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    .

    2

    Monstrous

    Compendium

    .

    A

    L1-b

    r .

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    PREHISTORIC A ND PLEISTOCENE ENCOUNTERS

    Scrub

    2

    Tyrannosaurus Rex

    3 TyrannasaurusRex

    4 Dilophosaurus

    5  Ankylosaurus

    b Gorgosaururor deinochus

    7

    Struthiomimus

    8 stegosaurus

    9 Pentaceratops or triceratops

    .O

    Trachodon

    .1 lguanadon or lambeosaurus

    Camarasaurusor

    plateosaurus

    Pternnodon or pterosaur

    Podokesaurus

    Styracosaurus

    Monochius

    7 Ornitholestes

    8

    CeratOSdUNs

    DMSpecial

    Water

    2

    Snake, giant con.

    3 Snake, giant con.

    4

    Pleisiosaurus

    5  Pleisiosaurus

    6 Elasmosaunu

    7 Tanystropheus

    8 Nothosaurus

    9

    Piranha, giant

    Fish, school

    1

    Fish, school

    Fish, school

    Pteradactyl

    Pternnodon

    or pterosaur

    Crocde.giant

    6 Eel,

    weed

    Gar,

    giant

    Crayfish, giant

    9

    D M S p d a l

    DMSpecial

    or SENb

    Preh lS tOr iC

    Forest

    2

    Snake, gmnt con

    3 Snake. giant con.

    4 Lizard, giant

    5  Brontosaurus

    6 Megalosaurus

    7

    Mosaurus

    8 Ankiasaurus

    9 Trachodon

    10 Plateosaurus

    11

    Stegosaurus or d a c e n t ~ ~ s

    12 Iguanodon

    or

    lambeosaurus

    13 Euparkena

    14

    Compsognathus

    16

    Paleocinthus

    17 Teratosaurus

    18 Mampondylus

    19 DMSpemal

    20

    DMSvecial

    15 CWatOSaUNs

    1 . 1

    ic

    De

    terorocean

    2 . .-..elon

    ischyras

    3 Archelon ischyras

    4 EeLmarine

    5  Tennodontosaurur

    6 Dinicthys

    7 Elasmosaurus

    8 Shark, common

    9

    Pleisiosaurus

    10 Pleisiosaurus

    11 Fish, school

    1 2 Fish, school

    13

    Whale, common

    14 Shark, common

    15

    Shark, giaht

    16 Whale,

    giant

    17 Squid, giant

    18

    Ray, manta

    19

    DMSpedal

    20 DMSpecial

    Fwstocene

    Forest

    2 Horse,wild

    3

    Horse, wild

    4

    Lion, spotted

    5  Weasel, giant

    6 Boar, giant

    7 Axebeak

    8 Hvenodon

    I

    ~~

    ~ ~~

    9

    Tier ,

    S.T.

    Animal, herd

    1 Animal. herd

    Animal, herd

    Mammoth or mastodon

    Titanothere

    Baluchitherium

    Rhino,wooley

    Camel

    8 Caveman

    9 DM Special

    DM Special

    otes:

    2 Snake, giant con.

    3

    Snake,

    large con.

    4 Wolf, dire

    . S Lion,spotted

    6 Weasel, giant

    7 Ape, carnivorous

    8 Tiger, S.T.

    9

    Baboon

    10 Animal, herd

    11 Animal, herd

    12

    Animal, herd

    13 Megatherim

    14

    Mammal, small

    15 Mammoth or mastodon

    16

    Boar, giant

    17 Baluchitherium

    18 Caveman

    19 DMSpecid

    20

    DMSpecial

    Monsters in

    italic

    type are typically airborne when encountered.

    plelstocew

    Mash:

    Herd animals

    are

    go%

    likely to

    be

    giant flihl

    ....

    irds of

    1-3

    Hit Dice.

    These

    are non-aggressive unless provoked or

    low or

    Waters

    2 Lamprey,land

    3 Strangleweed

    4

    Elasmosaurus

    5 Lamprey

    6

    Shark,

    common

    7 Archelon ischyras

    8 Plelslosaurur

    9 Crab,giant

    10 Fish. school

    11

    Flsh, school

    12

    Fish, school

    13

    Pteradactyl

    14 Pteranadonor

    pterosaur

    15 Barracuda

    16

    Snake,sea

    17 Octopus

    18 Ray, sting

    19

    DMSpecial

    20 DMSvecial

    Rough or Hill

    2

    Tiger,

    S.T.

    3 Ape, carnivorous

    4 Ape, carnivorous

    5  Wolf, dire

    6 Wolf. dire

    7 Bear, cave

    8 Hyenodan

    9

    Lion, spotted

    10 Animal, herd

    11 Animal. herd

    12 Animal, herd

    13

    Animal, herd

    14 Vulture,

    ommon

    15 Rhino, wooley

    16

    Mammal, small

    17 Cavemen

    18 Cavemen

    19

    DMSpecial

    20

    DMSpecial

    Prehistoric Prehistoric

    niwor ROU@

    Marsh

    2 Tyrannosaurus Rex 2 Tanystropheus

    3 Tyrannosaurus Rex 3 Tanystropheus

    4 Alloraurus

    4 Snake, giant. con.

    5 Gorgosaurus

    Dimetrodon

    6 Compsognathus 6 Euparkeria

    7 Dimetrodon

    7 Nothosaurus

    8 Euparkeria

    8 Crocodile, giant

    9

    Ankiasaurur

    9 Trachodon or kentrosaum

    10

    lguanadon

    10

    Iguanodon 01 lambeosaurus

    11

    Pentaceratops OI

    11

    Camarasaurus

    or

    ceti-urus

    12 Pteradactyl brachiosaurus

    13

    Pteranodon

    or pterosaur 13 Diplodocus

    or

    14 Triceratops mamenchisaurus

    15 Stegosaurus

    14 Pteradactyl

    16 Lizard, minotaur 15

    Pteranodon

    or pterosaur

    17 Ankylosaurus 16 Massopondylus

    18

    Paleocinthus

    17

    Lizard, giant

    19

    DMSpecial

    20 DMSpecial

    styracosaurus 12 Brontosaurus or

    --LiStoric

    11 Animal; herd

    12 Animal, herd

    13 Animal, herd

    14 Vulture, common or giant

    15 Caveman

    16

    Caveman

    17 Caveman

    18

    Condor

    19

    DM Special

    20

    DM Special

    Wdterbome: Fish schools are huge schools of harmless fish. They a

    preyed

    on

    by aquatic carnivores.

    Some

    harmless schools of fish might

    be mistaken for piranha (orvice versa).

    3

    Snake, giant

    con

    4

    Phororhaws

    5  Phororhacos

    6 Axebeak

    7 Axebeak

    8 Crocodile, giant

    9

    Crocodile, giant

    10 Animal, herd

    11

    Animal, herd

    12 Animal, herd

    13

    Animal, herd

    14 Megatherium

    15 Mastodon

    16 Mammal, small

    17 Lizard, giant

    18 Cavemen

    19 DMSpecial

    20

    DMSpecial

    Pleistocene

    Mountain

    2

    Ape, carnivorous

    3 Ape, carnivorous

    4 .Wolf, dire

    Wol$,

    dire

    6

    Lion, spotted

    7 Lion, spotted

    8 Bear, cave

    9

    Bear, cave

    10 Animal. herd

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    I

    OVEMENT:

    T DICE

    r

    *

    m

    Combat: Femaleascallions usually atta

    O w n .

    Because of the singula

    lions

    are

    unable to hunt

    many ocean predators

    d

    as

    ons are deadly enem

    sight, abandoning whatever else they

    may

    be

    turn

    as

    deadly a5 the giant shark.

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    Mountain oeakq

    Rare

    Nil

    Neutral good

    APPEARING: 1-4

    4

    VAL1

    only known as wind steed.,

    ....

    asperii is highly prized as a

    in color and have small manes

    are usually silver, white, or light grey.

    Although asperii are gentle beings, they are also quite

    le of defending themselves if forced into combat. Each

    , asperii can kick with their front hooves and bite with their

    rp teeth. As a rule, they direct their bites at the wings and faces

    o damage from any form of cold-

    ck. Similarly, they are unharmed by winds of any type

    ng the whirlwind attacks of an air elemental or a djinni

    so forth). This ability also enables them

    to

    slip free of the

    aerial servant with unusual ease (thev have a 40%

    ,

    ce to do

    so.)

    to

    heat) and suker double the normal amount of damage from

    that employs flames.

    but can also see into both the Ethereal and Astral

    f the approach

    of

    creatures that might otherwise be unde-

    of

    asperii makes them immune to all

    f gaze attacks, such as those of the basilisk or catoblepas.

    ). They retain such quick response times until

    600

    pounds but its maneuverability class is re-

    150pounds carried.

    t is, one who has accepted an individual as it

    flies50 smoothly that its rider may even cast spells from its

    particular

    pply. If an asperii elects to strike with itshoovesor bite in

    this prevents the rider from engaging in spellcasting.

    Asperii sometimes live in herds of as many as

    nimals but are most often encountered in groups of two or

    they live in the uppermost regions of virtually in-

    form of telepathy, which has a range of 60 yards. With this

    power, they can also speak with other intelligent beings.

    Asperii are the mortal enemies of hippogriffs and griffons,

    tending to attack these creatures on sight. They have also been

    known to do battle with rocs, although they normally ignore

    such creatures if possible. Pegasi and asperii get along quite well,

    and the two species are often found in each other's company.

