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Aasimon, Scild                   Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

                  PROTECTOR             DEFENDER              GUARDIAN
CLIMATE/TERRAIN:  Upper Planes          Upper Planes          Upper Planes
FREQUENCY:        Very rare             Very rare             Very rare
ORGANIZATION:     Group or Solitary     Solitary              Solitary
ACTIVITY CYCLE:   Any                   Any                   Any
DIET:             Omnivore              Omnivore              Omnivore
INTELLIGENCE:     Exceptional (15-16)   Exceptional (15-16)   Genius (17-18)
TREASURE:         Nil                   Nil                   Nil
ALIGNMENT:        Any good              Any good              Any good
------------------------------------------------------------------------------
NO. OF APPEARING: 10-100 or 1           1-10 or 1             1
ARMOR CLASS:      0                     -1                    -3
MOVE:             14, Fl 32 (B)         16, Fl 36 (B)         20, Fl 42 (B)
HIT DICE:         6                     8                     10
THAC0:            13 (see below)        10 (see below)        8/6 (see below)
NO. OF ATTACKS:   2                     2                     2
DAMAGE/ATTACK:    1-8/1-12 (+3)         1-8/1-12 (+4)         see below
SPECIAL ATTACKS:  Sharpness severing    Fireball, and         Immolation, and
                                        flames                flames
SPECIAL DEFENSES: see below             see below             see below
MAGIC RESISTANCE: 30%                   40%                   50\%
SIZE:             M (6' tall)           M (6' tall)           M (7' tall)
MORAL:            Champion (15-16)      Fanatic (17-18)       Fearless (19-20)
XP VALUE:         24,000                33,000                40,000

Scilds are inhabitants of the good-aligned upper outer planes; like other
aasimon, they are the servants of the powers that reside in those planes.

Scilds have several forms in which they appear, one for each race they deal
with; not surprisingly, their most common forms are that of humans,
half-elves, elves, and dwarves; in addition, scilds may appear as either male
or female, although the male form is more common.  A scild is able to change
from one form to another whenever it wishes; when dealing with more than one
race at a time, scilds usually choose to appear in their human forms.  Scilds
always appear as the most-beautiful example of the chosen race (protectors and
defenders have a charisma of 18, while guardians have a charisma of 19.)
Scilds have muscular bodies, and their eyes appear to glow softly.  Perhaps
the feature that sets them apart most from the race they choose to emulate, is
their graceful wings that extend from their backs.  Scilds in the form of a
human male, appear much the same as a deva.

COMBAT: While a scild's main duty is the protection of the various good races,
they are still quite capable in combat, although they will normally fight only
in dire circumstances; they prefer to solve problems by more peaceful means.

In addition to those powers available to all aasimon, all scilds can use
the following spell-like abilities, one at a time:

         - ** aura of protection **, always active (see below)
         - ** cure critical wounds **, once per day
         - ** protection from evil **, always active
         - ** minor globe of invulnerability **, three times per day
         - ** dismissal **, twice per day

The scild's ** aura of protection ** renders them invulnerable to normal,
fire-based attacks, and reduces damage from magical and dragon fire attacks by
half; A ** magic missile ** cannot penetrate the barrier, and it allows a
saving throw vs. spells that do not normally grant one (i.e. ** power word,
kill **.)  The aura will also grant certain protections to those within its
radius as follows:  all friendly creatures within the confines of the aura
receive the equivalent of ** fire resistance ** as per the ring, and receive a
bonus to their AC and magic resistance (see below.)  All scilds are immune to
normal, non-magical weapons.

Under normal circumstances, only scilds or other aasimon may use scild
weapons; however, in rare instances, a scild may bestow its weapon on a
high-powered, deserving mortal (it will then forge itself a new weapon.)
These mortals must exhibit the utmost devotion to a power of good, and may
never use the weapon in any manner that would threaten the causes of good; if
these guidelines are not followed, the scild will attempt to reclaim the
weapon. These weapons will not maintain their ** aura of protection ** in the
hands of a mortal; this special power will only work when the blade is in the
hands of a scild.

HABITAT: On the upper planes, scilds are primarily guards for the good powers
and their places of residence; however, they also have an important role to
serve on the prime material plane:  scilds are the primary protectors of the
intelligent, good-aligned races.  While movanic devas also share this
responsibility, they are mostly concerned with the more prominent mortals;
scilds are the guardians of all mortals, be they kings or slaves.  If a lower
class mortal is in dire need, and a movanic deva deems it unworthy of his
attention, he will often send a scild to aid the mortal.

When protecting mortals, scilds will try parleying and defensive spells to
avoid combat, if possible; if this fails, they will use all necessary means to
protect themselves and their charges.

Scilds are organized in a hierarchical manner:  protectors report to the
defenders, while the defenders are under the command of guardians.  Guardian
scilds report directly to the movanic devas.

ECOLOGY: Scilds are on good terms with other aasimon, especially movanic
devas.  These devas will often lead groups of scilds on important missions for
the cause of good.

PROTECTOR
Protector scilds have tan skin, long, dark hair, and amber eyes.

COMBAT: All protectors carry a +1 longsword that shines with a holy light;
this weapon is believed to be the source of their ** aura of protection **.
Protectors have a strength of 17, which gives them a +1 to hit and damage.
Their swords deliver normal longsword damage:  1-8/1-12, with a total damage
bonus of +2.  These swords also act as a ** sword of sharpness **.

A protector's aura of protection has a radius of 10'; it gives all friendly
creatues within its confines +2 to AC, and a +10% bonus to magic resistance
(in addition to the benefits listed above.)  These bonuses are not applied to
the protector itself, as they are already figured into the statistics in the
table above.  A protector's ** protection from evil ** sphere has a radius of
10'.

Protectors are immune to any type of life level loss, and are hit only by
+1 or better weapons.

Protectors are also priests of the 3rd level; they have a wisdom of 18 and
have access to the protection sphere.

HABITAT: Protectors are by far the most common type of scild; it is
thought that one exists for every good-aligned mortal who worships a good
power.  On the upper planes, protectors may be encountered in groups of 10-100
where they serve as sentries and guards for the powers of their planes.

If the mortal a protector is assigned to protect is in great trouble, it is
100% likely to gain the attention of its protector.  However, protectors
cannot travel to the prime material plane of their own accord; therefore, they
must gain the attention of a greater scild, or a movanic deva.  The protector
has a chance of doing this equal to:  25% plus 1% per level of the creature
in need.

If the protector successfully attracts the attention of a superior, that
superior will allow it to aid the mortal 95% of the time.  However, only one
protector will be allowed to aid a single group of 50 or less individuals.

If the protector itself is seriously threatened, it may call upon a
defender for aid; this plea has a 30% chance of being heard and answered.

DEFENDER
Defender scilds have white skin, dark hair, and silver eyes.

COMBAT: Defenders carry a flaming longsword with a +2 combat bonus; the have a
strength of 18 which gives them a +1 bonus to hit, and a +2 damage bonus.
Their swords inflict 1-8/1-12 points of damage, with a total of +4 to damage;
if the same target is struck twice in the same round with this sword, it will
engulf the victim in flames for an additional 2-12 points of damage, with no
save.  Also, twice per day, a defender's sword may emit an 8-die
** fireball ** as per the spell.

A defender's ** aura of protection ** has a radius of 15' and imparts (among
its other benefits) a +3 bonus to AC and +15% to magic resistance to all
friendly creatures within its radius.  The defender's ** protection from
evil ** sphere has a radius of 20'.  In addition to the powers available to
all scilds, defenders may also perform the following, one at a time:

         - ** anti-magic shield **, twice per day
         - ** globe of invulnerability **, twice per day
         - ** banishment **, once per day

Defenders are immune to any form of life level loss, and are hit only by
+1 or better weapons.

Defenders are priests of the 5th level, and have a wisdom of 19; they may
cast spells from the protection and healing spheres.

HABITAT: Defenders are far less common than protectors; one defender
exists for approximately every 100 protectors.  Defenders may be encountered
in groups of up to 10 on the upper planes where they serve as elite guards of
the powers' residences.

If a mortal in their protection is in dire need, there is a chance the
defender will notice; this chance is equal to:  20% plus 1% per level of the
mortal in need; if this roll fails, it indicates the defender was attending to
some greater need (this percentile roll should be modified as the DM sees
fit.)  If the defender notices the mortal in trouble, he may elect to send a
protector to aid the being, or may choose to go himself, as all defenders are
fully capable of travelling directly to the prime material plane on their own.
A Defender may also be sent to the prime plane at the wish of a guardian or a
movanic deva.  Only one defender may aid a single group of mortals of 500 or
less; groups larger than that may attract the attention of multiple defenders.

If a defender on the prime plane is in great peril, it may either gate in
1-2 protectors, or attempt to summon the aid of a guardian; this summons has
a 30% chance of being heard.

GUARDIAN
Guardian scilds have golden skin, hair, and eyes.

COMBAT: Guardians carry a mighty blade that is the equivalent of a ** sun
blade ** (+2/+4 vs. evil); they have a strength of 18/50 which gives them a
+1 bonus to hit, and a +3 damage bonus.  A guardian's sword inflicts normal
bastard sword damage (1-8/1-12, one-handed; 2-8/2-16, two-handed) with total
strength and weapon damage bonuses of +5, or +7 vs. evil opponents.  Anyone
hit twice in the same round by a guardian's blade is engulfed in flame and
suffers 2-20 points of additional damage, with no save.  Additionally, three
times per day, the blade allows the guardian to immolate itself; this has the
affect of a ** fire storm ** on all unfriendly creatures (area of effect is
as per the spell.) This fire storm will last for 1-4 rounds.  Friendly
creatures in the area of effect are not harmed by the fire storm.

A guardian's ** aura of protection ** has a radius of 20' and gives a +4 bonus
to AC and a +20% bonus to magic resistance to all friendly creatures within
its confines (in addition to those benefits already listed above.)  A
guardian's ** protection from evil ** sphere has a radius of 30'.  Guardians
have all the powers of protectors and defenders; in addition, they are able to
use the following powers, one at a time:


         - ** spell turning **, three times per day
         - ** prismatic sphere **, once per day
         - ** blade barrier **, once per day

Guardians are immune to all forms of life level loss and death magic, and
are hit only by +2 weapons or better.

Guardians are priests of the 7th level; they have a wisdom of 20, and are
able to access the protection, guardian, and healing spheres.

HABITAT: Guardians are the least common type of scild; there exists a
single guardian for approximately every 1000 protectors.  Guardians are almost
always encountered alone, whether it is on the upper planes or on the prime
plane.  On the upper planes, guardians serve as personal bodyguards to the
various powers.

A guardian has a chance of noticing a mortal in trouble equal to:  15% plus
1% per level of the mortal.  If the guardian does in fact notice the being
in trouble, he may elect to send either a protector or defender, or he may
choose to go to the mortal's aid himself; guardians may travel directly to the
prime plane at will.  A guardian may also be sent to the prime plane at the
request of a movanic deva.  Only one guardian may aid groups of up to 5000 in
size; larger groups may gain the attention of additional guardians.

A guardian in great trouble, may gate in 1 defender or 1-4 protectors, or
may attempt to summon a movanic deva to his aid; this summons has a 30% chance
of being heard.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Adaptoid
==============================================================================

CLIMATE/TERRAIN:    Any
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Unknown
INTELLIGENCE:       Genius (17-18)
TREASURE:           Nil
ALIGNMENT:          Neutral 
------------------------------------------------------------------------------
NO. OF APPEARING:   1 
ARMOR CLASS:        6 (see below)
MOVE:               12 (see below)
HIT DICE:           7
THAC0:              13
NO. OF ATTACKS:     1 (see below)
DAMAGE/ATTACK:      1-8 (see below)
SPECIAL ATTACKS:    Adaptation
SPECIAL DEFENSES:   Adaptation, Regeneration
MAGIC RESISTANCE:   See below
SIZE:               M (6' tall) (see below)
MORAL:              See below
XP VALUE:           4,000

When they are summoned, adaptoids look like featureless people, made from a 
malleable clay.  However, then they take the appearance of their target.

COMBAT: Adaptoids are creatures summoned from another plane of existence, and
instructed to assassinate a specific target.  They will not stop until this
target is killed.  The only way to defeat an adaptoid is to return it to it's
home plane.  Adaptoids can alter their body to solve any problems they
encounter on their quest to kill their target.  For example, if their target
has jumped flown away, they can create wings, to follow him/her.  If the
adaptoid is attacked, it can change one of it's arms to a shield to protect
itself.  If it's target is hiding behind a locked door, the adaptoid can make
itself flat, and slide under the door.  The only limitation on this power is
that it cannot increase it's mass to more than 500 lbs.  Normally, adaptoids
attack by punching, but they can change themselves to create any weapon they
need to combat their target.  Adaptoids regenerate one hit point per round.
Neither fire nor acid will stop the regeneration.  A special benefit of their
adaptation power is that any spell cast on adaptoid will only affect it once.
After that, it is immune to that spell.  When an adaptoid is returned to it's
home plane, it loses all of these immunities, however.

HABITAT: Nothing is known about adaptoid society, however, adaptoids will
never attack one another, and also will never cooperate with anyone to kill
their target.

