyrms can feel vibration of movement at 48" and will come to investigate this potential meal. They have cold ichor for blood. Fire does double damage. Yeti HD:4+4 AC:6 MOV:15" #AT:1 DAM:D6+3 found in caves in frozen Alpine regions, 8' tall, white fur. Yeti surprise on 1-4. If character is surprised, he must roll a saving throw or be paralyzed with fright for D3 rounds.(This does not apply to characters above level 4). The touch of the yeti (if the yeti rolls a 'hit') will cause another saving throw to be necessary. Failure means the character has been frozen solid (still alive and waiting to be thawed out for the yeti's meal later). Fire does double damage to Yeti. Sasquatch: HD:5+2 AC:6 MOV:15" #AT:1 DAM:D6+3 A shy race of humanoid primates that live in wild forests and hills. They stand between 7' and 8' tall, are covered in shaggy brown hair, and have great strength(19). They may be quite intelligent. Sasquatch are not normally aggressive, but will defend themselves and their cave lairs ferociously attacking with club-like fists. If the to-hit roll is a natural 18-20, the Sasquatch will hug for 2D6 additional damage. It can also throw boulders 50' for 2D8 damage. Sasquatch are omnivorous. They sometimes eat berries or mushrooms which cause temporary insanity, causing them to run amok. While in this state, the creature gains a +2 to-hit and +4 on damage rolls, but is only AC9. A Neutralize Poison spell will cure the insanity and the creature will automatically be friendly toward its benefactor. Winter Wolf: HD:6 AC:5 MOV:18" #AT:1 DAM:D6+2 Winter Wolves are large, horrid carnivores, standing 5' high at the shoulder. They can breathe a blast of frost up to 1" away which will do 2D6 damage(half that if the DEX saving throw is made). The frost attack may only be used once every 10 rounds. Cold-based attacks do not harm them but fire causes double damage. They have their own language and can also converse in common. Many times they are found in the company of Frost Giants. Remorhaz HD:7-14 AC:2/4(underside) MOV:12" SZ: 21'-42'(3' per HD) #AT:1 DAM:3D6 Polar worms, inhabit the chill wastes. Ice blue coloring except its back where a streak of white sets off large protrusions. White, multi-faceted eyes. Segmented, flat body with many sets of legs. Long neck with a small wing/frill attached to each side. In combat, the remorhaz beats its wings and rears the front quarter of its body, snapping forward with blinding speed. The largest specimens can swallow human-sized prey whole on a natural 20. Prey is killed by intense internal heat within 1 round. When aggravated, the secrets a substance internally which causes its intestines to become very hot, and its back protrusions glow cherry red with the excess heat. Any non-magical weapon striking its back will melt from the heat. Any creature touching its back suffers 6D6 damage. Steam Men HD:2 AC:5 MOV:9" #AT:1 DAM:D6(steam) or 2D6(crushing) 6+' tall Steam-powered humanoid automatons made of brass whose lower legs are large wheels. They can attack with blasts of steam or by rolling over. Worker Droid: HD:2/3 AC:5/2 MOV:6"/9" #AT:1/1 DAM:1-2(fists)/1-3 electrical Two types: The first is about 5 1/2' tall, gold or silver plated, humanoid, and can speak almost any language known(including the tongues of machines). The second is shorter(4') and wide(cylindrical). it can interface with almost any electronic system and speaks most known machine languages(which sounds like beeps and whistles to the typical human). They are ususally found together, as pairs, in a supportive function in tech areas. Maintenance Bot: HD:4 AC:4 MOV:9" #AT:2 DAM:D6+3 for each 6' tall, 4-armed, humanoid bots of blue metal. These bots are quite strong, which allows them to carry and service heavy machinery. They can lift and carry over a ton(though with that weight their movement is only 3"). They are generally non-hostile, preferring to go about their duties(unless interferred with - without authorization). Secbot: HD:4 AC:2 SH:N MOV:12" #AT:1 DAM:stun beam or 2D6(lasers) 7' tall, humanoid bots of red metal, with a single, red-glowing eye which moves back and forth from left to right. They will typically try and capture unauthorized intruders, using a blue-white stun beam to immobilize them(END saving throw). Stun beams ignore protection of 'medieval'. When on alert, secbots will typically use their red laser beams to kill. These beams also ignore non-hightech armor bonuses(...although very highly polished plate may cause the beams to reflect or scatter in all directions). Warbot: HD:Any AC:Any MOV:Any #AT:Any DAM:Any War Machine: tracked automated vehicle(some fly) HD:Any AC:Any MOV:Any #AT:Any DAM:Any quite large, left over from ancient wars, may be wheeled, tracked, or legged, made of very dense metal alloys and polymers, very hard to stop, variety of tech weapons onboard. some can fly short dist- ances with jet power, once turned on, they midlessly roll across the land bringing fear and destruction, usually found in ancient tech-city ruins Live Ones HD:1-6 usually AC:Any MOV:Any #AT:Any DAM:Any vivisected, mutated, altered, hybrid lifeforms - the results of magical lab experiments that should have died but didn't. Hands of Blue HD:4 AC:2 MOV:9" #AT:2 DAM:Special Two pairs of floating blue hands, they are especially attracted by the use of psionic powers and will grab the psion first before any other party members, Each pair is very strong(STR 18) and highly magic resistant(50%), Each pair of hands gets a to-hit roll, and if a hit is scored, the creature has been grabbed and is being pulled back to the bio-labs for testing and 'augmentation'. "Two by two, hands of blue." Perhaps they are an egregore of the now defunct Blue Sun Corporation("...for a brighter tomorrow"). HRL HD:2 AC:0 MOV:24" #AT:N DEX:N DAM:N Found in old, abandoned science labs and old tech silos underground, wear white coats and make hooting sounds when excited, large eyes and only a few strands of hair, always measuring and writing on strange tablets, very curious but shy, easily startled by sudden movements, can appear and disappear through unfindable portals in the walls and floors - or possibly they create these temporary passages at need, not dangerous, generate an anti-magic field 5' radius(100% resistant). Xag-Ya / Xeg-Yi HD:5-8 AC:2 MOV:6" #AT:1 DAM:See Below Xag-Ya(positive) and Xeg-Yi(negative) appear as 3' wide spheres of light/dark energy each with a number of tendril-like protrusions. They are much alike, being the reverse of each other. Xag-Ya are silver and fiery - like a bolt of lightning - and their touch causes the combustion of highly flammable materials. Every other round the Xag-Ya can loose a bolt of energy(D6 damage). The touch of the dark, lifeless Xeg-Yi causes cell death/life energy drain - aging and rotting of such materials as are burned by the Xag-Ya. Its bolt of anti-energy also causes d6 damage. Both are highly intelligent, though they may appear mindless to most. They can communicate telepathically. Both have a 25% magic resistance and both can only be attacked by enchanted weapons. Slaying either type of creature releases a burst of energy which does 4D6 damage in a 10' radius(saving halves the damage). If both creatures see the other, they will rush together and be annihilated causing a burst which does 8D6 damage in a 30' radius(save for half damage). Gorbel HD:1 hit point AC:6(quick) MOV:18" #AT:1 DEX:+1 DAM: See below Appears as a globe of thin, rubbery material about 3' in diameter with a tiny mouth, six tiny eyes on short, retractable stalks, and 2 clawed legs which it uses to move around at remarkable speed. When attacking, it attempts to attach itself to the victim's back with its claws - a 'hit' means it has done so and delivered D4 damage. Every round thereafter, it does another D6 clawing damage. A hit with a blunt weapon will not harm a gorbel, but a pointed or edged weapon causes it to burst, killing it and doing D4 points of blast damage to anyone within 5'. Gorbels are mischievous, fickle, and irritable creatures. Grell HD:5 AC:5 MOV:12" #AT:5 (See Below) DAM:See Below Appears as a 5' wide floating brain with a frontal beak and ten 6' long tentacles trailing below. A grell will attack with all of its tentacles against 1 victim(represented as 5 attacks). Each time a hit is scored, the victim must make a save vs paralysis. Failure means that the victim has been paralyzed and wrapped in the ten- tacles of the monster. The grell will then deliver D6 damage each round thereafter with its beak as it consumes the victim. Water Weird HD:3+3 AC:5 MOV:N #AT:1 DAM:See Below A water elemental sometimes found in pools and fonts. The creature forms in 2 melee rounds - appearing as a serpent made of water. It will strike out, and on a successful hit, drag the creature into the water to be drowned unless a saving throw is made to resist(STR). Sharp weapons only do 1 point of damage, blunt ones do normal damage. 