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Micro
#25
21 января 2000 |
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AD&D - описания монстров AD&D (часть вторая).

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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.
Другие статьи номера:
Сети - модемная связь и компьютерные сети. |
AD&D - описания монстров AD&D (часть вторая). |
Проходилка - прохождение игры Die Feuerfaust 2. |
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