From: pete@andromeda.rutgers.edu.rutgers.edu (Peter Farabaugh) Newsgroups: rec.games.frp Subject: Net Monster Manual Date: 18 Dec 90 15:48:24 GMT Ok here is an unformatted , unindexed , unedited preview of the net Monster Manual. I haven't finished the nice version yet, what with work and other distractions. Also I lost my list of who sent what , so if you see something you sent, email me. Send lots more monsters to me. I would like to have special sections for demons and devils, dragons, werebeasts, and undead so make up good ones and send them. Just think if everyone who reads the group sent just 1 monster, we will have achieved coolness! Peter Farabaugh PS - These are all exactly as I received them, so don't blame me for anything. --------------------------- Esjebrackus, King of the Ghouls (Demon Lord) Frequency: Very Rare (unique) No. Appearing: 1 Armor Class: -3 Hit Dice: 88 hit points (16+ HD) Attacks: 1 Damage: 4-16 or 1-10 + special Special Attacks: see below Special Defenses: see below, +1 or better Movement: 16" Size: L (8') Intelligence: Exceptional Magic Resistance: 60% Psionics: 200 (all/all) Alignment: Chaotic Evil Esjebrackus, King of the Ghouls, vassal of Yeenoghu, spawn of Orcus, is one of the mightiest of demon lords. As king of the Ghouls, he is always attended by 33 Ghouls of maximum hit points, and is capable of summoning an additional 2-20 once per day. Moreover, any ghouls in his presence are impossible to turn. Esjebrackus fights with his Morning Star, a chaotic evil magical weapon of extraplanar origin that is +3 to hit and does 4-16 points per hit. He is as strong as an Ogre, and should he choose to fight unarmed he does 1-10 points of damage with his claws, plus the ability to paralyze an opponent. Unlike normal ghouls however, the save is made at -2, and it is fully functional against elves. Moreover, Esjebrackus has the following spell like powers usable once per round as applicable: Darkness (10' radius), Telekinisis (8000 gp weight), Invisibility, Charm Person, Hold Person, Detect Invisiblity, Detect Good, Fear (as per wand), Blight, Polymorph Self, Phantasmal Kiler (once per day), Dispel magic (as a 15th level magic user), Confusion (1 time/day), Cause Critical Wounds (3 times/day). Esjebrackus resembles a 10' Ghoul when found in natural form. However, he is usually found Polymorphed into some grotesque inhumanoid creature (along the lines of a slime), and only enters normal form at the start of combat. His progenitor, Orcus, and he share a great enmity, and Orcus seeks his offspring's destruction. The Ghouls no longer worship the Lord of the Undead, and this is not forgotten by Orcus. Esjebrackus is young as demon lords go- Orcus fears that one day, all the undead will be worshiping this usurper. Yeenoghu, is delighted to cause his rival such stress by forging an alliance with his son. Esjebrackus simply waits. Antracos, Lord of the Antraconians Frequency: Very Rare (unique) No. Appearing: 1 Armor Class: -6 Hit Dice: 129 hit points Attacks: 4 or 3 Damage: 1-6/1-6/1-6/3-18 or 2-20/1-6/3-18 Special Attacks: see below Special Defenses: +3 or better to hit, immune to fire, see below Movement: 18"/6" Size: L (10') Intelligence: genius or semi Magic Resistance: 75% Psionics: immune to psionics Alignment: Neutral Evil (chaotic tendancies) Antracos, the lord of the Antraconians, was once the pride of his foul spieces. He was the strongest, the fastest and most powerful of their kind, and it was under his banner that the Antraconians fought under in their diasatorous war with devilkind. Near the end of the war Antracos was captured, and was held in captivity for a century in the ninth plane of hell, where he was tortured endlessly by the servitors of Asmodeus. When Antracos finally escaped, he was a changed creature. His body was damaged permanently, but even more importantly, he went somewhat insane. Antracos has become far more unpredictable in his attitudes, occasionally doing things far more chaotically than his former, more neutral psyche would commit. In addition, at times he slips into a pathetic dementia, where his mind, battered as it is, retreats into a shell. In this state Antracos is little more than a beast, attacking whatever hurts him with claw and tooth. When not under the influence of his insanity, Antracos still shows remnants of what made him the great lower planar lord he once was. He is fully capable of using his spell like abilities which include the ability to, at will: Charm Person, Polymorph self, invisibility, detect invisibility, detect good, ESP, affect normal fires and darkness, 10' radius. Once per day he can summon an Antraconian (75% chance of success), speak an (un)holy word. Once per week, he can cast an imprisonment spell, but at the cost of his sanity for an indeterminate period of time (apparently the use of the spell reminds him of his own imprisonment). Antracos appears as a large Antraconian with a few scars located at various spots around his body. He has lost one arm (thus only three claw attacks). When he uses a weapon he fights with Vasaros, a long sword which does 2-20 per hit. Adaptoid Climate/Terrain: Any Frequency: Very Rare Organization: Solitary Activity Cycle: Any Diet: Unknown Intelligence: Genius (18) Treasure: Nil Alignment: Neutral -------------------------------------------------------------------------------- No. Appearing: 1 Armor Class: 6 (and see below) Movement: 12 (and see below) Hit Dice: 7 THAC0: 13 No. of Attacks: 1 (and see below) Damage/Attack: 1-8 (and see below) Special Attacks: Adaptation Special Defenses: Adaptation, Regeneration Magic Resistance: See Below Size: M (6' tall) (and see below) Morale: See Below XP Value: 4,000 -------------------------------------------------------------------------------- Appearance: When they are summoned, adaptoids look like featureless people, made from a malleable clay. However, then they take the appearance of their target. Combat: Adaptoids are creatures summoned from another plane of existence, and instructed to assassinate a specific target. They will not stop until this target is killed. The only way to defeat an adaptoid is to return it to it's home plane. Adaptoids can alter their body to solve any problems they encounter on their quest to kill their target. For example, if their target has jumped flown away, they can create wings, to follow him/her. If the adaptoid is attacked, it can change one of it's arms to a shield to protect itself. If it's target is hiding behind a locked door, the adaptoid can make itself flat, and slide under the door. The only limitation on this power is that it cannot increase it's mass to more than 500 lbs. Normally, adaptoids attack by punching, but they can change themselves to create any weapon they need to combat their target. Adaptoids regenerate one hit point per round. Neither fire nor acid will stop the regeneration. A special benefit of their adaptation power is that any spell cast on adaptoid will only affect it once. After that, it is immune to that spell. When an adaptoid is returned to it's home plane, it loses all of these immunities, however. Habitat/Society: Nothing is known about adaptoid society, however, adaptoids will never attack one another, and also will never cooperate with anyone to kill their target. Ecology: Adaptoids interact with nature just as a member of their target's race would. I had already posted this but here's one for your manual. ANTI-MAGIC STATUETTES --------------------- Frequency: Rare Number Appearing: 1-3 Armor Class: 4 Move: 12", 12" ethereal Hit Dice: 5d8 % in Lair: no lair, but 5% in mage's hold Treasure Type: Nil (but victims may have some) # of Attacks: 6 or 1 Damage per attack: 2-5/2-5/1-3/1-3/1-2/1-2 or BWT Special Attacks: Cancellation, spells, silence Special Defenses: Spell turning, camoflage Magic Resistance: 47% Intelligence: 16 Alignment: Neutral (evil) Size: Small Psionic Ability: Nil Attack/Defense Modes: Nil An extremely jealous mage created these devastating items. His intention was to create an item that could infiltrate a rival mage's home and destroy him/ her. He succeeded too well, and fell victim to his creations. These creations are essentially small golems of marble or any other substance that statues are commonly made of. Their camoflage ability is limited only to appearances of stone or metal. They may change their shape (to better fit in with the other normal statues in a mage's home) but retain their material composition. They are intelligent enough to determine the best stategy to reach their goal but they are not cognizant of anything but destroying a mage. They may use their fists as attacks. They may attack up to three times with each fist provided the preceeding attack was successful. Thus the damage in a round may range from 2-5 to 8-20. They have various spell-like abilities specifically useful for attacking mages: Cancellation (as the rod) up to four times a day but must touch item. Silence as often as desired (once/round) at the 10th level of ability. Spell turning once every two rounds. ------------------------------- Myke P.S. It's not in ADD2 format, I don't have a copy of those compendiums, so I don't know what's different what's same. ------------------------------------------------------------------------------ Only the born suffer - Sanradden the Gracious Those who hide gain suprise - Jeaune the Nimble Me don't know nuthin' 'bout no assassin whut tried to kill yuh, nope, nope, nope, me no know nuthin' - any gully dwarf with a knife behind his back ------------------------------------------------------------------------------ * pn eopy1 eopy2 eopn3 ffy hfy eon lm 012 rm 069 pi 000 ps 001 pl 060 hd 000 ft 000 fp 001 ss 000 000 000 056 ts 007 012 ANTRACONIAN Frequency: Very Rare No. Appearing: 1-2 Armor Class: -3 Hit Dice: 10+8 Attacks: 5 Damage: 1-4/1-4/1-4/1-4/2-12 Special Attacks: see below Special Defences: +2 or better to hit; immune to fire, see below Movement: 18"/6" Size: L (8') Intelligence: Exceptional Magic Resistance: 60% Psionics: none (immune to psionic attack) Alignment: Neutral Evil These vile creatures once roamed throughout the plane of Gehenna, and they were equally common sights in the 9 hells and Hades, and even on the Prime Material Plane (where they were found inevitably performing some deed of evil either as summoned creatures or on their own initiative). Eventually their excursions into the 9 Hells so angered that dark plane's inhabitants that a full scale war broke out between the devils and the less numerous Antraconian, resulting in the almost wholesale destruction of the Antraconian race. A handful of Antraconians live on (perhaps a dozen or two), existing as they can. They are not as common a sight as they once were, but they can still be found wandering the Prime Material plane in the service of some evil wizard. On their own plane, however, they are undetectable, as they have taken precautions to being wiped out by the occasional devil force (a race to which the Antraconians still hold great enmity towards, and will attack on sight if the odds are good). Antraconians normally attack with their four clawed arms, following up with a bite from their batlike heads. If all four arms hit, they hold the target and gain a +4 "to hit" with their bite attack. The chance of a character getting out is equal to his or her bend bars %, and may be attempted once per round. Further, Antraconians may use the following spell like powers once per round, when applicable: Charm Person, Unseen Servant, Knock, Slow, Polymorph self (to Black Unicorn or Golden Pegasus), become invisible, detect invisibility, detect good and dispel magic, all at the 8th level of ability. They also have the spell casting abilities of a fifth level Cleric (3 first level spells, three second and a third). Moreover, once per day they are able to cast a symbol of pain. At one point in time they possessed gating abilities similar to those of other creatures of the lower planes, but their numbers have been reduced so as to make this power unusable. (C) 1990 Allan J. Mikkola; for personal use only BANDOR Climate/Terrain: Temperate and sub-arctic forests Frequency: Rare Organization: Family Activity Cycle: Day Diet: Omnivore Intelligence: Very (11-12) Treasure: Special Alignment: Neutral Evil No. Appearing: 1-2 (2-6) Armor Class: Variable Movement: 12, Fl 30 (C) Hit Dice: Variable THAC0: Variable No. of Attacks: 3 + special Damage/Attack: 1-8/1-8/2-20 Special Attacks: Breath weapon, spell use, hug Special Defenses: Nil Magic Resistance: Variable Size: H (16' base) Morale: Elite (15-16) XP Value: Variable Age Hit Combat Age Age Category Modifier Dice THAC0 Modifier --- ------------ -------- ---- ----- -------- 1 Very Young 0-5 yrs. 6 14 +0 2 Young 6-15 7 13 +1 3 Adult 16-30 8 12 +2 4 Mature Adult 31-50 9 11 +3 5 Old 51-75 10 10 +4 6 Very Old 76-100 11 9 +5 Body Tail Breath Wizard Treas. XP Age Lgt(') Lgt(') AC Weapon Spells MR Type Value --- ------ ------ -- ------ ------ --- ------ ------ 1 2-5 1-2 5 2d6+1 Nil Nil Nil 1,400 2 5-10 2-4 4 4d6+2 Nil Nil Nil 2,000 3 10-14 4-6 3 6d6+3 1 10% E 3,000 4 14-18 6-8 2 8d6+4 1 1 15% E,S 5,000 5 18-22 8-10 1 10d6+5 2 1 20% E,S,T 8,000 6 22-26 10-12 0 12d6+6 2 2 25% E,S,Tx2 10,000 A bandor is the result of ancient genetic experiments by a crazed wizard. To create a bandor, a cave bear of the largest size was cross-bred with each of the five types of evil dragons. Therefore, there are five sub-species of ban- dors: black, white, blue, green, and red. A bandor has the head, neck, tail, and wings of its respective dragon, and the body of a cave bear, although dra- gon scales are interspersed throughout the body fur. These scales grow more abundant as the bandor ages, but do not generally show through the fur until the mature adult stage is reached. A bandor is wingless at birth; as the wings grow throughout the first two stages of life, they are too small to enable flight. A bandor is able to fly only upon reaching the adult stage (age 16). Bandors of all sub-species speak a tongue common to all bandors, a tongue common to all evil dragons, and 12% of very young bandors have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the bandor. Combat: Bandors are generally aggressive and will attack most anything that is a threat to their territory. These creatures are intelligent enough to decide when bite and claw attacks will be sufficient, or when it is necessary to em- ploy spells and/or breath attacks; these latter two attack forms are reserved for very powerful opponents. If a bandor scores a hit with a paw on an 18 or better, it also hugs for 2-16 (2d8) points of additional damage. Bandors will continue to fight for 1-4 melee rounds after reaching 0 to -8 hit points; at -9 or fewer