Micro #27
24 февраля 2000
  Игры  

AD&D - описания монстров AD&D (часть 4).

<b>AD&D</b> - 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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