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21 января 2000 |
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AD&D - описания монстров AD&D (часть вторая).
┌───────────┐ │Монстрятник│ │ (часть 2) │▒ └───────────┘▒░ ▒▒▒▒▒▒▒▒▒▒▒▒░ ░░░░░░░░░░░░ Продолжение. Начало в номере 24. 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). Aboleth CLIMATE/TERRAIN: Tropical and temperate/ Subterranean FREQUENCY: Very rare ORGANIZATION: Brood ACTIVITY CYCLE: Night DIET: Omnivore INTELLIGENCE: High (13-14) TREASURE: F ALIGNMENT: Lawful evil NO. APPEARING: 1d4 ARMOR CLASS: 4 MOVEMENT: 3, Sw 18 HIT DICE: 8 THAC0: 13 NO. OF ATTACKS: 4 DAMAGE/ATTACK: 1-6 (x 4) SPECIAL ATTACKS: See below SPECIAL DEFENSES: Slime MAGIC RESISTANCE: Nil SIZE: H (20' long) MORALE: Elite (13) XP VALUE: 5,000 Level│Dis/Sci/Dev│ Attack/Defense 8 │ 3/5/16 │EW, II PsC,+1/TS, IF, TW Power Score│PSPs = Int │250 Telepathy: False Sensor Input, Mindlink, Mass Domination. The aboleth is a loathsome amphibious cre- ature that lives in subterranean caves and lakes. It despises most land-dwelling cre- atures and seeks to enslave intelligent surface beings. It is as cruel as it is intelligent. An aboleth resembles a plump fish, 20 feet in length from its bulbous head to its fluke-like tail. Its body is blue-gre- en with gray splotches, and its pink-tan underbelly conceals a toothless, rubbery mouth. Three slit-like eyes, purple-red in color and protected by bony ridges, are set one atop the other in the front of its head. Four pulsating blue-black orifices line the bottom of its body and secrete gray slime that smells like rancid grease. Four leathery tentacles, each 10 feet in length, grow from its head. An aboleth uses its tail to propel itself through the water and its tentacles to drag itself along dry land. Combat: The aboleth attacks with its ten- tacles for 1d6 points of damage each. If a victim struck by a tentacle fails a saving throw vs. spell, the victim's skin trans- forms into a clear, slimy membrane in 1d4+1 rounds. If this occurs, the victim must keep the membrane damp with cool wa- ter or suffer 1d12 points of damage each turn. Cure disease cast upon the victim before the membrane completely forms stops the transformation. Otherwise, cure se- rious wounds will cause the membrane to revert to normal skin. Because its sluggish movement makes at- tacks difficult, the aboleth attempts to lure victims close by creating realistic illusions at will, complete with audible, olfactory, and other sensory components. The aboleth can attempt to enslave creatu- res within 30 feet; it can make three at- tempts per day, one creature per attempt. If the victim fails a saving throw vs. spell, he follows all of the aboleth's te- lepathic commands, although the victim will not fight on the aboleth's behalf. The enslavement can be negated by remove curse, dispel magic, the death of the ens- laving aboleth, or, if the victim is sepa- rated from the aboleth by more than a mi- le, a new saving throw (one attempt per day.) When underwater, an aboleth surrounds itself with a mucous cloud 1 foot thick. A victim in contact with the cloud and inha- ling the mucus must roll a successful sa- ving throw vs. poison or lose the ability to breathe air. The victim is then able to breathe water, as if having consumed a po- tion of water breathing, for 1-3 hours. This ability may be renewed by additional contact with the mucous cloud. An affected victim attempting to breathe air will suf- focate in 2d6 rounds. Wine or soap dissol- ves the mucus. Habitat/Society: An aboleth brood consists of a parent and one to three offspring. Though the offspring are as large and as strong as the parent, they defer to the parent in all matters and obey it impli- citly. Aboleth have both male and female sexual organs. A mature aboleth reproduces once every five years by concealing itself in a cavern or other remote area, then laying a single egg and covering it in slime. The parent aboleth guards the egg while the embryo grows and develops, a process that takes about five years. A newborn aboleth takes about 10 years to mature. The aboleth spends most of its time se- arching for slaves, preferably human ones. It is rumored that the aboleth use their slaves to construct huge underwater citi- es, though none have ever been found. The aboleth are rumored to know ancient, hor- rible secrets that predate the existence of man, but these rumors are also unsubs- tantiated. There is no doubt that aboleth retain a staggering amount of knowledge. An offspring acquires all of its parent's knowledge at birth, and a mature aboleth acquires the knowledge of any intelligent being it consumes. An aboleth's treasure consists of items taken from its slaves. The items are buri- ed in caverns under a layer of slime re- sembling gray mud, recognizable by the distinctive