ECOLOGY:
Adaptoids interact with nature just as a member of their target's race would.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Alcohol Hummingbird                     Ronald Jones <JONESRD@SJSUVM1.BITNET>
==============================================================================

CLIMATE/TERRAIN:    Indoors (pubs, inns, and taverns)
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Alcohol
INTELLIGENCE:       Animal (1)
TREASURE:           Nil
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1 (1-4)
ARMOR CLASS:        -4
MOVE:               Fl 48 (A)
HIT DICE:           1/4 (1-2 hit points)
THAC0:              N/A
NO. OF ATTACKS:     0
DAMAGE/ATTACK:      N/A
SPECIAL ATTACKS:    Nil
SPECIAL DEFENSES:   See below
MAGIC RESISTANCE:   Nil
SIZE:               T (4" tall)
MORALE:             Unreliable (2)
XP VALUE:           0

The alcohol hummingbird is a small, winged avian which feeds off of alcoholic
spirits.  It appears very simular to the normal hummingbird, which looks like
any other small bird, except that when in flight, their wings beat so fast
that they appear as only a blur to any observer.  They are also able to hover
in place, and dart from place to place, accelerating to full speed or coming
to a complete stop instantly.

Alcohol hummingbirds are very colorful, having bright red, green and yellow
plumage.  But because of their speed this does not make them easier to spot.

COMBAT: Unlike their wild counterparts these tiny creatures will not flee
imediatly from any large creature.  Unless they detect some danger to
themselves.  They have no attack forms, and cannot do damage.  Their ability
to dart about makes them extremely difficult to hit in combat, and their speed
allows them to avoid almost any predator.  Also because of their quick
movements, they almost always surprise (+5 on surprise rolls) anyone coming
upon them.  Their speed often alows them to escape even before being deteced.

HABITAT:  These unique creatures were created as pets and curiosities for
small tavers and inns.  They retain the natural curiosity of their wild
cousins.  Often darting in and out of cabinets and closets in search of food.
To keep alive the alcohol hummingbird must consume alcohol, this helps to keep
them from escaping to the wild and makes sure that they return to their home.
They often get into trouble poking around customers drinks, getting in the way
of dart games, looking for a drink to sustain themselves.  Hummingbirds often
form patterns that are hard for others to notice as they seem to randomly dart
from table to table looking for a drink.  Only the hummingbird knows the
pattern and only through careful observation will the pattern be deteced.  If
more than one hummingbird is encountered they will always be a mated pair and
one or two chicks.  Alcohol hummingbirds mate for life and the death of a
partner will often lead to the wasting away and death of the surviving
partner.

ECOLOGY:  The alcohol hummingbird is not a natural animal, it lives off of the
alcohol provided by its owners and is almost totaly dependant on them.  The
hummingbird must drink four times its weight in alcohol every day to keep
alive.  Because of its small size it must spread its drinks over several
hours.  The hummingbird often gets its drinks out of the mugs and glasses of
the guests at the inn or tavern.  The hummingbird never shows signs of
becoming drunk like other creatures, when it is full it will often return to
its nest in the rafters or in a specially constructed box.  If for some reason
the hummingbird drinks from a particualy strong drink it will move at double
its normal rate for two rounds.

It is possible to find alcohol hummingbirds in the wild, but it would have to
be a special, even magical place, where they could obtain alcohol to drink.
An example of a such places would be a Whimsy Wine Springs.  Alcohol
hummingbird are commonly found around such magical places.

A discription of Whimsy Wine can be found in the section, Popular & Strange
Alcohols Amongst the Worlds, in Reid Bluebaugh's Alcohol Guide.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Alien                          Knut Torstein Skomeda (skomedal@solan.unit.no)
==============================================================================

                    FACEHUGGER          CHESTBURSTER       DRONE
CLIMATE/TERRAIN:    --------------------------- Any --------------------------
FREQUENCY:          Any of non-existant, common, or ** becoming ** common fast
ORGANIZATION:       --------------------------- Hive -------------------------
ACTIVITY CYCLE:     -------------- Any, more active during night -------------
DIET:               None                Host               Carnivore
INTELLIGENCE:       Special             Special            Special
TREASURE:           ------------------------- Variable -----------------------
ALIGNMENT:          -------------------------- Special -----------------------
------------------------------------------------------------------------------
NO. OF APPEARING:   ------- special, see Queen entry in Alien, Greater -------
ARMOR CLASS:        5                   Variable           1
MOVE:               24                  Variable           18, Cl 18, Sw 12
HIT DICE:           1                   Variable           8
THAC0:              15                  Variable           13
NO. OF ATTACKS:     1                   4                  4
DAMAGE/ATTACK:      Special             Variable           1d10/1d10/2d8/1d4
SPECIAL ATTACKS:    See below           See below          See below
SPECIAL DEFENSES:   --------------------- Acid for blood ---------------------
                    --------------------- also see below ---------------------
MAGIC RESISTANCE:   Nil                 10%                10%
SIZE:               S                   S to L             L
MORALE:             Nil                 Nil                Nil
XP VALUE:           175                 Variable           3,000

Aliens are an incredibly adaptable and ferocious race of creatures that are
believed to originate in the plane Acheron.  They are at least known to exist
there in large numbers, the different tribes constantly waging war.  Those
located in Acheron do not seem to have any kind of society, but divinations
seem to suggest that there exist prime planes where they have developed a
higher form of cooperation than humanly possible.  They also suggested that at
least one ancient Champion has attained Demigod status. (Suggested reading:
Ender's Game by O.S.Card, and of course the Alien movies/books.)

Each tribe is telepathically controlled by a queen.  The queen will be found
in the center of a sprawling underground hive, often with a domeshaped
construction made of all sorts of materials above ground.  This hive consists
of interconnected tunnels in a complicated labyrinth network in three
dimensions that are almost impossible for a human to travel through, often
dropping long distances straight down to take advantage of the drones
phenomenal climbing ability.  The tunnels in the outer part of the hive are
small, often less than 3' in diameter, but this doesn't hamper the drones'
speed at all.  In the center of the hive there are larger chambers where the
queen and the champions reside, and where the eggs are kept.  The inner
surfaces are covered by a chitinous material the aliens produce.  Should a
tribe of aliens be discovered on your prime plane, they must be eradicated
** at once ** or they will spread like a virulent disease over the surface
until they control all land.

Their kind reproduce in a manner singularly repulsive to most other sentient
beings (see below), though to them the idea of using and killing a host
creature is as natural as giving a baby a bottle.  They are capable of
surviving in all normal climates, and can even survive for short periods of
time in a perfect vacuum.  They are very resistant to heat and cold, saving
for half or quarter damage if exposed to such spells.  They have acid for
blood, which makes them extremely dangerous to fight.  Only creatures immune
to acid can do so, and even then at high risk.  Should a tribe of aliens
capture trolls, you must take action at once or expect a population explosion.
Should you discover a 2' tall leathery egg in a strange old dungeon, destroy
it at once from a distance.  It might contain a facehugger.  If it does, it
will open at the top and a facehugger spring forth if you make noticeable
vibrations or radiate heat within a 5' radius of it.

FACEHUGGER
The Facehugger has a flat, approximately 1' long and 1.5' wide, pale white
body, with 8 spindly legs and a 3' long tail.  The tail is so strong that a
successful open doors check is needed to break its grip should it get a hold.
On its abdomen it has a retractable pseudopod capable of extruding acid in
order to remove things blocking its access to the feeding openings in the
host's body.

The facehugger will attach itself to a victim's face by twining its tail
around the victim's neck and holding on with its legs.  It will then force
the pseudopod down the victim's throat, rendering the victim comatose in the
process, and hatch the embryo of a chestburster in the victim's entrails.
Obstructions like helmets, clamped jaws and the like are conveniently removed
with a dash of acid that causes 1d10 points of damage.  The facehugger will
keep the victim comatose until the chestburster is self-sustaining, which
takes approximately 72 hours, then it dies.  If a facehugger is incapable of
finding a victim inside of 12 days after it has hatched, it dies.  Facehuggers
are without intelligence, operating on instincts only, but they are superbly
programmed.  Since they have no mind, they are immune to mindbased spells.
They are one of the most efficient organisms in existence.  They are able to
extend the pseudopod to a length of 6 feet.  If this is insufficient to reach
an area in the victim capable of sustaining the embryo of the chestburster,
which is highly unlikely, it will withdraw.

To attach itself to a free, unwilling victim, it must make a successful attack
where armor is counted as AC 10, but dexterity and magic works as usual.  If
successful, It will use its pseudopod as described above the next round unless
removed by force.  If the victim shuts its jaws, the facehugger will use its
acid to dissolve the offending obstruction.  The dissolving process takes one
round if the victim makes a successful wisdom check to avoid screaming with
pain.  If the facehugger still have not been removed, it automatically renders
its victim comatose.  A comatose victim cannot be woken up as long as the
facehugger is alive, and killing it releases a rather large dose of acid in
the victim's entrails, causing 5d10 points of damage.  If the victim has been
comatose for more than 22 hours there is a 2% cumulative chance per hour
beyond that time for the embryo to survive.  The embryo will then develop
normally, taking nourishment from the corpse of the host.

CHESTBURSTER
Approximately 72 hours after the facehugger starts the incubation, the
chestburster is self-sustaining.  At that point the facehugger dies and the
victim wakes up, normally ravenous with hunger.  After 1d12+3 hours the
chestburster is fullgrown.  The chestbursters "birth" is an ordeal of pain
and violence.  It will bite and claw its way out of the host creature,
inflicting from 6d6 to 6d12 points of damage depending on the way it decides
to go on the way out.  The Dungeon Master should make a ruling as to the
extent and effect of internal damage.  If the chestburster rips all of the
character's intestines apart on the way out, a ** Cure Light Wounds ** spell
is not likely to do much good.  If no dangers threaten, the queen has the
chestburster eat the host to gain sufficient nutriments to complete its rapid
growth, else she tries to hide it.  The queen is in telepathic control of the
chestburster from the moment it emerges from the host, and will not let it be
killed without reason.  The chestburster is the young form of the drone, and
grows to full size in 20 hours if there is food available.  It is usually
sufficient to eat the creature it hatched from.

   AGE                                         POISON                   XP
(in hours)  SIZE    HD   THAC0  DAMAGE/ATTACK  (doses)  SAVE  AC  MV   VALUE
    0       S (2')  2+3   18    1/1/1/1          1       -4    5  12     270
    5       M (4')  4     16    1d2/1d2/1d6/1    2       -3    4  13     650
   10       M (6')  6     14    1d3/1d3/2d4/1d2  3       -2    3  14   1,400
   15       M (7')  7     14    1d4/1d4/2d6/1d3  5       -1    2  15   2,000
   20+      Adult (see Drone entry)

DRONE
The drone is an 8' tall, black, bipedal monster somewhat resembling a cross
between a giant spider and a giant scorpion, yet vaguely humanoid.  It has a
long, backwards-sloping head without visible eyes.  One variant of the
species have some kind of pipes sticking out of their backs, unknown to what
purpose.  The Drone has a dense exoskeleton that hints of an insectoid origin.
It has a skeletal, ridged tail with a poison stinger at the end.  The drone
injects a paralytic poison that immobilizes the victim for 1d4 turns unless a
** Neutralize Poison ** spell is used at a successful hit with the tail.  It's
hide is sleek and glistening, usually in shades of black, grey or brown.

The drone is telepathically controlled by the queen, and functions
approximately like a worker/warrior ant.  Because of this outside control they
are immune to mindbased spells. They do not normally reproduce, but if the
queen should be killed, all drones have the capacity to produce a new queen.
They function somewhat like the facehugger in this respect, inserting the
embryo of a queen into a host creature.  How this is done is not known.  The
drones do not have much of a brain, but they have superb instincts, and a
relentless drive to survive.  Should the queen die the drones will be confused
for a while, but they will thereafter operate independently, each trying to
secure the survival of the race by breeding a new queen. Drones operating
independently are still immune to mindbased spells.  Should your players try
to eradicate a tribe of aliens, keep in mind that the job is not finished
until the last drone is dead.  The eggs can survive for centuries unless they
are destroyed.  Due to high "blood"-pressure, acid spurts out of any wound
they receive, and the queen takes advantage of this.  Opponent must save vs
Breath Wwapons (+4 modifier) to avoid the spray of acid she directs their way.
Such a spray inflicts 3d6 points of damage to bare flesh the first round, 2d6
the next and 1d6 the third.  The acid dissolves normal armor and weapons in
seconds.  Each magical "+" dissolves in one round.  When a Drone is killed,
it releases all the acid it contains (the veins partially dissolves) in a
puddle of acid 10' in diameter.  Anyone caught standing within this area must
save vs Breath Weapons or receive 5d6 points of damage the first round, 4d6
the next and so forth.  The acid will dissolve even rock, and makes a 1' deep
hole in the ground, deepening to 2' in the center if the ground is flat.  What
remains of the drone (very little beyond skin and sceleton) can be found in
the center of this hole.  Drones have a lifespan of approximately 200 years.

