Monsters
Monsters of Terra
Monsters of Terra follow the guidelines for monsters in other game settings. I have added a few extras, some of which can be used as PCs, which can be found under rules.
Aquar
Climate/Terrain: Seas
Frequency: Rare
Intelligence: Very (11-12)
Treasure: M (x5), (G, Qx20, R)
Alignment: LG
# Appearing: 10-60
AC: 5 (10)
Mv: 6, Sw9
HD: 1+1
THAC0: 19
# Att: 1
Damage: 2d6 (weapon)
Size: S-M (4’+)
XP: 270
Aquar are an aquatic race of dwarves who spend their time mining for minerals and corals deep under the water. They live in dim light to lightless areas of deep sea, though frequent to shallower water to trade what they find with Sea Elves, Mermen, Tritons, etc. They are just as stubborn, stern, and dour as their land cousins. They tend to be as tall as a Hill Dwarf, but they are hardier, like a Mountain Dwarf.
Combat: Like all dwarves, they are tough, courageous fighters with little faith in magic. They receive a +1 to ST vs. rods, staves, wands, and spells, but because of their need for water, they have lost the dwarven ability to shake off poisons. Size L monsters attack them with a -4, due to their size. They live in smaller clans than other dwarves, and such their armed forces aren’t as large, but they are just as well trained and outfitted. They prefer the use of tridents and spears, always using them two handed, over the traditional weapons of axes and hammers. They use a toll they call a sea pick, which is a heavy spear, to mine the rocks underwater. The Sea Pick has the same stats as a Heavy Spear (1d8/1d10, 2d6/2d10 if using 2-handed). If 20 dwarves are found there will be a 2nd-6th level fighter who leads them, if 40 there is a 6th level chief and a 4th level lieutenant. If there are 50 or more, there will be a 4/4th lvl fighter/priest, a 6th level priest, and/or a 5th level dwarven water elementalist. Dwarves wear a suit of armor made of hardened shells, giving them a 5 AC. The chiefs wear a similar type of armor but with a sea leather underside giving him an AC of 3.
All Sea Dwarves have 90’ infravision. Out of water they can breath air, as well as water, but they must get wet at least once a week or suffer -1 Con/day out of the water. If their Con reaches 2 they pass out and if it reaches 0 they die.
Ballasette
Climate/Terrain: Temperate and Tropical Plains & Deserts
Frequency: Very Rare
Intelligence: 9-10
Alignment: LG or LE
No. Appearing: 1
AC: 2
Mv: 36
HD: 1-10
THAC0: as warrior
No. of Attacks: 3
Damage: 1d6/1d6/1d3
Special Attacks: Horn
Special Defenses: Protection
Size: L (8’-9’)
XP: 1400
Ballasette appear as pure white horses with 6 legs. They have horns, like unicorns, except the horns are white and only about half the length as a unicorn’s.
Combat: Ballasette come in two kinds, good and evil. They are identical, and intelligent. The good ones have Detect Evil, Protection from Evil, and can heal 3d6+3 pts with their horns. Evil ballasette have Detect Good, Protection from Good, and can do 3d6+3 when they strike with their horns. Their horns can be used to charge, but are blunt and only do 1d4 points of damage. This can be doubled if they charge for 30’ or more. Rogues who leave the herd usually seek out Paladins and Anti-paladins for adventures.
Habitat: They live in herds run by a democratic system. Their ruler is voted every 2 yrs and can be removed form his position. There is also a judge, who can remove the leader if he deems it is needed, but to do that he must get the approval of a council of 3 advisors. The leader can suggest a new judge, with the advisors approval, and the advisors must have their laws and ideas approved by the leader. Once the leader agrees, it is the judge’s responsibility to make sure the laws are upheld. The judges are voted on every year, and the advisors every 3 years. This is to keep one group from coming into power all at once.
Ecology: Ballasette view themselves as the leaders and rulers of their domains. The good ones view everything in their realm as creatures to be protected, while the evil ones tend to view them as available for manipulation.
Bird, Timian Falcon Crow
Climate/Terrain: Temp. Forests & Mountains Plains & Temp. Forests
Frequency: Rare Rare
Intelligence: 15-16 15-16
Treasure: Special Special
Alignment: Any N NE
No. Appearing: 1 (1-2) 1 (1-2)
AC: 4 (2 in air) 3 (1 in air)
Mv: 24 Fly (B) 24 Fly (B)
HD: 3 2
THAC0: 17 19
No. of Attacks: 3 3
Damage: 1d6+3/1d6+3/1d8+3 1d4+3/1d4+3/1d6+3
Special Attacks: Eye Gouge Eye Gouge
Special Defenses: Psionics Psionics
Size: S (2½’) T (1½’)
XP: 270 270
Timian Falcons resemble large hawks with falcon-like heads. The crows resemble ravens and are often mistaken for them. However, up close, there is no doubt about the glint of intelligence in their eyes.
Combat: They prefer to drive attackers into deadfalls, hunter’s traps, over cliffs, etc. Any attack roll of 19 or 20 means they hit an eye and the opponent is blinded for 2d10 rds. There is a 10% chance that the timian removed the eye permanently, which can only be regenerated. Timians are quite strong. Falcons can lift a small child and crows can lift large dogs. If the size is appropriate they like to lift their target into the air and drop them 20 or 30 feet. There is a 30% chance to have a wild psionic ability. If they do there is an 80% chance that they can communicate telepathically. They take +1 damage/dice from blunt weapons due to hollow bones.
Habitat: They the physiology of birds with the intellect of humans. Most know 3-4 different languages, not including the avian language, but lack the vocal chords to use what they know. Most timians found near settlements will have the ability to communicate telepathically, for those without rarely come near people.
Ecology: Falcons mate for life, driving the young from the nest as soon as they can fly. Crows mate once a year and seldom with the same partner. Males crows abandon the nest after copulation and the females leave as soon as the young can feed themselves, regardless of whether or not they can fly. Otherwise, they fill the same niche as predatory birds. Eggs can be sold for 1000 gp but the selling of intelligent offspring, even birds, is outlawed in some nations.
Chokobo Yellow Blue White Black Brown
Cl/Ter: Urban Shore Any Mountain Desert
Frequency: Unc Rare V Rare V Rare Unc
Intelligence: Ani (1) Ani (1) Low (2-3) Low (2-3) Ani (1)
Treasure: Nil Nil Nil Nil Nil
Alignment: N N N N N
# App: 1-6 1-4 1 1 1-4
AC: 7 7 5 5 7
Mv: 15 15,Sw12 15,Fly12C 15 15
HD: 3 3 4+2 4 3
THAC0: 17 17 17 17 17
# Attacks: 1 1 1 or 3 1 or 3 1
Damage: 1d6 1d4 1d8 1d8 1d6
Sp. Attacks:- - Dive Jump -
Sp. Def: Sprint Sprint Sprint Sprint Sprint
Size: L (7’) L (7’) L (8’) L (7’) L (7’)
XP: 120 120 420 420 120
Description: Chokobo are large, flightless birds resembling giant chickens with falcon-like heads. Yellow, White, and Black Chokobo have sharp beaks and claws. Blue Chokobo have webbed feet and duck-like bills, which are blunt. Brown Chokobo have the falcon heads of other Chokobo, but wide, flat feet capped by short digging talons.
Combat: Yellow Chokobo scare easily and will usually batter themselves against walls panicking than actually enter combat. They will fight back when the first amount of pain is given to them and even then it will be only until a more suitable escape route presents itself. Despite this, they are fantastic runners, able to run at a Mv of 15, and can sprint for 3 rds/3 rds, increasing their Mv to 25.
Blue Chokobo are not as fearful as Yellow, having the Morale of a regular horse. They can run over the top of water. Should they stop or slow to Mv 12, they will drop into the water and swim as a duck. They must be swimming at full speed for 3 rds before they can lift themselves out of the water and back to running across the surface again. They can sprint up to a Mv of 20.
White Chokobo are nearly fearless, and are specially bred and trained to be war mounts. White Chokobo are bred, not born, and none exist in the wild. Indeed, should one ever be turned free, it will seek out a suitable owner. Each has a unique personality, usually much like the person it was bred for. They are the only Chokobo that can fly, though only for 10 rds at a time. They can attack while flying by diving at an opponent, giving them their bite, plus 2 claw attacks for 1d6 each. They can also sprint, though only up to a Mv of 20.
Black Chokobo are wild, and cannot be tamed in any way. It is through the difficult mating of a Yellow and Black Chokobo that the White are created. Black Chokobo die in captivity within 1 mo, refusing to eat. They can Sprint for up to Mv of 20 and their favorite form of attack is to Stampede, running right over the top of an opponent for 2d10 dmg (ST vs. RSW for ½). Their claws are rock hard and razor sharp, granting them the ability to run vertical surfaces at a rate of 15 (-5/10’ traveled until they fall back to the ground).
Brown Chokobo are found in deserts and can be trained as mounts and pack animals, like Yellow. Unlike the Yellow, they are not as fearful, indeed they are nearly as fearless as the Whites. They are difficult to train, and even the most trained have been known to turn on its owner if mistreated. They can run across desert sands, requiring 3 gals of water/2 days. Their wide, flat claws are unsuitable for combat, but they do have the ability to dig into the sand, giving themselves a 90% HNS. It takes only 1 rd to burrow into the sand. They can sprint for a Mv of 20 but every 10 rds spent this way requires another ½ gal of water.
Habitat: Yellow Chokobo use to be found in mountainous regions, but none have been seen outside of breeding farms in over a hundred years. They are usually bred during the spring, having about 1-6 eggs.
There is a 30% chance/egg that no young will be born from it. Blues mate all year long in the wild.
Whites never pick a mate, and no one has ever seen one lay an egg of any color. They are only made by the union of a Yellow and Black Chokobo, and even then there is only a 10% chance of making a White Chokobo, 30% chance of it being a Black, and 60% to be Yellow.
Black Chokobo never mate in captivity, except with Yellows, which has nearly as much chance as killing the poor, frightened Yellow as mating with it. They tend to dwell in forested and mountainous areas, though they can be found nearly anywhere.
Brown Chokobo mate rarely, the females taking care of the eggs and the males moving on to defend the nest until 3 mos after the eggs hatch, at which time both parents leave the nest, abandoning the young and going their separate ways. They make their nests under the sand, burrowing large caves.
Ecology: Originally there was only the Yellow Chokobo, which were bred with various other avians using magical means to create the different types there are now. Wizards are continuously combining different types of creatures with Chokobos in an attempt to create new types, but so far, only the 4 types have been successful.
Chokobo are herbivores, eating small, fresh plants. Nuts are like candy to them, and they avoid fruit altogether.
Crypt Knight
Climate/Terrain: Ruins
Frequency: Very Rare
Intelligence: 9-12
Alignment: LE
No. Appearing: 1-10
AC: 0
Mv: 12
HD: 9
THAC0: 11
No. of Attacks: 1
Damage: 1d12
Special Attacks: Fear
Size: M (6’)
XP: 2000
Crypt Knights appear as skeletal forms of their previous life. They still wear the clothes and armor they wore when they died, usually which is rotting or tarnished and rusted.
