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TREASURES IIITM AuthorsIDesigners: John A. Schmidt, Susan Schmidt, Don Mappin Editor/De~reluper: lMonte Cook Cover Illustration: Richard Hescox ICE Staff- Sales Alarxiger: Dcanc Begiching: hlonaging Liliinc Colem:~n Chariron: Pre.sidr,il: Pctcr Pcnkm; CEO Brucc Neidlin~er; Interior Illustration: D. W. Gross Ediring, llr~vel<,,mit,rzr, & Prodacrinrr SluJf- lonle Cook, John Curds. Bruce Ilarlick. Jcssicn Zel8-Grilnm: Project Spccifir Cuntributions: .\~alu.s. Curorno. Srrrire & Oprrnfio,~.~ Srafl AltDirecriun: Jessica Ney-Gdmm; Hcikc Kuhasch, Davc Platnick; Cr~vcr Gmyhic.c Terry Amthnr; Skippthg Si<,fl- D~a\c Manis; Daniel Williams. Pagermking:Kurt 1:ischcr. Coleman Charlton; Layurn: Jr~hn Cunis. Mike Reynolds; Dedication: To my father, W.L. Schmidt, while he nrver gamrd Edi'ditorinl Corrlrih~cti~~ns: Coleman Charlton, John Curtis. he had the soul of an adventurer. Cnpyright 1993 D by Imn Crown Eliterpriscs. Inc. ... All rigt~lr rcscrved. .. . No rcprodaclions wilhuut author's pcrrnission. Produced and distributed hy IRON CROWN EUTERPRISES. Inc. P.O. Box 1605. Ch;lrlottcsvillc. VA 22902 Stodi # 143U Firs1 U.S. Edilion. First Printing, 1994. ISRN 1-55806-NU-9 Sample file

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Page 1: 1430 Creatures & Treasures III - RPGNow.comwatermark.rpgnow.com/pdf_previews/88191-sample.pdf10.1 Enchanted Herbs 60-65 ... (and MERP) supplement covering three key elements of fantasy

TREASURES IIITM AuthorsIDesigners: John A. Schmidt, Susan Schmidt, Don Mappin

Editor/De~reluper: lMonte Cook

Cover Illustration: Richard Hescox

ICE Staff- Sales Alarxiger: Dcanc Begiching: hlonaging Li l i inc Colem:~n Chariron: Pre.sidr,il: Pctcr Pcnkm; C E O Brucc Neidlin~er;

Interior Illustration: D. W. Gross Ediring, llr~vel<,,mit,rzr, & Prodacrinrr SluJf- lon le Cook, John Curds. Bruce Ilarlick. Jcssicn Zel8-Grilnm:

Project Spccifir Cuntributions: .\~alu.s. Curorno. Srrrire & Oprrnfio,~.~ Srafl AltDirecriun: Jessica Ney-Gdmm; Hcikc Kuhasch, Davc Platnick; Cr~vcr Gmyhic.c Terry Amthnr; Skippthg Si<,fl- D~a\c Manis; Daniel Williams. Pagermking:Kurt 1:ischcr. Coleman Charlton; Layurn: Jr~hn Cunis. Mike Reynolds; Dedication: To my father, W.L. Schmidt, while he nrver gamrd Edi'ditorinl Corrlrih~cti~~ns: Coleman Charlton, John Curtis. he had the soul of an adventurer.

Cnpyright 1993 D by Imn Crown Eliterpriscs. Inc. ... All rigt~lr rcscrved. .. . No rcprodaclions wilhuut author's pcrrnission.

Produced and distributed hy IRON CROWN EUTERPRISES. Inc. P.O. Box 1605. Ch;lrlottcsvillc. VA 22902 Stodi # 143U

Firs1 U.S. Edilion. First Printing, 1994. ISRN 1-55806-NU-9

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TABI,E OF CONTENTS 1.0 INTRODUCTIO 3

1.1 Author's Commenls ......................................................... 3 1.2 Notation ......................................................................... 3

2.0 STATISTICS AND CODES ................................ 4-9 2.1 Type ................................................................................. 4 2.2 Level ....................... .... 4 ............................................. 2.3 Movement Stats 4 2.4 Combat Stab 5 2.5 Encounter Slats ................................................................ 7 2.6 General Descriptions ....................................................... 9

... 3.0 ANIMALS Adderhawk (p10) Blaster Bcnk (p10) Foot Mites ( p l l ) Fnnlnn Horse (pl I )