COMBAT: The drone (completely remote controlled by the queen) has a claw,
claw, bite and tail sting attack form, but (the queen) will generally attempt
to paralyze the victim if possible, to use it as a host.  If the victim is
paralyzed, the drone will carry it to one of the incubation chambers and glue
it to the wall with its web within the detection radius of an egg.  The web
takes 14 strength to break and lasts for approximately 5 days before it
dissolves.  The jaw of the drone can be extended 1' forwards with explosive
force.  This attack has a THAC0 of 12.  The tail is approximately 6' long and
very supple.  Using the tail, the drone (queen) can attack both to the front,
back and the sides with a THAC0 score of 9.  The drones can climb very well,
and often attack from the walls or the ceiling, thus gaining a +1 to surprise.
The queen can access all sensory input the drones experience, and will employ
clever tactics in battle.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Alien, greater                 Knut Torstein Skomeda (skomedal@solan.unit.no)
==============================================================================

                    QUEEN                        CHAMPION
CLIMATE/TERRAIN:    Any                          Any
FREQUENCY:          Any of non-existant, common, or ** becoming ** common fast
ORGANIZATION:       --------------------------- Hive -------------------------
ACTIVITY CYCLE:     -------------- Any, more active during night -------------
DIET:               Carnivore                    Carnivore
INTELLIGENCE:       Genius (18)                  Supra-Genius (19)
TREASURE:           Variable                     Variable
ALIGNMENT:          Lawful evil                  Lawful evil
------------------------------------------------------------------------------
NO. OF APPEARING:   ---------------- special, see Queen entry ----------------
ARMOR CLASS:        Variable                     Variable
MOVE:               3 or 24, Cl 6, Sw 12         24, Cl 6, Sw 12
HIT DICE:           Variable                     Variable
THAC0:              Variable                     Variable
NO. OF ATTACKS:     3 or 4                       4
DAMAGE/ATTACK:      2d8/2d8/3d10/1d12            2d8/2d8/3d10/1d4
SPECIAL ATTACKS:    See below                    See below
SPECIAL DEFENSES:   See below                    See below
MAGIC RESISTANCE:   See below                    See below
SIZE:               Variable                     Variable
MORALE:             Fearless (19)                Fearless (20)
XP VALUE:           Variable                     Variable

Aliens are an incredibly adaptable and ferocious race of creatures that are
believed to originate in the plane Acheron.  They are at least known to exist
there in large numbers, the different tribes constantly waging war.  Those
located in Acheron do not seem to have any kind of society, but divinations
seem to suggest that there exist prime planes where they have developed a
higher form of cooperation than humanly possible.  They also suggested that at
least one ancient Champion has attained Demigod status. (Suggested reading:
Ender's Game by O.S.Card, and of course the Alien movies/books.)

Each tribe is telepathically controlled by a queen.  The queen will be found
in the center of a sprawling underground hive, often with a domeshaped
construction made of all sorts of materials above ground.  This hive consists
of interconnected tunnels in a complicated labyrinth network in three
dimensions that are almost impossible for a human to travel through, often
dropping long distances straight down to take advantage of the drones
phenomenal climbing ability.  The tunnels in the outer part of the hive are
small, often less than 3' in diameter, but this doesn't hamper the drones'
speed at all.  In the center of the hive there are larger chambers where the
queen and the champions reside, and where the eggs are kept.  The inner
surfaces are covered by a chitinous material the aliens produce.  Should a
tribe of aliens be discovered on your prime plane, they must be eradicated
** at once ** or they will spread like a virulent disease over the surface
until they control all land.

Their kind reproduce in a manner singularly repulsive to most other sentient
beings (see below), though to them the idea of using and killing a host
creature is as natural as giving a baby a bottle.  They are capable of
surviving in all normal climates, and can even survive for short periods of
time in a perfect vacuum.  They are very resistant to heat and cold, saving
for half or quarter damage if exposed to such spells.  They have acid for
blood, which makes them extremely dangerous to fight.  Only creatures immune
to acid can do so, and even then at high risk.  Should a tribe of aliens
capture trolls, you must take action at once or expect a population explosion.
Should you discover a 2' tall leathery egg in a strange old dungeon, destroy
it at once from a distance.  It might contain a facehugger.  If it does, it
will open at the top and a facehugger spring forth if you make noticeable
vibrations or radiate heat within a 5' radius of it.

QUEEN
The Queen controls everything in the hive exept the champions with a psionic
ability.  She can extend her control to a range in miles equal to her hit
dice.  She looks like a larger version of the drones exept for a large "tail"
containing her breeding-apparatus, the size of which mostly keeps her in one
place, and renders her incapable of using her spiked tail.  To move, she has
to make the drones carry her.  She has a large, rather flat head that flares
out in two fans.

The Queen is capable of laying a number of eggs equal to her hit dice every
day if the food-suppy is sufficient.  Whenever the population of the hive
grows too large and there is sufficient land for the new queen to emigrate,
the old queen lays a batch of queen eggs.  When the chestbursters from these
are "born" they fight among themselves until only the (presumably) fittest one
remains.  The queen chestbursters need longer time to develop than drone
chestbursters.  A queen embryo becomes self-sustaining as quickly as a drone
embryo, but typically needs 6d12 hours to finish their growth.  As soon as the
fledgling queen has grown to the size of a drone about half of the drones
leave with her to start a new hive.  The new queen start growing the breeding
tail as soon as the new hive offers a minimum of security and starts laying
eggs after approximately 1 year.  If the aliens are in the process of
consolidating their hold in an area about half of the eggs the queen lays will
contain new queens.  These will be expelled from the hive with only a few
drones to fend for themselves as soon as they are large enough.  When the
areas surrounding the hive have been secured by other hives, the old queen
cuts down on the production of new queens, only producing new queens when the
population in her own hive exceeds 200 drones.  In an area where the aliens
have been for long enough to stabilize the population and kill all foes the
old queens stop producing new queens exept when they grow too old (see below).
And instead keep their drones, building up an army and fighting among
themselves for domination of the area in order to secure their own tribe's
survival.  If travelling in an area where aliens are in the process of
spreading out, the queens will control 20d10 drones, and a wilderness
encounter will be with 1d6 of these.  In an area with stable populations of
aliens the queens will control thousands of drones and intruders can be
attacked by any number of these.  Remember that the queen can see all that the
drones can see, so she is immediately aware of the intruders and can direct
more drones to the area without delay if the intruders cannot be handled by
those present.

Combat: The queen remains non-combatant as long as possible, but she is
capable of tearing loose from the breeding tail in an emergency situation, and
thus becoming a champion prematurely.  A queen who enters championhood
prematurely do NOT gain the increased combat modifier or the psionic powers at
once.  These takes decades to develop.  She is able to employ her tail, but
without the bonus to THAC0, as she hasn`t used it before, and her movement
rate is increased to 24, climb 6, and swim 9.  She employs the special attack
tail rending if her attack roll hits with 10 or more to spare.  If that
occurs, she has spiked the unfortunate creature on her tail.  She will then
lift it, grab it and tear the tail out, preferably sideways.  This attack
inflicts 10d10 points of damage, and should tear most creatures in two.  Most
queens are also able to use their telepathy to attempt to charm attackers into
protecting their mother (the queen).  A queen turned champion prematurely
remains a champion thereafter, developing her psionic powers normally.  Her
body will rapidly adjust to her new status, gaining the physical
characteristics of the champion in a few months if the food supply is
sufficient.  Queens develop according to the table below:

      AGE                  COMBAT            TAIL      JAW      MAGIC    XP
#  (in years)  HD  THAC0  MODIFIER  HEIGHT  LENGHT  EXTENSION  RESIST.  VALUE
1    1 -  10  12+1   9      Nil      12'      9'       2'        20%    7,000
2   11 -  99  13+2   9      Nil      13'      9'       2'        25%    8,000
3  100 - 199  14+3   7       +1      13'     10'       3'        30%    9,000
4  200 - 299  15+4   5       +2      14'     10'       3'        35%   10,000
5  300 - 399  16+5   5       +3      14'     11'       4'        40%   11,000
6  400 - 499  18+8   3       +4      15'     13'       4'        45%   13,000

Note: Combat Modifier is the bonus gained by the alien to hit its opponent as
      well as the damage modifier gained by the creature.

CHAMPION
A tribe of aliens are guaranteed to have a queen, but to have a champion
the tribe must be more than 500 years old.  Of course, with the notorious
adaptability of the alien species, the probability that a tribe is that old is
quite high in an area where the aliens have access.  The access to an area
must be abjudicated by the Dungeon Master.  If the aliens have been present in
that area long enough then the following cumulative table should be used:

Table A                         Table B

1d100   AGE OF TRIBE            1d100    AGE OF TRIBE

01-50   Queen's age             01-80    +500 years.
51-65   +200 years              81-95    +1,000 years, roll again on table A.
66-75   +300 years              96-00   +500 years, roll again on this table.
76-99   +500 years
 00     Roll on Table B.

Table B

                     1d100      AGE OF TRIBE
                     01-80      +500 years
                     81-95      +1,000 years, roll again on table A.
                     96-00      + 500 years, roll again on this table.

Unless a queen is killed prior to reaching an age of 500 years, she will at
that time evolve into a champion.  At an age of 500 years she is no longer
fertile and loses her breeding-tail.  She lays a last batch of queen eggs
prior to this, so that there is a new queen ready to take over the control of
the tribe.  The new queen has a rudimentary control of the drones after day
one, but there is a lot of tricks of the trade that the old queen teaches her.
Over the next few decades the old queen turns her ability to control the
drones in a new direction, and develops psionic powers.  The process takes 1d4
decades, unless there is an older champion there to teach her, in which case
it takes 1d4 years.  The new champion is thereafter a devoted a protector of
the hive, a royal quardian of sorts.

COMBAT: Champions does not grow taller with increasing age, but gains weight
and becomes a spiked killing mashine with a low tolerance for troublemakers.
Though the physical fighting capabilities of an alien champion are awesome, it
is their psionic abilities that are really deadly.  Champions have all the
fighting skills of the queen and gains the special attack hug as well.  If a
champion hits the same character with both claw attacks it has grabbed him and
proceeds to give him a good hug.  The champion grows a series of barbed spikes
on the chest, which a victim of the hug is impaled upon.  The victim is hit by
2d4 of the spikes, takes 1d6 points of damage per spike and is stuck there
unless an open doors roll is successful.  If the character remains there other
characters may hit him instead of the champion with further attacks.

Champions develop psionic powers equal to a psionicist of a level equal to
half of their hit dice, with the following modifications:

* The champion gains psp's equal to 3 times their own maximum hit points.
  (The number of hit points they have when unhurt).
* Telepathy is always their main science.
* Their power score progresses according to the table below.
* They gain and use the ** contact ** and ** ESP ** powers without cost.

Champions evolve according to the following table:
     AGE       HIT             COMBAT   MAGIC        POWER   XP      PSIONICS
  (in years)   DICE    THAC0  MODIFIER  RESIST.  AC  SCORE  VALUE  +  LEVEL
  500 - 699    20+10     1       +6      50%     -3    14   17,000     10
  700 - 999    22+13    -1       +8      55%     -4    15   19,000     11
1,000 - 1,499  24+16    -3       +9      60%     -5    16   21,000     12
1,500 - 1,999  26+19    -5       +10     65%     -6    17   23,000     13
2,000 - 2,499  28+22    -7       +11     70%     -7    18   25,000     14
   2,500+      30+25    -9       +12     75%     -8    19   28,000     15

Note: Combat Modifier is the bonus gained by the alien to hit its opponent as
      well as the damage modifier gained by the creature.

Experiance points should equal the experiance point value plus the psionics
level bonus.

Alien champions are believed to have lifespans in excess of 4,000 years, but
they don't change after they've reached an age of 2,500.  For those of you who
are versed in the books of Larry Niven an analogy with his Pak Protectors
springs easily to mind.  If a champion should be the sole survivor of some
calamity that befell the tribe (which would probably have to be a war with
another tribe) it would probably go crazy.

The treasure of an alien tribe depends upon the age of the tribe, and the
availability of treasure in the surrounding region.  The amount of treasure
tends to grow larger over the years, but much depends upon the chance capture
of people or places carrying or storing treasure.  This must be abjudicated by
the Dungeon Master, as even an ancient alien tribe will be without treasure if
there are no tresures around.  If the tribe is located within an area where
treasure is available every one thousand years of age of the tribe increases
the amount of treasure it has amassed by +20% to the roll on table C.  A 1,200
years old tribe would have amassed treasures as indicated by making a roll of
1d100 + 20%.  If the age of the tribe is less than 500 years a modifier of
-30% must be applied.  The age of the tribe is determined by consulting table
A or B.

Table C

                          1d100 ROLL   TREASURE TYPE

                            01-30      L, R
                            31-50      A
                            51-70      A, B
                            71-85      A, B, Rx10
                            86-95      A, B, H
                            96-99      A, B, G, H
                             00+       A, B, G, H, U, Z

Another valuable commodity to be found in an alien hive is the queen's royal
jelly.  This substance can be used as a component in most potions concerned
with healing and aging.  It enhances the effect of the potion to as much as
three times the original.  The royal jelly loses it's potency rapidly,
however, and must be applied as a component within three weeks of first having
been exposed to air and then vacuum packed if it is to have any effect.  A
potion made with royal jelly loses it's extra potency according to the table
below unless used.

The royal jelly coats a freshly laid egg in a thin layer sufficient to make
one potion.  The breeding tail of the queen contains enough jelly to make 4d4
potions, if used sparingly.  Extracting the jelly is a dangerous job however,
remember that the breeding tail contains a lot of nasty acid and is connected
to a queen as well.  The jelly oxidises quickly when exposed to air, and loses
it's potency in 1d6 turns unless it is kept within an air-tight container.

