Traders: HD(F):1-2 AC:5 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(F):1-3 AC:2-4 MOV:6"-9" #AT:1 DAM:by weapon Men-at-arms/mercenaries returning from or heading to war. A party of veterans may be of mixed level. Number appearing: 2-200. There will be a leader of 4th-5th level with any band of 50 or more. Bandits/Pirates: HD:1 AC:7 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 medium armor. Blue Men: HD:1 AC:4-6 MOV:9" #AT:1 DAM:by 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/banded in battle. They wield 2-H swords, great axes and composite bows. Their shamans can trans- form 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 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:9 MOV:12" #AT:1 DAM:by weapon 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. Use a 2-weapon fighting style. 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:7 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:3+ AC:3(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. Cleric of the Good Shepherd: HD:3+ AC:7 MOV:12" #AT:1 DAM:by weapon Clerics typically wear white robes and a necklace with a small wooden cross medallion. They have the power to heal injuries, cure diseases, create food and water, turn the undead, see with truesight, protect from harm, divine answers to questions from higher planes, and find lost people and things. Adventuring clerics will wear no armor but a steel cap and fight with a crooked staff of ironwood or sword. Their cross serves as a magical shield (+2 to AC). Cleric of Thoth: HD:3+ AC:7-9 MOV:12" #AT:1 DAM:by weapon Deity of Scholars, teachers, historians, wizards, scientists, protect- ors of Knowledge. They found and maintain great libraries and archives. The Ibis is a sacred animal/symbol. Holy symbol is a silver ankh which can be used to raise the dead once per month. Clerics can read any language and are leveled magic-users. They wear lapis blue and ivory scholar's robes. Children of Set: HD:varies AC:7-9 MOV:12" #AT:1 DAM:by weapon + poison Opposed to Thoth. Cult of Chaos. Black hooded robes and envenomed, wavy-bladed daggers(fangs of Set). Assassination, deception, disorder, destruction of knowledge. Giant venomous snakes and human sacrifice figure in their worship. Eye of the Serpent(artifact). Clerics can shapechange into large, venomous snakes. They can hide, sneak, use disguise, and summon and control snakes. Clerics often wear studded leather or pale gold and black scale armor under their hooded robes. Cleric of Xazu: HD:4-9 AC:9 MOV:12" #AT:special DAM:see below Incites the "Madness of Xazu" where all people not "of the body" are suspected of being possessed by the spirits of ancient aliens killed by a mad galactic emperor aeons ago. Those possessed by the madness attack all others until the cleric moves on and the madness passes. Clerics of Xazu have the power to temporarily whip a tribe of nomads(or others) into a religious frenzy. In this state, tribesmen will violently attack all who are not nomads in the belief that they are possessed by the spirits of ancient aliens murdered by a mad galactic emperor aeons ago. A nomadic tribe encountering a Cleric of Xazu has a 4 in 6 chance of being swept up in the frenzy for 2D4 days. All others have a 1 in 6 chance. The madness will last until the cleric moves on. Fortunately, Clerics of Xazu are constantly on the move and rarely stay anywhere for very long. Chaos Priest: 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:7 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 alone or in small groups. A Ranger Knight (Level 8) or above may be traveling with a squire (level 1-3). Paladin of Tyor: HD:3+ AC:1 MOV:9" #AT:1 DAM:by weapon AL:LG/NG Knights. Followers of the principles of the paladin(now dem-god) Tyor. They are the unofficial protectors of the Kingdom of Aquila and are found mostly in that realm and kingdoms adjacent to it. Known for promoting freedom, fairess, and justice, and helping the oppressed. They fight against evil wherever it is found, often providing a route to safety for mutants and demi-humans fleeing the Theocracy of Sol. Paladins of Tyor wear plate armor painted blue and round shields of concentric bands of red and white with a white star on a blue field in the center. They often wield Flaming Swords which do and extra D6 of fire damage when they hit. They are reported to be able to cast Dispel Evil, Protection From Evil 10'R, Truesight, and Cure Serious Wounds. It is also said that they can summon magical steeds whenever they need to travel long distances quickly. Encounters will usually be with from 1-4 knights, some of whom may be traveling with squires. 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. Chaos Knight: HD: 4+ AC:1 MOV:9" #AT:1-2 DAM: by weapon Dressed in spiky, black plate armor, these knights Will challenge strong representatives of Law to single combat to win favor from their God(s). 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. They will continue fighting for D4 rounds after reaching 0 to -3 hit points, but die immediately if brought to -4 hit points. Beastmen: HD:1+3 AC:7 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 the 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. Torn Men: HD:1+1 AC:8 MOV:9" #AT:1 DAM:by weapon or radiation poisoning Live in the Poisoned Lands. Irradiated skin peels like paper birch. They are rumoured to be "always dying but never dead." Radioactive energy emanates from their bodies in a 10' radius causing cell damage and radiation sickness to anyone not protected. Raccoonfolk: HD:1 AC:6(DEX) MOV:9"/18"(all fours) #AT:1 DAM:D4 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. Badders: HD:2 AC:7 or armor worn MOV:12"/3"(digging) #AT:1 DAM:D6 or by weapon 5' tall, badger-men. Aggressive and fearless, Chaotic and bad-tempered. Badders are scavengers, raiders, and thieves who live in subterranean dens in grasslands, shrublands, semi-deserts and open forest. Settlements are usually the size of a large village or hamlet and there is a 4 in 6 chance that any settlement will have one or more items of scavenged, ancient tech- nology that the badders know how to use. Badders wear no clothes, but will sometimes use pieces of armor found in raids or old ruins. The prefer to use wicked looking spiked maces, barbed wire-wrapped clubs, morningstars, and shortswords in combat. Badders have excellent hearing and a keen sense of smell, but rather poor eyesight as they are mostly nocturnal. They have a language that seems to consist of mostly growls and snarls, but can speak the common tongue to limited degree. Badders are very territorial and possessive of things of and others of their kind. Badders save as if they were 6th level. Some time ago, an ancient, signed image of a fierce-looking humanoid badger dressed in a red and white-striped turtleneck sweater with a large, white 'W' on the front. The image was signed: Buckingham Ulysses Badger. Believed to be the progenitor of the entire Badder species, he is highly revered and even worshiped by some. Parisi: HD:1 AC:9 MOV:9"/24"(fly) #AT:1 DAM:D4 or by weapon 5' tall Parrotfolk that live in the tall trees of the northern jungles of Antillia, near the coast. Bright plumage with winged arms, they speak in a language of chirps, squawks, and whistles. A few understand and speak the Common Tongue. They are quite excitable, highly social, and fascinated by new things and new experiences. Parisi are very intelligent and curious. They are not combative but can fight fiercely with beak and claw when threatened. They are sometimes found on the islands of the Sargossean and Atlantian Seas. Pumafolk: HD:2 AC:8 MOV:15" #AT:1 DAM:D6 STR +1, DEX +2, Balance/always land on feet from fall/throw Anthropomorphic puma that roam the northern savanna of Antillia. They live in rocky dens the size of small villages and in large grass huts with many rooms or clusters of many smaller huts arranged very near each other when not on the move. When following the herds, they will usually form a circular 'cat-pile' around a wide-spreading tree or actually up in the branches of the tree if there is reason to suspect that there is danger about. Puma-kin stand 6' - 6'2" on average with short, tawny fir, feline heads, and hands/feet which seem to be some- where between those of a human and a mountain lion. They have ropey, 2' long tails and speak a catlike language of their own, although they under- stand, and can speak the Common Tongue. They sometimes trade camels and small trinkets with the caravans and city dwellers. They also sometimes raid those same caravans and the small towns found on the savanna. Each village has a witchdoctor/medicine man and chieftain. PUMAFOLK/PUMA-KIN are extremely territorial and will demand tribute from those passing through their territories. Failure to pay may result in the travelers being hunted for sport by the Puma-kin or having items stolen in raids or through extortion, or dangerous practical jokes, or counting coup in some way. Puma-kin behave much like cats. They are chaotic and temperamental, and care most about hunting, mating, grooming themselves and each other, playing/sporting/cavorting, and controlling their territories. They can turn from playful to deadly in the blink of an eye. Puma-kin love shiny, colorful things as well as things which rustle or make soft sounds, and will often decorate themselves with the like. Besides that, they wear little other than their weapon harnesses. Puma-kin hunt with spears/ javelins with atlatls, throwing clubs, bolas, and 5-bladed 'Krull knives' which are thrown. They also wear a set of metal war claws(kasa) on their hands when going into battle. Weapons are usually constructed of ironwood, bone, obsidian, or cast metal(iron, bronze). They ride sabretooth cats without saddle or bridle and hunt everything from birds and small game to megafauna on the savanna. Village dens will have many treasures such as rugs and tapestries of fine workmanship, crafted bowls and drinking cups, ornate furniture and cushions to climb and lounge on, and other bulky items of value. Phanaton: HD:1/2HD AC:7 MOV:9"/15" #AT:1 DAM:D4 2 1/2' tall, flying squirrel-monkeys with prehensile tales found in tropical climes. They are not winged, but have membranes of skin stretching from arm to leg that they can spread and glide with. Phanaton are omnivorous and live high up in tree top villages built on wooden platforms and woven vines, and connected by rope bridges and rope ladders. The villages contain from 30-300 and each treetop village is a separate clan led by an elderly chieftain(may have a long, thin, white beard and a crooked/gnarled walking staff. Phanaton are natural allies of dryads, ents, and other good-aligned creatures. Lionmen: HD:3 AC:7 MOV:12" STR:18 #AT:1 DAM:D6+2 Humanoid lions that roam the savanna and shrublands of northern Ophiria. Lionmen are powerfully built and exceptionally strong. They have manes of golden, tawny, or dark brown color, tails, and leonine features. They roam the land in large tribes, sometimes trading with passing caravans. Lionmen can be quite fierce in the protection of their land and their kind, though they are not evil. They wear no clothes and carry no weapons. Lionmen speak their own language and Common, as well. Wolfen: HD:2 AC:8 MOV:15" #AT:1 DAM:D6 or by weapon Humanoid dire wolves that live and hunt the Great Northern Plains. Wolfen live in large "den-cities", with cities having overlapping hunting ranges. They use hunting/throwing spears, short chopping swords, and dual bladed, claw-shaped throwing knives. Wolfen do not forge metal but they do cast it. They often have packs of dire wolves in their cities. Wolfen are chaotic good in temperament and are bitter enemies of the Minotaur clans on the prairie. They occasionally trade with the human nomads of the shrublands to the south. Roadrunner(mutant): HD:1/2 AC:9/-9 when running MOV:48"/ROUND #AT:N/A DAM:N/A 2 foot tall roadrunner. Long-legged, mottled brown-white-black feathers, tall crest. Found in the southwestern desert of Atlantia. Incredibly fast. Surprises on a 1-5(D6). Never surprised. PER bonus +9. Has an inborn ability to mimic the sound of an ancient car horn(possibly due to the fact that the Cannonball Run cuts through the northern desert near the Great Rift Canyon and the glittering desert town of Elvis. Roadrunners seem to understand the spoken and written common tongue well enough, but cannot speak it. Gibbering Mouther: HD:4+3 AC:2 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 points vary. Gelatinous Cube: HD:4 AC:8 MOV:6" #AT:1 DAM:D6 per round 10' nearly transparent cube which fits a typical dungeon corridor entirely, dungeon scavenger, surprises on 1-4. 