'Killing' the water weird only disrupts it. It will reform again in another 2 rounds. Salamander HD:7 AC:5/3 MOV:9" #AT:1 DAM:D6 or 2D6 These are a form of free-willed Fire Elementals, and as such conform generally to the characteristics of that type of creature. Salamanders are highly intelligent. They are found in places of intense heat and fire since they prefer temperatures ranging from 300 degrees upwards. Their touch alone causes 1-6 points of damage to creatures subject to fire, and their snake-like tail can constrict for 2-12 points of normal damage. Their upper body resembles a human's, and its armor class is 5, while the snake-like lower body has an armor class of 3. Salamanders are chaotic. Djinn: HD:7+1 AC:5 MOV:9"/24"(flying) #AT:1 DAM:2D6+2 whirlwind attack can magically CREATE almost any object 3 times per day which remains permanent if the Genie so desires, cast illusion, turn invisible, fly, create whirlwind, transform, alter size, alter attributes, genie are also very strong and can only be hurt by enchanted weapons, if 'killed' they return to the Plane of Air Efreet: HD:10 AC:3 MOV:9"/24"(flying) #AT:1 DAM:3D6+2 sort of a Fire-Genie, can use fire attacks, create fiery barriers, transform into a pillar of flame. they can also create objects(but these don't remain permanent, turn invisible, fly, alter size, polymorph, Can only be hurt by enchanted weapons. If 'killed' they return to the Plane of Fire Fire Angel HD:10 AC:0 MOV:9" #AT:2 DAM:3D6 each attack Chaos-creature, 12' across, winged, 3 hearts, russet colored, suggests a praying mantis with spiked collar, thorny claws all over body - protrude through short fur, highly intelligent, incred- ible tracker, wails loudly when catching sight of prey, nearly unstoppable except with powerful magic (3 Death Spells) or by vorpal sword(only weapon that can hit it), can be captured and trained when young - used by wizards to track down and destroy enemies, can track across dimensions. Naga HD:11 AC:3 MOV:15" #AT:2 DAM:D6 + poison(bite)/D6+2 constriction per round MR:50% Snake-like creatures with human head - which CAN be godlike in its beauty. Highly intelligent. Some are used as guardians. Can spit poison up to 3". Charm with gaze - saving throw. Constriction requires STR 18 to break. Naga are 20' long. Snakemen HD:2+ AC:4 MOV:9" AT:1 DAM:D4 + poison or by weapon MR:25% Live in tropical jungles, worship ancient gods of evil (purple-towered Acheron), charm gaze, poisonous bite, can control reptiles, magical rites, Some snakemen have serpentine torsos/some are legged, those with serpentine bodies can coil around and climb any non-slick surface Guardian/Spectator HD:4+4 AC:4 MOV:9" #AT:1 DAM:D6(bite) This is a guardian of places and treasures. Once it is summoned and given a task, it will guard for up to 101 years and let no one use, borrow, or examine an item or treasure. If the guarded item(s) are ever destroyed or successfully stolen, the guardian may return to its own plane. The guardian appears as a 4' wide sphere with a large central eye and 4 smaller eyestalks protruding from the top of its body. Hits on the eyestalks will occur 1/3 of the time. If a guardian is blinded in all its eyes, it will return to its own plane. Its eyes regenerate at the rate of 1/day, and it will return once all eyes function. The guardian is 25% magic resistant and the central eye can reflect 1 spell per round back at its caster. (The spell- caster is allowed his normal saving throw). The 4 other eyes can each cast spells(create food and water, cause serious wounds, paralyzation ray, telepathy) The guardian is highly intelligent and can sense psionic and magic use at 24", even through walls. It is basically passive and its first action, unless attacked, will be to attempt to implant a suggestion to leave the area. If properly confronted, the guardian can be quite friendly. It will tell a party exactly what it is guarding early in the conversation so that their will be no argument or misunderstanding. Spectators move by very rapid levitation in any direction. Energy Monster: HD:8 AC:see below MOV:6" #AT:1 DAM:3D6 Invisible but leaves smouldering footprints in the ground as it moves and large explosions and sparks when it contacts something metal. Surprises on 1-5. If a See Invisible spell is used, it will appear as a large, amorphous humanoid with one eye, large mouth, and no limbs, 7'-8' tall but can stretch several feet. The creature can blast through wooden doors and structures. It feeds on electrical energy, including magical spell energy and the bio-energy of living bodies. Labor- atory experiment gone wrong. Makes a weird sound like bending a woodsaw when excited by prey or when angry. The only way to kill it is to drain the energy until it dissipates. Alternatively, it could possibly be imprisoned... Elemental: Can be hit only by magic or magical weapons. Only 1 of each type may be conjured per day. Air: HD:8/12/16 AC:2 MOV:36" #AT:1 DAM:2D6 - 4D6 Move by flying. When engaged in combat they add +1 to damage. They can turn into a whirlwind which will sweep all creatures under 2HD away. The whirlwind is conical in shape, 3" at the base and 6" at the top, and as high as the number of HD of the elemental(16", 12", 8"). Forming or dissolving a whirlwind takes a full round. Earth HD:8/12/16 AC:2 MOV:6" #AT:1 DAM:2D6 - 4D6 When attacking an opponent which rests upon the earth, they do 3D6 damage against it. They have the effect of a super battering ram against walls, scoring damage as if they were fighting foes(3D6) They must go around or under the bed of a body of water to cross. Fire HD:8/12/16 AC:2 MOV:12" #AT:1 DAM:2D6 - 4D6 They only score D6+1 damage against fire-using opponents. They cause flammable material to ignite. They cannot cross water. Water HD:8/12/16 AC:2 MOV:18"/6"(out of water) #AT:1 DAM:2D6 - 4D6 They may move up to 6" away from a body of water. While out of water, they do only D6 damage to opponents. Time Elemental MOV: varies Translucent, shimmering. Objects viewed through it seem to distort, decay, renew as it moves. Sentient but unfocused. Moves at random. Being caught in the path of a time elemental can have several effects: Temporal Anomaly(local area appears as it did/or will be for 2D6 hours), Aging(either direction) 2D6 years, Cellular Warping(mutation or death), Travel 2D6 hours into the Past/Future, Meet Future/Past Self, *************************************************************************** Swamp Thing: HD:6 AC:4 MOV:6"/12"(swimming) #AT:1 DAM:D6+2 This creature lives in dismal swamps and black lagoons. It is bipedal and covered with with greenish scales, has webbed and clawed fingers and toes, a low dorsal fin-ridge, and a human/fish-like face with greenish eyes. It is quite strong(+2) but moves quite slowly when walking on land. The creature usually dwells in a dry under- water cave. It will occasionally hunt humans for food, usually killing and dragging them off to its underwater home for later con- sumption. If the human is female, and of high comeliness, it is 90% likely that the creature will not harm them but instead carry them back to its lair as a mate. Swamp Things are only able to stay out of the water for 2 turns before needing to return, otherwise, they slowly suffocate and die. Shambling Mound HD:8-11 AC:2 MOV:6" #AT:2 DEX:-1 DAM:2D6 Humanoid creature, 6-9 feet tall, made of animated, wet, decaying plant matter. If both 'hands' hit the same person in the same round, the victim is entangled and will be pulled inside, smothered, and devoured leaving only bones when finished(takes 2D4 rounds). The brain of the thing is located in its mid-portion, and its thick, fibrous layers make it difficult to hit to its only vital area. Its moisture causes flames to have no effect, lightning causes it to grow, and cold does either 1/2 or no damage. All weapons score only 1/2 damage. Will o' wisp HD:9 AC:-2 MOV:18" #AT:1 DAM:2D6 flickering light, found in swamps, mimics firelight or creates mirage for victim to follow - always stays ahead, leads victim into mire/quicksand, feeds on energy of dying victim - makes it glow brighter. If cornered, it will attack, doing 2D6 in electrical damage. Only metal weapons harm it. These creatures can alter shape, become bright or dim, or disappear entirely at will. In order to save their lives, they will reveal the location of their hidden treasure, but the Will O'Wisp has to be at 3 or fewer health to do so. Ciful HD:10 AC:2 MOV:6" #AT:1 DAM:2D6 An agglomeration of several swarms of insects which come together to form a single amorphous creature which is man-sized. The mass as a whole has 8HD while another 2HD provide the nuclear energy to keep the swarms cohesive. It is from the HD of the latter that damage is taken from when the creature is hit. If these 2HD are lost, the mass of the body will separate into its individual component insects and fly away. However, the hit points of the binding force may be re- placed from the hit points of the mass at a rate of 2hp per round. The attack of the ciful is by an agglomeration of tiny bites which collectively inflicts 2D6 points of damage. Edged weapons cause only 1hp of damage, blunt weapons cause normal damage. Stirge HD:1 AC:7 MOV:18" AT:1 DAM:D4 + special Bird-like monsters with long, dangling proboscuses. Are attracted to warm-blooded creatures. If a hit is