Combat: They attack with great strength. They have lost all spell abilities that they had in life, but they have retained their intelligence. They emanate a continual Fear spell. Anyone in 10’ of one must make a ST/rd or be affected as Fear. They are bound to a crypt so tightly that they cannot be turned, but they do take 2d4 points of damage from holy water. They are immune to Sleep, Charm, Hold, cold, poison, and paralysis.
Habitat: When created, the dead body of a recently fallen enemy is returned into an undead sentience. Crypt knights are forced through magic to protect a tomb or crypt against intruders. They cannot speak and lead a double torturous life. Each Knight is not only forced to remain trapped as an undead against their will, but they are forced to defend the tomb or crypt of someone who was once their enemy. They cannot speak, even Speak with Dead cannot gain information from them and all they wish is for release.
Ecology: As undead, Crypt Knights do not serve any function in their habitat.
Demon, Hunter
Climate/Terrain: Non-Upper Outer Plane
Frequency: Very Rare
Intelligence: 16+
Treasure: Hx2
Alignment: CE
No. Appearing: 1
AC: 0 (Base)
Mv: 18 (36C Fly/Swim 36/Burrow 6)
HD: 8 (Base)
THAC0: 13 (Base)
No. of Attacks: 2 or 1
Damage: 2 weapons or 1 bite (1d6) and weapon.
Special Attacks: poison bite, absorb strength
Special Defenses: Immunities
MR: 25% (Base)
Size: M (6½’)
XP: 25,000 + 1,000/HD above 8
Each Hunter Demon is unique in appearance and changes appearances when they kill a Tanar’Ri. Those with wings can fly, some have long claws for digging, and some have gills. None of these are guaranteed to remain when the Hunter changes.
Combat: Hunters usually have an arsenal of magical weapons and devices and can use weapons, armor, wands, and potions. New Hunters attack with a -2 bonus to their init, +2 to hit, and +3 to damage. If they decide not to attack with a weapon, they may choose to bite an opponent. Those bitten must ST vs. Poison -2 or take 2 dmg/HD of the Hunter. Those who make their ST take ½ damage. They have 120’ infravision and can turn Invisible at will. Like other demons, they can cast Darkness, 15’ Radius and Teleport Without Error at will, are immune to electricity, non-magical fire, and poison, and take ½ dmg from cold, magical fire and gas. Unlike other demons, they cannot Gate in others of their kind.
The Hunters true power lies when they kill Tanar’Ri. For every 5 HD of the Tanar’Ri they kill, they add 1 pt to their power pool. Once the pool reaches 20 they change their appearance, and add 1 pt to their dmg bonus, to hit bonus, ST adjustments, Intelligence, HD, add 5% to their MR, and subtract 1 for their AC and init bonus. Unfortunately, they are difficult to control and go on Tanar’Ri killing sprees to gain power, usually at the inconvenience of the Tanar’Ri Lord who created them. Starting Hunter Demons have 8 HD. If the DM wants to randomly determine the power of the Hunter Demon, add a roll of 2D8-1.
Ecology: Hunter Demons are specially bred Tanar’Ri created by Tanar’Ri lords to hunt down other Tanar’Ri. They usually have no interest in killing other creatures, though they will for amusement or if the creature gets between it and its prey. They never work together, and will work with others only if it is in their best interest. But they usually turn on their companions when they realize they might not get in the killing blow. A Hunter Demon who kills another Hunter Demon gets double the bonuses when they reach the limit of their pool.
Doppleganger Beast
Climate/Terrain: Any
Frequency: Rare
Intelligence: 1-2
Treasure: ARS
Alignment: CN
No. Appearing: 1
AC: 6
Mv: 12 (Var)
HD: 3
THAC0: 18
No. of Attacks: 3 (Var)
Damage: 1d6/1d6/1d4 (Var)
Special Attacks: tail slap, hug, rake (Var)
Size: L (5’ at shoulder)
XP: 500
These monsters normally take the forms of animals. In their natural form, they have gray, pebbly skin with short spines growing on its back and forequarters and hindquarters which are too long. They have thick, gray tails.
Combat: When in animal form they use the animal’s natural attacks. They can change form quickly, and can change and attack in the same round. They gain the natural movement of the animal as well. When in their true form, they can hug as a bear for 2d6/rd, rake as a cat for 1d3/1d3, and use their tails to do 1d6 to anyone within 5’ behind it.
Habitat: Doppleganger Beasts adapt themselves to the environment they are in. Like other predators, they hunt the local game. But unlike other animals, should the game get scarce, they do not start dying of hunger, balancing out the predator-prey level. Instead they will adapt a new form capable of sustaining themselves in the new, harsher environment.
Ecology: Doppleganger Beasts may mate once a year, but it is a very rare occasion as they are extremely territorial. They do not seem to mind the presence of natural animals, even predators in their territory, but they will hunt down any other Doppleganger Beast they can find. The exception to this is during the spring months when the mating season comes. Then females will leave their territories to locate suitable males, mating with them, then returning to their homes to have the babies. The babies are nurtured until their first shapechange, which triggers the mother’s territorial instincts.
Draconian, Baithak
Climate/Terrain: Swamps & Temperate Forests
Frequency: Rare
Intelligence: 8-10
Treasure: MQ (DIT)
Alignment: CE
No. Appearing: 2-20
AC: 5
Mv: 6, Run 15, Glide 18
HD: 3
THAC0: 18
No. of Attacks: 2 or 1
Damage: 1d4/1d4 or weapon
Special Attacks: Acid explosion
Special Defenses: Immune to Acid & Poison
MR: 30%
Size: M (6’)
XP: 650
These half-dragon, half-men are pitch black. Their scales are dull black to smoky gray, except for their silver underbellies, with powerful, black leather wings that emerge from their backs. They tend to wear light armor, such as leather, studded leather, and hide, but always dark in color.
Combat: There is an 80% chance that Baithaks go berserk in combat, doing +4 to hit and a +5 to damage. Most, 70%, become thieves with 85% thieving abilities and a x4 backstab. They are often used as spies and scouts. When their hp=0, they explode in a spray of acid that does 3d4 to everyone in 10’. Those affected can make a ST vs BW to take ½. Baithaks cannot fly but can glide 30’/10’ height they start from, losing 1‘ in height/10‘ they travel. They are immune to poisons and acid.
Habitat: Baithaks prefer to live in deep, stagnate water. They can breath water as well as air and like to create twisted, underwater labyrinths in the murky swamps. They are manipulative by nature and distrust others but their greed is legendary and can be used to lure them.
Ecology: Baithaks come from black dragon eggs and are the thieves of the draconian armies. They are untrustworthy and conniving, and are usually watched closely.
Draconian, Baiwak
Climate/Terrain: Any
Frequency: Very Rare
Intelligence: 16-18
Treasure: U
Alignment: LE
No. Appearing: 1
AC: 3
Mv: 12
HD: 4
THAC0: 17
No. of Attacks: 2 or 1
Damage: 1d6/1d6 or weapon
Special Attacks: Spells
Special Defenses: Immune to Cold & Acid
MR: 15%
Size: M (6’)
XP: 1400
These draconians are black scaled with silver underbellies, but are thinner and more sinuous looking than the Baithak. They have three horns that sprout from their heads, red, pupil-less eyes, and pointed ears like a jackal. They have no wings and prefer to dress in an oriental style.
Combat: Baiwaks have a 30% to identify poisons, a 40% MS and HS, 25% DN, and 70% CW. They prefer stealth and can use Invisibility, Darkness 15’ and Silence, 15’ Radius as a 4th level wizard. They prefer easily concealed weapons and consider hand to hand combat demeaning. When their hp=0, they explode into acidic blobs which stick to anything in 8’. They have the consistency of glue and do 1d6/rd for 4 rds. Magical items can get a ST and it can be removed with wine, vinegar or alcohol, but it is water resistant. They are immune to all forms of acid and non-magical cold.
Habitat: They consider themselves the intellectual superior to everyone around them and their arrogance has proven to be their greatest downfall. They work alone and do not even share the company of other baiwaks. They have a strong sense of pride and self-dependency. They also have a code of honor that they follow when dealing with people. Unlike other draconian they bear no particular dislike for other races.
Ecology: Baiwaks are the assassins of the draconian armies. They come when needed and prefer to be alone when not.
Draconian, Boorsa
Climate/Terrain: Any Arid
Frequency: Rare
Intelligence: 16-17
Treasure: Q, 1/2 V (Z)
Alignment: CE
No. Appearing: 1
AC: 4
Mv: 6, Run 15, Glide, 18, Fly 24 (C)
HD: 6
THAC0: 15
No. of Attacks: 2 or 1
Damage: 1d6/1d6 or weapon
Special Attacks: Spells, Electric Explosion
Special Defenses: Spells, Immune to Electricity & Fire
MR: 30%
Size: M (6’)
XP: 2000
Boorsa scales range from sky blue to a deep sapphire. They usually keep their wings covered and wear light colored clothes. They prefer blue robes and cloaks so they can fly and not be seen.
Combat: There is a 50% chance of remaining undetected when flying against blue sky, but they do not have a dive attack. They prefer to attack from a distance, using spells, slings, and daggers. They do not use larger weapons and never wear armor. They love to set traps rather than engage in combat and cast spells as 10th lvl magic users. When their HP=0 they explode in a 10’ wide ball of electricity that hit everyone in range and do 4d6 dmg, ST vs. BW for ½. They are immune to electricity and non-magical fire.
Habitat: They are cool, cunning, and evil. They usually live alone in removed places where they can practice their magic without interference. Their greatest weakness is their lust for power.
Ecology: Boorsa serve as the mages of the draconian armies. They do not work well with others and getting them to cooperate is a major undertaking for any general.
Draconian, Gorak
Climate/Terrain: Non-Arctic Forests and Jungles
Frequency: Rare
Intelligence: 13-14
Treasure: Qx2 (U)
Alignment: CE
No. Appearing: 2-20
AC: 2
Mv: 6, Glide 18
HD: 4
THAC0: 17
No. of Attacks: 3 or 1
Damage: 1d4/1d4/1d12 or weapon
Special Attacks: Spells, Poison, Gas explosion
Special Defenses: Immune to Poison and Gases
MR: 30%
Size: M (6’)
XP: 1400
Goraks usually have bright green scales that glitter with an opalescent sheen. They wear green robes and cloaks. They are well muscled and bulky, tending to walk slower than other draconians.
Combat: They never attack in groups of less than 5/1 and have the spells and abilities of 7th lvl priests with befriend undead. They are immune to poisons and gas attacks and if their hp=0 they explode in a chlorine gas. Those in 10’ must ST vs BW. If they make it they clear the area and cannot enter the area for 1d6 rds. If they refuse to leave or fail their ST they take 3d4 dmg.
Habitat: They are fanatical followers of Tiamat and Tithinae, to the point of zealousness. They prefer to use humans as sacrifices in their twisted ceremonies. They are rude and condescending to others but are extremely loyal to each other and the faith. They feel pity for other draconians for not being gorak.
Ecology: Goraks are the clerics of the draconian armies. Their overzealous manner and contempt for even other draconians make them one of the most unstable members.
Draconian, Nethak
Climate/Terrain: Seas and lakes
Frequency: Very rare
Intelligence: 12-14
Treasure: U
Alignment: CE
No. Appearing: 1-10
AC: 5
Mv: 12, Swim 24
HD: 3+2
THAC0: 17
No. of Attacks: 2 or 1
Damage: 1d6/1d6 or weapon
Special Attacks: Steam explosion
Special Defenses: Immune to Heat and water.
