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-- 137gp / 1,186sp / 5,080cp 1 0 171gp / 322sp / 3,760cp 1 0 105gp / 155sp / 800cp 1 0 GEM: Pink Pearl (34gp) 1 0 JEWELRY: Silvery Gemmed Amulet (70gp) 1 0 16,800cp 1 0 JEWELRY: Exceptional Headband (1,600gp) 1 0 2gp / 43sp / 140cp 1 0 a delightful ceramic jug of bull bile worth 44gp to an alchemist 1 0 JEWELRY: Golden Box (150gp) 1 0 2,070cp 1 0 40gp / 249sp / 20cp 1 0 GEM: Obsidian (3gp) 1 0 4gp / 8sp / 70cp 1 0 66gp / 1,073sp / 440cp 1 0 JEWELRY: Silvery Gemmed Goblet (420gp) 1 0 JEWELRY: Golden Gemmed Bracelet (120gp) 1 0 JEWELRY: Silver Headband (136gp) 1 0 GEM: Fire Opal (64gp) 1 0 15sp / 825cp 1 0 4gp / 56sp / 100cp 1 0 14gp / 4sp / 96cp 1 0 JEWELRY: Silver Belt (10gp) 1 0 8gp / 525sp / 700cp 1 0 489sp / 2,471cp 1 0 34sp / 265cp 1 0 49sp / 640cp 1 0 38gp / 19sp / 1,520cp 1 0 10gp / 19sp / 1,350cp 1 0 12,000cp 1 0 224gp / 1,124sp / 3,120cp 1 0 a small blue leather sack of rare coins from an unknown era that are made of sandstone with a symbol of a hawk on it (21 ea) worth 222gp 1 0 374gp / 3,989sp / 1,821cp 1 0 a yellow leather satchel of strange coins of an old race that are made of bronze with a symbol of a scorpion on it (40 ea) worth 13gp 1 0 GEM: Smoky Quartz (7gp) 1 0 GEM: Moonstone (5gp) 1 0 10gp / 75sp / 20cp 1 0 5gp / 31sp / 1,401cp 1 0 JEWELRY: Silver Earring (80gp) 1 0 a magnificent decorative dagger made of iron and the name of `Ankou` is engraved on the blade worth 15gp 1 0 GEM: Deep Blue Spinel (156gp) 1 0 JEWELRY: Exceptional Goblet (150gp) 1 0 JEWELRY: Silver Chain (115gp) 1 0 1gp / 52sp / 1,200cp 1 0 1,559gp / 2,097sp / 18,160cp 1 0 a splendid fox fur cape worth 22gp 1 0 JEWELRY: Silvery Gold Buckle (48gp) 1 0 153gp / 611sp / 4,980cp 1 0 1,229sp / 4,745cp 1 0 GEM: Chrysoberyl (24gp) 1 0 6 inch tall pewter carving of a man worth 24gp 1 0 40gp / 68sp / 1,991cp 1 0 JEWELRY: Golden Arm-ring (156gp) 1 0 2gp / 58sp / 65cp 1 0 44sp / 2,750cp 1 0 13gp / 58sp / 510cp 1 0 202gp / 330sp / 4,701cp 1 0 6gp / 20sp / 125cp 1 0 17gp / 8sp / 840cp 1 0 9gp / 11sp / 5cp 1 0 124gp / 46sp / 180cp 1 0 28gp / 75sp / 290cp 1 0 265gp / 55sp / 7,500cp 1 0 185gp / 50sp / 1,501cp 1 0 17gp / 683sp / 222,641cp 1 0 8gp / 74sp / 450cp 1 0 15gp / 12sp / 2,251cp 1 0 a wonderful decorative dagger made of iron where the handle is decorated with 5 turquoises and the name of `Krevia` is engraved on the blade worth 12gp 1 0 116gp / 179sp / 20,445cp 1 0 a strange decorative sword made of iron and the name of `Wurtguth` is engraved on the blade worth 12gp 1 0 2gp / 4sp / 95cp 1 0 345gp / 172sp / 9,560cp 1 0 JEWELRY: Golden Comb/brush (33gp) 1 0 JEWELRY: Silvery Gemmed Broach (264gp) 1 0 2gp / 9sp / 295cp 1 0 55gp / 192sp / 7,535cp 1 0 1,757gp / 1,639sp / 38,020cp 1 0 14 inch tall onyx carving of a dog worth 6gp 1 0 JEWELRY: Silvery Gold Buckle (276gp) 1 0 25sp / 400cp 1 0 JEWELRY: Golden Comb/brush (18gp) 1 0 JEWELRY: Silvery Gold Bracelet (99gp) 1 0 JEWELRY: Silver Earring (50gp) 1 0 13gp / 81sp / 785cp 1 0 JEWELRY: Golden Comb/brush (300gp) 1 0 19 inch tall limestone statue of a hand worth 6gp 1 0 290gp / 26sp / 1,981cp 1 0 JEWELRY: Silver Earring (85gp) 1 0 166gp / 30sp / 50cp 1 0 941sp / 65,181cp 1 0 an extraordinary pewter vase worth 26gp 1 0 GEM: Blue Quartz (4gp) 1 0 54gp / 155sp / 500cp 1 0 66gp / 11sp / 65cp 1 0 25gp / 7,000cp 1 0 GEM: Green Spinel (9gp) 1 0 a fine purple, sewn cloth cape worth 5gp 1 0 a wonderful ornamental helm made of iron worth 16gp 1 0 a delightful purple, knitted wool shirt worth 16gp 1 0 a gorgeous black, knitted cotton shirt worth 17gp 1 0 10gp / 21sp / 335cp 1 0 JEWELRY: Silver Bracelet (42gp) 1 0 1gp / 2sp / 85cp 1 0 28gp / 744sp / 13,821cp 1 0 8gp / 2sp / 946cp 1 0 109gp / 125cp 1 0 GEM: Coral (27gp) 1 0 JEWELRY: Golden Buckle (104gp) 1 0 GEM: Hematite (3gp) 1 0 330gp / 52sp / 460cp 1 0 11gp / 8sp / 180cp 1 0 GEM: Obsidian (2gp) 1 0 a superb purple, knitted cloth cape worth 5gp 1 0 JEWELRY: Silver Headband (9gp) 1 0 JEWELRY: Silver Amulet (78gp) 1 0 10sp / 250cp 1 0 a wonderful clay jug of lich dust worth 638gp to an herbalist 1 0 23gp / 156sp / 1,330cp 1 0 JEWELRY: Silvery Gold Clasp (64gp) 1 0 a small green leather backpack of wonderful coins from a long dead civilization that are made of sandstone with a symbol of a unicorn on it (23 ea) worth 45gp 1 0 298gp / 255sp / 5,600cp 1 0 JEWELRY: Golden Chalice (170gp) 1 0 19,500cp 1 0 JEWELRY: Silvery Gold Belt (68gp) 1 0 JEWELRY: Silver Goblet (15gp) 1 0 60sp / 8,800cp 1 0 69gp / 573sp / 9,640cp 1 0 19sp / 760cp 1 0 a splendid ornamental suit of armor made of steel with a scorpion symbol on the chest piece that is maroon in color worth 243gp 1 0 5sp / 380cp 1 0 JEWELRY: Silvery Gold Amulet (190gp) 1 0 401sp / 19,981cp 1 0 337gp / 1,792sp / 60,960cp 1 0 1gp / 10sp / 420cp 1 0 26sp / 80cp 1 0 62gp / 561sp / 10,581cp 1 0 9gp / 2sp / 20cp 1 0 3gp / 8sp / 290cp 1 0 27gp / 60sp / 150cp 1 0 JEWELRY: Silvery Gold Buckle (24gp) 1 0 an elegant, large volume titled `The Mystery of the Wand of Elustule` and is bound in brown sabretooth skin with royal blue colored symbols of a skull on the front and a ram on the back, and is worth 7gp 1 0 GEM: Alexandrite (125gp) 1 0 GEM: Eye Agate (1gp) 1 0 GEM: Carnelian (1gp) 1 0 JEWELRY: Silvery Gold Amulet (100gp) 1 0 JEWELRY: Silvery Gold Anklet (115gp) 1 0 62gp / 88sp / 140cp 1 0 58gp / 17sp / 460cp 1 0 22,000cp 1 0 an unusual painting of a city worth 150gp 1 0 5gp / 48sp / 850cp 1 0 JEWELRY: Silvery Gold Box (108gp) 1 0 479gp / 37sp / 5,360cp 1 0 GEM: Freshwater Pearl (2gp) 1 0 GEM: Black Pearl (70gp) 1 0 19gp / 1sp / 76cp 1 0 GEM: Obsidian (1gp) 1 0 160sp / 18,550cp 1 0 1sp / 25cp 1 0 GEM: Black Opal (45gp) 1 0 4gp / 3sp / 350cp 1 0 JEWELRY: Silvery Gold Choker (297gp) 1 0 17,500cp 1 0 an extraordinary, small manual titled `Quest of the Shield of Espispto` and is bound in white animal skin with amber colored symbols of a dog on the front and a angel on the back, and is worth 4gp 1 0 9 inch tall wooden carving of a pegasus worth 5gp 1 0 GEM: Citrine (5gp) 1 0 307sp / 4,360cp 1 0 428gp / 3,463sp / 2,691cp 1 0 a rare decorative dagger made of iron where the handle is decorated with 3 garnets and the name of `Menianth` is engraved on the blade worth 4gp 1 0 21gp / 88sp / 2,350cp 1 0 6gp / 17sp / 860cp 1 0 GEM: Chrysoprase (12gp) 1 0 17gp / 14sp / 270cp 1 0 GEM: Jasper (23gp) 1 0 137sp / 260cp 1 0 3 inch tall pewter carving of a skull worth 27gp 1 0 JEWELRY: Silver Arm-ring (140gp) 1 0 28sp / 2,815cp 1 0 2,836sp / 11,280cp 1 0 17gp / 113sp / 840cp 1 0 JEWELRY: Silvery Gemmed Choker (323gp) 1 0 a strange decorative dagger made of gold where the handle is decorated with 6 black pearls worth 3gp 1 0 52sp / 160cp 1 0 GEM: Hematite (2gp) 1 0 a leather bag of gorgeous coins of unknown origin that are made of pewter with a symbol of a axe on it (44 ea) worth 26gp 1 0 82sp / 160cp 1 0 94sp / 1,436cp 1 0 38,475cp 1 0 15gp / 26sp / 455cp 1 0 JEWELRY: Golden Choker (33gp) 1 0 4gp / 30sp / 350cp 1 0 GEM: Golden Pearl (29gp) 1 0 6gp / 319sp / 520cp 1 0 49gp / 195sp / 650cp 1 0 8gp / 4sp / 80cp 1 0 GEM: Turquoise (2gp) 1 0 3sp / 30cp 1 0 GEM: Garnet (19gp) 1 0 6gp / 55sp / 3,250cp 1 0 a rare iron flask of orc urine worth 7gp to an alchemist 1 0 244sp / 1,120cp 1 0 49gp / 10sp / 150cp 1 0 JEWELRY: Golden Arm-ring (309gp) 1 0 121gp / 289sp / 1,020cp 1 0 5gp / 102sp / 2,185cp 1 0 307gp / 804sp / 470cp 1 0 a splendid tome titled `The History of the Queen in the Lamp` and is bound in yellow animal skin with jade colored symbols of a angel on the front and a chimera on the back, and is worth 90gp 1 0 2gp / 12sp / 160cp 1 0 GEM: Blue Quartz (2gp) 1 0 an extraordinary, large journal titled `The Ring and the Prince` and is bound in orange animal skin, and is worth 188gp 1 0 203sp / 1,070cp 1 0 3sp / 1,440cp 1 0 6gp / 39sp / 120cp 1 0 a large black leather knapsack of delightful coins from an ancient race that are made of mithril with a symbol of a dragon on it (67 ea) worth 34gp 1 0 GEM: Deep Blue Spinel (125gp) 1 0 a unique, small journal titled `The Writings of the Prince in the Tomb` and is bound in brown deer skin with a azure colored symbol of a pegasus on the front, and is worth 284gp 1 0 JEWELRY: Exceptional Earring (1,401gp) 1 0 27gp / 131sp / 9,980cp 1 0 GEM: White Opal (250gp) 1 0 76gp / 21sp / 7,731cp 1 0 5gp / 69sp / 2,905cp 1 0 27gp / 375sp / 24,800cp 1 0 JEWELRY: Silvery Gemmed Goblet (624gp) 1 0 23gp / 17sp 1 0 200,000cp 1 0 JEWELRY: Silver Arm-ring (13gp) 1 0 47gp / 606sp / 3,180cp 1 0 118gp / 383sp / 40cp 1 0 520gp / 331sp / 6,380cp 1 0 7gp / 6sp / 1,460cp 1 0 16gp / 55sp / 2,025cp 1 0 GEM: Turquoise (2gp) 1 0 2gp / 11cp 1 0 GEM: Pink Pearl (11gp) 1 0 JEWELRY: Golden Arm-ring (33gp) 1 0 4gp / 189sp / 1,220cp 1 0 an unusual glass jar of tree root worth 18gp to an alchemist 1 0 12sp / 2,460cp 1 0 29sp / 470cp 1 0 771gp / 40sp / 6,101cp 1 0 JEWELRY: Golden Bracelet (156gp) 1 0 72gp / 590sp / 6,201cp 1 0 2gp / 1sp / 140cp 1 0 37gp / 107sp / 160cp 1 0 JEWELRY: Silvery Gold Chain (12gp) 1 0 545sp / 3,275cp 1 0 GEM: Jade (2gp) 1 0 14gp / 1sp / 5cp 1 0 68gp / 54sp / 370cp 1 0 GEM: Blue Quartz (4gp) 1 0 747sp / 17,060cp 1 0 142gp / 168sp / 3,815cp 1 0 GEM: Citrine (7gp) 1 0 60gp / 18sp / 240cp 1 0 38gp / 454sp / 9,620cp 1 0 32gp / 61sp / 2,330cp 1 0 GEM: Blue Diamond (1,250gp) 1 0 a magnificent musical drum worth 185gp 1 0 1,016gp / 29sp / 10,320cp 1 0 20gp / 6sp / 580cp 1 0 54gp / 3,000cp 1 0 4gp / 1,100cp 1 0 GEM: Obsidian (1gp) 1 0 256cp 1 0 7,200cp 1 0 461sp / 4,280cp 1 0 GEM: Amber (8gp) 1 0 27gp / 122sp / 110cp 1 0 an exquisite pair of green sandals made of animal skin worth 203gp 1 0 111gp / 1,811sp / 2,180cp 1 0 JEWELRY: Silvery Gold Chalice (39gp) 1 0 an exquisite pair of gray boots made of animal skin worth 12gp 1 0 GEM: White Pearl (8gp) 1 0 GEM: Red Spinel (33gp) 1 0 249gp / 160sp / 48,400cp 1 0 a pretty decorative dagger made of iron where the handle is decorated with 4 green emeralds worth 6gp 1 0 31gp / 96sp / 650cp 1 0 30gp / 210sp / 2,776cp 1 0 5 inch tall sandstone statue of a wolf worth 25gp 1 0 1,319gp / 4sp / 20cp 1 0 GEM: Carnelian (12gp) 1 0 GEM: Star Rose Quartz (8gp) 1 0 313sp / 13,540cp 1 0 10gp / 9sp / 635cp 1 0 98gp / 404sp / 1,920cp 1 0 928gp / 11sp / 2,980cp 1 0 GEM: White Pearl (19gp) 1 0 4,905sp / 32,400cp 1 0 7gp / 540sp / 26,500cp 1 0 5gp / 36sp / 130cp 1 0 GEM: Moss Agate (2gp) 1 0 an unusual manual titled `The Shield and the Leprechaun` and is bound in yellow unicorn skin, and is worth 260gp 1 0 2gp / 3sp / 10cp 1 0 244gp / 2,312sp / 4,360cp 1 0 an exquisite, small diary titled `The Conjurer in the Chains` and is bound in brown animal skin, and is worth 15gp 1 0 19gp / 176sp / 430cp 1 0 7gp / 4sp / 120cp 1 0 540cp 1 0 129sp / 3,795cp 1 0 117,000cp 1 0 58gp / 17sp / 1,360cp 1 0 20gp / 15sp / 2,200cp 1 0 JEWELRY: Silvery Gemmed Goblet (396gp) 1 0 a fine musical pipes worth 66gp 1 0 919gp / 140sp / 57,300cp 1 0 6 inch tall wooden carving of a angel worth 6gp 1 0 31sp / 1,060cp 1 0 a splendid clay jug of brownie scent worth 27gp to an herbalist 1 0 13gp / 458sp / 1,791cp 1 0 35gp / 4,481cp 1 0 38gp / 1,450cp 1 0 JEWELRY: Exceptional Earring (600gp) 1 0 an elegant ceremonial helm made of gold and the name of `Sasai` is engraved on the inside worth 5gp 1 0 29sp / 590cp 1 0 86gp / 873sp / 265cp 1 0 11gp / 169sp / 5,420cp 1 0 JEWELRY: Exceptional Crown (120gp) 1 0 77gp / 40sp / 27,750cp 1 0 12gp / 204sp / 8,745cp 1 0 7gp / 720sp / 8,525cp 1 0 472gp / 349sp / 5,820cp 1 0 172gp / 3sp / 740cp 1 0 2gp / 27sp / 1,285cp 1 0 GEM: Banded Agate (1gp) 1 0 GEM: Freshwater Pearl (2gp) 1 0 66gp / 49sp / 1,870cp 1 0 1,350cp 1 0 11gp / 11sp / 420cp 1 0 158gp / 1,572sp / 20,760cp 1 0 1gp / 1sp / 90cp 1 0 a lovely musical recorder worth 75gp 1 0 21gp / 113sp / 590cp 1 0 JEWELRY: Exceptional Goblet (150gp) 1 0 JEWELRY: Silvery Gemmed Belt (222gp) 1 0 --END-- Wooden shield (shield / HITS:3 / STR:2] [made of sculpted wood and is brown in color] 1 0 Wine bottle of truthfulness concoction(drinker tells nothing but the truth for 12 minutes unless they may an L2SR vs. INT). This liquid looks bubbling in appearance. It also has a bilious taste and smell to it. It seems to be ivory (white) in color. 1 0 Ti`s Forgotten Amulet {this iron amulet has a buffalo symbol on it and grants the wearer an additional 5 intelligence points while wearing it} 1 0 GEM: Zircon (4gp) 1 0 Hatchet [the blade is made of iron and has a wood handle with a leather grip...the name of Hilgriwa is engraved on the blade] (magical hafted / DICE:3+5 / STR:6 / DEX:6 / HND:1) 1 0 Hatchet [the blade is made of gold and has a steel handle with a leather grip] (magical hafted / DICE:4+9 / STR:5 / DEX:3 / HND:1) 1 0 Glass jar of life giving liquid (brings those back from the dead). This liquid looks luminous in appearance. It also has a vinegary taste and smell to it. It seems to be ebony (black) in color. 1 0 Jenith`s Wonderful Powder {this small jar of gray powder can be thrown onto anything of medium size or smaller to make them appear as something else the thrower thinks of for 100 minutes} 1 0 Divine Ring of Agalierept the Conjurer - ring of sorcery (allows one to cast spells one level higher without penalty) [a platinum ring with a blue-white diamond set in it] 1 0 Mysterious Ring of Fangorn the Magician - ring of warmth (keeps the wearer warm in cold weather climates) [a iron ring] 1 0 Ring of fire resistance (allows the wearer to roll an extra die for any SR's involving fire) [a gold ring - it has 24 charges] 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) 1 0 Mysterious Ring of Loos the Conjurer - ring of falsehood (can detect lies and cannot tell any) [a bone ring with a eye agate set in it...there is a command word engraved on the inside written in a long dead gargoyle language that says `noirlo` - it has 12 charges] 1 0 Ring of efreet summoning (will summon a efreet to fight with the group for a single combat) [a iron ring...there is a command word engraved on the inside written in a cryptic hobling language that says `arharotn`] 1 0 Surgat`s Fabled Amulet {this gold amulet has a blue-white diamond set in it and grants the wearer the ability to cast any known first level spell at no cost...once per day} 1 0 Enchanted Spiked Warhammer of Colareth - spiked warhammer [the blunt end is made of gold and has a bronze handle with a leather grip] (magical hafted / DICE:8+7 / STR:16 / DEX:8 / HND:2) 1 0 Lost Ring Mail Armor of Rossoth - ring mail armor [magical full suit of armor] (HITS:88 -- STR:3) [made of adamant] 1 0 Myrsinus` Rope {when the word `sisiir` is spoken (which is learned by identifying the item) then this 190 foot rope will ascend so it can be climbed up} 1 0 A scroll of protection from demons (if read, the item vanishes and demons cannot harm the group for 8 hours) [written in an odd trollish language] 1 0 Wand of conjuring (can summon any creature for the duration of a single combat...but no matter the creature...it will only have an MR of the wielder`s INTx10) [this has 22 charges and is made of wood] 1 0 Iron flask of growing liquid (drinker and items grow to 4x normal size for 4 minutes). This liquid looks luminous in appearance. It also has a greasy taste and smell to it. It seems to be apricot (orange) in color. 