scored, the Stirge is attached to its victim and will thereafter drain D4 hitpoints in blood each successive round. Stirges attack as a 4HD monster. Banshee HD:7 AC:0 MOV:15" #AT:1 and special DAM:D6 MR:50% Found only in desolate countrysides and moors, spirit that hates the living, The very sight of a banshee = Save vs Fear or flee in terror for 10 rounds, they wander the moors at night, attacks with chilling touch(D6 damage), wailing moan 1/day = save vs death for creatures within 3". A Banshee's wail also causes delicate plants to wither and die, trees grow twisted and sickly, hardy plants like thistles thrive. The area around their lair will be desolate and filled with warped trees, thorns, and bones of creatures that intruded upon the area. Banshees are immune to sleep, charm, hold, cold, electricity. Dispel Evil or Excorcism kills them immediately. Treasure found will often reflect what they loved in life. Banshees may haunt ruins that were once their home. Banshees are female. Carnivorous Plant: HD:Any AC:Any MOV:Any #AT:Any DAM:Any A) Giant Mandibles B) Spores - Hallucination C) Spores - Burrowing D) Poisonous Fumes/Touch/Venom E) Corrosive Touch F) Sprays Acid/Dissolving G) Pitcher Plant/Drowning H) Barbs/Shoots darts I) Entangling Vines/Enclosing Leaves J) Pods(body-snatchers)/Soul Transfer k) Mind Control L) Radioactve M) Walking/Floating N) Incendiary/Explosive O) Sound Mimicry P) Sonic Attack Q) Phasing/Teleporting R) Bio-Vampire/Energy Vampire S) Heightened Senses T) Paralysis U) Attraction Scent 2-Headed Dragon HD:14 AC:3 MOV:6" #AT:2 or breath DAM:3D6(each bite)/special Lives in marshes, bogs, and swamps, black and dark green, breathes cloud of poisonous fumes 5" long, 4" wide, 3" high - Save vs Poison - 3 times/day for each head. Up to 60' long (necks are almost 20'). Does not fly. Coatl HD:9 AC:5 MOV:6"18"(flying) #AT:1 DAM:D6 + AC of adversary (constriction damage) per round if hit These winged, feathered serpents are found in warm, jungle-like regions or flying through the aether. They are highly intelligent and have 3D6 psionic abilities. Coatl speak several human languages and most serpent and avian languages as well. They are lawful in alignment. Magic Resistance is 75%. Juggernaut: HD:20-30 AC:0 MOV:6" #AT:1 DAM:10D10 crushing damage large stone or oak, magically animated constructs on wheels, runners, or with some other source of mobility. It will be able to produce many growths, such as rams, pincers, toothy maws, and so forth. Juggernauts may grow new appendages or regrow destroyed ones within 2 turns. They may make noises of many sorts - grinding, groaning, creaking, etc and some may even speak, though poorly. They require magical weapons to hit. Golem: Magical automaton, obeys simple commands, may run amok if not contolled(50% chance). Can be given simple, specific commands OR Science lab creations - usually involving lightning, low intellect, will run amok if injured, frightened or given conflicting instructions. Golems are immune to sleep, charm, and hold spells. Material Types: A) Flesh HD:6(36hp) AC:9 MOV:9" #AT:2 DEX:-1 DAM:D6+2 These golems are grown in a vat or made from stitched together body parts and brought to life with magic spell or electricity. If they hit the same person with both attacks in a single round, they crush that person to them doing an additional D6+AC points of damage per round. These creatures have a +2 on STR. Usually about 7 1/2' tall. Blunt weapons do no damage, edged weapons do 1/2 damage, spells have no effect except cold which slows movement by 50% and fire which enrages it causing the golem to do double damage to every- thing it hits. Lightning heals it. B) Clay HD:8(48hp) AC:7 MOV:9" #AT:1 DAM: 3D6 These are usually 8' tall and are formed from sculpted clay. There is a 1% cummulative chance per round of combat that a wandering spirit will take possession of the body of the golem. It will then have its own mind and agenda and be unable to be controlled by the caster(without further spells - charm, etc). Edged weapons do no damage, blunt weapons do 1/2 damage, fire attacks harden it to an AC of 2. Cold spells will make it more brittle allowing edged weapons to do 1/2 damage and blunt weapons to do full damage. C) Stone HD:9(54hp) AC:4 MOV:6" #AT:1 DAM:3D6 Can only be hit by magical weapons. Warhammers do full damage, all other weapons do 1/2 damage. Stone golems are very strong (+4 STR) D) Iron HD:10(60hp) AC:2 MOV:6" #AT:1 DAM:4D6 These golems are 12' tall and very strong(+5STR). They can do 4D6 damage from their fists. They can also breathe fire(1" range) for 2D6 damage. Iron golems can only be hit with magical weapons, fire harms it, electricity magnetizes it (character must then save each time they hit the golem - failure means their weapon is stuck fast to the body of the golem until its destruction). Blunt weapons do 1/2 damage, edged weapons do full damage. Iron Golems have +5 bonus to STR. E) Wood HD:2+2 AC:6 MOV:6" #AT:1 DEX:-1 DAM:D6 These are crude, man-like figures about 3' tall, rudely hacked from wood. They move stiffly and burn easily. Fire spells do full damage. Can only be hit by enchanted weapons. Blunt weapons do half damage, edged weapons do normal damage, and axes do double damage. F) Bone HD:5 AC:7 MOV:12" #AT:2 DEX:N DAM:D6 each attack These ar 6' tall creatures made from the bones of dead men bound together into a man-like form. They wield weapons from 4 skeletal arms that are fastened to their body at various points. Either 4 normal weapons may be used or 2 polearms. Bone golems are immune to fire, cold, and electrical attacks. Living Statue: This is an enchanted, animated creature made by a wizard. It appears to be a normal statue until it begins to move. Statues may be of any size and material. The statues below are mostly between 6 and 10 feet tall(except for the bronze statue). A) Marble: HD:5 AC:3 MOV:6" #AT:1 DAM:D6+1 Edged weapons do no damage, blunt weapons do 1/2 damage and war- hammers do full damage. B) Crystal: HD:3 AC:6 MOV:9" #AT:1 DAM:D6 Edged weapons do 1/2 damage, blunt weapons do normal damage, war hammers do double damage. Spells which use sound or vibration do double damage. C) Basalt: HD:5 AC:3 MOV:6" #AT:1 DAM:2D6/2D6 Living basalt statues have an outer crust of stone but are filled with magma which it squirts from its fingertips for 2D6 damage. Fire spells heal it rather than harm it. Every time a character hits with a weapon, they must roll a saving throw(DEX) to avoid taking D4 damage from magma squirting from the body. D) Bronze: HD:18 AC:4 MOV:12" #AT:1 DAM:4D6(fists) 20+' tall, reflects light/fire energy/spells as heat energy beam which does 3D6 damage to everything in a 12" radius(save for 1/2 damage). E) Iron: HD:4 ARM:2 SH:N MOV:3" #AT:1 LB:+2 DEX:N DAM:D6+2 Their bodies can absorb iron and steel. When hit, they will take normal damage, but if a non-enchanted weapon is used, attacker must save vs magic or his weapon will become stuck in the body of the statue and may only be removed when the statue is killed. Electrical spells harm it, fire heals it. Caryatid Column HD:22hp AC:4 MOV:6" #AT:1 DAM:D6+1 Appears as two slim, identically carved pillars about 7' high. Each pillar is a carved representation of a female standing and holding a sword drawn at her side. Carytid columns will always have a spec- ific defensive function - to protect a treasure, guard against in- trusion, etc. The columns will activate whenever the act which triggers them is committed. At that point, they will animate and take on a fleshy appearance, shrinking to about 5'5" in height. Their swords become steel and do D6+1 damage. The columns will not necessarily immediately enter into combat. Their function is to guard a certain thing or area, and if they can do so without combat, they will. A column may attempt to divert the character's attention from the forbidden area and lead them to a place where they will become trapped, attacked by a monster, etc. A lot depends on the circumstances and on the instructions given by their creator. Normal weapons do only half-damage, rounded down, to the columns and there is a 25% chance per hit that the character's weapon will break upon impact. Charm, sleep, mind control, spells have no effect. If a carytid column is killed, it will turn back to stone on the spot. If it is successful, it will return to its place and then turn back into stone. Shadow: HD:2+2 AC:2/7(in bright light) MOV:9" #AT:1 DAM:D6-1 + Special Shadows are only harmed by magical weapons. Their touch drains 1 point of STR(lasts for 8 rounds) each time they hit. If a creature is brought to 0 points in either health or STR, it becomes a shadow. Shadows are not affected by sleep and charm spells. Shadows are hard to see and surprise on a 1-5 on a D6. If bright light is cast, Shadows can be easily seen and they lose their powers. Mummy: HD:5+1 AC:3 MOV:6" #AT:1 DAM:2D6 + cause disease MR:25% Found in tombs in arid lands, often are high level priests or warriors, see in the dark, silent movement, surprise on 1-4, have a magical scarab secreted somewhere which holds their essence/spirit. Mummies cause fear in anyone under 4th level(save