Bestiary

Notes

Creature Attributes

AC
Base Armor Class of the creature, including DEX and possible melee-skill modifiers. Any armor is added to that value.

HD
Hit Dice of the creature, in d10's. Strong warriors have about 8 hit points per HD, and weaklings only a few. A very resistant or fragile creatures may have modifiers to HD value, which is added as hit points after rolled value is determined.

Mods
Creature additional melee-skill, marksmanship, save base bonuses and possible dodge-skill. In any case, add creature HD to attack rolls. If creature is held, worsen AC by melee bonus. This melee and marksman includes creature DEX. Double save modifier against poison and disease, and use HD directly against fear in most cases.

Movement
Creature movement speed in combat round. Actual running speed is subject to GM disrection.

Stats
Any important stats the creature may have. In most cases, creatures have HD/4 as CON bonus against poisons and diseases. Note that DEX modifier is not added to attack rolls/AC unless noted there.

Attacks
Attacks of the creature, damage includes normal STR modifier.

Magic Level
Magic Level of the creature. Creature usually have some appropriate spells. Magic points as appropriate according to creature INT and WIS, but usually at least 6 per level.

Extra
Any special attributes possessed by (almost) every creature of this type.

Powers
Innate magic or powers. All are as default innate powers requiring an action and no magic points, but may have extra qualifiers:
Magic is considered as innate magic, requiring voice and gestures.
At will means power so fast that it can be used in addition to normal action. Normally only one of these can be used unless noted otherwise.
Power x means the power level of the power, mainly against disenchant etc.
n/day is limitation for use, as with powers granted by deities.

Modifying Creatures

The creature HD is for base warrior or similar creature; reduce it for children and increase for leaders, heroes and big individuals.

As Hit Dice is modified, so can stats be modified, too. Leaders and war heroes have greater STR or DEX, and shamans and wise men higher INT and WIS.

More exotic modifications can also be done by adding new attributes etc.


Humanoids

Humanoids, Small

Notes
Various human-like creatures. Most use weapons and armor, and can reach high experience levels.

Dwarf

AC: 9 + armor
HD: 5
Mods: +2 saves
Movement: 8
Stats: STR +1, WIS +1
Attacks: by weapon
Extra: Night vision, resistant to aging, poison and disease

Sturdy and fat underground dweller. Dwarves are notorious for their greed and their ability to forge extraordinary armor and weapons, and dwarven mithril is a very precious and valued armor made by them. Most dwarves are good by nature, but some have become very self-centered because of their greed, and even became corrupted by chaos. A dwarven warrior is usually armed with an axe or a pick and wears chain mail. Dwarves are especially bad at learning magic.

Elf

AC: 8 + armor
HD: 3
Mods: +2 melee, +2 marksman, +1 saves
Movement: 12
Stats: DEX +2, INT +1, CHA +2
Attacks: by weapon
Extra: Night vision, resistant to aging, sleep and disease

Long and pointed eared almost immortal dweller of the isolated places. Most elves are good by their nature, but react suspiciously to other races and can be a bit arrogant. Some elves have been corrupted by the chaos and they have become dark elves. A typical wood elf wears leather armor and has a short or long bow and short or long sword.

Gnoll

AC: 7 + armor
HD: 4
Mods: +1 saves
Movement: 8
Stats: STR +2, INT -1
Attacks: by weapon
Extra: Night vision

Large 2 meter humanoid resembling a bit like a dog or wolf. Their greater warriors, leader and king especially have extra warrior levels and HD.

Goblin

AC: 8 + armor
HD: 2
Mods: +1 melee, +2 marksman, +1 saves
Movement: 10
Stats: DEX +1, INT -1
Attacks: by weapon
Extra: Night dweller, resistant to poison

Small green-skinned evil and vicious humanoid. Leaders may have up to 6 HD, and some tribes may include shamans with magic level up to 6. Goblins usually use short bows, spears and short swords and hand axes.

Hobbit

AC: 6 + armor
HD: 3
Mods: +2 marksman, +1 saves
Movement: 8
Stats: STR -2, DEX +2
Attacks: by weapon -2 (only small weapons)
Extra: Resistant to poison

Small hairy feeted humanoids specialized in food. Most hobbits are generally good, and interested mainly in their own affairs and especially food. Hobbits cannot learn magic very quickly.

Human

AC: 10 + armor
HD: 3
Mods: +1 saves
Movement: 10
Stats: STR +1
Attacks: by weapon +1

Most common race of the old world. Most adaptating and individuals vary much more than in other races. Soldiers usually have 1-2 warrior levels, and possibly 1-2 HD more.

Kobold

AC: 8 + armor
HD: 1
Mods: +2 melee, +2 marksman
Movement: 10
Stats: STR -1, DEX +2, INT -1
Attacks: by weapon -1
Extra: Resistant to poison

Small dog-faced humanoids, which usually utilize low cunning and traps to fight other creatures.

Lizard Man

AC: 6 + armor
HD: 4
Mods: +2 melee, +2 saves
Movement: 12
Stats: STR +2, DEX +1, INT -1
Attacks: by weapon +2
Extra: Resistant to poison, cold and disease. Night vision.

These cold-blooded and sleek creatures live usually in swamps or underground. They fish and hunt water animals with big tridents, short bows or swords. Warriors usually have some leather armor and shield.

