Monsters

Monsters are imaginary or legendary creatures that combine parts from various animal or human forms. A creature that is typically large, ugly, and frightening.

Ahuizotl
Amphisbaena
Barghest
Basilisk
Bugbear
Catoblepas
Chimera
Giant
Gremlin
Griffin
Hellhound
Hippogrif
Hydra
Kraken
Manticore
Roc
Sphinx
Troll
Will O' Wisp
Wyvern

 

Ahuizotl

Ahuizotl were dog-like, with hands capable of manipulation and an additional hand on its tail. They were feared due to their liking for human flesh, especially nails, eyes, and teeth. They lived in or near the water and used the hand on the end of their tail to snatch their prey.

Type: Aquatic Canine Monster

Setting: Any with a large body of water

Era: Any

Physical Traits: Black rubbery skin. An extra hand on its tail. Gills.

Height: 1 metre per level of caster (caster can choose height)

Weight: 190 lbs

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual, egg

INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 3D6, HPs: CON +3D6

AC: 2, Thac0: 7

Abilities
1) Swim; at MR x4.

2) Gills; breathe underwater as naturally as above water.

3) Resist the effects of high water pressure; up to 100 metres per CON underwater, without worry of such ailments as burst eardrums, damage to blood vessels, and the bends.

Feeding Habits: Carnivore

Lifespan: 80 years

 

Amphisbaena

Amphisbaena, amphisbaina, amphisbene, amphisboena, amphisbona, amphista, amphivena, or anphivena (the last two being feminine), a Greek word, from amphis, meaning "both ways", and bainein, meaning "to go", also called the Mother of Ants, is a mythological, ant-eating serpent with a head at each end. According to Greek mythology, the amphisbaena was spawned from the blood that dripped from the Gorgon Medusa's head as Perseus flew over the Libyan Desert with it in his hand. Cato's army then encountered it along with other serpents on the march. Amphisbaenae fed off of the corpses left behind. This early description of the amphisbaena depicts a venomous, dual-headed snakelike creature. However, Medieval and later drawings often show it with two or more scaled feet, particularly chicken feet, and feathered wings. Some even depict it as a horned, dragon-like creature with a serpent-headed tail and small, round ears, while others have both "necks" of equal size so that it cannot be determined which is the rear head. Many descriptions of the amphisbaena say its eyes glow like candles or lightning, but the poet
The amphisbaena makes its home in the desert.

In ancient times, the supposedly dangerous amphisbaena had many uses in the art of folk medicine and other such remedies. It is said that expecting women wearing a live amphisbaena around their necks would have safe pregnancies; however, if one's goal is to cure ailments such as arthritis or the common cold, one should wear only its skin. By eating the meat of the amphisbaena, one could attract many lovers of the opposite sex, and slaying one during the full moon could give power to one who is pure of heart and mind. Lumberjacks suffering from cold weather on the job could nail its carcass or skin to a tree to keep warm, while in the process allowing the tree to fell easier.

Type: Monster

Setting: Desert

Era: Any

Physical Traits: The amphisbaena is a giant serpent with a head at both ends. It travels by grasping one head in the other and rolling like a hoop.

Height: 1 metre

Weight: 180 lbs

Mobility: Coils

Sensory Organs: Visual

Communication: Vocal

Reproduction: Egg

INT: 2D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 4D6, HPs: 8D6 

AC: 3, Thac0: 15

Abilities
Poison Bite;
the fangs of the amphisbaena are so poisonous that anything successfully bitten by it must save vs lethal poison or die instantly. If the save is successful then the victim loses half his hit points instead.

Feeding Habits: Carnivore

Lifespan: 150 years

 

Barghest

The Barghest is a goblin-like creature that comes from another plane to feed on humans. These evil creatures can change form to appear as a dog or wolf, or a large goblin at will.

