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Micro
#27
24 февраля 2000 |
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AD&D - описания монстров AD&D (часть 4).

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Продолжение. Начало в номерах 24, 25,
26.
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).
Basilisk
Lesser
CLIMATE/TERRAIN: Any land
FREQUENCY: Uncommon
ORGANIZATION: Solitary
ACTIVITY CYCLE: Day
DIET: Carnivore
INTELLIGENCE: Animal (1)
TREASURE: F
ALIGNMENT: Nil
NO. APPEARING: 1-4
ARMOR CLASS: 4
MOVEMENT: 6
HIT DICE: 6+1
THAC0: 15
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-10
SPECIAL ATTACKS: Gaze turns to stone
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: M (7' long)
MORALE: Steady (12)
XP VALUE: 1,400
Greater
CLIMATE/TERRAIN: Any land
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Day
DIET: Carnivore
INTELLIGENCE: Low (5-7)
TREASURE: H
ALIGNMENT: Neutral
NO. APPEARING: 1-7
ARMOR CLASS: 2
MOVEMENT: 6
HIT DICE: 10
THAC0: 11
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-6/1-6/2-16
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Surprised only on a 1
MAGIC RESISTANCE: Nil
SIZE: L (12' long)
MORALE Champion (16)
XP VALUE: 7,000
Dracolisk
CLIMATE/TERRAIN: Any land
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Day
DIET: Carnivore
INTELLIGENCE: Low to Average (5-10)
TREASURE: C, I
ALIGNMENT: Chaotic evil
NO. APPEARING: 1-2
ARMOR CLASS: 3
MOVEMENT: 9, Fl 15 (E)
HIT DICE: 7+3
THAC0: 13
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-6/1-6/3-12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: H (15-20' long)
MORALE: Champion (15)
XP VALUE: 3,000
These reptilian monsters all posses a gaze
that enables them to turn any fleshy crea-
ture to stone; their gaze extends into the
Astral and Ethereal planes.
Basilisk
Although it has eight legs, its sluggish
metabolism allows only a slow movement ra-
te. A basilisk is usually dull brown in
color, with a yellowish underbelly. Its
eyes glow pale green.
Combat: While it has strong, toothy jaws,
the basilisk's major weapon is its gaze.
However, if its gaze is reflected, and it
sees its own eyes, it will become petrifi-
ed itself, but this requires light at le-
ast equal to bright torchlight and a good,
smooth reflector. In the Astral plane its
gaze kills; in the Ethereal plane it turns
victims into ethereal stone. These will
only be seen by those in the Ethereal pla-
ne or who can see ethereal objects.
Greater Basilisk
The greater basilisk is a larger cousin of
the more common reptilian horror, the or-
dinary basilisk. These monsters are typi-
cally used to guard treasure.
Combat: The monster attacks by raising its
upper body, striking with sharp claws, and
biting with its toothy maw. The claws car-
ry Type K poison (saving throws vs. poison
are made with a+4 bonus). Its foul breath
is also poisonous, and all creatures, co-
ming within 5 feet of its mouth, even if
just for a moment, must roll successful
saving throws vs. poison (with a+2 bonus)
or die (check each round of exposure).
Even if a polished reflector is used un-
der good lighting conditions, the chance
for a greater basilisk to see its own gaze
and become petrified is only 10%, unless
the reflector is within 10 feet of the
creature. (While its gaze weapon is effec-
tive to 50 feet, the creature's oddly-sha-
ped eyes are nearsighted and it cannot see
its own gaze unless it is within 10 feet.)
Dracolisk
The sages say that the dracolisk is the
offspring of a rogue black dragon and a
basilisk of the largest size.
The result is a deep brown, dragon-like
monster that moves with relative quickness
on six legs. It can fly, but only for
short periods - a turn or two at most.
Combat: This horror can attack with its
taloned forelegs and deliver vicious bi-
tes. In addition, it can spit a stream of
acid 5 feet wide and up to 30 feet away.
