CLIMATWERRAIN Tatterdemanimal
FREQUENCY:
ORGANIZATION Temperate urban
ACTIVITY CYCLE Uncommon
DIET: Hive/colony
INTELLIGENCE Night
TREASURE
ALIGNMENT: LCoawrnciv5onre
NO. APPEARING
ARMOR CLASS Nil
MOVEMENT: Neutral
HIT DICE
THACO 14
NO. OF ATTACKS 10
DAMAGWATTACK
SPECIAL ATTACKS 18, FI 12 (E)
SPECIAL DEFENSES
1
MAGIC RESISTANCE 20
SIZE 1
MORALE ld2
Control host
XP VALUE:
Immuneto blunt
weapons and
mind-affectingspells
-Nil
C
Unsteady (6)
120
subtractsone round from the time, allowing smartercharacters
to save more quickly.) The saving throws are made as normal
against tatterdemanimalsand common raggamoffym, but are
at -2 against gutterspites and -4 against a shrapnyl's control.
When removed from or rejectedby their host, raggamoffym
can fly (poorly), likea swarm of scraps caughtin a breeze. They
can slip through small openings, such as beneath a door or
Raggamoffyn
others to do so, fordng their hoststo destroy enchanteddothing gains an additional+2 bonwto attack rolls against blinded
and perform a quick, silent rite that somehow creates another foes. Gutterspitesare unaffectedby color spray, darkness, light,
raggamoffyn.Whether or not the raggamoffynsserve the mage rainbow, and continual light spells.
who may have created them is an open question; some say that Common Raggamoffyn
their drive to createmore of their kind is only a preparationfor Usually just called raggamoffyns,these bits of leather cloaks,
a silent conquest of avilizedcommunities. gloves, and armor are the most common (and most danger-
Ecology: In bright light, raggamoffynsare sometimes con- ous) raggamoffyn in urban areas. They thrive in rubbish
fused with mummies or adherers and slain (along with their heaps, alleys, and mortuaries, where they often includebits of
unfortunatehosts), but in most cases they can pass as human burial shrouds. Common raggamoffyns can control sue S or
in poor light. Some say that the raggamoffyns are the nonliv- M creaturesof up to 15Intelligenceand as much as 6 levels or
ing variants of a race of steel shadowsthat they serve, metal- Hit Dice.
animating creaturesthat dwell underground. Others suggest
that the Rag Mage is an illusionistwho dabbles in transmuta- Commonraggamoffyns gather in roving packs on some
tion magics, creatingthe illusion of life in unliving cloth. nights, often controllingthe actions of thieves, watchmen,book-
Raggamoffynsalmost never harm their hosts directly.How- keepers, or othernight owlsin theaty. In rare cases,theyasphyx-
ever, they do force their hosts to kill, to steal, or cause mischief
(like the destruction of valuable magicalitems). Unfortunately, iate hosts who escape their control and might give away their
the hosts are always left to face the consequences (havingbeen presence to others-the only active attack raggamoffynsuse
freedby theraggamoffyn)when things go wrong. Because their against their own hosts. These stranglingattacks are automatic
actions are plannedand directed to a definite goal, some sages
believe that raggamoffynssewetheendsof their creators. oncetheraggamoffynscoresa single successfulattack againstthe
Oddly, raggamoffyns(other than gutterspites) do not cap- victim’s head (Armor Class 10without a full face helmet, AC2
hue and control gnomes or duergar; their very natures could
make them immune, or it could be a simple whim of the cre- with a greathelm,Dexteritybonusesandmagical ringsand brac-
ator, but these creaturesnever attack these small races. ersapply). After the raggamoffynplugs up the n m and mouth
Tattedemanimals
This lesser form of raggamoffynis the least dangerous, made of the victim and begins to squeeze the throat, the victim must
of small, dirty, and tattered scraps of cloth and able to wrap make a Constitutioncheck each round until either the ragg-
amoffyn or the victim is slain. (Spell attacksaffectboth, but can
itself around creatures of size T or S. A tatterdemanimalcan-
notcontrola hostwith more than3 Hit Dice or a 4 Intelligence; serveto m o v e theragsbornthehost.)Thefirst checkisnormal,
its usual victims are rats, dogs, cats, birds, and pigs. but thereafter each additional check adds another -2 penalty. If
Tatterdemanimalsoften gather in small groups and control the check f&, thevictim dies of suffocation
Shrapnyl
a group of similar animals, such as a pack of dogs or a flockof These powerfulcreature are made of dozensor even hundreds
pigeons. Oddly, they can fly,although they cannot control the of shards of metal of all varieties and colors, including bits of
host accurately enough to imitate a bird’s flapping wings. iron, brass, tin,and copper. The shrapnylconsist of good-sized
bits of metal:entirehorseshoes, swords, shields, lanterns,pans,
Tatterdemanimalssuffer double damage from fire, but are knives, and tableware. They can controlhosts up to size L with
immune to damage from blunt weapons.
Gutterspite an 18Intelligenceand up to 9 HD or levels.Their prefmed vic-
The gutbxspiteisa n m formof raggamoffyn,barelylargeenough tims are ogres, mages, or (best of all) ogre mages. When they
seek to disguise themselves, shrapnylraggamoffyns arrange
to controlcreaturesof up to dwarf& (sizeS), but not quite large ,theirmetal shards to resemblesplintmail armor.
enoughto engulf elves or humans.The host size is less important
One of the benefits of this parasiteis that the shrapnylactu-
to gutterspites,as theyalmostalwayschooseto stay with the host ally acts as armor, taking damage that might normally affect
its host (spell effects affectboth, except as listed below)). If
they bond with at birth. The gutterspitesare the only form of they are exposed to acids, those particular pieces of metal flip
over and expose the host to the acid damage as well, dividing
raggamoffyn to cooperatewith their hosts, rather thansimply the damage of the add betweenthem (host and shrapnyleach
take half damage).
dominalingthem (though they can if the host doesn’t cooperate
Once per day, a shrapnyl can explodeinto a cloud of steel,
with them). Someevendaim thattheRag Magehimself is simply inflicting4dlO pointsof damageon any creaturewithin 10feet,
thepowerfulleaderofthe gutterspiterace. half upon those that make a successful saving thmw vs. breath
weapon. The shrapnyl’s host is unaffected by the explosion,
Comparedto other raggamoffynsand their whirling s a a p of but thereafterthe shrapnylcan no longer control its host. The
wind and fury, the gutterspitesare awkward, shamblingmasses, monster must rest and retreatbefore finding a new host, so it
made of ropes, string, leather straps, and stripsof unraveling uses the exploding cloud of steelonly in extreme situations.
clothholding together a small mass of gems, glass, and glitter.
They cancontmlcreaturesof up to 10Intelligeneandas muchas Older shrapnylsometimesinclude large chunks of gold, sil-
4 levels or Hit Dice. A gutterspite’s preferred hosts are small,
oftenhalflings,dwarves, and gnomes. Gutterspitesare the only ver, or platinum among their scraps, and use them to lure
ragpmoffps that canconml gnome and duergar. potentialhosts near. They may lie still for hours at a time, then
suddenly rise up out of a chest or a pile of coins and surround
Once a day, a gutterspitecan create a sparklingburst of light a host. When in its loose metal form, without a host, a shrap-
nyl can attack five times a round.
that shines from its g l i m and glass, blinding all opponentsin
a 20-foot radiuswho fail a saving throw vs. paralyzation.This Shrapnyl are vulnerableto crystalbrittle, shatter, and heat
blindness lasts for 1-4 rounds, giving the gutterspiteand its metal spells.Shatter causes 3d6 points of damageto a shrapnyl,
crystalbrittle affects it without the benefit of a saving throw,
host enough time to flee or attack. Blinded opponents gain no and heat metal causes fullnormal damage to a shrapnyl.
Dexterity bonus to their Armor Class, and the gutterspite
101
e, Serpent
CLIMATFJTERRAIN Herald Teak
Tropical Tropical
FREQUENCY: forest forest
ORGANIZATION Rare Rare
ACTIVITY CYCLE solitary Solitary
DIET:
INTELLIGENCE hY hY
TREASURE Carnivore carnivore
ALIGNMENT: Very (11-12) Animal (1)
Nil Nil (B,@lo, S, T)
Neutral good Neutral
NO. APPEARING 1 1-2 .V-4
ARMOR CLASS
MOVEMENT: 5 3
9, CI 6
HIT DICE 24. C118 8+8
4+4
THACO 15 11
NO. OF ATTACKS: 2
DAMAGWATTACK ld4/ld4 1
SPECIAL ATTACKS: Poison
L
SPECIAL DEFENSES See below
MAGIC RESISTANCE Nil ld6/2d6
SIZE M (7' long) Constriction
MORALE Average (8) surprise
Camouflage
XP VALUE 1,400 Nil
H (30' long)
Average (10)
3,000
Two rare varieties of serpents, the herald serpent and the teak
serpent, can be found in teeming tropicaljungles, often in the
company of other intelligent reptilian creatures.
Herald Seruent must eat h e prey (birds and small animals,mostl
The heraid LI, a hghtning-swift repde wth sapphireor emer-
Teak Serpent
ald colored eves. and a bodv marked wirh black and gold Teak serpentsare a variety of huge constrictor snakes h b -
bands Hcralds are the enchanted messengers of Ferpcnt l&ds
Like ther ma5ters, heralds are adept hnuists and convefiation- iting teak and ironwood forests. Adults often reach lengths
alists, able to speak at least six l;ngu&es fluently, including exceeding 30 feet.
common
Combat: These reptiles resemble oranches of the hardwood
Combat Herald serpentsare more likely to talk their way out trees they inhabit, giving opponents a -2 penalty on surprise
of a confrontation than attack, using their silver tongues to and the serpent a supenor Armor Class (AC 3).
flatter an opponent while planning an escape route. A herald
serpent can cast the followingspells, once/day, at the 4th level Teak serpentswait patientlyin the upper canopy of treesfor
of ability:frimds, hypnotism, comprehend languages, hypnotic pat- an unsuspecting victim to pass underneath, attacking from
tern, and inoisibifihr. above with a combination bite and constriction attack. The
bite inflicts ld6 points of damage; if a constriction attack is
If negotiation fails and escape is impossible, the herald can successful, the serpent squeezes each round thereafter for 2d6
pomts of damage The coils of a teak serpent are strongerthan
phvdcallv attack with its liahtninz-swift bire. strikinr twice ironwood, requiring the combined efforts of 80 points of
Strength to release a trapped victim. With their prodigious
be; round for ld4 points ojdamaie. The bite automitically length, one of these serpents can constrict up to three man-
sized creatures simultaneously
deliversa potent toxin, with an onset time of only 1-3 rounds
(savingthrow vs. poison negates).Victims of the pison suffer HabitaffSociety:Because of their ferocityand immense size,
complete amnesia, forgetting their own identities, abilities, teak serpents are feared in the jungles they inhabit. Teak ser-
even memorized spells for 2-8 hours. pents usually subsist on a diet of large animals (preferring
baby elephants,when they are available), but they will attack
abitathciety: Herald serpents are the enchanted messen- a small group of man-sized creatures without hesitation.They
of serpent lords, who imbue their servants with magical often sleep for up to a week after feeding.
eir sloortdh'seybechanaldf.eBlievfeorreimthpeoirrteanncthnaonttimceesnot,rhaecrtaalsdsenavreoayscooln- Ecology: The scales of a teak serpent, if used while casting
barkskin, provide a +2 bonus to Armor Class for the duration
orful variety of poisonous jungle snake. Heralds serve their
lord willingly and are usually returned to their normal state of the spell. Teak serpents are sometimes captured by power-
after comoletin"e the mission forwhich thev were enchanted. A fulspellcasters and bound into magical staves.
dispel nu,&, cucccssful against lbth-lwel magic. will transform
a herald back mto a g m t poiwnous snake with lethal poison
Ecology: As an enchanted creature, herald s pents have no
2niche in the ecology of the world, though 1 e any snake,they
102
Snake, Serpent Vine
CLIMATlYIERRAIN Subterranean forest
FREQUENCY: Uncommon
ORGANIZATION ‘Solitary
ACTIVITY CYCLE:
DIET: hY
INTELLIGENCE: Carnivorous
Average (E-10)
~~ ~~ Nil
Neutral (evil)
TREASURE
ALIGNMENT:
NO. APPEARING 1
ARMOR CLASS
MOVEMENT: 4
HIT DICE: 15
THACO 10
NO. OF ATTACKS 11
DAMAGUAITACK 1
SPECIAL AITACKS ld12
SPECIAL DEFENSES
MAGIC RESISTANCE Constriction, spells
SIZE Camouflage
MORALE Nil
XP VALUE H (40‘ long)
Elite (13-14)
2,000
Serpent vines are a magical cross between a giant constrictor L
snake and a plant. They live in the vast subterranean forests.