1 0 An omnibus of protection from magic (if read, the item vanishes and magic cannot harm the group for 14 hours) [written in a cryptic trollish language] 1 0 Glorified Cleaver of Zaximo the Seer - cleaver [the blade is made of steel and has a bone handle with a pegasus leather grip] (magical hafted / DICE:3+6 / STR:8 / DEX:2 / HND:1) 1 0 Staff of door knocking {DICE:6+3 / STR:8 / DEX:6 / Wizard Weapon} (can unlock any door with a simple tap) [this has 9 charges and is made of ash wood and has a rhodochrosite at the top] 1 0 A grimoire of protection from fire elemental (if read, the item vanishes and these elementals cannot harm the group for 17 hours) 1 0 Lost Studded Leather Jacket of Opoasl - studded leather jacket [magical armor for chest] (HITS:8 -- STR:1) [made of crocodile hide and is brown in color] 1 0 Tower shield [magical shield] (HITS:42 -- STR:9) [made of iron] 1 0 A scroll of protection from electricity (if read, the item vanishes and electricity cannot harm the group for 14 hours) 1 0 Banded mail armor (full suit of armor / HITS:13 / STR:13] [made of steel...with a axe symbol on the back that is jade in color] 1 0 GEM: Green Spinel (21gp) 1 0 Ring mail chest piece [magical armor for chest] (HITS:8 -- STR:1) [made of bronze] 1 0 Iron flask of growing elixir (drinker and items grow to 4x normal size for 6 minutes). This liquid looks flecked [tan colored] in appearance. It also has a sugary taste and smell to it. It seems to be rust (red) in color. 1 0 Orkish dagger [the blade is made of adamant and has a wood handle with a leather grip] (magical dagger / DICE:4+10 / STR:1 / DEX:8/25 / HND:1) 1 0 Missing Plate Mail Armor of Bog - plate mail armor [magical full suit of armor] (HITS:72 -- STR:14 -- [warmonger armor - doubles the wearer`s combat adds 5 times a day]) [made of iron...with a pegasus symbol on the back that is royal blue in color] 1 0 Wand of finding coins (will point in the direction of any coins that is nearby and an L3SR vs. INT will even show what they are and how much) [this has 50 charges and is made of wood and has a chrysoprase at the end of it] 1 0 Pickaxe [the pick is made of adamant and has a bronze handle with a deer leather grip...the pick is decorated with 5 gems {smoky quartz}] (magical hafted / DICE:4+2 / STR:14 / DEX:9 / HND:1) 1 0 Almighty Ring of Makzok the Fighter - ring of water walking (allows the wearer to walk on water up to 90 feet per charge) [a copper ring with a brown diamond set in it...the command word to use this is `gigiurt`, which can be learned by identifying the item - it has 38 charges] 1 0 Buimghig`s Locket {this bone locket has a crown symbol on it but is cursed and will appear to hide one`s location from magic, but actually enhances it} 1 0 Xothkug`s Forgotten Manual {the book contains clues about the current dungeon or a nearby dungeon} 1 0 Fantastic Ring of Karguk - ring of dexterity +3 [a platinum ring with a carnelian set in it] 1 0 Stiletto [the blade is made of iron and has a wood handle with a leather grip...the handle is decorated with 5 gems {fire opal}] (magical dagger / DICE:3 / STR:1 / DEX:1/8 / HND:1) 1 0 Glass jar of polymorph potion (can turn into another creature the same size for 6 hours. This liquid looks bubbling in appearance. It also has a honeyed taste and smell to it. It seems to be inky (black) in color. 1 0 Ring of phasing (can pass through obstacles up to 2 feet thick) [a iron ring...there is a command word engraved on the inside written in a cryptic hobling language that says `urguepo`] 1 0 Leather leggings (armor for legs / HITS:2 / STR:2] [made of dinosaur hide and is brown in color] 1 0 Almighty Brass Knuckles of Gnadug - brass knuckles (magical weapon / DICE:4+3 / STR:2 / DEX:3 / HND:2) 1 0 Phenomenal Ring of Uira the Conquerer - ring of water walking (allows the wearer to walk on water up to 30 feet per charge) [a gold ring] 1 0 A codex of protection from cold (if read, the item vanishes and cold cannot harm the group for 13 hours) 1 0 Calduil`s Fabulous Helmet {this silver helmet has a horse symbol on the sides and grants the wearer the ability to concentrate and create a wall of stone...but the item only has 29 charges} 1 0 Wand of sorcery (can reduce the WIZ cost to cast a spell by 9 per charge) [this has 43 charges and is made of dragon bone. The command word to use this is `gartxon`, which can be learned by identifying the item] 1 0 GEM: White Pearl (13gp) 1 0 Throwing knife [the blade is made of steel and has a wood handle with a leather grip] (magical dagger / DICE:3+5 / STR:7 / DEX:6/12 / HND:1) 1 0 A book of protection from normal weapons (if read, the item vanishes and weapons cannot harm the group for 4 hours) 1 0 Shield [magical shield] (HITS:9 -- STR:2) [made of iron...with a hippogriff symbol on the front that is silver in color] 1 0 Scale mail chest piece [magical armor for chest] (HITS:36 -- STR:1) [made of iron] 1 0 Missing Great Shield of Juderon the Fighter - great shield [magical shield] (HITS:28 -- STR:12) [made of bronze] 1 0 Wand of icicles (will create icicles that attacks on its own for one combat round and then melts away...based on the wielder, it has DICE:[INT+6]d6+[WIZ]) [this has 30 charges and is made of dragon bone. There is a command word carved on it in a vampire language that says `tahgeps`] 1 0 Kebub`s Lense {this red lense can be used to identify an item if one looks through it at the item} 1 0 Sacred Ring of Sptor - ring of dexterity +4 [a iron ring with a silver pearl set in it] 1 0 Divine Kris of Numhug - kris [the blade is made of iron with a leather grip...the hilt is decorated with 12 gems {zircon}] (magical dagger / DICE:4+5 / STR:8 / DEX:4/20 / HND:1) 1 0 A scroll of protection from demons (if read, the item vanishes and demons cannot harm the group for 4 hours) [written in an ancient sphinx language] 1 0 Ring of the mystic (can cast a spell at 1 level higher efficacy without spending extra WIZ points) [a copper ring with a amethyst set in it...there is a command word engraved on the inside written in an odd balrog language that says `htnairgas` - it has 30 charges] 1 0 Clay jug of super heroic concoction (drinker gets to add two extra dice to everything they do for 28 minutes). This liquid looks bubbling in appearance. It also has a sour taste and smell to it. It seems to be sanguine (red) in color. 1 0 A codex of protection from demons (if read, the item vanishes and demons cannot harm the group for 3 hours) [written in an ancient dwarvish language] 1 0 A scroll of protection from traps (if read, the item vanishes and traps cannot harm the group for 6 hours) [written in an ancient elven language] 1 0 Powerful Sling of Magdanon - sling [made of griffin hide...the name of Gatair is stitched on it] (magical ranged / DICE:4+3 / STR:5 / DEX:10 / HND:1) 1 0 Desalie`s Talisman {this silver talisman has a moss agate set in it and will stabalize the wearer if their CON drops below 1...keeping them at 1 CON, but only once a week} 1 0 Full helm [magical armor for head] (HITS:15 -- STR:1) [made of steel] 1 0 Blue-colored, decanter of etherealness elixir (can pass through 3 feet thick walls for 16 minutes). This liquid looks cloudy in appearance. It also has a bilious taste and smell to it. It seems to be plum (violet) in color. 1 0 Legendary Ring of Franie - ring of sorcery (allows one to cast spells one level higher without penalty) [a platinum ring] 1 0 Dracus` Robe {this orange 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 `juutbish` which is stitched on the inside} 1 0 A parchment of protection from acid elemental (if read, the item vanishes and these elementals cannot harm the group for 8 hours) [written in a long dead minotaur language] 1 0 Elven dagger [the blade is made of adamant and has a wood handle with a leather grip...the name of Gmerx is engraved on the handle] (magical dagger / DICE:3+7 / STR:5 / DEX:5/30 / HND:1) 1 0 A grimoire of protection from illusions (if read, the item vanishes and the group can see the truth of illusions for 11 hours) 1 0 Mystical Chain Mail Armor of Nyarlathotep - chain mail armor [magical full suit of armor] (HITS:36 -- STR:11) [made of bronze] 1 0 A manual with an evil curse (reader turns into a new race (elves) until curse removing magic is used) [written in an odd brownie language] 1 0 GEM: Sardonyx Quartz (8gp) 1 0 Bullwhip (12`) (magical weapon / DICE:6+4 / STR:15 / DEX:12 / HND:1) 1 0 Heavy plate mail armor [magical full suit of armor] (HITS:40 -- STR:18 -- [bright light armor - can light a 50 foot area when worn...and the wearer wills it]) [made of iron] 1 0 Strangle rope (magical weapon / DICE:3+7 / STR:8 / DEX:13 / HND:1) 1 0 Spherical, glass bottle of curing liquid (cures disease and illness). This liquid looks smoky in appearance. It also has a spicy taste and smell to it. It seems to be fallow (yellow) in color. 1 0 Glorious Chain Mail Chest Piece of Ru - chain mail chest piece [magical armor for chest] (HITS:24 -- STR:1) [made of iron] 1 0 Incredible Blackjack of Tarfu - blackjack (magical weapon / DICE:2+9 / STR:4 / DEX:11 / HND:1) 1 0 Muktar`s Astounding Sage Book {this mystical book is bound in gray griffin skin with jade colored symbols of a fist on the front and a fist on the back...any item placed on a blank page [there are only 24 blank pages] will have magical words appear on that page that identifies the item} 1 0 Battle dagger (DICE:2 / STR:10 / DEX:12 / HND:1) [the blade is made of steel and has a wood handle with a leather grip] 1 0 Brliamide`s Magical Brazier {if the word `leahasnerep` is spoken (which is learned by identifying the item), this brazier will light and follow the owner...walking on it`s legs...but only for about 12 hours a day} 1 0 Staff of insect swarm {DICE:6+4 / STR:3 / DEX:4 / 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 7 charges and is made of wood] 1 0 JEWELRY: Silvery Gemmed Arm-ring (253gp) 1 0 Ancestral Wand of Cora - wand of fright (will cause an opponent to collapse in fear and do nothing for 4 combat rounds) [this has 87 charges and is made of strange wood] 1 0 Mighty Wand of Tarahisd the Sage - 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 demon bone and has a hematite at the end of it. The command word to use this is `sahcileh`, which can be learned by identifying the item] 1 0 Gold-colored, glass bottle of mind reading draught (lasts for 2 minutes). This liquid looks luminous in appearance. It also has a perfumy taste and smell to it. It seems to be buff (yellow) in color. 1 0 JEWELRY: Silver Earring (120gp) 1 0 Missing Brass Knuckles of Gioga the Vanquisher - brass knuckles (magical weapon / DICE:4+2 / STR:1 / DEX:3 / HND:2) 1 0 Bracers (armor for arms / HITS:2 / STR:2] [made of lizard hide and is gray in color] 1 0 Supreme Ring of Asoreb - ring of strength +10 [a iron ring with a sard quartz set in it] 1 0 Crystal bottle of elemental protection potion [water elemental] (lasts for 6 hours). This liquid looks effervescent in appearance. It also has a sugary taste and smell to it. It seems to be sable (black) in color. 1 0 Magnificent Wand of Lilithack - wand of nullification (every charge used will drain 25 WIZ from an opponent) [this has 48 charges and is made of ivory and has a deep blue spinel at the end of it] 1 0 Dagger [the blade is made of iron and has a wood handle with a leather grip] (magical dagger / DICE:4+2 / STR:1 / DEX:3/14 / HND:1) 1 0 Magnificent Wand of Grigorus - 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 24 charges and is made of strange wood and has a golden yellow topaz at the end of it. There is a command word carved on it in a balrog language that says `noirrad`] 1 0 Marvaldiri`s Amulet {this copper amulet has a amber set in it and grants the wearer the ability to battle undead with 3 additional combat dice} 1 0 Ceramic jug of animal domination elixir [reptiles] (lasts for 3 hours). This liquid looks viscous in appearance. It also has a milky taste and smell to it. It seems to be golden (orange) in color. 1 0 Royal Ring of Sirchade the Prowler - ring of cold resistance (allows the wearer to roll an extra die for any SR's involving cold) [a copper ring with a onyx set in it] 1 0 Sacred Ring of Alruur - ring of the dead [mummies] (will control a single undead for 80 minutes) [a bone ring] 1 0 Rasuniolpas` Extraordinary Orb {this mystical copper orb has some royal blue symbols on it and vibrates when it comes within 20 feet of poison where such a detection depletes a single charge...it has 29 charges} 1 0 Wand of paralyzing (will paralyze an opponent for 5 combat rounds) [this has 55 charges and is made of wood and has a black pearl at the end of it] 1 0 Phenomenal Orkish Dagger of Orpir the Occultist - orkish dagger [the blade is made of mithril and has a wood handle with a leather grip] (magical dagger / DICE:3+6 / STR:2 / DEX:8/25 / HND:1) 1 0 Wondrous Ring of Hugagug - ring of water walking (allows the wearer to walk on water up to 50 feet per charge) [a iron ring] 1 0 Infernal ring (wearer begins to see all friends as enemies, attacking them until curse removing magic is used, which makes the item normal) [a iron ring with a white opal set in it - it has 50 charges] 1 0 A codex of blessing (if read, the item vanishes and any `one` item or creature will have a curse lifted) 1 0 Plate mail armor [magical full suit of armor] (HITS:72 -- STR:15) [made of iron...with a bear symbol on the front and back that is emerald in color] 1 0 Unknown Chain Coif of Spath - chain coif [magical armor for head] (HITS:4 -- STR:1) [made of steel] 1 0 Dagger mace (DICE:3+4 / STR:15 / DEX:7 / HND:1) [the blunt end is made of silver and has a iron handle with a leather grip] 1 0 A tome with an evil curse (reader cannot hear anything for about 24 hours) 1 0 Usuhl`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 Broadsword (DICE:3+4 / STR:15 / DEX:10 / HND:1) [the blade is made of iron with a leather grip] 1 0 Buugug`s Wondrous Bronze Bell of Alarming {this small bell will ring whenever a hostile creature comes within 50 feet of the owner} 1 0 Heavy flail [the end is made of iron and has a metal handle with a animal leather grip...the name of Ulelen is engraved on the handle] (magical hafted / DICE:5+8 / STR:19 / DEX:15 / HND:1) 1 0 A parchment of protection from cold (if read, the item vanishes and cold cannot harm the group for 3 hours) [written in a undead language] 1 0 Shield (shield / HITS:3 / STR:4] [made of mithril] 1 0 Bracers [magical armor for arms] (HITS:12 -- STR:1) [made of animal hide and is brown in color] 1 0 Ring of freedom (allows the wearer to break free from any form of imprisonment) [a platinum ring...there is a command word engraved on the inside written in a cryptic trollish language that says `nadnomij` - it has 49 charges] 1 0 Glorious Ring of Fangorn - ring of magic (allows the wearer reduce a spell casting cost by 4 point) [a gold ring...there is a command word engraved on the inside written in a long dead brownie language that says `noirrad` - it has 23 charges] 1 0 Spiked punching gloves (magical weapon / DICE:6+12 / STR:1 / DEX:1 / HND:1) 1 0 Divine Wand of Zevras - wand of illusion (can create an illusion of any medium-sized creature that will cause an opponent to attack that for 2 combat rounds...and only if they roll over their WIZ on 2 dice [this has 25 charges and is made of wood] 1 0 Banded mail armor (full suit of armor / HITS:13 / STR:13] [made of iron...with a buffalo symbol on the front and back that is ivory in color] 1 0 Extraordinary Wand of Fupgugh - wand of the illusionist (can reduce the WIZ cost to cast a spell by 9 per charge) [this has 35 charges and is made of wood and has a moss agate at the end of it] 1 0 A book of protection from traps (if read, the item vanishes and traps cannot harm the group for 9 hours) 1 0 Snilot`s Amulet {this copper amulet has a pink diamond set in it and grants the wearer the ability to resist any type of poison} 1 0 Blowpipe (DICE:0+1 / STR:1 / DEX:1 / HND:1 / RNG:35) [made of sculpted wood] 1 0 Chain coif [magical armor for head] (HITS:6 -- STR:1 -- [BONUS +1 for any SR's made from attacks]) [made of silver] 1 0 GEM: Coral (14gp) 1 0 Waterskin of infernal potion (drinker goes insane for about 8 hours). This liquid looks luminous in appearance. It also has a fiery taste and smell to it. It seems to be coral (red) in color. 