hit points, they are killed immediately. Breath weapons/special abilities: Each sub-species of bandor has a breath wea- pon identical in shape, size, and composition to that of their respective dra- gon; however, damage of all types is identical, as per the table above. Any creature who makes a successful save vs. breath weapon only suffers 1/2 normal damage. A bandor has no fear aura or other special magical abilities that dragons do, but they are immune to attacks with the same composition as their breath weapon. Bandors cast their spells at 6th level, plus the combat modifier. Habitat/Society: Bandors live in thick forests in temperate and sub-arctic regions. Their lairs are usually in large, well-hidden caves in the center of their territory. Bandors live alone or in families; if two bandors are encountered together, there is a 20% chance of there being 1-4 cubs (age category 1 or 2) present as well. Bandors are very protective of their young, and will attack anything attempting to harm them. Bandors are normally at odds with other forest- dwelling creatures due to their aggressive nature. A green bandor will some- times ally itself with a green dragon, but the other sub-types do not get along with dragons. Ecology: Bandors are omnivorous, but prefer to eat meat. They hunt woodland animals such as bears and deer, and have even been known to attack centaurs and elves, the latter of which they consider to be a delicacy. Pete, Just a minor correction to make to the bandor: Change: Morale: Elite (15-16) to: Morale: Champion (15-16) Guess I looked at the table wrong; no big deal. Any idea when you're going to post the creatures? Later, Al =========================================================================== || Allan J. Mikkola || || uucp: {uunet!crdgw1|sun!sunbrew}!gemed!vulcan!allanm || || Internet: allanm@vulcan.med.ge.com || =========================================================================== OK, heres a monster for your book... I'll use my own format since I don't have a copy of one right now. You can fill in the rest as you see fit. Bird Of Ill-Omen ------------------ HP 100. AC -10. AL CE. Number Attacks:1. DM:1-2 SD:Lots. SA:Some. Occurance:Very Rare. Number:Only 1 exists. Speed:Raven Speed. Languages:All Treasure:None The Bird Of Ill-Omen appears as a normal Raven or Crow (Black in Color). This monster will only rarely provide anything useful to the party. However, until the party is rid of it, sufficient inconvenience will exist. The bird's purpose is not really known but it appears to wonder the Prime Material Plane in order to accompany typically high level adventurers on a particularly dangerous adventure. If spoken to, the bird will respond to the individual who spoke, in a language (other than common) that the individual understands (Dwarves will be spoken to in Dwarvish, Elves in Elvish, etc...). The bird is master of lore and other histories in general and will know something about each of the party members that would not readily be common knowledge. Usually something that a particular adventurer is not *very* proud of. The bird will use this information to disrupt the cohesion and integrity of the party members and in general try to get them to distrust each other, sometimes to the point of fighting/killing. The bird will typically drop 3 or so hints about the advertures upcoming goal, and will mislead them on 2 of the 3 hints to the point where failure means death (or something almost as bad). The bird is 100% magic resistant and if hard pressed can cause Confusion (per spell at level 15). The bird also generates a 100 foot sphere of saving throw reduction (-2). If a fumble chart is used, this has the effect of causing a fumble to occur on a 1, 2, or 3 on a die 20 :-) It also uses ESP (per spell) at will. The bird will never directly say what it's intentions are but it is rumored that it will go away if given a particularly exceptional gem or piece of jewelry valued at 50,000+ GP. Otherwise, it is perfectly content traveling with the party, flying between branches, etc... staying just out of reach, and generally causing havoc to the adventurers. The tail feathers and feet of the Bird Of Ill-Omen are rumored to be incredibly valuable in potion making. Any knowledgable Alchemist in a large city will pay over 100,000 GP for them. --Pete, I didn't see your original post so I'm not 100% sure what you want. Here's a couple that I could remember off the top of my head and I thought you might enjoy. I would be interested in seeing the finished list when you get it put together. ============================================================================== BloodGuard (Demi-Human) Occurance : Very Rare No. Appearing : (1-4) Hit Dice : 8 Armor Class : 3 Attacks : 2 Damage : (1-12) Special Attacks : See Below Special Defense : See Below Magic Resistance: See Below Intelligence : High Alignment : Any Neutral or Good Size : M Psionics : nil/nil I've tried to describe the BloodGuard as best I can from the Thomas Covenant Series by Steven R. Donaldson. They are the race of men who have taken a vow to protect the Lords of RevelStone. This vow is so profound that it gives these men some unique and astonishing powers. The BloodGuard are nearly ageless, living for centuries beyond that of normal men and even outlasting the elves in their longevity. Any one of them you happen to meet could be thousands of years old. You will never meet a young one, however, for they've lost their women and no young have been born for over 2,000 years. Sure evidence of the existence of a female BloodGuard is the sole thing that can disuade one from his task. The BloodGuard do not sleep, their senses are incredibly acute, the BloodGuard can communicate in a telepathic manner over short distances (one or two miles) and when fighting together they do not talk but work as a unit. BloodGuard don't have infra- or ultra-vision but are proficient night/blind fighters and only suffer a -1 penalty when fighting blind. This is partially due to their excellent senses. BloodGuard are solitary and do not speak often, never laughing or joining in idle conversation. The BloodGuard have incredible reflexes and will make _all_ but the most impossible saving throws. When attacking, the BloodGuard take and expect no quarter. They will kill if they believe that their charge is in jeopardy and do so without a second thought. The BloodGuard have absolute confidence in themselves and their kind and they never make moral checks. Due to the combination of reflexes, senses (including a kind of sixth sense for danger) the BloodGuard are never surprised. They are the ultimate guardian. If a BloodGuard is encountered, he will be with or near one of the Lords or Ladies of RevelStone or some other important charge (be it a letter, item, or person). If the charge is a Lord or Lady of RevelStone, he/she will be a Mage of middle to high levels and always of good alignment. No harm can befall the charge of a BloodGuard while he lives. If a one of the BloodGuard is killed (and they _can_ be killed), his fellows know it and will recover his body. This is necessary because this is the only way a replacement will be sent from their home country. =============================================================================== SandGorgon (Monster) Occurance : Very Rare No. Appearing : 1 Move : 36" (unknown) Hit Dice : 12 Armor Class : 0 Attacks : (1) 2 Damage : (2-24)hug (1-12),(1-12) Special Attacks : See Below Special Defense : See Below Magic Resistance: See Below Intelligence : Low Alignment : Neutral Size : M Psionics : nil/nil I've tried to describe the SandGorgon as best I can from the Thomas Covenant Series by Steven R. Donaldson. They are the race of creatures trapped in an unending sandstorm by a group of magicians because of their destructive abilities. Each has a unique name and when this name is spoken, the creature is released from the sandstorm and immediately makes its way to to the speaker of the name. It's sole purpose is to kill the speaker and return to the sandstorm. The SandGorgon will appear very quickly after the utterance of its name. Whether they do so by some means of teleportation or anticipation is unknown. The SandGorgon looks like a small version of a Tyrannasaurus (sp?) Rex with front hands that end in flat ended clubs. The top of their heads is also flat and very hard. Swords, missiles, and clubs simply bounce off without doing any noticable damage. Each of the clubed fists do 1-12 points of damage per hit and if both hands successfully hit in one round, the victim is caught up in a hug. This hug does 2-24 points of damage every 2 _segments_ until the victim is dead. When the SandGorgon has killed once, it will return to the sandstorm as quickly as it appeared. If some barrier prevents the SandGorgon from reaching its intended victim. It will batter it down. A charging SandGorgon does 4 structural points of damage. After the initial charge, the creature will stand at the barrier and batter it with successive blows from its clubbed hands. No stone door, or wall of less than 10 feet in thickness can withstand this battering because the creature will set up a destructive resonance with its blows that will eventually shatter the structure. If there is some impassible barrier between it and its intended victim. The SandGorgon will kill the nearest, intelligent living creature and return to the sandstorm. It is unlikely that the SandGorgon can be killed. Weapons do not seem to injure it (even the most highly magicked ones). Magic has little or no effect on them. Lightning bounces harmlessly off them, heat and cold do not dis- comfort the creature in the slightest. One has never been successfully trapped (other than in the sandstorm). It is said that Gandalf GreyStone, Lord of the Diamond and Shandorn True-Heart tried to capture one of these creatures for experimental purposes only to succeed in the total destruction of Gandalf's tower. Gandalf and Shandorn found that even a Wall of Force is not a serious barrier to one of these creatures and a Raise Dead spell was required to correct that misconception. It's unknown how many SandGorgons actually reside in the sandstorm (its exact location is a mystery as well) but the names of three of the creatures have been discovered through the extensive use of several arcane magicks. Those names are 'Nom', 'Tonham', and 'Ravodnas'. Blue Goon Climate/Terrain: Subterranean Frequency: Very Rare Organization: Tribal Activity Cycle: Night Diet: Carnivore Intelligence: Low (5-7) Treasure: (F) Alignment: Lawful Evil -------------------------------------------------------------------------------- No. Appearing: 4-20 Armor Class: 6 Movement: 6 Hit Dice: 2+2 THAC0: 19 No. of Attacks: 1 Damage/Attack: By Weapon Special Attacks: Nil Special Defenses: Nil Magic Resistance: Nil Size: M (6' tall) Morale: Unsteady (5-7) XP Value: 65 -------------------------------------------------------------------------------- Appearance: Blue goons look like humanoids layered with blue pancakes, and fumes coming out of their mouth. Combat: Blue goons typically attack with whatever weapons they can make, usually crude clubs and spears. The fumes coming out of their mouths are not harmful. They are fairly strong, having an average strength of about 16. Habitat/Society: Blue goons are very warlike. They kill anything which they can find, except members of their own tribe. It is not uncommon to see tribes of Blue Goons fighting with each other. Ecology: Blue goons kill whatever they see. Although they have no "natural" enemies, they are constantly at war. They occasionally raid neighboring tribes for food and weapons. BRAINSTORMER (C) 1990 Allan J. Mikkola; for personal use only Climate/Terrain: Temperate woods and subterranean Frequency: Uncommon Organization: Solitary Activity Cycle: Day Diet: Carnivore Intelligence: Low (5-7) Treasure: B, Qx5, V Alignment: Neutral No. Appearing: 1-6 Armor Class: 4 Movement: 15 Hit Dice: 8 THAC0: 13 No. of Attacks: 3 (claw/claw/bite) + special Damage/Attack: 1-10/1-10/2-16 (claw/claw/bite) Special Attacks: Psionic mind blast Special Defenses: Nil Magic Resistance: 15% Size: M (7') Morale: Steady (11-12) XP Value: 3000 Brainstormers are a lizard-like creature of about 7' in length. They are a dull yellow in color with small green and red speckles. Hatchlings are light brown with no speckles. Brainstormers have a very keen sense of smell and also have infravision out to 60'. Combat: Brainstormers can attack with a claw/claw/bite routine. In times of need, they can use the special attack that gives these creatures their name: three times per day, they may employ a psionic mind blast or "brainstorm" as it is also called. This weapon may be used in one of two ways: it can be used to inflict 2-16 points of damage on every creature within 30', or it may be employed against a single target up to 50' away, in which case it causes 3-30 points of damage. In either case, a successful saving throw vs. spell reduces the damage by half. Those who fail their saving throw are also stunned (as per the *power word, stun* spell) for 1d4 rounds. Brainstormers are themselves immune to this weapon. Habitat/Society: Brainstormers are found in temperate woods, but also love to live underground. Although they are generally solitary in nature, they gather in small groups to hunt. Larger groups sometimes attack small bands of human- oids or adventurers, if there is a good chance of obtaining treasure (they especially like gems). Brainstormers usually lair underground. Ecology: Brainstormers eat small and medium-sized rodents and snakes, but have also been known to eat the flesh of larger creatures (such as humanoids) they have killed for treasure. Brainstormer blood is an ingredient in the ink used to create a *power word, stun* scroll. ----------------------------------------------------------------------------- More to come, Al =========================================================================== || Allan J. Mikkola || || uucp: {uunet!crdgw1|sun!sunbrew}!gemed!vulcan!allanm || || Internet: allanm@vulcan.med.ge.com || =========================================================================== Bulette, lesser Frequency: Very rare No. Appearing: 1-4 Armor Class: 5 Hit Dice: 4 Attacks: 3 Damage: 1-8/1-8/2-16 Special Attacks: 8' jump Special Defenses: none Movement: 12" (3") Size: L (4' tall, 6' long) Intelligence: Animal Magic Resistance: standard Psionics: none Alignment: neutral The Lesser Bulette, or baby landshark, is a creature which is simply a minature version of its namesake. Presumably a creation of the same (or at least very similar) process that created the Bulette created its smaller cousin. Certainly the lesser Bulette rivals it when it comes