The acid causes 4d6 points of damage,
half-damage if a successful saving throw
vs. breath weapon is rolled. The dracolisk
can spit up to three times per day.
The eyes of a dracolisk can petrify any
opponent within 20 feet if the monster's
gaze is met. Because its hooded eyes have
nictating membranes, the monster is only
10% likely to be affected by its own gaze.
Opponents in melee with a dracolisk and
seeking to avoid its gaze fight with a -4
penalty to their to attack rolls.
Bear
Black
CLIMATE/TERRAIN: Temperate land
FREQUENCY: Common
ORGANIZATION: Family
ACTIVITY CYCLE: Day
DIET: Omnivore
INTELLIGENCE: Semi- (2-4)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1-3
ARMOR CLASS: 7
MOVEMENT: 12
HIT DICE: 3+3
THAC0: 17
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-3/1-3/1-6
SPECIAL ATTACKS: Hug
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: M (6'+ tall)
MORALE: Average (8-10)
XP VALUE: 175
Brown
CLIMATE/TERRAIN: Temperate land
FREQUENCY: Uncommon
ORGANIZATION: Family
ACTIVITY CYCLE: Day
DIET: Omnivore
INTELLIGENCE: Semi- (2-4)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1-6
ARMOR CLASS: 6
MOVEMENT: 12
HIT DICE: 5+5
THAC0: 15
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-6/1-6/1-8
SPECIAL ATTACKS: Hug
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: L (9'+ tall)
MORALE: Average (8-10)
XP VALUE: 420
Cave
CLIMATE/TERRAIN: Any land
FREQUENCY: Uncommon
ORGANIZATION: Family
ACTIVITY CYCLE: Day
DIET: Omnivore
INTELLIGENCE: Semi- (2-4)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1-2
ARMOR CLASS: 6
MOVEMENT: 12
HIT DICE: 6+6
THAC0: 13
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-8/1-8/1-12
SPECIAL ATTACKS: Hug
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: H (12'+ tall)
MORALE: Average (8-10)
XP VALUE: 650
Polar
CLIMATE/TERRAIN: Any cold
FREQUENCY: Rare
ORGANIZATION: Family
ACTIVITY CYCLE: Day
DIET: Omnivore
INTELLIGENCE: Semi- (2-4)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1-6
ARMOR CLASS: 6
MOVEMENT: 12, Sw 9
HIT DICE: 8+8
THAC0: 11
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-10/1-10/2-12
SPECIAL ATTACKS: Hug
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: H (14'+ tall)
MORALE: Average (8-10)
XP VALUE: 1,400
A rather common omnivorous mammal, bears
tend to avoid humans unless provoked. Ex-
ceptions to this rule can be a most unfor-
tunate occurrence.
Bears are, in general, large and power-
ful animals which are found throughout the
world's temperate and cooler climates.
With dense fur protecting them from the
elements and powerful claws protecting
them from other animals, bears are the
true rulers of the animal kingdom in the
areas where they live.
The so-called black bear actually ranges
in color from black to light brown. It is
smaller than the brown bear and the most
widespread species by far.
Combat: Although black bears are usually
not aggressive, they are able fighters
when pressed. If a black bear scores a paw
hit with an 18 or better it also hugs for
2-8 (2d4) points of additional damage.
Habitat/Society: All bears have excellent
senses of hearing and smell but rather po-
or eyesight. The size shown is an average
for the variety and larger individuals
will, of course, be correspondingly more
powerful.
One common misconception people hold
about bears is that they hibernate during
the winter. In fact, they sleep most of
the time, but their metabolism does not
slow down, and they often wake up and lea-
ve their lairs during warm spells.
Bears live in small family groups. Fema-
le bears are very protective of their
young, and more than one individual has
been badly injured when taunting or
playing with seemingly harmless bear cubs.
Ecology: All of these ursoids are omnivo-
rous, although the gigantic cave bear
tends towards a diet of meat.