    If taken when young, an asperii can be trained to accept a single

    master. If this is done, it becomes utterly loyal to this individua

    and will not bear another upon its back unless so instructed by its

    master. An asperii will refuse to accept a master who is not of neu-

    tral, lawful neutral,

    or

    neutral good alignment. Young asperii

    commonly known as "doffs," can be sold to those who wish

    to

    train them for between 4,000 and 6,000gold pieces.

    The wingless asperii are capable of flight due to their natural

    powersof leuitation. In addition, they are able to ride winds of ei-

    ther magical or mundane nature. When they do so, they add 1 o

    their movement rate for each mile per hour over

    20

    of wind, Aspe

    rii alsohave an inherent ability to cast a feather fall spell up to four

    times per day on themselves or on any being they are able to touch.

    Ecology: Although asperii are omnivorous and eat a great vari

    ety of plants and animals, they do have a few favorite foods. As-

    perii prize mint leaves, mistletoe, fish, and hawk flesh. In fact

    they so delight in eating fish that they have been known tu raid

    fishing boats and coastal villages in search of them. Perhaps be-

    cause asperii can go for

    long

    periods

    of

    time without eating, they

    seem to have unlimited appetites when given the chance to feed

    on their favorite foods.

    Noble Asperii

    The noble asperii are a very rare off-shoot of this species. Many

    people describe the hide

    of

    a noble as looking like an iridescent

    polished abalone shell.

    Their telepathy

    is

    more powerful than that of their more com

    mon counterparts, having a 90-foot range and being forcefu

    enough to permit the noble to implant a

    sumestion

    on creatures

    . .

    _ _

    of 3 or fewer Hit Dice.

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    Beholder-kin

    I::

    DIET:

    Omnivore Carnlvore

    SIZE:

    MORALE: Elite (14) Charhpion (15-16)

    to Fanatic (17-18)

    W VALUE:

    4.88) 6,000

    ( 6 + 6

    HD)

    9 000

    (9+9

    HD)

    I

    Another relative

    of

    the beholder, the spectator is a guardian of

    places and treasures. Once i t

    is

    given a task, it guards for up to

    lOlyearsandletsnooneuse,

    borrow, orexamlneanitemor trea-

    sure.

    The spectator has a large central eye and four smaller eyestalks

    protruding from the top of its hovering, spherical body.

    Combat:

    The spectator is difficult to surprise, as it has a sur-

    prise modifier

    of +2.

    Since the spectator is basically

    a

    passive

    creature, it attempts to communicate and implant its suggestion

    as its first act, unless it is immediately attacked. In close combat,

    the spectator can bite for

    ld4

    +1 points of damage.

    The creature's body is covered in tough hide and thus is AC

    4.

    Any blow is 70%likely to hit the body, which contains all of the

    beast's hit points.

    Hits on the eye stalks (AC

    7)

    occur

    20%

    of the time, while hits

    on the central eye (also AC

    7)

    happen only 10%of the time. Any

    hit on an eye or eye stalk destr oy

    it;

    a spectator blinded in every

    eye cannot defend its treasure

    and

    teleports to the outer plane of

    Ntrvana. This is the only condition under which it leaves its post.

    Its eyes regenerate in one day and then it returns. If the treasure 1s

    gone, the creature

    again

    lea= for Nirvana, never to return.

    The spectator has a general magic resistance of

    5%.

    But when

    the central eye is undamaged, it can reflect one spell cast at it per

    round back against the caster. This does not apply to touch spells.

    The reflection occurs only

    if

    the spectator rolls a successful saving

    throw vs. spell.

    Reflection is possible only i4 the caster is standing -thin a

    60'

    arc of the front of the central eye.

    For example, if a mage casts a lightning bolt spell at a spectator,

    the

    DM

    olls the spectator's saving throw to

    see if

    the spell is re-

    flected. If the roll fails, then the spectator's magic resistance is

    rolled.

    Only if this roll fails as well does the lighbning bolt cause

    The spellcaster is allowed a normal saving throm

    flected spell and only he risks any damage. Thus, in the e

    ample, if the lightning bolt were reflected, only the mage

    hit by it. If the mage's saving throw is successful, he rec

    damage (though a failed saving throw means he suffer

    damage rolled).

    The spectator has an initiative modifier of + l .

    All

    t

    tack eyes" can be brought to bear on the same target. T

    eyes have the following powers:

    11: Create food and wa ter. Creating up to the amoun

    and water for a large meal (up to six people) takes one fu

    #2:

    Causeserious wound s. Inflicts 2d8

    +3

    points

    of

    da

    a single being at a range

    of 60

    yards. A saving throw YS. s

    lowed for half damage. This attack has a casting time o

    13: Paralyzation ray. Range

    of

    90 eet, one target on

    tion 5d4 rounds. This attack has a casting time of l:The s

    never attacks a paralyzed character; the character may

    allowed to

    go

    his own way if he leaves in peace.

    4: Telepathy. Range 120 feet, only one target. Com

    tion is possible in this way. The beast can also plant

    a

    sug

    the target fails a saving throw vs. spell. The suggestion

    to

    leave in peace, and it has a casting time of

    1.

    Commu

    takes twice as long.

    HabitatiSociety: If properly met, the spectator can

    friendly. It will tell a party exactly what it is guarding ear

    conversation so that there is no argument. If its char

    threatened, it can be very amiable and talkative via its t

    Spectators move by a very rapid levitation in any d

    They will drift aimlessly when asleep

    (20%

    likely when

    tered),'never touching the ground.

    Under rare circumstances, a powerful mage might ha

    moned two spectators to guard a particularly valuable

    In this case, there is no chance of surprising the creeture

    sleep in shifts.

    On the plane

    of

    Nirvana, spectators live in larg

    to

    1,ObO

    ndividuals, using their eyes. to create vast

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    :

    The treasure being guarded is

    90%

    likely to be a magi-

    of

    at least 15,000 gp. If the spectator gains

    is

    not part

    of its

    it freely allows this to be taken. Incidental treasure

    as follows: 40% for 3-300 coins of mixed types,

    forld6gemsofXI-gpbasevalue.

    20% forld4potions. 15%

    +lpieceofarmor,15%fora +lweapon,andS% foramis-

    1,ooOXP

    or

    less.

    V with the material component of three or more

    beholder. (The chance of success is 10% per

    commanded only to guard some trea-

    r duty, and if commanded to undertake

    r task, it returns t o Nirvana immediately. If i ts guarded

    isever destroyed or stolen, the spectator is released from

    ce and retums to Nirvana. The summoner may take the item

    erference from the spectator, but this releases the crea-

    ack to i"vana.

    is believed to be a distant relative of the beholder, al-

    s has never been proven. While it is quite similar to that

    o feed on the energy

    of

    magical objects makes

    .

    th is normally five feet in diameter

    generally brown

    in

    color, mottled with purple and grey. A

    of

    hard flesh provides the creature's body with an AC

    in

    the center of the gauths forward hemisphere is its

    isAC

    7.

    e central eye is surrounded by a ring of smaller eyes that are

    ). These eyes provide the creature with normal

    90

    feet in darkened

    he underside is the beast's fearsome mouth with

    its

    accom-

    cluster

    of

    four feeding tendrils, while the top is adorned

    of six eye stalks. Both the eve stalks and the feeding

    id ds re AC

    2.

    I

    When

    a

    gauth moves into combat, it begins

    to

    glow,

    if it were the target of a faerie fire spell, to attract the at-

    on of its fog. Any creature distracted by this runs the risk of

    caught in the beam of the gauths central eye. A creature

    meets the gaze of this great eye must roll a successful saving

    a -

    penalty, or be affected as

    if

    the victim

    nd spell.

    s to bite with its great maw, its sharp fangs n-

    of

    damage. The four tendrils around the mouth

    as

    if they had a Strength of 18, but they

    enables them

    1

    it point every two turns.

    in combat can also employ its six eye stalks. Although

    le when not in use, they are usually all

    ex-

    ded prior to the start

    of

    any conflict. T he m eyes have the fol-

    This power has a 30-foot range but

    is

    as

    the 4th-level priest's spell, inflicting 2d8

    +1

    of damaee.

    serious

    wounds:

    -?his

    power has the same effects as the 6th-level

    Cone

    of

    cold: This terrible Dower is similar to the 5th-leve

    wizards spell. It causes 3d4 points

    of

    damage and has an area

    of

    effect five feet wide at the base, 50 feet long, and 20 feet wide a

    the mouth. It can be used only three times per day.

    This eye can unleash a straight bolt of light

    ning from the eye outward to an 80-foot range. It inflicts 4d4

    points of damage, although a successful saving throw vs. spel

    cuts that in half. This power can be used up

    to

    four times pw day

    and is otherwise similar to the 3rd-level wizards spell.

    This eye can affect a single target up to

    40 f

    away from the gauth. If the target fails its saving throw vs. pa

    ysis, then it is unable to move. Only a dispel magic spell can

    f

    the victim from the effects of this eye.

    Perhaps the most feared of the gauth

    powers. this ability permits the gauth to drain charges from mag

    cal items. It has a 40-foot range and can be targeted on one indi

    vidual per round. In addition to preventing an object from

    functioning for the duration of that round, this power drains one

    charge from any charged object. Permanent objects,

    such

    asmag

    ical swords, are rendered powerless for one round by this ability

    Artifacts are not affected by the dweomer drain.

    In addition, this eye has no effect on spells that have been mem

    orized (but not yet cast) and does not break the concentration of

    a

    wizard engaged in invoking

    a

    spell. It

    does

    neutralize any

    spel

    cast by its target that round, however.

