Undead Creatures never make any sound than can be heard through doors.
The following creatures are classified as Undead:
A Creature’s level is the number of Hit Dice it has plus 1 for any amount of bonus to it’s Hit Dice. (Inferred from the Experience Points in Men and Magic p18)
Horse Type | Defence | Move in Inches | Hit Dice | Maximum Load in Gold Pieces Weight |
---|---|---|---|---|
Light | 3 | 24 | 2d6 | 3,000 |
Medium | 3 | 18 | 2d6 + 1 | 3,750 |
Heavy | 3 | 12 | 3d6 | 4,500 |
Draft | 3 | 12 | 2d6 + 1 | 4,500 |
Mules | 3 | 12 | 2d6 + 1 | 3,500 |
Only mules are agile enough to be taken into the Underworld.
All Normal Humans fight using the Normal Humans Attacking table instead of the Creatures Attacking table as explained in the Combat rules section.
Enemy Defence | To Hit Roll |
---|---|
8 | 17+ |
7 | 16+ |
6 | 15+ |
5 | 14+ |
4 | 13+ |
3 | 12+ |
2 | 11+ |
1 | 10+ |
Level: 1
Defence: 4 (Leather Armour & Shield)
Movement: Whatever it would be for Light Foot 120 feet ?
Hit Dice: 1d6
Alignment: Neutrality, or Chaos
Level: 1
Defence: 3 (Leather Armour)
Movement: Whatever it would be for Short Bow 120 feet ?
Hit Dice: 1d6
Alignment: Neutrality, or Chaos.
Level: 1
Defence: 3 (Leather Armour)
Movement: Whatever it would be for Light Crossbow 120 feet ?
Hit Dice: 1d6
Alignment: Neutrality, or Chaos.
Level: 1
Defence: 4 (Leather Armour & Shield)
Movement in Inches: 24 240 feet/yards ?
Hit Dice: 1d6
Alignment: Neutrality, or Chaos.
Level: 1
Defence: 6 (Chain Mail & Shield)
Movement in Inches: 18 180 feet/yards ?
Hit Dice: 1d6
Alignment: Neutrality, or Chaos.
Level: 2
Berserkers are Normal Humans.
When fighting Normal Humans they add +2 to their dice score when rolling to hit.
Defence: 3 (Leather Armour)
Movement: 120 feet
Hit Dice: 1d6 + 1
Alignment: Neutrality
Level: 2
Brigands are Normal Humans.
When fighting Normal Humans they add +2 to their dice score when rolling to hit.
Defence: 3 (Leather Armour)
Movement: 120 feet
Hit Dice: 1d6 + 1
Alignment: Chaos
Level: 2
Defence: 5 (Chain Mail)
Movement: 120 feet?
Weapon: Bow
When fighting Normal Humans they add +2 to their dice score when rolling to hit.
Hit Dice: 1d6 + 1
Alignment: Lawful
Level: 2
Defence: 4 (Leather Armour & Shield)
Movement: 24 inches
Weapon: Lance
When fighting Normal Humans they add +2 to their dice score when rolling to hit.
Hit Dice: 1d6 + 1
Alignment: Lawful
Level: 2
Defence: 4 (Leather Armour & Shield)
Movement: 24 inches
Weapon: Bow
When fighting Normal Humans they add +2 to their dice score when rolling to hit.
Hit Dice: 1d6 + 1
Alignment: Lawful
Level: 2
Defence: 4 (Chain Mail & Shield)
Movement: 18 inches
Weapon: Lance
When fighting Normal Humans they add +2 to their dice score when rolling to hit.
Hit Dice: 1d6 + 1
Alignment: Lawful
Level: 2
Defence: 4 (Chain Mail & Shield)
Movement: 18 inches
Weapon: Bow
When fighting Normal Humans they add +2 to their dice score when rolling to hit.
Hit Dice: 1d6 + 1
Alignment: Lawful
Level: 1
Defence: 5 (Chain Mail)
Movement: 120 feet?
Weapon: Bow
Hit Dice: 1d6
Alignment: Neutrality, or Chaos.
Level: 1
Defence: 4 (Leather Armour & Shield)
Movement: 24 inches
Weapon: Lance
Hit Dice: 1d6
Alignment: Neutrality, or Chaos.
Level: 1
Defence: 4 (Leather Armour & Shield)
Movement: 24 inches
Weapon: Bow
Hit Dice: 1d6
Alignment: Neutrality, or Chaos.
Level: 1
Defence: 4 (Chain Mail & Shield)
Movement: 18 inches
Weapon: Lance
Hit Dice: 1d6
Alignment: Neutrality, or Chaos.
Level: 1
Defence: 4 (Chain Mail & Shield)
Movement: 18 inches
Weapon: Bow
Hit Dice: 1d6
Alignment: Neutrality, or Chaos.
Level: 1
Defence: 4 (Leather Armour & Shield)
Movement in Inches: 120 feet?
Hit Dice: 1d6
Alignment: Neutrality, or Chaos.
Level: 1
Defence: 3 (Leather Armour)
Movement in Inches: 120 feet?
Hit Dice: 1d6
Alignment: Neutrality, or Chaos.
Level: 1
Defence: 5 (Chain Mail)
Movement in Inches: 120 feet?
Hit Dice: 1d6
Alignment: Neutrality, or Chaos.
Level: 1
Defence: 4 (Leather Armour & Shield)
Movement in Inches: 120 feet?
Hit Dice: 1d6
Alignment: Chaos.
Level: 1
Defence: 3 (Leather Armour)
Movement in Inches: 120 feet?
Hit Dice: 1d6
Alignment: Chaos.
Level: 1
Defence: 5 (Chain Mail)
Movement in Inches: 120 feet?
Hit Dice: 1d6
Alignment: Chaos.
Level: 2
Type: Normal Human
Defence: 1 (un-armoured)
Hit Dice: 2d6
Alignment: Neutrality
Level: 2
Merfolk are Normal Humans.
Merfolk fight at -1 on land.
When fighting Normal Humans they add +2 to their dice.
Defence: 3
Movement: 120 feet
Hit Dice: 1d6 + 1
Alignment: Neutrality.
Swim 15 inches per turn.
They have a 10% chance per 10 of them to grappling a ship which is within 1 inch of them.
If they grapple a ship they must be at the surface of the water.
They may remain submerged indefinitely.
When underwater their move must be written.
When on the surface of the water they are subject to missile fire.
A ship is slowed 2 inches for every successful grapple.
Level: 2
Merfolk are Normal Humans.
Merfolk fight at -1 on land.
When fighting Normal Humans they add +2 to their dice.
Defence: 3
Movement: 120 feet
Hit Dice: 1d6 + 1
Alignment: Neutrality.
Swim 15 inches per turn.
They have a 10% chance per 10 of them to grappling a ship which is within 1 inch of them.
If they grapple a ship they must be at the surface of the water.
They may remain submerged indefinitely.
When underwater their move must be written.
