This is the data file for the Tunnels & Trolls™ 5th Edition role-playing game. There are about 500 creatures, traps, treasure, and containers from the Magestykc™ supplement. You can use this with some of the tools here that allow for data files to be input. You may only want to use this file if you want to customize your creations. You may have no gold in your land or maybe you want to remove the chance of dinosaurs from appearing. You may want to add custom monsters and items. Anything is possible. "Magestykc" is a trademark of Wizardawn Entertainment. "Tunnels & Trolls" and "T&T" are trademarks of Flying Buffalo Inc. Wizardawn™ is not affiliated with Rick Loomis, Kent St. Andre, or Flying Buffalo Inc. Below are the codes used for the creatures' terrain types... DG = Dungeon PF = Forest PH = Hills PM = Mountains PP = Plains PS = Swamp PD = Desert FW = Freshwater SW = Sea CF = Snowy Forest CH = Snowy Hills CM = Snowy Mountains CP = Snowy Plains TF = Jungle/Tropics Forest TH = Jungle/Tropics Hills TM = Jungle/Tropics Mountains TS = Jungle/Tropics Swamp --BEGIN-- Afanc FW SW 15 1 TYPE: Animal; MR: 170; DICE: 18 + 85; #APP: 1; SIZE: L (50`); MOVE: Swim 150`; LANG: Fish; NOTES: This giant fish creature would swim in a circle around ships and will suck them down in a whirlpool in 10 combat rounds. [STR:61 / DEX:33 / LCK:27 / CON:170 / INT:22 / CHR:17] Al-Mi`raj DG PF PP 1 1 TYPE: Beast; MR: 30; DICE: 4 + 15; #APP: 1-12; SIZE: S (3`); MOVE: 180`; LANG: Rodent; NOTES: This unicorn looking rabbit uses its head`s horn to attack. [STR:20 / DEX:22 / LCK:6 / CON:30 / INT:1 / CHR:6] Alligator FW PS TS 3 13 TYPE: Reptile; MR: 55; DICE: 6 + 28; #APP: 1-14; SIZE: L (8-15`); MOVE: 60`/Swim 120`; LANG: Saurian; NOTES:  [STR:33 / DEX:19 / LCK:11 / CON:55 / INT:1 / CHR:7] Alligator, Giant FW PS TS 7 1 TYPE: Reptile; MR: 100; DICE: 11 + 50; #APP: 1-12; SIZE: L (21-30`); MOVE: 60`/Swim 120`; LANG: Saurian; NOTES:  [STR:44 / DEX:23 / LCK:19 / CON:100 / INT:1 / CHR:9] Ant Lion DG PD PF PH PP TF TH 9 2 TYPE: Insect; MR: 130; DICE: 14 + 65; #APP: 1; SIZE: L; MOVE: 90`/Burrow 10`; LANG: Insect; NOTES: These insects hide under the ground and wait to attack its prey. [STR:54 / DEX:23 / LCK:24 / CON:130 / INT:1 / CHR:10] Ant, Fire DG PF PH PP TF TH 2 2 TYPE: Insect; MR: 55; DICE: 6 + 28; #APP: 1-20; SIZE: S (2`); MOVE: 180`; LANG: Insect; NOTES: They will use their fire spray if they roll a `6` at least 2x with their attack. This spray will automatically do 1d6 points of damage to everyone in front of the ant unless the targets can make a L1SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. [STR:27 / DEX:25 / LCK:10 / CON:55 / INT:1 / CHR:7] Ant, Giant DG PF PH PP TF TH 2 2 TYPE: Insect; MR: 55; DICE: 6 + 28; #APP: 1-20; SIZE: S (2`); MOVE: 180`; LANG: Insect; NOTES: They will use their poison stinger if they roll a `6` at least 2x with their attack. This poison will cause the victim to suffer a negative 1d6 to STR unless they can make a L1SR vs. CON. The `ant poison` will last an entire day unless cured and does not stack in effect. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:27 / DEX:25 / LCK:10 / CON:55 / INT:1 / CHR:7] Antaur Knight DG TH TM 4 1 TYPE: Insect; MR: 80; DICE: 9 + 40; #APP: 1-20; SIZE: M; MOVE: 150`; LANG: Antaur/Insect/Common; NOTES: These humanoid ants will use their poison stinger if they roll a `6` at least 3x with their attack. This poison will cause the victim to suffer a negative 1d6 to STR unless they can make a L1SR vs. CON. The `ant poison` will last an entire day unless cured and does not stack in effect. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:34 / DEX:24 / LCK:18 / CON:80 / INT:13 / CHR:12] Antaur Leader DG TH TM 7 1 TYPE: Insect; MR: 115; DICE: 12 + 58; #APP: 1-3; SIZE: L; MOVE: 150`; LANG: Antaur/Insect/Common; NOTES: These humanoid ants will use their poison stinger if they roll a `6` at least 4x with their attack. This poison will cause the victim to suffer a negative 2d6 to STR unless they can make a L3SR vs. CON. The `ant poison` will last an entire day unless cured and does not stack in effect. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:45 / DEX:28 / LCK:21 / CON:115 / INT:28 / CHR:24] Antaur Soldier DG TH TM 2 2 TYPE: Insect; MR: 55; DICE: 6 + 28; #APP: 1-20; SIZE: S; MOVE: 180`; LANG: Antaur/Insect/Common; NOTES: These humanoid ants will use their poison stinger if they roll a `6` at least 2x with their attack. This poison will cause the victim to suffer a negative 1d6 to STR unless they can make a L1SR vs. CON. The `ant poison` will last an entire day unless cured and does not stack in effect. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:25 / DEX:25 / LCK:14 / CON:55 / INT:11 / CHR:11] Ape, Beast TF TM TS 4 4 TYPE: Beast; MR: 70; DICE: 8 + 35; #APP: 1-7; SIZE: L (9`); MOVE: 90`; LANG: Simian; NOTES:  [STR:37 / DEX:17 / LCK:17 / CON:70 / INT:12 / CHR:12] Ape, Carnivorous DG TF TH TS 5 2 TYPE: Animal; MR: 70; DICE: 8 + 35; #APP: 1-8; SIZE: L (7`+); MOVE: 120`; LANG: Simian; NOTES:  [STR:33 / DEX:20 / LCK:18 / CON:70 / INT:12 / CHR:12] Apparition DG 8 1 TYPE: Undead; MR: 130; DICE: 14 + 65; #APP: 1-4; SIZE: M; MOVE: 240`; LANG: Undead; NOTES: This ghostly creature can only be attacked with magic or silver weapons. Spells will also work against it. They will use their fear aura if they roll a `6` at least 5x with their attack. This will automatically cause targets to flee in terror unless they can make a L3SR vs. INT. This fear lasts for 2d6 combat rounds. Anyone killed by this creature will rise and become one of them after an hour has passed. [STR:43 / DEX:38 / LCK:20 / CON:130 / INT:21 / CHR:17] Assassin Bug DG PF PH PP PS TF TH TS 2 2 TYPE: Insect; MR: 45; DICE: 5 + 23; #APP: 1-2; SIZE: S (2`); MOVE: 60`/Fly 180`; LANG: Insect; NOTES: They will use their poison bite if they roll a `6` at least 2x with their attack. This poison will cause the target to become paralyzed unless they can make a L1SR vs. CON. This paralysis lasts for 1d6 combat rounds unless cured. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:23 / DEX:24 / LCK:9 / CON:45 / INT:1 / CHR:7] Baboon TF TH TS 2 13 TYPE: Animal; MR: 35; DICE: 4 + 18; #APP: 1-20; SIZE: S (4`+); MOVE: 120`; LANG: Simian; NOTES:  [STR:25 / DEX:17 / LCK:12 / CON:35 / INT:9 / CHR:11] Badger CF CH CM CP DG PD PF PH PM PP PS 2 4 TYPE: Animal; MR: 50; DICE: 6 + 25; #APP: 1-5; SIZE: S; MOVE: 60`/Burrow 30`; LANG: Ursine; NOTES:  [STR:37 / DEX:12 / LCK:11 / CON:50 / INT:3 / CHR:9] Baluchitherium CF CP PF PP TF 14 2 TYPE: Animal; MR: 165; DICE: 17 + 83; #APP: 1-3; SIZE: L (20`); MOVE: 120`; LANG: Pachyderm; NOTES:  [STR:62 / DEX:30 / LCK:27 / CON:165 / INT:3 / CHR:15] Banshee CF CH CP DG PD PF PH PP TF 7 1 TYPE: Undead; MR: 120; DICE: 13 + 60; #APP: 1; SIZE: M; MOVE: 150`; LANG: Undead; NOTES: This ghostly female creature can only be attacked with magic weapons. Spells will also work against it. They will use their deathly scream if they roll a `6` at least 5x with their attack. This will automatically cause targets to die unless they can make a L3SR vs. LCK. A L3SR vs. DEX can also be made to see if ears are covered in time. [STR:46 / DEX:28 / LCK:22 / CON:120 / INT:28 / CHR:24] Barghest CF CH CM CP DG PD PF PH PM PP PS TF TH TM TS 10 1 TYPE: Beast; MR: 140; DICE: 15 + 70; #APP: 1-2; SIZE: M-L; MOVE: 150`; LANG: Canine; NOTES: This ghostly black hound can only be attacked with magic weapons. Spells will also work against it. [STR:52 / DEX:30 / LCK:24 / CON:140 / INT:32 / CHR:28] Barracuda SW 2 4 TYPE: Animal; MR: 40; DICE: 5 + 20; #APP: 1-12; SIZE: S-L; MOVE: 300`; LANG: Fish; NOTES:  [STR:20 / DEX:26 / LCK:7 / CON:40 / INT:1 / CHR:6] Basilisk DG PF PH PM PP PS TF TH TM TS 7 4 TYPE: Beast; MR: 100; DICE: 11 + 50; #APP: 1-4; SIZE: M (7`); MOVE: 60`; LANG: Saurian; NOTES: They will use their magic gaze if they roll a `6` at least 4x with their attack. This gaze will turn everyone looking at it into stone unless they can make a L3SR vs. LCK. A L3SR vs. DEX can also be made instead to maybe look away in time. [STR:50 / DEX:17 / LCK:19 / CON:100 / INT:1 / CHR:9] Basilisk, Greater DG PF PH PM PP PS TF TH TM TS 10 1 TYPE: Beast; MR: 140; DICE: 15 + 70; #APP: 1-2; SIZE: L (12`); MOVE: 60`; LANG: Saurian; NOTES: They will use their magic gaze if they roll a `6` at least 5x with their attack. This gaze will turn everyone looking at it into stone unless they can make a L4SR vs. LCK. A L4SR vs. DEX can also be made instead to maybe look away in time. [STR:59 / DEX:21 / LCK:26 / CON:140 / INT:19 / CHR:15] Bat CF CH CM CP DG PD PF PH PM PP PS TF TH TM TS 1 13 TYPE: Animal; MR: 15; DICE: 2 + 8; #APP: 1-20; SIZE: S; MOVE: 10`/Fly 240`; LANG: Rodent; NOTES:  [STR:19 / DEX:17 / LCK:5 / CON:15 / INT:1 / CHR:6] Bat, Fire CF CH CM CP DG PD PF PH PM PP PS TF TH TM TS 2 1 TYPE: Animal; MR: 30; DICE: 4 + 15; #APP: 1-8; SIZE: S; MOVE: 60`/Fly 200`; LANG: Rodent; NOTES: These fiery bats are immune to fire but can be instantly killed if doused with water. [STR:17 / DEX:22 / LCK:9 / CON:30 / INT:3 / CHR:9] Bat, Giant CF CH CM CP DG PF PH PM PP PS TF TH TM TS 1 4 TYPE: Animal; MR: 20; DICE: 3 + 10; #APP: 1-12; SIZE: S; MOVE: 30`/Fly 180`; LANG: Rodent; NOTES:  [STR:21 / DEX:18 / LCK:4 / CON:20 / INT:1 / CHR:5] Bat, Piercing CF DG PF TF 2 4 TYPE: Animal; MR: 30; DICE: 4 + 15; #APP: 1-20; SIZE: S; MOVE: 30`/Fly 180`; LANG: Rodent; NOTES: They will attach themselves to a target if they roll a `6` at least 2x with their attack. They will then begin to suck the blood of the victim unless they can make a L1SR vs. STR to get it off. Anyone getting blood drained will suffer 1d6 points of damage per combat round. Each target that gets damaged from the attack rolls 1 die to determine which one it tries to attach to, where the lowest number is the one it attaches to. Anyone attacking this creature while attached will hurt the victim as well. The victim may attempt to make a L1SR vs. STR each round to try and remove the creature. Anytime this creature is attached to someone, it no longer attacks normally but continues to drain blood. [STR:19 / DEX:22 / LCK:7 / CON:30 / INT:1 / CHR:7] Bear, Black CF CH CM PF PH PM PS 4 13 TYPE: Animal; MR: 55; DICE: 6 + 28; #APP: 1-3; SIZE: M (6`+); MOVE: 120`; LANG: Ursine; NOTES:  [STR:31 / DEX:19 / LCK:14 / CON:55 / INT:3 / CHR:10] Bear, Brown CF CH CM PF PH PM PS 6 4 TYPE: Animal; MR: 80; DICE: 9 + 40; #APP: 1-6; SIZE: L (9`+); MOVE: 120`; LANG: Ursine; NOTES:  [STR:37 / DEX:21 / LCK:18 / CON:80 / INT:3 / CHR:11] Bear, Cave CF CH CM DG PF PH PM 7 4 TYPE: Animal; MR: 90; DICE: 10 + 45; #APP: 1-2; SIZE: L (12`+); MOVE: 120`; LANG: Ursine; NOTES:  [STR:39 / DEX:22 / LCK:20 / CON:90 / INT:3 / CHR:11] Bear, Polar CF CH CM CP FW PF PH PM PP 9 2 TYPE: Animal; MR: 110; DICE: 12 + 55; #APP: 1-6; SIZE: L (14`); MOVE: 120`/Swim 90`; LANG: Ursine; NOTES:  [STR:48 / DEX:21 / LCK:22 / CON:110 / INT:3 / CHR:12] Beaver, Giant CF CH FW PF PH 4 1 TYPE: Animal; MR: 60; DICE: 7 + 30; #APP: 1-20; SIZE: M (6`); MOVE: 60`/Swim 120`; LANG: Rodent; NOTES:  [STR:32 / DEX:19 / LCK:15 / CON:60 / INT:4 / CHR:11] Beetle, Death Watch DG PF PS 9 1 TYPE: Insect; MR: 125; DICE: 13 + 63; #APP: 1; SIZE: L (5`); MOVE: 120`; LANG: Insect; NOTES: They will vibrate their wings if they roll a `6` at least 5x with their attack. This will automatically cause targets to die unless they can make a L3SR vs. LCK. [STR:49 / DEX:26 / LCK:24 / CON:125 / INT:1 / CHR:10] Beetle, Giant, Bombadier CF CH PF PH PS TF TH TS 3 13 TYPE: Insect; MR: 60; DICE: 7 + 30; #APP: 1-10; SIZE: M (4`); MOVE: 90`; LANG: Insect; NOTES: They will emit an acid cloud if they roll a `6` at least 3x with their attack. This cloud will automatically do 1d6 points of damage to everyone in front of the beetle unless the targets can make a L1SR vs. LCK or DEX. Armor and weapons might be destroyed. To determine this, roll 1 die for each weapon and/or armor. A roll of 1 means it was destroyed by the acid. This attack damage is in addition to any other damage during that round. [STR:38 / DEX:16 / LCK:10 / CON:60 / INT:1 / CHR:6] Beetle, Giant, Boring DG PF PH PM PS TF TH TM TS 5 13 TYPE: Insect; MR: 85; DICE: 9 + 43; #APP: 1-12; SIZE: L (9`); MOVE: 60`; LANG: Insect; NOTES:  [STR:47 / DEX:16 / LCK:16 / CON:85 / INT:1 / CHR:8] Beetle, Giant, Fire DG PF PH PM PS TF TH TM TS 2 13 TYPE: Insect; MR: 50; DICE: 6 + 25; #APP: 1-10; SIZE: S (2.5`); MOVE: 120`; LANG: Insect; NOTES: They will shoot flame from the mouth if they roll a `6` at least 2x with their attack. This flame will automatically do 1d6 points of damage to everyone in front of the beetle unless the targets can make a L1SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. [STR:32 / DEX:18 / LCK:8 / CON:50 / INT:1 / CHR:6] Beetle, Giant, Rhinoceros TF TH TS 12 4 TYPE: Insect; MR: 160; DICE: 17 + 80; #APP: 1-6; SIZE: L (12`); MOVE: 60`; LANG: Insect; NOTES:  [STR:64 / DEX:23 / LCK:29 / CON:160 / INT:1 / CHR:11] Beetle, Giant, Stag PF PH PP PS 7 13 TYPE: Insect; MR: 105; DICE: 11 + 53; #APP: 1-12; SIZE: L (10`); MOVE: 60`; LANG: Insect; NOTES:  [STR:52 / DEX:18 / LCK:19 / CON:105 / INT:1 / CHR:8] Beetle, Giant, Water FW 4 13 TYPE: Insect; MR: 75; DICE: 8 + 38; #APP: 1-12; SIZE: L (6`); MOVE: 30`/Swim 120`; LANG: Insect; NOTES:  [STR:40 / DEX:21 / LCK:13 / CON:75 / INT:1 / CHR:7] Beetle, Razor DG PF PH PP PS 6 2 TYPE: Insect; MR: 95; DICE: 10 + 48; #APP: 1-3; SIZE: L; MOVE: 60`; LANG: Insect; NOTES:  [STR:50 / DEX:17 / LCK:17 / CON:95 / INT:1 / CHR:8] Behemoth TS FW 11 2 TYPE: Animal; MR: 140; DICE: 15 + 70; #APP: 1-4; SIZE: L; MOVE: 60`/Swim 120`; LANG: Hippopotamus; NOTES: These hippo-type creatures will often remain hidden under the water and overturn boats or canoes if a 1-3 is rolled on 1 die. [STR:55 / DEX:27 / LCK:24 / CON:140 / INT:1 / CHR:11] Betrayer of Eyes DG PS 8 1 TYPE: Monster; MR: 120; DICE: 13 + 60; #APP: 1; SIZE: L (4-6`); MOVE: 30`; LANG: Wizard Speech; NOTES: This large eye creature has 6 arms that are 5 feet in length and floats around with magic. Each arm has a 4 digit hand that holds an eye that will shoot a different beam of magical energy from each one. The eyes are able to be dropped. If they roll a `6` at least 5x with their attack, one of the eyes will shoot this beam at a single target. To determine which eye, roll 1 die (1-Disintegrates and dies; 2-Scared and runs away for 2d6 combat rounds; 3-Turns to solid crystal and dies; 4-Sleep for 2d6 combat rounds; 5-Damaged for 2d6 points of damage; 6-Charms where they attack friends for 2d6 combat rounds). Each target that gets damaged from the attack rolls 1 die to determine which one is hit with the beam, where the lowest number suffers from the effects. A L3SR vs. LCK can be made to avoid the effects. [STR:63 / DEX:3 / LCK:27 / CON:120 / INT:60 / CHR:25] Bird, Flightless TF TH TS 2 13 TYPE: Animal; MR: 35; DICE: 4 + 18; #APP: 1-12; SIZE: M; MOVE: 180`; LANG: Avian; NOTES:  [STR:20 / DEX:23 / LCK:8 / CON:35 / INT:1 / CHR:7] Black Ooze DG PM TM 10 4 TYPE: Slime; MR: 120; DICE: 13 + 60; #APP: 1-4; SIZE: S-L (5-8`); MOVE: 60`; LANG: None; NOTES: This black slime is immune to cold and electrical attacks. It also dissolves wood and metal. [STR:54 / DEX:19 / LCK:23 / CON:120 / INT:1 / CHR:10] Bloodworm, Giant DG PD PH PP TH 6 2 TYPE: Monster; MR: 90; DICE: 10 + 45; #APP: 1-4; SIZE: L (20`); MOVE: 60`; LANG: Slug; NOTES: They will attach themselves to a target if they roll a `6` at least 4x with their attack. They will then begin to suck the blood of the victim unless they can make a L2SR vs. STR to get it off. Anyone getting blood drained will suffer 2d6 points of damage per combat round. Each target that gets damaged from the attack rolls 1 die to determine which one it tries to attach to. Anyone attacking this creature while attached will hurt the victim as well. The victim may attempt to make a L2SR vs. STR each round to try and remove the creature. Anytime this creature is attached to someone, it no longer attacks normally but continues to drain blood. [STR:49 / DEX:16 / LCK:16 / CON:90 / INT:1 / CHR:8] Boar, Giant CF CH PF PH PS TH TS 7 4 TYPE: Animal; MR: 90; DICE: 10 + 45; #APP: 1-8; SIZE: L (5`); MOVE: 120`; LANG: Porker; NOTES:  [STR:41 / DEX:22 / LCK:18 / CON:90 / INT:1 / CHR:9] Boar, Warthog PF PS TF TH TS 3 13 TYPE: Animal; MR: 45; DICE: 5 + 23; #APP: 1-6; SIZE: M (2.5`); MOVE: 120`; LANG: Porker; NOTES:  [STR:29 / DEX:18 / LCK:10 / CON:45 / INT:1 / CHR:7] Boar, Wild CF CH CP PD PF PH PP PS TF TH TS 4 13 TYPE: Animal; MR: 55; DICE: 6 + 28; #APP: 1-12; SIZE: M (3`); MOVE: 150`; LANG: Porker; NOTES:  [STR:28 / DEX:22 / LCK:14 / CON:55 / INT:3 / CHR:10] Brownie CF CH PF PH PS TF TH TS 1 2 TYPE: Fey; MR: 40; DICE: 5 + 20; #APP: 1-12; SIZE: S (1.5`); MOVE: 120`; LANG: Brownie/Elven/Common; NOTES: These small humanoids will use their skills of confusion if they roll a `6` at least 2x with their attack. This will automatically cause targets to miss the next combat round unless they can make a L1SR vs. INT. [STR:25 / DEX:17 / LCK:14 / CON:40 / INT:46 / CHR:19] Buffalo TS 5 4 TYPE: Animal; MR: 65; DICE: 7 + 33; #APP: 1-16; SIZE: L (5`); MOVE: 150`; LANG: Bovine; NOTES:  [STR:30 / DEX:23 / LCK:16 / CON:65 / INT:3 / CHR:10] Bugbear CF CH CM CP DG PD PF PH PM PP PS TF TH TM TS 4 4 TYPE: Humanoid; MR: 65; DICE: 7 + 33; #APP: 1-20; SIZE: L (7`+); MOVE: 90`; LANG: Goblin; NOTES:  [STR:33 / DEX:17 / LCK:19 / CON:65 / INT:14 / CHR:14] Bull PD PF PH PP PS TF TH TS 4 13 TYPE: Animal; MR: 55; DICE: 6 + 28; #APP: 1-20; SIZE: L (5`); MOVE: 150`; LANG: Bovine; NOTES:  [STR:28 / DEX:22 / LCK:14 / CON:55 / INT:3 / CHR:10] Bumblebee, Giant DG PD PF PH PM PP PS TF TH TM TS 7 2 TYPE: Insect; MR: 90; DICE: 10 + 45; #APP: 1; SIZE: L; MOVE: 60`/Fly 240`; LANG: Insect; NOTES: They will use their poison stinger if they roll a `6` at least 4x with their attack. This poison will cause the victim to suffer a negative 2d6 to DEX due to swelling unless they can make a L3SR vs. CON. The `bee poison` will last an entire day unless cured and does not stack in effect. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:31 / DEX:34 / LCK:16 / CON:90 / INT:14 / CHR:13] Bumblebee, Honey, Giant DG PF PH PM PP PS TF TH TM TS 4 2 TYPE: Insect; MR: 60; DICE: 7 + 30; #APP: 1-10; SIZE: M; MOVE: 90`/Fly 300`; LANG: Insect; NOTES: They will use their poison stinger if they roll a `6` at least 3x with their attack. This poison will cause the victim to suffer a negative 1d6 to DEX due to swelling unless they can make a L1SR vs. CON. The `bee poison` will last an entire day unless cured and does not stack in effect. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:20 / DEX:33 / LCK:13 / CON:60 / INT:11 / CHR:12] Bumblebee, Soldier, Giant DG PF PH PM PP PS TF TH TM TS 5 1 TYPE: Insect; MR: 75; DICE: 8 + 38; #APP: 1; SIZE: M; MOVE: 120`/Fly 300`; LANG: Insect; NOTES: They will use their poison stinger if they roll a `6` at least 3x with their attack. This poison will cause the victim to suffer a negative 1d6 to DEX due to swelling unless they can make a L2SR vs. CON. The `bee poison` will last an entire day unless cured and does not stack in effect. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:22 / DEX:39 / LCK:13 / CON:75 / INT:13 / CHR:12] Bunyip FW PS TS 5 2 TYPE: Beast; MR: 50; DICE: 6 + 25; #APP: 1; SIZE: M (6`); MOVE: 120`; LANG: Cetacean; NOTES: These black furry seals have powerful jaws. They will roar if they roll a `6` at least 2x with their attack. This roar will automatically cause targets to flee in terror unless they can make a L2SR vs. INT. A L2SR vs. DEX can also be made to see if ears are covered in time. This fear lasts for 1d6 combat rounds. [STR:31 / DEX:18 / LCK:12 / CON:50 / INT:1 / CHR:8] Camel, Wild CF CH CP PD PF PH PP PS TF TH TS 3 13 TYPE: Animal; MR: 45; DICE: 5 + 23; #APP: 1-12; SIZE: L; MOVE: 210`; LANG: Bovine; NOTES:  [STR:20 / DEX:27 / LCK:10 / CON:45 / INT:1 / CHR:7] Cat, Hell DG 8 2 TYPE: Planar; MR: 100; DICE: 11 + 50; #APP: 1; SIZE: L; MOVE: 120`; LANG: Balrog/Feline; NOTES: They will use their fire breath if they roll a `6` at least 4x with their attack. This breath will automatically do 2d6 points of damage to a single target in front of the creature unless the targets can make a L3SR vs. LCK or DEX. Each target that gets damaged from the attack rolls 1 die to determine which one is burned, where the lowest number suffers from the effects. This attack damage is in addition to any other damage during that round. [STR:43 / DEX:23 / LCK:20 / CON:100 / INT:1 / CHR:10] Cat, Wild CF CH CM CP DG PD PF PH PM PP PS TF TH TM TS 1 4 TYPE: Animal; MR: 35; DICE: 4 + 18; #APP: 1-6; SIZE: S; MOVE: 180`; LANG: Feline; NOTES:  [STR:21 / DEX:23 / LCK:7 / CON:35 / INT:1 / CHR:6] Caterwaul CM CP DG PM PP PS TM TS 5 2 TYPE: Monster; MR: 70; DICE: 8 + 35; #APP: 1; SIZE: M; MOVE: 180`/Run 240`; LANG: Feline; NOTES: These feline creatures will screech if they roll a `6` at least 3x with their attack. This sound will automatically do 1d6 points of damage to everyone in range can make a L2SR vs. LCK. A L2SR vs. DEX can also be made to see if ears are covered in time. This attack damage is in addition to any other damage during that round. [STR:25 / DEX:32 / LCK:14 / CON:70 / INT:12 / CHR:12] Catfish, Giant FW 9 2 TYPE: Animal; MR: 105; DICE: 11 + 53; #APP: 1; SIZE: L (16-24`); MOVE: Swim 180`; LANG: Fish; NOTES: They will swallow a target whole if they roll a `6` at least 4x with their attack and the victim fails a L3SR vs. DEX or LCK. While inside, the victim will suffer 2d6 points of damage each combat round, but they can continue to attack as normal. Each target that gets damaged from the attack rolls 1 die to determine which one is swallowed, where the lowest number gets swallowed. [STR:40 / DEX:30 / LCK:19 / CON:105 / INT:1 / CHR:10] Catoblepas PF TF 7 1 TYPE: Beast; MR: 85; DICE: 9 + 43; #APP: 1-3; SIZE: L (6`); MOVE: 60`; LANG: Bovine; NOTES: These creatures have the body of a buffalo and the head of a wild boar. Its back has scales, and its head is always pointing downwards due to its head being heavy. They will use their magic gaze if they roll a `6` at least 3x with their attack. This gaze will kill them unless they can make a L3SR vs. LCK. A L3SR vs. DEX can also be made instead to maybe look away in time. [STR:43 / DEX:16 / LCK:20 / CON:85 / INT:3 / CHR:11] Cattle, Wild PD PF PH PM PP PS TF TH TM TS 2 13 TYPE: Animal; MR: 35; DICE: 4 + 18; #APP: 1-20; SIZE: L; MOVE: 150`; LANG: Bovine; NOTES:  [STR:22 / DEX:20 / LCK:10 / CON:35 / INT:3 / CHR:9] Cave Netter DG 10 4 TYPE: Insect; MR: 120; DICE: 13 + 60; #APP: 1-4; SIZE: L (20`); MOVE: 10`/Fly 90`; LANG: Spider; NOTES: These huge cave spiders wait on the ceiling for prey where they will net a victim in web to capture for food. This web will capture the target unless they can make a L4SR vs. STR to break free. A L4SR vs. DEX can also be made to get out of the way in time. While the creature is engaged in active combat and no longer concealed, they will no longer use their webbing. [STR:51 / DEX:22 / LCK:23 / CON:120 / INT:1 / CHR:10] Cave Tentacle DG 11 2 TYPE: Monster; MR: 160; DICE: 17 + 80; #APP: 1-3; SIZE: L; MOVE: 30`; LANG: None; NOTES: These squishy, stalagmite looking creatures will attack with their 4 tentacles. They will use their tentacle poison if they roll a `6` at least 6x with their attack. This poison will cause the victim to suffer a negative 3d6 to STR unless they can make a L4SR vs. CON. The `cave wrapper poison` will last for 3d6 combat rounds unless cured and does not stack in effect. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:78 / DEX:3 / LCK:32 / CON:160 / INT:32 / CHR:26] Cave Wrapper DG 12 2 TYPE: Monster; MR: 155; DICE: 16 + 78; #APP: 1; SIZE: L; MOVE: 30`; LANG: None; NOTES: This thin creature can blend in with a cave or dungeon floor. It waits for victims to walk over it before wrapping them up for digestion, unless they can make a L5SR vs. DEX to get out of the way. Each combat round, they can attempt a L5SR vs. STR to try and free themselves. While inside, they will take 3d6 points of damage each combat round until they either free themselves or become fully digested and die. [STR:76 / DEX:3 / LCK:32 / CON:155 / INT:30 / CHR:25] Centaur PF PH PP 4 2 TYPE: Fey; MR: 65; DICE: 7 + 33; #APP: 1-16; SIZE: L; MOVE: 180`; LANG: Centaur/Fey/Common; NOTES:  [STR:28 / DEX:26 / LCK:15 / CON:65 / INT:14 / CHR:14] Centipede, Giant CF CH CM CP DG PD PF PH PM PP PS TF TH TM TS 1 13 TYPE: Insect; MR: 10; DICE: 2 + 5; #APP: 1-14; SIZE: S (1`+); MOVE: 150`; LANG: Insect; NOTES: They will use their poison bite if they roll a `6` at least 1x with their attack. This poison will cause the target to become paralyzed unless they can make a L1SR vs. CON. This paralysis lasts for 1d6 combat rounds unless cured. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:21 / DEX:14 / LCK:3 / CON:10 / INT:1 / CHR:5] Centipede, Great DG PF PP PS TF TS 3 1 TYPE: Insect; MR: 55; DICE: 6 + 28; #APP: 1-4; SIZE: M (5`); MOVE: 180`; LANG: Insect; NOTES: They will use their poison bite if they roll a `6` at least 2x with their attack. This poison will cause the target to become paralyzed unless they can make a L1SR vs. CON. This paralysis lasts for 1d6 combat rounds unless cured. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:27 / DEX:25 / LCK:11 / CON:55 / INT:1 / CHR:7] Centipede, Huge CF CH CM CP DG PD PF PH PM PP PS TF TH TM TS 1 13 TYPE: Insect; MR: 10; DICE: 2 + 5; #APP: 1-12; SIZE: S (6"); MOVE: 210`; LANG: Insect; NOTES: They will use their poison bite if they roll a `6` at least 1x with their attack. This poison will cause the target to become paralyzed unless they can make a L1SR vs. CON. This paralysis lasts for 1d6 combat rounds unless cured. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:21 / DEX:14 / LCK:3 / CON:10 / INT:1 / CHR:5] Centipede, Monstrous DG PF PH PM PP PS TF TH TM TS 9 1 TYPE: Insect; MR: 110; DICE: 12 + 55; #APP: 1; SIZE: L (18`); MOVE: 150`; LANG: Insect; NOTES: They will use their poison bite if they roll a `6` at least 4x with their attack. This poison will cause the target to become paralyzed unless they can make a L3SR vs. CON. This paralysis lasts for 2d6 combat rounds unless cured. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:43 / DEX:27 / LCK:21 / CON:110 / INT:1 / CHR:9] Cerberus DG 10 1 TYPE: Planar; MR: 145; DICE: 15 + 73; #APP: 1; SIZE: M (6`); MOVE: 120`; LANG: Balrog/Canine; NOTES: This three-headed demon dog can only be hurt with magical weapons or spells. [STR:56 / DEX:28 / LCK:25 / CON:145 / INT:27 / CHR:22] Cheetah PD PF PH PM PP PS TF TH TM TS 3 2 TYPE: Animal; MR: 55; DICE: 6 + 28; #APP: 1-4; SIZE: M; MOVE: 150`/Run 450`; LANG: Feline; NOTES:  [STR:20 / DEX:32 / LCK:11 / CON:55 / INT:1 / CHR:7] Chimera DG PD PH PM TH TM 9 2 TYPE: Beast; MR: 115; DICE: 12 + 58; #APP: 1-4; SIZE: L (4`); MOVE: 90`/Fly 180`; LANG: Chimera; NOTES: This monstrous fire-breathing creature is composed of the parts of three animals: a lion, a serpent and a goat. It is a lion, with the head of a goat arising from its back, and a tail that ended in a snake head. They will use their fire breath if they roll a `6` at least 4x with their attack. This breath will automatically do 2d6 points of damage to everyone in front of the wyrm unless the targets can make a L3SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. [STR:43 / DEX:31 / LCK:20 / CON:115 / INT:3 / CHR:12] Cobra DG PD PF PH PM PP PS TF TH TM TS 5 2 TYPE: Reptile; MR: 75; DICE: 8 + 38; #APP: 1-4; SIZE: M; MOVE: 120`; LANG: Serpentine; NOTES: They will use their venom if they roll a `6` at least 3x with their attack. This venom will kill the victim unless they can make a L2SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:38 / DEX:21 / LCK:15 / CON:75 / INT:1 / CHR:8] Cockatrice DG FW PD PF PH PM PP PS TF TH TM TS 5 4 TYPE: Monster; MR: 70; DICE: 8 + 35; #APP: 1-6; SIZE: S; MOVE: 60`/Fly 180`; LANG: Avian; NOTES: This beast is essentially a two-legged dragon with a rooster head. They will use their magic gaze if they roll a `6` at least 3x with their attack. This gaze will turn everyone looking at it into stone unless they can make a L2SR vs. LCK. A L2SR vs. DEX can also be made instead to maybe look away in time. Unlike other creatures, this magical effect still exists even after death. [STR:31 / DEX:26 / LCK:14 / CON:70 / INT:1 / CHR:8] Coeurl DG PD PF PH PM PP PS TF TH TM TS 6 1 TYPE: Monster; MR: 90; DICE: 10 + 45; #APP: 1-5; SIZE: L; MOVE: 150`; LANG: Feline; NOTES:  [STR:37 / DEX:25 / LCK:19 / CON:90 / INT:3 / CHR:11] Corpse, Walking CH CM DG PD PH PM PS TH TM TS 2 2 TYPE: Undead; MR: 30; DICE: 4 + 15; #APP: 1; SIZE: M; MOVE: 60`; LANG: None; NOTES: These zombie creatures can only be hurt with magical weapons. [STR:27 / DEX:10 / LCK:11 / CON:30 / INT:8 / CHR:11] Crab, Giant FW PS SW TS 3 2 TYPE: Animal; MR: 65; DICE: 7 + 33; #APP: 1-12; SIZE: L (4`+); MOVE: 90`; LANG: Fish; NOTES:  [STR:40 / DEX:17 / LCK:11 / CON:65 / INT:1 / CHR:6] Crabman DG PS SW TS 3 2 TYPE: Humanoid; MR: 60; DICE: 7 + 30; #APP: 1-12; SIZE: L (9`); MOVE: 90`/Swim 60`; LANG: Fish; NOTES:  [STR:36 / DEX:13 / LCK:17 / CON:60 / INT:13 / CHR:13] Crayfish, Giant FW PS TS 5 4 TYPE: Animal; MR: 80; DICE: 9 + 40; #APP: 1-4; SIZE: L (8`+); MOVE: 60`/Swim 120`; LANG: Fish; NOTES:  [STR:41 / DEX:21 / LCK:14 / CON:80 / INT:1 / CHR:7] Cricket, Large DG 2 2 TYPE: Insect; MR: 50; DICE: 6 + 25; #APP: 1-8; SIZE: S-M; MOVE: 60`/Jump 30`; LANG: Insect; NOTES:  [STR:37 / DEX:12 / LCK:9 / CON:50 / INT:1 / CHR:7] Crocodile FW PS TS 3 13 TYPE: Reptile; MR: 55; DICE: 6 + 28; #APP: 1-14; SIZE: L (8-15`); MOVE: 60`/Swim 120`; LANG: Saurian; NOTES:  [STR:33 / DEX:19 / LCK:11 / CON:55 / INT:1 / CHR:7] Crocodile, Giant FW PS TS 7 1 TYPE: Reptile; MR: 100; DICE: 11 + 50; #APP: 1-12; SIZE: L (21-30`); MOVE: 60`/Swim 120`; LANG: Saurian; NOTES:  [STR:44 / DEX:23 / LCK:19 / CON:100 / INT:1 / CHR:9] Cyclops CH CM DG PH PM TH TM 5 2 TYPE: Giant; MR: 85; DICE: 9 + 43; #APP: 1-8; SIZE: L (9`); MOVE: 120`; LANG: Giant; NOTES:  [STR:38 / DEX:22 / LCK:19 / CON:85 / INT:16 / CHR:14] Daklafar DG 3 1 TYPE: Humanoid; MR: 60; DICE: 7 + 30; #APP: 1-20; SIZE: M (5`); MOVE: 120`; LANG: Elven/Common; NOTES: These dark cousins to elves live deep within the ground and dabble in the arts of dark magic. They often make homes and businesses in cities and will often have tunnels leading to such places. Although their businesses might appear legitimate, they are often shady in their dealings...dabbling in crime and assassination. Their skin is often varying shades of black with white hair. Their bright white eyes allow them to see perfectly in non-magical darkness. [STR:31 / DEX:19 / LCK:16 / CON:60 / INT:48 / CHR:20] Darkwater Eye SW 11 1 TYPE: Monster; MR: 135; DICE: 14 + 68; #APP: 1; SIZE: L (3-5`); MOVE: Swim 60`; LANG: Wizard Speech; NOTES: This large eye creature has 4 tentacles and a large mouth. Each tentacle has an eye that will shoot a different beam of magical energy from each one. The large eye has its own magical beam, while the mouth can emit a sonic burst of magical effect. If they roll a `6` at least 5x with their attack, one of the magical abilities will affect a single target. To determine which ability, roll 1 die (1-Large Eye:Disintegrates and dies; 2-Sonic:Scared and runs away for 3d6 combat rounds; 3-Small Eye:Turns to solid crystal and dies; 4-Small Eye:Sleep for 3d6 combat rounds; 5-Small Eye:Damaged for 3d6 points of damage; 6-Small Eye:Charms where they attack friends for 3d6 combat rounds). Each target that gets damaged from the attack rolls 1 die to determine which one is hit with the beam, where the lowest number suffers from the effects. A L4SR vs. LCK can be made to avoid the effects. [STR:58 / DEX:21 / LCK:25 / CON:135 / INT:26 / CHR:22] Demon DG 9 1 TYPE: Planar; MR: 140; DICE: 15 + 70; #APP: 1; SIZE: L (12`); MOVE: 90`/Fly 180`; LANG: Balrog/Common/Undead; NOTES: Can only be harmed with magical weapons or spells. Anyone killed by this demon can never be resurrected unless the demon is killed and the soul is freed. [STR:50 / DEX:33 / LCK:23 / CON:140 / INT:56 / CHR:23] Demon Serpent DG TH TM 8 1 TYPE: Planar; MR: 105; DICE: 11 + 53; #APP: 1-5; SIZE: M; MOVE: 90`; LANG: Serpentine; NOTES: This fiery snake can only be hurt with spells and magic weapons. They will constrict a target if they roll a `6` at least 4x with their attack, unless the victim can make a L3SR vs. STR to get free. After 2d6 combat rounds, they will be turned to ash. Each target that gets damaged from the attack rolls 1 die to determine which one it constricts. The victim may attempt to make a L3SR vs. STR each round to try and break free. Anytime they are constricting someone, they no longer perform attack but wait for the victim to burn up. [STR:46 / DEX:21 / LCK:22 / CON:105 / INT:25 / CHR:23] Demon, Grand DG 16 1 TYPE: Planar; MR: 210; DICE: 22 + 105; #APP: 1; SIZE: L (15`); MOVE: 90`/Fly 180`; LANG: Balrog/Common/Undead; NOTES: Can only be harmed with magical weapons or spells. Anyone killed by this demon can never be resurrected unless the demon is killed and the soul is freed. [STR:71 / DEX:40 / LCK:30 / CON:210 / INT:81 / CHR:33] Demon, Great DG 11 1 TYPE: Planar; MR: 160; DICE: 17 + 80; #APP: 1; SIZE: L (10.5`); MOVE: 90`/Fly 180`; LANG: Balrog/Common/Undead; NOTES: Can only be harmed with magical weapons or spells. Anyone killed by this demon can never be resurrected unless the demon is killed and the soul is freed. [STR:56 / DEX:35 / LCK:25 / CON:160 / INT:52 / CHR:22] Demon, Greater DG 11 1 TYPE: Planar; MR: 160; DICE: 17 + 80; #APP: 1; SIZE: L (9`); MOVE: 90`/Fly 180`; LANG: Balrog/Common/Undead; NOTES: Can only be harmed with magical weapons or spells. Anyone killed by this demon can never be resurrected unless the demon is killed and the soul is freed. [STR:56 / DEX:35 / LCK:25 / CON:160 / INT:70 / CHR:28] Demon, Lesser DG 3 1 TYPE: Planar; MR: 80; DICE: 9 + 40; #APP: 1; SIZE: S; MOVE: 90`/Fly 180`; LANG: Balrog/Common/Undead; NOTES: Anyone killed by this demon can never be resurrected unless the demon is killed and the soul is freed. [STR:32 / DEX:27 / LCK:17 / CON:80 / INT:23 / CHR:11] Demon, Lord DG 20 1 TYPE: Planar; MR: 250; DICE: 26 + 125; #APP: 1; SIZE: L (18`); MOVE: 90`/Fly 180`; LANG: Balrog/Common/Undead; NOTES: Can only be harmed with magical weapons or spells. Anyone killed by this demon can never be resurrected unless the demon is killed and the soul is freed. [STR:83 / DEX:44 / LCK:34 / CON:250 / INT:85 / CHR:35] Demon, Lower DG 8 1 TYPE: Planar; MR: 130; DICE: 14 + 65; #APP: 1-3; SIZE: L (7`); MOVE: 90`/Fly 180`; LANG: Balrog/Common/Undead; NOTES: Anyone killed by this demon can never be resurrected unless the demon is killed and the soul is freed. [STR:47 / DEX:32 / LCK:22 / CON:130 / INT:55 / CHR:23] Demon, Minor DG 1 1 TYPE: Planar; MR: 50; DICE: 6 + 25; #APP: 1-12; SIZE: S (3`); MOVE: 90`/Fly 180`; LANG: Balrog/Common/Undead; NOTES: Anyone killed by this demon can never be resurrected unless the demon is killed and the soul is freed. [STR:25 / DEX:24 / LCK:10 / CON:50 / INT:3 / CHR:8] Demon, Shadow CF CM DG 8 1 TYPE: Planar; MR: 115; DICE: 12 + 58; #APP: 1; SIZE: M; MOVE: 90`/Fly 180`; LANG: Balrog/Common/Undead; NOTES: This shadowy demon can only be hurt with magical weapons or spells. They will use their shadow magic if they roll a `6` at least 4x with their attack. This will produce darkness in the area than only magical light can penetrate. This darkness lasts for 2d6 combat rounds. The demon can attack as normal in complete darkness. [STR:43 / DEX:31 / LCK:20 / CON:115 / INT:48 / CHR:21] Devil DG 11 1 TYPE: Planar; MR: 160; DICE: 17 + 80; #APP: 1; SIZE: L (10.5`); MOVE: 120`; LANG: Devlish/Common/Wizard Speech; NOTES: Can only be harmed with magical weapons or spells. Any spells that fail to affect them are reflected on the caster. [STR:61 / DEX:29 / LCK:26 / CON:160 / INT:58 / CHR:24] Devil, Grand DG 20 1 TYPE: Planar; MR: 250; DICE: 26 + 125; #APP: 1; SIZE: L (12`); MOVE: 120`; LANG: Devlish/Common/Wizard Speech; NOTES: Can only be harmed with magical weapons or spells. Any spells that fail to affect them are reflected on the caster. [STR:88 / DEX:38 / LCK:35 / CON:250 / INT:79 / CHR:33] Devil, Great DG 17 1 TYPE: Planar; MR: 220; DICE: 23 + 110; #APP: 1; SIZE: L (10`); MOVE: 120`; LANG: Devlish/Common/Wizard Speech; NOTES: Can only be harmed with magical weapons or spells. Any spells that fail to affect them are reflected on the caster. [STR:79 / DEX:35 / LCK:32 / CON:220 / INT:70 / CHR:29] Devil, Greater DG 19 1 TYPE: Planar; MR: 240; DICE: 25 + 120; #APP: 1; SIZE: M (7`); MOVE: 120`; LANG: Devlish/Common/Wizard Speech; NOTES: Can only be harmed with magical weapons or spells. Any spells that fail to affect them are reflected on the caster. [STR:85 / DEX:37 / LCK:34 / CON:240 / INT:78 / CHR:32] Devil, Lesser DG 6 1 TYPE: Planar; MR: 110; DICE: 12 + 55; #APP: 1-2; SIZE: L (9`); MOVE: 120`; LANG: Devlish/Common/Wizard Speech; NOTES: Any spells that fail to affect them are reflected on the caster. [STR:46 / DEX:24 / LCK:21 / CON:110 / INT:53 / CHR:22] Devil, Lord DG 20 1 TYPE: Planar; MR: 250; DICE: 26 + 125; #APP: 1; SIZE: L (13.5`); MOVE: 120`; LANG: Devlish/Common/Wizard Speech; NOTES: Can only be harmed with magical weapons or spells. Any spells that fail to affect them are reflected on the caster. [STR:88 / DEX:38 / LCK:35 / CON:250 / INT:85 / CHR:35] Devil, Lower DG 7 1 TYPE: Planar; MR: 120; DICE: 13 + 60; #APP: 1-2; SIZE: M; MOVE: 120`; LANG: Devlish/Common/Wizard Speech; NOTES: Any spells that fail to affect them are reflected on the caster. [STR:49 / DEX:25 / LCK:22 / CON:120 / INT:54 / CHR:22] Devil, Minor DG 3 1 TYPE: Planar; MR: 80; DICE: 9 + 40; #APP: 1-3; SIZE: M; MOVE: 120`; LANG: Devlish/Common/Wizard Speech; NOTES: Any spells that fail to affect them are reflected on the caster. [STR:40 / DEX:21 / LCK:15 / CON:80 / INT:3 / CHR:9] Dinosaur, Anatosaurus TF TS 12 13 TYPE: Reptile; MR: 145; DICE: 15 + 73; #APP: 1-12; SIZE: L (30`+); MOVE: 120`; LANG: Saurian; NOTES:  [STR:56 / DEX:28 / LCK:25 / CON:145 / INT:1 / CHR:11] Dinosaur, Ankylosaurus TF TH TM TS 9 4 TYPE: Reptile; MR: 140; DICE: 15 + 70; #APP: 1-5; SIZE: L (15`+); MOVE: 60`; LANG: Saurian; NOTES:  [STR:61 / DEX:21 / LCK:24 / CON:140 / INT:1 / CHR:9] Dinosaur, Antrodemus TS 15 4 TYPE: Reptile; MR: 175; DICE: 18 + 88; #APP: 1-2; SIZE: L (30`); MOVE: 150`; LANG: Saurian; NOTES:  [STR:63 / DEX:34 / LCK:27 / CON:175 / INT:1 / CHR:12] Dinosaur, Archelon SW 7 4 TYPE: Reptile; MR: 105; DICE: 11 + 53; #APP: 1-4; SIZE: L (12`); MOVE: 30`/Swim 150`; LANG: Saurian; NOTES:  [STR:43 / DEX:27 / LCK:19 / CON:105 / INT:1 / CHR:8] Dinosaur, Brachiosaurus TF TS 23 4 TYPE: Reptile; MR: 385; DICE: 39 + 193; #APP: 1-6; SIZE: L (60`); MOVE: 60`; LANG: Saurian; NOTES:  [STR:133 / DEX:46 / LCK:50 / CON:385 / INT:1 / CHR:23] Dinosaur, Brontosaurus TF TS 22 13 TYPE: Reptile; MR: 325; DICE: 33 + 163; #APP: 1-6; SIZE: L (70`); MOVE: 60`; LANG: Saurian; NOTES:  [STR:115 / DEX:40 / LCK:44 / CON:325 / INT:1 / CHR:20] Dinosaur, Camarasaurus TF TS 20 13 TYPE: Reptile; MR: 220; DICE: 23 + 110; #APP: 1-8; SIZE: L (50`); MOVE: 60`; LANG: Saurian; NOTES:  [STR:83 / DEX:29 / LCK:34 / CON:220 / INT:1 / CHR:15] Dinosaur, Ceratosaurus TF TH TM TS 8 4 TYPE: Reptile; MR: 105; DICE: 11 + 53; #APP: 1-4; SIZE: L (17`); MOVE: 150`; LANG: Saurian; NOTES:  [STR:42 / DEX:27 / LCK:20 / CON:105 / INT:1 / CHR:9] Dinosaur, Cetiosaurus TF TS 21 4 TYPE: Reptile; MR: 260; DICE: 27 + 130; #APP: 1-4; SIZE: L (60`); MOVE: 60`; LANG: Saurian; NOTES:  [STR:95 / DEX:33 / LCK:38 / CON:260 / INT:1 / CHR:17] Dinosaur, Dinichthys SW 10 13 TYPE: Reptile; MR: 115; DICE: 12 + 58; #APP: 1-4; SIZE: L (25`+); MOVE: 210`; LANG: Saurian; NOTES:  [STR:40 / DEX:34 / LCK:20 / CON:115 / INT:1 / CHR:10] Dinosaur, Diplodocus TF TS 21 13 TYPE: Reptile; MR: 260; DICE: 27 + 130; #APP: 1-6; SIZE: L (80`); MOVE: 60`; LANG: Saurian; NOTES:  [STR:95 / DEX:33 / LCK:38 / CON:260 / INT:1 / CHR:17] Dinosaur, Elasmosaurus FW SW 15 4 TYPE: Reptile; MR: 165; DICE: 17 + 83; #APP: 1-2; SIZE: L (50`); MOVE: 150`; LANG: Saurian; NOTES:  [STR:60 / DEX:33 / LCK:26 / CON:165 / INT:1 / CHR:12] Dinosaur, Gorgosaurus TF TH TM TS 13 4 TYPE: Reptile; MR: 155; DICE: 16 + 78; #APP: 1-2; SIZE: L (30`+); MOVE: 150`; LANG: Saurian; NOTES:  [STR:57 / DEX:32 / LCK:25 / CON:155 / INT:1 / CHR:11] Dinosaur, Iguanadon TF TH TM TS 6 13 TYPE: Reptile; MR: 90; DICE: 10 + 45; #APP: 1-12; SIZE: L (30`); MOVE: 150`; LANG: Saurian; NOTES:  [STR:40 / DEX:25 / LCK:16 / CON:90 / INT:1 / CHR:8] Dinosaur, Lambeosaurus TF TS 12 13 TYPE: Reptile; MR: 140; DICE: 15 + 70; #APP: 1-10; SIZE: L (20`+); MOVE: 120`; LANG: Saurian; NOTES:  [STR:55 / DEX:27 / LCK:24 / CON:140 / INT:1 / CHR:11] Dinosaur, Megalosaurus TF TH TS 12 4 TYPE: Reptile; MR: 145; DICE: 15 + 73; #APP: 1-2; SIZE: L (25`); MOVE: 120`; LANG: Saurian; NOTES:  [STR:56 / DEX:28 / LCK:25 / CON:145 / INT:1 / CHR:11] Dinosaur, Monoclonius TF TH TS 8 13 TYPE: Reptile; MR: 115; DICE: 12 + 58; #APP: 1-12; SIZE: L (18`); MOVE: 60`; LANG: Saurian; NOTES:  [STR:54 / DEX:19 / LCK:21 / CON:115 / INT:1 / CHR:9] Dinosaur, Mosasaurus SW 12 4 TYPE: Reptile; MR: 135; DICE: 14 + 68; #APP: 1-3; SIZE: L (50`); MOVE: 30`/Swim 150`; LANG: Saurian; NOTES:  [STR:51 / DEX:30 / LCK:23 / CON:135 / INT:1 / CHR:11] Dinosaur, Paleoscincus TF TH TM TS 9 4 TYPE: Reptile; MR: 155; DICE: 16 + 78; #APP: 1-3; SIZE: L (20`); MOVE: 30`; LANG: Saurian; NOTES:  [STR:82 / DEX:3 / LCK:26 / CON:155 / INT:1 / CHR:9] Dinosaur, Pentaceratops TF TM TS 12 13 TYPE: Reptile; MR: 155; DICE: 16 + 78; #APP: 1-12; SIZE: L (20`+); MOVE: 90`; LANG: Saurian; NOTES:  [STR:61 / DEX:26 / LCK:27 / CON:155 / INT:1 / CHR:11] Dinosaur, Plateosaurus TF TH TM TS 8 13 TYPE: Reptile; MR: 105; DICE: 11 + 53; #APP: 1-10; SIZE: L (20`+); MOVE: 120`; LANG: Saurian; NOTES:  [STR:45 / DEX:24 / LCK:20 / CON:105 / INT:1 / CHR:9] Dinosaur, Plesiosaurus SW 20 13 TYPE: Reptile; MR: 215; DICE: 22 + 108; #APP: 1-3; SIZE: L (50`+); MOVE: 150`; LANG: Saurian; NOTES:  [STR:75 / DEX:38 / LCK:31 / CON:215 / INT:1 / CHR:15] Dinosaur, Pteranodon TH TM 4 13 TYPE: Reptile; MR: 55; DICE: 6 + 28; #APP: 1-12; SIZE: L (30`); MOVE: 30`/Fly 150`; LANG: Saurian; NOTES:  [STR:30 / DEX:22 / LCK:11 / CON:55 / INT:1 / CHR:7] Dinosaur, Stegosaurus TF TH TM TS 18 13 TYPE: Reptile; MR: 215; DICE: 22 + 108; #APP: 1-8; SIZE: L (25`); MOVE: 60`; LANG: Saurian; NOTES:  [STR:82 / DEX:29 / LCK:33 / CON:215 / INT:1 / CHR:14] Dinosaur, Styracosaurus TF TH TS 10 13 TYPE: Reptile; MR: 135; DICE: 14 + 68; #APP: 1-8; SIZE: L (18`); MOVE: 60`; LANG: Saurian; NOTES:  [STR:58 / DEX:21 / LCK:25 / CON:135 / INT:1 / CHR:10] Dinosaur, Teratosaurus TF TH 10 4 TYPE: Reptile; MR: 125; DICE: 13 + 63; #APP: 1-3; SIZE: L (20`); MOVE: 180`; LANG: Saurian; NOTES:  [STR:46 / DEX:32 / LCK:21 / CON:125 / INT:1 / CHR:10] Dinosaur, Tricerotops TF TH TM TS 16 13 TYPE: Reptile; MR: 195; DICE: 20 + 98; #APP: 1-8; SIZE: L (24`+); MOVE: 90`; LANG: Saurian; NOTES:  [STR:73 / DEX:30 / LCK:31 / CON:195 / INT:1 / CHR:13] Dinosaur, Tyrannosaurus Rex TF TH TM TS 18 4 TYPE: Reptile; MR: 205; DICE: 21 + 103; #APP: 1-2; SIZE: L (50`); MOVE: 150`; LANG: Saurian; NOTES:  [STR:72 / DEX:37 / LCK:30 / CON:205 / INT:1 / CHR:14] Djinn DG 8 1 TYPE: Planar; MR: 110; DICE: 12 + 55; #APP: 1; SIZE: L (10.5`); MOVE: 90`/Fly 240`; LANG: Any; NOTES: This being can only be attacked with magic weapons and spells. They will turn into a puff of smoke if they roll a `6` at least 4x with their attack. The djinn can still attack in this form but any physical weapons will have no effect on them. They will stay in this form for 2d6 combat rounds. If they are captured while in this smoky form, the captures may make 1 wish in which the djinn vanishes to its home plane. [STR:37 / DEX:36 / LCK:18 / CON:110 / INT:44 / CHR:20] Dog, War CF CH CM CP PD PS 3 4 TYPE: Animal; MR: 50; DICE: 6 + 25; #APP: 1; SIZE: M; MOVE: 120`; LANG: Canine; NOTES:  [STR:31 / DEX:18 / LCK:12 / CON:50 / INT:3 / CHR:9] Dog, Wild CF CH CM CP PD PF PH PM PP PS TF TH TM TS 2 13 TYPE: Animal; MR: 35; DICE: 4 + 18; #APP: 1-12; SIZE: S; MOVE: 150`; LANG: Canine; NOTES:  [STR:22 / DEX:20 / LCK:10 / CON:35 / INT:3 / CHR:9] Dolphin SW 3 4 TYPE: Animal; MR: 55; DICE: 6 + 28; #APP: 1-12; SIZE: M; MOVE: 300`; LANG: Cetacean; NOTES:  [STR:19 / DEX:32 / LCK:13 / CON:55 / INT:18 / CHR:18] Doppelganger CM DG PM PS TM TS 4 1 TYPE: Humanoid; MR: 65; DICE: 7 + 33; #APP: 1-10; SIZE: M; MOVE: 90`; LANG: Any; NOTES: These gray humanoids have no features until they touch someone else. Once they do this, they will appear identical to the one touched with not only physical characteristics, but also memories. They will attempt to confuse or infiltrate a group of adventures, killing them one at a time. [STR:34 / DEX:17 / LCK:18 / CON:65 / INT:43 / CHR:19] Dragon Turtle FW SW 13 1 TYPE: Dragon; MR: 180; DICE: 19 + 90; #APP: 1; SIZE: L (30`); MOVE: 30`/Swim 90`; LANG: Saurian; NOTES: They will use their steam breath if they roll a `6` at least 7x with their attack. This breath will automatically do 3d6 points of damage to everyone in front of the dragon turtle unless the targets can make a L5SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. They will also overturn large ships if a 1-2 is rolled on 1 die. [STR:69 / DEX:28 / LCK:29 / CON:180 / INT:30 / CHR:23] Dragon, Black DG FW PM PS SW TM TS 7 4 TYPE: Dragon; MR: 105; DICE: 11 + 53; #APP: 1; SIZE: L (30`); MOVE: 120`/Fly 240`; LANG: Dragon; NOTES: They will use their acid breath if they roll a `6` at least 4x with their attack. This breath will automatically do 2d6 points of damage to everyone in front of the dragon unless the targets can make a L3SR vs. LCK or DEX. Armor and weapons might be destroyed. To determine this, roll 1 die for each weapon and/or armor. A roll of 1 means it was destroyed by the acid. This attack damage is in addition to any other damage during that round. [STR:35 / DEX:36 / LCK:18 / CON:105 / INT:35 / CHR:16] Dragon, Blue DG 9 2 TYPE: Dragon; MR: 130; DICE: 14 + 65; #APP: 1; SIZE: L (42`); MOVE: 90`/Fly 240`; LANG: Dragon; NOTES: They will use their lightning breath if they roll a `6` at least 5x with their attack. This breath will automatically do 2d6 points of damage to everyone in front of the dragon unless the targets can make a L3SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. [STR:43 / DEX:38 / LCK:20 / CON:130 / INT:49 / CHR:21] Dragon, Brass DG TM 7 4 TYPE: Dragon; MR: 110; DICE: 12 + 55; #APP: 1; SIZE: L (30`); MOVE: 120`/Fly 240`; LANG: Dragon/Common; NOTES: They will use their gaseous breath if they roll a `6` at least 4x with their attack. This breath will put targets to sleep for 2d6 combat rounds to everyone in front of the dragon unless the targets can make a L3SR vs. LCK or DEX. [STR:37 / DEX:36 / LCK:18 / CON:110 / INT:53 / CHR:22] Dragon, Bronze DG FW PM SW TM 9 2 TYPE: Dragon; MR: 140; DICE: 15 + 70; #APP: 1; SIZE: L (42`); MOVE: 90`/Fly 240`; LANG: Dragon/Common; NOTES: They will use their electrical cloud breath if they roll a `6` at least 5x with their attack. This breath will automatically do 2d6 points of damage to everyone in front of the dragon unless the targets can make a L3SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. [STR:46 / DEX:39 / LCK:21 / CON:140 / INT:62 / CHR:25] Dragon, Cloud DG FW PM SW TM 13 1 TYPE: Dragon; MR: 190; DICE: 20 + 95; #APP: 1; SIZE: L (66`); MOVE: 60`/Fly 390`; LANG: Dragon/Common; NOTES: They will use their forceful wind breath if they roll a `6` at least 7x with their attack. This breath will knock over everyone in front of the dragon unless the targets can make a L5SR vs. STR or DEX. Anyone knocked over misses the next combat round. [STR:49 / DEX:59 / LCK:23 / CON:190 / INT:73 / CHR:29] Dragon, Copper DG TH TM 8 4 TYPE: Dragon; MR: 125; DICE: 13 + 63; #APP: 1; SIZE: L (36`); MOVE: 90`/Fly 240`; LANG: Dragon/Common; NOTES: They will use their acidic cloud breath if they roll a `6` at least 5x with their attack. This breath will automatically do 2d6 points of damage to everyone in front of the dragon unless the targets can make a L3SR vs. LCK or DEX. Armor and weapons might be destroyed. To determine this, roll 1 die for each weapon and/or armor. A roll of 1 means it was destroyed by the acid. This attack damage is in addition to any other damage during that round. [STR:41 / DEX:38 / LCK:20 / CON:125 / INT:55 / CHR:23] Dragon, Ghost DG 9 1 TYPE: Undead/Dragon; MR: 130; DICE: 14 + 65; #APP: 1; SIZE: L (42`); MOVE: 90`/Fly 240`; LANG: Dragon/Undead; NOTES: This dragon can only be harmed by magical weapons or spells. They will use their frightening roar if they roll a `6` at least 5x with their attack. This roar will automatically cause targets to flee in terror unless they can make a L3SR vs. INT. A L3SR vs. DEX can also be made to see if ears are covered in time. This fear lasts for 2d6 combat rounds. [STR:43 / DEX:38 / LCK:20 / CON:130 / INT:25 / CHR:21] Dragon, Gold CF CH CM CP DG FW PD PF PH PM PP PS SW TF TH TM TS 11 1 TYPE: Dragon; MR: 170; DICE: 18 + 85; #APP: 1; SIZE: L (54`); MOVE: 120`/Fly 300`; LANG: Dragon/Common; NOTES: They will use their cloud breath if they roll a `6` at least 6x with their attack. This breath will automatically do 3d6 points of damage to everyone in front of the dragon unless the targets can make a L4SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. The gas will also cause the victims to suffer from blindness for 3d6 combat rounds. [STR:50 / DEX:48 / LCK:23 / CON:170 / INT:71 / CHR:28] Dragon, Green CF CH DG FW PF PH PS SW TF TH TS 8 2 TYPE: Dragon; MR: 120; DICE: 13 + 60; #APP: 1; SIZE: L (36`); MOVE: 90`/Fly 240`; LANG: Dragon; NOTES: They will use their fire breath if they roll a `6` at least 5x with their attack. This breath will automatically do 2d6 points of damage to everyone in front of the dragon unless the targets can make a L3SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. [STR:40 / DEX:37 / LCK:19 / CON:120 / INT:42 / CHR:19] Dragon, Lich DG 13 1 TYPE: Undead/Dragon; MR: 190; DICE: 20 + 95; #APP: 1; SIZE: L (66`); MOVE: 60`/Fly 390`; LANG: Dragon/Undead/Common; NOTES: These dragons can only be harmed with magical weapons or spells. They will use their magical roar if they roll a `6` at least 7x with their attack. This roaring sound has varying effects to everyone in front of the dragon unless the targets can make a L5SR vs. LCK. A L5SR vs. DEX can also be made to see if ears are covered in time. Roll 1 die to determine the effect of the roar (1-Soul is ripped from the body where resurrection is impossible; 2-Scared and runs away for 3d6 combat rounds; 3-Turns to a pile of ash and dies; 4-Paralyzed for 3d6 combat rounds; 5-Damaged for 3d6 points of damage; 6-Possessed where they attack friends for 3d6 combat rounds). This effect is in addition to any damage during that combat round. [STR:49 / DEX:59 / LCK:23 / CON:190 / INT:73 / CHR:29] Dragon, Mist DG FW PF PS SW TF TS 10 2 TYPE: Dragon; MR: 160; DICE: 17 + 80; #APP: 1; SIZE: L (51`); MOVE: 60`/Fly 330`; LANG: Dragon/Common; NOTES: These dragons can only be harmed with magical weapons or spells. They will use their fog breath if they roll a `6` at least 6x with their attack. This breath will completely cut visibility everyone in front of the dragon unless the targets can make a L4SR vs. LCK or DEX. The dragon can still attack normally from within this cloud, which will dissipate in 2d6 combat rounds. [STR:45 / DEX:50 / LCK:21 / CON:160 / INT:64 / CHR:26] Dragon, Red CF CH CM DG FW PF PH PM SW TF TH TM 10 2 TYPE: Dragon; MR: 155; DICE: 16 + 78; #APP: 1; SIZE: L (48`); MOVE: 90`/Fly 240`; LANG: Dragon/Common; NOTES: They will use their fire breath if they roll a `6` at least 6x with their attack. This breath will automatically do 2d6 points of damage to everyone in front of the dragon unless the targets can make a L4SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. [STR:50 / DEX:41 / LCK:23 / CON:155 / INT:64 / CHR:26] Dragon, Shadow DG 6 1 TYPE: Dragon; MR: 120; DICE: 13 + 60; #APP: 1; SIZE: L (20-30`); MOVE: 180`/Fly 240`; LANG: Dragon/Common; NOTES: These dragons can only be harmed with magical weapons or spells. They will use their misty breath if they roll a `6` at least 5x with their attack. This breath is a thick black mist that will completely cut visibility everyone in front of the dragon unless the targets can make a L2SR vs. LCK or DEX. The dragon can still attack normally from within this mist, which will dissipate in 2d6 combat rounds. [STR:40 / DEX:37 / LCK:19 / CON:120 / INT:63 / CHR:25] Dragon, Silver CM DG FW PM SW TM 10 1 TYPE: Dragon; MR: 155; DICE: 16 + 78; #APP: 1; SIZE: L (48`); MOVE: 90`/Fly 240`; LANG: Dragon/Common; NOTES: They will use their freezing blizzard breath if they roll a `6` at least 6x with their attack. This breath will automatically do 2d6 points of damage to everyone in front of the dragon unless the targets can make a L4SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. The breath will also cause the victims to suffer a negative 2d6 to DEX for 2d6 combat rounds. [STR:50 / DEX:41 / LCK:23 / CON:155 / INT:64 / CHR:26] Dragon, Skeletal DG 7 1 TYPE: Undead/Dragon; MR: 105; DICE: 11 + 53; #APP: 1; SIZE: L (30`); MOVE: 120`/Fly 240`; LANG: None; NOTES: They will use their magical roar if they roll a `6` at least 4x with their attack. This roaring sound will melt the flesh from the bones of everyone in front of the dragon unless the targets can make a L3SR vs. LCK. A L3SR vs. DEX can also be made to see if ears are covered in time. This effect is in addition to any damage during that combat round. [STR:34 / DEX:36 / LCK:19 / CON:105 / INT:1 / CHR:8] Dragon, White CF CH CM CP DG FW PD PS SW 6 4 TYPE: Dragon; MR: 95; DICE: 10 + 48; #APP: 1; SIZE: L (24`); MOVE: 120`/Fly 300`; LANG: Dragon; NOTES: They will use their ice shard breath if they roll a `6` at least 4x with their attack. This breath will automatically do 2d6 points of damage to everyone in front of the dragon unless the targets can make a L2SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. [STR:28 / DEX:41 / LCK:15 / CON:95 / INT:34 / CHR:16] Dragon, Zombie DG 10 1 TYPE: Undead/Dragon; MR: 155; DICE: 16 + 78; #APP: 1; SIZE: L (48`); MOVE: 90`/Fly 240`; LANG: Dragon/Undead; NOTES: They will use their sickly cloud breath if they roll a `6` at least 6x with their attack. This breath will cause illness to everyone in front of the dragon unless the targets can make a L4SR vs. LCK, DEX or CON. The illness contracted can only be cured by magical means. It causes the victim to suffer a negative 2d6 to STR and DEX. [STR:50 / DEX:41 / LCK:23 / CON:155 / INT:1 / CHR:10] Dragonfish FW 2 2 TYPE: Animal; MR: 50; DICE: 6 + 25; #APP: 1; SIZE: S; MOVE: Swim 60`; LANG: Fish; NOTES: They will use their poison stinger if they roll a `6` at least 2x with their attack. This poison will cause the victim to suffer a negative 1d6 to STR unless they can make a L1SR vs. CON. The `fish poison` will last an entire day unless cured and does not stack in effect. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:38 / DEX:12 / LCK:8 / CON:50 / INT:1 / CHR:6] Dragonfly, Giant FW PS TS 8 2 TYPE: Insect; MR: 115; DICE: 12 + 58; #APP: 1-6; SIZE: M; MOVE: 10`/Fly 360`; LANG: Insect; NOTES:  [STR:29 / DEX:49 / LCK:16 / CON:115 / INT:17 / CHR:14] Dragonling Familiar PF PH PM 2 1 TYPE: Dragon; MR: 60; DICE: 7 + 30; #APP: 1; SIZE: S (1.5`); MOVE: 60`/Fly 240`; LANG: Dragon; NOTES: They will use their poison stinger if they roll a `6` at least 3x with their attack. This poison will cause the victim to appear dead unless they can make a L1SR vs. CON. The `dragonling poison` will last an entire day unless cured and does not stack in effect. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:22 / DEX:31 / LCK:13 / CON:60 / INT:14 / CHR:14] Drake, Fire DG PH PM TH TM 4 2 TYPE: Dragon; MR: 65; DICE: 7 + 33; #APP: 1; SIZE: S (4`); MOVE: 60`/Fly 180`; LANG: Dragon; NOTES: They will use their fire breath if they roll a `6` at least 3x with their attack. This breath will automatically do 1d6 points of damage to everyone in front of the drake unless the targets can make a L1SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. [STR:28 / DEX:26 / LCK:15 / CON:65 / INT:12 / CHR:12] Dread Knight DG 9 1 TYPE: Undead; MR: 140; DICE: 15 + 70; #APP: 1; SIZE: M; MOVE: 90`/Run 120`; LANG: Undead/Common; NOTES: These skeletal warriors will emit an aura of fear if they roll a `6` at least 5x with their attack, causing targets to flee in terror unless they can make a L3SR vs. INT. This fear lasts for 2d6 combat rounds. [STR:55 / DEX:27 / LCK:24 / CON:140 / INT:65 / CHR:26] Dryad PF 2 1 TYPE: Fey; MR: 25; DICE: 3 + 13; #APP: 1-6; SIZE: M; MOVE: 120`; LANG: Fey/Elven; NOTES: This beautiful creature will attempt to charm a target if they roll a `6` at least 1x with their attack. They will be charmed for 1d6 combat rounds unless they can make a L1SR vs. INT. During this time, they will attack their comrades. Each target that gets damaged from the attack rolls 1 die to determine which one is charmed, where the lowest number suffers from the effects. A good blow to the head will snap them out of the charm effects. [STR:20 / DEX:16 / LCK:13 / CON:25 / INT:17 / CHR:20] Dwarf CF CH CM CP DG PD PF PH PM PP TF TH TM 1 13 TYPE: Humanoid; MR: 40; DICE: 5 + 20; #APP: 1-20; SIZE: S (4`+); MOVE: 60`; LANG: Dwarvish/Common; NOTES:  [STR:28 / DEX:11 / LCK:16 / CON:40 / INT:16 / CHR:17] Dwurman DG 2 1 TYPE: Humanoid; MR: 50; DICE: 6 + 25; #APP: 1-8; SIZE: S (4`); MOVE: 60`; LANG: Dwarvish; NOTES: Born within the deepest parts of the world, dwurman are closely related to dwarves...but unlike their dwarf cousins, dwurman are rarely seen on the surface. Their skin is dark grey and their hair is a dull white. [STR:32 / DEX:12 / LCK:17 / CON:50 / INT:22 / CHR:23] Eagle CF CM FW PF PM SW 2 2 TYPE: Animal; MR: 40; DICE: 5 + 20; #APP: 1-2; SIZE: M (6`); MOVE: 10`/Fly 300`; LANG: Avian; NOTES:  [STR:19 / DEX:26 / LCK:8 / CON:40 / INT:1 / CHR:7] Eagle, Giant CM FW SW 4 2 TYPE: Animal; MR: 55; DICE: 6 + 28; #APP: 1-20; SIZE: M (20`); MOVE: 30`/Fly 480`; LANG: Avian; NOTES:  [STR:19 / DEX:32 / LCK:13 / CON:55 / INT:4 / CHR:11] Eel, Electric SW 2 2 TYPE: Animal; MR: 25; DICE: 3 + 13; #APP: 1-3; SIZE: M (9`); MOVE: 120`; LANG: Fish; NOTES: They will use an electrical shock if they roll a `6` at least 1x with their attack. This shock will stun everyone near the eel for 1d6 combat rounds unless they can make a L1SR vs. CON. [STR:24 / DEX:16 / LCK:6 / CON:25 / INT:1 / CHR:6] Eel, Electric, Giant SW 7 2 TYPE: Animal; MR: 90; DICE: 10 + 45; #APP: 1; SIZE: L (20-40`); MOVE: Swim 90`; LANG: Fish; NOTES: They will use an electrical shock if they roll a `6` at least 4x with their attack. This shock will stun everyone near the eel for 2d6 combat rounds unless they can make a L3SR vs. CON. [STR:45 / DEX:19 / LCK:17 / CON:90 / INT:1 / CHR:8] Eel, Giant FW SW 5 4 TYPE: Animal; MR: 70; DICE: 8 + 35; #APP: 1-4; SIZE: M (20`); MOVE: 60`; LANG: Fish; NOTES:  [STR:44 / DEX:14 / LCK:13 / CON:70 / INT:1 / CHR:7] Eel, Weed SW 1 1 TYPE: Animal; MR: 20; DICE: 3 + 10; #APP: 1-20; SIZE: S (6`); MOVE: 150`; LANG: Fish; NOTES: They will use their poison bite if they roll a `6` at least 1x with their attack. This poison will cause the victim to die unless they can make a L1SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:21 / DEX:18 / LCK:4 / CON:20 / INT:1 / CHR:5] Efreet DG 10 1 TYPE: Planar; MR: 140; DICE: 15 + 70; #APP: 1; SIZE: L (12`); MOVE: 90`/Fly 240`; LANG: Any; NOTES: This being can only be attacked with magic weapons and spells. They will turn into a ball of fire if they roll a `6` at least 5x with their attack. The efreet can still attack in this form but any physical weapons will have no effect on them. They will stay in this form for 2d6 combat rounds. They can only be captured in this form and only if doused with water. Once captured, the captures may make 1 wish in which the efreet vanishes to its home plane. [STR:46 / DEX:39 / LCK:21 / CON:140 / INT:26 / CHR:22] Elemental, Acid DG 6 1 TYPE: Elemental; MR: 80; DICE: 9 + 40; #APP: 1; SIZE: L; MOVE: 120`; LANG: None; NOTES: Elementals can only be harmed by magical weapons or spells. This elemental will use their acid attack if they roll a `6` at least 3x with their attack. This acid will automatically do 2d6 points of damage to everyone in front of the elemental unless the targets can make a L2SR vs. LCK or DEX. The acid also eats away all of the equipment the target holds, unless it is magical. This attack damage is in addition to any other damage during that round. [STR:37 / DEX:21 / LCK:18 / CON:80 / INT:13 / CHR:13] Elemental, Air DG 2 1 TYPE: Elemental; MR: 25; DICE: 3 + 13; #APP: 1; SIZE: L; MOVE: 360`; LANG: None; NOTES: Elementals can only be harmed by magical weapons or spells. This elemental will unleash a gust of wind if they roll a `6` at least 1x with their attack. This wind will cause the victims to get knocked down unless they can make a L1SR vs. STR or DEX. Anyone knocked down cannot attack during the next combat round. [STR:17 / DEX:20 / LCK:11 / CON:25 / INT:8 / CHR:11] Elemental, Blood DG 16 1 TYPE: Elemental; MR: 200; DICE: 21 + 100; #APP: 1; SIZE: L; MOVE: 60`/Fly 180`; LANG: None; NOTES: Elementals can only be harmed by magical weapons or spells. This elemental will use their magical attack if they roll a `6` at least 7x with their attack. This magic will completely suck the blood out of everyone in front of the elemental unless the targets can make a L7SR vs. CON. Anyone who has their blood drawn out will instantly die. [STR:68 / DEX:39 / LCK:29 / CON:200 / INT:25 / CHR:18] Elemental, Earth DG 4 1 TYPE: Elemental; MR: 50; DICE: 6 + 25; #APP: 1; SIZE: L; MOVE: 60`; LANG: None; NOTES: Elementals can only be harmed by magical weapons or spells. This elemental will unleash an earthquake if they roll a `6` at least 2x with their attack. This quake will cause the victims to get knocked down unless they can make a L1SR vs. DEX. Anyone knocked down cannot attack during the next combat round. [STR:34 / DEX:12 / LCK:15 / CON:50 / INT:10 / CHR:12] Elemental, Fire DG 6 1 TYPE: Elemental; MR: 75; DICE: 8 + 38; #APP: 1; SIZE: L; MOVE: 120`; LANG: None; NOTES: Elementals can only be harmed by magical weapons or spells. This elemental will use their fire attack if they roll a `6` at least 3x with their attack. This flame will automatically do 2d6 points of damage to everyone in front of the elemental unless the targets can make a L2SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. [STR:35 / DEX:21 / LCK:18 / CON:75 / INT:13 / CHR:13] Elemental, Lightning DG 14 1 TYPE: Elemental; MR: 175; DICE: 18 + 88; #APP: 1; SIZE: L; MOVE: 120`; LANG: None; NOTES: Elementals can only be harmed by magical weapons or spells. This elemental will use their electrical attack if they roll a `6` at least 6x with their attack. This electricity will automatically do 3d6 points of damage to everyone in front of the elemental unless the targets can make a L6SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. [STR:65 / DEX:31 / LCK:28 / CON:175 / INT:23 / CHR:17] Elemental, Rock DG 12 1 TYPE: Elemental; MR: 150; DICE: 16 + 75; #APP: 1; SIZE: L; MOVE: 60`; LANG: None; NOTES: Elementals can only be harmed by magical weapons or spells. This elemental will throw large stones if they roll a `6` at least 6x with their attack. These stones will automatically do 3d6 points of damage to everyone in front of the elemental unless the targets can make a L5SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. [STR:62 / DEX:22 / LCK:27 / CON:150 / INT:20 / CHR:16] Elemental, Smoke DG 10 1 TYPE: Elemental; MR: 125; DICE: 13 + 63; #APP: 1; SIZE: L; MOVE: 360`; LANG: None; NOTES: Elementals can only be harmed by magical weapons or spells. This elemental will release a cloud of smoke if they roll a `6` at least 5x with their attack. This smoke will choke and blind the victims unless they can make a L4SR vs. DEX. The smoke will dissipate in 2d6 combat rounds. [STR:32 / DEX:50 / LCK:17 / CON:125 / INT:18 / CHR:15] Elemental, Water DG 8 1 TYPE: Elemental; MR: 100; DICE: 11 + 50; #APP: 1; SIZE: L; MOVE: 60`/Fly 180`; LANG: None; NOTES: Elementals can only be harmed by magical weapons or spells. This elemental will unleash a wave of water if they roll a `6` at least 4x with their attack. This wave will cause the victims to drown and die unless they can make a L3SR vs. CON. [STR:38 / DEX:29 / LCK:19 / CON:100 / INT:15 / CHR:14] Elephant, Jungle TF TH TS 10 13 TYPE: Animal; MR: 120; DICE: 13 + 60; #APP: 1-20; SIZE: L (9`+); MOVE: 120`; LANG: Pachyderm; NOTES:  [STR:49 / DEX:25 / LCK:22 / CON:120 / INT:3 / CHR:13] Elephant, Plains TF TH TS 11 13 TYPE: Animal; MR: 130; DICE: 14 + 65; #APP: 1-12; SIZE: L (11`+); MOVE: 150`; LANG: Pachyderm; NOTES:  [STR:49 / DEX:29 / LCK:23 / CON:130 / INT:3 / CHR:13] Elf CF CH DG PF PH PS TF TH TS 2 4 TYPE: Humanoid; MR: 45; DICE: 5 + 23; #APP: 1-20; SIZE: M (5`+); MOVE: 120`; LANG: Elven/Common; NOTES:  [STR:26 / DEX:18 / LCK:15 / CON:45 / INT:47 / CHR:20] Ettin CM DG PM TM 10 1 TYPE: Giant; MR: 135; DICE: 14 + 68; #APP: 1-4; SIZE: L (13`); MOVE: 120`; LANG: Giant; NOTES:  [STR:53 / DEX:27 / LCK:24 / CON:135 / INT:19 / CHR:15] Fairy CF PF TF 1 1 TYPE: Fey; MR: 30; DICE: 4 + 15; #APP: 1-6; SIZE: S (1`); MOVE: 60`/Fly 120`; LANG: Fey/Elven; NOTES: Fairies are very small humanoids with insect like wings that live in the forests of the world. They sometimes emit a small amount of light varying in colors from blue, white, green, or yellow. They will unleash a polymorph spell if they roll a `6` at least 2x with their attack. This magic will take one of 6 forms on a single opponent. Each target that gets damaged from the attack rolls 1 die to determine which one is controlled, where the lowest number suffers from the effects. To determine which form the victim takes, roll 1 die (1-Frog; 2-Pig; 3-Sheep; 4-Chicken; 5-Dog; 6-Cat). A L1SR vs. LCK can be made to avoid the effects. In this form, the victim cannot attack while they are in this form for the next 1d6 combat rounds. [STR:22 / DEX:16 / LCK:13 / CON:30 / INT:34 / CHR:20] Fairy Drake CF PF TF 1 1 TYPE: Dragon; MR: 35; DICE: 4 + 18; #APP: 1-6; SIZE: S (1-1.5`); MOVE: 60`/Fly 240`; LANG: Dragon; NOTES: They will use their cloud breath if they roll a `6` at least 2x with their attack. This breath will cause everyone in front of the dragon to hallucinate for 1d6 combat rounds unless the targets can make a L1SR vs. CON. This attack damage is in addition to any other damage during that round. [STR:18 / DEX:24 / LCK:12 / CON:35 / INT:58 / CHR:23] Falcon, Large CF CH CM CP FW PD PF PH PM PP PS SW TF TH TM TS 1 4 TYPE: Animal; MR: 30; DICE: 4 + 15; #APP: 1-2; SIZE: S (3-4`+); MOVE: 10`/Fly 330`; LANG: Avian; NOTES:  [STR:20 / DEX:22 / LCK:6 / CON:30 / INT:1 / CHR:6] Falcoran CH CM FW PH PM SW TH TM 2 1 TYPE: Humanoid; MR: 35; DICE: 4 + 18; #APP: 1-10; SIZE: M; MOVE: 60`/Fly 360`; LANG: Falcoran/Avian; NOTES: These bird-men often make their homes high in the trees. They look like humanoid eagles where the males have white feathered heads, while the females do not...which make them look more like humanoid hawks. [STR:18 / DEX:24 / LCK:12 / CON:35 / INT:12 / CHR:14] Fish, Glow SW 1 2 TYPE: Monster; MR: 25; DICE: 3 + 13; #APP: 1-12; SIZE: S (1`); MOVE: 300`; LANG: Fish; NOTES: They will use their glowing eyes if they roll a `6` at least 1x with their attack. This glow will cause everyone in front of the fish to stare motionless at the fish for 1d6 combat rounds unless the targets can make a L1SR vs. LCK. They can also make a L1SR vs. DEX to shield their eyes in time. This attack damage is in addition to any other damage during that round. [STR:21 / DEX:20 / LCK:5 / CON:25 / INT:1 / CHR:5] Fly, Giant, Bluebottle CF CH CM CP DG PD PF PH PM PP PS TF TH TM TS 3 2 TYPE: Insect; MR: 50; DICE: 6 + 25; #APP: 1-10; SIZE: M; MOVE: 90`/Fly 300`; LANG: Insect; NOTES: They will pass a disease with their bite if they roll a `6` at least 2x with their attack. This disease will cause the victim to suffer a negative 1d6 to STR and DEX unless they can make a L1SR vs. CON. The disease will last an entire day unless cured and does not stack in effect. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:20 / DEX:29 / LCK:9 / CON:50 / INT:1 / CHR:6] Fly, Giant, Horsefly CF CM CP DG PD PF PM PP PS TF TM TS 6 1 TYPE: Insect; MR: 85; DICE: 9 + 43; #APP: 1-4; SIZE: L; MOVE: 60`/Fly 270`; LANG: Insect; NOTES: They will attach themselves to a target if they roll a `6` at least 3x with their attack. They will then begin to suck the blood of the victim unless they can make a L2SR vs. STR to get it off. Anyone getting blood drained will suffer 2d6 points of damage per combat round. Each target that gets damaged from the attack rolls 1 die to determine which one it tries to attach to, where the lowest number is the one it attaches to. Anyone attacking this creature while attached will hurt the victim as well. The victim may attempt to make a L2SR vs. STR each round to try and remove the creature. Anytime this creature is attached to someone, it no longer attacks normally but continues to drain blood. [STR:26 / DEX:37 / LCK:16 / CON:85 / INT:1 / CHR:8] Frog, Giant DG FW PF PP PS TF TS 2 4 TYPE: Animal; MR: 35; DICE: 4 + 18; #APP: 1-10; SIZE: S-M (3-6`); MOVE: 30`/Swim 90`; LANG: Amphibian; NOTES: These giant frogs will use their tongue to grab an item out of the hand of a target if they roll a `6` at least 2x with their attack. Each target that gets damaged from the attack rolls 1 die to determine which one loses an item, where the lowest number loses. The item may be eaten by the frog (which can be retrieved after killing it) or may fall to the floor beneath the frog. [STR:30 / DEX:14 / LCK:7 / CON:35 / INT:1 / CHR:6] Frog, Giant, Killer DG FW TS 2 1 TYPE: Animal; MR: 30; DICE: 4 + 15; #APP: 1-12; SIZE: S; MOVE: 60`/Swim 120`; LANG: Amphibian; NOTES: Unlike other frogs, these will attack with a mouth full of razor sharp teeth. [STR:26 / DEX:16 / LCK:6 / CON:30 / INT:1 / CHR:6] Frog, Giant, Poisonous DG FW PS TS 1 2 TYPE: Animal; MR: 20; DICE: 3 + 10; #APP: 1-12; SIZE: S; MOVE: 30`/Swim 90`; LANG: Amphibian; NOTES: They will use their poison tongue if they roll a `6` at least 1x with their attack. This poison tongue will cause the victim to die unless they can get out of the way by making a L1SR vs. DEX, or LCK. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:27 / DEX:12 / LCK:4 / CON:20 / INT:1 / CHR:5] Frost Crawler CH CM CP DG PD 12 1 TYPE: Monster; MR: 155; DICE: 16 + 78; #APP: 1; SIZE: L (21-42`); MOVE: 120`; LANG: Slug; NOTES: These giant snow worms will swallow a target whole if they roll a `6` at least 6x with their attack and the victim fails a L5SR vs. DEX or LCK. While inside, the victim will suffer 3d6 points of damage each combat round, but they can continue to attack as normal. Each target that gets damaged from the attack rolls 1 die to determine which one is swallowed, where the lowest number gets swallowed. [STR:59 / DEX:29 / LCK:26 / CON:155 / INT:1 / CHR:12] Fruglum DG PF PS TF TS 1 2 TYPE: Humanoid; MR: 30; DICE: 4 + 15; #APP: 1-20; SIZE: S-M; MOVE: 30`/Swim 150`; LANG: Fruglum/Amphibian; NOTES: These humanoid frog men often hunt in groups. [STR:20 / DEX:19 / LCK:12 / CON:30 / INT:10 / CHR:12] Gar, Giant FW 8 2 TYPE: Animal; MR: 115; DICE: 12 + 58; #APP: 1-6; SIZE: L (21-30`); MOVE: Swim 300`; LANG: Fish; NOTES: These fish will swallow a target whole if they roll a `6` at least 4x with their attack and the victim fails a L3SR vs. DEX or LCK. While inside, the victim will suffer 2d6 points of damage each combat round, but they can continue to attack as normal. Each target that gets damaged from the attack rolls 1 die to determine which one is swallowed, where the lowest number gets swallowed. [STR:34 / DEX:43 / LCK:17 / CON:115 / INT:1 / CHR:9] Gargoyle CF CM DG FW PF PM PS TF TM TS 5 4 TYPE: Beast; MR: 75; DICE: 8 + 38; #APP: 1-10; SIZE: M; MOVE: 90`/Fly 150`; LANG: Gargoyle/Gremlin/Balrog; NOTES: Can only be harmed with magical weapons or spells. [STR:33 / DEX:24 / LCK:17 / CON:75 / INT:23 / CHR:12] Gargoyle, Stone CH CM DG PH PM TH TM 6 2 TYPE: Beast; MR: 100; DICE: 11 + 50; #APP: 1-8; SIZE: M; MOVE: 60`/Fly 120`; LANG: Gargoyle/Gremlin/Balrog; NOTES: Can only be harmed with magical weapons or spells. [STR:43 / DEX:23 / LCK:20 / CON:100 / INT:25 / CHR:13] Ghast CH CM CP DG PH PM PP PS TH TM TS 4 2 TYPE: Undead; MR: 70; DICE: 8 + 35; #APP: 1-6; SIZE: M; MOVE: 150`; LANG: Undead; NOTES: They will paralyze a victim if they roll a `6` at least 3x with their attack. This paralysis will last for 1d6 combat rounds unless they can make a L1SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is affected with the paralysis, where the lowest number suffers from the effects. [STR:31 / DEX:23 / LCK:17 / CON:70 / INT:19 / CHR:19] Ghost CF CH CM CP DG PF PH PM PP PS TF TH TM TS 10 1 TYPE: Undead; MR: 140; DICE: 15 + 70; #APP: 1; SIZE: M; MOVE: 90`; LANG: Undead; NOTES: They will age a victim if they roll a `6` at least 5x with their attack. The victim will age 2d60 years unless they can make a L4SR vs. INT. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the aging, where the lowest number suffers from the effects. [STR:57 / DEX:24 / LCK:25 / CON:140 / INT:56 / CHR:24] Ghoul CH CM CP DG PH PM PP PS TH TM TS 2 4 TYPE: Undead; MR: 40; DICE: 5 + 20; #APP: 1-14; SIZE: M; MOVE: 90`; LANG: Undead; NOTES: They will paralyze a victim if they roll a `6` at least 2x with their attack. This paralysis will last for 1d6 combat rounds unless they can make a L1SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is affected with the paralysis, where the lowest number suffers from the effects. Anyone killed by a ghoul will become one in about a day unless they are resurrected or the body destroyed. [STR:30 / DEX:14 / LCK:12 / CON:40 / INT:9 / CHR:11] Giant, Cloud CH CM PH PM TH TM 13 2 TYPE: Giant; MR: 170; DICE: 18 + 85; #APP: 1-6; SIZE: L (18`); MOVE: 150`; LANG: Giant; NOTES:  [STR:61 / DEX:33 / LCK:27 / CON:170 / INT:27 / CHR:21] Giant, Fire CF CH CM CP DG PD PF PH PM PP TF TH TM 12 4 TYPE: Giant; MR: 155; DICE: 16 + 78; #APP: 1-8; SIZE: L (12`); MOVE: 120`; LANG: Giant; NOTES: They are immune to fire based attacks. [STR:59 / DEX:29 / LCK:26 / CON:155 / INT:23 / CHR:18] Giant, Fog CH CP PH PP PS TH TS 14 1 TYPE: Giant; MR: 185; DICE: 19 + 93; #APP: 1-4; SIZE: L (18`); MOVE: 150`; LANG: Giant; NOTES: They emit a fog that causes attackers to subtract 2 from their combat rolls. [STR:66 / DEX:35 / LCK:28 / CON:185 / INT:30 / CHR:23] Giant, Frost CF CH CM DG PF PH PM 11 2 TYPE: Giant; MR: 140; DICE: 15 + 70; #APP: 1-8; SIZE: L (15`); MOVE: 120`; LANG: Giant; NOTES: They are immune to cold based attacks. [STR:55 / DEX:27 / LCK:24 / CON:140 / INT:21 / CHR:17] Giant, Hill CF CH CM CP DG PF PH PM PP PS TF TH TM TS 9 13 TYPE: Giant; MR: 120; DICE: 13 + 60; #APP: 1-10; SIZE: L (10.5`); MOVE: 120`; LANG: Giant; NOTES:  [STR:49 / DEX:25 / LCK:22 / CON:120 / INT:17 / CHR:14] Giant, Mountain CM PM TM 12 1 TYPE: Giant; MR: 150; DICE: 16 + 75; #APP: 1-4; SIZE: L (14`); MOVE: 120`; LANG: Giant; NOTES:  [STR:58 / DEX:28 / LCK:25 / CON:150 / INT:29 / CHR:25] Giant, Stone CH CM DG PH PM TH TM 10 4 TYPE: Giant; MR: 150; DICE: 16 + 75; #APP: 1-8; SIZE: L (12`); MOVE: 120`; LANG: Giant; NOTES: They will hurl a large rock if they roll a `6` at least 6x with their attack. This rock will automatically do 2d6 points of damage to the target unless they can make a L4SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. Each target that gets damaged from the attack rolls 1 die to determine which one is hit by the rock, where the lowest number suffers the crushing effects. [STR:58 / DEX:28 / LCK:25 / CON:150 / INT:23 / CHR:18] Giant, Storm CM FW PM SW TM 16 2 TYPE: Giant; MR: 205; DICE: 21 + 103; #APP: 1-4; SIZE: L (21`); MOVE: 150`; LANG: Giant; NOTES: They will hurl a lightning bolt if they roll a `6` at least 7x with their attack. This bolt will automatically do 4d6 points of damage to the target unless they can make a L7SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. Each target that gets damaged from the attack rolls 1 die to determine which one is hit by the bolt, where the lowest number suffers the effects. [STR:72 / DEX:37 / LCK:30 / CON:205 / INT:37 / CHR:29] Gnoll DG PF PH PM PP PS TF TH TM TS 2 4 TYPE: Humanoid; MR: 45; DICE: 5 + 23; #APP: 1-20; SIZE: L (7`+); MOVE: 90`; LANG: Gnoll/Canine; NOTES:  [STR:29 / DEX:15 / LCK:15 / CON:45 / INT:12 / CHR:13] Gnoll, Greater DG PD PF PH PM PP PS TF TH TM TS 3 2 TYPE: Humanoid; MR: 55; DICE: 6 + 28; #APP: 1-14; SIZE: M (6.5`); MOVE: 120`; LANG: Gnoll/Canine; NOTES:  [STR:29 / DEX:19 / LCK:16 / CON:55 / INT:14 / CHR:14] Gnome CF CH CM DG PF PH PM TF TH TM 1 2 TYPE: Humanoid; MR: 35; DICE: 4 + 18; #APP: 1-20; SIZE: S (3`+); MOVE: 60`; LANG: Dwarvish/Common; NOTES:  [STR:27 / DEX:11 / LCK:15 / CON:35 / INT:16 / CHR:17] Goat CH CM CP PD PH PM PP 2 4 TYPE: Animal; MR: 35; DICE: 4 + 18; #APP: 1-8; SIZE: M; MOVE: 150`; LANG: Bovine; NOTES:  [STR:23 / DEX:20 / LCK:8 / CON:35 / INT:1 / CHR:7] Goat, Giant CH CM CP PD PH PM PP 4 2 TYPE: Animal; MR: 55; DICE: 6 + 28; #APP: 1-12; SIZE: L (5`+); MOVE: 180`; LANG: Bovine; NOTES:  [STR:25 / DEX:25 / LCK:14 / CON:55 / INT:3 / CHR:10] Goblin CF CH CM CP DG PD PF PH PM PP PS TF TH TM TS 1 4 TYPE: Humanoid; MR: 30; DICE: 4 + 15; #APP: 1-20; SIZE: S (4`); MOVE: 60`; LANG: Goblin/Orkish; NOTES:  [STR:27 / DEX:10 / LCK:12 / CON:30 / INT:10 / CHR:12] Golem, Clay DG 7 1 TYPE: Construct; MR: 90; DICE: 10 + 45; #APP: 1; SIZE: L (8`); MOVE: 70`; LANG: None; NOTES: Golems can only be harmed by magical weapons. Spells do not harm them. [STR:47 / DEX:17 / LCK:17 / CON:90 / INT:1 / CHR:8] Golem, Diamond DG 13 1 TYPE: Construct; MR: 180; DICE: 19 + 90; #APP: 1; SIZE: L (12`); MOVE: 80`; LANG: None; NOTES: Golems can only be harmed by magical weapons. Spells do not harm them. [STR:70 / DEX:27 / LCK:29 / CON:180 / INT:1 / CHR:11] Golem, Emerald DG 11 1 TYPE: Construct; MR: 155; DICE: 16 + 78; #APP: 1; SIZE: L (10`); MOVE: 80`; LANG: None; NOTES: Golems can only be harmed by magical weapons. Spells do not harm them. [STR:61 / DEX:25 / LCK:28 / CON:155 / INT:1 / CHR:10] Golem, Flesh DG 5 1 TYPE: Construct; MR: 55; DICE: 6 + 28; #APP: 1; SIZE: L (7.5`); MOVE: 80`; LANG: None; NOTES: Golems can only be harmed by magical weapons. Spells do not harm them. [STR:37 / DEX:15 / LCK:12 / CON:55 / INT:1 / CHR:7] Golem, Iron DG 10 1 TYPE: Construct; MR: 140; DICE: 15 + 70; #APP: 1; SIZE: L (12`); MOVE: 60`; LANG: None; NOTES: Golems can only be harmed by magical weapons. Spells do not harm them. [STR:60 / DEX:21 / LCK:25 / CON:140 / INT:1 / CHR:10] Golem, Ruby DG 8 1 TYPE: Construct; MR: 115; DICE: 12 + 58; #APP: 1; SIZE: L (8`); MOVE: 80`; LANG: None; NOTES: Golems can only be harmed by magical weapons. Spells do not harm them. [STR:52 / DEX:21 / LCK:21 / CON:115 / INT:1 / CHR:9] Golem, Stone DG 8 1 TYPE: Construct; MR: 105; DICE: 11 + 53; #APP: 1; SIZE: L (9.5`); MOVE: 60`; LANG: None; NOTES: Golems can only be harmed by magical weapons. Spells do not harm them. [STR:51 / DEX:18 / LCK:20 / CON:105 / INT:1 / CHR:9] Gorgon CF CH CM CP DG PD PF PH PM PP PS TF TH TM TS 8 2 TYPE: Beast; MR: 120; DICE: 13 + 60; #APP: 1-4; SIZE: L; MOVE: 120`; LANG: None; NOTES: These bull creatures will use their breath if they roll a `6` at least 5x with their attack. This breath will cause everyone in front of the gorgon to turn to stone unless the targets can make a L3SR vs. DEX or LCK. [STR:49 / DEX:25 / LCK:22 / CON:120 / INT:1 / CHR:10] Gorilla TF 5 1 TYPE: Animal; MR: 70; DICE: 8 + 35; #APP: 1-4; SIZE: M (6`); MOVE: 120`; LANG: Simian; NOTES:  [STR:33 / DEX:20 / LCK:18 / CON:70 / INT:12 / CHR:12] Gremlin DG 1 4 TYPE: Planar; MR: 30; DICE: 4 + 15; #APP: 1-12; SIZE: S (1`+); MOVE: 60`/Fly 120`; LANG: Gremlin; NOTES: These winged demon-looking creatures are green in color with yellow eyes that sometimes glow in the dark if light is shined on them just right. They are varying green in color with little wings. They feast on the blood of other creatures. They will steal coin treasure if they roll a `6` at least 2x with their attack. After stealing the coins (determined randomly), they will attempt to flee. There is also a 1 in 6 chance they will surprise an opponent. [STR:22 / DEX:16 / LCK:13 / CON:30 / INT:27 / CHR:13] Greyling CF DG PF PS TF TS 2 1 TYPE: Fey; MR: 85; DICE: 9 + 43; #APP: 1-12; SIZE: S (1.5`); MOVE: 120`; LANG: Brownie/Gremlin; NOTES: These small humanoids are related to brownies, except their skin is a shade of grey (from light to dark) and their hair color ranges from white, black, or grey. They will unleash a magical spell if they roll a `6` at least 3x with their attack. This magic will take one of 6 forms on a single opponent. Each target that gets damaged from the attack rolls 1 die to determine which one is controlled, where the lowest number suffers from the effects. To determine which spell, roll 1 die (1-Disintegrates and dies; 2-Scared and runs away for 1d6 combat rounds; 3-Turns to solid crystal and dies; 4-Sleep for 1d6 combat rounds; 5-Flamed for 1d6 points of damage; 6-Charms where they attack friends for 1d6 combat rounds). A L1SR vs. LCK can be made to avoid the effects. [STR:38 / DEX:22 / LCK:19 / CON:85 / INT:63 / CHR:24] Griffin CH CM FW PD PH PM SW TM 7 4 TYPE: Beast; MR: 105; DICE: 11 + 53; #APP: 1-12; SIZE: L; MOVE: 120`/Fly 300`; LANG: Avian; NOTES: These are creatures with the body and tail and back legs of a lion, and the head and wings of an eagle, and an eagle`s talons as its front feet. [STR:31 / DEX:42 / LCK:16 / CON:105 / INT:3 / CHR:11] Harpy CF CH CM CP DG FW PD PF PH PM PP PS SW TF TH TM TS 3 2 TYPE: Beast; MR: 45; DICE: 5 + 23; #APP: 1-12; SIZE: M; MOVE: 60`/Fly 150`; LANG: Harpy/Avian; NOTES: They will make a calling sound if they roll a `6` at least 2x with their attack. This sound will make the target walk up to the harpy unless they can make a L1SR vs. INT. Each target that gets damaged from the attack rolls 1 die to determine which one the sound affects, where the lowest number is drawn to the harpy. Whoever is drawn to the harpy will snap out of it after that combat round, but will have to take the full damage from the harpy that occurred in the same round. [STR:24 / DEX:21 / LCK:14 / CON:45 / INT:10 / CHR:11] Haunt CM DG PS TM TS 5 1 TYPE: Undead; MR: 90; DICE: 10 + 45; #APP: 1; SIZE: M; MOVE: 60`; LANG: Undead; NOTES: They will possess a victim if they roll a `6` at least 4x with their attack. The victim will be in total control by the haunt unless they can make a L2SR vs. INT. Each target that gets damaged from the attack rolls 1 die to determine which one is possessed, where the lowest number is under control of the haunt. The only way to free the victim is to get them out of the area where the haunt resides, as the haunt cannot leave that area. Killing the victim will also unleash the haunt. [STR:50 / DEX:16 / LCK:15 / CON:90 / INT:1 / CHR:7] Hawk CF CH CM CP FW PD PF PM PP PS SW TF TH TM TS 1 2 TYPE: Animal; MR: 35; DICE: 4 + 18; #APP: 1-2; SIZE: S (2-3`); MOVE: 10`/Fly 360`; LANG: Avian; NOTES:  [STR:20 / DEX:24 / LCK:7 / CON:35 / INT:1 / CHR:6] Hippocampus FW SW 4 2 TYPE: Animal; MR: 65; DICE: 7 + 33; #APP: 1-8; SIZE: L; MOVE: Swim 240`; LANG: Fish; NOTES:  [STR:23 / DEX:32 / LCK:14 / CON:65 / INT:15 / CHR:15] Hippogriff CH CM FW PH PM SW TH TM 4 2 TYPE: Animal; MR: 65; DICE: 7 + 33; #APP: 1-10; SIZE: L; MOVE: 180`/Fly 360`; LANG: Avian; NOTES: These creatures have the head of an eagle, claws armed with talons, and wings covered with feathers, the rest of its body being that of a horse. [STR:21 / DEX:35 / LCK:13 / CON:65 / INT:3 / CHR:10] Hippopotamus TS FW 8 4 TYPE: Animal; MR: 100; DICE: 11 + 50; #APP: 1-12; SIZE: L; MOVE: 90`/Swim 120`; LANG: Hippopotamus; NOTES:  [STR:43 / DEX:23 / LCK:20 / CON:100 / INT:1 / CHR:10] Hobgoblin CF CH CM CP DG PD PF PH PM PP PS TH TM TS 2 4 TYPE: Humanoid; MR: 45; DICE: 5 + 23; #APP: 1-20; SIZE: M (6.5`); MOVE: 90`; LANG: Goblin; NOTES:  [STR:28 / DEX:15 / LCK:16 / CON:45 / INT:13 / CHR:14] Hobling CF CH CP DG 1 2 TYPE: Humanoid; MR: 25; DICE: 3 + 13; #APP: 1-20; SIZE: S (3`+); MOVE: 90`; LANG: Hobling/Elven/Common; NOTES: These short humanoids often live in the hills, building their homes in burrows below. They often do not wear shoes and have hair growing on the top of their feet. [STR:22 / DEX:13 / LCK:14 / CON:25 / INT:15 / CHR:17] Hornet, Giant DG PD PF PH PM PP PS TF TH TM TS 5 4 TYPE: Insect; MR: 80; DICE: 9 + 40; #APP: 1; SIZE: M; MOVE: Fly 240`; LANG: Insect; NOTES: They will use their poison stinger if they roll a `6` at least 3x with their attack. This poison will cause the victim to become paralyzed unless they can make a L2SR vs. CON. The `hornet venom` will last for 1d6 combat rounds. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:28 / DEX:33 / LCK:15 / CON:80 / INT:3 / CHR:10] Horse, Draft CF CH CM CP PD PF PH PM PP PS TF TH TM TS 3 13 TYPE: Animal; MR: 45; DICE: 5 + 23; #APP: 1; SIZE: L; MOVE: 120`; LANG: Equine; NOTES:  [STR:29 / DEX:18 / LCK:10 / CON:45 / INT:1 / CHR:7] Horse, Heavy CF CH CM CP PD PF PH PM PP PS TF TH TM TS 4 4 TYPE: Animal; MR: 55; DICE: 6 + 28; #APP: 1; SIZE: L; MOVE: 150`; LANG: Equine; NOTES:  [STR:30 / DEX:22 / LCK:12 / CON:55 / INT:1 / CHR:8] Horse, Hell CM DG PM TM 7 1 TYPE: Planar; MR: 140; DICE: 15 + 70; #APP: 1; SIZE: L; MOVE: 150`/Fly 360`; LANG: Balrog/Equine; NOTES: These fiery dark horses will emit a cloud of black smoke from their mouth if they roll a `6` at least 5x with their attack. This smoke will cause everyone in the area to subtract 3 from their combat rolls due to choking and burning eyes . The smoke will dissipate after 2d6 combat rounds. [STR:37 / DEX:51 / LCK:18 / CON:140 / INT:28 / CHR:22] Horse, Light CF CH CM CP PD PF PH PM PP PS TF TH TM TS 2 4 TYPE: Animal; MR: 35; DICE: 4 + 18; #APP: 1; SIZE: L; MOVE: 240`; LANG: Equine; NOTES:  [STR:19 / DEX:24 / LCK:8 / CON:35 / INT:1 / CHR:7] Horse, Medium CF CH CM CP PD PF PH PM PP PS TF TH TM TS 3 4 TYPE: Animal; MR: 45; DICE: 5 + 23; #APP: 1; SIZE: L; MOVE: 180`; LANG: Equine; NOTES:  [STR:23 / DEX:24 / LCK:10 / CON:45 / INT:1 / CHR:7] Horse, Wild CF CH CM CP PD PF PH PM PP PS TF TH TM TS 2 4 TYPE: Animal; MR: 35; DICE: 4 + 18; #APP: 1; SIZE: L; MOVE: 240`; LANG: Equine; NOTES:  [STR:19 / DEX:24 / LCK:8 / CON:35 / INT:1 / CHR:7] Hound, Death DG PD 3 1 TYPE: Beast; MR: 45; DICE: 5 + 23; #APP: 1-10; SIZE: M (4`); MOVE: 120`; LANG: Canine; NOTES: Their bite will inflict disease if they roll a `6` at least 2x with their attack. This disease will cause the victim to suffer a negative 1d6 to STR and DEX unless they can make a L1SR vs. CON. The disease will last an entire week unless cured and does not stack in effect. Each target that gets damaged from the attack rolls 1 die to determine which one gets the disease, where the lowest number suffers from the effects. [STR:29 / DEX:18 / LCK:10 / CON:45 / INT:1 / CHR:7] Hound, Ghost CF CH CM CP PD PS 6 2 TYPE: Beast; MR: 80; DICE: 9 + 40; #APP: 1-12; SIZE: M (3`); MOVE: 300`; LANG: Canine; NOTES: These ghostly wolves will howl if they roll a `6` at least 3x with their attack. This howl will automatically cause targets to flee in terror unless they can make a L2SR vs. INT. A L2SR vs. DEX can also be made to see if ears are covered in time. This fear lasts for 2d6 combat rounds. [STR:23 / DEX:39 / LCK:14 / CON:80 / INT:16 / CHR:16] Hound, Hell DG PD PH PM PS TH TM TS 6 1 TYPE: Planar; MR: 90; DICE: 10 + 45; #APP: 1-8; SIZE: M; MOVE: 120`; LANG: Balrog/Canine; NOTES: They will use their fire breath if they roll a `6` at least 4x with their attack. This breath will automatically do 2d6 points of damage to a single target in front of the creature unless the targets can make a L2SR vs. LCK or DEX. Each target that gets damaged from the attack rolls 1 die to determine which one is burned, where the lowest number suffers from the effects. This attack damage is in addition to any other damage during that round. [STR:40 / DEX:22 / LCK:19 / CON:90 / INT:14 / CHR:13] Hound, Shadow CF CH CM CP DG PD PF PH PM PP PS TF TH TM TS 4 4 TYPE: Planar; MR: 60; DICE: 7 + 30; #APP: 1-12; SIZE: M; MOVE: 180`; LANG: Balrog/Canine; NOTES: These shadowy wolves can only be harmed with magical weapons or spells. [STR:27 / DEX:25 / LCK:14 / CON:60 / INT:3 / CHR:10] Hulking Beast DG 9 2 TYPE: Monster; MR: 130; DICE: 14 + 65; #APP: 1-4; SIZE: L (8`); MOVE: 60`/Burrow 60`; LANG: None; NOTES: These humanoid beasts have a dark exoskeleton with sharp claws. They have bright yellow eyes and if they roll a `6` at least 5x with their attack, an opponent will stare into them and become confused unless they can make a L3SR vs. INT. This confusion will cause the victim to stop fighting and wander aimlessly for 2d6 combat rounds. Each target that gets damaged from the attack rolls 1 die to determine which one is confused, where the lowest number suffers from the effects. [STR:56 / DEX:20 / LCK:25 / CON:130 / INT:21 / CHR:17] Hydra CF CM CP DG PF PM PP PS TF TM TS 9 4 TYPE: Dragon; MR: 115; DICE: 12 + 58; #APP: 1; SIZE: L; MOVE: 90`; LANG: Dragon; NOTES: This dragon-looking creature has 6 heads, each with its own breath weapon. If they roll a `6` at least 4x with their attack, one of the heads will use their breath weapon. To determine which head, roll 1 die (1-Frost:Character is frozen for 2d6 combat rounds; 2-Fire:Character suffers 2d6 points of damage; 3-Electricity:Character misses the next combat round from the shock; 4-Acid:Character suffers 2d6 points of damage and also loses a single piece of random equipped armor or weapon; 5-Tar:Characters miss combat rounds until they can make a L3SR vs. STR to free themselves from the sticky substance; 6-Oil:Characters must make a L3SR vs. DEX before every combat round or slip and fall down). This breath will affect everyone in front of the hydra unless the targets can make a L3SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. [STR:49 / DEX:22 / LCK:23 / CON:115 / INT:3 / CHR:12] Hyena TF TH TS 3 13 TYPE: Animal; MR: 45; DICE: 5 + 23; #APP: 1-12; SIZE: M; MOVE: 120`; LANG: Canine; NOTES:  [STR:29 / DEX:18 / LCK:10 / CON:45 / INT:1 / CHR:7] Hyena, Giant TF TH TS 5 1 TYPE: Animal; MR: 65; DICE: 7 + 33; #APP: 1-8; SIZE: L; MOVE: 120`; LANG: Canine; NOTES:  [STR:35 / DEX:20 / LCK:14 / CON:65 / INT:1 / CHR:8] Imp DG 3 1 TYPE: Planar; MR: 70; DICE: 8 + 35; #APP: 1; SIZE: S (2`); MOVE: 60`/Fly 180`; LANG: Devlish/Common/Wizard Speech; NOTES: Spells do not work against these creatures unless the caster has an INT score over 20. [STR:29 / DEX:26 / LCK:16 / CON:70 / INT:31 / CHR:14] Imp, Fire DG 4 1 TYPE: Planar; MR: 65; DICE: 7 + 33; #APP: 1; SIZE: M (5`); MOVE: 120`/Fly 240`; LANG: Devlish/Common/Wizard Speech; NOTES: Spells do not work against these creatures unless the caster has an INT score over 20. [STR:23 / DEX:32 / LCK:14 / CON:65 / INT:31 / CHR:15] Imp, Lava DG 3 1 TYPE: Planar; MR: 50; DICE: 6 + 25; #APP: 1; SIZE: M (5`); MOVE: 120`/Fly 240`; LANG: Devlish/Common/Wizard Speech; NOTES: Spells do not work against these creatures unless the caster has an INT score over 20. [STR:19 / DEX:30 / LCK:12 / CON:50 / INT:29 / CHR:14] Imp, Smoke DG 3 1 TYPE: Planar; MR: 60; DICE: 7 + 30; #APP: 1; SIZE: M (5`); MOVE: 120`/Fly 240`; LANG: Devlish/Common/Wizard Speech; NOTES: Spells do not work against these creatures unless the caster has an INT score over 20. [STR:22 / DEX:31 / LCK:13 / CON:60 / INT:30 / CHR:14] Imp, Steam DG 4 1 TYPE: Planar; MR: 55; DICE: 6 + 28; #APP: 1; SIZE: M (5`); MOVE: 120`/Fly 240`; LANG: Devlish/Common/Wizard Speech; NOTES: Spells do not work against these creatures unless the caster has an INT score over 20. [STR:20 / DEX:31 / LCK:13 / CON:55 / INT:30 / CHR:15] Jackal PD PF PH PP PS TF TH TS 1 13 TYPE: Animal; MR: 20; DICE: 3 + 10; #APP: 1-6; SIZE: S; MOVE: 120`; LANG: Canine; NOTES:  [STR:21 / DEX:15 / LCK:7 / CON:20 / INT:3 / CHR:8] Jaguar TF TH TS 5 4 TYPE: Animal; MR: 70; DICE: 8 + 35; #APP: 1-2; SIZE: L; MOVE: 150`; LANG: Feline; NOTES:  [STR:32 / DEX:23 / LCK:16 / CON:70 / INT:3 / CHR:10] Jellyfish, Giant SW 2 4 TYPE: Animal; MR: 30; DICE: 4 + 15; #APP: 1-10; SIZE: S-L; MOVE: 10`; LANG: Fish; NOTES: They will use their poison sting if they roll a `6` at least 2x with their attack. This poison will cause the target to become paralyzed unless they can make a L1SR vs. CON. This paralysis lasts for 1d6 combat rounds unless cured. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:38 / DEX:1 / LCK:6 / CON:30 / INT:1 / CHR:6] Kelpie FW PS SW TS 5 1 TYPE: Plant; MR: 85; DICE: 9 + 43; #APP: 1-4; SIZE: M; MOVE: 90`/Swim 120`; LANG: Any; NOTES: They will use their charms on any males if they roll a `6` at least 3x with their attack. This charm will cause the male to jump into the water and get tangled in the seaweed of the kelpie unless the targets can make a L2SR vs. INT. Each target that gets damaged from the attack rolls 1 die to determine which one is charmed, where the lowest number suffers from the effects. This attack damage is in addition to any other damage during that round. [STR:38 / DEX:22 / LCK:19 / CON:85 / INT:16 / CHR:14] Ki-rin CH CM FW PH PM SW TH TM 12 1 TYPE: Beast; MR: 195; DICE: 20 + 98; #APP: 1; SIZE: L; MOVE: 240`/Fly 480`; LANG: Equine; NOTES: These magical horses are bright gold in color. Spells do not work against these creatures unless the caster has an INT score over 30. They will create an illusion of themselves if they roll a `6` at least 7x with their attack. Opponents will attack this illusion during the next combat round unless they can make a L5SR vs. INT. This illusion will disappear after the next combat round. [STR:50 / DEX:61 / LCK:23 / CON:195 / INT:40 / CHR:31] Kobold CF CH CM DG PF PH PM PS TF TH TM TS 1 4 TYPE: Humanoid; MR: 20; DICE: 3 + 10; #APP: 1-20; SIZE: S (3`); MOVE: 60`; LANG: Goblin/Orkish; NOTES:  [STR:22 / DEX:9 / LCK:11 / CON:20 / INT:9 / CHR:12] Kraken SW 20 1 TYPE: Beast; MR: 235; DICE: 24 + 118; #APP: 1; SIZE: L; MOVE: Swim 200`; LANG: Fish; NOTES: During their attack, these gigantic squid creatures will pull down ships if a 1 is rolled on 1 die. This roll is separate from the combat dice. [STR:77 / DEX:45 / LCK:32 / CON:235 / INT:44 / CHR:35] Lamia PD 9 1 TYPE: Beast; MR: 125; DICE: 13 + 63; #APP: 1; SIZE: M; MOVE: 240`; LANG: Sphinx; NOTES: This sphinx looking creatures will create an illusion of themselves if they roll a `6` at least 5x with their attack. Opponents will attack this illusion during the next combat round unless they can make a L3SR vs. INT. This illusion will disappear after the next combat round. [STR:41 / DEX:38 / LCK:20 / CON:125 / INT:27 / CHR:23] Lamia, Royal PD 11 1 TYPE: Beast; MR: 130; DICE: 14 + 65; #APP: 1; SIZE: M; MOVE: 90`; LANG: Sphinx; NOTES: This sphinx looking creatures will create an illusion of themselves if they roll a `6` at least 5x with their attack. Opponents will attack this illusion during the next combat round unless they can make a L4SR vs. INT. This illusion will disappear after the next combat round. [STR:54 / DEX:23 / LCK:24 / CON:130 / INT:27 / CHR:24] Lammasu DG FW PD PF PH PM PP PS SW TF TH TM TS 8 2 TYPE: Monster; MR: 100; DICE: 11 + 50; #APP: 1-8; SIZE: L; MOVE: 120`/Fly 240`; LANG: Sphinx; NOTES: These winged-lion looking creatures are peaceful by nature. They will use their healing magic if they roll a `6` at least 4x with their attack, healing themselves 20 points of damage. [STR:34 / DEX:35 / LCK:17 / CON:100 / INT:28 / CHR:27] Lammasu, Greater DG FW PD PF PH PM PP PS SW TF TH TM TS 13 1 TYPE: Monster; MR: 165; DICE: 17 + 83; #APP: 1-2; SIZE: L (5`); MOVE: 150`/Fly 300`; LANG: Sphinx; NOTES: These winged-lion looking creatures are peaceful by nature. They will use their healing magic if they roll a `6` at least 6x with their attack, healing themselves 30 points of damage. [STR:49 / DEX:48 / LCK:22 / CON:165 / INT:37 / CHR:31] Lamprey, Giant FW SW 5 2 TYPE: Animal; MR: 70; DICE: 8 + 35; #APP: 1-4; SIZE: S; MOVE: 90`; LANG: Fish; NOTES: They will attach themselves to a target if they roll a `6` at least 3x with their attack. They will then begin to suck the blood of the victim unless they can make a L2SR vs. STR to get it off. Anyone getting blood drained will suffer 1d6 points of damage per combat round. Each target that gets damaged from the attack rolls 1 die to determine which one it tries to attach to. Anyone attacking this creature while attached will hurt the victim as well. The victim may attempt to make a L2SR vs. STR each round to try and remove the creature. Anytime this creature is attached to someone, it no longer attacks normally but continues to drain blood. [STR:41 / DEX:17 / LCK:13 / CON:70 / INT:1 / CHR:7] Lamprey, Normal FW SW 2 4 TYPE: Animal; MR: 35; DICE: 4 + 18; #APP: 1-2; SIZE: S; MOVE: 120`; LANG: Fish; NOTES: They will attach themselves to a target if they roll a `6` at least 2x with their attack. They will then begin to suck the blood of the victim unless they can make a L1SR vs. STR to get it off. Anyone getting blood drained will suffer 1d6 points of damage per combat round. Each target that gets damaged from the attack rolls 1 die to determine which one it tries to attach to. Anyone attacking this creature while attached will hurt the victim as well. The victim may attempt to make a L1SR vs. STR each round to try and remove the creature. Anytime this creature is attached to someone, it no longer attacks normally but continues to drain blood. [STR:27 / DEX:17 / LCK:7 / CON:35 / INT:1 / CHR:6] Leech, Giant DG FW PS TS 2 4 TYPE: Animal; MR: 25; DICE: 3 + 13; #APP: 1-12; SIZE: S-M; MOVE: 30`; LANG: Slug; NOTES: They will attach themselves to a target if they roll a `6` at least 1x with their attack. They will then begin to suck the blood of the victim unless they can make a L1SR vs. STR to get it off. Anyone getting blood drained will suffer 1d6 points of damage per combat round. Each target that gets damaged from the attack rolls 1 die to determine which one it tries to attach to. Anyone attacking this creature while attached will hurt the victim as well. The victim may attempt to make a L1SR vs. STR each round to try and remove the creature. Anytime this creature is attached to someone, it no longer attacks normally but continues to drain blood. [STR:34 / DEX:3 / LCK:6 / CON:25 / INT:1 / CHR:6] Leopard TF TH TS 4 4 TYPE: Animal; MR: 60; DICE: 7 + 30; #APP: 1-2; SIZE: M; MOVE: 120`; LANG: Feline; NOTES:  [STR:33 / DEX:19 / LCK:14 / CON:60 / INT:3 / CHR:10] Leprechaun DG PF PH PP 4 4 TYPE: Fey; MR: 50; DICE: 6 + 25; #APP: 1-3; SIZE: S (2`); MOVE: 150`; LANG: Fey/Gremlin/Elven; NOTES: Spells do not work against these creatures unless the caster has an INT score over 20. They will create an illusion of themselves if they roll a `6` at least 2x with their attack. Opponents will attack this illusion during the next combat round unless they can make a L1SR vs. INT. This illusion will disappear after the next combat round. If captured, there is a 50% chance (1-3 rolling 1 die) that they will tell the location of their treasure. [STR:25 / DEX:21 / LCK:15 / CON:50 / INT:53 / CHR:23] Leucrotta CM DG PM PS TM TS 7 2 TYPE: Beast; MR: 100; DICE: 11 + 50; #APP: 1-4; SIZE: L; MOVE: 180`; LANG: Canine; NOTES: This mystical dog-wolf will use their mind control if they roll a `6` at least 4x with their attack. This control will cause a target to kill themselves unless they can make a L3SR vs. INT. Each target that gets damaged from the attack rolls 1 die to determine which one is controlled, where the lowest number suffers from the effects. This mind control lasts for 2d6 combat rounds, where each round the controlled victim performs attacks on themselves. [STR:38 / DEX:29 / LCK:19 / CON:100 / INT:18 / CHR:16] Lich DG 12 1 TYPE: Undead; MR: 170; DICE: 18 + 85; #APP: 1; SIZE: M; MOVE: 60`; LANG: Undead/Wizard Speech/Common; NOTES: Only magical weapons or spells can affect these undead wizards…which were once living wizards but their search for power and immortality brought them to this. They will unleash a magical spell if they roll a `6` at least 6x with their attack. This magic will take one of 6 forms on a single opponent. Each target that gets damaged from the attack rolls 1 die to determine which one is controlled, where the lowest number suffers from the effects. To determine which spell, roll 1 die (1-Disintegrates and dies; 2-Scared and runs away for 3d6 combat rounds; 3-Turns to solid crystal and dies; 4-Sleep for 3d6 combat rounds; 5-Flamed for 3d6 points of damage; 6-Charms where they attack friends for 3d6 combat rounds). A L5SR vs. LCK can be made to avoid the effects. [STR:68 / DEX:24 / LCK:29 / CON:170 / INT:77 / CHR:31] Lich, Ancient DG 20 1 TYPE: Undead; MR: 260; DICE: 27 + 130; #APP: 1; SIZE: M; MOVE: 60`; LANG: Undead/Wizard Speech/Common; NOTES: Only magical weapons or spells can affect these undead wizards…which were once living wizards but their search for power and immortality brought them to this. They will unleash a magical spell if they roll a `6` at least 9x with their attack. This magic will take one of 6 forms on a single opponent. Each target that gets damaged from the attack rolls 1 die to determine which one is controlled, where the lowest number suffers from the effects. To determine which spell, roll 1 die (1-Disintegrates and dies; 2-Scared and runs away for 4d6 combat rounds; 3-Turns to solid crystal and dies; 4-Sleep for 4d6 combat rounds; 5-Flamed for 4d6 points of damage; 6-Charms where they attack friends for 4d6 combat rounds). A L10SR vs. LCK can be made to avoid the effects. [STR:95 / DEX:33 / LCK:38 / CON:260 / INT:92 / CHR:34] Lion PD PF PH PM PP PS TF TH TM TS 6 4 TYPE: Animal; MR: 85; DICE: 9 + 43; #APP: 1-12; SIZE: L; MOVE: 120`; LANG: Feline; NOTES:  [STR:38 / DEX:22 / LCK:19 / CON:85 / INT:3 / CHR:11] Lion, Mountain CF CH CM CP PD PH PM PP TF TH TM 4 4 TYPE: Animal; MR: 60; DICE: 7 + 30; #APP: 1-2; SIZE: M; MOVE: 150`; LANG: Feline; NOTES:  [STR:30 / DEX:22 / LCK:14 / CON:60 / INT:3 / CHR:10] Lion, Spotted CM CP DG PD PM PP PS TM TS 7 2 TYPE: Animal; MR: 95; DICE: 10 + 48; #APP: 1-8; SIZE: L; MOVE: 120`; LANG: Feline; NOTES:  [STR:40 / DEX:23 / LCK:21 / CON:95 / INT:3 / CHR:11] Lion, Winged DG TM 9 1 TYPE: Beast; MR: 110; DICE: 12 + 55; #APP: 1; SIZE: L (5`); MOVE: 150`/Fly 90`; LANG: Feline; NOTES: They will use their roar if they roll a `6` at least 4x with their attack. This will cause the victim to suffer a negative 2d6 to STR unless they can make a L3SR vs. LCK. A L3SR vs. DEX can also be made to see if ears are covered in time. [STR:48 / DEX:21 / LCK:22 / CON:110 / INT:16 / CHR:14] Lizard, Fire DG PM TM 10 1 TYPE: Reptile; MR: 135; DICE: 14 + 68; #APP: 1-4; SIZE: L (30`); MOVE: 90`; LANG: Saurian; NOTES: They will use their fire breath if they roll a `6` at least 5x with their attack. This breath will automatically do 2d6 points of damage to a single target in front of the creature unless the targets can make a L4SR vs. LCK or DEX. Each target that gets damaged from the attack rolls 1 die to determine which one is burned, where the lowest number suffers from the effects. This attack damage is in addition to any other damage during that round. [STR:54 / DEX:24 / LCK:26 / CON:135 / INT:1 / CHR:11] Lizard, Giant DG PF PP PS TF TS 4 4 TYPE: Reptile; MR: 65; DICE: 7 + 33; #APP: 1-12; SIZE: L (15`); MOVE: 150`; LANG: Saurian; NOTES:  [STR:34 / DEX:23 / LCK:12 / CON:65 / INT:1 / CHR:7] Lizard, Ice CH CM DG 4 1 TYPE: Reptile; MR: 85; DICE: 9 + 43; #APP: 1-4; SIZE: S (3`); MOVE: 90`; LANG: Saurian; NOTES: They will use their ice breath if they roll a `6` at least 3x with their attack. This breath will automatically do 1d6 points of damage to a single target in front of the creature unless the targets can make a L1SR vs. LCK or DEX. Each target that gets damaged from the attack rolls 1 die to determine which one is burned, where the lowest number suffers from the effects. This attack damage is in addition to any other damage during that round. Anyone suffering from the breath also misses their next combat round as they get the ice off. [STR:42 / DEX:19 / LCK:18 / CON:85 / INT:4 / CHR:11] Lizard, Stone CH CM DG PD PH PM TH TM 6 2 TYPE: Reptile; MR: 95; DICE: 10 + 48; #APP: 1-2; SIZE: M-L (5-12`); MOVE: 60`; LANG: Saurian; NOTES: There is only a 1 in 6 chance that these lizards will be noticed by those passing by, often giving this creature a surprise attack. [STR:49 / DEX:17 / LCK:18 / CON:95 / INT:1 / CHR:9] Lizard, Subterranean DG 6 4 TYPE: Reptile; MR: 85; DICE: 9 + 43; #APP: 1-6; SIZE: L (20`); MOVE: 120`; LANG: Saurian; NOTES: This lizard is able to walk on walls and ceilings. [STR:41 / DEX:22 / LCK:16 / CON:85 / INT:1 / CHR:8] Lycanthrope, Werebear CF CH CM DG PF PH PM PS 8 2 TYPE: Humanoid; MR: 120; DICE: 13 + 60; #APP: 1-4; SIZE: L; MOVE: 90`; LANG: Common/Ursine; NOTES: These creatures can only be harmed by magical or silver weapons. Spells can harm them as well. Their bite will inflict disease if they roll a `6` at least 5x with their attack. This disease will cause the victim to become a werebear themselves, unless they can make a L3SR vs. CON. The disease will last forever unless cured. Each target that gets damaged from the attack rolls 1 die to determine which one gets the disease, where the lowest number suffers from the effects. [STR:51 / DEX:22 / LCK:23 / CON:120 / INT:28 / CHR:25] Lycanthrope, Wereboar CF CH CP PD PF PH PP PS TF TH TS 6 2 TYPE: Humanoid; MR: 90; DICE: 10 + 45; #APP: 1-8; SIZE: L; MOVE: 120`; LANG: Common/Porker; NOTES: These creatures can only be harmed by magical or silver weapons. Spells can harm them as well. Their bite will inflict disease if they roll a `6` at least 4x with their attack. This disease will cause the victim to become a wereboar themselves, unless they can make a L2SR vs. CON. The disease will last forever unless cured. Each target that gets damaged from the attack rolls 1 die to determine which one gets the disease, where the lowest number suffers from the effects. [STR:40 / DEX:22 / LCK:19 / CON:90 / INT:17 / CHR:16] Lycanthrope, Wererat CF CH CM CP DG PD PS 4 4 TYPE: Humanoid; MR: 60; DICE: 7 + 30; #APP: 1-16; SIZE: S-M; MOVE: 120`; LANG: Common/Rodent; NOTES: These creatures can only be harmed by magical or silver weapons. Spells can harm them as well. Their bite will inflict disease if they roll a `6` at least 3x with their attack. This disease will cause the victim to become a wererat themselves, unless they can make a L1SR vs. CON. The disease will last forever unless cured. Each target that gets damaged from the attack rolls 1 die to determine which one gets the disease, where the lowest number suffers from the effects. [STR:31 / DEX:19 / LCK:16 / CON:60 / INT:18 / CHR:19] Lycanthrope, Weretiger CF CH CM CP PF PH PM PP PS TF TH TM TS 7 1 TYPE: Humanoid; MR: 105; DICE: 11 + 53; #APP: 1-6; SIZE: L; MOVE: 120`; LANG: Common/Feline; NOTES: These creatures can only be harmed by magical or silver weapons. Spells can harm them as well. Their bite will inflict disease if they roll a `6` at least 4x with their attack. This disease will cause the victim to become a weretiger themselves, unless they can make a L3SR vs. CON. The disease will last forever unless cured. Each target that gets damaged from the attack rolls 1 die to determine which one gets the disease, where the lowest number suffers from the effects. [STR:44 / DEX:24 / LCK:21 / CON:105 / INT:19 / CHR:16] Lycanthrope, Werewolf CF CH CM CP DG PD PF PH PM PP PS TF TH TM TS 5 13 TYPE: Humanoid; MR: 75; DICE: 8 + 38; #APP: 1-12; SIZE: M; MOVE: 150`; LANG: Common/Canine; NOTES: These creatures can only be harmed by magical or silver weapons. Spells can harm them as well. Their bite will inflict disease if they roll a `6` at least 3x with their attack. This disease will cause the victim to become a werewolf themselves, unless they can make a L2SR vs. CON. The disease will last forever unless cured. Each target that gets damaged from the attack rolls 1 die to determine which one gets the disease, where the lowest number suffers from the effects. [STR:33 / DEX:24 / LCK:17 / CON:75 / INT:16 / CHR:15] Lynx, Giant CF CH CM CP 3 2 TYPE: Animal; MR: 50; DICE: 6 + 25; #APP: 1-4; SIZE: M; MOVE: 120`; LANG: Feline; NOTES:  [STR:30 / DEX:18 / LCK:13 / CON:50 / INT:4 / CHR:10] Mammoth CF CH CM CP PS 13 13 TYPE: Animal; MR: 155; DICE: 16 + 78; #APP: 1-12; SIZE: L (10-14`); MOVE: 120`; LANG: Pachyderm; NOTES:  [STR:59 / DEX:29 / LCK:26 / CON:155 / INT:3 / CHR:14] Man, Bandit CF CH CM CP DG PD PF PH PM PP PS TF TH TM TS 1 13 TYPE: Humanoid; MR: 30; DICE: 4 + 15; #APP: 1-20; SIZE: M; MOVE: 120`; LANG: Common; NOTES:  [STR:22 / DEX:16 / LCK:13 / CON:30 / INT:13 / CHR:15] Man, Berserker CF CH CM CP DG PD PF PH PM PP PS TF TH TM TS 5 2 TYPE: Humanoid; MR: 65; DICE: 7 + 33; #APP: 1-20; SIZE: M; MOVE: 120`; LANG: Common; NOTES:  [STR:32 / DEX:20 / LCK:17 / CON:65 / INT:17 / CHR:17] Man, Caveman CF CH CM DG PF PH PM TF TH TM TS 2 2 TYPE: Humanoid; MR: 35; DICE: 4 + 18; #APP: 1-20; SIZE: M; MOVE: 120`; LANG: Common; NOTES:  [STR:23 / DEX:17 / LCK:14 / CON:35 / INT:11 / CHR:13] Man, Merchant CF CH CM CP PD PS SW 1 13 TYPE: Humanoid; MR: 30; DICE: 4 + 15; #APP: 1-20; SIZE: M; MOVE: 120`; LANG: Common; NOTES:  [STR:22 / DEX:16 / LCK:13 / CON:30 / INT:16 / CHR:18] Man, Nomad CP PD PP 1 2 TYPE: Humanoid; MR: 30; DICE: 4 + 15; #APP: 1-20; SIZE: M; MOVE: 120`; LANG: Common; NOTES:  [STR:22 / DEX:16 / LCK:13 / CON:30 / INT:13 / CHR:15] Man, Pilgrim CF CH CM CP PD PF PH PM PP PS TF TH TM TS 1 4 TYPE: Humanoid; MR: 30; DICE: 4 + 15; #APP: 1-20; SIZE: M; MOVE: 120`; LANG: Common; NOTES:  [STR:22 / DEX:16 / LCK:13 / CON:30 / INT:13 / CHR:15] Man, Pirate PS SW TS 1 4 TYPE: Humanoid; MR: 30; DICE: 4 + 15; #APP: 1-20; SIZE: M; MOVE: 120`; LANG: Common; NOTES:  [STR:22 / DEX:16 / LCK:13 / CON:30 / INT:13 / CHR:15] Man, Tribe TF TS 2 2 TYPE: Humanoid; MR: 35; DICE: 4 + 18; #APP: 1-20; SIZE: M; MOVE: 120`; LANG: Common; NOTES:  [STR:23 / DEX:17 / LCK:14 / CON:35 / INT:11 / CHR:13] Man-Jackal DG PD PF PH PS TF TH TS 4 2 TYPE: Beast; MR: 70; DICE: 8 + 35; #APP: 1-4; SIZE: S (M); MOVE: 120`; LANG: Canine; NOTES: These humanoid jackals will often assume the form of a human and use their gaze to cause a victim to fall asleep for an hour. If the victim is unaware of the true nature of the creature, they will have to make a L1SR vs. INT or they will fall unconscious. Once this happens, they will be eaten by the creature. They can only be harmed by magical weapons or spells. [STR:34 / DEX:20 / LCK:17 / CON:70 / INT:19 / CHR:19] Man-Plant DG PS TS 9 2 TYPE: Plant; MR: 140; DICE: 15 + 70; #APP: 1-3; SIZE: L; MOVE: 60`; LANG: Plant; NOTES: This humanoid mass of twigs and vines will use their slimy vines if they roll a `6` at least 5x with their attack. These vines will wrap around the head of a victim for 2d6 combat rounds unless they can make a L3SR vs. STR. Each target that gets damaged from the attack rolls 1 die to determine which one is wrapped, where the lowest number suffers from the effects. This attack damage is in addition to any other damage during that round. Anyone wrapped in the vines cannot attack, but they may make another L3SR vs. STR each combat round to see if they break free. [STR:59 / DEX:21 / LCK:26 / CON:140 / INT:19 / CHR:14] Man-Wolf CF CH CM CP DG PD PF PH PM PP PS TF TH TM TS 6 2 TYPE: Beast; MR: 95; DICE: 10 + 48; #APP: 1-3; SIZE: M; MOVE: 150`; LANG: Canine; NOTES: These humanoid wolves will often assume the form of a human to attempt to sneak up on prey. They will often dress as a bard and play a song that will make everyone lethargic unless they can make a L2SR vs. INT. Once discovered as their true nature, they stop playing the song and attack. The lethargy lasts for about an hour, where everyone affected reduce their combat dice by half (rounded up). [STR:39 / DEX:26 / LCK:19 / CON:95 / INT:26 / CHR:24] Manta-Ray SW 9 4 TYPE: Animal; MR: 110; DICE: 12 + 55; #APP: 1; SIZE: L; MOVE: Swim 180`; LANG: Fish; NOTES: They will use their poison stinger tail if they roll a `6` at least 4x with their attack. This poison will cause the target to become paralyzed unless they can make a L3SR vs. CON. This paralysis lasts for 2d6 combat rounds unless cured. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:40 / DEX:30 / LCK:21 / CON:110 / INT:1 / CHR:9] Manta-Ray, Fanged SW 2 1 TYPE: Monster; MR: 40; DICE: 5 + 20; #APP: 1-20; SIZE: M; MOVE: 120`; LANG: Fish; NOTES: This intelligent manta-ray creature will use their healing magic if they roll a `6` at least 2x with their attack, healing themselves 10 points of damage. [STR:25 / DEX:17 / LCK:14 / CON:40 / INT:37 / CHR:17] Manta-Ray, Flying CF CM DG PF PM PS TF TM TS 2 1 TYPE: Beast; MR: 25; DICE: 3 + 13; #APP: 1-3; SIZE: S; MOVE: Fly 180`; LANG: Fish; NOTES:  [STR:19 / DEX:20 / LCK:7 / CON:25 / INT:1 / CHR:7] Mantaran DG 7 2 TYPE: Insect; MR: 95; DICE: 10 + 48; #APP: 1-12; SIZE: M (6`); MOVE: 180`; LANG: Mantaran/Insect/Common; NOTES: These insect-like humanoids look similar to an ant and is black in color. [STR:37 / DEX:29 / LCK:18 / CON:95 / INT:24 / CHR:22] Manticore CF CH CM CP DG FW PD PH PM PP PS SW TF TH TM TS 7 4 TYPE: Beast; MR: 100; DICE: 11 + 50; #APP: 1-4; SIZE: L; MOVE: 120`/Fly 180`; LANG: Manticore; NOTES:  [STR:38 / DEX:29 / LCK:19 / CON:100 / INT:15 / CHR:13] Mantis, Giant PF PH TF TH 10 2 TYPE: Insect; MR: 135; DICE: 14 + 68; #APP: 1; SIZE: L (12`); MOVE: 60`/Fly 120`; LANG: Insect; NOTES: There is only a 1 in 6 chance that these large insects will be noticed by those passing by, often giving this creature a surprise attack. [STR:52 / DEX:27 / LCK:25 / CON:135 / INT:1 / CHR:10] Mastodon CF CH CM CP PD PF PH PM PP PS 12 13 TYPE: Animal; MR: 140; DICE: 15 + 70; #APP: 1-12; SIZE: L (10`); MOVE: 150`; LANG: Pachyderm; NOTES:  [STR:52 / DEX:30 / LCK:24 / CON:140 / INT:3 / CHR:14] Medusa CF CH CM CP DG PD PF PH PM PP PS TF TH TM TS 6 2 TYPE: Monster; MR: 85; DICE: 9 + 43; #APP: 1-3; SIZE: M; MOVE: 90`; LANG: Common; NOTES: They will use their magic gaze if they roll a `6` at least 3x with their attack. This gaze will turn everyone looking at it into stone unless they can make a L2SR vs. LCK. A L2SR vs. DEX can also be made instead to maybe look away in time. [STR:40 / DEX:19 / LCK:20 / CON:85 / INT:21 / CHR:20] Mermen SW 2 4 TYPE: Humanoid; MR: 35; DICE: 4 + 18; #APP: 1-20; SIZE: M; MOVE: 10`/Swim 180`; LANG: Mermen/Fish; NOTES:  [STR:19 / DEX:23 / LCK:12 / CON:35 / INT:14 / CHR:16] Minotaur CF CH CM DG PF PH PM PS TF TH TM TS 7 2 TYPE: Beast; MR: 90; DICE: 10 + 45; #APP: 1-8; SIZE: L; MOVE: 120`; LANG: Minotaur/Orkish/Ogrish/Trollish; NOTES:  [STR:40 / DEX:22 / LCK:19 / CON:90 / INT:14 / CHR:13] Monkey, Vile DG PF PH PM PP PS TF TH TM TS 6 4 TYPE: Monster; MR: 80; DICE: 9 + 40; #APP: 1-12; SIZE: M; MOVE: 90`; LANG: Simian; NOTES: These demonic monkeys are quick and hard to hit. Any opponents must discard one of their highest rolled combat dice when fighting it. [STR:39 / DEX:18 / LCK:19 / CON:80 / INT:16 / CHR:16] Morlock DG 2 4 TYPE: Monster; MR: 45; DICE: 5 + 23; #APP: 1-20; SIZE: M; MOVE: 120`; LANG: Goblin; NOTES: They can see perfectly in non-magical darkness. Any really bright lights will cause them to subtract 2 dice from their combat rolls. [STR:25 / DEX:18 / LCK:16 / CON:45 / INT:13 / CHR:14] Muck Man DG FW PS TS 2 1 TYPE: Beast; MR: 20; DICE: 3 + 10; #APP: 1-12; SIZE: S (4`); MOVE: 30`; LANG: None; NOTES: These humanoid forms of mud are immune to spells and can only be harmed by magical weapons. They will throw mud if they roll a `6` at least 1x with their attack. This mud will cause the victim be covered in mud unless they can make a L1SR vs. LCK or DEX. Each target that gets damaged from the attack rolls 1 die to determine which one is muddied, where the lowest number gets covered. Anyone covered in mud must miss the next combat round to at least clear mud out from the eyes. [STR:32 / DEX:3 / LCK:5 / CON:20 / INT:1 / CHR:6] Mule CF CH CM CP PF PH PM PP PS TF TH TM TS 3 13 TYPE: Animal; MR: 45; DICE: 5 + 23; #APP: 1; SIZE: L; MOVE: 120`; LANG: Equine; NOTES:  [STR:29 / DEX:18 / LCK:12 / CON:45 / INT:3 / CHR:9] Mummy CF CH CM CP DG PD PF PH PM PP PS TF TH TM TS 7 2 TYPE: Undead; MR: 105; DICE: 11 + 53; #APP: 1-8; SIZE: M; MOVE: 60`; LANG: Undead; NOTES: These creatures will emit an aura of fear if they roll a `6` at least 4x with their attack, causing targets to flee in terror unless they can make a L3SR vs. INT. This fear lasts for 2d6 combat rounds. They can only be harmed by magical weapons or spells. [STR:49 / DEX:18 / LCK:22 / CON:105 / INT:26 / CHR:13] Mushroom Man DG 3 2 TYPE: Plant; MR: 30; DICE: 4 + 15; #APP: 1-12; SIZE: S-L (2` per HD); MOVE: 90`; LANG: Plant; NOTES: They will release spores if they roll a `6` at least 2x with their attack. These spores will cause the victim to suffer a negative 1d6 to STR and DEX due to turning bloated and purple unless they can make a L1SR vs. CON. These spores will have an effect for an entire day unless cured and does not stack in effect. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:23 / DEX:13 / LCK:15 / CON:30 / INT:11 / CHR:14] Mushroom, Purple DG 3 2 TYPE: Plant; MR: 45; DICE: 5 + 23; #APP: 1-4; SIZE: S-M; MOVE: 10`; LANG: Plant; NOTES: These mushrooms will use their poison if they roll a `6` at least 2x with their attack. This poison will cause the victim to rot away unless they can make a L1SR vs. CON. This process takes 10 combat rounds before the victim dies, which they can never be resurrected. It is able to be cured by magical means. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. If anyone touches these mushrooms, they may suffer the same fate. [STR:43 / DEX:1 / LCK:9 / CON:45 / INT:1 / CHR:6] Mushroom, Screaming DG 3 13 TYPE: Plant; MR: 45; DICE: 5 + 23; #APP: 1-8; SIZE: S-L; MOVE: 10`; LANG: Plant; NOTES: Anyone that gets close to these odd mushrooms will cause them to emit a very loud screaming sound, which may attract nearby monsters. [STR:43 / DEX:1 / LCK:9 / CON:45 / INT:1 / CHR:6] Naga, Guardian CM DG PM PS TM TS 12 1 TYPE: Monster; MR: 155; DICE: 16 + 78; #APP: 1-2; SIZE: L (20`); MOVE: 150`; LANG: Naga; NOTES: Their bite will be poisonous if they roll a `6` at least 6x with their attack. This poison will cause the victim to die unless they can make a L5SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:57 / DEX:32 / LCK:25 / CON:155 / INT:64 / CHR:27] Naga, Spirit CM DG PM PS TM TS 9 2 TYPE: Monster; MR: 120; DICE: 13 + 60; #APP: 1-3; SIZE: L (15`); MOVE: 120`; LANG: Naga; NOTES: Their bite will be poisonous if they roll a `6` at least 5x with their attack. This poison will cause the victim to die unless they can make a L3SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:49 / DEX:25 / LCK:22 / CON:120 / INT:54 / CHR:23] Naga, Water FW SW 8 4 TYPE: Monster; MR: 105; DICE: 11 + 53; #APP: 1-4; SIZE: M (10`); MOVE: 90`/Swim 180`; LANG: Naga; NOTES: Their bite will be poisonous if they roll a `6` at least 4x with their attack. This poison will cause the victim to die unless they can make a L3SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:40 / DEX:30 / LCK:19 / CON:105 / INT:47 / CHR:21] Narwhale SW 5 2 TYPE: Animal; MR: 70; DICE: 8 + 35; #APP: 1-6; SIZE: L; MOVE: Swim 210`; LANG: Cetacean; NOTES:  [STR:28 / DEX:29 / LCK:14 / CON:70 / INT:1 / CHR:8] Neptar SW 2 2 TYPE: Humanoid; MR: 40; DICE: 5 + 20; #APP: 1-20; SIZE: M; MOVE: 120`/Swim 180`; LANG: Neptar/Fish/Common; NOTES: These humanoid fish-men live in the oceans of the world. They can come onto land whenever they feel the need, which is usually to pillage coastal settlements. [STR:20 / DEX:23 / LCK:13 / CON:40 / INT:16 / CHR:18] Nereid FW SW 4 1 TYPE: Fey; MR: 40; DICE: 5 + 20; #APP: 1-4; SIZE: M; MOVE: 120`; LANG: Any; NOTES: These water female creatures will charm a male victim if they roll a `6` at least 2x with their attack. This charm will last forever unless they can make a L1SR vs. INT. Each target that gets damaged from the attack rolls 1 die to determine which one is affected with the charm, where the lowest number suffers from the effects. Anyone charmed will be taken as a husband while a water breathing spell is cast on them to allow them to live underwater. The charm is broken if the nereid were killed or the nereid release them voluntarily. If the target is a not male, then they will instead suffer from blindness for 1d6 combat rounds where they can only use half of their combat dice (rounded up). [STR:25 / DEX:17 / LCK:14 / CON:40 / INT:16 / CHR:19] Nixie FW SW 1 2 TYPE: Fey; MR: 20; DICE: 3 + 10; #APP: 1-20; SIZE: S (4`); MOVE: 60`/Swim 120`; LANG: Any; NOTES: These water sprites will charm a victim if they roll a `6` at least 1x with their attack. This charm will last forever unless they can make a L1SR vs. INT. Each target that gets damaged from the attack rolls 1 die to determine which one is affected with the charm, where the lowest number suffers from the effects. Anyone charmed will be taken as a slave while a water breathing spell is cast on them to allow them to live underwater. The charm is broken if the nixie were killed or the nixie release them voluntarily. [STR:19 / DEX:15 / LCK:12 / CON:20 / INT:14 / CHR:17] Nymph CF CH CM FW PF PH PM SW TF TH 3 1 TYPE: Fey; MR: 35; DICE: 4 + 18; #APP: 1-4; SIZE: M; MOVE: 120`; LANG: Fey; NOTES: Although friendly by nature, anyone attacking these beautiful female-looking creatures may suffer a horrible fate. They will undress if they roll a `6` at least 2x with their attack. Anyone looking upon them naked will die unless they can make a L1SR vs. LCK. A L1SR vs. DEX can also be made instead to maybe look away in time. [STR:23 / DEX:17 / LCK:14 / CON:35 / INT:20 / CHR:22] Octopus, Giant FW SW 8 2 TYPE: Animal; MR: 95; DICE: 10 + 48; #APP: 1-3; SIZE: L; MOVE: 30`/Swim 120`; LANG: Fish; NOTES:  [STR:41 / DEX:23 / LCK:20 / CON:95 / INT:1 / CHR:10] Ogre CF CH CM CP DG PD PF PH PM PP PS TF TH TM TS 5 13 TYPE: Giant; MR: 75; DICE: 8 + 38; #APP: 1-12; SIZE: L (8`); MOVE: 90`; LANG: Ogrish; NOTES:  [STR:37 / DEX:18 / LCK:19 / CON:75 / INT:13 / CHR:12] Ogre Mage CM DG PM PS TM TS 6 1 TYPE: Giant; MR: 90; DICE: 10 + 45; #APP: 1-6; SIZE: L (10.5`); MOVE: 90`/Fly 150`; LANG: Ogrish; NOTES: These ogres have magical abilities that they use whenever the need arises. They can fly or turn to smoke. They can appear to be a human if they wish. [STR:37 / DEX:25 / LCK:19 / CON:90 / INT:54 / CHR:23] Ogre, Sea FW PS TS 5 4 TYPE: Giant; MR: 80; DICE: 9 + 40; #APP: 1-14; SIZE: L (9`); MOVE: 60`/Swim 120`; LANG: Ogrish; NOTES: These ogres live under the sea and are covered in blue scales. They will always gain the surprise when underwater, but not when they come on land. [STR:37 / DEX:21 / LCK:18 / CON:80 / INT:15 / CHR:14] Oozing Man DG 5 4 TYPE: Slime; MR: 90; DICE: 10 + 45; #APP: 1-2; SIZE: M; MOVE: 60`; LANG: None; NOTES: This creature takes on a humanoid shape but is made completely of a dark red slime. If they roll a `6` at least 4x with their attack, they will cover a random metal object (worn or equipped by a target in front of them) with this slime. Each target that gets damaged from the attack rolls 1 die to determine which one has their metal item covered, where the lowest number is slimed. If the metal object is not magical, it dissolves instantly into a puddle of goo that the creature would then consume. If the item is magical, then it has a 1 in 6 chance of being dissolved. This slime does not have this effect on any other substance. [STR:49 / DEX:16 / LCK:16 / CON:90 / INT:1 / CHR:8] Orke CF CH CM CP DG PD PF PH PM PP PS TF TM TS 1 13 TYPE: Humanoid; MR: 30; DICE: 4 + 15; #APP: 1-20; SIZE: M (6`+); MOVE: 90`; LANG: Orkish/Ogrish/Goblin; NOTES:  [STR:26 / DEX:13 / LCK:12 / CON:30 / INT:10 / CHR:12] Ostryx PF PH PP PS TF TH TS 3 4 TYPE: Animal; MR: 50; DICE: 6 + 25; #APP: 1-6; SIZE: L (7`+); MOVE: 180`; LANG: Avian; NOTES: These large birds cannot fly but run on their two legs and attack with a powerful beak. [STR:25 / DEX:24 / LCK:10 / CON:50 / INT:1 / CHR:7] Otter FW SW 1 4 TYPE: Animal; MR: 35; DICE: 4 + 18; #APP: 1-4; SIZE: S; MOVE: 120`/Swim 180`; LANG: Ursine; NOTES:  [STR:21 / DEX:23 / LCK:7 / CON:35 / INT:1 / CHR:6] Otter, Giant FW 5 2 TYPE: Animal; MR: 75; DICE: 8 + 38; #APP: 1-5; SIZE: L; MOVE: 90`/Swim 180`; LANG: Ursine; NOTES:  [STR:30 / DEX:27 / LCK:17 / CON:75 / INT:3 / CHR:10] Owl CF CH CM CP DG PD PF PH PM PP PS TF TH TM TS 1 4 TYPE: Animal; MR: 35; DICE: 4 + 18; #APP: 1; SIZE: S (4-5`); MOVE: 10`/Fly 270`; LANG: Avian; NOTES:  [STR:20 / DEX:24 / LCK:7 / CON:35 / INT:1 / CHR:6] Owl Beast DG PF PM PS 6 2 TYPE: Beast; MR: 85; DICE: 9 + 43; #APP: 1-5; SIZE: L (8`); MOVE: 120`; LANG: Avian; NOTES: These creatures look like a an ogre covered in reddish orange feathers and with huge claws. They have a head similar to an owl, with a powerful beak. [STR:38 / DEX:22 / LCK:19 / CON:85 / INT:14 / CHR:13] Owl, Giant CF CH CM CP PD PF PH PM PP PS TF TH TM TS 4 2 TYPE: Animal; MR: 60; DICE: 7 + 30; #APP: 1-5; SIZE: M; MOVE: 30`/Fly 180`; LANG: Avian; NOTES:  [STR:26 / DEX:25 / LCK:15 / CON:60 / INT:4 / CHR:11] Pegasus CF CM FW PD PF PH PM SW TF TH TM 4 1 TYPE: Beast; MR: 60; DICE: 7 + 30; #APP: 1-10; SIZE: L; MOVE: 240`/Fly 480`; LANG: Equine; NOTES:  [STR:20 / DEX:33 / LCK:13 / CON:60 / INT:14 / CHR:15] Peryton CH CM PH PM TH TM 4 2 TYPE: Beast; MR: 55; DICE: 6 + 28; #APP: 1-8; SIZE: M; MOVE: 120`/Fly 210`; LANG: Bovine/Avian; NOTES: These creatures have the head, neck, forelegs and antlers of a stag, combined with the plumage, wings and hindquarters of a large bird. They can only be harmed by magical weapons or spells. [STR:22 / DEX:28 / LCK:14 / CON:55 / INT:14 / CHR:15] Phantom DG PS TS 1 1 TYPE: Undead; MR: 40; DICE: 5 + 20; #APP: 1; SIZE: M; MOVE: 90`; LANG: Undead; NOTES: These creatures will produce a scary illusion if they roll a `6` at least 2x with their attack, causing targets to flee in terror unless they can make a L1SR vs. INT. This fear lasts for 1d6 combat rounds. They can only be harmed by magical weapons or spells. [STR:33 / DEX:14 / LCK:6 / CON:40 / INT:1 / CHR:5] Phoenix CF CP PF PP TF 20 1 TYPE: Planar; MR: 265; DICE: 27 + 133; #APP: 1-4; SIZE: M; MOVE: 60`/Fly 390`; LANG: Avian; NOTES: This flaming bird will flap their fire wings if they roll a `6` at least 9x with their attack. This flame will automatically do 4d6 points of damage to everyone near the phoenix unless the targets can make a L10SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. If slain, the phoenix will turn into a pile of ash. If left alone, the phoenix will rise from those ashes the next day. If separated, they will not. The ashes can be sold to alchemists for very good price. [STR:72 / DEX:67 / LCK:30 / CON:265 / INT:45 / CHR:33] Pike, Giant FW 4 2 TYPE: Animal; MR: 65; DICE: 7 + 33; #APP: 1-8; SIZE: L (9-14`); MOVE: Swim 360`; LANG: Fish; NOTES:  [STR:22 / DEX:35 / LCK:12 / CON:65 / INT:1 / CHR:7] Pixie CF PF TF 1 1 TYPE: Fey; MR: 30; DICE: 4 + 15; #APP: 1-8; SIZE: S (2.5`); MOVE: 60`/Fly 120`; LANG: Fey/Elven; NOTES: Pixies always gain the surprise. They will use their special ability if they roll a `6` at least 2x with their attack. Roll 1 die to determine the ability. A roll of 1-3 means their sleeping toxin on their weapon hits someone. This toxin will make the victim fall asleep for 1d6 combat rounds unless they can make a L1SR vs. CON. If there are no more awake opponents, the pixie will steal all of the possessions of the victim(s). On a roll of 4-6, they will turn invisible. This happens before the start of the next combat round and will let the sprite get a free attack as though it got the surprise. The invisibility only lasts for one combat round, which they will reappear. [STR:22 / DEX:16 / LCK:13 / CON:30 / INT:19 / CHR:21] Plant, Whipper DG PD PF PH PM PP PS TF TH TM TS 3 4 TYPE: Plant; MR: 50; DICE: 6 + 25; #APP: 1-2; SIZE: Varies; MOVE: 30`; LANG: Plant; NOTES: This plant whips its vines around to attack, where it can only be truly killed if the roots are destroyed. [STR:43 / DEX:3 / LCK:12 / CON:50 / INT:3 / CHR:9] Poltergeist CF CM DG PD PS 1 2 TYPE: Undead; MR: 5; DICE: 1 + 3; #APP: 1-8; SIZE: M; MOVE: 60`; LANG: Undead; NOTES: These undead spirits always stay in the same place and are always invisible. This causes anyone attacking them to only use half of their combat dice (rounded up). If the poltergeist were to roll a `6` at least 1x with their attack, they will cause a target to flee in terror for 1d6 combat rounds unless they can make a L1SR vs. INT. Each target that gets damaged from the attack rolls 1 die to determine which one is scared with the poison, where the lowest number flees. [STR:17 / DEX:8 / LCK:8 / CON:5 / INT:6 / CHR:10] Pony CF CH CM CP PD PF PH PM PP PS TF TH TM TS 2 4 TYPE: Animal; MR: 35; DICE: 4 + 18; #APP: 1; SIZE: L; MOVE: 120`; LANG: Equine; NOTES:  [STR:26 / DEX:17 / LCK:8 / CON:35 / INT:1 / CHR:7] Porcupine, Giant CF CH CM CP PF PH PM PP PS 6 4 TYPE: Animal; MR: 85; DICE: 9 + 43; #APP: 1-2; SIZE: L; MOVE: 60`; LANG: Rodent; NOTES: They will shoot their quills if they roll a `6` at least 3x with their attack. These quills will automatically do 2d6 points of damage to everyone near the porcupine unless the targets can make a L2SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. [STR:46 / DEX:16 / LCK:17 / CON:85 / INT:1 / CHR:9] Ram CH CM CP PD PH PM PP 2 4 TYPE: Animal; MR: 40; DICE: 5 + 20; #APP: 1-6; SIZE: M; MOVE: 150`; LANG: Bovine; NOTES:  [STR:25 / DEX:20 / LCK:8 / CON:40 / INT:1 / CHR:7] Ram, Giant CH CM PH PM 4 2 TYPE: Animal; MR: 60; DICE: 7 + 30; #APP: 1-8; SIZE: L (6`); MOVE: 150`; LANG: Bovine; NOTES:  [STR:32 / DEX:22 / LCK:12 / CON:60 / INT:1 / CHR:8] Rat CF CH CM CP DG PD PF PH PM PP PS TF TH TM TS 1 13 TYPE: Animal; MR: 20; DICE: 3 + 10; #APP: 1-20; SIZE: S; MOVE: 150`; LANG: Rodent; NOTES:  [STR:20 / DEX:18 / LCK:5 / CON:20 / INT:1 / CHR:6] Rat, Giant CF CH CM CP DG PD PF PH PM PP PS TF TH TM TS 1 13 TYPE: Animal; MR: 20; DICE: 3 + 10; #APP: 1-20; SIZE: S; MOVE: 120`/Burrow 60`; LANG: Rodent; NOTES:  [STR:24 / DEX:9 / LCK:7 / CON:20 / INT:3 / CHR:8] Rattanu CF CH CM CP DG PD PS 4 4 TYPE: Humanoid; MR: 65; DICE: 7 + 33; #APP: 1-16; SIZE: S-M; MOVE: 120`; LANG: Rattanu/Rodent/Goblin; NOTES: These humanoid rats often live in abandoned buildings or under the city streets. They can fit through spaces that are just a tad too small for a human to fit though. [STR:32 / DEX:20 / LCK:17 / CON:65 / INT:19 / CHR:19] Raven CF CH CM CP PD PF PH PM PP PS TF TH TM TS 1 13 TYPE: Animal; MR: 20; DICE: 3 + 10; #APP: 1-16; SIZE: S (2-4`); MOVE: 10`/Fly 360`; LANG: Avian; NOTES:  [STR:20 / DEX:18 / LCK:5 / CON:20 / INT:1 / CHR:6] Raven, Giant CF CH CM CP PD PF PH PM PP PS TF TH TM TS 4 2 TYPE: Animal; MR: 70; DICE: 8 + 35; #APP: 1-12; SIZE: M-L (6-10`); MOVE: 30`/Fly 180`; LANG: Avian; NOTES:  [STR:29 / DEX:26 / LCK:16 / CON:70 / INT:4 / CHR:11] Raven, Huge CF CH CM CP PD PF PH PM PP PS TF TH TM TS 1 2 TYPE: Animal; MR: 30; DICE: 4 + 15; #APP: 1-8; SIZE: M (4-6`); MOVE: 10`/Fly 270`; LANG: Avian; NOTES:  [STR:18 / DEX:22 / LCK:8 / CON:30 / INT:3 / CHR:8] Revenant CF CH DG PS 8 1 TYPE: Undead; MR: 80; DICE: 9 + 40; #APP: 1; SIZE: M; MOVE: 90`; LANG: Undead/Common; NOTES: These undead creatures are those that risen to seek revenge on those that killed them. They will often leave others alone unless attacked. [STR:39 / DEX:18 / LCK:19 / CON:80 / INT:56 / CHR:25] Rhinoceros PD PF PH PM PP PS TH TM TS 9 13 TYPE: Animal; MR: 110; DICE: 12 + 55; #APP: 1-6; SIZE: L; MOVE: 120`; LANG: Pachyderm; NOTES:  [STR:45 / DEX:24 / LCK:22 / CON:110 / INT:1 / CHR:10] Rhinoceros, Woolly PD PF PH PM PP PS TH TM TS 12 13 TYPE: Animal; MR: 145; DICE: 15 + 73; #APP: 1-4; SIZE: L; MOVE: 120`; LANG: Pachyderm; NOTES:  [STR:56 / DEX:28 / LCK:25 / CON:145 / INT:1 / CHR:12] Roc TM 18 2 TYPE: Beast; MR: 210; DICE: 22 + 105; #APP: 1-2; SIZE: L (60`+); MOVE: 30`/Fly 300`; LANG: Avian; NOTES:  [STR:62 / DEX:52 / LCK:27 / CON:210 / INT:1 / CHR:15] Rock Tentacle CH CM DG PM TH TM 6 2 TYPE: Monster; MR: 110; DICE: 12 + 55; #APP: 1; SIZE: M; MOVE: 10`; LANG: None; NOTES: These rocky, stalagmite looking creatures will attack with their 4 tentacles. They will use their tentacle spikes if they roll a `6` at least 4x with their attack. These spikes will cause the victim to suffer 2d6 points of damage unless they can make a L2SR vs. LCK or DEX. Each target that gets damaged from the attack rolls 1 die to determine which one is hit with spikes, where the lowest number suffers from the effects. [STR:61 / DEX:1 / LCK:26 / CON:110 / INT:25 / CHR:22] Sabretooth Tiger TF TH TM TS 8 2 TYPE: Animal; MR: 100; DICE: 11 + 50; #APP: 1-2; SIZE: L; MOVE: 120`; LANG: Feline; NOTES:  [STR:43 / DEX:23 / LCK:20 / CON:100 / INT:1 / CHR:10] Satyr PH 5 4 TYPE: Fey; MR: 75; DICE: 8 + 38; #APP: 1-8; SIZE: M; MOVE: 180`; LANG: Fey/Elven/Common; NOTES: If they roll a `6` at least 3x with their attack, the satyr will play a song on their musical pipes. To determine which song, roll 1 die (1-Confusion:Characters attack each other; 2-Sleep:Characters pass out for 1d6 combat rounds; 3-Soothing:Characters stop fighting for 1d6 combat rounds; 4-Fear:Characters run away in terror for 1d6 combat rounds; 5-Relax:Characters begin to remove all equipment and clothing, dropping it to the ground where they will miss the next combat round picking it all up; 6-Sadness:Characters begin to cry for 1d6 combat rounds where the tears cause them to use only half of the combat dice[rounded up] during that time). This song will affect everyone near the satyr unless the targets can make a L2SR vs. INT. They can also choose to make a L2SR vs. DEX to see if they cover their ears in time. This song is in addition to any other damage during that round. [STR:31 / DEX:27 / LCK:16 / CON:75 / INT:20 / CHR:19] Sauriman DG FW PS TS 3 2 TYPE: Reptile; MR: 55; DICE: 6 + 28; #APP: 1-20; SIZE: M (7`); MOVE: 60`/Swim 120`; LANG: Sauriman/Saurian/Common; NOTES: These lizardmen often live in jungles and swamps. They have dark green to greenish-blue scales and are strictly