    A dispel magic spell cast on any of the gauths eye stalks pre

    vent its use for ld4 rounds. The central eye, any fully retracted

    eye stalks, the body's ability to glow, and the gauths natural levi

    tation are not subject to harm by such a spell.

    If a gauth is slain, its magical energy is dissipated. Usually, thi

    is a harmless event, but there is a 2% chance that it is cata-

    strophic, inflicting 4d4 points of damage to all creatures within

    ten feet. N o saving throw is possible against this damage.

    Gauth are immune to their own powers and to those of othe

    Lightning bolt:

    Paralyzation:

    h e o m e r drain:

    gauth.

    Society/Habitat: Gauth prefer to dwell in dark caves and ca

    verns, coming out only to feed on livestock. They are cunning

    enough to avoid taking from the same herd and try to avoid insti

    gating any organized attempts to kill them.

    Although gauth are not known to fight over territories or prey

    they do go to great lengths to avoid each other. Even when they

    encounter another of their kind in the wilderness, t h v

    A -..

    a

    nore them utterly.

    Ecology:

    A gauth can survive by eating livestock and such, bu

    it greatly prefers to devour magcal objects. In some unknown

    manner, the creature is able to absorb magical energy and feed on

    it. Each turn that an object spends in the gauth's stomach causes i

    to lose one charge A permanent object isrendered inoperative af

    ter one day (but artifacts are not affected).Magical objects tha

    cannot be wholly digested by

    a

    gauth are spat out after they hav

    been drained

    of

    all their power.

    Gauth are thought to live a century or

    so

    and then die of some

    thing akin to old age, Within

    a

    week of their death, however, two

    young gauth emerge from the corpse after devouring much

    of

    it

    Although smaller than their parent (each has

    2 + 2

    or 3+ 3

    HD

    andabitethatcausesonly2d4pointsofdamge) hey haveall th

    powers

    of

    a full-grown adult.

    Various portions of a gauths body (the eyes, primarily) ar

    uch sought after by mages who wish to understand the bioiob

    : of these mysterious creatures.

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    Belnbra (Tnngler)

    CLIMATEITERRAIN: Tenmerate forests

    FREQUENCY: Rare

    ALIGNMENT: Neutral

    NO. A P P E A m G :

    ARMOR CLASS:

    1

    -2 (head)

    MORALE:

    XP VALUE

    Champion (15-16)

    975

    The belabra, also called "tander," is a most unubual creature.

    highly sought after because i t can sometimes be domcsticated.

    The typical belabra has a larze. hemispherical shell that mea-

    sures some two feet

    in

    diameter and is generally black or dark

    grey m color. Extending from the underside of the shell are the

    creature's rubbery tentacles, its deadly grey b e a t and its pale

    white belly. The monster's four eyes extend abo e

    its

    shell on

    short eye stalks.

    Combat: When in close combat, a belabra bound about so that

    it can shield its soft underside with its hard shell. &en given an

    opening, the belabra attacks either by bounding at its targets and

    ramming them with its shell or by entangling the d in its barbed

    tentacles and tearing at them with its beak.

    confronted by a strong crosswind, this distance lis cut by ten

    Whether or not the roll is successful, the victim Quffers d4 +2

    points of damage from the barbs that cover the tentacles. The

    grip of the tentacles causes no damage unless the Bnsnared crea-

    ture attempts to break free.

    tim has been ensnared.

    Injured tentacles release a spray of the creature's gr

    blood, which causes all humans, elves, and halflings w

    feet to roll saving throws vs. poison, with -3 penaltie

    who fail their rollsare partially blinded and overcome b

    ing fits. They also suffer a -4 penalty to their attack

    their Armor Classes are worsened by 2 for 3d8 rounds.

    HabitaVSociety The belabra is a solitary creature that

    primarily in wooded regions throughout the worlds t

    regions.

    When at rest or waiting for prey, the creature draws its

    side its shell and remains perfectly still. In this position,

    mistaken for a large rock by the unwary. The belabra can

    prey by both sight and scent.

    Biologically, the belabra are most unusual creatur

    have only one sex, although they are not truly asexual

    aeature cannot reproduce. The offspring begin as buds o

    ner wall of their parent's stomach. Here they gestate for

    months before being ejected by the parent.

    Ecology:

    If

    taken at a young age, a belabra can be t

    obey simple commands and act as a guard o r hunter. If so

    it identifieswith its master and remains with him even in

    of battle. Morale rolls are required only if the situation

    ally dangerous.

    Training a captured belabra takes 4d4 weeks and re

    skilled instructor, a number of live animals (to serve as

    kills), and the frequent presence of the person who w

    creature's master. Adverse conditions can areatlv ex

    training period.

    Once their trainina is comuleted. the belabra can be e

    in the same m anne r s an at'tack dog. A young belabra

    been raised for two years can be taught to capture and ho

    tim without trying

    to

    kill it.

    A

    captured belabra young is worth some

    1,500

    gold

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    balann

    VPrV

    rare

    Any land or the Astral plane

    - - -

    ---,

    - - -

    ._

    chaotic

    evil

    APPEARING

    CLASS:

    vIOVEMEN

    *ITDICE:

    OF ATTACKS:

    AITACKS

    IC RESISTANCt:

    p

    VALUE:

    The berbalang is a dark and evil creature that spends most of its

    a comatose state while its spirit wanders the Astral plane.

    o our world, it does so only to feed on the

    of humans who dwell near its hiding place.

    A typical berbalang is a gaunt biped with black, leathery skin.

    ich provide the berbalang with infra-

    120 yards, are watery and white in

    color.

    Two

    d, bat-like wings sprout from the creature's back and enable

    o fly with great speed and agility.

    :ombat:

    When a berbalang or its projection (see below) is en-

    .ountered and forced into combat, it makes the most of its ability

    fly. When it strikes, it rips at opponents with its keen claws and

    to bite them with its needle-like teeth.

    If

    a berbalang's projection is hit, it immediately takes flight and

    empts to flee from the battle. The projection is immune to

    sleep, and hold spells.

    The berbalang is

    a

    most unusual creature. The

    majority of its life isspent in

    a

    death-like trance that permits

    t will throughout the Astral plane.

    lf and engages in its complex courtship and mating rituals.

    If the body is discovered or disturbed in any way, the berbalang

    of this and returns to defend itself. Because of the great

    g's spirit may have to cross to reach

    ds). If the body isdestroyed before the berbalang can defend

    ral spirit is also slain. For this reason, the berbalang

    seclude and protect the resting place of its physical

    Once per month, on the three days of the full moon, the berba-

    this time, the

    its trance slightly and manifests an exact duplicate

    known as a projection. Once the projection isformed, it

    t forthinsearchof theberbalanz'sonlvfood-afreshlv slain

    The projection, which is controlled directly by the berbalang.

    up to three miles from its body. If the projection must

    I

    If the projection is hit or suffers any injury during its quest fo

    food, it takes flight at once and flees. As quickly as possible, th

    berbalang guides its projection back to its resting place. If the p ro

    jection is destroyed, there is a 75% chance that the shock to th

    berbalang's system will prove to be fatal for it as well. If the pro

    jection is only injured, but not slain, the berbalang cannot man

    fest another for a number of days equal to the number of h

    points it lost.

    When the projection returns to its master, it is dissipated. Ad

    venturers who have followed the projection to finish it off ma

    well be shocked to find themselves confronted by a healthy be

    balang.

    If the berbalang isnot discovered and destroyed, it will eventu

    ally seek to avenge itself upon those who interfered with its feed

    ing. Although there may be a lull while the body of the berbalan

    recovers from the shock of the attack on its projection and is ab1

    to send forth another, retribution is a certainty.

    If the projection was forced back to the body

    or

    destroyed be

    fore it could find prey to feed upon, the berbalang will send fort

    another, as soon as it is able, to satisfy its hunger (regardless o

    the phase of the moon) before seeking its revenge.

    Ecolopy: When the projection kills a human, it picks up th

    corpseandbeginstoreturnwithit toitslair.Asitdoesso, thebe

    balang itself awakens from

    its

    trance and the projection begins

    t

    feed on the body. By the time the projection has reached the be

    balang's hiding place, the body has been all but stripped of fles

    and the berbalang's hunger has been satisfied.

    In order to avoid drawing attention to itself, the berbalang usu

    ally moves its lair every three or four months. At this time,

    moves only during the night and avoids any confrontation if

    can. Thus actual contact with the berbalang itself, as opposed t

    its projection, is minimal.

    There

    is

    no record of anyone discovering how the berbalang

    able to derive sustenance when only its projection feeds on th

    slain humans

    it

    hunts. Likewise, the exact process by which th

    berbalang is able to mate and reproduce when its only contac

    with others of its species takes place in a spiritual form on the

    As

    tral plane remains a mystery.

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    Temperateor tropi

    al

    jungles

    CL1-EmE-IN: and fow.te

    4

    .

    -

    . _ _ _

    ALIGNMENT:

    Neutral

    DAMAGUATTACK

    SPECIAL ATTACKS:

    %e bhaergala isa large predator that roams temperate and tropical

    jungles or woodlands in search of prey.

    I t is

    greatly feared by trav-

    elers k a u s e of its londne.is for human, elven, and satyr prey.

    A bhaergala looks something like a cross betw en a wolf and a

    lion. although

    i t is

    clearly not related to either creature.

    '

    The

    f u r

    of

    a

    bhaergala gives oft

    a

    faint but unmistakable odor,

    which has been described

    as

    smelling like fresh bread or biscuits.

    The bhaergala can mimic the speech and songs

    of

    men and

    elves with great skill. When hunting.

    it

    often uses this power to

    lure them into an ambush. Most bhaergalas can speak the com-

    mon tongue

    of

    men.

