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This is a listing of the different monsters for
the Tunnels & Trolls™ supplement, Magestyck™.
These monsters are determined for a difficult
adventure. Monsters are listed with a
Type to help determine what family the
monster belongs to. They also have their MR
and Dice calculated, where any natural
protection is calculated into the MR instead
of hit absorption. There is a #App for
a guidance of how many monsters are encountered at a
given time. There are Size and Move
values to give an indication on how big they are and
how fast they can move during a normal minute or two
of travel. They also have their attributes in case they are needed during certain game situations.
Some monsters may have a description if needed, an explanation of special abilities, languages spoken, and where they dwell in the world.
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Afanc
| Type: Animal |
MR: 585 |
Dice: 59 + 293 |
#App: 1 |
Size: L (50`) |
Move: Swim 150` |
This giant fish creature would swim in a circle around ships and will suck them down in a whirlpool in 10 combat rounds. (STR:159 / DEX:110 / LCK:61 / CON:585 / INT:64 / CHR:76) The areas they dwell are the rivers/lakes, and oceans. They are able to speak Fish.
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Al-Mi`raj
| Type: Beast |
MR: 95 |
Dice: 10 + 48 |
#App: 1-12 |
Size: S (3`) |
Move: 180` |
This unicorn looking rabbit uses its head`s horn to attack. (STR:20 / DEX:36 / LCK:28 / CON:95 / INT:11 / CHR:16) The areas they dwell are the dungeons, forests, and plains. They are able to speak Rodent.
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Alligator
| Type: Reptile |
MR: 180 |
Dice: 19 + 90 |
#App: 1-14 |
Size: L (8-15`) |
Move: 60`/Swim 120` |
(STR:57 / DEX:42 / LCK:27 / CON:180 / INT:19 / CHR:25) The areas they dwell are the rivers/lakes, swamps, and jungle/tropical swamps. They are able to speak Saurian.
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Alligator, Giant
| Type: Reptile |
MR: 335 |
Dice: 34 + 168 |
#App: 1-12 |
Size: L (21-30`) |
Move: 60`/Swim 120` |
(STR:96 / DEX:68 / LCK:40 / CON:335 / INT:35 / CHR:43) The areas they dwell are the rivers/lakes, swamps, and jungle/tropical swamps. They are able to speak Saurian.
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Ant Lion
| Type: Insect |
MR: 435 |
Dice: 44 + 218 |
#App: 1 |
Size: L |
Move: 90`/Burrow 10` |
These insects hide under the ground and wait to attack its prey. (STR:48 / DEX:121 / LCK:85 / CON:435 / INT:45 / CHR:54) The areas they dwell are the dungeons, deserts, forests, hills, plains, jungle/tropical forests, and jungle/tropical hills. They are able to speak Insect.
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Ant, Fire
| Type: Insect |
MR: 175 |
Dice: 18 + 88 |
#App: 1-20 |
Size: S (2`) |
Move: 180` |
They will use their fire spray if they roll a '6' at least 6x 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 L2SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. (STR:27 / DEX:56 / LCK:41 / CON:175 / INT:19 / CHR:25) The areas they dwell are the dungeons, forests, hills, plains, jungle/tropical forests, and jungle/tropical hills. They are able to speak Insect.
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Ant, Giant
| Type: Insect |
MR: 175 |
Dice: 18 + 88 |
#App: 1-20 |
Size: S (2`) |
Move: 180` |
They will use their poison stinger if they roll a '6' at least 6x with their attack. This poison will cause the victim to suffer a negative 1d6 to STR unless they can make a L2SR vs. CON. The `ant poison` will last an entire day unless cured and does not stack in effect. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:27 / DEX:56 / LCK:41 / CON:175 / INT:19 / CHR:25) The areas they dwell are the dungeons, deserts, forests, hills, plains, jungle/tropical forests, and jungle/tropical hills. They are able to speak Insect.
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Antaur Knight
| Type: Insect |
MR: 260 |
Dice: 27 + 130 |
#App: 1-20 |
Size: M |
Move: 150` |
These humanoid ants will use their poison stinger if they roll a '6' at least 9x with their attack. This poison will cause the victim to suffer a negative 1d6 to STR unless they can make a L4SR vs. CON. The `ant poison` will last an entire day unless cured and does not stack in effect. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:34 / DEX:77 / LCK:55 / CON:260 / INT:31 / CHR:38) The areas they dwell are the dungeons, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Antaur, Common, and Insect.
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Antaur Leader
| Type: Insect |
MR: 380 |
Dice: 39 + 190 |
#App: 1-3 |
Size: L |
Move: 150` |
These humanoid ants will use their poison stinger if they roll a '6' at least 13x with their attack. This poison will cause the victim to suffer a negative 2d6 to STR unless they can make a L7SR 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:44 / DEX:107 / LCK:75 / CON:380 / INT:54 / CHR:62) The areas they dwell are the dungeons, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Antaur, Common, and Insect.
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Antaur Soldier
| Type: Insect |
MR: 175 |
Dice: 18 + 88 |
#App: 1-20 |
Size: S |
Move: 180` |
These humanoid ants will use their poison stinger if they roll a '6' at least 6x with their attack. This poison will cause the victim to suffer a negative 1d6 to STR unless they can make a L2SR vs. CON. The `ant poison` will last an entire day unless cured and does not stack in effect. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:27 / DEX:56 / LCK:41 / CON:175 / INT:23 / CHR:29) The areas they dwell are the dungeons, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Antaur, Common, and Insect.
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Ape, Beast
| Type: Beast |
MR: 230 |
Dice: 24 + 115 |
#App: 1-7 |
Size: L (9`) |
Move: 90` |
(STR:70 / DEX:50 / LCK:31 / CON:230 / INT:28 / CHR:35) The areas they dwell are the jungle/tropical forests, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Simian.
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Ape, Carnivorous
| Type: Animal |
MR: 235 |
Dice: 24 + 118 |
#App: 1-8 |
Size: L (7`+) |
Move: 120` |
(STR:71 / DEX:51 / LCK:32 / CON:235 / INT:29 / CHR:36) The areas they dwell are the dungeons, jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Simian.
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Apparition
| Type: Undead |
MR: 430 |
Dice: 44 + 215 |
#App: 1-4 |
Size: M |
Move: 240` |
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 15x with their attack. This will automatically cause targets to flee in terror unless they can make a L8SR 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:48 / DEX:84 / LCK:120 / CON:430 / INT:51 / CHR:60) The areas they dwell are the dungeons. They are able to speak Undead.
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Assassin Bug
| Type: Insect |
MR: 145 |
Dice: 15 + 73 |
#App: 1-2 |
Size: S (2`) |
Move: 60`/Fly 180` |
They will use their poison bite if they roll a '6' at least 5x with their attack. This poison will cause the target to become paralyzed unless they can make a L2SR 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:49 / LCK:36 / CON:145 / INT:16 / CHR:22) The areas they dwell are the dungeons, forests, hills, plains, swamps, jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Insect.
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Baboon
| Type: Animal |
MR: 115 |
Dice: 12 + 58 |
#App: 1-20 |
Size: S (4`+) |
Move: 120` |
(STR:41 / DEX:31 / LCK:22 / CON:115 / INT:17 / CHR:23) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Simian.
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Badger
| Type: Animal |
MR: 160 |
Dice: 17 + 80 |
#App: 1-5 |
Size: S |
Move: 60`/Burrow 30` |
(STR:25 / DEX:52 / LCK:39 / CON:160 / INT:19 / CHR:25) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, and swamps. They are able to speak Ursine.
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Baluchitherium
| Type: Animal |
MR: 565 |
Dice: 57 + 283 |
#App: 1-3 |
Size: L (20`) |
Move: 120` |
(STR:154 / DEX:106 / LCK:59 / CON:565 / INT:60 / CHR:72) The areas they dwell are the snowy forests, snowy plains, forests, plains, and jungle/tropical forests. They are able to speak Pachyderm.
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Banshee
| Type: Undead |
MR: 395 |
Dice: 40 + 198 |
#App: 1 |
Size: M |
Move: 150` |
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 14x with their attack. This will automatically cause targets to die unless they can make a L7SR vs. LCK. A L7SR vs. DEX can also be made to see if ears are covered in time. (STR:45 / DEX:78 / LCK:111 / CON:395 / INT:56 / CHR:64) The areas they dwell are the snowy forests, snowy hills, snowy plains, dungeons, deserts, forests, hills, plains, and jungle/tropical forests. They are able to speak Undead.
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Barghest
| Type: Beast |
MR: 470 |
Dice: 48 + 235 |
#App: 1-2 |
Size: M-L |
Move: 150` |
This ghostly black hound can only be attacked with magic weapons. Spells will also work against it. (STR:130 / DEX:90 / LCK:51 / CON:470 / INT:65 / CHR:75) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Canine.
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Barracuda
| Type: Animal |
MR: 130 |
Dice: 14 + 65 |
#App: 1-12 |
Size: S-L |
Move: 300` |
(STR:23 / DEX:45 / LCK:34 / CON:130 / INT:1 / CHR:7) The areas they dwell are the rivers/lakes, and oceans. They are able to speak Fish.
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Basilisk
| Type: Beast |
MR: 335 |
Dice: 34 + 168 |
#App: 1-4 |
Size: M (7`) |
Move: 60` |
They will use their magic gaze if they roll a '6' at least 12x with their attack. This gaze will turn everyone looking at it into stone unless they can make a L7SR vs. LCK. A L7SR vs. DEX can also be made instead to maybe look away in time. (STR:96 / DEX:68 / LCK:40 / CON:335 / INT:35 / CHR:43) The areas they dwell are the dungeons, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Saurian.
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Basilisk, Greater
| Type: Beast |
MR: 470 |
Dice: 48 + 235 |
#App: 1-2 |
Size: L (12`) |
Move: 60` |
They will use their magic gaze if they roll a '6' at least 16x with their attack. This gaze will turn everyone looking at it into stone unless they can make a L10SR vs. LCK. A L10SR vs. DEX can also be made instead to maybe look away in time. (STR:130 / DEX:90 / LCK:51 / CON:470 / INT:52 / CHR:62) The areas they dwell are the dungeons, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Saurian.
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Bat
| Type: Animal |
MR: 50 |
Dice: 6 + 25 |
#App: 1-20 |
Size: S |
Move: 10`/Fly 240` |
(STR:16 / DEX:25 / LCK:20 / CON:50 / INT:6 / CHR:11) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Rodent.
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Bat, Fire
| Type: Animal |
MR: 100 |
Dice: 11 + 50 |
#App: 1-8 |
Size: S |
Move: 60`/Fly 200` |
These fiery bats are immune to fire but can be instantly killed if doused with water. (STR:20 / DEX:37 / LCK:29 / CON:100 / INT:13 / CHR:19) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Rodent.
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Bat, Giant
| Type: Animal |
MR: 65 |
Dice: 7 + 33 |
#App: 1-12 |
Size: S |
Move: 30`/Fly 180` |
(STR:18 / DEX:29 / LCK:23 / CON:65 / INT:1 / CHR:6) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Rodent.
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Bat, Piercing
| Type: Animal |
MR: 100 |
Dice: 11 + 50 |
#App: 1-20 |
Size: S |
Move: 30`/Fly 180` |
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 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 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:20 / DEX:37 / LCK:29 / CON:100 / INT:11 / CHR:17) The areas they dwell are the snowy forests, dungeons, forests, and jungle/tropical forests. They are able to speak Rodent.
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Bear, Black
| Type: Animal |
MR: 185 |
Dice: 19 + 93 |
#App: 1-3 |
Size: M (6`+) |
Move: 120` |
(STR:59 / DEX:43 / LCK:28 / CON:185 / INT:22 / CHR:29) The areas they dwell are the snowy forests, snowy hills, snowy mountains, forests, hills, mountains, and swamps. They are able to speak Ursine.
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Bear, Brown
| Type: Animal |
MR: 270 |
Dice: 28 + 135 |
#App: 1-6 |
Size: L (9`+) |
Move: 120` |
(STR:80 / DEX:57 / LCK:35 / CON:270 / INT:30 / CHR:38) The areas they dwell are the snowy forests, snowy hills, snowy mountains, forests, hills, mountains, and swamps. They are able to speak Ursine.
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Bear, Cave
| Type: Animal |
MR: 305 |
Dice: 31 + 153 |
#App: 1-2 |
Size: L (12`+) |
Move: 120` |
(STR:89 / DEX:63 / LCK:38 / CON:305 / INT:34 / CHR:42) The areas they dwell are the snowy forests, snowy hills, snowy mountains, dungeons, forests, hills, and mountains. They are able to speak Ursine.
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Bear, Polar
| Type: Animal |
MR: 375 |
Dice: 38 + 188 |
#App: 1-6 |
Size: L (14`) |
Move: 120`/Swim 90` |
(STR:106 / DEX:75 / LCK:43 / CON:375 / INT:41 / CHR:50) The areas they dwell are the snowy forests, snowy hills, snowy mountains, and snowy plains. They are able to speak Ursine.
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Beaver, Giant
| Type: Animal |
MR: 200 |
Dice: 21 + 100 |
#App: 1-20 |
Size: M (6`) |
Move: 60`/Swim 120` |
(STR:45 / DEX:62 / LCK:29 / CON:200 / INT:24 / CHR:31) The areas they dwell are the snowy forests, snowy hills, rivers/lakes, forests, and hills. They are able to speak Rodent.
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Beetle, Death Watch
| Type: Insect |
MR: 420 |
Dice: 43 + 210 |
#App: 1 |
Size: L (5`) |
Move: 120` |
They will vibrate their wings if they roll a '6' at least 15x with their attack. This will automatically cause targets to die unless they can make a L9SR vs. LCK. (STR:47 / DEX:117 / LCK:82 / CON:420 / INT:43 / CHR:52) The areas they dwell are the dungeons, forests, and swamps. They are able to speak Insect.
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Beetle, Giant, Bombadier
| Type: Insect |
MR: 195 |
Dice: 20 + 98 |
#App: 1-10 |
Size: M (4`) |
Move: 90` |
They will emit an acid cloud if they roll a '6' at least 7x 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 L3SR vs. LCK or DEX. Armor and weapons might be destroyed. To determine this, roll 1 die for each weapon and/or armor. A roll of 1 means it was destroyed by the acid. This attack damage is in addition to any other damage during that round. (STR:28 / DEX:61 / LCK:45 / CON:195 / INT:1 / CHR:7) The areas they dwell are the snowy forests, snowy hills, forests, hills, swamps, jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Insect.
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Beetle, Giant, Boring
| Type: Insect |
MR: 280 |
Dice: 29 + 140 |
#App: 1-12 |
Size: L (9`) |
Move: 60` |
(STR:35 / DEX:82 / LCK:59 / CON:280 / INT:29 / CHR:36) The areas they dwell are the dungeons, forests, hills, mountains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Insect.
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Beetle, Giant, Fire
| Type: Insect |
MR: 160 |
Dice: 17 + 80 |
#App: 1-10 |
Size: S (2.5`) |
Move: 120` |
They will shoot flame from the mouth if they roll a '6' at least 6x 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 L2SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. (STR:25 / DEX:52 / LCK:39 / CON:160 / INT:1 / CHR:7) The areas they dwell are the dungeons, forests, hills, mountains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Insect.
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Beetle, Giant, Rhinoceros
| Type: Insect |
MR: 540 |
Dice: 55 + 270 |
#App: 1-6 |
Size: L (12`) |
Move: 60` |
(STR:57 / DEX:147 / LCK:102 / CON:540 / INT:1 / CHR:12) The areas they dwell are the forests, hills, swamps, jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Insect.
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Beetle, Giant, Stag
| Type: Insect |
MR: 350 |
Dice: 36 + 175 |
#App: 1-12 |
Size: L (10`) |
Move: 60` |
(STR:41 / DEX:100 / LCK:70 / CON:350 / INT:1 / CHR:9) The areas they dwell are the forests, hills, plains, and swamps. They are able to speak Insect.
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Beetle, Giant, Water
| Type: Insect |
MR: 245 |
Dice: 25 + 123 |
#App: 1-12 |
Size: L (6`) |
Move: 30`/Swim 120` |
(STR:33 / DEX:74 / LCK:53 / CON:245 / INT:1 / CHR:8) The areas they dwell are the rivers/lakes. They are able to speak Insect.
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Beetle, Razor
| Type: Insect |
MR: 315 |
Dice: 32 + 158 |
#App: 1-3 |
Size: L |
Move: 60` |
(STR:38 / DEX:91 / LCK:65 / CON:315 / INT:1 / CHR:9) The areas they dwell are the dungeons, forests, hills, plains, and swamps. They are able to speak Insect.
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Behemoth
| Type: Animal |
MR: 475 |
Dice: 48 + 238 |
#App: 1-4 |
Size: L |
Move: 60`/Swim 120` |
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:131 / DEX:91 / LCK:52 / CON:475 / INT:49 / CHR:59) The areas they dwell are the rivers/lakes, and jungle/tropical swamps. They are able to speak Hippopotamus.
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Betrayer of Eyes
| Type: Monster |
MR: 400 |
Dice: 41 + 200 |
#App: 1 |
Size: L (4-6`) |
Move: 30` |
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 14x 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 L8SR vs. LCK can be made to avoid the effects. (STR:45 / DEX:79 / LCK:112 / CON:400 / INT:56 / CHR:65) The areas they dwell are the dungeons, and swamps. They are able to speak Wizard Speech.
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Bird, Flightless
| Type: Animal |
MR: 115 |
Dice: 12 + 58 |
#App: 1-12 |
Size: M |
Move: 180` |
(STR:22 / DEX:41 / LCK:31 / CON:115 / INT:13 / CHR:19) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Avian.
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Black Ooze
| Type: Slime |
MR: 410 |
Dice: 42 + 205 |
#App: 1-4 |
Size: S-L (5-8`) |
Move: 60` |
This black slime is immune to cold and electrical attacks. It also dissolves wood and metal. (STR:46 / DEX:80 / LCK:115 / CON:410 / INT:1 / CHR:11) The areas they dwell are the dungeons, mountains, and jungle/tropical mountains.
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Bloodworm, Giant
| Type: Monster |
MR: 300 |
Dice: 31 + 150 |
#App: 1-4 |
Size: L (20`) |
Move: 60` |
They will attach themselves to a target if they roll a '6' at least 11x with their attack. They will then begin to suck the blood of the victim unless they can make a L6SR 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 L6SR 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:62 / DEX:87 / LCK:37 / CON:300 / INT:1 / CHR:9) The areas they dwell are the dungeons, deserts, hills, plains, and jungle/tropical hills. They are able to speak Slug.
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Boar, Giant
| Type: Animal |
MR: 305 |
Dice: 31 + 153 |
#App: 1-8 |
Size: L (5`) |
Move: 120` |
(STR:63 / DEX:89 / LCK:38 / CON:305 / INT:32 / CHR:40) The areas they dwell are the snowy forests, snowy hills, snowy plains, forests, hills, plains, swamps, jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Porker.
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Boar, Warthog
| Type: Animal |
MR: 150 |
Dice: 16 + 75 |
#App: 1-6 |
Size: M (2.5`) |
Move: 120` |
(STR:37 / DEX:50 / LCK:25 / CON:150 / INT:16 / CHR:22) The areas they dwell are the snowy forests, snowy hills, snowy plains, forests, hills, plains, swamps, jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Porker.
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Boar, Wild
| Type: Animal |
MR: 185 |
Dice: 19 + 93 |
#App: 1-12 |
Size: M (3`) |
Move: 150` |
(STR:43 / DEX:59 / LCK:28 / CON:185 / INT:22 / CHR:29) The areas they dwell are the snowy forests, snowy hills, snowy plains, forests, hills, plains, swamps, jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Porker.
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Brownie
| Type: Fey |
MR: 125 |
Dice: 13 + 63 |
#App: 1-12 |
Size: S (1.5`) |
Move: 120` |
These small humanoids will use their skills of confusion if they roll a '6' at least 5x with their attack. This will automatically cause targets to miss the next combat round unless they can make a L1SR vs. INT. (STR:23 / DEX:33 / LCK:44 / CON:125 / INT:27 / CHR:32) The areas they dwell are the snowy forests, snowy hills, forests, hills, swamps, jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Brownie, Common, and Elven.
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Buffalo
| Type: Animal |
MR: 220 |
Dice: 23 + 110 |
#App: 1-16 |
Size: L (5`) |
Move: 150` |
(STR:67 / DEX:49 / LCK:30 / CON:220 / INT:25 / CHR:32) The areas they dwell are the jungle/tropical swamps. They are able to speak Bovine.
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Bugbear
| Type: Humanoid |
MR: 215 |
Dice: 22 + 108 |
#App: 1-20 |
Size: L (7`+) |
Move: 90` |
(STR:66 / DEX:48 / LCK:30 / CON:215 / INT:29 / CHR:36) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Goblin.
|
Bull
| Type: Animal |
MR: 185 |
Dice: 19 + 93 |
#App: 1-20 |
Size: L (5`) |
Move: 150` |
(STR:59 / DEX:43 / LCK:28 / CON:185 / INT:22 / CHR:29) The areas they dwell are the deserts, forests, hills, plains, swamps, jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Bovine.
|
Bumblebee, Giant
| Type: Insect |
MR: 305 |
Dice: 31 + 153 |
#App: 1 |
Size: L |
Move: 60`/Fly 240` |
They will use their poison stinger if they roll a '6' at least 11x with their attack. This poison will cause the victim to suffer a negative 2d6 to DEX due to swelling unless they can make a L7SR 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:38 / DEX:89 / LCK:63 / CON:305 / INT:36 / CHR:44) The areas they dwell are the dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Insect.
|
Bumblebee, Honey, Giant
| Type: Insect |
MR: 200 |
Dice: 21 + 100 |
#App: 1-10 |
Size: M |
Move: 90`/Fly 300` |
They will use their poison stinger if they roll a '6' at least 7x with their attack. This poison will cause the victim to suffer a negative 1d6 to DEX due to swelling unless they can make a L4SR 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:29 / DEX:62 / LCK:45 / CON:200 / INT:25 / CHR:32) The areas they dwell are the dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Insect.
|
Bumblebee, Soldier, Giant
| Type: Insect |
MR: 250 |
Dice: 26 + 125 |
#App: 1 |
Size: M |
Move: 120`/Fly 300` |
They will use their poison stinger if they roll a '6' at least 9x with their attack. This poison will cause the victim to suffer a negative 1d6 to DEX due to swelling unless they can make a L5SR 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:33 / DEX:75 / LCK:54 / CON:250 / INT:30 / CHR:37) The areas they dwell are the dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Insect.
|
Bunyip
| Type: Beast |
MR: 175 |
Dice: 18 + 88 |
#App: 1 |
Size: M (6`) |
Move: 120` |
These black furry seals have powerful jaws. They will roar if they roll a '6' at least 6x with their attack. This roar will automatically cause targets to flee in terror unless they can make a L5SR vs. INT. A L5SR vs. DEX can also be made to see if ears are covered in time. This fear lasts for 1d6 combat rounds. (STR:41 / DEX:56 / LCK:27 / CON:175 / INT:19 / CHR:26) The areas they dwell are the rivers/lakes, swamps, and jungle/tropical swamps. They are able to speak Cetacean.
|
Camel, Wild
| Type: Animal |
MR: 150 |
Dice: 16 + 75 |
#App: 1-12 |
Size: L |
Move: 210` |
(STR:50 / DEX:37 / LCK:25 / CON:150 / INT:16 / CHR:22) The areas they dwell are the snowy forests, snowy hills, snowy plains, deserts, forests, hills, plains, swamps, jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Bovine.
|
Cat, Hell
| Type: Planar |
MR: 340 |
Dice: 35 + 170 |
#App: 1 |
Size: L |
Move: 120` |
They will use their fire breath if they roll a '6' at least 12x 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 L8SR vs. LCK or DEX. Each target that gets damaged from the attack rolls 1 die to determine which one is burned, where the lowest number suffers from the effects. This attack damage is in addition to any other damage during that round. (STR:40 / DEX:97 / LCK:69 / CON:340 / INT:35 / CHR:44) The areas they dwell are the dungeons. They are able to speak Balrog, and Feline.
|
Cat, Wild
| Type: Animal |
MR: 110 |
Dice: 12 + 55 |
#App: 1-6 |
Size: S |
Move: 180` |
(STR:21 / DEX:40 / LCK:30 / CON:110 / INT:12 / CHR:17) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Feline.
|
Caterwaul
| Type: Monster |
MR: 235 |
Dice: 24 + 118 |
#App: 1 |
Size: M |
Move: 180`/Run 240` |
These feline creatures will screech if they roll a '6' at least 8x with their attack. This sound will automatically do 1d6 points of damage to everyone in range can make a L5SR vs. LCK. A L5SR vs. DEX can also be made to see if ears are covered in time. This attack damage is in addition to any other damage during that round. (STR:71 / DEX:51 / LCK:32 / CON:235 / INT:29 / CHR:36) The areas they dwell are the snowy mountains, snowy plains, dungeons, mountains, plains, swamps, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Feline.
|
Catfish, Giant
| Type: Animal |
MR: 360 |
Dice: 37 + 180 |
#App: 1 |
Size: L (16-24`) |
Move: Swim 180` |
They will swallow a target whole if they roll a '6' at least 13x with their attack and the victim fails a L9SR vs. DEX or LCK. While inside, the victim will suffer 2d6 points of damage each combat round, but they can continue to attack as normal. Each target that gets damaged from the attack rolls 1 die to determine which one is swallowed, where the lowest number gets swallowed. (STR:42 / DEX:102 / LCK:72 / CON:360 / INT:37 / CHR:46) The areas they dwell are the rivers/lakes. They are able to speak Fish.
