Advanced Dungeons & Dragons®
2nd Edition
Monstrous Manual™
Game Accessory
The updated Monstrous Manual™ for the AD&D® 2nd Edition Game
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Project Coordinator:
Tim BeachEditor:
Doug StewartEditorial Assistant:
Gaye O'KeefeCover Illustration:
Jeff EasleyInterior Illustrations:
Tony DiTerlizzi (pencils, inks, and colors on insects, crustaceans, faerie-folk, and miscellaneous creepy things), Jeff Butler (pencils and inks on humans, demihumans, humanoids, giants, genies, dragonets, and miscellaneous part-human creatures), Dave Simons (pencils, inks, and colors on normal animals, almost normal animals, and squishy things), Tom Baxa (pencils, inks, and colors on gith-kind and miscellaneous), Mark Nelson (pencils and inks on dragons, dinosaurs, and miscellaneous), Les Dorscheid (colors on most of the book), Tim Beach and Doug Stewart (invisible stalker)Art Coordination:
Peggy Cooper with Tim BeachTypesetting:
Gaye O'KeefeKeylining:
Paul HanchetteProofreading:
Karen Boomgarden, Anne Brown, Andria Hayday, Thomas Reid, David WiseGuidance:
Steve Winter, Tim Brown, James M. WardMonster Selection Committee:
Jeff Grubb, David Wise, John Rateliff, Tim BeachDevelopment:
Tim Beach, Doug Stewart, Slade Henson, Thomas Reid, Jeff Grubb, Wolfgang Baur, Jon Pickens, John RateliffDesign Concept for MONSTROUS COMPENDIUM® Appendices:
David "Zeb" Cook, Steve Winter, Jon Pickens
We would like to offer special thanks to the artists and the people who helped with development, as well as Rich Baker, Carolyn Chambers, Bill Connors, Peggy Cooper, Slade Henson, Dawn Kegley, Dana Knutson, Georgia S. Stewart, and Sue Weinlein.
Many people have contributed to either the original first edition monster books or to the MONSTROUS COMPENDIUM™ appendices. The list that follows may not be complete, but we would like to thank the following people for their contributions to the monsters described in this book: the designers and editors, Rich Baker, Jay Battista, Wolfgang Baur, Tim Beach, Scott Bennie, Donald J. Bingle, Linda Bingle, Karen Boomgarden, Grant Boucher, Al Boyce, Mike Breault, Anne Brown, Tim Brown, Dr. Arthur W. Collins, Bill Connors, David "Zeb" Cook, Troy Denning, Dale Donovan, Newton Ewell, Nigel Findley, Steve Gilbert, Ed Greenwood, Jeff Grubb, Gary Gygax, Luke Gygax, Allen Hammack, Kris & Steve Hardinger, Andria Hayday, Bruce A. Heard, Slade Henson, Tracy Hickman, Harold Johnson, Rob King, Vera Jane Koffler, Heike Kubasch, Steve Kurtz, J. Paul LaFountain, Lenard Lakofka, Jim Lowder, François Marcela-Froideval, David Martin, Colin McComb, Anne McCready, Blake Mobley, Kim Mohan, Roger E. Moore, Chris Mortika, Bruce Nesmith, C. Terry Phillips, Jon Pickens, Brian Pitzer, Mike Price, Louis J. Prosperi, Tom Prusa, Jean Rabe, Paul Reiche, Jim Sandt, Lawrence Schick, Rick Swan, Greg Swedburg, Teeuwynn, John Terra, Gary Thomas, Allen Varney, James M. Ward, Dori Watry, Skip Williams, and Steve Winter; the artists who helped define the monsters, Tom Baxa, Brom, Jeff Butler, Clyde Caldwell, Doug Chaffee, Tony DiTerlizzi, Les Dorscheid, Jeff Easley, Larry Elmore, Fred Fields, Jim Holloway, Daniel Horne, Mark Nelson, Keith Parkinson, Harry Quinn, Robh Ruppel, Dave Simons, Dave Sutherland, D.A. Trampier, Valerie Valusek; and the people who put the books together and make them look good, Linda Bakk, Dee Barnett, Steve Beck, Peggy Cooper, Sarah Feggestad, Paul Hanchette, Angelika Lokotz, Gaye O'Keefe, Stephanie Tabat, and Tracey Zamagne; and anyone who has ever asked a question, offered constructive criticism, written an article, or offered an opinion about the monsters of the AD&D® game. Special thanks to Christopher M. Carter and Seth Goodkind for spotting errors.
ADVANCED DUNGEONS & DRAGONS, AD&D, DRAGON, DRAGONLANCE, FIEND FOLIO, FORGOTTEN REALMS, GREYHAWK, RAVENLOFT, SPELLJAMMER, and WORLD OF GREYHAWK are registered trademarks owned by TSR, Inc.
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Copyright ©1995 TSR, Inc. All Rights Reserved.
How To Use This Book
This hardcover Monstrous Manual was created in response to the many requests to gather monsters into a single, durable volume which would be convenient to carry. With the DUNGEON MASTER™ Guide (DMG) and the Player's Handbook (PHB), the Monstrous Manual forms the core of the AD&D® 2nd Edition game.
Every monster from the MONSTROUS COMPENDIUM® Volumes One and Two are contained within, as well as a few creatures from later volumes. The monsters in the Monstrous Manual have been revised, edited, and updated. Statistics for many of the creatures have been corrected, new information has been added to many of the entries, and many monsters have been reclassified. There are some new beasts, as well. In cases of conflicting information, the Monstrous Manual supersedes all previously published data.
Certain entries have been greatly condensed from MONSTROUS COMPENDIUM entries, to make this book as complete as possible without increasing its size or price. For instance, there is a full-page description of ravens in the MONSTROUS COMPENDIUM appendix for the GREYHAWK® campaign setting; in this book, ravens are given only a few lines in the "Bird" entry. This provides enough information to use the creatures for a short encounter, and it allows a page to be devoted to another adversary.
To find a monster in this book, flip through the pages or look in the index, which contains listings for the common name(s) of every monster in the book, referenced to the correct page.
All of the monsters described here are typical for their type. DMs should note that unusual variations are encouraged, but they are most effective when they depart from the expected. Likewise, entries describe typical lairs for creatures, from the dungeon complexes they inhabit to the tree houses they build; changing the look of these can make a monster encounter unique.
Contents
This introduction describes how to interpret the monsters in this book. In addition, there are three small appendices in the back of the book. The first deals with making monsters. The second covers monster summoning and includes tables for random determination of summoned creatures; to make random encounter charts for a campaign, the DM should refer to Chapter 11 of the DMG. The third appendix is concerned with creating NPC parties.
Other Worlds
Several of the monsters in this book have been imported from specialized game worlds, such as the SPELLJAMMER® campaign setting, the FORGOTTEN REALMS® setting, or the DARK SUN® world. The monsters in this book may be used in any setting; if a campaign setting is noted, it simply describes where the monster was first encountered, or where it is the most common. A particular monster still may not be encountered in a specific campaign world; this is up to the DM. For monsters from one of the specific worlds, the DM should consult the appropriate MONSTROUS COMPENDIUM appendices.
The Monsters
Each monster is described fully, with entries that describe behavior, combat modes, and so on. These are explained in the following text.
CLIMATE/TERRAIN
defines where the creature is most often found. Climates include arctic, sub-arctic, temperate, and tropical. Typical terrain includes plain/scrub, forest, rough/hill, mountain, swamp, and desert. In some cases, a range is given; for instance, "cold" implies arctic, sub-arctic, and colder temperate regions.FREQUENCY
is the likelihood of encountering a creature in an area. Chances can be adjusted for special areas.Very rare = 4% chance
Rare = 11% chance
Uncommon = 20% chance
Common = 65% chance
ORGANIZATION
is the general social structure the monster adopts. "Solitary" includes small family groups.ACTIVITY CYCLE
is the time of day when the monster is most active. Those active at night can be active at any time in subterranean settings. These are general guidelines and exceptions are fairly common.DIET
shows what the creature usually eats. Carnivores eat meat, herbivores eat plants, and omnivores eat either. Scavengers primarily eat carrion. If a monster does not fit any of these categories, the substances it does eat are described in the entry or in the text.INTELLIGENCE
is the equivalent of human "IQ." Certain monsters are instinctively cunning; these are noted in the monster descriptions. Ratings correspond roughly to the following Intelligence ability scores:0 Nonintelligent or not ratable
1 Animal intelligence
2-4 Semi-intelligent
5-7 Low intelligence
8-10 Average (human) intelligence
11-12 Very intelligent
13-14 Highly intelligent
15-16 Exceptionally intelligent
17-18 Genius
19-20 Supra-genius
21+ Godlike intelligence
TREASURE
refers to the treasure tables in the DUNGEON MASTER Guide. If individual treasure is indicated, each individual may carry it (or not, at the DM's discretion). Major treasures are usually found in the monster's lair; these are most often designed and placed by the DM. Intelligent monsters will use the magical items present and try to carry off their most valuable treasures if hard pressed. If treasure is assigned randomly, roll for each type possible; if all rolls fail, no treasure of any type is found. Treasure should be adjusted downward if a few monsters are encountered. Large treasures are noted by a multiplier (x10, for example); this should not be confused with treasure type X. Treasure types listed in parentheses are treasures found in the creatures' lair. Do not use the tables to place dungeon treasure, since the numbers encountered underground will be much smaller.ALIGNMENT
shows the general behavior of the average monster of that type. Exceptions, though uncommon, may be encountered.NO. APPEARING
indicates an average encounter size for a wilderness encounter. The DM should alter this to fit the circumstances as the need arises. This should not be used for dungeon encounters.Note that some solitary creatures are found in small groups; this means they are found in very small family units, or that several may happen to be found together, but do not cooperate with one another.
ARMOR CLASS
is the general protection worn by humans and humanoids, protection due to physical structure or magical nature, or difficulty in hitting due to speed, reflexes, etc. Humans and humanoids of roughly man-size that wear armor will have an unarmored rating in parentheses. Listed AC does not include any special bonuses noted in the description.MOVEMENT
shows the relative speed rating of the creature. Higher speeds may be possible for short periods. Human, demihuman, and humanoid movement rate is often determined by armor type (unarmored rates are given in parentheses). Movements in different mediums are abbreviated as follows:Fl = flying
Sw = swimming
Br = burrowing
Cl = climbing
Wb = moving across webs
Flying creatures also have a Maneuverability Class from A to E. Class A creatures have virtually total command over their movements in the air; they can hover, face any direction in a given round, and attack each round. Class B creatures are very maneuverable; they can hover, turn 180 degrees in a round, and attack in each round. Class C creatures are somewhat agile in the air; they cannot move less than half their movement rate without falling, they can turn up to 90 degrees in a round, and attack aerially once every two rounds. Class D creatures are somewhat slow; they cannot move less than half their movement rate without falling, can turn only 60 degrees in a round, and can make a pass once every three rounds. Class E includes large, clumsy fliers; these cannot move less than half their movement rate without falling, can turn only 30 degrees in a round, and they can make one pass every six rounds. See Chapter 9 of the DMG for more information.
HIT DICE
controls the number of hit points damage a creature can withstand before being killed. Unless otherwise stated, Hit Dice are 8-sided (1-8 hit points). The Hit Dice are rolled and the numbers shown are added to determine the monster's hit points. Some monsters have a hit point spread instead of Hit Dice, and some have additional points added to their Hit Dice. Thus, a creature with 4+4 Hit Dice has 4d8+4 hit points (8-36 total). Note that creatures with +3 or more hit points are considered the next higher Hit Die for purposes of attack rolls and saving throws.THAC0
is the attack roll the monster needs to hit Armor Class 0. This is always a function of Hit Dice, except in the case of very large, nonaggressive herbivores (such as some dinosaurs), or creatures which have certain innate combat abilities. A human or demihuman always uses a player character THAC0, regardless of whether they are player characters or "monsters." The THAC0 does not include any special bonuses noted in the descriptions.NUMBER OF ATTACKS
shows the basic attacks the monster can make in a melee round, excluding special attacks. This number can be modified by hits that sever members, spells such as haste and slow, and so forth. Multiple attacks indicate several members, raking paws, multiple heads, etc.DAMAGE/ATTACK
shows the amount of damage a given attack causes, expressed as a spread of hit points (based on a die roll or combination of die rolls). If the monster uses weapons, the damage done by the typical weapon will be allowed by the parenthetical note "weapon." Damage bonuses due to Strength are listed as a bonus following the damage range.SPECIAL ATTACKS
detail attack modes such as dragon breath, magic use, etc. These are explained in the monster description.SPECIAL DEFENSES
are precisely that, and are detailed in the monster description.
MAGIC RESISTANCE
is the percentage chance that any magic cast upon the creature will fail to affect it, even if other creatures nearby are affected. If the magic penetrates the resistance, the creature is still entitled to any normal saving throw allowed. Creatures may have resistances to certain spells; this is not considered "magic resistance", which is effective against all spells.SIZE
is abbreviated asT = tiny (2' tall or less);
S = smaller than a typical human (2+' to 4');
M = man-sized (4+' to 7');
L = larger than man-sized (7+' to 12');
H = huge (12+' to 25'); and
G = gargantuan (25+').
Most creatures are measured in height or length; some are measured in diameter. Those measured in diameter may be given a different size category than indicated above. For instance, while a 6-foot tall humanoid is considered size M, a spherical creature 6 feet in diameter has much more mass, so is considered size L. Similarly, a creature 12 feet long with a very slender body (like a snake) might be considered only man-sized. Adjustments like these should not move a creature more than one size category in either direction.
MORALE
is a general rating of how likely the monster is to persevere in the face of adversity or armed opposition. This guideline can be adjusted for individual circumstances. Morale ratings correspond to the following range:2-4 Unreliable
5-7 Unsteady
8-10 Average
11-12 Steady
13-14 Elite
15-16 Champion
17-18 Fanatic
19-20 Fearless
XP VALUE
is the number of experience points awarded for defeating, but not necessarily killing, the monster. This value is a guideline that can be modified by the DM for the degree of challenge, encounter situation, and for overall campaign balance.Combat
is the part of the description that discusses special combat abilities, arms and armor, and tactics.Habitat/Society
outlines the monster's general behavior, nature, social structure, and goals. In some cases, it further describes their lairs (the places they live in), breeding habits, and reproduction rates.Ecology
describes how the monster fits into the campaign world, gives any useful products or byproducts, and any other miscellaneous information.Variations
of a monster are given in a special section after the main monster entry. These can be found by consulting the index. For instance, the xorn entry also describes the xaren, a very similar creature.Psionics
are mental powers possessed by many creatures in the Monstrous Manual. The psionic listings are explained below:Level:
How tough the monster is in terms of psionic experience level.Dis/Sci/Dev:
How many disciplines the creature can access, followed by the total number of sciences and devotions the creature knows. Monsters can know sciences and devotions only from the disciplines they can access.Attack/Defense:
The telepathic attack and defense modes that the creature can use. Note that defense modes are not included in the total number of powers the creature knows. Abbreviations used are as follows:PB Psionic Blast M- Mind Blank
MT Mind Thrust TS Thought Shield
EW Ego Whip MB Mental Barrier
II Id Insinuation IF Intellect Fortress
PsC Psychic Crush TW Tower of Iron Will
Power Score:
The creature's usual score when using a power that is not automatically successful.PSPs:
The creature's total pool of psionic strength points (the maximum available to it).The rest of the listing indicates, by discipline, which powers the creature has, sometimes listing the most common powers, sometimes listing only the powers that all members of the species have. Unless otherwise noted, the creature always knows powers marked by an asterisk.
For information regarding psionic powers, see PHBR5, The Complete Psionics Handbook. If the DM chooses not to use psionics in the campaign, the powers can be changed to magical equivalents or simply ignored, though the latter severely impedes certain monsters.
Aarakocra
CLIMATE/TERRAIN: Tropical and temperate mountains
FREQUENCY: Very rare
ORGANIZATION: Tribal
ACTIVITY CYCLE: Day
DIET: Carnivore
INTELLIGENCE: Average (8-10)
TREASURE: D
ALIGNMENT: Neutral good
NO. APPEARING: 1-10
ARMOR CLASS: 7
MOVEMENT: 6, Fl 36 (C)
HIT DICE: 1+2
THAC0: 19
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-3/1-3 or 2-8 (weapon)
SPECIAL ATTACKS: Dive +4
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: M (20' wing span)
MORALE: Steady (11)
XP VALUE: 65
The aarakocra are a race of intelligent bird-men that live on the peaks of the highest mountains, spending their days soaring on the thermal winds in peace and solitude.
Aarakocra are about 5 feet tall and have a wing span of 20 feet. About halfway along the edge of each wing is a hand with three human-sized fingers and an opposable thumb. An elongated fourth finger extends the length of the wing and locks in place for flying. Though the wing-hands cannot grasp during flight, they are nearly as useful as human hands when an aarakocra is on the ground and its wings are folded back. The wing muscles anchor in a bony chest plate that provides the aarakocra with extra protection. The powerful legs end in four sharp talons that can unlock and fold back to reveal another pair of functional hands, also with three human-sized fingers and an opposable thumb. The hand bones, like the rest of an aarakocra's skeleton, are hollow and fragile.
Aarakocra faces resemble crosses between parrots and eagles. They have gray-black beaks, and black eyes set frontally in their heads that provide keen binocular vision. Plumage color varies from tribe to tribe, but generally males are red, orange, and yellow while females are brown and gray.
Aarakocra speak their own language, the language of giant eagles, and, on occasion, the common tongue (10% chance).
Combat:
In aerial combat, an aarakocra fights with either talons or the heavy fletched javelins that he clutches in his lower hands. An aarakocra typically carries a half dozen javelins strapped to his chest in individual sheaths. The javelins, which can be used for throwing or stabbing, inflict 2d4 points of damage. Owing to the aarakocra's remarkable skill at throwing javelins in the air, it incurs none of the attack penalties for aerial missile fire. An aarakocra will always save its last javelin for stabbing purposes rather than throwing it. Its favorite attack is to dive at a victim while clutching a javelin in each hand, then pull out of the dive just as it reaches its target, and strike with a blood-curdling shriek. This attack gains a +4 bonus to the attack roll and causes double damage, but an aarakocra must dive at least 200 feet to execute it properly.An aarakocra is reluctant to engage in grappling or ground combat, since its fragile bones are easily broken. Though rarely used except when cornered, an aarakocra's sharp beak can bite for 1-3 points of damage.
Habitat/Society:
Aarakocra live in small tribes of about 11-30 (1d20+10) members. Each tribe has a hunting territory of about 10,000 square miles with colorful banners and pennants marking the boundaries.Each tribe lives in a communal nest made of woven vines with a soft lining of dried grass. The eldest male serves as the tribe's leader. In tribes of more than 20 members, the second oldest male serves as the shaman, leading simple religious ceremonies involving the whistling of melodic hymns at sunset on the first day of a new month. Males spend most of their waking hours hunting for food and occasionally for treasure, such as gems and other shiny objects. Females spend eight months of the year incubating their eggs, passing the time by fabricating javelins and other tools from wood and stone. While resting on their backs, aarakocra females can use all four hands at the same time to weave boundary pennants, javelins sheaths, and other useful objects from vines and feathers.
Five aarakocra, including a shaman, can summon an air elemental by chanting and performing an intricate aerial dance for three melee rounds. The summoned air elemental will comply with the aarakocras' request for a favor, though it will not endanger its life on their behalf.
Aarakocra are extremely claustrophobic and will not willingly enter a cave, building, or other enclosed area.
Ecology:
Aarakocra have little to do with other species, including neighboring aarakocra tribes, and leave their home territory only in extreme circumstances. They rarely encounter humans except for an occasional foray into a rural community to snatch a stray farm animal; this is not an intentionally malicious act, as aarakocra are unable to distinguish between domestic and wild animals. A human venturing into aarakocra territory may be able to convince one to serve as a guide or a scout in exchange for a shiny jewel or coin.
Aboleth
CLIMATE/TERRAIN: Tropical and temperate/Subterranean
FREQUENCY: Very rare
ORGANIZATION: Brood
ACTIVITY CYCLE: Night
DIET: Omnivore
INTELLIGENCE: High (13-14)
TREASURE: F
ALIGNMENT: Lawful evil
NO. APPEARING: 1d4
ARMOR CLASS: 4
MOVEMENT: 3, Sw 18
HIT DICE: 8
THAC0: 13
NO. OF ATTACKS: 4
DAMAGE/ATTACK: 1-6 (x 4)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Slime
MAGIC RESISTANCE: Nil
SIZE: H (20' long)
MORALE: Elite (13)
XP VALUE: 5,000
Level Dis/Sci/Dev Attack/Defense Power Score PSPs
8 3/5/16 EW, II PsC, +1/ = Int 250
TS,IF,TW
Telepathy:
False Sensor Input, Mindlink, Mass Domination.The aboleth is a loathsome amphibious creature that lives in subterranean caves and lakes. It despises most land-dwelling creatures and seeks to enslave intelligent surface beings. It is as cruel as it is intelligent.
An aboleth resembles a plump fish, 20 feet in length from its bulbous head to its fluke-like tail. Its body is blue-green with gray splotches, and its pink-tan underbelly conceals a toothless, rubbery mouth. Three slit-like eyes, purple-red in color and protected by bony ridges, are set one atop the other in the front of its head. Four pulsating blue-black orifices line the bottom of its body and secrete gray slime that smells like rancid grease. Four leathery tentacles, each 10 feet in length, grow from its head. An aboleth uses its tail to propel itself through the water and its tentacles to drag itself along dry land.
Combat:
The aboleth attacks with its tentacles for 1d6 points of damage each. If a victim struck by a tentacle fails a saving throw vs. spell, the victim's skin transforms into a clear, slimy membrane in 1d4+1 rounds. If this occurs, the victim must keep the membrane damp with cool water or suffer 1d12 points of damage each turn. Cure disease cast upon the victim before the membrane completely forms stops the transformation. Otherwise, cure serious wounds will cause the membrane to revert to normal skin.Because its sluggish movement makes attacks difficult, the aboleth attempts to lure victims close by creating realistic illusions at will, complete with audible, olfactory, and other sensory components. The aboleth can attempt to enslave creatures within 30 feet; it can make three attempts per day, one creature per attempt. If the victim fails a saving throw vs. spell, he follows all of the aboleth's telepathic commands, although the victim will not fight on the aboleth's behalf. The enslavement can be negated by remove curse, dispel magic, the death of the enslaving aboleth, or, if the victim is separated from the aboleth by more than a mile, a new saving throw (one attempt per day.)
When underwater, an aboleth surrounds itself with a mucous cloud 1 foot thick. A victim in contact with the cloud and inhaling the mucus must roll a successful saving throw vs. poison or lose the ability to breathe air. The victim is then able to breathe water, as if having consumed a potion of water breathing, for 1-3 hours. This ability may be renewed by additional contact with the mucous cloud. An affected victim attempting to breathe air will suffocate in 2d6 rounds. Wine or soap dissolves the mucus.
Habitat/Society:
An aboleth brood consists of a parent and one to three offspring. Though the offspring are as large and as strong as the parent, they defer to the parent in all matters and obey it implicitly.Aboleth have both male and female sexual organs. A mature aboleth reproduces once every five years by concealing itself in a cavern or other remote area, then laying a single egg and covering it in slime. The parent aboleth guards the egg while the embryo grows and develops, a process that takes about five years. A newborn aboleth takes about 10 years to mature.
The aboleth spends most of its time searching for slaves, preferably human ones. It is rumored that the aboleth use their slaves to construct huge underwater cities, though none have ever been found. The aboleth are rumored to know ancient, horrible secrets that predate the existence of man, but these rumors are also unsubstantiated. There is no doubt that aboleth retain a staggering amount of knowledge. An offspring acquires all of its parent's knowledge at birth, and a mature aboleth acquires the knowledge of any intelligent being it consumes.
An aboleth's treasure consists of items taken from its slaves. The items are buried in caverns under a layer of slime resembling gray mud, recognizable by the distinctive rancid grease odor.
Ecology:
The omnivorous aboleth will eat any organic matter, usually algae and micro-organisms, but they are also fond of intelligent prey so they can absorb nutrients and information at the same time. Aboleth have no natural enemies, as even the mightiest marine creatures give them a wide berth. Aboleth slime is sometimes used as a component for potions of water breathing.
Ankheg
CLIMATE/TERRAIN: Temperate and tropical/Plains and forests
FREQUENCY: Rare
ORGANIZATION: Brood
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Non- (0)
TREASURE: C
ALIGNMENT: Neutral
NO. APPEARING: 1-6
ARMOR CLASS: Overall 2, underside 4
MOVEMENT: 12, Br 6
HIT DICE: 3-8
THAC0: 17-13
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-18 (crush)+1-4 (acid)
SPECIAL ATTACKS: Squirt acid
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: L-H (10' to 20' long)
MORALE: Average (9)
XP VALUE: 175-975
The ankheg is a burrowing monster usually found in forests or choice agricultural land. Because of its fondness for fresh meat, the ankheg is a threat to any creature unfortunate enough to encounter it.
The ankheg resembles an enormous many-legged worm. Its six legs end in sharp hooks suitable for burrowing and grasping, and its powerful mandibles are capable of snapping a small tree in half with a single bite. A tough chitinous shell, usually brown or yellow, covers its entire body except for its soft pink belly. The ankheg has glistening black eyes, a small mouth lined with tiny rows of chitinous teeth, and two sensitive antennae that can detect movement of man-sized creatures up to 300 feet away.
Combat:
The ankheg's preferred attack method is to lie 5 to 10 feet below the surface of the ground until its antennae detect the approach of a victim. It then burrows up beneath the victim and attempts to grab him in its mandibles, crushing and grinding for 3d6 points of damage per round while secreting acidic digestive enzymes to cause an additional 1d4 points of damage per round until the victim is dissolved. The ankheg can squirt a stream of acidic enzymes once every six hours to a distance of 30 feet. However, since it is unable to digest food for six hours after it squirts enzymes, it uses this attack technique only when desperate. A victim struck by the stream of acidic enzymes suffers 8d4 points of damage (half damage if the victim rolls a successful saving throw vs. poison).Habitat/Society:
The ankheg uses its mandibles to continuously dig winding tunnels 30-40 feet deep in the rich soil of forests or farmlands. The hollowed end of a tunnel serves as a temporary lair for sleeping, eating, or hibernating. When an ankheg exhausts the food supply in a particular forest or field, it moves on to another.Autumn is mating season for ankhegs. After the male fertilizes the female, the female kills him and deposits 2d6 fertilized eggs in his body. Within a few weeks, about 75% of the eggs hatch and begin feeding. In a year, the young ankhegs resemble adults and can function independently. Young ankhegs have 2 Hit Dice and an AC 2 overall and an AC 4 for their undersides; they bite for 1d4 points of damage (with an additional 1d4 points of damage from enzyme secretions), and spit for 4d4 points of damage to a distance of 30 feet. In every year thereafter, the ankheg functions with full adult capabilities and gains an additional Hit Die until it reaches 8 Hit Dice.
Beginning in its second year of life, the ankheg sheds its chitinous shell just before the onset of winter. It takes the ankheg two days to shed its old shell and two weeks to grow a new one. During this time, the sluggish ankheg is exceptionally vulnerable. Its overall AC is reduced to 5 and its underside AC is reduced to 7. Additionally, it moves at only half its normal speed, its mandible attack inflicts only 1d10 points of damage, and it is unable to squirt acidic enzymes. While growing a new shell, it protects itself by hiding in a deep tunnel and secreting a repulsive fluid that smells like rotten fruit. Though the aroma discourages most creatures, it can also pinpoint the ankheg's location for human hunters and desperately hungry predators.
Ankhegs living in cold climates hibernate during the winter. Within a month after the first snowfall, the ankheg fashions a lair deep within the warm earth where it remains dormant until spring. The hibernating ankheg requires no food, subsisting instead on nutrients stored in its shell. The ankheg does not secrete aromatic fluid during this time and is thus relatively safe from detection. Though the ankheg's metabolism is reduced, its antennae remain functional, able to alert it to the approach of an intruder. A disturbed ankheg fully awakens in 1d4 rounds, after which time it can attack and move normally.
The ankheg does not hoard treasure. Items that were not dissolved by the acidic enzymes fall where they drop from the ankheg's mandibles and can be found scattered throughout its tunnel system.
Ecology:
Though a hungry ankheg can be fatal to a farmer, it can be quite beneficial to the farmland. Its tunnel system laces the soil with passages for air and water, while the ankheg's waste products add rich nutrients. The ankheg will eat decayed organic matter in the earth, but it prefers fresh meat. All but the fiercest predators avoid ankhegs. Dried and cured ankheg shells can be made into armor with an AC of 2, and its digestive enzymes can be used as regular acid.
Arcane
CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Entourage
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Genius (17-18)
TREASURE: R
ALIGNMENT: Lawful neutral
NO. APPEARING: 1 (1-6)
ARMOR CLASS: 5 (3)
MOVEMENT: 12
HIT DICE: 10
THAC0: 11
NO. OF ATTACKS: 1
DAMAGE/ATTACKS: 1-8 (weapon)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Invisibility, dimension door
MAGIC RESISTANCE: 40%
SIZE: L (12' tall)
MORALE: Champion (15)
XP VALUE: 3,000
The arcane are a race of merchants, found wherever there is potential trade in magical items. They appear as tall, lanky, blue giants with elongated faces and thin fingers; each finger having one more joint than is common in most humanoid life. The arcane dress in robes, although there are individuals who are found in heavier armor, a combination of chain links with patches of plate (AC 3).
Combat:
For creatures of their size, the arcane are noticeably weak and non-combative. They can defend themselves when called upon, but prefer to talk and/or buy themselves out of dangerous situations. If entering an area that is potentially dangerous (like most human cities), the arcane hires a group of adventurers as his entourage.The arcane can become invisible, and can dimension door up to three times a day, usually with the intention of avoiding combat. An arcane feels no concern about abandoning his entourage in chancy situations. They can also use any magical items, regardless of the limitations of those items. This includes swords, wands, magical tomes, and similar items restricted to one type of character class. They will use such items if pressed in combat and they cannot escape, but more often use them as bartering tools with others.
Arcane have a form of racial telepathy, such that an injury to one arcane is immediately known by all other arcane. The arcane do not seek vengeance against the one who hurt or killed their fellow. They react negatively to such individuals, and dealing with the arcane will be next to impossible until that individual makes restitution.
Habitat/Society:
Nothing is known about the arcane's origins; they come and go as they please, and are found throughout the known worlds. When they travel, they do so on the ships and vehicles of other races. Finding such ships with arcane aboard is rare, and it is suspected that the arcane have another way of travelling over long distances.Contacting the arcane is no trouble in most civilized areas: a few words spread through the local grapevine, through taverns, guilds, and barracks, are enough to bring one of these creatures to the surface. In game terms, there is a base 10% chance per day of finding an arcane, if PCs actively look for one; the chance increases or decreases depending on their location. Arcane never set up permanent ``magic shops.''
The arcane's stock in trade is to provide magical items, particularly spelljamming helms, which allow rapid movement through space. The arcanes' high quality and uniform (if high) prices make them the trusted retailers. They accept payment in gold, or barter for other magical items (as a rule of thumb, costs should be five times the XP reward of the item, or a more valuable item).
The arcane take no responsibility for the use of the items they sell. The arcane will deal with almost anyone. They often make deals with both sides in a conflict, fully aware that they might annihilate all of their potential customers in a region. The arcane have no dealings with neogi, nor with creatures from other planes, such as genies, tanar'ri, and fiends. It is unknown whether the arcane create a wide variety of magical devices, or secure them from an unknown source.
Those dealing with the arcane find them cool, efficient, and most importantly, uncaring. Trying to haggle with an arcane is a chancy business, at best. Sometimes they will engage in haggling with a bemused smirk, but just as often leave the buyer hanging and walk out on the negotiations. They do not like being threatened, insulted, or blackmailed. Those who do so will find it very difficult to purchase reliable equipment. An arcane will not raise his hand in vengeance or anger -- there are more subtle ways to wreak revenge.
Ecology:
It is not known what arcane do with the gold, gems, and magic they collect. One theory says they need the items for reproduction (the basis for a large number of bawdy arcane jokes), while another links it to production and acquisition of more magical items. The arcane seem sexless. No young arcane have been reported, and the arcane keep their own counsel.
Argos
CLIMATE/TERRAIN: Space/Any Earth-based body
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Feed till consume 2xHD, then rest 2 hours/HD
DIET: Omnivore
INTELLIGENCE: Low to High (5-14)
TREASURE: U
ALIGNMENT: Neutral evil
NO. APPEARING: 1
ARMOR CLASS: 0
MOVEMENT: 9, Fl 3 (B)
HIT DICE: 5-10
THAC0: 5-6 HD: 15
7-8 HD: 13
9-10 HD: 11
NO. OF ATTACKS: 3 per victim
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 25%
SIZE: L-G (2' per HD)
MORALE: Champion (16)
XP VALUE: 5-6 HD: 2,000 (+1,000 for additional HD)
Argos are found in the same regions of wildspace as the baleful beholder nations. An argos resembles a giant amoeba. It has one large, central eye with a tripartite pupil, and a hundred lashless, inhuman eyes and many sharp-toothed mouths. An argos can extrude several pseudopods, each tipped with a fanged maw that functions as a hand to manipulate various tools.
Argos move by slithering; they can cling to walls and ceilings. They can levitate and fly at the very slow rate of 3.
Argos colors tend toward shades of transparent blues and violets; they smell like a bouquet of flowers. They are huge beasts ranging in size from 10 to 20 feet in diameter, weighing about 200 pounds per Hit Die. Though they exhibit signs of being intelligent tool users, they do not wear clothes, choosing rather to carry gear stored in temporary cavities within their bodies. However, their digestive juices often ruin devices within two to three weeks (saving throw vs. acid).
Combat:
An argos can attack with one to three weapons or items, or it can enfold a victim in a pseudopod and attack with 1d3 mouths for 1d4 points of damage each. It may attack as many foes in this way as it can physically reach.If an argos rolls a natural 20 on an attack, it envelopes its victim, swallowing him whole. A swallowed victim suffers 2d8 points of damage each round from the creature's digestive juices. The victim may attempt to cut his way free from within, using only short cutting weapons. He must inflict 8 points of damage to break free.
The eyes of an argos, like those of a beholder, have a variety of special powers. An argos can bring 1d10 of its smaller eyes to bear on any target. The large, central eye can focus only on targets that are in front of the creature (within 90 degrees of the ``straight-ahead point'' of the central eye). Though the creature has nearly 100 eyes, only 20 special powers have been noted; therefore a number of eyes must possess the same power.
Each point of damage inflicted on an argos eliminates one eye; the DM decides which powers are reduced in the process. It is possible to target one particular eye by attacking with a -4 penalty to the attack roll.
Each ability of an argos's eye is treated as a spell effect. Use the argos's Hit Dice as the caster level. Roll 1d20 and check the following table for a particular eye's power.
1. Blindness 11. Gaze Reflection
2. Burning Eyes (Hands) 12. Heat Metal
3. Charm Monster 13. Hold Monster
4. Clairvoyance 14. Imp. Phantasmal Force
5. Confusion 15. Irritation
6. Darkness, 15' rad. 16. Light
7. Dispel Magic 17. Slow
8. Emotion 18. Suggestion
9. ESP 19. Tongues
10. Fumble 20. Turn Flesh to Stone
The central eye can use one of three different powers once per round. It can create a personal illusion (an alter self spell), or it can cast a color spray or a ray of enfeeblement spell.
Habitat/Society:
Argos are solitary creatures, though it is not unheard of to discover an argos guardian aboard an eye tyrant ship. Argos appear capable of replenishing their own air envelope and thus may be encountered wandering asteroid rings and dust clouds alone.Despite its relative intelligence, the argos is a ravenous creature driven by its hunger. It tries to lure prey into its grasp, feeding until it has consumed a number of creatures equal to two times its own Hit Dice. It then slips away to digest its meal for a period equal to two hours per Die. If an argos is unable to find food within a week of its last meal, it loses 1 Hit Die per week until it becomes a 5-Hit Die creature. After that point, it can hibernate for up to a year by crystallizing its outer shell and forming a chrysalis.
Ecology:
Argos consume anything that moves and is digestible. Their preference is to use their abilities to lure their prey into traps and then to pick off individuals one at a time. It sorts through the tools and weapons of its victims and keeps the useful items.
Aurumvorax
CLIMATE/TERRAIN: Temperate hills
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Day
DIET: Carnivore (see below)
INTELLIGENCE: Animal (1)
TREASURE: Special
ALIGNMENT: Neutral
NO. APPEARING: 1
ARMOR CLASS: 0
MOVEMENT: 9, Br 3
HIT DICE: 12
THAC0: 9
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: 2-8 claws for 2-8 each
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: S (3' long)
MORALE: Fearless (19-20)
XP VALUE: 9,000
Despite being only the size of a large badger, the aurumvorax, or ``golden gorger,'' is an incredibly dangerous creature. The animal is covered with coarse golden hair and has small silver eyes with golden pupils. It has eight powerful legs that end in 3-inch-long copper claws. The aurumvorax's shoulders are massively muscled while its heavy jaw is full of coppery teeth.
The creature weighs over 500 pounds. This incredible density provides the animal with much of its natural protection. This, combined with its speed, power, and sheer viciousness, makes it one of the most dangerous species yet known.
Combat:
The aurumvorax charges any creature that enters its territory, causing a -3 to opponents' surprise rolls if attacking from its den. A female of the species receives a +2 bonus to attack rolls when guarding her young.The creature bites at its prey until it hits, clamping its massive jaws onto the victim and doing 2-8 hit points of damage. After it hits, the aurumvorax locks its jaws and hangs on, doing an additional 8 points of damage per round until either the aurumvorax or its enemy is dead. Only death will cause the aurumvorax to relax its grip.
Once its jaws lock, the golden gorger also rakes its victim with 2-8 of its legs, causing 2-8 hit points of damage per additional hit. An opponent who is held by an aurumvorax receives no dexterity adjustment to Armor Class.
Due to its incredibly dense hide and bones, the aurumvorax takes only half damage from blunt weapons. It is immune to the effects of small, normal fires and takes only half damage from magical fires. Neither poison nor gasses have any effect on the sturdy creature.
Habitat/Society:
The aurumvorax makes its solitary home in light forests, hills, and at the timberline on mountainsides. An aurumvorax chooses a likely spot and then uses its powerfully clawed legs to create a burrow, sometimes into solid rock.Due to their unusual dietary needs, aurumvorae make their lairs in spots that either contain rich veins of gold ore or are very near to an area where gold is readily available.
The aurumvorax is a solitary creature which jealously guards its territory, even from others of its kind. The only time adult aurumvorae willingly meet is during mating season, which occurs approximately every eight years.
The pair will stay together for a week or two before the male returns to his territory and the female prepares for the birth of her kits. A litter of 1d6+2 kits is born four months after mating.
For the first two weeks of life, the kits are blind and hairless. They must be fed both meat and precious ores, including gold, in order to survive. It is unusual for more than 1-2 of the strongest kits to survive. If a kit is found and ``adopted'' before its eyes are open, it can be tamed and trained.
Dwarves tend to dislike aurumvorae, though some communities have been known to raise one or more of the beasts for use in sniffing out veins of ore.
Ecology:
In order to survive, the aurumvorax supplements its carnivorous diet with quantities of gold. The ability to digest and utilize gold and other ores makes it possible for the creature to develop the dense fur, hide, and bones that protect it so well.If an aurumvorax is killed with a minimum of cutting damage to its hide, the hide may be turned into a garment of incredible strength and beauty worth 15,000-20,000 gold pieces. The garment will also protect its wearer as armor, the specific Armor Class depending on the size of the aurumvorax. A garment with AC 2 weighs 50 pounds, one with AC 3 weighs 40 pounds, and one with AC 4 weighs 30 pounds.
The wearer also receives a +4 bonus on saving throws vs. normal fires and a +2 bonus on saving throws vs. magical fire.
If an aurumvorax is burned in a forge, approximately 150-200 pounds of gold are left behind. This burning process is very difficult and usually takes between one and two weeks to perform. Of course, the hide may be removed before the creature is burned; if burned at the same time, the hide will provide an additional 21-40 (1d20+20) pounds of gold.
The aurumvorax's teeth and claws are also prized for decoration, and can bring up to 1 gp each on the open market.
Baatezu
Pit Fiend Black Abishai Green Abishai Red Abishai
CLIMATE/TERRAIN: The Nine Hells The Nine Hells The Nine Hells The Nine Hells
FREQUENCY: Very rare Common Common Common
ORGANIZATION: Solitary Solitary Solitary Solitary
ACTIVITY CYCLE: Any Any Any Any
DIET: Carnivore Carnivore Carnivore Carnivore
INTELLIGENCE: Genius (17-18) Average (8-10) Average (8-10) Average (8-10)
TREASURE: G, W Nil Nil Nil
ALIGNMENT: Lawful evil Lawful evil Lawful evil Lawful evil
NO. APPEARING: 1-4 2-20 2-8 1
ARMOR CLASS: -5 5 3 1
MOVEMENT: 15, Fl 24 (C) 9, Fl 12 (C) 9, Fl 12 (C) 9, Fl 12 (C)
HIT DICE: 13 4+1 5+2 6+3
THAC0: 7 17 15 13
NO. OF ATTACKS: 6 3 3 3
DAMAGE/ATTACK: 1-4x2/1-6x2/ 1-4/1-4/2-5 1-4/1-4/2-5 1-4/1-4/2-5
2-12/2-8 or weapon
SPECIAL ATTACKS: Fear, poison, Poison, dive Poison, dive Poison, dive
tail constriction
SPECIAL DEFENSES: Regeneration, Regeneration, Regeneration, Regeneration,
+3 or better +1 or better +1 or better +1 or better
weapons to hit weapons to hit weapons to hit weapons to hit
MAGIC RESISTANCE: 50% 30% 30% 30%
SIZE: L (12' tall) L (8' tall) L (7' tall) M (6' tall)
MORALE: Fearless (19-20) Average (8-10) Average (8-10) Steady (11-12)
XP VALUE: 57,500 21,500 23,500 25,500
General:
The baatezu are the primary inhabitants of the Nine Hells. They are a strong, evil tempered race held together by an equally strong organization. The baatezu live in a rigid caste system where authority is derived from power and station.The baatezu wish to fulfill their ancient quest to destroy the tanar'ri, their blood enemies. The baatezu also know that by infiltrating humans and entering their world they will gain power over the tanar'ri. Toward this end they constantly strive to dominate the Prime Material plane and its natives.
The baatezu are divided into three groups: greater, lesser, and least. Below are listed a few:
Greater baatezu Lesser baatezu least baatezu
amnizu abishai nupperibo
cornugon barbazu spinagon
gelugon erinyes
pit fiend hamatula
osyluth
In addition, there are the lemures, the common ``foot soldiers'' of the baatezu at the very bottom in station.
Combat:
All baatezu except for lemures, nupperibo, and spinagon are able to perform the following magical abilities, once per round, at will: advanced illusion, animate dead, charm person, infravision, know alignment (always active), suggestion, and teleport without error.Baatezu are affected by the following attack forms:
Attack Damage Attack Damage
acid full cold half*
electricity (lightning) full fire (dragon, magical) none*
gas half iron weapon none**
magic missile full poison none
silver weapon full***
*the gelugon suffers half damage from fire and none from cold.
**unless affected by normal weapons.
***greater baatezu suffer half damage from silver weapons.
Pit Fiend:
The most terrible baatezu of the Nine Hells, pit fiends appear to be giant, winged humanoids, very much like gargoyles in appearance, with huge wings that wrap around their bodies for defense. Pit fiend's fangs are large and drip with a vile, green liquid. Their bodies are red and scaly, often emitting flames when they are angered or excited. In the rare situations they choose to communicate, they use telepathy.Combat:
In physical combat, the pit fiend is capable of dealing out tremendous punishment, using its incredible 18/00 Strength (+6 damage adjustment). They can attack six times in a single round, dividing attacks against six different opponents. They can attack with two hard, scaly wing buffets for 1-4 points of damage per hit. Their powerful claws do 1-6 points of damage per successful attack. The bite of a pit fiend is dreadful indeed, causing any creature bitten to take 2-12 points of damage and receive a lethal dose of poison. A saving throw vs. poison is required or the victim dies in 1-4 rounds. The bite also infects the victim with a disease.Pit fiends can also attack with their tail every round, inflicting 2-8 points of damage per hit. The tail can then hold and constrict the victim for 2-8 points of damage per round until the victim makes a successful Strength check to break free. Pit fiends can also carry jagged-toothed clubs which inflict 7-12 points of damage per hit (this replaces one claw attack).
Once per round a pit fiend can use one of the following spell-like powers, plus those available to all baatezu: detect magic, detect invisibility, fireball, hold person, improved invisibility, polymorph self, produce flame, pyrotechnics, and wall of fire.
They can, once per year, cast a wish spell. They may always gate in two lesser or one greater baatezu with a 100% chance of success, performing this action once per round. Once per day, a pit fiend can use a symbol of pain -- the victim must save vs. rod, staff or wand or suffer a -4 penalty on attack dice, and a -2 penalty to Dexterity for 2-20 rounds.
Pit fiends regenerate 2 hit points per round and radiate a fear aura in a 20-foot radius (save vs. rod, staff, or wand at a -3 penalty or flee in panic for 1-10 rounds).
Habitat/Society:
Pit fiends are the lords of the Nine Hells. They are the baatezu of the greatest power and the highest station. Pit fiends are found throughout the various layers of the Nine Hells, but are very rare on the upper layers.Wherever they are found, these mighty lords hold a position of great authority and power. They sometimes command vast legions consisting of dozens of complete armies, leading them into battle against the tanar'ri. These huge forces are terrifying to behold, and any non-native of the lower planes, of less than 10 Hit Dice, who sees them, flees in panic for 1-3 days. Those of 10 Hit Dice or more must make a saving throw vs. rod, staff, or wand or flee in panic for 1-12 turns.
Ecology:
Pit fiends are spawned from the powerful gelugons of the Nine Hells' eighth layer. When those icy fiends are found worthy they are cast into the Pit of Flame for 1,001 days after which they emerge as pit fiends.Abishai:
Abishai are common on the first and second layers of the Nine Hells, appearing much like gothic gargoyles. They are thin and reptilian with long, prehensile tails and great wings. There are three varieties of abishai. They are, in ascending order of station, black, green, and red. Abishai communicate with telepathy.Combat:
In battle, the abishai strikes with formidable claws, inflicting 1-4 points of damage per successful hit. It can also lash out with its flexible tail for 2-5 points of damage. Hidden in the end of an abishai's tail is a small stinger that injects poison on a successful hit, requiring a saving throw vs. poison (failure results in death).Abishai can fly into the air and dive at enemies, striking with both claws. Their attack roll is made with a +2 bonus. A successful hit inflicts double damage.
In addition to the powers possessed by all baatezu, an abishai can perform the following magical powers, one at a time, once per round: change self, command, produce flame, pyrotechnics, and scare. They can also attempt to gate 2-12 lemures (60% chance of success, once per day) or 1-3 abishai (30% chance of success, once per day).
All abishai are susceptible to damage from holy water. If a vial is splashed on it, an abishai suffers 2-8 points of damage. All abishai regenerate 1 hit point per melee round unless the damage was done by holy water or a holy magical weapon.
Habitat/Society:
Abishai are voracious and evil. They delight in tormenting those few natives of the Nine Hells that are lower in power. Abishai are fond of using change self and charm person to tempt mortals bold enough to travel to the Nine Hells.Ecology:
The abishai comprise the main body of many large, evil armies battling against the tanar'ri and intruders against the Nine Hells. In some cases, a red abishai may have proven himself worthy enough to command a force of lemures. If it is successful in this endeavor, the red abishai may be promoted to a higher form of baatezu.
Banshee
CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Night
DIET: Nil
INTELLIGENCE: Exceptional (15-16)
TREASURE: (D)
ALIGNMENT: Chaotic evil
NO. APPEARING: 1
ARMOR CLASS: 0
MOVEMENT: 15
HIT DICE: 7
THAC0: 13
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-8
SPECIAL ATTACKS: Death wail
SPECIAL DEFENSES: +1 or better weapon to hit
MAGIC RESISTANCE: 50%
SIZE: M (5'-6' tall)
MORALE: Elite (13)
XP VALUE: 4,000
The banshee or groaning spirit, is the spirit of an evil female elf -- a very rare thing indeed. Banshee hate the living, finding their presence painful, and seek to harm whomever they meet.
Banshees appear as floating, luminous phantasms of their former selves. Their image glows brightly at night, but is transparent in sunlight (60% invisible). Most banshees are old and withered, but a few (10%) who died young retain their former beauty. The hair of a groaning spirit is wild and unkempt. Her dress is usually tattered rags. Her face is a mask of pain and anguish, but hatred and ire burns brightly in her eyes. Banshees frequently cry out in pain -- hence their name.