to diet -the smaller creatures are known to devour teams of pack horses in under 15 minutes, although they do show restraint in what they are attacking. The lesser Bulette attacks with its two front claws and bite, but if cornered is capable of the same 8' leap that the bulette is capable of, in which case it attacks with its back claws as well for an additional 1-8/1-8. Lesser Bulettes are never found in the same area as their larger cousins, as the latter is too successful in competing for the same food source. Copyright 1990 Allan J. Mikkola; for personal use only DRAGON, ADAMANTITE Climate/Terrain: Any mountains Frequency: Very rare Organization: Solitary or clan Activity Cycle: Any Diet: Special Intelligence: Genius (17-18) Treasure: Special Alignment: Neutral good No. Appearing: 1 (2-5) Armor Class: -4 (base) Movement: 12, Fl 38 (C), Jp 3 Hit Dice: 16 (base) THAC0: 5 (base) No. of Attacks: 3 + special Damage/Attack: 2-12/2-12/4-40 Special Attacks: Special Special Defenses: Variable Magic Resistance: Variable Size: G (54' base) Morale: Fanatic (17-18) XP Value: Variable Body Tail Breath Treasure XP Age Lgt(') Lgt(') AC Weapon Spells Wizard/Priest MR Type Value === ====== ====== === ======== ===================== === ======== ====== 1 2-12 3-12 -1 2d12+1 Nil Nil Nil 3,000 2 12-24 12-20 -2 4d12+2 Nil Nil Nil 4,000 3 24-38 20-30 -3 6d12+3 Nil Nil Nil 6,000 4 38-56 30-42 -4 8d12+4 2 Nil E,Z,T 8,000 5 56-78 42-52 -5 10d12+5 2 2 40% H,Z,T 10,000 6 78-98 52-60 -6 12d12+6 2 2 2 45% H,Z,T 13,000 7 98-115 60-70 -7 14d12+7 2 2 2 2 50% H,Z,T 14,000 8 115-128 70-76 -8 16d12+8 2 2 2 2 1/1 55% H,Z,Tx2 15,000 9 128-140 76-82 -9 18d12+9 2 2 2 2 2/2 60% H,Z,Tx2 17,000 10 140-150 82-90 -10 20d12+10 2 2 2 2 2 1/2 2 65% H,Z,Tx2 18,000 11 150-160 90-96 -11 22d12+11 2 2 2 2 2 2/2 2 2 70% H,Z,Tx3 19,000 12 160-166 96-102 -12 24d12+12 2 2 2 2 2 2 1/2 2 2 2 75% H,Z,Tx3 20,000 Adamantite dragons are among the most powerful of all good dragons; they are also one of the rarest species. An encounter with an adamantite dragon is at best a once-in-a-lifetime event for all but the most fortunate (or unfortunate) of individuals. An adamantite dragon's scales change little in color throughout its life; they are dark black from birth to old age. The scales are very small at birth, but as the dragon grows, they become larger and thicker, and are soon harder than steel. Once the mature adult stage is reached, the dragon develops silver flecks throughout its scales; these flecks grow more abundant as the dragon ages. Adamantite dragons speak their own tongue, a tongue common to all good dra- gons, and 18% of hatchling adamantite dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. An adamantite dragon encountered in human form will usually take the shape of a human wizard or fighter. Combat: Adamantite dragons will not attack good creatures unless their lives are in danger, and will not fight most neutral individuals unless attacked first. However, they will attack all but the most powerful evil creatures on sight without a second thought; they have little tolerance for evil beings. An adamantite dragon will not hesitate to immediately close with most opponents and fight with claws and bite. Against extremely powerful foes, spells, breath attacks, and/or special abilities will be used before entering melee. An adamantite dragon has little trouble deciding when an enemy has been sufficiently weakened by these attacks, so these weapons are rarely wasted on senseless attacks. Breath Weapon/Special Abilities: An adamantite dragon has two breath weapons. The first is a cloud of frost with a radius of 50' in all directions. This cloud will remain in effect for three rounds; on the first round, damage is taken as per the table above (save vs. breath weapon for half damage); on the second and third rounds, the area of effect is hit by an _ice storm_ as per the spell (no damage is taken on the above table these two rounds). The second breath weapon is a cone of fire 100' long, 5' wide at the dra- gon's mouth, and 25' wide at the base. Anyone caught inside the area of effect must save vs. breath weapon for half damage. If the dragon breathes its fire- based breath weapon into an _ice storm_ previously created by its frost-based breath weapon, the area of overlap turns into a driving rainstorm for the dura- tion of the frost cloud; anyone inside this rainstorm has a -2 to hit due to poor sight, and missile fire is impossible (this is in addition to the affects of the fire-based breath attack). An adamantite dragon casts its spells and uses its special abilities at 10th level plus its combat modifier. At birth, adamantite dragons are immune to fire and cold. They may also _polymorph self_ three times per day. As they age, they gain the following additional powers: Young: _magic missile_ three times per day. Juvenile: _slow_ three times per day. Adult: _fireball_ twice per day. Mature Adult: _cone of cold_ twice per day. Old: _forcecage_ once per day. Very Old: _polymorph any object_ three times per week. Habitat/Society: Adamantite dragons live deep within the highest mountain ranges they can find; they exist in all climates, as long as mountains are present. Their lairs are located in well hidden, spacious caves, and are pro- tected by various magic and mundane traps, as well as faithful guards such as good giants and even ki-rin. An adamantite dragon's worst enemies include red dragons and evil cloud giants; they will attack these foes on sight, and the insuing combat is usually spectacular and deadly; the adamantite dragon will usually prevail in these contests, but serious injury to the dragon can still result. Adamantite dragons are on good terms with most good-aligned creatures in their territory, including silver dragons and gold dragons. They also have close ties with electrum dragons [q.v.], when their territories overlap. Their closest allies are mithril dragons [q.v.]; these two species will often work together, as they share common goals and ideals. Ecology: Adamantite dragons consume a diet of precious metals; gold, silver, platinum, and of course adamantite are all part of their diet. They do not need much to sustain themselves however, and the majority of metals they find are added to their treasure hoard. Adamantite dragons will not hesitate to help good-aligned creatures in times of need. =========================================================================== || Allan J. Mikkola || || uucp: {uunet!crdgw1|sun!sunbrew}!gemed!vulcan!allanm || || Internet: allanm@vulcan.med.ge.com || =========================================================================== (C) 1990 Allan J. Mikkola; for personal use only DRAGON, CRESTED Climate/Terrain: Temperate wooded hills and mountains and subterranean Frequency: Very rare Organization: Solitary or clan Activity Cycle: Any Diet: Special Intelligence: High (13-14) Treasure: Special Alignment: Neutral Evil No. Appearing: 1 (2-5) Armor Class: -2 (base) Movement: 9, Fl 30 (C), Sw 9, Jp 3 Hit Dice: 13 (base) THAC0: 7 (base) No. of Attacks: 3 + special Damage/Attack: 1-8/1-8/3-30 (3d10) Special Attacks: Special Special Defenses: Variable Magic Resistance: Variable Size: G (42' base) Morale: Fanatic (17-18) XP Value: Variable Body Tail Breath Spells Treasure XP Age Lgt(') Lgt(') AC Weapon Wizard/Priest MR Type Value === ====== ====== === ======== ============= === ========= ====== 1 2-8 1-6 1 2d10+1 Nil Nil Nil 3,000 2 8-20 6-14 0 4d10+2 Nil Nil Nil 4,000 3 20-32 14-26 -1 6d10+3 Nil Nil Nil 6,000 4 32-52 26-34 -2 8d10+4 1 Nil H 8,000 5 52-70 34-45 -3 10d10+5 2 35% H 10,000 6 70-88 45-52 -4 12d10+6 2 1 40% H,T 11,000 7 88-96 52-62 -5 14d10+7 2 2 1 45% H,S,T 12,000 8 96-106 62-70 -6 16d10+8 2 2 2 50% H,S,T 15,000 9 106-116 70-78 -7 18d10+9 2 2 2 1 55% H,S,Tx2 17,000 10 116-124 78-82 -8 20d10+10 2 2 2 2 60% H,S,Tx2 18,000 11 124-132 82-90 -9 22d10+11 3 2 2 2/1 65% Hx2,S,Tx2 19,000 12 132-142 90-98 -10 24d10+12 3 3 2 2/2 70% Hx3,S,Tx2 20,000 Crested dragons are a cross between red and green dragons; they have the body of a green dragon (but larger) and the head and tail of a red dragon. The distinguishing feature of a crested dragon is the red, cakatoo-like crest that extends from the top of the head to halfway down the back of the neck. The coloration of the crested dragon's scales are similar to those of the green and red dragons in the repective body parts. Due to cross-breeding, a crested dragon's body scales are thicker than those of the green, hence the better armor class. Crested dragons speak their own tongue, a tongue common to all evil dragons, and 14% of hatchling crested dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. Combat: Crested dragons will attack most good-aligned and neutral creatures without a second thought, but have also been known to attack evil creatures that invade their territory. Crested dragons will use their spells, breath weapon, and special abilities against more formidable foes before closing to fight, but will use claws and bite against weaker opponents. At times, a crested dragon will attempt to control foes through use of _suggestion_ and _charm_. These controlled creatures will be used as guards, or as information-gatherers. Their favorite targets for these tactics are humans and demi-humans. Breath Weapon/Special Abilities: A crested dragon's breath weapon is a cloud of flamming gas 70' long, 40' wide, and 30' high. Creatures caught in this cloud must make two saving throws vs. breath weapon as follows: the first is against gas for 3/4 damage and the second is against fire for 1/2 damage. This breath weapon is composed mostly of flames; therefore, if a target is immune to gas, damage is automatically 3/4 normal, save against fire for 1/2. On the other hand, if a victim is immune to fire, damage is automatically 1/2 normal, save against gas for 1/4 damage. From birth, crested dragons are immune to both fire and gasses. As they age, they gain the following additional powers: Young: _affect normal fires_ three times per day. Juvenile: _water breathing_. Adult: _suggestion_ once per day. Old: _wall of fire_ once per day. Venerable: _hypnotism_ once per day. Great Wyrm: _pass without trace_ three times per day. Crested dragons cast spells and use their special abilites at 8th level, plus their combat modifier. Habitat/Society: Crested dragons are found in temperate hilly and mountainous regions as long as these areas are heavily forested. Crested dragons are solitary creatures (except when mating and child-rearing) and fiercely protect their territory. Crested dragon lairs are usually found in large caves well hidden in deep forests. Crested dragons are good parents, and will protect their young to the death if necessary. Enemies of crested dragons include hill giants and green dragons with whom they share their territory. They will attack hill giants on sight, but will not fight green dragons unless provoked. Ecology: Although crested dragons can eat nearly anything, they prefer humans and elves, especially females; they have been known to attack small villages to obtain food. They will also eat plants and medium-sized animals if necessary. ----------------------------------------------------------------------------- =========================================================================== || Allan J. Mikkola || || uucp: {uunet!crdgw1|sun!sunbrew}!gemed!vulcan!allanm || || Internet: allanm@vulcan.med.ge.com || =========================================================================== (C) 1990 Allan J. Mikkola; for personal use only DRAGON, CRIMSON Climate/Terrain: Subtropical and temperate hills and mountains Frequency: Very rare Organization: Solitary or clan Activity Cycle: Any Diet: Special Intelligence: Exceptional (15-16) Treasure: Special Alignment: Neutral (5% each with LN and CN tendancies) No. Appearing: 1 (2-5) Armor Class: -1 (base) Movement: 12, Fl 36 (C), Jp 3 Hit Dice: 12 (base) THAC0: 9 (base) No. of Attacks: 3 + special Damage/Attack: 1-8/1-8/3-30 Special Attacks: Special Special Defenses: Variable Magic Resistance: Variable Size: G (42' base) Morale: Fanatic (17-18) XP Value: Variable Body Tail Breath Spells Treasure XP Age Lgt(') Lgt(') AC Weapon Wizard/Priest MR Type Value === ====== ====== === ======== ============= === ========= ====== 1 5-15 3-10 2 3d6+1 Nil Nil Nil 3,000 2 15-26 10-16 1 6d6+2 Nil Nil Nil 4,000 3 26-36 16-24 0 9d6+3 Nil Nil Nil 6,000 4 36-46 24-38 -1 12d6+4 2 Nil G 8,000 5 46-62 38-50 -2 15d6+5 2 1 25% G,S 10,000 6 62-74 50-66 -3 18d6+6 2 2 30% G,S 11,000 7 74-84 66-78 -4 21d6+7 2 2 1 35% G,S,Z 12,000 8 84-98 78-90 -5 24d6+8 2 2 2 40% G,S,X,Z 14,000 9 98-120 90-112 -6 27d6+9 2 2 2 1 45% G,S,X,Z 16,000 10 120-140 112-120 -7 30d6+10 2 2 2 2 50% G,S,X,Z 18,000 11 140-158 120-130 -8 33d6+11 2 2 2 2 1/1 55% G,S,X,Zx2 19,000 12 158-166 130-142 -9 36d6+12 2 2 2 2 2/2 60% G,S,X,Zx3 20,000 Crimson dragons are closely related to red dragons; they are nearly identical in appearance to reds, although they are smaller in size. Aside from the brighter red scales and some minor facial differences, the only appreciable difference is the black throat and belly of the crimson dragon. At ranges of 120' or greater, crimson dragons appear identical to red dragons; at closer distances, the differences are easier to distinguish (a successful INT check results in the observation of the brighter scales and/or the black belly. In any case, the differences are obvious at 60' or less. Unlike most dragons, the scales of a crimson dragon change little in color throughout their lives; they stay a bright crimson red from birth to old age. While crimson dragons resemble red dragons in appearance, their temperment and outlook on life are quite different. They are far less vain and greedy than the red; while they still hoard treasure, it is not the crimson's *main* goal in life. Crimson dragons rarely take sides in conflicts between good and evil, only doing so to maintain the balance of neutrality, which is their main concern. Most (90%) crimson dragons are stricly neutral in alignment; of the remaining 10%, half are neutral with LN tendancies, and the other half are neutral with CN leanings. Crimson dragons speak their own language, a language common to all neutral dragons, and 16% of hatchling crimson dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. Combat: Crimson dragons prefer to close with their opponents, engaging them with every attack mode available; if possible, combat will commence with a screaming plummet from the sky above in order to gain surprise. The attack will then continue with claw, bite, wing buffet, tail slap, etc. Spells, breath weapon attacks, and special abilities will not normally be employed; instead they will saved for truly dangerous encounters. Crimson dragons