vs paralysis). A hit by a mummy infects the victim with a hideous rotting disease(save vs spells) that can only be cured by magic. If the saving throw is made, the character is immune to mummy's rotting disease for the next 24 hours. Mummies are only harmed by magical weapons(do 1/2 damage) and fire. A raise dead spell may turn the creature into a human(will be classed a 6th level fighter, MU, or cleric) Gargoyle: HD:4 AC:4(see below) MOV:9"/15"(flying) #AT:1 DAM:D6 Found among ancient stone ruins, cathedrals, and cemetaries where they often appear to be part of the statuary. They can see in dark 60' and their skin is very tough like stone. Normal weapons will not affect them - only magical weapons, neither will sleep and charm spells. Coloration is white to gray to light brown. Animated Skeleton: HD:1 AC:6 MOV:6" #AT:1 DAM:D6 or by weapon usually fight with sword or spear and shield, edged weapons do 1/2 damage to skeletons, 50% chance a sharp weapon will sever a limb each time a hit is scored on a skeleton. Severed limbs will crawl toward the characters - clutching at the ankles, clawing their way up to the character's throat to strangle, tripping and tangling up, etc. Each limb takes 1 hit to destroy after it has been severed. Skeletons can see 60' in the dark, They are immune to sleep, charm, fear, mind control, and other such spells. No morale check. Surprise on 1-4 Zombie: HD:2 AC:8 MOV:6" #AT:1 DAM:D6 undead, slow, attack last in round, surprise on a 1-4, see in the dark 60'. Zombies will wander aimlessly, often performing or pant- omiming the everday mundane tasks they did in life, unless magically controlled and directed, Zombies may be confused by simple tricks and illusions for a short time. Zombies have no brain, per se, but display an unnatural cunning. They always lose initiative but have no morale check. Ghoul: HD:2 AC:6 MOV:9" #AT:1 DAM:D6 Eats human flesh, rob graves, Ghoulish touch of the grave paralyzes, see in the dark 60', pale blue color, sharp nails and teeth, smell like rotting meat up close. Faerie-kind are immune to this paralysis and they can 'wake up' others by touch, some ghouls can shapechange into their last victim but can't talk, steppe/desert dwelling ghouls can shapeshift into hyenas. Ghouls hate fire and will attack those using fire in preference to anyone else. Wight: HD:3 AC:5 MOV:9" #AT:1 DAM:See below Undead creature, Found on moors/heaths in old grave barrows at night, may be found anywhere on the moors in daylight. Wraiths can shape- change and will try to trick a person into accepting a gift - accepting anything from a Wight puts one under their power and the character is now ensorcled and will return to the wight's barrow that very night where they will be lain upon a stone bier in the barrow overnight. By morning, they will 'awaken' as a lesser wight under the control of the original. Wights can only be harmed by silver, cold iron, or magical weapons. They are immune to sleep, charm, cold, any mind control. In addition to shapeshifting, they can also turn invisible and dimension door up to 24" away. They will use this during the day if they are dis- covered. if they are discovered in their barrow, they will fight with their clawed hands, doing D6 damage and draining D4 CON points per hit. If a character is reduced to 0 CON, they will die and be reborn on the following evening as another wight(not under the control of the first). Otherwise, the CON drain is temporary and lost points return at the rate of 1/day. Wraith: (see also spectre) HD:5 AC:3 MOV:12"/24"(flying) #AT:1 DAM: See Below pale glowing eyes, dark, billowing robes, can fly, radiates fear and despair - Save vs fear or flee the area. NPC's will need to make a morale check at -2 each round while in the presence of a wraith. Elven NPC's will not flee but will be shaken and move at half speed if they fail their roll. Each wraith will single out one creature and telepathically call to it. The creature must then save vs magic or become charmed. Charmed creatures act as if paralyzed and will wait in a dream-like state for the wraith to come and feed on their soul. As with the ghoul, the touch of an elf can break the charm. Wraiths are partially insubstantial/ethereal. In darkness, they can pass through walls and inanimate physical objects, their victims save against charm at -2, and they have a magic resistance of 50%. In daylight or bright light, their form becomes more solid, their powers are weaker, and they are not magic resistant. When feeding, black-nailed hands will materialize from the shapeless form and clutch at the victim's throat. Each round, D4 PSY points are drained from the victim until they reach 0 and the victim fades. There is no resurrection possible for one who has faded - their soul has been consumed by the wraith. Can only be harmed by silver, cold iron, or magical weapons. Fire, presented forcefully(as in waving burning brands at the wraith), will drive it away temporarily. Immune to sleep, charm, hold, cold, Ghost: Ethereal being. The mere sight of one causes any humanoid of under 4HD to age 10 years and flee in panic for 2D6 turns unless a save vs magic is made. The victim's hair also turns white. Those of levels 4-7 add +4 to their saving throws. Those of level 8+ are not affected. Scholars/Clerics of level 4+ are not affected. Biovampire: HD:Any AC:Any MOV:Any #AT:special DAM:see below A bio-vampire can be a human(oid) of any level. They drain the life- force of a creature by touch and augment their own attributes tempo- rarily with the added vitality. Victims will lose D4 points of STR and CON each round. For every 3 points drained, the bio-vampire can add 1 point to his STR or CON. Victims will also lose D4 hit-points each round. These points will augment the hp of the bio-vampire and any damage sustained will come from them first. This increase will last for 4 hours and then all stats will begin to return to normal at a rate of 1 point of STR and CON and D4 hit-points lost per hour thereafter. Vampire: HD:7-9 AC:2 MOV:18"/18"(flying) #AT:2 DAM:D6+2 per attack or special Vampires live by drinking the blood of other sentient creatures - preferably humans or demi-humans. They are very strong(STR 18) and can move incredibly fast. Looking into the eyes of a vampire will require the character to make a saving throw vs magic or be charmed, causing them to desire to move toward the vampire so that they can be drained of blood. As a vampire feeds, it will drain D6 hit-points per round. These points can be used to heal any damage the vampire has sustained. Occasionally, a vampire may wish to create another like himself. To do so requires that he/she visit the victim 3 nights in a row(after the first visit, and failed saving throw vs charm, the victim will be utterly powerless to resist on the next 2 visits). On each visit, the vampire will consume some of the victim's blood. The victim will become weaker and weaker each time. On the third visit, the vampire will allow the victim to drink some of its(the vampire's) own blood. The change from human to vampire will take several hours as the old body 'dies'. The next evening, the victim will rise as a vampire and go out to feed. The process may be reversed with a Remove Curse and a Cure Disease spell cast on the victim before they drink from the original vampire on the third evening. Vampires may only be injured by silver or magical weapons. They regenerate 3 points/round and so will not die unless they are incinerated and their ashes scattered to the four winds. Newly created vampires can be destroyed if exposed to the rays of the sun(takes 2D4 rounds). Older ones will be burned badly but not destroyed. Ancient ones will merely become darkly tanned for awhile. Vampires need to feed every few days, but they will not die of starvation if they can not. They will merely be in great pain. Vampires must sleep in a dark place during the day. Vampires can summon 10D10 rats or bats or 3D6 wolves to aid them if in a place where that is possible. They can also fly - either as they are or by polymorphing into a bat. Vampires may also assume gaseous form at will(takes 1 round to change). If brought to zero health in battle, they will automatically assume gaseous form in order to escape. Sleep, charm, and hold spells do not affect them. Neither do poison or paralysis. Cold and electrical attacks only do half damage. Most warm-blooded animals will be nervous and skittish around vampires. Lich: HD:11+ AC:0 MOV:6" #AT:1 DAM:see below A powerful spellcaster who has, through arcane magic and sheer force of will, become an undead creature. Most often encountered in its hidden chambers which is usually located in a wilderness area or under- ground labyrinth. Their icy touch does D6+2 damage and paralyzes opponents who fail their save. The sight of a lich will cause any creature below 4HD to flee in fear. They can use magic at whatever level they had in life. Charm, sleep, enfeeblement, polymorph, cold, electricity. insanity or death spells/symbols have no effect. Can be harmed by magical weapons. A lich appears as a skeletal form, black eye sockets with glowing points of