9.0 RACES ..................................................................... 55-59 Arachnins (p55) Orcx (p57) Aragons (p56) Yasheen (p59)

.................... ........................... 10.0 TREASURES .. 60-66 10.1 Enchanted Herbs 60-65 10.2 Artisan Constmcts ....................................................... 66

11.0 MAGIC ITEMS ......................................... 8 67-70

1 1.2 Rune Stone 70-73 74-76 7678

...................... 10-15 ................. Mullan (p14)

79-80 Ohweesho ( ~ 1 4 ) 81-88 Tyrorcs (PIS) 1 1.7 Potent Item 88-91

.................................................. I 1.8 Most Potent Items 9 i-95 .................................................................. 4.0 DRAGONS & FELL CREATURES ............ 16-19 11.9 Artifacts 95-98

Clay Drake (p16) Land Monitor (p17) SloneDrale @lR) Erience Dmke (p17) Deathfatc(pl8)

5.0 COMPOSITE MONSTERS ............................ 20.30 Armorachnins (p2O) Ninrnorse (p24) Tac Wolf (p27) Binlorc ( ~ 2 0 ) Oragon (p25) Trernlor (p28) Delmor (p2I) Onavion (p25) Viper Ant (p28) Hormor (p22) Sealon ( ~ 2 6 ) U'eedlin ("29) M a - O - W z (pU) Sko-Katiao (~7.7) Wolfron (p30) Hcllion (p23)

6.0 ELEMENTALS AND ................................... ARTIFICIAL BEINGS 3 1-36

B l d e (p3 1) Ice Elephant (El . Golem) (33) Time Elemental Galem (p32) Giant Skeletal Constructs (p34) Plmma Elemental Golem (p32) Goliath Skelctal Construcls (p34) Stone Elephalit (El . Golem)(p33) Mannish Skeletal Concuucts(p341 Water Elemental Colern (p33) Slivcr (p35)

........ 7.0 ENTITIES FROM OTHER PLANES 36-39 Ektar (p36) Ecrlurlath (p37) S h w a ( ~ 3 9 ) Dark Wtar (p36) W a a l (p38) He& Axe (p39) Fwd1 ("36) Tintr Spider (p38)

8.0 UNDEAD ................................................................. 40-54 Blood b r d of Soul (Lord Vampirc) (p40) Shadowraith (p41) Heat Spirit Elemental ( ~ 4 9 ) Spirit Flcrncntsls (p42-54) llinar Spirit Elemental (p49) Acthcr Spirit Elcmcnlal (p42) Inenin Spirit Elemental (p49) Air Spirit Elcmcntal (p43) Light Spirit ElemmWI (p50) Chaos Spirit Elemental (p43) Nether Spirit Elemental (p50) Cold Spirit Elemental ip44) Nexus Spirit Elemental (p51) Eanh Spirit Elemental (p44) Plasma Spirit Elemental (PSI) Unrk Spirit Uemental (p45) SeaSpirit Elemental (p52) Electrical Spirit Elemental @4h) Time Spirit Elemental (p52) Fire Spirit Elemental (p46) Vvcid Spirit Elemental @52) G a Spiril Elrmental (p47) Water S p i d Elememal (pS3) Gravity Spirir Elemental (p47) Vibration SpiritElemental (p54) lu: Spirit Elemental (p48) Wind Spirit Elemental (p54)

12.0 CREATING ...................... YOUR OWN MONSTERS

12.1 Combining Creatures ................................................... 99 12.2 Adding New Capabilities ............................................ 99

.................................... 12.3 Creating An Original Creature 99 .................................................................... 12.4 Giantism 100

13.0 TABLES & CHARTS .................................. 101-130 13.1 Comprehensive Treasure Generation Tables ............. 101

13.1.1 Weapon. Armor. and Shield Generation Table . 101 13.1.2 ltern Generation Based on Power Table ..... 102-105 13.1.3 Rune. Rune Stone. and Potion

..................................... Item Generation Table 106 .. 13.2 Comprehencive Encounter Generatton Table. 100-128 . Ci\.ili/ation / Hnhitalion (Social 1 Culture)

................................................ Encounter Chart 107 Universal Animals Generation Chart ......................... 107

13.2.1 Special Features Encounter Table .............. 108-1 12 13.2.2 Vegetation Encounter Table ....................... 113-1 17