1 0 Crystal bottle of vile mixture (drinker begins to see all friends as enemies, attacking them for about 13 days). This liquid looks rainbowed in appearance. It also has a fiery taste and smell to it. It seems to be pink (red) in color. 1 0 Glorified Wand of Phoseph - 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 30 charges and is made of wood. There is a command word carved on it in a dragon language that says `htohs`] 1 0 Dagger mace [the blunt end is made of iron and has a steel handle with a leather grip...the handle is decorated with 5 gems {star ruby}] (magical hafted / DICE:4+8 / STR:15 / DEX:7 / HND:1) [+10 combat adds when used against demons (demon torment)] 1 0 Gray-colored, glass bottle of super heroic concoction (drinker gets to add two extra dice to everything they do for 2 minutes). This liquid looks cloudy in appearance. It also has a honeyed taste and smell to it. It seems to be sooty (black) in color. 1 0 A grimoire of protection from dragon's breath (if read, the item vanishes and dragon breath cannot harm the group for 10 hours) 1 0 GEM: Rose Quartz (20gp) 1 0 Ultimate Dirk of Kubub the Shaman - dirk [the blade is made of steel and has a bronze handle with a leather grip...the blade is decorated with 10 gems {pink pearl}] (magical dagger / DICE:2+7 / STR:1 / DEX:4/10 / HND:1) 1 0 Plate mail armor [magical full suit of armor] (HITS:90 -- STR:13) [made of mithril...with a eagle symbol on the front that is scarlet in color] 1 0 Ring of intelligence +3 [a silver ring with a blue diamond set in it] 1 0 Fabulous Wand of Arazion - wand of autumn (clears plants and vegetation in a 100 foot area per charge) [this has 85 charges and is made of ivory] 1 0 Wand of the puppet master (will cause one opponent to join the wielder and fight alongside for 2 combat rounds) [this has 70 charges and is made of bone and has a moonstone at the end of it] 1 0 Pickaxe (DICE:3 / STR:15 / DEX:10 / HND:1) [the pick is made of iron and has a silver handle with a mammoth leather grip...the handle is decorated with 7 gems {freshwater pearl}] 1 0 Banded mail armor (full suit of armor / HITS:13 / STR:13] [made of iron] 1 0 Rarahaimzah`s Gloves {these tan lizard skin gloves grants the wearer 7 points to their armor hits but only if they are not holding a shield} 1 0 Shield [magical shield] (HITS:27 -- STR:1) [made of adamant...with a lion symbol on the front that is maroon in color] 1 0 Ring of the chameleon (the wearer can blend in with a surface for 20 minutes and only if they hold still) [a silver ring - it has 25 charges] 1 0 Mythical Sacrificial Knife of Erdor - sacrificial knife [the blade is made of silver and has a metal handle with a leather grip] (magical dagger / DICE:5+10 / STR:1 / DEX:5 / HND:1) [wizard weapon - any wizard can use this weapon without any penalty...and if their strength allows] 1 0 Marvelous Ring of Hrontr - ring of cold resistance (allows the wearer to roll an extra die for any SR's involving cold) [a bone ring...there is a command word engraved on the inside written in a cryptic gnoll language that says `yiusugpa`] 1 0 Wine bottle of underwater breathing draught (lasts for 9 hours). This liquid looks vaporous in appearance. It also has a earthy taste and smell to it. It seems to be flaxen (yellow) in color. 1 0 Almighty Short Sword of Asemet the Prowler - short sword [the blade is made of iron with a leather grip...the name of Caradine is engraved on the blade] (magical sword / DICE:7+12 / STR:2 / DEX:1 / HND:1) [fire weapon - this weapon will appear to be on fire when wielded in combat, but will not burn the wielder] 1 0 Ring of influence (allows the wearer to roll an extra die for any SR's involving charisma) [a iron ring with a amethyst set in it - it has 25 charges] 1 0 A scroll of protection from plants (if read, the item vanishes and plants cannot harm or entangle the group for 5 hours) [written in a long dead brownie language] 1 0 Wondrous Blackjack of Vantrom - blackjack (magical weapon / DICE:2+6 / STR:4 / DEX:11 / HND:1) 1 0 Arrow {18 each} 1 0 Glorified Chain Mail Armor of Uetrdrd the Mage - chain mail armor [magical full suit of armor] (HITS:84 -- STR:9) [made of gold...with a dog symbol on the front that is jade in color] 1 0 A codex of protection from gaze attacks (if read, the item vanishes and gazes cannot harm the group for 3 hours) 1 0 Stiletto [the blade is made of mithril and has a bronze handle with a leather grip] (magical dagger / DICE:5+4 / STR:1 / DEX:1/8 / HND:1) 1 0 An omnibus of protection from fire (if read, the item vanishes and fire cannot harm the group for 2 hours) 1 0 Fantastic Ring of Mattrick the Conquerer - ring of swimming (makes the wearer a perfect swimmer) [a gold ring with a tiger eye set in it...the command word to use this is `leohapma`, which can be learned by identifying the item] 1 0 A tome with horrible magic (reader's skin gets covered in itchy warts until curse removing magic is used) 1 0 Ysagubar`s Robe {this black robe gives the wearer the ability to appear as one of the ghosts that roam the tombs and cemeteries, up to 2 times per day for about to 30 minutes each time...the magic word to activate the robe is `ronairidnif` which is stitched on the inside} 1 0 Magical Pole Cleaver of Khir the Magician - pole cleaver [the blade is made of iron and has a wood handle] (magical polearm / DICE:5+12 / STR:15 / DEX:6 / HND:2) 1 0 A codex of protection from devils (if read, the item vanishes and devils cannot harm the group for 3 hours) 1 0 JEWELRY: Silver Choker (270gp) 1 0 Tower shield (shield / HITS:6 / STR:12] [made of steel] 1 0 Metal leggings [magical armor for legs] (HITS:16 -- STR:1) [made of silver] 1 0 Glass jar of luck draught (increases the drinker's LCK by 5 for 3 hours). This liquid looks fuming in appearance. It also has a fiery taste and smell to it. It seems to be peach (yellow) in color. 1 0 Tower shield (shield / HITS:6 / STR:12] [made of steel] 1 0 Pitchfork [the fork is made of iron and has a wood handle] (magical polearm / DICE:5+6 / STR:10 / DEX:7 / HND:2) 1 0 Glass jar of purity liquid (drinker will have a curse lifted, or it can be poured on an item to remove a curse from it). This liquid looks oily in appearance. It also has a musty taste and smell to it. It seems to be sapphire (blue) in color. 1 0 Brass knuckles (magical weapon / DICE:3+2 / STR:2 / DEX:3 / HND:2) 1 0 Wondrous Ring of Dakgorim the Medium - ring of freedom (allows the wearer to break free from any form of imprisonment) [a silver ring] 1 0 Spiked punching gloves (magical weapon / DICE:5+8 / STR:1 / DEX:1 / HND:1) [magic leech weapon - any opponent hit with this weapon will lose 4 of their WIZ] 1 0 Divine Wand of Yukgnath - wand of sorcery (can reduce the WIZ cost to cast a spell by 3 per charge) [this has 42 charges and is made of wood. There is a command word carved on it in a long dead undead language that says `ralurih`] 1 0 Astonishing Wand of Bralmuth - wand of polymorph (will turn an opponent into a bird for 5 combat rounds) [this has 37 charges and is made of ivory] 1 0 Fabulous Wand of Dyntrall - wand of extinguishing (puts out fires and can even stop the effects of fire based attacks) [this has 52 charges and is made of demon bone and has a peridot at the end of it. There is a command word carved on it in an ancient trollish language that says `htulisai`] 1 0 Test tube of intellect draught (increases the drinker's INT by 5 for 16 hours). This liquid looks watery in appearance. It also has a burning taste and smell to it. It seems to be fuchsia (violet) in color. 1 0 Astounding Staff of Randrag - staff of withering {DICE:5+7 / STR:9 / DEX:6 / Wizard Weapon} (every charge used will cause a target to lose 10 points of MR and 5 points of WIZ) [this has 25 charges and is made of oak wood. There is a command word carved on it in a dwarvish language that says `rodl`] 1 0 Lost Strangle Rope of Bucon - strangle rope (magical weapon / DICE:2+9 / STR:6 / DEX:12 / HND:1) 1 0 Iron flask of acid resistance oil (rub on self or items...lasts until acid is splashed on them). This liquid looks bubbling in appearance. It also has a lemony taste and smell to it. It seems to be sapphire (blue) in color. 1 0 Purple-colored, decanter of poison antidote (can cure any poison if consumed quick enough). This liquid looks flecked [reddish orange colored] in appearance. It also has a tart taste and smell to it. It seems to be neutral (gray) in color. 1 0 Ring of the dead [ghouls] (will control a single undead for 80 minutes) [a platinum ring] 1 0 Green-colored, decanter of dexterity potion (increases the drinker's DEX by 5 for 4 hours). This liquid looks oily in appearance. It also has a dusty taste and smell to it. It seems to be pink (red) in color. 1 0 A scroll of protection from acidic attacks (if read, the item vanishes and acid cannot harm the group for 12 hours) 1 0 Crystal bottle of speed draught (increases the drinker's SPD by 5 for 4 hours). This liquid looks smoky in appearance. It also has a lemony taste and smell to it. It seems to be sanguine (red) in color. 1 0 Glass bottle of humanoid domination concoction [orcs] (lasts for 3 hours). This potion is layered [colors of sea green, violet, and green] in appearance. It also has a musty taste and smell to it. It seems to be scarlet (red) in color. 1 0 Magnificent Ring of Opoasl - 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 Ernaan`s Gloves {these brown unicorn skin gloves grants the wearer the ability to make a single hand-held object disappear and reappear at will from the glove} 1 0 GEM: Rose Quartz (6gp) 1 0 Ultimate Banded Mail Armor of Yarameg - banded mail armor [magical full suit of armor] (HITS:26 -- STR:12) [made of steel] 1 0 Amazing Sling of Wielgianth - sling [made of basilisk hide] (magical ranged / DICE:5+4 / STR:4 / DEX:8 / HND:1) 1 0 Forgotten Strangle Rope of Ranttira - strangle rope (magical weapon / DICE:2+7 / STR:7 / DEX:14 / HND:1) 1 0 Galzan`s Glorified Axe {looks like an ordinary hatchet but cut down a 3 foot thick tree in one swing...but only has 17 charges where a tree exhausts such charges} 1 0 Divine Wand of Koit - wand of polymorph (will turn an opponent into a mouse for 3 combat rounds) [this has 33 charges and is made of bone. There is a command word carved on it in an ancient gnoll language that says `sair`] 1 0 Iron flask of animal domination elixir [birds] (lasts for 2 hours). This liquid looks fuming in appearance. It also has a milky taste and smell to it. It seems to be ochre (yellow) in color. 1 0 Wondrous Ring of Ti the Man-at-arms - ring of cold resistance (allows the wearer to roll an extra die for any SR's involving cold) [a iron ring with a canary diamond set in it...there is a command word engraved on the inside written in an odd gargoyle language that says `puzellhi` - it has 12 charges] 1 0 Spamuth`s Lamp Oil {this lantern oil will cause the lamp`s light to hurt undead within it`s glow for 2d6 damage per round} 1 0 Fabulous Orkish Dagger of Haleshi the Conjurer - orkish dagger [the blade is made of steel and has a wood handle with a leather grip] (magical dagger / DICE:4+6 / STR:2 / DEX:8/25 / HND:1) 1 0 Clay jug of persuasive concoction (can convince others to so something non-life threatening for 20 minutes). This liquid looks luminous in appearance. It also has a bilious taste and smell to it. It seems to be plum (violet) in color. 1 0 Chain mail armor (full suit of armor / HITS:12 / STR:12] [made of iron] 1 0 Unknown Plate Mail Chest Piece of Slirith - plate mail chest piece [magical armor for chest] (HITS:20 -- STR:2) [made of iron...with a eye symbol on the back that is ivory in color] 1 0 Legendary Ring of Ariax - ring of sight (can see through obstacles up to 10 feet thick) [a gold ring - it has 39 charges] 1 0 Crystal bottle of shrinking potion (drinker and items shrink to 5% normal size for 5 minutes). This liquid looks clear in appearance. It also has a acidic taste and smell to it. It seems to be colorless (white) in color. 1 0 Chain mail chest piece [magical armor for chest] (HITS:8 -- STR:3) [made of iron] 1 0 Extraordinary Wand of Ainvar the Medium - wand of paralyzing (will paralyze an opponent for 2 combat rounds) [this has 62 charges and is made of bone and has a red spinel at the end of it] 1 0 Studded leather jacket [magical armor for chest] (HITS:6 -- STR:1) [made of pegasus hide and is blue in color...with a hawk symbol on the front that is indigo in color] 1 0 Wine bottle of intellect concoction (increases the drinker's INT by 5 for 10 hours). This liquid looks syrupy in appearance. It also has a musty taste and smell to it. It seems to be neutral (gray) in color. 