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-- Many columns of fire shoot up through the floor at all in the area where they must make a L5SR vs. LCK or DEX or be turned to ash. 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. A spear comes out of the wall toward whoever first enters the area. It attacks with (4 + 15) and does 1d6+2 damage. 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 53 feet deep and layered in spikes. Anyone who falls in will take 7d6x3 damage. A wall closes the exits to the area. The room then begins to rise in temperature for about 40 minutes...where no one can survive the extreme heat. Poisonous snakes drop on anyone inside where they must make a L2SR vs. STR or CON from the bites or die. Green poisonous gases fill the area where anyone inside must make a L1SR vs. STR or CON or die. Poison needles shoot from a nearby wall, attacking with (4 + 15). Anyone in the area must make a L1SR vs. STR or CON or suffer 1d6x2 damage. Poisonous snakes drop on anyone inside where they must make a L1SR vs. STR or CON from the bites or suffer 1d6x3 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 17 feet deep. Anyone who falls in will take 2d6 damage...where the opening then closes. There is a shallow looking puddle of water in the room that really is 19 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 wall closes the exits to the area. The room then begins to rise in temperature for about 30 minutes...where no one can survive the extreme heat. 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. The ceiling caves in and causes 1d6x2 damage to all inside. A magical beam of energy hits all in the area where they must make a L4SR vs. LCK or DEX or suffer 1d6x6 damage and become paralyzed for 1d6 hours. There is a pile of trash 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. 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 60 and with dice of 7 + 30. Wandering monster checks are made every round to see what the noise is. 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 1d6x2 damage. A pit opens up in the area that is 16 feet deep and filled with deadly white ooze. Anyone who falls in will be killed in about 30 minutes...and be fully dissolved in another 60 minutes. A net wraps up all of those in the area and lifts them to the ceiling. The ceiling caves in and causes 1d6x4 damage to all inside. Gray acidic gases fill the area causing 1d6+4 damage to anyone inside. 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. Anyone who falls in will take 1d6 damage. A wall closes the exits to the area. The ceiling then begins to descend. Poisonous snakes drop on anyone inside where they must make a L1SR vs. STR or CON from the bites or die. 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. 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 net wraps up all of those in the area and lifts them to the ceiling. A wall closes the exits to the area. Water then begins to fill the room. A wall closes the exits to the area. The ceiling then begins to descend. An acid liquid that splashes anyone inside, causing 1d6x2 damage. They must also make a L1SR vs. LCK or DEX or be blind for 2 days. A nearby wall opens to reveal a monster. There is a shallow looking puddle of water in the room that really is 15 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. Brown gases fill the area causing memory loss to anyone inside for about 4 hours...where INT is also reduced to zero during that time. The ceiling becomes highly magnetized, causing all metal objects to fly up to the ceiling...carrying metal armor wearing adventurers up as well. White gases fill the area. Any flame will ignite it causing all in the area to make a L3SR vs. STR or CON from the explosion or suffer 1d6x6 damage. Magical dark mists fill the area where anyone inside must make a L4SR vs. INT or their magic items become disenchanted. Spikes come out of the floor in the area that are roughly 6 feet high and 5 inches wide at the base...where anyone inside must make a L2SR vs. LCK or DEX or suffer 1d6x4 damage. A pit opens up in the area that is 16 feet deep. Anyone who falls in will take 2d6 damage...where the opening then closes. A pit opens up in the area that is 80 feet deep (taking 14d6 damage from the fall) and filled with some odd green mushrooms. Anyone who falls in will land on them, causing them to release white spores that cause the victim to slowly have their skin turn into blue scales over the coarse of 11 hours unless they can make a L6SR vs. STR or CON. If infected, they can only be cured by magical means. Purple 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. 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. The ceiling becomes highly magnetized, causing all metal objects to fly up to the ceiling...carrying metal armor wearing adventurers up as well. Arrows fire from the wall at anyone in the area, attacking with (7 + 30), causing 1d6+4 damage. A pit opens up in the area that drops 22 feet before landing in water. Anyone who falls in will be in a large underground cave containing a water dwelling monster. The ceiling becomes highly magnetized, causing all metal objects to fly up to the ceiling...carrying metal armor wearing adventurers up as well. A nearby wall opens to reveal a monster. Darts fire from the wall at anyone in the area, attacking with (2 + 8), causing 1d6+1 damage. Spikes come out of the floor in the area that are roughly 5 feet high and 4 inches wide at the base...where anyone inside must make a L4SR vs. LCK or DEX or be instantly killed from being impaled. An acid liquid that splashes anyone inside, causing 1d6x6 damage. They must also make a L1SR vs. LCK or DEX or be blind for 4 days. 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 pit opens up in the area that is 87 feet deep. Anyone who falls in will take 19d6 damage. If they survive, they then must face a monster. A very bright magical light flashes in the area...where everyone must make a L9SR vs. LCK or DEX or be blind for 21 hours. Green gases fill the area. Any flame will ignite it causing all in the area to make a L3SR vs. STR or CON from the explosion or suffer 1d6x5 damage. A pit opens up in the area that is 10 feet deep. Anyone who falls in will take 1d6 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 10 minutes. The ceiling caves in and causes 1d6x7 damage to all inside. A magical beam of energy hits all in the area where they must make a L4SR vs. LCK or DEX or suffer 1d6x6 damage and become paralyzed for 1d6 hours. A pit opens up in the area that is 11 feet deep and filled with lava. Anyone who falls in will be killed. A pit opens up in the area that is 39 feet deep and layered in spikes. Anyone who falls in will take 4d6x3 damage. A net wraps up all of those in the area and lifts them to the ceiling. The ceiling caves in and causes 1d6x4 damage to all inside. A wall closes the exits to the area. Sand then begins to fill the room from above. A pit opens up in the area that is 14 feet deep. Anyone who falls in will take 2d6 damage...where the walls begin to compact where they will crush all inside in about 30 minutes. 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. A sticky substance is in the area and causes anyone inside to be stuck and must make a L1SR 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 suffer 1d6x2 damage. A spear comes out of the wall toward whoever first enters the area. It attacks with (10 + 45) and does 1d6+6 damage. A pit opens up in the area that is 28 feet deep (taking 3d6 damage from the fall) and filled with some odd white mushrooms. Anyone who falls in will land on them, causing them to release white spores that cause fear for 2 hours unless they can make a L2SR vs. INT. A pit opens up in the area that is 19 feet deep. Anyone who falls in will take 2d6 damage...where the opening then closes. A pit opens up in the area that is 44 feet deep. Anyone who falls in will take 5d6 damage. A pit opens up in the area that is 30 feet deep. Anyone who falls in will take 3d6 damage...where the opening then closes. A portcullis or wall closes the exits to the area. A wall closes the exits to the area. The ceiling then begins to descend. 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. Anyone who falls in will take 1d6 damage. A net wraps up all of those in the area and lifts them to the ceiling. Poisonous insects fill the area where they must make a L5SR vs. STR or CON from the bites or die. A nearby wall opens to reveal a monster. A nearby wall opens to reveal a monster. 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. 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 180 and with dice of 19 + 90. Wandering monster checks are made every round to see what the noise is. A wall closes the exits to the area. Sand then begins to fill the room from above. A magical beam of energy hits all in the area where they must make a L5SR vs. LCK or DEX or suffer 1d6x8 damage and become paralyzed for 1d6 hours. A pit opens up in the area that is 30 feet deep and filled with deadly black ooze. Anyone who falls in will be killed in about 10 minutes...and be fully dissolved in another 80 minutes. 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. Gray acidic gases fill the area causing 1d6+2 damage to anyone inside. A portcullis or wall closes the exits to the area. 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. A locked iron cage that falls from the ceiling and lands on all of those close to the central spot of the area. 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 L1SR vs. LCK or DEX or be set ablaze and melt into a puddle of goo. 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. 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. Gray poisonous gases fill the area where anyone inside must make a L1SR vs. STR or CON or suffer 1d6x3 damage. A pit opens up in the area that is 71 feet deep. Anyone who falls in will take 14d6 damage. A wall closes the exits to the area. Water then begins to fill the room. The ceiling becomes highly magnetized, causing all metal objects to fly up to the ceiling...carrying metal armor wearing adventurers up as well. A nearby wall opens to reveal a monster. Poisonous snakes drop on anyone inside where they must make a L2SR vs. STR or CON from the bites or suffer 1d6x4 damage. A pit opens up in the area that is 10 feet deep and layered in spikes. Anyone who falls in will take 1d6x3 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 10 minutes. A magical beam of fire hits all in the area where they must make a L1SR vs. LCK or DEX or suffer 1d6x3 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 suffer 1d6x2 damage. A nearby wall opens to reveal a monster. A pit opens up in the area that is 54 feet deep (taking 7d6 damage from the fall) and filled with some odd orange mushrooms. Anyone who falls in will land on them, causing them to release white spores that cause fear for 6 hours unless they can make a L4SR vs. INT. Poisonous insects fill the area where they must make a L5SR vs. STR or CON from the bites or suffer 1d6x8 damage. 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. They don't do damage to anyone, but wandering monster checks are made every round to see what the noise is. 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 magical beam of fire hits all in the area where they must make a L4SR vs. LCK or DEX or be turned to ash. Poisonous insects fill the area where they must make a L3SR vs. STR or CON from the bites or suffer 1d6x6 damage. 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. Darts fire from the wall at anyone in the area, attacking with (7 + 30), causing 1d6+4 damage. A pit opens up in the area that drops 10 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 28 feet deep. Anyone who falls in will take 3d6 damage...where the opening then closes. 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. Green gases fill the area causing laughter to anyone inside for about 3 turns (unless they can make a L1SR vs. INT)...where wandering encounter checks are made each turn the laughing continues. There is a shallow looking puddle of water in the room that really is 15 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 32 feet deep and filled with deadly gray ooze. Anyone who falls in will be killed in about 20 minutes...and be fully dissolved in another 60 minutes. A pit opens up in the area that is 10 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 80 minutes. Spikes come out of the floor in the area that are roughly 6 feet high and 6 inches wide at the base...where anyone inside must make a L1SR vs. LCK or DEX or suffer 1d6x3 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 180 and with dice of 19 + 90. 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. 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 75 and with dice of 8 + 38. 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 drops 10 feet before landing in water. Anyone who falls in will be in a large underground cave containing a water dwelling monster. A scything blade comes from a nearby wall attacking with (5 + 23). It will slice at whoever first enters the area. If they get hit, they will be decapitated. 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. 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 10 feet deep. Anyone who falls in will take 1d6 damage...where the opening then closes. 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 60 and with dice of 7 + 30. 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. 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. Spikes come out of the floor in the area that are roughly 4 feet high and 2 inches wide at the base...where anyone inside must make a L9SR vs. LCK or DEX or be instantly killed from being impaled. 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. A pit opens up in the area that is 21 feet deep and filled with deadly gray ooze. Anyone who falls in will be killed in about 10 minutes...and be fully dissolved in another 90 minutes. A wall closes the exits to the area. Sand then begins to fill the room from above. Spikes come out of the floor in the area that are roughly 4 feet high and 2 inches wide at the base...where anyone inside must make a L5SR vs. LCK or DEX or be instantly killed from being impaled. Poison needles shoot from a nearby wall, attacking with (11 + 53). Anyone in the area must make a L3SR vs. STR or CON or suffer 1d6x5 damage. A net wraps up all of those in the area and lifts them to the ceiling. 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. They don't do damage to anyone, but wandering monster checks are made every round to see what the noise is. Poisonous insects fill the area where they must make a L1SR vs. STR or CON from the bites or suffer 1d6x3 damage. A locked iron cage that falls from the ceiling and lands on all of those close to the central spot of the area. The ceiling caves in and causes 1d6x6 damage to all inside. Poisonous snakes drop on anyone inside where they must make a L1SR vs. STR or CON from the bites or die. 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 69 feet deep (taking 10d6 damage from the fall) and filled with some odd white mushrooms. Anyone who falls in will land on them, causing them to release white spores that cause the victim to fall asleep for 4 hours unless they can make a L5SR vs. STR or CON. A magical beam of energy hits all in the area where they must make a L1SR vs. LCK or DEX or suffer 1d6x3 damage and become paralyzed for 1d6 hours. A pit opens up in the area that is 17 feet deep and filled with lava. Anyone who falls in will be killed. A net wraps up all of those in the area and lifts them to the ceiling. Darts fire from the wall at anyone in the area, attacking with (13 + 60), causing 1d6+8 damage. A scything blade comes from a nearby wall attacking with (5 + 23). It will slice at whoever first enters the area. If they get hit, they will suffer 1d6x3 damage. Gray acidic gases fill the area causing 1d6+1 damage to anyone inside. A pit opens up in the area that is 13 feet deep. Anyone who falls in will take 2d6 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 pit opens up in the area that is 10 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 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 polymorph spell hits whoever first enters the area where they turn into a bird for 1d6+19 hours unless they can make a L9SR vs. LCK or DEX. There is a shallow looking puddle of water in the room that really is 15 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 magical beam of frost hits all in the area where they must make a L2SR vs. LCK or DEX or be frozen solid and then shatter to pieces. The ceiling caves in and causes 1d6x2 damage to all inside. Poisonous insects fill the area where they must make a L1SR vs. STR or CON from the bites or suffer 1d6x3 damage. 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. The ceiling becomes highly magnetized, causing all metal objects to fly up to the ceiling...carrying metal armor wearing adventurers up as well. 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 63 feet deep. Anyone who falls in will take 10d6 damage. Spikes come out of the floor in the area that are roughly 5 feet high and 6 inches wide at the base...where anyone inside must make a L6SR vs. LCK or DEX or suffer 1d6x9 damage. Spikes come out of the floor in the area that are roughly 4 feet high and 4 inches wide at the base...where anyone inside must make a L4SR vs. LCK or DEX or be instantly killed from being impaled. A sticky substance is in the area and causes anyone inside to be stuck and must make a L1SR vs. STR to free themselves. A pit opens up in the area that is 10 feet deep. Anyone who falls in will take 1d6 damage. A portcullis or wall closes the exits to the area. A wall closes the exits to the area. Water then begins to fill the room. A pit opens up in the area that is 38 feet deep (taking 4d6 damage from the fall) and filled with some odd purple mushrooms. Anyone who falls in will land on them, causing them to release white spores that cause the victim to fall asleep for 6 hours unless they can make a L3SR vs. STR or CON. A sticky substance is in the area and causes anyone inside to be stuck and must make a L3SR vs. STR to free themselves. White acidic gases fill the area causing 1d6+14 damage to anyone inside. Blue acidic gases fill the area causing 1d6+7 damage to anyone inside. 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 magical beam of energy hits all in the area where they must make a L1SR vs. LCK or DEX or be turned into a statue of solid silver (worth 4,300gp). A wall closes the exits to the area. Water then begins to fill the room. Orange gases fill the area that cause instant unconsciousness to anyone inside for about 9 hours...unless they can make a L1SR vs. STR or CON. A wall closes the exits to the area. Sand then begins to fill the room from above. A very bright magical light flashes in the area...where everyone must make a L1SR vs. LCK or DEX or be blind for 4 hours. 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 75 and with dice of 8 + 38. Wandering monster checks are made every round to see what the noise is. 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 wall closes the exits to the area. Sand then begins to fill the room from above. Arrows fire from the wall at anyone in the area, attacking with (5 + 23), causing 1d6+3 damage. A portcullis or wall closes the exits to the area. 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. White gases fill the area causing memory loss to anyone inside for about 2 hours...where INT is also reduced to zero during that time. Poison needles shoot from a nearby wall, attacking with (19 + 90). Anyone in the area must make a L5SR vs. STR or CON or suffer 1d6x7 damage. A magical beam of energy hits all in the area where they must make a L1SR vs. LCK or DEX or be turned into a statue of solid brass. 