    COAbat: A bhaergala usually attacks unsuspecting victims by

    pouncing on them from a great height. The superior agility ot the

    bhaergala enables i t to drop from as high as 60 feel without sus-

    aming' damage. After that,

    it

    suffers d6 points

    of

    damage (up to

    a maximum of 2Od6~or every ten feet i t falls.

    When

    i t

    pounces on

    a

    victim, the bhaergala can strike

    o n l y

    with its claws during the

    first

    round. If these hit, however. they

    intlict their maximum damage.

    In normal combat, the creature lashes out with its two front

    claws and tears at its foes with

    its

    powerful jaws. The bhaergala is

    fearsome

    in

    combat and often rips great pieces of flesh from an

    enemy, which are then dropped for later consumption. The

    bhaergala has bern known to keep ripping apart a body that has

    long since ceased fighting back.

    The p,reat constitution

    of

    a bhaergala enables it to regenerate2

    points of damage per day and gives it a + 3 bonus to all saving

    throws vs. poison. Further. the creature has a

    99*0

    chance to sur-

    vive a severe system shock.

    The bhaergala has

    a

    limited ability to protect itself from magi-

    cal attacks aswell.

    U p to

    four timesper day, thecreature can

    t u rn

    a

    spell that has been directed against

    it.

    In these instances. the

    power acts

    just as

    would

    a

    ring

    of spell

    tun t i i ig .

    I t

    is important to

    note, however, that this is not an innate ability; it requires the

    bhaergala to locus its attention and prevents

    it

    from taking any

    other action that round.

    van woodlands. It normally moves in on its prey from dow

    so that its distinctive scent does not give it away before

    strike.

    When a bhaergala is encountered in the wilds, there is a

    that it will not attack. The bhaergala are known for thei

    love

    of

    song and music and can often be lulled to sleep b

    ented singer or musician. The chance that a bhaergala can

    dated in this manner depends upon its own belief that it

    and free from any threat of attack. The base chance to

    bhaergala to sleep is 25%. This is increased by 5% f the s

    alone, by

    5

    per point of the singer's Charisma over

    16,

    15% if the singer is a professional or talented performer

    bhaergala feels threatened, has been recently injured, at

    or is hungry and on the hunt, then any attempt'at calmi

    doomed to fail.

    If lulled to sleep, the bhaergala naps for only ldlO rou

    they never sleep for longer periods of time. When it awa

    will likely give chase to the singer if it finds that he has

    g

    Ecolo~y:Bhaergala seek

    out

    others of

    thej

    When they do finda partner, they mate only

    banks, sandbars, and

    so

    forth).

    Six

    mont

    bhaergala gives birth to a litter of 2d4 cubs.

    The parents remain together for just over a year to rai

    progeny. As soon as the cubs make their first kill, they are

    out from their parent's den and must go their own way.

    the usual damage. When the last of the cubs is gone, the

    also part company, never to meet again.

    An adult bhaergala usually sleeps in the boughs of tall t

    turning to its lair only rarely. This well-hidden den is of

    caves, ruin, or similar place of desolation and serves as a

    area for whatever items the bhaergala has collected ov

    years. As a rule, there is little if any true treasure in the l

    bhaergala. It often collects musical instruments and

    makers, which are usually broken, from the bodies

    of

    its v

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    ingfish, Giant)

    MATE/TERRAIN: Any swamp

    Rar.3

    -..

    -

    -

    -

    -

    School

    (up to 3 types per individual)

    Nil

    PPEARrmG:

    nP P I

    hCC.

    ATTACK:

    3-12

    VALUE: 1,40075 HD)

    3.W

    (7HD)

    tive of the more common lungfish that is

    of the

    hough often mistaken for a lizard, the bichir is actually

    rks and similar fishes.

    n their native envi-

    They have strong jaws set with sharp white teeth and

    pupil-less eyes. Their heads are broad and flat. Although

    small scales, the hide of bichirs feels smooth to the

    runs

    down their backs to end in a broad,

    ped tail.

    :

    when hunting on land,

    a

    bichir moves forward

    a

    snake does, until it reaches a point where it can

    its prey.

    As

    it moves, it pauses frequently to sniff around

    es, the bichir lunges forward to snap with its pow-

    harp teeth. Despite the size of its maw, the bichir

    by a creature that it can not overcome or if it is

    ing its victim, the bichir can cast an entangle

    This spell can be used as many as six times per day and has a

    60

    yards; it is otherwise identical to the priest's spell of

    use of

    the entangle spell to

    from danger or to aid it in defeatinga creature more powerful

    a natural resistance to magical spells

    their effects, it greatly fears such attacks. When confronted

    s that clearly have magical abilities, the bichir will ei-

    e or, if that is impossible, attempt to ambush them.

    Bichir are able to dwell with equal ease in wa-

    d. They have lungs for breathing and swim bladders

    ch like those of fish. When they move about in the water, they

    ad strokes of their wide tail fins. On land, thev use

    bodies behind them.) When on land, they must keep their sk

    moist and so never stray far from water.

    Bichir live in small schools, although only those on a hun

    normally encountered. When hunting underwater, the bichir

    its keen eyesight to track its prey. The favori te food of a bich

    the flesh of lizard men, which they find to be a great delic

    Bichir also enjoy a wide variety of frogs, fish, and insects. T

    have been known to hunt large animals

    as

    well and can dev

    creatures

    as

    large as a nine-foot-tallhumanoid,

    Because of the unusual structure of their eyes, they can

    clearly as far as

    80

    yards when submerged.

    Of course,

    unusu

    murky

    or

    muddy water can greatly reduce the effective rang

    their sight. On land, their eyes are far less effective, seeing

    only 20 yards.

    Conversely, their sense of smell is more acute on land tha

    the water. When hunting out of the water, the bichir can sm

    prey as far as

    90

    yards away.

    In

    the water, however, they can o

    smell creatures within 20 yards.

    When

    in

    the water,

    a

    bichir can also sense even the most min

    of vibrations. In fact, bichir have been known to move towa

    faint vibration whose source was as far as half a mile away.

    Ecology: The bichir breeds whenever its swamps are floo

    (by spring run-off, for example). Males and females have b

    known to cross great distances to find each other for mating

    The young, from

    1

    o

    3

    in number, are born three to six mon

    after the mating. These newt-like creatures typically have an

    mor

    Class

    of

    8,

    a movement rate of

    3

    on land (or

    12

    in the wa

    and

    2

    or

    3

    Hit Dice. As a rule, their bite inflicts only Id 4

    1

    po

    of damage. They can employ their ability to entangle only th

    times per day, but they have their parents'

    full

    magic resistan

    Although the bichir cannot talk and have no language of t

    own, they have been known to emit an open-mouthed pan

    noise that is quite unusual and can be heard for great distance

    is believed that they

    use

    this sound to signal each other

    or

    att

    ront fins to move about much

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    Temperate fresh

    Rare

    I

    NO.APPEARING: 1

    ARMORCLASS:

    5

    The bunyip isa large aquatic animal that ha

    teristics of both seals and sharks. Unlike the

    there is an 80 chance that it attacks the creature

    moved and swallowed by the bunyip. The

    OM

    sh

    which limb is lost in accordance with the exact

    s

    random manner.

    (50

    chance) entera feedingfri . nd begin attacking any

    it comes across. In such cases, the bunyip receives a bonus

    o

    to its attack rolls. However, because the bunyip is unable to p

    erly defend itself while in a feeding frenzy, its enemies also re

    a bonus of +2 on their attack rolls.

    HabitaVSodety: The bunyip is a solitary creature that sp

    much of its time swimming about and harassing other creat

    Bunyips prefer to dwell in open water, such as lakes

    or

    rivers

    can sometimes be found in swamps and marshes.

    The diet of a bunyip is made up primarily of fish and

    aquatic creatures. From time to time, they have been know

    lunge at creatures on the edge of the water or a t low-flying

    and such, but this is done only when the local food supply is

    Ecology: Once per year, a bunyip seeks out a mate and the

    travel to the sea. Once they reach salt water, the female u

    goes slight physiological changes and the actual mating oc

    Three months later, she gives birth to a single pup that rem

    with her

    for

    the first two years of its life. Shortly after the p

    born, the father leaves, returning to his former home to awa

    next mating season.

    When the pup is old enough, the mother turns it out and

    the father, returns to her former home. At this point, the pu

    only 3 Hit Dice and its bite causes only ld 4 points of damag

    all other ways, however, it is similar to its parents.

    For the next three years, the pup will be too young to m

    With the comingof its sixth year, however, it will join the bu

    mating rituals.

    Although bunyip meat is safe for human consumption, it

    usually oily and rather strong tasting. Thus they are not hu

    by most cultures.

    The hide of a bunyip can be made into a rugged leather,

    has no special qualities to set it above other, easier to hunt

    mals. This being the case, the bunviu is also free from molest

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    h v

    and I

    , -- -

    APPEARING:

    1-4

    CLASS:

    P

    .

    look much like worm

    e large, glistening black eyes and a sucking tube for a

    d are a pair of tiny forelegs of considerable dexterity. With its

    legs, a burbur can climb, grip. and manipulate objects. A bur-

    will

    be very bloated and mmewhat sluggish.

    yellow in color and have soft, moist skin.

    smelling like cinnamon.

    consume many vari-

    f slimes, mosses, and molds that might otherwise cause

    hann

    to other creatures.