MR: 20%
Size: M (6’)
XP: 420
Nethaks are dark green and have skin instead of scales, unlike other draconians, and blue underbellies. They have green crowns that run from their heads down their spines and webbed hands and feet. Their snouts aren’t as long as other draconians. They dress in armor suitable for underwater.
Combat: Nethaks can breath both air and water. They use weapons such as spears and tridents that can be used easily underwater. Their favorite attack is to net someone, then stab them while they are struggling to get themselves free. They train giant manta rays as mounts and when hp=0, explode in a cloud of hot steam doing 2d6 to all in 8’. They are immune to water based attacks and all forms of heat, but not fire.
Habitat: Nethaks live in small groups and are fiercely loyal to their “families”. They have little interest in anything outside their group, even other draconians.
Ecology: They hunt and terrorize coastal communities.
Draconian, Retak
Climate/Terrain: Any
Frequency: Rare
Intelligence: 14-15
Treasure: KLN
Alignment: LE
No. Appearing: 1-3
AC: 2 (-1 in armor)
Mv: 6, Run 15, Glide 18, Fly 12(D)
HD: 7
THAC0: 14
No. of Attacks: 2
Damage: 1D8/1D8 or weapon
Special Attacks: Swoop
Special Defenses: +2 to ST, Imm to fire
MR: 30%
Size: M (7’)
XP: 5000
Retaks are fierce, even-tempered, and extremely cunning. They never attack unless they obviously have the upper hand. They favor gladiatorial type weapons and armor. They have bright red scales and a yellow underside with eyes are jet black with no hint of pupil or iris and black horns jut out of their heads.
Combat: They are proficient in all weapons, much like gladiators. Many are specialized in two or three, giving them a +1/+2, usually to swords and bows. They like to dive down on opponents from above. Dive attacks have a +3 to hit and do double damage, but gives the target a +2 to hit them after the dive while they try to reorient themselves. Their strong wings allow them fly or glide while wearing any armor. If they are wearing chain mail or lighter, they can even carry someone with them. Those trying to hit them during the dive suffer a -3 to hit, but a successful hit will knock them out of the sky.
When their HP reach 0, they explode in a fireball, doing 3d6 to everyone in 10’, ST vs. BW for ½. They are natural fighters and have a 40% chance of being a 12HD warrior with a THAC0 of 9 and worth 7000 XP. They are immune to both magical and non-magical fire and receive a +2 to all Saves.
Habitat: They prefer busy cities. Their biggest weakness probably lies in their fondness for alcohol and demi-human females. They are aggressive when drunk and like to bully others about. When not drunk they tend to be very serious and organized. Those that serve under them are just pawns to use in achieving victory.
Ecology: They are field commanders of the draconian armies. They are frequently found with 1D4 Goraks, 1D2 Boorsa and Auraks, 1D6 Baithaks, Sivaks, and Bozaks, and 1D20 Waraks, Baaz, and Kapaks.
Draconian, Warak
Climate/Terrain: Any (prefer cold)
Frequency: Rare
Intelligence: 5-7
Treasure: MQ
Alignment: NE
No. Appearing: 10-60
AC: 6
Mv: 6, Run 15
HD: 2
THAC0: 19
No. of Attacks: 2 or 1
Damage: 1D4/1D4 or weapon
Special Attacks: -
Special Defenses: Immunity to cold
MR: 20%
Size: M (5’)
XP: 170
Waraks are short tempered and moody. The are fierce combatants but cowardly when it comes to disobeying superiors. They are usually off-white to snow white in color, with sparkling blue eyes and no wings.
Combat: They attacks with two claws when necessary but prefer to use weapons and never attack alone. There is a 30% chance of being an 8th lvl fighter with a THAC0 of 14 and worth 1000 XP.
When their HP reaches 0 they turn into ice statues, instantly trapping any weapon that hit them. It takes 2 rds with a type P weapon to free the weapon, 1 tn with any other weapon. They are immune to non-magical and magical cold.
Habitat: They prefer to live in open areas in arctic regions, such as tundra. They seldom go there though, as most are recruited by Retaks and Auraks for their wars.
Ecology: Waraks are general labor for the draconian armies. Even the Baaz get to kick them around, although they are considered the same rank. They resent other draconians but fear them too much to do anything about it. If their leader has fallen there is a 60% chance that they will either surrender or flee the battle.
Draconian, Yamak
Climate/Terrain: Desert
Frequency: Very rare
Intelligence: 4-6
Treasure: U
Alignment: CE
No. Appearing: 1
AC: -1
Mv: 12
HD: 6+6 (+5/dice)
THAC0: 15
No. of Attacks: 2
Damage: 1d12/1d12 +8 (str)
Special Attacks: Berserk, Heat explosion
Special Defenses: Immunity to heat and fire
MR: 15%
Size: M (6’)
XP: 1400
Yamaks look like Auraks, having bright yellow scales, except the Yamak’s scales are dull. They have 2 horns on their forehead and a thick, black bristle of hair like a horse’s mane. Their bodies ripple with thick muscle and they wear ragged clothing, usually torn and dirty.
Combat: Yamaks have a strength of 20 and have a 20% chance to go berserk, even if not in combat. When berserk, they are immune to charms and take ½ dmg from everything, even magical attacks, get a +1 to hit, +3 to dmg, and +10 to HP. They regard everything as an enemy and when berserk will even turn on allies, attacking whoever is closest. When the berserk ends their hp returns to normal and they fall unconscious for 1 rd/rd they were berserked. If their hp ever reaches 0 they explode in a 10’ blast of heat and sand that scours and scorches everything for 3d6 (ST vs BW for ½). Those affected must make a 2nd ST or be blinded 1d4+1 rds. Yamaks are immune to all forms of heat and non-magical fire.
Habitat: Yamaks are unruly, rude, and mean tempered. They love getting into fights and need little reason or provocation. They are immune to fear and make great shock troops but they are impossible to control and have great contempt for authority. They are usually used to cover retreats.
Ecology: Yamaks destroy everything they come across. They are always fighting the toughest, meanest monsters and adversaries they can find.
Beholder-Kin Telekinetic Eye Blade Ball Blade Ball Commander_________
Climate/Terrain: -----------------------Subterranean----------------------------------------
Frequency: Rare (Common) Rare Very Rare
Intelligence: Very (11-12) Ave (8-10) Hi (13-14)
Treasure: - A AF
Alignment: LN Spec LE
No. Appearing: 2d4 (3d10) 1d4+2 1
AC: 0/2/7 0/-2/7 -2/-4/3
Mv: Fly6(A) Fly12(B) Fly15(B)
HD: 6 8+10 12+20
THAC0: 15 13 9
No. of Attacks: 1 6 6
Damage: 2d4 1d6x2/1d8x2/1d10/2d4 1d8x2/1d10x2/2d10/2d4
Special Attacks: Telekinesis, Stone Shape - Blade Control
Special Defenses: Debris Shield - -
MR: - - -
Size: S (2-3’) M (4-6’) L (7-9’)
XP: 650 3000 9000
Telekinetic eyes are very like normal Beholders, however they are smaller, gentler in features, and usually are slate grey or other stone-like colors. Telekinetic Eyes are the working class of Beholder society, mostly for construction, though some create stone sculptures. The Blade Ball, instead of the normal eyestalks, has 5 tentacles lined with bony plates ending in sharp, bone blades. It has an AC0 against its body, an AC-2 against the “bonestalks”, and AC7 against its eye, however its eyelid is also a powerful bony shell, giving it a 75% chance to blink to block an attack against the eye, giving the eye an AC of -2 if successful. Commanders look similar but are larger and often have metal and gems embedded within their thick hide in various patterns, trophies of war. They all speak the Beholder language.
The Telekinetic’s main ability is its 10 eyestalks, which all have Telekinesis at 250 lbs. These eyes can combine their effects, allowing it to lift a total of 2500 lbs. The central eye can Stone Shape at will, allowing it to refine objects it makes by focusing for several rds, increasing the likelihood that any moving parts on the shaped object work and increasing visual detail. They avoid fights if possible but can attack with a bite or can lift enemies and throw them around if necessary. They also have a perfect equilibrium, preventing them from getting dizzy, as well as allowing them to launch into a perfect spin, collecting things with their eyestalks and throwing them out at high velocity, causing them to do +2 per dice in dmg, but with a -2 to hit. While spinning they can choose to hold onto things instead of firing them off, creating a tornado-like field of debris, weapons, or even creatures. It uses this debris as a shield, giving it a 5%/object something in it taking the hit instead of the eye. Anything that comes within the area has a 75% -10%/5’ radius, to a min of 5%, to be struck by one or more objects. Roll 1d8+2 to see how many items are in the field and each item does 1d6 dmg. Like normal beholders, their eyestalks are severed if they take1d8+4 dmg, which has no affect on the rest of the beholder’s hp. The body dies if it takes 2\3 of its total dmg, the other 1\3 is located in the central eye. Slaying the body kills the beholder, otherwise it regenerates 1 lost eyestalk/wk, though it cannot regrow the central eye.
The Blade’s main form of defense is the central eye, which emits an anti-magic beam in a 90 degree arc, 140 yds long. Spells and magical items do not function in this beam. Each bonestalk gets a separate attack, with the two directly to the sides of the central eye acting as short swords, the two at a 45 degree angle above the small stalks acting as long swords, the one straight above the eye acting as a two-handed sword, and a bite for 2d4 dmg. It has a Str score of 1d4+16, and gets its Str bonus to dmg with each attack, including the bite. Like normal beholders, their eyestalks are severed if they take 1d8+4 dmg, which has no affect on the rest of the beholder’s hp. The body dies if it takes 2\3 of its total dmg, the other 1\3 is located in the central eye. Unless the body is slain it regenerates 1 lost bonestalk/wk, though it cannot regrow the central eye. Their alignment varies, with a 45% chance of LE, 35% of CE, and 20% chance of CN, though all Blade Balls, regardless of alignment, will follow the orders of their Hive Mother or their Commander.
The Commander’s trophies decrease their AC by -2 on the body, tentacles, and defensive lid. Their eyes have a thick, clear membrane which defends the eye when the lid cannot, dropping its AC to 3. The chance that the lid will intercept attacks is the same, the Commander’s greater skill and reflexes balancing the added weight of the lid and the size of the eye. Their tentacles are larger as well, causing them to do more dmg, the small tentacles acting as long swords, the medium two-handed swords, and the large as a giant two-handed sword and their Str score is 1d4+18. They have the same Anti-Magic ray and can mentally control bladed weapons within 20 yds, causing them to levitate and attack at the Commander’s will. A max of 2d6 blades can be controlled at a given time but do not get the Commander’s Str bonus. This ability operates within the Anti-Magic Ray but can be blocked with anything that stops psionic powers. Commanders can appear alone but will be with a Blade Ball squad of 5d4 when the Beholders are waging war. All Blade Balls within the Commander’s squad obey him without question and he will always try to preserve the lives of his subordinates, unless it is in direct contradiction with an order from the Hive Mother.