carnivores. [STR:28 / DEX:19 / LCK:17 / CON:55 / INT:13 / CHR:13] Sauriman, Desert DG TH TM PD TF TS 3 2 TYPE: Reptile; MR: 55; DICE: 6 + 28; #APP: 1-20; SIZE: M; MOVE: 90`; LANG: Sauriman/Saurian/Common; NOTES: These orange scaled lizardmen will use their fire breath if they roll a `6` at least 2x with their attack. This breath will automatically do 1d6 points of damage to everyone in front of the lizard man unless the targets can make a L1SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. [STR:33 / DEX:16 / LCK:15 / CON:55 / INT:11 / CHR:11] Scarecrow DG 5 1 TYPE: Construct; MR: 70; DICE: 8 + 35; #APP: 1-6; SIZE: M; MOVE: 60`; LANG: None; NOTES: The pumpkin head of this scarecrow will use a magic gaze if they roll a `6` at least 3x with their attack. This gaze will turn everyone looking at it into straw unless they can make a L2SR vs. LCK. A L2SR vs. DEX can also be made instead to maybe look away in time. [STR:44 / DEX:14 / LCK:13 / CON:70 / INT:1 / CHR:7] Scorpion, Clockwork DG 1 1 TYPE: Construct; MR: 60; DICE: 7 + 30; #APP: 1; SIZE: L (9`); MOVE: 120`; LANG: None; NOTES: This magically constructed scorpion can only be harmed by magical weapons. Spells do not harm them. Their sting will be poisonous if they roll a `6` at least 3x with their attack. This poison will cause the victim to die unless they can make a L1SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:36 / DEX:19 / LCK:8 / CON:60 / INT:1 / CHR:5] Scorpion, Giant CF CH CM CP DG PD PF PH PM PP PS TF TH TM TS 6 4 TYPE: Insect; MR: 95; DICE: 10 + 48; #APP: 1-4; SIZE: M; MOVE: 150`; LANG: Spider; NOTES: They will use their poison stinger if they roll a `6` at least 4x with their attack. This poison will cause the victim to die unless they can make a L2SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:41 / DEX:26 / LCK:17 / CON:95 / INT:1 / CHR:8] Scorpion, Huge CF CH CM CP DG PD PF PH PM PP PS TF TH TM TS 5 4 TYPE: Insect; MR: 80; DICE: 9 + 40; #APP: 1-4; SIZE: M; MOVE: 120`; LANG: Spider; NOTES: They will use their poison stinger if they roll a `6` at least 3x with their attack. This poison will cause the victim to die unless they can make a L2SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:41 / DEX:21 / LCK:14 / CON:80 / INT:1 / CHR:7] Scorpion, Large CF CH CM CP DG PD PF PH PM PP PS TF TH TM TS 3 13 TYPE: Insect; MR: 55; DICE: 6 + 28; #APP: 1-6; SIZE: S; MOVE: 90`; LANG: Spider; NOTES: They will use their poison stinger if they roll a `6` at least 2x with their attack. This poison will cause the victim to die unless they can make a L1SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:36 / DEX:16 / LCK:10 / CON:55 / INT:1 / CHR:6] Sea Folk SW 3 4 TYPE: Humanoid; MR: 55; DICE: 6 + 28; #APP: 1-20; SIZE: M-L; MOVE: 120`/Swim 240`; LANG: Fish/Common; NOTES: These humanoid fish will throw a net if they roll a `6` at least 2x with their attack. This net will cause the victim to be immobilized unless they can make a L1SR vs. STR. Each target that gets damaged from the attack rolls 1 die to determine which one netted, where the lowest number is captured. [STR:20 / DEX:31 / LCK:13 / CON:55 / INT:20 / CHR:20] Sea Horse, Giant SW 3 13 TYPE: Animal; MR: 45; DICE: 5 + 23; #APP: 1-20; SIZE: L; MOVE: 210`; LANG: Fish; NOTES:  [STR:20 / DEX:27 / LCK:12 / CON:45 / INT:3 / CHR:9] Sea Lion SW 6 4 TYPE: Beast; MR: 85; DICE: 9 + 43; #APP: 1-10; SIZE: L; MOVE: 180`; LANG: Feline/Fish; NOTES:  [STR:34 / DEX:28 / LCK:17 / CON:85 / INT:3 / CHR:11] Serpent, Flying DG TH 9 1 TYPE: Reptile; MR: 115; DICE: 12 + 58; #APP: 1-4; SIZE: M (12`); MOVE: 60`/Fly 180`; LANG: Serpentine; NOTES: Their bite will be poisonous if they roll a `6` at least 4x with their attack. This poison will cause the victim to die unless they can make a L3SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:43 / DEX:31 / LCK:20 / CON:115 / INT:66 / CHR:27] Shade CM CP DG PD PM PP PS TM TS 3 1 TYPE: Undead; MR: 70; DICE: 8 + 35; #APP: 1-2; SIZE: As original creature; MOVE: Unique; LANG: Undead; NOTES: These creatures were once humanoids that were killed by the corruption of powerful dark magic. They now roam the world in a shadowy form that mimics their past form. They can only be harmed by magical weapons or spells. [STR:34 / DEX:20 / LCK:17 / CON:70 / INT:49 / CHR:20] Shadow CF CM DG PF PM PS TF TM TS 4 2 TYPE: Undead; MR: 55; DICE: 6 + 28; #APP: 1-12; SIZE: M; MOVE: 120`; LANG: Undead; NOTES: These shadowy creatures can only be harmed by magical weapons or spells. They will drain a victim of 1 STR point if they roll a `6` at least 2x with their attack. Each target that gets damaged from the attack rolls 1 die to determine which one is drained, where the lowest number suffers from the effects. [STR:29 / DEX:19 / LCK:16 / CON:55 / INT:21 / CHR:12] Shark SW 6 13 TYPE: Animal; MR: 80; DICE: 9 + 40; #APP: 1-10; SIZE: M-L; MOVE: Swim 240`; LANG: Fish; NOTES:  [STR:28 / DEX:33 / LCK:15 / CON:80 / INT:1 / CHR:8] Shark, Land PD PF PH PP 9 1 TYPE: Monster; MR: 120; DICE: 13 + 60; #APP: 1-2; SIZE: L (9.5`); MOVE: 140`/Burrow 30`; LANG: None; NOTES:  [STR:67 / DEX:3 / LCK:23 / CON:120 / INT:1 / CHR:10] Shark, Megalodon SW 12 2 TYPE: Animal; MR: 145; DICE: 15 + 73; #APP: 1-3; SIZE: L; MOVE: Swim 180`; LANG: Fish; NOTES:  [STR:52 / DEX:34 / LCK:23 / CON:145 / INT:1 / CHR:11] Shedu CF CH CM CP DG FW PD PH PM PP PS SW TF TH TM TS 10 2 TYPE: Beast; MR: 130; DICE: 14 + 65; #APP: 1-8; SIZE: L; MOVE: 120`/Fly 240`; LANG: Sphinx; NOTES: These magical creatures have a bull or lion body, eagle wings, and a human head. Only magical weapons or spells can harm them. [STR:43 / DEX:38 / LCK:20 / CON:130 / INT:29 / CHR:26] Shedu, Greater CF CH CM CP DG FW PD PH PM PP PS SW TF TH TM TS 15 1 TYPE: Beast; MR: 190; DICE: 20 + 95; #APP: 1-2; SIZE: L (6`); MOVE: 150`/Fly 300`; LANG: Sphinx; NOTES: These magical creatures have a bull or lion body, eagle wings, and a human head. Only magical weapons or spells can harm them. [STR:56 / DEX:50 / LCK:25 / CON:190 / INT:39 / CHR:32] Skeletal Animal DG PS TS 1 1 TYPE: Undead; MR: 20; DICE: 3 + 10; #APP: 1-12; SIZE: S-M; MOVE: 60`; LANG: None; NOTES:  [STR:27 / DEX:9 / LCK:4 / CON:20 / INT:1 / CHR:5] Skeletal Knight DG 10 1 TYPE: Undead; MR: 140; DICE: 15 + 70; #APP: 1; SIZE: M; MOVE: 60`; LANG: None; NOTES:  [STR:59 / DEX:21 / LCK:26 / CON:140 / INT:30 / CHR:26] Skeletal Wizard DG 9 1 TYPE: Undead; MR: 130; DICE: 14 + 65; #APP: 1; SIZE: M; MOVE: 60`; LANG: Undead/Wizard Speech/Common; NOTES: Only magical weapons or spells can affect these undead wizards...which were killed by their own magic causing them to roam the world in this fashion. They will unleash a magical spell if they roll a `6` at least 5x with their attack. This magic will take one of 6 forms on a single opponent. Each target that gets damaged from the attack rolls 1 die to determine which one is controlled, where the lowest number suffers from the effects. To determine which spell, roll 1 die (1-Disintegrates and dies; 2-Scared and runs away for 2d6 combat rounds; 3-Turns to solid crystal and dies; 4-Sleep for 2d6 combat rounds; 5-Flamed for 2d6 points of damage; 6-Charms where they attack friends for 2d6 combat rounds). A L3SR vs. LCK can be made to avoid the effects. [STR:56 / DEX:20 / LCK:25 / CON:130 / INT:67 / CHR:27] Skeleton DG PS TS 1 2 TYPE: Undead; MR: 25; DICE: 3 + 13; #APP: 1-20; SIZE: M; MOVE: 120`; LANG: None; NOTES:  [STR:25 / DEX:16 / LCK:5 / CON:25 / INT:1 / CHR:5] Skunk CF CH CM DG PD PF PH PM PP PS TF TH TM TS 1 13 TYPE: Animal; MR: 15; DICE: 2 + 8; #APP: 1-6; SIZE: S; MOVE: 120`; LANG: Rodent; NOTES: They will squirt musk if they roll a `6` at least 1x with their attack. This musk will cause the victim to smell horribly unless they can make a L1SR vs. LCK or DEX. While they smell, they will not be welcome in any civilizations and often have to burn their clothes or destroy their armor. They can attempt to wash their armor or clothing, but it would take a full day to accomplish this. Each target that gets damaged from the attack rolls 1 die to determine which one is sprayed, where the lowest number stinks. [STR:21 / DEX:15 / LCK:5 / CON:15 / INT:1 / CHR:6] Skunk, Giant CF CH CM DG PD PF PH PM PP PS TF TH TM TS 5 4 TYPE: Animal; MR: 65; DICE: 7 + 33; #APP: 1; SIZE: M; MOVE: 90`; LANG: Rodent; NOTES: They will squirt musk if they roll a `6` at least 3x with their attack. This musk will cause the victim to smell horribly unless they can make a L2SR vs. LCK or DEX. While they smell, they will not be welcome in any civilizations and often have to burn their clothes or destroy their armor. They can attempt to wash their armor or clothing, but it would take a full day to accomplish this. Each target that gets damaged from the attack rolls 1 die to determine which one is sprayed, where the lowest number stinks. [STR:38 / DEX:17 / LCK:14 / CON:65 / INT:1 / CHR:8] Slime, Green DG PM TM 4 4 TYPE: Slime; MR: 50; DICE: 6 + 25; #APP: 1; SIZE: L (10`); MOVE: 60`; LANG: None; NOTES: They will use their poison slime if they roll a `6` at least 2x with their attack. This poison will cause the target to become paralyzed unless they can make a L1SR vs. CON. This paralysis lasts for 1 combat round. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effect. If there are no more opponents, then the slime will dissolve and consume the victims. [STR:37 / DEX:12 / LCK:10 / CON:50 / INT:1 / CHR:7] Slitheran DG TF 7 1 TYPE: Reptile; MR: 100; DICE: 11 + 50; #APP: 1-4; SIZE: M; MOVE: 90`; LANG: Slitheran/Saurian/Serpentine/Common; NOTES: These serpent men will bite if they roll a `6` at least 4x with their attack. This poisonous bite will cause the victim to suffer a negative 2d6 to STR unless they can make a L3SR vs. CON. The `slitheran poison` will last an entire day unless cured and does not stack in effect. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:45 / DEX:20 / LCK:21 / CON:100 / INT:28 / CHR:26] Slug, Cave DG 5 2 TYPE: Monster; MR: 85; DICE: 9 + 43; #APP: 1-12; SIZE: M; MOVE: 10`; LANG: Slug; NOTES:  [STR:59 / DEX:1 / LCK:16 / CON:85 / INT:1 / CHR:8] Slug, Giant DG 12 4 TYPE: Monster; MR: 130; DICE: 14 + 65; #APP: 1; SIZE: L; MOVE: 60`; LANG: Slug; NOTES: These slugs will spit acid if they roll a `6` at least 5x with their attack. This acid will cause the victim to suffer 3d6 points of damage unless they can make a L5SR vs. LCK or DEX. Each target that gets damaged from the attack rolls 1 die to determine which one is his with the acid, where the lowest number suffers from the effects. The acid also eats away all of the equipment the target holds, unless it is magical. [STR:55 / DEX:20 / LCK:26 / CON:130 / INT:1 / CHR:11] Snake, Amphisbaena DG PF PM PP PS TF TM TS 6 1 TYPE: Reptile; MR: 95; DICE: 10 + 48; #APP: 1-3; SIZE: M; MOVE: 120`; LANG: Serpentine; NOTES: This snake has heads at each end. Their bite will be poisonous if they roll a `6` at least 4x with their attack. This poison will cause the victim to die unless they can make a L2SR vs. CON, two times in a row. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:43 / DEX:23 / LCK:18 / CON:95 / INT:1 / CHR:9] Snake, Constrictor DG TF TH TM TS 4 4 TYPE: Reptile; MR: 60; DICE: 7 + 30; #APP: 1-2; SIZE: M (15`); MOVE: 90`; LANG: Serpentine; NOTES: They will grab and constrict a target if they roll a `6` at least 3x with their attack unless the target can make a L1SR vs. STR to stop it. Anyone held by this creature takes all of the combat damage dealt each combat round. Each target that gets damaged from the attack rolls 1 die to determine which one it tries to constrict, where the lowest number is the one it grabs. The victim may attempt to make a L1SR vs. STR each round to try and escape the creature. [STR:38 / DEX:16 / LCK:12 / CON:60 / INT:1 / CHR:8] Snake, Constrictor, Mystical DG PD PF PH PM PP PS TF TH TM TS 7 4 TYPE: Reptile; MR: 95; DICE: 10 + 48; #APP: 1-2; SIZE: L; MOVE: 90`; LANG: Serpentine; NOTES: Only magical weapon or spells harm this snake. They will grab and constrict a target if they roll a `6` at least 4x with their attack unless the target can make a L3SR vs. STR to stop it. Anyone held by this creature takes all of the combat damage dealt each combat round. Each target that gets damaged from the attack rolls 1 die to determine which one it tries to constrict, where the lowest number is the one it grabs. The victim may attempt to make a L3SR vs. STR each round to try and escape the creature. [STR:45 / DEX:20 / LCK:19 / CON:95 / INT:1 / CHR:9] Snake, Fire DG 2 4 TYPE: Reptile; MR: 40; DICE: 5 + 20; #APP: 1-6; SIZE: S (2-3`); MOVE: 40`; LANG: Serpentine; NOTES: These serpents are immune to all fire based attacks. They will grab and constrict a target if they roll a `6` at least 2x with their attack unless the target can make a L1SR vs. STR to stop it. Anyone held by this creature takes all of the combat damage dealt each combat round. Each target that gets damaged from the attack rolls 1 die to determine which one it tries to constrict, where the lowest number is the one it grabs. The victim may attempt to make a L1SR vs. STR each round to try and escape the creature. If the victim dies in the grip, the body turns to ash and they can never be resurrected. [STR:37 / DEX:4 / LCK:10 / CON:40 / INT:3 / CHR:9] Snake, Poisonous CF CH CM CP DG PD PF PH PM PP PS TF TM TS 3 4 TYPE: Reptile; MR: 50; DICE: 6 + 25; #APP: 1-6; SIZE: S (5`); MOVE: 150`; LANG: Serpentine; NOTES: Their bite will be poisonous if they roll a `6` at least 2x with their attack. This poison will cause the victim to die unless they can make a L1SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:28 / DEX:21 / LCK:10 / CON:50 / INT:1 / CHR:7] Snake, Poisonous, Large DG PD PF PH PM PP PS TF TH TM TS 5 4 TYPE: Reptile; MR: 75; DICE: 8 + 38; #APP: 1-6; SIZE: L; MOVE: 150`; LANG: Serpentine; NOTES: Their bite will be poisonous if they roll a `6` at least 3x with their attack. This poison will cause the victim to die unless they can make a L2SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:35 / DEX:24 / LCK:15 / CON:75 / INT:1 / CHR:8] Snake, Sea SW 9 4 TYPE: Reptile; MR: 115; DICE: 12 + 58; #APP: 1-8; SIZE: L; MOVE: 120`; LANG: Serpentine; NOTES: Their bite will be poisonous if they roll a `6` at least 4x with their attack. This poison will cause the victim to die unless they can make a L3SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. When they first encounter a boat or small ship, there is a 1 in 6 chance they will wrap around it. If this happens, the ship will be sunk in 10 combat rounds. [STR:46 / DEX:25 / LCK:23 / CON:115 / INT:1 / CHR:10] Snake, Steel DG 1 1 TYPE: Construct; MR: 60; DICE: 7 + 30; #APP: 1; SIZE: S (3`); MOVE: 120`; LANG: None; NOTES: This magically constructed serpent can only be harmed by magical weapons. Spells do not harm them. Their bite will be poisonous if they roll a `6` at least 3x with their attack. This poison will cause the victim to die unless they can make a L1SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:36 / DEX:19 / LCK:8 / CON:60 / INT:1 / CHR:5] Snakemen DG TF TS 4 4 TYPE: Reptile; MR: 65; DICE: 7 + 33; #APP: 1-10; SIZE: M; MOVE: 90`/Swim 180`; LANG: Saurian/Serpentine; NOTES: Their bite will inflict disease if they roll a `6` at least 3x with their attack. This disease will cause the victim to become a snakemen themselves, unless they can make a L1SR vs. CON. The disease will last forever unless cured. Each target that gets damaged from the attack rolls 1 die to determine which one gets the disease, where the lowest number suffers from the effects. [STR:28 / DEX:26 / LCK:15 / CON:65 / INT:17 / CHR:17] Solifugid, Giant DG 7 1 TYPE: Insect; MR: 100; DICE: 11 + 50; #APP: 1-4; SIZE: L; MOVE: 120`; LANG: Spider; NOTES: They will grab and hold a target if they roll a `6` at least 4x with their attack unless the target can make a L3SR vs. STR to stop it. Anyone held by this creature takes all of the combat damage dealt each combat round. Each target that gets damaged from the attack rolls 1 die to determine which one it tries to grab, where the lowest number is the one it grabs. The victim may attempt to make a L3SR vs. STR each round to try and escape the creature. [STR:45 / DEX:23 / LCK:18 / CON:100 / INT:1 / CHR:8] Solifugid, Huge DG 6 1 TYPE: Insect; MR: 85; DICE: 9 + 43; #APP: 1-6; SIZE: M; MOVE: 90`; LANG: Spider; NOTES: They will grab and hold a target if they roll a `6` at least 3x with their attack unless the target can make a L2SR vs. STR to stop it. Anyone held by this creature takes all of the combat damage dealt each combat round. Each target that gets damaged from the attack rolls 1 die to determine which one it tries to grab, where the lowest number is the one it grabs. The victim may attempt to make a L2SR vs. STR each round to try and escape the creature. [STR:44 / DEX:19 / LCK:16 / CON:85 / INT:1 / CHR:8] Solifugid, Large DG 4 2 TYPE: Insect; MR: 60; DICE: 7 + 30; #APP: 1-6; SIZE: M; MOVE: 90`; LANG: Spider; NOTES: They will grab and hold a target if they roll a `6` at least 3x with their attack unless the target can make a L1SR vs. STR to stop it. Anyone held by this creature takes all of the combat damage dealt each combat round. Each target that gets damaged from the attack rolls 1 die to determine which one it tries to grab, where the lowest number is the one it grabs. The victim may attempt to make a L1SR vs. STR each round to try and escape the creature. [STR:38 / DEX:16 / LCK:11 / CON:60 / INT:1 / CHR:7] Spectre CM DG PM PS TM TS 8 2 TYPE: Undead; MR: 120; DICE: 13 + 60; #APP: 1-6; SIZE: M; MOVE: 150`/Fly 300`; LANG: Undead; NOTES: These ghostly creatures can only be harmed by magical weapons or spells. They will drain a victim if they roll a `6` at least 5x with their attack. The drain will reduce an attribute by 1 unless they can make a L3SR vs. INT. The attribute drained is determined by rolling 1 die (1-STR; 2-DEX; 3-CON; 4-INT; 5-LCK; 6-CHR). Each target that gets damaged from the attack rolls 1 die to determine which one is drained, where the lowest number suffers from the effects. [STR:35 / DEX:43 / LCK:18 / CON:120 / INT:54 / CHR:23] Sphinx, Andro DG TM 12 1 TYPE: Beast; MR: 180; DICE: 19 + 90; #APP: 1; SIZE: L (8`); MOVE: 180`/Fly 300`; LANG: Sphinx; NOTES: They will roar if they roll a `6` at least 7x with their attack. This roar will automatically cause targets to flee in terror unless they can make a L5SR vs. INT. A L5SR vs. DEX can also be made to see if ears are covered in time. This fear lasts for 3d6 combat rounds. [STR:53 / DEX:49 / LCK:24 / CON:180 / INT:34 / CHR:27] Sphinx, Crio DG TF TH TM TS 10 2 TYPE: Beast; MR: 150; DICE: 16 + 75; #APP: 1-4; SIZE: L (7.5`); MOVE: 120`/Fly 240`; LANG: Sphinx; NOTES:  [STR:49 / DEX:40 / LCK:22 / CON:150 / INT:23 / CHR:18] Sphinx, Gyno DG TM 8 2 TYPE: Beast; MR: 135; DICE: 14 + 68; #APP: 1; SIZE: L (7`); MOVE: 150`/Fly 240`; LANG: Sphinx; NOTES: These sphinxes are peaceful by nature. They will use their healing magic if they roll a `6` at least 5x with their attack, healing themselves 20 points of damage. [STR:44 / DEX:39 / LCK:21 / CON:135 / INT:32 / CHR:27] Sphinx, Hieraco DG TF TH TM 9 2 TYPE: Beast; MR: 135; DICE: 14 + 68; #APP: 1-6; SIZE: L (7`); MOVE: 90`/Fly 360`; LANG: Sphinx; NOTES:  [STR:35 / DEX:51 / LCK:18 / CON:135 / INT:19 / CHR:14] Spider, Astral DG PF PH PM TF TH TM 6 2 TYPE: Beast; MR: 75; DICE: 8 + 38; #APP: 1-4; SIZE: L; MOVE: 60`/On Web 150`; LANG: Sphinx; NOTES: Only magical weapons or spells can harm these spiders. Their bite will be poisonous if they roll a `6` at least 3x with their attack. This poison will cause the victim to die unless they can make a L2SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. If one makes their SR for this poison, they are instead wrapped in a sticky web where they must reduce their combat dice by half (rounded up) until they can free themselves. Making a L2SR vs. STR will accomplish this. [STR:33 / DEX:24 / LCK:17 / CON:75 / INT:13 / CHR:13] Spider, Giant DG PF PH PM TF TH TM 5 4 TYPE: Insect; MR: 80; DICE: 9 + 40; #APP: 1-8; SIZE: L; MOVE: 30`/On Web 120`; LANG: Spider; NOTES: Their bite will be poisonous if they roll a `6` at least 3x with their attack. This poison will cause the victim to die unless they can make a L2SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. If one makes their SR for this poison, they are instead wrapped in a sticky web where they must reduce their combat dice by half (rounded up) until they can free themselves. Making a L2SR vs. STR will accomplish this. [STR:37 / DEX:21 / LCK:18 / CON:80 / INT:4 / CHR:11] Spider, Giant, Lake FW 4 13 TYPE: Insect; MR: 65; DICE: 7 + 33; #APP: 1-10; SIZE: M; MOVE: 150`; LANG: Spider; NOTES: Their bite will be poisonous if they roll a `6` at least 3x with their attack. This poison will cause the victim to die unless they can make a L1SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:31 / DEX:23 / LCK:15 / CON:65 / INT:3 / CHR:10] Spider, Giant, River FW 8 4 TYPE: Insect; MR: 110; DICE: 12 + 55; #APP: 1-6; SIZE: L; MOVE: 150`; LANG: Spider; NOTES: Their bite will be poisonous if they roll a `6` at least 4x with their attack. This poison will cause the victim to die unless they can make a L3SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:43 / DEX:27 / LCK:21 / CON:110 / INT:3 / CHR:12] Spider, Huge DG PD PF PH PM PP PS TF TH TM TS 3 13 TYPE: Insect; MR: 50; DICE: 6 + 25; #APP: 1-12; SIZE: M; MOVE: 180`; LANG: Spider; NOTES: Their bite will be poisonous if they roll a `6` at least 2x with their attack. This poison will cause the victim to die unless they can make a L1SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. If one makes their SR for this poison, they are instead wrapped in a sticky web where they must reduce their combat dice by half (rounded up) until they can free themselves. Making a L1SR vs. STR will accomplish this. [STR:25 / DEX:24 / LCK:10 / CON:50 / INT:1 / CHR:7] Spider, Large DG PD PF PH PM PP PS TF TH TM TS 2 13 TYPE: Insect; MR: 30; DICE: 4 + 15; #APP: 1-12; SIZE: S; MOVE: 60`/On Web 150`; LANG: Spider; NOTES: Their bite will be poisonous if they roll a `6` at least 2x with their attack. This poison will cause the victim to die unless they can make a L1SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. If one makes their SR for this poison, they are instead wrapped in a sticky web where they must reduce their combat dice by half (rounded up) until they can free themselves. Making a L1SR vs. STR will accomplish this. [STR:23 / DEX:19 / LCK:6 / CON:30 / INT:1 / CHR:6] Spriggan CH CM CP DG PH PM PP 6 1 TYPE: Humanoid; MR: 95; DICE: 10 + 48; #APP: 1-10; SIZE: S (3`) or L (12`); MOVE: 90`/Run 150`; LANG: Dwarvish; NOTES: These gnome-looking creatures will grow giant if they roll a `6` at least 4x with their attack. This allows them to add 2 more combat dice for their attacks. If they are moving around unnoticed, they will attempt to steal things from passing adventurers. Making a L2SR vs. DEX will allow one to catch a spriggan doing this. [STR:39 / DEX:26 / LCK:19 / CON:95 / INT:25 / CHR:23] Sprite PF 1 2 TYPE: Fey; MR: 30; DICE: 4 + 15; #APP: 1-20; SIZE: S (2`); MOVE: 90`/Fly 180`; LANG: Fey/Elven/Common; NOTES: They will use their special ability if they roll a `6` at least 2x with their attack. Roll 1 die to determine the ability. A roll of 1-3 means their sleeping toxin on their weapon hits someone. This toxin will make the victim fall asleep for 1d6 combat rounds unless they can make a L1SR vs. CON. If there are no more awake opponents, the sprite will steal all of the possessions of the victim(s). On a roll of 4-6, they will turn invisible. This happens before the start of the next combat round and will let the sprite get a free attack as though it got the surprise. The invisibility only lasts for one combat round, which they will reappear. [STR:17 / DEX:22 / LCK:12 / CON:30 / INT:15 / CHR:17] Squid, Giant SW 12 2 TYPE: Animal; MR: 155; DICE: 16 + 78; #APP: 1; SIZE: L; MOVE: 30`/Swim 180`; LANG: Fish; NOTES:  [STR:55 / DEX:35 / LCK:24 / CON:155 / INT:1 / CHR:11] Squirrel CF CH CM CP PD PF PH PM PP PS 1 13 TYPE: Animal; MR: 15; DICE: 2 + 8; #APP: 1-6; SIZE: S; MOVE: 90`; LANG: Rodent; NOTES:  [STR:24 / DEX:12 / LCK:5 / CON:15 / INT:1 / CHR:6] Squirrel, Giant CF CM PF PM 2 2 TYPE: Animal; MR: 40; DICE: 5 + 20; #APP: 1-12; SIZE: S (2`); MOVE: 120`; LANG: Rodent; NOTES:  [STR:27 / DEX:17 / LCK:10 / CON:40 / INT:3 / CHR:9] Stag PF PH PP 3 13 TYPE: Animal; MR: 45; DICE: 5 + 23; #APP: 1-4; SIZE: L; MOVE: 240`; LANG: Bovine; NOTES:  [STR:19 / DEX:28 / LCK:10 / CON:45 / INT:1 / CHR:7] Stag, Giant PH PM 5 2 TYPE: Animal; MR: 65; DICE: 7 + 33; #APP: 1-2; SIZE: L; MOVE: 210`; LANG: Bovine; NOTES:  [STR:26 / DEX:29 / LCK:14 / CON:65 / INT:1 / CHR:8] Stalactite, Living DG 2 4 TYPE: Monster; MR: 55; DICE: 6 + 28; #APP: 1-12; SIZE: S-M; MOVE: 10`; LANG: None; NOTES: These creatures look like stalactites and can walk on the ceilings of caves. If they surprise a target, they will drop from the ceiling and attempt to pierce through them. The target must make a L1SR vs. LCK or DEX to avoid being impaled, where death is immediate. [STR:48 / DEX:1 / LCK:9 / CON:55 / INT:1 / CHR:6] Statue, Bronze, Living DG 10 1 TYPE: Construct; MR: 135; DICE: 14 + 68; #APP: 1; SIZE: L (7.5`); MOVE: 60`; LANG: None; NOTES: These living statues can only be harmed by magical weapons. Spells do not harm them. [STR:58 / DEX:21 / LCK:25 / CON:135 / INT:1 / CHR:8] Statue, Iron, Living DG 8 1 TYPE: Construct; MR: 105; DICE: 11 + 53; #APP: 1; SIZE: L (7.5`); MOVE: 60`; LANG: None; NOTES: These living statues can only be harmed by magical weapons. Spells do not harm them. [STR:51 / DEX:18 / LCK:20 / CON:105 / INT:1 / CHR:8] Statue, Stone, Living DG 6 1 TYPE: Construct; MR: 75; DICE: 8 + 38; #APP: 1; SIZE: L (7.5`); MOVE: 60`; LANG: None; NOTES: These living statues can only be harmed by magical weapons. Spells do not harm them. [STR:44 / DEX:15 / LCK:15 / CON:75 / INT:1 / CHR:8] Sting Ray SW 1 13 TYPE: Animal; MR: 25; DICE: 3 + 13; #APP: 1-3; SIZE: S; MOVE: Swim 90`; LANG: Fish; NOTES: They will use their poison stinger tail if they roll a `6` at least 1x with their attack. This poison will cause the target to become paralyzed unless they can make a L1SR vs. CON. This paralysis lasts for 1d6 combat rounds unless cured. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:28 / DEX:13 / LCK:5 / CON:25 / INT:1 / CHR:5] Strangle Weed SW 3 13 TYPE: Plant; MR: 50; DICE: 6 + 25; #APP: 1-10; SIZE: S; MOVE: None; LANG: Plant; NOTES: This seaweed attacks by slapping opponents. It will attempt to strangle an opponent if they roll a `6` at least 2x with their attack. This will cause the victim to drown in 10 combat rounds unless they can make a L1SR vs. STR. Each target that gets damaged from the attack rolls 1 die to determine which one is grabbed, where the lowest number is getting strangled. Although the victim cannot attack while held, they can perform a L1SR vs. STR each combat round to try and break free. [STR:45 / DEX:1 / LCK:10 / CON:50 / INT:1 / CHR:7] Succubus DG 6 1 TYPE: Planar; MR: 110; DICE: 12 + 55; #APP: 1; SIZE: M (6`); MOVE: 120`/Fly 180`; LANG: Balrog/Common; NOTES: These female demons can only be harmed by magical weapons or spells. They will drain a victim if they roll a `6` at least 4x with their attack. The drain will reduce an attribute by 1 unless they can make a L2SR vs. INT. The attribute drained is determined by rolling 1 die (1-STR; 2-DEX; 3-CON; 4-INT; 5-LCK; 6-CHR). Each target that gets damaged from the attack rolls 1 die to determine which one is drained, where the lowest number suffers from the effects. [STR:41 / DEX:30 / LCK:20 / CON:110 / INT:27 / CHR:24] Sundew, Giant DG PF PH PM PP PS TF TH TM TS 8 4 TYPE: Plant; MR: 95; DICE: 10 + 48; #APP: 1-4; SIZE: M; MOVE: 10`; LANG: Plant; NOTES: This sticky plant will grab anyone coming near it if they fail a L3SR vs. LCK or DEX. While stuck, they will be slowly wrapped and suffocated after 10 combat rounds. Then the plant dissolves the corpse for nourishment. Other than this attack, the plant does not combat damage. It must be killed though to free anyone trapped in it. Those trapped in it may still attack but with only half their combat dice (rounded up). [STR:58 / DEX:1 / LCK:22 / CON:95 / INT:3 / CHR:12] Suvart DG 4 1 TYPE: Humanoid; MR: 80; DICE: 9 + 40; #APP: 1-20; SIZE: S (3`); MOVE: 90`; LANG: Dwarvish/Common; NOTES: Unlike their gnome cousins, suvarts deal more in illegal ways of making a living. They have an almost black skin color and pure white eyes. They generally have no hair on their head but do have large moustaches that are bright white in color. They can see perfectly in non-magical darkness. [STR:39 / DEX:18 / LCK:19 / CON:80 / INT:24 / CHR:23] Swordfish SW 2 4 TYPE: Animal; MR: 40; DICE: 5 + 20; #APP: 1-8; SIZE: M-L; MOVE: Swim 240`; LANG: Fish; NOTES:  [STR:19 / DEX:26 / LCK:8 / CON:40 / INT:1 / CHR:7] Sylph CM PM TM 3 1 TYPE: Fey; MR: 35; DICE: 4 + 18; #APP: 1; SIZE: M; MOVE: 120`/Fly 360`; LANG: Fey; NOTES: These beautiful pixie-like creatures will summon an air elemental if they roll a `6` at least 2x with their attack. [STR:18 / DEX:24 / LCK:12 / CON:35 / INT:20 / CHR:22] Talking Tree CF PF PS TF TS 10 2 TYPE: Plant; MR: 150; DICE: 16 + 75; #APP: 1-20; SIZE: L; MOVE: 120`; LANG: Treekin/Plant/Fey/Elven; NOTES: These wise trees are often passed unnoticed. They are peaceful by nature and often give adventurers legends or rumors to send them on quest. They cannot move but they have the ability to launch magical balls of energy to do their damage. These orbs will have an additional effect if they roll a `6` at least 6x with their attack. The target will turn into a tree forever unless they can make a L4SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is changed, where the lowest number suffers from the effects. Any bows or crossbows made from the wood of this creature will have an additional 2 dice added for combat rolls. [STR:58 / DEX:28 / LCK:25 / CON:150 / INT:27 / CHR:22] Tick, Giant DG PF PS TF TS 3 2 TYPE: Insect; MR: 65; DICE: 7 + 33; #APP: 1-10; SIZE: S; MOVE: 30`; LANG: Insect; NOTES: They will attach themselves to a target if they roll a `6` at least 3x with their attack. They will then begin to suck the blood of the victim unless they can make a L1SR vs. STR to get it off. Anyone getting blood drained will suffer 1d6 points of damage per combat round. Each target that gets damaged from the attack rolls 1 die to determine which one it tries to attach to, where the lowest number is the one it attaches to. Anyone attacking this creature while attached will hurt the victim as well. The victim may attempt to make a L1SR vs. STR each round to try and remove the creature. Anytime this creature is attached to someone, it no longer attacks normally but continues to drain blood. [STR:51 / DEX:3 / LCK:11 / CON:65 / INT:1 / CHR:6] Tiger CF CH CM CP PD PF PH PM PP PS TF TH TM TS 6 4 TYPE: Animal; MR: 80; DICE: 9 + 40; #APP: 1-4; SIZE: L; MOVE: 120`; LANG: Feline; NOTES:  [STR:37 / DEX:21 / LCK:18 / CON:80 / INT:3 / CHR:11] Titan CM DG PM SW TM 18 1 TYPE: Giant; MR: 220; DICE: 23 + 110; #APP: 1; SIZE: L (18`+); MOVE: 150`/Run 210`; LANG: Giant; NOTES: These glorious looking giants live in grand palaces and often have great wealth nearby. They will hurl a lightning bolt if they roll a `6` at least 8x with their attack. This bolt will automatically do 4d6 points of damage to the target unless they can make a L8SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. Each target that gets damaged from the attack rolls 1 die to determine which one is hit by the bolt, where the lowest number suffers the effects. [STR:72 / DEX:44 / LCK:30 / CON:220 / INT:82 / CHR:34] Titanothere PD PF PH PP PS 12 4 TYPE: Animal; MR: 140; DICE: 15 + 70; #APP: 1-12; SIZE: L (8`); MOVE: 120`; LANG: Pachyderm; NOTES:  [STR:55 / DEX:27 / LCK:24 / CON:140 / INT:1 / CHR:12] Toad, Fire DG PD 5 2 TYPE: Beast; MR: 50; DICE: 6 + 25; #APP: 1-6; SIZE: S; MOVE: 60`; LANG: Amphibian; NOTES:  [STR:33 / DEX:12 / LCK:16 / CON:50 / INT:10 / CHR:12] Toad, Giant DG PD PF PH PM PP PS TF TH TM TS 3 13 TYPE: Animal; MR: 50; DICE: 6 + 25; #APP: 1-12; SIZE: M; MOVE: 60`/Jump 60`; LANG: Amphibian; NOTES:  [STR:37 / DEX:12 / LCK:10 / CON:50 / INT:1 / CHR:7] Toad, Ice CF CH CM CP DG PS 5 2 TYPE: Beast; MR: 80; DICE: 9 + 40; #APP: 1-4; SIZE: L; MOVE: 90`; LANG: Amphibian; NOTES: The cold their bodies emit will force a nearby opponent to drop what is in their hands if the toad were to roll a `6` at least 3x with their attack. Each target that gets damaged from the attack rolls 1 die to determine which one gets cold hands, where the lowest number drops their stuff. [STR:39 / DEX:18 / LCK:19 / CON:80 / INT:16 / CHR:15] Toad, Poisonous DG PD PF PH PM PP PS TF TH TM TS 2 4 TYPE: Animal; MR: 35; DICE: 4 + 18; #APP: 1-8; SIZE: M; MOVE: 60`/Jump 60`; LANG: Amphibian; NOTES: Their bite will be poisonous if they roll a `6` at least 2x with their attack. This poison will cause the victim to die unless they can make a L1SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:31 / DEX:11 / LCK:8 / CON:35 / INT:1 / CHR:7] Tomb Watcher CM DG PD PM TM 6 1 TYPE: Undead; MR: 95; DICE: 10 + 48; #APP: 1; SIZE: M; MOVE: 120`; LANG: Undead/Common; NOTES: These undead skeletal creatures where robes and are always found keeping a watchful eye on a tomb or crypt. They will use their teleportation magic if they roll a `6` at least 4x with their attack. This magic will teleport the target about a mile away from the location. Each target that gets damaged from the attack rolls 1 die to determine which one is teleported, where the lowest number goes on a trip. This attack is in addition to any other damage during that round. [STR:41 / DEX:23 / LCK:20 / CON:95 / INT:46 / CHR:20] Tree, Dark Reaper CF CP PF PP PS 16 1 TYPE: Plant; MR: 200; DICE: 21 + 100; #APP: 1; SIZE: L (6-9`); MOVE: 10`/Run 40`; LANG: Treekin/Plant; NOTES: These walking trees are often passed unnoticed. [STR:92 / DEX:4 / LCK:37 / CON:200 / INT:50 / CHR:23] Tree, Hanging PF PH PS TF TH TS 8 1 TYPE: Plant; MR: 90; DICE: 10 + 45; #APP: 1; SIZE: L (20`+); MOVE: None; LANG: Treekin/Plant; NOTES: This tree attacks by slapping opponents with branches. It will attempt to strangle an opponent if they roll a `6` at least 4x with their attack. This will cause the victim to suffocate in 10 combat rounds unless they can make a L3SR vs. STR. Each target that gets damaged from the attack rolls 1 die to determine which one is grabbed, where the lowest number is getting strangled. Although the victim cannot attack while held, they can perform a L3SR vs. STR each combat round to try and break free. [STR:54 / DEX:1 / LCK:23 / CON:90 / INT:24 / CHR:14] Tree, Reaper CF CH CM CP PF PH PM PP PS TF TH TM TS 8 1 TYPE: Plant; MR: 105; DICE: 11 + 53; #APP: 1; SIZE: L; MOVE: 10`; LANG: Treekin/Plant; NOTES: These walking trees are often passed unnoticed. [STR:59 / DEX:1 / LCK:26 / CON:105 / INT:23 / CHR:21] Triton FW SW 3 2 TYPE: Planar; MR: 55; DICE: 6 + 28; #APP: 1-20; SIZE: M; MOVE: 150`; LANG: Fish/Common; NOTES: These mermen-like creatures have two legs with fins instead of the mermen`s one. There is a 1 in 6 chance that they will have a magical sea shell horn that can be used once a day to calm the waters of the sea. [STR:27 / DEX:22 / LCK:15 / CON:55 / INT:20 / CHR:20] Troglodite DG 2 13 TYPE: Humanoid; MR: 45; DICE: 5 + 23; #APP: 1-20; SIZE: M; MOVE: 120`; LANG: Saurian; NOTES: These humanoid lizard men will use their slimy spit if they roll a `6` at least 2x with their attack. This spit will stick to the face of a victim unless they can make a L1SR vs. LCK or DEX. Once the face is covered, the victim cannot see and must reduce their combat dice by half (rounded up) for the next 1d6 combat rounds. Then the slime falls off the face. [STR:28 / DEX:18 / LCK:13 / CON:45 / INT:10 / CHR:11] Troll CF CH CM CP DG PD PF PH PP PS TF TH TM TS 7 4 TYPE: Giant; MR: 100; DICE: 11 + 50; #APP: 1-12; SIZE: L (8+`); MOVE: 120`; LANG: Trollish; NOTES: These creatures regenerate 5 damage points every combat round unless they were attacked by some fire based spell or weapon. [STR:43 / DEX:23 / LCK:20 / CON:100 / INT:15 / CHR:13] Troll, Frost CF CH CM CP DG 2 2 TYPE: Giant; MR: 30; DICE: 4 + 15; #APP: 1-6; SIZE: L (9`); MOVE: 90`; LANG: Trollish; NOTES: These creatures regenerate 2 damage points every combat round unless they were attacked by some fire based spell or weapon. They are also immune to any cold based effects. [STR:26 / DEX:13 / LCK:11 / CON:30 / INT:8 / CHR:11] Troll, Ghostly DG 6 1 TYPE: Giant; MR: 100; DICE: 11 + 50; #APP: 1-2; SIZE: L (8`+); MOVE: 150`; LANG: Trollish; NOTES: These creatures regenerate 5 damage points every combat round unless they were attacked by some fire based spell or weapon. They are also immune to any cold based effects. Only magical weapons or spells can hurt them, along with any fire based attacks. [STR:40 / DEX:26 / LCK:20 / CON:100 / INT:22 / CHR:20] Troll, Giant CF CH CM CP DG PD PF PH PS TF TH TM TS 8 2 TYPE: Giant; MR: 110; DICE: 12 + 55; #APP: 1-12; SIZE: L (10`+); MOVE: 120`; LANG: Trollish; NOTES: These creatures regenerate 5 damage points every combat round unless they were attacked by some fire based spell or weapon. [STR:46 / DEX:24 / LCK:21 / CON:110 / INT:16 / CHR:14] Troll, Giant, Two-Headed CF CH CM CP DG PD PF PH PP PS TF TH TM TS 10 1 TYPE: Giant; MR: 130; DICE: 14 + 65; #APP: 1-3; SIZE: L (10`+); MOVE: 120`; LANG: Trollish; NOTES: These creatures regenerate 5 damage points every combat round unless they were attacked by some fire based spell or weapon. [STR:52 / DEX:26 / LCK:23 / CON:130 / INT:21 / CHR:18] Troll, River FW 6 2 TYPE: Giant; MR: 95; DICE: 10 + 48; #APP: 1-6; SIZE: M (7`+); MOVE: 30`/Swim 150`; LANG: Trollish; NOTES: These creatures regenerate 5 damage points every combat round unless they were attacked by some fire based spell or weapon. [STR:39 / DEX:26 / LCK:19 / CON:95 / INT:15 / CHR:13] Troll, Sea SW 7 4 TYPE: Giant; MR: 110; DICE: 12 + 55; #APP: 1-8; SIZE: L (10`); MOVE: 30`/Swim 120`; LANG: Trollish; NOTES: These creatures regenerate 5 damage points every combat round unless they were attacked by some fire based spell or weapon. [STR:46 / DEX:24 / LCK:21 / CON:110 / INT:18 / CHR:15] Turtle, Giant, Sea SW 15 4 TYPE: Animal; MR: 185; DICE: 19 + 93; #APP: 1-3; SIZE: L; MOVE: 10`/Swim 150`; LANG: Saurian; NOTES: They will also overturn large ships if a 1-2 is rolled on 1 die. [STR:66 / DEX:35 / LCK:28 / CON:185 / INT:1 / CHR:12] Turtle, Giant, Snapping FW 10 4 TYPE: Animal; MR: 125; DICE: 13 + 63; #APP: 1-4; SIZE: L; MOVE: 30`/Swim 20`; LANG: Saurian; NOTES: They will also overturn large ships if a 1-2 is rolled on 1 die. [STR:70 / DEX:2 / LCK:24 / CON:125 / INT:1 / CHR:10] Unicorn PH 5 2 TYPE: Beast; MR: 90; DICE: 10 + 45; #APP: 1-6; SIZE: L; MOVE: 240`; LANG: Equine; NOTES: These magical horses will turn invisible if they roll a `6` at least 4x with their attack. This happens before the start of the next combat round and will let the unicorn get a free attack as though it got the surprise. The invisibility only lasts for one combat round, which they will reappear. Anyone to seize a unicorn horn can use it as a magical athame (dagger) with Dice + Adds of 3+4. [STR:31 / DEX:34 / LCK:16 / CON:90 / INT:33 / CHR:15] Vampire CF CH CM CP DG PD PF PH PM PP PS TF TH TM TS 9 2 TYPE: Undead; MR: 135; DICE: 14 + 68; #APP: 1-4; SIZE: M; MOVE: 12`/180`; LANG: Vampire/Undead/Common; NOTES: These creatures of darkness will absorb any damage taken by opponents and heal themselves (but not over their maximum MR). Anyone holding garlic may double the amount of combat dice they use against it. If holy water is thrown on the vampire, everyone attacking it may double the combat dice used. Sunlight turns them to dust and will often try and turn into a bat and flee if they are close to death. They can only be harmed by magical weapons. Spells do not harm them unless they are of a fiery nature. [STR:49 / DEX:33 / LCK:22 / CON:135 / INT:30 / CHR:25] Vulture PD PF PH PM PP PS TF TH TM TS 2 13 TYPE: Animal; MR: 40; DICE: 5 + 20; #APP: 1-16; SIZE: M (5-6`+); MOVE: 30`/Fly 270`; LANG: Avian; NOTES:  [STR:19 / DEX:26 / LCK:8 / CON:40 / INT:1 / CHR:7] Vulture, Giant PD PH PM PP PS TH TM TS 3 1 TYPE: Animal; MR: 45; DICE: 5 + 23; #APP: 1-12; SIZE: L (12`+); MOVE: 30`/Fly 240`; LANG: Avian; NOTES:  [STR:19 / DEX:28 / LCK:10 / CON:45 / INT:1 / CHR:7] Wasp, Giant FW PF PH PM PP PS TF TH TM TS 4 2 TYPE: Insect; MR: 70; DICE: 8 + 35; #APP: 1-20; SIZE: M; MOVE: 60`/Fly 210`; LANG: Insect; NOTES: They will use their poison stinger if they roll a `6` at least 3x with their attack. This poison will cause the victim to die unless they can make a L1SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. [STR:30 / DEX:29 / LCK:12 / CON:70 / INT:1 / CHR:7] Water Being DG FW SW 4 1 TYPE: Planar; MR: 70; DICE: 8 + 35; #APP: 1-3; SIZE: L (10`+); MOVE: 120`; LANG: Wizard Speech; NOTES: This watery creature will unleash a wave of water if they roll a `6` at least 3x with their attack. This wave will cause the victims to drown and die unless they can make a L1SR vs. CON. [STR:34 / DEX:20 / LCK:17 / CON:70 / INT:19 / CHR:19] Weasel CF CH CM CP PD PF PH PM PP PS 1 4 TYPE: Animal; MR: 25; DICE: 3 + 13; #APP: 1-2; SIZE: S; MOVE: 150`; LANG: Ursine; NOTES:  [STR:21 / DEX:19 / LCK:6 / CON:25 / INT:1 / CHR:6] Weasel, Giant DG PP PS 4 2 TYPE: Animal; MR: 60; DICE: 7 + 30; #APP: 1-8; SIZE: M; MOVE: 150`; LANG: Ursine; NOTES:  [STR:32 / DEX:22 / LCK:12 / CON:60 / INT:1 / CHR:8] Whale SW 14 13 TYPE: Animal; MR: 170; DICE: 18 + 85; #APP: 1-8; SIZE: L; MOVE: Swim 180` to 240`; LANG: Cetacean; NOTES:  [STR:59 / DEX:36 / LCK:26 / CON:170 / INT:22 / CHR:17] Wight CM DG PM PS TM TS 5 4 TYPE: Undead; MR: 75; DICE: 8 + 38; #APP: 1-10; SIZE: M; MOVE: 120`; LANG: Undead; NOTES: These zombie creatures can only be harmed by magical weapons or spells. They will drain a victim if they roll a `6` at least 3x with their attack. The drain will reduce an attribute by 1 unless they can make a L2SR vs. INT. The attribute drained is determined by rolling 1 die (1-STR; 2-DEX; 3-CON; 4-INT; 5-LCK; 6-CHR). Each target that gets damaged from the attack rolls 1 die to determine which one is drained, where the lowest number suffers from the effects. [STR:35 / DEX:21 / LCK:18 / CON:75 / INT:32 / CHR:15] Will-O-Wisp CM DG PM PS SW TM TS 9 4 TYPE: Monster; MR: 170; DICE: 18 + 85; #APP: 1-3; SIZE: S; MOVE: Fly 180`; LANG: Wisp; NOTES: These glowing creatures float around and only come out at night. From a distance it will always seem to look like a lantern being held. If they are not discovered as being wisps, they will attempt to lure adventurers to their death and then consume their souls. If this happens, they can never be resurrected. [STR:59 / DEX:36 / LCK:26 / CON:170 / INT:65 / CHR:25] Witch, Green CF CP DG FW PF PP PS SW 9 1 TYPE: Humanoid; MR: 150; DICE: 16 + 75; #APP: 1; SIZE: M; MOVE: 120`/Swim 120`; LANG: Common/Wizard Speech; NOTES: They will use their magic gaze if they roll a `6` at least 6x with their attack. This gaze will make everyone hallucinate for 2d6 combat rounds unless they can make a L3SR vs. INT. A L3SR vs. DEX can also be made instead to maybe look away in time. [STR:58 / DEX:28 / LCK:25 / CON:150 / INT:45 / CHR:19] Witch, Night CM DG PM PS TM TS 8 1 TYPE: Humanoid; MR: 85; DICE: 9 + 43; #APP: 1; SIZE: M; MOVE: 90`; LANG: Common/Wizard Speech; NOTES: They will use their magic gaze if they roll a `6` at least 3x with their attack. This gaze will make everyone run away and scream uncontrollably for 2d6 combat rounds unless they can make a L3SR vs. INT. A L3SR vs. DEX can also be made instead to maybe look away in time. [STR:40 / DEX:19 / LCK:20 / CON:85 / INT:57 / CHR:25] Witch, Night, Greater CF CM DG PF PM PS 8 1 TYPE: Humanoid; MR: 130; DICE: 14 + 65; #APP: 1-3; SIZE: L (7.5-8`); MOVE: 150`; LANG: Common/Wizard Speech; NOTES: They will use their magic gaze if they roll a `6` at least 5x with their attack. This gaze will turn everyone looking at it into dust unless they can make a L3SR vs. LCK. A L3SR vs. DEX can also be made instead to maybe look away in time. [STR:49 / DEX:29 / LCK:23 / CON:130 / INT:52 / CHR:22] Witch, Sea FW SW 3 4 TYPE: Humanoid; MR: 45; DICE: 5 + 23; #APP: 1-4; SIZE: M; MOVE: 150`; LANG: Common/Wizard Speech; NOTES: They will use their magic gaze if they roll a `6` at least 2x with their attack. This gaze will make everyone attack each other for 1d6 combat rounds unless they can make a L1SR vs. INT. A L1SR vs. DEX can also be made instead to maybe look away in time. [STR:24 / DEX:21 / LCK:14 / CON:45 / INT:33 / CHR:14] Wolf CF CH CM CP DG PD PF PH PM