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Micro
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04 января 2000 |
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AD&D - описания монстров AD&D (часть первая).

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Приведенный ниже текст является частью
большого описания монстров AD&D. Данный
текст предназначен прежде всего любителям
и профессионалам AD&D. Т.к. текст ну-у
очень большой (приблизительно около двух
Мб), то естественно, что закидывать в га-
зету нам приходится его частями. На резон-
ный вопрос: "Почему бы этот текст не вы-
пустить отдельными дисками?" могу ответить
лишь одно: из-за боязни, что диски могут
"затеряться в пути", чего не скажешь о га-
зете, которую легко можно передать через
друзей, Фидо или Интернет. Также возможны
нарекания, что текст на английском языке.
Однако по моему мнению прошли те времена,
когда для компьютерщика можно было знать
один язык. Так что либо учите английски,
либо ищите друзей которые знают английс-
кий. Также перевод очень затруднен из-за
его художественности, кто пробовал перево-
дить хоть какой-то текст с помощью ПЦшных
переводчиков тот меня поймет. Вот и все.
Желаю приятного прочтения и спокойных снов
по ночам. Со всеми вопросами обращаться по
адрессу 69123 г.Запорожье, ул. Хортицкое
шоссе 18/29. Телефон 43-98-60, 49-62-02
(Александр).
Advanced Dungeons & Dragons(r)
2nd Edition
Monstrous Manual(tm)
Game Accessory
The updated Monstrous Manual(tm) for the
AD&D(r) 2nd Edition Game
TSR, Inc. TSR Ltd.
POB 756 120 Church End
Lake Geneva Cherry Hinton
WI 53147 Cambridge CB1 3LB
USA United Kingdom
ADVANCED DUNGEONS & DRAGONS and AD&D are
registered trademarks owned by TSR, Inc.
The TSR logo and MONSTROUS MANUAL are tra-
demarks owned by TSR, Inc.
Project Coordinator: Tim Beach
Editor: Doug Stewart
Editorial Assistant: Gaye O'Keefe
Cover Illustration: Jeff Easley
Interior Illustrations: Tony DiTerlizzi
(pencils, inks, and colors on insects,
crustaceans, faerie-folk, and miscella-
neous creepy things), Jeff Butler (pencils
and inks on ssmans, demihumans, humanoids,
giants, genies, dragonets, and miscella-
neous part-human creatures), Dave Simons
(pencils, inks, and colors on normal ani-
mals, almost normal animals, and squishy
things), Tom Baxa (pencils, inks, and co-
lors on gith-kind and miscellaneous), Mark
Nelson (pencilssand inks on dragons, dino-
saurs, and miscellaneous), Les Dorscheid
(colors on most of the book), Tim Beach
and Doug Stewart (invisible stalker)
Art Coordination: Peggy Cooper with Tim
Beach
Typesetting: Gaye O'Keefe
Keylining: Paul Hanchette
Proofreading: Karen Boomgarden, Anne
Brown, Andia Hayday, Thomas Reid, David
Wise
Guidance: Steve Winter, Tim Brown, James
M. Ward
Monster Selection Committee: Jeff Grubb,
David Wise, John Rateliff, Tim Beach
Development: Tim Beach, Doug Stewart, Sla-
de Henson, Thomas Reid, Jeff Grubb, Wolf-
gang Baur, Jon Pickens, John Rateliff
Design Concept for MONSTROUS COMPENDIUM(r)
Appendices: David "Zeb" Cook, Steve Win-
ter, Jon Pickens
We would like to offer special thanks to
the artists and the people who helped with
development, as well as Rich Baker, Caro-
lyn Chambers, Bill Connors, Peggy Cooper,
Slade Henson, Dawn Kegley, Dan8 Knutson,
Georgia S. Stewart, and Sue Weinlein. Many
people have contributed to either the ori-
ginal first edition monster books or to
the MONSTROUS COMPENDIUM(tm) appendices.