Combat:
Banshees are formidable opponents. The mere sight of one causes fear, unless a successful saving throw vs. spell is rolled. Those who fail must flee in terror for 10 rounds and are 50% likely to drop any items they were carrying in their hands.A banshee's most dreaded weapon is its wail or keen. Any creature within 30 feet of a groaning spirit when she keens must roll a saving throw vs. death magic. Those who fail die immediately, their faces contorted in horror. Fortunately, groaning spirits can keen just once per day, and then only at night. The touch of a groaning spirit causes 1d8 points of damage.
Banshees are noncorporeal and invulnerable to weapons of less than +1 enchantment. In addition, groaning spirits are highly resistant to magic (50%). They are fully immune to charm, sleep, and hold spells and to cold- and electricity-based attacks. Holy water causes 2d4 points of damage if broken upon them. A dispel evil spell will kill a groaning spirit. A banshee is turned as a ``special'' undead.
Banshees can sense the presence of living creatures up to five miles away. Any creature that remains within five miles of a groaning spirit lair is sure to be attacked when night falls. The nature of this attack varies with the victim. Beasts and less threatening characters are killed via a touch. Adventurers or demihumans are attacked by keening. Creatures powerful enough to withstand the groaning spirit's keen are left alone.
When attacking adventurers, the groaning spirit attacks at night with her wail. If any characters save successfully, she then retreats to her lair. Thereafter, each night, the groaning spirit returns to wail again. This routine is repeated until all of the victims are dead or have left the groaning spirit's domain, or until the groaning spirit is slain.
Habitat/Society:
Banshees loathe all living things and thus make their homes in desolate countryside or ancient ruins. There they hide by day, when they cannot keen, and wander the surrounding countryside by night. The land encircling a groaning spirit's lair is strewn with the bones of beasts who heard the groaning spirit's cry. Once a groaning spirit establishes her lair she will remain there.The treasure of groaning spirits varies considerably and often reflects what they loved in life. Many hoard gold and fine gems. Other groaning spirits, particularly those that haunt their former homes, show finer tastes, preserving great works of art and sculptures, or powerful magical items.
It is nearly impossible to distinguish the cry of a groaning spirit from that of a human or elf woman in pain. Many a knight gallant has mistaken the two sounds, and then paid for the mistake with his life. Banshees are exceptionally intelligent and speak numerous languages, including common, elvish, and other demihuman languages.
Banshees occasionally use their destructive powers to seek revenge against their former adversaries in life.
Ecology:
Banshees are a blight wherever they settle. They kill without discretion, and their only pleasure is the misfortune and misery of others. In addition to slaying both man and beast, a groaning spirit's keen has a powerful effect upon vegetation. Flowers and delicate plants wither and die and trees grow twisted and sickly, while hardier plants, thistles and the like, flourish. After a few years all that remains within five miles of a groaning spirit's lair is a desolate wilderness of warped trees and thorns mixed with the bones of those creatures that dared to cross into the groaning spirit's domain.
Basilisk
Lesser Greater Dracolisk
CLIMATE/TERRAIN: Any land Any land Any land
FREQUENCY: Uncommon Very rare Very rare
ORGANIZATION: Solitary Solitary Solitary
ACTIVITY CYCLE: Day Day Day
DIET: Carnivore Carnivore Carnivore
INTELLIGENCE: Animal (1) Low (5-7) Low to Average (5-10)
TREASURE: F H C, I
ALIGNMENT: Nil Neutral Chaotic evil
NO. APPEARING: 1-4 1-7 1-2
ARMOR CLASS: 4 2 3
MOVEMENT: 6 6 9, Fl 15 (E)
HIT DICE: 6+1 10 7+3
THAC0: 15 11 13
NO. OF ATTACKS: 1 3 3
DAMAGE/ATTACK: 1-10 1-6/1-6/2-16 1-6/1-6/3-12
SPECIAL ATTACKS: Gaze turns to stone See below See below
SPECIAL DEFENSES: Nil Surprised only on a 1 Nil
MAGIC RESISTANCE: Nil Nil Nil
SIZE: M (7' long) L (12' long) H (15-20' long)
MORALE: Steady (12) Champion (16) Champion (15)
XP VALUE: 1,400 7,000 3,000
These reptilian monsters all posses a gaze that enables them to turn any fleshy creature to stone; their gaze extends into the Astral and Ethereal planes.
Basilisk
Although it has eight legs, its sluggish metabolism allows only a slow movement rate. A basilisk is usually dull brown in color, with a yellowish underbelly. Its eyes glow pale green.
Combat:
While it has strong, toothy jaws, the basilisk's major weapon is its gaze. However, if its gaze is reflected, and it sees its own eyes, it will become petrified itself, but this requires light at least equal to bright torchlight and a good, smooth reflector. In the Astral plane its gaze kills; in the Ethereal plane it turns victims into ethereal stone. These will only be seen by those in the Ethereal plane or who can see ethereal objects.Greater Basilisk
The greater basilisk is a larger cousin of the more common reptilian horror, the ordinary basilisk. These monsters are typically used to guard treasure.
Combat:
The monster attacks by raising its upper body, striking with sharp claws, and biting with its toothy maw. The claws carry Type K poison (saving throws vs. poison are made with a+4 bonus). Its foul breath is also poisonous, and all creatures, coming within 5 feet of its mouth, even if just for a moment, must roll successful saving throws vs. poison (with a+2 bonus) or die (check each round of exposure).Even if a polished reflector is used under good lighting conditions, the chance for a greater basilisk to see its own gaze and become petrified is only 10%, unless the reflector is within 10 feet of the creature. (While its gaze weapon is effective to 50 feet, the creature's oddly-shaped eyes are nearsighted and it cannot see its own gaze unless it is within 10 feet.)
Dracolisk
The sages say that the dracolisk is the offspring of a rogue black dragon and a basilisk of the largest size.
The result is a deep brown, dragon-like monster that moves with relative quickness on six legs. It can fly, but only for short periods -- a turn or two at most.
Combat:
This horror can attack with its taloned forelegs and deliver vicious bites. In addition, it can spit a stream of acid 5 feet wide and up to 30 feet away. The acid causes 4d6 points of damage, half-damage if a successful saving throw vs. breath weapon is rolled. The dracolisk can spit up to three times per day.The eyes of a dracolisk can petrify any opponent within 20 feet if the monster's gaze is met. Because its hooded eyes have nictating membranes, the monster is only 10% likely to be affected by its own gaze. Opponents in melee with a dracolisk and seeking to avoid its gaze fight with a -4 penalty to their to attack rolls.
Bat
Common Large Huge Azmyth NightHunter Sinister
CLIMATE/TERRAIN: Any land Any land Warm caves Any land Any land Any land
FREQUENCY: Common Uncommon Rare Rare Uncommon Rare
ORGANIZATION: Swarm Flock Flock Solitary Pack Band
ACTIVITY CYCLE: Night Night Night Any Night/any Any
DIET: Omnivore Omnivore Omnivore Omnivore Carnivore Omnivore
INTELLIGENCE: Animal (1) Animal (1) Low (5-7) High (13-14) Average to Average to
High (8-14) Except. (8-16)
TREASURE: Nil Nil C Nil M, O, Z (in lair) Nil
ALIGNMENT: Neutral Neutral Neutral evil Chaotic neutral Neutral evil Lawful evil
NO. APPEARING: 1-100 3-18 1-8 1 1-12 (1-30 in lair) 1d6
ARMOR CLASS: 8 (see below) 8 7 (see below) 2 6 3
MOVEMENT: 1, Fl 24 (B) 3, Fl 18 (C) 3, Fl 15 (C) 3, Fl 24 (A) 2, Fl 18 (A) 2, Fl 21 (A)
HIT DICE: 1-2 hp 1d4 hp or 1 4-6 2 2+2 4+4
THAC0: 20 19 or 20 17 (4 HD) 19 19 17
15 (5-6 HD)
NO. OF ATTACKS: 1 1 1 2 4 1
DAMAGE/ATTACK: 1 1d2 or 1d4 2d4 1/1-2 1-4/1-2/1-2/ 2-5
1-6 or 3-12
SPECIAL ATTACKS: See below Nil See below Magic use Nil Magic use
SPECIAL DEFENSES: Nil See below See below magic use Nil Energy field
MAGIC RESISTANCE: Nil Nil Nil 40% Nil 70%
SIZE: T (1') M (5'-6') H (12'-16') S (3') M (7') L (9')
MORALE: Unreliable (2-4) Unsteady (5-7) Steady (11-12) Elite (14) Steady (11) Champion (15-16)
XP VALUE: 15 35 420 (4 HD) 650 175 2,000
650 (5 HD)
975 (6 HD)
Bats are common animals in many parts of the world. While ordinary bats are annoying but harmless, larger varieties can be quite deadly. With almost 2,000 different species of bats known, one can find wingspans from less than two inches across to 15 feet or more. The small body of the ordinary bat resembles a mouse, while the wings are formed from extra skin stretched across its fore limbs. The larger bats are scaled up but otherwise similar in appearance.
Despite the common belief that bats are blind, nearly all known species have rather good eyesight. In the dark, however, they do not rely on their visual acuity, but navigate instead by echo-location. By emitting a high-pitched squeal and listening for it to bounce back to them, they can ``see'' their surroundings by this natural form of sonar.
Combat:
Ordinary bats attack only if cornered and left with no other option. If startled, bats tend to become frightened and confused. This causes them to swarm around and often fly into things. The typical bat swarm ends up putting out torches (1% chance per bat encountered per round), confusing spell casting (Wisdom roll required to cast spells), inhibiting combatants' ability to wield weapons (by a -2 THAC0 penalty), and otherwise getting in the way. Under ideal flying conditions, a bat's Armor Class rating rises from 8 to 4.Habitat/Society:
While bats are found almost anywhere, they prefer warm and humid climes. Some species hibernate during the cold season and a few are know to migrate. Bats live in caves, dark buildings, or damp crevices, hanging by their toes during the day, and leaving at dusk to feed during the night. In large, isolated caverns there may be thousands of bats.Ecology:
Most bats eat fruit or insects, though some include small animals or fish in their diets. The rare vampire bat travels at night to drink the warm blood of living mammals, but its victims are rarely humans or demihumans. Care must be taken not to confuse the vampire bat with the true vampire in this regard.Rot grubs and carrion crawlers are among the few creatures known to live in the guano on the floor of large bat-infested caverns, making any expeditions into such caves dangerous indeed. If the noxious odor from the guano is not enough to subdue the hardiest of adventurers (a single Constitution check to stay conscious), these crawling denizens are.
Large Bat
These creatures are large versions of the carnivorous variety of the ordinary bat with 3-foot-long bodies and 5- to 6-foot-long wingspans. They dwell in dark caverns, usually underground, and depend on their sonar in flight to compensate for their poor eyesight. Only 10% of giant bats are of the more powerful 1 Hit Die variety.
Extremely maneuverable in flight, large bats gain an Armor Class bonus of +3 when an opponent with a Dexterity of 13 or less fires a missile weapon at it. The creature must land (usually on its victim) to attack with its bite. The typical example of this species inflicts 1d2 points of damage with its teeth while the larger does 1d4 points of damage. Anyone bitten by a large bat has a 1% chance per point of damage done to contract rabies.
When rabies is contracted, there is a 1d4+6 day incubation period. Once this period has ended, the victim has 10 days to live. The victim cannot drink or eat anything and is overly irritable. Anything from loud noises to being awakened at night can set the victim off (the DM determines the temper triggers). If temper flares, the victim must roll a Wisdom check. If the check fails, the rabid person attacks until he is killed or knocked unconscious. When a character contracts rabies, he or she dies from the infliction, unless cured by a wish, alter reality, limited wish, cure disease, or similar spell.
Huge Bat (Mobat)
Mobats prefer warm-blooded prey that they bite to death with their fangs. They have a dim and evil intelligence that gives them a desire for shiny objects. Because the typical mobat has a wingspan of 12 to 16 feet, they must have large areas to serve as flight runways.
Because Mobats' flight is so rapid and silent, their victims suffer a -3 penalty to their surprise rolls. They can also give a piercing screech that causes such great pain that victims seek to cover their ears rather than fight, unless a saving throw versus paralyzation is successful. This screech is always used if the prey resists and it is effective in a 20-foot radius about the mobat. Note that mobile mobats have an Armor Class of 2. Under crowded flying conditions, their Armor Class suffers and raises to 7. When not in flight, mobats have an Armor Class of 10.
Azmyth
Azmyths live on flowers, small plants, and insects. They are solitary wanderers, though they do have ``favorite haunts'' to which they return. They often form partnerships with humanoids for mutual benefit, sometimes forming loyal friendships in the process. Azmyths have been known to accompany creatures for their entire lives, and then accompany the creatures' offspring. The life span of azmyths are presently unknown but is believed to be over 100 years. They are not familiars as wizards understand the term; no direct control can be exercised over one, except by spells.
Azmyths have crested heads and bearded chins, white, pupil-less eyes, and leathery gray, mauve, or emerald green skin. They emit shrill squeaks of alarm or rage, and endearing, liquid chuckles of delight or amusement. They communicate by telepathy that has a range of 60 feet, and have infravision to 90 feet. They can know alignment three times per day, become invisible (self only for six rounds or less, ending when the azmyth makes a successful attack) once per day, and create silence 15' radius, centered on themselves, once per day.
In combat, the azmyth bites for 1 point of damage and stabs with its powerful needle-sharp tails for 1d2 points. Twice per day, an azmyth can unleash a shocking grasp attack, transmitting 1d8+6 points of electrical damage through any direct physical contact with another creature. This attack can be combined with a physical attack for cumulative damage.
Night Hunter
This species, know as dragazhar, is named after the adventurer who first domesticated one, long ago. Nocturnal on the surface, it is active anytime in the gloom of the underworld. It eats carrion if it must, but usually hunts small beasts. Desperate dragazhar are known to attack livestock, drow, or humans.
Night hunters swoop down to bite prey (1d4), rake with their wing claws (1d2 each), and slash (1d6) or stab (3d4) with their dexterous, triangular-shaped, razor sharp tails. They stalk their prey, flying low and dodging behind hillocks, ridges, trees, or stalactites, to attack from ambush. They have infravision to a distance of 120 feet, but rarely surprise opponents, since they emit echoing, loon-like screams when excited.
Night hunter lairs usually contain over 30 creatures. They typically live in double-ended caves, or above ground in tall, dense woods. Night hunters do not tarry to eat where they feel endangered, so their lairs often contain treasure fallen from prey carried there. Night hunters roost head-down when sleeping. They are velvet in hue, even to their claws, and have violet, orange, or red eyes.
Sinister
These mysterious jet-black creatures most closely resemble manta rays. They have no distinct heads and necks, and their powerfully-muscled wings do not show the prominent finger bones common to most bats. A natural ability of levitation allows them to hang motionless in midair. This unnerving appearance and behavior has earned them their dark name, but sinisters are not evil. Above ground, they prefer to hunt at night, when their 160'-range infravision is most effective. They eat carrion if no other food is available, and regularly devour flowers and seed pods of all sorts.
Sinisters are both resistant to magic and adept in its use. In addition to their pinpoint, precision levitation, they are surrounded at all times by a naturally-generated 5-foot-deep energy field akin to a wall of force. This field affords no protection against spells or melee attacks, but missile attacks are stopped utterly; normal missiles are turned away, and such effects as magic missile and Melf's acid arrow are absorbed harmlessly. In addition, all sinisters can cast one hold monster (as the spell) once per day. They usually save this for escaping from creatures more powerful than themselves, but may use it when hunting, if ravenous.
Curiously, though they are always silent (communicating only with others of its kind via 20-foot-range limited telepathy), sinisters love music-both vocal and instrumental. Many a bard making music at a wilderness campfire has found him or herself surrounded by a silent circle of floating sinisters. Unless they are directly attacked, the sinisters will not molest the bard in any way, but may follow the source of the music, gathering night after night to form a rather daunting audience.
Sinisters are usually encountered in small groups and are thought to have a long life span. Their social habits and mating rituals are unknown.
Bear
Black Brown Cave Polar
CLIMATE/TERRAIN: Temperate land Temperate land Any land Any cold
FREQUENCY: Common Uncommon Uncommon Rare
ORGANIZATION: Family Family Family Family
ACTIVITY CYCLE: Day Day Day Day
DIET: Omnivore Omnivore Omnivore Omnivore
INTELLIGENCE: Semi- (2-4) Semi- (2-4) Semi- (2- 4) Semi- (2-4)
TREASURE: Nil Nil Nil Nil
ALIGNMENT: Neutral Neutral Neutral Neutral
NO. APPEARING: 1-3 1-6 1-2 1-6
ARMOR CLASS: 7 6 6 6
MOVEMENT: 12 12 12 12, Sw 9
HIT DICE: 3+3 5+5 6+6 8+8
THAC0: 17 15 13 11
NO. OF ATTACKS: 3 3 3 3
DAMAGE/ATTACK: 1-3/1-3/1-6 1-6/1-6/1-8 1- 8/1-8/1-12 1-10/1-10/2-12
SPECIAL ATTACKS: Hug Hug Hug Hug
SPECIAL DEFENSES: Nil Nil Nil Nil
MAGIC RESISTANCE: Nil Nil Nil Nil
SIZE: M (6'+ tall) L (9'+ tall) H (12'+ tall) H (14'+ tall)
MORALE: Average (8-10) Average (8-10) Average (8-10) Average (8-10)
XP VALUE: 175 420 650 1,400
A rather common omnivorous mammal, bears tend to avoid humans unless provoked. Exceptions to this rule can be a most unfortunate occurrence.
Bears are, in general, large and powerful animals which are found throughout the world's temperate and cooler climates. With dense fur protecting them from the elements and powerful claws protecting them from other animals, bears are the true rulers of the animal kingdom in the areas where they live.
The so-called black bear actually ranges in color from black to light brown. It is smaller than the brown bear and the most widespread species by far.
Combat:
Although black bears are usually not aggressive, they are able fighters when pressed. If a black bear scores a paw hit with an 18 or better it also hugs for 2-8 (2d4) points of additional damage.Habitat/Society:
All bears have excellent senses of hearing and smell but rather poor eyesight. The size shown is an average for the variety and larger individuals will, of course, be correspondingly more powerful.One common misconception people hold about bears is that they hibernate during the winter. In fact, they sleep most of the time, but their metabolism does not slow down, and they often wake up and leave their lairs during warm spells.
Bears live in small family groups. Female bears are very protective of their young, and more than one individual has been badly injured when taunting or playing with seemingly harmless bear cubs.
Ecology:
All of these ursoids are omnivorous, although the gigantic cave bear tends towards a diet of meat.Bears are fairly intelligent animals that can be trained to perform in a variety of ways, particularly if captured as cubs. Bears can thus be found dancing in circuses or accompanying ``mountain men'' in the wilderness.
Brown Bear
The brown bear, of which the infamous grizzly is the most well known variety, is a bear of very aggressive disposition. Brown bears are more carnivorous than their smaller cousins, the black bears. The grizzly in particular will often bring down large game such as deer and elk.
Brown bears are aggressive hunters. If a brown bear scores a paw hit with a roll of 18 or better it will also hug for 2-12 (2d6) points of additional damage. Brown bears will continue to fight for 1-4 melee rounds after reaching 0 to -8 hit points. At -9 or fewer hit points, they are killed immediately.
Cave Bear
Cave bears are quite aggressive, willing to attack well-armed parties without provocation. If a cave bear scores a paw hit with an 18 or better it also hugs for 2-16 (2d8) points of additional damage. Cave bears will continue to fight for 1-4 melee rounds after reaching 0 to -8 hit points. At -9 or fewer hit points, they are killed immediately.
Polar Bear
These powerful swimmers feed mostly on marine animals. A paw hit of 18 or better indicates a ``hug'', which inflicts 3-18 (3d6) points of additional damage. These aggressive animals will fight for 2-5 rounds after being brought to 0 to -12 hit points, but beyond that they will die instantly.
Beetle, Giant
Bombardier Boring Fire Rhinoceros Stag Water
CLIMATE/TERRAIN: Any forest Any land Any land Any jungle Any forest Fresh water
FREQUENCY: Common Common Common Uncommon Common Common
ORGANIZATION: Solitary Solitary Solitary Solitary Solitary Solitary
ACTIVITY CYCLE: Day Night Night Any Any Any
DIET: Carnivore Omnivore Omnivore Herbivore Herbivore Omnivore
INTELLIGENCE: Non- (0) Animal (1) Non- (0) Non- (0) Non- (0) Non- (0)
TREASURE: Nil C, R, S, T Nil Nil Nil Nil
ALIGNMENT: Neutral Neutral Neutral Neutral Neutral Neutral
NO. APPEARING: 3-12 3-18 3-12 1-6 2-12 1-12
ARMOR CLASS: 4 3 4 2 3 3
MOVEMENT: 9 6 12 6 6 3, Sw 9
HIT DICE: 2+2 5 1+2 12 7 4
THAC0: 19 15 19 9 13 17
NO. OF ATTACKS: 1 1 1 2 3 1
DAMAGE/ATTACK: 2-12 5-20 2-8 3-18/2-16 4-16/1-10/ 3-18
1-10
SPECIAL ATTACKS: Acid cloud Nil Nil Nil Nil Nil
SPECIAL DEFENSES: Fire cloud Nil Nil Nil Nil Nil
MAGIC RESISTANCE: Nil Nil Nil Nil Nil Nil
SIZE: S (4' long) L (9' long) S (2 l/2' L (12' long) L (10' long) M (6' long)
long)
MORALE: Elite (13) Elite (14) Steady (12) Elite (14) Elite (13) Elite (14)
XP VALUE: 120 175 35 4,000 975 120
Giant beetles are similar to their more ordinary counterparts, but thousands of times larger -- with chewing mandibles and hard wings that provide substantial armor protection.
Beetles have two pairs of wings and three pairs of legs. Fortunately, the wings of a giant beetle cannot be used to fly, and in most cases, its six bristly legs do not enable it to move as fast as a fleeing man. The hard, chitinous shell of several varieties of these beetles are brightly colored, and sometimes have value to art collectors. While their shells protect beetles as well as plate mail armor, it is difficult to craft armor from them, and a skilled alchemist would need to be brought in on the job.
All beetles are basically unintelligent and always hungry. They will feed on virtually any form of organic material, including other sorts of beetles. They taste matter with their antennae, or feelers; if a substance tasted is organic, the beetle grasps it with its mandibles, crushes it, and eats it. Because of the thorough grinding of the mandibles, nothing eaten by giant beetles can be revived by anything short of a wish. Beetles do not hear or see well, and rely primarily on taste and feel.
Except as noted below, giant beetles are not really social animals; those that are found near each other are competitors for the same biological niche, not part of any family unit.
Bombardier Beetle
The bombardier beetle is usually found above ground in wooded areas. It primarily feeds on offal and carrion, gathering huge heaps of the stuff in which to lay its eggs.
Combat:
If it is attacked or disturbed, there is a 50% chance each round that it will turn its rear toward its attacker and fire off an 8-foot, spherical cloud of reeking, reddish, acidic vapor from its abdomen. This cloud causes 3d4 points of damage per round to any creature within range. Furthermore, the sound caused by the release of the vapor has a 20% chance of stunning any creature with a sense of hearing within a 15-foot radius, and a like chance for deafening any creature that was not stunned. Stunning lasts for 2d4 rounds, plus an additional 2d4 rounds of deafness afterwards. Deafening lasts 2d6 rounds. The giant bombardier can fire its vapor cloud every third round, but no more than twice in eight hours.Ecology:
The bombardier action of this beetle is caused by the explosive mixture of two substances that are produced internally and combined in a third organ. If a bombardier is killed before it has the opportunity to fire off both blasts, it is possible to cut the creature open and retrieve the chemicals. These chemicals can then be combined to produce a small explosive, or fire a projectile, with the proper equipment.The chemicals are also of value to alchemists, who can use them in various preparations. They are worth 50 gp per dose.
Boring Beetle
Boring beetles feed on rotting wood and similar organic material, so they are usually found individually inside huge trees or massed in underground tunnel complexes.
Combat:
The large mandibles of the boring beetle have a powerful bite and will inflict up to 20 points on damage to the victim.Habitat/Society:
Individually, these creatures are not much more intelligent than other giant beetles, but it is rumored that nests of them can develop a communal intelligence with a level of consciousness and reasoning that approximates the human brain. This does not mean that each beetle has the intelligence of a human, but rather that, collectively, the entire nest has attained that level. In these cases, the beetles are likely to collect treasure and magical items from their victims.Ecology:
In tunnel complexes, boring beetles grow molds, slimes, and fungi for food, beginning their cultures on various forms of decaying vegetable and animal matter and wastes.One frequent fungi grown is the shrieker, which serves a dual role. Not only is the shrieker a tasty treat for the boring beetle, but it also functions as an alarm when visitors have entered the fungi farm. Boring beetles are quick to react to these alarms, dispatching the invaders, sometimes eating them, but in any case gaining fresh organic matter on which to raise shrieker and other saprophytic plants.
Fire Beetle
The smallest of the giant beetles, fire beetles are nevertheless capable of delivering serious damage with their powerful mandibles. They are found both above and below ground, and are primarily nocturnal.
Combat:
Despite its name, the fire beetle has no fire attacks, relying instead on its huge mandibles to inflict up to three times the damage of a dagger in a single attack.Ecology:
Fire beetles have two special glands above their eyes and one near the back of their abdomens. These glands produce a luminous red glow, and for this reason they are highly prized by miners and adventurers. This luminosity persists for ld6 days after the glands are removed from the beetle, and the light shed will illuminate a radius of 10 feet.The light from these glands is ``cold'' -- it produces no heat. Many mages and alchemists are eager to discover the secret of this cold light, which could be not only safe, but economical, with no parts to heat up and burn out. In theory, they say, such a light source could last forever.
Rhinoceros Beetle
This uncommon monster inhabits tropical and subtropical jungles. They roam the rain forests searching for fruits and vegetation, and crushing anything in their path. The horn of a giant rhinoceros beetle extends about 6 feet.
Combat:
The mandibles of this giant beetle inflict 3d6 points of damage on anyone unfortunate enough to be caught by them; the tremendous horn is capable of causing 2d8 points of damage by itself.Ecology:
The shell of this jungle dweller is often brightly colored or iridescent. If retrieved in one piece, these shells are valuable to clerics of the Egyptian pantheon, who use them as giant scarabs to decorate temples and other areas of worship. It is a representation of this, the largest of all beetles, that serves as the holy symbol for clerics of Apshai, the Egyptian god whose sphere of influence is said to include all insects.Stag Beetle
These woodland beetles are very fond of grains and similar growing crops, and they sometimes become great nuisances when they raid cultivated lands.
Combat:
Like other beetles, they have poor sight and hearing, but they will fight if attacked or attack if they encounter organic material they consider food. The giant stag beetle's two horns are usually not less than 8 feet long; they inflict up to 10 points of damage each.Ecology:
The worst damage from a stag beetle raid is that done to crops; they will strip an entire farm in short order. Livestock suffers too, stampeding in fear and wreaking more havoc. The beetles may even devour livestock, if they are hungry enough.Water Beetle
The giant water beetle is found only in fresh water no less than 30 feet deep.
Combat:
Voracious eaters, these beetles prey upon virtually any form of animal, but will eat almost anything. Slow and ponderous on land, they move very quickly in water. Giant water beetles hunt food by scent and by feeling vibrations.Habitat/Society:
Water beetles sometimes inhabit navigable rivers and lakes, in which case they can cause considerable damage to shipping, often attacking and sinking craft to get at the tasty morsels inside.Ecology:
Although they are air breathers, water beetles manage to stay underwater for extended periods of time by catching and holding a bubble of air beneath their giant wings. They will carry the bubble underwater, where it can be placed in a cave or some other cavity capable of holding an air supply.
Behir
CLIMATE/TERRAIN: Any land
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVE TIME: Day
DIET: Carnivore
INTELLIGENCE: Low (5-7)
TREASURE: See below
ALIGNMENT: Neutral evil
NO. APPEARING: 1-2
ARMOR CLASS: 4
MOVEMENT: 15
HIT DICE: 12
THAC0: 9
NO. OF ATTACKS: 2 or 7
DAMAGE/ATTACK: 2-8 (2d4)/2-5 (1d4+1) or 2-8 (2d4)/6 x 1-6
SPECIAL ATTACKS: Lightning bolt
SPECIAL DEFENSES: Immune to electricity, poison
MAGIC RESISTANCE: Nil
SIZE: G (40' long)
MORALE: Champion (15)
XP VALUE: 7,000
The behir is a snake-like reptilian monster whose dozen legs allow it to move with considerable speed and climb at fully half its normal movement rate. It can fold its limbs close to its long, narrow body and slither in snake-fashion if it desires. The head looks more crocodilian than snake-like, but has no difficulty in opening its mouth wide enough to swallow prey whole, the way a snake does.
Behir have band-like scales of great hardness. Their color ranges from ultramarine to deep blue with bands of gray-brown. The belly is pale blue. The two large horns curving back over the head look dangerous enough but are actually used for preening the creature's scales and not for fighting.
Combat:
A behir will attack its prey by first biting and then looping its body around the victim and squeezing. If the latter attack succeeds, the victim is subject to six talon attacks next round.A behir can discharge a 20-foot long stroke of electrical energy once every 10 rounds. This lightning bolt will cause 24 points of damage unless a saving throw vs. breath weapon is made. In the latter case, the target takes only half damage.
On a natural attack roll of 20 the behir swallows man-sized prey whole. Any creature swallowed will lose 1/6 of its starting Hit Points each round until it dies at the end of the sixth round. The behir will digest its meal in 12 turns, and at that time the victim is totally gone and cannot be raised from the dead. Note, however, that a creature swallowed can try to cut its way out of the behir's stomach. The inner armor class of the behir is 7, but each round the creature is in the behir it subtracts 1 from the damage each of its attacks does. This subtraction is cumulative, so on the second melee round there is a -2, on the third a -3, and so on.
Habitat/Society:
Behir are solitary creatures, meeting others of their kind only to mate and hatch a clutch of 1-4 eggs. The female guards these eggs for eight months while the male hunts for the pair. When the young hatch, they are immediately turned out of the nest to fend for themselves, and the adults separate.Newly hatched behir are about 2 feet long. Behir grow at a rate of 8 feet per year until fully mature. Interestingly enough, newly hatched behir do not have all of their legs, having instead only six or eight. Additional pairs of legs grow slowly over time until the creature has its full complement when it reaches adulthood.
Behir range over a territory of about 400 square miles, often living high up a cliff face in a cave.
Behir are never friendly with dragonkind, and will never be found coexisting in the same geographical area with any type of dragon. If a dragon should enter a behir's territory, the behir will do everything it can to drive the dragon out. If the behir fails in this task, it will move off to find a new home. A behir will never knowingly enter the territory of a dragon.
Ecology:
Behir are useful to mages, priests, and alchemists for a number of concoctions. The horns of a behir can be used to brew the ink necessary to inscribe a lightning bolt scroll, and the sharp talons can likewise be used by a cleric to make the ink for a neutralize poison scroll. The heart of the behir is one of the more common ingredients for ink for a protection from poison scroll.As behir sometimes swallow prey whole, there is a 10% chance that there will be some small items of value inside the monster. More often than not (60%) these will be gems (10 x Q). Otherwise, there is a 30% chance that there will be from 1-8 pieces of jewelry and a 10% chance that a single small magical object of an indegistible nature may be found. Such objects are never found in a behir's lair, because the creature expels this waste and buries it elsewhere.
The scales are valued for their hardness and color, and are worth up to 500 gp to an armorer who can use them to fashion a highly ornate set of scale mail armor.
Beholder and Beholder-kin
Beholder Death Kiss Eye of the Deep Gauth Spectator Undead
CLIMATE/TERRAIN: Any remote Any remote Deep ocean Any remote Any remote Any remote
FREQUENCY: Rare Very rare Very rare Rare Very rare Very rare
ORGANIZATION: Solitary Solitary Solitary Solitary Solitary Solitary
ACTIVITY CYCLE: Any Any Day Day Day Any
DIET: Omnivore Carnivore Omnivore Magic Omnivore Nil
INTELLIGENCE: Exceptional Average to Very (11-12) Exceptional Very to Special
(15-16) high (8-14) (15-16) high (11-14)
TREASURE: I, S, T I, S, T R B See Below E
ALIGNMENT: Lawful evil Neutral evil Lawful evil Neutral evil Lawful neutral Lawful evil
NO. APPEARING: 1 1 1 1 1 1
ARMOR CLASS: 0/2/7 4/6/8 5 0/2/7 4/7/7 0/2/7
MOVEMENT: FL 3 (B) Fl 9 (B) Sw 6 Fl 9 (B) Fl 9 (B) Fl 2 (C)
HIT DICE: 45-75 hp 1d8+76 hp 10-12 6+6 or 9+9 4+4 45-75 hp
THAC0: 45-49 hp: 11 11 10 HD: 11 6+6 HD: 13 15 45-49 hp:11
50-59 hp: 9 11-12 HD: 9 9+9 HD: 11 50-59 hp:9
60-69 hp: 7 60-69 hp:7
70+ hp: 5 70+ hp: 5
NO. OF ATTACKS: 1 10 3 1 1 1
DAMAGE/ATTACKS: 2-8 1-8 2-8/2-8/1-6 3-12 2-5 2-8
SPECIAL ATTACKS: Magic Blood drain Magic Magic Magic Magic
SPECIAL DEFENSES: Anti-magic ray Regeneration Nil Regeneration Magic Anti-magic ray
MAGIC RESISTANCE: Nil Nil Nil Nil 5% Nil
SIZE: M (4'-6' in H (6'-12' in S-M (3'-5' in L (4'-6') M (4' in L (4'-6' in
diameter) diameter) diameter) diameter) diameter) diameter)
MORALE: Fanatic (18) Fanatic (17) Champion (15) Champion to Elite (14) Fanatic (18)
fanatic (15-18)
XP VALUE: 14,000 8,000 4,000 6+6 HD: 6,000 4,0000 13,0000
9+9 HD: 9,000
The beholder is the stuff of nightmares. This creature, also called the sphere of many eyes or the eye tyrant, appears as a large orb dominated by a central eye and a large toothy maw, has 10 smaller eyes on stalks sprouting from the top of the orb. Among adventurers, beholders are known as deadly adversaries.
Equally deadly are a number of variant creatures known collectively as beholder-kin, including radical and related creatures, and an undead variety. These creatures are related in manners familial and arcane to the ``traditional'' beholders, and share a number of features, including the deadly magical nature of their eyes. The most extreme of these creatures are called beholder abominations.
The globular body of the beholder and its kin is supported by levitation, allowing it to float slowly about as it wills.
Beholders and beholder-kin are usually solitary creatures, but there are reports of large communities of them surviving deep beneath the earth and in the void between the stars, under the dominion of hive mothers.
All beholders speak their own language, which is also understood by all beholder-kin. In addition, they often speak the tongues of other lawful evil creatures.
Combat:
The beholder has different Armor Classes for different parts of their body. When attacking a beholder, determine the location of the attack before striking (as the various Armor Classes may make a strike in one area, and a miss in another):
Roll Location AC
01-75 Body 0
76-85 Central Eye 7
86-95 Eyestalk 2
96-00 One smaller eye 7
Each of the beholder's eyes, including the central one has a different function. The standard smaller eyes of a beholder are as follows:
1. Charm person (as spell)
2. Charm monster (as spell)
3. Sleep (as spell, but only one target)
4. Telekinesis (250 pound weight)
5. Flesh to stone (as spell, 30-yard range)
6. Disintegrate (20-yard range)
7. Fear (as wand)
8. Slow (as spell, but only a single target)
9. Cause serious wounds (50-yard range)
10. Death ray (as a death spell, with a single target, 40-yard range)
The central eye produces an anti-magic ray with a 140-yard range, which covers a 90 degree arc before the creature. No magic (including the effects of the other eyes) will function within that area. Spells cast in or passing through that zone cease to function.
A beholder may activate the magical powers of its eyes' at will. Generally, a beholder can use 1d4 smaller eyes if attackers are within a 90 degree angle in front, 1d6 if attacked from within a 180 degree angle, 1d8 if attacked from a 270 degree arc, and all 10 eyes if attacked from all sides. The central eye can be used only against attacks from the front. If attacked from above, the beholder can use all of the smaller eyes.
The beholder can withstand the loss of its eyestalks, each eyestalk/smaller eye having 5-12 hit points. This loss of hit points is over and above any damage done to the central body. The body can withstand two thirds of the listed hit points in damage before the creature perishes. The remaining third of the listed hit points are located in the central eye, and destroying it will eliminate the anti-magic ray. A beholder with 45 hit points will have a body that will take 30 points of damage, a central eye that will take 15 points, while one with 75 hit points will have a body that will withstand 50 points of damage, and a central eye that takes 25 hit points to destroy. Both beholders would have smaller eyestalks/eyes that take 5-12 (1d8+4) points of damage to destroy, but such damage would not affect the body or central eye. Slaying the body will kill the beholder and render the eyes powerless. Destroyed eyestalks (but not the central eye) can regenerate at a rate of one lost member per week.
Habitat/Society:
The beholders are a hateful, aggressive and avaricious race, attacking or dominating other races, including other beholders and many of the beholder-kin. This is because of a xenophobic intolerance among beholders that causes them to hate all creatures not like themselves. The basic, beholder body-type (a sphere with a mouth and a central eye, eye-tipped tentacles) allows for a great variety of beholder subspecies. Some have obvious differences, there are those covered with overlapping chitin plates, and those with smooth hides, or snake-like eye tentacles, and some with crustacean-like joints. But something as small as a change in hide color or size of the central eye can make two groups of beholders sworn enemies. Every beholder declares its own unique body-form to be the ``true ideal'' of beholderhood, the others being nothing but ugly copies, fit only to be eliminated.Beholders will normally attack immediately. If confronted with a particular party there is a 50% chance they will listen to negotiations (bribery) before raining death upon their foes.
Ecology:
The exact reproductive process of the beholder is unknown. The core racial hatred of the beholders may derive from the nature of their reproduction, which seems to produce identical (or nearly so) individuals with only slight margin for variation. Beholders may use parthenogenic reproduction to duplicate themselves, and give birth live (no beholder eggs have been found). Beholders may also (rarely) mate with types of beholder-kin.The smaller eyes of the beholder may be used to produce a potion of levitation, and as such can be sold for 50 gp each.
Death Kiss
(beholder-kin)The Death Kiss, or ``bleeder,'' is a fearsome predator found in caverns or ruins. Its spherical body resembles that of the dreaded beholder, but the ``eyestalks'' of this creature are bloodsucking tentacles, its ``eyes'' are hook-toothed orifices. They favor a diet of humans and horses, but will attack anything that has blood. An older name for these creatures is eye of terror.
The central body of a death kiss has no mouth. Its central eye gives it 120-foot infravision, but the death kiss has no magical powers. A death kiss is 90% likely to be taken for a beholder when sighted. The 10 tentacles largely retract into the body when not needed, resembling eyestalks, but can lash out to a full 20-foot stretch with blinding speed. The tentacles may act separately or in concert, attacking a single creature or an entire adventuring company.
A tentacle's initial strike does 1-8 points of damage as the barb-mouthed tip attaches to the victim. Each attached tentacle drains 2 hit points worth of blood per round, beginning the round after it hits.
Like the beholder, the death kiss has variable Armor Classes. In ordinary combat, use the following table, though situations may dictate other methods (should the creature be attacking with a tentacle from 20 feet away, then no attack on the body or central eye may be made, while attacks on the stalk and mouth are still possible).
Roll Location AC Hit Points
01-75 Body 4 77-84
76-85 Central Eye 8 6
86-95 Tentacle stalk 2 6
96-00 Tentacle mouth 4 See following text
A hit on a tentacle-mouth inflicts no damage, but stuns the tentacle, causing it to writhe helplessly for 1-4 rounds. If its central eye is destroyed, a bleeder locates beings within 10 feet by smell and sensing vibrations, but it is otherwise unaffected.
Tentacles must be struck with edged weapons to injure them. They can be torn free from the victim by a successful bend bars/lift gates roll. Such a forceful removal does the victim 1-6 damage per tentacle, since the barbed teeth are violently torn free from the tentacle.
If an attached tentacle is damaged but not destroyed, it instantly and automatically drains sufficient hit points, in blood, from the victim's body to restore it to a full 6 hit points. This reflex effect occurs after every non-killing hit on a tentacle, even if it is wounded more than once in a round. This cannot occur more than twice in one round. The parasitic healing effect does not respond to damage suffered by the central body or other tentacles.
A tentacle continues to drain blood, if it was draining when the central body of the death kiss reaches 0 hit points. Tentacles not attached to a victim at that time are incapable of further activity. A death kiss can retract a draining tentacle, but voluntarily does so only when its central body is at 5 hit points or less; it willfully detaches once the victim has been drained to 0 hit points.
Ingested blood is used to generate electrical energy -- 1 hit point of blood becomes 1 charge. A death kiss uses this energy for motor activity and healing. An eye of terror expends one charge every two turns in moving, and thus is almost constantly hunting prey. Spending one charge enables a bleeder to heal 1 hit point of damage to each of its 10 tentacles, its central body, and its eye (12 hit points in all). It can heal itself with one charge of stored energy every other round in addition to its normal attacks and activity.
Each tentacle can store up to 24 charges of drained energy, the body capable of storing 50 charges of drained energy. A severed tentacle is 70% likely to discharge its cumulative charges, when severed, into anything touching it; each charge delivers 1 hit point of electrical damage.
Finally, bleeders can ram opponents with their mass. This attack does 1-8 damage.
A death kiss may ``shut itself down,'' remaining motionless and insensitive on the ground, and can remain alive in that state for long periods of time. To awaken from its hibernation, the creature requires an influx of electrical energy, considerable heat, or the internal shock caused by a blow, fall, wound, or magical attack; any of the above stimulants must deal at least 5 points of damage to the death kiss to awaken it. Adventurers finding a hibernating death kiss usually provide such stimulation, thinking the sleeper helpless prey.
Eyes of terror are solitary hunters, fully inheriting the paranoia and ego of their cousins, the beholders. If they encounter one of their kin, the result is often a mid-air struggle to the death. The loser's body becomes an incubator and breeding ground for the death kiss' offspring. Within one day, 1-4 young will ``hatch''. Each new bleeder has half its parent's hit points, and fully matures in 1 month.
The death kiss has an organ in the central, upper body that is a valued ingredient in magical potions and spell inks concerned with levitation (and may be sold like beholder eyes). In addition, a brain or nerve node, deep in a bleeder's body hardens into a soft-sided, faceted red gem upon the creature's death. Called ``bloodeyes,'' these typically fetch a market price of 70 gp each. They are valued for adornments since they glow more brightly as the wearer's emotions intensify.
Eye of the Deep
(beholder-kin)This is a water breathing version of the beholder, and dwells only at great depths, floating slowly about, stalking prey. They have two crab-like pincers which inflict 2-8 (2d4) points of damage each, and a wide mouth full of sharp teeth that does 1-6 points of damage.
The primary weapons of the eyes of the deep, however, are their eyes. The creatures large central eye emits a cone of blinding light 5 feet wide at its start, 30 feet long, and 20 feet wide at its base. Those in the cone must save vs. poison or be stunned for 2-8 (2d4) rounds.
The eye of the deep also has two smaller eyes on long stalks, and uses both to create illusion. Acting independently, the small eyes are able to cast hold person and hold monster spells respectively.
The eye of the deep has an Armor Class of 5 everywhere, including its eyes and eye stalks. If its eyestalks are severed they will grow back in about a week.
Gauth
(beholder-kin)The Gauth is a relative of the beholder that feeds on magic. Its spherical body is 5 feet in diameter and brown in color, mottled with purple and gray. Located in the center of the gauth's forward hemisphere is a large central eye surrounded by a ring of smaller eyes that are protected by ridges of tough flesh. These secondary body eyes provide the creature with normal vision in lighted areas and infravision to 90 feet. On the underside is the beast's fearsome mouth with its accompanying cluster of four feeding tendrils, while the top is adorned with a crown of six eye stalks. Attacks on the creature hit as follows:
Roll Location AC Hit Points
01-85 Body 0 As listed
86-90 Central Eye 7 Part of Body
91-00 Eyestalk/Tendril 2 6 hit points
While the gauth is similar to the beholder, its ability to feed on the energy of magical objects makes it even more dangerous in some ways.
When a gauth moves into combat, it begins to glow, much as if it were the object of a faerie fire spell, to attract the attention of its foes. A creature that meets the gaze of the central eye must roll a successful saving throw vs. spell, with a -2 penalty, or be affected as if the victim of a feeblemind spell.
If a gauth chooses to bite with its great maw, the sharp fangs inflict 3d4 points of damage. The four tendrils around the mouth can grab and hold victims as if they had a Strength of 18, but they can inflict no damage.
A gauth in combat can also employ its six eye stalks. These eyes have the following powers:
1. Cause serious wounds (as spell, 30-foot range).
2. Repulsion (as spell, 10-foot wide path, 40-foot range)
3. Cone of cold (as spell, inflicts 3d4 points of damage and has an area of effect 5 feet wide at the start, 50 feet long, and 20 feet wide at the base; this eye can be used only three times per day)
4. Lightning bolt (as spell, inflicts 4d4 damage with 80' range; this power can be used up to four times per day)
5. Paralyzation (as wand, 40-foot range, single target; only a dispel magic or the beholder's death can free the victim)
6. Dweomer drain (see below)
Perhaps the most feared of the gauth's powers, its dweomer drain, permits the gauth to drain charges from magical items. It has a 40-foot range and can be targeted on one individual per round. In addition to preventing one object from functioning for the duration of that round, this power drains one charge from one charged object. Permanent objects, such as magical swords, are rendered powerless for one round by this ability. Artifacts are not affected by the dweomer drain. The eye has no effect on spells that have been memorized (but not yet cast) and it will not break the concentration of a wizard. It does neutralize any spell cast by its target that round, however.
A dispel magic spell cast on any of the gauth's eye stalks prevents its use for 1d4 rounds. The central eye, any fully retracted eye stalks, the body's ability to glow, and the gauth's natural levitation are not subject to injury by such a spell.
If a gauth is slain, its magical energy dissipates. Usually, this is a harmless event, but there is a 2% chance that it is catastrophic, inflicting 4d4 points of damage to all creatures within 10 feet (no saving throw). Gauth are immune to their own powers and to those of other gauth. They have an unusual physiology that enables them to regenerate 1 hit point every two turns.
Although gauth are not known to fight over territories or prey, they do go to great lengths to avoid each other. Even when they encounter another of their kind in the wilderness, they often ignore them utterly.
A gauth can survive by eating meat but it greatly prefers to devour magical objects. In some unknown manner, the creature is able to absorb magical energy and feed on it. Each turn that an object spends in the gauth's stomach causes it to lose one charge. A permanent object is rendered inoperative after one day (artifacts are not affected, nor do they provide sustenance). Magical objects that cannot be entirely digested by a gauth are spat out after they have been drained of all their power.
Gauth are thought to live a century or so. Within a week of their ``natural'' death, two young gauth emerge from the corpse. Although smaller than their parent (each has 2+2 or 3+3 HD and a bite that causes only 2d4 points of damage), they have all the powers of a full-grown adult.
Spectator
(beholder-kin)Another relative of the beholder, the spectator is a guardian of places and treasures, and capable of limited planar travel. Once it is given a task, the spectator will watch for up to 101 years. It will allow no one to use, borrow, or examine an item or treasure, except the one who gave it its orders. The spectator has a large central eye and four smaller eye stalks protruding from the top of its hovering, spherical body.
The spectator is difficult to surprise, and has a +2 surprise modifier and a +1 initiative modifier. It is basically a passive creature, and will attempt to communicate and implant suggestion as its first act, unless it is immediately attacked. Striking a spectator has the following effects:
Roll Location AC Hit Points
01-70 Body 4 4+4 HD
71-90 Eyestalk/Eye 7 1 hit point
91-00 Central Eye 7 1 hit point
A spectator, if blinded in all of its eyes, cannot defend its treasure and will teleport to the outer plane of Nirvana. This is the only condition under which it will leave its post. Its eyes regenerate in one day and then it returns. If the treasure is gone, the creature again leaves for Nirvana, never to return.
Spectator has a general magic resistance of 5%. As long as the central eye is undamaged, it can also reflect one spell cast at it, per round, sending it back against the caster. This does not apply to spells whose range is touch. Reflection occurs only if the spectator rolls a successful saving throw vs. spell. If the saving throw fails, magic resistance (and a further saving throw) must be rolled. Reflection is possible only if the caster is standing within the 60 degree arc of the central eye. Only the spellcaster is affected by a reflected spell.