    Burburs are very gentle and harmless creatures as far

    unanoid races are concerned. They feed only on slimes,

    r mosses and are wholly unable to inflict damage on any

    s to feed, a burbur simply crawls

    out

    onto the

    begins to siphon up its meal. Each round that it feeds,

    inflicts 2d4 points of damage to the slime, mold, or

    consuming. Once the burbur has scoreda hit against the

    A burbur ceases feeding after it has

    thrice its

    own

    initial value.

    example, a bmbur with 4 hit points will be sated after it

    has

    12 points of damage to its victim.

    ur is utterly immune to the attacks of such creatures as

    , obliviax moss, and brown, yellow, or russet

    addition, it finds these creatures o be delicacies beyond

    and violet fungi, although it finds these creatures utterly

    I

    HabitawSociety: Burburs wander constantly m search of

    Although they are normally found alone, they have been kn

    to gather in groups of as many as four ndividuals o feed on

    gle slime, mold, or moss.

    Once every year, usually in the spring, a burbur will beg

    swell m size. At this point it develops a bdge at the end of it

    which forms into a second head. As the second head forms, a

    of forelegs begins to grow out from the body. Shortly there

    the burbur splits in half to form

    two

    separate creatures.

    The burbur ISmuch sought after by adventurers

    k%?creatuies a useful ally when they do battle against s

    and similar horrors. As a rule, burburs are extremely docil

    do not attack their keepers or stray unless they are underfe

    order to keep a burbur content

    so

    that it

    does

    not seek to e

    its owner, it must be allowed to feed at least once per day.

    In the marketplace, a captive burbur can be sold for as mu

    1,000 gold pieces.

    Although a small and defenseless creature like the bu

    might normally be expected to fall victim to a wide varie

    other predators, this is not the case. Most animals have lon

    learned that eating a burbur can be a painful and, often, fata

    take. If the burbur has recently fed, most creatures &at con

    it are affected as if they had come into contact with the cre

    the burbur recently fed upon. Thus those animals foolish or

    gry

    enough to devour a burbur have been weeded out by na

    selection a long time ago.

    Burburs often build small lairs that they visit from time to

    to rest and recover from injuries.

    As

    a rule, these are locat

    out-of-the-way places and, as often as not, are protected by

    creature the burbur is immune to. For example, it is not un

    mon for a burbur to seek refuge in the midst of a yellow m

    creeper's coils.

    A burbur isaffected n&mally by oozes. jellies. poi--{ ;

    Gq22 . I

    *?. .

    .

    .

    vapors, and other creatures, as well as by spell attacks.

    i

    .

    i

    i

    .>%'.'~,

    ,

    . , <

    -

    . y

    2

    .*c,.:

    ,

    5

    ,..:.

    .:?$J&~.-

    ,

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    Crawling

    I

    ATTACKS:

    is

    frequently employed as a

    mages

    and priests who have learned the secret

    itscreation.

    No slngle description of a crawling claw is possible as they are

    -t d o r m m

    appearance. Since claws are the animated remains

    hands or paws of living creatures, they are apt to be found in a

    ot shapes and sizes.

    When a claw detects a potential victim,

    it

    leaps to the

    it

    may not appear

    to

    be capable

    of

    ruch a feat,

    great strength enables

    it

    to do

    so.

    The maximum distance a

    is 15

    eet.

    Onceaclawlandsonitsvictim.

    itattacksinoneoftwoways. If

    is wearing metal armor. the claw delivers a powerful

    ow that inflicts ld4 points

    of

    damage. Against those who are

    armored (or only wearing leather) the claw can employ its

    of

    attack causes

    points of damage.

    In

    some cases.

    a

    claw may be instructed to attempt to strangle

    cyaof avictim.Inanysuchcase. theDMshould

    of

    the situation and determine how much.

    i f

    Claws are immune

    to

    any form of death magic or

    raise

    dead

    a

    resurrection

    spell renders them immobile for a

    of turns

    equal to the level of the caster. Claws have the

    to cham ,

    sleep,

    and

    hold

    spells that undead do,

    to

    turning.

    control undead spells,

    or

    spells

    make claws brittle so

    to

    damage them are increased by 1point per die.

    Edged

    weapons

    inflict o n l y

    half damage on a claw; all magical

    eapons c a w damage

    as

    if

    they were not enchanted

    in a n y

    way

    hit

    bonuses

    still

    apply).

    . .

    Crawling claws are nothing more t

    paws

    of

    once-living creatures. As such, they

    ve no culture or society to speak of. Despite this. crawling

    Thistakestheformof a basictelepathiclink betweenallthe

    of

    a single "batch:' Whenever one claw finds a victim. all

    others in the area who were made at the same time move

    help it.

    concert with each other to move large

    use five pounds per claw as

    a

    reasonabl

    can be moved.

    In addition, claws that have been instructed to do so can

    Ecology: Crawling claws can be created by any mage

    or

    who has knowledge of the techniiues required to do

    so. To

    with, the creatpr must assemble the severed limbs that are t

    mated. The maximum number of claws that can be created

    one time is equal

    to

    the level

    of

    the person enchanting them

    hands

    (or

    paws) can be either fresh, skeletal, or

    at

    any stage

    composition in between.

    Claws can be controlled in one of two ways: directly or vi

    grammmng. The manner of

    a

    claw's control must be spe

    when it is created and cannot be changed thereafter.

    All

    claws in a particular batch must be controlled in the

    manner.

    Programmed claws are given

    a

    single, brief instructio

    they attempt to carry out to the best of their ability. The

    mum length

    of

    the programming, in words, is

    15

    plus the le

    the creator. This programming sets the conditions under

    the claw attack. A sample command might be: Kill ahyone

    me who opens this chest.

    Directly controlled claws are manipulated by the thoug

    their creator. The mental effort of controlling claws is quite

    and cannot be maintained for more than three consecutive r

    without

    a

    one-round rest. Further, the range of such con

    limited to ten feet plus five feet per level of the creator. A

    controlling claws cannot undertake spellcadting or any oth

    tivity. Injury to a controller does not break his control unle

    consciousness results.

    If

    direct control is broken forsome r

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    Any subterranean

    Verv rare

    Chaotic neutral

    . APPEARING:

    1-4

    CLASS: 3 (1)

    DICE:

    RESISTANCE:

    Nil

    L

    (8'

    long)

    Elite (13-14)

    VALUE:

    1,400

    are fiendish horrors that dwell in dark places far be-

    the surface of the earth. They generally seek to kill those

    u n l e s s

    they can

    think

    up some other, more

    way to punish interlopers.

    common black cloak. The monster's

    s of black eye spots

    running

    down it that look

    and the two ivory-colored claws on its upper

    be

    mistaken for bone clasps.

    urls itself and moves to attack, however, its true

    all too obvious. At this point, its white underside

    onstei's face is fully visible. This face, with the

    of its

    two

    piercing, red eyes and the needle-like fangs that

    is

    a truly horrible sight. At this point, the monster

    uncurls the whip-like tail at its trailing edge and begins to

    it back and forth in anticipation.

    When a cloaker strikes at its victim, it moves with

    speed. Without warning, the cloaker flies at its target

    ure that falls victim to this attack is all but help

    s and can be bitten easily (no roll required) for ld4 points of

    e plus the victim's unadjusted Armor Class. Thus, an ad-

    5)

    suffers ld4+5 points of damage

    Shields offer no protection from such attacks.

    ouring its chosen victim, the cloaker uses its two

    tail attacks to inflict ld6 points of damage on those

    e in to help rescue the captive. The tail is AC 1 and

    can

    off if

    a total of 16points of damage are inflicted upon it.

    ttacks made on the cloaker inflict half their damage to

    as ireball,causefull damage to both the monster and

    oaker can also emit a special subsonic moan of increas-

    ities. Although this power is blocked by stone or other

    be very effective in an open chamber.

    of th is moan is to cause a -2 penalty to the victims' attack

    damage rolls against the cloaker. Further, any creature th

    forced to listen to the moan for six consecutive rounds is tem

    rarily forced into a trance that renders it unable to attack o

    fend itself as long as the moaning continues.

    The second intensity of moaning acts as a

    fear

    spell. All

    tures within

    30

    feet of the cloaker must roll a succ ~~ sfua

    throw vs. spell

    or

    flee in terror for two rounds.

    The third intensity of moaning causes nausea and weak

    and affects all those in a cone 30 feet lonq and

    20

    feet wide

    open end. Anyone caught in this area must roll a successful

    ing throw vs. poison or be overcome by nausea and weaknes

    ld4+1 rounds. During t h i s time, those who fail their sa

    throws are unable to act in any manner.

    The fourth and final intensity of moaning acts as a hold pe

    spell. This power can be used on only one person at a time, h

    range of 30 eet, and lasts for five rounds.

    Each of the various effects of the cloaker's moan can be de

    ed by the

    use

    of a

    neutralize

    poison

    spell on a victim.

    Cloaken also have the power to manipulate shadows. Kn

    as shadow shifting, this power can be used in a number of w

    but in only one particular manner at any given time. The clo

    can employ its shadow shifting ability to obscure its oppon

    vision, thus bettering its Armor Class to

    1.

    Or the creature

    produce precise images from the shadows that can be use

    trick its adversaries. One common means of employing thes

    ages is to create a duplicate of the doaker to draw away en

    attacks. If this method of shadow shifting is employed, it ca

    treated as a mirror image spell that creates ld4+2 images.

    A light spell cast directly at a specific cloaker blinds it and

    vents it from using its shadow shifting powers.