1st week  Healing potions have triple effect, aging potions double effect.
2nd week  Healing potions have double effect, aging potions have 50% increased
          effect.
3rd week  Healing potions have 50% increased effect.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Amorabi                           Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Any
FREQUENCY:          Very rare
ORGANIZATION:       Bands
ACTIVITY CYCLE:     Day
DIET:               Carnivore
INTELLIGENCE:       High (13-14)
TREASURE:           P, R
ALIGNMENT:          Chaotic Evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1-8
ARMOR CLASS:        -2
MOVE:               9, Fl 15 (C)
HIT DICE:           120 hit points (saves as 27 HD monster)
THAC0:              9  (Attacks as 12 HD monster)
NO. OF ATTACKS:     2
DAMAGE/ATTACK:      1d8/1d8 (+7 damage for strength)
SPECIAL ATTACKS:    See below
SPECIAL DEFENSES:   +2 weapon or better to hit, see below
MAGIC RESISTANCE:   60%
SIZE:               M (5-6' tall)
MORALE:             Average (8-10)
XP VALUE:           10,000

Amorabi are a cross between a bird an a human.  They have 2 legs and two arms.
Both hands and feet are clawed.  They have vestigial wings but cannot fly.
Their heads are bird-like.  The wings, shoulders and upper backs are
feathered.  Amorabi have 19 strength and are powerful spell casters.

Amorabi were created by the greatest lich ever (in my world) to be the
personal bodyguards of himself and his chief lieutenants.  They are nasty
tempered to all others, but faithful to their creator.

Amorabi require +2 weapon or better to be hit.  They are immune to charm and
hold spells.  The can cast the following spells as a 12th level mage:

    - ** disintegrate **
    - ** web **
    - ** cause disease **
    - ** dispel magic **
    - ** fear **
    - ** bestow curse ** (reverse of remove curse)
    - ** rock to mud **
    - ** teleport **
    - ** stone to flesh **
    - ** death spell **
    - ** despair ** (emotion spell)

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Anti-Magic Statuettes                                                   Myke
==============================================================================

CLIMATE/TERRAIN:    Any
FREQUENCY:          Rare
ORGANIZATION:       None
ACTIVITY CYCLE:     Any
DIET:               None
INTELLIGENCE:       Exceptional (16)
TREASURE:           None
ALIGNMENT:          Neutral (evil)
------------------------------------------------------------------------------
NO. OF APPEARING:   1-3
ARMOR CLASS:        4
MOVE:               12", Ethereal 12"
HIT DICE:           5
THAC0:              15
NO. OF ATTACKS:     6 or 1
DAMAGE/ATTACK:      2-5/2-5/1-3/1-3/1-2/1-2 or by weapon
SPECIAL ATTACKS:    Cancellation, spells, and silence
SPECIAL DEFENSES:   Spell turning and camoflage
MAGIC RESISTANCE:   50%
SIZE:               S (1'-4')
MORALE:             Fearless (19-20)
XP VALUE:           4,000

An extremely jealous mage created these devastating items. His intention was
to create an item that could infiltrate a rival mage's home and destroy him/
her. He succeeded too well, and fell victim to his creations.

These creations are essentially small golems of marble or any other substance
that statues are commonly made of.  Their camoflage ability is limited only
to appearances of stone or metal. They may change their shape (to better fit
in with the other normal statues in a mage's home) but retain their material
composition.

They are intelligent enough to determine the best stategy to reach their goal
but they are not cognizant of anything but destroying a mage.

They may use their fists as attacks. They may attack up to three times with
each fist provided the preceeding attack was successful. Thus the damage in
a round may range from 2-5 to 8-20.

They have various spell-like abilities specifically useful for attacking
mages:
     * Cancellation (as the rod) up to four times a day but must touch item.
     * Silence as often as desired (once/round) at the 10th level of ability.
     * Spell turning once every two rounds.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Antraconian
==============================================================================

CLIMATE/TERRAIN:    Geheena
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Omnivore
INTELLIGENCE:       Exceptional
TREASURE:           H
ALIGNMENT:          Neutral Evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1-2
ARMOR CLASS:        -3
MOVE:               18, Fl 6
HIT DICE:           10+8
THAC0:              11
NO. OF ATTACKS:     5
DAMAGE/ATTACK:      1d4/1d4/1d4/1d4/2d6
SPECIAL ATTACKS:    See below
SPECIAL DEFENSES:   See below
MAGIC RESISTANCE:   60%
SIZE:               L (8' tall)
MORALE:             Fanatic (17-18)
XP VALUE:           8,000

These vile creatures once roamed throughout the plane of Gehenna, and they
were equally common sights in the Nine Hells and Hades, and even on the Prime
Material Plane (where they were found inevitably performing some deed of evil
either as summoned creatures or on their own initiative).  Eventually their
excursions into the Nine Hells so angered that dark plane's inhabitants that
a full scale war broke out between the devils and the less numerous
Antraconian, resulting in the almost wholesale destruction of the Antraconian
race.

A handful of Antraconians live on (perhaps a dozen or two), existing as they
can.  They are not as common a sight as they once were, but they can still be
found wandering the Prime Material plane in the service of some evil wizard.
On their own plane, however, they are undetectable, as they have taken
precautions to being wiped out by the occasional devil force (a race to which
the Antraconians still hold great enmity towards, and will attack on sight if
the odds are good).

Antraconians normally attack with their four clawed arms, following up with a
bite from their batlike heads.  If all four arms hit, they hold the target and
gain a +4 "to hit" with their bite attack.  The chance of a character getting
out is equal to his or her bend bars percent, and may be attempted once per
round.  Further, Antraconians may use the following spell like powers once per
round, when applicable:

    - ** charm person **,              - ** unseen servant **,
    - ** knock **,                     - ** slow **,
    - ** polymorph self ** (to Black Unicorn or Golden Pegasus),
    - ** invisiblity **,               - ** detect invisibility **,
    - ** detect good **, and           - ** dispel magic **

All of the above are as if cast by and 8th level mage.  They also have the
spell casting abilities of a fifth level cleric.  Moreover, once per day they
are able to cast a ** symbol of pain **.   At one point in time they possessed
gating abilities similar to those of other creatures of the lower planes, but
their numbers have been reduced so as to make this power unusable.  An
Antraconian can only be harmed by +2 or better weapons and are immuned to all
fire-based attacks.


::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Antracos, Lord of the Antraconians
==============================================================================

CLIMATE/TERRAIN:    Gehenna
FREQUENCY:          Unique
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Omnivore
INTELLIGENCE:       Genius or Semi
TREASURE:           H, Z, T
ALIGNMENT:          Neutral Evil (with Chaotic tendencies)
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        -6
MOVE:               18, Fl 6
HIT DICE:           129 hit points
THAC0:              7
NO. OF ATTACKS:     4 or 3
DAMAGE/ATTACK:      1d6/1d6/1d6/3d6 or 2d10/1d6/3d6
SPECIAL ATTACKS:    See below
SPECIAL DEFENSES:   See below
MAGIC RESISTANCE:   70 %
SIZE:               L (9' tall)
MORALE:             Fearless (19-20)
XP VALUE:           15,000

Antracos, the lord of the Antraconians, was once the pride of his foul
species.  He was the strongest, the fastest and most powerful of their kind,
and it was under his banner that the Antraconians fought under in their
disastrous war with devilkind.  Near the end of the war Antracos was captured,
and was held in captivity for a century in the ninth plane of hell, where he
was tortured endlessly by the servitors of Asmodeus.

When Antracos finally escaped, he was a changed creature.  His body was
damaged permanently, but even more importantly, he went somewhat insane.
Antracos has become far more unpredictable in his attitudes, occasionally
doing things far more chaotically than his former, more neutral psyche would
commit.  In addition, at times he slips into a pathetic dementia, where his
mind, battered as it is, retreats into a shell.  In this state Antracos is
little more than a beast, attacking whatever hurts him with claw and tooth.

When not under the influence of his insanity, Antracos still shows remnants of
what made him the great lower planar lord he once was.  He is fully capable of
using his spell like abilities which include the ability to, at will:

    - ** charm person **,              - ** polymorph self **,
    - ** invisibility **,              - ** detect invisibility **,
    - ** detect good **,               - ** ESP **,
    - ** affect normal fires **, and   - ** darkness, 10' radius **

Once per day he can ** summon ** an Antraconian (75% chance of success), speak
an ** (un)holy word **.  Once per week, he can cast an ** imprisonment **
spell, but at the cost of his sanity for an indeterminate period of time
(apparently the use of the spell reminds him of his own imprisonment).

Antracos appears as a large Antraconian with a few scars located at various
spots around his body.  He has lost one arm (thus only three claw attacks).
When he uses a weapon he fights with Vasaros, a long sword which does 2d20
points of damage per hit.  Antracos can be only hit by +3 or better weapons,
and is immuned to all fire-based attacks.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Baatezu, Lesser -- Sand (Devil)   Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Nine Hells (Desert regions)
FREQUENCY:          Uncommon
ORGANIZATION:       Bands
ACTIVITY CYCLE:     Any
DIET:               Carnivore
INTELLIGENCE:       High
TREASURE:           M, N, Q (D)
ALIGNMENT:          Lawful (Neutral) Evil
------------------------------------------------------------------------------
NO. OF APPEARING:   3-30
ARMOR CLASS:        1
MOVE:               9
HIT DICE:           6+5
THAC0:              15
NO. OF ATTACKS:     2
DAMAGE/ATTACK:      1d6/1d6
SPECIAL ATTACKS:    See below
SPECIAL DEFENSES:   +2 magical weapon or better to be hit, see below
MAGIC RESISTANCE:   30%
SIZE:               M (5' tall)
MORALE:             Elite (13-14)
XP VALUE:           1,400

Sand devils are only harmed by +2 or better weapon.  They take only 1/2 damage
versus heat and fire-based attacks.  They can cast the following abilities at
will:

    - ** flame strike **,
    - ** dispel magic **,
    - ** sandstorm ** (6d6 damage due to chafing by sand in high velocity
                       wind),
    - ** whirlwind **,
    - ** summon ** (8 hit die fire elemental),
    - ** gate ** (20% chance of gating in another sand devil)

They are vulnerable to holy water (one vial will kill a sand devil).  Normal
water dumped on a sand devil will do 1d6/gallon.

Sand Devils look like crudely formed humanoids.  Fine features like eyes,
nose, ears, fingers are not formed -- they just have a lump for a head.  As
they have no visible eyes, etc.  it is assumed that they must have some
magical sense replacing sight for sand devils do not appear to be blind.
They can be fooled by illusions and invisibility.  Sand Devils prefer to
attack via magic.  If pressed, they attack hand-to-hand doing 2 slap attacks
at 1d6 points of damage each.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Baby Bop                                                      Calvin (Azrael)
==============================================================================

CLIMATE/TERRAIN:    Happy, tranquil garden areas
FREQUENCY:          All too common
ORGANIZATION:       Often accompanied by young humans and/or Barney (q.v.)
ACTIVITY CYCLE:     Weekday afternoons, mornings
DIET:               Unknown
INTELLIGENCE:       Low (5-7)
TREASURE:           Nil
ALIGNMENT:          Lawful Good
------------------------------------------------------------------------------
NO. OF APPEARING:   1 (Unique)
ARMOR CLASS:        3
MOVE:               6
HIT DICE:           3
THAC0:              17
NO. OF ATTACKS:     3 (two claws and a gore)
DAMAGE/ATTACK:      1-3/1-3/1-6
SPECIAL ATTACKS:    Song of happiness
SPECIAL DEFENSES:   Song of happiness, immortality
MAGIC RESISTANCE:   100%
SIZE:               S (3' tall)
MORALE:             Unknown
XP VALUE:           10,000,000 (but you have to REALLY kill her -- see above)

Baby Bop appears as a small triceratops-like being with huge eyes, green
scales and a little bow attached to its head frill.  Baby Bop is most often
encountered singing a happy little tune; all creatures with intelligence
scores above 2 must make a save vs. spells for each round they are subjected
to the song or they will be affected as if by an ** Otto's Irresistable
Dance **, with the additional affect of forcing them to sing along with
whatever drivel Baby Bop is chanting at the time.  Effects for the singing are
identical to those of a ** Tasha's Uncontrollable Hideous Laughter ** spell. A
new saving throw with a cumulative -1 penalty is allowed at the end of each
round of singing and dancing, but each failed roll results in the permanent
loss of 1 point from both intelligence and wisdom.  If either of these scores
is reduced to 0, the unfortunate victim becomes a Baby Bop zombie (stats
identical to yellow musk zombie) which continue to dance and sing with Baby
Bop until it drops dead from exhaustion or hunger.  If Baby Bop is ever
successfully slain, his body immediately vanishes, but he will reappear
exactly 24 hours later at full strength and vitality.  Baby Bop can only be
truly slain (well, temproarily, anyway) as if he were a greater power (see the
Manual of the Planes.)  For these purposes, his home plane is the plane of
silly and unused monsters, an alternate Prime Material plane inhabited by all
those monsters that Dungeon Masters never use, such as storkmen, basidironds,
boggarts, bookas, gibbering mouthers, snyads, flumphs, bunyips, carbuncles,
vegepygmies, tasloi, and most of the monsters from the Kara-Tur monstrous
compendium. (see WG7, Castle Greyhawk, for more information on the Plane of
Silly and Unused Monsters.)

