Net Monstrous Manual
Aerophant
Climate/Terrain: Arctic, usually mountainous
Frequency: Rare
Organization: Family
Activity Cycle: Day
Diet: Herbivore
Intelligence: Animal
Treasure:
Alignment: Good (70%), Neutral (30%)
Number Appearing: d6
Armor Class: 4
Movement: 24
Hit Dice: 10
THAC0: 14
Number of Attacks: 1
Damage/Attack: d10+3 or 3d10
Special Attacks: None
Special Defenses: See below
Magic Resistance: None
Size: L
Morale:
XP Value: 2200
Contributor: Mark Oliver <LCO102@URIACC>
This creature looks like an elephant with wings. It attacks in two ways: either wrapping its trunk around the opponent and throwing the opponent to the ground (d10+3), or by trampling (3d10). It will automatically attempt to CHARM any characters it meets, and generally is of GOOD alignment (the CHARM is for defensive purposes only - however, if it is under the influence of another players charm, that charm can be "forwarded" to other opponents). Because of its natural habitat, it is immune to all forms of cold attacks.
Sodius
Climate/Terrain: Any
Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: Special
Intelligence: Very (11-12)
Treasure:
Alignment: Chaotic Evil
Number Appearing: 1
Armor Class: 3
Movement: 15
Hit Dice: 5+1
THAC0: 15
Number of Attacks: 2
Damage/Attack: 2d6
Special Attacks: See below
Special Defenses: See below
Magic Resistance: None
Size: M (5' - 6' tall)
Morale:
XP Value: 650
Contributor: Mark Oliver <LCO102@URIACC>
This creature is exactly like the "Salt Creature" in the Star Trek episode "The Man Trap" (a.k.a. "The UnReal McCoy"). It can shapechange (like a Doppleganger) into any creature that its victim knows (past or present). The sodius' main goal is to hypnotize (-2 to save versus paralyzation) it's victim, and then draw the salt out of its victim. The victim loses 1 point of Constitution per round until either (1) the sodius stops, or (2) the victim loses ALL its Constitution, in which case it dies (resurrection possible). The victim can regain its Con by resting (1 point per day) or eating food with salt in it (1 point per 6 rounds). If forced to fight, the Sodius does 2-12 damage with its open hand (2 attacks per round). REMEMBER THAT WATER HAS NO SALT IN IT!
Concord
Climate/Terrain: Any (mountainous)
Frequency: Very Rare
Organization: Family
Activity Cycle: Any
Diet: Carnivore
Intelligence: Animal
Treasure:
Alignment: Chaotic Neutral
Number Appearing: 2d6
Armor Class: body -1, head 2
Movement: 12 (24 flying)
Hit Dice: 9+1
THAC0: 11
Number of Attacks: 1
Damage/Attack: 3d4 or d6
Special Attacks: None
Special Defenses: See below
Magic Resistance: None
Size: L (7' - 8' tall)
Morale:
XP Value: 2000
Contributor: Mark Oliver <LCO102@URIACC>
This creature has the body and wings of an eagle, and the head of a ram (the head is AC2). It has black slitted eyes (at DM's discretion,can paralyze), and a thin pointed tail (can strike for d6 damage). The normal attack of the creature is to do a "strafing run", where the concord swoops down on an opponent and rakes its claws on the victim as it flies by (3d4 damage). It can also charge like a ram and use its horns for d6 damage. The concord LOVES elves! It will ALWAYS attempt to subdue an elf first, because it considers them a delicacy. It can secrete an odor that repels all races except elves (who are attracted to the smell). If necessary (or applicable), the concord can also gate in 1-10 more concords 25% of the time.
Tarkon
Climate/Terrain: Mountainous
Frequency: Rare
Organization: Family
Activity Cycle: Any
Diet: Carnivore
Intelligence: Animal
Treasure:
Alignment: Chaotic Neutral
Number Appearing: 3d6
Armor Class: 3
Movement: 12
Hit Dice: 7
THAC0: 11
Number of Attacks: 2
Damage/Attack: d6+3/d6+3
Special Attacks: Poison tail sting
Special Defenses: Immune to cold-based attacks
Magic Resistance: 25%
Size: L (10' tall)
Morale:
XP Value: 2750
Contributor: Mark Oliver <LCO102@URIACC>
This creature dwells in the mountains of cold regions. It has a crocodile head and a rat-like body (it is bipedal). It has a long barbed tail, and has claws for hands and feet, and has greenish fur. A normal attack for the Tarkon is to attempt to grab its opponent with both claws (d6+3 damage per claw, 2 attacks per round) and hold it. If both claws hit, the opponent is "held", and the Tarkon will sting it with its tail (3d4 damage, save vs. poison). It is immune to all cold attacks and has a 25% magic resistance.
Cyclic
Climate/Terrain: Arctic
Frequency: Rare
Organization: None known
Activity Cycle: Any
Diet: Special
Intelligence: Very (11-12)
Treasure:
Alignment: Chaotic Evil
Number Appearing: 3d4
Armor Class: 4
Movement: 12
Hit Dice: 6
THAC0: 15
Number of Attacks: 2
Damage/Attack: 2d6/2d6
Special Attacks: None
Special Defenses: Immune to cold-based attacks
Magic Resistance: None
Size: M (5' tall)
Morale:
XP Value: 475
Contributor: Mark Oliver <LCO102@URIACC>
This creature looks like a man that has been frozen solid, except for a pair of albino "eyes". It is formed almost entirely of living ice. The cyclic can attack with two "arms" for 2d6 damage (2 attacks/round). It is immune to all cold attacks, but takes double damage on all fire attacks (the touch of a lit torch would probably do d4 damage).
Spamalope
Climate/Terrain: Any
Frequency: Very Rare
Organization: Clan
Activity Cycle: Nocturnal
Diet: Special
Intelligence: High (9-10)
Treasure: None
Alignment: Neutral
Number Appearing: 2d4+4
Armor Class: 2
Movement: 12
Hit Dice: 4
THAC0: 17
Number of Attacks: 1
Damage/Attack: d2
Special Attacks: None
Special Defenses: None
Magic Resistance: None
Size: S (1')
Morale:
XP Value: 180
Contributor: Sam Huntsman <SH06078@UAFSYSB>
The Spamalope is a can of SPAM with antlers and legs (this originally was an inside joke of some sort). They are usually found in groups of 6-12, and will be gathered around a Hormel Ham worshipping it. The Ham is their only treasure, and it is worth 5gp. The Ham is edible, the Spamalope is not.
Ice Wraith
Climate/Terrain: Any
Frequency: Very Rare
Organization:
Activity Cycle: Any
Diet: Special
Intelligence:
Treasure:
Alignment: Chaotic Evil
Number Appearing: d4
Armor Class: -5
Movement: 18
Hit Dice: 9
THAC0: 12
Number of Attacks: 2
Damage/Attack: d10/d10
Special Attacks: Heat drain
Special Defenses: +1 or better weapon to hit
Magic Resistance: None
Size: M (5')
Morale:
XP Value: 2500
Contributor: Rob Sanders <Y13RCS1@NIU>
The Ice Wraith is a creature that resembles a man-shaped cloud of mist. It survives by draining all heat from any available source near it (for example, a campfire. Because of this, cold-based attacks do double damage and heat-based attacks HEAL the Ice Wraith for half the damage points the attack would normally cause. A +1 or better weapon is required to hit, but any metal weapon passing through the creature will become intensely cold and may be dropped. The Wraith can cast Affect Normal Fires three times a day to make a heat source hotter, but this will cause the fire's fuel source to be consumed more quickly. Of course, body heat is also an acceptable source of heat for these creatures, so if a PC tries to douse his campfire to get rid of the Wraith, he may be in for an unpleasant surprise.
Demi-Shadow
Climate/Terrain: Any
Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet:
Intelligence: Variable
Treasure:
Alignment: Variable (always Evil)
Number Appearing: 1
Armor Class: -2
Movement: 20
Hit Dice: 14
THAC0: 9
Number of Attacks: 2
Damage/Attack: d8/d8
Special Attacks: Spell casting, attribute drain
Special Defenses: +3 or better weapon to hit
Magic Resistance: None
Size: M (4' - 5' tall)
Morale:
XP Value: 7500
Contributor: Rob Sanders <Y13RCS1@NIU>
A Demi-Shadow is an alternative to a lich for a magic-user (MU). A spell caster can, through the use of a shadow lanthorn, a Time Stop spell, a protective encasement for his body, and various other components, preserve his body forever while his mind roams free in shadow form. A Demi-Shadow appears as an ordinary shadow (the monster), but somewhat more substantial. His touch drains d6 points of strength or dexterity (divided evenly between the two) for d20 rounds. A +3 weapon is needed to hit, and the Demi- Shadow is immune to all spells except the following:
Fireball & Lightning 1/4 damage
Light 1d20 damage
Continual Light 1d20 + 1d10/round not dispelled
The Demi-Shadow may use all spells he had when "alive" (except any that produce light). He will only be found in areas of darkness and will avoid lighted areas (unless he uses a Darkness spell, which is an innate ability and can be cast up to three times per day). At 0 hit points, the Demi- Shadow will flee to his physical body, which will awake in d10 rounds as a VERY angry MU. Any spells cast while in Demi-Shadow form are used up in MU form as well (he doesn't get the spells back).