light, rotting garments of rich finery. Lycanthropes: ------------ Groups of Lycanthropes are either packs or family packs. Packs are from 2-4. Family packs are from 5-8. Groups of from 8 to 20 are more likely to be packs (two-thirds) than several family packs (one-third). A family pack will consist of two adults and the balance of young of varying age (one-half to nine-tenths grown). If the young are attacked the female adult will fight at triple value for four melee rounds, but thereafter drop to one half value. If an adult female is attacked its mate in the family pack will fight at double value thereafter. When adults are killed all young under nine-tenths grown will be subdued, those of nine-tenths growth will fight until dead. Anyone seriously wounded by Lycanthropes (assume about 50% of total possible damage) will be infected and himself become a similar Lycanthrope within 2-24 days unless they are given a Cure Disease spell by a Cleric. Wererat: HD:3 AC:6 MOV:12" #AT:1 DEX:+1 DAM:D6+1(sword) A wererat usually prefers a man-sized rat form but may become a full-sized human. They can use any weapon. Wererats are very sneaky, surprising on a 1-4, and can summon giant rats in battle to help them. If a character loses 50% or more health points in battle with a wererat, they will become a wererat within 2D12 days. Lycanthropes change back into human form when killed. Typically sword armed, prefer a ratlike shape smaller than a man, use their human form to lure humans to a place where they can be captured and held for ransom or eaten. Werewolf: HD:4+3 AC:5 MOV:12"/18" #AT:2 DAM:D6+2 each attack werewolves are Very strong, very tough to kill. They are immune to normal weapons but silver or enchanted weapons can kill them. If a character is wounded by a werewolf in battle 50% or more than their total health, they will transform into a werewolf at the next full moon. werewolves regenerate 50% of damage by changing form(takes 3 rounds), and they must change during the nights of the full moon until their new ability can be controlled. Wolfsbane may keep one at bay, Belladonna may(50% chance) heal the character if eaten within 3 hours of being injured in battle with a werewolf. Werewolves can summon 1-2 wolves which will arrive in D4 rounds if in a place where that is possible. Werebear: HD:7 AC:2 MOV:9" #AT:1 DAM:D6+2 (Hugs for 2D6+2 on to-hit roll of 18+) Can only be hit by enchanted or silver weapons. They are often in the company of D6 brown bears and can summon that many in 2D6 turns if such creatures are within a mile of the wearbear. Their human form is usually large, hirsute, and solitary. These creatures are good more often than not. They can heal their wounds at 3 times the normal rate, are not subject to disease, and can cure disease in another in D4 weeks. Wereboar HD:4+1 AC:4 MOV:12" #AT:1 DAM:D6+1 Found in dense woods, wearboars ill=tempered and likely to attack. Beserker nature, +1 to attacks Forvalaka(were-leopard) HD:8+4 AC:3 MOV:18" #AT:2 DAM:2D6 per attack Large, black leopard, from the jungles far to the south, very power- ful and quick, very tough to kill, hates everything, Can regenerate 50% of damage when changing form - changing takes 5 rounds, 66% magic resistance Lich HD:12 AC:0 MOV:6" #AT:1 DAM:D6+3 or by spell Skeleton with glowing eyes draped in ancient(sometimes rotting) human finery. A lich was a very powerful spellcaster in life and now kept in unlife by powerful magics and strength of will. A lich's level is 12+ and there touch is so cold it causes D6 damage and paralysis (no save). The mere sight of a lich will send creatures below 4th level fleeing in fear. Charm, sleep, polymorph, cold, electricity, insanity, death spells have no effect on them. Cold iron weapons do double damage. Sky Dragon: HD:14 AC:4 MOV:9"/24"(flying) #AT:1 DAM:3D6 or fire 36'+ long, can be trained as mounts when young, smarter than horses and very loyal, brownish-green coloring, can breathe fire for 6D6 damage up to 6" away(6 times/day). Sky Dragons understand humanoid speech but do not themselves speak. Green Dragon: HD:15 AC:3 MOV:9" #AT:1 DAM:3D6/6D6 Lives in forests/forested hills, low intelligence, 42'+ long. Breathes 'fireballs' of electrified plasma which it can do 3 times within a 6 hour period - must wait at least 2 rounds between plasma attacks. The plasma does 6D6 damage and the range is 6". This dragon does not fly. Though not very intelligent, these dragons are sly, mean, and greedy. They covet and collect all kinds of treasures and items, both magical and mundane, and secret them in forest caves. Green Dragons understand the Common tongue and the speech of ogres and hill giants, though they do not speak. Purple Dragon HD:14 AC:3 MOV:15" #AT:1 DAM:3D6/6D6 Deep purple, serpentine dragon. Lives in subtropical to tropical jungles. Animal intelligence, 36'+ long, quick and agile, Breath weapon is a stream of highly corrosive acid which it can use 6 times/day at a range of 6". The acid stream does 6D6 damage. This dragon does not fly. It also collects no treasure, nor does it understand speech. Black Dragon/Red**: HD:15 AC:2 MOV:9"/24" AT:1 DAM:4D6/6D6 Black dragons live in rocky hills/mtns in the north and will have hot springs in their caves to soak in. They are 50'+ long, intelligent and malevolent. They breathe a cone of fire for 6D6 damage up to 6" away(3 times/day). They often join in raids on the warmer southern lands with the Volmerung, flying in groups above the Volmerung dragon ships. THESE DRAGONS WILL HAVE LARGE HOARDS OF STOLEN TREASURE IN THEIR LAIRS. Black Dragons can speak the Common tongue, Volmerungen, and their own secret language. ** Red Dragons are close cousins to Black Dragons. Both originated in the far north but, over time, the red dragons have migrated to the mountains in more southern areas. A very few still live in the north and will also hunt with the Volmerung and their black dragon kin, though red dragons are much more solitary than black dragons. Prismatic Dragon: HD:15 AC:2 MOV:12"/36" AT:1 DAM:4D6 No one knows exactly where these dragons live. They are very rarely seen. Prismatic dragons are highly intelligent, can speak any language, and can cast spells as a 12th level MU. They are known to be helpful and their lairs are reputed to be filled with treasure, including artifacts of The Ancients. They are also scholars and collectors of magical tomes, songs, and artifacts. These dragons are over 45' long and can fly. Manticore: HD:6+1 AC:4 MOV:12"/18"(flying) #AT:2 DAM: D6+3 and poison Huge lion with batwings and human face, poison singer on tail that does D4 + save vs death. All manticore are evil and mad and love human flesh Hydra: HD:5-12 AC:5 MOV:12" #AT:each head attacks each round DAM:D6+1 per head 5-12 headed giant serpent, live in gloomy areas and caves near water, severing a head results in the growth of 2 more(heads) unless the neck is cauterized with fire - fire stops it from regenerating, each head has 6hp so a 5HD hydra has 30hp Chimera: HD:9 AC:4 SH:N MOV:12/18"(flying) #AT:3 DAM:D4/D6+2/2D6 + dragon head can bite or breathe fire) magical or mutated/created, 3-headed(dragon, lion, goat), dragon head can also breathe fire out to 3" which does 3D6 damage Sphinx: HD:12 AC:0 MOV:18"/36" #AT:1 DAM:2D6+3 giant lion body with a human face, found in arid, rocky places. The roar of a sphinx, usable twice/day causes anyone within 12" to save vs fear(PSY roll) or flee in a random direction, and also make a save vs paralysis(END) or be stunned for D6 rounds. Each victim is also deafened for D10 turns and takes 6D6 damage. The sphinx must be very angry or in great pain to roar. Sphinx love puzzles, riddles, and trivia. Characters may avoid combat or gain the sphinx's friend- ship by solving its riddles(or providing the sphinx with new trivia or challenging riddles). Sphinx can be male or female. Basilisk: HD:6+1 AC:5 MOV:6" #AT:1 touch or gaze DAM:turn to stone A basilisk is an 8-legged reptile, 8-10 feet long. It has the power to turn to stone any creature it touches and or any who meet its glance. Basilisk surprise on a 1-3. Surprised characters automatically meet its gaze. looking away during melee gives the character a -4 penalty to-hit and the basilisk a +2 to-hit. The creature can be safely viewed by characters in a mirror and they will only have a penalty of -1 to-hit. There will also be a 2 in 6 chance for the basilisk to see its own reflection. It can be petrified by its own gaze if the light is sufficient and it looks into a reflective surface. Cyclops: HD:13 AC:5 SZ:20' MOV:9" #AT:1 DAM:4D6 Single eyed giant. -2 to hit due to poor depth perception. Fights with club or throws boulders 200' for 3D6 damage. Cyclops live alone or in small groups in mountain caves by the shore. They herd giant sheep and grow grapes for wine. Cyclops are dull and ill-tempered. Centaur: HD:4 AC:5 MOV:18" AT:2 DAM:D6 (hooves or weapon) Centaurs - half man, half horse - live in the Lands of Kennetuck, deep in the Forest of Knox. They are rowdy, chaotic, and boisterous. Centaurs love gold and are very fond of gambling and games of chance. They bet on almost anything. Indeed, one of their favorite