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Bandor                           Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Temperate and sub-arctic forest
FREQUENCY:          Rare
ORGANIZATION:       Family
ACTIVITY CYCLE:     Day
DIET:               Omnivore
INTELLIGENCE:       Very (11-12)
TREASURE:           Special
ALIGNMENT:          Neutral Evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1-2 (2-6)
ARMOR CLASS:        Variable
MOVE:               12, Fl 30 (C)
HIT DICE:           Variable
THAC0:              Variable
NO. OF ATTACKS:     3 + special
DAMAGE/ATTACK:      1-8/1-8/2-20
SPECIAL ATTACKS:    Breath Weapon, spell use, hug
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   Variable
SIZE:               H (16' base)
MORAL:              Champion (15-16)
XP VALUE:           Variable

       AGE           AGE        HIT           COMBAT
AGE  CATEGORY      MODIFIER     DICE  THACO  MODIFIER
 1   Very Young     0-5 years     6     14     None
 2   Young          6-16 years    7     13      +1
 3   Adult         16-30 years    8     12      +2
 4   Mature Adult  31-50 years    9     11      +3
 5   Old           51-75 years   10      10     +4
 6   Very Old      76-100 years  11      9      +5

      BODY    TAIL   ARMOR  BREATH  WIZARD    MAGIC    TREASURE     XP
AGE  LENGTH  LENGTH  CLASS  WEAPON  SPELLS  RESISTANCE   TYPE      VALUE
 1    2-5'    1-2'     5     2d6+1  Nil     Nil         Nil         1,400
 2    5-10'   2-4'     4     4d6+2  Nil     Nil         Nil         2,000
 3   10-14'   4-6'     3     6d6+3  1       10%         E           3,000
 4   14-18'   6-8'     2     8d6+4  1 1     15%         E, S        5,000
 5   18-22'   8-10'    1    10d6+5  2 1     20%         E, S, T     8,000
 6   22-26'  10-12'    0    12d6+6  2 2     25%         E, S, Tx2  10,000

A bandor is the result of ancient genetic experiments by a crazed wizard.  To
create a bandor, a cave bear of the largest size was cross-bred with each of
the five types of evil dragons.  Therefore, there are five sub-species of
bandors:  black, white, blue, green, and red.  A bandor has the head, neck,
tail, and wings of its respective dragon, and the body of a cave bear,
although dragon scales are interspersed throughout the body fur.  These scales
grow more abundant as the bandor ages, but do not generally show through the
fur until the mature adult stage is reached.

A bandor is wingless at birth; as the wings grow throughout the first two
stages of life, they are too small to enable flight.  A bandor is able to fly
only upon reaching the adult stage (age 16.)

Bandors of all sub-species speak a tongue common to all bandors, a tongue
common to all evil dragons, and 12% of very young bandors have an ability to
communicate with any intelligent creature.  The chance to possess this ability
increases 5% per age category of the bandor.

COMBAT: Bandors are generally aggressive and will attack most anything that is
a threat to their territory.  These creatures are intelligent enough to decide
when bite and claw attacks will be sufficient, or when it is necessary to
employ spells and/or breath attacks; these latter two attack forms are
reserved for very powerful opponents.  If a bandor scores a hit with a paw on
an 18 or better, it also hugs for 2-16 (2d8) points of additional damage.
Bandors will continue to fight for 1-4 melee rounds after reaching 0 to -8 hit
points; at -9 or fewer hit points, they are killed immediately.

BREATH WEAPON: Each sub-species of bandor has a breath weapon identical in
shape, size, and composition to that of their respective dragon; however,
damage of all types is identical, as per the table above.  Any creature who
makes a successful save vs. breath weapon only suffers 1/2 normal damage.

A bandor has no fear aura or other special magical abilities that dragons do,
but they are immune to attacks with the same composition as their breath
weapon.  Bandors cast their spells at 6th level, plus the combat modifier.

HABITAT: Bandors live in thick forests in temperate and sub-arctic regions.
Their lairs are usually in large, well-hidden caves in the center of their
territory.

Bandors live alone or in families; if two bandors are encountered together,
there is a 20% chance of there being 1-4 cubs (age category 1 or 2) present as
well.  Bandors are very protective of their young, and will attack anything
attempting to harm them.  Bandors are normally at odds with other 
forest-dwelling creatures due to their aggressive nature.  A green bandor will 
sometimes ally itself with a green dragon, but the other sub-types do not get
along with dragons.

ECOLOGY: Bandors are omnivorous, but prefer to eat meat.  They hunt woodland
animals such as bears and deer, and have even been known to attack centaurs
and elves, the latter of which they consider to be a delicacy.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Barney                                           (STU_DRFULLER@JMUVAX.bitnet)
==============================================================================

CLIMATE/TERRAIN:    Nine Hells, Gehenna, Hades, The Abyss, PBS
FREQUENCY:          Very rare or daily at 4 p.m.
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Day
DIET:               Little children's minds
INTELLIGENCE:       Insipid (-12(
TREASURE:           Merchandising Contracts
ALIGNMENT:          Purple evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1 (maybe attended by 1-100 Barney zombies, see below)
ARMOR CLASS:        10 (big and plush)
MOVE:               3
HIT DICE:           8
THAC0:              12
NO. OF ATTACKS:     2
DAMAGE/ATTACK:      1-10/1-10
SPECIAL ATTACKS:    Hug (3d10)
SPECIAL DEFENSES:   Aura of intolerable idiocy
MAGIC RESISTANCE:   90%
SIZE:               L (8' tall)
MORALE:             Stupid (30)
XP VALUE:           4,000

Barney is a demon from the lower planes, a great purple and plush deformed
dinosaur.  It is the enemy of intelligent lifeforms, eternally seeking out
small children and feeding on their natural intelligence and curiousity.

COMBAT:  Barney will normally attack with it's two great paws, each inflicting
1-20 points of damage.  If a victim is struck with either paw and fails a
saving throw versus paralyzation, they are dragged to Barney and may be hugged
next round.  A hug inflicts 3-30 points of damage each round until the victim
or Barney is killed.

Barney may also utter a 'Power Word I love you' once every three rounds.  Any
adults hearing the power word must save versus spells or flee in terror for
1-6 rounds.  Any child hearing the power word must save versus spells or be
controlled by Barney.  He or she will thereafter follow Barney's commands with
a delightful smile, and is subject to continued brainwashing.  Each day that
a child is in Barney's control they may be taught another lesson by Barney,
decreasing their intelligence and wisdom by 1.  When either statistic reaches
zero, the child becomes a mindless Barney zombie!  Barney zombies follow his
commands with love and a delightful smile, and eagerly spend gold coins on
Barney merchandise.

Barney is constantly surrounded by an aura of intolerable idiocy.  Any
individual within 20' must save versus spells once per round or lose 1 point
of intelligence.  When intelligence reaches zero, the victim falls to the
ground in a quivering, gibbering wreck.  Intelligence may be regained at the
rate of 1 point per day afterwards.  In addition, the aura tends to make
spells go awry, tactics to fail, and mundane items to become intelligent
with their own insipid personalities.

HABITAT: Barney resides in a great temple and television studio on the lowest
plane of the Abyss, with areas extending into every lower plane and prime
material plane via transdimensional gates.  He is constantly surrounded there
by 1-100 Barney zombies clutching plush dolls and lollipops, which they may
use as +2 maces in combat.

ECOLOGY:  You're kidding, right?

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Beetle, Century Bore              Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Any non-arctic
FREQUENCY:          Rare
ORGANIZATION:       Swarm
ACTIVITY CYCLE:     Day
DIET:               Carnivore
INTELLIGENCE:       Animal (1)
TREASURE:           Nil
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1-10
ARMOR CLASS:        3
MOVE:               3, Fl 18 (B), Br 3
HIT DICE:           1
THAC0:              20
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      1d2
SPECIAL ATTACKS:    Slow
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   Nil
SIZE:               T (6 inches)
MORALE:             Steady (11-12)
XP VALUE:           65

These are six inch long beetles, whose bite inflicts 1d2 points of damage and
has the effects of a slow spell.  A save versus spells will negate the slow
effect.

Century bores burrow deep into the earth (about 100') then lay 100d10 eggs.
After 100 years, the eggs hatch.  The young dig to just under the surface,
then grow feeding on detritous in the soil for a month as worm-like larvae.
They then shed their skin and become beautiful beetles with a jewel-like
carapace.  The adults live only two weeks before they mate, burrow, and die.

The carapaces are worth 50 gold pieces if properly cared for (no mashing the
beetle to kill it!).  The flesh of the beetle if prepared by someone skilled
in alchemy will halt aging for one year.  The skin shed by the larva can be
made into a potion of sleep.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Beholder, Mutant Wanderer           Max Becherer (becherer@suna0.cs.uiuc.edu)
==============================================================================

CLIMATE/TERRAIN:    Any non-aquatic
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Day
DIET:               Carnivore
INTELLIGENCE:       Average to Very (8-12)
TREASURE:           Nil
ALIGNMENT:          Chaotic (Good (30%), Neutral (50%), Evil (20%))
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        1
MOVE:               Fl 15 (A)
HIT DICE:           4-6
THAC0:              16
NO. OF ATTACKS:     1 + special
DAMAGE/ATTACK:      2-5 + special
SPECIAL ATTACKS:    Disintergration, magic missiles
SPECIAL DEFENSES:   Invisibility, regeneration
MAGIC RESISTANCE:   20%
SIZE:               S (1-2' diameter)
MORAL:              Steady (11-12)
XP VALUE:
   4 hit dice       1,400
   5-6 hit dice     2,000

The wanderer is a rare, mutant form of beholder typically found in mountainous
areas or underground.  Needless to say, their larger cousins attack them on
sight, which helps explain an unusual personality quirk common among
wanderers: they do not like to stay in one place for more than one or two
days.  This is how they got the name "wanderers".  Consequently, wanderers
have no lairs nor treasure.  Those few that settle down for any period of
time rarely stay put for more than a year or so.  All wanderers hate the
beholders for the persecution they have suffered from them.

COMBAT: Wanderers are not as powerful as the larger beholders.  Good and
neutral wanderers will avoid combat with beholders, but the evils will readily
rush to near certain destruction.  Wanderer can bite for 2-5 hit points of
damage, but their most powerful attacks, as with their larger kin, is their
magical eyes.

A wanderer's central eye can emit a powerful disintegration ray with a range
of 100 yards.  The effect is exactly the same as the disintegrate spell.  This
power may be used three times a day; charges are recovered at a rate of one
every 8 hours.  The central eye is covered with a tough, clear chitinous lens
which gives it the same armor class as the rest of the body.  If the eye
sustains more than 1/3 the wanderer's hit points, it is blinded and cannot be
used until 1 day per hit point sustained has passed.

Wanderers have 8 to 15 eyestalks, each of which can cast a single magic
missile inflicting double damage (2d4+2) three times per day.  A stalk is
severed if it sustains more than 5 hit points and will grow back in one month.
Eye stalks are extremely agile, and have the same armor class as the rest of
the body.  The central eye has 120" infravision, and all eyestalks have 60".

Wanderers have ESP and can become invisible at will.  In addition they have a
special form of telekinesis: it can be used at will, but is quite weak,
providing only the equivalent of a strength of 6 or 7, and only operates at
ranges of 5 feet or less.  It's real advantage is in it's extreme precision:
it gives the wanderer the equivalent of one arm with a 20 dexterity.  They
have a maneuverability class of A in flight.  Wanderers are extremely cunning in combat, and can be very dangerous
opponents.  Due to their hard, chitinous shells, they take no damage from
falls of less than 20 feet, and a common trick is to remain invisible and drop
on a victim, inflicting 1d6 hit points and getting a free bite at +4 (if a
successful hit is made on the drop).

HABITAT: Wanderers are almost by definition chaotic beings, and can be of any
chaotic alignment.  They are solitary and rarely is more than one encountered.
Evil wanderers are exceptionally vicious and fight as if they were two levels
higher.  Wanderers are often confused with the much feared beholder, and other
beings will typically attack or flee on sight.
 
Evil wanderers blame all intelligent life for the outcast status of the
wanderers, and will usually attack on sight any creature they feel they can
defeat.  Evil wanderers have no desire for power, they only wish to torment
and kill other beings, especially beholders.  This extreme, and often foolish
agression is the reason they are the rarest of the wanderers.

Neutral wanderers are survivers above all else.  The world is harsh, and for
them there is only one law: stay alive as long as you can.  They tend to be
sullen creatures and rarely deal with other beings; their outlook on life is
decidedly nihilistic.  Unlike their evil kin, they are not very agressive;
they go out of their way to avoid danger and are very cautious when dealing
with creatures obviously more powerful than themselves.  Neutral wanderers
will always flee from true beholders.  This is not to say they are cowards, as
they will fight ferociously when given no choice.  Nor are they paranoids;
they are only careful about what risks they are willing to take in life.
Their caution helps explain the reason they are the most common of the
wanderers.

Good wanderers are flighty and mischievious creatures who love practical jokes
and making a general nuisance of themselves.  They are, however rather good
natured, and their pranks are never meant to cause harm (intentions and
reality, however, don't always mesh).  Good wanderers are (usually) not
foolhardy, however, and (most) choose their friends carefully.  They are
quintesential free spirits who love life and all it has to offer.  Good
aligned wanderers are more likely to settle down for a few months at a time
than their neutral and evil cousins.

