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MONSTERS GALORE
page 2
DRAKE, PINE
| Climate/Terrain: |
Pine forests, north temperate
regions in inhabited lands |
Hit Dice: |
1 (4 hit points) |
| Frequency: |
Rare |
THAC0: |
20 |
| Organization: |
Clan |
No. of Attacks: |
3 |
| Activity Cycle: |
Day |
Damage/Attack: |
1/1/1 |
| Diet: |
Carnivore |
Special Attacks: |
See below |
| Intelligence: |
Animal (1) |
Special Defenses: |
Nil |
| Treasure: |
Nil |
Magic Resistance: |
Nil |
| Alignment: |
Neutral |
Size: |
T (a little less than 1 foot
wingspan) |
| No. Appearing: |
1d4 |
Morale: |
Steady (11-12) |
| Armor Class: |
2 |
XP Value: |
85 |
| Movement: |
6/18 (MC A) |
|
|
Pine drakes are another species of the
dragon family that has adapted to live among humans. It is theorized
that once they are were much like other drakes, living among
woodlands and hunting down prey, perhaps one day evolving into
something comparable to the metallic and chromatic dragons, or
maybe just filling an ecological niche.
Pine drakes at some point became aware
of the human penchant for considering animals "cute,"
particularly if they are attractive, small, and seemingly "innocent"
and inoffensive. Pine drakes play up their physical features
to humans. Already attractive drakes, they are very small, generally
less than a foot wingspan. They are a bright green on the back
side and a bright yellow across the underside of their throats
and bellies. Males have black colored heads, while females a
soft green. Both genders have glittering liquid gold eyes.
In addition to a striking appearance
and playful antics, the pine drakes have another innate secret
weapon to win the hearts of humans. They can twice a day, at
6th level of ability, cast their own version of Charm Person
Or Animal. Unless a successful saving throw is made versus spells,
the victim will think the pine drakes the cutest thing he or
she had ever seen, and wish to make sure they are fed, protected,
and won't mind they accompanying him or her. The victim will
go to great lengths to protect them from harm, and to make sure
they are well fed. Attempts by other, non charmed individuals
to disuade the victim will be unsuccessful for the duration of
the spell (which is 8 to 10 days).
Upon the end of the duration of charm,
the victim gets to make another save with a +1 bonus. If that
is unsuccessful, the next day another can be made at a +2 bonus.
This continues until the victim makes the save. At that point
the victim is free to decide what to do with the drakes, though
generally they will still be not inclined to harm them.
What a group of pine drake have successfully
charmed a person do varies. Some simply encourage them to leave
the area. Others need defenders for a time, to keep out orcs
or bandits or what have you. Others, generally on an individual
basis will seek to accompany them, hopefully to live the life
of a pampered pet.
Pine drakes are not sentient, but are
very bright for animals and can be taught tricks. They have no
other know spell ability.
In combat they can claw, claw, bite
if needed, but do no possess a breath weapon or any magical defensive
measures.
LIVING WEATHER
| Climate/Terrain: |
Maztica and Lopango |
Hit Dice: |
20 |
| Frequency: |
Varies (uncommon-very rare) |
THAC0: |
5 |
| Organization: |
Solitary |
No. of Attacks: |
1 (see below) |
| Activity Cycle: |
Any |
Damage/Attack: |
10d6 (see below) |
| Diet: |
Unknown |
Special Attacks: |
See below |
| Intelligence: |
High to Genius (13-18) |
Special Defenses: |
Immune to weapons |
| Treasure: |
None |
Magic Resistance: |
50% |
| Alignment: |
Varies (see below) |
Size: |
G (undetermined dimensions) |
| No. Appearing: |
1 (but see below) |
Morale: |
Fearless (19-20) |
| Armor Class: |
-5 |
XP Value: |
20,000 |
| Movement: |
FL 48 (A) |
|
|
Possibly related to the mortai of the
Beastlands (in the Outer Planes), sometimes weather systems in
the True World are actually alive, in a manner not seen in Faerun
or Zakhara (though both Mulhorand and the deserts of the Land
of Fate have sentient sandstorms).
Apparently either the forces of nature
are more powerful or the laws of nature are somehow different,
but some weather types manifest themselves as sentient beings.