When on the surface of the water they are subject to missile fire.
A ship is slowed 2 inches for every successful grapple.
Level: 1
Alignment: Chaos
Defence | Move in Inches | Hit Dice |
---|---|---|
4 | 6 | 1d6 - 1 (minimum 1 total) |
In full daylight subtract 1 from their attack dice rolls.
They attack Dwarves on sight.
Level: 2
Alignment: Chaos
Defence | Move in Inches | Hit Dice |
---|---|---|
5 9 | 1 | d6 + 1 |
In full daylight they subtract 1 from their attack dice rolls.
They attack Dwarves on sight.
Level: 1
Alignment: Chaos
Defence | Move in Inches | Hit Dice |
---|---|---|
3 6 | 1 | d3 |
In full daylight they -1 from their attack rolls.
They attack Dwarves on sight.
Level: 2
Alignment: Chaos
Defence | Move in Inches | Hit Dice |
---|---|---|
5 9 | 1 | d6 + 1 |
In full daylight they -1 from their attack dice rolls.
They attack Dwarves on sight.
Level: 2
Alignment: Chaos
Defence | Move in Inches | Hit Dice |
---|---|---|
5 9 | 1 | d6 + 1 |
In full daylight they -1 from their attack dice rolls.
They attack Dwarves on sight.
Level: 1
Alignment: Neutral, or Chaos
Defence | Move in Inches | Hit Dice |
---|---|---|
4 9 | 1 | d6 |
In full daylight their attack rolls are modified by -1.
Alignment: Chaos
Level: 2
Defence | Move in Inches | Hit Dice |
---|---|---|
5 9 | 1 | d6 + 1 |
In full daylight they -1 from their attack dice rolls.
They attack dwarves on sight.
Alignment: Chaos
Level: 5
Defence | Move in Inches | Hit Dice |
---|---|---|
5 9 | 4 | d6 + 1 |
In full daylight they -1 from their attack dice rolls.
They attack dwarves on sight.
Alignment: Chaos
Level: 5
Defence | Move in Inches | Hit Dice |
---|---|---|
5 9 | 4 | d6 + 1 |
In full daylight they -1 from their attack dice rolls.
They attack dwarves on sight.
Alignment: Chaos
Level: 2
Defence | Move in Inches | Hit Dice |
---|---|---|
5 9 | 2 | d6 |
In full daylight they -1 from their attack dice rolls.
They attack dwarves on sight.
Alignment: Chaos
Level: 7
Defence | Move in Inches | Hit Dice |
---|---|---|
6 1 | 2 6 | d6 + 3 |
In full daylight they -1 from their attack dice rolls.
They attack dwarves on sight.
Alignment: Chaos
Level: 7
Defence | Move in Inches | Hit Dice |
---|---|---|
6 1 | 2 6 | d6 + 3 |
In full daylight they -1 from their attack dice rolls.
They attack dwarves on sight.
Alignment: Neutral, or Chaos
Level: 5
Defence | Move in Inches | Hit Dice |
---|---|---|
5 9 | 4 | d6 + 1 |
7 to 10 feet in height.
Damage: 1d6 + 2.
Level: 7
Alignment: Chaos
Defence | Move in Inches | Hit Dice |
---|---|---|
6 1 | 2 6 | d6 + 3 |
The third melee round after a Troll is hit it will begin to regenerate itself at the rate of 3 hit points per turn.
Unless they are burned or immersed in acid, they can still regenerate once reduced to 0 hit points.
They will resume combat if they regenerate to 6 or more hit points.
Alignment: Neutral, or Chaos
Defence | Move in Inches |
---|---|
6 | 12 |
20 feet ranged attack.
Level | Hit Dice | Average Size | Damage |
---|---|---|---|
8 | 8d6 | 12 feet | 2d6 |
Alignment: Neutral, or Chaos
Defence | Move in Inches |
---|---|
6 | 12 |
20 feet ranged attack.
Level | Hit Dice | Average Size | Damage |
---|---|---|---|
9 | 9d6 | 15 feet | 2d6 |
Alignment: Neutral, or Chaos
Defence | Move in Inches |
---|---|
6 | 12 |
20 feet ranged attack.
Level | Hit Dice | Average Size | Damage | Unique Characteristics |
---|---|---|---|---|
11 | 10d6 + 1 | 18 feet | 2d6 + 1 | Impervious to Cold |
Alignment: Neutral, or Chaos
Defence | Move in Inches |
---|---|
6 | 12 |
20 feet ranged attack.
Level | Hit Dice | Average Size | Damage | Unique Characteristics |
---|---|---|---|---|
12 | 11d6 + 3 | 12 feet | 2d6 + 2 | Impervious to Fire |
Alignment: Neutral, or Chaos
Defence | Move in Inches |
---|---|
6 | 12 |
20 feet ranged attack.
Level | Hit Dice | Average Size | Damage | Unique Characteristics |
---|---|---|---|---|
13 | 12d6 + 2 | 20 feet | 3d6 | Keen sense of smell |
Level: 1
Type: Undead
Alignment: none
Defence | Move in Inches | Hit Dice |
---|---|---|
3 | 6 | 1d3 |
Skeletons act only under the instructions of the one who animated them via the Animate Dead spell.
They will always attack until totally wiped out.
Level: 1
Type: Undead
Alignment: none
Defence | Move in Inches | Hit Dice |
---|---|---|
2 | 6 | 1d6 |
Zombies act only under the instructions of the one who animated them via the Animate Dead spell.
They will always attack until totally wiped out.
Level: 2
Type: Undead
Alignment: Chaos
Defence | Move in Inches | Hit Dice |
---|---|---|
4 | 9 | 2d6 |
Ghouls paralyse any Creature they touch, excluding Elves. The game effect of paralyse is never detailed
Any Human killed by a Ghoul becomes one.
Level: 3
Type: Undead
Alignment: Chaos
Defence Class | Move in Inches | Hit Dice |
---|---|---|
5 | 9 | 3 d6 |
When a Wights hits a Character, in addition to the normal damage, they reduce the level of the Character by 1.
Immunities: Normal Missiles.
Vulnerabilities:
Humans killed by Wights become Wights.
A Creature who’s level is reduced to 0 by a Wight becomes a Wight.
Level: 4
Type: Undead
Alignment: Chaos
Defence ( | Move in Inches walk / fly) | Hit Dice |
---|---|---|
7 | 12 / 24 | 4d6 |
When a Wraiths hits a Character, in addition to the normal damage, they reduce the level of the Character by 1.
Wraiths cannot be affected by normal missile fire, but silver-tipped arrows will do 1d3 damage, and magic arrows will do 1d6 damage.
Magical weapons with a special (to hit) bonus add the amount of the bonus to the damage done to Wraiths.
Humans killed by Wraiths become Wraiths.
An opponent whos level is reduced to 0 by a Wraith becomes a Wraith.