............................ 13.2.3 Terrain Encounter Table 118-1 19 13.2.4 Water Sources Encounter Table ................ 120-127 13.2.5 Universal Monsters Encounter Table ................ 128

.................................... 13.3 Creature Statistics Table 129-1 30

14.0 INDICES 14.1 Comprehensive Creature Index .......................... 131-135

.......................... 14.2 Comprehensive Treasure Index 136.142

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Creatldres & Treasurrs 111 (C&Ti l l ) is the third Rolemaster Note: Forr~adabi/i@purpses, thcse rulesuse tile smndur0 (and MERP) supplement covering three key elements of fantasy masculine pronourn whm wferring topersons ofcincertain role playing: creatures, treasures. and encounters. gemier rn such cases, fhesepronourrsare intendedto corrvey Itdiffersfm~~~thctwopreviousworksin not only thecontent but the nreanings: heAhe, herhim, etc.

also i n the format. The chances to the format are cosmetic. the - actual mechanics are the same. Now, however, the statis~ical information for the creatures is presented above the text enuy as well as in table tom--a comprehensive table can bc found at the end of this product. All spell lists are italici~ed followed by references to product and page in square brackets. The entry for each creature has been broken down: Description, Lifestyle, Com- bat, Background, and (where warranted) Observations or Notes.

These observations are presented from the point of view of various sages. adventurers and others knowledgeable on the vari- ous subjects. Where the "narrator" changes, a short paragraph regarding the new speaker is presented. Thelowtions,people, and occurrences mentioned can be easily changcd to fit your own campaign game. Certainsectionsofcreatures,particularly theElementalGolcms

and Elemental Spirits, rely heavily on the Elernenfa/ Companion. If this book is available, it should be consulted when using these creatures. Their attacks and special abilities are presentrd in that book. If the Elcrn~ntal Conlpwion is not available. the GM can substitute similar attacks and special abilities that are available. Forexamplc, the Lightning Bolt Attack Table in Spell l n w can be substituted for Plasma. Nether, and other attacks. This is true for any creature or items abilities which come from any of the Companions. Spell Law should be able lo pnrvide substitutes for any such attacks or abilities.

1.1 AUTHOR'S COMMENTS This pmduct includes comprehensivetteasurc cables, encounter

tables, and monsterlueasure indices that cover C&T, C&TII, C&TIII, LC, OC, RMCI, RMCV, andRMCVIf. Whilcthefint two Creutures & Treusurec were designed as stand alone products C&TIIf ismeant to bridge all three together. Our thinking was that if you bought C&TIlI you had probably hought C&T and C&77/ and hopefully that you would like a product that ties all three together. If this assumption is correct, then enjoy; i f not, simply disregardreferenccstocreatures andtreasures from thosetextt, that you do not possess (or better yet g o out and hny those tomes).

Ynu might notice that some of the trcasures listed within the treasure generation tables have been labeled using the method presented in C&TII(Modest. Patent, Most Potenl, Artifact). C&T had somemiscellaneous nlagic iternsandotheritems which did not use this format-we have categorized them in what we hope is an accurate manner.

It is our desire that C&17ll has been presented in a streamlined format that will make yourjoh as GM some what easier. W c hope that these ideas are along the samc track that you might have follc~wed in our place.

1 would like to thank some of those individuals that assisted us in this endeavor. Until yousit down and begin im actually compose this or any other text, you will not realize the importance of afirst rate editor. Monte Cook iscertainly that and agreat dcal more. His patience and assistance made this text possible. Thanks to Susan (my wife)can not bc easily expressed due to her tireless e f r t s on this project (the tedious task of creating thecomprehensive tahles that are found within went to her). Don Manoin rendered not nnlv

&.

a great deal of assistance for the formatting ideas but also for the other material found within. Don has the distinction of having intro.luced lnc I~~Kn/r.mnasIer an. lolkln(! one of lhc rntlrt crci~tiur (iM, t l ~ ; ~ t 1113\.c. ha1 thc plea;urr.oI nl;~vine n ith T11:htaCI o C I ( ' t ' . , -. are without question some of the best prople that I have ever worked with. 1 would like to thank Clay Hclherg who introduced me to role playing all those years ago. To the "Old Guard": Tim Pittman. Mel Blaylock, Karyn Wisenhunt, Kevin Ploostcr, John Lurvzy, Doug Haris, Tracy Nelson, Brian & Pam Louden, Uilli Bon Yoshimi, Joan Remc, and Todd Ford-thanks for sollie very fineroleplayingandthefricndships thatensued. Lastandceltainly not least thanks to the staff and customers of Cornics IJtah.

