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Oriental Monsters A Supplement for B/X Written by Ned Martell (Revised June 2013) Illustrations by: Various (all artwork is in the public domain, copyrights expired due to age). This document contains over 65 all-new monsters suitable for an Oriental campaign. Each of the monsters is based on real world legendary sources, so in some cases the name of a particular monster may be the same as that published in another game book, but in every case the monster fully detailed herein is a novel interpretation written by myself.

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Page 1: Oriental Monsters

Oriental MonstersA Supplement for B/X

Written by Ned Martell (Revised June 2013)

Illustrations by:Various (all artwork is in the public domain, copyrights expired due to age).

This document contains over 65 all-new monsters suitable for an Oriental campaign. Each of the monsters is based on real world legendary sources, so in some cases the name of a particular monster may be the same as that published in another game book, but in every case the monster fully detailed herein is a novel interpretation written by myself.

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TABLE OF CONTENTS

Akashita………………….………………….……………. 1Amanojaku………………………………….……………. 1Amanozako……………..………………….…………….. 1Amikiri…………………...………………….……………. 1Ayonyobo………………..………………….…………… 1

Bakekujira……………….………………….……………. 2Bakeneko………………..………………….……………. 2Baku……………………..………………….……………. 2Bashe…………………….………………….……………. 2

Daidarabotchi…………..………………….…………….. 2Dragon (Earth)………….………………….…………….. 2Dragon (Water)………….………………….……………. 2Dragon King (Earth)……………………….…………….. 3Dragon King (Water)……………………….……………. 3

Funayurei………………..………………….……………. 4Furi………………………………………….…………….. 4Futakuchionna…………..………………….……………. 4

Gashadokuro……………………………….……………. 4

Hainu…………………….………………….……………. 5Hakutaku………………..………………….……………. 5Harionago……………….………………….……………. 5Hebi……………………..………………….…………….. 5Hengeyokai……………..………………….…………….. 5Hitotsumekozo………….………………….…………….. 5Honeonna……………….………………….……………. 6

Ikiryo…………………….………………….…………….. 6Ikuchi…………………….………………….……………. 6Inugami………………….………………….……………. 7Isonade………………….………………….…………….. 7Itsumaden……………….………………….……………. 7Ittanmomen……………..………………….……………. 7

Jiangshi………………….………………….…………….. 7Jikininki………………….………………….……………. 8Jorogumo………………..………………….……………. 8Jubokko…………………………………….…………….. 8

Kama-itachi……………..………………….…………….. 8Kappa……………………………………….……………. 9Kijimuna………………………………….………………. 9Kitsune…………………..………………….……………. 9Koropokguru……………………………….…………….. 9

Langgui…………………………………………………… 9

Mujina……………………………………….……………... 9

Nature Folk……………….………………….……………. 9 Nekomata………………………………………………… 10Nue………………………………………….……………. 10Nukekubi………………..………………….……………. 10Nureonna………………..………………….……………. 11Nuribotoke………………………………….……………. 11

Okami……………………………………….……………. 11Oni……………………….………………….……………. 11Oni (Onibaba)…………..………………….……………. 11Onibi…………………….………………….…………….. 12Onryo……………………………………….……………. 12Onyudo………………….………………….……………. 12Otoroshi…………………………………….…………….. 12

Penghou…………………………………….……………. 13Pixiu……………………..………………….…………….. 13

Qilin……………………..………………….…………….. 13

Rokurokubi……………..………………….…………….. 13

Satori…………………….………………….……………. 13Shachihoko……………..………………….…………….. 14Shen……………………..………………….……………. 14Shojo…………………….………………….……………. 14Shuigui…………………..………………….……………. 14

Taimatsumaru………….………………….……………... 14Tanuki…………………………………………………….. 15Tenaga-Ashinaga……….………………….…………….. 15Tengshe…………………………………….…………….. 15Tengu (Greater)…………………………….……………. 15Tengu (Lesser)………….………………….…………….. 15Tsuchigumo……………..………………….……………. 15

Umibozu…………………………………….……………. 15Ushioni…………………..………………….……………. 16

Wanyudo………………..………………….……………. 16

Yako……………………..………………….……………. 16Yamaoroshi……………..………………….…………….. 16Yukionna………………..………………….…………….. 16

Zenko……………………………………….…………….. 17

APPENDIX I: Monster Listing by Hit Dice……………… 17

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Akashita

Armour Class: 4 No. Appearing: 1 (1)Hit Dice: 7** Save As: Fighter: 7Move: Fly: 120' (40') Morale: 9Attacks: 2 claws/1 bite Treasure Type: NilDamage: 1-8/1-8/2-12 Alignment: Chaotic

An akashita appears as a large thick black smokey cloud, out of which emerges the head and arms of a hairy beast with large claws and a gaping red maw containing sharp teeth and a large tongue. Anyone within melee range of the monster must save vs Poison at the end of each round or be doubled over coughing due to the noxious smoke and for the following round they will be unable to attack.

Amanojaku

Armour Class: 6 No. Appearing: 1-2 (2-8)Hit Dice: 2+1* Save As: Fighter: 2Move: 90' (30') Morale: 7Attacks: 1 bite or weapon Treasure Type: U (C)Damage: 1-6 or by weapon Alignment: Chaotic

Amanojaku are thought to be related to oni, resembling them somewhat but standing only 3 feet tall. They are invariably wicked and perverse. Their favourite tactic is to find a person's deepest desires (they may cast ESP at will), and then use this information to instigate their victim into doing evil acts before ultimately frustrating the victim's desire! Amanojaku have been known to flay their victims (or animals) after death and then wear the skin to impersonate them. They are also able to mimic their victim's voice and only have a 1-in-20 chance of being detected.

Amanozako

Armour Class: 2 No. Appearing: 1 (1)Hit Dice: 15*** Save As: Fighter: 15Move: 150' (50') Morale: 10 Fly: 150' (50')Attacks: 1 bite Treasure Type: FDamage: 6-36 Alignment: Chaotic

Amanozako is a monstrous giantess standing over 20 feet tall, with a long nose, ears, and fangs. Her teeth are so

strong that she can chew swords. She has a ferocious temper. She attacks by snatching a victim up in her hands on a successful "to hit" roll, and bringing the victim to her mouth to bite with her powerful teeth. She may use each of the following spell-like abilities (cast as a 14th level wu ren) three times a day: ESP (she may also communicate this way), invisibility, phantasmal force (with both visual and auditory effects), dimension door, polymorph others, polymorph self, and magic jar.

Amikiri

Armour Class: 7 No. Appearing: 1-3 (1-3)Hit Dice: 1 Save As: Fighter: 1Move: Fly: 90' (30') Morale: 6Attacks: 2 claws/1 bite Treasure Type: (L)Damage: 1-2/1-2/1-2 Alignment: Chaotic

The Amik i r i has a taper ing worm- l ike body about 5 feet long, a beaked b i rd- l ike head, and two crab-like claws. Normally shy and mischievous, it especially enjoys cutting nets when no one is looking but it has also been known to sneak

up on people and cut off their hair at the roots! It will typically flee at the first sign of danger. The treasure indicated will only be found the in the creature's lair.

Aonyobo

Armour Class: 5 No. Appearing: 0 (1-12)Hit Dice: 3** Save As: Fighter: 3Move: 120' (40') Morale: 12Attacks: 1 bite Treasure Type: IDamage: 1-3 + paralysis Alignment: Chaotic

Aonyobo are the g h o s t s o f o l d -f a sh ioned cour t ladies, appearing much as they did in life (with blackened teeth and shaved eyebrows) but with a distinct bluish-green tint to their skin. They will only be found in the ruins of abandoned palaces, and enjoy consuming human flesh. Upon being bitten, their victim will be paralysed for 2-8 turns unless a successful save vs Paralysis is made. Aonyobo are immune to disease, poison, and mind-affecting spells (such as sleep, charm, and hold spells).

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Bakekujira*

Armour Class: 6 No. Appearing: 0 (1)Hit Dice: 16+16** Save As: Fighter: 15Move: Swim: 180' (60') Morale: 12Attacks: 1 bite Treasure Type: NilDamage: 6-36 Alignment: Neutral

Bakekujira is a ghost, taking the form of a skeletal whale 60 feet long. It is accompanied by a flock of 'zombie' birds and a school of 'zombie' fish. It will ignore nearby boats or even outright non-magical attacks, but if attacked magically it will become fearlessly aggressive. If it rams a ship, it will do 6-36 hull points of damage. Bakekujira is immune to disease, poison, and mind-affecting spells (such as sleep, charm, and hold spells), and can only be hit with magic weapons.

Bakeneko (cat hengeyokai); see Hengeyokai.

Baku

Armour Class: 6 No. Appearing: 1 (1-3)Hit Dice: 5* Save As: Fighter: 5Move: 150' (50') Morale: 9Attacks: 2 claws Treasure Type: L x 4Damage: 1-4/1-4 Alignment: Lawful

Baku are ch imer ica l creatures, with a spotted tiger's body & legs, an e l e p h a n t ' s t r u n k , a rhinoceros' eyes, and an ox's tail. They are very shy, but are helpful to humans: they prowl d r e a m s a n d e a t nightmares. Baku are able to use the spell ESP at will (and may also use this ability to devour dreams if the target is sleeping). Baku are immune to all poison and disease, and are at all times affected as by the spell protection from evil 10' radius. It is said that a bed made from the skin of a baku retains these protective qualities.