These matures looks like vines, and only can be distinguished it moves on to the held and charmed victims.
as living animals 25% of the time by those who have seen If a partv of individuals encounter a snake, and the snake’s
them before and are specifically looking for the snakes.Those
unfamiliar with theses snakes have only a 5%chance to detect spellsbo not effect any of its intended targets, the snake uses
anything other thanan actual vine. its camouflageability and quick movement to disappear into
the undergrowth. Serpent vines are not foolish enough to
The long, thin body of a serpent vine is covered with heart- attack when the odds are against them. Further, the snakeswill
shaped green leaves and smaller vines that curve around the not attack groups comprised solely of dark elves, which have
entire length of the snake. The leaves actually aid in the crea- proven resistant to its charms. However, the snakes have been
ture’s movement, acting like small feet that help propel the known to attack up to three individuals unaffected by their
snake quickly through the underbrush. All serpent vines are magic, constrictingfirst and then biting immobilized foes.
green and are able to adjust the shading of their bodies to
match that of the trees they hang from or foliage they lie HabitatlSociety: Serpentvines are solitary creatures which do
among. Serpent vines are very rarely encountered on bare not even associatewith others of their kind. They live high in
ground, and only then when the snakes are passing over it. underground,trees, laying their eggs in hollowed sections of
The serpents cling to the green foliage of the underground thick branches or trunks. Each snake will lay ld6 eggs every
forests for protection. The snakes are most often discovered four months, and will warm the eggs with its body until they
hanging amid normal vines on tall trees, where they have the hatch (usually three to four weeks). Thesnakes are less active
best vantage point to use their spells on unsuspecting prey. during this time, attacking prey only to eat and not for enjoy-
ment. The baby serpent vines are roughly one foot long upon
Combat: Serpent vines will go out of their way to attack hatching, and are quickly sent down the tree to survive on
humans and demihumans because the snakes consider these their own or to fall prey to other subterraneancarnivores.
creaturesdelicaaes.A serpent vine’s favoritecombat tactic is to
hang from a branch that overlooks a forest trail and to use its Ecology:Serpentvines are important to the ecosystemsof sub-
spells to lure in its prey Three times a day, a serpent vine can terranean forests, as they often kill more thanthey can eat. The
cast spectral force. A vine often uses this spell to add luscious- kills left behind serve as food for lesser carnivores and help
looking, ripe fruit to its body-especially around its mouth. nourish the natural and sentient plant life. As a natural part of
an insular food chain, adult serpent vines prey upon all warm-
Once a day, a serpent vine can use the followinginnate spell blooded creatum within the forest,but favorhumans and demi-
abilities: charm person, hold person, suggestion, and mass sugges- humans, particularlygnomesand halflings, which they consider
tion (up to 5 creatures).It uses suggestions and charms to hint sweet flesh. In return, the serpent vines are often hunted hv
that the affected individuals should relax, come closer, and rangers and druids,who view thm as a serioush a t .
touch the vine. If a serpent vine has dominated its victim or
victims by its spells, it easesits body from the tree, wraps itself
about a target, then bites and constricts in the same round. A
constrictionattack causes 4d4points of damage. These attacks
are automatically successful in the first round if the victim fell
for the snake’s magic. However, the effects of the spells are
negated after the initial attack.
The snakes are cunning and will first attack creatureswhich
are under suggestion spells. When finished with those targets,
CLIMATEKERRAIN Desert, mountain
FREQUENCY: Very rare
ORGANIZATION Solitary
DACIETTI:VITY CYCLE cDaarynivore
INTELLIGENCE: Genius (17-18)
TREASURE Nil (F)
ALIGNMENT: Chaotic evil
NO. APPEARING 1
ARMOR CLASS: -1
MOVEMENT: 9, F124 (D)
11+1¶
HIT DICE: 9
3
THACO 3d4/3d4/5d4
NO. OF ATTACKS: Breath weapon, spells
DAMAGWATTACK Nil
SPECIAL ATTACKS Nil
SPECIAL DEFENSES
MAGIC RESISTANCE H (9' tall at the shoulder)
SIZE: Fanatic (17-18)
MORALE 12,ooo
XP VALUE
The highly magical dracosphmx is native to the desert high-
lands, where it competeswith the more nummous hiera-
cosphinx for territory.This fierce, sly predatof scours the
wilderness for prey, be it small game or humans. The dra-
cosphinx has a lion's body, a red dragon's head arld foreparts,
and a mane of colorful feathers. Its long forepawshave sharp
dragon claws.
The dracosphinxspeaks common and the laneage of red
dragons,to whom it is distantlyrelated.
Combat: Dracosphinxesare excellent wizards, specializingin versely, a show of strength backed up by the ability to deal
illusions.They have the spells of a 9th-levelillusionist,but cast with the attack when it comes will make the dracosphinx
them as if they were 12thlevel. They often use thpir illusions
to fool prey into a false semeof secunty, then strikewhen it is muchmore helpful as a source of informationor lo&. The &a-
least expected.
cosphinx can even be forced to give up a specific object if it is
A dracosphinx attacks with its huge claws and teeth, caus- demanded and minutely describedby an individual with cer-
ing 3d4 points of damage with a successfulclaw strike and tain howledge that it is in the creature's hoard.
5d4 points of damage with its fangs. The fiery breath weapon
can be used once per turn;this spews forth flamhng gas in a Once a dracosphinxhas been bested, assuming it survives,
100-foot-long cone that is 20 feet wide at its far end. This it will usually abandon its temtory and in order to find a new
inflicts 8d10+8 polnts of fiery damage. A succegsful savmg place to live.
throw vs. dragonbreath reduces the damageby hdf.
Dracosphinxespride themselveson their cunning and
HabitatBociety: Dracosphinxes live solitary existences on respect it in others.They will occasionally let weak but clever
bleak cliff sides. They spend their days looking for prey and captives go in exchange for a service,usually the recovery of a
lying in the sun,although they will occasionalMy travel in magical item or piece of lore. Knowledgeable captives will be
search of obscure howledge. Each dracosphinx tarves out a kept as long as the dracosphinx can learnsomethingnew from
temtory of approximatelyfive milesin diameter.lhey aggres- them; this takes one day per experience level of the captive,
sively work to drive major predators from their territory: with Intelligence checks required daily thereafter to hold its
dragons, men, hieracosphinxes,and the occasioaal wyvern. interest.When the dracosphinw loses intest, the captive will
Their philosophical ideas include the one that only the likely be killed and eaten. Like dragons, dracosphinxesare
strongest and cleverest survive and the weak and cowardly greedy and amass hoards of coins, jewels, and other valuables.
get what they deserve. Ecology: Dracosphinxesmate once in a lifetime, with the
female flying away to raise a clutch of three to five large
Dracosphinxes know that humans who seek them out and brown eggs. These eggs arelaid in separate areas and buried,
talk to them often try to slay them; they enjoy tricking such since hatchlingsare likely to eat each other. The hatchlingsare
humans with riddle contests and conversationsthat leave the about a foot long at birth and are capable of hunting small
humans unprepared for a sudden attack. They will usually game. They grow to nearly full size within a year. They have
make such an attack at least once during any prolonged life spans of about 600 years. Dracosphinxescannot be tamed
encounter, as they value strengthnearly as much as clever- except throughmagicalmeans.
ness.Obvious weakness, lack of strong leadershipin a group,
or any h t of fear will almost certainly trigger an attack. Con-
Sprite, Seelie Faerie
CLIMATElTERRAIN Forests,sylvan setting
FREQUENCY: Very rare
ORGANIZATION community
DACIETTI:VITY CYCLE Aomnynivore
INTELLIGENCE: Average to Very (1&12
TREASURE Nil (D)
ALIGNMENT: Chaoticneutral
NO. APPEARING 10-100
ARMOR CLASS 5
MOVEMENT: 6, FI 18 (B)
HIT DICE: 1-1
THACO 20
NO. OF ATTACKS 1
DAMAGWATTACK By weapon
SPECIAL ATTACKS: Spell,sleep poison
SPECIAL DEFENSES Invisibility
MAGIC RESISTANCE:
SIZE 25%
MORALE T (1"to 1' tall)
XP VALUE Steady (11-12)
270 420
Noble
Monarch 650
In the mystical reaches of sylvanwoodlands, where ancient can cast at least one spell, which may be of any level, once per
elves once walked and worshiped strange gods, live faeries of day.Each seelie faerie's spell is fixed (and must be d e t e h e d
a most unusual type. by the DM).Most are nonlethal but annoying, such as sleep.
dniiciiig lights. shocking grasp.fox cloud. irritatiori, iniproved phan-
These are the seelie faeries.Furtive and shy, reluctant to tasnrnl force. stiiiking cloud. s l u u ~ .etc. Spells such as Tnjha's
make contact with the outside world, the seelie faeries are uncuntrollablz hidzoirs Inu$ht<r, polymorph d t h c and Otto's irre-
often mischievous and annoyingwhen they are found. sistible daiicc are popular, for to the seelie faeries they have
hilarious results.
Seelie faeries vary greatly in appearance. Most resemble
diminutive humans of great beauty and grace. Though some Habitat/Society:Seelie society is divided into commoners,
are distorted or implike, they still possess an otherworldly nobility,and royalty.Seelie nobles can cast hvo spells per day,
aura. Some have animal heads, tails, or limbs, while still oth- while royalscan cast a r least three
ers are entirely alien in appearance, though still strangely
Seelie farnebclaim to live in fancihd palaces invisible to the
beautiful. AU seelie faeries can fly,though some have translu- normal eye-these may in fact exist on small demiplanes con-
nected to rhc Prime 'Material Plane at places steeped in faerie
cent, membranouswings. They range in size from one inch to magic. The days of the seelie faeriesare dedicated to feasting
one foot in height and seem to have control over their actual and wveling, and they never sn2m tn work.
size-individuals have been encountered at one size, then
seen later in larger or small forms. The only thing the seelie faeries seem to take seriously is the
threat posed by their chaotic evil cowins, the unseelie faeries.
Combat:Seelie faeries are mischievous and have little stom- Thr wicked unseelie are locked in a cenhiries-long war with
ach for direct combat.They can become invisible at will, and the seelie faeries, a war neither seem5 capable of winning.
use this power to ambush foes. They wield tiny swords (ld2 Their hatred is strong and thry will attack one another on sight.
points of damage) or bows (1 point of damage) treated with
sleep poison. Anyone hit by these weapons must save vs. spell Ecology: Seclie faeries seem to have very little effect on the out-
or fall into a deep sleep for 2d4 hours. Victims must success- side world. They appear t(i derive sustenance from the tiny
fully save each time they are hit, making mass attacksby seelie demiplans where they kwp their palaces and homes, and thev
faeries surprisinglyeffective. rarely hunt or forage for firod on the Prime Material Plane.
Seelie faeries are also known to ride giant insects such as
dragonflies, bumblebees, and hornets. They carry small
lances (ld4 pointsof damage) that are sometimestreatedwith
sleep poison.
The seelie faeries' most popular forms of attack, however,
are magical.All seeliefaerieshave innatemagicalabilities.Each
105
Sprite, Unseelie Faerie
CLIMATmERRAIN Forests.. s,vlvan settine
FREQUENCY Very rare u
ORGANIZATION
ACTIVITY CYCLE Tribe A
DIET:
INTELLIGENCE Night c
TREASURE
ALIGNMFlITT: Omnivore and dreary,weed-infestedmeadows. Their palaces, located on
small demiplanes are ugly black structures bristling wit1
Average (10) spikes,carved skulls, and images of horrifying monsters.