Beholder-Kin Evil Eye Ballistica Banesphere_______________
Climate/Terrain: ---------------------------Subterranean------------------------------------
Frequency: Rare Very Rare Very Rare (Unique)
Intelligence: Gen (17-18) Ave (8-10) Gen (17-18)
Treasure: - B AFR
Alignment: NE CE LE
No. Appearing: 1 1 1
AC: -4 6 0/2/7
Mv: Fly48(A) Fly12(B) Fly3(B)
HD: 3 2 10-16 (45-75hp)
THAC0: 17 19 11-7
No. of Attacks: Spec 1 1
Damage: Spec 3d4 2d4
Special Attacks: Spells Duplicate, Explosion Spells
Special Def: - - Spells
MR: - - -
Size: T (½’-1’) S (2-3’) M (4-6’)
XP: 975 1400 3000
The Evil Eye is a beholder abhorition, a streamlined floating eye with a powerful outer shell and no eyestalks. They are primarily used as scouts and spies and though it has no mouth can speak telepathically and can Comprehend Languages at will to anyone it can see but it must broadcast to everyone within sight, it cannot single out targets. Another abhorition, the Ballistica, or Chaos Orb as many call it, is a living weapon. It looks much like a larger Evil Eye with a large mouth on the bottom containing razor sharp teeth but lacks all other abilities. Ballisticas are CE, with only one desire: to blow stuff up, be it through their own body or the copies they create. They happily follow suicide commands, hoping only to bring devastation to all other beings. However, they follow the orders of the Hive Mother, and will only sacrifice themselves if it is her wish, otherwise spending most of their time in a form of hibernation, waiting for their chance to wreak havoc. The Banespheres are a collection of unique beholders, each created specifically to combat a specific race. They have stats similar to normal beholders, though their appearance and abilities differ. These 2 are the most well known but a 3rd made for illithids is said to exists somewhere. They all know the Beholder language.
The Evil Eyes move using a superior telekinesis and their shell, small size, and ability to navigate with Clairvoyance with their eye closed gives them an AC-4. If caught in an anti-magic area they must ST vs. Spells-4/tn or take 2d4 dmg and fall unconscious. If it spends 1 hr in this area they must ST vs. DM-4 or die. Its has the ability is to create 1 copy of itself/the number of the eye’s rolled abilities that last up to 12 hrs, until willed away by the main eye, or until destroyed. The copies are self motivated but operate off the will of the main eye, which can consciously control them and even speak through them. Each copy is given 1 of the main eye’s abilities when created, which it loses while the copy exists. The copies have ½ the HP of the main eye and the same move and AC, but this does not affect the main. If a copy is destroyed the main eye must ST vs. Petrification+2 or lose 1d6 hp and be stunned for 1d4 rds. The main eye and all copies can Invisibility at will and have 120’ infravision. The eye has 3d4 additional abilities as follows:
1=Clairvoyance 7=Summon Planer Energies
2=Telekinesis (250 lbs) 8=Domination (as psionic, lasts 2d6 rds)
3=Lightning Bolt (as 10th lvl wiz) 9=Fireball (as 10th lvl wiz)
4=Continual Light (shines out from eyeball) 10=Random Casualty (50 yds)
5=Charm Gaze (as vampire ability) 11=Disintegrate (as psionic ability, 20 yds)
6=Wraithform 12=Globe of Invulnerability (as 10th lvl wiz, 3/day)
Their physiology of the Ballistica contains a special chemical system that, upon sufficient damage or by will of the Ballistica, quickly activates to cause a massive concussion-based explosion for 5d8+10 dmg, -1d8+1 dmg for every 10’ from the orb and a ST vs. Spells for ½ dmg. It can create 1 miniature copy of itself/rd that look and move like Evil Eyes and explode for 2d8+2 each and have half the hp. It cannot have more than 5 at a time. A Ballistica has a normal move of Fly12(B) but can shoot forward at a move of Fly48(E), allowing it to zoom toward targets. Impact at this speed causes the Ballistica falling dmg and might trigger its explosion. The body dies and explodes if it takes 2\3 of its total dmg, the other 1\3 is located in the central eye. The only way to kill a Ballistica without having it explode is to attack the center eye, dealing 1/3 to ½ the Ballistica’s hp. If more dmg is done the dmg is dealt to the main body, which has a 10%/pt of dmg dealt of causing it to explode. Since this explosion is concussion-based, it can harm creatures immune to fire and damage stone and metal structures greatly, and since it is a chemical trigger it can work in anti-magic areas.
Drowbane
The first Banesphere was created to deal with the drow, given abilities that worked well against them even in their underground havens. Drowbane is a jet-black beholder, with 11 eyestalks and no central eye. The largest eyestalk comes out of where the central eye should be, and is twice the size of the other eyestalks, ending in a large eye that can use the a Disintegration Ray up to 20 yds. This eye has the same AC as a normal eyestalk. The reason this eye is on a separate stalk is the drow’s innate ability to levitate, which might allow them to avoid the anti-magic beam by staying above the central eye’s range. Drowbane can also alter his body surface body heat at will, allowing him to become effectively invisible or blinding to infravision. His eyestalks have the following abilities, all of which that allow a saving throw get a -2.
1-2=Beam of Sunlight 7=Anti-Magic Ray (120 yds)
3-4=Destroy Earth (as 10th lvl) 8=Fear (as the wand)
5=Telekinesis (250 lbs) 9=Slow (1 target)
6=Death Spell (40 yds) 10=Flesh to Stone (30 yds)
SeismicDue to the somewhat magic-resistant and durable nature of the dwarves, they were dubbed dangerous enough to have a Banesphere born to defeat them. Seismic has a chameleon-like ability to change his color from the normal stone-gray to any mineral-based appearance, including any forms of stone, metal, or gems, allowing him to blend with part of a rock wall, and a hard outer shell with the feel and heat signature of rock. He can also Passwall 3/day. His central eye has a Metal to Rust beam in a 90 degree arc, 140 yds long. All metal caught in this beam is affected as the spell, and must save each rd in the beam. Seismic’s eyestalks have the following abilities, with all that allow a save do so at a -2:
1-2=Destroy Earth(as 10th lvl) 7=Disintegrate (20 yds)
3-4=Random Casualty 8=Slow (1 target)
5=Telekinesis (250 lbs) 9=Fear (as the wand)
6=Flesh to Stone (reversible, 30 yds) 10=Death Spell (40 yds)
As the Beholders explore the surface world and learn more about the races that inhabit it, more Banespheres will inevitably be born to lead the beholders against the beings that prove themselves as threats to the beholders’ plans.
Elf, Ice
Climate/Terrain: Arctic Mountains, Hills and Valleys
Frequency: Rare
Intelligence: 9-16
Treasure: MNO (50% V)
Alignment: Varies
No. Appearing: 1d6+3
AC: 6
Mv: 12
HD: 2+2
THAC0: 19
No. of Attacks: 1
Damage: weapon
Special Attacks:
Special Defenses: Special
Size: M (5’)
XP: 65
Ice elves look like normal elves, but have white hair and skin that is so pale it is almost blue. They wear leathers and hides for warmth and are the only race of elves which grow beards.
Combat: They are usually armed with long swords, bows, and daggers. Like other elves, they get a +1 to bows, long swords and short swords. PC’s add 1 to Dex and Con, and subtract 1 from Int and Chr. They have 60’ infravision, but do not gain the elven ability to find doors. They do get the surprised bonus, but only in arctic conditions. All have the Survival, Arctic NWP.
Habitat: They are called White Elves and Snow Elves. They live a primitive life, compared to other elves and are tolerant of most races. They view each person by their actions.
Ecology: They never hunt more than is needed and are very considerate of nature. They live in caves dug under the snow that are expertly camouflaged.
Faerie, Elemental
Air Earth Fire Water
Cl/Ter: Elemental Planes
Sky Sub Vol Seas
Frequency: Very Rare
Intelligence: 17-18
Treasure: V W - V
Align: CG LG CG NG
No. Appearing: 10-100
AC: -3 2 -3 2
Mv: Fly36A Br36, Fly12A Fly 36A Sw36, Fly24A
HD: ½ (1d4 hp)
THAC0: 20
No. of Attacks: 1
Damage: Special
Special Attacks: Special
Special Defenses: Special
MR: 70%
Size: T (6”)
XP: 175
Air Faeries look like wispy, translucent faeries with smoky hair and butterfly wings that are so thin you can see through them. Earth faeries have small veins of ore running through rock like skin. Their dragonfly wings appear to be made of gemstones. Fire faeries are bright red with butterfly wings and hair made of pure flame. Water faeries have gray, rubbery skin with tiny kelp for hair. Their wings are the same color as their skin and act as fins.
Combat: Air faeries are naturally invisible. They can Laugh, causing those who hear it to ST vs Spell or be charmed. Their dust causes sleep for 2d8 days unless the target makes a ST vs Poison. It is so potent it even affects elves. They are immune to charms and air based spells, including lightning. They prefer to use tiny arrows and also use a dust that allows a person it is sprinkled on to Fly for 1d6+2 tns.
Earth faeries can move through stone as if it was air and can use a dust that, when sprinkled on the ground, causes a Maximillian’s Earthen Grasp. Sprinkled on those who fail a ST vs Paralyzation it paralyzes for 2d8 tns. They are immune to petrification and earth based spells and prefer to use large, 2 handed weapons that do 2 dmg.
Fire faeries do not use weapons, instead they sprinkle the target with a special dust that is flammable. Anyone sprinkled is covered in a fast spreading, slow burning fire that does 1d6/rd for 2d8 rds. They also use a dust that causes those hit to ST vs Spells or be blinded with sparks for 2d8 tns. They are immune to charms and fire based spells but take double dmg from cold and 1d6/rd in below freezing environments.
Water faeries can breath both air and water. Attacks with tiny weapons, preferring harpoons that do 1d2 dmg to size S and above and 1d4 to size T. They coat their weapons with a salve that causes those hit to ST vs Poison or be Feebleminded. They can also heat water in a 5’ cube for 1d4 rds that does 1d8/rd in dmg and can create a paste that allows those who place it on their lips to breath water for up to 1d6 hrs.. They are immune to heat, charms, and water based spells but cold and ice affects them as a Slow.
Habitat: While they share similar traits, elemental faeries are very different. Air faeries have short attention spans and are always curious. Earth faeries are more serious and have a strong sense of duty and honor. Fire faeries are mischievous but not malicious. They love pranks, so long as no one gets hurt. Water faeries are reclusive and sometimes rude when they are not given their space. They prefer the company of their own kind but other faeries fascinate them.
Ecology: Faeries serve as spies and protectors for the wilder areas of their elemental homes. They generally dislike being brought to the Prime but once here they find all kinds of things to hold their attention.
Faerie, True
Climate/Terrain: Temperate Forests
Frequency: Very Rare
Intelligence: 12-16
Treasure: RST
Alignment: CG
No. Appearing: 1 (100-1000)
AC: 0
Mv: 24 Fly (A)
HD: ½ (1-4 hp)
THAC0: 20
No. of Attacks: 1
Damage: 1
Special Attacks: Spells, Speech
Special Defenses: Dust, Glow
MR: 60%
Size: T (6”)
XP: 100
The smallest of the Faerie races, the Faerie, or True Faerie, range from 4”-8”. They only wear clothing around other races but have no sense of modesty. When they fly their bodies become a glowing silhouette of themselves. This silhouette causes even their equipment to disappear too and the faerie cannot fly without glowing, which lights up to 10‘ in every direction. Most have dragonfly type wings, though 20% are born with butterfly type wings. The color of their wings matches the color of their glow. They have two antennae that come up from their head.
