Micro #27
24 февраля 2000 |
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AD & D - descriptions of monsters AD & D (Part 4).
Monstryatnik (Part 4) Continued. Start at number 24, 25, 26. The text below is part of the more descriptions of monsters AD & D. This the text is primarily intended lovers professionals and AD & D. Because text of well- very large (approximately about two MB), it is natural that we throw in a newspaper account of its parts. On the question: "Why this text is not to release individual disks? I can not answer only one thing: because of the fear that drives can "Lost in transit can not be said about the newspaper, which can easily pass through Buddy, Fido, or the Internet. It is also possible complaints that the text is in English. However, in my opinion were the days when the programmer might know one language. So either learn English, or find friends who speak English. Also, translation is very difficult due to his artistry, who tried to translate at least some text with PTsshnyh translators that understand me. That's it. Have fun reading and quiet dreams at night. With all questions please address 69123 Zaporozhye, ul. Hortitskoe Highway 18/29. Phone 43-98-60, 49-62-02 (Alexander). 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 one 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 creature 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 rate. 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 petrified itself, but this requires light at least 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 plane or who can see ethereal objects. Greater Basilisk The greater basilisk is a larger cousin of the more common reptilian horror, the ordinary basilisk. These monsters are typically 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 carry Type K poison (saving throws vs. Poison are made with a +4 bonus). Its foul breath is also poisonous, and all creatures, coming within five 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 under 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 effective to 50 feet, the creature's oddly-shaped 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 bites. 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. Exceptions to this rule can be a most unfortunate occurrence. Bears are, in general, large and powerful 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 poor 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 leave their lairs during warm spells. Bears live in small family groups. Female 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 omnivorous, although the gigantic cave bear tends towards a diet of meat. Bears are fairly intelligent animals that can be trained to perform in a variety 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 their 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 provocation. 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 marine 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 rounds after being brought to 0 to -12 hit points, but beyond that they will die instantly. 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: 3 April MOVEMENT: 9 June HIT DICE: 2 +2 5 THAC0: 19 15 NO. OF ATTACKS: 1 January 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 February MOVEMENT: June 12 HIT DICE: 1 +2 12 THAC0: 19 September NO. OF ATTACKS: 1 February 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 March MOVEMENT: June 3, Sw 9 HIT DICE: 4 July THAC0: 13 17 NO. OF ATTACKS: 1 March 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 protect 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 virtually any form of organic material, including 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 grinding 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 eight-foot, spherical cloud of reeking, reddish, acidic vapor from its abdomen. This cloud causes 3d4 points of damage per round to any creature within range. Furthermore, the sound caused by the release of the vapor has a 20% chance of stunning any creature with a sense of hearing within a 15-foot radius, and a like chance for deafening any creature that was not stunned. Stunning lasts for 2d4 rounds, plus an additional 2d4 rounds of deafness afterwards. Deafening lasts 2d6 rounds. 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 beetle is caused by the explosive mixture of two substances that are produced internally and combined in a third organ. If a bombardier is killed before it has the opportunity to fire off both blasts, it is possible to cut the creature open and retrieve the chemicals. These chemicals can then be combined to produce a small explosive, or fire a projectile, with the proper equipment. The chemicals are also of value to alchemists, who can use them in various preparations. They are worth 50 gp per dose. Boring Beetle Boring beetles feed on rotting wood and similar organic material, so they are usually 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 inflict up to 20 points on damage to the victim. Habitat / Society: Individually, these creatures 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 rather 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 beetles grow molds, slimes, and fungi for food, beginning their cultures on various forms of decaying vegetable and animal matter and wastes. One frequent fungi grown is the shrieker, 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, sometimes 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 delivering 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 produce a luminous red glow, and for this reason 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 illuminate a radius of 10 feet. The light from these glands is "cold" - it produces no heat. Many mages and alchemists are eager to discover the secret of this cold light, which could be not only safe, but economical, with no parts to heat 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 rain forests searching for fruits and vegetation, and crushing anything in their path. The horn of a giant rhinoceros beetle extends about 6 feet. Combat: The mandibles of this giant beetle inflict 3d6 points of damage on anyone unfortunate 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 worship. 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 organic 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 beetle raid is that done to crops; they will strip an entire farm in short order. Livestock 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 damage to shipping, often attacking and sinking craft to get at the tasty morsels inside. 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 holding 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 monster 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 snake-like, but has no difficulty in opening its mouth wide enough to swallow prey whole, the way a snake does. Behir have band-like scales of great hardness. Their color ranges from ultramarine 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 subject 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 creature 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 digest its meal in 12 turns, and at that time 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 cumulative, so on the second melee round there is a -2, on the third a -3, and so on. Habitat / Society: Behir are solitary creatures, 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 themselves, 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 adulthood. 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 dragonkind, and will never be found coexisting in the same geographical area with any type of dragon. If a dragon should enter a behir's territory, the behir will do everything 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, priests, and alchemists for a number of concoctions. The horns of a behir can be used to brew the ink necessary to inscribe a lightning bolt scroll, and the sharp talons 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 monster. 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 pieces of jewelry and a 10% chance that a single small magical object of an indegistible 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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