This is the data file for the Tunnels & Trolls™ 7th 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:62 / DEX:29 / LCK:27 / SPD:15 / CON:170 / INT:22 / WIZ: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:25 / DEX:17 / LCK:6 / SPD:9 / CON:30 / INT:1 / WIZ:0 / 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:38 / DEX:15 / LCK:11 / SPD:8 / CON:55 / INT:1 / WIZ:0 / 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:48 / DEX:19 / LCK:19 / SPD:10 / CON:100 / INT:1 / WIZ:0 / 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:57 / DEX:20 / LCK:24 / SPD:10 / CON:130 / INT:1 / WIZ:0 / 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 SPD. This attack damage is in addition to any other damage during that round. [STR:32 / DEX:20 / LCK:10 / SPD:10 / CON:55 / INT:1 / WIZ:0 / 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:32 / DEX:20 / LCK:10 / SPD:10 / CON:55 / INT:1 / WIZ:0 / 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:38 / DEX:20 / LCK:18 / SPD:10 / CON:80 / INT:13 / WIZ: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:48 / DEX:24 / LCK:22 / SPD:12 / CON:115 / INT:28 / WIZ: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:30 / DEX:20 / LCK:14 / SPD:10 / CON:55 / INT:11 / WIZ: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:42 / DEX:14 / LCK:17 / SPD:7 / CON:70 / INT:12 / WIZ: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:38 / DEX:16 / LCK:18 / SPD:8 / CON:70 / INT:12 / WIZ: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:45 / DEX:31 / LCK:21 / SPD:16 / CON:130 / INT:21 / WIZ: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:28 / DEX:19 / LCK:9 / SPD:10 / CON:45 / INT:1 / WIZ:0 / 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:31 / DEX:13 / LCK:12 / SPD:7 / CON:35 / INT:9 / WIZ: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:41 / DEX:10 / LCK:11 / SPD:5 / CON:50 / INT:3 / WIZ:0 / 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:64 / DEX:26 / LCK:28 / SPD:13 / CON:165 / INT:3 / WIZ:0 / 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. SPD can also be made to see if ears are covered in time. [STR:49 / DEX:24 / LCK:23 / SPD:12 / CON:120 / INT:28 / WIZ: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:55 / DEX:26 / LCK:24 / SPD:13 / CON:140 / INT:32 / WIZ: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:25 / DEX:21 / LCK:7 / SPD:11 / CON:40 / INT:1 / WIZ:0 / 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. SPD can also be made instead to maybe look away in time. [STR:53 / DEX:15 / LCK:19 / SPD:8 / CON:100 / INT:1 / WIZ:0 / 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. SPD can also be made instead to maybe look away in time. [STR:61 / DEX:19 / LCK:26 / SPD:10 / CON:140 / INT:19 / WIZ: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:22 / DEX:15 / LCK:5 / SPD:8 / CON:15 / INT:1 / WIZ:0 / 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:21 / DEX:18 / LCK:9 / SPD:9 / CON:30 / INT:3 / WIZ:0 / 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:24 / DEX:16 / LCK:4 / SPD:8 / CON:20 / INT:1 / WIZ:0 / 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:24 / DEX:17 / LCK:7 / SPD:9 / CON:30 / INT:1 / WIZ:0 / 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:36 / DEX:15 / LCK:14 / SPD:8 / CON:55 / INT:3 / WIZ:0 / 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:41 / DEX:17 / LCK:18 / SPD:9 / CON:80 / INT:3 / WIZ:0 / 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:43 / DEX:18 / LCK:20 / SPD:9 / CON:90 / INT:3 / WIZ:0 / 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:49 / DEX:18 / LCK:24 / SPD:9 / CON:110 / INT:3 / WIZ:0 / 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:37 / DEX:15 / LCK:15 / SPD:8 / CON:60 / INT:4 / WIZ:0 / 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:53 / DEX:22 / LCK:24 / SPD:11 / CON:125 / INT:1 / WIZ:0 / 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 SPD. 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:43 / DEX:13 / LCK:10 / SPD:7 / CON:60 / INT:1 / WIZ:0 / 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:51 / DEX:14 / LCK:16 / SPD:7 / CON:85 / INT:1 / WIZ:0 / 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 SPD. This attack damage is in addition to any other damage during that round. [STR:38 / DEX:14 / LCK:8 / SPD:7 / CON:50 / INT:1 / WIZ:0 / 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:66 / DEX:21 / LCK:29 / SPD:11 / CON:160 / INT:1 / WIZ:0 / 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:55 / DEX:16 / LCK:19 / SPD:8 / CON:105 / INT:1 / WIZ:0 / 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:44 / DEX:17 / LCK:13 / SPD:9 / CON:75 / INT:1 / WIZ:0 / 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:53 / DEX:15 / LCK:17 / SPD:8 / CON:95 / INT:1 / WIZ:0 / 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:58 / DEX:23 / LCK:25 / SPD:12 / CON:140 / INT:1 / WIZ:0 / 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:68 / DEX:3 / LCK:29 / SPD:2 / CON:120 / INT:60 / WIZ:44 / 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:25 / DEX:18 / LCK:8 / SPD:9 / CON:35 / INT:1 / WIZ:0 / 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:56 / DEX:17 / LCK:23 / SPD:9 / CON:120 / INT:1 / WIZ:0 / 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:53 / DEX:14 / LCK:16 / SPD:7 / CON:90 / INT:1 / WIZ:0 / 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:45 / DEX:18 / LCK:18 / SPD:9 / CON:90 / INT:1 / WIZ:0 / 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:35 / DEX:14 / LCK:10 / SPD:7 / CON:45 / INT:1 / WIZ:0 / 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:32 / DEX:18 / LCK:14 / SPD:9 / CON:55 / INT:3 / WIZ:0 / 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:29 / DEX:13 / LCK:16 / SPD:7 / CON:40 / INT:46 / WIZ:32 / 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:34 / DEX:19 / LCK:16 / SPD:10 / CON:65 / INT:3 / WIZ:0 / 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:38 / DEX:14 / LCK:19 / SPD:7 / CON:65 / INT:14 / WIZ: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:32 / DEX:18 / LCK:14 / SPD:9 / CON:55 / INT:3 / WIZ:0 / 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:34 / DEX:27 / LCK:18 / SPD:14 / CON:90 / INT:14 / WIZ: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:25 / DEX:26 / LCK:14 / SPD:13 / CON:60 / INT:11 / WIZ: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:25 / DEX:31 / LCK:14 / SPD:16 / CON:75 / INT:13 / WIZ: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. SPD can also be made to see if ears are covered in time. This fear lasts for 1d6 combat rounds. [STR:37 / DEX:14 / LCK:12 / SPD:7 / CON:50 / INT:1 / WIZ:0 / 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:26 / DEX:21 / LCK:10 / SPD:11 / CON:45 / INT:1 / WIZ:0 / 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 SPD. 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:47 / DEX:19 / LCK:20 / SPD:10 / CON:100 / INT:1 / WIZ:0 / 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:26 / DEX:18 / LCK:7 / SPD:9 / CON:35 / INT:1 / WIZ:0 / 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. SPD 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:29 / DEX:25 / LCK:16 / SPD:13 / CON:70 / INT:12 / WIZ: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. SPD 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:43 / DEX:25 / LCK:20 / SPD:13 / CON:105 / INT:1 / WIZ:0 / 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. SPD can also be made instead to maybe look away in time. [STR:47 / DEX:14 / LCK:20 / SPD:7 / CON:85 / INT:3 / WIZ:0 / 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:27 / DEX:16 / LCK:10 / SPD:8 / CON:35 / INT:3 / WIZ:0 / 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. SPD 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:54 / DEX:19 / LCK:23 / SPD:10 / CON:120 / INT:1 / WIZ:0 / 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:83 / DEX:3 / LCK:34 / SPD:2 / CON:160 / INT:32 / WIZ: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. SPD 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:82 / DEX:3 / LCK:33 / SPD:2 / CON:155 / INT:30 / WIZ: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:31 / DEX:21 / LCK:17 / SPD:11 / CON:65 / INT:14 / WIZ: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:24 / DEX:13 / LCK:3 / SPD:7 / CON:10 / INT:1 / WIZ:0 / 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:32 / DEX:20 / LCK:11 / SPD:10 / CON:55 / INT:1 / WIZ:0 / 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:24 / DEX:13 / LCK:3 / SPD:7 / CON:10 / INT:1 / WIZ:0 / 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:47 / DEX:23 / LCK:21 / SPD:12 / CON:110 / INT:1 / WIZ:0 / 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:59 / DEX:24 / LCK:26 / SPD:12 / CON:145 / INT:27 / WIZ: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:26 / DEX:25 / LCK:11 / SPD:13 / CON:55 / INT:1 / WIZ:0 / 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 SPD. This attack damage is in addition to any other damage during that round. [STR:46 / DEX:26 / LCK:21 / SPD:13 / CON:115 / INT:3 / WIZ:0 / 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:42 / DEX:17 / LCK:15 / SPD:9 / CON:75 / INT:1 / WIZ:0 / 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. SPD can also be made instead to maybe look away in time. Unlike other creatures, this magical effect still exists even after death. [STR:36 / DEX:21 / LCK:14 / SPD:11 / CON:70 / INT:1 / WIZ:0 / 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:41 / DEX:21 / LCK:19 / SPD:11 / CON:90 / INT:3 / WIZ:0 / 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:33 / DEX:8 / LCK:11 / SPD:4 / CON:30 / INT:8 / WIZ: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:45 / DEX:14 / LCK:11 / SPD:7 / CON:65 / INT:1 / WIZ:0 / 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:40 / DEX:11 / LCK:17 / SPD:6 / CON:60 / INT:13 / WIZ: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:45 / DEX:17 / LCK:14 / SPD:9 / CON:80 / INT:1 / WIZ:0 / 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:41 / DEX:10 / LCK:9 / SPD:5 / CON:50 / INT:1 / WIZ:0 / 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:38 / DEX:15 / LCK:11 / SPD:8 / CON:55 / INT:1 / WIZ:0 / 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:48 / DEX:19 / LCK:19 / SPD:10 / CON:100 / INT:1 / WIZ:0 / 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:41 / DEX:18 / LCK:20 / SPD:9 / CON:85 / INT:16 / WIZ: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:34 / DEX:15 / LCK:18 / SPD:8 / CON:60 / INT:48 / WIZ:34 / 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:59 / DEX:19 / LCK:26 / SPD:10 / CON:135 / INT:26 / WIZ: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:52 / DEX:28 / LCK:24 / SPD:14 / CON:140 / INT:56 / WIZ:42 / 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:49 / DEX:18 / LCK:22 / SPD:9 / CON:105 / INT:25 / WIZ: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:70 / DEX:35 / LCK:30 / SPD:18 / CON:210 / INT:81 / WIZ:61 / 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:58 / DEX:30 / LCK:25 / SPD:15 / CON:160 / INT:52 / WIZ:40 / 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:58 / DEX:30 / LCK:25 / SPD:15 / CON:160 / INT:70 / WIZ:52 / 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:37 / DEX:22 / LCK:17 / SPD:11 / CON:80 / INT:23 / WIZ:18 / 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:81 / DEX:39 / LCK:33 / SPD:20 / CON:250 / INT:85 / WIZ:65 / 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:49 / DEX:27 / LCK:23 / SPD:14 / CON:130 / INT:55 / WIZ:41 / 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:30 / DEX:19 / LCK:10 / SPD:10 / CON:50 / INT:3 / WIZ:11 / 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:46 / DEX:26 / LCK:21 / SPD:13 / CON:115 / INT:48 / WIZ:36 / 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:63 / DEX:25 / LCK:27 / SPD:13 / CON:160 / INT:58 / WIZ:44 / 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:87 / DEX:34 / LCK:35 / SPD:17 / CON:250 / INT:79 / WIZ:61 / 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:31 / LCK:32 / SPD:16 / CON:220 / INT:70 / WIZ:54 / 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:84 / DEX:33 / LCK:34 / SPD:17 / CON:240 / INT:78 / WIZ:60 / 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:49 / DEX:20 / LCK:22 / SPD:10 / CON:110 / INT:53 / WIZ:39 / 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:87 / DEX:34 / LCK:35 / SPD:17 / CON:250 / INT:85 / WIZ:65 / 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:52 / DEX:21 / LCK:23 / SPD:11 / CON:120 / INT:54 / WIZ:40 / 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:44 / DEX:17 / LCK:15 / SPD:9 / CON:80 / INT:3 / WIZ:14 / 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:59 / DEX:24 / LCK:26 / SPD:12 / CON:145 / INT:1 / WIZ:0 / 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:63 / DEX:19 / LCK:24 / SPD:10 / CON:140 / INT:1 / WIZ:0 / 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:64 / DEX:30 / LCK:27 / SPD:15 / CON:175 / INT:1 / WIZ:0 / 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:47 / DEX:23 / LCK:19 / SPD:12 / CON:105 / INT:1 / WIZ:0 / 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:127 / DEX:44 / LCK:48 / SPD:22 / CON:385 / INT:1 / WIZ:0 / 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:111 / DEX:38 / LCK:43 / SPD:19 / CON:325 / INT:1 / WIZ:0 / 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:27 / LCK:34 / SPD:14 / CON:220 / INT:1 / WIZ:0 / 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:46 / DEX:23 / LCK:20 / SPD:12 / CON:105 / INT:1 / WIZ:0 / 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:94 / DEX:31 / LCK:37 / SPD:16 / CON:260 / INT:1 / WIZ:0 / 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:43 / DEX:28 / LCK:21 / SPD:14 / CON:115 / INT:1 / WIZ:0 / 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:94 / DEX:31 / LCK:37 / SPD:16 / CON:260 / INT:1 / WIZ:0 / 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:61 / DEX:29 / LCK:26 / SPD:15 / CON:165 / INT:1 / WIZ:0 / 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:58 / DEX:28 / LCK:26 / SPD:14 / CON:155 / INT:1 / WIZ:0 / 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:44 / DEX:21 / LCK:16 / SPD:11 / CON:90 / INT:1 / WIZ:0 / 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:58 / DEX:23 / LCK:25 / SPD:12 / CON:140 / INT:1 / WIZ:0 / 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:59 / DEX:24 / LCK:26 / SPD:12 / CON:145 / INT:1 / WIZ:0 / 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:56 / DEX:17 / LCK:21 / SPD:9 / CON:115 / INT:1 / WIZ:0 / 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:53 / DEX:26 / LCK:24 / SPD:13 / CON:135 / INT:1 / WIZ:0 / 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:89 / DEX:3 / LCK:26 / SPD:2 / CON:155 / INT:1 / WIZ:0 / 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:64 / DEX:23 / LCK:27 / SPD:12 / CON:155 / INT:1 / WIZ:0 / 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:49 / DEX:20 / LCK:20 / SPD:10 / CON:105 / INT:1 / WIZ:0 / 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:74 / DEX:34 / LCK:31 / SPD:17 / CON:215 / INT:1 / WIZ:0 / 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:34 / DEX:18 / LCK:11 / SPD:9 / CON:55 / INT:1 / WIZ:0 / 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:27 / LCK:33 / SPD:14 / CON:215 / INT:1 / WIZ:0 / 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:60 / DEX:19 / LCK:25 / SPD:10 / CON:135 / INT:1 / WIZ:0 / 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:48 / DEX:27 / LCK:22 / SPD:14 / CON:125 / INT:1 / WIZ:0 / 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:74 / DEX:27 / LCK:31 / SPD:14 / CON:195 / INT:1 / WIZ:0 / 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:71 / DEX:33 / LCK:30 / SPD:17 / CON:205 / INT:1 / WIZ:0 / 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:40 / DEX:29 / LCK:19 / SPD:15 / CON:110 / INT:44 / WIZ:33 / 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:37 / DEX:14 / LCK:12 / SPD:7 / CON:50 / INT:3 / WIZ:0 / 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:27 / DEX:16 / LCK:10 / SPD:8 / CON:35 / INT:3 / WIZ:0 / CHR:9] Dolphin SW 3 4 TYPE: Animal; MR: 55; DICE: 6 + 28; #APP: 1-12; SIZE: M; MOVE: 300`; LANG: Cetacean; NOTES:  [STR:24 / DEX:25 / LCK:14 / SPD:13 / CON:55 / INT:18 / WIZ: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:38 / DEX:14 / LCK:19 / SPD:7 / CON:65 / INT:43 / WIZ:31 / 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 SPD. 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:70 / DEX:25 / LCK:30 / SPD:13 / CON:180 / INT:30 / WIZ: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 SPD. 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:29 / LCK:19 / SPD:15 / CON:105 / INT:35 / WIZ:27 / 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 SPD. This attack damage is in addition to any other damage during that round. [STR:45 / DEX:31 / LCK:21 / SPD:16 / CON:130 / INT:49 / WIZ:37 / 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 SPD. [STR:40 / DEX:29 / LCK:19 / SPD:15 / CON:110 / INT:53 / WIZ:39 / 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 SPD. This attack damage is in addition to any other damage during that round. [STR:48 / DEX:32 / LCK:22 / SPD:16 / CON:140 / INT:62 / WIZ:46 / 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:47 / DEX:49 / LCK:22 / SPD:25 / CON:190 / INT:73 / WIZ:55 / 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 SPD. 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:43 / DEX:31 / LCK:21 / SPD:16 / CON:125 / INT:55 / WIZ:41 / 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. SPD can also be made to see if ears are covered in time. This fear lasts for 2d6 combat rounds. [STR:45 / DEX:31 / LCK:21 / SPD:16 / CON:130 / INT:25 / WIZ: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 SPD. 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:40 / LCK:23 / SPD:20 / CON:170 / INT:71 / WIZ:53 / 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 SPD. This attack damage is in addition to any other damage during that round. [STR:43 / DEX:30 / LCK:20 / SPD:15 / CON:120 / INT:42 / WIZ:32 / 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. SPD 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:47 / DEX:49 / LCK:22 / SPD:25 / CON:190 / INT:73 / WIZ:55 / 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 SPD. The dragon can still attack normally from within this cloud, which will dissipate in 2d6 combat rounds. [STR:45 / DEX:41 / LCK:21 / SPD:21 / CON:160 / INT:64 / WIZ:48 / 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 SPD. This attack damage is in addition to any other damage during that round. [STR:52 / DEX:34 / LCK:23 / SPD:17 / CON:155 / INT:64 / WIZ:48 / 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 SPD. The dragon can still attack normally from within this mist, which will dissipate in 2d6 combat rounds. [STR:43 / DEX:30 / LCK:20 / SPD:15 / CON:120 / INT:63 / WIZ:46 / 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 SPD. 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 SPD and DEX for 2d6 combat rounds. [STR:52 / DEX:34 / LCK:23 / SPD:17 / CON:155 / INT:64 / WIZ:48 / 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. SPD 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:38 / DEX:29 / LCK:19 / SPD:15 / CON:105 / INT:1 / WIZ:0 / 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 SPD. This attack damage is in addition to any other damage during that round. [STR:30 / DEX:33 / LCK:16 / SPD:17 / CON:95 / INT:34 / WIZ:26 / 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, SPD or CON. The illness contracted can only be cured by magical means. It causes the victim to suffer a negative 2d6 to STR, DEX, and SPD. [STR:52 / DEX:34 / LCK:23 / SPD:17 / CON:155 / INT:1 / WIZ:0 / 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:42 / DEX:10 / LCK:8 / SPD:5 / CON:50 / INT:1 / WIZ:0 / 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:31 / DEX:39 / LCK:16 / SPD:20 / CON:115 / INT:17 / WIZ: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:27 / DEX:24 / LCK:15 / SPD:12 / CON:60 / INT:14 / WIZ: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 SPD. This attack damage is in addition to any other damage during that round. [STR:31 / DEX:21 / LCK:17 / SPD:11 / CON:65 / INT:12 / WIZ: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:58 / DEX:23 / LCK:25 / SPD:12 / CON:140 / INT:65 / WIZ:48 / 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:25 / DEX:12 / LCK:15 / SPD:6 / CON:25 / INT:17 / WIZ: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:30 / DEX:9 / LCK:18 / SPD:5 / CON:40 / INT:16 / WIZ: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:35 / DEX:10 / LCK:18 / SPD:5 / CON:50 / INT:22 / WIZ: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:24 / DEX:21 / LCK:8 / SPD:11 / CON:40 / INT:1 / WIZ:0 / 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:23 / DEX:25 / LCK:15 / SPD:13 / CON:55 / INT:4 / WIZ:0 / 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:31 / DEX:12 / LCK:6 / SPD:6 / CON:25 / INT:1 / WIZ:0 / 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:49 / DEX:16 / LCK:17 / SPD:8 / CON:90 / INT:1 / WIZ:0 / 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:49 / DEX:12 / LCK:13 / SPD:6 / CON:70 / INT:1 / WIZ:0 / 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:27 / DEX:14 / LCK:4 / SPD:7 / CON:20 / INT:1 / WIZ:0 / 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:48 / DEX:32 / LCK:22 / SPD:16 / CON:140 / INT:26 / WIZ: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 SPD. 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:39 / DEX:17 / LCK:20 / SPD:9 / CON:80 / INT:13 / WIZ: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:20 / DEX:17 / LCK:11 / SPD:9 / CON:25 / INT:8 / WIZ: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:34 / LCK:29 / SPD:17 / CON:200 / INT:25 / WIZ: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. SPD or DEX. Anyone knocked down cannot attack during the next combat round. [STR:38 / DEX:10 / LCK:15 / SPD:5 / CON:50 / INT:10 / WIZ: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 SPD. This attack damage is in addition to any other damage during that round. [STR:37 / DEX:17 / LCK:20 / SPD:9 / CON:75 / INT:13 / WIZ: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 SPD. This attack damage is in addition to any other damage during that round. [STR:67 / DEX:27 / LCK:28 / SPD:14 / CON:175 / INT:23 / WIZ: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 SPD. This attack damage is in addition to any other damage during that round. [STR:64 / DEX:20 / LCK:27 / SPD:10 / CON:150 / INT:20 / WIZ: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. SPD or DEX. The smoke will dissipate in 2d6 combat rounds. [STR:34 / DEX:40 / LCK:17 / SPD:20 / CON:125 / INT:18 / WIZ: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:42 / DEX:24 / LCK:20 / SPD:12 / CON:100 / INT:15 / WIZ: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:52 / DEX:21 / LCK:23 / SPD:11 / CON:120 / INT:3 / WIZ:0 / 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:52 / DEX:25 / LCK:23 / SPD:13 / CON:130 / INT:3 / WIZ:0 / 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:31 / DEX:14 / LCK:16 / SPD:7 / CON:45 / INT:47 / WIZ:33 / 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:56 / DEX:23 / LCK:25 / SPD:12 / CON:135 / INT:19 / WIZ: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:27 / DEX:12 / LCK:15 / SPD:6 / CON:30 / INT:34 / WIZ:26 / 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:21 / DEX:20 / LCK:13 / SPD:10 / CON:35 / INT:58 / WIZ:40 / 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:24 / DEX:18 / LCK:6 / SPD:9 / CON:30 / INT:1 / WIZ:0 / 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:21 / DEX:20 / LCK:13 / SPD:10 / CON:35 / INT:12 / WIZ: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. SPD to shield their eyes in time. This attack damage is in addition to any other damage during that round. [STR:24 / DEX:17 / LCK:5 / SPD:9 / CON:25 / INT:1 / WIZ:0 / 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 SPD 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:26 / DEX:23 / LCK:9 / SPD:12 / CON:50 / INT:1 / WIZ:0 / 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:30 / DEX:30 / LCK:16 / SPD:15 / CON:85 / INT:1 / WIZ:0 / 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:35 / DEX:11 / LCK:7 / SPD:6 / CON:35 / INT:1 / WIZ:0 / 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:33 / DEX:12 / LCK:6 / SPD:6 / CON:30 / INT:1 / WIZ:0 / 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. SPD, 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:31 / DEX:9 / LCK:4 / SPD:5 / CON:20 / INT:1 / WIZ:0 / 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. SPD 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:61 / DEX:25 / LCK:27 / SPD:13 / CON:155 / INT:1 / WIZ:0 / 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:25 / DEX:15 / LCK:12 / SPD:8 / CON:30 / INT:10 / WIZ: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. SPD 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:35 / DEX:35 / LCK:18 / SPD:18 / CON:115 / INT:1 / WIZ:0 / 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:35 / DEX:20 / LCK:19 / SPD:10 / CON:75 / INT:23 / WIZ:18 / 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:45 / DEX:19 / LCK:22 / SPD:10 / CON:100 / INT:25 / WIZ:20 / 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:34 / DEX:19 / LCK:18 / SPD:10 / CON:70 / INT:19 / WIZ: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. WIZ. 