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#24
04 января 2000 |
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AD&D - описания монстров AD&D (часть первая).
┌────────────────────────────┐ │Предисловие к "Монстрятнику"│▒ └────────────────────────────┘▒ ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ 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). Advanced Dungeons & Dragons(r) 2nd Edition Monstrous Manual(tm) Game Accessory The updated Monstrous Manual(tm) for the AD&D(r) 2nd Edition Game TSR, Inc. TSR Ltd. POB 756 120 Church End Lake Geneva Cherry Hinton WI 53147 Cambridge CB1 3LB USA United Kingdom ADVANCED DUNGEONS & DRAGONS and AD&D are registered trademarks owned by TSR, Inc. The TSR logo and MONSTROUS MANUAL are tra- demarks owned by TSR, Inc. Project Coordinator: Tim Beach Editor: Doug Stewart Editorial Assistant: Gaye O'Keefe Cover Illustration: Jeff Easley Interior Illustrations: Tony DiTerlizzi (pencils, inks, and colors on insects, crustaceans, faerie-folk, and miscella- neous creepy things), Jeff Butler (pencils and inks on ssmans, demihumans, humanoids, giants, genies, dragonets, and miscella- neous part-human creatures), Dave Simons (pencils, inks, and colors on normal ani- mals, almost normal animals, and squishy things), Tom Baxa (pencils, inks, and co- lors on gith-kind and miscellaneous), Mark Nelson (pencilssand inks on dragons, dino- saurs, and miscellaneous), Les Dorscheid (colors on most of the book), Tim Beach and Doug Stewart (invisible stalker) Art Coordination: Peggy Cooper with Tim Beach Typesetting: Gaye O'Keefe Keylining: Paul Hanchette Proofreading: Karen Boomgarden, Anne Brown, Andia Hayday, Thomas Reid, David Wise Guidance: Steve Winter, Tim Brown, James M. Ward Monster Selection Committee: Jeff Grubb, David Wise, John Rateliff, Tim Beach Development: Tim Beach, Doug Stewart, Sla- de Henson, Thomas Reid, Jeff Grubb, Wolf- gang Baur, Jon Pickens, John Rateliff Design Concept for MONSTROUS COMPENDIUM(r) Appendices: David "Zeb" Cook, Steve Win- ter, Jon Pickens We would like to offer special thanks to the artists and the people who helped with development, as well as Rich Baker, Caro- lyn Chambers, Bill Connors, Peggy Cooper, Slade Henson, Dawn Kegley, Dan8 Knutson, Georgia S. Stewart, and Sue Weinlein. Many people have contributed to either the ori- ginal first edition monster books or to the MONSTROUS COMPENDIUM(tm) appendices. The list that follows may not be complete, but we would like to thank the following people for their contributions t? the monsters described in this book: the de- signers and editors, Rich Baker, Jay Bat- tista, Wolfgang Baur, Tim Beach, Scott Bennie, Donald J. Bingle, Linda Bingle, Karen Boomgarden, Grant Boucher, Al Boyce, Mike Breault, Anne Brown, Tim Brown, Dr. Arthur W. Collins, Bill Connors, David Denning, Dale Donovan, Newton Ewell, Nigel Findley, Steve Gilbert, Ed Greenwood, Jeff Grubb, Gary Gygax, Luke Gygax, Allen Ham- mack, Kris & Steve Hardinger, Andria Hay- day, Bruce A. Heard, Slade Henson, Tracy Hickman, Harold Johnson, Rob King, Vera Jane Koffler, Heike Kubasch, Steve Kurtz, J. Paul LaFountain, Lenard Lakofka, Jim Lowder, Franois Marcela-Froideval, David Martin, Colin McComb, Anne McCready, Blake Mobley, Kim Mohan, Roger E. Moore, Chris Mortika, Bruce Nesmith, C. Terry Phillips, Jon Pickens, Brian Pitzer, Mike Price, Louis J. Prosperi, Tom Prusa, Jean Mu, Pa- ul Reiche, Jim Sandt, Lawrence Schick, Rick Swan, Greg Swedburg, Teeuwynn, John Terra, Gary Thomas, Allen Varney, James M. Ward, Dori Watry, Skip Williams, and Steve Winter; the artists who helped define the monsters, Tom Baxa, Brom, Jeff Butler, Clyde Caldwell, Doug Chaffee, Tony DiTer- lizzi, Les Dorscheid, Jeff Easley, Larry Elmore, Fred Fields, Jim Holloway, Daniel Horne, Mark Nelson, Keith Parkinson, Harry Quinn, Robh Ruppel, Dave Simons, Dave Sut- herland, D.A. Trampier, Valerie Valusek; and the people who put the books together and make them look good, Linda Bakk, Dee Barnett, Steve Beck, Peggy Cooper, Sarah Feggestad, Paul Hanchette, Angelika Lo- kotz, Gaye O'Keefe, Stephanie Tabat, and Tracey Zamagne; and anyone who has ever asked a question, offered constructive criticism, written an article, or offered an opinion about the monsters of the AD&D(r) game. Special thanks to Christop- her M. Carter and Seth Goodkind for spot- ting errors. ADVANCED DUNGEONS & DRAGONS, AD&D, DRAGON, DRAGONLANCE, FIEND FOLIO, FORGOTTEN RE- ALMS, GREYHAWK, RAVENLOFT, SPELLJAMMER, and WORLD OF GREYHAWK are registered tra- demarks owned by TSR, Inc. AL-QADIM, DARK SUN, MONSTROUS COMPENDIUM, DUNGEON MASTER, DM, and the TSR logo are trademarks owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses the- reof are trademarks owned by TSR, Inc. Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc. Distributed to the book and hobby trade in the United Kingdom by TSR, Ltd. Distributed to the toy and hobby trade by regional distributors. This material is protected under the copy- right laws of the United States of Ameri- ca. Any reproduction or other unauthorized use of the material or artwork contained herein is prohibited without the express written consent of TSR, Inc. Copyright (c)1995 TSR, Inc. All Rights Re- served. How To Use This Book This hardcover Monstrous Manual was crea- ted in response to the many requests to gather monsters into a single, durable vo- lume which would be convenient to carry. With the DUNGEON MASTER(tm) Guide (DMG) and the Player's Handbook (PHB), the Mons- trous Manual forms the core of the AD&D(r) 2nd Edition game. Every monster from the MONSTROUS COMPEN- DIUM(r) Volumes One and Two are contained within, as well as a few creatures from later volumes. The monsters in the Mons- trous Manual have been revised, edited, and updated. Statistics for many of the creatures have been corrected, new infor- mation has been added to many of the ent- ries, and many monsters have been reclas- sified. There are some new beasts, as well. In cases of conflicting information, the Monstrous Manual supersedes all pre- viously published data. Certain entries have been greatly con- densed from MONSTROUS COMPENDIUM entries, to make this book as complete as possible without increasing its size or price. For instance, there is a full-page description of ravens in the MONSTROUS COMPENDIUM ap- pendix for the GREYHAWK(r) campaign set- ting; in this book, ravens are given only a few lines in the "Bird" entry. This pro- vides enough information to use the crea- tures for a short encounter, and it allows a page to be devoted to another adversary. To find a monster in this book, flip through the pages or look in the index, which contains listings for the common na- me(s) of every monster in the book, refe- renced to the correct page. All of the monsters described here are typical for their type. DMs should note that unusual variations are encouraged, but they are most effective when they de- part from the expected. Likewise, entries describe typical lairs for creatures, from the dungeon complexes they inhabit to the tree houses they build; changing the look of these can make a monster encounter uni- que. Contents This introduction describes how to interp- ret the monsters in this book. In additi- on, there are three small appendices in the back of the book. The first deals with making monsters. The second covers monster summoning and includes tables for random determination of summoned creatures; to make random encounter charts for a campa- ign, the DM should refer to Chapter 11 of the DMG. The third appendix is concerned with creating NPC parties. Other Worlds Several of the monsters in this book have been imported from specialized game worlds, such as the SPELLJAMMER(r) campa- ign setting, the FORGOTTEN REALMS(r) set- ting, or the DARK SUN(r) world. The mons- ters in this book may be used in any set- ting; if a campaign setting is noted, it simply describes where the monster was first encountered, or where it is the most common. A particular monster still may not be encountered in a specific campaign world; this is up to the DM. For monsters from one of the specific worlds, the DM should consult the appropriate MONSTROUS COMPENDIUM appendices. The Monsters Each monster is described fully, with ent- ries that describe behavior, combat modes, and so on. These are explained in the fol- lowing text. CLIMATE/TERRAIN defines where the creature is most often found. Climates include arc- tic, sub-arctic, temperate, and tropical. Typical terrain includes plain/scrub, fo- rest, rough/hill, mountain, swamp, and de- sert. In some cases, a range is given; for instance, "cold" implies arctic, sub-arc- tic, and colder temperate regions. FREQU- ENCY is the likelihood of encountering a creature in an area. Chances can be adjus- ted for special areas. Very rare = 4% chance Rare = 11% chance Uncommon = 20% chance Common = 65% chance ORGANIZATION is the general