Type: Monster

Setting: Any

Era: Any

Physical Traits: Barghests are almost indistinguishable from goblins by other races, except that a Barghest's eyes glow orange when the creature becomes excited; in canine form a Barghest can become very difficult to notice when motionless, and is almost impossible to tell from a normal dog, except that other dogs will fear and hate it, attacking at every opportunity. The creature's skin darkens as it grows from yellow towards a bluish red eventually terminating in a deep blue. Upon attaining full growth and power the Barghest shifts itself back to its home plane.

Height: Varies with form

Weight: Varies with form

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Osmosis

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 3D6, MR: 4D6, HPs: 6D8

AC: 2, Thac0: 7

Abilities
1) A Barghest can charm other creatures.

2) Barghest have the ability to project Illusions as per the Mental Manipulation power.

3) Barghest can affect other creature's emotions as per the Mental Manipulation power.

4) Magic weapons are required to harm a Barghest. A Barghest cannot be harmed by fire, but a Barghest in canine form can be sent back to its home plane if hit by a magical fire attack.

Feeding Habits: Carnivore

Lifespan: 250 years

 

Basilisk

A Basilisk (from the Greek basileus, a king) is a mythical reptile, reputed to be king of serpents which has the power of causing death by look alone. It is called a king from having on its head a mitre-shaped crest. In the same blood line as the Cockatrice. The Basilisk is hatched by a serpent or reptile from a cock's egg.

Type: Monster

Setting: Any

Era: Any

Physical Traits: Scaly skin

Height: 1 metre

Weight: 280 lbs

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Egg

INT: D6, WIS: 2D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 3D6, HPs: 6D8

AC: 4, Thac0: 15

Abilities
Stone stare; While it has strong, toothy jaws, the Basilisk's major weapon is its stare by means of which it is able to turn to stone any fleshly creature which meets its glance. However if its gaze is reflected so that the Basilisk sees its own eyes it will itself be petrified but this requires light at least equal to bright torchlight and a good, smooth reflector. A victim must Save vs Spell each time his gaze meets the Basilisk's or be turned to stone.

Feeding Habits: Carnivore

Lifespan: 90 years

 

Bugbear

A bugbear is a legendary creature or type of hobgoblin comparable to the bogeyman, bogey, bugaboo, and other creatures of folklore, all of which were historically used in some cultures to frighten disobedient children. Its name is derived from an old Celtic word bug for evil spirit or goblin. In medieval England, the Bugbear was depicted as a creepy bear that lurked in the woods to scare children; it was described in this manner in an English translation of a 1565 Italian play The Buggbear.

Type: Monster

Setting: Any forest or mountains.

Era: Any

Physical Traits: Bugbears resemble hairy, feral goblins. They take their name from their noses and claws, which are similar to those of bears.
Bugbear eyes are greenish white with red pupils, and their wedge shaped ears rise from the tops of their heads. Most bugbears have hides ranging from light yellow to yellow brown and their thick, coarse hair ranges from brown to brick red. Bugbears have exceptional sight and hearing, able to see in pitch darkness. They move with amazing stealth.

Height: 2.1 metres

Weight: 250 lbs

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 3D6, MR: 3D6, HPs: 3D8. 

AC: 5, Thac0: 17

Abilities
1) Four claws per hand which do D6 damage each.

2) Nightvision as per normal vision.

Feeding Habits: Carnivore

Lifespan: 90 years

 

Catoblepas

The Catoblepas (from the Greek katablépō "to look downwards") is a legendary creature from Ethiopia. It is said to have the body of a buffalo and the head of a wild boar. Its back has scales that protect the beast, and its head is always pointing downwards. Its breath could either turn people into stone, or kill them. The Catoblepas is often thought to be based on real-life encounters with wildebeest, such that some dictionaries say that the word is synonymous with "gnu."