1 0 Legendary Staff of Menianth - staff of the wizard {DICE:4+8 / STR:3 / DEX:6 / Wizard Weapon} (grants a +9 to INT...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 wood and has a silver pearl at the top. There is a command word carved on it in a undead language that says `uhtuork`] 1 0 Heavy cloth shirt [magical armor for chest] (HITS:8 -- STR:1) [made of sewn silk and is brown in color...with a sword symbol on the front and back that is royal blue in color] 1 0 Royal Club of Chatianth - club [the blunt end is made of iron and has a bronze handle with a leather grip] (magical hafted / DICE:3+5 / STR:4 / DEX:2 / HND:1) 1 0 Ring of freedom (allows the wearer to break free from any form of imprisonment) [a iron ring - it has 18 charges] 1 0 Ring of invisibility (the wearer can turn invisible for 20 minutes) [a copper ring...the command word to use this is `exsiroc`, which can be learned by identifying the item] 1 0 Heavy plate mail armor [magical full suit of armor] (HITS:40 -- STR:17) [made of steel] 1 0 Wand of finding traps (will find nearby traps) [this has 86 charges and is made of strange wood and has a black pearl at the end of it] 1 0 Cursed ring (wearer's skin gets covered in frightful warts until curse removing magic is used, which makes the item normal) [a copper ring with a white pearl set in it] 1 0 Ring of intelligence +4 [a copper ring] 1 0 Crystal bottle of blessing potion (drinker will have a curse lifted, or it can be poured on an item to remove a curse from it). This liquid looks smoky in appearance. It also has a sugary taste and smell to it. It seems to be steely (metallic) in color. 1 0 Magical Wand of Cairne the Priest - wand of the magi (can cast a spell at 1 level higher efficacy without spending extra WIZ points) [this has 68 charges and is made of wood and has a green spinel at the end of it] 1 0 Astounding Studded Leather Jacket of Tyrin the Sage - studded leather jacket [magical armor for chest] (HITS:8 -- STR:1) [made of lizard hide and is white in color...with a griffin symbol on the back that is gold in color] 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) [written in an ancient dragon language] 1 0 Ring mail chest piece [magical armor for chest] (HITS:4 -- STR:1) [made of steel] 1 0 Jazma`s Monocle {allows the wearer to turn someone to stone by looking at them unless they make an L1SR vs. SPD or LCK...it can be used 2 times per day} 1 0 GEM: Aquamarine (120gp) 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) 1 0 Rare Tiger Claws of Drutha the Priest - tiger claws [made of silver] (magical weapon / DICE:3+4 / STR:1 / DEX:8 / HND:1) 1 0 Sickle [the blade is made of silver and has a wood handle with a leather grip...the name of Clauneck is engraved on the handle] (magical hafted / DICE:6+10 / STR:9 / DEX:6 / HND:1) 1 0 Aglasis` Marvelous Belt {this brown lizard skin belt has a copper buckle and has a pouch permanently connected to it...where it can weightlessly hold 5 items without appearing to take up space} 1 0 Enchanted Battle Dagger of Romarod - battle dagger [the blade is made of bronze and has a gold handle with a leather grip...the blade is decorated with 7 gems {black pearl}] (magical dagger / DICE:4+4 / STR:10 / DEX:12 / HND:1) 1 0 Woggugat`s Legendary 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 Ceramic jug of infernal mixture (drinker cannot hear anything for about 40 hours). This liquid looks watery in appearance. It also has a honeyed taste and smell to it. It seems to be vermilion (red) in color. 1 0 Ceramic jug of purity draught (turns impure liquids to pure). This liquid looks clear in appearance. It also has a meaty taste and smell to it. It seems to be tan (brown) in color. 1 0 A manual of protection from magic (if read, the item vanishes and magic cannot harm the group for 5 hours) 1 0 Almighty Ring of Lekax the Criminal - ring of constitution +4 [a bone ring...there is a command word engraved on the inside written in a cryptic orkish language that says `arittnar`] 1 0 A scroll of protection from acidic attacks (if read, the item vanishes and acid cannot harm the group for 6 hours) 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 78 charges and is made of ivory and has a black star sapphire at the end of it] 1 0 Royal Cutlass of Pregu the Pickpocket - cutlass [the blade is made of silver with a leather grip] (magical sword / DICE:3+13 / STR:5 / DEX:11 / HND:1) 1 0 Studded leather armor [magical full suit of armor] (HITS:21 -- STR:6) [made of alligator hide and is white in color] 1 0 Chain mail armor (full suit of armor / HITS:12 / STR:12] [made of silver...with a scorpion symbol on the front that is violet in color] 1 0 A scroll of protection from gaze attacks (if read, the item vanishes and gazes cannot harm the group for 3 hours) 1 0 Excellent Wand of Colareth - wand of finding magic (will point in the direction of any magic item or creature that is nearby and an L2SR vs. INT will even show what it is) [this has 96 charges and is made of strange wood and has a moss agate at the end of it] 1 0 GEM: Lapis Lazuli (2gp) 1 0 Brass knuckles (DICE:2 / STR:2 / DEX:3 / HND:2) 1 0 A book of protection from cold (if read, the item vanishes and cold cannot harm the group for 5 hours) 1 0 An omnibus with horrible magic (reader changes sex until curse removing magic is used) 1 0 Tiger claws [made of mithril] (magical weapon / DICE:2+4 / STR:1 / DEX:9 / HND:1) 1 0 Unknown Scale Mail Chest Piece of Gadalaug - scale mail chest piece [magical armor for chest] (HITS:12 -- STR:1) [made of bronze] 1 0 Ancestral Orkish Dagger of Craimath - orkish dagger [the blade is made of steel and has a metal handle with a leather grip...the blade is decorated with 5 gems {white opal}] (magical dagger / DICE:5+6 / STR:1 / DEX:6/25 / HND:1) 1 0 Tower shield [magical shield] (HITS:18 -- STR:11) [made of steel...with a lion symbol on the front that is violet in color] 1 0 Bracers (armor for arms / HITS:2 / STR:2] [made of deer hide and is black in color] 1 0 A scroll of protection from dragon's breath (if read, the item vanishes and dragon breath cannot harm the group for 3 hours) 1 0 JEWELRY: Exceptional Earring (2,400gp) 1 0 Wonderful Elven Dagger of Xarthos - elven dagger [the blade is made of bronze and has a metal handle with a animal leather grip] (magical dagger / DICE:4+9 / STR:6 / DEX:5/30 / HND:1) 1 0 GEM: Banded Agate (1gp) 1 0 Wand of negating (will destroy any magical effect or curse) [this has 20 charges and is made of wood and has a pink diamond at the end of it] 1 0 Ring of wizardry +2 [a platinum ring] 1 0 Phenomenal Wand of Aptidh - wand of the worm (digs, moves earth, changes rock to mud...but only 20 feet per charge) [this has 34 charges and is made of ivory. There is a command word carved on it in an odd devlish language that says `nilhcux`] 1 0 Banded mail armor [magical full suit of armor] (HITS:65 -- STR:10) [made of gold] 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 a undead language] 1 0 A codex of protection from lightning elemental (if read, the item vanishes and these elementals cannot harm the group for 8 hours) [written in a giant language] 1 0 Clay jug of heroic elixir (drinker gets to add an extra dice to everything they do for 2 minutes). This liquid looks oily in appearance. It also has a burning taste and smell to it. It seems to be inky (black) in color. 1 0 Mythical Chain Mail Chest Piece of Zilug - chain mail chest piece [magical armor for chest] (HITS:8 -- STR:3) [made of steel...with a tower symbol on the back that is gold in color] 1 0 Ring of animal domination [reptiles] (will control a single animal for 40 minutes) [a silver ring...the command word to use this is `guguaraz`, which can be learned by identifying the item] 1 0 Sacrificial knife (DICE:2+3 / STR:0 / DEX:7 / HND:1) [the blade is made of steel and has a iron handle with a leather grip] 1 0 Wand of the worm (digs, moves earth, changes rock to mud...but only 20 feet per charge) [this has 60 charges and is made of strange wood] 1 0 Ring of efreet summoning (will summon a efreet to fight with the group for a single combat) [a copper ring] 1 0 Wand of light (will radiate light like a torch or lantern for about 3 hours per charge [this has 35 charges and is made of bone] 1 0 Wand of the worm (digs, moves earth, changes rock to mud...but only 20 feet per charge) [this has 26 charges and is made of ivory. There is a command word carved on it in a gargoyle language that says `sueteli`] 1 0 Clay jug of hellfire juice (this poison can be put on weapons...which the opponent takes additional damage [1st time is 1d6 - 2nd time is 2d6 - 3rd time is 3d6 - ect] from hits by the weapon...but is only effective for 3 hits with the weapon before it loses effectiveness). This liquid looks rainbowed in appearance. It also has a sour taste and smell to it. It seems to be purple (violet) in color. 1 0 A compendium of protection from plants (if read, the item vanishes and plants cannot harm or entangle the group for 11 hours) [written in a long dead mermen language] 1 0 Incredible Wand of Bortarsariel - 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 23 charges and is made of demon bone] 1 0 Mythical Staff of Gatianth - staff of nullifying {DICE:3+8 / STR:7 / DEX:4 / Wizard Weapon} (using this rod on a magic item will remove all magical effects...even curses) [this has 25 charges and is made of wood and has a deep blue spinel at the top] 1 0 A scroll of protection from spiders (if read, the item vanishes and spiders, along with their webbing, cannot harm the group for 3 hours) [written in an odd dragon language] 1 0 A scroll of protection from gases (if read, the item vanishes and gases cannot harm the group for 15 hours) [written in a long dead hobling language] 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 11 hours) 1 0 A scroll of protection from fire (if read, the item vanishes and fire cannot harm the group for 7 hours) 1 0 Mighty Staff of Magdanon - staff of the mage {DICE:4+10 / STR:8 / DEX:6 / Wizard Weapon} (can cast a spell at 1 level higher efficacy without spending extra WIZ points) [this has 16 charges and is made of strange wood] 1 0 Unknown Sacrificial Knife of Apomael the Rogue - sacrificial knife [the blade is made of steel and has a wood handle with a leather grip] (magical dagger / DICE:3+9 / STR:1 / DEX:5 / HND:1) [haste weapon - wielder gets a +4 to SPD] 1 0 Ring of warmth (keeps the wearer warm in cold weather climates) [a copper ring] 1 0 A codex of protection from fire (if read, the item vanishes and fire cannot harm the group for 4 hours) [written in an ancient brownie language] 1 0 Extraordinary Wand of Ngran - wand of the puppet master (will cause one opponent to join the wielder and fight alongside for 3 combat rounds) [this has 68 charges and is made of strange wood] 1 0 Magical Ring of Tadal the Rogue - ring of efreet summoning (will summon a efreet to fight with the group for a single combat) [a gold ring - it has 11 charges] 1 0 Vakel`s Robe {this black robe gives the wearer the ability to appear as one of the mummies that roam the tombs and cemeteries, up to 2 times per day for about to 30 minutes each time...the magic word to activate the robe is `irteruj` which is learned by identifying the item} 1 0 Chain coif [magical armor for head] (HITS:4 -- STR:1) [made of steel] 1 0 Wand of fireball (will create a fireball that attacks on its own for one combat round and then burns away...based on the wielder, it has DICE:[INT+4]d6+[WIZ]) [this has 58 charges and is made of dragon bone and has a sard quartz at the end of it] 1 0 Wand of finding coins (will point in the direction of any coins that is nearby and an L2SR vs. INT will even show what they are and how much) [this has 67 charges and is made of strange wood] 1 0 Eride`s Talisman {this gold talisman has a ram symbol on it and grants the wearer the ability to read one`s thoughts 2 times a day} 1 0 Waterskin of cursed concoction (drinker changes sex until curse removing magic is used). This liquid looks rainbowed in appearance. It also has a lemony taste and smell to it. It seems to be pitchy (black) in color. 1 0 Mystical Dagger of Ginou - dagger [the blade is made of gold and has a wood handle with a leather grip] (magical dagger / DICE:3+4 / STR:1 / DEX:3/14 / HND:1) 1 0 Daelon`s Almighty Cloak {this blue cloak allows the wearer to become invisible for 3 hours per day...the magic word to activate the cloak is `narbos` which is stitched on the inside} 1 0 Plate mail armor (full suit of armor / HITS:18 / STR:16] [made of iron] 1 0 JEWELRY: Golden Anklet (128gp) 1 0 Ceramic jug of mist liquid (drinker and items turn to mist for 6 minutes). This liquid looks fuming in appearance. It also has a oniony taste and smell to it. It seems to be amber (yellow) in color. 1 0 Astonishing Wand of Nuthoed - wand of fright (will cause an opponent to collapse in fear and do nothing for 4 combat rounds) [this has 75 charges and is made of ivory and has a citrine at the end of it. There is a command word carved on it in a long dead gnoll language that says `aphoamu`] 1 0 War spear (DICE:4+2 / STR:13 / DEX:8 / HND:2) [the tip is made of steel and has a wood handle] 1 0 A manual of curse removal (if read, the item vanishes and any `one` item or creature will have a curse lifted) [written in a long dead dragon language] 1 0 A scroll of protection from demons (if read, the item vanishes and demons cannot harm the group for 16 hours) 1 0 Heater shield [magical shield] (HITS:25 -- STR:6) [made of gold] 1 0 Glass bottle of cleansing potion (drinker will have a curse lifted, or it can be poured on an item to remove a curse from it). This liquid looks effervescent in appearance. It also has a metallic taste and smell to it. It seems to be ruby (red) in color. 1 0 Sling [made of bear hide...the cradle is decorated with a silver pearl] (magical ranged / DICE:5+9 / STR:2 / DEX:6 / HND:1) 1 0 Sacred Stiletto of D`Harun - stiletto [the blade is made of iron and has a wood handle with a leather grip] (magical dagger / DICE:3+4 / STR:1 / DEX:1/8 / HND:1) 1 0 Glass bottle of slippery, magical oil (poured on the floor where anyone slips and falls). This liquid looks smoky in appearance. It also has a musty taste and smell to it. It seems to be salmon (orange) in color. 