social struc- ture the monster adopts. "Solitary" inclu- des small family groups. ACTIVITY CYCLE is the time of day when the monster is most active. Those active at night can be active at any time in subter- ranean settings. These are general guide- lines and exceptions are fairly common. DIET shows what the creature usually eats. Carnivores eat meat, herbivores eat plants, and omnivores eat either. Scaven- gers primarily eat carrion. If a monster does not fit any of these categories, the substances it does eat are described in the entry or in the text. INTELLIGENCE is the equivalent of human "IQ." Certain monsters are instinctively cunning; these are noted in the monster descriptions. Ratings correspond roughly to the following Intelligence ability sco- res: 0 Nonintelligent or not ratable 1 Animal intelligence 2-4 Semi-intelligent 5-7 Low intelligence 8-10 Average (human) intelligence 11-12 Very intelligent 13-14 Highly intelligent 15-16 Exceptionally intelligent 17-18 Genius 19-20 Supra-genius 21+ Godlike intelligence TREASURE refers to the treasure tables in the DUNGEON MASTER Guide. If individual treasure is indicated, each individual may carry it (or not, at the DM's discretion). Major treasures are usually found in the monster's lair; these are most often de- signed and placed by the DM. Intelligent monsters will use the magical items pre- sent and try to carry off their most valu- able treasures if hard pressed. If treasu- re is assigned randomly, roll for each ty- pe possible; if all rolls fail, no treasu- re of any type is found. Treasure should be adjusted downward if a few monsters are encountered. Large treasures are noted by a multiplier (x10, for example); this sho- uld not be confused with treasure type X. Treasure types listed in parentheses are treasures found in the creatures' lair. Do not use the tables to place dungeon trea- sure, since the numbers encountered un- derground will be much smaller. ALIGNMENT shows the general behavior of the average monster of that type. Excepti- ons, though uncommon, may be encountered. NO. APPEARING indicates an average encoun- ter size for a wilderness encounter. The DM should alter this to fit the circums- tances as the need arises. This should not be used for dungeon encounters. Note that some solitary creatures are found in small groups; this means they are found in very small family units, or that several may happen to be found together, but do not cooperate with one another. ARMOR CLASS is the general protection worn by humans and humanoids, protection due to physical structure or magical nature, or difficulty in hitting due to speed, refle- xes, etc. Humans and humanoids of roughly man-size that wear armor will have an unarmored rating in parentheses. Listed AC does not include any special bonuses noted in the description. MOVEMENT shows the relative speed rating of the creature. Higher speeds may be pos- sible for short periods. Human, demihuman, and humanoid movement rate is often deter- mined by armor type (unarmored rates are given in parentheses). Movements measures in special units (man movement = 12; 1 unit approximately equal 0.5 kilometres per hour), as follows: Fl = flying Sw = swimming Br = burrowing Cl = climbing Wb = moving across webs Flying creatures also have a Maneuvera- bility Class from A to E. Class A creatu- res have virtually total command over the- ir movements in the air; they can hover, face any direction in a given round, and attack each round. Class B creatures are very maneuverable; they can hover, turn 180 degrees in a round, and attack in each round. Class C creatures are somewhat agi- le in the air; they cannot move less than half their movement rate without falling, they can turn up to 90 degrees in a round, and attack aerially once every two rounds. Class D creatures are somewhat slow; they cannot move less than half their movement rate without falling, can turn only 60 degrees in a round, and can make a pass once every three rounds. Class E includes large, clumsy fliers; these cannot move less than half their movement rate without falling, can turn only 30 degrees in a ro- und, and they can make one pass every six rounds. See Chapter 9 of the DMG for more information. HIT DICE controls the number of hit points damage a creature can withstand before be- ing killed. Unless otherwise stated, Hit Dice are 8-sided (1-8 hit points). The Hit Dice are rolled and the numbers shown are added to determine