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. Arrows fire from the wall at anyone in the area, attacking with (16 + 75), causing 1d6+10 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 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. The walls then begin to compact the area where they will crush all inside in about 20 minutes. A magical beam of frost hits all in the area where they must make a L4SR vs. LCK or DEX or be encased in a block of ice. Red gases fill the area causing laughter to anyone inside for about 3 turns (unless they can make a L1SR vs. INT)...where wandering encounter checks are made each turn the laughing continues. Gray gases fill the area causing memory loss to anyone inside for about 4 hours...where INT is also reduced to zero during that time. --END-- food scraps sword blade a pile of brown ashes wooden club scratches and claw marks on the floor corroded iron manacles on the ceiling skull of a bugbear 24 foot rope scattered ashes broken cauldron long stone table empty iron flask quill straw scattered around 20 feet of gray yarn bronze hand saw ruined rags pallet black washcloth whip moldy green cushion dagger hilt grindstone corroded brass dipper dust throughout barrel of lantern oil iron dented plate armor wooden pitcher cracked granite wall basin rags corroded iron small bell cracks in the floor broken test tube dried blood drawings of constellations on the wall small iron hanging mirror half-eaten head of an orc 8 small stones scattered around animal bones padded broken wood chair chiseled drawings of constellations on the ceiling bent bronze bucket small bottle of ink chalk writings on the wall that warns others to leave this place...but written in a gargoyle language yellow wax drippings metal kettle ruined torch tinderbox ruined forkspear mahogany armor rack {HOLDS: wooden shield (shield / HITS:3 / STR:2] [made of whittled wood and is orange in color]} scattered ashes mattress iron candle snuffer charcoal chandelier loom wooden dish ceramic jug of perfume some piles of guano dagger hilt a large pile of black ashes with a humanoid skull lying on top of it padded iron chair pallet food scraps dust throughout orange wax drippings chalk writings on the wall that warns of a nearby creature...but written in an odd dwarvish language leather boot ripped red cushion broken horn gold music box worth 69 copper decayed remains of a human [CONTAINS: metal folding shovel --- bronze flask of alcohol --- incense stick] maple pedestal walnut coffer cedar trunk [CONTAINS: iron earrings --- bottle of cheap wine --- corkscrew --- iron spoon] blunt corroded spear head oak chest of drawers [CONTAINS: gray cloth pouch (contains 27 copper) --- ripped red petticoat --- ripped black mantle --- yellow girdle --- dirty black petticoat --- moldy white shirt --- ripped gray trousers --- moldy white vest --- black cap --- brown gown] steel tub brass candle snuffer a large pile of stone blocks broken cauldron bronze hand saw 7 torches on the walls held in iron wall sconces...but only 2 of them are still useable pick handle black blanket shredded and torn clothing ruined blacksmith hammer a scattered chess set shredded and torn clothing broadsword (DICE:3+4 / STR:15 / DEX:10 / HND:1) [the blade is made of mithril with a leather grip...the name of Lunorx is engraved on the hilt] cracks in the wall mahogany desk [CONTAINS: leather scrollcase --- small glass bottle (empty) --- blank book bound in brown leather with a symbol of a fist on the cover] blue slime on the floor 5 green candles an empty cask basket bronze mug corroded brass bowl small bottle of ink 20 foot ripped rope scratches and claw marks on the floor stone tub walnut plate ruined metal tankard fungus growing bronze dented helm mahogany desk [CONTAINS: 7 gold nuggets worth 4 gold each --- crucible --- brass scissors --- metal hyena figurine --- cork --- 3 acorns] large puddle of murky water 8 pieces of wood 45 foot rope a large pile of stone blocks oak coffer bronze dented helm with a skull of a gnome still in it ripped brown couch small brass mirror large puddle of poisoned water maple chest of drawers [CONTAINS: ruined brown leggings --- torn orange blouse --- ruined black cloak --- orange surcoat --- torn brown scarf --- orange cloth pouch (contains 26 copper) --- moldy brown dress --- ripped yellow cap --- moldy blue surcoat --- ripped purple leggings] wooden tray corroded brass knife rosewood armor rack {HOLDS: ring mail chest piece (armor for chest / HITS:2 / STR:2] [made of steel] --- broken ring mail chest piece --- great shield (shield / HITS:7 / STR:14] [made of steel]} cedar bunk bed cobwebs straw scattered around pick handle a spiked torture chair made mostly of birch with iron spikes on it...sitting in it is a bloody bones of a bugbear [CONTAINS: soiled white rag --- 2 crossbow bolts --- small leather book containing prayers --- tinderbox] corroded metal dipper food scraps bronze goblet broken heavy plate mail armor tinderbox rusty bronze pliers brazier whetstone chalk drawings of constellations on the wall iron branding iron blue thread (80 feet) a 3 foot wide hole that is about 6 feet deep scattered leaves and twigs pottery shards scattered around broken cauldron broken hourglass steel chair sword blade cedar weapon rack {HOLDS: war axe (DICE:6+2 / STR:25 / DEX:8 / HND:2) [the blade is made of bronze and has a wood handle with a leather grip] --- pickaxe (DICE:3 / STR:15 / DEX:10 / HND:1) [the pick is made of steel and has a wood handle with a leather grip] --- broken broad axe --- rusty bardiche --- woodsman axe (DICE:3 / STR:10 / DEX:9 / HND:2) [the blade is made of silver and has a bone handle with a leather grip...the handle is decorated with 5 gems {deep blue spinel}]} scattered leaves and twigs a large pile of rocks wooden dish 4 corroded iron wall sconces broken bandora 5 small broken and fresh eggshells charcoal scratches and claw marks on the floor broken flute rosewood footlocker [CONTAINS: 12 iron spikes --- thimble --- loaded ivory dice --- scroll with smudged writing --- pint of lamp oil] a torture rack made mostly of maple...lying on it is a half-eaten remains of a hobgoblin [CONTAINS: glass eye --- deck of tarot cards]...it has some areas of dried blood high rosewood stool 4 rusty iron wall sconces broken stone bench cedar desk [CONTAINS: brass flask of alcohol --- rabbit`s foot --- ornate metal key (3 in 6 chance to unlock one door in this place) --- silvery gemmed clasp (375gp) --- iron key (2 in 6 chance to unlock one door in this place) --- rawhide necklace] basket with a rotted head of an elf inside it 14 hardened blobs of once melted bronze broken bandora pile of straw 42 foot ripped rope ruined blacksmith hammer blood smears on the floor dagger hilt high cedar stool rusty metal manacles on the wall crystal bottle wooden pitcher pallet 6 small stones scattered around fireplace with wood inside pile of straw cedar armor rack {HOLDS: chain mail chest piece (armor for chest / HITS:4 / STR:4] [made of adamant]} fireplace rusty bronze bowl padded broken wood chair moldy rags walnut armor rack {HOLDS: rusted tower shield --- broken chain mail armor} a spiked torture chair made mostly of cedar with metal spikes on it rubble and dirt scattered around iron music box worth 22 copper iron fork whip 6 corroded iron spikes wooden tray shredded and torn clothing a spiked torture chair made mostly of birch with bronze spikes on it...it has some areas of dried blood mahogany cupboard [SPOILED CONTENTS: bread --- fowl --- grapes --- fish --- muffins --- butter --- pudding --- pie --- beans] barrel of lantern oil birch cupboard [SPOILED CONTENTS: pastries --- butter --- greens --- pastries --- grapes --- pears --- jar of jam --- muffins --- tea --- meat] rusty iron manacles on the ceiling with a bloody body of a goblin [CONTAINS: sea shell --- blue cloth napkin] a 3 foot wide hole that is about 3 feet deep small rusty bronze hanging mirror cedar bunk bed high birch stool animal bones leather boot ruined heavy cloth armor brass dented shield 3 foot long iron chain small corroded iron mirror large puddle of murky water mahogany weapon rack {HOLDS: javelin (DICE:2 / STR:5 / DEX:7 / HND:1 / RNG:10) [the tip is made of steel and has a wood handle]} chandelier liquid dripping from the ceiling smoking pipe 10 metal hooks on the wall liquid dripping from the ceiling cracks in the wall high birch stool iron fork useless quill wooden dish copper candle stick worth 31 copper 8 corroded iron wall sconces silver candle stick worth 25 copper ruined tapestry of a griffin low steel table bandora oak pedestal ruined brass ladle iron workbench iron tankard round maple table purple blanket ruined metal ladle granite pedestal iron dipper corroded metal rusty razor ruined iron mug bloody head of a human brass knife cedar bunk bed bronze hammer head 41 foot rope animal bones mat a quarter full cask of wine walnut bunk bed rubble and dirt scattered around basket orange wax drippings a scattered chess set blood smears on the floor a pile of ashes 5 foot wood pole ruined bronze hammer head 5 foot wood pole food scraps ripped mat tinderbox 7 bent bronze spikes bloody remains of a kobold [CONTAINS: poison antidote --- beeswax] pottery shards scattered around ruined iron tankard bent iron pail bent brass dipper iron branding iron quill cedar bunk bed pile of dirt charcoal silver candle stick worth 97 silver scratches and claw marks on the ceiling iron candle stick worth 9 silver blue candle steel shelf shredded and torn clothing ruined iron dented shield a medium-sized worn purple carpet leather boot small maple table 40 foot ripped rope green painted drawings of circles on the wall iron workbench birch plate cobwebs marble workbench scattered leaves and twigs 41 foot rope padded granite chair pallet shredded and torn clothing black cushion ruined bronze sewing needle a pile of ashes rubble and dirt scattered around bent brass hand saw small puddle of dirty water torn painting of Xem the Criminal mounted tiger head 2 foot long iron chain useless blacksmith hammer oak brush loom 20 burnt scrolls mat broken orange canvas rucksack brass dented helm scattered bits of bones and teeth ruined brass kettle iron goblet a 4 foot wide hole that is about 7 feet deep wooden tub wooden club pallet walnut weapon rack {HOLDS: broken great sword --- dagger (DICE:2 / STR:1 / DEX:3/14 / HND:1 / RNG:10) [the blade is made of bronze and has a wood handle with a leather grip...the blade is decorated with 5 gems {tiger eye}] --- broken orkish dagger --- strangle rope (DICE:1+3 / STR:8 / DEX:14 / HND:1) --- rusty halberd} metal ladle black cushion blood smears on the ceiling whip corroded bronze mug 2 foot long iron chain 10 ingots of copper...worth 3 gold each 2 foot long corroded iron bar 5 foot long rusty iron bar ruined bronze dented helm wooden club jar of lantern oil rubble and dirt scattered around low rusty iron table ruined mattress blacksmith hammer rusty brass pail padded iron chair wooden club cobwebs broken wood pedestal cedar desk [CONTAINS: small leather book containing prayers --- brass crowbar --- 8 sling stones --- paint brush --- small parchment describing where some nearby treasure is hidden --- soiled black rag --- pint of lamp oil] iron ladle small iron hanging mirror cracks in the floor 9 ingots of copper...worth 3 gold each iron knife maple stool mat wooden flagon tapestry of a scenic desert view platinum candle stick worth 24 silver some boot prints in various spots grindstone oak cupboard [SPOILED CONTENTS: peas --- cookies] 7 pieces of wood scattered leaves and twigs cracked granite bench a large pile of stone blocks orange slime on the wall birch plate a small metal cage 5 metal hooks on the wall bent iron manacles on the ceiling some small webbed feet prints in various spots fire pit purple slime on the floor 6 bronze wall sconces pallet chiseled writings on the floor that warns others to leave this place...but written in a hobling language mahogany coffer broken stone pedestal cobwebs blunt rusty spear head small bottle of ink orange slime on the wall rags ruined iron tankard hourglass a huge pile of various bones mahogany bed patches of moss scythe (DICE:4+3 / STR:11 / DEX:7 / HND:2) [the blade is made of iron and has a wood handle] a medium-short locked rusty cage a huge pile of various bones spherical, glass bottle of perfume purple wax drippings oak coffer iron flask of perfume broken cauldron platinum music box worth 55 silver 3 foot long ruined iron chain a medium-short locked metal cage with ashes on the bottom ruined metal pan liquid dripping from the ceiling 2 ruined arrows metal sewing needle rosewood crate [CONTAINS: a parchment suicide note --- fish hook --- crucible --- beeswax] loom wooden club 17 wax blobs from brown candles iron small bell large puddle of oily water broken stone pedestal 8 bandages fungus growing half-eaten body of a kobold [CONTAINS: iron medallion --- metal hair brush --- corncob pipe --- blank book bound in brown leather with a symbol of a tower on the cover] 5 sticks scattered around maple desk [CONTAINS: funnel --- 2 feet of twine --- TREASURE MAP - The map is made of parchment, with drawings of the treasure's surrounding area. It is written in the thieves' code, so only a rogue will be able to read the map. This is a map to the forgotten treasure of Hafde the Occultist. Known to have vanished about 290 years ago, their treasure is shown to be in an area just 395 miles from here. The map reads that Hafde had put this treasure in a cursed castle.] corroded dagger hilt rosewood bed pile of dirt cobwebs iron candle stick worth 85 gold bronze pliers corroded metal branding iron some piles of guano broken cauldron charcoal rusty bronze dipper rotting wood bench chiseled writings on the wall that tells the location of a nearby treasure...but written in an ancient naga language pile of dirt shredded and torn clothing an incomplete and scattered chess set jar of lantern oil mutilated head of an elf scratches and claw marks on the wall platinum candle stick worth 6 gold brown candle 6 foot wood pole bent iron bowl half-eaten body of a bugbear [CONTAINS: page torn from a spell book --- silver earring (29gp) --- three-leaf clover --- glass magnifying lens --- 33 foot ball of black string] rusty metal candle snuffer basket rosewood armoire [CONTAINS: moldy yellow cape --- red smock --- ripped green tunic --- ruined gray leather belt --- moldy green robe --- green toga --- black cap --- dirty purple smock --- brown leather boots] broken torch torn mattress walnut plate 6 small stones scattered around blue towel some small hoof prints in various spots ruined iron dented plate armor 3 foot long rusty iron chain loom corroded brass ladle ruined brazier cedar desk [CONTAINS: cork --- small parchment describing how to bypass a nearby trap --- white cloth napkin --- pint of lamp oil --- bar of white soap --- set of wooden teeth] 14 hardened blobs of once melted iron rotting wood workbench metal branding iron dried blood on the floor stone armchair bent metal hammer head liquid dripping from the ceiling bent bronze dented helm brass hand saw metal manacles on the floor maple brush wooden flagon rotted head of an orc a pile of dung 14 wax blobs from green candles ruined brass goblet scattered ashes patches of moss an empty keg moldy white towel quill corroded brass candle snuffer straw scattered around walnut armoire [CONTAINS: ripped purple kerchief --- ripped yellow tunic --- purple leather sandals --- dirty blue hood --- dirty black leather gloves --- red mantle --- orange scarf --- dirty white hat] jar (empty) metal pail whetstone torch a pile of dung rusty bronze dented helm patches of moss mahogany desk [CONTAINS: pair of purple cloth gloves --- brass lockpick --- wooden stake --- set of wooden teeth --- brass crowbar --- metal horseshoe --- 7 pieces of fake copper] a huge pile of various bones charcoal bronze bucket ruined brass hand saw areas with mold iron ladle patches of moss a large pile of rocks moldy green couch wooden tray metal pliers rubble and dirt scattered around a huge pile of various bones a large pile of ashes with a copper amulet (worth 100 silver) lying on top of it oak pedestal ruined metal pan wooden club mounted grizzly bear head bone candle stick worth 37 copper useless hourglass 6 sticks scattered around small brass mirror pile of straw 6 torches on the walls held in iron wall sconces...but only 2 of them are still useable bits of fur and hair chiseled writings on the wall that warns others to leave this place...but written in a gnoll language rosewood desk [CONTAINS: small leather pouch of silver powder --- mortar and pestle --- rabbit`s foot --- small parchment describing where some nearby treasure is hidden --- 16 feet of yellow yarn] a torture rack made mostly of oak...it has some areas of dried blood 10 ingots of lead bits of fur and hair platinum candle stick worth 6 copper bottle (filled with unicorn blood) bent metal small bell 8 ruined metal hooks on the wall skull of a gnome 7 pieces of wood small ruined brass hanging mirror ruined yellow sheet rusty iron candle snuffer padded cracked granite chair rusty iron wall basin corroded iron knife 2 purple candles iron branding iron iron pan rusty bronze pan bronze tankard a three quarters full keg of water fireplace blood smears on the ceiling crumbling stone shelf cedar plate food scraps ruined white cushion pile of straw yellow pillow chandelier iron sifter ruined wood chair maple brush padded maple chair 2 sticks scattered around chandelier brass mug bent brass pliers moisture on the ceiling copper music box worth 32 gold bronze ladle 8 torches on the walls held in iron wall sconces...but only 2 of them are still useable a scattered chess set moldy orange towel 2 bloody bandages scattered leaves and twigs fungus growing iron flask of perfume a three quarters full keg of ale whetstone silver music box worth 73 gold jar of lantern oil a large pile of rocks mounted giant head a torture rack made mostly of maple blunt spear head fungus growing 4 gray candles a 2 foot wide hole that is about 3 feet deep small corroded metal mirror small corroded bronze hanging mirror birch stool metal knife jar (filled with tree sap) ruined wood pedestal charcoal a medium-short rusty cage with a rotted mat on the bottom blunt spear head 7 torches on the walls held in metal wall sconces...but only 3 of them are still useable 4 bent metal spikes walnut coffer broken cauldron 2 ingots of iron rusty dagger hilt steel pedestal pottery shards scattered around 2 metal spikes bits of fur and hair iron dented plate armor whetstone high mahogany stool iron hammer head scratches and claw marks on the wall metal hammer head birch chest of drawers [CONTAINS: ripped black mantle --- ripped brown leather belt --- ruined yellow hose --- ripped blue stockings --- ripped brown cloak --- yellow toga --- ripped blue surcoat --- dirty blue smock --- red shawl --- black cloth pouch (contains 13 copper)] basket scratches and claw marks on the wall 10 bloody bandages 5 corroded bronze wall sconces torn rags bits of fur and hair leather boot 5 foot wood pole rusty brass candle snuffer mahogany stool brown candle red wax drippings grindstone cracks in the ceiling pick handle mahogany bed granite chair liquid dripping from the ceiling ruined brass candle snuffer torn blue cushion bent brass dented helm with a decayed head of an elf still in it ripped black sheet broken blacksmith hammer 5 foot long ruined iron bar a half full keg of wine some large webbed feet prints in various spots corroded iron kettle coal drawings of triangles on the floor moldy purple towel 8 pieces of wood platinum candle stick worth 39 copper cedar casket [CONTAINS: cloth bag of crushed herbs --- 15 foot ball of brown string] rosewood brush 21 foot rope rotting wood workbench ruined metal goblet a 3 foot wide hole that is about 6 feet deep black pillow wooden tray cracks in the ceiling wooden tray bent brass spoon some piles of guano 4 ruined bronze wall sconces oak casket [CONTAINS: small portrait of a woman --- vial of insect repellent --- brass crowbar --- wooden whistle --- brass manacles] rotting wood pedestal ruined blacksmith hammer a 1 foot wide hole that is about 7 feet deep brass hand saw metal dented helm with a decayed head of an orc still in it brass sifter ruined black washcloth purple painted writings on the wall that warns others to leave this place...but written in an odd dwarvish language high birch stool broken cauldron a pile of dung purple thread (30 feet) 4 bloody bandages basket with a decayed head of an elf inside it 100 feet of brown yarn ruined smoking pipe broken cauldron small puddle of stagnant water rags corroded metal manacles on the ceiling with a mutilated body of a hobgoblin [CONTAINS: 4 iron spikes --- spyglass --- vial of perfume] 6 crossbow bolts dried blood on the floor 90 feet of gray yarn a pile of dung broken torch brass bucket humanoid bones chiseled writings on the wall that warns others that they will surely perish...but written in a long dead balrog language a huge pile of various bones areas with mold bronze pail rusty bronze mug pallet shredded and torn clothing 8 ingots of iron bent iron ladle charcoal small rusty bronze mirror warped wood throne animal bones maple cabinet [CONTAINS: small leather pouch of silver powder --- bottle of purple cloth dye --- small iron mirror --- wooden stake] small brass mirror iron wall basin padded stone chair padded steel chair tinderbox loom ruined iron ladle chandelier iron pail 5 broken crossbow bolts smoking pipe moisture on the floor useless torch maple armoire [CONTAINS: black hat --- ripped green stockings --- dirty yellow cap --- ruined orange scarf] pottery shards scattered around brass rusty razor rusty metal manacles on the floor with a half-eaten bones of a human [CONTAINS: white scarf --- white opal (138gp) --- small portrait of a woman --- brown candle] a 2 foot wide hole that is about 8 feet deep rusty brass dented helm mutilated remains of a dwarf [CONTAINS: bronze cow bell --- bottle of cheap wine --- wooden brooch] oak plate grindstone cobwebs 18 hardened blobs of once melted bronze pile of dirt basket bronze kettle 50 foot rope torn painting of some ruins walnut bed rusty brass spoon patches of moss bent iron spoon some piles of guano wooden flagon a quarter full keg of water a huge pile of various bones some piles of guano ruined white towel bent iron mug metal pan green thread (80 feet) an iron maiden made mostly of iron...it has some areas of dried blood rusty metal rusty razor brass dented shield mahogany cupboard [SPOILED CONTENTS: grapes --- butter --- pie --- raisins --- meat --- meat] 3 useless arrows wooden club broken torch 3 orange candles loom birch armoire [CONTAINS: red coat --- ruined yellow robe --- dirty red smock --- ripped white toga --- torn yellow cape --- dirty yellow tunic --- ripped orange shawl] corroded iron knife warped wood workbench mahogany coffer ruined quill rusty bronze dipper a 4 foot wide hole that is about 4 feet deep dagger hilt large puddle of poisoned water tinderbox 