|
Catoblepas
| Type: Beast |
MR: 290 |
Dice: 30 + 145 |
#App: 1-3 |
Size: L (6`) |
Move: 60` |
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 10x with their attack. This gaze will kill them unless they can make a L7SR vs. LCK. A L7SR vs. DEX can also be made instead to maybe look away in time. (STR:85 / DEX:60 / LCK:36 / CON:290 / INT:32 / CHR:40) The areas they dwell are the forests, and jungle/tropical forests. They are able to speak Bovine.
|
Cattle, Wild
| Type: Animal |
MR: 115 |
Dice: 12 + 58 |
#App: 1-20 |
Size: L |
Move: 150` |
(STR:41 / DEX:31 / LCK:22 / CON:115 / INT:15 / CHR:21) The areas they dwell are the deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Bovine.
|
Cave Netter
| Type: Insect |
MR: 410 |
Dice: 42 + 205 |
#App: 1-4 |
Size: L (20`) |
Move: 10`/Fly 90` |
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 L10SR vs. STR to break free. A L10SR vs. DEX can also be made to get out of the way in time. While the creature is engaged in active combat and no longer concealed, they will no longer use their webbing. (STR:46 / DEX:115 / LCK:80 / CON:410 / INT:1 / CHR:11) The areas they dwell are the dungeons. They are able to speak Spider.
|
Cave Tentacle
| Type: Monster |
MR: 535 |
Dice: 54 + 268 |
#App: 1-3 |
Size: L |
Move: 30` |
These squishy, stalagmite looking creatures will attack with their 4 tentacles. They will use their tentacle poison if they roll a '6' at least 18x with their attack. This poison will cause the victim to suffer a negative 3d6 to STR unless they can make a L11SR 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:146 / DEX:101 / LCK:57 / CON:535 / INT:70 / CHR:80) The areas they dwell are the dungeons.
|
Cave Wrapper
| Type: Monster |
MR: 525 |
Dice: 53 + 263 |
#App: 1 |
Size: L |
Move: 30` |
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 L12SR vs. DEX to get out of the way. Each combat round, they can attempt a L12SR 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:144 / DEX:100 / LCK:56 / CON:525 / INT:67 / CHR:78) The areas they dwell are the dungeons.
|
Centaur
| Type: Fey |
MR: 215 |
Dice: 22 + 108 |
#App: 1-16 |
Size: L |
Move: 180` |
(STR:48 / DEX:66 / LCK:30 / CON:215 / INT:29 / CHR:36) The areas they dwell are the forests, hills, and plains. They are able to speak Centaur, Common, and Fey.
|
Centipede, Giant
| Type: Insect |
MR: 35 |
Dice: 4 + 18 |
#App: 1-14 |
Size: S (1`+) |
Move: 150` |
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:15 / DEX:21 / LCK:18 / CON:35 / INT:1 / CHR:6) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Insect.
|
Centipede, Great
| Type: Insect |
MR: 180 |
Dice: 19 + 90 |
#App: 1-4 |
Size: M (5`) |
Move: 180` |
They will use their poison bite if they roll a '6' at least 7x with their attack. This poison will cause the target to become paralyzed unless they can make a L3SR vs. CON. This paralysis lasts for 1d6 combat rounds unless cured. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:27 / DEX:57 / LCK:42 / CON:180 / INT:19 / CHR:25) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Insect.
|
Centipede, Huge
| Type: Insect |
MR: 35 |
Dice: 4 + 18 |
#App: 1-12 |
Size: S (6") |
Move: 210` |
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:15 / DEX:21 / LCK:18 / CON:35 / INT:1 / CHR:6) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Insect.
|
Centipede, Monstrous
| Type: Insect |
MR: 375 |
Dice: 38 + 188 |
#App: 1 |
Size: L (18`) |
Move: 150` |
They will use their poison bite if they roll a '6' at least 13x with their attack. This poison will cause the target to become paralyzed unless they can make a L9SR vs. CON. This paralysis lasts for 2d6 combat rounds unless cured. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:43 / DEX:106 / LCK:75 / CON:375 / INT:1 / CHR:10) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Insect.
|
Cerberus
| Type: Planar |
MR: 485 |
Dice: 49 + 243 |
#App: 1 |
Size: M (6`) |
Move: 120` |
This three-headed demon dog can only be hurt with magical weapons or spells. (STR:93 / DEX:134 / LCK:53 / CON:485 / INT:61 / CHR:71) The areas they dwell are the dungeons. They are able to speak Balrog, and Canine.
|
Cheetah
| Type: Animal |
MR: 180 |
Dice: 19 + 90 |
#App: 1-4 |
Size: M |
Move: 150`/Run 450` |
(STR:42 / DEX:57 / LCK:27 / CON:180 / INT:19 / CHR:25) The areas they dwell are the deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Feline.
|
Chimera
| Type: Beast |
MR: 390 |
Dice: 40 + 195 |
#App: 1-4 |
Size: L (4`) |
Move: 90`/Fly 180` |
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 14x with their attack. This breath will automatically do 2d6 points of damage to everyone in front of the chimera unless the targets can make a L9SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. (STR:77 / DEX:110 / LCK:45 / CON:390 / INT:42 / CHR:51) The areas they dwell are the dungeons, deserts, hills, mountains, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Chimera.
|
Cobra
| Type: Reptile |
MR: 250 |
Dice: 26 + 125 |
#App: 1-4 |
Size: M |
Move: 120` |
They will use their venom if they roll a '6' at least 9x with their attack. This venom will kill the victim 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:33 / DEX:75 / LCK:54 / CON:250 / INT:26 / CHR:33) The areas they dwell are the dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Serpentine.
|
Cockatrice
| Type: Monster |
MR: 235 |
Dice: 24 + 118 |
#App: 1-6 |
Size: S |
Move: 60`/Fly 180` |
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 8x with their attack. This gaze will turn everyone looking at it into stone unless they can make a L5SR vs. LCK. A L5SR vs. DEX can also be made instead to maybe look away in time. Unlike other creatures, this magical effect still exists even after death. (STR:32 / DEX:51 / LCK:71 / CON:235 / INT:25 / CHR:32) The areas they dwell are the dungeons, rivers/lakes, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Avian.
|
Coeurl
| Type: Monster |
MR: 300 |
Dice: 31 + 150 |
#App: 1-5 |
Size: L |
Move: 150` |
(STR:37 / DEX:87 / LCK:62 / CON:300 / INT:33 / CHR:41) The areas they dwell are the dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Feline.
|
Corpse, Walking
| Type: Undead |
MR: 100 |
Dice: 11 + 50 |
#App: 1 |
Size: M |
Move: 60` |
These zombie creatures can only be hurt with magical weapons. (STR:37 / DEX:20 / LCK:29 / CON:100 / INT:15 / CHR:21) The areas they dwell are the snowy hills, snowy mountains, dungeons, deserts, hills, mountains, swamps, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps.
|
Crab, Giant
| Type: Animal |
MR: 210 |
Dice: 22 + 105 |
#App: 1-12 |
Size: L (4`+) |
Move: 90` |
(STR:65 / DEX:30 / LCK:47 / CON:210 / INT:1 / CHR:7) The areas they dwell are the rivers/lakes, swamps, oceans, and jungle/tropical swamps. They are able to speak Fish.
|
Crabman
| Type: Humanoid |
MR: 195 |
Dice: 20 + 98 |
#App: 1-12 |
Size: L (9`) |
Move: 90`/Swim 60` |
(STR:61 / DEX:28 / LCK:45 / CON:195 / INT:27 / CHR:33) The areas they dwell are the dungeons, swamps, oceans, and jungle/tropical swamps. They are able to speak Fish.
|
Crayfish, Giant
| Type: Animal |
MR: 265 |
Dice: 27 + 133 |
#App: 1-4 |
Size: L (8`+) |
Move: 60`/Swim 120` |
(STR:34 / DEX:79 / LCK:56 / CON:265 / INT:1 / CHR:8) The areas they dwell are the rivers/lakes, swamps, and jungle/tropical swamps. They are able to speak Fish.
|
Cricket, Large
| Type: Insect |
MR: 160 |
Dice: 17 + 80 |
#App: 1-8 |
Size: S-M |
Move: 60`/Jump 30` |
(STR:25 / DEX:52 / LCK:39 / CON:160 / INT:17 / CHR:23) The areas they dwell are the dungeons. They are able to speak Insect.
|
Crocodile
| Type: Reptile |
MR: 180 |
Dice: 19 + 90 |
#App: 1-14 |
Size: L (8-15`) |
Move: 60`/Swim 120` |
(STR:57 / DEX:42 / LCK:27 / CON:180 / INT:19 / CHR:25) The areas they dwell are the rivers/lakes, swamps, and jungle/tropical swamps. They are able to speak Saurian.
|
Crocodile, Giant
| Type: Reptile |
MR: 335 |
Dice: 34 + 168 |
#App: 1-12 |
Size: L (21-30`) |
Move: 60`/Swim 120` |
(STR:96 / DEX:68 / LCK:40 / CON:335 / INT:35 / CHR:43) The areas they dwell are the rivers/lakes, swamps, and jungle/tropical swamps. They are able to speak Saurian.
|
Cyclops
| Type: Giant |
MR: 280 |
Dice: 29 + 140 |
#App: 1-8 |
Size: L (9`) |
Move: 120` |
(STR:82 / DEX:59 / LCK:35 / CON:280 / INT:35 / CHR:42) The areas they dwell are the snowy hills, snowy mountains, dungeons, hills, mountains, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Giant.
|
Daklafar
| Type: Humanoid |
MR: 195 |
Dice: 20 + 98 |
#App: 1-20 |
Size: M (5`) |
Move: 120` |
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:28 / DEX:61 / LCK:45 / CON:195 / INT:34 / CHR:40) The areas they dwell are the dungeons. They are able to speak Common, and Elven.
|
Darkwater Eye
| Type: Monster |
MR: 460 |
Dice: 47 + 230 |
#App: 1 |
Size: L (3-5`) |
Move: Swim 60` |
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 16x 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 L11SR vs. LCK can be made to avoid the effects. (STR:89 / DEX:127 / LCK:50 / CON:460 / INT:58 / CHR:68) The areas they dwell are the oceans. They are able to speak Wizard Speech.
|
Demon
| Type: Planar |
MR: 465 |
Dice: 47 + 233 |
#App: 1 |
Size: L (12`) |
Move: 90`/Fly 180` |
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:129 / DEX:90 / LCK:51 / CON:465 / INT:61 / CHR:70) The areas they dwell are the dungeons. They are able to speak Balrog, Common, and Undead.
|
Demon Serpent
| Type: Planar |
MR: 355 |
Dice: 36 + 178 |
#App: 1-5 |
Size: M |
Move: 90` |
This fiery snake can only be hurt with spells and magic weapons. They will constrict a target if they roll a '6' at least 12x with their attack, unless the victim can make a L8SR 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 L8SR 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:71 / DEX:101 / LCK:42 / CON:355 / INT:50 / CHR:59) The areas they dwell are the dungeons, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Serpentine.
|
Demon, Grand
| Type: Planar |
MR: 710 |
Dice: 72 + 355 |
#App: 1 |
Size: L (15`) |
Move: 90`/Fly 180` |
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:190 / DEX:130 / LCK:71 / CON:710 / INT:91 / CHR:104) The areas they dwell are the dungeons. They are able to speak Balrog, Common, and Undead.
|
Demon, Great
| Type: Planar |
MR: 535 |
Dice: 54 + 268 |
#App: 1 |
Size: L (10.5`) |
Move: 90`/Fly 180` |
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:146 / DEX:101 / LCK:57 / CON:535 / INT:66 / CHR:76) The areas they dwell are the dungeons. They are able to speak Balrog, Common, and Undead.
|
Demon, Greater
| Type: Planar |
MR: 535 |
Dice: 54 + 268 |
#App: 1 |
Size: L (9`) |
Move: 90`/Fly 180` |
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:146 / DEX:101 / LCK:57 / CON:535 / INT:72 / CHR:82) The areas they dwell are the dungeons. They are able to speak Balrog, Common, and Undead.
|
Demon, Lesser
| Type: Planar |
MR: 255 |
Dice: 26 + 128 |
#App: 1 |
Size: S |
Move: 90`/Fly 180` |
Anyone killed by this demon can never be resurrected unless the demon is killed and the soul is freed. (STR:76 / DEX:55 / LCK:33 / CON:255 / INT:31 / CHR:37) The areas they dwell are the dungeons. They are able to speak Balrog, Common, and Undead.
|
Demon, Lord
| Type: Planar |
MR: 850 |
Dice: 86 + 425 |
#App: 1 |
Size: L (18`) |
Move: 90`/Fly 180` |
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:225 / DEX:154 / LCK:83 / CON:850 / INT:105 / CHR:120) The areas they dwell are the dungeons. They are able to speak Balrog, Common, and Undead.
|
Demon, Lower
| Type: Planar |
MR: 430 |
Dice: 44 + 215 |
#App: 1-3 |
Size: L (7`) |
Move: 90`/Fly 180` |
Anyone killed by this demon can never be resurrected unless the demon is killed and the soul is freed. (STR:120 / DEX:84 / LCK:48 / CON:430 / INT:57 / CHR:66) The areas they dwell are the dungeons. They are able to speak Balrog, Common, and Undead.
|
Demon, Minor
| Type: Planar |
MR: 155 |
Dice: 16 + 78 |
#App: 1-12 |
Size: S (3`) |
Move: 90`/Fly 180` |
Anyone killed by this demon can never be resurrected unless the demon is killed and the soul is freed. (STR:51 / DEX:38 / LCK:25 / CON:155 / INT:19 / CHR:24) The areas they dwell are the dungeons. They are able to speak Balrog, Common, and Undead.
|
Demon, Shadow
| Type: Planar |
MR: 385 |
Dice: 39 + 193 |
#App: 1 |
Size: M |
Move: 90`/Fly 180` |
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 13x with their attack. This will produce darkness in the area that only magical light can penetrate. This darkness lasts for 2d6 combat rounds. The demon can attack as normal in complete darkness. (STR:44 / DEX:76 / LCK:109 / CON:385 / INT:51 / CHR:60) The areas they dwell are the snowy forests, snowy mountains, and dungeons. They are able to speak Balrog, Common, and Undead.
|
Devil
| Type: Planar |
MR: 535 |
Dice: 54 + 268 |
#App: 1 |
Size: L (10.5`) |
Move: 120` |
Can only be harmed with magical weapons or spells. Any spells cast at them are reflected back on the caster. (STR:101 / DEX:57 / LCK:146 / CON:535 / INT:68 / CHR:78) The areas they dwell are the dungeons. They are able to speak Common, Devlish, and Wizard Speech.
|
Devil, Grand
| Type: Planar |
MR: 850 |
Dice: 86 + 425 |
#App: 1 |
Size: L (12`) |
Move: 120` |
Can only be harmed with magical weapons or spells. Any spells cast at them are reflected back on the caster. (STR:154 / DEX:83 / LCK:225 / CON:850 / INT:103 / CHR:118) The areas they dwell are the dungeons. They are able to speak Common, Devlish, and Wizard Speech.
|
Devil, Great
| Type: Planar |
MR: 745 |
Dice: 75 + 373 |
#App: 1 |
Size: L (10`) |
Move: 120` |
Can only be harmed with magical weapons or spells. Any spells cast at them are reflected back on the caster. (STR:136 / DEX:74 / LCK:199 / CON:745 / INT:91 / CHR:104) The areas they dwell are the dungeons. They are able to speak Common, Devlish, and Wizard Speech.
|
Devil, Greater
| Type: Planar |
MR: 815 |
Dice: 82 + 408 |
#App: 1 |
Size: M (7`) |
Move: 120` |
Can only be harmed with magical weapons or spells. Any spells cast at them are reflected back on the caster. (STR:148 / DEX:80 / LCK:216 / CON:815 / INT:100 / CHR:114) The areas they dwell are the dungeons. They are able to speak Common, Devlish, and Wizard Speech.
|
Devil, Lesser
| Type: Planar |
MR: 360 |
Dice: 37 + 180 |
#App: 1-2 |
Size: L (9`) |
Move: 120` |
Any spells cast at them are reflected back on the caster. (STR:72 / DEX:42 / LCK:102 / CON:360 / INT:50 / CHR:58) The areas they dwell are the dungeons. They are able to speak Common, Devlish, and Wizard Speech.
|
Devil, Lord
| Type: Planar |
MR: 850 |
Dice: 86 + 425 |
#App: 1 |
Size: L (13.5`) |
Move: 120` |
Can only be harmed with magical weapons or spells. Any spells cast at them are reflected back on the caster. (STR:154 / DEX:83 / LCK:225 / CON:850 / INT:105 / CHR:120) The areas they dwell are the dungeons. They are able to speak Common, Devlish, and Wizard Speech.
|
Devil, Lower
| Type: Planar |
MR: 395 |
Dice: 40 + 198 |
#App: 1-2 |
Size: M |
Move: 120` |
Any spells cast at them are reflected back on the caster. (STR:78 / DEX:45 / LCK:111 / CON:395 / INT:54 / CHR:62) The areas they dwell are the dungeons. They are able to speak Common, Devlish, and Wizard Speech.
|
Devil, Minor
| Type: Planar |
MR: 255 |
Dice: 26 + 128 |
#App: 1-3 |
Size: M |
Move: 120` |
Any spells cast at them are reflected back on the caster. (STR:55 / DEX:33 / LCK:76 / CON:255 / INT:29 / CHR:35) The areas they dwell are the dungeons. They are able to speak Common, Devlish, and Wizard Speech.
|
Dinosaur, Anatosaurus
| Type: Reptile |
MR: 495 |
Dice: 50 + 248 |
#App: 1-12 |
Size: L (30`+) |
Move: 120` |
(STR:136 / DEX:95 / LCK:53 / CON:495 / INT:1 / CHR:12) The areas they dwell are the jungle/tropical forests, and jungle/tropical swamps. They are able to speak Saurian.
|
Dinosaur, Ankylosaurus
| Type: Reptile |
MR: 465 |
Dice: 47 + 233 |
#App: 1-5 |
Size: L (15`+) |
Move: 60` |
(STR:129 / DEX:90 / LCK:51 / CON:465 / INT:1 / CHR:10) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Saurian.
|
Dinosaur, Antrodemus
| Type: Reptile |
MR: 600 |
Dice: 61 + 300 |
#App: 1-2 |
Size: L (30`) |
Move: 150` |
(STR:162 / DEX:112 / LCK:62 / CON:600 / INT:1 / CHR:13) The areas they dwell are the jungle/tropical swamps. They are able to speak Saurian.
|
Dinosaur, Archelon
| Type: Reptile |
MR: 350 |
Dice: 36 + 175 |
#App: 1-4 |
Size: L (12`) |
Move: 30`/Swim 150` |
(STR:100 / DEX:70 / LCK:41 / CON:350 / INT:1 / CHR:9) The areas they dwell are the oceans. They are able to speak Saurian.
|
Dinosaur, Brachiosaurus
| Type: Reptile |
MR: 1270 |
Dice: 128 + 635 |
#App: 1-6 |
Size: L (60`) |
Move: 60` |
(STR:330 / DEX:224 / LCK:118 / CON:1270 / INT:1 / CHR:24) The areas they dwell are the jungle/tropical forests, and jungle/tropical swamps. They are able to speak Saurian.
|
Dinosaur, Brontosaurus
| Type: Reptile |
MR: 1085 |
Dice: 109 + 543 |
#App: 1-6 |
Size: L (70`) |
Move: 60` |
(STR:284 / DEX:193 / LCK:103 / CON:1085 / INT:1 / CHR:21) The areas they dwell are the jungle/tropical forests, and jungle/tropical swamps. They are able to speak Saurian.
|
Dinosaur, Camarasaurus
| Type: Reptile |
MR: 760 |
Dice: 77 + 380 |
#App: 1-8 |
Size: L (50`) |
Move: 60` |
(STR:202 / DEX:139 / LCK:75 / CON:760 / INT:1 / CHR:16) The areas they dwell are the jungle/tropical forests, and jungle/tropical swamps. They are able to speak Saurian.
|
Dinosaur, Ceratosaurus
| Type: Reptile |
MR: 355 |
Dice: 36 + 178 |
#App: 1-4 |
Size: L (17`) |
Move: 150` |
(STR:101 / DEX:71 / LCK:42 / CON:355 / INT:1 / CHR:10) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Saurian.
|
Dinosaur, Cetiosaurus
| Type: Reptile |
MR: 885 |
Dice: 89 + 443 |
#App: 1-4 |
Size: L (60`) |
Move: 60` |
(STR:234 / DEX:160 / LCK:86 / CON:885 / INT:1 / CHR:18) The areas they dwell are the jungle/tropical forests, and jungle/tropical swamps. They are able to speak Saurian.
|
Dinosaur, Dinichthys
| Type: Reptile |
MR: 395 |
Dice: 40 + 198 |
#App: 1-4 |
Size: L (25`+) |
Move: 210` |
(STR:111 / DEX:78 / LCK:45 / CON:395 / INT:1 / CHR:11) The areas they dwell are the oceans. They are able to speak Saurian.
|
Dinosaur, Diplodocus
| Type: Reptile |
MR: 885 |
Dice: 89 + 443 |
#App: 1-6 |
Size: L (80`) |
Move: 60` |
(STR:234 / DEX:160 / LCK:86 / CON:885 / INT:1 / CHR:18) The areas they dwell are the jungle/tropical forests, and jungle/tropical swamps. They are able to speak Saurian.
|
Dinosaur, Elasmosaurus
| Type: Reptile |
MR: 570 |
Dice: 58 + 285 |
#App: 1-2 |
Size: L (50`) |
Move: 150` |
(STR:155 / DEX:107 / LCK:60 / CON:570 / INT:1 / CHR:13) The areas they dwell are the rivers/lakes, and oceans. They are able to speak Saurian.
|
Dinosaur, Gorgosaurus
| Type: Reptile |
MR: 530 |
Dice: 54 + 265 |
#App: 1-2 |
Size: L (30`+) |
Move: 150` |
(STR:145 / DEX:100 / LCK:56 / CON:530 / INT:1 / CHR:12) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Saurian.
|
Dinosaur, Iguanadon
| Type: Reptile |
MR: 300 |
Dice: 31 + 150 |
#App: 1-12 |
Size: L (30`) |
Move: 150` |
(STR:87 / DEX:62 / LCK:37 / CON:300 / INT:1 / CHR:9) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Saurian.
|
Dinosaur, Lambeosaurus
| Type: Reptile |
MR: 480 |
Dice: 49 + 240 |
#App: 1-10 |
Size: L (20`+) |
Move: 120` |
(STR:132 / DEX:92 / LCK:52 / CON:480 / INT:1 / CHR:12) The areas they dwell are the jungle/tropical forests, and jungle/tropical swamps. They are able to speak Saurian.
|
Dinosaur, Megalosaurus
| Type: Reptile |
MR: 495 |
Dice: 50 + 248 |
#App: 1-2 |
Size: L (25`) |
Move: 120` |
(STR:136 / DEX:95 / LCK:53 / CON:495 / INT:1 / CHR:12) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Saurian.
|
Dinosaur, Monoclonius
| Type: Reptile |
MR: 385 |
Dice: 39 + 193 |
#App: 1-12 |
Size: L (18`) |
Move: 60` |
(STR:109 / DEX:76 / LCK:44 / CON:385 / INT:1 / CHR:10) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Saurian.
|
Dinosaur, Mosasaurus
| Type: Reptile |
MR: 465 |
Dice: 47 + 233 |
#App: 1-3 |
Size: L (50`) |
Move: 30`/Swim 150` |
(STR:129 / DEX:90 / LCK:51 / CON:465 / INT:1 / CHR:12) The areas they dwell are the oceans. They are able to speak Saurian.
|
Dinosaur, Paleoscincus
| Type: Reptile |
MR: 510 |
Dice: 52 + 255 |
#App: 1-3 |
Size: L (20`) |
Move: 30` |
(STR:140 / DEX:97 / LCK:55 / CON:510 / INT:1 / CHR:10) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Saurian.
|
Dinosaur, Pentaceratops
| Type: Reptile |
MR: 525 |
Dice: 53 + 263 |
#App: 1-12 |
Size: L (20`+) |
Move: 90` |
(STR:144 / DEX:100 / LCK:56 / CON:525 / INT:1 / CHR:12) The areas they dwell are the jungle/tropical forests, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Saurian.
|
Dinosaur, Plateosaurus
| Type: Reptile |
MR: 355 |
Dice: 36 + 178 |
#App: 1-10 |
Size: L (20`+) |
Move: 120` |
(STR:101 / DEX:71 / LCK:42 / CON:355 / INT:1 / CHR:10) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Saurian.
|
Dinosaur, Plesiosaurus
| Type: Reptile |
MR: 745 |
Dice: 75 + 373 |
#App: 1-3 |
Size: L (50`+) |
Move: 150` |
(STR:199 / DEX:136 / LCK:74 / CON:745 / INT:1 / CHR:16) The areas they dwell are the oceans. They are able to speak Saurian.
|
Dinosaur, Pteranodon
| Type: Reptile |
MR: 185 |
Dice: 19 + 93 |
#App: 1-12 |
Size: L (30`) |
Move: 30`/Fly 150` |
(STR:28 / DEX:59 / LCK:43 / CON:185 / INT:1 / CHR:8) The areas they dwell are the jungle/tropical hills, and jungle/tropical mountains. They are able to speak Saurian.
|
Dinosaur, Stegosaurus
| Type: Reptile |
MR: 735 |
Dice: 74 + 368 |
#App: 1-8 |
Size: L (25`) |
Move: 60` |
(STR:196 / DEX:135 / LCK:73 / CON:735 / INT:1 / CHR:15) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Saurian.