All of the smaller eyes may be used at the same time against the same target. Their powers are:
1. Create food and water (creates the amount of food and water for a large meal for up to six people; this takes one full round)
2. Cause serious wounds (inflicts 2d8+3 points of damage to a single being at a range of 60 yards; a saving throw vs. spell is allowed for half damage)
3. Paralyzation ray (range 90 feet, one target only, for 8d4 rounds).
4. Telepathy (range 120 feet, only one target; communication is possible in this way, and the beast can also plant a suggestion if the target fails a saving throw vs. spell; the suggestion is always to leave in peace).
If properly met, the spectator can be quite friendly. It will tell a party exactly what it is guarding early in any conversation. If its charge is not threatened, it can be very amiable and talkative, using its telepathy.
Spectators move by a very rapid levitation, in any direction. They will drift aimlessly when asleep (20% likely when encountered), never touching the ground.
The treasure being guarded is 90% likely to be a magical item. If the spectator gains incidental treasure while performing its duty, this is not part of its charge and it will freely allow it to be taken. Incidental treasure can be generated as follows: 40% for 3-300 coins of mixed types, 30% for 1d6 gems of 50 gp base value, 20% for 1d4 potions, 15% for a +1 piece of armor, 15% for a +1 weapon, and 5% for a miscellaneous magical item valued at 1,000 XP or less.
Spectators are summoned from Nirvana by casting monster summoning V with material components of three or more small eyes from a beholder. (The chance of success is 10% per eye.) The spectator can be commanded only to guard some treasure. It performs no other duty, and if commanded to undertake some other task, it returns to Nirvana immediately. If its guarded treasure is ever destroyed or stolen, the spectator is released from service and returns to Nirvana. The summoner may take the item with no interference from the spectator, but this releases the creature.
Undead Beholder
(Death Tyrant)Death tyrants are rotting, mold-encrusted beholders. They may be shriveled, wounds exposing their internal, spherical networks of circular ribs, among the remnants of their exoskeletal plates. All sport wounds, some have eyestalks missing, or a milky film covering their eyes. They move and turn more slowly than living beholders, striking and bringing their eyes to bear last in any combat round.
An undead beholder can use all the powers of its surviving eyes, just as it did in life. The powers of 2-5 eyes (select randomly, including the central eye) are lost due to injuries or death, and the change to undeath. Although a death tyrant ``heals'' its motive energies through time, it cannot regenerate lost eyestalks or their powers.
Charm powers are lost in undeath. The two eyes that charmed either become useless (60%), or function as weak hold monster effects (40%). A being failing to save against such a hold remains held as long as the eye's gaze remains steadily focused on them. If the eye is turned on another being, or the victim hooded, or forcibly removed, the hold lasts another 1-3 rounds. Death tyrants are immune to sleep, charm and hold spells.
If not controlled by another creature through magic, a death tyrant hangs motionless until its creator's instructions are fulfilled (for example, ``Attack all humans who enter this chamber until they are destroyed or flee. Do not leave the chamber.''). If no instructions are given to a ``new'' death tyrant, it attacks all living things it perceives. Death tyrants occur spontaneously in very rare instances. In most cases, they are created through the magic of evil beings -- from human mages to illithid villains. Some outcast, magic-using beholders have even been known to create death tyrants from their own unfortunate brethren.
Death tyrants have no self-awareness or social interaction; they are mindless servants of more powerful masters. ``Mindless'' is a relative term; the once highly intelligent brains of death tyrants still use eyes skillfully to perceive and attack nearby foes. When a death tyrant is controlled by another being, consider it to have the intelligence of its controller.
Death tyrants are created from dying beholders. A spell, thought to have been developed by human mages in the remote past, forces a beholder from a living to an undead state, and imprints its brain with instructions. ``Rogue'' death tyrants also exist: those whose instructions specifically enable them to ignore all controlling attempts. These are immune to the control attempts of all other beings. Beholders often leave them as traps against rivals.
Human spell researchers report that control of a death tyrant is very difficult. A beholder's mind fluctuates wildly in the frequency and level of its mental activity, scrambling normal charm monster and control undead spells. A special spell must be devised to command a death tyrant.
Saving Throws
Most beholders make saving throws according to their Hit Dice. The Death Kiss makes saving throws as a 10th-level warrior. The typical beholder and undead beholders make saving throws as follows:
Creature hit points Saves as
45-49 10th level warrior
50-59 12th level warrior
60-69 14th level warrior
70+ 16th level warrior
Beholder and Beholder-kin
Hive Mother Director Examiner Lensman Overseer Watcher
CLIMATE/TERRAIN: Any remote Any remote Any remote Any remote Any remote Any remote
FREQUENCY: Very rare Very rare Very rare Very rare Very rare Very rare
ORGANIZATION: Solitary Squad Squad Squad Solitary Solitary
ACTIVITY CYCLE: Any Day Night Day Any Any
DIET: Omnivore Omnivore Omnivore Insectivore Omnivore Scavenger
INTELLIGENCE: Genius (17-18) Average (8-10) Genius (17-18) Low (5-7) Supra-genius Semi- (2-4)
(19-20)
TREASURE: I, S, T G Vx4 R U Nil
ALIGNMENT: Lawful evil Lawful evil Lawful neutral Neutral evil Lawful evil Neutral
NO. APPEARING: 1 2-5 1-6 1-10 1 1-4
ARMOR CLASS: 0 2 (4) 5 3/7 2/7 7
MOVEMENT: Fl 6 (A) 15, Fl 3 (A) Fl 6 (C) 9 1 Fl 6 (A)
HIT DICE: 20 12 (8) 8 2 14 3+3
THAC0: 5 9 13 19 7 17
NO. OF ATTACKS: 1 2 1 1 1 1
DAMAGE/ATTACKS: 5-20 2-8/2-8 1-6 or weapon 1-8 or weapon 3-12 3-18
SPECIAL ATTACKS: Magic Magic Magic Nil Magic Magic
SPECIAL DEFENSES: Anti-magic ray Nil Magic Magic Magic Magic
MAGIC RESISTANCE: 5% 20% 25% Nil 35% Nil
SIZE: H (8' in H (8-10' in M (4' in diameter) M (5' tall) H (15' tall) L (6' in
diameter) diameter) diameter)
MORALE: Fanatic (18) Fanatic (18) Steady (11) Elite (14) Champion Average
(16) (10)
XP VALUE: 24,000 10,000 6,000 175 15,000 420
Hive Mother
(beholder-kin)The legendary hive mothers are also called the ``Ultimate tyrants'', or just ``Ultimates''. They are twice the size of typical beholders, and differ in appearance as well.
Their mouths are larger, so large that they can gulp down a man-sized target on a natural die roll of 20. Once swallowed, the prey takes 5-20 points of damage (5d4) each round until it is dead or escapes. The beholder's mouth is not very deep, so a victim can escape by making a successful attack roll.
The ultimate has no eyestalks, but its magical eyes are protected by hooded covers in the flesh of the creature's body, so that they cannot be severed. The central eye has 15 hit points.
Roll Location AC Hit Points
01-90 Body 0 20 HD
91-00 Central Eye 7 15 hp
The ultimate's true ability is in controlling the actions of large numbers of beholders and beholder-kin. A hive mother may have 5-10 ordinary beholders under its command, or 5-20 abomination beholder-kin (see below), which it communicates with telepathically. A nesting hive mother spells disaster for the surrounding region, as it can apparently create a community of beholders, beholder-kin, and abominations. If destroyed, the beholders and beholder-kin will turn on each other, or seek their own lairs.
Hive mothers may be the ancestral stock of the better known beholder, the next step of its evolution, a magical mutation, or a separate species. The reality remains unknown.
Director
(abomination)Directors are a social, warrior-beholder, and breed specialized mounts. They mindlink with their mounts to better control them.
Directors resemble beholders, but their central eye is smaller. They possess only six small eyes on retractable eye stalks. Directors have a fanged mouth below the central eye and possesses three clawed, sensory tendrils on their ventral surface. These tendrils are used to cling to the mount and link with its limited mind.
Directors' eyes have their own powers:
1. Magic Missile (as spell , 2/round)
2. Burning Hands (as spell at 8th level)
3. Wall of Ice (as spell)
4. Slow (as spell)
5. Enervation (as spell)
6. Improved Phantasmal Force (as spell)
A director's central eye has the power of deflection -- all frontal attacks on director suffer a -2 penalty to the attack roll and damage is halved. The director also gains a +2 bonus to all saving throws against spells cast by those in the field of vision of the central eye.
Director mounts seem to have derived from an insect stock, as they are covered in chitin and have simple eye spots and multiple limbs.
Directors normally possess 8 Hit Dice, but when mounted the director and mount are treated as a single creature whose Hit Dice equals the sum of those of the director and the mount. After a director/mount suffers half damage, the mount's speed is reduced to half and the director gets only one physical attack per round. A director may flee and leave his mount to fend for itself (the mount suffers a -4 penalty to its attack rolls). Directors have an AC of 4, but are AC 2 when mounted. Directors may use all of their normal powers while mounted, within the restrictions of beholder targeting angles.
Crawler (a typical mount): A crawler resembles a cross between a centipede and a spider. It has 4 Hit Dice. It has 10 legs, two pairs of frontal antennae, and two fighting spider fangs that can be used for separate stabbing attacks causing 2d4 points of damage each. Victims who fail to roll successful saving throws vs. poison are paralyzed for 1d4 rounds. Crawlers are omnivores that prefer to eat smaller creatures. Unmounted, they may roll into a ball to gain an AC of 0. They have cutting mandibles beneath their front fangs.
Examiner
(abomination)An examiner is a 4-foot diameter sphere with no central eye and only four small eyes, each at the end of an antenna, mounted atop the sphere. They have one small, lamprey-like mouth on their ventral surface. The mouth is surrounded by four multi-jointed limbs ending in gripper pads. These limbs can pick up and manipulate tools, the chief strength of the examiner.
Examiners are scholars and clerks involved in spell and magical item enhancement, research, and creation. They can use any artifact or tool as well as humans, and they can wield up to four items at a time. Examiners regenerate 1 point of damage each round. The powers of their four eyes are given below (all spell-like effects are cast at the 8th level).
1. Enlarge or Reduce
2. Identify or Legend Lore
3. Transmute Form (similar to a Stone Shape spell, but works on all types of nonmagical, nonliving material)
4. Spell Reflection as a ring of spell turning
Examiners are not the bravest of beholder-kin, but they are potentially the most dangerous with their command of artifacts. They are often the lackeys of beholders, overseers, and hive mothers.
Lensman
(abomination)A lensman has one eye set in the chest of its five-limbed, starfish-shaped, simian body. Beneath the eye is a leering, toothy maw. Four of the five limbs end in three-fingered, two-thumbed, clawed hands. The fifth limb, atop the body, is a prehensile, whip-like tentacle. Its chitin is soft and there are many short, fly-like hairs. Lensmen are the only kin to wear any sort of garb -- a webbing that is used to hold tools and weapons. Their preferred weapons are double-headed pole arms.
Lensmen are semi-mindless drones that don't question their lot in life. The eye of each lensman possesses only one of the following six special powers (all at the 6th level of ability).
1. Emotion
2. Heal
3. Dispel Magic
4. Tongues
5. Phantasmal Force
6. Protections (as scrolls, any type, but only one at a time)
Overseer
(abomination)Overseers resemble fleshy trees. They have 13 limbs, each of which ends in a bud that conceals an eye; one of these limbs forms the top spine, and three yammering mouths surround the spine. There are eight thorny, vine-like limbs that are used to grasp tools and for physical defense, inflicting 1d10+2 points of damage each. Overseers sit on root-like bases and can inch along when movement is required. They cannot levitate.
Overseers are covered with a fungus which changes color as the overseers desire, commonly mottled green, gray, and brown.
Overseers may use any physical weapons or artifacts. The powers of their 13 eyes are as follows (all magical effects are cast at 14th level).
1. Cone of Cold
2. Dispel Magic
3. Paralysis
4. Chain Lightning
5. Telekinesis 250 lb. weight
6. Emotion
7. Mass Charm
8. Domination
9. Mass Suggestion
10. Major Creation
11. Spell Turning
12. Serten's Spell Immunity
13. Temporal Stasis
An overseer's AC is 2, but each eye stalk is AC 7 and is severed if it suffers 10 points of damage.
Like hive mothers (that operate with them), overseers can convince similar beholders and beholder-kin to work together. Overseers are very protective of their health and always have one or two beholder guards and at least a half dozen directors protecting their welfare.
Watcher
(abomination)Watchers are 6-foot-diameter spheres with three central eyes arranged around the circumference of the sphere. These eyes are huge and unlidded. On the crown of the sphere is a compound eye and a ring of six eye spots that make it difficult to surprise a watcher. A large tentacle with a barbed prehensile pad extends from the ventral surface, right behind the small mouth with its rasp-like tongue. Watchers feed on carrion and stunned prey. They are information gatherers and are the least brave of all the eye tyrant races.
Watchers can attack with their single tentacle for 3d6 points of damage. The tentacle also inflicts an electrical shock; victims who fail a system shock roll fall unconscious.
Each of a watcher's main eyes has two powers, and the compound eye on top may draw on three different abilities. The six eye spots have no special powers.
1. True Seeing and ESP
2. Advanced Illusion and Demi-Shadow Magic
3. Telekinesis 1,000 lb. and Teleport
Compound Eye: Message, Tongues, and Suggestion
Watchers are not aggressive warriors; they prefer misdirection and flight to actual confrontation.
Other Beholders and Beholder-kin
The beholder races are not limited to the ones presented here. The plastic nature of the beholder race allows many mutations and abominations in the breed, including, but not limited to, the following.
Beholder Mage
Shunned by other beholders, this is a beholder which has purposely blinded its central eye, so that it might cast spells. It does so by channeling spell energy through an eyestalk, replacing the normal effect with that of a spell of its choice.
Elder Orb
These are extremely ancient beholders of godlike intelligence and power. Though they have lost the function of some of their eyestalks, they have more hit points and are able to cast spells. They can supposedly create and control death tyrants.
Orbus
This is a stunted, pale-white beholder retaining only its anti-magic eye and reputed to have great magical ability.
Doomsphere
This ghost-like undead beholder is created by magical explosions.
Kasharin
An undead beholder, it passes on the rotting disease which killed it.
Astereater
This abomination is a great boulder-like beholder-kin without eyes.
Gorbel
The gorbel is a wild, clawed beholder-kin lacking magic but with the nasty habit of exploding if attacked.
In addition, there are beholders which are in all appearances ``normal'' but have eyes with alternate magical abilities, such as a detect lie instead of a death ray. Such creatures are usually treated as outcasts by all the beholder and beholder-kin races.
Bird
Bird #AP AC MV HD THAC0 # AT Dmg/AT Morale XP Value
Blood Hawk 4-15 7 1, Fl 24 (B) 1+1 19 3 1-4/1-4/1-6 Steady (11) 120
Boobrie 1-2 5 15, Fl 15 (D) 9 11 3 1-6(x2)/2-16 Steady (11-12) 2,000
Condor 1-2 7 3, Fl 24 (D) 3+3 17 1 2-5 Average (8-10) 175
Crow (See Raven)
Eagle, Giant 1-20 7 3, Fl 48 (D) 4 17 3 1-6/1-6/2-12 Elite (13) 420
Eagle, Wild 5-12 6 1, Fl 30 (C) 1+3 19 3 1-2/1-2/1 Average (9) 175
Eblis 4-16 3 12, Fl 12 (C) 4+4 15 4 1-4(x4) Champion (15-16) 650 (normal)
1,400 (spell user)
Falcon 1-2 5 1, Fl 36 (B) 1-1 20 3 1/1/1 Unsteady (6) 65
Flightless 2-20 7 18 1-3 1-2 HD: 19 1 1 HD: 1-4 Average (8-10) 1 HD: 15
3 HD: 17 2 HD: 1-6 2 HD: 35
3 HD: 1-8 3 HD: 65
Hawk, Large 1-2 6 1, Fl 33 (B) 1 19 3 1-2/1-2/1 Average (9) 65
Owl 1 (2) 5 1, Fl 27 (D) 1 19 3 1-2/1-2/1 Unsteady (5-7) 65
Owl, Giant 2-5 6 3, Fl 18 (E) 4 17 3 2-8/2-8/2-5 Steady (11-12) 270
Owl, Talking 1 3 1, Fl 36 (C) 2+2 19 3 1-4/1-4/1-2 Champion (15) 975
Raven 4-32 7 1, Fl 36 (B) 1-2 hp 20 1 1 Average (8-10) 15
Raven, Huge 2-8 6 1, FL 27 (C) 1-1 20 1 1-2 Steady (11-12) 35
Raven, Giant 4-16 4 3, Fl 18 (D) 3+2 17 1 3-6 Elite (13-14) 175
Swan 2-16 7 3, Fl 18 (D) 1+2 19 3 1/1/1-2 Unsteady (6) 65
Vulture 4-24 6 3, Fl 27 (E) 1+1 19 1 1-2 Unsteady (5-7) 65
Vulture, Giant 2-12 7 3, Fl 24 (D) 2+2 19 1 1-4 Average (8-10) 120
Avians, whether magical or mundane in nature, are among the most interesting creatures ever to evolve. Their unique physiology sets them apart from all other life, and their grace and beauty have earned them a place of respect and adoration in the tales of many races.
Blood Hawk
Blood hawk hunt in flocks and are fond of humanoids. They continue to attack humans even if the melee has gone against them. Male blood hawks kill humans not only for food but also for gems, which they use to line their nests as an allurement to females.
Boobrie
The boobrie, giant relative of the stork, stands 12 feet tall. A boobrie's diet consists of giant catfish and other wetland denizens. When times are lean, the boobrie feeds on snakes, lizards, and giant spiders. Its occasional dependence on a diet of creatures that deliver a toxic bite has made the boobrie immune to all poisons. When a boobrie hunts, it finds a grove of tall marsh grass or similar vegetation and slips into it. Once in its hunting blind, it remains still for hours at a time, until prey comes within sight. When employing this means of ambush, its opponents suffer a -3 penalty to their surprise rolls.
Condor
Condors measure three to six feet and have a wingspan of 13 to 20 feet. They rarely land except to feed -- they even sleep in flight. Condor eggs and hatchlings are worth 30-60 gp. They can be trained to act as spotters or retrievers. Humanoids of small or tiny size can train them as aerial mounts. Used in this way, they can carry 80 pounds, either held in their claws or riding atop their backs.
Eagle
An eagle typically attacks from great heights, letting gravity hurtle it toward its prey. If an eagle dives more than 100 feet, its diving speed is double its normal flying speed and the eagle is restricted to attacking with its claws. These high-speed attacks gain a +2 attack bonus and double damage. Eagles are never surprised because of their exceptional eyesight and hearing. Eagles mate for life and, since they nest in one spot, it is easy to identify places where eagles are normally present. On occasion, in an area of rich feeding, 1d8+4 eagles are encountered instead of the normal individual or pair. Eagles generally hunt rodents, fish, and other small animals. Eagles also feed on the carrion of recently killed creatures as well. Eagles never attack humanoids, though small creatures like brownies have to be wary of a hunting eagle.
Eagle, Giant
Giant eagles stand 10 feet tall and have wing spans of up to 20 feet. They share the coloration and fighting methods of their smaller cousins. However, if a giant eagle dives more than 50 feet, it adds +4 to its attack roll and doubles its claw damage.
Giant eagles have exceptional eyesight and hearing and cannot be surprised except at night or in their lair, and then only 10% of the time. Far more social than normal eagles, up to 20 nests can be found in the same area, one nest for each mated pair. Giant eagles can be trained, and their eggs sell for 500 to 800 gp.
Eblis
Their bodies look like those of storks, with grey, tan, or off-white plumage on their bodies and sleek black necks. Their heads are narrow and end in long, glossy-black, needle-like beaks. Eblis speak a language of chirps, whistles, and deep-throated hoots. In addition, spellcasting eblis have managed to learn a rudimentary version of common, allowing them to converse with those they encounter. Each community is led by one individual with spellcasting ability. These eblis cast 2d4 spells per day as 3rd-level casters. To determine the available spells, roll 1d8 and consult the following table. Duplicate rolls indicate the spell may be employed more than once per day.
Roll Spell Roll Spell
1 Audible glamer 5 Hypnotic pattern
2 Blur 6 Spook
3 Change self 7 Wall of fog
4 Hypnotism 8 Whispering wind
Eblis love shiny objects (like gems); even the most wise and powerful of the eblis can be bribed with an impressive jewel. An eblis community consists of 2d4 huts built from straw and grasses common to the marsh around the community. Care is taken by the eblis to make these huts difficult to detect. In fact, only a determined search of the area by a ranger or someone with the animal lore proficiency is likely to uncover the community.
All eblis secrete an oil that coats their feathers and provides them with a +1 bonus to all saving throws against fire- and flame-based attacks. Any damage caused by a fire- or flame-based attack is lessened by -1 for each die of damage.
The evil nature of the eblis is best seen in the delight it takes in hunting and killing. When an eblis spots travelers who have objects it desires for its nest, it attacks. Since the eblis is cunning, these attacks often take the forms of ambushes.
Falcon
Falcons are smaller, swifter, and more maneuverable than hawks. These birds of prey are easily trained and are preferred by hunters over hawks. Trained falcons sell for around 1,000 gp each.
Flightless Bird
These avians are typified by the ostrich, emu, and rhea. Although they share many of the physiological adaptations that enable other birds to take wing and break the bonds of earth, they are unable to fly.
The ostrich is the largest and strongest, standing 8 feet tall and weighing 300 pounds. The animal's small head and short, flat beak are perched atop a long, featherless neck. The ostrich fans is able to run at 40 miles per hour. If forced to fight, an ostrich uses its legs to deliver a kick that inflicts 1d8 points of damage.
The emu reaches 6 feet high and 130 pounds. Unlike those of their larger cousins, the wings of an emu are rudimentary appendages hidden beneath their coarse, hair-like feathers.
The rhea resembles a small ostrich, standing 3 feet tall and weighs 80 pounds. The differences between the two species lie in the structure of the feet and the tail feathers. Ostriches have two toes, while rheas have three, and ostriches have elegant, flowing tail plumes, while the rhea's are far shorter. Long feathers on the bird's sides swoop down to cover the stunted tail feathers.
Hawk
Hawks have wingspans up to 5 feet. They attack in plummeting dives, usually from a height of 100 feet or more. This dive gives them a +2 attack bonus, enabling their talons to inflict double damage. Hawks cannot attack with their beaks during the round in which they use a dive attack. After the initial dive, hawks fight by biting and pecking with their beaks, tearing at their opponents with their talons. Hawks target eyes and they have a 25% probability of striking an eye whenever its beak strikes. Opponents struck in the eye are blinded for 1dl0 rounds and have a 10% chance of losing the use of the eye. Because of their superior eyesight, hawks can never be surprised. Any intruder threatening the nest is attacked, regardless of size. If taken young and trained by an expert, hawks can be taught to hunt. Fledglings bring 500 gp and trained hawks sell for as much as 1,200 gp.
Owl
Owls hunt rodents, small lizards, and insects, attacking humans only when frightened (or magically commanded). They have 120' infravision and quadruple normal hearing. They fly in total silence, giving their prey a -6 penalty to their surprise rolls. Owls cannot be surprised during hours of dusk and darkness; during daylight hours, their eye sight is worse than that of humans, suffering a -3 on their surprise roll if discovered in their daylight roosting place. Owls attack with sharp talons and hooked beaks. If they swoop from a height of 50 feet or more, each attack is +2 and inflicts double damage, but no beak attack is possible.
Owl, Giant
These nocturnal creatures inhabit very wild areas, preying on rodents, large game birds, and rabbits. They are too large to gain swoop bonuses but can fly in nearly perfect silence; opponents suffer a -6 on their surprise roll. Giant owls may be friendly toward humans, though they are naturally suspicious. Parents will fight anything that threatens their young. Eggs sell for 1,000 sp and hatchlings sell for 2,000 sp.
Owl, Talking
Talking owls appear as ordinary owls, but speak common and six other languages (DM's option). Their role is to serve and advise champions of good causes on dangerous quests, which they do for 1d3 weeks if treated kindly on the first encounter; a talking owl feigns a broken wing to see how a party will react. Talking owls can detect good. They have a wisdom score of 21, with the appropriate spell immunities.
Raven (Crow)
Ravens and crows are often mistaken as bad omens by superstitious farmers and peasants. They attack with strong claws and their long, sharp beaks. Ravens employ a grab and peck approach to combat. These birds are 10% likely to attack an opponent's eyes. If successful, the attack causes the opponent to lose an eye. All birds of this type travel in flocks. Any encountered solo are actually scouts. As soon as they see any approaching creature, the scouts give warning cries and maintain a safe distance to keep track of them. Because of the scouts, ravens cannot be surprised during daylight conditions.
Raven, Giant
Giant ravens are both pugnacious and easily trained (if raised from fledglings), and are often used as guards and messengers. While they are too small to be used as mounts by all but small humanoids (i.e., faerie folk and PCs under the effects of a potion of diminution), the strength of these birds is enough to carry an adult halfling.
Raven, Huge
Huge ravens have malicious dispositions, occasionally serving evil masters. Not all raven familiars and consorts are evil -- the alignment of the master is a decisive factor in such arrangements.
Swan
These aquatic birds tend to inhabit areas frequented by similar waterfowl. Such areas include rivers, ponds, lakes, and marshes. Swans posses acute senses. They are 90% likely to detect intruders. There is a 10% chance that any swan encounter includes one or more swanmays (q.v.) in avian form.
Vulture
Vultures are scavengers that search the skies for injured or dead creatures to feed upon. They measure 2 to 3 feet long with a wingspan of up to 7 feet. Greasy blue-black feathers cover the torso and wings; its pink head is bald. Vultures are cowards, and will wait until an intended meal stops moving. If six or more vultures are present, they may attack a weakly moving victim. If the victim defends itself, the vultures move out of reach but maintain their deathwatch. Creatures that are unconscious, dead, or magically sleeping or held are potential meals. If the surviving combatants are further than 20 feet from the fallen creatures, the vultures alight and begin feeding. Because of their diet, vultures kin have developed a natural resistance to disease and organic toxins.
Vulture, Giant
Giant vultures measure 3 to 5 feet. Domesticated giant vultures can be trained to associate specific species (i.e., as humanoids) with food, hence the birds concentrate on locating those creatures. Giant vulture eggs and hatchlings are worth 30-60 gp.
Brain Mole
CLIMATE/TERRAIN: Any/ Below ground
FREQUENCY: Very rare
ORGANIZATION: Family
ACTIVITY CYCLE: Night
DIET: Psionic energy
INTELLIGENCE: Animal (1)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1-3
ARMOR CLASS: 9
MOVEMENT: 1, Br 3
HIT DICE: 1 hp
THAC0: Nil
NO. OF ATTACKS: Nil
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: Psionic
SPECIAL DEFENSES: Psionic
MAGIC RESISTANCE: Nil
SIZE: T (3" long)
MORALE: Unsteady (5-7)
XP VALUE: 35
These small, furry animals are nearly blind, and look like normal moles. Brain moles are seldom seen, however. They live in underground tunnels, burrowing through rock as easily as through dirt. Usually, the only discernible evidence of a brain mole's presence is a network of blistered stone or mounded dirt above ground, which marks the tunnel complex. These creatures damage more than landscapes, however. Brain moles feed on psionic activity. From the protection of their tunnels, they will psionically burrow into a victim's brain, and drain his psionic energy.
Combat:
A brain mole commonly attacks its victim in forests or underground; in either case, the creature is usually out of its direct line of sight. The mole waits for a psionically endowed being to appear above it, or it will burrow in search of prey.Brain moles have an innate psionic sense and can automatically detect any psionic activity within 200 yards. However, they can only feed on psionic energy when their victim is nearby: within 30 yards if the victim is a psionicist or psionic creature, 30 feet if the victim is a wild talent. The mole can't get a fix on its prey until the victim actually uses a psionic power.
Once a brain mole locates a victim it will attempt to establish contact. If contact is made, it will attempt to feed. If the victim is a wild talent, feeding is accomplished by using mindwipe. If the victim is a psionicist (or psionic creature), feeding is accomplished through amplification.
A brain mole does not attack maliciously. It must feed at least once a week or it will die.
Psionics Summary:
Level Dis/Sci/Dev Attack/Defense Score PSPs
6 2/1/4 MT/M- 12 100
Telepathy - Sciences:
mindlink, mindwipe; Devotions: contact, mind thrustMetapsionics - Devotions:
psychic drain (no cost), psionic senseA brain mole can perform mindwipe up to a range of 30 feet. Strangely enough, a brain mole must establish contact before using psychic drain. Furthermore, it can only perform psychic drain upon psionicists or psionic creatures. However, it does not have to put them into a trance or a deep sleep first, it just starts siphoning away psionic energy.
Habitat/Society:
Brain moles live in family units that include one male, one female, and 1d6 young (one of which may be old enough to feed by itself). Large brain mole towns of up to 3d6 family units have been reported. Of course, these only occur in places frequently traveled by the psionically empowered.Ecology:
Though brain moles can be dangerous to some, others keep them as pets. The moles are rather friendly, and easily tamed. They are favored by royalty, who enjoy the special protection which only brain moles can provide. Some sages claim that even a dead brain mole can offer protection from psionic attacks, provided the carcass is worn about one's neck as a medallion. Sometimes, nobles who have been harassed by a particular psionicist will send heroes out on quests for the little furry rodents.On the open market, adult brain moles sell for 50 gp. Youngsters sell for 5 gp each.
Broken One
Common Greater
CLIMATE/TERRAIN: Any land Any land
FREQUENCY: Rare Very Rare
ORGANIZATION: Pack Pack
ACTIVITY CYCLE: Any (night) Any (night)
DIET: Varies Varies
INTELLIGENCE: Low (5-7) High (13-14)
TREASURE: I, K, M I, K, M (Z)
ALIGNMENT: Neutral evil Neutral evil
NO. APPEARING: 3-12 (3d4) 1-4 (1d4)
ARMOR CLASS: 7 (10) 5 (8)
MOVEMENT: 9 9
HIT DICE: 3 5
THAC0: 17 15
NO. OF ATTACKS: 1 1
DAMAGE/ATTACK: 1-6 (or by weapon) 1d8 (or by weapon)
SPECIAL ATTACKS: See below See below
SPECIAL DEFENSES: Regeneration Regeneration
MAGIC RESISTANCE: Nil Nil
SIZE: M (4-7'tall) M (4-7' tall)
MORALE: Unsteady (5-7) Steady (11-12)
XP VALUE: 175 650
Broken ones (or animal men) are the tragic survivors of scientific and magical experiments gone awry. While they were once human, their beings have become mingled with those of animals and their very nature has been forever altered by the shock of this event. It is rumored that some broken ones are the result of failed attempts at resurrection, reincarnation, or polymorph spells.
While broken ones look more or less human, they are physically warped and twisted by the accidents that made them. The characteristics of their non-human part will be clearly visible to any who see them. For example, a broken one who has been infused with the essence of a rat might have horrific feral features, wiry whiskers, curling clawed fingers, and a long, whip-like tail.
Broken ones know whatever languages they knew as human beings and 10% of them can communicate with their non-human kin as well. It is not uncommon for the speech of a broken one to be heavily accented or slurred by the deformities of its body.
Combat:
Broken ones tend to be reclusive creatures and combat with them is rare. Still, they are strong opponents. Broken ones are almost always blessed with a greater than human stamina, reflected in the fact that they always have at least 5 hit points per Hit Die. Thus, the weakest of broken ones has at least 15 hit points. In addition, broken ones heal at a greatly accelerated rate, regenerating 1 hit point each round.A broken one will often wield weapons in combat, inflicting damage according to the weapon used. Many broken ones have also developed claws or great strength, which makes them deadly in unarmed combat. Hence, all such creatures inflict 1d6 points of damage in melee. Unusually strong strains might receive bonuses to attack and damage rolls.
Many broken ones have other abilities (night vision, keen hearing, etc.) that are derived from their animal half. As a general rule, each creature will have a single ability of this sort.
Habitat/Society
: Broken ones tend to gather together in bands of between 10 and 60 persons. Since they seldom find acceptance in human societies, they seek out their own kind and dwell in secluded areas of dense woods or rocky wastes far from the homes of men. From time to time they will attack a human village or caravan, either for supplies, in self-defense, or simply out of vengeance for real or imagined wrongs. If possible, they will try to seek out their creator and destroy him for the transformations he has brought upon them.When a society of these monsters is found, it will always be tribal in nature. There will be from 10-60 typical broken ones with one greater broken one for every 10 individuals. The greater broken ones (described below) will act as leaders and often have absolute power over their subjects.
Ecology:
Broken ones are unnatural combinations of men and animals. Their individual diets and habits are largely dictated by their animal natures. Thus, a broken one who has leonine characteristics would be carnivorous, while one infused with the essence of a horse would be vegetarian. There are no known examples of a broken one who has been formed with the essence of an intelligent nonhuman creature.Broken ones do manufacture the items they need to survive. These are seldom of exceptional quality, however, and are of little or no interest to outsiders. Occasionally, broken ones may be captured by evil wizards or sages who wish to study them.
Greater Broken Ones
From time to time, some animal men emerge who are physically superior. While they are still horrible to look upon and cannot dwell among men, they are deadly figures with keen minds and powerful bodies. Their twisted and broken souls, however, often lead them to acts of violence against normal men.
These creatures regenerate at twice the rate of their peers (2 hit points per round) and inflict 1d8 points of damage in unarmed combat. When using weapons, they gain a +3 to +5 bonus on all attack and damage rolls. Like their subjects, they often have special abilities based on their animal natures. Such powers, however, are often more numerous (from 1-4 abilities) and may be even better than those of the animal they are drawn from. For example, a greater broken one who is created from scorpion stock might have a chitinous shell that gives it AC 2 and it might have a poisonous stinger.
Brownie
Brownie Killmoulis
CLIMATE/TERRAIN: Temperate rural Human areas
FREQUENCY: Rare Uncommon
ORGANIZATION: Tribal Solitary
ACTIVITY CYCLE: Night Nocturnal
DIET: Vegetarian Omnivore, scavenger
INTELLIGENCE: High (13-14) Average (8-10)
TREASURE: O, P, Q K
ALIGNMENT: Lawful good Neutral (chaotic good)
NO. APPEARING: 4-16 1-3
ARMOR CLASS: 3 6
MOVEMENT: 12 15
HIT DICE: ½ ½
THAC0: 20 20
NO. OF ATTACKS: 1 Nil
DAMAGE/ATTACK: 1-2 (weapon) Nil
SPECIAL ATTACKS: Spells See below
SPECIAL DEFENSES: Save as See below
9th-level cleric
MAGIC RESISTANCE: Nil 20%
SIZE: Tiny (2' tall) Tiny (under 1' tall)
MORALE: Steady (11-12) Average (8-10)
XP VALUE: 175 35
Brownies are small, benign humanoids who may be very distantly related to halflings. Peaceful and friendly, brownies live in pastoral regions, foraging and gleaning their food.
Standing no taller than 2 feet, brownies are exceedingly nimble. They resemble small elves with brown hair and bright blue eyes. Their brightly colored garments are made from wool or linen with gold ornamentation. They normally carry leather pouches and tools for repairing leather, wood, and metal.
Brownies speak their own language and those of elves, pixies, sprites, and halflings, as well as common.
Combat:
Brownies prefer not to engage in combat, and only do so if threatened. Angry brownies rarely meet their foes in hand to hand combat, relying instead on magic.Since their senses are so keen, it is impossible to surprise brownies. They are superb at blending into their surroundings and can become all but invisible when they choose. This, combined with their great agility, gives them an AC of 3.
Brownies use spells to harass and drive away enemies. They can use the following spells, once per day: protection from evil, ventriloquism, dancing lights, continual light, mirror image (3 images), confusion, and dimension door. If cornered and unable to employ any spells, brownies attack with short swords.
Habitat/Society:
Brownies live in rural areas, making their homes in small burrows or abandoned buildings. They often live close to or on farms, as they are fascinated by farm life.Brownies live by harvesting wild fruits and gleaning grain from a farmer's field. Being honest to the core, a brownie always performs some service in exchange for what is taken. One might milk a farmer's cows and take only a small amount.
Some brownies go so far as to become house brownies. They observe the families in a given area, and if one meets their high moral standards, these brownies secretly enter the household. At night, while the residents are asleep, they perform a variety of helpful tasks; spinning, baking bread, repairing farm implements, keeping foxes out of the hen house, mending clothes, and performing other household tasks. If a thief creeps silently into the house, they will make enough noise to awaken the residents. Watchdogs and domestic animals consider brownies friendly and never attack or even bark at them.
All brownies ask in exchange for their labor is a little milk, some bread, and an occasional bit of fruit. Etiquette demands that no notice be taken of them. If the residents boast about the presence of a brownie, the brownie vanishes.
Brownies are not greedy, but they do have small hoards of treasure which they have taken from evil monsters or received as gifts from humans. A brownie sometimes leaves his treasure in a location where a good person in need is bound to find it.
Strangers and outsiders are constantly watched by the brownies of the community until their motives are established. If the brownies decide that a stranger is harmless, he is left in peace. If not, the brownies unite and drive the intruder out.
Brownies know every nook and cranny of the areas where they live, and thus make excellent guides. If asked politely, there is a 50% chance that a brownie will agree to act as a guide.
Ecology:
Brownies are basically vegetarians who live very comfortably on the gleanings of agricultural life. They make efficient use of leftovers that are too small for humans to notice. When brownies glean from fields, they do so after harvest, gathering grains and fruits which might otherwise be wasted.Killmoulis:
The killmoulis is a distant relative of the brownie, standing under 1-foot in height but with a disproportionately large head and a prodigious nose. Killmoulis are able to blend into surroundings and are therefore 10% detectable. They live in symbiotic relationships with humans, usually where foodstuffs are handled, making their homes under the floors, and in the walls and crawlspaces.
Brownie, Quickling
CLIMATE/TERRAIN: Temperate Forests
FREQUENCY: Very rare
ORGANIZATION: Clan
ACTIVITY CYCLE: Night
DIET: Omnivore
INTELLIGENCE: High to genius (13-18)
TREASURE: O, P, Q, X
ALIGNMENT: Chaotic evil (neutral)
NO. APPEARING: 4-16
ARMOR CLASS: -3
MOVEMENT: 96
HIT DICE: 1 HD + 1d4 hp (common: leaders 3HD; elders 4 HD)
THAC0: 19 (common; leaders/elders 17)
NO. OF ATTACKS: 3
DAMAGE/ATTACK: By weapons (S/M 1-3; L 1-2)
SPECIAL ATTACKS: Spells; poison (leaders only)
SPECIAL DEFENSES: Invisibility; save as Pr19
MAGICAL RESISTANCE: Nil
SIZE: T (2 tall)
MORALE: Elite (13-14)
XP VALUE: Normal: 2,000
Leaders: 3,000
Elders: 4,000
Although they were once like any other race of brownie, quicklings sought out dark and dangerous magical powers. It may be that they intended to do good with their powers at one time, but the evil magic was too strong for them and they were corrupted.
Quicklings are small and slender beings, looking much like miniature elves with very sharp, feral features. Their ears are unusually large and rise to points above their heads. Quickling eyes are cold and cruel with a tiny spark of yellow light. Their skin is a pale blue to blue-white and their hair is often silver or snowy white.
Quicklings dress in fine clothes of bright colors. They are fond of silver and black, often selecting fabrics and metals in these colors. Quickling never wear any form of armor or cumbersome clothes.
Quicklings speak a tongue very similar to that of brownies and buckawns, but they speak very quickly. To those unfamiliar with it, their speech is nothing but a meaningless stream of noise with individual sounds and words passing so quickly that no human can follow it. If quicklings wish to communicate with other beings, they must take care to speak very slowly. Many quicklings can speak either Common, pixie, or halfling, while most of them (85%) can speak true brownie.
Combat:
Quicklings are 100% invisible when not moving; when moving they are 90% invisible. In areas where they can move rapidly from cover to cover, like a forest or boulder-strewn field, they can use their speed to make their chance of invisibility 100%.Quicklings are far more dangerous in combat then their minute size would lead opponents to believe. This is due primarily to the great speed at which they travel and their tremendous agility. In combat, a quickling can dart about so rapidly that it attacks three times in a single round. In addition, they are visible only as blurs when moving, giving them an excellent Armor Class. Quicklings required to roll a saving throw to avoid damage due to a hostile action do so as if they were 19th-level priests.
In combat, quicklings employ their sleek, needle-like daggers to cause 1d3 points of damage to man-sized and smaller foes and 1d2 to larger ones. Quickling leaders are 75% likely to employ poisoned blades that cause unconsciousness if the victim fails a saving throw vs. poison (must be rolled after each hit).
Quicklings have certain inherent magical powers they can employ at will. Only one power can be active at any given time. Once per day they may invoke the following powers: ventriloquism, forget, levitate, shatter, dig, and fire charm.
Habitat/Society:
When the ancestors of the quickling began to experiment with the dark forces that eventually corrupted them, they had no idea what the effects would be. Where once they were a gentle race of woodland beings, quickling are now savage hunters and cruel killers. They regard all other humanoids as enemies to be hunted down and killed.Quickling live in extended family units, in the same way as buckawns. Each group of quickling is led by an individual of 3 Hit Dice. Clans with more than ten members have two such leaders, as well as an elder with 4 Hit Dice.
Quicklings dwell in places that are dark and evil. Adventurers have reported encountering them in groves of twisted and wicked-looking trees, near poisoned or cursed springs, and in overgrown areas once ruled by powerful chaotic beings.
As a rule, quicklings avoid contact with the outside world except when it promotes their own evil ends. In some cases, they have been known to deal with other evil races of magical nature (like imps and quasits) or powerful evil wizards and priests. On these occasions, the combination of such forces is a great danger to all good being in the area.
Ecology:
Because of their greatly accelerated metabolism, quicklings are the shortest lived of any sylvan race. They mature less than one year after birth and are fully adult by the age of two. Old age sets in at ten years and they often die before they turn 12. No known quickling has ever lived beyond 15 without the aid of powerful magic.
Bugbear
CLIMATE/TERRAIN: Any subterranean
FREQUENCY: Uncommon
ORGANIZATION: Tribal
ACTIVITY CYCLE: Any
DIET: Carnivorous
INTELLIGENCE: Low to average (5-10)
TREASURE: Individual: J, K, L, M, (B)
ALIGNMENT: Chaotic evil
NO. APPEARING: 2-8 (2d4)
ARMOR CLASS: 5 (10)
MOVEMENT: 9
HIT DICE: 3+1
THAC0: 17
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-8 (2d4) or by weapon
SPECIAL ATTACKS: Surprise, +2 to damage
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: L (7' tall)
MORALE: Steady to Elite (11-13)
XP VALUE: 120
Bugbear leader: 175
Bugbear chief: 175
Bugbear shaman: 175
Bugbears are giant, hairy cousins of goblins who frequent the same areas as their smaller relatives.
Bugbears are large and very muscular, standing 7' tall. Their hides range from light yellow to yellow brown and their thick coarse hair varies in color from brown to brick red. Though vaguely humanoid in appearance, bugbears seem to contain the blood of some large carnivore. Their eyes recall those of some savage bestial animal, being greenish white with red pupils, while their ears are wedge shaped, rising from the top of their heads. A bugbear's mouth is full of long sharp fangs.
Bugbears have a nose much like that of a bear with the same fine sense of smell. It is this feature which earned them their name, despite the fact that they are not actually related to bears in any way. Their tough leathery hide and long sharp nails also look something like those of a bear, but are far more dexterous.
The typical bugbear's sight and hearing are exceptional, and they can move with amazing agility when the need arises. Bugbear eyesight extends somewhat into the infrared, giving them infravision out to 60 feet.
The bugbear language is a foul sounding mixture of gestures, grunts, and snarls which leads many to underestimate the intelligence of these creatures. In addition, most bugbears can speak the language of goblins and hobgoblins.
Combat:
Whenever possible, bugbears prefer to ambush their foes. They impose a -3 on others' surprise rolls.If a party looks dangerous, bugbear scouts will not hesitate to fetch reinforcements. A bugbear attack will be tactically sound, if not brilliant. They will hurl small weapons, such as maces, hammers, and spears before closing with their foes. If they think they are outnumbered or overmatched, bugbears will retreat, preferring to live to fight another day.
Habitat/Society:
Bugbears prefer to live in caves and in underground locations. A lair may consist of one large cavern or a group of caverns. They are well-adapted to this life, since they operate equally well in daylight and darkness.If a lair is uncovered and 12 or more bugbears are encountered they will have a leader. These individuals have between 22 and 25 hit points, an Armor Class of 4, and attack as 4 Hit Die monsters. Their great strength gives them a +3 to all damage inflicted in melee combat.
If 24 or more bugbears are encountered, they will have a chief in addition to their leaders. Chiefs have between 28 and 30 hit points, an Armor Class of 3, and attack as 4 Hit Die monsters. Chiefs are so strong that they gain a +4 bonus to all damage caused in melee. Each chief will also have a sub-chief who is identical to the leaders described above.
In a lair, half of the bugbears will be females and young who will not fight except in a life or death situation. If they are forced into combat, the females attack as hobgoblins and the young as kobolds.
The species survives primarily by hunting. They have no compunctions about eating anything they can kill, including humans, goblins, and any monsters smaller than themselves. They are also fond of wine and strong ale, often drinking to excess.
Bugbears are territorial, and the size of the domains vary with the size of the group and its location. It may be several square miles in the wilderness, or a narrow, more restricted area in an underground region.
Intruders are considered a valuable source of food and treasure, and bugbears rarely negotiate. On occasion, they will parley if they think they can gain something exceptional by it. Bugbears sometimes take prisoners to use as slaves.
Extremely greedy, bugbears love glittery, shiny objects and weapons. They are always on the lookout to increase their hoards of coins, gems, and weapons through plunder and ambush.
Ecology:
Bugbears have two main goals in life: survival and treasure. They are superb carnivores, winnowing out the weak and careless adventurer, monster and animal. Goblins are always on their toes when bugbears are present, for the weak or stupid quickly end up in the stewpot.
Bulette
CLIMATE/TERRAIN: Temperate/Any terrain
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivorous
INTELLIGENCE: Animal (1)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1-2
ARMOR CLASS: -2/4/6
MOVEMENT: 14 (3)
HIT DICE: 9
THAC0: 11
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 4-48/3-18/3-18
SPECIAL ATTACKS: 8' jump
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: L 9½' tall, 12' long
MORALE: Steady (11)
XP VALUE: 4,000
Aptly called a landshark, the bulette (pronounced Boo-lay) is a terrifying predator that lives only to eat. The bulette is universally shunned, even by other monsters.
It is rumored that the bulette is a cross between an armadillo and a snapping turtle, but this is only conjecture. The bulette's head and hind portions are blue-brown, and they are covered with plates and scales ranging from gray-blue to blue-green. Nails and teeth are dull ivory. The area around the eyes is brown-black, the eyes are yellowish and the pupils are blue green.
Combat:
A bulette will attack anything it regards as edible. The only things that it refuses to eat are elves, and it dislikes dwarves. The bulette is always hungry, and is constantly roaming its territory in search of food. When burrowing underground, the landshark relies on vibrations to detect prey. When it senses something edible (i.e., senses movement), the bulette breaks to the surface crest first and begin its attack. The landshark has a temperament akin to the wolverine -- stupid, mean, and fearless. The size, strength, and numbers of its opponents mean nothing. The bulette always attacks, choosing as its target the easiest or closest prey. When attacking, the bulette employs its large jaw and front feet.The landshark can jump up to 8 feet with blinding speed, and does this to escape if cornered or injured. While in the air, the bulette strikes with all four feet, causing 3d6 points of damage for each of the rear feat as well. The landshark has two vulnerable areas: the shell under its crest is only AC 6 (but it is only raised during intense combat), and the region of the bulette's eyes is AC 4, but this is a small oval area about 8 inches across.
Habitat/Society:
Fortunately for the rest of the world, the bulette is a solitary animal, although mated pairs (very rare) will share the same territory. In addition, other predators rarely share a territory with a landshark for fear of being eaten. The bulette has no lair, preferring to wander over its territory, above and below ground, burrowing down beneath the soil to rest. Since their appetites are so voracious, each landshark has a large territory that can range up to 30 square miles.Bulettes consume their victims, clothing, weapons, and all, and the powerful acids in the stomach quickly digest the armor, weapons, and magical items of their victims. They are not above nibbling on chests or sacks of coins either, the bulette motto being eat first and think later. When everything in the territory is eaten, the bulette will move on in search of a new territory. The sole criteria for a suitable territory is the availability of food, so a bulette will occasionally stake out a new territory near human and halfling territories and terrorize the residents.