Golem, Mud
Climate/Terrain: Any
Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: None
Intelligence: Low (5-6)
Treasure:
Alignment: Chaotic Evil
Number Appearing: 1
Armor Class: 4
Movement: 12
Hit Dice: 90 hp
THAC0: 9
Number of Attacks: 2
Damage/Attack: d12/d12
Special Attacks: None
Special Defenses: +2 or better weapon to hit
Magic Resistance: None
Size: L (10' tall)
Morale:
XP Value: 5500
Contributor: Rob Sanders <Y13RCS1@NIU>
A Mud Golem resembles a stone golem, with the obvious exception that he is made entirely of mud. A mud golem may not change his shape at all; his substance is malleable but always retains the same structure. A +2 weapon is required to hit; anything less just passes through the mud without doing any damage. Fire-based and cold-based spells do half damage and may harden an area of the golem's body. The hardened area may be hit with normal weapons for half damage, and a spell of the opposite temperature cast the following round may shatter that part of the body. No other spells have any effect.
Hoolk
Climate/Terrain: Temperate
Frequency: Rare
Organization: Family
Activity Cycle: Any
Diet: Carnivore
Intelligence:
Treasure:
Alignment: Neutral
Number Appearing: 3d4
Armor Class: 3
Movement: 15
Hit Dice: 5-7
THAC0: 15
Number of Attacks: 3
Damage/Attack: d6/d6/d8
Special Attacks: Poison
Special Defenses: None
Magic Resistance: None
Size: L (8' tall)
Morale:
XP Value: 700
Contributor: Gary Samek <C133GES@UTARLVM1>
The Hoolk is the result of genetic experimentation. This creature inhabits any region of temperate or warmer climate. The Hoolk are always hungry and prefer human meat. It will continue to attack until dead, and attacks with poisonous claws and fangs. When encountered in their lair, double the numbers will be present along with 1-2 young (20-80% grown) plus a "leader" that gets +1 per die on hit points and +1 to hit, damage, and saving throws. Hoolk are humanoid reptiles with wings. Their scales are green and their heads are smooth. The eyes are yellow and look like the eyes of a snake. In proportion, the build of a hoolk is larger than almost any human of comparable size.
Ploorian
Climate/Terrain: Mountainous
Frequency: Very Rare
Organization: Clan
Activity Cycle: Any
Diet: Carnivore
Intelligence: Average (9-10)
Treasure:
Alignment: Neutral Evil
Number Appearing: 2d4
Armor Class: 4
Movement: 15
Hit Dice: 11
THAC0: 12
Number of Attacks: 1 or 2
Damage/Attack: 4d6/4d6 or by weapon
Special Attacks: None
Special Defenses: None
Magic Resistance: 10%
Size: G (18' tall)
Morale:
XP Value: 3300
Contributor: Gary Samek <C133GES@UTARLVM1>
Ploorians are half evil cloud giant and half elephant. Ploorians have lost the ability to levitate. The Ploorians hate all other life forms, especially cloud giants. They are thought to be the last remnants of several thousands of cloud giants that dared to confront the gods and demand equal status. The gods punished the giants by torture and then cursed them with the elephants that the giants used as pack beasts. Ploorians have a keen sense of smell and are surprised only on a 1. In any group, one will be considered as "chief" (AC 3, 12 hit dice, very intelligent). Ploorians are 18 feet tall and appear to be a giant/elephant representation of a centaur; the elephant half is normal, but the giant half has a light blue skin and silver hair.
It is suspected that the Ploorians will band with the fire and frost giants against the gods in the battle of Ragnarok.
STR: 23 INT: 9 (chief: 11) WIS: 11 DEX: 10 CON: 15 CHR:3
(* Concept derived from the Lensman series by E. E. Doc Smith. *)
Grendel
Climate/Terrain: Near water
Frequency: Rare
Organization: Herd
Activity Cycle: Day
Diet: Herbivore
Intelligence: Low (6-7)
Treasure:
Alignment: Neutral
Number Appearing: 2d6
Armor Class: -2
Movement: up to 45
Hit Dice: 5-20
THAC0: 5-7 HD: 16 8-10 HD: 15
11-14 HD: 14 15-20 HD: 13
Number of Attacks: up to 4
Damage/Attack: d6/d6/4d4/3d4
Special Attacks: Charge, Impale
Special Defenses: Speed
Magic Resistance: None
Size: L
Morale:
XP Value: 500 per HD
Contributor: Jeff Fulford
These amphibians appear much like stegosauri, only smaller and lower, and with big pointed teeth. Curious, intelligent and omnivorous, they have racial memory passed down through DNA/RNA and can understand relatively advanced concepts, such as revenge. They generally range out from a deep pool or slow-moving river, where they spend most of their time, if they smell any disturbance (very good sense of smell, both in water and in air). They are extremely territorial. If attacked or attacking, they can speed up their metabolism many times over, increasing their running speed to as much as 100 mph. In this mode they act as if doubly Hasted and move at 300". This Speed drops their AC to -10 (Dex bonus). They may attack up to 4 different targets while on Speed. The effects last from 2-7 rounds and the Grendel will start to "overheat" after the 3rd round of Speed. There is a 30% chance per round after the 3rd that the Grendel will overheat and drop dead in its tracks. This happens automatically after the 7th round. This heat sensitivity while on Speed causes it to take double damage from fire or heat attacks, while cold based attacks will allow it another 2-7 rounds of Speed (start over), but do normal damage due to the sudden temperature change.
Any character with Infravision who sees a Grendel going on Speed must save vs. Paralyzation at -3 or be blinded in the Infrared spectrum for d4 rounds. While on Speed, a Grendel may dodge up to 4 missile attacks per round as if it were a Monk of 9th level. If it is raining or very foggy, the chance of overheating in only 5% per round, and the Grendel can go up to 12 rounds before dropping. If immersed in water or snow, the chance is only 2% per round (starting on the 10th round), and the Grendel can go up to the 20th round before dropping.
If the tail attack is a natural 19 or 20, the victim is impaled unless he can roll under half his DEX on a d20 (round down). When impaled, the victim loses d4 hit points per round, loses Dex bonus to AC, and all attacks are at -5 to hit and -1 on damage. To disengage from the spikes, the victim must roll under half his STR on a d20 (round down). On a Speeded Charge, the prey of a Grendel must roll for surprise (1-4) or be knocked down for 1-2 rounds and take d6 hit points. This is in addition to any attacks from the Grendel. A Grendel will normally keep fighting until it is at 25% of normal hit points or for 3d4 rounds. Grendels are solitary, meeting only to spawn. The young are born alive in water, and are fishlike and very small (less than 1" at birth). Often 50,000 will be born at once. Once they are 6" or longer, the adults will eat them if no other food is available. After about 3 or 4 months they become amphibious and are recognizable as being Grendels, and will crawl up on the land and attack and eat everything in sight, including each other! Young get no special Charge attack.
True Troll
Climate/Terrain: Any
Frequency: Very Rare
Organization: Family
Activity Cycle: Any
Diet: Carnivore
Intelligence:
Treasure:
Alignment: Neutral Evil
Number Appearing: 1d4
Armor Class: -1
Movement: 30
Hit Dice: 20
THAC0: 8
Number of Attacks: 3
Damage/Attack: 5d4/5d4/6d6
Special Attacks: Throat rip
Special Defenses: Damage reduction
Magic Resistance:
Size: L
Morale:
XP Value: 13000
Contributor: Jeff Howe
The True Troll seems to be the oldest member of the troll family, and the base stock from which the others sprang. While lacking the regenerative powers of its evil offspring, the True Troll is perhaps even more dangerous, for it is resistant to the spells of all but the most powerful mages and clerics, and because of their thick, stony hide and inherent toughness, take only 1 point of damage for every 2 points done (50% damage reduction). True Trolls are usually found in deserted fens, far from civilization, and although they will occasionally raid isolated settlements, their numbers have been reduced to the point where they do not pose a threat to society--as opposed to wandering adventurers. Greedy, bloodthirsty, and mean, they love to taste the blood and flesh of humans and demihumans, often pausing for a round in combat to rip the throat out of a victim (requires two claw hits the previous round). If this attack (bite) is successful, the hapless victim loses all but 1d4 hit points and loses 1 hit point every round thereafter until dead or healed. Even then, the victim is incapable of speech or eating solid foods for 2-8 weeks, or until healed through regeneration. True Trolls have both infra- and ultravision with a range of 90'. They speak the languages of trolls, ogres, orcs, and the local common speech (25% of the time). One in 20 (5%) will be magic- user, specializing in necromantic spells and summoning. If using weapons, they prefer the two-handed sword or halberd (with which they are +5 to hit and +13 on damage).