Bears are fairly intelligent animals
that can be trained to perform in a varie-
ty of ways, particularly if captured as
cubs. Bears can thus be found dancing in
circuses or accompanying "mountain men" in
the wilderness.
Brown Bear
The brown bear, of which the infamous
grizzly is the most well known variety, is
a bear of very aggressive disposition.
Brown bears are more carnivorous than the-
ir smaller cousins, the black bears. The
grizzly in particular will often bring
down large game such as deer and elk.
Brown bears are aggressive hunters. If a
brown bear scores a paw hit with a roll of
18 or better it will also hug for 2-12
(2d6) points of additional damage. Brown
bears will continue to fight for 1-4 melee
rounds after reaching 0 to -8 hit points.
At -9 or fewer hit points, they are killed
immediately.
Cave Bear
Cave bears are quite aggressive, willing
to attack well-armed parties without pro-
vocation. If a cave bear scores a paw hit
with an 18 or better it also hugs for 2-16
(2d8) points of additional damage. Cave
bears will continue to fight for 1-4 melee
rounds after reaching 0 to -8 hit points.
At -9 or fewer hit points, they are killed
immediately.
Polar Bear
These powerful swimmers feed mostly on ma-
rine animals. A paw hit of 18 or better
indicates a "hug", which inflicts 3-18
(3d6) points of additional damage. These
aggressive animals will fight for 2-5 ro-
unds after being brought to 0 to -12 hit
points, but beyond that they will die ins-
tantly.
Beetle, Giant
Bombardier │Boring
CLIMATE/TERRAIN: Any forest │Any land
FREQUENCY: Common │Common
ORGANIZATION: Solitary │Solitary
ACTIVITY CYCLE: Day │Night
DIET: Carnivore │Omnivore
INTELLIGENCE: Non-(0) │Animal (1)
TREASURE: Nil │C, R, S, T
ALIGNMENT: Neutral │Neutral
NO. APPEARING: 3-12 │3-18
ARMOR CLASS: 4 │3
MOVEMENT: 9 │6
HIT DICE: 2+2 │5
THAC0: 19 │15
NO. OF ATTACKS: 1 │1
DAMAGE/ATTACK: 2-12 │5-20
SPECIAL ATTACKS: Acid cloud │Nil
SPECIAL DEFENSES: Fire cloud │Nil
MAGIC RESISTANCE: Nil │Nil
SIZE: S (4' long)│L (9' long)
MORALE: Elite (13) │Elite (14)
XP VALUE: 120 │175
Fire │Rhinoceros
CLIMATE/TERRAIN: Any land │Any jungle
FREQUENCY: Common │Uncommon
ORGANIZATION: Solitary │Solitary
ACTIVITY CYCLE: Night │Any
DIET: Omnivore │Herbivore
INTELLIGENCE: Non-(0) │Non-(0)
TREASURE: Nil │Nil
ALIGNMENT: Neutral │Neutral
NO. APPEARING: 3-12 │1-6
ARMOR CLASS: 4 │2
MOVEMENT: 12 │6
HIT DICE: 1+2 │12
THAC0: 19 │9
NO. OF ATTACKS: 1 │2
DAMAGE/ATTACK: 2-8 │3-18/2-16
SPECIAL ATTACKS: Nil │Nil
SPECIAL DEFENSES: Nil │Nil
MAGIC RESISTANCE: Nil │Nil
SIZE: (2 l/2'long)│L (12'long)
MORALE: Steady (12) │Elite (14)
XP VALUE: 35 │4,000
Stag │Water
CLIMATE/TERRAIN: Any forest │Freshwater
FREQUENCY: Common │Common
ORGANIZATION: Solitary │Solitary
ACTIVITY CYCLE: Any │Any
DIET: Herbivore │Omnivore
INTELLIGENCE: Non-(0) │Non(0)
TREASURE: Nil │Nil
ALIGNMENT: Neutral │Neutral
NO. APPEARING: 2-12 │1-12
ARMOR CLASS: 3 │3
MOVEMENT: 6 │3, Sw 9
HIT DICE: 7 │4
THAC0: 13 │17
NO. OF ATTACKS: 3 │1
DAMAGE/ATTACK: 4-16/1-10/ │3-18
1-10 │
SPECIAL ATTACKS: Nil │Nil
SPECIAL DEFENSES: Nil │Nil
MAGIC RESISTANCE: Nil │Nil
SIZE: L (10' long)│M (6' long)
MORALE: Elite (13) │Elite (14)
XP VALUE: 975 │120
Giant beetles are similar to their more
ordinary counterparts, but thousands of
times larger - with chewing mandibles and
hard wings that provide substantial armor
protection.