PP PS TF TH TM TS 3 13 TYPE: Animal; MR: 45; DICE: 5 + 23; #APP: 1-12; SIZE: S; MOVE: 180`; LANG: Canine; NOTES:  [STR:23 / DEX:24 / LCK:12 / CON:45 / INT:3 / CHR:9] Wolf, Arctic CF CH CM DG 6 1 TYPE: Animal; MR: 85; DICE: 9 + 43; #APP: 1-8; SIZE: L; MOVE: 180`; LANG: Canine; NOTES: They will use their frost breath if they roll a `6` at least 3x with their attack. This breath will automatically do 2d6 points of damage to a single target in front of the creature unless the targets can make a L2SR vs. LCK or DEX. Each target that gets damaged from the attack rolls 1 die to determine which one is frozen, where the lowest number suffers from the effects. This attack damage is in addition to any other damage during that round. Anyone frozen loses their next combat round getting the ice off. [STR:34 / DEX:28 / LCK:17 / CON:85 / INT:17 / CHR:16] Wolf, Dire CF CH CM CP DG PD PF PH PM PP PS TF TH TM TS 4 2 TYPE: Animal; MR: 60; DICE: 7 + 30; #APP: 1-10; SIZE: M (L); MOVE: 180`; LANG: Canine; NOTES:  [STR:25 / DEX:25 / LCK:16 / CON:60 / INT:11 / CHR:12] Wolverine CF CH CM CP DG 3 4 TYPE: Animal; MR: 55; DICE: 6 + 28; #APP: 1; SIZE: S; MOVE: 120`; LANG: Ursine; NOTES:  [STR:32 / DEX:19 / LCK:13 / CON:55 / INT:3 / CHR:9] Wolverine, Giant CF CH CM CP DG 5 2 TYPE: Animal; MR: 80; DICE: 9 + 40; #APP: 1; SIZE: M; MOVE: 150`; LANG: Ursine; NOTES:  [STR:35 / DEX:24 / LCK:17 / CON:80 / INT:3 / CHR:10] Worm, Carcass DG PM 4 4 TYPE: Monster; MR: 55; DICE: 6 + 28; #APP: 1-6; SIZE: L (9`); MOVE: 120`; LANG: Slug; NOTES: They will paralyze a victim if they roll a `6` at least 2x with their attack. This paralysis will last for 1d6 combat rounds unless they can make a L1SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is affected with the paralysis, where the lowest number suffers from the effects. [STR:33 / DEX:19 / LCK:11 / CON:55 / INT:1 / CHR:7] Worm, Cave CM DG PM TM 10 4 TYPE: Monster; MR: 130; DICE: 14 + 65; #APP: 1-6; SIZE: L (30`); MOVE: 60`; LANG: Slug; NOTES:  [STR:57 / DEX:20 / LCK:24 / CON:130 / INT:1 / CHR:10] Worm, Giant CH CP DG PD PH PP TH 15 2 TYPE: Monster; MR: 170; DICE: 18 + 85; #APP: 1-2; SIZE: L (50`); MOVE: 90`; LANG: Slug; NOTES: They will swallow a target whole if they roll a `6` at least 6x with their attack and the victim fails a L6SR vs. DEX or LCK. While inside, the victim will suffer 3d6 points of damage each combat round, but they can continue to attack as normal. Each target that gets damaged from the attack rolls 1 die to determine which one is swallowed, where the lowest number gets swallowed. [STR:66 / DEX:27 / LCK:28 / CON:170 / INT:1 / CHR:12] Worm, Rock DG TH TM 3 1 TYPE: Monster; MR: 70; DICE: 8 + 35; #APP: 1-2; SIZE: S; MOVE: 120`/Burrow 30`; LANG: Slug; NOTES: This worm can pass through stone by heating its body and melting the rock. [STR:49 / DEX:3 / LCK:16 / CON:70 / INT:12 / CHR:11] Wraith CM DG PM PS TM TS 6 4 TYPE: Undead; MR: 90; DICE: 10 + 45; #APP: 1-12; SIZE: M; MOVE: 120`/Fly 240`; LANG: Undead; NOTES: These ghostly creatures can only be harmed by magical weapons or spells. They will drain a victim if they roll a `6` at least 4x with their attack. The drain will reduce an attribute by 1 unless they can make a L2SR vs. INT. The attribute drained is determined by rolling 1 die (1-STR; 2-DEX; 3-CON; 4-INT; 5-LCK; 6-CHR). Each target that gets damaged from the attack rolls 1 die to determine which one is drained, where the lowest number suffers from the effects. [STR:31 / DEX:34 / LCK:16 / CON:90 / INT:21 / CHR:20] Wyrm DG 7 4 TYPE: Dragon; MR: 105; DICE: 11 + 53; #APP: 1; SIZE: L (30`); MOVE: 120`/Fly 240`; LANG: Dragon; NOTES: They will use their fire breath if they roll a `6` at least 4x with their attack. This breath will automatically do 2d6 points of damage to everyone in front of the wyrm unless the targets can make a L3SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. [STR:35 / DEX:36 / LCK:18 / CON:105 / INT:35 / CHR:16] Wyrm, Ancient DG 11 1 TYPE: Dragon; MR: 155; DICE: 16 + 78; #APP: 1; SIZE: L (54`); MOVE: 120`/Fly 300`; LANG: Dragon/Common; NOTES: They will use their fire breath if they roll a `6` at least 6x with their attack. This breath will automatically do 3d6 points of damage to everyone in front of the wyrm unless the targets can make a L4SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. [STR:46 / DEX:47 / LCK:21 / CON:155 / INT:70 / CHR:28] Wyvern DG PD PF PM PP PS TF TM TS 8 4 TYPE: Dragon; MR: 115; DICE: 12 + 58; #APP: 1; SIZE: L (35`); MOVE: 60`/Fly 240`; LANG: Dragon; NOTES: These dragon-looking creatures will use their poison stinger tail if they roll a `6` at least 4x with their attack. This poison will kill an opponent unless the targets can make a L3SR vs. STR or CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. This attack is in addition to any other damage during that round. [STR:38 / DEX:37 / LCK:19 / CON:115 / INT:17 / CHR:14] Yeti CM DG 5 1 TYPE: Beast; MR: 70; DICE: 8 + 35; #APP: 1-6; SIZE: L (8`); MOVE: 150`; LANG: Simian; NOTES: Yetis are immune to any cold attacks. [STR:31 / DEX:23 / LCK:17 / CON:70 / INT:15 / CHR:15] Zaren CH CM DG PH PM TH TM 6 1 TYPE: Planar; MR: 105; DICE: 11 + 53; #APP: 1-4; SIZE: M (4`); MOVE: 90`; LANG: Zorn; NOTES: These egg-shaped creatures are immune to all spells and can only be harmed by magical weapons. They have silver scales and one huge eye and an even larger mouth. They have magically float around and have two powerful arms. They will eat an opponent`s silver if they roll a `6` at least 4x with their attack. Their arms will quickly grab 2d6 silver from a single target and consume it as it is part of their diet. Each target that gets damaged from the attack rolls 1 die to determine which one loses silver, where the lowest number loses. This attack is in addition to any other damage during that round. [STR:46 / DEX:21 / LCK:22 / CON:105 / INT:19 / CHR:16] Zombie CF CH CM CP DG PD PF PH PM PP PS TF TH TM TS 2 2 TYPE: Undead; MR: 30; DICE: 4 + 15; #APP: 1-14; SIZE: M; MOVE: 60`; LANG: None; NOTES:  [STR:30 / DEX:10 / LCK:6 / CON:30 / INT:1 / CHR:6] Zorn CH CM DG PH PM TH TM 8 1 TYPE: Planar; MR: 140; DICE: 15 + 70; #APP: 1-4; SIZE: M (5`); MOVE: 90`; LANG: Zorn; NOTES: These egg-shaped creatures are immune to all spells and can only be harmed by magical weapons. They have golden scales and one huge eye and an even larger mouth. They have magically float around and have two powerful arms. They will eat an opponent`s gold if they roll a `6` at least 5x with their attack. Their arms will quickly grab 2d6 gold from a single target and consume it as it is part of their diet. Each target that gets damaged from the attack rolls 1 die to determine which one loses gold, where the lowest number loses. This attack is in addition to any other damage during that round. [STR:57 / DEX:24 / LCK:25 / CON:140 / INT:22 / CHR:17] --END-- Magical yellow mists fill the area where anyone inside must make a L3SR vs. INT or their magic items become disenchanted. A portcullis or wall closes the exits to the area. A magical beam of fire hits all in the area where they must make a L1SR vs. LCK or DEX or be set ablaze and melt into a puddle of goo. A pit opens up in the area that is 54 feet deep and layered in spikes. Anyone who falls in will take 7d6x4 damage. Poisonous snakes drop on anyone inside where they must make a L5SR vs. STR or CON from the bites or suffer 1d6x8 damage. A nearby wall opens to reveal a monster. An explosive spell that causes 1d6x3 damage to all of those close to the central spot of the area. They only take half damage if they make a L1SR vs. LCK or DEX. Gray gases fill the area causing memory loss to anyone inside for about 2 hours...where INT is also reduced to zero during that time. A pit opens up in the area that is 10 feet deep. Anyone who falls in will take 1d6 damage...where the walls begin to compact where they will crush all inside in about 30 minutes. A wall closes the exits to the area. Oil then begins to fill the room for 20 minutes (6 inches deep) where a fire source will then drop from the ceiling. A nearby wall opens to reveal a monster. A pit opens up in the area that is 75 feet deep. Anyone who falls in will take 14d6 damage. If they survive, they then must face a monster. A scything blade comes from a nearby wall attacking with (2 + 8). It will slice at whoever first enters the area. If they get hit, they will be decapitated. A magical beam of frost hits all in the area where they must make a L1SR vs. LCK or DEX or be encased in a block of ice. Thorny vines fill the area and tangle around anyone inside and can only be removed after being defeated in combat. They attack with an MR of 105 and with dice of 11 + 53. Wandering monster checks are made every round to see what the noise is. A net wraps up all of those in the area and lifts them to the ceiling. A pit opens up in the area that is 10 feet deep (taking 1d6 damage from the fall) and filled with some odd black mushrooms. Anyone who falls in will land on them, causing them to release brown spores that cause the victim to become so thirsty they will drink any form of liquid they come across unless they can make a L1SR vs. STR or CON. They do not physically need to consume the liquids, but they strongly think they do...attacking all of those who have liquids they will not freely give. A wall closes the exits to the area. The ceiling then begins to descend. A pit opens up in the area that is 34 feet deep and filled with deadly white ooze. Anyone who falls in will be killed in about 10 minutes...and be fully dissolved in another 70 minutes. Gray acidic gases fill the area causing 1d6+1 damage to anyone inside. A magical beam of fire hits all in the area where they must make a L2SR vs. LCK or DEX or suffer 1d6x4 damage. Poison needles shoot from a nearby wall, attacking with (2 + 8). Anyone in the area must make a L1SR vs. STR or CON or die. A scything blade comes from a nearby wall attacking with (10 + 45). It will slice at whoever first enters the area. If they get hit, they will suffer 1d6x4 damage. Poison needles shoot from a nearby wall, attacking with (4 + 15). Anyone in the area must make a L1SR vs. STR or CON or die. A spear comes out of the wall toward whoever first enters the area. It attacks with (5 + 23) and does 1d6+3 damage. The ceiling caves in and causes 1d6x3 damage to all inside. Poisonous snakes drop on anyone inside where they must make a L1SR vs. STR or CON from the bites or suffer 1d6x2 damage. Darts fire from the wall at anyone in the area, attacking with (5 + 23), causing 1d6+3 damage. A wall closes the exits to the area. Water then begins to fill the room. A pit opens up in the area that is 39 feet deep. Anyone who falls in will take 4d6 damage. A magical beam of frost hits all in the area where they must make a L2SR vs. LCK or DEX or be encased in a block of ice. Darts fire from the wall at anyone in the area, attacking with (4 + 15), causing 1d6+2 damage. There is a pile of hay with a bear trap inside. Anyone searching it without caution will have to make an L1SR vs. LCK or DEX or suffer 1d6 damage. If a 6 is rolled, the hand is severed. The ceiling becomes highly magnetized, causing all metal objects to fly up to the ceiling...carrying metal armor wearing adventurers up as well. Thorny vines fill the area and tangle around anyone inside and can only be removed after being defeated in combat. They attack with an MR of 165 and with dice of 17 + 83. Wandering monster checks are made every round to see what the noise is. A pit opens up in the area that is 10 feet deep. Anyone who falls in will take 1d6 damage. A pit opens up in the area that is 13 feet deep. Anyone who falls in will take 2d6 damage. A pit opens up in the area that is 60 feet deep. Anyone who falls in will take 7d6 damage...where the opening then closes. A pit opens up in the area that drops 30 feet before landing in water. Anyone who falls in will be in a large underground cave containing a water dwelling monster. There is a pile of hay with a bear trap inside. Anyone searching it without caution will have to make an L3SR vs. LCK or DEX or suffer 1d6 damage. If a 6 is rolled, the hand is severed. A magical beam of frost hits all in the area where they must make a L1SR vs. LCK or DEX or be encased in a block of ice. A pit opens up in the area that is 10 feet deep and layered in spikes. Anyone who falls in will take 1d6x4 damage. White gases fill the area causing laughter to anyone inside for about 4 turns (unless they can make a L2SR vs. INT)...where wandering encounter checks are made each turn the laughing continues. A polymorph spell hits whoever first enters the area where they turn into a chipmunk for 1d6+1 hours unless they can make a L1SR vs. LCK or DEX. Darts fire from the wall at anyone in the area, attacking with (2 + 8), causing 1d6+1 damage. A pit opens up in the area that is 85 feet deep and layered in spikes. Anyone who falls in will take 19d6x2 damage. Thorny vines fill the area and tangle around anyone inside and can only be removed after being defeated in combat. They attack with an MR of 285 and with dice of 29 + 143. Wandering monster checks are made every round to see what the noise is. A sticky substance is in the area and causes anyone inside to be stuck and must make a L2SR vs. STR to free themselves. A wall closes the exits to the area. The room then begins to fall in temperature for about 40 minutes...where no one can survive the extreme cold. A magical beam of fire hits all in the area where they must make a L1SR vs. LCK or DEX or be turned to ash. A wall closes the exits to the area. The walls then begin to compact the area where they will crush all inside in about 30 minutes. A polymorph spell hits whoever first enters the area where they turn into a frog for 1d6+1 hours unless they can make a L1SR vs. LCK or DEX. A wall closes the exits to the area. The walls then begin to compact the area where they will crush all inside in about 20 minutes. A pit opens up in the area that is 10 feet deep (taking 1d6 damage from the fall) and filled with some odd red mushrooms. Anyone who falls in will land on them, causing them to release gray spores that cause the victim to become so thirsty they will drink any form of liquid they come across unless they can make a L1SR vs. STR or CON. They do not physically need to consume the liquids, but they strongly think they do...attacking all of those who have liquids they will not freely give. A magical beam of energy hits all in the area where they must make a L3SR vs. LCK or DEX or be turned into a statue of solid clay. The ceiling becomes highly magnetized, causing all metal objects to fly up to the ceiling...carrying metal armor wearing adventurers up as well. Many columns of fire shoot up through the floor at all in the area where they must make a L2SR vs. LCK or DEX or be set ablaze and melt into a puddle of goo. A pit opens up in the area that is 68 feet deep and filled with deadly blue ooze. Anyone who falls in will be killed in about 30 minutes...and be fully dissolved in another 80 minutes. A polymorph spell hits whoever first enters the area where they turn into a bird for 1d6+1 hours unless they can make a L1SR vs. LCK or DEX. A pit opens up in the area that is 34 feet deep. Anyone who falls in will take 4d6 damage. A pit opens up in the area that drops 68 feet before landing in water. Anyone who falls in will be in a large underground cave containing a water dwelling monster. A magical beam of frost hits all in the area where they must make a L3SR vs. LCK or DEX or be frozen solid and then shatter to pieces. A nearby wall opens to reveal a monster. Red poisonous gases fill the area where anyone inside must make a L2SR vs. STR or CON or die. Poisonous snakes drop on anyone inside where they must make a L4SR vs. STR or CON from the bites or suffer 1d6x6 damage. The ceiling caves in and causes 1d6x3 damage to all inside. Darts fire from the wall at anyone in the area, attacking with (4 + 15), causing 1d6+2 damage. A nearby wall opens to reveal a monster. A pit opens up in the area that is 41 feet deep and filled with lava. Anyone who falls in will be killed. A pit opens up in the area that is 11 feet deep. Anyone who falls in will take 2d6 damage. If they survive, they then must face a monster. A wall closes the exits to the area. Sand then begins to fill the room from above. A wall closes the exits to the area. Oil then begins to fill the room for 20 minutes (6 inches deep) where a fire source will then drop from the ceiling. A net wraps up all of those in the area and lifts them to the ceiling. Spikes come out of the floor in the area that are roughly 3 feet high and 6 inches wide at the base...where anyone inside must make a L1SR vs. LCK or DEX or be instantly killed from being impaled. A pit opens up in the area that is 59 feet deep (taking 7d6 damage from the fall) and filled with some odd yellow mushrooms. Anyone who falls in will land on them, causing them to release gray spores that cause hallucinations for 6 hours unless they can make a L4SR vs. INT. A wall closes the exits to the area. The ceiling then begins to descend. Blue gases fill the area causing memory loss to anyone inside for about 3 hours...where INT is also reduced to zero during that time. Arrows fire from the wall at anyone in the area, attacking with (5 + 23), causing 1d6+3 damage. Poisonous snakes drop on anyone inside where they must make a L1SR vs. STR or CON from the bites or die. White poisonous gases fill the area where anyone inside must make a L1SR vs. STR or CON or die. White poisonous gases fill the area where anyone inside must make a L2SR vs. STR or CON or die. A locked iron cage that falls from the ceiling and lands on all of those close to the central spot of the area. Spikes come out of the floor in the area that are roughly 6 feet high and 4 inches wide at the base...where anyone inside must make a L1SR vs. LCK or DEX or be instantly killed from being impaled. White gases fill the area causing memory loss to anyone inside for about 4 hours...where INT is also reduced to zero during that time. White gases fill the area causing memory loss to anyone inside for about 4 hours...where INT is also reduced to zero during that time. Yellow acidic gases fill the area causing 1d6+3 damage to anyone inside. Orange gases fill the area that cause instant unconsciousness to anyone inside for about 10 hours...unless they can make a L1SR vs. STR or CON. Poison needles shoot from a nearby wall, attacking with (7 + 30). Anyone in the area must make a L1SR vs. STR or CON or suffer 1d6x3 damage. Spikes come out of the floor in the area that are roughly 6 feet high and 1 inches wide at the base...where anyone inside must make a L4SR vs. LCK or DEX or be instantly killed from being impaled. The ceiling becomes highly magnetized, causing all metal objects to fly up to the ceiling...carrying metal armor wearing adventurers up as well. A pit opens up in the area that is 10 feet deep and filled with lava. Anyone who falls in will be killed. A magical beam of energy hits all in the area where they must make a L2SR vs. LCK or DEX or suffer 1d6x4 damage and become paralyzed for 1d6 hours. A portcullis or wall closes the exits to the area. A wall closes the exits to the area. The room then begins to fall in temperature for about 30 minutes...where no one can survive the extreme cold. A locked iron cage that falls from the ceiling and lands on all of those close to the central spot of the area. A wall closes the exits to the area. Oil then begins to fill the room for 10 minutes (6 inches deep) where a fire source will then drop from the ceiling. A pit opens up in the area that is 18 feet deep. Anyone who falls in will take 2d6 damage...where the opening then closes. Magical dark mists fill the area where anyone inside must make a L1SR vs. INT or their magic items become disenchanted. A wall closes the exits to the area. The room then begins to fall in temperature for about 40 minutes...where no one can survive the extreme cold. Thorny vines fill the area and tangle around anyone inside and can only be removed after being defeated in combat. They attack with an MR of 15 and with dice of 2 + 8. Wandering monster checks are made every round to see what the noise is. A pit opens up in the area that is 28 feet deep. Anyone who falls in will take 3d6 damage. If they survive, they then must face a monster. Magical dark mists fill the area where anyone inside must make a L1SR vs. INT or their magic items become disenchanted. A wall closes the exits to the area. The room then begins to rise in temperature for about 60 minutes...where no one can survive the extreme heat. The ceiling caves in and causes 1d6x3 damage to all inside. Darts fire from the wall at anyone in the area, attacking with (7 + 30), causing 1d6+4 damage. Arrows fire from the wall at anyone in the area, attacking with (19 + 90), causing 1d6+12 damage. A portcullis or wall closes the exits to the area. A net wraps up all of those in the area and lifts them to the ceiling. Orange acidic gases fill the area causing 1d6+4 damage to anyone inside. An explosive spell that causes 1d6x2 damage to all of those close to the central spot of the area. They only take half damage if they make a L1SR vs. LCK or DEX. Thorny vines fill the area and tangle around anyone inside and can only be removed after being defeated in combat. They attack with an MR of 45 and with dice of 5 + 23. Wandering monster checks are made every round to see what the noise is. A pit opens up in the area that is 10 feet deep and layered in spikes. Anyone who falls in will take 1d6x3 damage. White poisonous gases fill the area where anyone inside must make a L6SR vs. STR or CON or suffer 1d6x8 damage. Thorny vines fill the area and tangle around anyone inside and can only be removed after being defeated in combat. They attack with an MR of 105 and with dice of 11 + 53. Wandering monster checks are made every round to see what the noise is. A pit opens up in the area that is 20 feet deep and layered in spikes. Anyone who falls in will take 2d6x3 damage. A portcullis or wall closes the exits to the area. A polymorph spell hits whoever first enters the area where they turn into a frog for 1d6+9 hours unless they can make a L3SR vs. LCK or DEX. A pit opens up in the area that is 59 feet deep. Anyone who falls in will take 7d6 damage...where the walls begin to compact where they will crush all inside in about 30 minutes. There is a pile of hay with a bear trap inside. Anyone searching it without caution will have to make an L6SR vs. LCK or DEX or suffer 1d6 damage. If a 6 is rolled, the hand is severed. Magical green mists fill the area where anyone inside must make a L3SR vs. INT or their magic items become disenchanted. A polymorph spell hits whoever first enters the area where they turn into a skunk for 1d6+20 hours unless they can make a L10SR vs. LCK or DEX. A polymorph spell hits whoever first enters the area where they turn into a rabbit for 1d6+3 hours unless they can make a L1SR vs. LCK or DEX. Vines fill the area and tangle around anyone inside and can only be removed after being defeated in combat. They attack with an MR of 150 and with dice of 16 + 75. They don't do damage to anyone, but wandering monster checks are made every round to see what the noise is. A wall closes the exits to the area. The ceiling then begins to descend. A pit opens up in the area that is 24 feet deep and filled with deadly purple ooze. Anyone who falls in will be killed in about 30 minutes...and be fully dissolved in another 60 minutes. A locked iron cage that falls from the ceiling and lands on all of those close to the central spot of the area. A pit opens up in the area that is 12 feet deep and filled with lava. Anyone who falls in will be killed. A wall closes the exits to the area. The walls then begin to compact the area where they will crush all inside in about 30 minutes. A sticky substance is in the area and causes anyone inside to be stuck and must make a L3SR vs. STR to free themselves. A magical beam of fire hits all in the area where they must make a L1SR vs. LCK or DEX or be turned to ash. There is a shallow looking puddle of water in the room that really is 18 feet deep. The first one to walk into the area will fall into the water unless they specifically state they are going to investigate it. A pit opens up in the area that is 10 feet deep. Anyone who falls in will take 1d6 damage. If they survive, they then must face a monster. Magical gray mists fill the area where anyone inside must make a L4SR vs. INT or their magic items become disenchanted. A nearby wall opens to reveal a monster. Yellow gases fill the area causing laughter to anyone inside for about 6 turns (unless they can make a L1SR vs. INT)...where wandering encounter checks are made each turn the laughing continues. An explosive spell that causes 1d6x4 damage to all of those close to the central spot of the area. They only take half damage if they make a L2SR vs. LCK or DEX. There is a pile of trash with a bear trap inside. Anyone searching it without caution will have to make an L2SR vs. LCK or DEX or suffer 1d6 damage. If a 6 is rolled, the hand is severed. White poisonous gases fill the area where anyone inside must make a L1SR vs. STR or CON or suffer 1d6x3 damage. Orange gases fill the area causing laughter to anyone inside for about 4 turns (unless they can make a L1SR vs. INT)...where wandering encounter checks are made each turn the laughing continues. A polymorph spell hits whoever first enters the area where they turn into a sheep for 1d6+3 hours unless they can make a L1SR vs. LCK or DEX. Darts fire from the wall at anyone in the area, attacking with (7 + 30), causing 1d6+4 damage. A wall closes the exits to the area. The walls then begin to compact the area where they will crush all inside in about 30 minutes. Many columns of fire shoot up through the floor at all in the area where they must make a L3SR vs. LCK or DEX or suffer 1d6x5 damage. A pit opens up in the area that is 22 feet deep. Anyone who falls in will take 3d6 damage. A pit opens up in the area that is 89 feet deep. Anyone who falls in will take 19d6 damage. A magical beam of fire hits all in the area where they must make a L6SR vs. LCK or DEX or be set ablaze and melt into a puddle of goo. The ceiling becomes highly magnetized, causing all metal objects to fly up to the ceiling...carrying metal armor wearing adventurers up as well. A pit opens up in the area that is 10 feet deep and filled with lava. Anyone who falls in will be killed. Poisonous snakes drop on anyone inside where they must make a L1SR vs. STR or CON from the bites or suffer 1d6x2 damage. There is a shallow looking puddle of water in the room that really is 18 feet deep. The first one to walk into the area will fall into the water unless they specifically state they are going to investigate it. Thorny vines fill the area and tangle around anyone inside and can only be removed after being defeated in combat. They attack with an MR of 15 and with dice of 2 + 8. Wandering monster checks are made every round to see what the noise is. The ceiling becomes highly magnetized, causing all metal objects to fly up to the ceiling...carrying metal armor wearing adventurers up as well. A pit opens up in the area that is 57 feet deep. Anyone who falls in will take 7d6 damage. Thorny vines fill the area and tangle around anyone inside and can only be removed after being defeated in combat. They attack with an MR of 165 and with dice of 17 + 83. Wandering monster checks are made every round to see what the noise is. A pit opens up in the area that is 58 feet deep. Anyone who falls in will take 7d6 damage. Magical brown mists fill the area where anyone inside must make a L1SR vs. INT or their magic items become disenchanted. A wall closes the exits to the area. Oil then begins to fill the room for 20 minutes (6 inches deep) where a fire source will then drop from the ceiling. A pit opens up in the area that is 10 feet deep. Anyone who falls in will take 1d6 damage. If they survive, they then must face a monster. There is a pile of dirt with a bear trap inside. Anyone searching it without caution will have to make an L2SR vs. LCK or DEX or suffer 1d6 damage. If a 6 is rolled, the hand is severed. A wall closes the exits to the area. Water then begins to fill the room. A pit opens up in the area that drops 45 feet before landing in water. Anyone who falls in will be in a large underground cave containing a water dwelling monster. A pit opens up in the area that is 10 feet deep. Anyone who falls in will take 1d6 damage...where the walls begin to compact where they will crush all inside in about 30 minutes. An explosive spell that causes 1d6x4 damage to all of those close to the central spot of the area. They only take half damage if they make a L2SR vs. LCK or DEX. There is a pile of refuse with a bear trap inside. Anyone searching it without caution will have to make an L1SR vs. LCK or DEX or suffer 1d6 damage. If a 6 is rolled, the hand is severed. A wall closes the exits to the area. Water then begins to fill the room. Many columns of fire shoot up through the floor at all in the area where they must make a L3SR vs. LCK or DEX or be turned to ash. Many columns of fire shoot up through the floor at all in the area where they must make a L1SR vs. LCK or DEX or be turned to ash. A pit opens up in the area that is 10 feet deep and layered in spikes. Anyone who falls in will take 1d6x4 damage. Darts fire from the wall at anyone in the area, attacking with (4 + 15), causing 1d6+2 damage. An acid liquid that splashes anyone inside, causing 1d6x4 damage. They must also make a L1SR vs. LCK or DEX or be blind for 3 days. Gray gases fill the area. Any flame will ignite it causing all in the area to make a L1SR vs. STR or CON from the explosion or suffer 1d6x2 damage. A pit opens up in the area that is 15 feet deep. Anyone who falls in will take 2d6 damage. A pit opens up in the area that is 10 feet deep. Anyone who falls in will take 1d6 damage. If they survive, they then must face a monster. Many columns of fire shoot up through the floor at all in the area where they must make a L1SR vs. LCK or DEX or be turned to ash. Many columns of fire shoot up through the floor at all in the area where they must make a L1SR vs. LCK or DEX or suffer 1d6x3 damage. A magical beam of fire hits all in the area where they must make a L4SR vs. LCK or DEX or be turned to ash. A pit opens up in the area that is 10 feet deep. Anyone who falls in will take 1d6 damage...where the opening then closes. A pit opens up in the area that drops 39 feet before landing in water. Anyone who falls in will be in a large underground cave containing a water dwelling monster. A locked iron cage that falls from the ceiling and lands on all of those close to the central spot of the area. Vines fill the area and tangle around anyone inside and can only be removed after being defeated in combat. They attack with an MR of 15 and with dice of 2 + 8. They don't do damage to anyone, but wandering monster checks are made every round to see what the noise is. A pit opens up in the area that is 28 feet deep and filled with lava. Anyone who falls in will be killed. Red acidic gases fill the area causing 1d6+1 damage to anyone inside. A very bright magical light flashes in the area...where everyone must make a L2SR vs. LCK or DEX or be blind for 7 hours. A magical beam of frost hits all in the area where they must make a L4SR vs. LCK or DEX or be frozen solid and then shatter to pieces. There is a pile of straw with a bear trap inside. Anyone searching it without caution will have to make an L1SR vs. LCK or DEX or suffer 1d6 damage. If a 6 is rolled, the hand is severed. Gray gases fill the area that cause instant unconsciousness to anyone inside for about 4 hours...unless they can make a L1SR vs. STR or CON. A pit opens up in the area that is 45 feet deep. Anyone who falls in will take 5d6 damage...where the walls begin to compact where they will crush all inside in about 30 minutes. A sticky substance is in the area and causes anyone inside to be stuck and must make a L2SR vs. STR to free themselves. Arrows fire from the wall at anyone in the area, attacking with (13 + 60), causing 1d6+8 damage. There is a pile of dirt with a bear trap inside. Anyone searching it without caution will have to make an L1SR vs. LCK or DEX or suffer 1d6 damage. If a 6 is rolled, the hand is severed. A pit opens up in the area that is 16 feet deep and filled with deadly black ooze. Anyone who falls in will be killed in about 30 minutes...and be fully dissolved in another 90 minutes. A pit opens up in the area that is 10 feet deep. Anyone who falls in will take 1d6 damage...where the walls begin to compact where they will crush all inside in about 30 minutes. A very bright magical light flashes in the area...where everyone must make a L4SR vs. LCK or DEX or be blind for 12 hours. Poisonous snakes drop on anyone inside where they must make a L1SR vs. STR or CON from the bites or suffer 1d6x2 damage. A wall closes the exits to the area. Oil then begins to fill the room for 20 minutes (6 inches deep) where a fire source will then drop from the ceiling. A polymorph spell hits whoever first enters the area where they turn into a skunk for 1d6+10 hours unless they can make a L4SR vs. LCK or DEX. Vines fill the area and tangle around anyone inside and can only be removed after being defeated in combat. They attack with an MR of 135 and with dice of 14 + 68. They don't do damage to anyone, but wandering monster checks are made every round to see what the noise is. Thorny vines fill the area and tangle around anyone inside and can only be removed after being defeated in combat. They attack with an MR of 30 and with dice of 4 + 15. Wandering monster checks are made every round to see what the noise is. A pit opens up in the area that is 17 feet deep and filled with lava. Anyone who falls in will be killed. A pit opens up in the area that drops 17 feet before landing in water. Anyone who falls in will be in a large underground cave containing a water dwelling monster. --END-- white wax drippings broken torch liquid dripping from the ceiling basket iron dented helm moldy green towel 90 feet of twine chandelier mahogany bunk bed 6 broken crossbow bolts 4 foot long rusty iron bar wooden flagon wooden flagon iron dented helm bronze fork 33 foot moldy rope grindstone bits of fur and hair ruined mattress blood smears on the floor pallet dried blood on the floor mounted tiger head brass dipper charcoal ruined brazier pick handle ruined orange couch 3 ingots of lead rotting wood pedestal 7 torches on the walls held in brass wall sconces...but only 3 of them are still useable some large talon tracks in various spots 9 pieces of blank parchment red blanket maple chest [CONTAINS: hourglass --- small parchment describing how to bypass a nearby trap --- small bronze mirror --- lump of coal] small brass hanging mirror bent brass pot tapestry of some ruins jar of lantern oil birch coffer mounted antelope head broken wood shelf 13 wax blobs from blue candles bent brass sewing needle areas with mold rusty iron ladle scattered bits of bones and teeth 8 white candles ruined iron bowl corroded brass dented shield dagger hilt tapestry of a mountain 10 foot torn rope fireplace ruined wood throne 4 ingots of lead carved drawings of circles on the floor dried blood on the floor 50 foot rope bottle (empty) large puddle of poisoned water small puddle of oily water chandelier food scraps grindstone ruined iron kettle small rusty metal mirror useless torch 4 large broken and dry eggshells scattered ashes bronze tankard iron goblet iron armchair food scraps patches of moss mahogany weapon rack {HOLDS: hand crossbow (DICE:3 / STR:8 / DEX:12 / HND:1 / RNG:40) [magically crafted of yew wood] --- kris (DICE:2+3 / STR:8 / DEX:5/20 / HND:1 / RNG:10) [the blade is made of steel with a crocodile leather grip] --- short halberd (DICE:4+1 / STR:13 / DEX:9 / HND:2) [the blade is made of iron and has a silver handle] --- broken great axe} 7 broken crossbow bolts bronze pail pottery shards scattered around mahogany chest [CONTAINS: eyeglasses --- 4 gold nuggets worth 3 gold each --- 6 crossbow bolts --- small glass bottle (empty)] empty clay jug metal fork 3 ruined iron hooks on the wall ruined bronze pail mat torn black washcloth ruined wood wall basin charcoal food scraps a large pile of ashes with a humanoid skull lying on top of it corroded brass dented helm blacksmith hammer basket 6 broken and dirty eggshells brown thread (80 feet) metal goblet oak bunk bed shredded and torn clothing birch bunk bed square steel table wooden flagon a pillory made mostly of rosewood chandelier wine bottle copper music box worth 92 copper whetstone green slime on the floor a quarter full cask of water a small locked metal cage with animal bones on the bottom 2 foot long iron bar maple brush brown sheet straw scattered around oak throne small brass mirror torn tapestry of a scenic forest view ruined gray washcloth 6 sticks scattered around 8 sticks scattered around bronze dented helm 34 foot ruined rope oak stool small bottle of ink rusty iron bowl orange sheet ceramic jug of perfume blunt rusty spear head scattered bits of bones and teeth a 1 foot wide hole that is about 6 feet deep an iron maiden made mostly of metal...inside it is a bloody corpse of an elf [CONTAINS: box of matches (72 each) --- a map of this dungeon level]...it has some areas of dried blood mahogany cupboard [SPOILED CONTENTS: onions --- apricots --- peas --- jar of pickles] a 3 foot wide hole that is about 3 feet deep broken cauldron scattered leaves and twigs wooden club rusty brass dipper orange slime on the floor padded rotting wood chair bronze manacles on the ceiling with a bloody bones of a hobbit [CONTAINS: small leather pouch of black sand --- wooden case containing paints] ruined leather bag bits of fur and hair mahogany cupboard [SPOILED CONTENTS: prunes --- jar of pickles --- fowl] shredded and torn clothing bent metal dipper fireplace ruined iron branding iron food scraps corroded brass tankard tinderbox walnut brush a large wet white carpet broken blacksmith hammer wooden club moisture on the floor purple wax drippings test tube of perfume cracks in the ceiling birch bunk bed dried blood on the floor 3 foot long iron bar wooden dish iron music box worth 32 copper 44 foot rope brown candle a 4 foot wide hole that is about 6 feet deep 50 feet of twine useless torch walnut brush whip charcoal walnut cupboard [SPOILED CONTENTS: cookies --- bottle of milk --- apricots --- pudding] white wax drippings bent brass dented helm with a mutilated head of an elf still in it 7 torches on the walls held in iron wall sconces...but only 2 of them are still useable small corroded brass mirror crumbling stone armchair corroded bronze dented plate armor broken white canvas sack 4 foot long iron bar wooden dish iron kettle corroded bronze dented helm with a decayed head of a human still in it 6 torches on the walls held in iron wall sconces...but only 3 of them are still useable stone shelf basket moldy rags purple couch bent brazier rubble and dirt scattered around iron manacles on the floor corroded metal dented shield small bottle of ink bent iron tankard 7 bloody bandages bronze spoon iron fork bronze dipper 15 foot rope pile of straw maple bench bloody body of an orc [CONTAINS: a parchment suicide note --- flint and steel --- sea shell] 40 feet of black yarn bits of fur and hair high walnut stool 8 iron wall sconces dried blood on the wall useless smoking pipe small iron hanging mirror a pile of purple ashes iron sewing needle corroded iron sifter ruined metal goblet scattered bits of bones and teeth straw scattered around basket with a skull of an elf inside it scratches and claw marks on the wall red pillow iron kettle high birch stool iron dented helm with a skull of an ogre still in it scattered ashes small rusty iron hanging mirror rusty pike brass dented helm with a mutilated head of a hobgoblin still in it lyre ruined iron pan bloody remains of a hobgoblin [CONTAINS: 7 sling stones --- dart --- bronze hair brush --- prayer beads] broken wood chair shredded and torn clothing pallet 8 sticks scattered around areas with mold white cushion wooden club 5 broken and fresh eggshells rusty dagger hilt broken cauldron mounted elk head bronze dented shield small bottle of ink useless hourglass pottery shards scattered around 3 sticks scattered around rusty iron manacles on the wall with a mutilated body of an elf [CONTAINS: 2 heads of garlic --- deck of playing cards --- 6 red glass spheres (1 inch diameter) --- 10 feet of twine] mounted deer head scattered ashes rusty iron workbench tinderbox 9 foot wood pole liquid dripping from the ceiling a pile of ashes with a green skullcap lying on top of it 11 blank scrolls 13 hardened blobs of once melted metal bronze hand saw moldy white sheet mat charcoal iron armchair oak armor rack {HOLDS: ruined studded leather jacket --- heater shield (shield / HITS:5 / STR:10] [made of gold...with a man symbol on the front that is emerald in color] --- ruined leather armor} torn rags moldy mattress rags high maple stool warped wooden shield animal bones 8 small stones scattered around 3 foot long corroded iron chain torn tapestry of a mountain a large pile of rocks walnut cane corroded iron candle snuffer 3 bandages a 4 foot wide hole that is about 8 feet deep rubble and dirt scattered around rusty brass dented shield 8 rusty bronze wall sconces 40 feet of gray yarn rotting wood chair torch pick handle a medium-sized rusty cage with animal bones on the bottom bottle (filled with brownie hair/skin) oak bed wooden club 5 foot long ruined iron bar grindstone rusty brass pliers some piles of guano maple brush rusty brass rusty razor metal mug mounted cougar head maple chair small bottle of ink corroded bronze sifter 7 ingots of lead a large pile of stone blocks metal manacles on the ceiling with a bloody corpse of a goblin [CONTAINS: iron spoon worth --- small portrait of a woman --- prayer beads] bent brass manacles on the wall with a decayed remains of a bugbear [CONTAINS: thimble --- pair of yellow cloth gloves --- vial of mild poison --- cork] rosewood armoire [CONTAINS: black vest --- moldy brown girdle --- brown cloth gloves --- dirty gray tunic --- gray slippers --- torn black cap --- dirty black cloak --- moldy green veil] barrel of lantern oil maple brush fungus growing small puddle of clean water areas with mold orange candle a small locked rusty cage with a rotted mat on the bottom an iron maiden made mostly of bent bronze...it has some areas of dried blood 8 small stones scattered around a small locked metal cage with straw on the bottom bent bronze dented helm with a mutilated head of an elf still in it metal candle snuffer silver music box worth 75 copper moldy mattress leather boot iron rusty razor moisture on the floor 3 iron spikes wooden dish brown-colored, decanter of perfume metal small bell oak shelf areas with mold 19 hardened blobs of once melted bronze ruined bronze fork iron branding iron 10 ruined scrolls a large pile of rocks rusty bronze ladle iron spoon brass branding iron white blanket white sheet small puddle of stagnant water scattered leaves and twigs birch brush iron hand saw birch coffer cedar bed 10 green candles painting of a keep mahogany chest of drawers [CONTAINS: ruined yellow girdle --- dirty red surcoat --- yellow toga --- dirty black blouse --- dirty purple hose --- white stockings --- dirty yellow trousers --- ruined black surcoat --- dirty purple robe --- green pantaloons] cracked granite bench iron small bell ruined wood wall basin mahogany chest of drawers [CONTAINS: blue hose --- green scarf] iron candle stick worth 28 copper scattered leaves and twigs cracks in the floor basket harp brass hammer head corroded bronze rusty razor scattered ashes a small rotten red carpet with a dark black design on it tinderbox bronze dented helm with a skull of an ogre still in it ruined wood bench white towel bronze sifter scale mail chest piece (armor for chest / HITS:3 / STR:3] [made of steel] a large pile of stone blocks broken short halberd green towel dried blood on the wall grindstone wooden flagon chiseled writings on the ceiling that tells the location of a nearby secret room...but written in an ancient hobling language bits of fur and hair broken cauldron cracked granite chair rusty brass sifter mounted red dragon head 3 ruined crossbow