sayings is "Wanna bet?" They are also known to distill a magical moonshine that both intox- icates and heals the mind and body. Centaur are also natural bards, and always carry a stringed instrument wherever they go. They love telling stories and singing songs as well as hearing new ones. Centaurs wear no armor, nor carry a shield. They fight with bow, spear, and javelin, and construct a wide variety of "trick" arrows. Centaurs attack twice each round, once as a man and once as a horse. It's rumored that they originally came from a city made of gold and platinum in the distant past. Pegasus: HD:2+2 AC:6 MOV:24"/48"(flying) #AT:1 DAM:D6 Winged horse, lives on the high plains Unicorn: HD:4+4 AC:2 MOV:24" AT:1 DAM:D6(hooves) or 2D6(horn) x2 if charging May help good creatures or those on a noble quest. Surprises on a 1-5(D6), it is never surprised. Immune to poison, saves as MU 11, can dimension door 36" thrice per day, they cannot be charmed or held and are immune to death spells Wyvern: HD:7 AC:3 MOV:9"/24"(flying) #AT:1 DAM:2D6+2 or D6 + poison 35' long, dragon-like with no front limbs and a poisonous tail sting which they will use two-thirds of the time(biting otherwise). In order for the posion to be injected, the stinger must bypass the armor - IOW, the damage roll must be above the armor rating of the character. Griffon: HD:7 AC:3 MOV:12"/30"(flying) #AT:1 DAM:2D6+2 Live in sea cliffs, lion body, eagle head and wings, fond of horseflesh, can be trained as steeds as they are swift, loyal, and fierce Hippogriff: HD:3+3 AC:5 MOV:18"/36"(flying) #AT:1 DAM:D6+3 fore-quarters of an eagle, hind-quarters of a horse Roc: HD:18 AC:4 MOV:3"/30"(flying) #AT:1 DAM:4D6(beak) Giant bird of prey, 80+' wingspan, can lift an elephant, live in warm regions in the high mountains Phoenix: HD:9 AC:0 MOV:15"(flying) #AT:1 DAM: see below 20+' wingspan and is 8'tall, feathers are orange to deep red, normal weapons do not harm it and magic resistance is 50%, it radiates fire in a 20' radius and has fire attacks, all opponents within its flames take 3D6 damage per round - regardless of protection, It itself is immune to harm from any fire save its own, Every 500 years the phoenix causes itself to be destroyed by its own fire and another (baby) phoenix is born from the ashes, it can become ethereal (takes 3 rounds). If it is killed it will explode in a huge fireball. It will then reappear as a newborn specimen and flee from its attackers. There is no known way to destroy a Phoenix for good except by magical wish. It is never hostile unless attacked, Phoenix feathers are used in magical potions and inks for fire and fire resistance spells. Displacer Beast: HD:6 AC:4 MOV:15" #AT:2 DAM:D6+2 per attack Resembles a blackish colored puma with 2 tentacles growing from its shoulders. Its eyes glow green. The beasts always appear to be 3' from their actual position so they are at an additional -2 to hit and their saving throws are at +2. They have 33% magic resistance. Displacer beasts attack with their tentacles in battle. Beholder(sphere of many eyes) HD:10 AC:see below MOV:3" #AT:4 DAM:2D6(teeth) + eyes Body is a 5'-6' wide floating sphere, protected by chitinous armor with one great single eye, a large mouth full of teeth and several eyestalks on top. The body can sustain 40hp of damage and each eye- stalk 10 points. The central eye can withstand 20 points. The armor of the main body is +5 and the eyestalks are +4(the eyes themselves are +2). The 10 eyestalks shoot rays: 1)Charm Person 2)Charm Monster 3)Sleep 4)Telekinesis 5)Flesh to Stone - 3" range 6)Disintegrate - 2" range 7)Fear Ray 8)Slow 9)Cause Serious Wounds - 5" range 10)Death Ray - 4" range 11)Anti-Magic Ray - 12" range(great central eye) These monsters can levitate and move slowly about. Beholders are avaricious and neutral(and a little chaotic) in nature. Eyestalks will grow back within a week, but if the main body is destroyed, the beholder dies. Bandersnatch HD:10 AC:0 MOV:15" #AT:1 DAM:3D6 Gun metal dark scales, pale eyes, many-legged, segmented body, long- tailed, undulating segments slide side to side, , swiftly moving, large, snapping jaws, 15' long, hisses like a leaky pressure cooker, drools blue saliva, absolutely ferocious and constantly bad-tempered - will fight anything regardless of whether or not it is outmatched - has absolutely no fear. The bandersnatch has terribly sharp teeth and claws and ignores (medieval)armor protection when deciding damage. Jabberwock HD:12 AC:3 MOV:9" #AT:1 DAM:3D6 + special "the jaws that bite, the claws that catch", long neck, walks upright, long tail, large batwings long-clawed hands, burbles, eyes glow, lots of sharp edges for tearing(after each attack a character makes against the jabberwock, he takes his own AC as damage. For instance, a fighter with an AC of 3 would take 3 points of tearing damage each time he successfully hit the Jabberwock). Grue HD:4+3 AC:2 MOV:12" #AT:1 DAM:2D6 Human-sized, humanoid monster with a HUGE mouth full of BIG TEETH, grue are only dangerous in the dark - light frightens them away, grue are very sneaky and clever, they will eat anything, surprise on a 1-5, no one has ever seen a grue and returned to tell about it. Bunyip HD:8 AC:1 MOV:18" #AT:2 DAM:Special frightening monster that lives in the swamps, marshes, lakes, and watering holes. It can move at frightening speed and runs, hops, swims, or flies depending on its environment and form at the time - bunyips can shapeshift. Its strange hooting cry will cause fear in any creature under 4HD(no save) and creatures of 4-6HD will have to make a saving throw in order to not run wildly in a random direction away from the sound. When at rest, a bunyip appears to blur the characteristics of bird, crocodile, and frog, over 12 feet in height. Its usual method of killing its prey is by hugging it to death. If it hits with an attack, it will do D6+1 damage with its claws. If it hits with both attacks that round, it will do an additional D6 squeezing damage per round thereafter. The bunyip is especially active during nights of the full moon. Mimic HD:7-10 AC:7 MOV:3" #AT:1 DAM:2D6 takes the appearance of simple items of wood, stone and metal (chests, chairs, containers, etc) so as to trap unwary creatures and feed. When a creature touches a mimic, it secretes a glue to hold fast the member it was touched with, and then attacks with a pseudopod. There are 2 types: 1) Killer mimic, HD 9-10, semi-intelligent, does not speak, attacks anything nearby 2) smaller mimic, 7-8HD, quite intelligent - even friendly and greg- arious if offered food. these can speak several languages and, for a consideration, will usually tell a party what they've seen nearby. Blink Lynx: HD:2+2 AC:6 MOV:12" #AT:1 DAM:D6 surprise on 1-5, can dimension door, teleport, and turn invisible whenever they wish(although they cannot remain invisible if they physically attack), they are highly intelligent and speak a number of languages, answers to questions may appear cryptic or nonsensical, but Blink Lynx will always be favorably disposed (and helpful) towards those they like - and quite the opposite towards ones they don't(even though it may APPEAR that they are being helpful). Owl Bear: HD:5 AC:5 MOV:12 #AT:1 + special DAM:D6+2 + special 8' tall shaggy-haired bear body with feathers around its giant owl head and neck, weighs 1500#, The owlbear attacks with its paws and large, snapping beak. If the to-hit roll is a natural 19 or 20, the owlbear drags any victim, human-sized or smaller, to itself to squeeze and bite. Thereafter, the victim will take 2D6+2 damage per round until the owlbear is killed. Intellect Devourer: HD:6+6 AC:4 MV:15" Giant brain with 4 short, clawed legs. Live beneath the ground. Subsist o psionic energy. If psionic energy(abilities or magical) is in use nearby, they will stalk the user to take him by surprise, leap on back, use psionic attack(save or INT drops to zero. If successful the monster will house itself inside the character it has slain and then seek to attack and devour the others in the group. Hides like thief 10. Normal weapons and most spells have no effect. Lightning bolt does 1 hp per die of bolt strength. Death spell has 25% chance of killing it, power word kill will destroy it. They can also be psionically attacked. They can communicate telepathically. Carrion Crawler: HD:3+1 AC:3(head)/7(body) MOV:12 #AT: 4 DAM:special These scavengers will usually attack in order to insure that there will continue to be a supply of corpses to scavenge or to deposit its eggs. They are worm-shaped, about 9' in length, 3' high at their head end, and move quickly on multiple legs. Their mouths are surrounded by eight tentacles of about 2' length, and their touch causes paralization (save vs. or paralized). The Carrion Crawler is able to climb/move along walls or ceilings as readily as floors. because of the short lengths of its tentacles, all attacks are concentrated upon 1 creature. Giant Centipede: HD:1pt AC:9 MOV:15" #AT:1 DAM:poison Size = 1+', weak poison(+4 to save), cannot bite through armor Rust Monster: HD:5 AC:2 MOV:12 #AT:1 DAM:See below These seeming inoffensive creatures are the