Monsters
Arrthengar
- CLIMATE/TERRAIN: Mountains
- FREQUENCY: Small group
- ACTIVITY CYCLE: Day
- DIET: Carnivorous
- TREASURE: B
- INTELLIGENCE: 1-3
- NUMBER APPEARING: 1-4
- ALIGNMENT: Neutral
- ARMOR CLASS: 1
- MOVEMENT RATE: 24
- THAC0: 13
- HIT DICE: 7
- DAMAGE/HIT: 1d6/1d6/1d12/1d8(tail)
- SPECIAL ATTACKS: Gaze/Poison/Pounce
- SPECIAL DEFENSES: N/A
- MAGIC RESISTANCE: 90%
- SIZE: (L)
- MORALE: 13
- EXPERIENCE: 5,000
- APPEARANCE: This creature appears to be a twisted combination of a vulture's head and a tiger's claws and forepaws coming out from under the black wings. Its legs resemble those of a large rabbit. There is also a long fleshy tail with a mouth of sharp teeth at the end resembling a snake with no eyes.
- COMBAT: It usually will attack its target on sight with all its might. It will first start by using it's gaze attack to stun victims and then work its way through by attacking. Its tail can move independently and attack another creature at a -2 penalty. The gaze attack will cause the unlucky victims of a failed save versus spell to be paralyzed in fear for 2d6 rounds. The Tails venom will hold a person paralyzed for 2d4 turns if a poison save isn't made. If the Arrthengar is weakened it will mock retreat and use its pounce attack by using its rabbit like legs to plow 30 feet into the victim causing the victim to fall underneath the monster and take an initial 2d12 damage and 1d4 points of crushing damage per round.
- HABITAT/SOCIETY: These creatures tend to live in mountainous places in caves, where they shelter their young and take traveler's possessions to furnish their nests.
- ECOLOGY: These birds usually live in groups of two families. One group will usually stay and watch the cave while the other finds food. There are usually 2-24 eggs located in a lair and certain creatures such as humans and some dwarven species have domesticated the creatures for their flight ability.
Blood Lust
- CLIMATE/TERRAIN: Any
- FREQUENCY: Very Rare
- ACTIVITY CYCLE: Any
- DIET: None
- INTELLIGENCE: 8-12
- TREASURE: Q
- NUMBER APPEARING: 1-2
- ALIGNMENT: Chaotic Neutral
- ARMOR CLASS: 1
- MOVEMENT RATE: 14
- THAC0: 5
- HIT DICE: 10
- DAMAGE/HIT: Special
- SPECIAL ATTACKS: None
- SPECIAL DEFENSES: None
- MAGIC RESISTANCE: 75%
- SIZE: M
- MORALE: 20
- EXPERIENCE: 8,000
- APPEARANCE: These appear to be normal humans with zombie like features such as missing eyes or limbs they usually wear the remnants of armor once used in battle and carry weapons of lower quality an odor of death surrounds them.
- HABITAT/SOCIETY:
- COMBAT: These creatures were once great warriors who died so wrongly that their bodies animated to kill all those who are still living. These creatures though rotted have gained substantial strength and fight 1damage die up from their weapon striking six times a round with +5 to damage. On the occurrence that a pair died fighting together they would travel together and fight using all their skill in order to suppress the enemy.
- ECOLOGY
Tree-Men
- CLIMATE/TERRAIN: Temperate Woodland
- FREQUENCY: Rare
- ACTIVITY CYCLE: Any
- DIET: Any
- INTELLIGENCE: Of victim
- TREASURE: Q
- NUMBER APPEARING: 2-8
- ALIGNMENT: Neutral Evil
- ARMOR CLASS: 6 less than the natural AC of the victim
- MOVEMENT RATE: Of victim
- THAC0: 1 better than victim
- HIT DICE: 2 better than victim
- DAMAGE/HIT: Claw: 1d4+3/1d4+3 or by weapon of victim.
- SPECIAL ATTACKS: Needle spikes
- SPECIAL DEFENSES: N/A
- MAGIC RESISTANCE: N/A
- SIZE: Of victim
- MORALE: 10
- EXPERIENCE: 1,000 + 1,000 per level of victim
- APPEARANCE: These look like living beings with wood like obstructions sticking from several areas in their body the face is usually partially or fully covered producing yellow/green glowing eyes. Green spines sometimes stick from the body of the creature.