ECOLOGY: Wanderers are a subspiecies of the Beholder, and like their more
powerful kin, have only one sex, but cannot reproduce alone.  They only meet
to mate, and seperate afterwards.  Upon mating, an extra stalk, similar to an
eyestalk begins to grow from the creature's underside.  A small capsule at the
end grows to 1/2 the parent's diameter and breaks breaks open in 6 weeks,
revealing a small wanderer with 1/4 the parents hit points.  It grows to full
size in 4-6 months.  Offspring typically stay with their parent for a few
months then strike off on their own.  Good and neutral wanderers do not impact
their environment, but the highly aggressive evils enjoy ravaging everything
in their paths.  Evils often drive off or devour their young, as the parental
instinct wears off soon after the capsule bursts.  This bad parenting may also
explain their smaller numbers.  Wanderers live for about 200 years.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Bird, Humming                                         (wesc@ICHIPS.INTEL.COM)
==============================================================================

CLIMATE/TERRAIN:    Temperate Climates
FREQUENCY:          Common
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Day
DIET:               Herbivore
INTELLIGENCE:       Animal (1)
TREASURE:           Nil
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1 (1-4)
ARMOR CLASS:        -4
MOVE:               Fl 48 (A)
HIT DICE:           1d2 hit points
THAC0:              N/A
NO. OF ATTACKS:     0
DAMAGE/ATTACK:      N/A
SPECIAL ATTACKS:    Nil
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   Nil
SIZE:               T (4")
MORAL:              Unsteady (2)
XP VALUE:           0

The hummingbird is a small, winged avian which feeds off of the nectar of
various flowers.  They appear as any other small bird, except that when in
flight, their wings beat so fast that they appear as only a blur to any
observer.  They are also able to hover in place, and dart from place to place,
accelerating to full speed or coming to a complete stop instantly.

COMBAT: These tiny creatures will run from any human or other large creature
as soon as their sensitive senses pick up the intruder.  They have no attack
forms, and cannot do damage. Their ability to dart about makes them extremely
difficult to hit in combat, and their speed allows them to avoid almost any
predator.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Bird of Ill-Omen                                                         Pete
==============================================================================

CLIMATE/TERRAIN:    Any
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Unknown
INTELLIGENCE:       Genius (17-18)
TREASURE:           None
ALIGNMENT:          Chaotic evil
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        -10
MOVE:               Fl 24 (B)
HIT DICE:           5
THAC0:              15
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      1-2
SPECIAL ATTACKS:    See below
SPECIAL DEFENSES:   See below
MAGIC RESISTANCE:   100%
SIZE:               S (1'-2')
MORALE:             Fearless (19-20)
XP VALUE:           3,000

The Bird Of Ill-Omen appears as a normal Raven or Crow (Black in Color).
This monster will only rarely provide anything useful to the party.
However, until the party is rid of it, sufficient inconvenience will exist.

COMBAT: The bird is 100% magic resistant and if hard pressed can cause
Confusion (per spell at level 15).  The bird also generates a 100 foot sphere
of saving throw reduction (-2).  If a fumble chart is used, this has the
effect of causing a fumble to occur on a 1, 2, or 3 on a die 20.  It also uses
ESP (per spell) at will.

HABITAT: The bird's purpose is not really known but it appears to wonder the
Prime Material Plane in order to accompany typically high level adventurers on
a particularly dangerous adventure.

If spoken to, the bird will respond to the individual who spoke, in a
language (other than common) that the individual understands (Dwarves will be
spoken to in Dwarvish, Elves in Elvish, etc...).

ECOLOGY: The bird is master of lore and other histories in general and will
know something about each of the party members that would not readily be
common knowledge.  Usually something that a particular adventurer is not very
proud of.  The bird will use this information to disrupt the cohesion and
integrity of the party members and in general try to get them to distrust
each other, sometimes to the point of fighting/killing.  The bird will
typically drop 3 or so hints about the advertures upcoming goal, and will
mislead them on 2 of the 3 hints to the point where failure means death
(or something almost as bad).

The bird will never directly say what it's intentions are but it is rumored
that it will go away if given a particularly exceptional gem or piece of
jewelry valued at 50,000+ gold.  Otherwise, it is perfectly content traveling
with the party, flying between branches, etc... staying just out of reach,
and generally causing havoc to the adventurers.

The tail feathers and feet of the Bird Of Ill-Omen are rumored to be
incredibly valuable in potion making.  Any knowledgable Alchemist in a large
city will pay over 100,000 GP for them.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Black Stranglers                     Stephen McLeod (COSC143U@Jetson.UH.EDU)
==============================================================================

CLIMATE/TERRAIN:    Any
FREQUENCY:          Very rare
ORGANIZATION:       Group of victims
ACTIVITY CYCLE:     Any
DIET:               None
INTELLIGENCE:       Average (8-10)
TREASURE:           F
ALIGNMENT:          Chaotic Evil
------------------------------------------------------------------------------
NO. OF APPEARING:   2-5
ARMOR CLASS:        4
MOVE:               12
HIT DICE:           5+3
THAC0:              12
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      1d6 (4 rounds till death)
SPECIAL ATTACKS:    Strangle
SPECIAL DEFENSES:   Invisible in darkness
MAGIC RESISTANCE:   Nil
SIZE:               M (4-7')
MORAL:              Fanatic (17-18)
XP VALUE:           350

The strangler are black humanoids, usually of human size.  They are a region
of darkness with sharply defined features, looking like a caricature from the
side with a pointy noise.  They have a dull red glow emanating from their
eyes and mouth.

COMBAT: Stranglers rely on misdirection.  If need be one of their number will
engage or distract a party from one side while the others sneak up from
behind.  If they successfully sneak up behind they get one roll to hit (with
normal bonuses if they apply) with their sole weapon, a length of metallic
looking chain.  Victims who are "hit" successfully will begin to take a 1d6
each round and in any case will die at the end of the fourth round.  They may
attack the Strangler at -2 until that time.  Stranglers who fail to hit will
try to distract other party members from the stranglers who were successful.
If all miss and they cannot get behind anyone, they will withdraw.

HABITAT: Black stranglers are victims of a curse and are a form of undead.
The victims of a strangler rise as a strangler after a period of days.  When
they rise, their chain will form at that time as well.  The chains are related
and cursed.  Possessing any one of them will attract all other members of a
given strangler pack.  Possessing the chains will also lead the owner into
strangling people in time in a fashion similar to the manner that the bite of
a werewolf results in the victim becoming a werewolf.  The chains are valuable
for they are almost unbreakable.  Removing the curse on any of the chains will
remove the curse on all of the chains from a given pack, however doing so
releases a strangler who is invisible, and immune to normal (non-silver,
non-magical) weapons and who has armor class of 2 and 8 hit dice.

ECOLOGY: Black Stranglers are undead and have no place in nature.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Bladefly                                               (92445@TAYLORU.bitnet)
==============================================================================

                    NORMAL              GIANT
CLIMATE/TERRAIN:    Any non-arctic      Any non-arctic
FREQUENCY:          Rare                Very rare
ORGANIZATION:       Swarm               Solitary
ACTIVITY CYCLE:     Day                 Day
DIET:               Omnivore            Omnivore
INTELLIGENCE:       Animal (1)          High (13-14)
TREASURE:           Nil                 Special
ALIGNMENT:          Neutral             Lawful good
------------------------------------------------------------------------------
NO. OF APPEARING:   1-40                1 or 2
ARMOR CLASS:        0/2 (inidivdual)    0
                    6/8 (swarm)
MOVE:               Fl 9 (B)            Fl 15 (C)
HIT DICE:           1d4 hit points      6
THAC0:              20 (individual)     15
                    18 (swarm)
                    14 (frienzied)
NO. OF ATTACKS:     1                   2
DAMAGE/ATTACK:      1d2 (wing tip)      1d10/2d4 (wing, claw)
SPECIAL ATTACKS:    Blindness           Hynosis, Drop
SPECIAL DEFENSES:   Nil                 Nil
MAGIC RESISTANCE:   Nil                 Nil
SIZE:               T (3" across)       M (6' across)
MORALE:             Average (8-10)      Steady (11-12)
XP VALUE:           35                  1,400

NORMAL
These creatures appear as a normal monarch butterflies.  On closer examination
the wings of these creatures are revealed to be hard as steel and razor sharp.
The bladefly is a carniviourus cousin to the naturally occuring butterfly.
Usually they stick to small prey, (i.e., cats, rats, mice, etc) but have been
know to take down cattle in times of normal food scarcity.  When a group of
bladeflies attack they swarm around their prey, blind it and slice at it with
their wings as they sorround the prey.

A frenzy takes place much like the feeding frenzy of a shark.  Once the scent
of blood is in the air the bladeflies will attack until killed.  There must be
at least 10 bladeflies for a swarm to frenzy.  This lowers the bladeflies
armor class, and gives them an increase chance to hit their opponents.

If there are less then 10 to start with or a swarm is reduced to under 10
bladeflies, the bladeflies must be attacked individually.  Individuals attack
as frenzied if they smell blood.

Their attack method causes blindness if a save verus spell is not made due to
the hymotizing effects of their colors.  The blindness lasts 1d6 rounds.  They
are drawn to the smell of rotting flesh and will choose to scavange if there
is a choice between live prey and carrion.  When attacking they attack in a
swarm and seek to envelope their prey one at a time.  One attack roll is made
for the swarm and if the result is a hit a percentage roll is made to deterime
what percent of the swarm hit the prey.  They will attack until the entire
swarm is destroyed.  They are driven away by fire, smoke, or the scent of the
herb thyme which is a deadly poison to them.

Their wings are prized by ornamential armorers and will fetch a price of 1 gp
per wing.

GIANT
This magical variation of the normal bladefly is a highly intellegent solitary
creature.  Once a year the creatures gather to mate and this is the only time
more than two of these creatures can be found in the adult form.  Two can be
found if they are mated, the creatures mate for life and are monogomus.
Offspring of the adults are treated as non-combatants with half stats of the
adult.

The giant bladefly attacks by slicing with its wings or clawing with its two
front claws.  Also due to their intellengce and their magical nature they can
manipulate the spots on there back to hyptmotize any creature they can
communicate with unless a save vs. spell is made.  Normally they will not
attack other creatures prefering to hyptmotize attackers and make them fall
asleep and then move the attackers body or leave the area.  If they are
pressed into battle they will attempt to pick up their foe and drop them.  On
a to hit score of 18 or better the bladefly has grabbed its foe sinking both
claws into its prey.  A grabbed creature must make a dexterity check in order
to take any action.  The bladefly will rise at 15' a round with a max of 100',
if hit they will drop their victim from the height they are at.

The giant bladefly speaks the language of all woodland creatures, common,
their own language of high pitched wines, cries, and buzzes, and any
civilization they have come in contact with.

There is a 15% chance that if two are found that there will be 1d4 offspring
in the lair.  Also there is 10% chance of there being 1d4 large gems in the
lair per adult.

Often times they will be found near communites of sprites and such magical
creatures and prefer their company to humans and demi-humans.  They will deal
with humans and demi-humans with suspicion but frienships are possible.  It
is possible for giant bladeflies to be ridden with the proper airbourne riding
profiency with the consent of the bladefly of course.

The exact origin of these creatures is not known.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Bloodguard
==============================================================================

CLIMATE/TERRAIN:    Unknown
FREQUENCY:          Very rare
ORGANIZATION:       Band
ACTIVITY CYCLE:     Day
DIET:               Omnivore
INTELLIGENCE:       High to Genius (13-18)
TREASURE:           Unknown
ALIGNMENT:          Any good
------------------------------------------------------------------------------
NO. OF APPEARING:   1-4
ARMOR CLASS:        3
MOVE:               12
HIT DICE:           8
THAC0:              13
NO. OF ATTACKS:     2
DAMAGE/ATTACK:      1-12/1-12
SPECIAL ATTACKS:    See below
SPECIAL DEFENSES:   See below
MAGIC RESISTANCE:   See below
SIZE:               M (5'-6')
MORALE:             Champion (15-16)
XP VALUE:           3,000

I've tried to describe the Bloodguard as best I can from the Thomas Covenant
Series by Steven R. Donaldson.  They are the race of men who have taken a vow
to protect the Lords of RevelStone.  This vow is so profound that it gives
these men some unique and astonishing powers.

The Bloodguard are nearly ageless, living for centuries beyond that of normal
men and even outlasting the elves in their longevity.  Any one of them you
happen to meet could be thousands of years old.  You will never meet a young
one, however, for they've lost their women and no young have been born for
over 2,000 years.  Sure evidence of the existence of a female Bloodguard is
the sole thing that can disuade one from his task.  The Bloodguard do not
sleep, their senses are incredibly acute, the Bloodguard can communicate in
a telepathic manner over short distances (one or two miles) and when fighting
together they do not talk but work as a unit.  Bloodguard do not have infra
or ultravision but are proficient night/blind fighters and only suffer a -1
penalty when fighting blind.  This is partially due to their excellent senses.
Bloodguard are solitary and do not speak often, never laughing or joining in
idle conversation.  The Bloodguard have incredible reflexes and will make all
but the most impossible saving throws.  When attacking, the Bloodguard take
and expect no quarter.  They will kill if they believe that their charge is in
jeopardy and do so without a second thought.  The Bloodguard have absolute
confidence in themselves and their kind and they never make moral checks.  Due
to the combination of reflexes, senses (including a kind of sixth sense for
danger) the Bloodguard are never surprised.  They are the ultimate guardian.

