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MONSTERS GALORE
This is a collection of recent new monsters
from a variety of campaign settings. Hopefully, enterprising
DMs can make them fit most any setting. Several were created
for specific settings; the bonemouth and death head crab with
Thagril in mind, Living Weather was designed with Maztica and
Lopango campaigning ideas, and the Vampiric Weasel is another
Forgotten Realms specialty. However I think all of these monsters
can be made to work in any setting.
BONEMOUTH
| Climate/Terrain: |
Any land |
Hit Dice: |
1 |
| Frequency: |
Very Rare |
THAC0: |
14 |
| Organization: |
Flock |
No. of Attacks: |
1 |
| Activity Cycle: |
Any |
Damage/Attack: |
4-16 |
| Diet: |
Nil |
Special Attacks: |
Nil |
| Intelligence: |
Nil (unless a guardian) |
Special Defenses: |
Immune to certain spells,
never surprised, half damage or immune to certain attacks |
| Treasure: |
Neutral evil |
Magic Resistance: |
Nil |
| Alignment: |
1-4 |
Size: |
S (1-3 feet across) |
| No. Appearing: |
1- |
Morale: |
Champion |
| Armor Class: |
0 |
XP Value: |
500 |
| Movement: |
1/18 (MC:B) |
|
|
Bonemouths are one of the creations
of the thriving necromancer business on Thagril. Millions of
sharks died when the seas receded, though as sharks lack a bony
skeleton, this leaves only the jaws and teeth. Some talented
wizard were able to create a horrible new undead creature of
these maws; the bonemouth.
Serving as powerful allies, the bonemouths
are basically flying, animated shark jaws that can whoosh through
the air and viscously attack their opponents. Somehow able to
see all victims with 80 feet, even if they are invisible, they
never sleep and are never surprised. Flying at 18 (MC: B), they
will seek to bite (obviously) any intruders if used as guards,
or any other opponent if accompanying a wizard into battle.
The damge they do is horrific; 4-16
points of damage. Fighting to destruction, they are immune to
sleep, charm, and hold spells. Cold and paralysis does not affect
them, and take half damage from piercing or edged weapons. They
suffer normal damage from fire and blunt weapons. Holy water
has no effec on them, and they are turned as ghouls
DEATH HEAD CRAB
| Climate/Terrain: |
Ocean, shores, areas near
water |
Hit Dice: |
1 (2) |
| Frequency: |
Very rare |
THAC0: |
19 (no effective physical
attack) |
| Organization: |
Solitary |
No. of Attacks: |
2 (0) |
| Activity Cycle: |
Day |
Damage/Attack: |
Claw for 1-2./1-2 |
| Diet: |
Omnivore (none) |
Special Attacks: |
Gaze attack causes salt rot |
| Intelligence: |
Non- |
Special Defenses: |
Nil (immune to certain spells) |
| Treasure: |
Nil |
Magic Resistance: |
Nil |
| Alignment: |
Neutral (Neutral evil) |
Size: |
S |
| No. Appearing: |
1 or rarely 1-2 |
Morale: |
Average |
| Armor Class: |
6 (2) |
XP Value: |
250 |
| Movement: |
7 (0 without crab) |
|
|
The Death Head Crab is yet another strange
result of the world sea that once covered Thagril. Once a hermit
crab - harmless soft-shelled crabs that use discarded mollusk
shells as temporary homes till they outgrow - they are now a
hazard in the seas and in areas near salt water. Found also far
from the ocean, as long as there is some water about, the Death
Head Crab has achieved its notoriety from the effects it receives
from its "shell;" a skull.
With the lower jaw absent, the Death
Head Crab uses the brain pan as the storage for its vulnerable
areas, presenting to the world its stalked eyes, claws, and legs.
Normally, this strange arrangement might
be a bit macabre, but otherwise harmless, as a skull is not intrinsically
dangerous or evil. Thagril is not a normal place. Vast amounts
of spirit energy was released when the oceans vanished, spirit
energy derived from sea elves, whales, sharks, sea serpents,
and many other aquatic life forms that perished suddenly, in
the prime of their life.
Much of that energy is still about,
found in the form of spirit whales, or perhaps animating salt
drakes. The Death Head Crabs tap into this energy as well, much
to the detriment of all concerned.
The crab is essentially a symbiotic
lifeform, the crab living and the skull a lesser form of undead.
Both benefit from the arrangement. The crab feeds on rather innocous
stuff; lichen, sea weed, desert plants, leaves, insects, smaller
crabs, fish, and carrion. In and of itself the crab is harmless,
and actually a useful scavenger.
The skull portion is another matter.