the monster's hit po- ints. Some monsters have a hit point spre- ad instead of Hit Dice, and some have ad- ditional points added to their Hit Dice. Thus, a creature with 4+4 Hit Dice has 4d8+4 hit points (8-36 total). Note that creatures with +3 or more hit points are considered the next higher Hit Die for purposes of attack rolls and saving throws. THAC0 is the attack roll the monster needs to hit Armor Class 0. This is always a function of Hit Dice, except in the case of very large, nonaggressive herbivores (such as some dinosaurs), or creatures which have certain innate combat abiliti- es. A human or demihuman always uses a player character THAC0, regardless of whether they are player characters or "monsters." The THAC0 does not include any special bonuses noted in the descriptions. NUMBER OF ATTACKS shows the basic attacks the monster can make in a melee round, excluding special attacks. This number can be modified by hits that sever members, spells such as haste and slow, and so forth. Multiple attacks indicate several members, raking paws, multiple heads, etc. DAMAGE/ATTACK shows the amount of damage a given attack causes, expressed as a spread of hit points (based on a die roll or com- bination of die rolls). If the monster uses weapons, the damage done by the typi- cal weapon will be allowed by the parent- hetical note "weapon." Damage bonuses due to Strength are listed as a bonus follo- wing the damage range. SPECIAL ATTACKS detail attack modes such as dragon breath, magic use, etc. These are explained in the monster description. SPECIAL DEFENSES are precisely that, and are detailed in the monster description. MAGIC RESISTANCE is the percentage chance that any magic cast upon the creature will fail to affect it, even if other creatures nearby are affected. If the magic penetra- tes the resistance, the creature is still entitled to any normal saving throw allo- wed. Creatures may have resistances to certain spells; this is not considered "magic resistance", which is effective against all spells. SIZE is abbreviated as T = tiny (2' tall or less); S = smaller than a typical human (2+' to 4'); M = man-sized (4+' to 7'); L = larger than man-sized (7+' to 12'); H = huge (12+' to 25'); and G = gargantuan (25+'). Most creatures are measured in height or length; some are measured in diameter. Those measured in diameter may be given a different size category than indicated above. For instance, while a 6-foot tall humanoid is considered size M, a spherical creature 6 feet in diameter has much more mass, so is considered size L. Similarly, a creature 12 feet long with a very slen- der body (like a snake) might be conside- red only man-sized. Adjustments like these should not move a creature more than one size category in either direction. MORALE is a general rating of how likely the monster is to persevere in the face of adversity or armed opposition. This guide- line can be adjusted for individual cir- cumstances. Morale ratings correspond to the following range: 2-4 Unreliable 5-7 Unsteady 8-10 Average 11-12 Steady 13-14 Elite 15-16 Champion 17-18 Fanatic 19-20 Fearless XP VALUE is the number of experience po- ints awarded for defeating, but not neces- sarily killing, the monster. This value is a guideline that can be modified by the DM for the degree of challenge, encounter si- tuation, and for overall campaign balance. Combat is the part of the description that discusses special combat abilities, arms and armor, and tactics. Habitat/Society outlines the monster's ge- neral behavior, nature, social structure, and goals. In some cases, it further desc- ribes their lairs (the places they live in), breeding habits, and reproduction ra- tes. Ecology describes how the monster fits in- to the campaign world, gives any useful products or byproducts, and any other mis- cellaneous information. Variations of a monster are given in a special section after the main monster entry. These can be found by consulting the index. For instance, the xorn entry also describes the xaren, a very similar creature. Psionics are mental powers possessed by many creatures in the Monstrous Manual. The psionic listings are explained below: Level: How tough the monster is in terms of psionic experience level. Dis/Sci/Dev: How many disciplines the cre- ature can access, followed by the total number of sciences and devotions the crea- ture knows. Monsters can know sciences and devotions only from the disciplines they can