Level: 6
Type: Undead
Alignment: Chaos
Defence | Move in Inches | Hit Dice |
---|---|---|
7 | 6 | 5d6 + 1 |
Their touch causes a rotting disease which makes Hit Points take ten times the usual time for healing. 20 days of complete rest per Hit Point healed. A Cleric can reduce this to only twice as long with a Cure Disease spell if administered within an hour.
Only magic weaponry will hit Mummies, and all hits and bonuses are at one-half value against them.
Mummies are vulnerable to fire, including a torch. What does vulnerable mean in this context? Normal damage?
Level: 6
Type: Undead
Alignment: Chaos
Defence | Move in Inches (walk / fly) | Hit Dice |
---|---|---|
2 | 15 / 30 | 6d6 |
Spectres have no corporeal body.
Thay are impervious to all normal weaponry.
They can be struck by all magical weapons, and by silver-tipped arrows.
When a Spectre hits a Character, in addition to the normal damage, they reduce the level of the Character by 2.
Humans killed by a Spectre become a Spectre under the control of the one who made the original Spectre.
Level: 7 to 9 (depending on Hit Dice)
Type: Undead
Alignment: Chaos
Defence | Move in Inches (walk / fly) | Hit Dice |
---|---|---|
8 | 12 / 18 | 7d6 to 9d6 |
Can be killed in the following unique ways:
Normal weapons do no damage to them.
All magical weapons do damage them.
Silver-tipped arrows damage them.
If they take damage they will immediately regenerate hit points, up to 3 per turn.
If they hit a Character, the Character’s level is reduced by 2 per hit.
They can summon 1d10 * 10 3d6 wolves.
They can polymorph at will into into either a huge bat or into a gaseous form, doing either at will.
If their hit points are reduced to 0 they do not die, instead they transform into their gaseous form.
They can cast the Arcane Charm Person spell by looking into a Character’s eyes. The target of this spell has their saving roll modified by -2.
A Vampire will fall back from creatures presenting any of the following items:
A Vampire must be in a coffin during daylight hours. The coffin must have a layer of soil from their home land in the bottom.
Humans killed by Vampires become Vampires under the control of the Vampier who killed them.
Level: 5
Alignment: none
Defence | Move in Inches (walk / fly) | Hit Dice |
---|---|---|
4 | 9/18 | 5d6 |
Any Creature a Cockatrice touches will be turnde to stone.
They are not intelligent.
Level: 7
Alignment: none
Defence | Move in Inches | Hit Dice |
---|---|---|
6 | 6 | 6d6 + 1 |
Any Creature it touches or makes eye contact with will be turnde to stone.
It it will turn itself to stone if it makes eye contact via a reflection.
It is not intelligent.
Level: 4
Alignment: Chaos
Defence | Move in Inches | Hit Dice |
---|---|---|
2 | 9 | 4d6 |
Any Creature it makes eye contact with will be turnde to stone.
It has snakes for hair attached to it’s head where the end of their tails would be. The snakes can bite. The snakes bites secrete deadly poison. save vs. poison, or death?
It is intelligent.
It will try to trick Creatures into looking into it’s eyes.
It it will turn itself to stone if it makes eye contact via a reflection.
Level: 8
Alignment: Chaos
Defence | Move in Inches | Hit Dice |
---|---|---|
8 | 12 | 8d6 |
Shaped like a bull, covered in iron scales.
Creatures within range are turned to stone
Range: 60 foot
Level: 7
Alignment: Chaos
Defence | Move in Inches (walk / fly) | Hit Dice |
---|---|---|
6 | 12/18 | 6d6 + 1 |
Humans are their prefered prey.
Their tail has 24 protruding spikes.
The spikes can be fired in a particular direction.
Up to 6 spikes can be fired at once.
Roll to hit as would be done for a crossbow.
Each spike does 1d6 damage.
Range: 180 foot
Level: 5 to 12 (equal to their number of heads)
Alignment: Chaos
Defence | Move in Inches | Hit Dice |
---|---|---|
5 | 12 | 5 to 12 |
A large dinosaurs with multiple heads. Not a multi-headed snake as legend has it.
Each Hydra has 1d8 + 4 heads.
A Hydra has 6 hit points per head.
For every 6 hit points of damage it takes, one head is killed.
A Hydra’s to-hit roll is based on how many heads it start with:
Hydra’s Original Head count | T | arget De | fence | |||||
---|---|---|---|---|---|---|---|---|
8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 |
5 or 6 15+ 14+ 13+ 12+ 11+ 10+ 9+ 8+
7 to 9 12+ 11+ 10+ 9+ 8+ 7+ 6+ 5+
All of a Hydra’s heads can attack simultaneously. Meaning they get 1 attack per (surviving) head.
Level: 9
Alignment: Neutral, or Chaos
Defence | Move in Inches (walk / fly) | Hit Dice |
---|---|---|
6 | 12/18 | 9d6 |
A Chimera is made of the front half of a big cat, the back half of a goat, and has Dragons wings. It has one head for each of the three creatures it consists of.
A Chimera has 4 different ways of attacking:
Gore with the goat head’s horns.
Tear with the lion head’s fangs.
Bite with the dragon head.
Breathe fire with the dragon head:
Range: 50 feet
Damage: 3d6
Level: 7
Alignment: Neutral
Defence | Move in (walk / fly) | Hit Dice |
---|---|---|
7 | 9 / 24 | 7d6 |
Their tail has a poisonous sting. It can curl over their head to hit targets in front of them. (Implies save vs, poison).
They will attack with either their sting, or bite. Roll to find out which for each time they attack:
1d6 Result | Attack |
---|---|
1 to 4 | Sting |
5 or 6 | Bite |
Alignment: Neutral, or Chaos
Defence | Move in Inches (walk / fly) |
---|---|
8 | 9 / 24 |
White Dragons do not have Hit Dice. Instead they have a Power number that is used to set their maximum hit points. The Power is determined by their Maturity and Size:
Maturity | Small | Medium | Large |
---|---|---|---|
Very Young | 5 | 6 | 7 |
Young | 10 | 12 | 14 |
Adolescent | 15 | 18 | 21 |
Adult | 20 | 24 | 28 |
Old | 25 | 30 | 35 |
Very Old | 30 | 36 | 42 |
Chance they are able to talk: 25%
Cannot use Magic.
A cone that originates from the Dragon’s mouth at a 1/2 foot diameter and widens to 3 foot diameter. 8 foot long.
The Dragon’s Power is used as the amount of damage their Breath Weapon does.
Can use its breath weapon up to three times per day.
Dragons will attack with either their breath weapon (while they have it), or bite. Roll to find out which for each time they attack:
2d6 Result | Attack |
---|---|
2 to 6 | Bite |
7 to 12 | Breath |
If in a family and the Young are attacked then both parents will automatically use their breath weapons. If only one of the adults are attacked, the other will attack at double values. Double what??
Certain weapon and attack types are more or less effective than others against White Dragons. This is indicated on the following table. The number is the addition or subtraction to hit rolls as well as the damage done if hit.