are not above retreating if obviously out-classed. Breath Weapon/Special Abilities: The breath weapon of a crimson dragon is a cloud of noxious vapors measuring 50' in all dimensions. Anyone caught in this cloud must make a saving throw vs. breath weapon or fall unconscious for 1d6 rounds; those who succeed must make a second saving throw vs. poison or suffer nausea (-2 on all "to hit" rolls) for 1d4 rounds. On the round follow- ing the breath attack, the cloud bursts into flames, inflicting the damage listed on the table above to all still in the area of effect (victims may save vs. breath weapon for 1/2 damage). Strong winds or a _gust of wind_ spell will move the cloud, but no amount of wind short of hurricane-force will dis- perse it. Any fire (such as torches carried by victims) will set the cloud ablaze immediately and any damage caused (such as from a _fireball_) will be cumulative with the breath weapon damage. A favorite tactic of the crimson dragon is to cast a _fireball_ spell into the cloud the following round, causing tremendous damage. Crimson dragons are born immune to fire. As they age, they gain the following additional powers: Juvenile: _flaming sphere_ three times per day. Adult: _wall of fire_ twice per day. Old: _telekinesis_ twice per day. Venerable: _reverse gravity_ once per day. Wyrm: _incendiary cloud_ twice per week. Crimson dragons cast spells and use their special abilities at 8th level, plus their combat modifier. Habitat/Society: Like red dragons, crimsons can be found in hilly or moun- tainous terrain, but unlike their cousins, dislike the tropics. Their lairs are usually in large caves in high hills or mountain peaks. Crimson dragons are usually loners; they associate with other crimson dragons only when mating, and keep company with other creatures even less fre- quently. This is due mainly to the fact they are often mistaken for red dra- gons and are therefore mistrusted by most other creatures. These cases of mistaken identity are the most common cause of unwarranted attacks against crimson dragons, and is also the main reason behind their neutral alignment - they don't trust others, and rarely form alliances; they spend most of their efforts furthering the goals of neutrality. Ecology: Crimson dragons prefer to eat meat, but can eat nearly anything. When hunting, they rarely will kill an intelligent creature for food, except in extreme circumstances. A crimson dragon's worst enemy is the red dragon, who think their cousins are inferior and give them a bad reputation. Combat bewteen the two types are relatively common, and, assuming the combatants are of roughly the same age, these fights are usually quite evenly matched. ----------------------------------------------------------------------------- =========================================================================== || Allan J. Mikkola || || uucp: {uunet!crdgw1|sun!sunbrew}!gemed!vulcan!allanm || || Internet: allanm@vulcan.med.ge.com || =========================================================================== Copyright 1990 Allan J. Mikkola; for personal use only DRAGON, ELECTRUM Climate/Terrain: Temperate and subarctic woods Frequency: Very Rare Organization: Solitary or clan Activity Cycle: Any Diet: Special Intelligence: High (13-14) Treasure: Special Alignment: Neutral good No. Appearing: 1 (2-5) Armor Class: -1 (base) Movement: 14, Fl 40 (C), Jp 3 Hit Dice: 13 (base) THAC0: 7 (base) No. of Attacks: 3 + special Damage/Attack: 1-8/1-8/6-24 Special Attacks: Special Special Defenses: Variable Magic Resistance: Variable Size: G (32' base) Morale: Champion (15-16) XP Value: Variable Body Tail Breath Spells Treasure XP Age Lgt(') Lgt(') AC Weapon Wizard/Priest MR Type Value === ====== ====== === ======== ============= === ======== ====== 1 2-6 1-5 2 1d20+1 Nil Nil Nil 2,000 2 6-15 5-10 1 2d20+2 Nil Nil Nil 3,000 3 15-26 10-22 0 3d20+3 Nil Nil Nil 5,000 4 26-38 22-32 -1 4d20+4 1 Nil F,S,T 7,000 5 38-48 32-40 -2 5d20+5 2 20% F,S,T 9,000 6 48-58 40-50 -3 6d20+6 2 1 25% F,S,T 11,000 7 58-67 50-58 -4 7d20+7 2 2 30% F,S,T 13,000 8 67-75 58-66 -5 8d20+8 2 2 1 35% F,S,Tx2 14,000 9 75-86 66-72 -6 9d20+9 2 2 2 40% F,S,Tx2 16,000 10 86-94 72-78 -7 10d20+10 2 2 2 1 45% F,S,Tx2 18,000 11 94-100 78-84 -8 11d20+11 2 2 2 2 50% F,S,Tx3 19,000 12 100-108 84-88 -9 12d20+12 2 2 2 2 1 55% F,S,Tx3 20,000 Electrum dragons are distant relatives of both gold and silver dragons; some sources report they are a crossbreed of the two types, but this rumor is un- founded. Electrum dragons are basically unagressive and are usually quite friendly towards any good-aligned creatures; on the other hand, they have little tolerance for anyone or anything evil. At birth, an electrum dragon's scales are silver in color; throughout the young stage, the scales turn yellow and then gold. Once the adult stage is reached, the scales obtain a bright amber hue. Electrum dragons speak their own language, a tongue common to all good dragons, and 16% of all hatchling electrum dragons have an ability to communi- cate with any intelligent creature. The chance to possess this ability in- creases 5% per age category of the dragon. Combat: Electrum dragons will not normally fight unless provoked; however, if they witness acts of evil, they may initiate combat, if they feel the need is great enough. If possible, an electrum dragon will attempt to disable or con- fuse opponents with spells or special abilities in order to gain an advantage before entering melee, or to convince the foe to break off the fight. If this tactic does not work, breath weapon attacks, more powerful spells, and all-out attacks with special abilities will all be employed before resorting to claw and bite attacks. Two or more electrum dragons will often work together to defeat a common foe, if the need arises. Breath Weapon/Special Abilities: An electrum dragon's breath weapon is a swarm of _lightning_: when the dragon breathes, a cloud billows forth from the dra- gon's mouth; this cloud has a radius of 5' per age category of the dragon. Within this cloud, dozens of _lightning bolts_ strike in all directions. Any- one caught inside the area of effect suffers the listed damage; a successful save vs. breath weapon reduces the damage by half. Electrum dragons cast their spells and use their special abilities at 7th level plus their combat modifier. Electrum dragons are born immune to electricity. As they age, they gain the following additional powers: Young: _shocking grasp_ three times per day. Young Adult: _lightning bolt_ twice per day. Mature Adult: _call lightning_ once per day. Very Old: _thunderlance_ (see the Forgotten Realms (tm) Adven- ture Sourcebook) once per day. Wyrm: _chain lightning_ twice per week. Habitat/Society: Electrum dragons inhabit wooded areas in temperate and sub- tropical climates. They spend the majority of their time deep within the for- ests, and venture into the open only rarely. Electrum dragons live in large underground caverns; the enterances to their lairs are usually well hidden with natural vegetation, and are quite difficult to find. An electrum dragon's worst enemy is the green dragon, with whom they com- pete for territory. Because green dragons exist in greater numbers, electrum dragons will shy away from them, eventhough they can normally defeat a green in single combat. Electrum dragons have good relations with most good-aligned inhabitants of the forests, as well as with most other good dragons. Their closest allies are mithril and adamantite dragons [q.v.], probably due to their identical align- ments. These three types of dragons often form alliances in times of need. In the past, electrum dragons were far more common than they presently are; hundreds of years ago, their numbers began to fade, due to numerous wars with evil humanoids and dragons. Today, they are one of the rarest of all dragon species. Ecology: Although they are capable of eating nearly anything, electrum dragons prefer a diet of fruits and shrubs; they appear to require very little nourish- ment. Electrum dragons are normally very friendly towards good forest crea- tures, and will protect or help them in any way they can; they are especially fond of elves, and will often form close friendships with them. =========================================================================== || Allan J. Mikkola || || uucp: {uunet!crdgw1|sun!sunbrew}!gemed!vulcan!allanm || || Internet: allanm@vulcan.med.ge.com || =========================================================================== Copyright 1990 Allan J. Mikkola; for personal use only DRAGON, ELEMENTAL Climate/Terrain: Special Frequency: Rare (native plane); Very Rare (prime plane) Organization: Solitary Activity Cycle: Any Diet: Special Intelligence: Average (8-10) Treasure: Nil Alignment: Neutral No. Appearing: 1-2 Armor Class: 0 (base) Movement: Fire: 12, Fl 28 (C) Water: 6, Fl 18 (D), Sw 20 Air: 10, Fl 40 (A) Earth: 10, Fl 20 (D), Br 10 Hit Dice: 14 (base) THAC0: 7 (base) No. of Attacks: 3 + special Damage/Attack: 2-20/2-20/2-20 Special Attacks: Special Special Defenses: Variable Magic Resistance: Variable Size: H (24' base) Morale: Fanatic (17-18) XP Value: Variable Body Tail Breath Spells Treasure XP Age Lgt(') Lgt(') AC Weapon* Wizard/Priest MR Type Value === ====== ====== === ======== ============= === ======== ====== 1 2-4 1-2 3 2d8+1 Nil Nil Nil 1,400 2 4-10 2-6 2 4d8+2 Nil Nil Nil 2,000 3 10-18 6-12 1 6d8+3 Nil Nil Nil 3,000 4 18-30 12-20 0 8d8+4 Nil Nil Nil 5,000 5 30-40 20-26 -1 10d8+5 Nil 35% Nil 7,000 6 40-46 26-32 -2 12d8+6 Nil 40% Nil 9,000 7 46-54 32-40 -3 14d8+7 Nil 45% Nil 10,000 8 54-62 40-47 -4 16d8+8 Nil 50% Nil 11,000 9 62-70 47-54 -5 18d8+9 Nil 55% Nil 13,000 10 70-78 54-60 -6 20d8+10 Nil 60% Nil 14,000 11 78-85 60-64 -7 22d8+11 Nil 65% Nil 15,000 12 85-94 64-68 -8 24d8+12 Nil 70% Nil 16,000 * Saves are at -2 on the elemental dragon's home plane. There are four types of elemental dragons: fire, water, air, and earth. Each sub-species is native to its corresponding elemental plane, and are most often encountered there. However, an elemental dragon is capable of travelling to, and existing on the prime plane as well (see Habitat/Society for more informa- tion). Each elemental dragon is made up of the appropriate elemental substance, and is similar in appearance to the "common" elemental, although it takes on more of a dragon-like appearance instead of a humanoid form. It is not known if elemental dragons are capable of speaking humanoid lan- guages or the tongues of other dragons, but they are able to communicate with most other elemental creatures native to their home plane. Combat: Elemental dragons are quick to anger and will attack with the least provocation; any perceived threat is a fair target. These creatures have most of the combat tactics and behavior of their more common elemental cousins. While an elemental dragon has attacks that originate from the creature's "head" and "claws," these do not actually represent a "claw/claw/bite" routine; instead, all three attacks are composed of the dragon's native element (similar to a common elemental's attacks) and therefore deliver identical damage. Breath Weapon/Special Abilities: Each sub-type of elemental dragon has a breath weapon composed of its corresponding element: fire: cone of flames 90' long, 5' wide at the dragon's mouth, and 30' wide at the base; water: a cone of scalding water and steam 80' long, 5' wide at the dragon's mouth, and 35' wide at the base; air: a blast of compressed air in the shape of a cone 90' long, 5' wide at the dragon's mouth, and 30' wide at the base; earth: a cone of rocks and debris 85' long, 5' wide at the dragon's mouth, and 30' wide at the base. All four types inflict an identical amount of damage, as indicated on the table above. A successful saving throw vs. breath weapon reduces the damage by half (saves are at -2 on the elemental dragon's home plane). Elemental dragons have no spell-casting capabilities or spell-like powers, but each has an immunity to attacks composed of their native element. All sub-species may be hit only with a weapon of +2 or better enchantment, and a creature with fewer than 5 hit dice cannot harm an elemental dragon without some sort of magical assistance. All elemental dragons earn a +2 to hit and a +4 to damage when fighting in their native element (not just in their home plane). Habitat/Society: While elemental dragons are native to the various elemental planes, they are able to travel to the prime planes at will. They may exist there for one day per age category of the dragon; if this limit is exceeded, the dragon's material shell is destroyed, forcing it to return to its plane of origin. In addition, while on the prime planes, an elemental dragon may not stray from an area of its native element for more than one hour per age category of the dragon, as this too will lead to its material demise. It is not suprising then, that elemental dragons will most often be encountered in or near their native element when existing on the prime plane. An elemental dragon may not be summoned or controlled like a normal elemen- tal, as there are no known magic devices or spells that will allow this. Ecology: Elemental dragons do not fit into the normal ecological system, as they are extra-planar beings. They sustain themselves on a diet consisting of their native element. Elemental dragons of opposing planes are bitter enemies and will attack each other on sight; these battles usually result in the death of one or both of the combatants. ----------------------------------------------------------------------------- =========================================================================== || Allan J. Mikkola || || uucp: {uunet!crdgw1|sun!sunbrew}!gemed!vulcan!allanm || || Internet: allanm@vulcan.med.ge.com || =========================================================================== Copyright 1990 Allan J. Mikkola; for personal use only DRAGON, MITHRIL Climate/Terrain: Any mountains and hills Frequency: Very rare Organization: Solitary or clan Activity Cycle: Any Diet: Special Intelligence: Genius (17-18) Treasure: Special Alignment: Neutral good No. Appearing: 1 (2-5) Armor Class: -3 (base) Movement: 10, Fl 35 (C), Jp 3 Hit Dice: 16 (base) THAC0: 5 (base) No. of Attacks: 3 + special Damage/Attack: 2-8/2-8/6-36 Special Attacks: Special Special Defenses: Variable Magic Resistance: Variable Size: G (52' base) Morale: Fanatic (17-18) XP Value: Variable Body Tail Breath Spells Treasure XP Age Lgt(') Lgt(') AC Weapon Wizard/Priest MR Type Value === ====== ====== === ============ =================== === ======== ====== 1 6-20 3-8 0 disintegrate Nil Nil Nil 3,000 2 20-30 8-16 -1 disintegrate Nil Nil Nil 4,000 3 30-40 16-22 -2 disintegrate Nil Nil Nil 6,000 