Bashe

Armour Class: 6 No. Appearing: 1 (1-3)Hit Dice: 15+15** Save As: Fighter: 8Move: 60' (20') Morale: 8Attacks: 1 bite/1 squeeze Treasure Type: NilDamage: 2-16/2-16 Alignment: Neutral Bashe are huge pythons, up to 100 feet long, so large that their favoured prey are elephants. Their primary attack is their bite, on a "to hit" roll of 19 or 20 they will have swallowed a man-sized (or smaller) victim whole, inflicting an automatic 2-16 points of damage per round. Anyone inside the Bashe attacks with a -4 penalty on "to hit" rolls against AC 7 and may only use small piercing weapons such as a daggar. On any other successful bite attack roll, the bashe will then proceed to wrap its body about the victim, constricting for 2-16 points of damage per round automatically each round thereafter.

Daidarabotchi

Armour Class: 4 Morale: 11Hit Dice: 36+36* Treasure Type: HMove: 240' (80') Alignment: NeutralAttacks: 2 fists or trample Damage: 10-60/10-60 No. Appearing:0 (1)Save As: Dwarf: 12

Daidarabotch i i s a huge legendary giant, hairless with pitch-black skin and well over 100 feet tall. On a successful trample attack (gaining +4 "to hit") he will inflict 10-100 hit points of damage.

Dragon

Earth Water Armour Class: 0 0Hit Dice: 10* 9***Move: 90' (30') 90' (30') Burrow: 60' (20') - Fly: - 270' (90') Swim: - 270' (90')Attacks: 2 claws/1 bite 4 claws/1 biteDamage: 1-8/1-8/2-20 1-8/1-8/1-8/1-8/2-16No. Appearing: 1 (1) 1 (1)Save As: Dwarf: 10 Dwarf: 9Morale: 10 9Treasure Type: H + M HAlignment: Neutral Lawful

Earth Dragon: Earth dragons are the guardians of hidden treasures, especially gems and precious metals. In appearance they are similar to water dragons although they are usually wreathed in harmless flames. Earth dragons are immune to fire (including magical fire) and often live inside volcanoes. The earth dragon is unable to fly, and so when it needs to ascend to heaven it creates a volcanic eruption to carry itself up. Earth dragons also

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have the ability to move earth (as the spell) three times per day.

Water Dragon: Water dragons are benevolent beings, associated with water and clouds. They live in lakes, rivers, or the sea, and also among the clouds. They have the ability to control rainfall and weather (may cast control weather up to three times per day). They are chimerical, having the following characteristics: head of a crocodile; antlers of a deer; eyes of an oni; ears of a cow; neck, body, and tail of a snake; scales of a carp; claws of an eagle; soles of a tiger; and the innards of a clam. They may change their colour to match whatever environment they may be in (surprise on a roll of 1-4 on 1d6). Young water dragons are smaller, having 5 or fewer hit dice, no antlers, and may neither control weather nor fly (being wholly aquatic).

Dragon King

Earth Water _ Armour Class: -1 -3Hit Dice: 30+30**** 27+27********Move: 60' (20') 180' (60') Burrow: 60' (20') - Fly: - 270' (90') Swim: - 270' (90')Attacks: 1 bite 4 claws/1 biteDamage: 6-36 2-9/2-9/2-9/2-9/3-18No. Appearing: 1 (1) 1 (1)Save As: Dwarf: 12 Dwarf: 12Morale: 12 12Treasure Type: H x 2 + M x 2 H x 2Alignment: Neutral Lawful

Each dragon king carries a dragon orb. In the possession of the dragon king, the dragon orb functions as a ring of protection +3, 10' radius in addition to granting the dragon king up to three wishes per month, but in the hands of others the dragon orb will only function as a ring of protection +1 and will grant 0-3 wishes (depending how many are left) before losing the wishing power until the dragon orb is returned to the possession of the dragon king for a full month.

Earth Dragon King: The earth dragon king is a huge, fat, worm-like version of an earth dragon with vestigial limbs and a body about 100 feet long and 10 feet in diameter. He is rarely encountered as he spends most of his time far underground. He is immune to fire (including magical fire). He may swallow whole any creature 10 feet tall or shorter upon rolling a "to hit" number which is 4 or more higher than required, causing an automatic 3-18 points of damage each subsequent round, in addition to the normal bite damage on the round the swallowing occurred. He also has the following spell-like powers, which he may cast at will (as a 14th level caster): conjure elemental (earth only), pass-wall, transmute rock to mud, transmute mud to rock, wall of stone, and move earth.

Water Dragon King: Water dragon kings have the form of water dragons, and are not immediately distinguishable from them to the untrained eye; however, they are larger and they have 5 claws per foot. There are four dragon kings in total, each ruling one ocean: North, South, East, and West. They each reside in a fabulous crystal palace under their respective ocean, where they are attended by all manner of marine animals which they may command at will, being their rulers. Water dragon kings may transform themselves at will into humanoid form, normally that of a man dressed in king's robes but with a dragon's head, although they may also choose a purely human form. They also have the following spell-like powers, which they may cast at will (as a 14th level caster): purify water , create water , water breathing, conjure elemental (water only), control weather, lower water, flood (reverse of lower water), and part water. In addition, they have the spell casting abilities of both a 9th level wu ren and a 9th level shugenja.

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Funayurei*

Armour Class: 6 No. Appearing: 0 (20-60)Hit Dice: 1+1** Save As: Fighter: 1Move: 120' (40') Morale: 6 Swim: 120' (40')Attacks: 1 Treasure Type: (C)Damage: 1-6 Alignment: Chaotic

Funayurei are the ghosts of people who have died in shipwrecks. They appear as they did in l i f e , excep t being pale and transparent. They are also associated with ghostly fires ( v i s i b l e y e t unburning). They may r ide the i r own ghost ships, they may swim in the water, or they

may suddenly appear on the decks of ships, but in all cases their primary goal is to sink ships and swell their own numbers. They will cause 1 hull point of damage per round to a ship for every 10 funayurei present and working towards that goal. They will also attempt deception to lure ships onto rocks, reefs, etc. Funayurei are immune to disease, poison, and mind-affecting spells (such as sleep, charm, and hold spells), and can only be hit with magic weapons.

Furi

Armour Class: 8 No. Appearing: 1-4 (2-12)Hit Dice: ½ (1-4hp) Save As: Normal ManMove: 60' (20') Morale: 6 Glide: 120' (40')Attacks: 1 bite Treasure Type: NilDamage: 1 Alignment: Neutral

A furi is a small monkey-like animal with red eyes, blue fur with a black leopard-like pattern, and a short tail. They are nocturnal and enjoy eating spiders. Although unable to fly, they are excellent gliders, and are able to travel from one mountain to another! They are unusual in that they are immune to all forms of attack (including poison, fire, etc.) except t h o s e w h i c h c a u s e

crushing damage (for example, a club or a mace).

Futakuchionna

Armour Class: 8 No. Appearing: 1 (1)Hit Dice: 1-1* Save As: Fighter: 1Move: 120' (40') Morale: 7Attacks: 1 bite + 1 weapon Treasure Type: UDamage: 1-4 + 1-6 or by Alignment: Chaotic weapon

A futakuchionna was once a normal woman, now cursed with a second mouth located on the back of her head (hidden by her hair under normal circumstances). Her hair becomes like two serpents and is able to grab food and carry it to her second mouth. Anyone struck by a hair 'serpent' is grasped tightly, anyone struck by two is pulled towards the mouth and chewed for 1-4 points of damage each round automatically until released. The second mouth tends to mumble spitefully, and eats twice as much as a normal person. It will become threatening or even scream obscenities if not fed.

Gashadokuro

Armour Class: 4 No. Appearing: 1 (1)Hit Dice: 15+15* Save As: Fighter: 15Move: 210' (70') Morale: 12Attacks: 1 bite Treasure Type: NilDamage: 5-50 Alignment: Chaotic

Gashadokuro are giant skeletons, standing 50 feet tall. They are created from the bones of one thousand people who have died of starvation, and attack by snatching a victim and attempting to bite his head off. They are immune to disease, poison, and mind-affecting spells (such as sleep, charm, and hold spells).

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Hainu

Armour Class: 7 No. Appearing: 1-3 (2-8)Hit Dice: 1+1* Save As: Fighter: 1Move: 120' (40') Morale: 10 Fly: 150' (50')Attacks: 1 bite Treasure Type: NilDamage: 1-4 Alignment: Neutral Hainu are winged wild dogs. They are not at all timid, often attacking people and livestock.

Hakutaku

Armour Class: 0 No. Appearing: 1 (1)Hit Dice: 9**** Save As: Cleric: 9Move: 240' (80') Morale: 11Attacks: 1 butt Treasure Type: O x 4Damage: 1-6 Alignment: Lawful

The hakutaku has the body of a white ox, the face of a man, nine eyes (three on its face and three on each flank), and six horns (two on its head and four along its back). It is extremely intelligent and knowledgeable, and is able to speak and read all languages. It may never be surprised and is immune to all poison and disease. In addition, it has all the special abilities of a 9th level shugenja, including spell casting.