However, calling weather a being is somewhat of a hard concept,
as generally living weather are vast creatures made of air and
waterborne moisture and water vapor. They may appear as swirls
of mist wreathing a mountaintop, or great clouds spanning the
horizon, covering miles from side to side and towering thousands
of feet into the air. Likely as not, one will often mistake living
weather for normal weather.
If they choose to do so, living weather
can speak, using the booming voices of wind and thunder - when
they bother to speak at all. Living weather always know the languages
of the regions they exist in, both human and any other sentient
race (such as giant macaw, desert dwarf, or calibara). Whether
or not living weather interacts with an average mortal varies
by type.
If living weather is driven to combat,
all types can attack once per round with a lightning bolt, 10
feet in diameter and miles long if need be. Any being in the
path of the bolt suffers 10d6 points of damage (save versus spells
for half damage is applicable). Those creatures struck while
standing on the ground must save versus spell or are stunned
for 2-20 rounds. There are no limits to how much living weather
can fire lightning bolts over the course of a battle.
It is difficult to attack living weather;
they are immune to all physical weaponry, even magical. Only
spells can harm them, and then they must get past the 50% magic
resistance. Owing to the great speed and maneuverability of living
weather, it can avoid combat rather easily. If need be, it can
rise to heights of 20,000 feet or more, easily outside the range
of most if not all spells. Dragon breath does harm living weather
however.
Though virtually unknown to mortals,
all living weather have a secret core - a place where all of
their power is collected into one spot. This is a glowing sphere,
a mere 10 feet across. It is here that living weather is vulnerable
to enchanted weapons (though at a -5 armor class). Finding such
a sphere is often difficult, owing to the size of the living
weather and its active efforts to attack such an individual seeking
it.
All living weather can cast the following
spells; aerial servant, air walk (cast on another creature),
call lightning (given to another, once a day), conjure air elemental
(three times a day), control weather (3 times per day), control
winds, dust devil, fog cloud, gust of wind, ice storm, rainbow,
rainbow pattern, whispering wind, wind walk, and wind wall.
There are a number of sub-types of living
weather, though owing as they are creatures of air and climate,
ultimately they may all be the same type of creature. They appear
to vary mainly in frequency, alignment, habitat, and overall
personality.
Cumulonimbus - In essence a living thunderstorm,
is most commonly found over the jungles of Lopango and Maztica
(where they are uncommon) but can be found in the central plains
of Maztica and the eastern woodlands (where they are rare), and
over the deserts of Anasazia (where they are very rare).
Chaotic Neutral in alignment, cumulonimbus
appear to live merely to bring rain, hail, sleet, snow, and lightning
to the ground below them. Among the largest of the living weather
beings -sometimes 30,000 feet in height - cumulonimbus living
weather almost seems to think that mortal "groundlings"
are beneath contempt, unworthy of notice.
Cumulonimbus living weather is in fact
so detached from life among the sentient races that it might
be virtually indistinguishable from normal weather (aside from
its long life) were in not for two factors. First, any being
casting a call lightning spell within 50 miles of a cumulonimbus
living weather is 50% likely to attract its attention, with each
bolt brought on by the spell adding a 10% chance to the living
weather arriving to the location. This form of a living weather
is very capricious, and will arrive in the location and survey
what it believes to be the caster's attentions and the general
situation at hand. The living weather may decide to rain down
considerably in the area (living weather btw can maintain its
cohesion within normal storm systems in a yet unknown manner;
in fact normal weather may conceal one or more beings of living
weather). Alternatively, it might decide that it does not like
the abuse of the air, and not only stop the storm in the local
vicinity, but end the call lightning spell as well.
Second, some tribes in scattered areas
of Maztica and Lopango possess the ability to summon cumulonimbus
living weather, perhaps through a form of call lightning. Little
is known about this, but it believed that the tribe summoners
have only partial control over what they have summoned.
While generally cumulonimbus living
weather is generally only a local hazard, once or twice a year
a number of them gather into a squall line. Not unlike the nonsentient
squall lines - continuous lines of thunderstorms that are located
along or ahead of a cold front - sometimes many dozens or on
rare occasions hundreds of these beings will journey across the
land. Followed by cooler air, the squall line may be a mere 20
miles in length to sometimes over 1,000 miles. Moving fairly
rapidly, the squall line brings intense rain and wind to a region,
sometimes causing intense devastation. It is not known why these
squall lines form; perhaps to breed, or to join forces and cause
greater devastation.
