HUMANOIDS All normal humanoids, including big ones. All may use armor, weapons etc.
| Creature
| Basics
| Attacks | Attributes
| Powers | Description
| Gnoll
| HD: 4 | mv: 8 Armor: 3 (3) | To-hit: +1 weapon (2)
| strong, night vision
| -
| Large 2 meter furry humanoid with a wolf head
| Goblin
| HD: 2 | mv: 10 Armor: 4 (3) | To-hit: - weapon (1)
| agile, perceptive, night vision, resistant to poison
| -
| Small vicious green humanoid
| Kobold
| HD: 1 | mv: 10 Armor: 4 (3) | To-hit: - weapon (1)
| agile, perceptive, resistant to poison
| -
| A small dog-faced humanoid.
| Orc
| HD: 4 | mv: 8 Armor: 4 (4) | To-hit: +1 weapon (2)
| strong, night vision, resistant to poison, disease
| -
| A large and broad green humanoid
| Giant, Hill
| HD: 8 | mv: 8 Armor: 4 (4) | To-hit: +1 big implement (3)
| +1 saves, strong x2
| -
| 3-4 meter giant
| Giant, Hill
| HD: 8 | mv: 8 Armor: 4 (4) | To-hit: +1 big implement (3)
| +1 saves, strong x2
| -
| 3-4 meter giant
| Giant, Frost
| HD: 12 | mv: 8 Armor: 5 (5) | To-hit: +2 big implement (4)
| +2 saves, strong x3, immune to cold
| -
| 4-5 meter arctic giant
| Minotaur
| HD: 10 | mv: 12 Armor: 6 (4) | To-hit: +3 3x big weapon (3)
| +2 saves, strong x2, perceptive
| -
| 3 meter crossbreed of a human and a bull
| Troll, Rock
| HD: 10 | mv: 6 Armor: 7 (6) | To-hit: +2 big weapon (4) or 2x claws (1)
| +2 saves, strong x3, night vision, immune to poison,
petrification, resistant to disease, cold, fire, death
| regenerate 1 health level at d6 roll 4+/turn
| 2-3 meter moving rock with claws. If subjected to daylight,
they are immediately petrified. Even a dead troll will regenerate,
unless hacked to pieces.
| Troll, Swamp
| HD: 8 | mv: 10 Armor: 5 (4) | To-hit: +2 big weapon (3) or 3x claws (1)
| +1 saves, strong x2, night vision, immune to poison,
resistant to disease, cold
| regenerate 1 health level/turn
| 2-3 meter skinny and rubbery creature. If hacked to pieces,
still regenerates unless burnt, which causes toxic gases
| |
ANIMALS All normal and giant-sized animals with animal intelligence.
| Creature
| Basics
| Attacks | Attributes
| Powers | Description
| Ape, Huge Carnivorous
| HD: 10 | mv: 12 Armor: 5 (4) | To-hit: +2 2x paws (1+grab), bite (1)
| +2 saves, strong
| -
| if both paws hit, victim is grabbed and hugged for 1
damage each action, in addition to biting.
| Bear, Brown
| HD: 8 | mv: 12 Armor: 4 (4) | To-hit: +1 2x paws (1+grab)
| +1 saves, strong
| -
| if both paws hit, victim is grabbed and hugged for 1
damage each action.
| Bear, Giant
| HD: 14 | mv: 12 Armor: 5 (4) | To-hit: +2 2x paws (2+grab)
| +2 saves, strong x2
| -
| if both paws hit, victim is grabbed and hugged for 2
damage each action.
| Spider, Giant Poisonous
| HD: 4 | mv: 15 Armor: 6 (3) | To-hit: +2 bite (1 +4 poison)
| night vision, agile x2, resistant to poison, disease
| Shoot Web (3/hour)
| Up to 2 meter spider. A web woven has one strong attribute,
and in combat, it may shoot up to 10 meters a stivky web, which
ignores armor and drags the victim to spider in next action.
| |
DRAGONS Dragons are ancient and huge reptiles, being greedy and evil in most cases. When a dragon is killed, its hide can sometimes (d6 1-2) be used to create a dragon scale armor. This requires morph armor spell and item protection scroll, in addition to actual handiwork.
All dragons have wings and are immune to own breath weapon (see
below). In addition, they may use every 3rd turn their breath weapon.
| Black dragons breathe corrosive acid (bolt, single-hit) Red dragons breathe fire in a tear-shaped cone, with length of 10 meters and width 5 meter at end. Roll damage dice to-hit all in area, with +4 to-hit. White dragons breathe chilling cold. The area is identical to flame, but damage dice is halved. However, any target hit must save vs. cold, with -1 per 2 damage caused, or is paralyzed from chill. Blue dragons breathe lightning (bolt) Green dragons breathe a cloud of poisonous gas. This area is 5 meter in diameter in a front of dragon, causing poison damage. Dragons might have magic levels, up to HD/2. Creature
| Basics
| Attacks | Attributes
| Description
| Dragon, Young
| HD: 20 | mv: 8 Armor: 8 (6) | To-hit: +3 2x claws (2), bite (3), tail (2+stun, ignore armor) or breath (6)
| +3 saves, strong x3, wings
| The tail stuns a small target unless that saves at -2 vs.