Harionago

Armour Class: 8 No. Appearing: 1 (1-4)Hit Dice: 2+1* Save As: Fighter: 2Move: 120' (40') Morale: 9Attacks: 1 special + Treasure Type: V 1 weaponDamage: 2-8 + 1-6 or Alignment: Chaotic by weapon

A harionago is a man-eating monster taking the form of a beautiful woman with long, lustrous hair. However, her hair is prehensile and each strand is tipped with a razor-sharp barbed hook. In combat, her hair lashes about and may make attack rolls against all creatures within melee range (one attack roll per opponent per round). With her hair down, she is not immediately recognisable as a monster, and will often attack with surprise.

Hebi (snake hengeyokai); see Hengeyokai.

Hengeyokai

Armour Class: 5 or by armour No. Appearing: 1 (1) or by animal formHit Dice: See below Save As: Elf: 1-9Move: 120' (40') Morale: 8 or by animal formAttacks: 1 weapon or Treasure Type: L + U + V + by animal form see belowDamage: 1-8 or by weapon Alignment: Chaotic or or by animal form see below

Hengeyokai cover a large range of shapechangers, including bakeneko (cat), hebi (snake), inugami (dog), kitsune (fox), mujina (badger), okami (wolf), tanuki (raccoon dog), and tsuchigumo (spider), which are fully detailed in the "Oriental Classes" supplement, and can also appear as NPCs. Bite attacks from NPC hebi and tsuchigumo will most often require a save vs Poison, unlike their Player Character counterparts! Hengeyokai encountered may be of any level from 1 through 9, and their particular animal form may be chosen by the DM or rolled randomly. Some of their favoured spells are as follows (although they are by no means restricted to this spell list): (1st) sleep, ventriloquism; (2nd) ESP, invisibility, phantasmal force; (3rd) fireball, fly, lightning bolt; (4th) confusion, hallucinatory terrain; (5th) magic jar. Low-level hengeyokai may only have half or less of the rolled treasure, and high-level hengeyokai will have treasure type "I" in addition. Magic items should be determined separately, by using the normal rules for NPCs. Most hengeyokai are Chaotic, but some 20% may be Neutral and 5% may be Lawful. One specific type of hengeyokai, the zenko, is detailed separately in its own listing.

Hitotsumekozo

Armour Class: 8 No. Appearing: 1-2 (2-8)Hit Dice: ½ (1-4hp) Save As: Normal ManMove: 60' (20') Morale: 6Attacks: See below Treasure Type: PDamage: 0 Alignment: Neutral

Hitotsumekozo appear as bald young children aged 8-10 years old, usually wearing the robes of a monk-in-training,

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but with only one large eye in the centre of their face. They are not malicious, but enjoy surprising people. Anyone upon first seeing their single eye must save vs Spells with a +2 bonus or faint in fright (as if affected by the spell sleep).

Honeonna

Armour Class: 7 No. Appearing: 1 (1)Hit Dice: 2** Save As: Fighter: 2Move: 120' (40') Morale: 10Attacks: 1 weapon Treasure Type: L + UDamage: 1-6 or by weapon Alignment: Chaotic

A honeonna in her natural form is a skeleton, but she takes the aspect of a thin, beautiful girl to lure men into her clutches. Whenever she sleeps with a man she will permanently drain 1 hit point from him (may not be healed by magical or normal healing). This loss is undetectable until he dies from this effect, at which time he becomes a skeleton himself under the direction of the honeonna. Honeonna are immune to disease, poison, and mind-affecting spells (such as sleep, charm, and hold spells).

Ikiryo*

Armour Class: 0 No. Appearing: 1 (1)Hit Dice: 3**** Save As: Fighter: 3Move: 120' (40') Morale: 12Attacks: Possession Treasure Type: NilDamage: Special Alignment: Chaotic

If a person holds a p a r t i c u l a r l y s t rong g rudge against someone else, the grudge can itself take on an independent form (the ikiryo). The originator of the ikiryo will be unaware of this occurrence. The ikiryo is always invisible, but if it is able to be seen

it will appear as a ghostly version of the originator.

The ikiryo will track down the target of the grudge and attempt to possess him (target must make a save vs Spells, if it fails the ikiryo will enter the victim's body and gain control over it; if the save is successful, the ikiryo must wait at least one full day before making another attempt). While in possession of the target's body, the ikiryo will engage in acts which will bring shame and

dishonour upon the target. Furthermore, the target will sicken (losing 1 hit point per day, which may not be healed by magical or normal healing). Forcing the ikiryo out of the victim will allow him to begin recovering hit points normally.

While the ikiryo is absent from the originator, he too will sicken and lose hit points in a similar manner (losing 1 hit point per day, which may not be healed by magical or normal healing). In the case of the originator, he may only begin to be cured after the ikiryo re-enters his body.

Although the ikiryo's preferred victim is the target of the grudge, the Ikiryo may attempt to possess other bodies at will (although only one at a time), hopping from body to body. It will sometimes use this ability to further torment its victim.

Ikiryo are immune to disease, poison, and mind-affecting spells (such as sleep, charm, and hold spells), and can only be hit with magic weapons. A protection from evil spell will temporarily (for the duration of the spell) drive the ikiryo out of someone who is possessed, and prevent the ikiryo from possessing anyone so protected. A successful dispel evil spell will drive the ikiryo out of the victim and force it to return to its originator for 1 day; furthermore this spell will cause the ikiryo will become visible (AC 4) until it re-enters the originator, and identifiable to anyone who knows him in life.

Ikuchi

Armour Class: 5 No. Appearing: 0 (1)Hit Dice: 6 Save As: Fighter: 3Move: Swim: 150' (50') Morale: 8Attacks: See below Treasure Type: NilDamage: See below Alignment: Neutral

The ikuchi is an incredibly long ocean-dwel l ing ee l coated with a slippery oil-like s u b s t a n c e . Al though i t s body is only about 6 inches in diameter it is rumoured to be at least 2-3 m i l e s l o n g , taking several hours to pass! It is strangely attracted to boats, and enjoys circling over them as it swims by, spilling oil down as it passes which can rapidly fill the boat and sink it. This build-up of oil is equivalent to 1 hull point of damage per round, but it can

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easily be repaired: 10 men working exclusively at bailing can repair 1 hull point per round. If the eel is attacked, it will constrict down upon the boat, causing 1-10 hull points of damage per round in addition! This damage is not so easily repaired (use normal rules for repairing hull damage).

Inugami (dog hengeyokai); see Hengeyokai.

Isonade

Armour Class: 4 No. Appearing: 0 (1)Hit Dice: 8* Save As: Fighter: 4Move: 180' (60') Morale: 7Attacks: 1 tail or 1 bite Treasure Type: VDamage: 1-10 + special Alignment: Neutral or 2-20

Isonade is a giant shark-like sea creature, about 30 feet long. It especially enjoys stormy weather, and is normal ly only encountered under these conditions. Its favourite tactic is to approach ships from underwater, waiting until it is very close and then lifting its tail (which is covered in hook- l i ke projections) out of the water and sweeping it across to pull sailors down into the sea where it can eat them. The isonade has also been known to use this tactic against people on the beach. Anyone struck by its tail must, in addition to taking the stated damage, make a save vs Death Ray or be caught on the hooks of the tail and dragged into the water. When biting, on a "to hit" roll of 20 the isonade will swallow any creature 3 feet tall or smaller, automatically inflicting 1-6 points of damage per round and killing the victim by drowning in 10 rounds. Any treasure it may have will be located inside its belly.

Itsumaden

Armour Class: 6 No. Appearing: 1 (1)Hit Dice: 4** Save As: Fighter: 4Move: 60' (20') Morale: 12 Fly: 480' (160')Attacks: 2 claws + breath Treasure Type: NilDamage: 2-5/2-5 + special Alignment: Lawful

An itsumaden is a bird spirit, believed to be created when many dead people are left unburied, such as from starvation or plague. The cry of this beast ("How much longer? How much longer?") calls for the dead to be buried. It has the legs, talons, and wings of a bird with a 15 foot wingspan, the body of a snake, and a human face. In general these spirits are not aggressive, unless their calls

are ignored and the dead remain unappeased, in which case it will slowly and steadily escalate its attacks. It may breathe fire at will, each such attack inflicting 4-24 points of damage against any one victim (save vs Dragon Breath for half damage).

Ittanmomen

Armour Class: 7 + see below No. Appearing: 1 (1-3)Hit Dice: 2** Save As: Fighter: 2Move: Fly: 180' (60') Morale: 7 or see belowAttacks: Suffocate Treasure Type: NilDamage: See below Alignment: Chaotic

The ittanmomen appears as a bolt of cotton cloth (about 1 foot wide and 35 feet long) fluttering in the breeze. On a successful attack roll, it has wrapped itself around the victim's head and body, and the victim will suffocate to death in 10 rounds unless the ittanmomen is removed. Removal may be accomplished by killing it (attacks automatically hit, but will do ½ damage to the monster and ½ damage to the victim), or by pulling it free. Pulling it free will require successful Open Doors rolls for 3 rounds in a row, these Open Doors rolls may be made against the creature instead of a normal attack roll. A maximum of two people may attempt to pull it free simultaneously. Note that the 3 rounds required must be in unbroken sequence, if all Open Doors rolls are failed on any given round, the creature retightens its grip and the pulling must begin anew. When wrapped around a victim, the ittanmomen's Morale becomes 12.