4 40-54 22-28 -3 disintegrate 2 Nil E,R,T 8,000 5 54-68 28-32 -4 disintegrate 2 2 30% H,R,T 11,000 6 68-78 32-40 -5 disintegrate 2 2 2 35% H,R,T 13,000 7 78-86 40-48 -6 disintegrate 2 2 2 1 40% H,R,T 14,000 8 86-100 48-54 -7 disintegrate 2 2 2 2/1 45% H,R,Tx2 16,000 9 100-114 54-60 -8 disintegrate 2 2 2 2 1/2 50% H,R,Tx2 17,000 10 114-124 60-66 -9 disintegrate 2 2 2 2 2/2 2 55% H,R,Tx2 18,000 11 124-138 66-74 -10 disintegrate 2 2 2 2 2 1/2 2 2 60% H,R,Tx3 19,000 12 138-150 74-80 -11 disintegrate 2 2 2 2 2 2/2 2 2 1 65% H,R,Tx3 20,000 Mithril dragons are closely related to silver dragons; in appearance, they are quite similar to their cousins, except a mithril dragon is somewhat larger and has distinct facial features: the mithril's head is bigger, and it has two "fins" on the top of its head, as opposed to the silver's one. A mithril dra- gon's scales are also a richer silver in color and have more of a metallic brilliance than the silver dragon's. Mithril dragons are able to take the form of humanoids, and will often be encountered in this manner; they prefer to appear as elves or dwarves, but will also take the shape of humans, if the need arises. Mithril dragons speak their own tongue, a tongue common to all good dra- gons, and 18% of hatchling mithril dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. Combat: Mithril dragons prefer to avoid combat; instead, they will try to con- vince their opponents not to attack. If combat does ensue, mithril dragons will fight without hesitation - they will rarely back down from any opponent. Unless the foe is clearly inferior, a mithril dragon will almost never enter melee prior to using a special attack form, be it spells, breath attacks, or special abilities; however, these attacks are not used foolishly - the mithril dragon's high intelligence gives it the ability to choose the appropriate attack mode(s) with near-perfect accuracy. Once the enemy is sufficiently softened up, the mithril dragon will leap (or plummet) to the attack, using claws, bite, tail slap, etc. with great efficiency. Breath Weapon/Special Abilities: A mithril dragon has two breath weapons. The first is a cloud of _paralyzing_ gas; this cloud has a radius of 5' per age category of the dragon. All creatures caught inside the cloud must save vs. breath weapon or become paralyzed for 1d10 turns + 1 turn per age category of the dragon. This cloud may not be dissipated by anything short of a hurricane (although it may be moved) and will stay in effect for 1d3 rounds. The second breath weapon is a cone of _disintegration_ 50' long, 5' wide at the dragon's mouth, and 20' wide at the base. Anyone/anything caught inside this cone is disintegrated as per the spell. A successful save vs. breath weapon (not spell) negates this affect. Mithril dragons cast their spells and use their special abilities at 9th level plus the combat modifier. At birth, they are immune to paralyzation and all forms of death magic (that is, any magic that kills outright such as _power word, kill_, _disintegrate_, etc.; this does *not* include magic attacks that kill due to excessive damage such as _fireball_, _lightning bolt_, etc.). They are also able to _polymorph self_ three times per day. As they age, they gain the following additional powers: Young: _gaze reflection_ three times per day. Young Adult: _blink_ three times per day. Adult: _feeblemind_ twice per day. Mature Adult: _mass suggestion_ once per day. Old: _spell turning_ once per day. Venerable: _maze_ three times per week. Habitat/Society: Mithril dragons reside in any climate; they prefer to inhabit high mountains, but will sometimes be found travelling in hilly regions. Their lairs will almost always be located on the top of the tallest peak in their territory; the entrances to these lairs are nearly unaccessible, and will al- ways be protected by various traps and magics. Mithril dragons sometimes clash with red dragons, since their territories often overlap; these fights are fierce and deadly, and eventhough the mithril dragon will usually get the best of the red, the latter will rarely back down. Mithril dragons have been known to band together with silver dragons in order to accomplish a common goal (such as defeating a group of persistent red dragons), and the bond between the two species is especially close. Mithril dragons will also ally themselves with electrum and adamantite dragons [q.v.], as their goals are usually similar. Ecology: Mithril dragons prefer a diet of silver; the higher the quality, the better. They are able to sustain themselves indefinately on this metal, but will also eat meat from time to time. Mithril dragons will sometimes aid good humanoids in times of trouble, but will usually expect a service in return, such as a quest to thwart evil or to further the aims of good. =========================================================================== || Allan J. Mikkola || || uucp: {uunet!crdgw1|sun!sunbrew}!gemed!vulcan!allanm || || Internet: allanm@vulcan.med.ge.com || =========================================================================== Copyright 1990 Allan J. Mikkola; for personal use only DRAGON, ORANGE Climate/Terrain: Temperate woods and hills Frequency: Very Rare Organization: Solitary or clan Activity Cycle: Any Diet: Special Intelligence: Genius (17-18) Treasure: Special Alignment: Lawful Evil No. Appearing: 1 (2-5) Armor Class: -3 (base) Movement: 10, Fl 35 (C), Jp 3 Hit Dice: 15 (base) THAC0: 5 (base) No. of Attacks: 3 + special Damage/Attack: 1-10/1-10/4-40 Special Attacks: Special Special Defenses: Variable Magic Resistance: Variable Size: G (50' base) Morale: Fanatic (17-18) XP Value: Variable Body Tail Spells Treasure XP Age Lgt(') Lgt(') AC Breath Weapon Wizard/Priest MR Type Value === ======= ======= === ================ ================= === ========= ====== 1 2-12 3-10 0 (1d12+1d10) +1 Nil Nil Nil 3,000 2 12-24 10-20 -1 (2d12+2d10) +2 Nil Nil Nil 4,000 3 24-44 20-30 -2 (3d12+3d10) +3 Nil Nil Nil 6,000 4 44-63 30-50 -3 (4d12+4d10) +4 1 Nil H,Z,U 8,000 5 63-84 50-69 -4 (5d12+5d10) +5 2 30% H,Z,U 10,000 6 84-104 69-88 -5 (6d12+6d10) +6 2 1 35% H,Z,U 12,000 7 104-120 88-108 -6 (7d12+7d10) +7 2 2 40% H,Z,Ux2 13,000 8 120-140 108-126 -7 (8d12+8d10) +8 2 2 2 45% H,Z,Ux2 15,000 9 140-157 126-148 -8 (9d12+9d10) +9 2 2 2 2/1 50% H,Z,Ux3 17,000 10 157-166 148-154 -9 (10d12+10d10)+10 2 2 2 2 1/2 55% H,Z,Ux3 18,000 11 166-178 154-164 -10 (11d12+11d10)+11 2 2 2 2 2/2 2 60% H,Z,T,Ux3 19,000 12 178-186 164-174 -11 (12d12+12d10)+12 2 2 2 2 2 1/2 2 2 65% H,Z,T,Ux3 20,000 Orange dragons are one of the most powerful of all evil dragons. While they are not quite as greedy as red dragons, orange dragons still love to hoard treasure; magic items (especially wands and staves) are their most prized pos- sessions. At birth, an orange dragon's scales are a dull yellow or peach in color; they turn to a dull orange at the end of the young stage, and reach a bright orange once the young adult stage is obtained, at which time they also develop dark black ribbings on both the top and bottom wing surfaces. Orange dragons speak their own tongue, a tongue common to all evil dragons, and 18% of hatchling orange dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. Combat: Orange dragons prefer to make heavy use of magic in combat; this in- cludes both spells and magical devices. A young adult orange dragon has a 25% chance of possessing at least one magic device when encountered; this chance increases 10% for each additional age category. There is an 80% chance that at least one of these magical possesssions will be a wand or staff. Due to the high intelligence of orange dragons, they realize when magic is not necessary, so their spells and magic possessions are rarely wasted on in- ferior foes. Instead, the orange will use the more normal means of attack such as claw, bite, and, if necessary, breath attacks. An orange dragon is a fierce opponent and will rarely, if ever, back down or flee from a flight, unless clearly outnumbered. If necessary, several orange dragons will work together to defeat a common foe. Breath Weapon/Special Abilities: An orange dragon's breath weapon is a cone of magma 100' long, 5' wide at the dragon's mouth, and 25' wide at the base. All creatures caught inside the area of effect must save vs. breath weapon for half damage. The magma expelled by the dragon will continue to burn for two addi- tional rounds. Creatures still in the affected area (or those who move into it) suffer 1d6 points of damage per age category of the dragon (saves for half damage are applicable only to those who move into the area; those already in the area of effect are considered to be covered with the burning material, so saves do not apply). Orange dragons cast spells and use their special abili- ties at 10th level, plus the combat modifier. At birth, orange dragons are immune to heat and all forms of fire. As they age, they gain the following additional powers: Very Young: _burning hands_ three times per day. Juvenile: _flaming sphere_ three times per day. Mature Adult: _wall of fire_ twice per day. Very Old: _teleport_ once per day. Wyrm: _maze_ three times per week. Habitat/Society: Orange dragons may be found in both hilly and forested areas in temperate climates. Their lairs are usually well-hidden and well protected with traps, both magical and mundane; these lairs are normally underground and quite spacious. Orange dragons prefer to spend the majority of their time outside their lairs; they enjoy soaring high over their domains, where they may survey their entire territory and all that takes place therein. Orange dragons are excellent parents; they will protect their young to the death if necessary. Orange dragons are also quite sociable as far as evil dra- gons are concerned. It is not uncommon for them to work together, or even with other types of evil dragons, to further their goals. The two types of evil dragons they most often come into contact with, are green and red dragons. For the most part, orange and green dragons will cooperate with one another. As for the relationship between orange and red dragons, while they tolerate each other, they will rarely associate with one another; this is due mostly to the temperment of the red. Orange dragons will also not hesitate to work with evil humans when the situation warrants. Ecology: Orange dragons prefer to eat meat, although they may consume nearly anything. They will hunt most medium or large creatures that can be found in their territory. ----------------------------------------------------------------------------- (C) 1990 Allan J. Mikkola; for personal use only DRAGON, SCARLET Climate/Terrain: Temperate hills and mountains Frequency: Very rare Organization: Solitary or clan Activity Cycle: Any Diet: Special Intelligence: Genius (17-18) Treasure: Special Alignment: Lawful Good No. Appearing: 1 (2-5) Armor Class: -3 (base) Movement: 10, Fl 32 (C), Jp 3 Hit Dice: 15 (base) THAC0: 5 (base) No. of Attacks: 3 + special Damage/Attack: 1-12/1-12/3-36 Special Attacks: Special Special Defenses: Variable Magic Resistance: Variable Size: G (46' base) Morale: Fanatic (17-18) XP Value: Variable Body Tail Breath Weapon Spells Treasure XP Age Lgt(') Lgt(') AC rnd: 1 ( 2,3) Wizard/Priest MR Type Value === ====== ====== === =============== =============== === ========= ====== 1 3-10 3-10 0 2d12+1 ( 1,1) Nil Nil Nil 3,000 2 10-21 10-19 -1 4d12+2 ( 2,1) Nil Nil Nil 4,000 3 21-40 19-28 -2 6d12+3 ( 3,1) Nil Nil Nil 6,000 4 40-58 28-47 -3 8d12+4 ( 4,2) 2 Nil H 8,000 5 58-77 47-66 -4 10d12+5 ( 5,2) 2 2 35% H,T 10,000 6 77-96 66-85 -5 12d12+6 ( 6,3) 2 2 1 40% H,T 12,000 7 96-115 85-100 -6 14d12+7 ( 7,3) 2 2 2/1 45% H,T,Z 13,000 8 115-132 100-120 -7 16d12+8 ( 8,4) 2 2 2 1/1 50% H,Tx2,Z 15,000 9 132-150 120-138 -8 18d12+9 ( 9,4) 2 2 2 2/2 55% H,Tx2,Z 17,000 10 150-160 138-146 -9 20d12+10 (10,5) 2 2 2 2 1/2 1 60% H,Tx2,Zx2 18,000 11 160-170 146-156 -10 22d12+11 (11,5) 2 2 2 2 2/2 2 65% H,Tx2,Zx2 19,000 12 170-178 156-164 -11 24d12+12 (12,6) 3 2 2 2 2/2 2 1 70% H,Tx2,Zx3 20,000 Scarlet dragons are related to red and crimson dragons; in appearance, a scar- let dragon is nearly identical to a crimson dragon, with the following excep- tions: it is larger (nearly the size of a red), has different color scales, and has no black throat and belly; instead it has a black stripe on the back of the head, body, and tail, and has black wing ribbings on the top side. Like crimson dragons, a scarlet dragon can easily be mistaken for a red dragon. If viewed from above, the chances for a mistaken identity are the same as for a crimson dragon; if only the underside is visible, these chances are as follows: at ranges of 80' or more, it is impossible to differentiate a scarlet from a red; at closer distances, a successful intelligence check is required to do so (unlike the crimson, there is no minimum distance where the differences are automatically apparent in this situation). Scarlet dragons speak their own tongue, a tongue common to all good dra- gons, and 18% of hatchling scarlet dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. Combat: Under normal circumstances, a scarlet dragon will not attack unless provoked. If they do fight, their high intelligence allows them to quickly determine what attack mode to use; they are therefore, very unlikely to use up spells and breath attacks against weaker foes, and in most circumstances will have these abilities available for use against dangerous enemies. If faced with powerful opponents, they will be softened up with spells and breath attacks at a distance, before the scarlet dragon closes to fight in melee. When attacked, a scarlet dragon is a viscous fighter, and once the battle has been joined, will rarely back down. Breath Weapon/Special Abilities: A scarlet dragon's breath weapon is a cone of greek fire 100' long, 5' wide at the dragon's mouth, and 40' wide at the base. Anyone caught inside the area of effect may save vs. breath weapon for 1/2 damage. The flames caused by this attack will continue to burn for two additional rounds; anyone still in the area of effect suffers the damage given in the parenthesis (the numbers represent the damage taken in the second and third rounds, respectively), and is considered to be covered by the flaming material. Therefore, these victims do not get a saving throw. However, all items carried by these victims must make saves vs. magical fire in these additional rounds, or be consumed by the fire. Anyone not initially hit by the flames, but who moves into the area of effect, gets a normal saving throw vs. dragon breath for 1/2 damage. Scarlet dragons cast spells and use their special abilites at 10th level, plus their combat modifier. They are born immune to fire and all types of heat; as they age, scarlet dragons gain the following additional powers: Very Young: _faerie fire_ three times per day. Juvenile: _flaming sphere_ three times per day. Adult: _wall of force_ twice per day. Old: _moonbeam_ twice per day. Mature adult: _flame strike_ once per day. Wyrm: _prismatic sphere_ three times per week. Habitat/Society: Scarlet dragons inhabit temperate hills and mountains (they prefer hills, however). Their lairs are most often deep within a hilly area, in a will hidden cave. Scarlet dragons will protect their lairs and territory with various types of traps, both magical and mundane. Scarlet dragons are very family-oriented; they will protect their young and mates to the death if necessary. Even after their offspring have grown and left the lair, a mated pair of scarlet dragons will stay together more often than not. Scarlet dragons also enjoy the company of other good dragons, such as silver and gold dragons, and will form alliances with them in times of great need. Like crimson dragons, a scarlet dragon will often be mistaken for a red dragon, and they are therefore, attacked unjustly at times. This is a source of great frustration for scarlet dragons, since they are often assailed by good-aligned creatures and adventurers; in these cases, instead of counter- attacking, a scarlet dragon will attempt to disable their attackers and ex- plain to them their mistake. If this does not work, the scarlet dragon will try to fly away. If attacked by evil creatures, they will retaliate without mercy. Ecology: Scarlet dragons prefer to eat meat, but will eat nearly anything if it is necessary. Like crimson dragons, the scarlet's prey is almost always non-intelligent creatures. Scarlet dragons and red dragons are fierce opponents; because their territories sometimes overlap, fights between the two types are not uncommon. The scarlet will usually get the best of these confrontations, but the pure persistance of the red often pays off with a victory, or at least a draw. ----------------------------------------------------------------------------- =========================================================================== || Allan J. Mikkola || || uucp: {uunet!crdgw1|sun!sunbrew}!gemed!vulcan!allanm || || Internet: allanm@vulcan.med.ge.com || =========================================================================== (C) 1990 Allan J. Mikkola; for personal use only DRAGON, SKUNK Climate/Terrain: Temperate mountain valleys and subterranean Frequency: Very Rare Organization: Solitary or clan Activity Cycle: Any Diet: Special Intelligence: Average (8-10) Treasure: Special Alignment: Chaotic Evil No. Appearing: 1 (2-5) Armor Class: 1 (base) Movement: 12, Fl 35 (C), Sw 12 Hit Dice: 12 (base) THAC0: 9 (base) No. of Attacks: 3 + special Damage/Attack: 1-6/1-6/2-16 + 1 Special Attacks: Special Special Defenses: Variable Magic Resistance: Variable Size: G (28' base) Morale: Fanatic (17-18) XP Value: Variable Body Tail Breath Spells Treasure XP Age Lgt(') Lgt(') AC Weapon Wizard/Priest MR Type Value === ====== ====== === ======== ============= === =========== ====== 1 2-5 1-5 4 2d6+1 Nil Nil Nil 2,000 2 5-14 5-12 3 4d6+2 Nil Nil Nil 3,000 3 14-24 12-19 2 6d6+3 Nil Nil Nil 4,000 4 24-32 19-28 1 8d6+4 Nil 5% 1/2G,O 6,000 5 32-41 28-36 0 10d6+5 1 10% G,Ox2,X 8,000 6 41-51 36-44 -1 12d6+6 2 15% G,Ox3,Xx2 9,000 7 51-60 44-52 -2 14d6+7 3 20% G,Ox3,Xx2 11,000 8 60-68 52-60 -3 16d6+8 4 25% Gx2,Ox3,Xx3 12,000 9 68-78 60-68 -4 18d6+9 5 30% Gx2,Ox3,Xx3 14,000 10 78-86 68-75 -5 20d6+10 6 35% Gx3,Ox4,Xx3 15,000 11 86-96 75-82 -6 22d6+11 7 40% Gx3,Ox4,Xx4 17,000 12 96-105 82-90 -7 24d6+12 8 45% Gx3,Ox4,Xx4 18,000 Skunk dragons are a cross between black and white dragons, and combine the features and abilities of each type. They have the head and wings of a white dragon and the body of a black. Throughout the first two stages of a skunk dragon's life, its scales are light to dark gray in color; however, as it reaches the young stage, a skunk dragon obtains the distinctive coloration that gives it its name: white head with a black stripe on top, white wings with black ribbing, and a black body with a white stripe along the belly from the throat to the tip of the tail. Skunk dragons speak their own language, a tongue common to all evil dra- gons, and 10% of hatchling skunk dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. Combat: Against small or clearly inferior foes, a skunk dragon's favorite tactic is the snatch attack; the prey will be clawed, bitten, or dropped to its death. When fighting more numerous or stronger foes, a skunk dragon will close and melee with the opponent(s) using all of its available combat tech- niques. Against truly dangerous enemies, the skunk dragon will use its breath weapons and special abilities at a distance before closing to fight in melee. An opponent that clearly out-classes a skunk dragon will cause it to flee; its flying speed allows it to escape from most larger and superior foes. Breath Weapon/Special Abilities: A skunk dragon has two different breath weapons; only one breath attack (of either type) may be employed every three rounds, and the same one cannot be used more than three times in a 10-round period. The first breath weapon is a cone of acidic frost 80' long, 5' wide at the dragon's mouth, and 30' wide at the base; the second is a stream of near-frozen acid 70' long, and 10' wide. Two saving throws are necessary for these attacks: the first is against cold for 3/4 damage, and the second is against acid for 1/2 damage; full damage is suffered if both are failed. If a target has immunity to one component, damage is automatically halved, save against the other component for 1/4 damage. From birth, skunk dragons are immune to acid and cold; they cannot breathe under water as black dragons can, but they may hold their breath for an ex- tended period of time (5 minutes per age category of the dragon). As they age, they gain the following additional powers: Juvenile: _darkness_ three times per day in a 10' radius per age category of the dragon. Adult: _corrupt water_ (as per black dragon). Very old: _acid rain_ once per day: an acidic rain falls for 2 rounds per age category of the dragon (radius of 10' per age category); opponents caught in this rain suffer 1d10 points of damage per round (save vs. spell for 1/2 damage); additionally, every 5 rounds, each victim must make saves vs. acid for all possessions. Wyrm: _ice storm_ once per day. A skunk dragon casts its spells and uses its special abilities at 5th level, plus its combat modifier. Habitat/Society: Skunk dragons live in deep mountain valleys in temperate climates far from civilization. They lair in large caves or subterranean caverns, preferrably near lakes and light woods. Sometimes, these lairs are reachable only from the water, but they are always dry. Skunk dragons are excellent swimmers and can often be found swimming about in lakes, either for fun or while hunting fish or other aquatic animals. Skunk dragons are good parents and will fight to protect their offspring unless their own lives are threatened. Both parents rear the young until they strike out on their own at about 15 years of age. Skunk dragon lairs can sometimes be found in the vicinity of copper, and to a lesser extent, bronze dragons. Skunk dragons usually avoid the bronze, using their superior speed to escape; they have been known to attack copper dragons, however, using their cold-based breath weapon and acid immunity to weaken the copper before entering melee (if the copper is not sufficiently softened up by breath attacks, the skunk dragon will usually flee, due to the superior bite of the copper dragon). Skunk dragons like any kind of treasure, but prefer coins and gems, especially diamonds and black onyx. Ecology: Skunk dragons can eat nearly anything, but prefer fish, aquatic animals, and other medium-sized creatures that can be found in their territory. ----------------------------------------------------------------------------- =========================================================================== || Allan J. Mikkola || || uucp: {uunet!crdgw1|sun!sunbrew}!gemed!vulcan!allanm || || Internet: allanm@vulcan.med.ge.com || =========================================================================== (C) 1990 Allan J. Mikkola; for personal use only DRAGON, TITANIUM Climate/Terrain: Any mountains Frequency: Very rare Organization: Solitary or clan Activity Cycle: Any Diet: Special Intelligence: Supra-genius (19-20) Treasure: Special Alignment: Lawful Good No. Appearing: 1 (2-5) Armor Class: -4 (base) Movement: 12, Fl 45 (C), Jp 3 Hit Dice: 18 (base) THAC0: 3 (base) No. of Attacks: 3 + special Damage/Attack: 2-12/2-12/5-50 (5d10) Special Attacks: Special Special Defenses: Variable Magic Resistance: Variable Size: G (58' base) Morale: Fearless (19-20) XP Value: Variable Body Tail Breath Treasure XP Age Lgt(') Lgt(') AC Weapon Spells Wizard/Priest MR Type Value === ====== ====== === ======= ========================= === ======== ====== 1 8-20 4-14 -1 4d6+1 Nil Nil Nil 5,000 2 20-34 14-28 -2 8d6+2 Nil Nil Nil 6,000 3 34-48 28-38 -3 12d6+3 Nil Nil Nil 8,000 4 48-64 38-51 -4 16d6+4 1 30% H,W,T 10,000 5 64-82 51-70 -5 20d6+5 2 1 35% H,W,T 12,000 6 82-100 70-88 -6 24d6+6 2 2 1 40% H,W,T 15,000 7 100-120 88-110 -7 28d6+7 2 2 2 1 45% H,W,T 16,000 8 120-140 110-128 -8 32d6+8 2 2 2 2 1 50% H,W,Tx2 18,000 9 140-162 128-147 -9 36d6+9 2 2 2 2 2 1/1 55% H,W,Tx2 19,000 10 162-170 147-158 -10 40d6+10 3 2 2 2 2 2 1/1 1 60% H,W,Tx2 20,000 11 170-178 158-166 -11 44d6+11 3 2 2 2 2 2 2 1/2 1 1 65% H,W,Tx3 21,000 12 178-190 166-175 -12 48d6+12 3 3 2 2 2 2 2 2 1/2 2 1 1 70% H,W,Tx3 22,000 Titanium dragons are among the most powerful of all good dragons. They hate everything evil and their goal in life is to defeat the forces of evil in any way they can. Like gold and silver dragons, titanium dragons are often en- countered in human form. The two forms they usually choose are paladins and ancient wizards; females opt to appear as beautiful young maidens. At birth, a titanium dragon's scales are a dull gray or even white; as they age, the scales become silver, platinum, and finally a deep titanium in color. Due to these colorations, and because their appearances are similar, younger titanium dragons can be mistaken for silver dragons. A titanium dragon has two "fins" on top of its head, instead on one like the silver, and they also have two smaller "fins" on the sides of their necks; otherwise, they are nearly identi- cal to silver dragons. Titanium dragons speak their own language, a tongue common to all good dragons, and 20% of hatchling titanium dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. Combat: Because of their great strength, few intelligent creatures willingly attack a titanium dragon; those that do, usually meet with a swift death. A titanium dragon will attack unprovoked only if it witnesses acts of great evil. In combat, they use _prayer_ and _luck bonus_; they also make heavy use of spells (if the situation warrants), especially those of the evocation and conjuration schools. Creatures summoned via spells will always be of good alignment. Breath Weapon/Special Abilities: A titanium dragon has two breath weapons, each of which may be used once every three combat rounds. The first type is similar to a fireball: when used, a two-foot diameter sphere shoots forth from the dragon's mouth out to any distance the dragon chooses, up to 50 yards, plus 10 yards per age category of the dragon. Any creature caught in the straight-line path of this weapon receives 1/2 normal damage (save vs. breath weapon for 1/4 damage). The burst radius is of any size the dragon wishes up to 10' per age category of the dragon. Creatures caught in the area of effect may save vs. breath weapon for 1/2 damage. The second breath weapon is a bolt of chain lightning which is identical to the spell of the same name, except for the following: damage is taken as per the table above (all victims may save vs. breath weapon for 1/2 damage); the possible number of affected targets is equal to the number of hit dice of the breath attack; each additional arc loses 1d6 of damage. Thus, a juvenile titanium dragon can affect up to 16 targets with this breath weapon. The first target hit suffers 16d6+4 points of damage, the second 15d6+4, the third 14d6+4, etc. The range is 50 yards plus 10 yards per age category of the dragon. The chain will never arc back to the originating dragon, or to any other lawful good dragon, and there is only a 50% chance that the chain will arc to a creature with immunity to electricity. If a chain gets out of hand, the originating dragon can end it at will. A titanium dragon casts its spells and uses its magical abilities at 12th level, plus its combat modifier. Like gold dragons, titanium dragons usually seek formal magical training; they also use spell books which will contain carefully selected and useful spells. At birth, titanium dragons are immune to fire and electricity. They may also _polymorph self_ four times per day as a gold dragon can. As they age, they gain the following additional powers: Young: _wall of fire_ three times per day. Juvenile: _prayer_ two times per day. Adult: _luck bonus_ once a day (this is identical to the gold dragon's _luck bonus_ except the bonus is +2 instead of +1). Mature Adult: _true seeing_ (priest version); the duration of this ability is permanent. Very old: _monster summoning VII_ once per day (summoned monsters will always be of good alignment). Venerable: _prismatic sphere_ once per day. Habitat/Society: Titanium dragons can be found in any mountainous region; they lair in the tops of the highest mountain peaks in caves or castles. They have loyal guards such as storm giants, good cloud giants, ki-rin, and even gold and silver dragons. They have been known to help good adventurers in times of need (they will usually require a service in exchange for their help, such as a quest to further the goals of good). Because their territories often overlap, titanium dragons often clash with red dragons, which are one of the few creatures brave (or foolish) enough to attack titanium dragons. Because of their mutual immunity to fire, reds will usually attack in groups using spells, while titanium dragons use their chain lightning breath weapon and spells. The red dragons usually come out on the short end of such battles. If a red dragon is lucky enough to survive these combats, it will usually avoid titanium dragons in the future - even red dragons are not that foolish. Ecology: Titanium dragons can eat nearly anything, but they prefer a diet of metals and gems. They will always have plenty of this stored in their treasure hoards, but will gratefully accept more from