Combat: Faeries do not attack alone, preferring to gang up in groups of 50 or more. Their tiny weapons do 1d3-1d6 points to size T creatures and 1 point to anything larger. Their main attack comes from their spells, which take the form of magical dust that every faerie is taught how to make. It takes 6 hrs to make the dust, which serves as a material component. Then the faerie wills its innate power into the dust to bring about its affect. Because of this faeries have a +2 to init. The dust must be sprinkled over the target or can be sprinkled on the fairy’s weapon. If any amount of the dust comes into contact with the target, they are affected. Known dust powers are Fly, Levitate, Otto’s Irresistible Dance, Sleep, Hold Person, Charm Person or Mammal, Tasha’s Uncontrollable Hideous Laughter, Spook, Fear, Tongues, Cure Light Wounds, Stone to Flesh, Remove Paralysis, and Neutralize Poison. Their voices chime like crystal bells, a sound they cannot hear and cannot turn off. Those listening to them are affected as a Fascination spell. Faeries are immune to Enchantment/Charm spells and the affects of faerie dust. Faeries are magical creatures and any dispelling affects causes one to lapse into a coma for 1d6 days. They must make a System Shock or die.
Habitat: Faerie villages are high in trees but low enough under the canopy to escape the notice of predators. They inhabit forests far from civilized lands, even the elves. They love parties and amusement and are quite inquisitive. They lack any sense of modesty or social graces, usually saying the first thing that comes to mind.
Ecology: Faeries serve as protectors to nature in their area. They have an innate ability to speak with natural animals and frequently serve as law enforcers to the animals in their area. They mate for life, though faeries have an open attitude about sexual relations. Ruthless merchants pay up to 5000 gold pieces for living faeries, who they place in glass globes. Faeries never tire when they fly, and the globe is given a command word which heats up the inside, making the faerie fly and glow. This Faerie Globes can be sold for 3000-5000gp on the black market, and 5000 gp in Gitan and Mylon.
Goblin, Terran
Climate/Terrain: Any
Frequency: Uncommon
Intelligence: 10-18
Treasure: None
Alignment: Any G
No. Appearing: 1-10
AC: 8 (10)
Mv: 6
HD: 1-5
THAC0: Var
No. of Attacks: 1
Damage: blunt weapon
Special Attacks: Spells
Special Defenses: Spells
Size: S (4’)
XP: 70
Terran goblins appear as normal goblins, but they dress in brown robes. They often wear leather armor underneath their robes.
Combat: Terran Goblins are priests of Diana, the goddess of Peace. They prefer not to fight, seeking to find a reasonable solution. They are loyal to friends and to Diana. If they must fight they fight fiercely. If they win they will bound the body of their enemy and then use healing spells to revive him. They have access to Major spheres of All, Charm, Guardian, Healing, and Protection, and minor access to Creation, Divination, Law, Summoning, Thought, Travelers, and Wards. If his HD is 1 he can Know Alignment 3/day. At lvl 3 he can Hold Person, which lasts 1 day/odd hit dice, and at lvl 5 they can influence reactions as bards, but without the instrument and can only move it in the positive direction. They do not suffer any penalties in sunlight but their infravision has been reduced to 30’.
Habitat: Terran Goblins are outcasts of goblin society. The are untrusted by most humans and hunted by other goblins, yet they remain strong in their faith. It is said the head priest in Arionos keeps a record of every goblin that dies for the cause and that they serve as Diana’s guardians.
Ecology: Terran Goblins still have yet to master the art of monogamy and as such they usually take more than 1 mate. In normal goblin society males have many mates and the females are usually treated as slaves. Terran Goblin females have discovered their own importance and may even have taken more than one male as a mate. It is not uncommon in Goblin communities in the Terran cities to find scores of goblins living together, all mated to someone, or several someones, in the dwelling.
Golem, Ice
Climate/Terrain: Arctic
Frequency: Very Rare
Intelligence: 0 (Non)
Alignment: N
No. Appearing: 1-3
AC: 2
Mv: 10
HD: 10
THAC0: 11
No. of Attacks: 2 or 1
Damage: 1d10/1d10
Special Attacks: Breath
Special Defenses: Immunity to cold magic
Size: L (8’-9’)
XP: 3000
Ice Golems appear as roughly humanoid mounds of snow. There “faces” are just indentation in their snowy face, hollow impressions for eyes and mouth. Despite their appearance they are not snow but made entirely of white ice. Their hands reveal this as their arms end in clear, fist like balls of solid ice.
Combat: They attack by clubbing with their hard fists. They also have a breath weapon which can only be used 1/day. This breath extends in a 10’ long cone, beginning at their “mouth” and ending 5’ wide. Anyone caught in this cone must ST vs BW or be turned into an Ice Statue. This statue is a perfect ice sculpture of the victim and begins to melt in 30 degree temperatures. If it spends more than a total of 6 hrs in this temperature the victim can never be restored. After 2 hrs the victim loses 3 pts of Com. Otherwise a Wish or a Stone to Flesh spell will transform the victim back. When attacking with its fist it will aim both attacks at one target, lacking the imagination to attack multiple targets. Blunt weapons do full dmg but edged and piercing weapons only do 1 dmg to ice golems. They are immune to normal weapons, mind affects, poison, cold, water, electricity and air based spells but take double damage from fire.
Habitat: It exists as guards in cold climes. It cannot survive in 20 degree temperatures, taking 1d6/rd of being in the area until it melts completely.
Ecology: As a golem it has no function in its environment.
Mirror Monster
Climate/Terrain: Subterranean and Ruins
Frequency: Very Rare
Intelligence: 0 (Non)
Treasure: Nil
Alignment: N
No. Appearing: 1
AC: 0
Mv: 9, Sw9
HD: 4
THAC0: 17
No. of Attacks: 1/opponent in 10’
Damage: 1d6
Special Attacks: Acid
Special Defenses: Reflect Spells
Size: M (5’ wide)
XP: 975
These monsters look like pools of quicksilver. They appear to be liquid mirrors that travel along the ground looking for bits of organic pieces to devour.
Combat: They can grow 1 pseudopod/opponent. Their pseudopods reach 10’ and do 1d6 blunt and 1d6 acid dmg. Clothing and leather will block the acid dmg, destroying it in 1 rd or hit, and metal takes 3. Magical cloth, leather, and any metal gets a ST vs Acid or are destroyed. Any weapon that hits a mirror monster is likewise ruined, though it will do damage when it is hit. Stone weapons are immune. Spells cast at the mirror monster are reflected back at the caster. They home in on heat sources, so they usually ignore undead until attacked.
Habitat: Mirror Monsters are solitary, amorphic creatures. Their reproduction is unknown. If two are brought together they form one large mirror monster with an HD 8 that does 2d6 blunt and 2d6 acid and is size L. They can reach 20’.
Ecology: Mirror monsters are scavengers, cleaning the ruins or tunnels they live in of debris, though a fresh meal is never wasted. They have no form of intelligence, living by pure instinct alone. They eat animals, plants, and even metal. They can not harm stone.
Moogle White Black
Climate/Terrain: Any (Caves) Subterranean
Frequency: Rare Very Rare
Intelligence: Low (1-2) Low (1-2)
Alignment: CG CE
# Appearing: 1 (1-10) 1-10
AC: 6 5
Mv: 6, Fly 6 (E) 9, Fly 6 (E)
HD: 1+2 1+2
THAC0: 20 20
# Attacks: 1 (bite or weapon) 3 (claw/claw/bite)
Damage: 1d4 or by weapon 1d4/1d4/1d8
Special Attacks: Dance, Cure Poison Howl
MR: 15% 15%
Size: T (2’) T (2’)
XP: 65 120
Description: Moogles resemble small, white teddy bears with catlike ears, red, orange or yellow bat-like wings sprouting from their backs, and a single antennae ending in a fuzzy ball the same color as their wings extending from the top of their head. They have small hands with opposable thumbs. Black Moogles resemble their cousins, except they have black fur, blue, green or violet wings and antennae ball, and large mouths which resemble a shark’s. Their hands also have opposing thumbs but all their fingers end in long, razor sharp claws.
Combat: All Moogles have infravision to 30’ and an innate ability to life up to 60 lbs of weight, without straining. This has nothing to do with strength. White Moogles who are expecting trouble, wield large weapons and to a Moogle, the bigger the better. Most will use pole arms of various types. Despite the massive difference in size between a Moogle and the weapon, as long as they keep it in their hands, they can use any type of weapon.
Black Moogles prefer to attack with their claws. They attack usually in swarms, attaching themselves to the victim and rending the target with claw and teeth. Once a claw hits it latches on, requiring no to hit after that. Once both claws hit it can automatically bite every rd. It takes a Str check to pull one off. Black Moogles are fearless and fight to the death.
All Moogles can fly, for up to 6 rds only, before they must rest. Unless they rest for 1 rd/rd spent flying they will be unable to fly again. Also, their wings can keep them airborne but cannot lift their fluffy bodies, and so they can fly down or to the side but not up. A favorite tactic of black Moogles is to wait above an opponent and ten drop down on them, hovering above them as they attack.
White Moogles can Cure Light Wounds or Neutralize Poison 1/day with their antennae ball. Black Moogles can Poison, causing a ST vs. Poison or -1 to Str, Con, and Dex for 1d6 rds.
White Moogles can perform a Dance, which takes 1 rd to complete. When it finishes they can cause the same effects as a Charm Person or Sleep. Older Moogles can summon a Nature Elemental but prefer to wait as a last resort. Black Moogles have forgotten how to dance but they do have a howl with causes everyone in 30’ to ST vs. Spell or Fear for 1d6 rds. If the ST is made the victim is immune to the howl of Black Moogles until the end of the combat.
Habitat: White Moogles can live in most climates, though they generally avoid the extremely cold and the extremely hot. They make their dwellings in caves or any area large enough to hold their families and in the dark. They venture out to hunt for food but they always regard the level of the chase against the rewards and Moogles prefer an easy meal. Thus they usually eat plants, with the occasional meat.
Black Moogles are nomadic, and travel from place to place. They single out the weakest creature they come across, preferring to not engage heavily armed foes. Once they attack they enter into a frenzy akin to piranha and sharks and once a kill is made, they settle down to feast, disregarding any further chase
unless the chase attacks them.
Neither type of Moogle has any sense of wealth, viewing all coins as merely metal. The white ones will sometimes keep a few different types of coin around if they will be needing to deal with other creatures, but care little about value. They are happy to give what they have to others who need it more but expect the same thing from other races, causing a lot of misunderstandings. Even the evil black Moogles have little regard for money.
Ecology: White Moogles mate for life and none of them can ever remember mating with more than one Moogle. They avoid the black Moogles, feeling more pity than hatred for their angry cousins. Black Moogles mate with whoever will not claw them too badly. Both tend to have 2-3 cubs at a time, usually every 5 yrs or so. Once the cubs reach 1 year they are considered able to hunt and fend for themselves, either joining the clan or, usually, breaking off to start new ones. Occasionally, except for the black Moogles, a Moogle will become an adventurer for a time, just to see what it is like.