Animator
Climate/Terrain: Any
Frequency: Very rare
Organization: Solitary
Activity Cycle: Any
Diet:
Intelligence: Very (11-12)
Treasure:
Alignment: Neutral Evil
Number Appearing: 1
Armor Class: 2
Movement: 6
Hit Dice: 9+5
THAC0: 9
Number of Attacks: 2
Damage/Attack: 2d6/2d6
Special Attacks: Paralyzation and Animation
Special Defenses: +1 or better weapon to hit
Magic Resistance:
Size: M (4' - 5' tall)
Morale:
XP Value: 3200
Contributor: J. Anotonio Chavez <BL197903@TECMTYVM>
Animators are vicious creatures who kill for the pleasure of doing it. Their appearance resembles that of a lich, but with a spectral look. They usually don't leave their lairs, in which they never keep treasure. However, since they're found in unaccessible places (dungeons and ruins), there is a good chance of finding magic items from their unfortunate victims:
30% Magic Weapon
20% Magic Shield or Armor
10% Potion
05% Miscellaneous
The animator can attack with 2 claws, each of which inflicts a cold chill causing 2-12 damage, plus paralysis unless a save is made. However, they normally attack by animating objects to attack the party. The animated object can be any smaller than human size, and it will attack as a living creature (not as a throw object). The animated object(s) will usually be stones, logs, or anything in sight. All objects will take 25 HP of damage before being destroyed, and will have 2 attacks per round, each doing 1-8 HP. An animator can control up to 5 objects in a range of 120". If an object is destroyed, the Animator will automatically take control of another.
The animator is immune to all non-magical weapons and missiles. It is also immune to all spells affecting the mind, and cannot be turned (because it's not undead).
Alien
Climate/Terrain: Caverns
Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: Omnivore
Intelligence: Very (11-12)
Treasure:
Alignment: Neutral Evil
Number Appearing: 1
Armor Class: -1
Movement: 15
Hit Dice: 10
THAC0: 0
Number of Attacks: 1
Damage/Attack: 5d4 or 2d6
Special Attacks: Acid
Special Defenses: Immune to Acid
Magic Resistance: None
Size: L
Morale:
XP Value: 18000
Contributor: "ToeJam"
These horrible creatures are found in the deepest of caverns where they prey on unsuspecting adventurers. They have 60' infravision. If found in a group there will be from 5-20 leather egg-like sacks which pulsate when approached. The eggs contain the face huggers (FH). The FH will attempt to attach to the mouth of a victim and deposit an egg in the victims body. Once attached to a victim the FH must be cut off, releasing the alien's acid upon the victim, inflicting 1d4 of acid damage per round until washed off. It takes 6 turns for the FH to deposit its egg. A Cure Disease will kill the FH with no ill effects if done within 3 turns. A Cone of Cold will cause dormancy in the egg sacks for 2d6 days.
The egg will mature in to chest burster (CB) in 1d3 days. The CB will come out of the victims body via the chest (hence the name). The victim is killed instantly, no save! The victim may be resurrected only if a Heal is performed first. The CB matures into an Alien. Full grown Aliens attack with their claws, bite, and tail (-3 to hit). The mouth attack inflicts an additional 3d4 of acid damage per round until washed off. Anyone viewing an Alien from the front must save vs. magic or be rigid with fright for 1d6 rounds. The Alien is not affected by charm, sleep, feeblemind, polymorph, cold, insanity, death spells/symbols, but take +3 damage from fire and electricity.
Clearly the acid damage is the worst aspect of these creatures. All acid damage may be halved if a save is made against breath weapon. Any hit upon an Alien causes a spray of acid in a 5' radius (all in range take 3d4 points of damage per round until the acid is washed off). The Aliens communicate telepathically. They are VERY smart and cunning.
Phirth
Climate/Terrain: Any
Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: Omnivore
Intelligence: Exceptional (13-14)
Treasure:
Alignment: Chaotic Neutral
Number Appearing: 1
Armor Class: 5
Movement: 99
Hit Dice: 7
THAC0: 9
Number of Attacks: 0
Damage/Attack: See below
Special Attacks: See below
Special Defenses: See below
Magic Resistance: None
Size: S (3' box)
Morale:
XP Value: 1300
Contributor: Jeff Comtompasis <JCONTOMP@TUFTS>
The Phirth is an ethereal creature with the equivalent of a Prime Material Plane Box of Holding. Their main attack is to grab out of their box when it is opened by a curious victim. The strength of a Phirth is 16. Any victim caught with strength < 16 is steadily pulled into the box at the rate of (16 - Str) feet per round. If the victim's strength is 16 he/she can hold out for a number of rounds equal to his/her constitution before being pulled in a the rate of Str=15. 17 Strength breaks free in 5 rounds. 18+ Strength breaks free on a successful roll of 1d20 under 18.
The Phirth attempts to charm its victim. If a save vs. Spell is not made the victim will not attempt to save him/herself for 1d4 rounds. Damage done is based upon resistance - full resistance is 1d3 per round, drag is 1d2 per round, or no damage for no resistance. Phirths move by teleporting to convenient places in hopes of finding victims. The Phirth can't open its own box, just shut it.
Silver Twist
Climate/Terrain: Any
Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet:
Intelligence: Unknown
Treasure:
Alignment: Neutral
Number Appearing: 1
Armor Class: 7
Movement: 12
Hit Dice: 4
THAC0: 17
Number of Attacks:
Damage/Attack:
Special Attacks: See below
Special Defenses: None
Magic Resistance: None
Size: L
Morale:
XP Value: 175
Contributor: Jeff Comtompasis <JCONTOMP@TUFTS>
A silver twist is considered more of an odd phenomenon than a monster. The twists are thought to be the result of a backfired experiment in magic. Appearing as a constantly shimmering mobius strip, the twist can stretch into a fairly thin 12' long x 2' wide rectangle or expand outward into a 12' diameter x 2' depth cylinder. Its size and relatively clumsy means of locomotion make it an easy target.
The danger associated with it comes from the twist's magic. If a successful strike is made by the twist, the victim is transported to a random location as if a Dimension Door spell was cast upon the victim. If a character strikes the silver twist, there is a 2 in 6 chance that the character will be equally affected by a Dimension Door. The effect of the Dimension Door is as if a 15th level mage cast it to its maximum distance of 450 yards (1350 feet). There is, however, a random direction associated with the effect. Roll 2d8 (one at a time) and use the table below to determine where in 3-dimensional space the receiver goes:
1st Die |
Direction |
Theta |
2nd Die |
Direction |
Phi |
1 |
North |
90 |
1 |
Up |
0 |
2 |
North East |
45 |
2 |
Up |
45 |
3 |
East |
0 |
3 |
Flat |
90 |
4 |
South East |
315 |
4 |
Down |
135 |
5 |
South |
270 |
5 |
Down |
180 |
6 |
South West |
225 |
6 |
Down |
225 |
7 |
West |
180 |
7 |
Flat |
270 |
8 |
North West |
135 |
8 |
Up |
315 |
* Radius of Rho = 450 Yards (1450 Feet)
* Location in 3-dimensional space is given by:
X = Rho * Sin(Phi) * Cos(Theta)
Y = Rho * Sin(Phi) * Sin(Theta)
Z = Rho * Cos(Phi)
* Double check the calculation with the formula:
Rho = Sqrt( X**2 + Y**2 + Z**2 )
The first die roll gives the direction in the X-Y plane for the first point of reference; the second roll gives the direction in a plane perpendicular to the X-Y plane. The point determined is the destination for the victim/striker. A truly vicious alternative is to have two more dice rolled to determine the bodily orientation once the destination is reached (you can make this table up on your own). If the destination point is found to be a solid object, then the "Astral Plane" rule of Dimension Door applies. The weight restriction rules of Dimension Door also apply. The best way to oppose a silver twist is to attack it in a non-pysical (magical) manner. Better still, running away never hurts.