Beetles have two pairs of wings and
three pairs of legs. Fortunately, the
wings of a giant beetle cannot be used to
fly, and in most cases, its six bristly
legs do not enable it to move as fast as a
fleeing man. The hard, chitinous shell of
several varieties of these beetles are
brightly colored, and sometimes have value
to art collectors. While their shells pro-
tect beetles as well as plate mail armor,
it is difficult to craft armor from them,
and a skilled alchemist would need to be
brought in on the job.
All beetles are basically unintelligent
and always hungry. They will feed on vir-
tually any form of organic material, inc-
luding other sorts of beetles. They taste
matter with their antennae, or feelers; if
a substance tasted is organic, the beetle
grasps it with its mandibles, crushes it,
and eats it. Because of the thorough grin-
ding of the mandibles, nothing eaten by
giant beetles can be revived by anything
short of a wish. Beetles do not hear or
see well, and rely primarily on taste and
feel.
Except as noted below, giant beetles are
not really social animals; those that are
found near each other are competitors for
the same biological niche, not part of any
family unit.
Bombardier Beetle
The bombardier beetle is usually found
above ground in wooded areas. It primarily
feeds on offal and carrion, gathering huge
heaps of the stuff in which to lay its
eggs.
Combat: If it is attacked or disturbed,
there is a 50% chance each round that it
will turn its rear toward its attacker and
fire off an 8-foot, spherical cloud of re-
eking, reddish, acidic vapor from its ab-
domen. This cloud causes 3d4 points of da-
mage per round to any creature within ran-
ge. Furthermore, the sound caused by the
release of the vapor has a 20% chance of
stunning any creature with a sense of hea-
ring within a 15-foot radius, and a like
chance for deafening any creature that was
not stunned. Stunning lasts for 2d4 ro-
unds, plus an additional 2d4 rounds of de-
afness afterwards. Deafening lasts 2d6 ro-
unds. The giant bombardier can fire its
vapor cloud every third round, but no more
than twice in eight hours.
Ecology: The bombardier action of this be-
etle is caused by the explosive mixture of
two substances that are produced internal-
ly and combined in a third organ. If a
bombardier is killed before it has the op-
portunity to fire off both blasts, it is
possible to cut the creature open and ret-
rieve the chemicals. These chemicals can
then be combined to produce a small explo-
sive, or fire a projectile, with the pro-
per equipment.
The chemicals are also of value to alc-
hemists, who can use them in various pre-
parations. They are worth 50 gp per dose.
Boring Beetle
Boring beetles feed on rotting wood and
similar organic material, so they are usu-
ally found individually inside huge trees
or massed in underground tunnel complexes.
Combat: The large mandibles of the boring
beetle have a powerful bite and will inf-
lict up to 20 points on damage to the vic-
tim.
Habitat/Society: Individually, these crea-
tures are not much more intelligent than
other giant beetles, but it is rumored
that nests of them can develop a communal
intelligence with a level of consciousness
and reasoning that approximates the human
brain. This does not mean that each beetle
has the intelligence of a human, but rat-
her that, collectively, the entire nest
has attained that level. In these cases,
the beetles are likely to collect treasure
and magical items from their victims.
Ecology: In tunnel complexes, boring beet-
les grow molds, slimes, and fungi for fo-
od, beginning their cultures on various
forms of decaying vegetable and animal
matter and wastes.