Type: Monster

Setting: Any lowlands area

Era: Any

Physical Traits: A Catoblepas has a large, bloated, bison's body with short, stumpy legs like those of a hippopotamus. At the front of its body is a shaggy mane of dark brown hair, from which sprouts a long, snake-like neck. The creature's head like that of a warthog with bloodshot eyes. The beast's coiling tail has a stony mass of stubby spikes at the end. The Catoblepas is orange-reddish-brown, and its hide is covered with warts, scabs, and bits of encrusted dung.

Height: 2 metres

Weight: 400 lbs

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 4D6, HPs: 6D8 

AC: 7, Thac0: 15

Abilities
Stone breath; Its major weapon is its breath by means of which it is able to turn to stone any fleshly creature which inhales it. A victim must Save vs Spell each time he inhales its breath or be turned to stone. The range of its breath is 5 metres.

Feeding Habits: Omnivore

Lifespan: 70 years

 

Chimera

In Greek Mythology, the Chimera or Chimaera was one of the offspring of Typhon and Echidna. Descriptions vary, some say it had the body of a goat, the hindquarters of a snake or dragon and the head of a lion, though others say it had heads of both the goat and lion, with a snake for a tail. All descriptions however agree that it breathed fire from one or more of its heads. The Chimera was finally defeated by Bellerophon with the help of Pegasus, the winged horse at the command of King Iobates of Lycia. There are varying descriptions of its death, some say merely that Bellerophon ran it through on his spear, whereas others say that he fitted his spear point with lead that melted when exposed to the Chimera's fiery breath and consequently killed it.

Type: Monster

Setting: Any

Era: Any

Physical Traits: A chimera has the hindquarters of a goat, the forequarters of a lion, and a set of dragon wings. The beast has three heads: a horned goat, a lioness, and a dragon. The dragon head can be black, blue, green, red, or white.

Height: 3 metres

Weight: 500 lbs

Mobility: Legs, wings

Sensory Organs: Visual

Communication: Vocal

Reproduction: Mystical

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 2D6, CHA: 3D6, MR: 3D6/7D6 flight, HPs: 9D8 

AC: 6, Thac0: 11

Abilities
1) It can claw with its fore legs, its goat head is armed with two long horns, its lion head has powerful jaws and sharp teeth, and its dragon head is likewise equipped.

2) The dragon head can breathe fire with a breath weapon appropriate to the colour.

Feeding Habits: The monster is an omnivore. The goat head will browse on the toughest plants and shrubs and will derive nutrition from the most barren vegetation while the lion and dragon heads can only be satisfied with flesh. The chimera hunts once every three or four days, using its strength and limited intelligence to gain an advantage over those it preys on. Having a voracious appetite, it sometimes roams over territories as large as twenty square miles.

Lifespan: 500 years

 

Giant

The mythology and legends of many different cultures include monsters of human appearance but prodigious size and strength. "Giant" is the English word (coined 1297) commonly used for such beings, derived from one of the most famed examples: the gigantes of Greek mythology.
In various Indo-European mythologies gigantic peoples are featured as primeval creatures associated with chaos and the wild nature and they are frequently in conflict with the gods, be they Olympian, Nartian, Hindu or Norse. There are also accounts of giants in the Old Testament, most famously Goliath. Attributed to them are extraordinary strength and physical proportions. Fairy tales such as Jack and the Beanstalk have formed our modern perception of giants as stupid and violent monsters, frequently said to eat humans, and especially children.

In Greek mythology, the Giants were the children of Gaia, who was fertilized by the blood of Uranus, after Uranus was castrated by his son Cronus. Some depictions stated that these Giants had snake-like tails.
Jotunn is a being in Norse mythology, a member of a race of nature spirits with superhuman strength, described as sometimes standing in opposition to the races of the tribes of the Æsir and Vanir, although they frequently mingle with or intermarry with these. Their otherworldly homeland is Jötunheimr, one of the nine worlds of Norse cosmology, separated from Midgard, the world of humans, by high mountains or dense forests.

The different types include Cloud, Cyclops, Desert, Ettin, Fire, Formorian, Frost, Hill, Mountain, and Storm giant.

