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Micro
#26
31 января 2000 |
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AD&D - описания монстров AD&D (часть третья).

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Продолжение. Начало в номерах 24,25.
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).
Baatezu
Pit Fiend
CLIMATE/TERRAIN: The Nine Hells
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Genius (17-18)
TREASURE: G, W
ALIGNMENT: Lawful evil
NO. APPEARING: 1-4
ARMOR CLASS: -5
MOVEMENT: 15, Fl 24 (C)
HIT DICE: 13
THAC0: 7
NO. OF ATTACKS: 6
DAMAGE/ATTACK: 1-4x2/1-6x2/2-12/2-8 or
weapon
SPECIAL ATTACKS: Fear, poison, tail cons-
triction
SPECIAL DEFENSES: Regeneration, +3 or bet-
ter weapons to hit
MAGIC RESISTANCE: 50%
SIZE: L (12' tall)
MORALE: Fearless (19-20)
XP VALUE: 57,500
Black Abishai
CLIMATE/TERRAIN: The Nine Hells
FREQUENCY: Common
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Average (8-10)
TREASURE: Nil
ALIGNMENT: Lawful evil
NO. APPEARING: 2-20
ARMOR CLASS: 5
MOVEMENT: 9, Fl 12 (C)
HIT DICE: 4+1
THAC0: 17
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-4/1-4/2-5
SPECIAL ATTACKS: Poison, dive
SPECIAL DEFENSES: Regeneration, +1 or bet-
ter weapons to hit
MAGIC RESISTANCE: 30%
SIZE: L (8' tall)
MORALE: Average (8-10)
XP VALUE: 21,500
Green Abishai
CLIMATE/TERRAIN: The Nine Hells
FREQUENCY: Common
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Average (8-10)
TREASURE: Nil
ALIGNMENT: Lawful evil
NO. APPEARING: 2-8
ARMOR CLASS: 3
MOVEMENT: 9, Fl 12 (C)
HIT DICE: 5+2
THAC0: 15
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-4/1-4/2-5
SPECIAL ATTACKS: Poison, dive
SPECIAL DEFENSES: Regeneration, +1 or bet-
ter weapons to hit
MAGIC RESISTANCE: 30%
SIZE: L (7' tall)
MORALE: Average (8-10)
XP VALUE: 23,500
Red Abishai
CLIMATE/TERRAIN: The Nine Hells
FREQUENCY: Common
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Average (8-10)
TREASURE: Nil
ALIGNMENT: Lawful evil
NO. APPEARING: 1
ARMOR CLASS: 1
MOVEMENT: 9, Fl 12 (C)
HIT DICE: 6+3
THAC0: 13
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-4/1-4/2-5
SPECIAL ATTACKS: Poison, dive
SPECIAL DEFENSES: Regeneration, +1 or bet-
ter weapons to hit
MAGIC RESISTANCE: 30%
SIZE: M (6' tall)
MORALE: Steady (11-12)
XP VALUE: 25,500
General: The baatezu are the primary inha-
bitants of the Nine Hells. They are a
strong, evil tempered race held together
by an equally strong organization. The ba-
atezu live in a rigid caste system where
authority is derived from power and stati-
on.
The baatezu wish to fulfill their anci-
ent quest to destroy the tanar'ri, their
blood enemies. The baatezu also know that
by infiltrating humans and entering their
world they will gain power over the ta-
nar'ri. Toward this end they constantly
strive to dominate the Prime Material pla-
ne and its natives.
The baatezu are divided into three gro-
ups: greater, lesser, and least. Below are
listed a few:
Greater baatezu│Lesser baatezu
amnizu │abishai
cornugon │barbazu
gelugon │erinyes │least baatezu
pit fiend │hamatula │nupperibo
│osyluth │spinagon
In addition, there are the lemures, the
common "foot soldiers" of the baatezu at
the very bottom in station.
Combat: All baatezu except for lemures,
nupperibo, and spinagon are able to per-
form the following magical abilities, once
per round, at will: advanced illusion,
animate dead, charm person, infravision,
know alignment (always active), suggesti-
on, and teleport without error.
Baatezu are affected by the following
attack forms:
Attack │Damage │Attack │Damage
acid │full │cold │half*
electricity │full │fire (dragon,│none*
(lightning) │ │magical) │
gas │half │iron weapon │none**
magic missile│full │poison │none
silver weapon│full***│ │
*the gelugon suffers half damage from fire
and none from cold.