bane of metal with a ferrous content, for as their name implies they have the effect of rust upon such substances, and this happens nearly instantaneously. Any hits by or upon a Rust Monster cause weapons to rust and fall to flakes. Armor is affected in a like manner. The creature is very fast, being attracted to the smell of the iron-based metals, and when alone it will devour the rust it has caused. Roper: HD:10-12 AC:0 MOV:3" #AT:1 DAM:2D6 Inhabit caverns, prey on all things, standing upright they resemble a pillar/stalagmite or can flatten themselves on floor looking like just a bump, single eye, large mouth, shoots 6 strands of sticky, rope-like secretion 2" to 5"- weakens victim in D3 rounds(STR/2) and then pulls into mouth. Victim dragged 1" every round. Chance for breaking a strand is same as opening a door. Not affected by lightning, 1/2 damage from cold, -4 saves against fire attacks Purple Worm: HD:15 AC:4 MOV:9" #AT:1 DAM:4D6 80'+ long and 8'-9' wide. They burrow deep beneath the ground in a constant search for food. They sense vibrations at 120' and move to attack. Any to-hit roll of 4 over the required number, or a natural 20, indicates the victim has been swallowed whole. The Purple Worm can swallow anything as large as its diameter. Any creature swallowed will be dead in 6 rounds and fully digested in 12 turns. The creature swallowed may try and cut itself out. The inside of the worm is AC9, but each round the creature is in the worm it subtracts 1 from the damage each attack does. This subtraction is cumulative. Otyugh: HD:6-8 AC:3 MOV:6" #AT:2(tentacles and bite) DAM:D6/D6 A rounded, vaguely pyramidal mass supported by 3 elephantine feet, equally spaced. It has 2 long tentacles growing from its mass and 1 tall eyestalk, as well as a large sucker-like mouth filled with many teeth. An Otyugh is a subterranean scavenger that will eat fresh meat when available. It tends to hide in piles of dung and offal, with its eyestal thrust above the filth, to await its prey. When attacking, it smashes with its 2 tentacles and bites with its maw. If the bite succeeds, the victim is 90% likely to be infected by disease. Otyugh hate direct sunlight or bright light. They are also semi-telepathic and can communicate with other life forms when they desire. They typically live in a partnership with other subterranean monsters. Nixie: HD:1 AC:7 MOV:12" #AT:1 DAM:D6-1 Freshwater faerie, 3-4' tall, females may charm comely males and take them to their homes under the water for a year and a day, a dispel magic cast on the character before he is totally immersed has a 75% chance of breaking the spell, Nixies are armed with daggers and javelins, in the water, nixies will be accompanied by a large school of very large muskie, pike, or gar. Cold iron weapons do double damage. Nymph: HD:3 AC:9 MOV:12" #AT:N DAM:special Beautiful female faerie inhabit wilderness places, grottos in the sea, clear lakes and streams, crystalline caverns. They are shy and dislike intrusion. There is a 10% chance a nymph will be friendly if approached by a good person who first calls out to them(or if the nymph sees them first), rather than surprising or following them. Similarly, if a nymph sees a human male of high comeliness, it is 90% probable that the nymph will be favorably inclined towards that person. Nymphs can Dimension Door as often as they like. They may also cast a curse if attacked or threatened. Cold iron weapons do double damage. Dryad: HD:2 AC:5 MOV:12" #AT:N DAM:N Beautiful tree sprites. Dryads are each a part of their own repective tree and will stay within 24" of their trees. They are shy and non- violent, but they have a powerful charm person spell with a +10% chance of succeeding, and anyone approaching or following a dryad has a 90% chance of it being cast on him. Anyone charmed by a dryad will never return from the forest. Cold iron weapons do double damage. Pixie/Brownie: HD:2hp AC:6 MOV:9/18 #AT:1 DAM:1-3(dagger) small faerie about 1' tall, not winged, pixies are naturally invisible but can allow themselves to be seen, helpful if treated well, cast minor enchantments and illusions, fond of shiny things and bright colors-ribbos-cloth, play in horses' manes, can cause a horse to panic or buck(when pinched). Pixies can remain invisible while attacking. After the first round, characters at or above level 4 will see shadows and movement in the air and may attack the pixies with a -2 penalty to hit. Cold iron weapons do double damage. Brownies are similar but are not naturally invisible(can turn invis- ible), they are good at making and repairing simple things and are generally helpful if treated well, they often live in mouse holes or at the base of trees. Cold iron weapons do double damage. Sprite: HD:2hp AC:5 MOV:6"/18"(flying) #AT:1 DAM:special small winged faerie about 1' tall(insect wings), shy but curious, enjoy playing practical jokes(using magic), dance in meadows and glades, can shoot tiny sleep arrows(no saving throw) if attacked, sprites can turn invisible at will. Cold iron weapons do double damage. Spriggan: HD:2hp AC:3 MOV:6"/18"(flying) #AT:1 DAM:special small winged faerie about 6"-8" tall, insectmen made of wood, no recognizable sense of morality, dislike strangers, play tricks to scare strangers away, cause trouble, fould equipment and weapons, incite wild animals to attack interlopers, occasionally helpful if it pleases them to do so but may well send adventurers down the wrong path just for amusement, completely chaotic, amoral, and disinterested in what others might consider to be "treasure". Elf: Elves are the most physically focused of Faerie-kind, 5' tall, 120#, spell casters, light step - elves can spring lightly over snow and move more easily through woods and thicketed areas and they leave almost no trace of their passage through any environment, elves create many types of magical items - clothing, boats, rope, musical instruments, containers, etc. Cold iron weapons do double damage. Light Elves ----------- HD:1 AC:6 MOV:15" #AT:1 DEX:+1 DAM:by weapon Live in forests and meadows, chaotic pranksters but may help a traveler they take a liking to, secretive, love music, dancing, wine and song, they can be almost invisible within natural sur- roundings and surprise on a 1-4, have keen eyesight, Elves highly covet magic items and can sense magical items in the vicinity the way Dwarves can sense gold, immune to ghoul paralysis and undead levek drain, have a permanent 'animal friendship spell'(reaction rolls from animals are at +6) and can speak to most mammals, They wear no armor and prefer swords and bows in battle. Dark Elves ---------- HD:1 AC:6 MOV:15" #AT:1 DEX:+1 DAM:by weapon live deep underground, dark and often malicious sense of humor, cast magical spells, craft magical items-> enchantments on items often disappear when exposed to the surface light. Dark Elves trade with the surface world from time to time. They can see in the dark 60' and also into the ultraviolet spectrum. They prefer swords and small crossbows in battle. Hobbit: HD:1-1 AC:9 MOV:6" #AT:1 DAM: D6-1 (by weapon) 3-4' tall, chubby-ish, good-natured demi-humans. They live a quiet, rustic life within the borders of a 'Shire' away from the 'Big People". They are brave and resourceful put to it, but prefer the comforts of home, good food(plenty of it), good drink, and friendly conversation over gold and adventure. They are very fond of games and riddles and quite clever in their construction. Hobbit homes are cozy delvings into the side of a green hill. Their doors and windows are round and their lawns are trim and interspersed with colorful gardens. In combat, Hobbits may wear light armor and prefer bows, javelins, and slings to melee weapons. They are very accurate with thrown items, getting a +3 to hit. Hobbits are also very good at "hiding in plain site" and can do so much like a Thief's Hide In Shadows". Gnome: HD:1-1 AC:5 MOV:6" #AT:1 DEX:+1 DAM: D6-1 (by weapon) Gnomes are smaller than Dwarves and have long noses and full beards. They can see 90' in the dark. Gnomes usually live in burrows in stream banks or under the roots of giant trees, and can speak the languages of various burrowing animals and small mammals. They are excellent metalsmiths and miners and also love precious metals and gems - especially gems from which they fashion extravagant jewelry. They love machinery of all kinds and are likely to be able to figure out the operation of many tech devices given a little time. They are very nimble fingered and are especially good at fixing small mech- anisms. Gnomes are also able to cast simple illusion spells D4 times per day and cantrips(anytime). In battle, Gnomes wear lightweight Gnome Scale armor and wield hammers, short swords, and crossbows. Dwarf: HD:1 AC:4 MOV:6" #AT:1 DAM: by weapon type 4' tall, sturdy and strong. bearded. Dwarves are highly resistant to toxins and magic (+4 to saving throws). They are excellent miners, builders, and craftsmen in any medium - wood, stone, metal, etc. They are unable to cast spells(besides the special runes they use in forging exotic items) but they can craft magical armor, weapons and