Type: Monster

Setting: Any

Era: Any

Physical Traits: Skin colour ranges from normal humanoid to blue to red.

Height: 20 ft

Weight: 4500 kgs

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: 2D6, WIS: 2D6, STR: 9D6, DEX: 3D6, CON: 4D6, CHA: 3D6, MR: 4D6, HPs: 10D8 

AC: 3, Thac0: 9

Abilities
1) Most Giants rely on their fists and any oversized weapons they carry.

2) Fire Giants are immune to fire and heat, as well as all types of magical fire. Anyone touching them or that they touch take up to D4 burn damage per level.

3) Frost Giants are immune to cold. Anyone touching them or that they touch take up to D4 per level in frostbite damage.

Feeding Habits: Omnivore

Lifespan: 500 years

 

Gremlin

A Gremlin is an imaginary creature commonly depicted as mischievous and mechanically oriented, with a specific interest in aircraft. Gremlins' mischievous natures are similar to those of English folkloric imps, while their inclination to damage or dismantle machinery is more modern.

Often mistaken for Imps Gremlins are small, winged Goblinoids. There are many varieties of Gremlins and most are chaotic and mischievous.  What gremlins like to do best is cause trouble. The angrier their victims are, the happier the gremlins. Their favourite tactic is to set up a trap to humiliate opponents and maybe even cause them to damage a valued possession or hurt a loved one. If the opponent gets hurt as well, that's just fine. Gremlins travel in small packs, and they have a highly organized social order. Each gremlin knows who is above him in social rank, and who is below. As a rule this is ordered by hit points, but an aggressive Gremlin with lower hit points may be above larger Gremlins in the social standing. Males and females are indistinguishable to all but other Gremlins. Both sexes participate equally in all things. These obnoxious creatures usually look for a building or estate to infest.

Type: Monster

Setting: Any

Era: Any

Physical Traits: Skin colour ranges from brown to black to grey, frequently in a mottled blend. Their ears are very large and pointed, giving them a 65% chance to hear noise. Gremlins never wear clothing or ornamentation.

Height: 1 metre

Weight: 35 kgs

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual. Offspring are left to fend for themselves from birth, which they are fully capable of doing. Within a month the Gremlin is a fully matured adult.

INT: 3D6, WIS: 3D6, STR: 2D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 4D6, HPs: 4D8 

AC: 4, Thac0: 17

Feeding Habits: Omnivore

Lifespan: 200 years

 

Griffin

The griffin, griffon, or gryphon (Greek: grýphōn, or grýpōn; Latin: gryphus) is a legendary creature with the body of a lion and the head and wings of an eagle. As the lion was traditionally considered the king of the beasts and the eagle was the king of the birds, the Griffin was thought to be an especially powerful and majestic creature. The Griffin was also thought of as king of the creatures. Griffins are known for guarding treasure and priceless possessions. In antiquity it was a symbol of divine power and a guardian of the divine.

Griffons are highly prized as aerial steeds due to their gracefulness and valour. In order for this, a griffon must have a friendly attitude towards the tamer/rider. As they are goodly creatures, the rider must be good or neutral himself. Riding a griffon requires six weeks of training, and an exotic saddle. Sometimes griffon eggs are stolen and they are raised to be mounts from birth, but this is rare, as griffons defend their eggs well.

Type: Monster

Setting: Any

Era: Any

Physical Traits: Griffons have the hindquarters of a lion, and the forequarters of a giant eagle. Large wings come from their backs, and their tail is a mix of fur and feathers.

Height: 3 metres

Weight: 225 kgs

Mobility: Legs, mystical wings

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual. Griffins not only mate for life, but also if either partner dies then the other will continue throughout the rest of its life alone, never to search for a new mate.

INT: 3D6, WIS: 3D6, STR: 4D6, DEX: 3D6, CON: 2D6, CHA: 3D6, MR: 3D6/flight 9D6, HPs: 7D8 

AC: 3, Thac0: 13

Abilities
Griffins attack by pouncing or diving from above, and then slashing with the claws of their front paws. Claws do 2D6 each.