    HabitaVSociety: The thought processes of doakers are ut

    alien to most other life forms. As such, they can only be com

    nicated with by mages who have devoted long hours to tra

    their minds in the arcane discipline necessary to understand

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    Darkenbeast

    LIMATE/TERRAIN: Anv I

    I

    The darkenbeast, also known as the death

    mal that has been magically transformed

    Combat: The darkenbeast attackswith either its fa

    gs

    or

    a

    com-

    bination of angs and claws. The bite inflicts3d4 p

    ,"

    nts of dam-

    Darkenbeasts suffer a -1 penalty to their attack I

    age while each claw causes

    ld4

    points.

    posed to bright light.

    . .

    These creatures operate under the telepathic direction of the

    mage who created them and thus do not check for morale. They

    are immune to mind- or monsteriontrolline svells. The" cannot

    I

    be summoned by another wizard. However, if a d rkenbeast is

    ordered to attack its normal master (for xamrrle.

    a

    8 e

    s

    owner)

    the beast resists the order

    if

    it rolls a succesdh sav&-throw v

    soell. In this case. the creature remains as a dark beast but it

    again acts as its normal self and obeys its true mast r

    t .

    (Le., at night orindoors).The transformation lasts

    exposed to daylight; at that time any living or dead

    revert to their natural form.

    Darkenbeasts automatically obey the telepathic commands

    of

    their cwator. thus thev

    do

    not need to be trained or controlled

    bv

    Regardless

    of

    the nature

    of

    the original animals use

    darkenbeasts are carnivorous. Because the spell uses

    loc

    mals, the mage gains several advantages over using other, p

    nent beasts. He can replace his creations

    as

    needed; because

    daylight reversion, darkenbeasts leave little trace

    of

    their

    ence; adventurers who slay the monsters face the wrath

    livestock's proper owners when they discover their animals

    Ecology: Darkenbeasts are useful when a mage needs al

    distractions to use against a foe. Mages dwelling in subterr

    regions away from daylight may keep

    a

    permanent p

    darkenbeastsas guard animals.

    Create Darkenbeast

    4th-Level Wizard Spell

    (Alteration)

    Range:

    10

    yards/level

    Components: V,

    S,

    M

    Duration: Special

    Casting time: 4

    Area of Effect: Special

    Saving throw: None

    This spell enables a mage to transform one or more mam

    into darkenbeasts. The animals to be transformed must a

    within a 20-foot-diameter circle. The spell automaticall

    fects ordinary, nonmagical mammals of animal or s

    intelligence. Animals with an Intelligence

    of 5

    or more g

    saving throw to resist the spell. Only animals

    of

    2 Hit Di

    less are affected by this spell. Humans, humanoids, and d

    humans are immune. The mage can transform one anima

    each level of his experience.

    The spell can be cast only in darkness Le., night, insid

    underground) and its effects last until daylight strikes

    darkenbeast, At that time, the creature automatically re

    to its true form. Slain darkenbeasts

    also

    revert at this t

    The spellsun ay or a magical sun sword breaks the spell, b

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    Crimson

    RAIN: Bogs, swamps

    Neutral

    evil

    1

    I I I I I S U ~ucdoi 1s

    a

    maievoienr, vaporous creature mat rems

    ly fluids of its victims.

    of the crimson death isa humanoid-shaped cloud of

    It is difficult to distinguish if seen against fog and

    to infravision. During this time, the creature has

    bonus of

    + 4 .

    When the creature is fed, it develops a

    visible by normal or infravision. The

    humanoid features. The fingers elongate into ten-

    s when it is feeding.

    's language

    is

    a barely audible series

    of

    whis-

    It can communicate with other vaporous beings such as air

    es with humanoids only

    i

    it

    is

    their

    .

    i t :

    ine monster attacks only to

    tew

    or aetend melt. It

    nds its victim with vaporous tentacles. Whenever it hits,

    ....

    t a c h

    drain bodily fluids and cause 3 d l O points of damage.

    0) nd can be struck

    +2

    or better. After feeding, the crea-

    4) for six turns. At this time the creature

    moves more slowly(FI6 ) ,and can be struck by magical

    +1

    or better.

    imson death dies, it immediately dissipates into the

    a grotesque

    carry loads by levitating anything

    its vaporous mass. Despite its vaporous nature,

    esses strength equal to a normal human. It

    t equal to an adult human. If it at-

    s to pick up a struggling victim, it must make a successful

    k roll for each round it carries the person. Failure means the

    o the ground (suffering damage appropriate to the

    f the fall).

    The crimson death dwells in the boes and

    The crimson death is a secretive creature. It prefers to feed

    solitary beings, since these are easy to sneak up on and have

    allies to lend them support. If several people are present, thecri

    son death tries to pick off the guard while the others sleep; it th

    feeds on the others at its leisure. In order to conceal its presen

    the crimson death disposes of corpses in its lair or a deep bog

    It maintains a lair in a thicket, undercut bank, or a hollo

    space under a windfall. There the monster stores the valuable

    collects from its victims. These can

    be

    used as bribes for huma

    oid allies or bait for intended victims. The lair may also conta

    the remairis of past victims.

    The crimson death prefers to feed on humanoids. It norma

    requires one victim per week. If more people are available, t

    monster may feed continuously until destroyed or driven off.

    Legends tell of a connection between crimson deaths and ya

    pires. One tale suggests that, when an undead vampire is d

    stroyed, its spirit is transformed into

    a

    crimson death. Anoth

    tale suggests that, when a vampire is created, the monster's l

    soul is reborn elsewhere as a crimson death. This legendalso su

    gests that a vampire may be restored to normal life if it is rejoin

    by its crimson death counterpart. A third legend says that e

    tremely evil air elementals are condemned and cast

    Prime Material plane in the forms of crimson death:

    Ecology: The crimson death is a dangerous predator that roa

    the swamps like

    a

    lii-ing ghost. A crimson death can be collec

    and imprisoned in an airtight container. This does not harm it.

    crimson death in such a container may be mistaken for, or m

    labeled as, a bottled djinn or magical vapor. If someone relea

    the crimson death, the starving creature immediately attacks

    unwitting rescuer.

    Crimson deaths are aware of the advantages of alliances. Th

    may agree to cooperate with evil humanoids who can provi

    them with a steady supply

    of

    victims. They make excellent all

    for those dwelline in

    or

    near their lairs.

    .

    ,

    , .

    .

    ,,

    .~ ..

    ,

    s where chill and damp prevail. The creature is nearl)

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    Dinosaurs

    ("lizard-hipped dinosaurs") and ornithischians

    osaurs"). All carnivorous dinosaurs fall into t

    homed dinosaurs fall into the

    an be found intermingled on some alternat

    ing creatures encountered by adventurers.

    Wh

    re drab or blend in with their surroundings

    are some of the smaller reptile spe

    their own. Once hatched, the baby dinosaur immediately

    to findsomething toeat, aninstinct that drivesit for itsen

    An individual might range over thousands of miles, mov

    sonally to find food, or it might settle down and spend it

    life in an area of only a few hundred square yards. Some

    dinosaurs are territorial, attacking outsiders on sight.

    Ecology: Placing dinosaurs into a campaign requires n

    planning-and

    no

    less-than that required fo r includ

    other type of monster. Scientists do not clearly understa

    dinosaurs disappeared on some worlds, but i those eve

    not occurred, these giant reptiles would still be roaminz a

    search of food.

    Dinosaur Family Tree: Faced with only an alphabetica

    it can be difficult to determine the interrelationshipsbetw

    various species described here. The following paragraph

    the creatures listed here into family groupings.

    The dinosaurs proper include the ornithischians and

    chians, distinguishedfrom each other by the underlying s

    their hip bones. Other relatives in

    the

    followingpages inc

    pterosaurs, or flying reptiles.

    A few fishes and turtles have

    also

    found their way in

    pages, on account of their ferocity, size, and primitive sta

    velopment.

    han tho&

    of

    their larger cousins, but the teeth are every bit as

    Most herbivorous dinosaurs defend themselves with built-

    Fishes: Dinichrhys

    ReDtiles: These

    inLAuur ay . IVYDIW I

    IIIcIuIIIa

    llylLIca a

    ng or sheer sue, but even these can

    . .

    toises), ichthyosaurs, placodonts, plesiosaurs, and lac

    (lizards), as well as the archosauromorphs and the lat

    dinosaurs"-the saurischians and ornithischians, and the

    tives the thecodontians and pterosaurs.

    Synapsids: These forerunners

    of

    the mammal-like

    include the pelycosaurs and therapsids.

    Pelycosaug: Dimetrodon

    Chelonia (turtles and tortoises): Archelon

    Ichthvosaurs: lhmodontosaurus

    us dinosaurs are likewise insatiable eaters, but they tend either

    ignore anything that appears both inedible and nonthreaten-

    Placodonts: Nothosaurus

    Plesiosaurs: Elasmosaurus, vlesiosaur

    nd these sorts are dangerous, notably the ste

    The larger marine dinosaurs might overturn

    he "fo od aboard, or they might snatch

    u s u s

    of passing

    ships. Land carnivores

    hat looks or smells edible, ceasing pursuit

    on1

    re out, but dinosaurs could

    be

    found virtual1

    Most dinosaurs are solitary in their habi

    Lacertilians (li :Mosasaurus

    Archosauromt Tanystropheus

    Thecodontian.; I lese include the ear

    Omithosuchians: Euparkeria

    Pterosaurs: Pteranodon, pterosaurus

    Saurischians: These include the coelurosaurs (ance

    the birds), carnosaurs, prosauropods, and sauropod

    ch

    as

    the omithosuchians.