**unless affected by normal weapons.
***greater baatezu suffer half damage from
silver weapons.
Pit Fiend: The most terrible baatezu of
the Nine Hells, pit fiends appear to be
giant, winged humanoids, very much like
gargoyles in appearance, with huge wings
that wrap around their bodies for defense.
Pit fiend's fangs are large and drip with
a vile, green liquid. Their bodies are red
and scaly, often emitting flames when they
are angered or excited. In the rare situa-
tions they choose to communicate, they use
telepathy.
Combat: In physical combat, the pit fiend
is capable of dealing out tremendous pu-
nishment, using its incredible 18/00
Strength (+6 damage adjustment). They can
attack six times in a single round, divi-
ding attacks against six different oppo-
nents. They can attack with two hard, sca-
ly wing buffets for 1-4 points of damage
per hit. Their powerful claws do 1-6 po-
ints of damage per successful attack. The
bite of a pit fiend is dreadful indeed,
causing any creature bitten to take 2-12
points of damage and receive a lethal dose
of poison. A saving throw vs. poison is
required or the victim dies in 1-4 rounds.
The bite also infects the victim with a
disease.
Pit fiends can also attack with their
tail every round, inflicting 2-8 points of
damage per hit. The tail can then hold and
constrict the victim for 2-8 points of da-
mage per round until the victim makes a
successful Strength check to break free.
Pit fiends can also carry jagged-toothed
clubs which inflict 7-12 points of damage
per hit (this replaces one claw attack).
Once per round a pit fiend can use one
of the following spell-like powers, plus
those available to all baatezu: detect ma-
gic, detect invisibility, fireball, hold
person, improved invisibility, polymorph
self, produce flame, pyrotechnics, and
wall of fire.
They can, once per year, cast a wish
spell. They may always gate in two lesser
or one greater baatezu with a 100% chance
of success, performing this action once
per round. Once per day, a pit fiend can
use a symbol of pain - the victim must sa-
ve vs. rod, staff or wand or suffer a -4
penalty on attack dice, and a -2 penalty
to Dexterity for 2-20 rounds.
Pit fiends regenerate 2 hit points per
round and radiate a fear aura in a 20-foot
radius (save vs. rod, staff, or wand at a
-3 penalty or flee in panic for 1-10 ro-
unds).
Habitat/Society: Pit fiends are the lords
of the Nine Hells. They are the baatezu of
the greatest power and the highest stati-
on. Pit fiends are found throughout the
various layers of the Nine Hells, but are
very rare on the upper layers.
Wherever they are found, these mighty
lords hold a position of great authority
and power. They sometimes command vast le-
gions consisting of dozens of complete ar-
mies, leading them into battle against the
tanar'ri. These huge forces are terrifying
to behold, and any non-native of the lower
planes, of less than 10 Hit Dice, who sees
them, flees in panic for 1-3 days. Those
of 10 Hit Dice or more must make a saving
throw vs. rod, staff, or wand or flee in
panic for 1-12 turns.
Ecology: Pit fiends are spawned from the
powerful gelugons of the Nine Hells'
eighth layer. When those icy fiends are
found worthy they are cast into the Pit of
Flame for 1,001 days after which they
emerge as pit fiends.
Abishai: Abishai are common on the first
and second layers of the Nine Hells, appe-
aring much like gothic gargoyles. They are
thin and reptilian with long, prehensile
tails and great wings. There are three va-
rieties of abishai. They are, in ascending
order of station, black, green, and red.
Abishai communicate with telepathy.
Combat: In battle, the abishai strikes
with formidable claws, inflicting 1-4 po-
ints of damage per successful hit. It can
also lash out with its flexible tail for
2-5 points of damage. Hidden in the end of
an abishai's tail is a small stinger that
injects poison on a successful hit, requi-
ring a saving throw vs. poison (failure
results in death).
Abishai can fly into the air and dive at
enemies, striking with both claws. Their
attack roll is made with a +2 bonus. A
successful hit inflicts double damage.
In addition to the powers possessed by
all baatezu, an abishai can perform the
following magical powers, one at a time,
once per round: change self, command, pro-
duce flame, pyrotechnics, and scare. They
can also attempt to gate 2-12 lemures (60%
chance of success, once per day) or 1-3
abishai (30% chance of success, once per
day).