|
Dinosaur, Styracosaurus
| Type: Reptile |
MR: 455 |
Dice: 46 + 228 |
#App: 1-8 |
Size: L (18`) |
Move: 60` |
(STR:126 / DEX:88 / LCK:50 / CON:455 / INT:1 / CHR:11) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Saurian.
|
Dinosaur, Teratosaurus
| Type: Reptile |
MR: 425 |
Dice: 43 + 213 |
#App: 1-3 |
Size: L (20`) |
Move: 180` |
(STR:119 / DEX:83 / LCK:48 / CON:425 / INT:1 / CHR:11) The areas they dwell are the jungle/tropical forests, and jungle/tropical hills. They are able to speak Saurian.
|
Dinosaur, Tricerotops
| Type: Reptile |
MR: 665 |
Dice: 67 + 333 |
#App: 1-8 |
Size: L (24`+) |
Move: 90` |
(STR:179 / DEX:123 / LCK:68 / CON:665 / INT:1 / CHR:14) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Saurian.
|
Dinosaur, Tyrannosaurus Rex
| Type: Reptile |
MR: 705 |
Dice: 71 + 353 |
#App: 1-2 |
Size: L (50`) |
Move: 150` |
(STR:189 / DEX:130 / LCK:71 / CON:705 / INT:1 / CHR:15) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Saurian.
|
Djinn
| Type: Planar |
MR: 370 |
Dice: 38 + 185 |
#App: 1 |
Size: L (10.5`) |
Move: 90`/Fly 240` |
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 13x 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:43 / DEX:74 / LCK:105 / CON:370 / INT:48 / CHR:57) The areas they dwell are the dungeons. They are able to speak Any.
|
Dog, War
| Type: Animal |
MR: 165 |
Dice: 17 + 83 |
#App: 1 |
Size: M |
Move: 120` |
(STR:40 / DEX:54 / LCK:26 / CON:165 / INT:20 / CHR:26) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, and swamps. They are able to speak Canine.
|
Dog, Wild
| Type: Animal |
MR: 115 |
Dice: 12 + 58 |
#App: 1-12 |
Size: S |
Move: 150` |
(STR:31 / DEX:41 / LCK:22 / CON:115 / INT:15 / CHR:21) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Canine.
|
Dolphin
| Type: Animal |
MR: 180 |
Dice: 19 + 90 |
#App: 1-12 |
Size: M |
Move: 300` |
(STR:27 / DEX:57 / LCK:42 / CON:180 / INT:30 / CHR:36) The areas they dwell are the oceans. They are able to speak Cetacean.
|
Doppelganger
| Type: Humanoid |
MR: 215 |
Dice: 22 + 108 |
#App: 1-10 |
Size: M |
Move: 90` |
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:48 / DEX:66 / LCK:30 / CON:215 / INT:34 / CHR:41) The areas they dwell are the snowy mountains, dungeons, mountains, swamps, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Any.
|
Dragon Turtle
| Type: Reptile |
MR: 605 |
Dice: 61 + 303 |
#App: 1 |
Size: L (30`) |
Move: 30`/Swim 90` |
They will use their steam breath if they roll a '6' at least 21x 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 L13SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. They will also overturn large ships if a 1-2 is rolled on 1 die. (STR:164 / DEX:113 / LCK:63 / CON:605 / INT:73 / CHR:84) The areas they dwell are the rivers/lakes, and oceans. They are able to speak Saurian.
|
Dragon, Black
| Type: Dragon |
MR: 350 |
Dice: 36 + 175 |
#App: 1 |
Size: L (30`) |
Move: 120`/Fly 240` |
They will use their acid breath if they roll a '6' at least 12x 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 L7SR vs. LCK or DEX. Armor and weapons might be destroyed. To determine this, roll 1 die for each weapon and/or armor. A roll of 1 means it was destroyed by the acid. This attack damage is in addition to any other damage during that round. (STR:100 / DEX:70 / LCK:41 / CON:350 / INT:43 / CHR:51) The areas they dwell are the dungeons, rivers/lakes, mountains, swamps, oceans, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Dragon.
|
Dragon, Blue
| Type: Dragon |
MR: 435 |
Dice: 44 + 218 |
#App: 1 |
Size: L (42`) |
Move: 90`/Fly 240` |
They will use their lightning breath if they roll a '6' at least 15x 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 L9SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. (STR:121 / DEX:85 / LCK:48 / CON:435 / INT:56 / CHR:65) The areas they dwell are the dungeons, deserts, and plains. They are able to speak Dragon.
|
Dragon, Brass
| Type: Dragon |
MR: 365 |
Dice: 37 + 183 |
#App: 1 |
Size: L (30`) |
Move: 120`/Fly 240` |
They will use their gaseous breath if they roll a '6' at least 13x 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 L7SR vs. LCK or DEX. (STR:104 / DEX:73 / LCK:43 / CON:365 / INT:51 / CHR:59) The areas they dwell are the dungeons, and jungle/tropical mountains. They are able to speak Common, and Dragon.
|
Dragon, Bronze
| Type: Dragon |
MR: 465 |
Dice: 47 + 233 |
#App: 1 |
Size: L (42`) |
Move: 90`/Fly 240` |
They will use their electrical cloud breath if they roll a '6' at least 16x 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 L9SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. (STR:129 / DEX:90 / LCK:51 / CON:465 / INT:63 / CHR:72) The areas they dwell are the dungeons, rivers/lakes, mountains, oceans, and jungle/tropical mountains. They are able to speak Common, and Dragon.
|
Dragon, Cloud
| Type: Dragon |
MR: 635 |
Dice: 64 + 318 |
#App: 1 |
Size: L (66`) |
Move: 60`/Fly 390` |
They will use their forceful wind breath if they roll a '6' at least 22x with their attack. This breath will knock over everyone in front of the dragon unless the targets can make a L13SR vs. STR or DEX. Anyone knocked over misses the next combat round. (STR:171 / DEX:118 / LCK:65 / CON:635 / INT:82 / CHR:93) The areas they dwell are the dungeons, rivers/lakes, mountains, oceans, and jungle/tropical mountains. They are able to speak Common, and Dragon.
|
Dragon, Copper
| Type: Dragon |
MR: 415 |
Dice: 42 + 208 |
#App: 1 |
Size: L (36`) |
Move: 90`/Fly 240` |
They will use their acidic cloud breath if they roll a '6' at least 14x 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 L8SR vs. LCK or DEX. Armor and weapons might be destroyed. To determine this, roll 1 die for each weapon and/or armor. A roll of 1 means it was destroyed by the acid. This attack damage is in addition to any other damage during that round. (STR:116 / DEX:81 / LCK:47 / CON:415 / INT:56 / CHR:65) The areas they dwell are the dungeons, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Common, and Dragon.
|
Dragon, Ghost
| Type: Undead/Dragon |
MR: 435 |
Dice: 44 + 218 |
#App: 1 |
Size: L (42`) |
Move: 90`/Fly 240` |
This dragon can only be harmed by magical weapons or spells. They will use their frightening roar if they roll a '6' at least 15x with their attack. This roar will automatically cause targets to flee in terror unless they can make a L9SR vs. INT. A L9SR vs. DEX can also be made to see if ears are covered in time. This fear lasts for 2d6 combat rounds. (STR:121 / DEX:48 / LCK:85 / CON:435 / INT:56 / CHR:65) The areas they dwell are the dungeons. They are able to speak Dragon, and Undead.
|
Dragon, Gold
| Type: Dragon |
MR: 565 |
Dice: 57 + 283 |
#App: 1 |
Size: L (54`) |
Move: 120`/Fly 300` |
They will use their cloud breath if they roll a '6' at least 19x 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 L11SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. The gas will also cause the victims to suffer from blindness for 3d6 combat rounds. (STR:154 / DEX:106 / LCK:59 / CON:565 / INT:75 / CHR:85) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, rivers/lakes, deserts, forests, hills, mountains, plains, swamps, oceans, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Common, and Dragon.
|
Dragon, Green
| Type: Dragon |
MR: 400 |
Dice: 41 + 200 |
#App: 1 |
Size: L (36`) |
Move: 90`/Fly 240` |
They will use their fire breath if they roll a '6' at least 14x 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 L8SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. (STR:112 / DEX:79 / LCK:45 / CON:400 / INT:50 / CHR:59) The areas they dwell are the snowy forests, snowy hills, dungeons, rivers/lakes, forests, hills, swamps, oceans, jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Dragon.
|
Dragon, Lich
| Type: Undead/Dragon |
MR: 635 |
Dice: 64 + 318 |
#App: 1 |
Size: L (66`) |
Move: 60`/Fly 390` |
These dragons can only be harmed with magical weapons or spells. They will use their magical roar if they roll a '6' at least 22x with their attack. This roaring sound has varying effects to everyone in front of the dragon unless the targets can make a L13SR vs. LCK. A L13SR vs. DEX can also be made to see if ears are covered in time. Roll 1 die to determine the effect of the roar (1-Soul is ripped from the body where resurrection is impossible; 2-Scared and runs away for 3d6 combat rounds; 3-Turns to a pile of ash and dies; 4-Paralyzed for 3d6 combat rounds; 5-Damaged for 3d6 points of damage; 6-Possessed where they attack friends for 3d6 combat rounds). This effect is in addition to any damage during that combat round. (STR:171 / DEX:65 / LCK:118 / CON:635 / INT:82 / CHR:93) The areas they dwell are the dungeons. They are able to speak Common, Dragon, and Undead.
|
Dragon, Mist
| Type: Dragon |
MR: 530 |
Dice: 54 + 265 |
#App: 1 |
Size: L (51`) |
Move: 60`/Fly 330` |
These dragons can only be harmed with magical weapons or spells. They will use their fog breath if they roll a '6' at least 18x with their attack. This breath will completely cut visibility everyone in front of the dragon unless the targets can make a L10SR vs. LCK or DEX. The dragon can still attack normally from within this cloud, which will dissipate in 2d6 combat rounds. (STR:145 / DEX:100 / LCK:56 / CON:530 / INT:69 / CHR:79) The areas they dwell are the dungeons, rivers/lakes, forests, swamps, oceans, jungle/tropical forests, and jungle/tropical swamps. They are able to speak Common, and Dragon.
|
Dragon, Red
| Type: Dragon |
MR: 515 |
Dice: 52 + 258 |
#App: 1 |
Size: L (48`) |
Move: 90`/Fly 240` |
They will use their fire breath if they roll a '6' at least 18x 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 L10SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. (STR:141 / DEX:98 / LCK:55 / CON:515 / INT:68 / CHR:78) The areas they dwell are the snowy forests, snowy hills, snowy mountains, dungeons, rivers/lakes, forests, hills, mountains, oceans, jungle/tropical forests, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Common, and Dragon.
|
Dragon, Shadow
| Type: Dragon |
MR: 390 |
Dice: 40 + 195 |
#App: 1 |
Size: L (20-30`) |
Move: 180`/Fly 240` |
These dragons can only be harmed with magical weapons or spells. They will use their misty breath if they roll a '6' at least 14x 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 L6SR vs. LCK or DEX. The dragon can still attack normally from within this mist, which will dissipate in 2d6 combat rounds. (STR:110 / DEX:77 / LCK:45 / CON:390 / INT:56 / CHR:64) The areas they dwell are the dungeons. They are able to speak Common, and Dragon.
|
Dragon, Silver
| Type: Dragon |
MR: 515 |
Dice: 52 + 258 |
#App: 1 |
Size: L (48`) |
Move: 90`/Fly 240` |
They will use their freezing blizzard breath if they roll a '6' at least 18x 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 L10SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. The breath will also cause the victims to suffer a negative 2d6 to DEX for 2d6 combat rounds. (STR:141 / DEX:98 / LCK:55 / CON:515 / INT:68 / CHR:78) The areas they dwell are the snowy mountains, dungeons, rivers/lakes, mountains, oceans, and jungle/tropical mountains. They are able to speak Common, and Dragon.
|
Dragon, Skeletal
| Type: Undead/Dragon |
MR: 350 |
Dice: 36 + 175 |
#App: 1 |
Size: L (30`) |
Move: 120`/Fly 240` |
They will use their magical roar if they roll a '6' at least 12x 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 L7SR vs. LCK. A L7SR vs. DEX can also be made to see if ears are covered in time. This effect is in addition to any damage during that combat round. (STR:100 / DEX:41 / LCK:70 / CON:350 / INT:1 / CHR:9) The areas they dwell are the dungeons.
|
Dragon, White
| Type: Dragon |
MR: 315 |
Dice: 32 + 158 |
#App: 1 |
Size: L (24`) |
Move: 120`/Fly 300` |
They will use their ice shard breath if they roll a '6' at least 11x 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 L6SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. (STR:91 / DEX:65 / LCK:38 / CON:315 / INT:40 / CHR:48) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, rivers/lakes, deserts, swamps, and oceans. They are able to speak Dragon.
|
Dragon, Zombie
| Type: Undead/Dragon |
MR: 515 |
Dice: 52 + 258 |
#App: 1 |
Size: L (48`) |
Move: 90`/Fly 240` |
They will use their sickly cloud breath if they roll a '6' at least 18x with their attack. This breath will cause illness to everyone in front of the dragon unless the targets can make a L10SR vs. LCK, DEX or CON. The illness contracted can only be cured by magical means. It causes the victim to suffer a negative 2d6 to STR and DEX. (STR:141 / DEX:55 / LCK:98 / CON:515 / INT:1 / CHR:11) The areas they dwell are the dungeons. They are able to speak Dragon, and Undead.
|
Dragonfish
| Type: Animal |
MR: 160 |
Dice: 17 + 80 |
#App: 1 |
Size: S |
Move: Swim 60` |
They will use their poison stinger if they roll a '6' at least 6x with their attack. This poison will cause the victim to suffer a negative 1d6 to STR unless they can make a L2SR 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:25 / DEX:52 / LCK:39 / CON:160 / INT:1 / CHR:7) The areas they dwell are the rivers/lakes. They are able to speak Fish.
|
Dragonfly, Giant
| Type: Insect |
MR: 385 |
Dice: 39 + 193 |
#App: 1-6 |
Size: M |
Move: 10`/Fly 360` |
(STR:44 / DEX:109 / LCK:76 / CON:385 / INT:44 / CHR:53) The areas they dwell are the rivers/lakes, swamps, and jungle/tropical swamps. They are able to speak Insect.
|
Dragonling Familiar
| Type: Dragon |
MR: 190 |
Dice: 20 + 95 |
#App: 1 |
Size: S (1.5`) |
Move: 60`/Fly 240` |
They will use their poison stinger if they roll a '6' at least 7x with their attack. This poison will cause the victim to appear dead unless they can make a L2SR 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:60 / DEX:44 / LCK:28 / CON:190 / INT:27 / CHR:33) The areas they dwell are the forests, hills, and mountains. They are able to speak Dragon.
|
Drake, Fire
| Type: Dragon |
MR: 215 |
Dice: 22 + 108 |
#App: 1 |
Size: S (4`) |
Move: 60`/Fly 180` |
They will use their fire breath if they roll a '6' at least 8x 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 L4SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. (STR:66 / DEX:48 / LCK:30 / CON:215 / INT:27 / CHR:34) The areas they dwell are the dungeons, hills, mountains, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Dragon.
|
Dread Knight
| Type: Undead |
MR: 465 |
Dice: 47 + 233 |
#App: 1 |
Size: M |
Move: 90`/Run 120` |
These skeletal warriors will emit an aura of fear if they roll a '6' at least 16x with their attack, causing targets to flee in terror unless they can make a L9SR vs. INT. This fear lasts for 2d6 combat rounds. (STR:129 / DEX:90 / LCK:51 / CON:465 / INT:64 / CHR:73) The areas they dwell are the dungeons. They are able to speak Common, and Undead.
|
Dryad
| Type: Fey |
MR: 85 |
Dice: 9 + 43 |
#App: 1-6 |
Size: M |
Move: 120` |
This beautiful creature will attempt to charm a target if they roll a '6' at least 3x with their attack. They will be charmed for 1d6 combat rounds unless they can make a L2SR 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:19 / DEX:26 / LCK:34 / CON:85 / INT:23 / CHR:29) The areas they dwell are the forests. They are able to speak Elven, and Fey.
|
Dwarf
| Type: Humanoid |
MR: 125 |
Dice: 13 + 63 |
#App: 1-20 |
Size: S (4`+) |
Move: 60` |
(STR:44 / DEX:23 / LCK:33 / CON:125 / INT:25 / CHR:30) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, jungle/tropical forests, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Common, and Dwarvish.
|
Dwurman
| Type: Humanoid |
MR: 160 |
Dice: 17 + 80 |
#App: 1-8 |
Size: S (4`) |
Move: 60` |
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:52 / DEX:25 / LCK:39 / CON:160 / INT:33 / CHR:39) The areas they dwell are the dungeons. They are able to speak Dwarvish.
|
Eagle
| Type: Animal |
MR: 130 |
Dice: 14 + 65 |
#App: 1-2 |
Size: M (6`) |
Move: 10`/Fly 300` |
(STR:23 / DEX:45 / LCK:34 / CON:130 / INT:14 / CHR:20) The areas they dwell are the snowy forests, snowy hills, snowy mountains, rivers/lakes, forests, hills, mountains, and oceans. They are able to speak Avian.
|
Eagle, Giant
| Type: Animal |
MR: 185 |
Dice: 19 + 93 |
#App: 1-20 |
Size: M (20`) |
Move: 30`/Fly 480` |
(STR:28 / DEX:59 / LCK:43 / CON:185 / INT:23 / CHR:30) The areas they dwell are the snowy forests, snowy hills, snowy mountains, rivers/lakes, forests, hills, mountains, and oceans. They are able to speak Avian.
|
Eel, Electric
| Type: Animal |
MR: 85 |
Dice: 9 + 43 |
#App: 1-3 |
Size: M (9`) |
Move: 120` |
They will use an electrical shock if they roll a '6' at least 3x with their attack. This shock will stun everyone near the eel for 1d6 combat rounds unless they can make a L2SR vs. CON. (STR:19 / DEX:34 / LCK:26 / CON:85 / INT:1 / CHR:7) The areas they dwell are the oceans. They are able to speak Fish.
|
Eel, Electric, Giant
| Type: Animal |
MR: 305 |
Dice: 31 + 153 |
#App: 1 |
Size: L (20-40`) |
Move: Swim 90` |
They will use an electrical shock if they roll a '6' at least 11x with their attack. This shock will stun everyone near the eel for 2d6 combat rounds unless they can make a L7SR vs. CON. (STR:38 / DEX:89 / LCK:63 / CON:305 / INT:1 / CHR:9) The areas they dwell are the oceans. They are able to speak Fish.
|
Eel, Giant
| Type: Animal |
MR: 235 |
Dice: 24 + 118 |
#App: 1-4 |
Size: M (20`) |
Move: 60` |
(STR:32 / DEX:71 / LCK:51 / CON:235 / INT:1 / CHR:8) The areas they dwell are the rivers/lakes, and oceans. They are able to speak Fish.
|
Eel, Weed
| Type: Animal |
MR: 65 |
Dice: 7 + 33 |
#App: 1-20 |
Size: S (6`) |
Move: 150` |
They will use their poison bite 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:18 / DEX:29 / LCK:23 / CON:65 / INT:1 / CHR:6) The areas they dwell are the rivers/lakes, and oceans. They are able to speak Fish.
|
Efreet
| Type: Planar |
MR: 470 |
Dice: 48 + 235 |
#App: 1 |
Size: L (12`) |
Move: 90`/Fly 240` |
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 16x 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:51 / DEX:90 / LCK:130 / CON:470 / INT:59 / CHR:69) The areas they dwell are the dungeons. They are able to speak Any.
|
Elemental, Acid
| Type: Elemental |
MR: 270 |
Dice: 28 + 135 |
#App: 1 |
Size: L |
Move: 120` |
Elementals can only be harmed by magical weapons or spells. This elemental will use their acid attack if they roll a '6' at least 10x 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 L6SR vs. LCK or DEX. The acid also eats away all of the equipment the target holds, unless it is magical. This attack damage is in addition to any other damage during that round. (STR:57 / DEX:80 / LCK:35 / CON:270 / INT:32 / CHR:40) The areas they dwell are the dungeons.
|
Elemental, Air
| Type: Elemental |
MR: 85 |
Dice: 9 + 43 |
#App: 1 |
Size: L |
Move: 360` |
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 3x with their attack. This wind will cause the victims to get knocked down unless they can make a L2SR vs. STR or DEX. Anyone knocked down cannot attack during the next combat round. (STR:26 / DEX:34 / LCK:19 / CON:85 / INT:14 / CHR:20) The areas they dwell are the dungeons.
|
Elemental, Blood
| Type: Elemental |
MR: 680 |
Dice: 69 + 340 |
#App: 1 |
Size: L |
Move: 60`/Fly 180` |
Elementals can only be harmed by magical weapons or spells. This elemental will use their magical attack if they roll a '6' at least 23x with their attack. This magic will completely suck the blood out of everyone in front of the elemental unless the targets can make a L16SR vs. CON. Anyone who has their blood drawn out will instantly die. (STR:125 / DEX:182 / LCK:69 / CON:680 / INT:73 / CHR:86) The areas they dwell are the dungeons.
|
Elemental, Earth
| Type: Elemental |
MR: 170 |
Dice: 18 + 85 |
#App: 1 |
Size: L |
Move: 60` |
Elementals can only be harmed by magical weapons or spells. This elemental will unleash an earthquake if they roll a '6' at least 6x with their attack. This quake will cause the victims to get knocked down unless they can make a L4SR vs. DEX. Anyone knocked down cannot attack during the next combat round. (STR:40 / DEX:55 / LCK:26 / CON:170 / INT:22 / CHR:29) The areas they dwell are the snowy mountains, dungeons, mountains, and jungle/tropical mountains.
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Elemental, Fire
| Type: Elemental |
MR: 255 |
Dice: 26 + 128 |
#App: 1 |
Size: L |
Move: 120` |
Elementals can only be harmed by magical weapons or spells. This elemental will use their fire attack if they roll a '6' at least 9x 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 L6SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. (STR:55 / DEX:76 / LCK:33 / CON:255 / INT:31 / CHR:39) The areas they dwell are the dungeons, and deserts.
|
Elemental, Lightning
| Type: Elemental |
MR: 595 |
Dice: 60 + 298 |
#App: 1 |
Size: L |
Move: 120` |
Elementals can only be harmed by magical weapons or spells. This elemental will use their electrical attack if they roll a '6' at least 20x 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 L14SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. (STR:111 / DEX:161 / LCK:62 / CON:595 / INT:65 / CHR:77) The areas they dwell are the dungeons.
|
Elemental, Rock
| Type: Elemental |
MR: 510 |
Dice: 52 + 255 |
#App: 1 |
Size: L |
Move: 60` |
Elementals can only be harmed by magical weapons or spells. This elemental will throw large stones if they roll a '6' at least 18x 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 L12SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. (STR:97 / DEX:140 / LCK:55 / CON:510 / INT:56 / CHR:67) The areas they dwell are the snowy mountains, dungeons, mountains, and jungle/tropical mountains.
|
Elemental, Smoke
| Type: Elemental |
MR: 425 |
Dice: 43 + 213 |
#App: 1 |
Size: L |
Move: 360` |
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 15x with their attack. This smoke will choke and blind the victims unless they can make a L10SR vs. DEX. The smoke will dissipate in 2d6 combat rounds. (STR:83 / DEX:119 / LCK:48 / CON:425 / INT:48 / CHR:58) The areas they dwell are the dungeons.
|
Elemental, Water
| Type: Elemental |
MR: 340 |
Dice: 35 + 170 |
#App: 1 |
Size: L |
Move: 60`/Fly 180` |
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 12x with their attack. This wave will cause the victims to drown and die unless they can make a L8SR vs. CON. (STR:69 / DEX:97 / LCK:40 / CON:340 / INT:39 / CHR:48) The areas they dwell are the dungeons, rivers/lakes, and oceans.
|
Elephant, Jungle
| Type: Animal |
MR: 410 |
Dice: 42 + 205 |
#App: 1-20 |
Size: L (9`+) |
Move: 120` |
(STR:115 / DEX:46 / LCK:80 / CON:410 / INT:44 / CHR:54) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Pachyderm.
|
Elephant, Plains
| Type: Animal |
MR: 445 |
Dice: 45 + 223 |
#App: 1-12 |
Size: L (11`+) |
Move: 150` |
(STR:124 / DEX:49 / LCK:86 / CON:445 / INT:48 / CHR:58) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Pachyderm.
|
Elf
| Type: Humanoid |
MR: 145 |
Dice: 15 + 73 |
#App: 1-20 |
Size: M (5`+) |
Move: 120` |
(STR:24 / DEX:49 / LCK:36 / CON:145 / INT:29 / CHR:35) The areas they dwell are the snowy forests, snowy hills, snowy mountains, dungeons, forests, hills, mountains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Common, and Elven.
|
Ettin
| Type: Giant |
MR: 455 |
Dice: 46 + 228 |
#App: 1-4 |
Size: L (13`) |
Move: 120` |
(STR:126 / DEX:88 / LCK:50 / CON:455 / INT:51 / CHR:61) The areas they dwell are the snowy mountains, dungeons, forests, hills, mountains, and jungle/tropical mountains. They are able to speak Giant.
|
Fairy
| Type: Fey |
MR: 95 |
Dice: 10 + 48 |
#App: 1-6 |
Size: S (1`) |
Move: 60`/Fly 120` |
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 4x 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 affected, 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:20 / DEX:28 / LCK:36 / CON:95 / INT:25 / CHR:30) The areas they dwell are the snowy forests, forests, and jungle/tropical forests. They are able to speak Elven, and Fey.