adventurers; they consider this a great gift, and will reward the gift-givers, if they are sincere. ----------------------------------------------------------------------------- This is the revised version of the T-dragon, as the original caused too many complaints, flames, etc. Later, Al P.S. [oops] I think I forgot to put "Dragon" at the end of the subject line for the skunk dragon. If I did so, tack it on. =========================================================================== || Allan J. Mikkola || || uucp: {uunet!crdgw1|sun!sunbrew}!gemed!vulcan!allanm || || Internet: allanm@vulcan.med.ge.com || =========================================================================== (C) 1990 Allan J. Mikkola; for personal use only DRAGON, WAR Climate/Terrain: Any Frequency: Rare Organization: Renegade: solitary or clan; Normal: pairs or groups Activity Cycle: Any Diet: Special (Carnivore) Intelligence: Low (5-7) Treasure: Special Alignment: CG (25%), CN (50%), CE (25%) No. Appearing: Renegade: 1 (2-5); Normal: 2-20 Armor Class: -2 (base) Movement: 14, Fl 38 (C) Hit Dice: 13 (base) THAC0: 7 (base) No. of Attacks: 3 + special Damage/Attack: 2-12/1-12/4-40 (4d10) Special Attacks: Special Special Defenses: Variable Magic Resistance: Variable Size: G (44' base) Morale: Champion (15-16) XP Value: Variable Body Tail Breath Spells Treasure XP Age Lgt(') Lgt(') AC Weapon Wizard/Priest MR Type* Value === ====== ====== === ======== ============= === ======== ====== 1 3-10 2-10 1 2d10+1 Nil Nil Nil 3,000 2 10-20 10-16 0 4d10+2 Nil Nil Nil 4,000 3 20-38 16-26 -1 6d10+3 Nil 45% Nil 5,000 4 38-52 26-44 -2 8d10+4 Nil 50% E,Y,V 7,000 5 52-75 44-62 -3 10d10+5 Nil 55% E,Y,V 9,000 6 75-93 62-82 -4 12d10+6 Nil 60% E,Y,Vx2 11,000 7 93-106 82-96 -5 14d10+7 Nil 65% E,Y,Vx2 13,000 8 106-126 96-116 -6 16d10+8 Nil 70% E,Y,Vx2 15,000 9 126-144 116-134 -7 18d10+9 Nil 75% E,Y,Vx3 16,000 10 144-152 134-142 -8 20d10+10 Nil 80% E,Y,Vx3 18,000 11 152-164 142-150 -9 22d10+11 Nil 85% E,Y,Vx3 19,000 12 164-170 150-156 -10 24d10+12 Nil 90% E,Y,Vx4 20,000 * renegades only; see below War dragons were bred hundreds of years ago to serve as minions of several nations' armies. They were intended to be highly resistant to magic and to be good fighters; in this role, they excel. While all war dragons have bodies of similar size and shape, each align- ment has a unique head, as well as minor differences in colorations. All three types have black bodies and heads. CG types have a silver neck, tail, and wings; their heads are similar in shape to a silver dragon's. CN war dragons have a gray neck, tail, and wings, and heads similar to that of a brass dragon. CE versions have a white neck, tail, and wings, with heads similar to a blue dragon's in shape. War dragons speak their own tongue, a tongue common to their appropriate type of dragon (good, neutral, or evil), and 7% of hatchling war dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. A war dragon will also develop a telepathic link with a single rider; see below. Combat: War dragons normally fight with a rider who directs the attacks; the dragonrider (usaully a fighter, wizard, or fighter/wizard) ensures the breath weapons and special abilities are used at the right time and against the proper targets. Some armies have considerable numbers of war dragons; these highly organized "dragoncorps" are normally found at the forefront of battle, attacking enemy ground forces from above, or engaging enemy aerial forces. Renegade war dragons (those that have struck out on their own) usually use breath weapon attacks at the beginning of any battle; their low intelligence prevents them from making better use of their abilities, and they are some- times caught in a tough fight with no remaining breath attacks. Breath Weapon/Special Abilities: Each of the three types of war dragons have three separate breath weapons; one breath attack (regardless of composition) may be made once every three rounds, as long as the same one is not used more than three times in a 10-round period. Each breath weapon does identical damage, as per the table above (all targets may save vs. breath weapon for 1/2 damage). The dimensions of the various breath weapons are as follows: cone of fire/frost: 80' long, 5' wide at the mouth, and 30' wide at the end; gas cloud: 50' long, 50' wide, and 40' high; lightning bolt: 100' long and 5' wide; acid stream: 75' long and 5' wide. CG war dragons may breathe (and are immune to) fire, lightning, and gas; CNs may employ (and are immune to) fire, gas, and frost; CE types may use (and are immune to) frost, acid, and gas. All war dragons use their special abilities at 5th level plus their combat modifier. In addition to the immunities mentioned above (which they have from birth), war dragons gain the following additional powers as they age: Young: _protection from normal missiles_ three times per day. Young adult: _minor globe of invulnerability_ twice per day. Mature adult: _globe of invulnera- bility_ once per day. Old: _anti-magic shell_ once per day. Very old: _spell turning_ three times per week. Wyrm: _prismatic wall_ twice per week. A war dragon's magic resistance may be extended to include one or two riders at will. All special abilites will extend to completely envelop the dragon and its rider(s), except the _prismatic wall_, which will obviously cover only one side of it. Being immobile, the _globes of invulnerabilty_ are not of much use when flying, but will be used in ground melee, or to protect friendly ground forces (if other creatures are to be protected by a war dragon's special abilities, then the radius of the effect is as per the corresponding spell). Habitat/Society: The majority of war dragons are "domestic" dragons, as they are used and controlled by humans. They are bred not unlike horses, and the offspring are trained for war while still in the very young or even hatchling stage. Each war dragon is exclusively trained by one dragonrider; after one year of training per age category of the dragon, a war dragon and its rider develop a telepathic link which is used to direct the dragon in combat. Once this link is established, the war dragon will not willingly leave its rider until one or the other is killed. If one of the pair is killed, the survivor immediately suffers 2-20 h.p. of damage with no saving throw. A war dragon may not be ridden into combat until it has established a link with its rider. If anyone attempts to ride a war dragon without a link to that dragon, the war dragon will attempt to throw the rider, unless its controlling rider is present as well. If a war dragon's rider is killed, there is a 5% chance per age category of the surviving dragon, that it becomes a renegade, unless it is subdued or otherwise prevented from doing so. Renegade war dragons will live in any climate and terrain, and are usually loners; renegade war dragons will only rarely mate. Renegades are the only war dragons that will hoard treasure. If a war dragon is prevented from becoming a renegade, a new rider may take control of it, but only after it is retrained and a new link is established with the new rider. This new link is established in half the normal time (1/2 year per age category of the dragon). If a renegade war dragon is encountered in the wild, it may be retrained. This may only be done by someone with war dragon riding proficiency, and only after the dragon is subdued. The retraining of a renegade takes twice the normal time (2 years per age category of the dragon), and as the dragon will normally try to resist, it may have to be subdued a number of times throughout the retraining process. Ecology: War dragons are basically carnivores, but are capable of eating other food as well. They are either fed by their riders, or are allowed to hunt. CE war dragons will often feast on the corpses of slain enemies after a battle has ended. War dragons are normally encountered in patrols of 2-4 or in battle groups of 2-20. ----------------------------------------------------------------------------- I think that's the last of the ones I have already posted. Next is one that I've been working on for awhile. I think I'm going to wait to send it until at least tommorrow, as I have to go over the XP values one last time. I also have one more creature (that I can think of off the top of my head) at home that I haven't typed in yet, and one more that's half created. I have some more ideas for still more dragons, so the creatures will probably trickle in over the next few days or weeks. 'Till then, Al =========================================================================== || Allan J. Mikkola || || uucp: {uunet!crdgw1|sun!sunbrew}!gemed!vulcan!allanm || || Internet: allanm@vulcan.med.ge.com || =========================================================================== Copyright 1990 Allan J. Mikkola; for personal use only DRAGON, YELLOW Climate/Terrain: Temperate and subtropical plains and subterranean Frequency: Very Rare Organization: Solitary or clan Activity Cycle: Any Diet: Special Intelligence: High (13-14) Treasure: Special Alignment: Neutral Evil No. Appearing: 1 (2-5) Armor Class: -1 (base) Movement: 12, Fl 38 (C), Br 6 Hit Dice: 13 (base) THAC0: 7 (base) No. of Attacks: 3 + special Damage/Attack: 1-6/1-6/5-50 Special Attacks: Special Special Defenses: Variable Magic Resistance: Variable Size: G (42' base) Morale: Champion (15-16) XP Value: Variable Body Tail Spells Treasure XP Age Lgt(') Lgt(') AC Breath Weapon Wiz/Pr MR Type Value === ====== ====== == =============== ========= === ========== ====== 1 2-8 2-6 2 (1d10+1d8) +1 Nil Nil Nil 1,400 2 8-20 6-16 1 (2d10+2d8) +2 Nil Nil Nil 2,000 3 20-38 16-34 0 (3d10+3d8) +3 Nil Nil Nil 3,000 4 38-48 34-42 -1 (4d10+4d8) +4 1 Nil 1/2 H 5,000 5 48-60 42-50 -2 (5d10+5d8) +5 2 25% H 8,000 6 60-72 50-58 -3 (6d10+6d8) +6 3 30% H,T 10,000 7 72-80 58-68 -4 (7d10+7d8) +7 3 1 35% H,T,U 11,000 8 80-89 68-76 -5 (8d10+8d8) +8 3 2 40% H,T,U 12,000 9 89-100 76-84 -6 (9d10+9d8) +9 3 2 1 45% H,Tx2,U 13,000 10 100-110 84-88 -7 (10d10+10d8)+10 3 2 2 1/1 50% H,Tx2,U,X 15,000 11 110-120 88-96 -8 (11d10+11d8)+11 3 2 2 2/2 55% H,Tx3,U,Xx2 17,000 12 120-128 96-106 -9 (12d10+12d8)+12 3 3 2 2/2 60% H,Tx3,U,Xx3 18,000 Yellow dragons are by nature timid and reclusive; they shun all other creatures including their own kind. When two or more yellow dragons are encountered to- gether, it is almost always a mated pair with offspring. At birth, a yellow dragon's scales are ivory or even white in color; as they age, the scales gain streaks and splotches of yellow. Once the adult stage is reached, the scales are a dull yellow, and a black stripe develops along the back of the dragon. The scales become a bright yellow once the old stage is reached. The most distinguishing feature of a yellow dragon is its huge head, which appears well out of proportion with the rest of its body. Yellow dragons speak their own language, a tongue common to all evil dra- gons, and 14% of hatchling yellow dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon. Combat: Due to their timid nature, yellow dragons avoid combat whenever possi- ble; they are not above fleeing, even from equal or slightly inferior foes. However, if forced to fight, yellow dragons can be viscious opponents - they will use all available attack modes, including spells and breath weapon attacks.Because of this, yellow dragons will usually retreat to their lairs for an ex- tended period of time after a major battle, in order to rest and recover used spells and breath attacks. The yellow dragon's most used attack form is its bite; due to its oversized head and mouth, a yellow dragon is able to deliver one of the most ferrocious bites of any dragon species. Opponents are often snatched or pinned with claws in order to make the bite more effective. Breath Weapon/Special Abilities: A yellow dragon's breath weapon is a sonic blast in the shape of a cone 80' long, 5' wide at the dragon's mouth, and 25' wide at the base. Creatures caught in the area of effect suffer the indicated damage and are deafened for a number of turns equal to the age category of the dragon. A successful saving throw vs. breath weapon negates the deafness and halves the damage. If a target is already deaf, a +2 bonus is added to the save, but if this save fails, the target is deafened permanently (until healed).Exposed glass and crystal items are shattered, and brittle items will break unless they make a successful save (at -2) vs. crushing blow. Creatures who are deafened by this blast suffer a -1 penalty to surprise rolls, and spells with a verbal component have a 20% chance of misfiring. A yellow dragon casts its spells and uses its magical abilities at 7th level, plus its combat modi- fier. At birth, yellow dragons are immune to any attack that *directly* affects the senses such as those that cause blindness or deafness (this does not in- clude spells such as _invisibility_, _blur_, and the like). As they age, they gain the following additional powers: Young: _blindness_ three times per day. Juvenile: _hypnotic pattern_ three times per day. Adult: _shout_ twice per day. Old: _eyebite_ once per day. Wyrm: _forcecage_ three times per week. Habitat/Society: Yellow dragons live in regions of open plains in temperate and subtropical climates. They lair in large underground caverns or caves; some yellow dragons spend much of their lives in old dungeons and will come out in the open only to hunt or to gather more treasure. Yellow dragons dislike and distrust most other creatures; they prefer to spend the majority of their time in solitude. They rarely associate with other dragons and almost never form alliances; this behavior has earned them the hatred of nearly all dragonkind, both good and evil; of course this only serves to reinforce their policy of isolationism. Ecology: Yellow dragons may eat nearly anything but prefer to consume meat. They will usually hunt for creatures that are easy to find and kill; this allows them to spend as little time as possible out in the open. ----------------------------------------------------------------------------- Lobster, Giant Flying Climate/Terrain: Any Frequency: Very Rare Organization: Pack Activity Cycle: Day Diet: Carnivore Intelligence: Low (5-7) Treasure: (C) Alignment: Chaotic Evil -------------------------------------------------------------------------------- No. Appearing: 1-8 Armor Class: 3 Movement: 3, 15 flying Hit Dice: 4 THAC0: 17 No. of Attacks: 2 Damage/Attack: 1-8/1-8 Special Attacks: Catch Opponent Special Defenses: Nil Magic Resistance: Nil Size: M (5' head to tail) Morale: Steady (11-12) XP Value: 270 -------------------------------------------------------------------------------- Appearance: Giant Flying Lobsters look like big lobsters. The