1.2 NOTATION The material in C&TlII uses the standard notation from the

Rolemaster products: Army Law (ALJ, Spcll Law (SL), Characrer Law & Camjlai~n LuLv(C~L&C~LI, etc.Thc>seproducts should be consulted for specific references. The Indiccs use an abbreviated notation for the Rolentaster Comnpanions: RI. RfI, RfII, and RIV.

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The following sections contain descriptions for a variety of creatures, guidelines for handling themduringplay, andguidelines for creating your own creatures. Before attempting to use the statistics provided for each creature, a Gamemaster should read Sections 2.1 through 2.6, which contain the codes used in the creature tables and descriptions.

Races include all intelligent beings whose capabilities fall into the generalprofession/level development systemoutlined in Char- acter Lav and MERP. Many of these races can be handled as "monsters" (i.e., treated as encounters or general opponents of player characters), as well as being handled asplayercharacters or non-player characters.

Monsters in C&TII are creatures which are not characters (i.e.. members d"racesm) and which arenot standard animals. Sections 4.0 through 8.0 provide complete descriptions and game stats for an assortment of fantastic beasts and monsters, including: spirits, elementals, golems, dragons, the undead, and a variety of other creatures.

The statistics given describe typical or average creatures. Many statistics fora given creature(an&al ormonste~)areactually given forafamilvofrelatedcreatures.Individuals~ies ofsuchafamilv may he smaller, larger, faster, etc. In certain cases, a percentage chanceof specialproperties(e.g.,poison, flight, etc.)is given. This information is provided to aid in play and is not necessarily accurate with respect to the GMs specific world system. All statistics should be altered to better tit the GM's view of his own world scheme, if that is necessary.

These stats are of course abstracted to fit into an FRP environ- ment and speed play. Additional codes provide a Gamemaster with guidelinesforgenerating creatures whichvary from theaverage in terms of level, hits, bonuses, etc. These additional statistics can be ignored when a Gamemaster does not want to--or have time G generate each creature encountered.

A Gamemaster may also wish to generate skills for some creatures using Rolemuster skill development (e.g., a demon Alchemist, an undead Bard, etc.). To do this, the Gamemaster should assign a profession to the creature and then use the Non- Player Character Chart in Character Law, or develop thecreature's skills himself.

These rules assume several different environments of activity for creatures: on land, in the water, and flying in the air. Some creatures which can operate in several environments will have several sets of statistics describing their capabilities in the various environments. In these cases, the set of statistics forthecreature's urimarv environment is given first. -

The following sections break down the various statistical cat- egories of the creature descriptions, and explain the codes used throughout.

2.1 TYPE - - - This is the generally accepted name for the given type of

creature. If the movement statistics given for it are not for land movement, the type of movement is sometimes given in parenthe- ses (e.g., fly, swim, burrow, etc.).

For some types of creatures, the generic sub-classifications given (small, medium, large) are no1 thecreature's size relative to other creatures, but instead they are the creature's size relative to other creatures of its own type.

2 -2 LEVEL Lvl: The number given here is the level of an average creature of the given type; it is primarily used for determining the creature's hits, attacks, experience points and Resistance Rolls. If the Gamemaster wishes, he may use the Level Chart given below to vary the exact level of the creature; just roll (open-ended) and cross-index with theletter (Level Code) given in the statistics. The result is added to the average level to give the creature's actual level. If anegativelevel is obtained,just uselevel 0. Creatureswith lower levels &an average can be considered to be the "young" of their type, while those with higher than average levels can be the "leaders" or "venerable adults".