|
Fairy Drake
| Type: Dragon |
MR: 110 |
Dice: 12 + 55 |
#App: 1-6 |
Size: S (1-1.5`) |
Move: 60`/Fly 240` |
They will use their cloud breath if they roll a '6' at least 4x 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:40 / DEX:30 / LCK:21 / CON:110 / INT:29 / CHR:34) The areas they dwell are the snowy forests, forests, and jungle/tropical forests. They are able to speak Dragon.
|
Falcon, Large
| Type: Animal |
MR: 95 |
Dice: 10 + 48 |
#App: 1-2 |
Size: S (3-4`+) |
Move: 10`/Fly 330` |
(STR:20 / DEX:36 / LCK:28 / CON:95 / INT:11 / CHR:16) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, rivers/lakes, deserts, forests, hills, mountains, plains, swamps, oceans, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Avian.
|
Falcoran
| Type: Humanoid |
MR: 115 |
Dice: 12 + 58 |
#App: 1-10 |
Size: M |
Move: 60`/Fly 360` |
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:22 / DEX:41 / LCK:31 / CON:115 / INT:20 / CHR:26) The areas they dwell are the snowy hills, snowy mountains, rivers/lakes, hills, mountains, oceans, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Avian, and Falcoran.
|
Fish, Glow
| Type: Monster |
MR: 80 |
Dice: 9 + 40 |
#App: 1-12 |
Size: S (1`) |
Move: 300` |
They will use their glowing eyes if they roll a '6' at least 3x with their attack. This glow will cause everyone in front of the fish to stare motionless at the fish for 1d6 combat rounds unless the targets can make a L1SR vs. LCK. They can also make a L1SR vs. DEX to shield their eyes in time. This attack damage is in addition to any other damage during that round. (STR:19 / DEX:32 / LCK:25 / CON:80 / INT:1 / CHR:6) The areas they dwell are the oceans. They are able to speak Fish.
|
Fly, Giant, Bluebottle
| Type: Insect |
MR: 165 |
Dice: 17 + 83 |
#App: 1-10 |
Size: M |
Move: 90`/Fly 300` |
They will pass a disease with their bite if they roll a '6' at least 6x with their attack. This disease will cause the victim to suffer a negative 1d6 to STR and DEX unless they can make a L3SR 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:54 / LCK:40 / CON:165 / INT:1 / CHR:7) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Insect.
|
Fly, Giant, Horsefly
| Type: Insect |
MR: 285 |
Dice: 29 + 143 |
#App: 1-4 |
Size: L |
Move: 60`/Fly 270` |
They will attach themselves to a target if they roll a '6' at least 10x with their attack. They will then begin to suck the blood of the victim unless they can make a L6SR 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 L6SR 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:36 / DEX:84 / LCK:60 / CON:285 / INT:1 / CHR:9) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Insect.
|
Frog, Giant
| Type: Animal |
MR: 115 |
Dice: 12 + 58 |
#App: 1-10 |
Size: S-M (3-6`) |
Move: 30`/Swim 90` |
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 4x 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:22 / DEX:31 / LCK:41 / CON:115 / INT:1 / CHR:7) The areas they dwell are the dungeons, rivers/lakes, forests, plains, swamps, oceans, jungle/tropical forests, and jungle/tropical swamps. They are able to speak Amphibian.
|
Frog, Giant, Killer
| Type: Animal |
MR: 100 |
Dice: 11 + 50 |
#App: 1-12 |
Size: S |
Move: 60`/Swim 120` |
Unlike other frogs, these will attack with a mouth full of razor sharp teeth. (STR:20 / DEX:29 / LCK:37 / CON:100 / INT:1 / CHR:7) The areas they dwell are the dungeons, rivers/lakes, forests, plains, swamps, oceans, jungle/tropical forests, and jungle/tropical swamps. They are able to speak Amphibian.
|
Frog, Giant, Poisonous
| Type: Animal |
MR: 65 |
Dice: 7 + 33 |
#App: 1-12 |
Size: S |
Move: 30`/Swim 90` |
They will use their poison tongue if they roll a '6' at least 3x with their attack. This poison tongue will cause the victim to die unless they can get out of the way by making a L1SR vs. DEX, or LCK. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:18 / DEX:23 / LCK:29 / CON:65 / INT:1 / CHR:6) The areas they dwell are the dungeons, rivers/lakes, forests, plains, swamps, oceans, jungle/tropical forests, and jungle/tropical swamps. They are able to speak Amphibian.
|
Frost Crawler
| Type: Monster |
MR: 525 |
Dice: 53 + 263 |
#App: 1 |
Size: L (21-42`) |
Move: 120` |
These giant snow worms will swallow a target whole if they roll a '6' at least 18x with their attack and the victim fails a L12SR vs. DEX or LCK. While inside, the victim will suffer 3d6 points of damage each combat round, but they can continue to attack as normal. Each target that gets damaged from the attack rolls 1 die to determine which one is swallowed, where the lowest number gets swallowed. (STR:100 / DEX:144 / LCK:56 / CON:525 / INT:54 / CHR:65) The areas they dwell are the snowy hills, snowy mountains, snowy plains, dungeons, and deserts. They are able to speak Slug.
|
Fruglum
| Type: Humanoid |
MR: 95 |
Dice: 10 + 48 |
#App: 1-20 |
Size: S-M |
Move: 30`/Swim 150` |
These humanoid frog men often hunt in groups. (STR:20 / DEX:36 / LCK:28 / CON:95 / INT:17 / CHR:22) The areas they dwell are the dungeons, forests, swamps, jungle/tropical forests, and jungle/tropical swamps. They are able to speak Amphibian, and Fruglum.
|
Gar, Giant
| Type: Animal |
MR: 385 |
Dice: 39 + 193 |
#App: 1-6 |
Size: L (21-30`) |
Move: Swim 300` |
These fish will swallow a target whole if they roll a '6' at least 13x with their attack and the victim fails a L8SR vs. DEX or LCK. While inside, the victim will suffer 2d6 points of damage each combat round, but they can continue to attack as normal. Each target that gets damaged from the attack rolls 1 die to determine which one is swallowed, where the lowest number gets swallowed. (STR:44 / DEX:109 / LCK:76 / CON:385 / INT:1 / CHR:10) The areas they dwell are the rivers/lakes. They are able to speak Fish.
|
Gargoyle
| Type: Beast |
MR: 250 |
Dice: 26 + 125 |
#App: 1-10 |
Size: M |
Move: 90`/Fly 150` |
Can only be harmed with magical weapons or spells. (STR:54 / DEX:75 / LCK:33 / CON:250 / INT:30 / CHR:37) The areas they dwell are the snowy forests, snowy mountains, dungeons, rivers/lakes, forests, mountains, swamps, jungle/tropical forests, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Balrog, Gargoyle, and Gremlin.
|
Gargoyle, Stone
| Type: Beast |
MR: 330 |
Dice: 34 + 165 |
#App: 1-8 |
Size: M |
Move: 60`/Fly 120` |
Can only be harmed with magical weapons or spells. (STR:67 / DEX:95 / LCK:40 / CON:330 / INT:38 / CHR:46) The areas they dwell are the snowy hills, snowy mountains, dungeons, hills, mountains, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Balrog, Gargoyle, and Gremlin.
|
Ghast
| Type: Undead |
MR: 230 |
Dice: 24 + 115 |
#App: 1-6 |
Size: M |
Move: 150` |
They will paralyze a victim if they roll a '6' at least 8x with their attack. This paralysis will last for 1d6 combat rounds unless they can make a L4SR 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:70 / DEX:31 / LCK:50 / CON:230 / INT:35 / CHR:42) The areas they dwell are the snowy hills, snowy mountains, snowy plains, dungeons, hills, mountains, plains, swamps, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Undead.
|
Ghost
| Type: Undead |
MR: 470 |
Dice: 48 + 235 |
#App: 1 |
Size: M |
Move: 90` |
They will age a victim if they roll a '6' at least 16x with their attack. The victim will age 2d60 years unless they can make a L10SR vs. INT. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the aging, where the lowest number suffers from the effects. (STR:51 / DEX:90 / LCK:130 / CON:470 / INT:61 / CHR:71) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Undead.
|
Ghoul
| Type: Undead |
MR: 130 |
Dice: 14 + 65 |
#App: 1-14 |
Size: M |
Move: 90` |
They will paralyze a victim if they roll a '6' at least 5x with their attack. This paralysis will last for 1d6 combat rounds unless they can make a L2SR 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:45 / DEX:23 / LCK:34 / CON:130 / INT:18 / CHR:24) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, hills, mountains, plains, swamps, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Undead.
|
Giant, Cloud
| Type: Giant |
MR: 575 |
Dice: 58 + 288 |
#App: 1-6 |
Size: L (18`) |
Move: 150` |
(STR:156 / DEX:108 / LCK:60 / CON:575 / INT:68 / CHR:79) The areas they dwell are the snowy hills, snowy mountains, hills, mountains, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Giant.
|
Giant, Fire
| Type: Giant |
MR: 525 |
Dice: 53 + 263 |
#App: 1-8 |
Size: L (12`) |
Move: 120` |
They are immune to fire based attacks. (STR:144 / DEX:100 / LCK:56 / CON:525 / INT:60 / CHR:71) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, jungle/tropical forests, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Giant.
|
Giant, Fog
| Type: Giant |
MR: 625 |
Dice: 63 + 313 |
#App: 1-4 |
Size: L (18`) |
Move: 150` |
They emit a fog that causes attackers to subtract 2 from their combat rolls. (STR:169 / DEX:116 / LCK:64 / CON:625 / INT:74 / CHR:86) The areas they dwell are the snowy hills, snowy plains, hills, plains, swamps, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Giant.
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Giant, Frost
| Type: Giant |
MR: 475 |
Dice: 48 + 238 |
#App: 1-8 |
Size: L (15`) |
Move: 120` |
They are immune to cold based attacks. (STR:131 / DEX:91 / LCK:52 / CON:475 / INT:55 / CHR:65) The areas they dwell are the snowy forests, snowy hills, snowy mountains, dungeons, forests, hills, and mountains. They are able to speak Giant.
|
Giant, Hill
| Type: Giant |
MR: 405 |
Dice: 41 + 203 |
#App: 1-10 |
Size: L (10.5`) |
Move: 120` |
(STR:114 / DEX:80 / LCK:46 / CON:405 / INT:46 / CHR:55) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Giant.
|
Giant, Mountain
| Type: Giant |
MR: 510 |
Dice: 52 + 255 |
#App: 1-4 |
Size: L (14`) |
Move: 120` |
(STR:140 / DEX:55 / LCK:97 / CON:510 / INT:65 / CHR:76) The areas they dwell are the snowy mountains, mountains, and jungle/tropical mountains. They are able to speak Giant.
|
Giant, Stone
| Type: Giant |
MR: 500 |
Dice: 51 + 250 |
#App: 1-8 |
Size: L (12`) |
Move: 120` |
They will hurl a large rock if they roll a '6' at least 17x with their attack. This rock will automatically do 2d6 points of damage to the target unless they can make a L10SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. Each target that gets damaged from the attack rolls 1 die to determine which one is hit by the rock, where the lowest number suffers the crushing effects. (STR:137 / DEX:95 / LCK:54 / CON:500 / INT:58 / CHR:68) The areas they dwell are the snowy hills, snowy mountains, dungeons, hills, mountains, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Giant.
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Giant, Storm
| Type: Giant |
MR: 695 |
Dice: 70 + 348 |
#App: 1-4 |
Size: L (21`) |
Move: 150` |
They will hurl a lightning bolt if they roll a '6' at least 24x with their attack. This bolt will automatically do 4d6 points of damage to the target unless they can make a L16SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. Each target that gets damaged from the attack rolls 1 die to determine which one is hit by the bolt, where the lowest number suffers the effects. (STR:186 / DEX:70 / LCK:128 / CON:695 / INT:86 / CHR:99) The areas they dwell are the snowy mountains, rivers/lakes, mountains, oceans, and jungle/tropical mountains. They are able to speak Giant.
|
Gnoll
| Type: Humanoid |
MR: 145 |
Dice: 15 + 73 |
#App: 1-20 |
Size: L (7`+) |
Move: 90` |
(STR:49 / DEX:36 / LCK:24 / CON:145 / INT:22 / CHR:28) The areas they dwell are the dungeons, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Canine, and Gnoll.
|
Gnoll, Greater
| Type: Humanoid |
MR: 180 |
Dice: 19 + 90 |
#App: 1-14 |
Size: M (6.5`) |
Move: 120` |
(STR:57 / DEX:42 / LCK:27 / CON:180 / INT:26 / CHR:32) The areas they dwell are the dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Canine, and Gnoll.
|
Gnome
| Type: Humanoid |
MR: 110 |
Dice: 12 + 55 |
#App: 1-20 |
Size: S (3`+) |
Move: 60` |
(STR:21 / DEX:30 / LCK:40 / CON:110 / INT:23 / CHR:28) The areas they dwell are the snowy forests, snowy hills, snowy mountains, dungeons, forests, hills, mountains, jungle/tropical forests, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Common, and Dwarvish.
|
Goat
| Type: Animal |
MR: 115 |
Dice: 12 + 58 |
#App: 1-8 |
Size: M |
Move: 150` |
(STR:41 / DEX:31 / LCK:22 / CON:115 / INT:13 / CHR:19) The areas they dwell are the snowy hills, snowy mountains, snowy plains, deserts, hills, mountains, and plains. They are able to speak Bovine.
|
Goat, Giant
| Type: Animal |
MR: 185 |
Dice: 19 + 93 |
#App: 1-12 |
Size: L (5`+) |
Move: 180` |
(STR:59 / DEX:43 / LCK:28 / CON:185 / INT:22 / CHR:29) The areas they dwell are the snowy hills, snowy mountains, snowy plains, deserts, hills, mountains, and plains. They are able to speak Bovine.
|
Goblin
| Type: Humanoid |
MR: 95 |
Dice: 10 + 48 |
#App: 1-20 |
Size: S (4`) |
Move: 60` |
(STR:20 / DEX:28 / LCK:36 / CON:95 / INT:17 / CHR:22) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Goblin, and Orkish.
|
Golem, Clay
| Type: Construct |
MR: 305 |
Dice: 31 + 153 |
#App: 1 |
Size: L (8`) |
Move: 70` |
Golems can only be harmed by magical weapons. Spells do not harm them. (STR:89 / DEX:63 / LCK:38 / CON:305 / INT:1 / CHR:9) The areas they dwell are the dungeons.
|
Golem, Diamond
| Type: Construct |
MR: 605 |
Dice: 61 + 303 |
#App: 1 |
Size: L (12`) |
Move: 80` |
Golems can only be harmed by magical weapons. Spells do not harm them. (STR:164 / DEX:113 / LCK:63 / CON:605 / INT:1 / CHR:12) The areas they dwell are the dungeons.
|
Golem, Emerald
| Type: Construct |
MR: 520 |
Dice: 53 + 260 |
#App: 1 |
Size: L (10`) |
Move: 80` |
Golems can only be harmed by magical weapons. Spells do not harm them. (STR:142 / DEX:99 / LCK:55 / CON:520 / INT:1 / CHR:11) The areas they dwell are the dungeons.
|
Golem, Flesh
| Type: Construct |
MR: 190 |
Dice: 20 + 95 |
#App: 1 |
Size: L (7.5`) |
Move: 80` |
Golems can only be harmed by magical weapons. Spells do not harm them. (STR:60 / DEX:44 / LCK:28 / CON:190 / INT:1 / CHR:8) The areas they dwell are the dungeons.
|
Golem, Iron
| Type: Construct |
MR: 470 |
Dice: 48 + 235 |
#App: 1 |
Size: L (12`) |
Move: 60` |
Golems can only be harmed by magical weapons. Spells do not harm them. (STR:130 / DEX:90 / LCK:51 / CON:470 / INT:1 / CHR:11) The areas they dwell are the dungeons.
|
Golem, Ruby
| Type: Construct |
MR: 385 |
Dice: 39 + 193 |
#App: 1 |
Size: L (8`) |
Move: 80` |
Golems can only be harmed by magical weapons. Spells do not harm them. (STR:109 / DEX:76 / LCK:44 / CON:385 / INT:1 / CHR:10) The areas they dwell are the dungeons.
|
Golem, Stone
| Type: Construct |
MR: 355 |
Dice: 36 + 178 |
#App: 1 |
Size: L (9.5`) |
Move: 60` |
Golems can only be harmed by magical weapons. Spells do not harm them. (STR:101 / DEX:71 / LCK:42 / CON:355 / INT:1 / CHR:10) The areas they dwell are the dungeons.
|
Gorgon
| Type: Beast |
MR: 400 |
Dice: 41 + 200 |
#App: 1-4 |
Size: L |
Move: 120` |
These bull creatures will use their breath if they roll a '6' at least 14x with their attack. This breath will cause everyone in front of the gorgon to turn to stone unless the targets can make a L8SR vs. DEX or LCK. (STR:112 / DEX:79 / LCK:45 / CON:400 / INT:41 / CHR:50) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps.
|
Gorilla
| Type: Animal |
MR: 235 |
Dice: 24 + 118 |
#App: 1-4 |
Size: M (6`) |
Move: 120` |
(STR:71 / DEX:51 / LCK:32 / CON:235 / INT:29 / CHR:36) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Simian.
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Gremlin
| Type: Planar |
MR: 95 |
Dice: 10 + 48 |
#App: 1-12 |
Size: S (1`+) |
Move: 60`/Fly 120` |
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 4x 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:20 / DEX:36 / LCK:28 / CON:95 / INT:18 / CHR:23) The areas they dwell are the dungeons. They are able to speak Gremlin.
|
Greyling
| Type: Fey |
MR: 265 |
Dice: 27 + 133 |
#App: 1-12 |
Size: S (1.5`) |
Move: 120` |
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 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 affected, 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 L2SR vs. LCK can be made to avoid the effects. (STR:34 / DEX:56 / LCK:79 / CON:265 / INT:45 / CHR:51) The areas they dwell are the snowy forests, dungeons, forests, swamps, jungle/tropical forests, and jungle/tropical swamps. They are able to speak Brownie, and Gremlin.
|
Griffin
| Type: Beast |
MR: 350 |
Dice: 36 + 175 |
#App: 1-12 |
Size: L |
Move: 120`/Fly 300` |
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:100 / DEX:70 / LCK:41 / CON:350 / INT:38 / CHR:46) The areas they dwell are the snowy hills, snowy mountains, rivers/lakes, deserts, hills, mountains, oceans, and jungle/tropical mountains. They are able to speak Avian.
|
Harpy
| Type: Beast |
MR: 150 |
Dice: 16 + 75 |
#App: 1-12 |
Size: M |
Move: 60`/Fly 150` |
They will make a calling sound if they roll a '6' at least 6x with their attack. This sound will make the target walk up to the harpy unless they can make a L3SR 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:25 / DEX:50 / LCK:37 / CON:150 / INT:20 / CHR:26) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, rivers/lakes, deserts, forests, hills, mountains, plains, swamps, oceans, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Avian, and Harpy.
|
Haunt
| Type: Undead |
MR: 295 |
Dice: 30 + 148 |
#App: 1 |
Size: M |
Move: 60` |
They will possess a victim if they roll a '6' at least 10x with their attack. The victim will be in total control by the haunt unless they can make a L5SR 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:37 / DEX:61 / LCK:86 / CON:295 / INT:1 / CHR:8) The areas they dwell are the snowy mountains, dungeons, swamps, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Undead.
|
Hawk
| Type: Animal |
MR: 110 |
Dice: 12 + 55 |
#App: 1-2 |
Size: S (2-3`) |
Move: 10`/Fly 360` |
(STR:21 / DEX:40 / LCK:30 / CON:110 / INT:12 / CHR:17) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, rivers/lakes, deserts, forests, mountains, plains, swamps, oceans, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Avian.
|
Hippocampus
| Type: Animal |
MR: 215 |
Dice: 22 + 108 |
#App: 1-8 |
Size: L |
Move: Swim 240` |
(STR:48 / DEX:66 / LCK:30 / CON:215 / INT:30 / CHR:37) The areas they dwell are the rivers/lakes, and oceans. They are able to speak Fish.
|
Hippogriff
| Type: Animal |
MR: 215 |
Dice: 22 + 108 |
#App: 1-10 |
Size: L |
Move: 180`/Fly 360` |
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:48 / DEX:66 / LCK:30 / CON:215 / INT:25 / CHR:32) The areas they dwell are the snowy hills, snowy mountains, rivers/lakes, hills, mountains, oceans, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Avian.
|
Hippopotamus
| Type: Animal |
MR: 340 |
Dice: 35 + 170 |
#App: 1-12 |
Size: L |
Move: 90`/Swim 120` |
(STR:97 / DEX:40 / LCK:69 / CON:340 / INT:35 / CHR:44) The areas they dwell are the rivers/lakes, and jungle/tropical swamps. They are able to speak Hippopotamus.
|
Hobgoblin
| Type: Humanoid |
MR: 145 |
Dice: 15 + 73 |
#App: 1-20 |
Size: M (6.5`) |
Move: 90` |
(STR:49 / DEX:36 / LCK:24 / CON:145 / INT:23 / CHR:29) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Goblin.
|
Hobling
| Type: Humanoid |
MR: 80 |
Dice: 9 + 40 |
#App: 1-20 |
Size: S (3`+) |
Move: 90` |
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:19 / DEX:32 / LCK:25 / CON:80 / INT:20 / CHR:25) The areas they dwell are the snowy forests, snowy hills, snowy plains, and dungeons. They are able to speak Common, Elven, and Hobling.
|
Hornet, Giant
| Type: Insect |
MR: 265 |
Dice: 27 + 133 |
#App: 1 |
Size: M |
Move: Fly 240` |
They will use their poison stinger if they roll a '6' at least 9x with their attack. This poison will cause the victim to become paralyzed unless they can make a L5SR 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:34 / DEX:79 / LCK:56 / CON:265 / INT:30 / CHR:37) The areas they dwell are the dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Insect.
|
Horse, Draft
| Type: Animal |
MR: 150 |
Dice: 16 + 75 |
#App: 1 |
Size: L |
Move: 120` |
(STR:37 / DEX:50 / LCK:25 / CON:150 / INT:16 / CHR:22) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Equine.
|
Horse, Heavy
| Type: Animal |
MR: 185 |
Dice: 19 + 93 |
#App: 1 |
Size: L |
Move: 150` |
(STR:43 / DEX:59 / LCK:28 / CON:185 / INT:20 / CHR:27) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Equine.
|
Horse, Hell
| Type: Planar |
MR: 455 |
Dice: 46 + 228 |
#App: 1 |
Size: L |
Move: 150`/Fly 360` |
These fiery dark horses will emit a cloud of black smoke from their mouth if they roll a '6' at least 16x 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:88 / DEX:126 / LCK:50 / CON:455 / INT:60 / CHR:68) The areas they dwell are the snowy mountains, dungeons, mountains, and jungle/tropical mountains. They are able to speak Balrog, and Equine.
|
Horse, Light
| Type: Animal |
MR: 115 |
Dice: 12 + 58 |
#App: 1 |
Size: L |
Move: 240` |
(STR:31 / DEX:41 / LCK:22 / CON:115 / INT:13 / CHR:19) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Equine.
|
Horse, Medium
| Type: Animal |
MR: 150 |
Dice: 16 + 75 |
#App: 1 |
Size: L |
Move: 180` |
(STR:37 / DEX:50 / LCK:25 / CON:150 / INT:16 / CHR:22) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Equine.
|
Horse, Wild
| Type: Animal |
MR: 115 |
Dice: 12 + 58 |
#App: 1 |
Size: L |
Move: 240` |
(STR:31 / DEX:41 / LCK:22 / CON:115 / INT:13 / CHR:19) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Equine.
|
Hound, Death
| Type: Beast |
MR: 150 |
Dice: 16 + 75 |
#App: 1-10 |
Size: M (4`) |
Move: 120` |
Their bite will inflict disease if they roll a '6' at least 6x with their attack. This disease will cause the victim to suffer a negative 1d6 to STR and DEX unless they can make a L3SR 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:37 / DEX:50 / LCK:25 / CON:150 / INT:16 / CHR:22) The areas they dwell are the dungeons, and deserts. They are able to speak Canine.
|
Hound, Ghost
| Type: Beast |
MR: 270 |
Dice: 28 + 135 |
#App: 1-12 |
Size: M (3`) |
Move: 300` |
These ghostly wolves will howl if they roll a '6' at least 10x with their attack. This howl will automatically cause targets to flee in terror unless they can make a L6SR vs. INT. A L6SR vs. DEX can also be made to see if ears are covered in time. This fear lasts for 2d6 combat rounds. (STR:35 / DEX:80 / LCK:57 / CON:270 / INT:35 / CHR:43) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, and swamps. They are able to speak Canine.
|
Hound, Hell
| Type: Planar |
MR: 300 |
Dice: 31 + 150 |
#App: 1-8 |
Size: M |
Move: 120` |
They will use their fire breath if they roll a '6' at least 11x 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 L6SR vs. LCK or DEX. Each target that gets damaged from the attack rolls 1 die to determine which one is burned, where the lowest number suffers from the effects. This attack damage is in addition to any other damage during that round. (STR:62 / DEX:87 / LCK:37 / CON:300 / INT:35 / CHR:43) The areas they dwell are the dungeons, deserts, hills, mountains, swamps, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Balrog, and Canine.
|
Hound, Shadow
| Type: Planar |
MR: 200 |
Dice: 21 + 100 |
#App: 1-12 |
Size: M |
Move: 180` |
These shadowy wolves can only be harmed with magical weapons or spells. (STR:29 / DEX:45 / LCK:62 / CON:200 / INT:23 / CHR:30) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Balrog, and Canine.
|
Hulking Beast
| Type: Monster |
MR: 435 |
Dice: 44 + 218 |
#App: 1-4 |
Size: L (8`) |
Move: 60`/Burrow 60` |
These humanoid beasts have a dark exoskeleton with sharp claws. They have bright yellow eyes and if they roll a '6' at least 15x with their attack, an opponent will stare into them and become confused unless they can make a L9SR 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:121 / DEX:85 / LCK:48 / CON:435 / INT:52 / CHR:61) The areas they dwell are the dungeons.
|
Hydra
| Type: Dragon |
MR: 390 |
Dice: 40 + 195 |
#App: 1 |
Size: L |
Move: 90` |
This dragon-looking creature has 6 heads, each with its own breath weapon. If they roll a '6' at least 14x 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 L9SR vs. STR to free themselves from the sticky substance; 6-Oil:Characters must make a L9SR 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 L9SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. (STR:110 / DEX:77 / LCK:45 / CON:390 / INT:42 / CHR:51) The areas they dwell are the snowy forests, snowy mountains, snowy plains, dungeons, forests, mountains, plains, swamps, jungle/tropical forests, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Dragon.
|
Hyena
| Type: Animal |
MR: 150 |
Dice: 16 + 75 |
#App: 1-12 |
Size: M |
Move: 120` |
(STR:37 / DEX:50 / LCK:25 / CON:150 / INT:16 / CHR:22) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Canine.