If a Bloodguard is encountered, he will be with or near one of the Lords or
Ladies of RevelStone or some other important charge (be it a letter, item, or
person).  If the charge is a Lord or Lady of RevelStone, he or she will be a
mage of middle to high levels and always of good alignment.  No harm can
befall the charge of a Bloodguard while he lives.

If a one of the Bloodguard is killed (and they can be killed), his fellows
know it and will recover his body.  This is necessary because this is the only
way a replacement will be sent from their home country.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Blue Goon
==============================================================================

CLIMATE/TERRAIN:    Subterranean
FREQUENCY:          Very rare
ORGANIZATION:       Tribal
ACTIVITY CYCLE:     Night
DIET:               Carnivore
INTELLIGENCE:       Low (5-7)
TREASURE:           F
ALIGNMENT:          Lawful Evil
------------------------------------------------------------------------------
NO. OF APPEARING:   4-40
ARMOR CLASS:        6
MOVE:               6
HIT DICE:           2+2
THAC0:              19
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      By weapon 
SPECIAL ATTACKS:    Nil
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   Nil
SIZE:               M (6' tall)
MORAL:              Unsteady (5-7)
XP VALUE:           65

Blue goons look like humanoids layered with blue pancakes, and fumes coming
out of their mouth.

COMBAT: Blue goons typically attack with whatever weapons they can make,
usually crude clubs and spears.  The fumes coming out of their mouths are not
harmful.  They are fairly strong, having an average strength of about 16.

HABITAT: Blue goons are very warlike.  They kill anything which they can find,
except members of their own tribe.  It is not uncommon to see tribes of Blue
goons fighting with each other.

ECOLOGY: Blue goons kill whatever they see.  Although they have no "natural"
enemies, they are constantly at war.  They occasionally raid neighboring
tribes for food and weapons.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Brainstormer                     Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Temperate woods and subterranean
FREQUENCY:          Uncommon
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Day
DIET:               Carnivore
INTELLIGENCE:       Low (5-7)
TREASURE:           B, Q\x5, V
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1-6
ARMOR CLASS:        4
MOVE:               15
HIT DICE:           8
THAC0:              13
NO. OF ATTACKS:     3 + special
DAMAGE/ATTACK:      1-10/1-10/2-16
SPECIAL ATTACKS:    Psionic mind blast
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   15%
SIZE:               M (7')
MORAL:              Steady (11-12)
XP VALUE:           3,000

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: 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.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Brownie, Water                    Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Temperate lakes, seas, or oceans
FREQUENCY:          Very rare
ORGANIZATION:       Tribal
ACTIVITY CYCLE:     Any
DIET:               Vegetarian
INTELLIGENCE:       High (13-14)
TREASURE:           O, P, Q
ALIGNMENT:          Neutral or Neutral Good
------------------------------------------------------------------------------
NO. OF APPEARING:   4-16
ARMOR CLASS:        5 (3 with fish scale armor)
MOVE:               9, Sw 18
HIT DICE:           3
THAC0:              17
NO. OF ATTACKS:     1
DAMAGE/ATTACK:      1d2 (dagger)
SPECIAL ATTACKS:    Spells
SPECIAL DEFENSES:   Save as 9th level cleric
MAGIC RESISTANCE:   As above
SIZE:               T (2' tall)
MORALE:             Steady (11-12)
XP VALUE:           420

Water brownies are aquatic kin of the land dwelling brownie.  They have the
same spells as the land brownie.  Water brownies speak only their native
tongue.  They innately "speak" to any water dwelling animal and especially
love the company of giant otters.  Some water brownies have armor made from
fish scales which gives them an armor class of three.  Water brownies almost
invariably carry small daggers for use as tools and for defense (1d2 damage).

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Bulette, Lesser
==============================================================================

CLIMATE/TERRAIN:    Temperate/Any terrain
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Carnivore
INTELLIGENCE:       Animal (1)
TREASURE:           Nil
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1-4
ARMOR CLASS:        5
MOVE:               14 (3)
HIT DICE:           4
THAC0:              17
NO. OF ATTACKS:     3
DAMAGE/ATTACK:      1-8/1-8/2-16
SPECIAL ATTACKS:    8' jump
SPECIAL DEFENSES:   Nil
MAGIC RESISTANCE:   Nil
SIZE:               M (4' tall, 6' long)
MORALE:             Steady (11)
XP VALUE:           420

The Lesser Bulette, or baby landshark, is a creature which is simply a
minature version of its namesake.  Presumably a creation of the same (or at
least very similar) process that created the Bulette created its smaller
cousin.  Certainly the lesser Bulette rivals it when it comes to diet
the smaller creatures are known to devour teams of pack horses in under 15
minutes, although they do show restraint in what they are attacking.

The lesser Bulette attacks with its two front claws and bite, but if cornered
is capable of the same 8' leap that the bulette is capable of, in which case
it attacks with its back claws as well for an additional 1-8/1-8.

Lesser Bulettes are never found in the same area as their larger cousins, as
the latter is too successful in competing for the same food source.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Butterfly, Crystal-wing             John M. Martz (UMARTZ@UNCMVS.OIT.UNC.EDU)
==============================================================================

CLIMATE/TERRAIN:    Forest and Oases
FREQUENCY:          Very rare
ORGANIZATION:       Swarm
ACTIVITY CYCLE:     Day
DIET:               Herbivore
INTELLIGENCE:       Non- (0)
TREASURE:           Nil
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1,000-100,000 (1d100 x 1,000)
ARMOR CLASS:        10
MOVE:               Fl 15 (A)
HIT DICE:           1 hp / 10 butterflies
THAC0:              Nil
NO. OF ATTACKS:     Nil
DAMAGE/ATTACK:      Nil
SPECIAL ATTACKS:    Nil
SPECIAL DEFENSES:   See below
MAGIC RESISTANCE:   Nil
SIZE:               T (5" long)
MORAL:              Unreliable (3)
XP VALUE:           35 (per 100 butterflies)

Even a desolate world contains beauty.  On Athas, one of the most beautiful
creatures is the crystal-wing butterfly.  The prism-like wings of these
insects reflect the rays of the sun into startling sprays of color; at night,
they glow with the soft luminescence of stored sunlight.  Unlike most insect
swarms, such as locust and minikanks, crystal-wing butterflies are relatively
harmless, posing little direct threat to animals or crops.

COMBAT:  These diminutive creatures have no form of attack; however, when in
large numbers (greater than 1,000), their defenses are considerable.  Any
creature approaching within 50' risks startling the swarm.  Unless the
creature makes a conscious effort to move cautiously, the swarm automatically
startles on a failed morale check.  In game terms, to avoid this result a
player needs to explicitly state that his character intends caution.  Then,
for every round spent within 50' of the swarm, a creature must make a
successful dexterity check with a +1 penalty for every additional creature in
the area of effect (e.g., comrades and mounts) to a maximum of +4; the first
failed check startles the swarm.  In addition, any loud noise or sudden moves
maked is automatically considered a failed check.

If the swarm is startled during the day, the sunlight passing through their
fluttering wings causes a captivating spray of colors to fall on any creature
within 50'.  This defense is similar to a rainbow pattern spell except the
effect is maintained as long as the swarm flies, plus 2 rounds thereafter, and
there is no limit on the number of levels of creatures affected.  A creature
is allowed a saving throw versus spells with a -1 penalty per 20,000 insects
(-1 at 20,000; -2 at 40,000; etc.) to avoid the effects of the pattern of
colors.  Creatures who can not see are not affected.

If the swarm is startled during the night, the luminescence of their
fluttering wings causes a ghostly glowing pattern affecting any creature
within 50'.  Treat as a hypnotic pattern spell with the following exceptions:
effect is maintained as long as the swarm flies, plus 2 rounds thereafter;
there is no limit on the number of levels of creatures affected; creatures
must save versus spells with a -1 penalty per 20,000 insects.

Once startled, the swarm stays agitated as long as any creature (except other
crystal-wing butterflies, of course) remains in motion within 50'.  During
this time, their special defenses are active.  After all motion ceases, the
swarm returns to rest in 4d4 rounds +1 round per 20,000 insects (+1 at 20,000;
+2 at 40,000; etc.), at which point, their defenses are inactive.

Every point of damage inflicted on a swarm kills 1d10 butterflies.

HABITAT:  Crystal-wing butterflies cross wide areas of open desert along
well-defined migration routes, linking sheltered clearings in hidden groves.
These flower-rich clearings and surrounding groves serve as breeding sites
where the butterflies' eggs hatch into brown caterpillars with green flecks.
Several migration corridors are known, one of the largest originates in the
Forest Ridge north of Ogo, and terminates deep in the Crescent Forest between
Gulg and Nibenay.  Oases along these routes serve as resting sites; one of the
largest is Lake Pit.

During the day, a distant migrating swarm of crystal-wing butterflies appears
as a low-flying cloud that sparkles with all the colors of the rainbow.  Due
to cold temperatures, swarms rarely migrate across the desert at night.

ECOLOGY:  Despite their defenses, crystal-wing butterflies do fall prey to
predators, most relying on sound and scent rather than sight.  Crystal-wing
butterflies neither collect treasure nor produce anything of value.  However,
since many larger predators, such as the Kirre, welcome prey immobilized by
the butterflies' defenses, it is not uncommon to find incidental treasure
near sites frequented by these butterflies.  In addition, the dried, undamaged
wings of a crystal-wing butterfly may serve a substitute for material
components of many spells relying on light, such as glitterdust, hypnotic
pattern, and rainbow pattern.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Cabbage Patch Baby                     Warren and Janet Hack (hack@stsci.edu)
==============================================================================

CLIMATE/TERRAIN:    Cabbage patch
FREQUENCY:          Rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Herbivore
INTELLIGENCE:       Low (5-7)
TREASURE:           Special
ALIGNMENT:          Lawful good
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        10
MOVE:               1
HIT DICE:           1d2 hit points
THAC0:              20
NO. OF ATTACKS:     0
DAMAGE/ATTACK:      0
SPECIAL ATTACKS:    See below
SPECIAL DEFENSES:   See below
MAGIC RESISTANCE:   98%
SIZE:               S
MORALE:             Unsteady (5-7)
XP VALUE:           500 to parent, 100 per member

This creature is commonly found under a head of cabbage, hence the name.
There have been reports of a virtually identical creature being found in
storks' nests, and both types of creatures will behave as described here.
When found the baby will be wrapped in fine cotton blankets, holding a silver
spoon in one hand and a rattle in the other.  Nearby there will be a small
silver platter and (50% chance of) a pair of bronze baby shoes.

The cabbage patch baby appears to be a healthy human infant of approximately
one month age.  Although varying in exact features, these babys are generally
very adorable.  It will develop a strong affinity for one member of the party
that finds it, based on the characters charisma modified as follows:

                    Base score:  Charisma
                        Female:  +5 
     First person to find baby:  +5
              Alignment - Evil:  -7
                        - Good:  +3
                     - Neutral:   0
                      - Lawful:  +5
                     - Chaotic:  -5
      Character Class - Priest:  +3
                      - Wizard:  +5
                     - Warrior:  -3
                       - Thief:  -5
                        - Monk:  +7
                       - Druid:  +7
                        - Bard:  +10
                     - Assasin:  -10
                    
The person with highest total adjusted charisma will be designated the
baby's parent.  The baby will expect its parent to care for it, wailing
piercingly whenever the parent is out of its sight.  Other party members
may tend the baby, but it will scream and fuss and generally make life
miserable for all concerned until the parent returns.  There is a 20% per
hour cumulative chance that the baby will wake at night, requiring the
parent's attention for 1d6 turns.  This cycle will repeat for the duration
of the night, or for 12 hours, whichever is less.  During the day, the
baby will take 2-3 naps, each 1d6 + 2 turns in duration.  While awake, the
baby will demand constant attention, either in the form of feeding,
changing diapers, or amusement.  If the baby feels slighted, it will wail
until its demands are met.  A check must be made every hour to determine
if the baby is happy.

If threatened, the baby will emit a shriek which will empower the parent
with a defensive reaction, known as the Maternal Instinct.  This will
cause the parent's strength to rise to 18/00  and the constitution to rise
to 18,  with all bonuses applicable regardless of class for 1d4+1 turns.  The
parent will then come to the baby's defense and fight until their hit points
drop below -18, at which point they drop dead on the spot.

While in the presence of the party, the baby will drain 1 point of
constitution per night from the parent and 1 point of constitution per week
from the remainder of the party.  Once a party member's constitution has been
dropped to 3, the drain will affect strength at the same rate, while for
exceptional strength it will be 50 percentage points at a time.  If a member's
strength has dropped to 3, the drain will affect intelligence, followed by
dexterity, wisdom, and charisma, in that order.  All bonuses will be lost as
points are drained, including hit points gained from constitution bonus.
During each night with the baby, all spell casters in the party must make a
saving throw vs. death at +2, -4 if the parent, or suffer a 20% chance of
spell failure during the next day.