    Coelurosaurs: Compsognathus, deinonychus, p

    saurus, struthiomimus

    Camosaua: Allosaurus (antrodemus), cer ak

    dilophosaurus, megalosaurus, teratosaurus, t

    saurus

    Prosauropods: Anchisaurus, massospondylu

    teosaurus

    Sauropods Brachiosaurus, brontosaurus (ap

    NS), camarasaurus, cetiosaums, diplodocus, m

    chisaurus

    Ornithischians: These include the ceratopians, ornith

    stegosaurs, and ankylosaurs.

    Ceratopians: Monoclonius, pentaceratops, s

    saurus, triceratops

    Omithopods: Camptosaurus, iguanodo

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    I

    I

    AIIosaurus to Archelon

    I

    Paleodnthus

    er. This plant eater m

    Archelon (Ischyras),

    than

    being formed of solid plates. With its powerful fr

    NS, this flesh lizard is

    k n o w n

    to eat carrion.

    hlchisam

    the anchimums will not start a fight.

    tail, delivering

    blows of

    considerable force.

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    )saunas

    to C .mptosnurus

    1-6 1-6

    2-a

    2-16

    of damage.

    ods. This great creature is the largm

    of 75

    feet given above is an

    a

    some relatives of the

    as 130

    feet long. The brachiosaurus ca

    100 feet long and 150 tons.) To s

    s spends literally all of its

    in its way (causing 4d10 poin

    of the brontosaur

    is

    65 feet

    n two feet of that-a man w

    six

    feet tall, but have a he

    tips the scale at a me

    :c.

    ...

    . .

    .

    ..

    The front legs of the brontosaurus are shorter than those in

    rear. like all sauropods except the brachiosaurus. This configu

    tion enables sauropods to get up on their back feet to reach

    topmost leaves

    of

    a tree. The brontosaurus could also

    use

    t

    ability to fight against its principal enemy, the allosaurus. T

    thunder lizard could

    t i l t

    itself up on its long back legs, then co

    crashing down onto its enemy to inflict MI0 points of damag

    The brontosaurus's tail can be whipped, causing ld6 points

    damage to any foe close enough.

    Camarasaurur

    Yet another sauropod, this swampdwelling herbivore

    is

    small

    its

    type. Itsfearfulnaturecausesit tolivein herdswithits fellow

    but the creature stillpanics more easily than does a brontosauru

    Stepping or trdmpling damage

    is

    3d10 points.

    Despite being a sauropod, the camarasaurus tends to eat fe

    and leaves

    of

    lower branches,

    M it

    does not compete for fo

    with

    its

    larger cousins. Herds of camarasauri tend to migrate

    s

    sonally,

    so

    can bc found almost anywhere. depending on the ti

    of the year.

    To help digest its food, the camarasaums swallows roc

    which help grind vegetable matter in

    its

    large stomach, lik

    birds gizzard. Presumably, valuable genu might be found in a

    marasaums's belly, but searching for one would

    be

    like look

    for a needle in a haystack.

    Camplosaurus

    This slow, exceptionally dumb iguanodont is easy prey

    for

    a

    hungry predator, typically too stupid to ~ u l lntil one

    of

    its nu

    ber is killed. Anyone caught in

    a

    stampede of thew creatures m

    roll

    a successful saving throw vs. death ray or be crushed

    .A

    herd consists of small, medium, and large individua

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    Ceratosaurus to Deinonvchus e i

    TREASURE:

    ALIGNMENT:

    The ceratosaurus, or “horn lizard,” is a carnosaur related to the

    allosaurus and tyrannosaurus rex, but smaller in siz

    .

    Both heavy

    andfast, theceratosauruscanmoveonallfoursor its two hind

    This carnivore is unusual in that it has a horn on ts nose, hut it

    does not

    use

    the horn for attacking-in fact, only ales have this

    horn. (Those who have trouble telling dinosaurs part have no

    trouble with the ceratosaurus.) The back of this cre ture also dis-

    tinguishes it from other carnosaurs, for a thin line

    f

    bony plates

    runs

    from the top of the ceratosaurus’shead do to the end of

    his tail,

    making

    the dinosaur’s back look like a gia t saw blade.

    s

    hunts in

    packs, and is thus able to bring

    down

    creatures mu

    i

    larger than

    legs.

    itself.

    Also unlike the larger carnosaurs, the ceratosa

    Compsognhthus

    Compsognathus is a very small carnivorous dinosaur, a

    size of a chicken.(In act, compsognathus

    IS

    elated to th

    known birds-if it had wings and feathers, it might be a

    These &eatures often hunt in groups. Their small siz

    them to hide, even

    m

    packs, and surprise prey-others

    penalties to their surprise roll. Attacks at night might

    sleeping prey, as the compsognathus tends to be noctur

    When hunting alone, the compsognathus usually ea

    and insects.

    Deinonychu

    This fast carnivore uses speed, its long, grasping fore

    large teeth, and its hind legs with ripping talons in terrib

    nation. It hunts by running at prey, leaping, and delive

    ting rakes with its rear legs as

    it

    claws and bites. The jum

    talon attack is gains a

    +

    2 bonus to the attack roll and del

    points of damage. When attacking a larger creature, the

    chus often jumps up on top of it, holding on with its fro

    while continuing it$ horrible raking attacks.

    The deinonychus has a relatively large brain for a din

    these pack attacks are often successful.

    Despite being 12 eet long, this dinosaur is only abou

    tall. Its tail extends straight out behind it, held aloft by

    cate structure of bony supports, thus allowing its

    150

    p

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    Da"

    I

    not a dinosaur, it thrives in the same marine habitats a

    saurs, for example-its young are born live at sea, and

    dontosaurus must come to the surface to breathe.

    its

    p

    fer

    of

    its kind, see

    Its speed and ferocity allow it to compete fearlessly for cho

    This dinosaur is another sauropod, like the brachiosaurus, th

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    Elasmosaurus

    to

    Iguanodon ~'

    TREASURE: Nil Nil

    Nil Nil

    ALIGNMENT:

    Nil Nil

    Nil Nil

    NO.AFTEARING:

    1-2

    2-8 1-2

    3-18

    ARMOR CLASS:

    7

    5

    5

    4

    1 0

    with its head below water but its neck held above.

    When the elasmosaurus spots its prey, it snaps it1 head down

    Like the ichthyosaur, the elasmosaurus has no g~

    1s.

    and must

    breathe air by swimming to the surface or stretchin its head

    up

    above the water. The elasmosaurus must crawl entir ly out of the

    suddenly upon i t.

    and of cot se the crea-

    The elasmosaurus is carnivorous and highly aggr ssive.

    I

    A s m a l l

    dinosaur, probably ancestor to the large4 carnosaurs,

    such as tyrannosaurus rex and allosaurus, the carnivorous

    euparkeria is about the size

    of

    a small dog.

    victims

    is

    wounded.

    it

    isable to stand up on its hind legs and

    run

    a shorl distance.

    While the euparkeria normally walks on all fours, if threatenei

    G O ~ O ~ ~ U N S

    This horrid creature lis probably another ancestor of tyra

    NS rex. The gorgos4urus

    is

    a fleet, carnivorous dinosaur

    aggressive instincts.

    Iguanodon

    The iguanodon is a more primitive dinosaur that walk

    fours, but it can stretch up to reach vegetation that looks

    larly appealing. The1 creature looks much like a small sau

    about

    15

    feet tall an

    30

    feet long, weighing in at only fi

    Typically traveli

    4

    herds, the iguanodon runs from

    voles, but

    if

    corneretl it can employ its thumb spikes and

    tail to defend itself.

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    t Megalosaurus

    Wessospond

    \Til

    \Til

    2-16

    1

    I 1-A 11 A

    RES

    I

    legs.

    saurus is one of the most commo

    the lambeosaurus has powerful teeth

    of this dinosaur grow

    Megalosr

    Solitary

    Nil

    Nil

    Another common dinosaur, this seemingly peaceful herbivo

    well equipped with long, sharp teeth fo r defensive biting

    attacked-a common occurrence, for the beast is a favorit

    such carnosaurs as tyrannosaurus, deinonychus,

    allosaurus-the massospondylus delivers swift bites and t

    runs away.

    While this dinosaur's front claws

    look

    like formidable we

    ons, with five long fingers and a sharp spike on the thumb,

    massospondylus uses these hands only to gather vegetable m

    rial for food. Like the camarasaurus, the massospondylus sw

    lows stones to help grind the food that it eats.

    The massospondylus is stupid, and any approach by stra

    creatures might be interpreted as an attack.

    Megalosaurus

    The megalosaurus is another carnosaur, like the allosaurus

    tyrannosaurus, but is smaller-30 feet long, ten feet tall,

    weighing only one ton. While it is as able as its larger cousin

    functioning bipedally, the megalosaurus often travels on

    f o t m

    sauro

    lodocus, but much longer and

    re uses its 35-foot-long nec

    len d-t o browse the foliage at the

    ck of any naturally occ

    19

    neck ve

    are held together by bony struts,

    bend

    its neck except at the he

    brontosaurus

    .

    This swamp

    half

    of

    itsun-

    of nearly any

    The megalosaurus eats sauropods, like the mamenchisau

    above, principally using its large jaws and teeth to bring do

    any unsuspecting victim. The claws of the megalosaurus, w

    sharp, are capable of causing only incidental damage to such

    of the mamen-

    immense crea-

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    .

    ..

    . ..

    Nil Nil Nil Nil Nil

    PPEARING: 5-20 1-3 3-12 3-18

    1 I5

    19

    17 13

    or o reach the leafy crowns of ferns, pal

    plant-aters are fairly heavy (about ei

    panicky.

    ruthlessly pursues any creature it perce

    their fine Armor Class.

    if driven

    by hunger.