Sandgorgon
Climate/Terrain: Desert
Frequency: *Extremely* Rare
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: Very (11-12)
Treasure: None
Alignment: Neutral
Number Appearing: 1
AC: 0
Movement: 3600 ft/rd (*very* fast)
Hit Dice: 20
THAC0: 12
Number of Attacks: 1
Damage/Attack: 3d8+6
Special Attacks: See below
Special Defenses: None
Magic Resistance: Stone and Heat based attacks
Size: L (7'-10')
Morale: N/A
XP Value: 13000
Contributor: Mark Norton <S099660@UMRVMA>
The sandgorgon stands about 7' tall. Its skin has been bleached white by the desert sun. Its knees bend backward, like an ostrich and its feet are wide pads, which gives it and incredible speed in any sort of terrain. The sandgorgon has arms but no hands, instead the limbs end in flexible stumps, designed to break stone. It has no face, save gill-like flaps on the sides of the head
Combat: When released from Sandgorgon's Doom by the speaking of its name, the Sandgorgon must slay the speaker then return to its Doom. "Distance has no meaning for such power, the Sandgorgon will answer its call quickly" (A semi exact quote, don't have the book right beside me so I'm not sure if it's entirely accurate. The upshot of the quote (?) is that if there is *any* land access, even over polar caps, the Sandgorgon will come. In the book, Nom came thousands of miles in about half a day bypassing oceans.) It's great strength makes it a formidable opponent and it will use cunning and guile as well as brute force. The sandgorgon will use its strength and stone lore as an offensive weapon such as striking the ground, causing it to crack and vibrate as in the Earthquake spell. It is also able to set up harmonic vibrations in stone causing it to shatter in 1d4 rounds (also depends on relative thickness and strength of the stone). However while setting up vibrations, it cannot attack and must concentrate on hitting the stone repeatedly and at the proper intervals. A Sandgorgon is resistant to all fire and stone based magical attacks, however its head is vulnerable to bludgeoning attacks causing it to be stunned for 1 round. The Sandgorgon will fight until the speaker of its name has been slain or it has been killed. If the speaker dies the Sandgorgon will retreat immediately at full speed to its Doom.
History: Originally the Sandgorgons roamed the desert freely in a distant land They attacked the inhabitants randomly, so they were no great threat when the villagers banded together. Organized they could have done great damage. One day a mage of great power came and offered to remove the threat if they would pledge eternal allegiance to him. They, naturally did and the mage bound the Sandgorgons in an immense gyre of wind of such force that it "destroys and remakes the land at every turn." To release such power, the mage had to put a flaw in the spell. The flaw is that any Sandgorgon will be released if its name is spoken. It must then find the speaker and slay him, then return to its Doom.
There is an ancient legend that says if one can defeat a Sandgorgon without killing him, it will swear allegiance. The legend (of course) does not say how this may be done.
Ecology: The Sandgorgons are beasts birthed by the immense violence of the storms in the desert. They are somewhat manlike in form and in cunning, but the chief aspect of their nature is that they are horrendously savage and "mighty beyond the strength of stone and iron." Nothing is known of what purpose they served before the forming of the Doom. It is said that this will be revealed by the gods at the end of the world.
Acid Worm
Climate/Terrain: Temperate
Frequency: Rare
Organization: Tribe
Activity Cycle: Any
Diet: Omnivore
Intelligence: 6
Treasure: Nil
Alignment: Neutral
Number Appearing: d6
AC: 0
Movement: 15" underground, 2" above
Hit Dice: 6
Number of Attacks: Special
Damage/Attack: 1d4 + special
Special Attacks: Acid Spit / Eggs
Special Defenses: Nil
Magic Resistance: Nil
Size: L (10'-15')
Morale: 15
XP Value: 3000
Contributor: Robert Hayden <AVATAR%BSU.DECNET@MSUS1>
Acid worms a creatures that wander around under the ground and have a nasty habit of attacking anything that moves on the surface. They have poor eyesight and are guided to their prey my the vibrations of those who move on the surface.
In combat, the acid worm has 3 attack modes.
1) Protruding from the back of the beast are two tentacles tipped with an instrument that looks like a very bony mouth. The acid worm can whip this mouth-like device at the target with amazing accuracy (THAC0 10) and the mouth will bite for 1d4 damage. In addition, the mouth's teeth are hollow are will inject 20-30 eggs into the target that will begin to grow and mature within 12 hours, beginning to eat the host in 18, and killing the host/escaping in 24 or so. Applying fire to the wound after combat will destroy the eggs. The larvae came be removed with a sharp instrument (like a knife) once they have hatched and begun to grow. Applying a CURE DISEASE spell will also remove the infestation. The "mouths" that are thrown at victims will regenerate in 1d4 hours.
2) There is a third tentacle protruding from the back of the worm which is capable of spitting forth up to 5 acidattacks per day. These attacks are very random (THAC0 of 25) and will hit for 1-10 points of damage. The acid worm is immune to his own acid.
3) The acid worm can also bite targets for 3-18 points of damage + 1d12 points of acid damage.
Acid worms have no definable sex and reproduce by combat mode 1. Very few larvae reach maturity (less than 1%). Natural predators include, birds, purple worms, and umber hulks (which consider the acid worm a delicacy).
Dorcs
Climate/Terrain: Any
Frequency: Very Rare
Organization: None
Activity Cycle: Any
Diet: Carnivore
Intelligence: Low to Stupid
Treasure: Anything shiny and neat (quartz is
good)
Alignment: Neutral
Number Appearing: 3d6 or 10d10
Armor Class: 8
Movement: 6
Hit Dice: 1-1
THAC0 20
Number of Attacks: 1
Damage/Attack: 1-6 (Short Swords)
Special Attacks: None
Special Defenses: None
Magic Resistance: None
Size: S
Moral: Real Low!!!!!
XP Value: 15 (if you're lucky)
Contributor: Bill Hinks <QXN123@URIACC>
Dorcs are a crossbreed between dwarves and orcs. They are of very low intelligence and have no organizational skills whatsoever. Their only danger is in mass attacks. They are known to jump from trees and possibly (on a roll of 1) impale themselves on anything sharp in the area (Helmets, Swords, Backpacks, etc.) The thrive on collecting small gems and sparklies and they get great fulfillment out of clutching small stones and hissing Precccccciousssss to themselves
All in all they make for a pretty entertaining monster for those first level characters and also for the Dm to play with.
Sword Snake
Climate/Terrain: Any
Frequency: Very Rare
Organization: Family
Activity Cycle: Night
Diet: Carnivore
Intelligence: Very
Treasure: None
Alignment: Any
Number Appearing 1
Armor Class -2
Movement: 12
Hit Dice: 1-6 (varies)
THAC0 1-2 HD: 20
3-4 HD: 18
5-6 HD: 16
Number of Attacks 2 (slash/bite)
Damage/Attack: Small(1-6/1-2) Medium(1-8/1-4)Large(1-12/1-6)
Special Attacks: Poison
Special Defenses: Immune to sleep/charm/cold spells
Magic Resistance: Small(10%) Medium(20%) Large(30%)
Size: Short to Two-Handed
Morale: Varies
XP Value YOU DECIDE!!!!
Contributor: Bill Hinks <QXN123@URIACC>
The sword snakes were first invented by an eccentric wizard that got confused while trying to enchant an item. The result was the sword snakes. The sword snakes have three different levels of growth. At 1-2 HD the sword snake appears as a short sword. It's poison is very weak save at +2 or you skin begins to harden until it becomes metalic (1-4 Hrs. and then death). At 3-4 HD the sword snake appears as a long sword and its poison is capable of killing in 1-2 hrs. save applicable. AT 5-6 Hd the sword snake appears as a two handed sword and it's poison is capable of killing in 1 hr. save at -2. The poison also has one other possible effect, If the character saves, there is a slim chance 5% that the characters skin will harden anyway, but the charecter wil not die, instead the skin will become natural and give the person a natural AC of -2.
Also due to the nature of the sword snake if its alignment matches that of the person picking it up, the sword will not attack and instead will function as a +4 weapon of the appropriate type. The snake will also defend it's owner and has a telepathic link with him/her. The snake is capable of detecting dan ger in a 30' radius. If the weiders alignment changes, or if the snake when found decides that it would be suicidal to attack than the snake will wait until an opportunistic moment (when the party is sleeping) to slither off, or if it is in it's alignment it might crawl all over the sleeping adventurers cutting them to ribbons.