One frequent fungi grown is the shrie-
ker, which serves a dual role. Not only is
the shrieker a tasty treat for the boring
beetle, but it also functions as an alarm
when visitors have entered the fungi farm.
Boring beetles are quick to react to these
alarms, dispatching the invaders, someti-
mes eating them, but in any case gaining
fresh organic matter on which to raise
shrieker and other saprophytic plants.
Fire Beetle
The smallest of the giant beetles, fire
beetles are nevertheless capable of deli-
vering serious damage with their powerful
mandibles. They are found both above and
below ground, and are primarily nocturnal.
Combat: Despite its name, the fire beetle
has no fire attacks, relying instead on
its huge mandibles to inflict up to three
times the damage of a dagger in a single
attack.
Ecology: Fire beetles have two special
glands above their eyes and one near the
back of their abdomens. These glands pro-
duce a luminous red glow, and for this re-
ason they are highly prized by miners and
adventurers. This luminosity persists for
ld6 days after the glands are removed from
the beetle, and the light shed will illu-
minate a radius of 10 feet.
The light from these glands is "cold" -
it produces no heat. Many mages and alche-
mists are eager to discover the secret of
this cold light, which could be not only
safe, but economical, with no parts to he-
at up and burn out. In theory, they say,
such a light source could last forever.
Rhinoceros Beetle
This uncommon monster inhabits tropical
and subtropical jungles. They roam the ra-
in forests searching for fruits and vege-
tation, and crushing anything in their
path. The horn of a giant rhinoceros beet-
le extends about 6 feet.
Combat: The mandibles of this giant beetle
inflict 3d6 points of damage on anyone un-
fortunate enough to be caught by them; the
tremendous horn is capable of causing 2d8
points of damage by itself.
Ecology: The shell of this jungle dweller
is often brightly colored or iridescent.
If retrieved in one piece, these shells
are valuable to clerics of the Egyptian
pantheon, who use them as giant scarabs to
decorate temples and other areas of wors-
hip. It is a representation of this, the
largest of all beetles, that serves as the
holy symbol for clerics of Apshai, the
Egyptian god whose sphere of influence is
said to include all insects.
Stag Beetle
These woodland beetles are very fond of
grains and similar growing crops, and they
sometimes become great nuisances when they
raid cultivated lands.
Combat: Like other beetles, they have poor
sight and hearing, but they will fight if
attacked or attack if they encounter orga-
nic material they consider food. The giant
stag beetle's two horns are usually not
less than 8 feet long; they inflict up to
10 points of damage each.
Ecology: The worst damage from a stag be-
etle raid is that done to crops; they will
strip an entire farm in short order. Li-
vestock suffers too, stampeding in fear
and wreaking more havoc. The beetles may
even devour livestock, if they are hungry
enough.
Water Beetle
The giant water beetle is found only in
fresh water no less than 30 feet deep.
Combat: Voracious eaters, these beetles
prey upon virtually any form of animal,
but will eat almost anything. Slow and
ponderous on land, they move very quickly
in water. Giant water beetles hunt food by
scent and by feeling vibrations.
Habitat/Society: Water beetles sometimes
inhabit navigable rivers and lakes, in
which case they can cause considerable da-
mage to shipping, often attacking and sin-
king craft to get at the tasty morsels in-
side.
Ecology: Although they are air breathers,
water beetles manage to stay underwater
for extended periods of time by catching
and holding a bubble of air beneath their
giant wings. They will carry the bubble
underwater, where it can be placed in a
cave or some other cavity capable of hol-
ding an air supply.