Saurial, Diver
Climate/Terrain: Seas, lakes, & rivers
Frequency: Very rare
Intelligence: 13-14
Alignment: Any
No. Appearing: 1-6
AC: 5
Mv: 12, Swim 24
HD: 2
THAC0: 19
No. of Attacks: 2 or 1
Damage: 1d3/1d3 or weapon
Size: M (5’+2’ neck)
XP: 35
Divers are the aquatic versions of the saurial family. They resemble men with light gray, rubbery skin and long necks topped with reptilian heads. They have webbed feet and hands and long fins that run the length of their arms. Their tails are up to 5’ long and thick and flexible. They wear clothing and armor suitable for underwater. Although they can understand common, they lack the vocal chords to speak it.
Combat: They prefer to attack with spears, tridents, and other weapons that function underwater. They can use their tails to attack anyone 5’ behind them for 1d6. They can breath both air and water but must return to water 1/2 days or take 1d4/day. This damage cannot be healed until they spend 1 hr fully immersed in water/day spent out of it. Like other saurials they have a +2 ST vs sound based attacks and a -2 ST vs Gas attacks. They take +2 damage/dice from fire attacks and -2 damage/dice from water attacks.
Habitat: They live in fresh and sea water areas, finding places of quiet recluse. They are loners, even among their own kind.
Ecology: They mate for life and nurture the eggs until the children are old enough to leave. There is no sadness in parting, though it is rare that family members stay near each other.
Sillonian
Climate/Terrain: Clouds, Sky
Frequency: Very rare
Intelligence: 3-18
Treasure: O, U
Alignment: Varies
No. Appearing: 1-3
AC: 7 (5 with armor)
Mv: 12, 20 Fly (C)
HD: 5
THAC0: 16
No. of Attacks: 1 or 2
Damage: weapon
Special Attacks: Dive
Size: M (5’-6’)
XP: 500
Sillonians appear as humans with large, feathered wings and leonine tails. The wings allow them to fly and hover and the tail, while not prehensile, does provide balance. Feather color varies from white to light blue to yellow. A few have been born with black wings but this is rare. Their wings always have a metallic sheen to them.
Combat: They usually attack with a one handed weapon, though many have two weapon style. They are avid warriors and their favorite attack is by diving from above, coming at an enemy with the sun behind them. Dive attacks give them one attack with a +2 to hit that does double damage but it also leaves them open to attacks as it takes a rd to finish the dive and turn back. If they attempt a flying tackle it does 2d6 to both the target and the sillonian. They can use up to scale mail armor and still fly but due to their wings they cannot use two handed weapons. They can use bows and fire bows from the air without penalty.
Habitat: They live in buildings made of crystal and solid clouds. Enchanted rivers flow around the buildings, providing water to the residents. There are few bridges and roads, mostly for the elderly and planet bound visitors. Their average life span in 200 year and the very young (1-10 yrs)and the very old (150-200 yrs) cannot fly. Most of what they have been taught of the planet bound races is false and has caused them to be distrustful of non flying races. Theirs is a matriarchal society and females hold all the important positions. Males are not treated badly but in their history there was a time when males ruled and nearly destroyed their kingdom.
Ecology: They can speak to birds as well as having their own language. Their city clouds travel around the world but they are careful not to interact with ground races to often.
Skeleton, Regenerating
Climate/Terrain: Any
Frequency: Rare
Intelligence: 0
Alignment: N
No. Appearing: 1-10
AC: 8
Mv: 9
HD: 1
THAC0: 19
No. of Attacks: 2
Damage: 1d6/1d6
Special Defenses: Regeneration
Size: M (6’)
XP: 120
Regenerating Skeletons appear as normal skeletons, though a careful look makes them appear a little more worn out and damaged.
Combat: They attack with 2 bony hands for 1d6 each. They are immune to all the spells as a normal skeleton, and take the same damage from weapons. When defeated, they crumble into a pile of bones and rearrange after 1d6+1 rd/20’ scattered with full hp. Each skeleton can rearrange itself 1d12 times before the pieces are too broken to reform. A skeleton cannot use another’s pieces to reform.
Habitat: They are used as guards for their creators.
Ecology: As undead, they have no impact on their environment.
Slime, Shadow
Climate/Terrain: Subterranean
Frequency: Very Rare
Intelligence: Non (0)
Treasure: None
Alignment: N
No. Appearing: 1
AC: 3
Mv: 6
HD: 1
THAC0: 19
No. of Attacks: Special
Damage: Special
Special Attacks: Absorb
Special Defenses: Immunities
Size: T (1’)
XP: 120
Slime Shadows are tiny, black blobs that seem to absorb light. They appear as fuzzy outlines due to the way the light is absorbed by them. They are natives to the Demiplane of Shadows, though have been brought to other worlds.
Combat: The slime has no inherent attack of its own. It can detect heat, which it lives on, within 100’, and moves mindlessly towards it. When it encounters the source it engulfs it, draining it of its heat. It can only engulf a part of a larger creature depending on its size, so when it is first encountered it drains a 1’ section every 1d6 rds. Magic of any type cast directly against it, even innate abilities that copy spells, causes it to grow by 1’, regardless of level. For every ft its HD increases by 1 and its THAC0 drops accordingly. Any weapon, regardless of enchantment, that hits it is Shadow Walked. The slime has the ability to cause anything it touches to be instantly teleported to the shadow world, regardless of strength. It then returns from any shadow within 15’, hurled at the target for normal dmg plus magical bonuses. If no shadow exists within range it will repel it from itself. Only area of affect spells can harm it, usually doing dmg to those around it as well.
Habitat: They live off of the heat of animals and fires, draining them and moving on. It ignores rocks, plants, and any other creature who does not radiate heat.
Ecology: They reproduce through fission, dividing by taking magical damage. Once they reach 10 HD (10’ across), they split into 10 separate, 1’ blobs.
Tanar’ri, Ostegos
Climate/Terrain: Abyss
Frequency: Uncommon
Intelligence: 5-16
Treasure: E
Alignment: CE
No. Appearing: 1-4
AC: 4
Mv: 12, Fly 15 (C)
HD: 7
THAC0: 15
No. of Attacks: 3
Damage: 1d4/1d4/2d4
Special Attacks: Special
Special Defenses: Special
Size: L (10’)
XP: 2000
Ostegos are gray and hairless with thick, leathery skin, ivory fangs and horns, and glowing red eyes. They have 2 bat-like wings and a long whip-like tail.
Combat: They have all the immunities as other Tanar’Ri. If they score a hit with their claw the target must ST vs Paralyzation or be paralyzed for 2d4 tns. If they hit with a bite he must ST vs Poison or die. They can Teleport Without Error as often as they want, cast Darkness 15’ 3/day, and has 60’ infravision. Their most unique ability is the power to create images from shadows, much like a Demi-Shadow Monsters spell, 1/day. The Ostegos usually creates likenesses of its opponents. They act as shadows unless hit once, then they change to resemble the person who hit it. They gain the same attacks, magical items, fighting styles, etc, but are loyal to the Ostegos. Even a paladin’s bonus dmg to CE or a ranger’s species enemy bonus is used. Once it takes on that form it cannot take on another and when slain, it and its equipment vanish. If it kills the victim it solidifies into that person but is CE and obeys the demon.
Habitat: They are aggressive cruel and hateful and never forget anything. Rumor is that they are immune to the memory draining affects of the Styx but no one can verify this.
Ecology: The Abyss has no ecology.
Dragons
Dragon, Chromium
Climate/Terrain: Any Arctic
Frequency: Very Rare
Intelligence: 18-20
Treasure: Var
Alignment: CE
No. Appearing: 1
AC: Base -2
Mv: 24, Fly 36 (C), Burrow (snow only) 12
HD: Base 14
THAC0: Base 7
No. of Attacks: 3
Damage: 1d8+1/1d8+1/3d10
Special Attacks: Spells, Breath
Special Defenses: Immunities
MR: Var
Size: Var
XP: Var
Age Body (ft)Tail (ft) AC BW Spells MR Trsr XP
1 6-14 3-6 1 2d10+1 - - - 2000
2 15-25 7-14 0 4d10+2 - - - 3000
3 26-38 15-23 -1 6d10+3 - - - 5000
4 39-52 24-32 -2 7d10+4 1 - EST 7000
5 53-63 33-41 -3 9d10+5 21 24 HST 12000
6 64-74 42-50 -4 11d10+6 22 30 HST 13000
7 75-85 51-60 -5 12d10+7 221 36 HST 14000
8 86-96 61-70 -6 14d10+8 321 42 Hx2Sx2Tx2 17000
9 97-107 71-80 -7 16d10+9 331 48 Hx2Sx2Tx2 18000
10 108-118 81-90 -8 17d10+10 321 54 Hx2Sx2Tx2 19000
11 119-129 91-100 -9 19d10+11 3331 60 Hx3Sx3Tx3 20000
12 130-140 101-110 -10 21d10+12 3332 66 Hx3Sx3Tx3 21000
Chromium dragons have dull silver scales with thin, blue fur and white underbellies. They blend in well with overcast skies.
Combat: They cast as lvl 8+ wizards and are immune to all forms of cold. They use 2 breath weapons, a 100‘ long, 5‘ wide blast of ice, which does dmg and a save for ½, or a 20‘ long, 30‘ wide, 30‘ high cloud of freezing air. Anyone in the cloud must ST vs BW or are reduced to 3 Dex, suffering a -4 to hit and to Sts for 1 tn. They have the following innate abilities:
Lvl 3=Pass without Trace, 5=Ice Shape (treat as Stone Shape) 3/day, 8=Wall of Ice 3/day, 12=Flesh to Crystal (treat as Flesh to Stone), 1/day.
Habitat: Chromium Dragons rarely dwell in one place too long. They are naturally nomadic and travel great miles of the frozen reaches searching for food. They will eat anything, even Sha’Az and other dragons.
Ecology: Chromium Dragons dig out ice caves during heavy storms, and abandon them once they are able to move on. These caves are used as shelter by numerous creatures.
Dragon, Cobalt
Climate/Terrain: Jungle and Temperate Forest
Frequency: Very rare
Intelligence: 16-19
Treasure: Var
Alignment: LE
No. Appearing: 1
AC: Base -1
Mv: 24, Fly 36 (C)
HD: base 7
THAC0: Base 3
No. of Attacks: 3
Damage: 1d8+1/1d8+1/4d6
Special Attacks: Breath, Spells
Special Defenses: Immunity
MR: Var
Size: Var
XP: Var
Age Body (ft)Tail (ft) AC BW Spells MR Trsr XP
1 4-10 3-6 2 2d8+1 - - - 2000
2 11-21 7-13 1 4d8+2 - - - 3000
3 22-30 14-21 0 6d8+3 - - - 5000
4 31-46 22-29 -1 7d8+4 1 - ES 7000
5 47-56 30-38 -2 8d8+5 21 18 HS 12000
6 57-66 39-46 -3 11d8+6 31 24 HS 13000
7 67-76 47-53 -4 12d8+7 32 30 HST 14000
8 77-86 54-62 -5 14d8+8 321 36 HST 17000
9 87-96 63-71 -6 16d8+9 421 42 HST 18000
10 97-106 72-80 -7 17d8+10 431 48 Hx2ST 19000
11 107-116 81-89 -8 19d8+11 432 54 Hx2Sx2T 20000
12 117-126 90-98 -9 21d8+12 532 60 Hx2Sx2Tx2 21000
Cobalt dragons have dark, charcoal gray scales with a metallic blue sheen and a dark gray underbelly. They are easily mistaken for blue dragons to those know do not know better.