The sword snake looks like a normal sword, except it's hilt is made of gold and the pommel looks like a snakes head ready to strike,they always have some sort of gemstone for eyes and their blades are always razor sharp. A heat metal or any type of spell like that (if it works) will kill a sword snake
Drender
Climate/Terrain: Any
Frequency: Rare
Organization: Herd
Activity Cycle: Day
Diet: Herbivore
Intelligence: Animal
Treasure: None
Alignment: Neutral
Number Appearing: 2d6 to 10d6
Armor Class: 4
Movement: 4 walking, 30+ running
Hit Dice: 12
THAC0: 10
Number of Attacks: 3 (horns/hooves/bite)
Damage/Attack: 2d8/d4+2/d4+1
Special Attacks: None
Special Defenses: None
Magic Resistance: None
Size: M (5' tall)
Morale: Low
XP Value:
Contributor: "ThunderMan" <PARGWE@MOREKYPR>
Description: A drender is a large ox like animal that has been trained for either riding or pulling. A drender stands about 5' tall and weighs in at 600 pounds. They are slimmer, stronger, and faster than a their distant relatives, the ox.
The drender has a pair of horns, and each horn branches into 2 every sharp and thick horns. They have truely incredible strength (Str=21), and the endurance to match (Con=20).
Drenders are slow to start, but can quickly build up enough momentum to outrun a horse. Drenders also have the endurance to keep running for 2 to 3 times as long as a horse.
Drenders have one other advantage that horses do not have. They are stable enough to allow archers to shot from a running drenders's back with only a slight penality.
Drenders are not suited for use with lances. The normal drender is to large to properly keep your seat in a charge.
Vothair (Lesser Vampires)
Climate/Terrain: Plains of Neispfell
Frequency: Very Rare
Organization: Cult
Activity Cycle: Night
Diet: Special
Intelligence: High
Treasure: Variable
Alignment: Lawful or Chaotic Evil
Number Appearing: 1d4
Armor Class: 8 (or by armor)
Movement: 24 (30 flying)
Hit Dice: 3+3 (or by class, see below)
THAC0: 16 (or by class)
Number of Attacks: 3
Damage/Attack: 1d4/1d4/2d4 or by weapon
Special Attacks: See Below
Special Defenses: See Below
Magic Resistance: 5% per level
Size: M (5' tall)
Morale: High
XP Value: Variable
Contributor: David Girardot <GIRARDOT@DICKINSN>
The Vothair appear as man sized humanoids with exceptionally large hands and long fingers. Their skin is chalky white, and almost luminescent. Their eyes are a deep red. Their teeth include four pronounced canines. Male Vothairs possess great bat-like wings. Special Instructions: Vothair have built up an advanced society mirroring that of the humans on the First World. The Vothair are most closely related to the Vampires of this world though they are with distinctions. First of all, Vothairs can be killed, though they are immune to all but magical weapons. Secondly, their powers are quite different. Male Vothairs, though physically more powerful, and avian, have no special magickal powers. Females, however, have the following powers, in addition to any due to class:
3 times a day: Withdraw (as Cleric spell)
Cause Fear (as spell)
Once a day: Blindness (as 2nd level Mage spell)
Heal/Harm (as Cleric Spell)
Once a week: Charm Person (+4 save)
Vothair may be of any class, though Bards and Theives are Rare. For every five males encountered first level males encountered, one first level female will attend (usually a preist or mage).
The Vothair who exist in the World have found their way here by vast dimensional nexuses that exist far underground. Vothair may exist in the sunlight, but are -4 to all attack rolls, saves, ability checks, etc. At first level, a Vothair's base HD is 3+3. So a first level fighter would receive 7-27hp (3d8 + 1d10 + 3).
In combat, Vothair males usually fight with a two-handed sword or battle-ax. Females usually use a combination of knife and shortsword/or spear. The favourite missle weapon of Vothair is the spear, but they have been known to use crossbows, also. Vothair of 3rd level will tend to have Exceptional quality weapons, being both +1 to hit and +1 damage. These weapons can only be used effectively by Vothair.
Tiendrin (pl. Tiendra)
Climate/Terrain: Any
Frequency: Rare
Organization: Clan
Activity Cycle: Any
Diet: Carnivore
Intelligence: Very to Exceptional
Treasure: Variable
Alignment: Lawful Evil
Number Appearing: 4d10
Armor Class: 5 (or by armor)
Movement: 15
Hit Dice: 3+3
THAC0: 16 (or by class)
Number of Attacks: 2 (or by weapon)
Damage/Attack: 1d4/1d4 or by weapon
Special Attacks: Suprise, spells
Special Defenses: +2 to save
Magic Resistance: None
Size: M (5' - 7' tall)
Morale:
XP Value:
Contributor: Lance R. Marrou <MARROU@UCF1VM>
Tiendra are dark green humanoids with thick leathery skin and thick patches of black hair on their back and head. Long arms and sharp claws serve to both dispatch opponents and burrow underground. A long tail covered with suction-like cups on it allow the tiendra to climb the walls of underground lairs as easily as walk and to surprise victims. The tail serves no other purpose but to keep balance and grasp smaller items. Tiendra attack with 2 claws or 1 weapon (whatever they might get from an opponent). For every 20 tiendra, there will be one leader (AC 4 HD 4+4) with a +1 non-magical bastard sword wielding it 2 handed and a spell caster (same stats as reg. tiendra) casting spells as a 3rd level mage. Abilties progress upwards with more powerful tiendra. Mages may advance to a level not exceeding 12th. Shamans also exist, not advancing beyond 7th level. They worship the Tiendrian God Kahmanol (a demigod).
Mordwall Zombie
Climate/Terrain: In the extraplanar dwelling ofCalystan Mordwall.
Some may have escaped or beenreleased, however.
Frequency: Very Rare
Organization: None
Activity Cycle: Any
Diet: Special
Intelligence: As the original undead (see below)
Treasure: Any
Alignment: As the original undead (see below)
Number Appearing: 3d6
Armor Class: 6
Movement: As the human, demihuman, or humanoid victim
Hit Dice: 5+4 or special
THAC0: 15 or special
Number of Attacks: Variable
Damage/Attack: Variable
Special Attacks: Fear
Special Defenses: Immune to Illusion/Phantasms &
Enchantment/Charms
Magic Resistance: None
Size: M
Morale: Moderate
XP Value: Variable
Contributor: Jim Gitzlaff <GITZLAFF@PURCCVM>
Mordwall Zombies are the result of a foul experiment to create a reverse of the spell Bloodstone's Frightful Joining. It caused the spirits of willing undead creatures (specifically, wights, wraiths, and spectres -others may be possible but were not experimented upon) to inhabit and utterly dominate the body of a living human, demihuman, or humanoid creature.
Since the minds of sentient undead are so horrible for mortals to behold, the suppressed minds of the human victims must save against wisdom every day to avoid insanity. Once insane, they must save versus death magic daily to avoid death. Even after the mortal dies, though, the undead will continue to inhabit the body - eating, drinking, and doing other things as if it were not an undead at all. It still can be turned, but its new pseudo-mortality makes it more difficult to do so.
Stage of possession: |
Turns as...: |
Just entered the body. |
Whatever the original undead was. |
Mortal mind insane |
A vampire. |
Mortal mind dead. |
A lich. |
All Mordwall Zombies have, at the very least, 5 + 4 hit dice and the ability to cause fear by glance. All mortals looking into the eyes of a Mordwall Zombie must save versus breath weapon or flee in terror for 1-4 rounds and be unable to engage the fiend for another 2 turns. The alignment of the Zombie is that of the undead creature which invaded the body.
If the undead creature before its death had a class and level, then it will gradually begin to remember and recover this class. After the mortal mind dies, it will remember its old profession at the rate of one experience level per week. The transition through death, undeath, and possession have caused some of the old knowledge to be lost, however. The maximum level that will be remembered is one experience level less than that possessed at death. If the level recovered is greater than 5, the Zombie will add one hit die of the appropriate type for each such level. For instance, if the possessing spirit had been a rogue of level 9 at death, its Zombie would remember 8 rogue levels in 8 weeks and have 5d8 + 3d6 + 4 hit points.
If the creature was good before death, it will gradually become neutral (with respect good/evil). Such cases require double the amount of time to remember old experience levels.
Brainstormer
Climate/Terrain: Temperate woods and subterranean
Frequency: Uncommon
Organization: Solitary
Activity Cycle: Day
Diet: Carnivore
Intelligence: Low (5-7)
Treasure: B, Qx5, V
Alignment: Neutral
Number Appearing: 1-6
Armor Class: 4
Movement: 15
Hit Dice: 8
THAC0: 13
Number of Attacks: 3 (claw/claw/bite) + special
Damage/Attack: 1-10/1-10/2-16 (claw/claw/bite)
Special Attacks: Psionic mind blast
Special Defenses: Nil
Magic Resistance: 15%
Size: M (7')
Morale: Steady (11-12)
XP Value: 3000
Contributor: Allan Mikkola <[email protected]>
Brainstormers are a lizard-like creature of about 7' in length. They are a dull yellow in color with small green and red speckles. Hatchlings are light brown with no speckles. Brainstormers have a very keen sense of smell and also have infravision out to 60'.