Very little is known of the life cycle of the bulette. They presumably hatch from eggs, but no young have ever been found, though small landsharks of 6 Hit Dice have been killed. It may be that the bulette is hatched from very small eggs, with few young surviving to maturity. Still other sages theorize that the bulette bears live young. There is also evidence that the bulette, like carp and sharks, grow larger as they get older, for unusually large landsharks of 11 feet tall and taller have been seen. Certainly no one has ever come upon the carcass of a bulette that died of old age.
Ecology:
The bulette has a devastating effect on the ecosystem of any area it inhabits. Literally nothing that moves is safe from it -- man, animal, or monster. In the process of hunting and roaming, the landshark will uproot trees of considerable size. In hilly and rocky regions, the underground movements of the bulette can start small landslides. Ogres, trolls, and even some giants all move off in search of greener and safer pastures when a bulette appears. A bulette can turn a peaceful farming community into a wasteland in a few short weeks, for no sane human or demihuman will remain in a region where a bulette has been sighted.There is only one known benefit to the existence of the bulette: The large plates behind its head make superb shields, and dwarven smiths can fashion them into shields of +1 to +3 in value. Some also claim that the soil through which a bulette has passed becomes imbued with magical, rock-dissolving properties. Many would argue, however, that these benefits are scarcely worth the price.
Bullywug
CLIMATE/TERRAIN: Tropical, subtropical, and temperate/Swamp
FREQUENCY: Rare
ORGANIZATION: Tribal
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Low to average (5-10)
TREASURE: J, K, M, Q, (x5); C in lair
ALIGNMENT: Chaotic evil
NO. APPEARING: 10-80
ARMOR CLASS: 6 (better with armor)
MOVEMENT: 3 Sw 15 (9 in armor)
HIT DICE: 1
THAC0: 19
NO. OF ATTACKS: 3 or 1
DAMAGE/ATTACK: 1-2/1-2/2-5 or by weapon
SPECIAL ATTACKS: Hop
SPECIAL DEFENSES: Camouflage
MAGIC RESISTANCE: Nil
SIZE: S to M (4'-7')
MORALE: Average (10)
XP VALUE: 65
The bullywugs are a race of bipedal, frog-like amphibians. They inhabit swamps, marshes, meres, or other dank places.
Bullywugs are covered with smooth, mottled olive green hide that is reasonably tough, giving them a natural AC of 6. They can vary in size from smaller than the average human to about seven feet in height. Their faces resemble those of enormous frogs, with wide mouths and large, bulbous eyes; their feet and hands are webbed. Though they wear no clothing, all bullywugs use weapons, armor, and shields if they are available. Bullywugs have their own language and the more intelligent ones can speak a limited form of the common tongue.
Combat:
Bullywugs always attack in groups, trying to use their numbers to surround their enemies. Whenever they can, bullywugs attack with their hop, which can be up to 30 feet forward and 15 feet upward. When attacking with a hop, bullywugs add a +1 bonus to their attack (not damage) rolls, and double the damage if using an impaling weapon. This skill, combined with their outstanding camouflage abilities, frequently puts the bullywugs in an ideal position for an ambush (-2 penalty to opponent's surprise rolls).Habitat/Society:
More intelligent than frogs, all bullywugs live in organized or semi-organized socially fascist groups, cooperating for the purpose of hunting and survival. They live primarily on fish and any other game, preferring a diet of meat. They are adept hunters and fisherman, and skilled in the use and construction of snares and nets.Bullywug society is a savage one. Males are the dominant sex, and females exist only to lay eggs. Though females and young make up about one-half of any tribe, they count for little in the social order. The only signs of respect that bullywugs ever bestow are toward their leader and their bizarre frog god. The race is chaotic evil, and totally lacking in any higher emotions or feelings.
The leader of a bullywug community is a large individual with 8 hit points. Communities of 30 or more bullywugs have five subleaders (8 hp each) and a powerful leader (2 HD, 12+ hp, +1 to damage). Communities of 60 or more bullywugs have a chieftain (3 HD, 20+ hp, +2 to damage) and five subchieftains (2 HD, 12+ hp, +1 to damage).
All bullywugs favor dank, dark places to live, since they must keep their skin moist. Most bullywugs live in the open and maintain only loose territorial boundaries. Ordinary bullywugs do not deal with incursions into their territory very efficiently, but they kill and eat interlopers if they can. They hate their large relatives (advanced bullywugs, see below) with a passion, and make war upon them at every opportunity. Bullywugs prize treasure, though it benefits them little. They value coins and jewels, and occasionally a magical item can be found amongst their hoard.
On an individual level, bullywugs lack the greed and powerlust seen in the individuals of other chaotic races, such as orcs. Fighting among members of the same group, for example, is almost nonexistent. Some would say that this is because they lack the intelligence to pick a fight, and not from a lack of spite. The tribes are lead by the dominant male, who kills and eats the previous leader when it is too old to rule. This is one of the few instances when they fight among themselves.
Ecology:
Bullywugs tend to disrupt ecosystems, rather than fill a niche in them. They do not have the intelligence to harvest their food supplies sensibly and will fish and hunt in an area until its natural resources are depleted, and then move on to a new territory. They hate men, and will attack them on sight, but fortunately prefer to dwell in isolated regions far from human beings.Bullywug, Advanced
A small number of bullywugs are larger and more intelligent than the rest of their kind. These bullywugs make their homes in abandoned buildings and caves, and send out regular patrols and hunting parties. These groups tend to be well equipped and organized, and stake out a regular territory, which varies with the size of the group. They are more aggressive than their smaller cousins, and will fight not only other bullywugs but other monsters as well. The intelligent bullywugs also organize regular raids outside their territory for food and booty, and especially prize human flesh. Since they are chaotic evil, all trespassers, including other bullywugs, are considered threats or sources of food.
For every 10 advanced bullywugs in a community, there is a 10% chance of a 2nd-level shaman being present.
Carrion Crawler
CLIMATE/TERRAIN: Subterranean
FREQUENCY: Uncommon
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivorous
INTELLIGENCE: Non- (0)
TREASURE: B
ALIGNMENT: Neutral
NO. APPEARING: 1-6
ARMOR CLASS: 3/7
MOVEMENT: 12
HIT DICE: 3+1
THAC0: 17
NO. OF ATTACKS: 8 or 1
DAMAGE/ATTACK: Special or 1-2
SPECIAL ATTACKS: Paralysis
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: L (9' long)
MORALE: Special
XP VALUE: 420
The carrion crawler is a scavenger of subterranean areas, feeding primarily upon carrion. When such food becomes scarce, however, it will attack and kill living creatures.
The crawler looks like a cross between a giant green cutworm and a cephalopod. Like so many other hybrid monsters, the carrion crawler may well be the result of genetic experimentation by a mad, evil wizard.
The monster's head, which is covered with a tough hide that gives it Armor Class 3, sprouts eight slender, writhing tentacles. The body of the carrion crawler is not well protected and has an armor class of only 7. The monster is accompanied by a rank, fetid odor which often gives warning of its approach.
Combat:
The carrion crawler can move along walls, ceilings and passages very quickly, using its many clawed feet for traction.When attacking, the monster lashes out with its 2' long tentacles, each of which produces a sticky secretion that can paralyze its victims for 2-12 turns. A save versus paralyzation is allowed to escape these effects. They kill paralyzed creatures with their bite which inflicts 1-2 points of damage. The monster will always attack with all of its tentacles.
Carrion crawlers are non-intelligent, and will continue to attack as long as any of their opponents are unparalyzed. Groups of crawlers attacking together will not fight in unison, but will each concentrate on paralyzing as many victims as they can. When seeking out prey, they rely primarily on their keen senses of sight and smell. Clever travelers have been known to fool an approaching carrion crawler with a sight and smell illusion, thus gaining time to make good their escape.
Habitat/Society:
Carrion crawlers are much-feared denizens of the underground world. They live in lairs, venturing out in search of carrion or food every few days. Some underground inhabitants such as goblins and trolls will make use of carrion crawlers by leaving the bodies of dead foes out in designated areas. This keeps the creatures at a good distance from their own homes and encourages them to ``patrol'' certain areas. Some orcs have been known to chain live prisoners near the lairs of these fearsome monsters.Carrion crawlers will sometimes live with a mate or in a small group numbering no more than 6. This does not mean that they cooperate in hunting, but merely share the same space and compete fiercely for the same food. If 2 crawlers have made a kill or discovered carrion, they will often fight over the food, sometimes killing one another in the process.
The carrion crawler mates once a year. Several days after mating, the female will go off in search of a large kill. When she has found or killed an adequate food supply, she lays about 100 eggs among the carrion. The grubs hatch one week later and begin feeding.
Maternal care ceases once the eggs have been laid and it is not uncommon for eggs to later be eaten by the female who laid them. Females die a few weeks after laying their eggs, exhausted by the effort. Males live only a short time longer, having mated with as many females as possible. Grubs have been known to consume one another in feeding frenzies, and are a favorite food of adult carrion crawlers. Few of the grubs reach maturity, but those who do have eaten voraciously and will achieve their full size in a single year. When they reach maturity, the mating cycle begins again.
These monsters exist on the most basic instinctual level, having no more intelligence than earthworms or most insects. The carrion crawler is driven by two urges: food and reproduction. It has absolutely no interest in the collection of treasure.
Ecology:
The carrion crawler provides the same useful, if disagreeable, function that jackals, vultures, and crows perform. Like so many other predators carrion crawlers instinctively prey on the weak, sick, and foolish. In the long run, this has a beneficial effect on the prey, strengthening its gene pool. The carrion crawler also works wonders in over crowded caverns, quickly eliminating population problems among the weaker monsters. Thus, the life cycle of the crawler is inextricably linked to those of its prey -- when the prey flourishes so does the crawler.
Cat, Great
Cheetah Jaguar Leopard Common Mountain
Lion Lion
CLIMATE/TERRAIN: Warm plains Tropical Tropical Warm plains Any warm
and grass- jungle jungle or and grass- or temperate
lands forest lands
FREQUENCY: Uncommon Uncommon Uncommon Uncommon Uncommon
ORGANIZATION: Family group Solitary Solitary Pride Solitary
ACTIVITY CYCLE: Day Any Any Day Dawn or
dusk
DIET: Carnivorous Carnivorous Carnivorous Carnivorous Carnivorous
INTELLIGENCE: Animal (1) Semi-(2-4) Semi- (2- 4) Semi (2-4) Semi (2-4)
TREASURE: Nil Nil Nil Nil Nil
ALIGNMENT: Neutral Neutral Neutral Neutral Neutral
NO. APPEARING: 1-4 1-2 1-2 2-12 (2d6) 1- 2
ARMOR CLASS: 5 6 6 5/6 6
MOVEMENT: 15, sprint 45 15 15 12 12
HIT DICE: 3 4+1 3+2 5+2 3+1
THAC0: 17 17 17 15 17
NO. OF ATTACKS: 3 3 3 3 3
DAMAGE/ATTACK: 1-2/1-2/1-8 1-3/1-3/1-8 1- 3/1-3/1-6 1-4/1-4/1-10 1-3/1-3/1-6
SPECIAL ATTACKS Rear claws Rear claws Rear claws Rear claws Rear claws
1-2 each 2-5 (1d4+1) 1-4 each 2-7 (1d6+1) 1-4 each
each each
SPECIAL DEFENSES: Surprised Surprised Surprised Surprised Surprised
only on a 1 only on a 1 only on a 1 only on a 1 only on a 1
MAGIC RESISTANCE: Nil Nil Nil Nil Nil
SIZE: M (4'-4½' L (5'-6' M (4'-4½' M (4½'- M (4'-5'
long) long) long) 6½' long) long)
MORALE: Average Average Average Average Average
(8-10) (8-10) (8-10) (8-10) (8-10)
XP VALUE: 175 420 270 650 270
Spotted Giant Lynx Wild Tiger Smilodon
Lion
CLIMATE/TERRAIN: Warm plains Subarctic Subarctic to Subarctic to
and desert forest tropical tropical
forest forest
FREQUENCY: Rare Rare Uncommon Rare
ORGANIZATION: Pride Solitary Solitary Solitary
ACTIVITY CYCLE: Day Night Night Night
DIET: Carnivorous Carnivorous Carnivorous Carnivorous
INTELLIGENCE: Semi (2-4) Very (11-12) Semi (2-4) Animal (1)
TREASURE: Nil Nil Nil Nil
ALIGNMENT: Neutral Neutral Neutral Neutral
NO. APPEARING: 2-8 (2d4) 1-4 1-4 1-2
ARMOR CLASS: 5/6 6 6 6
MOVEMENT: 12 12 12 12
HIT DICE: 6+2 2+2 5+5 7+ 2
THAC0: 15 19 15 11(13)
NO. OF ATTACKS: 3 3 3 3
DAMAGE/ATTACK: 1-4/1-4/1-12 1- 2/1-2/1-2 2-5 (1d4+1)/ 2-5 (1d4+1)/
2-5 (1d4+1)/ 2-5 (1d4+1)/
1-10 2-12 (2d6)
SPECIAL ATTACKS Rear claws Rear claws Rear claws Rear claws
2-8 (2d4) 1-3 each 2-8 (2d) 2-8 (2d4)
each
SPECIAL DEFENSES: Surprised See below Surprised Surprised
only on a 1 only on a 1 only on a 1
MAGIC RESISTANCE: Nil Nil Nil Nil
SIZE: L (4½'- M (4½' L (6'-9' L (8'-12'
6½' long) long) long) long)
MORALE: Average Average Average Steady
(8-10) (8-10) (8-10) (8-10)
XP VALUE: 975 175 650 1,400
The great cats are among the most efficient of all predators.
Cheetah
The cheetah is a medium-sized, lightly built cat. Its fur is sand colored and it is covered with dark spots. The cheetah is unique among cats because of its non-retractable claws.
A skilled hunter endowed with natural camouflage, victims of a cheetah attack suffer a -3 on their surprise roll. They are famed for their tremendous bursts of speed, and can run at triple speed (45 feet per round) for three rounds. The cat must rest 3 turns before sprinting again. Cheetahs can spring 10 feet upward or 20 feet forward. If both forepaws hit during an attack the cheetah is able to rake for 1-2 points of damage with each of its rear claws. If defending their young, cheetahs receive a +2 on their attack and damage rolls and will fight to the death.
Cheetahs inhabit warm plains and grasslands, often sharing their range with lions. Their favorite prey are the antelope that inhabit the plains, and they rarely attack men. Cheetahs are territorial, but may live alone, in pairs and in groups. The female raises a litter of 2-4 young alone. The young, who stay with their mother for as long as 2 years, can be completely trained and domesticated.
The fortunes of the cheetah rise and fall with those of its prey; when the population of antelope and other game declines, so does that of the cheetah.
Jaguar
The jaguar is a powerful cat with a deep chest and muscular limbs. Its color ranges from light yellow to brownish red, and it is covered with dark spots.
The jaguar will attack anything that it perceives as a threat. It relies on stealth to close with its prey, often pouncing from above. The jaguar can leap 30' to attack. If both of its forepaws strike it will rake with its two rear claws for 2-5 (1d4+1) points of damage each.
The jaguar inhabits jungles, spending a great deal of time in tree tops. It climbs, swims, and stalks superbly. Jaguars are solitary and territorial, meeting only to mate. If found in a lair, there is a 75% chance there will be 1-3 cubs. Cubs do not fight effectively.
Their strength and ferocity make jaguars one of the most feared predators of the jungle.
Leopard
The leopard is a graceful cat with a long body and relatively short legs. Its color varies from buff to tawny, and its spots are rosette shaped.
Leopards prefer to leap on their prey, imposing a -3 on the surprise rolls of their victims. Leopards can spring upward 20 feet or ahead 25 feet. If they strike successfully with both forepaws, they rake with their rear claws for 1-4 points each.
Leopards are solitary, inhabiting warm deserts, forest, plains, and mountains. They hunt both day and night preying on animals up to the size of large antelopes. They swim and climb well, and will often sit in treetops sunning themselves. Leopards will also drag their prey to safety in the treetops to devour in peace. The female bears 1-3 young, and cares for them for up to two years. If found in the lair, there is a 25% chance that there will be cubs there. The young have no effective attack.
A skilled predator, the leopard is often threatened by human incursions. In areas where it is hunted, it is nocturnal.
Lion
Among the largest and most powerful of the great cats, lions have yellow or golden brown fur. The males are distinguished by their flowing manes.
Both male and female lions are fierce fighters. Lions hunt in prides, with females doing most of the actual hunting. Since their senses are so keen, lions can only be surprised on a 1. All lions can leap as far as 30 feet. Males have an Armor Class of 5 in their forequarters and 6 in their hindquarters while females are Armor Class 6 in all areas. If a lion hits with both forepaws, it can rake with its rear claws doing 2-7 points damage each.
Lions prefer warmer climates, thriving in deserts, jungles, grasslands, and swamps. They live and hunt in prides, and are extremely territorial. A pride usually consists of 1-3 males and 1-10 females. Lions frequently kill animals the size of zebras or giraffes. Lionesses will cooperate when hunting, driving their prey into an ambush. They have been known to attack domestic livestock, but will almost never attack men. A lair will contain from 1-10 cubs which are 30%-60% grown. Cubs are unable to fight. Lions are poor climbers and dislike swimming.
Lions flourish only when the supply of game is adequate. Their size and strength have made them a favorite target of human hunters.
Mountain Lion
Not a true lion, this brownish cat is lankier than its large cousins. Except for their size, males and females are difficult to tell apart.
The mountain lion is more cautious and less aggressive than its larger relatives. They can spring upward 15 feet or ahead 20 feet to attack or retreat. If they score hits with both of their forepaws, they will rake with their back ones for 1-4 points of damage each. It will not attack men unless threatened.
Mountain lions range in warm and temperate mountains, forests, swamps, and plains. They are solitary, with males and females each maintaining separate territories. Their favorite prey are deer. The female rears 2-4 cubs alone, which remain with her for 1-2 years.
The mountain lion is flexible and elusive. It is adept at surviving on the fringes of human civilization.
Spotted Lion
Spotted lions are large, fierce, dappled versions of the lion. They are generally found in the plains of the Pleistocene epoch, and rarely occur elsewhere.
Giant Lynx
The giant lynx is distinguished by its tufted ears and cheeks, short bobbed tail, and dappled coloring. It has a compact muscular body, with heavy legs and unusually large paws.
The giant lynx is the most intelligent of the great cats and uses its wits in combat. When hiding, a giant lynx will avoid detection 90% of the time. The lynx can leap up to 15 feet and imposes a -6 on the surprise rolls of its prey. It has a 75% chance of detecting traps. If a giant lynx strikes with both forepaws, it attempts a rear claw rake, causing 1-3 points of damage per claw. The giant lynx almost never attacks men.
The giant lynx prefers cold coniferous and scrub forests. They can communicate in their own language with others of its kind, which greatly increases its chances of survival. The nocturnal lynx stalks or ambushes its prey, catching rodents, young deer, grouse, and other small game. The cubs remain with their mother for 6 months.
The giant lynx has all the advantages of the great cats plus the added bonus of a high intelligence which makes it even more adaptable.
Tiger
The tiger is the largest and most feared of the great cats. Tigers have reddish-orange fur and dark vertical stripes.
A tiger is a redoubtable foe in battle and is surprised only on a 1. They are experts in stalking and often hunt in pairs or groups. They can leap 10 feet upward, and spring forward 30 feet to 50 feet to attack. If they strike successfully with both forepaws, their rear claws rake for 2-8 (2d4) points of damage per claw.
This species ranges from the subarctic to the tropics, generally inhabiting wooded or covered terrain. Tigers are nocturnal, solitary, graceful climbers and swimmers who are capable of sustained high speed. These animals rarely fight among themselves, but will protect their territories ferociously. They are also the most unpredictable and dangerous of the great cats, not hesitating to attack men. Their favorite prey includes cattle, wild pigs and deer. Females raise their 1-3 cubs alone. The cubs remain with their mother for several years. If encountered in the lair, there is a 25% chance that the cubs will be present.
Feared by men, tigers are hunted aggressively, and are threatened by the destruction of forests. In the untamed wilderness, however, the tiger occupies the top predatory niche.
Smilodon
Although not truly a member of the cat family, the so-called sabre-toothed tiger is similar to them in many ways. Smilodons are known for their 6 inches long fangs which are capable of inflicting terrible wounds. Their powerful jaws and large teeth give them a +2 on their attack rolls. They are similar to normal tigers but are found only during the Pleistocene epoch.
Cat, Small
Domestic Wild Elven
CLIMATE/TERRAIN Any inhabited Any non-arctic Temperate forest
FREQUENCY: Common Uncommon Rare
ORGANIZATION: Solitary Solitary Solitary
ACTIVITY CYCLE: Any Any Any
DIET: Carnivore Carnivore Carnivore
INTELLIGENCE: Animal (1) Animal (1) Semi- to low (2-7)
TREASURE: Nil Nil Nil
ALIGNMENT: Neutral Neutral Neutral
NO. APPEARING: 1 (1-12) 1 (2-5) 1
ARMOR CLASS: 6 5 4
MOVEMENT: 9 18 18
HIT DICE: ½ 1 3+6
THAC0: 20 19 17
NO. OF ATTACKS: 3 3 3
DAMAGE/ATTACK: 1-2/1 (claws/bite) 1-2/1-2/1-2 1-2/1-2/1-3
SPECIAL ATTACKS: Rear claw rake, Rear claw rake, See below
1-2 1-2/1-2
SPECIAL DEFENSES: See below See below See below
MAGIC RESISTANCE: Nil Nil 20%
SIZE: T (1' tall) T (1'-2' tall) T (1' tall)
MORALE: Average (8-10) Average (8-10) Elite (13-14)
XP VALUE: 7 35 650
Cats of different sizes and colorations are common throughout the world. Some are pets, while many are wild.
Combat:
Cats are efficient hunters, moving with grace and stealth; opponents suffer a -3 penalty on surprise rolls. A cat's excellent senses and agility allows it to be surprised only on a 1 or 2. Its senses also allow it to hunt efficiently at night.Cats attack with their claws and teeth; if they hit with front claws, they rake with rear claws. A domestic cat's claws and rake each count as only one attack, rather than one per claw.
Cats have retractable claws which can be extended for climbing or drawn in for speed. They are agile climbers and can scale or move in trees at half normal movement rate. They can leap great distances to avoid obstacles or spring onto prey.
Habitat/Society:
Cats are common in settled regions. Many cultures keep them as pets, and they can be found in the homes of nobles and peasants alike. Some societies worship cats as divine beings, while other nations fear and hate them as the minions of evil.Ecology:
Cats are commonly used to control rodent populations, though some hunters use them to recover downed birds and other small prey.Domestic Cat
There are many breeds of domestic cat, all of which share basic characteristics, differing only in outward appearance. An average adult cat weighs eight to ten pounds, though some pampered specimens can weigh as much as 25 pounds.
Cats seldom attack creatures larger than themselves, though they will defend themselves. They often chase and kill mice, birds, rats, and other small creatures. A domestic cat is capable of a burst of speed, boosting its movement rate to 18 for a round and maintaining such speed for 1d10 rounds.
A well-treated cat will live for 15 years or more. The cat's gestation period is about two months, with 1d4+1 kittens in each litter. Kittens are weaned when about eight weeks old. Mother cats will fight to the death to defend kittens.
Wild Cat
Wild cats are very similar to domestic cats, and some were pets that went feral. Generally, wild cats are tougher, stronger, and more capable hunters than domestic cats.
Elven Cat
Cats kept by elves have evolved into magical creatures, possibly aided by arcane means. They are very intelligent and have their own language, and many can speak a crude form of the elven tongue. Some live with gnomes, brownies, or woodland creatures, and also speak a basic form of their keepers' language. Most have gray-brown fur with dark stripes.
Elven cats are very stealthy, imposing a -5 penalty to opponents' surprise rolls. They are surprised only on a 1. Elven cats have a 99.9% chance to move silently, and a 90% chance to hide in wilderness areas. They are excellent climbers, can leap 20 feet with ease, and enjoy swimming and playing in water.
Elven cats have magical abilities that they use to avoid enemies. They have limited ESP which is used to determine intent. They can use enlarge and trip once per day, and reduce and tree twice per day; for magical abilities, elven cats are treated as 9th-level spellcasters. Enlarge doubles an elven cat's Hit Dice and damage; tree allows it to assume the form of a tree's limb.
Catoblepas
CLIMATE/TERRAIN: Any swamp
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Day
DIET: Omnivore
INTELLIGENCE: Semi (2-4)
TREASURE: (C)
ALIGNMENT: Neutral
NO. APPEARING: 1-2
ARMOR CLASS: 7
MOVEMENT: 6
HIT DICE: 6+2
THAC0: 15
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6+stun
SPECIAL ATTACKS: Gaze causes death
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: L (6' tall at shoulder)
MORALE: Steady (11-12)
XP VALUE: 975
The catoblepas is a bizarre, loathsome creature that inhabits dismal swamps and marshes. Its most terrifying features are its large bloodshot eyes, from which emanate a deadly ray.
The body of the catoblepas is like that of a large, bloated buffalo, and its legs are stumpy, like those of a pygmy elephant or a hippopotamus. Its long, snakey tail is swift and strong, and can move with blinding speed. The head of the catoblepas is perched upon a long, weak neck, and would be much like that of a warthog except that the catoblepas is uglier.
Combat:
In combat, the catoblepas relies on two forms of attack.First, it will use its strong, snaky tail to strike and stun its foes. Anyone struck by the tail suffers 1-6 points of damage and has a base 75% chance of being stunned for 1-10 melee rounds. The base chance of being stunned is lowered by 5% for every level above first, or for each additional Hit Die in the case of monsters and animals.
Despite the danger of a tail strike, the catoblepas' second mode of attack is by far the more fearsome of the two. The gaze of the catoblepas emanates a deathray, with a 60 yard range. Any creature meeting its gaze dies without a saving throw. If a party is surprised by a catoblepas, there is a 1 in 6 chance that someone in the group has met the creature's gaze. Those who close their eyes or act with their eyes averted can still be affected by the deathray, but a saving throw vs. death magic is allowed.
Since the neck of the creature is very weak, it has only a 25% chance of raising its head and using the deathray on subsequent rounds. If the catoblepas and its target are both relatively still, this increases by 15% per melee round. If the catoblepas is forced to follow quick motions it has only a 10% chance of raising its head.
If more than one catoblepas is attacking, the monsters will cooperate with one another, attempting to herd their targets into a crossfire.
Habitat/Society:
For the most part, the catoblepas is a meandering creature that wanders about its swamp nibbling on marsh grasses and the like. Once a month, usually under the light of the full moon, the catoblepas seeks out meat to round out its diet. It is at this time that the catoblepas is most likely to be encountered by adventurers.The lair of the catoblepas is usually some sort of sheltered place where the ground is firm. More often than not it is surrounded by a tall stand of reeds or other marsh plants. The creature has little fear of being disturbed in its lair, since it is frequently the most feared carnivore in the swamp.
The catoblepas mates for life and when more than one catoblepas is encountered they will be a mated pair. There is a 10% chance that the couple will have a single offspring with them. An immature catoblepas will have half the Hit Dice of an adult. It takes almost nine years for the offspring to reach youthful maturity and an adult female will bear but one child every 10 or 12 years. Both the male and the female will cooperate in raising the offspring.
When the catoblepas ventures forth to hunt it eats fish, marsh birds, eels, water rats, large amphibians, snakes, and other swamp animals. The catoblepas usually stuns its prey with its tail and then kills it with its gaze.
The catoblepas is an opportunistic predator when it hunts and it is not above eating carrion. Since it is semi-intelligent, it will treat parties of humans with respect, preferring to size them up first. As a rule, it will not attack unless it is hunting or feels that its mate or offspring is threatened. Being long-lived (150 to 200 years or so) and semi-intelligent, the catoblepas is capable of learning from the mistakes of earlier encounters and hunts.
The catoblepas has no special interest in wealth, and the listed treasure type is the result of victorious encounters with intruders. It attaches no value to the coins, gems, and occasional magical items strewn about the lair.
Ecology:
The catoblepas has no natural enemies, since its gaze provides it with more than adequate protection from even the fiercest of predators.
Cave Fisher
CLIMATE/TERRAIN: Subterranean
FREQUENCY: Rare
ORGANIZATION: Group
ACTIVITY CYCLE: Night
DIET: Carnivorous
INTELLIGENCE: Semi- (2-4)
TREASURE: Any
ALIGNMENT: Neutral
NO. APPEARING: 1-4
ARMOR CLASS: 4
MOVEMENT: 1
HIT DICE: 3
THAC0: 17 or 15 (see below)
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-8 (2d4)/2-8 (2d4)
SPECIAL ATTACKS: Adhesive trapline
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: M (7' long)
MORALE: Steady (11-12)
XP VALUE: 175
The cave fisher is a large insectoid that has adapted to life below ground. It combines many of the characteristics of a spider and a lobster.
The cave fisher has a hard, chitinous shell of overlapping plates and eight legs. The 6 rear legs are used for movement and traction on stony walls and corridors. Because of these limbs, the fisher has no difficulty in moving up and down vertical walls. The front pair of legs are equipped with powerful pincers, which are used for killing and dismembering prey. The most unusual feature of the cave fisher is its long snout, which can fire a strong, adhesive filament. The monster can also use its adhesive to anchor itself in place on walls and ledges.
Combat:
The cave fisher has two ways of hunting. Its preferred method is to string its long filament in the vicinity of its lair. The filaments are thin and strong, making them exceedingly difficult to detect or cut. There is only a 20% chance of noticing the strand at 10', and no chance at all of seeing them at a greater distance. A detect snares and pits spell will reveal a strand. The filament is coated with an adhesive which can only be dissolved by liquids with a high alcohol content (such as the cave fisher's blood). The filaments can only be cut by +1 or better edged weapons.The fisher's favorite food are small, flying creatures like bats. Ever opportunistic, they are constantly trying to vary their diet by trapping a careless adventurer, foolish goblin, or orc (provided that they think that they can get away with it). If more than one fisher inhabits a lair, they will frequently pool their resources to catch larger prey. Once the victim is trapped in the filament, the cave fisher draws its prey in, reeling its filament in like a fishing line.
Should a tempting target escape the monster's neatly laid traps, the cave fisher will try another mode of attack. It will spend one round drawing its filament in and then shoot it at the prey, striking as a 6 Hit Die monster. It will try to snare its prey in this manner so long as it remains within the fisher's established territory. If the prey is hit by the filament, the monster can pull a weight of up to 400 pounds at a movement rate of 15' per round. In the event that a ``tug of war'' breaks out, the fisher has a strength of 18/00 with its strand.
Habitat/Society:
Cave fishers prefer living on ledges and caves located above well-traveled paths, sharing their lairs with others of their kind. No more than four cave fishers will be found in one lair. Their filaments are always strung before their lair, and they attempt to kill anything they trap, often storing food for future use.Their territories are very small, and never larger than about 300 feet to either side of the lair. Anything man-sized or smaller is considered fair game by the cave fisher and halflings are thought to be tasty treats. A single cave fisher would never attack a large, well armed party for the sake of a single meal. Still, they are cunning, and a group of the monsters might reel in their filaments and attempt an ambush if they thought they could get away with it. If hunting in one area becomes scarce, the cave fisher will simply find a new area to hunt, where the small game is more plentiful and careless.
Like all predators, the cave fisher is interested in survival. This means a steady supply of food and a mate. Females lay eggs in the vicinity of the lair, which they protect from predators. The young scatter when the eggs hatch, seeking lairs of their own.
Although the cave fisher does not collect treasure, its lair is often strewn with the possessions of its former victims.
Ecology:
The cave fisher preys primarily on small flying game, and in the subterranean world this frequently means a diet of bats. It is not the top predator in its ecological niche, and has learned caution in dealing with other monsters. The cave fisher is sufficiently intelligent to know the dangers of preying on large, well-organized groups, who might grow tired of its depredations and hunt it to extinction. The monster instinctively picks the easiest route for survival, and relies on stealth and cunning to trap its prey and avoid being eaten itself.The filaments of the cave fisher are highly prized by many thieves' guilds, for they can be made into thin and very strong rope which is nearly invisible. The filaments are wound onto reels and then specially treated to dilute the adhesive. The resulting strands are made into ropes, while the diluted adhesive is turned into a special solution, which when applied to gloves and boots, greatly increases traction for climbing.
Centaur
CLIMATE/TERRAIN: Temperate forest
FREQUENCY: Rare
ORGANIZATION: Tribal
ACTIVITY CYCLE: Day
DIET: Omnivorous
INTELLIGENCE: Low to average (5-10)
TREASURE: M, Q (D, I, T)
ALIGNMENT: Neutral or chaotic good
NO. APPEARING: 1-8
ARMOR CLASS: 5 (4)
MOVEMENT: 18
HIT DICE: 4
THAC0: 17
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-6/1-6 and weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: L(8'-9' tall)
MORALE: Elite (13-14)
XP VALUE: 175
Centaur leader 270
Centaur priest 420
Centaurs are woodland beings who shun the company of men. They dwell in remote, secluded glades and pastures.
The appearance of a centaur is unmistakable: they have the upper torso, arms, and head of a human being and the lower body of a large, powerful horse.
Centaurs speak their own language and some among them (about 10%) can converse in the tongue of elves.
Combat:
A band of centaurs is always armed, and the leaders carry shields. Half of the centaurs will be wielding oaken clubs (the equivalent of morning stars), one quarter will carry composite bows and have 10-30 arrows (either flight or sheaf, depending on the current state of affairs in the area). The remainder of the band will be leaders (AC4; HD5) using medium shields and medium horse lances. Centaurs make 3 attacks each round in melee: once with their weapons and twice with their hooves.Habitat/Society:
Centaurs are sociable creatures, taking great pleasure in the society of others of their kind. Their overall organization is tribal, with a tribe divided into family groups living together in harmony. The size of the tribe varies, it range from 3-4 families to upwards of 20 families. Since males have the dangerous roles of hunter and protector, females outnumber males by two to one. The centaur mates for life, and the entire tribe participates in the education of the young.The lair is located deep within a forest, and consists of a large, hidden glade and pasture with a good supply of running water. Depending upon the climate, the lair may contain huts or lean-tos to shelter the individual families. Centaurs are skilled in horticulture, and have been known to cultivate useful plants in the vicinity of their lair. In dangerous, monster infested areas, centaurs will sometimes plant a thick barrier of tough thorn bushes around their lair and even set traps and snares. In the open area, away from the trees, are hearths for cooking and warmth. If encountered in their lair, there will be 1-6 additional males, females equal to twice the number of males, and 5-30 young. The females (3 Hit Dice) and the young (1-3 Hit Dice) will fight only with their hooves, and only in a life or death situation.
Each tribe will have a priest who is treated as a leader but has the spell abilities of a 3rd level druid.
Centaurs survive through a mixture of hunting, foraging, fishing, agriculture and trade. Though they shun dealings with humans, centaurs have been known to trade with elves, especially for food and wine. The elves are paid from the group treasury, which comes from the booty of slain monsters.
The territory of a centaur tribe varies with its size and the nature of the area it inhabits. Centaurs are also not above sharing a territory with elves. The attitude of a centaur toward a stranger in its territory will vary with the visitor. Humans and dwarves will usually be asked to leave in a polite manner, while halflings or gnomes will be tolerated, and elves will be welcomed. Monsters will be dealt with in a manner according to the threat they represent to the welfare and survival of the tribe. Were a giant or dragon to enter the territory, the centaurs would pull up stakes and relocate, while trolls and orcs and their like will be killed.
Centaurs will take the treasure of their fallen foes, and are fully aware of its value. Most male centaurs have a small coin supply, while the tribe has a treasury which may well include some magical items. Leaders will have twice the normal individual treasure. This treasure is used to buy food for the group, or to ransom (90% likely) captured or threatened members of the tribe.
While basically neutral or chaotic good, centaurs have been known to become rowdy, boorish, and aggressive when under the influence of alcohol. They are also extremely protective of their females and young. Centaurs are basically pastoral, but will react with violence if their lifestyle and survival is threatened.
Ecology:
The centaur lives in close harmony with nature and spends its lifetime carefully conserving the natural resources around its lair. The race seems to have an innate knowledge of how to achieve this precious balance. If forced to chop down a tree, a centaur will plant another to replace it. Centaurs never over hunt or over fish an area as a human group might do, but choose their game with care, limiting the amount they eat.
Centipede
Giant Huge Megalo- Tunnel
CLIMATE/TERRAIN: Any Any Any Subterranean
FREQUENCY: Common Common Very Rare Rare
ORGANIZATION: Nil Nil Nil Swarm
ACTIVITY CYCLE: Any Any Any Any
DIET: Carnivore Carnivore Carnivore Carnivore
INTELLIGENCE: Non- (0) Non- (0) Animal (1) Non- (0)
TREASURE: Nil Nil Nil (M, N, Q)
ALIGNMENT: Neutral Neutral Neutral Neutral
NO. APPEARING: 2-24 5-30 1-4 1-6
ARMOR CLASS: 9 9 5 4
MOVEMENT: 15 21 18 6
HIT DICE: 2 hp 1 hp 3 9+3
THAC0: 20 20 17 11
NO. OF ATTACKS: 1 1 1 1
DAMAGE/ATTACK: Nil Nil 1-3 2-8
SPECIAL ATTACKS: Poison Poison Poison Lunging
SPECIAL DEFENSES: Nil Nil Nil Nil
MAGIC RESISTANCE: Nil Nil Nil Nil
SIZE: Tiny (1') Tiny (6") M (5') G (25'+)
MORALE: Unsteady (5-7) Unsteady (5-7) Average (8-10) Steady (12)
XP VALUE: 35 35 175 1,400
Giant centipedes are loathsome, crawling arthropods that arouse almost universal disgust from all intelligent creatures (even other monsters). They are endemic to most regions.
One of the things that makes the centipede so repulsive is its resemblance to the worm. Its long body is divided into many segments from which protrude many tiny feet. Hence the name ``centipede'' (or hundred-footed). The giant centipede is so named because it is over 1-foot long. The body is plated with a chitinous shell and it moves with a slight undulating motion. The creature has the added benefit of protective coloration, and varies in color depending on the terrain it inhabits. Those that favor rocky areas are gray, those that live underground are black, while centipedes of the forest are brown or red.
Combat:
When hunting, centipedes use their natural coloration to remain unseen until they can drop on their prey from above or crawl out of hiding in pursuit of food. They attack by biting their foes and injecting a paralytic poison. The poison can paralyze a victim for 2d6 hours, but is so weak that victims are permitted a +4 bonus to their saving throw. Due to its small size, the giant centipede is less likely to resist attacks and receives a -1 penalty to all its saving throws. Although a single giant centipede rarely constitutes a serious threat to a man, these creatures frequently travel in groups. When more than one centipede is encountered, the monsters will fight independently, even to the point of fighting among themselves over fallen victims.Habitat/Society:
The centipede behaves like most other insects, roving from place to place in search of food; it has no set territory or dwelling. The centipede simply goes where its hunger leads it. It is an aggressive and hungry carnivore that must eat at least once a day to survive. Hungry centipedes often resort to cannibalism.Ecology:
Giant centipedes have several natural advantages, including poison and protective coloration, allowing them to compete with other small predators for game. Their poison bestows a certain immunity from being hunted, but hungry and skilled animals such as coyotes and large predatory birds hunt them effectively in lean times.Their preferred targets are small mammals that are easily overcome by their weak poison. If they are very hungry, however, they have been known to attack anything that moves, including humans.
Huge Centipedes
These are identical to giant centipedes save that they are only 6 inches long. Their poison is weaker than that of their larger cousins and a failed saving throw will immobilize the victim for only 1d6 hours. Huge centipedes make their own saving throws at -2. Mice and other large insects are the favorite prey of huge centipedes. They in turn are hunted by giant centipedes.
Megalo-centipede
The megalo-centipede, because of its great size, is no longer classed as an irritant but is a threat to human and animal alike. Its acidic poison is far more potent than that of its weaker cousins. The victims of a megalo-centipede bite receive no bonuses on their saving throws and failure indicates death. If the target successfully resists the poison, the acid burns the victim's skin, inflicting 2d4 points of damage.
The megalo-centipede is more intelligent than its smaller cousins and it is a far more cunning hunter, although they still do not cooperate with each other. In the wilderness the megalo-centipede prey on animals the size of deer. In the subterranean environment, it attacks man-sized or smaller creatures, including orcs, goblins, or humans. The megalo-centipede receives no penalties to its own saving throws.
Tunnel Worm
This cousin of the giant centipede feeds upon and lays its eggs in carrion. A tunnel worm attacks by lunging out of its hidden burrow to strike with a +2 bonus to the attack roll. Success indicates the tunnel worm has seized its prey in its mandibles, but no damage is inflicted until the worm chews through the victim's armor. It takes one round for the worm to chew through leather or worse, two rounds for armor tougher than leather but no tougher than chain mail, and three rounds for armor tougher than chain mail. Once the armor is breached, the worm automatically inflicts 2d8 points of damage each round. If the worm suffers 15 or more points of fire damage or loses 60% of its hit points, it drops its victim and retreats to its lair. Tunnel worm lairs often have treasure from earlier victims.
Chimera
Chimera Gorgimera
CLIMATE/TERRAIN: Any temperate Any temperate
to tropical to tropical
FREQUENCY: Rare Very rare
ORGANIZATION: Solitary or pride Solitary
ACTIVITY CYCLE: Any Any
DIET: Omnivore Omnivore
INTELLIGENCE: Semi- (2-4) Semi- (2-4)
TREASURE: F F
ALIGNMENT: Chaotic evil Neutral
NO. APPEARING: 1-4 1
ARMOR CLASS: 6/5/2 5/2
MOVEMENT: 9, Fl 18 (E) 12, Fl 15 (E)
HIT DICE: 9 10
THAC0: 11 11
NO. OF ATTACKS: 6 5
DAMAGE/ATTACK: 1-3/1-3/1-4/1-4/ 1-3/1-3/2-8 (2d4)
2-8 (2d4)/ /2-12 (2d6)/
3-12 (3d4) 3-12 (3d4)
SPECIAL ATTACKS: Breath weapon Breath weapons
SPECIAL DEFENSES: Nil Nil
MAGIC RESISTANCE: Nil Nil
SIZE: L (5' tall at the L (5' tall at the
shoulder) shoulder)
MORALE: Elite (13-14) Elite (13-14)
XP VALUE: 5000 6000
How chimerae were created is a dark mystery better left unexplored. The chimera has the hindquarters of a large, black goat and the forequarters of a huge, tawny lion. Its body has brownish-black wings like those of a dragon.
The monster has three heads, those of a goat, a lion, and a fierce dragon. The goat head is pitch black, with glowing amber eyes and long ochre horns. The lion head is framed by a brown mane and has green eyes. The dragon head is covered with orange scales and has black eyes.
The chimera speaks a limited form of the foul language of red dragons. As a rule, however, it will only pause to communicate with those creatures who are more powerful than itself.
Combat:
Its many heads and powerful physique make the chimera a deadly foe in combat. The monster prefers to surprise its victims, often swooping down upon them from the sky. It can attack 6 times each round, clawing with its forelegs, goring with its two horns, and biting with its lion and dragon heads. If it desires to do so, the dragon head can loose a stream of flame some 5 yards long in lieu of biting. The dragon's fire causes 3-24 (3d8) points damage, although a saving throw vs. breath weapon will cut the damage in half. The chimera will always attempt to breathe if its opponents are in range. If more than 1 chimera is encountered, they will attack in concert.The armor classes are split as follows: Dragon, AC 2 (flank); Lion, AC 5 (front); Goat, AC 6 (rear).
Habitat/Society:
The chimera, being a hybrid, combines the preferences of the lion, the goat, and the dragon in its habitat, society and ecology. The dragonish part of its nature gives the chimera a distinct preference for caves as lairs. The dragon and lion parts seem to war with one another, for some chimerae are dragon-like in their preference for solitude, while others live in small prides. Even if they mate, offspring are rare.The monster is an omnivore. The goat head will browse on the toughest plants and shrubs and will derive nutrition from the most barren vegetation while the lion and dragon heads can only be satisfied with flesh. The chimera hunts once every 3 or 4 days, using its strength and limited intelligence to gain an advantage over those it preys on. Having a voracious appetite, it sometimes roams over territories as large as 20 square miles.
Being chaotic evil in nature, the chimera enjoys preying upon men, elves, dwarves, and halflings. It will even gladly attack other monsters in its search for food. Anyone entering its territory becomes prey, and will be treated accordingly.
The chimera cannot resist attacking groups of travelers or monsters for another reason: its dragon nature craves the treasure that its prey might be carrying. Although it has no earthly use for it, the chimera will gather the coins of its fallen foe into a heap and roost on it like a dragon. Its hoard is nothing like that of a true dragon, however, and consists mainly of copper and silver coins, with perhaps some jewelry and a few magical items.
Ecology:
The chimera fills the role of both omnivore and a top predator in its ecosystem. It is very adaptable. During times when its prey is scarce or non-existent, the chimera can make do with a vegetarian diet.The Gorgimera
The gorgimera has the hindquarters of a gorgon, forequarters of a lion, and body and wings of a red dragon. Like the chimera, it has the heads of its three constituent creatures.
The monster can attack with its claws, bite with its lion and dragon heads, and butt with its gorgon head. In place of making its normal attack, the gorgon and dragon heads can employ their breath weapons. While the dragon's attack is similar to that of the chimera, the gorgon's breath causes petrification to any caught in its area of effect. The gorgon head can use its breath weapon twice per day to strike in a cone 3 feet long which is 1 foot wide at its base and 3 feet wide at its mouth. The gorgimera will always use one of its breath weapons if its foes are within 10 feet. A save vs. petrification will allow a victim to avoid the effects of the gorgon's breath.
The gorgon's head can see into both the Astral and Ethereal planes, and its breath weapon extends therein.
Like its relative the chimera, the gorgimera can also speak a limited form of the language of red dragons.
Cloaker
CLIMATE/TERRAIN: Any subterranean
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Night
DIET: Carnivore
INTELLIGENCE: High (13-14)
TREASURE: C
ALIGNMENT: Chaotic neutral
NO. APPEARING: 1-4
ARMOR CLASS: 3 (1)
MOVEMENT: 1, Fl 15 (D)
HIT DICE: 6
THAC0: 15
NO. OF ATTACKS: 2+special
DAMAGE/ATTACK: 1-6/1-6/+special
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: L (8' long)
MORALE: Elite (13-14)
XP VALUE: 1,400
Cloakers are fiendish horrors, related to trappers, that dwell in dark places far beneath the surface of the earth. They generally seek to kill those who enter their lairs, unless they can think up some other, more amusing way to punish interlopers.
When a cloaker is first seen, it is almost impossible to distinguish this monster from a common black cloak. The monster's back has two rows of black eye spots running down it that look much like buttons, and the two ivory-colored claws on its upper edge can easily be mistaken for bone clasps.
When it unfurls itself and moves to attack, however, its true nature becomes all too obvious. At this point, its white underside is clear and the monster's face is fully visible. This face, with the glow of its two piercing, red eyes and the needle-like fangs that line its mouth, is a truly horrible sight. At this point, the monster also uncurls the whip-like tail at its trailing edge and begins to swish it back and forth in anticipation.
Combat:
When a cloaker strikes at its victim, it moves with blinding speed. Without warning, the cloaker flies at its target and, if the attack roll is successful, engulfs its prey within its folds. Any creature that falls victim to this attack is all but helpless and can be bitten easily (no roll required) for 1d4 points of damage plus the victim's unadjusted Armor Class. Thus, an adventurer in chain mail (AC 5) suffers 1d4+5 points of damage each round. Shields offer no protection from such attacks.While it is devouring its chosen victim, the cloaker uses its two whip-like tail attacks to inflict 1d6 points of damage on those who move in to help rescue the captive. The tail is AC 1 and can be cut off if a total of 16 points of damage are inflicted upon it.
Any attacks made on the cloaker inflict half their damage to the cloaker and the other half to the trapped victim. Area effect spells, such as fireball, cause full damage to both the monster and its victim.
The cloaker can also emit a special subsonic moan of increasing intensities. Although this power is blocked by stone or other dense materials, it can be very effective in an open chamber. Cloakers may not moan and bite during the same round. A cloaker may emit one of four types of moan each round.
The first intensity of moaning causes unease and numbs the minds of those within 80 feet of the cloaker. The immediate effect of this moan is to cause a -2 penalty to the victims' attack and damage rolls against the cloaker. Further, any creature that is forced to listen to the moan for six consecutive rounds is temporarily forced into a trance that renders it unable to attack or defend itself as long as the moaning continues.
The second intensity of moaning acts as a fear spell. All creatures within 30 feet of the cloaker must roll a successful saving throw vs. spell or flee in terror for two rounds.
The third intensity of moaning causes nausea and weakness and affects all those in a cone 30 feet long and 20 feet wide at its open end. Anyone caught in this area must roll a successful saving throw vs. poison or be overcome by nausea and weakness for 1d4+1 rounds. During this time, those who fail their saving throws are unable to act in any manner.