Jiangshi*

Armour Class: 6 No. Appearing: 1-6 (1-8)Hit Dice: 2+2* Save As: Fighter: 2Move: 60' (20') Morale: 12Attacks: 2 claws/1 bite Treasure Type: L x 2Damage: 1-3/1-3/1-3 Alignment: Chaotic + energy drain

Jiangshi are reanimated corpses with greenish-white skin and long white hair, created by the ghost's inability to leave the body. Jiangshi are animalistic in temperament and intelligence. They are active at night, hiding in dark places during daylight hours. The body itself is very stiff with the arms perpetually stretched outwards; they may only move by hopping and they automatically lose initiative in combat. Their touch drains 1 level of experience or hit die from the victim. Anyone slain by a jiangshi in this manner will become a jiangshi himself.

Jiangshi are immune to disease, poison, and mind-affecting spells (such as sleep, charm, and hold spells), and can only be hit with magic weapons. However, they have many weaknesses. They are repelled by their own reflection in a mirror, by the call of a rooster, by uncooked glutinous rice, and by dried red adzuki beans (jiangshi may not cross a barrier composed of either of the latter two). The touch of a holy symbol to its forehead will

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paralyse it (no save), but only while the holy symbol is in contact with the body, and the holy symbol must be administered in melee with a successful "to hit" roll. They are not immune to items made from the wood of a peach tree, nor are they immune to fire damage.

Jikininki

Armour Class: 7 No. Appearing: 1 (1-6)Hit Dice: 2 Save As: Fighter: 2Move: 120' (40') Morale: 9Attacks: 2 claws/1 bite Treasure Type: BDamage: 1-3/1-3/1-3 Alignment: Neutral

Jikininki are people who have been cursed with the insatiable urge to eat fresh human corpses. They are fully aware of their condition, and find their own desires repugnant. During the day they live as normal human beings but at night, when they go out in search of fresh cadavers to eat, their appearance transforms into that of decomposing bodies with sharp teeth, claws, and glowing eyes. They will steal any valuables the corpses may have in order to use the proceeds to bribe local officials during the day.

Jorogumo

Armour Class: 6 No. Appearing: 1 (1)Hit Dice: 4** Save As: Fighter: 4Move: 60' (20') Morale: 8 Swim: 60' (20')Attacks: 1 bite or 1 thread Treasure Type: C + VDamage: 2-12 + paralysis Alignment: Chaotic or see below

Jorogumo are monsters with features of both a woman and a spider. She may transform into a normal spider (AC 9, MV 30'/10') and a beautiful woman (AC 8, MV 120'/

40'), but only once each per day.

Her primary form of attack is to throw a silk spider-thread at her v i c t im . He r sp ide r threads have a range of 60 feet, a successful attack roll will stick a thread to the victim and thereafter he may not move farther away from the Jorogumo than she allows. She will retract the thread at a rate of

20 feet per round. The thread takes 4 rounds (plus or minus Strength modifier) to cut with an edged weapon, or it may also be burned through in one round but this latter method will also inflict 1-2 points of damage to the victim. She may hold and retract up to four threads simultaneously, but may only throw one per round. She will often first attempt to distract or lull her prey (using her human form), before binding and then devouring them. Jorogumo are often associated with a deep pool of water, dwelling down below and launching out threads at travellers in an attempt to pull them underwater. Her bite requires a save vs Paralysis, or her victim will be paralysed for 2-8 turns. She may cast the spell charm person once per day, and may cast the spell web three times per day.

Jubokko

Armour Class: 2 No. Appearing: 0 (1)Hit Dice: 6+6* Save As: Fighter: 6Move: - Morale: -Attacks: 1 Treasure Type: U + VDamage: 1-10 + special Alignment: Chaotic

A jubokko is a tree which was growing in a battlefield and has been transformed by soaking up large amounts of blood. It now stands in wait for passersby, snatching them and sucking out their blood. A jubokko looks exactly like a normal tree (except perhaps being more fresh and healthy looking) and they always surprise on roll of 1-3 on 1d6. Upon a successful hit, the victim is held immobile and will be drained of 1-10 points of damage automatically each round. If a jobokko is cut, it bleeds. Its treasure (remains of previous victims) is scattered loosely around the base of the tree. Fresh branches from a jubokko (less than 1 week since removal from the tree) may be used to drain poison from a wound (as the spell neutralize poison).

Kama-itachi

Armour Class: 3 No. Appearing: 1-3 (2-8)Hit Dice: 2* Save As: Fighter: 2Move: 360' (120') Morale: 6Attacks: 1 claws Treasure Type: NilDamage: 1-6 + see below Alignment: Chaotic

This monster has a form similar to a weasel with long razor-sharp sickle-shaped claws. It moves so quickly that in motion it creates a whirlwind-like ball of wind in a 5' radius, inside of which the creature rides invisibly. The force of the wind is so powerful that any creature caught within its radius must make a

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save vs Death Ray or be knocked down to the ground. The kama-itachi may make attack rolls against all creatures within the ball of wind (one attack roll per victim). The wounds created by this creature do not bleed, so it is sometimes not until the creature has already passed that its victim realises he has been cut!

Kappa

Armour Class: 2 No. Appearing: 1-6 (2-20)Hit Dice: 1+1* Save As: Fighter: 1Move: 60' (20') Morale: 6 Swim: 120' (40')Attacks: 2 claws/1 bite Treasure Type: BDamage: 1/1/1-4 + Strength Alignment: Neutral

Kappa are a race of s m a l l f r e s h w a t e r -dwelling humanoids, roughly the size of a human child. They have webbed hands and feet, and their skin is scaly, slippery, and bluish- or yellowish-

green. They have a tortoise-like shell on their back, a beak-like mouth, and a round cavity on top of their heads surrounded by long hair. They may breathe air as well as water, but they must always keep the cavity on top of their head wet: if it empties they will become too weak to even move and will eventually die; thus they will often cover the cavity with a metal cap while above water. While there is water in the cavity on its head, kappa have a Strength score of 18 (gaining +3 "to hit" and +3 damage). Kappa have a strong fishy smell, and if threatened they will exude a noxious gas causing victims to save vs Poison or suffer a -2 penalty on "to hit" rolls while in melee combat with the kappa.

Kappa are generally mischievous, often malicious (human innards are a favourite food), and sometimes benevolent. They are unfailingly polite and will never break their word once given. They are very boastful, and love wrestling and other tests of skill. It is said they also particularly enjoy eating cucumbers.

Kijimuna

Armour Class: 8 No. Appearing: 0 (4-16)Hit Dice: 1-1 Save As: Fighter: 1Move: 90' (30') Morale: 6Attacks: 1 weapon Treasure Type: JDamage: 1-2 or by Alignment: Neutral weapon -2

Kijimuna are a race of tree spirits, having the form of a 3-4 year old child with a lush mane of red hair. Although they sleep inside of banyan trees (each individual kijimuna to a particular tree), they spend most of their time outside and are especially proficient at fishing, although of the entire fish they only eat one of the eyes. They enjoy playing

childish pranks and tricks, but are not malicious and are sometimes even helpful to humans.

Kitsune (fox hengeyokai); see Hengeyokai.

Koropokguru

Armour Class: 7 or by armour No. Appearing: 1-4 (4-16)Hit Dice: 1-1 Save As: Halfling: 1Move: 90' (30') Morale: 7 or see belowAttacks: 1 weapon Treasure Type: U (C) + see belowDamage: 1-6 or by weapon Alignment: Neutral or see below

Koropokguru are fully detailed in the "Oriental Classes" supplement, and can also appear as NPCs. They live in small clan camps or villages of 20-80 inhabitants. For each 20 inhabitants, there will be a leader of level 2-7, and each village will also have a single clan head (level 9). The DM should roll ability scores and determine magic items for these special individuals separately. Koropokkuru morale is raised to 9 when a leader is present, 10 in the presence of the clan head. Most koropokguru are Neutral, but some 20% may be Lawful and 5% may be Chaotic.

Langgui

Armour Class: 5 No. Appearing: 0 (1-4)Hit Dice: 5* Save As: Fighter: 5Move: 150' (50') Morale: 12Attacks: 1 bite or special Treasure Type: DDamage: 2-8 or 2-12 Alignment: Neutral

A langgui is a spirit guarding abandoned tomb mounds, taking the form of a large demonic wolf. It will relentlessly attack any creature coming too close to the tomb mound, but will not pursue very far if the intruder flees. The langgui may also transform itself into a whirlwind (10' diameter, MV 120'/40') which will toss aside any creatures in its path which fail a save vs Death Ray, inflicting 2-12 points of damage. This transformation takes one full round, during which time the langgui may not move or attack. Any treasure rolled is buried within the tomb mound it is guarding, and will require a concerted effort to recover.

Mujina (badger hengeyokai); see Hengeyokai.

Nature Folk

Armour Class: 5 or by armour No. Appearing: 1 (1)Hit Dice: See below Save As: Dwarf: 1-9Move: 120' (40') Morale: 9Attacks: 1 weapon Treasure Type: L + U + V + see belowDamage: 1-8 or by Alignment: Lawful or weapon see below

Nature folk are fully detailed in the "Oriental Classes" supplement, and can also appear as NPCs. They may be

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of any level from 1 through 9. They do not have their own societies, instead they live with their human family clans. Low-level nature folk may only have half or less of the rolled treasure, and high-level nature folk will have treasure type "D" in addition. Magic items should be determined separately, by using the normal rules for NPCs. Most nature folk are Lawful, but some 20% may be Neutral and 5% may be Chaotic.

