Post by murquhart72 on Aug 18, 2010 15:11:10 GMT -6
Thrust upon you, despite popular demand!
The format that follows is the same as for the Creature Features found in the fanzine The Strategic Review. It was the first appearance of famous monsters like the Mind Flayer, the Roper, and everyone's favorite golem: CLAY!
Beastial
(Beastman or Sub-Man)
Number Appearing: 10-100
Armor Class: 8
Move: 12"
Hit Dice: 2
% in Lair: 40%
Treasure Type: D
Hit = 1-6 or by weapon type
Low Intelligence
Alignment = C
Beastials are primitive, hairy humanoids, somewhat resembling apes. They are rumored to be some kind of mutant or experiment gone wrong. They are often a threat in caves, caverns and other hilly areas. Those not under human control will often follow the biggest member of their group, who fights as an Ogre (as does his 2-4 bodyguards). Beastials normally use weapons like spears, clubs and axes, but can be trained in other methods of warfare.
Bile
Number Appearing: 1
Armor Class: 8
Move: 3"
Hit Dice: 5-12
% in Lair: -
Treasure Type: Nil
Hit = 2 dice (2-12)
Non-Intelligent
Alignment = N
A disgusting reddish blob, covered with hairy warts and pus-filled blisters, this member of the "clean-up crew" is the dungeon delver's worst nightmare. It will do two dice of damage to any creature it touches. Fire or cold will hurt it, but weapons only serve to spray the attacker with diseased filth (as a Mummy's rotting disease) and lightning will heal, rather than hurt the foul beast. Some Biles will grow to the point of being colossal horrors, with up to 12 Hit Dice (and doing three dice of damage) and Average Intelligence. These fortunately rare things are called Vicious Biles by the few who have survived them.
Cthonic Wyrm
(Dweller Beneath or Great Wyrm)
Number Appearing: 1-4
Armor Class: 6
Move: 6"
Hit Dice: 15
% in Lair: 25%
Treasure Type: D
Magic Resistance: 10%
Hit = 4 dice (4-24) or see below
Semi-intelligent
Alignment = C
A huge (30'-100'), dark, worm like creature with a face full of writhing tentacles, this terror is thankfully quite rare. Cthonic Wyrms are often mistaken for dragons, hydras, even gorgons by the unwise and are rumored to be a curse on the land from dark and ancient gods. The beast travels underground, bursting up on prey and surprising on a 1-4. When attacking, it either (1-3) rears up and slams down on those smaller than itself for 4-24 points of damage, or (4-6) curls back it's tentacles, revealing a sucker-like maw that spews forth a flammable gas that petrifies those who breath it (on a failed save). A Cthonic Wyrm uses it's tentacles to draw subdued food to it's maw for feeding.
Fathom Phantom
(Deep One)
Number Appearing: 10-100
Armor Class: 3
Move: 12"/24"
Hit Dice: 3
% in Lair: 90%
Treasure Type: Z
Hit = 1-6 or by weapon or
2 Claws = 1-3 pts.
Bite = 1-6 pts.
Average Intelligence
Alignment = C
These mysterious fish men are from deep beneath the waves, often finding their way to small, coastal towns and villages for nefarious purposes. They have gray scales of various shades with pale underbellies and will sometimes wear a harness for carrying tools and weapons (often spears, tridents and daggers made from coral and stranger materials). They deal with many Chaotic beings (even men), but only come out at night as they come from a strange realm of darkness and silence themselves. It is said that communities who deal with these ghastly things for too long begin to resemble them physically and become detached from the rest of humanity. Beware the traveler who docks to such a town for even one night!
Fell Beast
(Night Horror)
Number Appearing: 1-4
Armor Class: 6
Move: 12"/48"
Hit Dice: 3
% in Lair: -
Treasure Type: Nil
2 Claws = 1-6 pts.
Horn = 2 dice (2-12)
Low Intelligence
Alignment = C
Often mistaken for a winged horse or even a unicorn at a distance, this nightmarish creature is the death of many who wander into ancient, primeval forests and jungles. They almost look like large, pale, emmicated horses, except for the leathery, clawed wings in place of forelegs and the long, twisted horn (dark at the base, fading to blood red at the tip) sprouting from it's forehead. They attack nearly anything on site and cannot be tamed except by the most evil and powerful of beings (who may use them as mounts).