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 and unable to move for 5-20 rounds. The cube then surrounds its victim and begins to digest it on the following round(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 to do D4 digestive damage if it fails its saving throw. Electricity, fear, hold, paralization, polymorph, and sleep attacks have no effect on Cubes. Ochre Jelly: HD:5 AC:8 MOV:3" #AT:1 DAM:2D6 per round to exposed flesh 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, each doing 1/2 damage when they attack. Ochre Jellies do no harm to metal, glass, or stone, but will do 2D6 points of damage per round to wood and exposed flesh. Its touch paralyzes and then the Jelly moves to envelope and dissolve its victim. Jellies can slide under doors and through keyholes and cracks in walls. They can travel along walls and ceilings with ease. Green Slime: HD:2 AC:N/A MOV:1' #AT:Special DAM:Special Green Slime is a strange plant growth that clings to walls, floors, and ceilings in patches. It can only move at 1 foot per Turn and will slowly grow over time, feeding on animal, vegetable, and metallic substances. Slime is sensitive to vibration and often drops upon UN- WARY creatures passing beneath it(2 in 6 chance for each creature passing beneath it and POSSIBLY a roll to see if it actually hits OR a Save vs Turn to Stone to avoid it). It will turn a creature into slime in D4 rounds if it touches skin. Slimes can dissolve wood at a rate of 1 inch per hour and go through leather armor in 1 round, chainmail armor in 2 rounds, and plate armor in 3 rounds. Slime can be scraped off the skin(if done on the first round of contact). The scraper must then be discarded. It can also be excised, frozen, or burned. If burned, the Slime and the victim it is attached to each take 1/2 of the damage. A Cure Disease spell will kill and remove Green Slime even when it is contact with flesh. Other forms of attack - including weapons or spells - do it no harm. A Green Slime will regrow if even the tiniest residue remains. Grey Ooze: HD:3+3 AC:8 MOV:1" #AT:1 DAM:2D6 A seeping horror which appears to be wet, grey stone or a sedimentary cave formation. It attacks with pseudpods which form from the bulk and strike like snakes. The ooze can be up to 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 effective AC each round after being hit until it has the effectivenes of Leather Armor 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. Large Oozes(those with 18-21 hit points) will be 3 feet wide, 12 feet long, and 6-8 inches thick. They will have developed intelligence and If psionics are used within 6" of the creature, it will immediately use a mental attack of its own to bring down the psion's shield and cause unconsciousness(Save vs Spells and add PSY bonus). 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 dis- solving the victim with powerful acids. These acids will also dissolve metal and wood within a round, but have no effect on stone. It can be killed with fire, but striking it with weapons merely divides it into two smaller puddings which will attack separately(each doing 3D6 damage as the original) for the next 2 rounds before recombining. Attacking it with light- ning will cause an explosion of acid spray which will do 2D6 damage to all within 10' and divide it into several puddings, each with 2HD, and each able to do 2D6 damage. When struck by lightning, the separate sections will NOT recombine, but will each grow, over time, into a full size pudding. The Black Pudding is not affected by cold. * Brown Puddings dwell in marshy areas. They do not dissolve metals but do destroy leather or wood in a single round. * Dun Puddings live in deserts and badlands. They dissolve leather like a Brown Pudding and metals at half the rate of a Black Pudding - chainmail in 2 rounds, platemail in 4. Damage is 4D6. * White Puddings are 50% likely to be mistaken for snow and ice. They do not affect metals, but dissolve animal and vegetable materials in a single round. Damage is 5D6. 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. *** Vinegar kills molds. Kobold: HD:1/2 AC:7 MOV:6" #AT:1 DAM: D4 or by weapon INT:high 2'-3' tall. Thin and sleight of build with large pointed ears, large angular nose, round eyes, a wide mouth with tiny sharp teeth, hands and feet that are longer and wider than they should be, and straw- like hair on the top of their head and the end of their chin. They have no eyebrows or other hair. Skin has a slightly grainy appearance and feels like soft leather. Coloration is light brown to grey-green shot through with streaks and splotches of cobalt blue. Eyes are dark and reflect cobalt blue when light shines upon them in the dark. Kobolds may wear various kinds of headwear and vests with pockets and loops for tools and other small items. Clothing will generally fit the environment they are in when met. They wear no shoes, but have tough- soled feet with hard nails. Kobolds found aboard ships may smoke pipes. Kobolds live deep underground and can usually only be seen if they want to be. They are excellent miners and smiths and can see 90' in the dark. Kobolds have a +3 to-hit with thrown, slung, or shot objects. They fight with picks and hammers(which they also use to communicate for long dist- ances underground), hand crossbows, and sometimes high-tech weaponry. Kobolds can Hide in Natural Surroundings(underground) on 1-9(D10), sur- prise on a 1-5 and are surprised on a 1. They are able to cast Faerie Fire and minor illusions like Spectral Forces. Five together can cast Halluc- inatory Terrain. Kobolds speak all known languages. They are highly resis- tant to magic and get a +3 on all saving throw dice except dragon breath. They run an underground market where anything can be had for the right price - especially high-tech gadgetry. The Market is constantly on the move to avoid any political entanglements. Kobolds are master merchants and collectors and have a 2 in 6 chance to know the name and operation of even the more complex tech items. They are also experst at setting traps. 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 AC:6 MOV:9" #AT:1 DEX:+1 DAM:D6 or by weapon 5 to 6' tall humanoid/ short lower canine tusks in heavy jaws, bony brow ridges and forehead, and a light covering of dark hair/fur all over. Their arms are proportionally longer than their legs. Orks may be anything from mildly helpful to surly and antagonistic. They are gypsy carnies, dress in colorful, loose, clothing, wide sashes, vests, amulets, bangles and earrings. Each tribe runs its own traveling carnival, and each tribe 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 can sometimes be dangerous - not necessarily intention- ally 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) once per 'victim' with 'Carnie- speak' and CONFUSE 3 times/day with 'Shellgame'. Orks can see 60' in the dark. Orks will usually use crossbows, throwing knives/darts, falcata swords and knives, spears, clubs/morning stars, and hand axes in combat. Many will wear studded leather, ring mail, or a brigandine jack. MORE INFO: --------- * The Ork Carnival lasts stays in each town or city for a week. * The Orks coming from Ork Mountain travel and perform from March until arriving back home around November 21st. Tribute to the winning king/ tribe occurs on Dec 25th. Visiting orks will begin arriving on Dec 22nd and the celebrations will last through the 1st of the new year. * The itinerary for the orks of Ork Mountain is: Aurora -> Oyster Shoals -> Princeport -> Brynnydwyn -> Carnelian(leave by ship) -> Timberway -> Wheaton -> Lakeport -> Independence -> Silver Creek -> North Fork -> Fort North Shield -> Fort Republic -> Shane's Crossing -> Fort Summit -> Garnet -> Whitehill -> Maverick * When traveling along a road or in open country, the Ork Carnival can cover nearly 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 as them without any extra exertion or sense of faster movement besides the scenery seeming to come and go in an odd way. ** 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. * "Hey Rube" (Bree-yark" in Goblin-speak) is a call to other Ork carnies to come help when an Ork is attacked by a group of locals. * 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:9 MOV:6" #AT:1 DEX:+1 DAM:D4 (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:D4 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 not necessarily "evil" in the truest sense of the word, but are completely amoral and uncomprehending of the morals and concerns of humans and others. Goblins are very impulsive and chaotic, and can be quite dangerous because of it. They are often used by hobgoblins for sport, menial labor, or as shock troops in battle and are const- antly bullied. Goblins tend to wear light armor, spiked helmets, and carry shields when in battle. They prefer short swords, spears, crossbows, and morn- ing stars. Goblins are good miners and can see 60' in the dark. Some wizards keep them as servants or pets. Gray Goblins have a -1 penalty to their attack rolls when in daylight/bright light. Gray Goblins may be hatched from unripened pumpkins in underground/hidden goblin nur- series. Goblins can also steal human babies and feed them with goblin foods to make them turn into young goblins. Goblins are like goats - they can eat ANYTHING(even many poisonous/toxic things). They can also cast magical cantrips. Goblins are very fond of treasure and like 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 magical goblin city beyond an impassable maze. 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 hob- goblins 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, ring mail, or studded leather armors and fight with cutlass, boarding pike, hand axe, and flintlock pistols. Both kinds are from 6'+ 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. 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. Hobgoblins see well in daylight and sometimes build vill- ages 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 inaccessible. Bugbears may also change their appearance based on who is viewing them - their appearance will reflect a mixture of what that creature fears most. They can move very quietly and sur- prise 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, have a +1 to-hit and do 2D6 damage. Some bugbears(those around Kanza, Kanu, and Cherrik) have the heads of jack-o-lanterns. There eyes, nose, and mouth flicker with orange light at night or in the dark. Blue Bugbears, from the North, are also great warriors and are often used as shock troops by warring wizards and petty lords. They will often be equipped with wicked looking polearms. Bugbears are also masters of scrimshaw carving. Gnolls(Sandpeople): HD:2 AC:6 MOV:9" #AT:1 DAM:D6+1 or by weapon 6' to 6 1/2' tall, rumored to be a cross between a gnome and a troll, with rubbery skin and many sharp teeth. They live in the desert canyons and raid caravans. They take human/oid prisoners for slaves, sport, food, torture, or 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 polearms, great bows, bladed throwing discs, curved knives, spiked clubs, and short chopping swords. They wear desert kaftans and robes over their armor, and a type of keffiyeh for protection from the sun and blowing sand, so their faces are rarely seen by non-gnolls. Gnolls track easily by scent and may be seen stooping and sniffing the ground when trailing their prey. They also use their sense of smell to locate underground aquifers and springs far below the surface. Gnolls can see in the dark 60'. Animated Scarecrow: HD:2 AC:7 MOV:12" #AT:1 DAM:D4 Found in farmers' fields. Appear to be normal scarecrows until they move. Surprise on a 1-4(D6) - they are very quiet. They are animated by leftover magical residue. Take double damage from fire and lightning. Not affected by Sleep, Charm, Cold, Water Spells, Gaseous Cloud and similar spells involving breathing, Illusion Spells, Wall of Fog or others that affect sight or other physical senses, Mind Control, Magic Jar and similar. If Dispel Magic is cast upon them, they will collapse to the ground and become normal scarecrows. If a scarecrow is seen before it can get close enough to attack, it will attempt to frighten its victim into immobility (Will Saving Throw). If the save is failed, the victim is held in place for D4 rounds and unable to defend itself. Those of Level 4 and above are unaffected by the fear. Animated Scarecrows are typically found in farmed fields just after seeding or when the plants are still young. Up to D6 Scarecrows can be encountered at 1 time. Scarecrows are made of old clothing filled with straw with either a stuffed burlap bag or a large gourd for a head. They are tied to a pole stuck in the ground to keep them upright(Animated Scarecrows will only *appear* to be tied. Gremlin: HD:1-1 AC:5(quickness) MOV:12" #AT:special DEX:+1 DAM:N 16" - 24" 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(30"R) and inside the area of effect, if any- thing can go wrong, it probably will. This 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. Gremlins also love pranks - sometimes, deadly ones - tripping people at the top of a staircase, blowing out a party's torches just before an encounter, untying arrow heads from shafts, removing a critical mechanism from a tech device, pretending to be a sagely voice in a magic mirror, etc. In addition, Gremlins have the stealth, climbing, and pickpocketing abilities of a 7th level thief, and can cast cantrips at will. They can fall from heights and take no damage, as a monk of 10th level. Gremlins can see 90' in the dark. 