The fourth and final intensity of moaning acts as a hold person spell. This power can be used on only one person at a time, has a range of 30 feet, and lasts for five rounds.
Each of the various effects of the cloaker's moan can be defeated by the use of a neutralize poison spell on a victim.
Cloakers also have the power to manipulate shadows. Known as shadow shifting, this power can be used in a number of ways, but in only one particular manner at any given time. The cloaker can employ its shadow shifting ability to obscure its opponents' vision, thus bettering its Armor Class to 1. Or the creature can produce precise images from the shadows that can be used to trick its adversaries. One common means of employing these images is to create a duplicate of the cloaker to draw away enemy attacks. If this method of shadow shifting is employed, it can be treated as a mirror image spell that creates 1d4+2 images.
A light spell cast directly at a specific cloaker blinds it and prevents it from using its shadow shifting powers.
Habitat/Society:
The thought processes of cloakers are utterly alien to most other life forms. As such, they can only be communicated with by mages who have devoted long hours to training their minds in the arcane discipline necessary to understand these creatures.Ecology:
It is believed that cloakers are asexual, although no definitive proof of this has ever been found.
Cockatrice
Cockatrice Pyrolisk
CLIMATE/TERRAIN: Temperate to trop- Temperate to trop-
ical, any terrain ical, any terrain
FREQUENCY: Uncommon Rare
ORGANIZATION: Flock Flock
ACTIVITY CYCLE: Any Any
DIET: Omnivorous Omnivorous
INTELLIGENCE: Animal (1) Low (5)
TREASURE: D D
ALIGNMENT: Neutral Neutral evil
NO. APPEARING: 1-6 1-4
ARMOR CLASS: 6 6
MOVEMENT: 6, Fl 18 (C) 6, Fl 18 (C)
HIT DICE: 5 6+2
THAC0: 15 13
NO. OF ATTACKS: 1 1
DAMAGE/ATTACK: 1-3 1-4
SPECIAL ATTACKS: Petrification Gaze
SPECIAL DEFENSES: Nil Immune to fire
MAGIC RESISTANCE: Nil Nil
SIZE: S (3' tall) S (3' tall)
MORALE: Steady (11-12) Steady (11-12)
XP VALUE: 650 1400
The cockatrice is an eerie, repulsive hybrid of lizard, cock, and bat. It is infamous for its ability to turn flesh to stone.
The cockatrice is about the size of a large goose or turkey, and has the head and body of a cock, with two bat-like wings and the long tail of a lizard tipped with a few feathers. Its feathers are golden brown, its beak yellow, its tail green, and its wings gray. The cockatrice's wattles, comb, and eyes are bright red.
Females, which are much rarer than males, differ only in that they have no wattles or comb.
Combat:
The cockatrice will fiercely attack anything, human or otherwise, which it deems a threat to itself or its lair. When attacking, the cockatrice will attempt to grapple with its foe, touching exposed flesh and turning it to stone. Flocks of cockatrices will do their utmost to overwhelm and confuse their opponents, and they will sometimes fly directly into their victims' faces.While the fatal touch of a cockatrice's beak will affect victims clothed in leather or fabric, it will not work through metal armor. The touch will, however, extend into the Ethereal Plane. The cockatrice is somewhat aware of the limits of its powers, and natural selection has taught it to strike only at exposed flesh. If large areas of the opponent's flesh are exposed, it should be assumed that the cockatrice automatically touches flesh. If the target is reasonably well armored, the base chance of a cockatrice striking an area which it can affect is equal to 10% times the adjusted Armor Class of the victim.
Habitat/Society:
The cockatrice is immune to the petrification powers of others of its kind.The diet of the cockatrice consists of insects, small lizards and the like. When it hunts these animals, the creature does not employ its power to petrify living things.
It is distinguished from other avians by its unusual habits and nasty temperament. Since females are rare, they are the dominant sex and often have more than one mate. In fact, males fight or strut for the privilege of joining a female's harem. These mated groups usually build their nests in caves. Nest sites are permanent, and the cockatrice constantly seeks to decorate its nesting site by lining it with shining objects like coins and gems.
Females lay one or two brownish red, rust speckled eggs per month. There is only a 25% chance that any given egg will hatch. Those that are fertile hatch in 11-19 days. The young reach maturity and full power within six months. Once they achieve adulthood, the hatchlings are driven away from the nesting site by their parents. Larger groups of cockatrices encountered will frequently be young driven from the nest who have temporarily united for survival.
Ecology:
The cockatrice thrives in the wilderness. Its petrification power makes it immune to most predators and enables it to compete with other birds for food. The feathers of the cockatrice are prized by certain wizards as many magical scrolls must be inscribed with pens made from such quills. Many people also seek unhatched eggs, or even live cockatrices, as unusual pets or guardians.Pyrolisk
Frequently mistaken for its less malignant relative, the pyrolisk is virtually identical to the cockatrice except for the single red feather in its tail and the reddish cast of its wings. Whereas the cockatrice is motivated by instinct alone, the pyrolisk revels in spreading mayhem. Any victims who fail to save vs. death magic when meeting its gaze will instantly burst into flames, dying in agony. If the save is made, they are still burnt for 2-13 (1d12+1) points of damage. Any creature within 30 feet innately or magically immune to fire will not be affected by its gaze, and anyone who makes their saving throw is thereafter immune to the gaze of that particular pyrolisk.
The creature can cause any fire source within 30 yards to explode in fireworks (as a pyrotechnics spell) once per round.
The pyrolisk is itself immune to all fire-based spells and attacks.
The pyrolisk's mortal enemy is the phoenix, although any creature which the monster encounters is likely to be attacked.
Couatl
CLIMATE/TERRAIN: Tropical and subtropical jungles
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivorous
INTELLIGENCE: Genius (17-18)
TREASURE: B, I
ALIGNMENT: Lawful good
NO. APPEARING: 1-4
ARMOR CLASS: 5
MOVEMENT: 6, Fl 18 (A)
HIT DICE: 9
THAC0: 11
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-3/2-8 (2d4)
SPECIAL ATTACKS: Poison, magic use
SPECIAL DEFENSES: Etherealness
MAGIC RESISTANCE: Nil
SIZE: L (12' long)
MORALE: Elite (13-14)
XP VALUE: 6000
Level Dis/Sci Attack/ Power PSPs
Dev Defense Score
9 4/5/18 Any/All = Int 1d100+110
Clarsentience: aura sight, all-round vision, see sound; Psychometabolism: metamorphosis, clemical simulation, ectoplasmic form; Psychoporatation: teleport, time shift; Telepathy: mindlink, ESP, invisibility.
The couatl are feathered serpents of myth and lore. It is believed that they are distant relatives of dragons, although this remains unproven.
So rare as to be considered almost legendary, the couatl is one of the most beautiful creatures in existence. It has the body of a long serpent and feathered wings the color of the rainbow. Since it has the ability to polymorph, the couatl will sometimes appear in the form of other creatures (always of good alignment).
Couatl are able to communicate via telepathy with almost any intelligent creature which they encounter. In addition, they can speak common and most serpent and avian languages.
Combat:
A couatl will seldom attack without provocation, though it will always attack evildoers caught red-handed. Whenever possible, a couatl will attack from the air.Since it is highly intelligent, the couatl will frequently use its spells from a distance before closing with its foes. If more than one couatl is involved, they will discuss their strategy before a battle. The couatl will also not hesitate to polymorph into another, more effective form in combat.
The couatl have a variety of abilities which make them more than a match for most other creatures. In addition to being able to polymorph themselves at will, a couatl can use magic. Fully 45% will be 5th level wizards, while 35% can act as 7th level priests. The remaining 20% are able to use both types of abilities.
In addition to their other magical abilities, couatl can render themselves and up to 450 pounds of additional matter ethereal at will. Further, they can detect good/evil, detect magic, turn invisible, and employ ESP whenever they desire to do so. The oldest and most powerful of couatl can also use a plane shift on themselves and up to 8 others. This ability has a 90% chance of reaching the desired plane.
The couatl uses its poisonous bite and constriction when forced into melee combat. When it bites it does 1-3 points of damage and injects a deadly toxin. If the victim fails a save vs. poison it is killed instantly. If the constriction attack succeeds, the victim takes 2-8 points damage each round until it or the couatl is killed.
Habitat/Society:
This winged serpent is native to warm, jungle-like regions but can also be found flying through the ether. Their intelligence and goodness have made them objects of reverence by the natives of the regions which they inhabit. Considered to be divine, there are many legends in which the couatl is the benefactor of mankind and the bestower of such precious gifts as agriculture and medicine. There are even shrines in certain areas dedicated to the couatl, and any who attack or harm a couatl are automatically viewed as the blackest of villains.Although solitary in nature, couatl think of themselves as a single, extended clan. This clan is led by the oldest and wisest of their numbers but assembles only in dire emergencies.
Most couatl dwell alone, making their lairs in caves and abandoned buildings in remote, uninhabited regions. They hunt jungle animals for food once every fortnight or so. Many enjoy traveling, often undertaking long journeys of exploration.
On rare occasions, a pair will mate for life and establish a joint lair. Unlike many other reptiles, the couatl bear live young. Births are rare, averaging only one per couple each century. Both parents participate in the rearing and education of the single offspring, and will fight to the death if their child is threatened. Young couatl reach maturity in thirty or forty years and, though some will elect to remain with their parents for as long as a century, will eventually set off in search of the couatl's never-ending quest for wisdom.
Intellectually curious, all couatl have vast stores of information and enjoy learning more. When one of them learns some new and fascinating fact he will inevitably set out in search of his brethren to share and discuss it.
Couatl can sometimes be persuaded to help good adventurers or give sound council. If they feel that they are being sought for frivolous reasons, they will simply fly away. They are not greedy and do not seek treasure for its own sake. Aid from a couatl may well take the form of a magical item from its hoard.
Ecology:
The couatl usually reigns supreme in its jungle, having little to fear from most other monsters.
Crabman
CLIMATE/TERRAIN: Temperate to tropical sea coasts
FREQUENCY: Rare
ORGANIZATION: Tribal
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Low to average (5-10)
TREASURE: Nil (In lair: Kx5, Lx5, C)
ALIGNMENT: Neutral
NO. APPEARING: 2-12
ARMOR CLASS: 4
MOVEMENT: 9, Sw 6
HIT DICE: 3
THAC0: 17
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-6/1-6
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: M-L (7'-10' tall)
MORALE: Steady (11-12)
XP VALUE: 65
Crabmen are man-sized intelligent crabs. They walk upright on two pairs of legs. The small pincers tipping the short arms above their legs are used for fine manipulation. The two longer arms end in large claws. Two slender eyestalks bob above the beak-like collection of mandibles which makes up the crabman's mouth. Male crabmen are often brightly colored and females may be reddish-brown, green, or black.
Combat:
Though generally peaceful, crabmen will fight back with their large claws if attacked, causing 1d6 points of damage per hit. Males of certain subspecies have an enlarged claw on one side which does 1d8 damage. Crabmen have never been known to wield weapons.If severed, a crabman's limbs and eyestalks will grow back in 1-4 weeks.
At certain times, population pressure and food shortages will cause crabmen to voraciously hunt other creatures. Most such attacks are directed towards other tribes of crabmen or other coastal inhabitants. However, they will occasionally raid coastal towns for food, attacking anything that moves. Such savage frenzies last only a few days, during which the crabman population is generally reduced back to a tolerable level.
Habitat/Society:
Crabmen live as simple hunter-gatherers, subsisting primarily on carrion and algae. Much of each crabman's day is spent hunting, filtering algae, or scavenging along the shore. Crabman often gather large amounts of sand into their mouths, suck out all the organic material, and spit out fist-sized pellets of sand and dirt. These hardened pellets betray the presence of a nearby crabman lair.Crabmen generally live in coastal caves. Some tribes dig extensive burrows in seaside cliffs. Within a burrow complex, each crabman has an individual lair, situated near a large, central meeting area.
Males and females are found in approximately equal numbers in a tribe. They mate at irregular times throughout the year. The female produces about 100 eggs within two weeks. They are laid in the ocean, where they hatch into clear, soft-shelled, crablike larvae. In six months they molt, develop a stronger shell, and begin to dwell on land. The eggs and larvae are delicious, and predators greatly reduce their numbers before they reach adulthood. Larvae are almost defenseless, with AC 8, 1 HD, and weak claws which do only 1-2 points of damage per hit.
Crabmen continue to grow and molt throughout their lives, and specimens as tall as 10 feet have been reported. A crabman can live for up to 20 years.
A crabman tribe seldom has commerce with other tribes, and almost never with other intelligent races. They produce few artifacts, primarily seaweed weavings, driftwood carvings, and seashell constructions. Though these are often impermanent, some are quite beautiful. Though details of crabman religion are unknown, most artifacts are believed to be religious in nature, and are jealously guarded.
Each tribe appears to be led by a dominant, elder male or female. These leaders have maximum hit points, but are otherwise unremarkable.
Crabmen speak their own language, which consists mostly of hisses and clicks. The crabmen's xenophobia and the extreme difficulty of their language make it virtually impossible for humans and similar races to learn to speak the crabman tongue. Those few sages who know anything about the language know only a few basic words.
Crabmen are attracted to shiny metal, particularly silver-colored metal, though they seem unable to differentiate between silver, platinum, and steel. Crabman lairs often contain piles of these metals, with many pieces worked into sculptures. If the metal has rusted or tarnished, it is sometimes scraped to reveal the shine again, but often simply thrown into a refuse pile.
Ecology:
Crabman artifacts can sometimes bring good prices from collectors, though they are often fragile, and readily decompose if made of plants.Crabmen are rumored to be very tasty, especially their legs and claws. Primitive coastal inhabitants, particularly sahuagin, consider them a delicacy and often raid crabman villages. Their shells dry out and become brittle soon after they are removed or molted, so they cannot be used as armor. The claws can be used as passable clubs.
Crawling Claw
CLIMATE/TERRAIN: Any
FREQUENCY: Rare
ORGANIZATION: Swarm
ACTIVITY CYCLE: Any
DIET: Special
INTELLIGENCE: Non- (0)
TREASURE: Any
ALIGNMENT: Neutral
NO. APPEARING: 1-20
ARMOR CLASS: 7
MOVEMENT: 9
HIT DICE: 2-4 hit points
THAC0: 20
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4 (armored foes)
1-6 (unarmored foes)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
SIZE: T (human hand)
MORALE: Fearless (19-20)
XP VALUE: 35
The much feared crawling claw is frequently employed as a guardian by those mages and priests who have learned the secret of its creation.
No single description of a crawling claw is possible as they are not uniform in appearance. Since claws are the animated remains of hands or paws of living creatures, they are apt to be found in a wide variety of shapes and sizes.
Combat:
When a claw detects a potential victim, it leaps to the attack. Although it may not appear to be capable of such a feat, its great strength enables it to do so. The maximum distance a claw can leap is 15 feet.Once a claw lands on its victim, it attacks in one of two ways. If the victim is wearing metal armor, the claw delivers a powerful blow that inflicts 1d4 points of damage. Against those who are not armored (or only wearing leather) the claw can employ its great strength in a crushing grip. This manner of attack causes 1d6 points of damage.
In some cases, a claw may be instructed to attempt to strangle or gouge out the eyes of a victim. In any such case, the DM should consider all aspects of the situation and determine how much, if any, damage is done.
Claws are immune to any form of death magic or raise dead spells, although a resurrection spell renders them immobile for a number of turns equal to the level of the caster. Claws have the same resistance to charm, sleep, and hold spells that undead do, but claws are not subject to turning, control undead spells, or damage by holy water. Cold-based spells make claws brittle so that all rolls to damage them are increased by 1 point per die.
Edged weapons inflict only half damage on a claw; all magical weapons cause damage as if they were not enchanted in any way (although to hit bonuses still apply).
Society/Habitat:
Crawling claws are nothing more than the animated hands and paws of once-living creatures. As such, they have no culture or society to speak of. Despite this, crawling claws do have a limited ability to communicate with each other. This takes the form of a basic telepathic link between all the claws of a single ``batch.'' Whenever one claw finds a victim, all of the others in the area who were made at the same time move in to help it.In addition, claws that have been instructed to do so can act in concert with each other to move large objects. The DM should use five pounds per claw as a reasonable limit to the weight that can be moved.
Ecology:
Crawling claws can be created by any mage or priest who has knowledge of the techniques required to do so. To begin with, the creator must assemble the severed limbs that are to animated. The maximum number of claws that can be created at any one time is equal to the level of the person enchanting them. The hands (or paws) can be either fresh, skeletal, or at any stage of decomposition in between.Claws can be controlled in one of two ways: directly or via programming. The manner of a claw's control must be specified when it is created and cannot be changed thereafter. All of the claws in a particular batch must be controlled in the same manner.
Programmed claws are given a single, brief instruction that they attempt to carry out to the best of their ability. The maximum length of the programming, in words, is 15 plus the level of the creator. This programming sets the conditions under which the claw attack. A sample command might be: Kill anyone except me who opens this chest.
Directly controlled claws are manipulated by the thoughts of their creator. The mental effort of controlling claws is quite tiring and cannot be maintained for more than three consecutive rounds without a one-round rest. Further, the range of such control is limited to 10 feet plus 5 feet per level of the creator. A person controlling claws cannot undertake spellcasting or any other activity. Injury to a controller does not break his control unless unconsciousness results. If direct control is broken for some reason, the claws continue to follow the last orders they were given.
Crocodile
Crocodile Giant Crocodile
CLIMATE/TERRAIN: ------------Subtropical and tropical/------------
Saltwater swamps and rivers
FREQUENCY: Common Very rare to common
ORGANIZATION: Nil Nil
ACTIVITY CYCLE: Day Day
DIET: Carnivore Carnivore
INTELLIGENCE: Animal (1) Animal (1)
TREASURE: Nil Nil
ALIGNMENT: Neutral Neutral
NO. APPEARING: 3-24 1 to 2-12
ARMOR CLASS: 5 4
MOVEMENT: 6, Sw 12 6, Sw 12
HIT DICE: 3 7
THAC0: 17 13
NO. OF ATTACKS: 2 2
DAMAGE/ATTACK: 2-8/1-12 3-18/2-20
SPECIAL ATTACKS: Surprise Surprise
SPECIAL DEFENSES: Nil Nil
MAGIC RESISTANCE: Nil Nil
SIZE: L (8'-15' long) H (21'-30' long)
MORALE: Average (9) Steady (11)
XP VALUE: 65 1,400
The crocodile is a large, dangerous predatory reptile native to tropical and subtropical climes. It spends most of its time submerged in swamps, rivers, or other large bodies of water.
The crocodile is one of the most feared and ugliest predators of the tropics. It has a long, squat body, ranging in size from a scant foot to well over ten feet long. Most mature specimens range from eight to 15 feet long, and some even larger. Many sages argue that crocodiles never stop growing. The crocodile has a long jaw filled with sharp, conical teeth. The powerful maw is superbly adapted for dragging prey beneath the water and dismembering it. Its four short legs are very powerful, and can propel the crocodile rapidly through the water and over the land. Its long tail is also very strong and is sometimes used on land to unbalance its foes.
The crocodile is covered with a tough horny hide, which blends in very well with the surrounding water. Its eyes and nose are placed so that when the crocodile floats, only they remain above water, enabling the beast to spot and ambush prey. The crocodile is adept at floating through the water and remaining quite still, presenting the illusion that it is nothing more than a floating log.
Combat:
Ever voracious, hungry crocodiles will attack anything that looks edible, including men. They prefer to lie in wait for their prey (-2 penalty to opponent's surprise roll), and are exceedingly sensitive to movements in the water. They have been known to swiftly and silently swim up to the shore and seize a man, dragging him below the surface of the water. They prefer to attack with their powerful jaws, causing 2d4 points of damage, and lash with their tails for 1d12 points of damage. Crocodiles will fight among themselves for any prey they seize in their jaws, sometimes tearing their victim to pieces. The only thing that can slow a crocodile is cold. They become slow and sluggish (reduced to 50% of their normal movement) when the temperature falls below 40 F.Habitat/Society:
Crocodiles sometimes congregate in large numbers, but they are not by nature sociable, nor do they cooperate in hunting. They have well-concealed lairs and will often drag their prey to their lairs before eating it. When a tasty morsel comes its way, a group of crocodiles will go into a feeding frenzy, each attempting to get a part of the feast. They hunt almost daily, primarily in the water, rarely on land. Their tastes are broad: fish, men, small mammals, aquatic birds, and even a careless lion has occasionally been known to fall into their grasp. Hungry crocodiles will sometimes upend boats to see what falls out.Crocodiles mate once a year, and the female lays a clutch of about 60 eggs, carefully burying them in the sand. Unlike many other reptiles, the female carefully guards her eggs, protecting them from other predators. When the time comes for the eggs to hatch, the mother assists by digging the eggs out of the sand. The newly hatched young are thrown entirely on their own resources to survive. Very few of the young survive to maturity.
Swamps and rivers are not the only abode of the crocodile. In recent years there have been dreadful rumors that some of these reptiles have made their homes in the sewers of cities in tropical regions, living on waste and carrion.
Ecology:
The crocodile is a formidable predator and has little competition for food from other water creatures. One of the few monsters that can compete with it is the dragonturtle. Even on the riverbanks it has little to fear from rival predators; most would prefer not to tangle with a crocodile. The only predator that the crocodile need fear is man, who hunts it for its tough hide, which can be transformed into a beautiful, gleaming leather. Crocodiles are also hunted to eliminate the danger that they represent to riverside communities.Giant Crocodile
These creatures are far rarer than their smaller cousins. They attain sizes from 21 to 30 feet long, and they also continue to grow until death. Giant crocodiles typically inhabit salt water or prehistoric settings, where they have been know to prey upon sharks, small whales, and small seagoing crafts, such as fishing boats. When attacking a small boat, their favorite technique is to ram it, attempting to capsize and smash it open with their huge jaws. They have been known to gorge upon the catch within the fishing boats, and then to swim away, leaving the fishermen unharmed.
Crustacean, Giant
Giant Crab Giant Crayfish
CLIMATE/TERRAIN: Any seashore Temperate/Freshwater rivers
FREQUENCY: Rare Uncommon
ORGANIZATION: Nil Nil
ACTIVITY CYCLE: Any Any
DIET: Omnivore Omnivore
INTELLIGENCE: Non- (0) Non- (0)
TREASURE: Nil Nil
ALIGNMENT: Neutral Neutral
NO. APPEARING: 2-12 1-4
ARMOR CLASS: 3 4
MOVEMENT: 9 6, Sw 12
HIT DICE: 3 4+4
THAC0: 17 15
NO. OF ATTACKS: 2 2
DAMAGE/ATTACK: 2-8/2-8 2-12/2-12
SPECIAL ATTACKS: Nil Nil
SPECIAL DEFENSES: Surprise Surprise
MAGIC RESISTANCE: Nil Nil
SIZE: L (8'-15') L (8'+ long)
MORALE: Elite (13) Elite (13)
XP VALUE: 65 175
Giant crustaceans are peculiar mutations of crabs and freshwater crayfish. The first inhabits saltwater regions, while the latter is found only in fresh water.
Giant Crabs
Giant crabs look just like regular crabs except for their enormous size. They come in a variety of colors, such as reds, browns, and grays. They have eyes set on stalks, which enable them to see around corners and onto ledges. Their bodies are covered by a large, chitinous shell. Crabs are distinguished by their scuttling, sideways mode of locomotion.
Combat:
Always hungry, crabs prefer to sneak up upon their prey (-3 penalty to opponent's surprise roll) and catch it in their pincers, dismembering and eating it. A successful attack by the pincers causes 2d4 points of damage. Once they have caught something edible, they stop to eat it, unless they are attacked. If a crab finds its meal in question, it attempts to scuttle off with the prize, perhaps to its den.Habitat/Society:
The giant crab lives on the shoreline, searching beaches for food and venturing into the water in search of fish and other aquatic life. It is well adapted to this sort of life, since it is able to breathe both air and water. Giant crabs frequently feed on large dead fish and other carrion washed up on the shore. They operate equally well on land and in the water. Giant crabs sometimes burrow into the sand during the day, emerging only at dusk and dawn to feed. At these times the beach is alive not only with the giant crabs, but with their tiny cousins as well. The giants may also hunt during the day and night.The crab exists only on the most basic instinctive level, and is interested solely in survival. Crabs mate in the autumn and males attempt to mate with as many females as they can. Females bury their eggs in the sand. The eggs hatch the following spring; few hatchlings survive to reach maturity. Nature has forced the giant crabs to become flexible eaters, always willing to try new food sources.
Ecology:
The giant crab performs a useful ecological function in keeping the seashores free of large carrion that would otherwise rot. On the shore, it is hunted by the ultimate predators -- humans and demihumans -- for its superb meat and hard chitinous shell, which is prized by some for making armor and shields.Giant Crayfish
The crayfish is essentially a freshwater lobster. It has a similar multi-plated shell, numerous legs, eyes set on stalks, and two wicked pincers. The giant crayfish is muddy brown or sand colored, depending upon the color of the river bottom it inhabits. Some say that the giant crayfish, like the lobster, keeps growing as it gets older; certain sages even argue that the giant crayfish is really the same species as the ordinary crayfish, merely an extremely old specimen.
Combat:
Like the crab, the crayfish prefers to ambush its prey (-2 penalty to opponent's surprise roll). It sits quietly on the river bottom, waiting, and then rushes forth to seize its food in its pincers. The giant crayfish does not normally represent a danger to adventurers, since it inhabits only deep rivers and spends all of its time on the river bottom. It would therefore only attack adventurers who were swimming along the river bottom, and then only if they came within its range. An attack by a giant crayfish's pincers inflicts 2d6 points of damage. The crayfish prefers to drag its catch back to its watery lair and eat in peace. Its shell is very tough, giving the creature AC 4.Habitat/Society:
The giant crayfish inhabits only wide and deep rivers, and feeds almost exclusively upon bottom-dwelling fish. Due to its great size, it can easily prey on such fish as sturgeon, carp, and large eels. It is voracious and spends most of its time hunting. On the whole it rarely crosses paths with adventurers, but it does compete with river fishermen.Ecology:
The giant crayfish is considered a delicacy by other creatures, which perhaps accounts for its rarity. Nixies especially prize the meat of the giant crayfish. Dragon turtles, giant snapping turtles, merrows, giant otters, gar, giant pike, and storm giants are just some of the monsters that hunt the giant crayfish. It is very far from being the top predator in its food chain, and must fight for its survival.
Crypt Thing
CLIMATE/TERRAIN: Any/Tomb or grave area
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Nil
INTELLIGENCE: Very (11-12)
TREASURE: Z
ALIGNMENT: Neutral
NO. APPEARING: 1
ARMOR CLASS: 3
MOVEMENT: 12
HIT DICE: 6
THAC0: 15
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-8
SPECIAL ATTACKS: Teleport
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: M (6' tall)
MORALE: Fanatic (17-18)
XP VALUE: 975
Crypt things are strange undead creatures that sometimes guard tombs, graves, and corpses. There are two types of crypt things -- ancestral and summoned. The former type are ``natural'' creatures, while the others are called into existence by a wizard or priest of at least 14th level.
A crypt thing looks like nothing more than an animated skeleton, save that it is always clothed in a flowing robe of brown or black. Each eye socket is lit by a fierce, red pinpoint of light that is almost hypnotic in its intensity.
Combat:
A crypt thing exists only to protect the bodies of those who have been laid to rest in its lair. It acts only to defend its crypt. Should grave robbers or vandals seek to enter and profane the sanctity of its tomb, the crypt thing becomes instantly animated.A crypt thing's first line of defense is a powerful variety of teleportation, which it can cast once on any given group of adventurers. Each of those attacked with this spell must roll a successful saving throw vs. spell or be instantly transported away from the crypt. DMs should use the following table as a guideline, rolling 1d100 for each person who fails the saving throw, but they are free to use their own judgment as well:
01-20 1d10 x 100' north
21-40 1d10 x 100' east
41-60 1d10 x 100' west
61-80 1d10 x 100' south
81-90 1 dungeon level up
91-00 1 dungeon level down
Those teleported by the crypt thing cannot materialize inside solid matter, but they do not necessarily arrive at floor level. Particularly clever crypt things have been known to transport victims several hundred feet into the air or atop a vast chasm, leaving them to fall to their deaths.
Once it has employed this power, a crypt thing attacks by clawing with its skeletal hands for 1d8 points of damage.
A crypt thing can be hit only by magical weapons.
Like all undead, crypt things are immune to certain spells. It is impossible to employ a charm, hold, or sleep spell against a crypt thing with any chance of success. Crypt things are harmed by holy water or holy symbols, as are many undead creatures. The magic that roots them to their lairs is so powerful, in fact, that it also eliminates any chance for priests or paladins to turn them.
Habitat/Society:
Crypt things are not a natural part of our world; they have no organized society or culture. They are found wherever tombs and crypts are located.The most common crypt thing is the summoned variety. By use of a 7th-level spell (see below), any caster capable of employing necromantic spells can create a crypt thing.
Ancestral crypt things are the raised spirits of the dead that have returned to guard the tombs of their descendants. This happens only in rare cases (determined by the DM).
Ecology:
The crypt thing is not a being of this world and, thus, has no proper ecological niche. It is rumored that the powdered marrow from a crypt thing's bones can be used to create a potion of undead control. In addition, anyone who employs the bones of a crypt thing to manufacture a set of pipes of haunting is 80% likely to create a magical item that imposes a -2 penalty to its victims' saving throws and has double normal effectiveness if the saving throws fail.
Create Crypt Thing
7th-level Wizard or Priest spell (necromantic)
(Reversible)
Range: Touch Casting Time: 1 round
Components: V,S Area of Effect: 1 corpse
Duration: Permanent Saving Throw: None
This spell enables the caster to cause a single dead body to animate and assume the status of a crypt thing. This spell can be cast only in the tomb or grave area the crypt thing is to protect; the spell requires that the caster touch the skull of the subject body. Once animated, the crypt thing remains until destroyed. Only one crypt thing may guard a given tomb.
A successful dispel magic spell returns the crypt thing to its original unanimated state. Attempts to restore the crypt thing before this is done fail for any magic short of a wish.
The reverse of this spell, destroy crypt thing, utterly annihilates any one such being as soon as it is touched by the caster. The target is allowed a saving throw vs. death magic to avoid destruction.
Death Knight
CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Nil
INTELLIGENCE: Genius (17-18)
TREASURE: Nil
ALIGNMENT: Chaotic evil
NO. APPEARING: 1
ARMOR CLASS: 0
MOVEMENT: 12
HIT DICE: 9 (10-sided dice)
THAC0: 11
NO. OF ATTACKS: 1 with +3 bonus
DAMAGE/ATTACK: By weapon
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 75% (see below)
SIZE: M (6'-7' tall)
MORALE: Fanatic (17)
XP VALUE: 6,000
A death knight is the horrifying corruption of a paladin or lawful good warrior cursed by the gods to its terrible form as punishment for betraying the code of honor it held in life.
A death knight resembles a hulking knight, typically taller than 6 feet and weighing more than 300 pounds. Its face is a blackened skull covered with shards of shriveled, rotting flesh. It has two tiny, glowing orange-red pinpoints for eyes. Its armor is scorched black as if it had been in a fire. The demeanor of a death knight is so terrifying that even kender have been known to become frightened.
A death knight's deep, chilling voice seems to echo from the depths of a bottomless cavern. A death knight converses in the language it spoke in its former life, as well as up to six additional languages.
Combat:
A death knight retains the fighting skills it had in its former life. Since it has little regard for its own safety and an intense hatred of most living creatures, it is an extremely dangerous opponent. Still, a death knight retains a semblance of the pride it held as a good warrior and fights honorably: It never ambushes opponents from behind, nor does it attack before an opponent has an opportunity to ready his weapon. Surrender is unknown to a death knight, and it will parley only if it senses its opponent has crucial information (such as the fate of a former family member).A death knight has a strength of 18(00). It usually attacks with a sword; 80% of the time, this is a magical sword. When a magical sword is indicated, roll 1d6 and consult the following table:
Roll Death Knight's Sword
1 Long sword +2
2 Two-handed sword +3
3 Two-handed sword +4
4 Short sword of quickness
5 Short sword of dancing
6 Short sword of life stealing
A death knight wears the same armor it wore in its previous life, but regardless of the quality of the armor, it always has an AC of 0. Hit points for a death knight are determined by rolling 10-sided dice.
A death knight's magical abilities make it especially dangerous. It constantly generates fear in a 5-foot radius, and it can cast detect magic, detect invisibility, and wall of ice at will. Twice per day, it can cast dispel magic. Once per day, it can use either power word, blind, power word, kill, or power word, stun. It can also cast symbol of fear or symbol of pain once per day, as well as a 20-dice fireball once per day. All of its magical spells function at the 20th level of ability.
A death knight cannot be turned, but it can be dispelled by holy word spell. It has the power over undead of a 6th-level evil priest. Its magic resistance is 75%, and if an 11 or lower is rolled on the percentile roll, the spell is reflected back at the caster (the magic resistance is rerolled each time a spell is cast at a death knight).
Habitat/Society:
Death knights are former good warriors who were judged by the gods to be guilty of unforgivable crimes, such as murder or treason. (For instance, Krynn's Lord Soth, the most famous of all death knights, murdered his wife so that he could continue an affair with an elfmaid.) Death knights are cursed to remain in their former domains, usually castles or other strongholds. They are further condemned to remember their crime in song on any night when the moon is full; few sounds are as terrifying as a death knight's chilling melody echoing through the moonlit countryside. Death knights are likely to attack any creature that interrupts their songs or trespasses in their domains.Ecology:
Death knights have no physiological functions. They are sometimes accompanied by skeleton warriors, liches, and other undead who serve as their aides.
Deepspawn
CLIMATE/TERRAIN: Any/any
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Omnivorous
INTELLIGENCE: Genius (17-18)
TREASURE: K, L, M, Qx2, Vx2, X
ALIGNMENT: Chaotic evil
NO. APPEARING: 1
ARMOR CLASS: 6
MOVEMENT: 6, Sw 8
HIT DICE: 14
THAC0: 7
NO. OF ATTACKS: 6
DAMAGE/ATTACK: 3-12 x3 (bites)/2-5 (slap) x3
or by weapon type x3
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 77%
SIZE: H (14' diam., tentacles to 20' long)
MORALE: Elite (15-16)
XP VALUE: 12,000
Deepspawn are infamous horrors who give birth to many other varieties of monsters; a single Deepspawn can make a vast area dangerous, even for alert, well-armed adventurers.
Deepspawn look like large, rubbery spheres of mottled grey and brown. Six arms project from their bodies; three are tentacle-arms, and three are jaw-arms, ending in mouths of many teeth. A Deepspawn also has over 40 long, retractable, flexible eye stalks it extends only three or four at a time, well away from harm.
Combat:
When found, Deepspawn are usually half buried in a pile of slippery, shifting coins and other treasure. This may conceal their arms, so that tentacles and mouths erupting from the treasure may at first seem to be the attacks of separate monsters. The treasure may hamper opponents and even shield the Deepspawn from some damage (as determined by the DM).A Deepspawn attacks by casting hold spells at intruders, casting spells once every three rounds. Victims under a hold spell are gripped by tentacle-arms and constricted, as other tentacles fight off other intruders by wielding weapons -- including any magical items usable by fighters. Deepspawn love to engage prey with weapons, and then bite them from behind with a jaw-arm.
A tentacle-arm can slap for ld4+1 points of damage, grasp items or beings and move them about (with 17 Strength), wield delicate keys or weapons, or constrict victims.
Constriction requires a successful attack roll (automatic if the victim is under a hold spell), and does 1d4 points of damage, plus 1d4+1 points per round thereafter. ln any round in which a being gets free, it takes only 1 point of constriction damage. Constricted victims can be swung about as bludgeons -- doing 1d2 damage to any others struck, ruining spellcasting, and forcing saving throws on fragile items. This action causes the constricted victim no extra damage unless driven onto points or blades (determine damage on a case-by-case basis).
Victims may only escape constriction by severing the tentacle-arm or tearing free. Tentacle-arms release their victims if severed. Each arm has 2 HD; severing occurs if damage equal to half a tentacle-arm's hit points is dealt in a concentrated area by edged or pointed weapons. To tear free, roll a d20 for both the victim and the Deepspawn on each round of constriction, adding their respective strengths (17 for the Deepspawn). If the victim has the higher total, it wins its freedom.
Deepspawn can also cast ESP and water breathing at will, and may employ a heal spell (self only), once a day. If a Deepspawn's life is threatened, it hurls caches of seized weapons as missiles, unleashes any magical items it has, and tries to escape by a planned route. Deepspawn seem immune to all known venoms, and regenerate lost arms and stalks, though slowly, healing 2 hp per day.
Habitat/Society:
Deepspawn prefer to let their offspring fight for them. Their lairs are in caverns, dungeons, or ruins and are amply protected by traps and guardian monsters (their ``spawn''). If these defenses are penetrated, the Deepspawn will usually be found in a readily-defended room or den, and it will always have at least one or more escape routes.Deepspawn are native to the Deeps, and have successfully resisted attempts by dwarves, drow, duergar, cloakers, illithids, and aboleth to exterminate them. Deepspawn seldom make their lairs within 30 miles of each other, but individuals may be much closer together underground, on different levels.
Ecology:
Deepspawn will eat anything organic, but prefer fresh meat. By some unexplained, natural means, Deepspawn can ``grow'' and give birth to any creature native to the Prime Material plane it has ever devoured (but not undead or other dual dimensional creatures). The ``spawn'' have the natural attacks, magical abilities, alignment, and intelligence of their creators. Class abilities and other learned skills are not passed on to them. A spawn ``grows'' in 1d4 days (varying with size and complexity) in a Deepspawn, which must ingest meat, vegetable matter, and water or blood to fuel the ``birth''. The Deepspawn then opens and ejects a fully active spawn. Spawn are never hostile towards their parent, and cannot be made to attack them even by magical means. Spawn can attack or defend themselves within one round of emerging. At the DM's option, they may use certain powers or abilities clumsily for a few rounds.
Dinosaur
Ankylo- Deino- Diplo- Elasmo- Lambeo-
saurus nychus docus saurus saurus
CLIMATE/TERRAIN: Any land Any land Any swamp Any ocean Any land
FREQUENCY: Uncommon Rare Common Uncommon Common
ORGANIZATION: Solitary Pack Family Solitary Herd
DIET: Herbivore Carnivore Herbivore Carnivore Herbivore
NO. APPEARING: 2-5 1-6 1-6 1-2 2-16
ARMOR CLASS: 0 4 6 7 6
MOVEMENT: 6 21 6 3, Sw 15 12
HIT DICE: 9 4+1 24 15 12
THAC0: 11 17 5 5 9
NO. OF ATTACKS: 1 3 1 1 1
DAMAGE/ATTACK: 3-18 1-3/1-3/ 3-18 4-24 2-12
2-8
SPECIAL ATTACKS: Nil Jump, rake See below Nil Nil
SIZE: H (15' L (12' G (80' G (50' H (20'
long) long) long) long) long)
MORALE: Elite (13) Steady (11) Steady (12) Steady (12) Steady (11)
XP VALUE: 1,400 270 16,000 6,000 2,000
Pteran- Stego- Tricer- Tyranno-
odon saurus atops saurus
CLIMATE/TERRAIN: Any Any land Any land Any land
FREQUENCY: Common Common Common Uncommon
ORGANIZATION: Flock Herd Herd Solitary
DIET: Carnivore Herbivore Herbivore Carnivore
NO. APPEARING: 3-18 2-8 2-8 1-2
ARMOR CLASS: 7 5 2/6 5
MOVEMENT: 3, Fl 15 6 9 15
HIT DICE: 3+3 18 16 18
THAC0: 17 5 5 5
NO. OF ATTACKS: 1 1 3 3
DAMAGE/ATTACK: 2-8 5-20 1-8/1-12/ 1-6/1-6/
1-12 5-40
SPECIAL ATTACKS: Nil Nil Trampling See below
SIZE: L (30' H (25' H (24'+ G (50'
wingspan) long) long) long)
MORALE: Avg. (9) Elite (13) Elite (13) Steady (12)
XP VALUE: 175 9,000 8,000 12,000
Dinosaurs are found on alternate planes of existence, or even on lost continents. The frequency figures given are for areas where dinosaurs are normally found; in all other places, they are very rare at best. All dinosaurs in this entry share the following characteristics:
ACTIVITY CYCLE: Day
INTELLIGENCE: Animal (1)
TREASURE: Nil
ALIGNMENT: Neutral
MAGIC RESISTANCE: Nil
SPECIAL DEFENSES: Nil
Dinosaurs, or ``terrible lizards,'' are reptiles descended from ancestral reptiles called thecodonts. The two types of dinosaurs are saurischians (``lizard-hipped'') and ornithischians (``bird-hipped''), named for terms describing their pelvic structures. Within the saurischia are the carnivorous therapods, represented here by tyrannosaurus, and the herbivorous sauropods, represented here by diplodocus. Saurischians also include ornithomimosaurs and the related dromaeosaurs, represented here by deinonychus.
Many ornithischians have armor, horns, or both. They include ceratopsians, represented by triceratops; ornithopods, such as the hadrosaurs, represented by the lambeosaurus; ankylosaurus; and stegosaurus.
Dinosaurs come in many sizes and shapes. Those presented here are generally large. Bigger species have drab colors, while smaller dinosaurs have a wide variety of markings. Most dinosaurs have a skin which is pebbly in texture; some closely related species of reptile have fur, and some may have feathers.
Combat:
Dinosaurs seem to be a mixture of endothermic (``warm-blooded'') and exothermic (``cold-blooded''). They regulate body temperature internally, but also depend on external heat somewhat. Though they may be slow on a cold morning, they may not be as slow as a typical reptile.Most of these huge reptiles have comparatively small brains, but many of the predators are quite cunning. All must eat large amounts of food to maintain their huge bodies. As a result, sauropods eat almost constantly, and carnivores hunt almost constantly and also eat carrion.
Though the carnivores are both voracious and ferocious, certain plant eaters are very aggressive in their defense, usually with armor or horns. Just because they do not eat meat does not mean they will not kill other animals.
Habitat/Society:
Dinosaurs can be found in almost any type of environment, except desert, high mountains, and frozen wastes. They have no society and little family life, with most species abandoning eggs before they hatch.Ecology:
Sages do not understand what has made dinosaurs extinct on certain worlds, but they do exist in the ``lost lands'' on several worlds. There may be places where dinosaurs have continued to evolve into different forms; they may be ancestors of modern lizard men.Ankylosaurus
This armadillo-like ornithischian weighs four or five tons, most of this weight being its armor plating, side spines, and great, knobbed tail. If attacked or threatened, this creature lashes out with its tail, delivering blows of considerable force.
A related species is the paleocinthus, which has better plating (AC -3) and a spiked, rather than club-like, tail.
Deinonychus
This fast carnivore uses its speed, its long, grasping forearms, large teeth, and hind legs with their ripping talons in terrible combination. It hunts by running at prey, leaping, and raking with its rear claws as it claws and bites. The jump is a charge, so the creature gains a +2 on attack rolls. The rear talons count as only one attack, and cause a total of 2d6 damage. When attacking a larger creature, the deinonychus often jumps on top of it, and holds on with its front claws while continuing to rake with the rear claws. The deinonychus has a relatively large brain for a dinosaur, and its pack hunts with cunning tactics.
Despite being 12 feet long, this dinosaur is only about 6 feet tall. Its tail extends straight out behind it, held aloft by an intricate structure of bony supports, thus allowing its 150 pounds of weight to be carried entirely by the back legs.
The deinonychus is a dromaeosaur, dinosaurs which are related to ornithomimosaurs; its distant relatives include the chicken-sized night hunter, compsognathus, and the ostrich-like struthiomimus. Neither is as formidable as the deinonychus.
Diplodocus
This sauropod lives primarily on water plants, so is often found in or near lakes and marshes. It and related species can also be found on fern prairies and in open forests. It weighs about 10 tons. Though it usually ignores small things, it can step on anything in its way, or even rear up and come down on threatening creatures; this trampling causes 3d10 damage. The diplodocus can also whip with its tail for 2d8 damage.
Related species include the huge brachiosaurus, which weighs about 90 tons and averages 75 feet in length. It causes 8d10 damage when trampling.
Elasmosaurus
The elasmosaurus looks like a snake with fins and a thick body. It is aggressive, attacking anything it notices. Its neck makes up one-half its total length. The creature is strong, fast, and highly maneuverable, able to turn quickly and lunge at prey. When hunting, the elasmosaurus travels with its head out of the water, snapping down quickly to seize prey.
This creature's relatives include many other types of plesiosaurs and pliosaurs. Females travel onto sandy beaches to lay their eggs in shallow depressions.
Lambeosaurus
This is a very common ``duck-billed'' dinosaur, bipedal, with a flat snout, and crests on its head. A peaceful herbivore, this hadrosaur prefers to run from attack; its only defense is its lashing tail. It has excellent senses, used to detect predators.
Its enemies include most carnivores. Related species include many other species of duck-billed dinosaurs, as well as the iguanodon. The latter has sharp thumb spikes which can cause 1-3 damage each, in addition to its tail attack.
Pteranodon
Although this flying reptile typically dives for marine prey, it attacks any creature that appears to be vulnerable. The pteranodon has no teeth, but spears victims with its beak if they are too large to swallow at a gulp. The beak of a typical pteranodon is about 4 feet long.
Despite the creature's huge wingspan, its wings are very light, and its furred body is only a little larger than a human being; the whole weighs only about 50 pounds. A pteranodon can carry off prey up to four times its own weight.
There are all sizes of related species; close relatives have crests on their heads to balance their long beak for flight.
Stegosaurus
Another of the ornithischians, the stegosaurus, or ``plated lizard,'' is a large, stupid, herbivorous dinosaur with aggressive defenses. It thrives nearly anywhere and is often found on plains or in jungles.
A stegosaurus is about 8 feet tall at the middle of its back; its humped spine is lined with a double row of leaf-shaped plates which help the creature absorb and dissipate heat. The creature has a spiked tail, with four or more bony spikes of up to 3 feet in length. An enlarged spinal node helps relay commands to the tail and rear legs. The stegosaurus continually turns its posterior towards an enemy, while tucking its head low. It reacts in the same manner if anything near seems threatening.
Similar species include the dacentrus, which has spikes along its backbone instead of plates, and the kentrosaurus, which has bony plates along the front half of its spine, and spikes along the rear half. All have spiked tails.
Triceratops
The largest of the ceratopsians, or horn-faced dinosaurs, and by far the most aggressive, this beaked herbivore is a plains-dweller. It has a huge front plate of bone protecting its 6-foot-long head, from which project two great horns (each over 3 feet long), while a shorter horn juts from its nose. The head and neck are AC 2; its body is not armored, so is AC 6. The triceratops weighs just over 10 tons.
Any creature that infringes on the territory of these reptiles is likely to be charged and skewered. Smaller creatures are trampled, suffering 2d12 points of damage. The triceratops also uses its horns in fights for dominance within the herd, so it is not unusual to find specimens with past injuries on their heads.
Related species have the same bony plate which protects their necks, as well as different numbers of horns. The monoclonius has a single nose-horn; the pentaceratops has three true horns, like the triceratops, plus horn-like protrusions jutting from its cheeks; and the styracosaurus has a frill of horns located around the edge of its neck-plate.
Tyrannosaurus
This ravenous creature is one of the most fearsome and terrible of all carnivorous dinosaurs. Despite its huge size and eight-ton weight, the monster is a swift runner. Its huge head is nearly 6 feet long, and its teeth are from 3 to 6 inches in length.
Tyrannosaurus rex, the ``tyrant lizard king,'' is a plains dweller, and so relentlessly and stupidly fierce that it will attack a small triceratops, kill it, and swallow its head in one gulp -- thus killing itself in a matter of hours as the horns of the victim pierce the stomach of the victor.
This dinosaur's favorite food is any hadrosaur, such as the trachodon. The monster pursues and eats nearly anything; creatures of man-size or smaller are swallowed whole on a natural attack roll of 18 or higher. The tyrannosaurus also eats carrion, chasing away any smaller creatures to steal a meal found with its keen sense of smell.
There are many other species of carnosaur, some smaller and faster than tyrannosaurus. Some have stronger arms and more dangerous upper claws.
Displacer Beast
CLIMATE/TERRAIN: Temperate mountains
FREQUENCY: Very rare
ORGANIZATION: Pack
ACTIVITY CYCLE: Any
DIET: Carnivorous
INTELLIGENCE: Semi-(2-4)
TREASURE: (D)
ALIGNMENT: Lawful evil
NO. APPEARING: 2-5 (1d4 +1)
ARMOR CLASS: 4
MOVEMENT: 15
HIT DICE: 6
THAC0: 15
NO. OF ATTACKS: 2
DAMAGE/ATTACKS: 2-8 (2d4)/2-8 (2d4)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: -2 on opponent's attack roll
MAGIC RESISTANCE: Nil
SIZE: L (8'-12' long)
MORALE: Elite (13-14)
XP VALUE: 975
The displacer beast is a magical creature that resembles a puma with two powerful black tentacles growing from its shoulders. Very rare, they stay far from human habitations.