The list that follows may not be complete,
but we would like to thank the following
people for their contributions t? the
monsters described in this book: the de-
signers and editors, Rich Baker, Jay Bat-
tista, Wolfgang Baur, Tim Beach, Scott
Bennie, Donald J. Bingle, Linda Bingle,
Karen Boomgarden, Grant Boucher, Al Boyce,
Mike Breault, Anne Brown, Tim Brown, Dr.
Arthur W. Collins, Bill Connors, David
Denning, Dale Donovan, Newton Ewell, Nigel
Findley, Steve Gilbert, Ed Greenwood, Jeff
Grubb, Gary Gygax, Luke Gygax, Allen Ham-
mack, Kris & Steve Hardinger, Andria Hay-
day, Bruce A. Heard, Slade Henson, Tracy
Hickman, Harold Johnson, Rob King, Vera
Jane Koffler, Heike Kubasch, Steve Kurtz,
J. Paul LaFountain, Lenard Lakofka, Jim
Lowder, Franois Marcela-Froideval, David
Martin, Colin McComb, Anne McCready, Blake
Mobley, Kim Mohan, Roger E. Moore, Chris
Mortika, Bruce Nesmith, C. Terry Phillips,
Jon Pickens, Brian Pitzer, Mike Price,
Louis J. Prosperi, Tom Prusa, Jean Mu, Pa-
ul Reiche, Jim Sandt, Lawrence Schick,
Rick Swan, Greg Swedburg, Teeuwynn, John
Terra, Gary Thomas, Allen Varney, James M.
Ward, Dori Watry, Skip Williams, and Steve
Winter; the artists who helped define the
monsters, Tom Baxa, Brom, Jeff Butler,
Clyde Caldwell, Doug Chaffee, Tony DiTer-
lizzi, Les Dorscheid, Jeff Easley, Larry
Elmore, Fred Fields, Jim Holloway, Daniel
Horne, Mark Nelson, Keith Parkinson, Harry
Quinn, Robh Ruppel, Dave Simons, Dave Sut-
herland, D.A. Trampier, Valerie Valusek;
and the people who put the books together
and make them look good, Linda Bakk, Dee
Barnett, Steve Beck, Peggy Cooper, Sarah
Feggestad, Paul Hanchette, Angelika Lo-
kotz, Gaye O'Keefe, Stephanie Tabat, and
Tracey Zamagne; and anyone who has ever
asked a question, offered constructive
criticism, written an article, or offered
an opinion about the monsters of the
AD&D(r) game. Special thanks to Christop-
her M. Carter and Seth Goodkind for spot-
ting errors.
ADVANCED DUNGEONS & DRAGONS, AD&D, DRAGON,
DRAGONLANCE, FIEND FOLIO, FORGOTTEN RE-
ALMS, GREYHAWK, RAVENLOFT, SPELLJAMMER,
and WORLD OF GREYHAWK are registered tra-
demarks owned by TSR, Inc. AL-QADIM, DARK
SUN, MONSTROUS COMPENDIUM, DUNGEON MASTER,
DM, and the TSR logo are trademarks owned
by TSR, Inc. All TSR characters, character
names, and the distinctive likenesses the-
reof are trademarks owned by TSR, Inc.
Random House and its affiliate companies
have worldwide distribution rights in the
book trade for English language products
of TSR, Inc.
Distributed to the book and hobby trade in
the United Kingdom by TSR, Ltd.
Distributed to the toy and hobby trade by
regional distributors.
This material is protected under the copy-
right laws of the United States of Ameri-
ca. Any reproduction or other unauthorized
use of the material or artwork contained
herein is prohibited without the express
written consent of TSR, Inc.
Copyright (c)1995 TSR, Inc. All Rights Re-
served.
How To Use This Book
This hardcover Monstrous Manual was crea-
ted in response to the many requests to
gather monsters into a single, durable vo-
lume which would be convenient to carry.