1 0 Oodagh`s Lost Gauntlets {these silver gauntlets grants the wearer the ability to detect magic by touching an item...but only 4 times a day} 1 0 Astonishing Ring of Sihunosl the Enforcer - ring of falsehood (can detect lies and cannot tell any) [a gold ring...there is a command word engraved on the inside written in a long dead treekin language that says `otpsipse`] 1 0 Jefahn`s Extraordinary Gloves {these blue gloves are cursed and will cause the wearer to drop their weapon about 3 out of 6 times each combat round until curse removing magic is used, which makes the item normal} 1 0 Wand of the magi (can cast a spell at 1 level higher efficacy without spending extra WIZ points) [this has 56 charges and is made of ivory] 1 0 Extraordinary Wand of Frarellastie - wand of the illusionist (can reduce the WIZ cost to cast a spell by 7 per charge) [this has 49 charges and is made of demon bone] 1 0 Mystical Wand of Giyeth - wand of secrets (will find nearby secret/hidden doors) [this has 87 charges and is made of ivory] 1 0 Plate mail chest piece [magical armor for chest] (HITS:10 -- STR:3) [made of iron...with a fist symbol on the front that is silver in color] 1 0 Missing Ring of Ulloda - ring of water walking (allows the wearer to walk on water up to 50 feet per charge) [a iron ring...there is a command word engraved on the inside written in a cryptic ogrish language that says `odazurc`] 1 0 Wand of freezing (will cause an opponent to be frozen for 5 combat rounds, after which they fully thaw) [this has 43 charges and is made of bone and has a amethyst at the end of it] 1 0 Wonderful Pickaxe of Eleogap the Seer - pickaxe [the pick is made of steel and has a wood handle with a leather grip] (magical hafted / DICE:5+5 / STR:15 / DEX:8 / HND:1) 1 0 Brown-colored, glass bottle of mind reading concoction (lasts for 12 minutes). This liquid looks luminous in appearance. It also has a fishy taste and smell to it. It seems to be magenta (violet) in color. 1 0 A scroll of protection from any elemental (if read, the item vanishes and these elementals cannot harm the group for 8 hours) [written in a gremlin language] 1 0 Iron flask 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 oily in appearance. It also has a greasy taste and smell to it. It seems to be fawn (brown) in color. 1 0 A manual of protection from traps (if read, the item vanishes and traps cannot harm the group for 12 hours) [written in an ancient ogrish language] 1 0 Clay jug of luck elixir (increases the drinker's LCK by 5 for 5 hours). This liquid looks syrupy in appearance. It also has a watery taste and smell to it. It seems to be aquamarine (brown) in color. 1 0 Ultimate Ring of Kreoles the Priest - ring of turning spells (allows the wearer use a charge and reflect a spell back at the caster) [a bone ring with a red spinel set in it] 1 0 Legendary Bullwhip (12`) of Tarmuth - bullwhip (12`) (magical weapon / DICE:6+7 / STR:12 / DEX:14 / HND:1) 1 0 Crystal bottle of giant strength elixir (increases the drinker's STR by 10 for 6 hours). This liquid looks viscous in appearance. It also has a milky taste and smell to it. It seems to be saffron (yellow) in color. 1 0 Ancestral Spiked Punching Gloves of Galzieth - spiked punching gloves (magical weapon / DICE:3+8 / STR:2 / DEX:3 / HND:1) 1 0 Pitt`s Iron Hand Mirror {when one sees their reflection, and the word spoken by the wielder, any creature looking at their reflection at will get sucked into the mirror (where only one at a time may exist in the mirror) and imprisoned until the owner breaks it} 1 0 Rare Net of Phoseph - net (magical net / DICE:1+4 / STR:7 / DEX:11 / HND:1) 1 0 Ignatz`s Fabulous Gauntlets {these bone gauntlets grants the wearer 8 points to their armor hits but only if they are not holding a shield} 1 0 Fabled Crossbow of Brugagh - crossbow [ranger sculpted of wood] (magical crossbow / DICE:7+4 / STR:14 / DEX:9 / HND:2) 1 0 A manual of protection from spiders (if read, the item vanishes and spiders, along with their webbing, cannot harm the group for 6 hours) [written in a cryptic centaur language] 1 0 Excellent Ring of Gamiath the Vanquisher - ring of protection +1 (gives additional points to armor hits) [a copper ring] 1 0 Light flail [the end is made of iron and has a metal handle with a lizard leather grip...the handle is decorated with 9 gems {alexandrite}] (magical hafted / DICE:5+8 / STR:19 / DEX:12 / HND:1) [fire weapon - this weapon will appear to be on fire when wielded in combat, but will not burn the wielder] 1 0 Wonderful Ring of Oratinael - ring of efreet summoning (will summon a efreet to fight with the group for a single combat) [a copper ring with a violet garnet set in it] 1 0 A codex of protection from electricity (if read, the item vanishes and electricity cannot harm the group for 2 hours) [written in a cryptic vampire language] 1 0 Spherical, glass bottle of acid resistance oil (rub on self or items...lasts until acid is splashed on them). This liquid looks luminous in appearance. It also has a tart taste and smell to it. It seems to be salmon (orange) in color. 1 0 Purple-colored, glass bottle of ventriloquism liquid (drinker can throw their voice 14 minutes). This liquid looks syrupy in appearance. It also has a bilious taste and smell to it. It seems to be lake (violet) in color. 1 0 Wooden shield [magical shield] (HITS:9 -- STR:1 -- [BONUS +3 for any SR's made from attacks]) [made of carved oak and is white in color] 1 0 Almighty Axe of Ipon - axe [the blade is made of silver and has a wood handle with a leather grip...the name of Trimasel is engraved on the blade] (magical hafted / DICE:4+2 / STR:8 / DEX:4 / HND:1) 1 0 Clay jug of etherealness draught (can pass through 6 feet thick walls for 14 minutes). This liquid looks flecked [plum colored] in appearance. It also has a sugary taste and smell to it. It seems to be cinnabar (red) in color. 1 0 Fabulous Chain Coif of Viktor the Thief - chain coif [magical armor for head] (HITS:16 -- STR:1) [made of steel] 1 0 Lost Tower Shield of Tramater the Priest - tower shield [magical shield] (HITS:48 -- STR:6) [made of steel...with a bear symbol on the front that is gold in color] 1 0 Rapier (DICE:3+4 / STR:10 / DEX:14 / HND:1) [the blade is made of iron with a leather grip] 1 0 JEWELRY: Silver Coronet (29gp) 1 0 Glass jar of undead domination elixir [shadows] (lasts for 8 hours). This liquid looks bubbling in appearance. It also has a musty taste and smell to it. It seems to be dun (gray) in color. 1 0 A manual with a vile hex (reader's skin turns to a white color until curse removing magic is used) [written in a naga language] 1 0 Leather leggings [magical armor for legs] (HITS:12 -- STR:1) [made of dragon hide and is brown in color] 1 0 Mythical Chain Coif of Wichalish the Conjurer - chain coif [magical armor for head] (HITS:4 -- STR:1) [made of iron] 1 0 A compendium of protection from magical weapons (if read, the item vanishes and magic weapons cannot harm the group for 4 hours) [written in an ancient dwarvish language] 1 0 Wand of extinguishing (puts out fires and can even stop the effects of fire based attacks) [this has 88 charges and is made of ivory] 1 0 Ornate Buckler of Ardarion - buckler [magical shield] (HITS:22 -- STR:1) [made of animal hide and is white in color] 1 0 Full helm (armor for head / HITS:3 / STR:2] [made of steel] 1 0 Battle dagger [the blade is made of steel and has a wood handle with a rhinoceros leather grip] (magical dagger / DICE:2+10 / STR:10 / DEX:8 / HND:1) 1 0 Wand of sorcery (can reduce the WIZ cost to cast a spell by 6 per charge) [this has 64 charges and is made of wood and has a garnet at the end of it] 1 0 A parchment of protection from water (if read, the item vanishes and water/ice/snow/vapor-based attacks cannot harm the group for 10 hours) 1 0 Rare Ring of Galzan - ring of warmth (keeps the wearer warm in cold weather climates) [a iron ring...there is a command word engraved on the inside written in a undead language that says `ivaufca`] 1 0 Lost Sacrificial Knife of Satanchia the Mage - sacrificial knife [the blade is made of iron and has a bronze handle with a leather grip...the name of Ttilo is engraved on the handle] (magical dagger / DICE:4+6 / STR:1 / DEX:6 / HND:1) 1 0 Pike [the blade is made of bronze and has a wood handle...the name of Kriaster is engraved on the blade] (magical polearm / DICE:6+6 / STR:13 / DEX:11 / HND:2) [magic leech weapon - any opponent hit with this weapon will lose 15 of their WIZ] 1 0 Sagrianth`s Extraordinary Boots {these brown animal skin boots give the wearer a cat-like grace...if they jump from a height no greater than 50 feet (or a pit opens up beneath them) they will always land on their feet, and even safely between spikes, without taking any damage} 1 0 Ring of the witch (can reduce the WIZ cost to cast a spell by 2 per charge) [a bone ring with a chalcedony set in it - it has 20 charges] 1 0 Studded leather armor (full suit of armor / HITS:7 / STR:8] [made of animal hide and is purple in color] 1 0 Glass bottle of sharpening oil (any sharp weapon it is rubbed on has an extra 2 dice for 2 hours). This liquid looks smoky in appearance. It also has a milky taste and smell to it. It seems to be turquoise (blue) in color. 1 0 Iron flask of persuasive liquid (can convince others to so something non-life threatening for 14 minutes). This liquid looks clear in appearance. It also has a honeyed taste and smell to it. It seems to be flaxen (yellow) in color. 1 0 Ceramic jug of speed potion (increases the drinker's SPD by 5 for 15 hours). This liquid looks oily in appearance. It also has a sweet taste and smell to it. It seems to be maroon (red) in color. 1 0 Great shield [magical shield] (HITS:28 -- STR:12 -- [BONUS +2 for any SR's made from attacks]) [made of iron] 1 0 Sobran`s Ancestral Doll {this doll can come to life and serve the owner for 7 hours per week if the word `uluache` is spoken (which is shown somewhere on it)...it will not fight but do other various chores 1 0 Ring of magic (allows the wearer reduce a spell casting cost by 1 point) [a gold ring] 1 0 Test tube of disenchanting oil (remove enchantments on those it is rubbed on). This potion is layered [colors of eggplant, yellow, and thistle] in appearance. It also has a greasy taste and smell to it. It seems to be flaxen (yellow) in color. 1 0 Exotic Wand of Nondeb - wand of secrets (will find nearby secret/hidden doors) [this has 67 charges and is made of bone and has a black pearl at the end of it] 1 0 Ring of animal domination [any animal] (will control a single animal for 30 minutes) [a iron ring - it has 39 charges] 1 0 Marvelous Banded Mail Armor of Hahlraz the Torturer - banded mail armor [magical full suit of armor] (HITS:91 -- STR:10) [made of iron] 1 0 Powerful Large Dagger of Gimiosp - large dagger [the blade is made of steel and has a bronze handle with a unicorn leather grip] (magical dagger / DICE:2+7 / STR:1 / DEX:3/23 / HND:1) 1 0 Ring of falsehood (can detect lies and cannot tell any) [a gold ring] 1 0 Wand of light (will radiate light like a torch or lantern for about 6 hours per charge [this has 76 charges and is made of strange wood] 1 0 Glass bottle of speed elixir (increases the drinker's SPD by 5 for 4 hours). This liquid looks effervescent in appearance. It also has a fiery taste and smell to it. It seems to be coppery (metallic) in color. 1 0 Gauntlets (armor for arms / HITS:2 / STR:2] [made of gold] 1 0 JEWELRY: Golden Gemmed Bracelet (1,000gp) 1 0 A grimoire with a vile hex (reader cannot speak clearly because of stuttering until curse removing magic is used) 1 0 Ciarion`s Marvelous Belt {this gray mammoth skin belt has a gold buckle and allows the wearer to always deal with bugbears on peaceful terms...unless the wearer does something hostile toward them} 1 0 Powerful Large Dagger of Sacunsabn - large dagger [the blade is made of steel and has a wood handle with a leather grip] (magical dagger / DICE:5+11 / STR:1 / DEX:3/23 / HND:1) 1 0 Metal leggings [magical armor for legs] (HITS:28 -- STR:1) [made of adamant] 1 0 Royal Wand of Espispto - 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 23 charges and is made of bone] 1 0 Kraenor`s Mounted Moose Head {will talk to the owner and tell of everything that went on in the area while they were away} 1 0 Ceramic jug of vile elixir (drinker's hair turns orange and grows 2 feet longer until curse removing magic is used). This liquid looks vaporous in appearance. It also has a bilious taste and smell to it. It seems to be straw (yellow) in color. 1 0 Yllthane`s Scarab {this copper scarab has a axe symbol on it and allows the wearer to attack enemies...that require a magic or silver weapon...with normal weapons} 1 0 Heavy crossbow [ranger crafted of wood] (magical crossbow / DICE:8+8 / STR:17 / DEX:10 / HND:2) 1 0 Throwing star (DICE:1+3 / STR:10 / DEX:15 / HND:1 / RNG:15) {7 each} [made of steel] 1 0 Blue-colored, decanter of dexterity elixir (increases the drinker's DEX by 5 for 5 hours). This liquid looks fuming in appearance. It also has a bitter taste and smell to it. It seems to be ebony (black) in color. 1 0 Waterskin of giant domination potion [frost giants] (lasts for 4 hours). This liquid looks cloudy in appearance. It also has a salty taste and smell to it. It seems to be coppery (metallic) in color. 1 0 Glass jar of shrinking potion (drinker and items shrink to 5% normal size for 2 minutes). This liquid looks effervescent in appearance. It also has a oniony taste and smell to it. It seems to be magenta (violet) in color. 1 0 Mysterious Ring of Korgulg - ring of dexterity +6 [a gold ring...there is a command word engraved on the inside written in a cryptic minotaur language that says `nargn`] 1 0 Xenix`s Wonderful Gauntlets {these iron gauntlets grants the wearer the ability to pass their hand and arm through about a foot of non-organic material 2 times a day...like a wall or door} 1 0 Wand of sorcery (can reduce the WIZ cost to cast a spell by 2 per charge) [this has 59 charges and is made of dragon bone] 1 0 Ring of the witch (can reduce the WIZ cost to cast a spell by 9 per charge) [a silver ring...there is a command word engraved on the inside written in a undead language that says `sugarg` - it has 14 charges] 1 0 Orkish war axe (DICE:6+1 / STR:23 / DEX:12 / HND:2) [the blade is made of steel and has a wood handle with a leather grip...the handle is decorated with 3 gems {turquoise}] 1 0 Battle dagger (DICE:2 / STR:10 / DEX:12 / HND:1) [the blade is made of steel and has a metal handle with a leather grip...the handle is decorated with 5 gems {blue quartz}] 1 0 Infernal ring (wearer cannot stop crying, where maybe nearby monsters may hear until curse removing magic is used, which destroys the item) [a iron ring with a silver pearl set in it] 1 0 Ring of wizardry +10 [a platinum ring...the command word to use this is `nalizup`, which can be learned by identifying the item] 1 0 Legendary Heavy Cloth Armor of Mand - heavy cloth armor [magical full suit of armor] (HITS:30 -- STR:1) [made of tailored hemp and is brown in color] 1 0 A scroll of protection from illusions (if read, the item vanishes and the group can see the truth of illusions for 3 hours) 1 0 Ring of telekinesis (allows the wearer to move an object they can see, and that they can lift themselves, with their mind up to 90 feet) [a bone ring] 1 0 Heksen`s Powerful Cloak {this red cloak gives the wearer an additional 6 hits with their armor} 1 0 GEM: Emerald (480gp) 1 0 Gold-colored, glass bottle 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 bubbling in appearance. It also has a greasy taste and smell to it. It seems to be ruby (red) in color. 