LEVEL CHART

Level Code from the Statistic Tables Roll A B C D E F G E

4 1 Young helpless creahlre (eg. , baby) -3 01-10 -1 -2 -3 -4 -5 -6 -10 -2 11-15 0 -1 -2 -3 -4 -5 -8 -2 .. . -- 16-20 0 0 -1 -2 -3 -4 -6 -I 21-25 0 0 0 1 -2 -3 4 -1 26-35 0 0 0 0 -1 -2 -2 -1 36-45 0 0 0 0 0 -1 - I 0 46-55 0 0 0 0 0 0 0 0 56-65 0 0 0 0 0 +I +I 0 66-75 0 0 0 0 +I +2 +2 +I 76-80 0 0 0 +I +2 +3 +4 +1 81-85 0 0 +I +2 +3 +4 +6 +I

86-90 0 +I +l +3 +4 +5 +8 +2 91-100 +I +1 +2 +4 +5 +6 +I0 +2 101-140 +1 +I +2 +5 +6 +7 +I1 +3

141-170 +I +2 +3 +6 +7 +8 +I2 +3 171-190 +I +2 +4 +7 +8 +9 +13 +3 191-200 +2 +3 +5 +8 +9 +I0 +I4 +3

201-250 +2 +4 +6 +9 +I0 +I1 +I5 +3 251-300 +3 +5 +7 +10 + I 1 +I2 +I6 +4 >300 +4 +6 +8 +I1 +I2 +13 +I7 +4

2.3 MOVEMENT STATS These movement statistics assume average Quickness and en-

cumbrance for the particular creature, and may be adjusted as necessary for special cases.

A creature's actual movement rate is determined by its Base Rate as modified by its pace (up to its Max Pace) and possibly a maneuver roll using its Movement and Maneuver Bonus (MM Bonus). To determine a creature's movement rate for a given round, the Gamemaster should fmt decide on the creature's pace (up to the maximum allowed) and then the basemovement rate can be multiplied by the movement rate multiplier given in the Pace Chart below.

A creature's pace also determines how many exhaustion points it uses each round. A creature's exhaustion points is dependent upon its Constitution; the process for determining exhaustion points is given in the Combat Stats section when Constitution is discussed.

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PACE CHART

Movement Normal RawPmce Manewer Exhaustioo

Code Pau Multiplier Ditticolty F't. Cost

walk walk Ir None 100 md Jog Fan Walk / Jog 1 . 5 ~ Routine 116 md ~ u n ~ u n 2~ easy IR md S ~ I SprintlFasfRun 3x Light 5lmd FSpt FmSprint 4x Medium 25irnd Darh Dash 5x Hard 40imd Var Vades due to -or - - -

BaseRate. Acreamre's base movement rate is thedistance which the creature may normally move each mund at a "walking" pace. Base RaIes less than 1' are given as 1' (usually Tiny creatures).

Max Pace: The pace given in the statistics is the maximum allowed pace for the given animal. MM Bonus: The M M Bonus is used if the Gamemaster requires a maneuver roll to move at paces greater than a walk. The G M should first total the maneuver mll and the MM Bonus; and then he should obtain a result from the Moving Maneuver Table provided in Character Law by cross-indexing this total and the normal maneuver difficulty for the given pace (see Pace Chart aboveforsuggesteddifficulties). Theresult is the percentageofthe creature's movement rate which is actually covered.

Distance Moved = Base Rate x Pace Multiplier x (Maneuver Roll Result 1 100)

Speed (MSIAQ): A creature's speed is given in terms of "Move- ment Speed I Attack Quickness". Movement Speed helps deter- mines a creature's "Base Defensive Bonus." while Attack Quick- ness determines acreature's "first strike points." Both factors can be used todetermine acreature2sDefensiveBonus (DB) in various lactlcal siluattons. The DBs g i \ m in this p rodu~t already includr. the baseDB, butthey do not includeany modificetions tor Charge/ h n g e or FleelEvade maneuvers.

SPEED CHART -

Defensive Bonus Modifications (m) (MS) (AQ) (AQ) Base Fled Chargel Fin t

Code Rate DB Evade Lunge Strike&

IN Inching -25 0 0 5 CR Creeping -20 0 U 10 VS Very Slow -10 0 0 20 SL Slow 0 0 0 50

MD Medium 10 5 -5 85 MF Moderately Fast 20 10 -10 97 FA Fast 30 15 -15 101 VF Very Fast 40 20 -20 110 BF Blindingly Fast 50 25 -20 120

2.4 COMBAT STATS h?: This is the size of the given type of creature: 'T"=Tiny, "S=Small, "M"=Medium, "L"=Large. and "H=Huge. This is merely an approximation of thecreature's size with Medium being approximately man-sized. Crit: This statistic indicates how critical strikes inflicted on the given type of creature are resolved. In some cases more than one of these codes apply--consult the Critical Codes Chart.

CRITICAL CODES CHART

Critical Code Code Effect

- Use normal ~ritical procedure. I Decrease critical severity by one ('A' is modified by -20.