With the DUNGEON MASTER(tm) Guide (DMG)
and the Player's Handbook (PHB), the Mons-
trous Manual forms the core of the AD&D(r)
2nd Edition game.
Every monster from the MONSTROUS COMPEN-
DIUM(r) Volumes One and Two are contained
within, as well as a few creatures from
later volumes. The monsters in the Mons-
trous Manual have been revised, edited,
and updated. Statistics for many of the
creatures have been corrected, new infor-
mation has been added to many of the ent-
ries, and many monsters have been reclas-
sified. There are some new beasts, as
well. In cases of conflicting information,
the Monstrous Manual supersedes all pre-
viously published data.
Certain entries have been greatly con-
densed from MONSTROUS COMPENDIUM entries,
to make this book as complete as possible
without increasing its size or price. For
instance, there is a full-page description
of ravens in the MONSTROUS COMPENDIUM ap-
pendix for the GREYHAWK(r) campaign set-
ting; in this book, ravens are given only
a few lines in the "Bird" entry. This pro-
vides enough information to use the crea-
tures for a short encounter, and it allows
a page to be devoted to another adversary.
To find a monster in this book, flip
through the pages or look in the index,
which contains listings for the common na-
me(s) of every monster in the book, refe-
renced to the correct page.
All of the monsters described here are
typical for their type. DMs should note
that unusual variations are encouraged,
but they are most effective when they de-
part from the expected. Likewise, entries
describe typical lairs for creatures, from
the dungeon complexes they inhabit to the
tree houses they build; changing the look
of these can make a monster encounter uni-
que.
Contents
This introduction describes how to interp-
ret the monsters in this book. In additi-
on, there are three small appendices in
the back of the book. The first deals with
making monsters. The second covers monster
summoning and includes tables for random
determination of summoned creatures; to
make random encounter charts for a campa-
ign, the DM should refer to Chapter 11 of
the DMG. The third appendix is concerned
with creating NPC parties.
Other Worlds
Several of the monsters in this book have
been imported from specialized game
worlds, such as the SPELLJAMMER(r) campa-
ign setting, the FORGOTTEN REALMS(r) set-
ting, or the DARK SUN(r) world. The mons-
ters in this book may be used in any set-
ting; if a campaign setting is noted, it
simply describes where the monster was
first encountered, or where it is the most
common. A particular monster still may not
be encountered in a specific campaign
world; this is up to the DM. For monsters
from one of the specific worlds, the DM
should consult the appropriate MONSTROUS
COMPENDIUM appendices.
The Monsters
Each monster is described fully, with ent-
ries that describe behavior, combat modes,
and so on. These are explained in the fol-
lowing text.
CLIMATE/TERRAIN defines where the creature
is most often found. Climates include arc-
tic, sub-arctic, temperate, and tropical.
Typical terrain includes plain/scrub, fo-
rest, rough/hill, mountain, swamp, and de-
sert. In some cases, a range is given; for
instance, "cold" implies arctic, sub-arc-
tic, and colder temperate regions. FREQU-
ENCY is the likelihood of encountering a
creature in an area. Chances can be adjus-
ted for special areas.
Very rare = 4% chance
Rare = 11% chance
Uncommon = 20% chance
Common = 65% chance
ORGANIZATION is the general social struc-
ture the monster adopts. "Solitary" inclu-
des small family groups.
ACTIVITY CYCLE is the time of day when the
monster is most active. Those active at
night can be active at any time in subter-
ranean settings. These are general guide-
lines and exceptions are fairly common.
DIET shows what the creature usually eats.
Carnivores eat meat, herbivores eat
plants, and omnivores eat either. Scaven-
gers primarily eat carrion. If a monster
does not fit any of these categories, the
substances it does eat are described in
the entry or in the text.