bolts food scraps maple trunk [CONTAINS: small parchment describing how to bypass a nearby trap --- prayer beads --- small glass bottle (filled with gnoll bile)] blood smears on the floor crumbling stone tub large puddle of clean water rosewood armor rack {HOLDS: ruined heavy cloth armor --- dwarven shield (shield / HITS:4 / STR:10] [made of bronze...with a hand symbol on the front that is jade in color] --- heavy cloth shirt (armor for chest / HITS:1 / STR:2] [made of sewn hemp and is green in color...with a wolf symbol on the front that is emerald in color]} cedar weapon rack {HOLDS: broken arrow --- broken bow --- broken two-handed sword --- rapier (DICE:3+4 / STR:10 / DEX:14 / HND:1) [the blade is made of mithril with a leather grip] --- axe (DICE:3 / STR:8 / DEX:4 / HND:1) [the blade is made of iron and has a gold handle with a animal leather grip]} metal spoon sword blade large puddle of dirty water short ruined wood table iron fork bronze small bell 2 hardened blobs of once melted brass scattered ashes a large pile of stone blocks a torture rack made mostly of oak shredded and torn clothing bronze bowl 7 hardened blobs of once melted bronze humanoid bones wooden dish green wax drippings basket with a half-eaten head of a kobold inside it pile of straw pile of dirt iron manacles on the wall with a decayed remains of a human [CONTAINS: scroll with smudged writing --- flint and steel --- iron arrowhead --- stone arrowhead] black blanket painting of a castle a large metal cage iron ladle red washcloth wooden flagon torn painting of some ruins 2 sticks scattered around rotted body of a goblin [CONTAINS: iron goblet --- hourglass --- deck of tarot cards --- iron padlock with key] metal small bell pile of dirt skull of a lizard man dried blood writings on the ceiling that warns of a nearby creature...but written in an ancient dwarvish language brown towel silver music box worth 97 silver ruined wood workbench brown towel ripped yellow washcloth fungus growing walnut bunk bed 5 torches on the walls held in iron wall sconces...but only 2 of them are still useable wooden pitcher 12 foot rope loom tapestry of a city small bent iron hanging mirror blowpipe (DICE:0+1 / STR:1 / DEX:1 / HND:1 / RNG:35) [made of formed wood] birch armoire [CONTAINS: purple jerkin --- moldy gray hat --- black toga --- ruined black veil --- dirty yellow tunic --- ripped black hat --- green leather pouch --- dirty gray blouse] brass kettle rubble and dirt scattered around a large pile of rocks a pile of dung ruined cloth armor bent bronze mug mounted elk head padded broken stone chair grindstone granite chair mutilated body of a kobold [CONTAINS: vial of mild poison --- iron goblet --- box of matches (56 each) --- chalk] scattered bits of bones and teeth scattered ashes 4 bronze wall sconces whip liquid dripping from the ceiling decayed body of a dwarf [CONTAINS: small portrait of a man --- silver horseshoe +3 to combat adds but only one good luck charm at any time] moldy green cushion corroded brass bucket sword blade oak footlocker [CONTAINS: hourglass --- small leather pouch of yellow powder --- white silk handkerchief] iron spoon brass sifter 4 crossbow bolts torn rags pile of dirt shredded and torn clothing wooden pitcher rusty brass bucket iron dipper small rusty bronze mirror brass spoon useless quill chandelier 12 foot torn rope stone workbench heater shield (shield / HITS:5 / STR:10] [made of mithril] steel shelf 2 small broken and old eggshells mat bronze pan 9 torches on the walls held in bronze wall sconces...but only 3 of them are still useable 4 bloody bandages 9 bloody bandages a pile of ashes small warped wood table granite pedestal pile of dirt blood smears on the floor 5 foot long corroded iron chain corroded iron hand saw green candle small bottle of ink 90 feet of brown yarn cedar armoire [CONTAINS: ripped green shirt --- torn blue toga --- torn brown blouse --- ripped gray toga --- white shirt] pallet a pile of dung wooden club ruined gray couch carved writings on the ceiling that spells out one of the adventurer`s name...but written in an ancient minotaur language pottery shards scattered around pottery shards scattered around cracked granite shelf ruined wood throne corroded metal ladle leather boot pile of straw a pillory made mostly of cedar...locked in it is a bloody bones of an elf [CONTAINS: brass scissors --- fish hook --- cloth bag of crushed herbs --- white feather --- pair of bone dice] a pile of dung a pile of ashes rags chalk writings on the ceiling that warns others that they will surely perish...but written in a hobling language shredded and torn clothing rosewood armor rack {HOLDS: broken metal leggings --- torn leather cap --- cloth armor (full suit of armor / HITS:1 / STR:3] [made of sewn cloth and is black in color...with a hand symbol on the front and back that is emerald in color] --- dented metal leggings --- wooden shield (shield / HITS:3 / STR:2] [made of whittled reaper wood and is brown in color]} leather boot areas with mold pick handle ruined iron hand saw a large pile of ashes with a platinum amulet (worth 44 gold) lying on top of it tinderbox a half full keg of water broken wood tub maple plate ruined iron kettle rusty bronze hand saw ruined bronze candle snuffer corroded iron mug pallet scattered bits of bones and teeth bronze rusty razor purple slime on the floor blue thread (100 feet) iron armchair useless blacksmith hammer bent iron candle snuffer dust throughout tapestry of a scenic jungle view bent metal pot small bottle of ink birch footlocker [CONTAINS: ivory dice --- leather scrollcase --- small toy doll --- 39 feet of yellow yarn] rags small rusty iron mirror iron bucket tapestry of a castle corroded brass hand saw scattered bits of bones and teeth 3 bandages sword blade bent metal branding iron half-eaten bones of a human [CONTAINS: book {The Omnibus of Loga the Slayer} --- small glass bottle (filled with sylvan sauce) --- eyeglasses] carved drawings of runic symbols on the ceiling cobwebs mahogany cane white candle pile of dirt corroded metal pail iron sewing needle scattered ashes a scattered chess set 4 bandages 5 foot long corroded iron bar 7 ruined scrolls corroded metal pan coal writings on the floor that warns of a nearby creature...but written in a cryptic dragon language 7 pieces of blank parchment large granite table clay jug of perfume blunt rusty spear head charcoal bronze hand saw orange couch 4 foot long iron bar corroded sword blade rusty iron pan 11 wax blobs from purple candles iron fork broken cauldron painting of a city pile of straw jar (filled with dead wasps) birch brush rags ruined wood chair painting of a scenic desert view bronze pail rubble and dirt scattered around oak desk [CONTAINS: poison antidote --- iron horseshoe --- 4 sling stones --- prayer beads --- whetstone --- iron key (4 in 6 chance to unlock one door in this place) --- iron hawk figurine --- TREASURE MAP - The map is an amulet, with etchings of the treasure's surrounding area. This is a map to the powerful treasure of Altheire the Soldier. Known to have died about 560 years ago, their treasure is shown to be in an area just 15 miles from here. The map reads that Altheire had left this treasure in a cursed ruins, hexed by a magical spell. --- small lead figurine --- bottle of holy water] fireplace with wood inside iron spoon 5 sticks scattered around rosewood weapon rack {HOLDS: broken sledgehammer --- rusty dirk --- pickaxe (DICE:3 / STR:15 / DEX:10 / HND:1) [the pick is made of silver and has a gold handle with a leather grip] --- great axe (DICE:5+3 / STR:20 / DEX:10 / HND:2) [the blade is made of mithril and has a bronze handle with a leather grip...the handle is decorated with 3 gems {iolite}]} quill a small locked metal cage with rotten food on the bottom broken fife 2 bronze spikes dried blood on the ceiling wooden tray moldy black cushion broken gray cloth satchel fungus growing mat ripped mat rusty iron knife painting of a house bent bronze pot metal dented helm with a decayed head of a goblin still in it wooden flagon tapestry of some ruins humanoid bones fungus growing black towel rusty iron candle snuffer walnut chest of drawers [CONTAINS: white hose --- yellow gown --- moldy green cape --- ruined brown leather gloves --- ruined green leggings --- dirty black gown --- white leggings --- ruined gray stockings] grindstone wooden dish brass dented helm 2 foot long ruined iron bar yellow cushion ruined white towel some piles of guano rusty iron pot iron tankard a large pile of rocks corroded metal mug a small iron cage with humanoid bones on the bottom oak cupboard [SPOILED CONTENTS: pastries --- cakes --- eggs] 48 foot torn rope iron tankard chandelier 3 large broken and rotten eggshells liquid dripping from the ceiling red cushion grindstone iron tub moisture on the floor tinderbox dried blood on the floor a pile of ashes with a bronze helmet lying on top of it brass kettle black slime on the floor rusty sword blade brass sifter basket 7 bronze spikes rotting wood shelf mahogany desk [CONTAINS: cloth bag of crushed herbs --- 2 wolfsbane flowers --- 4 wolfsbane flowers --- vial of perfume --- white silk handkerchief --- deck of tarot cards --- box of matches (76 each)] mounted deer head rubble and dirt scattered around iron hand saw mahogany bunk bed silver music box worth 79 copper some piles of guano green wax drippings cracks in the ceiling mahogany plate iron branding iron ruined tapestry of a scenic ocean view metal sewing needle half-eaten bones of a hobbit [CONTAINS: chalk --- platinum hair brush worth 59 silver --- hourglass --- quill --- wooden wrist sundial] wooden chair bent sword blade grindstone brass bowl oak cupboard [SPOILED CONTENTS: greens --- peaches --- pastries --- pudding] 31 foot ripped rope mat chalk drawings of alchemic symbols on the wall metal pliers corroded metal dented plate armor painting of a keep iron mug 8 small stones scattered around iron bowl platinum music box worth 80 silver small corroded iron mirror leather boot iron fork liquid dripping from the ceiling ruined yellow couch bent brazier metal dented helm with a half-eaten head of a gnome still in it scattered leaves and twigs mahogany chest of drawers [CONTAINS: ruined red leather belt --- torn gray leather belt --- white cloth pouch (contains 22 copper) --- green dress --- dirty green jerkin --- ripped green blouse --- red doublet] metal goblet purple couch pick handle bronze ladle metal pliers small puddle of oily water 7 gray candles large rusty iron table small rusty iron mirror 3 ruined arrows walnut chest of drawers [CONTAINS: ruined green trousers --- brown jerkin --- ruined red hose --- torn yellow cloak --- ripped brown pantaloons --- brown leather gloves --- ruined orange cloth gloves] dried blood on the floor wooden pitcher dust throughout corroded iron fork pottery shards scattered around gray couch ripped orange cushion pile of straw 6 yellow candles broken cauldron scattered ashes 15 ruined scrolls blacksmith hammer broken torch 5 ingots of bronze useless hourglass decayed corpse of a kobold [CONTAINS: glass inkpot --- red candle --- small parchment describing how to bypass a nearby trap --- bottle of cheap wine --- red candle] birch cane 2 foot long iron chain chandelier scratches and claw marks on the ceiling corroded brass knife charcoal torn mattress steel tub areas with mold 9 pieces of wood corroded brass sewing needle ruined yellow cushion shredded and torn clothing granite bench small corroded iron hanging mirror iron manacles on the wall basket with a decayed head of a hobbit inside it liquid dripping from the ceiling loom bent iron pail crumbling stone armchair red thread (80 feet) corroded metal manacles on the wall with a mutilated body of a dwarf [CONTAINS: bottle of black cloth dye --- wooden holy symbol --- 24 square yards of white cloth --- metal metal file --- 32 feet of gray yarn] bloody remains of a bugbear [CONTAINS: mortar and pestle --- quill --- metal tweezers --- dart] scratches and claw marks on the floor cedar brush ruined iron dented helm corroded iron branding iron liquid dripping from the ceiling warped long bow bronze candle snuffer gray towel pottery shards scattered around pile of dirt small puddle of clean water rotting wood armchair bronze sewing needle gold candle stick worth 60 copper cracks in the wall large puddle of dirty water bent bronze rusty razor mahogany bed grindstone fire pit with wood coal writings on the floor that warns of a nearby trap...but written in a gargoyle language 10 torches on the walls held in bronze wall sconces...but only 5 of them are still useable 20 feet of twine ruined sword blade 80 feet of twine 10 bronze wall sconces shredded and torn clothing maple stool ruined dagger hilt 6 ruined iron spikes birch armoire [CONTAINS: brown hat --- moldy yellow vest --- orange slippers --- ruined brown leather gloves --- purple leather pouch --- torn yellow leggings --- ripped green girdle --- torn green doublet --- purple scarf] tinderbox maple weapon rack {HOLDS: ruined heavy flail --- broken arrow --- ruined javelin --- rusty orkish dagger --- broken broad axe} a small wet white carpet with a dark brown design on it 8 ruined crossbow bolts small bent iron mirror grindstone basket smoking pipe blunt bent spear head pick handle whetstone bent iron ladle 3 pieces of wood 2 metal spikes dust throughout ruined black blanket rusty metal kettle coal drawings of squares on the wall iron dented shield 6 iron hooks on the wall brown leather sack basket with a skull of a hobgoblin inside it rusty iron goblet glass jar bits of fur and hair cracks in the floor pottery shards scattered around mattress orange pillow padded cracked granite chair small bottle of ink iron knife bits of fur and hair 6 ingots of iron rags cracked granite wall basin 18 wax blobs from white candles 12 foot rope rotting wood shelf pile of straw metal rusty razor torn white washcloth blunt ruined spear head 7 torches on the walls held in metal wall sconces...but only 2 of them are still useable 3 brown candles white cushion 8 hardened blobs of once melted iron scattered ashes 7 bandages rosewood armoire [CONTAINS: gray leggings --- brown cloth pouch (contains 11 gold) --- brown leather pouch] 7 small stones scattered around rags iron pan whetstone metal pan whip basket red thread (30 feet) ruined torch grindstone oak bed birch cupboard [SPOILED CONTENTS: prunes --- muffins --- meat] bent iron candle snuffer painting of Relar the Villain torch wooden dish mounted bear head a quarter full keg of ale 18 wax blobs from gray candles broken cauldron 8 torches on the walls held in metal wall sconces...but only 2 of them are still useable 4 ruined crossbow bolts tinderbox rusty metal manacles on the wall with a half-eaten body of an elf [CONTAINS: clay jug of spice --- small portrait of a man --- wooden brooch] charcoal ruined tapestry of Nexerek the Seer liquid dripping from the ceiling useless smoking pipe bits of fur and hair dark slime on the ceiling small bent iron hanging mirror scattered bits of bones and teeth 3 foot long iron chain ruined brass kettle iron candle stick worth 52 copper brass manacles on the ceiling moldy red cushion a large pile of stone blocks leather boot iron manacles on the wall rusty bronze goblet wooden pitcher areas with mold jar of lantern oil small metal hanging mirror 11 hardened blobs of once melted metal mounted tiger head iron pliers torn painting of a mountain stone workbench brass pliers cedar casket [CONTAINS: wooden brooch --- 4 heads of garlic --- wooden case containing paints --- incense stick] 2 foot long corroded iron bar dried blood on the floor birch box [CONTAINS: glass inkpot --- small brass carving knife --- thief tools] bent brass mug wooden tray a large pile of rocks 10 ingots of bronze 9 pieces of wood stone bench 5 orange candles ruined bronze small bell maple tub bent iron ladle green painted writings on the wall that tells the location of a nearby treasure...but written in a cryptic giant language ripped rags brass goblet bronze manacles on the wall chandelier maple bed a large wet orange rug with a dark blue design on it charcoal ruined black sheet 4 small stones scattered around maple chair 100 feet of twine wooden tray brazier shredded and torn clothing torn painting of a keep cedar armor rack {HOLDS: torn studded leather jacket --- dwarven shield (shield / HITS:4 / STR:10] [made of iron...with a boar symbol on the front that is emerald in color] --- ruined splint mail armor --- tower shield (shield / HITS:6 / STR:12] [made of silver...with a chimera symbol on the front that is gold in color] --- ruined kite shield} maple cane brown couch food scraps yellow candle corroded metal spoon patches of moss moldy rags gray towel birch brush pottery shards scattered around rosewood plate wooden club maple bed wooden flagon red candle rags granite armchair loom ruined metal goblet useless torch bronze spoon basket high cedar stool wooden club rubble and dirt scattered around broken fife tinderbox large puddle of poisoned water stone workbench 4 orange candles areas with mold cobwebs brass mug 5 sticks scattered around grindstone wooden flagon small bronze mirror oak cane basket blood smears on the wall dagger hilt a 4 foot wide hole that is about 7 feet deep dried blood on the ceiling 19 wax blobs from purple candles an empty cask scattered leaves and twigs a large pile of purple ashes with a torn jester hat lying on top of it useless smoking pipe 40 foot rope spherical, glass bottle of perfume pallet loom brass rusty razor 70 feet of black yarn birch armor rack {HOLDS: rusted chain mail chest piece} large puddle of poisoned water pallet ruined bronze dented helm with a rotted head of an ogre still in it 6 large broken and dry eggshells 2 hardened blobs of once melted iron painting of Aribih the Slayer a medium-short iron cage with ashes on the bottom rusty iron dented helm ruined brass knife food scraps hourglass a 1 foot wide hole that is about 8 feet deep wooden tray oak wall basin rosewood armor rack {HOLDS: ruined bracers --- broken dwarven shield --- rusted heater shield --- rusted helm} pile of dirt ripped orange towel 8 corroded metal hooks on the wall mutilated head of an elf ruined tapestry of Orgeralassa the Man-at-arms scratches and claw marks on the floor small bottle of ink loom 3 foot long iron bar bronze dented helm with a skull of a dwarf still in it 3 iron wall sconces rusty bronze dented helm iron bench basket with a bloody head of a bugbear inside it rubble and dirt scattered around pick handle wooden pitcher metal pail rotting wood tub cracked granite wall basin pile of dirt moisture on the wall decayed head of a dwarf fungus growing rusty iron dented shield scattered ashes a huge pile of various bones broken wood shelf pottery shards scattered around ruined brass dented helm 4 bloody bandages long rotting wood table cedar chest of drawers [CONTAINS: blue cloak --- green cloth pouch (contains 12 silver)] fire pit with wood blackjack (DICE:1+3 / STR:4 / DEX:12 / HND:1) iron manacles on the floor with a decayed body of a human [CONTAINS: brass metal file --- soiled blue rag] dust throughout leather bag fungus growing dagger hilt bent brass candle snuffer bent metal manacles on the ceiling with a rotted remains of a bugbear [CONTAINS: 29 feet of gray yarn --- brass tweezers --- 5 bandages --- pint of blue paint] brass dented helm with a bloody head of an elf still in it --END-- iron box brown leather sack brown canvas sack iron footlocker with a locked keyhole iron casket iron trunk iron footlocker with a locked keyhole oak trunk red leather knapsack iron case birch coffer iron casket with a locked padlock red leather sack cedar box with a locked keyhole iron trunk tan leather backpack cedar trunk with a locked padlock iron footlocker rosewood chest leather satchel iron trunk oak trunk with a locked padlock purple cloth bag white leather knapsack leather backpack purple cloth rucksack leather backpack iron case leather rucksack mahogany box with a locked keyhole green cloth satchel cedar footlocker with a locked padlock white cloth sack brown canvas sack iron chest with a locked keyhole iron strongbox iron footlocker iron box with a locked padlock iron chest with a locked keyhole leather pouch rosewood chest with a locked padlock blue cloth sack iron strongbox with a locked padlock leather sack iron trunk with a locked keyhole brown canvas satchel cedar case with a locked padlock iron casket with a locked keyhole cedar strongbox birch footlocker with a locked padlock maple strongbox with a locked keyhole iron chest oak casket with a locked keyhole oak box with a locked keyhole cedar trunk with a locked keyhole rosewood coffer maple case with a locked padlock oak strongbox leather rucksack iron chest brown cloth bag cedar chest with a locked padlock iron chest with a locked padlock cedar strongbox birch strongbox mahogany strongbox with a locked padlock black canvas rucksack walnut strongbox iron footlocker birch box mahogany coffer iron case iron coffer cedar case maple strongbox with a locked keyhole leather bag iron chest maple coffer with a locked padlock iron trunk iron footlocker maple casket with a locked padlock mahogany box oak case iron coffer birch casket with a locked keyhole mahogany coffer iron chest brown canvas satchel rosewood case rosewood box white canvas pouch iron chest with a locked keyhole purple leather pouch iron coffer cedar case with a locked padlock iron box rosewood box with a locked keyhole leather bag iron case with a locked keyhole cedar strongbox with a locked keyhole --END-- Riches 5 1 Item 1 2 --END-- 13gp / 32ep / 21sp / 1,855cp 1 0 GEM: Aquamarine (36gp) 1 0 4pp / 16ep / 4sp / 120cp 1 0 94ep / 82sp / 14,135cp 1 0 2pp / 31gp / 95ep / 131sp / 530cp 1 0 656gp / 119ep / 1,909sp / 35,270cp 1 0 33pp / 195gp / 6,001cp 1 0 a rare, small book titled `The Odd Sea of the Prince` and is bound in brown mammoth skin, and is worth 5gp 1 0 20sp / 680cp 1 0 1pp / 37gp / 6ep / 59sp / 1,611cp 1 0 8pp / 31gp / 10ep / 87sp / 860cp 1 0 a wonderful glass bottle of snake scales worth 6gp to an herbalist 1 0 2pp / 3gp / 1ep 1 0 a rare decorative knife made of iron worth 665gp 1 0 8 inch tall onyx statue of a scorpion worth 281gp 1 0 8ep / 21sp / 1,880cp 1 0 JEWELRY: Silver Broach (10gp) 1 0 a blue leather rucksack of marvelous coins of a secret order that are made of pewter with a symbol of a chimera on it (26 ea) worth 7gp 1 0 8ep / 26sp / 205cp 1 0 26sp / 290cp 1 0 GEM: Rose Quartz (10gp) 1 0 JEWELRY: Exceptional Goblet (140gp) 1 0 240pp 1 0 3pp / 16gp / 12ep / 2sp / 385cp 1 0 a leather knapsack of gorgeous coins from an ancient race that are made of sandstone with a symbol of a chimera on it (35 ea) worth 575gp 1 0 75gp 1 0 15gp / 53sp / 950cp 1 0 an unusual, large lexicon titled `The Search of the Deathly Box of Sbeihapiel` and is bound in red serpent skin, and is worth 560gp 1 0 3pp / 9ep / 3sp / 240cp 1 0 111ep / 4,050cp 1 0 GEM: Carnelian (5gp) 1 0 2pp / 3gp / 2ep / 1sp / 5cp 1 0 3gp / 3sp / 240cp 1 0 2pp / 79gp / 2ep 1 0 an unusual musical chimes worth 277gp 1 0 33pp / 45gp / 38ep / 6sp / 80cp 1 0 GEM: Star Ruby (345gp) 1 0 78ep / 2,175cp 1 0 25,650cp 1 0 39,000cp 1 0 JEWELRY: Silvery Gold Buckle (114gp) 1 0 GEM: Moonstone (2gp) 1 0 8ep / 7sp 1 0 18ep / 23sp / 590cp 1 0 17pp / 1gp / 1ep / 4sp / 45cp 1 0 19,800cp 1 0 798gp / 193ep / 15sp / 250cp 1 0 a pretty beaver fur cape worth 8gp 1 0 42gp / 88ep / 90sp / 1,075cp 1 0 21pp / 31gp / 69ep / 4sp / 420cp 1 0 905gp / 49ep / 377sp / 4,511cp 1 0 2pp / 14gp / 35ep / 37sp / 4,110cp 1 0 GEM: Rock Crystal (14gp) 1 0 1pp / 6gp / 13ep / 26sp / 1,105cp 1 0 GEM: Freshwater Pearl (3gp) 1 0 809gp / 52ep / 69sp / 19,120cp 1 0 55pp / 138gp / 836ep / 90sp / 2,600cp 1 0 a magnificent decorative knife made of silver and the name of `Osapon` is engraved on the blade worth 194gp 1 0 7pp / 1gp 1 0 16 inch tall crystal statue of a cross worth 190gp 1 0 86,250cp 1 0 JEWELRY: Silvery Gold Comb/brush (20gp) 1 0 22pp / 8gp / 56ep / 1sp / 5cp 1 0 101gp / 14ep 1 0 47ep / 8sp / 3,475cp 1 0 225cp 1 0 a marvelous gray, knitted cotton cloak worth 34gp 1 0 3,375cp 1 0 70ep / 2sp / 1,710cp 1 0 42pp / 75ep / 99sp / 7,020cp 1 0 24pp / 12gp / 76ep / 25sp / 500cp 1 0 1pp / 10cp 1 0 13pp / 136gp / 136ep / 11sp / 881cp 1 0 225cp 1 0 a splendid fox fur cape worth 11gp 1 0 5gp / 12ep / 7sp / 1,055cp 1 0 an unusual yellow, tailored silk coat worth 10gp 1 0 JEWELRY: Golden Gemmed Bracelet (1,080gp) 1 0 2pp / 6gp / 8ep / 1sp / 480cp 1 0 41gp / 83sp / 1,125cp 1 0 2gp / 22ep / 14sp / 1,720cp 1 0 4pp / 116gp / 9ep / 10sp / 150cp 1 0 JEWELRY: Golden Buckle (384gp) 1 0 68pp / 535gp / 189ep / 9sp / 871cp 1 0 1pp / 7gp / 3ep / 39sp / 285cp 1 0 108ep / 134sp / 920cp 1 0 8pp / 96gp / 12ep / 154sp / 3,120cp 1 0 a fine decorative sword made of silver where the hilt is decorated with 5 green emeralds worth 7gp 1 0 an extraordinary, small compendium titled `The Magic of the Almighty Dagger of Zaror` and is bound in tan animal skin with violet colored symbols of a boar on the front and a buffalo on the back, and is worth 5gp 1 0 34pp / 1,273gp / 93ep / 907sp / 36,910cp 1 0 10pp / 4gp / 81ep / 34sp / 220cp 1 0 GEM: Red Spinel (8gp) 1 0 1pp / 151gp / 4ep / 19sp / 4,520cp 1 0 5pp / 1sp / 15cp 1 0 GEM: Chalcedony (12gp) 1 0 a rare green, fashioned fur cape worth 55gp 1 0 GEM: Jasper (12gp) 1 0 a wonderful painting of a scenic forest view worth 166gp 1 0 4pp / 5gp / 159sp / 320cp 1 0 17pp / 81gp / 264ep / 111sp / 380cp 1 0 a small brown leather bag of gorgeous coins of unknown origin that are made of steel with a symbol of a wolf on it (20 ea) worth 82gp 1 0 299pp / 5gp 1 0 79ep / 149sp / 12,195cp 1 0 1gp / 2ep / 8sp / 15cp 1 0 a marvelous bundle of sabretooth leather worth 4gp 1 0 GEM: Onyx (5gp) 1 0 GEM: Hematite (2gp) 1 0 a lovely green, sewn hemp cape worth 405gp 1 0 14pp / 21gp / 64ep / 11sp / 80cp 1 0 1,653ep / 27,850cp 1 0 JEWELRY: Golden Gemmed Bracelet (540gp) 1 0 a lovely pair of blue shoes made of animal skin worth 12gp 1 0 12pp / 124gp / 32ep / 85sp / 1,300cp 1 0 36pp / 3gp / 8ep / 19sp / 720cp 1 0 a pretty musical drum worth 68gp 1 0 2pp / 17gp / 28ep / 2sp 1 0 17pp / 157ep / 130sp / 1,300cp 1 0 74pp / 70gp / 1,303ep / 8sp / 1,190cp 1 0 175sp / 4,900cp 1 0 214ep / 78sp / 565cp 1 0 55pp / 2gp / 29ep / 22sp / 860cp 1 0 55gp / 103ep / 9,600cp 1 0 1pp / 8gp / 1ep 1 0 GEM: Golden Yellow Topaz (26gp) 1 0 GEM: Rhodochrosite (1gp) 1 0 18gp / 2ep / 1sp / 60cp 1 0 60gp / 179ep / 155sp / 2,951cp 1 0 an unusual bundle of animal leather worth 48gp 1 0 1,254sp / 142,920cp 1 0 1pp / 3gp / 1ep / 1sp / 30cp 1 0 JEWELRY: Exceptional Earring (80gp) 1 0 5pp / 6gp / 8ep / 12sp / 40cp 1 0 9pp / 30gp / 3ep / 62sp / 1,010cp 1 0 153pp / 21gp / 655ep / 58sp / 1,490cp 1 0 JEWELRY: Golden Bracelet (174gp) 1 0 38pp / 39gp / 46ep / 2sp / 1,160cp 1 0 33gp 1 0 an exquisite brown, tailored silk shirt worth 28gp 1 0 2pp / 2gp / 5ep / 1sp / 15cp 1 0 a delightful glass bottle of graveyard dirt worth 74gp to an alchemist 1 0 5,400cp 1 0 7pp / 207gp / 149ep / 145sp / 450cp 1 0 40pp / 66gp / 17ep / 187sp / 310cp 1 0 24pp / 70gp / 88ep / 100sp / 4,525cp 1 0 374gp / 24sp / 4,870cp 1 0 GEM: Banded Agate (1gp) 1 0 39gp / 2ep / 25sp 1 0 a magnificent decorative dagger made of iron worth 150gp 1 0 JEWELRY: Silver Buckle (45gp) 1 0 4pp / 1gp / 1ep / 18sp / 190cp 1 0 GEM: Turquoise (2gp) 1 0 5,000cp 1 0 103gp / 39ep / 35sp / 250cp 1 0 JEWELRY: Golden Broach (68gp) 1 0 1pp / 2gp / 1sp 1 0 5pp / 7gp / 7ep / 1sp / 30cp 1 0 28pp / 58ep / 125sp / 9,400cp 1 0 15sp / 45cp 1 0 an exquisite orange, stitched hemp coat worth 16gp 1 0 GEM: Moss Agate (3gp) 1 0 10pp / 1gp / 1ep / 1sp / 5cp 1 0 GEM: Obsidian (3gp) 1 0 JEWELRY: Silver Comb/brush (184gp) 1 0 1gp / 3sp / 2,540cp 1 0 10pp / 4gp / 21ep / 23sp / 91cp 1 0 6pp / 1gp / 1ep / 1cp 1 0 238sp / 2,440cp 1 0 160gp / 2ep / 3sp / 40cp 1 0 1,645sp / 61,600cp 1 0 9pp / 10gp / 10ep / 20sp / 1,701cp 1 0 100pp / 1,306sp / 4,880cp 1 0 19pp / 1,008gp / 40ep / 46sp / 780cp 1 0 84gp / 1,289ep / 200sp / 8,650cp 1 0 232gp / 83ep / 5sp / 1,550cp 1 0 JEWELRY: Golden Gemmed Chalice (1,300gp) 1 0 GEM: Alexandrite (85gp) 1 0 2pp / 16gp / 1sp / 5cp 1 0 JEWELRY: Silver Comb/brush (150gp) 1 0 25gp / 35sp / 220cp 1 0 23pp / 3gp / 64ep / 37sp / 11cp 1 0 GEM: Eye Agate (3gp) 1 0 JEWELRY: Silvery Gemmed Comb/brush (320gp) 1 0 1pp / 1sp / 20cp 1 0 6pp / 170gp / 249ep / 35sp / 1,350cp 1 0 1pp / 20ep / 22sp / 220cp 1 0 JEWELRY: Golden Choker (102gp) 1 0 2pp / 3gp / 1ep 1 0 14gp / 170ep / 62sp / 335cp 1 0 3pp / 117gp / 70ep / 147sp / 610cp 1 0 24gp / 8sp / 1,775cp 1 0 4gp / 150ep / 28sp / 990cp 1 0 1pp / 3ep / 12sp / 56cp 1 0 158pp / 808ep / 30,600cp 1 0 JEWELRY: Silver Bracelet (8gp) 1 0 GEM: Golden Pearl (23gp) 1 0 24pp / 24ep / 3,300cp 1 0 9pp / 25gp / 3ep / 15sp / 800cp 1 0 GEM: Violet Garnet (132gp) 1 0 232ep / 1,600cp 1 0 233sp / 2,300cp 1 0 a pretty, small almanac titled `The Mystery of the Dagger of Femiard` and is bound in brown wolf skin with azure colored symbols of a pegasus on the front and a chimera on the back, and is worth 65gp 1 0 29gp / 31ep / 43sp / 466cp 1 0 a large leather rucksack of delightful coins from a missing land that are made of palladium with a symbol of a scorpion on it (80 ea) worth 6gp 1 0 86pp / 154gp / 48ep / 144sp / 1,320cp 1 0 2pp / 7gp / 2ep / 3sp / 30cp 1 0 25pp / 3gp / 15ep / 6sp / 2,080cp 1 0 129ep / 2,919sp / 2,670cp 1 0 1sp / 10cp 1 0 94ep / 5sp / 450cp 1 0 JEWELRY: Silver Choker (64gp) 1 0 a fine pair of boots made of griffin fur worth 8gp 1 0 15pp / 71gp / 2ep / 1cp 1 0 1gp / 29ep / 3sp / 640cp 1 0 1pp / 1gp / 3ep 1 0 1gp / 1ep / 1sp / 25cp 1 0 251ep / 371sp / 2,780cp 1 0 88gp / 31ep / 140sp / 4,850cp 1 0 2pp / 1gp / 30ep / 29sp / 195cp 1 0 886gp / 208sp / 27,240cp 1 0 1ep / 1sp / 5cp 1 0 an elegant green, fashioned cloth shirt worth 100gp 1 0 198sp / 1,215cp 1 0 1gp / 1ep 1 0 1,254gp / 1,276ep / 58sp / 4,640cp 1 0 67ep / 483sp / 4,990cp 1 0 48ep / 83sp / 4,440cp 1 0 JEWELRY: Golden Gemmed Comb/brush (910gp) 1 0 3pp / 1ep / 10cp 1 0 1pp / 9gp / 2sp 1 0 a wonderful musical chimes worth 9gp 1 0 1,646sp / 24,080cp 1 0 1pp / 4gp / 4ep / 2sp / 30cp 1 0 39ep / 19sp / 400cp 1 0 67sp / 2,410cp 1 0 6gp / 2ep / 4sp / 120cp 1 0 JEWELRY: Silver Arm-ring (145gp) 1 0 25gp / 1ep 1 0 2pp / 27gp / 1ep / 14sp / 3,470cp 1 0 3pp / 7gp / 1ep / 10sp / 190cp 1 0 14pp / 12gp / 67ep / 4sp / 970cp 1 0 2,700cp 1 0 a superb manual titled `Earthly Chains of the Ghost` and is bound in blue basilisk skin, and is worth 689gp 1 0 600cp 1 0 89sp / 650cp 1 0 GEM: Violet Garnet (60gp) 1 0 16gp / 25ep / 667sp / 6,760cp 1 0 JEWELRY: Silvery Gold Goblet (240gp) 1 0 12gp / 12sp / 601cp 1 0 3,045cp 1 0 34pp / 16gp / 5ep / 29sp / 70cp 1 0 JEWELRY: Silvery Gold Belt (43gp) 1 0 23pp / 4gp / 14sp / 195cp 1 0 308sp / 4,040cp 1 0 5pp / 1ep 1 0 1ep / 235cp 1 0 19ep / 8,125cp 1 0 GEM: Peridot (8gp) 1 0 2pp / 281gp / 325ep / 428sp / 3,840cp 1 0 JEWELRY: Silvery Gold Goblet (16gp) 1 0 9gp / 10ep / 1sp / 20cp 1 0 1gp / 80cp 1 0 1pp / 9gp / 5sp 1 0 4pp / 50ep / 19sp / 70cp 1 0 JEWELRY: Exceptional Earring (981gp) 1 0 5pp / 1gp / 1ep / 2sp / 10cp 1 0 1pp / 2gp / 22ep / 21sp / 345cp 1 0 6sp / 360cp 1 0 18gp / 6sp / 30cp 1 0 17pp / 250cp 1 0 GEM: Rhodochrosite (2gp) 1 0 GEM: Coral (34gp) 1 0 12pp / 8gp / 1ep / 275cp 1 0 1,118sp / 1,940cp 1 0 3pp / 87gp / 5ep / 34sp / 870cp 1 0 5pp / 38gp 1 0 GEM: Chrysoprase (6gp) 1 0 a large orange cloth knapsack of lovely coins from a missing land that are made of sandstone with a symbol of a bat on it (87 ea) worth 127gp 1 0 GEM: Alexandrite (43gp) 1 0 a lovely musical small harp worth 5gp 1 0 11gp / 12ep / 24sp / 220cp 1 0 4pp / 1sp / 5cp 1 0 13pp / 13gp / 3ep / 6sp / 630cp 1 0 65sp / 3,200cp 1 0 JEWELRY: Exceptional Goblet (2,700gp) 1 0 GEM: Violet Garnet (8gp) 1 0 56gp / 1,761sp / 19,180cp 1 0 4gp / 7ep / 31sp / 1,030cp 1 0 121gp / 19ep / 39sp / 670cp 1 0 16pp / 86gp / 28ep 1 0 1pp / 44gp / 3ep / 39sp / 170cp 1 0 13pp / 121gp / 25ep / 2sp / 61cp 1 0 12pp / 74gp / 14ep / 60sp / 700cp 1 0 JEWELRY: Silvery Gemmed Coronet (540gp) 1 0 624sp / 15,521cp 1 0 JEWELRY: Silver Earring (6gp) 1 0 GEM: Black Pearl (48gp) 1 0 93pp / 68ep / 236sp / 4,881cp 1 0 a superb muskrat fur cape worth 87gp 1 0 JEWELRY: Golden Arm-ring (288gp) 1 0 178gp / 23ep / 46sp / 1,130cp 1 0 JEWELRY: Golden Bracelet (87gp) 1 0 JEWELRY: Exceptional Belt (520gp) 1 0 55pp / 9gp / 5ep / 82sp / 3,910cp 1 0 23 inch tall sandstone carving of a hawk worth 171gp 1 0 525sp / 20,100cp 1 0 15gp / 1ep / 2sp / 30cp 1 0 1pp / 3gp / 1ep / 21sp / 5cp 1 0 8 inch tall limestone carving of a eye worth 6gp 1 0 3pp / 1ep / 1sp / 6cp 1 0 a strange glass jar of troll blood worth 19gp to an alchemist 1 0 27ep / 2,790cp 1 0 6sp / 3,480cp 1 0 210pp / 65gp / 4ep / 8sp / 141cp 1 0 6pp / 3gp 1 0 a gorgeous decorative dagger made of iron and the name of `Pimunael` is engraved on the blade worth 12gp 1 0 GEM: Coral (5gp) 1 0 56gp / 82ep / 1sp / 30cp 1 0 GEM: Hematite (1gp) 1 0 GEM: Violet Garnet (116gp) 1 0 12pp / 17ep / 4sp / 71cp 1 0 42ep / 129sp / 3,945cp 1 0 90pp / 232gp / 1,177ep / 25sp / 5,450cp 1 0 992sp / 6,410cp 1 0 410gp / 575ep / 781sp / 1,630cp 1 0 GEM: Chrysoberyl (27gp) 1 0 4pp / 4gp / 17ep / 2sp / 85cp 1 0 GEM: Carnelian (14gp) 1 0 88ep / 160cp 1 0 1ep / 7sp / 66cp 1 0 6pp / 17ep / 2sp / 110cp 1 0 953sp / 48,940cp 1 0 2pp / 1ep 1 0 JEWELRY: Silver Chalice (55gp) 1 0 JEWELRY: Silver Choker (18gp) 1 0 --END-- Helm [magical armor/head] (HITS:4 -- STR:1) [it is white in color...with a chimera symbol on it that is ivory in color] 1 0 Mythical Wand of Gnoth - wand of magic arrow (will create an arrow that attacks on its own for one combat round and then vanishes...based on the wielder, it has DICE:[INT+2]d6+[STR]) [this has 57 charges and is made of bone and has a fiery yellow corundum at the end of it] 1 0 A small jar of red dust that protects one from traps (can be sprinkled on 8 individuals and traps cannot harm them for 11 hours) 1 0 Forgotten Porcupine Spines of Gurinca - porcupine spines (8) [magical weapon/ranged] (DICE:6+8 -- STR:2 -- DEX:7) 1 0 Ianthian`s Monocle {allows the wearer to turn someone to stone by looking at them unless they make an L1SR vs. DEX or LCK...it can be used 4 times per day} 1 0 Glorified Helm of Tuggug - helm [magical armor/head] (HITS:2 -- STR:1) [it is orange in color] 1 0 Habiot`s Powerful Cloak {this green cloak gives the wearer protection from fire and flame...including fiery forms of dragon breath} 1 0 Marvelous Sopok of Odzonte - sopok [magical armor/shield] (HITS:8 -- STR:1) [it is brown in color...with a cross symbol on it that is amber in color] 1 0 Almonjin`s Fantastic Talisman {this gold talisman has a snake symbol on it and will stabalize the wearer if their CON drops below 1...keeping them at 1 CON, but only once a week} 1 0 Buckler [magical armor/shield] (HITS:33 -- STR:1) [it is yellow in color] 1 0 Wonderful Ring of Orielsecha - ring of magic (allows the wearer reduce a spell casting cost by 6 point) [a copper ring...the command word to use this is `siepehral`, which can be learned by identifying the item] 1 0 Astounding Sollerets of Ronlyn the Pickpocket - sollerets [magical armor/legs] (HITS:16 -- STR:1) [it is yellow in color...with a sword symbol on it that is royal blue in color] 1 0 Glorified Heavy Cloth of Cairne - heavy cloth [magical armor/suit] (HITS:4 -- STR:1) [it is green in color...with a tower symbol on it that is maroon in color] 1 0 Israfel`s Belt {this blue dinosaur skin belt has a silver buckle and will slightly tighten around the wearer when within 20 feet of gems and the wearer concentrates} 1 0 Clay jug of blessing oil (remove curses on those it is rubbed on). This liquid looks fuming in appearance. It also has a earthy taste and smell to it. It seems to be ecru (brown) in color. 1 0 Ring of falsehood (can detect lies and cannot tell any) [a gold ring] 1 0 Full helm [magical armor/head] (HITS:12 -- STR:1) [it is green in color] 1 0 Garotte [magical weapon/unusual] (DICE:1+3 -- STR:8 -- DEX:14 -- [infernal garotte (wielder speaks every word backwards until curse removing magic is used, which makes the item normal)]) 1 0 A small ceramic jug of green oil that protects one from traps (can be poured on 8 individuals and traps cannot harm them for 7 hours) 1 0 Silvery [hammer, war] 1 0 Rare Sollerets of Thayax - sollerets [magical armor/legs] (HITS:8 -- STR:1 -- [BONUS +1 for any SR's made from attacks]) [it is green in color...with a angel symbol on it that is ivory in color] 1 0 A small ceramic jug of yellow oil that protects one from fire (can be poured on 9 individuals and fire cannot harm them for 18 hours) 1 0 Throwing stars (5) [magical weapon/ranged] (DICE:6+3 -- STR:2 -- DEX:10 -- [good fortune weapon - wielder gets a +4 to LCK]) 1 0 [armor/shield]dwarven spike shield (2d6 in combat) [made of iron...with a horse symbol on it that is violet in color] 1 0 Mighty Bracers of Zunuguk the Mercenary - bracers [magical armor/arms] (HITS:16 -- STR:1) [it is white in color] 1 0 A small sack of purple sand that protects one from gaze attacks (can be sprinkled on 12 individuals and gazes cannot harm them for 11 hours) 1 0 Sickle (3`) [magical weapon/hafted] (DICE:6+5 -- STR:10 -- DEX:7) 1 0 Test tube of fire resistance liquid (lasts for 5 hours). This liquid looks smoky in appearance. It also has a peppery taste and smell to it. It seems to be mahogany (brown) in color. 1 0 [armor/legs]greaves [made of iron] 1 0 Blue-colored, decanter of persuasive elixir (can convince others to so something non-life threatening for 8 minutes). This liquid looks bubbling in appearance. It also has a oniony taste and smell to it. It seems to be steely (metallic) in color. 1 0 Test tube of etherealness liquid (can pass through 10 feet thick walls for 13 minutes). This liquid looks cloudy in appearance. It also has a watery taste and smell to it. It seems to be ultramarine (blue) in color. 1 0 Hangde`s Gauntlets {these copper gauntlets grants the wearer the skills of a great warrior by giving +8 to combat rolls} 1 0 [branch knife] 1 0 Sareva`s Ultimate Gauntlets {these gold gauntlets grants the wearer the ability to hold a two-handed weapon effectively in one hand} 1 0 A small pouch of red powder that protects one from traps (can be sprinkled on 12 individuals and traps cannot harm them for 7 hours) 1 0 A small pouch of gray sand that protects one from illusions (can be sprinkled on 9 individuals and they can see the truth of illusions for 4 hours) 1 0 Red-colored, decanter of bluntness oil (any blunt weapon it is rubbed on has an extra 2 dice for 6 hours). This potion is layered [colors of fuchsia, reddish purple, and burnt orange] in appearance. It also has a bitter taste and smell to it. It seems to be neutral (gray) in color. 1 0 Axe, great [magical weapon/hafted] (DICE:7+9 -- STR:18 -- DEX:9 -- [haste weapon - wielder gets a +4 to DEX]) 1 0 GEM: Golden Yellow Topaz (192gp) 1 0 Xystil`s Axe {looks like an ordinary hatchet but cut down a 3 foot thick tree in one swing...but only has 17 charges where a tree exhausts such charges} 1 0 Ring of feather falling (will cause the wearer to fall slowly) [a gold ring with a sard quartz set in it] 1 0 Enchanted Wand of Be`elzebubba - wand of icicles (will create icicles that attacks on its own for one combat round and then melts away...based on the wielder, it has DICE:[INT+6]d6+[STR]) [this has 43 charges and is made of strange wood and has a onyx at the end of it] 1 0 Incredible Sax of Abraanthasala - sax [magical weapon/dagger] (DICE:4+13 -- STR:6 -- DEX:8) 1 0 Galzieth`s Tablecloth {once a day, when this white tablecloth is put on a table, it will unfold with a feast for up to 7 people} 1 0 Marvelous Cuirass of Xuag - cuirass [magical armor/chest] (HITS:20 -- STR:2) [it is black in color] 1 0 Fantastic Wand of Olrion the Conjurer - wand of finding traps (will find nearby traps) [this has 68 charges and is made of ivory. The command word to use this is `soipatrul`, which can be learned by identifying the item] 1 0 Buordud`s Wonderful Scarab {this iron scarab has a man symbol on it and grants the wearer an immunity to possession type magic, or having their soul taken} 1 0 Brespal`s Ancestral Clay Jug {contains a genie that will grant 1 reasonable wish...where the item then vanishes} 1 0 A small bottle of red dust that protects one from smoke elemental (can be sprinkled on 11 individuals and these elementals cannot harm them for 4 hours) 1 0 A small sack of yellow dust with an evil curse to whatever it is sprinkled on (person cannot stop crying, where maybe nearby monsters may hear until curse removing magic is used) 1 0 [cranequin] 1 0 Ronlyn`s Belt {this yellow animal skin belt has a iron buckle and gives the wearer +9 bonus to the hits of their armor} 1 0 Fabled Wand of Loxias the Wizard - wand of sorcery (can reduce the STR cost to cast a spell by 2 per charge) [this has 64 charges and is made of strange wood and has a blue quartz at the end of it. There is a command word carved on it in a balrog language that says `carna`] 1 0 Evamazi`s Mighty Steel Hand Mirror {when the mirror is spoken into, it will answer one question per day} 1 0 Mystical Boomerang of Pentagnony the Necromancer - boomerang [magical weapon/ranged] (DICE:3+6 -- STR:11 -- DEX:11) 1 0 Katar [magical weapon/dagger] (DICE:5+10 -- STR:2 -- DEX:7) 1 0 Wondrous Ring of Tidgug the Slayer - ring of freedom (allows the wearer to break free from any form of imprisonment) [a platinum ring with a obsidian set in it - it has 31 charges] 1 0 Ceramic jug of poison antidote (can cure any poison if consumed quick enough). This liquid looks clear in appearance. It also has a perfumy taste and smell to it. It seems to be neutral (gray) in color. 1 0 Yellow-colored, glass bottle of cold resistance elixir (lasts for 2 hours). This liquid looks clear in appearance. It also has a meaty taste and smell to it. It seems to be emerald (brown) in color. 1 0 Almighty Cuisses of Lananar the Soldier - cuisses [magical armor/legs] (HITS:4 -- STR:1 -- [BONUS +1 for any SR's made from attacks]) [it is purple in color] 1 0 Royal Wand of Jercos the Medium - wand of sorcery (can reduce the STR cost to cast a spell by 10 per charge) [this has 51 charges and is made of bone and has a alexandrite at the end of it] 1 0 Wine bottle of dragon venom (this poison can be put on weapons...which the opponent suffers an additional 4 hits of damage from the weapon...but is only effective for 8 hits with the weapon before it loses effectiveness). This liquid looks oily in appearance. It also has a herbal taste and smell to it. It seems to be coral (red) in color. 1 0 Glass bottle of persuasive elixir (can convince others to so something non-life threatening for 8 minutes). This liquid looks cloudy in appearance. It also has a metallic taste and smell to it. It seems to be rust (red) in color. 1 0 Mighty Stinger of Ylthallynon the Rogue - stinger (4`) [magical weapon/spear] (DICE:4+4 -- STR:5 -- DEX:7) 1 0 A small test tube of green oil with a vile hex to whatever it is poured on (person goes insane for about 18 hours) 1 0 Astonishing Chakram of Oratinael - chakram (7) [magical weapon/ranged] (DICE:2+4 -- STR:4 -- DEX:14) 1 0 Volan`s Evil Skull {holding it will cause any undead to ignore the wielder} 1 0 Woggha`s Circlet {this iron circlet has a black opal set in it and grants the wearer the ability to read one`s mind and communicate telepathically...but only once per day} 1 0 Eligor`s Amazing Necklace {this copper necklace has a snake symbol on it and grants the wearer the ability to cast any known first level spell at no cost...once per day} 1 0 Amazing Foil of Teron - foil (4`) [magical weapon/sword] (DICE:4+5 -- STR:6 -- DEX:13) 1 0 Wand of conjuring (can summon any creature for the duration of a single combat...but no matter the creature...it will only have an MR of the wielder`s INTx10) [this has 35 charges and is made of bone] 1 0 A small sack of orange sand that protects one from gases (can be sprinkled on 11 individuals and gases cannot harm them for 11 hours) 1 0 Mighty Porcupine Spines of Anrac - porcupine spines (8) [magical weapon/ranged] (DICE:5+6 -- STR:3 -- DEX:9) 1 0 Tan-colored, decanter of humanoid domination liquid [hobbits] (lasts for 2 hours). This liquid looks vaporous in appearance. It also has a salty taste and smell to it. It seems to be peach (yellow) in color. 