Feeding Habits: Omnivore

Lifespan: 400 years

 

Hellhound

A Hellhound is a supernatural dog, found in folklore. A wide variety of ominous or hellish supernatural dogs occur in mythologies around the world. Often they have fire-based abilities and appearance. They are often assigned to guard the entrances to the world of the dead, such as graveyards and burial grounds, or undertake other duties related to the afterlife or the supernatural, such as hunting lost souls or guarding a supernatural treasure. In European legends, seeing a Hellhound or hearing it howl may be either an omen of death or even a cause of death. The most famous Hellhound is probably Cerberus from Greek mythology.

Type: Monster

Setting: Any temperate environment

Era: Any

Physical Traits: Black fur, glowing red or sometimes glowing yellow eyes, super strength or speed, ghostly or phantom characteristics, foul odour, and sometimes even the ability to talk. It has the ability to breathe fire.

Height: 1 metre

Weight: 85 kgs

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Mystical

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 2D6, CHA: 3D6, MR: 3D6, HPs: 4D8 

AC: 4, Thac0: 17

Abilities
1)
The Hellhound enjoys causing pain and suffering and it hunts accordingly. A favourite pack tactic is to silently surround prey, and then cause two hell hounds to close in and make the victim back into another hell hound's fiery breath. They will attack with their claws and teeth if they have to. If the prey manages to escape, the Hellhounds will pursue it relentlessly. If the Hellhound rolls a natural 20 on its attack roll, it grabs a victim in its jaws and breathes fire on the victim.

2) Hellhounds attack first by breathing fire at an opponent up to 10 yards away. The fire causes 1 point of damage for each of the Hell Hound's Hit Points. A successful saving throw vs. spell cuts the damage in half.

3) Hellhounds can see hidden or invisible creatures 50% of the time.

4) Immune; to damage from any fire including magical.

Feeding Habits: Carnivore

Lifespan: 300 years

 

Hippogrif

A Hippogriff (also spelled Hippogryph and Hippogryphe, Italian: Ippogrifo) is a legendary creature, supposedly the offspring of a Griffin and a mare. The Hippogriff is easier to tame than a Griffin. In the few medieval legends when this fantastic creature makes an appearance it is usually the pet of either a knight or a sorcerer. Hippogriffs are highly prized as aerial steeds. Hippogriffs are clean monsters; they dispose of carcasses and other debris by carrying them downhill. They like clear, sparkly things like glass, crystals, and precious gems. Hippogriffs are closely related to Griffons. Just as Griffons are the result of crossing an eagle with a lion, Hippogriffs resulted from the crossing of an eagle with a horse. Hippogriffs may have been created as a natural prey for the Griffons. Hippogriffs are also related to Pegasi.

Type: Monster

Setting: They live in temperate to tropical hills, in areas where it is particularly flat and barren, allowing them quick and easy access to the skies.

Era: Any

Physical Traits: They appear as a horse with with wings, an eagle's head, a mane and tail of feathers, and feathered lower legs.

Height: 3 metres

Weight: 235 kgs

Mobility: Legs, mystical wings

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual, egg

INT: 2D6, WIS: 2D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 3D6, MR: 3D6/flight 10D6, HPs: 4D8 

AC: 5, Thac0: 17

Abilities
Hippogrifs
attack by pouncing or diving from above, and then slashing with the claws of their front paws. Claws do 2D6 each.

Feeding Habits: Omnivore

Lifespan: 400 years

 

Hydra

Hydra ("water serpent") is the name of the Lernaean Hydra, a many-headed serpent in Greek mythology. They usually live alone in swamps, and are generally the most dangerous predator in the area they inhabit.

Type: Monster

Setting: Any swamp lands

Era: Any

Physical Traits: The Hydra is a reptilian magical beast with 4 +D8 heads. It is an especially deadly monster, since every time a head is severed, two new ones grow in its place.