All abishai are susceptible to damage
from holy water. If a vial is splashed on
it, an abishai suffers 2-8 points of dama-
ge. All abishai regenerate 1 hit point per
melee round unless the damage was done by
holy water or a holy magical weapon.
Habitat/Society: Abishai are voracious and
evil. They delight in tormenting those few
natives of the Nine Hells that are lower
in power. Abishai are fond of using change
self and charm person to tempt mortals
bold enough to travel to the Nine Hells.
Ecology: The abishai comprise the main bo-
dy of many large, evil armies battling
against the tanar'ri and intruders against
the Nine Hells. In some cases, a red abis-
hai may have proven himself worthy enough
to command a force of lemures. If it is
successful in this endeavor, the red abis-
hai may be promoted to a higher form of
baatezu.
Bat
Common
CLIMATE/TERRAIN: Any land
FREQUENCY: Common
ORGANIZATION: Swarm
ACTIVITY CYCLE: Night
DIET: Omnivore
INTELLIGENCE: Animal (1)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1-100
ARMOR CLASS: 8
MOVEMENT: 1, Fl 24 (B)
HIT DICE: 1-2 hp
THAC0: 20
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: T (1')
MORALE: Unreliable (2-5)
XP VALUE: 15
Large
CLIMATE/TERRAIN: Any land
FREQUENCY: Uncommon
ORGANIZATION: Flock
ACTIVITY CYCLE: Night
DIET: Omnivore
INTELLIGENCE: Animal (1)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 3-18
ARMOR CLASS: 8
MOVEMENT: 3, Fl 18 (C)
HIT DICE: 1d4 hp or 1
THAC0: 19 or 20
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1d2 or 1d4
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: M (5'-6')
MORALE: Unsteady (5-7)
XP VALUE: 35
Huge
CLIMATE/TERRAIN: Warm caves
FREQUENCY: Rare
ORGANIZATION: Flock
ACTIVITY CYCLE: Night
DIET: Omnivore
INTELLIGENCE: Low (5-7)
TREASURE: C (in lair)
ALIGNMENT: Neutral evil
NO. APPEARING: 1-8 (1-30 in lair)
ARMOR CLASS: 7 (see below)
MOVEMENT: 3, Fl 15 (C)
HIT DICE: 4-6
THAC0: 17 (4 HD)
15 (5-6 HD)
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2d4
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: H (12'-16')
MORALE: Steady (11-12)
XP VALUE: 420(4 HD)
650 (5 HD)
975 (6 HD)
Azmyth
CLIMATE/TERRAIN: Any land
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: High (13-14)
TREASURE: Nil
ALIGNMENT: Chaotic neutral
NO. APPEARING: 1
ARMOR CLASS: 2
MOVEMENT: 3, Fl 24 (A)
HIT DICE: 2
THAC0: 19
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1/1-2
SPECIAL ATTACKS: Magic use
SPECIAL DEFENSES: Magic use
MAGIC RESISTANCE: 40%
SIZE: S (3')
MORALE: Elite (14)
XP VALUE: 650
Night Hunter
CLIMATE/TERRAIN: Any land
FREQUENCY: Uncommon
ORGANIZATION: Pack
ACTIVITY CYCLE: Night/any
DIET: Carnivore
INTELLIGENCE: Average to High (8-14)
TREASURE: M, O, Z
ALIGNMENT: Neutral Evil
NO. APPEARING: 1-12
ARMOR CLASS: 6 (see below)
MOVEMENT: 2, Fl 18 (A)
HIT DICE: 2+2
THAC0: 19
NO. OF ATTACKS: 4
DAMAGE/ATTACK: 1-4/1-2/1-2/1-6
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: M (7')
MORALE: Steady (11)
XP VALUE: 175
Sinister
CLIMATE/TERRAIN: Any land
FREQUENCY: Rare
ORGANIZATION: Band
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Average to Except.(8-16)
TREASURE: Nil
ALIGNMENT: Lawful Evil
NO. APPEARING: 1d6
ARMOR CLASS: 3
MOVEMENT: 2, Fl 21 (A)
HIT DICE: 4+4
THAC0: 17
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-5 or 3-12
SPECIAL ATTACKS: Magic use
SPECIAL DEFENSES: Energy field
MAGIC RESISTANCE: 70%
SIZE: L (9')
MORALE: Champion (15-16)
XP VALUE: 2,000
Bats are common animals in many parts of
the world. While ordinary bats are an-
noying but harmless, larger varieties can
be quite deadly. With almost 2,000 diffe-
rent species of bats known, one can find
wingspans from less than two inches across
to 15 feet or more. The small body of the
ordinary bat resembles a mouse, while the
wings are formed from extra skin stretched
across its fore limbs. The larger bats are
scaled up but otherwise similar in appea-
rance.