Nekomata

Armour Class: 7 No. Appearing: 1 (1-3)Hit Dice: 6** Save As: Fighter: 6Move: 120' (40') Morale: 7Attacks: 2 claws/1 bite Treasure Type: C + LDamage: 1-2/1-2/1-4 Alignment: Chaotic

It is rumoured that if a domestic cat gets to reach an old age and a large size (about 10 years and 8 lbs) its tail will fork into two and the cat will transform into a nekomata. A nekomata is intelligent, can talk, and in its natural form it

walks on its hind legs, standing almost 5 feet tall. However, it may transform itself at will back into a normal-sized cat, and it may also imitate any specific humanoid creature it sees (up to 7 feet tall), although in all forms it will always have two cat tails. Nekomata normally use the latter imitative ability just before or after they kill someone, in order to

take their place. They are immune to all poison, and in fact enjoy consuming poisons as food.

Nekomata may create small (1 inch diameter) floating fireballs at will (maximum one at a time) and control them within a range of 240 feet. Upon striking an object they are extinguished without causing damage, but will start a normal fire which may then grow if conditions are suitable. Nekomata may use each of the following spell-like abilities once per day (cast as a 9th level wu ren): animate dead, ESP (may also use this ability to send dreams if the target is sleeping), fly, and telekinesis.

Nue

Armour Class: 6 No. Appearing: 1-2 (1-4)Hit Dice: 3+2*** Save As: Fighter: 3Move: 120' (40') Morale: 7 Fly: 180' (60')Attacks: 2 claws/2 bites Treasure Type: DDamage: 1-4/1-4/ Alignment: Chaotic 1-2 + disease/ 1-3 + poison

The chimerical nue is roughly fox-sized and has the head of a monkey, the body of a racoon dog, the legs of a tiger, and a snake for a tail. When it flies, it is surrounded by a black cloud, impenetrable to sight but still vulnerable to weapons. It will often use this ability at night to remain largely undetected. It may claw twice per round with its tiger legs (1-4 points of damage each), bite with its monkey mouth (1 point of damage, save vs Death Ray or become diseased: wounds may not be magically cured, natural healing is at half the normal rate, and death in 2-24 days), and it may bite with its snake tail (1-3 points of damage, save vs Poison or die in 1-10 turns). The disease inflicted may be cured magically, or by killing the nue which caused it.

Nukekubi

Armour Class: 8 or see below No. Appearing: 1-3 (2-8)Hit Dice: 2+1** Save As: Fighter: 2Move: 120' (40') or see below Morale: 9Attacks: 1 bite or weapon Treasure Type: CDamage: 1-3 + special or Alignment: Chaotic by weapon

Nukekubi are cursed human beings, by day they live as normal human families but at night their heads fully detach from their necks and fly (AC 5, MV 180'/60'), looking for prey. When they spot a human victim they let out a scream, whereupon anyone hearing it must make a save vs Spells or be affected as by the spell cause fear (reverse of remove fear). Upon a successful "to hit" roll, the nukekubi will attach its mouth to a victim causing 1-3 points of damage each round automatically as it drinks the victim’s blood. While the head flies about, the body remains inanimate and the head has no awareness of the body, so the body may be destroyed or hidden (for example) without the head's knowledge. The head must reattach to the body before sunrise or the nukekubi will die. During the daytime there is always a small red line where the head attaches to the body, but this is easily concealed under clothes.

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Nureonna

Armour Class: 5 No. Appearing: 1 (1)Hit Dice: 5** Save As: Fighter: 5Move: 90' (30') Morale: 8 Swim: 120' (40') Attacks: 1 bite/1 squeeze Treasure Type: BDamage: 1-4 + special/2-8 Alignment: Chaotic The nureonna resembles a large snake about 20 feet long with a woman's head. She lives in the ocean, but comes ashore to feed. Once per day she may transform herself into the appearance of a normal human woman; her favourite tactic is to carry a small child-sized bundle and attempt to trick someone into holding it for her: once they do so, the bundle becomes enormously heavy and the victim is unable to drop it (victim's movement rate becomes 30'/10' and victim automatically loses initiative), at which time the nureonna transforms back to her natural

f o r m a n d a t t a c k s ! O n a successful attack roll, in addition to normal bite damage her tongue will pierce her victim and automatically begin sucking blood for 1-4 points of damage every round; additionally, on a successful bite attack she will wrap her snake body around her victim and crush for 2-8 points of damage every round. Once the nureonna is killed there is no further damage from blood drain or constriction, and the small bundle disappears.

Nuribotoke

Armour Class: 7 No. Appearing: 1-4 (4-16)Hit Dice: 1-1* Save As: Fighter: 1Move: 120' (40') Morale: 12Attacks: 1 weapon Treasure Type: UDamage: 1-6 or by weapon Alignment: Chaotic Nur ibotoke are an imated corpses which did not receive the proper care. Their skin is invariably blackened, their stomachs are bloated, and their eyes dangle out of their sockets. However, they are able to converse and are rather spry and enjoy dancing. They are immune to disease, poison, and mind-affecting spells (such as sleep, charm, and hold spells).

Okami (wolf hengeyokai); see Hengeyokai. Japanese wolves are the smallest of all wolf species, similar in height to a fox or a raccoon dog. Okami, unlike other hengeyokai, are generally honest and benevolent,

protecting humans who travel in the wilderness. However, some have been known to eat human flesh so they are still not entirely trusted.

Oni

Oni Onibaba _Armour Class: 5 5Hit Dice: 4+1** 5+2**Move: 90' (30') 90' (30') Fly: 120' (40') -Attacks: 1 1Damage: 1-10 or weapon 1-10 or weapon + Strength + StrengthNo. Appearing: 1-4 (2-8) 1 (1-4)Save As: Fighter: 4 Elf: 5Morale: 10 10Treasure Type: V (E) FAlignment: Chaotic Neutral

Oni are the male of the species, the females are onibaba; the two sexes keep separate for the most part..

O n i : O n i v a r y i n appearance but all are savage humanoids about 8 feet tall with fangs, horns, claws, and long unkempt hair; often with an unusual number of eyes, fingers, or toes; occasionally even with an animal head. Different oni may have different skin tones, but red or blue are most common. They most often wear a simple loincloth made of tiger skin and carry a large iron club (treat as a pole arm, 1-10 points of damage but may be wielded one-handed by oni). They are very strong (Strength score of 18), and may fly and become invisible at will.

Onibaba: An onibaba (also known as a yama-uba) in her natural form resembles a 10-foot tall female oni with long white hair and a large mouth which splits her face ear to ear. However, she may transform herself at will into the form of a human-sized woman, most often that of an old crone. Onibaba usually live high up in the mountains, but they have insatiable appetites which often bring them down looking for food. Some have been known to enjoy eating human flesh, some simply steal normal food, while others are more conscientious and will purchase food from towns or travellers instead. Onibaba are just as strong as their male counterparts (Strength score of 18), and may cast spells as a 5th level wu ren.

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Onibi*

Armour Class: 8 No. Appearing: 1 (1-3)Hit Dice: 3*** Save As: Fighter: 3Move: Fly: 30' (10') Morale: 12Attacks: 1 touch Treasure Type: BDamage: Energy drain Alignment: Chaotic

Onibi are ghostly fires. They glow with a bluish light and are not true fires, being neither hot nor are they extinguished by water. They typically appear in groups of 1-20, ranging from 1 - 1 2 i n c h e s i n

diameter each, scattered over a large area. However, of the group normally only one is deadly (stats as above), the rest being harmless. The deadly onibi is formed from the spirit of a particularly wicked person, whose face may be seen in the midst of the fire. Its touch drains 1 level of experience or hit die from the victim. Onibi are immune to disease, poison, and mind-affecting spells (such as sleep, charm, and hold spells), and can only be hit with magic weapons.

Onryo*

Armour Class: 3 No. Appearing: 1 (1)Hit Dice: 4**** Save As: Fighter: 4Move: 120' (40') Morale: 12Attacks: 1 touch Treasure Type: C + LDamage: Energy drain Alignment: Chaotic

Onryo are ghosts who are driven by a fierce passion for vengeance. However, quite often the target of their vengeance is not the person who wronged them, but rather the village in which he resides, or his new wife, etc. The Onryo wear white burial clothes (kimono for females), have long black disheveled hair, pale skin, and have no legs or feet. Their touch drains 1 level of experience or hit die from the victim. Each onryo has a single

additional power, depending on the form of vengeance chosen. Examples of such powers are to curse, cause disease, putrify food and water, summon an insect plague, or control weather to summon storms which will cause fires and/or flooding. Onibi are immune to disease, poison, and mind-affecting spells (such as sleep, charm, and hold spells), and can only be hit with magic weapons.

Onyudo

Armour Class: 4 No. Appearing: 1-2 (1-3)Hit Dice: 11* Save As: Fighter: 11Move: 180' (60') Morale: 9Attacks: 1 or trample Treasure Type: E + 5000gpDamage: 4-24 Alignment: Chaotic

Onyudo are a race of shadowy giants with hairless bodies and pitch-black skin, of whom Daidarabotchi (see above) is the likely progenitor. They are also likely related to Umibozu (see below). Onyudo vary greatly in size, but average 30 feet tall. They may throw rocks and boulders to a range of 200' for 3-18 points of damage. They may also trample (at +4 "to hit" man-sized or smaller targets) for 4-24 hit points of damage. They live high up in the mountains, coming down to only to perpetrate foul deeds upon human settlements below.