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. In any case, Spells of any kind have a 50% chance of working and 50% chance of dis- appearing without effect. Cold iron weapons do double damage. Gremlins are most fond of annoying humans, dwarves, and flying creatures. Sometimes a gremlin will 'attach' itself to a character for a period of time. Roll 2D4 to determine how many days the gremlin follows the char- acter around. Ogre: HD:6+2 AC:4 MOV:9" #AT:1 DAM:2D6 8'-10' 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 it to make a morale check. Firbolg: HD:4+2 AC:7(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:9+2 AC:4 MOV:12" #AT:1 DEX:-1 DAM:3D6 14' tall, hairy but not bearded. Dumb, suspicious, but with an animal-like cunning and sometimes clever. They eat humans, grinding their bones into meal for later consumption. Hill Giants carry large wooden clubs and make bad rhymes about catching and eating people. They dress in dirty furs and skins and tend to live in smelly caves filled with gnawed bones. Hill Giants may have Dire Wolves for pets. Frost Giant: HD:10+2 AC:4 MOV:12" #AT:1 DAM:2D6+2 Frost Giants live in cold, snowy climates. They are 14 - 16 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 boards. 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:4D6+2 18' tall with beige/stone colored, rocklike bodies. They use stalag- mites for clubs and can hurl boulders 300' for 5D6 damage. They live in rustic stone huts and are friendly with cave bears. Stone Giants are unusually fine artists and painters, glass crafters, stone crafters, and architects. Those in villages by the sea excel at ship building, 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:14 AC:4 MOV:12" #AT:1 DAM:5D6 24' 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:5D6+2 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 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:5D6+2 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:5D6+2 24' tall and have sea green 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:3D6 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. Ent: HD:10 AC:2 MOV:12" #AT:2 DAM:3D6+2 Sentient "tree-men" around 14' tall with tough skin that looks like treebark and resembling the specific trees that they shepherd. They dwell in the woods and forests and may seem to be trees until they move or speak. They hate evil things and unrestrained use of fire (or axes). They speak in a slow and sonorous tone and usually only do so after careful thought or examination of the situation. Most are not at all 'hasty' and, though 'good', tend not do involve them- selves in affairs that do not directly concerns them. Ents speak their own ancient and untranslatable tongue as well as Common, Elven, and the language of birds and beasts. When roused, Ents can be quite strong and dangerous, and can tear through stone walls. Normal trees within 6" of an Ent can be caused to move and attack, following the ent's direction. Fire attacks against ents are made at +2 to-hit and do an extra 2 points per damage die rolled. An Ents lair will typic- ally be a large cave, screened by many plants and trees, with a clear pool of water within or nearby access to a sheltered riverbank. Troll(Bridge Troll, Rock Troll**): HD:6+3 AC:4 MOV:12" #AT:1 DAM:2D6+2 9-10 feet tall, gray-brown to rotten-green, tough, knotty hide, like wood. Regenerates 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 waiting to eat any human(oid)s or large animals crossing over their bridge. They also love to collect treasure and magic weapons from their meals. Bridge trolls are clever and always hungry. Humans and humanoids may be fleeced for a toll to cross the troll's bridge which *may* keep them from being eaten if the payment is large enough. ** Rock Trolls have similar stats to "Bridge Trolls" but live in rocky hills and badlands. They are much less intelligent, quite belligerent and argumentative, and come out only at night, as they quickly turn to stone when exposed to sunlight. They do not ask for tolls, but will have accumulated treasure from their past victims. This treasure will be hidden nearby in the troll's cave...along with old bones for gnawing on and other grisly items. Brown Troll/Meadow Troll/Fairy Troll/Monchichi: HD:1 AC:6(quite nimble) MOV:18"/24" #AT:1 DAM:D6-1 MR:25% 3' tall. Fuzzy, brown hair everywhere except for their faces, hands, and feet which are a light tan color. Monkeylike in movement. From the Lands of the Faerie they come running, tumbling, cavorting into the fields-we-know to explore, play, cause mischief, and make fun of the serious human(oid) doings. Impudent smiles, mocking laughter at solemn things. Can run as fast as greyhounds when on all fours, natural gymnasts with incredible DEX, balance, and climbing ability. Low INT but clever. They most often travel in groups of 4D6. They are immortal but time catches them if they come to our world too often, and they can age from the "attrition of Time", over many centuries. Escape Artist skill, immune to ghoul paralyzation and the effects of ghosts, surprised only on a 1, surprise on 1-4, find secret doors on 1-4 if searching/1 if just passing by, Hide In Plain Sight 1-11/D12. Lizard Man: HD:2 AC:5 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 or 2(talvar) DAM:D6+1 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, clamshell-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 ornamentation, 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. Antmen HD:1 AC:6 MOV:15"/24"(on 6 legs) #AT:1 DAM:D6(bite) 5' tall, humanoid ants of red or black hue. They live just below the vast jungle on the southern continent and tend large fields of sugarcane which they trade in the northern markets for other produce salt, flowers/nectar, honey, maple syrup, and other refined goods. They have no queen/worker/soldier division, but all are connected to the hive mind and perform whatever task is needed. They are self- organizing. Antmen speak in their own language consisting of squeaks, chirps, clicks, rustling and scraping sounds. They understand Common but cannot speak it. Often they communicate with outsiders with a form of sign language performed via their antennae. Antmen are excellent miners and create large colonies in earthen mounds and soft stone. They are very sensitive to touch and smell and can differentiate many subtleties within both. Antmen will slowly spreadout into new territories as their numbers grow. When they spread into the territories of other intelligent creatures, they will kill or drive off the indigenous population. If, during these expansion phases, they are killed and driven back, and their numbers depleted back to the original amount before ex- pansion, they will seek revenge. Antmen war is strictly to gain new territory when their numbers get too high. It isn't personal. Crabmen: HD:1+1 AC:4 MOV:9"/6" #AT:1 DAM:D6 Humanoid, hard exoskeleton, pincer hands, live underground and in sea caves, low-avg intelligence, some are controlled by the Blue Oyster. Scorpion Man: HD:3+2 AC:5 MOV:15" #AT:3/2 DAM:by weapon or poison Scorpion Men are generally distrusting and combative, though not malicious or evil. They usually fight with a polearm or a pair of short, wickedly curved sword-knives. Their deadly poison is power- ful enough to cause paralysis for 2D6 rounds even if saved against. Scorpion Men have the upper hea and torso of a human with the body, legs, and tail of a scorpion. They get 3 attacks every 2 rounds and 1 of those attacks will be with their poison stinger. Molemen: HD:1-1 AC:9 MOV:12" AT:1 DAM:D4 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+special MOV:6" #AT:1 DAM:D4 or by weapon 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. Nauga: HD:1 AC:6 MOV:12" AT:1 DAM:D4 INT:7 MR:75% A squat, portly, "horned"(like an owl), mostly bipedal monster with a wide, toothy grin. It has 2 round eyes set very close together, clawed, four-appendaged hands and feet, and a strong, smooth, fine- textured hide which comes in many different colors - brown, tan, black, ivory, terra cotta, rust red, and dark green are quite common. Nauga live mostly in temperate climes and nest in small family groups in cozy, but roomy, underground dens. Many family groups will live in very close proximity, and will all move to new areas together in great herds. They are generally quiet and peaceful creatures and spend most of their days moving about exploring, foraging, and frollicking about. Nauga are quite smart, as animals go, and have a simple language of their own. They can even make and use primitive tools. Nauga are very curious creatures but are easily spooked by loud noises and erratic movements. Nauga shed their entire outer skin as one large 'garment' every year, and that skin is used as a comfortable and durable covering for many kinds of things(e.g. comfy chairs). Nauga "hide" is waterproof, and has a quasi-magical ability to stay clean and dry no matter what en- vironment it is placed in. Nuagahyde is highly resistant to damage by fire, cold, lightning, and any other elemental forces, magical or mundane. Only 1 point is taken per die of damage inflicted. Likewise, edged weapons do only only 1 point of damage to the hide per die of damage inflicted. Nauga are highly resistant to magic and get a +4 saving throw against any kind of mind control spell, power, or ability. They also only take 1 point of damage by fire, cold, lightning, and the like, for every die of damage rolled. Likewise, edged weapons do only only 1 point of damage to the nauga per die of damage inflicted. Nauga will fight with tooth and claw against natural predators, if attacked and unable to escape, but are otherwise non-hostile. King O' the Cats: HD:4 AC:2(he's quick!) MOV:15" AT:2 DAM:1-2 points or by weapon Can fall any distance and always lands on feet and has 9 lives. TOM TILDRUM on the island of Eyre/Eire is the King of the Cats. He is a large, black tomcat with green eyes and can understand and speak all languages(as all cats do). Tom may be found almost anywhere on the isle, doing almost anything. His royal guard consists of the 9 Cats of Kilkenny (F:9, plumed hats, capes, boots, rapiers), though he often travels alone or with a friend/companion. Rat King: HD:3 AC:5 MOV:12" AT:1 DAM:1-2 points INT:16 BEN, the King of Rats, is a hyper-intelligent, brown rat about 1 foot in length(not counting the tail). Ben is said to hold court on the deepest sewer level in a large city. The Rat King knows all languages (as all rats do) and may be negotiated with for information. Business deals may be made or rats hired for services in return for a cut of the action. Ben is very quick, can leap 10' in any direction, swim, swing on rope/sashcord, and climb practically anything. He also has an almost telepathic bond with all other rats and can summon as many as needed, from most locations he finds himself in, within just a few rounds. Wild Boar: HD:1 AC:7 MOV:15" AT:1 DAM:D6 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:6 AC:6 MOV:12" AT:1 DAM:2D6 Prehistoric boar 6'-7' tall at the shoulder. 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:3+3 AC:6 MOV:12" #AT:1 DAM:D6+2 or by weapon (Think Spartans + Mongols + Klingons) 6'- 6 1/2' tall bull-headed, hooved men. Thousands roam the great northern plains living in yurts when they camp. Minotaur live in nomadic clans/herds and use simple tools and weapons(knives, spears, swords, double-bladed axes, glaives). They use no ranged weapons except for throwing spears and knives, as killing at a distance is considered cowardly. They wear no armor nor do they carry any shield for the same reason. Minotaur 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. Minotaur do not swim and they do not like fast moving water. They have no capacity for, or interest in, engineering or building complex things. Taurox: HD:8 AC:7 MOV:6" #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 attacked, and are used to transport heavy loads of goods by traders and merchants. They are also ridden by desert chieftains and kings. Dustdigger: 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:18 AC:4 MOV:9" #AT:1 DAM:5D6 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"). Krait Dragons live in sandy deserts, rocky deserts, canyons, and badlands. 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:1 AC:6 MOV:15" #AT:1 DAM:D6 spiked leather armor Herd Animal: HD:1-5 AC:8/7 MOV:15"-24" #AT:1 DAM:VARIABLE NO. APPEARING:20-200 SPECIAL ATT: Stampede Oxen, Reindeer, Buffalo, Cattle, Giraffe, Antelope, etc. Stampede = D6-1, D6+1, or 2D6 per 10 animals stampeding. Damage depends on type of herd animal. Save for 1/2 damage. 