Despite the common belief that bats are
blind, nearly all known species have rat-
her good eyesight. In the dark, however,
they do not rely on their visual acuity,
but navigate instead by echo-location. By
emitting a high-pitched squeal and liste-
ning for it to bounce back to them, they
can "see" their surroundings by this natu-
ral form of sonar.
Combat: Ordinary bats attack only if cor-
nered and left with no other option. If
startled, bats tend to become frightened
and confused. This causes them to swarm
around and often fly into things. The ty-
pical bat swarm ends up putting out torc-
hes (1% chance per bat encountered per ro-
und), confusing spell casting (Wisdom roll
required to cast spells), inhibiting com-
batants' ability to wield weapons (by a -2
THAC0 penalty), and otherwise getting in
the way. Under ideal flying conditions, a
bat's Armor Class rating rises from 8 to
4.
Habitat/Society: While bats are found al-
most anywhere, they prefer warm and humid
climes. Some species hibernate during the
cold season and a few are know to migrate.
Bats live in caves, dark buildings, or
damp crevices, hanging by their toes du-
ring the day, and leaving at dusk to feed
during the night. In large, isolated ca-
verns there may be thousands of bats.
Ecology: Most bats eat fruit or insects,
though some include small animals or fish
in their diets. The rare vampire bat tra-
vels at night to drink the warm blood of
living mammals, but its victims are rarely
humans or demihumans. Care must be taken
not to confuse the vampire bat with the
true vampire in this regard.
Rot grubs and carrion crawlers are among
the few creatures known to live in the gu-
ano on the floor of large bat-infested ca-
verns, making any expeditions into such
caves dangerous indeed. If the noxious
odor from the guano is not enough to sub-
due the hardiest of adventurers (a single
Constitution check to stay conscious),
these crawling denizens are.
Large Bat
These creatures are large versions of the
carnivorous variety of the ordinary bat
with 3-foot-long bodies and 5- to 6-fo-
ot-long wingspans. They dwell in dark ca-
verns, usually underground, and depend on
their sonar in flight to compensate for
their poor eyesight. Only 10% of giant
bats are of the more powerful 1 Hit Die
variety.
Extremely maneuverable in flight, large
bats gain an Armor Class bonus of +3 when
an opponent with a Dexterity of 13 or less
fires a missile weapon at it. The creature
must land (usually on its victim) to at-
tack with its bite. The typical example of
this species inflicts 1d2 points of damage
with its teeth while the larger does 1d4
points of damage. Anyone bitten by a large
bat has a 1% chance per point of damage
done to contract rabies.
When rabies is contracted, there is a
1d4+6 day incubation period. Once this pe-
riod has ended, the victim has 10 days to
live. The victim cannot drink or eat anyt-
hing and is overly irritable. Anything
from loud noises to being awakened at
night can set the victim off (the DM de-
termines the temper triggers). If temper
flares, the victim must roll a Wisdom
check. If the check fails, the rabid per-
son attacks until he is killed or knocked
unconscious. When a character contracts
rabies, he or she dies from the inflicti-
on, unless cured by a wish, alter reality,
limited wish, cure disease, or similar
spell.
Huge Bat (Mobat)
Mobats prefer warm-blooded prey that they
bite to death with their fangs. They have
a dim and evil intelligence that gives
them a desire for shiny objects. Because
the typical mobat has a wingspan of 12 to
16 feet, they must have large areas to
serve as flight runways.
Because Mobats' flight is so rapid and
silent, their victims suffer a -3 penalty
to their surprise rolls. They can also gi-
ve a piercing screech that causes such
great pain that victims seek to cover the-
ir ears rather than fight, unless a saving
throw versus paralyzation is successful.
This screech is always used if the prey
resists and it is effective in a 20-foot
radius about the mobat. Note that mobile
mobats have an Armor Class of 2. Under
crowded flying conditions, their Armor
Class suffers and raises to 7. When not in
flight, mobats have an Armor Class of 10.