    Pteranodon

    Although this flying reptile typically dives

    for

    marine prey,

    tacks anv creature that amears to be vulnerable. The oterano

    has no teeth, but spears victims with its beak if they are too l

    to swallow at a ZUID

    The beak of atypical pteranodon is about four feet long.

    creature weighs only

    40

    to

    50

    pounds, but it can carry off

    four times its own weight.

    Pterosaums

    This ghastly looking creature has a ten-foot-long snakelike

    and long jaws-truly a nightmare to behold. Even thoug

    lower jaw has no teeth, it can inflict great wounds when sw

    ing upon prey. The size of this dinosaur's shadow approaches

    of the roc, which has a slightly larger wingspan of

    60

    feet..

    The pterosaurus swoops down on prey from high in the

    thus causing a

    -3

    penalty to opponents' surprise roll.

    If

    the p

    saurus surprises an opponent, it has swooped down at do

    speedtoattack(witha +4bonustoitsattackroll), andanyd

    age thus inflicted is doubled. Although a pterosaurus weighs

    about

    75

    pounds, it can carry prey of three or four times

    weight.

    The pterosaurus is the dinosaur soulmate of the vulture; th

    ant flyer will eat carrion if nothing else suitable presents itse

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    of the ornithischians, the stegosaurus,or ”plated lizard,”

    a large, very stupid herbivorous dinosaur with agpessive de-

    nses.

    t thrives nearly anywhere and is often found in plains

    or

    Its great plates allow the creature to defend90% of the

    withfourormorebonyspikesofone

    two

    feet in length, has its own brain. The Stegosaurus

    ear continually toward an enemy, while tucking its head

    If anything near it

    seems

    hreatening, it reacts in this man-

    creature

    looks

    ike

    a stegosaurus with long, sharp spikes in-

    es along its back and tail. It is an aggressive defender,

    mainly in areas of heavy vegetation. When &tacked, its

    allows it a 75% probability of being AC 3. Attack-

    likely to have to suffer an attack resulting in Id8

    hen striking at this dinosaur’s neck, back, or tail

    nually t u rn itself so that its lashing tail can

    o be a cross between a stegosaurus and a

    om neck to hip sockets. Behind this, sharp, backward-pointing

    to the tail tip, which it keeps turned towaid enemies,

    s attackine its rear third have a 25% chance of sufferine

    StNth iOlUhUS

    The struthiomimus s wmivorous. It has to be very hungry

    tack men, but smaller humanoids and demihumans look de

    any time. It prefers ateas of tall grass as its habitat.

    Styracosaurus

    An aggressive plant-eater, styracosaurus charges at an

    threatening. The ban? plate gives the head area an AC

    of

    there is a 50% chanck that anything attempting to bite it

    portions is stabbed by one or more of the sharp frills of th

    plate, each hill inflictihg ld6 points

    d

    amage,

    1-3

    frills po

    striking. If styracosaurus charges, it tramples smaller crea

    inflicting 2d8 points

    c

    damage.

    Tanystmpheus

    Resembling a snake with thin, projecting legs, the rear set w

    for swimming, about half the length of tanystropheus is ne

    head. The relatively shal l head and jaws are long, the latte

    with many sharp teeth. This carnivore lurks along river

    through the waters. Tanystro

    others suffer a

    -6

    penalty to

    with surprise, tanystropheus

    the victim is under 500 pou

    into the water to further attac

    devour i

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    fierce carnivore found mainly

    t

    on

    dry land

    The teratosaurus is another c

    o

    be edible. This

    a w s rex.

    The triceratops also uses ik horns

    so it is not unusual

    to

    on their heads.

    for dominance

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    Dracolich

    kUhlAIEJTERRAIN See below

    FREQUENCY:

    ORGANEATION:

    Solit

    TREASURE:

    B.

    H.

    S.

    T

    ALIGNMENT: Evil (any)

    NO.APPEARmG 1

    ARMOR CLASS: See below

    xs

    per tormer dragon type

    As

    per former dragon type

    HACO:

    gory and also possesses a natural c

    Combat:

    Dracoliches are immune to

    ponents than it did in its original

    form;

    pponents must rol

    saving throws vs. spell with a -1 penalty (in addition t

    other relevant modifiers) to resist the dracolichs fear aura

    gaze of the dracolich's glowing eyes can also paralyze crea

    within 40 yards if they fail their saving throws (creatures

    level lor

    6

    Hit Dice] or higher gain a

    + 3

    bonus to their,s

    throws).

    If

    a creature successfully saves against the gaze of

    colich, it is permanently immune to the gaze of that part

    dracolich.

    The attack routine

    of

    a dracolich is similar to that

    of

    its or

    form; for example, a dracolich that was originally a green d

    will bring down a weak opponent with a series of physic

    tacks, but it will stalk more formidable opponehts, attacki

    an opportune moment with its breath weapon and spells.

    All physical attacks, such as clawing and biting, inflic

    same damage as the dracolichs original form, plus 2d8 poi

    chilling damage.

    A

    victim struck by a dracolich who fails a s

    throw vs. paralyzation is paralyzed for Zd6 rounds. Immun

    cold damage, temporary or permanent, negates the chilling

    age but not the paralyzation. Dracoliches cannot drain life l

    All dracoliches can attempt undead control (as per a

    PO

    undead control) once every three days on any variety of u

    with 60 yards. The undeads saving throws against this powe

    fer a -3 penalty; if the undead control is successful, it las

    one turn only. While undead control is in use, the dracolich

    not use other spells. If the dracolich interrupts its undead co

    beforeit has been used for a full turn, the dracolich must stil

    three days before the power can be used again.

    returns to its host,

    If

    there is no corpse in range for it to PO

    the spirit is trapped in the host until such a time-if ever-

    corpse becomes available.

    A

    dracolich

    is

    difficult to destr

    can be destroyed outright by power word, kill or a similar sp

    its spirit is currently contained i

    when a suitable corpse is not within range effectively d

    dracolich. Likewise, an active dracolich is unable to a

    If a dracolich or proto-dracolich is slain, its spirit immed

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    Dracolich

    HabitaVSociety: The creation of a dracolich is a complex proc-

    ess involving the transformation of an evil dragon by arcane

    magical forces, the most notorious practitioners

    of

    which are

    members of the Cult

    of

    the Dragon. The process is usually a coop-

    erative effort between the evil dragon and the wizards, but espe-

    cially powerful wizards have

    been

    known to coerce an evil

    dragon to undergo the transformation against its will.

    Any evil dragon is a possible candidate for transformation, al-

    though old dragons or older with spell-casting abilities are prefer-

    red. Once a candidate is secured, the wizards first prepare the

    dragon’s host, an inanimate object that will hold the dragon’s life

    force.Thehostmustbeasoliditemofnotlessthan2,OWgpvalue

    resistant to decay (wood, for instance, is unsuitable). A gemstone

    is commonly used for a host, particularly ruby, pearl, carbuncle,

    and jet, and is often set in the hilt of a sword or other weapon.

    The host is prepared by casting

    enchant

    an item upon it and

    speaking the name of the evil diagon; the item may resist the spell

    by successfully saving vs. J peuas an 11th-level wizard.

    If

    the spell

    is resisted, another item must be used for the host. If the spell is

    not resisted, the item can then function as a host. If desired,

    glas-

    steel

    can be cast upon the host to protect it,

    Next, a special potion is prepared for the evil dragon to con-

    sume. The exact composition

    of

    the potion varies accordmg to

    the age and type of the dragon, but it must contain precisely seven

    ingredients, among them a pohon of evildragon control, a potion

    of invulnerability,

    and the blood of a vampire. When the evil

    dragon consumes the potion, the results are determined as fol-

    lows (roll percentile dice):

    Roll Result

    01-10 N o effect.

    11-40

    Potion does not work. The dragon suffers 2d12

    points of damage and is helpless with conwl-

    sions for

    1-2

    ounds.

    Potion dws not work. The dragon dies.

    A

    full

    wish

    or similar spell is needed to restore the

    dragon to life; a wish to transform the dragon

    into a dracolich results in another roll on this

    table.

    41-50

    51-00 Potion works.

    If the potion works, the dragon’s spirit transfers to the host, re-

    gardless of the distance b& w m the dragon’s body and the host.

    A dim light within the host indicates the presence of the spirit.

    While contained in thehost, the spirit cannot take any actions; It

    cannot be contactednor attacked by magic. The spirit can remain

    in the host indefinitely.

    Once the spirit is contained in the host, the host must be

    brought

    within

    90

    eet of a reptilian corpse; under no circum-

    stances can the spirit

    possess

    a living body. The spirit‘s original

    body is ideal, but the corpse

    of

    any reptilian creature that died or

    was killed within the previous

    30

    days is suitable.

    The wizard who onginally prepared the host must touch the

    host, cast a magic

    ar

    spell while speaking the name of the dragon,

    then touch the corpse. The corpse must fail a saving throw vs.

    spell for the spirit t o successfully possess it; if it saves, it will never

    accept the spirit. The following modifiers apply to the roll:

    - 10

    i

    the corpseis the spirit‘s o w n former body (which can be

    dead for any length of time).

    - 4 if

    the corpse is of the same alignment as the dragon.

    - 4 if

    the corpse

    is

    that of a true dragon (any type).

    -

    if the comse is that

    of

    a firedrake, ice lizard, w e m , or fire

    lizard.

    If the corpse accepts the spirit, it becomes animated by the sp

    If the animated corpse is the spirit’s former body, it immedia

    becomes a dracolich; however, it will not regain the use

    o

    voice and breath weapon for another seven days (note that it

    not be able to cast spells with verbal components during

    time). At the end

    of

    seven days, the dracolich regains the