7 torches on the walls held in iron wall sconces...but only 4 of them are still useable chandelier a spiked torture chair made mostly of rosewood with metal spikes on it...sitting in it is a half-eaten corpse of an elf [CONTAINS: stone arrowhead --- eyeglasses --- torch --- small bronze carving knife] bits of fur and hair jar of lantern oil mounted bear head some piles of guano rusty iron workbench 5 pieces of wood brass pliers small brass mirror mahogany casket [CONTAINS: 9 inch straight pin --- set of wooden teeth] smoking pipe a pile of black ashes broken orange cloth satchel skull of a human pottery shards scattered around walnut brush 4 small stones scattered around painting of a keep leather boot wooden tub chandelier iron armchair a medium-sized locked rusty cage shredded and torn clothing rosewood bunk bed bronze pliers ruined bronze ladle wooden club 4 wax blobs from white candles rusty bronze dented shield cedar plate 8 foot wood pole maple brush cobwebs glass bottle of perfume 6 hardened blobs of once melted metal jar of lantern oil cedar brush corroded iron fork blunt bent spear head ruined iron pail ruined iron fork 7 pieces of wood animal bones ruined blacksmith hammer purple slime on the wall blue painted writings on the floor that warns others to leave this place...but written in an odd mermen language iron sifter maple casket [CONTAINS: sewing needle --- sea shell --- dirk (DICE:2+1 / STR:1 / DEX:4/10 / HND:1 / RNG:10) [the blade is made of silver and has a wood handle with a leather grip] --- pair of brown cloth gloves --- torch] fireplace with wood inside metal sifter silver music box worth 3 copper high rosewood stool warped wood armchair rusty metal dented shield marble tub ruined brass kettle a medium-sized broken cage with an empty wooden bowl on the bottom pile of straw blunt spear head wooden flagon ceramic jug of perfume areas with mold pick handle a pile of ashes iron goblet scratches and claw marks on the ceiling 80 feet of twine moisture on the ceiling shredded and torn clothing tinderbox 15 hardened blobs of once melted metal loom brass manacles on the floor maple workbench purple candle ripped gray cushion 5 red candles mahogany desk [CONTAINS: wooden brooch --- 6 feet of twine --- torch --- small brass holy symbol] 2 ingots of lead 2 large broken and old eggshells small bottle of ink corroded iron candle snuffer small bottle of ink 4 small stones scattered around corroded brass rusty razor rosewood armor rack {HOLDS: great shield (shield / HITS:7 / STR:14] [made of iron] --- banded mail armor (full suit of armor / HITS:13 / STR:13] [made of steel] --- dented heater shield --- dented full helm --- dented kite shield --- dented dwarven shield} bent brass knife bronze dented plate armor broken cauldron rusty metal candle snuffer iron music box worth 63 silver small rusty iron hanging mirror 7 bloody bandages jar (filled with cat whiskers) 9 brass hooks on the wall yellow blanket corroded metal dented helm oak weapon rack {HOLDS: sledgehammer (DICE:4 / STR:15 / DEX:6 / HND:2) [the blunt end is made of steel and has a metal handle with a leather grip] --- long sword (DICE:5+2 / STR:17 / DEX:14 / HND:2) [the blade is made of gold with a lion leather grip] --- ruined lasso (30`) --- ruined war spear --- broken throwing star --- arrow {15 each} } a torture rack made mostly of mahogany torn black towel broken smoking pipe 50 feet of twine brown wax drippings wooden pitcher rubble and dirt scattered around 2 bandages sword blade rusty bronze dented plate armor pallet bent iron pot corroded iron pliers birch plate ruined torch 70 feet of twine some foot prints in various spots 6 pieces of wood scattered bits of bones and teeth 5 small stones scattered around 3 bronze hooks on the wall a huge pile of various bones 4 useless arrows walnut armor rack {HOLDS: ruined leather cap --- helm (armor for head / HITS:2 / STR:2] [made of adamant] --- ruined plate mail chest piece --- rusted chain coif} fireplace with wood inside some piles of guano corroded brass sifter moldy mat straw scattered around steel tub mahogany footlocker [CONTAINS: bronze pliers --- 7 inch straight pin --- iron medallion --- soiled blue rag --- pipe tobacco] barrel of lantern oil brass pail oak chest of drawers [CONTAINS: ruined gray shirt --- red smock --- ruined yellow coat --- moldy white vest --- gray cloth pouch --- moldy yellow cap --- gray pantaloons --- dirty green pantaloons] 12 hardened blobs of once melted iron crumbling stone shelf gold music box worth 47 silver jar (filled with sphinx spice) a pile of dung fungus growing purple sheet iron small bell ruined blacksmith hammer cedar chest of drawers [CONTAINS: yellow coat --- ruined red petticoat --- torn brown hat --- gray shawl --- torn green blouse --- orange mantle --- ripped gray scarf] small puddle of dirty water food scraps brazier 3 foot long corroded iron chain maple armor rack {HOLDS: dented great shield --- ruined ring mail armor --- ring mail armor (full suit of armor / HITS:8 / STR:10] [made of steel]} waterskin small iron hanging mirror charcoal 5 broken crossbow bolts bronze pliers oak stool fireplace whip oak stool scattered bits of bones and teeth bronze dented helm an incomplete and scattered chess set blood smears on the ceiling stone armchair loom rebeck wine bottle of perfume ruined green pillow 3 purple candles cedar chest of drawers [CONTAINS: dirty green trousers --- red jerkin --- yellow toga --- moldy green cape --- moldy green surcoat --- purple shirt --- dirty red kerchief --- dirty blue leather gloves] mahogany bunk bed splint mail armor (full suit of armor / HITS:13 / STR:14] [made of iron] dagger hilt scattered ashes mahogany weapon rack {HOLDS: broken war spear --- rusty two-handed sword --- rusty sickle} a small worn red rug with a dark black design on it 90 feet of twine ruined tapestry of a house dented scale mail chest piece dagger hilt 13 hardened blobs of once melted bronze liquid dripping from the ceiling blue towel some piles of guano mattress ruined iron kettle maple plate dried blood on the ceiling rubble and dirt scattered around ruined metal manacles on the wall blacksmith hammer rusty iron bowl 12 foot ruined rope birch brush bronze sewing needle 7 crossbow bolts walnut armor rack {HOLDS: rusted heater shield} a 2 foot wide hole that is about 2 feet deep 8 bent brass wall sconces coal writings on the floor that warns others to leave this place...but written in an odd devlish language crumbling stone chair food scraps oak wall basin a 2 foot wide hole that is about 2 feet deep corroded brass goblet cedar desk [CONTAINS: pipe tobacco --- soiled yellow rag --- blue-colored, decanter of spice] corroded dagger hilt ruined bronze dented helm iron small bell dried blood writings on the ceiling that warns others to leave this place...but written in a dwarvish language decayed corpse of a bugbear [CONTAINS: 36 inch leather strap --- a parchment suicide note --- hourglass --- metal ring] walnut desk [CONTAINS: whetstone --- metal metal file --- ivory dice --- vial of mild poison --- 3 sling stones --- bottle of holy water --- blackjack --- deck of playing cards --- funnel] wooden dish pallet an empty keg red thread (60 feet) 8 bronze hooks on the wall bronze dented shield rags birch desk [CONTAINS: paint brush --- vial of perfume] large puddle of dirty water pottery shards scattered around blunt rusty spear head dagger hilt pallet gold music box worth 26 silver bits of fur and hair torn painting of Sair the Prowler brass fork moldy orange blanket walnut armoire [CONTAINS: dirty red scarf --- dirty white hood --- dirty gray shirt --- moldy gray dress --- brown petticoat --- torn blue leather boots --- brown girdle --- torn purple trousers --- moldy blue slippers --- moldy orange trousers] iron candle stick worth 73 copper 2 foot long iron bar wooden club oak cane brass mug platinum-colored, decanter of perfume basket metal dented plate armor liquid dripping from the ceiling iron bowl food scraps red thread (20 feet) gray wax drippings 13 hardened blobs of once melted metal corroded iron hammer head 15 foot rope chiseled writings on the floor that tells the location of a nearby secret room...but written in a cryptic centaur language rusty iron ladle bone candle stick worth 25 silver bronze manacles on the wall with a decayed remains of a bugbear [CONTAINS: brass goblet --- brass tongs] cedar coffer ruined tapestry of Jokulan the Pickpocket brass pot ruined bronze knife brass dented helm mat 6 ingots of iron dust throughout mutilated corpse of a goblin [CONTAINS: flint and steel --- chalk] bent brass kettle 4 pieces of wood 42 foot ruined rope rusty iron knife silver music box worth 32 gold padded wooden chair high cedar stool scattered ashes maple plate high maple stool pallet wooden tray --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-- 1pp / 17ep / 295sp / 1,250cp 1 0 6pp / 175gp / 11ep / 9sp / 145cp 1 0 21ep / 5sp / 321cp 1 0 11gp / 8ep / 31sp / 1,120cp 1 0 an unusual musical small harp worth 147gp 1 0 an extraordinary muskrat fur cape worth 378gp 1 0 3pp / 15gp / 179ep / 1sp / 30cp 1 0 2pp / 12gp / 1ep 1 0 28ep / 26sp / 780cp 1 0 122sp / 1,310cp 1 0 2pp / 7gp / 16ep / 10sp 1 0 78gp / 258ep / 13sp / 1,040cp 1 0 GEM: Moonstone (2gp) 1 0 GEM: Amethyst (1gp) 1 0 3pp / 9gp / 2ep / 5sp / 280cp 1 0 GEM: Banded Agate (3gp) 1 0 a fine book titled `Hunter in the Desert` and is bound in black animal skin with azure colored symbols of a tower on the front and a crown on the back, and is worth 142gp 1 0 844gp / 864ep / 1,956sp / 62,781cp 1 0 42pp / 3gp / 19ep / 29sp / 120cp 1 0 GEM: Alexandrite (63gp) 1 0 541ep / 1,185sp / 23,500cp 1 0 11sp / 18,005cp 1 0 30gp / 1ep / 70cp 1 0 GEM: Moonstone (21gp) 1 0 an unusual tapestry of a city worth 878gp 1 0 9pp / 4gp / 5ep / 84sp / 370cp 1 0 JEWELRY: Silvery Gold Clasp (20gp) 1 0 18pp / 5gp / 5ep / 4sp / 70cp 1 0 JEWELRY: Silver Arm-ring (9gp) 1 0 65gp / 239ep / 65sp / 250cp 1 0 46ep / 39sp / 820cp 1 0 92gp / 55sp / 4,700cp 1 0 JEWELRY: Golden Gemmed Broach (1,250gp) 1 0 a pretty ceremonial shield made of bronze with a devil symbol on it that is royal blue in color and the edge is decorated with 7 jaspers worth 57gp 1 0 524sp / 32,270cp 1 0 a gorgeous glass jar of imp essence worth 18gp to an herbalist 1 0 2pp / 647gp / 160ep / 441sp / 43,481cp 1 0 18pp / 110gp / 13ep / 30sp / 1,250cp 1 0 an odd spherical, glass bottle of dead bloodworms worth 85gp to an alchemist 1 0 2sp / 5cp 1 0 28sp / 8,890cp 1 0 2gp / 1sp / 5cp 1 0 3pp / 6gp / 3ep 1 0 20ep / 840sp / 10,475cp 1 0 1pp / 2gp / 2ep / 4sp / 20cp 1 0 526sp / 13,480cp 1 0 JEWELRY: Silver Belt (60gp) 1 0 a fine brown, stitched wool cape worth 480gp 1 0 JEWELRY: Silver Clasp (12gp) 1 0 51pp / 36gp / 86ep / 7sp / 210cp 1 0 JEWELRY: Silvery Gold Bracelet (30gp) 1 0 JEWELRY: Silvery Gold Chain (57gp) 1 0 1gp / 1ep 1 0 GEM: Black Opal (435gp) 1 0 17pp / 141gp / 166ep / 138sp / 1,440cp 1 0 70ep / 30sp / 1,781cp 1 0 5ep / 72sp / 1,010cp 1 0 GEM: Turquoise (1gp) 1 0 126pp / 190gp / 7ep / 1,049sp / 1,170cp 1 0 5pp / 15gp / 141ep / 11sp / 205cp 1 0 4pp / 4gp / 4ep / 1sp / 5cp 1 0 a rare ceremonial knife made of steel and the name of `Sarhbub` is engraved on the blade worth 134gp 1 0 GEM: Jade (8gp) 1 0 4pp / 24gp / 10ep / 1sp / 120cp 1 0 6pp / 6gp / 2ep / 1sp / 30cp 1 0 32pp / 58gp / 50ep / 53sp / 515cp 1 0 197pp / 868sp / 10,141cp 1 0 639sp / 15,221cp 1 0 JEWELRY: Silver Earring (20gp) 1 0 101pp / 122ep / 15,900cp 1 0 1gp / 22ep / 15sp / 750cp 1 0 7pp / 1gp / 1ep / 1sp / 35cp 1 0 JEWELRY: Silver Amulet (66gp) 1 0 9pp / 16gp / 2ep / 10cp 1 0 a marvelous golden bowl worth 450gp 1 0 JEWELRY: Silvery Gold Buckle (57gp) 1 0 1pp / 1gp / 1ep / 1sp / 5cp 1 0 a black canvas rucksack of delightful coins of unknown origin that are made of sandstone with a symbol of a eye on it (40 ea) worth 30gp 1 0 GEM: Banded Agate (2gp) 1 0 2gp / 1sp / 5cp 1 0 3pp / 18gp / 98ep / 13sp / 90cp 1 0 2pp / 850gp / 6ep / 109sp / 2,521cp 1 0 2gp / 1sp / 5cp 1 0 2pp / 20gp / 211ep / 173sp / 990cp 1 0 96ep / 1,105sp / 11,350cp 1 0 2pp / 7gp / 1ep / 5sp / 41cp 1 0 1pp / 1gp / 3ep / 1sp / 130cp 1 0 4pp / 7gp / 46ep / 9sp / 220cp 1 0 1pp / 5gp / 1ep / 1sp / 10cp 1 0 8pp / 82gp / 10ep / 6sp / 830cp 1 0 56,001cp 1 0 a large orange cloth bag of lovely coins from an unknown era that are made of palladium with a symbol of a snake on it (56 ea) worth 23gp 1 0 7pp / 21gp / 11ep / 6sp / 31cp 1 0 9gp / 69sp / 3,120cp 1 0 27pp / 402gp / 114ep / 138sp / 7,840cp 1 0 GEM: Golden Yellow Topaz (36gp) 1 0 19ep / 89sp / 375cp 1 0 8gp / 15ep / 12sp / 205cp 1 0 24pp / 189gp / 60ep / 23sp / 65cp 1 0 a wonderful tapestry of a mountain worth 256gp 1 0 a marvelous glass bottle of belladona worth 33gp to an herbalist 1 0 a magnificent glass jar of serpent scales worth 48gp to an alchemist 1 0 JEWELRY: Silver Arm-ring (45gp) 1 0 2pp / 1gp / 3sp / 265cp 1 0 GEM: Aquamarine (15gp) 1 0 7sp / 130cp 1 0 15pp / 19gp / 7ep / 38sp / 290cp 1 0 JEWELRY: Silvery Gemmed Belt (136gp) 1 0 6pp / 7gp / 6ep / 17sp / 160cp 1 0 140gp / 69ep / 40sp / 9,751cp 1 0 3gp / 6ep / 8sp / 95cp 1 0 4pp / 3gp / 12ep / 74sp / 120cp 1 0 264gp / 53ep / 71sp / 730cp 1 0 76pp / 29gp / 79ep / 33sp / 2,490cp 1 0 JEWELRY: Silver Box (120gp) 1 0 2pp / 5gp / 1sp / 10cp 1 0 102pp / 41gp / 49ep / 300sp / 17,200cp 1 0 560sp / 21,425cp 1 0 3pp 1 0 JEWELRY: Silver Box (54gp) 1 0 a nice ornamental dagger made of bronze where the handle is decorated with 4 rose quartzs worth 15gp 1 0 1sp / 236cp 1 0 1gp / 1ep / 1sp / 10cp 1 0 139pp / 119gp / 102ep / 989sp / 8,720cp 1 0 26sp / 305cp 1 0 GEM: Blue Sapphire (210gp) 1 0 JEWELRY: Silvery Gold Earring (115gp) 1 0 8gp / 158ep / 11sp / 530cp 1 0 12gp / 7ep / 40sp / 2,270cp 1 0 GEM: Deep Blue Spinel (88gp) 1 0 a pretty ornamental axe made of mithril worth 17gp 1 0 7pp / 2gp / 2ep / 1sp / 20cp 1 0 6ep / 15sp 1 0 356sp / 8,555cp 1 0 JEWELRY: Silvery Gold Amulet (120gp) 1 0 JEWELRY: Silver Earring (70gp) 1 0 472sp / 310cp 1 0 5pp / 40gp / 19ep / 140sp / 475cp 1 0 JEWELRY: Golden Choker (211gp) 1 0 GEM: Turquoise (1gp) 1 0 256gp / 1,669sp / 19,020cp 1 0 a magnificent ornamental helm made of steel and is decorated with 4 fiery yellow corundums worth 15gp 1 0 GEM: Blue Quartz (2gp) 1 0 a fine waterskin of tree root worth 9gp to an alchemist 1 0 JEWELRY: Silver Clasp (38gp) 1 0 GEM: Smoky Quartz (8gp) 1 0 GEM: Freshwater Pearl (2gp) 1 0 a splendid large gray rug with a dark red design on it worth 75gp 1 0 GEM: Violet Garnet (147gp) 1 0 JEWELRY: Silver Belt (260gp) 1 0 5pp / 3gp / 2ep / 1sp / 5cp 1 0 GEM: Zircon (3gp) 1 0 76gp / 79sp / 1,620cp 1 0 5pp / 90gp / 44ep / 229sp / 3,320cp 1 0 229sp / 2,561cp 1 0 29pp / 14gp / 11ep / 203sp / 940cp 1 0 JEWELRY: Silvery Gold Amulet (240gp) 1 0 28gp / 11ep / 32sp / 570cp 1 0 2pp / 38gp / 6ep / 4sp / 220cp 1 0 80,000cp 1 0 26pp / 94gp / 54ep / 44sp / 795cp 1 0 GEM: Golden Pearl (4gp) 1 0 JEWELRY: Silvery Gold Broach (95gp) 1 0 a lovely musical horn worth 86gp 1 0 1pp / 1gp / 5sp / 50cp 1 0 2pp / 10gp / 15ep / 1sp / 381cp 1 0 42pp / 36gp / 105ep / 5sp / 4,550cp 1 0 4sp / 220cp 1 0 JEWELRY: Silver Chain (70gp) 1 0 JEWELRY: Silvery Gold Earring (20gp) 1 0 42pp / 14gp / 11ep / 79sp / 1,470cp 1 0 a strange, small journal titled `The Minstrel and the Shield` and is bound in gray basilisk skin with azure colored symbols of a dog on the front and a angel on the back, and is worth 150gp 1 0 309sp / 5,295cp 1 0 a unique ornamental dagger made of iron where the handle is decorated with 4 azurites worth 69gp 1 0 56gp / 1ep / 1sp 1 0 1pp / 7gp / 6sp / 180cp 1 0 368sp / 65,140cp 1 0 JEWELRY: Silvery Gold Arm-ring (99gp) 1 0 1pp / 3gp / 2sp / 1cp 1 0 177sp / 1,460cp 1 0 46pp / 10gp / 64ep / 1sp / 280cp 1 0 276gp / 106ep / 747sp / 8,161cp 1 0 JEWELRY: Silvery Gold Clasp (160gp) 1 0 a superb silver-colored, glass bottle of dragon scales worth 28gp to an herbalist 1 0 92gp / 47ep / 150cp 1 0 4pp / 3gp / 29ep / 3sp / 510cp 1 0 a rare black, knitted cloth cape worth 47gp 1 0 a wonderful black, fashioned silk coat worth 7gp 1 0 JEWELRY: Golden Amulet (378gp) 1 0 GEM: Deep Blue Spinel (16gp) 1 0 1pp / 18gp / 12ep / 56sp / 1,080cp 1 0 a marvelous glass jar of bat whiskers worth 13gp to an alchemist 1 0 4gp / 1sp / 1cp 1 0 3pp / 3gp 1 0 1gp / 5ep / 1sp / 65cp 1 0 10pp / 109ep / 106sp / 3,930cp 1 0 an unusual decorative knife made of steel where the handle is decorated with 2 obsidians worth 3gp 1 0 3pp / 6gp / 1ep / 10cp 1 0 2pp / 4gp / 2ep / 14sp / 20cp 1 0 GEM: Carnelian (3gp) 1 0 1gp / 1sp / 75cp 1 0 a gorgeous musical flute worth 280gp 1 0 88gp / 192sp / 860cp 1 0 1pp / 29gp / 3ep / 7sp / 510cp 1 0 48ep / 18sp / 3,540cp 1 0 1,801gp / 1,091ep / 58sp / 30,190cp 1 0 a strange yellow, tailored silk shirt worth 6gp 1 0 41pp / 72gp / 18ep / 51sp / 380cp 1 0 57gp / 15ep / 43sp / 791cp 1 0 a small white cloth bag of strange coins from a mysterious land that are made of bronze with a symbol of a axe on it (12 ea) worth 12gp 1 0 JEWELRY: Golden Gemmed Broach (750gp) 1 0 17gp / 4ep / 2sp / 101cp 1 0 1,650cp 1 0 a small brown leather sack of splendid coins from a long dead civilization that are made of mithril with a symbol of a tower on it (6 ea) worth 9gp 1 0 1gp / 3ep / 3sp / 20cp 1 0 a wonderful ornamental dagger made of steel and the name of `Tueth` is engraved on the blade worth 440gp 1 0 6pp / 2gp / 11ep / 1sp / 70cp 1 0 7ep / 7,750cp 1 0 292sp / 9,760cp 1 0 JEWELRY: Silver Bracelet (135gp) 1 0 GEM: Carnelian (4gp) 1 0 GEM: Rose Quartz (1gp) 1 0 64gp / 146ep / 1,049sp / 7,321cp 1 0 a marvelous ceremonial knife made of steel and the name of `Kaithe` is engraved on the blade worth 210gp 1 0 33pp / 7gp / 12ep / 7sp / 60cp 1 0 502ep / 20,900cp 1 0 GEM: Silver Pearl (12gp) 1 0 24pp / 111gp / 67ep / 6sp / 430cp 1 0 GEM: Coral (12gp) 1 0 109gp / 332ep / 139sp / 1,220cp 1 0 GEM: Amber (21gp) 1 0 1gp / 1ep / 1sp / 25cp 1 0 a wonderful medium-sized brown carpet with a dark orange design on it worth 130gp 1 0 3pp / 150gp 1 0 9pp / 4gp / 3ep / 2sp / 10cp 1 0 92gp / 30ep / 65sp 1 0 a marvelous pair of gray sandals made of animal skin worth 79gp 1 0 a unique clay jug of elemental dust worth 60gp to an herbalist 1 0 JEWELRY: Silver Bracelet (40gp) 1 0 1gp / 5ep / 1sp / 140cp 1 0 12pp / 10gp / 48ep / 18sp / 365cp 1 0 58pp / 455gp / 440ep / 166sp / 4,180cp 1 0 5pp / 1gp / 7ep / 2sp / 250cp 1 0 83pp / 34gp / 109ep / 173sp / 6,190cp 1 0 9pp / 173ep / 32sp / 236cp 1 0 131pp / 98gp / 363ep / 177sp / 7,010cp 1 0 a lovely pair of gray sandals made of griffin skin worth 10gp 1 0 448gp / 1,677sp / 15,160cp 1 0 48pp / 41gp / 17ep / 31sp / 355cp 1 0 JEWELRY: Silvery Gold Amulet (6gp) 1 0 7pp / 13gp / 1ep / 1sp / 5cp 1 0 30gp / 89ep / 6sp / 531cp 1 0 JEWELRY: Exceptional Crown (1,871gp) 1 0 GEM: Onyx (4gp) 1 0 JEWELRY: Golden Box (18gp) 1 0 1gp / 4ep / 7sp / 40cp 1 0 12 inch tall golden statue of a griffin worth 113gp 1 0 9 inch tall ivory carving of a lion worth 44gp 1 0 3pp 1 0 135gp / 42ep / 6sp / 481cp 1 0 a wonderful, small volume titled `The Diary of the Sylvan Bufallo` and is bound in yellow demon skin with azure colored symbols of a wolf on the front and a hippogriff on the back, and is worth 210gp 1 0 21pp / 2gp / 1sp / 5cp 1 0 155ep / 46sp / 10,230cp 1 0 an unusual painting of a hawk worth 825gp 1 0 8ep / 2,075cp 1 0 3pp / 7gp / 1ep / 2sp / 50cp 1 0 4pp / 5gp / 2ep / 17sp / 435cp 1 0 GEM: Citrine (1gp) 1 0 1,314sp / 116,220cp 1 0 GEM: Hematite (1gp) 1 0 4 inch tall crystal statue of a fist worth 32gp 1 0 3gp / 33ep / 26sp / 471cp 1 0 156pp 1 0 147pp / 42gp / 105ep / 23sp / 590cp 1 0 40gp / 15ep / 26sp / 130cp 1 0 4pp / 14gp / 1ep / 5sp / 96cp 1 0 an odd, large tome titled `The Secrets of the Hag in the Water` and is bound in orange bear skin with a amber colored symbol of a sword on the front, and is worth 36gp 1 0 665gp / 637ep / 20,400cp 1 0 1pp / 1gp / 1ep / 10cp 1 0 a strange decorative knife made of steel and the name of `Kylnath` is engraved on the blade worth 85gp 1 0 7 inch tall marble statue of a pegasus worth 12gp 1 0 an odd ceremonial knife made of steel and the name of `Ezon` is engraved on the blade worth 5gp 1 0 1pp / 4gp / 2ep / 1sp / 60cp 1 0 1ep / 1sp / 5cp 1 0 2pp / 5gp / 7ep / 5sp / 550cp 1 0 1gp / 1sp / 15cp 1 0 JEWELRY: Silver Arm-ring (81gp) 1 0 6pp / 1gp / 1sp 1 0 1pp / 11cp 1 0 1pp / 1gp / 1ep / 1sp / 5cp 1 0 JEWELRY: Silver Belt (36gp) 1 0 an extraordinary brown belt made of animal skin and with a iron buckle worth 164gp 1 0 a unique musical recorder worth 122gp 1 0 GEM: Carnelian (10gp) 1 0 278sp / 741cp 1 0 1,528sp / 8,440cp 1 0 1gp / 2ep / 11cp 1 0 2pp / 41gp / 8ep / 3sp / 200cp 1 0 4pp / 32gp / 2sp / 10cp 1 0 3pp / 28gp / 28ep / 11sp / 80cp 1 0 a pretty iron flask of hobgoblin teeth worth 14gp to an herbalist 1 0 6 inch tall obsidian statue of a axe worth 5gp 1 0 3gp / 6ep / 10sp / 730cp 1 0 JEWELRY: Silver Goblet (140gp) 1 0 a magnificent seal fur cape worth 4gp 1 0 a small green leather satchel of pretty coins from an ancient race that are made of bronze with a symbol of a woman on it (7 ea) worth 7gp 1 0 16pp / 117gp / 2ep 1 0 a magnificent painting of a city worth 105gp 1 0 45gp / 86ep / 29sp / 70cp 1 0 82gp / 96sp / 605cp 1 0 12gp / 18ep / 44sp / 4,220cp 1 0 GEM: Peridot (14gp) 1 0 150sp / 5,400cp 1 0 1,624ep / 2,559sp / 7,620cp 1 0 2gp / 2ep / 15cp 1 0 45pp / 235gp / 44ep / 312sp / 22,060cp 1 0 94ep / 151sp / 530cp 1 0 GEM: Tourmaline (11gp) 1 0 30gp / 88sp / 115cp 1 0 39ep / 66sp / 511cp 1 0 JEWELRY: Silvery Gemmed Amulet (14gp) 1 0 156gp / 276ep / 85sp / 1,900cp 1 0 60,000cp 1 0 an extraordinary ornamental knife made of steel where the handle is decorated with 4 sard quartzs and the name of `Xiltanth` is engraved on the blade worth 7gp 1 0 664sp / 5,470cp 1 0 64gp / 130sp 1 0 89gp / 29ep / 166sp / 330cp 1 0 JEWELRY: Silver Arm-ring (64gp) 1 0 27ep / 94sp / 670cp 1 0 10pp / 58ep / 20sp / 625cp 1 0 54ep / 20sp / 1,400cp 1 0 a pretty ornamental crown made of silver worth 428gp 1 0 3,781cp 1 0 GEM: Eye Agate (1gp) 1 0 --END-- Glass jar of underwater breathing elixir (lasts for 3 hours). This potion is layered [colors of bluish gray, black, and reddish brown] in appearance. It also has a perfumy taste and smell to it. It seems to be carmine (red) in color. 