Azmyth
Azmyths live on flowers, small plants, and
insects. They are solitary wanderers, tho-
ugh they do have "favorite haunts" to
which they return. They often form part-
nerships with humanoids for mutual bene-
fit, sometimes forming loyal friendships
in the process. Azmyths have been known to
accompany creatures for their entire li-
ves, and then accompany the creatures'
offspring. The life span of azmyths are
presently unknown but is believed to be
over 100 years. They are not familiars as
wizards understand the term; no direct
control can be exercised over one, except
by spells.
Azmyths have crested heads and bearded
chins, white, pupil-less eyes, and leathe-
ry gray, mauve, or emerald green skin.
They emit shrill squeaks of alarm or rage,
and endearing, liquid chuckles of delight
or amusement. They communicate by telepat-
hy that has a range of 60 feet, and have
infravision to 90 feet. They can know
alignment three times per day, become in-
visible (self only for six rounds or less,
ending when the azmyth makes a successful
attack) once per day, and create silence
15' radius, centered on themselves, once
per day.
In combat, the azmyth bites for 1 point
of damage and stabs with its powerful ne-
edle-sharp tails for 1d2 points. Twice per
day, an azmyth can unleash a shocking
grasp attack, transmitting 1d8+6 points of
electrical damage through any direct phy-
sical contact with another creature. This
attack can be combined with a physical at-
tack for cumulative damage.
Night Hunter
This species, know as dragazhar, is named
after the adventurer who first domestica-
ted one, long ago. Nocturnal on the surfa-
ce, it is active anytime in the gloom of
the underworld. It eats carrion if it
must, but usually hunts small beasts. Des-
perate dragazhar are known to attack li-
vestock, drow, or humans.
Night hunters swoop down to bite prey
(1d4), rake with their wing claws (1d2
each), and slash (1d6) or stab (3d4) with
their dexterous, triangular-shaped, razor
sharp tails. They stalk their prey, flying
low and dodging behind hillocks, ridges,
trees, or stalactites, to attack from am-
bush. They have infravision to a distance
of 120 feet, but rarely surprise oppo-
nents, since they emit echoing, loon-like
screams when excited.
Night hunter lairs usually contain over
30 creatures. They typically live in doub-
le-ended caves, or above ground in tall,
dense woods. Night hunters do not tarry to
eat where they feel endangered, so their
lairs often contain treasure fallen from
prey carried there. Night hunters roost
head-down when sleeping. They are velvet
in hue, even to their claws, and have vio-
let, orange, or red eyes.
Sinister
These mysterious jet-black creatures most
closely resemble manta rays. They have no
distinct heads and necks, and their power-
fully-muscled wings do not show the promi-
nent finger bones common to most bats. A
natural ability of levitation allows them
to hang motionless in midair. This unner-
ving appearance and behavior has earned
them their dark name, but sinisters are
not evil. Above ground, they prefer to
hunt at night, when their 160'-range inf-
ravision is most effective. They eat car-
rion if no other food is available, and
regularly devour flowers and seed pods of
all sorts.
Sinisters are both resistant to magic
and adept in its use. In addition to their
pinpoint, precision levitation, they are
surrounded at all times by a naturally-ge-
nerated 5-foot-deep energy field akin to a
wall of force. This field affords no pro-
tection against spells or melee attacks,
but missile attacks are stopped utterly;
normal missiles are turned away, and such
effects as magic missile and Melf's acid
arrow are absorbed harmlessly. In additi-
on, all sinisters can cast one hold mons-
ter (as the spell) once per day. They usu-
ally save this for escaping from creatures
more powerful than themselves, but may use
it when hunting, if ravenous.
Curiously, though they are always silent
(communicating only with others of its
kind via 20-foot-range limited telepathy),
sinisters love music-both vocal and ins-
trumental. Many a bard making music at a
wilderness campfire has found him or her-
self surrounded by a silent circle of flo-
ating sinisters. Unless they are directly
attacked, the sinisters will not molest
the bard in any way, but may follow the
source of the music, gathering night after
night to form a rather daunting audience.
Sinisters are usually encountered in
small groups and are thought to have a
long life span. Their social habits and
mating rituals are unknown.