Nil (D)
They live under a malevolent anarchy, each individual
chabtic evil doing as he or she pleases, usually the behest or under the
control of the individual with the most powerfulmagical abil-
NO. APPEARING 1&100 ities. These individuals often style themselves king, queen, or
ARMOR CLASS: emperor,but they are just as often deposed.
MOVEMENT: 6
HIT DICE 6, Fl18 (8) The unseelie faeries have always fought their seelie cousim
THACO 1-1 and will attack them on sight. Their battles rage the length ani
NO. OF ATTACKS: 20 breadth of any sylvan area they share, and woe be unto any
DAMAGEIATTACK 1 travelers caught in the middle.
SPECIAL ATTACKS
SPECIAL DEFENSES By weapon Grief comes to anyone caught in unseelie territory after
MAGIC RESISTANCE: Fear, spell, sleep poison nightfall.They are mercilesswith captives, often inflicting evil
SIZE: Invisibility torments before finally killing the victims. Even those who
MORALE 25% escape have problems-they are often polymorphed,with the
XP VALUE T (1"to 1' tall) head of a goat and the legs of a beetle, dancing, itching, or
Steady (12) laughmg uncontrollably.
420 Ecology: Though the unseelie faeries seem to gain their suste-
nance from the tiny demiplanes where their palaces are
Twisted and evil cousins of the seelie faeries, the unseelie located, they have a significant effect on the surrounding
faeries are ugly, dark-skinned creatures. They have tattered lands: hunting animals for the fun of it, despoiling pleasant
insect wings, long thin arms, and broad, large-nosed faces. glades, felling trees, and attacking travelers. Experienced
Like their cousins, the unseelie faeriesvary greatly in appear- explorers know the signs of nearby unseelie activity: twistet'
ance, often with the faces or limbs of beasts with claws, fangs, and blackened vegetation, animals killed and left to rot
or oversized, monstrous eyes. Individualsare able to manipu- smashed trees, and poisoned water. Those familiar with syl
late their size, ranging from one inch to one foot in height. van woodlands are always careful to avoid such regions.
The unseelie faeries fight an endless war against the seelie.
However, while the seelie faeries are merely mischievous, the
unseelie faeries are sadistic and murderous. Seelie faeries
merely taunt and annoy intruders, unseelie faeries take
delight in the infliction of pain and killing.
Combat:Unseelie faeriescan become invisible at will, and use
this ability to follow, terrorize, and eventually ambush foes.
The mere sight of an unseelie faerie is terrifying to ordinary
mortals and has the effect of afear spell on all observers.
Unseelie faeriesfight with tiny weapons (swords inflict ld2
points of damage, bows inflict 1point). The weapons are
sometimes treated with the same sleep poison used by their
seelie cousins (those hit must save vs. spell or fall asleep for
2d4 hours). Victims often waken to find themselves bound
and tormented by dozens of wicked unseelie faeries, who
derive great amusement from the pain and sufferingof others.
Unseelie faeries also ride bats or stirges into battle, attacking
with small lances (ld4 points of damage) that are sometimes
treated with sleep poison.
Each unseelie faerie can cast at one spell, once per day
(noble and royal unwlie faeries are unknown).This spell can
be of any level, but is fixed (and must be determined by the
DM). Most are damaging and painful, such as magic missile,
lightning bolt, cloudkill, or monster summoning.
HabitaffSociety: Unseelie faeries live in tribal communities
located in dark, twisted places, like gnarled trees, grim swamps,
106
Squealer
CLIMATEITERRAIN: Temperate forest, tropical jungle
FREQUENCY: Very rare
ORGANIZATION Solitary
ACTIVITY CYCLE:
DIET: Day
INTELLIGENCE Camvore
TREASURE Low (5-7)
ALIGNMENT: Nil (C)
Neutral
NO. APPEARING: 1-4
ARMOR CLASS 4
MOVEMENT: 9, Climb 15
HIT DECE: 10
THACO
NO. OF AlTAMS: 11
DAMAGWATTAm 4
SPECIAL ATTACKS ld6+6/ld4+1/ld4+1/ld4+1
SPECIAL DEFENSES
MAGIC RESISTANCE ~~
SIZE
MORALE Dmp,hug, ear claws for ld4+leach
XP VALUE:
Camouflage
Nil
L (8’-9’ tall)
S&ady (11-i2)
8,000
A squealer is a grotesque creature with a piggish dace and I
leathery skin over which a fine coat of green and brown fur
formsvariegated patterns. A squealer has two legs and three squealer will end pursuit only if faced with numerous foes or
arms, all ending in claws. Two arms are 4 feet long, while the foeswhich are much larger than the squealer itself.
third, which sprouts from the predator’s back, is 5 feet long.
If a squealer is not especially hungry when it catches prey, it
In addition to the shrill cry which gives them their name, may attempt to knock or throttle its victim uneonscious, then
secureit to a tree trunk with vines.
squealemhave a highly developed range of vocalizations. The
wily creatures can imitate the sounds of wounded animals, as HabitaffSociety:Squealersinhabit only forestswhere trees are
well as those of humans and demihumans, such as screams of closeenough for them to maneuver through the brancheswith
terror or the cries of a baby ease. They make leaf and branch nests h g h above ground.
Combat:Squealersare crafty and prefer using their voices to Squealers are solitary and mark their territory by clawing
deep gashes into trees at the edge of the area they claim. How-
lure prey into d u s h . The squealer’s coat makes it a c u l t to ever, during a brief mating season in the spring, pairs of
see in the trees; opponentsreceive a -2 p m l t y to surpciserolls. squealersmay be found together. At such times, the squealers’
Once a victim is in range, the creature either d m p s on its prey or bloodlust runs high, and they are more likely to attack.
drags it into the trees.Dropping on a victim q u i r e s an attack
The femalesquealeris indjshnguishablefmm the male.When
roll and causes 5d4points of damage. ready to give birth, a female travels to the male’s territory. After
When on the ground, or when using its legs to hang from a delivery, 2-5 infants are placed in a pouch in the male’s
abdomen.When they emerge severalmonthslater, they dimb to
treelimb,the squealer attacks with its teeth and its three fore- the highestbranches,venturingback down only to feed on their
claws. When a squealer hits with its third arm, it hauls its vic- father’s leftovers or bound victims. When fully p w n (m about
a y w ) , they are driven from the area by their father.
tim into the air and continues to bite and claw.
A squealer may instead use its third arm to hang from a A young squealerhas the same Armor Class and Hit Dice as
an adult, but has only 1or 2 hit points per Hit Die. It cannot
tree, attacking with its teeth and other arms. If the squealer use its claws effechvely, but can bite for ld4 points of damage.
hits with both its other arms, it pulls the prey into a hug, then
bites while raking with its rear claws. The hug causes 2d4 Ecology: Squealers prefer fresh prey and sometimes save vic-
points of damageper round the prey is held. tims for a while. Some squealerseven feed thew caphves, keep-
n g them alive for days. They care little for treasure. However,
A victim being held or hugged loses all Dexteritybonuses to since a squealer generally carries its prey to a place near its lair
Armor Class; held prey receives a -2 penalty to attack rolls, to feed,the ground below is often litteredwith valmble objects.
while a hugged victim is unable to attack unless already hold-
ing a small weapon. Held or hugged prey must make a suc- If d a n t squealers are removed from a n adult’s pouch, they
cessfulbend bars roll in order to break free. will live only if kept warm and fed chewed meats. Young
squealers can be trained as guards if raised from mfancy An
The squealer can carry u p to 500 pounds, either with its untrained squealer is worth up to 3,000 gp, while a trained
third arm or clutched with the other two.Once a squealer has specimen could brmg as much as 10,000 gp. Trained squealers
captured a victim, it will often climb hgher to avoid aompeti- can learn severalcommands and are very loyal.
tion. One of the squealer’s favorite tactics is to take prey high
into the trees and then drop them to the forest floor.It ISespe
dally likely to do this to a victim which causes it pain.
If intended pwy eludes a squealer’s initial trap, the predator
will pursue tenaaously, staying in the trees. The squealer’s five
limbs allow it to climb quickly through the foliage. Squealers
can also leapas far as 30 feet horizontallyor 15feet vertically A
107
CLIMAT-RRAIN: Sea, Giant Snapping, Giant A-
FREQUENCY: Anv sea Lake or river
ORGANIZATION Uncommon Uncommon d
ACTIVITY CYCLE Solitary Solitary
DIET: hY ohmYnivore F-
INTELLIGENCE omnivore Non- (0)
TREASURE Non- (0) Nil The head and flippersof giant sea turtles are Armor Class 5,
ALIGNMENT: Nil Neutral while the shell is AC 2. If the turtle withdraws its head and
Neutral flippers into its shell either for defense or while resting, all
attacks are considemdto be directed against the shell.
NO. APPEARING 1-3 1-4 Giant Snapping Turtle
ARMOR CLASS 7-15 0/5 Feared greatly for their voracious appetite and aggressiveness,
MOVEMENT: 1.Sw 15 3. Sw 2 giant snapping turtles are found in large lakes and rivers.
HIT DICE: 15 Many myths about lake monsters were born out of sightings
THACO: 5 1 of these relativelycommon freshwater creatures.
NO. OF AITACKS 1 6d4
DAMAGWAmAa 4d4 Surpnse. jaws They lurk near shore or on the bottom, they do not swim
SPECIAL ATTACKS: Upset rraft Hide limbs quickly. There they remain motionless, causing a 3 penalty to
SPECIAL DEFENSES: Hide limb3 Nil opponents’ surprise rolls. They then shoot forth their long
MAGIC RESISTANCE Nil H (40’ diam.) necks (up to ten feet away) to grab their prey. Once a victim is
SIZE: H (50‘ diam.) Elite bitten (for 6d4 points of damage), he is invariably grabbed by
MORALE Champion (1M4) the powerful jaws. Only a successfulbend bardlift gates roll
(15-16) 3,000 frees one from the vicious mouth, as spells cannot be cast or
XP VALUE: 5,000 weapons used at these times. Meanwhile,bite damage is auto-
matic each round while grabbed. When the victim becomes
Giant turtles are simply huge varieties of the normal species unconscious,the giant snapping turtle throws back its head,
encountered daily in the wild. They resemble their common gently tossing the victim into the air a few feet, then down into
counterpartsin every respectexcept for size. the open gullet of the beast.
A turtle is characterized by its bony outer shell. The lower The lightly plated headsand limbs of these monsters are AC
portion of the shell is known as the plastron, while the upper 5 when extended, but the shell affords AC 0 protectionto the
shell is referred to as the carapace.It is into this shell that a tur- body, and to the limbs if retracted.
tle withdrawsits legs and head when threatened.Someturtles Other Giant Turtles
are incapable of completely shielding their limbs in this way, 0th- varietiesof giant turtlesare known or rumored, including
and plaster their legs very close to the shell for protection. a desert turtle much likethe giant snapping turtlebut adapted
to arid regions, and there are legends of an ocean-going sea tur-
Giant turtles eat whatever is available in their environment, tle of such sizethat it was mistaken for a small island!
from living plants to all types of insects, small mammals, and
fish of all kinds. They prefer fresh green plants and live
worms, as turtles do not enjoy feeding on carrion or rotting
vegetation. Naturally,such foods are fair game if the turtle is
in danger of starvation.
Turtles have very long life spans-from 30 to 150years,
depending on the species. They are slow-moving and thus
would rather withdraw into their shells when faced with an
enemy, rather than either fight or flee. However,when hanned
or persistently molested, the strong, quickbite of a giant turtle
is a deadlyweapon indeed.
Giant turtle meat is considered a delicacy in most cultures,
and it is highly nourishing and palatable. The upper shells of
giant turtles are also greatly preferred as they can be made
into small huts, strong roois, or evenboats. Without exception,
the tropical marine varieties of sea turtle are the finest tasting
and have the most attractive shells.
Giant Sea Turtle
This basically non-aggressive marine mature fights fiercely if
annoyed or threatened. The tearing bite of giant sea turtle
causes 4 4 points of damage to the unlucky victim.If one sur-
faces beneath a small craft, there is a possibility of upsetting
the vessel. There is a 90% chance for a rowboatbut only 10%
for a longship. Adjust this base chance for other sea-going ves-
sels according to the sue and stability of the craft.
Umpleby
CLIMATFRERRAIN Temperate forest L‘
FREQUENCY: Very rare
ORGANIZATION Solitary the forest and band together just long enough to bear a young
ACTIVITY CYCLE: Dav one. They stay together until the “baby” wanders offone day
DIET: and doesn’t come back, then they lose interestin each other
INTELLIGENCE ~ and wander off themselves. N o more than three umplebys
TREASURE have been seen together at one time.
ALIGNMENT: Herbivore
Low (5-7,.~but .se.e.b..e.lo.w) Umplebys love shiny and sparklingtreasure, and can detect
SX& large amounts of precious metals and gems (more than 1,000
Neutral coinsor 50gems) up to 100feet away, even through solid rock.
These shiny objects are among the few items that will hold an
NO. APPEARING. 1-3 umpleby’s attentionfor any duration. It keeps a huge treasure
ARMOR CLASS: 4 trove of these items in its lair, but it will never reveal the lair’s
MOVEMENT: 9 location, even if threatenedwith death (though cham monster
HIT DICE may overcome this reluctance).
THACO: 6
NO. OF ATTACKS 15 On meeting a party of adventurers, an umpleby will often
DAMAGEIATTAa 1 simply shamblealong with them, neither helping nor willing
SPECIAL ATTACKS: ld4 to be left behind. It constantlygets in the way and seems inca-
SPECIAL DEFENSES Electrical shock, nets pable of moving in silence.
MAGIC RESISTANCE: Immune to electrical attacks
SIZE Nil An offerof food and water will ensure instant and total loy-
MORALE L (8’ tall) alty to its benefactor,as the umpleby is incessantlyhungry and
Elite (14) thirsty. This loyalty includes help and possibly advice, and
XP VALUE: 420 will be broken if the benefactor does not reward the umpleby
with a reasonableproportion of any coins or gems discovered
The umpleby is an eight-foot-tall, 4M) pound walking mound as a result of its aid. If insufficientlyrewarded, the umpleby
of wild, straggly brown hair. Lips and eyes can be discerned will leave; if pursued, it will refuse further cooperation.
on its face, but every other part of its body is covered with fur. Ecology: Umplebys are primarily vegetarians, eating berries
and fruits from the trees. If befriendedby an adventuring
When encountered in its native temperate forest, the party they will eat almost anything that is given to them.
umpleby will neither attack nor try to hide, but will just stand
stupidlyand stare. The umpleby’s hair is very tough, and 50% more difficult to
cut, break, or bum than the cords of a magical web. An intact
The umpleby can speak common in a halting fashion, but umpleby net can bring as much as 100gp.
will rarely do so; in general it is an uncommunicativecreature.
Because of the umpleby’s ability to shock, few creaturestan-
Combat:The umpleby wiU defend itself if attacked, but usually gle with them. Blue dragons regard them as light snacks, and
will not fighteither for or against an adventuringp z t y When it sometimes venture out of their desert homes to enjoy one.
Umplebys regard volts as particularlyhomd pests.
does attack, it strikeswith its hands for ld4 points of damage.
The umpleby often makes netsout of its own hair and stores
them by wrapping them around its waist. It can throw such a
net 30 feet. It will use its nets or its special electricalattack only
if threatened.
The umpleby stores large quantitiesof static electricity in its
body. Each day,it can deliver a total of 50 hit points of el&-
cal damage simply by touching its opponents.A normal attack
roll is required unless the victim is unsuspecting. Metal armor
of any type is consideredArmor Class 10with regard to this
attack, though appropriate magicaland Dexterity bonuses still
apply The umpleby can deliver all 50 points of damage in one
strike, or it may regulate the amount of electricaldamage it
inflicts,usually conducting ld8+8 points of damage.
When it deliversthe 50th hit point ofelectrical damage, the
umpleby immediatelygoes to sleep, recharging its static elec-
trical charge as shown on the table. The creature is, of course,
immune to electrical attacks.
Sleep Static Charge Restored
Less than 1hour 4d4 pints
1 4hours 25 points
4-8 hours
8+ hours 37 points
50 points
HabiWSociety: An umpleby usually lives in a cave or hole
dug into the earth or into the side of a hill. It is a rather stupid
creature, and solitaryby nature; the umpleby attention span is
too short to be interested in forming a community. Occasion-
ally, a male and a female umpleby will encounter each other in
Vizier’s Turban
CLIMATEiTERRAIN Anv land
FREQUENCY: Very rare
ORGANIZATION Solitam
ADCIETTI:VITY CYCLE
INTELLIGENCE Any
TREASURE Special (seebelow)
ALIGNMENT: Genius (17-18)
Nil
NO. APPEARING 1
ARMOR CLASS: See below
MOVEMENT: 3
HIT DICE See below
THACO Nil
NO. OF ATTACKS 0
DAMAGWATTACK
SPECIAL ATTACKS 0
SPECIAL DEFENSES Nil
MAGIC RESISTANCE See below
SIZE See below
MORALE S (2’4’ lona)
XP VALUE Elite (13-145
2,000
The vizier’s turban is a symbiotic creature which attaches The maximum benefit a wizard can derive from a vizier’s
itself to a wizard. It provides its partner with greatlyenhanced turban is thus one 1st-, one 2nd-, one 3rd-, one 4th-, and one
spellcastingpotential and magic resistance. In return, the wiz- 5th-level spell per day plus a magic resistance of 25%. Vizier’s
ard agrees to a permanent loss of hit points, which are used by turbans do not know any spells themselves,nor c” they give
the creature to sustain itself. The potential power to be gained their partners access to spells the wizard does not already
by bonding with a vizier’s turban far outweighs the sacrifice
to the wizard. The vizier’s turban cannot bond with a sha’ir know or is not usually allowed to cast. All restrictions as to
(desertmage specializingin genies). elementalprovinces, spell schools, and other limiting factors
A vizier’s turban looks like a turban (ofany color) securedby remain in force. The vizier’s turban in no way allows its part-
two bright jewels (its eyes). Its skin resembles fine cloth. It can ner access to clerical spells, nor does it enhance such spells
change color to suit its partner’s attire and can reshape itself
somewhat to look more like a scarf or veil for female wizards should its partner be a wizard/priest. These symbiotes pro-
who prefer such attire to turbans. A vizier’s turban enjoys vide no benefits to sha’irs at all and cannotbond with them.
watching what goes on around it from its vantage point atop its
partner’s head and communicatestelepathicallywith its host. Damage to its host from weapons, whether normal or magi-
cal, has no effecton a vizier’s turban. Even if struck directlyby
The wizard decideshow many hit points (up to a maximum a weapon, the damage passes right through the creature and
of 10)to permanently give up to his or her vizier’s turban. One affectsits host instead. Secondary e f f e s which emulate spell
hit point may be given to the symbiote whenever the wizard
gains a new level, so it is possible to find an 11th-levelwizard effects (such as an electrical attack which occurs when the
whose vizier’s turban has 10 hit points, or a 9th-level wizard sword strikes)are handled similarlyto magical attacks against
who has one with only 2 hp. The number of hit points the
symbiote has is a functionboth of how many its wizard sacri- the symbiote or its host.
fices to it and at what point in the wizards career the vizier’s
turban met and bonded with the wizard. Spells and magical items which produce spell-like effects
may affect a vizier’s turban. Singletarget spells (suchas charm
Combat:Vzier’s turbans make no attacks and cause no dam- person) and nondamaging area-of-effect spells (such as chaos)
age. For all practical purposes, the vizier’s turban and its host have no effecton a vizier’s turban, even if the creature is the
function as a single being. The symbiote is content to let its primary target of such a spell. If its partner fails the magic
partner control the thinking, movement, and body functions. resistance roll provided by the vizier’s turban and also failshi
It will give advice only if specificallyasked.
The potential power which a vizier‘s turban can bring to its
wizard is a function of how many hit points it has.It saves as a
wizard qf the same level as it has hit points, so a vizier’s turban
with 4 hit points would save as a 4th-level wizard. It also pro-
vides its host with 5%magic resistance for every 2 hit points it
has, up to a maximum of 25%.Vizier’s turbans cannot have
more than 10hit points; extra hit points sacrificedto it are lost
as if the wizard were wounded and can be healed normallv.
For every hit point it receives, the creature enhancesits’cho-
sen wizard’s spellcastingabilities, as detailed on the following
chart:
Vizier’s Turban
or her saving throw h.I Jamaging area-of-effectspell, then opinions about what spells the wizard should study or which
the symbiote must also make a saving throw vs. spell. If it ones he or she should cast in a given situation, since it does not
fails, the creature is affected by the spell as a separate entity, itself have any spellcasting talent. It does not understand and
which almost guarantees its demise. If it successfully saves, it cannot read the spells which its wizard learns but instead
is affected as if it were a natural part of its partner, with its hit derives a sense of satisfactionfrom feeling its wizard‘s emo-
points being the last to be lost. tional response to both learning and casting spells.
For example, a host mage with 24 hp has given 2 hp to his The vizier’s turban seems to have no fixed ethical sense,
vizier’s turban, leaving him with 22 hp. The mage is hit by a changing alignment to match that of its host and adopting his
fireball for 23 points damage and fails both his magic resistance or her point of view. When not with a host, the creature align-
check and saving throw, meaning he takes full damage. The
symbiote now saves and, if successful, takes only 1point of ment detects as being true neutral. If a vizier’s turban changes
damage (the amount by which the spell damage exceeded the
mage’s hit point total). Since the vizier’s turban would still be hosts, it will change its alignment to fit that of its new host, if
alive, it could find another host. Had thefireball done 24 or different.
morepoints, the symbiotewouldbe dead. If it had caused 22 or
fewer points, the vizier’s turban would have been unharmed. A vizier’s turban exists on the hit points given to it and on
Had the mage made his saving throw or his magic resistance the companionship of its chosen wizard. It eagerly engages in
check, the vizier’s turban would have been completely unaf- philosophical discussions with its host if the wizard initiates
fected,even if its host had been killed by cumulativedamage. the conversation.It has no need to eat or drinkbut does enjoy
being bathed, and it likes to rearrange itself into different
If the vizier’s turban has more than 1hit point left at any styles of turbans when given the chance.
time that its host wizard is badly injured ( i e , reduced to half or
less of his hit points total), it can return all but 1of its hit points Keenly curious, a vizier‘s turban is always happy to travel
to its host. Theseregained hit points functionjust as if a healing with its host to see new places and things. It is very observant,
spell had been used on the wizard and had restored that many though it reacts to stimuli yith a never-ending sense of won-
der rather than logically. If it sees a lion charging its wizard,
hit points. Once the wizard is restored to fullhit points, he or for instance, it does not warn the wizard but rather goggles at
the wondrous creature rapidly approaclung.
she must return these hit points to the symbiote.One hit point
is always lost permanently in this exchange, reducing the wiz- A vizier’s turban is least happy when separated from its part-
ard‘s total by 1,so this exchange is not made frivolously. Fur- ner, and m o m ifit is taken off and leftbehind when its wizard
thermore, returning the hit points to his or her symbiote goes out. A vizier’s turban that is ignored by its wizard
wounds the wizard for that many points of damagedamage becomes depressed, and if not allowed to participatemore fully
that can only be healed magically. The 1hit point lost in this in its wizards life will eventually leaveand seek a new partner.
exchange cannotbe restored by any means short of a wish.^ Ifa vizier’s turban leavesitswizard, it takes half the hit points it
Habitathciety: There are several theories as to the origin of has received away with it. The wizard regains the other hit
vizier’s turbans. One theory suggests that the turbans are actu- points but permanentlyloses those ~tainedby the turban.
ally lesser genies of some sort, either condemned to serve wiz-
ards for some transgressionagainst other genies or specifically Although they can be found almost anywhere, it takes a
shaped to perfonn the dutiesthey do (muchliketasked genies).