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:59 / DEX:21 / LCK:26 / SPD:11 / CON:140 / INT:56 / WIZ:42 / 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:35 / DEX:11 / LCK:12 / SPD:6 / CON:40 / INT:9 / WIZ: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:62 / DEX:29 / LCK:27 / SPD:15 / CON:170 / INT:27 / WIZ: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:61 / DEX:25 / LCK:27 / SPD:13 / CON:155 / INT:23 / WIZ: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:31 / LCK:28 / SPD:16 / CON:185 / INT:30 / WIZ: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:58 / DEX:23 / LCK:25 / SPD:12 / CON:140 / INT:21 / WIZ: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:52 / DEX:21 / LCK:23 / SPD:11 / CON:120 / INT:17 / WIZ: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:61 / DEX:24 / LCK:26 / SPD:12 / CON:150 / INT:29 / WIZ: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 SPD. 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:61 / DEX:24 / LCK:26 / SPD:12 / CON:150 / INT:23 / WIZ: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 SPD. 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:71 / DEX:33 / LCK:30 / SPD:17 / CON:205 / INT:37 / WIZ: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:35 / DEX:12 / LCK:15 / SPD:6 / CON:45 / INT:12 / WIZ: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:32 / DEX:15 / LCK:18 / SPD:8 / CON:55 / INT:14 / WIZ: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:30 / DEX:9 / LCK:16 / SPD:5 / CON:35 / INT:16 / WIZ: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:28 / DEX:16 / LCK:8 / SPD:8 / CON:35 / INT:1 / WIZ:0 / 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:30 / DEX:20 / LCK:14 / SPD:10 / CON:55 / INT:3 / WIZ:0 / 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:33 / DEX:8 / LCK:12 / SPD:4 / CON:30 / INT:10 / WIZ: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:50 / DEX:15 / LCK:17 / SPD:8 / CON:90 / INT:1 / WIZ:0 / 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:72 / DEX:24 / LCK:30 / SPD:12 / CON:180 / INT:1 / WIZ:0 / 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:64 / DEX:22 / LCK:28 / SPD:11 / CON:155 / INT:1 / WIZ:0 / 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:43 / DEX:12 / LCK:12 / SPD:6 / CON:55 / INT:1 / WIZ:0 / 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:62 / DEX:19 / LCK:25 / SPD:10 / CON:140 / INT:1 / WIZ:0 / 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:55 / DEX:18 / LCK:21 / SPD:9 / CON:115 / INT:1 / WIZ:0 / 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:54 / DEX:16 / LCK:20 / SPD:8 / CON:105 / INT:1 / WIZ:0 / 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. SPD or LCK. [STR:53 / DEX:21 / LCK:22 / SPD:11 / CON:120 / INT:1 / WIZ:0 / 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:38 / DEX:16 / LCK:18 / SPD:8 / CON:70 / INT:12 / WIZ: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:29 / DEX:12 / LCK:13 / SPD:6 / CON:30 / INT:27 / WIZ:19 / 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:41 / DEX:18 / LCK:20 / SPD:9 / CON:85 / INT:63 / WIZ:45 / 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:33 / DEX:34 / LCK:17 / SPD:17 / CON:105 / INT:3 / WIZ:0 / 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:28 / DEX:17 / LCK:14 / SPD:9 / CON:45 / INT:10 / WIZ: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:54 / DEX:14 / LCK:15 / SPD:7 / CON:90 / INT:1 / WIZ:0 / 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:24 / DEX:20 / LCK:7 / SPD:10 / CON:35 / INT:1 / WIZ:0 / 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:28 / DEX:25 / LCK:15 / SPD:13 / CON:65 / INT:15 / WIZ: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:25 / DEX:27 / LCK:15 / SPD:14 / CON:65 / INT:3 / WIZ:0 / 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:47 / DEX:19 / LCK:20 / SPD:10 / CON:100 / INT:1 / WIZ:0 / 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:34 / DEX:12 / LCK:16 / SPD:6 / CON:45 / INT:13 / WIZ: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:26 / DEX:10 / LCK:15 / SPD:5 / CON:25 / INT:15 / WIZ: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:32 / DEX:26 / LCK:17 / SPD:13 / CON:80 / INT:3 / WIZ:0 / 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:35 / DEX:14 / LCK:10 / SPD:7 / CON:45 / INT:1 / WIZ:0 / 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:34 / DEX:18 / LCK:12 / SPD:9 / CON:55 / INT:1 / WIZ:0 / 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:41 / LCK:19 / SPD:21 / CON:140 / INT:28 / WIZ: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:23 / DEX:20 / LCK:8 / SPD:10 / CON:35 / INT:1 / WIZ:0 / 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:28 / DEX:19 / LCK:10 / SPD:10 / CON:45 / INT:1 / WIZ:0 / 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:23 / DEX:20 / LCK:8 / SPD:10 / CON:35 / INT:1 / WIZ:0 / 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, DEX, and SPD 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:35 / DEX:14 / LCK:10 / SPD:7 / CON:45 / INT:1 / WIZ:0 / 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. SPD can also be made to see if ears are covered in time. This fear lasts for 2d6 combat rounds. [STR:26 / DEX:31 / LCK:15 / SPD:16 / CON:80 / INT:16 / WIZ: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 SPD. 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:42 / DEX:18 / LCK:21 / SPD:9 / CON:90 / INT:14 / WIZ: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:32 / DEX:20 / LCK:14 / SPD:10 / CON:60 / INT:3 / WIZ:0 / 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:58 / DEX:18 / LCK:25 / SPD:9 / CON:130 / INT:21 / WIZ: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 SPD. This attack damage is in addition to any other damage during that round. [STR:52 / DEX:19 / LCK:23 / SPD:10 / CON:115 / INT:3 / WIZ:0 / 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:35 / DEX:14 / LCK:10 / SPD:7 / CON:45 / INT:1 / WIZ:0 / 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:40 / DEX:16 / LCK:14 / SPD:8 / CON:65 / INT:1 / WIZ:0 / 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:33 / DEX:21 / LCK:17 / SPD:11 / CON:70 / INT:31 / WIZ:23 / 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:28 / DEX:25 / LCK:15 / SPD:13 / CON:65 / INT:31 / WIZ:23 / 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:24 / DEX:23 / LCK:14 / SPD:12 / CON:50 / INT:29 / WIZ:21 / 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:27 / DEX:24 / LCK:15 / SPD:12 / CON:60 / INT:30 / WIZ:22 / 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:25 / DEX:24 / LCK:15 / SPD:12 / CON:55 / INT:30 / WIZ:22 / 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:27 / DEX:11 / LCK:7 / SPD:6 / CON:20 / INT:3 / WIZ:0 / 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:36 / DEX:19 / LCK:16 / SPD:10 / CON:70 / INT:3 / WIZ:0 / 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:46 / DEX:1 / LCK:6 / SPD:1 / CON:30 / INT:1 / WIZ:0 / 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:41 / DEX:18 / LCK:20 / SPD:9 / CON:85 / INT:16 / WIZ: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:49 / DEX:50 / LCK:22 / SPD:25 / CON:195 / INT:40 / WIZ: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:29 / DEX:7 / LCK:11 / SPD:4 / CON:20 / INT:9 / WIZ: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:76 / DEX:39 / LCK:31 / SPD:20 / CON:235 / INT:44 / WIZ: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:43 / DEX:31 / LCK:21 / SPD:16 / CON:125 / INT:27 / WIZ: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:56 / DEX:20 / LCK:25 / SPD:10 / CON:130 / INT:27 / WIZ: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:37 / DEX:28 / LCK:19 / SPD:14 / CON:100 / INT:28 / WIZ: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:40 / LCK:22 / SPD:20 / CON:165 / INT:37 / WIZ: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:46 / DEX:14 / LCK:13 / SPD:7 / CON:70 / INT:1 / WIZ:0 / 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:33 / DEX:13 / LCK:7 / SPD:7 / CON:35 / INT:1 / WIZ:0 / 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:41 / DEX:3 / LCK:6 / SPD:2 / CON:25 / INT:1 / WIZ:0 / 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:38 / DEX:15 / LCK:14 / SPD:8 / CON:60 / INT:3 / WIZ:0 / 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:28 / DEX:17 / LCK:16 / SPD:9 / CON:50 / INT:53 / WIZ:37 / 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:42 / DEX:24 / LCK:20 / SPD:12 / CON:100 / INT:18 / WIZ: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:70 / DEX:22 / LCK:29 / SPD:11 / CON:170 / INT:77 / WIZ:57 / 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:94 / DEX:31 / LCK:37 / SPD:16 / CON:260 / INT:92 / WIZ:70 / 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:42 / DEX:18 / LCK:19 / SPD:9 / CON:85 / INT:3 / WIZ:0 / 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:34 / DEX:18 / LCK:14 / SPD:9 / CON:60 / INT:3 / WIZ:0 / 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:44 / DEX:19 / LCK:21 / SPD:10 / CON:95 / INT:3 / WIZ:0 / 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. SPD can also be made to see if ears are covered in time. [STR:50 / DEX:18 / LCK:23 / SPD:9 / CON:110 / INT:16 / WIZ: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 SPD. 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:57 / DEX:21 / LCK:26 / SPD:11 / CON:135 / INT:1 / WIZ:0 / 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:38 / DEX:19 / LCK:12 / SPD:10 / CON:65 / INT:1 / WIZ:0 / 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 SPD. 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:46 / DEX:16 / LCK:18 / SPD:8 / CON:85 / INT:4 / WIZ:0 / 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:52 / DEX:15 / LCK:18 / SPD:8 / CON:95 / INT:1 / WIZ:0 / 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:45 / DEX:18 / LCK:16 / SPD:9 / CON:85 / INT:1 / WIZ:0 / 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:53 / DEX:19 / LCK:24 / SPD:10 / CON:120 / INT:28 / WIZ: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:43 / DEX:18 / LCK:20 / SPD:9 / CON:90 / INT:17 / WIZ: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:34 / DEX:15 / LCK:18 / SPD:8 / CON:60 / INT:18 / WIZ: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:47 / DEX:20 / LCK:22 / SPD:10 / CON:105 / INT:19 / WIZ: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:36 / DEX:20 / LCK:18 / SPD:10 / CON:75 / INT:16 / WIZ: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:36 / DEX:14 / LCK:13 / SPD:7 / CON:50 / INT:4 / WIZ:0 / 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:61 / DEX:25 / LCK:27 / SPD:13 / CON:155 / INT:3 / WIZ:0 / 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:27 / DEX:12 / LCK:15 / SPD:6 / CON:30 / INT:13 / WIZ: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:36 / DEX:16 / LCK:18 / SPD:8 / CON:65 / INT:17 / WIZ: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:29 / DEX:13 / LCK:14 / SPD:7 / CON:35 / INT:11 / WIZ: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:27 / DEX:12 / LCK:15 / SPD:6 / CON:30 / INT:16 / WIZ: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:27 / DEX:12 / LCK:15 / SPD:6 / CON:30 / INT:13 / WIZ: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:27 / DEX:12 / LCK:15 / SPD:6 / CON:30 / INT:13 / WIZ: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:27 / DEX:12 / LCK:15 / SPD:6 / CON:30 / INT:13 / WIZ: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:29 / DEX:13 / LCK:14 / SPD:7 / CON:35 / INT:11 / WIZ: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:37 / DEX:16 / LCK:19 / SPD:8 / CON:70 / INT:19 / WIZ: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:61 / DEX:19 / LCK:26 / SPD:10 / CON:140 / INT:19 / WIZ: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:42 / DEX:22 / LCK:20 / SPD:11 / CON:95 / INT:26 / WIZ: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:44 / DEX:25 / LCK:21 / SPD:13 / CON:110 / INT:1 / WIZ:0 / 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:29 / DEX:13 / LCK:16 / SPD:7 / CON:40 / INT:37 / WIZ:26 / 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:22 / DEX:17 / LCK:7 / SPD:9 / CON:25 / INT:1 / WIZ:0 / 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:40 / DEX:24 / LCK:20 / SPD:12 / CON:95 / INT:24 / WIZ: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:42 / DEX:24 / LCK:20 / SPD:12 / CON:100 / INT:15 / WIZ: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:56 / DEX:23 / LCK:25 / SPD:12 / CON:135 / INT:1 / WIZ:0 / 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:55 / DEX:26 / LCK:24 / SPD:13 / CON:140 / INT:3 / WIZ:0 / 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. SPD can also be made instead to maybe look away in time. [STR:43 / DEX:16 / LCK:21 / SPD:8 / CON:85 / INT:21 / WIZ: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:22 / DEX:18 / LCK:14 / SPD:9 / CON:35 / INT:14 / WIZ: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:43 / DEX:18 / LCK:20 / SPD:9 / CON:90 / INT:14 / WIZ: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:42 / DEX:15 / LCK:20 / SPD:8 / CON:80 / INT:16 / WIZ: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:31 / DEX:14 / LCK:16 / SPD:7 / CON:45 / INT:13 / WIZ: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 SPD. 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:39 / DEX:3 / LCK:5 / SPD:2 / CON:20 / INT:1 / WIZ:0 / 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:35 / DEX:14 / LCK:12 / SPD:7 / CON:45 / INT:3 / WIZ:0 / 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:50 / DEX:16 / LCK:24 / SPD:8 / CON:105 / INT:26 / WIZ:21 / 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 DEX, SPD, and STR 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:28 / DEX:10 / LCK:15 / SPD:5 / CON:30 / INT:11 / WIZ: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:51 / DEX:1 / LCK:9 / SPD:1 / CON:45 / INT:1 / WIZ:0 / 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:51 / DEX:1 / LCK:9 / SPD:1 / CON:45 / INT:1 / WIZ:0 / 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:58 / DEX:28 / LCK:26 / SPD:14 / CON:155 / INT:64 / WIZ:48 / 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:52 / DEX:21 / LCK:23 / SPD:11 / CON:120 / INT:54 / WIZ:40 / 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:43 / DEX:25 / LCK:20 / SPD:13 / CON:105 / INT:47 / WIZ:35 / 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:34 / DEX:23 / LCK:14 / SPD:12 / CON:70 / INT:1 / WIZ:0 / 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:24 / DEX:18 / LCK:14 / SPD:9 / CON:40 / INT:16 / WIZ: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:29 / DEX:13 / LCK:16 / SPD:7 / CON:40 / INT:16 / WIZ: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:23 / DEX:11 / LCK:14 / SPD:6 / CON:20 / INT:14 / WIZ: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. SPD can also be made instead to maybe look away in time. [STR:28 / DEX:13 / LCK:15 / SPD:7 / CON:35 / INT:20 / WIZ: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:45 / DEX:19 / LCK:20 / SPD:10 / CON:95 / INT:1 / WIZ:0 / 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:41 / DEX:15 / LCK:19 / SPD:8 / CON:75 / INT:13 / WIZ: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:40 / DEX:21 / LCK:20 / SPD:11 / CON:90 / INT:54 / WIZ:39 / 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:40 / DEX:17 / LCK:19 / SPD:9 / CON:80 / INT:15 / WIZ: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:53 / DEX:14 / LCK:16 / SPD:7 / CON:90 / INT:1 / WIZ:0 / 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:31 / DEX:10 / LCK:12 / SPD:5 / CON:30 / INT:10 / WIZ: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:30 / DEX:19 / LCK:10 / SPD:10 / CON:50 / INT:1 / WIZ:0 / 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:26 / DEX:18 / LCK:7 / SPD:9 / CON:35 / INT:1 / WIZ:0 / 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:35 / DEX:22 / LCK:17 / SPD:11 / CON:75 / INT:3 / WIZ:0 / 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:24 / DEX:20 / LCK:7 / SPD:10 / CON:35 / INT:1 / WIZ:0 / 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:40 / DEX:18 / LCK:21 / SPD:9 / CON:85 / INT:14 / WIZ: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:31 / DEX:20 / LCK:15 / SPD:10 / CON:60 / INT:4 / WIZ:0 / 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:25 / DEX:26 / LCK:14 / SPD:13 / CON:60 / INT:14 / WIZ: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:27 / DEX:22 / LCK:15 / SPD:11 / CON:55 / INT:14 / WIZ: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:38 / DEX:11 / LCK:6 / SPD:6 / CON:40 / INT:1 / WIZ:0 / 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 SPD. 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:67 / DEX:57 / LCK:28 / SPD:29 / CON:265 / INT:45 / WIZ: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:28 / DEX:27 / LCK:12 / SPD:14 / CON:65 / INT:1 / WIZ:0 / 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:27 / DEX:12 / LCK:15 / SPD:6 / CON:30 / INT:19 / WIZ: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:50 / DEX:3 / LCK:12 / SPD:2 / CON:50 / INT:3 / WIZ:0 / 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:25 / DEX:6 / LCK:8 / SPD:3 / CON:5 / INT:6 / WIZ: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:32 / DEX:13 / LCK:8 / SPD:7 / CON:35 / INT:1 / WIZ:0 / 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 SPD. This attack damage is in addition to any other damage during that round. [STR:50 / DEX:14 / LCK:17 / SPD:7 / CON:85 / INT:1 / WIZ:0 / 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:30 / DEX:16 / LCK:8 / SPD:8 / CON:40 / INT:1 / WIZ:0 / 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:36 / DEX:18 / LCK:12 / SPD:9 / CON:60 / INT:1 / WIZ:0 / 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:26 / DEX:14 / LCK:5 / SPD:7 / CON:20 / INT:1 / WIZ:0 / 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:31 / DEX:7 / LCK:7 / SPD:4 / CON:20 / INT:3 / WIZ:0 / 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:36 / DEX:16 / LCK:18 / SPD:8 / CON:65 / INT:19 / WIZ: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:23 / DEX:16 / LCK:5 / SPD:8 / CON:20 / INT:1 / WIZ:0 / 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:34 / DEX:21 / LCK:16 / SPD:11 / CON:70 / INT:4 / WIZ:0 / 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:22 / DEX:18 / LCK:8 / SPD:9 / CON:30 / INT:3 / WIZ:0 / 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:42 / DEX:15 / LCK:20 / SPD:8 / CON:80 / INT:56 / WIZ:40 / 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:49 / DEX:20 / LCK:22 / SPD:10 / CON:110 / INT:1 / WIZ:0 / 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:59 / DEX:24 / LCK:26 / SPD:12 / CON:145 / INT:1 / WIZ:0 / 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:61 / DEX:44 / LCK:26 / SPD:22 / CON:210 / INT:1 / WIZ:0 / 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 SPD. 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:67 / DEX:1 / LCK:28 / SPD:1 / CON:110 / INT:25 / WIZ: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:47 / DEX:19 / LCK:20 / SPD:10 / CON:100 / INT:1 / WIZ:0 / 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. SPD to see if they cover their ears in time. This song is in addition to any other damage during that round. [STR:34 / DEX:22 / LCK:18 / SPD:11 / CON:75 / INT:20 / WIZ: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:33 / DEX:15 / LCK:17 / SPD:8 / CON:55 / INT:13 / WIZ: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 SPD. This attack damage is in addition to any other damage during that round. [STR:38 / DEX:13 / LCK:15 / SPD:7 / CON:55 / INT:11 / WIZ: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. SPD can also be made instead to maybe look away in time. [STR:49 / DEX:12 / LCK:13 / SPD:6 / CON:70 / INT:1 / WIZ:0 / 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:41 / DEX:15 / LCK:8 / SPD:8 / CON:60 / INT:1 / WIZ:0 / 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:45 / DEX:22 / LCK:17 / SPD:11 / CON:95 / INT:1 / WIZ:0 / 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:45 / DEX:17 / LCK:14 / SPD:9 / CON:80 / INT:1 / WIZ:0 / 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:41 / DEX:13 / LCK:10 / SPD:7 / CON:55 / INT:1 / WIZ:0 / 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:25 / DEX:24 / LCK:15 / SPD:12 / CON:55 / INT:20 / WIZ: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:26 / DEX:21 / LCK:12 / SPD:11 / CON:45 / INT:3 / WIZ:0 / 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:37 / DEX:23 / LCK:19 / SPD:12 / CON:85 / INT:3 / WIZ:0 / 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:46 / DEX:26 / LCK:21 / SPD:13 / CON:115 / INT:66 / WIZ:48 / 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:37 / DEX:16 / LCK:19 / SPD:8 / CON:70 / INT:49 / WIZ:35 / 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:34 / DEX:15 / LCK:16 / SPD:8 / CON:55 / INT:21 / WIZ:16 / 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:34 / DEX:26 / LCK:15 / SPD:13 / CON:80 / INT:1 / WIZ:0 / 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:74 / DEX:3 / LCK:23 / SPD:2 / CON:120 / INT:1 / WIZ:0 / 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:53 / DEX:29 / LCK:24 / SPD:15 / CON:145 / INT:1 / WIZ:0 / 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:45 / DEX:31 / LCK:21 / SPD:16 / CON:130 / INT:29 / WIZ: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:55 / DEX:42 / LCK:25 / SPD:21 / CON:190 / INT:39 / WIZ: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:34 / DEX:7 / LCK:4 / SPD:4 / CON:20 / INT:1 / WIZ:0 / CHR:5] Skeletal Knight DG 10 1 TYPE: Undead; MR: 140; DICE: 15 + 70; #APP: 1; SIZE: M; MOVE: 60`; LANG: None; NOTES:  [STR:61 / DEX:19 / LCK:26 / SPD:10 / CON:140 / INT:30 / WIZ: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:58 / DEX:18 / LCK:25 / SPD:9 / CON:130 / INT:67 / WIZ:49 / 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:32 / DEX:12 / LCK:5 / SPD:6 / CON:25 / INT:1 / WIZ:0 / 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 SPD. 