Cumulus - Uncommon in most of Maztica
and Lopango (though is very rare in the arid deserts of both
continents), cumulus are basically living examples of the puffy
white clouds commonly seen on spring and summer days. Unlike
the cumulonimbus living weather, cumulus living weather does
not interact at all with those on the ground, apparently content
to drift across the sky, sometimes in lazy "schools"
that may stretch for hundreds of miles.
By some accounts cumulus living weather
is virtually mindless. According to some of the tribal shamans
in the great central plains of Maztica, the cumulus schools or
"herds" mimic the vast herds of bison, and are somehow
prey to some predator just as the bison feed the wolf and man.
Fliers who meet cumulus living weather
on its own terms, high in the sky, find a different picture.
Cumulus living weather is Neutral with Good tendencies, and is
light-hearted curious being, at peace with the world, unlike
the eternally angry cumulonimbus living weather. They delight
in talking to those who can meet them in the air, never seemingly
to lose the sense of wonder and surprise when a mortal talks
to one. The living weather will gladly converse with the mortals,
sharing thoughts, ideas, and quite possibly providing useful
information as well. However cumulus living weather is profoundly
pacifist, and will not engage in combat on the behalf of those
beings. While defending themselves, the most cumulus living weather
will do to aid a mortal is to provide useful information.
Owing to the diffuse and mutable nature
of weather, there may be other examples of living weather. It
is possible that are living tornadoes, though it is unlikely;
living weather is a permanent phenomenon, and a living tornado
would have to be a tornado that never stopped. It is thought
that there is a variety of living weather beings unique to deserts
and to mountain ranges, but this has not been determined yet.
MRISSI
| Climate/Terrain: |
Warm temperate to tropical
lands |
Hit Dice: |
1 (more if classed) |
| Frequency: |
Rare |
THAC0: |
19 |
| Organization: |
Tribe |
No. of Attacks: |
1 |
| Activity Cycle: |
Day |
Damage/Attack: |
1/1 or by weapon type |
| Diet: |
Omnivore |
Special Attacks: |
Nil |
| Intelligence: |
High to Genius (13-18) |
Special Defenses: |
Nil |
| Treasure: |
Yes |
Magic Resistance: |
Nil |
| Alignment: |
Neutral Good |
Size: |
M (4 feet tall) |
| No. Appearing: |
2d10 |
Morale: |
Elite (13-14) |
| Armor Class: |
7 |
XP Value: |
100 |
| Movement: |
15 |
|
|
The Mrissi are taken from the Star Wars
books, though I think they make a fine AD&D race.
The Mrissi are a small, delicately boned
race descended from avians. They have lost the power of flight
long ago, and instead posses long, fine-boned arms with two fingers
and a thumb at the end. They have a fine covering of grayish,
fur-like feathers, with brightly colored feathers where a human's
head of hair would be. They have no beaks, but more mammalian
mouths, and have large, liquid eyes. In height they are about
four feet or so.
Mrissi are accomplished scholars and
researchers, and in an AD&D setting would make ideal sages,
savants, alchemists, and wizards. Mrissi communities will center
around large, sprawling campuses, where those with a gift for
research and magic will be able to perform feats of abstract
reasoning and share what they have learned with others. The Mrissi
are a open race, and gladly take other species under their tutelage;
in peaceful times, many species humans, elves, and others may
be found reading and taking classes in Mrissi communities.
Although the Mrissi have the more traditional
apprentice system found in traditional Medieval and Renaissacne
human societies, they tend to favor a more communal approach.
As a result, any individual Mrissi that is encountered is likely
to have been taught by many teachers, and his or her progress
well known by many. Owing to this high level of training, Mrissi
adventurers effectively begin at 2nd level of advancement in
their classes. Also, owing to their broad education, this highly
literate race has a great many adventurers who are multi-classed.
Mrissi tend to live in quiet areas of
the world, peaceful areas away from the conflicts of nations.
This does not mean that they shirk from their duty, as many Mrissi
have fought long and hard to oppose evil where it may lie. Still,
their ideal existence is one of friends, family, study, and just
plain quiet contemplation.
Mrissi communities tend to not be centralized
cities as with most races, but instead a mixture of farmland
and city, with no real limits as to where one city begins and
another ends. Most cities, if can they be said to have a center,
focus on the campuses, which receive the care and attention that
cathedrals and castles do in human societies. As a result, more
outlying universities often have high walls and some fortifications,
for they are the natural center the race retreats to in times
of crisis, and owing to the knowledge contained within their
chief concern when it comes to securing things.