Water | Fire* | Lightning | Air** | Earth*** |
---|---|---|---|---|
-1 | +1 | +1 | - | -1 |
*Includes attack by Efreet or Fire Elementals.
**Includes “whirlwind”, Air Elemental, or Djinn attack.
***Attack by an Earth Elemental.
Dragons can walk for up to three weeks, but must then sleep one full week.
Dragons can fly for up to three weeks, but must then sleep three full week.
Alignment: Lawful (Gold only), Neutral, or Chaos
Defence | Move in Inches (walk / fly) | Hit Dice |
---|---|---|
8 | 9 / 24 | 6d6 to 12d6 |
Look up the number of hit dice determined by size and type:
Type | Size | Number of Hit Dice |
---|---|---|
Black | Small | 6 |
Medium | 7 | |
Large | 8 | |
Green | Small | 7 |
Medium | 8 | |
Large | 9 | |
Blue | Small | 8 |
Medium | 9 | |
Large | 10 | |
Red | Small | 9 |
Medium | 10 | |
Large | 11 | |
Gold | Small | 10 |
Medium | 11 | |
Large | 12 |
Dragons can use their breath as a weapon. Each type of Dragon has a specific breath weapon.
A Dragon is able to use its breath weapon up to three times per day.
Cone shaped breath weapons originate from the mouth of the Dragon at a 1/2 foot diameter.
Line shaped breath weapons travel in a straight line beginning at the height of the Dragon’s head.
Cloud shaped breath weapons extend from ground level to a height of 30 feet.
Dragon Type | Breath Weapon | Range & Shape (length by width) |
---|---|---|
White | Cold | 8 by 3 feet cone |
Black | Acid | 6 feet by 1/2 foot line |
Green | Chlorine Gas | 5 by 4 feet cloud |
Blue | Lightning | 10 feet by 1/2 foot line |
Red | Fire | 9 by 3 feet cone |
Golden | Fire or Gas | (as applicable) |
The damage value of the breath weapon depends on the maturity and Hit Dice of the Dragon:
Maturity | Breath Damage |
---|---|
Very Young | 1 per Hit Dice |
Young | 2 per Hit Dice |
Adolescent | 3 per Hit Dice |
Adult | 4 per Hit Dice |
Old | 5 per Hit Dice |
Very Old | 6 per Hit Dice |
Dragons will attack with either their breath weapon, or bite. Roll to find out which for each time they attack:
2d6 Result | Attack |
---|---|
2 to 6 | Bite |
7 to 12 | Breath |
Golden Dragons are actually a class unto themselves. These Creatures are by far the most intelligent of all their kind, and they are able to use magic. They can employ spells up to the 6th level, gaining one level for each of their stages of maturity, having one spell for each hit die they have. Golden Dragons are Lawful. They will often appear as human or in some other guise. They will not usually serve any character.
Sleeping Dragons may be attacked with a free melee round by the attacker and +2 on hit dice for chances of hitting.
If in a family the Young are attacked both parents will automatically use their breath weapons. If only one of the adults are attacked, the other will attack at double values.
Certain weapon and attack types are more or less effective than others against some types of Dragon. This is indicated on the following table. The number is the addition or subtraction to hit rolls as well as the damage done if hit.
Dragon Type | Water | Fire* | Lightning | Air** | Earth*** |
---|---|---|---|---|---|
White | -1 | +1 | +1 | - | -1 |
Black | +1 | - | - | - | -1 |
Green | - | - | - | +1 | - |
Blue | -1 | +1 | -1 | - | - |
Red | +1 | -1 | - | -1 | -1 |
Golden | - | - | - | - | - |
*Includes attack by Efreet or Fire Elementals.
**Includes “whirlwind”, Air Elemental, or Djinn attack.
***Attack by an Earth Elemental.
Dragons can walk for up to three weeks, but must then sleep one full week.
Dragons can fly for up to three weeks, but must then sleep three full week.
Alignment: Lawful
Defence | Move in Inches (walk / fly) | Hit Dice |
---|---|---|
8 | 9 / 24 | 6d6 to 12d6 |
Look up the number of hit dice determined by size and type:
Type | Size | Number of Hit Dice |
---|---|---|
Gold | Small | 10 |
Medium | 11 | |
Large | 12 |
Dragons can use their breath as a weapon. Each type of Dragon has a specific breath weapon.
A Dragon is able to use its breath weapon up to three times per day.
Cone shaped breath weapons originate from the mouth of the Dragon at a 1/2 foot diameter.
Line shaped breath weapons travel in a straight line beginning at the height of the Dragon’s head.
Cloud shaped breath weapons extend from ground level to a height of 30 feet.
Dragon Type | Breath Weapon | Range & Shape (length by width) |
---|---|---|
White | Cold | 8 by 3 feet cone |
Black | Acid | 6 feet by 1/2 foot line |
Green | Chlorine Gas | 5 by 4 feet cloud |
Blue | Lightning | 10 feet by 1/2 foot line |
Red | Fire | 9 by 3 feet cone |
Golden | Fire or Gas | (as applicable) |
The damage value of the breath weapon depends on the maturity and Hit Dice of the Dragon:
Maturity | Breath Damage |
---|---|
Very Young | 1 per Hit Dice |
Young | 2 per Hit Dice |
Adolescent | 3 per Hit Dice |
Adult | 4 per Hit Dice |
Old | 5 per Hit Dice |
Very Old | 6 per Hit Dice |
Dragons will attack with either their breath weapon, or bite. Roll to find out which for each time they attack:
2d6 Result | Attack |
---|---|
2 to 6 | Bite |
7 to 12 | Breath |
Golden Dragons are actually a class unto themselves. These Creatures are by far the most intelligent of all their kind, and they are able to use magic. They can employ spells up to the 6th level, gaining one level for each of their stages of maturity, having one spell for each hit die they have. Golden Dragons are Lawful. They will often appear as human or in some other guise. They will not usually serve any character.
Sleeping Dragons may be attacked with a free melee round by the attacker and +2 on hit dice for chances of hitting.
If in a family the Young are attacked both parents will automatically use their breath weapons. If only one of the adults are attacked, the other will attack at double values.
Certain weapon and attack types are more or less effective than others against some types of Dragon. This is indicated on the following table. The number is the addition or subtraction to hit rolls as well as the damage done if hit.
Dragon Type | Water | Fire* | Lightning | Air** | Earth*** |
---|---|---|---|---|---|
White | -1 | +1 | +1 | - | -1 |
Black | +1 | - | - | - | -1 |
Green | - | - | - | +1 | - |
Blue | -1 | +1 | -1 | - | - |
Red | +1 | -1 | - | -1 | -1 |
Golden | - | - | - | - | - |
*Includes attack by Efreet or Fire Elementals.
**Includes “whirlwind”, Air Elemental, or Djinn attack.
***Attack by an Earth Elemental.
Dragons can walk for up to three weeks, but must then sleep one full week.