rancid grease odor. Ecology: The omnivorous aboleth will eat any organic matter, usually algae and mic- ro-organisms, but they are also fond of intelligent prey so they can absorb nutri- ents and information at the same time. Aboleth have no natural enemies, as even the mightiest marine creatures give them a wide berth. Aboleth slime is sometimes used as a component for potions of water breathing. Ankheg CLIMATE/TERRAIN: Temperate and tropical/ Plains and forests FREQUENCY: Rare ORGANIZATION: Brood ACTIVITY CYCLE: Any DIET: Omnivore INTELLIGENCE: Non- (0) TREASURE: C ALIGNMENT: Neutral NO. APPEARING: 1-6 ARMOR CLASS: Overall 2, underside 4 MOVEMENT: 12, Br 6 HIT DICE: 3-8 THAC0: 17-13 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 3-18 (crush)+1-4 (acid) SPECIAL ATTACKS: Squirt acid SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: L-H (10' to 20' long) MORALE: Average (9) XP VALUE: 175-975 The ankheg is a burrowing monster usually found in forests or choice agricultural land. Because of its fondness for fresh meat, the ankheg is a threat to any crea- ture unfortunate enough to encounter it. The ankheg resembles an enormous ma- ny-legged worm. Its six legs end in sharp hooks suitable for burrowing and grasping, and its powerful mandibles are capable of snapping a small tree in half with a sing- le bite. A tough chitinous shell, usually brown or yellow, covers its entire body except for its soft pink belly. The ankheg has glistening black eyes, a small mouth lined with tiny rows of chitinous teeth, and two sensitive antennae that can detect movement of man-sized creatures up to 300 feet away. Combat: The ankheg's preferred attack met- hod is to lie 5 to 10 feet below the sur- face of the ground until its antennae de- tect the approach of a victim. It then burrows up beneath the victim and attempts to grab him in its mandibles, crushing and grinding for 3d6 points of damage per ro- und while secreting acidic digestive enzy- mes to cause an additional 1d4 points of damage per round until the victim is dis- solved. The ankheg can squirt a stream of acidic enzymes once every six hours to a distance of 30 feet. However, since it is unable to digest food for six hours after it squirts enzymes, it uses this attack technique only when desperate. A victim struck by the stream of acidic enzymes suffers 8d4 points of damage (half damage if the victim rolls a successful saving throw vs. poison). Habitat/Society: The ankheg uses its man- dibles to continuously dig winding tunnels 30-40 feet deep in the rich soil of fo- rests or farmlands. The hollowed end of a tunnel serves as a temporary lair for sle- eping, eating, or hibernating. When an ankheg exhausts the food supply in a par- ticular forest or field, it moves on to another. Autumn is mating season for ankhegs. Af- ter the male fertilizes the female, the female kills him and deposits 2d6 fertili- zed eggs in his body. Within a few weeks, about 75% of the eggs hatch and begin fee- ding. In a year, the young ankhegs resemb- le adults and can function independently. Young ankhegs have 2 Hit Dice and an AC 2 overall and an AC 4 for their undersides; they bite for 1d4 points of damage (with an additional 1d4 points of damage from enzyme secretions), and spit for 4d4 po- ints of damage to a distance of 30 feet. In every year thereafter, the ankheg func- tions with full adult capabilities and ga- ins an additional Hit Die until it reaches 8 Hit Dice. Beginning in its second year of life, the ankheg sheds its chitinous shell just before the onset of winter. It takes the ankheg two days to shed its old shell and two weeks to grow a new one. During this time, the sluggish ankheg is exceptionally vulnerable. Its overall AC is reduced to 5 and its underside AC is reduced to 7. Ad- ditionally, it moves at only half its nor- mal speed, its mandible attack inflicts only 1d10 points of damage, and it is unable to squirt acidic enzymes. While growing a new shell, it protects itself by hiding in a deep tunnel and secreting a repulsive fluid that smells like rotten fruit. Though the aroma discourages most creatures, it can also pinpoint the ank- heg's location for human hunters and des- perately hungry predators. Ankhegs living in cold climates hiberna- te during the winter. Within a month after the first snowfall, the ankheg fashions a lair deep within the warm earth where it remains dormant until spring. The hiberna- ting ankheg requires no food, subsisting instead on nutrients stored in its shell. The ankheg does not secrete aromatic fluid during this time and is thus relatively safe from detection. Though the ankheg's metabolism is reduced, its antennae remain functional, able to alert it to the appro- ach of an intruder. A disturbed ankheg fully awakens in 1d4 rounds, after which time it can attack and move normally. The ankheg