Another theory contends that vizier’s turbans were originally keen eye and a desire to bond with one to locate a vizier’s tur-
just that-magical headgear which somehow developed both ban. Even then, its rarity makes it unlikely that a wizard who
intelligence and a sense of self while retaining their magical is not spending every waking hour searching for one will find
properties.The theory which has gained the most acceptance is one. They are virtual masters of disguise since they look like
that the creatureswere originallysome sort of familia. strips of material when unwound and like scarves, turbans, or
veils when posing.
Whatever their origin, vizier’s turbans do not appear to
reproducein any discerniblepanner, and no mated pairs have This odd creature does not detect as magical but can be
ever been found. When two vizier’s turbans meet (usually found via spells or devices which detect life or alignment. Its
while traveling with their bonded wizards), they will greet sense of humor is such that it is amused by the antics wizards
one another politely but refrain from long conversation, as go through to locate it. Indeed, its attempts at disguise and
though they had no interest in one another.They seem to have camouflagemay be a test to see if a particular wizard is clever
no differentiationof sex, adopting a male or female outlook to enough to find it and therefore worthy to become its partner.
match that of their host. It has been theorized that the creature When its eyes are closed, it is indistinguishable from any other
may reproduce by fission, forming a duplicate which is then item of clothing. Favorite hiding places for vizier’s turbans are
left to fend for itself. Until it bonds with a wizard, the vizier‘s
turban is considered to have only a singlehit point. at cloth markets, inside wardrobes, inrag bags, and among
Thoughit recognizes that it is a separatebeing from its host, a caravan trade goods. Since it can change color at will, it can be
vizier’s turban takes its personality and reactions to situations quite difficult to spot one should it wish to remain hidden.
directly from its partner. It wiU never disagreewith a decision
Ecology: Vizier’s turbans have no real effecton their environ-
ment other than upon the wizards they bond with. They
occupy a unique niche. No one has ever seen a vizier‘s turban
die of natural causes, so it is impossible to estimate how long
they live. They might even be immortal.
CLIMATEYTERRAIN Subterranean
FREQUENCY: Uncommon
ORGANIZATION Hive
ACTIVITY CYCLE: hY
DIET: carnivore
INTELLIGENCE Low (5-7)
TREASURE Nil (B)
ALIGNMENT: Lawful evil
NO. APPEARING 1-2 (4-16)
ARMOR CLASS 3
MOVEMENT: 9, c112
HIT DICE 6
THACO 15
NO. OF ATTACKS: 3 or 1
DAMAGWATTACK: 2d12/2d12/2d8 or special
SPECIAL ATTACKS Paralyzation
SPECIAL DEFENSES Psionics, immune to fire
MAGIC RESISTANCE: Nil
SIZE: M (5’ long)
MORALE Elite (13-14)
1,500
XP VALUE:
PSIONICSSUMMARY:
Level Gis/sci/Dev Attack/Defense Score El’s
2 1/2/6 -/MBk 11 80
ClairsentienceDmotions.feel light, feel sound.
Psychometabolism-Sciences: shadow-form;
Deuohons: catfall, chameleonpower.
Telepathy-Devotions: contact,mind blank.
Wall-walkers, subterraneanpredatorsthat live in underground
caverns and passages, are named for their climbing ability. manner, its gaze displaying intelligence and malevolence.
They combine many of the characteristicsof spiders and large After its initial stinger attack, the wall-walker usually abar
donsits stingerattackin favor of its daw/claw/bitemtine. Its
reptiles. Wall-walkershave a reptile’s armored scales, a spider’s claws each inflict 2d6 points of damage, its bite inflicts 2d4
eight clawedlegs, sharp fangs,and a stinging tail. points. If faced by a foe it cannotdefeat 2 -=ll-mdt- d l 1 +I-
Wall-walkers communicate among themselvesvia sounds
made by rubbing their legs together. No intelligentcreatures to find other, more easily bested prey
have yet learnedto communicatewith them or figured out how
to interpretthe scraping sounds they make, like claws on slate. HabitaVSociety:Wall-walkers build hives inside the walls of
caverns. They use their powerhl daws to scoop out rock and
Combat:With its psionic powers, a wall-walker can blend into dirt, which then is deposited in great heaps at the base of the
the scenery. Its scales take on the texture and color of any wall. They range far and wide through the Underdark, seeking
nearby rock surfaces, ruined walls, or fungi. These predators prey to feast upon and bring back to their hives. Wall-walkers
use their psionic powers to track and stalk victims. can be encountered not only in the larger caverns, but in the
tunnels connecting the cavernsto each other as well. All of the
Wall-walkershunt alone or in pairs. They use their climbing Underdark is their hunting ground, and they consider almost
skills to best advantage, following prey from overhead or everything that passes near them to be prey
along a side wall. When a wall-walkerhas an opportunityto A wall-walker delights in frightening and playing with it
attack with surprisewhile on the wall or ceiling, the prey has a
-2 penalty to its surpriseroll. prey before moving in for the kill, and it uses all of its power
to accomplishthis.
When operating as a pair, the wall-walkers strike in separate
rounds. This is to make best use of their surprise bonus and
stinger attacks. When alone, a wall-walkerusually waits until Ecology:The wall-walker constantlylooksfor a steady suppl,
its prey is separated from any companionsbeforeattacking. of food, and it takes great pains to pmtect its hive and its young
from other predators.Its one closest competitor is the kalin.If a
A wall-walker typicallyattacksby leaping forward, spinning wall-walker and kalin come withinsight of each other, a temble
around, and stabbing with its stinger. A successful hit causes battle usually breaks out. In fact, a pair of wall-walkers will go
no appreciable damage, but the victim must make a saving out of their way to attack a nearby kalin.
throw vs. poison or be paralyzedfor ld6 rounds. If the saving
throw is successfulor the stinger misses, the victim can strike The scaly hide of the wall-walker can be used to craftarmor
at the rear of the wall-walker with a +2 bonus. If the saving
throw is failed, and the wall-walkeris not otherwise engaged, and weapons. In many ways, the scaly hide of a wall-walkeris
it will move very close and stare into the eyes of a paralyzed
superior to many other hides due to its toughness, supplenes!
and relativelylight weight.
I victim, moving its mandiblesback and forth in a threatening
CLIMAT-RRAIN: Temuerate and subtrouicalforests
and 'caves
FREQUENCY: Very rare
ORGANIZATION Flock
ADCIETTI:VITY CYCLE
INTELLIGENCE CDaarynivo..r.e
TREASURE
ALIGNMENT: semi (2-4)
Nil
NiUtral
NO. APPEARING 1248
ARMOR CLASS 8
MOVEMENT: 3, FI18 (8)
HIT DICE: K
THACO 20
NO. OF AlTACKS 1
DAMAGEIAlTACW 1
SPECIAL ATTACKS: Webs, egg insertion
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE
SIZE Nil
MORALE S (5" long, 1' wingspan)
Unsteady (5-7)
XP VALUE:
65
The name "webbird" is actually a misnomer resulting fromthis tim, each causing 1hit pint of damageper round.In addition, 1
creature's featheredappearanceand abilityto fly The webbird is or 2 webbirds will land and insert their chest appendagesinto
actually closer to an arachnidor insectin its biological make-up. any exposed flesh on the victim, injecting2d4 eggs.This causes
no damageto the victim but in ld4+2 turns the eggs hatch,
A webbid hastwowings, two lower legsused for perching,and becoming grubswhich immediatelybegin feeding voraciously
Each grub causes 1hit point of damage per round, eventually
two smaller hookedappendagesfor grasping.In addition, it has killing the host. Excruciatingpain results from the feeding
a five inch whip-like tail, and a two-inch, featherlessegg-laying process, pmentjng the victim from taking any action,including
appendagewhich sproutsfrom its chest. The webbird's slitted attacking,defending, or using spellsor psionie.
mouth hdds bony ndges that serve the same purpose it9 tccth.
Within seven turns after the victim's death, fledgling web-
A webbird's tough, hairlike feathersare black, except on the birds (with the same statisticsas adults) emerge from the car-
underside of the creature's wings, where they form "eyes."
These feather patterns, three per wing, are sightleusand bright cass. A cure disease spell will kill the grubs, as will buming the
green; they have developed as a protectivemeasure to make
the webbird appear larger tu predators. body beforethe fledglingsemerge.
HabitatlSociety: Webbirdsbuild nests of webbing, forming
Combat: Althoughcapable of inflictingonly one point of dam- lairs in cave mouths or trees. They are always found in large
age with their mouths, webbirds are formidable opponents. pupsbecausethey prefer the safety of numbers.
Webbirdsattack in large groupr (12 to 48 individuals), and w d
assaileven large or well-armed ueahues. Webbirds often inhabit the same cave as a community of
stirges. Sincewebbirds are activeby day, and stirgesare noc-
Webbirds fear fire and will not attack anyone carrying an turnal, one group is always alert. During dawn and dusk,both
open flame such as a torch. A flock of webbirds will also groups tend to be active, and attacks on travelers are most
r e h e to approach l q e r blazes such as bonfires. likely to occur at these times. Such combination attacks are
always exceedinglyhazardous to passersby.
When attacking, a webbird emits a strand of webbing from
its tail. This sticky strand, ld6-6 feet long,is extremely strong Eachwebbird is both male and female, so is able to produce
and capable of immobilizing even human-sizedcreatures. eggs. The life cycle of the webbird is short and vicious. Its
When a flmk of thesecreaturesattack with their webbing, each lifespanis no more than one year, and it spends almost all of
victim must save vs. paralysis or k o m e entangled and immo its energy in the search for food and hosts for their eggs.
biked. For every three webbirds attacking an individual, that Ecology: Webbirds are carnivores who feed primarily on car-
victim's saving throw is reduced by one. For example, if nine rion, includingthe remains of the hosts for their grubs. Their
webbirds attack a victim, that individual must save vs. para- small, sharp mouth ridges are perfectly adapted for rending
lyzationwith a -3 penalty tu the roll. flesh. Often a flock of webbirds will leave only a pile of bones
as evidencethat an attack has occurred.
Entrapment lasts ld4+4 rounds, though a being with a
Strengthof 18or more can break free in one round.A webbird's It is rumored that some drow elveskeep webbirds as guards
webs are immune to fire, but wine (or other alcoholic liquid) and as a means of disposing of thebodies of the dead.
will dissolve the material in one round. A standard wineskin
holds enough wine to free one human-sized creature, or two of Mages are known to covet the tails of webbirds for use as
componentsfor web spells.
smaller than man size. Entrapped creatures cannot attack or
cast spells, and they lose all Dexterity bonusestu Armor Class.