Combat: They cast spells as lvl 7+ and are immune to electrical attacks and magnetic attacks. Their breath weapon is a Magnetic Pulse, which causes any metal items on a person from armor and weapons to belt buckles and coin to drive into the holder. They do not dig in but will constrict with such force and speed that even the smallest coin does damage. Those wearing metal armor make the save with a -4. They have the following innate abilities:
At lvl 1 can Water Breathing, lvl 3=Entangle 3/day, lvl 6= Improved Phantasmal Force 3/day, lvl 9=Plant Growth 3/day, lvl 12= Animal Summoning II 3/day.
Habitat: Manipulative and greedy, Cobalt Dragons usually head small cults located in deep forests and jungles. They enjoy playing games against those they find worthy, but those who bore them are used just as food.
Ecology: Cobalt Dragons give little back to their locales. They take everything they can and then move on to a new place.
Dragon, Elemental Wind Rock Flame Wave
Climate/Terrain: Element Planes Sky Subterranean Volcanoes Sea
Frequency: Very Rare
Intelligence: 19-20
Treasure: Var
Alignment: N
No. Appearing: 1
AC: Base 1 (Air dragons have a base of -3 unless Detect Invisible)
Mv: 36 Fly 48 (B) Br 12 Fly 36 (C) Swim 48 (Can crawl on land 12)
HD: Base 15
THAC0: Base 6
No. of Attacks: 3
Damage: 1d8/1d8/3d8
Special Attacks: Breath, Spells
Special Defenses: Immunities
MR: Var
XP: Var
Age AC BW Spells MR Trsr XP
1 2 1d8+1 - - - 1400
2 1 2d8+2 - - - 2000
3 0 3d8+3 - - - 4000
4 -1 4d8+4 1 - H 7000
5 -2 5d8+5 2 20 H 9000
6 -3 6d8+6 32 25 H 10000
7 -4 7d8+7 331/1 30 Hx2 11000
8 -5 8d8+8 3321/21 35 Hx2 13000
9 -6 9d8+9 3322/22 40 Hx2 14000
10 -7 10d8+10 33321/321 45 Hx3 15000
11 -8 11d8+11 333321/3321 50 Hx3 16000
12 -9 12d8+12 433332/33321 55 Hx3 17000
Wind Dragons are naturally invisible but can be detected with Detect Invisible, which reveals a shimmering, dragon shaped creature with glowing blue eyes. Rock Dragons appear to be made of stone with gemstone horns and spikes that run down its back. They have no wings and cannot fly. Flame Dragons are bright orange with black scales and yellow underbellies. Their eyes and horns flicker with flame and fire runs the spine of their back. Their wings are made of solid fire. Wave Dragons are long and sinuous, like an eel with a dragon’s head, catfish feelers, and strong front claws but no hind legs or wings.
Combat: Wind Dragons use a Lightning Bolt BW, Rock uses a unique breath that does Flesh to Stone but if the ST is made they take dmg and can ST again to take ½. Flame breaths a Magma Jet that does 3d4-1/rd for 1d6+3 rds, with 1 ST made on the 1st rd for ½ dmg/rd. Anything that touches or is touched by it, including magical or metal items, must ST vs Magical Fire or be destroyed. Wave uses an acid breath. Those attacking them need a +5 weapon to hit them or a weapon that simulates the powers of the opposing element. They are immune to spells from their element and take x2 dmg from spells of the opposing element. They get innate spells at different age categories and cast as a lvl 6+:
Wind: 1=Wall of Fog 3/day, 3=Gust of Wind 3/day, 6=Wind Wall 3/day, 8=Conjure Air Elemental (12HD) 1/day, 11=Suffocate 1/day, 12=Incendiary Cloud 1/day.
Rock: 1=Dig 3/day, 3=Pebble to Boulder 3/day, 6= Rock to Mud 3/day, 8=Conjure Earth Elemental (12HD) 1/day, 11=Crystalbrittle 1/day, 12=Water to Dust 1/day.
Flame: 1=Pyrotechnics 3/day, 3=Fireball 3/day, 6=Fire Charm 3/day, 8=Conjure Fire Elemental (12HD) 1/day, 11=Forest’s Fiery Constrictor 1/day, 12=Meteor Swarm 1/day.
Wave: 1=Metamorphose Liquids 3/day, 3=Wall of Water 3/day, 6=Lower Water 3/day, 8=Conjure Water Elemental (12 HD) 1/day, 11=Cleanse Water 1/day, 12=Freeze Water (300 cu.’) 1/day.
Habitat: Dragons can move easily through their natural element but cannot move through the
opposing one.
Dragon, Iron
Climate/Terrain: Arctic and Temperate Mountains and Hills
Frequency: Very rare
Intelligence: 19-22
Treasure: Var
Alignment: LN
No. Appearing: 1
AC: Base -3
Mv: 24, Fly 36 (C)
HD: Base 15
THAC0: Base 5
No. of Attacks: 3
Damage: 1d10+1/1d10+1/4d8
Special Attacks: Breath, Spells
Special Defenses: Immunities
MR: Var
Size: Var
XP: Var
Age Body (ft)Tail (ft) AC BW Spells MR Treasure XP
1 6-18 3-10 0 2d12+1 - - - 3000
2 19-30 11-22 -1 4d12+2 - - - 5000
3 31-45 23-30 -2 6d12+3 - - - 7000
4 46-61 31-40 -3 7d12+4 2 - ER 9000
5 62-73 41-50 -4 9d12+5 21 30 HR 14000
6 74-85 51-60 -5 11d12+6 22 36 HR 15000
7 86-98 61-71 -6 13d12+7 221 42 HRT 18000
8 99-111 72-82 -7 14d12+8 321 48 HRT 19000
9 112-124 83-93 -8 16d12+9 3321 54 Hx2Rx2T 20000
10 125-137 94-104 -9 18d12+10 3322 60 Hx2Rx2Tx2 21000
11 138-150 105-115 -10 19d12+11 33221 66 Hx2Rx2Tx2 22000
12 151-163 116-126 -11 21d12+12 33331 72 Hx3Rx3Tx3 23000
Iron Dragons have dull black scales, silver underbellies, and glowing red eyes. They are sometimes mistaken for black dragons, though not for long.
Combat: They cast spells as lvl 9+ wizard and are immune to all forms of fire. They use a Sleeping Gas BW (ST or as Sleep but it works on all races) and a Spark Breath. They have the following abilities:
At lvl 1 can Polymorph Self 3/day, 3= Heat Metal 3/day, 4=Stone Shape 3/day, 6=ESP 3/day, 8=Wall of Stone 3/day, 11=Rock to Mud 3/day, and 12= Flesh to Stone, 1/day.
Habitat: Iron Dragons spend more time resting than any other dragon. They usually only stir if disturbed. They take care of whatever disturbed them, in whatever way proves the quickest be it death or negotiation, and then return to their slumber. They emerge from their hibernation only to eat and mate.
Ecology: Iron Dragons provide a great service in the protection of lesser animals. The dragon does not consider creatures of nature a bother and if someone were very careful, they could even live near one and escape its attention. Of course, this in no way requires the dragon to aid them.
Dragon, Moon
Climate/Terrain: Space (Moons)
Frequency: Very Rare
Intelligence: 15-18
Treasure: Var
Alignment: Any E
No. Appearing: 1
AC: Base 4
Mv: 36, Fly 48(C)
HD: Base 9
THAC0: base 11
No. of Attacks: 3
Damage: 1d4/1d4/2d10
Special Attacks: BW, Spells
Special Defenses: Immunities
MR: Var
Size: Var
XP: Var
Age Body (ft) Tail (ft) AC BW Spells MR Trsr XP
1 1-12 2-12 7 2d6+1 - - - 1400
2 13-24 13-20 6 3d6+2 - - - 2000
3 25-36 21-28 5 4d6+3 - - - 4000
4 37-48 29-36 4 5d6+4 1 - F 6000
5 49-60 37-44 3 6d6+5 2 - F 8000
6 61-72 45-52 2 7d6+6 3 15 F 11000
7 73-84 53-60 1 8d6+7 31 20 F 14000
8 85-96 61-68 0 9d6+8 32 25 DF 16000
9 97-108 69-76 -1 10d6+9 321 30 DF 18000
10 109-120 77-84 -2 11d6+10 332 35 ADF 20000
11 121-132 85-92 -3 12d6+11 3321 40 ADF 22000
12 133-144 93-100 -4 13d6+12 4321 45 ADFZ 25000
Moon Dragons change color and alignment depending on the phase of the moon. When the moon is full the dragon is white with a black underbelly and is LE. It is also weaker and treats its age category as ¼ normal. During the half moon they are a uniform gray, NE, and only ½ their power. When the moon is dark they are black with a white underbelly, CE, and at full strength. They have their own language and a 10+5%/age chance to communicate with intelligent creatures.
Combat: When the moon is full it can cast Curse of Lycanthropy, 1/day. Its BW is a blast of Black Frost, which causes dmg and the victim must ST a 2nd time or be trapped in an Ice Cage, a sphere of solid ice. Those inside have 1d4+1 rds of air and can break out with a Str-2. They are immune to gas, cold, light and darkness spells. They cast as lvl 5+ and have the following innate abilities:
At lvl 3, they can cast Light 3/day, lvl 4 they can do a Darkness 15’ radius 3/day, lvl 6=Continual Light 3/day, 8=Melfs Minute Meteors 1/day, 9=Revulsion 1/day, and 10=Reverse Gravity 1/day.
Habitat: Moon Dragons have immense superiority complexes and cannot stand even other Moon Dragons. They do not require oxygen to live.
Ecology: Because of the relatively low (non-existent) number of animal life found on moons, Moon Dragons sustain themselves on rocks and gems.
Dragon, Nickel
Climate/Terrain: Swamps
Frequency: Very rare
Intelligence: 14-16
Treasure: Var
Alignment: CN
No. Appearing: 1
AC: Base 1
Mv: 24, Swim 36
HD: Base 11
THAC0: Base 9
No. of Attacks: 3
Damage: 1d6+1/1d6+1/3d6
Special Attacks: Breath, Spells
Special Defenses: Immunity
MR: Var
Size: Var
XP: Var
Age Body (ft)Tail (ft) AC BW Spells MR Trsr XP
1 3-6 2-5 4 2d4+1 - - - 975
2 7-14 6-12 3 4d4+2 - - - 1400
3 15-22 13-18 2 6d4+3 - - - 2000
4 23-32 19-24 1 7d4+4 1 - E 5000
5 33-40 25-30 0 9d4+5 1 6 ES 11000
6 41-48 31-36 -1 11d4+6 2 12 ES 12000
7 49-54 37-43 -2 12d4+7 2 18 HS 13000
8 55-62 44-50 -3 14d4+8 3 24 HS 14000
9 63-70 51-57 -4 16d4+9 3 30 HS 15000
10 71-78 58-64 -5 17d4+10 4 36 HSx2 16000
11 79-86 65-71 -6 19d4+11 4 42 HSx2 17000
12 87-94 72-78 -7 21d4+12 5 48 HSx2 18000
These dragons look like huge crocodiles with legs that sweep out to the side and a long, thick tail. They are blue-gray in appearance and have a green dorsal fin that runs from between two horns on its head to its tail.