Height: 9 metres

Weight: 350 kgs

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual, egg

INT: 2D6, WIS: 2D6, STR: 3D6, DEX: 3D6, CON: 2D6, CHA: D6, MR: 3D6, HPs: 12D8 with each head having the equivalent of 25% of the total amount of HPs

AC: 5, Thac0: 15

Abilities
All heads must be severed before the Hydra dies. In combat a Hydra can attack with all of its heads against either a single foe or multiple targets, biting for 2D6 damage each.

Feeding Habits: Carnivore

Lifespan: 200 years

 

Kraken

Kraken are legendary sea monsters of giant proportions said to have dwelt off the coasts of Norway and Iceland. The Old Icelandic saga Örvar-Odds saga referenced the massive heather-backed sea-monsters of the Greenland Sea named Hafgufa and Lyngbakr that fed on whales, ships and men. After returning from Iceland, the anonymous author of the Old Norwegian scientific work Konungs skuggsjá described in detail the physical characteristics and feeding behaviour of these two beasts and suggested the pair may possibly be the same animal, regarded by the Norse as the Kraken.

Type: Monster

Setting: Any ocean

Era: Any

Physical Traits: Its body is similar to that of a squid, with a ring of tentacles surrounding a mouth connected to a conical central body. Two of its 10 tentacles are longer than the rest, and bear deadly barbs. The kraken has very large eyes, and fins protrude from the upper part of its elongated central body. Krakens are highly destructive and evil creatures. With their strong tentacles and massive strength, they can pull an entire ship down into the ocean.

Height: It is akin to a squid the size of a house. It is almost 80 feet long and 60 feet tall and wide.

Weight: 650 kgs

Mobility: Tentacles

Sensory Organs: Visual

Communication: Vocal

Reproduction: Egg

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 5D6, HPs: 20D8 

AC: 5, Thac0: 5

Abilities
1)
Krakens attack predominantly with their tentacles. They can both constrict opponents, and bring them into the reaches of the creature's huge jaws.

2) In addition Krakens can also release an enormous cloud of jet-black ink. It also regenerates severed limbs.

Feeding Habits: Carnivore

Lifespan: 250 years

 

 

Manticore

The manticore (Early Middle Persian Martyaxwar) is a legendary creature similar to the Egyptian sphinx. It has the body of a red lion, a human head with three rows of sharp teeth (like a shark), and a trumpet-like voice. It also has horns, wings, and a tail which is that of either a dragon or a scorpion with a cluster of deadly spikes, which the creature can launch at its foes as weapons. It devours its prey whole. It leaves no clothes, bones, or possessions of the prey behind.

Type: Monster

Setting: Any

Era: Any

Physical Traits: The body of a lion, dragon wings, a somewhat humanoid head, and usually a scorpion tail.

Height: 5 metres

Weight: 245 kgs

Mobility: Legs, with mystical wings

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 2D6, CHA: 3D6, MR: 3D6/5D6 flight, HPs: 7D8 

AC: 4, Thac0: 13

Abilities
A Manticore's long tail has a cluster of 6D6 deadly spikes, which the creature can launch at its foes as weapons. The spikes do D6 each.

Feeding Habits: Omnivore

Lifespan: 225 years

 

Roc

A Roc or Rukh (from the Arabic and Persian Rokh, an abbreviated form of Persian Simurgh) is an enormous legendary bird of prey, often said to be white. Rocs are birds so large that one can carry off an elephant. Rocs are usually solitary, but sometimes found in mated pairs.

Type: Monster

Setting: Any but prefer warm mountainous terrain.