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. Drek: HD:4+2 AC:6 MOV:18" #AT:1 DAM:D4+1(bite) Drek are something of a "lizard-horse". The legs are not splayed out like a lizard but feet are clawed. Drek have a small "sail" that runs along the back of the neck for its length. They live in the hills and scrubland and can be domesticated for battle, but retain their wildness. Feudal knights living in the badlands and in the hilly 'north country' near the Iron Mountains use them as mounts. White Ape (Mogatu): HD:6 AC:5 MOV:12" #AT:2 DAM:2D6 + 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 and if an attack is successful, it will also pull its victim in and attempt to bite for an additional D4 damage + poison. The bite will be at a +2 to hit. Poison is deadly unless treated. If the poison is saved against, victim is sick for D4+1 days and unable to do anything but rest. Rock Baboon: HD:1 AC:6 MOV:12" #AT:1 DAM:D4 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. Gargantua: A gargantua is a very large variety of some normal monster. These monsters are extremely rare, the products of intense environmental effects(e.g. high radiation), scientific experiments, or research of a mad wizard. Because of their incredible size, gargantuas are noisy while moving, and cannot surprise anything. They also suffer a -4 penalty to their Hit rolls when attacking man-size or smaller opponents. The statistics for any gargantuan monster are calculated as follows: Height: 2 times normal. Hit Dice: 8 times normal, counting each “plus” as one Hit Die added. Movement rate: 2 times normal. Damage: 4 times normal. Number Appearing: 1 Save As: Fighter of equal level, 1/2 level if monster is unintelligent. Morale: 11. 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' long, not counting their tail. Giant Crab: HD:8 AC:2 MOV:9" #AT:2 DAM:2D6 per claw. 12' wide shell, found in or near fresh or salt water, surprise on 1-3 if hidden. 2 in 6 chance of catching a human-sized creature during each claw attack. Caught creatures will take 1D6 crushing damage each round after the initial attack until they are freed. 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:8+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 + CON 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 Size = 5-6 feet long. Some are poisonous. Leap 18" - passing over obstacles 30' tall. Hide in natural surroundings(1-9 on D10). 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:1/2 - 3 AC:7 SZ:S-M MOV:3"/9"(swimming) #AT:1 DAM:D6 3' - 8+' 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 can 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 Axolotl: HD:2-4 AC:7 SZ:5-10 feet MOV:24"(swim) #AT:1 DAM:D4 A highly intelligent giant salamander species with feathery gills and the ability to regenerate body parts live in Azure Lake on the continent of Antillia. They are venerated by the natives of Chakra as supernatural creatures. Axolotl eat mollusks, crustaceans, fish. Axolotl can communicate telepathically and can create a 10'R bubble that protects anyone in its field from psychic detection and psionic attacks. These creatures are highly LAWFUL. Giant Ferret: HD:4+2 AC:5 SZ:10' MOV:15" #AT:2 DAM:D6 Giant Bat: HD:1 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:8' 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:40+' 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:2' MOV:6" #AT:1 DAM:poison Weak poison(+4 to save), cannot bite through thick leather gloves, Save or be ill for 2D6 days - move at half speed and be unable to fight. Giant Bee: HD:2 AC:6 SZ:M MOV:9"/30" #AT:1 DAM:D4+poison Size = 5 feet long plus stinger. Will be aggressive if encountered near their hive. "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. Beeswax may be made from the honeycomb and is used in candlemaking, cuir bouilli, curing infection, fragrances, and for many other things. 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: 6' MOV:15" #AT:1 bite DAM:D6 Striped carapace, giant mandibles Rhinoceros Beetle: HD:4+2 AC:2 SZ:8' 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 Found in irradiated areas and biohazard sites. If cockroach falls below 0 hp, 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 and can use Mind Control(Save vs Spells) to make their victim do or see whatever they want. Weapons made of meteoric iron do triple damage against Mind Flayers. 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 carpet, a ceiling, a cloak or blanket, 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:2 AC:6 MOV:12" #AT:1 DAM:D6+1 or by weapon 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:2 AC:5 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:2D6 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 8-15 feet, hunt small and medium-sized creatures, found in warm climates Triceratops: HD:11 ARM:5(body)/2(head crest) MOV:9" DAM:4D6 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, 6" long teeth 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:4D6 30'+ foot long bipedal carnivore. Mosasaurus: HD:20 AC:6 MOV:24"(swimming) #AT:1 DAM:5D6 50' long lizard-like marine dinosaur with 4 flippers. Very dangerous Plesiosaurus: HD:15 AC:5 MOV:24"(swimming) #AT:1 DAM:3D6 40' long marine dinosaur with 4 flippers, a large body and long neck. Hunts fish. Icthyosaur: HD:12 AC:7 MOV:30"(swimming) #AT:1 DAM: 3D6(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:20 AC:5 MOV:30" #AT:1 DAM:6D6 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:2D6+2 The largest and most ferocious of the great cats, giant fangs, yellow-brown to chocolate-brown fur with large black spots on its back and shoulders. Cave Bear: HD:7 AC:6 MOV:12" #AT:1 DAM:D6+2/2D6+2 15' tall when on standing upright hind legs, omnivorous. If a bear scores a hit with an 18 or better, it will hug for an additional 2D6+2 damage. 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, 5' high at head, 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+2 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+1 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:1+1 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:1+1 AC:7 MOV:18" #AT:1 DAM:D6 Shark: HD:3-8 AC:6 MOV:30" #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:18" #AT:1 DAM:D6 or by weapon Mermen(maids) have the upper bodies of men and the lower bodies of large fish. They live in cities in large underwater caverns, coral reefs, or on the sea floor, farm fish and kelp for food, and tame Giant Sea Horses as steeds. They can communicate tele- pathically with virtually all marine life and will have various sea creatures as guardians and helpers in their cities. Mermen use tridents, weighted nets, spearguns, short stabbing swords, and daggers in combat. When attacking ships(rare), they use grappels to slow the ships down. Mermen take double damage from fire. Mermen venture out of water only to sun themselves or to visit some coastal spot. Giant Sea Horse: HD:2 AC:6 MOV:24" #AT:1 DAM:D4(butting) Mermen ride them Electric Eel: HD:2 AC:7 MOV:12" #AT:1 DAM:(see below) 10' 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(HD:4, SZ:20' long) 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:5 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:36") Dolphin: HD:2+2 AC:6 MOV:36" #AT:1 DMG:D6+1 (Head/Nose butt) Highly intelligent, can communicate with other dolphins up to 50 miles away, they will come to the aid of any human-type in danger or under attack by other denizens of the deep. Piranha: HD:n/a AC:n/a MOV:18" #AT:1 DMG:D6 to 2D6+2(combined attack per round) These deadly fish inhabit certain jungle rivers and lakes. They range in size from 5 inches(most common) up to 24 inches long and have very sharp teeth and extraordinarily strong jaws. They are silvery-grey on top and red-orange underneath. Piranha swim in large schools and will aggressively attack anything that disturbs the water. Once blood is drawn, they go into a feeding frenzy which will not end until the prey is completely eaten. Damage inflicted by a school of piranha is 1D6 to 2D6+2 per round depending upon the size of the fish attacking. Once a successful hit resulting in damage has been made, the school will attack at +2 to-hit every round thereafter due to "frenzy". Other than using magic, the only sure means of escaping death is to get out of the water as quickly as possible. Fish Fiend(Kuo Toa): HD:2-4 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+2)/ 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:4 MV:9"(land)/12"(swim) AT:1 DAM:D6+2 or by weapon type Seadevils or devil men - seagreen in color, wide-mouthed, glassy eyes, bony browridge, dorsal crest, webbed hands and feet. They live in warm salt water, dislike light and fresh water, and come ashore on moonless nights to hunt and raid human villages. Sahuagin befriend sharks, and use net/spear/trident/crossbow/dagger. Nets have hooked barbs to make escape difficult. Sahuagin can stay in an air environment for 4 hours. Some prisoners are kept by the sahuagin to fight in their arena. Tangler Kelp: A ship sailing into this kelp will only move a 1/4 speed until it is free. The chances of encountering wandering monsters is doubled while caught in the kelp. Strangle Weed: HD:12 AC:4 MV:0" AT:1 DAM:D4 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 six-sided dice. If the weed's roll exceeds the victim's by more than two, the victim will take damage. Roll a D4 to see how much damage is taken. For every point of damage suffered by the victim deduct one point from his subsequent die throws. So, if the victim suffered 2 points of damage, then, on the next round of combat, deduct 2 points from the victim's die roll total. Should the victim's die throw exceed the weed's by a factor of two to one, he has escaped. Strangleweed can attack parties within 20 feet of it. Morkoth: HD:8 AC:4 MOV:N #AT:1 DAM:special 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:25 AC:2 MOV:30" #AT:1 DAM:5D6 Blue on top, sea green underneath, 80' long, dorsal spines, webbed hands and feet, 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:35-40 AC:2 MOV:18" #AT:1 DAM:6D6 150-200 feet long, dorsal and ventril fins/sails, can wrap around sailing ships and crush/sink them, A 16-20 on the sea serpent's attack roll means it has swallowed the character whole. The victim doesn't die immediately, and may take several days to be fully di- gested. A ship that is wrapped in the sea serpent's coils takes 6D6 structural damage each round from constriction. Kraken: HD:40 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 3D6 constriction damage each round thereafter. A tentacle will take 3D6 damage before it is hacked through. Dreadnought(of the Deep): HD:30 AC:-2 MOV:18" #AT:1 DAM:see below Normally found in colder oceans(e.g. North Atlantic). This monstrous, crustacean is 150' long, with an armored, spiky exoskeleton, segmented tail, long antennae-like appendages, giant toothy mouth, single purple eye, and 2 enormous lobster-like claws lined with sharp, serrated edges. Dreadnoughts live far out in the deep ocean, so sightings are quite rare. They will attack anything they come across but are especially fond of fishing and whaling vessels, as they are perpetually hungry. If a small ship is caught in The claws of a dreadnought, it will suffer 6D6 structural damage each round after the first round on which it was grabbed. Smaller ships will not be able to break free of the monstrous claws. Large ships will take 5D6 structural damage each time they are hit by the giant claws but may be too large to be completely enclosed by them. Against man-sized creatures, the dreadnought has a -6 to-hit because of its much greater size. If hit, however, victims will suffer 6D6 points of crushing damage each round after the initial hit on the first round(which will do 3D6 impact damage). Giant Gar: HD:8 AC:5 MOV:30" #AT:1 DAM:2D6+2 30' long, lake/river predator fish. Aggressive hunter. Can swallow a man-sized creature whole on a to-hit roll of 20. Swallowed creature must inflict damage equalling 25% of the total hit points to get free. Dragon Turtle: HD:14 AC:-2 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 hit points the dragon turtle still has(half that if the saving throw is made). A giant Dragon Turtle is known to live in Beryl Lake. It has 25HD, does 4D6(claws) and 6D6 damage(bite), and has a shell nearly 100' across. The creature is believed to be the protector of Laketown and there is a sacred temple nearby dedicated to its veneration. It is said that the giant narwhal horn in the temple courtyard may be used to call the creature for aid in times of great need. Lake Dragon(Beryl Lake): HD:14 AC:4 MOV:24" AT:1 DAM:4D6(bite) Known only to inhabit Beryl Lake. These dragons are up to 60' long, have 4 flippers and a low dorsal and ventril sail. They are varying shades of green and yellow with many being a bright char- treuse/lime green. Fins may be tipped with bright blue or dark red. Travel on the lake is perilous as these dragons are unpredictable - sometimes playfully frolicking, sometimes attacking without warning. These creatures can ram smaller ships, doing 3D6 points in struct- ural damage when hitting. Lake Dragons like to blow tall water spouts which can be seen at a distance and enjoy racing alongside lake boats, often leaping out of the water like dolphins. Some Lake Dragons have treasure secreted in deep underwater caves. Aboleth: HD:8 AC:4 MOV:3"/18"(in water) AT:2 DAM:see below A race of long-lived and evil, amphibious creatures that dwell in underground lakes and caverns. They have a fishlike body with a fluked tail, and a large head with 3 long, slit-like, eyes, one above the other. The eyes are protected by bony ridges and glow with a soft, purplish-red light. Four, long tentacles - two on either side of the head - are used to attack as well as to move itself about when on land. The tentacles will cause a stinging paralysis unless a save is made. Paralyzed victims will be taken to