Otoroshi

Armour Class: 7 No. Appearing: 1 (1-4)Hit Dice: 2+2* Save As: Fighter: 2Move: 60' (20') Morale: 6Attacks: 2 claws/1 bite Treasure Type: CDamage: 1-4/1-4/1-6 Alignment: Neutral

An otoroshi resembles a dog-sized disheveled mass of long hair, out of which protrudes a large head and two clawed hands. It enjoys hiding up in high places (such as on top of gates, roofs, or in trees) in order to drop down upon unsuspecting victims (surprises on a roll of 1-3 on 1d6, and gains +2 on its first "to hit" roll if it has surprise). It is able to detect evil and impiety at will, and such people are i t s favoured prey.

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Penghou

Armour Class: 5 No. Appearing: 0 (1)Hit Dice: 2* Save As: Fighter: 4Move: 150' (50') Morale: 6Attacks: See below Treasure Type: UDamage: See below Alignment: Neutral

Penghou have the appearance of a tailless black dog with the face of a man. When a tree grows to be 1000 years old, it will generate a penghou tree spirit. A penghou can join or leave its tree at will, but it must not remain more than 240' away from its tree for more than a turn or the penghou will die. If its tree is cut while the penghou is inside, the tree will ooze blood as the penghou also takes damage, and the dead penghou body will emerge from the tree if the tree dies. Penghou are shy and passive, preferring to avoid contact. Their only defense is a special form of the charm person spell, the victim must save vs Spells with a -2 penalty or be drawn towards the penghou's tree and enter it, never to emerge again. Hidden among the roots around the base of the tree will be found the equipment, clothes, and treasure of previous victims (if any).

Pixiu

Armour Class: 4 No. Appearing: 1 (1)Hit Dice: 6** Save As: Fighter: 9Move: 150' (50') Morale: 10 Fly: 180' (60')Attacks: 2 claws/1 bite Treasure Type: C + U + VDamage: 1-4/1-4/2-16 Alignment: Lawful

The pixiu resembles a plump greyish-white winged lion, having the head of a large-mouthed dragon with only a single antler. A pixiu wards off evil (permanent protection from evil 10' radius spell in effect), and its bite has the effect of dispel evil on a successful attack roll. Pixiu are immune to all poison and disease, and may cast cure disease at will. They also at all times radiate an aura of good fortune (as a ring of protection +1, 5' radius). They eat only gold, silver, and platinum.

Qilin

Armour Class: -1 No. Appearing: 1 (1)Hit Dice: 12***** Save As: Cleric: 12Move: 240' (80') Morale: 12Attacks: 2 hooves/1 bite Treasure Type: G + breathDamage: 1-6/1-6/2-12 Alignment: Lawful + special

The qilin is a chimerical creature, having the body and tail of a horse, the hooves and antlers of a deer, and the head and scales of a dragon, all wreathed in gentle flames. Qilin are extremely peaceful, their hooves even float slightly above the ground so as to not harm the grass or insects underfoot (this ability also enables it to walk across water).

However, it does not hesitate to p u n i s h e v i l -doers. It is able to breath fire (up to 3 times each day, in a cone 90' long by 30' wide at the end, damage equal to t h e q i l i n ' s

r e m a i n i n g h i t points with a save vs Dragon Breath for half damage; always breathes fire for its first attack, then on subsequent rounds will breathe on a roll of 4-6 on 1d6). In addition it has all the special abilities of a 12th level shugenja, including spell casting. It is immune to all poison and disease.

Rokurokubi

Armour Class: 8 No. Appearing: 1 (1)Hit Dice: 1* Save As: Fighter: 1Move: 120' (40') Morale: 7Attacks: 1 bite or weapon Treasure Type: VDamage: 1-3 + special or Alignment: Chaotic by weapon

Rokurokubi are cursed human beings, by day they live as normal humans but at night their necks stretch out to any desired length. Anyone upon first seeing them in this state must save vs Spells with a +2 bonus or be affected by the spell cause fear (reverse of remove fear). Rokurokubi delight in trickery and spying. Some are merely mischievous, others are more malevolent. Upon a successful "to hit" roll, the rokurokubi will attach its mouth to a victim causing 1-3 points of damage automatically each round as it drinks the victim's blood. This bite causes no pain, and will not wake sleeping victims. Some rokurokubi may not be aware of their curse, their necks stretch out at night involuntarily and they wake up in the morning with only fragmentary memories attributed to weird dreams.

Satori

Armour Class: 8 or see below No. Appearing: 1-4 (5-20)Hit Dice: 1* Save As: Fighter: 1Move: 120' (40') Morale: 6Attacks: 1 Treasure Type: UDamage: 1-4 Alignment: Neutral

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Satori are man-sized black-haired apes who can read minds (similar to the spell ESP but it is instantaneous and may be used against all minds within range simultaneously; satori always automatically win initiative, gain a -4 bonus to Armour Class, a +4 bonus to all rolls, and are never surprised by anything within range as long as this ability is applicable). This mind reading ability also allows them to speak the language of whomever they meet. They are generally quite shy and placid, and will flee if they determine someone has violent intentions. They will also become fearful and flee if they are ever surprised. They have been known to attack humans for food in times of famine.

Shachihoko Armour Class: 6 No. Appearing: 0 (1)Hit Dice: 6 Save As: Fighter: 3Move: 150' (50') Morale: 9 Swim: 180 (60') Attacks: 1 bite Treasure Type: UDamage: 2-12 Alignment: Neutral

The shachihoko has the body of a giant carp and the head of a tiger. It may come up on land occasionally, taking the form of a tiger to do so.

Shen

Armour Class: 0 No. Appearing: 0 (1)Hit Dice: 3+3* Save As: Fighter: 3Move: Swim: 30’ (10’) Morale: 6Attacks: 1 Treasure Type: See belowDamage: 2-12 Alignment: Neutral

Shen are giant clams about 8 feet wide, which are able to swim up to the surface of the sea and generate mirages (may cast mirror image, phantasmal force, confusion, hallucinatory terrain, and massmorph spells at will). They each contain a valuable pearl (worth 1000gp), but anyone foolish enough to attempt reach into the clam while it is still alive will be subject to the clam's shell snapping quickly shut (causing 2-12 hit points damage on a successful "to hit" roll).

Shojo

Armour Class: 8 No. Appearing: 1-6 (6-60)Hit Dice: 1-1 Save As: Normal ManMove: 60' (20') Morale: 6 Swim: 120' (40')Attacks: 1 Treasure Type: R (C)Damage: 1-4 Alignment: Neutral

Shojo are a race of short red-skinned humanoids with long red hair, resembling orangutans more than anything else. They primarily live in the ocean, but they can breathe both water and air and will often come up on land to acquire alcohol: drinking and dancing being their primary interests. When encountered, they are most often in a state of jolly inebriation and are generally harmless.

Shuigui*

Armour Class: 5 No. Appearing: 1 (1)Hit Dice: 3** Save As: Fighter: 3Move: 120' (40') Morale: 12 Swim: 120' (40')Attacks: 1 + possession Treasure Type: U + VDamage: 0 + see below Alignment: Chaotic Shuigui are the ghosts of people who have drowned. They remain where they died, waiting to pull another victim beneath the water (on a successful attack roll the victim is pulled into the water and must make a save vs Paralysis or be held there, unless rescued the held victim will die by drowning in 10 rounds). Once their victim is submerged, the shuigui attempts to possess the victim's body and return to the land of the living, leaving the victim's ghost behind which will become another shuigui in 1 turn (this works in a manner similar to the magic jar spell, except it is a direct swap with no intermediary 'jar'). Shuigui are immune to disease, poison, and mind-affecting spells (such as sleep, charm, and hold spells), and can only be hit with magic weapons.

Taimatsumaru

Armour Class: 6 No. Appearing: 0 (1-3)Hit Dice: 3+3* Save As: Fighter: 3Move: Fly: 450' (150') Morale: 8Attacks: 1 bite Treasure Type: NilDamage: 2-8 + special Alignment: Chaotic

Taimatsumaru somewhat resemble large hawks the size of a pony, except that other than their head and wings they seem t o b e c o m p o s e d primarily of bundles of flaming pine wood! Anyone within melee range of this monster will automatically take 1-4 points of damage each round due to the flames and heat.

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Tanuki (raccoon dog hengeyokai); see Hengeyokai.

Tenaga-Ashinaga

Armour Class: 7 Hit Dice: 2 Move: 240' (80') Attacks: 1 weapon Damage: 1-8 or by weapon No. Appearing: 1-6 (4-24)Save As: Fighter: 2Morale: 8 or see belowTreasure Type: Q (D)Alignment: Neutral

Tenaga-ashinaga are an odd race, each entity is in fact two separate individuals: one with 10' long arms (tenaga) sitting atop the shoulders o f one w i t h 10 ' l ong l e g s (ashinaga). The stats above are for the composite; if separated each individual will have half of the hit dice/hit points of the total. Each village will have a leader-pair with 4 hit dice total, who gains a bonus of +2 on damage rolls. As long as their leader is present, tenaga-ashinaga have a morale of 10.

Tengshe

Armour Class: 6 No. Appearing: 1-2 (1-8)Hit Dice: 2+1** Save As: Fighter: 1Move: 90' (30') Morale: 7 Fly: 180' (60')Attacks: 1 bite Treasure Type: NilDamage: 1-4 + poison Alignment: Neutral

The tengshe is a species of flying (yet wingless) snake which grow to be about 5 feet long. Their bite is moderately venomous, anyone struck must save vs Poison with a +2 bonus or die in 3-12 turns.