1 0 Ring of efreet summoning (will summon a efreet to fight with the group for a single combat) [a gold ring with a sard quartz set in it...there is a command word engraved on the inside written in a long dead undead language that says `yaroz` - it has 30 charges] 1 0 Enchanted Cleaver of Udazbanoe - cleaver [the blade is made of steel and has a gold handle with a deer leather grip] (magical hafted / DICE:5+3 / STR:8 / DEX:2 / HND:1) 1 0 Exotic Ring of Maleki the Vanquisher - ring of the warrior (allows the wearer to roll an extra die for combat) [a iron ring with a banded agate set in it - it has 50 charges] 1 0 Ruined Ring of Astaroth - infernal ring (wearer cannot hear anything until curse removing magic is used, which destroys the item) [a silver ring with a garnet set in it] 1 0 Wine bottle of acid resistance oil (rub on self or items...lasts until acid is splashed on them). This liquid looks watery in appearance. It also has a musty taste and smell to it. It seems to be brassy (metallic) in color. 1 0 Astounding Wand of Vaype - 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 79 charges and is made of ivory and has a blue star sapphire at the end of it] 1 0 Ring mail chest piece [magical armor for chest] (HITS:4 -- STR:1) [made of iron...with a crown symbol on the back that is azure in color] 1 0 Glass bottle of super heroic potion (drinker gets to add two extra dice to everything they do for 20 minutes). This liquid looks viscous in appearance. It also has a honeyed taste and smell to it. It seems to be terra cotta (brown) in color. 1 0 Shoth`s Amazing Tricorne Hat {this black tricorne hat allows the wearer to teleport 130 feet, but only 8 times per day...the magic word to activate the power is `lijuhc` which is stitched inside of it} 1 0 Cloth armor [magical full suit of armor] (HITS:9 -- STR:1) [made of tailored cotton and is brown in color...with a hand symbol on the front that is silver in color] 1 0 Wand of extinguishing (puts out fires and can even stop the effects of fire based attacks) [this has 85 charges and is made of ivory. The command word to use this is `htig`, which can be learned by identifying the item] 1 0 Dwarven shield [magical shield] (HITS:16 -- STR:8) [made of iron] 1 0 Ring of constitution +5 [a platinum ring] 1 0 Splint mail armor [magical full suit of armor] (HITS:169 -- STR:7) [made of iron] 1 0 Iron flask of swimming mixture (drinker can move through water as though they are moving on land for an hour). This liquid looks fuming in appearance. It also has a musty taste and smell to it. It seems to be dun (gray) in color. 1 0 Scale mail armor [magical full suit of armor] (HITS:90 -- STR:8 -- [wearer can absorb 2x the hits when attacked by slimes (ooze guardian)]) [made of silver...with a man symbol on the front that is violet in color] 1 0 Forgotten Cloth Armor of Vama the Mage - cloth armor [magical full suit of armor] (HITS:3 -- STR:2) [made of knitted cloth and is brown in color] 1 0 Extraordinary Ring of Laeri the Pickpocket - ring of fire resistance (allows the wearer to roll an extra die for any SR's involving fire) [a copper ring with a canary diamond set in it] 1 0 Glass jar of dexterity liquid (increases the drinker's DEX by 5 for 8 hours). This liquid looks clear in appearance. It also has a lemony taste and smell to it. It seems to be olive (brown) in color. 1 0 Mythical Ring of Ngat - ring of falsehood (can detect lies and cannot tell any) [a iron ring...the command word to use this is `dnudorud`, which can be learned by identifying the item - it has 21 charges] 1 0 Supreme Knife of Libelem the Necromancer - knife [the blade is made of silver and has a bronze handle with a leather grip] (magical dagger / DICE:4+10 / STR:1 / DEX:1/7 / HND:1) 1 0 Yyntrix`s Pendant {this bone pendant has a coral set in it and will stabalize the wearer if their CON drops below 1...keeping them at 1 CON, but only once a week} 1 0 Waterskin of flaming oil (burns as soon as it is exposed to air for 15 hours). This liquid looks luminous in appearance. It also has a bilious taste and smell to it. It seems to be salmon (orange) in color. 1 0 Leather cap [magical armor for head] (HITS:9 -- STR:1) [made of animal hide and is gray in color] 1 0 Iron flask of ventriloquism potion (drinker can throw their voice 10 minutes). This liquid looks clear in appearance. It also has a burning taste and smell to it. It seems to be chocolate (brown) in color. 1 0 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 69 charges and is made of bone] 1 0 Spherical, glass bottle of giant domination draught [titans] (lasts for 3 hours). This liquid looks effervescent in appearance. It also has a salty taste and smell to it. It seems to be fallow (yellow) in color. 1 0 Pallax`s Supreme Axe {looks like an ordinary hatchet but cut down a 3 foot thick tree in one swing...but only has 19 charges where a tree exhausts such charges} 1 0 Royal Dagger of Udazbanoe - dagger [the blade is made of mithril and has a wood handle with a dinosaur leather grip] (magical dagger / DICE:4+2 / STR:1 / DEX:2/14 / HND:1) 1 0 Wine bottle of invisibility mixture (lasts for 5 minutes). This liquid looks luminous in appearance. It also has a honeyed taste and smell to it. It seems to be bone (white) in color. 1 0 Divine Wand of Denkth the Conjurer - wand of negating (will destroy any magical effect or curse) [this has 83 charges and is made of demon bone] 1 0 Ornate Wand of Cassavusime the Medium - 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 49 charges and is made of strange wood and has a pink diamond at the end of it. There is a command word carved on it in a cryptic gargoyle language that says `leitashubtaz`] 1 0 A small jar of yellow powder that protects one from water (can be sprinkled on 3 individuals and water/ice/snow/vapor-based attacks cannot harm them for 14 hours) 1 0 Magnificent Sacrificial Knife of Kallomane - sacrificial knife [the blade is made of steel and has a gold handle with a leather grip...the blade is decorated with 10 gems {jacinth}] (magical dagger / DICE:3+7 / STR:1 / DEX:7 / HND:1) 1 0 Excellent Stiletto of Bralmuth - stiletto [the blade is made of steel and has a bronze handle with a dinosaur leather grip...the blade is decorated with 9 gems {blue diamond}] (magical dagger / DICE:6+12 / STR:1 / DEX:1/8 / HND:1) 1 0 Alesei`s Lantern {any invisible object or creature is revealed in the light of this} 1 0 Legendary Helm of Ntar the Priest - helm [magical armor for head] (HITS:12 -- STR:1) [made of adamant] 1 0 Hand crossbow (DICE:3 / STR:8 / DEX:12 / HND:1 / RNG:40) [druid fashioned of yew wood] 1 0 Ornate Ring of Santega - ring of efreet summoning (will summon a efreet to fight with the group for a single combat) [a copper ring with a golden yellow topaz set in it...there is a command word engraved on the inside written in a giant language that says `nogark`] 1 0 Jilarara`s Missing Drum {when played [by making a musical L1SR vs. DEX], this will produce a sound where no magic words can be spoken by anyone for 4 rounds and only 2 times a day} 1 0 Fantastic Ring Mail Armor of Hinasa - ring mail armor [magical full suit of armor] (HITS:24 -- STR:9) [made of bronze] 1 0 Lost Ring of Craimath - ring of invisibility (the wearer can turn invisible for 70 minutes) [a gold ring] 1 0 Lost Sacrificial Knife of Ulloda - sacrificial knife [the blade is made of gold and has a gold handle with a leather grip...the name of Mnavb is engraved on the blade] (magical dagger / DICE:4+8 / STR:1 / DEX:5 / HND:1) 1 0 Wonderful Wand of Xurl the Conjurer - wand of the worm (digs, moves earth, changes rock to mud...but only 20 feet per charge) [this has 63 charges and is made of strange wood] 1 0 JEWELRY: Golden Amulet (70gp) 1 0 Studded leather jacket [magical armor for chest] (HITS:12 -- STR:1) [made of animal hide and is white in color] 1 0 Ardelica`s Wondrous Mounted Antelope Head {will talk to the owner and tell of everything that went on in the area while they were away} 1 0 Fabled Wooden Shield of Ahelas - wooden shield [magical shield] (HITS:6 -- STR:1) [made of sculpted wood and is brown in color...with a dog symbol on the front that is royal blue in color] 1 0 Puzilan`s Belt {this yellow lion skin belt has a iron buckle and can completely restore the wearer's CON...but only has 9 charges} 1 0 A small bottle of yellow sand that protects one from dragon's breath (can be sprinkled on 10 individuals and dragon breath cannot harm them for 16 hours) 1 0 Ring of intelligence +2 [a silver ring] 1 0 Forgotten Wand of Gatianth - wand of the worm (digs, moves earth, changes rock to mud...but only 20 feet per charge) [this has 73 charges and is made of wood. The command word to use this is `xirtnyy`, which can be learned by identifying the item] 1 0 Zarod`s Saddle {any steed this is used in can travel twice as fast for twice as long} 1 0 Astonishing Staff of Terxor - staff of the wizard {DICE:4+10 / STR:8 / DEX:7 / 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 15 charges and is made of dragon bone. The command word to use this is `separu`, which can be learned by identifying the item] 1 0 Aldrax`s Magnificent Bracers {these purple animal skin bracers grants the wearer +5 when attacking with bows or crossbows} 1 0 Ceramic jug of blessing liquid (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 fishy taste and smell to it. It seems to be rust (red) in color. 1 0 Drakov`s Broom {this broom can fly for about 9 hours per day carrying one medium humanoid or two small ones...and only if the word `rtnorh` is spoken, which is shown somewhere on it} 1 0 Tan-colored, glass bottle of lying concoction (drinker can convincely tell lies for 10 minutes). This potion is layered [colors of fuchsia, bluish violet, and asparagus] in appearance. It also has a lemony taste and smell to it. It seems to be tan (brown) in color. 1 0 GEM: Rock Crystal (5gp) 1 0 Leather cap [magical armor for head] (HITS:4 -- STR:1) [made of crocodile hide and is brown in color] 1 0 Staff of door knocking {DICE:3+3 / STR:6 / DEX:4 / Wizard Weapon} (can unlock any door with a simple tap) [this has 6 charges and is made of wood and has a blue diamond at the top] 1 0 Infernal ring (wearer suffers a penalty of 2 to dexterity until curse removing magic is used, which makes the item normal) [a platinum ring with a black pearl set in it] 1 0 Legendary Ring of Tirik - ring of the rogue (allows the wearer to roll an extra die for roguery) [a silver ring with a chalcedony set in it...there is a command word engraved on the inside written in an odd trollish language that says `sekgaep`] 1 0 Crystal bottle of etherealness concoction (can pass through 2 feet thick walls for 16 minutes). This potion is layered [colors of forest green, lime, and mulberry] in appearance. It also has a watery taste and smell to it. It seems to be mauve (violet) in color. 1 0 Extraordinary Chain Coif of Suhgan - chain coif [magical armor for head] (HITS:14 -- STR:1) [made of mithril] 1 0 Bracers [magical armor for arms] (HITS:4 -- STR:1) [made of animal hide and is brown in color] 1 0 Zugarod`s Powerful Statue {it is about 2 feet high and made of silver [worth 330gp] and looks like a demon....can come to life and serve the owner for 5 hours per week if the word `noreir` is spoken (which is learned by identifying the item)...it will not fight but do other various chores} 1 0 Glederile`s Saddle {any steed this is used in can travel twice as fast for twice as long} 1 0 Extraordinary Dagger of Talrion the Criminal - dagger [the blade is made of iron and has a wood handle with a leather grip] (magical dagger / DICE:3+4 / STR:1 / DEX:2/14 / HND:1) 1 0 Clay jug of animal domination mixture [mammals] (lasts for 4 hours). This liquid looks bubbling in appearance. It also has a bilious taste and smell to it. It seems to be mauve (violet) in color. 1 0 Excellent Bolt of Tadon - bolt (magical crossbow / DICE:0+3 / STR:1 / DEX:1 / HND:1) 1 0 Powerful Ring of Hrontr - ring of sorcery (allows one to cast spells one level higher without penalty) [a iron ring...there is a command word engraved on the inside written in a long dead orkish language that says `amagnara`] 1 0 Incredible Scale Mail Armor of Ciric - scale mail armor [magical full suit of armor] (HITS:63 -- STR:10) [made of adamant] 1 0 GEM: Golden Pearl (18gp) 1 0 Magical Splint Mail Armor of Trecumharust the Shaman - splint mail armor [magical full suit of armor] (HITS:91 -- STR:11) [made of iron...with a bat symbol on the front and back that is silver in color] 1 0 A small bottle of yellow dust that protects one from acidic attacks (can be sprinkled on 8 individuals and acid cannot harm them for 3 hours) 1 0 Jaden`s Powerful Gauntlets {these gold gauntlets grants the wearer the ability to detect magic by touching an item...but only 4 times a day} 1 0 JEWELRY: Silver Comb/brush (90gp) 1 0 Unknown Ring of Colareth - ring of animal domination [reptiles] (will control a single animal for 80 minutes) [a silver ring...there is a command word engraved on the inside written in a cryptic hobling language that says `aciledra` - it has 47 charges] 1 0 Woodsman axe (DICE:3 / STR:10 / DEX:9 / HND:2) [the blade is made of silver and has a wood handle with a leather grip] 1 0 Uira`s Bracers {these red demon skin bracers grants the wearer +9 when attacking with bows or crossbows} 1 0 Sacred Ring Mail Armor of Traugh the Man-at-arms - ring mail armor [magical full suit of armor] (HITS:88 -- STR:3) [made of gold] 1 0 Ring of feather falling (will cause the wearer to fall slowly) [a silver ring...the command word to use this is `echzhibich`, which can be learned by identifying the item] 1 0 A small jar of gray powder that protects one from dragon's breath (can be sprinkled on 12 individuals and dragon breath cannot harm them for 7 hours) 1 0 Legendary Morningstar of Eghuglat - morningstar [the star is made of steel and has a wood handle with a lizard leather grip] (magical hafted / DICE:6+4 / STR:16 / DEX:11 / HND:1) 1 0 Iron flask of acid resistance oil (rub on self or items...lasts until acid is splashed on them). This liquid looks oily in appearance. It also has a sweet taste and smell to it. It seems to be flame (orange) 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 5 combat rounds...based on the wielder, it will have a CON:[INT+STR] and DICE:[INT+2]d6+[CON]) [this has 72 charges and is made of strange wood and has a moonstone at the end of it] 1 0 Ntar`s Fabulous Blanket {will magically warm whoever is wrapped in it...no matter the outside temperature} 1 0 Ring of leaping (can leap 30 feet or 10 feet high) [a silver ring with a onyx set in it...there is a command word engraved on the inside written in an odd devlish language that says `llartnyd`] 1 0 Glorious Wand of Anniut - wand of finding traps (will find nearby traps) [this has 99 charges and is made of ivory and has a silver pearl at the end of it. The command word to use this is `shilwaen`, which can be learned by identifying the item] 1 0 Marvelous Sling of Malcolum - sling [made of animal hide] (magical ranged / DICE:3+3 / STR:4 / DEX:9 / HND:1) [sun light weapon - can light a 20 foot area when wielded and the wielder wills it] 1 0 Test tube of cold resistance concoction (lasts for 4 hours). This potion is layered [colors of pine green, silver, and olive green] in appearance. It also has a dusty taste and smell to it. It seems to be cerulean (blue) in color. 1 0 Missing Ring of Festhar the Villain - ring of shielded mind (allows the wearer to roll an extra die for any SR's involving magical mind control done against them) [a iron ring] 1 0 Halberd [the blade is made of iron and has a metal handle] (magical polearm / DICE:7+3 / STR:15 / DEX:11 / HND:2) 1 0 Infernal ring (wearer's skin gets covered in platinum feathers until curse removing magic is used, which destroys the item) [a iron ring with a star ruby set in it] 1 0 Semnsat`s Gloves {these black gloves grants the wearer the ability to make a single hand-held object disappear and reappear at will from the glove} 1 0 Cloth armor (full suit of armor / HITS:1 / STR:3] [made of fashioned hemp and is yellow in color...with a angel symbol on the back that is maroon in color] 1 0 Sacred Wand of Braugh - 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 26 charges and is made of strange wood and has a pink pearl at the end of it] 1 0 Kraneb`s Torch {if the word `tasilhqe` is spoken (which is learned by identifying the item), this torch will light and follow the owner by floating nearby...but only for about 4 hours a day} 1 0 Glorious Long Dagger of Nohon the Conjurer - long dagger [the blade is made of steel and has a metal handle with a leather grip] (magical dagger / DICE:3+3 / STR:1 / DEX:1/15 / HND:1) 1 0 Glass bottle of giant strength concoction (increases the drinker's STR by 10 for 5 hours). This liquid looks watery in appearance. It also has a sugary taste and smell to it. It seems to be dun (gray) in color. 1 0 Legendary Heave Mace of Tiusa - heave mace [the blunt end is made of iron and has a wood handle with a leather grip] (magical hafted / DICE:7+7 / STR:18 / DEX:3 / HND:2) 1 0 Glass jar of speed elixir (increases the drinker's DEX by 5 for 11 hours). This liquid looks clear in appearance. It also has a bitter taste and smell to it. It seems to be tawny (orange) in color. 1 0 Large dagger (DICE:2+3 / STR:1 / DEX:4/23 / HND:1 / RNG:10) [the blade is made of steel and has a wood handle with a leather grip] 1 0 A small jar of white powder that protects one from gaze attacks (can be sprinkled on 7 individuals and gazes cannot harm them for 4 hours) 1 0 Almighty Ring of Nitebecg the Conquerer - ring of the chameleon (the wearer can blend in with a surface for 80 minutes and only if they hold still) [a platinum ring] 1 0 A small jar of purple dust with an evil curse to whatever it is sprinkled on (person turns into a frog until curse removing magic is used) 1 0 Ring of warmth (keeps the wearer warm in cold weather climates) [a silver ring...the command word to use this is `acnoeti`, which can be learned by identifying the item] 1 0 Enchanted Helm of Eklor - helm [magical armor for head] (HITS:12 -- STR:1) [made of silver] 1 0 Incredible Strangle Rope of Reprost - strangle rope (magical weapon / DICE:3+6 / STR:8 / DEX:14 / HND: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 Ring of the chameleon (the wearer can blend in with a surface for 80 minutes and only if they hold still) [a silver ring with a moss agate set in it] 1 0 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 31 charges and is made of bone] 1 0 Crystal bottle of giant strength concoction (increases the drinker's STR by 10 for 5 hours). This liquid looks effervescent in appearance. It also has a tart taste and smell to it. It seems to be rust (red) in color. 1 0 Rebub`s Tent {this green tent looks like it can only accommodate one person but when you look inside, it really has space for 4 people...if the word `litsyx` (which is learned by identifying the item) is spoken by someone inside, it will vanish from this plane of existence until the word is spoken again...allowing for safe rest} 1 0 Mythical Ring of Helzigar the Soldier - ring of warmth (keeps the wearer warm in cold weather climates) [a gold ring] 1 0 Platinum-colored, glass bottle of super heroic draught (drinker gets to add two extra dice to everything they do for 2 minutes). This liquid looks flecked [maize colored] in appearance. It also has a peppery taste and smell to it. It seems to be ivory (white) in color. 1 0 Chain coif [magical armor for head] (HITS:10 -- STR:1) [made of adamant] 1 0 A small test tube of blue oil with an evil curse to whatever it is poured on (person cannot hear anything until curse removing magic is used) 1 0 Spherical, glass bottle of flying mixture (lasts for 15 minutes). This liquid looks cloudy in appearance. It also has a buttery taste and smell to it. It seems to be buff (yellow) in color. 1 0 Excellent Dwarven Shield of Parfu the Villain - dwarven shield [magical shield] (HITS:20 -- STR:6 -- [bright light armor - can light a 50 foot area when worn...and the wearer wills it]) [made of silver] 1 0 Waterskin of undead domination concoction [zombies] (lasts for 8 hours). This liquid looks bubbling in appearance. It also has a sweet taste and smell to it. It seems to be fuchsia (violet) in color. 