does not hoard treasure. Items that were not dissolved by the aci- dic enzymes fall where they drop from the ankheg's mandibles and can be found scat- tered throughout its tunnel system. Ecology: Though a hungry ankheg can be fa- tal to a farmer, it can be quite benefici- al to the farmland. Its tunnel system la- ces the soil with passages for air and wa- ter, while the ankheg's waste products add rich nutrients. The ankheg will eat de- cayed organic matter in the earth, but it prefers fresh meat. All but the fiercest predators avoid ankhegs. Dried and cured ankheg shells can be made into armor with an AC of 2, and its digestive enzymes can be used as regular acid. Arcane CLIMATE/TERRAIN: Any FREQUENCY: Very rare ORGANIZATION: Entourage ACTIVITY CYCLE: Any DIET: Omnivore INTELLIGENCE: Genius (17-18) TREASURE: R ALIGNMENT: Lawful neutral NO. APPEARING: 1 (1-6) ARMOR CLASS: 5 (3) MOVEMENT: 12 HIT DICE: 10 THAC0: 11 NO. OF ATTACKS: 1 DAMAGE/ATTACKS: 1-8 (weapon) SPECIAL ATTACKS: Nil SPECIAL DEFENSES: Invisibility, dimension door MAGIC RESISTANCE: 40% SIZE: L (12' tall) MORALE: Champion (15) XP VALUE: 3,000 The arcane are a race of merchants, found wherever there is potential trade in magi- cal items. They appear as tall, lanky, blue giants with elongated faces and thin fingers; each finger having one more joint than is common in most humanoid life. The arcane dress in robes, although there are individuals who are found in heavier ar- mor, a combination of chain links with patches of plate (AC 3). Combat: For creatures of their size, the arcane are noticeably weak and non-comba- tive. They can defend themselves when cal- led upon, but prefer to talk and/or buy themselves out of dangerous situations. If entering an area that is potentially dan- gerous (like most human cities), the arca- ne hires a group of adventurers as his en- tourage. The arcane can become invisible, and can dimension door up to three times a day, usually with the intention of avoiding combat. An arcane feels no concern about abandoning his entourage in chancy situa- tions. They can also use any magical items, regardless of the limitations of those items. This includes swords, wands, magical tomes, and similar items restric- ted to one type of character class. They will use such items if pressed in combat and they cannot escape, but more often use them as bartering tools with others. Arcane have a form of racial telepathy, such that an injury to one arcane is imme- diately known by all other arcane. The ar- cane do not seek vengeance against the one who hurt or killed their fellow. They re- act negatively to such individuals, and dealing with the arcane will be next to impossible until that individual makes restitution. Habitat/Society: Nothing is known about the arcane's origins; they come and go as they please, and are found throughout the known worlds. When they travel, they do so on the ships and vehicles of other races. Finding such ships with arcane aboard is rare, and it is suspected that the arcane have another way of travelling over long distances. Contacting the arcane is no trouble in most civilized areas: a few words spread through the local grapevine, through ta- verns, guilds, and barracks, are enough to bring one of these creatures to the surfa- ce. In game terms, there is a base 10% chance per day of finding an arcane, if PCs actively look for one; the chance inc- reases or decreases depending on their lo- cation. Arcane never set up permanent "ma- gic shops." The arcane's stock in trade is to provi- de magical items, particularly spelljam- ming helms, which allow rapid movement through space. The arcanes' high quality and uniform (if high) prices make them the trusted retailers. They accept payment in gold, or barter for other magical items (as a rule of thumb, costs should be five times the XP reward of the item, or a more valuable item). The arcane take no responsibility for the use of the items they sell. The arcane will deal with almost anyone. They often make deals with both sides in a conflict, fully aware that they might annihilate all of their potential customers in a region. The arcane have no dealings with neogi, nor with creatures from other planes, such as genies, tanar'ri, and fiends. It is unknown whether the arcane create a wide variety of magical devices, or secure them from an unknown source. Those dealing with the arcane find them cool, efficient, and most importantly, un- caring. Trying to haggle with an arcane is a chancy business, at best. Sometimes they will engage in haggling with a bemused smirk, but just as often leave the buyer hanging and walk out on the negotiations. They do not like being threatened, insul- ted, or blackmailed. Those who do so will find it very difficult to purchase reliab- le equipment. An arcane will not raise his hand in vengeance or