Orc

AC: 7 + armor
HD: 4
Mods: +1 melee, +2 saves
Movement: 8
Stats: STR +3, INT -1
Attacks: by weapon +4 (big weapons)
Extra: Night dweller, resistant to poison and disease

Usually green-skinned large humanoid, about 2 meters and crouched. Leaders and war chiefs may have HD 8 or higher, and characteristics raised as appropriate. Some tribes include shamans with high INT and magic level up to 8.

Giant Humanoids

Notes
Various gigantic humanoids. Most of them are quite stupid, and cannot gain many experience levels. Weapons utilized by them are usually so large that they do double or more damage, plus usual strength modifiers. When polymorphing, giant humanoids are very close to humanoids.

Ettin

AC: 4 + armor
HD: 10
Mods: +5 saves
Movement: 8
Stats: STR +7, INT -2
Attacks: by 2 weapons +7 (2x triple dice)
Extra: Resistant to poison, disease and lightning.

These two-headed giants are about 4 meter tall and wield usually two giant spiked clubs (3d6 each). Ettin is usually easily confused by getting its head to argue with each other.

Giant, Hill

AC: 5 + armor
HD: 8
Mods: +4 saves
Movement: 8
Stats: STR +6, INT -2
Attacks: by weapon +6 (triple dice)

These smallest giants appear as giant humans of about 3-4 meters. They are usually very primitive and apply big clubs (3d6) as weapons, and wear no or some limited armor.

Minotaur

AC: 0 + armor
HD: 10
Mods: +6 melee, +6 saves
Movement: 12
Stats: STR +6, INT -1
Attacks: by weapon +6 (double dice) or 2 attacks (with -6 to-hit)

Minotaurs appear almost 3 meter long brown humanoids with cloves and head of a bull. Minotaurs are excellent fighters and attack with +6 bonus to-hit, and have very high AC to reflect their combat ability.

Ogre

AC: 6 + armor
HD: 6
Mods: +1 melee, +3 saves
Movement: 10
Stats: STR +5, INT -2
Attacks: by weapon +5 (double dice)

A big 2.5 meter humanoid with tan or dark brown skin and great tusks. Ogre weapons are very large and cause double damage before other modifications.

Troll, Rock

AC: -4
HD: 10
Mods: +5 saves
Movement: 6
Stats: STR +7, DEX -1, INT -2
Attacks: by weapon +7 (triple dice)
Extra: Night dweller, immune to poison, petrification, resistant to disease, cold, fire and death. Regenerate 2 hp/round.

A 2-3 meter horrible and tremendous creature of almost moving stone. If subjected to daylight, rock trolls are instantly petrified, but are otherwise immune to petrification. Rock trolls hacked to pieces will not regenerate, but otherwise even dead rock troll will regenerate.

Troll, Swamp

AC: 5
HD: 8
Mods: +4 saves
Movement: 10
Stats: STR +5, INT -2
Attacks: by weapon +5 (double dice) or 2 claws (2x d6+3)
Extra: Night dweller, immune to poison, resistant to disease, cold, death. Regenerate 5 hp/round.

A very skinny and long and rubbery-skinned green or sick blue creature. A troll can regenerate any damage unless at fire, and when 'killed', will regenerate back to 2d20 hit points at about 6 rounds, more if hacked to pieces. The best way to get rid of a troll is by burning the corpse, which produces toxic gases.

Animals and Monsters

Animals

Note
Ordinary animals, but including giant versions. Note that HDD3 animals are more like those legendary animals, not completely realistic ones, and thus they are much more dangerous...
INT-modifier is for perception, all animals have a simple mind in other cases.

Bear, Brown

AC: 6
HD: 8
Mods: +3 saves
Movement: 12
Stats: STR +4
Attacks: 2 paws (2x d6+2 +grab)

This great and sturdy animal is fast runner when need to, and its huge paws inflict terrible damage. If it scores 16+ with both paws, it has grabbed its victim, and will constrict that for 2d6+4 damage each round.

Big bear: A very big bear has HD 14, +5 saves, STR +6 and damage d8+5 for each paw, 3d8+6 when hugging.

Boar

AC: 7
HD: 6
Mods: +3 saves
Movement: 15
Stats: STR +3
Attacks: 1 tusk (d8+3) or 1 ram (2d10+5) and trample (2d20)

This mighty wild boar has great tusks and immense weight. When it charges, its tusks cause terrible damage, and creature stunned by hit is then automatically attacked by trample attack.

Horse

AC: 8
HD: 6
Mods: +2 saves
Movement: 20
Stats: STR +4, INT -1
Attacks: 1 kick (d6+4)

A horse is a common draft or riding animal.

War horse: Apply +2 HD, +1 saves (+4 on fear saves).

Spider, Giant Poisonous

AC: 4
HD: 4
Mods: +4 melee, +2 saves
Movement: 15
Stats: STR +2
Attacks: 1 bite (2d6 + poison) or web-spray
Extra: Resistant to poison and disease, night vision

A gigantic spider with legs up to 2 meters. A web woven has STR +3 against all escape attempts. When in combat, the spider can shoot a spray of sticky web, which on hit causes target to be grabbed with STR +0 and is the pulled to waiting jaws of the spider. Instead, it may use its poisonous bite, each hit causing addional 2d20 poison damage.

Gigantic: AC 0, HD 10, +4 saves, STR +5, bite (2d12 + poison 4d20), web-spray STR +2.