After webbirds have immobilized a victim, memben of the
flock will land on their victim to feed and lay eggs. Generally
speakng.1 to3 webbinis will land and tegm nibblingon the vic-
113
CLIMATE/TERRAIN Any
FREQUENCY: Rare
ORGANIZATION Pack
ACTIVITY CYCLE Night
DIET: special
INTELLIGENCE Average (8-10)
TREASURE Incidental
ALIGNMENT: Lawful evil
NO. APPEARING 3-18
ARMOR CLASS
MOVEMENT: 5
HIT DICE 15,Wb 18
THACO 3+2
NO. OF ATTACKS: 17
DAMAGUATTACK:
SPECIAL ATTACKS 1
SPECIAL DEFENSES ld4
MAGIC RESISTANCE Energy drain, poison
SIZE Silver or +1 or better weapons
MORALE 15%
M 14’ diameter)
XF’VALUE: &pion (i5j
1,400
Wraith-spiders appear as vaguely formed dark spider shapes unknown reasons, raise dead spells do not affect these creature:
Nhoseeight legstrail off into dark mist.They have no physical as they do other wraiths, having no effectat all.
substance, being more shadow and mist than spider. They
attack with mandibles that appear insubstantial,bnt leave vis- Wraithspiders are tuned as shadows.
ible wounds. Their bodies are circled with glowihg red pin- These creatures create webs that glow with an eerie dim
prick-eyesthat look in all directions simultaneous1 green light. Anyope touching a web will sustain ld4 points of
They speak no language of their own and do norrespondin damage from the numbing cold of the strands. Charactersr
any way to a speak with dead spell. They seem to communicate
with each other on some instinctive level to coordmate attacks contactwith the webs must also make a savlngthrow vs. para
in pack formations, though this is non-verbal in naiture. lyzationor be immobilizedby the web for 1-6 rounds, sustain
ing cold damage for each round in the web. Like the
They understand orders given in the commoa tongue or wrath-spidersthemselves, the webs cannot be cut by normal
drow, and can be commanded by those with the ability to weapons; they can be cut only by silver or magical edgec
command or control undead. They are always encounteredas weapons, or broken by a successfulbend badlift gates roll.
the servantsof some more powerful creature. Habitat/Society:Wraith-spiderswere originally created a:
guardiansof treasure or as guards for a particular area of i
Wraith-spiderscause damage by severdl methods. drow stronghold. Even under someone else’s control, the)
e causes ld4 points of damage from chilling cold; tend to guard treasure well, any treasure left by their victim
also drains 1 level of experience from arl opponent. being added to their origmalcache. Wraith-spiders are usuallj
cts hit points and all abilities connected with that encountered in packs since they are created in groups. How
h as combat ability or spellcasting.Lost,experience ever, since they do not always turn victims into more wraith
can only be regainedby earning new expeaience or by spiders (though there is speculation on what happens if i
normal or giant spider is killed by them), they are som6m-S
A wraith-spider’s bite also injects a poison. This poison encounteredalone as attrition takes its toll.
mains active for 2-5 roundsand drains1point of Constitution Ecology:Wraith-spiders have no goals or purposes other tha~
each round it is active. The victim must roll a succegsfulsaving to performtheir guard tasks and slay the living. Since they an
throw vs. poison each round to escape the poison‘b effects for not free to roam at will, they have little effect on the natura
that round. A neutralize poison spell allwiates the effects of the order. It is rumored that a wizard named Muiral created them
poisonentidy, moving it from the victim’s systemand restor- however, it is more likely that the wraith-spiders were createc
ing any lost Constitutionpoints.A slow poison delap the effects yearsbeforeby the drow for their wars against the duergar.
of the poison for the duration of the spellbut will not restore
Constitutionpoints already lost. Constitutionpoints can be
regained at therate of 1per week; a heal spell restom 1-4 points
per spell. Victims drained of all Constitutionpoihts die and
have a 25% chance of becoming wraith-spiders bhemselves.
Charactersslainby wraith-spiderscan be returnedto life with a
heal and a resurrectionspell a t in that sequence.
These creaturesare immune to cold-based attacks and sleep,
:harm, and hold spells. Normal weapons do no damage;
maith-spiders are affected only by silver weapons or magical
peapons. Holy water vials thrown at these creatures inflict
!d4 points of damage (as acid) againsttheir undeaoY forms.For
14
Yak-Man (Yikaria)
ORGANIZATION Priesthood
ACTIVITY CYCLE: Day
omnivore
INTELLIGENCE Average to Genius (9-11
TREASURE p @)
ALIGNMENT: Neutral evil
NO. APPEARING 1or 1-”
4
ARMOR CLASS 9
MOVEMENT:
NO. OF ATTACKS 1
DAMAGEIATTACK ldlO or by weapon
SPECIAL ATTACKS See below
SPECIAL DEFENSES See below
MAGIC RESISTANCE
SIZE 10%
MORALE L (8’ tall)
XP VALUE Elke (13114)
1,400 (Leader:2,000)
Yak-men live in the highest mountains, comfortable among royal court and advisors to their emperor.
the foreboding heights and deep, hidden valleys of the most Commanding dao. Each yak-man can summon a dao once
inaccessible ranges. Here, they maintain their petty empires,
per day, provided the yak-man does not already have a dao
ruling all other lifeformswithin their borders. under his or her command. The dao becomes a slave; it must
Yak-men, known among themselves as Yikaria (the “Lucky perform all actions that its master commands until the yak-
man decides to release it or until the sun has risen twice,
Chosen” in their native writing) are ogre-sized humanoids whichever comes first. Yak-men are wise enough not to
with broad shoulders. Their heads are like those of disgrun- demand wishes, however. Instead they are content to exploit
tled yaks, complete with curved horns and uniformly dour, the dao’s other impressiveabilities. (The emperor of the yak-
sullen expressions. Male or female, their bodies are coated men uses dao as thugs, as well as a messenger serviceand spy
with thick furand hair. Female yak-men are more slender, but network, with which to maintain control throughout his
otherwise they are very similar to the males in appearance; empire.)
many outsiders cannot tell them apart. Both sexes wear long
The dao, of course, hate their imprisonment, but they take
flowing robes and occasionallyturbans. All cany staves, some out their anger and frustration on the yak-men’s enemies. No
dao can attack a yak-man-not even a dao summoned by a
of which are magical. yak-man’s enemy. Dao summoned by others will, however,
retain their initial loyalties. Under certain conditions, a dao
Combat: Yak-men have a number of powers that make them may manage to harm a yak-man indirectly-by giving i n f c
deadly opponents. They can use magical items regardless of mation to his enemies for example.
normal magical abilities. Their leaders are spellcasters. They
have the natural power to summon and command dao genies.
Lastly, they boast a spell-like ability similar to the 5th-level
wizard spell, magic jar. Each power is explainedbelow.
Magical items. All yak-men can use magical items, includ-
ing items that are normally restricted to one class. If the item
raises benefits and abilities that the yak-man doesn’t have-
for example, a magical device that doubles the number of
spells learned-the yak-man gains nothing. However, if the
item bestows a new power, the yak-man can gain that power.
These creatures are particularly attracted to magical staves.
As a result, in any encounter, there is a 10%chance that one
yak-man has a magical rod or staff of some type. Yak-men are
always fully capable of using such i t e m and rarely hesitate to
do so.
Spellcasting lenders. Yak-men leaders have no more Hit
Dice than other yak-men, but they do have priest abilitiesthat
range from 1st to 10th level. They worship their own
“Forgotten G o d (see HabitaVSociety). All spheres except
plant and summoning are available. At 9th level, leaders
become high priests of the faith and gain wizard spell abilities.
Wizardry is performed as if they were of a level matchingtheir
priest abilities (they begin with 5th-level spells).Upon gaining
wizard powers, high priests typicallybecome members of the
115
Yak-Man (Yikaria!
Unique magic jar. The yak-men‘s most frightening weapon the followerscarry out by offeringslaves in the ‘’Manner Ele-
is their unique magic jar attack (which resembles the spell). mental”-that is by fire(immolation), earth (live burial), water
With this power, a yak-man literally crawls under another’s
skin, controlling the foe’s body, wreaking havoc, and becom- (drowning), or air (throwing the victim off a mountain). Daily
ing a spy for evil yak-men masters. The yak-man’s magic jar is
a touch attack. It takes twofull turns to take effect, during sacrifices ensure the ongoing benevolenceof the deity. These
which time the victim usually must be restrained. (Restraining hideous acts also strengthen the yak-men’s dominationof
actions are oftencloakedin ritual,but the typical chanting and their land, since a slave who disobeys today almost certainly
incense-bumingceremoniesare entirely optional.) To fend off
this insidious attack, the victim must make a successfulsaving will meet his or her death on the morrow.
throw vs. spell with a -4 penalty (cumulative with any other
mcdifiem in effect). It was the Forgotten God who enabled the yak-men to
enslave the dao. In a legend told by bards, it is said that the
Yak-men use this ability solely against humans, demihu- ForgottenGod once journeyed to the ElementalPlane of Earth.
mans, and humanoids-including elves, dwarves, orcs, and There, through @e and deception, the deity defeated the ruler
giants, but excluding genies, monstrous creatures, mind-flay- of the earth elementals.The price of that defeat was harsh: the
ers, and animals. When occupyinganother’s flesh, a yak-man dao were forced to serve the ForgottenGod and its minions-
gains access to all of the victim’s memories and knowledge. and forbidden to attack them-for “a thousand years and a
(This exceeds the power of the magic jar spell.) Although the year.” (It is unclear who much of the sentencehas passed, bu
yak-man retainshis own powers, he does not gain any of the sagesare confidentit will continuefor centuriesto come.)
victim‘s magical, spell-like, or psionic abilities. The victim’s
life force is cast into the furthestreaches of the yak-man’s own Of late, the rest of the world has begun to interest the yak
mind and kept unconscious there until it is returnedto its nor-
mal state (orslain). Meanwhjle, the yak-man’s mind takes full men, who see it as asource of new slaves and power. A fora!
:ontrol of the victim‘s body. Outwardly, the body does not into civilized realms typically involves a single scout or i
:hange. Detect magic and the like cannot detect the yak-man’s party of one to four.A dao may accompany each yak-man. If i
presence nor can a sha’ir (desert wizard) detect genie-work. A yak-man leader is present (10% chance), then any accompany
”wise woman” can sense something falx about the affected
mortal, but even she cannot recognize this falsehood as a yak- ing dao is noble.
For a single scout, the missionis usually recon~issanc+
man’s work unless she has dealt with this creature before.
The magic jar effectscanbe dispelled as the spell of the same helping yak-men gauge the strengths and weaknesses of thei
potential foes. Nearly all scouts are convicted criminalshop
name. Furthermore, a yak-man can choose to return to his
own body at any time, at will, regardlessof distance. The orig- ing to earn a new life among their fellow yak-men. (If they dit
inal life force regains consciousness. If either body is slain, on duty, it hardly matters.) Should the scout return to thi
then both the yak-man and the inhabitedcharacter perish
immediately. A yak-man will flee an endangered mortal form home city with some remarkable treasure or an e x t r a o d i
to preservehis own life. parcel of slaves, his crimes will be forgiven.These scouts fre
qnently make deals with evil humans. A single yak-man ma)
om a gray, gre return home with a caravan of servants, kidnapped or stolen
emental Plane o or with some other treasure, similarly ”hot.”
those of the strongesthuman settlements.
A party of yak-men in civilized landsusually has a missior
to 20 yak-men. The num- involving the members’ magic jar abilities. Theyseek to kidnap i
utpost can dominate an mortal or two and then inhabit their skins. (At least one yak- ma^
10dao and 10to 40local guards the bodiesof his or her companions.) Suchspies strivetc
and a portion of the low- infiltrate the local ruling class; taking the place of a well-posi.
“wise and benevolent” tioned senrant or slave is a popular tactic. (It’s more difficult tc
their familiesto help ensure the remainder’s survival. imitate someone with power or unusual ability.) After the mis
Yak-men function as a unified, malignant theocracy. All are sion is completed,when it’s time for entertainment, a yak- ma^
fanatical followers of their Forgotten God (a name used by may force the inhabitedbody to run amok, spreading chaos
outsiders;the yak-men’s ownname for their god is unknown). only to abandon conhol at the correctmoment, leaving the r m .
The worship of this savage deity directs their lives. The fused mortal to pay the price for the yak-man’s actions.
Forgotten God takes the general form of a yak-man, but the
deity‘s face is worn smooth into a featurelessmask.Great stat- Ecology:Yak-men have an inhemt drive for knowledge, par.
ues of the faceless god dominate yak-men temples, which ticularly dark knowledgethat may serve to corrupt or domi
occupy the highest crags of their homemountains. nate others. Knowledge that yak-men cannot gain or USI
The yak-men’s dark deity is appeased by sacrifice, which immediatelyis to be destroyed.Umentjmentalby nature, yak.
men parents pack childrenoff to communal creches once the>
are weaned, never to recognize them again. Yak-men feel nc
loyalty to their famili-nly to their god and to their inher
ently superiorrace as a whole.
Outsidersknow little of the yak-men. For the most part the)
have remained within the confines of their lands, content tc
enslave or kill whomever enters it. To the other intelligen
races, they are mysteriousfigures,treated as ”boogie men”+
scary race of evil, ruthless, unenlightened, powerful savage
who threaten the security of neighboring lands. The reputa
tion is warranted.
All other races are slavesat best to the yak-men-ven dao
There are rumors that dao leaders are working in conjunctior
with the ForgottenGod, helping that deity facilitate its o w
besting other genie lords and the temporary enslavement 0:
their races.