A typical Mrissi civilization will be
in warm temperate or tropical lands, preferably near seacoasts.
Mrissi buildings, when not built for defensive purposes, are
generally made with preferably white stone and a lot of glass
(they excel at glass making). Massive Mrissi trees dot their
communities, huge plants with gigantically thick trunks that
stand out like huge green columns. These trees, called "greenstalks,"
are easy to climb, and their summits often house ramshackle communes
of artists, musicians, and poets.
A favorite food of the mrissi is the
wuorl, tiny, tree dwelling amphibians that live in huge colonies
on the shady areas of greenstalks. They are often eaten live.
Their diet also includes some fish and a great deal of fruits
and vegetables.
In a mrissi community, one will generally
find about 1 wizard per 50 inhabitants, generally between levels
1-4, with a 25% chance to be between levels 6-10. The most common
classes found among the mrissi are wizards, specialty wizards,
sages, and alchemists, in that order. Generally only a small
cadre of warriors are maintained in any community, a few souls
who have volunteered to learn the martial arts in return for
free schooling for life. Such warriors tend to favor missile
weapons, as they are generally too small and light-boned to do
well in melee with most creatures.
WEASEL, VAMPIRIC
| Climate/Terrain: |
Any non-urban island terrain;
chiefly Moreska, Anaria, and Krocaa |
Hit Dice: |
_ |
| Frequency: |
Rare |
THAC0: |
17 |
| Organization: |
Solitary (but see below) |
No. of Attacks: |
1 |
| Activity Cycle: |
Any |
Damage/Attack: |
1-4 |
| Diet: |
Carnivore |
Special Attacks: |
Nil |
| Intelligence: |
Animal (1) |
Special Defenses: |
Nil |
| Treasure: |
Nil |
Magic Resistance: |
Nil |
| Alignment: |
Neutral |
Size: |
S |
| No. Appearing: |
1d10 |
Morale: |
Elite (13-14) |
| Armor Class: |
6 |
XP Value: |
80 |
| Movement: |
15 |
|
|
I created the vampirc weasel as a relatively
small level monster for the Whamite Isles, a small island group
located in the Sea of Fallen Stars (Inner Sea) of the Forgotten
Realms, just to the south of the infamous Pirate Isles. The PCs
in the campaign set up a small kingdom there, and this was one
of many hazards they had to contend with.
Vampiric weasels are one of the unique
features of Whamite Islands wildlife, not found anywhere else
on Toril. In appearance resemble their mainland cousins, though
are more of a sandy color with black streaking to match the forest
floor of the areas they are often found on. When the colonists
first arrived they were found over all of the islands in at least
small groups, but after the islands were settled they were exterminated
island by island till today they are only found on the three
largest islands, Krocas, Moreska, and Anaria.
Vampiric weasels can act much as their
normal cousins, hunting small birds, rodents, lizards, snakes,
crabs, and insects for food. Slim and lithe, they excel at going
after their prey in burrows and in tight crevices.
There are important differences though
with vampiric and mundane weasels. The sharp observer will notice
two needle like fangs that extrude from the mouth, even when
it is closed. Vampiric weasels are thanks to them able to occasionally
tackle larger prey items. In addition to giving them a much more
dangerous bite (1-4 rather than 1), it allows them go attack
and wound larger animals. When large animals enter an area with
these vermin, the vampiric weasels are known to give chittering
calls to their fellow weasels. Normally solitary in their pursuits,
small groups will form to go after this new animal, with one
or more weasels following the prey until a group of at least
5 or 6 weasels is present.
When a largest enough groups is present,
the weasels will attack. If the animal is small enough, say a
dog or cat, they will simply fight until the animal is killed.
In the case of most prey - horses, cows, and humans - they will
make a few quick strikes and open up large wounds, then hide
in the brush, shadowing the victim. Hoping the victim will die
from blood loss and shock, they continue to tail it through the
island, making more attacks as necessary.
Vampiric weasels, as do most island
animals, have no natural fear of man. Hated animals, children
are often warned to keep clear of wild mammals on the island.
In a reverse of most areas on Toril, the snake is thought of
as a friend, not the weasel. The only natural enemy of the vampiric
weasel is the Whamite Constrictor, a dwarf species.
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