Combat: Brainstormers can attack with a claw/claw/bite routine. In times of need, they can use the special attack that gives these creatures their name: three times per day, they may employ a psionic mind blast or "brainstorm" as it is also called. This weapon may be used in one of two ways: it can be used to inflict 2-16 points of damage on every creature within 30', or it may be employed against a single target up to 50' away, in which case it causes 3-30 points of damage. In either case, a successful saving throw vs. spell reduces the damage by half. Those who fail their saving throw are also stunned (as per the *power word, stun* spell) for 1d4 rounds. Brainstormers are themselves immune to this weapon.
Habitat/Society: Brainstormers are found in temperate woods, but also love to live underground. Although they are generally solitary in nature, they gather in small groups to hunt. Larger groups sometimes attack small bands of humanoids or adventurers, if there is a good chance of obtaining treasure (they especially like gems). Brainstormers usually lair underground.
Ecology: Brainstormers eat small and medium-sized rodents and snakes, but have also been known to eat the flesh of larger creatures (such as humanoids) they have killed for treasure. Brainstormer blood is an ingredient in the ink used to create a *power word, stun* scroll.
Oligondrall
Climate/Terrain: Subtropical and temperate plains
Frequency: Rare
Organization: Herd
Activity Cycle: Day
Diet: Omnivore
Intelligence: Low (5-7)
Treasure: M,O
Alignment: Chaotic Neutral
Number Appearing: 2-20
Armor Class: 4
Movement: 14
Hit Dice: 14
THAC0: 7
Number of Attacks: 5 + special
Damage/Attack: 4-16/4-16/2-16(2-12)/2-12/2-12
Special Attacks: Breath weapon
Special Defenses: Fire immunity
Magic Resistance: Nil
Size: L (12' tall)
Morale: Steady (11-12)
XP Value: 10,000
female: 8,000
young: 4,000
Contributor: Allan Mikkola <[email protected]>
An oligondrall [ah li GON drul] resembles an elephant in appearance except it has longer tusks, smaller ears, and it has several spikes at the end of its trunk. Oligondralls have gray or tan skin and thick hides. They are covered with short, coarse hair.
Combat: An oligondrall may make up to 5 attacks per round; it gores with its tusks for 4-16 points each and tramples for 2-12 points of damage with each of its feet. The trunk may be used to constrict for 2-16 points of damage; once a constriction hit is scored with the trunk, the victim must make a sucessful bend bars roll to break free; if this roll fails, the target receives automatic constriction damage the next round. Creatures larger than an ogre cannot be constricted in this manner; in this case (or if constricting would harm the trunk) the trunk may be used as a clubbing/piercing weapon (using the spikes) for 2-12 points of damage.
Oligondralls do not share an elephant's fear of fire in fact they are immune to its effects from birth (this includes both magical and mundane fires).
In addition to its normal attack modes, an oligondrall may also employ a breath weapon of fire up to three times per day. The fire shoots out of the trunk in the shape of a cone 60' long, 20' wide at the base, and 1' wide at the trunk. This breath attack inflicts 3-30 points of damage to all creatures caught inside the area of effect; a successful save vs. breath weapon reduces this damage by half.
Habitat/Society: Oligondralls travel in herds of up to 20 in number; they prey on many medium-sized animals that can be found in the temperate and subtropical plains where they reside, but will also graze on grasses and small bushes.
Oligondralls are fairly aggressive creatures, and have been known to attack with little or no provocation; they especially dislike most humanoids this is most likely due to the fact they are hunted by these creatures for their ivory tusks.
A typical herd of oligondralls will consist of 50% males, 25% females, and 25% young; females have 12 HD and a THAC0 of 9. Young oligondralls have 8 HD, a THAC0 of 13, and AC 5; their damage per attack is also lower: 2-12 per tusk, 2-8 while constricting with the trunk (1-6 while clubbing), and 1-10 per foot.
A herd of oligondralls will maintain a semi-permanent dwelling in a large thicket or copse of trees; any treasure they have accumulated will be stored here.
Ecology: Oligondralls are nearly impossible to tame and/or train, and will resist any attempt to do so.
An oligondrall's tusks are composed of high-grade ivory; a single tusk is worth 500-3000 gold pieces, or about 5 gp per pound in the open market; on the black market, the amount is anywhere from 2-5 times higher.
Tallin
Climate/Terrain: Any arctic or subarctic
Frequency: Rare
Organization: Clan
Activity Cycle: Any (but usually day)
Diet: Carnivore
Intelligence: Very (11-12)
Treasure: E
Alignment: Lawful Neutral
Number Appearing: 1-2 (10-20 in lair)
Armor Class: 0 (10% chance of -2)
Movement: 9
Hit Dice: 15 + 1-4 h.p.
THAC0: 2 (+3 STR bonus)
Number of Attacks: 1 or 2 + special
Damage/Attack: 4-40 + 8 or 1-10 + 8/1-10 + 8
Special Attacks: Breath weapon (mature only)
Special Defenses: Frost barrier (mature only), cold
immunity
Magic Resistance: 30%
Size: H (15')
Morale: Champion (15-16)
XP Value:
male: 16,000
female: 10,000
immature: 2,000
Contributor: Allan Mikkola <[email protected]>
Tallin are large humanoids that live in the frozen arctic wastelands. Their skin is gray, tan, or dull brown, and they are almost completely hairless. Tallin stand about 15' tall, weigh approximately 5000 pounds, and are very muscular; females are slightly shorter and lighter. Tallin live 300 years or more.
Tallin wear little except for some scraps of fur around their necks and waist; their low armor class is due to their very thick skin. Most tallin also wear a pair of wide bracers on their wrists; there is a 10% chance that these are special _bracers of defense_, which lower the tallin's armor class to -2. Tallin have never been known to use spells or any other magic items; it is not known whether they are capable of enchanting these bracers themselves, or if they are obtained elsewhere. The only other possession they carry, is their huge warhammer; their remaining items are kept in the lair.
Combat: From birth, tallin are immune to all cold-based attacks, but take +1 point of damage per die from fire-based attacks, as they are especially sensitive to heat. Tallin may punch or smash with their fists for 1-10 + 8 points of damage with each fist. However, tallin much prefer to use their massive warhammers in combat. These huge hammers are about 6' long and 3' across, and are intricately carved. The hammers are made of some strange metallic alloy of unknown origin; it is widely accepted that no one has ever sucessfully returned one of these hammers to civilization for study. These hammers are extremely strong and heavy a strength of 18/00 is needed to pick up these hammers, and a strength of at least 20 is required to weild one in combat. When a tallin connects with a hammer in combat, it delivers 4-40 + 8 points of damage due to the weight and unique composition of the weapon (the +8 bonus is the tallin's strength bonus).
When a tallin warrior reaches maturity (at the age of 10 years), he must forge and carve his own hammer (only the males do this; female tallin do not own a hammer and will use their fists in combat). All male tallin are proficient weapon smiths because of this experience, but the only weapon this proficiency applies to is the tallin's hammer.
Three times per day, a mature tallin (of either sex) may use a cone of cold breath attack. This cone is 40' long, 5'
wide at the tallin's mouth, and 15' wide at the base; it inflicts 3-30 points of damage to all targets caught in the area of effect; those who successfully save vs. Breath weapon suffer half damage.
This breath weapon may also be used in a defensive capacity: a tallin may breathe directly at the ground beneath itself to create a frost barrier that completely envelopes the tallin in the same round it is used. This barrier lasts 1d6 rounds and will negate a total of 50 h.p. of fire damage. Any excess fire damage destroys the barrier and affects the tallin normally. Any ranged fire directed through this barrier suffers a -2 to hit due to the obscured target.
Anyone passing through this frost barrier suffers the normal breath weapon damage, although a cumulative +1 bonus is given on the saving throw each round after the first (i.e. +1 on the 2nd round the barrier is in affect, +2 on the 3rd round, etc.).
Habitat/Society: Tallin live in clans of about 10-20; they reside in any arctic or subarctic region. They usually lair in large underground caverns in which they spend the majority of their time. They venture forth only to hunt or to fight (usually against white dragons or frost giants who invade their territory). The strongest male tallin is the leader of the clan. His word is law to the other tallin; he is the leader of the hunt and the commander in battle.