Zorbo
CLIMATERERRAIN Any non-arctic land Y
FREQUENCY: Rare
ORGANIZATION solitary 1
ACTIVITYCYCLE hY
DIET: Carnivo.re~ . i
INTELLIGENCE:
~ ~~~ -v
TREASURE If a creature is wearing multiple defensive items, determine
semi- (2-4)
ALIGNMENT: randomly which item the zorbo strikes or use the chart. The
Nil (P.Q, X) pluses absorbed also count toward any saving throws the
zorbo is y u i r e d to make for that turn.
Neutral HabitaVSoaety: This carnivorousbeast often develops a taste
for human and demihuman flesh, and it frequently lives
NO. APPEARING 1-4(10-60) where it can prey upon its favorite morsels. Such lairs typi-
ARMOR CLASS: 7@a% see below) cally include small caves, hollowed-out trees, or even large
MOVEMENT: 15,Cl 9 holes that it digs with its sharp claws. While zorbos prefer the
HIT DICE 4+2 taste of meat, they occasionallyeat berriesand fish.
THACO: 1. 7
NO. OF AlTACKS 3 Zorbos normally mate for life and produce one or two cubs
DAMAGWAmACK: ld4/ld4/ld2 every other spring. If multiple zorbos are encountered, they
SPECIAL ATIACKS: Absorption are most likely from a family unit. After two years, the cubs
SPECIAL DEFENSES Drain magicalprotection are chased away from the lair of their parents. The cubs either
MAGIC RESISTANCE find a lair of their own or perish in the wild.
s201,%3~' t~all)~ ~ - - ,
SIZE Ithasbeenreported thati n m of the deeperfomtsand less-
Steady (11) traveled lands, zorbosgather in smallcommunities numbering
MORALE 420 from 10to 60.Theecommunitieshave probablydevelopedas a
XP VALUE means of self-preservationin themore dangerous lands.
More thanone traveler has been lured to his death by mistak- Such communities are always guarded by zorbo sentries.
ing this creature at a distance as a cuddly, black-and-white These vigilant zorbos are always looking for signs of preda-
koala bear. Such a mistakebecomes painfully obvious when tors, but have also been known to signal for an attack on
themature attacks. They are semi-intelligent;only those able unsuspectingpassers-by.Walking too close to a wrbo commu-
to communicatewith bears can communicatewith them. nity often incites an attack by the entirepopulation.
Ecology: Bears seem to be a natural enemy of the zorbo,
Combat The zorbo frequently takesadvantage of its absorp- attacking them on sight. Whether this has something to do
tion ability before attacking, for example, moving near large with the zorbo's appearance or the fact that their roar sounds
rocks to absorb a good Armor Classvalue. This absorption like a bear cub crying is subject to speculation.
process requires one round, during which time the zorbo
pressesitself againstan object.This activity is similarto that of Zorbo hide that has been properly treated is an ideal recep-
a bear scratching its back on a tree.In fact, this action is a sign tacle for enchantments.Items made of this material, soaked in
of aggmwion and not an indicationof playfulness. holy water and enchanted under a full moon, receive an addi-
tional +1on item savingthrows.
Absorption dws not harm the object whose Armor Class is
being absorbed. The absorbedArmor Classlastsfor 1-4hours.
The ability grants the zorbo an AC ratingbased on the chart.
AC Rating Item Orderof Absorption
7 Shield
Earth
stone Passive It
* These d u d emagical items likea stnfof power or long swora, +4
defenderthat pant an Annor Classbonusin additionto their other
abilities.These itemsare always the last to be absorbed by the zorbo.
The wrbo's most f e d form of attack drains the defensive
magic of creaturesit strikes.Each time the zorbo hits a target
protected by magical armor, a ring of protection, bracers of
defense, or similar defense, the magical pluses of the item are
added to the zorbo's AC for one fullturn and the item is
turned to dust (nosaving throw). If the item does not grant a
magical plus (e.g., bracers ofdefense), the AC adjustmentto a
base AClO is absorbed instead. For example, a zorbo whose
current Armor Class is 0 strikes a character wearing bracersof
defense AC6. The result is that the bracers are destroyed and
the zorbo's new AC is -4. Arkifacts are not destroyed.
117
Terrain Guide Rough: badlands Desert: barrens, ilat, waste
Plain: downs,heath, meadow, moor, prame, Hills: bluffs,dunes, n d g s (gorge,rift, Swamp: bog, fen, marsh, mue. morass,
s a v m , steppe, tundra valley, canvon) quagmire. slough
Scrub:brackens, brush, bush, hckets, veldt Mounlains: glacier.mesa. tor Pond: lake, pool. tarn
Fore& copses,groves,jungle, ram forat,woods
Monster Summoning
Tables
11 orc Minotaur r- or stone&I
Ochre jelly 7 (:"rg""
12 Rat, giant (3d4 appear) R Hvdra. 10 heads
Mons 19 Wolf, winter
20 Zombie, juju Puddu
4 Gnollorflind Roper
Basilisk Slug, giant
..."..5 Lamprey.land Beetle. staz Splunx, hiera
Mongrelmen(2 HD &der rroll, 2-headt
Mudmen Umber hulk
_._ Xom
10 stirge 16 Toad. Downous
11 Toad,@ 17 Toad,&
12 Troglodyte 18 Wasp, @ant
19 Wolf, worg
Monster Summoning nI 20 Yeti
21 ABantl,iahaengf((3m-4oHbDat))
6 Crab,@ Monster SummoningV
7 CnrodiLe,wild 1 Ankheg(74HD)
2 Cockatrice
I 8 Dog,death 3 Displacer be*t
Stas This is a Lygemale deer that canburtfor 2-8
or strike with its hooves for 13/13.
G h t stas: Avery largeship, 7' at the shoulder and
weighing a b u t 1,500p d .It eanbuttfor 4-16
(4d4)or a& with its hooves far 14/14,
Temperate Encounters
12 NomadorNPC~
13 Horse,wild
5 Badeer. eiant. or ard,giant
Worg or grant ski
1r,c, Wlld
12 Kobold or tnDesman 11 Hobpblin or giant leech
12 Luatdman Dog, wild
Nomad or YPC pa*
11 h m a d or Jewish
Merchant
12 Lion
13 G o b h OT hobeoblin
17 Beetle, stag or bombard.. 17 Will o'wrsp 17
18 Owlbearor ghoul
19 DMSpedal 18 Hydra or yellow musk creeper 18 Pegasusorgriffon
20 DMSpeaal 19 DMSpeclal 19 DMSwcial
20 DMSpecial 20 DMSpecial
DM SpecialTable
DM should either choose a creaturebased on party level, or rollrandomly A speaal encounter canalsobe a ~ h l r ahlazard (storm,
avalanche) or an encounter with a known NPC.
SPECIAL ENCOUNTERS 33 Dragon, lifuer 63 L)C.fOX #Including ruins(cities, temples,
34 Drawn, red 6465 Lvc. tirer etc.) within5 miles of the paxty
Cold or Temperate Regions 35 Dr&m. white Monsterslisted together are
81 Naga, guardian equally likely to OCNIunless
Die 82 Naga, spirit otherwise specified. Monstersin
Roll Encounter italic type are 75% likely to be
RakShaSCl airbomewhen they are encoun-
01 Aeriafsnvant tered. All wilderness ogre
Rot erub encounters are 10%likely to be
with ogre magi. AU wilderness
28 Dragon,brass poll encounteJsare 10%likely to
29 Dragon.hn~
be with flind. NPC parties in the
wilderness will often be mar to
the adventuring group in nun-
ber, level, and equipment.other-
wise the typical NIT party will
be 7th to loth level, with hench-
men of approximatelyhalf
(round up) character level. Such
parties are 90% likely to be
mounted (seeNPC Party).
56 Ki-rm
57 Lmmnasu
T q i c a l Encounters DIS ropicalRau1' daunti
hog 01 Herd animal
6 Aerialencounter Herd animal
6 5 wild or w o
12 Baioon 12 Herdanimal
18 &gorantlion ke, spitting 18 Manticore Gy+,. ,",
19 DMSpedal 19 DMSpecial
20 DMSpedal __- 20 DMSpecial
6 Ch&e aeeper or tn-flower frond
18 Tasloior pan4 17 Scorpion,huge or g.
19 DMSpeclal 18 Dragonne or brass dragon
19 DMSpecial
# Indudrng rn(cihes, temples, etc.) w i h 5 mdes pf the party Monstersllsted together are equally hkely to occur unless otherwise
espeufied. Monstersm italic type are 75%bkJy to be aubrne when they are encountered AU wilderness ogre encounters are 10%likely to
be wthogre mag^ AU wilderness gnoil encounters 10%likely to be with flind.NPC parhesm the wlldemesswlll often be near to the
adventunng group mnumber, level, and equpment.Mherwise the typical NPC party d l be 7th to 10thlevel, wth henchmen of approx-
mately half(round up) character level Such parhesive 90% hkely to be mounted (see NPC Party)
SPECIAL ENCOUNTERS 27 D r a g o n . b m 44
Warm or Tropical Regions
45%
Die A7 ..
Roll Encounter
%yeof 52
53-5
Gorgimera 64-65 Medusa,greater 95-00 Zombie,julu
6674 Men, patro!
!~
75 Meni lost civilization
Gorgon
120
Special & Aretic Encounters
19 D M S p e d 19 DMSpecial 18 Kt-nn or mc
20 DMSpeod 20 DMSpecial 19 DMSpeaal
20 DMSpwal
Bats are usually encounteredonly at night. Owls are usuallyencounteredonly at night or in forests.
Commonbird: Thesearz n o d avians such as wild ducks, parrots, ravens, sea gulls,sparrow, swans, and so on.
Specialaerial encounters could indude dragons, genies, invisiblestalkers. sphinxes, aerial servants, air elementaband so on. Other spe
cia1encounters are missile fire fromthe ground or specid aerial patrols (e.g., elven knightsmounted on hippogriffs).
#Including (uhes, temples, etc.) withm 5 miles of the party Monsters hstd together are equallyllkely to occur unless otherwise
D llkely to be iurbomewhen they encountered.All w l d e m s ogre encounters are 10%likely to
encounters are 10%likely to be w t h flmd NPC parhes m the wldemess W U oftenbe near to the
d equipment O u L e r w ~the typical NPC party will be 7th to loth level, lnth henchmen of appmx-
Party
18 TmlLZ-headed 18 Lion spotted 18 Icetoad
19 DMSpecial 19 ~ ~ % , , i a l 19 DMSpecial
20 DMSpecial 20 DMSpecial
20 DM pecial
Salt Water Encounters
3 e Water Surf
I
17 Will o'wisp 19 Gocodile , w~, ~ ~~ ~ ~~ ~~~ ~
18 Seawolf,grrater 20
19 DMSpedal Tel 6', ~ Raystingorpungi
20 DMSpedal octoous or n--.-
Koalinth
17 S 12 wh.-
18 Sunk&-ship
I^
19 DMSpecial
20 D M S p i a l I_- giant:
17
18 Seawolf, lesser 18 Rayixixachitl
19 DMSpecial 19 DMSpedal
20 DMSpecial 20 DMSpedal
Aquatic Monster Summoning, Saltwater
Monster SummoningI Monster Summoning IV Monster SummoningVI
1 Barracuda (1HD) 1 Hippocampus 1 Eel,marine
2 Lampreycommon 2 Kapoadnth (gargoyle)
3 Merman 3 Lobster, giant (crayfish) 2 Nanvhale
4 Otter,sea 4 Mermw,ogre
5 Piranha (3d4 appear) 5 otter,gmnt ~~
6 Urchin,black 6 Shark (?-5 HD)
7 Triton 3 octopus
Monster SummoningI1 8 Urchin,yellow 4 Seawolf, greater
1 Barracuda (2HD) Monster SummoningV 5 Shark(74HD)
2 Dolphin 1 Crocodile, giant 6 Snake,giantsea(8HD)
3 Locathah 2 Lampreysea
4 Rayixitxachitl 3 Scrag(tr0ll) Monster Summoning VI1
5 Raysting 4 Sealion 1 Raymanta
6 Seahorse 6 Shark(54HD) 2 Slug, giant sea
7 Seawolf, lesser 3 snake, giant sea(10 HD)
8 urchin,grren 4 Squid,giant
Monster Summonine I11 Monster Summoning VI11
1 Eyeofthedeep
1 Barracuda (3Hb) 2 Dragonturtle (12 HD)
3 &aka*
2 Crab,giant 4 Shark,giant
3 Lacedon(ghoul) 5 Vovdanoi (16 HDY
4 sahuagin 6 &le,kilier
5 Selkie 7 whale,small '
6 Ur&in,red herbivore(12 HD)
8 Worm, mottled (purple)
122
I
Fresh Water Encounters
co S"