anger - there are mo- re subtle ways to wreak revenge. Ecology: It is not known what arcane do with the gold, gems, and magic they col- lect. One theory says they need the items for reproduction (the basis for a large number of bawdy arcane jokes), while anot- her links it to production and acquisition of more magical items. The arcane seem sexless. No young arcane have been repor- ted, and the arcane keep their own coun- sel. Argos CLIMATE/TERRAIN: Space/Any Earth-based body FREQUENCY: Very rare ORGANIZATION: Solitary ACTIVITY CYCLE: Feed till consume 2xHD, then rest 2 hours/HD DIET: Omnivore INTELLIGENCE: Low to High (5-14) TREASURE: U ALIGNMENT: Neutral evil NO. APPEARING: 1 ARMOR CLASS: 0 MOVEMENT: 9, Fl 3 (B) HIT DICE: 5-10 THAC0: 5-6 HD: 15 7-8 HD: 13 9-10 HD: 11 NO. OF ATTACKS: 3 per victim DAMAGE/ATTACK: 1-4 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: 25% SIZE: L-G (2' per HD) MORALE: Champion (16) XP VALUE: 5-6 HD: 2,000 (+1,000 for additional HD) Argos are found in the same regions of wildspace as the baleful beholder nations. An argos resembles a giant amoeba. It has one large, central eye with a tripartite pupil, and a hundred lashless, inhuman eyes and many sharp-toothed mouths. An ar- gos can extrude several pseudopods, each tipped with a fanged maw that functions as a hand to manipulate various tools. Argos move by slithering; they can cling to walls and ceilings. They can levitate and fly at the very slow rate of 3. Argos colors tend toward shades of transparent blues and violets; they smell like a bouquet of flowers. They are huge beasts ranging in size from 10 to 20 feet in diameter, weighing about 200 pounds per Hit Die. Though they exhibit signs of be- ing intelligent tool users, they do not wear clothes, choosing rather to carry ge- ar stored in temporary cavities within their bodies. However, their digestive ju- ices often ruin devices within two to three weeks (saving throw vs. acid). Combat: An argos can attack with one to three weapons or items, or it can enfold a victim in a pseudopod and attack with 1d3 mouths for 1d4 points of damage each. It may attack as many foes in this way as it can physically reach. If an argos rolls a natural 20 on an at- tack, it envelopes its victim, swallowing him whole. A swallowed victim suffers 2d8 points of damage each round from the crea- ture's digestive juices. The victim may attempt to cut his way free from within, using only short cutting weapons. He must inflict 8 points of damage to break free. The eyes of an argos, like those of a beholder, have a variety of special po- wers. An argos can bring 1d10 of its smal- ler eyes to bear on any target. The large, central eye can focus only on targets that are in front of the creature (within 90 degrees of the "straight-ahead point" of the central eye). Though the creature has nearly 100 eyes, only 20 special powers have been noted; therefore a number of eyes must possess the same power. Each point of damage inflicted on an ar- gos eliminates one eye; the DM decides which powers are reduced in the process. It is possible to target one particular eye by attacking with a -4 penalty to the attack roll. Each ability of an argos's eye is trea- ted as a spell effect. Use the argos's Hit Dice as the caster level. Roll 1d20 and check the following table for a particular eye's power. 1. Blindness 2. Burning Eyes (Hands) 3. Charm Monster 4. Clairvoyance 5. Confusion 6. Darkness, 15' radius 7. Dispel Magic 8. Emotion 9. ESP 10. Fumble 11. Gaze Reflection 12. Heat Metal 13. Hold Monster 14. Imp. Phantasmal Force 15. Irritation 16. Light 17. Slow 18. Suggestion 19. Tongues 20. Turn Flesh to Stone The central eye can use one of three different powers once per round. It can create a personal illusion (an alter self spell), or it can cast a color spray or a ray of enfeeblement spell. Habitat/Society: Argos are solitary crea- tures, though it is not unheard of to dis- cover an argos guardian aboard an eye ty- rant ship. Argos appear capable of reple- nishing their own air envelope and thus may be encountered wandering asteroid rings and dust clouds alone. Despite its relative intelligence, the argos is a ravenous creature driven by its hunger. It tries to lure prey into its grasp, feeding until it has consumed a number of creatures equal to two times its own Hit Dice. It then slips away to digest its meal for a period equal to two hours per Die. If an argos is unable to find fo- od within a week of its last meal, it lo- ses 1 Hit Die per week until it becomes a 5-Hit Die creature. After that point, it can hibernate for up to a year by crystal- lizing its outer shell and forming a chry- salis. Ecology: Argos consume anything that moves and is digestible. Their preference is to use their abilities to lure their prey in- to traps and then to pick off individuals one at a