When encountered in the lair, 50% of tallin present will be mature males, 25% will be mature females (AC 2, 13 HD, THAC0 4, D/A 1-10 + 7 per fist), and 25% will be immature tallin (AC 4, 8 HD, THAC0 10, D/A 1-8 + 6 per fist). There is also a 20% chance of 1d4 subdued white dragons being present as well (usually of adult age or younger). These are used as pets and/or guards.
Ecology: Tallin will eat nearly any type of meat, but especially like polar bear and seals. They often clash with white dragons and frost giants, with whom they share their territory.
Tarq
Climate/Terrain: Any hills and subterranean
Frequency: Uncommon
Organization: Tribe
Activity Cycle: Day
Diet: Omnivore
Intelligence: Very (11-12)
Treasure: M (D,U)
Alignment: Chaotic Neutral
No. Appearing: 5-50 (10-100 in lair)
Armor Class: 6 (8)
Movement: 8
Hit Dice: 3+2
THAC0: 17
No. of Attacks: 1
Damage/Attack: 1-8 (or by weapon)
Special Attacks: nil
Special Defenses: nil
Magic Resistance: nil
Size: L (10' tall)
Morale: Average (8-10)
XP Value: 120
Young: 65
Archers: 175
Guards: 270
Shield Guards: 420
Leader: 650
Contributor: Allan Mikkola <[email protected]>
Tarqs (pronounced TARKs) are large humanoids that dwell in hilly regions in tribes of up to 100 in number; they have adapted to life in any climate. Tarqs also thrive is subterranean locations; their lairs are always underground.
Tarqs average about 10 feet in height and resemble a cross between an ogre and a hill giant; in fact, it is rumored that tarqs are a cross breed of these two creatures. They have brown, tan, or olive green skin and long, dark hair; their eyes are usually black. Tarqs speak their own language, as well as those of several other humanoids such as orcs, ogres, goblins, and giants.
Combat: Although tarqs appear quite formidable, they are not nearly as powerful as their appearance might suggest. They are timid and even cowardly in combat, and prefer to use surprise and ambush tactics if they fight at all. They try to avoid combat entirely or flee from foes; this is especially true if a single tarq is encountered alone. Tarqs are also not as strong as other creatures of similar size: they have few hit dice, and gain no strength bonus in combat; their natural armor class is poorer than other comparable creatures.
Tarqs use a variety of weapons, including swords of all types, maces, axes, and most polearms; archers use light crossbows or longbows. Tarqs have a natural armor class of 8, but most use leather armor, which lowers their AC to 6.
Habitat/Society: Tarq tribes can be found in hilly terrain in any climate, as well as in subterranean settings. Lairs are underground, and are usually deep within a hilly region, well-hidden from outsiders. A typical tribe contains 80-100 members. Approximately half these are adult males, a quarter are adult females, and the remaining quarter are young tarqs. There is no appreciable statistical difference between the sexes, but young tarqs have only 2+1 hit dice, and a THAC0 of 19. Females and young will normally be encountered only inside the lair. A tarq tribe is ruled by the strongest adult male.
Tarqs of different tribes usually will not interfere with one another they do not contest with each other as orcs and goblins do. If two tarq tribes have a dispute, it will be handled dimplomatically, if at all possible. In times of great need, two or more tarq tribes may band together in order to defeat a common enemy, or solve some other problem. Tarqs prefer to be left alone, and will not attack outsiders unless their lives are in danger or their lair is threatened. They hunt small animals, but also gather herbs and berries, and have even been known to participate in primitive farming practices.
Archers
For every group of 25 tarqs, five will be archers; these are normal tarqs armed with short swords and either a longbow or a light crossbow, instead of the normal weaponry.
Guards
The lair and its vicinity is protected by 10-20 elite warriors; these guards carry a missile weapon (as per archers) in addition to the normal armament. They wear hide armor (AC 4) and have 4+2 hit dice and a THAC0 of 17.
Leader
For every group of 20 tarqs, there will be a leader present. Leaders will own the finest weapons of the tribe, and even have a 20% chance of possessing a magical weapon of some sort. They wear chain mail (AC 3), have 6+2 hit dice, and a THAC0 of 15. The strongest leader is also the chieftan of the tribe. Leaders will have in their possession, 1d2 miscellaneous magic items usable by the fighter class.
Shield Guard
A leader is rarely (10%) without his shield guard. This group is comprised of 5 elite guards whose duty it is to protect or "shield" their leader from harm; they sware an oath of loyalty to their leader, and will protect him to the death. Their equipment and statistics are similar to that of a leader, except they have 5+2 hit dice, and only have a 10% chance of owning a magical weapon (they will possess 1d2 miscellaneous magic items).
Ecology: Tarqs have an average lifespan of 90-100 years. They have a gestation period of 11 months; female tarqs normally give birth to 1-2 offspring. The birth rate and infant mortality rate are relatively low compared to some other humanoids, since they engage in warfare less often, and generally have better living conditions than orcs, goblins, et al.
While tarqs prefer to live in isolation from the world around them, they are often marked as targets by orcs, ogres, hobgoblins, and their ilk, despite their large size. These humanoids take advantage of the tarqs' timid nature in any way they can; tarqs are killed at times solely for sport by these creatures.
Shocker
Climate/Terrain: Any
Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: Electricity
Intelligence: Exceptional (15-16)
Treasure: Nil
Alignment: Neutral (Chaotic)
Number Appearing: 1
Armor Class: -2
Movement: 18
Hit Dice: 16 or 24
THAC0: 16 HD: 6
24 HD: 5
Number of Attacks: 2 + special
Damage/Attack: 16 HD: 1-8 + 16/1-8 + 16
24 HD: 1-8 + 24/1-8 + 24
Special Attacks: Lightning
Special Defenses: See below
Magic Resistance: 25%
Size: L (12' 14' tall)
Morale: Fanatic (17-18)
XP Value: 16 HD: 14,000
24 HD: 18,000
Contributor: Allan Mikkola <[email protected]>
Shockers are residents of the quasi-elemental plane of lightning; they are most often encountered on their home plane, but they may also be found on the prime material planes as well. Unlike most elementals, they are capable of traveling to the prime planes on their own (without being summoned), and are able to exist there for extended periods of time. However, shockers may enter the prime planes only via a natural lightning bolt, such as during a lightning storm, and on rare occasions, have even been known to enter through a _call lightning_ spell (this is the *only* lightning-based spell that is capable of doing this; devices such as a wand of lightning may not do so either). A shocker has 24 HD on its home plane, but they are reduced to 16 HD on the prime planes, due to absense of the energy they thrive on.
Shockers are slightly different in appearance from other lightning quasielementals: they appear as a sheet of shimmering blue energy of a vaguely humanoid shape. However, they possess a limited shape-change ability that allows them to take the form of a human, elf, or half-elf five times a month. When encountered on a prime material plane, they will take the shape of a humanoid 75% of the time. When in this form, they appear indistinguishable from real humanoids; however, a _detect magic_ spell will reveal a faint blue shimmering of alteration and evocation magic, and a _true seeing_ spell, a _gem of seeing_, or other similar magic will show the creature's true form. The origin of this shape-change ability is unknown. A shocker will always appear in its natural form on its home plane.
Combat: When attacking, a shocker uses its two "hands" to deliver two viscous _shocking grasps_, each doing 1d8+16 (or 1d8+24) points of damage. In addition, a shocker can emit lightning attacks of up to 30d6 points of damage per day. A single bolt can inflict 5d6 or 10d6 h.p. of damage, and either one or two bolts can be discharged per round. A bolt may originate from anywhere on the shocker's body, so an attack can be made in any direction; however, these attacks usually eminate from the hands, mouth or eyes so as to duplicate spells, breath attacks, and/or gaze attacks (this is especially true if the shocker is in humanoid form).
Shockers also have several special defenses: a +2 or better weapon is required to score a hit on one, and a creature with fewer than 5 hit dice cannot harm a shocker without some sort of magical assistance. They are also immune to lightning and all types of electrical attacks, as well as airand weather-based magic. Any creature scoring a hit on a shocker in melee will suffer 1d8 points of damage (save vs. spell for half damage) unless the attack is made via a non-conductor.
Habitat/Society: Shockers are not natives of the prime material planes, but can be found wandering in any climate or terrain (though they dislike rain), usually near civilization. They normally use their shape-change ability to fit into their surroundings. Shockers often take an interest in the affairs of humans and demihumans and they seem to take pleasure in antagonizing them in any way they can. There are many speculations as to the reason for this type of behavior, but no one knows their true motives. For some reason, they seem to ignore dwarves and gnomes.
Not much is known of the origin, behavior, or social structure of these creatures. It is thought that they are composed of pure energy, but this is only speculation.