1 0 Green-colored, decanter of animal domination draught [mammals] (lasts for 11 hours). This liquid looks rainbowed in appearance. It also has a meaty taste and smell to it. It seems to be ebony (black) in color. 1 0 Heavy plate mail armor (full suit of armor / HITS:20 / STR:19] [made of gold...with a ram symbol on the front and back that is azure in color] 1 0 Plate mail chest piece (armor for chest / HITS:5 / STR:4] [made of steel...with a skull symbol on the back that is amber in color] 1 0 Legendary Lasso (30`) of Drakan - lasso (30`) (magical weapon / DICE:2+5 / STR:7 / DEX:14 / HND:1) 1 0 Battle hammer (DICE:5+2 / STR:18 / DEX:8 / HND:2) [the blunt end is made of iron and has a gold handle with a manticore leather grip...the name of Galenon is engraved on the blunt end] 1 0 Fabulous Wand of Vanyanga the Medium - wand of light (will radiate light like a torch or lantern for about 9 hours per charge [this has 94 charges and is made of wood and has a garnet at the end of it. The command word to use this is `cilrax`, which can be learned by identifying the item] 1 0 Sacred Battle Dagger of Pisa - battle dagger [the blade is made of steel and has a gold handle with a animal leather grip...the name of Zasfus is engraved on the blade] (magical dagger / DICE:5+6 / STR:7 / DEX:11 / HND:1) 1 0 Waterskin of giant strength draught (increases the drinker's STR by 10 for 8 hours). This liquid looks fuming in appearance. It also has a watery taste and smell to it. It seems to be sable (black) in color. 1 0 Caras` Exotic Gauntlets {these gold gauntlets grants the wearer the ability to pass their hand and arm through about a foot of non-organic material 6 times a day...like a wall or door} 1 0 A tome of protection from water (if read, the item vanishes and water/ice/snow/vapor-based attacks cannot harm the group for 5 hours) [written in a long dead giant language] 1 0 Rare Ring of Kraenor - ring of the mystic (can cast a spell at 1 level higher efficacy without spending extra WIZ points) [a platinum ring - it has 16 charges] 1 0 Ring of strength +1 [a platinum ring with a golden yellow topaz set in it...there is a command word engraved on the inside written in a cryptic vampire language that says `dotnoc`] 1 0 Blue-colored, decanter of giant domination draught [mountain giants] (lasts for 12 hours). This liquid looks cloudy in appearance. It also has a salty taste and smell to it. It seems to be tawny (orange) in color. 1 0 Xugha`s Recorder {when played [by making a musical L1SR vs. DEX], this will produce a sound that can be directed as if it was coming from somewhere else up to 150 feet away} 1 0 Tadal`s Unknown Bronze Hand Mirror {when one sees their reflection, and the word spoken by the wielder, any creature looking at their reflection at will get sucked into the mirror (where only one at a time may exist in the mirror) and imprisoned until the owner breaks it} 1 0 Splint mail armor [magical full suit of armor] (HITS:78 -- STR:10) [made of silver] 1 0 Wand of nullification (every charge used will drain 6 WIZ from an opponent) [this has 85 charges and is made of wood] 1 0 Excellent Ring of Bedwick - ring of animal domination [birds] (will control a single animal for 80 minutes) [a copper ring - it has 12 charges] 1 0 Egog`s Incredible Sage Book {this mystical book is bound in blue animal skin with royal blue colored symbols of a axe on the front and a woman on the back...any item placed on a blank page [there are only 10 blank pages] will have magical words appear on that page that identifies the item} 1 0 Udazbanoe`s Fabled Wooden Chest {will float and follow the owner when the word `enableets` is spoken, which is shown somewhere on it} 1 0 Ring of influence (allows the wearer to roll an extra die for any SR's involving charisma) [a silver ring with a blue quartz set in it] 1 0 A grimoire with a vile hex (reader begins to see all friends as monsters, fleeing from them for about 2 days) [written in an odd devlish language] 1 0 Clay jug of levitation concoction (can levitate 3 feet off the ground for 12 minutes). This liquid looks vaporous in appearance. It also has a peppery taste and smell to it. It seems to be turquoise (blue) in color. 1 0 Ring mail armor [magical full suit of armor] (HITS:24 -- STR:9) [made of iron...with a angel symbol on the back that is amber in color] 1 0 Leather armor [magical full suit of armor] (HITS:15 -- STR:5) [made of animal hide and is brown in color...with a chimera symbol on the front that is gold in color] 1 0 Heavy cloth armor [magical full suit of armor] (HITS:3 -- STR:6 -- [infernal heavy cloth armor (wearer has all of their magic items turn to stone.)]) [made of stitched fur and is brown in color] 1 0 Rare Wand of Ytingahi the Wizard - 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 67 charges and is made of strange wood and has a pink diamond at the end of it] 1 0 Full helm (armor for head / HITS:3 / STR:2] [made of silver] 1 0 Tower shield (shield / HITS:6 / STR:12] [made of iron...with a eye symbol on the front that is royal blue in color] 1 0 Antarahi`s Lamp Oil {this lantern oil will cause the lamp`s light to hurt undead within it`s glow for 1d6 damage per round} 1 0 Excellent Short Sword of Erantog - short sword [the blade is made of bronze with a leather grip] (magical sword / DICE:5+4 / STR:7 / DEX:3 / HND:1) 1 0 Splint mail armor (full suit of armor / HITS:13 / STR:14] [made of bronze] 1 0 Sling (DICE:2 / STR:5 / DEX:10 / HND:1 / RNG:50) [made of animal hide...the name of Aldrax is burned on it] 1 0 Legendary Ring of Telzar - ring of the witch (can reduce the WIZ cost to cast a spell by 3 per charge) [a gold ring - it has 36 charges] 1 0 Santheiua`s Mysterious Locket {this silver locket has a violet garnet set in it and grants the wearer the ability to cast any known first level spell at no cost...once per day} 1 0 Amazing Wand of Saez - wand of polymorph (will turn an opponent into a squirrel for 2 combat rounds) [this has 82 charges and is made of ivory and has a pink diamond at the end of it] 1 0 Amazing Heavy Cloth Armor of Elrak - heavy cloth armor [magical full suit of armor] (HITS:12 -- STR:4) [made of sewn cotton and is green in color] 1 0 Wine bottle of secret doors potion (drinker can see secret doors and compartments for about an hour). This liquid looks fuming in appearance. It also has a lemony taste and smell to it. It seems to be emerald (brown) in color. 1 0 Wand of the magician (can cast a spell at 1 level higher efficacy without spending extra WIZ points) [this has 51 charges and is made of wood] 1 0 Wand of fright (will cause an opponent to collapse in fear and do nothing for 2 combat rounds) [this has 65 charges and is made of wood. There is a command word carved on it in a cryptic centaur language that says `einark`] 1 0 Fabulous Ring of Hetal the Prowler - ring of phasing (can pass through obstacles up to 10 feet thick) [a copper ring] 1 0 GEM: Malachite (2gp) 1 0 Wand of fireball (will create a fireball that attacks on its own for one combat round and then burns away...based on the wielder, it has DICE:[INT+4]d6+[WIZ]) [this has 94 charges and is made of bone. The command word to use this is `retnehcu`, which can be learned by identifying the item] 1 0 Astonishing Crossbow of Adrosc the Thief - crossbow [fletcher crafted of reaper wood] (magical crossbow / DICE:7+8 / STR:15 / DEX:7 / HND:2) 1 0 Ceramic jug of humanoid domination elixir [orcs] (lasts for 2 hours). This liquid looks effervescent in appearance. It also has a buttery taste and smell to it. It seems to be heliotrope (violet) in color. 1 0 Findirianor`s Magnificent Locket {this iron locket has a sard quartz set in it and will absorb up to 300 points of magical spell damage before being destroyed} 1 0 Aegnor`s Fabulous Paint Brush {once a day this brush can paint a doorway on a wall that is no more than 10 feet thick...but it does require a pint of paint} 1 0 GEM: Garnet (12gp) 1 0 Scale mail chest piece (armor for chest / HITS:3 / STR:3] [made of silver...with a ram symbol on the back that is amber in color] 1 0 Plate mail chest piece (armor for chest / HITS:5 / STR:4] [made of gold...with a buffalo symbol on the back that is royal blue in color] 1 0 Legendary Ring of Sholzianth the Mage - ring of invisibility (the wearer can turn invisible for 20 minutes) [a iron ring with a silver pearl set in it] 1 0 Powerful Wand of Spamath the Conjurer - 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 bone and has a sard quartz at the end of it] 1 0 Ring of turning spells (allows the wearer use a charge and reflect a spell back at the caster) [a gold ring with a rich purple corundum set in it] 1 0 Glorified Staff of Svafnkell - staff of insect swarm {DICE:3+5 / STR:9 / 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 15 charges and is made of ash wood. There is a command word carved on it in an ancient giant language that says `rodnav`] 1 0 GEM: Peridot (4gp) 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 banded agate set in it] 1 0 Wand of sorcery (can reduce the WIZ cost to cast a spell by 5 per charge) [this has 75 charges and is made of demon bone and has a green spinel at the end of it. There is a command word carved on it in a dwarvish language that says `noizara`] 1 0 Test tube of undead domination concoction [shadows] (lasts for 12 hours). This liquid looks viscous in appearance. It also has a honeyed taste and smell to it. It seems to be fallow (yellow) in color. 1 0 Ring of dexterity +1 [a platinum ring...there is a command word engraved on the inside written in a dragon language that says `leamopa`] 1 0 Ring of leaping (can leap 30 feet or 10 feet high) [a iron ring...there is a command word engraved on the inside written in an odd undead language that says `htebeg`] 1 0 Heavy cloth armor [magical full suit of armor] (HITS:18 -- STR:2) [made of fashioned hemp and is yellow in color...with a sword symbol on the front that is azure in color] 1 0 Xnaurl`s Marvelous Torch {if the word `gurg` is spoken (which is shown somewhere on it), this torch will light and follow the owner by floating nearby...but only for about 6 hours a day} 1 0 Sacred Short Bow of Borgan the Vanquisher - short bow [bowyer sculpted of wood] (magical bow / DICE:6+7 / STR:15 / DEX:15 / HND:2) 1 0 Sacred Leather Cap of Briarananth - leather cap [magical armor for head] (HITS:5 -- STR:1) [made of animal hide and is brown in color] 1 0 Magnificent Ring of Felerelia the Bandit - ring of the chameleon (the wearer can blend in with a surface for 30 minutes and only if they hold still) [a bone ring with a white pearl set in it...the command word to use this is `rkivetrtea`, which can be learned by identifying the item - it has 14 charges] 1 0 Glass bottle of purity elixir (drinker will have a curse lifted, or it can be poured on an item to remove a curse from it). This liquid looks bubbling in appearance. It also has a bitter taste and smell to it. It seems to be cerise (red) in color. 1 0 Ring of fire resistance (allows the wearer to roll an extra die for any SR's involving fire) [a copper ring] 1 0 Feenark`s Bracers {these brown animal skin bracers grants the wearer an extra 2 dice when rolling for any SR with roguery} 1 0 Wand of finding traps (will find nearby traps) [this has 47 charges and is made of bone and has a moonstone at the end of it] 1 0 A tome of protection from fire (if read, the item vanishes and fire cannot harm the group for 8 hours) [written in an ancient mermen language] 1 0 JEWELRY: Exceptional Earring (211gp) 1 0 JEWELRY: Golden Crown (156gp) 1 0 Staff of the sorcerer {DICE:6+5 / STR:7 / DEX:7 / Wizard Weapon} (grants a +8 to LCK...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 oak wood] 1 0 Enchanted Heavy Cloth Shirt of Verlgu the Bandit - heavy cloth shirt [magical armor for chest] (HITS:3 -- STR:1) [made of tailored cloth and is brown in color...with a griffin symbol on the front and back that is indigo in color] 1 0 A grimoire of protection from devils (if read, the item vanishes and devils cannot harm the group for 9 hours) [written in an ancient undead language] 1 0 A scroll of protection from fire (if read, the item vanishes and fire cannot harm the group for 15 hours) [written in a gargoyle language] 1 0 Warhammer (DICE:5+1 / STR:16 / DEX:3 / HND:1) [the blunt end is made of iron and has a wood handle with a animal leather grip...the blunt end is decorated with 12 gems {peridot}] 1 0 Wine bottle of truthfulness concoction(drinker tells nothing but the truth for 14 minutes unless they may an L1SR vs. INT). This liquid looks viscous in appearance. It also has a watery taste and smell to it. It seems to be golden (orange) in color. 