The skull is that of a sea elf invariably, and perhaps due to
some influx of life force from the living crab, is undead. The
skull portion seeks to destroy all developed life forms around
the crab; mammals, birds, reptiles, and amphibians. All those
who gaze upon the skull portion of the Death Head Crab and are
within 50 feet of it, must save versus petrifaction or undergo
salt rot. A save negates this effect, and that person is immune
from effect from that particular crab for that encounter. If
he or she encounters the crab again in the future or a different
crab, another saving throw must be made.
Salt rot is a parting gift of these
twisted and otherwise unintelligent undead. The body is unable
to process water from drinking or food sources, and requires
more and more water in order to survive. By the end of the first
day, 20% more water is needed to survive. On the second day,
30%, the third day, 40%, etc. By the fifth day, the person is
pretty much going to die of thirst unless drinking constantly,
and on day seven death occurs no matter what.
One of the great dangers of this salt
rot is that a victim might not know they have been effected for
a day or more. A presumably harmless encounter might several
days down the road turn to disaster. Cure disease and remove
curse will end salt rot.
This symbiosis is bizarre, the only
known instance of undead and living working together. The crab
gains a very safe home, and the undead sea elf spirit has a way
of affecting the maximum number of victims, its hatred for surface
dwellers continuing into the afterlife.
The stats above are for the skull. One
can kill the crab but not the skull, and vice versa. As with
all undead, it is immune to charm, sleep, and other mind affecting
spells, and takes half damage from cold and electrical attacks
as well as sharp or edged weapons. Blunt weapons and fire do
full damage.
DRAKE, MILK
| Climate/Terrain: |
Farmland, barns, buildings
with livestock |
Hit Dice: |
1 (8 hit points) |
| Frequency: |
Rare |
THAC0: |
18 |
| Organization: |
Clan |
No. of Attacks: |
3 or 1 |
| Activity Cycle: |
Night |
Damage/Attack: |
1-2/1-2/1-4 or 1 |
| Diet: |
Carnivore |
Special Attacks: |
Breath weapon |
| Intelligence: |
Animal |
Special Defenses: |
Invisibility (see below) |
| Treasure: |
Nil |
Magic Resistance: |
Nil |
| Alignment: |
Neutral |
Size: |
S (a little over 2 foot wingspan) |
| No. Appearing: |
1-4 |
Morale: |
Steady (11-12) |
| Armor Class: |
4 |
XP Value: |
300 |
| Movement: |
7/20 (MC A) |
|
|
The milk drake is a rare species of
dragon-like creatures that have learned to live in the world
of man, not as a pest, but as an ally of sorts. Appearing as
four limbed dragonet, the front two limbs forming leathery wings
the rear two for standing and perching, the milk drake is cream
colored on top and more whitish beneath. Its eyes are rather
large, golden with huge black pupils.
Despite its white color, the milk drake
does not get its name from its appearance. Milk drakes have learned
to make large barns their homes, lairing in out of the way places
on the farm, generally up in the rafters of such buildings. Superstitious
peasants believe that the milk drake steals milk from cows and
goats, coming down in the evening to suckle; to them this explains
not only their coloration but their presence on farms.
In actuality, nothing could be further
from the truth. Milk drakes are nocturnal predators, basically
mousers. They feed on rats, mice, as well as the odd snake, lizard,
bat, or large insect. They do take small birds on occasion, but
are not really adapted to do so; most of their prey dwells on
the ground. Hunting in the evening hours and late at night, they
use their especially keen night vision to find their prey. Even
starlight is enough for them to find their way around in the
dark, able to dart and weave among pillars and horses in the
barn without a sound.
Milk drakes catch their prey largely
through grabbing them with their claws (for 1-2/1-2 points of
damage) and delivering a swift bite to silence it. Though their
mouths are small, their teeth are numerous and very sharp; a
bite inflicts 1-4 points of damage.
For defensive purposes, twice a day
a milk drake can offer a breath weapon, range 10 feet and area
of effect pretty much one person. As milk drakes swallow their
prey hole, they build up a lot of waste material, largely bones,
feathers, and fur. If pressed by a hawk, owl, or a human, they
can cough up this material on to a person. This vomit is incredibly
smelly; while doing only 1-2 points of damage, the recipient
must save versus breath weapon or become nauseous for 1-4 rounds,
unable to do anything but retch.
Owing to the often poor reception dragon-kind
get among humans and their ilk, milk dragons have one other unique
adaptation. If they lie completely still for 5 minutes, they
start to fade into invisibility. It is not know if this is strictly
magical, or a combination of magic and careful adjustment of
the drake's scales to reflect light in a special way. As long
as the drake lies motionless, only those able to detect invisible
objects may find them. This ability serves them well when they
are hunted or when they rest during the day.