Ecology: There is a 2% chance that a _conjure air elemental_ spell, staff, or similar device will summon a shocker instead of an air elemental. Shockers encountered in this manner will be in their natural form 95% of the time. The summoner has only a 5% chance per level over 6 of successfully controlling a shocker conjurered in this manner (to a maximum of 90%). Also, there is a 10% chance per round that control will be lost, in which case the shocker will immediately attack the summoner and his or her party. Devices which control or protect against normal elementals do not work on shockers; _dismissal_, _banishment_, and similar spells and devices have a 20% chance of failing even if the shocker fails its magic resistance roll and saving throws.
It is rumored that magics exist that will summon and/or control a shocker directly; these are said to give results similar to the more common elemental-related devices.
Phaseling
Climate/Terrain: Any
Frequency: Very Rare
Organization: Clan
Activity Cycle: Day (usually)
Diet: Herbivore
Intelligence: See below
Treasure: Variable
Alignment: Neutral
Number Appearing: 2d10
Armor Class: See below
Movement: Special
Hit Dice: See below
THAC0: See below
Number of Attacks: By weapon
Damage/Attack: By weapon
Special Attacks: None
Special Defenses: Phasing
Magic Resistance: See below
Size: S (4' tall)
Morale: Moderate
XP Value: See below
Contributor: Aaron Sher <[email protected]>
Normal |
Warrior |
Spellcaster |
|
HD |
1+1 |
3+1 |
2+1 |
THAC0 |
19 |
16 |
18 |
AC |
3 |
1 |
2 |
MR |
5% |
10% |
15% |
Int |
Avg |
Avg |
High |
XP |
100 |
300 |
200 |
Phaselings are a race of humanoids who appear as short, stocky elves, hairless, with a deep blue coloration (Beware: players tend to call them Smurfs). They have one racial ability: to phase. Phasing is not the same thing as a phase spider does; there is no extraplanar involvement. Basically, phasing is a line-of-sight teleport, to a maximum of 10 feet. Normal phaselings are much like anyone else, not using their power for anything special, but some phaselings take up the art of war for a profession. These warrior phaselings attack as 3+1 hit dice monsters, and normally use either a longsword (two-handed), or a shortsword-dagger combination (which they can do without penalty). However, they can also use their phasing power in battle, making them almost impossible to hit. This also makes shields useless against them, and only one-half DEX bonus is applied to armor class (round up) because the attacker doesn't know where the attack is coming from. Occasionally a phaseling will have some magical skills, but this is very rare. No phaseling will have better than second-level mage or first-level cleric skills, and they will never be specialists. Spells are normally inscribed on scrolls, which they carry in a scroll tube on their person. The magic resistance of phaselings is constant, regardless of caster level.
Phazer
Climate/Terrain: Any
Frequency: Very Rare
Organization: Clan
Activity Cycle: Day (usually)
Diet: Carnivore
Intelligence: Average
Treasure: Variable
Alignment: Neutral
Number Appearing: 3d6
Armor Class: See below
Movement: 9
Hit Dice: 3+1
THAC0: 17
Number of Attacks: By weapon
Damage/Attack: By weapon
Special Attacks: None
Special Defenses: Density
Magic Resistance: None
Size: S (4' tall)
Morale: Moderate
XP Value: 250
Contributor: Aaron Sher <[email protected]>
Phazers (no relation to phaseling, despite the similarities) appear as dwarves, except that their skin is normally a neutral gray color. They are often mistaken for duergar. They possess the special ability to alter their body's density at will. On the following chart, I have divided it into seven stages of density. A phazer can go two steps per round (for example, to get from five to one would take two rounds).
Number Skin Color AC Missile Blunt Edged Equivalent
1 white 8 0 2 1.5 softcloth(velvet)
2 pale 7 0.5 1.5 1 hardcloth(denim)
3 gray 6 1 1 1 flesh
4 dark gray 5 -1/d 1 -1/d soft wood
5 black 4 -2/d 1 -2/d hard wood
6 shiny black 3 0.5 -2/d 0.5 stone
7 silver 2 0 0.5 0.25 metal
The three columns labeled "Missile", "Blunt", and "Edged" represent how much damage a phazer will take from the specified type of attack at that density. A plain number (0.5) is a multiplier; for instance, 0.5 means half damage, and 0 means no damage. If the entry is of the -X/d format, that means that X points of damage per die should be subtracted. The "Equivalent" column lists an equivalent density for convenience. The DM should note that texture is not duplicated, only density; "hard cloth (denim)" will feel soft and squishy.
Additional Note: Phazers were designed for a plane on which denser objects would pass through less dense objects. On this plane, their density-changing ability would let them walk through walls, etc. They might not be particularly well suited for a normal campaign world.
Spiker
Climate/Terrain: Any
Frequency: Very Rare
Organization: Clan
Activity Cycle: Day (usually)
Diet: Carnivore
Intelligence: Animal
Treasure: Variable
Alignment: Neutral
Number Appearing: 3d6
Armor Class: 3 (see below)
Movement: 15
Hit Dice: 2+1
THAC0: 18
Number of Attacks: d4
Damage/Attack: d4
Special Attacks: Acid
Special Defenses: Density
Magic Resistance: None
Size: S (4' tall)
Morale: Moderate
XP Value: 350
Contributor: Aaron Sher <[email protected]>
A spiker appears as a ball (averaging about 7' diameter) composed entirely of thin metal shafts, radiating outwards from the center. Spikers can extend any of their "spikes" to a length of at least 10', sometimes more, and they travel by rolling, propelling themselves with their back spikes. Spikers are predators; they normally consume small animals (sqirrels, mice, groundhogs, etc) but they will attack anything that comes within range. They "see" by sensing body heat and by tactile perception from their spikes (thus a spiker in a forest may seem to be bouncing from tree to tree they prefer open plains). They attack by spearing prey with 1-4 spikes (roll randomly each round), then secreting digestive juices down the spikes. The juices are highly corrosive, thus if the spiker strikes the target's armor or shield the object must make a save vs. acid or drop 1 AC value from corrosion (note a shield will be ruined); if the armor reaches AC 10, it is destroyed. To determine what the spike struck, use the following chart:
AC 10 Nothing hit
Dexterity Spike dodged
Shield Shield destroyed
Armor Armor damaged
True AC Person takes damage
Thus, if the spiker hits AC 10 but fails to hit the target's AC adjusted for dexterity, the spike has been dodged. If it hits the dexterity-adjusted AC exactly, it is assumed to have struck a shield (if applicable), or armor (if not). A person with a 17 DEX wearing banded mail and using a shield would look as follows:
AC Struck Object Hit
> 10 Nothing
> 7 Dodged
7 Shield
> 0 Armor
0 or less Person
The outer spikes are as hard as steel, so the only vulnerable spot is in the center, where the new spikes are soft (spikes are periodically shed, as new spikes grow outwards and harden). A weapon must be at least 4' long to strike this safely. If someone attacks with a weapon from 3 to feet in length, they will take 1-2 damage from acid to the arm. Spikers are dusky brown and make a rustling sound as they move.
Lirana (Hunters in the Night)
Climate/Terrain: Any
Frequency: Very Rare
Organization: Clan
Activity Cycle: Night
Diet: Carmivore
Intelligence: See below
Treasure: Variable
Alignment: Neutral
Number Appearing: 3d6
Armor Class: 0
Movement: 6 or 15
Hit Dice: 3
THAC0: 17
Number of Attacks: 3
Damage/Attack: d3/d3/d6
Special Attacks: Spit acid
Special Defenses: Hide in shadows, illusions
Magic Resistance: None
Size: Variable
Morale: Moderate
XP Value: 775
Contributor: Aaron Sher <[email protected]>
Note: Kudoes to Barbara Hambley, for her Darwath Trilogy.
The Lirana, or Hunters in the Night, are quasi-material beings from the Plane of Shadow. They can change their size, from less than a foot long to about twenty feet long, and their bodies are somewhat malleable, so they can go through holes smaller than their length. They attack with a claw/claw/tail attack routine, and if pressed will spit acid for 2d6 damage, save for half. They will not approach light, but they have the power to cast a darkness zone, draining the power of any light within the zone. Lirana typically attack in large numbers, but they are almost impossible to count. From 50% 90% of the lirana present will attack each round, but they will flee if they lose more than half their original number. They possess a communal intelligence, and are very clever. They live in great underground caverns, usually on the ceilings. They can become almost impossible to see in any shadows (though note they will never venture forth during the day, and even strong moonlight can drive them off), hiding with a 90% chance of success. They generally do not use this ability to ambush, preferring to cast darkness over their victims and attack during the confusion.