only strange thing is that they hover above the ground. They do not have wings, their flight powers appear to be magical in nature. They can hover up to 10' above the ground, and can fly until they tire. Combat: Giant Flying Lobsters attack with their two pincers, doing 1-8 points of damage with each successful hit. If they hit, and if the roll is 18 or higher, they have trapped an opponent's limb with a pincer. This does not do extra damage, but a character with a trapped limb cannot move that limb until the Lobster releases it. Habitat/Society: These strange creature live near underground lakes. They catch and eat small fish. All though they seem to be able to communicate with each other, they do not have a spoken language. Ecology: Giant flying lobsters have the same role in nature that lobsters have. However, they are known to attack humanoids. Green Ghost Climate/Terrain: Any Frequency: Very Rare Organization: Solitary Activity Cycle: Constant Diet: None Intelligence: Average (8-10) Treasure: (A) Alignment: Lawful Evil -------------------------------------------------------------------------------- No. Appearing: 1 Armor Class: 3 Movement: 12 Hit Dice: 5 THAC0: 15 No. of Attacks: 2 Damage/Attack: 1-6 Special Attacks: Nil Special Defenses: Nil Magic Resistance: 10% Size: M (6' tall) Morale: Average (8-10) XP Value: 420 -------------------------------------------------------------------------------- Appearance: Green ghosts are almost invisible, except for a pale green outline around their bodies. They have two arms, a head, a body, and no legs. They move by floating above the ground. Combat: Green ghosts are not undead, therefore, they cannot be turned by Priests. They attack with two claws, doing 1-6 points of damage with each successful hit. They have a limited resistance to magic. Habitat/Society: Green Ghosts are solitary creatures. They do not have any form of society. Ecology: It is believed that Green Ghosts are not native to the prime material plane, and therefore have no place in nature. Green Ghosts never need to eat, sleep, drink or rest. Hugok Climate/Terrain: Mountains Frequency: Rare Organization: Tribe Activity Cycle: Night Diet: Omnivore Intelligence: Average (8-10) Treasure: (E) Alignment: Neutral -------------------------------------------------------------------------------- No. Appearing: 2-8 Armor Class: 8 (10) Movement: 12 Hit Dice: 1+3 THAC0: 19 No. of Attacks: 1 Damage/Attack: 1-4/1-4 or by weapon Special Attacks: Nil Special Defenses: Nil Magic Resistance: Nil Size: M (7' tall) Morale: Average (8-10) XP Value: 35 -------------------------------------------------------------------------------- Appearance: Hugok look like tall, ugly humans. They look very rugged, and have claws on their hands and feet. Combat: Hugok attack with their claws, or with whatever weapons they have available. They do not have enough technology to produce metal weapons or armor, so they usually use spears, and wear furs. Hugok will fight only if they believe their survival is at stake. Using their claws, they can climb walls with a 90% success rate. Habitat/Society: Hugok society is very primitive. They live in caves, do not trade with other cultures, and eat whatever food they can find. Ecology: Hugok and dwarves hate each other. The hugok are constantly in the dwarves' way, and the dwarves are constantly mining in hugok territory. Trees of Pardeth: These trees are deciduous, hardwood trees that bear numerous large white flowers when the moon is nearly full (think mature magnolia tree) and the season mild (late spring, summer, and early fall in temperate climates). The blossoms open only at night when the moon has risen and is at least 3/4 full. The flowers are very sweet smelling. Those who are downwind or close to a tree in bloom for act drunk until d8 rounds have passed breathing fresh air (save vs poison if trying to hold your breath or using crude techniques to filter out the air). Those who hold a bloom close to their nose and inhale receive d3 points of healing and will try to seduce (politely! not rape) the best liked available person of the appropriate gender and suitable species. Alignment N, not intelligent, AC 10, oodles of hit points (depending on size) Ghost of a Moon Mage: This was a singular being in my campaign -- the spirit of a woman learned in moon magics who had been buried alive by her spouse. She appears only in a 20' radius about her grave and then only on moon-lit nights. On any night, she will first appear as a white bull. If the bull is slain, she will reappear as a griffin. If the griffin is slain, she will appear as a winged maiden. If the winged maiden is slain, she cannot act until the next night. This ghost is permanently laid to rest if a suitable religious ceremony for the dead is said performed by a good cleric over her grave. The ghost always saves as a 9th level mage. She can cast spells provided she is not in darkness. Because her hatred is for men, she will ignore women. It requires at least a +1 magical weapon to hit the ghost. She can be turned as a ghost. Alignment: CN White bull -- AC 6, 5 hit dice, attacks as 5 hd monster, 15" move -- strikes with horns for d8 each (if exact to-hit roll is made, 1 horn hits; on any other hit both hit) -- if a 20 is rolled for the horns, roll also for d10+5 points of trampling damage. Griffin -- 7 hit dice; attacks as 7 hd monster (see monster manual) Winged maiden -- attacks by mesmerizing (once per round save vs. charm), then drinking the victim's blood (d4 damage per round -- automatic to-hit for willing victim; to-hit as 9th level mage if others try to block the initial bite); AC 8, 9 hit dice, 9" ground/21" fly Spells: (cast with the power of a 9th level MU) continual light, detect invisible, hallucinatory terrain, charm, dazzle (blindness with a different explanation -- see bright light masking everything else) -- can cast 1 spell per round (unlimited) Ice Golem: 60 hit points; AC 2, Align N, low intelligence, 6" movement Treat as a 15 hit die monster Impervious to cold; takes double damage from fire Radiates cold (frost damage of 2d4 per round within a 2" radius) Breathes a cone of frost 1" x 1" x 1" -- 8d6 damage -- every 4th rd Requires a +2 weapon to hit Melts at room temperature (say, 1 hp damage per round in the 50-80 degree range -- use your judgement) Polar Worm: Like an 8 hit die purple worm except that it lives in very cold climes 10' diameter, 60' long, animal intelligence, alignment N, 4" move Granite Golem: This is a variant on the concept of a gargoyle: each appears as a statue of a fighter with sword in one hand, dagger in the other. AC 0, attacks and saves as 6th level fighter; 50 hit points, 6" move Alignment N, low intelligence Not affected by mind (charm) spells Cold and fire do half damage unless successive attacks alternate between cold and heat. Then each attack that alternates form does double damage Not affected by electricity Tend to break non-magical weapons (10% chance/pt of STR over 12 on the part of the wielder -- check each hit) Damage is as per sword and dagger (+0) Silver-horned Deer: Normal deer aside from the fact that their horns look to be silver and have a high silver content (5% by weight) Kick: d4/d4 (2 strikes from rear hooves) Bucks: d6 with horns Alignment N, animal intelligence, 24" movement Bucks are AC 6, 3 + 1 hit dice Does are AC 7, 2 hit dice Fawns are AC 10, 1/2 hit die (ie, d4 hit points) Kestiz: These look like small otters (8-12" long including a 2-4" tail). They live in rock piles. Alignment N to NE, smart animals, 6" movement Claw/claw/bite d2/d2/d4 AC 6 in the open, AC 2 when sniping from the cover of a rock pile 2 hit dice 2/3 chance of achieving surprise Vines of Gorkun: These look like ivy. They are capable of moving and grabbing those who attempt to brush by them. d6 tendrils attack each who touches the plant. Each tendril does d2 of poison damage per touch if the victim saves a save vs poison. To kill the plant, the core stalk must be severed. The tendrils can be cut to disarm the vine. AC 7, attacks as 3 hit die monster. 1 hp per vine, 2 hit dice for the core; each plant has # vines = hit points of the core stalk. Tendrils are typically 2-6 feet long. Non-intelligent, alignment N Mushrooms of Gorkun: These are giant mushrooms. A patch always appears to be enclosed in a dank mist which is really a cloud of inactive spoors. The cloud smells like mold. Bumping into a mushroom releases a cloud of active spoors -- roll versus constitution or acquire a lung rot (disease) that will in kill by suffocation in 2 + d4 weeks. Each mushroom is about 1' tall with an 8-9 inch diameter cap. AC 9, 4 hit dice, non-intelligent, alignment N These mushrooms grow only in shaded or perpetually overcast areas. Exposure to sunlight does 1 point of damage per turn. Slugs of Gorkun: These are large (6 inch long) slugs that live in patches of the mushrooms of Gorkun. AC 6, 2 hit dice, align NE, animal intelligence, 2" movement +4 on saves versus poison and cold. They spit with a 1" range. The spit causes flesh to rot 1 hp per round (until cure poison). Grave Shadows: These are a more powerful version of the undead "Shadow" AC -2 100 hit points (treat as 15th level monster -- turn only at the worst table entry), align NE, average intelligence, 12" movement 30% magic resistant Requires +2 weapon to hit them Immune to death magics, cold based attacks, slow, hold Regenerate at 3 hp/rd Attack: d10/d10 (2 touches) of cold damage. Each touch drains one level but the drain wears off in one month. Once per round, may cast any of the following spells: mirror image, web, slow, curse, continual darkness, sleep, hold monster, symbol of despair, dispel magic Lurgen: These beings inhabit mudholes. They are amorphous, mud-brown colored creatures. They smell like rotting vegetation. Each touch causes a rotting disease that is fatal in d8 days if left untreated. In addition, each touch causes an immediate d8 of rotting damage (requires cure disease to heal the wound). AC 8 3 to 10 hit dice, align N to NE, low intelligence, 3" movement 1 attack/hit die each round Requires +2 or better weapon to hit Blunt weapons do no damage; Sharp weapons do full damage, but the damage will be healed fulling in three rounds. Spells that would dry out the mud do double damage. Mud to rock should kill outright. Spit acid in lieu of all touch attacks -- 100 yards. does d6 damage 1st round, d4 for d4 more rounds. It takes 2 rounds to each a hole through metal armor or 1 round for leather armor. Subsequent damage does to the victim. Mire Demon: 5 + 3 hit dice; AC 1; 40% magic resistant, NE, intelligent, 9" move claw/claw for d6/d6 Requires +1 weapon to hit them Each round can do any one of the following instead of claw/claw: try to gate in another of its kind (40% chance of success) dispel magic hallucinatory terrain symbol of pain create mudhole -- roll versus 1/2 dexterity to avoid being caught in it if it appears underfoot -- sink in 4 + d6 rounds then die of suffocation in another 4 rounds otherwise Immersion in a mudhole or pile of rotting vegetation heals these monsters at a rate of 4 hit points/round Anyone killed by a mire-demon by suffocation in a mudhole created by that demon becomes a mire demon under its slayer's control (but doesn't gain hit points/hit dice if starts with more than the norm for this type of demon) Durath: Durath are an amphibious, humanoid race. AC 8 unarmed, typically AC 4 when armed. Move on land at 9", in water at 6". They are scaled and covered with an outer coat of slime (immune to web, entangles, and ordinary grips). Their charisma ranges from 2 to 10. They walk on two feet to fight. Preferred weapons are hooks, scimitars, and assorted thrown barbs. They can also bite for d8 or claw for d4 (2 claws). Adults are typically 3 hit die monsters. Exceptional individuals do exist: mages -- 1 per 50, level 1 to 6 shamen -- 1 per 30, level 1 to 6 fighters -- 1 per 20, level 4 to 8 Slime infects wounds of mammals causing a local paralysis of the limb/area in 2-4 rounds (ie, cause serious wound). Durath take advantge of this property and make nets that will paralyze those traps (each round, save vs paralysis until either escape the net or fail the save). Durath live in mating groups of 1 senior male, 1 junior male, 2-8 wives of the senior male, 1-4 wives of the junior male. Expect 0-3 children per wife. Alignment is typically N or N/x (CN, LN, NG, NE). Intelligence varies along the human scale. Fresh Water Siren: These sirens live in freshwater lakes. AC 8, 4 hit dice, N to NE, intelligent, walk 3", swim at 9" Armed with daggers normally. Attack as clerics. They prefer to lure in those of the opposite sex -- their voice acts as a lure at a range of up to 36" (save versus charm while audible -- those who make their save don't notice the song at all). The sirens can make potions to cause sleep or forgetfulness. They look like nymphs. They like to mate with humans, then drown them (after a child is born if the victim is female). If no child is born after a year or so, the sirens will get bored with their victims and drown them anyway. Century Bore: These are 6 inch long beetles. AC 3. 1 hit die; N, animal IQ 18" fly or 3" walking speed. Bite for d2 damage plus effects of the slow spell (save versus magic). Century bores burrow deep into the earth (about 100') then lay 100d10 eggs. After 100 years, the eggs hatch. The young dig to just under the surface, then grow feeding on detritous in the soil for a month as worm-like larvae. They then shed their skin and become beautiful beetles with a jewel-like carapace. The adults live only two weeks before they mate, burrow, and die. The carapaces are worth 50 gold pieces if properly cared for (no mashing the beetle to kill it!). The flesh of the beetle if prepared by someone skilled in alchemy will halt aging for 1 year. The skin shed by the larva can be made into a potion of sleep. Harriers of Ahred: These are undead fighters. They can be turned only on the most difficult category. They look like rather solid shadows. They can pass through solid material at will (unless _well_ enchanted). AC 0 75 hit points, treat as 15th level fighter; N to NG, highly intelligent, 15" movement Requires +3 weapon to be hit They will regenerate completely in one day. They can cast a combined compulsion to leave plus a forget spell covering a period of several hours either way (of time of the touch) when they touch. Harriers of Ahred are often used as guardians of secret places. Grikar: Grikar are non-material beings that love to torment mortals. They can briefly become material (AC 6). 6 hit dice. CE, intelligent Any weapon or damaging attack does -1 damage to a material Grikar. Grikar become material, then possess magi