Phase Spider: as gigantic, but cannot shoot webs. Instead, it has power of Dimension Door (at will) and regenerate 2 hp/round.

Fantasy Beasts, Simple

Note
Miscellaneous stupid fantasy beasts with legendary powers.

Catoblepas

AC: 0
HD: 10
Mods: +4 saves
Movement: 6
Stats: STR +1, INT -3
Attacks: 1 tail (2d6+stun)
Extra: Slow, immune to death, disease and poison, resistant to cold.
Powers: Death gaze (save -4, kills)

This fearsome creature is a bit like a large cow but has very long neck, depressed head with large swollen eyes and leathery tail with spiky mace. A hit from tail causes stun unless save is made, but gaze of Catoblepas causes instant death unless save vs. death is made at -4. A catoblepas lives typically near swamps and other wet and dark places.

Cockatrice

AC: 3
HD: 6
Mods: +2 melee, +8 dodge, +3 saves
Movement: 10
Stats: STR -2, DEX +1, INT -3
Attacks: 1 beak (d6+petrification)
Extra: Wings

The cockatrice is a small scaled bird like a crossbreed between a chicken and a snake. Touch of the cockatrice to skin petrificies the victim unless save vs. petrification is made.

Gorgon

AC: 0
HD: 10
Mods: +4 saves
Movement: 8
Stats: STR +5, INT -3
Attacks: 1 butt (d6+4 + stun, possible trample 3d20)
Extra: Immune to stoning, poison, magic.
Powers: Breath weapon (each 3rd round)

Gorgon is a mythical beast that resembles an armored bull. It attacks by butting its targets and then trampling them, if hit by butt. Any small target hut by butt must save vs. stun and if fails, is trampled for extra 3d20 damage.
Instead of butting its opponents, gorgon may use its dreaded breath weapon. This breath can only be used each third round, but all targets in cloud of 5 meters in front of gorgon must save vs. petrification or are immediately turned to stone.

Griffon

AC: 4
HD: 12
Mods: +5 saves
Movement: 8
Stats: STR +5, INT -2
Attacks: 1 beak (d6+2), 2 claws (2x d6+5) or 1 crush (5d10)
Extra: Wings

Griffin is a great crossbreed of an eagle and lion. It attacks by clawing with its front paws and slashing with its beak, or by jumping on target in front of it, but that jump requires some room and target may set his or her impaling weapon against it, hitting at +4 and causing double damage at the same time as griffin crushes its victim. By doing this target loses its normal AC and is considered as paralyzed against griffin.

Purple Worm

AC: 2
HD: 20
Mods: +7 saves
Movement: 6
Stats: STR +10, INT -3
Attacks: 1 bite (3d20 + swallow) or 1 sting (2d10 + poison)
Extra: Resistant to poison, disease

A huge underground worm, with diameter about 3 meter and length about 15. Any target bit with unmodified 16 or more is swallowed, and digested at 2d10 acid damage each round. The purple worm has reinforced stomach and if the swallowed creature is able to attack, AC is 0 (include penalties from situation) and damage as normal.
If there are targets behind worm, it stings them wildly with its stinger, hitting with only +10 bonuses. Any target hit is injected with strong poison, causing 3d20 poison damage.

Pyrolisk

AC: 3
HD: 6
Mods: +3 melee, +8 dodge, +3 saves
Movement: 10
Stats: STR -2, DEX +1, INT -3
Attacks: 1 beak (d6)
Extra: Wings, immune to fire
Powers: Incinerating gaze (5m, 3d20 fire damage)

Similar to cockatrice, but has one red feather.

Rust Monster

AC: 2
HD: 8
Mods: +3 saves
Movement: 15
Stats: STR +2, INT -2
Attacks: 2 tendrils (special x2)

Rus monster resembles a giant turtle with 2 tendrils and a long tail. It's a feared creature because of its rusting ability, which it uses to create food for it.
Any hit from rust monster rusts a random metal item by one step, causing -1 to quality by each step and destroying item at -4 quality. Note that this works even with reduced damage. In addition, any hit to rust monster also causes rusting of the attacking weapon unless protected. This applies to steel weapons, but not to bronze or other more exotic materials.

Wyvern

AC: 2
HD: 12
Mods: +3 melee, +5 saves
Movement: 10
Stats: STR +6, INT -2
Attacks: 1 bite (d10+5), 1 sting (d6+5 + poison)
Extra: Wings, resistant to poison

A wyvern is about 8 meter long snake-like green reptile with big leathery wing and rear legs. It attacks with powerful bite and stinging with its long tail. Any hit from tail causes 4d20 poison damage.

Fantasy Beasts, Intelligent

Note
Miscellaneous intelligent fantasy monsters.

Beholder

AC: 2
HD: 14
Mods: +7 saves
Movement: 3
Stats: STR +2, DEX -2, INT +4, WIS +3
Attacks: 1 bite (2d8)
Extra: Resistant to poison, disease, mind and lightning. Night vision, see invisible, detect illusions and flying
Powers: Continual anti-magic aura, disintegrate, finger of death, petrificate, polymorph, suggest, telekinesis (500 kg), hold monster, cause fear, slow, cause stupidity

The beholder is one of the fearest living monsters known. It is an almost 2 meter diameter ball of armor scales with one large central eye and 10 small eyestalks. It moves by innate levitation power slowly around.
During each combat round, the beholder can use all powers in 10 small eyestalks in addition to biting. However, only first 4 can be used to front of beholder, and last ones only behind it. In addition, the central eye casts constant anti-magic ray to front of it, and no spells can be cast nor magical items utilized in front of beholder, and all enchantments are instantly dispelled. Magical qualities of the weapons still apply, but no special properties like fire or cold. Note that this also affects the beholder, but it blinks its central eye when using other powers.