Era: Any

Physical Traits: Feathers

Height: 4 metres

Weight: 150 kgs

Mobility: Legs, wings

Sensory Organs: Visual

Communication: Vocal

Reproduction: Egg

INT: 2D6, WIS: 2D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 2D6/12D6 flight, HPs: 18D8 

AC: 4, Thac0: 5

Feeding Habits: Omnivore

Lifespan: 90 years

 

Sphinx

A sphinx (Greek: Σφίγξ /sphinx, Bœotian: Φίξ /Phix) is a mythical creature with a lion's body and a human head or a cat head. In Greek tradition it has the haunches of a lion, the wings of a great bird, and the face of a woman. She is mythicised as treacherous and merciless. Those who cannot answer her riddle suffer a fate typical in such mythological stories, as they are killed and eaten by this ravenous monster. Unlike the Greek sphinx which was a woman, the Egyptian sphinx is typically shown as a man (an androsphinx). In addition, the Egyptian sphinx was viewed as benevolent in contrast to the malevolent Greek version and was thought of as a guardian often flanking the entrances to temples.

They are both knowledgeable and wise, but prize gems and similar wealth. They will only help humans if they are paid - although they will sometimes accept payment in the form of riddles, poetry, prose, or knowledge. If payment is not made, the sphinx will not hesitate to devour the offender(s).

Type: Monster

Setting: Mainly desert

Era: Any

Physical Traits: Male or female head, lion's body and wings

Height: 3 metres

Weight: 350 kgs

Mobility: Legs and mystical wings

Sensory Organs: Visual

Communication: Vocal

Reproduction: Mystical

INT: 3D6 +3, WIS: 3D6 +3, STR: 4D6, DEX: 3D6, CON: 3D6, CHA: 3D6, MR: 2D6/11D6 flight, HPs: 10D8 

AC: 0, Thac0: 10

Abilities
Claws do 2D6 each.

Feeding Habits: Omnivore

Lifespan: 1000 years

 

Troll

A Troll is a supernatural being in Norse mythology and Scandinavian folklore. In origin the term Troll was a generally negative synonym for a jötunn (plural jötnar), a being in Norse mythology. In Old Norse sources, beings described as Trolls dwell in isolated rocks, mountains, or caves, live together in small family units, and are rarely helpful to human beings. Later in Scandinavian folklore, Trolls became beings in their own right, where they live far from human habitation, and are considered dangerous to human beings.

Type: Monster

Setting: Any but usually forests or mountains

Era: Any

Physical Traits: The hide of Trolls are rubbery, and usually either moss green, putrid grey, or mottled grey and green. Their coarse hair is typically iron grey, or greenish-black. Trolls initially seem to be somewhat shorter, due to their sagging shoulders and tendency to hunch forward. They walk with an uneven gait, and their arms dangle and drag the ground when running. Despite this apparent awkwardness, trolls are quite agile.

Height: 2.7 metres

Weight: 225 kgs

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: D6, WIS: D6, STR: 4D6, DEX: 3D6, CON: 4D6, CHA: D6, MR: 4D6, HPs: 7D8 

AC: 4, Thac0: 13

Abilities
1)
Trolls are infamous for their regenerative abilities, able to recover from the most grievous of wounds or regenerate entire limbs given time. Severing a troll's head results merely in temporary incapacitation, rather than death. After cutting off a troll's head or other limbs, one must seal the wounds with fire or acid to prevent regeneration. Because of this, most adventurers will typically carry some sort of implement capable of creating fire.

Starting three rounds after first blood, the creatures recovers 3 hit points per round until healed. Trolls reduced to 0 or fewer hit points fall to the ground, incapacitated but not slain. Incapacitated trolls continue to regenerate and stand up to fight as soon as they have a positive number of hit points. When using an edged weapon, it is possible to sever the thin limbs of a troll (a natural 20 with an edged weapon is needed). Severed limbs continue to fight after separation from the body (hands squeeze, heads bite if stepped on, etc.). Attacks by severed limbs are at normal chances to hit. Separated limbs fight for the remainder of the battle, then scuttle back and rebind with the body once the battle is over. Limbs unable to reach the body to die within 24 hours, but this is of little consequence since trolls regenerate lost body parts (including the head) within a week. If a troll is dismembered and scattered, the largest surviving piece regenerates. The others die within one day if they cannot rejoin that piece. Only fire and acid cause permanent damage to trolls. These forms of attack destroy its regenerative ability. A troll reduced to 0 or fewer hit points and immersed in acid or burned with fire is killed.