1 0 Throwing axe [the blade is made of adamant and has a wood handle with a leather grip] (magical hafted / DICE:7+14 / STR:4 / DEX:9 / HND:1) 1 0 Incredible Dagger of Aropet - dagger [the blade is made of steel and has a wood handle with a leather grip...the handle is decorated with 5 gems {iolite}] (magical dagger / DICE:4+6 / STR:1 / DEX:2/14 / HND:1) 1 0 Battle dagger (DICE:2 / STR:10 / DEX:12 / HND:1) [the blade is made of iron and has a wood handle with a wolf leather grip] 1 0 Splint mail armor [magical full suit of armor] (HITS:26 -- STR:12 -- [BONUS +3 for any SR's made from attacks]) [made of bronze] 1 0 Shonniath`s Amulet {this copper amulet has a axe symbol on it and grants the wearer an immunity to possession type magic, or having their soul taken} 1 0 Glorious Dagger of Turge the Soldier - dagger [the blade is made of iron and has a wood handle with a leather grip] (magical dagger / DICE:3+4 / STR:1 / DEX:2/14 / HND:1) 1 0 Marvelous Staff of Riorx - staff of withering {DICE:4+6 / STR:8 / DEX:6 / Wizard Weapon} (every charge used will cause a target to lose 10 points of MR and 5 points of INT) [this has 8 charges and is made of giant bone] 1 0 Divine Ring of Santise - ring of phasing (can pass through obstacles up to 8 feet thick) [a iron ring with a pink pearl set in it] 1 0 Almighty Dagger of Kyantesso - dagger [the blade is made of steel and has a wood handle with a leather grip] (magical dagger / DICE:4+3 / STR:1 / DEX:2/14 / HND:1) 1 0 Divine Battle Dagger of Dzig the Medium - battle dagger [the blade is made of bronze and has a silver handle with a leather grip...the handle is decorated with 7 gems {lapis lazuli}] (magical dagger / DICE:3+2 / STR:9 / DEX:12 / HND:1) 1 0 A small jar of black sand with an evil curse to whatever it is sprinkled on (person's skin gets covered in itchy moles for about 16 hours) 1 0 Magical Ring of Rosegh - ring of regenerating (restores 5 CON every hour) [a copper ring with a tourmaline set in it...the command word to use this is `roraz`, which can be learned by identifying the item] 1 0 A small sack of red dust that protects one from normal weapons (can be sprinkled on 6 individuals and weapons cannot harm them for 4 hours) 1 0 Ahadnebh`s Sacred Amulet {this copper amulet has a jasper set in it and grants the wearer the ability to cast any known first level spell at no cost...once per day} 1 0 Great shield [magical shield] (HITS:63 -- STR:9) [made of silver...with a demon symbol on the front that is gold in color] 1 0 Rare Wand of Ti - wand of the magician (can cast a spell at 1 level higher efficacy without spending extra STR points) [this has 53 charges and is made of strange wood and has a chrysoprase at the end of it. There is a command word carved on it in a cryptic fey language that says `acunoer`] 1 0 Xandor`s Gloves {these gray gloves grants the wearer an additional 6 dexterity points while they are worn} 1 0 Ring of invisibility (the wearer can turn invisible for 10 minutes) [a platinum ring] 1 0 A small jar of black dust with a vile hex to whatever it is sprinkled on (person's skin gets covered in frightful lumps until curse removing magic is used) 1 0 A small bottle of red sand of blessing (can be sprinkled on 8 individuals will have a curse lifted) 1 0 Ring of the dead [zombies] (will control a single undead for 40 minutes) [a copper ring with a blue quartz set in it...the command word to use this is `daaxonte`, which can be learned by identifying the item] 1 0 Glorified Plate Mail Armor of Varbu - plate mail armor [magical full suit of armor] (HITS:72 -- STR:15) [made of steel...with a ram symbol on the front and back that is maroon in color] 1 0 Marvelous Bolt of Murdon - bolt (magical crossbow / DICE:2+5 / STR:1 / DEX:1 / HND:1) 1 0 A small bottle of black dust that protects one from illusions (can be sprinkled on 6 individuals and they can see the truth of illusions for 8 hours) 1 0 A small sack of brown dust that protects one from acidic attacks (can be sprinkled on 2 individuals and acid cannot harm them for 18 hours) 1 0 Wingloug`s Belt {this blue animal skin belt has a gold buckle and gives the wearer +3 to any SR's against magic} 1 0 Dwarven shield [magical shield] (HITS:44 -- STR:2) [made of adamant] 1 0 Hated Trident of Hirular the Swindler - trident [the fork is made of steel and has a bronze handle] (cursed spear / DICE:4+3 / STR:10 / DEX:10 / HND:1 / RNG:5) [infernal trident (wielder grows about 1 foot until the item is removed from the wielder)] 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 with a jade set in it...there is a command word engraved on the inside written in an odd gremlin language that says `leirgutsus`] 1 0 A small pouch of purple sand that protects one from any elemental (can be sprinkled on 7 individuals and these elementals cannot harm them for 16 hours) 1 0 Chain mail chest piece (armor for chest / HITS:4 / STR:4] [made of silver] 1 0 A small pouch of yellow dust of weakness (can be sprinkled on 12 individuals will be totally drained of all their STR points) 1 0 Magnificent Ring of Zamog the Bandit - ring of sorcery (allows one to cast spells one level higher without penalty) [a iron ring...there is a command word engraved on the inside written in a giant language that says `seleselu` - it has 44 charges] 1 0 Extraordinary Wand of Largimol - wand of extinguishing (puts out fires and can even stop the effects of fire based attacks) [this has 80 charges and is made of dragon bone and has a moss agate at the end of it] 1 0 Dagger [the blade is made of steel and has a bronze handle with a animal leather grip...the handle is decorated with 9 gems {canary diamond}] (magical dagger / DICE:5+7 / STR:1 / DEX:3/14 / HND:1) [defender weapon - gives an additional 7 to armor hits] 1 0 Clay jug of mind reading elixir (lasts for 6 minutes). This liquid looks cloudy in appearance. It also has a meaty taste and smell to it. It seems to be ochre (yellow) in color. 1 0 Vile ring (wearer cannot hear anything until the item is removed from the wearer) [a copper ring with a eye agate set in it] 1 0 Wand of weakness (every charge used will drain 19 STR from an opponent) [this has 65 charges and is made of dragon bone and has a pink diamond at the end of it] 1 0 Spiked punching gloves (magical weapon / DICE:2+7 / STR:1 / DEX:2 / HND:1) [sun light weapon - can light a 20 foot area when wielded and the wielder wills it] 1 0 Wand of sorcery (can reduce the STR cost to cast a spell by 5 per charge) [this has 66 charges and is made of dragon bone] 1 0 Clay jug of underwater breathing potion (lasts for 9 hours). This liquid looks syrupy in appearance. It also has a bilious taste and smell to it. It seems to be crimson (red) in color. 1 0 Amazing Wand of Kurmbag the Seer - 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 73 charges and is made of wood and has a rich purple corundum at the end of it] 1 0 Oodagh`s Pendant {this copper pendant has a griffin symbol on it and grants the wearer the ability to read one`s thoughts 3 times a day} 1 0 Mazrim`s Wondrous Scarab {this iron scarab has a pink diamond set in it and will absorb up to 700 points of magical spell damage before being destroyed} 1 0 Test tube of speed elixir (increases the drinker's DEX by 5 for 4 hours). This liquid looks effervescent in appearance. It also has a salty taste and smell to it. It seems to be citrine (yellow) in color. 1 0 Magical Dwarven Shield of Perinth - dwarven shield [magical shield] (HITS:12 -- STR:9) [made of iron] 1 0 Exotic Heavy Cloth Shirt of Mneniath - heavy cloth shirt [magical armor for chest] (HITS:10 -- STR:1) [made of tailored wool and is brown in color...with a dog symbol on the back that is indigo in color] 1 0 Izlay`s Magical Pendant {this copper pendant has a snake symbol on it and grants the wearer the ability to battle undead with 1 additional combat dice} 1 0 Ornate Sling of Xolag - sling [made of unicorn hide...the cradle is decorated with a citrine] (magical ranged / DICE:5+9 / STR:1 / DEX:10 / HND:1) 1 0 Lost Plate Mail Armor of Uhn the Occultist - plate mail armor [magical full suit of armor] (HITS:54 -- STR:15) [made of iron] 1 0 A small sack of green dust that protects one from traps (can be sprinkled on 9 individuals and traps cannot harm them for 2 hours) 1 0 Unknown Ring of Uggug the Conjurer - ring of the witch (can reduce the STR cost to cast a spell by 3 per charge) [a iron ring with a chrysoprase set in it - it has 29 charges] 1 0 Astounding Dwarven Shield of Ulloda - dwarven shield [magical shield] (HITS:36 -- STR:5) [made of silver] 1 0 Glass bottle of dexterity liquid (increases the drinker's DEX by 5 for 4 hours). This liquid looks viscous in appearance. It also has a honeyed taste and smell to it. It seems to be cerise (red) in color. 1 0 Glass jar of mind reading elixir (lasts for 6 minutes). This liquid looks watery in appearance. It also has a honeyed taste and smell to it. It seems to be olive (brown) in color. 1 0 Ekarnahox`s Fabulous Gloves {these brown griffin skin gloves grants the wearer an additional 5 dexterity points while they are worn} 1 0 Randrag`s Amazing Belt {this green animal skin belt has a platinum buckle and gives the wearer the strength of a giant...which gives +6 to strength} 1 0 Royal Ring of Caravis - ring of feather falling (will cause the wearer to fall slowly) [a gold ring with a pink pearl set in it...there is a command word engraved on the inside written in a long dead dwarvish language that says `athcabol`] 1 0 Wand of secrets (will find nearby secret/hidden doors) [this has 55 charges and is made of wood and has a carnelian at the end of it. There is a command word carved on it in an ancient sphinx language that says `puluru`] 1 0 Vile Arrow of Agrimona the Wizard - arrow (cursed bow / DICE:0 / STR:0 / DEX:0 / HND:1) [vile arrow (wielder shrinks about 1 foot until curse removing magic is used, which makes the item normal)] 1 0 Ring of the chameleon (the wearer can blend in with a surface for 50 minutes and only if they hold still) [a silver ring - it has 33 charges] 1 0 Astonishing Wand of Zurgug the Occultist - wand of finding traps (will find nearby traps) [this has 70 charges and is made of wood and has a silver pearl at the end of it] 1 0 Bracers [magical armor for arms] (HITS:6 -- STR:1 -- [wearer can absorb 2x the hits when attacked by worms (worm protector)]) [made of animal hide and is orange in color] 1 0 Plate mail chest piece [magical armor for chest] (HITS:20 -- STR:2) [made of adamant] 1 0 Ring of leaping (can leap 30 feet or 10 feet high) [a silver ring with a emerald set in it] 1 0 Heavy plate mail armor [magical full suit of armor] (HITS:40 -- STR:18) [made of bronze...with a spider symbol on the front and back that is maroon in color] 1 0 Rapier [the blade is made of adamant with a leather grip...the hilt is decorated with 6 gems {citrine}] (magical sword / DICE:4+8 / STR:9 / DEX:13 / HND:1) 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 80 charges and is made of bone] 1 0 Battle dagger [the blade is made of silver and has a silver handle with a leather grip] (magical dagger / DICE:3+2 / STR:10 / DEX:12 / HND:1) 1 0 Corflaneu`s Powerful Monocle {allows the wearer the ability to see how hurt others are around them...it can be used 4 times per day} 1 0 Sbeihapiel`s Evil Skull {holding it will cause any undead to ignore the wielder} 1 0 Bjarma`s Bracers {these brown animal skin bracers grants the wearer +2 when attacking with bows or crossbows} 1 0 Wand of polymorph (will turn an opponent into a lizard for 3 combat rounds) [this has 95 charges and is made of wood and has a chrysoprase at the end of it] 1 0 A small jar of gray powder with an evil curse to whatever it is sprinkled on (person goes insane until curse removing magic is used) 1 0 A small pouch of orange sand that protects one from demons (can be sprinkled on 12 individuals and demons cannot harm them for 12 hours) 1 0 Ornate Scale Mail Chest Piece of Felerelia - scale mail chest piece [magical armor for chest] (HITS:30 -- STR:1) [made of steel...with a eye symbol on the front and back that is royal blue in color] 1 0 Ring mail armor [magical full suit of armor] (HITS:32 -- STR:9) [made of iron] 1 0 Helm (armor for head / HITS:2 / STR:2] [made of steel] 1 0 Mythical Ring of Uhn - ring of charisma +2 [a silver ring with a citrine set in it] 1 0 Test tube of plant control potion (lasts for 3 hours). This liquid looks watery in appearance. It also has a salty taste and smell to it. It seems to be terra cotta (brown) in color. 1 0 A small jar of red dust with a vile hex to whatever it is sprinkled on (person suffers a penalty of 1 to luck until curse removing magic is used) 1 0 A small pouch 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 Splint mail armor [magical full suit of armor] (HITS:130 -- STR:8) [made of silver] 1 0 Ring of invisibility (the wearer can turn invisible for 50 minutes) [a silver ring...there is a command word engraved on the inside written in a cryptic balrog language that says `nileaht`] 1 0 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 26 charges and is made of ivory and has a emerald at the end of it] 1 0 Bracers [magical armor for arms] (HITS:6 -- STR:1) [made of animal hide and is red in color] 1 0 Test tube of infernal mixture (drinker suffers a penalty of 1 to strength until curse removing magic is used). This potion is layered [colors of carrot orange, chestnut, and sunset orange] in appearance. It also has a herbal taste and smell to it. It seems to be mahogany (brown) in color. 1 0 Glass jar of elemental protection liquid [water elemental] (lasts for 3 hours). This liquid looks bubbling in appearance. It also has a vinegary taste and smell to it. It seems to be sanguine (red) in color. 1 0 Forgotten Ring of Evocah - ring of turning spells (allows the wearer use a charge and reflect a spell back at the caster) [a iron ring] 1 0 Spherical, glass bottle of poison antidote (allows for 5 extra dice to be rolled for any SR against poison). This liquid looks rainbowed in appearance. It also has a perfumy taste and smell to it. It seems to be straw (yellow) in color. 1 0 Mighty Staff of Puzilan - staff of power {DICE:5+1 / STR:5 / DEX:5 / Wizard Weapon} (can allow the wielder, and nearby comrades, an extra dice to anything they attempt for 6 hours per charge) [this has 7 charges and is made of wood and has a garnet at the top. There is a command word carved on it in an ancient gargoyle language that says `ratkum`] 1 0 Clay jug of persuasive potion (can convince others to so something non-life threatening for 2 minutes). This potion is layered [colors of sea green, tan, and indigo] in appearance. It also has a bitter taste and smell to it. It seems to be gold (metallic) in color. 1 0 Short sword (DICE:3 / STR:7 / DEX:3 / HND:1) [the blade is made of iron with a leather grip] 1 0 Purple-colored, glass bottle of purity liquid (drinker will have a curse lifted, or it can be poured on an item to remove a curse from it). This liquid looks vaporous in appearance. It also has a oniony taste and smell to it. It seems to be ecru (brown) in color. 1 0 Astonishing Wand of Hygraph - wand of sorcery (can reduce the STR cost to cast a spell by 5 per charge) [this has 82 charges and is made of wood] 1 0 Glass jar of blessing oil (remove curses on those it is rubbed on). This liquid looks syrupy in appearance. It also has a watery taste and smell to it. It seems to be heliotrope (violet) in color. 1 0 Ancestral Throwing Knife of Barladucus - throwing knife [the blade is made of iron and has a silver handle with a leather grip...the blade is decorated with 3 gems {pink diamond}] (magical dagger / DICE:3+6 / STR:7 / DEX:5/12 / HND:1) 1 0 Waterskin of mind reading elixir (lasts for 12 minutes). This liquid looks fuming in appearance. It also has a peppery taste and smell to it. It seems to be aquamarine (brown) in color. 1 0 Holkurg`s Robe {this black robe gives the wearer the ability to appear as some object of equal mass and size by simply concentrating on an item and saying the magic word...the magic word to activate the robe is `aiganelrk` which is learned by identifying the item} 1 0 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 95 charges and is made of dragon bone] 1 0 Eligor`s Mighty Chimes {when played [by making a musical L1SR vs. DEX], the music will call forth 4 mystical warriors [EACH&nsbp;HAVE...MR:20 / DICE:3 + 10] to aid in the current battle...where they then vanish afterward, and only once per full moon} 1 0 Splint mail armor (full suit of armor / HITS:13 / STR:14] [made of gold...with a man symbol on the front and back that is maroon in color] 1 0 Banded mail armor [magical full suit of armor] (HITS:78 -- STR:10) [made of bronze...with a fist symbol on the front and back that is silver in color] 1 0 A small sack of gray sand that protects one from gases (can be sprinkled on 3 individuals and gases cannot harm them for 12 hours) 1 0 Ring mail chest piece [magical armor for chest] (HITS:14 -- STR:1) [made of steel] 1 0 Enchanted Ring of Wuglat - ring of freedom (allows the wearer to break free from any form of imprisonment) [a bone ring with a lapis lazuli set in it...there is a command word engraved on the inside written in a elven language that says `uvruqed`] 1 0 Ceramic jug of shrinking liquid (drinker and items shrink to 5% normal size for 6 minutes). This liquid looks watery in appearance. It also has a watery taste and smell to it. It seems to be sapphire (blue) in color. 1 0 Cursed ring (wearer speaks every word backwards until the item is removed from the wearer) [a copper ring with a green spinel set in it] 1 0 Tower shield [magical shield] (HITS:72 -- STR:4) [made of iron] 1 0 A small bottle of green sand that protects one from water (can be sprinkled on 6 individuals and water/ice/snow/vapor-based attacks cannot harm them for 10 hours) 1 0 Amazing Wand of Alagula - wand of secrets (will find nearby secret/hidden doors) [this has 89 charges and is made of ivory and has a chrysoberyl at the end of it] 1 0 GEM: Blue Sapphire (90gp) 1 0 Suros` Mystical Pendant {this gold pendant has a jacinth set in it and grants the wearer the ability to project one`s thoughts into another creature 2 times a day} 1 0 Test tube of youth liquid (drinker becomes 14 years younger). This liquid looks cloudy in appearance. It also has a meaty taste and smell to it. It seems to be ebony (black) in color. 1 0 Ring of phasing (can pass through obstacles up to 8 feet thick) [a copper ring with a azurite set in it...there is a command word engraved on the inside written in an ancient mermen language that says `oshieye` - it has 30 charges] 1 0 Ornate Brass Knuckles of Alewenna - brass knuckles (magical weapon / DICE:5+6 / STR:1 / DEX:3 / HND:2) 1 0 Divine Full Helm of Ylthallynon the Soldier - full helm [magical armor for head] (HITS:6 -- STR:1 -- [BONUS +3 for any SR's made from attacks]) [made of mithril] 1 0 Large dagger [the blade is made of steel and has a bronze handle with a leather grip...the handle is decorated with 8 gems {blue star sapphire}] (magical dagger / DICE:4+7 / STR:1 / DEX:3/23 / HND:1) 1 0 Extraordinary Heavy Crossbow of Runstina - heavy crossbow [fletcher whittled of yew wood...the name of Aethon is carved on it] (magical crossbow / DICE:7+9 / STR:16 / DEX:8 / HND:2) [add 2 extra combat dice against insects (scorpion enforcer)] 1 0 Wine bottle of mind reading concoction (lasts for 12 minutes). This liquid looks syrupy in appearance. It also has a dusty taste and smell to it. It seems to be scarlet (red) in color. 1 0 Aropet`s Wondrous Silver Holy Symbol {while held, undead can only use half of their dice and adds in combat} 1 0 Sacred Long Dagger of Karawyn - long dagger [the blade is made of iron and has a wood handle with a leather grip] (magical dagger / DICE:4+4 / STR:1 / DEX:2/15 / HND:1) 1 0 Ring mail chest piece (armor for chest / HITS:2 / STR:2] [made of silver...with a bat symbol on the front that is ivory in color] 1 0 Mythical Club of Gaakt the Mage - club [the blunt end is made of gold and has a iron handle with a leather grip...the handle is decorated with 5 gems {green spinel}] (magical hafted / DICE:5+2 / STR:4 / DEX:2 / HND:1) 1 0 Orange-colored, decanter of acid resistance oil (rub on self or items...lasts until acid is splashed on them). This liquid looks clear in appearance. It also has a milky taste and smell to it. It seems to be cinnabar (red) in color. 1 0 Heavy plate mail armor [magical full suit of armor] (HITS:40 -- STR:17) [made of steel] 1 0 Supreme Fencing Sword of Riorx the Prowler - fencing sword [the blade is made of iron with a leather grip] (magical sword / DICE:5+12 / STR:7 / DEX:9 / HND:1) 1 0 Sacred Splint Mail Armor of Yerug - splint mail armor [magical full suit of armor] (HITS:78 -- STR:11) [made of mithril...with a hawk symbol on the back that is maroon in color] 1 0 Astounding Ring of Pitt the Conjurer - ring of efreet summoning (will summon a efreet to fight with the group for a single combat) [a bone ring] 1 0 Glath`s Monocle {allows the wearer to see secret compartments and doors} 1 0 Ring of dexterity +2 [a copper ring with a aquamarine set in it...the command word to use this is `htolap`, which can be learned by identifying the item] 1 0 Wand of illusion (can create an illusion of any medium-sized creature that will cause an opponent to attack that for 3 combat rounds...and only if they roll over their INT on 2 dice [this has 74 charges and is made of dragon bone] 1 0 Ceramic jug of etherealness concoction (can pass through 9 feet thick walls for 8 minutes). This liquid looks smoky in appearance. It also has a watery taste and smell to it. It seems to be fawn (brown) 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 75 charges and is made of wood] 1 0 A small bottle of brown dust that protects one from gaze attacks (can be sprinkled on 4 individuals and gazes cannot harm them for 13 hours) 1 0 Krothu`s Gloves {these black gloves grants the wearer an extra 2 dice when rolling for any SR with roguery} 1 0 Staff of withering {DICE:5+9 / STR:10 / DEX:7 / Wizard Weapon} (every charge used will cause a target to lose 10 points of MR and 5 points of INT) [this has 7 charges and is made of yew wood. There is a command word carved on it in a long dead hobling language that says `natras`] 1 0 A small iron flask of white oil that protects one from fire (can be poured on 9 individuals and fire cannot harm them for 13 hours) 1 0 A small jar of black dust that protects one from plants (can be sprinkled on 5 individuals and plants cannot harm or entangle them for 3 hours) 1 0 Dirk [the blade is made of steel and has a wood handle with a leather grip] (magical dagger / DICE:2+7 / STR:1 / DEX:2/10 / HND:1) 1 0 Strangle rope (DICE:1+3 / STR:8 / DEX:14 / HND:1) 1 0 Metal leggings [magical armor for legs] (HITS:24 -- STR:1) [made of iron] 1 0 A small spherical, glass bottle of black oil that protects one from illusions (can be poured on 10 individuals and they can see the truth of illusions for 18 hours) 1 0 JEWELRY: Silver Clasp (112gp) 1 0 Elborn`s Astonishing Tablecloth {once a day, when this green tablecloth is put on a table, it will unfold with a feast for up to 8 people} 1 0 Mephotasael`s Mythical Dust {this small sack of white dust can be thrown onto anything of medium size or smaller to make them appear as something else the thrower thinks of for 40 minutes} 1 0 Shinadine`s Scabbard {any edged weapon pulled from this scabbard will give 2 additional combat dice but for only 2 combats a day} 1 0 Glass jar of etherealness mixture (can pass through 3 feet thick walls for 9 minutes). This liquid looks oily in appearance. It also has a metallic taste and smell to it. It seems to be flame (orange) in color. 