Dragon

AC: -4
HD: 20
Mods: +8 saves
Movement: 8
Stats: STR +8
Attacks: 1 bite (2d10+8), 2 claws (2x d8+8), 1 tail (d10+8 + stun) or 1 crush (6d10)
Magic level: for rare individuals, 8
Extra: Wings, immune to own attack type
Powers: Breath weapon (each 3rd round)

Dragons are ancient and powerful creatures, dwelling usually in underground dungeons or caves. Most are selfish and greedy.
In combat, dragons either fly over and breath with their powerful breat weapon or land on enemies, clawing, biting and slashing with their tails. Any small creature hit by the tail must immediately make a stun save.
The breath weapon can be used each third round, instead of attacking biting. The effect of the breath weapon depends on dragon type, but does always HD+d20 damage unless noted otherwise.

Black dragons breath corrosive acid. Treat as acid bolt, but hits only one target.
Red dragons breath fire. Covers a cone with length of 10 meters and width of 5 meters at the end (tear-shaped). All in area take damage as from fireball, thus negative AC reduces it.
White dragons breath cold. Area affected is a tear like with fire.
Blue dragons breath lightning. Treat as lightning bolt.
Green dragons breath corrosive and poisonous clouds. Creates effect similar to Cloud Kill, but this cloud does poison damage equal to HD+d20. Multiple clouds are not cumulative.

In addition, all dragons are immune to attack type their breath weapon uses.

When a dragon is killed, its scales may sometimes (25%) used to create a dragon scale armor. This requires use of Morph Armor, Scroll of Item Protection and Scroll of Item Enhancing.

Modifying dragons: Not all dragons are of this size. To create bigger or smaller dragons, use these guidelines: For each age step, modify AC by 2, HD 5, saves and STR by 2, INT or WIS by 1, magic level (if any) by 2, damage by 2, crush d10, bite additional d10 per 2 steps.
For example, 40 HD dragon has AC -12, +16 saves and STR +16. Its bite does 4d10+16, claws d8+16 and crush 10d10. Breath weapon does 40+d20 damage.

Umber Hulk

AC: 0
HD: 15
Mods: +6 saves
Movement: 6
Stats: STR +6, INT -1
Attacks: 2 claws (2x d10+5)
Extra: Resistant to fire and cold, night vision.
Powers: Confusion (gaze), Burrow

Umber hulk is a a very broad and a bit over 2 meter creature with thick armor. It burrows through earth with its mighty claws.
In combat, in addition to slashing with its claws, any creature seeing its eyes must save vs. stun.

Slimes

Notes
All slimes, oozes, jellies and other similar creatures are weird creatures of monstrous originity. All are immune to mind, disease, poison and aging.

Black Pudding, Ochre Jelly

AC: 6
HD: 10
Mods: +4 saves
Movement: 5
Stats: n/a
Attacks: 1 touch (acid 3d10)
Extra: immune to physical, lightning, cold

The black pudding is a monster composed of groups of single cells. It has diameter about 2 meters when full grown, but size is reduced by damage. It can move on walls or ceiling, and can squeeze itself from gaps as narrow as 2 or 3 centimeters.
In combat, it attacks by sweeping on target and corroding it with its acidic saliva. Any target his has its armor quality reduced by one step if the hit is at reduced damage or d6 roll is 1-2. When a black pudding is hit with weapons, the striking metal weapon corrodes similarly with d6 roll of 1-2. In addition, pudding is immune to physical damage but will divide into two equal-sized puddings if damage inflicted with cutting or smashing blows or by lightning is 20 or more. Each half has only half the hit points of the orginal (round down), but attack as the original pudding.

Ochre Jelly: as pudding, but has only 8 HD, AC 8, move 3 and it is harmed with cold. Its acid is as potent as Puddings', however.

Green Slime

AC: 8
HD: 3
Mods: +1 saves
Movement: none
Stats: n/a
Attacks: 1 touch
Extra: immune to physical, lightning, magic damage

A strange plant growing in subterranean places. It attacks by dropping on heat-emitting targets, and turns them into green slime. Roll d6 at the start of each round, 1-2 it has turned target into green slime. Any full armor reduces this time considerably, it eats armor one step each round, going through when at -4 quality.
A green slime can be killed by burning, frozing or disintegrating it. A Cure Disease will kill it instantly.

Outer-Planar

Demons, Type I-VI

Notes
All demons are non-breathing, unholy, has night vision, and are resistant to aging, cold, death, disease, fire, lightning, magic, mind and poison.

Demons usually multiple powers.
Telepathy is possessed by all demons, and they can communicate with any creature, knowing all languages.
Demon Gate is special power to open a gate between current location and some random Abyss location. This gate brings in one or more demons, if successful. Roll % for its opening. Demon gate is always magic power unless noted otherwise.
Telekinesis is very common power, too. The maximum power is in aprentheses.
Dimension Door is known by all demons, unless noted otherwise.