Dragons can fly for up to three weeks, but must then sleep three full week.
Level: 4
Alignment: Chaos
Defence | Movement (walk/fly) | Hit Dice |
---|---|---|
5 | 9/15 | 4d6 |
There is a 75% chance will attack, regardless of Alignment.
They are semi-intelligent, and behave with forethought and planning.
Only magical weapons or magical attacks affect Gargoyles.
Level: 4
Alignment: Chaos or Neutral
Type: Lycanthrope
Defence | Movement (walk) | Hit Dice |
---|---|---|
5 | 15 | 4 d6 |
Only silver weapons, magical weapons, or magical attacks affect them.
Level: 5
Alignment: Chaos or Neutral
Type: Lycanthrope
Defence | Movement (walk) | Hit Dice |
---|---|---|
6 | 12 | 4 d6 + 1 |
Only silver weapons, magical weapons, or magical attacks affect them.
Level: 5
Alignment: Chaos or Neutral
Defence | Movement (walk) | Hit Dice |
---|---|---|
7 | 12 | 5 d6 |
Level: 6
Alignment: Law or Neutral
Type: Lycanthrope
Defence | Movement (walk) | Hit Dice |
---|---|---|
8 | 9 | 6 d6 |
Only silver weapons, magical weapons, or magical attacks affect them.
Level: 15
Alignment: Neutral
Defence | Move in Inches | Hit Dice |
---|---|---|
4 6 | 1 | 5d6 |
A Purple Worms reaction will always be hostile, so they will attack.
They dwell just below the surface of the earth, and are found all over the land.
They grow up to 50 feet long and 10 feet wide.
They have a poisonous sting on the tip of their tails.
If a Purple Worm hits an opponent ogre-sized or less, they may be swallowed whole. Compare the Purple Worm’s to-hit score with the target’s Defence on the table below to see if they are swallowed.
Tabel: Purple Worm Swallow
Opponent’s Defence | Swallowed if to-hit roll is |
---|---|
8 | 8+ |
7 | 7+ |
6 | 6+ |
5 | 5+ |
4 | 4+ |
3 or less | Always swallows |
A swallowed creature will be dead in 6 turns.
A swallowed creature will be completely digested in 12 turns.
Level: 6
Alignment: Neutral, or Chaos
Defence | Move in Inches | Hit Dice |
---|---|---|
4 | 12 | 6d6 |
They are above human size.
They will always attack.
They will pursue as long as their prey is in sight.
Level: 4
Alignment: Law, or Neutral
Defence | Move in Inches | Hit Dice |
---|---|---|
5 | 18 | 4d6 |
Centaurs are semi-intelligent.
Centaurs will always carry some form of weapon:
In melee the Centaur will attack twice, once as a human and once as a medium horse. A Normal Human and a Medium horse attack, instead of as a 4d6 Creature?
Level: 4
Alignment: Law
Defence | Move in Inches | Hit Dice |
---|---|---|
8 2 | 4 4 | d6 |
Only a Lawfully alligned young females may approach a Unicorn. Otherwise, they will avoid human contact.
Unicorns may be ridden by young female Fighters and will obey them.
They resist magic as if they were an 11th-level Mage. Mage saving throws? Only the Wands, Staves & Spells?
Death Ray or Poison | Wands | Being Turned to Stone | Dragon Breath | Staves & Spells |
---|---|---|---|---|
8 | 9 | 8 | 11 | 8 |
They can sense the approach of enemies from 240 feet.
They instantaneously transport themselves and their rider in any direction (including up or down), up to 360 feet.
Level: 1
Alignment: Neutral
Defence | Move in Inches | Hit Dice |
---|---|---|
3 | 12 | 1d6 |
Live in water.
Armed with daggers, and javelins (60 feet throwing range).
For every 10 Nixies one Nixie Charm spell is cast at any creature within 30 feet of their lair.
Affects any bipedal mammalian Creatures near to or less than the size of a Human.
Does not affect Undead Creatures.
Affected Creatures include Sprites, Pixies, Nixies, Kobolds, Goblins, Orcs, Hobgoblins, and Gnolls.
If the spell is not saved against then the charmed character will:
This spell can be dispelled by a Dispel Magic spell. A Dispel Magic spell has a 75% chance of succeeding before the charmed character is immersed regardless of the
Range: 30 feet.
Duration: until dispelled.
Only in fresh water.
Swim 9 inches per turn.
It takes 40 of them to make a grappling attempt.
They have a 10% chance per 10 of them of grappling a ship which is within 1 inch of them.
If they grapple a ship they must be at the surface of the water.
Level: 1
Alignment: Neutral
Defence | Move in Inches (walk/fly) | Hit Dice |
---|---|---|
4 | 9/18 | 1d6 |
Can turn invisible or visible at will.
Are invisible to Human eyes.
Are able to attack while remaining invisible.
Dragons will be aware of their presence.
Level: 2
Alignment: Neutral
Defence | Move in Inches | Hit Dice |
---|---|---|
5 | 12 | 2d6 |
Dryads are each a part of their own respective tree and will stay within 240 feet of their trees.
They are shy and non-violent.
They know Charm Person with a -2 penalty to the d20 roll for the target’s Magic saving throw. copy here
For anyone who approaches or follows a Dryad roll a d100. A result under 90 means the Dryad casts their Charm Person on them.
Anyone charmed by a Dryad will never leave the forest.
Dryads have exact knowledge of the woods around them.
Level: 1
Alignment: Law, or Neutral
Defence | Move in Inches | Hit Dice |
---|---|---|
5 | 6 | 1d6 |
Level: 1
Alignment: Law, or Neutral
Defence | Move in Inches | Hit Dice |
---|---|---|
6 | 6 | 1d6 |
Ogres, Giants and the like will do half damage to Dwarves. What counts as “the like”?
Level: 2
Alignment: Law, or Neutral
Defence | Move in Inches | Hit Dice |
---|---|---|
5 | 12 | 1d6 + 1 |
Elf Archers are armed with a bow, and a swords.
They have the ability of moving silently and are nearly invisible in their gray-green cloaks.
If they are armed with magical weapons, they deal 1d6 + 1 damage. Why mention this? Nowhere does it say if they have magic weapons
Elf Archers on foot may move and fire.
Level: 2
Alignment: Law, or Neutral
Defence | Move in Inches | Hit Dice |
---|---|---|
5 | 12 | 1d6 + 1 |
Elf Spearfighters are armed with a spear, and a sword.
They can moving silently.
They wear gray-green cloaks which make them nearly invisible.
If they are armed with magical weapons, they deal 1d6 + 1 damage. Why mention this? Nowhere does it say if they have magic weapons
Level: 8
Alignment: Law
Defence | Move in Inches | Hit Dice |
---|---|---|
8 | 6 | 8d |
If they are within 60 feet of a tree, then they can command it to move up to 30 feet per turn. Each Treant can command up to two trees.