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:27 / DEX:11 / LCK:5 / SPD:6 / CON:15 / INT:1 / WIZ:0 / 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 SPD. 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:43 / DEX:14 / LCK:14 / SPD:7 / CON:65 / INT:1 / WIZ:0 / 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:41 / DEX:10 / LCK:10 / SPD:5 / CON:50 / INT:1 / WIZ:0 / 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:47 / DEX:17 / LCK:22 / SPD:9 / CON:100 / INT:28 / WIZ: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:67 / DEX:1 / LCK:16 / SPD:1 / CON:85 / INT:1 / WIZ:0 / 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 SPD. 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:57 / DEX:18 / LCK:26 / SPD:9 / CON:130 / INT:1 / WIZ:0 / 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:47 / DEX:19 / LCK:18 / SPD:10 / CON:95 / INT:1 / WIZ:0 / 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:43 / DEX:13 / LCK:12 / SPD:7 / CON:60 / INT:1 / WIZ:0 / 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:48 / DEX:17 / LCK:19 / SPD:9 / CON:95 / INT:1 / WIZ:0 / 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:44 / DEX:4 / LCK:10 / SPD:2 / CON:40 / INT:3 / WIZ:0 / 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:32 / DEX:17 / LCK:10 / SPD:9 / CON:50 / INT:1 / WIZ:0 / 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:39 / DEX:20 / LCK:15 / SPD:10 / CON:75 / INT:1 / WIZ:0 / 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:50 / DEX:21 / LCK:23 / SPD:11 / CON:115 / INT:1 / WIZ:0 / 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:41 / DEX:15 / LCK:8 / SPD:8 / CON:60 / INT:1 / WIZ:0 / 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:31 / DEX:21 / LCK:17 / SPD:11 / CON:65 / INT:17 / WIZ: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:49 / DEX:19 / LCK:18 / SPD:10 / CON:100 / INT:1 / WIZ:0 / 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:48 / DEX:16 / LCK:16 / SPD:8 / CON:85 / INT:1 / WIZ:0 / 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:43 / DEX:13 / LCK:11 / SPD:7 / CON:60 / INT:1 / WIZ:0 / 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-SPD; 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:37 / DEX:35 / LCK:18 / SPD:18 / CON:120 / INT:54 / WIZ:40 / 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. SPD can also be made to see if ears are covered in time. This fear lasts for 3d6 combat rounds. [STR:52 / DEX:41 / LCK:24 / SPD:21 / CON:180 / INT:34 / WIZ: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:50 / DEX:33 / LCK:23 / SPD:17 / CON:150 / INT:23 / WIZ: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:46 / DEX:32 / LCK:22 / SPD:16 / CON:135 / INT:32 / WIZ: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:36 / DEX:41 / LCK:18 / SPD:21 / CON:135 / INT:19 / WIZ: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:36 / DEX:20 / LCK:18 / SPD:10 / CON:75 / INT:13 / WIZ: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:41 / DEX:17 / LCK:18 / SPD:9 / CON:80 / INT:4 / WIZ:0 / 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:35 / DEX:19 / LCK:15 / SPD:10 / CON:65 / INT:3 / WIZ:0 / 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:45 / DEX:23 / LCK:23 / SPD:12 / CON:110 / INT:3 / WIZ:0 / 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:30 / DEX:19 / LCK:10 / SPD:10 / CON:50 / INT:1 / WIZ:0 / 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:28 / DEX:15 / LCK:6 / SPD:8 / CON:30 / INT:1 / WIZ:0 / 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. SPD will allow one to catch a spriggan doing this. [STR:42 / DEX:22 / LCK:20 / SPD:11 / CON:95 / INT:25 / WIZ: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:21 / DEX:17 / LCK:13 / SPD:9 / CON:30 / INT:15 / WIZ: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:56 / DEX:30 / LCK:25 / SPD:15 / CON:155 / INT:1 / WIZ:0 / 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:28 / DEX:9 / LCK:5 / SPD:5 / CON:15 / INT:1 / WIZ:0 / 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:33 / DEX:13 / LCK:10 / SPD:7 / CON:40 / INT:3 / WIZ:0 / 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:24 / DEX:23 / LCK:10 / SPD:12 / CON:45 / INT:1 / WIZ:0 / 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:32 / DEX:23 / LCK:14 / SPD:12 / CON:65 / INT:1 / WIZ:0 / 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 SPD to avoid being impaled, where death is immediate. [STR:56 / DEX:1 / LCK:9 / SPD:1 / CON:55 / INT:1 / WIZ:0 / 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:60 / DEX:19 / LCK:25 / SPD:10 / CON:135 / INT:1 / WIZ:0 / 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:54 / DEX:16 / LCK:20 / SPD:8 / CON:105 / INT:1 / WIZ:0 / 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:48 / DEX:13 / LCK:15 / SPD:7 / CON:75 / INT:1 / WIZ:0 / 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:33 / DEX:10 / LCK:5 / SPD:5 / CON:25 / INT:1 / WIZ:0 / 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:53 / DEX:1 / LCK:10 / SPD:1 / CON:50 / INT:1 / WIZ:0 / 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-SPD; 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:44 / DEX:25 / LCK:21 / SPD:13 / CON:110 / INT:27 / WIZ: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 SPD. 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:66 / DEX:1 / LCK:22 / SPD:1 / CON:95 / INT:3 / WIZ:0 / 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:42 / DEX:15 / LCK:20 / SPD:8 / CON:80 / INT:24 / WIZ: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:23 / DEX:22 / LCK:8 / SPD:11 / CON:40 / INT:1 / WIZ:0 / 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:21 / DEX:20 / LCK:13 / SPD:10 / CON:35 / INT:20 / WIZ: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:61 / DEX:24 / LCK:26 / SPD:12 / CON:150 / INT:27 / WIZ: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:58 / DEX:3 / LCK:11 / SPD:2 / CON:65 / INT:1 / WIZ:0 / 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:41 / DEX:17 / LCK:18 / SPD:9 / CON:80 / INT:3 / WIZ:0 / 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 SPD. 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:71 / DEX:38 / LCK:30 / SPD:19 / CON:220 / INT:82 / WIZ:62 / 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:58 / DEX:23 / LCK:25 / SPD:12 / CON:140 / INT:1 / WIZ:0 / 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:37 / DEX:10 / LCK:16 / SPD:5 / CON:50 / INT:10 / WIZ: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:41 / DEX:10 / LCK:10 / SPD:5 / CON:50 / INT:1 / WIZ:0 / 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:42 / DEX:15 / LCK:20 / SPD:8 / CON:80 / INT:16 / WIZ: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:35 / DEX:9 / LCK:8 / SPD:5 / CON:35 / INT:1 / WIZ:0 / 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:44 / DEX:19 / LCK:21 / SPD:10 / CON:95 / INT:46 / WIZ:34 / 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:97 / DEX:4 / LCK:39 / SPD:2 / CON:200 / INT:50 / WIZ:40 / 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:62 / DEX:1 / LCK:23 / SPD:1 / CON:90 / INT:24 / WIZ:19 / 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:65 / DEX:1 / LCK:28 / SPD:1 / CON:105 / INT:23 / WIZ: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:30 / DEX:18 / LCK:16 / SPD:9 / CON:55 / INT:20 / WIZ: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 SPD. 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:34 / DEX:14 / LCK:13 / SPD:7 / CON:45 / INT:10 / WIZ: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:46 / DEX:19 / LCK:21 / SPD:10 / CON:100 / INT:15 / WIZ: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:31 / DEX:10 / LCK:11 / SPD:5 / CON:30 / INT:8 / WIZ: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:43 / DEX:22 / LCK:21 / SPD:11 / CON:100 / INT:22 / WIZ: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:49 / DEX:20 / LCK:22 / SPD:10 / CON:110 / INT:16 / WIZ: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:55 / DEX:22 / LCK:24 / SPD:11 / CON:130 / INT:21 / WIZ: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:42 / DEX:22 / LCK:20 / SPD:11 / CON:95 / INT:15 / WIZ: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:49 / DEX:20 / LCK:22 / SPD:10 / CON:110 / INT:18 / WIZ: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:31 / LCK:28 / SPD:16 / CON:185 / INT:1 / WIZ:0 / 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:78 / DEX:2 / LCK:24 / SPD:1 / CON:125 / INT:1 / WIZ:0 / 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:34 / DEX:27 / LCK:18 / SPD:14 / CON:90 / INT:33 / WIZ:25 / 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:51 / DEX:28 / LCK:23 / SPD:14 / CON:135 / INT:30 / WIZ: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:24 / DEX:21 / LCK:8 / SPD:11 / CON:40 / INT:1 / WIZ:0 / 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:24 / DEX:23 / LCK:10 / SPD:12 / CON:45 / INT:1 / WIZ:0 / 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:36 / DEX:23 / LCK:12 / SPD:12 / CON:70 / INT:1 / WIZ:0 / 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:37 / DEX:16 / LCK:19 / SPD:8 / CON:70 / INT:19 / WIZ: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:26 / DEX:15 / LCK:6 / SPD:8 / CON:25 / INT:1 / WIZ:0 / 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:36 / DEX:18 / LCK:12 / SPD:9 / CON:60 / INT:1 / WIZ:0 / 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:60 / DEX:31 / LCK:26 / SPD:16 / CON:170 / INT:22 / WIZ: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-SPD; 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:38 / DEX:17 / LCK:19 / SPD:9 / CON:75 / INT:32 / WIZ:24 / 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:60 / DEX:31 / LCK:26 / SPD:16 / CON:170 / INT:65 / WIZ:49 / 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. SPD can also be made instead to maybe look away in time. [STR:61 / DEX:24 / LCK:26 / SPD:12 / CON:150 / INT:45 / WIZ:35 / 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. SPD can also be made instead to maybe look away in time. [STR:43 / DEX:16 / LCK:21 / SPD:8 / CON:85 / INT:57 / WIZ:41 / 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. SPD can also be made instead to maybe look away in time. [STR:52 / DEX:25 / LCK:23 / SPD:13 / CON:130 / INT:52 / WIZ:39 / 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. SPD can also be made instead to maybe look away in time. [STR:27 / DEX:17 / LCK:15 / SPD:9 / CON:45 / INT:33 / WIZ:23 / 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:28 / DEX:19 / LCK:12 / SPD:10 / CON:45 / INT:3 / WIZ:0 / 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 SPD. 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:37 / DEX:23 / LCK:19 / SPD:12 / CON:85 / INT:17 / WIZ: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:30 / DEX:20 / LCK:16 / SPD:10 / CON:60 / INT:11 / WIZ: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:37 / DEX:15 / LCK:13 / SPD:8 / CON:55 / INT:3 / WIZ:0 / 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:39 / DEX:20 / LCK:17 / SPD:10 / CON:80 / INT:3 / WIZ:0 / 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:38 / DEX:15 / LCK:11 / SPD:8 / CON:55 / INT:1 / WIZ:0 / 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:59 / DEX:18 / LCK:24 / SPD:9 / CON:130 / INT:1 / WIZ:0 / 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. SPD 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:68 / DEX:24 / LCK:29 / SPD:12 / CON:170 / INT:1 / WIZ:0 / 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:56 / DEX:3 / LCK:16 / SPD:2 / CON:70 / INT:12 / WIZ: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-SPD; 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:34 / DEX:27 / LCK:18 / SPD:14 / CON:90 / INT:21 / WIZ: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 SPD. This attack damage is in addition to any other damage during that round. [STR:38 / DEX:29 / LCK:19 / SPD:15 / CON:105 / INT:35 / WIZ:27 / 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 SPD. This attack damage is in addition to any other damage during that round. [STR:46 / DEX:39 / LCK:21 / SPD:20 / CON:155 / INT:70 / WIZ:52 / 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:41 / DEX:30 / LCK:20 / SPD:15 / CON:115 / INT:17 / WIZ: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:34 / DEX:19 / LCK:18 / SPD:10 / CON:70 / INT:15 / WIZ: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:49 / DEX:18 / LCK:22 / SPD:9 / CON:105 / INT:19 / WIZ: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:36 / DEX:8 / LCK:6 / SPD:4 / CON:30 / INT:1 / WIZ:0 / 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:59 / DEX:21 / LCK:26 / SPD:11 / CON:140 / INT:22 / WIZ:22 / CHR:17] --END-- 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. Orange gases fill the area causing laughter to anyone inside for about 2 turns (unless they can make a L2SR vs. INT)...where wandering encounter checks are made each turn the laughing continues. A pit opens up in the area that is 14 feet deep. Anyone who falls in will take 2d6 damage. A wall closes the exits to the area. The room then begins to fall in temperature for about 50 minutes...where no one can survive the extreme cold. A pit opens up in the area that is 93 feet deep and filled with lava. Anyone who falls in will be killed. A sticky substance is in the area and causes anyone inside to be stuck and must make a L1SR vs. SRT to free themselves. The ceiling caves in and causes 1d6x5 damage to all inside. The ceiling becomes highly magnetized, causing all metal objects to fly up to the ceiling...carrying metal armor wearing adventurers up as well. A net wraps up all of those in the area and lifts them to the ceiling. White 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 polymorph spell hits whoever first enters the area where they turn into a rabbit for 1d6+11 hours unless they can make a L4SR vs. LCK or SPD. A magical beam of energy hits all in the area where they must make a L2SR vs. LCK or SPD or be turned into a statue of solid gold (worth 59,000gp). A portcullis or wall closes the exits to the area. 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 150 and with dice of 16 + 75. Wandering monster checks are made every round to see what the noise is. Poisonous snakes drop on anyone inside where they must make a L1SR vs. STR or CON from the bites or die. Darts fire from the wall at anyone in the area, attacking with (2 + 8), causing 1d6+1 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 15 and with dice of 2 + 8. They don't do damage to anyone, but wandering monster checks are made every round to see what the noise is. The ceiling becomes highly magnetized, causing all metal objects to fly up to the ceiling...carrying metal armor wearing adventurers up as well. A net wraps up all of those in the area and lifts them to the ceiling. The ceiling becomes highly magnetized, causing all metal objects to fly up to the ceiling...carrying metal armor wearing adventurers up as well. 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 dark ooze. Anyone who falls in will be killed in about 20 minutes...and be fully dissolved in another 70 minutes. Dark poisonous gases fill the area where anyone inside must make a L5SR vs. STR or CON or die. A spear comes out of the wall toward whoever first enters the area. It attacks with (5 + 23) and does 1d6+3 damage. A magical beam of frost hits all in the area where they must make a L2SR vs. LCK or SPD or be frozen solid and then shatter to pieces. A pit opens up in the area that is 10 feet deep. Anyone who falls in will take 1d6 damage. Many columns of fire shoot up through the floor at all in the area where they must make a L1SR vs. LCK or SPD or be turned to ash. A nearby wall opens to reveal a monster. A pit opens up in the area that is 40 feet deep. Anyone who falls in will take 4d6 damage...where the opening then closes. Gray gases fill the area causing laughter to anyone inside for about 2 turns (unless they can make a L2SR vs. INT)...where wandering encounter checks are made each turn the laughing continues. Thorny vines fill the area and tangle around anyone inside and can only be removed after being defeated in combat. They attack with an MR of 15 and with dice of 2 + 8. Wandering monster checks are made every round to see what the noise is. A 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 walls then begin to compact the area where they will crush all inside in about 30 minutes. An explosive spell that causes 1d6x7 damage to all of those close to the central spot of the area. They only take half damage if they make a L4SR vs. LCK or SPD. Magical blue mists fill the area where anyone inside must make a L1SR vs. INT or their magic items become disenchanted. A locked iron cage that falls from the ceiling and lands on all of those close to the central spot of the area. 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 room then begins to rise in temperature for about 30 minutes...where no one can survive the extreme heat. A magical beam of frost hits all in the area where they must make a L1SR vs. LCK or SPD or be frozen solid and then shatter to pieces. A pit opens up in the area that drops 34 feet before landing in water. Anyone who falls in will be in a large underground cave containing a water dwelling monster. A net wraps up all of those in the area and lifts them to 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. Many columns of fire shoot up through the floor at all in the area where they must make a L1SR vs. LCK or SPD or be set ablaze and melt into a puddle of goo. A pit opens up in the area that is 10 feet deep (taking 1d6 damage from the fall) and filled with some odd yellow mushrooms. Anyone who falls in will land on them, causing them to release blue spores that cause the victim to slowly turn into fungus during the coarse of 15 hours unless they can make a L1SR vs. STR or CON. If infected, they can be cured by magical means. 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. Poison needles shoot from a nearby wall, attacking with (14 + 68). Anyone in the area must make a L3SR vs. STR or CON or suffer 1d6x6 damage. 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 15 feet deep and filled with deadly orange ooze. Anyone who falls in will be killed in about 10 minutes...and be fully dissolved in another 90 minutes. 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. --END-- 5 foot long corroded iron chain padded iron chair 70 feet of twine cedar cupboard [SPOILED CONTENTS: pears --- bread] liquid dripping from the ceiling iron goblet blood smears on the wall brass dipper glass jar metal branding iron bent bronze pliers oak brush pile of dirt cracks in the wall scattered bits of bones and teeth marble chair blood smears on the ceiling whetstone whip orange sheet scratches and claw marks on the floor some piles of guano wooden dish scratches and claw marks on the ceiling brass bucket orange sheet a large locked iron cage iron dented plate armor mahogany coffer rotted remains of a bugbear [CONTAINS: chalk --- wooden holy symbol --- glass inkpot --- set of wooden teeth --- golden comb/brush (340gp)] some large paw prints in various spots brazier tinderbox scratches and claw marks on the wall half-eaten head of a human food scraps maple shelf tinderbox metal dented shield ripped green couch bronze sifter an empty cask 5 hardened blobs of once melted iron bronze tankard a half full cask of contaminated water 7 green candles 6 small stones scattered around rusty bronze sewing needle high rosewood stool iron knife loom maple wall basin straw scattered around bits of fur and hair sword blade brass knife moisture on the floor mahogany armoire [CONTAINS: dirty brown smock --- torn white leggings --- brown leather boots --- dirty purple doublet --- moldy red veil] chalk drawings of the map for this area on the wall torn mat whetstone [armor/shield]rusted buckler straw scattered around corroded bronze dipper bent bronze bucket iron goblet wooden pitcher rusty brass pan hourglass warped wood pedestal bent brass rusty razor bent iron hammer head whip mounted white dragon head pile of straw maple cane white sheet basket with a bloody head of an ogre inside it small bronze mirror moisture on the floor 30 feet of twine a pile of dung broken mitre [hafted] basket ruined dagger hilt rotted head of an ogre torn brown towel small iron mirror coal writings on the wall that tells the location of a nearby treasure...but written in an odd goblinoid language small bronze mirror 2 iron spikes brown canvas sack bits of fur and hair wooden flagon a large torn white carpet 10 wax blobs from yellow candles 7 foot wood pole black couch whip brass hand saw charcoal ruined iron bucket wooden chair iron rusty razor metal knife bits of fur and hair a medium-sized wet green rug with a dark red design on it areas with mold iron branding iron 5 sticks scattered around a medium-sized iron cage with animal bones on the bottom black couch decayed head of a dwarf mutilated head of a hobgoblin damaged sling, staff [ranged] pile of straw iron pliers hourglass 9 blue candles charcoal black thread (90 feet) patches of moss pallet walnut coffer fire pit half-eaten bones of a dwarf [CONTAINS: ornate platinum key (1 in 6 chance to unlock one door in this place) --- loaded ivory dice --- 5 feet of twine --- small parchment describing where some nearby treasure is hidden --- sheet of parchment] oak armor rack {HOLDS: [armor/arms]damaged bracers --- [armor/arms]rusted vambraces --- [armor/shield]dented scutum --- [armor/torso]rusted back plate} short iron table corroded bronze hand saw yellow towel birch bunk bed 3 rusty brass wall sconces metal dipper a large pile of ashes maple throne dried blood on the wall broken lute small bent brass hanging mirror small bottle of ink blue towel broken cauldron rags rotting wood chair bent iron knife scratches and claw marks on the ceiling bronze spoon white couch bronze hand saw iron candle stick worth 76 copper patches of moss 10 pieces of ruined parchment a medium-short broken cage maple armor rack {HOLDS: [armor/full suit]broken mail --- [armor/full suit]ruined mail} bronze bowl 4 rusty iron spikes iron pot fireplace a small rusty cage with a rotted mat on the bottom corroded iron candle snuffer rusty metal spoon a large pile of gray ashes with a ruined iron helmet lying on top of it large puddle of stagnant water dried blood on the ceiling small puddle of murky water ruined tapestry of a scenic jungle view a large pile of rocks walnut cupboard [SPOILED CONTENTS: biscuits --- plums --- fish] a huge pile of various bones grindstone bent metal bowl mounted polar bear head black cushion brass dented plate armor a medium-sized gray rug with a dark yellow design on it 2 pieces of wood broken harp black sheet oak armchair 10 torches on the walls held in iron wall sconces...but only 5 of them are still useable metal manacles on the ceiling with a half-eaten remains of a human [CONTAINS: silver wolverine figurine worth 54 gold --- sheet of parchment --- small glass bottle (filled with dwarf spit) --- paint brush --- ivory dice] long spear (8') [spear] maple bed tinderbox broken blacksmith hammer quill a huge pile of various bones bent metal dipper wooden tray blue thread (60 feet) brass sewing needle broken wood wall basin 5 foot long iron bar humanoid bones bent metal pot a pile of ashes with a metal helmet lying on top of it brass mug small corroded metal hanging mirror mahogany chest of drawers [CONTAINS: moldy purple doublet --- ripped black toga --- moldy black shirt --- torn brown hose --- moldy red blouse --- moldy yellow cap --- orange hat --- green pantaloons --- dirty green jerkin] brazier maple desk [CONTAINS: 53 feet of white yarn --- iron flask of alcohol] metal