The Net Monstrous Compendium Version 2.0 ============= (ASCII Version) ========== :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: The Net.Monstrous.Compendium (NMC) Version 2.0 Compiler's Notes: ================================================================ Last Updated: August 2, 1994 -------------------------------------------------------------------------------- This item incorperates or is based on or derived from copyrighted material of TSR, Inc. and may contain trademarks of TSR. The item is made available by MPG-Net under license from TSR, but is not authorized or endorsed by TSR. The item is for personal use only and may not be published or distributed except through MPG-Net or TSR. -------------------------------------------------------------------------------- Thank you for your interest in the NMC. I am happy to offer this compendium to all who are interested in it. For my time and effort I only ask for one small favor. Submissions! For the continued interest of the compiler and those who read this manual, new submissions are required for it's continued growth. If you find spelling or grammatical errors, please, notify me so I can fix them. Also, if any of the monsters are from any published product, please inform me also, so the entry can be deleted. This manual is suppose to be a manual of monsters created by those who are on the net. Published material may only be added with the author's conscent. DISCLAIMER: The NMC is public domain and should be distributed to anyone who wishes a copy. The author's of the creatures found within the NMC, have given their permission to distribute their creations. The list is for the enjoyment of its readers and may not be sold. This file includes the following information: --------------------------------------------- Files in the NMC NMC Amendments and Changes Statisics of Monster How to Submit to the NMC Where to Send Corrections and Comments FTP Sites Special Thanks Files in the NMC: ================= This copy of the NMC should contain the following files (excluding this one): FILENAME SIZE IN BYTES WHAT IS IN THE FILE atoc.txt 130,067 All monsters from A to C d.txt 175,386 All monsters from D to D etoj.txt 105,995 All monsters from E to J ktor.txt 97,095 All monsters from K to R stoz.txt 128,938 All monsters from S to Z index 14,193 A list of all the monster's name in the NMC authors 9,939 A list of authors and the monsters they created NMC Amendments and Changes: =========================== Originally, I was the compiler of the LaTeX version of the NMC, but because of a career change, my new site has no ftp, telnet, or LaTeX. So, I started on the ASCII version of the NMC. Anyone is welcome to work on an up-to-date LaTeX version. I have all the files, except the original file you must LaTeX, which includes all files. It should be available at two major FTP site. If you are interested in maintaining the LaTeX version of the NMC, write me so I will be able to send you any updates. Mail me at robertc@revcan.ca Version 1.1 Update: ------------------- * Creatures added since first release of LaTeX version: Draconian, Rosak; Golem, Rat (Wood and Stone); Unguarded Treasure Table. Version 2 Updates: ------------------ * 150 creatures added to 50 creatures of version 1.1 * Author index added. * List of monsters more proportional. * TSR Disclaimer added. Statisics of Monsters: ====================== FILE NAME NUMBER OF MONSTERS % OF TOTAL FILE SIZE % OF TOTAL A to C 37 18.5 130,067 20.4 D 40 20.0 175,386 27.5 E to J 44 22.0 105,995 16.6 K to R 33 16.5 97,095 15.2 S to Z 46 23.0 128,938 20.2 ----- -------- ----------- ------- 200 100.0 637,481 99.9 How to Submit to the NMC: ========================= While I will modify any data that doesn't conform to standards, you can help by following the rules below. I will not change the contents of any creature that is submitted, but I will correct (if I notice them myself) any grammatical and spelling errors, and may add text to the description if the sentence does not make sense or text appears to be accidentally omitted. Below is a "blank sheet" for submitting you own entries. This will make it easier for me to add you entry, quickly, to the Compendium. The following are some rules I try to follow as I find may authors will use different rules when writing up there monsters, this is to try to establish some standards. * All lines should not exceed 78 characters. * All lines should not exceed 80 characters (see end of file). * One space after all punctuation except periods that end sentences. For them there should be two spaces. * Any spell or magical ability should be emphasis by two asterisks on both sides of the name with a space between the name and the asterisks. (i.e. ** cone of cold **, ** stone to mud **, ** fireball **, etc.) * For punctuations that appears at then end of a quotation or parenthesis, the punctuation should be contained in the quotes or parenthesis. (i.e. "phrases," "end of sentence." (or comments in brackets.) * PLEASE, do NOT use tabs. If people print up the NMC directly, tabs will mess up the printing on many printers. Why this will be annoying to anyone who plans to use a word processor and a laser printer to print out the NMC, It is assumed that such individuals would modify the NMC before they print it off anyway. * The name of the monster should appear with all individual names beginning with capitals but the rest of the letters in lower case. If there is various varieties of the creature (columns), each name should appear in all caps. Blank Sheet Author Name (author@somesite.name.name) ================================================================================ CLIMATE/TERRAIN: Start Here (Add Columns if needed) FREQUENCY: Use "A" append (capital A) if using vi ORGANIZATION: ACTIVITY CYCLE: DIET: INTELLIGENCE: TREASURE: ALIGNMENT: -------------------------------------------------------------------------------- NO. OF APPEARING: ARMOR CLASS: MOVE: HIT DICE: THAC0: NO. OF ATTACKS: DAMAGE/ATTACK: SPECIAL ATTACKS: SPECIAL DEFENSES: MAGIC RESISTANCE: SIZE: MORAL: XP VALUE: Short Description. COMBAT: Remember to start one space after each category. HABITAT: ECOLOGY: :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Send your submissions to robertc@revcan.rct.ca Where to Send Corrections and Comments: ======================================= Please mail me at robertc@revcan.ca for any of the following reasons: * For spelling, grammatical, or other errors. * I have published a monster from TSR, or any other company that owns the copyright to that monster. Basically any published and sold material. * Any suggestion on how to improve the NMC. * Any questions about the NMC. FTP Sites: ========== This text is also avaiable at FTPSITE ftp-site. It is in DIRECTORY directory. Special Thanks: =============== To all who have submitted to the NMC and especially to: Thanks to all who have shown intrest in this project. Special thanks to Sean K Reynolds (skreyn@watserv.ucr.edu) for correcting all those spelling errors. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: The Net Monstrous Compendium's Author Index ============= (ASCII Version) ============= The following is a list of authors and the creatures that they added to the NMC. Some of the source I received monsters from had no author or made it hard to determine who wrote which monsters. I have tried my best to ensure the following information is correct and accurate as possible. If you find any mistakes with this listing, please inform me so that I may fix the error as soon as possible and give the appropriate person credit for his or her work. Robert Christian (robertc@revcan.ca) -------------------------------------------------------------------------------- Max Becherer (becherer@suna0.cs.uiuc.edu) Beholder, Mutant Wanderer Cat People Deathfog Dragon, Deathwyrm Dragon, Violet Eye of Orcus Haunt, Wall Human, Winged Lycanthrope, Were-Ogre Macrophage, Giant Silvereen Snake, Scorpion Spider, Giant Forest Tasmanian Devil Wight, Greater Worm, Brain Worm, Pit Zombie, Greater -------------------------------------------------------------------------------- Mark E. Becker (mbecke69@Calvin.edu) Golem, Rat (Wood and Stone) Unguarded Treasure Table -------------------------------------------------------------------------------- Adne Brunborg (brunborg@alkymi.unit.no) Wolf, Rock -------------------------------------------------------------------------------- Robert Christian (robertc@revcan.ca) Lycanthrope, Wereraccon Rapiertails -------------------------------------------------------------------------------- Jim Craig (IQM307@URIACC.URI.EDU) Phibling -------------------------------------------------------------------------------- Luan Dalgari (chx38@seq1.keele.ac.uk) Coronil Demonette, Bijou Demonette, Lesser Demonette, Or-ren Demonette, Orth-Non Demonette, Steren Den-ul-dia (Those of the gods) Gigant Golem, Diamond Mummy, Cloud Giant Phuzz Rohyan Shadow Guard -------------------------------------------------------------------------------- Aardy R. DeVarque (jah7955@exodus.valpo.edu) Dinosaur, Jurassic -------------------------------------------------------------------------------- Warren and Janet Hack (hack@stsci.edu) Cabbage Patch Baby Cat, Monster Dream Assassin -------------------------------------------------------------------------------- Todd M. Helfter (tmh@expert.cc.purdue.edu) Draconian, Rosak -------------------------------------------------------------------------------- Jeffrey H. Johnson Squid, Poison -------------------------------------------------------------------------------- Ronald Jones (JONESRD@SJSUVM1.BITNET) Alcohol Hummingbird -------------------------------------------------------------------------------- Tony "the Deviant DM" Leone Three-For-One -------------------------------------------------------------------------------- John M. Martz (UMARTZ@UNCMVS.OIT.UNC.EDU) Butterfly, Crystal-wing Desert Shark Ghole Hiver Spider, Elf-bane -------------------------------------------------------------------------------- Stephen McLeod (COSC143U@Jetson.UH.EDU) Black Stranglers -------------------------------------------------------------------------------- F. Menneteau (mennetea@acri.fr) Disabiliter -------------------------------------------------------------------------------- Allan J Mikkola (allanm@vulcan.med.ge.com) Aasimon, Scild Protector Aasimon, Scild Defender Aasimon, Scild Guardian Amorabi Baatezu, Lesser -- Sand (Devil) Bandor Beetle, Century Bore Brainstormer Brownie, Water Cat, Ghost Cat, Poison (Pussycat) Deer, Silver-horned Desert Rave Dog, demon Dog, Kaurken Dragon, Adamantite Dragon, Crested Dragon, Crimson Dragon, Electrum Dragon, Elemental Dragon, Indigo Dragon, Mithral Dragon, Orange Dragon, Prismatic Dragon, Scarlet Dragon, Skunk Dragon, Titanium (I & II) Dragon, War Dragon, Yellow Durath Elemental, Lava (Quasi-) Falrock Flammen Gravewalker Green People Ghost of Moon Mage Ghoul, Gilannie Golem, Granite Golem, Ice Golem, Salt Golem, Sand Gorkun, Mushroom of Gorkun, Slug of Gorkun, Vines of Grikar Harriers of Ahred Hellmaid Hound, Reptile Hound, Rock Kardaumer Kestiz Larhound Larind Lightsphere Lurgen Monkey, Thief Oligondral Pardeth, Trees of Pit Slug Plant, Quill Quickpatch Ridge Runner Rock Turtle Screaming Horror Shadow, Grave Shishga Shocker Siren, Fresh Water Snake, Dream Spectre Lord Tafins Tallin Tanar'ri, Least -- Bird of Hell Tanar'ri, Lesser -- Forn (Demon) Tanar'ri, Lesser -- Mire (Demon) Tarq Terror-Beast, Healer Terror-Beast, Hunter Terror-Beast, Magician Venderauk Worm, Polar Worm, Vrath -------------------------------------------------------------------------------- Guy Schamp (gschamp@smdvx1.intel.com) Vorpal Bunny -------------------------------------------------------------------------------- Michael Schmitz (mschmitz@SIRIUS.UVIC.CA) Revenite -------------------------------------------------------------------------------- Aaron Sher (ars3_cif@uhura.cc.rochester.edu) Lirana (Hunters in the Night) Phaseling Phaser Spiker -------------------------------------------------------------------------------- Knut Torstein Skomeda (skomedal@solan.unit.no) Alien, Chestburster Alien, Drone Alien, Facehugger Alien, Greater -- Champion Alien, Greater, -- Queen -------------------------------------------------------------------------------- Elf Sternberg (halcyon!elf@sumax.seattleu.edu) Plant, Sunflowers Scrubbing Bubbles -------------------------------------------------------------------------------- Aki Taskinen (f35437c@saha.hut.fi) Silent Death -------------------------------------------------------------------------------- Johanna Tunon (tunon@ALPHA.ACAST.NOVA.EDU) Dinosaur, Raptor -------------------------------------------------------------------------------- Calvin (Azrael) Baby Bop -------------------------------------------------------------------------------- Myke Anti-Magic Statuettes -------------------------------------------------------------------------------- Pete Bird of Ill-Omen -------------------------------------------------------------------------------- Presto and Nyssa (barthelm@caa.mrs.umn.edu) Gazebo Grendel -------------------------------------------------------------------------------- The Tiger (ma2tcb@sl1a.bath.ac.uk) Golem, Jimmy's Guardian (Lesser) -------------------------------------------------------------------------------- VaxBandit (arkoie@JUDY.INDSTATE.EDU) Mundanoid (Ben Moloney) Troll, Black -------------------------------------------------------------------------------- [Unknown] (brunner@kazoo.ssd.loral.com) Rhoon -------------------------------------------------------------------------------- [Unknown] (jaydee@oak.circa.ufl.edu) Dragon, Brown -------------------------------------------------------------------------------- [Unknown] (jimv@crmath.ucr.edu) Simiavez -------------------------------------------------------------------------------- [Unknown] (LAFLEUJM@SNYCOBVA.bitnet) Gor's Pet -------------------------------------------------------------------------------- [Unknown] (PBW101@psuvm.psu.edu) Jelloman -------------------------------------------------------------------------------- [Unknown] (STU_DRFULLER@JMUVAX.bitnet) Barney -------------------------------------------------------------------------------- [Unknown] (wesc@ICHIPS.INTEL.COM) Bird, Humming -------------------------------------------------------------------------------- [Unknown] (92445@TAYLORU.bitnet) Bladefly -------------------------------------------------------------------------------- Unknown Authors of Adaptoid Antraconian Antracos, Lord of the Antraconians Bloodguard Blue Goon Bulette, Lesser Dragon Fisher Flame Servant Ghost, Green Giant, Cliff Hugok Lobster, Giant Flying Rebounder Sand Gorgon Screamer, Normal Screamer, Tentacled Spell Vine Tanar'ri, Esjebrackus (Demon Lord) Tass Demon Zombie, Red Skull :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: The Net Monstrous Compendium's Alphabetic Index =============== (ASCII Version) =============== The following is a listing of the all the monsters that appear in the compendium. The list also contains what version of the compendium it was added to. This will help people add only the creatures they have to from Robert Christian (robertc@revcan.ca) Monster's Name Version First Appeared In -------------------------------------------------------------------------------- Aasimon, Scild Protector 1 Aasimon, Scild Defender 1 Aasimon, Scild Guardian 1 Adaptoid 1 Alcohol Hummingbird 2 Alien, Chestburster 2 Alien, Drone 2 Alien, Facehugger 2 Alien, Greater -- Champion 2 Alien, Greater -- Queen 2 Amorabi 2 Anti-Magic Statuettes 2 Antraconian 2 Antracos, Lord of the Antraconians 2 Baatezu, Lesser -- Sand (Devil) 2 Baby Bop 2 Bandor 1 Barney 2 Beetle, Century Bore 2 Beholder, Mutant Wanderer 2 Bird, Humming 2 Bird of Ill-Omen 2 Black Stranglers 1 Bladefly, Giant 2 Bladefly, Normal 2 Bloodguard 2 Blue Goon 1 Brainstormer 1 Brownie, Water 2 Bulette, Lesser 2 Butterfly, Crystal-wing 2 Cabbage Patch Baby 2 Cat, Ghost 2 Cat, Monster 2 Cat, Poison (Pussycat) 2 Cat People 2 Coronil 2 Deathfog 2 Deer, Silver-horned 2 Demonette, Bijou 2 Demonette, Lesser -- Blad 2 Demonette, Lesser -- Forn 2 Demonette, Lesser -- Crand 2 Demonette, Or-ren 2 Demonette, Orth-Non 2 Demonette, Steren 2 Den-ul-dia (Those of the gods) 2 Desert Rave 2 Desert Shark 2 Dinosaur, Jurassic -- Dilophosaurus 2 Dinosaur, Jurassic -- Gallimimus 2 Dinosaur, Jurassic -- Velociraptor 2 Dinosaur, Raptor 2 Disabiliter 2 Dog, Demon 2 Dog, Kaurken 2 Draconian, Rosak 1 Dragon, Adamantite 1 Dragon, Brown 2 Dragon, Crested 1 Dragon, Crimson 1 Dragon, Deathwyrm 2 Dragon, Electrum 1 Dragon, Elemental 1 Dragon, Indigo 1 Dragon, Mithral 1 Dragon, Orange 1 Dragon, Prismatic 1 Dragon, Scarlet 1 Dragon, Skunk 1 Dragon, Titanium (I & II) 1 Dragon, Violet 2 Dragon, War 1 Dragon, Yellow 1 Dragon Fisher 1 Dream Assassin 2 Durath 2 Elemental, Lava (Quasi-) 2 Eye of Orcus -- Great 2 Eye of Orcus -- Large 2 Eye of Orcus -- Medium 2 Eye of Orcus -- Small 2 Falrock 2 Flame Servant 1 Flammen 2 Gazebo 2 Ghole 2 Ghost, Green 1 Ghost of Moon Mage 2 Ghoul, Gilannie 2 Giant, Cliff 1 Gigant 2 Golem, Diamond 2 Golem, Granite 2 Golem, Ice 2 Golem, Jimmy's Guardian (Lesser) 2 Golem, Rat -- Wood 1 Golem, Rat -- Stone 1 Golem, Salt 2 Golem, Sand 2 Gor's Pet 2 Gorkun, Mushroom of 2 Gorkun, Slug of 2 Gorkun, Vines of 2 Gravewalker 1 Green People 2 Grendel 2 Grikar 2 Harriers of Ahred 2 Haunt, Wall 2 Hellmaid 2 Hiver -- Bearer 2 Hiver -- Nurse 2 Hiver -- Queen 2 Hiver -- Seeker 2 Hiver -- Warrior 2 Hound, Reptile 2 Hound, Rock 2 Hugok 1 Human, Winged 2 Jelloman 2 Kardaumer 2 Kestiz 2 Larhound 2 Larind 2 Lightsphere 1 Lirana (Hunters in the Night) 2 Lobster, Giant Flying 1 Lurgen 2 Lycanthrope, Were-Ogre 2 Lycanthrope, Wereraccon 2 Macrophage, Giant 2 Monkey, Thief 2 Mummy, Cloud Giant 2 Mundanoid 2 Oligondral 1 Pardeth, Trees of 2 Phaseling -- Normal 2 Phaseling -- Spellcaster 2 Phaseling -- Warrior 2 Phaser 2 Phibling 2 Phuzz 2 Pit Slug 1 Plant, Quill 2 Plant, Sunflowers 2 Quickpatch 2 Rapiertails 1 Rebounder 1 Revenite 2 Rhoon 1 Ridge Runner 2 Rock Turtle 1 Rohyan 2 Sand Gorgon 2 Screamer -- Normal 1 Screamer -- Tentacled 1 Screaming Horror 2 Scrubbing Bubbles 2 Shadow, Grave 2 Shadow Guard 2 Shishga 2 Shocker 1 Silent Death 1 Silvereen 2 Simiavez 2 Siren, Fresh Water 2 Snake, Dream 2 Snake, Scorpion 2 Spectre Lord 2 Spell Vine 1 Spider, Elf-bane 2 Spider, Giant Forest 2 Spiker 2 Squid, Poison 2 Tafins 2 Tallin 1 Tanar'ri, Least -- Bird of Hell 2 Tanar'ri, Lesser -- Forn (Demon) 2 Tanar'ri, Lesser -- Mire (Demon) 2 Tanar'ri, True -- Esjebrackus, King of the Ghouls (Demon Lord) 2 Tarq 1 Tasmanian Devil 2 Tass Demon 1 Terror-Beast -- Healer 2 Terror-Beast -- Hunter 2 Terror-Beast -- Magician 2 Three-For-One 2 Troll, Black 2 Unguarded Treasure Table 1 Venderauk 2 Vorpal Bunny 1 Wight, Greater 2 Wolf, Rock 2 Worm, Brain 2 Worm, Pit 2 Worm, Polar 2 Worm, Vrath 2 Zombie, Greater 2 Zombie, Red Skull 1 :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Aasimon, Scild Allan J. Mikkola (allanm@vulcan.med.ge.com) ================================================================================ PROTECTOR DEFENDER GUARDIAN CLIMATE/TERRAIN: Upper Planes Upper Planes Upper Planes FREQUENCY: Very rare Very rare Very rare ORGANIZATION: Group or Solitary Solitary Solitary ACTIVITY CYCLE: Any Any Any DIET: Omnivore Omnivore Omnivore INTELLIGENCE: Exceptional (15-16) Exceptional (15-16) Genius (17-18) TREASURE: Nil Nil Nil ALIGNMENT: Any good Any good Any good -------------------------------------------------------------------------------- NO. OF APPEARING: 10-100 or 1 1-10 or 1 1 ARMOR CLASS: 0 -1 -3 MOVE: 14, Fl 32 (B) 16, Fl 36 (B) 20, Fl 42 (B) HIT DICE: 6 8 10 THAC0: 13 (see below) 10 (see below) 8/6 (see below) NO. OF ATTACKS: 2 2 2 DAMAGE/ATTACK: 1-8/1-12 (+3) 1-8/1-12 (+4) see below SPECIAL ATTACKS: Sharpness severing Fireball, and Immolation, and flames flames SPECIAL DEFENSES: see below see below see below MAGIC RESISTANCE: 30% 40% 50\% SIZE: M (6' tall) M (6' tall) M (7' tall) MORAL: Champion (15-16) Fanatic (17-18) Fearless (19-20) XP VALUE: 24,000 33,000 40,000 Scilds are inhabitants of the good-aligned upper outer planes; like other aasimon, they are the servants of the powers that reside in those planes. Scilds have several forms in which they appear, one for each race they deal with; not surprisingly, their most common forms are that of humans, half-elves, elves, and dwarves; in addition, scilds may appear as either male or female, although the male form is more common. A scild is able to change from one form to another whenever it wishes; when dealing with more than one race at a time, scilds usually choose to appear in their human forms. Scilds always appear as the most-beautiful example of the chosen race (protectors and defenders have a charisma of 18, while guardians have a charisma of 19.) Scilds have muscular bodies, and their eyes appear to glow softly. Perhaps the feature that sets them apart most from the race they choose to emulate, is their graceful wings that extend from their backs. Scilds in the form of a human male, appear much the same as a deva. COMBAT: While a scild's main duty is the protection of the various good races, they are still quite capable in combat, although they will normally fight only in dire circumstances; they prefer to solve problems by more peaceful means. In addition to those powers available to all aasimon, all scilds can use the following spell-like abilities, one at a time: - ** aura of protection **, always active (see below) - ** cure critical wounds **, once per day - ** protection from evil **, always active - ** minor globe of invulnerability **, three times per day - ** dismissal **, twice per day The scild's ** aura of protection ** renders them invulnerable to normal, fire-based attacks, and reduces damage from magical and dragon fire attacks by half; A ** magic missile ** cannot penetrate the barrier, and it allows a saving throw vs. spells that do not normally grant one (i.e. ** power word, kill **.) The aura will also grant certain protections to those within its radius as follows: all friendly creatures within the confines of the aura receive the equivalent of ** fire resistance ** as per the ring, and receive a bonus to their AC and magic resistance (see below.) All scilds are immune to normal, non-magical weapons. Under normal circumstances, only scilds or other aasimon may use scild weapons; however, in rare instances, a scild may bestow its weapon on a high-powered, deserving mortal (it will then forge itself a new weapon.) These mortals must exhibit the utmost devotion to a power of good, and may never use the weapon in any manner that would threaten the causes of good; if these guidelines are not followed, the scild will attempt to reclaim the weapon. These weapons will not maintain their ** aura of protection ** in the hands of a mortal; this special power will only work when the blade is in the hands of a scild. HABITAT: On the upper planes, scilds are primarily guards for the good powers and their places of residence; however, they also have an important role to serve on the prime material plane: scilds are the primary protectors of the intelligent, good-aligned races. While movanic devas also share this responsibility, they are mostly concerned with the more prominent mortals; scilds are the guardians of all mortals, be they kings or slaves. If a lower class mortal is in dire need, and a movanic deva deems it unworthy of his attention, he will often send a scild to aid the mortal. When protecting mortals, scilds will try parleying and defensive spells to avoid combat, if possible; if this fails, they will use all necessary means to protect themselves and their charges. Scilds are organized in a hierarchical manner: protectors report to the defenders, while the defenders are under the command of guardians. Guardian scilds report directly to the movanic devas. ECOLOGY: Scilds are on good terms with other aasimon, especially movanic devas. These devas will often lead groups of scilds on important missions for the cause of good. PROTECTOR Protector scilds have tan skin, long, dark hair, and amber eyes. COMBAT: All protectors carry a +1 longsword that shines with a holy light; this weapon is believed to be the source of their ** aura of protection **. Protectors have a strength of 17, which gives them a +1 to hit and damage. Their swords deliver normal longsword damage: 1-8/1-12, with a total damage bonus of +2. These swords also act as a ** sword of sharpness **. A protector's aura of protection has a radius of 10'; it gives all friendly creatues within its confines +2 to AC, and a +10% bonus to magic resistance (in addition to the benefits listed above.) These bonuses are not applied to the protector itself, as they are already figured into the statistics in the table above. A protector's ** protection from evil ** sphere has a radius of 10'. Protectors are immune to any type of life level loss, and are hit only by +1 or better weapons. Protectors are also priests of the 3rd level; they have a wisdom of 18 and have access to the protection sphere. HABITAT: Protectors are by far the most common type of scild; it is thought that one exists for every good-aligned mortal who worships a good power. On the upper planes, protectors may be encountered in groups of 10-100 where they serve as sentries and guards for the powers of their planes. If the mortal a protector is assigned to protect is in great trouble, it is 100% likely to gain the attention of its protector. However, protectors cannot travel to the prime material plane of their own accord; therefore, they must gain the attention of a greater scild, or a movanic deva. The protector has a chance of doing this equal to: 25% plus 1% per level of the creature in need. If the protector successfully attracts the attention of a superior, that superior will allow it to aid the mortal 95% of the time. However, only one protector will be allowed to aid a single group of 50 or less individuals. If the protector itself is seriously threatened, it may call upon a defender for aid; this plea has a 30% chance of being heard and answered. DEFENDER Defender scilds have white skin, dark hair, and silver eyes. COMBAT: Defenders carry a flaming longsword with a +2 combat bonus; the have a strength of 18 which gives them a +1 bonus to hit, and a +2 damage bonus. Their swords inflict 1-8/1-12 points of damage, with a total of +4 to damage; if the same target is struck twice in the same round with this sword, it will engulf the victim in flames for an additional 2-12 points of damage, with no save. Also, twice per day, a defender's sword may emit an 8-die ** fireball ** as per the spell. A defender's ** aura of protection ** has a radius of 15' and imparts (among its other benefits) a +3 bonus to AC and +15% to magic resistance to all friendly creatures within its radius. The defender's ** protection from evil ** sphere has a radius of 20'. In addition to the powers available to all scilds, defenders may also perform the following, one at a time: - ** anti-magic shield **, twice per day - ** globe of invulnerability **, twice per day - ** banishment **, once per day Defenders are immune to any form of life level loss, and are hit only by +1 or better weapons. Defenders are priests of the 5th level, and have a wisdom of 19; they may cast spells from the protection and healing spheres. HABITAT: Defenders are far less common than protectors; one defender exists for approximately every 100 protectors. Defenders may be encountered in groups of up to 10 on the upper planes where they serve as elite guards of the powers' residences. If a mortal in their protection is in dire need, there is a chance the defender will notice; this chance is equal to: 20% plus 1% per level of the mortal in need; if this roll fails, it indicates the defender was attending to some greater need (this percentile roll should be modified as the DM sees fit.) If the defender notices the mortal in trouble, he may elect to send a protector to aid the being, or may choose to go himself, as all defenders are fully capable of travelling directly to the prime material plane on their own. A Defender may also be sent to the prime plane at the wish of a guardian or a movanic deva. Only one defender may aid a single group of mortals of 500 or less; groups larger than that may attract the attention of multiple defenders. If a defender on the prime plane is in great peril, it may either gate in 1-2 protectors, or attempt to summon the aid of a guardian; this summons has a 30% chance of being heard. GUARDIAN Guardian scilds have golden skin, hair, and eyes. COMBAT: Guardians carry a mighty blade that is the equivalent of a ** sun blade ** (+2/+4 vs. evil); they have a strength of 18/50 which gives them a +1 bonus to hit, and a +3 damage bonus. A guardian's sword inflicts normal bastard sword damage (1-8/1-12, one-handed; 2-8/2-16, two-handed) with total strength and weapon damage bonuses of +5, or +7 vs. evil opponents. Anyone hit twice in the same round by a guardian's blade is engulfed in flame and suffers 2-20 points of additional damage, with no save. Additionally, three times per day, the blade allows the guardian to immolate itself; this has the affect of a ** fire storm ** on all unfriendly creatures (area of effect is as per the spell.) This fire storm will last for 1-4 rounds. Friendly creatures in the area of effect are not harmed by the fire storm. A guardian's ** aura of protection ** has a radius of 20' and gives a +4 bonus to AC and a +20% bonus to magic resistance to all friendly creatures within its confines (in addition to those benefits already listed above.) A guardian's ** protection from evil ** sphere has a radius of 30'. Guardians have all the powers of protectors and defenders; in addition, they are able to use the following powers, one at a time: - ** spell turning **, three times per day - ** prismatic sphere **, once per day - ** blade barrier **, once per day Guardians are immune to all forms of life level loss and death magic, and are hit only by +2 weapons or better. Guardians are priests of the 7th level; they have a wisdom of 20, and are able to access the protection, guardian, and healing spheres. HABITAT: Guardians are the least common type of scild; there exists a single guardian for approximately every 1000 protectors. Guardians are almost always encountered alone, whether it is on the upper planes or on the prime plane. On the upper planes, guardians serve as personal bodyguards to the various powers. A guardian has a chance of noticing a mortal in trouble equal to: 15% plus 1% per level of the mortal. If the guardian does in fact notice the being in trouble, he may elect to send either a protector or defender, or he may choose to go to the mortal's aid himself; guardians may travel directly to the prime plane at will. A guardian may also be sent to the prime plane at the request of a movanic deva. Only one guardian may aid groups of up to 5000 in size; larger groups may gain the attention of additional guardians. A guardian in great trouble, may gate in 1 defender or 1-4 protectors, or may attempt to summon a movanic deva to his aid; this summons has a 30% chance of being heard. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Adaptoid ================================================================================ CLIMATE/TERRAIN: Any FREQUENCY: Very rare ORGANIZATION: Solitary ACTIVITY CYCLE: Any DIET: Unknown INTELLIGENCE: Genius (17-18) TREASURE: Nil ALIGNMENT: Neutral -------------------------------------------------------------------------------- NO. OF APPEARING: 1 ARMOR CLASS: 6 (see below) MOVE: 12 (see below) HIT DICE: 7 THAC0: 13 NO. OF ATTACKS: 1 (see below) DAMAGE/ATTACK: 1-8 (see below) SPECIAL ATTACKS: Adaptation SPECIAL DEFENSES: Adaptation, Regeneration MAGIC RESISTANCE: See below SIZE: M (6' tall) (see below) MORAL: See below XP VALUE: 4,000 When they are summoned, adaptoids look like featureless people, made from a malleable clay. However, then they take the appearance of their target. COMBAT: Adaptoids are creatures summoned from another plane of existence, and instructed to assassinate a specific target. They will not stop until this target is killed. The only way to defeat an adaptoid is to return it to it's home plane. Adaptoids can alter their body to solve any problems they encounter on their quest to kill their target. For example, if their target has jumped flown away, they can create wings, to follow him/her. If the adaptoid is attacked, it can change one of it's arms to a shield to protect itself. If it's target is hiding behind a locked door, the adaptoid can make itself flat, and slide under the door. The only limitation on this power is that it cannot increase it's mass to more than 500 lbs. Normally, adaptoids attack by punching, but they can change themselves to create any weapon they need to combat their target. Adaptoids regenerate one hit point per round. Neither fire nor acid will stop the regeneration. A special benefit of their adaptation power is that any spell cast on adaptoid will only affect it once. After that, it is immune to that spell. When an adaptoid is returned to it's home plane, it loses all of these immunities, however. HABITAT: Nothing is known about adaptoid society, however, adaptoids will never attack one another, and also will never cooperate with anyone to kill their target. ECOLOGY: Adaptoids interact with nature just as a member of their target's race would. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Alcohol Hummingbird Ronald Jones ================================================================================ CLIMATE/TERRAIN: Indoors (pubs, inns, and taverns) FREQUENCY: Very rare ORGANIZATION: Solitary ACTIVITY CYCLE: Any DIET: Alcohol INTELLIGENCE: Animal (1) TREASURE: Nil ALIGNMENT: Neutral -------------------------------------------------------------------------------- NO. OF APPEARING: 1 (1-4) ARMOR CLASS: -4 MOVE: Fl 48 (A) HIT DICE: 1/4 (1-2 hit points) THAC0: N/A NO. OF ATTACKS: 0 DAMAGE/ATTACK: N/A SPECIAL ATTACKS: Nil SPECIAL DEFENSES: See below MAGIC RESISTANCE: Nil SIZE: T (4" tall) MORALE: Unreliable (2) XP VALUE: 0 The alcohol hummingbird is a small, winged avian which feeds off of alcoholic spirits. It appears very simular to the normal hummingbird, which looks like any other small bird, except that when in flight, their wings beat so fast that they appear as only a blur to any observer. They are also able to hover in place, and dart from place to place, accelerating to full speed or coming to a complete stop instantly. Alcohol hummingbirds are very colorful, having bright red, green and yellow plumage. But because of their speed this does not make them easier to spot. COMBAT: Unlike their wild counterparts these tiny creatures will not flee imediatly from any large creature. Unless they detect some danger to themselves. They have no attack forms, and cannot do damage. Their ability to dart about makes them extremely difficult to hit in combat, and their speed allows them to avoid almost any predator. Also because of their quick movements, they almost always surprise (+5 on surprise rolls) anyone coming upon them. Their speed often alows them to escape even before being deteced. HABITAT: These unique creatures were created as pets and curiosities for small tavers and inns. They retain the natural curiosity of their wild cousins. Often darting in and out of cabinets and closets in search of food. To keep alive the alcohol hummingbird must consume alcohol, this helps to keep them from escaping to the wild and makes sure that they return to their home. They often get into trouble poking around customers drinks, getting in the way of dart games, looking for a drink to sustain themselves. Hummingbirds often form patterns that are hard for others to notice as they seem to randomly dart from table to table looking for a drink. Only the hummingbird knows the pattern and only through careful observation will the pattern be deteced. If more than one hummingbird is encountered they will always be a mated pair and one or two chicks. Alcohol hummingbirds mate for life and the death of a partner will often lead to the wasting away and death of the surviving partner. ECOLOGY: The alcohol hummingbird is not a natural animal, it lives off of the alcohol provided by its owners and is almost totaly dependant on them. The hummingbird must drink four times its weight in alcohol every day to keep alive. Because of its small size it must spread its drinks over several hours. The hummingbird often gets its drinks out of the mugs and glasses of the guests at the inn or tavern. The hummingbird never shows signs of becoming drunk like other creatures, when it is full it will often return to its nest in the rafters or in a specially constructed box. If for some reason the hummingbird drinks from a particualy strong drink it will move at double its normal rate for two rounds. It is possible to find alcohol hummingbirds in the wild, but it would have to be a special, even magical place, where they could obtain alcohol to drink. An example of a such places would be a Whimsy Wine Springs. Alcohol hummingbird are commonly found around such magical places. A discription of Whimsy Wine can be found in the section, Popular & Strange Alcohols Amongst the Worlds, in Reid Bluebaugh's Alcohol Guide. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Alien Knut Torstein Skomeda (skomedal@solan.unit.no) ================================================================================ FACEHUGGER CHESTBURSTER DRONE CLIMATE/TERRAIN: --------------------------- Any -------------------------- FREQUENCY: Any of non-existant, common, or ** becoming ** common fast ORGANIZATION: --------------------------- Hive ------------------------- ACTIVITY CYCLE: -------------- Any, more active during night ------------- DIET: None Host Carnivore INTELLIGENCE: Special Special Special TREASURE: ------------------------- Variable ----------------------- ALIGNMENT: -------------------------- Special ----------------------- -------------------------------------------------------------------------------- NO. OF APPEARING: ------- special, see Queen entry in Alien, Greater ------- ARMOR CLASS: 5 Variable 1 MOVE: 24 Variable 18, Cl 18, Sw 12 HIT DICE: 1 Variable 8 THAC0: 15 Variable 13 NO. OF ATTACKS: 1 4 4 DAMAGE/ATTACK: Special Variable 1d10/1d10/2d8/1d4 SPECIAL ATTACKS: See below See below See below SPECIAL DEFENSES: --------------------- Acid for blood --------------------- --------------------- also see below --------------------- MAGIC RESISTANCE: Nil 10% 10% SIZE: S S to L L MORALE: Nil Nil Nil XP VALUE: 175 Variable 3,000 Aliens are an incredibly adaptable and ferocious race of creatures that are believed to originate in the plane Acheron. They are at least known to exist there in large numbers, the different tribes constantly waging war. Those located in Acheron do not seem to have any kind of society, but divinations seem to suggest that there exist prime planes where they have developed a higher form of cooperation than humanly possible. They also suggested that at least one ancient Champion has attained Demigod status. (Suggested reading: Ender's Game by O.S.Card, and of course the Alien movies/books.) Each tribe is telepathically controlled by a queen. The queen will be found in the center of a sprawling underground hive, often with a domeshaped construction made of all sorts of materials above ground. This hive consists of interconnected tunnels in a complicated labyrinth network in three dimensions that are almost impossible for a human to travel through, often dropping long distances straight down to take advantage of the drones phenomenal climbing ability. The tunnels in the outer part of the hive are small, often less than 3' in diameter, but this doesn't hamper the drones' speed at all. In the center of the hive there are larger chambers where the queen and the champions reside, and where the eggs are kept. The inner surfaces are covered by a chitinous