Vrock

AC: -2
HD: 8
Mods: +2 melee, +4 saves
Movement: 8
Stats: STR +4, DEX +1, INT -1
Attacks: beak, 4 claws (5x d6+3)
Extra: Wings
Powers: Cause Fear (magic,at will), Telekinesis (200), Demon Gate (10%)

Vrock appears as a big two and half meter vulture-like creature with hands and long claws. Gates in another Vrock if successful.

Hezrou

AC: -4
HD: 10
Mods: +5 saves
Movement: 6
Stats: STR +3, INT -1
Attacks: 1 bite (2d6 + poison)
Magic level: 8 (few spells)
Powers: Cause Fear (at will), Telekinesis (250), Demon Gate (20%), Detect Invisible (at will)

2m gray-green frog-like demon with long legs and pointy teeth. The bite of hezrou is poisonous, and causes 3d10 poison damage, and target must save vs. poison or is paralyzed. Successful gate brings in one Vrock or Hezrou.

Glabrezu

AC: -8
HD: 12
Mods: +2 melee, +6 saves
Movement: 8
Stats: STR +5, DEX +1
Attacks: 2 claws (2x 2d8+5)
Extra: Detect Invisible, Scaring
Powers: Steal Mind (at will), Darkness (at will), Telekinesis (300), Demon Gate (30%)

These scary 3 meter dog-faced demons with 2 big clawed hands and two normal hands protruding from chest are very feared because they cause insanity with their small arms while shredding opponents to pieces with their razor sharp claws. Successful demon gate from Glabrezu brings in one Vrock, Hezrou or Glabrezu.

Nalfeshnee

AC: -5
HD: 15
Mods: +8 saves
Movement: 8
Stats: STR +5, INT +1
Attacks: 2 claws (2x d6+4)
Magic level: 12 (few spells)
Extra: Detect Invisible and Illusions, Scaring
Powers: Curse (at will), Darkness (at will), Dispel Magic (at will), Telekinesis (400), Demon Gate (60%), Fly (magic)

These fearful demons represent gigantic crossbreeds of an ape and a boar, and have little wings on their back. They curse their opponents and especially their items continually while in melee. Successful gate brings in one or two Vrock or Hezrous, or one Glabrezu or Nalfeshnee.

Marilith

AC: -10
HD: 12
Mods: +4 melee, +6 saves
Movement: 10
Stats: STR +3, INT +2
Attacks: 6 weapons (at +3 damage), 1 tail (2d6 + stun)
Magic level: 10 (good selection of spells)
Extra: Detect Invisible and Illusions, Immune to Magic
Powers: Darkness (at will), Telekinesis (400), Suggest (magic), Hold Monster (magic), Demon Gate (50%)

Unlike two lesser demons, Mariliths are almost humans-sized and have body of an attractive nude woman - except for six arms and long scaly tail. Hit from tail causes stun unless target saves vs. stun or weights more than 200kg. Successful gate brings in 1-3 Vrocks or Hezrous, or 1 Glabrezu or Nalfeshnee, or very, very rarely some demon prince.

Balrog

AC: -12
HD: 20
Mods: +2 melee, +10 saves
Movement: 8
Stats: STR +8, INT +2
Attacks: 1 weapon +8 (double dice), 1 fire whip (d8 damage +2d10 fire damage)
Magic level: 15 (good selection of spells)
Extra: Detect Invisible and Illusions, Immune to Fire, Terrorizing, Wings
Powers: Darkness (at will), Dispel Magic (magic), Telekinesis (500), Suggest (gaze), Demon Gate (70%)

Balrogs are the most feared of the lower demons. They tower about 4 meter long, and have huge swords of black metal and long leather whips of fire. Successful gate brings in one Glabrezu or Nalfeshnee.

Demons, Miscellaneous

Notes
As noted earlier, all demons are resistant to almost everything and have certain innate powers. Refer to demon header above.

Babau

AC: -4
HD: 10
Mods: +4 saves
Movement: 12
Stats: STR +5
Attacks: by weapon +5 (big weapons) or bite, 2 claws (3x d6+3)
Extra: Resistant to pierce and cut
Powers: Darkness (at will), Fly, Dispel Magic (magic), Metamorph (self, controlled), Ray of Enfeeblement (gaze), Demon Gate (25%)

Babau, a minor demon, appears as a two-meter skinny demon with black skin and long bone hook at its head. In combat, babau oozes red slime which causes cutting and piercing weapons to slide from it more easily, thus granting resistance against them.
The gaze of babau causes weakness. The target must see them from 10 meters, it is not normal bolt attack. A demon gate created by a babau brings in another one.
Babaus are hated by vrock, hezrou and glabrezu. Nalfeshnees hate and fear numbers of them, because babau detest nalfeshnee except as food.

Bar-Lgura

AC: -4
HD: 8
Mods: +3 saves
Movement: 8 (12)
Stats: STR +3
Attacks: bite (2d8), 2 claws (2x d6+3 + grab)
Powers: Darkness (at will), Cause Fear (touch), Detect Invisible (at will), Detect Illusions (at will), Dispel Magic, Web (magic), Telekinesis (200), Invisiblity (magic), Demon Gate (25%)

Bar-Lgura, a minor-demon resembles an ugly ape with 6 digits in each claw. It can run rapidly in all fours, but otherwise stand on its feet. In combat, if it rolls 16+ with both claws, it has grabbed its opponent and contricts it for 2d6 damage each round, in addition to biting.
The Bar-Lgura can transform its fur to black, brown, gray, green, orange, purple or red anytime it wants to.