stun.
| Dragon, Adult
| HD: 30 | mv: 8 Armor: 9 (7) | To-hit: +4 2x claws (3), bite (5), tail (3+stun, ignore armor) or breath (8)
| +5 saves, strong x4, mental, wings
| As young one, but stun save is at -3.
| Dragon, Ancient
| HD: 40 | mv: 8 Armor: 10 (8) | To-hit: +5 2x claws (4), bite (7), tail (4+stun, ignore armor) or breath (10)
| +7 saves, strong x5, mental x2, wings
| As young one, but tail stun save is at -4.
| |
DEMONS Outerplanar creatures.
General attributes: night vision, unholy, resistant to aging, cold,
death, disease, fire, lightning, magic, mind and poison, immune to
fear, see invisible. | Most demons with mental attribute can use multiple spells and have magic levels up to HD. All demons regenerate damage at one restoration each hour. Demon gate has chance with d6 to open and bring described demon(s). In addition, all demons can use power of Dimension Door (silent) and Cause Fear (silent). They speak telepathically. Creature
| Basics
| Attacks | Attributes
| Powers | Description
| Vrock (Type I)
| HD: 8 | mv: 8 Armor: 6 (5) | To-hit: +2 5x claws (1)
| +1 saves, wings, strong
| Telekinesis (200,silent), Demon Gate (6+)
| 2.5 meter vulture. Gates one vrock
| Hezrou (Type II)
| HD: 10 | mv: 6 Armor: 6 (5) | To-hit: +2 1 bite (1+poison)
| +1 saves, strong
| Telekinesis (200,silent), Demon Gate (5+)
| 2 meter frog. Poison does 2 points of poison damage and
causes paralyzation, unless saved at -1. Gates one vrock or hezrou
| Glabrezu (Type III)
| HD: 12 | mv: 8 Armor: 7 (6) | To-hit: +3 2x claws (2)
| +2 saves, scaring, strong
| Steal mind (at will), Telekinesis (300,silent), Demon Gate (5+)
| 3 meter dog-face. Gates one vrock, hezrou or glabrezu.
| Nalfeshnee (Type IV)
| HD: 15 | mv: 8 Armor: 6 (6) | To-hit: +3 2x claws (1)
| +2 saves, scaring, strong x2
| Telekinesis (400,silent), Dispel Magic (at will),
Curse (at will), Fly, Demon Gate (4+)
| 3 meter hog, gates 1-2 vrock or hezrou or one glabrezu or
nalfeshnee.
| Marilith (Type V)
| HD: 12 | mv: 10 Armor: 8 (6) | To-hit: +3 6x weapons (1), tail (1+stun, ignore armor)
| +2 saves, immune to magic, strong, mental, perceptive
| Telekinesis (400,silent), Suggest, Hold Monster,
Demon Gate (4+)
| multiarm woman with reptile tail. The tail forces a small
target hit to save vs. stun at -1. Gates 1-3 vrocks
or hezrous, 1 glabrezu or nalfeshnee and very rarely a demon prince.
| Balrog (Type VI)
| HD: 20 | mv: 8 Armor: 9 (7) | To-hit: +4 2x weapon (3), whip (1+flame 2)
| +3 saves, strong x2, mental, terror, wings, immune to fire
| Telekinesis (500,silent), Dispel Magic, Suggest (gaze),
Demon Gate (3+)
| 4 meter black demon with flames. Gates 1 glabrezu or
nalfeshnee.
| Babau
| HD: 10 | mv: 12 Armor: 6 (5) | To-hit: +2 2x weapon (2) or 3 claws (1)
| +2 saves, strong, resistant to pierce/cut
| Dispel Magic, Weakness (gaze), Demon Gate (5+)
| 2 meter skinny demon, target gazed is enchanted and
loses strong-ability or -1 to-hit, duration 1 hour. Gates another
babau.
| Bar'Lgura
| HD: 8 | mv: 8 (12) Armor: 6 (5) | To-hit: +1 bite (2), 2x claws (1+grab)
| +1 saves, strong
| Dispel Magic, Web, Telekinesis (200,silent), Invisiblity,
Demon Gate (5+)
| gorilla. If both claws hit (ignore armor), small target is
grabbed and crushed 1 point each turn while biting. Gates another
Bar'Lgura
| Chasme
| HD: 8 | mv: 12 Armor: 6 (5) | To-hit: +2 2x claws (1+fear)
| +1 saves, wings, may clinge on walls/ceiling
| Buzz (at will), Demon Gate (6+)
| big fly. Strike forces a fear-save, and buzz forces all
within 10 meter to save vs. sleep. Once saved, a creature is immune to
buzz for that encounter. Gates another chasme.
| Dretch
| HD: 5 | mv: 8 Armor: 5 (5) | To-hit: +1 3x claws (1)
| +1 saves
| Stinking Could, Telekinesis (200, silent), Demon Gate (6+)
| one meter humanoid with ugly head. Gates a vrock.
