OTHER WORLDLY WARLOCKS


MONSTER LISTS PART FOUR



UNDEAD Undead are immune to most Mind altering magics such as Sleep, Confusion, Charm, Suggestion, Befriend, Madness. They are also immune to Poison and Disease. SKELETONS SL = 6 LV = 1-3 Immune to Impaling Weapons. They use Weapons, Shields, and Armor. COFFIN CORPSE SL = 6 LV = 5 Get +4 to Surprise. Claw Attack +2 Damage. ZOMBIES SL = 6 LV = 1-3 Regenerate. Take extra 50% damage from Fire. Some varieties are slow moving. Some use Weapons. Victims become Zombies. Bite Attack. ZOMBIE PARTS SL = 2-4 LV = 0-2 Missing Legs, Hands, Arms, Severed Heads. Move slowly. GHOULS SL = 6 LV = 1-4 Half Alive, Half Dead. Bite and Claw Attack. Some can talk and some are even scholars. MUMMIES SL = 6 LV = 4-16+ Slow but they can Cause Fear. Strangulation Attack. They take double damage from Fire. Some are Pharaoh Sorcerers. VAMPIRES SL = 6 LV = 1-16+ Strong, Fast. Claws and Bite Attack. Blood Suckers. Can turn others into Vampires. Common Powers include: Bat Form, Gaseous Form, Mesmerize, Regenerate, Flying, Haste, Strength. Some are Spellcasters. Vulnerable to Fire, Daylight, and Wooden Stakes STRIGOI SL = 6 LV = 5-16 Monstrous Vampires that can feed on other Vampires. Bite does +4 Damage. LICH SL = 6 LV = 16+ Necromancer that has turned himself into an Undead. Regenerates. Powerful Spellcaster. SKELETAL DRAGON SL + LV = Per Age Shadow Death Breath. Immune to Impaling Weapons. UNDEAD STEED SL = 7 LV = 3-7+ Skeletal and Zombie versions. Some are Winged. ----------------------------------------------------------------------- SPIRITS They exist in the Ethereal (or Spirit) Plane. Spirit Form is immune to non-magical Weapons. Main Weakness is various Exorcism and control Spirit type Spells as well as elemental attacks. Some have access to Spells. Spirit Form can pass through Walls and solid objects. Those with a Human Origin have SL = 4-6 There are a variety of Spirit Types: Malevolent, Ancestral, Animal, Nature, and Elemental. Some spirits act as guides, helping other spirits reach their destinations. --------------------------------------------------------------------------------- MALEVOLENT SPIRITS All can cause Fear. Save or Flee. Most of these have a Human Origin. EVIL GHOST LV = 1-14+ Extra Scary. Save vs Fear at -2. POLTERGEIST LV = 1-3 Invisibility. Throw Objects for -2 Damage. SHADES LV = 2-6 Touch Attack 1D6 Damage and immobilize for 1D3 Turns. Circle of Darkness. HOAR SHADE LV = 4-10 Chill Touch does +1 Damage and immobilize for 1D4 Turns. Can use Ice Spell List SPECTERS LV = 4-10 Will possess a character, then attack. PHANTOM LV = 5-12 Can Take Solid Form. Likes to kidnap young Women. TORMENTOR LV = 7-16 Soul Sucking Attack +1 Damage and Stun for 1D2 Turns. WIGHTS LV = 4-10 Can use Weapons. WRAITHS LV = 6-16+ Claws do +1 Damage. Can also use Weapons. Sometimes rides Solid Spirit Horse SL = 7 LV = 3 BANSHEES LV = 3-12 Scream Attack. Medium Range Does +2 Damage. HAUNTS LV = 4-14 Cause Madness. Short Range 1 Target. WILL-O-WISP SL = 1-2 LV = 1-2 Lure Spell. Will cause victims to get lost. REVENANTS LV = 8-14+ Claws do +2 Damage. Can also use Weapons. Gets +4 to Tracking Rolls. ---------------------------------------------------------------------- ANCESTRAL SPIRITS Good or Neutrally aligned. GHOSTS LV = 1-12+ Mostly Harmless. Often a good source of information. Some are talkative. Some deeply confused. Some have spell lists they can use. APPARITIONS LV = 1-4 Ghosts stuck doing the same thing over and over. Reliving one very significant moment. They are hard or impossible to talk to. ----------------------------------------------------------------------- NATURE SPIRITS These will protect a specific locale. They will not leave it. RIVER SPIRIT SL = Any LV = 1-10+ Can use Water type Spells These are sometimes worshipped by villagers who depend on the nearby river for their livelihood. MOUNTAIN SPIRIT SL = Any LV = 1-10+ Can use the Earth type Spells WIND SPIRIT SL = Any LV = 1-10+ Can use the Air type Spells NATURE SPIRIT SL = Any LV = 1-10+ Can use the Life type Spells VOLCANO SPIRIT SL = Any LV = 1-10+ Can use the Fire or Earth type Spells FOREST SPIRIT SL = Any LV = 1-10+ Can use the Plant or Druid type Spells -------------------------------------------------------------------- ANIMAL SPIRITS These will protect and Aid living versions of their type. Their Allies get Morale +4 and +2 to all other Rolls. WOLF SPIRIT SL = 5 LV = 3-5+ BEAR SPIRIT SL = 6-7 LV = 5-8+ LION SPIRIT SL = 6-7 LV = 6-8+ --------------------------------------------------------------------- ELEMENTAL SPIRITS The larger ones stick to the Elemental Planes. The smaller ones wander far and wide. They are generally not intelligent but can be made angry or be coaxed into powering up spells. The difference between an Elemental and an Elemental Spirit is that an Elemental uses up energy whereas the Spirit is an energy source. WATER SPIRIT SL = 2-7+ LV = 2-7+ Immune to Normal Weapons. FIRE SPIRIT SL = 2-7+ LV = 2-7+ Immune to Normal Weapons. AIR SPIRIT SL = 2-7+ LV = 2-7+ Immune to Normal Weapons. BRASS MAN SL = 5-7 LV = 5-8+ Armor+3. Fire Inside. Shield & Flaming Hammer. Craftsmen. --------------------------------------------------------------------------- SHAPE CHANGERS They can Transform Themselves. DOPPLEGANGER SL = 6 LV = 4-8+ Steal the identity of a Human, Demi-human, or Humanoid they touch. They can alter size SL 4 to 7 LYCANTHROPES SL = 6 LV = 2-12+ Were Creatures: Wolf, Bear, Rat, Boar, Tiger, Lion, Etc. Wereform: Immune to normal Weapons. Susceptible to Silver. Change automatically during certain celestial Events. Some types become Bestial and Crazed. Otherwise Can Change from human to Wereform at will. Wereform can be Quadruped or Bipedal and SL can increase by 0-2+ SHAPE SHIFTERS SL = 6 LV = 1-6 Can turn into many different types of normal animals at will. BOGGART SL = 6 LV = 2-6 Causes Fear. Feeds on Fear. Appears as what you fear the most. DARK GOBLINS SL = 4 LV = 5-7 Can shift into an Animal Form. Often serve as Familiars for Witches. ------------------------------------------------------------------------- FEY More Powerful Fey can use the Fey Magic List. FAERIES SL = 1-2 LV = 0-2 Dainty. Tiny. Mostly Harmless. Flying Many Types: Moss, Flower, Mushroom, Dewdrop, etc. RESURRECTION FAIRY SL = 1 LV = 4-5 Flying. Can bring a Character back to life. Will then Disappear. Very Rare. PIXIES SL = 2 LV = 1-3 Mischievous Pests. Flying. They will attack in a group for +1 Damage, then leave. DRYADS SL = 5-6 LV = 1-8+ Tree Fey. Know Plant type Spells NIXIES SL = 3 LV = 1-6 Water Sprites. QUICKLING SL = 4 LV = 1-8 Extraordinary Speed. Get -4 to be hit. They will steal something then run away. BROWNIES SL = 3 LV = 1-4 Helpful Fellows. Also called Knockers. Sticks and Stones. Slings. SPRITES SL = 3 LV = 1-4+ Attack with Tiny Bows & Poison Arrows. Flying FIRE SPRITE SL = 3 LV = 1-5 Fire Attacks Close Range SYLPHS SL = 4-5 LV = 1-4 Air Form Fey. Flying REDCAPS SL = 4 LV = 1-4+ Diminutive Murderers. Daggers, Knives. FOMORIANS SL = 7-9 LV = 5-12 Ugly, Evil, Dim-Witted Giants. TROLLS SL = 3-8 LV = 0-8+ Wide variety of Forms. Usually Evil and or Chaotic. Some are stupid, some quick Witted. Some types can regenerate. Many types: Forest, Bog, Cave, Mountain, Water, Bridge HAGS SL = 5 LV = 4-10+ Some know the Witchcraft and or Dream type Spells. Child Eaters. Dream Feeders. UNICORNS SL = 7 LV = 5-14+ Horned Horses. They can use Healing and Blessing type Spells. UNDINES SL = 6 LV = 1-4 Water Nymphs SIDHE SL =4-6 LV = 1-10+ Fairy Royalty. Often mistaken for Elves. Know Fey type Spells. Sometimes Illusion, Conjuration, Lore, Druidism, Archery, Beast, Plant, Enchantment, Dreams, Healing, Curses, and other Spell types GREMLINS SL = 2-3 LV = 1-3 Malicious Tiny Goblinoids. They love to break stuff. LEPRECHAUN SL = 3 LV = 7+ Pot of Gold = 1000 Gold. Know Fey, Luck, and Illusion type Spells







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