pail blue towel corroded iron pan quill 20 feet of twine walnut bed fireplace with wood inside cracks in the floor stone wall basin 12 pieces of burnt parchment 60 feet of twine 2 brown candles 4 bandages basket with a half-eaten head of a dwarf inside it corroded iron manacles on the floor with a decayed body of a bugbear [CONTAINS: 10 bandages --- pair of white cloth gloves --- thief tools --- small glass bottle (empty) --- wooden case containing paints] pallet iron dented helm with a rotted head of a hobbit still in it low crumbling stone table pottery shards scattered around ruined brass branding iron large puddle of dirty water liquid dripping from the ceiling bent bronze dented helm with a rotted head of a human still in it 3 small broken and dry eggshells whip useless quill ruined bronze tankard basket metal small bell low ruined wood table 6 small broken and rotten eggshells wooden flagon dust throughout scattered leaves and twigs brass pail rusty iron bowl rusty dagger hilt warped wood throne pile of straw rubble and dirt scattered around moldy orange blanket 2 foot long iron chain small ruined iron mirror broken hourglass long iron table high rosewood stool ripped purple cushion humanoid bones oak crate [CONTAINS: torch --- iron lockpick --- flint and steel --- small metal mirror] scattered leaves and twigs stone bench 32 foot rope large rotting wood table tapestry of a keep silver candle stick worth 51 copper liquid dripping from the ceiling walnut brush scratches and claw marks on the floor scattered bits of bones and teeth small iron mirror 6 foot wood pole bits of fur and hair blunt spear head blood smears on the ceiling ceramic jug rusty sword blade 9 iron hooks on the wall rubble and dirt scattered around platinum candle stick worth 92 silver barrel of lantern oil pile of dirt cedar cane birch coffer blood smears on the floor scattered leaves and twigs half-eaten head of a hobgoblin mahogany stool loom maple trunk [CONTAINS: stone arrowhead --- brass hair brush --- ironfolding shovel --- sheet of parchment --- a parchment suicide note] pottery shards scattered around cedar chest of drawers [CONTAINS: moldy yellow doublet --- white leggings --- torn gray vest] oak bunk bed scratches and claw marks on the floor pallet ruined wood throne dust throughout scattered leaves and twigs 17 foot moldy rope corroded iron tankard mahogany cupboard [SPOILED CONTENTS: biscuits --- nuts --- raisins --- nuts --- beans] large iron table metal dented shield basket with a bloody head of a bugbear inside it chandelier pottery shards scattered around 5 torches on the walls held in iron wall sconces...but only 2 of them are still useable spherical, glass bottle of perfume rosewood plate 10 foot torn rope pallet maple stool moldy mat rusty metal hammer head small steel table orange-colored, glass bottle of perfume purple slime on the wall bent brazier bent iron sewing needle bronze goblet 8 arrows black candle granite chair bronze kettle walnut plate brass tankard birch desk [CONTAINS: small leather book containing prayers --- book {The Robe and the Witch} --- 6 iron spikes --- vial of insect repellent --- hourglass --- loaded ivory dice] dark slime on the wall pottery shards scattered around cobwebs cedar coffer maple chest of drawers [CONTAINS: torn yellow leggings --- torn blue cape --- torn black shawl --- moldy orange hood] some boot prints in various spots torn mat fireplace small corroded bronze hanging mirror torn tapestry of a mountain mat some small paw prints in various spots a medium-sized rusty cage moisture on the floor padded stone chair stone wall basin rotting wood bench brown thread (20 feet) padded steel chair platinum music box worth 89 copper corroded brass tankard small bent iron hanging mirror 9 black candles bent iron pan rusty iron armchair rosewood armor rack {HOLDS: [armor/arms]damaged gauntlets --- [armor/head]damaged metal cap --- [armor/full suit]ruined mail --- [armor/full suit]lamellar [made of iron]} wooden club mahogany cupboard [SPOILED CONTENTS: tea --- cheese --- eggs --- bread] mounted deer head torn blue sheet cedar bed torn green blanket large puddle of oily water wooden flagon fungus growing ruined mattress oak desk [CONTAINS: fish hook --- bronze lockpick --- chess piece --- fish hook --- brown candle --- haladie [dagger] --- bronze arrowhead --- purple cloth pouch of 6 silver --- 6 iron spikes] pottery shards scattered around a 2 foot wide hole that is about 7 feet deep brass fork birch weapon rack {HOLDS: baton [hafted] --- damaged heavy (78 lbs) [self bow] --- broken porcupine spines (5) [ranged] --- axe, broad [hafted] --- throwing star (3) [unusual weapon] --- ruined short sabre (2') [sword]} fireplace with wood inside corroded metal candle snuffer white towel cracks in the wall 70 feet of twine bent bronze sewing needle fungus growing wooden tray 11 hardened blobs of once melted metal corroded dagger hilt wooden pitcher pile of dirt rusty metal pan ruined metal pan 8 pieces of wood a large pile of rocks pallet rotted head of an orc brass dented shield crystal bottle small puddle of dirty water wooden tray rubble and dirt scattered around steel armchair ruined iron mug ruined yellow couch dagger hilt jar (filled with rue) steel pedestal painting of a scenic forest view basket small bottle of ink hourglass food scraps crystal bottle 5 pieces of wood torn mat platinum-colored, glass bottle of perfume torn brown sheet mutilated bones of a lizard man [CONTAINS: 2 wolfsbane flowers --- metal bear figurine --- bronze metal file] a huge pile of various bones mounted elk head ruined red sheet 2 ingots of silver...worth 18 gold each some paw prints in various spots tapestry of some ruins oak cabinet [CONTAINS: bottle of purple hair dye --- bronze spoon --- prayer beads] ruined blacksmith hammer useless hourglass 3 foot long iron bar liquid dripping from the ceiling broken cauldron bottle (empty) charcoal scattered bits of bones and teeth a pile of dung iron candle snuffer 3 ingots of lead cracked granite chair an iron maiden made mostly of rusty iron cracks in the floor basket iron rusty razor 8 small stones scattered around basket with a half-eaten head of a gnome inside it rosewood cupboard [SPOILED CONTENTS: pastries --- grapes --- biscuits] rubble and dirt scattered around metal bowl grindstone 3 foot long ruined iron bar bronze bucket corroded iron pliers 3 foot long iron bar mattress a pile of dung some small shoe prints in various spots corroded iron dented helm with a skull of a gnome still in it bent metal branding iron an incomplete and scattered chess set walnut bunk bed cedar armor rack {HOLDS: [armor/legs]sollerets [made of steel] --- [armor/full suit]dented cuirboille --- [armor/full suit]dented ring-joined plate} cedar bunk bed tinderbox 6 torches on the walls held in brass wall sconces...but only 3 of them are still useable rosewood bed bronze pail 20 wax blobs from blue candles pottery shards scattered around food scraps shredded and torn clothing wooden dish straw scattered around corroded metal small bell brass pan half-eaten remains of an ogre [CONTAINS: 10 iron tacks --- silver flask of alcohol worth 19 gold] 4 bloody bandages bronze spoon broken sickle (3') [hafted] bronze knife small puddle of poisoned water bits of fur and hair rubble and dirt scattered around skull of an ogre wooden club fireplace with wood inside a small locked metal cage with animal bones on the bottom pile of straw birch trunk [CONTAINS: red cloth pouch of 9 copper --- set of wooden teeth --- 5 sling stones] bronze dipper oak armoire [CONTAINS: dirty green vest --- orange vest --- ripped purple kerchief --- green gown --- dirty gray doublet --- ripped brown kerchief --- moldy yellow shirt --- ruined green blouse] warped wood workbench small bottle of ink 50 feet of twine birch crate [CONTAINS: compass --- brass tweezers --- rawhide necklace --- hammer and chisel --- damaged quarrels (15) [crossbow]] rusty iron sewing needle 49 foot ruined rope oak chest of drawers [CONTAINS: ripped orange stockings --- brown stockings --- moldy white mantle --- ripped white hat --- ripped brown kerchief --- blue tunic --- ruined purple cape --- torn black hood] skull of an ogre liquid dripping from the ceiling some piles of guano maple bed bent bronze dented helm with a bloody head of a hobgoblin still in it an empty keg bronze dented shield iron ladle bottle (empty) scattered bits of bones and teeth rusty dagger hilt ruined metal small bell small bottle of ink cracks in the floor 8 purple candles stone pedestal a 4 foot wide hole that is about 5 feet deep mounted deer head scratches and claw marks on the floor painting of a scenic jungle view yellow painted writings on the ceiling that tells the location of a nearby secret room...but written in a long dead human language iron candle stick worth 14 copper whetstone bottle (empty) a pillory made mostly of walnut...it has some areas of dried blood animal bones --END-- yellow leather backpack iron chest with a locked padlock brown canvas satchel cedar chest brown cloth knapsack red leather knapsack iron case with a locked padlock brown leather rucksack rosewood footlocker walnut coffer mahogany trunk leather knapsack iron casket iron chest with a locked keyhole brown canvas sack iron strongbox with a locked keyhole leather satchel iron casket with a locked keyhole birch box with a locked padlock iron trunk with a locked padlock iron footlocker with a locked padlock cedar casket with a locked keyhole birch strongbox iron case with a locked padlock green cloth pouch cedar box with a locked keyhole iron coffer iron strongbox with a locked keyhole orange canvas sack iron strongbox iron casket maple trunk brown canvas bag iron coffer orange canvas rucksack brown canvas pouch iron coffer with a locked padlock maple box with a locked padlock iron trunk brown leather knapsack iron chest with a locked padlock mahogany footlocker with a locked keyhole brown leather sack walnut case iron coffer cedar strongbox with a locked padlock rosewood casket iron coffer mahogany footlocker with a locked padlock green cloth pouch --END-- Riches 5 1 Item 1 2 --END-- GEM: Obsidian (2gp) 1 0 17gp / 12sp / 460cp 1 0 20gp / 3sp / 1,315cp 1 0 5gp / 54sp / 1,570cp 1 0 35,000cp 1 0 GEM: Eye Agate (1gp) 1 0 23gp / 87sp / 160cp 1 0 1,208gp / 26sp / 10,680cp 1 0 105sp / 6,900cp 1 0 210sp / 300cp 1 0 9,450cp 1 0 156gp / 48sp / 15cp 1 0 JEWELRY: Silver Coronet (26gp) 1 0 328gp / 655sp / 4,100cp 1 0 44gp / 83sp / 766cp 1 0 2,024sp / 29,520cp 1 0 JEWELRY: Silvery Gold Earring (48gp) 1 0 a magnificent seal fur cape worth 43gp 1 0 a marvelous medium-sized black carpet worth 14gp 1 0 1gp / 1sp / 60cp 1 0 10gp / 58sp / 1,140cp 1 0 32gp / 31sp / 680cp 1 0 24gp / 40sp / 160cp 1 0 2gp / 4sp / 20cp 1 0 16gp / 86sp / 385cp 1 0 7 inch tall onyx carving of a unicorn worth 10gp 1 0 124gp / 1,765sp / 27,300cp 1 0 79gp / 1,273sp / 10,640cp 1 0 JEWELRY: Silver Buckle (75gp) 1 0 7,395cp 1 0 173gp / 469sp / 21,320cp 1 0 a unique ornamental dagger made of mithril where the handle is decorated with 2 corals worth 12gp 1 0 1gp / 1sp / 15cp 1 0 39gp / 60sp / 1,860cp 1 0 942gp / 25sp / 10,300cp 1 0 1gp / 4sp / 45cp 1 0 80gp / 1,101sp / 1,980cp 1 0 JEWELRY: Exceptional Belt (280gp) 1 0 3,600cp 1 0 GEM: Alexandrite (18gp) 1 0 8gp / 7sp / 60cp 1 0 53gp / 4sp / 20cp 1 0 95gp / 2,640sp / 7,700cp 1 0 JEWELRY: Silver Choker (189gp) 1 0 JEWELRY: Silvery Gold Comb/brush (104gp) 1 0 133gp / 177sp / 2,285cp 1 0 766sp / 32,680cp 1 0 1gp / 30sp / 80cp 1 0 a splendid decorative knife made of silver where the handle is decorated with 6 brown diamonds and the name of `Halzanth` is engraved on the blade worth 64gp 1 0 1sp / 115cp 1 0 3gp / 99sp / 2,565cp 1 0 4 inch tall jade carving of a eagle worth 29gp 1 0 111sp / 585cp 1 0 JEWELRY: Silver Headband (22gp) 1 0 8gp / 46sp / 440cp 1 0 66sp / 21,180cp 1 0 39gp / 1,727sp / 13,560cp 1 0 4,500cp 1 0 GEM: Smoky Quartz (1gp) 1 0 JEWELRY: Golden Buckle (88gp) 1 0 GEM: Iolite (7gp) 1 0 45gp / 6,079sp / 61,420cp 1 0 1,841sp / 8,680cp 1 0 26sp / 80cp 1 0 GEM: Rhodochrosite (3gp) 1 0 a superb bundle of snake leather worth 9gp 1 0 109sp / 340cp 1 0 3gp / 1sp / 10cp 1 0 4gp / 798sp / 6,590cp 1 0 24 inch tall sandstone statue of a skull worth 39gp 1 0 a leather satchel of wonderful coins used centuries ago that are made of iron with a symbol of a scorpion on it (29 ea) worth 26gp 1 0 29gp / 2sp / 30cp 1 0 JEWELRY: Silvery Gemmed Buckle (147gp) 1 0 41sp / 740cp 1 0 132gp / 177sp / 12,661cp 1 0 97gp / 10sp / 75cp 1 0 38gp / 312sp / 3,460cp 1 0 56sp / 2,030cp 1 0 82gp / 9sp / 1,070cp 1 0 1,104sp / 127,420cp 1 0 19gp / 41sp / 1,555cp 1 0 8gp / 9sp / 1,570cp 1 0 359gp / 324sp / 47,620cp 1 0 JEWELRY: Silvery Gold Bracelet (48gp) 1 0 21gp / 29sp / 170cp 1 0 13gp / 237sp / 1,460cp 1 0 JEWELRY: Silver Comb/brush (40gp) 1 0 GEM: Obsidian (2gp) 1 0 a strange bundle of serpent leather worth 190gp 1 0 16gp / 363sp / 3,290cp 1 0 GEM: Fiery Yellow Corundum (449gp) 1 0 21,001cp 1 0 a yellow leather satchel of fine coins of an old race that are made of mithril with a symbol of a dog on it (26 ea) worth 14gp 1 0 55gp / 53sp / 1,316cp 1 0 11gp / 190sp / 2,600cp 1 0 975sp / 5,250cp 1 0 GEM: Fiery Yellow Corundum (10gp) 1 0 2gp / 9sp / 70cp 1 0 104gp / 41sp / 1,280cp 1 0 1gp / 121sp / 120cp 1 0 64gp / 841sp / 1,005cp 1 0 JEWELRY: Silvery Gold Bracelet (360gp) 1 0 171sp / 180cp 1 0 JEWELRY: Silvery Gemmed Chain (729gp) 1 0 92gp / 41sp / 4,681cp 1 0 172sp / 24,685cp 1 0 10gp / 25sp / 480cp 1 0 JEWELRY: Silvery Gold Bracelet (162gp) 1 0 262gp / 86sp / 3,581cp 1 0 a superb beaver fur cape worth 311gp 1 0 13,500cp 1 0 23gp / 15sp / 18,400cp 1 0 1gp / 116sp / 896cp 1 0 a superb iron flask of scorpion juice worth 15gp to an alchemist 1 0 19 inch tall crystal statue of a unicorn worth 1,035gp 1 0 17gp / 4sp / 320cp 1 0 JEWELRY: Silvery Gold Box (168gp) 1 0 582sp / 1,111cp 1 0 a small black cloth pouch of odd coins from long ago that are made of palladium with a symbol of a fist on it (12 ea) worth 350gp 1 0 5gp / 14sp / 570cp 1 0 JEWELRY: Silvery Gold Coronet (60gp) 1 0 2gp / 99sp / 2,140cp 1 0 a small white canvas pouch of rare coins used centuries ago that are made of mithril with a symbol of a unicorn on it (24 ea) worth 8gp 1 0 7gp / 27sp / 65cp 1 0 1gp / 18sp / 515cp 1 0 412gp / 1,522sp / 168,360cp 1 0 a small purple cloth pouch of pretty coins from a long dead civilization that are made of pewter with a symbol of a hippogriff on it (23 ea) worth 27gp 1 0 4sp / 280cp 1 0 75gp / 160sp / 1,901cp 1 0 23,400cp 1 0 132gp / 302sp / 760cp 1 0 602gp / 2,157sp / 39,160cp 1 0 8sp / 740cp 1 0 GEM: Blue Star Sapphire (68gp) 1 0 GEM: Violet Garnet (84gp) 1 0 363gp / 16sp / 23,380cp 1 0 5sp / 1,790cp 1 0 71gp / 186sp / 1,855cp 1 0 3gp 1 0 3gp / 16cp 1 0 37sp / 760cp 1 0 25gp / 28sp / 1,440cp 1 0 7gp / 65sp / 100cp 1 0 an exquisite musical small harp worth 6gp 1 0 497sp / 7,560cp 1 0 JEWELRY: Silver Coronet (220gp) 1 0 an extraordinary seal fur cape worth 115gp 1 0 2,669sp / 36,620cp 1 0 JEWELRY: Silvery Gemmed Coronet (169gp) 1 0 960cp 1 0 62gp / 895sp / 16,400cp 1 0 21gp / 162sp / 510cp 1 0 236gp / 604sp / 4,570cp 1 0 108gp / 508sp / 1,040cp 1 0 10gp / 24sp / 200cp 1 0 JEWELRY: Golden Arm-ring (18gp) 1 0 an extraordinary ornamental dagger made of adamant worth 8gp 1 0 7gp / 43sp / 780cp 1 0 108sp / 3,340cp 1 0 3gp / 7sp / 160cp 1 0 GEM: Turquoise (1gp) 1 0 132gp / 99sp / 1,395cp 1 0 54gp / 12sp / 15cp 1 0 JEWELRY: Golden Box (180gp) 1 0 a rare brass vase worth 21gp 1 0 a delightful ceremonial dagger made of mithril where the handle is decorated with 3 onyxs and the name of `Rendar` is engraved on the blade worth 17gp 1 0 146sp / 1,175cp 1 0 GEM: Pink Pearl (12gp) 1 0 GEM: Amethyst (20gp) 1 0 11,400cp 1 0 721gp / 4,582sp / 18,260cp 1 0 a splendid large green rug worth 27gp 1 0 GEM: Black Pearl (150gp) 1 0 17gp / 93sp / 7,940cp 1 0 JEWELRY: Golden Gemmed Broach (440gp) 1 0 a superb wine bottle of witch hazel worth 21gp to an herbalist 1 0 JEWELRY: Exceptional Headband (360gp) 1 0 4gp / 33sp / 2,000cp 1 0 a fine omnibus titled `Queen and the Goblet` and is bound in orange unicorn skin, and is worth 71gp 1 0 4gp / 23sp / 340cp 1 0 a black cloth bag of splendid coins of a secret order that are made of sandstone with a symbol of a crown on it (46 ea) worth 11gp 1 0 9gp / 53sp / 140cp 1 0 GEM: Black Pearl (96gp) 1 0 JEWELRY: Golden Gemmed Bracelet (300gp) 1 0 an elegant painting of a scenic forest view worth 10gp 1 0 129sp / 781cp 1 0 34gp / 47sp / 70cp 1 0 a lovely orange, sewn wool shirt worth 12gp 1 0 234gp / 840sp / 10,800cp 1 0 JEWELRY: Golden Coronet (36gp) 1 0 3,600cp 1 0 a magnificent crystal jug worth 405gp 1 0 a rare white, stitched hemp dress worth 15gp 1 0 37gp / 33sp / 230cp 1 0 14sp / 1,086cp 1 0 16,500cp 1 0 26,000cp 1 0 JEWELRY: Silver Earring (1gp) 1 0 3gp / 31sp / 700cp 1 0 2gp / 28sp / 50cp 1 0 JEWELRY: Silver Comb/brush (44gp) 1 0 418gp / 249sp / 19,720cp 1 0 204sp / 6,120cp 1 0 11 inch tall limestone statue of a bear worth 421gp 1 0 24gp / 151sp / 40cp 1 0 232sp / 26,861cp 1 0 38gp / 298sp / 1,240cp 1 0 125sp / 620cp 1 0 JEWELRY: Silver Amulet (230gp) 1 0 158gp / 741sp / 12,130cp 1 0 JEWELRY: Golden Crown (99gp) 1 0 1gp / 4sp / 15cp 1 0 216gp / 277sp / 2,860cp 1 0 JEWELRY: Golden Broach (99gp) 1 0 60sp / 1,050cp 1 0 15 inch tall golden statue of a skull worth 26gp 1 0 6gp / 18sp / 8,040cp 1 0 JEWELRY: Silvery Gold Chain (168gp) 1 0 JEWELRY: Exceptional Earring (1,160gp) 1 0 JEWELRY: Golden Arm-ring (70gp) 1 0 4gp / 49sp / 240cp 1 0 2gp / 7sp / 185cp 1 0 JEWELRY: Silver Amulet (168gp) 1 0 36gp / 76sp / 550cp 1 0 1,530cp 1 0 116gp / 12,775cp 1 0 26gp / 8sp / 300cp 1 0 JEWELRY: Silvery Gold Bracelet (12gp) 1 0 36gp / 10sp / 1,960cp 1 0 JEWELRY: Silvery Gold Bracelet (108gp) 1 0 14gp / 7,375cp 1 0 471sp / 4,230cp 1 0 51gp / 125sp / 5,900cp 1 0 63gp / 86sp / 5,480cp 1 0 6gp / 19sp / 370cp 1 0 63sp / 420cp 1 0 130gp / 3,500cp 1 0 28gp / 32sp / 3,445cp 1 0 156gp / 48sp / 940cp 1 0 12gp / 13sp / 190cp 1 0 JEWELRY: Silvery Gold Chain (52gp) 1 0 GEM: Deep Blue Spinel (15gp) 1 0 19gp / 98sp / 3,836cp 1 0 183gp / 118sp / 2,140cp 1 0 52sp / 460cp 1 0 3gp / 16cp 1 0 44gp / 35sp / 750cp 1 0 1,684sp / 15,820cp 1 0 JEWELRY: Golden Chalice (140gp) 1 0 JEWELRY: Golden Chalice (95gp) 1 0 1gp / 20sp / 160cp 1 0 an unusual medium-sized white rug worth 41gp 1 0 308sp / 2,840cp 1 0 21gp / 35sp / 170cp 1 0 GEM: Zircon (8gp) 1 0 20sp / 350cp 1 0 16gp / 171sp / 441cp 1 0 a nice green, stitched cloth cape worth 15gp 1 0 JEWELRY: Golden Buckle (125gp) 1 0 1sp / 4,705cp 1 0 113sp / 2,420cp 1 0 33gp / 20sp / 500cp 1 0 112sp / 2,260cp 1 0 an odd musical chimes worth 4gp 1 0 50gp / 37sp / 1,010cp 1 0 1gp / 5sp / 40cp 1 0 119sp / 14,195cp 1 0 a splendid ornamental dagger made of iron where the handle is decorated with 2 rich purple corundums worth 130gp 1 0 GEM: Amethyst (22gp) 1 0 JEWELRY: Silver Chain (29gp) 1 0 15gp / 3sp / 90cp 1 0 a small orange leather rucksack of fine coins of a far off land that are made of jade with a symbol of a sword on it (18 ea) worth 8gp 1 0 19,951cp 1 0 15 inch tall wooden statue of a buffalo worth 750gp 1 0 an extraordinary ceremonial crown made of gold and the name of `Orgug` is engraved on the inside worth 83gp 1 0 GEM: Turquoise (1gp) 1 0 3gp / 14sp / 20cp 1 0 a gray cloth bag of delightful coins from an ancient race that are made of steel with a symbol of a cross on it (26 ea) worth 400gp 1 0 162gp / 122sp / 1,310cp 1 0 21sp / 1,920cp 1 0 24sp / 1,320cp 1 0 36sp / 751cp 1 0 66gp / 94sp / 970cp 1 0 an unusual blue, knitted cotton shirt worth 434gp 1 0 33gp / 64sp / 420cp 1 0 JEWELRY: Silver Coronet (72gp) 1 0 6gp / 300cp 1 0 53gp / 66sp / 1,930cp 1 0 46sp / 295cp 1 0 a lovely wine bottle of ettin serum worth 1,125gp to an alchemist 1 0 232sp / 3,160cp 1 0 210gp / 88sp / 13,490cp 1 0 228gp / 1,513sp / 27,940cp 1 0 an elegant musical drum worth 75gp 1 0 a large tan canvas backpack of unusual coins from a mysterious land that are made of palladium with a symbol of a lion on it (83 ea) worth 18gp 1 0 GEM: Tiger Eye (5gp) 1 0 JEWELRY: Golden Amulet (308gp) 1 0 2gp / 239sp / 2,895cp 1 0 JEWELRY: Silver Amulet (138gp) 1 0 an extraordinary orange, stitched cotton cape worth 36gp 1 0 63,000cp 1 0 GEM: Tiger Eye (3gp) 1 0 20,250cp 1 0 1,119gp / 539sp / 51,320cp 1 0 JEWELRY: Silvery Gemmed Buckle (288gp) 1 0 53gp / 69sp / 820cp 1 0 364sp / 11,620cp 1 0 JEWELRY: Silver Earring (36gp) 1 0 1,825sp / 1,975cp 1 0 JEWELRY: Exceptional Goblet (1,681gp) 1 0 4,706sp / 31,881cp 1 0 GEM: Lapis Lazuli (3gp) 1 0 160sp / 400cp 1 0 110,000cp 1 0 6 inch tall sandstone statue of a hawk worth 10gp 1 0 a rare ceramic jug of lich dust worth 13gp to an herbalist 1 0 176gp / 222sp / 460cp 1 0 GEM: Banded Agate (1gp) 1 0 an odd red, sewn silk dress worth 12gp 1 0 40sp / 850cp 1 0 705sp / 3,300cp 1 0 51gp / 2sp / 80cp 1 0 6gp / 10sp / 40cp 1 0 948gp / 2,032sp / 26,060cp 1 0 10gp / 33sp / 590cp 1 0 676gp / 63sp / 3,390cp 1 0 55gp / 801cp 1 0 GEM: Silver Pearl (18gp) 1 0 30gp / 1sp / 400cp 1 0 96gp / 11sp / 980cp 1 0 14gp / 62sp / 360cp 1 0 15gp / 87sp / 225cp 1 0 23sp / 395cp 1 0 JEWELRY: Golden Gemmed Bracelet (1,440gp) 1 0 --END-- Xurukk`s Gloves {these red animal skin gloves grants the wearer 6 points to their armor hits but only if they are not holding a shield} 1 0 Ceramic jug of super heroic draught (drinker gets to add two extra dice to everything they do for 28 minutes). This liquid looks oily in appearance. It also has a sweet taste and smell to it. It seems to be scarlet (red) in color. 1 0 Ornate Wand of Erdok the Medium - wand of negating (will destroy any magical effect or curse) [this has 22 charges and is made of strange wood. The command word to use this is `noranar`, which can be learned by identifying the item] 1 0 Wand of light (will radiate light like a torch or lantern for about 10 hours per charge [this has 20 charges and is made of dragon bone] 1 0 Fabled Haladie of Poraneth the Torturer - haladie [magical weapon/dagger] (DICE:3+8 -- STR:1 -- DEX:3) 1 0 Short sword (2`) [magical weapon/sword] (DICE:3+4 -- STR:5 -- DEX:1 -- [magic leech weapon - any opponent hit with this weapon will lose 12 of their WIZ]) 1 0 Mitten gauntlets [magical armor/arms] (HITS:10 -- STR:1) [made of bronze] 1 0 Sling, staff [magical weapon/ranged] (DICE:5+4 -- STR:7 -- DEX:12) 1 0 A scroll of protection from werewolf (if read, the item vanishes and these lycanthropes cannot harm the group for 14 hours) [written in an odd dragon language] 1 0 A scroll of nullification (if read out loud to an opponent [requires 2 combat rounds to read...and no damage can be suffered during that time], the opponent will be totally drained of all their WIZ points) 1 0 Almighty Plate of Relelete the Barbarian - plate [magical armor/suit] (HITS:72 -- STR:15 -- [ghost armor - wearer can walk through objects no more than 4 feet thick but only 3 times a day]) [made of steel] 1 0 Sopok [magical armor/shield] (HITS:4 -- STR:1 -- [BONUS +1 for any SR's made from attacks]) [made of steel] 1 0 A book of protection from stone flesh (if read, the item vanishes and one turned to stone will be restored) 1 0 Rhyas` Gauntlets {these iron gauntlets grants the wearer the skills of a great warrior by giving +6 to combat rolls} 1 0 GEM: Violet Garnet (28gp) 1 0 Glass jar of levitation elixir (can levitate 3 feet off the ground for 28 minutes). This liquid looks viscous in appearance. It also has a buttery taste and smell to it. It seems to be vermilion (red) in color. 1 0 Glass bottle of heroic concoction (drinker gets to add an extra dice to everything they do for 6 minutes). This liquid looks watery in appearance. It also has a sweet taste and smell to it. It seems to be aquamarine (brown) in color. 1 0 Glorious Chausses of Arangama - chausses [magical armor/legs] (HITS:12 -- STR:1) [made of lion hide and is brown in color] 1 0 A book of protection from fire (if read, the item vanishes and fire cannot harm the group for 10 hours) [written in an ancient naga language] 1 0 GEM: Fiery Yellow Corundum (261gp) 1 0 A manual of protection from plants (if read, the item vanishes and plants cannot harm or entangle the group for 11 hours) [written in an odd orkish language] 1 0 Extraordinary Full Helm of Igubat the Villain - full helm [magical armor/head] (HITS:24 -- STR:1) [made of mithril] 1 0 Naranoth`s Robe {this black robe gives the wearer the ability to appear as one of the skeletons that roam the tombs and cemeteries, up to 4 times per day for about to 10 minutes each time...the magic word to activate the robe is `csalabo` which is stitched on the inside} 1 0 Porgarag`s Medallion {this bone medallion has a jade set in it but is cursed and will appear to hide one`s location from magic, but actually enhances it} 1 0 [armor/suit]ring-joined plate [made of steel] 1 0 Marvelous Branch Knife of Tpahihuz - branch knife [magical weapon/ranged] (DICE:7+5 -- STR:7 -- DEX:13) 1 0 Wine bottle of cursed potion (drinker cannot speak clearly because of stuttering until curse removing magic is used). This liquid looks viscous in appearance. It also has a tart taste and smell to it. It seems to be apricot (orange) in color. 1 0 A book of nullification (if read out loud to an opponent [requires 2 combat rounds to read...and no damage can be suffered during that time], the opponent will be totally drained of all their WIZ points) 1 0 Isubasak`s Boots {anyone walking in these boots will be able to add 1 dice to any sneaking SR's} 1 0 Bagh nakh [magical weapon/unusual] (DICE:3+3 -- STR:1 -- DEX:9) 1 0 Fabulous Buckler of Ragrara - buckler [magical armor/shield] (HITS:15 -- STR:1) [made of silver...with a devil symbol on it that is violet in color] 1 0 Amazing Wand of Mephotasael the Magician - wand of the magician (can cast a spell at 1 level higher efficacy without spending extra WIZ points) [this has 30 charges and is made of demon bone. There is a command word carved on it in an odd brownie language that says `leidodisa`] 1 0 A parchment of protection from fire (if read, the item vanishes and fire cannot harm the group for 2 hours) 1 0 Glorified Spiked Throwing Stick of Laeri - spiked throwing stick [magical weapon/ranged] (DICE:4+7 -- STR:6 -- DEX:7) 1 0 Greaves [magical armor/legs] (HITS:8 -- STR:1) [made of iron...with a dog symbol on it that is violet in color] 1 0 Zunrek`s Orb {this yellow glass orb can fit in the hand and will drain the WIZ from an opponent at the rate of 18 WIZ per combat round...but it only has 46 charges and it uses a charge for each combat round used} 1 0 Ring of sight (can see through obstacles up to 10 feet thick) [a silver ring - it has 31 charges] 1 0 Sopok [magical armor/shield] (HITS:6 -- STR:1) [made of steel] 1 0 Uhn`s Doll {this doll can come to life and serve the owner for 12 hours per week if the word `edaatgo` is spoken (which is shown somewhere on it)...it will not fight but do other various chores 1 0 [armor/suit]banded mail [made of mithril...with a eagle symbol on it that is silver in color] 1 0 Wondrous Wand of Borug - wand of negating (will destroy any magical effect or curse) [this has 24 charges and is made of demon bone. There is a command word carved on it in a cryptic mermen language that says `nohtea`] 1 0 Lilithack`s Unknown Robe {this yellow 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 `xinex` which is stitched on the inside the robe`s collar} 1 0 Lost Spiked Throwing Stick of Nabius - spiked throwing stick [magical weapon/ranged] (DICE:2+6 -- STR:6 -- DEX:9) 1 0 Ring of sorcery (allows one to cast spells one level higher without penalty) [a platinum ring with a blue diamond set in it] 1 0 Staff of door knocking {DICE:6+5 / STR:7 / DEX:8 / Wizard Weapon} (can unlock any door with a simple tap) [this has 14 charges and is made of oak wood and has a golden yellow topaz at the top. The command word to use this is `htenarop`, which can be learned by identifying the item] 1 0 Wand of sorcery (can reduce the WIZ cost to cast a spell by 5 per charge) [this has 42 charges and is made of wood and has a alexandrite at the end of it. There is a command word carved on it in a fey language that says `etzhohaur`] 1 0 White-colored, glass bottle of cold resistance elixir (lasts for 5 hours). This liquid looks clear in appearance. It also has a fiery taste and smell to it. It seems to be fallow (yellow) in color. 1 0 Ring of cold resistance (allows the wearer to roll an extra die for any SR's involving cold) [a bone ring with a green emerald set in it] 1 0 prodd [crossbow] 1 0 Ring of dexterity +3 [a gold ring] 1 0 Fine-crafted quarrels (21) [crossbow] 1 0 Isagubat`s Incredible Talking Skull {if the owner asks the skull of nearby coins, it will speak to confirm or deny as such} 1 0 Iron flask of shrinking liquid (drinker and items shrink to 5% normal size for 8 minutes). This liquid looks vaporous in appearance. It also has a metallic taste and smell to it. It seems to be heliotrope (violet) in color. 1 0 A parchment of curse removal (if read, the item vanishes and any `one` item or creature will have a curse lifted) [written in a long dead dwarvish language] 1 0 Mystical Gauntlets of Daelon the Vanquisher - gauntlets [magical armor/arms] (HITS:8 -- STR:1) [made of adamant] 1 0 A parchment of protection from illusions (if read, the item vanishes and the group can see the truth of illusions for 14 hours) [written in a brownie language] 1 0 Wine bottle of elemental protection mixture [fire elemental] (lasts for 7 hours). This liquid looks flecked [snow white colored] in appearance. It also has a milky taste and smell to it. It seems to be scarlet (red) in color. 1 0 Ornate Wand of Kraylin - wand of the magician (can cast a spell at 1 level higher efficacy without spending extra WIZ points) [this has 37 charges and is made of strange wood and has a banded agate at the end of it. The command word to use this is `eilased`, which can be learned by identifying the item] 1 0 Ring of efreet summoning (will summon a efreet to fight with the group for a single combat) [a iron ring with a amethyst set in it - it has 21 charges] 1 0 Cursed ring (wearer speaks every word backwards until curse removing magic is used, which makes the item normal) [a platinum ring with a jasper set in it] 1 0 Incredible Butterfly Knife of Shilor the Conquerer - butterfly knife [magical weapon/dagger] (DICE:6+16 -- STR:1 -- DEX:10) 1 0 [armor/legs]cuisses [made of bronze] 1 0 A scroll of protection from water (if read, the item vanishes and water/ice/snow/vapor-based attacks cannot harm the group for 17 hours) 1 0 Clay jug of humanoid domination liquid [goblins] (lasts for 9 hours). This liquid looks rainbowed in appearance. It also has a honeyed taste and smell to it. It seems to be amber (yellow) in color. 1 0 Wand of lightning (will create a lightning bolt that attacks on its own for one combat round and then fizzles away...based on the wielder, it has DICE:[INT+8]d6+[WIZ]) [this has 48 charges and is made of bone. There is a command word carved on it in a elven language that says `dapeyo`] 1 0 Hratapru`s Missing Sage Book {this mystical book is bound in purple wolf skin with azure colored symbols of a demon on the front and a sword on the back...any item placed on a blank page [there are only 5 blank pages] will have magical words appear on that page that identifies the item} 1 0 Legendary Wand of Pitt the Occultist - 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+[WIZ]) [this has 81 charges and is made of bone and has a canary diamond at the end of it] 1 0 Elsecgren`s Astonishing Robe {this brown robe gives the wearer a +3 to any SR's made against magic, an additional 7 hits to armor, and spells cast only cost half as much} 1 0 Wand of extinguishing (puts out fires and can even stop the effects of fire based attacks) [this has 97 charges and is made of demon bone and has a rock crystal at the end of it] 1 0 Wand of lightning (will create a lightning bolt that attacks on its own for one combat round and then fizzles away...based on the wielder, it has DICE:[INT+8]d6+[WIZ]) [this has 37 charges and is made of wood] 1 0 Scutum [magical armor/shield] (HITS:30 -- STR:7) [made of bronze...with a devil symbol on it that is ivory in color] 1 0 GEM: Silver Pearl (1gp) 1 0 Glass bottle of purity concoction (drinker will have a curse lifted, or it can be poured on an item to remove a curse from it). This liquid looks smoky in appearance. It also has a bitter taste and smell to it. It seems to be sooty (black) in color. 1 0 A scroll of protection from spiders (if read, the item vanishes and spiders, along with their webbing, cannot harm the group for 5 hours) 1 0 Incredible War Bola of Jiran the Man-at-arms - war bola [magical weapon/ranged] (DICE:4+4 -- STR:5 -- DEX:7) 1 0 Lehael`s Lense {this blue lense can be used to identify an item if one looks through it at the item} 1 0 Test tube of giant domination concoction [cloud giants] (lasts for 11 hours). This liquid looks bubbling in appearance. It also has a perfumy taste and smell to it. It seems to be cerulean (blue) in color. 1 0 Royal Dwarven War Axe of Mardis the Torturer - axe, dwarven war [magical weapon/hafted] (DICE:7+6 -- STR:25 -- DEX:6) 1 0 Glass jar of slippery, magical oil (poured on the floor where anyone slips and falls). This liquid looks watery in appearance. It also has a dusty taste and smell to it. It seems to be purple (violet) in color. 1 0 Wand of secrets (will find nearby secret/hidden doors) [this has 60 charges and is made of wood and has a turquoise at the end of it. There is a command word carved on it in an ancient mermen language that says `anirit`] 1 0 Wand of the puppet master (will cause one opponent to join the wielder and fight alongside for 3 combat rounds) [this has 97 charges and is made of dragon bone. There is a command word carved on it in a undead language that says `agaragu`] 1 0 A scroll of protection from normal weapons (if read, the item vanishes and weapons cannot harm the group for 3 hours) [written in a cryptic elven language] 1 0 Exotic Porcupine Spines of Curbag the Rogue - porcupine spines (9) [magical weapon/ranged] (DICE:6+5 -- STR:3 -- DEX:8) 1 0 [armor/shield]kite shield [made of bronze] 1 0 Chatianth`s Fabled Evil Skull {holding it will cause any undead to ignore the wielder} 1 0 JEWELRY: Silvery Gold Arm-ring (38gp) 1 0 Magical Gauntlets of Think - gauntlets [magical armor/arms] (HITS:8 -- STR:1) [made of bronze...with a chimera symbol on it that is scarlet in color] 1 0 Exotic Boomerang of Lathis the Necromancer - boomerang [magical weapon/ranged] (DICE:3+5 -- STR:11 -- DEX:10) 1 0 Kallomane`s Wonderful Small Harp {when played [by making a musical L1SR vs. DEX], this will produce a sound that summons up to 90 rats if in the area where the musician can then control them as long as they continue playing} 1 0 A scroll of protection from fire (if read, the item vanishes and fire cannot harm the group for 2 hours) 1 0 Juderon`s Fantastic Bracers {these orange animal skin bracers grants the wearer the ability to cure disease and poison by touching the infected...but only once per day} 1 0 Phenomenal Bracers of Ngat - bracers [magical armor/arms] (HITS:20 -- STR:1) [made of crocodile hide and is brown in color] 1 0 Marvelous Ring of Ardarion the Fighter - ring of efreet summoning (will summon a efreet to fight with the group for a single combat) [a silver ring] 1 0 Phenomenal Sopok of Kranostir - sopok [magical armor/shield] (HITS:10 -- STR:1) [made of steel] 1 0 Kite shield [magical armor/shield] (HITS:60 -- STR:6) [made of steel] 1 0 A scroll of protection from magical weapons (if read, the item vanishes and magic weapons cannot harm the group for 2 hours) 1 0 Mystical Lamellar of Vermithrax the Seer - lamellar [magical armor/suit] (HITS:18 -- STR:11 -- [BONUS +2 for any SR's made from attacks]) [made of iron] 1 0 Astonishing Ring of Raliradr - ring of phasing (can pass through obstacles up to 2 feet thick) [a platinum ring with a sardonyx quartz set in it] 1 0 JEWELRY: Silver Earring (150gp) 1 0 Marvelous Ring of Auramax - ring of invisibility (the wearer can turn invisible for 10 minutes) [a gold ring with a eye agate set in it] 1 0 A scroll of protection from acid elemental (if read, the item vanishes and these elementals cannot harm the group for 5 hours) [written in a hobling language] 1 0 Missing Sling of Nalynkal - sling, common [magical weapon/ranged] (DICE:4+2 -- STR:4 -- DEX:10) 1 0 Dwarven mask [magical armor/head] (HITS:6 -- STR:1) [made of gold] 1 0 Mallieth`s Belt {this black animal skin belt has a copper buckle and allows the buckle to produce a light in a 10 foot radius when the magic word is spoken...the magic word to activate the robe is `duoxiwa` which is etched on the buckle} 1 0 Wine bottle of swimming liquid (drinker can move through water as though they are moving on land for an hour). This liquid looks flecked [shamrock colored] in appearance. It also has a tart taste and smell to it. It seems to be purple (violet) in color. 1 0 Old sling, common [magical weapon/ranged] (DICE:5+4 -- STR:4 -- DEX:8) 1 0 A grimoire of protection from demons (if read, the item vanishes and demons cannot harm the group for 3 hours) 1 0 Glorified Elbow Gauntlets of Adgulg - elbow gauntlets [magical armor/arms] (HITS:6 -- STR:1) [made of steel...with a axe symbol on it that is emerald in color] 1 0 Breast plate [magical armor/chest] (HITS:12 -- STR:1) [made of steel...with a pegasus symbol on it that is silver in color] 1 0 Unknown Wand of Decollenb - 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 45 charges and is made of bone] 1 0 Waterskin 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 milky taste and smell to it. It seems to be coppery (metallic) in color. 1 0 Mitten gauntlets [magical armor/arms] (HITS:20 -- STR:1) [made of iron] 1 0 A manual of protection from poison (if read, the item vanishes and poisons cannot harm the group for 8 hours) [written in a long dead trollish language] 1 0 Crystal bottle of plant control draught (lasts for 2 hours). This liquid looks rainbowed in appearance. It also has a oniony taste and smell to it. It seems to be gold (metallic) in color. 1 0 kukri [dagger] 1 0 Opoguk`s Glorious Talisman {this iron talisman has a horse symbol on it and grants the wearer an additional 5 hits to armor and a bonus of +7 to SR's} 1 0 A grimoire of protection from gaze attacks (if read, the item vanishes and gazes cannot harm the group for 5 hours) 1 0 Archatrix`s Yellow Canvas Bag {can hold up to 10 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 Phenomenal Cuisses of Sidragrosam the Pickpocket - cuisses [magical armor/legs] (HITS:4 -- STR:1 -- [BONUS +1 for any SR's made from attacks]) [made of steel] 1 0 Bronze-colored, glass bottle of cleansing elixir (drinker will have a curse lifted, or it can be poured on an item to remove a curse from it). This liquid looks fuming in appearance. It also has a perfumy taste and smell to it. It seems to be puce (violet) in color. 1 0 A tome of protection from gaze attacks (if read, the item vanishes and gazes cannot harm the group for 9 hours) 1 0 Mysterious Stiletto of Myrsinus the Rogue - stiletto [magical weapon/dagger] (DICE:2+10 -- STR:1 -- DEX:1) 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+WIZ] and DICE:[INT+2]d6+[WIZ]) [this has 40 charges and is made of dragon bone] 1 0 Astounding Wand of Epnanaet the Sage - wand of finding traps (will find nearby traps) [this has 52 charges and is made of ivory] 1 0 Rare Breast Plate of Thryth the Mercenary - breast plate [magical armor/chest] (HITS:6 -- STR:2) [made of bronze...with a woman symbol on it that is indigo in color] 1 0 Wonderful Pata of Xnaurl - pata (long katar) (4`) [magical weapon/sword] (DICE:6+2 -- STR:14 -- DEX:14) 1 0 Soft leather [magical armor/suit] (HITS:25 -- STR:4) [made of demon hide and is gray in color] 1 0 Ceramic jug of dragon domination mixture [blue dragons] (lasts for 9 hours). This liquid looks cloudy in appearance. It also has a peppery taste and smell to it. It seems to be rust (red) in color. 1 0 A codex of blessing (if read, the item vanishes and any `one` item or creature will have a curse lifted) [written in a gnoll language] 1 0 Main gauche [magical weapon/dagger] (DICE:4+3 -- STR:10 -- DEX:11) 1 0 caltrops, small (7) [unusual weapon] 1 0 Glass jar of persuasive mixture (can convince others to so something non-life threatening for 22 minutes). This liquid looks smoky in appearance. It also has a oniony taste and smell to it. It seems to be mahogany (brown) in color. 1 0 Vambraces [magical armor/arms] (HITS:16 -- STR:1) [made of iron...with a unicorn symbol on it that is silver in color] 1 0 Damaz`s Lense {this green lense can be used to identify an item if one looks through it at the item} 1 0 Waterskin of sharpening oil (any sharp weapon it is rubbed on has an extra 4 dice for 4 hours). This liquid looks watery in appearance. It also has a acidic taste and smell to it. It seems to be rose (red) in color. 1 0 Glass jar of plant control potion (lasts for 10 hours). This liquid looks luminous in appearance. It also has a tart taste and smell to it. It seems to be fuchsia (violet) in color. 1 0 [armor/suit]heavy plate [made of steel] 1 0 Marvelous Ring of Fropoz - ring of the dead [spectres] (will control a single undead for 40 minutes) [a gold ring] 1 0 A grimoire of protection from fire (if read, the item vanishes and fire cannot harm the group for 17 hours) 1 0 Sollerets [magical armor/legs] (HITS:10 -- STR:1) [made of steel...with a axe symbol on it that is scarlet in color] 1 0 Cuirboille [magical armor/suit] (HITS:21 -- STR:7 -- [BONUS +2 for any SR's made from attacks]) [made of silver] 1 0 A scroll of curse removal (if read, the item vanishes and any `one` item or creature will have a curse lifted) 1 0 Agalihenr`s Blanket {will magically warm whoever is wrapped in it...no matter the outside temperature} 1 0 Exotic Bow of Hrontr the Wizard - heavy bow (78 lbs) [magical weapon/longbow] (DICE:7+7 -- STR:18 -- DEX:14) 1 0 Clay jug of cold resistance elixir (lasts for 8 hours). This liquid looks clear in appearance. It also has a earthy taste and smell to it. It seems to be pink (red) in color. 1 0 A scroll of protection from normal weapons (if read, the item vanishes and weapons cannot harm the group for 3 hours) 1 0 Glorious Haubergeon of Rahiosar - haubergeon [magical armor/chest] (HITS:28 -- STR:1) [made of steel] 1 0 A scroll of protection from magical weapons (if read, the item vanishes and magic weapons cannot harm the group for 4 hours) 1 0 Astounding Ring of Usraat - ring of intelligence +2 [a copper ring...there is a command word engraved on the inside written in a naga language that says `gnoiges`] 1 0 A scroll of protection from normal weapons (if read, the item vanishes and weapons cannot harm the group for 4 hours) 1 0 Mighty Wand of Mangar the Sage - wand of finding magic (will point in the direction of any magic item or creature that is nearby and an L6SR vs. INT will even show what it is) [this has 47 charges and is made of strange wood. There is a command word carved on it in a gnoll language that says `marotoba`] 1 0 Sorz`s Fabled Powder {this small sack of black powder can be thrown into water to absorb about 100 gallons...or it can slay a water elemental} 1 0 Porcupine spines (3) [magical weapon/ranged] (DICE:3+9 -- STR:2 -- DEX:6) 1 0 grand shamsheer (no-datchi) (6') [sword] 1 0 A grimoire of protection from cold (if read, the item vanishes and cold cannot harm the group for 7 hours) 1 0 Fabled Ring of Kharn - ring of charisma +1 [a copper ring] 1 0 A tome of protection from magic (if read, the item vanishes and magic cannot harm the group for 5 hours) 1 0 Golden fish spine sword (4') [sword] 1 0 Open-face helm [magical armor/head] (HITS:8 -- STR:1 -- [BONUS +4 for any SR's made from attacks]) [made of steel...with a devil symbol on it that is amber in color] 1 0 Exotic Wand of Kanax the Shaman - wand of finding traps (will find nearby traps) [this has 39 charges and is made of ivory] 1 0 Wand of fright (will cause an opponent to collapse in fear and do nothing for 5 combat rounds) [this has 91 charges and is made of dragon bone and has a black opal at the end of it. There is a command word carved on it in an ancient treekin language that says `adollu`] 1 0 Fabulous Boomerang of Vabugbu the Mercenary - boomerang [magical weapon/ranged] (DICE:5+7 -- STR:10 -- DEX:10) 1 0 Fabled Throwing Star of Silge the Villain - throwing star (12) [magical weapon/unusual] (DICE:3+9 -- STR:8 -- DEX:13) 1 0 Test tube of humanoid domination potion [orcs] (lasts for 6 hours). This liquid looks viscous in appearance. It also has a perfumy taste and smell to it. It seems to be citrine (yellow) in color. 1 0 Fish spine sword (4`) [magical weapon/sword] (DICE:5+6 -- STR:11 -- DEX:12) 1 0 Astonishing Wand of Muktar the Priest - 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 WIZ on 2 dice [this has 91 charges and is made of ivory] 1 0 Test tube of growing liquid (drinker and items grow to 4x normal size for 7 minutes). This potion is layered [colors of mint, yellow, and plum] in appearance. It also has a milky taste and smell to it. It seems to be dove (gray) in color. 1 0 Wand of negating (will destroy any magical effect or curse) [this has 26 charges and is made of strange wood and has a fire opal at the end of it] 1 0 Wand of fright (will cause an opponent to collapse in fear and do nothing for 2 combat rounds) [this has 37 charges and is made of bone. There is a command word carved on it in an ancient gargoyle language that says `htracub`] 1 0 Glass bottle 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 flecked [plum colored] in appearance. It also has a spicy taste and smell to it. It seems to be russet (red) in color. 