| Manes
| HD: 2 | mv: 4 Armor: 4 (4) | To-hit: - claws (1)
| no powers, but resistances apply
| -
| -
| Rutterkin
| HD: 6 | mv: 10 Armor: 6 (5) | To-hit: +1 weapon (2) or 2x claws (1)
| +1 saves, strong
| Telekinesis (200, silent), Demon Gate (6+)
| ugly humanoid. Gates one chasme.
| Succubus
| HD: 8 | mv: 10 Armor: 6 (5) | To-hit: +1 claws (1)
| +1 saves, strong
| Drain Life (kiss), ESP, Suggest (at will), Charm Person,
Shapeshift (humanoids only), Spirit Form, Demon Gate (4+)
| beautiful human female, except for wings and horns. Kiss
drains 4 points, but victim must save (at -2) to notice that. Against
all powers, human males save at -1. Gates either one nalfeshnee, balrog or
very rarely a demon prince
| |
CREATIONS Animated creations created by a great magician.
General attributes: non-living, mindless | Creature
| Basics
| Attacks | Attributes
| Powers | Description
| Golem, Flesh
| HD: 10 | mv: 10 Armor: 5 (4) | To-hit: +2 weapon (2) or 2x fists (1)
| +2 saves, strong, immune to lightning, magic, resistant to
cold, see invisible, night vision.
| -
| 2-meter man made of leather parts. If becomes petrified,
the armor raises by 2, move drops to 6.
| Golem, Stone
| HD: 15 | mv: 6 Armor: 7 (7) | To-hit: +2 weapon (3) or 2x fists (2)
| +3 saves, strong x2, immune to fire, lightning, cold,
petrification, magic, see invisible, night vision.
| -
| 2.5 meter stone statue
| |
UNDEAD Undead terrifying creatures. Any corporeal undead creature may wear armor, althought they are not very common except for skeletons.
General attributes: night vision, unholy, non-living. | Skeletal undead are immune to cold, lightning and piercing, and resistant to polymorph. Incorporeal undead are immune to cold, mind, impaling and polymorph, resistant to physical. They see invisible and feed on death. Creature
| Basics
| Attacks | Attributes
| Powers | Description
| Ghast
| HD: 5 | mv: 10 Armor: 5 (4) To-hit: +1 weapon (1) or claws (1+poison)
| +1 saves, resistant to cold
| Nausea (-1 all attacks within 5m unless non-breathing)
| A smelling eater of the dead. A hit from claw forces a save
vs. poison paralyzation at -1 or the victim is paralyzed.
| Ghoul
| HD: 4 | mv: 10 Armor: 5 (4) To-hit: +1 weapon (1) or claws (1+poison)
| +1 saves, resistant to cold
| -
| Pale eater of the dead. A hit from claw forces a save
vs. poison paralyzation or the victim is paralyzed.
| Skeleton
| HD: 3 | mv: 12 Armor: 6 (4) To-hit: +3 2x weapon (1)
| +1 saves, mindless, skeletal, resistant to turning,
magic, see invisible
| -
| Fast undead creature.
| Spectre
| HD: 10 | mv: 6 Armor: 5 (5) To-hit: +1 touch (cold 1, energy drain 4, ignore armor)
| +2 saves, incorporeal, ethereal, fly
| Aura of Fear, regenerate 1 health at 4+ per turn.
| Ghostly apparition. Any creature within 5m of it must save
vs. magical fear or are scared, testing each combat turn before
acting.
| Vampire
| HD: 10 | mv: 10 Armor: 6 (4) To-hit: +2 weapon (2) or claws (1)
| +2 saves, strong x2, perceptive, immune to cold,
resistant to piercing, turning, mind
| Charm Monster (gaze), Energy Drain (suck), Shapeshift (bat,
wolf or rat only)
| A long-fanged blood-drinker. When drinking blood, does 4
point energy drain each turn.
| Wight
| HD: 5 | mv: 10 Armor: 5 (4) To-hit: +1 weapon (1) or claws (1 +energy drain 2)
| +1 saves, immune to cold, mind, resistant to lightning,
piercing
| -
| Skinny corpse with long claws.
| Wraith
| HD: 6 | mv: 8 Armor: 5 (5) To-hit: +1 touch (energy drain 2, grab, ignore armor)
| +1 saves, incorporeal, resistant to fire, fly
| Cause Fear (gaze), regenerate 1 health at 4+ per turn.
| Dark smoky form with glowing red eyes. Any target hit is
grabbed and drained each round until dead.
| Zombie, Giant
| HD: 15 | mv: 6 Armor: 5 (5) To-hit:+1 weapon (4) or claws (2)
| +2 saves, strong x3, mindless, immune to to piercing,
resistant to cold, lightning, see invisible
| -
| Slow enhanced giant undead creature.
| Zombie, Human
| HD: 5 | mv: 6 Armor: 4 (4) To-hit:- weapon (2) or claws (1)
| +1 saves, strong, mindless, immune to to piercing,
resistant to cold, lightning, see invisible
| -
| Slow enhanced undead creature.
| |