Loper
(Kangalope)
Number Appearing: 2-12
Armor Class: 7
Move: 12"
Hit Dice: 2+1
% in Lair: Nil
Treasure Type: Nil
Headbutt = 1-6 pts.
Animal Intelligence
Alignment = N
Lopers are popular beasts of burden in mountainous regions that look like large kangaroos with the head, hair and mindset of mountain goats. Their splayed, clawed digits also mean they can climb almost as well as a humanoid, even when being ridden! Sometimes called Kangalopes for their resemblance to those animals, the Lopers sweet milk and ease of domestication make them especially popular. Some few specimens can be trained as Warlopers (3 HD, headbutt for 1-8).
Saurial
(Serpent-Man or Reptoid)
Number Appearing: 10-40
Armor Class: 5
Move: 12"
Hit Dice: 2+1
% in Lair: 40%
Treasure Type: D
Hit = 1-6 or by weapon type or
2 Claws = 1-3 pts.
Bite = 1-6 pts.
Low Intelligence
Alignment = N
Saurials are the last remnants of an ancient race of humanoid dinosaurs. They are man-like in appearance, but have cold, dark eyes, long snouts, scaly hide ranging in color from bright green to dull brown, and spiny combs starting from their heads to the end of their long, whip-like tails. Although many are now mad, degenerate shadows of their former empire, some still have power and can even rise to 8th level fighting ability or even 4th level of magic use! Rarely a "lizard king" will rise among them and try to rebuild the empire of old. These large brutes are often smarter than the rest (with the aforementioned level abilities) and may have several tribes under it's control.
Wolf, Polar
(Great White Wolf)
Number Appearing: 3-12
Armor Class: 6
Move: 18"
Hit Dice: 3+3
% in Lair: 10%
Treasure Type: Nil
Bite = 1-6 pts.
Animal Intelligence
Alignment = N
Polar wolves are to wolves, what polar bears are to bears. They are normally found in mountains and forests of the far northern realms. Nearly twice the size of a southern wolf, they have black hide covered with pure white to pale yellow fur. Their eyes are an icy blue or white. As polar wolf fur is highly prized by men, they tend to attack much more often than their smaller cousins to the south.
The format that follows is the same as for the Creature Features found in the fanzine The Strategic Review. It was the first appearance of famous monsters like the Mind Flayer, the Roper, and everyone's favorite golem: CLAY!
Beastial
(Beastman or Sub-Man)
Number Appearing: 10-100
Armor Class: 8
Move: 12"
Hit Dice: 2
% in Lair: 40%
Treasure Type: D
Hit = 1-6 or by weapon type
Low Intelligence
Alignment = C
Beastials are primitive, hairy humanoids, somewhat resembling apes. They are rumored to be some kind of mutant or experiment gone wrong. They are often a threat in caves, caverns and other hilly areas. Those not under human control will often follow the biggest member of their group, who fights as an Ogre (as does his 2-4 bodyguards). Beastials normally use weapons like spears, clubs and axes, but can be trained in other methods of warfare.
Bile
Number Appearing: 1
Armor Class: 8
Move: 3"
Hit Dice: 5-12
% in Lair: -
Treasure Type: Nil
Hit = 2 dice (2-12)
Non-Intelligent
Alignment = N
A disgusting reddish blob, covered with hairy warts and pus-filled blisters, this member of the "clean-up crew" is the dungeon delver's worst nightmare. It will do two dice of damage to any creature it touches. Fire or cold will hurt it, but weapons only serve to spray the attacker with diseased filth (as a Mummy's rotting disease) and lightning will heal, rather than hurt the foul beast. Some Biles will grow to the point of being colossal horrors, with up to 12 Hit Dice (and doing three dice of damage) and Average Intelligence. These fortunately rare things are called Vicious Biles by the few who have survived them.
Cthonic Wyrm
(Dweller Beneath or Great Wyrm)
Number Appearing: 1-4
Armor Class: 6
Move: 6"
Hit Dice: 15
% in Lair: 25%
Treasure Type: D
Magic Resistance: 10%
Hit = 4 dice (4-24) or see below
Semi-intelligent
Alignment = C
A huge (30'-100'), dark, worm like creature with a face full of writhing tentacles, this terror is thankfully quite rare. Cthonic Wyrms are often mistaken for dragons, hydras, even gorgons by the unwise and are rumored to be a curse on the land from dark and ancient gods. The beast travels underground, bursting up on prey and surprising on a 1-4. When attacking, it either (1-3) rears up and slams down on those smaller than itself for 4-24 points of damage, or (4-6) curls back it's tentacles, revealing a sucker-like maw that spews forth a flammable gas that petrifies those who breath it (on a failed save). A Cthonic Wyrm uses it's tentacles to draw subdued food to it's maw for feeding.
Fathom Phantom
(Deep One)
Number Appearing: 10-100
Armor Class: 3
Move: 12"/24"
Hit Dice: 3
% in Lair: 90%
Treasure Type: Z
Hit = 1-6 or by weapon or
2 Claws = 1-3 pts.
Bite = 1-6 pts.
Average Intelligence
Alignment = C
These mysterious fish men are from deep beneath the waves, often finding their way to small, coastal towns and villages for nefarious purposes. They have gray scales of various shades with pale underbellies and will sometimes wear a harness for carrying tools and weapons (often spears, tridents and daggers made from coral and stranger materials). They deal with many Chaotic beings (even men), but only come out at night as they come from a strange realm of darkness and silence themselves. It is said that communities who deal with these ghastly things for too long begin to resemble them physically and become detached from the rest of humanity. Beware the traveler who docks to such a town for even one night!
Fell Beast
(Night Horror)
Number Appearing: 1-4
Armor Class: 6
Move: 12"/48"
Hit Dice: 3
% in Lair: -
Treasure Type: Nil
2 Claws = 1-6 pts.
Horn = 2 dice (2-12)
Low Intelligence
Alignment = C
Often mistaken for a winged horse or even a unicorn at a distance, this nightmarish creature is the death of many who wander into ancient, primeval forests and jungles. They almost look like large, pale, emmicated horses, except for the leathery, clawed wings in place of forelegs and the long, twisted horn (dark at the base, fading to blood red at the tip) sprouting from it's forehead. They attack nearly anything on site and cannot be tamed except by the most evil and powerful of beings (who may use them as mounts).
Loper
(Kangalope)
Number Appearing: 2-12
Armor Class: 7
Move: 12"
Hit Dice: 2+1
% in Lair: Nil
Treasure Type: Nil
Headbutt = 1-6 pts.
Animal Intelligence
Alignment = N
Lopers are popular beasts of burden in mountainous regions that look like large kangaroos with the head, hair and mindset of mountain goats. Their splayed, clawed digits also mean they can climb almost as well as a humanoid, even when being ridden! Sometimes called Kangalopes for their resemblance to those animals, the Lopers sweet milk and ease of domestication make them especially popular. Some few specimens can be trained as Warlopers (3 HD, headbutt for 1-8).
Saurial
(Serpent-Man or Reptoid)
Number Appearing: 10-40
Armor Class: 5
Move: 12"
Hit Dice: 2+1
% in Lair: 40%
Treasure Type: D
Hit = 1-6 or by weapon type or
2 Claws = 1-3 pts.
Bite = 1-6 pts.
Low Intelligence
Alignment = N
Saurials are the last remnants of an ancient race of humanoid dinosaurs. They are man-like in appearance, but have cold, dark eyes, long snouts, scaly hide ranging in color from bright green to dull brown, and spiny combs starting from their heads to the end of their long, whip-like tails. Although many are now mad, degenerate shadows of their former empire, some still have power and can even rise to 8th level fighting ability or even 4th level of magic use! Rarely a "lizard king" will rise among them and try to rebuild the empire of old. These large brutes are often smarter than the rest (with the aforementioned level abilities) and may have several tribes under it's control.
Wolf, Polar
(Great White Wolf)
Number Appearing: 3-12
Armor Class: 6
Move: 18"
Hit Dice: 3+3
% in Lair: 10%
Treasure Type: Nil
Bite = 1-6 pts.
Animal Intelligence
Alignment = N
Polar wolves are to wolves, what polar bears are to bears. They are normally found in mountains and forests of the far northern realms. Nearly twice the size of a southern wolf, they have black hide covered with pure white to pale yellow fur. Their eyes are an icy blue or white. As polar wolf fur is highly prized by men, they tend to attack much more often than their smaller cousins to the south.