1 0 Staff of power {DICE:3+6 / STR:10 / DEX:8 / Wizard Weapon} (can allow the wielder, and nearby comrades, an extra dice to anything they attempt for 6 hours per charge) [this has 19 charges and is made of yew wood] 1 0 Fugdad`s Magnificent Floppy Hat {this gray floppy hat grants the wearer the ability to see perfectly underwater up to 80 feet away and breathe normally...the magic word to activate the power is `coadatha` which is stitched inside of it} 1 0 JEWELRY: Silver Choker (25gp) 1 0 Ring of weakness (if the wearer of this ring touches someone, and wills it, they can drain the victim of all their STR points once per day) [a bone ring...there is a command word engraved on the inside written in a long dead devlish language that says `kcaluht` - it has 37 charges] 1 0 Rare Wand of Aralcail the Conjurer - wand of extinguishing (puts out fires and can even stop the effects of fire based attacks) [this has 99 charges and is made of strange wood and has a carnelian at the end of it] 1 0 Full helm [magical armor/head] (HITS:12 -- STR:1) [it is black in color] 1 0 Glass jar of swimming elixir (drinker can move through water as though they are moving on land for an hour). This liquid looks flecked [midnight blue colored] in appearance. It also has a meaty taste and smell to it. It seems to be pink (red) in color. 1 0 Fabulous Wand of Cora the Seer - wand of extinguishing (puts out fires and can even stop the effects of fire based attacks) [this has 22 charges and is made of bone] 1 0 [armor/arms]mitten gauntlets [made of mithril...with a boar symbol on it that is silver in color] 1 0 Glass bottle of swimming elixir (drinker can move through water as though they are moving on land for an hour). This liquid looks luminous in appearance. It also has a earthy taste and smell to it. It seems to be dun (gray) in color. 1 0 Varthurg`s Ornate Rope {when the word `eteleler` is spoken (which is learned by identifying the item) then this 140 foot rope will ascend so it can be climbed up} 1 0 Sacred Ring of Genebe the Criminal - ring of elemental domination [smoke elemental] (will control a single elemental for 90 minutes) [a silver ring] 1 0 Clay jug of plant control liquid (lasts for 5 hours). This liquid looks fuming in appearance. It also has a buttery taste and smell to it. It seems to be bone (white) in color. 1 0 Marvelous Stiletto of Mamelaz the Mercenary - stiletto [magical weapon/dagger] (DICE:5+3 -- STR:1 -- DEX:1) 1 0 Astonishing Fang-Wing of Dohalosb - fang-wing [magical weapon/dagger] (DICE:5+11 -- STR:8 -- DEX:1) 1 0 Nalynkal`s Magical Orb {this orange glass orb can fit in the hand and will drain the STR from an opponent at the rate of 19 STR per combat round...but it only has 20 charges and it uses a charge for each combat round used} 1 0 Povarith`s Unknown Belt {this brown animal skin belt has a silver buckle and allows the buckle to absorb electrical energy or bolts, where the wearer than then direct that same damaging energy elsewhere} 1 0 Clay jug of poison antidote (can cure any poison if consumed quick enough). This liquid looks viscous in appearance. It also has a lemony taste and smell to it. It seems to be tan (brown) in color. 1 0 Wondrous Ring of Thikaden - ring of influence (allows the wearer to roll an extra die for any SR's involving CHR) [a silver ring with a blue-white diamond set in it - it has 22 charges] 1 0 Silvery [stiletto] 1 0 Waterskin of life giving potion (brings those back from the dead). This liquid looks oily in appearance. It also has a dusty taste and smell to it. It seems to be scarlet (red) in color. 1 0 A small sack of purple powder that protects one from gases (can be sprinkled on 2 individuals and gases cannot harm them for 4 hours) 1 0 [adze] 1 0 GEM: Star Ruby (32gp) 1 0 Rare War Hammer of Wielgianth - hammer, war [magical weapon/hafted] (DICE:6+5 -- STR:15 -- DEX:3) 1 0 Open-face helm [magical armor/head] (HITS:12 -- STR:1) [it is blue in color] 1 0 Breast plate [magical armor/chest] (HITS:12 -- STR:1) [it is gray in color] 1 0 Supreme Wand of Marfu the Mage - wand of secrets (will find nearby secret/hidden doors) [this has 68 charges and is made of demon bone and has a malachite at the end of it] 1 0 Ring of phasing (can pass through obstacles up to 5 feet thick) [a gold ring] 1 0 Fantastic Quarterstaff of Stwine the Warrior - quarterstaff [magical weapon/unusual] (DICE:3+3 -- STR:10 -- DEX:7) 1 0 Lamellar [magical armor/suit] (HITS:36 -- STR:11) [it is green in color] 1 0 Wand of the worm (digs, moves earth, changes rock to mud...but only 20 feet per charge) [this has 20 charges and is made of bone and has a fiery yellow corundum at the end of it] 1 0 Glass jar of polymorph elixir (can turn into another creature the same size for 8 hours. This liquid looks bubbling in appearance. It also has a fiery taste and smell to it. It seems to be neutral (gray) in color. 1 0 A small jar of black sand that protects one from acidic attacks (can be sprinkled on 12 individuals and acid cannot harm them for 6 hours) 1 0 A small glass jar of purple oil that protects one from water (can be poured on 4 individuals and water/ice/snow/vapor-based attacks cannot harm them for 11 hours) 1 0 A small jar of green dust with an evil curse to whatever it is sprinkled on (person turns to a cloud of smoke until curse removing magic is used) 1 0 Dwarven mask [magical armor/head] (HITS:2 -- STR:1) [it is orange in color] 1 0 Wondrous War Bola of Galzan - war bola [magical weapon/ranged] (DICE:4+2 -- STR:7 -- DEX:8) 1 0 Glass bottle of invulnerable potion (lasts for 30 minutes). This liquid looks watery in appearance. It also has a dusty taste and smell to it. It seems to be dove (gray) in color. 1 0 Staff of the wizard {DICE:3+10 / STR:6 / DEX:6 / Wizard Weapon} (grants a +3 to INT...without using charges...and can reduce the STR cost to cast a spell by . mt_rand(5,15) . per charge) [this has 5 charges and is made of yew wood. There is a command word carved on it in a dragon language that says `htnarej`] 1 0 Divine Wand of Apcbun the Medium - wand of the magi (can cast a spell at 1 level higher efficacy without spending extra STR points) [this has 85 charges and is made of demon bone. The command word to use this is `snelonoh`, which can be learned by identifying the item] 1 0 Ceramic jug of elemental protection liquid [earth elemental] (lasts for 3 hours). This liquid looks cloudy in appearance. It also has a tart taste and smell to it. It seems to be colorless (white) in color. 1 0 Pristine [throwing stars (6)] 1 0 Vambraces [magical armor/arms] (HITS:14 -- STR:1) [it is blue in color] 1 0 Waterskin of shrinking concoction (drinker and items shrink to 5% normal size for 6 minutes). This liquid looks oily in appearance. It also has a herbal taste and smell to it. It seems to be salmon (orange) in color. 1 0 Glass jar of treasure seeking mixture (can find nearby treasure for 20 minutes). This liquid looks fuming in appearance. It also has a watery taste and smell to it. It seems to be ruby (red) in color. 1 0 Spherical, glass bottle of flaming oil (burns as soon as it is exposed to air for 3 hours). This liquid looks watery in appearance. It also has a burning taste and smell to it. It seems to be gold (metallic) in color. 1 0 Staff of friendship {DICE:6+3 / STR:6 / DEX:5 / Wizard Weapon} (can make up to 9 enemies be friendly to the wielder for 11 minutes) [this has 8 charges and is made of ash wood] 1 0 Ornate Throwing Stars of Phoseph - throwing stars (4) [magical weapon/ranged] (DICE:6+4 -- STR:1 -- DEX:9) 1 0 Phenomenal Lantern Shield of Cirth - lantern shield [magical armor/shield] (HITS:12 -- STR:2) [it is white in color] 1 0 [war shovel] 1 0 Powerful Gauntlets of Omaghed - gauntlets [magical armor/arms] (HITS:10 -- STR:1) [it is orange in color] 1 0 A small bottle of orange sand with horrible magic to whatever it is sprinkled on (person begins to see all friends as monsters, fleeing from them for about 19 days) 1 0 Abrox`s Belt {this brown griffin skin belt has a platinum buckle and can completely restore the wearer's CON...but only has 19 charges} 1 0 Wondrous War Hammer of Espispto - hammer, war [magical weapon/hafted] (DICE:7+5 -- STR:15 -- DEX:3) 1 0 Bracers [magical armor/arms] (HITS:14 -- STR:1) [it is white in color...with a bat symbol on it that is gold in color] 1 0 Wonderful Wand of Vlog - wand of finding traps (will find nearby traps) [this has 28 charges and is made of ivory and has a garnet at the end of it] 1 0 A small ceramic jug of purple oil that protects one from poison (can be poured on 2 individuals and poisons cannot harm them for 6 hours) 1 0 Lantern shield [magical armor/shield] (HITS:9 -- STR:3) [it is black in color] 1 0 Glass jar of mind reading potion (lasts for 22 minutes). This liquid looks fuming in appearance. It also has a perfumy taste and smell to it. It seems to be lavender (violet) in color. 1 0 Wine bottle of growing draught (drinker and items grow to 4x normal size for 7 minutes). This liquid looks effervescent in appearance. It also has a bitter taste and smell to it. It seems to be ochre (yellow) in color. 1 0 Astounding Ring of Ysfall the Magician - ring of leaping (can leap 30 feet or 10 feet high) [a iron ring with a smoky quartz set in it - it has 32 charges] 1 0 Bracers [magical armor/arms] (HITS:26 -- STR:1) [it is blue in color...with a hand symbol on it that is indigo in color] 1 0 Clay jug of blessing potion (drinker will have a curse lifted, or it can be poured on an item to remove a curse from it). This liquid looks clear in appearance. It also has a spicy taste and smell to it. It seems to be pink (red) in color. 1 0 Fabled Ring of Scythyn - ring of water walking (allows the wearer to walk on water up to 70 feet per charge) [a iron ring] 1 0 A small bottle of yellow powder with an evil curse to whatever it is sprinkled on (person shrinks about 1 foot for about 4 hours) 1 0 Wand of fireball (will create a fireball that attacks on its own for one combat round and then burns away...based on the wielder, it has DICE:[INT+4]d6+[STR]) [this has 93 charges and is made of demon bone and has a sard quartz at the end of it] 1 0 Ring of constitution +4 [a iron ring with a white pearl set in it] 1 0 Divine Porcupine Spines of Krgdei the Conjurer - porcupine spines (5) [magical weapon/ranged] (DICE:5+2 -- STR:4 -- DEX:8) 1 0 Wine bottle of invisibility liquid (lasts for 3 minutes). This liquid looks rainbowed in appearance. It also has a fiery taste and smell to it. It seems to be bone (white) in color. 1 0 Foil (3`) [magical weapon/sword] (DICE:6+11 -- STR:3 -- DEX:13) 1 0 Magical Wand of Kebub - wand of secrets (will find nearby secret/hidden doors) [this has 20 charges and is made of strange wood. There is a command word carved on it in a cryptic minotaur language that says `htulisai`] 1 0 Extraordinary Ring of Vek - ring of the chameleon (the wearer can blend in with a surface for 10 minutes and only if they hold still) [a platinum ring with a iolite set in it] 1 0 Branch knife [magical weapon/ranged] (DICE:5+3 -- STR:8 -- DEX:15) 1 0 A small jar of yellow powder that protects one from wererat (can be sprinkled on 4 individuals and these lycanthropes cannot harm them for 6 hours) 1 0 [armor/shield]tower shield [made of gold...with a eye symbol on it that is scarlet in color] 1 0 Glass jar of flying liquid (lasts for 11 minutes). This liquid looks clear in appearance. It also has a tart taste and smell to it. It seems to be ochre (yellow) in color. 1 0 Clay jug of cleansing concoction (drinker will have a curse lifted, or it can be poured on an item to remove a curse from it). This potion is layered [colors of umber, turquoise blue, and mulberry] in appearance. It also has a greasy taste and smell to it. It seems to be apricot (orange) in color. 1 0 Sacred Branch Knife of Jonin - branch knife [magical weapon/ranged] (DICE:7+8 -- STR:7 -- DEX:14) 1 0 A small bottle of white sand that protects one from devils (can be sprinkled on 12 individuals and devils cannot harm them for 4 hours) 1 0 Mysterious Sollerets of Ybri the Sage - sollerets [magical armor/legs] (HITS:8 -- STR:1) [it is blue in color] 1 0 Pristine [porcupine spines (9)] 1 0 Fantastic Throwing Stars of Aeyi - throwing stars (9) [magical weapon/ranged] (DICE:5+4 -- STR:2 -- DEX:10 -- [+5 combat adds when used against sea creatures (whale bane)]) 1 0 Royal Wand of Balucic the Wizard - wand of weakness (every charge used will drain 5 STR from an opponent) [this has 70 charges and is made of strange wood] 1 0 Urgran`s Rare Gloves {these black gloves grants the wearer the ability to climb walls with a 1 in 6 success rate} 1 0 Missing Bardiche of Makzok - bardiche (9`) [magical weapon/polearm] (DICE:8+4 -- STR:14 -- DEX:12) 1 0 Forgotten Leather Jerkin of Quier the Priest - leather jerkin [magical armor/chest] (HITS:4 -- STR:1) [it is white in color] 1 0 A small sack of black sand that protects one from illusions (can be sprinkled on 10 individuals and they can see the truth of illusions for 18 hours) 1 0 Clay jug of secret doors potion (drinker can see secret doors and compartments for about an hour). This liquid looks bubbling in appearance. It also has a spicy taste and smell to it. It seems to be purple (violet) in color. 1 0 Clay jug of mind reading draught (lasts for 12 minutes). This liquid looks vaporous in appearance. It also has a spicy taste and smell to it. It seems to be saffron (yellow) in color. 1 0 Ring of feather falling (will cause the wearer to fall slowly) [a iron ring] 1 0 A small sack of black dust that protects one from illusions (can be sprinkled on 12 individuals and they can see the truth of illusions for 11 hours) 1 0 A small pouch of blue sand that protects one from magic (can be sprinkled on 4 individuals and magic cannot harm them for 5 hours) 1 0 Steinzena`s Almighty Cloak {this black cloak distorts the image of the wearer where they appear to be about a foot or two from where they are actually standing...giving them an extra 1 dice for attacks and combat SR's} 1 0 Powerful Main Gauche of Noxtrag - main gauche [magical weapon/dagger] (DICE:6+10 -- STR:9 -- DEX:10) 1 0 A small bottle of purple dust that protects one from fire (can be sprinkled on 3 individuals and fire cannot harm them for 4 hours) 1 0 Silvery [estok] 1 0 Kukri [magical weapon/dagger] (DICE:4+12 -- STR:5 -- DEX:5) 1 0 Wand of the magi (can cast a spell at 1 level higher efficacy without spending extra STR points) [this has 53 charges and is made of strange wood] 1 0 A small pouch of white dust that protects one from cold (can be sprinkled on 5 individuals and cold cannot harm them for 13 hours) 1 0 Xothkug`s Tablecloth {once a day, when this blue tablecloth is put on a table, it will unfold with a feast for up to 6 people} 1 0 Ring of dexterity +1 [a gold ring with a rich purple corundum set in it] 1 0 Razeniel`s Ultimate Gauntlets {these gold gauntlets are cursed and will cause the wearer to drop their weapon about 3 out of 6 times each combat round until curse removing magic is used, which makes the item normal} 1 0 Test tube of youth concoction (drinker becomes 16 years younger). This liquid looks watery in appearance. It also has a tart taste and smell to it. It seems to be emerald (brown) in color. 1 0 Mystical Wand of Lana the Priest - wand of animation (will cause a nearby statue or furniture {chair, table, etc} to join the wielder and fight alongside for 4 combat rounds...based on the wielder, it will have a CON:[INT+STR] and DICE:[INT+2]d6+[CON]) [this has 42 charges and is made of strange wood and has a blue quartz at the end of it] 1 0 Iron flask of healing liquid (restores 1d6+5 CON). This liquid looks smoky in appearance. It also has a perfumy taste and smell to it. It seems to be fuchsia (violet) in color. 1 0 Iron flask of persuasive concoction (can convince others to so something non-life threatening for 12 minutes). This liquid looks syrupy in appearance. It also has a sweet taste and smell to it. It seems to be peach (yellow) in color. 1 0 Mysterious Ring of Beynlore - ring of cold resistance (allows the wearer to roll an extra die for any SR's involving cold) [a bone ring with a black pearl set in it...there is a command word engraved on the inside written in a hobling language that says `nrognaf`] 1 0 A small pouch of blue sand that protects one from magic (can be sprinkled on 2 individuals and magic cannot harm them for 15 hours) 1 0 Test tube of intellect mixture (increases the drinker's INT by 5 for 2 hours). This liquid looks vaporous in appearance. It also has a dusty taste and smell to it. It seems to be sapphire (blue) in color. 1 0 Lost Ring of Maeluinus the Prowler - ring of strength +1 [a silver ring with a golden pearl set in it] 1 0 [armor/legs]sollerets [made of iron] 1 0 Jambiya [magical weapon/dagger] (DICE:3+4 -- STR:1 -- DEX:7) 1 0 Test tube of dragon domination liquid [mist dragons] (lasts for 4 hours). This liquid looks luminous in appearance. It also has a milky taste and smell to it. It seems to be lavender (violet) in color. 1 0 GEM: Hematite (1gp) 1 0 Ceramic jug of giant domination draught [mountain giants] (lasts for 2 hours). This potion is layered [colors of white, yellow, and purple] in appearance. It also has a bilious taste and smell to it. It seems to be cerulean (blue) in color. 1 0 Enchanted Branch Knife of Zogugh the Torturer - pristine branch knife [magical weapon/ranged] (DICE:5+6 -- STR:7 -- DEX:14) 1 0 Glass bottle of lying potion (drinker can convincely tell lies for 12 minutes). This liquid looks rainbowed in appearance. It also has a salty taste and smell to it. It seems to be golden (orange) in color. 1 0 [armor/suit]soft leather [made of animal hide and is gray in color] 1 0 A small pouch of white powder that protects one from magic (can be sprinkled on 5 individuals and magic cannot harm them for 15 hours) 1 0 Glass bottle of disenchanting oil (remove enchantments on those it is rubbed on). This liquid looks watery in appearance. It also has a earthy taste and smell to it. It seems to be heliotrope (violet) in color. 1 0 Test tube of slippery, magical oil (poured on the floor where anyone slips and falls). This liquid looks watery in appearance. It also has a meaty taste and smell to it. It seems to be olive (brown) in color. 1 0 Astounding Staff of Arangama the Wizard - staff of withering {DICE:3+2 / STR:10 / DEX:2 / Wizard Weapon} (every charge used will cause a target to lose 10 points of MR and 5 points of INT) [this has 6 charges and is made of wood and has a malachite at the top] 1 0 Incredible Centaur Hammer of Ndron the Magician - hammer, centaur`s [magical weapon/hafted] (DICE:5+6 -- STR:18 -- DEX:8 -- [weapon of chance - the wielder may roll their combat dice over if they do not like the first results, once per combat round...they must accept the second results]) 1 0 [armor/chest]arming doublet [it is orange in color] 1 0 Excellent Cuisses of Velis the Rogue - cuisses [magical armor/legs] (HITS:14 -- STR:1) [it is purple in color] 1 0 Wand of the illusionist (can reduce the STR cost to cast a spell by 10 per charge) [this has 66 charges and is made of ivory] 1 0 Ring of falsehood (can detect lies and cannot tell any) [a copper ring with a chrysoprase set in it...the command word to use this is `nordn`, which can be learned by identifying the item] 1 0 [armor/chest]haubergeon [made of bronze...with a hand symbol on it that is amber in color] 1 0 Test tube of super heroic draught (drinker gets to add two extra dice to everything they do for 6 minutes). This liquid looks oily in appearance. It also has a fiery taste and smell to it. It seems to be fallow (yellow) in color. 1 0 Wondrous Bich`wa of Quarax - bich`wa [magical weapon/dagger] (DICE:5+10 -- STR:1 -- DEX:1 -- [weapon of chance - the wielder may roll their combat dice over if they do not like the first results, once per combat round...they must accept the second results]) 1 0 Alahotael`s Marvelous Rope {when the word `umkav` is spoken (which is learned by identifying the item) then this 100 foot rope will ascend so it can be climbed up} 1 0 A small bottle of brown dust that protects one from water (can be sprinkled on 9 individuals and water/ice/snow/vapor-based attacks cannot harm them for 7 hours) 1 0 Astonishing Ring of Aethosgorla the Shaman - ring of sorcery (allows one to cast spells one level higher without penalty) [a bone ring with a alexandrite set in it] 1 0 Evil Ring of Musisin - cursed ring (wearer speaks every word backwards until curse removing magic is used, which destroys the item) [a iron ring] 1 0 [armor/legs]chausses [made of animal hide and is blue in color...with a spider symbol on it that is gold in color] 1 0 Hammer, centaur`s [magical weapon/hafted] (DICE:8+10 -- STR:16 -- DEX:5) 1 0 Wand of icicles (will create icicles that attacks on its own for one combat round and then melts away...based on the wielder, it has DICE:[INT+6]d6+[STR]) [this has 88 charges and is made of bone and has a amethyst at the end of it. The command word to use this is `petohtalrayn`, which can be learned by identifying the item] 1 0 Rare Shotel of Eride - shotel (3`) [magical weapon/sword] (DICE:4+5 -- STR:10 -- DEX:16) 1 0 A small crystal bottle of white oil that protects one from stone flesh (can be poured on 10 individuals and one turned to stone will be restored) 1 0 Mysterious Light Flail of Dandelene the Sneak - flail, light [magical weapon/hafted] (DICE:5+8 -- STR:18 -- DEX:11) 1 0 Sacred Buckler of Laripael - buckler [magical armor/shield] (HITS:6 -- STR:1 -- [BONUS +1 for any SR's made from attacks]) [it is white in color] 1 0 GEM: Eye Agate (4gp) 1 0 A small test tube of blue oil that protects one from fire (can be poured on 8 individuals and fire cannot harm them for 17 hours) 1 0 Boomerang [magical weapon/ranged] (DICE:5+7 -- STR:9 -- DEX:10) 1 0 GEM: Banded Agate (1gp) 1 0 Divine Athame of Eliezer the Mercenary - athame [magical weapon/dagger] (DICE:5+8 -- STR:0 -- DEX:5) 1 0 Hand crossbow [magical weapon/crossbow] (DICE:5+2 -- STR:8 -- DEX:12) 1 0 Stiletto [magical weapon/dagger] (DICE:6+7 -- STR:1 -- DEX:1) 1 0 Quarax`s Divine Scarab {this silver scarab has a chrysoberyl set in it and grants the wearer an additional 5 hits to armor and a bonus of +6 to SR's} 1 0 [throwing stars (8)] 1 0 Bracers [magical armor/arms] (HITS:16 -- STR:1) [it is white in color...with a wolf symbol on it that is silver in color] 1 0 Wonderful Ring of Manglar - ring of feather falling (will cause the wearer to fall slowly) [a silver ring - it has 42 charges] 1 0 Sacred Ring of Edrich - ring of water walking (allows the wearer to walk on water up to 10 feet per charge) [a gold ring with a smoky quartz set in it] 1 0 A small jar of orange powder that protects one from magical weapons (can be sprinkled on 7 individuals and magic weapons cannot harm them for 4 hours) 1 0 Ezon`s Missing Gauntlets {these gold gauntlets grants the wearer 4 points to their armor hits but only if they are not holding a shield} 1 0 Fantastic Chain Coif of Luceus - chain coif [magical armor/head] (HITS:8 -- STR:1) [it is blue in color...with a angel symbol on it that is jade in color] 1 0 Amazing Chausses of Kanax - chausses [magical armor/legs] (HITS:44 -- STR:1) [it is purple in color...with a eye symbol on it that is silver in color] 1 0 Exotic Hungamunga of Muktar the Knave - hungamunga [magical weapon/dagger] (DICE:5+8 -- STR:5 -- DEX:6) 1 0 Supreme Shield-Spear of Loos - shield-spear (4`) [magical weapon/spear] (DICE:4+8 -- STR:7 -- DEX:9) 1 0 Exotic Branch Knife of Kaos the Sage - branch knife [magical weapon/ranged] (DICE:4+16 -- STR:3 -- DEX:13) 1 0 Marvelous Ring of Marus the Bandit - ring of the dead [zombies] (will control a single undead for 70 minutes) [a iron ring] 1 0 A small pouch of purple dust with horrible magic to whatever it is sprinkled on (person cannot stop crying, where maybe nearby monsters may hear for about 12 hours) 1 0 Fabulous Boomerang of Gandong - boomerang [magical weapon/ranged] (DICE:2+7 -- STR:11 -- DEX:10) 1 0 A small pouch of green powder of curse removal (can be sprinkled on 10 individuals will have a curse lifted) 1 0 A small bottle of green dust that protects one from electricity (can be sprinkled on 3 individuals and electricity cannot harm them for 6 hours) 1 0 Garigor`s Mythical Helm {this gold helm increases the wearer`s CHR by 2 points while wearing it} 1 0 Soltak`s Glorious Deck of Playing Cards {will surround, whirl, and distract an enemy when thrown at them} 1 0 Magical Wand of Bettael the Necromancer - wand of secrets (will find nearby secret/hidden doors) [this has 25 charges and is made of wood. The command word to use this is `odazurc`, which can be learned by identifying the item] 1 0 Phenomenal Epee of Supaugh the Prowler - epee (4`) [magical weapon/sword] (DICE:6+14 -- STR:7 -- DEX:14) 1 0 Wine bottle of bluntness oil (any blunt weapon it is rubbed on has an extra 4 dice for 5 hours). This liquid looks luminous in appearance. It also has a peppery taste and smell to it. It seems to be cerise (red) in color. 1 0 [brandestock (6`)] 1 0 Wand of illusion (can create an illusion of any medium-sized creature that will cause an opponent to attack that for 4 combat rounds...and only if they roll over their INT on 2 dice [this has 35 charges and is made of bone and has a golden yellow topaz at the end of it. There is a command word carved on it in a giant language that says `rolke`] 1 0 Silver-colored, decanter of youth liquid (drinker becomes 11 years younger). This potion is layered [colors of umber, yellowish orange, and royal purple] in appearance. It also has a meaty taste and smell to it. It seems to be fuchsia (violet) in color. 1 0 Glorified Gauntlets of Mxerb the Vanquisher - gauntlets [magical armor/arms] (HITS:6 -- STR:1) [it is orange in color] 1 0 A small wine bottle of gray oil of blessing (can be poured on 3 individuals will have a curse lifted) 1 0 Extraordinary Zaghnal of Xenix - zaghnal [magical weapon/hafted] (DICE:6+10 -- STR:8 -- DEX:8 -- [haste weapon - wielder gets a +2 to DEX]) 1 0 Crystal bottle of flaming oil (burns as soon as it is exposed to air for 2 hours). This liquid looks luminous in appearance. It also has a vinegary taste and smell to it. It seems to be lavender (violet) in color. 1 0 Ancient quarrels (20) [crossbow] 1 0 Golden [bullova] 1 0 Enchanted Elbow Gauntlets of Daktar - elbow gauntlets [magical armor/arms] (HITS:8 -- STR:1 -- [BONUS +4 for any SR's made from attacks]) [it is gray in color] 1 0 JEWELRY: Silver Clasp (25gp) 1 0 Glorious Wand of Routhu - wand of finding magic (will point in the direction of any magic item or creature that is nearby and an L1SR vs. INT will even show what it is) [this has 71 charges and is made of dragon bone. There is a command word carved on it in an ancient trollish language that says `eglibmo`] 1 0 Ornate Kukri of Quevenanth the Robber - kukri [magical weapon/dagger] (DICE:4+9 -- STR:5 -- DEX:6) 1 0 A small jar of white sand with horrible magic to whatever it is sprinkled on (person's skin gets covered in warts for about 30 hours) 1 0 JEWELRY: Silver Comb/brush (18gp) 1 0 [kris] 1 0 Wonderful Wand of Lauralare - wand of the worm (digs, moves earth, changes rock to mud...but only 20 feet per charge) [this has 46 charges and is made of wood. There is a command word carved on it in a long dead dwarvish language that says `ocogov`] 1 0 A small jar of brown dust that protects one from spiders (can be sprinkled on 11 individuals and spiders, along with their webbing, cannot harm them for 6 hours) 1 0 Amazing Kris of Zain - kris [magical weapon/dagger] (DICE:4+9 -- STR:7 -- DEX:5) 1 0 Halzanth`s Ultimate Bracers {these brown demon skin bracers grants the wearer the ability to cure disease and poison by touching the infected...but only once per day} 1 0 Wand of fright (will cause an opponent to collapse in fear and do nothing for 4 combat rounds) [this has 24 charges and is made of strange wood and has a white opal at the end of it] 1 0 Spherical, glass bottle of polymorph elixir (can turn into another creature the same size for 5 hours. This liquid looks clear in appearance. It also has a salty taste and smell to it. It seems to be buff (yellow) in color. 1 0 Magnificent Wand of Izlay - wand of necromancy (can make one dead creature`s corpse rise and fight with the group for a single combat...after which the corpse turns to dust) [this has 33 charges and is made of wood and has a pink diamond at the end of it. There is a command word carved on it in an ancient goblin language that says `rosetaz`] 1 0 Athame [magical weapon/dagger] (DICE:3+5 -- STR:0 -- DEX:7) 1 0 A small pouch of orange powder with horrible magic to whatever it is sprinkled on (person's skin gets covered in orange hair until curse removing magic is used) 1 0 A small pouch of orange dust with an evil curse to whatever it is sprinkled on (person turns into a rat for about 16 hours) 1 0 Glass bottle of flying draught (lasts for 12 minutes). This liquid looks effervescent in appearance. It also has a acidic taste and smell to it. It seems to be coral (red) in color. 1 0 Plate [magical armor/suit] (HITS:36 -- STR:15) [it is red in color] 1 0 Onicerus` Glorious Sage Book {this mystical book is bound in orange dragon skin with silver colored symbols of a hand on the front and a crown on the back...any item placed on a blank page [there are only 5 blank pages] will have magical words appear on that page that identifies the item} 1 0 A small test tube of blue oil with an evil curse to whatever it is poured on (person cannot stop crying, where maybe nearby monsters may hear until curse removing magic is used) 1 0 Ring of influence (allows the wearer to roll an extra die for any SR's involving CHR) [a platinum ring...there is a command word engraved on the inside written in a cryptic elven language that says `soghreip` - it has 31 charges] 1 0 Royal Ring of Modrei - ring of animal domination [any animal] (will control a single animal for 10 minutes) [a silver ring] 1 0 A small pouch of red sand that protects one from devils (can be sprinkled on 7 individuals and devils cannot harm them for 5 hours) 1 0 Ring of influence (allows the wearer to roll an extra die for any SR's involving CHR) [a iron ring] 1 0 Chain coif [magical armor/head] (HITS:4 -- STR:1) [it is orange in color] 1 0 Mighty Butterfly Knife of Xoruk - butterfly knife [magical weapon/dagger] (DICE:4+7 -- STR:2 -- DEX:13) 1 0 Forgotten Full Helm of Erdok - full helm [magical armor/head] (HITS:6 -- STR:1 -- [ghost armor - wearer can walk through objects no more than 5 feet thick but only 2 times a day]) [it is blue in color] 1 0 Ring of sight (can see through obstacles up to 3 feet thick) [a copper ring with a black opal set in it] 1 0 Glorified Dirk of Londod - dirk [magical weapon/dagger] (DICE:3+4 -- STR:1 -- DEX:3) 1 0 A small jar of green powder that protects one from demons (can be sprinkled on 5 individuals and demons cannot harm them for 2 hours) 1 0 [armor/legs]sollerets [made of bronze] 1 0 A small spherical, glass bottle of green oil that protects one from possession (can be poured on 4 individuals and they cannot be possessed, or have their soul stolen, for 10 hours) 1 0 A small crystal bottle of white oil that protects one from demons (can be poured on 3 individuals and demons cannot harm them for 8 hours) 1 0 JEWELRY: Silvery Gold Buckle (176gp) 1 0 Wand of autumn (clears plants and vegetation in a 100 foot area per charge) [this has 99 charges and is made of ivory and has a moonstone at the end of it] 1 0 A small spherical, glass bottle of red oil that protects one from demons (can be poured on 12 individuals and demons cannot harm them for 9 hours) 1 0 A small jar of purple sand that protects one from electricity (can be sprinkled on 11 individuals and electricity cannot harm them for 8 hours) 1 0 Exotic Wand of Gimiosp the Priest - wand of the magician (can cast a spell at 1 level higher efficacy without spending extra STR points) [this has 23 charges and is made of ivory and has a azurite at the end of it] 1 0 Orgoth`s Paint {this pint of green paint can be used to paint object that come to be real and useable...such as swords, boxes, armor, food...but nothing of high value} 1 0 [black eagle blade (4`)] 1 0 Excellent Staff of Lorreck the Medium - staff of curing {DICE:3+1 / STR:8 / DEX:3 / Wizard Weapon} (can cure anyone of poison or disease) [this has 7 charges and is made of oak wood and has a violet garnet at the top] 1 0 Unknown Ring of Hrolkug - ring of shielded mind (allows the wearer to roll an extra die for any SR's involving magical mind control done against them) [a copper ring with a silver pearl set in it...there is a command word engraved on the inside written in an ancient gargoyle language that says `dnetnena` - it has 26 charges] 1 0 Ring of the warlock (can reduce the STR cost to cast a spell by 2 per charge) [a iron ring with a white opal set in it...the command word to use this is `kruvat`, which can be learned by identifying the item] 1 0 Mighty Ring of Jiran - ring of strength +6 [a platinum ring...there is a command word engraved on the inside written in a trollish language that says `addoziep`] 1 0 A small sack of gray dust that protects one from devils (can be sprinkled on 2 individuals and devils cannot harm them for 6 hours) 1 0 Enchanted Throwing Stars of Zeakgu the Soldier - throwing stars (9) [magical weapon/ranged] (DICE:6+8 -- STR:2 -- DEX:10) 1 0 Ring of sorcery (allows one to cast spells one level higher without penalty) [a gold ring with a eye agate set in it...there is a command word engraved on the inside written in a cryptic brownie language that says `faupzoup`] 1 0 Mighty Branch Knife of Agalierept - branch knife [magical weapon/ranged] (DICE:6+2 -- STR:7 -- DEX:15) 1 0 Phenomenal Ring of Turi`el the Shaman - ring of protection +1 (gives additional points to armor hits) [a silver ring with a black opal set in it...there is a command word engraved on the inside written in an odd ogrish language that says `ishitoph` - it has 11 charges] 1 0 Extraordinary Boomerang of Sophanon - boomerang [magical weapon/ranged] (DICE:3+5 -- STR:11 -- DEX:11) 1 0 Maleki`s Magical Torch {if the word `htaps` is spoken (which is shown somewhere on it), this torch will light and follow the owner by floating nearby...but only for about 3 hours a day} 1 0 A small sack of black sand that protects one from possession (can be sprinkled on 9 individuals and they cannot be possessed, or have their soul stolen, for 4 hours) 1 0 Chain coif [magical armor/head] (HITS:8 -- STR:1) [it is red in color...with a wolf symbol on it that is silver in color] 1 0 A small jar of green dust that protects one from stone flesh (can be sprinkled on 3 individuals and one turned to stone will be restored) 1 0 Ti`s Robe {this white robe gives the wearer protection from acidic attacks like acid breath and slimes} 1 0 Fabled Ring of Verthurg the Enforcer - ring of shielded mind (allows the wearer to roll an extra die for any SR's involving magical mind control done against them) [a silver ring] 1 0 Wand of weakness (every charge used will drain 5 STR from an opponent) [this has 63 charges and is made of wood] 1 0 A small sack of white sand that protects one from plants (can be sprinkled on 10 individuals and plants cannot harm or entangle them for 12 hours) 1 0 Tocpertaniel`s Mythical Tan-colored, Decanter {when opened, this will create a dense gray fog in the area...which will last for about 7 turns} 1 0 Divine Bracers of Orgug the Conjurer - bracers [magical armor/arms] (HITS:6 -- STR:1) [it is green in color] 1 0 Vakel`s Fabled Saddle {any steed this is used on will run or walk about 6 inches off the ground} 1 0 Forgotten Broadsword of Malanenth - broadsword (4`) [magical weapon/sword] (DICE:6+9 -- STR:13 -- DEX:10) 1 0 Spherical, glass bottle of cleansing mixture (drinker will have a curse lifted, or it can be poured on an item to remove a curse from it). This liquid looks bubbling in appearance. It also has a earthy taste and smell to it. It seems to be sooty (black) in color. 1 0 Extraordinary Butterfly Knife of Amlait the Conjurer - butterfly knife [magical weapon/dagger] (DICE:3+6 -- STR:2 -- DEX:13) 1 0 Astonishing Wand of Udgial - wand of fireball (will create a fireball that attacks on its own for one combat round and then burns away...based on the wielder, it has DICE:[INT+4]d6+[STR]) [this has 65 charges and is made of bone and has a emerald at the end of it] 1 0 Forgotten Staff of Nikaon the Mage - staff of friendship {DICE:2+2 / STR:4 / DEX:2 / Wizard Weapon} (can make up to 8 enemies be friendly to the wielder for 17 minutes) [this has 21 charges and is made of yew wood and has a green emerald at the top] 1 0 Wonderful Porcupine Spines of Bimo the Vanquisher - porcupine spines (8) [magical weapon/ranged] (DICE:4+4 -- STR:2 -- DEX:7) 1 0 Supreme Kukri of Jonin - kukri [magical weapon/dagger] (DICE:4+10 -- STR:4 -- DEX:4) 1 0 Wine bottle of giant domination potion [ettins] (lasts for 5 hours). This liquid looks cloudy in appearance. It also has a oniony taste and smell to it. It seems to be apricot (orange) in color. 1 0 Plate [magical armor/suit] (HITS:54 -- STR:14 -- [BONUS +6 for any SR's made from attacks]) [it is purple in color...with a eagle symbol on it that is ivory in color] 1 0 Mitten gauntlets [magical armor/arms] (HITS:14 -- STR:1) [it is brown in color...with a buffalo symbol on it that is jade in color] 1 0 GEM: Lapis Lazuli (5gp) 1 0 A small clay jug of green oil that protects one from poison (can be poured on 5 individuals and poisons cannot harm them for 8 hours) 1 0 Crystal bottle of humanoid domination concoction [hobgoblins] (lasts for 11 hours). This liquid looks syrupy in appearance. It also has a burning taste and smell to it. It seems to be dove (gray) in color. 1 0 Royal Gauntlets of Tieth the Mercenary - gauntlets [magical armor/arms] (HITS:6 -- STR:1) [it is white in color] 1 0 Wand of fright (will cause an opponent to collapse in fear and do nothing for 5 combat rounds) [this has 32 charges and is made of strange wood and has a chrysoberyl at the end of it] 1 0 Incredible Bich`wa of Radatluor - bich`wa [magical weapon/dagger] (DICE:3+7 -- STR:1 -- DEX:4 -- [legendary weapon - doubles the wielder`s combat dice 9 times a day]) 1 0 Pontael`s Lantern {anyone holding the lantern can see the illumination...but others cannot} 1 0 Garotte [magical weapon/unusual] (DICE:2+6 -- STR:8 -- DEX:14) 1 0 Glass jar of infernal draught (drinker cannot hear anything for about 36 hours). This liquid looks luminous in appearance. It also has a earthy taste and smell to it. It seems to be cinnabar (red) in color. 1 0 Mighty Wand of Tulgan the Magician - wand of finding traps (will find nearby traps) [this has 30 charges and is made of demon bone and has a blue-white diamond at the end of it] 1 0 Enchanted Wand of Zasfus - wand of conjuring (can summon any creature for the duration of a single combat...but no matter the creature...it will only have an MR of the wielder`s INTx10) [this has 56 charges and is made of demon bone] 1 0 Cursed ring (wearer speaks every word backwards until the item is removed from the wearer) [a gold ring] 1 0 Rieron`s Sacred Tablecloth {once a day, when this gray tablecloth is put on a table, it will unfold with a feast for up to 7 people} 1 0 Crystal bottle of blessing potion (drinker will have a curse lifted, or it can be poured on an item to remove a curse from it). This liquid looks oily in appearance. It also has a sweet taste and smell to it. It seems to be flaxen (yellow) in color. 1 0 A small pouch of yellow sand that protects one from possession (can be sprinkled on 10 individuals and they cannot be possessed, or have their soul stolen, for 2 hours) 1 0 Wand of finding coins (will point in the direction of any coins that is nearby and an L3SR vs. INT will even show what they are and how much) [this has 49 charges and is made of ivory] 1 0 Bracers [magical armor/arms] (HITS:4 -- STR:1) [it is purple in color...with a dragon symbol on it that is azure in color] 1 0 Supgugh`s Talking Skull {if the owner asks the skull of nearby traps, it will speak to confirm or deny as such} 1 0 Divine Madu of Opoasl - madu (1d6+3 in combat) [magical armor/shield] (HITS:8 -- STR:1) [it is white in color...with a wolf symbol on it that is scarlet in color] 1 0 Haulo`s Belt {this brown animal skin belt has a copper buckle and allows the buckle to absorb electrical energy or bolts, where the wearer than then direct that same damaging energy elsewhere} 1 0 JEWELRY: Silvery Gold Belt (230gp) 1 0 Wand of paralyzing (will paralyze an opponent for 2 combat rounds) [this has 63 charges and is made of ivory. There is a command word carved on it in an ancient fey language that says `paasna`] 1 0 Iron flask of secret doors potion (drinker can see secret doors and compartments for about an hour). This liquid looks rainbowed in appearance. It also has a peppery taste and smell to it. It seems to be steely (metallic) in color. 1 0 Magnificent Elbow Gauntlets of Laselilaza - elbow gauntlets [magical armor/arms] (HITS:14 -- STR:1) [it is orange in color] 1 0 Orange-colored, glass bottle of purity elixir (turns impure liquids to pure). This liquid looks syrupy in appearance. It also has a honeyed taste and smell to it. It seems to be fuchsia (violet) in color. 1 0 Olon`s Monocle {allows the wearer the ability to see how hurt others are around them...it can be used 6 times per day} 1 0 Ceramic jug of invulnerable mixture (lasts for 2 minutes). This liquid looks vaporous in appearance. It also has a sour taste and smell to it. It seems to be mauve (violet) in color. 1 0 JEWELRY: Golden Gemmed Crown (240gp) 1 0 Ornate Poniard of Surgat - poniard [magical weapon/dagger] (DICE:3+6 -- STR:1 -- DEX:2) 1 0 Crystal bottle of secret doors mixture (drinker can see secret doors and compartments for about an hour). This liquid looks clear in appearance. It also has a buttery taste and smell to it. It seems to be russet (red) in color. 1 0 Vandor`s Enchanted Lamp Oil {this lantern oil will cause the lamp`s light to hurt undead within it`s glow for 3d6 damage per round} 1 0 Ring of charisma +2 [a iron ring with a pink pearl set in it] 1 0 [sling, common] 1 0 A small jar of yellow dust that protects one from acid elemental (can be sprinkled on 7 individuals and these elementals cannot harm them for 3 hours) 1 0 Cursed Misericorde of Tarkor - misericorde [magical weapon/dagger] (DICE:2+1 -- STR:1 -- DEX:2/1 -- [cursed misericorde (wielder fumbles during combats, with a 2 penalty to attack rolls until the item is removed from the wielder)]) 1 0 Mileth`s Exotic Gauntlets {these iron gauntlets grants the wearer an additional 5 dexterity points while they are worn} 1 0 A small bottle of orange dust that protects one from gaze attacks (can be sprinkled on 8 individuals and gazes cannot harm them for 11 hours) 1 0 Pristine sheaf of arrows (22) [longbow] 1 0 Leather jerkin [magical armor/chest] (HITS:4 -- STR:1) [it is black in color...with a eagle symbol on it that is jade in color] 1 0 Amazing Wand of Lindsaon - wand of fireball (will create a fireball that attacks on its own for one combat round and then burns away...based on the wielder, it has DICE:[INT+4]d6+[STR]) [this has 99 charges and is made of bone and has a red spinel at the end of it. There is a command word carved on it in an odd minotaur language that says `mirohgap`] 1 0 A small pouch of gray sand that protects one from magical weapons (can be sprinkled on 6 individuals and magic weapons cannot harm them for 4 hours) 1 0 Fantastic Heavy Cloth of Riisis the Sneak - heavy cloth [magical armor/suit] (HITS:3 -- STR:1 -- [BONUS +4 for any SR's made from attacks]) [it is gray in color] 1 0 Iron flask of speed potion (increases the drinker's DEX by 5 for 10 hours). This liquid looks watery in appearance. It also has a vinegary taste and smell to it. It seems to be tawny (orange) in color. 1 0 Lost Ring of Ulath the Sneak - ring of leaping (can leap 30 feet or 10 feet high) [a gold ring with a rock crystal set in it...there is a command word engraved on the inside written in an odd undead language that says `nolo`] 1 0 Forgotten War Bola of Helzigar the Sage - war bola [magical weapon/ranged] (DICE:5+5 -- STR:6 -- DEX:7 -- [good fortune weapon - wielder gets a +5 to LCK]) 1 0 Mythical War Bola of Zelik - war bola [magical weapon/ranged] (DICE:4+8 -- STR:5 -- DEX:7) 1 0 Staff of smite enemy {DICE:4+9 / STR:3 / DEX:4 / Wizard Weapon} (each hit with this weapon uses a charge...where it turns into a normal quarterstaff weapon after all charges are used) [this has 13 charges and is made of strange wood and has a star rose quartz at the top] 1 0 Ring of swimming (makes the wearer a perfect swimmer) [a silver ring] 1 0 Glass jar of purity elixir (drinker will have a curse lifted, or it can be poured on an item to remove a curse from it). This liquid looks oily in appearance. It also has a milky taste and smell to it. It seems to be pearl (white) in color. 