their dwelling as thralls by the aboleth. The paralysis wears off naturally in 2D4 hours. Aboleth are highly intelligent and can communicate telepathically. They can also create very real illusions in the minds of others simply by concentrating. An Aboleth can also try to enslave other creatures 3 times perday. This ability can be used only against a single creature up to 30 feet away. The victim must save vs. spells or be filled with desire to serve the aboleth. Enslaved creatures will not fight for the aboleth but will attempt to follow any other telepathic commands. If an enslaved character is separated from the aboleth by more than a mile, a new saving throw may be made each day. There are reports of huge underwater cities built by the aboleths and those they enslaved. But these reports, along with the stories of their vast stores of knowledge, have never been proven. Giant Ice Wyrm: HD:16 AC:5 MOV:3"/12" through ice #AT:1 DAM:4D6 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 in close proximity(such as those in melee combat) take 2 points of cold damage each round. When hit points reach zero, the affected creature is frozen and their skin covered in a light layer of frost(they may still be alive, as above). Ice Wyrms can feel vibration of movement at 48" and will come to investigate this potential meal. They have cold, light blue ichor for blood. Fire does double damage. Yeti: HD:4+4 AC:6 MOV:15" #AT:1 DAM:2D6 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:2D6 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 6' 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:7/4 MOV:6"/9" #AT:1/1 DAM:1pt(fists)/1-2pts 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:2D6 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+2 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 normal, non-hightech armor(Save vs Wand). When on alert, secbots will typically use their red laser beams(Save vs Death Ray) to kill. These beams also ignore normal, non-hightech armor...although very highly polished plate or other surfaces may act like a mirror, causing the beams to reflect(roll D6 for direction) or scatter harmlessly in all directions. Prisms will scatter the laser beam. 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:None DAM:None 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). Shocker: HD:1+2 AC:0 or 10 MOV:9" #AT:1 DAM:6 hit points A man-sized and bipedal with its body outlined in light blue sparks that crackle louder and more intensely the closer it gets. On a hit, the shocker discharges itself through the body of its victim, doing 6 points of electrical damage(Save vs Death Ray for half damage) and then collapsing into a fine, inert dust. The Shocker only ever has 1 attack. It treats metal armor as AC 9 for purposes of attack. The Shocker is hurt only by magical weapons. If it is struck by a metal weapon, the effect on the wielder will be the same as if the shocker had attacked; the shocker will discharge for 6 hit points of electrical damage and then collapse into dust. A shocker is immune to electrical attacks, to poison and to paralyza- tion; it is not affected by spells (such as sleep and charm) which affect the mind. Against other magical attacks it has 50% resistance. There is a 1 in 6 chance that D4 gems will be left within the small pile of dust left after a shocker discharges. Shockers are usually found in and around ancient tech labs and power generators. 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). Trilloch: HD:N/A AC:N/A MOV:12" #AT:N/A DAM:N/A An invisible being of negative energy that feeds off the waning life- force of a dying creature. It has no fixed form and cannot be detected by normal means. Detect Magic will detect it and Dispel Magic will drive it away. If melee occurs in the presence of a trilloch, detected or othetwise, all attacks will be at +l hit probability and successful hits will inflict +1 damage. The creature can also influence the behaviour of unintelligent monsters, making them twice as likely to attack a party encountered. A trilloch will often stay with a large, powerful monster, thriving on the huge amounts of life-force released by its victims. If this 'host' is killed, the trilloch will attach itself to the victor and stay with him either until driven off or until another, even more powerful crea- ture, kills its new host, whereupon it will transfer to that creature. Interloper: HD:N/A AC:N/A MOV:12"/any needed #AT:see below DAM:see below A non-corporeal life-form appearing as a 2' wide ball of brightly swirling energy which feeds on negative emotions(hate, rage, envy) and the combat/warfare inspired by them. An Interloper is 'called' to places of possible unrest and, by mental and physical manipulation, creates the conditions necessary for chaos and violence to thrive, which it then feeds upon. An Interloper is able to 'Cause Emotion' and create mental illusions, including fabricated memories and false narratives in the minds of its victims(Save vs Spells at -4). The creature remains visible while it manipulates its victims but will not be seen by them as anything important or worth paying attention to. The Interloper may also affect mechanical devices and hardware(lock the engines at full speed) as well as transmute/transform inanimate objects and materials into tools to make the violence last longer and be more brutal(hand phasers into swords, for instance). In addition, the entity can also heal injuries, regenerate, and revive the dead in order to keep the battle going...forever. Negativity and violence cause the creature to grow stronger and glow brighter. It will be driven away and leave the area if it is recog- nized by all the combatants involved(or at least most along with their leaders) for what it is and ignored. This may come about in gameplay - those yet unaffected may follow clues and employ Reason. Ignoring the creature, and peaceful interludes in the ongoing battle, causes it to weaken which will give anyone under its spell a new Saving Throw with no penalty. If over 50% of those involved have made their Saves, all others get a +1 to their saving throws. +3 to Saves if 75% and the creature must make a Reaction Roll - low number indicates the entity leaves. Magical spells or psionics used to manipulate ensorcelled victims in a positive manner will weaken the entity and allow victims to make a new saving throw. Many other means could possibly work, though the entity itself cannot be affected by most magicks. 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 or 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. They can use all spells having to do with air and air-based creatures have a -1 to hit and -1 on each damage die against djinn. A captured Noble Djinn may grant its master 3 wishes but will perform no other service and will be automatically freed from servitude upon granting the third wish. Noble Djinn are as strong as Efreeti. Djinn can understand and speak all languages by a form of ESP. Efreet: HD:10 AC:3 MOV:9"/24"(flying) #AT:1 DAM:3D6 sort of a Fire-Genie, can use fire spells, create fiery barriers, transform into a pillar of flame. They can also create objects(but these don't remain permanent), create illusions, turn invisible, fly, alter size, polymorph. Normal fire does no damage and magical fire attacks against efreet are at -1 to hit and -1 from each die of damage. Can only be hurt by enchanted weapons. If 'killed' they return to the Plane of Fire. They are enemies of the djinn. Efreeti, if captured, can be forced to serve for 1001 days or grant 3 wishes and go free. They are unwilling servants and will seek to pervert the intent of their master by adhering to the letter of the command. A powerful sultan rules the efreet from his throne in the City of Brass on the Plane of Fire. Efreet can understand and speak all languages by a form of ESP. Marid: HD:13 AC:0 MOV:9"/15"/24" #AT:1 DAM:4D6 Water genie. They can become invisible, assume watery form, and have control over, and immunity to, all water based spells. +2 to Saves for cold-based spells and -2 on all damage die. Fire does +1 per die of damage and Saves are at -1. Steam does not harm them. They can only be hurt by enchanted weapons. Marid will do the exact opposite of what they are commanded to do. Marid are loosely ruled by a padishah. They tolerate djinn but dislike efreet. Marids can understand and speak all languages by a form of ESP. 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. Laboratory 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. All elementals must be controlled at all times by the persons who have called them forth. Failure to control any elemental will result in its turning upon the one who called it up and attacking. Control consists merely of the summoner maintaining undivided attention upon the Elemental: and being attacked, moving or any other action will tend to break this concentration. 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 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 Some may appear as a polygonal center with gossamer, spider-y "legs" extending out several feet from each facet. The "legs" move as if floating in an invisible sea. 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:2D6 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 green- ish eyes. It is quite strong but moves quite slowly when walking on land. The creature usually dwells in a dry underwater cave. It will occasionally hunt humans for food, usually killing and dragging them off to its under- water home for later consumption. 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 1 hour before needing to return, other- wise, 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:4D6(each bite)/special Lives in marshes, bogs, and swamps, black and dark green, breathes cloud of poisonous fumes 5" long, 4" wide - Save vs Poison or die - 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:10D6 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 and can crash through wooden structures and the like. They are usually about 7 - 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: 2D6 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. Magical warhammers do full damage, all other weapons do 1/2 damage. Spells affecting rock slows movement by 50%. A reversed Rock to Mud spell restores damage. Stone Golems are very strong. Their STR is twice that of a Flesh Golem. D) Iron: HD:10(60hp) AC:0 MOV:6" #AT:1 DAM:4D6 These golems are 12' tall and very strong(+5 STR). 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 restores damage. 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 three times the STR of Flesh Golems. 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, and have any strengths, weaknesses, or special abilities imaginable. 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 AC:2 MOV:3" #AT:1 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 the weapon will become stuck in the body of the statue and may only be removed when the statue is killed. Fire spells act as a Haste spell, causing the statue to move at double speed and strike twice per round. Electrical spells do full damage. F) Ice: HD:4 AC:4 MOV:9" #AT:1 DAM: Turn to Ice Translucent ice statue found in the arctic and subarctic regions of the far north. They blend into the snowscape and are very quiet, surprising on a 1-5(D6). Ice Statues can cast an illusion causing them to appear as a human, demi-human, or humanoid. They can also cast a Charm Spell if needed. In this guise, they will attempt to embrace their victim. If the attempt is successful, the victim becomes an ice sculpture on the next round. If the victim tries to avoid the embrace, the statue will have to make a to-hit roll vs AC9 + DEX Bonus of its intended target. The victim, turned to ice will still be alive but in suspended animation. Statues will not radiate magic but will detect as 'alive' by spell or tech device. Communication is possible from the outside with telepathy but the responses will be sluggish and incomplete. An Ice To Flesh Spell will restore the victim, although a TOUGHNESS SAVE will have to be made. Failure means the restored creature is at 0 hit points and unconscious. On the next round, and each round thereafter, a Death Save will need to be made unless first aid or magical healing is rendered. Failure indicates the creature has lost another hit point and is moving toward death. First aid stabilizes the victim back at 1 hit point. Edged melee weapons do only 1 point of damage on each successful hit. Thrusting weapons and arrows/spears do no damage. Blunt weapons do normal damage. Spells involving cold heal the statue of all wounds. Fire and Heat spells do double damage against them. Electrical spells do normal damage. Spells involving the 'mind' or 'spirit' have no effect. Ice Statues are normally found alone in out of the way places. They may wander endlessly or have a stationary 'home' in an alpine cave or similar place. Caryatid Column: HD:5 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. Caryatid 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 Caryatid 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. Gargoyle: HD:4 AC:4(see below) MOV:9"/15"(flying) #AT:1 DAM:D6 Found among