'B'becornes an 'A', C becomes a 'W, etc.). I1 Decrease critical severity by two ('A' is modified by -50.

'B' is modified by -20 on the 'A' column, 'C' becorncs an 'A', etc.).

LA Use Large Creaturc Criticals. SL Use Super Large Creature Criticals. @ Stun results do not affect creature. # Stun results and hitdmd do not affect Creature.

BaseHits: A creature'sBaseHits is thenumber of concussion hits which an average creature of the given type can absorb before becoming unconscious. If the Gamemaster wishes he may use the Constitution Bonus Chartgiven below to vaiy theexactnumber of hits that thecreature can take. Just roll on the column indicated by the lettergiven under "BaseHits" in thecreature's statistics (record this roll, it can be used as the creature's Constitution stat). The resultingConstitutionBonus(Con Bonus)is givenattheleft of the chan; this bonus is added to the creature's Base Hits to obtain the total hits which that specific creature can take. Aresulting hit total of less than oneis treated as one. If no letter accompanies the Base Hits stat there is no variation in hits (cornmonforconstructs, ctc.).

CONSTITUTION BONUS CHART

Can Base Hits Code from lhe StatisticTables Ranus A B C D E F G I1

-25 - - 01 01 01 01 01 01

-20 - 01 02-03 02 02 02 02 02 -15 01 02-04 M-08 M ~ 0 4 03-04 03 03 03

' -10 02-09 05-11 09-23 05~09 05~09 04~05 04 04 -5 10-25 12-31 24-74 10-24 10-24 06-10 05-06 05 0 26-74 32-69 75-89 25-74 25-72 11-25 01-11 06-07 - +5 75-91 70-89 90-9h 75-89 73-87 26-72 12-26 08-12 +I0 92-99 W96 95-97 90-94 88-92 73-87 27-71 13-27 +I5 100 97-99 98-99 95-97 93-95 88-92 72-86 28-72

- ~ . .~~ +20 - 100 100 98-99 %~97 93-95 87-91 73-88 +25 -- - - 100 98 %-97 92-94 89-93 +30 - - - - 99 98 95~96 94-96 .. +35 - - - - 100 99 97-98 97-98 +45 - - - - - 100 99 99

+M) - - - - - - 100 100

Hits per Level Ditrerenae I 2 3 5 8 10 12 15

Bonu Exhaustion Points 0 0 0 0 +50 + loo 4150 +200

Varying Hits due t o Level Differences: In addition, acreature's hits can vary if its level differs from the given average level. If a specimen is of a higher level than the norm, it will have more hits. If its level is below thenorm forthecreature type, then it will have fewer hit points. Just multiply the "Hits per Level Difference" given in the Constitution Bonus Chart by the difference between the actual level of the creature and the average level for its type. This product is then added to (or subtracted from) the previous hit total to obtain the creature's new hit total.

Total Hits = Base Hits + Con Bonus +I- (Level Difi.)x(Hits/Level Diff.)

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Exhaustion Points To determine the number of exhaustion points initially available to ancreature, again use theConstitution Bonus Chatt. Use the creature's Base Hits code (the letter given after its Base Hits) and a 1-100 roll to determine the creature's ConstitutionBonus. The creature's availableexhaustion points are obtained by adding thecreature's Constitution (equal to the 1-100 roll just made), its Constitution Bonus, and its Bonus Exhaustion Points based upon its Base Hits code-also available at the bottom of the Constitution Bonus Chart.

Exhaustion Points = Constitution +Con Bonus +Bonus Exhaustion Points

AT(DB):Thefrrst numberin thisenfry isthecreature'sRokmuster armor type:

I = SkinICloth 1 1 = Half-Hide Plate 2 =Robes 12 = Full-Hide Plate 3 =Light Hide 13 = Chain Shirt 4 =Heavy Hide 14 = Chain Shirt & Greaves 5 =Leather Jerkin 15 = Full Chain 6 =Leather Coat 16 = Chain Hauberk 7 =Reinforced Leather Coat 17 = Metal Breastplate 8 = Rcin. Full-Length 18 =Metal Breastplate

Leather Coat & Gmav~s 9 =Rigid Leather Breastplate 19 = Half Plate

10 = R Lthr Breastplate & Greaves 20 = Full PIatc

The number in parenthesisunderthisenny title is thecreature's Defensive Bonns. It is given for that creature's average quickness and may need to be adjusted in exceptional cases. This defensive bonus does not include any shield bonuses, but certain creatures may be capable of using a shield or the equivalent of a shield. If a shield is normally used, an "s" is included after the creature's Defensive Bonus entry.