Combat: They can use their tails to do 2d6 pts of dmg to those behind them and can turn and attack at the same time. Despite their awkward appearance they are incredibly fast. They cast spells as a lvl 6+ wizard and have a 40’ long, 30’ wide, 30’ high Acid Cloud BW. They are immune to acid and have the following innate abilities:
At lvl 1 Breath Water, lvl 4=Resist Fire, lvl 6=Mass Irritation 3/day (can affect # of targets = HD), lvl 9=Affect Normal Fires 3/day, and lvl 12=Gaseous Form 1/day.
Habitat: Nickel Dragons are not overly territorial, though too many in one area can hurt the population of game and attract unwanted attention from Dragonslayers. They tend to avoid each other somewhat, dealing with each other when needed. They are however very aggressive and have been known attack even when not hungry for no discernable reason.
Ecology: Nickel Dragons feed on meat, except crocodilians. Why they avoid this particular species is open for debate.
Dragon, Stellar
Climate/Terrain: Space
Frequency: Very Rare
Intelligence: 21-25
Treasure: Var
Alignment: N
No. Appearing: 1
AC: Base -2
Mv: 100
HD: Base 50
THAC0: Base 5
No. of Attacks: Special
Damage: Special
Special Attacks: magic, Breath
Special Defenses: Immunities
MR: Var
Size: Var
XP: 54000
Age Body (ft) Tail (ft) AC MR Treasure
1 10-100 20-100 2 - HCE
2 101-200 101-200 1 10 HCE
3 201-600 201-600 0 20 HCE
4 601-1200 601-1400 -1 30 AHCE
5 1201-2000 1401-2200 -2 35 AHCE
6 2001-3000 2201-3200 -3 40 AHCE
7 3001-4000 3201-4300 -4 45 AHCDE
8 4001-5000 4301-5300 -5 50 AHCDE
9 5001-6000 5301-6300 -6 55 AHCDE
10 6001-8000 6301-8400 -7 60 AHCDEF
11 8001-10000 8401-11000 -8 65 AHCDEF
12 10001-1000000 11001-2000000 -9 70 AHCDEF
Stellar Dragons have dark purple scales that are silver tipped. Their bodies are covered in gemstones which sparkle, making them look like the night sky. Each gem is a piece of knowledge, which makes up the dragon’s diet. It has numerous fins and lace wings but no arms or legs. Its size prevents it from landing on any planets. It is so big it does not usually concern itself with the problems of others.
Combat: Its BW is a gravity field which sucks everything into it. Anything that enters its mouth is affected as if it was hit by a Sphere of Annihilation. A successful ST means they manage not to get sucked in. He can cast every spell available to both priests and wizards as often as he wishes and even combine 2 spells to have multiple affects. They have an innate ability to detect lies and cast spells as a base of 20+. It is immune to weapons but magical weapons do damage=to its magical bonus.
Habitat: They are truly the masters of their domain. There is little that is big enough to attract its attention, let alone harm it.
Ecology: They are hunters of knowledge, which they can absorb from a distance. This does not remove the knowledge from the target.
Dragon, Stone
Climate/Terrain: Temperate and Arctic Mountains
Frequency: Very rare
Intelligence: 14-18
Treasure: Var
Alignment: LN
No. Appearing: 1
AC: Base 0
Mv: 12, Burrow 24, Fly 24 (C)
HD: Base 8
THAC0: Base 13
No. of Attacks: 3
Damage: 1d6/1d6/5d4
Special Attacks: Breath, Spells
Special Defenses: Special
MR: -
Size: Var
XP: Var
Age AC Spells Trsr XP
1 5 - - 1400
2 4 - - 2000
3 3 - - 3000
4 2 - - 5000
5 1 - H 7000
6 0 1 H 9000
7 -1 11 H 10000
8 -2 111 HQ 11000
9 -3 211/1 HQ 13000
10 -4 2211/21 HQ 14000
11 -5 2221/21 HQx2 15000
12 -6 2222/22 HQx2 16000
They resemble dragon shaped piles of green-brown stones. They can remain in one position for years and are completely invisible until they move. When walking through a rocky area they have a 55% HNS. When standing still they have a 95% HNS. They also have a 15+5%/age to communicate with intelligent creatures.
Combat: Edged weapons do only ½ damage and must ST vs Crushing Blow or break. Stone dragons have a -1 to ST vs Fire and Acid and a +1 dmg/dice against those attacks. On the other hand they have a +1 to Cold based and take -1/dice. They take only 1 dmg from earth based spells that are aimed at the dragon and roll a natural 20 to hit. They have 3 different breath weapons: A) Rocks, which it spits 10’/age with a +2 to hit and does 1d6+1/age dmg (ST for ½), B) Slow, which causes those who fail a ST to be slowed for 1 rd/HD, and C) Petrification, which causes those who fail to ST vs BW to turn to stone. They also have the following innate abilities:
At lvl 1=Charm Monster 3/day, lvl 3=Wall of Stone 3/day, lvl 5=Stone Shape 3/day, lvl 8=Statue 1/day, and lvl 11=Earthquake 1/day.
Habitat: Stone Dragons are geovores and eat only stone and gems. They can digest metal but it is bland to them. Metal digest slowly and Stone Dragons will eat it before going on long journeys. Usually, when they sense something nearby, they crouch down, blending in with the rocks around them and watch until the intruders leave. They will only reveal themselves if the need is great.
Ecology: Stone Dragons hold in their stomachs 1D10 gems of 10-100 gp value each, which aids in their digestion. Because these stones are always in the dragon, they are magical, adding a +1 or +5% to all attempts to enchant them.
Dragon, Sun
Climate/Terrain: Space (Suns and fire bodies)
Frequency: Very rare
Intelligence: 18-19
Treasure: Var
Alignment: Any G
No. Appearing: 1
AC: Base 1
Mv: Fly 36 (B)
HD: Base 10
THAC0: Base 11
No. of Attacks: 3
Damage: 1d10/1d10/3d8
Special Attacks: Breath, Spells
Special Defenses: Immunities
MR: Var
Size: Var
XP: Var
Age Body (ft) Tail (ft) AC BW Spells MR Trsr XP
1 10-19 5-10 4 2d8+1 - - - 1400
2 20-29 11-16 3 3d8+2 - - - 2000
3 30-39 17-22 2 4d8+3 - - - 3000
4 40-49 23-28 1 5d8+4 1 25 - 6000
5 50-59 29-34 0 6d8+5 2 30 - 8000
6 60-69 35-40 -1 7d8+6 21 35 - 9000
7 70-79 41-46 -2 8d8+7 22 40 - 10000
8 80-89 47-52 -3 9d8+8 321 45 - 11000
9 90-99 53-58 -4 10d8+9 331 50 H 12000
10 100-109 59-64 -5 11d8+10 332 55 H 13000
11 110-119 65-70 -6 12d8+11 3321 60 HZ 14000
12 120-129 71-86 -7 13d8+12 4321 65 BHZ 15000
Sun Dragons are a metallic orange in color and live on or around fire bodies. Around white dwarf suns their scales are a white-blue. A trail of yellow flame flickers down their backs. They do not have wings but fly better than most other dragons. They always have a Continual Light effect on them. They can speak their own language and has a 20+5%/age chance to communicate with intelligent creatures.
Combat: They have a Fireball BW that is 5’ wide/age category and can be hurled up to 240’ away. The dragon can trigger the fireball’s detonation for up to 10 rds. They are immune to all forms of fire but must ST-2 to cold based spells. They cast spells as a level 6+ and have the following innate abilities due to age:
Lvl 4=Heat Metal 3/day, 6=Fire Shield 3/day, 9=Prismatic Spray 1/day.
Habitat: Sun dragons enjoy the warmth and playing. They can be seen racing solar flares and dipping in and out of the corona of the sun.
Ecology: Sun Dragons have little to do with other, fire-based creatures which dwell on suns. They sustain themselves on solar radiation and require neither food nor air to survive.
Dragon Tungsten
Climate/Terrain: Temperate and Tropical Deserts
Frequency: Very rare
Intelligence: 15-17
Treasure: Var
Alignment: NG
No. Appearing: 1
AC: Base 0
Mv: 24, Fly 36 (C)
HD: Base 12
THAC0: Base 9
No. of Attacks: 3
Damage: 1d6+1/1d6+1/5d4
Special Attacks: Breath, Spells
Special Defenses: Immunity
MR: Var
Size: Var
XP: Var
Age Body (ft)Tail (ft) AC BW Spells MR Treasure XP
1 3-6 2-5 3 2d6+1 - - - 1400
2 7-15 6-12 2 4d6+2 - - - 2000
3 16-24 13-19 1 6d6+3 - - - 3000
4 25-40 20-26 0 7d6+4 1 - ½H 7000
5 41-49 27-33 -1 9d6+5 2 12 H 12000
6 50-60 34-40 -2 11d6+6 3 18 HS 13000
7 61-69 41-48 -3 12d6+7 4 24 HS 14000
8 70-78 49-56 -4 14d6+8 51 30 HS 15000
9 79-87 57-67 -5 16d6+9 52 36 HST 16000
10 88-96 68-72 -6 17d6+10 53 42 Hx2Sx2Tx2 17000
11 97-105 73-80 -7 19d6+11 63 48 Hx2Sx2Tx2 18000
12 106-114 81-88 -8 21d6+12 73 54 Hx3Sx3Tx3 19000
Tungsten dragons have olive green, dull scales. They are constantly mistaken for green dragons by those who do not know better. They fight with Blue dragons for dominance in the desert and can communicate with intelligent creatures with a 25+5%/lvl chance.
Combat: They cast spells as a lvl 6+ wizard and are immune to all forms of fire and heat. They use a 50’ long, 5-30’ wide sand blast cone breath which does heat and scouring damage. They have the following innate abilities:
At lvl 3=Detect Good/Evil, lvl 5=Detect Lies, lvl 7=Sand Cloud (treat as Fog Cloud) 3/day, lvl 12=Spontaneous Combustion, Causes 1d3 victims within 30 yds to burst into flames for 1d10+3/rd for the first rd and 2d4/rd for 4 rds after that, then it goes out. Items carried get a ST vs Magical Fire or are destroyed. Those affected get a ST vs Spells, at -1 if there are 3 targets, -2 if 2, and -3 if 1, and the equipment of those that make the save is unaffected.
Habitat: Tungsten Dragons hunt the skies over their desert homes looking for people in need of help. They usually will not directly show themselves, leaving clues for locations of oasis. Only in the direst of needs will they reveal themselves to those who need them.
Ecology: Tungsten Dragons are naturally immune to the shifting, hypnotic pattern of the Black Sands Desert. As such, they usually try to help those who get lost within the dunes, though this is difficult as even if they point the victim in the right direction, he will probably get lost again before he reaches safety.