ancient stone ruins, cathedrals, and cemeteries 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. Skin coloration is of stone. Gargoyle wings look like bat wings. Shadow: HD:3+2 AC:2/7(in bright light) MOV:9" #AT:1 DAM:D4 + Special Shadows aren't undead per se and aren't affected by things that affect undead but they hunger after life. Shadows are only harmed by magical weapons. Their touch drains 1 point of STR each time they hit. If a creature is brought to 0 points in either health or STR, it becomes a shadow. Lost STR points will return 2D4 Turns after being touched. Shadows are not affected by Sleep and Charm spells. Shadows are hard to see and they 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% A mummy is created by a curse cast upon a victim before its actual death, or buried alive in a casket with a curse upon it. The soul is trapped in the body at death until the mummy completes whatever task is required for its release, perhaps guarding a tomb for D6 x 1000 years. If the task is completed, the corpse of the mummy collapses and rots and the soul is free to find eternal rest. If the mummy is killed before it can complete its task, the curse prevents the soul of the being from finding eternal rest and it must now attempt to return to the Prime Material and take revenge upon the one who killed it. If Remove Curse and Raise Dead are cast upon the mummy, the person will return to life at the same age and Hit Dice as they were when they first died. Mummies are often found in tombs in arid lands and may be high level priests or warriors. They can see in the dark and move almost silently (surprise on 1-4). They will 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 the mummy's rotting disease for the next 24 hours. The rotting disease makes wounds take 10 times the usual time for healing. Mummies are only harmed by magical weapons(do 1/2 damage) and normal or magical fire. Animated Skeleton: HD:1 AC:6 MOV:6" #AT:1 DAM:D6 or by weapon Magically animated bones of once living creatures. 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 Magically animated, undead bodies of once living creatures. Zombies are slow and attack last in the melee round. They surprise on a 1-4 and can see in the dark 60'. Zombies will wander aimlessly, often performing or pantomiming the everyday mundane tasks they did in life, unless magically controlled and directed, Zombies may be con- fused 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 A ghoul must feed to ease the continual, horrific pain of hunger. This undead creature eats human flesh - living flesh is preferrable, but the ghoul will rob graves, if necessary, to find the food it craves. Ghoulish "touch of the grave" paralyzes any creature up to ogre-size and less than 4HD except for elves and faerie-kind since they do not fear "the grave"(TOUGHNESS Save). Paralyzed creatures will have an expression of shock and fear. Once an opponent is paralyzed, the ghoul will attack another opponent until all are paralyzed. Para- lysis lasts 2D4 full turns unless removed by something(the touch of an elf/fairy will 'awaken' a victim and dispel the effect). It will feast on the victims when it is no longer in danger. Ghouls can see in the dark 60', are a pale blue color, have sharp nails and teeth, and smell like rotting meat up close. Some ghouls can shapechange into their last victim but can't talk. Steppe/desert dwelling ghouls can shapeshift into hyenas, but their eyes will glow a pale fluorescent white. Ghouls hate fire and will attack those using fire in preference to anyone else. Any creature killed by a ghoul but not eaten by it will rise as a new ghoul at the following midnight. Sheet Phantom: HD:3+2 AC:3 MOV:9" #AT:1 DAM:Special STR:20 Appears as a white bedsheet with ragged holes cut out for eyes and mouth (it will appear as just a normal full-sized bed sheet until it attacks). The Sheet Phantom will attack by wrapping around its victim and draining their strength(D3 points each round after a successful attack). Death occurs when STR reaches 0. The victim of a Sheet Phantom cannot move and attacks against the creature will also cause 1/2 damage(rounded down) to the victim wrapped up if the to-hit roll was high enough to also hit the victim's base AC. The Sheet Phantom is treated as a Phantom on the Turning Undead Table. It is immune to Charm, Sleep, and similar spells. Pouring ether on the sheet will cause it to go dormant for 2D6 turns. If the Sheet Phantom is Turned by a Cleric, it will flee to a random closet, cabinet, chest/trunk, or similar space where it will attack again if disturbed. Remove Curse cast upon it will slow it to 1/2 speed. A second Remove Curse cast upon it will turn it into a normal sheet. Sheet Phantoms are sometimes created when a person dies in a traumatic manner in a hospital bed. They are large enough to attack anything ogre-sized or smaller. Wight: HD:4 AC:5 MOV:9" #AT:1 DAM:See below Undead creature. Found on moors/heaths/plains/hills in old grave barrows at night. May be found anywhere on the moors in daylight. Wights can shapechange and will try to trick a person into accepting a gift - accepting anything from a Wight puts one subconsciously under their power and the ensorcelled character will return to the wight's barrow that very night where they will be lain upon a stone bier in the barrow. By morning, they will 'awaken' as a lesser wight under the control of the original. A Remove Curse may remove the enchantment before the victim has returned to the wight's lair and lain upon the stone bed. If they are discovered in their barrow AT NIGHT, wights will sing a lullaby of ancient times, of kings and queens, terrible battles, and heroes long dead(WILL Save or become drowsy and disassociated, and easily led to a stone bier to sleep). Dreams will be fitful as the victims relive the tales of ancient days, being sung to them, as if they were actually one of the characters in the song. Victims thus enchanted will lie upon the cold stone to sleep and dream forever...or until magically awakened. If the save against the lullaby is successful, the wights will then fight with their clawed hands, doing no damage but 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. Wights can only be harmed by silver, wrought iron, or magical weapons. They are immune to sleep, charm, cold, or 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 discovered. Wraith: HD:6 AC:3 MOV:12"/24"(flying) #AT:1 DAM: See Below Wraiths are the corrupted souls of evil beings whose hatred drove them to return to the Prime Plane as undead in order to destroy all that is good. Pale glowing eyes look out from a dark cowl and dark, billowing robes. Wraiths can fly at 24". They radiate fear and despair within a 6" radius - Characters must Save vs Magic at -2 or flee the area. Even if the Save is made, PC's will need to make a morale check at -2 each round while in the presence of a Wraith. Elven PC'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 at -2 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. Wraiths are partially insubstantial/ethereal. In darkness, they can pass through walls and inanimate physical objects and they have a magic resistance of 50%. In daylight or bright light, their form becomes more solid, their powers are weaker(no penalty to Saves), 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, whose body slowly fades as their Psyche is consumed. Once the victim reaches 0, they fade completely and are gone. There is no resurrection possible - their soul has been consumed by the wraith. Wraiths can only be harmed by magical weapons. Fire, presented force- fully(as in waving burning brands at the wraith) will drive it away temporarily. Wraiths are also immune to sleep, charm, hold, cold, and mind or emotion affecting spells. Ghost: HD:5-9 AC:-2 MOV:12" #AT:Special DAM:See below Ghosts are ethereal beings. They are partially insubstantial/transparent on this plane and able to move through solid objects and even living beings. Ghosts may appear in any form and be of any "alignment". A ghost's actions will depend upon its Alignment(L,N,C), the reasons for its existence, its Reaction Roll, and the actions of the PC's. Ghosts can communicate in any language. Ghosts have several means of attack: 1) They can SCARE, causing any human(oid) within 6" of under 4HD to age 2D10 years and flee in panic for 2D6 rounds unless a Save vs Spells 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 by the fear. Clerics of level 4+ are not affected. 2) They can paralyze a victim by touch (Save vs Paralysis). 3) They can Magic Jar(as the spell). The possession of the victim will last for D6 turns. 4) They can create and throw a glob of glowing green ectoplasm which acts as a Web spell if it hits and can only be removed by Dispel Magic or Remove Curse. If not removed, the ectoplasm will dissipate within D6 hours and the victim will be free of its effects. 5) They can materialize and attack which causes 2D6 damage and a temporary loss of 2 points of INT per hit. Attacks are made against AC9. INT will return at a rate of 2 points per day. Ghosts can only be affected by magic or magic weapons. They are immune to Sleep, Charm, Mind/Emotion affect spells or those that affect physical attributes, Fire, Cold, Paralysis, Turn to Stone, and any of others of similar nature. Ghosts are Turned as Wraiths. 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 2D4 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:7-10 AC:2 MOV:18"/24"(flying) #AT:2 DAM:D6+3 per attack or special Vampirism is the result of the possession of an ancient queen upon her death by an evil spiritual force aeons ago. The queen was then 'reborn' as the first vampire. 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(full movement speed in a round and then attacks twice). Looking into the eyes of a vampire will require the character to make a Save vs Magic at -2 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 and D4 points of STR per round. Drained hit points can be used to heal any damage the vampire has sustained. If a character reaches zero in STR or falls below zero minus level hit points, they are dead. Occasionally, a vampire may wish to create another like themself. 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. After that, it's too late. Vampires need to feed every few days, but they will not die of starvation if they cannot. They will merely be in great pain. Vampires must sleep in a dark place during the day. Vampires may only be injured by silver or magical weapons. They regenerate 3 points/round and so will not die unless they are decapitated, 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) which burns them to ashes. Older ones will be burned badly but not destroyed. Ancient ones will merely become darkly tanned for awhile. Vampires can be bound in their coffins by a wooden stake through the heart, pinning them in place, but that will not kill them. This must be done during the day when they are dormant and at their weakest. There is a 2 in 6 chance that they will awaken before the mallet has driven the stake all the way through, and be able to attack! A Vampire shows no reflection in a silvered mirror because of the purity of the metal. Vampires can shapechange into a large wolf or giant bat. They 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. Older vampires can fly at a speed of 24" without changing into a bat. Additionally, Vampires can summon 10D10 rats or bats or 3D6 wolves to aid them if in an enrironment natural to those creatures. Charm, Sleep, 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 vam- pires. Dogs will growl and snarl or whine and whimper if one is near. 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+3 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, and can see invisible, ethereal, and out of phase creatures. Charm, sleep, enfeeblement, polymorph, cold, electricity. insanity or death spells/symbols have no effect. A Lich can be harmed by magical weapons and other spells. A lich appears as a skeletal form, black eye sockets with glowing points of light, rotting garments of rich finery. A Lich cannot be turned by a Cleric. Lycanthropes: ------------ Anyone seriously wounded by Lycanthropes (assume about 50% of total possible damage) will be infected and become a similar Lycanthrope within 2-24 days unless they are given a Cure Disease spell by a Cleric. Lycanthropy causes the following modifications: Hit Dice — Two to Four times regular number Speed - +20% Armor — up one class Strength/Constitution — Add 1-3 pts. to each (max of 18 for most characters) A lycanthrope's were-self personality may try and assert itself when the person is under great stress. To see which personality will prevail in a particular circumstance, add the XP Level and INT of the human personality against the STR and INT of the were personality. If either personality has a positive difference of 6 or more, that personality will always dominate (change will be by CHOICE even under the full moon) and no checks need to be made even during key situations. A positive difference of 2-5 indicates the higher party generally prevails, but checks will still have to be made during key situations(and during a full moon). A difference of 0-1 indicates an ongoing struggle between the two sides and a check must be made anytime the person is under stress! 