1 0 Mighty Cuirass of Zigodare the Pickpocket - cuirass [magical armor/chest] (HITS:15 -- STR:2) [made of iron] 1 0 Pavise [magical armor/shield] (HITS:28 -- STR:12) [made of bronze] 1 0 Fabulous Wand of Zotipeposael the Medium - 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+[WIZ]) [this has 69 charges and is made of ivory] 1 0 Astonishing Wand of Vregu - wand of the puppet master (will cause one opponent to join the wielder and fight alongside for 2 combat rounds) [this has 57 charges and is made of ivory and has a black pearl at the end of it. There is a command word carved on it in an ancient centaur language that says `htumrat`] 1 0 Fantastic Open-Face Helm of Jonin the Mage - open-face helm [magical armor/head] (HITS:14 -- STR:1) [made of steel] 1 0 Staylin`s Fantastic Crystal {this rough gray crystal creates an invisible barrier about 10 feet around the wielder that blocks all extreme cold for about 4 hours...to activate it one must hold it and speak the word `niaz`...it has 16 charges} 1 0 Fantastic Wand of Sugorim the Conjurer - wand of magic arrow (will create an arrow that attacks on its own for one combat round and then vanishes...based on the wielder, it has DICE:[INT+2]d6+[WIZ]) [this has 46 charges and is made of dragon bone and has a eye agate at the end of it] 1 0 Ring of falsehood (can detect lies and cannot tell any) [a silver ring with a golden yellow topaz set in it - it has 36 charges] 1 0 A scroll of protection from acidic attacks (if read, the item vanishes and acid cannot harm the group for 8 hours) [written in an ancient elven language] 1 0 Mighty Ring of Aethon - ring of invisibility (the wearer can turn invisible for 90 minutes) [a copper ring with a fiery yellow corundum set in it - it has 33 charges] 1 0 A manual of protection from possession (if read, the item vanishes and the group cannot be possessed, or have their soul stolen, for 16 hours) [written in a long dead naga language] 1 0 Silvery poniard [dagger] 1 0 Wand of the illusionist (can reduce the WIZ cost to cast a spell by 10 per charge) [this has 70 charges and is made of bone and has a moonstone at the end of it] 1 0 GEM: Red Spinel (24gp) 1 0 Ring of charisma +3 [a copper ring] 1 0 Wand of light (will radiate light like a torch or lantern for about 8 hours per charge [this has 38 charges and is made of ivory] 1 0 Forgotten Ring of Opael - ring of freedom (allows the wearer to break free from any form of imprisonment) [a iron ring with a chalcedony set in it...there is a command word engraved on the inside written in a cryptic vampire language that says `bubuno`] 1 0 A scroll of protection from dragon's breath (if read, the item vanishes and dragon breath cannot harm the group for 6 hours) [written in an odd orkish language] 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 80 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 odd orkish language that says `nnalirac`] 1 0 Magnificent Cat-O`-Nine Tails of Nabius - cat-o`-nine tails [magical weapon/unusual] (DICE:4+4 -- STR:6 -- DEX:11 -- [good fortune weapon - wielder gets a +4 to LCK]) 1 0 Missing Pavise of Bigama - pavise [magical armor/shield] (HITS:14 -- STR:13) [made of gold] 1 0 Ring of sorcery (allows one to cast spells one level higher without penalty) [a silver ring with a bloodstone set in it] 1 0 Blue-colored, decanter of dexterity potion (increases the drinker's DEX by 5 for 2 hours). This liquid looks bubbling in appearance. It also has a bilious taste and smell to it. It seems to be terra cotta (brown) in color. 1 0 Mighty Ring of Izlay - ring of influence (allows the wearer to roll an extra die for any SR's involving charisma) [a silver ring] 1 0 Braugh`s Amazing Gauntlets {these gold gauntlets grants the wearer the ability to hold a two-handed weapon effectively in one hand} 1 0 Wand of polymorph (will turn an opponent into a rat for 5 combat rounds) [this has 24 charges and is made of strange wood] 1 0 Axe, great [magical weapon/hafted] (DICE:7+7 -- STR:19 -- DEX:9) 1 0 Mystical Lamellar of Morgan the Robber - lamellar [magical armor/suit] (HITS:27 -- STR:11 -- [ghost armor - wearer can walk through objects no more than 9 feet thick but only 3 times a day]) [made of gold] 1 0 A scroll of protection from werewolf (if read, the item vanishes and these lycanthropes cannot harm the group for 4 hours) 1 0 GEM: White Pearl (34gp) 1 0 Cursed Quilted of Suel the Conquerer - quilted [magical armor/suit] (HITS:3 -- STR:6 -- [cursed quilted (wearer speaks every word backwards until curse removing magic is used, which destroys the item)]) [it is black in color] 1 0 Test tube of purity potion (drinker will have a curse lifted, or it can be poured on an item to remove a curse from it). This liquid looks clear in appearance. It also has a herbal taste and smell to it. It seems to be bone (white) in color. 1 0 Enchanted Jambiya of Todagog the Medium - jambiya [magical weapon/dagger] (DICE:4+7 -- STR:1 -- DEX:6) 1 0 Rare Throwing Stars of Fith the Criminal - throwing stars (3) [magical weapon/ranged] (DICE:7+13 -- STR:1 -- DEX:4) 1 0 Vambraces [magical armor/arms] (HITS:16 -- STR:1) [made of iron] 1 0 Supreme Estok of Morwenn the Torturer - estok [magical weapon/sword] (DICE:5+2 -- STR:12 -- DEX:10 -- [+10 combat adds when used against plants (wood torment)]) 1 0 Astounding Ring of Bryanna - ring of the dead [wraiths] (will control a single undead for 80 minutes) [a gold ring] 1 0 Ring of constitution +1 [a copper ring with a aquamarine set in it] 1 0 Iron flask of flying potion (lasts for 13 minutes). This liquid looks bubbling in appearance. It also has a honeyed taste and smell to it. It seems to be gold (metallic) in color. 1 0 Mythical Hungamunga of Sanopars - hungamunga [magical weapon/dagger] (DICE:3+4 -- STR:6 -- DEX:6) 1 0 Supreme Wand of Tharanasan the Medium - 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 86 charges and is made of bone] 1 0 Chain coif [magical armor/head] (HITS:8 -- STR:1 -- [BONUS +1 for any SR's made from attacks]) [made of iron] 1 0 A scroll of protection from illusions (if read, the item vanishes and the group can see the truth of illusions for 16 hours) [written in an odd hobling language] 1 0 Fabled Poniard of Ronlyn - poniard [magical weapon/dagger] (DICE:4+4 -- STR:1 -- DEX:3) 1 0 Ultimate Ring of Vanyanga the Pickpocket - ring of the warlock (can reduce the WIZ cost to cast a spell by 8 per charge) [a gold ring] 1 0 A tome with a vile hex (reader grows a lion tail until curse removing magic is used) 1 0 [armor/suit]ring-joined plate [made of silver] 1 0 Clay jug of life giving mixture (brings those back from the dead). This liquid looks viscous in appearance. It also has a perfumy taste and smell to it. It seems to be mahogany (brown) in color. 1 0 Bucarth`s Bracers {these green dragon skin bracers grants the wearer 7 points to their armor hits but only if they are not holding a shield} 1 0 A scroll of protection from dragon's breath (if read, the item vanishes and dragon breath cannot harm the group for 10 hours) 1 0 Incredible Jambiya of Elagus the Enforcer - jambiya [magical weapon/dagger] (DICE:5+8 -- STR:1 -- DEX:5) 1 0 Wand of finding traps (will find nearby traps) [this has 83 charges and is made of wood and has a amethyst at the end of it] 1 0 Ring of speed +4 [a gold ring] 1 0 Marvelous Hand-And-A-Half Sword of Wumanok the Priest - golden hand-and-a-half sword (4`) [magical weapon/sword] (DICE:5+5 -- STR:16 -- DEX:10) 1 0 Powerful Ring of Gebeth the Mage - ring of speed +5 [a bone ring with a violet garnet set in it] 1 0 Crystal bottle of life giving mixture (brings those back from the dead). This liquid looks clear in appearance. It also has a burning taste and smell to it. It seems to be azure (blue) in color. 1 0 Wonderful Wand of Astiule - wand of polymorph (will turn an opponent into a rat for 3 combat rounds) [this has 53 charges and is made of bone. The command word to use this is `ezchigeth`, which can be learned by identifying the item] 1 0 Cursed Ring of Chrono - infernal ring (wearer grows about 1 foot until curse removing magic is used, which makes the item normal) [a iron ring] 1 0 Rare Wand of Bettael the Medium - 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+[WIZ]) [this has 48 charges and is made of strange wood] 1 0 Clay jug of speed mixture (increases the drinker's SPD by 5 for 4 hours). This liquid looks bubbling in appearance. It also has a sugary taste and smell to it. It seems to be salmon (orange) in color. 1 0 Royal Gauntlets of Tieth the Warrior - gauntlets [magical armor/arms] (HITS:16 -- STR:1) [made of iron...with a cross symbol on it that is amber in color] 1 0 Legendary Ring of Vanyanga - ring of warmth (keeps the wearer warm in cold weather climates) [a iron ring with a blue quartz set in it] 1 0 Quain`s Robe {this white robe prevents the wearer from falling into suddenly open pits...where they may take a few steps in mid-air until they reach solid ground} 1 0 Wand of extinguishing (puts out fires and can even stop the effects of fire based attacks) [this has 38 charges and is made of demon bone. There is a command word carved on it in a cryptic undead language that says `grolv`] 1 0 Extraordinary Ring of Miantu - ring of regenerating (restores 4 CON every hour) [a platinum ring...there is a command word engraved on the inside written in a hobling language that says `htnarab`] 1 0 A compendium of protection from magic (if read, the item vanishes and magic cannot harm the group for 6 hours) 1 0 Rare Athame of Caithren - golden athame [magical weapon/dagger] (DICE:5+13 -- STR:0 -- DEX:5) 1 0 Legendary Wand of Mikenth the Wizard - wand of light (will radiate light like a torch or lantern for about 2 hours per charge [this has 95 charges and is made of strange wood] 1 0 Glorious Cranequin of Leje - cranequin [magical weapon/crossbow] (DICE:11+9 -- STR:14 -- DEX:7) 1 0 Yaghed`s Belt {this yellow rhinoceros skin belt has a copper buckle and gives the wearer +1 to any SR's against magic} 1 0 Wand of light (will radiate light like a torch or lantern for about 9 hours per charge [this has 26 charges and is made of strange wood and has a sard quartz at the end of it. There is a command word carved on it in an ancient dwarvish language that says `hteronyde`] 1 0 Magnificent Madu of Onya the Bandit - madu (1d6+3 in combat) [magical armor/shield] (HITS:3 -- STR:1) [made of adamant...with a dog symbol on it that is scarlet in color] 1 0 Divine Lantern Shield of Leje - lantern shield [magical armor/shield] (HITS:9 -- STR:2) [made of steel] 1 0 Royal Voulge of Fruitimiere - voulge (10`) [magical weapon/polearm] (DICE:10+15 -- STR:15 -- DEX:6) 1 0 Mysterious Madu of Shinikon - madu (1d6+3 in combat) [magical armor/shield] (HITS:5 -- STR:1) [made of iron...with a cross symbol on it that is amber in color] 1 0 Amazing Pickaxe of Rilalavangon the Warrior - pickaxe [magical weapon/hafted] (DICE:5+4 -- STR:15 -- DEX:10 -- [add 3 extra combat dice against sea creatures (kraken avenger)]) 1 0 Ceramic jug of cursed concoction (drinker suffers a penalty of 1 to dexterity until curse removing magic is used). This potion is layered [colors of snow white, shamrock, and olive green] in appearance. It also has a burning taste and smell to it. It seems to be fuchsia (violet) in color. 1 0 Incredible Heavy Cloth of Bahiga - heavy cloth [magical armor/suit] (HITS:2 -- STR:1) [it is orange in color] 1 0 Ring of invisibility (the wearer can turn invisible for 80 minutes) [a silver ring with a malachite set in it - it has 25 charges] 1 0 A manual with horrible magic (reader turns into a sheep for about 10 hours) [written in a cryptic gnoll language] 1 0 Jambiya [magical weapon/dagger] (DICE:4+7 -- STR:1 -- DEX:6) 1 0 A book with an evil curse (reader's hair turns red and grows 5 feet longer until curse removing magic is used) 1 0 Wine bottle of luck mixture (increases the drinker's LCK by 5 for 4 hours). This liquid looks flecked [wild strawberry colored] in appearance. It also has a perfumy taste and smell to it. It seems to be cream (yellow) in color. 1 0 Rare Throwing Axe of Lilion - axe, throwing [magical weapon/hafted] (DICE:7+12 -- STR:6 -- DEX:8 -- [+7 combat adds when used against dragons (drake hunter)]) 1 0 Wand of finding traps (will find nearby traps) [this has 42 charges and is made of ivory] 1 0 Glass 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 fuming in appearance. It also has a metallic taste and smell to it. It seems to be aquamarine (brown) in color. 1 0 A scroll of protection from water (if read, the item vanishes and water/ice/snow/vapor-based attacks cannot harm the group for 6 hours) 1 0 War bola [magical weapon/ranged] (DICE:5+8 -- STR:7 -- DEX:5) 1 0 Sacred Thrusting Axe of Sornaraugh the Seer - axe, thrusting [magical weapon/hafted] (DICE:6+5 -- STR:14 -- DEX:7) 1 0 A tome of protection from air elemental (if read, the item vanishes and these elementals cannot harm the group for 11 hours) [written in a giant language] 1 0 Amazing Wand of Nuxr - 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+[WIZ]) [this has 70 charges and is made of bone] 1 0 Exotic Branch Knife of Poraneth the Man-at-arms - branch knife [magical weapon/ranged] (DICE:7+6 -- STR:8 -- DEX:13 -- [warmonger weapon - doubles the wielder`s combat adds 3 times a day]) 1 0 Galzan`s Teddy Bear {this teddy bear can come to life and serve the owner for 2 hours per week if the word `kcerrol` is spoken (which is learned by identifying the item)...it will not fight but do other various chores 1 0 sledgehammer [hafted] 1 0 Surgat`s Recorder {when played [by making a musical L1SR vs. DEX], this will produce a sound that will calm waters, scare away sea life, or summon medium sized sea creatures to aid the musician} 1 0 Uhatens` Magnificent Teddy Bear {this teddy bear can come to life and serve the owner for 8 hours per week if the word `velsihc` is spoken (which is shown somewhere on it)...it will not fight but do other various chores 1 0 Lost Wand of Abotoram the Mage - 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+[WIZ]) [this has 70 charges and is made of bone. The command word to use this is `inyin`, which can be learned by identifying the item] 1 0 Magical Ring of Tayator - ring of sight (can see through obstacles up to 8 feet thick) [a platinum ring with a smoky quartz set in it...there is a command word engraved on the inside written in a sphinx language that says `kilez` - it has 11 charges] 1 0 Staff of resurrection {DICE:6+10 / STR:8 / DEX:8 / Wizard Weapon} (will resurrect one that has recently died) [this has 25 charges and is made of ash wood. There is a command word carved on it in a orkish language that says `htumrat`] 1 0 Exotic Blackjack of Aimboruin - blackjack [magical weapon/unusual] (DICE:4+9 -- STR:2 -- DEX:9) 1 0 Wand of finding traps (will find nearby traps) [this has 55 charges and is made of demon bone. There is a command word carved on it in a long dead gargoyle language that says `teat`] 1 0 Wonderful Ring of Jeth - ring of warmth (keeps the wearer warm in cold weather climates) [a platinum ring with a black star sapphire set in it] 1 0 Earcorodrich`s Fabulous Tent {this white tent looks like it can only accommodate one person but when you look inside, it really has space for 8 people...if the word `othoimu` (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 Ancestral Crossbow of Aegnor - light crossbow [magical weapon/crossbow] (DICE:6+2 -- STR:11 -- DEX:9) 1 0 Waterskin of mind reading liquid (lasts for 2 minutes). This liquid looks clear in appearance. It also has a sweet taste and smell to it. It seems to be steely (metallic) in color. 1 0 Clay jug of giant strength elixir (increases the drinker's STR by 10 for 2 hours). This liquid looks vaporous in appearance. It also has a watery taste and smell to it. It seems to be heliotrope (violet) in color. 1 0 Throwing stars (3) [magical weapon/ranged] (DICE:4+5 -- STR:1 -- DEX:10) 1 0 Ring of constitution +9 [a platinum ring] 1 0 Garigor`s Medallion {this iron medallion has a jade set in it and grants the wearer the ability to battle undead with 2 additional combat dice} 1 0 katar [dagger] 1 0 Aethennye`s Tobacco Pipe of Haze {requires tobacco...when smoked, it will create a dense white fog in front of the one smoking the pipe} 1 0 Wondrous Ring of Krgdei - ring of regenerating (restores 6 CON every hour) [a copper ring] 1 0 Mystical Wand of Felidrane the Wizard - wand of the illusionist (can reduce the WIZ cost to cast a spell by 5 per charge) [this has 88 charges and is made of ivory] 1 0 Ring of sight (can see through obstacles up to 6 feet thick) [a copper ring - it has 42 charges] 1 0 Phonu`s Gauntlets {these silver gauntlets grants the wearer the ability to hold a two-handed weapon effectively in one hand} 1 0 Ring of the rogue (allows the wearer to roll an extra die for roguery) [a bone ring with a iolite set in it - it has 38 charges] 1 0 Lost Wand of Leramaman - wand of fright (will cause an opponent to collapse in fear and do nothing for 2 combat rounds) [this has 42 charges and is made of wood and has a obsidian at the end of it] 1 0 Ring of the warlock (can reduce the WIZ cost to cast a spell by 9 per charge) [a copper ring] 1 0 Sopok [magical armor/shield] (HITS:18 -- STR:1) [made of steel...with a axe symbol on it that is royal blue in color] 1 0 JEWELRY: Silver Earring (30gp) 1 0 A tome of protection from spiders (if read, the item vanishes and spiders, along with their webbing, cannot harm the group for 3 hours) [written in a mermen language] 1 0 Phenomenal Branch Knife of Kaos - branch knife [magical weapon/ranged] (DICE:7+6 -- STR:8 -- DEX:12) 1 0 Wand of fright (will cause an opponent to collapse in fear and do nothing for 4 combat rounds) [this has 74 charges and is made of dragon bone and has a amber at the end of it] 1 0 Forgotten Sopok of Bog the Villain - sopok [magical armor/shield] (HITS:4 -- STR:1) [made of silver] 1 0 Exotic Chauves Souris of Uhatens the Man-at-arms - chauves souris (12`) [magical weapon/polearm] (DICE:10+16 -- STR:11 -- DEX:7) 1 0 Astonishing Throwing Stars of Mikieth - throwing stars (5) [magical weapon/ranged] (DICE:6+4 -- STR:1 -- DEX:10) 1 0 Lost Butterfly Knife of Kesig the Pickpocket - butterfly knife [magical weapon/dagger] (DICE:2+9 -- STR:2 -- DEX:11) 1 0 A compendium of protection from traps (if read, the item vanishes and traps cannot harm the group for 2 hours) [written in a long dead undead language] 1 0 Astonishing Prybar of Satanciae - prybar [magical weapon/hafted] (DICE:4+4 -- STR:9 -- DEX:4) 1 0 Crystal bottle of animal domination liquid [mammals] (lasts for 6 hours). This liquid looks vaporous in appearance. It also has a dusty taste and smell to it. It seems to be coral (red) in color. 1 0 [armor/suit]lamellar [made of mithril] 1 0 [armor/legs]cuisses [made of adamant...with a dog symbol on it that is jade in color] 1 0 Mispra`s Glorified Talisman {this silver talisman has a tiger eye set in it and grants the wearer an additional 6 hits to armor and a bonus of +2 to SR's} 1 0 Old blowpipe [ranged] 1 0 Cuisses [magical armor/legs] (HITS:6 -- STR:1) [made of adamant] 1 0 Drakzik`s Wondrous Monocle {allows the wearer to see secret compartments and doors} 1 0 Phenomenal Woodsman Axe of Bettael - axe, woodsman`s [magical weapon/hafted] (DICE:3+10 -- STR:8 -- DEX:9) 1 0 Spherical, glass bottle of flying concoction (lasts for 15 minutes). This liquid looks viscous in appearance. It also has a meaty taste and smell to it. It seems to be carmine (red) in color. 1 0 Trananth`s Marvelous Ship In A Bottle {when the word `irofiuw` is spoken (which is learned by identifying the item) this turns into a ship complete...if it is empty, the command word will turn it back into a ship in the bottle} 1 0 GEM: Chrysoprase (7gp) 1 0 A grimoire of blessing (if read, the item vanishes and any `one` item or creature will have a curse lifted) 1 0 Scale mail [magical armor/suit] (HITS:24 -- STR:8) [made of mithril...with a sword symbol on it that is scarlet in color] 1 0 Bracers [magical armor/arms] (HITS:8 -- STR:1) [made of crocodile hide and is brown in color...with a eagle symbol on it that is maroon in color] 1 0 javelin (6') [spear] 1 0 Clay jug of swimming draught (drinker can move through water as though they are moving on land for an hour). This liquid looks luminous in appearance. It also has a bitter taste and smell to it. It seems to be dove (gray) in color. 1 0 Wand of lightning (will create a lightning bolt that attacks on its own for one combat round and then fizzles away...based on the wielder, it has DICE:[INT+8]d6+[WIZ]) [this has 71 charges and is made of wood and has a deep blue spinel at the end of it] 1 0 JEWELRY: Silvery Gold Choker (45gp) 1 0 A grimoire of protection from demons (if read, the item vanishes and demons cannot harm the group for 18 hours) 1 0 Wand of fright (will cause an opponent to collapse in fear and do nothing for 3 combat rounds) [this has 74 charges and is made of dragon bone] 1 0 Astonishing Ring of Xuksetpo - ring of cold resistance (allows the wearer to roll an extra die for any SR's involving cold) [a platinum ring] 1 0 Rtegob`s Glorious Bracers {these brown animal skin bracers grants the wearer +7 when attacking with bows or crossbows} 1 0 Sacred Wand of Arsat the Necromancer - 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 49 charges and is made of bone] 1 0 Test tube of underwater breathing potion (lasts for 2 hours). This liquid looks smoky in appearance. It also has a peppery taste and smell to it. It seems to be lavender (violet) in color. 1 0 Vergu`s Mighty Lantern {anyone holding the lantern can see the illumination...but others cannot} 1 0 Mythical Cross Thrust Sword of Svafnkell - cross thrust sword (5`) [magical weapon/sword] (DICE:6+5 -- STR:17 -- DEX:16) 1 0 Ring of sorcery (allows one to cast spells one level higher without penalty) [a platinum ring with a moss agate set in it] 1 0 Odilion`s Saddle {any steed this is used on will run or walk about 6 inches off the ground} 1 0 [armor/legs]chausses [made of animal hide and is red in color] 1 0 Glorious Ring of Namolon - ring of feather falling (will cause the wearer to fall slowly) [a iron ring with a obsidian set in it] 1 0 Wand of autumn (clears plants and vegetation in a 100 foot area per charge) [this has 54 charges and is made of bone. There is a command word carved on it in an odd goblin language that says `gogadbuw`] 1 0 Supaugh`s Gloves {these yellow gloves grants the wearer the ability to cure disease and poison by touching the infected...but only once per day} 1 0 Mystical Madu of Steal - madu (1d6+3 in combat) [magical armor/shield] (HITS:9 -- STR:1) [made of steel] 1 0 Wand of finding traps (will find nearby traps) [this has 59 charges and is made of ivory and has a rich purple corundum at the end of it] 1 0 Ceramic jug of slippery, magical oil (poured on the floor where anyone slips and falls). This liquid looks syrupy in appearance. It also has a sweet taste and smell to it. It seems to be steely (metallic) in color. 1 0 Staff of travel {DICE:6+10 / STR:10 / 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 15 charges and is made of wood and has a chrysoberyl at the top] 1 0 Glass jar of mind reading potion (lasts for 26 minutes). This liquid looks clear in appearance. It also has a fiery taste and smell to it. It seems to be tawny (orange) in color. 1 0 Orange-colored, glass bottle of dragon breath concoction (drinker can breath fire instead of a normal attack with a 6+6). This liquid looks clear in appearance. It also has a buttery taste and smell to it. It seems to be terra cotta (brown) in color. 1 0 Amazing Throwing Axe of Fupgugh - ancient axe, throwing [magical weapon/hafted] (DICE:7+14 -- STR:5 -- DEX:12) 1 0 Crystal bottle of cursed liquid (drinker begins to see all friends as enemies, attacking them until curse removing magic is used). This liquid looks luminous in appearance. It also has a watery taste and smell to it. It seems to be crimson (red) in color. 1 0 Staff of withering {DICE:6+10 / STR:4 / DEX:3 / Wizard Weapon} (every charge used will cause a target to lose 10 points of MR and 5 points of WIZ) [this has 24 charges and is made of oak wood. There is a command word carved on it in an odd goblin language that says `litsyx`] 1 0 Wonderful Ring of Kuhl - ring of wizardry +2 [a copper ring with a canary diamond set in it] 1 0 Extraordinary Hungamunga of Gebeth - hungamunga [magical weapon/dagger] (DICE:4+7 -- STR:5 -- DEX:5) 1 0 GEM: Fiery Yellow Corundum (54gp) 1 0 Archite`s Amulet {this copper amulet has a unicorn symbol on it and grants the wearer an immunity to possession type magic, or having their soul taken} 1 0 A grimoire of protection from normal weapons (if read, the item vanishes and weapons cannot harm the group for 2 hours) 1 0 A scroll with an evil curse (reader cannot hear anything for about 2 days) [written in a centaur language] 1 0 Ceramic jug of flaming oil (burns as soon as it is exposed to air for 9 hours). This liquid looks oily in appearance. It also has a vinegary taste and smell to it. It seems to be silvery (metallic) in color. 1 0 GEM: Golden Yellow Topaz (63gp) 1 0 [armor/chest]arming doublet [it is yellow in color] 1 0 Fabled Buckler of Luceus the Wizard - buckler [magical armor/shield] (HITS:27 -- STR:1) [made of steel...with a buffalo symbol on it that is amber in color] 1 0 JEWELRY: Golden Broach (12gp) 1 0 Wand of finding traps (will find nearby traps) [this has 60 charges and is made of strange wood and has a star ruby at the end of it. There is a command word carved on it in a elven language that says `roneark`] 1 0 Crystal bottle of flaming oil (burns as soon as it is exposed to air for 5 hours). This liquid looks cloudy in appearance. It also has a sugary taste and smell to it. It seems to be flaxen (yellow) in color. 1 0 A tome of protection from electricity (if read, the item vanishes and electricity cannot harm the group for 9 hours) 1 0 Unknown Ring of Jimondan - ring of dexterity +1 [a platinum ring] 1 0 A scroll of protection from devils (if read, the item vanishes and devils cannot harm the group for 10 hours) 1 0 Astonishing Stinger of Xacagalela - stinger (4`) [magical weapon/spear] (DICE:6+9 -- STR:6 -- DEX:8 -- [weapon of chance - the wielder may roll their combat dice over if they do not like the first results, once per combat round...they must accept the second results]) 1 0 Crystal bottle of mist draught (drinker and items turn to mist for 30 minutes). This liquid looks bubbling in appearance. It also has a bilious taste and smell to it. It seems to be scarlet (red) in color. 1 0 Puzilan`s Glorious Torch {if the word `ugrev` is spoken (which is shown somewhere on it), this torch will light and follow the owner by floating nearby...but only for about 11 hours a day} 1 0 Wand of the magi (can cast a spell at 1 level higher efficacy without spending extra WIZ points) [this has 29 charges and is made of bone and has a carnelian at the end of it] 1 0 A parchment of protection from demons (if read, the item vanishes and demons cannot harm the group for 14 hours) 1 0 Crystal bottle of blessing mixture (drinker will have a curse lifted, or it can be poured on an item to remove a curse from it). This potion is layered [colors of midnight blue, yellowish orange, and mahogany] in appearance. It also has a meaty taste and smell to it. It seems to be amber (yellow) in color. 1 0 Fine-crafted jambiya [dagger] 1 0 Incredible Ring of Imegig - ring of feather falling (will cause the wearer to fall slowly) [a gold ring with a chrysoprase set in it...there is a command word engraved on the inside written in an ancient hobling language that says `piqimva`] 1 0 [armor/shield]lantern shield [made of adamant] 1 0 main gauche [dagger] 1 0 Lost Ring of Ibnotn - ring of charisma +8 [a iron ring with a peridot set in it] 1 0 Zildud`s Magical Necklace {this platinum necklace has a rose quartz set in it and grants the wearer the ability to battle undead with 1 additional combat dice} 1 0 crossbow [crossbow] 1 0 Poniard [magical weapon/dagger] (DICE:2+0 -- STR:1 -- DEX:3/1 -- [cursed poniard (wielder goes insane until curse removing magic is used, which makes the item normal)]) 1 0 A scroll of blessing (if read, the item vanishes and any `one` item or creature will have a curse lifted) [written in a long dead sphinx language] 1 0 Satanchia`s Lost Scarab {this gold scarab has a blue-white diamond set in it and grants the wearer the ability to resist any type of disease} 1 0 Spherical, glass bottle of infernal draught (drinker cannot stop crying, where maybe nearby monsters may hear until curse removing magic is used). This liquid looks cloudy in appearance. It also has a fiery taste and smell to it. It seems to be flame (orange) in color. 1 0 Amazing Haubergeon of Tuara the Mercenary - haubergeon [magical armor/chest] (HITS:36 -- STR:1) [made of silver] 1 0 GEM: Lapis Lazuli (5gp) 1 0 Glass bottle of polymorph concoction (can turn into another creature the same size for 10 hours. This liquid looks flecked [sky blue colored] in appearance. It also has a greasy taste and smell to it. It seems to be emerald (brown) in color. 1 0 Enchanted Staff of Trougha - staff of the conjurer {DICE:5+2 / STR:6 / DEX:8 / Wizard Weapon} (grants a +8 to DEX...without using charges...and can reduce the WIZ cost to cast a spell by . mt_rand(5,15) . per charge) [this has 23 charges and is made of strange wood and has a jacinth at the top] 1 0 Ring of efreet summoning (will summon a efreet to fight with the group for a single combat) [a platinum ring...there is a command word engraved on the inside written in a long dead treekin language that says `ehtalem`] 1 0 Glass bottle of sharpening oil (any sharp weapon it is rubbed on has an extra 4 dice for 12 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 Wand of finding foes (will find enemies nearby and an L2SR vs. INT will even show what type they are) [this has 86 charges and is made of strange wood] 1 0 Ancient pike (12') [polearm] 1 0 Magnificent Wand of Adiarh - wand of extinguishing (puts out fires and can even stop the effects of fire based attacks) [this has 91 charges and is made of ivory] 1 0 Stugbu`s Amulet {this iron amulet has a hawk symbol on it and allows the wearer to attack enemies...that require a magic or silver weapon...with normal weapons} 1 0 Oron`s Mighty Horn {when played [by making a musical L1SR vs. DEX], this will not produce sound but make a large gusting wind that will extinguish fires and knock smaller creatures off their feet...while holding medium sized creatures at bay momentarily...and only once per day} 1 0 Wand of animation (will cause a nearby statue or furniture {chair, table, etc} to join the wielder and fight alongside for 4 combat rounds...based on the wielder, it will have a CON:[INT+WIZ] and DICE:[INT+2]d6+[WIZ]) [this has 45 charges and is made of bone and has a pink diamond at the end of it] 1 0 White-colored, decanter of dexterity elixir (increases the drinker's DEX by 5 for 2 hours). This potion is layered [colors of eggplant, black, and purple] in appearance. It also has a peppery taste and smell to it. It seems to be fuchsia (violet) in color. 1 0 Fabled Poniard of Ainvar the Necromancer - poniard [magical weapon/dagger] (DICE:5+6 -- STR:1 -- DEX:3) 1 0 Cuisses [magical armor/legs] (HITS:6 -- STR:1) [made of iron] 1 0 punch sword (2 1/2') [sword] 1 0 JEWELRY: Silvery Gold Clasp (200gp) 1 0 Pavise [magical armor/shield] (HITS:35 -- STR:11) [made of iron] 1 0 Rare Misericorde of Abotoram - misericorde [magical weapon/dagger] (DICE:4+4 -- STR:1 -- DEX:2) 1 0 [armor/shield]buckler [made of iron...with a axe symbol on it that is amber in color] 1 0 Wine bottle of dragon venom (this poison can be put on weapons...which the opponent suffers an additional 4 hits of damage from the weapon...but is only effective for 3 hits with the weapon before it loses effectiveness). This liquid looks watery in appearance. It also has a musty taste and smell to it. It seems to be apricot (orange) in color. 1 0 Rutha`s Doll {this doll can come to life and serve the owner for 4 hours per week if the word `lhocshaot` is spoken (which is shown somewhere on it)...it will not fight but do other various chores 1 0 Dwarven mask [magical armor/head] (HITS:8 -- STR:1) [made of bronze...with a demon symbol on it that is scarlet in color] 1 0 A compendium of protection from magical weapons (if read, the item vanishes and magic weapons cannot harm the group for 2 hours) 1 0 Be`elzebub`s Amulet {this platinum amulet has a chimera symbol on it and grants the wearer an additional 4 hits to armor and a bonus of +3 to SR's} 1 0 Terus` Glorious Chess Piece {this looks like a rook piece but when the word `gaglux` is spoken (which is learned by identifying the item) a stone tower appears that is 30 feet high and 20 feet wide...if it is empty, the command word will turn it back into a rook piece} 1 0 Axe, headsman`s [magical weapon/hafted] (DICE:7+12 -- STR:13 -- DEX:10) 1 0 Ring of falsehood (can detect lies and cannot tell any) [a copper ring] 1 0 Wand of finding traps (will find nearby traps) [this has 93 charges and is made of wood and has a chrysoprase at the end of it] 1 0 pike (12') [polearm] 1 0 Ceramic jug of super heroic concoction (drinker gets to add two extra dice to everything they do for 2 minutes). This liquid looks vaporous in appearance. It also has a oniony taste and smell to it. It seems to be cerise (red) in color. 1 0 pickaxe [hafted] 1 0 Chain coif [magical armor/head] (HITS:8 -- STR:1) [made of silver] 1 0 Xarpug`s Mysterious Rope {when the word `qocighve` is spoken (which is shown somewhere on it) then this 180 foot rope will ascend so it can be climbed up} 1 0 Wand of lightning (will create a lightning bolt that attacks on its own for one combat round and then fizzles away...based on the wielder, it has DICE:[INT+8]d6+[WIZ]) [this has 84 charges and is made of ivory. There is a command word carved on it in an odd mermen language that says `htumrat`] 1 0 Ornate Sickle of Xiltanth - sickle (3`) [magical weapon/hafted] (DICE:6+3 -- STR:11 -- DEX:7) 1 0 Gray-colored, decanter of cold resistance liquid (lasts for 6 hours). This liquid looks luminous in appearance. It also has a fishy taste and smell to it. It seems to be brassy (metallic) in color. 1 0 Iron flask of intellect potion (increases the drinker's INT by 5 for 7 hours). This potion is layered [colors of jungle green, silver, and mulberry] in appearance. It also has a metallic taste and smell to it. It seems to be ivory (white) in color. 1 0 Extraordinary Hand-And-A-Half Sword of Zugorim the Mercenary - hand-and-a-half sword (4`) [magical weapon/sword] (DICE:8+8 -- STR:12 -- DEX:10) 1 0 A codex of protection from cold (if read, the item vanishes and cold cannot harm the group for 16 hours) 1 0 Rare Staff Sling of Arsat - sling, staff [magical weapon/ranged] (DICE:5+2 -- STR:8 -- DEX:12) 1 0 Ancestral Athame of Jirondra the Shaman - athame [magical weapon/dagger] (DICE:3+5 -- STR:0 -- DEX:6) 1 0 Missing Ring of Caithren the Fighter - ring of falsehood (can detect lies and cannot tell any) [a gold ring with a jacinth set in it] 1 0 Divine Scutum of Yyntrix the Mage - scutum [magical armor/shield] (HITS:50 -- STR:5) [made of bronze] 1 0 Waterskin of vile potion (drinker cannot hear anything for about 8 hours). This liquid looks fuming in appearance. It also has a sweet taste and smell to it. It seems to be plum (violet) in color. 1 0 Astounding Wand of Hexpemsazon - wand of finding foes (will find enemies nearby and an L1SR vs. INT will even show what type they are) [this has 40 charges and is made of strange wood. There is a command word carved on it in a long dead goblin language that says `ruoviwgo`] 1 0 Wonderful Wand of Vregu - wand of finding traps (will find nearby traps) [this has 63 charges and is made of wood] 1 0 A parchment of protection from demons (if read, the item vanishes and demons cannot harm the group for 8 hours) 1 0 Eglrorgundrugo`s Statue {it is about 2 feet high and made of bronze and looks like a squirrel....can come to life and serve the owner for 7 hours per week if the word `arharotn` is spoken (which is learned by identifying the item)...it will not fight but do other various chores} 1 0 [armor/suit]lamellar [made of mithril] 1 0 A scroll of protection from electricity (if read, the item vanishes and electricity cannot harm the group for 6 hours) [written in a orkish language] 1 0 A book of protection from gaze attacks (if read, the item vanishes and gazes cannot harm the group for 16 hours) [written in a cryptic naga language] 1 0 A book with a vile hex (reader cannot speak clearly because of stuttering for about 12 hours) 1 0 Club [magical weapon/hafted] (DICE:4+3 -- STR:4 -- DEX:2) 1 0 Missing Misericorde of Gablez the Vanquisher - misericorde [magical weapon/dagger] (DICE:5+7 -- STR:1 -- DEX:2) 1 0 Anhozal`s Mysterious Gauntlets {these iron gauntlets grants the wearer the ability to detect magic by touching an item...but only 3 times a day} 1 0 Extraordinary Hungamunga of Wubdagog the Necromancer - hungamunga [magical weapon/dagger] (DICE:2+11 -- STR:3 -- DEX:4) 1 0 Wonderful Wand of Mangar the Shaman - 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+[WIZ]) [this has 66 charges and is made of ivory] 1 0 Wondrous Wand of Cath - wand of finding foes (will find enemies nearby and an L1SR vs. INT will even show what type they are) [this has 46 charges and is made of dragon bone and has a aquamarine at the end of it. The command word to use this is `nohon`, which can be learned by identifying the item] 1 0 A scroll of protection from demons (if read, the item vanishes and demons cannot harm the group for 6 hours) 1 0 Wand of autumn (clears plants and vegetation in a 100 foot area per charge) [this has 45 charges and is made of wood and has a azurite at the end of it] 1 0 Enchanted Ring of Danyan - ring of magic (allows the wearer reduce a spell casting cost by 4 point) [a iron ring with a jacinth set in it] 1 0 Old light (33 lbs) [self bow] 1 0 Royal Bracers of Udgial - bracers [magical armor/arms] (HITS:6 -- STR:1 -- [BONUS +2 for any SR's made from attacks]) [made of deer hide and is brown in color...with a fist symbol on it that is gold in color] 1 0 JEWELRY: Silvery Gold Belt (115gp) 1 0 Mystical Wand of Vosthel the Magician - wand of animation (will cause a nearby statue or furniture {chair, table, etc} to join the wielder and fight alongside for 2 combat rounds...based on the wielder, it will have a CON:[INT+WIZ] and DICE:[INT+2]d6+[WIZ]) [this has 68 charges and is made of strange wood] 1 0 Fabled Wand of Clauneck - wand of light (will radiate light like a torch or lantern for about 7 hours per charge [this has 68 charges and is made of ivory. The command word to use this is `leanumip`, which can be learned by identifying the item] 1 0 A book with an evil curse (reader cannot speak clearly because of stuttering until curse removing magic is used) 1 0 A scroll with an evil curse (reader has all of their magic weapons turn to coal.) 1 0 Ring of shielded mind (allows the wearer to roll an extra die for any SR's involving magical mind control done against them) [a gold ring with a blue sapphire set in it - it has 17 charges] 1 0 Test tube of speed mixture (increases the drinker's SPD by 5 for 3 hours). This liquid looks watery in appearance. It also has a lemony taste and smell to it. It seems to be bronze (metallic) in color. 1 0 Wand of sorcery (can reduce the WIZ cost to cast a spell by 7 per charge) [this has 99 charges and is made of dragon bone] 1 0 Ring of the chameleon (the wearer can blend in with a surface for 10 minutes and only if they hold still) [a iron ring...the command word to use this is `diephdiugh`, which can be learned by identifying the item - it has 11 charges] 1 0 Chain coif [magical armor/head] (HITS:12 -- STR:1 -- [reflective armor - attacks can bounce back at the attacker but only 4 times a day]) [made of iron] 1 0 A tome with an evil curse (reader grows about 1 foot until curse removing magic is used) [written in a hobling language] 1 0 Astonishing Ring of Pandael - ring of dexterity +1 [a copper ring] 1 0 Mitten gauntlets [magical armor/arms] (HITS:4 -- STR:1) [made of bronze] 1 0 Glorious Lantern Shield of Usraat - lantern shield [magical armor/shield] (HITS:18 -- STR:1) [made of steel] 1 0 Lost Wand of Fruitimiere - wand of secrets (will find nearby secret/hidden doors) [this has 57 charges and is made of dragon bone. There is a command word carved on it in an ancient gremlin language that says `babqioh`] 1 0 Gauntlets [magical armor/arms] (HITS:4 -- STR:1) [made of iron...with a tower symbol on it that is gold in color] 1 0 Mystical Ring of Giyeth the Torturer - ring of feather falling (will cause the wearer to fall slowly) [a platinum ring with a rose quartz set in it] 1 0 A scroll of protection from gases (if read, the item vanishes and gases cannot harm the group for 7 hours) 1 0 A scroll of protection from magic (if read, the item vanishes and magic cannot harm the group for 8 hours) 1 0 Arkanis` Locket {this gold locket has a aquamarine set in it and grants the wearer the ability to read one`s thoughts 5 times a day} 1 0 Wand of the magi (can cast a spell at 1 level higher efficacy without spending extra WIZ points) [this has 79 charges and is made of wood. The command word to use this is `retamart`, which can be learned by identifying the item] 1 0 Neleiuc`s Forgotten Cloak {this black cloak allows the wearer to become invisible for 4 hours per day...the magic word to activate the cloak is `juutnigh` which is learned by identifying the item} 1 0 GEM: Tourmaline (6gp) 1 0 half-halbard (5') [polearm] 1 0 Marvelous Wand of Krdrethag - 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 30 charges and is made of bone] 1 0 Amazing Greaves of Ivirikor - greaves [magical armor/legs] (HITS:6 -- STR:1) [made of steel] 1 0 Waterskin of intellect concoction (increases the drinker's INT by 5 for 5 hours). This liquid looks fuming in appearance. It also has a metallic taste and smell to it. It seems to be peach (yellow) in color. 1 0 Glorious Wand of Ahuhcods - wand of extinguishing (puts out fires and can even stop the effects of fire based attacks) [this has 25 charges and is made of bone and has a star rose quartz at the end of it. The command word to use this is `lainrdnac`, which can be learned by identifying the item] 1 0 Elbow gauntlets [magical armor/arms] (HITS:8 -- STR:1) [made of steel] 1 0 Lantern shield [magical armor/shield] (HITS:24 -- STR:1) [made of adamant...with a chimera symbol on it that is azure in color] 1 0 A tome of protection from lightning elemental (if read, the item vanishes and these elementals cannot harm the group for 15 hours) 1 0 Amazing Ring of Maholab the Necromancer - ring of luck +2 [a iron ring...the command word to use this is `kithithzu`, which can be learned by identifying the item] 1 0 Marvelous Kris of Galelile the Necromancer - kris [magical weapon/dagger] (DICE:5+9 -- STR:7 -- DEX:3) 1 0 Phenomenal Ring of Kallomane the Mercenary - ring of nullification (if the wearer of this ring touches someone, and wills it, they can drain the victim of all their WIZ points once per day) [a iron ring] 1 0 Dwarven mask [magical armor/head] (HITS:4 -- STR:1) [made of bronze...with a snake symbol on it that is royal blue in color] 1 0 Incredible Heavy Flail of Rondona the Occultist - flail, heavy [magical weapon/hafted] (DICE:5+8 -- STR:20 -- DEX:14) 1 0 Ring of turning spells (allows the wearer use a charge and reflect a spell back at the caster) [a iron ring with a carnelian set in it - it has 10 charges] 1 0 Chain coif [magical armor/head] (HITS:12 -- STR:1) [made of iron] 1 0 Wand of finding foes (will find enemies nearby and an L3SR vs. INT will even show what type they are) [this has 64 charges and is made of strange wood and has a peridot at the end of it] 1 0 Riorx`s Mythical Boots {these fur boots allow one to travel snow without slowness or leaving tracks...as well as walk on ice without slipping} 1 0 Spherical, glass bottle of elemental protection elixir [fire elemental] (lasts for 4 hours). This liquid looks vaporous in appearance. It also has a greasy taste and smell to it. It seems to be vermilion (red) in color. 1 0 Lamellar [magical armor/suit] (HITS:27 -- STR:11) [made of adamant...with a hawk symbol on it that is royal blue in color] 1 0 Purple-colored, decanter of acid resistance oil (rub on self or items...lasts until acid is splashed on them). This potion is layered [colors of dandelion, blood red, and sunglow] in appearance. It also has a bitter taste and smell to it. It seems to be bone (white) in color. 1 0 Spherical, glass bottle of invulnerable elixir (lasts for 4 minutes). This liquid looks luminous in appearance. It also has a sugary taste and smell to it. It seems to be mahogany (brown) in color. 1 0 Ring of sorcery (allows one to cast spells one level higher without penalty) [a gold ring with a black pearl set in it...there is a command word engraved on the inside written in an odd brownie language that says `iugri` - it has 48 charges] 1 0 [armor/head]open-face helm [made of steel...with a pegasus symbol on it that is azure in color] 1 0 A grimoire of protection from electricity (if read, the item vanishes and electricity cannot harm the group for 4 hours) 1 0 Ceramic jug of growing mixture (drinker and items grow to 4x normal size for 8 minutes). This liquid looks viscous in appearance. It also has a meaty taste and smell to it. It seems to be sanguine (red) in color. 1 0 GEM: Iolite (8gp) 1 0 Wine bottle of persuasive mixture (can convince others to so something non-life threatening for 2 minutes). This liquid looks viscous in appearance. It also has a dusty taste and smell to it. It seems to be cerise (red) in color. 1 0 Armarus` Glorified Tablecloth {once a day, when this black tablecloth is put on a table, it will unfold with a feast for up to 7 people} 1 0 Ultimate Staff of Yugug - staff of insect swarm {DICE:6+5 / STR:4 / DEX:7 / Wizard Weapon} (can produce a magical swarm of insects for a single combat...that will either allow a group to escape or cause an opponent to reduce their combat dice in half...rounded up) [this has 10 charges and is made of ash wood] 1 0 Arpzih`s Bracers {these green animal skin bracers grants the wearer the ability to detect magic by touching an item...but only 4 times a day} 1 0 Ring of shielded mind (allows the wearer to roll an extra die for any SR's involving magical mind control done against them) [a copper ring] 1 0 Mighty Chain Coif of Rururch the Wizard - chain coif [magical armor/head] (HITS:6 -- STR:1) [made of iron...with a tower symbol on it that is maroon in color] 1 0 Magical Wand of Hugolm - wand of finding magic (will point in the direction of any magic item or creature that is nearby and an L1SR vs. INT will even show what it is) [this has 60 charges and is made of ivory. The command word to use this is `oyaozu`, which can be learned by identifying the item] 1 0 Magnificent Sollerets of Menepruron - sollerets [magical armor/legs] (HITS:6 -- STR:1) [made of steel] 1 0 [armor/shield]sopok [made of silver] 1 0 A scroll of protection from dragon's breath (if read, the item vanishes and dragon breath cannot harm the group for 11 hours) 1 0 Waterskin of fire resistance potion (lasts for 4 hours). This liquid looks viscous in appearance. It also has a lemony taste and smell to it. It seems to be sable (black) in color. 1 0 Unknown Leather Jerkin of Rieron - leather jerkin [magical armor/chest] (HITS:6 -- STR:1) [made of dinosaur hide and is brown in color] 1 0 Ring of shielded mind (allows the wearer to roll an extra die for any SR's involving magical mind control done against them) [a gold ring with a chalcedony set in it - it has 34 charges] 1 0 Ring of influence (allows the wearer to roll an extra die for any SR's involving charisma) [a platinum ring] 1 0 Ring of invisibility (the wearer can turn invisible for 30 minutes) [a gold ring with a chrysoberyl set in it] 1 0 Helm [magical armor/head] (HITS:13 -- STR:1) [made of iron] 1 0 Glass jar of invisibility elixir (lasts for 2 minutes). This liquid looks flecked [gold colored] in appearance. It also has a vinegary taste and smell to it. It seems to be rust (red) in color. 1 0 Exotic Ring of Unamah - 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 Glass jar of plant control elixir (lasts for 12 hours). This liquid looks flecked [gold colored] in appearance. It also has a lemony taste and smell to it. It seems to be emerald (brown) in color. 