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Hyena, Giant
| Type: Animal |
MR: 220 |
Dice: 23 + 110 |
#App: 1-8 |
Size: L |
Move: 120` |
(STR:49 / DEX:67 / LCK:30 / CON:220 / INT:23 / CHR:30) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Canine.
|
Imp
| Type: Planar |
MR: 225 |
Dice: 23 + 113 |
#App: 1 |
Size: S (2`) |
Move: 60`/Fly 180` |
Spells do not work against these creatures unless the caster has an INT score over 20. (STR:31 / DEX:69 / LCK:50 / CON:225 / INT:31 / CHR:37) The areas they dwell are the dungeons. They are able to speak Common, Devlish, and Wizard Speech.
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Imp, Fire
| Type: Planar |
MR: 215 |
Dice: 22 + 108 |
#App: 1 |
Size: M (5`) |
Move: 120`/Fly 240` |
Spells do not work against these creatures unless the caster has an INT score over 20. (STR:30 / DEX:66 / LCK:48 / CON:215 / INT:30 / CHR:37) The areas they dwell are the dungeons. They are able to speak Common, Devlish, and Wizard Speech.
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Imp, Lava
| Type: Planar |
MR: 165 |
Dice: 17 + 83 |
#App: 1 |
Size: M (5`) |
Move: 120`/Fly 240` |
Spells do not work against these creatures unless the caster has an INT score over 20. (STR:26 / DEX:54 / LCK:40 / CON:165 / INT:25 / CHR:31) The areas they dwell are the dungeons. They are able to speak Common, Devlish, and Wizard Speech.
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Imp, Smoke
| Type: Planar |
MR: 195 |
Dice: 20 + 98 |
#App: 1 |
Size: M (5`) |
Move: 120`/Fly 240` |
Spells do not work against these creatures unless the caster has an INT score over 20. (STR:28 / DEX:61 / LCK:45 / CON:195 / INT:28 / CHR:34) The areas they dwell are the dungeons. They are able to speak Common, Devlish, and Wizard Speech.
|
Imp, Steam
| Type: Planar |
MR: 185 |
Dice: 19 + 93 |
#App: 1 |
Size: M (5`) |
Move: 120`/Fly 240` |
Spells do not work against these creatures unless the caster has an INT score over 20. (STR:28 / DEX:59 / LCK:43 / CON:185 / INT:27 / CHR:34) The areas they dwell are the dungeons. They are able to speak Common, Devlish, and Wizard Speech.
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Jackal
| Type: Animal |
MR: 65 |
Dice: 7 + 33 |
#App: 1-6 |
Size: S |
Move: 120` |
(STR:23 / DEX:29 / LCK:18 / CON:65 / INT:10 / CHR:15) The areas they dwell are the deserts, forests, hills, plains, swamps, jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Canine.
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Jaguar
| Type: Animal |
MR: 235 |
Dice: 24 + 118 |
#App: 1-2 |
Size: L |
Move: 150` |
(STR:51 / DEX:71 / LCK:32 / CON:235 / INT:27 / CHR:34) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Feline.
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Jellyfish, Giant
| Type: Animal |
MR: 100 |
Dice: 11 + 50 |
#App: 1-10 |
Size: S-L |
Move: 10` |
They will use their poison sting 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 L2SR 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:20 / DEX:29 / LCK:37 / CON:100 / INT:1 / CHR:7) The areas they dwell are the oceans. They are able to speak Fish.
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Kelpie
| Type: Plant |
MR: 280 |
Dice: 29 + 140 |
#App: 1-4 |
Size: M |
Move: 90`/Swim 120` |
They will use their charms on any males if they roll a '6' at least 10x 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 L5SR 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:35 / DEX:59 / LCK:82 / CON:280 / INT:35 / CHR:42) The areas they dwell are the rivers/lakes, swamps, oceans, and jungle/tropical swamps. They are able to speak Any.
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Ki-rin
| Type: Beast |
MR: 645 |
Dice: 65 + 323 |
#App: 1 |
Size: L |
Move: 240`/Fly 480` |
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 22x with their attack. Opponents will attack this illusion during the next combat round unless they can make a L12SR vs. INT. This illusion will disappear after the next combat round. (STR:66 / DEX:174 / LCK:120 / CON:645 / INT:85 / CHR:96) The areas they dwell are the snowy hills, snowy mountains, rivers/lakes, hills, mountains, oceans, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Equine.
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Kobold
| Type: Humanoid |
MR: 65 |
Dice: 7 + 33 |
#App: 1-20 |
Size: S (3`) |
Move: 60` |
(STR:18 / DEX:29 / LCK:23 / CON:65 / INT:14 / CHR:19) The areas they dwell are the snowy forests, snowy hills, snowy mountains, dungeons, forests, hills, mountains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Goblin, and Orkish.
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Kraken
| Type: Beast |
MR: 805 |
Dice: 81 + 403 |
#App: 1 |
Size: L |
Move: Swim 200` |
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:214 / DEX:146 / LCK:79 / CON:805 / INT:101 / CHR:116) The areas they dwell are the oceans. They are able to speak Fish.
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Lamia
| Type: Beast |
MR: 420 |
Dice: 43 + 210 |
#App: 1 |
Size: M |
Move: 240` |
This sphinx looking creatures will create an illusion of themselves if they roll a '6' at least 15x with their attack. Opponents will attack this illusion during the next combat round unless they can make a L9SR vs. INT. This illusion will disappear after the next combat round. (STR:82 / DEX:117 / LCK:47 / CON:420 / INT:56 / CHR:65) The areas they dwell are the dungeons, and deserts. They are able to speak Sphinx.
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Lamia, Royal
| Type: Beast |
MR: 445 |
Dice: 45 + 223 |
#App: 1 |
Size: M |
Move: 90` |
This sphinx looking creatures will create an illusion of themselves if they roll a '6' at least 15x with their attack. Opponents will attack this illusion during the next combat round unless they can make a L11SR vs. INT. This illusion will disappear after the next combat round. (STR:86 / DEX:124 / LCK:49 / CON:445 / INT:59 / CHR:69) The areas they dwell are the dungeons, and deserts. They are able to speak Sphinx.
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Lammasu
| Type: Monster |
MR: 340 |
Dice: 35 + 170 |
#App: 1-8 |
Size: L |
Move: 120`/Fly 240` |
These winged-lion looking creatures are peaceful by nature. They will use their healing magic if they roll a '6' at least 12x with their attack, healing themselves 20 points of damage. (STR:69 / DEX:97 / LCK:40 / CON:340 / INT:52 / CHR:61) The areas they dwell are the dungeons, rivers/lakes, deserts, forests, hills, mountains, plains, swamps, oceans, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Sphinx.
|
Lammasu, Greater
| Type: Monster |
MR: 560 |
Dice: 57 + 280 |
#App: 1-2 |
Size: L (5`) |
Move: 150`/Fly 300` |
These winged-lion looking creatures are peaceful by nature. They will use their healing magic if they roll a '6' at least 19x with their attack, healing themselves 30 points of damage. (STR:105 / DEX:152 / LCK:59 / CON:560 / INT:76 / CHR:87) The areas they dwell are the dungeons, rivers/lakes, deserts, forests, hills, mountains, plains, swamps, oceans, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Sphinx.
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Lamprey, Giant
| Type: Animal |
MR: 235 |
Dice: 24 + 118 |
#App: 1-4 |
Size: S |
Move: 90` |
They will attach themselves to a target if they roll a '6' at least 8x with their attack. They will then begin to suck the blood of the victim unless they can make a L5SR 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 L5SR 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:32 / DEX:71 / LCK:51 / CON:235 / INT:1 / CHR:8) The areas they dwell are the rivers/lakes, and oceans. They are able to speak Fish.
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Lamprey, Normal
| Type: Animal |
MR: 115 |
Dice: 12 + 58 |
#App: 1-2 |
Size: S |
Move: 120` |
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 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:22 / DEX:41 / LCK:31 / CON:115 / INT:1 / CHR:7) The areas they dwell are the rivers/lakes, and oceans. They are able to speak Fish.
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Leech, Giant
| Type: Animal |
MR: 85 |
Dice: 9 + 43 |
#App: 1-12 |
Size: S-M |
Move: 30` |
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:19 / DEX:34 / LCK:26 / CON:85 / INT:1 / CHR:7) The areas they dwell are the dungeons, rivers/lakes, swamps, and jungle/tropical swamps. They are able to speak Slug.
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Leopard
| Type: Animal |
MR: 200 |
Dice: 21 + 100 |
#App: 1-2 |
Size: M |
Move: 120` |
(STR:45 / DEX:62 / LCK:29 / CON:200 / INT:23 / CHR:30) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Feline.
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Leprechaun
| Type: Fey |
MR: 170 |
Dice: 18 + 85 |
#App: 1-3 |
Size: S (2`) |
Move: 150` |
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 6x 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. If captured, there is a 50% chance (1-3 rolling 1 die) that they will tell the location of their treasure. (STR:26 / DEX:40 / LCK:55 / CON:170 / INT:33 / CHR:40) The areas they dwell are the dungeons, forests, hills, and plains. They are able to speak Elven, Fey, and Gremlin.
|
Leucrotta
| Type: Beast |
MR: 335 |
Dice: 34 + 168 |
#App: 1-4 |
Size: L |
Move: 180` |
This mystical dog-wolf will use their mind control if they roll a '6' at least 12x with their attack. This control will cause a target to kill themselves unless they can make a L7SR 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:68 / DEX:96 / LCK:40 / CON:335 / INT:42 / CHR:50) The areas they dwell are the snowy mountains, dungeons, mountains, swamps, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Canine.
|
Lich
| Type: Undead |
MR: 570 |
Dice: 58 + 285 |
#App: 1 |
Size: M |
Move: 60` |
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 20x 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 affected, 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 L12SR vs. LCK can be made to avoid the effects. (STR:60 / DEX:107 / LCK:155 / CON:570 / INT:77 / CHR:88) The areas they dwell are the dungeons. They are able to speak Common, Undead, and Wizard Speech.
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Lich, Ancient
| Type: Undead |
MR: 880 |
Dice: 89 + 440 |
#App: 1 |
Size: M |
Move: 60` |
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 30x 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 affected, 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 L20SR vs. LCK can be made to avoid the effects. (STR:85 / DEX:159 / LCK:232 / CON:880 / INT:110 / CHR:122) The areas they dwell are the dungeons. They are able to speak Common, Undead, and Wizard Speech.
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Lion
| Type: Animal |
MR: 285 |
Dice: 29 + 143 |
#App: 1-12 |
Size: L |
Move: 120` |
(STR:60 / DEX:84 / LCK:36 / CON:285 / INT:32 / CHR:40) The areas they dwell are the deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Feline.
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Lion, Mountain
| Type: Animal |
MR: 200 |
Dice: 21 + 100 |
#App: 1-2 |
Size: M |
Move: 150` |
(STR:45 / DEX:62 / LCK:29 / CON:200 / INT:23 / CHR:30) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, hills, mountains, plains, jungle/tropical forests, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Feline.
|
Lion, Spotted
| Type: Animal |
MR: 320 |
Dice: 33 + 160 |
#App: 1-8 |
Size: L |
Move: 120` |
(STR:65 / DEX:92 / LCK:39 / CON:320 / INT:35 / CHR:43) The areas they dwell are the snowy mountains, snowy plains, dungeons, deserts, mountains, plains, swamps, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Feline.
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Lion, Winged
| Type: Beast |
MR: 375 |
Dice: 38 + 188 |
#App: 1 |
Size: L (5`) |
Move: 150`/Fly 90` |
They will use their roar if they roll a '6' at least 13x with their attack. This will cause the victim to suffer a negative 2d6 to STR unless they can make a L9SR vs. LCK. A L9SR vs. DEX can also be made to see if ears are covered in time. (STR:75 / DEX:106 / LCK:43 / CON:375 / INT:43 / CHR:52) The areas they dwell are the dungeons, and jungle/tropical mountains. They are able to speak Feline.
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Lizard, Fire
| Type: Reptile |
MR: 455 |
Dice: 46 + 228 |
#App: 1-4 |
Size: L (30`) |
Move: 90` |
They will use their fire breath if they roll a '6' at least 16x 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 L10SR vs. LCK or DEX. Each target that gets damaged from the attack rolls 1 die to determine which one is burned, where the lowest number suffers from the effects. This attack damage is in addition to any other damage during that round. (STR:126 / DEX:88 / LCK:50 / CON:455 / INT:47 / CHR:57) The areas they dwell are the dungeons, mountains, and jungle/tropical mountains. They are able to speak Saurian.
|
Lizard, Giant
| Type: Reptile |
MR: 215 |
Dice: 22 + 108 |
#App: 1-12 |
Size: L (15`) |
Move: 150` |
(STR:66 / DEX:48 / LCK:30 / CON:215 / INT:1 / CHR:8) The areas they dwell are the dungeons, forests, plains, swamps, jungle/tropical forests, and jungle/tropical swamps. They are able to speak Saurian.
|
Lizard, Ice
| Type: Reptile |
MR: 275 |
Dice: 28 + 138 |
#App: 1-4 |
Size: S (3`) |
Move: 90` |
They will use their ice breath if they roll a '6' at least 10x 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 L4SR vs. LCK or DEX. Each target that gets damaged from the attack rolls 1 die to determine which one is burned, where the lowest number suffers from the effects. This attack damage is in addition to any other damage during that round. Anyone suffering from the breath also misses their next combat round as they get the ice off. (STR:81 / DEX:58 / LCK:35 / CON:275 / INT:32 / CHR:39) The areas they dwell are the snowy hills, snowy mountains, and dungeons. They are able to speak Saurian.
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Lizard, Stone
| Type: Reptile |
MR: 315 |
Dice: 32 + 158 |
#App: 1-2 |
Size: M-L (5-12`) |
Move: 60` |
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:91 / DEX:65 / LCK:38 / CON:315 / INT:33 / CHR:41) The areas they dwell are the snowy hills, snowy mountains, dungeons, deserts, hills, mountains, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Saurian.
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Lizard, Subterranean
| Type: Reptile |
MR: 285 |
Dice: 29 + 143 |
#App: 1-6 |
Size: L (20`) |
Move: 120` |
This lizard is able to walk on walls and ceilings. (STR:84 / DEX:60 / LCK:36 / CON:285 / INT:1 / CHR:9) The areas they dwell are the dungeons. They are able to speak Saurian.
|
Lycanthrope, Werebear
| Type: Humanoid |
MR: 400 |
Dice: 41 + 200 |
#App: 1-4 |
Size: L |
Move: 90` |
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 14x with their attack. This disease will cause the victim to become a werebear themselves, unless they can make a L8SR 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:112 / DEX:45 / LCK:79 / CON:400 / INT:56 / CHR:65) The areas they dwell are the snowy forests, snowy hills, snowy mountains, dungeons, forests, hills, mountains, and swamps. They are able to speak Common, and Ursine.
|
Lycanthrope, Wereboar
| Type: Humanoid |
MR: 300 |
Dice: 31 + 150 |
#App: 1-8 |
Size: L |
Move: 120` |
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 11x with their attack. This disease will cause the victim to become a wereboar themselves, unless they can make a L6SR 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:87 / DEX:37 / LCK:62 / CON:300 / INT:38 / CHR:46) The areas they dwell are the snowy forests, snowy hills, snowy plains, deserts, forests, hills, plains, swamps, jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Common, and Porker.
|
Lycanthrope, Wererat
| Type: Humanoid |
MR: 200 |
Dice: 21 + 100 |
#App: 1-16 |
Size: S-M |
Move: 120` |
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 7x with their attack. This disease will cause the victim to become a wererat themselves, unless they can make a L4SR 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:29 / DEX:45 / LCK:62 / CON:200 / INT:32 / CHR:39) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, and swamps. They are able to speak Common, and Rodent.
|
Lycanthrope, Weretiger
| Type: Humanoid |
MR: 350 |
Dice: 36 + 175 |
#App: 1-6 |
Size: L |
Move: 120` |
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 12x with their attack. This disease will cause the victim to become a weretiger themselves, unless they can make a L7SR 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:41 / DEX:100 / LCK:70 / CON:350 / INT:43 / CHR:51) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Common, and Feline.
|
Lycanthrope, Werewolf
| Type: Humanoid |
MR: 250 |
Dice: 26 + 125 |
#App: 1-12 |
Size: M |
Move: 150` |
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 9x with their attack. This disease will cause the victim to become a werewolf themselves, unless they can make a L5SR 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:75 / DEX:54 / LCK:33 / CON:250 / INT:33 / CHR:40) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Canine, and Common.
|
Lynx, Giant
| Type: Animal |
MR: 165 |
Dice: 17 + 83 |
#App: 1-4 |
Size: M |
Move: 120` |
(STR:40 / DEX:54 / LCK:26 / CON:165 / INT:21 / CHR:27) The areas they dwell are the snowy forests, snowy hills, snowy mountains, and snowy plains. They are able to speak Feline.
|
Mammoth
| Type: Animal |
MR: 530 |
Dice: 54 + 265 |
#App: 1-12 |
Size: L (10-14`) |
Move: 120` |
(STR:145 / DEX:56 / LCK:100 / CON:530 / INT:56 / CHR:67) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, and swamps. They are able to speak Pachyderm.
|
Man, Bandit
| Type: Humanoid |
MR: 95 |
Dice: 10 + 48 |
#App: 1-20 |
Size: M |
Move: 120` |
(STR:36 / DEX:28 / LCK:20 / CON:95 / INT:20 / CHR:25) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Common.
|
Man, Berserker
| Type: Humanoid |
MR: 220 |
Dice: 23 + 110 |
#App: 1-20 |
Size: M |
Move: 120` |
(STR:67 / DEX:49 / LCK:30 / CON:220 / INT:32 / CHR:39) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Common.
|
Man, Caveman
| Type: Humanoid |
MR: 115 |
Dice: 12 + 58 |
#App: 1-20 |
Size: M |
Move: 120` |
(STR:41 / DEX:31 / LCK:22 / CON:115 / INT:19 / CHR:25) The areas they dwell are the snowy forests, snowy hills, snowy mountains, dungeons, forests, hills, mountains, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Common.
|
Man, Merchant
| Type: Humanoid |
MR: 95 |
Dice: 10 + 48 |
#App: 1-20 |
Size: M |
Move: 120` |
(STR:20 / DEX:28 / LCK:36 / CON:95 / INT:23 / CHR:28) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, swamps, and oceans. They are able to speak Common.
|
Man, Nomad
| Type: Humanoid |
MR: 95 |
Dice: 10 + 48 |
#App: 1-20 |
Size: M |
Move: 120` |
(STR:28 / DEX:36 / LCK:20 / CON:95 / INT:20 / CHR:25) The areas they dwell are the snowy plains, deserts, and plains. They are able to speak Common.
|
Man, Pilgrim
| Type: Humanoid |
MR: 95 |
Dice: 10 + 48 |
#App: 1-20 |
Size: M |
Move: 120` |
(STR:20 / DEX:36 / LCK:28 / CON:95 / INT:20 / CHR:25) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Common.
|
Man, Pirate
| Type: Humanoid |
MR: 95 |
Dice: 10 + 48 |
#App: 1-20 |
Size: M |
Move: 120` |
(STR:36 / DEX:20 / LCK:28 / CON:95 / INT:20 / CHR:25) The areas they dwell are the swamps, oceans, and jungle/tropical swamps. They are able to speak Common.
|
Man, Tribe
| Type: Humanoid |
MR: 115 |
Dice: 12 + 58 |
#App: 1-20 |
Size: M |
Move: 120` |
(STR:41 / DEX:31 / LCK:22 / CON:115 / INT:19 / CHR:25) The areas they dwell are the jungle/tropical forests, and jungle/tropical swamps. They are able to speak Common.
|
Man-Jackal
| Type: Beast |
MR: 230 |
Dice: 24 + 115 |
#App: 1-4 |
Size: S (M) |
Move: 120` |
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 L4SR 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:50 / DEX:70 / LCK:31 / CON:230 / INT:35 / CHR:42) The areas they dwell are the dungeons, deserts, forests, hills, swamps, jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Canine.
|
Man-Plant
| Type: Plant |
MR: 465 |
Dice: 47 + 233 |
#App: 1-3 |
Size: L |
Move: 60` |
This humanoid mass of twigs and vines will use their slimy vines if they roll a '6' at least 16x with their attack. These vines will wrap around the head of a victim for 2d6 combat rounds unless they can make a L9SR 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 L9SR vs. STR each combat round to see if they break free. (STR:51 / DEX:90 / LCK:129 / CON:465 / INT:52 / CHR:61) The areas they dwell are the dungeons, swamps, and jungle/tropical swamps. They are able to speak Plant.
|
Man-Wolf
| Type: Beast |
MR: 315 |
Dice: 32 + 158 |
#App: 1-3 |
Size: M |
Move: 150` |
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 L6SR 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:65 / DEX:91 / LCK:38 / CON:315 / INT:48 / CHR:56) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Canine.
|
Manta-Ray
| Type: Animal |
MR: 375 |
Dice: 38 + 188 |
#App: 1 |
Size: L |
Move: Swim 180` |
They will use their poison stinger tail if they roll a '6' at least 13x with their attack. This poison will cause the target to become paralyzed unless they can make a L9SR vs. CON. This paralysis lasts for 2d6 combat rounds unless cured. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:43 / DEX:106 / LCK:75 / CON:375 / INT:1 / CHR:10) The areas they dwell are the oceans. They are able to speak Fish.
|
Manta-Ray, Fanged
| Type: Monster |
MR: 130 |
Dice: 14 + 65 |
#App: 1-20 |
Size: M |
Move: 120` |
This intelligent manta-ray creature will use their healing magic if they roll a '6' at least 5x with their attack, healing themselves 10 points of damage. (STR:23 / DEX:45 / LCK:34 / CON:130 / INT:24 / CHR:30) The areas they dwell are the oceans. They are able to speak Fish.
|
Manta-Ray, Flying
| Type: Beast |
MR: 85 |
Dice: 9 + 43 |
#App: 1-3 |
Size: S |
Move: Fly 180` |
(STR:19 / DEX:34 / LCK:26 / CON:85 / INT:10 / CHR:16) The areas they dwell are the snowy forests, snowy mountains, dungeons, forests, mountains, swamps, jungle/tropical forests, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Fish.
|
Mantaran
| Type: Insect |
MR: 320 |
Dice: 33 + 160 |
#App: 1-12 |
Size: M (6`) |
Move: 180` |
These insect-like humanoids look similar to an ant and is black in color. (STR:39 / DEX:92 / LCK:65 / CON:320 / INT:46 / CHR:54) The areas they dwell are the dungeons. They are able to speak Common, Insect, and Mantaran.
|
Manticore
| Type: Beast |
MR: 335 |
Dice: 34 + 168 |
#App: 1-4 |
Size: L |
Move: 120`/Fly 180` |
(STR:96 / DEX:68 / LCK:40 / CON:335 / INT:39 / CHR:47) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, rivers/lakes, deserts, hills, mountains, plains, swamps, oceans, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Manticore.
|
Mantis, Giant
| Type: Insect |
MR: 455 |
Dice: 46 + 228 |
#App: 1 |
Size: L (12`) |
Move: 60`/Fly 120` |
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:50 / DEX:126 / LCK:88 / CON:455 / INT:1 / CHR:11) The areas they dwell are the forests, hills, jungle/tropical forests, and jungle/tropical hills. They are able to speak Insect.
|
Mastodon
| Type: Animal |
MR: 480 |
Dice: 49 + 240 |
#App: 1-12 |
Size: L (10`) |
Move: 150` |
(STR:132 / DEX:52 / LCK:92 / CON:480 / INT:51 / CHR:62) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, forests, hills, mountains, plains, and swamps. They are able to speak Pachyderm.
|
Medusa
| Type: Monster |
MR: 285 |
Dice: 29 + 143 |
#App: 1-3 |
Size: M |
Move: 90` |
They will use their magic gaze if they roll a '6' at least 10x with their attack. This gaze will turn everyone looking at it into stone unless they can make a L6SR vs. LCK. A L6SR vs. DEX can also be made instead to maybe look away in time. (STR:36 / DEX:84 / LCK:60 / CON:285 / INT:41 / CHR:49) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Common.