5 I J Eel,elem~
6 Dephencounter
66 Depthsencounter 7 Snake, =ant const.
7 SWan~lO%SW
12 M e r d w t -7
rbeaver
unter
18 Naga,water 20 DMSD
19 DMspedal
20 DMSpedat
18 sunkendup opus or gmnt lamprey I
19 DMSpead 18 Lacedon 17 Naga,wal.
20 DMSpeaal 19 DMSpeual 18 Snake,pntsea
M a l , Land, rn D@ Encountem Roll on the a p p m 20 DMSpecial 19 DMSpeaal
priate tabk.U the encounteris mt suitable, then none 20 DMSpeoal
Aquatic Monster Summoning, Freshwater
Monster SummoningI Monster Summoning IV Monster SummoningVI
1 Frog, giant (1HD) 1 Beetle.giant water 1 Ee1,marhe
2 Koalinth (hobgoblin) 2 CrayG,giant 2 Gai-,giant
3 Lamprey,common 3 Kapoacinth (gargoyle) 3 octopus
4 Nixie (3d4appear) 4 Kelpie 4 Seawolf, greater
5 Otter,common 5 Merrow,ogre
6 Piranha (3d4 appear) 6 Otter,giant 5 Snake,giant sea (8 HD]
Monster SummoningI1 7 Pike,giant
1 Eel, eledric 8 Spider, giant water 6 Vodyanoi (8 HD)
2 Frog, giant (2 HD) Monster SummoningV
3 ' Kuo-toa 1 Crocodile,giant Monster Summonine VU
4 Leech,giant(ZHD) 2 Eel, giant electric 1 Catfishgiant
5 Lizardman 3 Scrag(troll) 2 Gmnhag
6 &&,giant 4 Water weird 3 Naga,water
MonsterSummoning I11 4 Snake, giant sea
1 Crab,Giant
2 Crocodile, common (10 HD)
3 Fmggiant(3HD)
4 Lacedon (ghoul) Monster SummoningVI11
1 Slug,giantsea
2 Dragon W e (12 HD)
3 Kuo-toanmonitor
4 Worm,mdtled(pUrple)
Special Encounters
Border Ethereal Er - -.em he perceptionsand special attack form of this mature extendsmt4
Elmental, fn the border Ethereal Plane.The mature itself is on the Prime Material
iI Plane, and if thisis not possible, the encounter is ignored.
_ _Elelnentat ai
** The NPC Party sectionis used with the following modifications: violet fungus
5~ mementa~,eGiii party sizeis 1 4with no class restrictions.One cleric will always be 6 Xom or deep gnome
6 Salamander present,and at least onemage if party sizeis two or more. Levels are:
Priest 9th-18th Wizard Ilth-ZOth
Warrior 8th-15th Rogue 8th-17th
12 Gorgon' or lammasw **An etherealcyclone quires a savingthrow vs. spell. Thosewho fail
Aerial servant are blown to a singlerandomlocation:on the Prime Material Plane
~ (So%), on an h e r Plane (15%). or to anunlolownlocation until res-
18 Ethereal cyclonen* ~ cued or otherwWable to reach the PrimeM a t e d Plane (5%).
19 DMSpeual
20 DMSpeaal tUnusualfungi have a spedalproperty assignedby the DM, such as
being exceptionally nourishing.givingoff light, curing damage or dis-
ease, neutralizingpoison,causing strength or weakness if eaten,
repellingcertain c r e a w , etc. DM specialsmight include trained hunt-
18 Beholder or gas spo
ing spiders, pack lizardtrains.o c h jelliesof twicenormal size,etc. 19 DMSpecd
20 DMSpecd
D U N G E O N MONSTER R A N D O M LEVEL MATRIX
Equivalent I II I11 Monster Level Table Consulted
Dungeon 1-16 17-19
1-12 13-16 17 N V VI VI1
Level
1st
rnd-3I.d
4th
14th-15th Frog, giant or poiso
16thbr d o w 19 DMSpedal
20 DMspeaal
Roeedure:To determinethe monster table
used for the encounter,aoss-refeme the roll
0 with the equivalent dungeon level.
roll2d10 on the indicatedtable to deter-
the monsterappearing.If two monsters
are glven, pick oneor rollrandomly
If monster level is lower than dungeon
level, ina'wse thenumber encountered. If the
monster level is greater than the dungeon
evel, reducethe number encounted (at
east one will be encountemi).
are adjustedby character levelrather
by number (see Npc Party).
Iligentmonsterson Tables XI and X will
ve minionsinstead of greater numbers. On
levelsminionswill be fewerand/or
19 UMSpecial
20 dMSpedal
5
17
w1198
- g m) 18 RAsima, rajah
19 DM Special
DM Special 20 DM special
20 DM Special
n
iydra, 5 4 heads vnrlmlzP.- i -vel
17 Vampme, mage 9-12th level
lag, blmk a-otyugh or I 18 Tamasque
19 DM Special
18 Heucuva ---.I., 20 DM Special
19 DMSpecial
20 DM spffial 18 otyugh or hlnnel worn
Jermlameor osquip
-.eve1 V 19 DM Special 11 >Meekeror unwua~tungus
12 Trodcdvte or kuc-tca
ihrieker or yeUav 20 DM Special 13 Mord, y&ow or eiant slue
&pisplacer beast or leumtt 18 Beholder or gas :
19 DMSpedal
12 Minotaur 20 DMSpecial
yc. boar
IM Spedal
IM Special
NPC Parties 1(round p or down). If themaster's levelis Multi-class levels:For Modasses, subtract 1
level; for three classes, subtract 2 levels.
To avoid delays, create NPC partiesbefore above ,thehencbmanhas 1additional Adjust each dass downward to the racial
play. The tables allow such parties to be set levelp 3 full levels of themaster. Thus,a maximum, if applicable.
%-lev 1mage would have a 2nd-level
eup q u i d y and impartially; but DM is
Little detail is needed for - 1/ n
encouragedto make any changes that will hit points. They often have 30% /
enhance play Thetables shouldbe consid- fewweapons: for example,
ered a starting point. aossbow and dagger, or (at
shield, spear,long sword,
A typical NPC party has 2-12 member+ They are seldom found under-
2-5 major characters and therest henclunen the 3rd dungeon level.
or men-at-arms.
Chara+r Subtable Maximum
characters:The Character Subtableestab- Dice Character No. in Party
lishes a "typical" party sh-uchxe by limiting Type'
characternumber and class- allowed. Deter- ~ 3
mine characta race (20% demihuman) and CLERIC
demihumanmulti&ses on the Racial Sub score
table (multi&s resultscan exceedthe limits ~
of thecharacier Subtablelimits).
n' -17
Character Level a d EquipmentThese will
usuallybe cornpaable to thoseof the player Race Ssbtable -/5/1
characters,but NPC level will rarely exceed
mor 1 Race" a/".".f. 90% / 2 / II
12th.Arms,m o r , and equipmentwill be Dwarf
score ' Multi-Class 50%/ 1 / m
typical:A 1st-levelwarrior would have scale 01-30 I Elf 15%
or chain m o r and minimal gem. At 2nd 85%"' * Automatically has chis with no roll needed.
level, banded OI plate mailis typical, 31-55 I Use random determinationonly when any
weaponspmfuse, and equipment complete general magical item would be suitable to the
thek!I* If multi41assis01-20, the individual. Note that some item are in
(much oil, holy water, mirrors, etc.). NPC p u p s or multiples.
magic will be used if a fight breaks out. Note &aract Is hpledassed'
that if the N p c s are defeated, their magical
items win enter your campaign
Characterspells: These are selededby the
DM according to thosemost suited to the
NPC party. W d are subjectto the limits of
spells h o r n . Henchmen spellcastem are
Gated likewise.
Henchmen:Themaior NPCs will have a
total of 2-5 h c b m k , up the party sue, with
any remainderbeing m-at-arms. If the
encounteris below the 3rd dungeonlevel, all
those with the major NPCs will be henchmen
Henchman class and race is determinedas
for the'major characters.Major N p c s are
aasllsoiwgninedghfoernccohmmpeantiinbiOlirtdyer(e.gO.f. cahp-3a1l'bamdian'
wodd not follow a ~ dnor,would a ranger
below 8th level h v e hendunen). A hench-
man's level is me-thjrd of that of his master
wealItems for CharacterFncountem
TABLE I TABLE I1 I TABLE In
D i Itemld20) Die Item(d20) Die Item (d201
CASTLES &FORTRESSES Castle Table 3: NPC Master
Dice roll Master's Class and Level
(Optional) CLERIC__9t-l2th
01-20
Mostwilderness castles and fortresseswill edium Sm
already have beenplaced before play begins.
Sometimes, mostoften when the party is .age Large walled castle Themaster will have 2-5 henchmen,plus
mapping new territory, a prwiously mth keep specialfollowers due to dassor level.
unknown castle may be discovered. In this -.," a g e Fortress complex
Deserted castlesappear totally
case, thereis a base 1-in-20chance that any enhy into the constructionwill
wilderness encounterwillbe with an monster. Roll again on the enco
unknownstronghold.When this occurs, unsuitable, read the result fmm
column.
determinethe castle size, inhabitants, and stituted, depending on the terrain.
master's dass (if any) before rolling to see if NPC masterencmters pmeed to the next
the party is surprised. Table 3 (above).
*S T * : If the Party iS Surprised. and if the Castle Table 2: Mabitants
stronghold is inhabitedby brigandsor an Dice Roll
"Cmaster, haveteen
a pawl the swn@'old. Otherwise the Small Medium Large 'Inhabitants
P* seethe to miles 0145 01-30 01-15 Totally deserted
away and be able to pass the place 01 investi- 4640 31-50 16-40 Deserted (monster)
gate it as they wish. 61-70 51-65 4 1 4 Brigands
warSoeme 7140 664l 6 1 4 NPCmaster
Pawls before
play. R a d compositionshould be typical for Totally desented indicatesthe constructionis
the area.Thepatrol will be mounted unlgs in hepair, andon close&tion
special considerations apply (suchas unsuit- appeais empty.
able terrain, or a nation that shunsmounts).
(40% chance)or a wizard of 5th to 8thlevel Medium cast
Cancentri' castle
Fightersof 1stlevel or higher will have plate
mail, shield, lance,flail,and long sword. Men-
~ ~ b ~ o ~ ~ ~ & Ga$rriso~n is th~e typi~cal nu~mberdof memn thatdthe ca' stle can accommo
weapon' w c a l itemsare assigned by the ! % ~ ? ~ ~ % m ~ : c r e w e d weapons that shootbolts of spear size. With a 4- ,c- a
DM (see NPC P*, previous page). llsta can be fired every second mund.
Castles: The size Of the castleand garrison Light catapultsare indirectfire,crewed weapons that throw stones or flamingpitch.
are given in the tables.Thereactions of the Cauldrons are filled with bding oil,which is then p o d down upon attackers.The DM
castlegarrisonto an a p ~part~ywill g should decide the exact e f f e d of boiling oil (save vs. death, forexample).
be dictatedby the c u l w and society ofthe Castle Table 5: Artillery
area. For example, in a Qical medievalEuro-
pem fantasy &g, a friendly reaction Rateof Base
would result in the castlemas& welcoming
Devife
jousiing), taking the fighters' armor and
The most far-reaching and detailed
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In four volumes.
Thousands of entries from A to Z!
Each magical item completely detailed!
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I