The displacer beast has the blue-black coloring of a dark panther,and a long cat-like body and head. Females range in length from 8 to 9 feet, and weigh 450 pounds; males are 10 to 12 feet long, and weigh up to 500 Lbs. They have 6 legs. Tentacles are tipped with rough horny edges that can inflict terrible wounds. Their eyes glow bright green, even after death.
Combat:
The displacer beast is a fierce, savage creature that hates all forms of life. Highly aggressive, the displacer beast will attack on sight, using its tentacles to inflict 2-8 (2d4) points of damage to its victims.Their main advantage in combat is their magical power of displacement, which allows them to appear to be some 3 feet from their actual location. Anyone attacking a displacer beast does so at -2 on his attack roll. In addition, the beasts save as 12th-level fighters; adding +2 to their die rolls.
To determine the true position of the displacer beast and its illusion, roll 1d10. On 1-5, the illusion is in front of the creature, 6-7 to the creature's left, 8-9, to the right. On 10, the illusion is behind the beasts actual position. Although this ability is magical, the beast's location can not be determined by dispel or detect magic. Only true seeing will reveal its position.
Displacer beasts will not use their claws or teeth unless near death, or when in combat with a very large opponent. If they do employ them, each claw does 1-3 points of damage, and each bite does 1-8 points of damage.
Habitat/Society:
Displacer beasts are carnivores. Unless they are raising young, they usually run in packs, carving a savage swath of destruction as they go. They hate all life, and will sometimes kill purely for pleasure. Fierce and vicious as they are, however, displacer beasts never fight among themselves. The pack is a well-run and highly efficient killing machine. When encountered in packs, displacer beasts are more than a match for many large creatures and have been known to make a meal of orcs, goblins, and bands of men. Any creature entering their territory is viewed as potential prey.Displacer beasts mate in the autumn, and the young are born in spring. A mated pair of displacer beasts makes its home in a cave, producing litters of 1-4 young. The cubs, about the size of domestic cats, are born without tentacles and reach maturity, though not full size, within 4 months. They remain in the cave until their displacement abilities are fully developed. This is followed by a two month period during which the cubs are taught how to hunt. When this is completed, the family group disbands and the monsters wander off to join separate packs. While raising young, the monsters are fiercely protective of their lairs. One adult always remains with the cubs, usually the female, while the other goes off to hunt. Dead prey is dragged back to the lair to be eaten by the family. Lairs are littered with the bones, equipment, and the treasures of its victims.
Naturally vicious and almost evil at times, displacer beasts harbor an undying hatred of blink dogs. Many theories attempt to account for this enmity. Some sages believe it springs from antipathy in temperaments -- the lawful good blink dog would naturally be the enemy of a creature as savage and destructive as the displacer beast. Others argue that it is the displacement and blink abilities which cause this antipathy -- the two abilities, when in close proximity, somehow stimulate the nervous system and produce hostile reactions. Encounters between the two breeds are rare however, since they do not share the same territory.
Ecology:
Displacer beasts have little to fear from other large predators, save perhaps trolls or giants. Some wizards and alchemists value their hides for use in certain magical preparations, and will offer generous rewards for them. The eyes of a displacer beast are a highly prized, if uncommon, good luck charms among thieves who believe that they will protect the bearer from detection.
Dog
Wild Dog War Dog Blink Dog Death Dog
CLIMATE/TERRAIN: Any Any Temperate Warm deserts
Plains and subterranean
FREQUENCY: Common Uncommon Rare Very rare
ORGANIZATION: Pack Solitary Pack Pack
ACTIVITY CYCLE: Any Any Any Night
DIET: Omnivorous Omnivorous Omnivorous Carnivorous
INTELLIGENCE: Semi- (2-4) Semi- (2-4) Average (8-10) Semi- (2-4)
TREASURE: Nil Nil (C) Nil
ALIGNMENT: Neutral Neutral Lawful good Neutral evil
NO. APPEARING: 4-16 (4d4) Variable 4-16 (4d4) 5-50 (5d10)
ARMOR CLASS: 7 6 5 7
MOVEMENT: 15 12 12 12
HIT DICE: 1+1 2+2 4 2+1
THAC0: 19 19 17 19
NO. OF ATTACKS: 1 1 1 2
DAMAGE/ATTACK: 1-4 2-8 (2d4) 1-6 1-10/1- 10
SPECIAL ATTACKS: Nil Nil From the rear Disease
75% of the time
SPECIAL DEFENSES: Nil Nil Teleportation Nil
MAGIC RESISTANCE: Nil Nil Nil Nil
SIZE: S (3' long) M (4'-6' long) M (4' long) M (6' long)
MORALE: Unsteady (5-7) Average (8-10) Steady (11-12) Steady (11-12)
XP VALUE: 35 65 270 120
Smaller than wolves, the appearance of the wild dog varies from place to place. Most appear very wolf-like, while others seem to combine the looks of a wolf and a jackal.
Combat:
Wild dogs fight as an organized pack. They favor small game, and attack men and human habitations only in times of great hunger. The bite of a wild dog inflicts 1-4 points of damage.Habitat/Society:
Wild dogs are found almost anywhere. They run in packs, and are led by the dominant male. The pack usually hunts a variety of game, even attacking deer or antelope. Pups are born in the spring. Wild dogs can be tamed if separated from their pack.Ecology:
Wild dogs are omnivores which usually thrive on a combination of hunting and foraging.War Dogs
Generally large mastiffs or wolfhounds, they have keen senses of smell and hearing, making them adept at detecting intruders. Most war dogs are not usually vicious, and will rarely attack without cause.
The status of war dogs varies greatly; some are loyal and beloved pets, some are watch dogs, others are hunting dogs, and some are trained for battle.
Blink Dogs
Blink dogs are yellowish brown canines which are stockier and more muscular than other wild dogs. They are intelligent and employ a limited form of teleportation when they hunt.
A blink dog attack is well organized. They will blink to and fro without any obvious pattern, using their powers to position themselves for an attack. Fully 75% of the time they are able to attack their targets from the rear. A dog will teleport on a roll of 7 or better on a 12-sided die. To determine where the dog appears, roll a 12-sided die: 1 = in front of opponent, 2 = shielded (or left) front flank, 3 = unshielded (or right) front flank, 4-12 = behind. When blinking, the dog will appear from 1 to 3 feet from its opponent and will immediately be able to attack.
Blinking is an innate power and the animal will never appear inside a space occupied by a solid object. If seriously threatened, the entire pack will blink out and not return.
Blink dogs are intelligent, and communicate in a complex language of barks, yaps, whines, and growls. They inhabit open plains and avoid human haunts. A lair will contain 3-12 (3d4) pups 50% of the time (1-2 hit dice, 1-2/1-3 hit points damage/attack). These puppies can be trained and are worth between 1,000 to 2,000 gold pieces.
Death dog
Death dogs are large two-headed hounds which are distinguished by their penetrating double bark. Death dogs hunt in large packs.
Each head is independent, and a bite does 1-10 points of damage. Victims must save vs. poison or contract a rotting disease which will kill them in 4-24 (4d6) days. Only a cure disease spell can save them. A natural roll of 19 or 20 on their attack die means that a man-sized opponent is knocked prone and attacks at a -4 until able to rise to its feet again. There is an 85% chance that death dogs will attack humans on sight.
Dog, Moon
CLIMATE/TERRAIN: Elysium and Prime
FREQUENCY: Rare
ORGANIZATION: Solitary or small pack (see below)
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: High to exceptional (13-16)
TREASURE: Nil
ALIGNMENT: Neutral good
NO. APPEARING: 1 or 2-8 (see below)
ARMOR CLASS: 0
MOVEMENT: 30, bipedal 9
HIT DICE: 9+3
THAC0: 11
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-12
SPECIAL ATTACKS: Bay, howl
SPECIAL DEFENSES: Shadowy hypnotic pattern, +2 or better weapons to hit
MAGIC RESISTANCE: 25%
SIZE: M (3' at shoulders)
MORALE: Fanatic (17-18)
XP VALUE: 9,000
Often mistaken for baneful monsters, moon dogs are native creatures of Elysium and champions of the causes of good. They often appear in the Prime Material plane to fight evil wherever it shows itself.
Moon dogs look very similar to large wolf hounds. Their strange heads are slightly human in appearance, giving the animals a very intelligent look. The creatures' forepaws are adaptable, giving the moon dogs the ability to travel bipedally or on all fours. They are dark colored animals, ranging from dark gray to deep black. Moon dogs have amber eyes.
Moon dogs speak their own language, and they can communicate with all canines and lupines as well. They can speak common using a limited form of telepathy.
Combat:
Woe to those who enter combat with a moon dog. These creatures of good are potent fighters and merciless against evil. Their powerful bite inflicts 3-12 points of damage.Moon dogs prefer to attack with their keening howl. This baying is harmful to evil creatures only. Any evil creature within an 80 foot radius of a baying moon dog is affected as by a fear spell cast at 12th-level of magic use. Additional moon dogs baying have a cumulative effect. The howling will also cause 5-8 points of damage per round to evil creatures within 40 feet. In addition, the howling will cause intense physical pain to extra-planar creatures of evil alignment so much that they are 5% likely per moon dog howling to return to their plane. Moon dogs can whine to dispel illusions or bark to dispel evil, once per round.
The following spell-like powers (at 12th-level of use) are available to a moon dog one at a time, once per round, at will:
change self, 3 times per day
cure disease, by lick, 1 time per individual per day
cure light wounds, by lick, 1 time per individual per day
dancing lights
darkness, 15' radius
detect evil, always active
detect invisibility, always active
detect magic, always active
detect snares & pits, always active
improved invisibility
light
mirror image, 3 times per day
non-detection
shades, 1 time per day
slow poison, by lick, 1 time per individual per day
wall of fog
Moon dogs can become ethereal and have the ability to travel in the ethereal and Astral plane at will. They have superior vision equal to double normal vision, including 60' infravision. Combined with an unusually keen sense of smell and hearing, this grants moon dogs the detection abilities listed above, plus the ability to detect all illusions. Association with a moon dog for one hour or more removes charms and acts as a remove curse.
When in shadowy light, a moon dog is able to move in such a way as to effectively create magic equal to a hypnotic pattern of shadows. Only evil creatures will be affected. At the same time, each creature of good within the area will effectively gain a protection from evil and remove fear spell benefit. Moon dogs may not attack or perform any other action when weaving this pattern of shadows. It requires one full round to weave and extends to a range of 50 feet. The moon dog can dispel magic, but doing so will force it back to its own plane immediately.
Moon dogs may be damaged only by +2 or better magical weapons. They are never surprised (due to their keen senses) and cause opponents to subtract 3 from their surprise rolls. Moon dogs are immune to fear spells. They make all saving throws at a +2 bonus and takes half or quarter damage.
Habitat/Society:
Moon dogs are native to the plane of Elysium. They are champions of good and will often travel about the upper planes and the Prime Material plane to challenge evil.Moon dogs are friendly to all good and neutral races and those friendly to those races. They will not long associate with anyone because they are constantly on the move, hunting evil.
Ecology:
Moon dogs will often communicate with communities of men, using telepathy, in order to locate trouble spots among them.
Dolphin
CLIMATE/TERRAIN: Any saltwater
FREQUENCY: Uncommon
ORGANIZATION: School
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Very (11-12)
TREASURE: Nil
ALIGNMENT: Lawful good
NO. APPEARING: 2-20
ARMOR CLASS: 5
MOVEMENT: 30
HIT DICE: 2+2
THAC0: 19
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Save as 4th-lvl fighter
MAGIC RESISTANCE: Nil
SIZE: M (5'-6' long)
MORALE: Steady (11)
XP VALUE: 120
Dolphins are intelligent seagoing mammals.
While all dolphins share a variety of common traits, the species comes in a variety of shapes and sizes. Their long, compact bodies are superbly adapted to the aquatic environment, and dolphins are among the most powerful swimmers in the oceans. All breeds of dolphins have a large fin on their backs, two flippers, a powerful tail, jaws filled with many sharp teeth, a blow hole, and are 5 to 6 feet long. Most common and well-known are the gray, or bottle-nosed dolphins, so named for their gray skin and bottle-shaped snouts. Other varieties have two-toned blue and gray coloring. The species communicates through an intricate speech consisting of high-pitched sounds, some out of the range of human hearing.
Combat:
Inherently peaceful, dolphins will generally attack only if threatened. Unless outnumbered 2 to 1, dolphins always attack sharks. Whether attacking a foe or defending their school, dolphins fight as an organized unit, responding to commands from their leader. They fight with special vehemence to protect their young, and a select number of dolphins may sometimes engage in a holding action, sacrificing themselves so that the remainder of the school can swim to safety.Habitat/Society:
Dolphins are completely carnivorous, living on a diet of fish. Though they can remain submerged for several minutes at a time, they must surface regularly to breathe. Unlike most mammals, breathing is a conscious, rather than unconscious action on the part of dolphins; in other words, they literally must remember to breathe. Newborn dolphins are assisted to the surface to breathe by their mothers and a female dolphin midwife. Dolphins are by nature playful, good-tempered, and lawful good, despising evil creatures. Most roam the oceans in schools, numbering as large as 20 dolphins, swimming where their fancy suits them. They never fight among themselves or with other breeds of dolphins. Dolphins are famous for the great pleasure they take in life; when swimming they often perform dazzling aquatic stunts, leaping in and out of the water in a spectacular fashion. They will also play with objects that they find and enjoy games. Dolphins sometimes follow ships, entertaining the crews and passengers with their antics.About 10% of all dolphins live in organized communities. These groups have 1d4+1 swordfish (AC 6, move 24, 1+1 Hit Dice, 2d6 points of damage/attack) or 1-3 narwhales (AC 6, move 21, 4+4 Hit Dice, 2d12 points of damage/attack) as guards, depending on the climatic region. If a community is found, there is a 75% possibility that there are 1d4 additional communities of dolphins within a five-mile radius. These organized communities of dolphins do not tolerate the presence of evil sea creatures in their domain, and if necessary enlist the aid of nomadic schools of dolphins to drive out evil creatures. Any region inhabited by dolphin communities is also shark and killer whale free.
Dolphins are highly intelligent and take a benign, distant interest in human doings. They will always help humans in distress, guiding them to the shore and keeping the sharks at bay. Certain solitary dolphins, known as rogues, have been known to form closer attachments to humans, accompanying them in a friendly fashion on swimming and fishing expeditions. These rogues often play dolphin games with their human companions. Dolphins are far more valuable to men in other respects. Friendly dolphins have warned sailors of the approach of pirate ships and the intentions of evil sea creatures. More than one ship owes its safe arrival in port to the timely intercession and warning of dolphins. They have come to men's aid when their ships were attacked by mermen and sahuagin. Dolphins have been known to raid sahuagin communities and destroy their eggs, for dolphins perceive these monsters as a threat to their safety.
Ecology:
The dolphin is both a hunter and hunted in its marine world. Sharks and other large evil sea creatures hunt the dolphin with enthusiasm. Despite its many enemies, the dolphin has many distinct advantages that enable it to survive and even flourish. Not only is it a strong, swift swimmer, but its intelligence and organized lifestyle are highly effective defenses against its enemies.
Doppleganger
CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Tribal
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Very (11-12)
TREASURE: E
ALIGNMENT: Neutral
NO. APPEARING: 3-12
ARMOR CLASS: 5
MOVEMENT: 9
HIT DICE: 4
THAC0: 17
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-12
SPECIAL ATTACKS: Surprise
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
SIZE: M
MORALE: Elite (13)
XP VALUE: 420
The doppleganger is a master of mimicry that survives by taking the shapes of men, demihumans, and humanoids.
Dopplegangers are bipedal and generally humanoid in appearance. Their bodies are covered with a thick, hairless gray hide, which gives them a natural AC of 5. They are, however, rarely seen in their true forms.
Combat:
This monster is able to assume the shape of any humanoid creature between four and eight feet high. The doppleganger chooses a victim, duplicates his form, and then attempts to kill the original and assume his place. The doppleganger is able to use ESP and can imitate its victim with 90% accuracy, even duplicating the victim's clothing and equipment. If unsuccessful in taking its victim's place, the doppleganger attacks, relying on the ensuing confusion to make it indistinguishable from its victim. A doppleganger is immune to sleep and charm spells and rolls all saving throws as if he was a 10th-level fighter.Dopplegangers work in groups and act together to ensure that their attacks and infiltrations are successful. They are very intelligent and usually take the time to plan their attacks with care. If a group of the monsters spots some potential victims, the dopplegangers often trail their targets, waiting for a good chance to strike, choosing their time and opportunity with care. They may wait until nightfall, or until their victims are alone, or even follow them to an inn.
Habitat/Society:
Dopplegangers are rumored to be artificial beings that were created long ago by a powerful wizard or godling. They were originally intended to be used as spies and assassins in an ancient, highly magical war. Their creator died long ago, but they live on, still working as spies for evil powers, thieves, and government. They have even been known to work as assassins.All dopplegangers belong to a single tribe. Although this is rare, groups of dopplegangers can be found anywhere at any time, and in unexpected locations. Working as a unit, they select a group of victims, such as a family or a group of travelers. Basically lazy, dopplegangers find it easier to survive and live comfortably by taking humanoid, and especially human, shape. They prefer to take the form of someone comfortably provided for, and shun assuming the form of hardworking peasants. Since they are only 90% accurate in their mimicry, most dopplegangers are eventually discovered and driven out, and then forced once more to assume a new shape.
Dopplegangers are found most often in their true forms in a dungeon or in the wilderness. Groups often set up a lair in an area well-suited to ambush and surprise, patrolling a regular territory. These bands make a good living by attacking weak humanoid monsters or travelers and stealing their food and treasure. If food and treasure are scarce, they hire out to a powerful wizard or thieves' guild.
A doppleganger who has been hired to replace a specific person will plan its attack with special care, learning as much about the victim and his environment as it can.
The dopplegangers' weaknesses are greed and cowardice. They spend their lives in avid pursuit of gold and other wealth. If attacking a group of adventurers, for example, they often choose the richest-looking one to attack first. If they target a party of adventurers, the dopplegangers wait until the party is on the way out of the dungeon and heading back to town. Since they are cowardly, however, they prefer to take the easiest route toward riches. A doppleganger who chooses a rich adventurer avoids risks once the treasure is safely in hand, and retreats at the earliest opportunity, making some plausible excuse for separating from the human members of the group. They sometimes hire out as spies and assassins for money as well.
Ecology:
Dopplegangers are sophisticated and dangerous parasites, living off the labors of others. They must also be reckoned with as clever and effective spies and assassins who can wreak political mayhem in positions of power. Evil wizards have on rare occasions controlled entire kingdoms for short periods of time by replacing a king, prince, or councilor with a doppleganger.
Dracolich
CLIMATE/TERRAIN: See below
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Night
DIET: Special
INTELLIGENCE: As per individual dragon
TREASURE: B, H, S, T
ALIGNMENT: Evil (any)
NO. APPEARING: 1
ARMOR CLASS: See below
MOVEMENT: As per former dragon type
HIT DICE: As per former dragon type
THAC0: As per former dragon type
NO. OF ATTACKS: As per former dragon type
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: Breath weapon and spell use
SPECIAL DEFENSES: Spell immunities and spell use
MAGIC RESISTANCE: See below
SIZE: As per individual dragon
MORALE: See below
XP VALUE: As per individual dragon, plus 1,000 (both dracolich and
host must bedestroyed)
The dracolich is an undead creature resulting from the unnatural transformation of an evil dragon. The mysterious Cult of the Dragon practices the powerful magic necessary for the creation of the dracolich, though other practitioners are also rumored to exist.
A dracolich can be created from any of the evil dragon subspecies. A dracolich retains the physical appearance of its original body, except that its eyes appear as glowing points of light floating in shadowy eye sockets. Skeletal or semi-skeletal dracoliches have been observed on occasion.
The senses of a dracolich are similar to those of its original form; it can detect invisible objects and creatures (including those hidden in darkness of fog) within a 10-foot radius per age category and also possesses a natural clairaudience ability while in its lair equal to a range of 20 feet per age category. A dracolich can speak, cast spells, and employ the breath weapon of its original form; it can cast each of its spells once per day and can use its breath weapon once every three combat rounds. Additionally, a dracolich retains the intelligence and memory of its original form.
Combat:
Dracoliches are immune to charm, sleep, enfeeblement, polymorph, cold (magical or natural), electricity, hold, insanity, and death spells or symbols. They cannot be poisoned, paralyzed, or turned by priests. They have the same magic resistance as their original forms; only magical attacks from wizards of 6th level or higher, or from monsters of 6 or more Hit Dice have a chance of affecting dracoliches.The Armor Class of a dracolich is equal to the Armor Class of its original form, bettered by -2 (for example, if the AC of the original form was -1, the AC of the dracolich is -3). Attacks on a dracolich, due to its magical nature, do not gain any attack or damage roll bonuses.
Initially, a dracolich has the same morale rating as its original form. However, after a dracolich is successful in its first battle, its morale rating permanently becomes Fearless (19 base); this assumes that the opponent or opponents involved in the battle had a Hit Dice total of at least 100% of the Hit Dice of the dracolich (for instance, a 16-HD dracolich must defeat an opponent or opponents of at least 16 total HD to receive the morale increase). Once a dracolich receives the morale increase, it becomes immune to magical fear as well.
The dracolich has a slightly stronger ability to cause fear in opponents than it did in its original form; opponents must roll their saving throws vs. spell with a -1 penalty (in addition to any other relevant modifiers) to resist the dracolich's fear aura. The gaze of the dracolich's glowing eyes can also paralyze creatures within 40 yards if they fail their saving throws (creatures of 6th level {or 6 Hit Dice}or higher gain a +3 bonus to their saving throws). If a creature successfully saves against the gaze of a dracolich, it is permanently immune to the gaze of that particular dracolich.
The attack routine of a dracolich is similar to that of its original form; for example, a dracolich that was originally a green dragon will bring down a weak opponent with a series of physical attacks, but it will stalk more formidable opponents, attacking at an opportune moment with its breath weapon and spells.
All physical attacks, such as clawing and biting, inflict the same damage as the dracolich's original form, plus 2d8 points of chilling damage. A victim struck by a dracolich who fails a saving throw vs. paralyzation is paralyzed for 2d6 rounds. Immunity to cold damage, temporary or permanent, negates the chilling damage but not the paralyzation. Dracoliches cannot drain life levels.
All dracoliches can attempt undead control (as per a potion of undead control) once every three days on any variety of undead with 60 yards. The undead's saving throws against this power suffer a -3 penalty; if the undead control is successful, it lasts for one turn only. While undead control is in use, the dracolich cannot use other spells. If the dracolich interrupts its undead control before it has been used for a full turn, the dracolich must still wait three days before the power can be used again.
If a dracolich or proto-dracolich is slain, its spirit immediately returns to its host. If there is no corpse in range for it to possess, the spirit is trapped in the host until such a time -- if ever -- that a corpse becomes available. A dracolich is difficult to destroy. It can be destroyed outright by power word, kill or a similar spell. If its spirit is currently contained in its host, destroying the host when a suitable corpse is not within range effectively destroys the dracolich. Likewise, an active dracolich is unable to attempt further possessions if its host is destroyed. The fate of a disembodied dracolich spirit -- that is, a spirit with no body or host -- is unknown, but it is presumed that it is drawn to the lower planes.
Habitat/Society:
The creation of a dracolich is a complex process involving the transformation of an evil dragon by arcane magical forces, the most notorious practitioners of which are members of the Cult of the Dragon. The process is usually a cooperative effort between the evil dragon and the wizards, but especially powerful wizards have been known to coerce an evil dragon to undergo the transformation against its will.Any evil dragon is a possible candidate for transformation, although old dragons or older with spell-casting abilities are preferred. Once a candidate is secured, the wizards first prepare the dragon's host, an inanimate object that will hold the dragon's life force. The host must be a solid item of not less than 2,000 gp value resistant to decay (wood, for instance, is unsuitable). A gemstone is commonly used for a host, particularly ruby, pearl, carbuncle, and jet, and is often set in the hilt of a sword or other weapon. The host is prepared by casting enchant an item upon it and speaking the name of the evil dragon; the item may resist the spell by successfully saving vs. spell as an 11th-level wizard. If the spell is resisted, another item must be used for the host. If the spell is not resisted, the item can then function as a host. If desired, glassteel can be cast upon the host to protect it.
Next, a special potion is prepared for the evil dragon to consume. The exact composition of the potion varies according to the age and type of the dragon, but it must contain precisely seven ingredients, among them a potion of evil dragon control, a potion of invulnerability, and the blood of a vampire. When the evil dragon consumes the potion, the results are determined as follows (roll percentile dice):
Roll Result
01-10 No effect.
11-40 Potion does not work. The dragon suffers 2d12 points of damage and is helpless
with convulsions for 1-2 rounds.
41-50 Potion does not work. The dragon dies. A full wish or similar spell is needed to
restore the dragon to life; a wish to transform the dragon into a dracolich results
in another roll on this table.
51-00 Potion works.
If the potion works, the dragon's spirit transfers to the host, regardless of the distance between the dragon's body and the host. A dim light within the host indicates the presence of the spirit. While contained in the host, the spirit cannot take any actions; it cannot be contacted nor attacked by magic. The spirit can remain in the host indefinitely.
Once the spirit is contained in the host, the host must be brought within 90 feet of a reptilian corpse; under no circumstances can the spirit possess a living body. The spirit's original body is ideal, but the corpse of any reptilian creature that died or was killed within the previous 30 days is suitable.
The wizard who originally prepared the host must touch the host, cast a magic jar spell while speaking the name of the dragon, then touch the corpse. The corpse must fail a saving throw vs. spell for the spirit to successfully possess it; if it saves, it will never accept the spirit. The following modifiers apply to the roll:
-10 if the corpse is the spirit's own former body (which can be dead for any length of time).
-4 if the corpse is of the same alignment as the dragon.
-4 if the corpse is that of a true dragon (any type).
-3 if the corpse is that of a firedrake, ice lizard, wyvern, or fire lizard.
-1 if the corpse is that of a dracolisk, dragonne, dinosaur, snake, or other reptile.
If the corpse accepts the spirit, it becomes animated by the spirit. If the animated corpse is the spirit's former body, it immediately becomes a dracolich; however, it will not regain the use of its voice and breath weapon for another seven days (note that it will not be able to cast spells with verbal components during this time). At the end of seven days, the dracolich regains the use of its voice and breath weapon.
If the animated corpse is not the spirit's former body, it immediately becomes a proto-dracolich. A proto-dracolich has the mind and memories of its original form, but has the hit points and immunities to spells and priestly turning of a dracolich. A proto-dracolich can neither speak nor cast spells; further, it cannot cause chilling damage, use a breath weapon, or cause fear as a dracolich. Its strength, movement, and Armor Class are those of the possessed body.
To become a full dracolich, a proto-dracolich must devour at least 10% of its original body. Unless the body has been dispatched to another plane of existence, a proto-dracolich can always sense the presence of its original body, regardless of the distance. A proto-dracolich will tirelessly seek out its original body to the exclusion of all other activities. If its original body has been burned, dismembered, or otherwise destroyed, the proto-dracolich need only devour the ashes or pieces equal to or exceeding 10% of its original body mass (total destruction of the original body is possible only through use of a disintegrate or similar spell; the body could be reconstructed with a wish or similar spell, so long as the spell is cast in the same plane as the disintegration). If a proto-dracolich is unable to devour its original body, it is trapped in its current form until slain.
A proto-dracolich transforms into a full dracolich within seven days after it devours its original body. When the transformation is complete, the dracolich resembles its original body; it can now speak, cast spells, and employ the breath weapon of its original body, in addition to having all of the abilities of a dracolich.
The procedure for possessing a new corpse is the same as explained above, except that the assistance of a wizard is no longer necessary (casting magic jar is required only for the first possession). If the spirit successfully re-possesses its original body, it once again becomes a full dracolich. If the spirit possesses a different body, it becomes a proto-dracolich and must devour its former body to become a full dracolich.
A symbiotic relationship exists between a dracolich and the wizards who create it. The wizards honor and aid their dracolich, as well as providing it with regular offerings of treasure items. In return, the dracolich defends its wizards against enemies and other threats, as well as assisting them in their various schemes. Like dragons, dracoliches are loners, but they take comfort in the knowledge that they have allies.
Dracoliches are generally found in the same habitats as the dragons from which they were created; dracoliches created from green dragons, for instance, are likely to be found in subtropical and temperate forests. Though they do not live with their wizards, their lairs are never more than a few miles away. Dracoliches prefer darkness and are usually encountered at night, in shadowy forests, or in underground labyrinths.
Ecology:
Dracoliches are never hungry, but they must eat in order to refuel their breath weapons. Like dragons, dracoliches can consume nearly anything, but prefer the food eaten by their original forms (for instance, if a dracolich was originally a red dragon, it prefers fresh meat). The body of a destroyed dracolich crumbles into a foul-smelling powder within a few hours; this powder can be used by knowledgeable wizards as a component for creating potions of undead control and similar magical substances.
Dragon, General
Dragons are an ancient, winged reptilian race. They are known and feared for their size, physical prowess, and magical abilities. The oldest dragons are among the most powerful creatures in the world. Most dragons are identified by the color of their scales.
There are many know subspecies of dragons, several of which fall into three broad categories: chromatic, gem, and metallic dragons. Chromatic dragons include black, blue, green, red, and white dragons; all are extremely evil and are feared by most. The metallic dragons are the brass, bronze, copper, gold, and silver dragons; these are noble and good, highly respected by wise people.
The gem dragons are the amethyst, crystal, emerald, sapphire, and topaz dragons; they are neutral with respect to good and evil, and are very charismatic and suave, masters of persuasion who delight in riddles. Though generally smaller and slower than other dragons, gem dragons are often wiser and more intelligent, and have other powers to compensate, like psionics.
In addition to the dragons in these three classifications, there are other dragons that may at first seem to be members of those categories. For instance, the steel dragon seems to be a metallic dragon, but has only one breath weapon; while each ``true'' metallic dragon has two. Likewise, the brown dragon seems to be a typical, evil chromatic dragon; but has no wings, so is not a ``true'' chromatic dragon.
Although all subspecies of dragons are believed to have come from the same roots tens of thousands of years ago, the present subspecies keep to themselves, working together only under extreme circumstances, such as a powerful mutual threat. Good dragons never work with evil dragons, however, though a few neutral dragon specimens have been known to associate with evil or good dragons. Gold dragons occasionally associate freely with silver dragons, and emerald dragons are sometimes found with sapphire dragons.
When evil dragons of different species encounter each other, they usually fight to protect their territories. While good dragons of different subspecies are more tolerant of each other, they are also very territorial. They usually try to work out differences in a peaceful manner. Gem dragons often settle inter-species disputes with riddling contests.
All subspecies of dragons have 12 age categories, and gain more abilities and greater power as they age. Dragons range in size from several feet upon hatching to more than 100 feet, after they have attained the status of great wyrm. The exact size varies according to age and subspecies. A dragon's wingspan is about equal to its body length; 15-20% of a dragon's body length is neck.
Generally, when multiple dragons are encountered they are a mated pair and young. Mated dragons are always young adults, adults, or mature adults; young dragons found with their parents are of the young adult stage or younger. To determine the age of young dragons roll 1d6: 1 = egg; 2 = hatchling; 3 = very young; 4 = young; 5 = juvenile; 6 = young adult.
During the early part of a dragon's young adult stage it leaves its parents, greed driving it on to start a lair of its own. Sometimes, although rarely, juvenile dragons leave their parents to start their own lives. As a pair of mated dragons age beyond the mature adult stage, they split up, independence and the lust for treasure driving them apart. Older dragons of either sex sometimes raise young, but only on their own -- the other parent leaves when the eggs are laid.
Dragons, especially older ones, are generally solitary due to necessity and preference. They distance themselves from civilization, which they consider to be a petty and foolish mortal invention.
Dragons are fearsome predators, but scavenge when necessary and can eat almost anything if they are hungry enough. A dragon's metabolism operates like a highly efficient furnace, making use of 95% of all the food the dragon eats. A dragon can also metabolize inorganic material, and some dragons have developed a taste for such fare.
Although dragons' goals and ideals vary among subspecies, all dragons are covetous. They like to hoard wealth, collecting mounds of coins and gathering as many gems, jewels, and magical items as possible. They find treasure pleasing to look at, and they bask in the radiance of the magical items. For a dragon, there is never enough treasure. Those with large hoards are loath to leave them for long, venturing out of their lairs only to patrol the immediate areas or to get food. Dragons like to make beds of their treasure, shaping nooks and mounds to fit their bodies. By the time they mature to the great wyrm stage, hundreds of gems and coins are imbedded in their hides.
Dragon Defenses:
A dragon's Armor Class improves as it gets older and the creature becomes tougher. Old dragons or older dragons are immune to normal missiles; their gem-encrusted hides deflect arrows and other small projectiles. Large missiles (from catapults, giants, etc.) and magical missiles affect them normally. Young adult and older dragons radiate a personal aura that makes them partially resistant to harmful magic. A dragon's resistance to magic increases as it ages.Dragon Hide:
Dragon skin is prized by armorers with the skill to turn it into shields and armor, valuable because of its appearance and the protection it affords. Dragon armor grants its wearer an Armor Class of 4 less than the Armor Class of the dragon it was taken from, for a minimum Armor Class of 8. For example, armor from a juvenile brass dragon (AC O) grants its wearer AC 4. Dragon armor is supple and non-bulky, weighing only 25 pounds.The scales of gem dragons take on properties of actual gems; they are faceted and reflect light. They are slightly more brittle than those of other dragons, so armor made from them requires repair more often.
Dragon armor affords no extra protection, such as resistance to fire or cold, although the armor can be enchanted to provide such protection. A dragon's resistance to certain elements is based on its total makeup, not just its skin. Plain dragon armor is expensive to make, costing 1,000-10,000 gp, based on the workmanship and protection the armor affords. Dragon skin armor can be enchanted, just as other forms of armor can, to a maximum of +5.
Dragon shields also offer no additional protection. They are made of stretched hide over a wooden frame. Such shields weigh 3 pounds (if small) or 8 pounds (if large) and cost 20-120 or 30-180 gold pieces.
Dragon Senses:
All dragons have excellent senses of sight, smell, and hearing. Their enhanced senses enable them to detect all invisible objects and creatures (including creatures or items hidden in darkness or fog) within a radius equal to 10 feet times their age category. All dragons possess a natural clairaudience ability with respect to their lairs; the range is 20 feet per age category. The dragon must concentrate on a specific section within its lair or surrounding area to hear what is going on.Some dragons are able to communicate telepathically with any intelligent creature. The percentage chance for a dragon to speak is based on its Intelligence and age category. Refer to individual descriptions for percentages.
Dragon Lairs:
All dragon lairs are far from mortal civilization, and they are difficult to find because the dragons take careful measures to cloak their coming and going. There is usually little, if any, wildlife around the lairs because neighboring creatures fear the dragons, and most dragons eat the few creatures that are foolish enough to remain.When a young adult dragon leaves its parents in search of its own lair, it spends a few years moving from place to place to find a cave or cavern which best suits its personality. In most cases, the dragons search for increasingly larger caves which can easily accommodate them as they grow. Usually by the time a dragon has reached the mature adult stage, it has selected a large lair it plans to keep for the remainder of its life. A dragon at this stage has gathered a considerable amount of treasure and is loath to move it to a different location.
The location and character of dragon lairs vary based on each subspecies; consult individual dragons for specific information. However, one thing remains constant: any dragon considers its lair and neighboring areas its domains. A creature which violates or threatens the lair is threatening the dragon and will be dealt with harshly. Some good dragons may be more lenient than other subspecies in this matter. All dragons keep their treasure hidden deep within their lairs, and some dragons create hazardous conditions within their lain to keep unwary creatures from reaching the treasure.
Dragon Flight:
Despite their large size, dragons are graceful and competent fliers; most are maneuverability class C. This is due partially to their powerful wings, and partially to the dragon's innate magic. Dragons can climb at half speed and dive at double speed.A dragon can change direction quickly by executing a wingover maneuver. A dragon cannot gain altitude during the round it executes a wingover, but it may dive. The maneuver enables the dragon to make a turn of 120 to 240 degrees regardless of its speed or size.
Diving dragons can strike with their claws with a +2 bonus to attack rolls. Dragons diving on land-bound opponents can also strike with both wings, but then must land immediately after attacking.
When engaging other flying opponents, dragons can either claw or bite, but not both. An airborne dragon must glide to cast spells (but innate abilities can be used at any time). A gliding dragon loses 1,000 feet of altitude per round, and its forward speed is equal to one half its flight speed on the round before it began gliding.
Dragon Table
Age Age (in Hit Die Combat Fear Fear Save
Category years) Modifier Modifier Radius Modifier
1 Hatchling 0-5 -6 +1 Nil Nil
2 Very young 6-15 -4 +2 Nil Nil
3 Young 16-25 -2 +3 Nil Nil
4 Juvenile 26-50 Nil +4 Nil Nil
5 Young adult 51-100 +1 +5 15 yards +3 (+7)
6 Adult 101-200 +2 +6 20 yards +2 (+6)
7 Mature adult 201-400 +3 +7 25 yards +1 (+5)
8 Old 401-600 +4 +8 30 yards 0 (+4)
9 Very old 601-800 +5 +9 35 yards -1 (+3)
10 Venerable 801-1,000 +6 +10 40 yards -2 (+2)
11 Wyrm 1,001-1,200 +7 +11 45 yards -3 (+1)
12 Great Wyrm 1,200+ +8 +12 50 yards -4 (0)
Dragon Fear:
Dragons can inspire panic or fear. The mere sight of a young adult or older dragon causes creatures with fewer than 1 Hit Die (as well as all noncarnivorous, nonaggressive creatures with fewer Hit Dice than the dragon) to automatically flee in panic for 4d6 rounds.Trained war mounts, organized military units, and single creatures with 1 Hit Die or more, but with fewer Hit Dice than the dragon are not panicked, but they may be stricken with fear if they are within the dragon's fear aura. The aura surrounds attacking or charging dragons in the specified radius and in a path along the ground directly beneath a flying dragon whose altitude is 250 feet or less. Creatures not automatically panicked are entitled to saving throws vs. petrification. Creatures failing their saving throws are stricken with fear and fight with a -2 penalty to their attack and damage rolls. The aura increases in size and power based on the age category of the dragon; creatures subjected to the aura receive a saving throw bonus or a penalty as specified on the Dragon Table. All creatures with Hit Dice equal to or greater than those of the dragon are immune to the fear effect.
Gem dragons are not as inherently fearsome as other dragons, so saving throws against their fear auras receive bonuses; the bonuses appear in parenthesis in the Dragon Table.
Dragon Hit Die Modifier:
Dragon Hit Dice vary between subspecies and are modified based on age category. Refer to individual dragon entries for the base Hit Dice for each species, and to the Dragon Table for the modifier based on age. The older a dragon gets, the more Hit Dice it has. For example, a black dragon has a base of 10 Hit Dice. A hatchling black dragon subtracts 6 dice, giving it a total of 4. A great wyrm black dragon adds 8 dice for a total of 18.Dragons' saving throws are tied to their Hit Dice. Each dragon saves as a fighter equal in level to the dragon's Hit Dice. For example, a hatchling black dragon saves as a 4th-level fighter, while a great wyrm black dragon saver as an 18th-level fighter.
Dragon Combat Modifier:
A dragon's combat modifier varies with age category. The bonus or penalty applies to damage rolls for each physical attack. It does not apply to a dragon's breath weapon. The combat modifier is also applied to the dragon's base spellcasting level (age category), to determine the actual level at which the dragon casts spells (thus, a great wyrm casts spells at 24th level of ability).Dragon Attacks:
All dragons have a claw/claw/bite attack form and a breath weapon. The latter can be used once every three rounds. Dragons also employ several other attack forms which are detailed in the following text. Dragons frequently divide their attacks between opponents, using the more dangerous attacks, such as the bite, against the foes they perceive to be the toughest.A dragon's preferred attacks are usually, in order, breath weapon, magical abilities (or spells), and physical attacks. A dragon that breathes during a round of combat cannot also attack physically. Magical abilities (but not spells) can be used in addition to any attacks, except the breath weapon.
Claws: A dragon can use its claws to attack creatures to its front and sides. If the dragon kicks with one rear leg, it can attack with only one claw (the other must be used to maintain balance).
Bite: Because of a dragon's long neck, it can bite creatures to its back and sides.
Snatch: Only young adult and older dragons can snatch. This occurs when a flying dragon dives and attempts to grab a creature in one of its claws. A creature struck by this method is taken into the air. There is a 50% chance that a snatched creature has its arms pinned, and therefore cannot physically attack the dragon. Snatched creatures are sometimes taken to great heights and dropped. The snatched creature can be squeezed in the claw for automatic claw damage each round, or transferred to the dragon's mouth (the transfer requires a successful attack roll). If the transfer succeeds, the victim automatically suffers bite damage each round; if it fails, the victim is dropped. Dragons of age old and older can carry a victim in each claw, and they can try to snatch two victims at once. Wyrms and great wyrms can carry three victims, but one of the first two snatched must be transferred from claw to mouth before the third can be snatched.
A dragon can snatch creatures two or more size categories smaller than itself. For example, a dragon that is 45' long is a Gargantuan creature, so the biggest creature it can snatch is a Large one (12' long).
Plummet: If the DM chooses to allow plummets, an airborne dragon, or a dragon jumping and descending from at least 30 feet above a target, can land on a victim. The dragon crushes and pins opponents using its claws and tail, inflicting damage equal to its bite. The dragon can crush as many creatures as its combat modifier. The dragon rolls a separate attack against each creature affected. Creatures that are missed are assumed to have escaped. Creatures that are crushed must roll successful saving throws vs. petrification or be pinned under the dragon, automatically suffering crushing damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, the victims must roll successful saving throws vs. petrification to get free. The dragon's combat modifier applies as a penalty to all saving throw vs. the crush. A dragon cannot take any other actions when plummeting or pinning.
Kick: Any dragon can kick creatures attacking it from behind. A kick delivers claw damage, and creatures struck must roll their Dexterity or less on 1d20 or be kicked back 1d6 feet,+1 foot per age category of the dragon. Those knocked back must make successful saving throws vs. petrification (adjusted by the dragon's combat modifier) or fall. If the dragon attacks with one claw, it can kick with only one hind leg (the other must be used for balance). It cannot slap its tail while kicking.
Wing Buffet: Young adult and older dragons can employ their wings in combat; targets must be at the dragon's sides. The damage inflicted is the same as a claw attack, and creatures struck must roll their Dexterity or less on 1d20 or be knocked prone.
Tail Slap: Adult and older dragons can use their tails to attack creatures to their rear and sides. A tail attack inflicts the same damage as two claw attacks and affects as many targets as the dragon's age category. The dragon rolls a separate attack against each creature. Creatures struck must roll successful saving throws vs. petrification (adjusted by the dragon's combat modifier) or be stunned for 1d4+1 minutes. A tail slap can smash a light wooden structure and even damage a cube of force (one charge per two points of combat modifier, round down).
Stall: Any dragon flying near the ground can halt its forward motion and hover for one round; it must land immediately thereafter. Once stopped, the dragon can attack with its bite and all four legs. It can use its breath weapon instead, but this rarely happens since dragons can breathe on the wing. If a dragon stalls in an area with lots of trees or loose earth, the draft from its wings creates a dust cloud with the same radius as its fear aura. Creatures within the cloud are blinded, and no spell casting is possible. The dust lasts for one round.
Spells: Dragons learn spells haphazardly over the years. The DM should randomly determine which spells any particular dragon knows. The dragon can cast each spell once per day, unless random determination indicates the same spell more than once, in which case the dragon can cast it more than once a day. Dragons to not use spell books or pray to deities; they simply sleep, concentrate when they awaken, and remember their spells. Dragon spells have only a verbal component; the spells have a casting time of 1, regardless of level. Dragons cannot physically attack, use their breath weapon, use their magical abilities, or fly (except to glide) while casting a spell.
Dragon, Chromatic Black Dragon
CLIMATE/TERRAIN: Any swamp, jungle, and subterranean
FREQUENCY: Rare
ORGANIZATION: Solitary or clan
ACTIVE TIME: Any
DIET: Special
INTELLIGENCE: Average (8-10)
TREASURE: Special
ALIGNMENT: Chaotic evil
NO. APPEARING: 1 (2-5)
ARMOR CLASS: 1 (base)
MOVEMENT: 12, Fl 30 (C), Sw 12
HIT DICE: 12 (base)
THAC0: 9 (base)
NO. OF ATTACKS: 3+special
DAMAGE/ATTACK: 1-6/1-6/3-18
SPECIAL ATTACKS: Special
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Variable
SIZE: G (30'base)
MORALE: Fanatic (17-18)
XP VALUE: Variable
Black dragons are abusive, quick to anger, and resent intrusions of any kind. They like dismal surroundings, heavy vegetation, and prefer darkness to daylight. Although not as intelligent as other dragons, black dragons are instinctively cunning and malevolent.
At birth, a black dragon's scales are thin, small, and glossy. But as the dragon ages, its scales become larger, thicker, and duller, which helps it camouflage itself in swamps and marshes. Black dragons speak their own tongue, a tongue common to all evil dragons, and 10% of hatchling black dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.
Combat:
Black dragons prefer to ambush their targets, using their surroundings as cover. Their favorite targets are men, who they will sometimes stalk for several minutes in an attempt to gauge their strength and wealth before attacking. Against a band of men or a formidable creature, of the marsh can weaken the targets before the dragon joins the fight. Black dragons will also use their breath weapon before closing in melee. When fighting in heavily vegetated swamps and marshes, black dragons attempt to stay in the water or along the ground; the numerous trees and leafy canopies limit their flying maneuverability. When faced with an opponent which poses too much of a threat, a black dragon will attempt to fly out of sight, so it will not leave tracks, and hide in a deep pond or bog.Breath weapon/special abilities:
A black dragon's breath weapon is a 5' wide stream of acid that extends 60' in a straight line from the dragon's head. All creatures caught in this stream must save vs. breath weapon for half damage. A black dragon casts spells and uses its magical abilities at 5th level, plus its combat modifier.Black dragons are born with an innate water breathing ability and an immunity to acid. As they age, they gain the following additional powers:
Juvenile: darkness three times a day in a 10' radius per age category of the dragon. Adult: corrupt water once a day. For every age category a dragon attains, it can stagnate 10 cubic feet of water, making it become still, foul, inert, and unable to support animal life. When this ability is used against potions and elixirs, they become useless if they roll a 15 or better on 1d20. Old: plant growth once a day. Venerable: summon insects once a day. Great wyrm: charm reptiles three times a day. This operates as a charm mammals spell, but is applicable only to reptiles.
Habit/Society:
Black dragons are found in swamps, marshes, rain forests, and jungles. They revel in a steamy environment where canopies of trees filter out most of the sunlight, swarms of insects fill the air, and stagnant moss-covered ponds lie in abundance. Black dragons are excellent swimmers and enjoy lurking in the gloomy depths of swamps and bogs. They also are graceful in flight; however, they prefer to fly at night when their great forms are hidden by the darkness of the sky. Black dragons are extremely selfish, and the majority of those encountered will be alone. When a family of black dragons is encountered, the adults will protect their young. However, if it appears the adults' lives are in jeopardy they will abandon their young to save themselves.They lair in large, damp caves and multi-chambered subterranean caverns. Older dragons are able to hide the entrance to their lairs with their plant growth ability. Black dragons are especially fond of coins. Older black dragons sometimes capture and question humans, before killing them, to find out where stockpiles of gold, silver, and platinum coins are kept.