|
Mermen
| Type: Humanoid |
MR: 115 |
Dice: 12 + 58 |
#App: 1-20 |
Size: M |
Move: 10`/Swim 180` |
(STR:31 / DEX:41 / LCK:22 / CON:115 / INT:22 / CHR:28) The areas they dwell are the rivers/lakes, and oceans. They are able to speak Fish, and Mermen.
|
Minotaur
| Type: Beast |
MR: 305 |
Dice: 31 + 153 |
#App: 1-8 |
Size: L |
Move: 120` |
(STR:89 / DEX:38 / LCK:63 / CON:305 / INT:36 / CHR:44) The areas they dwell are the snowy forests, snowy hills, snowy mountains, dungeons, forests, hills, mountains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Minotaur, Ogrish, Orkish, and Trollish.
|
Monkey, Vile
| Type: Monster |
MR: 270 |
Dice: 28 + 135 |
#App: 1-12 |
Size: M |
Move: 90` |
These demonic monkeys are quick and hard to hit. Any opponents must discard one of their highest rolled combat dice when fighting it. (STR:35 / DEX:80 / LCK:57 / CON:270 / INT:35 / CHR:43) The areas they dwell are the dungeons, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Simian.
|
Morlock
| Type: Monster |
MR: 145 |
Dice: 15 + 73 |
#App: 1-20 |
Size: M |
Move: 120` |
They can see perfectly in non-magical darkness. Any really bright lights will cause them to subtract 2 dice from their combat rolls. (STR:49 / DEX:36 / LCK:24 / CON:145 / INT:23 / CHR:29) The areas they dwell are the dungeons. They are able to speak Goblin.
|
Muck Man
| Type: Beast |
MR: 70 |
Dice: 8 + 35 |
#App: 1-12 |
Size: S (4`) |
Move: 30` |
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 3x with their attack. This mud will cause the victim be covered in mud unless they can make a L2SR vs. LCK or DEX. Each target that gets damaged from the attack rolls 1 die to determine which one is 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:30 / DEX:18 / LCK:24 / CON:70 / INT:1 / CHR:7) The areas they dwell are the dungeons, rivers/lakes, swamps, and jungle/tropical swamps.
|
Mule
| Type: Animal |
MR: 150 |
Dice: 16 + 75 |
#App: 1 |
Size: L |
Move: 120` |
(STR:37 / DEX:25 / LCK:50 / CON:150 / INT:18 / CHR:24) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Equine.
|
Mummy
| Type: Undead |
MR: 350 |
Dice: 36 + 175 |
#App: 1-8 |
Size: M |
Move: 60` |
These creatures will emit an aura of fear if they roll a '6' at least 12x with their attack, causing targets to flee in terror unless they can make a L7SR vs. INT. This fear lasts for 2d6 combat rounds. They can only be harmed by magical weapons or spells. (STR:100 / DEX:41 / LCK:70 / CON:350 / INT:40 / CHR:48) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Undead.
|
Mushroom Man
| Type: Plant |
MR: 105 |
Dice: 11 + 53 |
#App: 1-12 |
Size: S-L (2` per HD) |
Move: 90` |
They will release spores if they roll a '6' at least 4x with their attack. These spores will cause the victim to suffer a negative 1d6 to STR and DEX due to turning bloated and purple unless they can make a L3SR 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:21 / DEX:30 / LCK:39 / CON:105 / INT:19 / CHR:25) The areas they dwell are the dungeons. They are able to speak Plant.
|
Mushroom, Purple
| Type: Plant |
MR: 150 |
Dice: 16 + 75 |
#App: 1-4 |
Size: S-M |
Move: 10` |
These mushrooms will use their poison if they roll a '6' at least 6x with their attack. This poison will cause the victim to rot away unless they can make a L3SR 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:25 / DEX:37 / LCK:50 / CON:150 / INT:1 / CHR:7) The areas they dwell are the dungeons. They are able to speak Plant.
|
Mushroom, Screaming
| Type: Plant |
MR: 150 |
Dice: 16 + 75 |
#App: 1-8 |
Size: S-L |
Move: 10` |
Anyone that gets close to these odd mushrooms will cause them to emit a very loud screaming sound, which may attract nearby monsters. (STR:25 / DEX:37 / LCK:50 / CON:150 / INT:1 / CHR:7) The areas they dwell are the dungeons. They are able to speak Plant.
|
Naga, Guardian
| Type: Monster |
MR: 525 |
Dice: 53 + 263 |
#App: 1-2 |
Size: L (20`) |
Move: 150` |
Their bite will be poisonous if they roll a '6' at least 18x with their attack. This poison will cause the victim to die unless they can make a L12SR 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:56 / DEX:144 / LCK:100 / CON:525 / INT:69 / CHR:80) The areas they dwell are the snowy forests, snowy mountains, dungeons, mountains, swamps, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Naga.
|
Naga, Spirit
| Type: Monster |
MR: 405 |
Dice: 41 + 203 |
#App: 1-3 |
Size: L (15`) |
Move: 120` |
Their bite will be poisonous if they roll a '6' at least 14x with their attack. This poison will cause the victim to die unless they can make a L9SR 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:114 / LCK:80 / CON:405 / INT:55 / CHR:64) The areas they dwell are the snowy forests, snowy mountains, dungeons, mountains, swamps, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Naga.
|
Naga, Water
| Type: Monster |
MR: 355 |
Dice: 36 + 178 |
#App: 1-4 |
Size: M (10`) |
Move: 90`/Swim 180` |
Their bite will be poisonous if they roll a '6' at least 12x with their attack. This poison will cause the victim to die unless they can make a L8SR 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:101 / LCK:71 / CON:355 / INT:48 / CHR:57) The areas they dwell are the rivers/lakes, and oceans. They are able to speak Naga.
|
Narwhale
| Type: Animal |
MR: 235 |
Dice: 24 + 118 |
#App: 1-6 |
Size: L |
Move: Swim 210` |
(STR:71 / DEX:32 / LCK:51 / CON:235 / INT:25 / CHR:32) The areas they dwell are the oceans. They are able to speak Cetacean.
|
Neptar
| Type: Humanoid |
MR: 130 |
Dice: 14 + 65 |
#App: 1-20 |
Size: M |
Move: 120`/Swim 180` |
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:34 / DEX:45 / LCK:23 / CON:130 / INT:25 / CHR:31) The areas they dwell are the oceans. They are able to speak Common, Fish, and Neptar.
|
Nereid
| Type: Fey |
MR: 140 |
Dice: 15 + 70 |
#App: 1-4 |
Size: M |
Move: 120` |
These water female creatures will charm a male victim if they roll a '6' at least 5x with their attack. This charm will last forever unless they can make a L4SR 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:24 / DEX:35 / LCK:47 / CON:140 / INT:26 / CHR:33) The areas they dwell are the rivers/lakes, and oceans. They are able to speak Any.
|
Nixie
| Type: Fey |
MR: 65 |
Dice: 7 + 33 |
#App: 1-20 |
Size: S (4`) |
Move: 60`/Swim 120` |
These water sprites will charm a victim if they roll a '6' at least 3x 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:18 / DEX:23 / LCK:29 / CON:65 / INT:19 / CHR:24) The areas they dwell are the rivers/lakes, and oceans. They are able to speak Any.
|
Nymph
| Type: Fey |
MR: 120 |
Dice: 13 + 60 |
#App: 1-4 |
Size: M |
Move: 120` |
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 5x with their attack. Anyone looking upon them naked will die unless they can make a L3SR vs. LCK. A L3SR vs. DEX can also be made instead to maybe look away in time. (STR:22 / DEX:32 / LCK:42 / CON:120 / INT:28 / CHR:34) The areas they dwell are the snowy forests, snowy hills, snowy mountains, rivers/lakes, forests, hills, mountains, oceans, jungle/tropical forests, and jungle/tropical hills. They are able to speak Fey.
|
Octopus, Giant
| Type: Animal |
MR: 325 |
Dice: 33 + 163 |
#App: 1-3 |
Size: L |
Move: 30`/Swim 120` |
(STR:66 / DEX:94 / LCK:39 / CON:325 / INT:34 / CHR:43) The areas they dwell are the rivers/lakes, and oceans. They are able to speak Fish.
|
Ogre
| Type: Giant |
MR: 250 |
Dice: 26 + 125 |
#App: 1-12 |
Size: L (8`) |
Move: 90` |
(STR:75 / DEX:54 / LCK:33 / CON:250 / INT:30 / CHR:37) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Ogrish.
|
Ogre Mage
| Type: Giant |
MR: 300 |
Dice: 31 + 150 |
#App: 1-6 |
Size: L (10.5`) |
Move: 90`/Fly 150` |
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:87 / DEX:37 / LCK:62 / CON:300 / INT:45 / CHR:53) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Ogrish.
|
Ogre, Sea
| Type: Giant |
MR: 265 |
Dice: 27 + 133 |
#App: 1-14 |
Size: L (9`) |
Move: 60`/Swim 120` |
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:79 / DEX:56 / LCK:34 / CON:265 / INT:34 / CHR:41) The areas they dwell are the rivers/lakes, swamps, and jungle/tropical swamps. They are able to speak Ogrish.
|
Oozing Man
| Type: Slime |
MR: 295 |
Dice: 30 + 148 |
#App: 1-2 |
Size: M |
Move: 60` |
This creature takes on a humanoid shape but is made completely of a dark red slime. If they roll a '6' at least 10x 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:37 / DEX:61 / LCK:86 / CON:295 / INT:31 / CHR:38) The areas they dwell are the dungeons.
|
Orke
| Type: Humanoid |
MR: 95 |
Dice: 10 + 48 |
#App: 1-20 |
Size: M (6`+) |
Move: 90` |
(STR:36 / DEX:28 / LCK:20 / CON:95 / INT:17 / CHR:22) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Goblin, Ogrish, and Orkish.
|
Ostryx
| Type: Animal |
MR: 165 |
Dice: 17 + 83 |
#App: 1-6 |
Size: L (7`+) |
Move: 180` |
These large birds cannot fly but run on their two legs and attack with a powerful beak. (STR:26 / DEX:54 / LCK:40 / CON:165 / INT:18 / CHR:24) The areas they dwell are the forests, hills, plains, swamps, jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Avian.
|
Otter
| Type: Animal |
MR: 110 |
Dice: 12 + 55 |
#App: 1-4 |
Size: S |
Move: 120`/Swim 180` |
(STR:21 / DEX:30 / LCK:40 / CON:110 / INT:12 / CHR:17) The areas they dwell are the rivers/lakes. They are able to speak Ursine.
|
Otter, Giant
| Type: Animal |
MR: 250 |
Dice: 26 + 125 |
#App: 1-5 |
Size: L |
Move: 90`/Swim 180` |
(STR:33 / DEX:54 / LCK:75 / CON:250 / INT:28 / CHR:35) The areas they dwell are the rivers/lakes. They are able to speak Ursine.
|
Owl
| Type: Animal |
MR: 110 |
Dice: 12 + 55 |
#App: 1 |
Size: S (4-5`) |
Move: 10`/Fly 270` |
(STR:21 / DEX:40 / LCK:30 / CON:110 / INT:12 / CHR:17) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Avian.
|
Owl Beast
| Type: Beast |
MR: 285 |
Dice: 29 + 143 |
#App: 1-5 |
Size: L (8`) |
Move: 120` |
These creatures look like an ogre covered in reddish orange feathers and with huge claws. They have a head similar to an owl, with a powerful beak. (STR:84 / DEX:60 / LCK:36 / CON:285 / INT:34 / CHR:42) The areas they dwell are the snowy forests, dungeons, forests, mountains, and swamps. They are able to speak Avian.
|
Owl, Giant
| Type: Animal |
MR: 200 |
Dice: 21 + 100 |
#App: 1-5 |
Size: M |
Move: 30`/Fly 180` |
(STR:29 / DEX:62 / LCK:45 / CON:200 / INT:24 / CHR:31) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Avian.
|
Pegasus
| Type: Beast |
MR: 200 |
Dice: 21 + 100 |
#App: 1-10 |
Size: L |
Move: 240`/Fly 480` |
(STR:29 / DEX:62 / LCK:45 / CON:200 / INT:28 / CHR:35) The areas they dwell are the snowy forests, snowy mountains, rivers/lakes, deserts, forests, hills, mountains, oceans, jungle/tropical forests, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Equine.
|
Peryton
| Type: Beast |
MR: 185 |
Dice: 19 + 93 |
#App: 1-8 |
Size: M |
Move: 120`/Fly 210` |
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:43 / DEX:59 / LCK:28 / CON:185 / INT:27 / CHR:34) The areas they dwell are the snowy hills, snowy mountains, hills, mountains, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Avian, and Bovine.
|
Phantom
| Type: Undead |
MR: 125 |
Dice: 13 + 63 |
#App: 1 |
Size: M |
Move: 90` |
These creatures will produce a scary illusion if they roll a '6' at least 5x 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:23 / DEX:33 / LCK:44 / CON:125 / INT:1 / CHR:6) The areas they dwell are the dungeons, swamps, and jungle/tropical swamps. They are able to speak Undead.
|
Phoenix
| Type: Planar |
MR: 895 |
Dice: 90 + 448 |
#App: 1-4 |
Size: M |
Move: 60`/Fly 390` |
This flaming bird will flap their fire wings if they roll a '6' at least 30x with their attack. This flame will automatically do 4d6 points of damage to everyone near the phoenix unless the targets can make a L20SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. If slain, the phoenix will turn into a pile of ash. If left alone, the phoenix will rise from those ashes the next day. If separated, they will not. The ashes can be sold to alchemists for very good price. (STR:87 / DEX:236 / LCK:161 / CON:895 / INT:108 / CHR:123) The areas they dwell are the snowy forests, snowy plains, forests, plains, and jungle/tropical forests. They are able to speak Avian.
|
Pike, Giant
| Type: Animal |
MR: 215 |
Dice: 22 + 108 |
#App: 1-8 |
Size: L (9-14`) |
Move: Swim 360` |
(STR:30 / DEX:66 / LCK:48 / CON:215 / INT:1 / CHR:8) The areas they dwell are the rivers/lakes. They are able to speak Fish.
|
Pixie
| Type: Fey |
MR: 95 |
Dice: 10 + 48 |
#App: 1-8 |
Size: S (2.5`) |
Move: 60`/Fly 120` |
Pixies always gain the surprise. They will use their special ability if they roll a '6' at least 4x 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:20 / DEX:28 / LCK:36 / CON:95 / INT:26 / CHR:31) The areas they dwell are the snowy forests, forests, and jungle/tropical forests. They are able to speak Elven, and Fey.
|
Plant, Whipper
| Type: Plant |
MR: 165 |
Dice: 17 + 83 |
#App: 1-2 |
Size: Varies |
Move: 30` |
This plant whips its vines around to attack, where it can only be truly killed if the roots are destroyed. (STR:26 / DEX:40 / LCK:54 / CON:165 / INT:20 / CHR:26) The areas they dwell are the dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Plant.
|
Poltergeist
| Type: Undead |
MR: 20 |
Dice: 3 + 10 |
#App: 1-8 |
Size: M |
Move: 60` |
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, where the lowest number flees. (STR:14 / DEX:15 / LCK:17 / CON:20 / INT:7 / CHR:12) The areas they dwell are the snowy forests, snowy mountains, dungeons, deserts, and swamps. They are able to speak Undead.
|
Pony
| Type: Animal |
MR: 115 |
Dice: 12 + 58 |
#App: 1 |
Size: L |
Move: 120` |
(STR:31 / DEX:22 / LCK:41 / CON:115 / INT:13 / CHR:19) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Equine.
|
Porcupine, Giant
| Type: Animal |
MR: 285 |
Dice: 29 + 143 |
#App: 1-2 |
Size: L |
Move: 60` |
They will shoot their quills if they roll a '6' at least 10x with their attack. These quills will automatically do 2d6 points of damage to everyone near the porcupine unless the targets can make a L6SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. (STR:36 / DEX:60 / LCK:84 / CON:285 / INT:30 / CHR:38) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, forests, hills, mountains, plains, and swamps. They are able to speak Rodent.
|
Ram
| Type: Animal |
MR: 130 |
Dice: 14 + 65 |
#App: 1-6 |
Size: M |
Move: 150` |
(STR:34 / DEX:45 / LCK:23 / CON:130 / INT:14 / CHR:20) The areas they dwell are the snowy hills, snowy mountains, snowy plains, deserts, hills, mountains, and plains. They are able to speak Bovine.
|
Ram, Giant
| Type: Animal |
MR: 200 |
Dice: 21 + 100 |
#App: 1-8 |
Size: L (6`) |
Move: 150` |
(STR:45 / DEX:62 / LCK:29 / CON:200 / INT:21 / CHR:28) The areas they dwell are the snowy hills, snowy mountains, hills, and mountains. They are able to speak Bovine.
|
Rat
| Type: Animal |
MR: 35 |
Dice: 4 + 18 |
#App: 1-20 |
Size: S |
Move: 120` |
(STR:15 / DEX:18 / LCK:21 / CON:35 / INT:5 / CHR:10) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Rodent.
|
Rat, Giant
| Type: Animal |
MR: 65 |
Dice: 7 + 33 |
#App: 1-12 |
Size: S |
Move: 90` |
(STR:18 / DEX:23 / LCK:29 / CON:65 / INT:1 / CHR:6) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Rodent.
|
Rattanu
| Type: Humanoid |
MR: 215 |
Dice: 22 + 108 |
#App: 1-16 |
Size: S-M |
Move: 120` |
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:30 / DEX:66 / LCK:48 / CON:215 / INT:34 / CHR:41) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, and swamps. They are able to speak Goblin, Rattanu, and Rodent.
|
Raven
| Type: Animal |
MR: 65 |
Dice: 7 + 33 |
#App: 1-16 |
Size: S (2-4`) |
Move: 10`/Fly 360` |
(STR:18 / DEX:29 / LCK:23 / CON:65 / INT:8 / CHR:13) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Avian.
|
Raven, Giant
| Type: Animal |
MR: 230 |
Dice: 24 + 115 |
#App: 1-12 |
Size: M-L (6-10`) |
Move: 30`/Fly 180` |
(STR:31 / DEX:70 / LCK:50 / CON:230 / INT:27 / CHR:34) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Avian.
|
Raven, Huge
| Type: Animal |
MR: 95 |
Dice: 10 + 48 |
#App: 1-8 |
Size: M (4-6`) |
Move: 10`/Fly 270` |
(STR:20 / DEX:36 / LCK:28 / CON:95 / INT:13 / CHR:18) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Avian.
|
Revenant
| Type: Undead |
MR: 280 |
Dice: 29 + 140 |
#App: 1 |
Size: M |
Move: 90` |
These undead creatures are those that risen to seek revenge on those that killed them. They will often leave others alone unless attacked. (STR:82 / DEX:35 / LCK:59 / CON:280 / INT:44 / CHR:53) The areas they dwell are the snowy forests, snowy hills, dungeons, and swamps. They are able to speak Common, and Undead.
|
Rhinoceros
| Type: Animal |
MR: 375 |
Dice: 38 + 188 |
#App: 1-6 |
Size: L |
Move: 120` |
(STR:106 / DEX:43 / LCK:75 / CON:375 / INT:39 / CHR:48) The areas they dwell are the deserts, forests, hills, mountains, plains, swamps, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Pachyderm.
|
Rhinoceros, Woolly
| Type: Animal |
MR: 495 |
Dice: 50 + 248 |
#App: 1-4 |
Size: L |
Move: 120` |
(STR:136 / DEX:53 / LCK:95 / CON:495 / INT:51 / CHR:62) The areas they dwell are the deserts, forests, hills, mountains, plains, swamps, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Pachyderm.
|
Roc
| Type: Beast |
MR: 720 |
Dice: 73 + 360 |
#App: 1-2 |
Size: L (60`+) |
Move: 30`/Fly 300` |
(STR:192 / DEX:132 / LCK:72 / CON:720 / INT:73 / CHR:87) The areas they dwell are the jungle/tropical mountains. They are able to speak Avian.
|
Rock Tentacle
| Type: Monster |
MR: 360 |
Dice: 37 + 180 |
#App: 1 |
Size: M |
Move: 10` |
These rocky, stalagmite looking creatures will attack with their 4 tentacles. They will use their tentacle spikes if they roll a '6' at least 13x with their attack. These spikes will cause the victim to suffer 2d6 points of damage unless they can make a L6SR vs. LCK or DEX. Each target that gets damaged from the attack rolls 1 die to determine which one is hit with spikes, where the lowest number suffers from the effects. (STR:102 / DEX:72 / LCK:42 / CON:360 / INT:50 / CHR:58) The areas they dwell are the snowy hills, snowy mountains, dungeons, mountains, jungle/tropical hills, and jungle/tropical mountains.
|
Sabretooth Tiger
| Type: Animal |
MR: 340 |
Dice: 35 + 170 |
#App: 1-2 |
Size: L |
Move: 120` |
(STR:69 / DEX:97 / LCK:40 / CON:340 / INT:35 / CHR:44) The areas they dwell are the jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Feline.
|
Satyr
| Type: Fey |
MR: 250 |
Dice: 26 + 125 |
#App: 1-8 |
Size: M |
Move: 180` |
If they roll a '6' at least 9x 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 L5SR vs. INT. They can also choose to make a L5SR vs. DEX to see if they cover their ears in time. This song is in addition to any other damage during that round. (STR:33 / DEX:75 / LCK:54 / CON:250 / INT:37 / CHR:44) The areas they dwell are the hills. They are able to speak Common, Elven, and Fey.
|
Sauriman
| Type: Reptile |
MR: 180 |
Dice: 19 + 90 |
#App: 1-20 |
Size: M (7`) |
Move: 60`/Swim 120` |
These lizardmen often live in jungles and swamps. They have dark green to greenish-blue scales and are strictly carnivores. (STR:57 / DEX:42 / LCK:27 / CON:180 / INT:25 / CHR:31) The areas they dwell are the dungeons, rivers/lakes, swamps, and jungle/tropical swamps. They are able to speak Common, Saurian, and Sauriman.
|
Sauriman, Desert
| Type: Reptile |
MR: 180 |
Dice: 19 + 90 |
#App: 1-20 |
Size: M |
Move: 90` |
These orange scaled lizardmen will use their fire breath if they roll a '6' at least 7x 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 L3SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. (STR:57 / DEX:42 / LCK:27 / CON:180 / INT:23 / CHR:29) The areas they dwell are the dungeons, deserts, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Common, Saurian, and Sauriman.
|
Scarecrow
| Type: Construct |
MR: 235 |
Dice: 24 + 118 |
#App: 1-6 |
Size: M |
Move: 60` |
The pumpkin head of this scarecrow will use a magic gaze if they roll a '6' at least 8x with their attack. This gaze will turn everyone looking at it into straw unless they can make a L5SR vs. LCK. A L5SR vs. DEX can also be made instead to maybe look away in time. (STR:51 / DEX:71 / LCK:32 / CON:235 / INT:1 / CHR:8) The areas they dwell are the dungeons.
|
Scorpion, Clockwork
| Type: Construct |
MR: 185 |
Dice: 19 + 93 |
#App: 1 |
Size: L (9`) |
Move: 120` |
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 7x 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:59 / DEX:43 / LCK:28 / CON:185 / INT:1 / CHR:6) The areas they dwell are the dungeons.
|
Scorpion, Giant
| Type: Insect |
MR: 315 |
Dice: 32 + 158 |
#App: 1-4 |
Size: M |
Move: 150` |
They will use their poison stinger if they roll a '6' at least 11x with their attack. This poison will cause the victim to die unless they can make a L6SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:38 / DEX:91 / LCK:65 / CON:315 / INT:1 / CHR:9) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Spider.
|
Scorpion, Huge
| Type: Insect |
MR: 265 |
Dice: 27 + 133 |
#App: 1-4 |
Size: M |
Move: 120` |
They will use their poison stinger if they roll a '6' at least 9x 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:34 / DEX:79 / LCK:56 / CON:265 / INT:1 / CHR:8) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Spider.
|
Scorpion, Large
| Type: Insect |
MR: 180 |
Dice: 19 + 90 |
#App: 1-6 |
Size: S |
Move: 90` |
They will use their poison stinger if they roll a '6' at least 7x 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:27 / DEX:57 / LCK:42 / CON:180 / INT:1 / CHR:7) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Spider.
|
Sea Folk
| Type: Humanoid |
MR: 180 |
Dice: 19 + 90 |
#App: 1-20 |
Size: M-L |
Move: 120`/Swim 240` |
These humanoid fish will throw a net if they roll a '6' at least 7x with their attack. This net will cause the victim to be immobilized unless they can make a L3SR 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:27 / DEX:57 / LCK:42 / CON:180 / INT:32 / CHR:38) The areas they dwell are the oceans. They are able to speak Common, and Fish.
|
Sea Horse, Giant
| Type: Animal |
MR: 150 |
Dice: 16 + 75 |
#App: 1-20 |
Size: L |
Move: 210` |
(STR:25 / DEX:50 / LCK:37 / CON:150 / INT:18 / CHR:24) The areas they dwell are the oceans. They are able to speak Fish.
|
Sea Lion
| Type: Beast |
MR: 285 |
Dice: 29 + 143 |
#App: 1-10 |
Size: L |
Move: 180` |
(STR:60 / DEX:84 / LCK:36 / CON:285 / INT:32 / CHR:40) The areas they dwell are the oceans. They are able to speak Feline, and Fish.
|
Serpent, Flying
| Type: Reptile |
MR: 390 |
Dice: 40 + 195 |
#App: 1-4 |
Size: M (12`) |
Move: 60`/Fly 180` |
Their bite will be poisonous if they roll a '6' at least 14x with their attack. This poison will cause the victim to die unless they can make a L9SR 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:110 / LCK:77 / CON:390 / INT:57 / CHR:66) The areas they dwell are the dungeons, and jungle/tropical hills. They are able to speak Serpentine.