INTELLIGENCE is the equivalent of human
"IQ." Certain monsters are instinctively
cunning; these are noted in the monster
descriptions. Ratings correspond roughly
to the following Intelligence ability sco-
res:
0 Nonintelligent or not ratable
1 Animal intelligence
2-4 Semi-intelligent
5-7 Low intelligence
8-10 Average (human) intelligence
11-12 Very intelligent
13-14 Highly intelligent
15-16 Exceptionally intelligent
17-18 Genius
19-20 Supra-genius
21+ Godlike intelligence
TREASURE refers to the treasure tables in
the DUNGEON MASTER Guide. If individual
treasure is indicated, each individual may
carry it (or not, at the DM's discretion).
Major treasures are usually found in the
monster's lair; these are most often de-
signed and placed by the DM. Intelligent
monsters will use the magical items pre-
sent and try to carry off their most valu-
able treasures if hard pressed. If treasu-
re is assigned randomly, roll for each ty-
pe possible; if all rolls fail, no treasu-
re of any type is found. Treasure should
be adjusted downward if a few monsters are
encountered. Large treasures are noted by
a multiplier (x10, for example); this sho-
uld not be confused with treasure type X.
Treasure types listed in parentheses are
treasures found in the creatures' lair. Do
not use the tables to place dungeon trea-
sure, since the numbers encountered un-
derground will be much smaller.
ALIGNMENT shows the general behavior of
the average monster of that type. Excepti-
ons, though uncommon, may be encountered.
NO. APPEARING indicates an average encoun-
ter size for a wilderness encounter. The
DM should alter this to fit the circums-
tances as the need arises. This should not
be used for dungeon encounters.
Note that some solitary creatures are
found in small groups; this means they are
found in very small family units, or that
several may happen to be found together,
but do not cooperate with one another.
ARMOR CLASS is the general protection worn
by humans and humanoids, protection due to
physical structure or magical nature, or
difficulty in hitting due to speed, refle-
xes, etc. Humans and humanoids of roughly
man-size that wear armor will have an
unarmored rating in parentheses. Listed AC
does not include any special bonuses noted
in the description.
MOVEMENT shows the relative speed rating
of the creature. Higher speeds may be pos-
sible for short periods. Human, demihuman,
and humanoid movement rate is often deter-
mined by armor type (unarmored rates are
given in parentheses). Movements measures
in special units (man movement = 12; 1
unit approximately equal 0.5 kilometres
per hour), as follows:
Fl = flying
Sw = swimming
Br = burrowing
Cl = climbing
Wb = moving across webs
Flying creatures also have a Maneuvera-
bility Class from A to E. Class A creatu-
res have virtually total command over the-
ir movements in the air; they can hover,
face any direction in a given round, and
attack each round. Class B creatures are
very maneuverable; they can hover, turn
180 degrees in a round, and attack in each
round. Class C creatures are somewhat agi-
le in the air; they cannot move less than
half their movement rate without falling,
they can turn up to 90 degrees in a round,
and attack aerially once every two rounds.
Class D creatures are somewhat slow; they
cannot move less than half their movement
rate without falling, can turn only 60
degrees in a round, and can make a pass
once every three rounds. Class E includes
large, clumsy fliers; these cannot move
less than half their movement rate without
falling, can turn only 30 degrees in a ro-
und, and they can make one pass every six
rounds. See Chapter 9 of the DMG for more
information.
HIT DICE controls the number of hit points
damage a creature can withstand before be-
ing killed. Unless otherwise stated, Hit
Dice are 8-sided (1-8 hit points). The Hit
Dice are rolled and the numbers shown are
added to determine the monster's hit po-
ints. Some monsters have a hit point spre-
ad instead of Hit Dice, and some have ad-
ditional points added to their Hit Dice.
Thus, a creature with 4+4 Hit Dice has
4d8+4 hit points (8-36 total). Note that
creatures with +3 or more hit points are
considered the next higher Hit Die for
purposes of attack rolls and saving
throws.
THAC0 is the attack roll the monster needs
to hit Armor Class 0. This is always a
function of Hit Dice, except in the case
of very large, nonaggressive herbivores
(such as some dinosaurs), or creatures
which have certain innate combat abiliti-
es. A human or demihuman always uses a
player character THAC0, regardless of
whether they are player characters or
"monsters." The THAC0 does not include any
special bonuses noted in the descriptions.