Ecology:
Black dragons can eat almost anything, although they prefer to dine primarily on fish, mollusks, and other aquatic creatures. They are fond of eels, especially the giant varieties. They also hunt for red meat, but they like to "pickle" it by letting it lie in ponds within their lair for days before eating it.Body Tail Breath Spells Treas. XP
Age Lgt. (') Lgt. (') AC Weapon Wizard MR Type Value
1 3-6 2-5 4 2d4+1 Nil Nil Nil 4,000
2 6-15 5-12 3 4d4+2 Nil Nil Nil 5,000
3 15-24 12-19 2 6d4+3 Nil Nil Nil 7,000
4 24-33 19-27 1 8d4+4 1 Nil ½H 10,000
5 33-42 27-35 0 10d4+5 2 10% H 12,000
6 42-51 35-43 -1 12d4+6 3 15% H 13,000
7 51-60 43-50 -2 14d4+7 4 20% H 14,000
8 60-69 50-57 -3 16d4+8 5 25% Hx2 15,000
9 69-78 57-64 -4 18d4+9 6 30% Hx2 17,000
10 78-87 64-73 -5 20d4+10 7 35% Hx2 18,000
11 87-96 73-80 -6 22d4+11 8 40% Hx3 19,000
12 96-105 80-87 -7 24d4+12 9 45% Hx3 20,000
Blue Dragon Dragon, Chromatic
CLIMATE/TERRAIN: Arid deserts
FREQUENCY: Very rare
ORGANIZATION: Solitary or clan
ACTIVE TIME: Any
DIET: Special
INTELLIGENCE: Very (11-12)
TREASURE: Special
ALIGNMENT: Lawful evil
NO. APPEARING: 1 (2-5)
ARMOR CLASS: 0 (base)
MOVEMENT: 9, Fl 30 (C), Br 4
HIT DICE: 14 (base)
THAC0: 7 (base)
NO. OF ATTACKS: 3+special
DAMAGE/ATTACK: 1-8/1-8/3-24
SPECIAL ATTACKS: Special
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Variable
SIZE: G (42'base)
MORALE: Fanatic (17-18)
XP VALUE: Variable
Blue dragons are extremely territorial and voracious. They love to spend long hours preparing ambushes for herd animals and unwary travelers, and they spend equally long hours dwelling on their success and admiring their trophies.
The size of a blue dragon's scales increases little as the dragon ages, although they do become thicker and harder. The scales vary in color from an iridescent azure to a deep indigo, retaining a glossy finish through all of the dragon's stages because the blowing desert sands polish them. This makes blue dragons easy to spot in barren desert surroundings. However, the dragons often conceal themselves, burrowing into the sand so only part of their heads are exposed.
Blue dragons love to soar in the hot desert air; usually flying in the daytime when temperatures are the highest. Some blue dragons nearly match the color of the desert sky and use this coloration to their advantage in combat.
Blue dragons speak their own tongue, a tongue common to all evil dragons, and 12% of hatchling blue dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.
Combat:
Blue dragons prefer to fight from a distance so their opponents can clearly witness the full force of their breath weapon and so little or no threat is posed to themselves. Often blue dragons will attack from directly above or will burrow beneath the sands until opponents come within 100 feet. Older blue dragons will use their special abilities, such as hallucinatory terrain, in concert with these tactics to mask the land and aid in their chances to surprise. Blue dragons will only run from a fight if they are severely damaged, since they view retreat as cowardly.Breath weapon/special abilities:
A blue dragon's breath weapon is a 5' wide bolt of lightning that streaks 100' in a straight line from the dragon's mouth. All creatures caught in this stream must save vs. breath weapon for half damage. Blue dragons cast spells and use their magical abilities at 7th level, adjusted by their combat modifier.Blue dragons are born with an immunity to electricity. As they age, they gain the following additional powers: Young: create or destroy water three times per day. Juvenile: sound imitation at will. Adult: dust devil once a day. Old: ventriloquism once a day. Venerable: hallucinatory terrain once a day.
Habit/Society:
Blue dragons are found in deserts; arid, windswept plains; and hot humid badlands. They enjoy the bleak terrain because there are few obstacles-only an occasional rock outcropping or dune-to interrupt the view of their territories. They spend hours looking out over their domains, watching for trespassers and admiring their property. Most of the blue dragons encountered will be alone because they do not want to share their territories with others. However, when a family is encountered the male dragon will attack ferociously, protecting his property-his mate and young. The female dragon also will join in the attack if the threat proves significant.Blue dragons' enemies are men, who kill the dragons for their skin and treasure, and brass dragons, which share the same environment. If a blue dragon discovers a brass dragon in the same region, it will not rest until the trespassing dragon is killed or driven away.
Blue dragons lair in vast underground caverns in which they store their treasure. Although blue dragons will collect anything which looks valuable, they are fond of gems-especially sapphires.
Ecology:
Blue dragons are able to consume nearly anything, and sometimes are forced to eat snakes, lizards, and desert plants to help sate their great hunger. However, they are particularly fond of herd animals, such as camels, and they will gorge themselves on caravans of the creatures which they cook with a lightning bolt.Body Tail Breath Spells Treas. XP
Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value
1 3-9 2-7 3 2d8+1 Nil Nil Nil 6,000
2 9-20 7-16 2 4d8+2 Nil Nil Nil 8,000
3 20-31 16-25 1 6d8+3 Nil Nil Nil 10,000
4 31-50 25-34 0 8d8+4 1 Nil ½H, S 13,000
5 50-69 34-43 -1 10d8+5 2 20% H, S 15,000
6 69-88 43-52 -2 12d8+6 3 25% H, S 16,000
7 88-97 52-61 -3 14d8+7 3 1 30% H, S 17,000
8 97-106 61-70 -4 16d8+8 3 2 35% H, Sx2 18,000
9 106-115 70-79 -5 18d8+9 3 3 40% H, Sx2 20,000
10 115-124 79-88 -6 20d8+10 3 3 1/1 45% H, Sx2 21,000
11 124-133 88-97 -7 22d8+11 3 3 2/2 50% H, Sx3 22,000
12 133-142 97-106 -8 24d8+12 3 3 3/3 55% H, Sx3 23,000
Dragon, Chromatic Green Dragon
CLIMATE/TERRAIN: Sub-tropical and temperate forest and subterranean
FREQUENCY: Very rare
ORGANIZATION: Solitary or clan
ACTIVITY CYCLE: Any
DIET: Special
INTELLIGENCE: Very (11-12)
TREASURE: Special
ALIGNMENT: Lawful evil
NO. APPEARING: 1 (2-5)
ARMOR CLASS: 0 (base)
MOVEMENT: 9, Fl 30 (C), Sw 9
HIT DICE: 13 (base)
THAC0: 7 (at 13 HD)
NO. OF ATTACKS: 3+special
DAMAGE/ATTACK: 1-8/1-8/2-20 (2d10)
SPECIAL ATTACKS: Special
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Variable
SIZE: G (36' base)
MORALE: Elite (15-16)
XP VALUE: Variable
Green dragons are bad tempered, mean, cruel, and rude. They hate goodness and good-aligned creatures. They love intrigue and seek to enslave other woodland creatures, killing those who cannot be controlled or intimidated.
A hatchling green dragon's scales are thin, very small, and a deep shade of green that appears nearly black. As the dragon ages, the scales grow larger and become lighter, turning shades of forest, emerald, and olive green, which helps it blend in with its wooded surroundings. A green dragon's scales never become as thick as other dragons', remaining smooth and flexible.
Green dragons speak their own tongue, a tongue common to all evil dragons, and 12% of hatchling green dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.
Combat:
Green dragons initiate fights with little or no provocation, picking on creatures of any size. If the target creature intrigues the dragon or appears to be difficult to deal with, the dragon will stalk the creature, using its environment for cover, until it determines the best time to strike and the most appropriate tactics to use. If the target appears formidable, the dragon will first attack with its breath weapon, magical abilities, and spells. However, if the target appears weak, the dragon will make its presence known quickly for it enjoys evoking terror in its targets. When the dragon has tired of this game, it will bring down the creature using its physical attacks so the fight lasts longer and the creature's agony is prolonged.Sometimes, the dragon elects to control a creature, such as a human or demi-human, through intimidation and suggestion. Green dragons like to question men, especially adventurers, to learn more about their society, abilities, what is going on in the countryside, and if there is treasure nearby.
Breath weapon/special abilities:
A green dragon's breath weapon is a cloud of poisonous chlorine gas that is 50' long, 40' wide, and 30 feet high. Creatures within the cloud may save versus breath weapon for half damage. A green dragon casts its spells at 6th level, adjusted by its combat modifier.From birth, green dragons are immune to gasses. As they age, they gain the following additional powers: Juvenile: water breathing. Adult: suggestion once a day. Mature adult: warp wood three times a day. Old: plant growth once a day. Very old: entangle once a day. Wyrm: pass without trace three times a day.
Habitat/Society:
Green dragons are found in sub-tropical and temperate forests, the older the forest and bigger the trees, the better. The sights and smells of the woods are pleasing to the dragon, and it considers the entire forest or woods its territory. Sometimes the dragon will enter into a relationship with other evil forest-dwelling creatures, which keep the dragon informed about what is going on in the forest and surrounding area in exchange for their lives. If a green dragon lives in a forest on a hillside, it will seek to enslave hill giants, which the dragon considers its greatest enemy. A green dragon makes its lair in underground chambers far beneath its forest.The majority of green dragons encountered will be alone. However, when a mated pair of dragons and their young are encountered, the female will leap to the attack. The male will take the young to a place of safety before joining the fight. The parents are extremely protective of their young, despite their evil nature, and will sacrifice their own lives to save their offspring.
Ecology:
Although green dragons have been known to eat practically anything, including shrubs and small trees when they are hungry enough, they especially prize elves. If the forest is on a hillside, hill giants will hunt the younger dragons, which they consider a delicacy.Body Tail Breath Spells Treas. XP
Age Lgt. (') Lgt. (') AC Weapon Wizard MR Type Value
1 2-7 2-5 3 2d6+1 Nil Nil Nil 5,000
2 7-16 5- 15 2 4d6+2 Nil Nil Nil 7,000
3 16-35 15-31 1 6d6+3 Nil Nil Nil 8,000
4 35-44 31-40 0 8d6+4 1 Nil ½H 11,000
5 44-53 40-48 -1 10d6+5 2 15% H 13,000
6 53-62 48-56 -2 12d6+6 3 20% H 14,000
7 62-71 56-64 -3 14d6+7 4 25% H 15,000
8 71-80 64-72 -4 16d6+8 4 1 30% Hx2 16,000
9 80-89 72-80 -5 18d6+9 4 2 40% Hx2 18,000
10 89-98 80-86 -6 20d6+10 4 3 45% Hx2 19,000
11 98-107 86-96 -7 22d6+11 4 4 50% Hx3 21,000
12 107-116 96-104 -8 24d6+12 5 4 55% Hx3 22,000
Red Dragon Dragon, Chromatic
CLIMATE/TERRAIN: Tropical, sub-tropical, and temperate hills and mountains
FREQUENCY: Very rare
ORGANIZATION: Solitary or clan
ACTIVITY CYCLE: Any
DIET: Special
INTELLIGENCE: Exceptional (15-16)
TREASURE: Special
ALIGNMENT: Chaotic evil
NO. APPEARING: 1 (2-5)
ARMOR CLASS: -3 (base)
MOVEMENT: 9, Fl 30 (C), Jp 3
HIT DICE: 15 (base)
THAC0: 7 (at 9 HD)
NO. OF ATTACKS: 3+special
DAMAGE/ATTACK: 1-10/1-10/3-30 (3d10)
SPECIAL ATTACKS: Special
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Variable
SIZE: G (48' base)
MORALE: Fanatic (17-18)
XP VALUE: Variable
Red dragons are the most covetous and greedy of all dragons, forever seeking to increase their treasure hoards. They are obsessed with their wealth and memorize an inventory accurate to the last copper. They are exceptionally vain and self confident, considering themselves superior not only to other dragons, but to all other life in general.
When red dragons hatch, their small scales are a bright glossy scarlet. Because of this, they can be quickly spotted by predators and men hunting for skins, so they are hidden in deep underground lairs and not permitted to venture outside until toward the end of their young stage when their scales become turned a deeper red, the glossy texture has been replaced by a smooth, dull finish, and they are more able to take care of themselves. As the dragon continues to age, they are more able to take care of themselves. As the dragon continues to age, the scales become large thick, and as strong as metal.
Red dragons speak their own tongue, a tongue common to all evil dragons, and 16% of hatchling red dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.
Combat:
Because red dragons are so confident, they never pause to appraise an adversary. When they notice a target they make a snap decision whether to attack, using one of many "perfect" strategies worked out ahead of time in the solitude of their lairs. If the creature appears small and insignificant, such as an unarmored man, the dragon will land to attack with its claws and bite, not wanting to obliterate the creature with its breath weapon, as any treasure might be consumed by the flames. However, if a red dragon encounters a group of armored men, it will use its breath weapon, special abilities, and spells (if it is old enough to have them) before landing.Breath weapon/special abilities:
A red dragon's breath weapon is a searing cone of fire 90' long, 5' wide at the dragon's mouth and 30' at the base. Creatures struck by the flames must save versus breath weapon for half damage. Red dragons cast spells at 9th level, adjusted by their combat modifiers.Red dragons are born immune to fire. As they age, they gain the following additional powers: Young: affect normal fires three times per day. Juvenile: pyrotechnics three times per day. Adult: heat metal once per day. Old: suggestion once per day. Very old: hypnotism once per day. Venerable: detect gems, kind and number in a 100' radius three times a day.
Habitat/Society:
Red dragons can be found on great hills or on soaring mountains. From a high perch they haughtily survey their territory, which they consider to be everything that can be seen from their position. They prefer to lair in large caves that extend deep into the earth.A red dragon enjoys its own company, not associating with other creatures, or even other red dragons, unless the dragon's aims can be furthered. For example, some red dragons who have charm spells will order men to act as the dragon's eyes and ears, gathering information about nearby settlements and sources of treasure. When a red dragon's offspring reach the young adult stage, they are ordered form the lair and the surrounding territory, as they are viewed as competition.
Red dragons are quick to fight all creatures which encroach on their territory, especially copper and silver dragons which sometimes share the same environment. The hate gold dragons above all else because they believe gold dragons are "nearly" as powerful as themselves.
Ecology:
Red dragons are meat eaters, although they are capable of digesting almost anything. Their favorite food is a maiden of any human or demi-human race. Sometimes the dragons are able to charm key villagers into regularly sacrificing maidens to them.Body Tail Breath Spells Treas. XP
Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value
1 1-12 3-12 0 2d10+1 Nil Nil Nil 7,000
2 12-23 12-21 -1 4d10+2 Nil Nil Nil 8,000
3 23-42 21-30 -2 6d10+3 Nil Nil Nil 10,000
4 42-61 30-49 -3 8d10+4 1 Nil E, S, T 12,000
5 61-80 49-68 -4 10d10+5 2 30% H, S, T 14,000
6 80-99 68-87 -5 12d10+6 2 1 35% H, S, T 15,000
7 99-118 87-106 -6 14d10+7 2 2 40% H, S, T 16,000
8 118-137 106-125 -7 16d10+8 2 2 1 45% H, S, Tx2 19,000
9 137-156 125-144 -8 18d10+9 2 2 2 50% H, S, Tx2 21,000
10 156-165 144-153 -9 20d10+10 2 2 2/1 55% H, S, Tx2 22,000
11 165-174 153-162 -10 22d10+11 2 2 2 2/2 60% H, S, Tx3 23,000
12 174-183 162-171 -11 24d10+12 2 2 2 2 /2 1 65% H, S, Tx3 24,000
Dragon, Chromatic White Dragon
CLIMATE/TERRAIN: Arctic plains, hills, mountains, and subterranean
FREQUENCY: Rare
ORGANIZATION: Solitary or clan
ACTIVE TIME: Any
DIET: Special
INTELLIGENCE: Low (5-7)
TREASURE: Special
ALIGNMENT: Chaotic evil
NO. APPEARING: 1 (2-5)
ARMOR CLASS: 1 (base)
MOVEMENT: 12, Fl 40 (C), Sw 12
HIT DICE: 11 (base)
THAC0: 9 (at 11 HD)
NO. OF ATTACKS: 3+special
DAMAGE/ATTACK: 1-6/1-6/3-16 (2d8)
SPECIAL ATTACKS: Special
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Variable
SIZE: H (24'base)
MORALE: Elite (15-16)
XP VALUE: Variable
White dragons, the smallest and weakest of the evil dragons, are slow witted but efficient hunters. They are impulsive, vicious, and animalistic, tending to consider only the needs and emotions of the moment and having no foresight or regret. Despite their low intelligence, they are as greedy and evil as the other evil dragons.
The scales of a hatchling white dragon are a mirror-like glistening ground. As the dragons ages, the sheen disappears, and by the time it reaches the very old stage, scales of pale blue and light gray are mixed in with the white.
White dragons speak their own tongue, a tongue common to all evil dragons, and 7% of hatchling white dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.
Combat:
Regardless of a target's size, a white dragon's favorite method of attack is to use its breath weapon and special abilities before closing to melee. This tactic sometimes works to the dragon's detriment, as it can exhaust its breath weapon on smaller prey and then be faces with a larger creature it must attack physically. If a white dragon is pursuing creatures in the water, such as polar bears or seal, it will melee them in their element, fighting with its claws and bite.Breath weapon/special abilities:
A white dragon's breath weapon is a come of frost 70' long, 5' wide at the dragon's mouth, and 25' wide at the base. Creatures caught in the blast may Save versus Breath Weapon for half damage. A white dragon casts its spells and uses its magical abilities at 5th level, plus its combat modifier.From their birth, white dragons are immune to cold. As they grow older, they gain the following additional abilities: Juvenile: ice walking, which allows the dragon to walk across ice as easily as easily as creatures walk across flat, dry ground. Mature adult: gust of wind three times a day. Very old: wall of fog three times a day, this produces snow or hail rather than rain. Wyrm: freezing fog three times a day. This obscures vision in a 100' radius and causes frost to form, creating a thin layer of glare ice on the ground and on all surfaces within the radius.
Habit/Society:
White dragons live in chilly or cold regions, preferring lands where the temperature rarely rises above freezing and ice and snow always cover the ground. When temperatures become too warm, the dragons become lethargic. White dragons bask in the frigid winds that whip over the landscape, and they wallow and play in deep snow banks.White dragons are lackadaisical parents. Although the young remain with the parents from hatchling to juvenile or young adult stage they are not protected. Once a dragon passes from it hatchling stage, it must fend for itself, learning how to hunt and defend itself, learning how to hunt and defend itself by watching the parents.
White dragons' lairs are usually icy caves and deep subterranean chambers; they select caves that open away from the warming rays of the sun. White dragons store all of their treasure within their lair, and prefer keeping it in caverns coated in ice, which reflect the gems, especially diamonds, because they are pretty to look at.
Ecology:
Although white dragons, as all other dragons, are able to eat nearly anything, they are very particular and will consume only food which has been frozen. Usually after a dragon has killed a creature with its breath weapon it will fall to devouring it while the carcass is still stiff and frigid. It will bury other kills in snow banks until they are suitably frozen.White dragons' natural enemies are frost giants who kill the dragons for food and armor and subdue them for guards and mounts.
Body Tail Breath Spells Treas. XP
Age Lgt. (') Lgt. (') AC Weapon Wizard MR Type Value
1 1-5 1-4 4 1d6+1 Nil Nil Nil 3,000
2 5-14 4-12 3 2d6+2 Nil Nil Nil 4,000
3 14-23 12-21 2 3d6+3 Nil Nil Nil 6,000
4 23-32 21-28 1 4d6+4 Nil Nil E 8,000
5 32-41 28-36 0 5d6+5 Nil 5% E, O, S 10,000
6 41-50 36-45 -1 6d6+6 1 10% E, 0, S 12,000
7 50-59 45-54 -2 7d6+7 1 15% E, O, S 13,000
8 59-68 54-62 -3 8d6+8 2 20% E, O, Sx2 14,000
9 68-77 62-70 -4 9d6+9 2 25% E, O, Sx2 16,000
10 77-86 70-78 -5 10d6+10 3 30% E, O, Sx2 17,000
11 86-95 78-85 -6 11d6+11 3 35% E, O, Sx3 18,000
12 95-104 85-94 -7 12d6+12 4 40% E, O, Sx3 19,000
Dragon, Gem Amethyst Dragon
CLIMATE/TERRAIN: Temperate and cold mountain lakes
FREQUENCY: Very rare
ORGANIZATION: Solitary or clan
ACTIVITY CYCLE: Any
DIET: Special
INTELLIGENCE: Genius (17-18)
TREASURE: Special
ALIGNMENT: Neutral
NO. APPEARING: 1 (2-5)
ARMOR CLASS: -4 (base)
MOVEMENT: 12, Fl 40 (C), Sw 12
HIT DICE: 14 (base)
THAC0: 7 (base)
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-10/1-10/5-30
SPECIAL ATTACKS: Variable
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Variable
SIZE: G (30' base)
MORALE: Fanatic (17-18)
XP VALUE: Variable
Amethyst dragons are wise and regal, with a detached air, and ignore what they consider to be petty squabbles between good and evil, law and chaos. When hatched, amethyst dragons have lavender skin with small scales of a light, translucent purple. As they grow older, the scales gradually darken. Adults are a sparkling lavender in color.
Amethyst dragons speak their own tongue and the tongue common to all gem dragons, and 18% of hatchling amethyst dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.
Combat:
Amethyst dragons prefer talking over combat. If parleying goes badly, the dragon attacks first with its breath weapon, then with psionics and spells. They never hide or attempt ambush. Amethyst dragons consider retreat dishonorable, but do so if faced with death.Breath weapon/special abilities:
An amethyst dragon's breath weapon is a faceted, violet lozenge, which it can spit into the midst of enemies, up to 75 feet away. The lozenge explodes with concussive force, causing the indicated damage to all creatures within 60' of the impact (save vs. breath weapon for half damage). In addition, all creatures size huge and smaller must save vs. paralyzation or be knocked down. Any creature taking damage from the blast has a 50% chance of being knocked unconscious for one round per age level of the dragon, plus 1d8 rounds. An amethyst dragon casts spells and uses its magical abilities at 9th level, plus its combat modifier.Amethyst dragons are born with an innate water breathing ability and an immunity to poisons. They are also immune to force attacks and effects, such as those from beads of force, Bigby's hand spells, wall of force, and Otiluke's resilient sphere. As they age, they gain the following additional powers: Young: water walking six times a day. Juvenile: neutralize poison six times a day. Adult: shape change, as a druid, into a reptile, bird, or mammal, three times a day, with each form usable only once per day. Old: otiluke's resilient sphere three times a day. Very old: reflecting pool once a day. Venerable: control weather once a day.
Psionics Summary:
Level Dis/Sci/Dev Attack/Defense Score PSPs
= HD 3/3/5 PB,EW,PsC/M-,TS,TW = Int 250
Common powers
(most amethyst dragons prefer psychokinetic powers and many choose psychometabolism as an additional discipline):Psychokinesis - Sciences: detonate, project force, telekinesis. Devotions: control body, inertial barrier, molecular agitation.
Psychometabolism - Sciences: complete healing, energy containment, metamorphosis. Devotions: cell adjustment, expansion, reduction.
Telepathy - Sciences: domination, mindlink, mindwipe. Devotions: contact, ESP, identity penetration, truthear.
Metapsionics - Sciences: empower, psychic surgery, ultrablast. Devotions: magnify, psionic sense, psychic drain.
Habitat/Society:
Amethyst dragons live on the shores of isolated mountain lakes and pools, some in caves beneath the water. They are good parents, but believe their young should fend for themselves as soon as they become young adults. Amethyst dragons dislike red and white dragons, and consider silver and copper dragons to be foolish.Ecology:
Amethyst dragons prefer to eat fish and a large number of gems. They are not inherently enemies with any life form.Body Tail Breath Spells Treas. XP
Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value
1 2-10 4-10 -1 2d8+1 Nil Nil Nil 4,000
2 10-18 10-16 -2 4d8+2 Nil Nil Nil 6,000
3 18-28 16-26 -3 6d8+3 Nil Nil Nil 7,000
4 28-38 26-36 -4 8d8+4 Nil/1 Nil H, U, T 9,000
5 38-53 36-46 -5 10d8+5 1/1 25% H, Ux2, T 10,000
6 53-68 46-56 -6 12d8+6 1/2 1 30% H, Ux3, Tx2 12,000
7 68-80 56-66 -7 14d8+7 1 1/2 1 1 35% H, Ux4, Tx2 13,000
8 80-92 66-76 -8 16d8+8 2 1/2 2 1 1 40% H, Ux6, Tx3 15,000
9 92-102 76-82 -9 18d8+9 2 1 1/2 2 2 1 1 45% H, Ux8, Tx3 17,000
10 102-112 82-88 -10 20d8+10 2 2 1 1/2 2 2 2 1 1 50% H, Ux10, Tx4 19,000
11 112-122 88-94 -11 22d8+11 2 2 2 2 1/2 2 2 2 2 1 55% H, Ux13, Tx4 20,000
12 122-132 94-100 -12 24d8+12 2 2 2 2 2 2/2 2 2 2 2 2 60% H, Ux16, Tx5 21,000
Dragon, Gem Crystal Dragon
CLIMATE/TERRAIN: Temperate and cold mountains
FREQUENCY: Very rare
ORGANIZATION: Solitary or clan
ACTIVITY CYCLE: Any
DIET: Special
INTELLIGENCE: Exceptional
TREASURE: Special
ALIGNMENT: Chaotic neutral
NO. APPEARING: 1 (2-5)
ARMOR CLASS: 0 (base)
MOVEMENT: 9, Fl 24 (C), Jp 3
HIT DICE: 10 (base)
THAC0: 11 (base)
NO. OF ATTACKS: 3+special
DAMAGE/ATTACK: 1-6/1-6/2-12
SPECIAL ATTACKS: Variable
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Variable
SIZE: L (12' base)
MORALE: Fanatic (17-18)
XP VALUE: Variable
Crystal dragons are the friendliest of the gem dragons, always curious about the world. Though they seldom seek out company, they willingly converse with visitors who do not try to steal from them.
At birth, crystal dragons have glossy white scales. As the dragons age, their scales become translucent. Moonlight and starlight causes their scales to luminesce, while bright sunlight lends them a dazzling brilliance which makes crystal dragons almost unbearable to look at.
Crystal dragons speak their own tongue and the tongue common to all gem dragons, and 10% of hatchling crystal dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.
Combat:
Crystal dragons greatly prefer conversation to combat, and often use charm person early in any conversation. They do not initially hide, but if visitors become hostile, a crystal dragon will retreat immediately to observe its enemies with its special abilities, and plan an attack. Often, it uses its breath weapon first, to weaken and disorient enemies. Spells and other abilities are used as needed, with claws and bite a last resort.Breath weapon/special abilities:
This dragon's breath weapon is a cone of glowing shards; the cone is 60 feet long, 5 feet wide at the dragon's mouth, and 25 feet wide at the base. Creatures caught in the blast can save vs. breath weapon for half damage, and must make a second saving throw vs. breath weapon or be blinded by the dazzling shards for one turn per age level of the dragon. The shards shine as bright as daylight, and can be seen for miles. Creatures within 60 feet must save vs. breath weapon or be dazzled, incurring a penalty of -2 to attack rolls for one turn per age level of the dragon. A crystal dragon casts spells and uses magical abilities at 5th level, plus its combat modifier.Crystal dragons are born immune to light-based attacks and normal cold, and able to cast charm person at will. As they age, they gain these additional powers: Juvenile: color spray three times a day. Mature adult: suggestion three times a day. Very old: luckscale once a day. This allows the dragon to enchant one of its scales as a stone of good luck. The enchantment lasts one hour per age category of the dragon. Such scales are given to friendly visitors. Wyrm: control winds three times a day.
Psionics Summary:
Level Dis/Sci/Dev Attack/Defense Score PSPs
= HD 1/1/2 EW/M- = Int 100
Common powers:
Clairsentience - Sciences: clairaudience, clairvoyance, precognition. Devotions: any.
Habitat/Society:
Crystal dragons prefer cold, open areas with clear skies, and they enjoy stargazing. They have been known to build snow forts, create beautiful snow sculptures, and throw balls of snow at various targets. They are fun-loving and mischievous. Crystal dragons are reasonably good parents, if somewhat irresponsible.Crystal dragons are hunted by some white dragons. However, a rare crystal dragon will adopt a young white dragon, to teach it to be friendly. Though generally friendly, they bear great enmity towards all giants, who sometimes try to enslave them.
Ecology:
Crystal dragons prefer gems and metal ores to all other foods.Body Tail Breath Spells Treas. XP
Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value
1 1-4 1-6 3 1d4+1 Nil Nil Nil 1,400
2 4-9 6-11 2 2d4+2 Nil Nil Nil 2,000
3 9-14 11-16 1 3d4+3 Nil Nil Nil 3,000
4 14-21 16-23 0 4d4+4 Nil/1 Nil E, Q 5,000
5 21-28 23-30 -1 5d4+5 1/1 5% E, Qx2, T 6,000
6 28-38 30-40 -2 6d4+6 1/1 1 10% H, Qx3, T 7,000
7 38-48 40-50 -3 7d4+7 1/1 1 1 15% H, Qx4, T 9,000
8 48-56 50-60 -4 8d4+8 1 1/1 1 1 20% H, Qx5, T 10,000
9 56-64 60-70 -5 9d4+9 1 1 1/2 1 1 25% H, Qx6, Tx2 12,000
10 64-72 70-77 -6 10d4+10 1 1 1/2 2 1 1 30% H, Qx7, Tx2 13,000
11 72-80 77-84 -6 11d4+11 2 1 1/2 2 2 1 35% H, Qx8, Tx2 15,000
12 80-92 84-91 -8 12d4+12 2 2 1/2 2 2 2 40% H, Qx9, Tx2 16,000
Dragon, Gem Emerald Dragon
CLIMATE/TERRAIN: Tropical and subtropical extinct volcanoes
FREQUENCY: Very rare
ORGANIZATION: Solitary or clan
ACTIVITY CYCLE: Any
DIET: Special
INTELLIGENCE: Exceptional (15-16)
TREASURE: Special
ALIGNMENT: Lawful neutral
NO. APPEARING: 1 (2-5)
ARMOR CLASS: -2 (base)
MOVEMENT: 9, Fl 30 (C), Br 3
HIT DICE: 12 (base)
THAC0: 9 (base)
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-8/1-8/3-18
SPECIAL ATTACKS: Variable
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Variable
SIZE: H (20' base)
MORALE: Fanatic (17-18)
XP VALUE: Variable
Emerald dragons are very curious, particularly about local history and customs, but prefer to only observe. They are the most paranoid of the gem dragons, and do not like people get too close to their treasure.
Emerald dragons have translucent green scales at birth. As they age, the scales harden and take on many shades of green. They scintillate in light, and the dragon's hide seems to be in constant motion.
Emerald dragons speak their own tongue and the tongue common to all gem dragons, and 14% of hatchling emerald dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.
Combat:
Emerald dragons usually set up traps and alarms around their lairs to warn them of visitors. They often hide from intruders, using special abilities to observe, and seldom come out to speak. If intruders attack or approach the dragon's treasure, the dragon burrows underneath to surprise its victims, then use breath weapon and claws, seeking to quickly disable as many as it can. If faced with superior forces, the dragon retreats, waiting years for revenge if necessary.Breath weapon/special abilities:
An emerald dragon's breath weapon is a loud, keening wail which sets up a sonic vibration affecting all creatures within 120 feet of the dragon's mouth. Those in the area can save vs. breath weapons for half damage from the painful vibrations. Victims must make a second saving throw vs. breath weapon or be stunned, unable to defend or attack, for three rounds per age level of the dragon, plus 1d4 rounds. Those who successfully save are deafened and disoriented instead, for a like amount of time, and at -1 to attack rolls. Deafness does not protect one from vibratory damage, but pre-vents stunning or additional deafness. An emerald dragon casts spells and uses its magical abilities at 6th level, plus its combat modifier.Emerald dragons are born with an innate flame walk ability and an immunity to sound-based attacks. As they age, they gain the following additional powers: Young: audible glamer three times a day. Juvenile: hypnotism three times a day. Adult: Melf's minute meteors three times a day. Mature adult: hold person three times a day. Venerable: animate rock once a day. Great wyrm: geas once a day. Hypnotism and geas are effected by the dragon's skilled rippling movement of its scales.
Psionics Summary:
Level Dis/Sci/Dev Attack/Defense Score PSPs
= HD 2/2/3 PB,II/M-,TW = Int 180
Common powers (most emerald dragons prefer telepathic powers):
Clairsentience - Sciences: aura sight, object reading, precognition. Devotions: all-around vision, combat mind, danger sense.
Telepathy - Sciences: ejection, mindlink, probe. Devotions: contact, ESP, life detection, sight link, sound link.
Habitat/Society:
Emerald dragons are reclusive, making lairs in the cones of extinct or seldom active volcanoes. These dragons are protective parents and prefer their young to stay in the lair as long as possible for mutual protection. Emerald dragons sometimes live near sapphire dragons, and they fear the voracious greed of red dragons.Ecology:
Emerald dragons will eat anything, but prefer lizards and giants. They are actively hostile towards fire giants.Body Tail Breath Spells Treas XP
Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value
1 3-9 2-7 1 2d4+1 Nil Nil Nil 2,000
2 9-18 7-14 0 4d4+2 Nil Nil Nil 3,000
3 18-27 14-21 -1 6d4+3 Nil Nil Nil 5,000
4 27-36 21-28 -2 8d4+4 1 Nil ½H, Qx2 7,000
5 36-45 28-35 -3 10d4+5 1/1 15% H, Qx4, T 8,000
6 45-54 35-42 -4 12d4+6 1 1/1 20% H, Qx6, T 10,000
7 54-63 42-49 -5 14d4+7 1 1/1 1 25% H, Qx8, Tx2 12,000
8 63-72 49-56 -6 16d4+8 1 1 1/2 1 30% H, Qx10, Tx2 13,000
9 72-81 56-63 -7 18d4+9 2 1 1/2 1 1 35% Hx2, Qx12, Tx2 14,000
10 81-90 63-70 -8 20d4+10 2 2 1/2 2 1 40% Hx2, Qx14, Tx3 16,000
11 90-99 70-77 -9 22d4+11 2 2 1 1/2 2 1 1 45% Hx2, Qx16, Tx3 17,000
12 99-108 77-84 10 24d4+12 2 2 1 1 1/2 2 2 1 50% Hx2, Qx18, Tx3 19,000
Dragon, Gem Sapphire Dragon
CLIMATE/TERRAIN: Any subterranean
FREQUENCY: Very rare
ORGANIZATION: Solitary or clan
ACTIVITY CYCLE: Any
DIET: Special
INTELLIGENCE: Genius (17-18)
TREASURE: Special
ALIGNMENT: Lawful neutral
NO. APPEARING: 1 (2-5)
ARMOR CLASS: -3 (base)
MOVEMENT: 9, Fl 30 (C), Br 6
HIT DICE: 13 (base)
THAC0: 7 (base)
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-8/1-8/5-20 (3d6+2)
SPECIAL ATTACKS: Variable
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Variable
SIZE: H (24' base)
MORALE: Fanatic (17-18)
XP VALUE: Variable
While not actively hostile, sapphire dragons are militantly territorial and initially distrustful of anyone who approaches.
These beautiful dragons range from light to dark blue, and sparkle in the light, even at birth. Sapphire dragons are often mistaken for blue dragons, unless someone recalls the latter's preferred arid environment.
Sapphire dragons speak their own tongue and the tongue common to all gem dragons, and 16% of hatchling sapphire dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.
Combat:
Sapphire dragons generally observe intruders before deciding what to do with them, unless known enemies such as drow or dwarves are present. If others are not actively hostile the dragon attempts conversation and spell use to determine their intentions and convince them to leave. If the dragon or its treasure is threatened, it attacks immediately with breath weapon, spells, and physical attacks. It uses psionics or other special abilities to escape if its life is in jeopardy.Breath weapon/special abilities:
This dragon's breath weapon is cone of high-pitched, almost inaudible sound, 75 feet long, 5 feet wide at the dragon's mouth, and 25 feet wide at the base. Creatures caught by the blast can save vs. breath weapon for half damage from the sound's disruption, and must make a second saving throw vs. breath weapon or be affected by fear, fleeing the dragon in panic for two rounds per age level of the dragon, plus 1d6 rounds. This is a metabolic effect, and creatures unaffected by magical fear still suffer from the effects if they fail their save. Deafness does not protect one from the breath weapon's damage, though it prevents fear effects. A sapphire dragon casts spells and uses magical abilities at 7th level, plus combat modifier.Sapphire dragons are born with immunity to all forms of fear, as well as immunity to web, hold, slow, and paralysis. As they age, they gain the following additional powers: Young: continual light three times a day. Juvenile: stone shape three times a day. Adult: anti-magic shell once a day. Mature adult: passwall six times a day. Venerable: wall of stone three times a day. Great wyrm: sunray three times a day.
Psionics Summary:
Level Dis/Sci/Dev Attack/Defense Score PSPs
= HD 2/2/4 PB,EW/M-,IF = Int 200
Common powers (most sapphire dragons use psychoportive powers):
Clairsentience - Sciences: clairaudience, clairvoyance. Devotions: know direction, radial navigation.
Psychokinesis - Sciences: disintegrate, molecular rearrangement, telekinesis. Devotions: animate shadow, control light, molecular manipulation, soften.
Psychoportation - Sciences: any. Devotions: any.
Habitat/Society:
Sapphire dragons live deep underground and often place their treasure in caverns accessible only through magic or psionics. They sometimes share territory with emerald dragons. Sapphire dragons treat their young well, but force them to leave and find their own territory as soon as they are young adults.Ecology:
Sapphire dragons consider giant spiders a great delicacy and often hunt them. Deep dragons, drow, dwarves, mind flayers, and aboleth are great enemies of sapphire dragons.Body Tail Breath Spells Treas. XP
Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value
1 4-10 2-5 0 2d6+1 Nil Nil Nil 2,000
2 10-20 5-10 -1 4d6+2 Nil Nil Nil 4,000
3 20-30 10-15 -2 6d6+3 Nil Nil Nil 6,000
4 30-40 15-20 -3 8d6+4 Nil/1 Nil H, Qx2 8,000
5 40-50 20-25 -4 10d6+5 1/1 20% H, Qx4, T 9,000
6 50-60 25-30 -5 12d6+6 1/1 1 25% H, Qx6, T 11,000
7 60-70 30-35 -6 14d6+7 1 1/1 1 30% H, Qx8, Tx2 13,000
8 70-80 35-40 -7 16d6+8 2 1/2 1 35% Hx2, Qx10, Tx2 14,000
9 80-90 40-45 -8 18d6+9 2 1 1/2 1 1 40% Hx2, Qx13, Tx3 15,000
10 90-100 45-50 -9 20d6+10 2 2 1/2 2 1 1 45% Hx2, Qx16, Tx3 17,000
11 100-110 50-55 -10 22d6+11 2 2 1 1/2 2 2 1 1 50% Hx2, Qx20, Tx4 18,000
12 110-130 55-65 -11 24d6+12 2 2 2 1/2 2 2 2 2 55% Hx2, Qx24, Tx4 20,000
Dragon, Gem Topaz Dragon
CLIMATE/TERRAIN: Temperate or cold seacoast
FREQUENCY: Very rare
ORGANIZATION: Solitary or clan
ACTIVITY CYCLE: Any
DIET: Special
INTELLIGENCE: Exceptional (15-16)
TREASURE: Special
ALIGNMENT: Chaotic neutral
NO. APPEARING: 1 (2-5)
ARMOR CLASS: -1 (base)
MOVEMENT: 9, Fl 24 (C), Sw 9
HIT DICE: 11 (base)
THAC0: 9 (base)
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-7/2-7/2-16
SPECIAL ATTACKS: Variable
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Variable
SIZE: H (15' base)
MORALE: Elite (15-16)
XP VALUE: Variable
Topaz dragons are unfriendly and selfish. Though not malevolent, they are seldom pleasant to deal with because of their erratic behavior. Topaz dragons neither seek company nor welcome it.
At hatching, topaz dragons are a dull yellow-orange in color. As they age and their scales harden, the scales become translucent and faceted. Adult topaz dragons sparkle in full sunlight.
Topaz dragons speak their own tongue and the tongue common to all gem dragons, and 12% of hatchling topaz dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.
Combat:
Topaz dragons dislike intruders, but avoid combat, often conversing to hide psionics or magic use. If intruders are hostile, or the dragon tires of them, it attacks, psionically first if possible, using spells as needed. They enjoy using teeth and claws, and usually save their breath weapon until wounded. The dragon may pretend to surrender to buy time, and retreats if greatly threatened. It usually makes one or more false retreats, attempting to come back and attack with surprise.Breath weapon/special abilities:
This dragon's breath weapon is a cone of dehydration, 70 feet long, 5 feet wide at the dragon's mouth and 25 feet wide at the base. When directed against liquids, a cubic foot of water dries up per hit point of damage. Creatures caught by the cone can make a saving throw vs. breath weapon for half damage from water loss. Those who fail to save lose 1d6+6 Strength points; those who succeed lose only 1d6 Strength points. Curative spells less powerful than heal or regeneration are ineffective against Strength loss, though victims who are carefully nursed back to health recover one Strength point per day. Any creature reduced to a Strength of zero or less dies instantly. A topaz dragon casts spells and uses magical abilities at 5th level, plus combat modifier.At birth, topaz dragons can breathe water and are immune to cold. As they age, they gain the following powers: Young: protection from evil or good three times a day. Juvenile: blink three times a day. Adult: wall of fog three times a day. Mature adult: airy water three times a day, 10-foot radius per age category of the dragon. Old: part water once a day.
Psionics Summary:
Level Dis/Sci/Dev Attack/Defense Score PSPs
= HD 1/1/3 MT,II/M-,MB = Int 120
Common powers
(most topaz dragons prefer psychometabolic powers):Psychokinesis - Sciences: telekinesis. Devotions: animate object, control wind, molecular manipulation, soften.
Psychometabolism - Sciences: energy containment, life draining, metamorphosis. Devotions: biofeedback, body equilibrium, cause decay, chemical simulation.
Habitat/Society:
Topaz dragons live by the sea, often building or claiming caves below the waterline; they keep their caves completely dry. These dragons enjoy sunning on rocky outcroppings, enjoying wind and spray. They like water little and swim only to hunt or attack. They are indifferent parents at best, and abandon young to protect themselves. They dislike bronze dragons and attack them on sight.Ecology:
Topaz dragons prefer to eat fish and other aquatic creatures, especially giant squid.Body Tail Breath Spells Treas. XP
Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value
1 2-9 2-5 2 1d6+1 Nil Nil Nil 2,000
2 9-16 5-9 1 2d6+2 Nil Nil Nil 3,000
3 16-23 9-13 0 3d6+3 Nil Nil Nil 5,000
4 23-35 13-17 -1 4d6+4 Nil/1 Nil E, Q 7,000
5 35-44 17-23 -2 5d6+5 1/1 10% H, Qx3, T 8,000
6 44-53 23-29 -3 6d6+6 1/1 1 15% H, Qx5, T 10,000
7 53-59 29-33 -4 7d6+7 1/2 1 20% H, Qx7, T 12,000
8 59-65 33-37 -5 8d6+8 1 1/2 1 1 25% H, Qx9, Tx2 14,000
9 65-70 37-41 -6 9d6+9 1 1 1/2 2 1 30% H, Qx11, Tx2 15,000
10 70-75 41-45 -7 10d6+10 2 1 1/2 2 1 1 35% H, Qx13, Tx2 16,000
11 75-80 45-48 -8 11d6+11 2 2 1/2 2 2 1 40% Hx2, Qx15, Tx3 17,000
12 80-92 48-50 -9 12d6+12 2 2 1 1/2 2 2 2 45% Hx2, Qx17, Tx3 18,000
Dragon, Metallic Brass Dragon
CLIMATE/TERRAIN: Arid desert and plain
FREQUENCY: Rare
ORGANIZATION: Solitary or clan
ACTIVITY CYCLE: Any
DIET: Special
INTELLIGENCE: High (13-14)
TREASURE: Special
ALIGNMENT: Chaotic good (neutral)
NO. APPEARING: 1 (2-5)
ARMOR CLASS: 0 (base)
MOVEMENT: 12, Fl 30 (C), Br 6
HIT DICE: 12 (base)
THAC0: 9
NO. OF ATTACKS: 3+special
DAMAGE/ATTACK: 1-6//1-6/4-16
SPECIAL ATTACKS: Special
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Variable
SIZE: G (30' base)
MORALE: Fanatic (17 base)
XP VALUE: Variable
Brass dragons are great talkers, but not particularly good conversationalists. They are egotistical and often boorish. They oftern have useful information, but will divulge it only after drifting off the subject many times and after hints that a gift would be appreciated.
At birth, a brass dragon's scales are dull. Their color is a brassy, mottled brown. As the dragon gets older, the scales become more brassy, until they reach a warm burnished appearance.
Combat:
Brass dragons would rather talk than fight. If an intelligent creature tries to take its leave of a brass dragon without talking to it at length, the dragon might have a fit of pique and try to force a conversation with suggestion or by giving the a dose of sleep gas. If the victim falls asleep it will awaken to find itself pinned under the dragon or buried to the neck in the sand until the dragon's thirst for small talk is slaked. Before melee, brass dragons create a cloud of dust with dust devil or control winds, then charge or snatch. Brass dragons often use control temperature to create heat to discomfort their opponents. When faced with real danger, younger brass dragons will fly out of sight, then hide by burrowing. Older dragons spurn this ploy.Breath weapon abilities:
A brass dragon has two breath weapons: a cone of sleep gas 70' long, 5' wide at the dragon's mouth, and 20' wide at its end; or a cloud of blistering desert heat 50' long, 40' wide, and 20' high. Creatures caught in the gas, regardless of Hit Dice or level, must save vs. breath weapon for half. A brass dragon casts its spells and uses its magical abilities at 6th level, plus its combat modifier.At birth, brass dragons can speak with animals freely, and are immune to fire and heat. As they age, they gain the following additional powers:
Young: create or destroy water three times a day. Juvenile: dust devil once a day. Adult: suggestion once a day. Mature adult: control temperature three times a day in a 10' radius per age level. Old: control winds once a day. Great wyrm: Summon djinni once a week. The dragon usually asks the djinni to preform some service. Although the djinni serves willingly, the dragon will order it into combat only in extreme circumstances, as the dragon would be dismayed and embarrassed if the djinni were killed.
Habit/Society:
Brass dragons are found in arid, warm climates; ranging from sandy deserts to dry steppes. They love intense, dry heat and spend most of their time basking in the sun. They lair in high caves, preferably facing east where the sun can warm the rocks, and their territories always contain several spots where they can bask and trap unwary travelers into conversation.Brass dragons are very social. They usually are on good terms with neighboring brass dragons and sphinxes. Brass dragons are dedicated parents. If their young are attacked they will try to slay the enemy, using their heat breath weapons and taking full advantage of their own immunity.
Because they share the same habitat, blue dragons are brass dragons' worst enemies. Brass dragons usually get the worst of a one-on-one confrontation, mostly because of the longer reach of the blue dragon's breath weapon. Because of this, brass dragons usually try to evade blue dragons until they can rally their neighbors for a mass attack.
Ecology:
Like other dragons, brass dragons can, and will, eat almost anything if the need arises. In practice, however, they eat very little. They are able to get nourishment from the morning dew, a rare commodity in their habitat, and have been seen carefully lifting it off plants with their long tongues.
Body Tail Breath Spells Treas. XP
Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value
1 3-6 2-5 3 2d4+1 Nil/Nil Nil Nil 4,000
2 6-14 4-12 2 4d4+2 Nil/Nil Nil Nil 6,000
3 14-22 12-18 1 6d4+3 Nil/Nil Nil Nil 8,000
4 22-31 18-24 0 8d4+4 Nil/1 Nil ½H 11,000
5 31-41 24-34 -1 10d4+5 1 15% H 13,000
6 41-52 34-44 -2 12d4+6 1 1 20% H 14,000
7 52-64 44-54 -3 14d4+7 2 1 25% H 15,000
8 64-77 54-64 -4 16d4+8 3 2/1 30% Hx2 17,000
9 77-91 64-74 -5 18d4+9 3 3/1 1 35% Hx2 18,000
10 91-105 74-84 -6 20d4+10 4 3/2 1 40% Hx2 19,000
11 105-121 84-94 -7 22d4+11 4 4/2 2 45% Hx3 20,000
12 121-138 94-104 -8 24d4+12 5 4/3 2 50% Hx3 21,000
Bronze Dragon Dragon, Metallic
CLIMATE/TERRAIN: Tropical, sub-tropical, and temperate subterranean, lake
shore, and sea shore
FREQUENCY: Very rare
ORGANIZATION: Solitary or clan
ACTIVITY CYCLE: Any
DIET: Special
INTELLIGENCE: Exceptional (15-16)
TREASURE: Special
ALIGNMENT: Lawful good
NO. APPEARING: 1 (2-5)
ARMOR CLASS: -2 (base)
MOVEMENT: 9, Fl 30 (C), Sw 12
HIT DICE: 14 (base)
THAC0: 8 (base)
NO. OF ATTACKS: 3+special
DAMAGE/ATTACK: 1-8//1-8/4-24
SPECIAL ATTACKS: Special
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Variable
SIZE: G (42' base)
MORALE: Fanatic (17 base)
XP VALUE: Variable
Bronze dragons are inquisitive and fond of humans and demi-humans. They enjoy polymorphing into small, friendly animals so they can unobtrusively observe humans and demi-humans, especially adventurers. Bronze dragons thrive on simple challenges such as riddles and harmless contests. They are fascinated by warfare and will eagerly join an army if the cause is just and the pay is good.