Level: 3
Alignment: Law
Defence | Move in Inches (walk/fly) | Hit Dice |
---|---|---|
4 2 | 4/48 2 | d6 + 2 |
They will serve only Lawful characters.
Level: 4
Alignment: Law
Defence | Move in Inches (walk/fly) | Hit Dice |
---|---|---|
5 1 | 8/36 3 | d6 + 1 |
They attack with both their hooves and with their sharp beaks.
They will normally fight Pegasi.
Level: 6
Alignment: Law, or Neutral
Defence | Move in Inches (walk/fly) | Hit Dice |
---|---|---|
6 | 6/48 | 6d6 |
Level: 12
Alignment: Law, or Neutral
Defence | Move in Inches (walk/fly) | Hit Dice |
---|---|---|
8 | 12/96 | 12d6 |
Level: 18
Alignment: Law, or Neutral
Defence | Move in Inches (walk/fly) | Hit Dice |
---|---|---|
8 1 | 8/144 1 | 8d6 |
Level: 7
Alignment: Neutral
Defence | Move in Inches (walk/fly) | Hit Dice |
---|---|---|
7 | 12/30 | 7d6 |
Griffons can be loyal steeds.
They eat horses, so the two creatures cannot be brought within 360 feet of each other.
Level: 8
Alignment: none
Defense | Move in Inches (walk) | Hit Dice |
---|---|---|
7 | 12 | 8d6 |
They are faultless trackers that do not quit until their mission is completed.
They cannot be dispelled, except by the Dispel Magic spell.
If they complete their mission, then they return to the non-dimension.
Invisible Stalkers do not like missions of continuing servitude. They will try to complete their mission as quickly as possible by interpreting the words of the mission in a way that might even go against the intention.
Level: 8 to 16 depending on their origin.
Alignment: none
Elemental Origin | Size |
---|---|
Conjure Elemental Spell | 16 Hit Dice |
Device | 12 Hit Dice |
Staff of Wizardry | 8 Hit Dice |
Device means from medallions, stones, gems, or bracelets.
Regardless of the size of an Elemental, only one of each element type can be brought into existence during any single day.
Only magical weapons or attacks affect Elementals.
All Elementals must be controlled at all times by the persons who summoned them. Control consists of the summoner maintaining undivided attention upon the Elemental. Any other action, or being attacked, will break this concentration.
Failure to control an elemental will result in it attacking the one who summoned it. To attack it’s summoner, the Elemental will move directly toward them attacking anything in its path.
Once control is lost it can never be re-established.
Level: 8
Alignment: none
Defence | Move in Inches (fly only) | Hit Dice |
---|---|---|
8 | 36 | 8d6 |
Regardless of it’s Level, only one of an Air Elemental can be brought into existence during any single day.
Only magical weapons or attacks affect Air Elementals.
Move only by flying.
Normal Damage: 1d6 (air type)
Damage when engaged in combat in the air: 1d6+1 (air type)
They can turn into a whirlwind which will sweep all creatures under two hit dice away. What does this actually do in game terms?
The whirlwind is conical in shape. The size of the cone is 30 feet diameter at the base, 60 feet diameter at the top, and their hit dice size * 10 feet heigh.
Turning into a whirlwind takes one turn Meaning round? as does turning back.
Air Elementals must be controlled at all times by the persons who summoned them. Control consists of the summoner maintaining undivided attention upon the Elemental. Any other action, or being attacked, will break this concentration.
Failure to control the Elemental will result in it attacking the one who summoned it. In this case, the Elemental will move directly toward the summoner attacking anything in its path.
Once control is lost it can never be re-established.
Level: 12
Alignment: none
Defence | Move in Inches (fly only) | Hit Dice |
---|---|---|
8 | 36 | 12d6 |
Regardless of the size, only one of an Air Elemental can be brought into existence during any single day.
Only magical weapons or attacks affect Air Elementals.
It moves only by flying.
Normal Damage: 1d6 (air type)
Damage when engaged in combat in the air: 1d6+1 (air type)
They can turn into a whirlwind which will sweep all creatures under two hit dice away. What does this actually do in game terms?
The whirlwind is conical in shape. The size of the cone is 30 feet diameter at the base, 60 feet diameter at the top, and their hit dice size * 10 feet heigh.
Turning into a whirlwind takes one turn as does turning back.
Air Elementals must be controlled at all times by the persons who summoned them. Control consists of the summoner maintaining undivided attention upon the Elemental. Any other action, or being attacked, will break this concentration.
Failure to control the Elemental will result in it attacking the one who summoned it. In this case, the Elemental will move directly toward the summoner attacking anything in its path.
Once control is lost it can never be re-established.
Level: 16
Alignment: none
Defence | Move in Inches (fly only) | Hit Dice |
---|---|---|
8 3 | 6 1 | 6d6 |
Regardless of the size, only one of an Air Elemental can be brought into existence during any single day.
Only magical weapons or attacks affect Air Elementals.
Move only by flying.
Normal Damage: 1d6 (air type)
Damage when engaged in combat in the air: 1d6+1 (air type)
They can turn into a whirlwind which will sweep all creatures under two hit dice away. What does this actually do in game terms?
The whirlwind is conical in shape. The size of the cone is 30 feet diameter at the base, 60 feet diameter at the top, and their hit dice size * 10 feet heigh.
Turning into a whirlwind takes one turn as does turning back.
Air Elementals must be controlled at all times by the persons who summoned them. Control consists of the summoner maintaining undivided attention upon the Elemental. Any other action, or being attacked, will break this concentration.
Failure to control the Elemental will result in it attacking the one who summoned it. In this case, the Elemental will move directly toward the summoner attacking anything in its path.
Once control is lost it can never be re-established.
Defence | Move in Inches (walk) | Hit Dice |
---|---|---|
8 | 60 | 8d6 |
Cannot cross water.
Damage: 2d6 (earth type).
Damage 3d6 if their target is on the earth, or is a wall.
Regardless of the Level of an Earch Elemental, only one of Earth Element type can be brought into existence during any single day.
Only magical weapons or attacks affect Elementals.
Earth Elementals must be controlled at all times by the persons who summoned them. Control consists of the summoner maintaining undivided attention upon the Elemental. Any other action, or being attacked, will break this concentration.
Failure to control an Elemental will result in it attacking the one who summoned it. To attack it’s summoner, the Elemental will move directly toward them attacking anything in its path.
Once control is lost it can never be re-established.
Defence | Move in Inches (walk) | Hit Dice |
---|---|---|
8 | 60 | 12d6 |
Cannot cross water.
Damage: 2d6 (earth type).
Damage 3d6 if their target is on the earth, or is a wall.
Regardless of the Level of an Earch Elemental, only one of Earth Element type can be brought into existence during any single day.
Only magical weapons or attacks affect Elementals.
Earth Elementals must be controlled at all times by the persons who summoned them. Control consists of the summoner maintaining undivided attention upon the Elemental. Any other action, or being attacked, will break this concentration.