2) Trolls attack with two clawed hands and their bite, and they can attack at multiple opponents. Each claw does D6 damage with their bite doing 2D6.

Feeding Habits: Carnivore

Lifespan: 600 years

 

Will O' Wisp

A will-o'-the-wisp or ignis fatuus ( Medieval Latin: "foolish fire") is a ghostly light seen by travellers at night, especially over bogs, swamps or marshes. It resembles a flickering lamp and is said to recede if approached, drawing travellers from the safe paths.

The Will-o'-wisp is a malevolent entity which makes its home in swamps and bogs. This aberration consists of a bizarre, spongy substance which hovers through telekinesis in the air, enveloped in a mysterious glow of yellow, white, green or blue. When encountered in its swampy homes, a Will-o'-wisp typically takes the form of a faintly glowing lantern hovering in the air. In order to sustain itself, it must feed off upon the electricity generated by the brains of people who realize they are about to die. It lures those who wander into its midst by taking the form of a guiding light (the creatures can alter their forms, size and colour to a small extent), and then have them wander into deep pools where they get sucked down and drown. The wisp then feeds on the energy generated. If the creature cannot lure victims into a trap, it is also capable of generating electricity on its surface to act as a touch attack. If the creature does not wish to be seen, it is capable of extinguishing its glow.

Type: Energy Monster

Setting: Any swamp land

Era: Any

Physical Traits: None

Height: 30 centimetres

Weight: Almost nil

Mobility: Mystical flight

Sensory Organs: Visual

Communication: Vocal

Reproduction: Mystical

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 2D6, CHA: 3D6, MR: 3D6, HPs: 9D8 

AC: -8, Thac0: 11

Abilities
1) A Will o'wisp's main weapon in combat is its ability to manifest a powerful electric charge. In melee, it swoops at its foe and attempts to brush against the victim, discharging the stored energy. A successful strike by one of these creatures will cause 3D6 points of damage. Those attacking a Will o'wisp with any form of physical weapon are able to inflict damage normally.

2) Persons making use of magical attacks, however will find their powers almost ineffective against them. Wisps have a +7 save vs spells.

Feeding Habits: Photosynthetic

Lifespan: 400 years

 

Wyvern

A wyvern or wivern is a legendary winged reptilian creature with a dragon's head, two legs (sometimes none), and a barbed tail. The wyvern is found in heraldry.

Type: Monster

Setting: Wyverns make their homes in caves in cliffs or mountains overlooking forests, jungles, or even plains or deserts.

Era: Any

Physical Traits: None

Height: 1 metre per level of caster (caster can choose height)

Weight: 5 kgs per 30 centimetres of height

Mobility: Legs, mystical wings

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual, egg

INT: 2D6, WIS: 2D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 3D6, MR: 3D6/9D6 flight, HPs: 8D8 

AC: 3, Thac0: 13

Abilities
Despite supposedly being stupid, Wyverns are rather deadly and cunning in combat. They prefer to always be in flight, and take any opportunity to take flight if not doing so already. Upon the ground, Wyverns attack with their teeth (3D6 damage), and with their deadly tail stingers (save vs lethal poison or die +D6 damage). If flying Wyverns can also use their teeth and stingers but prefer to swoop down, and slash at prey with their claws, or even grab them, carry them up into the air, and drop them. Wyverns are careful to be silent when flying, and to keep their shadow unseen. This gives them the benefit of stealth if the foes are unaware of the creature. Wyverns eat the remains of those they kill, and take their valuables if they are treasure-hoarding wyverns.

Feeding Habits: Carnivore

Lifespan: 750 years

 

The Bestiary