access. Attack/Defense: The telepathic attack and defense modes that the creature can use. Note that defense modes are not included in the total number of powers the creature knows. Abbreviations used are as follows: PB Psionic Blast │M- Mind Blank MT Mind Thrust │TS Thought Shield EW Ego Whip │MB Mental Barrier II Id Insinuation│IF Intellect Fortress PsC Psychic Crush │TW Tower of Iron Will Power Score: The creature's usual score when using a power that is not automati- cally successful. PSPs: The creature's total pool of psionic strength points (the maximum available to it). The rest of the listing indicates, by discipline, which powers the creature has, sometimes listing the most common powers, sometimes listing only the powers that all members of the species have. Unless other- wise noted, the creature always knows po- wers marked by an asterisk. For information regarding psionic po- wers, see PHBR5, The Complete Psionics Handbook. If the DM chooses not to use psionics in the campaign, the powers can be changed to magical equivalents or simp- ly ignored, though the latter severely im- pedes certain monsters. Aarakocra CLIMATE/TERRAIN: Tropical and temperate mountains FREQUENCY: Very rare ORGANIZATION: Tribal ACTIVITY CYCLE: Day DIET: Carnivore INTELLIGENCE: Average (8-10) TREASURE: D ALIGNMENT: Neutral good NO. APPEARING: 1-10 ARMOR CLASS: 7 MOVEMENT: 6, Fl 36 (C) HIT DICE: 1+2 THAC0: 19 NO. OF ATTACKS: 2 DAMAGE/ATTACK: 1-3/1-3 or 2-8 (weapon) SPECIAL ATTACKS: Dive +4 SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: M (20' wing span) MORALE: Steady (11) XP VALUE: 65 The aarakocra are a race of intelligent bird-men that live on the peaks of the highest mountains, spending their days so- aring on the thermal winds in peace and solitude. Aarakocra are about 5 feet tall and have a wing span of 20 feet. About halfway along the edge of each wing is a hand with three human-sized fingers and an opposable thumb. An elongated fourth finger extends the length of the wing and locks in place for flying. Though the wing-hands cannot grasp during flight, they are nearly as useful as human hands when an aarakocra is on the ground and its wings are folded back. The wing muscles anchor in a bony chest plate that provides the aarakocra with extra protection. The powerful legs end in four sharp talons that can unlock and fold back to reveal another pair of functional hands, also with three hu- man-sized fingers and an opposable thumb. The hand bones, like the rest of an aara- kocra's skeleton, are hollow and fragile. Aarakocra faces resemble crosses between parrots and eagles. They have gray-black beaks, and black eyes set frontally in their heads that provide keen binocular vision. Plumage color varies from tribe to tribe, but generally males are red, oran- ge, and yellow while females are brown and gray. Aarakocra speak their own language, the language of giant eagles, and, on occasi- on, the common tongue (10% chance). Combat: In aerial combat, an aarakocra fights with either talons or the heavy fletched javelins that he clutches in his lower hands. An aarakocra typically carri- es a half dozen javelins strapped to his chest in individual sheaths. The javelins, which can be used for throwing or stab- bing, inflict 2d4 points of damage. Owing to the aarakocra's remarkable skill at throwing javelins in the air, it incurs none of the attack penalties for aerial missile fire. An aarakocra will always sa- ve its last javelin for stabbing purposes rather than throwing it. Its favorite at- tack is to dive at a victim while clutc- hing a javelin in each hand, then pull out of the dive just as it reaches its target, and strike with a blood-curdling shriek. This attack gains a +4 bonus to the attack roll and causes double damage, but an aa- rakocra must dive at least 200 feet to execute it properly. An aarakocra is reluctant to engage in grappling or ground combat, since its fra- gile bones are easily broken. Though rare- ly used except when cornered, an aarakoc- ra's sharp beak can bite for 1-3 points of damage. Habitat/Society: Aarakocra live in small tribes of about 11-30 (1d20+10) members. Each tribe has a hunting territory of abo- ut 10,000 square miles with colorful ban- ners and pennants marking the boundaries. Each tribe lives in a communal nest made of woven vines with a soft lining of dried grass. The eldest male serves as the tri- be's leader.
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