material the aliens produce. Should a tribe of aliens be discovered on your prime plane, they must be eradicated ** at once ** or they will spread like a virulent disease over the surface until they control all land. Their kind reproduce in a manner singularly repulsive to most other sentient beings (see below), though to them the idea of using and killing a host creature is as natural as giving a baby a bottle. They are capable of surviving in all normal climates, and can even survive for short periods of time in a perfect vacuum. They are very resistant to heat and cold, saving for half or quarter damage if exposed to such spells. They have acid for blood, which makes them extremely dangerous to fight. Only creatures immune to acid can do so, and even then at high risk. Should a tribe of aliens capture trolls, you must take action at once or expect a population explosion. Should you discover a 2' tall leathery egg in a strange old dungeon, destroy it at once from a distance. It might contain a facehugger. If it does, it will open at the top and a facehugger spring forth if you make noticeable vibrations or radiate heat within a 5' radius of it. FACEHUGGER The Facehugger has a flat, approximately 1' long and 1.5' wide, pale white body, with 8 spindly legs and a 3' long tail. The tail is so strong that a successful open doors check is needed to break its grip should it get a hold. On its abdomen it has a retractable pseudopod capable of extruding acid in order to remove things blocking its access to the feeding openings in the host's body. The facehugger will attach itself to a victim's face by twining its tail around the victim's neck and holding on with its legs. It will then force the pseudopod down the victim's throat, rendering the victim comatose in the process, and hatch the embryo of a chestburster in the victim's entrails. Obstructions like helmets, clamped jaws and the like are conveniently removed with a dash of acid that causes 1d10 points of damage. The facehugger will keep the victim comatose until the chestburster is self-sustaining, which takes approximately 72 hours, then it dies. If a facehugger is incapable of finding a victim inside of 12 days after it has hatched, it dies. Facehuggers are without intelligence, operating on instincts only, but they are superbly programmed. Since they have no mind, they are immune to mindbased spells. They are one of the most efficient organisms in existence. They are able to extend the pseudopod to a length of 6 feet. If this is insufficient to reach an area in the victim capable of sustaining the embryo of the chestburster, which is highly unlikely, it will withdraw. To attach itself to a free, unwilling victim, it must make a successful attack where armor is counted as AC 10, but dexterity and magic works as usual. If successful, It will use its pseudopod as described above the next round unless removed by force. If the victim shuts its jaws, the facehugger will use its acid to dissolve the offending obstruction. The dissolving process takes one round if the victim makes a successful wisdom check to avoid screaming with pain. If the facehugger still have not been removed, it automatically renders its victim comatose. A comatose victim cannot be woken up as long as the facehugger is alive, and killing it releases a rather large dose of acid in the victim's entrails, causing 5d10 points of damage. If the victim has been comatose for more than 22 hours there is a 2% cumulative chance per hour beyond that time for the embryo to survive. The embryo will then develop normally, taking nourishment from the corpse of the host. CHESTBURSTER Approximately 72 hours after the facehugger starts the incubation, the chestburster is self-sustaining. At that point the facehugger dies and the victim wakes up, normally ravenous with hunger. After 1d12+3 hours the chestburster is fullgrown. The chestbursters "birth" is an ordeal of pain and violence. It will bite and claw its way out of the host creature, inflicting from 6d6 to 6d12 points of damage depending on the way it decides to go on the way out. The Dungeon Master should make a ruling as to the extent and effect of internal damage. If the chestburster rips all of the character's intestines apart on the way out, a ** Cure Light Wounds ** spell is not likely to do much good. If no dangers threaten, the queen has the chestburster eat the host to gain sufficient nutriments to complete its rapid growth, else she tries to hide it. The queen is in telepathic control of the chestburster from the moment it emerges from the host, and will not let it be killed without reason. The chestburster is the young form of the drone, and grows to full size in 20 hours if there is food available. It is usually sufficient to eat the creature it hatched from. AGE POISON XP (in hours) SIZE HD THAC0 DAMAGE/ATTACK (doses) SAVE AC MV VALUE 0 S (2') 2+3 18 1/1/1/1 1 -4 5 12 270 5 M (4') 4 16 1d2/1d2/1d6/1 2 -3 4 13 650 10 M (6') 6 14 1d3/1d3/2d4/1d2 3 -2 3 14 1,400 15 M (7') 7 14 1d4/1d4/2d6/1d3 5 -1 2 15 2,000 20+ Adult (see Drone entry) DRONE The drone is an 8' tall, black, bipedal monster somewhat resembling a cross between a giant spider and a giant scorpion, yet vaguely humanoid. It has a long, backwards-sloping head without visible eyes. One variant of the species have some kind of pipes sticking out of their backs, unknown to what purpose. The Drone has a dense exoskeleton that hints of an insectoid origin. It has a skeletal, ridged tail with a poison stinger at the end. The drone injects a paralytic poison that immobilizes the victim for 1d4 turns unless a ** Neutralize Poison ** spell is used at a successful hit with the tail. It's hide is sleek and glistening, usually in shades of black, grey or brown. The drone is telepathically controlled by the queen, and functions approximately like a worker/warrior ant. Because of this outside control they are immune to mindbased spells. They do not normally reproduce, but if the queen should be killed, all drones have the capacity to produce a new queen. They function somewhat like the facehugger in this respect, inserting the embryo of a queen into a host creature. How this is done is not known. The drones do not have much of a brain, but they have superb instincts, and a relentless drive to survive. Should the queen die the drones will be confused for a while, but they will thereafter operate independently, each trying to secure the survival of the race by breeding a new queen. Drones operating independently are still immune to mindbased spells. Should your players try to eradicate a tribe of aliens, keep in mind that the job is not finished until the last drone is dead. The eggs can survive for centuries unless they are destroyed. Due to high "blood"-pressure, acid spurts out of any wound they receive, and the queen takes advantage of this. Opponent must save vs Breath Wwapons (+4 modifier) to avoid the spray of acid she directs their way. Such a spray inflicts 3d6 points of damage to bare flesh the first round, 2d6 the next and 1d6 the third. The acid dissolves normal armor and weapons in seconds. Each magical "+" dissolves in one round. When a Drone is killed, it releases all the acid it contains (the veins partially dissolves) in a puddle of acid 10' in diameter. Anyone caught standing within this area must save vs Breath Weapons or receive 5d6 points of damage the first round, 4d6 the next and so forth. The acid will dissolve even rock, and makes a 1' deep hole in the ground, deepening to 2' in the center if the ground is flat. What remains of the drone (very little beyond skin and sceleton) can be found in the center of this hole. Drones have a lifespan of approximately 200 years. COMBAT: The drone (completely remote controlled by the queen) has a claw, claw, bite and tail sting attack form, but (the queen) will generally attempt to paralyze the victim if possible, to use it as a host. If the victim is paralyzed, the drone will carry it to one of the incubation chambers and glue it to the wall with its web within the detection radius of an egg. The web takes 14 strength to break and lasts for approximately 5 days before it dissolves. The jaw of the drone can be extended 1' forwards with explosive force. This attack has a THAC0 of 12. The tail is approximately 6' long and very supple. Using the tail, the drone (queen) can attack both to the front, back and the sides with a THAC0 score of 9. The drones can climb very well, and often attack from the walls or the ceiling, thus gaining a +1 to surprise. The queen can access all sensory input the drones experience, and will employ clever tactics in battle. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Alien, greater Knut Torstein Skomeda (skomedal@solan.unit.no) ================================================================================ QUEEN CHAMPION CLIMATE/TERRAIN: Any Any FREQUENCY: Any of non-existant, common, or ** becoming ** common fast ORGANIZATION: --------------------------- Hive ------------------------- ACTIVITY CYCLE: -------------- Any, more active during night ------------- DIET: Carnivore Carnivore INTELLIGENCE: Genius (18) Supra-Genius (19) TREASURE: Variable Variable ALIGNMENT: Lawful evil Lawful evil -------------------------------------------------------------------------------- NO. OF APPEARING: ---------------- special, see Queen entry ---------------- ARMOR CLASS: Variable Variable MOVE: 3 or 24, Cl 6, Sw 12 24, Cl 6, Sw 12 HIT DICE: Variable Variable THAC0: Variable Variable NO. OF ATTACKS: 3 or 4 4 DAMAGE/ATTACK: 2d8/2d8/3d10/1d12 2d8/2d8/3d10/1d4 SPECIAL ATTACKS: See below See below SPECIAL DEFENSES: See below See below MAGIC RESISTANCE: See below See below SIZE: Variable Variable MORALE: Fearless (19) Fearless (20) XP VALUE: Variable Variable Aliens are an incredibly adaptable and ferocious race of creatures that are believed to originate in the plane Acheron. They are at least known to exist there in large numbers, the different tribes constantly waging war. Those located in Acheron do not seem to have any kind of society, but divinations seem to suggest that there exist prime planes where they have developed a higher form of cooperation than humanly possible. They also suggested that at least one ancient Champion has attained Demigod status. (Suggested reading: Ender's Game by O.S.Card, and of course the Alien movies/books.) Each tribe is telepathically controlled by a queen. The queen will be found in the center of a sprawling underground hive, often with a domeshaped construction made of all sorts of materials above ground. This hive consists of interconnected tunnels in a complicated labyrinth network in three dimensions that are almost impossible for a human to travel through, often dropping long distances straight down to take advantage of the drones phenomenal climbing ability. The tunnels in the outer part of the hive are small, often less than 3' in diameter, but this doesn't hamper the drones' speed at all. In the center of the hive there are larger chambers where the queen and the champions reside, and where the eggs are kept. The inner surfaces are covered by a chitinous material the aliens produce. Should a tribe of aliens be discovered on your prime plane, they must be eradicated ** at once ** or they will spread like a virulent disease over the surface until they control all land. Their kind reproduce in a manner singularly repulsive to most other sentient beings (see below), though to them the idea of using and killing a host creature is as natural as giving a baby a bottle. They are capable of surviving in all normal climates, and can even survive for short periods of time in a perfect vacuum. They are very resistant to heat and cold, saving for half or quarter damage if exposed to such spells. They have acid for blood, which makes them extremely dangerous to fight. Only creatures immune to acid can do so, and even then at high risk. Should a tribe of aliens capture trolls, you must take action at once or expect a population explosion. Should you discover a 2' tall leathery egg in a strange old dungeon, destroy it at once from a distance. It might contain a facehugger. If it does, it will open at the top and a facehugger spring forth if you make noticeable vibrations or radiate heat within a 5' radius of it. QUEEN The Queen controls everything in the hive exept the champions with a psionic ability. She can extend her control to a range in miles equal to her hit dice. She looks like a larger version of the drones exept for a large "tail" containing her breeding-apparatus, the size of which mostly keeps her in one place, and renders her incapable of using her spiked tail. To move, she has to make the drones carry her. She has a large, rather flat head that flares out in two fans. The Queen is capable of laying a number of eggs equal to her hit dice every day if the food-suppy is sufficient. Whenever the population of the hive grows too large and there is sufficient land for the new queen to emigrate, the old queen lays a batch of queen eggs. When the chestbursters from these are "born" they fight among themselves until only the (presumably) fittest one remains. The queen chestbursters need longer time to develop than drone chestbursters. A queen embryo becomes self-sustaining as quickly as a drone embryo, but typically needs 6d12 hours to finish their growth. As soon as the