NUMBER OF ATTACKS shows the basic attacks
the monster can make in a melee round,
excluding special attacks. This number can
be modified by hits that sever members,
spells such as haste and slow, and so
forth. Multiple attacks indicate several
members, raking paws, multiple heads, etc.
DAMAGE/ATTACK shows the amount of damage a
given attack causes, expressed as a spread
of hit points (based on a die roll or com-
bination of die rolls). If the monster
uses weapons, the damage done by the typi-
cal weapon will be allowed by the parent-
hetical note "weapon." Damage bonuses due
to Strength are listed as a bonus follo-
wing the damage range.
SPECIAL ATTACKS detail attack modes such
as dragon breath, magic use, etc. These
are explained in the monster description.
SPECIAL DEFENSES are precisely that, and
are detailed in the monster description.
MAGIC RESISTANCE is the percentage chance
that any magic cast upon the creature will
fail to affect it, even if other creatures
nearby are affected. If the magic penetra-
tes the resistance, the creature is still
entitled to any normal saving throw allo-
wed. Creatures may have resistances to
certain spells; this is not considered
"magic resistance", which is effective
against all spells.
SIZE is abbreviated as
T = tiny (2' tall or less);
S = smaller than a typical human
(2+' to 4');
M = man-sized (4+' to 7');
L = larger than man-sized (7+' to 12');
H = huge (12+' to 25'); and
G = gargantuan (25+').
Most creatures are measured in height or
length; some are measured in diameter.
Those measured in diameter may be given a
different size category than indicated
above. For instance, while a 6-foot tall
humanoid is considered size M, a spherical
creature 6 feet in diameter has much more
mass, so is considered size L. Similarly,
a creature 12 feet long with a very slen-
der body (like a snake) might be conside-
red only man-sized. Adjustments like these
should not move a creature more than one
size category in either direction.
MORALE is a general rating of how likely
the monster is to persevere in the face of
adversity or armed opposition. This guide-
line can be adjusted for individual cir-
cumstances. Morale ratings correspond to
the following range:
2-4 Unreliable
5-7 Unsteady
8-10 Average
11-12 Steady
13-14 Elite
15-16 Champion
17-18 Fanatic
19-20 Fearless
XP VALUE is the number of experience po-
ints awarded for defeating, but not neces-
sarily killing, the monster. This value is
a guideline that can be modified by the DM
for the degree of challenge, encounter si-
tuation, and for overall campaign balance.
Combat is the part of the description that
discusses special combat abilities, arms
and armor, and tactics.
Habitat/Society outlines the monster's ge-
neral behavior, nature, social structure,
and goals. In some cases, it further desc-
ribes their lairs (the places they live
in), breeding habits, and reproduction ra-
tes.
Ecology describes how the monster fits in-
to the campaign world, gives any useful
products or byproducts, and any other mis-
cellaneous information.
Variations of a monster are given in a
special section after the main monster
entry. These can be found by consulting
the index. For instance, the xorn entry
also describes the xaren, a very similar
creature.
Psionics are mental powers possessed by
many creatures in the Monstrous Manual.
The psionic listings are explained below:
Level: How tough the monster is in terms
of psionic experience level.
Dis/Sci/Dev: How many disciplines the cre-
ature can access, followed by the total
number of sciences and devotions the crea-
ture knows. Monsters can know sciences and
devotions only from the disciplines they
can access.
Attack/Defense: The telepathic attack and
defense modes that the creature can use.
Note that defense modes are not included
in the total number of powers the creature
knows. Abbreviations used are as follows:
PB Psionic Blast │M- Mind Blank
MT Mind Thrust │TS Thought Shield
EW Ego Whip │MB Mental Barrier
II Id Insinuation│IF Intellect Fortress
PsC Psychic Crush │TW Tower of Iron Will
Power Score: The creature's usual score
when using a power that is not automati-
cally successful.