Failure to control an Elemental will result in it attacking the one who summoned it. To attack it’s summoner, the Elemental will move directly toward them attacking anything in its path.
Once control is lost it can never be re-established.
Defence | Move in Inches (walk) | Hit Dice |
---|---|---|
8 | 60 | 16d6 |
Cannot cross water.
Damage: 2d6 (earth type).
Damage 3d6 if their target is on the earth, or is a wall.
Regardless of the Level of an Earch Elemental, only one of Earth Element type can be brought into existence during any single day.
Only magical weapons or attacks affect Elementals.
The Earth Elemental be controlled at all times by the persons who summoned them. Control consists of the summoner maintaining undivided attention upon the Elemental. Any other action, or being attacked, will break this concentration.
Failure to control an Elemental will result in it attacking the one who summoned it. To attack it’s summoner, the Elemental will move directly toward them attacking anything in its path.
Once control is lost it can never be re-established.
Defence | Move in Inches (walk) | Hit Dice |
---|---|---|
8 | 12 | 8d6 |
Damage: 2d6 (fire type)
Damage against fire-using opponents: 1d6 + 1.
They act as incendiaries when in contact with inflammable material.
They cannot cross water.
They are summoned from sources of considerable heat like a large fire, or lava.
Regardless of the Level of a Fire Elemental, only one of Fire Element type can be brought into existence during any single day.
Only magical weapons or attacks affect Elementals.
The Fire Elemental must be controlled at all times by the persons who summoned them. Control consists of the summoner maintaining undivided attention upon the Elemental. Any other action, or being attacked, will break this concentration.
Failure to control the Elemental will result in it attacking the one who summoned it. To attack it’s summoner, the Elemental will move directly toward them and attacking anything in its path.
Once control is lost it can never be re-established.
Defence | Move in Inches (walk) | Hit Dice |
---|---|---|
8 | 12 | 12d6 |
Damage: 2d6 (fire type)
Damage against fire-using opponents: 1d6 + 1.
They act as incendiaries when in contact with inflammable material.
They cannot cross water.
They are summoned from sources of considerable heat like a large fire, or lava.
Regardless of the Level of a Fire Elemental, only one of Fire Element type can be brought into existence during any single day.
Only magical weapons or attacks affect Elementals.
The Fire Elemental must be controlled at all times by the persons who summoned them. Control consists of the summoner maintaining undivided attention upon the Elemental. Any other action, or being attacked, will break this concentration.
Failure to control the Elemental will result in it attacking the one who summoned it. To attack it’s summoner, the Elemental will move directly toward them and attacking anything in its path.
Once control is lost it can never be re-established.
Defence | Move in Inches (walk) | Hit Dice |
---|---|---|
8 | 12 | 16d6 |
Damage: 2d6 (fire type)
Damage against fire-using opponents: 1d6 + 1.
They act as incendiaries when in contact with inflammable material.
They cannot cross water.
They are summoned from sources of considerable heat like a large fire, or lava.
Regardless of the Level of a Fire Elemental, only one of Fire Element type can be brought into existence during any single day.
Only magical weapons or attacks affect Elementals.
The Fire Elemental must be controlled at all times by the persons who summoned them. Control consists of the summoner maintaining undivided attention upon the Elemental. Any other action, or being attacked, will break this concentration.
Failure to control the Elemental will result in it attacking the one who summoned it. To attack it’s summoner, the Elemental will move directly toward them and attacking anything in its path.
Once control is lost it can never be re-established.
Defence | Move in Inches (walk) | Hit Dice |
---|---|---|
8 | variable | 8d6 |
Able to move only 60 feet from a body of liquid.
They move 180 feet per turn in water.
Move 60 feet per turn outside water.
Damage in water: 2d6 (water type)
Damage while out of water: 1d6 (water type)
Water Elementals can only be summoned from a pond, stream, or larger body of water.
Can prevent a ship from moving. This includes Large Galley, Small Galley, Longship, Large Merchant Ship, Small Merchant Ship, and Sailed Warship.
Can overturn small vessels. This includes Boat, and Raft.
Regardless of the Level of a Water Elemental, only one of Water Element type can be brought into existence during any single day.
Only magical weapons or attacks affect Elementals.
The Water Elemental must be controlled at all times by the persons who summoned them. Control consists of the summoner maintaining undivided attention upon the Elemental. Any other action, or being attacked, will break this concentration.
Failure to control the Elemental will result in it attacking the one who summoned it. To attack it’s summoner, the Elemental will move directly toward them and attacking anything in its path.
Once control is lost it can never be re-established.
Defence | Move in Inches (walk) | Hit Dice |
---|---|---|
8 | variable | 12d6 |
Able to move only 60 feet from a body of liquid.
They move 180 feet per turn in water.
Move 60 feet per turn outside water.
Damage in water: 2d6 (water type)
Damage while out of water: 1d6 (water type)
Water Elementals can only be summoned from a pond, stream, or larger body of water.
Can prevent a ship from moving. This includes Large Galley, Small Galley, Longship, Large Merchant Ship, Small Merchant Ship, and Sailed Warship.
Can overturn small vessels. This includes Boat, and Raft.
Regardless of the Level of a Water Elemental, only one of Water Element type can be brought into existence during any single day.
Only magical weapons or attacks affect Elementals.
The Water Elemental must be controlled at all times by the persons who summoned them. Control consists of the summoner maintaining undivided attention upon the Elemental. Any other action, or being attacked, will break this concentration.
Failure to control the Elemental will result in it attacking the one who summoned it. To attack it’s summoner, the Elemental will move directly toward them and attacking anything in its path.
Once control is lost it can never be re-established.
Defence | Move in Inches (walk) | Hit Dice |
---|---|---|
8 | variable | 16d6 |
Able to move only 60 feet from a body of liquid.
They move 180 feet per turn in water.
Move 60 feet per turn outside water.
Damage in water: 2d6 (water type)
Damage while out of water: 1d6 (water type)
Water Elementals can only be summoned from a pond, stream, or larger body of water.
Can prevent a ship from moving. This includes Large Galley, Small Galley, Longship, Large Merchant Ship, Small Merchant Ship, and Sailed Warship.
Can overturn small vessels. This includes Boat, and Raft.
Regardless of the Level of a Water Elemental, only one of Water Element type can be brought into existence during any single day.
Only magical weapons or attacks affect Elementals.
The Water Elemental must be controlled at all times by the persons who summoned them. Control consists of the summoner maintaining undivided attention upon the Elemental. Any other action, or being attacked, will break this concentration.
Failure to control the Elemental will result in it attacking the one who summoned it. To attack it’s summoner, the Elemental will move directly toward them and attacking anything in its path.
Once control is lost it can never be re-established.
Level: 8
Alignment: none
Defence | Move in Inches (walk/fly) | Hit Dice |
---|---|---|
5 | 9/24 | 7 d6 + 1 |
Can fly.