Tengu

Greater Lesser Armour Class: 3 6Hit Dice: 5+5******* 1+1***Move: 120' (40') 60' (20') Fly: 150' (50') 240' (80')Attacks: 1 weapon 1 bite or 1 weaponDamage: 1-8 or by weapon 1-4 or by weapon -1No. Appearing: 0 (1-2) 1-6 (4-24)Save As: Cleric: 5 Fighter: 1Morale: 10 8Treasure Type: F + O DAlignment: Lawful Chaotic

The exact relationship between greater and lesser tengu is unclear, although lesser tengu will always obey greater tengu.

Both varieties of tengu may use the following spell-like abilities (cast as a 9th level wu ren); three times each per day for greater tengu, only once each per day for lesser tengu: ESP (they may also communicate this way), invisibility, phantasmal force (with both visual and auditory effects), dimension door, polymorph others, polymorph self, and magic jar.

Greater tengu: Greater tengu are also known as daitengu or yamabushi-tengu. They have a red face with an unusually long sausage-shaped nose, and wear the garb of an ascetic monk. They have been known to ride boars as steeds. Greater tengu have the special abilities of a 5th level shugenja (including spell casting), and gain the following bonuses of a 10th level kensei: +2 initiative bonus; chosen weapon (normally the katana sword): +4 "to hit" and +4 damage; in addition, the -4 bonus to Armour Class has already factored into the stat block above. Although Lawful in alignment, they are fierce protectors of the forests they inhabit and their lands are not to be trespassed lightly.

Lesser tengu: Lesser tengu are also known as kotengu or karasu-tengu. They are small avian humanoids (less than 2 feet tall), having the wings, tail, claws, head, and beak of bird (normally a raptor or a crow). They delight in causing mischief and creating trouble in the world, and particularly enjoy tormenting priests and monks.

Tsuchigumo (spider hengeyokai); see Hengeyokai.

Umibozu

Armour Class: 4 No. Appearing: 0 (1)Hit Dice: 11 Save As: Fighter: 11Move: Swim: 180' (60') Morale: 9Attacks: 1 Treasure Type: NilDamage: 4-24 Alignment: Chaotic

Umibozu are ocean-dwelling giants. They have a shadowy black body with a bald head, malleable serpentine limbs, and a torso which disappears down into the darkness of the ocean. Based on the portion which emerges from the water they are estimated to be about 30 feet tall. They delight in sinking ships, by preference attacking vessels (for 4-24 hull points of damage

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per round) rather than the crew members thereon.

Ushioni

Armour Class: 5 No. Appearing: 0 (1-4)Hit Dice: 3+3* Save As: Fighter: 3Move: 120' (40') Morale: 8 Swim: 120' (40')Attacks: 2 claws/1 bite Treasure Type: BDamage: 2-5/2-5/1-8 Alignment: Neutral

Ushioni resemble cattle, but are red in colour with sharp horns, claws, and fangs. They typically dwell in deep pools of water (or in the ocean), emerging to hunt for prey or to frolic with cattle. They may also transform themselves into the form of a human woman, although her reflection (in water or a mirror) will reveal her true form. Ushioni are fiercely protective of their pools but may be mollified by alcohol, which they love to drink. They may cast a curse spell at will against anyone who offends them (reverse of the spell remove curse, exact effects to be determined by the DM), and in addition anyone involved in killing an ushioni will automatically fall under a curse (no save throw allowed).

Wanyudo*

Armour Class: 7 No. Appearing: 1 (1)Hit Dice: 4*** Save As: Fighter: 4Move: 240' (80') Morale: 12Attacks: 1 Treasure Type: NilDamage: 1-6 + energy Alignment: Chaotic drain

A wanyudo is the ghost of a monk, taking the form of his face in the centre of a flaming oxcar t wheel . The wheel is constantly in motion, spinning the man's face around and around as it turns. On a successful attack the wheel strikes its victim for 1-6 points of damage and drains 1 level of experience or hit die. Wanyudo are immune to disease, poison, and mind-affecting spells (such as sleep, charm, and hold spells), and can only be hit with magic weapons.

Yako

Armour Class: 6 No. Appearing: 1-4 (3-30)Hit Dice: ½** (1-4hp) Save As: Normal ManMove: 90' (30') Morale: 6Attacks: 1 bite Treasure Type: LDamage: 1 + disease Alignment: Chaotic

A yako resembles a tiny fox about 1 foot long (including the tail) but coloured black and white. They may become

invisible at will. Anyone bitten by a yako must make a save vs Death Ray or contract a disease, reducing the victim to a semi-invalid in 1-4 days (suffering a +2 penalty to Armour Class, a -2 penalty on all rolls, and halving movement rate). This is permanent unless the disease is magically healed.

Yamaoroshi

Armour Class: 3 No. Appearing: 2-8 (10-40)Hit Dice: ½* (1-4hp) Save As: Fighter: 1Move: 240' (80') Morale: 7Attacks: 1 + spines Treasure Type: (S + L)Damage: 1-4 + special Alignment: Neutral

Yamaoroshi are a race of a tiny fleet-footed humanoid creatures, standing less than 1 foot tall. Their head resembles a vegetable grater, and their skin has spine-like hairs. They will often invade homes to steal vegetables to eat. They attack by brushing past their victim at high speed, scraping off skin & flesh with their sharp heads. Once per day a yamaoroshi may release a cloud-like burst of their sharp hairs: all creatures within a 10 foot radius (except other yamaoroshi) will take 2-8 points of damage (save vs Breath Weapon for half damage).

Yukionna*

Armour Class: 3 No. Appearing: 1 (1)Hit Dice: 6***** Save As: Fighter: 6Move: 120' (40') Morale: 12Attacks: 1 touch + breath Treasure Type: DDamage: 1-8 + energy Alignment: Chaotic drain + see below

A yukionna is the ghost of a woman who has died in a snowstorm, reappearing on snowy nights to attack the living. She has white (almost transparent) skin, long black hair, and blue lips; she is often nude, or wears a white kimono, in either case she blends into the snowy background so only her face and hair are at first visible (surprises on a roll of 1-4 on 1d6). She has no feet and leaves no footprints. In addition to being immune to disease, poison, and mind-affecting spells (such as sleep, charm, and hold spells), she is also immune to all cold-based attacks and can only be hit with magic weapons. Anyone looking into the eyes of a yukionna

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must save vs Spells or be affected as if by the spell hold person. Her touch is chillingly cold, and drains 1 level of experience or hit die from the victim in addition to the stated damage. She may breathe out an icy breath up to 3 times per day, causing 6-36 points of cold damage to one victim (save vs Dragon Breath for half damage). Once per day she may transform herself into a cloud of snow, in this form she may not attack but may move at 180' (60') and is herself immune to all weapon a t t a c k s ( i n c l u d i n g m a g i c weapons).

Zenko

Armour Class: 4 No. Appearing: 1 (1)Hit Dice: See below Save As: Cleric: 9Move: 120' (40') or see Morale: 10 belowAttacks: See below Treasure Type: I + LDamage: See below or Alignment: Lawful by weapon

Zenko, also known as Inari's kitsune, are a special type of hengeyokai having the form of a white fox. They are treated in all respects as 9th level hengeyokai, except they have the saving throws and special abilities of a 9th level shugenja (including gaining and casting shugenja spells instead of wu ren spells).

APPENDIX I: Monster Listing by Hit Dice

Included here for a DM’s convenience is a listing of all oriental monsters, sorted by hit dice (HD).

In addition to the new monsters from this supplement (names indicated in bold below) are suitable monsters from Basic and Expert rulebooks (Animals, Elementals, Men, Skeletons, and Zombies). If a particular animal species is not found in your campaign, you may still use the creature as a monstrous variant. For example, a mountain lion's stats could be used for a monstrously large house cat.

UP TO ½HD Name HD Brief Description 1!Bat (Normal)! 1hp! see Basic rules 2!Bee, Killer, Giant! 1/2! see Basic rules (Killer Bee) 3!Centipede, Giant! 1/2! see Basic rules 4!Furi! 1/2! Gliding animal, immune to most attacks 5!Hawk (Normal)! 1/2! see Expert rules 6!Hitotsumekozo! 1/2! Bald one-eyed boy 7!Rat (Giant)! 1/2! see Basic rules 8!Rat (Normal)! 1hp! see Basic rules 9!Yako! 1/2! Tiny invisible fox10!Yamaoroshi! 1/2! Tiny sharp-spined humanoid

1-1 TO 1HD Name HD Brief Description 1 Amikiri 1 Flying worm with crab claws 2 Animals, Herd 1 see Expert rules (Antelope) 3 Futakuchionna 1-1 Two-mouthed woman 4 Hengeyokai 1 Animal shapechanger 5 Kijimuna 1-1 Tree sprite child 6 Koropokguru 1-1 Forest dwelling dwarf 7 Men 1 see Basic & Expert rules (with Oriental Classes) 8 Nature Folk 1 Human/nature-spirit cross 9 Nuribotoke 1-1 Animated corpse10 Rokurokubi 1 Stretchy-necked human11 Satori 1 Mind-reading ape12 Shojo 1-1 Hairy drunken sea sprite13 Shrew, Giant 1 see Basic rules14 Skeleton 1 see Basic rules15 Snake (Spitting Cobra) 1 see Basic rules

