Additional monsters of levels 1-4.
Bugbear
Hit Dice: 3+1
Attack: +2
Armour Class: 9
Movement: 3
Alignment: Neutral / Chaos.
This tribe of primordial giants are great hairy goblins, and much more bellicose than their ancestors. They move without making the slightest sound, which gives them a 3-in-6 chance to surprise their adversaries.
Carrion Crawler
Hit Dice: 3 +1 [4]
Attack: +2
Armour Class: 10
Movement: 4
Alignment: Neutral
These many-legged monstrous worms feast on carrion, but do not object to adding living creatures to their diet. Carrion crawlers can walk on walls and ceilings. Contact with the tentacles surrounding their maw causes paralysis.
Falcon Man
Hit Dice: 1
Attack: +0
Armour Class: 9
Movement: 4 / 6 (fly)
Alignment: Chaos
These humanoids possess the wings and head of a falcon on a human body. Excellent duellists, they can use a sword in flight. Their hollow bones do not allow them to wear armour. Their cities are built on icy mountain peaks. Some falcon men are true warriors, able to progress to 10th level.
Floating Eye
Hit Dice: 1
Attack: +0
Armour Class: 8
Movement: 12 (swim)
Alignment: Neutral
These strange fish possess but one oversized eye and a cloaca situated at its base. They often converge in schools of 2-12 individuals to hunt. Their gaze causes paralysis (saving throw allowed), which allows them to feed easily; larger fish devour the paralysed creatures after which the floating eyes consume the bloody leftovers.
Harpy
Hit Dice: 3 [4]
Attack: +1
Armour Class: 8
Movement: 2 / 6 (fly)
Alignment: Chaos
Half eagle, half woman, a harpy is a bloodthirsty creature, always on the lookout for humans (or humanoids) to tear to pieces. In spite of their repulsive appearance (the bottom half of their bodies is that of a bird), a harpy attracts her victims by her charm and enchanting attributes. The men that she lures are charmed by her touch, before being killed and devoured. Any creature failing a saving throw against magic will move towards the monster, and its simple touch acts as a Charm spell.
Ixitxachitl
Hit Dice: 1 + 1
Attack: +1
Armour Class: 9
Movement: 3
Alignment: Chaos
This race of evil manta rays lives in the shallows of tropical seas and assembles in colonies of 10 to 60 individuals, or sometimes many more. Their lair is often a reef of poisonous coral, which lets them keep predators at a distance. They themselves are immune to poison. The ixitxachitl have intelligence comparable to a human's, though their way of thinking differs greatly.
Their colonies are ruled by anti-priests of level 2-8, who poses the power of telepathic communication with other creatures, the which capacity they rarely use due to their bellicose nature. There are occasionally vampiric ixitxachitl, who are twice as powerful as their brethren and can drain levels as do wights.
Lizard Man
Hit Dice: 2+1
Attack: +2
Armour Class: 9
Movement: 2 / 4 (swim)
Alignment: Neutral
These amphibious reptiles of humanoid appearance, organised in sometimes antagonistic tribes, make their lairs in wet places such as under-sea grottos or marshes. They are man-eaters, who make frequent raids on human settlements to takes as many prisoners as possible. Of limited intelligence, they are crudely armed with primitive spears and clubs.
Stirge
Hit Dice: 1+2 [2]
Attack: +2
Armour Class: 8
Movement: 6
Alignment: Neutral.
These sinister birds with long proboscides are bloodsuckers that lurk in the darkness of caverns or savage places, looking for warm-blooded prey. After a successful attack roll, a stirge plants its proboscis into its target and begins draining blood, causing 1d6 hit points damage per round, until the victim is completely exsanguinated. At this point the stirge flies off to digest in its lair.
Strangleweed
Hit Dice: 4
Attack: +2
Armour Class: 9
Movement: 0
Alignment: Neutral.
This carnivorous aquatic plant is mostly found in a tropical climate. Having developed a rudimentary intelligence, this seaweed assembles in colonies which are hard to discern from normal kelp. Each colony is formed of 1-6 strangleweeds from 3-6 metres long (some even reach the surface!) which appear devoid of consciousness until a creature comes within their range. The weeds coil around their prey, trying to immobilise and smother it. At the beginning of combat, each strangleweed makes a separate attack roll; if it succeeds, the target cannot break off combat (and risks drowning). Combat then proceeds normally. The only way to be free of a strangleweed is to kill it.
Thought Eater
Hit Dice: 1/2 [1]
Attack: special
Armour Class: 7
Movement: 6
Alignment: Neutral
Thought eaters are small burrowing animals which bear a certain resemblance to prehistoric trilobites, and which bury themselves in about a metre beneath the surface, be it in a subterranean locale or the ground above.
These creatures are able to hibernate for many dozens of years without feeding, until someone uses magic within 30 metres of them, at which point they awaken and burst forth from the earth to pursue the reckless spellcaster and their companions. When the thought eater comes within 3 metres of a spellcaster, they consume one level of memorised spells per round and per thought eater. For example, a sorcerer loses 2 spells of level 1 or 1 spell of level 2 if a thought eater remains in range for two rounds. Once all memorised spells have been consumed, the thought eaters attack Intelligence, devouring 1 point per round per thought eater, beginning with the creature with the highest Intelligence. The target must be within 3 metres. Note that these monsters have no intelligence of their own, and are thus immune to this power.
When a thought eater has consumed 3 points of spells or Intelligence, it swells up and divides into two identical individuals through a spontaneous cloning process.Whilst drained spells may be re-memorised, points of Intelligence are lost permanently.
Tracker
Hit Dice: 4
Attack: +2
Armour Class: 11
Movement: 10
Alignment: Chaos
Created in ages past by a race of sorcerers, trackers have the body of a wolf with the head and talons of a vulture. Hunting in packs of 6-36 individuals, sometimes under the control of a maleficent entity, they can follow a trail by scent for days on end, regardless of conditions.
Wererat
Hit Dice: 3
Attack: +1
Armour Class: 8
Movement: 4
Alignment: Chaos
A wererat is either a giant rat that can transform into a humanoid, or the inverse. Very intelligent, they usually live in colonies hidden below the great cities of men, whose social structures they imitate. In humanoid form, they seek to infiltrate human society to carry out their plans.
In animal form, they can stand on their hind legs and use weapons in combat. If possible, they will capture their enemies and hold them for ransom.
Will-o-wisp
Hit Dice: 2+1 [4]
Attack: +2
Armour Class: 10
Movement: 6 (fly and swim)
Alignment: Chaos
Will-o-wisps are malignant nocturnal spirits that haunt deserted and dangerous places such as peat bogs, swamps, or cemeteries in the form of small pale lights of a greenish or bluish tint. They seek to attract solitary travellers, playing on their resemblance to a torch or lantern, and lead them into natural pitfalls in hopes of drinking up their vital essence. If they fail to lead their victim astray, they will attack directly, draining 1d6+2 hit points with each successful attack, or using their power to Charm (once per night). They are commonly found in groups of 1d3. Will-o-wisps, being demonic creatures, are immune to sorcerers' spells, but are vulnerable to the invocations of priests.
The wealth of previous victims rests in the natural pitfalls, from which these malign spirits never venture more than 100 metres.
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