PSPs: The creature's total pool of psionic
strength points (the maximum available to
it).
The rest of the listing indicates, by
discipline, which powers the creature has,
sometimes listing the most common powers,
sometimes listing only the powers that all
members of the species have. Unless other-
wise noted, the creature always knows po-
wers marked by an asterisk.
For information regarding psionic po-
wers, see PHBR5, The Complete Psionics
Handbook. If the DM chooses not to use
psionics in the campaign, the powers can
be changed to magical equivalents or simp-
ly ignored, though the latter severely im-
pedes certain monsters.
Aarakocra
CLIMATE/TERRAIN: Tropical and temperate
mountains
FREQUENCY: Very rare
ORGANIZATION: Tribal
ACTIVITY CYCLE: Day
DIET: Carnivore
INTELLIGENCE: Average (8-10)
TREASURE: D
ALIGNMENT: Neutral good
NO. APPEARING: 1-10
ARMOR CLASS: 7
MOVEMENT: 6, Fl 36 (C)
HIT DICE: 1+2
THAC0: 19
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-3/1-3 or 2-8 (weapon)
SPECIAL ATTACKS: Dive +4
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: M (20' wing span)
MORALE: Steady (11)
XP VALUE: 65
The aarakocra are a race of intelligent
bird-men that live on the peaks of the
highest mountains, spending their days so-
aring on the thermal winds in peace and
solitude.
Aarakocra are about 5 feet tall and have
a wing span of 20 feet. About halfway
along the edge of each wing is a hand with
three human-sized fingers and an opposable
thumb. An elongated fourth finger extends
the length of the wing and locks in place
for flying. Though the wing-hands cannot
grasp during flight, they are nearly as
useful as human hands when an aarakocra is
on the ground and its wings are folded
back. The wing muscles anchor in a bony
chest plate that provides the aarakocra
with extra protection. The powerful legs
end in four sharp talons that can unlock
and fold back to reveal another pair of
functional hands, also with three hu-
man-sized fingers and an opposable thumb.
The hand bones, like the rest of an aara-
kocra's skeleton, are hollow and fragile.
Aarakocra faces resemble crosses between
parrots and eagles. They have gray-black
beaks, and black eyes set frontally in
their heads that provide keen binocular
vision. Plumage color varies from tribe to
tribe, but generally males are red, oran-
ge, and yellow while females are brown and
gray.
Aarakocra speak their own language, the
language of giant eagles, and, on occasi-
on, the common tongue (10% chance).
Combat: In aerial combat, an aarakocra
fights with either talons or the heavy
fletched javelins that he clutches in his
lower hands. An aarakocra typically carri-
es a half dozen javelins strapped to his
chest in individual sheaths. The javelins,
which can be used for throwing or stab-
bing, inflict 2d4 points of damage. Owing
to the aarakocra's remarkable skill at
throwing javelins in the air, it incurs
none of the attack penalties for aerial
missile fire. An aarakocra will always sa-
ve its last javelin for stabbing purposes
rather than throwing it. Its favorite at-
tack is to dive at a victim while clutc-
hing a javelin in each hand, then pull out
of the dive just as it reaches its target,
and strike with a blood-curdling shriek.
This attack gains a +4 bonus to the attack
roll and causes double damage, but an aa-
rakocra must dive at least 200 feet to
execute it properly.
An aarakocra is reluctant to engage in
grappling or ground combat, since its fra-
gile bones are easily broken. Though rare-
ly used except when cornered, an aarakoc-
ra's sharp beak can bite for 1-3 points of
damage.
Habitat/Society: Aarakocra live in small
tribes of about 11-30 (1d20+10) members.
Each tribe has a hunting territory of abo-
ut 10,000 square miles with colorful ban-
ners and pennants marking the boundaries.
Each tribe lives in a communal nest made
of woven vines with a soft lining of dried
grass. The eldest male serves as the tri-
be's leader.
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