Milk drakes are harmless to humans,
and if offered adequate supplies of rats and vermin can be quite
happy in most places with the owners none the wiser. On rare
occasions they have been tamed, with the enterprising farmer
offering small cuts of meat in likely mousing grounds. They are
actually fairly easy to tame, and make decent pets.
Milk drakes generally live in small
family units, consisting of a mated pair (they mate for life)
and one to two (very rarely three) sub-adult offspring. They
offspring stay two years, in their second year helping the next
generation of hatchlings feed and to protect them. Upon their
reaching a year old, the original group of offspring head out
for a new area to call home.
DRAKE, OASIS
| Climate/Terrain: |
Desert oasis, desert regions |
Hit Dice: |
1 to 2 |
| Frequency: |
Rare |
THAC0: |
18 |
| Organization: |
Clan |
No. of Attacks: |
3 |
| Activity Cycle: |
Day |
Damage/Attack: |
1-2/1-2/1-2 |
| Diet: |
Carnivore |
Special Attacks: |
Nil |
| Intelligence: |
Average (8-10) |
Special Defenses: |
Nil |
| Treasure: |
Nil |
Magic Resistance: |
Nil |
| Alignment: |
Chaotic Neutral (25% chance
to have good tendencies, 25% chances evil tendencies) |
Size: |
S (a little over 2 foot wingspan) |
| No. Appearing: |
4d8 |
Morale: |
Steady (11-12) |
| Armor Class: |
3 |
XP Value: |
250 |
| Movement: |
9/21 (MC A) |
|
|
The oasis drake is most commonly found
in the deserts of Zakhara, the Land of Fate (the setting for
Al-Qadim), though could easily fit into a desert of most any
campaign setting.
Another of the widespread family of
drakes, proving that dragons and their smaller cousins can adopt
to most any environment or habitat, the oasis drake as its name
might suggest calls desert oasis its home. Dwelling in nests
they weave out of plant fibers high among the fronds of palm
trees, they make them more defensive with spines, thorns, and
prickly leaves of many desert plants. Dwelling in loose colonies,
generally in an average oasis one could find about five to ten
families. In the larger and less disturbed oases, as many as
three hundred families have been seen, though this is rare.
The noisy, sometime quarrelsome oasis
drake spends most of the hotter hours of the day resting, preferring
to hunt for insects on the wing and landing on the ground to
go after scorpions and lizards in the morning and afternoon.
Not very large animals, it sometimes take two or even three drakes
to bring down their larger prey items. They are almost comical
to watch, for instance when they go after scorpions, four or
five may dance around the dangerous creature, lunging at it and
chattering at it, but moving away with exaggerated fear when
it moves to strike. They also have been known to hunt on brightly
lit nights, but generally only when there is a full moon.
As oasis drake have a communal system
of sorts, they share their catches. As a result, few oasis drakes
every go hungry, and all hatchlings get enough to eat. Many drakes
are able to spend time away from hunting duties, preening themselves
or others, caring for the offspring, or in play. A favorite oasis
drake activity is to see how low they can skim over water and
not enter. Another is to carry some sort of nut or small rock
into the air and play keep away. Several Midani proverbs indicate
the playful nature of oasis drakes, generally in a disapproving
nature (especially among Moralist cities).
What sets oasis drakes among many other
small dragons is that they are fairly intelligence (Average,
8-10). Possessing their own rich language, they can pick up at
least on other language, though are better able to understand
than speak it. Individual oasis drakes become fond of certain
phrases in Midani or any other language, and are apt to repeat
endlessly like some catch phrase.
Wise men and women have befriended oasis
drakes in the past, and convince entire colonies to their bidding.
In return for not being harassed, the occasional bowl of honey,
and the odd shiny bauble, they can be convinced to carry messages,
scout, or serve as sentries. Some desert tribes have had colonies
of oasis drakes working with them for years to help them keep
abreast of rival tribe activities, as well as keep an eye on
the herds and out for danger. Bandits have been known to use
drakes to spy out rich caravan to plunder, and lawgivers have
used them to hunt down these same individuals.
In appearance an oasis drake is a sky
blue in coloration underneath, shading to a darker blue above.
They have glittering azure eyes that appear to almost glow. Their
snouts are streaked with red, and in full mating form the males
can appear quite striking, with the red growing in size and intensity.
Oasis drakes possess no breath weapon,
and have a claw/claw/bite routine. Like many drakes, they do
not have the ability to cast spells.
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