1 0 A compendium of protection from poison (if read, the item vanishes and poisons cannot harm the group for 13 hours) [written in a giant language] 1 0 Sollerets [magical armor/legs] (HITS:6 -- STR:1) [made of gold] 1 0 Magnificent Sword Cane of Nahahetael - sword cane (3`) [magical weapon/sword] (DICE:7+8 -- STR:8 -- DEX:9) 1 0 Yakha`s Missing Bronze-colored, Decanter {there is magical runes on this that show the word `ghamnech` which needs an intellect greater than 11...when it is open, and the word spoken, any creature it is pointed at will get sucked into the bottle an imprisoned (where only one at a time may exist in the bottle) until the owner releases them} 1 0 Marvelous Throwing Stars of Palararth the Soldier - throwing stars (9) [magical weapon/ranged] (DICE:7+4 -- STR:2 -- DEX:10) 1 0 Almighty Ring of Lilion the Wizard - ring of invisibility (the wearer can turn invisible for 80 minutes) [a platinum ring] 1 0 A tome of protection from wereboar (if read, the item vanishes and these lycanthropes cannot harm the group for 15 hours) [written in an odd gargoyle language] 1 0 Red-colored, glass bottle of intellect elixir (increases the drinker's INT by 5 for 6 hours). This liquid looks cloudy in appearance. It also has a dusty taste and smell to it. It seems to be amber (yellow) in color. 1 0 Vlade`s Mighty Chess Piece {this looks like a rook piece but when the word `kalac`x` is spoken (which is shown somewhere on it) a stone tower appears that is 30 feet high and 20 feet wide...if it is empty, the command word will turn it back into a rook piece} 1 0 Glorious Wand of Felele - wand of the magi (can cast a spell at 1 level higher efficacy without spending extra WIZ points) [this has 65 charges and is made of wood and has a freshwater pearl at the end of it] 1 0 Wand of the magician (can cast a spell at 1 level higher efficacy without spending extra WIZ points) [this has 68 charges and is made of dragon bone and has a jasper at the end of it. There is a command word carved on it in an ancient dragon language that says `doraguz`] 1 0 Gnoth`s Mighty Tablecloth {once a day, when this gray tablecloth is put on a table, it will unfold with a feast for up to 7 people} 1 0 Phenomenal Heavy Plate of Proculo - heavy plate [magical armor/suit] (HITS:140 -- STR:15) [made of steel] 1 0 Breast plate [magical armor/chest] (HITS:9 -- STR:2) [made of gold] 1 0 Unknown Staff of Alael - staff of insect swarm {DICE:4+9 / STR:8 / DEX:5 / Wizard Weapon} (can produce a magical swarm of insects for a single combat...that will either allow a group to escape or cause an opponent to reduce their combat dice in half...rounded up) [this has 6 charges and is made of strange wood] 1 0 Marvelous Greaves of Coliath - greaves [magical armor/legs] (HITS:14 -- STR:1) [made of bronze] 1 0 Samnerra`s Tall Straw Hat {this tall straw hat grants the wearer the ability to detect magical things within 10 feet if they concentrate...and only 2 times per day} 1 0 Supreme Fang-Wing of Balmonth - fang-wing [magical weapon/dagger] (DICE:2+9 -- STR:8 -- DEX:2) 1 0 A codex of protection from fire (if read, the item vanishes and fire cannot harm the group for 2 hours) 1 0 Pristine ice pick [dagger] 1 0 Fabled Ring of Brespal - ring of phasing (can pass through obstacles up to 6 feet thick) [a platinum ring - it has 46 charges] 1 0 Marvelous Arming Doublet of Eligor - arming doublet [magical armor/chest] (HITS:6 -- STR:1 -- [BONUS +3 for any SR's made from attacks]) [it is yellow in color...with a scorpion symbol on it that is royal blue in color] 1 0 Astonishing Sollerets of Urgran - sollerets [magical armor/legs] (HITS:12 -- STR:1) [made of steel...with a lion symbol on it that is ivory in color] 1 0 Axe, thrusting [magical weapon/hafted] (DICE:6+4 -- STR:14 -- DEX:8) 1 0 Waterskin of bluntness oil (any blunt weapon it is rubbed on has an extra 2 dice for 2 hours). This liquid looks clear in appearance. It also has a fiery taste and smell to it. It seems to be puce (violet) in color. 1 0 Wondrous Black Eagle Blade of Pisa the Priest - black eagle blade (4`) [magical weapon/sword] (DICE:6+19 -- STR:15 -- DEX:9) 1 0 Wand of light (will radiate light like a torch or lantern for about 5 hours per charge [this has 59 charges and is made of demon bone] 1 0 Spherical, glass bottle of curing mixture (cures disease and illness). This liquid looks syrupy in appearance. It also has a metallic taste and smell to it. It seems to be rose (red) in color. 1 0 Greaves [magical armor/legs] (HITS:14 -- STR:1) [made of mithril] 1 0 A compendium of protection from illusions (if read, the item vanishes and the group can see the truth of illusions for 6 hours) [written in an odd trollish language] 1 0 Sasai`s Bracers {these green animal skin bracers grants the wearer 11 hits to armor but only if they don't use a shield} 1 0 Wand of the puppet master (will cause one opponent to join the wielder and fight alongside for 3 combat rounds) [this has 89 charges and is made of ivory. There is a command word carved on it in an odd goblin language that says `sabram`] 1 0 Wine bottle of flying liquid (lasts for 21 minutes). This potion is layered [colors of snow white, bluish violet, and plum] in appearance. It also has a milky taste and smell to it. It seems to be cerulean (blue) in color. 1 0 Chauves souris (12`) [magical weapon/polearm] (DICE:8+9 -- STR:14 -- DEX:12) 1 0 Hammer, centaur`s [magical weapon/hafted] (DICE:8+8 -- STR:16 -- DEX:6) 1 0 Ring of regenerating (restores 4 CON every hour) [a gold ring] 1 0 Falx-arr (7`) [magical weapon/polearm] (DICE:7+10 -- STR:14 -- DEX:15) 1 0 Malanenth`s Fabulous Test Tube {contains an endless supply of air that one may breathe from} 1 0 Unknown Arming Doublet of Leje - arming doublet [magical armor/chest] (HITS:8 -- STR:1) [it is brown in color] 1 0 Lost Ring of Izatap - ring of turning spells (allows the wearer use a charge and reflect a spell back at the caster) [a iron ring...there is a command word engraved on the inside written in a cryptic naga language that says `adnet`] 1 0 Wine bottle of purity draught (turns impure liquids to pure). This liquid looks viscous in appearance. It also has a greasy taste and smell to it. It seems to be buff (yellow) in color. 1 0 Nicathrennur`s Boots {these purple manticore skin boots will leave tracks of a rabbit when the wearer walks} 1 0 Vambraces [magical armor/arms] (HITS:10 -- STR:1) [made of mithril] 1 0 Wondrous Ring of Vigdolg the Fighter - ring of feather falling (will cause the wearer to fall slowly) [a silver ring...there is a command word engraved on the inside written in a giant language that says `hichilgu`] 1 0 Ornate Dwarven Mask of Athrax the Mercenary - dwarven mask [magical armor/head] (HITS:5 -- STR:1) [made of silver] 1 0 Crystal bottle of growing potion (drinker and items grow to 4x normal size for 16 minutes). This liquid looks watery in appearance. It also has a buttery taste and smell to it. It seems to be pitchy (black) in color. 1 0 Asramel`s Sacred Sage Book {this mystical book is bound in brown mammoth skin with ivory colored symbols of a hippogriff on the front and a spider on the back...any item placed on a blank page [there are only 6 blank pages] will have magical words appear on that page that identifies the item} 1 0 A scroll of curse removal (if read, the item vanishes and any `one` item or creature will have a curse lifted) [written in a cryptic sphinx language] 1 0 GEM: Banded Agate (3gp) 1 0 Ring of swimming (makes the wearer a perfect swimmer) [a copper ring...there is a command word engraved on the inside written in a dwarvish language that says `nubcpa`] 1 0 Iron flask of purity liquid (turns impure liquids to pure). This liquid looks watery in appearance. It also has a oniony taste and smell to it. It seems to be buff (yellow) in color. 1 0 Isnal`s Floppy Hat {this brown floppy hat grants the wearer the ability to see perfectly underwater up to 120 feet away and breathe normally...the magic word to activate the power is `setnrov` which is learned by identifying the item} 1 0 Lebrop`s Lost Belt {this red animal skin belt has a platinum buckle but is cursed and the wearer suffers a penalty of 1 to intelligence until curse removing magic is used, which destroys the item} 1 0 Soft leather [magical armor/suit] (HITS:50 -- STR:1) [made of mammoth hide and is brown in color...with a tower symbol on it that is violet in color] 1 0 Purple-colored, glass bottle of giant domination draught [fire giants] (lasts for 7 hours). This liquid looks clear in appearance. It also has a watery taste and smell to it. It seems to be mahogany (brown) in color. 1 0 [armor/suit]lamellar [made of bronze] 1 0 Ring of invisibility (the wearer can turn invisible for 30 minutes) [a gold ring] 1 0 Sorz`s Sage Book {this mystical book is bound in white rhinoceros skin with scarlet colored symbols of a devil on the front and a wolf on the back...any item placed on a blank page [there are only 8 blank pages] will have magical words appear on that page that identifies the item} 1 0 hunting bola [ranged] 1 0 Helm [magical armor/head] (HITS:2 -- STR:1) [made of iron...with a hand symbol on it that is amber in color] 1 0 Rieron`s Gloves {these gray animal skin gloves grants the wearer the ability to grab arrows out of the air 4 times per day} 1 0 Brown-colored, decanter of lying elixir (drinker can convincely tell lies for 15 minutes). This liquid looks effervescent in appearance. It also has a sweet taste and smell to it. It seems to be ultramarine (blue) in color. 1 0 Lost Bank of Raith - bank [magical weapon/dagger] (DICE:5+9 -- STR:1 -- DEX:1) 1 0 JEWELRY: Golden Broach (225gp) 1 0 Nyse`s Crystal Bottle {contains an endless supply of air that one may breathe from} 1 0 Sling, common [magical weapon/ranged] (DICE:3+4 -- STR:4 -- DEX:10) 1 0 Orange-colored, glass bottle of curing mixture (cures disease and illness). This liquid looks watery in appearance. It also has a tart taste and smell to it. It seems to be sanguine (red) in color. 1 0 Legendary Bich`wa of Rendar the Vanquisher - bich`wa [magical weapon/dagger] (DICE:3+9 -- STR:1 -- DEX:2) 1 0 Greaves [magical armor/legs] (HITS:16 -- STR:1) [made of mithril] 1 0 JEWELRY: Silver Amulet (138gp) 1 0 An omnibus of protection from werewolf (if read, the item vanishes and these lycanthropes cannot harm the group for 15 hours) [written in a cryptic gargoyle language] 1 0 Astounding Full Helm of Rossoth - full helm [magical armor/head] (HITS:15 -- STR:1) [made of adamant] 1 0 Waterskin of underwater breathing liquid (lasts for 4 hours). This liquid looks flecked [sunset orange colored] in appearance. It also has a metallic taste and smell to it. It seems to be ruby (red) in color. 1 0 Waterskin of dragon domination potion [red dragons] (lasts for 2 hours). This liquid looks watery in appearance. It also has a sour taste and smell to it. It seems to be plum (violet) in color. 1 0 Wonderful Sling of Tiansa the Medium - fine-crafted sling, common [magical weapon/ranged] (DICE:5+5 -- STR:4 -- DEX:9) 1 0 [armor/suit]lamellar [made of steel...with a boar symbol on it that is gold in color] 1 0 Dugorim`s Belt {this brown snake skin belt has a iron buckle and gives the wearer the strength of a giant...which gives +9 to strength} 1 0 Incredible Ring of Woggugat - ring of swimming (makes the wearer a perfect swimmer) [a copper ring...there is a command word engraved on the inside written in a long dead undead language that says `ifes`] 1 0 Ring of luck +9 [a copper ring with a canary diamond set in it] 1 0 Elianam`s Belt {this brown bear skin belt has a copper buckle and allows the buckle to produce a light in a 20 foot radius when the magic word is spoken...the magic word to activate the robe is `ulhjiroogh` which is learned by identifying the item} 1 0 Ornate Ring of Dethebe - ring of the warlock (can reduce the WIZ cost to cast a spell by 10 per charge) [a gold ring - it has 29 charges] 1 0 Wonderful Plate of Thulack the Seer - plate [magical armor/suit] (HITS:108 -- STR:13) [made of steel...with a buffalo symbol on it that is ivory in color] 1 0 Lost Ring of Anhozal - ring of freedom (allows the wearer to break free from any form of imprisonment) [a gold ring...the command word to use this is `athcaemche`, which can be learned by identifying the item - it has 16 charges] 1 0 Rolieth`s Stones {these 8 sling stones that will allow any sling-type weapon to have 3 additional dice for combat rolls} 1 0 Iron flask of curing draught (cures disease and illness). This liquid looks viscous in appearance. It also has a spicy taste and smell to it. It seems to be coppery (metallic) in color. 1 0 Wondrous Helm of Gemma the Enforcer - helm [magical armor/head] (HITS:2 -- STR:1) [made of iron...with a woman symbol on it that is royal blue in color] 1 0 Marvelous Ring of Craimath the Thief - ring of the rogue (allows the wearer to roll an extra die for roguery) [a bone ring with a iolite set in it] 1 0 Wrug`s Crystal Ball {allows someone to see what is happening 50 miles away and only if they are somewhat familiar with the area they are looking} 1 0 Lunamon`s Almighty Pendant {this bone pendant has a green emerald set in it and grants the wearer an additional 2 dexterity points while wearing it} 1 0 Mysterious Dwarven Mask of Arangama - dwarven mask [magical armor/head] (HITS:2 -- STR:1) [made of mithril...with a cross symbol on it that is royal blue in color] 1 0 gaff [unusual weapon] 1 0 [armor/chest]arming doublet [it is yellow in color] 1 0 Ring of the dead [spectres] (will control a single undead for 70 minutes) [a gold ring...there is a command word engraved on the inside written in an odd trollish language that says `ibuhak` - it has 41 charges] 1 0 Rare Shotel of Frimost - shotel (3`) [magical weapon/sword] (DICE:5+7 -- STR:10 -- DEX:16) 1 0 Full helm [magical armor/head] (HITS:9 -- STR:1) [made of adamant...with a woman symbol on it that is azure in color] 1 0 Ceramic jug of lying mixture (drinker can convincely tell lies for 12 minutes). This liquid looks smoky in appearance. It also has a bilious taste and smell to it. It seems to be sapphire (blue) in color. 1 0 Iron flask of youth liquid (drinker becomes 19 years younger). This liquid looks viscous in appearance. It also has a oniony taste and smell to it. It seems to be ochre (yellow) in color. 1 0 Plate [magical armor/suit] (HITS:72 -- STR:15 -- [BONUS +2 for any SR's made from attacks]) [made of mithril] 1 0 Wand of negating (will destroy any magical effect or curse) [this has 30 charges and is made of bone and has a eye agate at the end of it] 1 0 Soft leather [magical armor/suit] (HITS:20 -- STR:6) [made of snake hide and is brown in color...with a scorpion symbol on it that is ivory in color] 1 0 JEWELRY: Silvery Gemmed Choker (78gp) 1 0 Divine Wand of Humots - 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+[WIZ]) [this has 93 charges and is made of wood and has a tiger eye at the end of it] 1 0 Incredible Ring of Wielgianth the Torturer - ring of influence (allows the wearer to roll an extra die for any SR's involving charisma) [a copper ring - it has 37 charges] 1 0 [armor/shield]scutum [made of gold] 1 0 Astounding Staff of Maelowr - staff of the conjurer {DICE:2+2 / STR:10 / DEX:7 / Wizard Weapon} (grants a +3 to DEX...without using charges...and can reduce the WIZ cost to cast a spell by . mt_rand(5,15) . per charge) [this has 16 charges and is made of wood. The command word to use this is `nakard`, which can be learned by identifying the item] 1 0 Sidieth`s Ancestral Pendant {this platinum pendant has a zircon set in it and grants the wearer the ability to read one`s thoughts 5 times a day} 1 0 Ewkbanok`s Belt {this green animal skin belt has a iron buckle and gives the wearer the strength of a giant...which gives +9 to strength} 1 0 Platinum-colored, decanter of polymorph concoction (can turn into another creature the same size for 5 hours. This liquid looks syrupy in appearance. It also has a vinegary taste and smell to it. It seems to be dun (gray) in color. 1 0 Sax [magical weapon/dagger] (DICE:4+8 -- STR:6 -- DEX:10) 1 0 Extraordinary Cuirass of Zogugh - cuirass [magical armor/chest] (HITS:30 -- STR:1) [made of steel] 1 0 Helm [magical armor/head] (HITS:8 -- STR:1) [made of iron] 1 0 Helm [magical armor/head] (HITS:3 -- STR:1) [made of adamant] 1 0 Lost Ring of Opathu - ring of regenerating (restores 7 CON every hour) [a silver ring with a silver pearl set in it...there is a command word engraved on the inside written in a cryptic fey language that says `enidanihs`] 1 0 Ring of freedom (allows the wearer to break free from any form of imprisonment) [a gold ring with a tiger eye set in it...there is a command word engraved on the inside written in a long dead vampire language that says `hiepvuich`] 1 0 Ring of cold resistance (allows the wearer to roll an extra die for any SR's involving cold) [a copper ring] 1 0 Magnificent Staff of Mareninth the Necromancer - staff of curing {DICE:2+3 / STR:4 / DEX:7 / Wizard Weapon} (can cure anyone of poison or disease) [this has 17 charges and is made of dragon bone and has a golden yellow topaz at the top. The command word to use this is `tnardn`, which can be learned by identifying the item] 1 0 Feenark`s Lense {this blue lense can be used to identify an item if one looks through it at the item} 1 0 Ancestral Ring of Garoneva - ring of phasing (can pass through obstacles up to 6 feet thick) [a gold ring...there is a command word engraved on the inside written in a long dead dwarvish language that says `rahs`k` - it has 42 charges] 1 0 Cursed Branch Knife of Astiule the Slayer - branch knife [magical weapon/ranged] (DICE:4+0 -- STR:8 -- DEX:15 -- [cursed branch knife (wielder begins to see all friends as monsters, fleeing from them until curse removing magic is used, which makes the item normal)]) 1 0 A codex of protection from magical weapons (if read, the item vanishes and magic weapons cannot harm the group for 3 hours) [written in a trollish language] 1 0 Mogonth`s Extraordinary Medallion {this copper medallion has a hippogriff symbol on it and grants the wearer +11 with hand-to-hand attacks only} 1 0 Cursed ring (wearer grows a horse tail until curse removing magic is used, which destroys the item) [a copper ring with a peridot set in it] 1 0 Powerful Wand of Mathere - wand of finding magic (will point in the direction of any magic item or creature that is nearby and an L4SR vs. INT will even show what it is) [this has 84 charges and is made of wood. The command word to use this is `gatliud`, which can be learned by identifying the item] 1 0 A tome of protection from water (if read, the item vanishes and water/ice/snow/vapor-based attacks cannot harm the group for 9 hours) 1 0 Swordbreaker [magical weapon/dagger] (DICE:4+8 -- STR:7 -- DEX:12) 1 0 Gauntlets [magical armor/arms] (HITS:10 -- STR:1) [made of bronze...with a spider symbol on it that is amber in color] 1 0 Divine Sollerets of Telzar - sollerets [magical armor/legs] (HITS:12 -- STR:1) [made of adamant] 1 0 A book of protection from gaze attacks (if read, the item vanishes and gazes cannot harm the group for 17 hours) 1 0 Amazing Ring of Tyrnar - ring of warmth (keeps the wearer warm in cold weather climates) [a copper ring with a black opal set in it] 1 0 Epilla`s Ornate Belt {this brown animal skin belt has a iron buckle and gives the wearer +3 to any SR's against magic} 1 0 Spherical, glass bottle of lying potion (drinker can convincely tell lies for 15 minutes). This liquid looks oily in appearance. It also has a salty taste and smell to it. It seems to be heliotrope (violet) in color. 1 0 Ring of speed +5 [a iron ring] 1 0 Mace, flanged [magical weapon/hafted] (DICE:8+12 -- STR:16 -- DEX:3) 1 0 Sidieth`s Belt {this brown rhinoceros skin belt has a iron buckle but is cursed and the wearer suffers a penalty of 1 to SR`s until curse removing magic is used, which makes the item normal} 1 0 Ice pick [magical weapon/dagger] (DICE:4+12 -- STR:1 -- DEX:1) 1 0 Wine bottle of slippery, magical oil (poured on the floor where anyone slips and falls). This liquid looks rainbowed in appearance. It also has a buttery taste and smell to it. It seems to be flame (orange) in color. 1 0 Zakron`s Divine Shackles {anyone bound in these cannot escape by even magical means...unless the owner speaks the word `htnaise`, which is shown somewhere on it} 1 0 Ceramic jug of youth potion (drinker becomes 6 years younger). This liquid looks clear in appearance. It also has a dusty taste and smell to it. It seems to be neutral (gray) in color. 1 0 Ring of strength +6 [a copper ring with a obsidian set in it...there is a command word engraved on the inside written in a cryptic giant language that says `kerajug`] 1 0 A codex with a vile hex (reader cannot stop crying, where maybe nearby monsters may hear for about 4 hours) 1 0 Sling, common [magical weapon/ranged] (DICE:5+7 -- STR:5 -- DEX:9 -- [bloody weapon - any opponent hit with this weapon cannot heal themselves, or regenerate, for 2 combat rounds]) 1 0 sword cane (3') [sword] 1 0 Molum`s Boots {these brown lizard skin boots allow the wearer to walk up walls as though they are walking on the ground...but only for 20 minutes a day} 1 0 Ring of feather falling (will cause the wearer to fall slowly) [a silver ring with a jade set in it] 1 0 [armor/legs]sollerets [made of adamant] 1 0 [armor/chest]breast plate [made of iron] 1 0 A manual of protection from acidic attacks (if read, the item vanishes and acid cannot harm the group for 4 hours) 1 0 A scroll of protection from cold (if read, the item vanishes and cold cannot harm the group for 10 hours) 1 0 Clay jug of lying mixture (drinker can convincely tell lies for 12 minutes). This liquid looks oily in appearance. It also has a tart taste and smell to it. It seems to be amber (yellow) in color. 1 0 Crystal bottle of mind reading concoction (lasts for 8 minutes). This liquid looks smoky in appearance. It also has a dusty taste and smell to it. It seems to be bronze (metallic) in color. 1 0 Glass bottle of undead domination concoction [mummies] (lasts for 15 hours). This liquid looks clear in appearance. It also has a fishy taste and smell to it. It seems to be bone (white) in color. 1 0 Staff of the conjurer {DICE:3+6 / STR:5 / DEX:7 / Wizard Weapon} (grants a +8 to DEX...without using charges...and can reduce the WIZ cost to cast a spell by . mt_rand(5,15) . per charge) [this has 14 charges and is made of oak wood. There is a command word carved on it in a devlish language that says `beetusi`] 1 0 An omnibus of protection from fire (if read, the item vanishes and fire cannot harm the group for 13 hours) [written in a cryptic sphinx language] 1 0 Glass bottle of levitation concoction (can levitate 4 feet off the ground for 13 minutes). This liquid looks watery in appearance. It also has a salty taste and smell to it. It seems to be purple (violet) in color. 1 0 Blackjack [magical weapon/unusual] (DICE:4+10 -- STR:4 -- DEX:11) 1 0 Glorified Ring of Ulmrougha the Necromancer - ring of efreet summoning (will summon a efreet to fight with the group for a single combat) [a silver ring with a iolite set in it - it has 22 charges] 1 0 Rdenaro`s 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 pike (12') [polearm] 1 0 Ptorahee`s Gauntlets {these copper gauntlets are cursed and will cause the wearer to drop their weapon about 3 out of 6 times each combat round until curse removing magic is used, which destroys the item} 1 0 [armor/chest]haubergeon [made of iron] 1 0 Fantastic Bow of Tax - heavy bow (95 lbs) [magical weapon/longbow] (DICE:6+6 -- STR:20 -- DEX:16) 1 0 Magnificent Bank of Avituc - bank [magical weapon/dagger] (DICE:6+15 -- STR:1 -- DEX:1) 1 0