time. It sorts through the tools and weapons of its victims and keeps the useful items. Aurumvorax CLIMATE/TERRAIN: Temperate hills FREQUENCY: Very rare ORGANIZATION: Solitary ACTIVITY CYCLE: Day DIET: Carnivore (see below) INTELLIGENCE: Animal (1) TREASURE: Special ALIGNMENT: Neutral NO. APPEARING: 1 ARMOR CLASS: 0 MOVEMENT: 9, Br 3 HIT DICE: 12 THAC0: 9 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 2-8 SPECIAL ATTACKS: 2-8 claws for 2-8 each SPECIAL DEFENSES: See below MAGIC RESISTANCE: Nil SIZE: S (3' long) MORALE: Fearless (19-20) XP VALUE: 9,000 Despite being only the size of a large badger, the aurumvorax, or "golden gor- ger," is an incredibly dangerous creature. The animal is covered with coarse golden hair and has small silver eyes with golden pupils. It has eight powerful legs that end in 3-inch-long copper claws. The au- rumvorax's shoulders are massively muscled while its heavy jaw is full of coppery te- eth. The creature weighs over 500 pounds. This incredible density provides the ani- mal with much of its natural protection. This, combined with its speed, power, and sheer viciousness, makes it one of the most dangerous species yet known. Combat: The aurumvorax charges any creatu- re that enters its territory, causing a -3 to opponents' surprise rolls if attacking from its den. A female of the species re- ceives a +2 bonus to attack rolls when gu- arding her young. The creature bites at its prey until it hits, clamping its massive jaws onto the victim and doing 2-8 hit points of damage. After it hits, the aurumvorax locks its jaws and hangs on, doing an additional 8 points of damage per round until either the aurumvorax or its enemy is dead. Only death will cause the aurumvorax to relax its grip. Once its jaws lock, the golden gorger also rakes its victim with 2-8 of its legs, causing 2-8 hit points of damage per additional hit. An opponent who is held by an aurumvorax receives no dexterity ad- justment to Armor Class. Due to its incredibly dense hide and bo- nes, the aurumvorax takes only half damage from blunt weapons. It is immune to the effects of small, normal fires and takes only half damage from magical fires. Neit- her poison nor gasses have any effect on the sturdy creature. Habitat/Society: The aurumvorax makes its solitary home in light forests, hills, and at the timberline on mountainsides. An au- rumvorax chooses a likely spot and then uses its powerfully clawed legs to create a burrow, sometimes into solid rock. Due to their unusual dietary needs, au- rumvorae make their lairs in spots that either contain rich veins of gold ore or are very near to an area where gold is re- adily available. The aurumvorax is a solitary creature which jealously guards its territory, even from others of its kind. The only time adult aurumvorae willingly meet is during mating season, which occurs approximately every eight years. The pair will stay together for a week or two before the male returns to his ter- ritory and the female prepares for the birth of her kits. A litter of 1d6+2 kits is born four months after mating. For the first two weeks of life, the kits are blind and hairless. They must be fed both meat and precious ores, including gold, in order to survive. It is unusual for more than 1-2 of the strongest kits to survive. If a kit is found and "adopted" before its eyes are open, it can be tamed and trained. Dwarves tend to dislike aurumvorae, tho- ugh some communities have been known to raise one or more of the beasts for use in sniffing out veins of ore. Ecology: In order to survive, the aurumvo- rax supplements its carnivorous diet with quantities of gold. The ability to digest and utilize gold and other ores makes it possible for the creature to develop the dense fur, hide, and bones that protect it so well. If an aurumvorax is killed with a mini- mum of cutting damage to its hide, the hi- de may be turned into a garment of incre- dible strength and beauty worth 15,000-20,000 gold pieces. The garment will also protect its wearer as armor, the specific Armor Class depending on the size of the aurumvorax. A garment with AC 2 we- ighs 50 pounds, one with AC 3 weighs 40 pounds, and one with AC 4 weighs 30 po- unds. The wearer also receives a +4 bonus on saving throws vs. normal fires and a +2 bonus on saving throws vs. magical fire. If an aurumvorax is burned in a forge, approximately 150-200 pounds of gold are left behind. This burning process is very difficult and usually takes between one and two weeks to perform. Of course, the hide may be removed before the creature is burned; if burned at the same time, the hide will provide an additional 21-40 (1d20+20) pounds of gold. The aurumvorax's teeth and claws are al- so prized for decoration, and can bring up to 1 gp each on the open market.
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