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.
krath
Frequency: Rare
No. Appearing:
1-6
Armor Class: 6
Move: 8"
Hit Dice: 3+1
No. of Attacks:
6
Damage / Attack:
Special
Special Attacks:
Drains memories and experience.
Special Defenses:
Immune to first level spells
Magic Resistance:
40%
Intelligence:
Instinct
Alignment: Neutral
(Evil)
Size: Medium
Experience Points:
450 + 4/hp
Where Encountered: Avalon (invading
horde)
Description:
This floating black ovoid creature is
covered with active scilia which move constantly. It has 6 tentacles, each
from 2 - 3 feet long, which float about it as it moves. the creature hovers
4' off the ground, searching for any animal (including humanoids) which
has memories. As it gets close to an intended victim, the tentacles extend
towards the target. Upon touching it's victim, the sticky tentacles latch
firmly onto any surface, (skin, armor, clothing, etc.) and it begins to
subtly drain off memories from the victim. Unless the victim makes a successful
Wisdom check, they will be mildly confused. After no more that 2 rounds,
though, the effect will be noticable by intelligent creatures. The Krath
drains off recent memories and experience points at a rate of 100-600 x.p.
per round. If this loss drops the target below their current level's xp
minimum requirement, a life force level is lost.
The Krath can be pulled off by
another, though a strength of 16 is required to do this. Unfortunately,
the one so assisting is often the next victim.
If slain, the Krath continues
to hover at 4' off the ground, it's tentacles floating idly next to it.
At the moment of it's death, voices can often be heard nearby, echoed memories,
stolen from other victims, and sometimes even sounds of battle and other
miscellany which constituted the experience of it's former victims. Forcing
it to the ground will make the thing dissolve quickly.
Dragryn,
coppery red
Frequency: Rare
No. Appearing:
1 or 2 (mated pair)
Armor Class: -8
Move: 15 (land)
46 (flying)
Hit Dice: 25 (young)
to 75 (ancient)
No. of Attacks:
1 or 3
Damage / Attack:
1-12, 1-12, 5-100 (or breath weapon as dragon)
Special Attacks:
Trample, Fear
Special Defenses:
Immune to any type of control
Magic Resistance:
25%
Intelligence:
Very
Alignment: Neutral
Size: Huge
Experience Points:
125,000 + 2,000/hp
Where Encountered: Alternate Prime Material
Description: The dragryn is basically
a monstrously huge form of dragon. It's hatchlings are generally about
the size of an adult white dragon. An adult coppery red dragryn can measure
up to 400 feet long, with a wingspan which could provide shade for some
small towns. Fortunately for humankind, the dragryn enjoy solitude, and
prefer simply to be left alone in their immense caverns. While they do
collect treasure and enjoy the feel of gold to lie on, dragryn's don't
generally put much value in magical items, and may trade any they happen
to have for gold.
Bear in mind that a dragryn's
fear aura is twice that of a dragon, and only the most stout of heart will
even dare approaching one. If a group of humanoids approach a mated pair
or a female with eggs, they will likely be warned off by the female. The
fiery breath of the dragryn is very accurate, and has been known to melt
adamantine weapons.
Other colors of dragryn range
from silvery blue to dusky brown.
Cavewight
Frequency: Uncommon
No. Appearing:
3-18
Armor Class: 4
Move: 12"
Hit Dice: 6
No. of Attacks:
2 or 1
Damage / Attack:
1-6, 1-6, or 1-10+3 for broadsword
Special Attacks:
Overbearing
Special Defenses:
90% invisible at night, silent movement
Magic Resistance:
30%
Intelligence:
Low
Alignment: Chaotic
Evil
Size: Large
Experience Points:
650 + 5/hp
Where Encountered: The Land (Covenant
series by Stephen R. Donaldson)
Description: Cavewights are black, humanoid
creatures with very long arms and hateful countenances. A wholly evil race,
they are controlled by evil high priests, who send them to fetch and destroy.
Cavewights do not drain life force like regular wights, but can, if ordered
to do so, overbear an opponent and capture them instead of killing them.
Nearly tireless, they can pursue mounted parties for days at a time. Cunning,
they will often surprise intended prey by surrounding them and herding
them into a trap. Their favorite time to attack is the dark of night.