Chasme

AC: -2
HD: 8
Mods: +3 saves
Movement: 6
Stats: STR +3
Attacks: 2 claws (2x d6+2 + fear)
Extra: Wings, may cling on walls or ceiling
Powers: Darkness (at will), Detect Invisible, Buzz (at will), Demon Gate (15%)

This horrible creature is a crossbreed between a human and a fly. In combat it attacks with its claws. Anyone hit by the claw must save vs. fear is scared. In addition, a chasme will continually buzz and drone in a horrid, rasping voice. Anyone hearing this must save vs. sleep or is put to sleep. If pressed, a chasme may try to demon gate another of its own kind.

Dretch

AC: 2
HD: 5
Mods: +2 saves
Movement: 8
Stats: STR +1
Attacks: 2 claws, 1 bite (3x d6+1)
Powers: Darkness, Cause Fear, Stinking Cloud, Telekinesis(4), Demon Gate(5%)

Dretch are the most common and least powerful of all demons. They are only one meter long humanoids with ugly heads. A successful gate brings one Vrock.

Manes

AC: 6
HD: 2
Mods: +1 saves
Movement: 3
Stats: STR +1, INT-2
Attacks: 2 claws (2x d6+1)
Extra: No demonic powers, but immunities as normal

These sub-demons are wretched creatures of the Abyss. If they are slain, they will transform into stinking clouds of vapor that will form into new Manes within a day.

Nabassu, Adult

AC: -5
HD: 12
Mods: +5 saves
Movement: 12
Stats: STR +4
Attacks: by weapon +3 or 2 claws (2x d6+2)
Magic level: up to 8 (few spells)
Extra: thief skills +6
Powers: Darkness (at will), Death Stealing (gaze), Bestow Death (gaze), Energy Drain (20+d20), Paralyzation (1/day, magic), Silence (1/day, at will), Vampiric Attack (1/day, at will), Conjure Ghasts (1/day)

Nabassu is a winged 2 meter humanoid with long arms with sharp claws. They live their 'childhood' in material plane and then return to Abyss.
In combat, Nabassu has many special attacks. Death Stealing forces opponent to save versus death or is destined to become Ghoul or Ghast upon death under the control of that Nabassu, unless the Nabassu is first killed. Upon successful death stealing, the Nabassu can then Bestow Death to next victim. That victim must save versus death or is immediately slain and becomes a Shadow under control of that Nabassu.
In addition to that, Nabassu can use spell-like powers as long as it has magic points. Energy Drain as spell, requiring touch. Paralyzation forces all creatures within 5 meters of Nabassu to save vs. magical paralyzation or become paralyzed. That decays on 1 each round. Silence creates a 5 meter area around Nabassu where no sounds can be produced. This decays on 1 each round. Vampiric Attack steals a just used damaging attack, and is instead directed at any target Nabassu wants it to. This is special power usable during any other creature's turn. Conjure Ghasts works as Conjure Monster but conjures 2-5 ghasts and works only in Abyss.

Rutterkin

AC: 0
HD: 6
Mods: +2 saves
Movement: 10
Stats: STR +3
Attacks: by weapon +3 or 2 claws (2x d6+2)
Powers: Darkness, Cause Fear (touch only), Fly, Telekinesis(150), Demon Gate(15%)

Rutterkin resemble ugly humans. They are the most bullying minor-demons, and in combat either use exotic weapons or their sharp claws. Demon gate brings in one Chasme, if successful.

Succubus

AC: 0
HD: 8
Mods: +4 saves
Movement: 10
Stats: STR +2
Attacks: 2 claws (2x d4)
Extra: Wings
Powers: Energy drain (kiss), Darkness (art will), ESP, Suggest (at will), Charm Person, Shapeshift (humanoids only), Spirit Form, Demon Gate(40%)

Appears as a beautiful human female - except for little horns and leathery wings. A kiss from succubi is a energy drain of 2d20, but the victim must save versus mind magic at -4 to notice that. Human males save at -4 against Suggest and Charm Person. A successful demon gate brings in either one Nalfeshnee, Balrog (sometimes) or Demon Price (very rare).

Devils

Notes
Devils are immense evil and come from Hell. All devils are non-breathing, immune to death, resistant to aging, cold, death, disease, magic, mind and poison, have night vision and are unholy.
All devils have as innate powers: Suggest (magic), Cause Fear (magic), Animate Dead (magic, HD power level) and Dimension Door (magic).

Barbed Devil

AC: 0
HD: 8
Mods: +4 saves
Movement: 10
Stats: STR +3, INT +1
Attacks: 2 claws, 1 bite (3x 2d6)
Powers: Produce Flame (at will), Hold Monster (magic), Devil Gate (30%)

Barbed devil is a 2 meter creature of uncountable spikes and barbs. It gates in another barbed devil if succeeds to open the gate.