1 0 Ugago`s Scabbard {any edged weapon pulled from this scabbard will give 2 additional combat dice but for only 3 combats a day} 1 0 Wine bottle of wolfbane powder (this poison can be put on weapons...where the opponent suffers a loss of 3 points where going to 0 kills the victim...but is only effective for 16 hits with the weapon before it loses effectiveness). This liquid looks viscous in appearance. It also has a metallic taste and smell to it. It seems to be sable (black) in color. 1 0 Mystical Bolt of Peghed the Knave - bolt (magical crossbow / DICE:2+3 / STR:1 / DEX:1 / HND:1) 1 0 Royal Dagger of Baal the Vanquisher - dagger [the blade is made of steel and has a wood handle with a leather grip] (magical dagger / DICE:4+3 / STR:1 / DEX:2/14 / HND:1) 1 0 Astonishing Dwarven Shield of Sobran the Sneak - dwarven shield [magical shield] (HITS:16 -- STR:8) [made of silver] 1 0 Ornate War Axe of Tarmuth - war axe [the blade is made of steel and has a wood handle with a animal leather grip] (magical hafted / DICE:9+8 / STR:23 / DEX:6 / HND:2) 1 0 Wonderful Staff of Nour - staff of the mage {DICE:3+1 / STR:10 / DEX:8 / Wizard Weapon} (can cast a spell at 1 level higher efficacy without spending extra STR points) [this has 19 charges and is made of dragon bone] 1 0 Zases` Extraordinary Bracers {these orange serpent skin bracers grants the wearer 5 hits to armor but only if they don't use a shield} 1 0 Ring of feather falling (will cause the wearer to fall slowly) [a silver ring with a blue star sapphire set in it] 1 0 Evil Ring of Vermithrax the Slayer - cursed ring (wearer suffers a penalty of 2 to constitution until curse removing magic is used, which makes the item normal) [a iron ring with a blue diamond set in it] 1 0 Marvelous Great Shield of Charanuth the Bandit - great shield [magical shield] (HITS:21 -- STR:12 -- [BONUS +3 for any SR's made from attacks]) [made of steel] 1 0 Crystal bottle of life giving concoction (brings those back from the dead). This liquid looks viscous in appearance. It also has a acidic taste and smell to it. It seems to be bone (white) in color. 1 0 Two-handed sword (DICE:7+3 / STR:25 / DEX:15 / HND:2) [the blade is made of iron with a leather grip] 1 0 Wonderful Cleaver of Slughig the Soldier - cleaver [the blade is made of iron and has a bronze handle with a animal leather grip] (magical hafted / DICE:5+7 / STR:7 / DEX:1 / HND:1) 1 0 A small bottle of blue dust that protects one from dragon's breath (can be sprinkled on 6 individuals and dragon breath cannot harm them for 12 hours) 1 0 Hexpemsazon`s Chains {when thrown at an enemy, they will chain them up unless they can make an L2SR vs. STR...if the word `rosehp` is spoken (which is shown somewhere on it), then the chains release the prisoner} 1 0 Arrow {13 each} 1 0 Glass bottle of levitation concoction (can levitate 3 feet off the ground for 14 minutes). This liquid looks viscous in appearance. It also has a fiery taste and smell to it. It seems to be cerulean (blue) in color. 1 0 Glass bottle of ventriloquism potion (drinker can throw their voice 10 minutes). This potion is layered [colors of midnight blue, copper, and mulberry] in appearance. It also has a bitter taste and smell to it. It seems to be cerulean (blue) in color. 1 0 Missing Heavy Cloth Armor of Moveran the Sneak - heavy cloth armor [magical full suit of armor] (HITS:12 -- STR:4) [made of sewn fur and is yellow in color...with a tower symbol on the back that is scarlet in color] 1 0 Glass jar of sharpening oil (any sharp weapon it is rubbed on has an extra 3 dice for 4 hours). This liquid looks clear in appearance. It also has a spicy taste and smell to it. It seems to be ecru (brown) in color. 1 0 Wand of sorcery (can reduce the STR cost to cast a spell by 2 per charge) [this has 94 charges and is made of ivory] 1 0 Battle dagger [the blade is made of mithril and has a metal handle with a leather grip] (magical dagger / DICE:5+4 / STR:8 / DEX:10 / HND:1) 1 0 Wand of fright (will cause an opponent to collapse in fear and do nothing for 3 combat rounds) [this has 36 charges and is made of bone. There is a command word carved on it in a long dead undead language that says `daaxonte`] 1 0 Ancestral Ring of Cyphrak the Medium - ring of influence (allows the wearer to roll an extra die for any SR's involving CHR) [a silver ring with a moss agate set in it] 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 35 charges and is made of ivory and has a rhodochrosite at the end of it] 1 0 A small bottle of brown powder with a vile hex to whatever it is sprinkled on (person begins to see all friends as monsters, fleeing from them for about 6 hours) 1 0 Supreme Bracers of Brenzander the Robber - bracers [magical armor for arms] (HITS:8 -- STR:1) [made of animal hide and is brown in color] 1 0 Wand of the illusionist (can reduce the STR cost to cast a spell by 10 per charge) [this has 68 charges and is made of demon bone] 1 0 Legendary Wand of Isagubat - wand of paralyzing (will paralyze an opponent for 4 combat rounds) [this has 99 charges and is made of bone and has a sard quartz at the end of it] 1 0 Enchanted Metal Leggings of Mytor - metal leggings [magical armor for legs] (HITS:32 -- STR:1) [made of gold] 1 0 Ring of the dead [wraiths] (will control a single undead for 10 minutes) [a iron ring...there is a command word engraved on the inside written in a long dead minotaur language that says `surytak`] 1 0 JEWELRY: Silver Amulet (6gp) 1 0 Wine bottle of elemental protection draught [earth elemental] (lasts for 6 hours). 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 A small wine bottle of gray oil that protects one from spiders (can be poured on 2 individuals and spiders, along with their webbing, cannot harm them for 16 hours) 1 0 Granwy`s Tablecloth {once a day, when this white tablecloth is put on a table, it will unfold with a feast for up to 5 people} 1 0 Mysterious Tiger Claws of Lungodu the Fighter - tiger claws [made of steel] (magical weapon / DICE:1+2 / STR:1 / DEX:9 / HND:1) 1 0 Forgotten Ring of Riorx the Sage - ring of warmth (keeps the wearer warm in cold weather climates) [a gold ring] 1 0 Phenomenal Studded Leather Armor of Emynyr - studded leather armor [magical full suit of armor] (HITS:14 -- STR:7 -- [BONUS +3 for any SR's made from attacks]) [made of lion hide and is brown in color...with a cross symbol on the back that is silver in color] 1 0 Jeth`s Shackles {anyone bound in these cannot escape by even magical means...unless the owner speaks the word `velsihc`, which is learned by identifying the item} 1 0 Ring of the witch (can reduce the STR cost to cast a spell by 5 per charge) [a silver ring with a blue star sapphire set in it] 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 50 charges and is made of dragon bone. There is a command word carved on it in a long dead giant language that says `sonork`] 1 0 Wand of the illusionist (can reduce the STR cost to cast a spell by 5 per charge) [this has 23 charges and is made of demon bone and has a golden pearl at the end of it. There is a command word carved on it in a vampire language that says `rxun`] 1 0 Wogharod`s Cloak {this red cloak is made from spider silk and grants the wearer an extra 1 combat dice when attacking spiders...as well as able to climb walls like them while also being immune to their webbing} 1 0 Amazing Ring of Takhorx - ring of regenerating (restores 3 CON every hour) [a platinum ring with a rose quartz set in it] 1 0 Harpoon (DICE:4+3 / STR:14 / DEX:12 / HND:1 / RNG:30) [the tip is made of bronze and has a iron handle] 1 0 Almighty Metal Leggings of Nu`uhn the Barbarian - metal leggings [magical armor for legs] (HITS:8 -- STR:1) [made of gold] 1 0 Wand of sorcery (can reduce the STR cost to cast a spell by 6 per charge) [this has 44 charges and is made of demon bone and has a white opal at the end of it] 1 0 Bracers [magical armor for arms] (HITS:6 -- STR:1) [made of wolf hide and is brown in color] 1 0 Sickle [the blade is made of adamant and has a iron handle with a animal leather grip] (magical hafted / DICE:6+4 / STR:11 / DEX:7 / HND:1) 1 0 A small iron flask of blue oil that protects one from normal weapons (can be poured on 2 individuals and weapons cannot harm them for 2 hours) 1 0 Ruined Banded Mail Armor of Begarin the Criminal - banded mail armor [magical full suit of armor] (HITS:13 -- STR:13 -- [cursed banded mail armor (wearer shrinks about 1 foot until curse removing magic is used, which destroys the item)]) [made of steel] 1 0 Sling stone (magical ranged / DICE:1+5 / STR:1 / DEX:1 / HND:1) 1 0 A small pouch of gray powder that protects one from demons (can be sprinkled on 12 individuals and demons cannot harm them for 2 hours) 1 0 Tiger claws [made of steel] (magical weapon / DICE:4+7 / STR:2 / DEX:9 / HND:1) 1 0 Scale mail armor [magical full suit of armor] (HITS:54 -- STR:10) [made of iron] 1 0 Ornate Leather Cap of Meranuth the Swindler - leather cap [magical armor for head] (HITS:5 -- STR:1) [made of serpent hide and is brown in color] 1 0 Wondrous Orkish Dagger of Moshardosh the Necromancer - orkish dagger [the blade is made of gold and has a gold handle with a animal leather grip] (magical dagger / DICE:3+6 / STR:1 / DEX:7/25 / HND:1) 1 0 A small pouch of red powder that protects one from demons (can be sprinkled on 6 individuals and demons cannot harm them for 12 hours) 1 0 Iron flask of invisibility potion (lasts for 17 minutes). This liquid looks smoky in appearance. It also has a milky taste and smell to it. It seems to be fuchsia (violet) in color. 1 0 JEWELRY: Silvery Gemmed Belt (42gp) 1 0 Lilithack`s Excellent Lantern {any invisible object or creature is revealed in the light of this} 1 0 Cleaver (DICE:3+1 / STR:8 / DEX:3 / HND:1) [the blade is made of gold and has a iron handle with a leather grip...the handle is decorated with 10 gems {hematite}] 1 0 Wand of sorcery (can reduce the STR cost to cast a spell by 2 per charge) [this has 38 charges and is made of demon bone. The command word to use this is `agnaynav`, which can be learned by identifying the item] 1 0 Mystical Splint Mail Armor of Hahuhnerael - splint mail armor [magical full suit of armor] (HITS:65 -- STR:11) [made of steel] 1 0 Astonishing Ring of Hahlraz - ring of animal domination [mammals] (will control a single animal for 30 minutes) [a iron ring with a white pearl set in it] 1 0 Crystal bottle of growing concoction (drinker and items grow to 4x normal size for 4 minutes). This liquid looks fuming in appearance. It also has a bitter taste and smell to it. It seems to be fawn (brown) in color. 1 0 Magical Ring of Menianth - ring of telekinesis (allows the wearer to move an object they can see, and that they can lift themselves, with their mind up to 40 feet) [a gold ring with a eye agate set in it...there is a command word engraved on the inside written in an odd brownie language that says `uhtmlus` - it has 35 charges] 1 0 Glass bottle of giant domination draught [cyclops] (lasts for 8 hours). This liquid looks vaporous in appearance. It also has a sugary taste and smell to it. It seems to be vermilion (red) in color. 1 0 Ring of invisibility (the wearer can turn invisible for 20 minutes) [a copper ring with a green spinel set in it - it has 17 charges] 1 0 Vakmu`s Gem {this mystical clear gem can be thrown or hurled with a sling where upon impact it will explode for 4d6 damage to those in a 30 foot radius from the blast...it has 23 charges} 1 0 Short saber [the blade is made of iron with a leather grip...the name of Shilor is engraved on the blade] (magical sword / DICE:4+5 / STR:7 / DEX:4 / HND:1) 1 0 Magical Crossbow of Heredergana the Bandit - crossbow [druid carved of reaper wood] (magical crossbow / DICE:6+6 / STR:14 / DEX:8 / HND:2) 1 0 Fropoz`s Fantastic Gloves {these brown bear skin gloves grants the wearer the ability to climb walls with a 2 in 6 success rate} 1 0 Test tube of flying liquid (lasts for 16 minutes). This liquid looks effervescent in appearance. It also has a burning taste and smell to it. It seems to be coral (red) in color. 1 0 Exotic Leather Cap of Amaniuevia - leather cap [magical armor for head] (HITS:4 -- STR:1) [made of dinosaur hide and is brown in color] 1 0 Hand crossbow [elven whittled of wood] (magical crossbow / DICE:4+6 / STR:8 / DEX:11 / HND:1) 1 0 Wand of negating (will destroy any magical effect or curse) [this has 26 charges and is made of bone and has a eye agate at the end of it] 1 0 Mysterious Wand of Buggug - wand of finding foes (will find enemies nearby and an L8SR vs. INT will even show what type they are) [this has 53 charges and is made of wood and has a freshwater pearl at the end of it. There is a command word carved on it in an odd fey language that says `iasas`] 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 77 charges and is made of strange wood. The command word to use this is `litsonark`, which can be learned by identifying the item] 1 0 Banded mail armor (full suit of armor / HITS:13 / STR:13] [made of adamant] 1 0 A small pouch of yellow sand that protects one from magical weapons (can be sprinkled on 8 individuals and magic weapons cannot harm them for 3 hours) 1 0 Gray-colored, decanter of plant control draught (lasts for 5 hours). This liquid looks syrupy in appearance. It also has a metallic taste and smell to it. It seems to be saffron (yellow) in color. 1 0 A small sack of purple powder that protects one from werewolf (can be sprinkled on 12 individuals and these lycanthropes cannot harm them for 14 hours) 1 0 Wand of the puppet master (will cause one opponent to join the wielder and fight alongside for 5 combat rounds) [this has 93 charges and is made of demon bone] 1 0 Wand of paralyzing (will paralyze an opponent for 3 combat rounds) [this has 36 charges and is made of dragon bone] 1 0 Astounding Bow of Essaheah the Occultist - bow [sylvan formed of wood] (magical bow / DICE:8+11 / STR:20 / DEX:15 / HND:2) 1 0 A small jar of yellow dust that protects one from gases (can be sprinkled on 12 individuals and gases cannot harm them for 11 hours) 1 0 Powerful Woodsman Axe of Tillentius the Magician - woodsman axe [the blade is made of adamant and has a iron handle with a leather grip] (magical hafted / DICE:4+3 / STR:9 / DEX:8 / HND:2) 1 0 Astonishing Wand of Sptor - 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 24 charges and is made of bone. There is a command word carved on it in a sphinx language that says `hteibart`] 1 0 Ancestral Woodsman Axe of Anaobm the Wizard - woodsman axe [the blade is made of iron and has a gold handle with a leather grip] (magical hafted / DICE:6+8 / STR:10 / DEX:5 / HND:2) 1 0 A small bottle of blue dust that protects one from fire (can be sprinkled on 9 individuals and fire cannot harm them for 15 hours) 1 0 Wand of negating (will destroy any magical effect or curse) [this has 40 charges and is made of demon bone. There is a command word carved on it in a long dead orkish language that says `bezx`] 1 0 Unknown Stiletto of Hmuht the Shaman - stiletto [the blade is made of steel and has a wood handle with a leather grip] (magical dagger / DICE:4+5 / STR:1 / DEX:1/8 / HND:1) 1 0 Dwarven shield (shield / HITS:4 / STR:10] [made of mithril] 1 0 Metal leggings [magical armor for legs] (HITS:24 -- STR:1) [made of steel] 1 0 War spear [the tip is made of gold and has a wood handle] (magical spear / DICE:5+6 / STR:12 / DEX:8 / HND:2) 1 0 A small pouch of white sand that protects one from possession (can be sprinkled on 6 individuals and they cannot be possessed, or have their soul stolen, for 6 hours) 1 0 Ytaro`s Mighty Gloves {these blue animal skin gloves 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 War crossbow [ranger fashioned of yew wood] (magical crossbow / DICE:10+7 / STR:14 / DEX:10 / HND:2) 1 0 A small bottle of green powder that protects one from gases (can be sprinkled on 9 individuals and gases cannot harm them for 4 hours) 1 0 Yolmar`s Medallion {this silver medallion has a spider symbol on it and grants the wearer +4 to their armor hits} 1 0 Battle hammer (DICE:5+2 / STR:18 / DEX:8 / HND:2) [the blunt end is made of mithril and has a bone handle with a leather grip] 1 0 Antarahi`s Locket {this bone locket has a axe symbol on it and allows the wearer to attack enemies...that require a magic or silver weapon...with normal weapons} 1 0 Zorehkay`s Mighty Bracers {these yellow animal skin bracers grants the wearer +7 when attacking with bows or crossbows} 1 0 Great shield [magical shield] (HITS:14 -- STR:12) [made of mithril...with a lion symbol on the front that is emerald in color] 1 0 Lost Leather Leggings of Knutiltito - leather leggings [magical armor for legs] (HITS:8 -- STR:1) [made of pegasus hide and is brown in color] 1 0 Evil Ring Mail Armor of Wudgh - ring mail armor [magical full suit of armor] (HITS:8 -- STR:10 -- [cursed ring mail armor (wearer has all of their coins turn to dust.)]) [made of bronze] 1 0 Samael`s Supreme Bracers {these brown animal skin bracers grants the wearer 5 hits to armor but only if they don't use a shield} 1 0 Loxias` Paint {this pint of blue 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 Amazing Wand of Zalebesan - wand of polymorph (will turn an opponent into a bird for 4 combat rounds) [this has 84 charges and is made of ivory] 1 0 Supreme Wand of Calura the Priest - wand of animation (will cause a nearby statue or furniture {chair, table, etc} to join the wielder and fight alongside for 5 combat rounds...based on the wielder, it will have a CON:[INT+STR] and DICE:[INT+2]d6+[CON]) [this has 93 charges and is made of ivory. There is a command word carved on it in an odd elven language that says `reteyrllesna`] 1 0 Ceramic jug of animal domination draught [reptiles] (lasts for 6 hours). This liquid looks vaporous in appearance. It also has a bitter taste and smell to it. It seems to be brassy (metallic) in color. 1 0 Ancestral Heavy Cloth Armor of Mneth - heavy cloth armor [magical full suit of armor] (HITS:15 -- STR:2) [made of stitched silk and is purple in color] 1 0 Tower shield [magical shield] (HITS:12 -- STR:11) [made of iron] 1 0 A small bottle of yellow sand that protects one from magic (can be sprinkled on 2 individuals and magic cannot harm them for 6 hours) 1 0 Sickle [the blade is made of adamant and has a iron handle with a leather grip...the blade is decorated with 10 gems {brown diamond}] (magical hafted / DICE:5+4 / STR:10 / DEX:6 / HND:1) 1 0 A small clay jug of orange oil that protects one from traps (can be poured on 5 individuals and traps cannot harm them for 8 hours) 1 0 Glass jar of infernal elixir (drinker falls in love with the first person they see until curse removing magic is used). This liquid looks syrupy in appearance. It also has a greasy taste and smell to it. It seems to be vermilion (red) in color. 1 0 Ilzinias` Scabbard {any edged weapon pulled from this scabbard will give 4 additional combat dice but for only 2 combats a day} 1 0 Mythical Plate Mail Chest Piece of Laripael the Prowler - plate mail chest piece [magical armor for chest] (HITS:40 -- STR:1 -- [shadow armor - wearer can turn invisible for 8 minutes but only 4 times a day]) [made of silver] 1 0 Forgotten Splint Mail Armor of Gargda - splint mail armor [magical full suit of armor] (HITS:26 -- STR:13 -- [BONUS +2 for any SR's made from attacks]) [made of gold] 1 0 Waterskin of mind reading mixture (lasts for 6 minutes). This liquid looks fuming in appearance. It also has a burning taste and smell to it. It seems to be apricot (orange) in color. 1 0 A small pouch of yellow powder that protects one from wererat (can be sprinkled on 2 individuals and these lycanthropes cannot harm them for 8 hours) 1 0 Strangle rope (DICE:1+3 / STR:8 / DEX:14 / HND:1) 1 0 Ixaravul`s Robe {this purple robe allows the wearer to blink out of existence for 3 rounds where only the robe remains and falls to the ground...they can appear sooner if they wish but if the robe is destroyed during that time they are lost forever...the magic word to activate the robe is `gob` which is stitched on the robe`s tie belt} 1 0 Divine Wand of Phaletesma - 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 60 charges and is made of bone] 1 0 Quevenanth`s Ultimate Cloak {this blue cloak gives the wearer a +6 bonus to their SR's} 1 0 Apomael`s Ancestral Gloves {these brown animal skin gloves grants the wearer the ability to grab arrows out of the air 5 times per day} 1 0 A small sack of red sand that protects one from wererat (can be sprinkled on 9 individuals and these lycanthropes cannot harm them for 6 hours) 1 0 Gauntlets [magical armor for arms] (HITS:12 -- STR:1) [made of gold] 1 0 Test tube of etherealness elixir (can pass through 3 feet thick walls for 8 minutes). This liquid looks syrupy in appearance. It also has a watery taste and smell to it. It seems to be aquamarine (brown) in color. 1 0 Astonishing Metal Leggings of Ewkbanok the Enforcer - metal leggings [magical armor for legs] (HITS:8 -- STR:1) [made of steel] 1 0 A small pouch of yellow powder that protects one from magical weapons (can be sprinkled on 4 individuals and magic weapons cannot harm them for 2 hours) 1 0 Splint mail armor [magical full suit of armor] (HITS:65 -- STR:11) [made of bronze...with a horse symbol on the back that is indigo in color] 1 0 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 96 charges and is made of wood] 1 0 A small jar of blue dust that protects one from stone flesh (can be sprinkled on 8 individuals and one turned to stone will be restored) 1 0 Glorious Wand of Aldrax - wand of finding foes (will find enemies nearby and an L1SR vs. INT will even show what type they are) [this has 95 charges and is made of strange wood] 1 0 Wine bottle of shrinking potion (drinker and items shrink to 5% normal size for 12 minutes). This liquid looks vaporous in appearance. It also has a peppery taste and smell to it. It seems to be pearl (white) in color. 1 0 Craillanth`s Legendary Vortex {this is a round black cloth that is 6 feet wide when laid out...it creates a hole that is 10 feet deep in which anyone that falls in must get out before the cloth is picked back up or vanish forever} 1 0 Ancestral Wand of Ulath the Mage - wand of the puppet master (will cause one opponent to join the wielder and fight alongside for 3 combat rounds) [this has 100 charges and is made of bone and has a lapis lazuli at the end of it] 1 0 Spherical, glass bottle of life giving draught (brings those back from the dead). This liquid looks bubbling in appearance. It also has a salty taste and smell to it. It seems to be mahogany (brown) in color. 1 0 Ring of protection +5 (gives additional points to armor hits) [a silver ring with a jasper set in it - it has 50 charges] 1 0 Green-colored, glass bottle of slippery, magical oil (poured on the floor where anyone slips and falls). This liquid looks smoky in appearance. It also has a herbal taste and smell to it. It seems to be cerulean (blue) in color. 1 0 Copper-colored, glass bottle of invisibility elixir (lasts for 7 minutes). This liquid looks fuming in appearance. It also has a meaty taste and smell to it. It seems to be chocolate (brown) in color. 1 0 Long bow (DICE:6+3 / STR:25 / DEX:17 / HND:2 / RNG:160) [sylvan assembled of reaper wood] 1 0 A small pouch of brown powder with a vile hex to whatever it is sprinkled on (person loses 1 strength point until curse removing magic is used) 1 0 Vahenzan`s Glorious Torch {if the word `egifut` is spoken (which is shown somewhere on it), this torch will light and follow the owner by floating nearby...but only for about 8 hours a day} 1 0 Mystical Great Shield of Ngogiak the Man-at-arms - great shield [magical shield] (HITS:21 -- STR:13 -- [BONUS +1 for any SR's made from attacks]) [made of iron] 1 0 Waterskin of truthfulness mixture(drinker tells nothing but the truth for 11 minutes unless they may an L1SR vs. INT). This liquid looks viscous in appearance. It also has a milky taste and smell to it. It seems to be dove (gray) in color. 1 0 Bronze-colored, glass bottle of flaming oil (burns as soon as it is exposed to air for 4 hours). This liquid looks watery in appearance. It also has a fiery taste and smell to it. It seems to be ochre (yellow) in color. 1 0 Leather leggings (armor for legs / HITS:2 / STR:2] [made of dinosaur hide and is brown in color] 1 0 Wand of the illusionist (can reduce the STR cost to cast a spell by 5 per charge) [this has 63 charges and is made of bone and has a violet garnet at the end of it] 1 0 Missing Tower Shield of Galak - tower shield [magical shield] (HITS:12 -- STR:11) [made of steel...with a woman symbol on the front that is royal blue in color] 1 0 Mystical Wand of Rasuniolpas - wand of secrets (will find nearby secret/hidden doors) [this has 63 charges and is made of ivory] 1 0 Infernal ring (wearer grows a devil tail until the item is removed from the wearer) [a silver ring] 1 0 Wooden shield [magical shield] (HITS:12 -- STR:1) [made of crafted oak and is brown in color...with a fist symbol on the front that is violet in color] 1 0 Amazing Boomerang of Royazar - boomerang [made of steel] (magical ranged / DICE:5+9 / STR:10 / DEX:9 / HND:1) 1 0 Clay jug of growing liquid (drinker and items grow to 4x normal size for 2 minutes). This liquid looks rainbowed in appearance. It also has a metallic taste and smell to it. It seems to be coral (red) in color. 1 0 A small sack of green dust that protects one from normal weapons (can be sprinkled on 8 individuals and weapons cannot harm them for 4 hours) 1 0 Test tube of invulnerable elixir (lasts for 12 minutes). This liquid looks clear in appearance. It also has a sugary taste and smell to it. It seems to be pitchy (black) in color. 1 0 Wand of paralyzing (will paralyze an opponent for 4 combat rounds) [this has 71 charges and is made of strange wood and has a eye agate at the end of it] 1 0 War crossbow (DICE:8 / STR:15 / DEX:10 / HND:2 / RNG:100) [sylvan formed of reaper wood] 1 0 Banded mail armor [magical full suit of armor] (HITS:104 -- STR:7) [made of iron] 1 0 Magical Elven Dagger of Viktor - elven dagger [the blade is made of silver and has a wood handle with a leather grip] (magical dagger / DICE:4+7 / STR:6 / DEX:6/30 / HND:1) 1 0 Iron flask of polymorph liquid (can turn into another creature the same size for 2 hours. This liquid looks rainbowed in appearance. It also has a metallic taste and smell to it. It seems to be golden (orange) in color. 1 0 Chain mail chest piece [magical armor for chest] (HITS:8 -- STR:2) [made of iron] 1 0 A small ceramic jug of yellow oil that protects one from poison (can be poured on 10 individuals and poisons cannot harm them for 7 hours) 1 0 Chain mail chest piece [magical armor for chest] (HITS:12 -- STR:3) [made of steel...with a devil symbol on the back that is violet in color] 1 0 Rare Metal Leggings of Hinasa the Torturer - metal leggings [magical armor for legs] (HITS:8 -- STR:2) [made of gold] 1 0 A small pouch of purple sand that protects one from electricity (can be sprinkled on 5 individuals and electricity cannot harm them for 8 hours) 1 0 Sacred Wand of Lebrop the Magician - wand of finding traps (will find nearby traps) [this has 81 charges and is made of bone] 1 0 Exotic Battle Hammer of Makzok the Conjurer - battle hammer [the blunt end is made of silver and has a wood handle with a leather grip...the name of Slirith is engraved on the blunt end] (magical hafted / DICE:8+13 / STR:13 / DEX:7 / HND:2) 1 0 Ultimate Wand of Cyphrak the Wizard - 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 21 charges and is made of wood and has a tourmaline at the end of it. There is a command word carved on it in a long dead giant language that says `paasna`] 1 0 Stiletto [the blade is made of steel and has a wood handle with a animal leather grip] (magical dagger / DICE:5+8 / STR:1 / DEX:1/8 / HND:1) 1 0 GEM: Chrysoberyl (13gp) 1 0 Gold-colored, decanter of elemental protection concoction [earth elemental] (lasts for 7 hours). This liquid looks watery in appearance. It also has a acidic taste and smell to it. It seems to be maroon (red) in color. 1 0 Fabled Blowpipe of Jughragh the Man-at-arms - blowpipe [made of crafted wood] (magical ranged / DICE:0+11 / STR:1 / DEX:1 / HND: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 Almighty Ring of Quessith the Conquerer - ring of phasing (can pass through obstacles up to 4 feet thick) [a copper ring with a blue star sapphire set in it - it has 37 charges] 1 0 Chain coif (armor for head / HITS:2 / STR:2] [made of adamant] 1 0 Kuhl`s Torch {if the word `lanna` is spoken (which is shown somewhere on it), this torch will light and follow the owner by floating nearby...but only for about 4 hours a day} 1 0 Ring of magic (allows the wearer reduce a spell casting cost by 10 point) [a platinum ring - it has 46 charges] 1 0 Powerful Dwarven Shield of Ulath the Pickpocket - dwarven shield [magical shield] (HITS:16 -- STR:8 -- [wearer can absorb 2x the hits when attacked by feys (centaur defender)]) [made of mithril] 1 0 Astonishing Wand of Larac - wand of extinguishing (puts out fires and can even stop the effects of fire based attacks) [this has 28 charges and is made of ivory] 1 0 Mythical Ring of Bumhug - ring of intelligence +9 [a silver ring with a pink diamond set in it...there is a command word engraved on the inside written in a long dead devlish language that says `xatsab`] 1 0 Glass jar of cursed liquid (drinker has all of their cloth apparel turn to stone.). This liquid looks flecked [mint colored] in appearance. It also has a bitter taste and smell to it. It seems to be coppery (metallic) in color. 1 0 Ring of elemental domination [rock elemental] (will control a single elemental for 40 minutes) [a gold ring with a fiery yellow corundum set in it - it has 34 charges] 1 0 Sholzianth`s Royal Belt {this brown lizard skin belt has a gold buckle and gives the wearer the strength of a giant...which gives +3 to strength} 1 0 Legendary Scale Mail Armor of Hachie the Magician - scale mail armor [magical full suit of armor] (HITS:63 -- STR:10) [made of iron] 1 0 Sacred Wand of Olon the Mage - 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 29 charges and is made of strange wood. There is a command word carved on it in a giant language that says `nosul`] 1 0 Ornate Helm of Aegnor - helm [magical armor for head] (HITS:4 -- STR:1) [made of steel] 1 0 Ancestral Ring Mail Armor of Tiakoth the Vanquisher - ring mail armor [magical full suit of armor] (HITS:72 -- STR:5) [made of iron] 1 0 Fantastic Plate Mail Armor of Gaakt - plate mail armor [magical full suit of armor] (HITS:216 -- STR:8) [made of steel...with a axe symbol on the back that is gold in color] 1 0 Cloth armor [magical full suit of armor] (HITS:13 -- STR:1) [made of fashioned cloth and is yellow in color] 1 0 A small pouch of gray dust that protects one from plants (can be sprinkled on 10 individuals and plants cannot harm or entangle them for 15 hours) 1 0 Royal Lasso (30`) of Nanar - lasso (30`) (magical weapon / DICE:4+7 / STR:7 / DEX:14 / HND:1) [+10 combat adds when used against magical beasts (unicorn scourge)] 1 0 Divine Wand of Larpusmason - wand of the magi (can cast a spell at 1 level higher efficacy without spending extra STR points) [this has 20 charges and is made of wood] 1 0 Wine bottle of blessing draught (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 honeyed taste and smell to it. It seems to be mauve (violet) in color. 1 0 Staylin`s Iron Flask {will refill itself with clean water when the sun rises} 1 0 A small bottle of gray dust that protects one from magic (can be sprinkled on 11 individuals and magic cannot harm them for 13 hours) 1 0 Astonishing Ring of Henubtor the Swindler - ring of the mystic (can cast a spell at 1 level higher efficacy without spending extra STR points) [a copper ring with a black star sapphire set in it] 1 0 Spherical, glass bottle of poison antidote (allows for 5 extra dice to be rolled for any SR against poison). This liquid looks luminous in appearance. It also has a perfumy taste and smell to it. It seems to be pink (red) in color. 1 0 Rare Studded Leather Jacket of Wurmha the Magician - studded leather jacket [magical armor for chest] (HITS:4 -- STR:1) [made of pegasus hide and is white in color...with a boar symbol on the front and back that is amber in color] 1 0 Waterskin of mind reading mixture (lasts for 6 minutes). This liquid looks oily in appearance. It also has a bilious taste and smell to it. It seems to be maroon (red) in color. 1 0 Supreme Studded Leather Jacket of Netta the Sage - studded leather jacket [magical armor for chest] (HITS:14 -- STR:1) [made of lion hide and is black in color] 1 0 A small bottle of purple powder of blessing (can be sprinkled on 11 individuals will have a curse lifted) 1 0 Enchanted Ring of Haristum the Pickpocket - ring of sight (can see through obstacles up to 9 feet thick) [a bone ring with a sardonyx quartz set in it] 1 0 Vairocan`s Rare Robe {this red robe gives the wearer the ability to appear as some object of equal mass and size by simply concentrating on an item and saying the magic word...the magic word to activate the robe is `htranalg` which is stitched on the inside the robe`s collar} 1 0 Amazing Wand of Vaype - wand of finding traps (will find nearby traps) [this has 49 charges and is made of wood and has a obsidian at the end of it] 1 0 Staff of travel {DICE:3+3 / STR:7 / DEX:2 / 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 20 charges and is made of ash wood] 1 0 Brass knuckles (DICE:2 / STR:2 / DEX:3 / HND:2) 1 0 Isotharic`s Amulet {this silver amulet has a wolf symbol on it and grants the wearer the ability to resist any type of disease} 1 0 Bolt {17 each} 1 0 Ring of invisibility (the wearer can turn invisible for 60 minutes) [a copper ring with a zircon set in it] 1 0 JEWELRY: Silvery Gold Arm-ring (4gp) 1 0 Fabled Heater Shield of Satanchia the Barbarian - heater shield [magical shield] (HITS:20 -- STR:8) [made of iron...with a bat symbol on the front that is violet in color] 1 0 Varsan`s Missing Boots {these fur boots allow one to travel snow without slowness or leaving tracks...as well as walk on ice without slipping} 1 0 JEWELRY: Silver Earring (156gp) 1 0 Wonderful Plate Mail Armor of Aetrtevikr - plate mail armor [magical full suit of armor] (HITS:90 -- STR:13) [made of iron] 1 0 A small jar of gray sand that protects one from poison (can be sprinkled on 2 individuals and poisons cannot harm them for 14 hours) 1 0 A small ceramic jug of black oil with horrible magic to whatever it is poured on (person grows a horse tail for about 24 hours) 1 0 Glorified Arrow of Maxina the Seer - arrow (magical bow / DICE:2+3 / STR:1 / DEX:1 / HND:1) 1 0 Mighty Staff of Vondr the Mage - staff of withering {DICE:4+2 / STR:9 / DEX:2 / Wizard Weapon} (every charge used will cause a target to lose 10 points of MR and 5 points of INT) [this has 15 charges and is made of dragon bone and has a brown diamond at the top] 1 0 Wondrous Bolt of Kharn - bolt (magical crossbow / DICE:2+2 / STR:1 / DEX:1 / HND:1) 1 0 Phenomenal Bracers of Velis - bracers [magical armor for arms] (HITS:10 -- STR:1) [made of rhinoceros hide and is black in color] 1 0 GEM: Aquamarine (7gp) 1 0 Unamah`s Belt {this brown lion skin belt has a silver buckle and gives the wearer +5 to any SR's against magic} 1 0 Raliradr`s Forgotten Stone {this mystical stone creates a magical portal that leads to a particular spot where the stone was set in the ground and the word `hguamouq` is spoken...to activate it one must tap it with their finger about 3 times...it has 11 charges} 1 0 JEWELRY: Silver Goblet (136gp) 1 0 Astounding Sling Stone of Izlay the Thief - sling stone (magical ranged / DICE:1+2 / STR:1 / DEX:1 / HND:1) 1 0 Elven dagger [the blade is made of steel and has a iron handle with a leather grip] (magical dagger / DICE:6+15 / STR:4 / DEX:5/30 / HND:1) 1 0 Spiked warhammer [the blunt end is made of iron and has a bone handle with a leather grip] (magical hafted / DICE:8+4 / STR:17 / DEX:10 / HND:2) 1 0 Sacred Leather Leggings of Kaos the Slayer - leather leggings [magical armor for legs] (HITS:4 -- STR:1) [made of wolf hide and is brown in color] 1 0 Mythical Wand of Duvenath the Magician - wand of autumn (clears plants and vegetation in a 100 foot area per charge) [this has 31 charges and is made of demon bone and has a black opal at the end of it. There is a command word carved on it in a long dead giant language that says `xroir`] 1 0 Phenomenal Throwing Star of Razeniel - throwing star [made of silver] (magical weapon / DICE:3+9 / STR:7 / DEX:15 / HND:1) 1 0 Leather armor [magical full suit of armor] (HITS:10 -- STR:6) [made of animal hide and is orange in color] 1 0 Sacred Cutlass of Athrax - cutlass [the blade is made of bronze with a leather grip] (magical sword / DICE:6+8 / STR:6 / DEX:9 / HND:1) 1 0 Sling [made of manticore hide...the cradle is decorated with a white pearl] (magical ranged / DICE:3+4 / STR:4 / DEX:10 / HND:1) 1 0 Exotic Brass Knuckles of Dockermas - brass knuckles (magical weapon / DICE:5+6 / STR:1 / DEX:2 / HND:2) 1 0 Lost Plate Mail Chest Piece of Xonoth - plate mail chest piece [magical armor for chest] (HITS:25 -- STR:1) [made of mithril] 1 0 Wand of sorcery (can reduce the STR cost to cast a spell by 2 per charge) [this has 96 charges and is made of strange wood and has a blue sapphire at the end of it. The command word to use this is `hgadonk`, which can be learned by identifying the item] 1 0 Unholy Club of Nuthoed the Robber - club [the blunt end is made of gold and has a metal handle with a leather grip] (cursed hafted / DICE:3 / STR:5 / DEX:3 / HND:1) [cursed club (wielder has all of their wooden objects turn to dust.)] 1 0 Incredible Ring of Surghed - ring of constitution +2 [a silver ring] 1 0 Chastinia`s Candle {when this black candle is buring, those within 5 feet must speak the truth when asked questions unless they make an L2SR vs. INT...the candle only burns for an hour} 1 0 Ring of leaping (can leap 30 feet or 10 feet high) [a gold ring] 1 0 Heave mace [the blunt end is made of steel and has a wood handle with a leather grip] (magical hafted / DICE:8+10 / STR:18 / DEX:4 / HND:2) 1 0 Plate mail chest piece [magical armor for chest] (HITS:15 -- STR:3) [made of adamant] 1 0 Tiarath`s Lantern {anyone holding the lantern can see the illumination...but others cannot} 1 0 Amazing Ring of Disehnok - ring of constitution +2 [a silver ring...there is a command word engraved on the inside written in an odd vampire language that says `hahakme`] 1 0 Hated Ring of Londod the Sneak - infernal ring (wearer grows about 1 foot until curse removing magic is used, which makes the item normal) [a silver ring - it has 33 charges] 1 0 Bronze-colored, decanter of purity draught (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 gray, pink, and mahogany] in appearance. It also has a burning taste and smell to it. It seems to be lake (violet) in color. 1 0 Leather armor [magical full suit of armor] (HITS:5 -- STR:7 -- [infernal leather armor (wearer's skin turns to a red color until curse removing magic is used, which makes the item normal)]) [made of snake hide and is purple in color...with a hippogriff symbol on the front and back that is indigo in color] 1 0 Waterskin of heroic elixir (drinker gets to add an extra dice to everything they do for 10 minutes). This liquid looks viscous in appearance. It also has a lemony taste and smell to it. It seems to be heliotrope (violet) in color. 1 0 A small glass bottle of brown oil that protects one from smoke elemental (can be poured on 8 individuals and these elementals cannot harm them for 16 hours) 1 0 Grapple hook & rope (30`) [made of steel] (magical weapon / DICE:1+7 / STR:1 / DEX:7 / HND:2) 1 0 Tenda`s Exotic Scarab {this iron scarab has a sword symbol on it and grants the wearer the ability to detect golems within 60 feet and hurt them no matter the weapon used} 1 0 Long dagger [the blade is made of bronze and has a iron handle with a leather grip] (magical dagger / DICE:4+3 / STR:1 / DEX:1/15 / HND:1) 1 0 Wondrous Ring of Wanug - ring of dexterity +1 [a gold ring] 1 0 Ornate Leather Armor of Usoparb the Priest - leather armor [magical full suit of armor] (HITS:10 -- STR:5) [made of crocodile hide and is brown in color...with a dragon symbol on the back that is scarlet in color] 1 0 Ring of turning spells (allows the wearer use a charge and reflect a spell back at the caster) [a copper ring...there is a command word engraved on the inside written in a cryptic undead language that says `nocub` - it has 41 charges] 1 0 Fabulous Ring of Usraat - ring of falsehood (can detect lies and cannot tell any) [a copper ring with a iolite set in it...there is a command word engraved on the inside written in an odd hobling language that says `leap`] 1 0 Supreme Ring of Hotesiatrem the Barbarian - 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 silver ring with a rich purple corundum set in it] 1 0 Magnificent Tower Shield of Vandor - tower shield [magical shield] (HITS:42 -- STR:9) [made of bronze...with a dog symbol on the front that is indigo in color] 1 0 Ring of charisma +2 [a gold ring...there is a command word engraved on the inside written in a gargoyle language that says `dnam`] 1 0 Loron`s Belt {this green bear skin belt has a silver buckle and gives the wearer the strength of a giant...which gives +5 to strength} 1 0 Wand of the illusionist (can reduce the STR cost to cast a spell by 6 per charge) [this has 33 charges and is made of ivory and has a emerald at the end of it] 1 0 Sacred Knife of Sapanolr - knife [the blade is made of iron and has a wood handle with a leather grip] (magical dagger / DICE:1+7 / STR:1 / DEX:1/7 / HND:1) 1 0 Staff of power {DICE:3+2 / STR:5 / DEX:3 / Wizard Weapon} (can allow the wielder, and nearby comrades, an extra dice to anything they attempt for 3 hours per charge) [this has 8 charges and is made of wood] 1 0 Ornate Wand of Rarahaimzah the Mage - 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 68 charges and is made of strange wood and has a jasper at the end of it. The command word to use this is `ater`, which can be learned by identifying the item] 1 0 Leather armor [magical full suit of armor] (HITS:40 -- STR:2) [made of animal hide and is brown in color] 1 0 Wand of illusion (can create an illusion of any medium-sized creature that will cause an opponent to attack that for 2 combat rounds...and only if they roll over their INT on 2 dice [this has 59 charges and is made of ivory and has a black opal at the end of it] 1 0 Plate mail armor (full suit of armor / HITS:18 / STR:16] [made of steel] 1 0 Kite shield [magical shield] (HITS:24 -- STR:11) [made of gold...with a sword symbol on the front that is maroon in color] 1 0 A small red-colored, glass bottle of red oil that protects one from spiders (can be poured on 5 individuals and spiders, along with their webbing, cannot harm them for 13 hours) 1 0 Perman`s Legendary Brazier {if the word `yamer` is spoken (which is learned by identifying the item), this brazier will light and follow the owner...walking on it`s legs...but only for about 7 hours a day} 1 0 Astounding Ring of Yttigal - ring of dexterity +3 [a platinum ring] 1 0 Wine bottle of dexterity elixir (increases the drinker's DEX by 5 for 15 hours). This liquid looks clear in appearance. It also has a peppery taste and smell to it. It seems to be bronze (metallic) in color. 