Damage: 2d6 - 1. (air type)
They can carry up to 6,000 Gold Pieces in weight.
They can create food which is nutritionally sound.
They can create drinkable beverages.
They can create soft goods and wooden objects.
They can create metallic items that last only a short time. The harder the metal the shorter its life. Gold they create lasts one day.
They can create illusions which will remain until dispelled by touch or magic. They do not need to concentrate to maintain the illusions.
They can create a whirlwind that is 10 foot diameter at the base, 20 feet diameter at the top, and 30 feet in height.
Turning into a whirlwind takes one turn as does turning back.
A whirlwind will sweep all creatures under two hit dice away. What does this actually do in game terms? Sweep away means destroy, or just move?
They are able to become invisible or assume gaseous form.
Level: 10
Alignment: none
Defence | Move in Inches (walk/fly) | Hit Dice |
---|---|---|
7 9 | /24 1 | 0 d6 |
They tend to be Chaotic.
They are enemies of the Djinn.
They can fly.
They can create food which is nutritionally sound.
They can create drinkable beverages.
They can create soft goods and wooden objects.
They can create metallic items that last only a short time. The harder the metal the shorter its life. Gold they create lasts one day.
They can create illusions which will remain until dispelled by touch or magic. They do not need to concentrate to maintain the illusions.
They can turn into a whirlwind 10 feet base diameter, 20 feet top diameter, and 30 feet in height.
Turning into a whirlwind takes one turn as does turning back.
A whirlwind will sweep all creatures under two hit dice away. What does this actually do in game terms?
They are able to become invisible or assume gaseous form.
Damage: 2d6 (fire type)
Can carry up to 10,000 Gold Pieces weight.
They can create a Wall of Fire as in the Mage’s spell.
They can become incendiaries.
They will serve for 1,001 days.
Level: 5
Alignment: none
Defence | Move in Inches | Hit Dice |
---|---|---|
2 | 3 | 5 d6 |
A giant amoeba.
Can be killed by fire or cold.
Hits by weaponry or lightning bolts will make them into several smaller Ochre Jellies.
Destroys wood.
Causes 1d6 damage per turn it is in contact with exposed flesh.
It seeps through small cracks easily.
Level: 10
Alignment: none
Defence | Move in Inches | Hit Dice |
---|---|---|
4 6 | 1 | 0 d6 |
Black Puddings are not affected by cold.
They are killed by fire.
They can move on surfaces of any angle, e.g: a ceiling.
They are split into smaller ones by chops or lightning bolts. How much smaller, and what are their stats? See Ocher Jelly for potentially the same rule.
They dissolve wood, and corrode metal at a reasonably fast rate. too vague
They do 3d6 damage to exposed flesh.
If an armoured character runs through a Black Pudding the Creature’s corrosive power will eat away the foot and leg protection of the armour so that it will fall-away next turn. What effect does this have in terms of game mechanics?
They can pass through fairly small openings.
Level: 2
Alignment: none
Defence | Move in Inches | Hit Dice |
---|---|---|
4 | 6 | 2 d6 |
Non-mobile.
Can be killed by fire or cold.
Not affected by lightning bolts or striking by weapons.
It eats away wood and metal.
Sticks to flesh and penetrates it in one turn, thereafter turning the flesh into Green Slime.
Green Slime is too sticky be scraped off.
A Cure Disease spell will kill and remove Green Slime.
Level: 3
Alignment: none
Defence | Move in Inches | Hit Dice |
---|---|---|
8 | 1 | 3 d6 |
Closely resembles wet stone.
Only affected by lightning bolts or cuts and chops by weaponry.
It is not affected by cold, or fire.
Corrodes metal at a reasonably fast rate. too vague
Damage: 2d6 to exposed flesh.
Level: none
Alignment: none
Only damaged by fire.
It attacks wood and flesh.
Damage if it contacts exposed skin: 1d6.
If rough contact is made with Yellow Mold roll 1 d100 If 50 or less scored then a Cloud of Spores is released, and teh Yellow Mold breaks.
Clouds of spores take up a 10 foot square area.
Any creatures within the spore cloud must Save vs Poison. A failed save is instant death.
Alignment: Neutral
Level: 1
Creature Type | Number Appearing in Outdoor Encounters | Defence | Move in Inches | Hit Dice | % In Lair | Type or Amount of Treasure |
---|---|---|---|---|---|---|
Wolves | 2d8 | 2 | ??? | 1d6 | Nil | Nil |
Level: 1? or 1/2?
Creature Type | Number Appearing in Outdoor Encounters | Defence | Move in Inches | Hit Dice | % In Lair | Type or Amount of Treasure |
---|---|---|---|---|---|---|
see above | 6d6 | 2 | ??? | 1hp | Nil | Nil |
Alignment: Neutral
The following Creatures are only encountered in naval combat.
Able to lift any ship upon their back if they rise under it.
Swims 9 inches per turn.
Can breathe steam in an area like that of the fire of a Red Dragon.
Their Hit Dice range from 11 to 13.
It is in all other respects like dragons, except it cannot fly.
Copy relevant Dragon rules to here
It moves at 3 inches per turn on land.
Level: 2
Found only in swamps.
Move at 6 inches per turn.
When they attack, if they hit a hit, rather than score damage they have attached themselves to their target.
When attached, their target loese one level every two turns.
They can only be detached by killing them.
Hit Points: 2d6 (2 hit dice)
Defence: 2
Swim 15 inches per turn.
Move 9 inches per turn on land.
Less than 20 feet long.
Found in swamps and warm rivers with slow current.
If rammed by a ships they are killed. 50% of damaging the ramming vessel if it does not have a ram.
Defence: 5
Swim 15 inches per turn.
Move 9 inches per turn on land.
More than 20 feet long.
They can upset boats or rafts.
They are found in swamps and warm rivers with slow current.
Damage: 2d6
If rammed by a ships they are killed. 50% of damaging the ramming vessel if it does not have a ram.
Defence: 5
Level: 6
Move 20 inches per turn.
Found large lakes or seas.
Attack as do Purple Worms. Copy Purple worm attack details here
Hit points: 6d6.
Able to wrap themselves around Longship or smaller. A wrapped ship suffers 10% damage per turn.
Defence: 4
Level: 4
Found only in salt water.
Move at 9 inches per turn.
Once per day they can jet: * triple move * squirt out clouds of ink.
Hit points: 4d6
Has 8 attacks, one for each arm.
Defence: 3
Level: 6
Found only in salt water.
Move at 12 inches per turn.
Once per day they can jet: * triple move * squirt out clouds of ink.
Hit points: 6d6
Has 8 attacks, one for each arm.
Squids attack like giant snakes, except that damage is double. copy details including purple worm
Has a shell over its stern which has Defence 7.
It’s front and arms have Defence 3.
Level: 3
Cannot swim.
Only encountered near beaches and on land.
Move 6 inches per turn.
Has 2 attacks, once for each pincer.
Hit points: 3d6
Defence: 8