|
Shade
| Type: Undead |
MR: 225 |
Dice: 23 + 113 |
#App: 1-2 |
Size: As original creature |
Move: Unique |
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:31 / DEX:50 / LCK:69 / CON:225 / INT:37 / CHR:43) The areas they dwell are the snowy mountains, snowy plains, dungeons, deserts, mountains, plains, swamps, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Undead.
|
Shadow
| Type: Undead |
MR: 185 |
Dice: 19 + 93 |
#App: 1-12 |
Size: M |
Move: 120` |
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 7x 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:28 / DEX:43 / LCK:59 / CON:185 / INT:24 / CHR:31) The areas they dwell are the snowy forests, snowy mountains, dungeons, forests, mountains, swamps, jungle/tropical forests, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Undead.
|
Shark
| Type: Animal |
MR: 270 |
Dice: 28 + 135 |
#App: 1-10 |
Size: M-L |
Move: Swim 240` |
(STR:57 / DEX:80 / LCK:35 / CON:270 / INT:1 / CHR:9) The areas they dwell are the oceans. They are able to speak Fish.
|
Shark, Land
| Type: Monster |
MR: 405 |
Dice: 41 + 203 |
#App: 1-2 |
Size: L (9.5`) |
Move: 140`/Burrow 30` |
(STR:114 / DEX:80 / LCK:46 / CON:405 / INT:42 / CHR:51) The areas they dwell are the deserts, forests, hills, and plains.
|
Shark, Megalodon
| Type: Animal |
MR: 495 |
Dice: 50 + 248 |
#App: 1-3 |
Size: L |
Move: Swim 180` |
(STR:95 / DEX:136 / LCK:53 / CON:495 / INT:1 / CHR:12) The areas they dwell are the oceans. They are able to speak Fish.
|
Shedu
| Type: Beast |
MR: 440 |
Dice: 45 + 220 |
#App: 1-8 |
Size: L |
Move: 120`/Fly 240` |
These magical creatures have a bull or lion body, eagle wings, and a human head. Only magical weapons or spells can harm them. (STR:85 / DEX:122 / LCK:49 / CON:440 / INT:60 / CHR:70) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, rivers/lakes, deserts, hills, mountains, plains, swamps, oceans, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Sphinx.
|
Shedu, Greater
| Type: Beast |
MR: 645 |
Dice: 65 + 323 |
#App: 1-2 |
Size: L (6`) |
Move: 150`/Fly 300` |
These magical creatures have a bull or lion body, eagle wings, and a human head. Only magical weapons or spells can harm them. (STR:120 / DEX:174 / LCK:66 / CON:645 / INT:85 / CHR:97) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, rivers/lakes, deserts, hills, mountains, plains, swamps, oceans, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Sphinx.
|
Skeletal Animal
| Type: Undead |
MR: 65 |
Dice: 7 + 33 |
#App: 1-12 |
Size: S-M |
Move: 60` |
(STR:23 / DEX:29 / LCK:18 / CON:65 / INT:1 / CHR:6) The areas they dwell are the dungeons, swamps, and jungle/tropical swamps.
|
Skeletal Knight
| Type: Undead |
MR: 470 |
Dice: 48 + 235 |
#App: 1 |
Size: M |
Move: 60` |
(STR:90 / DEX:130 / LCK:51 / CON:470 / INT:63 / CHR:73) The areas they dwell are the dungeons.
|
Skeletal Wizard
| Type: Undead |
MR: 435 |
Dice: 44 + 218 |
#App: 1 |
Size: M |
Move: 60` |
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 15x 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 affected, 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 L9SR vs. LCK can be made to avoid the effects. (STR:85 / DEX:121 / LCK:48 / CON:435 / INT:62 / CHR:71) The areas they dwell are the dungeons. They are able to speak Common, Undead, and Wizard Speech.
|
Skeleton
| Type: Undead |
MR: 80 |
Dice: 9 + 40 |
#App: 1-20 |
Size: M |
Move: 120` |
(STR:25 / DEX:32 / LCK:19 / CON:80 / INT:1 / CHR:6) The areas they dwell are the dungeons, swamps, and jungle/tropical swamps.
|
Skunk
| Type: Animal |
MR: 50 |
Dice: 6 + 25 |
#App: 1-6 |
Size: S |
Move: 120` |
They will squirt musk if they roll a '6' at least 2x with their attack. This musk will cause the victim to smell horribly unless they can make a L1SR vs. LCK or DEX. While they smell, they will not be welcome in any civilizations and often have to burn their clothes or destroy their armor. They can attempt to wash their armor or clothing, but it would take a full day to accomplish this. Each target that gets damaged from the attack rolls 1 die to determine which one is sprayed, where the lowest number stinks. (STR:16 / DEX:20 / LCK:25 / CON:50 / INT:6 / CHR:11) The areas they dwell are the snowy forests, snowy hills, snowy mountains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Rodent.
|
Skunk, Giant
| Type: Animal |
MR: 220 |
Dice: 23 + 110 |
#App: 1 |
Size: M |
Move: 90` |
They will squirt musk if they roll a '6' at least 8x with their attack. This musk will cause the victim to smell horribly unless they can make a L5SR vs. LCK or DEX. While they smell, they will not be welcome in any civilizations and often have to burn their clothes or destroy their armor. They can attempt to wash their armor or clothing, but it would take a full day to accomplish this. Each target that gets damaged from the attack rolls 1 die to determine which one is sprayed, where the lowest number stinks. (STR:30 / DEX:49 / LCK:67 / CON:220 / INT:23 / CHR:30) The areas they dwell are the snowy forests, snowy hills, snowy mountains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Rodent.
|
Slime, Green
| Type: Slime |
MR: 170 |
Dice: 18 + 85 |
#App: 1 |
Size: L (10`) |
Move: 60` |
They will use their poison slime if they roll a '6' at least 6x with their attack. This poison will cause the target to become paralyzed unless they can make a L4SR 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:26 / DEX:40 / LCK:55 / CON:170 / INT:1 / CHR:8) The areas they dwell are the dungeons, mountains, and jungle/tropical mountains.
|
Slitheran
| Type: Reptile |
MR: 335 |
Dice: 34 + 168 |
#App: 1-4 |
Size: M |
Move: 90` |
These serpent men will bite if they roll a '6' at least 12x with their attack. This poisonous bite will cause the victim to suffer a negative 2d6 to STR unless they can make a L7SR 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:40 / DEX:96 / LCK:68 / CON:335 / INT:52 / CHR:60) The areas they dwell are the dungeons, and jungle/tropical forests. They are able to speak Common, Saurian, Serpentine, and Slitheran.
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Slug, Cave
| Type: Monster |
MR: 280 |
Dice: 29 + 140 |
#App: 1-12 |
Size: M |
Move: 10` |
(STR:82 / DEX:35 / LCK:59 / CON:280 / INT:29 / CHR:36) The areas they dwell are the dungeons. They are able to speak Slug.
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Slug, Giant
| Type: Monster |
MR: 450 |
Dice: 46 + 225 |
#App: 1 |
Size: L |
Move: 60` |
These slugs will spit acid if they roll a '6' at least 16x with their attack. This acid will cause the victim to suffer 3d6 points of damage unless they can make a L12SR vs. LCK or DEX. Each target that gets damaged from the attack rolls 1 die to determine which one is hit 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:125 / DEX:50 / LCK:87 / CON:450 / INT:1 / CHR:12) The areas they dwell are the dungeons. They are able to speak Slug.
|
Snake, Amphisbaena
| Type: Reptile |
MR: 315 |
Dice: 32 + 158 |
#App: 1-3 |
Size: M |
Move: 120` |
This snake has heads at each end. Their bite will be poisonous if they roll a '6' at least 11x with their attack. This poison will cause the victim to die unless they can make a L6SR 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:65 / DEX:91 / LCK:38 / CON:315 / INT:33 / CHR:41) The areas they dwell are the dungeons, forests, mountains, plains, swamps, jungle/tropical forests, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Serpentine.
|
Snake, Constrictor
| Type: Reptile |
MR: 200 |
Dice: 21 + 100 |
#App: 1-2 |
Size: M (15`) |
Move: 90` |
They will grab and constrict a target if they roll a '6' at least 7x with their attack unless the target can make a L4SR 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 L4SR vs. STR each round to try and escape the creature. (STR:62 / DEX:45 / LCK:29 / CON:200 / INT:21 / CHR:28) The areas they dwell are the dungeons, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Serpentine.
|
Snake, Constrictor, Mystical
| Type: Reptile |
MR: 320 |
Dice: 33 + 160 |
#App: 1-2 |
Size: L |
Move: 90` |
Only magical weapon or spells harm this snake. They will grab and constrict a target if they roll a '6' at least 11x with their attack unless the target can make a L7SR 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 L7SR vs. STR each round to try and escape the creature. (STR:92 / DEX:65 / LCK:39 / CON:320 / INT:33 / CHR:41) The areas they dwell are the dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Serpentine.
|
Snake, Fire
| Type: Reptile |
MR: 130 |
Dice: 14 + 65 |
#App: 1-6 |
Size: S (2-3`) |
Move: 40` |
These serpents are immune to all fire based attacks. They will grab and constrict a target if they roll a '6' at least 5x 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 constrict, 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. If the victim dies in the grip, the body turns to ash and they can never be resurrected. (STR:34 / DEX:45 / LCK:23 / CON:130 / INT:16 / CHR:22) The areas they dwell are the dungeons. They are able to speak Serpentine.
|
Snake, Poisonous
| Type: Reptile |
MR: 165 |
Dice: 17 + 83 |
#App: 1-6 |
Size: S (5`) |
Move: 150` |
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 L3SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:40 / DEX:54 / LCK:26 / CON:165 / INT:18 / CHR:24) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Serpentine.
|
Snake, Poisonous, Large
| Type: Reptile |
MR: 250 |
Dice: 26 + 125 |
#App: 1-6 |
Size: L |
Move: 150` |
Their bite will be poisonous if they roll a '6' at least 9x 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:54 / DEX:75 / LCK:33 / CON:250 / INT:26 / CHR:33) The areas they dwell are the dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Serpentine.
|
Snake, Sea
| Type: Reptile |
MR: 390 |
Dice: 40 + 195 |
#App: 1-8 |
Size: L |
Move: 120` |
Their bite will be poisonous if they roll a '6' at least 14x with their attack. This poison will cause the victim to die unless they can make a L9SR 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:77 / DEX:110 / LCK:45 / CON:390 / INT:40 / CHR:49) The areas they dwell are the oceans. They are able to speak Serpentine.
|
Snake, Steel
| Type: Construct |
MR: 185 |
Dice: 19 + 93 |
#App: 1 |
Size: S (3`) |
Move: 120` |
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 7x 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:43 / DEX:59 / LCK:28 / CON:185 / INT:1 / CHR:6) The areas they dwell are the dungeons.
|
Snakemen
| Type: Reptile |
MR: 215 |
Dice: 22 + 108 |
#App: 1-10 |
Size: M |
Move: 90`/Swim 180` |
Their bite will inflict disease if they roll a '6' at least 8x with their attack. This disease will cause the victim to become a snakemen themselves, unless they can make a L4SR 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:48 / DEX:66 / LCK:30 / CON:215 / INT:32 / CHR:39) The areas they dwell are the dungeons, jungle/tropical forests, and jungle/tropical swamps. They are able to speak Saurian, and Serpentine.
|
Solifugid, Giant
| Type: Insect |
MR: 335 |
Dice: 34 + 168 |
#App: 1-4 |
Size: L |
Move: 120` |
They will grab and hold a target if they roll a '6' at least 12x with their attack unless the target can make a L7SR 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 L7SR vs. STR each round to try and escape the creature. (STR:40 / DEX:96 / LCK:68 / CON:335 / INT:1 / CHR:9) The areas they dwell are the dungeons. They are able to speak Spider.
|
Solifugid, Huge
| Type: Insect |
MR: 285 |
Dice: 29 + 143 |
#App: 1-6 |
Size: M |
Move: 90` |
They will grab and hold a target if they roll a '6' at least 10x with their attack unless the target can make a L6SR 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 L6SR vs. STR each round to try and escape the creature. (STR:36 / DEX:84 / LCK:60 / CON:285 / INT:1 / CHR:9) The areas they dwell are the dungeons. They are able to speak Spider.
|
Solifugid, Large
| Type: Insect |
MR: 200 |
Dice: 21 + 100 |
#App: 1-6 |
Size: M |
Move: 90` |
They will grab and hold a target if they roll a '6' at least 7x with their attack unless the target can make a L4SR 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 L4SR vs. STR each round to try and escape the creature. (STR:29 / DEX:62 / LCK:45 / CON:200 / INT:1 / CHR:8) The areas they dwell are the dungeons. They are able to speak Spider.
|
Spectre
| Type: Undead |
MR: 400 |
Dice: 41 + 200 |
#App: 1-6 |
Size: M |
Move: 150`/Fly 300` |
These ghostly creatures can only be harmed by magical weapons or spells. They will drain a victim if they roll a '6' at least 14x with their attack. The drain will reduce an attribute by 1 unless they can make a L8SR vs. INT. The attribute drained is determined by rolling 1 die (1-STR; 2-DEX; 3-CON; 4-INT; 5-LCK; 6-CHR). Each target that gets damaged from the attack rolls 1 die to determine which one is drained, where the lowest number suffers from the effects. (STR:45 / DEX:79 / LCK:112 / CON:400 / INT:54 / CHR:63) The areas they dwell are the snowy forests, snowy mountains, dungeons, hills, mountains, swamps, and jungle/tropical swamps. They are able to speak Undead.
|
Sphinx, Andro
| Type: Beast |
MR: 600 |
Dice: 61 + 300 |
#App: 1 |
Size: L (8`) |
Move: 180`/Fly 300` |
They will roar if they roll a '6' at least 21x with their attack. This roar will automatically cause targets to flee in terror unless they can make a L12SR vs. INT. A L12SR vs. DEX can also be made to see if ears are covered in time. This fear lasts for 3d6 combat rounds. (STR:62 / DEX:112 / LCK:162 / CON:600 / INT:76 / CHR:87) The areas they dwell are the dungeons, jungle/tropical forests, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Sphinx.
|
Sphinx, Crio
| Type: Beast |
MR: 500 |
Dice: 51 + 250 |
#App: 1-4 |
Size: L (7.5`) |
Move: 120`/Fly 240` |
(STR:54 / DEX:95 / LCK:137 / CON:500 / INT:58 / CHR:68) The areas they dwell are the dungeons, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Sphinx.
|
Sphinx, Gyno
| Type: Beast |
MR: 445 |
Dice: 45 + 223 |
#App: 1 |
Size: L (7`) |
Move: 150`/Fly 240` |
These sphinxes are peaceful by nature. They will use their healing magic if they roll a '6' at least 15x with their attack, healing themselves 20 points of damage. (STR:49 / DEX:86 / LCK:124 / CON:445 / INT:63 / CHR:72) The areas they dwell are the dungeons, jungle/tropical forests, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Sphinx.
|
Sphinx, Hieraco
| Type: Beast |
MR: 450 |
Dice: 46 + 225 |
#App: 1-6 |
Size: L (7`) |
Move: 90`/Fly 360` |
(STR:50 / DEX:87 / LCK:125 / CON:450 / INT:50 / CHR:59) The areas they dwell are the dungeons, jungle/tropical forests, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Sphinx.
|
Spider, Astral
| Type: Beast |
MR: 255 |
Dice: 26 + 128 |
#App: 1-4 |
Size: L |
Move: 60`/On Web 150` |
Only magical weapons or spells can harm these spiders. Their bite will be poisonous if they roll a '6' at least 9x with their attack. This poison will cause the victim to die unless they can make a L6SR 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 L6SR vs. STR will accomplish this. (STR:33 / DEX:76 / LCK:55 / CON:255 / INT:31 / CHR:39) The areas they dwell are the dungeons, forests, hills, mountains, jungle/tropical forests, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Spider.
|
Spider, Giant
| Type: Insect |
MR: 265 |
Dice: 27 + 133 |
#App: 1-8 |
Size: L |
Move: 30`/On Web 120` |
Their bite will be poisonous if they roll a '6' at least 9x 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. 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 L5SR vs. STR will accomplish this. (STR:34 / DEX:79 / LCK:56 / CON:265 / INT:31 / CHR:38) The areas they dwell are the dungeons, forests, hills, mountains, jungle/tropical forests, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Spider.
|
Spider, Giant, Lake
| Type: Insect |
MR: 215 |
Dice: 22 + 108 |
#App: 1-10 |
Size: M |
Move: 150` |
Their bite will be poisonous if they roll a '6' at least 8x with their attack. This poison will cause the victim to die unless they can make a L4SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:30 / DEX:66 / LCK:48 / CON:215 / INT:25 / CHR:32) The areas they dwell are the rivers/lakes. They are able to speak Spider.
|
Spider, Giant, River
| Type: Insect |
MR: 370 |
Dice: 38 + 185 |
#App: 1-6 |
Size: L |
Move: 150` |
Their bite will be poisonous if they roll a '6' at least 13x with their attack. This poison will cause the victim to die unless they can make a L8SR 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:105 / LCK:74 / CON:370 / INT:40 / CHR:49) The areas they dwell are the rivers/lakes. They are able to speak Spider.
|
Spider, Huge
| Type: Insect |
MR: 165 |
Dice: 17 + 83 |
#App: 1-12 |
Size: M |
Move: 180` |
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 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. 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 L3SR vs. STR will accomplish this. (STR:26 / DEX:54 / LCK:40 / CON:165 / INT:18 / CHR:24) The areas they dwell are the dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Spider.
|
Spider, Large
| Type: Insect |
MR: 100 |
Dice: 11 + 50 |
#App: 1-12 |
Size: S |
Move: 60`/On Web 150` |
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. 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:20 / DEX:37 / LCK:29 / CON:100 / INT:1 / CHR:7) The areas they dwell are the dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Spider.
|
Spriggan
| Type: Humanoid |
MR: 315 |
Dice: 32 + 158 |
#App: 1-10 |
Size: S (3`) or L (12`) |
Move: 90`/Run 150` |
These gnome-looking creatures will grow giant if they roll a '6' at least 11x 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 L6SR vs. DEX will allow one to catch a spriggan doing this. (STR:38 / DEX:91 / LCK:65 / CON:315 / INT:47 / CHR:55) The areas they dwell are the snowy hills, snowy mountains, snowy plains, dungeons, hills, mountains, and plains. They are able to speak Dwarvish.
|
Sprite
| Type: Fey |
MR: 95 |
Dice: 10 + 48 |
#App: 1-20 |
Size: S (2`) |
Move: 90`/Fly 180` |
They will use their special ability if they roll a '6' at least 4x 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:20 / DEX:28 / LCK:36 / CON:95 / INT:22 / CHR:27) The areas they dwell are the forests. They are able to speak Common, Elven, and Fey.
|
Squid, Giant
| Type: Animal |
MR: 525 |
Dice: 53 + 263 |
#App: 1 |
Size: L |
Move: 30`/Swim 180` |
(STR:100 / DEX:144 / LCK:56 / CON:525 / INT:1 / CHR:12) The areas they dwell are the oceans. They are able to speak Fish.
|
Squirrel
| Type: Animal |
MR: 50 |
Dice: 6 + 25 |
#App: 1-6 |
Size: S |
Move: 90` |
(STR:16 / DEX:25 / LCK:20 / CON:50 / INT:6 / CHR:11) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, forests, hills, mountains, plains, and swamps. They are able to speak Rodent.
|
Squirrel, Giant
| Type: Animal |
MR: 130 |
Dice: 14 + 65 |
#App: 1-12 |
Size: S (2`) |
Move: 120` |
(STR:23 / DEX:45 / LCK:34 / CON:130 / INT:16 / CHR:22) The areas they dwell are the snowy forests, snowy mountains, forests, and mountains. They are able to speak Rodent.
|
Stag
| Type: Animal |
MR: 150 |
Dice: 16 + 75 |
#App: 1-4 |
Size: L |
Move: 240` |
(STR:25 / DEX:50 / LCK:37 / CON:150 / INT:16 / CHR:22) The areas they dwell are the forests, hills, and plains. They are able to speak Bovine.
|
Stag, Giant
| Type: Animal |
MR: 220 |
Dice: 23 + 110 |
#App: 1-2 |
Size: L |
Move: 210` |
(STR:30 / DEX:67 / LCK:49 / CON:220 / INT:23 / CHR:30) The areas they dwell are the hills, and mountains. They are able to speak Bovine.
|
Stalactite, Living
| Type: Monster |
MR: 175 |
Dice: 18 + 88 |
#App: 1-12 |
Size: S-M |
Move: 10` |
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 L2SR vs. LCK or DEX to avoid being impaled, where death is immediate. (STR:27 / DEX:41 / LCK:56 / CON:175 / INT:1 / CHR:7) The areas they dwell are the dungeons.
|
Statue, Bronze, Living
| Type: Construct |
MR: 455 |
Dice: 46 + 228 |
#App: 1 |
Size: L (7.5`) |
Move: 60` |
These living statues can only be harmed by magical weapons. Spells do not harm them. (STR:126 / DEX:88 / LCK:50 / CON:455 / INT:1 / CHR:9) The areas they dwell are the dungeons.
|
Statue, Iron, Living
| Type: Construct |
MR: 355 |
Dice: 36 + 178 |
#App: 1 |
Size: L (7.5`) |
Move: 60` |
These living statues can only be harmed by magical weapons. Spells do not harm them. (STR:101 / DEX:71 / LCK:42 / CON:355 / INT:1 / CHR:9) The areas they dwell are the dungeons.
|
Statue, Stone, Living
| Type: Construct |
MR: 255 |
Dice: 26 + 128 |
#App: 1 |
Size: L (7.5`) |
Move: 60` |
These living statues can only be harmed by magical weapons. Spells do not harm them. (STR:76 / DEX:55 / LCK:33 / CON:255 / INT:1 / CHR:9) The areas they dwell are the dungeons.
|
Sting Ray
| Type: Animal |
MR: 80 |
Dice: 9 + 40 |
#App: 1-3 |
Size: S |
Move: Swim 90` |
They will use their poison stinger tail if they roll a '6' at least 3x 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:19 / DEX:32 / LCK:25 / CON:80 / INT:1 / CHR:6) The areas they dwell are the oceans. They are able to speak Fish.
|
Strangle Weed
| Type: Plant |
MR: 165 |
Dice: 17 + 83 |
#App: 1-10 |
Size: S |
Move: None |
This seaweed attacks by slapping opponents. It will attempt to strangle an opponent if they roll a '6' at least 6x with their attack. This will cause the victim to drown 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:26 / DEX:40 / LCK:54 / CON:165 / INT:18 / CHR:24) The areas they dwell are the rivers/lakes, and oceans. They are able to speak Plant.
|
Succubus
| Type: Planar |
MR: 360 |
Dice: 37 + 180 |
#App: 1 |
Size: M (6`) |
Move: 120`/Fly 180` |
These female demons can only be harmed by magical weapons or spells. They will drain a victim if they roll a '6' at least 13x with their attack. The drain will reduce an attribute by 1 unless they can make a L6SR vs. INT. The attribute drained is determined by rolling 1 die (1-STR; 2-DEX; 3-CON; 4-INT; 5-LCK; 6-CHR). Each target that gets damaged from the attack rolls 1 die to determine which one is drained, where the lowest number suffers from the effects. (STR:72 / DEX:102 / LCK:42 / CON:360 / INT:52 / CHR:60) The areas they dwell are the dungeons, and deserts. They are able to speak Balrog, and Common.
|
Sundew, Giant
| Type: Plant |
MR: 325 |
Dice: 33 + 163 |
#App: 1-4 |
Size: M |
Move: 10` |
This sticky plant will grab anyone coming near it if they fail a L8SR vs. LCK or DEX. While stuck, they will be slowly wrapped and suffocated after 10 combat rounds. Then the plant dissolves the corpse for nourishment. Other than this attack, the plant does not combat damage. It must be killed though to free anyone trapped in it. Those trapped in it may still attack but with only half their combat dice (rounded up). (STR:39 / DEX:66 / LCK:94 / CON:325 / INT:36 / CHR:45) The areas they dwell are the dungeons, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Plant.
|
Suvart
| Type: Humanoid |
MR: 260 |
Dice: 27 + 130 |
#App: 1-20 |
Size: S (3`) |
Move: 90` |
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:34 / DEX:77 / LCK:55 / CON:260 / INT:42 / CHR:49) The areas they dwell are the dungeons. They are able to speak Common, and Dwarvish.
|
Swordfish
| Type: Animal |
MR: 130 |
Dice: 14 + 65 |
#App: 1-8 |
Size: M-L |
Move: Swim 240` |
(STR:23 / DEX:45 / LCK:34 / CON:130 / INT:14 / CHR:20) The areas they dwell are the oceans. They are able to speak Fish.
|
Sylph
| Type: Fey |
MR: 120 |
Dice: 13 + 60 |
#App: 1 |
Size: M |
Move: 120`/Fly 360` |
These beautiful pixie-like creatures will summon an air elemental if they roll a '6' at least 5x with their attack. (STR:22 / DEX:32 / LCK:42 / CON:120 / INT:28 / CHR:34) The areas they dwell are the snowy mountains, mountains, and jungle/tropical mountains. They are able to speak Fey.
|
Talking Tree
| Type: Plant |
MR: 500 |
Dice: 51 + 250 |
#App: 1-20 |
Size: L |
Move: 120` |
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 17x with their attack. The target will turn into a tree forever unless they can make a L10SR 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:54 / DEX:95 / LCK:137 / CON:500 / INT:62 / CHR:72) The areas they dwell are the snowy forests, forests, swamps, jungle/tropical forests, and jungle/tropical swamps. They are able to speak Elven, Fey, Plant, and Treekin.