Behir
CLIMATE/TERRAIN: Any land
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVE TIME: Day
DIET: Carnivore
INTELLIGENCE: Low (5-7)
TREASURE: See below
ALIGNMENT: Neutral evil
NO. APPEARING: 1-2
ARMOR CLASS: 4
MOVEMENT: 15
HIT DICE: 12
THAC0: 9
NO. OF ATTACKS: 2 or 7
DAMAGE/ATTACK: 2-8 (2d4)/2-5 (1d4+1) or
2-8 (2d4)/6 x 1-6
SPECIAL ATTACKS: Lightning bolt
SPECIAL DEFENSES: Immune to electricity,
poison
MAGIC RESISTANCE: Nil
SIZE: G (40' long)
MORALE: Champion (15)
XP VALUE: 7,000
The behir is a snake-like reptilian mons-
ter whose dozen legs allow it to move with
considerable speed and climb at fully half
its normal movement rate. It can fold its
limbs close to its long, narrow body and
slither in snake-fashion if it desires.
The head looks more crocodilian than sna-
ke-like, but has no difficulty in opening
its mouth wide enough to swallow prey who-
le, the way a snake does.
Behir have band-like scales of great
hardness. Their color ranges from ultrama-
rine to deep blue with bands of
gray-brown. The belly is pale blue. The
two large horns curving back over the head
look dangerous enough but are actually
used for preening the creature's scales
and not for fighting.
Combat: A behir will attack its prey by
first biting and then looping its body
around the victim and squeezing. If the
latter attack succeeds, the victim is sub-
ject to six talon attacks next round.
A behir can discharge a 20-foot long
stroke of electrical energy once every 10
rounds. This lightning bolt will cause 24
points of damage unless a saving throw vs.
breath weapon is made. In the latter case,
the target takes only half damage.
On a natural attack roll of 20 the behir
swallows man-sized prey whole. Any creatu-
re swallowed will lose 1/6 of its starting
Hit Points each round until it dies at the
end of the sixth round. The behir will di-
gest its meal in 12 turns, and at that ti-
me the victim is totally gone and cannot
be raised from the dead. Note, however,
that a creature swallowed can try to cut
its way out of the behir's stomach. The
inner armor class of the behir is 7, but
each round the creature is in the behir it
subtracts 1 from the damage each of its
attacks does. This subtraction is cumula-
tive, so on the second melee round there
is a -2, on the third a -3, and so on.
Habitat/Society: Behir are solitary crea-
tures, meeting others of their kind only
to mate and hatch a clutch of 1-4 eggs.
The female guards these eggs for eight
months while the male hunts for the pair.
When the young hatch, they are immediately
turned out of the nest to fend for them-
selves, and the adults separate.
Newly hatched behir are about 2 feet
long. Behir grow at a rate of 8 feet per
year until fully mature. Interestingly
enough, newly hatched behir do not have
all of their legs, having instead only six
or eight. Additional pairs of legs grow
slowly over time until the creature has
its full complement when it reaches adult-
hood.
Behir range over a territory of about
400 square miles, often living high up a
cliff face in a cave.
Behir are never friendly with dragon-
kind, and will never be found coexisting
in the same geographical area with any ty-
pe of dragon. If a dragon should enter a
behir's territory, the behir will do eve-
rything it can to drive the dragon out. If
the behir fails in this task, it will move
off to find a new home. A behir will never
knowingly enter the territory of a dragon.
Ecology: Behir are useful to mages, pri-
ests, and alchemists for a number of con-
coctions. The horns of a behir can be used
to brew the ink necessary to inscribe a
lightning bolt scroll, and the sharp ta-
lons can likewise be used by a cleric to
make the ink for a neutralize poison
scroll. The heart of the behir is one of
the more common ingredients for ink for a
protection from poison scroll.
As behir sometimes swallow prey whole,
there is a 10% chance that there will be
some small items of value inside the mons-
ter. More often than not (60%) these will
be gems (10 x Q). Otherwise, there is a
30% chance that there will be from 1-8 pi-
eces of jewelry and a 10% chance that a
single small magical object of an indegis-
tible nature may be found. Such objects
are never found in a behir's lair, because
the creature expels this waste and buries
it elsewhere.
The scales are valued for their hardness
and color, and are worth up to 500 gp to
an armorer who can use them to fashion a
highly ornate set of scale mail armor.
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