fledgling queen has grown to the size of a drone about half of the drones leave with her to start a new hive. The new queen start growing the breeding tail as soon as the new hive offers a minimum of security and starts laying eggs after approximately 1 year. If the aliens are in the process of consolidating their hold in an area about half of the eggs the queen lays will contain new queens. These will be expelled from the hive with only a few drones to fend for themselves as soon as they are large enough. When the areas surrounding the hive have been secured by other hives, the old queen cuts down on the production of new queens, only producing new queens when the population in her own hive exceeds 200 drones. In an area where the aliens have been for long enough to stabilize the population and kill all foes the old queens stop producing new queens exept when they grow too old (see below). And instead keep their drones, building up an army and fighting among themselves for domination of the area in order to secure their own tribe's survival. If travelling in an area where aliens are in the process of spreading out, the queens will control 20d10 drones, and a wilderness encounter will be with 1d6 of these. In an area with stable populations of aliens the queens will control thousands of drones and intruders can be attacked by any number of these. Remember that the queen can see all that the drones can see, so she is immediately aware of the intruders and can direct more drones to the area without delay if the intruders cannot be handled by those present. Combat: The queen remains non-combatant as long as possible, but she is capable of tearing loose from the breeding tail in an emergency situation, and thus becoming a champion prematurely. A queen who enters championhood prematurely do NOT gain the increased combat modifier or the psionic powers at once. These takes decades to develop. She is able to employ her tail, but without the bonus to THAC0, as she hasn't used it before, and her movement rate is increased to 24, climb 6, and swim 9. She employs the special attack tail rending if her attack roll hits with 10 or more to spare. If that occurs, she has spiked the unfortunate creature on her tail. She will then lift it, grab it and tear the tail out, preferably sideways. This attack inflicts 10d10 points of damage, and should tear most creatures in two. Most queens are also able to use their telepathy to attempt to charm attackers into protecting their mother (the queen). A queen turned champion prematurely remains a champion thereafter, developing her psionic powers normally. Her body will rapidly adjust to her new status, gaining the physical characteristics of the champion in a few months if the food supply is sufficient. Queens develop according to the table below: AGE COMBAT TAIL JAW MAGIC XP # (in years) HD THAC0 MODIFIER HEIGHT LENGHT EXTENSION RESIST. VALUE 1 1 - 10 12+1 9 Nil 12' 9' 2' 20% 7,000 2 11 - 99 13+2 9 Nil 13' 9' 2' 25% 8,000 3 100 - 199 14+3 7 +1 13' 10' 3' 30% 9,000 4 200 - 299 15+4 5 +2 14' 10' 3' 35% 10,000 5 300 - 399 16+5 5 +3 14' 11' 4' 40% 11,000 6 400 - 499 18+8 3 +4 15' 13' 4' 45% 13,000 Note: Combat Modifier is the bonus gained by the alien to hit its opponent as well as the damage modifier gained by the creature. CHAMPION A tribe of aliens are guaranteed to have a queen, but to have a champion the tribe must be more than 500 years old. Of course, with the notorious adaptability of the alien species, the probability that a tribe is that old is quite high in an area where the aliens have access. The access to an area must be abjudicated by the Dungeon Master. If the aliens have been present in that area long enough then the following cumulative table should be used: Table A Table B 1d100 AGE OF TRIBE 1d100 AGE OF TRIBE 01-50 Queen's age 01-80 +500 years. 51-65 +200 years 81-95 +1,000 years, roll again on table A. 66-75 +300 years 96-00 +500 years, roll again on this table. 76-99 +500 years 00 Roll on Table B. Table B 1d100 AGE OF TRIBE 01-80 +500 years 81-95 +1,000 years, roll again on table A. 96-00 + 500 years, roll again on this table. Unless a queen is killed prior to reaching an age of 500 years, she will at that time evolve into a champion. At an age of 500 years she is no longer fertile and loses her breeding-tail. She lays a last batch of queen eggs prior to this, so that there is a new queen ready to take over the control of the tribe. The new queen has a rudimentary control of the drones after day one, but there is a lot of tricks of the trade that the old queen teaches her. Over the next few decades the old queen turns her ability to control the drones in a new direction, and develops psionic powers. The process takes 1d4 decades, unless there is an older champion there to teach her, in which case it takes 1d4 years. The new champion is thereafter a devoted a protector of the hive, a royal quardian of sorts. COMBAT: Champions does not grow taller with increasing age, but gains weight and becomes a spiked killing mashine with a low tolerance for troublemakers. Though the physical fighting capabilities of an alien champion are awesome, it is their psionic abilities that are really deadly. Champions have all the fighting skills of the queen and gains the special attack hug as well. If a champion hits the same character with both claw attacks it has grabbed him and proceeds to give him a good hug. The champion grows a series of barbed spikes on the chest, which a victim of the hug is impaled upon. The victim is hit by 2d4 of the spikes, takes 1d6 points of damage per spike and is stuck there unless an open doors roll is successful. If the character remains there other characters may hit him instead of the champion with further attacks. Champions develop psionic powers equal to a psionicist of a level equal to half of their hit dice, with the following modifications: * The champion gains psp's equal to 3 times their own maximum hit points. (The number of hit points they have when unhurt). * Telepathy is always their main science. * Their power score progresses according to the table below. * They gain and use the ** contact ** and ** ESP ** powers without cost. Champions evolve according to the following table: AGE HIT COMBAT MAGIC POWER XP PSIONICS (in years) DICE THAC0 MODIFIER RESIST. AC SCORE VALUE + LEVEL 500 - 699 20+10 1 +6 50% -3 14 17,000 10 700 - 999 22+13 -1 +8 55% -4 15 19,000 11 1,000 - 1,499 24+16 -3 +9 60% -5 16 21,000 12 1,500 - 1,999 26+19 -5 +10 65% -6 17 23,000 13 2,000 - 2,499 28+22 -7 +11 70% -7 18 25,000 14 2,500+ 30+25 -9 +12 75% -8 19 28,000 15 Note: Combat Modifier is the bonus gained by the alien to hit its opponent as well as the damage modifier gained by the creature. Experiance points should equal the experiance point value plus the psionics level bonus. Alien champions are believed to have lifespans in excess of 4,000 years, but they don't change after they've reached an age of 2,500. For those of you who are versed in the books of Larry Niven an analogy with his Pak Protectors springs easily to mind. If a champion should be the sole survivor of some calamity that befell the tribe (which would probably have to be a war with another tribe) it would probably go crazy. The treasure of an alien tribe depends upon the age of the tribe, and the availability of treasure in the surrounding region. The amount of treasure tends to grow larger over the years, but much depends upon the chance capture of people or places carrying or storing treasure. This must be abjudicated by the Dungeon Master, as even an ancient alien tribe will be without treasure if there are no tresures around. If the tribe is located within an area where treasure is available every one thousand years of age of the tribe increases the amount of treasure it has amassed by +20% to the roll on table C. A 1,200 years old tribe would have amassed treasures as indicated by making a roll of 1d100 + 20%. If the age of the tribe is less than 500 years a modifier of -30% must be applied. The age of the tribe is determined by consulting table A or B. Table C 1d100 ROLL TREASURE TYPE 01-30 L, R 31-50 A 51-70 A, B 71-85 A, B, Rx10 86-95 A, B, H 96-99 A, B, G, H 00+ A, B, G, H, U, Z Another valuable commodity to be found in an alien hive is the queen's royal jelly. This substance can be used as a component in most potions concerned with healing and aging. It enhances the effect of the potion to as much as three times the original. The royal jelly loses it's potency rapidly, however, and must be applied as a component within three weeks of first having been exposed to air and then vacuum packed if it is to have any effect. A potion made with royal jelly loses it's extra potency according to the table below unless used. The royal jelly coats a freshly laid egg in a thin layer sufficient to make one potion. The breeding tail of the queen contains enough jelly to make 4d4 potions, if used sparingly. Extracting the jelly is a dangerous job however, remember that the breeding tail contains a lot of nasty acid and is connected to a queen as well. The jelly oxidises quickly when exposed to air, and loses it's potency in 1d6 turns unless it is kept within an air-tight container. 1st week Healing potions have triple effect, aging potions double effect. 2nd week Healing potions have double effect, aging potions have 50% increased effect. 3rd week Healing potions have 50% increased effect. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Amorabi Allan J. Mikkola (allanm@vulcan.med.ge.com) ================================================================================ CLIMATE/TERRAIN: Any FREQUENCY: Very rare ORGANIZATION: Bands ACTIVITY CYCLE: Day DIET: Carnivore INTELLIGENCE: High (13-14) TREASURE: P, R ALIGNMENT: Chaotic Evil -------------------------------------------------------------------------------- NO. OF APPEARING: 1-8 ARMOR CLASS: -2 MOVE: 9, Fl 15 (C) HIT DICE: 120 hit points (saves as 27 HD monster) THAC0: 9 (Attacks as 12 HD monster) NO. OF ATTACKS: 2 DAMAGE/ATTACK: 1d8/1d8 (+7 damage for strength) SPECIAL ATTACKS: See below SPECIAL DEFENSES: +2 weapon or better to hit, see below MAGIC RESISTANCE: 60% SIZE: M (5-6' tall) MORALE: Average (8-10) XP VALUE: 10,000 Amorabi are a cross between a bird an a human. They have 2 legs and two arms. Both hands and feet are clawed. They have vestigial wings but cannot fly. Their heads are bird-like. The wings, shoulders and upper backs are feathered. Amorabi have 19 strength and are powerful spell casters. Amorabi were created by the greatest lich ever (in my world) to be the personal bodyguards of himself and his chief lieutenants. They are nasty tempered to all others, but faithful to their creator. Amorabi require +2 weapon or better to be hit. They are immune to charm and hold spells. The can cast the following spells as a 12th level mage: - ** disintegrate ** - ** web ** - ** cause disease ** - ** dispel magic ** - ** fear ** - ** bestow curse ** (reverse of remove curse) - ** rock to mud ** - ** teleport ** - ** stone to flesh ** - ** death spell ** - ** despair ** (emotion spell) :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Anti-Magic Statuettes Myke ================================================================================ CLIMATE/TERRAIN: Any FREQUENCY: Rare ORGANIZATION: None ACTIVITY CYCLE: Any DIET: None INTELLIGENCE: Exceptional (16) TREASURE: None ALIGNMENT: Neutral (evil) -------------------------------------------------------------------------------- NO. OF APPEARING: 1-3 ARMOR CLASS: 4 MOVE: 12", Ethereal 12" HIT DICE: 5 THAC0: 15 NO. OF ATTACKS: 6 or 1 DAMAGE/ATTACK: 2-5/2-5/1-3/1-3/1-2/1-2 or by weapon SPECIAL ATTACKS: Cancellation, spells, and silence SPECIAL DEFENSES: Spell turning and camoflage MAGIC RESISTANCE: 50% SIZE: S (1'-4') MORALE: Fearless (19-20) XP VALUE: 4,000 An extremely jealous mage created these devastating items. His intention was to create an item that could infiltrate a rival mage's home and destroy him/ her. He succeeded too well, and fell victim to his creations. These creations are essentially small golems of marble or any other substance that statues are commonly made of. Their camoflage ability is limited only to appearances of stone or metal. They may change their shape (to better fit in with the other normal statues in a mage's home) but retain their material composition. They are intelligent enough to determine the best stategy to reach their goal but they are not cognizant of anything but destroying a mage. They may use their fists as attacks. They may attack up to three times with each fist provided the preceeding attack was successful. Thus the damage in a round may range from 2-5 to 8-20. They have various spell-like abilities specifically useful for attacking mages: * Cancellation (as the rod) up to four times a day but must touch item. * Silence as often as desired (once/round) at the 10th level of ability. * Spell turning once every two rounds. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Antraconian ================================================================================ CLIMATE/TERRAIN: Geheena FREQUENCY: Very rare ORGANIZATION: Solitary ACTIVITY CYCLE: Any DIET: Omnivore INTELLIGENCE: Exceptional TREASURE: H ALIGNMENT: Neutral Evil -------------------------------------------------------------------------------- NO. OF APPEARING: 1-2 ARMOR CLASS: -3 MOVE: 18, Fl 6 HIT DICE: 10+8 THAC0: 11 NO. OF ATTACKS: 5 DAMAGE/ATTACK: 1d4/1d4/1d4/1d4/2d6 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: 60% SIZE: L (8' tall) MORALE: Fanatic (17-18) XP VALUE: 8,000 These vile creatures once roamed throughout the plane of Gehenna, and they were equally common sights in the Nine Hells and Hades, and even on the Prime Material Plane (where they were found inevitably performing some deed of evil either as summoned creatures or on their own initiative). Eventually their excursions into the Nine Hells so angered that dark plane's inhabitants that a full scale war broke out between the devils and the less numerous Antraconian, resulting in the almost wholesale destruction of the Antraconian race. A handful of Antraconians live on (perhaps a dozen or two), existing as they can. They are not as common a sight as they once were, but they can still be found wandering the Prime Material plane in the service of some evil wizard. On their own plane, however, they are undetectable, as they have taken precautions to being wiped out by the occasional devil force (a race to which the Antraconians still hold great enmity towards, and will attack on sight if the odds are good). Antraconians normally attack with their four clawed arms, following up with a bite from their batlike heads. If all four arms hit, they hold the target and gain a +4 "to hit" with their bite attack. The chance of a character getting out is equal to his or her bend bars percent, and may be attempted once per round. Further, Antraconians may use the following spell like powers once per round, when applicable: - ** charm person **, - ** unseen servant **, - ** knock **, - ** slow **, - ** polymorph self ** (to Black Unicorn or Golden Pegasus), - ** invisiblity **, - ** detect invisibility **, - ** detect good **, and - ** dispel magic ** All of the above are as if cast by and 8th level mage. They also have the spell casting abilities of a fifth level cleric. Moreover, once per day they are able to cast a ** symbol of pain **. At one point in time they possessed gating abilities similar to those of other creatures of the lower planes, but their numbers have been reduced so as to make this power unusable. An Antraconian can only be harmed by +2 or better weapons and are immuned to all fire-based attacks. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Antracos, Lord of the Antraconians ================================================================================ CLIMATE/TERRAIN: Gehenna FREQUENCY: Unique ORGANIZATION: Solitary ACTIVITY CYCLE: Any DIET: Omnivore INTELLIGENCE: Genius or Semi TREASURE: H, Z, T ALIGNMENT: Neutral Evil (with Chaotic tendencies) -------------------------------------------------------------------------------- NO. OF APPEARING: 1 ARMOR CLASS: -6 MOVE: 18, Fl 6 HIT DICE: 129 hit points THAC0: 7 NO. OF ATTACKS: 4 or 3 DAMAGE/ATTACK: 1d6/1d6/1d6/3d6 or 2d10/1d6/3d6 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: 70 % SIZE: L (9' tall) MORALE: Fearless (19-20) XP VALUE: 15,000 Antracos, the lord of the Antraconians, was once the pride of his foul species. He was the strongest, the fastest and most powerful of their kind, and it was under his banner that the Antraconians fought under in their disastrous war with devilkind. Near the end of the war Antracos was captured, and was held in captivity for a century in the ninth plane of hell, where he was tortured endlessly by the servitors of Asmodeus. When Antracos finally escaped, he was a changed creature. His body was damaged permanently, but even more importantly, he went somewhat insane. Antracos has become far more unpredictable in his attitudes, occasionally doing things far more chaotically than his former, more neutral psyche would commit. In addition, at times he slips into a pathetic dementia, where his mind, battered as it is, retreats into a shell. In this state Antracos is little more than a beast, attacking whatever hurts him with claw and tooth. When not under the influence of his insanity, Antracos still shows remnants of what made him the great lower planar lord he once was. He is fully capable of using his spell like abilities which include the ability to, at will: - ** charm person **, - ** polymorph self **, - ** invisibility **, - ** detect invisibility **, - ** detect good **, - ** ESP **, - ** affect normal fires **, and - ** darkness, 10' radius ** Once per day he can ** summon ** an Antraconian (75% chance of success), speak an ** (un)holy word **. Once per week, he can cast an ** imprisonment ** spell, but at the cost of his sanity for an indeterminate period of time (apparently the use of the spell reminds him of his own imprisonment). Antracos appears as a large Antraconian with a few scars located at various spots around his body. He has lost one arm (thus only three claw attacks). When he uses a weapon he fights with Vasaros, a long sword which does 2d20 points of damage per hit. Antracos can be only hit by +3 or better weapons, and is immuned to all fire-based attacks. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Baatezu, Lesser -- Sand (Devil) Allan J. Mikkola (allanm@vulcan.med.ge.com) ================================================================================ CLIMATE/TERRAIN: Nine Hells (Desert regions) FREQUENCY: Uncommon ORGANIZATION: Bands ACTIVITY CYCLE: Any DIET: Carnivore INTELLIGENCE: High TREASURE: M, N, Q (D) ALIGNMENT: Lawful (Neutral) Evil -------------------------------------------------------------------------------- NO. OF APPEARING: 3-30 ARMOR CLASS: 1 MOVE: 9 HIT DICE: 6+5 THAC0: 15 NO. OF ATTACKS: 2 DAMAGE/ATTACK: 1d6/1d6 SPECIAL ATTACKS: See below SPECIAL DEFENSES: +2 magical weapon or better to be hit, see below MAGIC RESISTANCE: 30% SIZE: M (5' tall) MORALE: Elite (13-14) XP VALUE: 1,400 Sand devils are only harmed by +2 or better weapon. They take only 1/2 damage versus heat and fire-based attacks. They can cast the following abilities at will: - ** flame strike **, - ** dispel magic **, - ** sandstorm ** (6d6 damage due to chafing by sand in high velocity wind), - ** whirlwind **, - ** summon ** (8 hit die fire elemental), - ** gate ** (20% chance of gating in another sand devil) They are vulnerable to holy water (one vial will kill a sand devil). Normal water dumped on a sand devil will do 1d6/gallon. Sand Devils look like crudely formed humanoids. Fine features like eyes, nose, ears, fingers are not formed -- they just have a lump for a head. As they have no visible eyes, etc. it is assumed that they must have some magical sense replacing sight for sand devils do not appear to be blind. They can be fooled by illusions and invisibility. Sand Devils prefer to attack via magic. If pressed, they attack hand-to-hand doing 2 slap attacks at 1d6 points of damage each. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Baby Bop Calvin (Azrael) ================================================================================ CLIMATE/TERRAIN: Happy, tranquil garden areas FREQUENCY: All too common ORGANIZATION: Often accompanied by young humans and/or Barney (q.v.) ACTIVITY CYCLE: Weekday afternoons, mornings DIET: Unknown INTELLIGENCE: Low (5-7) TREASURE: Nil ALIGNMENT: Lawful Good -------------------------------------------------------------------------------- NO. OF APPEARING: 1 (Unique) ARMOR CLASS: 3 MOVE: 6 HIT DICE: 3 THAC0: 17 NO. OF ATTACKS: 3 (two claws and a gore) DAMAGE/ATTACK: 1-3/1-3/1-6 SPECIAL ATTACKS: Song of happiness SPECIAL DEFENSES: Song of happiness, immortality MAGIC RESISTANCE: 100% SIZE: S (3' tall) MORALE: Unknown XP VALUE: 10,000,000 (but you have to REALLY kill her -- see above) Baby Bop appears as a small triceratops-like being with huge eyes, green scales and a little bow attached to its head frill. Baby Bop is most often encountered singing a happy little tune; all creatures with intelligence scores above 2 must make a save vs. spells for each round they are subjected to the song or they will be affected as if by an ** Otto's Irresistable Dance **, with the additional affect of forcing them to sing along with whatever drivel Baby Bop is chanting at the time. Effects for the singing are identical to those of a ** Tasha's Uncontrollable Hideous Laughter ** spell. A new saving throw with a cumulative -1 penalty is allowed at the end of each round of singing and dancing, but each failed roll results in the permanent loss of 1 point from both intelligence and wisdom. If either of these scores is reduced to 0, the unfortunate victim becomes a Baby Bop zombie (stats identical to yellow musk zombie) which continue to dance and sing with Baby Bop until it drops dead from exhaustion or hunger. If Baby Bop is ever successfully slain, his body immediately vanishes, but he will reappear exactly 24 hours later at full strength and vitality. Baby Bop can only be truly slain (well, temproarily, anyway) as if he were a greater power (see the Manual of the Planes.) For these purposes, his home plane is the plane of silly and unused monsters, an alternate Prime Material plane inhabited by all those monsters that Dungeon Masters never use, such as storkmen, basidironds, boggarts, bookas, gibbering mouthers, snyads, flumphs, bunyips, carbuncles, vegepygmies, tasloi, and most of the monsters from the Kara-Tur monstrous compendium. (see WG7, Castle Greyhawk, for more information on the Plane of Silly and Unused Monsters.) :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Bandor Allan J. Mikkola (allanm@vulcan.med.ge.com) ================================================================================ CLIMATE/TERRAIN: Temperate and sub-arctic forest FREQUENCY: Rare ORGANIZATION: Family ACTIVITY CYCLE: Day DIET: Omnivore INTELLIGENCE: Very (11-12) TREASURE: Special ALIGNMENT: Neutral Evil -------------------------------------------------------------------------------- NO. OF APPEARING: 1-2 (2-6) ARMOR CLASS: Variable MOVE: 12, Fl 30 (C) HIT DICE: Variable THAC0: Variable NO. OF ATTACKS: 3 + special DAMAGE/ATTACK: 1-8/1-8/2-20 SPECIAL ATTACKS: Breath Weapon, spell use, hug SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Variable SIZE: H (16' base) MORAL: Champion (15-16) XP VALUE: Variable AGE AGE HIT COMBAT AGE CATEGORY MODIFIER DICE THACO MODIFIER 1 Very Young 0-5 years 6 14 None 2 Young 6-16 years 7 13 +1 3 Adult 16-30 years 8 12 +2 4 Mature Adult 31-50 years 9 11 +3 5 Old 51-75 years 10 10 +4 6 Very Old 76-100 years 11 9 +5 BODY TAIL ARMOR BREATH WIZARD MAGIC TREASURE XP AGE LENGTH LENGTH CLASS WEAPON SPELLS RESISTANCE TYPE VALUE 1 2-5' 1-2' 5 2d6+1 Nil Nil Nil 1,400 2 5-10' 2-4' 4 4d6+2 Nil Nil Nil 2,000 3 10-14' 4-6' 3 6d6+3 1 10% E 3,000 4 14-18' 6-8' 2 8d6+4 1 1 15% E, S 5,000 5 18-22' 8-10' 1 10d6+5 2 1 20% E, S, T 8,000 6 22-26' 10-12' 0 12d6+6 2 2 25% E, S, Tx2 10,000 A bandor is the result of ancient genetic experiments by a crazed wizard. To create a bandor, a cave bear of the largest size was cross-bred with each of the five types of evil dragons. Therefore, there are five sub-species of bandors: black, white, blue, green, and red. A bandor has the head, neck, tail, and wings of its respective dragon, and the body of a cave bear, although dragon scales are interspersed throughout the body fur. These scales grow more abundant as the bandor ages, but do not generally show through the fur until the mature adult stage is reached. A bandor is wingless at birth; as the wings grow throughout the first two stages of life, they are too small to enable flight. A bandor is able to fly only upon reaching the adult stage (age 16.) Bandors of all sub-species speak a tongue common to all bandors, a tongue common to all evil dragons, and 12% of very young bandors have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the bandor. COMBAT: Bandors are generally aggressive and will attack most anything that is a threat to their territory. These creatures are intelligent enough to decide when bite and claw attacks will be sufficient, or when it is necessary to employ spells and/or breath attacks; these latter two attack forms are reserved for very powerful opponents. If a bandor scores a hit with a paw on an 18 or better, it also hugs for 2-16 (2d8) points of additional damage. Bandors will continue to fight for 1-4 melee rounds after reaching 0 to -8 hit points; at -9 or fewer hit points, they are killed immediately. BREATH WEAPON: Each sub-species of bandor has a breath weapon identical in shape, size, and composition to that of their respective dragon; however, damage of all types is identical, as per the table above. Any creature who makes a successful save vs. breath weapon only suffers 1/2 normal damage. A bandor has no fear aura or other special magical abilities that dragons do, but they are immune to attacks with the same composition as their breath weapon. Bandors cast their spells at 6th level, plus the combat modifier. HABITAT: Bandors live in thick forests in temperate and sub-arctic regions. Their lairs are usually in large, well-hidden caves in the center of their territory. Bandors live alone or in families; if two bandors are encountered together, there is a 20% chance of there being 1-4 cubs (age category 1 or 2) present as well. Bandors are very protective of their young, and will attack anything attempting to harm them. Bandors are normally at odds with other forest-dwelling creatures due to their aggressive nature. A green bandor will sometimes ally itself with a green dragon, but the other sub-types do not get along with dragons. ECOLOGY: Bandors are omnivorous, but prefer to eat meat. They hunt woodland animals such as bears and deer, and have even been known to attack centaurs and elves, the latter of which they consider to be a delicacy. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Barney (STU_DRFULLER@JMUVAX.bitnet) ================================================================================ CLIMATE/TERRAIN: Nine Hells, Gehenna, Hades, The Abyss, PBS FREQUENCY: Very rare or daily at 4 p.m. ORGANIZATION: Solitary ACTIVITY CYCLE: Day DIET: Little children's minds INTELLIGENCE: Insipid (-12( TREASURE: Merchandising Contracts ALIGNMENT: Purple evil -------------------------------------------------------------------------------- NO. OF APPEARING: 1 (maybe attended by 1-100 Barney zombies, see below) ARMOR CLASS: 10 (big and plush) MOVE: 3 HIT DICE: 8 THAC0: 12 NO. OF ATTACKS: 2 DAMAGE/ATTACK: 1-10/1-10 SPECIAL ATTACKS: Hug (3d10) SPECIAL DEFENSES: Aura of intolerable idiocy MAGIC RESISTANCE: 90% SIZE: L (8' tall) MORALE: Stupid (30) XP VALUE: 4,000 Barney is a demon from the lower planes, a great purple and plush deformed dinosaur. It is the enemy of intelligent lifeforms, eternally seeking out small children and feeding on their natural intelligence and curiousity. COMBAT: Barney will normally attack with it's two great paws, each inflicting 1-20 points of damage. If a victim is struck with either paw and fails a saving throw versus paralyzation, they are dragged to Barney and may be hugged next round. A hug inflicts 3-30 points of damage each round until the victim or Barney is killed. Barney may also utter a 'Power Word I love you' once every three rounds. Any adults hearing the power word must save versus spells or flee in terror for 1-6 rounds. Any child hearing the power word must save versus spells or be controlled by Barney. He or she will thereafter follow Barney's commands with a delightful smile, and is subject to continued brainwashing. Each day that a child is in Barney's control they may be taught another lesson by Barney, decreasing their intelligence and wisdom by 1. When either statistic reaches zero, the child becomes a mindless Barney zombie! Barney zombies follow his commands with love and a delightful smile, and eagerly spend gold coins on Barney merchandise. Barney is constantly surrounded by an aura of intolerable idiocy. Any individual within 20' must save versus spells once per round or lose 1 point of intelligence. When intelligence reaches zero, the victim falls to the ground in a quivering, gibbering wreck. Intelligence may be regained at the rate of 1 point per day afterwards. In addition, the aura tends to make spells go awry, tactics to fail, and mundane items to become intelligent with their own insipid personalities. HABITAT: Barney resides in a great temple and television studio on the lowest plane of the Abyss, with areas extending into every lower plane and prime material plane via transdimensional gates. He is constantly surrounded there by 1-100 Barney zombies clutching plush dolls and lollipops, which they may use as +2 maces in combat. ECOLOGY: You're kidding, right? :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Beetle, Century Bore Allan J. Mikkola (allanm@vulcan.med.ge.com) ================================================================================ CLIMATE/TERRAIN: Any non-arctic FREQUENCY: Rare ORGANIZATION: Swarm ACTIVITY CYCLE: Day DIET: Carnivore INTELLIGENCE: Animal (1) TREASURE: Nil ALIGNMENT: Neutral -------------------------------------------------------------------------------- NO. OF APPEARING: 1-10 ARMOR CLASS: 3 MOVE: 3, Fl 18 (B), Br 3 HIT DICE: 1 THAC0: 20 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1d2 SPECIAL ATTACKS: Slow SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: T (6 inches) MORALE: Steady (11-12) XP VALUE: 65 These are six inch long beetles, whose bite inflicts 1d2 points of damage and has the effects of a slow spell. A save versus spells will negate the slow effect. Century bores burrow deep into the earth (about 100') then lay 100d10 eggs. After 100 years, the eggs hatch. The young dig to just under the surface, then grow feeding on detritous in the soil for a month as worm-like larvae. They then shed their skin and become beautiful beetles with a jewel-like carapace. The adults live only two weeks before they mate, burrow, and die. The carapaces are worth 50 gold pieces if properly cared for (no mashing the beetle to kill it!). The flesh of the beetle if prepared by someone skilled in alchemy will halt aging for one year. The skin shed by the larva can be made into a potion of sleep. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Beholder, Mutant Wanderer Max Becherer (becherer@suna0.cs.uiuc.edu) ================================================================================ CLIMATE/TERRAIN: Any non-aquatic FREQUENCY: Very rare ORGANIZATION: Solitary ACTIVITY CYCLE: Day DIET: Carnivore INTELLIGENCE: Average to Very (8-12) TREASURE: Nil ALIGNMENT: Chaotic (Good (30%), Neutral (50%), Evil (20%)) -------------------------------------------------------------------------------- NO. OF APPEARING: 1 ARMOR CLASS: 1 MOVE: Fl 15 (A) HIT DICE: 4-6 THAC0: 16 NO. OF ATTACKS: 1 + special DAMAGE/ATTACK: 2-5 + special SPECIAL ATTACKS: Disintergration, magic missiles SPECIAL DEFENSES: Invisibility, regeneration MAGIC RESISTANCE: 20% SIZE: S (1-2' diameter) MORAL: Steady (11-12) XP VALUE: 4 hit dice 1,400 5-6 hit dice 2,000 The wanderer is a rare, mutant form of beholder typically found in mountainous areas or underground. Needless to say, their larger cousins attack them on sight, which helps explain an unusual personality quirk common among wanderers: they do not like to stay in one place for more than one or two days. This is how they got the name "wanderers". Consequently, wanderers have no lairs nor treasure. Those few that settle down for any period of time rarely stay put for more than a year or so. All wanderers hate the beholders for the persecution they have suffered from them. COMBAT: Wanderers are not as powerful as the larger beholders. Good and neutral wanderers will avoid combat with beholders, but the evils will readily rush to near certain destruction. Wanderer can bite for 2-5 hit points of damage, but their most powerful attacks, as with their larger kin, is their magical eyes. A wanderer's central eye can emit a powerful disintegration ray with a range of 100 yards. The effect is exactly the same as the disintegrate spell. This power may be used three times a day; charges are recovered at a rate of one every 8 hours. The central eye is covered with a tough, clear chitinous lens which gives it the same armor class as the rest of the body. If the eye sustains more than 1/3 the wanderer's hit points, it is blinded and cannot be used until 1 day per hit point sustained has passed. Wanderers have 8 to 15 eyestalks, each of which can cast a single magic missile inflicting double damage (2d4+2) three times per day. A stalk is severed if it sustains more than 5 hit points and will grow back in one month. Eye stalks are extremely agile, and have the same armor class as the rest of the body. The central eye has 120" infravision, and all eyestalks have 60". Wanderers have ESP and can become invisible at will. In addition they have a special form of telekinesis: it can be used at will, but is quite weak, providing only the equivalent of a strength of 6 or 7, and only operates at ranges of 5 feet or less. It's real advantage is in it's extreme precision: it gives the wanderer the equivalent of one arm with a 20 dexterity. They have a maneuverability class of A in flight. Wanderers are extremely cunning in combat, and can be very dangerous opponents. Due to their hard, chitinous shells, they take no damage from falls of less than 20 feet, and a common trick is to remain invisible and drop on a victim, inflicting 1d6 hit points and getting a free bite at +4 (if a successful hit is made on the drop). HABITAT: Wanderers are almost by definition chaotic beings, and can be of any chaotic alignment. They are solitary and rarely is more than one encountered. Evil wanderers are exceptionally vicious and fight as if they were two levels higher. Wanderers are often confused with the much feared beholder, and other beings will typically attack or flee on sight. Evil wanderers blame all intelligent life for the outcast status of the wanderers, and will usually attack on sight any creature they feel they can defeat. Evil wanderers have no desire for power, they only wish to torment and kill other beings, especially beholders. This extreme, and often foolish agression is the reason they are the rarest of the wanderers. Neutral wanderers are survivers above all else. The world is harsh, and for them there is only one law: stay alive as long as you can. They tend to be sullen creatures and rarely deal with other beings; their outlook on life is decidedly nihilistic. Unlike their evil kin, they are not very agressive; they go out of their way to avoid danger and are very cautious when dealing with creatures obviously more powerful than themselves. Neutral wanderers will always flee from true beholders. This is not to say they are cowards, as they will fight ferociously when given no choice. Nor are they paranoids; they are only careful about what risks they are willing to take in life. Their caution helps explain the reason they are the most common of the wanderers. Good wanderers are flighty and mischievious creatures who love practical jokes and making a general nuisance of themselves. They are, however rather good natured, and their pranks are never meant to cause harm (intentions and reality, however, don't always mesh). Good wanderers are (usually) not foolhardy, however, and (most) choose their friends carefully. They are quintesential free spirits who love life and all it has to offer. Good aligned wanderers are more likely to settle down for a few months at a time than their neutral and evil cousins. ECOLOGY: Wanderers are a subspiecies of the Beholder, and like their more powerful kin, have only one sex, but cannot reproduce alone. They only meet to mate, and seperate afterwards. Upon mating, an extra stalk, similar to an eyestalk begins to grow from the creature's underside. A small capsule at the end grows to 1/2 the parent's diameter and breaks breaks open in 6 weeks, revealing a small wanderer with 1/4 the parents hit points. It grows to full size in 4-6 months. Offspring typically stay with their parent for a few months then strike off on their own. Good and neutral wanderers do not impact their environment, but the highly aggressive evils enjoy ravaging everything in their paths. Evils often drive off or devour their young, as the parental instinct wears off soon after the capsule bursts. This bad parenting may also explain their smaller numbers. Wanderers live for about 200 years. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Bird, Humming (wesc@ICHIPS.INTEL.COM) ================================================================================ CLIMATE/TERRAIN: Temperate Climates FREQUENCY: Common ORGANIZATION: Solitary ACTIVITY CYCLE: Day DIET: Herbivore INTELLIGENCE: Animal (1) TREASURE: Nil ALIGNMENT: Neutral -------------------------------------------------------------------------------- NO. OF APPEARING: 1 (1-4) ARMOR CLASS: -4 MOVE: Fl 48 (A) HIT DICE: 1d2 hit points THAC0: N/A NO. OF ATTACKS: 0 DAMAGE/ATTACK: N/A SPECIAL ATTACKS: Nil SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: T (4") MORAL: Unsteady (2) XP VALUE: 0 The hummingbird is a small, winged avian which feeds off of the nectar of various flowers. They appear as any other small bird, except that when in flight, their wings beat so fast that they appear as only a blur to any observer. They are also able to hover in place, and dart from place to place, accelerating to full speed or coming to a complete stop instantly. COMBAT: These tiny creatures will run from any human or other large creature as soon as their sensitive senses pick up the intruder. They have no attack forms, and cannot do damage. Their ability to dart about makes them extremely difficult to hit in combat, and their speed allows them to avoid almost any predator. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Bird of Ill-Omen Pete ================================================================================ CLIMATE/TERRAIN: Any FREQUENCY: Very rare ORGANIZATION: Solitary ACTIVITY CYCLE: Any DIET: Unknown INTELLIGENCE: Genius (17-18) TREASURE: None ALIGNMENT: Chaotic evil -------------------------------------------------------------------------------- NO. OF APPEARING: 1 ARMOR CLASS: -10 MOVE: Fl 24 (B) HIT DICE: 5 THAC0: 15 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1-2 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: 100% SIZE: S (1'-2') MORALE: Fearless (19-20) XP VALUE: 3,000 The Bird Of Ill-Omen appears as a normal Raven or Crow (Black in Color). This monster will only rarely provide anything useful to the party. However, until the party is rid of it, sufficient inconvenience will exist. COMBAT: The bird is 100% magic resistant and if hard pressed can cause Confusion (per spell at level 15). The bird also generates a 100 foot sphere of saving throw reduction (-2). If a fumble chart is used, this has the effect of causing a fumble to occur on a 1, 2, or 3 on a die 20. It also uses ESP (per spell) at will. HABITAT: The bird's purpose is not really known but it appears to wonder the Prime Material Plane in order to accompany typically high level adventurers on a particularly dangerous adventure. If spoken to, the bird will respond to the individual who spoke, in a language (other than common) that the individual understands (Dwarves will be spoken to in Dwarvish, Elves in Elvish, etc...). ECOLOGY: The bird is master of lore and other histories in general and will know something about each of the party members that would not readily be common knowledge. Usually something that a particular adventurer is not very proud of. The bird will use this information to disrupt the cohesion and integrity of the party members and in general try to get them to distrust each other, sometimes to the point of fighting/killing. The bird will typically drop 3 or so hints about the advertures upcoming goal, and will mislead them on 2 of the 3 hints to the point where failure means death (or something almost as bad). The bird will never directly say what it's intentions are but it is rumored that it will go away if given a particularly exceptional gem or piece of jewelry valued at 50,000+ gold. Otherwise, it is perfectly content traveling with the party, flying between branches, etc... staying just out of reach, and generally causing havoc to the adventurers. The tail feathers and feet of the Bird Of Ill-Omen are rumored to be incredibly valuable in potion making. Any knowledgable Alchemist in a large city will pay over 100,000 GP for them. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Black Stranglers Stephen McLeod (COSC143U@Jetson.UH.EDU) ================================================================================ CLIMATE/TERRAIN: Any FREQUENCY: Very rare ORGANIZATION: Group of victims ACTIVITY CYCLE: Any DIET: None INTELLIGENCE: Average (8-10) TREASURE: F ALIGNMENT: Chaotic Evil -------------------------------------------------------------------------------- NO. OF APPEARING: 2-5 ARMOR CLASS: 4 MOVE: 12 HIT DICE: 5+3 THAC0: 12 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1d6 (4 rounds till death) SPECIAL ATTACKS: Strangle SPECIAL DEFENSES: Invisible in darkness MAGIC RESISTANCE: Nil SIZE: M (4-7') MORAL: Fanatic (17-18) XP VALUE: 350 The strangler are black humanoids, usually of human size. They are a region of darkness with sharply defined features, looking like a caricature from the side with a pointy noise. They have a dull red glow emanating from their eyes and mouth. COMBAT: Stranglers rely on misdirection. If need be one of their number will engage or distract a party from one side while the others sneak up from behind. If they successfully sneak up behind they get one roll to hit (with normal bonuses if they apply) with their sole weapon, a length of metallic looking chain. Victims who are "hit" successfully will begin to take a 1d6 each round and in any case will die at the end of the fourth round. They may attack the Strangler at -2 until that time. Stranglers who fail to hit will try to distract other party members from the stranglers who were successful. If all miss and they cannot get behind anyone, they will withdraw. HABITAT: Black stranglers are victims of a curse and are a form of undead. The victims of a strangler rise as a strangler after a period of days. When they rise, their chain will form at that time as well. The chains are related and cursed. Possessing any one of them will attract all other members of a given strangler pack. Possessing the chains will also lead the owner into strangling people in time in a fashion similar to the manner that the bite of a werewolf results in the victim becoming a werewolf. The chains are valuable for they are almost unbreakable. Removing the curse on any of the chains will remove the curse on all of the chains from a given pack, however doing so releases a strangler who is invisible, and immune to normal (non-silver, non-magical) weapons and who has armor class of 2 and 8 hit dice. ECOLOGY: Black Stranglers are undead and have no place in nature. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Bladefly (92445@TAYLORU.bitnet) ================================================================================ NORMAL GIANT CLIMATE/TERRAIN: Any non-arctic Any non-arctic FREQUENCY: Rare Very rare ORGANIZATION: Swarm Solitary ACTIVITY CYCLE: Day Day DIET: Omnivore Omnivore INTELLIGENCE: Animal (1) High (13-14) TREASURE: Nil Special ALIGNMENT: Neutral Lawful good -------------------------------------------------------------------------------- NO. OF APPEARING: 1-40 1 or 2 ARMOR CLASS: 0/2 (inidivdual) 0 6/8 (swarm) MOVE: Fl 9 (B) Fl 15 (C) HIT DICE: 1d4 hit points 6 THAC0: 20 (individual) 15 18 (swarm) 14 (frienzied) NO. OF ATTACKS: 1 2 DAMAGE/ATTACK: 1d2 (wing tip) 1d10/2d4 (wing, claw) SPECIAL ATTACKS: Blindness Hynosis, Drop SPECIAL DEFENSES: Nil Nil MAGIC RESISTANCE: Nil Nil SIZE: T (3" across) M (6' across) MORALE: Average (8-10) Steady (11-12) XP VALUE: 35 1,400 NORMAL These creatures appear as a normal monarch butterflies. On closer examination the wings of these creatures are revealed to be hard as steel and razor sharp. The bladefly is a carniviourus cousin to the naturally occuring butterfly. Usually they stick to small prey, (i.e., cats, rats, mice, etc) but have been know to take down cattle in times of normal food scarcity. When a group of bladeflies attack they swarm around their prey, blind it and slice at it with their wings as they sorround the prey. A frenzy takes place much like the feeding frenzy of a shark. Once the scent of blood is in the air the bladeflies will attack until killed. There must be at least 10 bladeflies for a swarm to frenzy. This lowers the bladeflies armor class, and gives them an increase chance to hit their opponents. If there are less then 10 to start with or a swarm is reduced to under 10 bladeflies, the bladeflies must be attacked individually. Individuals attack as frenzied if they smell blood. Their attack method causes blindness if a save verus spell is not made due to the hymotizing effects of their colors. The blindness lasts 1d6 rounds. They are drawn to the smell of rotting flesh and will choose to scavange if there is a choice between live prey and carrion. When attacking they attack in a swarm and seek to envelope their prey one at a time. One attack roll is made for the swarm and if the result is a hit a percentage roll is made to deterime what percent of the swarm hit the prey. They will attack until the entire swarm is destroyed. They are driven away by fire, smoke, or the scent of the herb thyme which is a deadly poison to them. Their wings are prized by ornamential armorers and will fetch a price of 1 gp per wing. GIANT This magical variation of the normal bladefly is a highly intellegent solitary creature. Once a year the creatures gather to mate and this is the only time more than two of these creatures can be found in the adult form. Two can be found if they are mated, the creatures mate for life and are monogomus. Offspring of the adults are treated as non-combatants with half stats of the adult. The giant bladefly attacks by slicing with its wings or clawing with its two front claws. Also due to their intellengce and their magical nature they can manipulate the spots on there back to hyptmotize any creature they can communicate with unless a save vs. spell is made. Normally they will not attack other creatures prefering to hyptmotize attackers and make them fall asleep and then move the attackers body or leave the area. If they are pressed into battle they will attempt to pick up their foe and drop them. On a to hit score of 18 or better the bladefly has grabbed its foe sinking both claws into its prey. A grabbed creature must make a dexterity check in order to take any action. The bladefly will rise at 15' a round with a max of 100', if hit they will drop their victim from the height they are at. The giant bladefly speaks the language of all woodland creatures, common, their own language of high pitched wines, cries, and buzzes, and any civilization they have come in contact with. There is a 15% chance that if two are found that there will be 1d4 offspring in the lair. Also there is 10% chance of there being 1d4 large gems in the lair per adult. Often times they will be found near communites of sprites and such magical creatures and prefer their company to humans and demi-humans. They will deal with humans and demi-humans with suspicion but frienships are possible. It is possible for giant bladeflies to be ridden with the proper airbourne riding profiency with the consent of the bladefly of course. The exact origin of these creatures is not known. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Bloodguard ================================================================================ CLIMATE/TERRAIN: Unknown FREQUENCY: Very rare ORGANIZATION: Band ACTIVITY CYCLE: Day DIET: Omnivore INTELLIGENCE: High to Genius (13-18) TREASURE: Unknown ALIGNMENT: Any good -------------------------------------------------------------------------------- NO. OF APPEARING: 1-4 ARMOR CLASS: 3 MOVE: 12 HIT DICE: 8 THAC0: 13 NO. OF ATTACKS: 2 DAMAGE/ATTACK: 1-12/1-12 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: See below SIZE: M (5'-6') MORALE: Champion (15-16) XP VALUE: 3,000 I've tried to describe the Bloodguard as best I can from the Thomas Covenant Series by Steven R. Donaldson. They are the race of men who have taken a vow to protect the Lords of RevelStone. This vow is so profound that it gives these men some unique and astonishing powers. The Bloodguard are nearly ageless, living for centuries beyond that of normal men and even outlasting the elves in their longevity. Any one of them you happen to meet could be thousands of years old. You will never meet a young one, however, for they've lost their women and no young have been born for over 2,000 years. Sure evidence of the existence of a female Bloodguard is the sole thing that can disuade one from his task. The Bloodguard do not sleep, their senses are incredibly acute, the Bloodguard can communicate in a telepathic manner over short distances (one or two miles) and when fighting together they do not talk but work as a unit. Bloodguard do not have infra or ultravision but are proficient night/blind fighters and only suffer a -1 penalty when fighting blind. This is partially due to their excellent senses. Bloodguard are solitary and do not speak often, never laughing or joining in idle conversation. The Bloodguard have incredible reflexes and will make all but the most impossible saving throws. When attacking, the Bloodguard take and expect no quarter. They will kill if they believe that their charge is in jeopardy and do so without a second thought. The Bloodguard have absolute confidence in themselves and their kind and they never make moral checks. Due to the combination of reflexes, senses (including a kind of sixth sense for danger) the Bloodguard are never surprised. They are the ultimate guardian. If a Bloodguard is encountered, he will be with or near one of the Lords or Ladies of RevelStone or some other important charge (be it a letter, item, or person). If the charge is a Lord or Lady of RevelStone, he or she will be a mage of middle to high levels and always of good alignment. No harm can befall the charge of a Bloodguard while he lives. If a one of the Bloodguard is killed (and they can be killed), his fellows know it and will recover his body. This is necessary because this is the only way a replacement will be sent from their home country. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Blue Goon ================================================================================ CLIMATE/TERRAIN: Subterranean FREQUENCY: Very rare ORGANIZATION: Tribal ACTIVITY CYCLE: Night DIET: Carnivore INTELLIGENCE: Low (5-7) TREASURE: F ALIGNMENT: Lawful Evil -------------------------------------------------------------------------------- NO. OF APPEARING: 4-40 ARMOR CLASS: 6 MOVE: 6 HIT DICE: 2+2 THAC0: 19 NO. OF ATTACKS: 1 DAMAGE/ATTACK: By weapon SPECIAL ATTACKS: Nil SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: M (6' tall) MORAL: Unsteady (5-7) XP VALUE: 65 Blue goons look like humanoids layered with blue pancakes, and fumes coming out of their mouth. COMBAT: Blue goons typically attack with whatever weapons they can make, usually crude clubs and spears. The fumes coming out of their mouths are not harmful. They are fairly strong, having an average strength of about 16. HABITAT: Blue goons are very warlike. They kill anything which they can find, except members of their own tribe. It is not uncommon to see tribes of Blue goons fighting with each other. ECOLOGY: Blue goons kill whatever they see. Although they have no "natural" enemies, they are constantly at war. They occasionally raid neighboring tribes for food and weapons. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Brainstormer Allan J. Mikkola (allanm@vulcan.med.ge.com) ================================================================================ CLIMATE/TERRAIN: Temperate woods and subterranean FREQUENCY: Uncommon ORGANIZATION: Solitary ACTIVITY CYCLE: Day DIET: Carnivore INT