|
Tick, Giant
| Type: Insect |
MR: 210 |
Dice: 22 + 105 |
#App: 1-10 |
Size: S |
Move: 30` |
They will attach themselves to a target if they roll a '6' at least 8x with their attack. They will then begin to suck the blood of the victim unless they can make a L3SR 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 L3SR 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:65 / LCK:47 / CON:210 / INT:1 / CHR:7) The areas they dwell are the dungeons, forests, swamps, jungle/tropical forests, and jungle/tropical swamps. They are able to speak Insect.
|
Tiger
| Type: Animal |
MR: 270 |
Dice: 28 + 135 |
#App: 1-4 |
Size: L |
Move: 120` |
(STR:57 / DEX:80 / LCK:35 / CON:270 / INT:30 / CHR:38) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Feline.
|
Tigran
| Type: Humanoid |
MR: 145 |
Dice: 15 + 73 |
#App: 1-20 |
Size: M (5`+) |
Move: 150` |
Tigran are a race of humanoid cats that vary in fur color and appearance. Some look like panthers, while others look like tigers. Others might look like a cheetah, and some might have a leopard appearance. They generally live in forest regions and will surprise anyone on a roll of 1-2 on one die. (STR:24 / DEX:49 / LCK:36 / CON:145 / INT:33 / CHR:39) The areas they dwell are the snowy forests, snowy hills, dungeons, forests, hills, swamps, jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Common, Feline, and Tigran.
|
Titan
| Type: Giant |
MR: 750 |
Dice: 76 + 375 |
#App: 1 |
Size: L (18`+) |
Move: 150`/Run 210` |
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 26x with their attack. This bolt will automatically do 4d6 points of damage to the target unless they can make a L18SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. Each target that gets damaged from the attack rolls 1 die to determine which one is hit by the bolt, where the lowest number suffers the effects. (STR:200 / DEX:75 / LCK:137 / CON:750 / INT:95 / CHR:109) The areas they dwell are the snowy mountains, dungeons, mountains, oceans, and jungle/tropical mountains. They are able to speak Giant.
|
Titanothere
| Type: Animal |
MR: 480 |
Dice: 49 + 240 |
#App: 1-12 |
Size: L (8`) |
Move: 120` |
(STR:132 / DEX:52 / LCK:92 / CON:480 / INT:49 / CHR:60) The areas they dwell are the deserts, forests, hills, plains, and swamps. They are able to speak Pachyderm.
|
Toad, Fire
| Type: Beast |
MR: 175 |
Dice: 18 + 88 |
#App: 1-6 |
Size: S |
Move: 60` |
(STR:27 / DEX:41 / LCK:56 / CON:175 / INT:23 / CHR:30) The areas they dwell are the dungeons, and deserts. They are able to speak Amphibian.
|
Toad, Giant
| Type: Animal |
MR: 165 |
Dice: 17 + 83 |
#App: 1-12 |
Size: M |
Move: 60`/Jump 60` |
(STR:26 / DEX:40 / LCK:54 / CON:165 / INT:18 / CHR:24) The areas they dwell are the dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Amphibian.
|
Toad, Ice
| Type: Beast |
MR: 265 |
Dice: 27 + 133 |
#App: 1-4 |
Size: L |
Move: 90` |
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 9x 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:34 / DEX:56 / LCK:79 / CON:265 / INT:35 / CHR:42) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, and swamps. They are able to speak Amphibian.
|
Toad, Poisonous
| Type: Animal |
MR: 115 |
Dice: 12 + 58 |
#App: 1-8 |
Size: M |
Move: 60`/Jump 60` |
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. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:22 / DEX:31 / LCK:41 / CON:115 / INT:13 / CHR:19) The areas they dwell are the dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Amphibian.
|
Tomb Watcher
| Type: Undead |
MR: 315 |
Dice: 32 + 158 |
#App: 1 |
Size: M |
Move: 120` |
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 11x 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:38 / DEX:65 / LCK:91 / CON:315 / INT:44 / CHR:52) The areas they dwell are the snowy mountains, dungeons, deserts, mountains, and jungle/tropical mountains. They are able to speak Common, and Undead.
|
Tree, Dark Reaper
| Type: Plant |
MR: 680 |
Dice: 69 + 340 |
#App: 1 |
Size: L (6-9`) |
Move: 10`/Run 40` |
These walking trees are often passed unnoticed. (STR:69 / DEX:125 / LCK:182 / CON:680 / INT:78 / CHR:91) The areas they dwell are the snowy forests, snowy plains, forests, plains, and swamps. They are able to speak Plant, and Treekin.
|
Tree, Hanging
| Type: Plant |
MR: 310 |
Dice: 32 + 155 |
#App: 1 |
Size: L (20`+) |
Move: None |
This tree attacks by slapping opponents with branches. It will attempt to strangle an opponent if they roll a '6' at least 11x with their attack. This will cause the victim to suffocate in 10 combat rounds unless they can make a L8SR 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 L8SR vs. STR each combat round to try and break free. (STR:38 / DEX:64 / LCK:90 / CON:310 / INT:36 / CHR:45) The areas they dwell are the forests, hills, swamps, jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Plant, and Treekin.
|
Tree, Reaper
| Type: Plant |
MR: 355 |
Dice: 36 + 178 |
#App: 1 |
Size: L |
Move: 10` |
These walking trees are often passed unnoticed. (STR:42 / DEX:71 / LCK:101 / CON:355 / INT:48 / CHR:57) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Plant, and Treekin.
|
Triton
| Type: Planar |
MR: 180 |
Dice: 19 + 90 |
#App: 1-20 |
Size: M |
Move: 150` |
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:57 / DEX:42 / LCK:27 / CON:180 / INT:32 / CHR:38) The areas they dwell are the rivers/lakes, and oceans. They are able to speak Common, and Fish.
|
Troglodite
| Type: Humanoid |
MR: 145 |
Dice: 15 + 73 |
#App: 1-20 |
Size: M |
Move: 120` |
These humanoid lizard men will use their slimy spit if they roll a '6' at least 5x with their attack. This spit will stick to the face of a victim unless they can make a L2SR vs. LCK or DEX. Once the face is covered, the victim cannot see and must reduce their combat dice by half (rounded up) for the next 1d6 combat rounds. Then the slime falls off the face. (STR:49 / DEX:36 / LCK:24 / CON:145 / INT:20 / CHR:26) The areas they dwell are the dungeons. They are able to speak Saurian.
|
Troll
| Type: Giant |
MR: 335 |
Dice: 34 + 168 |
#App: 1-12 |
Size: L (8+`) |
Move: 120` |
These creatures regenerate 5 damage points every combat round unless they were attacked by some fire based spell or weapon. (STR:96 / DEX:68 / LCK:40 / CON:335 / INT:39 / CHR:47) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Trollish.
|
Troll, Frost
| Type: Giant |
MR: 100 |
Dice: 11 + 50 |
#App: 1-6 |
Size: L (9`) |
Move: 90` |
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:37 / DEX:29 / LCK:20 / CON:100 / INT:15 / CHR:21) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, and dungeons. They are able to speak Trollish.
|
Troll, Ghostly
| Type: Giant |
MR: 330 |
Dice: 34 + 165 |
#App: 1-2 |
Size: L (8`+) |
Move: 150` |
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:95 / DEX:67 / LCK:40 / CON:330 / INT:45 / CHR:53) The areas they dwell are the dungeons. They are able to speak Trollish.
|
Troll, Giant
| Type: Giant |
MR: 370 |
Dice: 38 + 185 |
#App: 1-12 |
Size: L (10`+) |
Move: 120` |
These creatures regenerate 5 damage points every combat round unless they were attacked by some fire based spell or weapon. (STR:105 / DEX:74 / LCK:43 / CON:370 / INT:42 / CHR:51) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Trollish.
|
Troll, Giant, Two-Headed
| Type: Giant |
MR: 440 |
Dice: 45 + 220 |
#App: 1-3 |
Size: L (10`+) |
Move: 120` |
These creatures regenerate 5 damage points every combat round unless they were attacked by some fire based spell or weapon. (STR:122 / DEX:85 / LCK:49 / CON:440 / INT:52 / CHR:62) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Trollish.
|
Troll, River
| Type: Giant |
MR: 315 |
Dice: 32 + 158 |
#App: 1-6 |
Size: M (7`+) |
Move: 30`/Swim 150` |
These creatures regenerate 5 damage points every combat round unless they were attacked by some fire based spell or weapon. (STR:91 / DEX:65 / LCK:38 / CON:315 / INT:37 / CHR:45) The areas they dwell are the rivers/lakes. They are able to speak Trollish.
|
Troll, Sea
| Type: Giant |
MR: 365 |
Dice: 37 + 183 |
#App: 1-8 |
Size: L (10`) |
Move: 30`/Swim 120` |
These creatures regenerate 5 damage points every combat round unless they were attacked by some fire based spell or weapon. (STR:104 / DEX:73 / LCK:43 / CON:365 / INT:44 / CHR:52) The areas they dwell are the oceans. They are able to speak Trollish.
|
Turtle, Giant, Sea
| Type: Reptile |
MR: 630 |
Dice: 64 + 315 |
#App: 1-3 |
Size: L |
Move: 10`/Swim 150` |
They will also overturn large ships if a 1-2 is rolled on 1 die. (STR:170 / DEX:117 / LCK:65 / CON:630 / INT:1 / CHR:13) The areas they dwell are the oceans. They are able to speak Saurian.
|
Turtle, Giant, Snapping
| Type: Reptile |
MR: 425 |
Dice: 43 + 213 |
#App: 1-4 |
Size: L |
Move: 30`/Swim 20` |
They will also overturn large ships if a 1-2 is rolled on 1 die. (STR:119 / DEX:83 / LCK:48 / CON:425 / INT:1 / CHR:11) The areas they dwell are the rivers/lakes. They are able to speak Saurian.
|
Unicorn
| Type: Beast |
MR: 295 |
Dice: 30 + 148 |
#App: 1-6 |
Size: L |
Move: 240` |
These magical horses will turn invisible if they roll a '6' at least 10x 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:37 / DEX:86 / LCK:61 / CON:295 / INT:38 / CHR:45) The areas they dwell are the forests, and hills. They are able to speak Equine.
|
Vampire
| Type: Undead |
MR: 450 |
Dice: 46 + 225 |
#App: 1-4 |
Size: M |
Move: 12`/180` |
These creatures of darkness will absorb any damage given to 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. They will also flee from holy symbols and may only use half of their dice if in the presence of such a symbol. They can be instantly killed if something wooden is driven into their hearts or they are exposed to sunlight. (STR:125 / DEX:87 / LCK:50 / CON:450 / INT:61 / CHR:70) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Common, Undead, and Vampire.
|
Vulture
| Type: Animal |
MR: 130 |
Dice: 14 + 65 |
#App: 1-16 |
Size: M (5-6`+) |
Move: 30`/Fly 270` |
(STR:23 / DEX:45 / LCK:34 / CON:130 / INT:14 / CHR:20) The areas they dwell are the deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Avian.
|
Vulture, Giant
| Type: Animal |
MR: 150 |
Dice: 16 + 75 |
#App: 1-12 |
Size: L (12`+) |
Move: 30`/Fly 240` |
(STR:25 / DEX:50 / LCK:37 / CON:150 / INT:16 / CHR:22) The areas they dwell are the deserts, hills, mountains, plains, swamps, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Avian.
|
Wasp, Giant
| Type: Insect |
MR: 230 |
Dice: 24 + 115 |
#App: 1-20 |
Size: M |
Move: 60`/Fly 210` |
They will use their poison stinger if they roll a '6' at least 8x with their attack. This poison will cause the victim to die unless they can make a L4SR vs. CON. Each target that gets damaged from the attack rolls 1 die to determine which one is infected with the poison, where the lowest number suffers from the effects. (STR:31 / DEX:70 / LCK:50 / CON:230 / INT:1 / CHR:8) The areas they dwell are the rivers/lakes, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Insect.
|
Water Being
| Type: Planar |
MR: 230 |
Dice: 24 + 115 |
#App: 1-3 |
Size: L (10`+) |
Move: 120` |
This watery creature will unleash a wave of water if they roll a '6' at least 8x with their attack. This wave will cause the victims to drown and die unless they can make a L4SR vs. CON. (STR:31 / DEX:50 / LCK:70 / CON:230 / INT:35 / CHR:42) The areas they dwell are the dungeons, rivers/lakes, and oceans. They are able to speak Wizard Speech.
|
Weasel
| Type: Animal |
MR: 80 |
Dice: 9 + 40 |
#App: 1-2 |
Size: S |
Move: 150` |
(STR:19 / DEX:25 / LCK:32 / CON:80 / INT:9 / CHR:14) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, deserts, forests, hills, mountains, plains, and swamps. They are able to speak Ursine.
|
Weasel, Giant
| Type: Animal |
MR: 200 |
Dice: 21 + 100 |
#App: 1-8 |
Size: M |
Move: 150` |
(STR:29 / DEX:45 / LCK:62 / CON:200 / INT:21 / CHR:28) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, forests, hills, mountains, plains, and swamps. They are able to speak Ursine.
|
Whale
| Type: Animal |
MR: 580 |
Dice: 59 + 290 |
#App: 1-8 |
Size: L |
Move: Swim 180` to 240` |
(STR:157 / DEX:60 / LCK:109 / CON:580 / INT:63 / CHR:75) The areas they dwell are the oceans. They are able to speak Cetacean.
|
Wight
| Type: Undead |
MR: 250 |
Dice: 26 + 125 |
#App: 1-10 |
Size: M |
Move: 120` |
These zombie creatures can only be harmed by magical weapons or spells. They will drain a victim if they roll a '6' at least 9x with their attack. The drain will reduce an attribute by 1 unless they can make a L5SR vs. INT. The attribute drained is determined by rolling 1 die (1-STR; 2-DEX; 3-CON; 4-INT; 5-LCK; 6-CHR). Each target that gets damaged from the attack rolls 1 die to determine which one is drained, where the lowest number suffers from the effects. (STR:54 / DEX:75 / LCK:33 / CON:250 / INT:33 / CHR:40) The areas they dwell are the snowy forests, snowy mountains, dungeons, mountains, swamps, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Undead.
|
Will-O-Wisp
| Type: Monster |
MR: 555 |
Dice: 56 + 278 |
#App: 1-3 |
Size: S |
Move: Fly 180` |
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:58 / DEX:151 / LCK:105 / CON:555 / INT:72 / CHR:81) The areas they dwell are the snowy mountains, dungeons, mountains, swamps, oceans, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Wisp.
|
Witch, Green
| Type: Humanoid |
MR: 495 |
Dice: 50 + 248 |
#App: 1 |
Size: M |
Move: 120`/Swim 120` |
They will use their magic gaze if they roll a '6' at least 17x with their attack. This gaze will make everyone hallucinate for 2d6 combat rounds unless they can make a L9SR vs. INT. A L9SR vs. DEX can also be made instead to maybe look away in time. (STR:53 / DEX:95 / LCK:136 / CON:495 / INT:60 / CHR:69) The areas they dwell are the snowy forests, snowy plains, dungeons, rivers/lakes, forests, plains, swamps, and oceans. They are able to speak Common, and Wizard Speech.
|
Witch, Night
| Type: Humanoid |
MR: 295 |
Dice: 30 + 148 |
#App: 1 |
Size: M |
Move: 90` |
They will use their magic gaze if they roll a '6' at least 10x with their attack. This gaze will make everyone run away and scream uncontrollably for 2d6 combat rounds unless they can make a L8SR vs. INT. A L8SR vs. DEX can also be made instead to maybe look away in time. (STR:37 / DEX:61 / LCK:86 / CON:295 / INT:46 / CHR:55) The areas they dwell are the snowy mountains, dungeons, mountains, swamps, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Common, and Wizard Speech.
|
Witch, Night, Greater
| Type: Humanoid |
MR: 430 |
Dice: 44 + 215 |
#App: 1-3 |
Size: L (7.5-8`) |
Move: 150` |
They will use their magic gaze if they roll a '6' at least 15x with their attack. This gaze will turn everyone looking at it into dust unless they can make a L8SR vs. LCK. A L8SR vs. DEX can also be made instead to maybe look away in time. (STR:48 / DEX:84 / LCK:120 / CON:430 / INT:56 / CHR:65) The areas they dwell are the snowy forests, snowy mountains, dungeons, forests, mountains, and swamps. They are able to speak Common, and Wizard Speech.
|
Witch, Sea
| Type: Humanoid |
MR: 150 |
Dice: 16 + 75 |
#App: 1-4 |
Size: M |
Move: 150` |
They will use their magic gaze if they roll a '6' at least 6x with their attack. This gaze will make everyone attack each other for 1d6 combat rounds unless they can make a L3SR vs. INT. A L3SR vs. DEX can also be made instead to maybe look away in time. (STR:25 / DEX:37 / LCK:50 / CON:150 / INT:23 / CHR:29) The areas they dwell are the rivers/lakes, and oceans. They are able to speak Common, and Wizard Speech.
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Wolf
| Type: Animal |
MR: 150 |
Dice: 16 + 75 |
#App: 1-12 |
Size: S |
Move: 180` |
(STR:37 / DEX:50 / LCK:25 / CON:150 / INT:18 / CHR:24) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Canine.
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Wolf, Arctic
| Type: Animal |
MR: 285 |
Dice: 29 + 143 |
#App: 1-8 |
Size: L |
Move: 180` |
They will use their frost breath if they roll a '6' at least 10x 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 L6SR vs. LCK or DEX. Each target that gets damaged from the attack rolls 1 die to determine which one is frozen, where the lowest number suffers from the effects. This attack damage is in addition to any other damage during that round. Anyone frozen loses their next combat round getting the ice off. (STR:60 / DEX:84 / LCK:36 / CON:285 / INT:37 / CHR:45) The areas they dwell are the snowy forests, snowy hills, snowy mountains, and dungeons. They are able to speak Canine.
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Wolf, Dire
| Type: Animal |
MR: 200 |
Dice: 21 + 100 |
#App: 1-10 |
Size: M (L) |
Move: 180` |
(STR:45 / DEX:62 / LCK:29 / CON:200 / INT:25 / CHR:32) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Canine.
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Wolverine
| Type: Animal |
MR: 180 |
Dice: 19 + 90 |
#App: 1 |
Size: S |
Move: 120` |
(STR:42 / DEX:57 / LCK:27 / CON:180 / INT:21 / CHR:27) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, and dungeons. They are able to speak Ursine.
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Wolverine, Giant
| Type: Animal |
MR: 265 |
Dice: 27 + 133 |
#App: 1 |
Size: M |
Move: 150` |
(STR:56 / DEX:79 / LCK:34 / CON:265 / INT:30 / CHR:37) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, and dungeons. They are able to speak Ursine.
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Worm, Carcass
| Type: Monster |
MR: 185 |
Dice: 19 + 93 |
#App: 1-6 |
Size: L (9`) |
Move: 120` |
They will paralyze a victim if they roll a '6' at least 7x with their attack. This paralysis will last for 1d6 combat rounds unless they can make a L4SR 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:43 / DEX:59 / LCK:28 / CON:185 / INT:1 / CHR:8) The areas they dwell are the dungeons, and mountains. They are able to speak Slug.
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Worm, Cave
| Type: Monster |
MR: 440 |
Dice: 45 + 220 |
#App: 1-6 |
Size: L (30`) |
Move: 60` |
(STR:85 / DEX:122 / LCK:49 / CON:440 / INT:1 / CHR:11) The areas they dwell are the snowy mountains, dungeons, mountains, and jungle/tropical mountains. They are able to speak Slug.
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Worm, Giant
| Type: Monster |
MR: 585 |
Dice: 59 + 293 |
#App: 1-2 |
Size: L (50`) |
Move: 90` |
They will swallow a target whole if they roll a '6' at least 20x with their attack and the victim fails a L15SR vs. DEX or LCK. While inside, the victim will suffer 3d6 points of damage each combat round, but they can continue to attack as normal. Each target that gets damaged from the attack rolls 1 die to determine which one is swallowed, where the lowest number gets swallowed. (STR:110 / DEX:159 / LCK:61 / CON:585 / INT:1 / CHR:13) The areas they dwell are the snowy hills, snowy plains, dungeons, deserts, hills, plains, and jungle/tropical hills. They are able to speak Slug.
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Worm, Rock
| Type: Monster |
MR: 225 |
Dice: 23 + 113 |
#App: 1-2 |
Size: S |
Move: 120`/Burrow 30` |
This worm can pass through stone by heating its body and melting the rock. (STR:50 / DEX:69 / LCK:31 / CON:225 / INT:28 / CHR:34) The areas they dwell are the dungeons, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Slug.
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Wraith
| Type: Undead |
MR: 300 |
Dice: 31 + 150 |
#App: 1-12 |
Size: M |
Move: 120`/Fly 240` |
These ghostly creatures can only be harmed by magical weapons or spells. They will drain a victim if they roll a '6' at least 11x with their attack. The drain will reduce an attribute by 1 unless they can make a L6SR vs. INT. The attribute drained is determined by rolling 1 die (1-STR; 2-DEX; 3-CON; 4-INT; 5-LCK; 6-CHR). Each target that gets damaged from the attack rolls 1 die to determine which one is drained, where the lowest number suffers from the effects. (STR:62 / DEX:87 / LCK:37 / CON:300 / INT:42 / CHR:50) The areas they dwell are the snowy mountains, dungeons, mountains, swamps, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Undead.
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Wulfan
| Type: Humanoid |
MR: 150 |
Dice: 16 + 75 |
#App: 1-10 |
Size: M |
Move: 150` |
Wulfan are a race of humanoid wolves that vary in fur color from white, gray, and varying shades of brown. There are rare wulfan that have black fur. They live in small villages called `packs` and can track others with their keen sense of smell. (STR:50 / DEX:37 / LCK:25 / CON:150 / INT:28 / CHR:34) The areas they dwell are the snowy forests, snowy hills, dungeons, forests, hills, swamps, jungle/tropical forests, jungle/tropical hills, and jungle/tropical swamps. They are able to speak Canine, Common, and Wulfan.
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Wyrm
| Type: Dragon |
MR: 350 |
Dice: 36 + 175 |
#App: 1 |
Size: L (30`) |
Move: 120`/Fly 240` |
They will use their fire breath if they roll a '6' at least 12x 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 L7SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. (STR:100 / DEX:70 / LCK:41 / CON:350 / INT:43 / CHR:51) The areas they dwell are the dungeons. They are able to speak Dragon.
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Wyrm, Ancient
| Type: Dragon |
MR: 520 |
Dice: 53 + 260 |
#App: 1 |
Size: L (54`) |
Move: 120`/Fly 300` |
They will use their fire breath if they roll a '6' at least 18x 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 L11SR vs. LCK or DEX. This attack damage is in addition to any other damage during that round. (STR:142 / DEX:99 / LCK:55 / CON:520 / INT:70 / CHR:80) The areas they dwell are the dungeons. They are able to speak Common, and Dragon.
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Wyvern
| Type: Dragon |
MR: 385 |
Dice: 39 + 193 |
#App: 1 |
Size: L (35`) |
Move: 60`/Fly 240` |
These dragon-looking creatures will use their poison stinger tail if they roll a '6' at least 13x with their attack. This poison will kill an opponent unless the targets can make a L8SR 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:109 / DEX:76 / LCK:44 / CON:385 / INT:44 / CHR:53) The areas they dwell are the dungeons, deserts, forests, mountains, plains, swamps, jungle/tropical forests, jungle/tropical mountains, and jungle/tropical swamps. They are able to speak Dragon.
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Yeti
| Type: Beast |
MR: 235 |
Dice: 24 + 118 |
#App: 1-6 |
Size: L (8`) |
Move: 150` |
Yetis are immune to any cold attacks. (STR:71 / DEX:51 / LCK:32 / CON:235 / INT:32 / CHR:39) The areas they dwell are the snowy hills, snowy mountains, and dungeons. They are able to speak Simian.
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Zaren
| Type: Planar |
MR: 345 |
Dice: 35 + 173 |
#App: 1-4 |
Size: M (4`) |
Move: 90` |
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 magically float around and have two powerful arms. They will eat an opponent`s silver if they roll a '6' at least 12x with their attack. Their arms will quickly grab 2d6x10 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:99 / DEX:70 / LCK:41 / CON:345 / INT:43 / CHR:51) The areas they dwell are the snowy hills, snowy mountains, dungeons, hills, mountains, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Zorn.
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Zombie
| Type: Undead |
MR: 100 |
Dice: 11 + 50 |
#App: 1-14 |
Size: M |
Move: 60` |
(STR:37 / DEX:20 / LCK:29 / CON:100 / INT:1 / CHR:7) The areas they dwell are the snowy forests, snowy hills, snowy mountains, snowy plains, dungeons, deserts, forests, hills, mountains, plains, swamps, jungle/tropical forests, jungle/tropical hills, jungle/tropical mountains, and jungle/tropical swamps.
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Zorn
| Type: Planar |
MR: 460 |
Dice: 47 + 230 |
#App: 1-4 |
Size: M (5`) |
Move: 90` |
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 magically float around and have two powerful arms. They will eat an opponent`s gold if they roll a '6' at least 16x with their attack. Their arms will quickly grab 2d6x10 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:127 / DEX:89 / LCK:50 / CON:460 / INT:54 / CHR:63) The areas they dwell are the snowy hills, snowy mountains, dungeons, hills, mountains, jungle/tropical hills, and jungle/tropical mountains. They are able to speak Zorn.
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