At birth, a bronze dragon's scales are yellow tinged with green, showing only a hint of bronze. As the dragon approached adulthood, its color deepens slowly changing to a rich bronze tone that gets darker as the dragon ages. Dragons from the very old stage on develop a blue-black tint to the edges of their scales, similar to a patina on ancient bronze armor or statues.
Bronze dragons speak their own tongue, a tongue common to all good dragons, and 16% of hatchling bronze dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.
Combat:
Bronze dragons dislike killing creatures with animal intelligence and would rather bribe them (perhaps with food), or force them away with repulsion. When confronted with intelligent opponents bronze dragons use their ESP ability to learn their opponents' intentions. When attacking they blind their opponents with wall of fog, then charge. Or, if they are flying they will snatch opponents. When fighting under water, they use airy water to maintain the effectiveness of their breath weapons, and to keep away purely aquatic opponents. Against boats or ship they summon a storm or use their tail slap to smash the vessels' hulls. If the dragon is inclined to be lenient, seafaring opponents might merely find themselves becalmed, fog bound, or with broken masts.Breath weapon/special abilities:
A bronze dragon has two breath weapons: a stroke of lightning 100' long and 5' side or a cloud of repulsion gas 20' long, 30' wide, and 30' high. Creatures caught in the gas must save vs. breath weapon or move away from the dragon for two minutes per age level of the dragon, plus 1-6 minutes. Creature caught in the lightning take damage, save vs. breath weapon for half. A bronze dragon casts its spells and uses its magical abilities at 8th level, plus its combat modifier.At birth, bronze dragons have a water breathing ability, can speak with animals at will, and are immune to electricity. As they age, they gain the following additional powers: Young: create food and water and polymorph self three times a day. (Each change in form lasts until the dragon chooses a different form. Reverting to the dragon's normal form does not count as a change.) Juvenile: wall of fog once a day. Adult: ESP three times a day. Mature adult: airy water three times a day in a 10' radius per age category of the dragon. Old: weather summoning once a day.
Habitat/Society:
Bronze dragons like to be near deep fresh or slat water. They are good swimmers and often visit the depths to cool off or to hunt for pearls or treasure from sunken ships. They prefer caves that are accessible only from the water, but their lairs are always dry-they do not lay eggs, sleep, or store treasure under water.Bronze dragons are fond of sea mammals, especially dolphins and whales. These animals provide the dragons with a wealth of information on shipwrecks, which the dragons love to plunder, and detail the haunts of large sharks. Bronze dragons detest pirates, disabling or destroying their ships.
Ecology:
Bronze dragons eat aquatic plants and some varieties of seafood. They especially prize of shark meat. They also dine on an occasional pearl, and, like other dragons, can eat almost anything in a pinch. Evil, amphibious sea creatures (particularly sahuagin), who can invade their air filled lairs, are their greatest enemies.Body Tail Breath Spells Treas. XP
Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value
1 5-14 3-10 1 2d8+1 Nil/Nil Nil Nil 6,000
2 14-23 10-19 0 4d8+2 Nil/Nil Nil Nil 8,000
3 23-32 19-28 -1 6d8+3 Nil/Nil Nil Nil 10,000
4 32-42 28-37 -2 8d8+4 1 Nil E, S, T 12,000
5 42-52 37-44 -3 10d8+5 1 1 20% H, S, T 14,000
6 52-63 44-52 -4 12d8+6 2 1 25% H, S, T 15,000
7 63-74 52-60 -5 14d8+7 2 2 30% H, S, T 16,000
8 74-85 60-70 -6 16d8+8 2 2 1/1 35% H, S, Tx2 20,000
9 85-96 70-80 -7 18d8+9 2 2 2/1 1 40% H, S, Tx2 22,000
10 96-108 80-90 -8 20d8+10 2 2 2 1/2 1 45% H, S, Tx2 23,000
11 108-120 90-100 -9 22d8+11 2 2 2 2/2 2 50% H, S Tx3 24,000
12 120-134 100-110 -10 24d8+12 2 2 2 2 1/2 2 1 55% H, S, Tx3 25,000
Dragon, Metallic Copper Dragon
CLIMATE/TERRAIN: Arid and temperate hills and mountains
FREQUENCY: Rare
ORGANIZATION: Solitary or clan
ACTIVITY CYCLE: Any
DIET: Special
INTELLIGENCE: High (13-14)
TREASURE: Special
ALIGNMENT: Chaotic good
NO. APPEARING: 1 (2-5)
ARMOR CLASS: 1 (base)
MOVEMENT: 9, Fl 30 (C), Jp 3
HIT DICE: 13 (base)
THAC0: 9
NO. OF ATTACKS: 3+special
DAMAGE/ATTACK: 1-6//1-6/5-20
SPECIAL ATTACKS: Special
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Variable
SIZE: G (36' base)
MORALE: Elite (16 base)
XP VALUE: Variable
Cooper dragons are incorrigible pranksters, joke tellers, and riddlers. They are prideful and are not good losers, although they are reasonable good winner. They are particularly selfish, and greedy for their alignment, and have an almost neutral outlook where wealth is concerned.
At birth, a copper dragon's scales have a ruddy brown color with a copper tint. As the dragon gets older, the scales become finer and more coppery, assuming a soft, warm gloss by the time the dragon becomes a young adult. Beginning at the venerable stage, the dragons' scales pick up a green tint.
Copper dragons speak their own tongue, a tongue common to all good dragons, and 14% of hatchling copper dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases to 5% per age category of the dragon.
Combat:
Copper dragons like to taunt and annoy their opponents, hoping they will give up or become angry and act foolishly. Early in an encounter, a copper dragon will jump from one side of an opponent to another, landing on inaccessible or vertical stone surfaces. If there are no such places around a dragon's lair, the dragon will create them ahead of time using stone shape, move earth, and wall of stone. An angry copper dragon will mire its opponents using rock to mud, and will force victims who escape the mud, into it with kicks. Once opponents are trapped in the mud, the dragon will crush them with a wall of stone or snatch them and carry them aloft. When fighting airborne opponents, a dragon will draw its enemies into narrow, stony gorges where it can use its spider climb ability in an attempt to maneuver the enemy into colliding with the walls.Breath weapon/special abilities:
A copper dragon's breath is either a cloud of slow gas 30' long, 20' wide, and 20' high or a spurt of acid 70' long and 5' wide. Creatures caught in the gas must save vs. breath weapon or be slowed for three minutes per age level of the dragon. Creatures caught in the acid take damage, save vs. breath weapon for half. A copper dragon cast its spells and uses its magical abilities at 7th level, plus its combat modifier.At birth, copper dragons can spider climb (stone surfaces only) and are immune to acid. As they age, they gain the following additional powers: Young: neutralize poison three times a day. Juvenile: stone shape twice a day. Adult: forget once a day. Mature adult: rock to mud once a day. Old: move earth once a day. Great wyrm: wall of stone once a day. A copper dragon can jump 30 yards forward or sideways, reaching heights up to 20' at mid jump. They can jump 30' straight up.
Habitat/Society:
Copper dragons like dry, rocky uplands and mountains. They lair in narrow caves and often conceal the entrances using move earth and stone shape. Within the lair, they construct twisting mazes with open tops. These allow the dragon to fly or jump over intruders struggling through the maze.Copper dragons appreciate wit, and will usually leave good or neutral creatures alone if they can relate a joke, humorous story, or riddle the dragon has not heard before. They quickly get annoyed with creatures who don't laugh at their joked or do not accept the dragon's tricks and antics with good humor.
Because they often inhabit hills in sight of red dragons' lairs conflicts between the two subspecies often occur. Copper dragons usually run for cover until they can equal the odds.
Ecology:
Copper dragons are determined hunters, the good sport a hunt provides is at least as important as the food they get. They are known to eat almost anything, including metal ores. However, they prize giant scorpions and other large poisonous creatures (they say the venom sharpens their wit). The dragon's digestive system can handle the venom safely, although injected venoms affect them normally.
Body Tail Breath Spells Treas. XP
Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value
1 3-8 2-6 2 2d6+1 Nil Nil Nil 5,000
2 8-16 4-12 1 4d6+2 Nil Nil Nil 7,000
3 16-27 12-20 0 6d6+3 Nil Nil Nil 9,000
4 27-38 20-30 -1 8d6+4 1 Nil ½H, S 11,000
5 38-50 30-40 -2 10d6+5 2 10% H, S 14,000
6 50-59 40-50 -3 12d6+6 3 15% H, S 15,000
7 59-73 50-60 -4 14d6+7 3 1 20% H, S 16,000
8 73-86 60-70 -5 16d6+8 3 2/1 25% H, Sx2 17,000
9 86-100 70-80 -6 18d6+9 3 3/2 30% H, Sx2 19,000
10 100-114 80-90 -7 20d6+10 3 3 1/3 35% H, Sx2 21,000
11 114-130 90-100 -8 22d6+11 3 3 2/3 2 40% H, Sx3 22,000
12 130-147 100-110 -9 24d6+12 3 3 2 1/3 3 45% H, Sx3 23,000
Gold Dragon Dragon, Metallic
CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Solitary or clan
ACTIVITY CYCLE: Any
DIET: Special
INTELLIGENCE: Genius (17-18)
TREASURE: Special
ALIGNMENT: Lawful good
NO. APPEARING: 1 (2-5)
ARMOR CLASS: -4 (base)
MOVEMENT: 12, Fl 40 (C), Jp 3, Sw 12 (15)
HIT DICE: 16 (base)
THAC0: 5 (at 16 HD)
NO. OF ATTACKS: 3+special
DAMAGE/ATTACK: 1-10//1-10/6-36 (6d6)
SPECIAL ATTACKS: Special
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Variable
SIZE: G (54' base)
MORALE: Fanatic (17-18)
XP VALUE: Variable
Gold dragons are wise, judicious, and benevolent. They often embark on self-appointed quests to promote goodness, and are not easily distracted from them. They hate injustice and foul play. A gold dragon frequently assumes human or animal guise and usually will be encountered disguised.
At birth, a gold dragon's scales are dark yellow with golden metallic flecks. The flecks get larger as the dragon matures until, at the adult stage, the scales grow completely golden.
Gold dragons speak their own tongue, a tongue common to all good dragons, and 18% of hatchling gold dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.
Combat:
Gold dragons usually parley before combat. When conversing with intelligent creatures they use detect lie and detect gems spells to gain the upper hand. In combat, they quickly use bless and luck bonus. Older dragons use luck bonus at the start of each day if the duration is a day or more. They make heavy use of spells in combat. Among their favorites are sleep, stinking cloud, slow, fire shield, cloudkill, globe of invulnerability, delayed blast fireball, and maze.Breath weapon/special abilities:
A gold dragon has two breath weapons: a cone of fire 90' long, 5' wide at the dragon's mouth, and 30' wide at the end or a cloud of potent chlorine gas 50' long, 40' wide and 30' high. Creatures caught in either effect are entitled to a save versus breath weapon for half damage.At birth, gold dragons have water breathing ability, can speak with animals freely, and are immune to fire and gas. They can also polymorph self three times a day. Each change form lasts until the dragon chooses a different form; reverting to the dragon's normal form does not count as a change. A gold dragon's natural form has wings. However, they sometimes choose a wingless form to facilitate swimming, gaining the higher swimming rate listed above. A gold dragon in any wingless form can fly at a speed of 6 (MC E).
As they age, they gain the following additional powers. Young: bless three times a day. Juvenile: detect lie three times a day. Adult: animal summoning once a day. Mature adult: animal summoning once a day. Mature adult: luck bonus once a day. Old: quest once a day, and detect gems three times a day. (This allows the dragon to know the number and kind of precious stones within a 30' radius, duration is one minute.
The luck bonus power of mature adults is used to aid good adventurers. By touch the dragon can enchant one gem to bring good luck. The gem is usually one which has been embedded in the dragon's hide. When the dragon carries the gem, it and every good creature in a 10' radius per age category of the dragon receives a +1 bonus to all Saving Throws and similar dice rolls, cf. stone of good luck. If the dragon gives a gem to another creature only the bearer gets the bonus. The enchantment lasts three hours per age category of the dragon. plus 1-3 hours. The enchantment ends if the gem is destroyed before its duration expires.
Habit/Society:
Gold dragons can live anywhere. Their lairs are secluded and always made of solid stone, either caves or castles. These usually have loyal guards: either animals appropriate to the terrain, or storm or good cloud giants. The giants usually serve as guards through a mutual defensive agreement.Ecology:
Gold dragons can eat almost anything, however, they usually sustain themselves on pearls or small gems. Gold dragons who receive pearls and gems from good or neutral creatures will usually be favorably inclined toward the gift bringers, as long as the gift is not presented as a crass bribe. In the latter case, the dragon will accept the gift, but react cynically to any requests the giver makes.
Body Tail Breath Spells Treas. XP
Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value
1 7-19 6-16 -1 2d12+1 Nil Nil Nil 8,000
2 19-31 16-28 -2 4d12+2 Nil Nil Nil 9,000
3 31-43 28-38 -3 6d12+3 Nil Nil Nil 11,000
4 43-55 38-50 -4 8d12+4 1 Nil E, R, T 13,000
5 55-67 50-60 -5 10d12+5 2 35% H, R, T 15,000
6 67-80 60-70 -6 12d12+6 2 2 40% H, R, T 18,000
7 80-93 70-84 -7 14d12+7 2 2 2 45% H, R, T 19,000
8 93-10 84-95 -8 16d12+8 2 2 2 2/1 50% H, R, Tx2 20,000
9 106-120 95-108 -9 18d12+9 2 2 2 2 2/2 55% H, R, Tx2 22,000
10 120-134 108-120 -10 20d12+102 2 2 2 2 2/2 2 60% H, R, Tx2 23,000
11 134-148 121-133 -11 22d12+112 2 2 2 2 2 2/2 2 2 65% H, R, Tx3 24,000
12 148-162 133-146 -12 24d12+122 2 2 2 2 2 2 1/2 2 2 2 70% H, R, Tx3 25,000
Dragon, Metallic Silver Dragon
CLIMATE/TERRAIN: Tropical, sub-tropical, and temperate mountains and clouds
FREQUENCY: Very rare
ORGANIZATION: Solitary or clan
ACTIVITY CYCLE: Any
DIET: Special
INTELLIGENCE: Exceptional (15-16)
TREASURE: Special
ALIGNMENT: Lawful good
NO. APPEARING: 1 (2-5)
ARMOR CLASS: -3 (base)
MOVEMENT: 9, Fl 30 (C), Jp 3
HIT DICE: 15 (base)
THAC0: 5 (at 15 HD)
NO. OF ATTACKS: 3+special
DAMAGE/ATTACK: 1-8//1-8/5-30 (5d6)
SPECIAL ATTACKS: Special
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Variable
SIZE: G (48' base)
MORALE: Fanatic (17-18)
XP VALUE: Variable
Silver dragons are kind and helpful. They will cheerfully assist good creatures if their need is genuine. They often take e the forms of kindly old men or fair damsels when associating with people.
At birth, a silver dragon's scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color slowly lightens to brightly gleaming silver. An adult or older silver dragon has scales so fine that the individual scales are scarcely visible. From a distance, these dragons look as if they have been sculpted from pure metal.
Silver dragons speak their own tongue, a tongue common to all good dragons, and 16% of hatchling silver dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.
Combat:
Silver dragons are not violent and avoid combat except when faced with highly evil or aggressive foes. If necessary, they use feather fall to stop any missiles fired at them. They use wall of fog or control weather to blind or confuse opponents before making melee attacks. If angry, they will use reverse gravity to fling enemies helplessly into the air, where they can be snatched. When faced with flying opponents, a silver dragon will hide in clouds (often creating some with control weather on clear days), remain there using cloud walking, then jump to the attack when they have the advantage.Breath Weapon/Special Abilities:
A silver dragon has two breath weapons: a cone of cold 80' long, 5' wide at the dragon's mouth, and 30' wide at the end or a cloud of paralyzation gas 50' long, 40' wide, and 20' high. Creatures caught in the cold are allowed a save versus breath weapon for half damage. A silver dragon casts its spells and uses its magical abilities at 6th level, plus its combat modifier.At birth, silver dragons are immune to cold and can polymorph self three times a day. Each change in form lasts until the dragon chooses a different form and reverting to their normal form does not count as a change. They also can cloud walk. This allows the dragon to tread on clouds or fog as though they were solid ground. The ability functions continuously, but can be negated or resumed at will. As they age, they gain the following additional powers: Young: feather fall twice a day. Juvenile: wall of fog once a day. Adult: control winds three times a day. Mature adult: control weather once a day. Old: reverse gravity once a day.
Habitat/Society:
Silver dragons prefer aerial lairs on secluded mountain peaks, or amid the clouds themselves. When they lair in clouds there always will be an enchanted area with a sold floor for laying eggs and storing treasure.Silver dragons seem to prefer human form to their own, and often have mortal companions. Frequently they share deep friendships with mortals. Inevitably, however, the dragon reveals its true form and takes its leave to live a dragon's life for a time.
Ecology:
Silver dragons prefer human food, and can live on such fare indefinitely.Because they lair in similar territories, silver dragons come into conflict with red dragons. Duels between the two species are furious and deadly, but silver dragons generally get the upper hand since they are more capable of working together against their foes and often have human allies.
Body Tail Breath Spells Treas. XP
Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value
1 8-18 3-6 0 2d10+1 Nil Nil Nil 7,000
2 18-30 6-12 -1 4d10+2 Nil Nil Nil 8,000
3 30-42 12-16 -2 6d10+3 Nil Nil Nil 10,000
4 42-52 16-21 -3 8d10+4 2 Nil E, R 12,000
5 52-63 21-27 -4 10d10+5 2 2 25% H, R 14,000
6 63-74 27-32 -5 12d10+6 2 2 1 30% H, R 17,000
7 74-85 32-37 -6 14d10+7 2 2 2 35% H, R 18,000
8 85-96 37-43 -7 16d10+8 2 2 2 1/2 40% H, Rx2 19,000
9 96-108 43-48 -8 18d10+9 2 2 2 2/2 45% H, Rx2 21,000
10 108-120 48-54 -9 20d10+102 2 2 2 1/2 2 1 50% H, Rx2 22,000
11 120-134 54-60 -10 22d10+112 2 2 2 2/2 2 2 55% H, Rx3 23,000
12 134-148 60-67 -11 24d10+122 2 2 2 2 1/2 2 2 1 60% H, Rx3 24,000
Brown Dragon
CLIMATE/TERRAIN: Any arid/Desert
FREQUENCY: Very rare
ORGANIZATION: Solitary or clan
ACTIVITY CYCLE: Any
DIET: Special
INTELLIGENCE: Highly (13-14)
TREASURE: Special
ALIGNMENT: Neutral (evil)
NO. APPEARING: 1 (2-5)
ARMOR CLASS: 2 (base)
MOVEMENT: 12, Br 24
HIT DICE: 14 (base)
THAC0: 7
NO. OF ATTACKS: 3+special
DAMAGE/ATTACK: 1-4//1-4/3-30
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: See below
SIZE: G (54' base)
MORALE: Fanatic (17-18)
XP VALUE: Variable
Brown dragons, also known as great desert dragons, migrated from the desert. Raurin and now frequent much of the wastes in Eastern Mulhorand. Brown dragons are ferocious beasts; while they are intelligent, they view human beings as food, and believe it peculiar to talk with one's meal. They do not have wings and cannot fly.
Brown dragons have a coloration similar to that of desert sands, ranging from dim brown at hatchling stage to almost white at great wyrm stage. They have small, webbed claws that well developed for digging, and very large, long mouths. Their scales are leathery and not as hard as other dragon armors.
Brown dragons speak their own tongue and the language of blue dragons. They have a 5% chance per age category of being able to communicate with any intelligent creature.
Combat:
Brown dragons prefer to dig deep trenches in the sand and wait for prey to appear so they may ambush them. They have a 90% chance of hearing a man sized creature's footsteps on the desert sands from as far down as 500 feet.Brown dragons breach the desert sand with incredible silence, imposing a -5 penalty to opponents' surprise rolls. Older brown dragons use illusions or even invisibility spells to conceal themselves.
When brown dragons grab their prey, they hold it in their jaws, taking in a 5-foot wide spray that extends in a straight line from the dragon's head up to 60 feet. All creatures caught in the spray can roll a saving throw vs. breath weapon for half damage.
Brown dragons use the spray against large numbers, but not against mounted foes, since they know that horses are good eating and don't put up as much struggle as humans. Brown dragons cast spells as 8th-level wizards.
They are born immune to acid and the effects of the desert heat. They may survive in airless environments nearly indefinitely.
As they age, brown dragons gain the following abilities:
Age Abilities
Young Cast create sand to cover up the burrows
Juvenile Cast create water once per day
Adult Cast sandstorm (Mulhorandi spell) once per day
Venerable Cast summon a 12-HD earth elemental
Great wyrm Cast disintegrate once per day
Habitat/Society:
Brown dragons are found in desert, often close to settled areas. They typically dwell in deep burrows nearly 1,000 feet beneath the sand, where they carve out vast chambers.The brown dragon mates and raises a family for only a short period of time; all parents encountered are in the mature adult stage of development. Many brown dragons do not mate.
Man is the main enemy of brown dragons. Humans hunt for them for their hides and treasure. Blue dragons also attack brown dragons.
Battles between brown and blue dragons are legendary for their ferocity. The people of the desert have a curious respect for the brown dragon, so tales often make the blue dragons more evil than the brown.
Ecology:
Brown dragons are able to digest sand and other mineral materials to sustain themselves over long periods of time. However, meat is the preferred diet, with horseflesh a particular favorite.Body Tail Breath Spells Treas. XP
Age Lgt. (') Lgt. (') AC Weapon Wizard MR Type Value
1 Hatchling 7-19 6-16 5 2d6+2 Nil Nil Nil 2,000
2 Very Young 20-31 17-28 4 4d6+4 Nil Nil Nil 4,000
3 Young 32-43 29-38 3 6d6+6 Nil Nil Nil 6,000
4 Juvenile 44-55 39-50 2 8d6+8 1 Nil Nil 8,000
5 Young Adult 56-67 51-60 1 10d6+10 2 20% ½H 10,000
6 Adult 68-80 61-70 0 12d6+12 3 25% H 11,000
7 Mature Adult 81-93 71-84 -1 14d6+14 3 1 30% H 12,000
8 Old 94-106 85-95 -2 16d6+16 3 2 35% H 16,000
9 Very Old 107-120 96-108 -3 18d6+18 3 3 40% Hx2 18,000
10 Venerable 121-134 109-120 -4 20d6+20 3 3 1 45% Hx2 19,000
11 Wyrm 135-148 121-133 -5 22d6+22 3 3 2 50% Hx2 20,000
12 Great Wyrm 149-162 134-146 -6 24d6+24 3 3 2 1 55% Hx3 21,000
Cloud Dragon
CLIMATE/TERRAIN: Tropical, subtropical, and temperature/Clouds and mountains
FREQUENCY: Very rare
ORGANIZATION: Solitary or clan
ACTIVITY CYCLE: Any
DIET: Special
INTELLIGENCE: Genius (17-18)
TREASURE: Special
ALIGNMENT: Neutral
NO. APPEARING: 1 (2-5)
ARMOR CLASS: 0 (base)
MOVEMENT: 6, Fl 39 (C), Jp 3
HIT DICE: 14 (base)
THAC0: 7
NO. OF ATTACKS: 3+special
DAMAGE/ATTACK: 1-10//1-10/3-36
SPECIAL ATTACKS: Special
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Variable
SIZE: G (66' base)
MORALE: Fanatic (17)
XP VALUE: Variable
Cloud dragons are reclusive creatures that dislike intrusions. They rarely converse, but if persuaded to do so they tend to be taciturn and aloof. They have no respect whatsoever for creatures that cannot fly without assistance from spells or devices.
At birth, cloud dragons have silver-white scales tinged with red at the edges. As they grow, the red spreads and lightens to sunset orange. At the mature adult stage and above, the red-orange color deepens to red gold and almost entirely replaces the silver.
Cloud dragons speak their own tongue and a tongue common to all neutral dragons. Also 17% of hatchling cloud dragons can speak with any intelligent creature. The chance to possess this ability increases 5% per age category.
Combat:
Cloud dragons are as likely to avoid combat (by assuming cloud form) as they are to attack. When attacking, they use their breath weapon to scatter foes, then cast solid fog and use their manipulation abilities to blind and disorient their foes. When very angry, they conjure storms with control weather spells, then they call lightning. They like to use stinking cloud and control winds spells against flying opponents.Breath Weapon/Special Abilities:
A cloud dragon's breath weapon is an icy blast of air that is 140 feet long, 30 feet high, and 30 feet wide. Creatures caught in the blast suffer damage from cold and flying ice crystals. Furthermore, all creatures three size classes or more smaller than the dragon are blown head over heels for 2d12 feet, plus 3 feet per age category of the dragon. Characters who can grab solid objects won't be carried away unless they fail. Strength checks; creatures with claws, suction cups, etc., can avoid the effect if they have a suitable surface to cling to.A cloud dragon casts its spells and uses its magical abilities at 6th level plus its combat modifier.
Cloud dragons are immune to cold.
They can assume (or leave) a cohesive, cloud-like form at will, once per round. In this form, they are 75% unlikely to be distinguished from normal clouds; when in cloud form, their Armor Class improves by -3 and their magic resistance increases by 15%. Cloud dragons can use their spells and innate abilities while in cloud form, but they cannot attack physically or use their breath weapon. In cloud form, cloud dragons fly at a speed of 12 (MC:A).
As they age, cloud dragons gain the following additional powers. Very young: solid fog twice a day. Young: stinking cloud twice a day. Juvenile: creature water twice a day (affects a maximum of three cubic yards [81 cubic feet]). Adult: obscurement three times a day. Mature adult: call lightning twice a day. Old: weather summoning twice a day. Very old: control weather twice a day. Ancient: control winds twice a day.
Habitat/Society:
Cloud dragons lair in magical cloud islands where there is at least a small, solid floor laying eggs and storing treasure. Very rarely, they occupy cloud-shrouded mountain peaks.Cloud dragons are solitary 95% of the time. If more than one is encountered it is a single parent with offspring.
Ecology:
Like all dragons, cloud dragons can eat just about anything. They seem to subsist primarily on rain water, hailstones, and the occasional bit of silver.Because they inhabit in similar territories, cloud dragons come into conflict with silver dragons. Despite their higher intelligence, cloud dragons usually lose confrontation because of the silver dragons' secondary breath weapons and ability to muster allies.
Body Tail Breath Spells Treas. XP
Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value
1 11-24 4-8 3 2d6+2 Nil Nil Nil 3,000
2 24-41 8-16 2 3d6+4 Nil Nil Nil 6,000
3 41-58 16-22 1 4d6+6 Nil Nil Nil 8,000
4 58-71 22-29 0 5d6+8 1 Nil ½R, T 11,000
5 71-87 29-37 -1 6d6+10 1 1 25% R, T 13,000
6 87-102 37-44 -2 7d6+12 2 1 30% R, T 14,000
7 102-117 44-51 -3 8d6+14 2 2 35% R, T 15,000
8 117-132 51-59 -4 9d6+16 3 2/1 40% R, T, X, Z 17,000
9 132-148 59-66 -5 10d6+18 3 3/1 1 45% R, T, X, Z 18,000
10 148-165 66-74 -6 11d6+20 4 3/2 1 50% R, T, X, Z 19,000
11 165-184 74-82 -7 12d6+22 4 4/2 2 55% R, T, X, Zx2 20,000
12 184-203 82-92 -8 13d6+24 5 4/3 2 60% R, T, X, Zx2 21,000
Deep Dragon
CLIMATE/TERRAIN: Hill and mountain caverns, subterranean
FREQUENCY: Rare
ORGANIZATION: Solitary or clan
ACTIVITY CYCLE: Any
DIET: Carnivorous
INTELLIGENCE: Exceptional (15-16)
TREASURE: Special
ALIGNMENT: Chaotic evil
NO. APPEARING: 1 (2-5)
ARMOR CLASS: 0 (base)
MOVEMENT: 12, Fl 30 (C), Br 6, Sw 9
HIT DICE: 14 (base)
THAC0: 7 (base)
NO. OF ATTACKS: 3+special
DAMAGE/ATTACK: 3-12/3-12/3-24
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Variable
SIZE: H (24' base)
MORALE: Fanatic (17-18)
XP VALUE: Variable
Deep dragons are little known on the surface world. They are the hunters of the Underdark. Cunning and patient, they place their survival, followed by their joy of hunting, above all else. Deep dragons carefully amass and hide treasure in various caches, guarded with traps and magic. They are able to use most magical items.
Deep dragons are an iridescent maroon when they hatch, soft-scaled, and unable to change form. They keep to their birth-lair until they have mastered both of their other forms-a giant winged worm or snake and a human (or drow) form.
Combat:
Deep dragons burrow and fight with powerful, stone-rending claws. They love to fight and hunt prey through the lightless caverns of the Underdark, employing their various forms. In snake form, they are AC 6, MV 9, Fl 4(D), Sw 11, losing claw attacks, but gaining a constriction attack (attack roll required, inflicts 3d8 points of damage per round, hampers movement, spellcasting, and causes -1 on attack rolls and a 1-point AC penalty).In human form, a deep dragon is AC 10, MV 12, Sw 12, and causes damage by spell or weapon type. Armor can be worn, but it is always destroyed (inflicting 2d4 points of damage to the dragon) in any transformation of shape. A deep dragon can alter its features to resemble any humanoid of roughly human size.. It is 66% likely to copy a specific being well enough to be mistaken for the actual creature.
A deep dragon's breath weapon is a cone of flesh-corrosive gas 50 feet long, 40 feet wide, ad 30 feet high. Creatures in the cloud can save vs. breath weapon for half damage (if they have dry, exposed skin, they save against the flesh-eating gas at -2). Cloth, metal, and wood are not affected. Leather is treated as dry, exposed skin.
Deep dragons cast spells at 9th level, adjusted by their combat modifiers. They are born with infravision, true seeing, and unerring detect magic abilities, and immunities to charm, sleep, and hold magic. Deep dragons are immune to extremes of heat and cold (-3 on each die of damage taken, to a minimum of 1 hp per die).
As deep dragons age, they gain the following additional powers:
Age Ability
Very young assume snakeform 3 times/day
Young assume "human" form 3 times/day
Juvenile one more form change/day (each), regen. 1d4 hp/turn
Adult regenerate 1d4 hp/6 rounds; free action at will
Mature adult regenerate 1d4 hp/4 rounds; levitate 3 times/day
Old transmute rock to mud and telekinesis 3 times/day
Very old move earth 3 times/day
Venerable passwall and disintegrate 2 times/day
Wyrm one additional use/day of powers gained since Old age; stone shape 2
times/day, tongues once/day
Great wyrm repulsion 3 times/day, affecting all except dragons. One additional
use/day of stone shape and tongues
Habitat/Society:
Deep dragons roam the Underdark and are great explorers. Most often deep dragons are found in well-defended lairs in the Underdark. They often use their powers to reach caverns inaccessible to most creatures. Deep dragons often work with drow.Ecology:
Deep dragons have been known to eat almost anything, but they particularly prize the flesh of clams, fish, kuo-toa, and aboleth. They view cloakers and mind flayers as dangerous rivals in the Underdark. Deep dragons avoid confrontations with other dragons and never fight or steal from others of their own kind.Body Tail Breath Spells Treas. XP
Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value
1 Hatchling 1-5 1-4 3 2d8+1 Nil Nil Nil 3,000
2 Very Young 4-12 17-28 2 4d8+2 Nil Nil Nil 5,000
3 Young 14-23 12-21 1 6d8+3 Nil Nil Nil 6,000
4 Juvenile 23-32 21-28 0 8d8+4 1 Nil H,Q 8,000
5 Young Adult 28-36 51-60 -1 10d8+5 2 25% H,Qx2,E 10,000
6 Adult 41-50 36-45 -2 12d8+6 2 1 30% H,Qx3,E,S 12,000
7 Mature Adult 45-54 71-84 -3 14d8+7 3 2 35% Hx2,Qx4,E,S 14,000
8 Old 59-68 54-62 -4 16d8+8 4 2 1/1 40% Hx2,Qx4,E,S,T 16,000
9 Very Old 68-77 62-70 -5 18d8+9 4 2 2/2 45% Hx3,Qx5,E,S,T 17,000
10 Venerable 77-86 70-78 -6 20d8+10 4 3 2 1/2 1 50% Hx3,Q,E,S,T,U 18,000
11 Wyrm 86-95 78-85 -7 22d8+11 4 3 3 2/3 2 55% Hx3,Q,E,S,T,U,V 19,000
12 Great Wyrm 85-94 134-146 -8 24d8+12 4 3 3 2 1/3 3 1 60% H,Q,E,S,T,U,V,X,Z 20,000
Mercury Dragon
CLIMATE/TERRAIN: Temperate and subtropical/Mountains
FREQUENCY: Very rare
ORGANIZATION: Solitary or clan
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Highly (13-14)
TREASURE: See below
ALIGNMENT: Chaotic good
NO. APPEARING: 1 (2-5)
ARMOR CLASS: -1 (base)
MOVEMENT: 15, Fl 36 (C), Jp 3
HIT DICE: 11 (base)
THAC0: 9 (base)
NO. OF ATTACKS: 3+special
DAMAGE/ATTACK: 2-8/2-8/2-20
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: See below
SIZE: H (25' base)
MORALE: Fanatic (17-18)
XP VALUE: Variable
Mercury dragons are fast, highly-maneuverable creatures with relatively small bodies and long tails. Although good in alignment, they are very whimsical, making and changing decisions frequently.
At birth, a mercury dragon's scales are dull silver. As it ages, the scales become brighter and brighter, until at adult age they gain a brilliant mirror finish. Sunlight or other sources of light reflecting off the scales and wings of a mercury dragon can be blinding.
Mercuries speak the language of good dragons, but at high speed, so there's only a 75% chance of understanding a mercury dragon.
Combat:
Mercury dragons are as unpredictable when it comes to combat, as they are in any other situation. They may parley, they might attack instantly, or, perhaps, they may avoid combat entirely. They never attack good-aligned creatures unless sorely provoked.Mercury dragons always use spells in combat, if possible. They are very creative, and can always figure out some innovative way of using virtually any spell to advantage in combat.
In addition to the breath weapon and the attack modes shared by all dragons, mercury dragons can curve the mirror-bright membranes of their wings to reflect and concentrate available light (as dim as full moonlight) into a beam of dazzling brightness. They can aim the beam at one enemy per round-at the expense of not being able to use their wing buffet, and the enemy must roll a successful saving throw vs. spell or be blinded for 1d4+1 rounds. If not using this technique as a weapon, they can use the beam much like a search-light.
A mercury dragon's breath weapon is a beam of brilliant, yellow light. The beam is 5 feet wide and extends 60 feet from the creature's mouth. Any creature caught in the beam receives damage from heat (saving throw for half damage). The heat of the beam is intense enough to ignite flammable objects that fail saving throws vs. magical fire.
A mercury dragon casts spells and uses magical abilities at the 10th level, plus its combat modifier. At birth, mercury dragons are immune to fire and all magical forms of blindness.
They also receive a +3 bonus to saving throws against light-based attacks. As they age, they gain the following additional powers:
Age Ability
Young gaze reflection at will
Juvenile mirror image three times per day
Adult polymorph self twice per day
Old telekinesis twice per day
Wyrm project image once per day
Habitat/Society:
Mercury dragons are loners by nature. Their mating behavior is free-wheeling, fun loving, and generally irresponsible. If a female becomes impregnated, however, the male's protective instincts take over. Mercuries are very protective of their offspring, and will give their lives to save them. Offspring usually stay with their parents until they reach the juvenile age category.Because of their unpredictable, sometimes almost irrational nature, mercuries very rarely have close relationships with other creatures in the area. For this reason, mercuries have to depend on magical and mechanical traps and guards to protect their lairs when they are away.
Ecology:
Mercury dragons eat anything, but they prefer to feed on metal ores. Although they have no venom attacks, the flesh of mercury dragons is highly poisonous.
Body Tail Breath Spells Treas. XP
Age Lgt. (') Lgt. (') AC Weapon Wizard MR Type Value
1 Hatchling 3-6 3-6 2 2d8+1 Nil Nil Nil 1,400
2 Very Young 6-11 6-11 1 4d8+2 Nil Nil Nil 3,000
3 Young 11-17 11-20 0 6d8+3 Nil Nil Nil 5,000
4 Juvenile 17-21 20-25 -1 8d8+4 1 10% ½H 8,000
5 Young Adult 21-24 26-30 -2 10d8+5 1 1 15% H 10,000
6 Adult 24-27 30-33 -3 12d8+6 2 1 1 20% H 11,000
7 Mature Adult 27-30 33-36 -4 14d8+7 2 2 2 25% H 12,000
8 Old 30-33 36-39 -5 16d8+8 3 2 2 1 30% H, I 14,000
9 Very Old 33-36 39-42 -6 18d8+9 3 3 2 2 35% H, I 15,000
10 Venerable 36-39 42-45 -7 20d8+10 3 3 3 2 1 40% Hx2, I 16,000
11 Wyrm 39-41 45-48 -8 22d8+11 3 3 3 2 2 1 50% Hx2, I, X 17,000
12 Great Wyrm 41-44 48-51 -9 24d8+12 3 3 3 3 2 2 1 70% Hx3, I, T, X 18,000
Mist Dragon
CLIMATE/TERRAIN: Tropical and subtropical/Forests, lake shores, sea shores, and river banks
FREQUENCY: Very rare
ORGANIZATION: Solitary or clan
ACTIVITY CYCLE: Any
DIET: Special
INTELLIGENCE: Exceptional (15-16)
TREASURE: Special
ALIGNMENT: Neutral
NO. APPEARING: 1 (2-5)
ARMOR CLASS: 1 (base) or -2 (base)
MOVEMENT: 12, Fl 39 (C), Sw 12
HIT DICE: 11 (base)
THAC0: 9 (base)
NO. OF ATTACKS: 3+special
DAMAGE/ATTACK: 2-5/2-5/2-24
SPECIAL ATTACKS: Special
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Nil or 15%
SIZE: G (54' base)
MORALE: Champion (16 base)
XP VALUE: Variable
Mist dragons are solitary and philosophical. Their favorite activity is sitting quietly and thinking. They hate being disturbed and dislike conversation.
At birth, a mist dragon's scales are shiny blue-white. As the dragon ages, the scales darken, becoming blue-gray with metallic silver flecks that sparkle in sunlight.
Mist dragons speak their own tongue and a tongue common to all neutral dragons. Also, 15% of hatchling mist dragons can speak with any intelligent creature. The chance to possess this ability increases 5% per age category.
Combat:
Mist dragons try to avoid encounters by assuming mist form. In combat, they quickly use their breath weapons, then assume mist form and hide in the vapor-where they launch a spell assault.Breath Weapon/Special Abilities:
A mist dragon's breath weapon is a cloud of scalding vapor that is 90 feet long, 30 feet wide, and 30 feet high. Creatures caught in vapor suffer can roll saving throws vs. breath weapon for half damage. In still air, the vapor persists for 1d4+4 rounds; on the second round, it condenses into a clammy, smothering for that blinds air-breathing creatures for 1d4 rounds and inflicts 3d4 points of drowning damage per round for as long as the creature remains in the cloud (a successful saving throw vs. breath weapon negates both effects).A mist dragon casts its spells and uses its magical abilities at 6th level plus its combat modifier.
Mist dragons are immune to fire and heat.
Mist dragons can assume (or leave) a cohesive, mist-like form at will, once per round. In this form, they are 75% unlikely to be distinguished from normal mist; in mist form, their Armor Class improves by -3 and their magic resistance increases by 15%. They can use their spells and innate abilities while in mist form, but they cannot attack physically or use their breath weapon. Mist dragons in mist form can fly at a speed of 9 (MC: A).
As they age, they gain the following additional powers: Very young: water breathing twice a day. Young: wall of fog twice a day. Juvenile: create water twice a day (affects a maximum of three cubic yards [81 cubic feet]). Old: solid fog twice a day. Very old: predict weather twice a day. Ancient: airy water twice a day.
Habitat/Society:
Mist dragons live near waterfalls, rapids, coastlines, or where rainfall is frequent and heavy. Their lairs are usually large natural caverns or grottoes that are mist-filled and damp. Forest-dwelling mist dragons greatly resent the green dragons' advances before losing all patience and launching an all-out campaign mist dragons might have bronze dragons for neighbors. This, however, seldom leads to conflict as both dragons are content to leave the others alone.Mist dragons are loners, and 90% of all encounters are with individuals. Group encounters are with parents and offspring.
Ecology:
Mist dragons can eat almost anything, including woody plants and even mud. However, they draw most of their sustenance directly from natural mist or spray. They often lie in misty or foggy places, thinking and basking in the moisture.
Body Tail Breath Spells Treas. XP
Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value
1 7-19 6-16 4 2d6+1 Nil Nil Nil 3,000
2 19-31 16-28 3 3d6+2 Nil Nil Nil 5,000
3 31-43 28-38 2 4d6+3 Nil Nil Nil 7,000
4 43-55 38-50 1 5d6+4 1 Nil Y, Z 10,000
5 55-67 50-60 0 6d6+5 1 1 25% X, Y, Z 12,000
6 67-80 60-70 -1 7d6+6 2 1 30% X, Y, Z 13,000
7 80-93 70-84 -2 8d6+7 2 2 35% X, Y, Z 14,000
8 93-106 84-95 -3 9d6+8 3 2 /1 40% X, Y, Zx2 16,000
9 106-120 95-108 -4 10d6+9 3 3 /1 1 45% X, Y, Zx2 17,000
10 120-134 108-121 -5 11d6+10 4 3 /2 1 50% X, Y, Zx2 18,000
11 134-148 121-133 -6 12d6+11 4 4 /2 2 55% X, Y, Zx3 19,000
12 148-162 133-146 -7 13d6+12 5 4 /3 2 60% X, Y, Zx3 20,000
Shadow Dragon
CLIMATE/TERRAIN: Non-arctic/Ruins, subterranean, and plane of Shadow
FREQUENCY: Very rare
ORGANIZATION: Solitary or clan
ACTIVITY CYCLE: Nocturnal (any on the plane of Shadow)
DIET: Special
INTELLIGENCE: Genius (17-18)
TREASURE: Special
ALIGNMENT: Chaotic evil
NO. APPEARING: 1 (2-5)
ARMOR CLASS: -4 (base)
MOVEMENT: 18, Fl 30 (D), Jp 3
HIT DICE: 12 (base)
THAC0: 9 (base)
NO. OF ATTACKS: 3+special
DAMAGE/ATTACK: 1-6/1-6/3-18
SPECIAL ATTACKS: Special
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Variable
SIZE: H (21' base)
MORALE: Champion (16)
XP VALUE: Variable
Shadow dragons are sly and devious. They are instinctively cunning and are not prone to taking risks.
At all ages, a shadow dragon's scales and body are translucent, so that when viewed from a distance it appears to be a mass of shadows.
Shadow dragons speak their own tongue and a tongue common to all evil dragons. Also, 17% of hatchling shadow dragons can speak with any intelligent creature. The chance to possess this ability increases 5% per age category.
Combat:
Shadow dragons prefer to attack from hiding, usually employing invisibility or hiding in shadows. They use illusion/phantasm spells to confuse and misdirect foes. Older dragons are especially fond of their non-detection ability.Breath Weapon/Special Abilities:
A shadow dragon's breath weapon is a cloud of blackness that is 40 feet long, 30 feet wide, and 20 feet high. Creatures caught in the cloud are blinded for one melee round and lose ¾ (round up) of their life energy (levels or Hit Dice); a successful saving throw vs. breath weapon reduces the loss to ½ (round up). The life energy loss persists for a variable number of turns, shown on the table above. Negative plane protection spells prevent this life energy loss.A character who is reduced to 0 or fewer levels lapses into a coma for the duration of the cloud's effect.
A shadow dragon casts spells and uses its magical abilities at 6th level plus its combat modifier.
Shadow dragons are born immune to energy draining and with the ability to hide in shadows with 40% chance of success; this ability increases 5% per age category to a maximum of 95%.
As they age, they gain the following additional powers: Juvenile: mirror image three times a day (1d4+1 images). Adult: dimension door twice a day. Old: non-detection three times a day. Venerable: shadow walk once a day. Great wyrm: create shadows three times a day. (This ability creates a mass of leaping shadows with a radius of 100 yards, duration one hour. All magical {and normal}light and darkness sources are negated for as long as they remain in the radius. Creatures able to hide in shadows can do so in these magical shadows even if under direct observation. Shadow dragons and other creatures from the plane of Shadow can move and attack normally while hiding in these shadows, effectively giving them improved invisibility. A successful dispel magic spell banishes the shadows.)
Habitat/Society:
Shadow dragons hate both bright light and total darkness, preferring variegated lighting with patches of diffuse light and deep, inky shadows. On the Prime Material plane, their lairs are always places that provide shadowy light for most of the day. They prefer ancient ruins, where they can hide underground when the sun is bright and still find shadows above ground during dawn and twilight. In the plane of Shadow, they live in dense thickets of trees and brambles, fortified castles, or labyrinthine caves. In either plane, they prefer to locate their lairs near colonies of other creatures that can alert them to potential foes or victims. The dragons seldom actually cooperate with these allies, however, though the dragons commonly prey on them.Shadow dragons love dark-colored, opaque gems, and especially prize black stones. They also collect magical items that produce shadows or darkness. They use these items to turn areas filled with total darkness or light into masses of shadows.
Ecology:
Shadow dragons eat almost anything. Their favorite food is rotting carrion, though they often kill for sport. Slain victims are left to decay until they become suitably foul. These dragons are equally fond of frost-killed, waterlogged, or salt-poisoned plants.
Body Tail Breath Spells Treas. XP
Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value
1 1-4 1-3 -1 1d4+1 Nil 5% Nil 4,000
2 4-11 3-8 -2 1d4+2 Nil 10% Nil 6,000
3 11-18 8-13 -3 2d4+1 Nil 15% Nil 8,000
4 18-23 13-18 -4 2d4+2 2 20% ½ H, S 10,000
5 23-29 18-23 -5 3d4+1 2 2 25% H, S 11,000
6 29-36 23-28 -6 3d4+2 2 2 2 30% H, S 13,000
7 36-42 28-33 -7 4d4+1 2 2 2 2 / 1 35% H, S 15,000
8 42-48 33-38 -8 4d4+2 2 2 2 2 2 / 2 40% H, Sx2 17,000
9 48-55 38-43 -9 5d4+1 2 2 2 2 2 2 / 3 45% H, Sx2 19,000
10 55-61 43-48 -10 5d4+2 4 2 2 2 2 2 / 3 1 50% H, Sx2 20,000
11 61-67 48-53 -11 6d4+1 4 4 2 2 2 2 / 3 2 55% H, Sx3 21,000
12 67-74 53-58 -12 6d4+2 4 4 4 2 2 2 / 3 3 60% H, Sx3 22,000
Steel Dragon
CLIMATE/TERRAIN: Temperate cities (rarely temperate hills, plains, and forests.)
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Special
INTELLIGENCE: Supra-genius (19-20)
TREASURE: Special
ALIGNMENT: Lawful neutral (good)
NO. APPEARING: 1
ARMOR CLASS: 0 (base)
MOVEMENT: 9, Fl 30(D), Sw 6
HIT DICE: 11 (base)
THAC0: 9 (base)
NO. OF ATTACKS: 3+special
DAMAGE/ATTACK: 1-10/1-10/3-30
SPECIAL ATTACKS: Special
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Variable
SIZE: H (25' base)
MORALE: Fanatic (17-18)
XP VALUE: Variable
Steel dragons love to have human and demihuman companions, and they prefer to live amid the hustle and bustle of great cities. They often pose as sages, scholars, mages, or other intellectuals.
At birth, a steel dragon's scales are deep blue-gray with steely highlights. As the dragon approaches adulthood, its color slowly lightens to that of lustrous burnished steel. When these dragons take on human form, they always have one steel-gray feature-hair, eyes, nails, or sometimes a ring or other ornament.
Steel dragons speak their own tongue and a tongue common to all neutral dragons. Also, 19% of hatchling steel dragons can speak with any intelligent creature. This chance increases by 5% per age category.
Combat:
Steel dragons favor repartee over combat. If pressed, they usually begin with a spell assault and avoid melee. If seriously harmed or threatened, they resume dragon form and use their breath weapons. They breathe on any foe they plan to engage in melee, and they seek to keep their foes within the cloud until the gas loses its potency.A steel dragon's breath weapon is a cube of toxic gas. The dragon can monitor the amount of gas released so closely that it can make the cube as small as it wishes