Bone Devil

AC: -3
HD: 10
Mods: +5 saves
Movement: 12
Stats: STR +3, INT +1
Attacks: 1 bone hook (2d8+3) and 1 tail (d10+poison)
Magic level: 8 (some spells)
Powers: Static Illusion (magic), Fly (magic), Detect Invisible (at will), Invisibility (magic), Wall of Ice (magic), Devil Gate(50%)

Bone devils are almost 3 meter skinny devils with huge bone hook and scorpion tail. Any creature hit with bone hook is attacked at +4 with scorpion tail, which injects poison that causes 2d8 poison damage and loss of 1 STR point unless save vs. poison is successful. A devil gate brings in barbed devil.

Elementals

Notes
All summoned elementals are enchanted and non-living, and immune to death, aging, sleep, poison and disease, resistant to physical. In addition, each elementals feeds on own element, and can see invisible, detect illusion.

Elemental, Lesser

AC: 4 (earth 0)
HD: 15
Mods: +4 saves
Movement: 6
Stats: STR +5
Attacks: 1 strike (see below)
Extra: resistant to physical and see below.

Fire elemental represent a large bonfire, leaping from place to place. It attacks with fire strike, doing 2d20 fire damage. In addition, it may Produce Flame (at will). Fire elemental is vulnerable to water

Water elemental is a giant blob of water. Any small target hit with natural 16+ roll is swallowed, and any swallowed is suffocated for 2d20 damage each round. Any attack inside is as from outside. Unless swallowed, does 2d10 physical damage each attack. Water elemental is vulnerable to fire.

Air elemental resembles a small tornado. Any small target hit with natural 16+ is swallowed, and plummeted with 2d10 physical damage each round, and any attack is as from outside. If not swallowed, target is hit with 2d10 physical damage. Instead, an air elemental may generate a Lightning Bolt (power 10) each third round. Air elemental is flying and immune to lightning and vulnerable to any earth-based spell.

Earth elemental is a hulking 3 meter blob. It hits for 2d10+5 damage with its blow. It is vulnerable to air spells.

Creations and Undead

Creations

Notes
All creations are enchanted and non-living, and thus immune to death, aging, sleep, poison and disease.

Golem, Flesh

AC: 5
HD: 8
Mods: +4 saves
Movement: 10
Stats: STR +5
Attacks: by weapon +5 or 2 fists (2x d6+3)
Extra: Immune to lightning and magic, resistant to cold. Detect invisible and illusions.

A two-meter man made of leather parts. A petrificated flesh golem has its moveemtn halved, but AC becomes 0 and fists do extra d6 damage.

Golem, Stone

AC: -10
HD: 12
Mods: +6 saves
Movement: 6
Stats: STR +6, DEX -1
Attacks: by weapon +6 (double dice) or 2 fists (2x 2d8)
Extra: Immune to fire, cold, lightning, acid, petrification and magic. Detect invisible and illusions.

A two and half meter broad stone statue, which moves slowly and irresistable.

Undead, Corporal

Notes
All undead creatures are unholy and non-living, and thus immune to death, aging, sleep, poison and disease.

Death Knight

AC: -4 + armor
HD: 14
Mods: +4 saves, +6 melee
Movement: 10
Stats: STR +4, INT +1, WIS +2
Attacks: by weapon +4 (may attack twice with -6)
Extra: Scaring, detect magic, see invisible, detect illusions. Resistant to cold, lightning, impaling, magic. Immune to turning, mind
Powers: Wall of Ice (at will), Dispel Magic (at will, 2/day), Demon Gate (75%, magic, 2/day), Power Word, any (at will, 1/day), Fireball (20+d20, 1/day)

This horrific undead paladin is a specific lich created by a demon prince. It attacks with great ferocity and usually has evil cursed weapon. In addition to awesome combat abilities, it may generate various powers each round. The Demon Gate works as appropriate Demon power, and gates, if successful, one Vrock, Hezrou, Glabrezu, Nalfeshnee, Marilith or very rarery, a Balrog.

Ghoul, Ghast

AC: 6 + armor
HD: 4 (ghast 5)
Mods: +1 melee, +2 saves
Movement: 10
Stats: STR +2, DEX +1, INT -1
Attacks: by weapon +2 or 1 claw (d6+poison)
Extra: Resistant to cold. Night dweller. Ghasts create nausea.

A pale and leathery crossbreed of living and dead. Eats corpses and is quite cowardly, unless in large group. A hit from ghoul claw forces save vs. poison paralyzation or victim is paralyzed.

Ghast: as ghouls, but they create nausea that gives -2 to-hit penalty for all creatures within 5 meter of them, unless non-breathing. In addition, save against their touch is at -2.

Lich

AC: 0 + armor
HD: 15
Mods: +8 saves
Movement: 10
Stats: STR +3, INT +4, WIS +3
Attacks: by weapon or 1 touch (frost 3d10+paralyze or disintegrate 3d6)
Magic level: 15 (wide variety of spells)
Extra: Immune to cold, mind, lightning and impaling, resistant to magic, turning and petrification. Night vision, see invisible and detect illusions.
Powers: Dimension door, Detect Magic (at will), Death Touch (magic).

Skeletal magic-using undead. May instead use armor and some exotic weapon and have extra melee skill. Creatures touched by the lich are covered in frost and must save against cold or are temporary paralyzed for the frost.

Mummy

AC: 2 + possible armor
HD: 8
Mods: +3 saves
Movement: 5
Stats: STR +4, DEX -1
Attacks: 1 fist (d6+4 + disease)
Extra: Scaring, mindless, immune to cold, paralyzation and impaling, resistant to physical. Night vision, see invisible and detect illusions.