Attacks: These statistics indicate how acreature attacksusing the Rolemaster tables. Usually, anumber of attacks are given for each creature separated by slashes ("r'). Each creature usually initiates combatusingoneoftheseattacksasindicated.Duringlaterrounds, the san~eor other attacks may beuseddepending upon thesituation or success of earlier attacks.

Each attack is usually described by the following statistics:

I ) Offensive Bonus: The first number is the Offensive Bonus for that attack.

2) Amck Type: The letter codes which follow the first number indicate the attack type.

For most non-weapon weaponry attacks, the first letter indicates the size of the attack:

S = Small M =Medium L = Large H =Huge

The next two (or three) letters indicate the type of non-weapon weaponry attack:

Ba = BasNRamIButllKnock DownISlug Cr = CmshlFall Bi =Bite Pi = PincerIBeak C1 = Clawnalon St = Stinger Gr = GrapplelGrasp/EnveloplSwallow Ti =Tiny Ho = Horflusk Ts = TnmpleJStomp hlsw = Martial Arts Sweeps &Throws (no size, normally rank 4) Mst = Martial Art$ Striking (no size, normally rank 4)

Some attacks are treated as weapon attacks using the following code without an attack size prefut:

We = General wcapon used based upon situation and availability. ba =battle axe ja = javelin sc = scimitar bs = broadsword lb = long bow $1 =sling bo = bola Icb = light cross how sp = spear cl = club ma= macc ss =short sword cp = cornpositc bow rnl = mountcd lancc th = tuzo hand sword da =dagger pa = pole arm ts =throwing slar fa = falchion q s = quarter staff wh = war hammer ha = hand axe ro = rock(Large Crush) wm = war maltock hb = halbard sb = short bow w = whip hcb = heavy cross bow

Some attacks, such as dragon breath, are treated as elemental spell attacks and use the following code without an attack size prefix:

FBolt = Fire Bolt CBall = Cold Ball lBolt =Ice Bolt FBall = Fire Ball LBolt =Lightning Bolt CConc =Cold Cone SBolt = Shock Bolt FConc = Fire Cone WBolt = Water Bolt GCone = Poison Gas Cone (varying effects)

Unless statedothenvise, "Cones"arebreath weapons(usingthe appropriate "Ball" table), each of which covers a cone shaped area which originates from the creature's mouth and extends for a length and h r c Jimcnsiun sp.cifiul in the creature's des-ription. Cones h ~ n flying beasts can be treated ;IS "R;~lls" ag:~in\t targets on the ground.

Fire Breath ('FBr'), ShockBreath('SBr'), andLighlningBreath ('LBr') indicate a"Bolt" attack of the given type, or a cone anack with half of the given OB. Ice Breath ('IBr') and Water Breath ('WBr') may usually only be used as bolts, unless specificied otherwise. Gas Breath ('GBr') and Cold Breath ('CBr') may usually only be used as cones.

A G M should feel free to alter critical severity level for special elemental attack types. For instance, a Lightning Ball, which would use the Fire Ball attack table with electricity crits, could have all criticals increased by one severity level when resolved against metal armor types.

Other "Bolt," "Ball" and "Cone" attacks are common. being variations on the themes presented here. For instance. Earth Balls would use the Cold Ball table with impact criticals, Lightning Cones would use the Fire Ball table with electricity criticals, etc.

3) Additional Information: Finally, the last element in the attack cude gives additional information concerning the attack pattern, number of attacks, damage, etc. Codes inparenthesesor brackets indicate special attributes of that particular attack, while the other codes indicate the creature's overall attack pattern. What follows is a summary of these suffix codes.

Nothing-If no codeoutside parentheses or brackets isgiven after the attack type, that attack is one of the options available for the creature to use if it is appropriate for the situation (as determined by the Gamemaster). Number-This number is the percentagechance of this particular attack being used. All of these numbenforacreature's attackswill add up to 100, so that one roll can be made to determine which anack is used.

*-If the attack given on the left has obtained anon-Tiny critical, this attackoccursin the same round of comhat as the anack which obtained that critical.

4-1f the attack given on the left has obtained a non-Tiny critical, this attack will occur in the next round of combat as the attack which obtained that critical.

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