1 0 A manual of protection from illusions (if read, the item vanishes and the group can see the truth of illusions for 14 hours) 1 0 Incredible Brass Knuckles of Darrion the Criminal - brass knuckles (magical weapon / DICE:3+6 / STR:2 / DEX:3 / HND:2) 1 0 Exotic Brass Knuckles of Spamuth the Priest - brass knuckles (magical weapon / DICE:3+2 / STR:1 / DEX:3 / HND:2) 1 0 Elaceah`s Teddy Bear {this teddy bear can come to life and serve the owner for 2 hours per week if the word `oarhamip` is spoken (which is learned by identifying the item)...it will not fight but do other various chores 1 0 Grapple hook & rope (30`) [made of steel] (magical weapon / DICE:4+8 / STR:2 / DEX:6 / HND:2) 1 0 Yyntrix`s Exotic Medallion {this copper medallion has a eye symbol on it and grants the wearer +7 to their armor hits} 1 0 Wand of magic arrow (will create an arrow that attacks on its own for one combat round and then vanishes...based on the wielder, it has DICE:[INT+2]d6+[WIZ]) [this has 54 charges and is made of wood] 1 0 A scroll of protection from plants (if read, the item vanishes and plants cannot harm or entangle the group for 8 hours) 1 0 Extraordinary Spiked Warhammer of Soltak the Swindler - spiked warhammer [the blunt end is made of silver and has a metal handle with a leather grip] (magical hafted / DICE:8+2 / STR:18 / DEX:10 / HND:2) 1 0 A compendium of protection from cold (if read, the item vanishes and cold cannot harm the group for 5 hours) 1 0 Anrorc`s Gauntlets {these copper gauntlets grants the wearer the skills of a great warrior by giving +10 to combat rolls} 1 0 Scale mail armor [magical full suit of armor] (HITS:36 -- STR:11) [made of iron] 1 0 Lekax`s Fabled Gloves {these yellow lion skin gloves grants the wearer the ability to make a single hand-held object disappear and reappear at will from the glove} 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 Mighty Spiked Club of Alael the Magician - spiked club [the blunt end is made of steel and has a wood handle with a leather grip] (magical hafted / DICE:4+4 / STR:5 / DEX:5 / HND:1) [+4 combat adds when used against canines (hound bane)] 1 0 An omnibus of protection from dragon's breath (if read, the item vanishes and dragon breath cannot harm the group for 17 hours) [written in a gargoyle language] 1 0 Wondrous Club of Itakup - club [the blunt end is made of iron and has a wood handle with a leather grip] (magical hafted / DICE:5+2 / STR:4 / DEX:3 / HND:1) [weapon of chance - the wielder may roll their combat dice over if they do not like the first results, once per combat round...they must accept the second results] 1 0 Magical Bullwhip (12`) of Auhgan - bullwhip (12`) (magical weapon / DICE:4+3 / STR:15 / DEX:13 / HND:1) 1 0 Fantastic Chain Mail Armor of Asidodiel - chain mail armor [magical full suit of armor] (HITS:60 -- STR:8) [made of silver...with a devil symbol on the back that is silver in color] 1 0 Noxtrag`s Lost Belt {this brown animal skin belt has a bone buckle and allows the buckle to absorb electrical energy or bolts, where the wearer than then direct that same damaging energy elsewhere} 1 0 Ardarion`s Excellent Rock {this magical rock will hypnotize another that it is directly shown to where they are forced to follow the suggestion of the possessor and thus forget they encountered the possessor...to activate it one must hold it in front of themselves...it has 46 charges} 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 72 charges and is made of bone and has a golden yellow topaz at the end of it] 1 0 Crystal bottle of lying elixir (drinker can convincely tell lies for 11 minutes). This liquid looks fuming in appearance. It also has a metallic taste and smell to it. It seems to be mauve (violet) in color. 1 0 Nikaon`s Mystical Talking Skull {if the owner asks the skull of nearby coins, it will speak to confirm or deny as such} 1 0 White-colored, glass bottle of scorpion venom (this poison can be put on weapons...and it will reduce a victim`s combat adds to 75%...but is only effective for 16 hits with the weapon before it loses effectiveness). This liquid looks vaporous in appearance. It also has a fishy taste and smell to it. It seems to be sable (black) in color. 1 0 Powerful Wand of Ugra the Sage - 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 43 charges and is made of wood] 1 0 Zakron`s Missing Crystal Bottle {contains an endless supply of air that one may breathe from} 1 0 Missing Wand of Iacanth the Conjurer - wand of finding traps (will find nearby traps) [this has 20 charges and is made of wood and has a black star sapphire at the end of it. There is a command word carved on it in an ancient balrog language that says `niryt`] 1 0 Supreme Plate Mail Armor of Yagnatz the Conquerer - plate mail armor [magical full suit of armor] (HITS:36 -- STR:14) [made of steel...with a hippogriff symbol on the back that is gold in color] 1 0 Clay jug of levitation liquid (can levitate 4 feet off the ground for 16 minutes). This liquid looks vaporous in appearance. It also has a perfumy taste and smell to it. It seems to be flame (orange) in color. 1 0 Missing Ring of Hara - ring of the witch (can reduce the WIZ cost to cast a spell by 7 per charge) [a silver ring with a pink diamond set in it] 1 0 Mythical Spiked Punching Gloves of Bigama - spiked punching gloves (magical weapon / DICE:4+9 / STR:1 / DEX:3 / HND:1) 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 3 hours) 1 0 Ceramic jug of curare poison (this poison can be put on weapons...which the opponent loses combat adds for every hit by the poisoned weapon...but is only effective for 13 hits with the weapon before it loses effectiveness). This liquid looks watery in appearance. It also has a milky taste and smell to it. It seems to be purple (violet) in color. 1 0 Test tube of invulnerable concoction (lasts for 2 minutes). This liquid looks vaporous in appearance. It also has a sweet taste and smell to it. It seems to be ultramarine (blue) in color. 1 0 Ceramic jug of underwater breathing mixture (lasts for 3 hours). This liquid looks syrupy in appearance. It also has a spicy taste and smell to it. It seems to be buff (yellow) in color. 1 0 Glorified Ring of Birhamus the Seer - ring of elemental domination [lightning elemental] (will control a single elemental for 80 minutes) [a platinum ring...there is a command word engraved on the inside written in a long dead balrog language that says `niraraht`] 1 0 Wand of polymorph (will turn an opponent into a bird for 2 combat rounds) [this has 72 charges and is made of demon bone] 1 0 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 platinum ring] 1 0 A scroll of protection from dragon's breath (if read, the item vanishes and dragon breath cannot harm the group for 9 hours) [written in a long dead undead language] 1 0 Ring of luck +5 [a gold ring with a golden pearl set in it...there is a command word engraved on the inside written in a hobling language that says `ahkay`] 1 0 A scroll of protection from fire (if read, the item vanishes and fire cannot harm the group for 2 hours) 1 0 Zelik`s Robe {this purple robe is cursed and the wearer will be bitten by many magical bugs that infest it until curse removing magic is used, which makes the item normal} 1 0 Wine bottle of life giving liquid (brings those back from the dead). This liquid looks cloudy in appearance. It also has a sugary taste and smell to it. It seems to be sapphire (blue) in color. 1 0 Quillan`s Boots {these black animal skin boots allow one to jump foward and upward about 50 feet...and half that backwards} 1 0 Avien`s Excellent Belt {this brown bear skin belt has a platinum buckle and has a pouch permanently connected to it...where it can weightlessly hold 6 items without appearing to take up space} 1 0 Ultimate Heavy Crossbow of Feenark - heavy crossbow [druid assembled of wood] (magical crossbow / DICE:6+8 / STR:17 / DEX:10 / HND:2) 1 0 Plate mail armor [magical full suit of armor] (HITS:54 -- STR:14) [made of bronze...with a wolf symbol on the front and back that is silver in color] 1 0 A compendium of protection from air elemental (if read, the item vanishes and these elementals cannot harm the group for 6 hours) 1 0 GEM: Sard Quartz (4gp) 1 0 JEWELRY: Silvery Gold Comb/brush (24gp) 1 0 Sutlanasael`s Amulet {this gold amulet has a canary diamond set in it and grants the wearer the ability to resist any type of disease} 1 0 Lost Staff of Alael - staff of domination {DICE:6+10 / STR:5 / DEX:5 / Wizard Weapon} (can force up to 8 enemies follow the commands of the wielder for 9 minutes) [this has 23 charges and is made of wood. There is a command word carved on it in a long dead dwarvish language that says `naspri`] 1 0 Wand of conjuring (can summon any creature for the duration of a single combat...but no matter the creature...it will only have an MR of the wielder`s INTx10) [this has 86 charges and is made of ivory. There is a command word carved on it in a cryptic fey language that says `enahtlly`] 1 0 Missing Tower Shield of Vabugbu the Conjurer - tower shield [magical shield] (HITS:66 -- STR:4) [made of iron...with a horse symbol on the front that is violet in color] 1 0 Enchanted Light Flail of Conandinas - light flail [the end is made of silver and has a wood handle with a sabretooth leather grip] (magical hafted / DICE:5+6 / STR:19 / DEX:12 / HND:1) 1 0 Almighty Large Dagger of Lurtapios the Robber - large dagger [the blade is made of gold and has a wood handle with a animal leather grip...the handle is decorated with 3 gems {zircon}] (magical dagger / DICE:3+8 / STR:1 / DEX:4/23 / HND:1) 1 0 Waterskin of curing potion (cures disease and illness). This liquid looks smoky in appearance. It also has a perfumy taste and smell to it. It seems to be silvery (metallic) in color. 1 0 A scroll of protection from traps (if read, the item vanishes and traps cannot harm the group for 5 hours) 1 0 Isubasak`s Medallion {this copper medallion has a green emerald set in it and grants the wearer the ability to cast spells one level higher without penalty} 1 0 Varn`s Wizardry Book {this spell book is bound in brown lizard skin with jade colored symbols of a angel on the front and a buffalo on the back...it allows the owner to add an extra die for INT SR's when casting spells} 1 0 Divine Wand of Lehael the Seer - wand of wonderous magic (can cast a spell at 1 level higher efficacy without spending extra WIZ points...or can reduce the WIZ cost to cast a spell by . mt_rand(5,15) . ...per charge) [this has 91 charges and is made of ivory] 1 0 Great shield (shield / HITS:7 / STR:14] [made of mithril...with a ram symbol on the front that is jade in color] 1 0 Athrax`s Gloves {these purple animal skin gloves grants the wearer the ability to make a single hand-held object disappear and reappear at will from the glove} 1 0 Incredible Spiked Punching Gloves of Vama - spiked punching gloves (magical weapon / DICE:3+6 / STR:1 / DEX:1 / HND:1) 1 0 Astonishing Heavy Cloth Armor of Vantrom the Vanquisher - heavy cloth armor [magical full suit of armor] (HITS:27 -- STR:1) [made of sewn fur and is brown in color] 1 0 Mystical Ring of Laripael - ring of sight (can see through obstacles up to 9 feet thick) [a platinum ring...there is a command word engraved on the inside written in a orkish language that says `zunzheoc`] 1 0 A tome 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 Heater shield [magical shield] (HITS:10 -- STR:8 -- [BONUS +3 for any SR's made from attacks]) [made of steel...with a hawk symbol on the front that is royal blue in color] 1 0 Chain mail armor [magical full suit of armor] (HITS:24 -- STR:11) [made of steel] 1 0 Sling stone {10 each} 1 0 Wine bottle of invisibility potion (lasts for 3 minutes). This liquid looks clear in appearance. It also has a burning taste and smell to it. It seems to be plum (violet) in color. 1 0 X`calak`s Lost Gauntlets {these iron gauntlets grants the wearer the ability to hold a two-handed weapon effectively in one hand} 1 0 Magical Chain Mail Armor of Hatalitt the Vanquisher - chain mail armor [magical full suit of armor] (HITS:60 -- STR:9) [made of adamant...with a cross symbol on the back that is azure in color] 1 0 A compendium of protection from gaze attacks (if read, the item vanishes and gazes cannot harm the group for 4 hours) 1 0 A grimoire of protection from possession (if read, the item vanishes and the group cannot be possessed, or have their soul stolen, for 3 hours) 1 0 Leather cap (armor for head / HITS:1 / STR:2] [made of demon hide and is yellow in color] 1 0 Chain mail chest piece (armor for chest / HITS:4 / STR:4] [made of steel] 1 0 Amazing Ring of Gatianth the Prowler - ring of animal domination [mammals] (will control a single animal for 60 minutes) [a platinum ring] 1 0 Waterskin of lying potion (drinker can convincely tell lies for 13 minutes). This liquid looks cloudy in appearance. It also has a greasy taste and smell to it. It seems to be tawny (orange) in color. 1 0 Ring of intelligence +2 [a platinum ring with a brown diamond set in it...there is a command word engraved on the inside written in a cryptic hobling language that says `rodlaw`] 1 0 Rare Sacrificial Knife of Sanyarar the Swindler - sacrificial knife [the blade is made of iron and has a wood handle with a leather grip...the name of Esboot is engraved on the handle] (magical dagger / DICE:3+6 / STR:1 / DEX:6 / HND:1) 1 0 Ring of falsehood (can detect lies and cannot tell any) [a gold ring...the command word to use this is `htnaneveuq`, which can be learned by identifying the item - it has 31 charges] 1 0 Studded leather jacket [magical armor for chest] (HITS:20 -- STR:1) [made of animal hide and is purple in color] 1 0 Wonderful Spiked Club of Gwirkitta - spiked club [the blunt end is made of silver and has a wood handle with a leather grip] (magical hafted / DICE:5+4 / STR:6 / DEX:4 / HND:1) [sun light weapon - can light a 60 foot area when wielded and the wielder wills it] 1 0 Heavy plate mail armor [magical full suit of armor] (HITS:140 -- STR:16) [made of iron...with a boar symbol on the front that is maroon in color] 1 0 A compendium of protection from illusions (if read, the item vanishes and the group can see the truth of illusions for 2 hours) [written in a balrog language] 1 0 Cloth armor [magical full suit of armor] (HITS:4 -- STR:2 -- [BONUS +2 for any SR's made from attacks]) [made of fashioned cloth and is yellow in color] 1 0 Warhammer [the blunt end is made of iron and has a wood handle with a animal leather grip...the name of Proculo is engraved on the handle] (magical hafted / DICE:8+5 / STR:14 / DEX:1 / HND:1) 1 0 Ring of animal domination [birds] (will control a single animal for 60 minutes) [a silver ring with a fire opal set in it...there is a command word engraved on the inside written in a cryptic gnoll language that says `ordrodirdg` - it has 48 charges] 1 0 Fabulous Ring of Jogug - ring of intelligence +1 [a copper ring with a fiery yellow corundum set in it...the command word to use this is `gakurw`, which can be learned by identifying the item] 1 0 Green-colored, decanter of plant control draught (lasts for 14 hours). This liquid looks viscous in appearance. It also has a lemony taste and smell to it. It seems to be ochre (yellow) in color. 1 0 Brown-colored, decanter of stone-fish toxin (this poison can be put on weapons...where the opponent hit would suffer 3d6 damage and make an L1SR vs. CON or drop dead...but is only effective for 14 hits with the weapon before it loses effectiveness). This liquid looks clear in appearance. It also has a burning taste and smell to it. It seems to be lilac (violet) in color. 