1 0 Xenix`s Tablecloth {once a day, when this black tablecloth is put on a table, it will unfold with a feast for up to 5 people} 1 0 Ring of elemental domination [lightning elemental] (will control a single elemental for 90 minutes) [a platinum ring with a iolite set in it] 1 0 Test tube of poison immunity (can provide poison immunity for 19 hours). This liquid looks bubbling in appearance. It also has a sugary taste and smell to it. It seems to be lilac (violet) in color. 1 0 Vambraces [magical armor/arms] (HITS:6 -- STR:1) [it is black in color...with a bear symbol on it that is ivory in color] 1 0 [armor/suit]scale mail [made of bronze...with a angel symbol on it that is ivory in color] 1 0 Divine Ring of Aerophus - ring of luck +10 [a silver ring with a garnet set in it...the command word to use this is `sukark`, which can be learned by identifying the item] 1 0 Guolde`s Glorified Ceramic Jug {contains an endless supply of air that one may breathe from} 1 0 Nakgu`s Medallion {this copper medallion has a dog symbol on it and grants the wearer +14 with hand-to-hand attacks only} 1 0 Ercikrl`s Lense {this white lense can be used to identify an item if one looks through it at the item} 1 0 JEWELRY: Golden Clasp (244gp) 1 0 Missing Sling of Esianth the Robber - sling, common [magical weapon/ranged] (DICE:3+3 -- STR:4 -- DEX:10 -- [warmonger weapon - doubles the wielder`s combat adds 10 times a day]) 1 0 [armor/suit]soft leather [made of bear hide and is brown in color...with a unicorn symbol on it that is indigo in color] 1 0 Glass jar of lying mixture (drinker can convincely tell lies for 20 minutes). This liquid looks watery in appearance. It also has a dusty taste and smell to it. It seems to be cream (yellow) in color. 1 0 Nakgu`s Missing Belt {this brown pegasus skin belt has a iron buckle and gives the wearer +5 to any SR's against dragon breath} 1 0 GEM: Freshwater Pearl (1gp) 1 0 A small pouch of yellow powder that protects one from water (can be sprinkled on 4 individuals and water/ice/snow/vapor-based attacks cannot harm them for 18 hours) 1 0 Wand of freezing (will cause an opponent to be frozen for 3 combat rounds, after which they fully thaw) [this has 100 charges and is made of ivory] 1 0 Clay jug of cold resistance potion (lasts for 21 hours). This liquid looks bubbling in appearance. It also has a metallic taste and smell to it. It seems to be indigo (blue) in color. 1 0 Arlygan`s Amulet {this silver amulet has a turquoise set in it and grants the wearer +6 to their armor hits} 1 0 Falchion (4`) [magical weapon/sword] (DICE:6+8 -- STR:11 -- DEX:13) 1 0 Iron flask of treasure seeking mixture (can find nearby treasure for 12 minutes). This liquid looks clear in appearance. It also has a vinegary taste and smell to it. It seems to be cerise (red) in color. 1 0 Stwine`s Mounted Bear Head {will talk to the owner and tell of everything that went on in the area while they were away} 1 0 Lost Breast Plate of Azrael - breast plate [magical armor/chest] (HITS:21 -- STR:1) [it is blue in color] 1 0 Wand of animation (will cause a nearby statue or furniture {chair, table, etc} to join the wielder and fight alongside for 4 combat rounds...based on the wielder, it will have a CON:[INT+STR] and DICE:[INT+2]d6+[CON]) [this has 26 charges and is made of bone and has a fire opal at the end of it] 1 0 A small bottle of blue dust that protects one from plants (can be sprinkled on 4 individuals and plants cannot harm or entangle them for 6 hours) 1 0 Wondrous Chakram of Telzar - chakram (5) [magical weapon/ranged] (DICE:5+6 -- STR:3 -- DEX:12) 1 0 Wand of the worm (digs, moves earth, changes rock to mud...but only 20 feet per charge) [this has 100 charges and is made of wood] 1 0 A small pouch of gray sand that protects one from water (can be sprinkled on 6 individuals and water/ice/snow/vapor-based attacks cannot harm them for 11 hours) 1 0 Sacred Prybar of Ndron - prybar [magical weapon/hafted] (DICE:5+8 -- STR:8 -- DEX:3) 1 0 Glass bottle of bluntness oil (any blunt weapon it is rubbed on has an extra 3 dice for 9 hours). This liquid looks fuming in appearance. It also has a peppery taste and smell to it. It seems to be heliotrope (violet) in color. 1 0 A small bottle of blue sand that protects one from plants (can be sprinkled on 4 individuals and plants cannot harm or entangle them for 3 hours) 1 0 Mitten gauntlets [magical armor/arms] (HITS:12 -- STR:1) [it is brown in color] 1 0 A small pouch of gray powder that protects one from magical weapons (can be sprinkled on 5 individuals and magic weapons cannot harm them for 4 hours) 1 0 Wand of the magician (can cast a spell at 1 level higher efficacy without spending extra STR points) [this has 72 charges and is made of bone and has a azurite at the end of it. The command word to use this is `htalg`, which can be learned by identifying the item] 1 0 Clay jug of blessing oil (remove curses on those it is rubbed on). This liquid looks oily in appearance. It also has a spicy taste and smell to it. It seems to be crimson (red) in color. 1 0 GEM: Alexandrite (24gp) 1 0 Glass bottle of treasure seeking draught (can find nearby treasure for 2 minutes). This liquid looks fuming in appearance. It also has a dusty taste and smell to it. It seems to be pearl (white) in color. 1 0 Garotte [magical weapon/unusual] (DICE:2+7 -- STR:8 -- DEX:12) 1 0 Fubdagog`s Ornate Monocle {allows the wearer to turn someone to stone by looking at them unless they make an L3SR vs. DEX or LCK...it can be used 6 times per day} 1 0 Almighty Dirk of Tiagorth - dirk [magical weapon/dagger] (DICE:4+9 -- STR:1 -- DEX:1) 1 0 [armor/arms]vambraces [made of adamant...with a scorpion symbol on it that is emerald in color] 1 0 Durodund`s Bracers {these white animal skin bracers grants the wearer 8 points to their armor hits but only if they are not holding a shield} 1 0 Royal Boomerang of Brichadha - boomerang [magical weapon/ranged] (DICE:4+5 -- STR:11 -- DEX:11) 1 0 Tan-colored, glass bottle of luck concoction (increases the drinker's LCK by 5 for 3 hours). This liquid looks rainbowed in appearance. It also has a vinegary taste and smell to it. It seems to be ultramarine (blue) in color. 1 0 [armor/chest]cuirass [made of silver...with a hawk symbol on it that is royal blue in color] 1 0 Dunaneboriel`s Magnificent Belt {this brown manticore skin belt has a platinum buckle and gives the wearer the strength of a giant...which gives +4 to strength} 1 0 Rdenaro`s Astonishing Talisman {this platinum talisman has a eye symbol on it and grants the wearer the ability to battle undead with 3 additional combat dice} 1 0 Ring of the rogue (allows the wearer to roll an extra die for roguery) [a copper ring with a jacinth set in it...there is a command word engraved on the inside written in an odd naga language that says `gihgulz`] 1 0 Marvelous Wand of Porenorth the Shaman - wand of extinguishing (puts out fires and can even stop the effects of fire based attacks) [this has 59 charges and is made of wood] 1 0 [hammer, piton] 1 0 Spherical, glass bottle of flying liquid (lasts for 20 minutes). This liquid looks oily in appearance. It also has a sugary taste and smell to it. It seems to be dove (gray) in color. 1 0 Larange`s Deck of Playing Cards {will surround, whirl, and distract an enemy when thrown at them} 1 0 Mysterious Porcupine Spines of Zejron - porcupine spines (4) [magical weapon/ranged] (DICE:5+6 -- STR:2 -- DEX:8) 1 0 Spiked throwing stick [magical weapon/ranged] (DICE:5+5 -- STR:6 -- DEX:7) 1 0 Lost Ravenbeak of Corgak - ravenbeak [magical weapon/hafted] (DICE:8+2 -- STR:18 -- DEX:10) 1 0 Cuisses [magical armor/legs] (HITS:14 -- STR:1) [it is gray in color] 1 0 Bronze-colored, decanter of heroic liquid (drinker gets to add an extra dice to everything they do for 16 minutes). This liquid looks clear in appearance. It also has a burning taste and smell to it. It seems to be purple (violet) in color. 1 0 Missing Crowbar of Ankou the Wizard - crowbar (5`) [magical weapon/hafted] (DICE:8+15 -- STR:10 -- DEX:1) 1 0 A small glass bottle of red oil with horrible magic to whatever it is poured on (person loses 1 strength point until curse removing magic is used) 1 0 Ultimate Butterfly Knife of Sahaminapiel the Vanquisher - butterfly knife [magical weapon/dagger] (DICE:2+13 -- STR:1 -- DEX:13) 1 0 Fabled Garotte of Leuff - garotte [magical weapon/unusual] (DICE:2+5 -- STR:7 -- DEX:14) 1 0 Supreme Vambraces of Ezipexon - vambraces [magical armor/arms] (HITS:10 -- STR:1) [it is orange in color...with a woman symbol on it that is jade in color] 1 0 [heavy bow (94 lbs)] 1 0 Ceramic jug of bluntness oil (any blunt weapon it is rubbed on has an extra 4 dice for 8 hours). This liquid looks rainbowed in appearance. It also has a oniony taste and smell to it. It seems to be cerulean (blue) in color. 1 0 Magical Butterfly Knife of Mallieth - butterfly knife [magical weapon/dagger] (DICE:3+6 -- STR:2 -- DEX:13) 1 0 Murdon`s Bracers {these white animal skin bracers grants the wearer the ability to pass their hand and arm through about a foot of non-organic material 3 times a day...like a wall or door} 1 0 Hearbathekin`s Adamant Hand Mirror {can make the viewer`s face change to another as long as it is the same gender and race} 1 0 Full helm [magical armor/head] (HITS:3 -- STR:2 -- [vile full helm ( has all of their jewels turn to dust.)]) [it is green in color] 1 0 A small pouch of orange sand that protects one from illusions (can be sprinkled on 2 individuals and they can see the truth of illusions for 5 hours) 1 0 Fine-crafted [demi-lune (halfmoon) (12`)] 1 0 Binye`s Lost Robe {this black robe gives the wearer the ability to see in all directions, without the need for a light source} 1 0 Exotic Wand of Niha - wand of the puppet master (will cause one opponent to join the wielder and fight alongside for 4 combat rounds) [this has 57 charges and is made of ivory. There is a command word carved on it in an ancient gremlin language that says `htronerop`] 1 0 Gladius (3`) [magical weapon/sword] (DICE:4+4 -- STR:10 -- DEX:6) 1 0 Helm [magical armor/head] (HITS:10 -- STR:1) [it is brown in color] 1 0 Wine bottle of underwater breathing draught (lasts for 9 hours). This liquid looks bubbling in appearance. It also has a sugary taste and smell to it. It seems to be chocolate (brown) in color. 1 0 Higafi`s Lantern {any invisible object or creature is revealed in the light of this} 1 0 Quimghig`s Horn {when played [by making a musical L5SR vs. DEX], this will not produce sound but make a large gusting wind that will extinguish fires and knock smaller creatures off their feet...while holding medium sized creatures at bay momentarily...and only once per day} 1 0 Xomkug`s Phenomenal Bracers {these white animal skin bracers grants the wearer the ability to cure disease and poison by touching the infected...but only once per day} 1 0 [short sabre (2`)] 1 0 Unknown Scutum of Sapanolr - scutum [magical armor/shield] (HITS:20 -- STR:9 -- [mirror shield - wielder can reflect any gaze attacks back at the attacker 5 times a day]) [it is gray in color...with a pegasus symbol on it that is silver in color] 1 0 Crystal bottle of etherealness mixture (can pass through 9 feet thick walls for 6 minutes). This liquid looks clear in appearance. It also has a sweet taste and smell to it. It seems to be neutral (gray) in color. 1 0 Wand of fireball (will create a fireball that attacks on its own for one combat round and then burns away...based on the wielder, it has DICE:[INT+4]d6+[STR]) [this has 20 charges and is made of demon bone and has a eye agate at the end of it] 1 0 Mitten gauntlets [magical armor/arms] (HITS:22 -- STR:1) [it is brown in color] 1 0 Infernal ring (wearer's skin gets covered in horrible boils until the item is removed from the wearer) [a copper ring with a fire opal set in it - it has 41 charges] 1 0 Ceramic jug of slippery, magical oil (poured on the floor where anyone slips and falls). This liquid looks bubbling in appearance. It also has a tart taste and smell to it. It seems to be pearl (white) in color. 1 0 JEWELRY: Silvery Gemmed Bracelet (460gp) 1 0 A small crystal bottle of orange oil that protects one from acidic attacks (can be poured on 4 individuals and acid cannot harm them for 6 hours) 1 0 Forgotten Ring of Ranttira the Knave - ring of swimming (makes the wearer a perfect swimmer) [a iron ring with a canary diamond set in it...the command word to use this is `sinakra`, which can be learned by identifying the item] 1 0 A small spherical, glass bottle of brown oil of blessing (can be poured on 8 individuals will have a curse lifted) 1 0 A small jar of green powder that protects one from devils (can be sprinkled on 11 individuals and devils cannot harm them for 17 hours) 1 0 Ring of the chameleon (the wearer can blend in with a surface for 20 minutes and only if they hold still) [a silver ring with a carnelian set in it] 1 0 A small jar of white sand with a vile hex to whatever it is sprinkled on (person's sight is impaired, giving -5 to SR and combat rolls until curse removing magic is used) 1 0 Ancestral Ravenbeak of Contod - ravenbeak [magical weapon/hafted] (DICE:8+2 -- STR:18 -- DEX:9) 1 0 A small bottle of black dust that protects one from gaze attacks (can be sprinkled on 9 individuals and gazes cannot harm them for 5 hours) 1 0 Rare Wand of Vorntes - wand of magic arrow (will create an arrow that attacks on its own for one combat round and then vanishes...based on the wielder, it has DICE:[INT+2]d6+[STR]) [this has 54 charges and is made of strange wood] 1 0 Royal Throwing Axe of Meth - axe, throwing [magical weapon/hafted] (DICE:4+6 -- STR:7 -- DEX:10 -- [haste weapon - wielder gets a +2 to DEX]) 1 0 Breast plate [magical armor/chest] (HITS:9 -- STR:2) [it is yellow in color] 1 0 Fine-crafted [athame] 1 0 Cursed Ring of Mattrick the Barbarian - vile ring (wearer shrinks about 1 foot until curse removing magic is used, which destroys the item) [a silver ring with a chrysoprase set in it - it has 13 charges] 1 0 Crystal bottle of curing elixir (cures disease and illness). This liquid looks effervescent in appearance. It also has a greasy taste and smell to it. It seems to be emerald (brown) in color. 1 0 Madu (1d6+3 in combat) [magical armor/shield] (HITS:3 -- STR:1) [it is blue in color] 1 0 Ring of animal domination [mammals] (will control a single animal for 40 minutes) [a silver ring with a azurite set in it - it has 47 charges] 1 0 JEWELRY: Silvery Gold Chalice (70gp) 1 0 [armor/suit]quilted [it is orange in color...with a crown symbol on it that is azure in color] 1 0 Test tube of purity potion (drinker will have a curse lifted, or it can be poured on an item to remove a curse from it). This liquid looks syrupy in appearance. It also has a vinegary taste and smell to it. It seems to be gold (metallic) in color. 1 0 Spiked throwing stick [magical weapon/ranged] (DICE:2+9 -- STR:6 -- DEX:6) 1 0 A small pouch of white powder that protects one from cold (can be sprinkled on 6 individuals and cold cannot harm them for 18 hours) 1 0 Iron flask of cleansing mixture (drinker will have a curse lifted, or it can be poured on an item to remove a curse from it). This potion is layered [colors of aquamarine, yellowish orange, and green] in appearance. It also has a sour taste and smell to it. It seems to be ruby (red) in color. 1 0 Astonishing Bank of Fupgugh the Rogue - bank [magical weapon/dagger] (DICE:4+7 -- STR:1 -- DEX:1) 1 0 A small jar of blue sand that protects one from spiders (can be sprinkled on 9 individuals and spiders, along with their webbing, cannot harm them for 5 hours) 1 0 Fith`s Net {when thrown at an enemy, they will be captured unless they can make an L1SR vs. STR...if the word `gupex` is spoken (which is learned by identifying the item), then the net release the prisoner} 1 0 Wand of icicles (will create icicles that attacks on its own for one combat round and then melts away...based on the wielder, it has DICE:[INT+6]d6+[STR]) [this has 89 charges and is made of dragon bone] 1 0 Astonishing Wand of Tenda the Seer - wand of animation (will cause a nearby statue or furniture {chair, table, etc} to join the wielder and fight alongside for 3 combat rounds...based on the wielder, it will have a CON:[INT+STR] and DICE:[INT+2]d6+[CON]) [this has 63 charges and is made of bone. There is a command word carved on it in an odd fey language that says `ocoyiuk`] 1 0 Baton [magical weapon/hafted] (DICE:4+8 -- STR:3 -- DEX:1) 1 0 A small bottle of blue sand that protects one from traps (can be sprinkled on 6 individuals and traps cannot harm them for 10 hours) 1 0 Glass bottle of heroic liquid (drinker gets to add an extra dice to everything they do for 4 minutes). This liquid looks vaporous in appearance. It also has a fishy taste and smell to it. It seems to be carmine (red) in color. 1 0 Incredible Heater Shield of Zakron the Pickpocket - heater [magical armor/shield] (HITS:15 -- STR:8) [it is yellow in color] 1 0 A small sack of red powder that protects one from plants (can be sprinkled on 7 individuals and plants cannot harm or entangle them for 7 hours) 1 0 Glass jar of animal domination mixture [mammals] (lasts for 4 hours). This liquid looks syrupy in appearance. It also has a fishy taste and smell to it. It seems to be lilac (violet) in color. 1 0 [kris] 1 0 Mighty Ring of Quimghig - ring of leaping (can leap 30 feet or 10 feet high) [a gold ring...there is a command word engraved on the inside written in an ancient giant language that says `sugarg` - it has 15 charges] 1 0 A small iron flask of brown oil that protects one from acidic attacks (can be poured on 4 individuals and acid cannot harm them for 2 hours) 1 0 Ceramic jug of truthfulness concoction(drinker tells nothing but the truth for 13 minutes unless they may an L1SR vs. INT). This liquid looks syrupy in appearance. It also has a greasy taste and smell to it. It seems to be lilac (violet) in color. 1 0 Ceramic jug of purity potion (drinker will have a curse lifted, or it can be poured on an item to remove a curse from it). This liquid looks flecked [reddish brown colored] in appearance. It also has a tart taste and smell to it. It seems to be plum (violet) in color. 1 0 Enchanted Great Axe of Marbas the Fighter - axe, great [magical weapon/hafted] (DICE:7+7 -- STR:19 -- DEX:9) 1 0 Wand of lightning (will create a lightning bolt that attacks on its own for one combat round and then fizzles away...based on the wielder, it has DICE:[INT+8]d6+[STR]) [this has 30 charges and is made of strange wood] 1 0 Chausses [magical armor/legs] (HITS:28 -- STR:1) [it is orange in color...with a scorpion symbol on it that is indigo in color] 1 0 Iron flask of slippery, magical oil (poured on the floor where anyone slips and falls). This liquid looks bubbling in appearance. It also has a herbal taste and smell to it. It seems to be heliotrope (violet) in color. 1 0 Buckler [magical armor/shield] (HITS:12 -- STR:1) [it is green in color] 1 0 A small crystal bottle of orange oil that protects one from magic (can be poured on 12 individuals and magic cannot harm them for 12 hours) 1 0 Marvelous Wand of Hihe - wand of autumn (clears plants and vegetation in a 100 foot area per charge) [this has 21 charges and is made of wood] 1 0 A small pouch of blue sand with a vile hex to whatever it is sprinkled on (person begins to see all friends as enemies, attacking them until curse removing magic is used) 1 0 GEM: Deep Blue Spinel (5gp) 1 0 A small jar of purple powder that protects one from possession (can be sprinkled on 8 individuals and they cannot be possessed, or have their soul stolen, for 6 hours) 1 0 Butterfly knife [magical weapon/dagger] (DICE:3+6 -- STR:2 -- DEX:14) 1 0 Glass jar of treasure seeking concoction (can find nearby treasure for 4 minutes). This liquid looks bubbling in appearance. It also has a vinegary taste and smell to it. It seems to be russet (red) in color. 1 0 Wand of conjuring (can summon any creature for the duration of a single combat...but no matter the creature...it will only have an MR of the wielder`s INTx10) [this has 100 charges and is made of demon bone and has a deep blue spinel at the end of it] 1 0 Welub`s Sand {this small bottle of red sand can be thrown onto anything of medium size or smaller to make them invisible for 5 turns} 1 0 A small bottle of yellow sand that protects one from traps (can be sprinkled on 2 individuals and traps cannot harm them for 11 hours) 1 0 Ring of influence (allows the wearer to roll an extra die for any SR's involving CHR) [a gold ring with a aquamarine set in it] 1 0 [razor-rope (20`)] 1 0 Wand of autumn (clears plants and vegetation in a 100 foot area per charge) [this has 62 charges and is made of wood and has a aquamarine at the end of it. The command word to use this is `ikmareoz`, which can be learned by identifying the item] 1 0 Missing Crossbow of Musisin the Conquerer - light crossbow [magical weapon/crossbow] (DICE:5+4 -- STR:11 -- DEX:9) 1 0 Ring of intelligence +7 [a copper ring] 1 0 Guig`s Lamp Oil {this lantern oil will cause the lamp`s light to hurt undead within it`s glow for 1d6 damage per round} 1 0 Glorious Staff of Be`elzebubba the Magician - staff of the sorcerer {DICE:3+4 / STR:4 / DEX:4 / Wizard Weapon} (grants a +3 to LCK...without using charges...and can reduce the STR cost to cast a spell by . mt_rand(5,15) . per charge) [this has 10 charges and is made of yew wood. There is a command word carved on it in an ancient devlish language that says `sinohtlo`] 1 0 [extended brandestock (9`)] 1 0 Red-colored, glass bottle of invisibility mixture (lasts for 13 minutes). This liquid looks luminous in appearance. It also has a salty taste and smell to it. It seems to be dun (gray) in color. 1 0 GEM: Freshwater Pearl (2gp) 1 0 Cuisses [magical armor/legs] (HITS:4 -- STR:1) [it is yellow in color] 1 0 Mighty Wand of Ndrant the Mage - wand of wonderous magic (can cast a spell at 1 level higher efficacy without spending extra STR points...or can reduce the STR cost to cast a spell by . mt_rand(5,15) . ...per charge) [this has 44 charges and is made of ivory] 1 0 Test tube of dragon breath mixture (drinker can breath fire instead of a normal attack with a 6+6). This liquid looks effervescent in appearance. It also has a dusty taste and smell to it. It seems to be puce (violet) in color. 1 0 A small glass jar of purple oil that protects one from cold (can be poured on 2 individuals and cold cannot harm them for 18 hours) 1 0 Ornate Mitten Gauntlets of Myndon - mitten gauntlets [magical armor/arms] (HITS:8 -- STR:1) [it is orange in color...with a skull symbol on it that is jade in color] 1 0 Mulpelpe`s Rare Tablecloth {once a day, when this brown tablecloth is put on a table, it will unfold with a feast for up to 5 people} 1 0 Ornate Ring of Kupgugh the Magician - ring of animal domination [birds] (will control a single animal for 30 minutes) [a copper ring with a zircon set in it - it has 27 charges] 1 0 Ring of animal domination [mammals] (will control a single animal for 90 minutes) [a platinum ring...there is a command word engraved on the inside written in a elven language that says `odrab`] 1 0 A small pouch of red dust that protects one from demons (can be sprinkled on 6 individuals and demons cannot harm them for 8 hours) 1 0 Spherical, glass bottle of acid resistance oil (rub on self or items...lasts until acid is splashed on them). This liquid looks rainbowed in appearance. It also has a bitter taste and smell to it. It seems to be dun (gray) in color. 1 0 Waterskin of plant control draught (lasts for 2 hours). This liquid looks bubbling in appearance. It also has a tart taste and smell to it. It seems to be aquamarine (brown) in color. 1 0 Rare Chausses of Galzan - chausses [magical armor/legs] (HITS:12 -- STR:2) [it is red in color...with a woman symbol on it that is royal blue in color] 1 0 Mitten gauntlets [magical armor/arms] (HITS:8 -- STR:1) [it is orange in color...with a hand symbol on it that is silver in color] 1 0 [armor/suit]banded mail [made of steel] 1 0 Test tube of poison immunity (can provide poison immunity for 24 hours). This liquid looks bubbling in appearance. It also has a watery taste and smell to it. It seems to be lilac (violet) in color. 1 0 [cross thrust sword (5`)] 1 0 Vitar`s Deck of Playing Cards {will surround, whirl, and distract an enemy when thrown at them} 1 0 Urgran`s Tablecloth {once a day, when this red tablecloth is put on a table, it will unfold with a feast for up to 5 people} 1 0 Breast plate [magical armor/chest] (HITS:21 -- STR:1) [it is black in color] 1 0 Ring of efreet summoning (will summon a efreet to fight with the group for a single combat) [a iron ring with a blue diamond set in it...there is a command word engraved on the inside written in a long dead orkish language that says `ufrav`] 1 0 Unknown Greaves of Moloch the Thief - greaves [magical armor/legs] (HITS:18 -- STR:1) [it is blue in color...with a hawk symbol on it that is amber in color] 1 0 Ring of luck +1 [a iron ring...there is a command word engraved on the inside written in a long dead dragon language that says `norelat`] 1 0 Mysterious Bow of Pandael - fine-crafted extra-heavy bow (113 lbs) [magical weapon/self bow] (DICE:9+5 -- STR:24 -- DEX:17) 1 0 A small bottle of blue powder of blessing (can be sprinkled on 2 individuals will have a curse lifted) 1 0 Staff of travel {DICE:4+3 / STR:6 / DEX:3 / Wizard Weapon} (if tapped on the ground 3 times, this staff can later open a dimensional door that will allow others to travel back to that spot) [this has 21 charges and is made of oak wood. There is a command word carved on it in an ancient balrog language that says `lheshjoezh`] 1 0 Ancestral Boomerang of Eracove - boomerang [magical weapon/ranged] (DICE:4+7 -- STR:9 -- DEX:10) 1 0 JEWELRY: Silvery Gold Choker (337gp) 1 0 Sacred Full Helm of Abraanthasala - full helm [magical armor/head] (HITS:12 -- STR:1) [it is green in color...with a unicorn symbol on it that is indigo in color] 1 0 Glass bottle of persuasive liquid (can convince others to so something non-life threatening for 6 minutes). This liquid looks watery in appearance. It also has a salty taste and smell to it. It seems to be pearl (white) in color. 1 0 A small sack of red sand that protects one from cold (can be sprinkled on 8 individuals and cold cannot harm them for 14 hours) 1 0 [grapple hook and rope (30`)] 1 0 Ring of constitution +4 [a platinum ring] 1 0 Chain coif [magical armor/head] (HITS:16 -- STR:1) [it is brown in color] 1 0 Iron flask of persuasive liquid (can convince others to so something non-life threatening for 18 minutes). This liquid looks oily in appearance. It also has a vinegary taste and smell to it. It seems to be lake (violet) in color. 1 0 Extraordinary Wand of Yar the Mage - wand of finding magic (will point in the direction of any magic item or creature that is nearby and an L2SR vs. INT will even show what it is) [this has 37 charges and is made of wood and has a green emerald at the end of it. There is a command word carved on it in a treekin language that says `htraralap`] 1 0 [armor/head]helm [made of iron...with a skull symbol on it that is royal blue in color] 1 0 Gold-colored, decanter of disenchanting oil (remove enchantments on those it is rubbed on). This liquid looks oily in appearance. It also has a peppery taste and smell to it. It seems to be straw (yellow) in color. 1 0 Edanoh`s Lute {will float, play music, and follow the owner when tossed into the air...giving the group +4 for combat} 1 0 Glass bottle of treasure seeking liquid (can find nearby treasure for 20 minutes). This liquid looks vaporous in appearance. It also has a earthy taste and smell to it. It seems to be brassy (metallic) in color. 1 0 Wand of finding foes (will find enemies nearby and an L1SR vs. INT will even show what type they are) [this has 62 charges and is made of demon bone] 1 0 Full helm [magical armor/head] (HITS:12 -- STR:1) [it is brown in color] 1 0 JEWELRY: Silver Buckle (120gp) 1 0 [armor/head]dwarven mask [made of adamant] 1 0 Liesm`s Powerful Locket {this bone locket has a pegasus symbol on it and grants the wearer the ability to cast spells one level higher without penalty} 1 0 Galzan`s Extraordinary Crown {this platinum crown has 5 brown diamonds set in it and increases the wearer`s strength by 8 points while wearing it} 1 0 A small jar of green dust that protects one from magical weapons (can be sprinkled on 2 individuals and magic weapons cannot harm them for 2 hours) 1 0 Ogger`s Ornate Amulet {this platinum amulet has a dog symbol on it and grants the wearer the ability to battle undead with 2 additional combat dice} 1 0 Bracers [magical armor/arms] (HITS:4 -- STR:1 -- [BONUS +3 for any SR's made from attacks]) [it is black in color] 1 0 Habiot`s Incredible Belt {this orange animal skin belt has a platinum buckle and gives the wearer the strength of a giant...which gives +3 to strength} 1 0 Iron flask of curing mixture (cures disease and illness). This liquid looks syrupy in appearance. It also has a milky taste and smell to it. It seems to be gold (metallic) in color. 1 0 Scimitar (3`) [magical weapon/sword] (DICE:6+3 -- STR:9 -- DEX:10) 1 0 Amosun`s Ultimate Paint Brush {once a day this brush can paint a doorway on a wall that is no more than 10 feet thick...but it does require a pint of paint} 1 0 A small spherical, glass bottle of brown oil that protects one from devils (can be poured on 3 individuals and devils cannot harm them for 2 hours) 1 0 Wonderful Ring of Tyrin - ring of strength +1 [a gold ring] 1 0 Astounding Boomerang of Ezipexon - boomerang [magical weapon/ranged] (DICE:2+7 -- STR:11 -- DEX:10) 1 0 JEWELRY: Golden Gemmed Broach (160gp) 1 0 Scimitar (3`) [magical weapon/sword] (DICE:6+2 -- STR:10 -- DEX:11) 1 0 A small pouch of blue sand with a vile hex to whatever it is sprinkled on (person has all of their wooden objects turn to coal.) 1 0 A small glass bottle of gray oil of weakness (can be poured on 7 individuals will be totally drained of all their STR points) 1 0 [armor/head]full helm [made of gold] 1 0 Latiabair`s Torch {if the word `adollu` is spoken (which is learned by identifying the item), this torch will light and follow the owner by floating nearby...but only for about 7 hours a day} 1 0 Pavise [magical armor/shield] (HITS:7 -- STR:14 -- [vile pavise ( suffers a penalty of 2 to SR`s until curse removing magic is used, which destroys the item)]) [it is purple in color] 1 0 A small sack of yellow sand that protects one from possession (can be sprinkled on 4 individuals and they cannot be possessed, or have their soul stolen, for 15 hours) 1 0 [bullwhip (12`)] 1 0 Copper-colored, glass bottle of dexterity potion (increases the drinker's DEX by 5 for 3 hours). This liquid looks oily in appearance. It also has a buttery taste and smell to it. It seems to be mahogany (brown) in color. 1 0 Magnificent Wand of Izatap - wand of polymorph (will turn an opponent into a toad for 2 combat rounds) [this has 50 charges and is made of wood] 1 0 Ring of the warlock (can reduce the STR cost to cast a spell by 10 per charge) [a gold ring] 1 0 Astonishing Wand of Hygraph - wand of wonderous magic (can cast a spell at 1 level higher efficacy without spending extra STR points...or can reduce the STR cost to cast a spell by . mt_rand(5,15) . ...per charge) [this has 69 charges and is made of ivory] 1 0 Wand of wonderous magic (can cast a spell at 1 level higher efficacy without spending extra STR points...or can reduce the STR cost to cast a spell by . mt_rand(5,15) . ...per charge) [this has 99 charges and is made of ivory. There is a command word carved on it in an ancient balrog language that says `zouxache`] 1 0 Scutum [magical armor/shield] (HITS:35 -- STR:7) [it is blue in color] 1 0 Powerful Full Helm of Volan - full helm [magical armor/head] (HITS:9 -- STR:1) [it is green in color...with a griffin symbol on it that is jade in color] 1 0 Bracers [magical armor/arms] (HITS:20 -- STR:1) [it is white in color] 1 0 Missing Staff of Erlitl - staff of safe haven {DICE:5+7 / STR:4 / DEX:8 / Wizard Weapon} (can create an area of safety where dangers cannot penetrate and a group can rest without concern) [this has 13 charges and is made of ash wood] 1 0 Ornate Wand of Toenbert the Conjurer - wand of magic arrow (will create an arrow that attacks on its own for one combat round and then vanishes...based on the wielder, it has DICE:[INT+2]d6+[STR]) [this has 34 charges and is made of bone] 1 0 Waterskin of infernal potion (drinker's skin turns to a blue color for about 2 hours). This liquid looks oily in appearance. It also has a spicy taste and smell to it. It seems to be pink (red) in color. 1 0 Tan-colored, glass bottle of elemental protection liquid [air elemental] (lasts for 2 hours). This liquid looks smoky in appearance. It also has a lemony taste and smell to it. It seems to be ivory (white) in color. 1 0 Saegalach`s Lost Bonnet {this green bonnet grants the wearer the ability to appear exactly as another humanoid of medium or small size up to 4 hours per day by simply saying the magic word while concentrating on how they want to look...the magic word to activate the power is `yachqioh` which is learned by identifying the item} 1 0 Marvelous Poniard of Nofhug - poniard [magical weapon/dagger] (DICE:3+3 -- STR:1 -- DEX:3) 1 0 Magnificent Vambraces of Telzar the Prowler - vambraces [magical armor/arms] (HITS:18 -- STR:1) [it is blue in color...with a eye symbol on it that is indigo in color] 1 0 Ring of invisibility (the wearer can turn invisible for 90 minutes) [a gold ring with a black star sapphire set in it] 1 0 Phenomenal Open-Face Helm of Ibnotn the Slayer - open-face helm [magical armor/head] (HITS:10 -- STR:1) [it is brown in color...with a sword symbol on it that is emerald in color] 1 0 A small pouch of green sand that protects one from illusions (can be sprinkled on 5 individuals and they can see the truth of illusions for 6 hours) 1 0 A small ceramic jug of orange oil that protects one from demons (can be poured on 10 individuals and demons cannot harm them for 6 hours) 1 0 Mystical Ring of Recergatl - ring of regenerating (restores 7 CON every hour) [a bone ring] 1 0 Wonderful Wand of Largimol the Necromancer - wand of icicles (will create icicles that attacks on its own for one combat round and then melts away...based on the wielder, it has DICE:[INT+6]d6+[STR]) [this has 87 charges and is made of strange wood and has a moonstone at the end of it. There is a command word carved on it in an ancient dwarvish language that says `ufzhiphem`] 1 0 GEM: Lapis Lazuli (2gp) 1 0 Buckler [magical armor/shield] (HITS:3 -- STR:2 -- [infernal buckler ( shrinks about 1 foot until the item is removed from the )]) [it is blue in color...with a hippogriff symbol on it that is gold in color] 1 0 A small glass bottle of black oil that protects one from blood elemental (can be poured on 9 individuals and these elementals cannot harm them for 6 hours) 1 0 Legendary Ring of Malcolum - ring of swimming (makes the wearer a perfect swimmer) [a bone ring...there is a command word engraved on the inside written in a sphinx language that says `edimin`] 1 0 Enchanted Vambraces of Arangama - vambraces [magical armor/arms] (HITS:6 -- STR:1) [it is yellow in color] 1 0 Waterskin of vile mixture (drinker begins to see all friends as monsters, fleeing from them until curse removing magic is used). This potion is layered [colors of umber, blush, and peach] in appearance. It also has a musty taste and smell to it. It seems to be citrine (yellow) in color. 1 0 Ring of intelligence +1 [a silver ring with a tourmaline set in it...there is a command word engraved on the inside written in a cryptic balrog language that says `lahic`] 1 0 [armor/chest]breast plate [made of bronze...with a hawk symbol on it that is maroon in color] 1 0 Ceramic jug of shrinking draught (drinker and items shrink to 5% normal size for 8 minutes). This liquid looks cloudy in appearance. It also has a earthy taste and smell to it. It seems to be dun (gray) in color. 1 0 Cinunnse`s Helmet {this copper helmet grants the wearer the ability to see perfectly underwater up to 50 feet away and breathe normally...the magic word to activate the power is `htnenalam` which is learned by identifying the item} 1 0 Marvelous Short Sword of Taban the Mercenary - short sword (2`) [magical weapon/sword] (DICE:4+3 -- STR:6 -- DEX:2) 1 0 Wine bottle of slippery, magical oil (poured on the floor where anyone slips and falls). This liquid looks bubbling in appearance. It also has a vinegary taste and smell to it. It seems to be cerise (red) in color. 1 0 Ring of telekinesis (allows the wearer to move an object they can see, and that they can lift themselves, with their mind up to 80 feet) [a copper ring...the command word to use this is `ateidle`, which can be learned by identifying the item - it has 37 charges] 1 0 GEM: Obsidian (2gp) 1 0 Iron flask of slippery, magical oil (poured on the floor where anyone slips and falls). This liquid looks effervescent in appearance. It also has a dusty taste and smell to it. It seems to be saffron (yellow) in color. 1 0 Legendary Manople of Kelnos the Criminal - manople (2`) [magical weapon/sword] (DICE:5+7 -- STR:9 -- DEX:8) 1 0 A small jar of blue sand that protects one from wereboar (can be sprinkled on 7 individuals and these lycanthropes cannot harm them for 11 hours) 1 0 Gauntlets [magical armor/arms] (HITS:24 -- STR:1) [it is black in color...with a eagle symbol on it that is emerald in color] 1 0 A small bottle of orange powder that protects one from gaze attacks (can be sprinkled on 10 individuals and gazes cannot harm them for 13 hours) 1 0 Rare Wand of Toxva the Sage - wand of the illusionist (can reduce the STR cost to cast a spell by 7 per charge) [this has 24 charges and is made of wood. There is a command word carved on it in a cryptic hobling language that says `vello`] 1 0 Astonishing Sling of Kranor - sling, common [magical weapon/ranged] (DICE:3+2 -- STR:4 -- DEX:10) 1 0 Staff of awareness {DICE:5+2 / STR:5 / DEX:3 / Wizard Weapon} (every charge of this staff will keep the wielder from getting surprised by others) [this has 7 charges and is made of oak wood and has a rose quartz at the top] 1 0 Udazbanoe`s Magical Robe {this gray robe will release a swarm of insects when opened and the magic word uttered up to 2 times per day...which will swarm around enemies and reducing their combat add by half for 3 rounds where the insects then magically vanish...the magic word to activate the cloak is `iplhaiwa` which is stitched on the inside the robe`s collar} 1 0 Wand of finding coins (will point in the direction of any coins that is nearby and an L1SR vs. INT will even show what they are and how much) [this has 32 charges and is made of strange wood] 1 0 Wand of sorcery (can reduce the STR cost to cast a spell by 5 per charge) [this has 41 charges and is made of ivory and has a citrine at the end of it. There is a command word carved on it in a vampire language that says `gihgat`] 1 0 [armor/arms]bracers [made of sabretooth hide and is tan in color...with a eagle symbol on it that is emerald in color] 1 0 Wonderful Ring of Eochearnir - ring of strength +6 [a silver ring...there is a command word engraved on the inside written in an odd fey language that says `xanak`] 1 0 JEWELRY: Silver Chalice (24gp) 1 0 Magical Cat-O`-Nine Tails of Perensahael the Medium - cat-o`-nine tails [magical weapon/unusual] (DICE:4+3 -- STR:6 -- DEX:12) 1 0 Ring of water walking (allows the wearer to walk on water up to 70 feet per charge) [a bone ring - it has 46 charges] 1 0 Excellent Chausses of Ddal - chausses [magical armor/legs] (HITS:24 -- STR:1) [it is yellow in color...with a dog symbol on it that is violet in color] 1 0 Wand of freezing (will cause an opponent to be frozen for 2 combat rounds, after which they fully thaw) [this has 92 charges and is made of ivory] 1 0 Madu (1d6+3 in combat) [magical armor/shield] (HITS:8 -- STR:1) [it is black in color...with a man symbol on it that is maroon in color] 1 0 Amazing Ring of Rhysus the Warrior - ring of efreet summoning (will summon a efreet to fight with the group for a single combat) [a bone ring...the command word to use this is `akwaifza`, which can be learned by identifying the item] 1 0 Hithur`s Fabulous Belt {this brown pegasus skin belt has a gold buckle and will slightly tighten around the wearer when within 20 feet of traps and the wearer concentrates} 1 0 A small sack of black dust of curse removal (can be sprinkled on 8 individuals will have a curse lifted) 1 0 Mighty Gauntlets of Helhervi - gauntlets [magical armor/arms] (HITS:10 -- STR:1) [it is orange in color] 1 0 Ultimate Porcupine Spines of Lehael - porcupine spines (5) [magical weapon/ranged] (DICE:5+2 -- STR:3 -- DEX:9 -- [warmonger weapon - doubles the wielder`s combat adds 2 times a day]) 1 0 Chausses [magical armor/legs] (HITS:8 -- STR:2) [it is blue in color...with a hand symbol on it that is royal blue in color] 1 0 Zozzo `s Mystical Sand {this small pouch of black sand can be used to create a summoning circle to call forth an elemental [blood elemental] that will serve the summoner...but must spend 29 STR to use this sand} 1 0 Forgotten Greaves of Olthonis the Enforcer - greaves [magical armor/legs] (HITS:6 -- STR:1 -- [BONUS +4 for any SR's made from attacks]) [it is blue in color...with a crown symbol on it that is violet in color] 1 0 [armor/shield]lantern shield [made of gold...with a dragon symbol on it that is jade in color] 1 0 Sollerets [magical armor/legs] (HITS:20 -- STR:1) [it is red in color...with a pegasus symbol on it that is jade in color] 1 0 Unknown Ring of Hatalitt the Knave - ring of feather falling (will cause the wearer to fall slowly) [a copper ring...there is a command word engraved on the inside written in an ancient dwarvish language that says `hazmiaharar`] 1 0 Missing Ring of Udazbanoe the Villain - ring of swimming (makes the wearer a perfect swimmer) [a gold ring with a moss agate set in it] 1 0 Waterskin of giant domination mixture [fire giants] (lasts for 6 hours). This liquid looks syrupy in appearance. It also has a peppery taste and smell to it. It seems to be fallow (yellow) in color. 1 0 Amazing Wand of Tiagorth - wand of icicles (will create icicles that attacks on its own for one combat round and then melts away...based on the wielder, it has DICE:[INT+6]d6+[STR]) [this has 68 charges and is made of wood and has a tiger eye at the end of it. There is a command word carved on it in a cryptic gremlin language that says `leatehahan`] 1 0 Astounding Ring of Vandor - ring of invisibility (the wearer can turn invisible for 10 minutes) [a iron ring with a carnelian set in it - it has 50 charges] 1 0 A small pouch of yellow powder that protects one from illusions (can be sprinkled on 8 individuals and they can see the truth of illusions for 13 hours) 1 0 Almighty Buckler of Esetucae the Mage - buckler [magical armor/shield] (HITS:9 -- STR:1) [it is gray in color] 1 0 Ring of phasing (can pass through obstacles up to 10 feet thick) [a silver ring...the command word to use this is `ezoyonom`, which can be learned by identifying the item] 1 0 A small sack of blue sand with an evil curse to whatever it is sprinkled on (person has all of their coins turn to dust.) 1 0 Wand of fright (will cause an opponent to collapse in fear and do nothing for 3 combat rounds) [this has 58 charges and is made of ivory and has a tourmaline at the end of it] 1 0 Moth`s Mystical Glue {this crystal bottle of glue has 5 uses and cause anything to stick to anything else...permanently} 1 0 JEWELRY: Silvery Gold Amulet (192gp) 1 0 Marvelous Ring of Rdenaro the Sage - ring of protection +2 (gives additional points to armor hits) [a gold ring with a star ruby set in it...there is a command word engraved on the inside written in an odd trollish language that says `ghukalwe`] 1 0 A small bottle of yellow dust that protects one from water (can be sprinkled on 12 individuals and water/ice/snow/vapor-based attacks cannot harm them for 7 hours) 1 0 Unknown Wand of Frimost - wand of weakness (every charge used will drain 21 STR from an opponent) [this has 98 charges and is made of wood and has a pink diamond at the end of it. There is a command word carved on it in a cryptic vampire language that says `sicrif`] 1 0