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, Moonflower will cure the disease/curse. 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. Flying Monkey/Winged Monkey: HD:2 AC: MOV:9"/18" #AT:1 DAM:D4 4' tall, blue-grey fur, and bird-like wings. Flying Monkeys are mischievous and playful and easily amused. They are neither good nor evil, much like the Brown Trolls of the Faerie Realm. They are naturally timid around very powerful creatures and prefer to avoid fighting in general unless they themselves are attacked or their home invaded. A Monkey King is rumored to exist, who rules them from a velvet throne. Flying monkeys live together in large family/ tribal groups within the high caves of rocky cliffs or in the dense canopies of gargantuan trees. The Wizards of the Broken Lands have gained control over the Winged Monkeys at various times by ownership of a magical golden cap of soft yellow velvet and fine golden silk adorned with sparkling dia- monds and red rubies. The cap allows the wearer to call upon the monkeys three times only and order them to perform a service for the wearer, no matter how good or how evil. Once the owner of the cap has called upon the monkeys three times, the cap teleports away to a random location within the Broken Lands. The new location is always remote and difficult to access. The origin of the cap is uncertain, but it is known to have been created long ago, when the land about was still beautiful and green. Sky Dragon: HD:14 AC:4 MOV:12"/36"(flying) #AT:1 DAM:3D6/5D6 36'+ long, can be trained as mounts when young, smarter than horses and very loyal, brownish-green coloring, can breathe fire for 5D6 damage up to 9" away(6 times/day). Sky Dragons understand humanoid speech but do not themselves speak. Green Dragon: HD:14 AC:3 MOV:9" #AT:1 DAM:4D6/6D6 INT:8 Lives in forests/forested hills, low intelligence, 42'+ long. Breathes 'fireballs' of electrified plasma which it can do 3 times within a 12 hour period - must wait at least 3 rounds between plasma attacks. The plasma does 6D6 damage and the range is 6" in a 1/2" line. 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:4D6/6D6 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 is 1/2" wide and does 6D6 damage. This dragon does not fly. It also collects no treasure, nor does it understand speech. Black Dragon: HD:16 AC:2 MOV:9"/24" AT:1 DAM:5D6/6D6 INT:12 Black dragons live in the icy, rocky 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 6" long and 3" wide at the end for 6D6 damage 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 Dragon: HD:18 AC:0 MOV:12"/30" AT:1 DAM:5D6/6D6 INT:15 Red dragons are related to Black Dragons, but larger(75'+ long, HD:18), more intelligent, and are able to cast spells as a 10th level magic-user. Red Dragons can breathe a cone of fire 9" distance and 3" wide, 3 times per day for 6D6 damage each time. Both orginated in the far north but the Red Dragons migrated to the high mountains in warmer climes, far to the south and west. Red Dragons also collect vast hoards of treasure and magic items. They are solitary creatures and are known to randomly attack towns and villages for food, treasure, or just out of spite. Though highly intelligent, Red Dragons are also petty and vain, and may be susceptible to flattery if done well. Prismatic Dragon: HD:16 AC:0 MOV:12"/36" AT:1 DAM:4D6+special INT:18 PER:18 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 14th level MU. They are known to be helpful to good creatures 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 50' long and can fly. Prismatic Dragons can breathe a cone of Prismatic Spray 9" long and 3" wide at the end, 3 times/day. Gold Dragon: HD:18 AC:-2 MOV:12"/48" AT:2 DAM:5D6+special INT:20 PER:20 50' long, serpentine body. Gold, red-gold, or green-gold scales. Swept back horns on head with an almost antler-like appearance. Thin mane or frills around chin and head. 4 feet with 5 claws each. Gold Dragons have no wings but fly(almost swim) through the air in an undulating manner. They live and play among the clouds and have power over wind and water. Gold Dragons are very knowledgeable, wise and benevolent creatures. Seeing one grants good fortune for the next 24 hours(+2 luck, +2 to all saving throws). Gold Dragons can speak any language and cast any spell at will. They are very Lawful in alignment and oppose all evil things. Gold Dragons are sometimes found on the Astral Plane. Manticore: HD:6+1 AC:4 MOV:12"/18"(flying) #AT:2 DAM: D6+2 and see below Huge lion with leathery batwings and a human face with large fangs. All Manticora are evil, insane, and love human flesh. There are 2 types of Manticores, each with a different special attack in addition to their normal teeth and claws. A)Poison tail stinger which does D4 damage and Save vs Poison or die. B)24 spikes on tail which can be shot 6 at a time in any one direction. Range is 18" and damage is D6 per spike. Make 1 attack roll for each volley of 6 spikes. Then roll a D6 to determine how many spikes hit. Hydra: HD:5-12 AC:5 MOV:12" #AT:# of heads 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(goat), D6+2(lion), 2D6(dragon) or fire Magical or mutated/created, 3-headed(dragon, lion, goat). The goat’s head can gore with its long and sharp horns, the lion’s head can tear with its great fangs, and the dragon’s head can either bite or breathe a cone of fire out to 3" distance with a 1" wide end which does 3D6 damage. It's fire attack may be used 3 times/day but cannot be used on consecutive rounds. Chimera are usually found in wild hills. Sphinx: HD:12 AC:0 MOV:18"/36" #AT:1 DAM:3D6 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"/15"(fly) #AT:1 (see below) DAM:turn to stone A basilisk is a serpent-like lizard with a birdlike, beaked and crested head. It's body is 8-10 feet long with bird legs and a reptilian tail. Some Basilisk have scaly wings and can fly. The Basilisk has the power to turn to stone any creature it touches or any who meet its gaze. 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. Basilisks will also have a venomous bite OR the ability to breathe a burning, poisonous gas(50% chance for either). If bitten or inhaling the gas, the victim must make a Saving Throw vs Poison. Failure means death in D4 rounds. If the Basilisk breathes gas, it may only do so 9 times per day. Range is 10 feet and all flora in range will immediately wither and die. Lamia: HD:3+1 AC:9 MOV:12" AT:1 DAM:D4 or by weapon + special Female "vampire-ghoul" which casts a powerful sexual attraction charm on anyone it finds. The victim is then taken to the lair of the lamia to have their body and soul devoured. The spell has a range of 3". Lamia will usually be found in groups of 1-6. Their homes are usually made within the structures of crumbling, stone ruins, dressed with fine silks, cushions, and tapestries taken from previous victims or long forgotten places. 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 4D6 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:3+2 AC:5 MOV:18" AT:2 DAM:D6 (hooves) or by 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. One who is pure of heart may be given the chance to ride on the back of a Unicorn in special circumstances. 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). 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, lives in warm, semi-arid 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. Medusa: HD:6 AC:5 MOV:9" #AT:1 + Turn to Stone DAM:D4(claws) + Poison A beautiful woman with poisonous, writhing asps. Her gaze will turn all who meet it to stone at 3" distance(Save vs Petrification). If a character's eyes are averted, she will rush upon her opponent so that her snakes can bite (Save vs Poison or die). The range of this attack is but 1 foot. If the Medusa's gaze is reflected back, she will be turned to stone. The gaze of a Medusa can affect those on the Ethereal Plane as well. A Medusa will be dressed in a diaphanous gown or other light and loose garments. Medusa speak Common as well as their own tongue. They often dwell in ancient ruins or hidden caverns. Displacer Beast: HD:6 AC:4 MOV:15" #AT:2 DAM:D6+2 per attack(tentacles) 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. Lammasu(female)/Shedu(male) HD:9 AC:6 MOV:12"/24" #AT:2 DAM:D6 AL:LG MR:33% Upper-planar creatures known to the cultures of the warm, Eastern Lands. Lammasu/Shedu have a human head, the body of a bull or a lion, and bird wings. It is the nature of these creatures to aid and pro- tect good persons. Lammasu and Shedu usually travel together in pairs. Lammasu/Shedu constantly radiate Protection From Evil in a 10' radius which gives a -2 to all evil attacks and a +2 to all saving throws against evil attacks. They can also Turn Invisible, Dimension Door, and Plane Shift at will, and can cast any magic-user or clerical spell of levels 1-4(Use the MU Spell Progression Chart for number of spells castable per day). Their healing spells are of double power and they have Telepathy which helps them communicate with any intelligent life- form. Lammasu/Shedu speak the language of the Upper Planes. Beholder(sphere of many eyes): HD:11 AC:see below MOV:3" #AT:1 DAM:2D6(teeth) or 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 AC0 and the eyestalks are AC2(the eyes themselves are AC7). From 1 - 4 of the small eyes plus the central eye are able to function at one time, considering the attack is coming from an arc of 90 degrees. If the creature is attacked from 180 degrees, double the number of eyestalks able to function. If the attack comes from above, or the creature is completely surrounded, all 10 of the eyestalks can be used. 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. They are highly intelligent and speak common as well as their own language. If confronted by a powerful party, there is a 50% chance that they will listen to negotiations - either to be bribed not to attack or to pay a ransom to not be attacked. Bandersnatch: HD:10 AC:0 MOV:18" #AT:1 DAM:3D6 MORALE:12 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 attacks armored characters as if they were AC9. Jabberwock: HD:13 AC:3 MOV:12"/15" #AT:1 DAM:3D6 + special "the jaws that bite, the claws that catch", long neck, 15' tall - walks upright with 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 Jabber- wock). Missile weapons only do 1/2 damage. Fire Angel: HD:12 AC:0 MOV:12"/18" STR:20 #AT:2 DAM:3D6 each attack Chaos- creature, 12' across, winged, 3 hearts, russet colored, suggests a praying mantis with spiked collar, thorny claws protrude at every angle through the short fur, highly intelligent, supernatural bloodhounds used for assassinations - can follow a very cold trail once they've been imprinted with the victim's identity, wails loudly when it catches sight of its prey, nearly unstoppable except with powerful magic (3 Death Spells) or by vorpal sword(only weapon that can hurt it), can be captured and trained when young - used by wizards to track down and destroy enemies. They cannot cross planar boundaries on their own. 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 each 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. Imorph: HD:5 AC:5 MOV:6" #AT:2 DAM:D6-1 A grey-green, lumpy cylinder 4' tall and 2' wide. Suction cups under the main body enable movement. The creature is a constantly-changing mass of rubbery, dough-like flesh. Two 5' long tentacles emerge from the top of the body and are used for attack. When in melee, it begins, at the start of the 2nd round, to change its HD and AC by 1 point each round towards the values of its foe, at the same time gradually changing its shape to resemble its foe's shape. When HD and AC(and, hence, appearance) are the same as its opponent, it instantly alters its attack and movement to match. Note that its hit points and number of attacks(2) will stay the same even though its probability to-hit will change to match its new HD level. When melee is over, or when the imorph is down to 8hp or less, it will revert to its original form by the reverse process, changing AC and HD by 1 point each round. If faced with multiple attackers, it will select one at random to attack and emulate. If that foe dies or retreats, it will immediately select another. 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:2 + 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 18 - 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 on psionic energy. If psionic energy(abilities or magical) is in use nearby, they will stalk the user to take him by surprise, leap on his back, and 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 in which to deposit its eggs. A carrion crawler is worm-shaped, about 9' in length, 3' high at the head end, and move quickly on multiple legs. Its mouth is surrounded by eight tentacles of about 2' length, and its touch causes paralyzation (TOUGHNESS SAVE) for 3D4 FULL TURNS. 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. 