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New Monsters

  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.

BAMF
Frequency: Very Rare (you hope...) 
No. Appearing: 1-3
Armor Class: 10 
Move: 12" 
Hit Dice: 3
No. of Attacks: 2 
Damage / Attack: 1-12 
Special Attacks: Treat all opponents as AC 10, regardless of protection. 
Special Defenses: Teleport up to 100' every 10 rounds, regenerate all damage each melee round. 
Magic Resistance: 50% 
Intelligence: Average 
Alignment: Chaotic Evil 
Size: Medium
Experience Points: 1200 
Where Encountered: The Savage Land 
Description: Looking very much like a huge bobcat, the BAMF will often teleport into the melee of opponents, catching them off guard (surprise 5 in 6).  Their shiny metallic claws can filet metal armor easily, and their unique perception eliminates AC bonus based on dextrous movement by their intended victim. They must be slain in one round, lest they gain back all their hit points by the beginning of the next round. Very quick, BAMFs get a -2 to their initiative rolls. The good news is, I lowered their number of attacks and damage from the original creature.

Maelific, lesser
Frequency: Very Rare
No. Appearing: 1 
Armor Class: -5 
Move: 12 / 15"
Hit Dice: 12-16 
No. of Attacks: 3 
Damage / Attack: 2-16, 2-16, 2-20 
Special Attacks: Drain 3 levels on a successful claw hit. 
Special Defenses: Immune to fire, mind affecting spells. 
Magic Resistance: 75% 
Intelligence: High 
Alignment: Chaotic Evil 
Size: Large (12') 
Experience Points: 15,000 
Where Encountered: Balazar, Greyhawk, and their own plane. 
Description: Huge demonic figures without wings, the maelifics breed on a narrow plane adjacent to the negative material plane. They are a deep red in coloration, with huge claws. They tend to stand hunched, giving them a shorter appearance. While they have a fondness for pretty jewelry, no amount of shiny treasure will calm them once enraged. When in battle, the maelific will claw and bite opponents, often changing targets towards those who do them the most injury. When they kill, they kill for killing's sake. Maelifics have no love of humanoid meat. Their diets consist mainly of  porous rock and shale.
(the author notes that the idea and main imagery for the Maelific comes from Wizardry: Proving grounds of the mad overlord).

Spectral Knight
Frequency: Very Rare 
No. Appearing: 1-100 
Armor Class: -4 
Move: 12"
Hit Dice: 10-15 
No. of Attacks: 2 
Damage / Attack: As per longsword wielded by high level paladin 
Special Attacks: Quest, Fear 
Special Defenses: Unaffected by mind controlling spells or clerical turning/control 
Magic Resistance: 90% 
Intelligence: Exceptional 
Alignment: Lawful Good 
Size: Medium (6') 
Experience Points: 2400 
Where Encountered: Ruin of Pure Hearth in the land of Balazar 
Description: Semi-corporeal entities housing the spirits of Lawful Good knights of past ages, the spectral knight guards its ruin against all invaders. Ofttimes, lower level knights and paladins will journey to the ruin to seek a quest from the knights. Quests completed are rewarded bountifully. Any evil person or creature which enters the ruin will find themselves most unwelcome.

Manalishi, Green (lesser)
Frequency: Unique 
No. Appearing: 1 
Armor Class: -8 
Move: 20"
Hit Dice: 9 
No. of Attacks: 1 
Damage / Attack: 5-20 (electrical)
Special Attacks: Possession
Special Defenses: Gaseous form, unaffected by spells
Magic Resistance: 100%
Intelligence: Genius 
Alignment: Neutral Evil 
Size: Large (nebulous) 
Experience Points: 20,000 
Where Encountered: Deep underground lairs
Description: The manalishi appears as an ethereal female entity, a beautiful humanoid face adrift in an amorphous haze of green gas.  The female manalishi has an intense hatred of all males, and will seek to destroy them all if they come near. Her favorite attack is her ability to possess her victim and require him to attack any other males nearby. She can only control one victim at a time, and will not show herself  unless enraged. Possession save is vs death magic, and incurs a -1 penalty for every point of intelligence below 14. If endangered, she will revert completely to gaseous form and escape through cracks or under doors.

Manalishi, Red (greater)
Frequency: Unique 
No. Appearing: 1 
Armor Class: -4 
Move: 24"
Hit Dice: 18  
No. of Attacks: 1 
Damage / Attack: 2-20 
Special Attacks: Blindness, possession
Special Defenses: +4 or non-magic weapons to hit. 
Magic Resistance: 75% 
Intelligence: Genius 
Alignment: Chaotic Evil 
Size: Large (nebulous) 
Experience Points: 35,000 
Description: Appearing as a male face floating in a red gaseous vapor, the red manalishi has an extreme loathing for all being and creatures female. If attacked, it will strike at the eyes of it's attacker, who must save vs. breath weapon or be permanently blinded. Only a wish or regeneration spell will undo this blindness, as it is caused by the melting of the eyes themselves. If attacking a female, the creature will attempt to possess her, and, if successful, turn her blood into corrosive acid. Victims of this brutal attack will lose conciousness due to pain in 2-4 rounds, and die in 3-6 rounds. All bone and skin are eaten away by the acid in 8-14 rounds, and all items worn by the victim must save at -1 vs. acid or be destroyed. A manalishi may, at times, possess and use a female corpse if it's not too long dead, and travel around in it. The body will continue it's natural rate of decay, however, and the creature will never travel into sunlight with it. The manalishi will never willingly attack a paladin of either gender.
(the author recognises the hand of songsmith Peter Greene in the evolution of the Manalishi)

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