Banshee
CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Night
DIET: Nil
INTELLIGENCE: Exceptional (15-16)
TREASURE: (D)
ALIGNMENT: Chaotic evil
NO. APPEARING: 1
ARMOR CLASS: 0
MOVEMENT: 15
HIT DICE: 7
THAC0: 13
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-8
SPECIAL ATTACKS: Death wail
SPECIAL DEFENSES: +1 or better weapon
to hit
MAGIC RESISTANCE: 50%
SIZE: M (5'-6' tall)
MORALE: Elite (13)
XP VALUE: 4,000
The banshee or groaning spirit, is the
spirit of an evil female elf - a very rare
thing indeed. Banshee hate the living,
finding their presence painful, and seek
to harm whomever they meet.
Banshees appear as floating, luminous
phantasms of their former selves. Their
image glows brightly at night, but is
transparent in sunlight (60% invisible).
Most banshees are old and withered, but a
few (10%) who died young retain their for-
mer beauty. The hair of a groaning spirit
is wild and unkempt. Her dress is usually
tattered rags. Her face is a mask of pain
and anguish, but hatred and ire burns
brightly in her eyes. Banshees frequently
cry out in pain - hence their name.
Combat: Banshees are formidable opponents.
The mere sight of one causes fear, unless
a successful saving throw vs. spell is
rolled. Those who fail must flee in terror
for 10 rounds and are 50% likely to drop
any items they were carrying in their
hands.
A banshee's most dreaded weapon is its
wail or keen. Any creature within 30 feet
of a groaning spirit when she keens must
roll a saving throw vs. death magic. Those
who fail die immediately, their faces con-
torted in horror. Fortunately, groaning
spirits can keen just once per day, and
then only at night. The touch of a groa-
ning spirit causes 1d8 points of damage.
Banshees are noncorporeal and invulne-
rable to weapons of less than +1 enchant-
ment. In addition, groaning spirits are
highly resistant to magic (50%). They are
fully immune to charm, sleep, and hold
spells and to cold- and electricity-based
attacks. Holy water causes 2d4 points of
damage if broken upon them. A dispel evil
spell will kill a groaning spirit. A bans-
hee is turned as a "special" undead.
Banshees can sense the presence of li-
ving creatures up to five miles away. Any
creature that remains within five miles of
a groaning spirit lair is sure to be at-
tacked when night falls. The nature of
this attack varies with the victim. Beasts
and less threatening characters are killed
via a touch. Adventurers or demihumans are
attacked by keening. Creatures powerful
enough to withstand the groaning spirit's
keen are left alone.
When attacking adventurers, the groaning
spirit attacks at night with her wail. If
any characters save successfully, she then
retreats to her lair. Thereafter, each
night, the groaning spirit returns to wail
again. This routine is repeated until all
of the victims are dead or have left the
groaning spirit's domain, or until the
groaning spirit is slain.
Habitat/Society: Banshees loathe all li-
ving things and thus make their homes in
desolate countryside or ancient ruins.
There they hide by day, when they cannot
keen, and wander the surrounding country-
side by night. The land encircling a groa-
ning spirit's lair is strewn with the bo-
nes of beasts who heard the groaning spi-
rit's cry. Once a groaning spirit estab-
lishes her lair she will remain there.
The treasure of groaning spirits varies
considerably and often reflects what they
loved in life. Many hoard gold and fine
gems. Other groaning spirits, particularly
those that haunt their former homes, show
finer tastes, preserving great works of
art and sculptures, or powerful magical
items.
It is nearly impossible to distinguish
the cry of a groaning spirit from that of
a human or elf woman in pain. Many a
knight gallant has mistaken the two so-
unds, and then paid for the mistake with
his life. Banshees are exceptionally in-
telligent and speak numerous languages,
including common, elvish, and other demi-
human languages.
Banshees occasionally use their destruc-
tive powers to seek revenge against their
former adversaries in life.
Ecology: Banshees are a blight wherever
they settle. They kill without discretion,
and their only pleasure is the misfortune
and misery of others. In addition to
slaying both man and beast, a groaning
spirit's keen has a powerful effect upon
vegetation. Flowers and delicate plants
wither and die and trees grow twisted and
sickly, while hardier plants, thistles and
the like, flourish. After a few years all
that remains within five miles of a groa-
ning spirit's lair is a desolate wilder-
ness of warped trees and thorns mixed with
the bones of those creatures that dared to
cross into the groaning spirit's domain.
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