1+HD Name HD Brief Description 1!Beetle, Giant (Fire)!1+2! see Basic rules 2!Ferret, Giant ! 1+1! see Basic rules 3!Funayurei! 1+1! Ghosts of shipwrecked people 4!Hainu! 1+1! Winged dogs 5!Kappa! 1+1! Small aquatic humanoids 6!Tengu (Lesser)! 1+1! Tiny avian humanoids 7!Termite, Water,! Giant (Swamp) 1+1! see Expert rules

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2HD Name HD Brief Description 1!Animals, Herd! 2! see Expert rules (Antelope) 2!Baboon, Rock! 2! see Basic rules (Rock Baboon) 3!Bat (Giant)! 2! see Basic rules 4!Beetle, Giant (Oil)! 2! see Basic rules 5!Camel! 2! see Expert rules 6!Crocodile (Normal)!2! see Expert rules 7!Fly, Robber, Giant!2! see Basic rules (Robber Fly) 8!Hengeyokai! 2! Animal shapechanger 9!Honeonna! 2! Skeletal woman10!Horse (Riding)! 2! see Expert rules11!Insect Swarms! 2! see Basic rules12!Ittanmomen! 2! Animated cotton cloth13!Jikininki! 2! Ghoul14!Kama-itachi! 2! Wind weasel15!Locust, Cave! 2! see Basic rules (Cave Locust)16!Men! 2! see Basic & Expert rules (with Oriental Classes)17!Nature Folk! 2! Human/nature-spirit cross18!Mule! 2! see Basic rules19!Penghou! 2! Tree spirit dog20!Shark (Bull)! 2! see Expert rules21!Snake (Pit Viper)! 2! see Basic rules22!Spider, Giant (Crab Spider) 2! see Basic rules23!Tenaga-Ashinaga!2! Long-armed man on long- legged man’s shoulders24!Zombie! 2! see Basic rules

2+HD Name HD Brief Description 1!Amanojaku! 2+1! 3' tall demons 2!Harionago! 2+1! Barb-haired woman 3!Jiangshi! 2+2! Hopping vampire 4!Nukekubi! 2+1! Free-flying heads 5!Otoroshi! 2+2! Hairy ambushing animal 6!Tengshe! 2+1! Flying snake 7!Termite, Water, ! Giant (Fresh Water)2+1! see Expert rules 8!Toad, Giant! 2+2! see Expert rules 9!Wolf (Normal Wolf)!2+2! see Basic rules

3HD Name HD Brief Description 1!Animals, Herd! 3! see Expert rules (Antelope) 2!Ayonyobo! 3! Goulish ghosts 3!Boar! 3! see Basic rules 4!Crab, Giant! 3! see Expert rules 5!Horse (Draft)! 3! see Expert rules 6!Horse (War)! 3! see Expert rules 7!Ikiryo! 3! Ghostly grudge 8!Insect Swarms! 3! see Basic rules 9!Onibi! 3! Ghostly fire10!Shuigui! 3! Ghost of drowned person11!Snake (Sea Snake)!3! see Basic rules12!Spider, Giant! (Black Widow) 3! see Basic rules13!Hengeyokai! 3! Animal shapechanger14!Men! 3! see Basic & Expert rules (with Oriental Classes)15!Nature Folk! 3! Human/nature-spirit cross

3+HD Name HD Brief Description 1!Beetle, Giant (Tiger)! 3+1! see Basic rules 2!Cat, Great! (Mountain Lion) 3+2! see Basic rules 3!Fish, Giant (Piranha)! 3+3! see Expert rules 4!Hawk (Giant)! 3+3! see Expert rules 5!Lizards, Giant (Gecko)!3+1! see Basic rules 6!Nue! 3+2!Disease-carrying chimera 7!Shen! 3+3!Mirage-creating clam 8!Taimatsumaru! 3+3!Giant burning hawk 9!Ushioni! 3+3!Water-dwelling red ox

4HD Name HD Brief Description 1!Animals, Herd! 4! see Expert rules (Antelope) 2!Ant, Driver, Giant! 4! see Basic rules (Driver Ant) 3!Ape, White! 4! see Basic rules 4!Bear (Black)! 4! see Basic rules 5!Cat, Great (Panther)! 4! see Basic rules 6!Hengeyokai! 4! Animal shapechanger 7!Insect Swarms! 4! see Basic rules 8!Itsumaden! 4! Fire-breathing bird spirit 9!Jorogumo! 4! Spider woman10!Men! 4! see Basic & Expert rules (with Oriental Classes)11 Nature Folk! 2! Human/nature-spirit cross12!Onryo! 4! Vengeful ghost13!Scorpion, Giant ! 4! see Expert rules14!Shark (Mako)! 4! see Expert rules15!Snake (Giant Rattler)!4! see Basic rules16!Spider, Giant ! (Tarantella) 4! see Basic rules17!Termite, Water, Giant (Salt Water) 4! see Expert rules!18!Wanyudo! 4! Life-draining cart wheel

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4+ TO 5HD Name HD Brief Description 1!Baku! 5! Eats nightmares 2!Bear (Grizzly)! 5! see Basic rules 3!Cat, Great (Lion)! 5! see Basic rules 4!Hengeyokai! 5! Animal shapechanger 5!Langgui! 5 Wolf tomb-guardian 6!Lizards, Giant (Draco)!4+2! see Basic rules 7!Lizards, Giant ! (Horned Chameleon) 5! see Basic rules 8!Men! 5! see Basic & Expert rules (with Oriental Classes) 9!Nature Folk! 2! Human/nature-spirit cross10 Nureonna! 5! Snake woman11!Oni! 4+1!Ogre12!Rhagodessa, Giant! 4+2! see Expert rules13!Snake (Rock Python)! 5! see Basic rules14!Weasel, Giant! 4+4! see Expert rules15!Wolf (Dire Wolf)! 4+1! see Basic rules

5+ TO 6HD Name HD Brief Description 1!Bear (Polar)! 6! see Basic rules 2!Caecilia, Giant! 6! see Expert rules 3!Cat, Great (Tiger)! 6! see Basic rules 4!Crocodile (Large)! 6! see Expert rules 5!Fish, Giant (Rockfish)!5+5! see Expert rules 6!Hengeyokai! 6! Animal shapechanger 7!Ikuchi! 6! Incredibly long eel 8!Leech, Giant! 6! see Expert rules 9!Lizards, Giant (Tuatara)! 6! see Basic rules10!Men! 6! see Basic & Expert rules (with Oriental Classes)11!Nature Folk! 2! Human/nature-spirit cross12!Nekomata! 6! Anthropomorphic cat13!Oni (Onibaba)! 5+2! Female ogre14!Pixiu! 6! Good luck winged lion15!Rhinoceros (Normal)! 6! see Expert rules16!Sea Serpent (Lesser)! 6! see Expert rules17!Shachihoko! 6! Tiger-headed fish18!Squid, Giant ! 6! see Expert rules19!Tengu (Greater)! 5+5! Long-nosed forest guardian20!Whale (Killer)! 6! see Expert rules21!Yukionna! 6! Snow ghost woman

6+ TO 7HD Name HD Brief Description 1! Akashita! 7! Flying beast in smokey cloud2! Bear (Cave)! 7! see Basic rules3! Hengeyokai! 7! Animal shapechanger4! Jubokko! 6+6! Vampire tree5! Men! 7! see Basic & Expert rules (with Oriental Classes)6! Nature Folk! 7! Human/nature-spirit cross

7+ TO 9HD Name HD Brief Description 1!Cat, Great (Sabre-tooth Tiger)! 8! see Basic rules 2!Dragon (Water)! 9! Control rainfall 3!Elemental (Staff)! 8! see Expert rules 4!Elephant! 9! see Expert rules 5!Fish, Giant (Catfish)! 8+3! see Expert rules 6!Hakutaku! 9! All-knowing white ox 7!Hengeyokai! 8! Animal shapechanger 8!Hengeyokai! 9! Animal shapechanger 9!Isonade! 8! Giant shark-like monster10!Men! 8! see Basic & Expert rules (with Oriental Classes)11!Men! 9! see Basic & Expert rules (with Oriental Classes)12!Nature Folk! 8! Human/nature-spirit cross13!Nature Folk! 9! Human/nature-spirit cross14!Octopus, Giant! 8! see Expert rules15!Shark (Great White)!8! see Expert rules16!Zenko! 9! White fox shapechanger

9+ TO 13HD Name HD Brief Description 1!Dragon (Earth)! 10! Subterranean guardians 2!Elemental (Device)! 12! see Expert rules 3!Fish, Giant (Sturgeon)!10+2!see Expert rules 4!Onyudo! 11! 30’ shadowy giant 5!Qilin! 12! Good chimera 6!Umibozu! 11! Ocean-dwelling giant 7!Whale (Narwhal)! 12! see Expert rules

13+ TO 17HD Name HD Brief Description 1!Amanozako! 15! 20' giantess 2!Bakekujira! 16+16! Skeletal whale 3!Bashe! 15+15! 100’ snake 4!Crocodile (Giant)! 15! see Expert rules 5!Elemental (Conjured)!16! see Expert rules 6!Gashadokuro! 15+15! 50’ skeleton

17+HD OR MORE Name HD Brief Description 1!Daidarabotchi! 36+36! Legendary giant 2!Dragon King (Earth)! 30+30! Huge subterranean worm 3 Dragon King (Water)! 27+27! Kings of the water dragons 4!Whale (Sperm)! 36! see Expert rules

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