Micro #26
31 января 2000
  Игры  

AD&D - описания монстров AD&D (часть третья).

<b>AD&D</b> - 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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