New Monsters
These creatures have come, for the most part, from my own dementia. Many of them were made up during gameplay and were kept. Use them or design your own. Monsters are a copper piece a dozen.
The creatures described on this page are ones from my own campaign. Some are benign, some malevolent. All have been used in gameplay. The format will be essentially the same as you would find in the AD&D Monster Manual. In our travels, our groups have gone to many varied worlds. In the monster listing, a reference to the world the monster was encountered in may be present. If the world was simply of my own making (and therefore without conventional reference), the space will be left out.
Mereshadow
Frequency: Rare
No. Appearing: 1-12
Armor Class: 7
Move: 18"
Hit Dice: 1
No. of Attacks: 1
Damage / Attack: 1
Special Attacks: Paralysis
(+4 to save)
Special Defenses: Invisible
at night
Magic Resistance: Immune
to mind affecting spells
Intelligence: Average
Alignment: Neutral
(evil)
Size: Small (4')
Experience Points:
80
Where Encountered: Avalon, Invasion of Avalon
campaign
Description: Small shadowy figure, found
only at night. It lives in forested areas, near the buried bodies
of evil elves. Any living creatures that
come near are subject to attack by the creature. The mereshadow can be
controlled by a cleric.
Lifestealer
Frequency: Rare
No. Appearing: 1
Armor Class: 10
Move: 6"
Hit Dice: 2
No. of Attacks: 1
Damage / Attack: 0
Special Attacks: Level
drain on a natural 20
Special Defenses: Not
hit by non-iron weapons
Magic Resistance: Standard
Intelligence: Low
Alignment: Chaotic Evil
Size: Medium (5')
Experience Points: 300
Where Encountered: Avalon, Invasion of Avalon
campaign
Description: Thin, willowy humanoid figures
of alabaster skin, the lifestealers prey are any living creatures posessing
a spirit. While their favorite prey is orc, wandering groups of elves make
a tasty treat.
Chill
Frequency: Uncommon
No. Appearing: 2-4
Armor Class: 1
Move: 12"
Hit Dice: 3+1
No. of Attacks: 2
Damage / Attack: 4 points of cold damage
Special Attacks: All within 10' must save
vs. Paralysis or be at -2 on all attacks due to cold.
Special Defenses: Not affected by cold spells
or weapons
Magic Resistance: 20%
Intelligence: Average
Alignment: Neutral (evil)
Size: Medium (6')
Experience Points: 250
Where Encountered: Avalon, Invasion of Avalon
campaign
Description: Brutish and darkskinned, the
chill resembles a hominid only in that it walks on two legs. It's upper
body is covered with a fine, black down, it's head a gruesome parody of
humankind. It has eye sockets which house two lightning fast tentacles
which strike and retract, doing 4 points of cold damage. It has no arms
to attack with, but even being in melee with the creature requires a save
vs. paralysis to keep from succombing to it's radiated iciness.
Night Soul
Frequency: Rare
No. Appearing: 1 or 2
Armor Class: 0
Move: 13"
Hit Dice: 6
No. of Attacks: 2 or 1
Damage / Attack: 2-7, 2-7
Special Attacks: Can spew web (as spell)
from it's mouth up to once every 4 rounds. No melee attack if web is used.
It can also use Ventriloquism to take victims by surprise.
Special Defenses: Move as if a Free Action
spell were in effect.
Magic Resistance: 15%
Intelligence: High
Alignment: Neutral (evil)
Size: L (7')
Experience Points: 900
Where Encountered:
Description: Appearing as a hunched over
humanoid, it's arms nearly dragging the ground as it moves, it can be found
in untamed lands near cities and towns. The creature runs with a lumbering
gait, and will often (67%) surprise opponents by using it's ventriloquism
to draw it's victim's attention away from it, then using it's speed
to attack from behind.
Watcher
Frequency: Common
No. Appearing: As per party number
Armor Class: 2
Move: 32"
Hit Dice: 1-4 hit points
No. of Attacks: 1
Damage / Attack: 1-3
Special Attacks:
Special Defenses: Use their speed to escape,
rather than fight.
Magic Resistance: Standard
Intelligence: Very High
Alignment: Lawful Good
Size: Small (1')
Experience Points: 50
Description:Weaker, benign cousins of quicklings,
the watchers live much like gnomes, in underground burrows and warrens.
They tend to appear near adventuring and travelling parties in the wilderness,
who throw them "shiny coins" of any denomination, to serve them for the
night. The watchers will stay away from the party in a perimeter around
the camp. If danger approaches, they will speed into the camp and awaken
their charges, then speed away into the night, their duty fulfilled. The
coinage they accept for their service is used solely as decoration for
their burrows, so any shiny coin is accepted.