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(bite) 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 Kampfult: HD:4+2 AC:4 MOV:3" #AT:3 DAM:see below This creature is 7-9 feet tall and resembles an old, bent tree trunk with six long, sinewy tendrils, looking like twisted, gnarled branches, spaced evenly around the upper portion of its body. Six small tendrils are located at the base of its trunk and are used as feet for movement. Its body is a dark grayish-brown and it surprises on a 1-3. A kampfult attacks from surprise, waiting until its prey moves within reach and then lashes out with its tendrils, attempting to grab and en- tangle it. Once entangled, the victim is suffocated and crushed. Only if the trunk of the Kampfult is hit can it be damaged. Creatures slain by a kampfult are slowly absorbed into the base of the trunk and digested. Purple Worm: HD:20 AC:4 MOV:9" #AT:1 DAM:special 100'+ long and 10'+ wide. They burrow deep beneath the ground in a constant search for food. They sense vibrations at 12" and move to attack. Any to-hit roll of 20% over the required number to hit its victim, 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 - this takes causing damage of at least 25% of the remaining hit points of the creature(e.g. doing 25 points of damage to the creature from the inside if it has 100 hp left). The inside of the worm is AC9, but each round the victim is in the worm it subtracts 1 from the damage each attack does. This subtraction is cumulative. Purple Worms never check morale. Otyugh: HD:6-8 AC:3 MOV:6" #AT:2(tentacles and bite) DAM:D6/D6(mouth) 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 eyestalk 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:D4 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 - 5 1/2' tall, 120#, spell casters, light step - elves can spring lightly over snow and move more easily through woods and thicketed areas leaving almost no trace of their passage through any environment, elves create many types of magical items - clothing, boats, rope, musical instruments, containers, etc. +2 to-hit and dmg with bows and javelins. All elves can cast cantrips. Light Elves ----------- HD:1+1 AC:5 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, can see far and in almost no light, 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 ability 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. Their skin coloration runs from very fair to swarthy, with hair that is deepest black, shining gold, silver- gold/platinum blonde, liquid copper, or flaming red-orange. Elven clothing seems to float and flow with the movements of the wearer. Sea Elves --------- MOV:15"/30" Sea Elves can polymorph into dolphins and know the languages of all intelligent marine life. They have gills to breathe underwater but can venture on land for short periods of time. They tend to spearguns and tridents in battle. Their skin is silvery-green with hair ranging from dark cyan and sea green to the colors of the brightest corals and shells. They often ride the bow wake of sailing ships in their dolphin form and have been known to aid drowning sailors or those alone and adrift upon the ocean. Dark Elves ---------- HD:1+1 AC:5 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 unravel when exposed to the surface light and the items themselves slowly fade awaaay. They are known to cast charms and illusions and are believed to have the powers of telepathy, mind reading, telekinesis, and the ability to move unseen among surface dwellers, being visible only to others of their own kind. The appearance of Faerie Fire in deep and dark places is associated with these creatures. Dark Elves trade with the surface world from time to time. They can see in the dark 60' and also into the ultraviolet spectrum. Fluore- scent rocks and mosses are used as decoration and as wayfinders in the Deepearth. They prefer slender swords, long thin knives, and small crossbows in battle. Their skin is inky black/blue-black with hair that is of moonsilver, aquamarine, indigo, or dark violet. Clothing tends to be close-fitting and of dark or neutral colors accented with splashes of color. Jewelry of precious metals and carved semi-precious or fluorescent stone is worn. Dark Elf cities are carved into enormous crystals and geodes that are sometimes found far below the earth and lighted by natural gases or mildly radioactive elements. These cities are often found in very large caverns; some large enough to have 'weather patterns' of rain and wind. Most are found near the "main highways" of the Deepearth or close to vast underground seas. Cities can communicate easily with one another even when hundreds of miles apart. Hobbit: HD:1 AC:7 MOV:9" #AT:1 DAM: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". Hobbits have curly or wavy hair which is usually brown or black. Red and blonde are uncommon. Skin color is similar to the Big People(humans). They have short, woolly hair on the tops of their feet and rarely wear shoes. Clothing is of bright or deep solid colors with occasional patterns, with fitted trousers, skirts, and vests/bodices being worn. Hooded cloaks and hats are common for traveling hobbits. Gnome: HD:1-1 AC:5 MOV:9" #AT:1 DAM:by weapon Gnomes are 2 1/2 - 3' tall and have long noses and full beards. Their body coloration varies from dark, earthy browns to floral pinks, though black, blue, or green skin is not unheard of. Hair is vibrant and comes in every color and style imaginable. Gnomes have highly mutable facial characteristics and the proportions always seem a bit off. 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 - and they have an affinity for Earth Elementals. 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 mechanisms. Gnomes are also able to cast magical and illusion cantrips(anytime). In battle, Gnomes wear armor of woven metal with a herringbone look, called gnomeweave, which gives an AC of chainmail but only encumbers as clothing. They wield hammers, picks, shortswords, short spears, and flintlock pistols. Clothing is often brightly colored. Wide belts, large buckles, vests with many pockets and loops for hanging tools, and interesting headwear are features. Dwarf: HD:1 AC:3 MOV:9" #AT:1 DAM:by weapon 4 - 4 1/2' tall, 150 #. 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. Dwarves are unable to cast spells but use special runes(especially in forging or construction). 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 knowledgeable 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 a fine mesh- mail which is very light and strong and acts like magical chainmail. They often employ shields and use warhammers, picks, and crossbows in battle. Any hammer or pick can be thrown as an attack and will return to their hand. The skin of dwarves runs the gamut of earth tones, from light ivory, to yellow sand, to nut brown, to red clay. Hair is thick and wavy and runs from chestnut red to coal black. Scrap Rat: HD:1/2 AC:4 MOV:9" #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 aux power conduits and systems which gives them the ability to shoot a small bolt of electricity D6 times/day. This attack does D4 electrical damage and the bolt range is 5 feet. Elect- rical attacks against scrap rats heal D4 damage to rats. Magical cold slows them to half speed. Aarakocra(Birdmen): HD:1+1 AC:7 MOV:9"/24" #AT:1 DAM:D4 or by weapon They live atop tubular sandstone pillars hundreds of feet tall, riddled with windows, chambers, and passages. 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 are very philosophical and have strong divination and healing magics. They have an oracle. Legend says they have been here since the world was young. Omnivorous, egglayers, they speak their own language - some speak common. In battle they use javelins, spears, and three-bladed, slightly curved knives shaped to fit over their own talons. They can dive straight down like a falcon, pulling out at the last moment. Diving attacks do double damage. Highly intell- igent and can see through illusions. Some can travel the Astral Planes. 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. Moon Spider: Moon Spiders weave webs of solidified moonbeams that will ensnare the psyches of sleeping(no save) or awake(WILL Saving Throw to avoid) humanoids. The webs will cause those sleeping victims to have poignant, inspired, or prophetic dreams. It will cause those awake to have visions and hallucinations of the same type. The webs will flicker and fade if clouds block the moon causing the vision to do the same. Upon moonset or sunrise, whichever comes first, the webs will rapidly melt away and the dreamer will be freed. 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). Sentient Whirlwind/Tornado/Dust Devil: Vortex: HD:2+2 AC:0 MOV:15" #AT:1 DAM:see below An elemental whirlwind 4" high, 1" wide at the base and 3" wide at the top. The physical form of the.vortex is a small sphere about the size of a grape- fruit which bobs and dodges about in the centre of the whirlwind. Its small size and its speed of movement make it difficult to hit. If a character is 'hit' by the whirlwind, it is picked up and spun around, taking 1-3 hit points of damage on round 2 and each round thereafter as a result of the spin. In order to escape, the center 'ball' must be destroyed by a character outside of the whirlwind's effects as the one(s) trapped cannot do so. Destroying the center dissipates the small elemental and sends it back to its own plane for a 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. OUTER SPACE ----------- Star Whales: HD: AC: MOV:Starship Speed #AT: DAM: Starship-sized, benevolent, graceful creatures seemingly constructed of blue- green, glowing light. Whale pods travel the furthest reaches of the galaxy. Feed on the energy thrown off by supernovas, quasars, pulsars, and black holes. Able to dive below the event horizon of black holes if being pursued. Star Whales can travel through hyperspace and are known to aid struggling starships and astronauts in trouble. Space Morays: HD: AC: MOV: #AT: DAM: Hundreds of feet long. Known to inhabit giant cave networks in asteroids and feed on passing ships, often swallowing them whole. Outer armor is impervious to all but the largest starship cannon. Spiders From Mars: HD: AC: MOV: #AT: DAM: Chaos creatures made of "dark electric shadow" which infest barren places and prey on EVERYTHING! Able to travel through hyperspace. Always move in groups. They can trap prey with dark webs that create an energy dampening, anti-magic field. Thought to originate from wildspace. Mynock: HD:1 AC: MOV: #AT: DAM: Silicon-based, bat-like, parasitic creature that feeds on power cells, cables, and the energy thrown off by starships. A flock of them can cause massive power drains to a small ship, resulting in critical failure of the ship's systems. Thing: HD: AC: MOV: #AT:1 DAM: A parasitic extraterrestrial life-form that assimilates, then imitates, other organisms. Shapeshifting and telepathic alien which has the ability to absorb and copy the DNA of any life-form it consumes, allowing it to take on its appearance, memories, and mannerisms. It is extremely hard to kill but fire can kill it if the body is completely consumed...otherwise it regenerates. It can lie dormant for millennia in an arctic environment in a state of susp- ended animation. Living Ship: HD: AC: MOV: #AT: DAM: "Leviathon" Moon Dragon: HD: AC: MOV: #AT: DAM: Sail on the star breezes. Wings are like solar sails. Their bodies are of a pale, light-reflective element. Pastel colors. Their eyes glitter like star- light. Opal/Pearl. Greater Firebird: HD: AC: MOV: #AT: DAM: Born in a star's corona. Silver Slime: HD: AC: MOV: #AT: DAM: Small sparles inside similar to a superball. Klidian(Kledian) Warlord: HD:6+ AC:3 MOV:9" #AT:2 DAM:D6+2 or by weapon AL:LAWFUL A reptilian humanoid space warrior. Skin is pale green, pug nose, wide mouth full of sharp teeth, and eyes that glow bright green when enthusiastic about something or when hunting. They can see in the dark. They have a thick tail and dinosaur-like horns down the length of their spine and tail. They wear banded metal Samurai armor and fights with a heavy Katana. Their helms are horned. Kledians can eat almost anything(much like a goat), but their favored snack is high quality denim. They speak a language of grunts, snorts, growls, and snarls which few can translate effectively. Kledians are skilled pilots and mechanics and once had a great empire spanning much of a galaxy far far away. Flicker: HD:9 AC:N/A MOV: Any #AT: None DAM: None MR: 100% flicker is a being composed entirely of light energy. It appears as a strand of multi-colored light. This strand is only 1/4 inch in diameter, but a number of feet long equal to the creature's Intelligence score(D12 + 8). One end of the light strand moves in a complex path within a small space (about 100 cubic feet), and the rest of the strand appears to follow the leading end's path. Movement may be very slow or extremely rapid—indeed, as fast as light itself. The creature may thus appear to normal vision as a glowing symbol or as a written word. Flickers are usually found in playful groups of D4+1, randomly following their curiosity through the multi-verse. Flickers encountered are probably lost, but they don't care. Flickers can cross planer/dimensional boundaries without effort. * 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