1 0 Brown-colored, glass bottle of invulnerable liquid (lasts for 8 minutes). This liquid looks smoky in appearance. It also has a burning taste and smell to it. It seems to be salmon (orange) in color. 1 0 Bahiga`s Bracers {these brown animal skin bracers grants the wearer the ability to pass their hand and arm through about a foot of non-organic material 6 times a day...like a wall or door} 1 0 Therion`s Pendant {this silver pendant has a fist symbol on it and grants the wearer an additional 5 hits to armor and a bonus of +2 to SR's} 1 0 A small sack of yellow dust of curse removal (can be sprinkled on 8 individuals will have a curse lifted) 1 0 Test tube of levitation elixir (can levitate 1 feet off the ground for 12 minutes). This liquid looks syrupy in appearance. It also has a herbal taste and smell to it. It seems to be fallow (yellow) in color. 1 0 Amazing Ring of Shilor the Man-at-arms - ring of cold resistance (allows the wearer to roll an extra die for any SR's involving cold) [a iron ring with a blue star sapphire set in it] 1 0 Wine bottle of growing concoction (drinker and items grow to 4x normal size for 4 minutes). This liquid looks rainbowed in appearance. It also has a sweet taste and smell to it. It seems to be lavender (violet) in color. 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 67 charges and is made of bone] 1 0 Wand of finding foes (will find enemies nearby and an L1SR vs. INT will even show what type they are) [this has 28 charges and is made of bone and has a zircon at the end of it] 1 0 Shoth`s Enchanted Gloves {these black dragon skin gloves grants the wearer the ability to detect magic by touching an item...but only 5 times a day} 1 0 Wand of the puppet master (will cause one opponent to join the wielder and fight alongside for 3 combat rounds) [this has 72 charges and is made of strange wood and has a banded agate at the end of it. The command word to use this is `lenenai`, which can be learned by identifying the item] 1 0 Wondrous Dagger of Unrugagh - dagger [the blade is made of mithril and has a wood handle with a leather grip] (magical dagger / DICE:4+4 / STR:1 / DEX:2/14 / HND:1) 1 0 A small glass bottle of white oil that protects one from water (can be poured on 4 individuals and water/ice/snow/vapor-based attacks cannot harm them for 6 hours) 1 0 A small sack of green powder that protects one from gases (can be sprinkled on 8 individuals and gases cannot harm them for 7 hours) 1 0 Marvelous Ring of X`calak - ring of magic (allows the wearer reduce a spell casting cost by 10 point) [a gold ring] 1 0 A small pouch of black powder that protects one from stone flesh (can be sprinkled on 5 individuals and one turned to stone will be restored) 1 0 Buckler [magical shield] (HITS:6 -- STR:1) [made of animal hide and is brown in color...with a horse symbol on the front that is gold in color] 1 0 Gujjab`s Magical Leather Pouch {can hold up to 5 items of any size that can fit in the bag opening...where the items and bag feel weightless...and the bag does not grow in size} 1 0 Bucarth`s Fabulous Carpet {this is a small black carpet with a dark orange design on it that can fly 240 feet per round or about 50 miles a day} 1 0 Gauntlets [magical armor for arms] (HITS:8 -- STR:1) [made of bronze] 1 0 Test tube of dragon breath elixir (drinker can breath fire instead of a normal attack with a 6+6). This liquid looks smoky in appearance. It also has a tart taste and smell to it. It seems to be mahogany (brown) in color. 1 0 Almighty Battle Axe of Merkul the Priest - battle axe [the blade is made of iron and has a iron handle with a leather grip] (magical hafted / DICE:7+7 / STR:20 / DEX:9 / HND:2) 1 0 Wine bottle of giant domination elixir [fire giants] (lasts for 6 hours). This liquid looks syrupy in appearance. It also has a buttery taste and smell to it. It seems to be ultramarine (blue) in color. 1 0 Divine Ring of Woggugat - ring of the mystic (can cast a spell at 1 level higher efficacy without spending extra STR points) [a copper ring - it has 10 charges] 1 0 Full helm (armor for head / HITS:3 / STR:2] [made of steel] 1 0 A small crystal bottle of gray oil that protects one from devils (can be poured on 3 individuals and devils cannot harm them for 14 hours) 1 0 Murdon`s Ancestral Bracers {these green dragon skin bracers grants the wearer +6 when attacking with bows or crossbows} 1 0 Phenomenal Wand of Ulath - 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 44 charges and is made of strange wood and has a silver pearl at the end of it] 1 0 Wand of animation (will cause a nearby statue or furniture {chair, table, etc} to join the wielder and fight alongside for 5 combat rounds...based on the wielder, it will have a CON:[INT+STR] and DICE:[INT+2]d6+[CON]) [this has 79 charges and is made of wood] 1 0 Wonderful Dirk of Caroth the Robber - dirk [the blade is made of iron and has a bronze handle with a leather grip] (magical dagger / DICE:4+3 / STR:1 / DEX:4/10 / HND:1) 1 0 Chain mail armor (full suit of armor / HITS:12 / STR:12] [made of gold...with a boar symbol on the front that is jade in color] 1 0 A small bottle of gray powder that protects one from gases (can be sprinkled on 10 individuals and gases cannot harm them for 16 hours) 1 0 Phenomenal Stiletto of Tahedanb - stiletto [the blade is made of adamant and has a wood handle with a leather grip...the name of Abotoram is engraved on the handle] (magical dagger / DICE:3+4 / STR:1 / DEX:1/8 / HND:1) 1 0 Fabulous Wand of Lungodu - 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 56 charges and is made of strange wood and has a smoky quartz at the end of it] 1 0 Nabius` Robe {this gray robe gives the wearer a +4 to any SR's made against magic, an additional 8 hits to armor, and spells cast only cost half as much} 1 0 Banded mail armor [magical full suit of armor] (HITS:52 -- STR:12 -- [BONUS +1 for any SR's made from attacks]) [made of gold] 1 0 Evil Cloth Armor of Gunag the Occultist - cloth armor [magical full suit of armor] (HITS:1 -- STR:3 -- [infernal cloth armor (wearer's hair turns white and grows 2 feet longer until the item is removed from the wearer)]) [made of knitted silk and is brown in color] 1 0 Phenomenal Leather Armor of Ptangra - leather armor [magical full suit of armor] (HITS:10 -- STR:5) [made of bear hide and is brown in color] 1 0 A small bottle of red sand with a vile hex to whatever it is sprinkled on (person's sight is impaired, giving -5 to SR and combat rolls for about 8 hours) 1 0 Ring mail armor [magical full suit of armor] (HITS:80 -- STR:4) [made of gold...with a woman symbol on the front and back that is emerald in color] 1 0 Dirk [the blade is made of iron and has a wood handle with a leather grip] (magical dagger / DICE:2+9 / STR:1 / DEX:3/10 / HND:1) 1 0 Fabulous Arrow of Isoteciel the Soldier - arrow (magical bow / DICE:2+8 / STR:1 / DEX:1 / HND:1) 1 0 A small sack of blue sand that protects one from demons (can be sprinkled on 6 individuals and demons cannot harm them for 7 hours) 1 0 Glass jar of blessing draught (drinker will have a curse lifted, or it can be poured on an item to remove a curse from it). This liquid looks viscous in appearance. It also has a acidic taste and smell to it. It seems to be pitchy (black) in color. 1 0 Kekni`s Silver Goblet {any liquid put in this cup will turn into pure water} 1 0 Platinum-colored, glass bottle of giant strength concoction (increases the drinker's STR by 10 for 6 hours). This liquid looks oily in appearance. It also has a lemony taste and smell to it. It seems to be plum (violet) in color. 1 0 Rari`s Astonishing Cloak {when this yellow cloak is worn, it will turn a darker black shade when going further into the shadows...giving the wearer a 5 in 6 chance of hiding in the shadows if they hold still} 1 0 Enchanted Ring of Shinikon the Villain - ring of the dead [wights] (will control a single undead for 50 minutes) [a silver ring with a smoky quartz set in it...there is a command word engraved on the inside written in an ancient centaur language that says `leamareh` - it has 11 charges] 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 86 charges and is made of dragon bone. There is a command word carved on it in a long dead orkish language that says `niavrad`] 1 0 Fropoz`s Mithril Holy Symbol {while held, undead can only use half of their dice and adds in combat} 1 0 Small caltrop (magical weapon / DICE:4+5 / STR:1 / DEX:1 / HND:1) 1 0 Tower shield [magical shield] (HITS:48 -- STR:7) [made of iron] 1 0 A small pouch of black sand that protects one from poison (can be sprinkled on 9 individuals and poisons cannot harm them for 3 hours) 1 0 Fantastic Dagger of Frucissiere the Shaman - dagger [the blade is made of silver and has a wood handle with a leather grip...the name of Osaselael is engraved on the handle] (magical dagger / DICE:3+2 / STR:1 / DEX:2/14 / HND:1) 1 0 A small pouch of gray dust that protects one from illusions (can be sprinkled on 7 individuals and they can see the truth of illusions for 6 hours) 1 0 A small sack of red dust that protects one from water (can be sprinkled on 7 individuals and water/ice/snow/vapor-based attacks cannot harm them for 2 hours) 1 0 Waterskin of humanoid domination concoction [elves] (lasts for 12 hours). This liquid looks syrupy in appearance. It also has a perfumy taste and smell to it. It seems to be colorless (white) in color. 1 0 Stiletto [the blade is made of bronze and has a wood handle with a leather grip] (magical dagger / DICE:4+7 / STR:1 / DEX:1/8 / HND:1) 1 0 Leather armor [magical full suit of armor] (HITS:50 -- STR:2) [made of animal hide and is green in color] 1 0 Toxb`s Ancestral Bedroll {this bedroll can levitate about 30 feet above the ground for about 8 hours...and only if the word `knitne` is spoken, which is learned by identifying the item} 1 0 Kalimus` Enchanted Rope {when used as a lasso, this rope will wrap around a target unless they make an L2SR vs. STR...if the word `biitsa` is spoken (which is learned by identifying the item), then the rope release the target} 1 0 Excellent Heavy Crossbow of Guland the Torturer - heavy crossbow [magically carved of maple] (magical crossbow / DICE:9+7 / STR:16 / DEX:10 / HND:2) [+11 combat adds when used against insects (wasp bane)] 1 0 Amazing Heavy Cloth Shirt of Grukag - heavy cloth shirt [magical armor for chest] (HITS:2 -- STR:1) [made of tailored cotton and is red in color] 1 0 Wonderful Ring of Tog - ring of warmth (keeps the wearer warm in cold weather climates) [a platinum ring with a rhodochrosite set in it] 1 0 GEM: Golden Yellow Topaz (30gp) 1 0 Wine bottle of life giving potion (brings those back from the dead). This liquid looks effervescent in appearance. It also has a meaty taste and smell to it. It seems to be amber (yellow) in color. 1 0 Ring of elemental domination [earth elemental] (will control a single elemental for 90 minutes) [a iron ring...the command word to use this is `phijulju`, which can be learned by identifying the item - it has 49 charges] 1 0 A small jar of white sand of blessing (can be sprinkled on 2 individuals will have a curse lifted) 1 0 Fabled Ring of Zilohona - ring of the warrior (allows the wearer to roll an extra die for combat) [a iron ring with a malachite set in it] 1 0 Wand of weakness (every charge used will drain 13 STR from an opponent) [this has 62 charges and is made of demon bone and has a fire opal at the end of it. The command word to use this is `noosablah`, which can be learned by identifying the item] 1 0 Short halberd (DICE:4+1 / STR:13 / DEX:9 / HND:2) [the blade is made of silver and has a gold handle] 1 0 Hallath`s Fabled Sage Book {this mystical book is bound in brown animal skin with gold colored symbols of a eye on the front and a crown on the back...any item placed on a blank page [there are only 20 blank pages] will have magical words appear on that page that identifies the item} 1 0 Ragrara`s Iron Goblet {any liquid put in this cup will turn into pure water} 1 0 Legendary Splint Mail Armor of Sammarth - splint mail armor [magical full suit of armor] (HITS:52 -- STR:12) [made of mithril...with a angel symbol on the front and back that is gold in color] 1 0 Ienive`s Axe {looks like an ordinary hatchet but cut down a 3 foot thick tree in one swing...but only has 8 charges where a tree exhausts such charges} 1 0 Spiked punching gloves (magical weapon / DICE:3+4 / STR:2 / DEX:2 / HND:1) 1 0 Kite shield (shield / HITS:6 / STR:12] [made of silver...with a sword symbol on the front that is royal blue in color] 1 0 Tower shield [magical shield] (HITS:24 -- STR:11 -- [BONUS +3 for any SR's made from attacks]) [made of iron] 1 0 A small pouch of blue sand that protects one from demons (can be sprinkled on 10 individuals and demons cannot harm them for 7 hours) 1 0 Lost Staff of Egog - staff of the sorcerer {DICE:5+4 / STR:10 / DEX:8 / Wizard Weapon} (grants a +8 to LCK...without using charges...and can reduce the STR cost to cast a spell by . mt_rand(5,15) . per charge) [this has 19 charges and is made of yew wood and has a red spinel at the top. There is a command word carved on it in a cryptic minotaur language that says `raped`] 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 40 charges and is made of bone] 1 0 A small bottle of green sand that protects one from possession (can be sprinkled on 3 individuals and they cannot be possessed, or have their soul stolen, for 5 hours) 1 0 Incredible Buckler of Larange the Criminal - buckler [magical shield] (HITS:14 -- STR:1) [made of unicorn hide and is purple in color...with a spider symbol on the front that is maroon in color] 1 0 A small jar of white sand that protects one from weretiger (can be sprinkled on 2 individuals and these lycanthropes cannot harm them for 5 hours) 1 0 Spherical, glass bottle 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 bubbling in appearance. It also has a milky taste and smell to it. It seems to be straw (yellow) in color. 1 0 Yllthane`s Robe {this green robe gives the wearer the ability to see in all directions, without the need for a light source} 1 0 Plate mail armor (full suit of armor / HITS:18 / STR:16] [made of iron...with a pegasus symbol on the back that is maroon in color] 1 0 Iron flask of vile potion (drinker's skin gets covered in ugly freckles until curse removing magic is used). This liquid looks viscous in appearance. It also has a perfumy taste and smell to it. It seems to be terra cotta (brown) in color. 1 0 Orkish war axe [the blade is made of silver and has a metal handle with a leather grip...the blade is decorated with 4 gems {peridot}] (magical hafted / DICE:7+5 / STR:21 / DEX:11 / HND:2) 1 0 Rare Wand of Noxtrag the Seer - wand of the illusionist (can reduce the STR cost to cast a spell by 7 per charge) [this has 73 charges and is made of wood. There is a command word carved on it in an ancient gremlin language that says `nomanul`] 1 0 Fantastic Wand of Poraneth - wand of sorcery (can reduce the STR cost to cast a spell by 4 per charge) [this has 57 charges and is made of demon bone] 1 0 Weglauli`s Magical Purple Leather Backpack {this contains 13 copper...whenever the sun rises, anything in the bag will vanish and that same number of coins will reappear} 1 0 Unholy Boomerang of Nizlpad the Bandit - boomerang [made of iron] (cursed ranged / DICE:2+3 / STR:11 / DEX:11 / HND:1 / RNG:60) [infernal boomerang (wielder's sight is impaired, giving -4 to SR and combat rolls until the item is removed from the wielder)] 1 0 GEM: Eye Agate (3gp) 1 0 A small sack of orange dust that protects one from demons (can be sprinkled on 4 individuals and demons cannot harm them for 17 hours) 1 0 Glass jar 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 oily in appearance. It also has a peppery taste and smell to it. It seems to be tan (brown) in color. 1 0 Executioner axe (DICE:4+4 / STR:14 / DEX:11 / HND:2) [the blade is made of steel and has a steel handle with a animal leather grip] 1 0 Bytzer`s Belt {this yellow animal skin belt has a gold buckle and allows the buckle to absorb electrical energy or bolts, where the wearer than then direct that same damaging energy elsewhere} 1 0 Daelon`s Missing Key {this steel key can be used once per day where it is pushed into a solid wall and turned...revealing a door that leads to where the key was tuned...tuning the key requires one to hold the key in a particular spot and saying the word `dotnoc` which is engraved on the key} 1 0 Iron flask of fire resistance liquid (lasts for 2 hours). This potion is layered [colors of jungle green, silver, and antique brass] in appearance. It also has a vinegary taste and smell to it. It seems to be dove (gray) in color. 1 0 Ornate Ring of Daktar - ring of protection +1 (gives additional points to armor hits) [a iron ring] 1 0 Spherical, glass bottle of polymorph liquid (can turn into another creature the same size for 4 hours. This liquid looks cloudy in appearance. It also has a perfumy taste and smell to it. It seems to be flaxen (yellow) in color. 1 0 A small pouch of brown sand that protects one from traps (can be sprinkled on 6 individuals and traps cannot harm them for 8 hours) 1 0 Airnucaha`s Extraordinary Rune {this magical rune can be thrown or hurled with a sling where upon impact it will explode for 5d6 damage to those in a 30 foot radius from the blast...it has 8 charges} 1 0 Orkish scimitar (DICE:4+4 / STR:14 / DEX:12 / HND:1) [the blade is made of gold with a leather grip] 1 0 A small bottle of gray sand that protects one from demons (can be sprinkled on 11 individuals and demons cannot harm them for 8 hours) 1 0 Helm [magical armor for head] (HITS:4 -- STR:1 -- [BONUS +6 for any SR's made from attacks]) [made of iron] 1 0 A small clay jug of brown oil that protects one from werewolf (can be poured on 3 individuals and these lycanthropes cannot harm them for 13 hours) 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 82 charges and is made of strange wood and has a obsidian at the end of it] 1 0 Amazing Ring of Zamint the Thief - ring of the chameleon (the wearer can blend in with a surface for 70 minutes and only if they hold still) [a copper ring with a silver pearl set in it...the command word to use this is `enriac`, which can be learned by identifying the item] 1 0 A small iron flask of green oil that protects one from spiders (can be poured on 10 individuals and spiders, along with their webbing, cannot harm them for 5 hours) 1 0 Collsbe`s Locket {this iron locket has a citrine set in it and grants the wearer the ability to resist any type of poison} 1 0 Tiger claws [made of iron] (magical weapon / DICE:3+8 / STR:1 / DEX:7 / HND:1) 1 0 Ultimate Ring of Semnsat - ring of telekinesis (allows the wearer to move an object they can see, and that they can lift themselves, with their mind up to 70 feet) [a silver ring - it has 37 charges] 1 0 Glass bottle of heroic potion (drinker gets to add an extra dice to everything they do for 26 minutes). This liquid looks syrupy in appearance. It also has a acidic taste and smell to it. It seems to be dun (gray) in color. 1 0 Elven long bow [ranger sculpted of maple] (magical bow / DICE:10+15 / STR:13 / DEX:16 / HND:2) 1 0 A small jar of yellow dust that protects one from blood elemental (can be sprinkled on 9 individuals and these elementals cannot harm them for 7 hours) 1 0 Test tube of giant strength liquid (increases the drinker's STR by 10 for 10 hours). This liquid looks luminous in appearance. It also has a metallic taste and smell to it. It seems to be cerise (red) in color. 1 0 Dagger (DICE:2 / STR:1 / DEX:3/14 / HND:1 / RNG:10) [the blade is made of steel and has a wood handle with a leather grip] 1 0 Brass knuckles (DICE:2 / STR:2 / DEX:3 / HND:2) 1 0