If abandoned for more than 1d6 turns, the baby will re-appear in the parents
arms.  The only way the baby will agree to leave the parent is to be turned
over to the care of a nanny or wetnurse.  Once the baby has left the party
properly, the lost points are gained back at a rate of 1 point per day, but
not 1 point per score per day.  So if a parent has lost 5 constitution points
and 2 strength points, it will take 7 days to fully recover.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Cat, Ghost                        Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Temperate Forest
FREQUENCY:          Very rare
ORGANIZATION:       Prides
ACTIVITY CYCLE:     Any
DIET:               Omnivore
INTELLIGENCE:       Average (8-10)
TREASURE:           Nil
ALIGNMENT:          Chaotic Good
------------------------------------------------------------------------------
NO. OF APPEARING:   1-12
ARMOR CLASS:        9
MOVE:               6, Fl 24 (B)
HIT DICE:           1/2 to 4
THAC0:              1/2 HD    : 20
                    1 to 2 HD : 19
                    3 to 4 HD : 17
NO. OF ATTACKS:     5
DAMAGE/ATTACK:      1d2/1d2/1d2/1d2/1d4
SPECIAL ATTACKS:    See below
SPECIAL DEFENSES:   15% resistence to mind control and enchantment spells
MAGIC RESISTANCE:   Nil
SIZE:               S (2' to 3' long)
MORALE:             Average (8-10)
XP VALUE:
1/2 hit die         120
  1 hit die         175
  2 hit dice        270
  3 hit dice        420
  4 hit dice        650

Ghost cats are look like house cats with wings.  They have silky gray to white
fur.  They live in forests away from human and orc-kind.  Ghost Cats earned
their name because of their skill at hiding (and their shyness).  An adult
ghost cat can cast invisibility or block-telepathy (protection from telepathy
and ESP) 4 times per day.  Both last until the ghost cat chooses to negate it
or until dispelled.  Ghost Cats have the innate ability to detect invisible
beings.

Ghost cats are highly desired as familiars and confer the ability to detect
invisible beings by simple concentration on doing so.

          Age              Hit dice         Spell casting
    3 month or less        1/2 (1d4)        1 try, 50% chance of success
     3 to 6 months            1             1/day
     6 to 12 months           2             2/day
      1 to 3 years            3             3/day
        4+ years              4             4/day

Ghost cats are sexually mature at 6 years of age and will mate every other
year, producing a litter of 1d4 kittens.  Their natural lifespan is like that
of a human (ie, 30-35 in the wild, much more in captivity).

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Cat, Monster                                     Warren Hack (hack@stsci.edu)
==============================================================================

CLIMATE/TERRAIN:    Temperate lands
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Any
DIET:               Omnivore
INTELLIGENCE:       Animal (1)
TREASURE:           I/10
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   1
ARMOR CLASS:        4
MOVE:               18
HIT DICE:           3
THAC0:              13 (attacks as 7 hit dice monster)
NO. OF ATTACKS:     3 or 1
DAMAGE/ATTACK:      1/1-4/1-4 or 2d6+2
SPECIAL ATTACKS:    See below
SPECIAL DEFENSES:   See below
MAGIC RESISTANCE:   Nil
SIZE:               L (5' at shoulder)
MORAL:              Unsteady (5-7)
XP VALUE:           120

This creature appears (when seen) as a ball of 1-2' long rabbit fur with
occasional flashes of long, vicious teeth and claws.  It can become invisible
at will (namely, when scared or stalking) and due to its incredibly well
padded feet, can surprise on 1-5.

It attacks when it is playful and consists of stalking, pouncing, grabbing
with the front paws (as 18/00 strength) and kicking with padded tickling the
victim while purring very loudly.  Only when injured will it use its claws
and/or teeth.  If it does attack for damage, the grab does 1 point of damage,
and the back feet do 1d4/1d4 damage while hitting as a 7 hit dice creature.
If cornered, it will bite for 2d6+2 damage.

In general, the Monster Cat is more interested in playing than anything else.
After all, it is just a cat.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Cat, Poison (Pussycat)            Allan J. Mikkola (allanm@vulcan.med.ge.com)
==============================================================================

CLIMATE/TERRAIN:    Any (usually near civilization)
FREQUENCY:          Rare
ORGANIZATION:       Small prides
ACTIVITY CYCLE:     Any
DIET:               Omnivore
INTELLIGENCE:       Semi (2-4)
TREASURE:           Nil
ALIGNMENT:          Neutral
------------------------------------------------------------------------------
NO. OF APPEARING:   2-8
ARMOR CLASS:        5
MOVE:               15
HIT DICE:           1
THAC0:              19
NO. OF ATTACKS:     3
DAMAGE/ATTACK:      1d3/1d3/1d2
SPECIAL ATTACKS:    Poison, jump
SPECIAL DEFENSES:   None
MAGIC RESISTANCE:   Nil
SIZE:               T to S
MORALE:             Average (8-10)
XP VALUE:           65

These harmless looking creatures are sometimes kept as watch pets.  They are
very affectionate to their masters, and can be taught a few tricks.  The main
purpose of theses creatures are to surprise unsuspecting theives.  Since they
are cats, they have excellent night vision and love to wonder about during the
evening hours.  The nasty part to these animals is that both their bite and
their claws attacks are poisonious.  The posion is kind of slow acting so it
will not be noticed until 4 rounds after the posion is in the system.  There
are three types of posion pussycats.  The normal with the weakest poison does
1d6 points of damge, half if save is made.  The next has a stronger poison
tat does 1d10 points of damage or 1d4 if the opponent makes his save.
Fortunately these cats are rarer than the first type.  The rarest kind of
posionous pussy cat with the strongest poison causes death unless save and
even if the opponent does save he will receive 2d6 points of damage from the
poison.

These cats can jump about 8 to 10 feet, thus getting a +3 on their surprise
roll and allow them to enter into and leave a fight very quickly.

DM History:
This certain creature was thought up to humble a very cocky thief, who called
himself the 'cat buglar'.  He claimed he could out think the DM (me) in any
trick or trap that I could come up with to annoy his nightly visits to the
houses of the wealthy.  He broke into this one house and thought it was cute
that the man was a cat lover.  The cats got a few hits in on the thief (which
he figured won't harm him because of his fairly high level), and was he
surprised when the poison started to take effect.

I also used them on another party where the cat were wearing jewelled collars.
The party figured this was an easy way to get a few gems.  They were also a
bit surprised at the slow acting posion.  The weakest kind are my favorite to
use, which have a nice affect of being dangerous, but not very deadly.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Cat People                          Max Becherer (becherer@suna0.cs.uiuc.edu)
==============================================================================

CLIMATE/TERRAIN:    Temperate forests and mountains
FREQUENCY:          Uncommon
ORGANIZATION:       Clan
ACTIVITY CYCLE:     Any
DIET:               Carnivore
INTELLIGENCE:       Average
TREASURE:           Incidental
ALIGNMENT:          Variable, usually lawful, seldom evil
------------------------------------------------------------------------------
NO. APPEARING:      1-8
ARMOR CLASS:        7 base (agility)
MOVEMENT:           18
HIT DICE:           1 or by level
THAC0:              20 or by level
NO. ATTACKS:        3 or by weapons
DAMAGE/ATTACK:      1-2/1-2/1-4 or by weapon
SPECIAL ATTACKS:    Claws
SPECIAL DEFENCES:   Stealth
MAGIC RESISTANCE:   Nil
SIZE:               M
MORAL:              Steady (11-12)
XP VALUE:           Varies

Cat people are an intelligent feline race and are occasionally encountered by
players.  They stand upright like humans, but tend to be slightly shorter and
have a delicate bone structure, much like elves.  They have feline faces,
their bodies are covered with short, catlike fur which varies greatly in
coloration, and most (75%) have tails.  Cat people's hands are basically
humanoid in structure, having four fingers and an opposable thumb, but they
are also equiped with needle-sharp retractable claws.  Their feet also have
such claws, giving them a base 90% chance to climb any surface which is no
harder than wood.  On all but the hardest, smoothest surfaces, cat people
receive a 20% bonus on all climbing rolls.

Cat people have superior night vision, treated as infravision, 60', are
innately silent and have a base 25% chance of hiding in shadows.  They are
also increadibly agile, and well, catlike in their movements.  Cat people take
no damage from falls of less than 30 feet and are entitled to dexterity checks
for half damage on falls of up to 60 feet.  Beyond that, the cat person has
accelerated to fast to avoid full damage.

COMBAT:  Cat people prefer to fight with their natural weaponry, but
understand that often that is not enough.  When using weapons, they prefer
light, fast, weapons which make the best use of their agility.  These include
daggers, quarterstaves, nun-chuku and rapiers.  Cat people are especially fond
of elven longswords for their combination of light construction and damage,
and also like knuckledusters because they can still use their claws with them.
For ranged weapons, shurikens, throwing knives, darts, hand crossbows and
composite shortbows are favorites.

Whenever possible, cat people try to ambush their foes.  They have a 50%
chance of surprising an opponent and are rarely (10%) surprised themselves.
Dropping out of trees after an enemy party has been softened up by a cleverly
laid trap is a favorite tactic.

All cat people can fight with a weapon in each hand; this does not double the
number of attacks they receive, it only adds one to the base number.
Regardless of class, cat people fight as thieves.  Some cat people become
fighters, and are entitled to all the benefits of the class, including weapon
specialization, but they still fight on thief tables.

HABITAT: Cat person society is matriarchal and clan based.  The largest unit
of cat person society is the pride.  A pride usually consists of 3 to 8 clans.
A clan is one family unit consisting of about 20 to 40 individuals of all ages
and headed by the Matriarch, the oldest female in the clan.  The pride is lead
by the Grand Matriarch, the oldest and wisest female of all the clans, and a
shamen.  The shamen is a priest of at least 4th to 8th level, always to Bast
or some other cat deity, and is always female.

The Grand Matriarch is the head of the Council of Matriarchs, which is
responsible for all major decisions.  The most important decision the council
must make is the selection of a new Grand Matriarch should the current one die
or become too infirm to govern.  This is usually done by vote of the council.
Each Matriarch tries to convince the council that she is best suited for the
honor.  Then a vote is taken with the restriction that one cannot vote for
oneself.  Should the council deadlock, the process will be repeated a number
of times (it varies from pride to pride).  If the council still fails to come
to a decision (a rare occurance), all females who have come of age will be
asked to vote on the matter.

Males in cat person society are in an interesting position.  While they have
little or no input on how the pride is governed, they are not treated as
second class citizens.  Males and females are treated equal in all aspects of
life except government and religion (males may not be priests).
   
ECOLOGY: Cat people are hunters by nature, but do not kill animals except for
food and in self defense.  They are very careful to avoid over hunting their
territory, and therefore do not have a severe impact on the local ecology.
Cat people live for an average of 80 years.

Cat person characters:

Attribute   Minimum    Maximum    Die Mod.

Strenght       3         17*        -1
Dexterity     15         20         +2
Constitution   6         18         --
Intelligence   6         18         --
Wisdom         6         18         --
Charisma       6         18         --
Comeliness     3**       12**       +1**


Class        Maximum         Notes

Fighter      15***           Thief tables hinder further advancement.
Thief        Unlimited
Wizard       Unlimited             
Priest       Unlimited       Only females may become priests
Bard         Unlimited


*    10% of Cat People with 17 strength have 18.  Those cat people with 18
     strength may roll for exceptional strength if they belong to a fighter
     class.

**  For humans.  No modification for cat people.

*** Beyond 15th level, experience penalties are incurred (Dungeon Master
    option).

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Coronil                                 Luan Dalgari (chx38@seq1.keele.ac.uk)
==============================================================================

CLIMATE/TERRAIN:    Lower outer planes
FREQUENCY:          Very rare
ORGANIZATION:       Band
ACTIVITY CYCLE:     Any
DIET:               Carnivore
INTELLIGENCE:       Genius (15-16)
TREASURE:           E, Zx3, Ox10, (F, G, H, I)
ALIGNMENT:          Chaotic evil or neutral evil
------------------------------------------------------------------------------
NO. OF APPEARING:   2-12
ARMOR CLASS:        -15
MOVE:               24
HIT DICE:           600 hit points
THAC0:              -20
NO. OF ATTACKS:     6 + 2
DAMAGE/ATTACK:      1d20/1d20/1d20/1d20/2d10/2d10 (all +25) (by weapon)
SPECIAL ATTACKS:    See below
SPECIAL DEFENSES:   See below
MAGIC RESISTANCE:   95%
SIZE:               L (12' tall)
MORALE:             Fearless (19-20)
XP VALUE:           58,000

The Coronil is a large 8 legged beast, standing about 12' tall.  In appearance
they resemble copper coloured spiders covered in a dense fur.  In addition to
their 8 legs they have 2 arm like appendages that although being small are
suitable for using missile weapons and/or magic items.

The Coronil does not see using eyes, instead it uses an innate ability to
sense what is around it, therefore it cannot be surprised except by
teleporting in close to it.

In combat a Coronil can use any 4 of its legs, thus it can attack multiple
opponents within a 10' radius.  Each of its legs strikes with a lightning
speed and impacts with a huge force, consequently characters not wearing
strong metal armor (i.e, full/field plate) will suffer a further 1-4 1d10
points of damage.  Each successful strike with a leg causes a further 1%
chance for the character being plane shifted to a random plane.

Twice per round the Coronil can spit an acidic poison, requiring a to hit
roll, if successful a save vs poison is allowed to negate the effect.

The Coronil is impervious to all non-metal weapons, non-edged metal weapons,
and edged metal weapons of less than +5 value.  The Coronil regenerates 5d20
points of damage per round per successful attack with a leg.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