This horrible creature is much feared because of tomb rot it infects with each blow. Any target hit is infected with that rotting disease, which is fatal in 1-6 months, but also reduces all hit points based healing (including curative spells) to 10% normal rate. A creature killed by a mummy must be preserved with cure disease or the corpse rots in one hour.

Skeleton

AC: 3 + armor
HD: 3
Mods: +3 melee, +3 saves
Movement: 12
Stats: STR +1, DEX +2
Attacks: by weapon +1
Extra: Mindless, immune to cold, lightning, petrification and impaling, resistant to turning and magic. Night vision, see invisible and detect illusions.

Skeletons are very fast undead creatures, which have long since lost all meat in their bodies.

Warriors: Skeletal warriors are very rare and dreadful skeletons. They have HD 8, +6 melee and saves, AC base 0, STR +3 and are immune to magic and turning, in addition to standard skeleton immunities and resistances.

Wight

AC: 5 + armor
HD: 5
Mods: +3 saves
Movement: 10
Stats: STR +3
Attacks: by weapon or 1 claw (d6+energy drain 2d10)
Extra: Immune to cold and mind, resistant to lightning and impaling. Night dweller.

Skinny corpse with long claws.

Zombie

AC: original -2 (human 8 + armor)
HD: original +2 (human 5)
Mods: +1 original saves (human +2)
Movement: halved original (human 5)
Stats: STR original+1 (human +2)
Attacks: by weapon
Extra: Immune to impaling. Resistant to cold and lighting. Slow, mindless, enchanted, see invisible, detect illusions and night dweller.

Living corpse of the original creature. Some Zombies can be non-slow and faster, and see well in bright daylight.

Undead, Spirits

Notes
All undead creatures are unholy and non-living, and thus immune to death, aging, sleep, poison and disease.
In addition to that, spirit undeads are immune to cold, mind, impaling, petrification and polymorph, resistant to physical. They also see invisible and detect illusions and feed on death. This means that any death attack causes them to grow!

Banshee

AC: 0
HD: 8
Mods: +3 saves
Movement: 12
Stats: INT +2
Attacks: 1 touch (cold 2d10)
Extra: Ethereal, scaring, night dweller. Immune to lightning.
Powers: Wail once per day.

The banshee, groaning spirit, is the spirit of an evil female elf. It can once a day howl a wail, that causes all creatures within 10 meters to save versus death magic or die instantly.

Ghost

AC: 0
HD: 12
Mods: +5 saves
Movement: 8
Stats: INT +1
Attacks: 1 touch (aging 4d20, only if materialized)
Extra: Scaring, night dweller. Immune to physical if ethereal, always immune to lightning and fire.
Powers: Possess once per hour

Ghost is an apparition of an evil dead person. It is usually when first encountered completely ethereal and immune to almost everything. A successful Banish (or Banish Evil) cast on it causes 2d20 damage while in this state. In addition, it causes it to immediately leave any creature possessed.
To possess a creature, the ethereal ghost must come within 5 meters of the victim. The victim must then save versus magic at -4 or become possessed. While possessed, the ghost completely controls the victim. If the victim is killed or Banish is successfully cast, the Ghost returns to etheral form. Then it materializes to attack.
While material, it can be stuck with weapons, but it is still resistant to physical damage. The ghost tries to touch its opponents, each hit causing aging damage and temporary loss of one STR for each 20 damage inflicted by the touch. Any creature killed by the ghost is forever gone.

Shadow

AC: 6
HD: 4
Mods: +2 saves
Movement: 10
Stats: STR +1
Attacks: 1 touch (freeze d6+1 + strength drain)
Extra: Immune to turning. Not unholy and do not feed on death.

Shadows are strange creatures of spiritual origin. Unlike other spirits, they are not unholy. A touch of shadow causes, in addition to freezing damage, a loss of temporary STR point. Creature killed by shadow by either chilling to death or by draining STR to -4 is turned into a shadow. In this way lost STR points return at the rate of 1 point per hour.
Unless in bright light, shadow is almost undetectable and all attacks against it are at -4.

Spectre

AC: 0
HD: 10
Mods: +5 saves
Movement: 6
Stats: STR +3
Attacks: 1 touch (energy drain 2d20 + freeze d10)
Extra: Ethereal, night dweller, flying. Regenerate 3 hp/round.
Powers: Aura of Fear

Spectre is a semi-trasnparent ghostly apparition, whose touch brings numbness and death. Any creature killed by a spectre raises as a new one, during next sunset.
In addition to its life-draining touch, a spectre creates an unnatural aura of fright around itself, forcing all creatures within 5 meter to save vs. magical fear at -4 or become scared.

Wraith

AC: 2
HD: 6
Mods: +3 saves
Movement: 8
Stats: STR +1
Attacks: 1 touch (energy drain 2d10, grab), Gaze of fear
Extra: Resistant to fire. Night dweller, flying. Regenerate 2 hp/round.

Dark smoky form with glowing red eyes - any creature which it gazes must save vs. fear or is scared. A wraith will grab its victim on natural attack roll 18 or more, and automatically continue draining until victim is dead. Creature killed by wraith will raise as new after day from death.


HDD3 RPG system (c) Kalle Marjola 1996-97. All rights reserved.