many magical items if they have access to a good forge. Within their mountain homes, they often make use of Fire Elementals in the forges (They have a affinity with such beings). They are also know- ledgeable regarding mechanical/clockwork devices. Dwarves brew strong ale and mead and are very fond of precious metals and jewels, which they seem to be able to detect in almost a magical manner. Dwarves can see 60' in the dark. They tend to wear chain mail and use war- hammers, axes and crossbows in battle. Scrap Rat: HD:1/2 AC:4 MOV:12" #AT:1 DAM: D4 + special 2' long cyborg rats which inhabit derelict tech. They feed on the scrap metal, cabling, etc. Scrap Rats also consume the residual power residing in energy cells and still functioning power conduits and systems which gives them the ability to shoot a small bolt of electricity 3 times/day. This attack does D4 electrical damage and the attack distance is 1". Electrical attacks against scrap rats heal D4 damage to rats. Magical cold slows them to half speed. Wind Dukes(Birdmen): HD:1+1 AC:7 MOV:9"/24" #AT:1 DAM:D4 or by weapon Far to the east, on the Summit of Dawn beyond the Plains of Pesh, live the Aaqakroc. They live atop tubular stone pillars, hundreds of feet tall. 7'tall, avian humanoids with plumage of varying hues. Each clan has its own "city" and hunting area. They weave brightly colored, feathered banners and pennants which fly above the tribal nest and mark out their territory (each tribe has a unique, highly individual design). They are friends with air elementals and djinn, and 5 together can summon one of these beings. Aaqakroc have strong divination and healing magics and can control the wind. They have an oracle. Legend says they have been here since the world was young. Omnivorous. Egglayers, They speak their own anguage - some speak common. In battle they use javelins, spears, and three-bladed, slightly curved knives shaped like large talons. They can dive straight down like a falcon, pulling out at the last moment. Diving attacks do double damage. Highly intelligent and can see through illusions. Some can travel the Astral Planes. The Wind Dukes fought in the great battle on the Plains of Pesh between Law and Chaos at the turning of the world. Sandman: HD:4 AC:3 MOV:9" AT:Nil DAM:Nil MR:25% Man-like collection of sand held together by magical cohesion. Anyone coming within 20' of the sandman must save vs magic or fall asleep. Same if they touch the creature(hit with weapon doesn't count) or are touched by it. The Sandman will eject sleeping creatures from its lair. Sleepers remain asleep for D4 turns no matter what. Thereafter, there is a 10% cumulative chance per turn of waking up naturally(though they will be awoken if violently disturbed). Mudman: HD:2 AC:9 MOV:3" AT:1 DAM:Nil formed when enchanted waters flow through mudpool. They form as a creature enters the pool of mud. They cannot leave the pool. Mudmen can hurl mud at those in the pool (AC for any creature is 9 + DEX bonus regardless of armor worn). Each hit slows creatures by 1". Mudmen grabbing creatures slow movement by 4" and that mudman dissolves. When movement reaches 0", creature begins to suffocate and is slowly pulled under the mud. The victim will die in 5 rounds unless the mouth or nose is cleared. Demon: HD:any AC:any MOV:any AT:any DAM:any Demons frequently roam the astral plane. Their attention is also attracted by persons in an ethereal state. Check normally for wandering monsters, assuming a 10% chance of a demon appearing if a wandering monster is indicated. If the name of a particularly powerful demon lord is spoken there is a chance that it will hear and turn his attention to the speaker. A base 5% chance is recommended to the referee. Invisible Stalker: HD:8 AC:3 MOV:12" AT:1 DAM:2D6+2 MR:30% Conjured to fulfill a specific mission. Once concluded, the Invisible Stalker is free to return to its home plane. Can be seen dimly on the Astral/Ethereal Planes. Kergma: HD:? AC:it depends AT:as many as necessary DAM:Any - it decides MR: immune to most spells A moving mathematical equation, can move through any medium and along any surface - often doing both at the same time, parts of the kergma blink in and out as it moves - the parts typically reappear in a different place in its anatomy, every- thing in the multiverse is an equation which can be solved for and the kergma can do this at lightning speed, it can travel inter/multi-dimensionally and communicates in moving images like short home movies, the kergma is playful and non-hostile...often even when it is attacked, where the kergma come from is still a mystery Moondog: HD:8 AC:-2 MOV:30" #AT:1 DAM:2D6 MR:25%, +2 or better to hit Only come out when the moon is up at night. They appear as very large phantom dogs running down moonbeams. They seem to solidify as they near the ground. Moondogs hunt evil beings and help good ones. Moondogs have prehensile forepaws and will sometimes employ small items. Baying = evil beings within 10" must save vs spells or flee in panic and those not from this plane will suffer great pain from the noise and have a cumulative 5% chance (per moondog howling per round) of being forced to return to its own plane, magic resistance notwithstanding in creatures under 10 hit dice. Its whine serves to dispel illusion while its bark serves as dispel evil. The lick of the creature serves as follows: cure disease, cure light wounds, or slowpoison. Each function can serve a given individual but once per day. Association with a moon dog for 1 or more hours serves to dispel charm or remove curse. A moon dog can effectively dispelmagic, but to do so it must expend its energy to such a degree as to be forced back to its own plane instantly. A Moondog can cast at will: dancing lights, invisibility, light/darkness, mirror image, non-detection, teleport. It also radiates protection from evil and remove fear in a 20' radius. In addition, a moon dog can become ethereal. It can travel astrally or etherally. It has superior vision equal to double normal vision for spectra. This, plus the unusually keen senses of hearing and smell, enable a moon dog to detect the following: evil, illusion, invisibility, magic, and snares and pits. It can never be surprised but surprises opponents on a 1-3(D6) and is immune to fear. It saves vs. attacks based on cold, electricity, and fire/heat at +2, taking either half- or quarter-damage accordingly. Moon dogs have their own language and can speak with all forms of canines and lupines as well. Additionally, they can speak Common and communicate by a limited form of telepathy. While they will communicate with and aid humans and demihumans of good will, they do not associate with them for periods beyond immediate needs when evil threatens. Vortex, Spirit Elemental, "Spinny": HD:5 AC:2 MOV:9" + special #AT:1 DAM:D6+2 Begins as a spinning, swirling current of air/energy that collects whatever materials are available close by its place of origin and forms them into a humanoid form (straw/grass, leaves, water, metal/tech, gravel, etc) in 1-3 rounds. They can form melee or projectile weaponry from these materials as well. Spinnies are usually, but not always, hostile - at least not immediately so. Some are intelligent and can speak. The voice will sound as if it comes from vocal cords that are made of whatever material the Vortex is constructed of. A Vortex can dissolve itself and reappear up to 3" away (takes 2 rounds). They never seem to give chase for more than a few hundred yards from where they are originally encountered. And they may 'haunt' a particular area for a day or a month, but usually not longer. A common type of Spinny found in woods and fields is the Straw-Woman, formed entirely of whorled straw or long grasses and wielding a bow. Straw-Women are usually found near sites that are enchanted or have a known faerie presence. Sentient Spell: HD:n/a AC:n/a MOV:D6" #AT:1 DAM:as spell Lonely spell wanders about searching for an area or creature to enspell. The wandering spell will usually have the appearance of whatever its effects are. Spells which would not ordinarily have a physical manifestation will appear as a slight shimmering effect in the air. Once the spell activates, it ceases to exist. Dispel Magic can be used to dissipate the spell before it activates (if it is seen in time). Blackball: HD:None AC:9 MOV:3" #AT:1 touch DAM:Disintegration(seemingly) It's unknown what these beings are, or even if they are living creatures. A Blackball is a featureless, black globe, 5' in diameter. It moves slowly but usually randomly. Whatever it touches simply disintegrates. When encountered, it moves toward the most intelligent creature within 60'. It has no recog- nizable mind or intelligence and is immune to nearly everything. The Blackball is beyond mortal control, but it may be 'defeated' by a Gate Spell, sending it to some other plane, or by a Wish. * ALL Undead can see in the dark * Types of dragons listed: Krait Dragon, Sea Dragon, Sea Serpent, Ice Wyrm, Sky Dragon, Green Dragon**, Purple Dragon, Black Dragon**, Prismatic Dragon**, Lake Dragon(Beryl Lake)** ** Dragons with treasure hoards