1 0 Royal Sacrificial Knife of Zunuguk the Mercenary - sacrificial knife [the blade is made of adamant and has a bronze handle with a leather grip] (magical dagger / DICE:4+5 / STR:1 / DEX:6 / HND:1) 1 0 Supreme Shield of Ardelica - shield [magical shield] (HITS:9 -- STR:3) [made of iron] 1 0 Ring of freedom (allows the wearer to break free from any form of imprisonment) [a copper ring] 1 0 A compendium with a vile hex (reader's skin gets covered in brown scales for about 26 hours) [written in a vampire language] 1 0 Ranttira`s Medallion {this silver medallion has a dog symbol on it and grants the wearer +3 to their armor hits} 1 0 Chain coif (armor for head / HITS:2 / STR:2] [made of steel] 1 0 Green-colored, 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 dusty taste and smell to it. It seems to be ultramarine (blue) in color. 1 0 A tome of protection from magic (if read, the item vanishes and magic cannot harm the group for 5 hours) [written in a vampire language] 1 0 Great shield (shield / HITS:7 / STR:14] [made of steel...with a bat symbol on the front that is indigo in color] 1 0 Jioga`s Locket {this bone locket has a chimera symbol on it and grants the wearer an additional 5 hits to armor and a bonus of +4 to SR's} 1 0 Elven dagger [the blade is made of steel and has a wood handle with a crocodile leather grip] (magical dagger / DICE:2+8 / STR:6 / DEX:5/30 / HND:1) 1 0 Ultimate Ring of Vanyanga - ring of speed +5 [a silver ring] 1 0 Hirular`s Forgotten Locket {this iron locket has a buffalo symbol on it and will absorb up to 400 points of magical spell damage before being destroyed} 1 0 Iron flask of purity potion (drinker will have a curse lifted, or it can be poured on an item to remove a curse from it). This liquid looks syrupy in appearance. It also has a lemony taste and smell to it. It seems to be apricot (orange) in color. 1 0 Wonderful Ring of Varsan the Criminal - ring of the mystic (can cast a spell at 1 level higher efficacy without spending extra WIZ points) [a platinum ring] 1 0 Ultimate Ring of Bainothil - ring of magic (allows the wearer reduce a spell casting cost by 10 point) [a platinum ring with a green emerald set in it - it has 26 charges] 1 0 A tome of protection from gases (if read, the item vanishes and gases cannot harm the group for 8 hours) 1 0 A codex of curse removal (if read, the item vanishes and any `one` item or creature will have a curse lifted) 1 0 An omnibus of protection from fire (if read, the item vanishes and fire cannot harm the group for 10 hours) 1 0 Astounding Wooden Shield of Tagmuth the Slayer - wooden shield [magical shield] (HITS:12 -- STR:1 -- [BONUS +3 for any SR's made from attacks]) [made of carved wood and is gray in color] 1 0 A codex of protection from illusions (if read, the item vanishes and the group can see the truth of illusions for 14 hours) 1 0 Glass bottle of fire resistance potion (lasts for 4 hours). This liquid looks cloudy in appearance. It also has a watery taste and smell to it. It seems to be tan (brown) in color. 1 0 Missing Scale Mail Armor of Zevras the Barbarian - scale mail armor [magical full suit of armor] (HITS:63 -- STR:10) [made of steel...with a angel symbol on the front that is amber in color] 1 0 Mystical Elven Dagger of Colareth - elven dagger [the blade is made of iron and has a silver handle with a leather grip] (magical dagger / DICE:4+10 / STR:5 / DEX:6/30 / HND:1) 1 0 Glass jar of speed concoction (increases the drinker's SPD by 5 for 3 hours). This liquid looks oily in appearance. It also has a honeyed taste and smell to it. It seems to be fawn (brown) in color. 1 0 Mythical Wand of Tramater the Wizard - wand of paralyzing (will paralyze an opponent for 5 combat rounds) [this has 39 charges and is made of ivory and has a alexandrite at the end of it] 1 0 Glass jar of polymorph potion (can turn into another creature the same size for 14 hours. This liquid looks rainbowed in appearance. It also has a fishy taste and smell to it. It seems to be fuchsia (violet) in color. 1 0 Powerful Fencing Sword of Dregu - fencing sword [the blade is made of iron with a leather grip...the name of Oogorim is engraved on the hilt] (magical sword / DICE:3+3 / STR:7 / DEX:14 / HND:1) 1 0 Inionna`s Sage Book {this mystical book is bound in blue animal skin with azure colored symbols of a hippogriff on the front and a horse on the back...any item placed on a blank page [there are only 13 blank pages] will have magical words appear on that page that identifies the item} 1 0 Light crossbow [sylvan whittled of yew wood] (magical crossbow / DICE:5+4 / STR:11 / DEX:9 / HND:2) 1 0 Lasso (30`) (magical weapon / DICE:2+6 / STR:6 / DEX:14 / HND:1) 1 0 Ring of fire resistance (allows the wearer to roll an extra die for any SR's involving fire) [a iron ring] 1 0 Divine Cutlass of Ticos - cutlass [the blade is made of iron with a leather grip] (magical sword / DICE:4+8 / STR:8 / DEX:11 / HND:1) 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 Ilpbeh`s Amazing Belt {this blue pegasus skin belt has a copper buckle and can completely restore the wearer's CON...but only has 20 charges} 1 0 A codex of protection from spiders (if read, the item vanishes and spiders, along with their webbing, cannot harm the group for 13 hours) [written in a long dead gnoll language] 1 0 Rare Heavy Cloth Shirt of Umhra - heavy cloth shirt [magical armor for chest] (HITS:4 -- STR:1) [made of knitted wool and is brown in color...with a boar symbol on the front that is silver in color] 1 0 Club (DICE:3 / STR:5 / DEX:3 / HND:1) [the blunt end is made of bronze and has a bone handle with a leather grip...the blunt end is decorated with 3 gems {golden yellow topaz}] 1 0 Ginug`s Steel Hand Mirror {when one sees their reflection, and the word spoken by the wielder, any creature looking at their reflection at will get sucked into the mirror (where only one at a time may exist in the mirror) and imprisoned until the owner breaks it} 1 0 A compendium of protection from water (if read, the item vanishes and water/ice/snow/vapor-based attacks cannot harm the group for 11 hours) 1 0 Crystal bottle of giant strength elixir (increases the drinker's STR by 10 for 17 hours). This liquid looks clear in appearance. It also has a burning taste and smell to it. It seems to be dun (gray) in color. 1 0 Mythical Scale Mail Armor of Velis - scale mail armor [magical full suit of armor] (HITS:81 -- STR:8) [made of silver] 1 0 Vandor`s Boots {these brown animal skin boots allow the wearer to walk on water up to 260 feet per day} 1 0 Spherical, glass bottle of invulnerable elixir (lasts for 14 minutes). This liquid looks vaporous in appearance. It also has a milky taste and smell to it. It seems to be ochre (yellow) in color. 1 0 Clay jug of life giving concoction (brings those back from the dead). This liquid looks viscous in appearance. It also has a sweet taste and smell to it. It seems to be steely (metallic) in color. 1 0 Pole axe [the blade is made of mithril and has a gold handle...the name of Brulefer is engraved on the blade] (magical polearm / DICE:10+6 / STR:12 / DEX:12 / HND:2) 1 0 Magical Wand of Ugra - wand of nullification (every charge used will drain 7 WIZ from an opponent) [this has 93 charges and is made of ivory] 1 0 Mighty Tiger Claws of Malkavik - tiger claws [made of steel] (magical weapon / DICE:4+6 / STR:1 / DEX:9 / HND:1) 1 0 Pole axe (DICE:7 / STR:14 / DEX:13 / HND:2) [the blade is made of steel and has a gold handle...the name of Cynlo is engraved on the blade] 1 0 An omnibus 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 Astonishing Wand of Amsaset - wand of finding traps (will find nearby traps) [this has 80 charges and is made of wood and has a moonstone at the end of it. There is a command word carved on it in an odd dwarvish language that says `cevhoh`] 1 0 Mythical Helm of Oomigig - helm [magical armor for head] (HITS:24 -- STR:1) [made of steel] 1 0 Ceramic jug of dexterity elixir (increases the drinker's DEX by 5 for 5 hours). This potion is layered [colors of umber, salmon, and mulberry] in appearance. It also has a honeyed taste and smell to it. It seems to be cerulean (blue) in color. 1 0 Phenomenal Chain Mail Armor of Fough the Mercenary - chain mail armor [magical full suit of armor] (HITS:60 -- STR:8) [made of bronze] 1 0 Wand of freezing (will cause an opponent to be frozen for 3 combat rounds, after which they fully thaw) [this has 65 charges and is made of demon bone and has a red spinel at the end of it] 1 0 A codex of protection from magical weapons (if read, the item vanishes and magic weapons cannot harm the group for 2 hours) 1 0 Darts {13 each} 1 0 A codex of protection from dragon's breath (if read, the item vanishes and dragon breath cannot harm the group for 2 hours) 1 0 A codex of protection from cold (if read, the item vanishes and cold cannot harm the group for 16 hours) [written in an odd gremlin language] 1 0 Magnificent Ring of Malkavik the Sage - ring of feather falling (will cause the wearer to fall slowly) [a platinum ring with a pink diamond set in it...there is a command word engraved on the inside written in an odd giant language that says `xayrac` - it has 28 charges] 1 0 Wine bottle of heroic potion (drinker gets to add an extra dice to everything they do for 2 minutes). This liquid looks syrupy in appearance. It also has a vinegary taste and smell to it. It seems to be gold (metallic) in color. 1 0 Metal leggings (armor for legs / HITS:4 / STR:3] [made of iron] 1 0 GEM: Violet Garnet (55gp) 1 0 Amazing Ring of Xuksetpo the Mage - ring of freedom (allows the wearer to break free from any form of imprisonment) [a iron ring with a tiger eye set in it...the command word to use this is `leatohala`, which can be learned by identifying the item] 1 0 Glorious Heavy Plate Mail Armor of Merkul - heavy plate mail armor [magical full suit of armor] (HITS:80 -- STR:17) [made of adamant] 1 0 Crystal bottle of youth concoction (drinker becomes 18 years younger). This liquid looks luminous in appearance. It also has a salty taste and smell to it. It seems to be apricot (orange) in color. 1 0 Wonderful Ring of Akris - ring of dexterity +1 [a copper ring with a eye agate set in it] 1 0 A codex of blessing (if read, the item vanishes and any `one` item or creature will have a curse lifted) 1 0 Unrugagh`s Bracers {these brown demon skin bracers grants the wearer an extra 2 dice when rolling for any SR with roguery} 1 0 A manual of protection from spiders (if read, the item vanishes and spiders, along with their webbing, cannot harm the group for 14 hours) [written in an odd brownie language] 1 0 Magical Wand of Mareninth - wand of negating (will destroy any magical effect or curse) [this has 89 charges and is made of wood] 1 0 Wand of magic arrow (will create an arrow that attacks on its own for one combat round and then vanishes...based on the wielder, it has DICE:[INT+2]d6+[WIZ]) [this has 24 charges and is made of wood and has a green emerald at the end of it] 1 0 Zilahed`s Wizardry Book {this spell book is bound in tan mammoth skin with royal blue colored symbols of a bear on the front and a hippogriff on the back...it allows the owner to add an extra die for INT SR's when casting spells} 1 0 Clay jug of etherealness concoction (can pass through 9 feet thick walls for 16 minutes). This liquid looks cloudy in appearance. It also has a bilious taste and smell to it. It seems to be dove (gray) in color. 1 0 Excellent Wand of Orody the Wizard - wand of the illusionist (can reduce the WIZ cost to cast a spell by 3 per charge) [this has 22 charges and is made of dragon bone] 1 0 A scroll of protection from spiders (if read, the item vanishes and spiders, along with their webbing, cannot harm the group for 17 hours) 1 0 Mighty Staff of Erlitl the Sage - staff of the mage {DICE:2+10 / STR:10 / DEX:2 / Wizard Weapon} (can cast a spell at 1 level higher efficacy without spending extra WIZ points) [this has 10 charges and is made of wood and has a peridot at the top] 1 0 Royal Wand of Olrion - wand of sorcery (can reduce the WIZ cost to cast a spell by 9 per charge) [this has 69 charges and is made of ivory. There is a command word carved on it in a ogrish language that says `rolke`] 1 0 A scroll of protection from gases (if read, the item vanishes and gases cannot harm the group for 9 hours) 1 0 Banded mail armor [magical full suit of armor] (HITS:39 -- STR:12) [made of iron...with a bat symbol on the back that is emerald in color] 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 cryptic ogrish language] 1 0 Wand of the worm (digs, moves earth, changes rock to mud...but only 20 feet per charge) [this has 52 charges and is made of wood and has a green spinel at the end of it] 1 0 Korilo`s Mythical Axe {looks like an ordinary hatchet but cut down a 3 foot thick tree in one swing...but only has 19 charges where a tree exhausts such charges} 1 0 Wrug`s Belt {this brown animal skin belt has a iron buckle and gives the wearer +4 bonus to the hits of their armor} 1 0 A parchment of protection from possession (if read, the item vanishes and the group cannot be possessed, or have their soul stolen, for 9 hours) 1 0 Heater shield [magical shield] (HITS:15 -- STR:9) [made of iron] 1 0 A codex of protection from normal weapons (if read, the item vanishes and weapons cannot harm the group for 2 hours) 1 0 Astounding Heavy Plate Mail Armor of Cardon - heavy plate mail armor [magical full suit of armor] (HITS:180 -- STR:14 -- [shadow armor - wearer can turn invisible for 4 minutes but only 3 times a day]) [made of steel...with a ram symbol on the front and back that is jade in color] 1 0 Ring mail armor [magical full suit of armor] (HITS:40 -- STR:6) [made of adamant] 1 0 Tarmuth`s Magical Dust {this small pouch of red dust can be used to create a summoning circle to call forth an elemental [air elemental] that will serve the summoner...but must spend 22 WIZ to use this dust} 1 0 Extraordinary Boomerang of Xurukk - boomerang [made of steel] (magical ranged / DICE:7+16 / STR:7 / DEX:11 / HND:1) 1 0 Enchanted Ring of Merkul the Robber - ring of intelligence +8 [a iron ring...there is a command word engraved on the inside written in an odd dwarvish language that says `peut`] 1 0 A compendium of protection from devils (if read, the item vanishes and devils cannot harm the group for 5 hours) [written in a fey language] 1 0 Wand of the worm (digs, moves earth, changes rock to mud...but only 20 feet per charge) [this has 78 charges and is made of ivory and has a white opal at the end of it] 1 0 Extraordinary Battle Dagger of Drakov - battle dagger [the blade is made of steel and has a silver handle with a leather grip...the name of Rias is engraved on the handle] (magical dagger / DICE:4+4 / STR:10 / DEX:12 / HND:1) 1 0 Fantastic Sling of Ivirikor - sling [made of animal hide] (magical ranged / DICE:4+10 / STR:4 / DEX:8 / HND:1) 1 0 GEM: Star Rose Quartz (6gp) 1 0