- COMBAT: Tree-men attack viciously with claws or weapons if they are ready to reproduce they release six green projectiles as surprise and then tend to leave the victims alive to be infected. These needles do 1d4 damage a piece and can be thrown twice a week. Tree-men are greedy and somewhat intelligent if they grab the right host and will run to preserve their lives.
- HABITAT/SOCIETY: Tree-Men as they were termed because of the vast infections of
human beings or humanoid creatures in the temperate forests of the world. Though it is not known how the first infection occurred. Tree-Men reproduce by sticking their victims with their green spines injecting the victim 5% of the time cumulative for each hit with spores that enter the bloodstream and gradually take over the victim's mind and body. The disease can remain undetected for a week and then the player my notice that they are a little stronger (doing +1 more to damage) and find that their skin is much tougher than expected (+1 AC bonus). After the next 3 days the victim will collapse and have a fever for a few days. A simple cure disease will lower the fever but by this time the victim needs a purify spell. If this is left unchecked the victim gets mysteriously better overnight and either decides to split with the party peacefully or stick around, hoping for a chance at infecting them. Tree-Men have been known to travel and can be run into in other climates, but they prefer the woods. The bark doesn't grow on the skin it can be summoned by the creature when it needs it. This gives off better defense and sharp claws.
- ECOLOGY: After a year the tree-man is forced to stay in its twisted form and grow green spines used to infect others. They naturally live for about as long as their host body and have the cunning and intelligence of the body.
Tree-Ogres
- CLIMATE/TERRAIN: Temperate Woodland In the country of Eldrenguard
- FREQUENCY: Rare
- ACTIVITY CYCLE: Any
- DIET: Omnivore
- TREASURE: Q
- INTELLIGENCE: Low (6-10)
- NUMBER APPEARING: 2-8
- ALIGNMENT: Chaotic Good
- ARMOR CLASS: 6
- MOVEMENT RATE: 18
- THAC0: 13
- HIT DICE: 6
- DAMAGE/HIT: 1d10 or weapons +6
- SPECIAL ATTACKS: N/A
- SPECIAL DEFENSES: N/A
- MAGIC RESISTANCE: N/A
- SIZE: L
- MORALE: 18
- EXPERIENCE: 1,000
- APPEARANCE: These look like typical ogres except for green skin and hair they are seldom seen unless they are on the attack.
- COMBAT: These creatures fight with creatures that they believe are intruding into their territory. They fight furiously and will not give up until they are dead.
- HABITAT/SOCIETY: Tree Ogres are creatures of the trees that tend to live remotely innocent lives. They are the protectors of the country of Eldrenguard They can sense evil aligned creatures and will attack in force until that creature is destroyed.
- ECOLOGY: Tree Ogres are finally making a come back after Mannanon's army decimated them in his invasion of Eldrenguard. Since then, tree ogres have been thriving. They live in the treetops and tend to populate really quickly sense evil enters their land often and their numbers die off quickly. Their life span is about 50 years and they and kind and gentle with all but evil aligned creatures. Few creatures seem to have the simplicity of mind that the tree ogres possess.
Mound O' Dirt
- CLIMATE/TERRAIN: Magically altered areas
- FREQUENCY: Very @*#@ Rare
- ACTIVITY CYCLE: Any
- DIET: Carnivore
- TREASURE: N/A
- INTELLIGENCE: Animal (1-3)
- NUMBER APPEARING: 1
- ALIGNMENT: Neutral Hungry
- ARMOR CLASS: 14/5
- MOVEMENT RATE: 0
- THAC0: 11
- HIT DICE: 12
- DAMAGE/HIT: 1d8+2/1d8+2/1d8+2/1d8+2
- SPECIAL ATTACKS: Crush
- SPECIAL DEFENSES: Acid
- MAGIC RESISTANCE: N/A
- SIZE: L
- MORALE: The Damn thing can't move!
- EXPERIENCE: 1,250
- APPEARANCE: This looks like a mound of dirt. When active, it appears to have four green vines protruding from it.
- COMBAT: The creature surprises its victims by attacking with its four plant-like arms. It can grab a person on the roll of a 20 and do a squeeze attack that causes 2d12 damage and bone fractures. The creature's arms have an AC of 5 being very tough and agile. If attacked the limbs squirt acid doing 1d4 damage to the attacker. The main mound however is magnetic and will move towards metal objects slightly giving attackers a greater to hit chance. In the mound is a filling of acid that can only be reached by persistent hacking or the prying open of the mouth, contained at the top of the mound.
- HABITAT/SOCIETY:
- ECOLOGY: