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10 APRIL 1990

Monstrous Compendium?
We’ve seen a lot of weird monsters front flank; 3 = unshielded (or right) DIET: Carnivore
here at DRAGON® Magazine. We’ve front flank; 4-8 = behind opponent; 9-12 INTELLIGENCE: Animal
= on top of opponent. If a blink mam- TREASURE: Wool (if you can get it)
even published some of them, like
moth appears directly above its opponent, ALIGNMENT Neutral evil
the giant vampire frog in issue #50, the victim is crushed for 6-36 hp damage. NO. APPEARING: 2-20
but some monsters we’ve received All of his equipment must save vs. crush- ARMOR CLASS: 7
were so weird that we’d read one of ing blow, and the victim must save vs. MOVEMENT: 15
them and think, “Jeez, nobody will wands to avoid being knocked uncon- HIT DICE: 1 + 1
ever want to see this thing!” Fat lot scious for 2-12 rounds. Only one blink THAC0: 19
we knew. There were giant evil mammoth will “drop in on” a victim at a NO. OF ATTACKS: 1 bite
time. Additionally, any victim so struck DAMAGE/ATTACK: 2-8
black squirrels in the Monster Man- must make a dexterity check on 4d6 to SPECIAL ATTACKS: Poisonous bite
ual II, and there was the flumph and avoid being knocked down, thus giving the SPECIAL DEFENSES: Immune to fear,
the cavalier, and in the SPELLJAM- blink mammoths a +2 to-hit bonus if the charm, and hold spells
MER™ boxed set are giant-no, we victim fails to get initiative to stand up. MAGIC RESISTANCE: Standard
can’t say it. It’s too awful. (Hint: One The heavy tusks of these mammoths SIZE: S-M (3-4 ’ tall at shoulder)
of them could store a 100-lb. sack of have 150% of the weight and value of MORALE: Fearless (19)
Hartz Mountain Hamster Nummies elephants’ tusks, being worth 1d6 × 150 gp XP VALUE: 175
each, or about 6 gp per pound. Getting the
in each cheek.) tusks, of course, is a problem. From some unknown source, these
We’ve learned a bitter lesson. deadly sheep roam the verdant hillsides
We’ve searched our monster files for where they live, ravaging anything in their
every single weird monster that we Death Sheep paths. From a distance, they seem to be
could find, and at no small personal Created by: M. W. Rodgers nothing more than wild, somewhat dirty
cost to ourselves, we’ve converted sheep. Up close, however, the sheep can
them into AD&D® 2nd Edition game CLIMATE/TERRAIN: Temperate hill be seen to have an evil nature. Their large
FREQUENCY: Bather rare mouths are filled with long, sharp black
statistics, just in case you happen to ORGANIZATION: Herd teeth that drip vile ichor.
use them on your players. They’d ACTIVITY CYCLE: Day These sheep attack any living thing that
love it. You bet. —The Editors

Blink Wooly Mammoth


Created by: Sharon Jenkins

CLIMATE/TERRAIN: Subarctic plains


FREQUENCY: Very rare
ORGANIZATION: Herd
ACTIVITY CYCLE: Day
DIET: Herbivore
INTELLIGENCE: Semi-
TREASURE: Tusks (good luck!)
ALIGNMENT: Neutral
NO. APPEARING: 1-12
ARMOR CLASS: 5
MOVEMENT: 12
HIT DICE: 15
THAC0: 5
NO. OF ATTACKS: 5 (2 tusks, 1 trunk con-
striction, 2 forefeet)
DAMAGE/ATTACK: 2-16/2-16/2-12/2-12-12
SPECIAL ATTACKS: Blinking
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SIZE: L (14’ tall at shoulder)
MORALE: Elite (14)
XP VALUE: 12,000

These otherwise normal mammoths


blink in and out at random when attacked,
using a limited form of teleportation as do
blink dogs (see Monstrous Compendium,
“Dogs”). They will blink on a roll of 5 or
better on 1d12, with a range of up to 60’,
and will reappear as per a 1d12 roll: 1 =
in front of opponent; 2 = shield (or left)
DRAGON 11
Monstrous Compendium?
they can find, fearing nothing and fighting All maddened and surviving victims of ARMOR CLASS: 10
to the death. Because of their ferocious- the death sheep, except other sheep, live MOVEMENT: 9 (and can climb flawlessly)
ness, the sheep make all attacks at +2 to only as many days as they have hit points. HIT DICE: 1-28 (3d10 -2) servings
hit and damage. If a victim is bitten, he Therefore, only the death sheep are ever THAC0: Nil; see text
must make a save vs. poison at +2 or found, and they do not attack one another. NO. OF ATTACKS: 1 smother
become as mad as the sheep are in 1-10 Death sheep typically travel in flocks (woe DAMAGE/ATTACK: See text
days. The victim’s teeth gradually turn to the unwary wolf!) and eat animal flesh, SPECIAL ATTACKS: Smothering
black and become sharp and pointed, and be it fresh or rotten. Birds, reptiles, and all SPECIAL DEFENSES: Only harmed by
finally the victim is totally consumed with other animals (except mammals) are im- snarfing (see text)
insanity and berserkly attacks any living mune to the poisonous bite of the death MAGIC RESISTANCE: Immune to all spells
thing that it senses, using only its teeth. sheep. It is speculated that the death sheep (see text)
The only way to save an infected crea- are a product of some mage’s experiments SIZE: S (1-3’square, or 1-28 cubic feet)
ture is to cast remove curse, cure disease, with rabies, and rumors hold that one MORALE: Fearless (20) until snarfed; then
and neutralize poison spells upon it before particularly ambitious death sheep named Average (10)
half of the 1-10 day cycle is complete. Any Basil (9 hp) is their leader. XP VALUE: 10 calories per serving
of the above three spells cast singly only
slows down the progress of the disease by The gello monster is a variant of the
one day. Gello Monster gelatinous cube. These dreaded monsters
Any creature consumed by the disease Created by: William S. Greenway came into being when a convention of
cannot be tamed or controlled in any gelatin merchants, which had mistakenly
fashion. Such creatures can be captured CLIMATE/TERRAIN: Subterranean been held in the Grotto of the Gelatinous
and penned up, or perhaps tied up and FREQUENCY: Quite rare Cubes because the organizer thought it
released later. A favorite battle tactic of ORGANIZATION: Solitary sounded appropriate, was ambushed by a
one general was to capture several of ACTIVITY CYCLE: Any horde of gelatinous cubes. The cubes, of
these sheep, place them in boxed carts, DIET: Omnivore course, devoured all that was there, in-
and release them in the direction of his INTELLIGENCE: Non- cluding many of the gelatin mixes that the
enemies. It worked well until one sheep TREASURE: Incidental merchants had on display. Once inside the
turned around and looked back; then ALIGNMENT: Neutral, if squishy cubes, the gelatin mixes diffused through-
things got a little sticky. NO. APPEARING: 1 out their bodies, reacting with the internal
juices of the cubes and radically altered
their physiology.
The cubes, of course, acquired the fla-
vor and coloring of the mixes they con-
Man-Drake, Paper Dragon, and Pink Dragon sumed, and are now found in many colors
and flavors, varying from red to puce, and
from cherry to blackberry-orange. As a
result of having acquired the coloring of
the gelatin mixes, the silent-moving gello
monsters cause victims to have a -1 on
their surprise rolls (gello monsters are
small, which helps, but they all smell very
strongly of whatever flavor they happen
to be).
When attacking, a gello monster slithers
up a character’s body and attempts to
cover his breathing orifices, doing 2-8 hp
smothering damage per round (no to-hit
roll required). Once a meal is dead, a gello
monster takes 2-8 days to eat it by means
of weak digestive juice (also a result of the
gelatin infusion).
Defensively, gello monsters are well-nigh
invulnerable. Blows from edged weapons
only divide them evenly into smaller mon-
sters, and blunt weapons bounce off them
harmlessly, with a 35% chance of hitting
the wielder on the rebound. Magical spells
affect them, but only in a limited way.
Heat- and cold-based spells make them
either warmer or colder but do not harm
them, and all other spells have similar
results. For example, a magic missile at-
tack would make one only quiver, and an
ice storm would only serve as a decorative
topping.
The only way to defeat a gello monster
is to snarf it —i.e., eat it as fast as possible.

12 APRIL 1990
Monstrous Compendium?
Snarfing attacks are made by rolling 4d6 ORGANIZATION: Grove lowest branches, which are equipped with
vs. the snarfer’s constitution. If the roll is ACTIVITY CYCLE: Any seemingly normal but unusually hard and
less than the constitution of the snarfer, DIET: Photosynthesis, with supplemental strong needles. There is no way to distin-
then he has successfully snarfed one serv- “organic enrichment” of the soil in guish a killer spruce from a normal spruce
ing of damage against the gello monster. If which it lives except to examine its needles carefully (at
the roll is greater, the character is unable INTELLIGENCE: Non- which point it will attack you anyway).
to snarf that round (but he can try later, as TREASURE: Incidental Young killer spruce behave in all ways like
there’s always room for gello). If the roll ALIGNMENT: Neutral evil normal spruces until they reach full
equals a snarfer’s constitution, he must NO. APPEARING: 1-4 treehood. All killer spruce show a marked
rest for one round but may automatically ARMOR CLASS: 0 (trunk)/3 (branches) preference for elven victims.
snarf on the following round. If a snarfer MOVEMENT: Nil If a killer spruce has been brought to
eats at least two servings but then fails his HIT DICE: 8 zero or fewer hit points, it makes one final
snarfing roll three times in a row, he may THAC0: 13 attempt to destroy its opponents by falling
snarf no more and must excuse himself NO. OF ATTACKS: 6 branch strikes over onto them. Anyone hit by such an
from combat. If the snarfer does not es- DAMAGE/ATTACK: 2-12 per strike attack suffers 5-30 hp damage and must
cape, he will be at the mercy of the gello SPECIAL ATTACKS: Dying blow, possible make a dexterity check on 1d20 or be
monster. About one cubic foot of a gello poison trapped beneath the fallen spruce. A killer
monster equals the amount a character SPECIAL DEFENSES: Camouflage, resistant spruce does not care about treasure, but
may snarf in one round. to blunt weapons there might still be some valuables lying
Huge versions of gello monsters are MAGIC RESISTANCE: Standard under it, left there by past victims at the
whispered of, so large that only giants SIZE: L (30’ tall) DM’s discretion.
could snarf them. Little else is known. MORALE: Fearless (20), as it can’t run Some of these fierce conifers (15%) also
away have a weak poison on their needles that
XP VALUE: 5,000 (7,000 if poisonous) requires a character to save vs. poison at
Killer Spruce +3. Anyone who fails the save falls into a
Created by: Hans Persson A killer spruce is an ill-tempered tree comatose sleep for 1-4 turns and may be
that can stand no other kinds of life near attacked at +4 to hit by the spruce.
CLIMATE/TERRAIN: Subarctic forests it. It attacks all creatures passing under it Attacking a killer spruce with blunt
FREQUENCY: Sorta rare by hitting downward and inward with its weapons does only one-quarter normal
damage. A killer spruce is very susceptible
to fire, and all such attacks are saved
against at -4. Druids can only speculate
as to how killer spruce originated, and
Death Sheep, Pigeontoads, and Killer Spruce they dislike the time they spend rescuing
adventurers from their clutches.

Man-Drake
Created by: R. Derek Pattison

CLIMATE/TERRAIN: Temperate wetlands


FREQUENCY: Fairly rare
ORGANIZATION: Solitary (bachelor)
ACTIVITY CYCLE: Day
DIET: Herbivore
INTELLIGENCE: Low-Average
TREASURE: 10% chance of V per hit die
ALIGNMENT: Chaotic neutral
NO. APPEARING: 1
ARMOR CLASS: 7
MOVEMENT: 12, Fly 12 (B), Swim 9
HIT DICE: 1-6 (as per druid of level 1-6)
THAC0: As per druidic level
NO. OF ATTACKS: 1 beak bite, or by
weapon type in human form
DAMAGE/ATTACK: 1-2 or by weapon
SPECIAL ATTACKS: Spells
SPECIAL DEFENSES: Spells
MAGIC RESISTANCE: Standard
SIZE: T (1' tall as duck) to M (5-6’ tall as
human or elf)
MORALE: Average (9)
XP VALUE: 65 to 975 (max.)

A man-drake is a duck that has the magi-


cal ability to periodically assume the form
of a very charismatic and comely (but

14 APRIL 1990
Monstrous Compendium?
stupid) human, elven, or half-elven male. went wrong, and the paper dragon’s pur- attack is the hurling of its most recently
This power is inherited by all of the man- pose was altered. Instead of protecting eaten spell. When encountered, a paper
drake’s male children (born or hatched), scrolls, it now considered them a food dragon has 1-4 magical scrolls in its lair
who undergo their changes upon reaching source. By the time the wizard found this that it is saving for food. Generate each
adulthood and for 1-4 days around each out, the dragon had gone—and left him scroll using Table 90 in the AD&D 2nd
full moon thereafter. with an empty library. Edition Dungeon Master’s Guide (pages
In manlike shape, all man-drakes are The paper dragon can now be found in 135-136), then generate one extra scroll to
druids. To find the druidic level of a ran- scrolls, spell books, or almost any sort of represent the last meal that the paper
dom man-drake, roll 1d6; their druidic magical writings. It derives nourishment dragon has eaten. Randomly generate one
levels never improve or worsen. Spell from the magical inks used in such writ- spell from that eaten scroll, and that will
selection is completely random. ings. Due to its two-dimensional appear- be the spell the paper dragon is able to
Man-drakes constantly woo swanmays, ance and coloration, it has a 50% chance cast at the adventurers. If the scroll was a
although the latter are appalled by them of being mistaken in low torchlight for protection scroll, the dragon can create
and always ignore them. If not encoun- merely a drawing of a dragon. Closer that protective effect; if the scroll was
tered while doing some over-chivalrous inspection or better lighting reveals its cursed, the dragon has no effective spell
things in the presence of a swanmay, a true nature. attack. The paper dragon casts its spell or
man-drake is usually sulking, alone except The paper dragon attacks by two meth- effect by appearing to burp in the direc-
for his constant duck companions (1-6 ods. The first method is a physical attack tion of its victims. If hard pressed, a paper
ducks, forget the stats). A man-drake with two claws, a bite, and a tail sting. The dragon may hurriedly gulp down part or
wears no armor in manlike form, but he tail stinger injects poison that causes sleep all of a scroll; it is able to eat one spell
can fight with simple weapons like a club for two turns. If a save vs. poison is made, from a scroll without disturbing other
or staff. The man-drake is not to be con- the effect is drowsiness that also lasts for spells, and it can read magic to determine
fused with a mandrake, which is some- two turns. While drowsy, the character which spell will be the most advantageous.
thing completely different. cannot engage in any activity that requires The consumption of part or all of a scroll
fast movement or dexterity (climbing, takes one round.
picking locks, dodging missiles, etc.), and Paper dragons are good natured but
Paper Dragon he suffers a -3 penalty on to-hit and destructive. How they manage to repro-
Created by: Kay I. Lilley damage rolls (minimum of 1hp damage). duce is a complete mystery. If slain, a
The paper dragon’s second mode of paper dragon may be unfolded like an
CLIMATE/TERRAIN: Any place with magi-
cal scrolls, books, etc.
FREQUENCY: Darn rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Any paper with magical writings
INTELLIGENCE: Very-high
TREASURE: T
ALIGNMENT: Chaotic good
NO. APPEARING: 1
ARMOR CLASS: 6 (2 in flight)
MOVEMENT: 6, Fly 24 (B)
HIT DICE: 2 +2
THAC0: 19
NO. OF ATTACKS: 4 (claw/claw/bite/tail
sting)
DAMAGE/ATTACK: 1-2/1-2/1-4/1-3
SPECIAL ATTACKS: Poisonous sting, possi-
ble spell use
SPECIAL DEFENSES: Camouflage
MAGIC RESISTANCE: Standard
SIZE: T (6” long)
MORALE: Steady (12)
XP VALUE: 650

Legend holds that this almost two-


dimensional creature was created to re-
semble, or possibly is, a true dragon. The
wizard responsible for its creation was a
bit eccentric (obviously) and had set out to
make a guardian for his library of spells.
After creating the paper dragon and find-
ing out how well the creature worked, he
channeled more magical energy into mak-
ing it a living thing, able to exist anywhere
and to breed, therefore causing a new
race of dragons to come forth. But in the
process of accomplishing this, something

DRAGON 15
Monstrous Compendium?
origami figure; if the unfolder passes a ARMOR CLASS: 7 ards, and other swamp creatures, but
dexterity check on 1d20 (to keep from MOVEMENT: 6, Fly 12 (D) pigeontoads eat whatever they can kill,
tearing the paper) and if the paper dragon HIT DICE: 1 and a flock can kill quite a variety of
was not damaged in any way by its cause THAC0: 19 things.
of death, the dragon unfolds into a 1’- NO. OF ATTACKS: 3 (claw/claw/bite) These creatures have no treasures, at
square sheet of paper upon which the DAMAGE/ATTACK: 1/1/1-4 least not so far as humans are concerned.
contents of the last scroll it has eaten are SPECIAL ATTACKS: Automatic damage Lizard men, however, eat the jellylike mass
written down. with grasp, possibly poisonous bite of eggs and have been known to domesti-
A paper dragon appears to be a very SPECIAL DEFENSES: Nil cate small flocks of the creatures, using
small dragon made of some expensive MAGIC RESISTANCE: Standard them as guards and to produce quantities
parchment, upon which decorations ap- SIZE: S (2’long, 15 lbs.) of eggs for consumption. Adult pigeon-
pear like handwriting or illustrations. MORALE: Steady (12), or Elite (14) in a toads do not seem to venture into the
group of 10 + water except to mate; they lair in hollow
XP VALUE: 35 (175 if poisonous) trees, bushes, or stumps.
Pigeontoad Olive-green is the predominant color of
Created by: John Hamilton These awkward, oviparous crossbreeds most pigeontoads, fading to a pale yellow
are usually found only in swampy condi- underbelly. Their wings are gray with
CLIMATE/TERRAIN: Temperate wetlands tions, although they sometimes dwell in some greenish tint. The beak and feet are
and forests dark forests near pools of water. They black. Pigeontoads make a croaking sound
FREQUENCY Mostly rare have also been found underground, but when alarmed, sounding not unlike nor-
ORGANIZATION: Flock again only when they have easy access to mal toads.
ACTIVITY CYCLE: Day water. They are more common in warm
DIET: Carnivore climes but are found in less temperate
INTELLIGENCE: Animal zones as well. Pigeontoads have toadlike Pink Dragon
TREASURE: Nil (lizard men like their eggs, bodies with leathery wings and birdlike Created by: Jeanne McGuire
though) talons.
ALIGNMENT: Neutral A pigeontoad attacks a single opponent CLIMATE/TERRAIN: Any
NO. APPEARING: 2-12 with two grasping claws and a sharp- FREQUENCY: Really, really rare
beaked bite. If both claws hit in the same ORGANIZATION: Family group
round, the opponent has been grasped ACTIVITY CYCLE: Any
and the claw damage is automatic until the DIET: Carnivore
creature has been killed. Beak attacks are INTELLIGENCE: High
at +2 to hit while an opponent is grasped, TREASURE: E
About 15% of all pigeontoad flocks are ALIGNMENT: Chaotic neutral
poisonous; poisonous and nonpoisonous NO. APPEARING: 1-4
flocks never mix. The poison is adminis- ARMOR CLASS: 2
tered by a successful bite and causes dam- MOVEMENT: 9, Fly 18 (B)
age equal to that of the bite (so if the bite HIT DICE: 6-8
does 3 hp damage, the poison damage is THAC0: 15 (6 HD) or 13 (7-8 HD)
likewise 3 hp). If the victim fails a save vs. NO. OF ATTACKS: 3 (claw/claw/bite)
poison, he becomes weak, gradually losing DAMAGE/ATTACK: 1-6/1-6/3-18
strength and constitution points as the SPECIAL ATTACKS: Breath weapon, possi-
poison takes effect at the rate of one point ble spell use
(each) per turn. Once both scores have SPECIAL DEFENSES: Possible spell use
reached 1, the victim is too weak to move MAGIC RESISTANCE: Standard
and will die in 13-24 hours unless the SIZE: L (up to 36’ long)
poison is neutralized. MORALE: Average (10)
The female pigeontoad lays a clutch of XP VALUE: 650 to 2,000
10-100 eggs in the water every spring. At
least 75% of these eggs are consumed by Pink dragons can be found almost any-
natural predators. The young that hatch where, most frequently in some form of
resemble tadpoles, with vestigial wings underground lair. Many hapless adventur-
that serve as fins. Their size is about 3” at ers have been fatally fooled by the drag-
hatching, and growth is gradual at first; on’s dopey appearance and delicate pink
but by summer’s end, the tiny pigeontoads coloration. Pink dragons love to talk, but
can fly short distances. By the end of fall, they are prone to eat those who do not
they have reached normal size and either laugh at their jokes.
join the flock or, if enough have survived, The breath weapon of the pink dragon is
form a new flock and search for a new highly unusual. A special stomach serves
nesting ground. The life span of these to mix fatty secretions with a fluid closely
creatures is 3-5 years, resembling lye. The resulting goop pro-
Pigeontoad flocks can be a menace to duces the breath weapon, a bubble cloud
local communities, feeding indiscrimi- similar to that produced by a horn of
nately on pets, herd animals, and humans. bubbles. This cloud is 60’ long, 50’ wide,
The flock attacks en masse and does not and 20’ high, and it lasts 2-12 rounds.
fear humans except in great numbers. Anyone trapped in this cloud is painfully
Their normal diet consists of snakes, liz- blinded for 4-16 rounds due to soap in his

18 APRIL 1990
Monstrous Compendium?
eyes, making magic virtually impossible to Instead, it attempts to slip under the one regardless of the slapper’s level, class,
cast; this places a -6 penalty on all attack clothes and armor of its victim and to race, abilities, or attributes. Ticklers can-
rolls, saving throws, and damage (1 hp tickle the character unmercifully. Victims not be slapped through any form of plate
damage minimum), and negates dexterity are treated as AC 10 plus any dexterity armor.
bonuses to armor class. Movement is adjustments and magical bonuses from Other methods of getting rid of these
random as the affected person stumbles rings of protection and the like. However, creatures include stripping the clothing off
around. A successful save vs. breath armor (magical or not) affords no protec- a victim, which results in the tickler going
weapon indicates that the character closed tion against these creatures. to a new victim. Fire kills them instantly,
his eyes before the soap affected them, in The victim’s laughter prevents him from doing appropriate damage to the victim.
which case only the normal penalties for taking action of any sort and can also Water is the best method, rendering the
fighting blind apply, without the distrac- double the chances of wandering monster tickler helpless and immobile for 2-5
tion caused by the pain of the soap in the encounters, because of the noise. Further- rounds, during which time they may be
eyes. If the victim’s eyes are protected, as more, if the laughter is allowed to persist killed at leisure.
by goggles, the obscuring effects alone are for more than six rounds, the victim must
operative, giving only a -2 modifier to hit make a constitution check on 1d20 every
for as long as the bubbles last. There is no subsequent round or suffer 1 hp damage. Tin Golem
saving throw against the obscurement It is theorized that these creatures feed Created by: Scott Wile
effect, as the cloud also affects infravision off the laughter generated by their at-
and ultravision. When the bubble cloud is tacks. They will depart a dead or uncon- CLIMATE/TERRAIN: Any
in place, the dragon merely closes his scious victim or any victim otherwise FREQUENCY: Usually rare
transparent protective third eyelids and, silenced, such as by a silence 15’ radius ORGANIZATION: None
using a batlike sonar, attacks with his spell. ACTIVITY CYCLE: Any
highly accurate claw/claw/bite routine. While in flight, ticklers are difficult to DIET: Pretty little, considering that it
Those few pink dragons able to use see and to hit. Victims have a -6 penalty doesn’t eat
magic (20%) gain one first-level mage spell on surprise, until the ticklers enter their INTELLIGENCE: Non-
(as per illusionists), determined randomly, victim’s clothing. Undetected ticklers get a TREASURE: Nil
for each stage of growth. If a spell is rolled +2 to hit. While in the victim’s clothing, ALIGNMENT: Neutral
twice, the dragon is able to use that spell they may only be slapped at, and there is NO. APPEARING: 1
twice per day. Due to the somewhat silly only a 10% chance of hitting and killing ARMOR CLASS: 4
appearance of the pink dragon, it com-
pletely lacks any sort of fear aura.
Blink Wooly Mammoths,
Tickler Unicows, and Were-Hare
Created by: Erik Freske

CLIMATE/TERRAIN: Any
FREQUENCY: Awfully rare
ORGANIZATION: Flock
ACTIVITY CYCLE: Any
DIET: Feeds off laughter
INTELLIGENCE: Non-
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 3-12
ARMOR CLASS: -6
MOVEMENT: Fly 18 (A)
HIT DICE: 1 hp
THAC0: 20 (but see text)
NO. OF ATTACKS: 1 tickle
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: Tickling
SPECIAL DEFENSES: +4 to surprise if in
flight
MAGIC RESISTANCE: Standard
SIZE: T (2” long)
MORALE: Average (10)
XP VALUE: Be serious

This bizarre creature appears as a tiny


ball of gray flesh from which projects a
pair of featherlike white wings. It is under
2” long and can fly rapidly. It can be
found anywhere, both above and below
ground, except in the very hottest and
coldest regions.
The tickler does not attack for damage.
DRAGON 19
Monstrous Compendium?
MOVEMENT: 6 of the wizard override any others. center of its forehead that can strike for
HIT DICE: 10 (45 hp) Tin golems can be struck by any 2-20 hp damage with a +2 bonus on to-hit
THAC0: 11 weapon, but edged or pointed weapons rolls if the beast charges 30’ or more
NO. OF ATTACKS: 1 weapon must save vs. crushing blow or else be before striking its opponent. Coloration is
DAMAGE/ATTACK: 1-12 bent or dulled ( -2 to hit and damage); usually white with black patches.
SPECIAL ATTACKS: Nil each magical “plus” gives the weapon a This creature saves as a 7th-level wizard,
SPECIAL DEFENSES: Resistances and saving-throw bonus. In addition, all edged cannot be charmed or held by magic, and
immunities to spells and weapons and pointed weapons do only half damage is unaffected by death spells. Its milk gives
MAGIC RESISTANCE: Standard to a tin golem. Crushing weapons do full any drinker a +2 bonus to constitution
SIZE: M (6-7’ tall) damage unless they are made of wood or for 2-5 hours.
MORALE: Fearless (20) bone, in which case they do half damage. Unicows (unicattle?) speak their own
XI’ VALUE: 3,000 Tin golems are immune to cold- and fire- language, though their conversations are
based attacks; electricity ricochets off rather narrowly restricted to discussions
Construction of a tin golem requires a them, but acid does full damage. Gas and of grass quality. No one has any clue as to
wizard and priest, each of at least 12th magic missiles do not affect them, nor how or why these creatures exist. Your
level, employing wish, polymorph any does any spell that affects living things editors are not making any judgments,
object, geas, resist fire, resist cold, and (e.g., hold, charm,, hypnotism, etc.). either.
protection from normal missiles spells. Tin golems appear to be toylike carica-
The cost of construction is 1,000 gp per hit tures of mankind, dressed in red coattails
point and two months’ construction time. and with tall blue or black hats with Werelagomorph (Were-hare)
The tin golem remains under the control matching high boots. Most have white Created by: Sharon Jenkins
of its wizard creator. It obeys any simple baldrics with white pants tucked into their
commands and remains motionless indefi- boots. All carry huge sabres. The outfit is CLIMATE/TERRAIN: Temperate climes,
nitely until called forth. The wizard can considered to be traditional (its origin is underground
optionally “program” it with a command unknown) and does not appear to affect FREQUENCY: Not rare enough
word for use by others, but the commands the performance of the golem, which is ORGANIZATION: Herd, if that is the right
also called a tin soldier. word for a bunch of rabbits
ACTIVITY CYCLE: Any
DIET: Herbivore (kills out of meanness)
Unicow INTELLIGENCE: Low
Created by: Sharon Jenkins TREASURE: Nil
ALIGNMENT: Chaotic evil
CLIMATE/TERRAIN: Temperate grasslands, NO. APPEARING: 1-8
Errers like Wisconsin ARMOR CLASS: 4 in hare form, 6 in were-
FREQUENCY: Medium rare hare form
We’ve caught a few editorial misteaks ORGANIZATION: Herd MOVEMENT: 24 in hare form, 12 in were-
in our magazine recently (take out ACTIVITY CYCLE: Day hare form
your red pens): DIET: Herbivore HIT DICE: 3 (24 hp in were-hare form, 3
In DRAGON® issue #152, page 70, INTELLIGENCE: Average hp in hare form)
the computer-game clues for Hillsfar TREASURE: X THAC0: 17
are actually for Heroes of the Lance. ALIGNMENT Neutral NO. OF ATTACKS: 3 (claw/claw/nibble) or 1
For some reason, the editor placed NO. APPEARING: 1-10 (weapon) in were-hare form, nil in hare
a “Jr.” on the end of author Craig ARMOR CLASS: 2 form
Barrett’s name every time it was men- MOVEMENT: 12 DAMAGE/ATTACK: 1/1/1 -4 or by weapon
tioned in issue #153. Craig is not a HIT DICE: 3 +2 type (were-hare form only)
“junior.” Sorry, Craig. THAC0: 27 SPECIAL ATTACKS: Diseased bite (lycan-
Readers checking out “Role-playing NO. OF ATTACKS: 3 (hoof/hoof/horn) thropy)
Reviews” in issue #154 may have DAMAGE/ATTACK: 1-4/1-4/1-10 SPECIAL DEFENSES: Struck only by silver
noticed some strange wording on SPECIAL ATTACKS: Charge or magical weapons
page 56. The second line from the SPECIAL DEFENSES: Immune to certain MAGIC RESISTANCE: Standard
bottom of the second column was spells SIZE: S (2 ’ long in hare form) to M (4½ ’ tall
somehow repeated from earlier in the MAGIC RESISTANCE: Standard in were-hare form)
text. The complete sentence (more SIZE: L (5’ tall at shoulder) MORALE: Unsteady (5)
properly edited) should have read: MORALE: Average (10) XP VALUE: 175
“The eclipse of national goverments XP VALUE: 420
by multinational corporations; the This creature appears as a hare but
enhancement of human senses, reac- The unicow lives in grassy plains and changes to its were-form if attacked. In
tions, memory, and processing by shuns contact with humans and human- were-form, it can attack with a one-
cybernetic hardware and software; the oids. Like the unicorn, it can be tamed by handed weapon for normal damage. This
adventures of netrunners and data- a maiden pure of heart, though she must creature has a mean streak a mile wide,
pirates in the computer analogue be of neutral alignment and probably not and passes up no opportunity to prove
universe of Cyberspace and the very bright. These “milkmaids” (or “cow- how awful it can be, though it is not par-
Matrix-all will be familiar genre con- girls”) care for their unicows with great ticularly brave and so rarely carries out its
ventions to readers of cyberpunk love and diligence right up to the day they plans.
novels like Neuromancer and sell their unicows to the Elven Stockyards This creature can be hit by only silver or
Hardwired.” for meatloaf. magical weapons, including Holy Hand
Each unicow has one blue horn in the Grenades.
20 APRIL 1990
several days recovering from their glut-
tony. Common behir hibernate during the
winter and spend much of their time
fattening up before its onset.4
Though massive and bulky creatures,
behir are surprisingly quick and nimble,
capable of overtaking human prey though
not horses. They also climb remarkably
well and dan move straight up the face of
a mountainous cliff. When full grown,
behir often measure as much as 40’ in
length, though being reptilian they never
stop growing. Enormous shed scales have
been found that indicate some ancient
specimens might be 60’ long.
Although only dimly intelligent when
compared to humans, behir have a terrible
natural cunning and are quite adept at
acquiring prey by simple means. They
prefer to attack from ambush, and openly
confront only small groups of creatures. A
pair occasionally works in concert to
obtain prey, one flushing prey into the
waiting claws and jaws of the other, but
this working together seems to be uninten-
tionial, as behir are unsociable as a rule
and will fight over a large kill.
A behir can attack in numerous ways,
An excerpt from the tome Creatures of are too fanciful to believe. I will assume
most commonly by biting and, by rearing
the Wilderlands, by the sage and explorer their natures are much like that of the
up on the hindmost eight legs, clawing
Radamust: common behir until more is known. 2
with the four foremost legs. The behir can
One of the most malevolent creatures I The common behir is a violent, destruc-
also wrap its upper body around a large
have ever encountered is the behir. Having tive creature that frequents mountainous
victim to crush it, a tactic that also allows
nearly fallen victim to its depredations on and hilly terrain as well as open plains and
it to make two to six talon attacks on the
two separate occasions, I have endeavored temperate forests. It never remains in one
victim (depending on the latter’s size) until
to learn more about this wild and curious area very long, even if prey is plentiful,
the victim dies or manages to break free.
beast, which is occasionally mistaken for a and thus never accumulates much in the Having witnessed a mercifully brief battle
wingless dragon by the uneducated. way of spoils. Its den is usually a cave or
between an ogre and a behir, I can attest
A behir is unmistakable to the learned, well-hidden thicket where it rests while it
that even ogres find this a daunting task
once you have seen it. It is a twelve-legged is not hunting. It never brings prey back
and are unlikely to win such a struggle.
serpent, with each foot bearing three toes to its lair, preferring for the lair to remain
Less commonly, a behir will ram an oppo-
that end in razor-sharp talons. These unnoticed by scavengers and thus unlikely nent with its forehead or trample it under-
talons are hooked like a raptor’s but are to draw attention to the behir there.3
foot. Both of these attacks can be fatal to
designed for slashing, not grasping, prey. Behir are active during the day, though smaller creatures, although they are fairly
The body is covered in bandlike scales not exclusively, and they sleep during the
easy to avoid.5
from light to dark blue in color with gray- moonlit hours. They prey on all creatures On account of their size, behir can swal-
ish tints along the edges. The underside is smaller than they, particularly medium
also light blue and composed of a vertical and larger mammals such as boars, though
row of banded scales. The upper scales they will also attack humans, ogres, and
are very hard and tough and, if treated elves. Being reptilian in nature, behir
correctly, can be made into serviceable
armor.¹ The head is long, and the narrow
mouth is filled with many sharp teeth.
Two backward-curving horns project from
the rear of the skull, each black in color
and 3-4’ in length.
Upon beginning my investigation, I dis-
covered there was more than one species,
each with its own special abilities and
wildly divergent habitats. However, thank-
fully, these two other species are much
rarer than the common (or lightning)
behir, and are rarely encountered by
anyone who is not an explorer or a savage,
for they inhabit the fringes of the world:
humid jungles, deserts, and volcanic
plains. Because of their rarity, I was un-
able to discover much beyond their habi-
tats and have named them accordingly:
desert behir and jungle behir. Numerous
tales have been told of them, each giving
various descriptions of these beasts. Most

DRAGON 101
low man-size or smaller creatures whole. interesting phenomena. encumbrance, such armor provides pro-
The chance of this occurring is not very At this point I would also like to hypoth- tection equal to banded mail. Up to three
large, but once swallowed, there is almost esize on the natures of the other species of man-size armors can be constructed from
no chance of its prey escaping alive. The behir. Although unable to examine one a single slain behir. Some armorers or
digestive juices are strong enough to cor- close at hand, I have heard stories that smiths pay 500-1,000 gp for a behir’s hide
rode and dissolve metal in a few days, lead me to suspect each species has its in good condition.
flesh in a considerably shorter time. Need- own ranged magical attack, probably 2. The other species of behir are detailed
less to say, I have seen no one survive working on the same general principles as later. Both the desert behir and jungle
being swallowed. However, the acid is not those of the common behir. From this and behir are like the common behir in most
strong enough to dissolve gems or glass other aspects of its nature, I believe that respects, particularly in their destructive
and these sometimes will be found inside behir are magical in nature and are the habits, general life cycles, etc.
the stomach of a behir, the only treasure result of some ancient magical experiment 3. There is a 5% chance of encountering
they will possess.6 of wizards or godlings—as so many beasts a behir in its lair. If an encounter is indi-
Before I could continue my study of the we know seem to be. Perhaps time and cated, there is a 75% chance that the behir
beast, I needed a dead one for dissection. further research will tell. is sleeping. Any undue noise, as well as
Rather than risk life and limb in this pur- Behir grow steadily and are able to mate any attacks, will bring the behir instantly
suit, I employed cunning that I thought by their tenth year, the point at which awake.
even a behir would be proud of. Knowing they can be considered adults, Behir can 4. Because of their reptilian nature,
from my studies that behir are not averse live as long as 50-60 years in the wild, but behir become extremely sluggish when
to adding carrion to their diet, I poisoned few actually reach that age as most are temperatures fall below the freezing point,
the body of a dead ox and left it for a killed by predators before then. Mating especially if the weather is cloudy. Thus,
behir to find. However, the ploy was a takes place in early spring, with the pair cold-producing spells, such as cone of cold
failure, for no matter what poison I used, choosing a secluded cave in which to live and ice storm, reduce a behir’s movement
the behir walked away unscathed. Appar- during this time. The female lays 1-4 eggs, by half for 2-8 rounds. If the low tempera-
ently the strength of its digestive juices blue-green in color and about 2’ in length. tures can somehow be maintained, the
somehow destroyed the poison before it The eggs are leathery like a snake’s, and behir will go nearly dormant, seeking only
could take effect. Poisoned missiles also they and are buried under a light layer of to defend itself from attack and escape the
had no effect, and I was at a loss to explain sand or dirt. During the time it takes the cold by whatever means possible.
why until I found that the behir has a eggs to hatch—three to four weeks, 5. It seems unlikely that a behir will
thick layer of fat under its scales, like a normally—the female remains on guard at constrict prey that is only of human size.
pig. This explains why poison from arrows the nest. The male forages for both.7 If confronted with a human-size opponent,
never gets to its bloodstream. But parental attitudes do not last long, as it will bite (2-8 hp damage) and rear back
The most dangerous aspect of a behir, the young are quickly driven from the lair
however, is its ability to generate a bolt of after hatching and must fend for them-
lightning, perhaps in the same manner as selves. Few survive to adulthood, as any
a blue dragon. This bolt is roughly seven number of other monsters and foes—not
yards long and is directed from its mouth. the least of them being adventurers—will
Upon studying the remains of the behir I slay the young at any opportunity. It is
finally managed to obtain, I have discov- possible to train behir if captured while
ered a few clues to how this might be only months old. Such behir can be taught
done, but nothing conclusive. A large to understand simple commands and even
organ with an unusually high concentra- to speak a few words of Common, but
tion of metals lies adjacent to the stomach. they are capricious and wicked by nature,
This organ is connected by a system of respecting only power, and this loyalty
nerve structures to another, smaller organ usually lasts from one meal to the next or
in the back of the mouth. Again, the until a more powerful master comes
smaller organ has a high concentration of along. Thus, ownership of a behir can be a
metals. I hypothesize that an electrical double-edged sword. A behir that is much
current is produced in the larger gland by larger than its owner is certain to strike
some as yet unknown method, then stored out and become unmanageable.8
in the smaller gland until discharged. The The behir, surprisingly for its size, actu-
behir seems to have complete control over ally does not upset its environment beyond
this ability and is able to fire this bolt as its tendency to lay waste to civilized dwell-
often as five or six times per hour. ings in search of two-legged prey. Granted,
Perhaps to supply these organs, behir it is hated by all intelligent beings, which it
ingest fairly large quantities of metal, in turn hates, but it eats relatively little.
preferring copper and silver over all oth- However, being so well armored, so large,
ers. Few items of metallic nature are and so well equipped with weapons as it is,
found after a behir has slain a victim. one cannot imagine what possible good it
Occasionally, a behir can be distracted by serves except to torment humanity. Cer-
great amounts of copper or silver coins, tainly nature would not miss this beast, and
allowing passage or not attacking, but only it may be that extinction at the hands of
if the behir is well fed beforehand. The warriors and wizards will someday be the
high metal content in the behir’s bodily fate of this species. Would that it were gone
systems seems to have an added advantage tomorrow!
in that they are themselves unaffected by
electrical discharges in any form. Exactly Footnotes
how the behir uses the metal it eats or 1. A trained armorer or smith can con-
how it is involved in the generation of and struct armor from a behir’s hide. Such
resistance to the lightning is unknown, but armor takes two to four weeks and 2,000
I plan to continue my research into this gp to construct. Equivalent to chain mail in

DRAGON 103
to get four claw attacks (each doing 1-6 hp never be removed; there is a 50% chance or down by the DM depending on the
damage). If it meets an ogre, hill giant, the behir will abandon its current master circumstances.) By its tenth year, a behir
bull, or similar large animal, it will bite (2- for a new one if approached properly. will attempt to free itself and will become
8 hp damage) and simultaneously wrap its (This chance should be adjusted either up unmanageable in all respects.
body around the victim (doing 2-5 hp
damage from crushing and abrasion). On
the following round, the behir gives a
slight roll to its body to bring its “interior”
talons to bear on the entrapped prey, and Behir, variant
it can bite (2-8 hp damage) and attempt six
separate strikes with those talons (each Desert Jungle
strike doing 1-6 hp if it hits), though no CLIMATE/TERRAIN Dry, deserts Wet, rain forests
damage from constriction will be done, as FREQUENCY Very rare Very rare
the body will have pulled back far enough ORGANIZATION Solitary Solitary
to allow the talon attacks. If fighting a ACTIVITY CYCLE Day Day
dragon, a behir could even wrap itself DIET Carnivore Carnivore
around the dragon an attempt to bring all INTELLIGENCE Low Low
of its claws to bear, biting and constricting TREASURE Incidental Incidental
as well, and perhaps using its electrical ALIGNMENT Neutral evil Neutral evil
attack, too. The lightning strike is primar- NO. APPEARING 1-2 1-2
ily used against spell-casting adventurers, ARMOR CLASS 3 4
dragons, and other dangerous foes. MOVEMENT 15 15
A behir may also choose to butt an oppo- HIT DICE 10 14
nent (1-10 hp damage) or trample an oppo- THAC0 11 7
nent (4-16 hp damage). Both attacks are at NO. OF ATTACKS See below See below
-2 to hit against man-size or small crea- DAMAGE/ATTACK See below See below
tures, but if successful such attacks stun SPECIAL ATTACKS See below See below
victims for 1-4 rounds, not allowing them SPECIAL DEFENSES Immune to poison Immune to poison
to attack, defend, or escape. and heat and acid
6. It should be noted that the strength of MAGIC RESISTANCE Standard Standard
the acid is necessary to dissolve the metal SIZE L (35’ long) L (45’ long)
items the behir eats. For this reason, no MORALE Champion (15) Champion (15)
items of metallic origin are found in a X P V A L U E 8,000 12,000
behir’s stomach. Only gems and glass
objects are safe from the corroding effect Desert Behir: These creatures are found in deserts as well as volcanic plains.
of the acid. It takes a full day for the diges- Their platelike upper scales range in color from yellow to orange, while the belly
tive acids to dissipate enough for safe scales are fiery red. When attacking, the desert behir has available all the physical
removal of any gems or objects that might attacks of a normal behir. The desert behir's breath weapon, however, is a jet of
be in the stomach. If the behir is cut open flame, 20’ long, that does 30 hp damage unless a successful saving throw vs. breath
before then, anyone who touches the weapon is made, success indicating half damage is sustained. This jet can be used
stomach liquids will take 1-4 hp damage once every 12 rounds.
and, if a hand was used, be unable to Jungle behir: As the name implies, the jungle behir is found in tropical jungles
grasp anything for 2-8 rounds from pain. and rain forests. The large scales that cover the upper half of the body are emerald
7. A behir grows according to the statis- green in color, while the scales covering the lower half are a lighter coppery green.
tics in the Behir Growth Table. Rapid The jungle behir possess the same attack routines as the other behir types, but its
growth takes place during the first five breath weapon is a jet of acid that does 20 hp damage unless a successful saving
years of a behir’s life before it slows con- throw is made. Half damage is applicable if the save is made. The jet can be used
siderably. Young behir must fend for them- once every eight rounds.
selves while still quite young and, as noted
by Radamust, few survive to adulthood.
Those that do are extremely cunning and Behir Growth Table
dangerous for beasts with simple minds.
For the three to four weeks it takes for Age HD Size Damage
the eggs to hatch, the female is always 0 year 3 6' long 1-4/1-2x4
found in the lair, and the male is never far 1 year 4 12' long 2-5/1-4x4
away. Although the male brings prey back 2-3 years 6 20' long 1-6/1-4X4
to the lair for the female, they meticu- 4-5 years 8 28’ long 2-8/1-6x4*
lously clean the area of remains to avoid 6-10 years 9 34’ long 2-8/1-6x4**
drawing the attention of any predators. 11-15 years 10 36' long 2-8/1-6x4***
Both male and female fight ferociously to 16-22 years 11 38' long 2-8/1-6X4
protect the eggs, gaining a +2 bonus to hit 23+ years 12 40' long 2-8/1-6X4
and damage when doing so.
8. Behir can be trained if caught within a * The behir gains its constriction attack during its fifth year (1-2 hp damage) as well
year of their hatching. For this reason, as six claw attacks, regardless of the victim's size.
young behir and behir eggs can be sold on * * The behir becomes an adult at age 10 and does 1-4 hp damage with its constric-
the open market for 500-750 gp. Such tion attack.
training takes about two months for a * * * At age 15, the behir gains its trampling and butting attacks. The behir also does
skilled animal trainer, after which the 2-5 hp damage with its constriction attack.
behir can understand and speak Common
as well as a five-year-old child. However,
its natural tendency toward treachery can

DRAGON 105
Two almost-but-not-quite dragons

Gorynych about in an attempt to entangle its oppo- personality divided between its three
by Spike Y. Jones nents, each tail striking as a separate at- brains, and each of these brains is fully
tack. Then it uses normal clawing and capable of handling the operations of the
CLIMATE/TERRAIN: Temperature mountains, biting attacks on the entrapped foes. The entire body on its own. Thus, cutting off
any subterranean area tail strikes do no damage in themselves, two of the heads will not disable its think-
FREQUENCY: Very rare but for every tail that holds a man-size ing or the control of its movements in any
ORGANIZATION: Solitary victim (smaller creatures are usually ig- way. Because of this single mind in multi-
ACTIVITY CYCLE: Any nored, as they would be so engulfed by ple heads, it cannot ‘take turns resting
DIET: Carnivorous even a single tail that the gorynych could heads, leaving one alert at all times; when
INTELLIGENCE: Average not bite them without fear of biting itself), it sleeps, all heads sleep. But with six
TREASURE: H the gorynych gets a cumulative + 1 to hit dragon-sharp ears to hear with, the gory-
ALIGNMENT: Chaotic evil on all attacks made against that victim. nych is difficult to surprise, even when
NO. APPEARING: 1 Thus, if it wraps two tails around a fighter asleep, and gets + 2 on all surprise rolls. In
ARMOR CLASS: 4 in the first round of combat, the gorynych addition, while it has more than one head,
MOVEMENT: 9, 18 fly (E) can claw and bite at + 2 to hit that round, it cannot be attacked from behind, as it
HIT DICE: 9 and—if the fighter does not manage to peers in all directions, even when the only
THAC0: 11 eliminate or escape the two tails holding apparent threats are to the front.
NO. OF ATTACKS: 5 him—it can wrap more tails around him at Habitat/Society: The gorynych is a
DAMAGE/ATTACK: 1-8/1-8/1-12/1-12/1-12 +2 to hit in the next round. Each tail mountain-dwelling creature, preferring
SPECIAL ATTACKS: Tail capture, takes 2-12 hp damage before being sev- windy and desolate regions to the more
“wishboning” ered, with none of these hit points being thickly populated tracts of true dragons.
SPECIAL DEFENSES: Difficult to surprise counted in the monster’s hit-point total; They live in deep caverns within the
MAGIC RESISTANCE: Nil even if rendered tail-less, there is a good rocks; the long, winding tunnels to their
SIZE: G (50’ including tails) chance that a gorynych will continue to lairs are full of evidence of their
XP VALUE: 6,000 fight if victory appears close. When first presence—scales scrapped off on the
caught in one of these tail coils, the victim rocks, claw marks on all surfaces, the
While it has all the hallmarks of dragon- has a 10% chance of being held in such an occasional coin or gem dropped from their
kind, the gorynych is unlikely to ever be awkward position that he won’t be able to mouths when stocking their hoards, and
mistaken for a true dragon if seen in good attack the gorynych (and this increases to the rare bone that misses the periodic
light; it is more likely to be seen as a 25% on the rare occasions when a smaller- cleaning of the refuse in their homes.
dragon gone to extremes of evolution and than-man-size creature is attacked). While they avoid areas where human
diversification. The gorynych has a long Another attack form unique to the gory- incursions are frequent, they are intelli-
and supple body covered with tiny blue- nych is called “wishboning” by those who gent enough to take note of any roadways,
green scales, and giant dragonlike wings witness it from a distance. If the beast caravan paths and isolated settlements
with scales so fine they almost make a scores hits on a single opponent with at within a few hours flight of their caves so
feathered pattern on the leathery sur- least two of its heads in a round, it will try that they have little trouble finding food
faces. ‘Iwo other features differentiate to rip the victim in half between them, and treasure. They reproduce by laying
them from true dragons: They have three scoring an automatic 2-12 hp damage on eggs, but the young are forced out into the
wolfish heads, each on its own serpentine that round. It does not do this automati- world as quickly as possible after hatch-
neck, and a multitude of tails, starting as cally in every round after this first, as it ing. The young grow rapidly, attaining full
three thick ones at the base of the spine must release its bites each round to get a growth in nine years and living for about
but eventually dividing out to as many as new grip (and make a new series of attack 400 years total.
12 whip-thin tails. rolls), but this doesn’t present much diffi- The gorynych is not well versed in
Combat: Although gorynyches have no culty if the victim is still held by its tails. speech and has no language of its own. If
breath weapon, they are fearsome fighters Unlike some monsters with multiple there is a race that is dominant in the
nonetheless. Whether in flight or on the heads, the gorynych cannot be defeated regions around its lair, it will have a slight
ground, their attack methods are the by setting up arguments between the understanding of this race’s tongue, no
same. Each first whips its flexible tails different brains of its body. It has only one matter what it is, but that is the extent of
DRAGON 21
the beast’s linguistic knowledge. If its lair SPECIAL DEFENSES: Immune to acid mon dragonet’s spitting attack, make a to-
is in an empty tract of land, it will have no MAGIC RESISTANCE: Nil hit roll for it as for a normal attack (out to
language at all, as there would be no crea- SIZE: M (6’ long) a 30’ range). Note whether or not the
tures to converse with and it doesn’t talk MORALE: Average (9) attack roll would have hit the victim if the
to itself. XP VALUE: 420 victim had not been using a shield by
Ecology: Gorynyches are usually the checking against the shield-using and
most powerful carnivores in their local Those who reject the notion that Tiamat shieldless armor-class values of the victim.
food chain. They rarely interact with any originally spawned evil dragonkind usually If the shield deflected the attack, the
other species, intelligent or not. However, regard the common dragonet as the ances- shield must then make a saving throw vs.
they are often attacked by other highly tral species of all dragons—good, evil, acid or else be destroyed (magical bonuses
competitive and magically powerful mon- Oriental, and so on. The common dragonet apply). If no shield deflects an attack that
sters such as dragons and beholders. once roamed the skies in vast flocks (they hits a victim, the victim’s armor and equip-
were truly common then), but hunters ment must save vs. acid or be destroyed
and more aggressive creatures have made (magical bonuses apply); the victim himself
Common dragonet them scarce. The female of the species is takes 2-20 hp damage. The victim must
by Steve Fetsch dull green in color, whereas the male is make a saving throw vs. dragon breath to
reddish brown, frequently with orange avoid permanent blindness from the at-
CLIMATE/TERRAIN: Temperate wilderness patches. Common dragonets have the tack. The saliva is also flammable, and any
FREQUENCY: Rare same body form as regular dragons: a long character who is carrying a flame source
ORGANIZATION: Group neck and tail, two wings, four legs, and a and is struck by the saliva has a 50%
ACTIVITY CYCLE: Any serpentine body. chance of having the flame ignite the
DIET: Carnivorous Combat: Common dragonets are fairly saliva, which explodes for 1-8 hp damage
INTELLIGENCE: Animal aggressive but rarely attack creatures to all within a 5’ radius of the flame.
TREASURE: C larger than man size. However, they fight The saliva may be neutralized by using
ALIGNMENT: Neutral fiercely if they or their nests are threat- either a scroll of protection from acid or
NO. APPEARING: 2-20 ened. Their preferred mode of attack is to protection from dragon breath. Use of a
ARMOR CLASS: 4 spit a corrosive and flammable saliva—an great helm offers a +4 on saving throws
MOVEMENT: 22, 24 fly (C) evolutionary prelude to the better-known to prevent blindness. Equipment carried in
HIT DICE: 3 +3 breath weapons. They may spit in combat a container must save vs. acid only if the
THAC0: 17 for two rounds in a row, then once every container itself fails its saving throw (at
NO. OF ATTACKS: 3 four rounds thereafter for a total of 5-8 which point it falls apart).
DAMAGE/ATTACK: 1-4/1-4/1-6 attacks each per day. Only one victim at a Habitat/Society: Common dragonets
SPECIAL ATTACKS: Limited breath time may be so attacked. seem to be at ease in many sorts of tem-
weapon To determine the effectiveness of a com- perate environments, including hills,
swamps, forests, and plains. They live to
be 200 years at most, reproducing by
laying eggs. Egg laying occurs once every
decade for female dragonets, with 2-5 eggs
being laid. Few of these eggs hatch, how-
ever (see “Ecology”). A group of dragonets
will fiercely defend their lairs and will aid
other dragonets, but they are not capable
of elaborate planning.
Ecology: The hide of the common
dragonet can be made into corrosion-
resistant leather armor. This leather is
difficult to work, so the leatherworker
must make a proficiency check with a -3
modifier. The hides of two common dra-
gonets must be used to make enough
armor for a adult human (the hide from
one is enough for a being of 4’ height or
less). This armor gives the wearer a +4
saving throw vs. all acidic attacks, and it
can be dyed in any color or pattern.
It is possible but difficult to gather the
common dragonet’s saliva. The amount of
saliva from one spitting attack is enough to
fill four half-pint vials. A direct hit from
one of these vials does 1-6 hp acidic dam-
age; the application of flame will cause an
explosion for 1-4 hp damage to all within a
3’ radius.
Common dragonets are no longer com-
mon, as their eggs are preyed upon so
heavily by assorted creatures of the wild.
The parents are easily distracted from
their nests to chase off intruders, leaving
the nests open to birds, rodents, and other
assorted beasts.

22 JUNE 1990
More neutral dragons for your AD&D® campaign
by Aaron McGruder
Arthur Collins has the credit for the tive chance per round of being entranced A,D/F,H; jade dragons have a psionic ability
original concept of neutral dragons, which to the point where he is under the effect of 190 with attack/defense modes A,C/F,I;
first appeared in issue #37 of DRAGON® of a suggestion spell. The victim is allowed and jacinth dragons have a psionic ability
Magazine. His article opened our eyes to a a saving throw vs. spells, success indica- of 225 with attack/defense modes A,C,D/
whole new family of dragons and its ting that the trance has been broken for at F,I. Pearl dragons have three minor disci-
world. Since there are more gems left for least six rounds, after which the dragon plines; jade dragons have two minors and
dragon names and since AD&D® game can try again, this time with only a 5% one major; and jacinth dragons have three
players love dragons of every sort, this cumulative chance per round of success. If minors and two majors.
article presents three new neutral dragons the dragon fails the second attempt, he Because their powers vary according to-
to supplement the original article (which cannot try again on the same victim. The age level, experience-point values for each
can also be found in “That’s not in the dragon can affect as many people as he type of dragon also vary according to age
Monster Manual!” in the Best of DRAGON wishes at one time within a 90’ range. level. Relevant factors for determining the
Magazine anthology vol. III). Because of its small size, the fear aura of experience-point values (according to the
Neutral dragons are basically reclusive a neutral dragon is saved against at +4 for 2nd Edition Dungeon Master’s Guide)
creatures, preferring remote lairs, and are all opponents. Neutral dragons cannot include: armor class 0 or lower ( + 1 hit-die
not very hospitable to unexpected visitors. polymorph themselves unless they have modifier); breath weapon ( +2); flight ( + 1);
Like all dragons, they have a passion for that spell. They do, however, have the four or more attacks per round ( + 1); high
treasure, especially the precious and semi- innate ability to blink six times per day, as intelligence ( + 1); low-level spell use ( + 1);
precious stones for which they are named. the spell, plus the ability to communicate high-level spell use ( + 2); magic resistance
They are generally smaller and slower telepathically with any other telepathic ( +2); multiple attacks causing 30 + hp
than other dragons but compensate for creature or being with an 18 + intelli- damage ( + 2); single attack causing 20 +
this with their superior spell-casting capa- gence. Spell-casting neutral dragons can hp damage ( + 2); special magical attack
bilities and overwhelming personalities. use both wizard and priest spells. forms, including the fear aura and psi-
A neutral dragon’s charisma can have a If psionics are used in the campaign, onics, if used ( + 2 each); and special magi-
powerful effect on those who can hear his each neutral dragon has a 50% chance of cal defense forms, including immunity to
voice. Using riddling talk and his personal being psionic. Using the AD&D 1st Edition normal missiles and saving-throw adjust-
charm, the neutral dragon can actually Players Handbook system, the following ments equating hit dice to fighters’ levels
entrance those not engaged in combat or scores should be used for the dragons in ( + 1 each).
similar actions. Anyone who listens to this article: pearl dragons have a psionic
such a dragon’s voice has a 10% cumula- ability of 110 with attack/defense modes

24 JUNE 1990
Artwork by Thomas Baxa

Because pearls are the most abundant


form of treasure in the sea, it is not sur-
prising that pearl dragons, when not
searching for food, spend most of the day
pearl hunting. Over the centuries, this
species has developed powerful lungs
exclusively for this purpose, and a pearl
dragon can stay under water for up to an
hour without surfacing for air For this
reason, a pearl dragon hoard can contain
up to 5,000 gp in pearls for every age level
the dragon has (these pearls are in addi-
tion to his normal treasure type) Pearl
dragons are somewhat nomadic, leaving
Pearl dragons one place for another once the food or
pearl supply has run low The moving
CLIMATE/TERRAIN: Rocky coastlines, SPECIAL ATTACKS: Special process is very slow, because the dragon
cliffs SPECIAL DEFENSES: Special will refuse to leave a single object behind
FREQUENCY: Very rare MAGIC RESISTANCE: Variable in his previous lair, making many journeys
ORGANIZATION: Solitary or clan SIZE: H (14’ base) back and forth
ACTIVITY CYCLE: Any MORALE: Fanatic (16 base) Like all neutral dragons, pearl dragons
DIET: Carnivore XP VALUE: Variable remain at a safe distance from human civili-
INTELLIGENCE: Exceptional (16) zation. They rarely attack sailing vessels,
TREASURE: See Table 1 Pearl dragons tend to reside either on though they have been known to attack
ALIGNMENT: Neutral steep, rocky coastlines or along sandy bothersome pirate ships and take whatever
NO. APPEARING: 1-3 beaches, as long as they are near the wa- treasure they can find from them,
ARMOR CLASS: 2 (base) ter. They have a deep love of the salt air Pearl dragons can breathe a cloud of
MOVEMENT: 9, Fl 18 (C), SW 12 and the open expanse of the sea. As a scalding steam once every three rounds,
HIT DICE: 6 (base) result of their location, their diet consists measuring 90’ long by 30’ wide by 20’ high.
THAC0: 15 (base) mainly of sharks and fish, with an occa- Pearl dragons are attacked by dragon turtles
NO. OF ATTACKS: 3 + special sional hundred lobsters or a small whale whenever possible The hide of a pearl
DAMAGE/ATTACK: 2-5/2-5/3-18 as a treat. dragon is extremely beautiful and can be
sold for as much as 60,000 gp.

Jade dragons

CLIMATE/TERRAIN: Sylvan forests in


Kara-Tur
FREQUENCY: Very rare
ORGANIZATION: Solitary or clan
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Genius (17)
TREASURE: See Table 2
ALIGNMENT: Neutral
NO APPEARING: 1-3
ARMOR CLASS: 0 (base)
MOVEMENT: 9, Fl 24 (B)
HIT DICE: 7 (base)
THAC0: 13 (base)
NO. OF ATTACKS: 3 + special
DAMAGE/ATTACK: 1-6/1-6/5-20
SPECIAL ATTACKS: Special
SPECIAL DEFENSES: Special

DRAGON 25
MAGIC RESISTANCE: Variable Oriental dragons except that it does have victim is deafened for 2-12 rounds. In
SIZE: H (18’ base) wings with which to fly. Jade dragons addition, all victims must make a system-
MORALE: Fanatic (16 base) make their lairs in the dense, remote shock check in order to avoid being
XP VALUE: Variable forests of Kara-Tur and are avid collectors knocked unconscious for 5-20 rounds.
of rare woods. They live entirely on forest The hide of a jade dragon is made up of
The jade dragon is the Oriental cousin to vegetation and animal life, and will not eat several different shades of green, swirled
the emerald dragon of the western world. humans. about in a random pattern. No jade dragon
This dragon is usually considered mythical A jade dragon is able to breathe a pow- hide has ever been sold, so its value is
by humans and is sought after by only a erful sonic wail. All those within a 90’ unknown. The few jade dragons that have
few adventurous thrill seekers. Slightly radius take damage and must save vs. been seen were reported to be exquisitely
more powerful than its western cousin breath weapons or be deafened for 10-60 beautiful, and there are many who would
this creature looks the same as other rounds. Even if the save is successful, the pay great sums to acquire such a hide.

Jacinth dragons are the rarest of any


nonunique dragon species. On the aver-
age, only a dozen jacinth dragons at most
exist on any given world. Jacinth dragons
make their homes in the centers of large
deserts, enjoying the hot, dry climate.
Over the years, this species has developed
the ability to go for weeks without water
or food. They shun all other forms of life
and enjoy their solitude, though they can
at times be overly curious of visitors. They
do venture out now and then to obtain
what little treasure they do have, and it is
by these excursions that their existence is
known to humans.
A jacinth dragon can breathe a cone of
scalding air raising the temperature in the
area of affect (a 50’ long cone with a 20’
base) to the point where easily combust-
able materials (paper, oil, and cloth) must
save vs. normal fire or burst into flame. A
successful save vs. breath weapons indi-
cates, as with all such dragons, that only
half damage is taken.
The hide of a jacinth dragon sparkles
and shifts in the light, with its many
shades of flame-bright orange in seemingly
constant motion. The jacinth dragon has
Jacinth dragons
the innate ability to interplay these shades
so as to have a hypnotic effect on the
CLIMATE/TERRAIN: Deserts HIT DICE: 9 (base) viewer, Thus, after three rounds of a
FREQUENCY: Very rare THAC0: 13 (base) peaceful encounter, the dragon can attack
ORGANIZATION: Solitary NO. OF ATTACKS: 3 + special
with a + 3 bonus to surprise if necessary
ACTIVITY CYCLE: Any DAMAGE/ATTACK: 2-7/2-7/4-24
In addition, the hide reflects sunlight so
DIET: Special SPECIAL ATTACKS: Special
brightly that any creature who gazes upon
INTELLIGENCE: Genius (18) SPECIAL DEFENSES: Special
the dragon on a particularly sunny day for
TREASURE: See Table 3 MAGIC RESISTANCE: Variable
more than two rounds will be blinded for
ALIGNMENT: Neutral SIZE: H (16’ base)
5-30 rounds if the victim fails a save vs.
NO. APPEARING: 1 MORALE: Fanatic (16 base)
spells. No jacinth dragon hides have ever
ARMOR CLASS: 1 (base) XP VALUE: Variable
been taken or sold.
MOVEMENT: 9, FL 27 (B)
26 JUNE 1990
Table 1
Pearl Dragon Statistics
Age Body lgt.(ft.) Tail lgt.(ft.) AC Breath weapon Spells (wizard/priest) MR Treasure type
1 1-4 1-3 5 1d4+1 nil nil nil
2 4-8 3-6 4 2d4+2 nil nil nil
3 8-12 6-9 3 3d4+3 nil nil nil
4 12-16 9-12 2 4d4+4 2/1 5% E
5 16-20 12-15 1 5d4+5 2 2/2 1 10% H
6 20-24 15-18 0 6d4+6 2 2 2/2 2 15% H, U*
7 24-28 18-21 -1 7d4+7 2 2 2 2/2 2 1 20% H, U x 2*
8 28-32 21-24 -2 8d4+8 22222/222 25% H, U x 2*
9 32-36 24-28 -3 9d4+9 222222/2221 30% H, U x 2*
10 36-40 28-31 -4 10d4+10 2222222/2222 35% H, U x 3*
11 40-44 31-34 -5 11d4+11 3322222/22221 40% H,Ux4*
12 44-48 34-38 -6 12d4+12 3333222/22222 45% H,Ux4*

* All gems in treasure type U are actually pearls.

Table 2
Jade Dragon Statistics
Age Body lgt.(ft.) Tail lgt.(ft.) AC Breath weapon Spells (wizard/priest) MR Treasure type
1 2-5 1-4 3 1d6+1 nil nil nil
2 5-10 4-8 2 2d6+2 nil nil nil
3 10-15 8-12 1 3d6+3 2/1 nil D
4 15-20 12-16 0 4d6+4 2 2/2 5% E
5 20-25 16-20 -1 5d6+5 2 2 2/2 1 10% H
6 25-30 20-24 -2 6d6+6 2 2 2 2/2 2 15% H, I
7 30-35 24-28 -3 7d6+7 22222/221 20% H, I
8 35-40 28-32 -4 8d6+8 222222/222 25% H,Ix2
9 40-45 32-36 -4 9d6+9 2222222/2221 30% H,Ix2
10 45-50 36-40 -5 10d6+10 3322222/2222 35% H, I x 2, R
11 50-55 40-44 -6 11d6+11 3333222/22221 45% H, I x 2, R
12 55-60 44-48 -7 12d6+12 3333332/22222 55% H, I x 2, R, U

Table 3
Jacinth Dragon Statistics
Age Body lgt.(ft.) Tail lgt.(ft.) AC Breath weapon Spells (wizard/priest) MR Treasure type
1 1-4 1-4 4 2d4 nil nil nil
2 4-8 4-7 3 3d4 2/1 nil nil
3 8-14 7-10 2 4d4 2 2/2 nil nil
4 14-18 10-13 1 5d4 2 2 2/2 1 nil E, T
5 18-20 13-16 0 6d4 2 2 2 2/2 2 15% H, R, T
6 20-22 16-19 -1 7d4 22222/221 20% H, R, T x 2
7 22-26 19-22 -2 8d4 222222/222 25% H, R, T x 2
8 26-28 22-25 -3 9d4 2222222/2221 30% H,I,R,Tx3
9 28-30 25-28 -4 10d4 3322222/2222 35% H, I, R, Tx4
10 30-32 28-31 -5 11d4 3333222/22221 40% H,Ix2,R,Tx4
11 32-34 31-34 -6 12d4 3333332/22222 45% H, I x 2, R, T X 4
12 34-36 34-37 -7 13d4 4433332/33322 50% H, I X 3, R, T X 5

DRAGON 27
How to use the AKA list
Listed alphabetically by official
AD&D game names is a thesaurus of
alternative monster names. Under the
official name of each monster are two
groups of entries. The first group is the
AKA list. These names can be inter-
changed as equivalents of that mon-
ster’s name. Below this is a second set
of entries: the subraces of each mon-
ster type. These subraces are closely
related to, but not the same as, the
official monster; descriptions of sub-
races follow. All AKA names for the
subraces are listed in the AKA Thesau-
rus.
All alternative names are endnoted to
describe the cultural origin of the mon- Bjerg-trolde
ster. For the names that come from The bjerg-trolde’s abilities are identical
true folklore, the country of origin is to those of an ordinary troll. However, it
shown. Several names, however, are lives in desert and hilly regions, and its
from J. R. R. Tolkien’s The Lord of the hide is brown to tan.
Rings, and these are so noted. A more
complete description of the source is
given in the bibliography. Bug-a-boo

CLIMATE/TERRAIN: Any subterranean


FREQUENCY: Rare
ORGANIZATION: Tribal
ACTIVITY CYCLE: Any
DIET: Carnivorous
INTELLIGENCE: Low (5-7)
TREASURE: Individuals J (C)
ALIGNMENT: Chaotic evil
NO. APPEARING: 4-24 Callicantzari
ARMOR CLASS: 7 (10) Callicantzari (singular: callicantzaros) is a
MOVEMENT: 12 name most often used to describe cen-
HIT DICE: 1 + 1 taurs, but it may also be used in naming
THAC0: 19 forlarren, hybsil, korreds, satyrs, lamia,
NO. OF ATTACKS: 1 and wemics. See “The Ungrateful Dead“ in
DAMAGE/ATTACK: By weapon type DRAGON issue #138 for a description of
SPECIAL ATTACKS: Opponents have -2 this creature as an undead, ghoul-like
on surprise monster.
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil Cwn wybr
SIZE: M (5’ tall) The cwn wybr are simply hell hounds
MORALE: Steady (11-12) with wings (MV 12, 24 fly (D); XP + 1 HD
XP VALUE: 65 modifier). Although too small to make
good mounts, cwn wybr make formidable
Bug-a-boos look like small and frail bug- opponents in the sky. Cwn wybr will hunt
bears, and they are often mistaken for down any flying creature they can catch,
their larger kin, especially since they can and they are sometimes tamed by fire
often be found on the outskirts of bugbear giants. They interbreed with normal hell
territory. The ‘boos live off whatever they hounds to produce either winged or nor-
are able to scavenge from bugbear activi- mal offspring.
ties. If seven or more ‘boos are encoun-
tered, it is 30% likely that they have a
bugbear leader close by. Occasionally,
‘boos may be taken in by a bugbear tribe
and used as expendable front-line troops.
‘Boos use whatever weapons are availa-
ble, usually ones of inferior craftsmanship.
‘Boos speak their own dialect of the bug-
bear tongue, which anyone who knows
the latter language can understand. They
get along well with other humanoids.
Far darrig Lidevic Norke
These larger than usual leprechauns (HD The lidevic is a vampire without the Norkes are closely related to orcs (per-
1 - 1; SZ S (3’ tall); XP 420) travel in groups ability to shape change into bat form (so it haps with a little hobgoblin in their veins)
of 1-4 and dress in red—but, unlike red cannot travel aerially except into gaseous and look very much like their kin, sharing
caps, they don’t use blood for a dye. Far form), and it cannot summon animals to the same game statistics except as follows:
darrig possess a mildly dangerous sense of assist it. However, the lidevic can poly- AC 4 (10); MV 9 (12 w/o armor); HD 1 (5-8
humor; their favorite pastime consists of morph itself three times a day (for an hp); Dmg by weapon type, + 1 for
playing practical jokes on lawful beings unlimited duration) into the image of a strength; XP 35 and up; chain mail usually
(e.g., putting a beehive in a paladins ar- victim’s absent or dead loved one; the used. Norkes live only in mountainous
mor). In addition to the usual leprechaun lidevic has continuous ESP and can search areas, where they attack unwary trav-
powers, a far darrig can cast one cantrip a potential victim’s mind while the lidevic elers. They look down on orcs and smaller
spell per round. It can also cast mage drifts nearby in gaseous form. This tactic humanoids, enslaving them if possible.
spells from scrolls and, if a spell book is is especially effective at night when the
available, can memorize one-first-level moon is full. The lidevic can be destroyed Oread
spell per day. in the same ways as can a vampire, and it Oreads are a subrace of nymphs found
has all other traits that vampires share in mountainous regions. Their abilities and
Geanncanac (XP 3,000). attributes are the same as nymphs, with
The geanncanac are closely related to the addition of the ability to cast control
the far darrig. The only noticeable differ- Makva winds as 12th-level druids; they may do so
ence between the two subraces is that the Makva are basically identical in game three times per day.
geanncanac are more malicious, having an statistics to night hags, except that they
alignment of chaotic evil. They will play cannot travel into the Ethereal or Astral
cruel and often deadly tricks on all who planes. Thus they cannot “ride” sleeping Prikolic
fall into their clutches. victims, nor do they need or make special
periapts. They cannot cast gates to sum- CLIMATE/TERRAIN: Any
Hound-of-the-hill mon evil creatures, either. Because of this FREQUENCY: Very rare
The hounds-of-the-hill are large dogs deficiency and their chaotic-evil alignment, ORGANIZATION: Nil
with white coats and red ears. They share makva are banished from night hag “soci- ACTIVITY CYCLE: Night
the statistics for war dogs (see the Mon- ety” and are usually found on the edges of DIET: Nil
strous Compendium, “Dog”) except for wild forests. Like night hags, makva are INTELLIGENCE: Non-
having 3 HD, THAC0 17, a bite doing 3-9 able to employ magic missile and ray of TREASURE: Nil
hp damage, and the ability to run at 15 enfeeblement three times a day, at the ALIGNMENT: Neutral
when following prey in a straight line (XP eighth level of ability. They are also able to NO. APPEARING: 1-6
65). The hounds-of-the-hill are close cous- cast know alignment, sleep, and poly- ARMOR CLASS: 7
ins of the cooshee (Monster Manual II), morph self at will (the sleep power is of MOVEMENT: 6 (9 in werewolf form)
and they may even be a cooshee/common- the normal sort). Additionally, they have HIT DICE: 4
dog crossbreed. Though the hounds have the ability of advanced illusion, this being THAC0: 17
been known to run with the cooshee, the the source of many gingerbread houses NO. OF ATTACKS: 1 weapon (1 bite in
cooshee seem to regard the hounds-of-the- that lost wayfarers report; they can cast werewolf form)
hill as inferiors. Because of their poor this spell four times per day. DAMAGE/ATTACK: 1-8 (3-8 in werewolf
camouflage, the hounds-of-the-hill are not Makva are invulnerable to charm; sleep, form)
highly valued by the sylvan elves. These fear, and fire- and cold-based attacks. SPECIAL ATTACKS: Nil
hounds are most commonly seen in the Silver or or +3 (or better) magical weap- SPECIAL DEFENSES: See below
company of half-elves, who feel some ons are required to harm a makva. Makva MAGIC RESISTANCE: Nil
kinship to these animals. Once dally, a have olive-green skin and coarse black SIZE: M
hound-of-the-hill can bark loudly, causing hair (XP 4,000). MORALE: Special
all within 120’ to make saving throws vs. XP VALUE: 270
spells or be confused for 2-8 rounds.
The prikolics are dead werewolves that
have been animated as zombies. Prikolics
initially appear to be normal zombies, but
there is a 25% chance each time one takes
damage that it will change into an undead
“wolf-man” form, dropping its weapons

DRAGON 33
and biting savagely. In werewolf form, Believed by some authorities to be a Bibliography
only + 1 or better or silver weapons will subrace of leprechauns, the red caps are Asbjornsen and Moe. Norwegian Folktales.
hit them. Cold-based, sleep, hold, charm, closely related to the far darrig and gean- New York: Pantheon Books, 1960.
and all mind-affecting and death-magic ncanac. Red caps are remarkably strong, Barber and Riches. A Dictionary of Fabu-
spells have no effect on the prikolics, having strengths of 18 ( + 2 to weapons lous Beasts. London: W & J MacKay &
although they may be turned by a cleric as damage). Red caps occupy abandoned Co., Ltd., 1971.
shadows. Holy water does 2-8 hp damage castles and towers, from which they drop Briggs, Katherine M. An Encyclopedia of
to these creatures. rocks onto passersby for 1-4 hp damage Fairies. New York: Pantheon Books,
per 10’ fallen. The red caps use the vic- 1977.
tim’s blood to dye their hair and caps. Briggs, Katherine M. Folktales of England.
Ragnhilder Though they aren’t undead, the red caps Chicago: University of Chicago Press,
may be turned by a cleric as shadows 1965.
CLIMATE/TERRAIN: Rocky or mountain- because of their innate terror of priests. Christiansen, Reidar. Folktales of Norway
ous terrain Only swords (magical or not) of all weap- Chicago: University of Chicago Press,
FREQUENCY: Very rare ons will do damage to these creatures; 1964.
ORGANIZATION: Group spells have normal effects, however. Red Degh, Linda. Folktales of Hungary Chi-
ACTIVITY CYCLE: Any caps have long claws and sharp teeth cago: University of Chicago Press, 1965.
DIET: Carnivore which they use in combat. Red caps often Domotor, Tekla. Hungarian Folk Reliefs.
INTELLIGENCE: Low (70%) carry staves, of which 10% are Bloomington, Ind.: Indiana University
TREASURE: Q (C) magical. Press, 1981.
ALIGNMENT: Chaotic evil Evans-Wentz, W.Y. The Fairy-Faith in Celtic
NO. APPEARING: 1-8 Saint Elmo’s fire Countries. Secaucus, N.J.: University
ARMOR CLASS: 7 Saint Elmo’s fire are will-o’-wisps that Books, Inc., 1966.
MOVEMENT: 15 live over water. They usually appear be- Finlason, Jay. Hack. USENET, public
HIT DICE: 4 fore a violent storm, during which they domain.
THAC0: 17 feed off the life-force of the dying sailors. Haginmayer, Fanny. Ancient Tales in Mod-
NO. OF ATTACKS: 3 ern Japan. Bloomington, Ind.: Indiana
DAMAGE/ATTACK: 1-6/1-6/1-8 or by Skovtrolde University Press.
weapon type The skovtrolde are neutral-evil wood Herm, Gerhard. The Celts. New York: St.
SPECIAL ATTACKS: Hurl rocks trolls found in dark forests. Their statistics Martin’s Press, Inc., 1977.
SPECIAL DEFENSES: Regeneration, are the same as for normal trolls, except Jones, T. Welsh Folklore and Folk Custom.
camouflage for these changes: #AP 1-20; HD 8; THAC0 London: Reedwood Burn, Ltd., 1930.
MAGIC RESISTANCE: Nil 13; SZ L (8’ tall). They have low to average Keightley, Thomas. Gnomes, Fairies, Elves,
SIZE: L (9’ tall) intelligence and often make their lairs in and Other Little People. Avenel Books,
MORALE: Elite (14) trees. Some skovtrolde (30%) carry crude 1978.
XP VALUE: 420 long bows; their arrows are -2 to hit and Lawson, John Cuthbert. Modern Greek
do 1-4 points damage. These wood trolls Folklore and Ancient Greek Religion.
The ragnhilder are as large as normal have skin that is dark-green and covered Secaucus, N.J.: University Books, 1967.
trolls but are weaker (18 strength, +2 with brown blotches. It is 85% likely that Leach, Maria. Dictionary of Folklore, My-
damage) and sometimes use hand-to-hand the skovtrolde will not be seen in a vege- thology and Legend, Vol. I and II. New
weapons. Their favorite form of attack is tated environment. If 15 or more trolls are York: Funk & Wagnalls Co., 1949.
to hurl 5-10 lb. rocks out to 60’, doing 1-6 present, they are 70% likely to have trea- Massignon, Genevieve. Folktales of France.
hp damage. The ragnhilder have stone- sure type E. Chicago: University of Chicago Press,
gray hides that conceal them 60% of the 1963.
time in rocky terrain. Megas, Georgios A. Folktales of Greece.
Chicago: University of Chicago Press,
1970.
Red cap Mythology of All Races. Vol. I. Edited by
John A. MacCulloch, et al. 13 vols. New
CLIMATE/TERRAIN: Temperate forests and York: Cooper Square, 1932.
ruins Reed, A. W. Myths and Legends of Polyne-
FREQUENCY: Very rare sia. London: A. H. & A. W. Reed, Ltd.,
ORGANIZATION: Solitary 1974.
ACTIVITY CYCLE: Any Holbytla Scandinavian Folk and Fairy Tales. New
DIET: Omnivore York: Crown Publications, Inc., 1984.
INTELLIGENCE: Exceptional Seki, Keigo. Folktales of Japan. Chicago:
TREASURE: G (reduce coinage by 90%) University of Chicago Press, 1963.
ALIGNMENT: Chaotic evil Tolkien, J. R. R. The Return of the King.
NO. APPEARING: 1 New York: Ballantine Books, 1983.
ARMOR CLASS: 4 Weekley, Ernest. An Etymological Dictio-
MOVEMENT: 15 nary of Modern English, vol. I and II.
HIT DICE: 5 New York: Dover Publications, Inc.,
THAC0: 15 1967.
NO. OF ATTACKS: 3 Yeats, William. Irish Folk Stories and Fairy
DAMAGE/ATTACK: 1-6/1-6/1-3 or by Tales. New York: Grosset & Dunlap,
weapon type 1959.
SPECIAL ATTACKS: Hurl rocks
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: S (4’ tall)
MORALE: Steady (12)
XP VALUE: 420

34 JUNE 1990
. . . and into your campaign come three shady creatures

by Tom Moldvay are still the undead of the original Monster One thing we do know is that all ghosts
Manual. They are merely described in had an irresistible craving to drink blood.
shadow: something without reality or more detail, in keeping with the AD&D In the Odyssey, Homer described how
substance; imaginary vision . . . a ghost; 2nd Edition game format. For example, the Odysseus consulted the dead prophet
apparition. usual details of shadow habitat, society, Teiresias, once a holy man of Thebes.
New World Dictionary of and ecology are included. According to the Following Circe’s instructions, Odysseus
the American Language Monstrous Compendium, shadows “appear sailed across the river Ocean, which encir-
to have been magically created, perhaps as cled the world. On the far side he beached
The shadow is an invented monster, one part of some ancient curse.” The listing his ship on Persephone’s shore, where
created specially for the AD&D® game and also gives a theoretical means for restoring stood the entrance to the dark realm of
not directly based on traditional sources of PCs changed into shadows. Hades.
mythology and legends (though its inspira- The dichotomy of shadows continues. Journeying deep into Tartarus, Odysseus
tion is there). The word “shadow” is some- The D&D® game is strictly based on the and his crew took living sheep as sacrifices
times used as a synonym for a ghostly original (“classic”) rules. When I edited the to entice the ghost of Teiresias to appear.
apparition, so it is an appropriate name second edition of the Basic D&D rules, and Odysseus first dug a grave-size pit. He
for a monster type. The gaming logic is Frank Mentzer edited the third edition of then killed the sheep and filled the pit
elemental. In underground dungeons lit by the same rules, we both kept shadows as with their blood. The ghosts of the nether-
torchlight, there will always be shadows. non-undead monsters. Thus, in the AD&D world rushed to the pit, thirsty for a
Why not have some of the shadows attack game, shadows are undead; in the D&D drink. Odysseus and his men drew their
the characters every once in a while? A game, they are not. The final decision swords and held off the massed ghosts
monster could thus be hidden in a room, whether or not to class the monster with until Teiresias finally arrived.
in plain sight, to give characters an occa- the undead depends on the DM’s needs. The dead prophet drank his fill and, as
sional nasty surprise. For some campaigns, having more sorts of he did so, became more substantial and
In the history of the game, shadows undead is useful; for other campaigns, it is looked more like a living man. His full
were not always a sort-of undead. The a hindrance. memories returned, and he was able to
monster was introduced in Greyhawk, The inspiration for shadows as undead answer all of Odysseus’s questions. Teire-
Supplement I of the original, pamphlet- monsters comes from Greek mythology. As sias prophesied Odysseus’s further wan-
sized D&D® rules (now usually referred to Edith Hamilton, in Mythology (pages 42- derings, gave him sage advice (that was
as the “classic” edition of the game), by 43), notes: “In Homer the underworld is often ignored), and held out a ray of hope
Gary Gygax and Rob Kuntz. In Greyhawk, vague, a shadowy place inhabited by that, eventually, Odysseus would return
shadows were described as “non-corporeal shadows. Nothing is real there. The ghosts’ home and be reunited with his beloved
intelligent creatures . . . [that] hunger after existence, if it can be called that, is like a Penelope.
the life energy of living things.” They miserable dream.” This Homeric concep- Later classical writers modified this
were, however, “not ‘Undead’ per se” tion better fits the horrid existence of the primitive gloomy afterlife. They defined
(pages 34-35). undead than it does a true afterlife, as we the world of the dead more clearly as the
When Gary Gygax wrote the first Mon- think of it. place where the evil are punished and the
ster Manual, he decided it was more logi- The realm of Hades in Homer’s Iliad and good receive their just rewards.
cal to make shadows a type of undead. Odyssey is not a pleasant place. The dead, The allusion in classical mythology to
Shadows became “horrible undead crea- mere shadows of their former selves, ghosts as “shadows” is reflected in most
tures . . . [who] . . . exist primarily on the wander aimlessly through gloomy caverns, dictionary definitions of “shade.” The usual
negative material plane” (page 86). The across cold wastes, and over meadows definitions of “the shades” in this sense is:
change helped the cleric class by giving it filled with pallid, ghostly flowers. The “the world of the dead; nether world;
another kind of undead that it could turn. dead are forever alone, doomed to a phan- Hades” or “the disembodied spirits of the
The function of intelligent, malign, non- tom existence and trapped with their dead, collectively” (New World Dictionary
undead shadows was taken over by the faded memories. Precise details of this of the American Language). The Homeric
shade in the Monster Manual II. netherworld are scarce, for few ancient vision of the dead also inspired the follow-
In the Monstrous Compendium, shadows writers cared to dwell on it. ing undead monster for the AD&D game:

DRAGON 27
to eternal wandering. Gaelic (Scottish
Highlands) mythology has tales of the
sluagh (pronounced “slooa”), who are
known as “the host of the unforgiven
dead” or, more simply “the host.” Descrip-
tions of the sluagh vary, but most corres-
pond closely to that given by Alexander
Carmichael in the Carmina Gadelica (vol-
ume II, page 357). He noted that the
“hosts” are the spirits of dead mortals. One
informant told Carmichal that these spirits
fly about in great clouds like starlings and
return to the scenes of their earthly trans-
gressions. On bad nights, say others, the
hosts shelter themselves under russet
docken stems and yellow ragwort stalks
(two types of plants found in the High-
lands). They fight aerial battles as men do
on the earth, and may be heard and seen
on clear frosty nights, advancing and
the skotos (skotos is Greek for darkness or prey. Skotos look like pale, shadowy ver- retreating. After a battle, their crimson
shadow). sions of normal beings. They can be of any blood may be seen upon the rocks and
The monster format used throughout intelligent race and any evil alignment, for stones. These spirits use poisonous darts
this article, while essentially the same as only evil creatures would voluntarily leave to kill cats, dogs, sheep, and cattle. They
that of the AD&D 2nd Edition rules, does the afterlife to prey upon the living. can command men to follow them, and
differ slightly. These changes are used: Combat: A skotos is drawn by fresh men obey, having no alternative. Such
1. “TREASURE” lists both a percentage blood, which it consumes. As it absorbs human victims slay and maim at the bid-
(the old “% IN LAIR” value) and a treasure- the blood, it grows stronger (it absorbs ding of their spirit-masters, who in return
type letter. For example, “30% B” means blood even from the wounds it inflicts in treat them badly and without pity.
there is a 30% chance the monster (if combat against living creatures). The The picture of the sluagh that emerges is
skotos gains a number of hit points equal
randomly selected) will be in its lair, and it certainly full of horror. On a chill frosty
has treasure-type B. to the damage it inflicts in combat; thus, a night, one might see the host advance in
2. The subcategory of “Ecology” has skotos that hits for 8 hp damage gains 8 the bright moonlight. Like fast-moving,
been left out since such a category is es- hp, up to its maximum hit-point total (40). low-lying storm clouds, boiling with irides-
sentially meaningless when applied to the Note that the hit points are not perma- cent blues and greens and reds as if the
undead, who contribute nothing to living nently lost by the victim, who still heals aurora borealis was trapped within, the
ecologies. normally. host would wash across the night sky.
In a normal encounter, skotos as a group Sometimes the rolling clouds would clash
have a 75% chance to hide in shadows together and, when they did, bloody crim-
Skotos successfully and thus surprise their prey. son rain would fall to stain the earth.
Skotos encountered during or immediately As the sluagh got closer, it could be seen
CLIMATE/TERRAIN: Any usually after a bloody conflict will be so frenzied that the “clouds” were actually masses of
subterranean by the sight of blood that they will make malignant bird-sized spirits. Each creature
FREQUENCY: Very rare no attempt at concealment, immediately would look much like the negative photo-
ORGANIZATION: Roving bands attacking any living creature in sight. graphic image of a sprite, with a dark
ACTIVITY CYCLE: Night or Intelligent prey is, however, preferred. shadowy body and iridescent wings. Each
darkness As with many types of undead, skotos would be armed with a tiny bow with an
DIET: Living beings are not affected by sleep, charm, hold, or equally tiny broad sword strapped to its
INTELLIGENCE: cold-based spells, nor by poison or paraly- waist. Trapped deep within the cloudlike
Average (8-10) zation. Holy water causes 2-8 hp damage host would be numerous zombies, magi-
TREASURE: 5% E to them per vial, and a raise dead or resur- cally born aloft and forced to obey every
ALIGNMENT: Any evil rection spell will destroy a skotos. Any whim of the sluagh host.
NO. APPEARING: skotos reduced to zero hit points or less is
3-30 in wilderness; forced back into the netherworld. A cler-
1-10 in dungeons ic’s chance to turn a skotos is the same as Sluagh
ARMOR CLASS: 4 for a ghast. Normal weapons will harm a
MOVEMENT: 12 skotos. CLIMATE/TERRAIN: Cold or temperate/
HIT DICE: 5 Habitat/Society: Skotos usually roam mountainous
THAC0: 15 in bands composed of similar races and FREQUENCY: Very rare
NO. OF ATTACKS: 1 alignments, though different beings may ORGANIZATION: Large roving bands
DAMAGE/ATTACK: 1-10 band together in their common goal of ACTIVITY CYCLE: Nocturnal
SPECIAL ATTACKS: None feeding upon the living. Though they have DIET: Living beings
SPECIAL DEFENSES: Hit points escaped the netherworld, skotos generally INTELLIGENCE: Average
increase inhabit places that remind them of it. TREASURE: Nil
MAGIC RESISTANCE: Special Subterranean caverns and tunnels are ALIGNMENT: Neutral evil
SIZE: M (5-6’ tall) preferred, although skotos bands will NO. APPEARING: 10-100 in
MORALE: Fearless (20) sometimes roam wilderness wastelands at wilderness
XP VALUE: 420 night. While skotos are not harmed by ARMOR CLASS: 5
sunlight, they dislike it intensely and will MOVEMENT: 3, F1 24 (B)
Skotos are spirits that have broken free flee sunlight if at all possible. HIT DICE: 2
of the netherworld and now roam the THAC0: 19
world of the living as undead. They form Greek mythology is not the only tradi- NO. OF ATTACKS: 1
hunting packs to better swarm over their tional source for a horde of ghosts cursed DAMAGE/ATTACK: 1-4

28 OCTOBER 1990
SPECIAL ATTACKS: Spell-casting, poisoned tered, their commander will be a lich. shadow lengthened in the afternoon, his
missiles Note that special undead leaders make an strength came back. An enemy discovered
SPECIAL DEFENSES: Control of encounter with the sluagh more deadly the secret of this man’s strength and killed
zombies and should be used only if the characters him at noon.
MAGIC RESISTANCE: Special are of an appropriately high level (with at Sir James Frazer also discussed customs
SIZE: S (2’ tall) least some chance of a cleric of their level practiced in his day (1922) in southeastern
MORALE: Fearless (20) turning the leader). Europe. When the foundation of a new
XP VALUE: 975 building was being laid in Greece, a cock,
In many cultures, a person’s shadow is ram, or lamb was slain; its blood flowed
The sluagh (also known as “the host”) linked to that person with strong magical on the foundation stone, under which the
are undead spirits who roam the night in bonds. In The Golden Bough, a classic animal was then buried. The sacrifice was
packs, warring with each other and prey- collection of folklore written in 1922, Sir thought to give strength and stability to
ing on the living. A member of the sluagh James Frazer discussed shadows on pages the building. Sometimes, instead of killing
looks much like a black sprite, with a dark 220-222. He wrote that “the savage re- an animal, the builder led a man to the
shadowy body and gauzy iridescent wings. gards his shadow as his soul, or at least a foundation stone, secretly measured his
Seen at a distance at twilight, a group of vital part of himself. As such it can be- shadow, and buried the measure under
sluagh looks like a roiling thundercloud. come a source of danger to him.” If a prim- the stone. The builder sometimes laid the
Combat: The sluagh fire tiny bows with itive man’s shadow was trampled, struck, foundation stone upon the man’s shadow
poisonous arrows, having a maximum or stabbed, he felt the injury as if it were instead, which it was thought would cause
range of 75 yards. A victim hit by an ar- done to himself; if the shadow was pulled the man to die within a year. Romanians in
row must save vs. poison or die in 2-5 away from him entirely, the man believed Transylvania thought that a man whose
rounds (unless the poison is slowed or he would die. Magicians on the island of shadow was so entombed would die
neutralized). The save need be made but Wetar, said Frazer, could make a man ill by within 40 days; persons passing by a build-
once only; any character who survives stabbing his shadow. ing under construction often hear a warn-
such a poison attack is thereafter immune In the Banks Islands in the Canadian ing cry: “Beware lest they take thy
to sluagh poison. The sluagh can also fight Arctic are remarkably long stones called shadow!” There were even shadow trad-
with tiny swords that do damage equal to “eating ghosts.” because dangerous ghosts ers whose business was to give architects
daggers. were believed to live in them. If a man’s the shadows necessary for securing walls.
The sluagh can cast the spells animate shadow touched one of these stones, the The measure of a shadow was seen as
dead and fly, one spell per round, as often ghost drew his soul out so that the man equivalent to the shadow itself; to bury a
as they wish. Any character slain by the died. Such stones were therefore set in shadow’s measure was to bury the soul of
sluagh is turned into a zombie and is then houses to guard them. A messenger sent the man whose shadow was measured
taken along when the sluagh fly away. The to a house by an absent owner had to call (thus dooming him). The custom was a
sluagh are usually accompanied by 3-24 out the name of the sender to keep the substitute for an older practice of sealing a
zombies already under their control. watchful ghost from attacking. living person in the walls, or crushing him
The sluagh need not make normal mo- When the lid was about to be placed on under the foundation stone of a new
rale checks. At the DM’s discretion, any the coffin at a funeral in China, the by- building; this caused his ghost to haunt the
time the sluagh turn a victim into a zombie standers stepped back or even moved to place and guard it against enemies.
they may choose to fly away. The sluagh another room, to avoid endangering their This collection of shadow-lore from The
exist in a state of barely controlled rage. health by allowing their shadows to be Golden Bough inspired the following mon-
When not tormenting the living, they are enclosed in the coffin. When the coffin ster: the ghost stone.
likely to fight among themselves. Tales are was about to be lowered into the grave,
told of great aerial battles fought between bystanders stepped away so their shadows
divisions of the sluagh host. Characters did not fall into the pit. Grave-diggers and Ghost-Stone
can often turn this animosity to their coffin-bearers avoided these dangers by
advantage, as large numbers of the sluagh tying strips of cloth tightly around their CLIMATE/TERRAIN: Any, often
are easily tricked into fighting each other waists to keep their shadows attached. subterranean
and leaving the characters alone. Animals, too, were believed to be FREQUENCY: Very rare
The sluagh are not affected by sleep, harmed or to bring harm by means of ORGANIZATION: None
charm, hold; or cold-based spells, nor by their shadows. A snail from the hills of ACTIVITY CYCLE: Shadow activated
poison or paralyzation. They take 2-8 hp Malaya was believed to suck the blood of DIET: Living beings
each per vial of holy water and are de- cattle through their shadows; the cattle INTELLIGENCE: Average
stroyed by raise dead or resurrection grew lean and sometimes died from blood TREASURE: 50% E
spells. loss. It was once believed in Arabia that if ALIGNMENT: (Any) evil
A cleric has the same chance to turn the a hyena trod on a man’s shadow, it de- NO. APPEARING: 1
sluagh as he has to turn ghouls. In the prived him of both speech and movement. ARMOR CLASS: 3
same round, allow the cleric a chance to If a shadow is seen as so closely tied to MOVEMENT: None
turn the zombie accompanying the sluagh. the life of a man that its loss means injury HIT DICE: 20 (stone only)
Habitat/Society: Sluagh always travel or death, the shrinking of the shadow is THAC0: Not applicable
in large war bands, being the undead logically regarded with fear. In Amboyna NO. OF ATTACKS: 1
forms of warlike elves who turned on and Uliase, two islands pear the equator DAMAGE/ATTACK: 1-20
their fellow elves and were slain in battle. (where little or no shadow is cast at noon), SPECIAL ATTACKS: Blood drain
They appear only in the wilderness, never local people did not to go out of their SPECIAL DEFENSES: None
in dungeon settings. The sluagh never houses at midday to avoid risking the loss MAGIC RESISTANCE: See below
appear during the day and always flee of their souls’ shadows. SIZE: L (10’ tall)
sunlight. Their preferred habitat is any The Mangaians told of a mighty warrior MORALE: Fearless
terrain similar to the Scottish Highlands. whose strength waxed and waned with XP VALUE: 4,000
The sluagh are sometimes led by other the length of his shadow. In the morning,
types of undead. For every 20 sluagh there when his shadow was longest, his strength Ghost-stones are just that: stones inhab-
is one wraith lieutenant. For every 40 was greatest; as his shadow shortened ited by ghosts. A powerful, evil individual
sluagh there is an additional vampire toward noon, his strength ebbed, till it may choose to send his malicious spirit
captain. If 80 or more sluagh are encoun- reached its lowest point at noon. As his into a specially prepared stone upon his
30 OCTOBER 1990
death. The person prefers an undead son to be suspicious of that particular Bibliography
existence to risking the punishments of stone, the DM should allow a saving throw Carmichael, Alexander. Carmina Gadelica,
the netherworld. The ghost-stone is often vs. wands to the PC. 4 vols. Edinburgh: Oliver & Boyd, 1928-
placed so that it guards the treasure the Any character who strikes the ghost- 1941.
evil person hoarded in life; the treasure stone physically, without first choosing an Frazer, Sir James G. The Golden Bough,
may actually be concealed within the attack angle that guarantees that his one volume, abridged edition. New
stone itself. shadow will not fall upon the stone, could York: The Macmillian Company, 1922,
Combat: If the shadow of a character end up trapped also. Each person in addi- reset and reprinted 1951.
falls upon a ghost-stone, that person is tion to the first gains a saving throw vs. Hamilton, Edith. Mythology. Boston: Little,
trapped. The individual can still fight and wands to avoid entrapment. Only one Brown and Company, 1942.
cast spells, but is unable to move more person at a time will be drained of blood, Homer. The Odyssey of Homer, trans-
than 10’ away from the stone. The ghost- however. Other trapped individuals are lated by S. H. Butcher and Andrew
stone uses the shadowy connection to simply unable to move away. If the ghost- Lang. New York: Airmont Publishing
drain the victim’s blood, doing 1-20 hp stone survives attacks against it, it eventu- Company, Inc., 1965.
damage per round automatically. ally drains all of its victims of blood.
There are two ways to destroy a ghost- A cleric has the same chance to turn
stone. If the stone holding the evil ghost is away the spirit in a ghost-stone as he has
completely hacked apart, the spirit is to turn a ghost. If turning is successful,
forced to depart and undertake its long the ghost-stone releases all victims cur-
delayed journey to the netherworld. An rently being held. It will not attack unless
exorcism spell has the same effect. it is itself attacked, or if a character tries
The ghost in the stone can be pacified if to steal the treasure the ghost-stone is
its name is known. A simple command of: guarding.
“[Ghost’s true name] be still, and at peace” (Note that the “Habitat/Society” category
calms the angry spirit even if its treasure is meaningless for the ghost-stone.)
is taken. In a campaign, the DM has the
option of revealing the ghost’s name to the
PCs, perhaps making the answer a puzzle
or riddle.
Since ghost-stones look like any other
stones, they normally attack with surprise.
The first indication of trouble is when a
character’s shadow gets automatically
trapped. If the characters have some rea-
by Spike Y. Jones
Artwork by Thomas Baxa

Spiritus Anime
CLIMATE/TERRAIN: Anywhere dead
bodies can be found
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Nil
INTELLIGENCE: Semi- (2-4)
TREASURE TYPE: See below
ALIGNMENT: Neutral evil
NO. APPEARING: 1
ARMOR CLASS: 7 (skeleton)/8 (zombie)/6
(spiritus anime)
MOVEMENT: 12 (skeleton)/6 (zombie)/24
(spiritus anime)
HIT DICE: 3
THAC0: 17 (in all forms)
NO. OF ATTACKS: 1 (as skeleton or
zombie)/Nil (as spiritus anime)
DAMAGE/ATTACK: 1-6 (skeleton)/1-8
(zombie)
SPECIAL ATTACKS: Animate dead
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: M (as skeleton or zombie), or T
(1’ diameter cloud as spiritus anime)
MORALE: Elite (13)
XP VALUE: 650 + 65 per animated body

52 OCTOBER 1990
The spiritus anime is an undead crea-
ture, in the shape of a formless vapor,
capable of animating the bodies of dead
creatures in its vicinity. Its appearance is
that of a glimmering cloud of dust with a
tenuous thread of dust motes attaching it
to the body the spiritus wore in life (its
“home body,” which is almost invariably
buried). This cloud is normally invisible
but a detect invisibility or true seeing spell
reveals it as a glowing nimbus around the
bodies it animates, or as a cloud if found
without bodies. In addition, if someone
actively tries to see this monster without
magical aid, the attempt will succeed if a
save vs. spells is successfully made. The
viewer must be within 10’ of the spiritus
anime in order to have any chance of
seeing it.
Combat: In its natural, cloudlike form,
the spiritus anime makes no attacks; to
fight, it possesses and animates a corpse or
skeleton within 100 yards of its original
home body. When in one of these bodies,
it fights as if it were a normal animated
undead, either a skeleton or a zombie,
with the animated body having all appro-
priate statistics (the body’s hit dice and hit
points are separate from the spiritus ani-
me’s own). Damage done to the animated
body is not taken by the spiritus anime;
when a body that the spiritus anime in-
habits is “slain,” the monster merely ani-
mates another corpse on the following
round and once more rises to the attack
(having a +4 penalty added to its initiative
roll on the first round of a new body’s anime’s home body, instead of merely resurrection will all kill it without a saving
use). “Slain” undead cannot be animated dispatching its host bodies. If attackers throw.
again by the same spiritus anime, though manage to identify and dig up its home A spiritus anime can be turned by a
zombies that are “slain” can be reused as body, they can “slay” this body and, in so cleric as if it were a ghoul. A “D” result
skeletons months later, once the flesh has doing, kill its spiritus anime. The home destroys the body the spiritus anime is
rotted from their bones. Only the remains body has the statistics of either a skeleton animating but does not harm the spiritus
of human, demihuman, or humanoid or zombie, though if not animated it will anime itself. If a spiritus anime is turned,
beings can be so animated. not attack. When an attack on the home it can leave the body it is animating and
There are four ways to halt a spiritus body is begun, the spiritus will concen- resume its attacks in the next round by
anime’s attack. The easiest is to retreat trate its efforts on protecting its home entering a new body, just as if the first
more than 100 yards from the spiritus’ body either by using animated bodies or body had been destroyed. A bless spell
home body, the distance beyond which it by animating its home body and attempt- cast upon a body that has not been ani-
cannot move an animated host body. (The- ing to flee with it. Normal weapons are mated will permanently protect that body
oretically, a spiritus anime could use an effective against a spiritus anime’s home from animation by a spiritus anime. If the
animated body to carry its home body to a body, and holy water does 1-4 hp damage spell is cast on the spiritus anime’s home-
distant site, in order to find a larger sup per vial both to the body and to the spiri- body, the spiritus anime takes the usual
ply of corpses to animate or to follow a tus anime itself. 1-4 hp damage, no matter where it is or
particular enemy to which it has devel- The final method of killing a spiritus what it is doing.
oped some special attachment, but such an anime is through magic. If any cure Once in a while (10%), a particular spiri-
intelligent plan would surely be beyond it.) wounds spell is used on a body the spiritus tus anime will have developed a special
The second method is to destroy the anime is animating, the spiritus anime and deceptive battle tactic. It will abandon
supply of dead bodies that it can animate permanently loses a number of hit points a wounded host body before the body is
as weapons, a time-consuming process from its own hit-point total (not from the completely destroyed, only to return to it
that can be counterproductive if some of hit-point total of the animated body) equal- later. As those fighting against the undead
the attacking party dies in the melee, ling the number of hit points that the spell will have assumed that they slew the first
allowing their bodies to be animated as would have cured. Bless causes 1-4 hp body, having it rise a second time will
zombies by the spiritus anime (in prefer- damage to the spiritus anime if it fails a make them believe that the undead bodies
ence to the weaker skeletons). saving throw vs. spells, and exorcise, are impossible to slay—a frightening pros-
The third way is to destroy the spiritus dispel evil, spiritwrack, raise dead, and pect indeed.

DRAGON 53
Habitat/Society: A spiritus anime is a
type of undead created only when a hu-
man, demi-human or humanoid creature is
buried alive, either intentionally (as a
torture or sacrifice) or by accident (such
as a landslide or the result of a tragedy
involving a disease, a feign death spell,
etc.). Many (40%) of those so buried be-
come spiritus animes, desperate to escape
burial and return to the surface.
Because such circumstances are usually
uncommon, only solitary spiritus animes
are typically encountered. If more than
one of them haunts a single site, the only
sign that they acknowledge each other’s
existence is that they usually refrain from
animating each other’s home bodies unless
there are no other bodies available to
them. If this does occur, and one of these
home bodies is slain, this automatically
slays the spiritus anime to which the body
belongs, without materially affecting the
spiritus that had been animating the body.
Thus, “killing” a zombie on one side of a
graveyard could actually slay a spiritus
anime on the other side of the field, caus-
ing two undead bodies to fall, in different
locations, when only one was struck
(though a third body might soon arise!).
Although both skeletons and zombies
can be created from the bodies of any
dead monster, a spiritus anime animates
only bodies that are similar to the one it
wore in life, for it feels comfortable in that
shape alone. If the body animated is of the
same species as the spiritus once was, then
the animation is handled with ease. If
there is a minor difference in size (such as
that caused by a once-human spiritus
anime using a dwarven skeleton), the
animated body fights at - 1 to hit; if there
is a major difference between the bodies Ankou his own family out of greed or to have
(such as the size difference between a allowed his family to perish rather than
halfling and an ogre, or the presence of CLIMATE/TERRAIN: Any inhabited area share his hoard of food with them. When
extra body parts such as the tail of a trog- FREQUENCY: Very rare (Rare) death claims such a person, his soul some-
lodyte or the four arms of some sahuagin), ORGANIZATION: Solitary times returns as an ankou, roaming the
the body fights at -4 to hit. ACTIVITY CYCLE: Night countryside in search of other victims to
Ecology: Spiritus animes are not natu- DIET: Nil collect.
ral creatures and do not participate in any INTELLIGENCE: Low (5-7) An ankou appears quite ordinary at a
way in the food chain, except to create TREASURE TYPE: Nil distance, seeming to be a poor farmer on
carrion in their immediate vicinities that ALIGNMENT: Neutral evil the road late at night, perhaps returning
attracts scavengers, insects, etc. As these NO. APPEARING: 1 from a market town. It wears typical rural
creatures are usually found in areas ARMOR CLASS: 6 clothing: ragged shoes or boots; worn,
shunned by civilization, they are set very MOVE: 6 patched and dusty work clothes; and
much apart from the worlds everyday HIT DICE: 8 sometimes a broad-brimmed work hat set
functioning. They exist only to procure THAC0: 13 to cover its eyes. Closer inspection reveals
additional host bodies to preserve their NO. OF ATTACKS: 2 it as an emaciated old man, with parched
“lives” aboveground until they are finally DAMAGE/ATTACK: By weapon type lips and with skin pulled tightly across the
laid to rest. (doubled) face and body.
Spiritus animes do not collect treasure, SPECIAL ATTACKS: Nil Three things upset this picture. First, an
but sometimes they will have incidental SPECIAL DEFENSES: Never surprised; ankou is usually armed with a farmer’s
treasure. If in a proper graveyard, each of detects hidden or invisible beings scythe (50%), a long sword that it carries
the bodies they animate, plus their home within 60’ without a scabbard (20%), or a large club
bodies, will have only the normal burial MAGIC RESISTANCE: Nil (20%); it is unarmed 10% of the time.
goods of that region, ranging from a burial SIZE: M Second, as an ankou takes its slow; stiff,
shroud to the riches of a major tomb. If MORALE: Champion (15-16) and deliberate steps forward, its head
the bodies used are the result of an acci- XP VALUE: 975 never ceases to turn from side to side, its
dental burial, then the treasure will con- glowing, flame-red eyes scanning the land
sist of the normal goods carried by the The ankou is an undead creature who to either side looking for prey. Third, the
creatures when alive. was a miserly farmer or peasant in life, a ankou is always followed by an apparently
person so debased as to have murdered sourceless, wooden creaking sound. This
54 OCTOBER 1990
is a product of an invisible cart pulled by chest to crush him. The ankou needs to they will re-form on the following night if
an equally invisible ox or horse that is make a single to-hit roll; if it succeeds, the the ankou still exists). Weapon blows and
even more emaciated than the ankou. The ankou has caught the victim in a bear hug magical effects are ineffective against
purpose of the cart (a gift of some nether- of fantastic strength, its fingers locking them.
world god of evil) is to carry away the together with startling power. Every Habitat/Society: The ankou is a very
bodies of the ankou’s victims, leaving round thereafter, the ankou does damage slow and patient creature with the cease-
behind nothing to mark its victims’ last equal to the victim’s armor class (armor less endurance of the undead. If an ank-
struggles. Sometimes the sound of the cart type and magical bonuses apply, but shield ou’s victim escapes alive, it will follow him
can be heard minutes before the ankou and dexterity bonuses do not, for the at its slow, plodding pace for the rest of
appears, apparently stepping out of the purposes of this calculation). Victims with the night, until it either catches and dis-
lengthening shadows of dusk or merely armor classes of 1 or less take no damage. passionately kills him, or until the first
approaching along a darkened road. The hugged victim may attack the ankou light of dawn intrudes, banishing the
Combat: The ankou is not particular with a one-handed melee weapon at - 2 to ankou back to Tartarus until the next
about whom it kills, but it is more likely to hit; he may instead elect to attempt to dusk. It has no memory to speak of and so
be encountered by solitary travelers than break the ankou’s hold, which can be done will not resume its pursuit the next night
by groups (treat the ankou as if it were if he makes a successful bend bars/lift out of any spite. But if the ankou encoun-
only “rare” on such occasions). It has ex- gates strength roll (one attempt per round ters the same traveler on some subsequent
cellent senses of hearing and sight, so it allowed with no limit to the number of night, it will attack him normally, as if the
can detect anyone in hiding and cannot be attempts). first encounter had never occurred.
surprised. Even with this ability, it will still Being undead, the ankou is unaffected Ecology: The ankou is probably the
attack only those who are accessible. The by spells involving sleep, hold, charm, or undead that contributes the least to the
ankou cannot cross open water or flame, cold of any sort, and its excellent senses ecology of a world. As with others of its
though rough ground slows neither itself negate the effects of many illusions (giving ilk, it neither eats nor can be safely eaten
nor its beast-drawn cart. it a bonus of + 3 on saving throws vs. by Prime Material plane dwellers. But
In combat the ankou usually fights with illusions). It can be turned by good clerics unlike other undead, it does not leave
a weapon, doing double damage on all hits (or caused to ignore evil ones) as if it were even the lifeless bodies of its victims be-
(2-16 hp damage with a sword, club, or a spectre. The touch of holy water in- hind to be eaten or picked through for
scythe) because of its great strength and stantly causes it and its cart to return to treasures. All that remains after an ank-
carefully aimed attacks. As it is as slow as the nether realms of Tartarus without the ou’s attack are a line of the victim’s foot-
a zombie, it gets only one attack per round possibility of a saving throw. prints that end at the point where the
and always strikes last. The invisible cart and beast of burden victim was waylaid by the driver of an ox-
If unarmed, an ankou attacks by grab- can be directly attacked only by casting a or horse-pulled cart, and the wheel ruts
bing at its opponent and attempting to dispel evil or exorcise spell upon them, that continue down the road, fading to
wrap its thin arms around the victim’s which will instantly destroy them (though nothingness.

DRAGON 55
A mechanical serpent has no ecology

by Spike Y. Jones the next question asked of me would be? the world.
Yes, Grainne, I will tell you this story, but “This thing, called the Light of Surya,
“As you can easily hear, Grainne, our only as I can see that otherwise our music was a flawless diamond that had been
own crwth is much gentler in tone than lesson will go no farther this day. Fiona, magically engraved with the words to a
the quayteros of the worshipers of Ishtar bring me the other naganai, the polished number of spells of great power. Fortu-
the Dancer. Now, compare my telyn with wooden one, from my instrument satchel. nately, those spells could be cast only by
this other harp called a kissar. It’s made Aidan, you get me a drink to wet my lips— one strong of will and pure of heart, and
from the skull of a minotaur that has had but only water, mind you; it’s hardly past the mage who possessed the diamond,
strings attached to its horns by—” dusk. And Grainne, you merely make Gawara Hawara, had neither, having
“Look at Aidan! Look at Aidan!” cried yourself comfortable here while the oth- gained the periapt by way of a poisonous
Fiona, interrupting the bard in midlesson. ers are about their tasks, for you shall snake, as he was both a coward and a
“If you’re trying to look like a fool, have a task of your own—a musical task— scoundrel. While I myself had not the . . .
Aidan, you’re doing a good job of it,” mut- to perform later.” magical aptitude to use such a device, I
tered the children’s older sister. thought that retrieving and returning it to
“I’m trying to get this horn to blow, There had been a sound, and from close the rightful owners would be beneficial to
Grainne, but it just won’t work,” by. It was not a proper command and had all involved—including myself,” he added
“That ‘horn’ is actually a very rare in- been nothing at all intelligible, but it was hastily before Aidan could say the same. “I
strument in this country,” said the bard, the first time in untold years and miles was younger then, and willing to lay aside
“for I found it in a land beyond the Imbran that there had been a sound. The listener my greatest talent for a bit of glory and a
Mountains and, indeed, beyond the des- hesitated in the near darkness—then chance at being killed.” He hefted the
erts on their nether side. It is a ‘naganai.’ ” moved in that direction. It was so close. strange flute in his hand.
“A what?” asked the red-headed boy. “Did you sneak in and grab it?” asked
“A ‘snake-flute,’ in the language of a man “Years ago when I was still earning the Fiona.
named Gawara Hawara.” title ‘Farwanderer,’ for I had yet to see “Or did you break in and fight for it?”
“It doesn’t look like a flute,” observed many of the faraway places that by now I countered Aidan.
Grainne. have, I arrived in the city of Mangala on “Being not as rash as many another
“Or a snake,” added Fiona. the banks of the Porah River. I was travel- young adventurer,” the bard continued
“And it doesn’t sound like either,” added ing in those eastern lands looking for an blithely, “I did not present myself at the
Aidan with a grin as he handed the tube of education of sorts and the means to sup mage’s door and demand the return of the
wood and metal to its owner, who took it port myself until the education was periapt. Instead, remembering such sage
in his right (and only) hand. through. In Mangala I found what I phrases as ‘ignorance breeds indigence’
“That’s a part of its special magic,” said thought was a way to combine the two. and ‘over hurried, soon buried,’ I decided
the bard. “The average person of that place is to first learn as much as I could concern-
“Magic? Like in the stories?” much the same as those of Mardukan to ing Gawara Hawara’s security measures.
“Yes, Fiona, magic like in the stories.” our south, but their magicians are of a “The first thing I was told by those I
“And was there magic when you got the different sort entirely. While Mardukanian approached was that he guarded himself
flute?” spell-casters use their elaborate rituals to and his treasures with snakes—mind you,
“Yes, Aidan, there was magic in the ‘nai, ensure good harvests and to protect their not just any snakes, but magical creatures
and there was magic all around it, and people from barbarian and monster at- with scales of steel and blood of oil.¹
there is magic in it still.” tacks, Mangalan wizards use their magicks “These ‘iron cobras,’ for such were they
“And will you please tell us about it, Mr. to fabricate items of power for their per- called, he constructed for himself in his
Farwanderer?” sonal profit. And I had heard of one such apartments and released to prowl the
“I wonder how it was that I knew what magical creation, rumored to be unique in courtyards and recesses of his mansion. It

DRAGON 73
was one such device as this that he sent to sleeve drop away from its stumped end. cheeks and lips, the way he shifted his
slay the mage-priest of Surya to gain the “Grainne shall play on the audible ‘nai, head, and the way the muscles of his
magical gemstone I sought, one of many while Aidan will follow along silently with throat and mouth tightened at certain
such stolen articles said to litter his quar- the other.” points, I was sure I had been able to deter-
ters. Many a prospective pilferer had died Aidan’s expression fell for a moment as mine what all of the notes were and how
in the clutches of these cobras, and only he took the silent ‘nai. Perhaps Mr. the songs were to be played. Now, try
one, Asman, called ‘the Lucky’ after his Farwanderer had given him the quiet blowing the tune the easiest way.”
one encounter with the snakes, had sur- instrument to keep him from playing When Grainne played a passable version
vived their attacks to tell me of their badly again. But the barest hint of a smirk of the song, giggling erupted from Fiona.
effectiveness. tickled the corners of the bards mouth, “I couldn’t help it, Mr. Farwand’rer,” the
“But the theft and subsequent protection and the boy realized that there might be child protested before the bard could
of his ill-gotten gains were not all for other reasons for the choice of instru- chastise her, “Aidan was blowin’, too!”
which Gawara Hawara used the cobras. ments. His usual smile resurfaced. “I thought you meant for both of us to
He would sometimes hire them out as “Now, as I was saying,” the bard re- try it,” Aidan answered as his teacher
relentless assassins, even offering them to sumed, his face regaining the serious turned toward him, a look of purest mis-
high officials for legitimate purposes if the expression he wore during instruction, chief belying his avowed innocence.
price tendered was exorbitant enough. “having learned to play the naganai, I next “Be that as it may, it would be to the
Whereas a man being hunted by another went to discover the tunes Gawara Ha- advantage of all involved if you merely
man could hope to use trickery or speed wara used. Mangala being a city of ma- fingered along with your older sister and
to escape his pursuer, or could hope to gicks, I visited a guild of magicians and left the cheek puffing to another time.
defeat him in combat if finally cornered, asked if to borrow a scrying device.” Now, Grainne,” the bard continued, “if you
the same could not be said of the man “Scrying?” asked Fiona. were to blow doubly hard when you reach
chased by the iron cobras. The iron ser- “That’s like spying,” replied Aidan, look- the third note, and only just whisper the
pents were unceasing and never lost a ing up from his fingering of the ‘nai, “but last, you will find that you can play notes
trail once they’d found it.2 I was told that it’s magic.” of different pitch at those two places, one
they were invincible in combat. Worse “By paying them a fair price, leaving the an octave above, and one an octave below
still, they often struck at night or when rest of my instruments in their care as the normal pitch.”
their victim was unable to defend himself, collateral, and promising them further Grainne now played a tune quite similar
making maximum use of their stealth and payment if I was successful, I procured to the first with only the two requested
deadly poison. the loan of a pair of magical eyepieces modifications.
“The cobras were not alive and did not known as ‘eyes of the eagle.’ Equipped “Very good! That first tune you played,
think for themselves. Instead, they fol- with these crystals, I rented a room on a that Aidan tried to echo, was ‘attack,’ and
lowed the commands given them by Ga- hill overlooking Gawara Hawara’s house. the second was ‘report.’ Of course, even if
wara Hawara. To ensure that the Although it was some distance away, with properly played on the naganai in Aidan’s
commands could not be overheard and the crystal eyepieces I could see the mage care, neither variation would be audible,
then spoken by other men, he constructed as if he were but feet away from me. but the method would be the same, and I
his serpents in such a way that they would Every time he came into my sight, I assumed the result would be, too.”
respond only to commands issued by way watched him in hopes that he would give
of his flute, his naganai.³ No one I spoke some command to his cobras. Once in a great while, the naganai’s slave
with in Mangala knew. the songs he played “A few times a day, he did make rounds of would pass some of its smaller brethren
to command his snakes, as he refrained his yards, inquiring of his constructs if there along its journey, lying damaged beyond
from playing where he could be over- had been any disturbances, then replaying repair in the wastes of the desert or at the
heard, unless the audience was not ex- their original orders or changing them if bottom of mountain defiles, or even lying
pected to survive to pass on the tune. anything noteworthy had occurred. rusted beneath the surfaces of still lakes
“So,” said the bard, setting aside the “It took me a fortnight and more before I and slow rivers. All had tried to carry out
wood and metal ‘nai and taking the plain felt confident that I had learned all of the their last orders, and all had failed in their
wooden one, “I first had to learn how to tunes I would need. I watched closely and attempts. But now the servant had a new
play this instrument. Luckily, it being one mastered the fingerings for a half-dozen order, an order that would last until can-
of the more popular of those played in different commands.” He reached for celed.4 It moved quickly to fulfill its com-
Mangala, I had my choice of many capable Grainne with his one hand. “This,” he said, mand, iron fangs parting in anticipation.
tutors, and I quickly mastered its tech- carefully raising and lowering her fingers
niques of play. Aidan, you can try to play over the holes of the wooden naganai to a “And then you got the thing?” asked
this ‘nai.” simple beat, “was the command to attack Fiona, attempting to steer the story firmly
Aidan took the proffered instrument and intruders. And this,” he said, moving her away from the music lesson.
proceeded to produce two or three audi- fingers through an identical pattern, “was “Yes, dear, it was time to make my try
ble but painfully bad notes before passing the command to report to Gawara Hawara.” for the Light of Surya. I had watched the
it back to the bard. “But they’re the same,” Grainne mage until I had determined just these
“Now, give it to Grainne and we’ll see complained. sorts of differences between the tunes he
what sort of impression my chwibanogl “Ah, the fingerings are the same, but are played regularly. There were slight varia-
lessons have made on your sister.” the songs?” tions to some tunes played on different
The older girl accepted the ‘nai, took a “If they were loud or quiet . . . ” said days or in different places that apparently
few seconds to nervously adjust her Grainne after a thoughtful pause. made the commands more precise, but I
finger-holds, then played a halting but “Or if they were notes with the same was confident that the general commands
recognizable scale on it. fingerings but different sounds . . . ” pon- I’d learned were sufficient.
“That’s better, Grainne, especially as the dered Aidan. “I readied myself in my least conspicu-
‘nai can play notes quite different from the “. . . with different pitches, then the ous clothing, secured my all-important
chwibanogl you’re used to. You will both songs would differ,” finished the bard. naganai and a few other tools of value,
get the chance to continue with your “Both good answers, and both correct. I belted on my smallsword, and made my
lessons while I continue with this story. watched Gawara Hawara even more way through the dark of the night to his
You’ll play the tunes I show you, as it is not closely for the next week to notice any mansion’s outer walls.
easy for me,” he said, raising his left arm signs of intonation changes or octave “As I began my ascent, I thought for a
but not letting the concealing folds of his jumps. And by way of movements of his moment that I spotted movement farther
74 DECEMBER 1990
along the garden wall. But when I paused room contained a mass of treasure; silver, “The sting of a bee needn’t kill to
to look more intently, I saw nothing. I told gold, gems, jewelled arms and armor, and frighten away a curious boy, Aidan, and
myself that it was just nervousness and beautiful works of art, all illuminated by not all poisons need be fatal in order to be
finished the climb. From the walls top, I the magical light-globes fixed in the doubly effective.9 In this case, it was enough for
looked for any sign of cobras in the yard high ceiling. And nowhere could a cobra the venom to leave me paralyzed, lying on
but saw none. One of the reasons real be seen. Made bold by this wealth of the flagstones until Gawara Hawara could
cobras are dangerous is that they can wealth and dearth of protection, I stepped investigate the clamor we had made; after
disappear in the darkness and under- in and made for an alabaster pedestal in that, my death would be assured.
growth as effectively as a skilled thief; the room’s center, upon which shone the “I was too distraught to judge the inter-
apparently, this is one of the reasons co- gem I sought. val, but I imagine Gawara Hawara was not
bras were chosen to model for these “And it was at this moment I learned long in coming. He was a tall man with a
constructs. that it is never wise to assume the un- shaven pate, and he was wrapped entirely
“I crept toward the manse across the likely. For there I was in the most impor- in many-layered green robes. A jewelled
compound, headed for a small door that tant room of the mage’s lair, and it did not dagger hung at his hip, and he had in his
I’d seen Gawara Hawara use but rarely— enter my mind that he would have hand the same silvered naganai that Aidan
and I was almost discovered. One of his guarded that room more effectively than now holds. With a most evil look on his
mechanical minions approached me along the rest of his demesne. Before I could face, he approached to question me before
the path, but apparently I saw it before it traverse half the distance to my goal, having me disposed of. But before he
saw me. I immediately stopped and at- something that I had previously taken to could ask his first question, we both heard
tempted to blend silently into the same be a rolled carpet6 unfurled, showing itself a clinking sound from somewhere across
shadows the cobras were using for con- to be a shockingly huge iron cobra that the room.
cealment, as I did not want to betray my raised its head more than my own height “Whirling about, Gawara Hawara saw
presence by playing my ‘nai too soon. The above the floor.7 nothing. Only momentarily puzzled, he
silvery snake-stopped short of my conceal- “Guessing that it would not be wise to lifted the naganai to his lips and began to
ment and spread its hood out about its attempt to bluff this monster, I grabbed play. At first I thought the poison of the
head, turning in all directions as a human my naganai and played the command song cobra had deafened me, for I heard no
would turn with a hand cupped to his ear.5 for it to ‘stand fast and report,’ the tune I sound from the ‘nai, but I soon realized
Luckily, although it looked directly at me was most sure of. Now, Grainne, if you that it must be something else for I could
for a time that felt like hours, it finally remember it. . . .” he said expectantly. still hear the rustling of his robes. Immedi-
refolded its hood and glided swiftly past. Grainne raised the ‘nai to her lips and ately after this realization, a normal-size
Evidently, it was intent on finding some- complied, and the bard returned to his iron cobra appeared from one of the per-
thing or someone else. narration when she had completed a halt- forations in the walls. Moments later,
“Shaken but not unnerved by this good ing rendition of the command. “To my another appeared, then a third. When
fortune, I waited until the iron serpent chagrin, the monstrous snake failed to they’d halted before him, Gawara Hawara
was well gone, then made for the door. It pause, continuing its measured advance. played another silent tune and they
had been locked, but the device was a Thinking that I’d mistaken the tune, I opened their fans, ‘looking’ for the unseen
simple one, the mage putting trust in the played another song” —at which point intruder. I discovered then that part of the
abilities of his iron guardians to protect Grainne played “return to patrols” magic of this naganai was that it could be
him. I left the door ajar behind me, in case unbidden— “but it did me no better. The heard only by his iron legions.
I had no time later for a leisurely exit, and cobra approached still. “Of a sudden, one of the snakes ceased
I proceeded cautiously forward. “Realizing that there had somehow been its rotations and a whispering sound like
“It was not dark inside, for the mage had an error in my preparations, I drew my wind through dry leaves came from it.10
attached some small globes to the ceiling smallsword and took a defensive stance. Hearing this, Gawara Hawara played yet
at intervals that cast magical light bright Much faster than its stately stalking of me, another soundless song. Immediately, all of
enough to allow navigation of the corri- the automaton lashed out. Desperation his small charges made for the shadows
dors without fear of bumping against more than skill enabled me to jump aside behind one treasure pile.
walls or breaking crockery. I had no sure at the last possible moment. As I dodged, I “Realizing that he’d been found out, a
idea where the periapt was secured, but I stabbed my blade at the automation, only man dressed all in black leapt from behind
assumed that it would be in the center of to have the weapon clang and shatter an urn of coins and landed beside the
the building, away from entrances as against a surface stronger than my leading snake. Swinging downward with a
vulnerable as the one I had come through, swords cheap steel.8 That action was my glowing sword, he struck its head off with
and that it would be close to the rooms last against the periapt’s final warder. one blow, then grabbed its fallen body and
Gawara Hawara occupied, mages and Before I could even think of another at- slung it about him, spraying the floor
misers often surrounding themselves with tack to make, it reared up once more and, between himself and the other snakes
their treasures. So, I made my way up- with,a lightning lunge, thrust its fangs into with its ichor. Then, with extraordinary
ward and inward. my shoulder and poisoned me.” calm, he took a handful of slim darts from
“Stealing through the mage’s apartments his belt and dipped their tips in the venom
was a nerve-wracking experience, as I Years of silence had been broken less dripping from the downed cobra’s fangs.
paused and hid at every imagined sound. than an hour before by meaningless noise, “Not at all dismayed by this apparently
Although everything was sized for humans, then again minutes later by an actual senseless act, the other snakes continued
there were small holes cut into the walls and command: the command to attack all but forward, but once they arrived at the pool
doors to allow easy access for the snakes, a the holder of the naganai. It should have of fluid their progress stopped. Writhe and
fact demonstrated when another inattentive made no difference to the serpent, but it twitch as they might, they could neither
iron sentinel emerged from one of these seemed to move a trifle faster through the move forward nor retreat from the blood
channels a short distance ahead of me and darkness than it had before, as if to fulfil of the fallen one.11 That being the case, the
departed across the hall. this latest order before the holder of the brazen thief walked up to the plinth and
“I eventually ascended a flight of stairs naganai could pick up and move away It plucked the Light of Surya that sat there.
and arrived at a room that appeared to be was the greatest of its kind. It would not “This I thought was the man’s only mis-
Gawara Hawara’s personal quarters, and fail now. take, for he’d apparently forgotten about
hopefully of the Light of Surya. Gathering the enraged Gawara Hawara. After the
my courage, I opened the last door and “But you couldn’t have been poisoned! mage recovered from his shock at the
entered the chamber. As I’d guessed, the You’re still alive! ” scene, he uttered an oath in his foreign

DRAGON 75
tongue and desperately played the com- commands, it might still be useful.” He respectable legal authorities.
mand to attack once more. took the instrument from the boy and 3. Iron cobras can be commanded in
“At this last command, the immense quickly, almost carelessly, fingering a short many ways, the means being decided upon
serpent whose head had hung over me flurry of soundless notes. “In an emer- during creation. While most iron cobras
now started after the thief. Audacious and gency, I need only remember that the tune obey voice commands, some respond only
unafraid to the end, the man in black to make the snakes resume their normal to coded messages, hand signals, nonver-
stood his ground, selected an envenomed patrols, as if no enemy had been encoun- bal sounds (such as musical instruments)
dart, and calmly blew it through his dart- tered, needs but a single hand to play.” or other exotic or long-range modes of
tube at the mage. Not being interested in communications. The manual used to
watching his adversary fall dead to the The serpent paused, head drawn back create an iron cobra includes a list of
floor, he turned to where I lay on the floor and flattened for the blow. Yet another possible command devices, so that a per-
and removed the scarves he had worn to new command had been given: “Resume son possessing a deactivated iron cobra
hide his face. patrols in the compound in Mangala.” and the manual from which it was created
“To my surprise, the man was familiar, Clockwork eyes gleamed in the moonlight could, through trial and error, determine
but it was not until he spoke that I recog- as it appeared to considered the order and the one method of controlling it.
nized him. ‘Thank you,’ Asman the Lucky reach a decision Then, in unhurried si- The commands themselves can be of any
said, ‘for showing me the way into Gawara lence, the cobra turned its 18’ of iron sort the creator desires, from such simple
Hawara’s lair, and for showing me the power from its target and began the re- things as “attack,” to complicated orders
Light that I have sought all these years.’ turn trip across the mountains, the des- such as “attack, targeting spell-casters
Then he turned and ran down the stairs, erts, and the rivers to home. first, followed by elves, then by all others.”
barely eluding the monstrous cobra that Whatever the commands, they must be
followed in slow but determined pursuit. Footnotes selected at the time of the cobra’s creation;
“It took me some while to get up from Iron cobras are described in the AD&D® it will answer to no commands not built
where I lay. Surprisingly, I was not at- 1st Edition FIEND FOLIO® tome, pages into it after that.
tacked in that time. The snakes that had 52-53. It is assumed herein that these Whatever the commands and command
been stranded in the oily puddle had evi- creations can be made by high-level wiz- method decided upon, they must be indi-
dently escaped and joined the pursuit of ards, and that they are more common vidually programmed into each iron cobra
Asman, and unless they caught him, than generally believed (they are certainly created. Thus the creator could use simi-
they’re probably pursuing to this day. Only far less powerful than iron golems). Iron lar but subtly different commands for
the gods know where they’ve all gone cobras have a 50% chance to hide in each of his constructs, so that determining
now.” shadows (the FIEND FOLIO tome says they the commands for one might not help an
hide as well as 8th-level thieves, but this attacker use them against others. This
On a chilly night like this, a human chance is 49%). would also allow the controller greater
would call the light streaming from the 1. While they exhibit some signs of life, subtlety in issuing commands.
windows of the two-storied building iron cobras are merely cunningly designed 4. Many iron cobras are created with a
friendly. To the long, sinuous figure in the magical constructs. Rare and expensive built-in “fail-safe” command that comes
black street outside, the light was merely a materials, powerful spells, and secret into effect if the cobra spends a considera-
signpost that its mission was coming to a crafting techniques are required to build ble length of time without receiving or-
close. With mechanical precision unham- them, with different combinations of these ders. Typical fail-safes include commands
pered by the dents and scratches it had creating iron cobras with different capa- to return to the cobra’s creator, to its
collected on its years-long journey, the bilities, Still, many components are held in owner, or to a specific place after a period
serpentine machine advanced on the inn’s common by all such devices: mithral, of time has elapsed (up to one year). Iron
front door to carry out the first order it adamantite, or meteoritic iron; a vial of oil cobras designed to be left alone for unlim-
had received since it had left the tower in of slipperiness; and many gemstones ited periods of time, such as guardians of a
Mangala. Its head lowered to serve as a crafted into gears and bits of machinery. tomb, sometimes use other fail-safes, such
ram. The door would not hold beyond the The cost of constructing even the smallest as commands to slay all intruders, to pre-
first blow. of these automatons is 2,000 gp. vent the theft of the treasures in the lair,
A mage owning a manual describing the or to hide and await further instructions.
“I was too weak from the lingering ef- methods of constructing iron cobras will 5. Every iron cobra can detect a single
fects of the poison to make much use of protect it dearly, as it can fetch a price in specific property by spreading its hood
the treasures piled around me, so I se- the hundreds of gold pieces—thousands if and orienting it on that quality. Typical
lected a few choice and expensive pieces it contains special directions such as those properties detected for are covered by
to make up for the loss of the prime trea- for creating giant iron cobras. existing divination spells (e.g., good, evil,
sure and limped out of the room. As I As an aside, while these constructs are magic, undead, invisibility, etc.); the ranges
passed the body that had been Gawara the sort of thing that the tinker gnomes of and areas of effects are as if those spells
Hawara, a cautious thought struck me and Krynn might manufacture, an iron cobra were cast by a 12th-level human mage,
I took from his hands the magical naganai appearing in a DRAGONLANCE® setting with the divinatory ability being usable as
with which he had commanded his crawl- would likely have come from some other many times each day as desired. Other
ing weapons. Then, knowing full well that universe, as the cost for tinkers to make divinatory properties can be used, but the
the rest of the booty would be long pil- an iron cobra would be well above 20,000 mage must have cast on the near-
laged before I could heal and return, I steel pieces. But if confronted with an iron completed construction a spell designed by
painfully made my way back to my room cobra or the remains of one, a tinker him for this purpose (for example:, a spell
on the other side of Mangala. Through all would have to make a check vs. wisdom that detects those who worship a particu-
the intervening years, I have kept the on 2d12 in order to tear himself away lar god, for one who plans to use his iron
naganai here, just in case I should happen from the fascinating device. cobra against the worshipers of an op-
to meet one of his iron snakes, still intent 2. Iron cobras are not alive, so they do not posed deity).
on punishing the thief and I.” need food, water, or sleep, nor will they ever The iron cobra’s construction manual
“Mr. Farwanderer, you can’t play the ‘nai forget a command or be distracted from a will list specific materials that must be
anymore, so why do you still keep it task. Thus they make excellent servitors varied according to the detection spell
around?” and, because of their combination of track- bestowed on the serpent (e.g., an iron
“Ah, Aidan, while no one can play a song ing and lethal combat capabilities, are some- cobra designed to detect poison would
on it, nor can I play many of the cobra’s times used by bounty hunters or even include eyes glazed with celadon, pur-
76 DECEMBER 1990
ported to locate such substances, while used are as much as six times as thick, and potent doses. Thus, if the same poison is
one designed to detect magic might re- the enchantments similarly stronger. Be- used by both small and giant iron cobras,
place those eyes with eyes of magic- cause of this, the giant iron cobra’s skin is that of the larger mechanism is 10% more
sensing star sapphires). much tougher than that of the small ver- effective (save vs. poison at -2 beyond
While an iron cobra is almost infallible sion and a nonmagical weapon (which will any adjustments vs. the poison of the
at detecting the property for which it was do the giant cobra no harm) has a possibil- smaller machine).
constructed, it cannot serve every pur- ity of breaking against it. If the attacker 10. While iron cobras are usually given
pose. If a mage built an iron cobra to misses with a roll high enough to have hit instructions that preclude the need for
detect evil, for use as a guardian of his armor class 10, his weapon has struck the return communication (‘kill all intruders”),
treasures, a neutral-good thief would snake’s skin and, if it fails a saving throw some mages consider it useful to allow
elude his precautions. Thus, owners of vs. crushing blow, it will shatter. Addition- their charges to communicate information
more than one iron cobra often have them ally, for every bonus point of damage done as well as perform other tasks. The most
constructed to detect different properties due to the attacker’s strength, the saving common method of doing this is to pro-
such as evil, magic, and poison, in hopes throw for the weapon will be one point gram certain movements of the cobra’s
that intruders and victims will be revealed worse because such forceful blows are body to correspond to specific reports it is
by at least one of these traits. more likely to break the weapon. Thus, if likely to make. If this is done, a reporting
Without its outspread hood, an iron the sword of a character with a 16 iron cobra will look very much like a live
cobra is incapable of sensing anything strength was forced to make a save, it snake as it sways its body and bobs its
beyond that which is mundanely pre- would have a worse chance of making its head to convey a message to its master.
sented to it by way of sight, sound, or save than the weapon of a weaker charac- Although they are not normally con-
touch (unlike a real snake, it has no sense ter due to the stronger’s +1 damage structed for it, iron cobras can also be
of taste or smell). The hood has the same bonus. built that have the capacity for rudimen-
armor class as the rest of the cobra, but 9. Just as the iron cobra can have any tary speech. Without lungs, lips, and other
attacks specifically aimed at the hood can sort of detection spell centered on its sound-generating devices, they can be
damage it without destroying the cobra hood, it also can be equipped with any made to “speak” by rasping together some
itself. The hood has the equivalent of one- type of poison in its fangs. Poison can be of the gears in their mouths and the plates
fifth of the cobra’s normal hit points changed by the controller of the cobra on their backs or hoods in code (so a short
(never less than one point), but these whenever desired by merely draining out mouth rasp might mean “intruders have
points are in addition to those listed for the old poison and replacing it with a new been detected,” while a repeated scraping
the iron cobra and are not calculated into one. Typical toxins include those that sound might mean something as mundane
its hit-point total for purposes of destroy- cause damage or death, those causing as “tea is being served in the library”). In
ing the machine or for experience-point special effects such as paralysis, sleep, or no case can an untrained person interpret
calculations. various discomforts (disease, allergies, these noises or movements,
6. The normal construction of an iron rashes, etc), and other, more exotic, sub- 11. Most of the iron cobra’s components
cobra is such that it obviously appears to stances that can incapacitate or cause are reduced to useless scrap if it is de-
be a machine. If its creator adds 10% to its insanity in victims. stroyed, making its resale value after
cost and construction time, the cobra can Whatever the substance injected into the destruction less than 10% of its intact
be made to have some other outward victim on a successful hit, an iron cobra is value, but some substances within it retain
appearance, the most common of these equipped with only 3-8 (1d6 +2) doses of it, their use if separated quickly from the
being the appearance of an actual cobra and they cannot withhold poison at will; rest to prevent contamination. These
(or other type of snake, if the hood and its whenever they bite, if they still contain include the oil of slipperiness lubricating
detection abilities are eliminated). poison, it will be delivered into their victim. its gears, which acts as described in the
7. Most iron cobras are of the small and While giant iron cobras would appear to Dungeon Master’s Guide for 1-4 hours
inexpensive sort, but some are giants as have capacity for more poison than nor- after being removed from the cobra; and
large as six times standard size. The cost mal ones, they still carry only 3-8 doses of its poison, which maintains its full effects
of manufacturing huge cobras is consider- their poison, but have larger and more for 1-4 turns after removal.
ably more than six times that needed to
make normal iron cobras, running as high
as 50,000 gp depending on what “special Iron Cobra Table
features” are included. Some mages would
spend those thousands on having many Normal Giant
CLIMATE/TERRAIN Any Any
normal iron cobras, but some consider it a
fair price for a huge serpent’s capabilities FREQUENCY Very rare Very rare
and its effect on enemy morale. ORGANIZATION None None
ACTIVITY CYCLE Any Any
The giant iron cobra is identical in all
DIET Nil Nil
ways with the smaller version of the same
monster except as shown in the Iron Co- INTELLIGENCE Non (0) Non (0)
bra Table and in other notes here. Both TREASURE TYPE 2,000+ gp 25,000+gp
ALIGNMENT Neutral Neutral
are unaffected by spells such as snake
NO. APPEARING 1(1-6) 1
charm. Although some think that cold or
lightning spells should have a special effect ARMOR CLASS 0 - 2
on them, they are insulated so that they MOVEMENT 12 9
HIT DICE 1 5
suffer no more than any living creature
THAC0 19 15
caught in one of these spells. Thus, an ice
storm cast on one would still do damage, NO. OF ATTACKS 1 1
but it would have no extra effects due to DAMAGE/ATTACK 1-3 1-8
SPECIAL ATTACKS Poison Poison
the nature of the target.
SPECIAL DEFENSES See text See text
8. As iron cobras are made of exotic and
strong metals, laced together by powerful MAGIC RESISTANCE Nil Nil
enchantments, normal weapons used SIZE Small (3’long) Huge (18’long)
MORALE 20 20
against them do only half damage on a hit.
XP VALUE 270 1,400
In the case of giant iron cobras, the metals
78 DECEMBER 1990
Send your PCs on a fishing trip they’ll always remember
by Tim Malto NO. OF ATTACKS: 1
Giant Archerfish DAMAGE/ATTACKS: 2-8
Not many campaigns take place in a SPECIAL ATTACKS: Water jet, swallows
watery environment. But a party will CLIMATE/TERRAIN: Tropical/large fresh- whole
occasionally undertake a short voyage by water lakes SPECIAL DEFENSES: Nil
boat, simply to get from point A to point B FREQUENCY: Uncommon MAGIC RESISTANCE: Nil
How does a DM get the PCs’ feet wet with- ORGANIZATION: Solitary SIZE: L (9’ long)
out introducing a tribe of koalinths, some ACTIVITY CYCLE: Day MORALE: Steady (11)
seawolves, or something worse? These DIET: Carnivore XP VALUE: 420
two creatures can bring the PCs into the INTELLIGENCE: Animal
water in ways they least expect. TREASURE TYPE: Nil The giant archerfish is a silvery creature
ALIGNMENT: Neutral with heavy jaws, giving it a squared-off
NO. APPEARING: 90%: 1-3 adults; 10%: look when seen head on. This is due to
5-20 young two powerfully muscled water bladders,
ARMOR CLASS: 6 one on either side of the head. Behind the
MOVEMENT: SW 20 head, the body narrows quickly to a
HIT DICE: 3 + 3 streamlined shape with a powerful tail.
THAC0: 17 The water bladders can generate a wa-
ter jet once per three rounds, fired from
the fish’s mouth, with a range of 30’. Used
by a full-grown specimen, the jet can
knock a human from the deck of a ship or
out of a ship’s rigging. A target is treated
as AC 5 regardless of actual armor class, A
free-standing victim is knocked backward
by the force of the jet; for every 20 lbs.
less than 200 lbs. he weighs, he is forced
back 1’, and any victim under 200 lbs.
must make a dexterity check on 4d6 to
remain standing (the point is moot for a
victim hurled from a ship). If the victim is
grasping a support or is braced, he must
make a strength roll on 3d6 to avoid being,
knocked back. A saving throw vs. paralysis
must be made to continue grasping any
hand-held item. An attack roll of 20 indi-
cates that the victim is stunned for 1-3
rounds by the force of the jet.
Once a victim is in the water, he is sub-
ject to a bite attack similar to a shark’s, On
a natural roll of 20, the archerfish will
swallow whole any victim the size of a
halfling or gnome. A swallowed character
can cut his way out if he inflicts enough
damage to the AC 10 interior of the fish to
slay it, but he can do so only if he has a
dagger or knife in hand. Meanwhile, the
character suffers 1 hp damage per round
due to digestive acids, and he has no air to
breathe. It should also be noted that, once
in the water, a victim loses all armor-class
bonuses due to dexterity unless he is
wearing a ring of free action or similar
magical item, and shields cannot be used.

16 JANUARY 1991
These fish seldom come together except The streamer can be folded down tightly These fish can be found in any warm,
to spawn. Eggs are laid on the sea bottom against the body, leaving a ridge that the shallow ocean. They are fiercely territo-
and fertilized there. Those eggs not de- fish uses in swimming. rial, each staking out an area of one
voured by other predators hatch in 3-4 Nocturnal by nature, this fish rises to square mile near a shipping lane and stay-
weeks. The young remain together in a the surface at night to hunt. It deploys its ing with it until prey no longer passes by.
school, ranging from 5-20 individuals, until dorsal fin and floats with its head down They come together only to mate; the male
they reach the length of about 3’; then and tail relaxed. Upon hearing the ap- then leaves while the female carries the
they separate. Young archerfish have these proach of potential prey along a shore or fertilized eggs in her body until they
statistics: AC 7; MV 18; HD 1+1; THAC0 in a boat, it wiggles its body and flutters hatch. She then gives birth to up to 25
19; #AT 1; Dmg 1-3; SA none effective; SZ its dorsal fin in such a way as to mislead a young that swim rapidly away to avoid
1-3’; XP 35. viewer into thinking that a woman, either being eaten by their parent. Young giant
The water jet is usable upon hatching. human or elf, is drowning. (The DM damselfish seem to gain their taste for
These fish cruise near the surface and should secretly roll intelligence checks on human and demihuman flesh at adult-
track prey by sight, following long enough 1d20 for the characters if anybody be- hood, which is when the “damsel” fin is
to orient on course and speed. Then they comes suspicious. Any character who fails fully developed and the “fishing” instinct
break the surface in a jump and squirt his check is deceived by the ploy.) appears. (Sages speculate that an Arch-
their jets to bring down large insects, Once a victim swims within 10-15’, the Mage or higher power was involved in
birds, and small water-dwelling animals. giant damselfish lets its “lady” sink convul- their creation.) Adult giant damselfish are
The school of young is cooperative in this sively into the water. It then folds back the also highly aggressive and try to eat any
hunting style until the individuals reach dorsal fin and lunges at its victim with its creature that comes near them. While this
adulthood, when the victims rarely pro- head. If the ram is successful, 1-4 hp dam- ploy usually ensures a hearty meal of
vide enough food for the entire school age are done to the victim. The fish then other fish, it’s usually a disaster if the
(hence the break-up). The water jets of makes a second attack roll (at +2 to hit) in other creature is a shark.
young giant archerfish do not endanger the same round to do 1-4 hp biting dam- Damselfish do not collect treasure,
characters, and they cannot swallow char- age. It will subsequently circle and ram though an occasional valuable item may be
acters whole, though they could consume whenever it sees a chance. Should the fish found in the stomach of a dead fish. Nor
sprites or brownies. miss its lunge, it cannot bite. A natural roll are these fish edible, being exceedingly
These fish are not territorial and travel of 20 on a ram indicates the victim is tough and possessing a very strong taste.
to any place they can take down prey. stunned for 1-3 rounds, during which time The one reason they are occasionally
They eat people only if such are available. the fish will automatically hit with its ram- sought after is for their dorsal streamers,
In a pinch, giant archerfish are known to and-bite routine twice per round (for a which can be used as a component in
scavenge the bottoms of their shallow seas total of 4-16 hp damage per round, with certain illusion/phantasm spells (any that
or large lakes. no further chance of stunning until the use the fleece needed by a phantasmal
Giant archerfish have no interest in victim recovers). force spell).
treasure, though an occasional item may
be found in the stomach of a slain fish.
They themselves are not good to eat, nor
do they have any body parts known to
have practical use (except as bait to catch
other fish). Nor is there any use for them
as components for any known spells, Artwork by Thomas Baxa

Giant Damselfish
CLIMATE/TERRAIN: Tropical and
temperate/saltwater oceans
FREQUENCY: Uncommon
ORGANIZATION: Solitary
ACTIVITY CYCLE: Night
DIET: Carnivore
INTELLIGENCE: Animal
TREASURE TYPE: Nil
ALIGNMENT Neutral
NO. APPEARING: 1-2
ARMOR CLASS: 5
MOVEMENT: SW 18 (lunge 30)
HIT DICE: 2+4
THAC0: 17
NO. OF ATTACKS: 2
DAMAGE/ATTACKS: 1-4/1-4
SPECIAL ATTACKS: Stunning ram
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: L (7½‘)
MORALE: Steady (11)
XP VALUE: 120

This fish has a bony head and a slim,


dull, dun-colored body. A specially modi-
fied dorsal fin trails a streamer that
vaguely resembles a humanlike female.

DRAGON 17
Giant warthogs and dwarf elephants in the scenic Cenozoic
by David Howery
The years between the extinction of the REALMS™ Appendix), and “Wolf.”
dinosaurs and the rise of human civiliza- Unless noted otherwise, all the animals
tion are called the Cenozoic era, or the described in this article have the following
Age of Mammals. As the reptiles vanished, common statistics:
mammals expanded rapidly to occupy the
vacant niches in the ecology. Cattle, ante- ACTIVITY CYCLE: Day
lope, and horses replaced the herbivorous INTELLIGENCE: Animal
duckbills, sauropods, and horned dino- TREASURE: Nil
saurs. Bears, cats, and dogs preyed on the ALIGNMENT: Neutral
new herbivores, since the carnivorous SPECIAL ATTACKS: Nil
dinosaurs had died out. Whales, seals, and SPECIAL DEFENSES: Nil
dolphins took to the seas to replace the MAGIC RESISTANCE: Nil
mosasaurs and plesiosaurs. Only in the air
did the mammals lose out, as birds largely
replaced the pterosaurs.
The mammals’ greatest asset is their
flexibility. In time, they went far beyond
the reptiles’ capabilities and entered new
environments, such as the high mountains
and polar regions. Compared to dinosaurs
and related creatures, mammals developed
a variety of new forms very quickly.
The Cenozoic era was also the age of
mammalian giants. Almost every family of
land mammals existing today had giant
relatives in the past. There were huge
versions of bears, lions, wolves, hyenas,
kangaroos, beavers, apes, horses, hippos,
rhinos, tapirs, deer, swine, and even dor-
mice. After the last Ice Age, these giants Scientific names can be clumsy to pro-
vanished suddenly and in huge numbers. nounce or might sound too modern for
The cause of this mass extinction is just as use in AD&D games. Alternate names
mysterious as that of the dinosaurs earlier, have been given to each creature herein,
but the result was not as devastating; as laymen in fantasy worlds might name
mammals are still on top today. them due to their appearance.
This article supplements an earlier one, The Cenozoic era began
“Into the Age of Mammals” (DRAGON® 65 million years ago.
issue #137), with descriptions of ancient It is divided into
animals that can be used in AD&D® seven periods or epochs.
games. The creatures from both articles From earliest to latest,
can be used in a prehistoric campaign,
time-traveling adventures, or the normal
campaign world. Additional statistics for
prehistoric mammals and birds appear in
the Monstrous Compendium under “Boar,”
“Cats, Great,” “Elephant,” “Hyena,” “Pleisto-
cene Animals” (in MC3, FORGOTTEN Artwork by Jim Holloway

DRAGON 15
they are: Paleocene, Eocene, Oligocene,
Miocene, Pliocene, Pleistocene, and Holo-
cene (Recent). The Pleistocene is noted for
its Ice Age and the rise of early man.
It is not totally farfetched to include
Cenozoic creatures in a medieval world.
Some of these creatures survived into the
historical world, where we barely missed
seeing them. The moas, a species of giant
flightless birds, survived in New Zealand
until the late 1700s. Another giant, the
elephant bird, may have lived into the
1600s on Madagascar. Sivatherium (see
“Into the Age of Mammals”) died out in the
Middle East at the beginning of civiliza-
tion. The giant hippopotamus died out in
Egypt at the beginning of that culture.
Cuvieronius, a spiral-tusked mastodont
that was the last of the American ele-
phants, vanished around A.D. 400 in Ar-
gentina. The huge cave lion, the largest
feline ever, died out in the Balkans around
100 B.C. The dire wolf, cave bear, ground
sloth, and Irish deer all survived the end
of the Ice Age, but died out soon there-
after, some only a few thousand years ago.

Agriotherium
(savannah bear)

CLIMATE/TERRAIN: Savannah
FREQUENCY: Uncommon
ORGANIZATION: Solitary Amphicyon Anancus
DIET: Omnivore (bear dog) (pike-tusked elephant)
NO. APPEARING: 1-2
ARMOR CLASS: 6 CLIMATE/TERRAIN: Temperate plains CLIMATE/TERRAIN: Temperate forest
MOVEMENT: 15 FREQUENCY: Uncommon FREQUENCY: Common
HIT DICE: 8 ORGANIZATION: Solitary ORGANIZATION: Herd
THAC0: 13 DIET: Omnivore DIET: Herbivore
NO. OF ATTACKS: 3 NO. APPEARING: 1-2 NO. APPEARING: 2-20
DAMAGE/ATTACKS: 1-10/1-10/1-10 ARMOR CLASS: 6 ARMOR CLASS: 6
SPECIAL ATTACKS: Hug MOVEMENT: 15 MOVEMENT: 15
SIZE: L (10’ high) HIT DICE: 7+7 HIT DICE: 10+5
MORALE: Average (8-10) THAC0: 13 THAC0: 9
XP VALUE: 2,000 NO. OF ATTACKS: 3 NO. OF ATTACKS: 4
DAMAGE/ATTACKS: 2-8/2-8/1-8 DAMAGE/ATTACKS: 3-18/3-18/2-12/2-12
Although bears do not now live in Af- SIZE: M (6½ ’ long) SIZE: L (10’ high)
rica, Agriotherium roamed the southern MORALE: Average (8-10) MORALE: Unsteady (7)
African plains of the Pleistocene. Paleon- XP VALUE: 650 XP VALUE: 2,000
tologists are not sure how it got there; no
other bear fossils have been found else- Amphicyon giganteus was the largest of Anancus was an elephant adapted to
where south of the Sahara. Agriotherium an early group of carnivores. It looked like woodland life. It had small ears, a small
was a huge, primitive bear, slightly smaller a bear with a wolfish muzzle and canine trunk, and two tremendously long (10’)
than the cave bear, with a doglike head. tail. and straight tusks, almost as long as the
Combat: Like other bears, Agriothe- Combat: Amphicyon is much like a animals body, that extended straight out
rium strikes with two paws and a bite. If bear in combat, striking with two paws in front of its mouth. Each tusk is worth
either paw hits with an 18 or better, it also and a bite (but no hug). 200-800 gp.
hugs for 3-18 hp damage. It fights for 2-5 Habitat/Society: The bear dog is soli- Combat: Anancus attacks with two
rounds at 0 to -10 hp, but dies instantly tary and lives much like a grizzly bear. It tusks and both front legs. However, an
from greater damage. feeds heavily on roots, wild fruit, and opponent can be attacked by one tusk or
Habitat/Society: All bears are solitary, small animals. Unlike bears, however, it both legs, not both tusks and legs at once.
pairing briefly only to mate. The mother regularly attacks larger game, striking Habitat/Society: Anancus is adapted to
raises the cubs alone. Agriotherium does from ambush. Its prey includes the ti- temperate forests, much as modern ele-
not hibernate, due to its warm climate. tanothere and hornless rhinoceros. Am- phants roam open tropical forests. It feeds
Being at the top of the food chain and phicyon is at the top of the food chain, on tree and shrub foliage. Adults have no
having no natural enemies, this bear can having no natural enemies. natural enemies except disease and tree
bring down large game that is sick or blight (which destroys its habitat). The
wounded, but it usually feeds on plants young may fall prey to large predators.
and small animals.
16 MARCH 1991
Andrewsarchus

fatty hump. It was a grazer on Pleistocene


plains, standing taller than the mastodons
around it. If domesticated, the giant camel
can carry up to 800 lbs. at full speed or
1,600 lbs. at half speed.
Combat: The giant camel attacks with a
bite or two hooves, but cannot use both in
one round.
Habitat/Society: Giant camels live in
herds on temperate prairies, with habits
similar to other herd animals. They tend
to flee predators who come too close, but
otherwise ignore them. As large her-
bivores, giant camels occupy a middle
niche in the food chain. The young are
taken by many carnivores, but only large
carnivores can bring down an adult.

Elephant, dwarf
CLIMATE/TERRAIN: Subtropical wooded
islands
FREQUENCY: Rare
ORGANIZATION: Herd
DIET: Herbivore
NO. APPEARING: 1-20
ARMOR CLASS: 6
MOVEMENT: 12
HIT DICE: 3
THAC0: 17
NO. OF ATTACKS: 2
DAMAGE/ATTACKS: 1-6/1-6
Andrewsarchus Bears SIZE: S (3’high at shoulder)
(giant long-jawed hyena) Bears are successful carnivores of Pleis- MORALE: Unsteady (7)
tocene to Recent times. Several are de- XP VALUE: 65
CLIMATE/TERRAIN: Temperate plains scribed in the Monstrous Compendiums,
FREQUENCY: Rare but there is one glaring error. The cave While giant versions of many mammals
ORGANIZATION: Solitary bear was the largest bear ever, while the lived in the Cenozoic, this elephant went
DIET: Carnivore polar bear is much smaller. Thus, the the opposite route. Inhabiting only isolated
NO. APPEARING: 1-2 statistics for the cave bear and the polar wooded islands in the Mediterranean and
ARMOR CLASS: 6 bear should be switched. The Kodiak Java, the dwarf elephant looked much like
MOVEMENT: 15 brown bear is roughly equal to the polar any other elephant, just smaller.
HIT DICE: 9+9 bear, averaging slightly larger. The black Combat: The dwarf elephant uses only
THAC0: 11 bear statistics are fine as is and can also its tusks in combat, as it is too small to use
NO. OF ATTACKS: 1 represent several species of tropical bears. its feet or trunk.
DAMAGE/ATTACKS: 3-18 The short-faced bear (see “Into the Age of Habitat/Society: Dwarf elephants live
SIZE: L (13’long) Mammals”) is an odd-looking relative from in herds and browse on tree and shrub
MORALE: Steady (11-12) the Ice Age. foliage. In spite of their size, they are used
XP VALUE: 1,400 to being the largest creatures on their
isolated islands, and no large predators
Andrewsarchus was the largest known Camel, giant bother them. When confronted by men
carnivorous land mammal. Unrelated to and other larger creatures, they prefer to
any modern or past carnivore, it was more CLIMATE/TERRAIN: Temperate plains run. If sold, the tusks are worth 10-100 gp
closely related to the animals it fed upon FREQUENCY: Common each. This elephant is the ancestor of the
than anything else. Andrewsarchus looked ORGANIZATION: Herd minimal elephants (Monstrous Compen-
vaguely like a hyena but had a huge skull DIET: Herbivore dium, “Mammal, Minimal”).
nearly 3’ long. Its tail appeared feline. NO. APPEARING: 1-20
Combat: Andrewsarchus can attack ARMOR CLASS: 6
with its strong jaws, but prefers to feed on MOVEMENT: 15 Eucladoceros
carrion. HIT DICE: 7 This giant forest deer is equal to the
Habitat/Society: Large carnivores are THAC0: 13 giant stag in the MC4 Monstrous Compen-
usually solitary, and Andrewsarchus is no NO. OF ATTACKS: 1 or 2 dium, DRAGONLANCE® Appendix. How-
exception, pairing only once a year to DAMAGE/ATTACKS: 1-6 or 2-8/2-8 ever, Eucladoceros has a huge antler array
mate. It is mainly a scavenger but can SIZE: L (11’ tall) with numerous tines; its antler damage is
attack large game, including Coryphodon MORALE: Unreliable (3) 3-18 hp damage.
and Uintatherium (see “Into the Age of XP VALUE: 420
Mammals” for details), as well as hornless
rhinos and tapirs. This beast is at the top The giant camel looked much like mod-
of the food chain, having no enemies. ern species, except that it did not have a

DRAGON 17
Hippopotamus, giant Anancus

CLIMATE/TERRAIN: Topical lakes and


rivers
FREQUENCY: Rare
ORGANIZATION: Family group
DIET: Herbivore
NO. APPEARING: 1-4
ARMOR CLASS: 4
MOVEMENT: 6; SW 12
HIT DICE: 10 +5
THAC0: 9
NO. OF ATTACKS: 1
DAMAGE/ATTACKS: 5-20 or 4-16
SPECIAL ATTACKS: Surprise
SIZE: L (12’ long)
MORALE: Unsteady (7)
XP VALUE: 2,000 (males), 1,400 (females)

This massive animal is the direct ances-


tor of the behemoth (AD&D 1st Edition
Monster Manual II) but has two differ-
ences, detailed below.
Combat: First, the giant hippo has
smaller tusks than the behemoth, doing
only 5-20 hp damage (4-16 for females).
Second, the giant hippo has eyes that stick
up above the skull like periscopes. Thus, it
can hide its entire body below the water,
with only its eyes above the surface. This
gives it a -2 modifier to surprise rolls
against swimmers and boats.

Habitat/Society: When a group is DAMAGE/ATTACKS: 2-16 or 2-5


encountered, it will typically be one male SIZE: G (26’long)
(bull) and 1-3 females (cows). Only the MORALE: Average (8-10)
young are subject to attack, and only by XP VALUE: 650
the largest predators.
Megalania was not a mammal, but a
giant lizard that hunted on the Pleistocene
plains of Australia. It looked much like
Marsupials modern monitor lizards and the Komodo
Pouched mammals are primitive and
dragon, having long, serrated teeth.
relatively unsuccessful, usually being
Combat: The giant plains lizard attacks
confined to isolated lands (except for the
with its bite. Like other giant lizards, the
opossum). Before modern placental mam-
bite does double damage on an attack roll
mals took over the world, marsupials
of 20. Anyone behind the lizard can be
developed into a variety of forms, some
attacked by a slash of its tail, doing 2-5 hp
very similar to other mammals, such as
damage and being knocked down if a
lions, bears, wolves, tapirs, and even sa-
dexterity check on 4d6 is failed.
bertooth cats. Unique marsupials included
Habitat/Society: Megalania is a solitary
10’-tall kangaroos and rhino-sized wom-
hunter, inactive at night and during the
bats. The DM can create a Pleistocene
version of Australia with these creatures hottest hours of the day. It ambushes its
and perhaps a human aboriginal culture. prey from concealing grass and shrubs. As
Whatever the final result, this land will be with most reptiles, the young are left to
an odd and unique place. fend for themselves, receiving no care
from the parents. The giant plains lizard is
at the top of the food chain, having no
Megalania natural enemies.
(giant plains lizard)

CLIMATE/TERRAIN: Savannah Metridiochoerus


FREQUENCY: Rare (giant warthog)
ORGANIZATION: Solitary
DIET: Carnivore CLIMATE/TERRAIN: Tropical forests
NO. APPEARING: 1-4 FREQUENCY: Uncommon
ARMOR CLASS: 5 ORGANIZATION: Family group
MOVEMENT: 15 DIET: Omnivore
HIT DICE: 7 NO. APPEARING: 1-10
THAC0: 13 ARMOR CLASS: 6
NO. OF ATTACKS: 1 MOVEMENT: 15
18 MARCH 1991
HIT DICE: 5 ORGANIZATION: Herd Sarkastodon
DIET: Herbivore (long-tailed bear)
THAC0: 15
NO. OF ATTACKS: 2 NO. APPEARING: 4-40
ARMOR CLASS: 6/3 CLIMATE/TERRAIN: Temperate plains
DAMAGE/ATTACKS: 2-12/2-12
MOVEMENT: 15 FREQUENCY: Uncommon
SIZE: M (3½ ’ high at shoulder, 5’ long)
HIT DICE: 6 ORGANIZATION: Solitary
MORALE: Average (8-10)
THAC0: 15 DIET: Omnivore
XP VALUE: 175
NO. OF ATTACKS: 2 NO. APPEARING: 1-2
Metridiochoerus was a giant warthog DAMAGE/ATTACKS: 1 - 10/1-10 ARMOR CLASS: 6
SPECIAL ATTACKS: Charge MOVEMENT: 12
and a contemporary of the earliest hu-
SIZE: M (6’ high at shoulder) HIT DICE: 9
mans. It had the same squat body and long
MORALE: Steady (12) THAC0: 11
head as the modern species. Its tusks were
XP VALUE: 420 NO. OF ATTACKS: 3
long and sharp.
DAMAGE/ATTACKS: 1-12/1-12/1-12
Combat: The giant warthog fights with This was a close relative of the modern SIZE: L (10’ long)
slashes from its two sets of tusks. Females African buffalo and looked much like it. MORALE: Elite (14)
are equal to males. This swine fights for However, Pelorovis had huge horns, curv- XP VALUE: 2,000
1-3 rounds at 0 to -8 hp, but greater ing out to the sides and down to form a
damage kills it instantly. (Those who do half circle. The total horn span could This carnivore was the largest of the
not think pigs are dangerous should rent reach 12’. creodonts, an early order of carnivores
the video Razorback.) Combat: Pelorovis fights with its mas- that included Hyaenodon. Sarkastodon
Habitat/Society: Giant warthogs live in sive horns. If it can charge at least 40’, it looked much like a bear with a long tail; it
family groups. If more than one is encoun- inflicts 5-20 hp damage, automatically
tered, the largest is the male, while the was larger than even the cave bear.
knocking down any human-sized oppo- Combat: Sarkastodon fights with its
others are females (50%) and young (50%). nent, and tramples for an additional 2-5 hp
Normally rooters and browsers, warthogs paws and a bite.
damage. Habitat/Society: Sarkastodon is a
also eat carrion and small animals. Giant Habitat/Society: Pelorovis lives in solitary predator, living much like a bear.
warthogs are in the middle of the food large herds like other African herbivores. Its prey includes titanotheres and rhinoc-
chain. The young fall prey to many preda- It roams the open woodland scrub, not the eroses, but it also feeds on roots, wild
tors, while lions can take the adults. jungle or bare plains. The females are fruit, and rodents. Sarkastodon is at the
smaller, equal to normal buffalo (see “Ani- top of the food chain, having no natural
Pelorovis mal, Herd” in the Monstrous Compen- enemies.
(long-horned buffalo) dium). Only lions can bring down an adult.
Females and young fall to hyenas, leop-
CLIMATE/TERRAIN: Savannah
ards, and crocodiles.
FREQUENCY: Common
The following are some monstrous The following information is standard
plants that DMs may use to add extra spice for all plants in this article, unless other-
to AD&D® wilderness campaigns (or even wise noted:
city campaigns, if an NPC possesses an
interest in unusual horticulture). Giant FREQUENCY: Uncommon
plants such as the bladderwort, butter- ORGANIZATION: Solitary
wort, waterwheel, and rainbow plant are ACTIVITY CYCLE: Day
based on actual carnivorous plants; the DIET: Carnivore
sword grass, clubthorn, bloodflower, and INTELLIGENCE: Non
helborn plants are fictional. TREASURE TYPE: Incidental (10% chance
each of J, K, M; 5% chance each of Q
and one small magical item)
ALIGNMENT: Neutral
MOVEMENT: Immobile
MAGIC RESISTANCE: Nil

The thorns that bite, the vines that catch


Gregg Chamberlain

Artwork by Ron Wilber

DRAGON 23
Statistics for morale indicate whether a after. In such cases, DMs should roll per- areas, favoring acidic or alkaline bogs with
plant will continue to fight back if dam- centile die to determine what area of the moist to very wet soils.
aged below one-half its hit points. DMs victim’s body has been caught (1-20 right
should greatly reduce earned experience arm; 21-40 left arm; 41-60 head and upper
for many of these plants if they are de- torso; 61-80 right leg; 81-100 left leg). A Giant Rainbow Plant
stroyed at a distance (e.g., by a lightning character caught may attempt to break
bolt cast in the water) and with minimal free by successfully rolling his chance to CLIMATE/TERRAIN: Temperate and tropi-
casualties. bend bars against the trap’s seal or by cal forests and swamps
For more information on carnivorous attacking the trap itself. INTELLIGENCE: Semi
plants, see the “Creature Catalog,” in Each trap has 2 HD; the body of the NO. APPEARING: 1-4
DRAGON® issue #89, and “The Ecology of plant has 8 HD. Damage inflicted on traps ARMOR CLASS: 7
Carnivorous Plants,” in DRAGON issue will not kill the body of the plant. Outside HIT DICE: 6
#137. attacks on a trap holding prey inflict half THAC0: 15
the damage on the prey within and half on NO. OF ATTACKS: See text
the trap itself. Victims wholly engulfed by DAMAGE/ATTACKS: See text
Giant Bladderwort the trap may attack only with teeth, claws, SPECIAL ATTACKS: See text
or daggers. SPECIAL DEFENSES: Dazzling
CLIMATE/TERRAIN: Stagnant swamps or Habitat/Ecology: Bladderworts usually SIZE: L
marshes reproduce by pollination. Their purple MORALE: Elite (13)
NO. APPEARING: 1-2 and white flowers rise just above the XP VALUE: 3,000
ARMOR CLASS: 6 water on narrow stems. During the
HIT DICE: 8 winter, this plant forms green buds, called The giant rainbow plant has a woody,
THAC0: 19 turions, that sink to the bottom of the trunklike stem from which grow 5-20
NO. OF ATTACKS: 11-20 marsh and rise up again in spring to de- branchlike leaves that each end in a
DAMAGE/ATTACKS: See text velop into mature plants. If a bladder can knobby tip. The stem grows up to 10’ in
SPECIAL ATTACKS: See text be wholly raised above water (by itself, it height, with each leaf half the height of
SPECIAL DEFENSES: See text weighs 50 lbs.), it collapses with a loud the plant in length.
SIZE: L to G popping Combat: Like the giant sundew, this
MORALE: Steady (12) plant has developed an awareness of its
XP VALUE: 4,000 surroundings and is selective about its
Giant Butterwort prey. It will not attack anything under 4’
The giant bladderwort is a rootless, free- in height. The leaves and the stem are
floating water plant found drifting just CLIMATE/TERRAIN: Any bogs, marshes, or coated in a thick mucilage produced by
beneath the surface of stagnant waters in swamps glands throughout the plant. This muci-
deep marshes or swamps. It may grow in NO. APPEARING: 1-6 lage gives the plant a shimmering appear-
combination with other marsh plants in ARMOR CLASS: 7 ance during the day, and under intense
huge floating mats, which appear solid but HIT DICE: 5 light causes a nonmagical dazzling effect
through which even small animals quickly THAC0: 15 on those who view and fail to save vs.
sink. The greenish-brown stem may grow NO. OF ATTACKS: 1 petrification. The effect lasts for 1-4
up to 50’ or more if conditions are right, DAMAGE/ATTACKS: See text rounds and makes the dazzled creature
and it usually has 1d10 + 10 traps, each SPECIAL ATTACKS: Dissolving, surprise -2 on attack rolls.
about 4’ across, attached to its feathery SPECIAL DEFENSES: Nil Also like the giant sundew, the rainbow
green branches. SIZE: M plant strikes with its leaves, with 1-6
Combat: The traps are translucent. MORALE: Average (10) branches lashing out at each victim within
bladders, each containing a partial vac- XP VALUE: 420 reach and striking for 1-2 hp damage from
uum, that lie beneath the water. Due to the knob at the end of each leaf. Each leaf
the slightly greater pressure of the water The giant butterwort grows in rosettes adheres to the object struck, reducing the
outside the trap, the sides of each bladder of 2-8 6’-long oblong leaves of pale yellow- victim’s ability attack by -1 for every four
are slightly concave around the middle, green, having a greasy appearance and a leaves adhering to him. If the plant rolls a
giving it a pinched-in look. Water is kept faint, funguslike scent. The leaves of this natural 20, the plant’s leaf struck the vic-
out by a flap at the mouth of the trap, plant rest flat against the ground and are tim’s head, clogging the victim’s mouth and
which is sealed with a weak glue and acts difficult to see against the terrain ( -2 to nostrils with mucilage. Suffocation results
as a valve. Long guide hairs and shorter victim’s roll for being surprised). in 1-4 rounds unless the sap is dissolved
trigger hairs surround the mouth of the Combat: Anything walking over this with vinegar or alcohol, The leaves also
bladder. When the trigger hairs are plant’s leaves becomes stuck, due to the produce a mild enzyme causing 1 hp dam-
touched, the valve opens inward and the mucilage secreted by glands in the leaves. age per round per leaf unless the leaf is
victim is swept along with some water into The plant then attempts to roll all of its broken. The chance for breaking a leaf is
the chamber. The flap reseals and the leaves up and over its prey (attacking as the same as for opening doors, checking
water is absorbed (to be expelled later), per its hit dice), becoming a tight, leafy for each leaf separately. Fiery attacks and
restoring the partial vacuum. The trigger- cocoon that fills with digestive fluid, caus- missiles do only half damage because of
ing, activation, and closure of a trap all ing 1-4 hp damage per round. Victims the plant‘s mucilage covering. Blunt weap-
take place in less than a second. Digestive holding small, edged weapons when ons do no damage.
fluids then flood the chamber, causing 1-4 caught may cut themselves free by doing Habitat/Ecology: The plant favors
hp damage per round. Due to the very damage equal to half the total hit points of sandy soils under moist conditions, though
small quantity of air inside the bladder, the the plant. Attacks from outside inflict half it may die back during drought seasons,
victim suffocates in 1-6 rounds unless the damage on the plant and half on the going into a dormant state until conditions
assistance is given. victim trapped inside. The mucilage may improve. A few druids and wizards are
A small-size creature (4’ or less) is be neutralized with liberal quantities of said to keep such plants as guardians, but
wholly engulfed, while a larger one may alcohol. this is a very rare practice.
have only part of its body caught in the Habitat/Ecology: One of the most
bladder, which will still close and seal its adaptive of carnivorous plants, the giant
flap, doing damage to the victim there- butterwort is found from arctic to tropical

24 MARCH 1991
Giant Waterwheel Plant Sword Grass HIT DICE: 6
THAC0: 15
CLIMATE/TERRAIN: Temperate marshes CLIMATE/TERRAIN: Shaded areas of NO. OF ATTACKS: 2-8
NO. APPEARING: 1-2 marshes and swamps DAMAGE/ATTACKS: See text
ARMOR CLASS: 6 NO. APPEARING: 1-6 SPECIAL ATTACKS: Nil
HIT DICE: 5 (see text) ARMOR CLASS: See text SPECIAL DEFENSES: See text
THAC0: 19 HIT DICE: 1 SIZE: L to H
NO. OF ATTACKS: 3-12 THAC0: 19 MORALE: Elite (14)
DAMAGE/ATTACKS: See text NO. OF ATTACKS: 1-8 XP VALUE: 975
SPECIAL ATTACKS: Suffocation/dissolving, DAMAGE/ATTACKS: See text
surprise SPECIAL ATTACKS: Nil Clubthorn is related to the holly tree and
SPECIAL DEFENSES: Nil SPECIAL DEFENSES: See text shares many of its physical characteristics.
SIZE: L to H SIZE: S-M Often found growing alongside holly,
MORALE: Average (9) MORALE: Average (9) clubthorn is 90% likely to be mistaken for
XP VALUE: 2,000 XP VALUE: 175 it. Clubthorn grows to a maximum height
of 20’. It acquires 1 HD each year after its
The giant waterwheel is a rootless plant Sword grass grows in clumps of 1-6 first year of growth until it achieves its
that floats just below the water’s surface, green plants, each plant appearing to be maximum number of hit dice. Clubthorn is
drifting with the currents. It has a single 1-8 huge blades of grass (1’-6’ tall) growing an evergreen with glossy green leaves and
curved stem about 20’ long; 3-12 trapping up from a central spot on the ground. The bright red berries. The leaves are as stiff
leaves, resembling open clamshells, grow main stalk of each plant lies 1’ under- as boiled leather, with sharp spines along
in whorls about the stem like spokes on a ground and is treated as 100% concealed their serrated edges.
wheel. During high summer, the plant’s against anyone trying to destroy it without Combat: The tree possesses a set of
white flowers may be seen just above the first digging it up. special rootlike tentacles concealed just
surface of the water, borne up on narrow Combat: The main body of the plant beneath the surface of the ground, extend-
stems. Victims have a -2 modifier to be has hit points equal to the total number of ing in a radius equal to half the tree’s
surprised, both underwater and on the blades it has. Each leaf also has 1 hp, but height. When a suitable victim ap-
surface, and might not detect this plant these hit points are in addition to those proaches, these roots erupt from the
until they have blundered into it. each plant already has, and destroying the ground and wrap around the victim’s legs,
Small items may be found buried in the leaf blades does not cause the death of the holding him fast (they are easily cut with a
silt beneath where a giant waterwheel plant. Damage is incurred upon walking single successful stroke against AC 6). The
floats. The traps open 1-2 days after prey through patches of sword grass. The leaf tree then attacks with its limbs, doing
has been digested, allowing indigestible blades are amazingly strong (AC 8) and clubbing damage according to the age of
parts to fall out. extremely sharp; the body is AC 10 (AC 0 the tree: 1-4 hp ( × 2) for a sapling, 1-6 hp
Combat: Anything of small size brush- underground). Collective damage occurs ( × 4) for a young tree, 1-8 hp ( × 6) for a
ing against any one of the many trigger as the blades slash at whatever passes mature tree, and 1-10 hp ( × 8) for an old
hairs inside a trap causes it to close in less through them. Damage varies according to tree (the number in parentheses refers to
than a second. The lobes of the trap then the height of the blades (1’, 1-4 hp; 2’-3’, 1- the number of attacks the plant can make
press together, forcing the victim down to 6 hp; 4’-5’, 1-8 hp; 6’, 1-10 hp). Blades per round).
the bottom of the trap and forcing the attack as 1 HD monsters. Because of the hardness of its wood and
water out, creating a hermetic seal that Blunt weapons and thrusting weapons do bark, blunt weapons do only half damage
requires a successful bend-bars chance to not harm the plant. The blades may be against clubthorn. Also, like the holly, the
break. Anyone caught inside the trap must uprooted, but if precautions are not taken inner bark of the tree contains a sticky
act immediately, or he will be unable to to protect one’s hands, maximum damage is substance, similar to birdlime, that causes
brace himself to attempt to break the seal. automatic. The blades may be burned but edged weapons to become stuck when
The trap accepts small-size creatures up will grow back at the rate of 6” a week. they cut into the tree. A successful roll to
to halfling size) only; larger objects are Habitat/Ecology: Sword grass is not a bend bars or lift gates is required to pull a
released in the next round. Each trap has true grass, but is closely related to ferns weapon free. A vinegar solution will dis-
2 HD and attacks accordingly. The body of and mushrooms. It reproduces by spores, solve the gum.
the plant has 5 HD. and the plant’s “blades” grow from a cen- Habitat/Ecology: This tree feeds on
When closed, the trapping leaf begins tral underground rhizome. Sword grass is the blood and decaying bodies of its vic-
secreting digestive fluids, causing 1-4 hp a perennial; the leaf blades die during cold tims through its roots. It is smart enough
damage per round. Suffocation occurs in weather, and the root stalk goes dormant, to move about 20’-50’ away from the site
2-4 rounds unless the victim is able to cut becoming active again in spring. of a kill after it feeds, so as not to scare or
free with a small hand weapon by doing The usual prey for sword grass is small warn off potential prey (it moves other-
damage equal to half the trap’s hit points. animals, with the plant using blood and wise only to escape fire). Attempts to
Attacks from outside inflict half their decaying bodies to supplement its diet. cultivate clubthorn as a hedge plant for
damage on the trap itself and half on the Some people grow plots of sword grass in defensive purposes have met with mixed
victim inside. place of moats or in addition to them; success, thanks to the tree’s mobility.
Habitat/Ecology: Considered by some sword grass has also been used to form
to be an aquatic version of the giant venus’ defensive lines around farms and military
flytrap, the giant waterwheel plant grows bases. Bloodflower
under the surface of the water in acidic
marshes, in company with reeds, rushes, CLIMATE/TERRAIN: Temperate and sub-
and other aquatic plants. It has no natural Clubthorn tropical marshes and jungles
enemies and is so subtle a predator that FREQUENCY: Rare
few communities are even aware of it. CLIMATE/TERRAIN: Temperate forests and ACTIVITY CYCLE: Any
Swamp-dwelling races sometimes attempt swamps NO. APPEARING: See text
to move these plants around their island INTELLIGENCE: Animal ARMOR CLASS: 10
lairs in lakes. NO. APPEARING: 1-2 HIT DICE: 1 hp per bloom
ARMOR CLASS: 5 THAC0: 20
MOVEMENT: 1 (see text) NO. OF ATTACKS: 1
DRAGON 25
DAMAGE/ATTACKS: See text helborn consists of a large, 4’-long head
SPECIAL ATTACKS: Narcotic perfume, (AC 1) formed by two lobes like hinged
blood drain clamshells. The trunk (AC 3) contains the
SPECIAL DEFENSES: Nil plant’s stomach, and from the trunk grow
SIZE: S (1’-tall bush) from 4-12 large tendrils (AC 5).
MORALE: Average (9) The helborn can uproot itself, then
XP VALUE: 65 travel short distances by using its roots to
grasp objects and pull itself along. It is
The blooms of the bloodflower plant are very cunning and uses treasure as a bribe
a pale, almost translucent, white. As the or as a lure to trick prey into coming
plant feeds, the petals become slowly pink, within reach of its tendrils. The helborn
eventually flushing to a deep, rich red. might also try to nonverbally convince its
After four turns, digestion is completed victims that it wants to help them in re-
and the plant is ready to feed again. The turn for “food.”
wild bloodflower grows in clumps of 2-5 Combat: The tendrils of the helborn
bushlike plants. are each able to club for 1-6 hp damage. A
Combat: The flower exudes a fast- tendril can also wrap around an attacker
acting narcotic perfume that is effective on a to-hit roll, then crush for 1-4 hp dam-
within a 5’ radius. Victims must save vs. age per round thereafter. Each AC 5 tend-
poison or fall asleep immediately. If the ril can sustain 8 hp damage before
victim falls within 2’ of the plant, the plant severing or breaking; this does not affect
stretches out and attaches a set of 6” -long the plant’s own hit-point total. A tendril
spiny underleaves to the victim's body. can lift a man-sized victim.
These leaves then drain blood from the Prey is placed inside the helborn’s
victim, doing damage each round equiva- mouth, where the victim is held in place
lent to the plant’s hit points. If the victim is by the spines lining the inside of the lobes.
not removed from the vicinity of the If the prey struggles while inside, it re-
bloodflower, he remains unconscious and ceives 1-3 hp damage per round from the
the plant continues to feed until the victim spines. A mild enzyme causes 1 hp damage
dies. If removed from the area of the per round for four rounds after the victim
plant’s perfume, the victim regains con- enters the mouth, after which the victim is
sciousness after one turn. Healing may moved down into the plant’s stomach
occur in any normal fashion. where digestion continues. Inedible mate-
Habitat/Ecology: Because the plant rials are later regurgitated and expelled.
blooms both day and night, the domestic The inside of the head is AC 5, and small
species is sometimes used as a passive edged weapons (short-sword size or less)
defense and may be found scattered about may be used to inflict one-quarter of the
in flower gardens or in huge beds sur- plant’s total hit points in order to escape.
rounding important buildings or cities. There are four stages to a helborn’s
Individual potted flowers are kept in trea- growth, each stage taking a year to reach.
sure rooms as traps for the unwary. A seedling consists of the head (6” across
with 1 HD) surrounded by a rosette of
leaves. The head of a young plant (2 HD) is
Helborn 1’ across, and there appear the beginnings
of a trunk; some of the young plant’s
CLIMATE/TERRAIN: Subtropical and tropi- leaves have become tendrils capable of a
cal swamps and jungles weak grasp, easily broken by medium-size
FREQUENCY: Very rare or larger creatures. The subadult plant (4
INTELLIGENCE: Low HD) stands 6’-8’ high, with a head 2’
TREASURE TYPE: Z across and tendrils capable of 1-3 hp club-
ALIGNMENT: Neutral evil bing or 1-2 hp crushing damage. Mature
NO. APPRARING: 1 plants live about 11-20 years.
ARMOR CLASS: See text Helborn plants gain certain spell-like
MOVEMENT: 3 abilities as they grow (each power is usa-
HIT DICE: 8 ble once per day). A helborn seedling
THAC0: 13 possesses ESP; as a young plant, it can use
NO. OF ATTACKS: See text hypnotism; a subadult plant can use domi-
DAMAGE/ATTACKS: See text nation; and a mature helborn possesses
SPECIAL ATTACKS: Spell-like powers, mass suggestion. These powers duplicate
continuous damage the mages’ spells of the same name cost at
SPECIAL DEFENSES: Nil the 12th level.
MAGIC RESISTANCE: 30% Habitat/Ecology: Helborn are rarely
SIZE: L (10’-12’ tall) encountered by those who do not dwell in
MORALE: Champion (16) swamps, and so have little effect on the
XP VALUE: 2,000 world at large. They prey on all creatures
except other plants, tolerating no rivals
The helborn is a sentient, carnivorous near them. In turn, they are attacked only
plant with spell-like powers. It is also able by communal creatures who can amass the
to use a telepathic, nonverbal empathy magic and military might to destroy them.
within 60’, allowing it to communicate
with potential prey. All attempts to culti-
vate it have ended tragically. A mature
In my experience as a Dungeon Master, their species, who is almost always a great on, then follows with fang and claw, sav-
one of the problems I have encountered wyrm with maximum hit points. Each of ing at least one breath for a retreat, but
most often is finding new surprises for my these sovereign dragons is answerable to nothing is certain when dealing with the
AD&D® game players. The biggest surprise the Supreme Dragon. nickel dragon.
to my players is in encountering new mon- The Supreme Dragon, Gruaghlothor, is a A nickel dragon’s breath weapon is a
sters—the feeling that this could be your unique creature, as is detailed under cloud of acidic vapors 30’ long, 20' wide,
last fight, or the suspense of seeing if your Gruaghlothor’s description. As for the and 20’ high. Creatures caught in the
plan will overcome this new threat. Such sovereign dragons, the only thing that cloud must save vs. breath weapon for
innovation and suspense adds flavor to the makes them different from others of their half damage. A nickel dragon casts its
game and keeps players on their toes. species is that they possess a special tele- spells and uses its magical abilities at 6th
Of all the AD&D game monsters, the pathic bond with each of the clan leaders. level, plus its combat modifier.
most terrifying is the dragon itself. Noth- Gruaghlothor, in turn, has an additional From birth, nickel dragons have a water
ing inspires more fear in a hero’s heart such bond with each of the sovereign breathing ability and are immune to acid
than coming face to face with the monster dragons. These bonds greatly simplify the of any sort. As they mature, they gain the
of legend. What better surprise for one’s ruling process, and almost no dragon’s following abilities: juvenile-resist fire
players than a new dragon? Here are five secret is safe from one’s supreme leader. three times a day; adult-mass irritation
new dragon types and their ruler for use Thus, almost no secret is safe from (affecting a number of creatures equal to
in your campaign. They do not originate Gruaghlothor. the hit dice of the dragon with the itching
from the DRAGONLANCE®, WORLD OF version, and one-third of the dragon’s hit
GREYHAWK®, or FORGOTTEN REALMS® dice, rounded down, with the rash ver-
settings, hailing instead from a world of Nickel dragon sion) twice a day; very old-affect normal
their own. fires (at double effect) twice a day; great
CLIMATE/TERRAIN: Swamps, marshlands wyrm— assume vaporous form (as per a
Ferrous dragons FREQUENCY: Very rare potion of gaseous form) once a day.
The ferrous dragons’ origins are shroud- ORGANIZATION: Solitary or clan Habitat/Society: Nickel dragons dwell
ed in mystery. It is known that before the ACTIVITY CYCLE: Any only in swamps and marshes, preferably
coming of men and elves, when dragons DIET: See text those that are close to or border on coast-
ruled the lands, ferrous dragons were INTELLIGENCE: Low to average (5-10) lines. There, they prey on creatures native
perhaps the most powerful of all dragons. TREASURE: See Table 2 to the area and thus seldom come into
However, at some time before the fall of ALIGNMENT: Chaotic neutral contact with men. However, being more
dragon rule, there was a war amongst NO. APPEARING: 1 (2-5) unpredictable than others of their kind,
ferrous dragons that would leave its mark ARMOR CLASS: 1 (base) they have been known to raid settlements
on their clans forever. MOVEMENT: 12, FL 36 (C), Sw 12 near and far for treasure or just the thrill
The Iron Wars, as the ferrous dragons HIT DICE: 21 (base) of watching lesser creatures flee in terror.
refer to them today, lasted centuries. THAC0: 9 (at 11 HD) Nickel dragons are as unpredictable as
There were, at the time, at least 12 species NO. OF ATTACKS: 3 + special parents as they are as combatants. They
of ferrous dragons. Two of the species are DAMAGE/ATTACK: 2-7/2-7/3-18 can be loving parents one morning and set
known to have been driven to extinction, SPECIAL ATTACKS: See text out to find food for their young, only to
but the names of the species are not SPECIAL DEFENSES: See text return and decide to eat the meal them-
known. The turning point in the war MAGIC RESISTANCE: See Table 1 selves. Thus, there are fewer and fewer
occurred when the nickel dragons SIZE: G (27’ base) nickel dragons. The only exception to their
changed sides to join the rightful ruler, the MORALE: Champion (16 base) chaos comes when a matter concerns the
Supreme Dragon of the ferrous dragons. XP VALUE: See Table 1 clan as a whole and the hierarchy it fol-
The wars ended shortly afterward, with lows. However, when it comes to individ-
the losing dragons fleeing to the far cor- Nickel dragons are the weakest of the uals, it’s back to "normal.”
ners of the world. What happened to ferrous dragons. They make up for their The lair of a nickel dragon is a perfect
these dragons is unknown, but whenever smaller size and lesser power with a tenac- match for its personality. It tends to dwell
other ferrous dragons are questioned ity and viciousness that would make even in shallow caves, but this is not a rule. A
about them, the dragons are strangely the boldest adventurers think twice about cave is more often a place for treasure and
silent. wanting to face one a second time. How- laying eggs, and the dragon itself dwells
Ferrous dragons are among the deadliest ever, they are also somewhat unpredicta- somewhere nearby, anywhere that suits
forms of dragonkind in the world. They ble in nature and could well gulp down a the dragon at that particular moment.
conform to the standard statistics of all poor adventurer in a party and then de- Ecology: Like all other dragons, the
dragons, as given in the Monstrous Com- cide the others are not worth its time. nickel dragon can consume nearly any-
pendium, with a few exceptions detailed The scales of the nickel dragon are a thing. They are, however, particularly
later. charcoal gray at birth, changing to a more fond of giant, swamp-dwelling lizards.
Ferrous dragons are not known to have metallic gray as adults. As the dragon A nickel dragon often shares the same
a king, queen, or deity figure, but do have continues to age, the metallic gray begins habitat as that of the black dragon. The
a strict hierarchy that is rigidly followed, to show white until, as a great wyrm, no two often have bloody conflicts, as neither
even by the evil ones of their kind. The traces of the gray remain and the dragon dragon’s breath is effective against the
hierarchy among the ferrous dragons runs is a bright metallic white. other.
from the most powerful to the least, as Nickel dragons speak their own tongue
follows: iron, chrome, cobalt, tungsten, and a tongue common to all ferrous drag-
nickel. Among each of these dragon types ons, and 5% of all hatchling nickel dragons Tungsten dragon
are several clans consisting of two or have a telepathic ability to communicate
three family groups and whatever individ- with any creature within 60’. The chance CLIMATE/TERRAIN: Arid, deserts, dry
uals dwell in the lands claimed by the clan to possess this ability increases 5% per age plains
leader. Each clan is led by the oldest or category of the dragon. FREQUENCY: Rare
most powerful dragon in the clan. Each of Combat: A nickel dragon usually tries ORGANIZATION: Solitary or clan
these clans has its own position in the to overwhelm its opponents through the ACTIVITY CYCLE: Any
hierarchy of its dragon type. All of the sheer unpredictability of its attacks. It DIET: See text
clans are led by a sovereign dragon of usually attacks first with its breath weap- INTELLIGENCE: Average to very (8-12)

DRAGON 27
TREASURE: See Table 2 extinguish themselves. An initial save vs. various patches as the dragon grows.
ALIGNMENT: Neutral good spells is allowed to negate this power, with Cobalt dragons speak their own tongue
NO. APPEARING: 1 (2-5) the save at a - 3 penalty if there is only and a tongue common to all ferrous drag-
ARMOR CLASS: 0 (base) one target, - 2 if two targets, and - 1 if ons, and 15% of all hatchling cobalt drag-
MOVEMENT: 12, FJ 40 (C), Br 5 three targets. All items possessed by the ons have an ability to communicate by
HIT DICE: 12 (base) victims must save vs. magical flame every telepathy with any intelligent creature.
THAC0: 9 (at 12 HD) round or be destroyed. This ability can be The chance to possess this ability increases
NO. OF ATTACKS: 3 + special used only once a day. 5% per age category of the dragon,
DAMAGE/ATTACK: 2-7/2-7/4-20 Habitat/society: Tungsten dragons can Combat: Cobalt dragons are crafty
SPECIAL ATTACKS: See text be found only in arid, warm climates, fighters who often prepare cunning traps
SPECIAL DEFENSES: See text ranging from deserts to dry steppes. They and ambush those unfortunate enough to
MAGIC RESISTANCE: See Table 2 spend their entire day patrolling their trigger the traps. Such traps consist of
SIZE: G (32’ base) territories in search of intruders to defeat rock slides, dead falls, falling trees, and
MORALE: Champion (16 base) and wrongs to right. illusions. They are merciless and use their
XP VALUE: See Table 2 Tungsten dragons are excellent parents abilities efficiently and effectively.
and take care of their young until the A cobalt dragon’s breath weapon is a
Tungsten dragons are a no-nonsense juvenile stage, where the young are in- pulse of pure magnetic energy 100’ long
species dedicated to the preservation and vited to remain with the family or go and and 5’ wide. Creatures caught in the path
expansion of the forces of good. Unfortu- stake their own claims. of the pulse suffer damage from impact,
nately, tungsten dragons usually limit this Ecology: Like all other dragons, a tung- flying debris, and tumbling. All creatures
preservation and expansion to their own sten dragon can, and will, eat almost any- caught in the pulse are allowed a save vs.
domains. They are not fond of intruders, thing. They have a particular fondness for breath weapon for half damage. Creatures
and such unfortunates are usually dealt a variety of desert plants, but are careful wearing ferrous armor save at a -4 penal-
with harshly unless the dragon can be not to unbalance the local ecosystem. ty regardless of size. Furthermore, crea-
convinced that said beings are acting in Since tungsten dragons share the same tures caught in the pulse that are at most
the best interest of the forces of good. habitat as both the blue and brass drag- two sizes smaller than the dragon are
The scales of the tungsten dragon are a ons, there are often conflicts of interest. hurled back 2-5’ per age category of the
deep forest green, flecked with brown at The tungsten dragon is nearly a match for dragon (double this distance for those
birth. The scales lose their brown flecks the blue dragon, and several tungsten wearing ferrous armor). Those creatures
and take on a metallic sheen until they dragons will often band together to be rid that strike solid objects on their way back
become a gleaming green as adults. This of the evil blues. Brass dragons are not take additional damage as if they had
metallic sheen dulls considerably after this looked upon favorably, either, and are fallen half the distance they were thrown
stage until turning into a dull, flat green as usually described as irresponsible, back. Creatures too large to be thrown
great wyrms. boorish, and not deserving to be consid- back must make a save vs. breath weapon
Tungsten dragons speak their own lan- ered one of the “good guys.” to remain standing; failure results in the
guage and the language common to all creature falling down and rolling 1-10’
ferrous dragons, and 10% of all hatchling backwards. A cobalt dragon casts its spells
tungsten dragons have an ability to com- Cobalt dragon and uses its magical abilities at 7th level
municate with any creature by using plus its combat modifier.
telepathy within 60’. The chance to pos- CLIMATE/TERRAIN: Any forest, jungle, or At birth, cobalt dragons have a water
sess this ability increases 5% per age cate- subterranean breathing ability and are immune to elec-
gory of the dragon. FREQUENCY: Very rare tricity and to the magnetic pulses of other
Combat: Tungsten dragons believe in ORGANIZATION: Solitary or clan cobalt dragons. As they age, they gain the
eliminating their opponents in whatever ACTIVITY CYCLE: Any following additional powers: young—
manner proves quickest and most effec- DIET: See text entangle three times a day; adult-im-
tive. In the pursuit of good, they are INTELLIGENCE: Very to high (11-14) proved phantasmal force three times a day;
strong believers in “The ends justify the TREASURE: See Table 3 very old—plant growth twice a day; great
means.” It is in these dragons’ general ALIGNMENT: Lawful evil wyrm—animal summoning II once a day.
opinions that since evil will stop at nothing NO. APPEARING: 1 (2-5) Habitat/Society: Cobalt dragons prefer
to win, then good must do whatever it can ARMOR CLASS: - 1 (base) to dwell deep within dark forests or thick
to stop evil from winning. MOVEMENT: 12, Fl 30 (C), Jp 3 jungles. They have been known to dwell
A tungsten dragon’s breath weapon is a HIT DICE: 13 (base) underground, but the entrance to the
cone of blasting sand 70’ long, 5’ wide at THAC0: 7 (at 13 HD) caverns is always within a wooded area.
the dragon’s mouth, and 20’ wide at the NO. OF ATTACKS: 3 + special They spend most of their time preparing
base. Creatures caught in the sand blast DAMAGE/ATTACK: 2-9/2-9/4-24 traps in which to catch their meals or
must save vs. breath weapon for half SPECIAL ATTACKS: See text roaming their territories in search of
damage. A tungsten dragon casts its spells SPECIAL DEFENSES: See text intruders.
and uses its magical abilities at 6th level MAGIC RESISTANCE: See Table 3 Cobalt dragons gather only to mate and
plus its combat modifier. At birth, all tung- SIZE: G (38’ base) when ordered by their sovereign dragon.
sten dragons are immune to any heat or MORALE: Fanatic (17-18 base) Despite their cruelty, cobalt dragons make
flame. As they age, they gain the following XP VALUE: See Table 3 excellent parents, taking care of their
additional powers: young — detect evil/good young until they reach the juvenile stage.
three times a day; young adult —detect lie Cobalt dragons are a diabolical breed of At this point the young are forced to, leave
once a day; mature adult —sand cloud ferrous dragon and are generally shunned the lair, and if they are seen again, they
(equal to a fog cloud, with the exception by others of their kind. They have no are attacked. Thus, cobalt dragon family
that the fog is replaced by swirling sand) goals other than to dominate anyone and groups usually last for only about 25
twice a day; great wyrm —spontaneous anything they come in contact with. years. It is not uncommon for two cobalt
combustion. This latter power causes 1-3 At birth, a cobalt dragon’s scales are a dragons to mate for life, but they are just
targets to suddenly burst into flames, deep, dark blue with odd patches of both as likely to go their separate ways as well.
doing an immediate 1d10 + 3 hp damage lighter and darker blues. These colors Ecology: Cobalt dragons feed on the
and 2d4 hp damage on each of the follow- remain throughout the dragon’s life, abundant wildlife within their territory,
ing four rounds, at which point the flames changing only in respect to the sizes of the but in a pinch can eat almost anything,

28 JUNE 1991
just as other dragons. A chrome dragon has two breath weap- INTELLIGENCE: Exceptional to genius
The cobalt dragon and the green dragon ons: a cloud of freezing crystals 50’ long, (15-18)
are deadly enemies, each seeing the other 40’ wide, and 20’ high; or a bolt of solid ice TREASURE: See Table 5
as an intruder in its domain. Thus, such 20’ long and 5’ wide, firing out to 100’ from ALIGNMENT: Lawful neutral
dragons are never found in close proxim- the dragon’s mouth. A creature caught in NO. APPEARING: 1 (2-5)
ity of each other. the freezing cloud must save vs. breath ARMOR CLASS: -3 (base)
weapon or have his dexterity cut to 3, MOVEMENT: 12, Fl 30 (C), Br 8, Jp 3
suffer a -4 penalty on all attack rolls, and HIT DICE: 15 {base)
Chromium (chrome) dragon a -4 penalty on all saving throws due to THAC0: 5 (at 15 HD)
numbing. A successful save prevents the NO. OF ATTACKS: 3 + special
CLIMATE/TERRAIN: Arctic plains, hills, dexterity loss and reduces both penalties to DAMAGE/ATTACK: 2-11/2-11/4-32
mountains, and subterranean -2. Creatures caught in the path of the ice SPECIAL ATTACKS: See text
FREQUENCY: Very rare bolt are allowed a save vs. breath weapon SPECIAL DEFENSES: See text
ORGANIZATION: Solitary or clan for half damage. A chrome dragon casts its MAGIC RESISTANCE: See Table 5
ACTIVITY CYCLE: Any spells and uses its magical abilities at 8th SIZE: G (53’ base)
DIET: See text level plus its combat modifier. MORALE: Fearless (19-20 base)
INTELLIGENCE: High to exceptional Chrome dragons are born immune to XP VALUE: See Table 5
(13-16) the effects of cold of any type. As they
TREASURE: See Table 4 age, they gain the following abilities: Iron dragons are the most powerful of
ALIGNMENT: Chaotic evil young-pass without trace (this ability all ferrous dragons. They are the rulers of
NO. APPEARING: 1 (2-5) allows the dragon to move without trace all the ferrous dragons, and the sovereign
ARMOR CLASS: -2 (base) over snow and ice only) three times a day; iron dragon is said to be nearly unbeat-
MOVEMENT: 12, Fl 36 (C), Jp 3 young adult-shape ice (equal to stone able. Iron dragons frequently assume the
HIT DICE: 14 (base) shape but working only on ice and snow) form of men to spy on the goings-on of the
THAC0: 7 (at 14 HD) twice a day; old— wall of ice twice a day; world, in order to someday bring dragons
NO. OF ATTACKS: 3 + special great wyrm— flesh to crystal (equal to the back as the rightful rulers of the land.
DAMAGE/ATTACK: 2-9/2-9/3-30 spell flesh to stone, but is a separate spell; Iron dragons are born with scales of flat
SPECIAL ATTACKS: See text transmute crystal to flesh must be devel- black. As the dragon ages, the scales begin
SPECIAL DEFENSES: See text oped to reverse the spell or a wish must to take on a glossy texture until as adults
MAGIC RESISTANCE: See Table 4 be used) once a day. the dragon is metallic black. The scales
SIZE: G (45’ base) Habitat/Society: Chrome dragons live continue to take on silver highlights until,
MORALE: Fanatic (18 base) only in the coldest regions, dwelling in as great wyrms, the scales look like moon-
XP VALUE: See Table 4 deep caves (often of their own making). light reflecting on a rippling pool.
The caves they develop themselves are Iron dragons speak their own tongue, a
Chromium dragons (usually referred to masterpieces of construction. They often tongue common to all ferrous dragons,
as chrome dragons) are the most evil and conceal pits with a thin layer of ice that and 20% of all hatchling iron dragons have
greedy of all ferrous dragons. They seek will break with only the smallest amount an ability to communicate with any intelli-
treasure and are matched only by red of weight, sending the victim crashing into gent creature by using telepathy (60’
dragons in their obsession for more. an array of sharp icicles. range). The chance to possess this ability
The chrome dragons have a remarkable Chrome dragons are poor parents at increases 5% per age category.
resemblance to silver dragons, and many best; although the young stay with the Combat: Iron dragons will not usually
an adventurer has met his end because of parents up to the young stage, they are attack unless there are intruders in its lair.
such a similarity. At birth, a chrome drag- not looked after. Young who pass the They are more concerned with gaining
on’s scales have the appearance of tar- hatchling stage are forced to fend for information on events in the world than-in
nished silver. As the dragon ages, the themselves or die in their unrelenting engaging in battle. If necessary, iron drag-
scales begin to brighten until, as adults, environment. ons are deadly opponents. They always
the scales have the appearance of pure Ecology: Chrome dragons prefer meat use their spells and special abilities in
silver. The scales continue to change until but can subsist on a diet of ice and snow. preference to physical combat, but will
reaching the old stage, at which point the They can eat almost anything if need be. fight if need be. Their favorite spells are
scales resemble modern chrome, even to Chrome dragons share the same envi- those that weaken or incapacitate their
the point of showing one’s reflection. ronment as the white dragon and an occa- opponents, as they accept the surrender
Chrome dragons speak their own tongue sional silver dragon. White dragons are of their opponents. After all, how can the
and the tongue common to all ferrous totally dominated, and only the greatest of dragon learn anything if the ones it sought
dragons, and 15% of all hatchling chrome their species is able to hold out against the to communicate with are dead? Of course,
dragons have an ability to communicate by terrible power of the chrome dragons. such unfortunates are usually eaten after
telepathy with any intelligent creature Silver dragons, however, are the chrome they have supplied all of the information
within 60’. The chance to possess this dragons’ deadliest enemies. Such dragons they can.
ability increases by 5% per age category. have tremendous resources and usually An iron dragon has two breath weapons:
Combat: Chrome dragons are deadly hunt down chrome dragons and kill them a cloud of sleep gas 50’ long, 40’ wide, and
opponents. They are merciless and kill without remorse. This does not mean the 30’ high; or a cone of superheated sparks
simply for the pleasure of watching their silver dragon is more powerful, only that 90’ long, 5’ wide at the dragon’s mouth,
prey writhe in pain. Chrome dragons are they have access to mage resources. and 30’ wide at the end. Creatures caught
very fond of toying with their prey, much in the gas must save vs. breath weapon or
in the same manner as a cat does with a fall asleep, regardless of hit dice. Crea-
mouse. They use their abilities with a Iron dragon tures caught in the spark cone may save
ruthless efficiency that can also destroy an vs. breath weapon for half damage. An
enemy in a matter of moments. Chrome CLIMATE/TERRAIN: Tropical, subtropical, iron dragon casts its spells and uses its
dragons almost always initiate attacks and temperate hills and mountains magical abilities at 9th level, plus its com-
from the air, opening the battle with a FREQUENCY: Very rare bat modifier.
blast from their freezing cloud, and clos- ORGANIZATION: Solitary or clan At birth, iron dragons are immune to
ing only if they feel their opponent(s) is ACTIVITY CYCLE: Any heat and flame of any sort and can poly-
weakened enough. DIET: See text morph self three times a day. Each change

30 JUNE 1991
Table 1
Nickel Dragon Ages and Abilities

Age Body lgt.(’) Tail lgt.(’) AC Breath weapon Spells (wizard) MR Treas. type XP
1 3-6 2 - 5 4 2d4+1 Nil Nil Nil 975
2 6 - 1 4 5 - 1 2 3 4d4+2 Nil Nil Nil 1,400
3 1 4 - 2 2 1 2 - 1 8 2 6d4+3 Nil Nil Nil 2,000
4 2 2 - 3 2 1 8 - 2 4 1 7d4+4 1 Nil E 5,000
5 3 2 - 4 0 2 4 - 3 0 0 9d4+5 1 6 % E,S 11,000
6 4 0 - 4 8 3 0 - 3 6 - 1 lld4+6 2 1 2 % E,S 12,000
7 4 8 - 5 4 3 6 - 4 3 - 2 12d4+7 2 1 8 % H,S 13,000
8 5 4 - 6 2 4 3 - 5 0 - 3 14d4+8 3 2 4 % H,S 14,000
9 6 2 - 7 0 5 0 - 5 7 - 4 16d4+9 3 3 0 % H,S 15,000
1 0 7 0 - 7 8 5 7 - 6 4 - 5 17d4+10 4 3 6 % Hx2,S 16,000
11 7 8 - 8 6 6 4 - 7 1 - 6 19d4+11 4 4 2 % Hx2,S 17,000
12 8 6 - 9 4 7 1 - 7 8 - 7 2ld4+12 5 4 8 % Hx2,S 18,000

Table 2
Tungsten Dragon Ages and Abilities

Age Body lgt.(’) Tail lgt.(’) AC Breath weapon Spells (wizard) MR Treas. type XP
1 3-6 2-5 3 2d6+1 Nil Nil Nil 1 , 4 0 0
2 6-15 5-12 2 4d6+2 Nil Nil Nil 2 , 0 0 0
3 15-24 1 2 - 1 9 1 6d6+3 Nil Nil Nil 3 , 0 0 0
4 24-40 1 9 - 2 6 0 7d6+4 1 Nil ½H 7 , 0 0 0
5 40-49 2 6 - 3 3 - 1 9d6+5 2 1 2 % H 1 2 , 0 0 0
6 49-60 3 3 - 4 0 - 2 lld6+6 3 1 8 % H,S 1 3 , 0 0 0
7 60-69 4 0 - 4 8 - 3 12d6+7 4 2 4 % I,S 1 4 , 0 0 0
8 69-78 4 8 - 5 6 - 4 14d6+8 5,1 3 0 % H,S 1 5 , 0 0 0
9 78-87 5 6 - 6 4 - 5 16d6+9 5,2 3 6 % H,S,T 1 6 , 0 0 0
10 87-96 6 4 - 7 2 - 6 17d6+10 5,3 4 2 % (H,S,T)X2 1 7 , 0 0 0
11 96-105 7 2 - 8 0 - 7 19d6+11 6,3 4 8 % (H,S,T) X 2 1 8 , 0 0 0
12 105-114 8 0 - 8 8 - 8 21d6+12 7,3 5 4 % (H,S,T) X 3 19,000

Table 3
Cobalt Dragon Ages and Abilities

Age Body lgt.(’) Tail lgt.(’) AC Breath weapon Spells (wizard) MR Treas. type XP
1 4 - 1 0 3 - 6 2 2d8+1 Nil Nil Nil 2,000
2 1 0 - 2 1 6 - 1 3 1 4d8+2 Nil Nil Nil 3,000
3 2 1 - 3 0 1 3 - 2 1 0 6d8+3 Nil Nil Nil 5,000
4 3 0 - 4 6 2 1 - 2 9 - 1 7d8+4 1 Nil E,S 7,000
5 4 6 - 5 6 2 9 - 3 8 - 2 9d8+5 2,1 1 8 % H,S 12,000
6 5 6 - 6 6 3 8 - 4 6 - 3 l l d 8 + 6 3 , 1 2 4 % H,S 13,000
7 6 6 - 7 6 4 6 - 5 3 - 4 12d8+7 3 , 2 3 0 % H,S,T 14,000
8 7 6 - 8 6 5 3 - 6 2 - 5 14d8+8 3 , 2 , 1 3 6 % H,S,T 17,000
9 8 6 - 9 6 6 2 - 7 1 - 6 16d8+9 4 , 2 , 1 4 2 % H,S,T 18,000
1 0 9 6 - 1 0 6 7 1 - 8 0 - 7 17d8+10 4 , 3 , 1 4 8 % H X 2,S,T 19,000
11 1 0 6 - 1 1 6 8 0 - 8 9 - 8 19dS+ll 4 , 3 , 2 5 4 % (H,S) X 2,T 20,000
12 1 1 6 - 1 2 6 8 9 - 9 8 - 9 21d8+12 5 , 3 , 2 6 0 % (H,S,T) X 2 21,000

Table 4
Chromium Dragon Ages and Abilities

Age Body lgt.(’) Tail lgt.(’) AC Breath weapon Spells (wizard) MR Treas. type XP
1 6-14 3 - 6 1 2dl0+l Nil Nil Nil 2,000
2 14-25 6 - 1 4 0 4d10+2 Nil Nil Nil 4,000
3 25-38 14-23 - 1 6d10+3 Nil Nil Nil 6,000
4 38-52 23-32 - 2 7d10+4 1 Nil E,S,T 8,000
5 52-63 32-41 - 3 9d10+5 2,1 24% H,S,T 13,000
6 63-74 41-50 - 4 lldl0+6 2,2 30% H,S,T 14,000
7 74-85 50-60 - 5 12d10+7 2,2,1 36% H,S,T 17,000
8 85-96 60-70 - 6 14d10+8 3,2,1 42% (H,S,T)x2 18,000
9 96-107 70-80 - 7 16d10+9 3,3,1 48% (H,S,T) X 2 19,000
1 0 107-118 80-90 - 8 17dl0+10 3,3,2,1 54% (H,S,T) X 2 20,000
11 118-129 90-100 -9 19d10+ll 3,3,2,1 60% (H,S,T) X 3 21,000
12 129-140 100-110 -10 2ld10+12 3,3,3,2 66% (H,S,T) X 3 22,000

DRAGON 31
Table 5
Iron Dragon Ages and Abilities

Age Body lgt.(‘) Tai1 lgt.(‘) AC Breath weapon Spells (wizard) MR Treas. type XP
1 6-18 3-10 0 2d12 + 1 Nil Nil Nil 3,000
2 18-30 10-22 -1 4d12 + 2 Nil Nil Nil 5,000
3 30-45 22-30 -2 6d12 + 3 Nil Nil Nil 7,000
4 45-61 30-40 -3 7d12 + 4 2 Nil E,R 9,000
5 61-73 40-50 -4 9d12 + 5 2,1 30% WR 14,000
6 73-85 50-60 -5 11d12 + 6 2,2 36% H,R 15,000
7 85-98 60-71 -6 13d12 + 7 2,2,1 42% H,R,T 18,000
8 98-111 71-82 -7 14d12 + 8 3,2,1 48% H,R,T 19,000
9 111-124 82-93 -8 16d12 + 9 3,3,2,1 54% (H,R)x2,T 20,000
10 124-137 93-104 -9 18d12 + 10 3,3,2,2 60% (H,R,T)x2 21,000
11 137-150 104-115 -10 19d12 + 11 3,3,2,2,1 66% (H,R,T) X 2 22,000
12 150-163 115-126 -11 21d12 + 12 3,3,3,3,1 72% (H,R,T)x 3 23,000

in form lasts until the dragon chooses a DIET: See text truders, no matter what their business. He
different form, and reverting to its true INTELLIGENCE: Supra-genius (20) possesses tremendous spell capability and
form does not count as a change. As the TREASURE: H,R,S, T(X3), V uses his spells and abilities in preference
dragon ages, it gains the following powers: ALIGNMENT: Lawful neutral to physical combat. If pressed, however,
young—heat metal three times a day; NO. APPEARING: 1 he will engage in physical combat.
juvenile— stone shape twice a day; adult— ARMOR CLASS: - 12 Gruaghlothor has three breath weapons,
ESP three times a day; old-wall of stone MOVEMENT: 12, Fl 36 (C), Br 8, Jp 4 each usable twice a day: a cloud of sleep
twice a day; wyrm — rock to mud twice a HIT DICE: 25 (200 hp) gas 60’ long, 50’ wide, and 40’ high; a cone
day; great wyrm-flesh to stone once a day. THAC0: 5 of superheated sparks 100’ long, 5’ wide at
Habitat/Society: Iron dragons dwell NO. OF ATTACKS: 3 + special the dragon’s mouth, and 40’ wide at the
upon great hills or on high mountains, DAMAGE/ATTACK: 3-12/3-12/7-42+12 end, doing 24d12 +24 hp damage; or a bolt
usually building their lairs deep beneath SPECIAL ATTACKS: See text of solid stone 30’ long and 5’ wide, fired
the surface. It is said that where you find SPECIAL DEFENSES: See text out to a 120’ from the dragon’s mouth,
the lair of an iron dragon, you find de- MAGIC RESISTANCE: 80% doing 24d12 + 24 hp damage. Creatures
posits of iron. In fact, such dragons hoard SIZE: G (185’body, 140’tail) caught in the gas must save vs. breath
iron with more greed than any other MORALE: Fearless (20) weapon or fall asleep regardless of hit
metal. Such metal is only found in raw XP VALUE: 35,000 dice. Creatures caught in either the spark
form, and sages believe such metal is cone or in the path of the stone bolt are
somehow needed for their reproductive The Supreme Dragon, Gruaghlothor, is allowed a save vs. breath weapon for half
cycle as well as for food. This makes them the ruler of all ferrous dragons and is an damage.
unpopular with mining races, of course. incarnation of all the sovereign iron drag- Gruaghlothor possesses the same abili-
Iron dragons travel the world in forms ons since the dawn of time. Despite this, ties and immunities as other iron dragons,
other than their own to seek knowledge of Gruaghlothor is not a divine power. with the exception that every power gains
the world around them. They seem to Gruaghlothor is said to have been the very one additional use a day (e.g., heat metal
prefer human form, but whether this is a first ferrous dragon ever to exist. It was can be used four times a day, stone shape
matter of preference, convenience, or under his guidance that the clan hierarchy three times a day, etc.). He also gains the
both, sages can only speculate. was formed. He was destroyed in battle ability to passwall up to three times a day.
Ecology: Iron dragons prefer a diet of with a huge pack of red dragons. With his He casts spells as a 22nd-level wizard and
iron ore but can sustain themselves on dying breath, Gruaghlothor swore to has the following spells: five 1st level, five
almost anything. destroy the red dragons if he had to come 2nd, five 3rd, five 4th, three 5th, two 6th,
Iron dragons dwell in the same regions back from the grave, and return he did. and one 7th.
as red dragons and the two are bitter The red dragons remain, but deep under a Habitat/Society: Gruaghlothor dwells
enemies. The red dragon sees the iron mighty mountain burns the smoldering in a cavern far below one of the highest
dragon as a weak interloper, of course, hatred of a thousand kings waiting to flare peaks in the world. From there he rules
and the iron dragon sees the red dragon into the destruction of their age-old ene- over all of the ferrous dragons, settling all
as a stain on the reputation of dragonkind mies. disputes that cannot be handled by the
as a whole. The two have fierce battles Whenever Gruaghlothor dies, the iron other dragon leaders, dispensing justice to
always resulting in the death of one or the dragon chosen to replace the former goes those who cannot obey clan laws, and
other, for neither will yield to the claws of into a state of hibernation for one year. mating with his concubines in order to
the other. Iron dragons also do not get During this time, the chosen one under- produce his eventual successor.
along well with dwarves and other races goes a metamorphosis. When it emerges, it Ecology: Gruaghlothor sustains himself
that mine for iron, but the skirmishing has become Gruaghlothor. There is no on a diet of iron ore but is fond of red
here is small compared to the wars with solid explanation for how this works, and dragon flesh. He occasionally goes hunting
the red dragons. the iron dragons answer only, “It has for the latter fare, which he considers a
always been so." delicacy.
Gruaghlothor resembles a great iron Gruaghlothor is quite content to be left
Gruaghlothor wyrm in every respect except for its tre- alone, where he will spend countless days
Supreme Dragon of the Ferrous mendous size. He can speak the tongue of devising ways to exterminate the red
Dragons his species, the tongue common to all fer- dragons. He has a tremendous store of
rous dragons, and has an ability to commu- knowledge and the wisdom to use it wise-
CLIMATE/TERRAIN: Subterranean nicate with any intelligent creature (as can ly; one cannot help but think that he might
FREQUENCY: Unique an iron dragon). someday succeed in his desire.
ORGANIZATION: Solitary Combat: Gruaghlothor is an impressive
ACTIVITY CYCLE: Any figure and does not take kindly to in-
32 JUNE 1991
Artwork by Thomas Baxa

Dragon hybrids, crossbreeds, mixtures, and more


by Gregory W. Detwiler

As monster connoisseurs know by now, The hybrid is immune to attack forms effective against the dragon parent. For
dragons often breed with creatures other similar to those of its breath weapon (e.g., instance, a red dragon’s hybrid young will
than fellow dragons, producing such terri- a hybrid with a green dragon parent is not take extra damage from cold-based
fying hybrids as the chimera and the immune to gas-based attacks). As a final attacks, and a sword of dragon slaying has
dragonne. Sages have recently discovered defense, the hybrids nondragon blood only its weaker bonus available to the
more varieties of these unusual hybrid means that it will not receive additional wielder. A hybrid will lose only half its hit
monsters, which are described in this damage from an attack form especially points if hit with an arrow of dragon
article.
These monsters are the result of evil
dragons mating with other monsters, so
the number of subspecies of each of these
monster types equals the number of evil
dragon types. For this article, I have used
only the official “western” evil dragons in
the Monstrous Compendium: the black,
blue, green, red, and white dragons, plus
the shadow dragon of the WORLD OF
GREYHAWK® setting. Aquatic, Oriental,
good, and neutral dragons are not includ-
ed. The process of hybrid creation is de-
tailed so that the DM can cobble together
other hybrids using these dragons or his
own unique evil dragons.
The coloration of each hybrids draconic
parts is the same as that of the dragon
type in its ancestry. The coloration of the
rest of the hybrids body, naturally, is that
of the nondragon parent, unless otherwise
specified. The hybrids armor class is
always the base armor class of its dragon
parent (see Table 1). Though they never
use spells, each hybrid has a breath weap-
on like that of its dragon parent (see Table
2). Damage done by a breath weapon
equals the hybrids normal hit-point total;
the breath weapon does not grow weaker
as the hybrid takes wounds, and magical
devices that increase hit points will not
make a breath weapon more powerful.

Mantidrake
DRAGON 19
slaying or an arrow of slaying designed for the mantidrake will avoid aerial combat if Dracimera
its nondragon parent. (The hybrid will possible, or at least restrict itself to long-
take appropriate damage from weapons, range attacks with its breath weapon and CLIMATE/TERRAIN: Any temperate to
spells, or devices designed to harm rep- tail spikes. tropical
tiles.) Habitat/Society: Like their manticore FREQUENCY: Very rare
Those DMs with an interest in realism parents, mantidrakes can be found in any ORGANIZATION: Solitary
should note that the most common sub- climatic region, though they prefer warm ACTIVITY CYCLE: Any
species of these hybrids will be those lands to cool ones. Among other things, DIET: Carnivore
whose dragon and nondragon parents this means that its dragon parent is most INTELLIGENCE: Low (5-7)
share the same natural habitats. However, likely to be a warm-weather-loving dragon, TREASURE: F
since adventurers often drive dragons and such as the blue dragon. These hybrids ALIGNMENT. See Table 1
other monsters out of their natural habi- are solitary brutes, with each individual NO. APPEARING: 1
tats, and wizards often create unnatural having a hunting territory of at least 25 ARMOR CLASS: See Table 1
creatures in their experiments, less com- square miles. Besides having a ravenous MOVEMENT: 10, F116 (E)
mon combinations are still possible. Due to appetite for food, they also like to collect HIT DICE: 12
their nondragon ancestry, hybrids can treasure, a habit inherited from their THAC0: 9
never be subdued. dragon parents. No mantidrake can be NO. OF ATTACKS: 6
trained by humans unless it is taken short- DAMAGE/ATTACK: 1-3/1 -3/1 -4/1 -4/1 -12/1 -32
ly after birth. The only relationship manti- (see text)
Mantidrake drakes may have with other creatures is a SPECIAL ATTACKS: Breath weapon (see
partnership, and even that will last only if Table 2)
CLIMATE/TERRAIN: Any the partnership results in plenty of food SPECIAL DEFENSES: Immune to breath
FREQUENCY: Very rare and treasure for the mantidrake. weapon of dragon parent and like
ORGANIZATION: Solitary Ecology: Like its manticore parent, the attacks (spells, etc.)
ACTIVITY CYCLE: Any mantidrake favors human flesh above all MAGIC RESISTANCE: Nil
DIET: Carnivore others, though it will eat any living crea- SIZE: L (5’ tall at the shoulder)
INTELLIGENCE: Low (7) ture in order to survive. If a mantidrake MORALE: Elite (14)
TREASURE: E has to live in an area smaller than 25 XP VALUE: See Table 3
ALIGNMENT: See Table 1 square miles, that area will soon be devoid
NO. APPEARING: 1-2 of large animal and human life, as those The dracimera is the offspring of a chi-
ARMOR CLASS: See Table 1 creatures not killed and eaten will flee. mera and an evil dragon. It lives in the
MOVEMENT: 12, Fl 18 (E) The curiously supple hide of a mantidrake same temperate and tropical regions as its
HIT DICE: 6 +3 is worth 5,000 gp, but obtaining such a chimera parent, and usually is crossed with
THAC0: 13 treasure intact is not easy. an evil dragon native to such regions. It has
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-3/1-3/1-10 (claw/claw/
b i t e )
SPECIAL ATTACKS: Breath weapon (see
Table 2), tail spikes
SPECIAL DEFENSES: Immune to breath
weapon of dragonparent and like Dracimera
attacks (spells, etc.)
MAGIC RESISTANCE: Nil
SIZE: H (25’ long)
MORALE: Elite (14)
XP VALUE: See Table 3

The mantidrake is the offspring of a


manticore and an evil dragon. It looks like
a scaly manticore, with dragonlike wings
and a dragon’s head instead of the manlike
one. When seen at a distance or by an
inexperienced observer, it could well be
mistaken for an Oriental earth dragon (li
lung; Monstrous Compendium, “Dragons,
Oriental”). The mantidrake has the same
lionlike mane around its head that the
manticore has.
Combat: The mantidrake always opens
combat (preferably from ambush or from
the air) with a volley of 1-6 tail spikes (180-
yard range, as a light crossbow); each of
these spikes causes 1-6 hp damage. This
attack can be used four times per day (the
spikes regrow quickly). Then the manti-
drake closes in for melee, using a claw/
claw/bite routine. Its breath weapon is the
most potent attack form of all, but the
mantidrake will generally not use it unless
the need is vital, as it inherited enough
“dragon sense” to know when not to waste
its efforts. Because it is such a clumsy flier,

20 JUNE 1991
a dragon head up front, surrounded by a ARMOR CLASS: See Table 1 The wyvern drake also fights with a
lion’s mane (like the mantidrake), a lizard MOVEMENT: 6, Fl 24 (E) breath weapon inherited from its dragon
head with two goat’s horns growing in the HIT DICE: 8 + 7 parent, usable three times per day. Be-
middle of its back, and a dragon head and THAC0: 11 cause it is a clumsy flier, the wyvern drake
neck like that of its dragon parent growing NO. OF ATTACKS: 2 prefers to use its breath weapon instead of
where a lion’s tail would be. The lizard DAMAGE/ATTACK: 2-20/1-8 (bite/stinger) relying on physical combat when fighting
head is blue-green, with the amber eyes SPECIAL ATTACKS: Breath weapon (see an aerial opponent. Still, its sting is a use-
and ochre horns of the chimera. Table 2), poison, surprise, bombing ful weapon in a dogfight, as it can arch
Combat: The dracimera is perhaps the SPECIAL DEFENSES: Immune to breath over the wyvern drake’s back to strike an
deadliest of the known dragon hybrids. In weapon of dragon parent and like opponent in front. The tail-stinger can hit
physical combat, it can attack six times in attacks (spells, etc.) an enemy in any direction, so long as it is
a single round. It strikes with both fore- MAGIC RESISTANCE: Nil within reach.
legs (1-3 hp damage each), butts with both SIZE: G (45’ long) When stalking prey, the wyvern drake
goat horns (1-4 hp damage each), and bites MORALE: Elite (14) uses all the combined cunning of its drag-
with its front and back dragon heads (1-12 XP VALUE: See Table 3 on and wyvern ancestors. Neither sound
hp damage each). Its breath weapon is the nor shadow alert the victim that he is
same as that of its dragon parent, and the The wyvern drake is, as its name im- being followed, and the attacking wyvern
dracimera can use it six times per day; this plies, a cross between a dragon and a drake will achieve a -2 penalty on the
weapon is divided up among the three wyvern. It is 45’ long, with a 60' wingspan victim’s surprise roll due to its silent dive
heads, with each head able to use it twice and a yard-long stinger at the end of its to the attack. Though it will not attack an
per day. If one head does not use its tail. Its coloration is the same as that of its enemy that is obviously too powerful, a
“share,” the other heads do not gain any. wyvern parent, save for the 5’ head, large group of men will be attacked if the
Habitat/Society: All dracimerae are which is colored as its dragon parent. beast is hungry enough. Between the
solitary creatures, coming together to Besides the wyvern’s hissing and roaring wyvern drake’s initial surprise advantage,
mate only once in a single decade. A single sounds, the wyvern drake can also speak its breath weapon, its aerial mobility, and
young one will be born; that, plus the fact the tongue of its dragon parent and the its use of boulders or other objects as
that the vast majority of these creatures common tongue, and perhaps one or two bombs, even caravans and military units
are created from dragon/chimera pairings, other languages as well. have been driven away as they attempted
means that few dracimerae result from Combat: Having more intelligence than to cross the creature’s hunting grounds.
these matings. Dracimerae live in the most a normal wyvern, the wyvern drake is a Habitat/Society: The wyvern drake
remote and inaccessible regions of their highly dangerous foe. It will always fight prefers to live alone, living with another of
hunting grounds, which cover at least 400 in the open if it can, invariably attacking its kind only for the few months it takes to
square miles. from the air. In addition to doing physical raise its young. Whenever possible, it will
Unlike its chimera parent, the dracimera damage, the scorpionlike tail also injects lair on mountains or cliffs overlooking
is a pure carnivore. However, it is gener- Type F poison, killing the foe unless it forests or plains, particularly caravan or
ally not strapped for food due to this saves vs. poison. The clever wyvern drake migration routes. The average hunting
specialization, as its reptilian physiology can also pick up a smaller foe, carry him ground is some 25 square miles in size,
enables it to go without eating for as long high into the air, then drop him, or else but the wyvern drake can travel 150 miles
as a week, as opposed to the chimera’s pick up objects such as boulders and drop in a single day and back again in its search
three to four days. When it does find them onto foes ( -2 to hit for 1-10 hp for food. Unlike ordinary wyverns,
plenty of flesh (whether in a herd, cara- damage). wyvern drakes never fight their own kind,
van, or town), the dracimera will gorge
itself to satiation. Anything made of flesh
and blood is fair game, particularly hu-
mans and humanoids, and the surprisingly
large number of giant artifacts in draci-
mera lairs is mute testament to the crea-
ture’s combat power. Dracimerae horde
treasure like their dragon ancestors, for
much the same reasons.
Ecology: The dracimera is an archpre-
dator and will tolerate no other large
carnivores or omnivores in its territory. It
will always attack an intruder on sight.
Although its hunting range is usually only
25 square miles, the dracimera can fly up
to 100 miles a day and still return to its
lair by nightfall.

Wyvern Drake
CLIMATE/TERRAIN: Temperate mountains
and forests
FREQUENCY : Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Dusk and dawn
DIET: Carnivore
INTELLIGENCE: Average (8-10)
TREASURE: E
ALIGNMENT: See Table1
NO. APPEARING : 1-3
Wyvern drake
22 JUNE 1991
except when there is absolutely nothing finished, without chewing, and only the
else around to eat. They hoard treasure bones are not digested. (It cannot swallow
just as dragons do. prey whole in melee.) Carrion is regarded
Ecology: The wyvern drake eats the as a food of last resort. It has no natural
equivalent of a cow or horse per day. It enemies, and no one has found any use for
swallows victims whole once combat is its body parts in magical recipes.

Table 1
Evil Dragon Alignments and Armor Classes

Dragon Alignment Base AC


Black Chaotic evil 1
Blue Lawful evil 0
Green Lawful evil 0
Red Chaotic evil -3
Shadow Chaotic evil -4
White Chaotic evil 1

Table 2
Evil Dragon Breath Weapons

Dragon Breath weapon


Black A jet of acid 5’ wide and 60’ long; victim takes half damage if it saves vs.
breath weapon.
Blue A bolt of lightning 5’ wide and 100’ long; victim takes half damage if it
saves vs. breath weapon.
Green A cloud of chlorine gas 50’ long, 40’ wide, and 30’ high; victim takes half
damage if it saves vs. breath weapon.
Red A cone of fire 5’ wide at the mouth, 90’ long, and 30’ wide at the cone’s
base; victim takes half damage if it saves vs. breath weapon.
Shadow A cloud of blackness 40’ long, 30’ wide, and 20’ high. Creatures caught in
the cloud are blinded for one melee round and lose three-fourths (round
fractions up) of their life energy (levels or hit dice); a successful saving
throw vs. breath weapon reduces the loss to one-half (round up). The life-
energy loss persists for a number of turns equal to the creature’s hit dice.
Negative plane protection spells prevent this life-energy loss. A character
reduced to 0 or fewer levels lapses into a coma for the duration of the
cloud’s effect. If several beasts’ breath weapons overlap on a victim, the
coma time is that of all creatures’ hit dice combined.
White A cone of frost 5' wide at the mouth, 70' long, and 25' wide at the cone’s
widest; victim takes half damage if it saves vs. breath weapon.

Table 3
Experience-Point Values For Evil Dragon Hybrids

Dragon Wyvern
parent Mantidrake Dracimera drake
Black 3,000 XP 9,000 XP 9,000 XP
Blue 4,000 XP 10,000 XP 10,000 XP
Green 4,000 XP 10,000 XP 10,000 XP
Red 4,000 XP 10,000 XP 10,000 XP
Shadow 4,000 XP 10,000 XP 10,000 XP
White 3,000 XP 9,000 XP 9,000 XP

24 JUNE 1991
We present here the résumés of three
recently discovered creatures that dwell
near or below the surface of the earth.
They seek employment in any suitable
locale in your AD&D® campaign. They are
outgoing, resourceful, and would love to
get to know your fantasy adventuring

The
groups better.
Attention:
Underground

Dragon’s adversaries
seeking heroes
to bash

Bestiary
Biclops
Created by Spike Y. Jones

CLIMATE/TERRAIN: Temperate hills and


mountains, subterranean
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Night
DIET: Omnivore
INTELLIGENCE: Low (5-7)
TREASURE TYPE: C
ALIGNMENT: Chaotic evil
NO. APPEARING: 1 (10%: 2-4)
ARMOR CLASS: 3
MOVEMENT: 12
HIT DICE: 8
THAC0: 13
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1d8/1d10 (unarmed);
1d10+6/1d12+7 (with clubs)
SPECIAL ATTACKS: Hurl rocks
SPECIAL DEFENSES: +1 bonus to avoid
surprise
MAGIC RESISTANCE: Nil
SIZE: L (11’ tall)
MORALE: Elite (14)
XP VALUE: 2,000

16 AUGUST 1991
The biclops is a gray-brown, two-headed Averx their path, but they have other concerns
giant having one yellow eye in the center of Created by Costa Valhouli and goals as well.
each head. The origin of the biclops is uncer- Combat: Averxes can move silently,
tain, but it appears to be a cross between a CLIMATE/TERRAIN: Subterranean hide in shadows, and read languages with
cyclopskin and an ettin. As with both of its FREQUENCY: Rare an 85% chance of success. They utilize
ancestors, the biclops prefers to live an ORGANIZATION: Clan other thieving abilities at the fifth level of
isolated life in mountain caves, hunting at ACTIVITY CYCLE: Any use, using Table 19 in the Dungeon Mas-
night for sources of food including fruits, DIET: Omnivore ter’s Guide. All averxes have infravision to
honey, wild animals, and the occasional INTELLIGENCE: Genius (18) 120', but light causes them no harm.
human, goblin, orc, or dwarf. TREASURE TYPE: W; Q on individuals They can use each of the following spells
The right head of a biclops usually ap- ALIGNMENT: Neutral twice per day: blink, enlarge, invisibility,
pears slightly larger than the left, and the NO. APPEARING: 4-16 (10%: 1-2) and levitate. They can also cast, thrice per
right is always dominant. As filthy as an ARMOR CLASS: 4 day, faerie fire, audible glamer phantas-
ettin, a biclops has no concept of bathing MOVEMENT: 9, Fl 15 mal force, light, and spook. All spells work
and can barely make its own clothing, HIT DICE: 1+3 (leaders 2+1) as though cast by a 5th-level mage. In
ornaments, and weapons. Biclopes have no THAC0: 19 addition to these spells, an averx leader
true language, instead using a mixture of NO. OF ATTACKS: 1 can cast fear, silence 15’ radius, and warp
animal noises and a few words borrowed DAMAGE/ATTACK: By weapon type wood once a day. These spells can be cast
from other races when appropriate. They SPECIAL ATTACKS: Spells, +4 to even in total silence, though the averx
have 90’ infravision. surprise foes must have its hands free for somatic ges-
Combat: Biclopes behave much like SPECIAL DEFENSES: Spells, thieving tures. Oddly enough, no averx is affected
ettins, holding a weapon in each hand abilities by a cursed weapon or item, and they are
with one head controlling each attack. MAGIC RESISTANCE: 25% immune to all forms of curse spells.
Their preferred weapons are mauls, tree- SIZE: T (1½’ tall) Averxes avoid direct combat, preferring
limb clubs, and stone axes. Each of their MORALE: Steady (11) hit-and-run raids, traps, sabotage, misdi-
attacks can be used against a different XP VALUE: 650 (Leaders 975) rection, and bluffing. They attack other
opponent unless one head is incapacitated, beings only if attacked themselves or if
in which case control of both arms reverts Averxes, in their usual form, resemble such beings enter and harm the averxes’
to the remaining head and both attacks small, thin, gray-skinned humans with territory, but they enjoy causing trouble
can then be directed at only one target. horns, amber eyes, miniature wings, and for its own sake as well. In particular,
In addition, biclopes can throw small little clothing. These miniature “dungeon these creatures hunt out small, evil beings
boulders (of which they often have an demons” or “cave devils” enjoy hampering like jermlaine and other vermin of the
ample supply in their lairs) up to 30’ for and stealing from adventurers or other Underdark, killing them and casting their
1-8 hp damage each; two rocks can be beings unlucky enough to stumble across bodies into any available deep pits.
thrown each round. Because they can
achieve binocular vision of a sort if both
rocks are hurled at the same target, no
penalty is then suffered; but if separate
targets are chosen or if only one head is
“operational,” there is a -2 to-hit penalty
on all missiles.
Biclopes never use armor, preferring
only the crudest of dirt-encrusted, animal-
hide coverings. They play with fire but
never use it for cooking or combat.
Habitat/Society: Generally solitary, the
only time multiple biclopes will be encoun-
tered is when 1-3 young are being raised
by their mother. Young biclopes usually
have 3 HD and AC 6, and do 1d4+3/
1d6+4 hp damage with their small clubs
(or half that damage with fists alone).
Youths reach adulthood in 5-8 years. Bi-
clopes almost never work in concert with
other beings, savagely attacking all who
come within sighting range.
Ecology: Biclopes are consummate
scroungers, able to ingest and survive on
virtually any plant or animal diet, including
rotting meat. They especially enjoy the flesh
of humans, demihumans, and humanoids,
though, and have no objection to fighting for
their meals. Biclopes are preyed upon as
food by dragons, wyverns, and similar mon-
sters, and are attacked on sight by most
adventuring and military forces, as well as
by other giants. Unchecked, they wreak the
sort of devastation common to evil, unciviliz-
ed giant-kin, but this rarely happens for
long. Biclopes in some regions are wiped out
by their enemies within only a few years of
their discovery.

DRAGON 17
In all combat situation, averxes are SIZE: S-L (2’-8’ diameter) if the person struck by sleepiness is within
extremely clever, observant, and com- MORALE: Not applicable 3’ of the cushion and fails a dexterity check
manding. They set traps of fiendish design XP VALUE: 35 on 1d20 when he falls. A burst fungi emits
in the underground corridors leading to a 60’-diameter cloud of spores for 2-5
their most carefully guarded lairs and The cushion fungus is usually found in turns, and those caught within this thick
realms, using all manner of snares, pits, dry, dark, underground areas having little cloud have a -2 on their saving throws vs.
poisons, and the like. or no air movement. This fungus is typi- poison, sleeping for 3-6 days if they fail. If
Habitat/Society: Averxes prefer to live cally oval in shape, about knee-high when the fungus does not burst, spores will
deep underground in the most beautiful mature, and up to 8’ in diameter at its continue to be emitted as long as victims
natural areas imaginable, especially in largest. Its pastel coloration ranges from are breathing or snoring nearby.
vast, crystalline caverns. They enjoy light- pink to purple, with the outer surface of Over a period of 4-16 days, a sleeping
ing their homes in different ways to en- the fungus having the texture of fine victim dies of starvation and thirst, begins
hance the natural beauty, and they velvet. to decompose, and is digested by the
conduct elaborate rituals in honor of their Combat: Any movement of air or an fungus’s spores on the body. The body
homes at irregular intervals. Any in- increase in the ambient temperature (such then slowly becomes covered with the
truders who damage these caverns in any as from a torch or warm-blooded crea- velvetlike fungus until, 5-30 days after the
way, whether by mining, construction, or ture) in the vicinity of a mature fungus being’s death, it has become a new cushion
simple rock collecting, will spark the will cause it to release an almost-invisible fungus. A body that falls on and bursts a
averxes’ communal anger. cloud of spores in a 40’ diameter. Some cushion fungus takes only 3-12 days to
Averxes do not usually carry treasure observers have described this spore cloud turn into a fungus if the victim dies. In any
upon their persons, but each one is likely as resembling the shimmering distortion event, a sleeping victim who manages to
to have thin rope or cord, knives, wire, oil, of heat rising through the air from a hot revive requires no further care except for
tinderboxes, caltrops, or darts. Leaders surface. A successful wisdom check on eating and drinking.
may carry cursed items for bothersome 4d6, or such spells or devices that detect Habitat/Society: This fungus grows
intruders to “find.” An averx lair has only a invisibility, are required to notice the only in areas with little or no air move-
relatively small amount of treasure, and cloud. Assume that the spore cloud will be ment (abandoned dungeons, vaults, crypts,
averxes usually carry a few gems around released one round after a being or heat blocked caverns, etc.). If brought to an
with them for their own pleasure. A lair is source passes within 30’ of the cushion area with any regular air movement,
usually high in a cavern ceiling, in a hole fungus, or two rounds after a being or perhaps on a spore-carrying body, the
or tunnel or along a ledge. Every effort is heat source passes within 31’-60’ of it. The spores will not mature.
made to conceal this area from view and cloud remains active in the air for 5-8 Ecology: The fungus’s digestive en-
to keep it safe. turns thereafter. zymes are incapable of digesting inorganic
Sometimes one or two averxes, acting on Creatures caught within a spore cloud items, so metallic items, jewelry, gems, and
their own curiosity, make their ways into must save against poison or will begin to so forth will continue to exist within the
dungeons or deep cellars. They rarely stay feel drowsy, with a deep, peaceful sleep body of the fungus. Some adventurers
long, preferring to acquire some minor coming on in 1-4 rounds. Even those who have told of finding treasure within oddly
treasures and leave—possibly after causing save are affected as per a confusion spell shaped cushion fungi, but cutting one
a little mischief. for 1-4 rounds, and must save again 10 open invites trouble. It is said that the
Ecology: With their array of powers, rounds later if they haven’t left the vicinity spores of this fungus are valuable to alche-
one would guess that averxes are nothing of the fungus. Creatures failing their saves mists and mages for use in potions of
more than nuisance monsters. Some sages, will fall, usually onto or near the velvety sleep, confusion, and feign death.
however, believe that averxes were cre- soft fungus, and remain in this state until
ated by unknown land possibly extinct) they are removed from the radius of the
greater powers as guardians of subterra- cloud and a neutralize poison spell is cast
nean lands and protectors of their beauty. on them (without this spell, 1-3 days are
They prey on small animals and evil crea- required before the victim wakes up).
tures but largely leave everything else The cushion fungus itself will burst if
alone. someone falls on it heavily, which happens

Fungus, Cushion
Created by Anthony Gerard

CLIMATE/TERRAIN: Dry subterranean


areas
FREQUENCY: Uncommon
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Scavenger
INTELLIGENCE: Non- (0)
TREASURE TYPE: Incidental; 5% chance
of O, P, R, U
ALIGNMENT: Neutral
NO. APPEARING: 1-8
ARMOR CLASS: 10
MOVEMENT: Nil
HIT DICE: 1 hit point
THAC0: 20
NO. OF ATTACKS: Nil
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: Poisonous spores
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil

18 AUGUST 1991
Three magical wolves to haunt your heroes
by Tim Malto
Are your player characters getting a bit
bored by the same old wilderness encount-
ers? Do you need a new monster to prowl
the back roads and remote villages of your
campaign? Then try throwing your PCs to
the wolves!
For the creation of the dread wolf,
credit must be given to Richard A. Knaak’s
novel, The Legend of Huma, from the
DRAGONLANCE® Heroes trilogy, volume 1
(Lake Geneva: TSR, Inc., 1988).

Artwork by Terry Pavlet Dread wolf


CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Pack or special
ACTIVITY CYCLE: Any
DIET: None
INTELLIGENCE: Average
TREASURE: Nil
ALIGNMENT: Neutral evil
NO. APPEARING: 3d4
ARMOR CLASS: 6
MOVEMENT 18
HIT DICE: 4 +4
THAC0: 15
NO. OF ATTACKS: 1
DAMAGE/ATTACKS: 1d10
SPECIAL ATTACKS: Cause disease
SPECIAL DEFENSES: Regeneration, immu-
nities and resistances to certain spells
MAGIC RESISTANCE: Nil
SIZE: Small (2’-4’)
MORALE: Fanatic (17)
XP VALUE: 650

These creatures were originally created


by a renegade mage, Galen Dracos of
Krynn. But word of how to create these
horrid creatures seems to have spread
across the various Prime Material planes.
These awful undead beasts can be the
eyes and ears of any mage powerful
enough to create them.
Combat: A dread wolf fights like any
other wolf, biting and tearing with its
fangs. But if a group of dread wolves is
within its 50-mile control limit (see “Ecol-
ogy”), it will fight under the direction of
the controlling mage. If a group is outside
this limit, the wolves will fight using nor-
mal pack tactics.

DRAGON 23
Dread wolves cause a nasty rotting A mage can have no more than one When this happens, the mage takes 3d10
disease that can infect a bitten opponent if group of wolves (see “Ecology”) under his points of physical damage (no save) from
the victim fails a save vs. poison one hour control at a time. The mage cannot give the otherworldly energy blast, just as if he
after the fight; failure means the loss of 1 over control of his dread wolves to anyone had been caught in an ice storm spell.
hp per hour until death. Treatment within else. To try either action causes the cessa- At the end of the hour, the mage will
the first hour after combat by someone tion of the spells animating the dread have 3-12 servants that can travel up to 50
with the herbalist nonweapon proficiency wolves and leads immediately to their miles away and enable him to see and hear
adds +2 to the saving throw. A cure dis- permanent destruction. everything they see and hear. The wolves
ease spell stops the disease. Dread wolves have no interest in trea- are directly under the control of the
During combat, a dread wolf has some sure, but the controlling mage can order mage’s mind within this distance.
real advantages. It regenerates like a troll, them to find and bring back anything one The wolves can venture outside the 50-
regaining 3 hp per round after the first of them can carry away in its mouth. mile limit, but they lose contact with the
combat round. Only acid, fire, or total Ecology: As magically animated un- controlling mage. Unless previous com-
dismemberment will do permanent dam- dead, dread wolves have no natural place mands prevent this, the wolves will imme-
age to it. It is immune to charm, hold, and in a worlds ecosystem. diately try to get back within the 50-mile
cold-based spells. Electrically based spells To create these servants, a mage must be limit to regain contact. The dread wolves
do only half damage. evil and at least ninth level, and must have can be given a command of up to three
Total dismemberment occurs when the 3-12 wolves that have been dead for no short sentences (a total of 30 words),
creature’s negative hit-point total is equal more than a day. The spell-caster then which they will cover any distance to
to or greater than its full positive hit-point begins a long incantation over the dead fulfill. This command will always be ful-
total. However, the creature will fight until wolves that combines modified versions of filled unless the dread wolves are de-
it reaches - 10 hp. It will then go down animate dead, summon shadow, and dis- stroyed first.
until it regenerates back up to at least zero missal. By doing this, the mage summons a For some unknown reason, the spell that
hit points. shadow from the Negative Material plane makes dread wolves will not work on
Habitat/Society: As undead creatures, and breaks it into parts. These parts are dogs. If the mage tries to cast the spell on
dread wolves have no society. The dread infused into the wolves as they animate, dogs, he will take 3d10 points of damage
wolves reach a state of rotten decay soon creating the dread wolves. as described earlier.
after they are made. Their fur falls out, The spell-casting takes an hour. If the
and they stink so badly that they can be spell is interrupted, the energies of the
smelled 120’ downwind. shadow’s separate parts are unleashed. Vampiric wolf
CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Pack
ACTIVITY CYCLE: Night
DIET: Carnivore (blood)
INTELLIGENCE: Low
TREASURE: Nil
ALIGNMENT: Any evil (as per creator)
NO. APPEARING: 3d6
ARMOR CLASS: 2
MOVEMENT: 24
HIT DICE: 6 +4
THAC0: 13
NO. OF ATTACKS: 1
DAMAGE/ATTACKS: 3d4
SPECIAL ATTACKS: Cause falling, grasping
bite, high initiative
SPECIAL DEFENSES: Vampiric regenera-
tion, immunities to certain spells and
weapons
MAGIC RESISTANCE: Nil
SIZE: Small (2’-3½’)
MORALE: Elite (13)
XP VALUE: 2,000

These foul undead creatures are the


result of corrupting ceremonies used on
normal wolf pups by certain evil clerics.
Vampiric wolves are uniformly black, with
feral, glowing orange eyes.
Combat: When vampiric wolves hunt,
they follow normal pack tactics at first.
They dash in small groups and attempt to
hamstring their victim by attacking its
legs. They do this until their victim is
unable to escape. In game terms, a bite
attack will cause a running or standing
victim to fall if the victim fails a saving
throw vs. paralysis.
Once their prey is down, the wolves do
not kill their victim outright. Instead, they

24 OCTOBER 1991
continue to attack in small groups until the or magical weapons of + 1 value or better sick, seriously wounded, or mentally slow
victim can no longer resist effectively. If can do actual damage in melee. They also in front of these wolves!
the victim is a human or demihuman, the regenerate in a special fashion, instantly Should the wolves successfully turn on
attacks shift to his arms so that he can no gaining the same number of hit points and kill the cleric who was their leader,
longer use a weapon; this involves a called- they inflict as damage on an opponent. they will run free. They will avoid contact
shot attack in which a vampiric wolf has a Unlike a vampire, these wolves cannot with humans or demihumans unless the
-4 penalty to hit; success means the wolf charm their victims. Also unlike a vam- latter are hunting the vampiric wolves.
has grasped an arm in its mouth, and the pire, they take full damage from cold- These wolves are even more dangerous in
victim cannot get free unless he makes a based attacks, as well as from fiery or this situation because they are familiar
strength roll on 4d6 (one attempt per electrically based attacks. They can move with civilized customs.
round). A victim’s legs may be similar about in daylight, though they normally Vampiric wolves have no interest in
grasped. Once a grasping bite is made, choose not to do so. When attacking in treasure. However, the cleric that is the
damage may be continually done each daylight, they have a -2 penalty to hit. pack leader will often use them as guards
round as the wolf gnaws on the limb. Habitat/Society: Vampiric wolves re- for an entrance to his lair. It is a better
Once the victim is helpless, the vampiric gard the cleric who created them as their than even chance that there is a concealed
wolves close in and drink the spilled pack leader. They will accept no other as entrance nearby if the wolves are found
blood, an act that takes as long as the pack leader except their own strongest near what appears to be a wolf den.
victim lives while being held, plus 2-5 member. Any other person who tries to Ecology: Being undead, these creatures
rounds. This renews the vampiric wolves’ command them will be attacked. have no place in the natural order. They
life force and also causes their eyes to As pack leader, the cleric who creates destroy things and give back nothing.
glow a deep red for the next 12 hours. the vampiric wolves has complete control In order to create these foul corruptions
Since they share some of the nature of over them. He is able to understand the of nature, a cleric must be evil and at least
vampires, these wolves can be tough oppo- moods and body language of his pack. In ninth level. He can use 3-18 pups from one
nents. Like vampires, they are quite turn, the pack can understand simple or more wolf dens. The pups must be very
strong, hence the higher damage from commands of up to four words. The close to being weaned away from their
their bite. Also like vampires, they are wolves will obey these commands, even mother, but cannot have tasted meat or
extremely agile, giving them an bonus of when left on their own for three or four they will be useless.
+2 to their initiative rolls. They are more months at a time. The evil cleric first performs a ceremo-
intelligent than normal wolves, causing But, as pack leader, the cleric also faces ny using what amounts to the opposite of
their opponents to underestimate what the some danger. Wolves do not accept weak- an atonement spell. Then, every day he
wolves will do next. ness in their leader. Should the cleric show must hand feed the pups. The food can be
Vampiric wolves share some of the magi- any sign of physical weakness or unfitness no more than one day old; it must also be
cal characteristics of vampires. They are to command the packs respect (at the infused with one or two drops of blood
immune to sleep, charm, hold, and DM’s determination), the pack will turn on from a living human or dust from a vam-
paralysis-based spells. Only silver weapons him. It is definitely not a good idea to be pire and cursed using a reversed bless
spell. This must continue every day for
three months or the pups die. At the end
of the three-month period, the pups are
fully grown and must then be slain by
poisoning; they then arise as vampiric
wolves. If they are not slain at this time,
the wolves must each make a saving throw
vs. death magic or become greatly weak-
ened (1 hp per hit die), living on as blood-
thirsty but otherwise normal wolves.
It should be noted that it is impossible to
create vampiric dogs. Man’s long partner-
ship with dogs seems to have robbed them
of some essential characteristic needed to
make the change work.

Stone wolf
CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Special
ACTIVITY CYCLE: Any
DIET: None
INTELLIGENCE: Animal
TREASURE: Nil (see below)
ALIGNMENT: Neutral
NO. APPEARING: 1d4
ARMOR CLASS: 0
MOVEMENT: 9
HIT DICE: 5 + 4
THAC0: 15
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2d4
SPECIAL ATTACKS: Initiative bonus,
pounce
SPECIAL DEFENSES: Immunities and re-

26 OCTOBER 1991
sistances to certain spells and weapons called-shot optional rules from The Com- other than their relationship with the
MAGIC RESISTANCE: Nil plete Fighter’s Handbook, page 65, he can mage who created them. The mage can
SIZE: M (5’-6’) go for a stone wolfs eyes. Should the char- call the wolves to him at any time. They
MORALE: Fearless (20) acter succeed, he may roll a second 1d20 will find him immediately, even though
XP VALUE: 1,400 On a roll of 1 or 2, the character has suc- they cannot track by smell. They can track
ceeded in smashing both fire-opal eyes, by sight or hearing if necessary.
As these creatures are animated stone, immediately destroying the wolf. Otherwise Since stone wolves are created beings,
their appearances can vary widely along a he has destroyed one eye, giving the wolf a they have no treasure of their own. How-
wolf theme. The only similarity between -4 penalty to attack on its blind side. ever, since they are often set to guard
all stone wolves is the use of white-hot fire Stone wolves are immune to sleep, hold, objects that mages value, it is reasonable
opals as their eyes. charm, and all cold- or paralysis-based spells. to assume that there is something worth-
Combat: Melee with stone wolves can They take half or no damage from fiery or while nearby.
be tricky. The change from motionless electrically based spells, depending on Ecology: As artificial creatures, stone
statue to moving creature is almost unno- whether or not they save vs. spells. A stone wolves are not part of the natural order.
ticeable, giving them a +4 initiative bonus to flesh spell makes the wolves vulnerable to These creatures are created by a mage of
in the first round of combat. On a natural all weapons and gives them AC 10 if they fail the ninth level or higher using a specially
20 attack roll, the wolf has made a suc- a save vs. spells. A transmute rock to mud or modified stone shape spell followed the
cessful leap and pounce. This means that it disintegrate spell will destroy a stone wolf next day by a specially modified animate
has pinned its opponent underneath it and instantly if it fails a save vs. spells. An earth- dead spell. The recipients of these two
caused an extra 1d6 points of crushing quake spell will cause 6d8 points of damage spells are up to four large lumps of puri-
damage. A successful bend bars/lift gates (half damage if a save vs. spell is made). A fied clay. Embedded within each clay lump
roll is needed to escape (one roll per five move earth spell will turn one stone wolf must be the skull of a wolf and two 1,000
rounds is allowed). All dexterity and shield into a statue permanently if the creature gp fire opals that will serve as the glowing
bonuses are canceled for the period of fails a save vs. spells (since the creature is eyes once the wolf shape is formed. Dur-
time the victim is trapped, and the stone animated, it gets a saving throw). A wall of ing the one-day period between the forma-
wolf gets a +4 attack bonus. stone spell will disperse the creature’s mass tion of the wolf shape and the casting of
Missile fire, even at point-blank range, into the newly created wall if the stone wolf the animate dead spell variant, the mage
does only one point of damage per arrow, fails a save vs. spells. If it makes its saving may cast no other spells of any kind.
stone, or bolt to a stone wolf. Edged weap- throw, there is a 50% chance that the crea- After the second spell is cast, the mage
ons do only half damage. Blunt, smashing ture is on the same side of the new wall as will have up to four guardians that he can
weapons do full damage. Magical weapons the caster. A magic missile spell does normal set to guard any item or room he chooses.
always get their full bonuses. damage. Stone wolves never sleep. They stand as
Stone wolves have one particular weak- Habitat/Society: As animated crea- still as statues until a stranger gets close to
ness: their eyes. If a character uses the tures, stone wolves have no true society the item or enters the room.

DRAGON 27
by Matthew P. Hargenrader
Artwork by Thomas Baxa and Matthew P. Hargenrader

Who guards the ioun stones? Here are some candidates

If an AD&D® game campaign makes use journey. Consult the following chart: grate, transmute rock to mud, move earth,
of the information on ioun stones in this stone to flesh, etc.), and each has the abili-
issue’s “Bazaar of the Bizarre,” the adven- 1d20 Result ty to cast passwall at will. These are called
turers might plan expeditions aimed at 1-3 Glomus “elemental abilities.”
obtaining a large batch of these powerful 4-5 Chamrol (only in the Positive Habitat/Society: As with many of the
crystals. Only the strongest adventurers Material boundary; otherwise a inhabitants of the quasi-elemental planes,
will withstand the rigors of such a quest. shard) little is known or can be conjectured about
Survival in the elemental plane of Earth is 6 Quasi-elemental of Mineral the social life of these beings. Many serve
difficult, and the quasi-elemental plane of (DRAGON issue #125, page 69) Crystalle (described later), but they only
Mineral is even more dangerous due to the 7-8 Spined shard rarely serve any other master unless un-
proximity of the Positive Material plane. 9-11 Energy pod der duress. Nothing is known about the
In order to add flavor to such a quest, 12-15 Trilling crysmal reproductive cycle of these creatures.
this article contains details on several 16-20 Shard Ecology: As all of these beings feed
creatures that are unique to the realm of upon positive energy which is boundless
Mineral: the glomus, shard, spined shard, in their habitat, their life cycles have no
chamrol, energy pod, and trilling crysmal. Most of these creatures are never found appreciable effect on the environment. As
Each creature presents an adventuring outside of their home plane unless sum- elemental beings, they will act to preserve
group with different dangers whenever it moned by wizards or sent on a special their environment, and will attack anyone
is encountered—which will occur fre- mission by Crystalle, their quasi-elemental they feel is harming it.
quently, especially if the party has taken liege. The only plane that they can freely Any DM wishing to take a group of
gems or ioun stones without permission enter is their parent plane, the elemental adventurers to the Mineral plane should
during its visit. plane of Earth. “Frequency” in the descrip- familiarize himself with all of the informa-
Whenever an elemental guide is sum- tions is given for both non-Mineral plane tion dealing with the three planes that will
moned in the quasi-plane of Mineral, a areas and Mineral plane areas (the latter is be traveled through: the Ethereal plane
shard almost always answers the call in parentheses); this also applies to “Trea- (Manual of the Planes, pages 11-21), the
(85%). Rarely, a trilling crysmal answers sure” entries. elemental plane of Earth (Manual of the
the summons (10%); very rarely, a spined All of these creatures have the abilities Planes, pages 41-45), and the quasi-
shard appears (5%). The adventurers must and immunities common to creatures of elemental planes (Manual of the Planes,
be prepared to negotiate with their intend- the inner planes (see Manual of the Planes, pages 55-59). All of these sections have
ed guide, offering gifts in the form of rare appendix II, pages 120-121). While on their information dealing with encounters,
minerals or valuable gems. home plane, these creatures are immune creatures, spell-casting, and the effects of
Other encounters will occur during the to all spells that affect solid matter (disinte- these planes on magical items.

96 OCTOBER 1991
Glomus direction. During combat, the glomus The crystalline shard is one of many
attempts to collide with an enemy, inflict- minor quasi-elementals on the plane of
CLIMATE/TERRAIN: Plane of Mineral ing 1d4 hp damage for each hit die it pos- Mineral. This sentient mineral life form is
FREQUENCY: Very rare (common) sesses; thus, a 6’-diameter, 6-HD glomus of low intelligence and is rarely encoun-
ORGANIZATION: Solitary or “‘pod” inflicts 6d4 hp damage. tered on the Prime Material plane. Shards
ACTIVITY CYCLE: Any The conglomerate surface of the glomus are, however, occasionally summoned in
DIET: Positive energy is extremely hard (AC 0) and protects the order to serve as guards for some trea-
INTELLIGENCE: Average creature from any normal weapon; even sure, almost always gems as they will
TREASURE: Nil (QX5) weapons of + 1 enchantment are unable guard these without hesitation.
ALIGNMENT: Neutral to harm a glomus. Any weapon that is not In the Mineral plane, these highly mobile
NO. APPEARING: 1d6 magical will automatically shatter upon crystals can be found skirting the area
ARMOR CLASS: 0 striking the glomus. Blunt weapons of +2 that lies between the realm of Mineral and
MOVE: Fl9 (B) magic or better are capable of inflicting the Positive Material plane. Here they
HIT DICE: 1-10 double damage on a successful hit. absorb the power that gives them life,
THAC0: Variable When a glomus reaches zero hit points, making forays through the Mineral plane
NO. OF ATTACKS: 1 the pseudomagnetic bonds holding it to- and sometimes traveling to the depths of
DAMAGE/ATTACK: 1d4 per HD gether are nullified and the crystalline the elemental plane of Earth. Shards al-
SPECIAL ATTACKS: High damage (if 5+ beast will explosively burst apart. This ways move about in swarms, the most
HD); area-effect explosive ‘death” detonation projects the individual compo- common group consisting of 2d10 individ-
SPECIAL DEFENSES: +2 or better weapon nents at great speed, and any creature uals of various sizes (90% chance). Rarely
to hit, destroys nonmagical weapons, within a 20’ radius receives 1d4 hp dam- (9% chance), the shards travel in larger
flight, elemental abilities, regeneration age for each hit die the glomus had. Those swarms, numbering 100 individuals. There
MAGIC RESISTANCE: Nil who successfully save vs. breath weapon are reports of huge groupings with over
SIZE: S-L (1’-10’) take only half damage. 1,000 shards, but such groups are very
MORALE: Steady (12) Amazingly, after an hour of disruption, the rare (1% chance).
XP VALUE: Variable component crystals begin to reform the Combat: Composed entirely of crystal,
glomus. This process takes one day for each the shard possesses an extremely hard
hit die the glomus had. Only when the crys- surface that can be harmed only by weap-
tals are completely shattered (when it has ons of +2 or better enchantment. Any
taken over twice its total hit points in dam- nonmagical weapon that strikes a shard
age) is a glomus truly destroyed. has a 25% chance of shattering. Magical
weapons are entitled to a saving throw vs.
crushing blow in order to avoid this effect.
Shard The attack method employed by the
shard consists of a slashing assault with its
CLIMATE/TERRAIN: Plane of Mineral razor-sharp edges. These edges are the
FREQUENCY: Uncommon (rare) equivalent of +2 weapons and inflict
ORGANIZATION: Swarm 2d4 + 2 hp damage, plus 1 hp damage per
ACTIVITY CYCLE: Any hit die ( + 5 to + 10).
DIET: Positive energy Once per day, a shard can employ an
INTELLIGENCE: Low unusual ability by spinning rapidly in
TREASURE: Nil (U) place, emitting a paralyzing burst of multi-
ALIGNMENT: Neutral colored light (as per the wizard spell, color
NO. APPEARING: 2d10 (see text) spray) that covers an area with a 30’ radi-
ARMOR CLASS: -4 us. Anyone caught within the area of
MOVE: Fl 20 (B) effect must save vs. spells or stand be-
HIT DICE: 5-10 dazzled for 2d4 rounds, even if attacked;
THAC0: Variable paralyzed victims are much easier to
NO. OF ATTACKS: 1 strike ( +4 on the attackers’ to-hit roll).
DAMAGE/ATTACK: 2d4 +2 ( + 1 per HD) A shard swarm will very rarely be sent
SPECIAL ATTACKS: Color burst to the Prime Material plane on a special
SPECIAL DEFENSES: +2 or better weapon mission, usually to seek out any adventur-
The glomus is one of the many unusual to hit, destroys lesser weapons, flight, ers that may have taken large numbers of
creatures encountered on the quasi- elemental abilities gems from the quasi-plane of Mineral.
elemental plane of Mineral, and only on MAGIC RESISTANCE: 15% There are also reported sightings of
the rarest of occasions is it encountered SIZE: M-L shards over 15’ long, weighing several
away from its native plane. Appearing to MORALE: Steady (12) tons, but these rumors have not been
be nothing more than a great compact XP VALUE: Variable substantiated.
mass of individual crystals, the glomus
“flies” serenely through the Mineral realm
using a form of levitation. This movement
is combined with a process similar to a
passwall spell, allowing the glomus to
travel through any medium that it might
encounter.
Combat: A pseudomagnetism holds the
crystals rigidly in place in a roughly
spherical shape that measures 1d10 feet
across (a glomus has 1 HD per 1’ of diame-
ter. Many sharp-edged spires of crystal
protrude at various angles, providing the
glomus with weaponry readied in every
DRAGON 97
Spined shard stantly generates a field of intense magical to hit, fire and electrical resistance,
interference that acts as a limited anti- elemental abilities
CLIMATE/TERRAIN: Plane of Mineral magic shell. This field has a 75% chance of MAGIC RESISTANCE: 75%
FREQUENCY: Rare (very rare) distorting and ruining any spell cast into SIZE: M-G (5’-500’ long)
ORGANIZATION: Solitary or “pod” the area. MORALE: Fanatic (18)
ACTIVITY CYCLE: Any During combat, the spined shard uses its XP VALUE: Variable
DIET: Positive energy four small tentacles for attack purposes.
INTELLIGENCE: Average to very Each whiplike appendage can inflict 1d4
TREASURE: Nil (T,U,V,X) hp damage. If two or more of these at-
ALIGNMENT: Neutral evil tacks successfully strike a single opponent,
NO. APPEARING: 1d4 the victim is automatically grasped and
ARMOR CLASS: -6 pulled within range of the two double-
MOVE: Fl 24 (B) whip stingers. These stingers can attack a
HIT DICE: 7 + 14 grappled opponent, having a +4 to hit
THAC0: 13 such victims and inflicting 2d6 hp of en-
NO. OF ATTACKS: 4 ergy damage.
DAMAGE/ATTACK: 1d4/1d4/1d4/1d4 The most feared attacks used by the
SPECIAL ATTACKS: Energy stingers, en- spined shard are the four energy bursts
ergy burst that it can hurl each day. These rays are
SPECIAL DEFENSES: +2 or better weapon emitted from the four radial spines, each
to hit, destroys lesser weapons, flight, traveling in a tight beam that is only one
elemental abilities inch in diameter. This powerful force can
MAGIC RESISTANCE: 75% (see text) strike one victim for 8d8 hp damage (save
SIZE: L (12’ long) vs. spells to avoid the beam and all dam-
MORALE: Champion (15) age). Each energy beam had a range of 75’.
XP VALUE: 10,000 In addition, the victim of this attack re-
tains half of the energy that struck him for
a duration of one turn. During this time,
any living being that approaches within 5’
will cause the residual energy to arc,
striking this new victim for 4d8 hp dam- Any adventurer traveling to the border
age (save vs. paralysis for half damage). zone between the Positive Material plane
Victims of the secondary pulse do not and the quasi-elemental plane of Mineral
retain a charge that causes further arcing. will almost surely encounter one or more
This predator is vindictive and will kill chamrols. These-huge creatures grow in
for no reason. They will wantonly attack profusion throughout this area. Possessing
entire swarms of shards, feeding on their the qualities of plants, animals, and miner-
stored energies. Creatures that approach als, chamrols are encountered nowhere
within 90’ risk instant attack by these else, for here they can bask in the pure
beings. When sorely injured, spined energy of the Positive Material plane.
shards attempt to grab opponents and A chamrol is composed almost entirely
plane shift deep into the Positive Material of very dense metals, mostly lead (80%);
plane on the following round. with exteriors that are studded with crys-
High-level wizards will occasionally talline outcroppings. One very rare species
summon spined shards to serve as a of chamrol is composed of gold, but such
guardians for particularly powerful magi- types occur only 1% of the time. The
cal items. Extreme care should be taken, chamrol’s mineral roots extend deep into
however, for without the proper protec- the minerals that permeate the entire
tion the wizard will be instantly attacked. quasi-plane. Some sages have claimed that
the chamrols’ roots extend all the way to
the elemental plane of Earth. An average
Chamrol chamrol is 5d100 feet high.
Combat: The central stalk of the
Perhaps the most dangerous and feared CLIMATE/TERRAIN: Plane of Mineral chamrol is coated with a covering of foliat-
inhabitant of the border area that lies FREQUENCY: Unknown (common) ed, micalike scales. Protruding through
between the quasi-plane of Mineral and ORGANIZATION: Solitary or “pod” these thin plates are dozens of writhing
the Positive Material plane is the spined ACTIVITY CYCLE: Any tentacles. Any character coming within 20’
shard. This malign creature is at home DIET: Positive energy of a chamrol can be attacked by 1d6 of
both deep into the pure positive energy INTELLIGENCE: Semi- to low these tentacles, with each successful hit
that it absorbs and within the realm of TREASURE: Nil (Q X 20) inflicting 1d6 hp damage. There is also a
Mineral—the spined shards hunting ALIGNMENT: Neutral 15% cumulative chance that a successful
ground. NO. APPEARING: 1d8 attack enables the tentacle to grasp its
Combat: The spined shard is a highly ARMOR CLASS: 2 victim. Anyone grabbed thereafter re-
intelligent and extremely cunning oppo- MOVE: 0 ceives 1d6 hp constriction damage auto-
nent. The surface of the creature is very HIT DICE: 1 hp per foot of length (5 hp matically for each round that he is held.
hard; only weapons of +2 or better en- count as 1 HD); range of 5-100 HD The victim can attempt to break free if he
chantment can damage a spined shard, THAC0: Variable makes a bend bars/lift gates roll, one roll
and any lesser weapons that make contact NO. OF ATTACKS: 1d6 per opponent per round; failure allows the chamrol to
will automatically melt (weapons of +1 DAMAGE/ATTACK: 1d6 per attack inflict another round of damage.
enchantment have a 50% chance of being SPECIAL ATTACKS: Positive energy burst, Once per day for each 100’ of length,
likewise affected). constriction the chamrol can draw on its energy re-
In a 10’ radius, the spined shard con- SPECIAL DEFENSES: +2 or better weapon serves to generate a tremendous bolt of

98 OCTOBER 1991
positive energy. This powerful jolt, a cylin- ing combat, the energy pod flails with The trilling crysmal is a close relative of
der of energy emitted from the tapered these limbs, being able to use two against the crysmal (Monster Manual II) and is
apex of the chamrol, can reach any target each opponent in range, two opponents uncommon in the elemental plane of
within 120’ of the chamrol’s base and maximum. On a successful hit, 2d4 of the Earth. In the quasi-plane of Mineral, how-
affects an area 60’ in diameter. Anyone nodules burst open, each releasing a blast ever, the trilling crysmal is quite common,
caught within this area receives 2 hp of positive energy. Each nodule that for here they live in great numbers, hunt-
damage per 10’ of the chamrol’s length breaks inflicts 1d4 +2 hp damage. Once all ing along the boundary zone with the
(save vs. breath weapons to reduce dam- of the nodules on a tentacle have been Positive Material plane.
age by half). This attack is neither electri- broken, that appendage has no effective Combat: In appearance, the trilling
cal nor fiery, so items that protect against attack. crysmal looks very different from a
these two effects will not help for saving- Weapons of at least +2 enchantment are crysmal. It possesses six long, acicular legs
throw purposes. required to strike an energy pod. Since it radiating from a central crystal mass.
Chamrols are immune to all fire and feeds on power, the creature automatically Dominating this “body” is a huge silvery
electrical attacks, but acid inflicts double absorbs the energy of any spells cast upon crystal almost 4’ high. The entire creature
damage. Only weapons of +2 enchant- it, including spell-like effects from devices. is exceedingly hard, and only weapons of
ment or better are capable of injuring a This energy is used to create additional +2 enchantment or better can inflict
chamrol. nodules, one per spell level absorbed. damage. Lesser weapons have a 10%
These nodules appear immediately on a chance of shattering upon impact with a
random appendage (roll 1d8 to determine trilling crysmal.
Energy pod which tentacle. The trilling crysmal has two methods of
Acid thrown on an energy pod will do attack. The first is a slashing attack using
CLIMATE/TERRAIN: Plane of Mineral double damage. The pods have no other its razor-edged legs (two at most against
FREQUENCY: Rare (very rare) particular resistances or vulnerabilities. each opponent, engaging up to three oppo-
ORGANIZATION: Solitary or pair Energy pods are very rarely encoun- nents if surrounded). Each leg inflicts 1d8
ACTIVITY CYCLE: Any tered on the Prime Material plane, almost hp damage. As a secondary weapon, the
DIET: Positive energy always as guardians for magical treasures. trilling crysmal can shoot up to six crystal
INTELLIGENCE: Low It is also rumored that there exists a Nega- barbs per day. These crystalline darts have
TREASURE: Nil (U,V) tive Material plane creature that is a mir- ridged, diamond-hard edges that can pene-
ALIGNMENT: Neutral ror image of the energy pod. trate the toughest of armor. Darts that
NO. APPEARING: 1 (10% chance of 2) successfully hit will inflict 1d4 + 1 hp dam-
ARMOR CLASS: 0 age. The darts have a range equal to a
MOVE: Fl 12 (B) Trilling crysmal light crossbow.
HIT DICE: 8 Additionally, these barbs have a devas-
THAC0: 13 CLIMATE/TERRAIN: Plane of Mineral tating side effect. Moments after striking
NO. OF ATTACKS: 2 per opponent FREQUENCY: Uncommon (very rare) an opponent, the dart shatters into 3d4
DAMAGE/ATTACK: Variable (see text) ORGANIZATION: Solitary or “pod” sharp splinters. These splinters cause
SPECIAL ATTACKS: Nil ACTIVITY CYCLE: Any agonizing pain that is so intense that vic-
SPECIAL DEFENSES: +2 or better weapon DIET: Positive energy tims temporarily lose two points of
to hit, flight, elemental abilities INTELLIGENCE: Average to high strength and four points of dexterity. Any
MAGIC RESISTANCE: 100% (see text) TREASURE: Nil (Q X 5,U) violent movement (running, combat, etc.)
SIZE: L (8’ diameter) ALIGNMENT: Neutral that the victim performs will inflict 1d6 hp
MORALE: Steady (11) NO. APPEARING: 1d6 damage per round until the splinters are
XP VALUE: 6,000 ARMOR CLASS: -4 removed. Removal inflicts 1 hp damage
MOVE: Fl 12 (B) per splinter, unless a cure wounds spell of
HIT DICE: 10 any sort is used to neutralize these barbs.
THAC0: 11 Such a spell will eliminate all of the splin-
NO. OF ATTACKS: 6 (see text) ters within any one victim.
DAMAGE/ATTACK: 1d8/1d8/1d8/1d8/1d8/ As a special defense vs. spells cast di-
1d8 rectly on the trilling crysmal by characters
SPECIAL ATTACKS: Crystal darts or from devices, this being employs its
SPECIAL DEFENSES: Spell reflection, +2 great central crystal, Using this crystal as
or better weapon to hit, break lesser a double prism, this being has a 75%
weapons, flight, elemental abilities chance to “reflect” any spell cast directly
MAGIC RESISTANCE: 75% (see text) on its body. The reflected spell will mani-
SIZE: L (7’tall) fest in a random direction from one of the
MORALE: Champion (15) six facets (roll 1d6 and choose a “hexago-
XP VALUE: 12,000 nal“ direction). The spells activating dis-
tance will be (1d4 X 10) +20 feet away
The spherical energy pod is yet another from the trilling crysmal, affecting any
bizarre life form native to the fringe area creature within the spell’s area of effect.
that lies between the Positive Material This spell reflection does not influence
plane and the quasi-plane of Mineral. area-effect spells (e.g., cloudkill), unless
Although it is mainly a native of the posi- the center of such a spell is located di-
tive realms, this fairly large creature rectly upon the trilling crysmal.
dwells within the border area storing
energy and making occasional forays into
the Mineral domains.
Combat: The stored energy is kept in
the botryoidal clusters that are located at
the ends of its eight stubby tentacles. Each
cluster contains 6d4 nodules, all of which
glow with a pulsing, lambent power. Dur-
DRAGON 99
Unique Ioun Stones Table

Color Shape Effect


Indigo blue Trapezohedron Fossilizer: generates a fossilization pulse (Manual of the Planes, elemental plane of Earth)
with a 30’ radius, affecting all living beings within this area; save vs. petrification at -4 to
avoid effects; 1d4 + 2 charges
Frosty white Octahedron Wish stone: contains 1-4 wishes (as per the ninth-level wizard spell)
Blood red Orthorhomboid Transmuter: changes nonliving minerals to energy (totally disrupts one rocky or crystalline
10' X 10' X 10’ target per usage); 1d8 + 2 charges
Black Pyritohedron Energy drainer: drains all magical energy from one item, or one level/hit die of life energy
from one victim; save vs. spells (if living) or save vs. disintegration (if nonliving) to avoid ef-
fects; 60’ range; 2d4 charges
Brilliant green Bipyramidal Energy pulser: infuses the target with energy, causing 1d8 hp damage per round for 1-10
rounds; all metals within 20’ of the target are heated as per the druidic spell heat metal; 2d6
charges
Clear Interconnected Insubstantializer: user becomes ghostlike, immune to any physical or magical attacks for a
spheres duration of one turn; 1d6 + 1 charges

Crystalle a gem-laden throne made of the rarest vate domain lying deep within the heart of
minerals, from which he attempts to com- the Mineral plane that contains thousands
CLIMATE/TERRAIN: Plane of Mineral mand the masses of lesser quasi- of free-floating stones.
FREQUENCY: Unique elementals. Habitat/Society: The realm of Cry-
ORGANIZATION: Solitary Wielding a great scepter composed of stalle is intended to include the whole
ACTIVITY CYCLE: Any rare gemstones, many never seen before quasi-elemental plane of Mineral, but his
DIET: Positive energy on the Prime Material plane, Crystalle sits actual reach is not quite that vast. He is
INTELLIGENCE: Genius in his throne hall and watches over his well regarded by most inhabitants of this
TREASURE: Nil (Q,T,U,V,X) realm. Countless shards and trilling cry- plane, and even earth elementals will
ALIGNMENT: Neutral smals act as his eyes and ears, reporting generally leave him alone or pay him
NO. APPEARING: 1 extraplanar intrusions to their liege. Also grudging respect.
ARMOR CLASS: -4 (variable) serving Crystalle are hundreds of spined Crystalle is solely concerned with pro-
MOVE: 18, Fl 24 (B) shards, his soldiers and instruments of tecting his domain from intruders and in
HIT DICE: 12 (96 hp) punishment. acquiring more personal power. He hopes
THAC0: 9 Combat: Crystalle has all the spell- to eventually become a demigod and be
NO. OF ATTACKS: 2 casting powers of a 14th-level wizard, with able to gain worshipers among his sub-
DAMAGE/ATTACK: 3d8 + 8/3d8 + 8 the resources to use any spell of up to jects. His palace is already said (by the
SPECIAL ATTACKS: High-damage attacks, seventh level given in the AD&D rules. He very few mortals who have lived to see it)
spells can also cast prismatic sphere once per to be of astounding magnificence, built of
SPECIAL DEFENSES: +4 or better weapon day at will if in bright light equal to a a thousand types of gems and precious
to hit, elemental abilities, flight, spells continual light spell or brighter. His scep- stones, but also guarded by several hun-
MAGIC RESISTANCE: 95% ter, which functions only for him, acts as a dred quasi-elementals. Unrecorded crea-
SIZE: L (22’ tall) staff of the magi and a rod of absorption tures may lurk within to further add to
MORALE: Fearless (19) at the same time, having effectively unlim- Crystalle’s security.
XP VALUE: 16,000 ited charges. Ecology: Crystalle acts to keep the
Two notable features about Crystalle Mineral plane rich with mineral wealth,
make him stand above the other quasi- though he is not averse to gifting a worthy
elementals of this plane. The first is a high supplicant with ioun stones or trading
intelligence and cunning that make Cry- some gems for a valuable item. He will not
stalle a formidable opponent. Many lesser do this often, however.
quasi-elementals seeking to overthrow him Crystalle also has special areas located
were cunningly lured to the dangerous along the Positive Material border, where
fringe area that lies between the plane of his minions watch over specially selected
Mineral and the Positive Material plane. ioun stone nodules. These are private
Here they were defeated by Crystalle and “incubators,” some of which have been
were hurled into the energy plane, forever here for eons, constantly gaining power.
destroyed. The stones resulting from this exposure
The second feature of interest is a veri- have unique and tremendous powers,
table cloud of ioun stones present around though they are usually short lived, usable
Crystalle at all times. Crystalle is never only 1d4 times before shattering. The
encountered without at least 20 functional powers of these special gems are limited
stones (none of them burned-out gray only by the DM’s imagination, keeping
stones). These powerful gems amplify his game balance in mind.
abilities, granting powers that no other The Unique Ioun Stones Table shows a
Crystalle is the self-proclaimed ruler of the quasi-elemental possesses. Some of these few of the unique ioun stones that Cry
plane of Mineral and the prince of all quasi- gems were given to Crystalle as tribute by stalle may use. Because of the enormous
elementals inhabiting this realm. Manifesting lesser creatures seeking to gain favor. energy they contain, each stone has a
as a great crystalline giant, he is one of the Others are selectively gathered by Cry- limited number of charges. Once all the
largest known quasi-elementals. A powerful stalle’s minions as part of his grand design. stone’s charges have been used up, the
overlord, Crystalle has set himself upon Rumors abound that Crystalle has a pri- stone becomes burned out and gray.

100 OCTOBER 1991


Playing in the
The evolution
by Gregory W. Detwiler
revolution: survive it, if you’re fit!
There are two standard scenarios for SPECIAL ATTACKS: None
This article details the Paleozoic era, the Paleozoic adventuring: a time-travel adven- SPECIAL DEFENSES: Camouflage
most neglected of the three prehistoric ture or the exploration of a “lost world.“ SIZE: M (5’ long)
eras in popular study, fiction, and AD&D® The PCs could be lost, seeking a specific MORALE: Unsteady (7)
games. Only a handful of its denizens are item or being, exploring on their own, or XP VALUE: 120
well known: the fin-back pelycosaurs in the employ of a sage seeking informa-
Dimetrodon and Edaphosaurus, the trilo- tion or a ruler planning to expand his The opabinia is a bizarre creature that
bites, the giant dragonflies and cockroach- territories. Clever PCs might use the body as far as we know first appeared in the
es, the 30’ armored fish Dinichthys, the parts of Paleozoic animals as treasure Cambrian period, 600-500 million years
mammal-like reptiles like Cynognathus, (imagine using the ink of primitive nauti- ago. In a fantasy world, it might be a dis-
and the giant amphibian Eryops. Not for loids as scroll ink, or one of their tentacles tant relative of the gulguthra clan (otyugh
this era do we have the vast profusion of for Evard’s black tentacles). In any event, and neo-otyugh). In appearance, it has a
glamorous dinosaurs such as the Mesozoic the adventure will be dull without a sup- long body composed of segmented ridges
era has, nor even the large and weird porting cast—hence, the new monsters in with lateral flaps protruding, enabling the
mammals and flightless birds of the Ceno- the next section. thing to crawl on the floor of the shallow
zoic era (to say nothing of primitive man). sea. In front, it has five eyes mounted on
However, the Paleozoic is fascinating in its The monsters short stalks and a single long, tentacle-like
own right and has many creatures that The monster listings are for those Paleo- arm. This arm ends in a crablike claw or
can make an adventure very interesting. zoic animals that have not been mentioned pincer that is used by the opabinia to
The relative dearth of powerful mon- before, either in the various hardcover catch prey. Since it could not move swiftly,
sters in the Paleozoic makes this an ideal books or in Stephen Inniss’s article on it was probably a passive hunter, camou-
time period for introducing new, low-level Mesozoic life in DRAGON® #112 (“Dino- flaged in the color of the sea bottom and
player characters to exotic worlds and saurs”). Unless otherwise noted, all the lying in wait for prey to approach.
lands. Paleozoic terrain is quite different creatures listed in this article conform to Striking first from ambush, the fictional
from its modern counterpart, thereby the following statistics: giant opabinia is a threat to low-level ad-
conveying the glamor of foreign lands ACTIVITY CYCLE: Day venturers; it can pull a wading man off his
while not subjecting relatively weak new ORGANIZATION: Solitary feet and hold him under until he drowns
PCs to powerful beasts. Indeed, unless the INTELLIGENCE: Animal (roll a strength check on 1d20 each round
PCs engage in underwater adventure, a TREASURE: Nil to escape). The creature’s arm is fairly
party could do quite well in a Paleozoic ALIGNMENT! Neutral flexible, and in murky water it will be
adventure without any magical weapons MAGIC RESISTANCE: Nil difficult to pinpoint the attacker’s location.
or items at all. Of course, in an age before The categories of “Combat,” “Habitat/
any intelligent life, there’s virtually no Society,” and “Ecology” have been dropped,
chance of finding any magical items or as the creature descriptions are fairly Agnath, electric
even “mundane” treasure: coins, gems, short.
jewelry, silks, etc. Thus, DMs can give the Most of these creatures are real, but a CLIMATE/TERRAIN: Shallow ocean
PCs some fancy thrills early in the cam- few are partially of my own invention and bottoms
paign without the slightest risk of disrupt- are noted as such, in particular the giant FREQUENCY: Common
ing game balance. If a powerful party opabinia and some enlarged therapsids. DIET: Omnivore
wishes to go this far back in time (up to Erythrosuchus really belongs in the Trias- NO. APPEARING: 1d4
600 million years in our worlds history), sic, but its kind may have first appeared in ARMOR CLASS: 5
you will have to use fantasy monsters to the Permian and it has not yet been cov- MOVEMENT! 4
beef up the opposition. ered in the game, so it’s here for good HIT DICE: 1/2 (1d4 hp)
Because of the relative weakness and measure. Although the Paleozoic is mainly THAC0: 20
scarcity of many monsters, a Paleozoic for low-level adventurers (assuming no NO. OF ATTACKS: None
campaign can be used for adventures even fantasy monster additions), we ought to DAMAGE/ATTACK: None
by lst- to 3rd-level PCs. Some of the mon- have at least a few big creatures to supple- SPECIAL ATTACKS: None
sters listed later are too powerful for such ment Dinichthys and Dimetrodon. SPECIAL DEFENSES: Electrical discharge
a party in a stand-up fight, but the PCs SIZE: S (1’ long)
might still be able to beat them if the PCs MORALE: Unreliable (3)
use their wits. With ordinary animals as Opabinia, giant XP VALUE: 15
the monsters, of course, there’s no fear of
the foe pulling out an unnatural or magi- CLIMATE/TERRAIN: Shallow sea floor Agnaths are the first fish of any type to
cal tactic at the last moment to spoil a FREQUENCY: Rare appear in the oceans of the world. These
clever PC trick. Most of the monsters are DIET: Carnivore creatures are small bottom dwellers, slow-
more the PCs’ speed, so you can arrange NO. APPEARING: 1d4 ly gliding over the sea bed while grubbing
encounters with a clear conscience. Take ARMOR CLASS: 8 up whatever organic matter they can find
out one of the old beginners’ dungeon MOVEMENT: 2 in the mud. They have no regular jaws or
modules, leave it where the players can HIT DICE: 3 biting teeth, relying solely on a passive
see (and draw false conclusions from) it, THAC0: 17 defense. All agnaths, even those without
put a time warp in the dungeon near the NO. OF ATTACKS: 2 special powers, have heavy armor for
entrance, and get ready for the fun. DAMAGE/ATTACK: 1d6 protection.

84 DECEMBER 1991
Paleozoic
Artwork by Thomas Baxa
Armored predatory fish

CLIMATE/TERRAIN: Oceans
FREQUENCY: Common
DIET: Carnivore
ORGANIZATION: School
NO. APPEARING: 5d10
ARMOR CLASS: 5
MOVEMENT! 8
HIT DICE: l/2 (1d4 hp)
THAC0: 20
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-2
SPECIAL ATTACKS: None
SPECIAL DEFENSES: None
SIZE: S (1’ long)
MORALE: Unsteady (5)
XP VALUE: 7

This category covers all the small preda-


tory fish that appeared during the Devoni-
an period (405-345 million years ago).
These creatures are assumed to have
hunted larger prey in schools and may
have “ganged up” on the eurypterids be-
fore larger predatory fish drove them into
extinction. Their bite does little damage,
hence the large number of fish attacking.
They do not swim as well as their modern
counterparts, but their armor class is
considerably better due to their heavy
bone armor.
Characters only partially armored had
best be careful when fighting these things.
Although these fish are not intelligent,
millions of years spent getting at eurypte-
rids and other armored foes have caused
them to evolve very thorough attack plans
Electric agnath designed for finding every weak spot in an
opponent’s armor. Several dozen fish may
attack a lone victim at once, biting every
Some agnaths in fantasy universes have SPECIAL DEFENSES: None where to find the weak spots (use a lower
developed a special defense mechanism. If SIZE: M (6’ long) armor class for the victim if part of his
an enemy grabs (or in the case of adven- MORALE: Steady (11) body is unarmored), and you may be sure
turers, steps on) the fish, it generates an XP VALUE: 65 that leather belts, pouches, pack straps,
electrical shock. This should be considera- The eurypterids (the above statistics are etc. will be severed. Even for high-level
ble, as it was meant to be used against the for the best-known one, Pterygotus) were adventures, these fish are useful in nui-
man-sized eurypterids described next. The the supreme marine predators of the sance encounters.
electrical jolt does 1-4 hp damage in a 5’ Silurian period (425-405 million years ago).
radius underwater, double that if the They are also the first natural predators in
target (presumably human or humanoid) is time that would actively go after human Eogyrinus
clad in metal armor. The agnath will not adventurers if they encountered them, as
actively seek combat, but the existence of opposed to merely ambushing them or CLIMATE/TERRAIN: Swamps, marshes
this creature should at least make charac- striking out in self defense. FREQUENCY: Uncommon
ters watch where they put their hands Water scorpions attack with their DIET: Carnivore
and feet when in murky water. clawed forearms, each of which does 2-8 NO. APPEARING: 2d6
hp damage (they have no poisonous tail ARMOR CLASS: 8
stinger). Like the giant opabinia, a eurypte- MOVEMENT: 2, Sw 6
Eurypterid (water scorpion) rid in shallow water might drag a wading HIT DICE: 4
man down and hold him under until he THAC0: 17
CLIMATE/TERRAIN: Ocean bottoms drowns; a strength check on 3d6 is al- NO. OF ATTACKS: 1
FREQUENCY: Uncommon lowed for escape each round. Remember DAMAGE/ATTACK: 2d4
ACTIVITY CYCLE: Any that these creatures naturally breathe SPECIAL ATTACKS: Surprise bonus
DIET: Carnivore water, while a man will have to come up SPECIAL DEFENSES: None
NO. APPEARING: 1-2 for air sometime (a potion of water breath- SIZE: L (15’ long)
ARMOR CLASS: 3 ing won’t last forever, even assuming the MORALE: Steady (11)
MOVEMENT: 6 victim drank it right before going under). XP VALUE: 120
HIT DICE: 3 They can also detect prey within 60’
THAC0: 17 through sensing the water vibrations or Eogyrinus is typical of the largest am-
NO. OF ATTACKS: 2 moving animals, and can thus hunt in phibian predators of the Carboniferous
DAMAGE/ATTACK: 2d4/2d4 murky water or at night with only a -2 to period (345-280 million years ago), a time
SPECIAL ATTACKS: None hit, giving them a further advantage. of tremendous forestation on the swampy

DRAGON 85
Cacops

CLIMATE/TERRAIN: Swamps, rivers


FREQUENCY: Common
DIET: Carnivore
NO. APPEARING: 2d4
ARMOR CLASS: 7/3 (back)
MOVEMENT: 4, SW 6
HIT DICE: 2
THAC0: 19
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1d6
SPECIAL ATTACKS: None
SPECIAL DEFENSES: None
SIZE: S (3’long)
MORALE: Steady (11)
XP VALUE: 35

Cacops is another amphibian of the


Eogyrinus Permian period that spent more time than
usual out on land. It is best known for its
heavily armored backbone; this gives its
back a better armor class than the rest of
land. A swamp dweller, this monster’s Cyclotosaurus its body (since it is so small, attacking
length is due to the long, slender shape of characters will hack down at it). Its mouth
its body, with short legs and a crocodile- CLIMATE/TERRAIN: Swamps, marshes, is full of sharp teeth.
like skull. It will attack anything that steps rivers
in front of it (lying in ambush is its prefer- FREQUENCY: Common
red hunting technique). In swampy ter- DIET: Carnivore Platyhystrix, giant
rain, give it a + 1 bonus to surprise NO. APPEARING: 3d8
opponents because of its skill at hiding. ARMOR CLASS: 8 CLIMATE/TERRAIN: Swamps, rivers
MOVEMENT: 2, SW 10 FREQUENCY: Uncommon
HIT DICE: 5 DIET: Carnivore
THAC0: 15 NO. APPEARING: 1-2
Eryops NO. OF ATTACKS: 1 ARMOR CLASS: 3/7 (belly)
DAMAGE/ATTACK: 1d12 MOVEMENT! 2, SW 6
CLIMATE/TERRAIN: Swamps, marshes SPECIAL ATTACKS: + 1 to surprise foes in HIT DICE: 4
FREQUENCY: Common swampy terrain THAC0: 17
DIET: Carnivore SPECIAL DEFENSES: None NO. OF ATTACKS: 1
NO. APPEARING: 2d8 SIZE: L (14’ long) DAMAGE/ATTACK: 2d8
ARMOR CLASS: 7 MORALE: Steady (11) SPECIAL ATTACKS: None
MOVEMENT: 2, SW 2 XP VALUE: 175 SPECIAL DEFENSES: None
HIT DICE: 4 SIZE: L (10’ long)
THAC0: 17 Cyclotosaurus is something of a succes- MORALE: Elite (13)
NO. OF ATTACKS: 1 sor to Eogyrinus in the “amphibian- XP VALUE: 120
DAMAGE/ATTACK: 1d10 crocodile” line. Possibly appearing in the
SPECIAL ATTACKS: None mid-to-late Permian period, it is found Platyhystrix is a relative and contempo-
SPECIAL DEFENSES: None most often in the Triassic period in the rary of Cacops in the Permian period. The
SIZE: M (5’long) Mesozoic era. Unlike the eel-like Eogy- original version was only 3’ long, but it’s
MORALE: Steady (11) rinus, Cyclotosaurus is built like a conven- so weird that I’ve included a giant version
XP VALUE: 120 tional crocodile with about the same body for AD&D game play. The creature looks
proportions. Only the lack of scales on its like an amphibian version of Dimetrodon,
Eryops is the most famous of the large smooth skin betrays its real ancestry, and having the same sail-like fin on its back.
amphibians of the early Permian period a character caught in its jaws might not This fin is a further development of the
(280-230 million years ago). It spent a bit appreciate such subtleties. back armor of Cacops, and the ribs of
more time out on dry land than its fellows Cyclotosaurus hunts in the same manner Platyhystrix have also broadened out to
did, and it adapted to meet the challenge, as a crocodile, lurking near riverbanks protect the creature, so it is AC 3 when
as is reflected in its slightly better armor and ambushing anything that comes by to attacked from both flanks as well as on
class. It is thick bodied, weighing at least drink. Its great jaws do enough damage to the back. A vicious predator, it can be
as much as Eogyrinus although it is only a kill the toughest 1st-level character with a found on land far more often than any
third as long. Its mouth is large and heavi- single snap. The creature’s durability is other amphibian, even Eryops. If your
ly studded with teeth. In areas where the testimony to its efficient hunting methods; players haven’t heard of Platyhystrix, they
reptiles haven’t totally taken over yet, it did not become extinct until real reptil- might mistake it for a Dimetrodon at a
Eryops will be one of the most-common ian crocodiles evolved from a branch of distance and waste an arrow of reptile
predators. the archosaurs. slaying on it.

86 DECEMBER 1991
Estemennosuchus DAMAGE/ATTACK: 2d4 (bite), or 1d4 HIT DICE: 8 + 8
(butting) THAC0: 13
CLIMATE/TERRAIN: Forests SPECIAL ATTACKS: None NO. OF ATTACKS: 3
FREQUENCY: Common SPECIAL DEFENSES: None (some have DAMAGE/ATTACK: 3d6/1d4/1d4
DIET: Herbivore poison) SPECIAL ATTACKS: None
ORGANIZATION: Herd SIZE: S to L (up to 10’ long) SPECIAL DEFENSES: None
NO. APPEARING: 5d10 MORALE: Unsteady (7) SIZE: L (10-12’ long)
ARMOR CLASS: 4 XP VALUE: 120 (270 for poisonous ones) MORALE: Elite (13)
MOVEMENT: 6 XP VALUE: 975
HIT DICE: 4 These are the mammal-like reptiles of
THAC0: 17 the Permian period, somewhat different This creature didn’t really exist, but I
NO. OF ATTACKS: 1 from the cynodont and dicynodont that thought we ought to have a couple really
DAMAGE/ATTACK: 1d6 (head butt) or 2d4 appeared in the Mesozoic era (described in big natural animals in the Paleozoic even if
(bite) “Dinosaurs,” DRAGON issue #112). These this one would be more at home in the
SPECIAL ATTACKS: None early therapsids are a varied group: an- early Triassic period. Think of this fellow
SPECIAL DEFENSES: None teosaurs, titanosuchians, gorgonopsians, as the culmination of therapsid develop
SIZE: L (10’ long, weighs 1 ton) and therocephalians. All members of this ment: a giant cynodont with fangs and
MORALE: Average (10) catchall group have some things in com- clawed feet. Such a creature would still be
XP VALUE: 175 mon. They are still more reptilian than driven into extinction by the dinosaurs,
mammalian, meaning they are slower and either by “wolf packs” of coelurosaurs or
Estemennosuchus is one of the Dinoce- less efficient than later models. They also by more efficient stalking Teratosauruses.
phalia, or “horrible-headed” mammal-like have tough reptilian hides instead of the Another competitor is the last creature in
reptiles. These creatures of the Permian softer skin of mammals; hence their supe- this collection.
period are herbivorous, but sport large rior armor class. They may have been
fangs and a prominent bony boss or out- intelligent enough to hunt in packs; no one
growth on their heads (hence the name) knows for sure. Erythrosuchus
for protection. They travel in sizable herds Two of these therapsids are equipped
and may cooperate in the common de- with special attack forms. Anteosaurs have CLIMATE/TERRAIN: swamps, rivers
fense in case of attack. The males will prominent bony eyebrows, giving them a FREQUENCY: Rare
range themselves around the rest of the butting attack for 1-4 hp damage that was DIET: Carnivore
herd; as they each weigh a ton, it will be used for social combat. The gorgonopsians NO. APPEARING: 1-2
hard for any ground creature to get past may have been equipped with a poisonous ARMOR CLASS: 4
them. They fight either with head butts or bite (save at +2; the first land-vertebrate MOVEMENT: 15
their great fangs. poison shouldn’t be all that strong). From HIT DICE: 10
the outside, these therapsids mostly look THAC0: 11
alike. They fill up all predator roles where NO. OF ATTACKS: 1
Therapsids, early they are dominant, being as varied as DAMAGE/ATTACK: 7d4
lions, tigers, and bears today. SPECIAL ATTACKS: None
CLIMATE/TERRAIN: Forests SPECIAL DEFENSES: None
FREQUENCY: Common SIZE: L (15’-20’long, 1,000 lbs.)
DIET: Carnivore Therapsid, giant MORALE: Elite (14)
ORGANIZATION: Hunting pack XP VALUE: 2,000
NO. APPEARING: 2d4 CLIMATE/TERRAIN: Forests
ARMOR CLASS: 4 FREQUENCY: Uncommon Erythrosuchus, the “red crocodile” (so-
MOVEMENT: 10 DIET: Carnivore called because the rock formation in
HIT DICE: 4 NO. APPEARING: 1-2 which it was found had stained its bones
THAC0: 17 ARMOR CLASS: 7 red) is the largest of the predatory theco-
NO. OF ATTACKS: 1 MOVEMENT: 14 donts that stayed on all fours. The crea-
ture’s skull alone was at least 3’ long!
Early therapsid (Dicynodon) Given its great size and weight, I felt justi-
fied in giving it a really nasty bite. Until
the dinosaurs get properly established,
Erythrosuchus and its kin are the kings of
beasts.

The campaign setting


A generic campaign setting of a Paleozoic
world would have all terrain features possi-
ble, though mountains, hills, and deserts
appeared only during the last period (the
Permian) in real life. The climate in general
would be very dry, with few open sources of
fresh water such as rivers and streams. Any
characters who try to quench their thirst at
a lake will be in for a nasty shock the first
great lakes were created from pockets of sea
water left behind as the oceans retreated
from the drying climate. Since mountains
and hills are so new, no specialized life
forms will be living among them. If uplands
are near the coast or a body of water,
Table 1 Table 2 Table 3
Paleozoic Water Encounters Paleozoic Swamp Encounters Paleozoic Forest Encounters

1d20 Encounter 1d24 * Encounter 1d30* Encounter


1 Portuguese man o'war 1 Bloodworm 1 Dimetrodon
2 Urchin (roll for type encoun- 2 Muckdweller 2 Cacops
tered) 3 Giant aquatic slug 3 Eryops
3 Giant leech 4 Eogyrinus 4 Giant Platyhystrix
4 Muckdweller 5 Violet fungi 5 Herbivorous reptiles (pa-
5 Giant aquatic slug 6 Eryops reiasaurs or rhynchosaurs)
6 Mottled worm 7 Dimetrodon 6 Early therapsids
7 Dinichthys 8 Cacops 7 Estemennosuchus
8 Armored predatory fish 9 Cyclotosaurus 8 Large spider
9 Shark 10 Giant Platyhystrix 9 Huge spider
10 Giant octopus (really eight- 11 Otyugh (60%) or neo-otyugh 10 Giant spider
armed nautiloid, AC 3 for (40%) 11 Large pedipalp
body, AC 10 for arms) 12 Giant leech 12 Huge pedipalp
11 Giant squid (really ten-armed 13 Pudding, brown 13 Giant pedipalp
nautiloid, AC 3 for body, AC 14 Crystal ooze 14 Miner
10 for arms) 15 Slime, olive 15 Pudding, black
12 Kraken (really intelligent 16 Will-o-(the)-wisp 16 Beetle, rhinoceros
nautiloid, AC 3 for body, AC 17 Mottled worm 17 Beetle, giant stag
10 for arms) 18 Vodyanoi 18 Beetle, death watch
13 Giant lamprey 19 Shrieker 19 Beetle, giant slicer
14 Giant gar 20 Shambling mound 20 Vegepygmy
15 Giant pike 21 Kelpie (no charm ability, but 21 Huge centipede
16 Giant water spider can change shape) 22 Giant centipede
17 Giant opabinia 22 Giant water spider 23 Stegocentipede
18 Agnath 23 Armored predatory fish 24 Giant dragonfly
19 Eurypterid 24 Land lamprey 25 Violet fungi
20 Strangle weed 26 Purple worm
* Roll 1d12 and 1d6. On a score of 1-3 27 Bloodthorn
treat them as forested terrain in the en- on 1d6, use the 1d12 roll as is; on a 28 Cynodont (optional)
counter tables; if not, they are mostly score of 4-6 on 1d6, add 12 to the 1d12 29 Giant therapsid (optional)
lifeless and barren and should be treated roll. 30 Erythrosuchus (optional)
as desert terrain.
Trees will be cycads and primitive coni- other environment save the swamps. * If a 1d30 die is not available, roll 1d10
fers (predecessors to today’s evergreens), The four encounter tables given here and 1d6. On a roll of 1-2 on 1d6, use
with a large number of giant ferns and are for a generic Paleozoic setting in the 1d10 roll as is; on a roll of 3-4 on
horsetails supplementing them. Smaller which historical accuracy has been sacri- 1d6, add 10 to the 1d10 roll; on a roll of
versions of these latter plants will take the ficed for playability. -Creatures from all 5-6 on 1d6, add 20 to the 1d10 roll.
place of bushes; no grass is present. In the Paleozoic periods are present, as well as
animal line, all arthropods are present, those regular AD&D game monsters I
and many insects (beetles, grasshoppers, thought were suitable additions. If you’re
crickets, bugs, dragonflies, cockroaches, running this adventure for low-level PCs, Table 4
etc.). There are many small lizards and feel free to ignore the high-level AD&D Paleozoic Desert Encounters
turtles about, as well as small mammal-like game monsters such as the otyugh, neo-
reptiles and salamander-like amphibians otyugh, and shambling mound. 1d20 Encounter
(frogs and toads haven’t appeared yet). The Paleozoic era is greatly underrated 1 Dimetrodon
The seas will be full of the full spectrum in prehistoric-world articles and stories 2 Early therapsids
of invertebrate marine life, as well as for the public. Lacking dinosaurs and cave 3 Estemennosuchus
seaweed and a great variety of primitive men as it does, it still has a wealth of bi- 4 Scorpion, large
fish. PCs hunting for natural spell compo- zarre creatures that can frighten and 5 Scorpion, huge
nents will find the going difficult (druids delight readers and adventurers alike. 6 Scorpion, giant
take note: no mistletoe is in existence yet). Give it a try; you won’t regret it. 7 Solifugid, large
Aesthetic characters may feel oppressed; 8 Solifugid, huge
there are no flowers to provide color, Bibliography 9 Solifugid, giant
merely endless rich green. Most general prehistoric-life books have 10 Pudding, dun
In general, when planning creature decent, if not overly detailed, accounts of 11 Sandling
encounters, the DM should note that the life in the Paleozoic. Most of the spectacu- 12 Herbivorous reptiles (pa-
fish are in the water, the amphibians are lar animals of this time period live in the reiasaurs or rhynchosaurs)
in the swamps, and the regular and Permian. The best book on the evolution 13 Dustdigger
mammal-like reptiles are on dry land, of mammals is John C. McLoughlin’s Syn- 14 Purple worm
though there is some interpenetration of apsida, which concentrates on the various 15 Whipweed
these habitats. On dry land, the reptiles mammal-like reptiles of the Permian and 16 Witherweed
should be most numerous in the desert Lower Triassic. Chapter 20 of Robert T. 17 Pernicon
and other open areas where there is little Bakker’s book, The Dinosaur Heresies also 18 Cynodont (optional)
water and plenty of sunlight. In shaded covers the rise and fall of the mammal-like 19 Giant therapsid (optional)
forests, where water is more abundant, reptiles. Synapsida alone will give you all 20 Erythrosuchus (optional)
the mammal-like reptiles should hold the information on mammal-like reptiles a
sway, with more amphibians than in any DM could desire.
90 DECEMBER 1991
by Spike Y. Jones

Artwork by Thomas Baxa

Three peculiar beasts for all AD&D® campaigns

Battering ram

CLIMATE/TERRAIN: Subarctic to
temperate/Hills and mountains
FREQUENCY Rare
ORGANIZATION: Flock
ACTIVITY CYCLE: Day
DIET: Herbivore
INTELLIGENCE: Animal (1)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1 (30%) or 2d8 (70%)
ARMOR CLASS: 0 (head), 6 (body)
MOVEMENT: 18
HIT DICE: 5
THAC0: 15
NO. OF ATTACKS: 1 butt
DAMAGE/ATTACK: 2d8
SPECIAL ATTACKS: Charge
SPECIAL DEFENSES: Immune to slow and
hold spells; +4 save vs. fear
MAGIC RESISTANCE: Nil
SIZE: L (6’ at shoulder)
MORALE: Steady (11); see text
XP VALUE: 975

The term “battering rams” is often applied


to an entire flock of these sheep—rams,
ewes, and lambs alike. These creatures
appear to be giant-sized, mountain-
dwelling sheep with obviously enlarged
horns. In most respects, they are identical

70 APRIL 1992
to their smaller cousins, coming in a varie- ALIGNMENT: Neutral Combat: Aside from using the defenses of
ty of colors. Ewes of this species possess NO. APPEARING: 5d8 their thorny homes (see “Habitat/Society”),
much smaller horns, have an overall ar- ARMOR CLASS: 6 (2 in flight) gorse use a number of weapons in combat,
mor class of 6, and have four hit dice. MOVEMENT: 3, Fly 12 (A) all of which are manufactured from the
HIT DICE: 1 hp bushes they tend. They have minute bows
Combat: Battering rams are normally THAC0: 20 with a 30’ range, spears (10’ range), and
unaggressive; the morale score applies to NO. OF ATTACKS: 1 weapon swords, all of which do 1 hp damage on a
all events except those in which a male DAMAGE/ATTACK: By weapon type hit. Because of the weapons’ fine points
(here simply called a ram) sees a creature SPECIAL ATTACKS: Poison and the skill of the gorse, all of these
attacking its flock. In the latter case, the SPECIAL DEFENSES: Minor spell use, lair weapons are used at +2 to hit. In addi-
ram immediately charges and makes no traps tion, 10% of all gorse arrows will be coat-
further morale checks until it or its oppo- MAGIC RESISTANCE: 5% ed with a weak poison that causes
nent is slain. In combat, this creature rams SIZE: T (3” tall) confusion for 2d4 rounds if the victim fails
victims with its horns, gaining a +2 to hit MORALE: Average (8) a save vs. poison.
and doing double damage if it has 30’ of XP VALUE: 270 (420 with potion effects) In addition to these mundane abilities,
straight running space to speed up to a gorse have limited magical attacks and
charge. In addition, its head has an im- By far the smallest of the faerie folk, and defenses available to them. Once per day,
proved armor class, thanks to its thick in some respects the most beautiful, is the each gorse can cast the cantrips extermi-
horns and skull, that allows it to butt solid gorse. Averaging one-quarter the height of nate (to defeat threats that, while minor to
objects like walls without harm to itself. a full-grown atomie, gorse must be secre- humans, are major to things the size of
Doors, gates, portcullises, and the like tive and unobtrusive to survive. gorse), sprout (usable only on thorn bush-
must save vs. crushing blow at -4 or be In appearance, gorse have the propor- es but useful in blocking a miniature path
destroyed; walls must make a structural tions and physical attributes of human through a bush), and distract (see details
saving throw against a small catapult (see children, although they are fully mature, on these cantrips in the AD&D 1st Edition
the 2nd Edition Dungeon Master’s Guide, with, the only differences being their volume, Unearthed Arcana, pages 46 and
page 76). Defensively, battering rams of height, their delicate wings, and their 48). The latter spell, along with the spell
either sex are immune to all hold and slow slightly pointed ears. They have no anten- mirror image (which they can also each
spells, although charm spells have normal nae, and their simple clothing is no differ- cast once daily) is used to confuse an ene-
effects on them. ent in appearance than that of most my long enough to allow to escape. One
humans or elves. They prefer dressing in gorse in 10 can also cast one spike growth
Habitat/Society: Normally unaggressive, shades of green and yellow to blend in and a goodberry spell daily to be used in
these sheep usually travel in flocks of 2d4 with their surroundings, which are most defending the lair and bribing intelligent
sheep: one ram and 3-4 ewes, the remain- often gorse, a prickly evergreen shrub creatures not to attack them. All spell
der being lambs (AC 8, MV 12, HD 1, #ATT with yellow flowers. effects are at 10th level.
nil). Lambs are born in the spring and
achieve adulthood after two years; only
one out of every three births is male.
Rams tend to wander off on their own
from time to time, but ewes have a pierc-
ing bleat that a ram can hear up to two
miles away under good conditions (even
farther in the mountains if the bleating
echoes). Once a ram hears this bleating, it
will stop at nothing to return to its flock
and defend it while the flock flees.
Battering rams prefer rocky grasslands
in hills and mountains, avoiding forests.

Ecology: These creatures are found in


the roughest mountains in the wild, in
areas where other sheep would be in
danger from ettins or other large mon-
sters. They are sometimes found in the
possession of wizards, who charm them to
rent them out as military weapons (with
mixed results). Some mountain-dwelling
folk have managed to domesticate these
sheep, but they cannot keep them penned
as the rams like to butt down the fences
and gates.

Gorse

CLIMATE/TERRAIN: Subarctic to temper-


ate/Grasslands, hills, and prairies
FREQUENCY: Uncommon
ORGANIZATION: Tribe
ACTIVITY CYCLE: Day
DIET: Herbivore
INTELLIGENCE: Very (11-12)
TREASURE: O, P, Q, S

DRAGON 71
gorse’s small size, one standard dose of a ARMOR CLASS: 6
Habitat/Society: Gorse prefer to dwell in potion equals 20 doses for the gorse. Thus, MOVEMENT: 6
the green, thorny flower-bushes they’re it is not uncommon to find a large group HIT DICE: See Quakedancer Growth Table
named after, making lairs forbidding to of these faeries who can polymorph them- THAC0: See Quakedancer Growth Table
most predators too large to maneuver selves, resist fire, or turn rainbow hues at NO. OF ATTACKS: 1 bite and 1 stomp
through the thorns as the gorse do. If will for short periods of time. Some po- DAMAGE/ATTACK: See Quakedancer
creatures larger than twice their height tions, such as the various control potions, Growth Table
attempt to enter their bushes, those crea- will not work unless a full dose is taken, SPECIAL ATTACKS: Stunning, swallowing
tures each take damage equal to 1 hp per and no gorse could swallow that great a whole
round if of AC 6-10, or 1 hp every other quantity of any liquid; these potions will SPECIAL DEFENSES: Nil
round if of AC 4-5. Movement rates be undisturbed in their hoards and will MAGIC RESISTANCE: Nil
through gorse bushes for beings of size S often be traded for more useful ones or SIZE: See Quakedancer Growth Table
to L are slowed to one-quarter normal; used as bribes or rewards for bigger folk. MORALE: Steady (12)
larger and smaller beings are unham- Gorse have their own language but are XP VALUE: See Quakedancer Growth Table
pered. If threatened, gorse will retreat willing and able to speak the tongues of
deeper into their bushes, luring attackers sprites or pixies. A sylvan elf would know The quakedancer (a.k.a. quakebeast,
through the most thickly thorned regions enough of their language to conduct a quakemaker, thunderer) is a large reptilian
and possibly over logs, pits, and other halting conversation with them, as would beast that resembles a Brontosaurus,
hard-to-see natural obstacles. any druid from the same region as the except for the fact that it has six legs. It is
Although they must be wary of all big- gorse in question. not a true dinosaur. The middle pair of
ger folk (and almost all creatures are big legs have thick-clawed toes that point
to them), gorse can be persuaded to deal outward, both forward and backward,
with woodland-dwellers (e.g., dryads, Quakedancer and oversized knee joints, while the feet of
satyrs, and centaurs), humans, and demi- the other, normal pairs of legs are broader
humans who bring them gifts of fresh CLIMATE/TERRAIN: Subarctic to at the base than would be expected of a
fruit, bread, or milk. They become pro- subtropical/Plains, prairies, grasslands true sauropod of comparable size.
tective of any who do them favors, such as FREQUENCY: Rare While it looks like a herbivore, the
druids who defeat menacing beasts or ORGANIZATION: Solitary quakedancer is really omnivorous, eating
elves who stop forest fires. Often a gorse ACTIVITY CYCLE: Day plants only as a ruse to convince true
tribe will send a few members to accompa- DIET: Omnivore plant-eaters that it is harmless. It doesn’t
ny its larger allies for the duration of the INTELLIGENCE: Semi- (2) have the specialized equipment of other
latter’s stay near their lair. TREASURE: Nil meat-eaters (oversized claws and fangs,
Some gorse tribes have magical potions ALIGNMENT: Neutral camouflage coloring, powerful legs to run
in their treasure troves. Because of the NO. APPEARING: 1 down its prey, etc.). It hunts by means of
its unique ability to create a miniature
earthquake in its immediate vicinity.

Combat: When hungry (which is often),


the quakebeast pretends to be a normal
sauropod, vacuously grazing on the green-
ery until a good number of unsuspecting
creatures are within range doing the same
thing, attracted by the illusion of safety
the quakedancer provides. The quakedan-
cer then roots the toes of its middle legs
into the ground and balances its large
body on these two pivots. Slowly at first,
then faster and faster, it rocks back and
forth from its front legs to its back like a
living see-saw, pumping with its neck and
tail to produce more force, resoundingly
crashing its bulk down with each swing.
The impact produced by this constant
ground-pounding creates nerve-shattering
shock waves in the beast’s vicinity, stun-
ning unlucky creatures smaller than itself
that happen to be too close to it. It takes 3-
6 rounds of rocking to warm up to the
stunning attacks. Creatures within range
must make a save vs. paralysis every
round that the quakedancer maintains its
stunning attack (it makes only one stomp
per round) or be stunned for 2d4 rounds;
details on what creature sizes are affected
and the range of the attack are given in
the Quakedancer Growth Table.
Stunning effects are cumulative to a maxi-
mum of 20 rounds. Once sufficient
stunned prey is present for the quakedan-
cer’s appetite (about 2d6 creatures of the
largest size it can affect, or more of
smaller sizes), it will cease its stomping

72 APRIL 1992
Quakedancer Growth Table

Age 0-1 years 1-2 years 2-3 years 3-4 years 4-5 years 5-6 years 6-7 years 7+ years
Hit dice 1 4 8 12 16 20 24 28
Size 2’-10’ S-L 10’-20’ H 20’-30’ H 30’-40’ G 40’-50’ G 50’-60’ G 60’-70’ G 70’-80’ G
THAC0 (stunned) 20 (nil) 16 (12) 12 (8) 8 (4) 4 (0) 0 (-4) - 4 (-8) - 8 (-12)
Bite damage 1d2 1d4 1d6 1d8 1d10 1d12 1d12 + 1d2 1d12 + 1d4
Stomp damage nil 1d8 2d8 3d8 4d8 5d8 6d8 7d8
Quake radius nil 10’ 20’ 30’ 40’ 50’ 60’ 70’
Max. size of prey
stunned nil T S S M L L H
XP value 15 270 1,400 5,000 9,000 13,000 17,000 21,000

and automatically swallow its stricken Tiny creatures in their near vicinity, and find if one knows where to look, they have
prey whole at the rate of one creature per their success is virtually assured from this little market value considering the poten-
round. No to-hit roll is needed for such point on. Quakedancers grow shockingly tially devastating effects a few years after
swallowing; moving prey is ignored unless fast. Sexual maturity does not arrive until they hatch. Some unscrupulous individuals
it attacks, in which case the quakedancer their fifth year, at which point they are as will sell the eggs as something else (e.g.,
attempts to stomp and bite the victim. A much as 50’ in length and well able to dragon eggs), while others have sent them
swallowed victim either dies from suffoca- clear an area for egg-laying. as anonymous gifts to their enemies. Cities
tion (as per the rules on breath-holding in that have suffered through such pranks
the Player’s Handbook, page 122; monsters Ecology: Though their actions appear usually institute strict laws against the
use twice their hit dice for an equivalent highly destructive, in the long run a importation, marketing, and possession of
constitution score) or takes 3d8 hp damage quakedancer has only a slight effect on its these time bombs.
per round from the beasts’ stomach acids, environment. Wildlife returns to a devas- At the other end of their life-cycle, ru-
starting on the third round after the vic- tated area soon after the quakedancer mors claim that quakedancers never die of
tim is swallowed. leaves, and it does not overhunt, as much old age; they can be brought down by
of its stunned prey usually escapes upon predators, adventurers, disease, natural
Habitat/Society: Quakedancers are recovery. Streams and rivers may have disaster, or even larger members of their
careful to hunt only in level, stable areas their courses altered, and once in a while own species, but if none of these factors
away from other predators, in order to a quakedancer might accidentally trigger a intrudes, they just continue to grow with-
prevent two possible threats: scavengers more severe disaster with its movements out cease. In regions where such legends
outside quake range darting in to snatch (e.g., landslide, avalanche, natural earth- are widespread, all earthquakes are attrib-
their hard-earned prey, or quaking in quake, flooding after dam collapse, etc.). uted either directly to gargantuan quake-
unstable areas that could open crevasses Civilized beings who rely on fixed urban dancers passing through, or indirectly to
and rockslides rendering prey inaccessi- and agricultural areas find these beings to the passage of the semi-mythical First
ble. As they get older, and larger, quake- be highly troublesome, however, and Quaker, which supposedly roams far-off
dancers relax this “rule,” as terrain that quakedancers are hunted into extermina- regions but still causes local earthquakes
would seem imposing to a 6’ human is tion in most areas. by way of transmitted shockwaves and
much less so to a 50’ quakedancer. Although quakedancer eggs are easy to aftershocks.
These beasts have no lairs, as the repeat-
ed devastation of a single region would
mark it as too dangerous to enter. Instead,
they are constantly on the move looking
for new hunting grounds where they are
not feared by the local wildlife. A person
with the Tracking proficiency could follow
a quakedancer with ease, even years after
it left an area, following the trail of slowly
eroding wounds in the earth until he
found the quake-producing beast at work.
Annually, a quakedancer lays a cluster of
2d10 eggs in a shallow burrow at the
center of a newly devastated area (these
areas are often shunned for some time by
other creatures that might threaten the 4’-
foot-long eggs). After laying the eggs, the
female quakedancer abandons them, as
the male quakedancer abandoned her
weeks before. Most of these eggs success-
fully hatch, but few of the young survive
to see their first year, being eaten by pred-
ators or their clutch-mates.
As hatchling quakedancers haven’t the
mass to use the quake-making attack of
adults, newborn quakedancers quickly
scurry for cover after hatching, surviving
that first year on a diet of vegetation,
insects, and other small creatures. Those
living through the trying first year are
able to use their quaking ability to stun

74 APRIL 1992
by Gregory W. Detwiler
Artwork by James Holloway

Some of the uglier branches of the dragons’ family tree


Swamp Wyrm
CLIMATE/TERRAIN: Subarctic/Lakes SPECIAL ATTACKS: Breath weapon, con- Swamp wyrms are huge legless reptiles
(guivre); Temperate and Subtropical/ striction, surprise that are distantly related to dragons; they
Swamp (knucker) SPECIAL DEFENSES: Half damage from also appear to be related to constrictor
FREQUENCY Rare fire-based (guivre) or frost-based snakes. Their bodies are serpentine, but
ORGANIZATION: Solitary (knucker) attacks their heads are quite draconic. Swamp
ACTIVITY CYCLE: Any MAGIC RESISTANCE: Nil wyrms come in two distinct though similar
DIET: Carnivore SIZE: G (30’-40’ long) species: the knucker and the guivre (giv’-
INTELLIGENCE: Low (5-7) MORALE: Steady (12) ray), names given them before it was
TREASURE: G XP VALUE: 5,000 realized that they were so closely related.
ALIGNMENT: Neutral evil The olive-hued knucker prefers warm
NO. APPEARING: 1 (10% of 2) climates, while the pale-green guivre loves
ARMOR CLASS: 4 cold ones. They can breathe water or air
MOVEMENT: 9, Sw 15 with equal ease.
HIT DICE: 8
THAC0: 13 Combat: The swamp wyrm’s favored
NO. OF ATTACKS: 1 or 2 hunting method is to lie barely submerged
DAMAGE/ATTACK: 4-16 or 4-16/2-16 in murky water (it can see perfectly

DRAGON 25
to hunt food (most animals soon learn to
avoid the poisonous lakes these creatures
inhabit). A few prefer to live near weakly
defended civilized areas, or at least ones
near major rivers that lead to these places,
to assure plenty of human or humanoid
prey and the domestic animals associated
with them. Unlike dragons, swamp wyrms
eat frequently, destroying all wildlife, and
they are sometimes considered more of a
problem than certain dragons are.
Swamp wyrms rest at the top of their
local food chain, but they actively destroy
the local ecology around their lakes and
ravage the wildlife nearby. Adventurers
and large monsters are their only true
enemies, but most swamp wyrms live
where neither foe is in great supply. Nu-
merous uses have been rumored for their
body parts, particularly the many glands
under their scales that give off the water-
affecting secretion.

Lindworm
CLIMATE/TERRAIN: Variable (see text)
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Low (5-7)
TREASURE: B
ALIGNMENT: Variable, but always evil
through it), then grab anything that comes springs, while knucker holes are chill, fog- NO. APPEARING: 1 (20% of 2)
down to drink. This tactic gives it a +2 shrouded, and sometimes iced over, killing ARMOR CLASS: Variable (see text)
bonus to surprise. A swamp wyrm fights all vegetation around them. Stagnant wa- MOVEMENT: 12
using a bite-constriction combination. If it ters from these lakes are poisonous to all HIT DICE: 5
can successfully bite an opponent, it then except swamp wyrms and other reptiles, THAC0: 15
attempts to wrap its body around the foe thanks to the secretion; those drinking the NO. OF ATTACKS: 3
(requiring another attack roll). A success- water must save vs. poison or suffer 1-4 DAMAGE/ATTACK: 1-8/1-6/2-12
ful hit means the victim has been caught hp damage per round for 1-6 rounds. SPECIAL ATTACKS: Breath weapon
in the swamp wyrm’s coils and can be Like dragons, swamp wyrms prefer to SPECIAL DEFENSES: Immune to attacks
crushed starting on the following round; live alone, coming together only in the similar to those of breath weapon
the victim can also be bitten with a +4 to spring for mating though they rarely if MAGIC RESISTANCE: Nil
the swamp wyrm’s attack roll, the victim ever fight with one another. Male and SIZE: H (20’ long)
gaining no dexterity or shield bonuses, female swamp wyrms of either species MORALE: Steady (11)
once per round thereafter. Each wyrm collect treasure hoards, which they display XP VALUE: 650
also has a breath weapon: a 30’ cone, 5’ to all other visiting wyrms. The wyrms
wide at the base and 15’ at its terminus. with the most treasure in their hoards The lindworm is a deficient form of evil
The breath weapon does 4-40 hp damage have first pick of the available members of dragon, one that may be born to a black,
(half with a saving throw vs. breath weap- the opposite sex for purposes of mating, blue, green, red, or white dragon. This
ons). The guivre (surprisingly) breathes leading many sages to suppose that drag may be due to a curse of the gods or sim-
fire, and the knucker breathes frost. In ons gather treasure for similar reasons ply nature’s way of insuring that the popu-
general, the breath weapon will be saved (although this isn’t particularly true). This lation of true dragons doesn’t grow too
for emergencies or obviously dangerous seems to be the only reason they bother to large. Either way, the lindworm, while
opponents, as it can be used only three collect treasure, as they never use it to formidable, is not nearly as dangerous as a
times a day. A swamp wyrm will also take bargain, either to gain allies or to save regular dragon. It looks like a two-legged
only half damage from attack forms simi- their own lives. Swamp wyrms give birth dragon, rather like a wyvern, but without
lar to its breath weapon (i.e., fire and heat to 1-4 young three months after mating. wings or the wyvern’s poison stinger. The
for the guivre, and frost and cold for the Swamp wyrms speak only a very crude lindworm has a typically draconic head
knucker). language (dubbed Wyrmic), reserving their and long neck, but the creature’s body is
brain power for discovering clever ways built like that of a huge scaly bird. Its
Habitat/Society: Swamp wyrms make to capture prey. They will eagerly fight all color and other details of its appearance
their homes in remote wilderness areas, in other large creatures besides themselves, are similar to those of its parents.
small, still lakes called either “knucker including dragons, in order to gain more
holes” or “guivre pools,” depending on the treasure. Combat: The lindworm has three physi-
occupant. The water temperature is cal attacks: a bite (1-8 hp), a clawing attack
strongly affected by a magical secretion Ecology: Swamp wyrms are fierce carni- (1-6 hp; only one clawing attack can be
from the swamp wyrms’ scales. Guivre vores, living on any creatures that come made, since the lindworm must have one
pools are always steaming hot, melting too near their pools. They often slither leg to stand on), and a tail lash (1-12 hp).
snow and ice around them like hot into nearby bodies of water, even oceans, No lindworm can cast spells, but they do
26 JUNE 1992
inherit their parents’ breath weapon,
which has only half the physical dimen-
sions of the usual form and does 5d8 hp
damage (half if a successful save vs. breath
weapons is made). The breath attack may
be used three times a day. All lindworms
are also immune to attack forms similar to
those of their breath weapons (e.g., fire
and heat for the lindworm spawn of red
dragons). As a final defense, the lind-
worm’s armor class is equal to the parent
dragon’s base armor class.

Habitat/Society: Lindworms are the


result of a dragon couple’s breeding fail-
ures (one appearing every 100 births), and
as such they are quickly driven forth from
the den. Eighty percent of the time, only
one lindworm is encountered; otherwise,
there are twins. Because they are effec-
tively banished from draconic society,
lindworms are extremely vicious, selfish,
bitter creatures seeking revenge on the
world. Twins are quite loyal to each other,
as each is the only creature in the world
that provides companionship for the other.
If one is killed or injured, the other attacks
with no thought for its own life (Morale
20). They speak their parents’ natural
tongue only, but rarely speak before or
instead of attacking. Lindworms have no
true society, despising even each other
unless they are twins.
Continued on page 32

DRAGON 27
day and decide if the character’s alignment ters can harvest it. Characters who try to strongly recommend that you limit this
should shift. If, for example, the predomi- keep the young kanks from the honey are ability to warriors only, unless you’re
nately good party the character has been likely to have a fight on their hands, the prepared to deal with 1st-level wizards
adventuring with falls into a squabble over domestic kank’s reputation for docility who want proficiency in eight weapons (or
water or treasure, the DM and the player notwithstanding. more than eight if you’ve got a campaign
might decide it’s time to shift the half- set in the DARK SUN world).
giant’s alignment toward the chaotic or I am formulating plans to have my I have also recently received a letter
evil end of the spectrum. Remember, half- spelljamming group touch down on regarding this column in issue #167, in
giants are inveterate imitators; they follow Athas. How would Athasians react which I flatly said all spells of the Divina-
where their companions and neighbors to the appearance of a spelljammer? tion school were off-limits to conjurers
lead, but their alignments don’t shift with- Would “normal” wizards cast pre- (wizards specializing in the Conjuration/
out reason. server or defiler magic? Summoning school). I goofed. The section
As “Sage Advice” pointed out in issue on spell schools in the Player’s Handbook
Exactly how long does a piece of #178, spelljammers cannot reach Athas. (page 31, top of the third column) makes it
land remain barren after a defiler Exactly why this is so is unrevealed, but clear that first- through fourth-level Divi-
turns it to ash? the prevailing theory is that Athas is not nations are available to all wizards. This
Nothing will grow in the area for at least located inside a crystal sphere but on an gives conjurers access to such vital spells
one full year, but it usually takes much alternate Prime Material plane where as read magic.
more time than that, perhaps decades, for spelljamming devices don’t work.
the area to fully recover; some areas never I suspect that wildspacefaring characters
recover (Rules Book, page 61). Exact recov- would not find Athas a welcoming place at
ery time is up to the DM. any rate. While common folk might not be Dragon’s Bestiary
any more suspicious of spacefarers than Continued from page 27
On the experience table (Rules they are of any other strangers, sorcerer-
Book, page 63), do fighters get 10 XP kings are a different matter. Once these Ecology: The lindworm has no ingrained
per level, per hit die, per creature, tyrants realize what spelljamming is and hunting technique, having to learn
per battle, or per their own level for what it can do, they’re going to ruthlessly through trial and error. (Even if dragons
opponents defeated? What do attack, not giving up until the spacefarers knew how to kill through instinct instead
thieves get? flee the planet or are killed or enslaved. of being taught by their parents, the
All characters get experience for defeat- (Of course, such an attack could begin lindworm’s lack of wings and forelimbs
ing opponents according to the rules in disguised as a friendly overture.) A single would make this knowledge useless.) All
the DMG, pages 46-47. When a fighter spelljamming ship, even at atmospheric lindworm hunting methods are essentially
single-handedly defeats an opponent, the speeds, would be an invaluable fighting variants on the ambush: hiding in thick
DM might decide to award extra experi- and exploration platform on Athas. No brush or woods, waiting behind boulders,
ence under the Individual Experience sorcerer-king would allow one to exist sitting submerged in murky water, or
Awards optional rule (DMG, page 48). The unless it was firmly under his control. burying itself in sand or snow (depending
award for fighters is 10 XP times the de- Since preserver magic uses the same on the lindworm’s parentage and
feated opponent’s level or hit dice, times rules as “normal” magic, I think it’s safe to environment). Lindworms eat anything
the fighter’s level. The award for bards is assume that a plane-hopping wizard who they can catch and are almost always
only 5 XP times the defeated opponent’s finds himself on Athas would have pre- hungry, a state that only adds to their
level or hit dice. server spells. I suppose such a wizard generally bad dispositions. They don’t
could learn the local “shortcuts” and be- value treasure for its own sake as their
What is the terrain cost for roads come a defiler, but that’s up to the DM. parents do, but often leave the spoils of a
on Athas? previous hunt as bait for intelligent prey.
This depends on the individual roads Re-saging: I have received several Though dangerous, lindworms are often
construction and present condition. I letters about an answer that appeared in deposed from the top of the local food
suggest you use the terrain modifier for issue #175. AD&D® 2nd. Edition game chain by even more dangerous predators.
the prevailing terrain × ½, with a mini- characters gain bonus proficiency slots if Dragons who were not their birth parents
mum cost of 1. For example, using a road they have high intelligence scores, and a will willingly slay them out of hand,
to traverse stony barrens is 1; using a road reader asked if these bonus slots could be without eating the bodies; other powerful
to cross salt flats also is 1, as the surface assigned to both weapon and nonweapon monsters find them to be interesting prey,
on any road on Athas isn’t going to be proficiencies. I said I believed the extra and adventurers regularly reduce their
much smoother than a salt flat. Note that slots can be assigned only to nonweapon ranks. Wizards have yet to find a use for
you can’t get lost while traveling on a road proficiencies. lindworm parts.
(even if you aren’t exactly sure where A number of readers have correctly
you’re going). pointed out that The Complete Fighter’s
Handbook contains a passage that clearly
How many globs of honey will a states the extra slots can be assigned to
kank produce each day? both types of proficiencies (page 58). How-
This is up to the DM, but I recommend ever, when I answered the question, I Check Your Mailing Label!
that a well-fed, food-producing, domestic assumed the reader who asked it didn’t
kank secrete no more than one glob each have The Complete Fighter’s Handbook. If it’s time to resubscribe, fill out the
day. Note that not all kanks are food pro- Note that everything in the various Com- reply card inside this magazine, or
ducers. The rules don’t give ratios, but I plete Handbooks is strictly optional; gener- simply write your name and address
suggest that only half of any group of ally speaking, I recommend that you do on a sheet of paper, then send it along
kanks be food producers. Of the remain- not allow bonus proficiency slots to be with your payment to:
der, one will be the brood queen and the used for weapon proficiencies. On the DRAGON® Magazine
rest will be soldiers, none of which pro- other hand, if you have The Complete P.O. Box 5695
duce honey. Note also that brooding kanks Fighter’s Handbook and want to make full
Boston MA 02206
produce honey for their offspring, and the use of all the goodies therein, you proba-
young kanks will eat a substantial portion bly do want to let warriors use their bo- DRAGON is a registered trademark of TSR, Inc.
©1991 TSR, Inc. All Rights Reserved.
of the honey, say 20%-60%, before charac- nus slots on weapon proficiencies. I

32 JUNE 1992
New monster The undead hulk is a magical construction monsters they resemble, undead hulks no
Recently, a new terror was found created through the use of special en- longer possess the confusion generating
aboard a neogi mindspider. Since its dis- hancements developed by the neogi. The power of their magical eyes.
covery, more of these terrible creations creature is formed from the remains of An undead hulk can be turned by a
have been found among the neogi arsenal. dead umber hulks and to all appearances cleric as a special undead.
Detailed here are the statistics on this new seems to be nothing more than a typical
menace to spacefarers everywhere. monster zombie. An undead hulk reeks of Habitat/Society: Undead hulks are un-
death, and its undead nature is obvious to der the absolute control of their creator
Undead hulk anyone within 10’ of it. Other than its and have no culture of their own. They
obviously unliving state, the undead hulk serve their “small lords” without question.
CLIMATE/TERRAIN: Any neogi enclave appears as any other umber hulk. Undead hulks are created through a bi-
FREQUENCY: Very rare zarre magical ritual developed by the
ORGANIZATION: Solitary Combat: An undead hulk attacks in much neogi (the details of which are left up to
ACTIVITY CYCLE: Any the same way as a typical umber hulk: the DM) and the magical joining of dead
DIET: Nil with brute force. However, the undead umber hulk parts. Each part (head, right
INTELLIGENCE: Non- hulk is totally mindless and incapable of arm, right leg, etc.) must come from a
TREASURE: Nil forming any strategy or tactics. It only different umber hulk.
ALIGNMENT: N obeys its master, to the best of its abilities
NO. APPEARING: 1-4 and heedless of any danger to itself. Ecology: Undead hulks are magical con-
ARMOR CLASS: 4 In addition to normal attacks of two structs and play no role in an ecology.
MOVEMENT: 6, Br 6 claws and a vicious bite, undead hulks can They simply exist, doing the bidding of
HIT DICE: 10 bear-hug any opponent of any size smaller their masters, until they are destroyed.
THAC0: 11 than themselves. This requires two suc-
NO. OF ATTACKS: 3 + special cessful claw attacks, which do no damage. Don’t judge a book
DAMAGE/ATTACK: 3d4/3d4/1d10 Success indicates the victim is crushed by its cover
SPECIAL ATTACKS: See below against the undead hulks massive frame
SPECIAL DEFENSES: Nil and suffers 6d4 hp damage each subse- Learn what new TSR releases are com-
MAGIC RESISTANCE: 10% quent round, with no attack roll required. ing to a bookstore near you. See “Nov-
SIZE: L (8’tall, 5’wide) The undead hulk cannot bite a trapped el Ideas” in this issue for the latest
MORALE: Fearless (20) opponent, nor can it attack any other word on adventure.
XP VALUE: 4,000 being while hugging a foe. Unlike the

94 AUGUST 1992
by Spike Y. Jones
Artwork by Scott Rosema

Unique undead additions to your AD&D ® game campaign


Detailed here are three unusual undead
creatures to keep your player characters
on their toes. Parties had better be careful
when dealing with these creatures, or the
Cariad ysbryd PCs may need to take to their heels. within hearing (50’ radius) not currently
engaged in combat to make a saving throw
CLIMATE/TERRAIN: Temperate wilderness vs. spells or become “becalmed” with
FREQUENCY: Very rare feelings of peace and contentment that
ORGANIZATION: Solitary A cariad ysbryd, or “ghost lover,” is the causes them to end all hostilities for 1-12
ACTIVITY CYCLE: Any spirit of a decidedly good female (usually rounds. When the targets recover, they
DIET: Nil sylvan) elf who has chosen to remain have to continue making saving throws
INTELLIGENCE: Exceptional (15-16) among the living after death so that she every round if they remain within the
TREASURE TYPE: O,R may continue to perform good deeds. area of the song’s effect.
ALIGNMENT: Neutral good While technically undead, a cariad ysbryd People affected by the cariad ysbryd’s
NO. APPEARING: 1 loves all living things and harms only those song will not be able to attack even if
ARMOR CLASS: 0 who do not share her love of life. Accord- attacked. They can perform actions or
MOVE: 18 ingly, the only things she is capable of employ magical items and spells in self-
HIT DICE: 5 truly hating are other undead. defense, but they cannot initiate violence
THAC0: 15 A cariad ysbryd appears in undeath just while becalmed.
NO. OF ATTACKS: 1 as she did in life, only more beautiful. If a cariad ysbryd is forced into combat,
DAMAGE/ATTACK: 1-4 Dressed in her finest clothes, she glows she has two weapons. Her preferred
SPECIAL ATTACKS: Singing faintly and bears a serene expression even weapon is her touch, which causes 1-4 hp
SPECIAL DEFENSES: See below when in combat. One can hear a cariad damage to a hostile living creature (a defi-
MAGIC RESISTANCE: 50% ysbryd before one sees her, for she con- nition not limited to those attacking the
SIZE: M (5’-6’ tall) stantly sings a beautiful, wordless song. cariad ysbryd) or to undead of any disposi-
MORALE: Fanatic (17-18) Combat: A cariad ysbryd would rather tion.
XP VALUE: 1,400 (for neutral or evil char- prevent combat than win it, a philosophy Her second weapon is a variation on her
acters only; good characters lose the same her song enforces on her surroundings. continuous song. Usable once per day, this
experience for slaying a cariad ysbryd) The sound causes all intelligent creatures special tune causes all evil creatures in a
20 OCTOBER 1992
30’ radius to suffer 3d6 hp damage from she will not refuse. Thus, one will find lent to an extra level of ability) when using
the frightening beauty of the song if they small bags of coins, statuary, and other his voice for special effect such as inspir-
fail saving throws vs. death magic. The valuables scattered around her demesne ing his friends or countering the effects of
tonal changes of the song releases anyone without rhyme or reason. a harpy’s song.
currently becalmed by her normal song, Ecology: Because a cariad ysbryd’s song
but after this use of her voice to attack, keeps her vicinity free of the anger and
her song returns to its normal form, and evil of intelligent creatures, her lair has
those within range must once again make the appearance of an untouched wilder-
saving throws against its calming power. ness, even if there are humans or other
Unfortunately, the cariad ysbryd is higher creatures dwelling in her area.
loathe to use the harmful version of her While the natural cycle of life and death
song because it is linked to another of her (including the violent but necessary acts of
abilities. Once per day, she can change the predators) still takes place there, it cannot
tone of her song so that, in addition to its be intruded on by the darker emotions of
calming properties, it combines the effects intelligent creatures.
of remove fear, neutralize poison and heal Humanoids, demihumans, and men who
spells on all within 30’. This power to heal chose to live in cariad ysbryd-maintained
or harm with her song is intimately con- areas could prosper as well. The ease of
nected; if she has used the power to harm living in her presence for a week or more
that day, it cannot heal, and if she has serves as a restorative to a man’s spirit.
used it to heal, it cannot harm. Under Under constant, willing exposure to a
most circumstances, she will try to save cariad ysbryd’s song, intelligent creatures
her voice for its healing properties instead heal from fatigue, wounds, and illnesses at
of squandering it on violence. twice their normal rate.
The worst enemy of a cariad ysbryd is In addition certain artists gain particu-
her evil counterpart, the groaning spirit or lar benefits from associating with a cariad
banshee that is the spirit of an evil female ysbyrd, as her singing serves as inspiration
elf. If one encounters the other, she will to singers, poets and bards. Spending 1-6
abandon all other activities in order to months in the company of a cariad ysbyrd
devote every effort towards destroying gives a bard a permanent bonus (equiva-
her opposite. When a cariad ysbryd fights
a banshee, her normal song changes to a
horrific shriek (entirely out of sorts with
her still-serene visage), and she uses her
killing song without hesitation, doing
double damage to the banshee if it fails the
saving throw.
A cariad ysbryd can be hit only by +1
or better weapons (or by monsters of 4+1
or more hit dice), and is immune to the
effects of charm, sleep, hold, and cold/
electricity-based spells. Unholy water
splashed on them causes 1-4 hp damage,
and they can be killed by a dispel good
spell. A cariad ysbryd can be turned (but
not commanded) by an evil cleric as if she
were a spectre, but good clerics cannot
affect one at all. Although a cariad ysbryd
isn’t evil, other spells that specifically
target undead, such as invisibility to un-
dead, have full effect.
Habitat/Society: As an undead crea-
ture, the cariad ysbryd has no society. A
cariad ysbryd has no grandiose plan to
make the world a better place; she is con-
tent to improve the conditions of the area
she calls home, an area five miles in diam-
eter around the spot where she died.
A cariad ysbryd can sense living crea-
tures anywhere in the area she protects,
and if strangers enter the area she knows
of it immediately. Mere entrance to the
area is not enough to force a reaction
from her, but if new entrants harm any
living thing within that area (including
each other), or if one of them is already
afflicted or wounded in some way, she
makes her way to them while singing her
song to halt those who may react in fear
and anger, and to heal wounded people.
A cariad ysbryd doesn’t prize treasure,
but some creatures make gifts for her that

DRAGON 21
As the memento mori is far from being
the most powerful of undead, it uses in-
timidation to augment its combat abilities.
When confronted by potential tomb-
robbers, the memento mori appears in
front of the body it guards and warns the
robbers away from their goal. If they do
not immediately flee when confronted by
the memento mori, it causes a strong
static-electric charge to play over all stand-
ing within 20’ of either the body or the
memento mori. This charge is non-
damaging, but makes the victims’ hair
stand on end and causes an unpleasant
tingling to play across their skin. The
memento mori, now surrounded by a blue
nimbus of crackling electricity, then warns
the intruders that worse effects are in
store if they should persist.
If the thieves continue to advance, or if
they attack either the memento mori or
the body it protects (damaging the body
won’t harm its guardian, but will anger it),
it attacks, being careful to avoid harming
its body or treasure.
At the time of its creation, a memento
mori is invested with a limited amount of
energy that can be expended by touching
a target with its hand. The effect is like
that of the shocking grasp spell. For each
attack, it decides how many dice of dam-
age it will do; and upon a successful hit
that amount of damage is done to the
victim and is subtracted from the memen-
to mori’s total energy forever.
This energy total may be considerable.
An average memento mori will have from
1-100 hit dice of energy remaining to it.
Some few will have more than that, others
will have used all they were provided
with. As their energy level drops over time
due to encounters, a memento mori tries
Memento mori brance of a dead person, and as an ever- to conserve energy wherever possible,
vigilant guardian over its body. giving opponents ample opportunity to
CLIMATE/TERRAIN: Any A memento mori takes the form of a flee and never attacking retreating rob-
FREQUENCY: Uncommon or very rare translucent image of the deceased as it bers. Thus, while a particular memento
ORGANIZATION: Solitary appeared when the spell that created it mori might have a store of 50 hit dice of
ACTIVITY CYCLE: Any was cast. In extreme circumstances, this electrical energy, it would not expend this
DIET: Nil could mean that the memento mori has in one or two high-damage attacks. In-
INTELLIGENCE: Average (9) the horrible appearance of a mangled and stead, it would make a preliminary attack
TREASURE TYPE: See below partially rotted corpse, but usually the using only one or two dice of electricity,
ALIGNMENT: Neutral creating spell is cast only after the body and after scoring a hit, would pull back
NO. APPEARING: 1 has been properly readied for internment, and warn its opponents to leave or suffer
ARMOR CLASS: 3 and so the memento mori will present the worse. If this fails to dissuade the tomb-
MOVE: 18 appearance of a person as fine and lifelike robbers, it will escalate the attacks while
HIT DICE: 4 as the skill of the funeral arranger could continually entreating its victims to with-
THAC0: 17 ensure. draw.
NO. OF ATTACKS: 1 Combat: A memento mori has no mate- As the memento mori has no purpose
DAMAGE/ATTACK: See below rial body and can be hit by only magical but to protect its body and treasures, it
SPECIAL ATTACKS: Nil weapons, with these doing damage equal will not refrain from using every hit die
SPECIAL DEFENSES: See below only to their applicable pluses on hits (e.g., left to it to prevent even a single attack if
MAGIC RESISTANCE: Nil a long sword +1, +2 against undead that is necessary. A memento mori with no
SIZE: M would do two points of damage to a me- remaining energy will still behave like one
MORALE: Fearless (20) mento mori on a successful hit). Most with damaging power, threatening poten-
XP VALUE: 10 per hit die of attacking spells do not affect them, except for those tial robbers with its static charge and
energy when encountered specifically targeting undead (such as letting the charred remains of any pre-
invisibility to undead), those that affect the vious robbers speak for themselves.
While most undead are evil parodies of dead (such as raise dead, which kills the A memento mori does not differentiate
life, one type of undead has an entirely memento mori if successful), and those between its body and its treasures, so
different origin and purpose. A memento that affect magical creatures (such as deals threatening to endanger one in favor
mori is created by a priest’s spell (see dispel magic, which causes damage equal of preserving the other will not be accept-
below) to serve as an everlasting remem- to the caster’s level). ed. If some part of the treasure is stolen,

22 OCTOBER 1992
the memento mori will stay to protect the ther divorced from the greater ecology of Tymher-haid
greater portion remaining. the world than most evil undead.
If the majority of what it guards is de- CLIMATE/TERRAIN: Any inhabited
stroyed, either by action of intelligent Create memento mori (Necromantic) FREQUENCY: Rare
beings or by decay, the memento mori Priest 3 ORGANIZATION: Swarm
focuses its attention on whatever remains, Sphere: Necromantic ACTIVITY CYCLE: Any
even if that involves traveling to a distant Range: Touch DIET: Nil
land, unerringly seeking some small item Components: V, S, M INTELLIGENCE: Semi- (2-3)
of value that was stolen decades before. Duration: Permanent TREASURE TYPE: Nil
When it finds its treasure, it guards it Casting Time: 2 hours, plus 1 hour for ALIGNMENT: Neutral evil
wherever it happens to be, as it has no every die of energy imparted NO. APPEARING: (10-100 “sparks”)
body with which to move the item. Area of Effect: Body touched ARMOR CLASS: 3
Habitat/Society: Because of the prepa- Saving Throw: See below MOVE: Fl 18 (A)
rations required for the ritual that creates HIT DICE: See below
a memento mori, they are almost never The casting of this spell on a dead body THAC0: See below
found in wilderness areas far from the causes a sliver of the soul that once inhab- NO.OF ATTACKS: 1
place they called home in life. They are ited the body to return to the Prime Mate- DAMAGE/ATTACK: 1/10 of a point
common in inhabited regions where ances- rial plane and become a memento mori, SPECIAL ATTACKS: Nil
tor worship, mummification, and other standing guard over its body. Only one SPECIAL DEFENSES: Immune to fire,
forms of preserving or remembering the memento mori can be made from each psionics, and illusions
dead are practiced, for “memento mori” person’s soul, as a loss of a greater num- MAGIC RESISTANCE: Nil
means “remembrance of the dead.” In ber of soul-slivers would be detrimental to SIZE: T (1” sparks)
these areas, no memento mori roam the the soul wherever it now rests. In addi- MORALE: Steady (11)
streets, but are found in tombs or tion, a memento mori cannot be created if XP VALUE: Half basic XP value (as per
shrines where their bodies have been laid the body of the deceased is not present, DMG, Table 31) for its hit dice
to rest. nor if the body or soul of the deceased has
The body that a memento mori guards already been turned into some other form When powerful evil people or creatures
will usually be adorned in the finest fu- of undead. Unlike other spells that create are slain, there is a chance that they will
neral garb and funerary gifts the family undead, this use of create memento mori return to plague the living as undead, such
could afford, and it is these things that is not considered evil if, when he was as wights, spectres, and ghosts. Weaker
make up its treasure: anything from a few alive, the person who becomes the me- and less evil creatures usually do not
art objects and gaudy trinkets (the spell mento mori was part of a culture believing suffer this fate, but if a large number of
creating the memento mori is itself an in this practice as an accepted custom. them are killed at one time and place, and
expensive gift to the memory of the de- Each memento mori is able to cause a if they don’t receive proper funerary rites,
ceased) to a princely sum such as treasure mild, static-electric effect that they use to they may return as an exceedingly minor
types B or E. defend their bodies against cowardly form of undead, called collectively a
As a memento mori is formed from a pests, and most are also imbued with tymher-haid, or “ghost-swarm.”
part of the soul of the dead body it guards, electrical energy they can use in combat. A tymher-haid is both beautiful and
it retains the memories it possessed in life. The material component for this spell is horrible to behold. The individual mem-
This provides mourners with an opportu- a collection of herbs, spices, oils, and bers appear as small, multicolored sparks
nity to be comforted by speaking with the precious substances that are placed in or in a loosely defined mass, forming a bril-
departed, and in some cultures, new gen- about the body as it is prepared for intern- liant display in the air. The only thing that
erations are introduced to the memento ment. The cost of these stuffs is 500 gp, disturbs this image is the fact that a
mori of revered ancestors who died before with an additional 25 gp worth of these tymher-haid reserves its most dazzling
they were born, hearing the family history things being required for every hit die of displays for attacking any living creatures
from the lips of those who actually lived it. electrical energy the memento mori is to it comes across. Swooping and diving in
A memento mori is perfectly willing to be imbued with (e.g., a memento mori to intricate arcs, a tymher-haid gradually
converse with anyone, even a nonrelative, be imbued with two hit dice worth of “stings” its victim to death.
who makes no attempt to disturb its trea- energy would cost 550 gp, while 1,000 gp Combat: When attacking, a tymher-
sures or body. would produce a memento mori with 20 haid descends on its victim like a swarm of
Unfortunately, the memento mori has no hit dice available to it). These oils and such wasps, singeing its prey with every fiery
lasting memory of events that occur after are all incorporated into the body when touch. A “spark” does only a tenth of a
its creation, nor does it have any more the spell is cast and are not recoverable. point of damage each, but the sheer num-
personality than a video-recording would ber of spark stings (up to one hundred per
have. Thus, each encounter it has with a round) will eventually overwhelm most
person, whether loving relative or avari- any victim not resistant to fire. Each spark
cious tomb-robber, is treated as if it were attacks by swooping down at its victim
the first such, and even if a family’s tomb and giving it a minute burn upon contact.
complex contains more than one memento As it gains speed on its approach, its color-
mori these shades will not conduct conver- ation becomes more intense and grows
sations among themselves, as none has any brighter, building up the energy it will
desire or ability to benefit from discus- deliver to its victim before dulling back to
sions with equally dead souls. As a corol- its normal appearance after striking. Thus,
lary, if tomb-robbers threaten the for someone not in the midst of an attack,
treasures of one memento mori, but stay the kaleidoscopic patterns and colors of
more than 20’ from all the goods of an- the mass attacks are beautiful to behold.
other memento mori-protected body, the A tymher-haid attacks as if it were a
second undead will do nothing to assist its single creature, dividing the total number
fellow, even if they were related in life. of sparks it contains by 10 (always round-
Ecology: A memento mori eats nothing, ing down) to determine its effective hit
produces no byproducts, and as does not
actively hunt the living, and is even fur- Continued on page 84
24 OCTOBER 1992
Dragon’s Bestiary riding beasts, pack animals, birds on Habitat/Society: No matter what race
Continued from page 24 nearby trees, or passing swarms of of creature they were in life, the sparks of
insects. Usually, whatever nearby creature a tymher-haid understand no language.
dice. Thus, a swarm of 52 sparks would makes itself the most noticeable, by way of They communicate with each other by a
attack as a 5 HD creature and a 49-spark large size, movement, sound, or other limited form of telepathy that serves only
swarm would have 4 HD. Because the attention-getting activities, finds itself the to transmit imperatives such as “target”
tymher-haid attacks from all sides next victim of an attacking swarm. and “threat identification.” A mind-reading
simultaneously, shield and dexterity Conversely, this mindlessness makes it creature would detect no mind at all in
bonuses to the victim’s armor class are immune to the effects of most psionics or one spark, and only the most rudimentary
ignored, and the tymher-haid gains a illusions, as those effects are spread one in the tymher-haid as a whole.
bonus of +2 to hit due to its members’ equally amongst all the constituent sparks A tymher-haid needs no food to sustain
small size. If the tymher-haid scores a hit, in the crowd. itself and gains no pleasure from killing
damage done by the many stings is equal Each spark within a tymher-haid has creatures. In this respect, it acts more as
to its effective hit dice. If the tymher-haid only a single hit point, but a spark’s small an uncaring force of nature like the wind
drops below 10 sparks, a successful attack size and high maneuverability make it and rain than as an undead monster like a
does less than a point of damage, so while hard to hit with normal weapons. The ghoul or wraith.
it will remain a distraction sufficient to sparks are immune to all fire-based attacks Although such an occurrence would be
disrupt spell-casting, it is no longer a but are particularly vulnerable to water. A exceedingly rare, if two tymher-haid
threat to most life. flask of water sprayed into a tymher-haid swarms encountered each other, they
As each spark is nearly mindless, the will kill 1d6 sparks (holy water kills twice would merge into a single tymher-haid,
tymher-haid uses only the simplest of that number), and a create water spell will behaving in all ways as if they had always
tactics in combat. In fact, a tymher-haid destroy 2d10 sparks per level of the caster. been a single group-entity.
will only infrequently (20% of the time) In addition, spells such as protection from Ecology: A tymher-haid is a naturally
divide its attacks among multiple evil keep it at bay, while a raise dead spell (though rarely) occurring undead,
opponents, usually concentrating on kills the tymher-haid instantly. Clerics will originating in places of great carnage such
killing one creature before it turns its find them relatively easy to turn (treated as gutted dungeons and bloodied
attention to another. Because it doesn’t as skeletons), but as only 2d6 sparks are battlefields, but not appearing until the
care what living creature it kills, a normally turned or destroyed by a cleric dead are long forgotten, sometimes not for
tymher-haid will consider attacking any performing this attack, it might not serve years after their deaths. Because of the
living creature near it including humans, much purpose. sparks’ vulnerability to water, a
tymher-haid does not often survive for
long after its formation, being more likely
to die in a normal rainstorm than at the
hands of adventurers. Thus, a tymher-haid
usually does not get far from its place of
origin.
Because a tymher-haid is formed of such
commonly available stock, more than one
evil necromancer has attempted to
discover a spell that will create or control
one. While they have several similarities to
the lowest forms of undead, the corpses
animated using the animate dead spell on
the site of a mass death (where a
tymher-haid might be expected to form)
would create zombies and skeletons but
no swarm of deadly sparks. Even powerful
necromancers find themselves unable to
work with a tymher-haid, as the control
undead spell grants control over only six
sparks at a time. Only the most dedicated
of necromancers would dedicate years of
research to create and control a
tymher-haid.

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84 OCTOBER 1992
Adding “real” sea serpents to your campaign
by Gregory W. Detwiler
Artwork by Alan Pollack
Sea serpents are a common part of mar- Heuvelmans describes due to the fact that Super otter
itime lore, and most people relegate them we know they exist.
to myth and legend. However, some scien- In 1930, the Danish oceanographer and CLIMATE/TERRAIN: Arctic waters
tists have studied the reports in detail, find- biologist Dr. Anton Bruun was conducting FREQUENCY: Very rare
ing many cases around the world where a marine survey in the South Atlantic; one ORGANIZATION: Solitary
the reports agree on all the details. The which included trawling the depths to see ACTIVITY CYCLE: Any
France-Belgian zoologist Bernard Heuvel- what lived down there. Among the speci- DIET: Carnivore
mans, current president of the ISC (Inter- mens he brought back up was an elver (an INTELLIGENCE: Animal
national Society of Cryptozoology), is the eel larvae) six feet long. Normal elvers are TREASURE: Nil
most noted of these. By studying the most only a few inches long at most, yet they ALIGNMENT: Neutral
reliable sea serpent reports, he has deter- can grow into 6’ eels. Extrapolating from NO. APPEARING: 1-2
mined that there are at least seven different this, Dr. Bruun calculated that this elver ARMOR CLASS: 4
types of sea serpent in the ocean today, might grow into an eel anywhere from MOVEMENT: SW 12
with two more possible species that are not 108-180’ in length! A more conservative HIT DICE: 12
as well reported or described. approach, assuming a slower growth rate, THAC0: 9
Aside from Heuvelmans’ creatures, still suggests an eel 50’ in length. To top NO. OF ATTACKS: 1
other scientists like Ted Holiday have the- this off, he brought the eel larvae up in DAMAGE/ATTACK: 1-10
orized sea monsters of their own. This the exact vicinity of one of the most SPECIAL ATTACKS: Nil
article describes these “real” sea serpents, famous sea serpent sightings of all time: SPECIAL DEFENSES: Nil
and either names creatures already listed that of the S.S. Daedalus in 1848. The MAGIC RESISTANCE: Nil
in the MC3 FORGOTTEN REALMS® drawings and descriptions of this creature SIZE: G (65'-100')
Appendix to the Monstrous Compendiums are far more like an eel than anything MORALE: Average (10)
that could be these serpents (some with else: an interesting coincidence, at the XP VALUE: 2,000
modified statistics) or gives them entirely very least. The last I heard, Bruun’s speci-
new statistics. men was still preserved in alcohol at the Many-humped: This long, serpentine
Charlottenlund Marine Biological Labora- creature is thought to be a form of primi-
tory, on the very outskirts of Copenhagen. tive whale. Its head is oval-shaped, blunt,
The big nine For AD&D® game purposes, the super- and flat on top, with a broad snout that
These are the creatures Heuvelmans eel should be treated as a giant eel, but makes it look like a hornless ox. Its neck is
describes in his massive volume In the one 50, 108, or 180’ in length. Its swim- slender and of medium length, and a
Wake of the Sea Serpents. The average ming speed should be reduced to 8 and 7 small triangular fin has sometimes been
length for all sea serpents is on the order for the last two versions, while the HD for seen on the shoulders. Its most distinctive
of 60’-100’, although larger specimens are the three specimens would be boosted to feature, however, is the row of regular
certainly possible. Heuvelmans points out 9, 13, and 18, respectively. THAC0 for them humps all along the back. The many-
that the wake a swimming creature leaves is 11, 7, and 5. XP value is 975, 3,000, and humped serpent has a pair of flippers up
behind it may be mistaken for part of its 10,000 for the largest! Damage/Attack is front, while its tail is double-lobed like
body (hence the title of his book), result- 4-16, 3-18, and 5-20, while AC and all other other whales’. Its skin is generally smooth,
ing in exaggerated lengths given by wit- stats are ‘the same. though sometimes rough. The top is dark
nesses. He also pointed out, however, that brown to black in hue, while the lower
animals can grow to very great size when Super otter: This is a primitive aquatic portion is pure white. This coloration is
buoyed up by water, and that the serpen- mammal, probably closely related to favored as camouflage by sea creatures
tine form most of the creatures in this whatever carnivorous mammal first that hang around the continental shelf,
article have distributes weight very returned to life in the sea. It may also be a and sure enough, that is where the
evenly. Thus, a serpentine creature 250’ real sea serpent that does not exist any reports of the Many-humped come from.
long (one of the largest sizes reported) more; the last definite sighting was in Sometimes this sea serpent also has a
would weigh no more than a bulky blue 1848, so it may have been driven into white stripe or two on the side of the
whale 113’ long (the record for this extinction, possibly through competition neck.
species). As a final note of caution, none with the Long-necked (see below). It has a It has been suggested that the famed
of the air-breathing animals described flat, elongated head, small eyes, a slender- humps are hydrostatic organs, or sacs of
below spouts like a modern whale. They neck of medium length, and a long tail skin that can be inflated with air at will.
stick only their head or part of it above that ends in a point. Its spine is so flexible They can serve both as a reserve supply of
the surface to breathe, making a mockery that it can form six or seven bends visible air for long dives, and—as they are right
of skeptics’ claims that they would be when the animal is on the surface. It has on the spine—to provide stability for the
seen more often. webbed feet with definite toes, making it creature when it swims on the surface. It
the least specialized of sea serpents. It has can hit a top speed of 35-40 knots. Nearly
Super eel: This is just what it sounds no fins or other appendages on its back; all reports come from the eastern coast of
like: an enormous eel. There may be its skin is rough or wrinkled, a light or North America, with a particular empha-
more than one species, as some have grayish brown in color. It lives only in Arc- sis on New England. It generally stays in
blunt heads, some pointed; some are red- tic (generally Scandinavian) waters, and warm water, which in northern areas
dish, some are blue or blackish-brown on Heuvelmans makes the point that melting means the Gulf Stream, but does venture
top and white underneath, while still oth- ice makes polar waters the least salty in into the cooler waters during the sum-
ers are speckled (the speckled ones seem the world, making it easier for a land ani- mer. It has the same average length noted
confined to the Mediterranean). Most mal to adapt itself to life in the sea. for sea serpents in general, but may reach
seem built on the order of a greatly Remember, this is where the polar bear a maximum of 115’. It can do 2-12 points
enlarged conger or moray eel. They are all lives. of damage with its bite, does not attack
different from the other “sea serpents” with its tail, and has a swimming speed of

DRAGON 11
30, but otherwise has the same stats as the leather, colored brown with dirty yellow has been suggested that these “hairs” are
common whale (12 HD). patches that can give it a general impres- really respiratory organs in the form of fil-
sion of being greenish gray. It is generally aments, absorbing air from the water and
Many-finned: This is another primitive reported in shallow coraline or rocky enabling the beast to remain under
whale, one whose back is protected by an waters, and creatures that live there usu- longer. (Some frogs are known to have
armor of bony plates, giving it a faint ally have this speckled coloration. this arrangement.) The Merhorse’s head
resemblance to a lobster. The armored The Many-finned can reach to a hun- is horselike, but also quite wide, giving it a
back has a saw-toothed crest along the dred feet long, but generally does not get diamond-shaped (and snakelike) appear-
spine, and it also has up to a dozen pro- over 70’. It lives in tropical waters all over ance when viewed directly from the front.
jections to either side, like the side spikes the world, with the most famous series of Its forward-facing eyes are huge, demon-
of an ankylosaur. The animal is so bur- sightings made by the French Navy in strating that it hunts in the darker depths
dened with armor that it must roll on one Along Bay off the Vietnamese coast. This of the sea. The eyes are black, though they
side to turn. When it rolls, the projections may be the reason why French scientists may seem red or green when light strikes
are visible, and mistaken for fins. The are, as a group, less skeptical about sea them directly. The mouth is wide, edged
armor gives the creature’s back AC 3. serpents than their counterparts in other with thick, light-colored lips, and sur-
The head is rounded, rather like a calf, countries. It has the same attack as the rounded by bristles. The face is very hairy,
with small but prominent eyes placed Many-humped, has a swimming speed of possibly giving the thing a moustache.
high on the head (like a hippo). The Many- 12, and otherwise has the stats of the The medium to long neck supports the
finned serpent’s mouth is wide, with its common whale. mane. Some observers report a jagged
nostrils clearly visible to the muzzle’s crest on the back, but this is probably just
front and surrounded by hairs. It has a Merhorse: This creature is built like a tufts of hair sticking together. The Mer-
short, slender neck. There are flippers to slender-bodied plesiosaur, but appears to horse has a pair of front flippers, with
the front, and it has a flattened, three- be a form of enormous sea lion. It gets its rear flippers that have either joined
lobed tail that is only slightly spread and name from an impressive horselike mane together in a vertical plane to form a false
that increases the resemblance to a lob- of reddish hair on its neck. Since most tail, or have disappeared entirely and
ster. Its skin is smooth, like tanned aquatic mammals have almost no hair, it been replaced by a two-lobed tail with a

12 FEBRUARY 1993
jagged rear edge. It has smooth, shiny skin thick, fat body with visible rolls of fat that probably an enlarged descendant of the
like a sea lion, which may be covered with can form from 1-3 humps as the animal Cretaceous sea turtle Archelon. Stats are
short fur. The whole animal, aside from bends its body while swimming. It has four those from the MC3, with the following
the mane, is uniformly dark brown, steel seallike flippers, and its tail is either nonex- exceptions: 16 HD; THAC0 5; DAMAGE/
gray, or black. Merhorses reported in istent or a mere stump. The skin looks ATTACK 2-20; SIZE G (60’ long by 40' wide);
warm water are a mahogany color. It smooth when wet, but rough and wrinkled XP VALUE 8,000.
apparently lives on large fish and squid, as when dry or when viewed up close. Col-
tales from such disparate locations as oration on top is dark brown, with gray, Yellow belly: This poorly described and
Scandinavia and the South Pacific tell of black, or whitish mottling; the underside is infrequently encountered creature is
enmity between sea serpents and squids. a much lighter, dirty yellow hue. shaped like a tadpole up to 100’ long, with a
Except for the Indian Ocean and the polar The Long-necked is just as fast as the huge flat head that imperceptibly merges
regions, it has been reported all over the Merhorse, and, except for the fact that its into its flat body. Its tail is extremely long
bite only does 1-8 points of damage, its and tapering. The Yellow belly is a very strik-
stats are the same. It has been reported in ing shade of yellow in color, with a black
all but the coldest waters, and it seems to stripe all along its spine and black trans-
Merhorse prefer cool waters in summer and the verse bands on its sides. It has only been
tropics in winter. reported in tropical waters. Because its
CLIMATE/TERRAIN: Subarctic to description is so vague, there is, as yet, no
tropical waters Marine saurian: Of the seven sea ser- way to make even an educated guess about
FREQUENCY: Rare pents Heuvelmans describes, the Marine what kind of animal it is (if it exists at all).
ORGANIZATION: Solitary saurian is the only one that is definitely a Use the statistics of common whales with
ACTIVITY CYCLE: Any reptile. Generally, it looks like a giant croc- maximum hit dice, doing damage only with
DIET: Carnivore odile about 60’ long, with either flippers a bite that does 3d4x5 points of damage.
INTELLIGENCE: Animal instead of legs or legs with webbed feet.
TREASURE: Nil The eyes are prominent, and, in some Great orm: In July 1966, an oddly-
ALIGNMENT: Neutral cases, its tail may end in a fishlike fin. Its shaped prehistoric worm was described to
NO. APPEARING: 1-2 grayish or reddish brown skin looks the scientific community. Tullimonstreum
ARMOR CLASS: 5 smooth, but scales still remain in some gregarium was only a few inches long (a
MOVEMENT: Sw 30 places, forming rings around the body school of them, possibly young ones, had
HIT DICE: 14 and creating a slight dorsal crest. It is been buried in a cloud of sediment and
THAC0: 7 found all over the tropics, and prefers the preserved that way), but it looked for all
NO. OF ATTACKS: 1 open sea to the coast. the world like a miniature plesiosaur. It
DAMAGE/ATTACK: 4-16 Given the varying descriptions, more had a small but distinct head (unusual for
SPECIAL ATTACKS: Nil than one species of animal could be in- worms), a slender, swanlike neck, a tor-
SPECIAL DEFENSES: Nil volved here. Those with flippers could pedo-shaped body with a pair of paddle-
MAGIC RESISTANCE: Nil well be mosasaurs (detailed in MC3) like flippers up front, and a tail that looks
SIZE: G (60’-100’) though they could just as easily be plesio- like an ace of spades. In an amazing exam-
MORALE: Steady (12) saurs (short-necked plesiosaurs, such as ple of convergent evolution, this worm
XP VALUE: 4,000 the Kronosaurus from Australian waters) from the Carboniferous period came to
that should have the same general stats. look like a plesiosaur, and undoubtedly
Long-necked: This creature is about the The web-footed crocs could be surviving lived like one. In his book, The Great Orm
size of the Merhorse, and some people Thalattosuchians, or sea crocodiles from of Loch Ness, F. W. Holiday stated his opin-
mistakenly assume they are different sexes the Mesozoic Era. They would differ from ion that Nessie and sea serpents in general
of the same species. However, the differ- the standard giant crocodile in the follow- are giant forms of Tullimonstreum.
ences are too great for that. For example, ing ways: NO. APPEARING: 1-2; no land Holiday gives a number of good reasons
aside from a few whiskers on the muzzle movement, SW 18; HD 14; THAC0 7; #ATT: for his theory. The loch has been checked
and a hairy crest making a short ridge 1 (bite); DAMAGE/ATTACK: 7-28; SPECIAL by sonar a number of times, sometimes
along the spine, no hairs are visible on the ATTACKS: Swallow whole; SIZE G (60’); XP showing creatures, sometimes not. If the
Long-necked sea serpent. Its neck is also VALUE: 8,000. creatures in the loch were lying, wormlike,
far more slender than that of the Mer- Father-of-all-the-turtles: Named after on the bottom, the sonar would not distin-
horse, and is quite long. Though it may a similar creature from Sumatran leg- guish them as separate objects. Also, an
look like a plesiosaur, it, too, is a giant form ends, this is basically a giant sea turtle 60’ aquatic worm would mainly breathe
of sea lion. Its eyes are too small to be seen long and 40’ wide. It has a mouth so wide through gills, so it would not have to sur-
unless the observer is very close, and a pair that it splits the head in two when it opens face for air, explaining why more sightings
of short hornlike tubes project from the (one report claims the inside of the mouth are not made. In his second book on this
top of the head. These are probably breath- is a brilliant red color), large eyes, and a subject, The Dragon and the Disc, he men-
ing tubes, erectable at will, enabling the shell whose front slopes up and backward tions a case from the past where an “orm”
creature to take air while remaining virtu- in front, then slants down toward the rear. came ashore, got itself wedged in a crevice
ally invisible at the surface. If extended The scales on the front are hardly notice- or something, and died. The awed locals
while below the surface, these tubes let the able, while those to the rear of the shell reported that it “melted away” without leav-
Long-necked exhale under water without are so large they have been compared to ing any traces behind. Since worms are
blinding itself with the stream of bubbles. roofing shingles. Sometimes fleshy fila- soft-bodied, shell-less invertebrates, they
The Long-necked has a very small ments are reported hanging around the would leave no bones or other remains
round head, with a tapering muzzle like a mouth. There are only a few reports of behind once their flesh had rotted away.
seal’s, often compared to the head of a this beast, the last in 1960. Oddly for a rep- Another bit of evidence is the fact that
horse, giraffe, or camel. Its neck is cylin- tile, it is found in cold temperate areas. close views of Nessie instill far more revul-
drical and is flexible enough to bend in any However, really large reptiles lose heat sion in people than would seem to be war-
direction or to stick out of the water per- more slowly than their smaller fellows, ranted by a good look at a plesiosaur,
pendicularly. As mentioned before, it has and the Leatherback turtle does travel far long-necked seal, etc. One witness actually
no mane, but a fold in its skin behind the to the north. described the body as “wormy; creepy. The
head seems to form a sort of collar. It has a If it exists, the Father-of-all-the-turtles is entire body had movement all over it all

DRAGON 13
the time.” Echoing these sentiments was a save vs. wands. The fate of those who fail creatures is that they are all living today,
woman who actually took two photographs is determined by their size: Creatures of or at least are said to be living today. Thus,
of a similar beast in a different loch. She Size L and smaller are killed while larger they are more plausible monsters for
said she would not like to see the animal creatures are stunned for one round. modern games than dragons, dinosaurs,
again because she did not like the way it Most fish and squid found in sperm whale etc. Unless your gaming world assumes
moved when it swam. The two photos stomachs are relatively small; the epic bat- the entire ocean has been poisoned, you
showed a head that merged imperceptibly tles with giant squid occur when a whale can even have them on Earth in futuristic
into the neck (no eyes or other features finds one that it can stun long enough to games, including post-holocaust ones like
were visible), and a body that changed catch up to, but that is too big to be killed the GAMMA WORLD® game. A steady diet
shape as it swam. Another witness said the outright by the sonic attack. Giving sperm of them can be tiresome, but for the occa-
“obscene” thing reminded him of a giant whales this ability adds 1,000 XP to their sional unusual scenario, they can be just
stomach with a long, writhing gut standard value. what the GM ordered. Needless to say,
attached. Charming! In an early sighting In game terms, most of the creatures anything that makes games more interest-
after the Loch Ness fracas began, a Mr. and described here are just modified AD&D ing is highly desirable, indeed.
Mrs. Spicer saw the thing flop across a monsters. However, remember that even
road and plunge into the loch. They said superficial changes in a monster’s looks
that more than anything else, it looked like can make it seem brand new in the play- Reference
a giant slug. There are many descriptions ers’ eyes. In the case of the mammalian sea In the Wake of the Sea Serpents, by
of these lake monsters leaving trails of serpents, for instance, the only superficial Bernard Heuvelmans; American edition,
slime behind them when they come out on difference between them and plesiosaurs Hill and Wang, 1968; original French edi-
land. Whatever game system you use, don’t is a little bit of hair and a body that bends tion, Librarie Plon, 1965. This massive vol-
be surprised if your NPC hirelings, col- vertically instead of horizontally; the last is ume (over 600 pages) is the definitive work
leagues, or whatever take to their heels at a reminder of the days when the first on the subject. Extensive lists of sightings,
the first sight of the thing. mammals had to abandon the reptilian maps showing distribution by species-
Use the Elasmosaurus stats from MC3 sprawl in favor of a gait that enabled them this book has it all.
with the following modifications: ACTIVITY to more efficiently slip into the smallest There Are Giants in the Sea, by Michael
CYCLE Any; HD 20; THAC0 5; DAMAGE/ cracks to escape dinosaurs and other Bright; Robson Books, Ltd., 1989. Bright is
ATTACK 3-30; SPECIAL DEFENSES Poison- predators, making mammals the only ver- more skeptical about the more exotic
ous secretions from its warty flesh (save vs. tebrates that move up-and-down instead of creatures Heuvelmans theorizes about.
poison at -1 if you touch it with bare flesh, side-to-side. Look at the illustrations and The main value of this book is the fact that
or die); SIZE G (100’); XP Value 14,000. think of how they’ll appear to the PCs. The it includes modern sea serpent sightings
game stats might be basically the same, but from the time after the publication of In
you’re the only one who knows that. the Wake of the Sea Serpents, including a
Monsters in campaigns The best part about this collection of Continued on page 24
These creatures are intended as addi-
tional monsters for the AD&D game, so
naturally this article uses AD&D game
terms, However, since these creatures are
reported to be alive today, they can be
used in any historical or modern cam-
paign, such as the TOP SECRET S.I.™
game, the CALL OF CTHULHU* game, the
DARK CONSPIRACY* game, or any super-
hero game. Lake monsters (which,
depending on which expert you believe,
are either Tullimonstreums or giant sea
lions like the Long-necked) are found in
Scotland, Ireland, Sweden, the USSR, the
USA, Canada, Italy, Japan, Australia,
Malaysia, Argentina, and in some portions
of tropical Africa, thus giving globe-trotting
PCs plenty of opportunities to encounter
them. True sea serpents, of course, can be
encountered anywhere on the high seas.
Although they aren’t sea serpents, sperm
whales are their competitors and possibly
their predators. They should be given a
new nonmagical attack form, based on
their unusual way of catching prey. I never
stopped to wonder how a boxlike sperm
whale could catch a torpedo-shaped, jet-
propelled squid, until I actually read about
how whales catch their prey—they use
powerful, focused sounds waves to stun
their victims. This works because sound
waves have a much greater impact under-
water than in the open air.
In game terms, this sonic blast has a
range of 100’ in a beam 10’ wide. Any living
creature hit by this sound beam (gener-
ated by the whale’s sonar apparatus) must

14 FEBRUARY 1993
the character can equalize the air pres- Deep encounters struck by a tentacle must save vs. para-
sure in the mask to that of the surround- Once the characters are properly lyzation or be grasped. Grasped creatures
ing environment by exhaling through his equipped, all that is left is for them to automatically suffer 1d2 hp constriction
nose. Of course, if a character is magically begin exploring. The following is a list of damage per attached tentacle on each
breathing water, this tactic is of no use as some of the creatures they may encounter subsequent round. Moreover, if a creature
water will fill the mask and obscure on the ocean floor. All are at least loosely has been grasped by two or more tenta-
vision. Eyeglasses and contact lenses that based on actual animals. MC11, the sec- cles, the deep-dweller receives a +2
correct for water distortion do not have ond FORGOTTEN REALMS® appendix to bonus on all succeeding attack rolls made
the depth limitations of goggles and masks the Monstrous Compendium, includes with its beak. A victim may attempt to free
because they do not rely on air spaces to another deep-sea usable monster: the itself by rolling his Strength or less on 2d8;
correct for vision distortion. However, golden ammonite. success indicates that a tentacle has been
such eyewear can be crafted only by the removed (a separate check being made
most skilled artisans. The cost is 1,000 gp for each tentacle). Regardless of whether
for glasses and 5,000 gp for contacts, and Octopus, deep-dwelling or not attempt is successful, a creature
they each require at least three weeks to trying to remove a tentacle may perform
fashion. Use of any of the above-men- CLIMATE/TERRAIN: Deep ocean/ no other actions.
tioned items quintuples underwater Hydrothermal vents Grasped creatures may also be freed by
vision, light permitting, and negates any of FREQUENCY: Very rare severing the tentacles that hold them.
the aforementioned penalties. ORGANIZATION: Colony Each tentacle takes 2 hp damage to sever,
Fortunately, with a bit of ingenuity, all ACTIVITY CYCLE: Any and this amount is not subtracted from
of the obstacles to underwater adventur- DIET: Carnivore the creature’s total hit points. Grasped
ing can be overcome with relative ease. INTELLIGENCE: Average (8-10) creatures may attack but do so at a -2
The following magical items could prove TREASURE: See text penalty; they may not cast spells. Severed
useful: apparatus of Kwalish; boots of the ALIGNMENT: Neutral (good) tentacles regrow in 1d6 months.
north; winged boots (user may swim at NO. APPEARING: 10-40 In general, deep-dwellers have little
MV 9); cloak of the manta ray; cube of ARMOR CLASS: 7 contact with hostile groups, having driven
force; cube of frost resistance; decanter MOVEMENT: 3/Sw 12 out rival predators long ago. Most reside
of endless water (provides rocketlike HIT DICE: l-l in a state of semi-innocence and possess
locomotion); gem of brightness; gem of THAC0: 19 no weapons. The few colonies that have
seeing (may correct underwater vision); NO. OF ATTACKS: 7or4 been recently attacked always have special
gauntlets of swimming and climbing; helm DAMAGE/ATTACK: 1-2(x6)/1-3 or defenses. Against larger opponents, for
of underwater action; necklace of adapta- 1-6(x3)/1-3 example, they have been known to employ
tion; net of snaring; oil of elemental SPECIAL ATTACKS: See text small spears of bone. These weapons do
(water) invulnerability; oil of slipperiness SPECIAL DEFENSES: See text 1d6 hp damage, require two tentacles
(may negate effects of pressure); pearl of MAGIC RESISTANCE: Nil each to employ, and cannot be thrown.
the sirines; potion of water breathing; SIZE: M Deep-dwellers may also attempt to sur-
potion of flying (imbiber may swim at MV MORALE: Average (8) prise foes. A common ploy is for the
9); ring of elemental (water) command; XP VALUE: 75 octopi to approach their victims from
ring of free action; ring of swimming; ring above, having “turned off” their lumines-
of warmth; ring of water breathing; scroll The deep-dwelling octopus is a distant cence. In such cases characters take a -2
of protection frorn water; trident of fish cousin of the common octopus, averaging penalty to their surprise rolls.
command; wand of illumination; wand of 8’ in diameter and weighing about 65 lbs. Although not cowardly by nature, deep-
polymorphing. Its skin has a bioluminescent pigment that dwellers do not hesitate to break off com-
Characters may also create or find it manipulates with great facility. Thus, in bat if it begins to go against them. (An
exotic magical items. While the effects of the absolute darkness of the ocean’s exception to this is a female protecting
any given item are subject to interpreta- depths, it appears as a floating; shifting her young.) Typically, they emit a burst of
tion, kind DMs may rule that magical arrangement of greenish lights. Under glowing ink (sepia), turn off their own
items that allow characters to breathe sunlike illumination, it can be seen that luminescence, and flee the area. At short
water also negate the harmful effects of the deep-dweller has a whiter skin and range, the cloud obscures vision; at long
pressure, as the water fills all air spaces larger body sac than its shallow-dwelling range, it may be mistaken for an actual
in the body. relative. Its illuminating pigment aside, a deep-dwelling octopus. Furthermore, the
In addition to magical items, there are deep-dwelling octopus possesses no ability cloud of ink is naturally cohesive. Charac-
various spells, psionic powers, and shape- to camouflage itself. It lives for an average ters or objects caught in the cloud (all
changing abilities that could prove useful. of 30-35 years. within a 10’ sphere must save vs. breath
One note of caution should be given as to Combat: Peaceful by nature, the deep- weapon at -2 to avoid) continue to glow
the effects of the last ability. The fact that dwelling octopus has little combat experi- for 4d4 hours; the effect is similar to a
a character has been polymorphed into a ence, aside from battling the occasional faerie fire spell.
water-breathing animal does not neces- predatory fish. Nevertheless, when threat- Habitat/Society: Deep-dwelling octopi
sarily provide protection from either ened, it can be a cunning and tenacious are found on the ocean floor at depths
pressure or cold. The results depend on fighter. When entering combat, a deep- greater than 9,000’ and in the vicinity of
the species of animal chosen. dweller normally anchors itself with two of hydrothermal vents. As vents are transient
Finally, characters might use a combi- its tentacles and attacks with the other six. by nature, octopoid communities are fre-
nation of magic and technology to allow Each tentacle can inflict 1d2 hp damage quently on the move.
them to explore the ocean depths. Kryn- with a blow. All six may be directed against Deep-dwellers communicate with each
nish gnomes, for example, might be able a single opponent, or the attacks may be other by a combination of clicking noises
to devise a submersible, perhaps with distributed among up to three adversaries. produced by their beaks and by altering
walls of adamantite able to resist tremen- A deep-dweller may also bite with its pow- the pattern of lights on their bodies. This
dous pressure. Of course, considering the erful beak for 1d3 hp damage. makes communication with other races
reputation of these gnomes, it would take The tentacles of a deep-dweller are somewhat difficult. A tongues spell grants
a brave adventurer to test such a device. tough and can hold with surprising comprehension to a character, but it does
strength. Opponents less than 4’ tall not allow him to speak unless he can also

20 FEBRUARY 1993
vent, they raise giant tube worms and
clams. The clams and worms provide
food and, when the shells are cleaned out,
shelter. Farther from a vent, the octopoids
tend fields of shrimp and mussels. Some
octopoid communities are known to raise
crabs and lobsters as well.
Deep-dwellers do not have a concept of
money as such, but individuals may pos-
sess treasure. Pearls are often strung to
form necklaces or bracelets, then sprayed
with ink so as to glow. Octopoids are fine
sculptors whose work would certainly be
considered unique if brought to the sur-
face. Additionally, the area surrounding the
hydrothermal vent is typically rich in pre-
cious metals, though these would require
excavation. Finally, many wizards would
pay dearly for a bottle of deep-dwelling
octopus ink, as it can be used to prepare
magical glyphs and scrolls.

Tube worm, giant


Giant tube worms are a fairly common
sight near hydrothermal vents. The mun-
dane variety consist of pacific suspension
feeders, measuring about 6’ high and 2’ in
diameter. They possess an extremely
durable outer casing of a dark yellow col-
oration. Their bodies are of a pale yellow.
The heads are topped with flowery appen-
dages and are extended while feeding.
Carnivorous tube worms, also known
as blood worms, closely resemble their
peaceful relatives but are thankfully more
rare. Their heads lack the flowery
appendages of the common variety;
instead, they are adorned with wide
mouths containing an extremely wicked
assume the form of an octopoid and naturally curious. Should they be intro- set of sharp teeth.
reproduce its bioluminescence. duced to either phenomenon, it could Combat: The common giant tube
Deep-dwellers have neither been affect their culture radically. worm has no form of attack. As its body is
exposed to magic nor have developed the Ecolom: Deep-dwelling octopi have comparatively vulnerable (AC 7), it relies
concept of religion. Thus, they have no established an agrarian society. Near the on its shell to provide it with protection
mages or priests. The octopi are, however, hottest land most nutrient-rich) part of a (AC 2). The worm can sense pressure
caused by either sound or movement and
Tube worm, giant is thus very difficult to surprise (+2 bonus
Common Carnivorous to avoid surprise). Should it feel threat-
CLIMATE/TERRAIN: Deep ocean/ Deep ocean/ ened by the approach of another creature,
Hydrothermal vents Hydrothermal vents which is almost always the case, the worm
FREQUENCY: Rare Very rare withdraws inside its tube. A valve (AC 2)
ORGANIZATION: Colony Clump seals the tube from the top, and the ani-
ACTIVITY CYCLE: Any Any mal is then well protected from attack.
DIET: Suspension feeder Carnivore Carnivorous giant tube worms are usu-
INTELLIGENCE: Non- (0) Animal (1) ally encountered hidden among the more
TREASURE: Nil See text common variety and are 90% indistin-
ALIGNMENT: Neutral Neutral guishable from the latter. They typically lie
NO. APPEARING: 20-200 2-8 in wait for a suitable meal to pass by, then
ARMOR CLASS: 2/7 2/7 strike out with speed and ferocity (+2 to
MOVEMENT: Nil Nil surprise roll). The body of a worm is
HIT DICE: 1+1 2+2 extremely flexible and can extend to 3’ in
THAC0: Nil 19 all directions from the top of its tube. Car-
NO. OF ATTACKS: 0 1 nivorous tube worms are unpleasant fight-
DAMAGE/ATTACK: Nil 2-8 ers: In addition to their nasty teeth, they
SPECIAL ATTACKS: Nil Surprise, poison secrete a weak poison through their saliva
SPECIAL DEFENSES: Alert Nil (save vs. poison at +2 or lose 2 points of
MAGIC RESISTANCE: Nil Nil Dexterity for 1d6 turns from burning and
SIZE: M (6’ long) M (6’ long) itching). They are not, however, overly
MORALE: Unreliable (4) Steady (11) brave, and if they lose more than 50% of
XP VALUE: 35 120 their hit points they retreat to the compar-

22 FEBRUARY 1993
ative safety of their tubes. damage. Moreover, a character must make weeks, moving about slowly (MV 1) by
Habitat/Society: Giant tube worms are a Dexterity check or have a limb trapped. means of undulating cilia.
found exclusively in the vicinity of Trapped characters take 2 hp damage per Ecology: Giant clams are suspension
hydrothermal vents. Generally, the hotter round until they are successfully freed. A feeders. Those growing around
the water (and therefore the more nutri- character may attempt to get free by mak- hydrothermal vents live in a symbiotic
ent rich), the more worms are found. ing a successful bend bars/lift gates check; relationship with bacteria that convert
Both types of worms are exclusively sexu- if this is done, no other action can be suspended mineral particles into food.
ally reproductive. The young, numbering taken that round. Up to four other people Those living in other areas feed on sus-
several thousand, are emitted from a geni- may attempt to help free a trapped charac- pended organic matter. Giant clams, both
tal valve found near the head on the ter. For each additional person helping, as fry and in their mature state, are a
female. While neither type of worm col- add that person’s bend bars/lift gates roll source of food for many of the sea’s crea-
lects treasure, some items may (rarely) be to the trapped character’s chance to win tures. Deep-dwelling octopi have been
found near the base of the carnivorous free. The chance of opening a clam is dou- known to use their shells as lairs.
variety. bled if a person uses a spear, sword, or Giant oyster: A relative of the giant
Ecology: The common giant tube similar item to gain leverage. clam, the giant oyster has a grayish color, a
worm lives in a symbiotic relationship Alternatively, a character may be freed more elongated shape, and a more uneven
with chemosynthetic bacteria. The bacte- by killing the clam. This is, however, no exterior, but otherwise conforms to the
ria are found in the guts of the worm and easy task. The exterior of the clam is so previous statistics. Additionally, there is a
convert mineral particles into food. The thick and hard (AC 0) that piercing 5% chance that a giant oyster contains a
worms serve as a source of food for many weapons do but 1 hp damage, plus any giant pearl. The value of these pearls is
creatures, and their hollowed-out tubes Strength and magical modifiers. Slashing most commonly about 1,000 gp each, but
are often used as lairs. Most creatures not weapons do half damage, while blunt exceptionally large, flawless specimens are
native to hydrothermal vents find the weapons do full damage. The interior of worth more than 10,000 gp.
worm’s meat inedible because of its high the clam is relatively vulnerable (AC 7) but
sulfur content. can be attacked only by missile weapons
Carnivorous giant tube worms eat or weapons over 4’ long, and then only if Dragon fish9
almost anything they can grab and are the clam is at least partially open. Note Dragon fish are very large eel-like crea-
considered a great nuisance by deep- that a clam held open because it is grip- tures that sport a massive array of teeth
dwelling octopi. ping someone’s limb is considered to be and exhibit a cunning intelligence. In the
partially open. If a campaign uses the case of the saber-toothed, the teeth are so
alternative critical-hit or called-shot rules, overwhelming that the animal cannot
Clam, giant a character may sever the muscles that close its mouth. They were named by fish-
bind the clam shut without killing it.8 ermen who noted their resemblance to
CLIMATE/TERRAIN: Deep ocean/ Habitat/Society: Giant clams are typi- the Oriental dragons. While dragon fish
Hydrothermal vents cally found in the vicinity of hydrothermal are not actually kin to dragons, being true
FREQUENCY: Rare vents, although they may very rarely be fish and not reptiles, they are fearsome
ORGANIZATION: Colony encountered in other parts of the ocean. predators nonetheless.
ACTIVITY CYCLE: Any Now and then, treasure items can be found All dragon fish are able to distend their
DIET: Suspension feeder on or near a giant clam, having been left by jaws and rearrange internal organs in
INTELLIGENCE: Non- an unfortunate trespasser. such a way as to swallow meals as large as
TREASURE: See text Giant clams reproduce sexually. The the animals themselves. The common and
ALIGNMENT: Neutral female lays hundreds of thousands of eggs saber-toothed varieties have no formal lan-
NO. APPEARING: 20-80 into the water where they are fertilized by guage, but if a speak with animals spell is
ARMOR CLASS: 0/7 the male’s sperm. The fry hatch in 3-4 used they can be made to comprehend
MOVEMENT: 1’
HIT DICE: 5+5
THAC0: 15 Dragon fish9
NO. OF ATTACKS: 1 Giant Saber-toothed Electric
DAMAGE/ATTACK: 2-12 CLIMATE/TERRAIN: Deep ocean/ Deep ocean/ Deep ocean/
SPECIAL ATTACKS: Crushing Any Any Any
SPECIAL DEFENSES: See text FREQUENCY: Rare Very rare Very rare
MAGIC RESISTANCE: Nil ORGANIZATION: Solitary Solitary Family
SIZE: M ACTIVITY CYCLE: Any Any Any
MORALE: Average (8) DIET: Carnivore Carnivore Carnivore
XP VALUE: 430 INTELLIGENCE: Low Semi- Low to Average
(5-70 (2-4) (7-9)
Giant clams are huge, mostly immobile TREASURE: B Bx2 B,H
bivalves. An average specimen measures 6’ ALIGNMENT: Neutral (evil) Neutral Neutral (evil)
high and over 3’ wide. The shell is verti- NO. APPEARING: 1 1 2-8
cally symmetrical, chalk white in color, ARMOR CLASS: 3 3 3
and several inches thick. MOVEMENT: Sw 18 SW 18 SW 24
Combat: Giant clams do not attack per HIT DICE: 6 5
se; rather, they possess an instinctive THAC0: 15 14 15
defense mechanism that can be danger- NO. OF ATTACKS: 1
ous to the unwary. Lining the lips of the DAMAGE/ATTACK: 3-18 4-24 2-12
bivalve are numerous, hairlike cilia that SPECIAL ATTACKS: Swallow whole Nil Jolt
are extremely sensitive to pressure. When SPECIAL DEFENSES: See text See text See text
touched, they cause the clam to slam shut MAGIC RESISTANCE: Nil Nil Nil
with great speed and force. Anything SIZE: L (10’ long) L (12’ long) L (8’ long)
struck by the two shell halves (make a nor- MORALE: Elite (13) Champion (15) Steady (11)
mal attack roll) takes 2-12 hp crushing XP VALUE: 650 975 750

DRAGON 23
ideas of varying complexity. The electric until they have achieved full size, after Jacques Cousteau: Oasis Space, Vol. 1. New
dragon fish, a more intelligent and there- about one year. York: The Danbury Press, 1975.
fore more dangerous adversary, travels in Ecology: Dragon fish range for hun- “Hydrothermal Vent Animals: Distribu-
family groups that communicate by a dreds of miles in search of food. They tion and Biology.” Science Magazine, Vol.
combination of clicking noises and by have been known to attack deep-dwelling 229, 23 August 1985, page 713-717.
varying their discharge or electric current. octopus communities, and the later con- Jeppesen, Sport Diver Manual. Denver,
Combat: Dragon fish, often referred to sider them a grave threat. Colorado: Jeppesen Sanderson, Inc., 1975.
as devil fish by tritons, are constantly on May, Julian, The Land Beneath the Sea.
the prowl for a meal. They track prey at a New York: Holiday House of New York,
distance, up to one-half mile, by smell and Footnotes 1971.
sensing their movement in water. At 1. Most marine animals rely primarily McDaniel, Neil G. “Arms and the Man:
shorter ranges, they home in on the prey’s on sound, as sound travels well in water Twenty Years in the Grip of the Giant
electrical aura. Because of the acuity of whereas light does not. Several creatures Pacific Octopus.” Oceans, (April 1989),
their senses, dragon fish get a +2 bonus use echolocation as a means of guidance pages 39-45.
on surprise rolls. and thus constantly emit noise (shallow- Michelson, David Reuben et al. The
The common and electric varieties of dwelling bottlenose dolphins are a good Oceans in Tomorrow’s World. New York:
dragon fish stealthily approach a victim example). Julian Messner, 1972.
before attacking. After engaging in com- 2. In some fantasy worlds, the ocean Pierce, Q.L. Tidal Waves and Other
bat, both types are known to “play” with may not even have a definitive bottom, but Ocean Wonder. Englewood Cliffs, N.J.:
their food before devouring it, much as a might instead connect directly to the ele- RGA Publishing Group, Inc., 1989.
cat plays with a mouse. The common mental plane of Water.
dragon fish attempts to bite and maim its 3. An interesting exception to this rule is
prey, then apparently let it go, only later to the race of tritons, which (although they
follow the trail of blood and finish the job. prefer warm, coastal waters and appear to ----------------------------
When it is actually ready to consume its possess lungs) have the ability to travel to Monsters of the Deep
victim, it attempts to swallow it whole, any depth. Continued from page 14
which it does on a successful attack roll of 4. To safely ascend or descend, a char-
18 or better. The electric variety enjoys acter should travel up or down no faster 1985 sighting in San Francisco Bay (that’s
stunning its victims with repeated electric than 60’ per minute. Additionally, a char- right, the bay). This book also describes
jolts. A dragon fish emits a jolt of electric- acter must pause for 10 minutes after the sperm whale’s sonic attack.
ity in a 30’ radius around itself. Creatures every 100’ of depth change to give his body The Great Orm of Loch Ness, The
within 10’ of the dragon fish take 3-24 hp time to equalize pressure. Failure to abide Dragon and the Disc, by F. W. Holiday; W.
damage; those 11’-20’ away take 2-12 hp; by these safety restrictions has one of two W. Norton & Company, Inc., 1969 and
and those 20’-30’ away take 1-8 hp. If a sav- effects. A character that ascends too 1974. In these two books, Holiday gives an
ing throw vs. breath weapon is made, only quickly must make a saving throw vs. par- excellent defense of the theory that long-
half damage is taken. Additionally, crea- alyzation. Failure indicates that the char- necked lake monsters (and at least some
tures struck by a dragon fish’s electrical acter has contracted the bends, taking sea serpents) are giant worms, enlarged
attack must make a saving throw vs. para- 2d12 hp damage and suffering the effects forms of Tullimonstreum.
lyzation or be stunned for 1d4 rounds, los- of a symbol of pain. If a character In Search of Lake Monsters, by Peter
ing all Dexterity bonuses for armor class descends too quickly, he must make a sav- Costello; Berkley Medallion Books, 1975.
and making all attacks and saving throws ing throw vs. paralyzation or take 1d6 hp Peter Costello gives a comprehensive list-
at -2. Electric dragon fish can discharge damage and lose hearing in one ear, ing of the freshwater lakes across the
three jolts per day and are themselves determined randomly. Note that these sta- world that contain monsters. He supports
immune to electric attacks. tistics are for game purposes only! Heuvelmans’ theory that the long-necked
Saber-toothed dragon fish, being some- 5. Jeppesen, Sport Diver Manual, (Den- lake monsters are of the Long-Necked
what less intelligent than their brethren, ver, Colorado: Jeppesen Sanderson, Inc., variety of sea lion. There may be a mon-
rarely employ stealth in their attacks. They 1975) pages 1-27. ster in your neighborhood!
also fall short of the wanton viciousness of 6. Pages 55-57 in the 1st Edition Alien Animals, by Janet and Colin Bord;
their counterparts, being motivated more Dungeon Master’s Guide and page 79 in Stackpole Books, 1981. In this book, the
exclusively by hunger. Although larger than the 2nd Edition DMG have useful informa- Bords argue that all mystery animals
the common dragon fish, the saber- tion regarding vision, light, spell use and (including Bigfoot, the Loch Ness Monster,
toothed variety lacks the ability to swallow combat in underwater adventuring. The “phantom panthers,” etc.) are the products
prey whole because of its protruding teeth. statistics listed in this paper are based on of paranormal phenomena. I’ve included
Rather, it uses its scissorlike fangs to shred actual observation and should be compat- it because it has some good photos (at
its victims, then suck down the remains. ible with existing rules. least as good as such photos ever seem to
Habitat/Society: Dragon fish generally 7. Jeppesen, Sport Diver Manual, get) of lake monsters. Be sure to check out
make their lairs in the holds of sunken pages 2-42. the ones on pages 24-25 and 29 in particu-
ships or in caverns near the ocean floor. 8. The critical-hit and called-shot rules lar; the pictures on page 29 are mentioned
All types have a special fondness for met- were suggested by Rick Silva. in the discussion of the Great Orm.
als, perhaps because metals conduct elec- 9. The dragon fish and saber-toothed
tricity well, and they collect large hoards. dragon fish, based on real animals having * indicates a product produced by a company other
than TSR, Inc. Most product names are trademarks
Refined metals, such as coins and armor, the same names, should not be confused owned by the companies publishing those products.
are preferred to raw ore or nodules. with the dragonfish (written as one word) The use of the name of any product without mention of
Mating takes place once every third from the FIEND FOLIO® tome. its trademark status should not be construed as a
challenge to such status.
year, with the young being born live 6-8
weeks after conception. Male common
and saber-toothed dragon fish leave the Bibliography
female shortly after mating is concluded, Clemens, Elizabeth. Waves, Tides and
but the male of the electric variety stays Currents. New York: Alfred A. Knopf, Inc.,
with the female to form family groups. In 1967.
all species, the young rarely leave the nest Cousteau, Jacques. The Ocean World of

24 FEBRUARY 1993
A dozen new horned species from the world over
One way to increase the number and Bay unicorn The paralysis lasts for three days; if the
range of new creatures in a fantasy cam- Bay unicorns are chestnut-colored, with poison is not neutralized by the third day,
paign world without having to invent glowing red eyes. the victim dies of heart failure.
entirely new (and sometimes unbelievable) Combat: Bay unicorns (called “pyro- Habitat/Society: Black unicorns have
monsters is to develop new versions of an corns” by some sages) can use the follow- loose family habits similar to the pyro-
existing monster, giving each one powers ing spells each once per day: burning corns’. They do not mark out any particu-
not shared by similar species. In this arti- hands (from horn), heat metal, pyrotech- lar territory but continually wander from
cle, unicorns—among the most popular of nics, produce flame, fireball, produce fire. place to place (often invisibly) causing
all fantasy creatures—are so expanded for These spells are cast at the 11th level, with havoc. They may be ridden by exception-
the AD&D® game. spell effects generally emanating from the ally evil fighters or thieves of either sex.
The AD&D Monstrous Compendium horn. Bay unicorns are immune to the Ecology: These monsters are extremely
entry for the unicorn should be consulted effects of fire, heat, and smoke, either evil and have sharp canine teeth. They are
briefly before reading through this materi- magical or mundane. carnivorous creatures who prefer to eat
al, to see how the basic creature was Habitat/Society: Bay unicorns mate their meat while it is still alive. A black
developed here into 12 new strains. A once per year, then go their separate unicorn’s horn can be used to brew ex-
unicorn, as most gamers know, appears to ways. The young are protected by their tremely virulent poisons that kill their
be a white horse with cloven hooves, a mother until they are six months old, then imbibers within one round if a saving
single ivory-colored horn (2’-3’ long) grow- are left to fend for themselves. throw vs. poison is failed or cause paraly-
ing from its forehead, and, on males, a Bay unicorns make their homes in un- sis for 1-3 hours if the save is successful.
white beard. For our purpose, the “regu derground labyrinths, caverns, dungeon
lar” unicorn is here called a sylvan uni- complexes, mines, and volcanic tunnel Brown unicorn
corn. All unicorns, including those passages that do not go deeper than a few Brown unicorns are unicorns with light
described here unless otherwise noted, hundred feet. They feed upon the fungi brown body hair and dark-brown tails,
have the following attributes: and small creatures that can be found in horns, and eyes.
A unicorn can sense enemies at a 240- underground areas. They mark the walls Combat: Brown unicorns communicate
yard range, moving so silently that foes of their subterranean territory in the same with each other mentally. They have magi-
take a -6 penalty to be surprised. It can way that sylvan unicorns mark trees in cal (nonpsionic) telepathy (applicable only
kick with its front hooves and thrust with their forests. Rangers may be confused to to all other brown unicorns within range)
its horn once per round, or it can charge find a unicorn’s mark deep beneath the and ESP (which reaches all other beings,
into battle using its horn as a lance. To earth, but they will be even more sur- one person per round) out to a 60' radius;
make this charge, there must be at least prised to find that the unicorn in question both powers operate continuously. They
30’ of distance between the unicorn and is both evil and omnivorous. Pyrocorns can cast a special sleep spell three times
its opponent. Opponents struck by a can be ridden by exceptionally evil females per day; this spell is exactly like the wiz-
charging unicorn suffer 3-36 hp damage who have an affinity for fire magic or who ard spell but it affects at least one creature
from impaling. The horn always gains a worship a god of fire. regardless of level. The spell works nor-
+2 bonus to hit, regardless of how it is Ecology: The horn of a bay unicorn mally against creatures of 4+4 HD or less,
used. Unicorns may not attack with their can be used to create potions of fire but creatures of higher levels are allowed
front hooves in the round they charge. breath. They ferociously attack any tres- a saving throw vs. spells to avoid being put
Once each day, a unicorn can cast a passers they find in their domains, yet to sleep. Brown unicorns are never sur-
limited teleport spell that will take it and they will not descend into the depths, prised, thanks to their mental talents,
any rider it has up to 360 yards away in unless they are attacked at long range by
an instant. Unicorns cannot be magically Black unicorn missile fire.
charmed or held. They are immune to Black unicorns are glossy jet creatures Habitat/Society: Brown unicorns
death spells and make all their saving with completely black eyes. They are (“roanicorns,” as some call them) have a
throws against spells and spell-like powers sometimes called nightmares, causing herd mentality. Each herd has one stallion
as if they were wizards of the 11th level. confusion with the outer-planes monster and several mares. Stallions mark out their
Unicorns are immune to poison. (see MC 8, the Outer Planes appendix of territories by placing a “mental barrier”
the Monstrous Compendium). along the borders of their territories. This
Alicorn Combat: Because of the magical nature beacon alerts other brown unicorns or
An alicorn is exactly like a sylvan uni- of black unicorns, they can see perfectly psionically sensitive creatures that have
corn, but with a gnarled and twisted horn. out to 300’ in the absence of all light, even crossed into the brown unicorn’s de-
Combat: Alicorns can use three charm in the area of effect of a darkness spell. mesnes, but does not hinder them. Brown
person spells per day. These spells are cast Black unicorns cannot well stand any light unicorns sometimes bury themselves in
at the 11th level. Those failing to make and thus have a -1 to saving throws sand on especially hot desert days. They
their saving throws will fight to the death against effects that blind or dazzle the can be ridden by maidens of any human
to protect the alicorn from harm. Alicorns eyes. They suffer a -4 to all attack rolls in or demihuman race who are pure of
can walk on air as if it were solid, running daylight, being effectively blinded. heart.
through the air or galloping a few inches Black unicorns continually radiate a Ecology: These gentle creatures are
above bodies of water. silence, 15’ radius effect. They can cast herbivores that live on desert flowers,
Habitat/Society: Alicorns are identical darkness, 15’ radius and invisibility spells cacti, and sparse desert grasses. They can
in habitat and society to sylvan unicorns. on themselves, three times each per day. go for up to four days without food or
This may account for the fact that the two Black unicorns can teleport in a manner water.
are often mistakenly classed as being of similar to sylvan and other unicorns, but A brown unicorn’s horn can be used to
the same race. they can only do so in the dark (e.g., on manufacture a special sleeping potion. Any
Ecology: Alicorns are on good terms moonless nights or in deep shadows, in character who drinks this potion is placed
with and respect the territories of sylvan unlit rooms, or in darkness spells). into suspended animation that is perma-
unicorns, cunnequines, and faerie uni- The horn of a black unicorn is poison- nent until dispelled. A successful saving
corns. The alicorn is otherwise identical in ous; anyone struck by it must make a throw vs. poison negates this effect.
ecology to the sylvan unicorn. saving throw vs. poison or be paralyzed.
DRAGON 91
Cunnequine neutrality to an art form. They emit a field able to cast an advanced illusion three
A cunnequine is similar to a sylvan uni- from their bodies that reflects the exact times per day, also at the 11th level of
corn except that it is more silvery in color amount of damage done to them in physi- ability; such illusions are usually used to
than white. cal combat back upon their enemies. Be- reveal hunters or humanoids by showing
Combat: A cunnequine has all the cause their enemies must be in physical what appears to be the pinto unicorn
abilities of a sylvan unicorn, though it has contact with the gray unicorns to receive grazing nearby—a ruse to draw missile
one other attack form. Once per day, the this backlash, the gray unicorns are only and spell fire.
cunnequine can affect one creature as if rarely attacked by carnivores, who learn Habitat/Society: Pinto unicorns live on
he had donned a helm of opposite align- to leave them alone after one attack; grasslands in temperate climates. They
ment. The victim must be touched by the smarter beings use missile fire, but they mate for life and are thus encountered in
cunnequine’s horn without damage, and it might still be attacked if the gray unicorns pairs or families. Pintos do not mark out
is allowed a saving throw vs. spells at +2 teleport and charge them. Gray unicorns territories but rather share large expanses
to avoid this effect. will usually not retaliate unless they are of grasslands with other pinto families.
A cunnequine can also affect undead attacked more than once by the same They continually wander these grazing
and conjured creatures as if it were a being or are pursued by missile fire. lands so that no one area becomes over
priest of 11th level turning undead. A turn Habitat/Society: Gray unicorns (some- grazed. Pintos may be ridden by those of
effect causes conjured creatures to be times called “graycorns”) are usually found either sex who posses a pure heart.
dismissed to their home plane. in herds, each consisting of one stallion Ecology: Pintos are much like sylvan
Habitat/Society: Cunnequines are and several mares. Gray unicorns can be unicorns, fighting with monsters that
identical in habitat and society to sylvan ridden only by strictly neutral, passive ravage their lands. A pinto’s horn can be
unicorns, except that they are more lawful druidic females, either humans or demi- used to create potions of rainbow hues.
in nature. Cunnequines are thus more humans.
likely to attack hunters and predators who Ecology: Gray unicorns live on the Sea unicorn
harm living things native to the cunne- grasslands in subtropical climates. Their Sea unicorns have three forms. The first
quine’s territory. horns can be carved and enchanted to form is that of a small whale with a long
Ecology: Cunnequines are identical in produce rings of spell turning or can be unicorn’s horn, the second is that of a sea
ecology to sylvan unicorns. used in the creation of potions of invulner- horse with the same horn, and the third is
ability. that of a unicorn with a blue-white colora-
Faerie unicorn tion. In all three forms, the unicorn’s eyes
Faerie unicorns have a green tint to Palomino unicorn are deep blue. It takes one round for it to
their white fur and horns, and all have Palomino unicorns have white to creamy change shape, during which time it cannot
bright green eyes. They are smaller than yellow hair. Their eyes are usually gray to attack; all shape-changing must be done
other unicorns (3-4’ tall). brown in color. while submerged in water.
Combat: Faerie unicorns or faerie Combat: Palomino unicorns (occasional- Combat: Aside from being able to
steeds are seldom seen. This is because ly called “criocorns”) can use the following switch between its three forms at will, a
they can blend into their backgrounds in a spells each once per day: ice storm, cone sea unicorn or narwal can breathe water
manner similar to a chameleon. They can of cold, chill metal. These spells are cast at in any form. The last form allows the
do this at will, with results identical to a the 11th level of effect. These spell effects unicorn to breathe air. Narwhals can con-
creature wearing a cloak of elvenkind. generally emanate from the unicorn’s trol weather (as per the cleric spell) once
They share a sylvan unicorn’s ability to horn. Criocorns are immune to the effects per day at the 11th level of ability. The last
move silently in natural terrain. Once per of cold and exposure, either magical and form can also walk on water at will at
day, a faerie unicorn can cast the follow- mundane. normal ground speed.
ing spells: charm person or mammal, and Habitat/Society: Palomino unicorns Habitat/Society: Sea unicorns can be
animal summoning I, II, and III (four spells mate for life, though a few solitary wan- found in any body of water larger than a
total). derers may be seen. They are found in large lake. They are very ordered crea-
Habitat/Society: Faerie unicorns are arctic environments, giving opponents a tures who carefully cultivate kelp beds to
similar in habitat and society to sylvan -6 penalty to their rolls to be surprised in graze on. They generally stay out of con-
unicorns. Their neutral nature causes that environment due to coloration (this flicts. Narwhals mate for life and have
them to shun outside contact; it is very drops to -2 in other settings, as palomino very carefully mapped-out territories.
unlikely that a faerie steed will attack unicorns will be so unused to non-snowy Narwhals can be ridden by sea-elven maid-
hunters or predators in its territory. How- terrain). Criocorns may be ridden by ex- ens of pure heart.
ever, wanton or senseless destruction of ceptionally evil females who have an affin- Ecology: Narwhals feed on the kelp
the flora and fauna in a faerie steeds ity for cold magic or who worship a god of beds that they carefully cultivate. A nar-
demesnes will raise its ire. Alternately, acts cold. wal’s horn can be used to brew potions of
of courage in defense of the same lands Ecology: Palominos live off anything water breathing.
often wins the faerie steed’s gratitude. they can find or kill. They do not mark
Faerie steeds can be ridden by halflings, their territory, but will kill any who tres- Unisus
gnomes, elves, or other faerie denizens of pass. A palomino’s horn can be used to Unisi are unicorns with pegasi wings,
either sex who prove themselves worthy. create the ink necessary to produce scrolls the result of crossbreeding between the
Ecology: Faerie unicorns are identical of protection from cold. two species. A single such creature is
in ecology to sylvan unicorns. Once every called a unisus.
100 years or so, a faerie steed will shed its Pinto unicorn Combat: Unisi attack in a manner simi-
horn to grow a new one. The horn re- Pinto unicorns are unicorns with patch- lar to unicorns. In a dive, a unisus does
grows in 3-12 days. The discarded horns es of differently colored hair distributed damage in a manner similar to a unicorn’s
are prized by elves, because the horns can randomly upon their hides. They usually charge, but it needs only 15’ of space to
be crushed to produce the dye used in the have doe-brown eyes, but some have launch the charge, as it relies on its falling
manufacture of cloaks of elvenkind. green and some have yellow. momentum for the impact and can also
Combat: Pinto unicorns (sometimes propel itself forward with its wings if
Gray unicorn called “chromacorns”) are each able to running. In such a dive, it can also use its
Gray unicorns are light gray unicorns project a prismatic spray from the horns hooves to attack at the same time. All
with a gray horn and gray eyes. up to five times per day. This spell is cast these attacks are at +2 on the attack roll
Combat: Gray unicorns have taken as an 11th-level wizard. Pintos are also above all other bonuses (including the +2

92 FEBRUARY 1993
New Unicorns: AD&D® Game Statistics
Alicorn Bay Black Brown Cunnequine Faerie
CLIMATE: Temperate Any Any Tropical Temperate Temperate
TERRAIN: Woodlands Subterranean Any Desert Woodlands Woodlands
FREQUENCY: Rare Rare Rare Rare Rare Very rare
ORGANIZATION: Family Solitary Solitary Herd Family Family
ACTIVITY CYCLE: Day Any Night Day Day Day
DIET: Herbiv. Omniv. Carniv. Herbiv. Herbiv. Herbiv.
INTELLIGENCE: Average Low Average Very Average Average
TREASURE: X U Nil Nil X X × 2
ALIGNMENT: CG NE CE N LG N
NO. APPEARING: 1-6 1 1 1-10 1-6 1-6
ARMOR CLASS: 2 1 2 3 2 2
MOVEMENT: 24 18 24 18 24 30
HIT DICE: 4+4 6+4 6+4 3+4 4+4 4+4
THAC0: 17 15 15 17 17 17
NO. OF ATTACKS: 3 3 3 3 3 3
DAMAGE/ATTACK: l-6/1-6/1-10 l-6/1-6/1-12 1-8/1-8/2-16 1-4/1-4/1-8 1-6/1-6/1-12 1-6/1-6/1-12
SPECIAL ATTACKS: See text See text See text See text See text See text
SPECIAL DEFENSES: See text See text See text See text See text See text
MAGIC RESISTANCE: 20% Nil 30% Nil 20% 20%
SIZE: L L L L L
MORALE: Elite Steady Champion Elite Elite Champion
XP VALUE: 2,000 2,000 6,000 650 1,400 2,000

Gray Palomino Pinto Sea Unisus Zebracorn


CLIMATE: Subtropical Arctic Temperate Temperate Temperate Tropical
TERRAIN: Grasslands Tundra Grasslands Oceans Mountains Savannah
FREQUENCY: Rare Very rare Rare Very rare Very rare Very rare
ORGANIZATION: Herd Family Family Family Herd Herd
ACTIVITY CYCLE: Day Day Day Any Day Day
DIET: Herbiv. Omniv. Herbiv. Herbiv. Herbiv. Herbiv.
INTELLIGENCE: Average Low Average Very Average Average
TREASURE: Nil W X Nil Nil Nil
ALIGNMENT: N LE NG LN CG N
NO. APPEARING: 1-10 1-4 2-5 1-6 1-10 1-10
ARMOR CLASS: 2 1 2 4 3 2
MOVEMENT: 18 24 24 24, Sw 36 24, Fl 48 (B) 24
HIT DICE: 3+4 5+4 4+4 3+4 4+4 4+4
THAC0: 17 15 17 17 17 17
NO. OF ATTACKS: 3 3 3 3 or 1 3 3
DAMAGE/ATTACK: l-6/1-6/1-10 1-8/1-8/1-10 l-6/1-6/1-12 1-6/1-6/1-12 or 2-16 1-6/1-6/1-12 1-6/1-6/1-12
SPECIAL ATTACKS: See text See text See text See text See text See text
SPECIAL DEFENSES: See text See text See text See text See text See text
MAGIC RESISTANCE: 10% Nil 20% Nil Nil Nil
SIZE: L L L L L L
MORALE: Elite Elite Elite Steady Steady Elite
XP VALUE: 1,400 1,400 2,000 650 1,400 975

for the horn), and the hoof attacks do Combat: A zebracorn can cast a color Ecology: Zebracorns eat the coarse dry
double damage. spray from its horns three times per day. grass of the savannah. They generally stay
Habitat/Society: Unisi are identical in It can also polymorph itself into any crea- out of fights that don’t concern them, but
habitat and society to pegasi (see the Mon- ture three times a day at will; this power one never knows what a zebracorn will
strous Compendium). Unisi may be ridden is treated as if it were a polymorph self do. The horn of a zebracorn can be used
by maidens of any race who are pure at spell cast at the 11th-level of ability. to brew potions of polymorph self. When
heart. Habitat/Society: Zebracorns live in in polymorphed form, a zebracorn gener-
Ecology: Unisi are identical in ecology equatorial savannahs. Each herd generally ally takes the form of a muscular, hairless,
to pegasi. A unisi’s horn can be used to contains one stallion and several mares. black human with a warrior’s bearing.
brew potions of flying. Being nomadic, they roam the savannah so Though the human-zebracorn carries no
that no one area becomes overgrazed. A weapons, he or she can easily use any
Zebracorn zebracorn can be ridden by any being weapon it has ever seen a human use.
Zebracorns are tropical unicorns with who proves itself friendly, though they can
the black striping of zebras, though they detect evil by touch and will immediately
are sleeker and not as stocky. They usually attack evil beings. They are unpredictable
have doe-brown eyes. and willful (some say pig-headed).
94 FEBRUARY 1993
A story told after the kids were sent upstairs
by Spike Y. Jones
Artwork by Susan Van Camp

“Brendan,” the innkeeper began, “you’ve purse dropped in Cassard. After each ride, by some pilgrims on the outskirts of the
sent my children to bed with their faerie I was required to retell the events for my Desolation, ragged, near starvation, and
story. Now earn your keep. Tell us a tale.” master’s entertainment, attempting to half-mad.
“And make it a good one,” a patron said, make the litany of atrocities more palat- “Much of the merchant’s story was
“with lots of adventure.” able and less boring in its repetitiveness. incomplete—for example, the fate of the
“Yeah, fightin’!” specified a more inebri- “This continued for some months until other members of his caravan. But the
ated patron. Firesoul’s band happened to set upon an central episode, concerning a desert
“And women,” suggested a quiet young inn much like this one in a village some citadel festooned with gold, littered with
man. days travel from the cities of the western jewels, and graced by most intriguing
“Big, lusty women!” clarified the less- coast. As usual, their attack was hardly occupants—namely women of surpassing
restrained drunk. opposed, but Firesoul was incensed to dis- beauty—was fully described.
“Wantons and weaponry, the measures cover that one of his men was killed and “While it had obviously been the trea-
of good entertainment as far as the out- another two were severely injured in cap- sures of the citadel that had sparked the
spoken Kennan is concerned,” sighed turing a young man who had attempted to temple’s interest in the story, the refer-
Brendan. “Yes, I must know at least one flee the scene. ences to the beautiful but isolated women
such tale. So, if Iain fulfills his obligations “An examination of the youth’s armor, intrigued Firesoul. Abandoning the tor-
as innkeeper” —he glanced at his empty weapons, and decorations revealed to his tured and dying paladin to his fate, the
beer mug— “I shall fulfil mine as house- captors that he was a paladin serving one band made its way northward to the way-
bard. of the major temples of far-off Mardukan, city of Pa-Dedun, and thence to the wild.
“I’m sure that those of you beyond your and his other accoutrements and the “After seven uneventful days of travel
first beards have heard of the pyro- quality of his steed suggested-that he was across the Desolation, we advanced over
mancer, Taircon Firesoul, who alternately a messenger of some sort. While religion one of an endless series of rolling hills
seduced the women and looted the vil- was not a subject of any importance to and saw in the distance a squat border-
lages of Delitan for many a year some half Taircon Firesoul, he had had more than fort, long in need of repair, with a small
a century past. But, while you have heard one encounter with paladins set on cap- group of what looked like wild goats graz-
of the man, I was an intimate of his for a turing him before and had developed a ing where they would on the surrounding
time, and I was one of the few men privi- distaste for the whole breed. Moreover, he plain. This little outpost matched the fabu-
leged enough to see him die.” was interested in discovering what impor- lous citadel described in no respect but its
Brendan Farwanderer took a deep tant message had cost the life of one of his anticipated location, and Taircon Fire-
draught from his refilled mug, then henchmen. Firesoul inquired politely of soul’s dour mood turned suddenly foul as
leaned back to pull out a pipe, carefully fill the young paladin the nature of his mis- he made for it.
it, and light it from the candle on his table. sion, and when the boy refused to mouth “The goat-creatures hardly took notice
He looked up and noticed the circle of even a single word, the wizards temper of us as we advanced through their field,
anxiously waiting men, and seemed only flared. but once we were in the approximate cen-
then to recall that he had been telling a “At first the paladin resisted Firesoul’s ter of their foraging formation, their
story. attempts at interrogation, refusing to utter nature changed. Of a sudden, they sprang
“Actually,” he continued, “I overstate the a syllable while the pyromancer danced at our camels, with one camel and its
case. Last I was to see him, but as for the finger-fires within inches of his captive’s rider falling immediately under the
‘man’, I was only a lad the age of our eyes, then burned him lightly upon the onslaught.1
host’s son Aidan. After being wrongly cheeks and hands. This torture grew “In a similar change of demeanor, the
accused of a number of improprieties” — more intense until the young man was dust-coated riders of the surviving camels
here he paused for the chuckles of his clearly and gravely injured, but he still burst into action, throwing aside desert
audience— “exorbitant fines were set. refused to speak. Firesoul was frustrated cloaks to reveal gleaming weapons and
When I could not pay, I was declared the until he thought to use subterfuge to armor. The goat-beasts had no more suc-
bondsman of the first who would pay my break the paladin’s resistance. After cast- cess in the end than the villagers these
fines. This happened to be Firesoul. ing fire charm spell, the wizard sug- same raiders had fought in the past. Little
“I was an imaginative boy, and I wove gested to his captive that his spells not could stand up to the savagery these thugs
wondrous tales to amuse my fellow ser- only singed the flesh, but also subjected had penned up during the crushing bore-
vants. Taircon heard of this and the soul to the fires of damnation; if the dom of the journey. Without Firesoul hav-
demanded that I tell my tales to him, to paladin were to die as a result of these ing to cast a single spell, all the goatbeasts
amuse him and distract him from worldly flames, his soul would similarly perish. soon lay dead or dying on the waste, with
concerns. I did this gladly, thankful for an “Under this magical persuasion, the pal- no further loss to the reavers. The men
appreciative audience.” adin finally broke his silence. He was a quickly stripped the valuables from their
“To get yourself out of doing real work courier, carrying a message from a small fallen comrade and, leaving his body to
is more like it,” muttered the innkeeper. temple in Varga to the north, describing the wind, turned back to the fort.”
“To improve my storytelling from Tair- the story of a merchant from that place “That’s it? That’s all the fighting? What
con’s point of view, I was made to accom- who had recently attempted to navigate kinda story is it when the . . .” began the
pany the pyromancer on a number of his the eastern deserts by a northerly course drunken Kennan, before someone put
adventures,’ in which he and his cut- through the Desolation of Ptarn, bypass- another mug in his hand to occupy his
throats burst upon sleeping hamlets, ing the taxation of the central Rama-Resh mouth.
emptying them of valuables faster than a oasis. This merchant had later been found “Somehow,” continued Brendan unper-

DRAGON 91
turbed, “the caer looked different now long journey, our party took gladly to the ber the man had entered some hours
than it had before. The gates hung straight bathing chamber. When all were before, I saw only a shabby cell. As for the
on their hinges, the walls appeared taller refreshed, we found our trail clothing raider, he and one of the . . . young
and firmer than they had from a distance, now as fresh as ourselves. We returned to women were there, in some disarray.
and the whole seemed to have exchanged the audience hall and found platters of Shocked anew by what I saw there, I ran
its image of disuse for that of a strong, exotic meats and fruits and fluted bottles to the next chamber along the hall.”
competently cared-for citadel—the very of strange liquors placed about the floor. “A bit new you were to the ways of men
thing we had sought from the first. The women reclined next to the refresh- and women, eh bard?” Kennan quipped.
“While this seemed to me very strange, ments, while their mistress sat at a table Brendan paused for a moment, as if try-
Taircon Firesoul appeared to take it easily set with two chairs. ing to craft a proper reply to Kennan’s
in stride as he hailed the fortress and was “Our party needed no urging, and all set comment, but then continued. “Seeing a
answered by the opening of the gates. upon the food, drink, and women with variation on the same thing in the next
Fearlessly, he led the band into the equal energy—excepting Firesoul, who chamber, I was sure this scene was
grounds, dismounted, and strode imperi- strode to the chair opposite the mistress’s repeated in the other niches. I abandoned
ously towards the solid-looking keep, leav- to engage her in conversation. I was hope of alerting the men, and I stumbled
ing his camel to wander the courtyard. ignored by all, including the guard to the audience hall where last I had seen
“Once through the keep’s door, the a charged with keeping me from escaping, my master.
powerful fortress gave way to private although there was nowhere I was likely “When finally I arrived, I was relieved to
apartments. We followed a corridor deco- to wander on my own in the middle of see that this chamber at least had not lost
rated with flamboyant frescoes, passing by that waste. I walked about, admiring its opulent appearance, and Firesoul had
numerous side chambers furnished with everything and partaking of the viands as I not succumbed to the temptations that
soft beds and couches strewn with cush- wished. had claimed all of the others. He was sit-
ions and partially curtained with hanging “As the supper continued, some of the ting at a table while the citadel’s queen
sheets of cloth-of-gold. Shortly, we arrived men drifted out of the hall, accompanied stroked his forehead and shoulders,
at the heart of the keep. by the young ladies.4 I eventually ate, attempting to force him to relax.
“The audience hall was of such dimen- drank, and admired my fill, but when I “Rushing in, I attempted to warn Fire-
sions that it seemed larger than the out- looked for one of the ladies to talk to, I soul of the strange occurrences piling one
side walls could have held. Moreover, it found myself alone but for the pyro- upon the other. Before I could get more
was decorated more sumptuously than mancer and our hostess. I wandered up than half of my words out of my mouth,
the alcoves had been. Every inch of the to their table and broke into their my speech was befuddled by some spell
walls was covered with gold and silver- conversation. cast by the caer’s mistress.
woven tapestries, with gem-laden orna- “Before I could complete even half a “ ‘Taircon, darling,’ she cooed in his ear,
ments hanging from the rafters like sentence, Firesoul casually slapped me attempting to turn his attention away from
bundles of drying herbs. Jewels lay scat- across the face and, without even looking me, ‘why do we not go to the couch? It is
tered like so much sawdust on the car- my way, ordered me out of the hall. Tears late, and all of your companions are
peted floors. As with the other rooms, streaming down my face, I ran out into already abed.’
there were couches and cushions scat- the courtyard and cried myself dry. “ ‘Later,’ the mage gasped. He seemed
tered about the hall; all was, soft, padded, “That done, I sulked as a hurt child will, half asleep and struggling for both air and
comfortable, and inviting.” rehearsing complaints about how unfair full consciousness. ‘The boy said some-
“The women, bard, tell us about the my life was and concocting various thing about attackers approaching the
women!” schemes for revenge. I know not how long fortress. While he isn’t above lying to
“Ah, thank you, Kennan, for reminding I sat there, but as I did, a strange transfor- interrupt my pleasures, I think he’s telling
me of the crux of this tale. At my age I mation came gradually over the caer, and the truth this once. If the outpost is being
sometimes digress from my topic, then I quickly forgot my own small troubles. attacked, we’ll have to quickly set up some
have difficulty finding my way back with- “Slowly at first, but then more rapidly, ambushes, and then—’
out assistance. pieces of the walls and buildings began to “ ‘That can wait,’ she said, nuzzling the
“As I was saying, all was soft, padded, disappear from sight. I do not mean that back of his neck. ‘I have been patient and
comfortable, and inviting, and that the parapets crumbled to the ground, or more than patient. Kiss me again.’
included the occupants of the hall. that something blocked the outbuildings “ ‘Later, I say,’ he barked, suddenly
Arrayed about the room were almost a from my view. One moment the parapets shrugging away from her.
dozen young women. At that age, I was were full and strong, and the next they “ ‘Now, I say,’ she almost screamed.
only beginning to gain an appreciation of were gone, the wall itself a tumbled pile Showing a passion I have never seen
the fair sex, but even I recognized that of ruins. Again, a few moments later, one matched, she clasped him to her and
these women could have commanded the of the outbuildings vanished, to be began to hungrily kiss.”
attention of princes, let alone any other replaced by the remnants of its corner- “At first, the pyromancer struggled in
man they desired.2 posts and a few wooden slats, enabling me her supernatural embrace, but after a
“One of the maids was so beautiful as to to see where some of our camels had time a change came over both of them. He
make the others seem like the lowest har- wandered.5 relaxed and finally seemed to be enjoying
lots of Plinth. She lounged across a throne “Of more dire concern, if that could be her attentions. Silently I watched,
at the hall’s far end, looking regal and possible, I saw through a newly vanished engrossed and repelled by what I saw, and
alluring at the same time. When the pyro- wall a great cloud of dust in the distance. I knew then that Taircon was doomed.
mancer strode towards her, his mage’s While it might have been sign of a storm “I stated earlier that the bandits and
robes fluttering behind him, she took or other natural phenomenon, seeing it women were in some disarray when I
notice and properly took her seat to meet combined with the magical deterioration came upon them, the women suffering
him. There followed the niceties of intro- of the caer caused me to fear for the the most in this regard. When unclothed,
duction, during which we all were invited worst, and I ran back into the trans- the upper half of the woman my guardian
to a grand banquet, but it was obvious formed keep to warn someone of the had embraced was unchanged from that
throughout that the mistress of the citadel army I felt sure was approaching. I first of a beautiful woman, but below her waist
had her eyes set upon the pyromancer.3 attempted to alert my assigned guardian, she resembled a lioness; the whole was
“Crusted with the grime of our week- but as I looked into the sumptuous cham- not unlike a grotesque centaur. In the sec-

92 APRIL 1993
ond room had been a woman with a those who were stranded, including the expire in the same bloody pool as his
goat’s’body parts, and I had no stomach to pyromancer, would lend their support ‘lady-love’.”
discover the horrors of the other side- from what few of the battlements still Silence fell across the room. Brendan
rooms.7 Before me, however, I watched a stood. The monster-women seemed con- Farwanderer looked around to see most
greater horror unfold. tent to merely watch their ‘lovers’ fight, of his audience confused, not knowing
“Once the woman had Firesoul securely while I thought it best to seek a sheltered how to react to the strange tale. Taking
in her embrace, the illusion that had been corner where I could watch and yet pity on them, he added a postscript.
dissolving elsewhere about the fortress remain protected from the brunt of what “Finally, I stepped from my shadowed van-
disappeared from there as well. The ele- was to come.” tage and strode toward the commander of
gant fixtures of the room vanished in an “This should be a laugh,” chortled Ken- the paladin’s company. It took some quick
instant, as did sections of the hall’s roof nan, “ev’ryone knows that paladins fight thinking and smooth words on my part to
and walls. As the room changed to join fair. That’s why Firesoul lasted so long convince them that I was not another
the rest of the fort in appearance, so too before.” trick of the ruins heaped around us; but
did its mistress become as bestial as her “The battle was a spectacular thing to once I’d accomplished this they gladly
sisters. While her upper half retained behold,” Farwanderer continued, his eyes welcomed me to their troop, giving me a
most of the beauty of her previous form, bright, ‘with Firesoul’s cavalry harassing horse and such equipment as I desired
this was now joined to the body of an the paladins from all sides as those other from among that lying about. I rode away
immense and horrible serpent whose tail raiders rained arrows on the knights from with them to start my new career—as a
lashed like a living whip. above. When the pyromancer began to paladin-in-training.”
“Oblivious to this change and to the lend his own arm to the struggle, throw- Again, the audience was stunned, but
urgency of the situation all around them, ing spears of flame and clouds of burning only for a moment. Once Kennan began to
Firesoul and she continued their activities gnats at the armored attackers, I thought roar with laughter at the thought of Bren-
for a time. When that was finally done, she at first that the raiders had won again. But dan Farwanderer, paladin, the rest of the
spoke again. to my surprise, for all their energy the taverners were not long to follow.
“ ‘We’ve disposed of the essentials,’ she thugs seemed to have lost all the skill at
said, loosely uncurling her serpent’s body slaughter they had exhibited earlier in the
around his waist and pulling her long, day against the goat-beasts.9 Footnotes
pointed nails from his throat. ‘Now, slave, “Within minutes the paladins had 1. Lamias come in three varieties: lamia
defend me.’ fought their way into the courtyard and nobles, common lamias, and sa’ir. Solely
“She must then have released him from were engaging the last of the human because of the appearance of sa’ir and
a part of the spell she’d held him under, defenders on foot. When finally Taircon common lamias, there is conjecture that
for I heard him gasp in horror. His eyes Firesoul was the sole reaver left in the chimerae and wemics are also part of this
cast desperately round the room, looking fight, engaging the leader of the paladins family.
for salvation, and he squirmed in her light in melee with a sword of solid fire, the While no one knows how lamia nobles
embrace. He saw me then, and for a ladies of the fortress stepped forward to came to be (the curses of both demons
moment his eyes beseeched me, calling end the battle. and gods have been cited in explanations
for me to do something that he could not. “While I could see the monsters for of the lamia’s origins, but the truth could
But then she caressed him casually on the what they were, apparently they had be something different from either), they
cheek, and a crazed smile spread across resumed their guises as human maidens are now produced only as the offspring of
his face and his struggles ceased.8 to the eyes of those others, for the pal- matings between other lamia nobles and
“Firesoul leaped up and rushed from adins neither bolted nor attacked at the humans. Common lamias are produced
the room, followed by his mistress-mon- sight of them. After their queen ordered either as a result of noble-noble pairings
ster, who had resumed her human form. Firesoul to put up his arms, they all came or by human-common lamia matings.
Drawn as much by despair as by fascina- forward and attempted to beguile the pal- The purely animal sa’ir are only produced
tion, I too followed the rushing pyro- adins in much the same way as they had by the mating of common lamia pairs, as
mancer. From room to crumbled room the raiders in their turn. For a moment all they are unable to propagate their own
throughout the ruin he ran, commanding seemed to go as before. I was about to cry sub-race.
his men to arms, an order that each fol- out in despair when a look of instant Lamias and sa’ir go into heat annually, a
lowed only after the monster’s queen revulsion appeared on the face of one of week-long period when the urge to repro-
commanded her subjects to release their the gallants, and he slashed at the crea- duce outweighs almost all other desires
prey for the moment. ture nearest him with his sword.10 Within and at which time they are the most fer-
“Soon Firesoul had his entire command seconds, all of the holy fighters had freed tile. The intelligent lamia types prefer to
assembled in the debris-strewn courtyard themselves from the grip of illusion. In mate with humans in order to produce
to see the approach of a company of men less time than they had spent on Fire- offspring of their own sort, but if none are
sitting upright on their horses in gleaming soul’s men, the paladins slew the beast- available they will mate with their own
armor. At another time, I would have women, cutting off their heads to ensure kind. If they encounter a human outside
laughed at how inappropriate horses and that these apparent demons would not of the summer mating season, the
heavy armor were in the desert, but this return form the grave. human’s presence may cause them to
was not that time. The knights carried a “The last of the group to be defeated come into heat out of season.
number of banners proclaiming to all that was their queen, for once it was obvious Common lamias are hermaphrodites;
they served the same god as that paladin that her plot had failed, she commanded any two of them can mate, with either of
the reavers had tortured and abandoned Firesoul to defend her anew. Again he the pair being impregnated in the
weeks before, and they were but moments fought in the lacklustre manner of the process. This also means that they can
away. possessed, but this time there was no mate with both male and female humans.
“Being supremely confident of his armistice to save him, and he fell but If a common lamia mates with a male
men’s abilities, as much from his own ego moments before the leader of the mon- human, the lamia can be impregnated,
as from the compulsion to defend his sters was slain. But even in death her but if the lamia mates with a female
‘lady,’ Firesoul ordered those men who bond was strong, for the last action of the human, the unfortunate woman bears the
could find their camels to charge head- seducer of the most beautiful women of cubs. Noble lamias, having differentiated
long against the holy attackers, while Delitan was to crawl the few feet it took to sexes, mate only with humans of the

DRAGON 93
opposite sex, and they kill humans of the NO. APPEARING: 1-6 the common tongue but are unlikely to
same sex without a second thought. ARMOR CLASS: 5/6 obey if they issue from any but a lamia.
Lamias produce litters of 1-4 cubs eight MOVE:12 Their own speech capabilities do not go
months after a successful mating. Most HIT DICE: 4+1 beyond an odd, bleating roar.
cubs will not reach maturity (at age four THAC0:16
years) because of the deadly competition NO. OF ATTACKS: 5 Combat: The sa’ir hunting style takes full
among the young and the fickle emotions DAMAGE/ATTACK: 1-3/1-3/1-3/1-3/1-6 (two advantage of their dual goat and lion
and hair-trigger temper of its parents, claws, two horns, one bite) natures. Sa’ir stalk prey in the guise of a
who are likely to claw a cub to death if it SPECIAL ATTACKS: Surprises prey grazing herbivore until they get within
so much as playfully bites the tip of a par- SPECIAL DEFENSES: -2 to be surprised pouncing range of 20’. This tactic is very
ent’s tail. The lamia’s mating urge is MAGIC RESISTANCE: Nil effective, and as a result the prey get a
strong but its maternal instinct is not, thus SIZE: M (4’-5’ long) penalty of -1 on its surprise roll.
the lamia population is never large. MORALE: Steady (11-12) When attacking, it strikes with its two
XP VALUE: 420 lion paws and two goat horns and its bite.
Its armor class is 6 overall, but the thick
Sa’ir Prowling deserts, ruins and other deso- mane protecting its-neck and forequarters
late wastes, sa’ir are the offspring of com- make those areas AC 5.
CLIMATE/TERRAIN: Arid plains and hills mon lamias, almost always found in the
FREQUENCY: Very rare (common near vicinity of their parents although they Habitat/Society: Although not directly
lamias) have no ties of affection to their sires. related to lions and goats, sa’ir behave in
ORGANIZATION: Small groups A sa’ir has the hindquarters of a goat some ways like these creatures. They live
ACTIVITY CYCLE: Day and the foreparts of a lion, including a in small groups structured like lion
DIET: Omnivore male lion’s mane for both sexes of sa’ir. Its prides, but no sa’ir has ever been seen to
INTELLIGENCE: Animal head is leonine with the addition of a give birth (they are believed to be sterile).
TREASURE TYPE: Nil goat’s horns and dangling beard. They are territorial in nature, attempting
ALIGNMENT: Neutral Sa’ir understand simple commands in to kill or chase away other predators that

94 APRIL 1993
encroach on their hunting grounds. individuals, overcoming their hatred of what spells they can use: availability and
Sa’ir are omnivores, able to survive by their own kind only to exploit a rich find suitability.
eating plants as easily as animals. They do (such as an entire caravan of humans) or Lamia nobles can neither make spell
have a strong preference for meat, turning when they enter into heat and must mate. books nor copy spells from one spell book
down fresh vegetation even for day-old car- The urgency of heat temporarily assuages onto a blank page in another. Thus the
rion. A group of sa’ir would try to take the lamia’s murderous tendencies, so spells they can choose from each day are
down a large creature like an elephant if lamia pairs break up immediately after limited by the spell books they have at
one were presented to them, but the areas heat leaves them (captured human mates hand. For this reason, human wizards are
they inhabit usually present smaller game. are rarely as lucky). considered valuable prizes by nobles; two
This means that they must forage daily for If a region provides only limited encountering a magic-user would fight
meat or vegetation, but if they make a big resources, such as a single watering hole over him, possibly to the death.
kill they will gorge, then bask in the sunlight or a solitary pass through a mountain As lamia nobles are naturally competent
for a few days while digesting their meal. range, then lamias will be crowded more in the casting of illusory and mind-control
closely together there. But when even liv- spells, and reticent about using high-dam-
Ecology: Few sa’ir are ever found far ing and hunting together in the same age spells such as fireball or lightning bolt
from the lamias that sired them. While area, it takes the influence of a stronger on potential human mates, they tend to
they are de facto protectors of the lamia’s creature, such as a lamia noble, to force select only deceptive spells from those
lair, they cannot be trained to serve as any form of peace on them and coordi- available to them. Their preferences
watchdogs for the lamias. Thus, the popu- nate group efforts. include most illusion/phantasm and
lation of sa’ir is as much controlled by the enchantment/charm spells, but those of
mating habits of the local lamias as it is by 3. Lamias possess four spells they can other schools are also chosen, even those
their own success. cast once each daily: charm person, illu- not available to illusionists and enchant-
sion (as per the wand), mirror image and ers such as the necromantic feign death
suggestion. In addition, noble lamias can and the invocation/evocation wall of fog.
2. Lamias do not usually form stable cast 1d6 (if male) or 2d4 (if female) levels Against nonhumans or in an emer-
groups, but roam over a broad territory as of wizard spells, with two restrictions on gency, lamia nobles are willing to use

DRAGON 95
destructive spells if they have any in their its Intelligence; if it fails the check, it loses for some imagined slight, some rare vic-
spell books. Their lack of skill with this its temper. A threat to its carefully laid plans tims are eventually released unharmed if
type of spell gives victims a bonus of +2 is another reason for a lamia to abandon they have been witty, charming, and “good
on saving throws vs. non-deceptive spells. subtlety in favor of speed. company” for the duration of their impris-
onment. While this is the result of the
4. Lamias of all sorts prefer not to 7. While the upper body of a common lamia noble’s lingering affection for its
engage in combat, as it is dangerous and lamia is that of a human woman, its lower prey, it must be remembered that all
provides only food; subtle snares can gain body can resemble a lion, goat, deer, ante- lamias are somewhat insane, and such
them information, treasure, and mates lope, or other creature. As to sex, it’s her- gentle treatment is not to be relied upon.
who can serve as food when they’ve out- maphroditic—each common lamia is
lived their other uses. To accomplish this, both male and female. What beast makes 9. Because Wisdom includes one’s judg-
lamias use their illusion-creating powers up the lower body at birth is random. As ment, guile, and common sense, draining
to lure victims into situations where they each body has advantages or disadvan- someone of these capacities does more
can employ their Wisdom-draining power. tages, the least powerful types, deer and than make him a slave of a lamia. A man
The draining of Wisdom can’t be antelope, are rare among adults, while the with no common sense or ability to make
accomplished by the stab of a knife or the lion form is quite common. Fully 60% of sound judgments finds it difficult to per-
slash of a claw. The lingering touch of a all adult lamia are of the lion-type, with form in a hectic situation such as combat
lamia’s hand against the victim’s bare skin 25% goat-type and only 15% of deer/ante- (including commanding one), and thus will
for most of a minute will drain 1 Wisdom lope-type. suffer a penalty of -6 on all “to hit” and sav-
point. This is difficult to do during battle, Lamias prefer to avoid pitched combat. ing-throw rolls (including but not limited
but is not as hard to accomplish in non- If forced into melee because of a threat or to saving throws against mind-affecting
combat settings such as seduction or a their chaotic natures, they can attack with spells). Because of this, a man controlled
wrestling match. spells, weapons, and the armaments of by a lamia and sent into combat is often lit-
If forced into combat, common lamias their animal halves. Lion-type lamias tle more than cannon-fodder designed to
can use the hooves or claws of their lower make two claw attacks per round for 1-4 weaken the lamia’s opponents before the
bodies, and all lamias can use hand-held hp each; if both of these attacks hit, they lamia makes its own attack.
weapons. Weapon choice is partially dic- can rake with their hind claws for two
tated by whatever they have at hand, but attacks of 1-6 hp each. Goat- and deer-type 10. No matter what spell was used to
male nobles tend to use swords while lamias can make two hoof attacks for 1-3 create it, a lamia’s human disguise can be
common lamias and female nobles prefer hp each, but deer lamias are somewhat penetrated either by the very experienced
daggers. If their treasure trove contains frailer than the others (only 5 HD, com- or the very young. Adventurers have a
magical weapons, these will probably be pared to the 9 of the lion and 7 of the goat chance of 5% per level above 6th (e.g., 5%
used. lamias). Deer lamias are fleet of foot (MV at 7th level, 10% at 8th) of spotting incon-
24), but in combat their bloodthirsty sistencies in the disguise, such as forget-
5. Lamias usually disguise themselves as nature usually prevents them from flee- ting to create adequate illusory clothing
humans in order to lure real humans into ing, so they tend to be slain young by when playing a role that would normally
their traps. Common lamias cast illusion other lamia types. Experience points for require it.
for their disguises, while noble lamias defeating lamias are: 650 XP for deer-, Lamias adopt a number of forms, such
have the ability to actually change to 1,400 XP for goat-, and 4,000 XP for lion- as those of children, confused peasants,
human form and back to lamia noble type lamias. foreigners, or the like, so that they’ll have
form at will and as often as they desire, a ready excuse to cover up any minor
saving their own illusion spells for such 8. A victim fully drained of Wisdom errors they make in their disguise. Erotic
things as decorating their lair and hiding loses his self-control and judgment, form- guises are also quite effective and often
the remains of previous victims. ing an irrational emotional bond to the used. Persons untempted by this sort of
The illusion spell requires constant con- lamia who drained him. He doesn’t lose illusion have a bonus to their chance of
centration to remain in effect. Minor his other faculties, which can lead to a seeing through it, ranging from 15% for
activities such as moving or talking are horrible torture. In the control of the paladins and some clerics to 90% for the
possible, but the greater the activity level lamia, a victim can be conscious of his very young, for whom these illusions
of the caster or the more distracted she is, slavery (if the lamia doesn’t take pains to would hold no attraction.
the more difficult it is to maintain the maintain its illusions once the prey has Lamia nobles are more adept at illusion
spell. As the amount of attention given the been snared) and can frantically cast generating (-10% to the chance of spotting
maintenance of the spell drops, its effects about for a means of escape. However, them), and because of this are more suc-
are similarly reduced: Intricate details dis- even if given a chance to leave, he will be cessful at infiltrating human society. They
appear from scenes, the radius of effect unable to take advantage of it. As with an will sometimes be found in crowded cities
decreases, and patches of reality can addiction, the thought of escape might be as opposed to barren wastes, gaining the
“shine through” the layer of illusion cover- appealing, but the thought of leaving his simple companionship they tragically
ing them. “beloved” would be almost unthinkable. desire along with a greater supply of prey.
This torture is usually short-lived unless
6. One of the greatest difficulties a lamia the victim has been taken by a lamia noble The author would like to thank Phil Mas-
is likely to have during the Wisdom-drain- who has other needs besides mating and ters for his many suggestions during the
ing procedure is impatience. If the lamia eating, including the desire for more and writing of this article and for creating the
was unlucky or uncreative enough to only stronger spells, the urge to rule over oth- lamia noble (in the FIEND FOLIO® tome) in
make occasional short draining attempts ers, and even a longing for companion- the first place.
spread out over a period of hours or days, it ship. A common lamia usually kills a
would be likely to lose its temper and force human mate immediately after its period
the issue by seizing the victim or otherwise of heat ends, but a lamia noble keeps its Here it comes!
attempting to enforce contact, which would catch as a play-toy for as long as the prey
Wondering what TSR is about to do
probably alert the victim. Every hour that a pleases it.
lamia spends attempting to drain a victim, it While it is unlikely a lamia noble’s prey next? Turn to “TSR Previews” in this
must make an Ability Check on 1d20 against could survive for long without being killed issue and find out!

96 APRIL 1993
Live Statues
and
Stone Men
Golems of the Underdark
by John Power
Artwork by Terry Dykstra

he Underdark is a vast and mysterious


place. Even after hundreds of years and
adventurers, the whole extent of this
twisted, dark world is unknown. Every time
an adventurer crawls out of the ground, a
new mystery is revealed.
One such mystery is the appearance of
new golems. These huge automatons, cre-
ated through the binding of magical forces
to an inanimate figure, were always sus-
pected to exist in new forms in the Under-
dark, but no trustworthy evidence was ever
collected.
I am now glad to say that is all behind us.
In the following pages, I will describe three
automatons that I have seen with my own
eyes. Although I am sure they were created
through magic or the allowance of some
god (notably Lolth in the case of the Spider-
stone golem), I have yet to perceive the
process myself or, indeed, acquire a speci-
men. However, the fact that they exist is
enough to show that we can no longer
exclude our Underdark cousins from our
magical scrutiny.
Emerald Hapworth, Waterdeep
True Tales of Underearth

DRAGON 19
Following are the descriptions of three dition (i.e., hit points), and they nearly human prisoners of the illithids. They
golems created by the races of the Under- always aim for the next weakest character apparently saw a brain golem being cre-
dark, those races being the illithid, the after a wizard. ated. Although the magic used was
drow, and the dwarves. There are no A brain golem’s physical attack is a swift unknown by the humans, the brain
notes detailing the processes that allows punch with its fist. It is unable to employ golem’s body seemed to be a combination
the manufacture of these monsters, both fists in a round because of its singu- of different racial brains. As for the head,
because the information is closely lar thought pattern, but the one fist is this was taken from a part of the elder
guarded by those who have it—so closely often good enough. brain of the mind flayers. The skin was a
guarded, in fact, that most members of In addition, once every turn, a brain membrane oozed from the same elder
the race in question don’t even know golem can release a form of the mind brain.
these golems exist. Perhaps somewhere in flayer’s mental blast. This energy strikes Mind flayers use brain golems like they
those dark caverns lie manuals of golems everyone within 60 yards. All those hit use all slaves. Brain golems are heavy
that fully detail the methods of creating must make saving throws vs. spells or suf- guards, used against monsters resistant to
these underdark golems. fer 2d8 hp damage and become stunned mind attacks or the physical attacks of the
for 1d10 rounds. Those who save only lose illithids. In addition, they are used to per-
Golem, Brain initiative for the next round and suffer 1d8 form tasks that are beneath mind flayers,
hp damage. The golem usually uses this such as guarding food stocks and slaves,
CLIMATE/TERRAIN: Subterranean attack if it is brought down to 15 hp or etc. Because of their undying loyalty and
FREQUENCY: Very rare less, or ordered to do so by a mind flayer. obedience, the mind flayers prefer brain
ORGANIZATION: Solitary Brain golems are immune to poisons, golems over other races or constructs. A
ACTIVITY CYCLE: Any gases, death magic, and mind-influencing cynical phrase used by the githzerai,
DIET: Nil spells such as charms or illusions (treat “treated like a brain golem,” means to be
INTELLIGENCE: Low (5-7) them as if they had Intelligence and Wis- treated well by a slavemaster.
TREASURE: Nil dom scores of 24 for purposes of spell Every city or community of mind flayers
ALIGNMENT: Lawful evil immunity only). They also possess a magic has only 2-5 such golems. The reason for
NO. APPEARING: 1 resistance of 70%. However, the consider- this limit is probably because the illithids
ARMOR CLASS: 3 able magic immunity of most golems is don’t want to take too much from the
MOVEMENT: 6 not present in this golem, for unknown elder brain.
HIT DICE: 60 hp (12 HD) reasons; the lack may have something to Ecology: Except in the services of their
THAC0: 9 do with the process that masters, brain golems have no place in
NO. OF ATTACKS: 1 fist creates it. the ecology of the underearth.
DAMAGE/ATTACK: 2d12 Habitat/ However, parts of them are
SPECIAL ATTACKS: Mental blast Society: In his useful in the manufacture
SPECIAL DEFENSES: Immune to mind- book, Sage of mind-affecting magical
influencing spells, +2 weapon needed Hapworth items (according to Sage
to hit it relates a tale Emerald, at least).
MAGIC RESISTANCE: 70% told to him by
SIZE: 8’ tall, 5’ wide two rescued
MORALE: Special
XP VALUE: 10,000

A creation of the ancient race of mind


flayers, brain golems are the most horri-
ble of all golems. They exist purely for the
desires of illithids and are unswayed from
their goals, once set.
A brain golem appears as huge, burly
humanoid with an oversized brain for a
head. In fact, the whole body is made
up of brain tissue but is covered with a
thin film of slimy skin.
Although brain golems are more intel-
ligent than other golems, they are com-
pletely unable to communicate.
Combat: Brain golems are used as
muscle or guards for illithids and attack
an opponent only if so ordered or if the
opponent tries to get at what the brain
golem is guarding. Regardless of the sit-
uation, brain golems never attack mind
flayers, which limits their effectiveness
in battles between members of that
race.
In combat, brain golems are more
aware of their environment than other
golems. They always aim for wizards
first, knowing that a quick strike could
easily kill that physically weak class.
They seem to have an innate ability to
roughly determine an opponent’s con-

20 MAY 1993
Golem, Hammer The nightmare of orcs and other dwar- Combat: This golem attacks only if
ven enemies, this rare golem is con- ordered by its master, if it encounter orcs,
CLIMATE/TERRAIN: Subterranean (dwar- structed by dwarves themselves (though or if it is kept from its assigned task. The
ven kingdoms) there have been instances in history of latter condition allows it to attack if some-
FREQUENCY: Very rare powerful High Ones creating clay golems). one tries to get at what the golem is
ACTIVITY CYCLE: Any The process is as rare and secretively kept guarding when it is carrying out this task.
ORGANIZATION: Solitary as the manufacture of the most powerful It can remember as many commands as
DIET: Nil dwarven magical weapons. The hammer the creator wishes, but at most the com-
INTELLIGENCE: None (0) golem is definitely created by dwarven mands must total up to only twice the cre-
TREASURE: Nil priests (or High Ones in the Forgotten ator’s Wisdom in words.
ALIGNMENT: Neutral Realms—see FR11 Dwarves Deep). When without a master, a hammer
NO. APPEARING: 1 A hammer golem stands about 9’ tall golem attacks anything in front of it until
ARMOR CLASS: 0 and weighs about 2,000 lbs. It resembles a the opponents leave it or its charge alone
MOVEMENT: 6, Br 6 gigantic stone dwarf (beard included) cov- or are dead. If the opponents are goblin-
HIT DICE: 60 hp (14 HD) ered in adamantite plate mail. Its fore- oids, only their death or the golem’s
THAC0: 7 arms have been replaced by two destruction will break off its attack.
NO. OF ATTACKS: 2 weapons—a hammer on the right arm This golem attacks with its pick, for 2d12
DAMAGE/ATTACK: 2d10/2d12 and a pickaxe or axe on its left. hp damage, and hammer, for 2d10 hp
SPECIAL ATTACK: Pounding force A hammer golem moves heavily and damage. In addition, it can employ a
SPECIAL DEFENSES: +1 weapon needed slowly. When encountering orcs pounding force every turn. This is similar
to hit it, immune to spells and their kin, it gives out a to a repulsion spell, except that, in addi-
MAGIC RESISTANCE: See text hollow roar as it attacks. tion to the usual effects, it inflicts 4d6 hp
SIZE: L (9’ tall) damage if the save fails, or
MORALE: Fearless (19-20) 2d6 hp otherwise.
XP VALUE: 13,000 A hammer golem is
immune to every spell
except for wish (which
affects the golem as the
caster wants) and stone to
flesh (which acts as a heal
spell on the golem). In addi-
tion, a weapon of +1 or
more magical power is
needed to hit this
golem.
Habitat/Society:
Hammer golems are
made by dwarven
priests (or High Ones in
the FORGOTTEN
REALMS™ setting) for use
as guards, warriors, or
massive miners (they
can tunnel through rock
at MV 6). A hammer
golem for war possesses
an axe on the left arm,
and one for mining has
pickaxes on both.
Ecology: Hammer
golems contribute noth-
ing to deepearth ecol-
ogy, except for the
destruction of gobli-
noids and the mining of
minerals.

DRAGON 21
Golem, Spiderstone Spiderstone golems, also known as follow one different command per round,
obsidian golems, are the constructed ser- as long as the command does not go over
CLIMATE/TERRAIN: Subterranean (drow vants of drow spellcasters. Each is inhab- four words for a wizard or six for a priest.
kingdoms) ited by the spirit of an unknown tanar’ri This command may be changed from
FREQUENCY: Very rare servant of Lolth, ensuring that its use is round to round.
ORGANIZATION: Solitary not directed against Lolth or her servants. When a spiderstone golem goes wild, it
ACTIVITY CYCLE: Any Because a spiderstone golem has a spirit becomes more cunning and intelligent,
DIET: Nil that is not completely bound to its mater- increasing its Intelligence to the Semi- (2-
INTELLIGENCE: None (0); see text ial form, it is considered to be a lesser 4) category. It always seeks to kill its mas-
TREASURE: Nil golem. ter first, then follows the commands of
ALIGNMENT: Chaotic evil Physically, this golem resembles a large Lolth. In this mode, the golem is capable
NO. APPEARING: 1(10% chance of 2) statue of a four-armed drow carved out of of designing simple traps, maximizing its
ARMOR CLASS: 3 gloss-black obsidian. When inactive, no abilities fully.
MOVEMENT: 9 signs of animation are apparent; when it In combat, spiderstone golems attack
HIT DICE: 55 hp (11 HD) activates, the golem’s eyes glow a fiery with four fists or a web spit. This spit has a
THACO: 11 red. It weighs about 1,000 lbs. range of 90 yards and requires a hit roll. If
NO. OF ATTACKS: 4 Combat: When under mortal control, a it hits, all within 20’ are affected with a
DAMAGE/ATTACK: 1d12/1d12/1d12/1d12 spiderstone golem has as much intelli- web spell; the being hit gets no saving
SPECIAL ATTACKS: Web spit gence as other golems (though the pres- throw. Otherwise, the “spit” splatters
SPECIAL DEFENSES: Immune to all spells ence of the tanar’ri “overseer” gives it an harmlessly and dissipates in 1d4 rounds.
except drow priest magic and invoca- evil alignment). However, it is able to Spiderstone golems are able to use
tions, +1 weapon needed to hit it, spider cIimb at will. They are
spider climb immune to all spells, except
MAGIC RESISTANCE: 50% those of drow priests and invoca-
SIZE: L (7’ tall) tion/evocation spells (though
MORALE: Special they still roll for magic resis-
XP VALUE: 11,000 tance and gain a saving throw, if
allowable). To hit a spiderstone
golem requires a magical
weapon of +1 or better.
Habitat/Society: There is a
small chance every week of a spi-
derstone golem going wild. If
under a priest and in the service
of the city of Lolth, the chance is
only 1% . Otherwise, it varies from 5% to
100% , depending on what it’s being used
for —e.g., 5% if it’s under a wizard in the
service of Lolth, 50% if it’s being used for
guarding something of personal value to
the master and of no use to Lolth, or 100%
if it is being used directly against Lolth.
Because these golems tend to be loyal to
Lolth first and their masters second, they
are rarely created by priests and even
less likely to be created by wizards.
However, when they are manufactured,
they are often used for such tasks as
guarding a temple or hunting down
enemies of the priesthood. In the
case of wizards, of course, they are
useful, but the wizard is taking his
chances.
Ecology: Except in the service of
drow elves, spiderstone golems are
similar to other golems in that they nei-
ther give or take anything from the ecol-
ogy of the underdark.
However (again, according to Emer-
ald), the powdered remains of this
golem are useful in the creation of
magical scrolls and items related
to spiders, webs, and the abilities
of spiders (e.g.; a scroll of spider
climb, cloak of arachnida,
arrow of slaying arachnids,
etc.). The eyes are appar-
ently rubies and may fetch
up to 10,000 gp each on
the market.
22 MAY 1993
Beyond
the Grave
The legends and lore of the wight, wraith, and mummy
by Tom Moldvay
Artwork by Tom Baxa

Tom Moldvay has done three previous the course of time, ceased to be viewed as
articles on the world of the undead: “Out having any good and were seen as strictly
of the Shadows,” in DRAGON® issue #162; evil. Wights became wicked beings that
“The Ungrateful Dead,” in DRAGON issue came out of the darkness. As such it was
#138; and “Hearts of Darkness,” in DRAG- easy to make wights undead creatures.
ON issue #126. We welcome him back to J. R. R. Tolkien used a similar jump of the
our pages with a new installment of his imagination for the “barrow wight” Frodo
menagerie of horror. runs into in The Lord of the Rings.
In TSR’s D&D® and AD&D® games,
wraiths are essentially more powerful
Wight is a general Germanic word mean- wights. The derivations of the two words
ing “being” or “creature.” Over the years, it are similar. Wight comes from the Anglo-
increasingly came to be applied to either Saxon “wiht”; wraith comes from the
good or bad spirits, until it came to have a lowland Scots (i.e., English-speaking)
supernatural connotation. “warth,” which can ultimately be traced
In late Saxon, “unsele wiht” means “un- back to the Old Norse “vorthr,” from “var-
canny creature.” In The Canterbury Tales, tha”: to ward or guard. Both words are
Chaucer uses the word for dangerous part of the larger British category of folk-
spirits in the phrase, “I crouche thee from lore. Tolkien recognized the affinity be-
elves and from wightes,” in “The Miller’s tween the words when he used
Tale.” English minister Robert Kirk, in The “ring-wraiths” for the horrid beings that
Secret Commonwealth of Elves, Fauns, ceaselessly hunt for the One Ring.
and Fairies (1691), talks of seeing the fair- The word “mummy” is borrowed from
ies crowding in from all quarters “like the French “mumie,” which in turn is
furious hardie wights.” derived from the Arab “mumiya,” which
Wight is not a word objected to by the denotes an embalmed body. The word
elves, for in the fairy rhyme given by entered the language as a result of Napo-
Robert Chambers in Popular Rhymes of leon’s 1798 campaign to Egypt, which
Scotland: created a European—indeed, worldwide—
But gin ye ca’ me seelie wicht, craze for the ancient Egyptians. The un-
I’ll be your freend baith day and nicht. dead mummies in AD&D games owe much
to the legends surrounding Egyptologists,
A “seelie wicht” would be a good wight, and even more to certain “B” movies.
a member of the Seelie Court that rules While wights, wraiths, and mummies
the good fairies. An elf would make objec- have different derivations, they share one
tion to being called an “unseelie wicht,” an thing in common: the primitive belief that
“evil wight” who pays homage to the Un- the body somehow lives on inside the
seelie Court of the evil fairies. tomb. This belief is most clearly seen in
Like most things supernatural, wights, in early Egyptian burial beliefs.
20 OCTOBER 1993
It started in Egypt... stylized door outline carved into it by think of was to destroy the statues of a
In ancient Egyptian belief, there were which the deceased could leave to pick up person and to remove his name from
two main spiritual forms of the deceased, offerings, then reenter the tomb. The ka every reference. Such an individual would
called respectively the ka and the ba. The could literally walk through stone or wood be cursed to wander eternally in spirit
ka was supposed to dwell in the tomb— once the appropriate magic had been form, never to be at rest or enjoy the
more precisely, in the mummified body— performed. Such an action was possible afterlife.
and it was the form in which the dead because the deceased was now a spirit and The second spiritual manifestation of an
received their funerary offerings. the door was a magical spirit door, not a individual, the ba, was usually represented
It seems that the ka represented the life- real one. as a human-headed bird. This spirit was
force of an individual. It was created at At first, grave goods were literal. Baskets thus able to fly from the corpse. It left the
the time of his birth, remained with him of food, whole chariots, favored horses, body at the time of death and was free to
throughout his life, and subsequently lived household slaves, and the like were en- travel. In early beliefs, it rode with the sun
in the tomb after death. The dead were tombed with rich pharaohs. Such gifts god during the day and had to return to
sometimes referred to as “those who have were, of course, expensive. It was impos- dwell with the ka at night. In later beliefs,
gone to their kas,” and the tomb chapel sible to include them in every burial with- the ba journeyed to the otherworldly
could be called, “the house of the ka.” out beggaring the nation. domain of Osiris to be judged and (pre-
Ordinary people had only a single ka but Magic came to the rescue. The same sumably) enjoy an afterlife.
gods and pharaohs had several. grave goods could be included in minia-
The importance of preserving the corpse ture, or merely painted on the wall. Hence Monster notes
can be seen through the ka belief. The tombs might contain a set of miniature The monster format used throughout
more intact the corpse, the better the servants or soldiers, miniature boats and this article, while essentially the same as
home for the ka spirit. The great pyramids chariots, even miniature food baskets. that of the AD&D 2nd Edition rules, does
and other tomb structures of ancient Likewise, the scenes painted on the walls differ slightly. These changes are used:
Egypt served primarily not as monuments were not for decoration or art, but to 1. “TREASURE” lists both a percentage
but as houses in which the kas spent their magically supply the dead person with (the old “% IN LAIR” value) and a treasure-
afterlife. The richer and more important goods and services in the afterlife. Thus type letter. For example, “50% A” means
an individual, the better he wanted his there would be painted scenes showing there is a 50% chance the monster (if
death-home to be, and pharaohs were the the preparation of every stage of food randomly selected) will be in its lair, and it
most important individuals of all. from planting or hunting to the final cook- has treasure type A.
Thus it was believed that the dead lived ing and serving. 2. The subcategory of “Ecology” has
on in the tomb. This belief may have origi- A particular style evolved that con- been left out since such a category is es-
nated in earlier burials, which took place cerned itself more with the essence of sentially meaningless when applied to the
in the desert away from the Nile. The things than with a naturalistic presenta- undead, who contribute nothing to living
desert dried the corpses and helped pre- tion. A profile included a whole enlarged ecologies.
serve them. At the same time, the liquefac- eye to show how important sight was. A
tion that accompanies corruption would pharaoh was drawn larger than nobles
be drained off into the sands. A sandstorm who were, in turn, larger than servants, Ka
could easily uncover earlier graves, expos- thus continuing in death the distinctions
ing the contents. The Egyptians would made in life. CLIMATE/TERRAIN: Desert, rivers,
chance upon a body that had been buried The final stage in the logical progression subterranean
for centuries and find it better preserved of the magic was to merely write the items FREQUENCY: Very rare
than a corpse left out near the Nile for on the tomb wall, or on papyrus lists that ORGANIZATION: Solitary or small bands
several days. It is not surprising that a could be entombed with the dead. Egyp- ACTIVITY CYCLE: Night
belief arose that the dead lived on in their tian writing, which had evolved from DIET: Spirit food
tombs. pictographs, was itself viewed as magical. INTELLIGENCE: Average to Genius (8-18)
Once such a belief became established, To chisel a name, paint it, or merely write TREASURE: 50% A
one obvious result was the desire to build it down was not simply to name a person ALIGNMENT: Lawful neutral
the best possible resting place for a be- or thing, but to conjure it magically into NO. APPEARING: 1 or 2-12
loved family member. Burial chambers the presence of the tomb for all time. ARMOR CLASS: 1
grew more and more elaborate. For a Naturally, steps were taken to discour- MOVEMENT: 9
time, huge pyramids were built to house age tomb robbery. Such robbery deprived HIT DICE: 9 + 6
pharaohs, who were the sons of the sun the dead of goods for all eternity. Some THAC0: 11
god. Such an extensive building effort traps were incorporated into the tomb, NO. OF ATTACKS: 1
could not be maintained for long. Later but the Egyptians relied more on curses, DAMAGE/ATTACK: 2d10
tombs became less grandiose than the written on the tomb wall. Again, such SPECIAL ATTACKS: Fear, spellwriting,
pyramids. Still, such tombs, cut into solid writing was considered magical, and the curse, statue animation
rock in the Valley of the Kings, were elabo- effects of the spell would last as long as SPECIAL DEFENSES: Weapon resistances,
rate affairs. the markings survived. spell immunities and resistances, spirit
Pharaohs and nobles could afford elabo- No matter how well the Egyptians mum- doors
rate tombs. Others had to settle for sim- mified their dead, bodies could decay. To MAGIC RESISTANCE: Nil
pler graves. Yet every effort was made to counter this effect, the priests evoked SIZE: M (5’-7’)
ensure the well-being of the dead in their more magic. Life-size statues were includ- MORALE: Fearless (20)
afterlife. ed in the tombs. The ka could use these XP VALUE: 14,000
The articles used by the living were in- statues as alternative homes. Detailed
cluded in their death goods. Clothing, tools, paintings of the individual and special face A ka is a kind of super-mummy. Once, the
weapons, cosmetics, even games were en- masks served the same purpose, as extra ka was a noble, king, or pharaoh. After
tombed with the dead. Complete meals were homes for the ka. As a last resort, the death, the mummified body continued to
laid out to be buried with the corpse for individual’s name was carved on rock or live on in the tomb as an undead monster.
future use. Funerary rites, conducted by otherwise written repeatedly. If there was A ka is not necessarily evil. It attacks only
priests, insured a continuing supply of the no place else to go, a ka could inhabit the when its tomb offerings are threatened or
things that made living pleasant. carved or written name. when under the control of a cleric. A ka
Each tomb, sarcophagus, or coffin had a Thus, the worst curse an Egyptian could looks like a normal mummy—i.e., as a
DRAGON 21
bandage-wrapped corpse. chosen at random, loses its benefits on These spirit fragments can inhabit special
a 19 (as per cancellation). On a 20, the magical stone statues within the ka’s tomb.
Combat: Like a normal mummy, a ka item actually becomes cursed (use the Treat these statues as stone golems. A ka
possesses supernatural strength that lets closest appropriate cursed item from can inhabit 1-4 statues at a time. If the ka’s
its blows do more than normal damage. the Treasure Tables; hence a sword +3 mummified body is destroyed, its will lives
Instead of a rotting disease, however, a would become a cursed sword -2). on in the statues. Inside a statue, however,
successful hit by a ka imparts a curse a ka no longer possesses its curse or magi-
upon the victim. DMs may make up their As with mummies, the mere sight of a ka cal writing powers, and it may be affected
own curses or may use the following table may cause fear and revulsion in any crea- by forms of attacks to which the mummi-
(roll 1d20; all curses last until removed): ture. A save vs. spells must succeed or the fied body is immune. Note that the ka has
1-3: Ill luck. All future rolls for the cursed victim will be paralyzed with fright for 1-6 no power to activate any other statue but
individual are -l on a roll of 1, -2 on melee rounds. There are no bonuses to those in its tomb.
a roll of 2, or -3 on a roll of 3. the die roll. A ka may also walk through special
4-7: Withering touch. An arm or leg with- A ka can be harmed only by magical spirit doors carved into stone or wood or
ers and becomes useless. (4 = right weapons, which do only half normal dam- painted on a wall when the body was
arm, 5 = left arm, 6 = right leg, 7 = age. Sleep, charm, hold, cold, poison, buried. A ka could walk through a spirit
left leg; loss of a leg reduces movement paralysis, polymorph, and electricity do door carved into rock, attack the party,
by 3). not harm it. It suffers only half damage then retreat back inside its tomb.
8-11: Mutation. A body part becomes from fire or holy water. A raise dead spell A cleric has the same chance to turn a
mutated to some other form (8 = a leg, turns a ka into a normal human (of 10th- ka as he does a vampire.
9 = torso, 10 = an arm, 11 = head). level fighting ability) unless the ka saves
12-14: Alteration. An attribute chosen at vs. spells. Habitat/Society: A ka was once a living
random is lowered by -1. A ka has a limited magical ability. A ruler. It still retains some friendliness
15-18: Death wish. Extra damage is re- word written by it has the force of a com- toward character races, especially mem-
ceived in subsequent attacks. (15 = mand spell. It takes a full round to inscribe bers of its own race and nation. Thus a
+1, 16 = +2, 17 = +3, 18 = double such a word. Characters need not see the human ka has an affinity for humans, a
damage). written word for the spell to take effect. dwarven ka for dwarves, etc. This affinity
19-20: Cursed item. One magical item, The ka is able to fragment its spirit. is even stronger if, in the DM’s opinion,
the ka and character share the same cul-
tural background.
If no attempt is made to steal its tomb
treasures, a ka may be placated by show-
ing it reverence and giving it additional
grave goods. Such goods may vary from
simple food to elaborate treasures. At the
DMs discretion, a ka that has become
placated may be asked questions that
require simple yes-or-no answers. The
greater the offerings, the greater the
knowledge such a ka may impart.
Wealthy individuals are usually buried
alone. A ka is, hence, generally encoun-
tered as a solitary creature. Sometimes,
however, many graves are crowded into
one tomb to discourage robbers. In this
case, the tomb is shared by a related
group of kas.

Grettir and the ghost of Glam


In Grettissaga, a tale from Iceland, an-
other kind of undead corpse walks the
earth. Grettir, known as the Strong, was a
man during Viking times who came to be
outlawed for killing too many men in a
blood feud. He spent most of his life as an
outlaw until he was finally slain. His ex-
ploits, while historically based, contain a
strong element of supernatural legend.
Grettir’s story was retold by succeeding
generations and finally written down
during medieval times:
There was a man in Iceland, named
Thorhall Grimsson, who had difficulty
keeping shepherds. Some were injured
and. others could not finish their work, for
some evil being stalked the pastures. So
Thorhall hired Glam, a big strong man.
Glam feared nothing, but he was often
disliked for his strong temper.
Glam commenced his work as a shep-
herd. He had a loud, hoarse voice. He
22 OCTOBER 1993
abstained from mass, had no religion, and tumbled hind-foremost out of the door, Angreden
was stubborn and surly. Everyone hated tearing away the lintel with his shoulder
him-but he lost no sheep. and shattering the roof. CLIMATE/TERRAIN: Any, especially sub-
The time passed ‘til the eve of Yuletide. The monster turned its eyes at Grettir arctic and subterranean
Glam was warned that, out of reverence, it and stared. The sight of Glam in the moon- FREQUENCY: Rare
was not proper to eat on the day before light made Grettir’s heart sink. Grettir ORGANIZATION: Solitary or small bands
Yule. He demanded food anyway. When he could tell that Glam possessed more malig- ACTIVITY CYCLE: Night
had eaten, Glam went out. nant power than any creature the hero DIET: Nil
It was very dark. There was driving had ever faced. INTELLIGENCE: Average
snow, the wind was howling, and it be- Then Glam spoke: “You shall possess TREASURE: 20% B
came worse as the day wore on. In the only half the strength and firmness of ALIGNMENT: Any evil
evening, Glam did not return. Only after heart that were decreed to you because of NO. APPEARING: 1 or 2-16
the violent storm passed could people this night’s battle. Henceforward there ARMOR CLASS: 5
search for him. shall fall upon you exile; your deeds will MOVEMENT: 12
On the track above the valley, the turn evil and your guardian spirit shall HIT DICE: 4 +4
searchers found Glam. The stones and forsake you. You shall be outlawed, and THAC0: 14
earth were torn up all about from a vio- your lot shall be to dwell ever alone.” NO. OF ATTACKS: 1
lent struggle. Glam was dead; his body was The faintness that had come over Grettir DAMAGE/ATTACK: 1d6 + 2
black and swollen to the size of an ox. The left him. He drew his sword and cut off SPECIAL ATTACKS: Enfeeblement, fear
people believed that the evil spirit that had Glam’s head. Then he and Thorhall set to SPECIAL DEFENSES: Immunity to some
been slaying sheep had also slain Glam. work and burned Glam to cold cinders, spells
Glam was too heavy to drag to the church, bound the ashes in a skin, and buried MAGIC RESISTANCE: Nil
so he was rolled into a nearby gully and them far from the haunts of man or beast. SIZE: M (5’-7’)
covered with a cairn of stones. Yet, in the years to come, Grettir found MORALE: Fearless (20)
It was not long before men became that the curse of Glam would, indeed, XP VALUE: 1,400
aware that Glam was uneasy in his grave. unfold.
Many men were attacked. Some were
severely injured; others were struck
senseless and lost their wits. At night, the
walking corpse would try to break into
houses. Soon Thorhall’s cowherd was slain
by the ghost. The panic was great; the
district was in a grievous condition.
A foreigner named Thorgaut then came
to Thorhallsstad as a shepherd. He did not
fear Glam’s ghost, and he laughed at the
stories. One day Thorgaut went out to the
sheep and did not return. The men found
his body on top of Glam’s cairn. Thorgaut’s
neck was broken, as was every bone in his
body.
Glam became worse than ever. People
fled the district. Thorhall’s steading was
almost deserted. Livestock left behind was
killed by the restless spirit.
Grettir the Strong then rode to
Thorhallsstad, where he was welcomed,
Grettir said he wished to spend the night
in Thorhall’s stead if the bondi permitted.
Thorhall said he would indeed be thankful
to Grettir for staying there.
When about a third part of the night
had passed, Grettir heard a loud noise.
Something was around the house, riding
above the hall and kicking the wood with
its heels. This went on for some time
when the sound came down toward the
door. The door opened and Grettir saw
Glam, bloated and black, with an enor-
mous ugly head like a goblin.
Grettir sprang under the ghost’s arms,
seized it around the waist, and squeezed
Glam’s back with all his might. Glam man-
aged to wrench free. The monster sought
to flee, but Grettir prevented flight. A fight
raged up and down the hall, benches flew,
and everything was scattered. Glam, with
a desperate effort, forced Grettir to the
porch.
Grettir changed tactics and loosed his
hold on the monster. Glam was not pre-
pared for that; he reeled backward and

DRAGON 23
An angreden, based on Middle-English shirt of ring mail, and a sword at his belt; ahead and walked most sturdily. They
form, would mean “the state or condition he had a gold necklace round his neck and went on for three days, then the lava-field
of anger” or “filled with anger.” An angre- a thick gold ring on his arm. He walked up came to an end and they came to the sea.
den is the walking corpse of an individual to the king’s high seat. People were greatly A large island lay off-shore there. A long,
who died under a curse, or who was so amazed at this sight. No man greeted the thin reef ran out to the island; this was
filled with hatred and anger in life that he stranger. dry at ebb-tide. When the men went out to
refused to lie still in his grave. An angre- This man stood before the king for a the island, they saw a huge burial mound.
den has a blackened, bloated body with a while, then said: “I came here thinking Gest set his men to work breaking away
huge, oversized head. that I would at least be offered some hos- into the mound by day. By evening they
pitality by such great and noble men. I’m had broken an opening into the mound,
Combat: An angreden is considered to going to be more open-handed than that, but by next morning it had grown togeth-
have 18 Strength, so it gets a +1 to attack for I shall offer possession of these fine er as before. They broke it open again the
and +2 to damage in combat, which has things I am wearing now to the man who second day, but by morning it was closed
already calculated into its statistics. Its dares come and fetch them from me.” again.
touch acts like an enfeeblement spell. Thereupon, the man went away, and an After a third digging, the priest kept
Victims of a successful hit must make a unpleasant smell spread through the hall. watch over the hole. He sat there all night,
save vs. spells or temporarily lose 25% of Many men fell unconscious and half-dead. and he had holy water and a crucifix with
their Strength scores (fractions rounded All the watchdogs died, except for the him. When time wore on toward mid-
down). The gaze of an angreden acts as a king’s dog, Vigi, and Gest’s dog, Snati. night, he saw Raknar. Raknar bade the
fear spell. An. angreden’s attacks are unso- The king said, “Who do you think he can priest come with him, and he would re-
phisticated, being physical attacks with a be, Gest, this man who came in here?” ward the priest with fine gifts.
club or hand-held rock. Gest replied, “I’ve not seen him before, The priest answered nothing and sat
An angreden is immune to sleep, charm, but I’ve been told by my kinsmen that quietly as before. Many extraordinary
hold, cold, poison, paralyzation, and death there was once a king, called Raknar, and I creatures appeared to him. Some tried to
magic. A raise dead spell destroys it. A think that I recognize him from their scare the priest, others tried to trick him.
cleric has the same chance to turn an accounts. But that king was buried in Jostein took no notice, no matter what
angreden as he does a wight. Helluland at Raknarsloda.” wonders he saw or however savagely
Then King Olaf Tryggvason said, “This is these fiends behaved. Toward sunrise, all
Habitat/Society: An angreden has trouble my request to you, Gest: that you should these wonders vanished away.
getting along with everyone, even after fetch those fine treasures.” The men lowered Gest into the mound.
death. It is often solitary but may sometimes Gest made ready for his journey. The It was a 50-fathom drop to the floor of the
band with others for protection. Such bands king gave him 40 iron shoes, all lined with mound. Gest had the one-edged sword, the
are a snarling, quarrelsome lot. down. He found a Christian priest to go king’s gift, belted around his waist. He
An angreden may be lawful, neutral, or with Gest, a man named Jostein. The carried the candle in his hand, and it lit
chaotic, but will always be evil. It exists priest was highly esteemed by the king, itself as soon as he reached the bottom.
only to vent its insensate rage at the yet Gest had little liking for the man, for Gest could now see all around the
world. It delights in harm for its own sake Gest still followed the old faith of his mound. He saw the ship Slodi and 500
and, when not killing, will try to smash ancestors. men in her. Gest then climbed up on the
everything in sight. The king said, “The priest will give you ship and saw that all the men had been on
the finest proof of courage at a time that the point of rising to their feet when the
Note: Strictly as a plot suggestion, DMs matters most to you.” candlelight fell on them; none of them
may wish to give an angreden the power “Then he might as well come,” said Gest. could now move. Still, their eyes blinked
to curse before being destroyed. Such a The king gave Gest a one-edged sword and their nostrils flared. Gest drew his
curse acts as a prophetic utterance, unless and said it would bite if there was need. sword and cut off all their heads, and the
it is lifted with a remove curse spell. For And the, king gave Gest a candle and said it blade bit as if it were cutting water.
example, an angreden might tell a charac- would light up of its own accord if it was Then Gest went in search of Raknar. He
ter: “Horses will die under you" and that held up in the air. “For it will be black in found an opening going deeper into the
character would be unable to ride a horse Raknar’s mound,” said King Olaf. “But don’t ground, and there he saw Raknar sitting
until the curse was lifted. If an angreden is stay there any longer once the candle is on a chair. The undead king was horribly
given a curse, the XP Value becomes 2,000 burned out—you must take heed of this.” evil to look at. A foul stench was there,
instead of 1,400. Gest and his men sailed north along the and it was cold, too. A chest full of money
coast all the way past Halogoland and stood open under Raknar’s feet; he had a
Finnmork as far as Hafnsbota. Then they necklace around his neck, and a thick gold
turned west and sailed until they reached ring on his arm. He wore a coat of mail
The breaking of the burial the uninhabited parts of Greenland. By and had a helm on his head and a sword
mound then winter was coming on, so they spent in his hand.
Gests pattr Bardarsonar (The Saga of the winter there. Gest went up to Raknar and greeted him
Gest Bardson) is more of a fantasy told In spring they left there, each man car- respectfully, as a king should be greeted,
around a warm fire than a tale based in rying his own provisions. At first they and Raknar bowed his head in answer.
history. In it, the hero Gest breaks into a went along the coast, going west- Gest said, “It is true that you are famous.
barrow mound and confronts the undead southwest; then they went across country. I’ve come a long way to visit you in your
king Raknar: At first there were glaciers, then great home. You will surely let me have a good
At that time (A.D. 995-10001, King Olaf fields of lava. Then they put on the iron reward for my errand, and give me those
Tryggvason was ruler of Norway. On shows that the king had given them. But fine treasures you have. I shall spread the
Christmas Eve, the king was sitting on his there were 40 shoes and 21 men, includ- tale of your magnificence far and wide.”
high-seat and the whole court was ing Gest. No iron shoes had been provided Raknar bent his head toward Gest, with
present, each man in his own seat. for the priest. Without them the man’s feet the helm on it. Gest took the helm, then
When the men had been drinking for would be burned open when walking over stripped Raknar of his coat of mail. Raknar
some time, a man walked into the hall. He the lava. made it all easy for Gest. Gest then took all
was tall and evil-looking, with dark skin, “So now come here, priest,” said Gest, Raknar’s treasures away from him, except
flashing eyes, a black beard, and a broad “and sit yourself on my pack.” the sword. When Gest took hold of this,
nose. This man wore a helm on his head, a The priest did so. Then Gest walked Raknar sprang to his feet and threw him-
24 OCTOBER 1993
self at Gest. By then the candle, the king’s ders were happening, the men became so came to him and said, “You did wrong
gift, had burned right out. upset and frightened that they all ran when you abandoned your faith, which all
Then Raknar turned into such a troll mad, except for the priest. He never let go your forefathers had held. Because of this,
that Gest was quite overpowered by him. of the rope and hauled Gest out of the you shall lose both your eyes.”
Gest thought he could see his death for mound, along with all the treasure. Then Then Bard touched his son’s eyes, caus-
certain. The dead men from the ship also the two of them went to where the men ing such a severe pain that both eyes
rose to their feet. Gest called upon Bard, struggled with each other. The priest burst. At this, Gest died, still wearing his
his father, who had great power against sprinkled holy water over them, and they baptismal garments. King Olaf thought this
every type of troll. Bard came, but he recovered their wits at once. the greatest loss.
accomplished nothing. The dead men kept As the men made ready to leave, the
Bard away from his son. ground began to shake. The sea rose all
Then Gest made a vow to Him who had along the reef in such crashing breakers King-wight
created heaven and earth, that he would the island was nearly flooded. The men
accept the Christian faith King Olaf could no longer find the reef, so Gest sent CLIMATE/TERRAIN: Any, usually subterra-
preached if he escaped alive out of the his dog Snati out to find it. But the dog nean
burial mound. Gest also earnestly invoked could not stand against Raknar’s magic FREQUENCY: Very rare
King Olaf, that the king might aid him. and drowned. Gest thought this the great- ORGANIZATION: Solitary, but may have
Thereupon Gest saw King Olaf come into est loss he had suffered. followers
the mound with a great light. All the dead Then Jostein the priest went forward, ACTIVITY CYCLE: Night
men sat back down when bathed in that crucifix in hand, sprinkling water upon DIET! Carnivore (living beings)
light. At this sight, Raknar was so troubled the waves. The sea divided itself so the INTELLIGENCE: Exceptional (15)
that all his strength ebbed out of him. Gest men could cross dry-shod to the mainland. TREASURE: 50% A
pressed so hard that Raknar fell over Gest brought all the fine treasures to the ALIGNMENT: Lawful evil
backward. Then Gest cut off Raknar’s king and told King Olaf all that had hap- NO. APPEARING: 1
head with the sword the king had given pened. Gest was then baptized, as he had ARMOR CLASS: -1
him. The whole task now ended, King Olaf vowed to do in Raknar’s mound. MOVEMENT: 12
vanished from the mound. The following night after Gest had been HIT DICE: 12 +23 (77 hp)
Back atop the mound, while these won- baptized, he dreamed his father Bard THAC0: 4
NO. OF ATTACKS: 3/2 by weapon type or 1
by touch
DAMAGE/ATTACK: 1d8 + 5
SPECIAL ATTACKS: Energy drain, wight
control, spellcasting, earthquake, magi-
cal items
SPECIAL DEFENSES: Immunity to some
weapons and spells
MAGIC RESISTANCE: Nil
SIZE: M (6’ - 7’)
MORALE: Fearless (20)
XP VALUE: 30,000

A king-wight was once a powerful evil


king. When he died, he became undead,
continuing to rule the ranks of the walk-
ing dead. His death is often voluntary, a
self-sacrifice made to gain a prolonged
existence.
A king-wight looks like a well-preserved
corpse. At nighttime, in artificial light, it
can even be mistaken for a living being. It
wears its favorite armor and carries its
favorite weapons, and is often decorated
with expensive jewelry. While a king-wight
can appear almost alive, the stench of the
grave follows it and gives it away.

Combat: A king-wight fights much the


same after death as it did in life. It wears
chain mail +3 and wields a sword +2
(any type possible). A king-wight was an
exceptional human and continues to have
excellent attributes even in death. Its
attribute statistics are: S 18/50, D 17, C 16,
I 15, W 13, Ch 15 (to undead only). These
scores and the magical items are already
calculated into the king-wight’s statistics.
When it becomes undead, a king-wight
gains many special abilities. A successful
attack can drain two life levels from a
victim, as per a vampire. Any victim com-
pletely drained of life points by the king-
wight becomes a full-strength wight under
26 OCTOBER 1993
the control of the king-wight. should use the “special” column. A king Wraith-king
A king-wight also has the ability to cast wight can be harmed only by magical
spectral force and confusion spells, one spell weapons. CLIMATE/TERRAIN: Any, often
per round, without limit. It can teleport once subterranean
per day, but only to or from its barrow Habitat/Society: A king-wight retains its FREQUENCY: Very rare
home. When the king-wight is destroyed, the court, even after death. It is often sur- ORGANIZATION: Solitary, may have
action causes an earthquake (as per the rounded by its faithful warriors, who following
clerical spell, at the 14th-level of effect), were turned into wights by the king-wight ACTIVITY CYCLE: Night
centered on the king-wight’s body, in 4-16 and remain under their master’s control. A DIET: Carnivore (living beings)
rounds. Since a king-wight is often encoun- king-wight encountered in its barrow INTELLIGENCE: Genius (17)
tered in its underground barrow, such an usually controls 4-32 normal wights. TREASURE: 50% H
earthquake can be especially deadly. A king-wight delights in tricking the ALIGNMENT Lawful evil
A king-wight is so powerful that any living. It often travels to someone’s abode NO. APPEARING: 1
individual of a level lower than the king- to flaunt its treasure and tempt heroes ARMOR CLASS: -5
wight must make a saving throw vs. spells into searching out its lair. A king-wight MOVEMENT: 12/36 if riding
or flee in panic from fear. The following may appear gracious and hospitable at HIT DICE: 15 +27 (95 hp)
spells or attack forms have no effect on a times, but such appearances are illusory. THAC0: -1
king-wight: charm, sleep, enfeeblement, In reality, the king-wight hates to give up NO. OF ATTACKS: 2/1 by weapon type, or
polymorph, cold, electricity, insanity, and any part of its hoarded treasure and 1 by touch
death magic. A raise dead spell turns the tempts heroes only as a ploy to trap them DAMAGE/ATTACK: 1ds + 10
king-wight into a normal 12th-level fighter in its underground barrow, to either slay SPECIAL ATTACKS: Energy-drain gaze,
unless a saving throw vs. spells is made. the heroes by the sword or turn them into wraith control, spellcasting, magical
A cleric attempting to turn a king-wight wight slaves. items
SPECIAL DEFENSES: Immunity to some
spells and weapons
MAGIC RESISTANCE: 20%
SIZE: M (6'- 7')
MORALE: Champion (15-16)
XP VALUE: 32,000

Wraith-kings were once powerful individ-


uals who so feared death that they made
unholy bargains with an evil god. Each
individual believed he was gaining immor-
tality, but was instead turned into an un-
dead monster. The body of a wraith-king
has faded away completely. Inside the
form of its armor, one can see only two
hateful red burning eyes.

Combat: A wraith-king fights much as it


did in life. It wears plate armor +3 and
wields a sword +4 (any type). It is consid-
ered to have exceptional attribute statistics
(S 18/00, D 18, C 17, I 17, W 15, Ch 17 (to
undead only)). These magical items and
attribute scores are already calculated into
the wraith-king’s statistics.
A wraith-king can drain life levels by
gaze alone at the rate of one level per
round for any one victim within clear
view in a 30’ range (the victim must save
vs. death ray each round to avoid this
effect). Any victim completely drained of
life levels becomes a full-strength wraith
under the control of the wraith-king.
A wraith-king can cast either a perma-
nent illusion or programmed illusion once
per round, without limit. It can also cast a
mass charm spell once per day. All spells
are cast at the 15th level of ability. A
wraith-king is so powerful that any indi-
vidual of a level lower than the wraith-
king must make a saving throw vs. spells
or flee in panic from fear.
The following spells or attack forms
have no effect on a wraith-king: charm,
sleep, enfeeblement, polymorph, cold,
electricity, insanity, and death magic. A
wraith-king can be harmed only by magi-
cal weapons with at least a +2 bonus, and
even these weapons do only half damage.
28 OCTOBER 1993
A wraith-king is even more powerful than Vartha means “guardian spirit” It is one of tongues; commune.
a lich. A cleric of level 9-13 has a chance to the few undead that are not necessarily A vartha can be of any alignment. One
turn a wraith-king on a roll of 19 or better. malign. A vartha is a guardian spirit in of evil alignment may have the reverse of
A cleric of level 14 + has a chance to turn a many senses. It can be a spirit conjured or appropriate spells (e.g., curse instead of
wraith-king on a roll of 16 or better. Because cursed to protect a specific area or trea- bless).
a wraith-king’s undead power comes directly sure. It can also be a spirit that appears to A vartha is not affected by sleep, charm,
from a god, a raise dead spell will not affect aid a character in times of need. Lastly, it hold, cold, electricity, poison, or death
a wraith-king. can be a spirit sent to hunt down wrong- magic. A raise dead spell returns it to life
doers. A vartha does not share the gener- as a 9th-level fighter/9th-level cleric. If the
Habitat/Society: A wraith-king lives in ally gruesome appearance of the undead. vartha serves anyone involuntarily, it need
an eternal state of anger and hatred. Hav- It looks like a newly dead corpse, after the not make a save vs. spells against the raise
ing been tricked by an evil god, the body has been treated by a mortician. dead spell, and the spell automatically
wraith-king hates the living and seeks, works. The chance for a cleric to turn a
whenever possible, to convert them to Combat: A vartha has high attribute vartha is the same as the chance to turn a
undead to increase the wraith-king’s fol- scores (S 18/75, D 16, C 16, I 13, W 17, Ch spectre.
lowing. Even when not guarding its hoard- 15). It wears partial plate armor +2 (AC 2)
ed treasure, a wraith-king seeks out the and wields a morning star +2. The magi- Habitat/Society: Vartha vary in motiva-
living to punish them for the anguish it cal items and attribute scores have been tion. A vartha guarding its own treasure
feels. It especially delights in using illu- calculated into the vartha’s statistics. may have voluntarily become undead
sions to trick and tempt the living. While it is undead, a vartha should other- through greed. A vartha forced to guard a
A wraith-king is, however, cautious. It wise be treated as a fighter-cleric with the treasure not its own may be under a curse
considers itself immortal and, hateful as its following clerical spells, each of which can or commanded by a more powerful being.
undead state is, it nonetheless cherishes its be cast at the rate of one spell per round, A vartha sent by the DM to help a charac-
unlife. It will flee if an attack appears to be once each per day: bless, command, detect ter may be that character’s guardian spirit,
going against it. evil, light, remove fear; sanctuary; augury, perhaps an ancestor. A vartha hunting
When encountered in its tomb/lair, a detect charm, hold person, know alignment, down a wrongdoer may have been a mar-
wraith-king has control of 4-24 wraiths. silence 15’ radius; animate dead, dispel shall in life, continuing its mission after
When not encountered in its tomb, a magic, locate object, remove curse; detect lie, Continued on page 39
wraith-king is likely to be riding a night-
mare (see the Monstrous Compendium).

Note: Because wraith-kings are so powerful


and so rare, it is suggested that a DM use
them sparingly. A wraith-king became un-
dead as the act of an evil god, so a good or
neutral god often aids a cleric confronting a
wraith-king. Such aid may take the form of a
special magical item that protects the cleric
or the entire party from some of the wraith-
king’s malign powers. An entire campaign,
including visions, communion with a benefi-
cent god or goddess, and the search for an
appropriate undead-destroying magical item,
can be built around a quest to destroy a
single wraith-king.

Vartha
CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Nil
INTELLIGENCE: High (13)
TREASURE: Varies
ALIGNMENT: Any
NO. APPEARING: 1 or 2-12
ARMOR CLASS: 0
MOVEMENT: 12
HIT DICE: 9 +18 (63 hp)
THAC0: 7
NO. OF ATTACKS: 3/2, by weapon type
DAMAGE/ATTACK: 2d4 + 5
SPECIAL ATTACKS: Spellcasting, magical
items
SPECIAL DEFENSES: Immunity to some
spells
MAGIC RESISTANCE: Nil
SIZE: M (5’-7’)
MORALE: Fearless (20)
XP VALUE: 18,000
DRAGON 29
Beyond the Grave
Continued from page 29
death. Vartha do share one personality
trait: They are all highly motivated, even
driven, whatever their purpose.
The MARVEL®-Phile Rewriting history
Continued from page 34 In his search for foes worthy of battling
the Hulk, Xemnu the Living Titan uncover- Summoning/controlling
down from the mountain in search of ed a conspiracy. The American govern-
food. While the Glop rampaged through undead
ment, Xemnu claimed, was covering up The summoning and controlling of cer-
the town, the painter encountered the old the multitudinous invasions that plagued
man at the castle and demanded an expla- tain types of very powerful undead, par-
the world in the late 1950s and early ticularly mummies, is a common theme in
nation. The old guy admitted that he was a 196Os, blotting out the names of Diablo, literature and movies. The DM may wish
scientist. He discovered the statue and the Groot, and the Blip from the history
paints in the castle, along with a parch- to allow evil (and some neutral) clerics to
books. I don’t know about that, but summon some kinds of special undead
ment that revealed their unearthly origin scholars of the Marvel age of monsters from afar, then control them. The power
and the method for reviving the alien should note that some of the towering would require a special ceremony and
beast. The scientist hoped to uncover the titans have undergone subtle changes would depend on the availability of the
Glop’s motives before the monster’s “com- since their first appearances. For example, proper kind of undead. Finally, the cleric
rades” arrived to wake him themselves. in his original outing, the Glop was known would have to maintain concentration to
The Glop returned to the keep at that as the Glob. And the living alien statue on control the undead similar to a mage con-
moment, trapping the two humans inside. Easter Island was known as Thorr, not trolling an elemental.
In a fit of braggadocio, the alien boasted Thorg. Apart from the trademark reasons, It is suggested that the cleric gain the
that he was an advance scout from a war- I suppose the name changes make some power only when his 1d20 roll to turn the
like race, sent to Earth to spy on the in- continuity sense too. “What’s that?” says appropriate kind of undead becomes less
habitants. In time, his fellows would arrive Spider-Man. “There’s a battle in Central than 10. Some appropriate kinds of un-
and revive him. Much to his chagrin, Park between Thor and Magneto? Or is dead, and the clerical level at which they
though, the humans had already done that that Thorr and Magneto? And which Mag- could be summoned and controlled, would
and now his mission was ruined. As the neto is it, anyway—the guy with the buck- be: skleros* (8), angreden (5), callicant-
Glop prepared to ground the meddling et on his head or the old monster?” zari* * (5), skotos* * (6), mummy (8), lesser
mortals into bone dust, the painter hit The most interesting of these updates colossus* * (8), vrykolakas* * * (8), vartha
upon a desperate plan. He hurled a large has resulted in the birth of a new hero, a (9), ch’ing shih* * * (9), and ka (14).
can of turpentine at the Glop, which wash- guy who is still popping up in comics
ed away the alien’s oozing skin and re- regularly: Doctor Druid. The origin of this * See “Out of the Shadows,” in DRAGON
turned him to his statuelike state once occult master, printed in Weird Wonder
more. There wasn’t time for congratula- issue #162.
Tales #19, is actually a slightly redrawn * * See “The Ungrateful Dead” in DRAGON
tions, though. The villagers, enraged by origin story for an old character named
the monster’s attack (and toting torches issue #138.
Dr. Droom! Then, two issues of WWT * * * See “Hearts of Darkness” in DRAGON
and pitchforks, as outlined in the Com- later, Dr. Druid tells a tale in which he
plete Transylvanian Peasants’ Handbook), issue #126.
discovers Gorgilla, the Monster of Mid-
stormed the castle and blew it up. The night Mountain, but that, too, is a re-
Glop and the unusual paints were buried touched story (with Dr. Droom’s, er,
beneath the shattered keep. Bibliography
Druids head replacing that of the tale’s Briggs, Katherine Mary. An Encyclopedia
true hero, a blond scientist named Scotty). of Fairies. New York; Pantheon Books,
ROLE-PLAYING NOTES: The Glop is
Hmmm. 1976.
short on subtlety, but long on rage. He will Maybe Xemnu was right after all. Could Hight, George Ainslie, translator. The Saga
wade into a fight with little provocation, Goom and his dreaded son Googam be
attempting to crush whatever obstacles of Grettir the Strong. New York: E. P
working through the government to blot Dutton & Co., 1913.
the despised mortals set in his path. He is out the memories of their monstrous
prone to throwing large objects, and Simpson, Jacqualine, trans. The Northmen
rivals? What about the Living Colossus and Talk: A Choice of Tales from Iceland.
Judges working him into a scenario should Fin Fang Foom? Why have they escaped
be familiar with the rules for Blunt Madison: The University of Wisconsin
this revision of history with reputations Press, 1965.
Throwing attacks detailed in the MSH intact? I’d say it’s time for you to mobilize
Advanced Set’s Players’ Book. Spencer, A. J. Death in Ancient Egypt. New
all truth-loving heroes in your campaign so York: Penguin Books, 1982.
Since the castle’s destruction in the early they can restore the real history of the
1960s, no one has bothered to sift through MARVEL UNIVERSE—or at least slug it out
the ruins to confirm the Glop’s demise. with a giant slime beast or two.
Because the body was never seen, it would
be safe to assume he survived somehow and Changing your address? If so, tell us
is ready to be unleashed upon the hapless immediately. The Post Office will not
denizens of the MARVEL UNIVERSE once The MARVEL-Phile’s Marvel characters and the forward second-class mail without
more. Moreover, the Glop’s comrades have distinctive names and likenesses thereof are trade- prior notice, and we cannot replace
yet to make their appearance on Earth, so a marks of Marvel Entertainment Group, Inc. and are
issues that are lost in this manner.
used with permission. Copyright ©1993 Marvel
scenario centering on their arrival would be Entertainment Group, Inc. All Rights Reserved. Please send us your address change
a natural; explaining why these higher be- as soon as possible (with your most
ings left an immobile scout/observer in an recent mailing label) so that you won’t
isolated Transylvanian castle is optional. miss any issues!

DRAGON 39
Everything you’ve ever wanted to know about monsters
from the medieval point of view!
One of the most popular features in Antelope: The antelope is so timid that hunters who wish to catch it use saws to
DRAGON® Magazine is the Ecology series, hunters can never approach it. It has long, cut partly through a favored tree, so that
which describes various AD&D® and saw-edged horns that can cut down trees. the elephant breaks it and falls. There is a
D&D® game monsters in great detail. Each When it goes to take a drink from a river, species of dragon that preys on elephants.
monster is given a history that makes it the horns get entangled in herecine brush. A unicorn can kill an elephant by stabbing
seem like a part of the natural world. Once caught, the beast bellows loudly, the latter’s stomach.
Many of these articles are presented as the which attracts hunters. Flea: This tiny pest can live on dust,
notes, lectures, and reminiscences of sages Bear: A cub is born as a shapeless pulp, needing nothing else for food.
and other learned men. and the mother must lick the cub into Fox: Crafty and cunning, a fox never
But, in the real medieval world of Eu- shape. A bear’s jaws are weak. When ill, a moves in a straight line. When hungry, it
rope, the “learned men” of the time were bear is cured by eating either the mullein plays dead and lets its tongue hang out.
actually incredibly ignorant about the real plant or ants. Males and females lair to- When birds see this and fly down to sit on
habits of animals. It was difficult for them gether through the winter, in separate the corpse, the fox eats them.
to observe animals in Europe, much less chambers of the cave. Bears die from Frog: If a frog is placed in a lump of food
those of faraway lands. A great deal of eating the mandrake plant. and fed to a dog, the dog never barks
myth and folklore thus grew up around Boa: This snake feeds by clinging to the again.
certain animals and was presented as udder of a cow. Goat: A male goat is so hot, its blood can
solemn fact by educated men. This article Bull: Some bulls have a hide so thick it melt stone and metal.
presents some of this folklore from the can repel every weapon. Others are a type Goose: Some geese are born from
Middle Ages that was considered fact. In of unicorn animal, having only one horn barnacles.
addition, some European monsters from and solid (not cloven) hooves. These are so Hawk: This bird treats its young harshly
medieval lore are presented here. fierce that when captured they go mind- to make them hardy as adults. The young
The main source of written knowledge less with rage. are beaten out of the nest to fend for
of medieval animal lore is from a bestiary, Camel: The camel is wise and lives for themselves, and the adults do not feed the
a “book of beasts.” These books were writ- 100 years. If sold to a stranger, it becomes young.
ten by several authors, and rarely did one ill with disgust. Hedgehog: This slow creature brings
man write a whole book. Each bestiary Cat: Some cats, particularly black ones, food back to its lair by impaling fruit,
consisted of lists of real and fabulous serve as familiars for witches in the cause especially grapes, on its spines as it passes
animals and their habits. The root source of evil. Cats‘ eyes are so sharp, they pierce through fields.
of bestiaries was a now-lost Greek treatise the darkness with beams of light. Horse: At birth, a part of the foals pla-
on beasts called Physiologus. Crab: This crafty crustacean loves to centa makes a love charm. A horse weeps
Many bestiaries were written by clois- feed on oysters, but must first get through at its master’s death. Its virility is weak-
tered clergymen, which led to bestiaries the shell. It waits until the oyster opens on ened when its mane is cut.
being filled with religious notes; many its own, then inserts a pebble into the Hyena: This beast was originally created
beasts’ habits are ascribed to religious valve to prevent it from closing. by the crossbreeding of a dog and large
rather than natural reasons. On the posi- Dog: The dog is the wisest of animals, cat. It lives in tombs and devours the dead,
tive side, many copies of bestiaries have for only it can recognize its own name. It Its spine is so rigid, it is unable to turn its
been preserved to the modern day in cannot live without men. The tongues of head to look to the rear. A hyena can
monasteries. The most famous bestiary puppies can be made into a salve that mimic human voices and lure men into
was preserved for centuries at Cambridge, heals internal injuries. ambush. Hunting dogs lose their voices if
and a translation by T. H. White is availa- Dolphin: This is a kind of fish. One spe- they cross a hyena’s shadow. There is a
ble in most bookstores. cies lives in tropical rivers and has a saw- stone in a hyena’s eyes that allows men to
edged dorsal fin used to slice through the see the future. If a hyena walks around a
bellies of crocodiles. victim three times, the prey is paralyzed.
Animals Eagle: When this bird grows old, it reju- A hyena may mate with a lioness, which
Due to the difficulty of travel during the venates itself by first flying so high that gives birth to a leucrotta. A hyena may
Middle Ages, observation of animals in the the sun singes its wings, then dipping itself change sex at will.
wild was infrequent and hard to carry out. three times in a fountain. It is spartan with Ibex: This animal can hurl itself off a
These myths seem absurd to modern men, its young, abandoning them if they show mountain and land on its horns, un-
but they were considered fact by nearly signs of weakness or are unable to gaze harmed by the fall.
all at the time. fearlessly at the sun. Insects: Most of these animals are born
The information given here from medi- Eel: These fish are born from mud. One from wood, earth, or corpses; they are
eval sources is all actually untrue, and species, the lamprey, can mate with vipers. never born from eggs. Bees are born from
most of it should be so even in a fantasy Elephant: This beast has a vast memory. the carcasses of cows, hornets from
game. (The very earthy medieval scribes It gives birth only once and lives for 300 horses, and wasps from burros. Some
wrote much detailed lore about animals’ years. An elephant may conceive only species, such as bees and ants, have large
mating and bathroom habits, none of beneath the mandragora tree, and birth- armies and kings. Many are able to con-
which is repeated here.) Even a fantasy ing is done in lakes. During the birth, the sume nothing but air, dust, or water.
world must run on some laws, and those male watches from the shore, killing any Jay: Some of these noisy birds have
of fantasy nature should generally be the bull or serpent that passes by. Elephants feathers that glow in the dark.
same as those of the real world. Of course, are afraid of mice. One out of 13 elephants Leopard: This is not a natural animal.
the DM is free to create some weird alter- is a small blessed animal with extraordi- Instead, there is an animal called the pard,
nate world where all this folklore is 100% nary strength; nothing evil can approach which looks much like the leopard, except
true; to fantasy game players, who are it, alive or dead. If trained for war, an that the spots are different. A leopard is a
much more knowledgeable of nature than elephant can collect the wounded. It leads cross between a pard and a lioness. Three
medieval men, this would be an odd world lost men to familiar paths. An elephant days after it has eaten, the breath of the
indeed. sleeps upright, leaning on trees, so leopard is very sweet. While all natural

DRAGON 11
creatures like this smell, dragons are haunch ahead of it. The right antler is from myth. On the other hand, heroes
afraid of it. Leopards have young only good for healing men or repelling snakes. from an urban background are likely to
once, since the babies’ claws scar the It is possible to gain immortality by eating believe the myths given here.
womb. venison over many years.
Lion: The lion is the prince of animals. It Tiger: This is the most courageous of Monsters
walks on mountaintops so that the scent of beasts. If its cubs are stolen, a tigress can While monsters are a vital part of the
hunters reaches up to it. It sleeps with its unerringly track the thief. However, it is AD&D and D&D games, surprisingly few
eyes open. Cubs are born in threes, but easy to distract her by tossing glass balls in are taken from western European folk-
born dead. After three days, the male her path. lore, which is odd for a game based on
breathes on their faces, and the cubs come Toad: A toad can create a basilisk or mythical Europe. Instead, monsters have
to life. The lion ignores men, unless it is cockatrice by nesting on a hen’s egg. Semi- been plundered from the myths of ancient
wounded; it is compassionate and spares precious stones form in the heads of toads. Greece, Scandinavia, the Orient, and nu-
the lives of women and children. It eats Turtle: Ships move more slowly if they merous fantasy novels, as well as many
sparingly, only on alternate dates, and carry the right foot of a tortoise on board. invented just for the game. Several mon-
never to excess. The lion also eats careful- Turtles make themselves temporarily im- sters from bestiaries were not included in
ly and avoids carrion. When sick, it eats mune to snake venom by eating marjoram. the AD&D game but are featured below.
monkeys to cure itself. It is afraid of white Viper: The young of these venomous In addition, some monsters included in the
roosters. There is a small creature of snakes are born by bursting through the AD&D game are also discussed below, as
unknown shape called the leontophont, mother’s side, killing her in the process. their descriptions in bestiaries differ from
which is deadly to lions if eaten. If the The female kills the male in the act of those in the game.
body is burned and the ashes of a leon- mating. Males are so filled with lust that
tophont scattered over meat, this bait will they mate with lampreys. Caladrius: This is a small white bird (1-2
kill lions. Thus, lions pursue and kill leon- Vulture: This ugliest of birds reproduces hp, MV 24) that has the singular power to
tophonts on sight, using only their paws in by parthenogenesis—the females conceive prophecy death in men. If a sick man moves
the slaying. without males. They each live up to 100 in sight of the bird, he learns his fate by its
Monkey: The monkey is wise about years. response. If the bird turns its back on him,
elemental matters and celebrates wildly Weasel: These animals excel at medicine the man is doomed to die. If the bird faces
during the new moon. When a monkey and can bring their dead young back to the man, then flies up into the air, the man is
gives birth to twins, one is loved and car- life. Young are born through the ear or instantly cured. The DM can handle this
ried in its hands, and one is hated and mouth. situation according to the circumstances—
carried on its back. Thus, when pursued, Whale: These are considered to be fish the caladrius is not infallible.
the monkey is forced to abandon the loved so large that they can be mistaken for Calopus: This is a hound-sized predator
twin in its hands, so it can climb to safety. islands. When people land on a whale’s that looks much like a puma, except that it
Mouse: The mouse is generated from back, the whale dives into the sea, drown- has two serrated horns. The calopus can
damp soil. Its liver waxes and wanes with ing those people. Whales feed by opening either claw and bite, or attack with its
the moon. their mouths and emitting a sweet smell horns.
Mullet: The flesh of this fish can be that attracts fish. When its mouth is full, Dragon: The bestiary version of this
prepared and eaten to cure excessive lust the whale swallows the fish. reptile differs from the game version in
and alcoholism. Wolf: Rapacious and greedy, wolves can that it is a giant winged serpent rather
Newt: This amphibian is the enemy of live on earth and air alone. Their necks than a giant winged lizard. It has a crest
scorpions, which are scared into a dazed cannot turn their heads around to face the and a weak bite, but its tail can deliver a
stupor at the sight of a newt. rear. They give birth only in May during powerful clubbing blow. This dragon kills
Onager: This wild burro knows what thunderstorms. Their eyes shine like by constriction, like a python. The dragon
day the equinox is, and it brays once per lamps at night, and any man who sees is large enough to constrict elephants.
hour on that day. them is stricken dumb with fear. If the When it flies, the air around it in a 10’
Ostrich: This giant bird has feet like a man beats two stones together, his speech radius becomes superheated; all within the
camel. It lays eggs only in June, when returns. If a man sees a wolf first, the wolf radius take the damage noted in the drag-
certain stars are visible. The ostrich does is paralyzed with fright. on’s statistics table. Note that once the
not care for its young and abandons the Worms: Like insects, these are born dragon lands, the air around it becomes
nest after laying eggs. from wood or corpses, and can live on normal in temperature. Dragons are not
Pelican: This ugly bird kills its young earth or air alone. harmed by any heat, magical or natural.
when they are nearly grown. Three days Age categories given in the table are the
later, the mother pierces her breast and While this folklore seems absurd to us, it same as those under “Dragon” in the Mon-
lets her blood flow over the young, which was considered fact by the learned men of strous Manual.
brings them back to life. the day, the “sages” of Europe. While Hydrus: This is a large water snake that
Remora: This fish can hold onto a ship AD&D game players may know much of lives in tropical rivers. Treat it as a normal
so strongly it can bring the vessel to a modern zoology, AD&D game characters constrictor snake (as per the Monstrous
stop. may know very little. This may affect play Manual or MC1, the first Monstrous Com-
Snake: This reptile is born from the in several ways. Imagine a group of heroes pendium), except that it has a poisonous
spine of a dead man. It is slimy and can consulting a sage on how to deal with bite (save vs. poison or die). The hydrus is
live if only the head and two inches of marauding lions, only to be solemnly told an enemy of crocodiles. It creeps up on
body survive. A snake dies if it swallows that lions are scared of white roosters; those that are sleeping and slips between
the spittle of a fasting man. now imagine their fate if they accept this their jaws. The hydrus then destroys the
Spider: A spider lives on air alone, need- advice. The DM should feel free to drop crocodile’s internal organs, slaying it.
ing no food. these myths into play at appropriate times, Monoceros: This is a relative of the
Stag: This large deer is an enemy to all as “facts” that all civilized folk know. unicorn, but it is not a good magical crea-
serpents. When ill, a stag sucks snakes Oddly enough, those who know the real ture. The monoceros has a horselike body,
into its nostrils to cure itself. If a stag is truth about animal habits are those who the feet of an elephant, the tail of a stag,
wounded by arrows, the dittany plant are the least scholarly: barbarians, druids, and a 4’ horn in the middle of its head. It
cures it. The stag enjoys the music of rangers, hunters, and herdsmen. These has a horrible howl that frightens horses
pipes. When moving in herds, stags travel have the most opportunities to observe and oxen, but it is an herbivore. The horn,
in a line, with each resting its head on the animals in the wild and thus know fact straight and spiraled, is needle sharp. The
12 NOVEMBER 1993
monoceros refuses to be captured alive; if
it is somehow taken, it kills all who ap-
Calopus Monoceros
proach it and refuses to eat, eventually
dying of starvation.
CLIMATE/TERRAIN: Temperate woods Temperate meadows
Orc, sea: This is no relation to the ugly Very rare
FREQUENCY Very rare
humanoid of game and Tolkien fame. It is
ORGANIZATION: Solitary Family
a huge sea monster that vaguely resembles
ACTIVITY CYCLE: Night Day
a crocodile. It has a ridged back, clawed
DIET: Carnivore Herbivore
limbs, and a long, tapered tail. Like a croc-
INTELLIGENCE: Animal (1) Low (5-7)
odile, the sea orc can strike with its tail (4- TREASURE: Nil Nil
24 hp damage). The sea orc never
ALIGNMENT: Neutral Neutral
hesitates to attack any ship it encounters.
NO. APPEARING: 1 1-3
One of these monsters is featured in the
ARMOR CLASS: 6 4
legends of Charlemagne, and was defeated
MOVEMENT: 15 20
by the hero Rogero.
HIT DICE: 3 6
Parandrus: This creature is identical to
THAC0: 17 15
the normal AD&D game stag (as per MC4),
NO. OF ATTACKS: 3 3
except that it can change colors to blend in
DAMAGE PER ATTACK: 1d3/1d3/1d6 1dS/1d8/1d10
with its background. If unmoving, the
SPECIAL ATTACKS: Rear claws for 1d4/1d4 Nil
parandrus can be seen only by those able
SPECIAL DEFENSES: Surprised on a 1 Nil
to see invisible objects.
MAGIC RESISTANCE: Nil Nil
Sea beasts: These are counterparts to
SIZE: M L
land animals. Thus, there are sea bears, Fearless (20)
MORALE: Average (B-10)
sea elephants, sea tigers, etc. They are
XP VALUE: 175 270
identical to the land animals except that
they have flippers instead of legs (MV
statistics are the same) and can breathe
water.
Sea bishop/Sea monk: These fish-men Sea bishop
are clerics of the sea. They have scales, Sea orc (sea monk)
fish tails, and gills. The sea bishop has a CLIMATE/TERRAIN: Salt water Salt water
high peaked head that resembles a clerical FREQUENCY: Very rare Very rare
ceremony cap. Both have loose folds of ORGANIZATION: Solitary Clan
skin that resemble robes. A sea monk casts ACTIVITY CYCLE: Any Any
spells as a cleric of levels 1-6 (1d6), and a DIET: Carnivore Omnivore
sea bishop casts spells as a cleric of levels INTELLIGENCE: Low (5-7) Low to Genius (5-18)
7-10 (1d4 + 6). TREASURE: Nil R (O)
Serra: This giant fish has great sail-like ALIGNMENT: Neutral evil Any
fins and a serrated ridge of bone on its NO. APPEARING: 1 1-10
head. On the surface, the serra spreads its ARMOR CLASS: 2 4 (5)
fins and catches the wind like a sail, mov- MOVEMENT: SW15 9,sw12
ing at a speed of 36. Once it catches a ship, HIT DICE: 15 7-10 (1-6)
it dives underneath and saws a hole in the THAC0: 5 15 (19)
hull with its ridged head. It can inflict 2-5 NO. OF ATTACKS: 3 1
hull points per round. Once the ship sinks, DAMAGE PER ATTACK: 1d10/1d10/3dB By weapon type
the serra attacks swimmers in the water. SPECIAL ATTACKS: Nil Spells
Snake: In addition to the normal poison- SPECIAL DEFENSES: Nil Nil
ous snakes known to men, there are sev- MAGIC RESISTANCE: Nil Nil
eral monstrous asps with unusual poisons. SIZE: G (40' long) M
The dipsas kills by a poison that causes MORALE: Elite (14) 14 (11)
extreme thirst; death comes in 1-6 rounds XP VALUE: 4,000 See below
if a save vs. poison fails, The emorrori’s
poison kills by causing the veins to col- Sea bishop XP values
lapse and blood to sweat through the skin; 1 HD: 65 6 HD: 650
death comes in 1-4 rounds. The hypnale’s 2 HD: 120 7 HD: 975
poison first puts the victim to sleep; death 3 HD: 175 8 HD: 1,400
comes in 3-6 rounds. The prester snake’s 4 HD: 270 9 HD: 2,000
poison is so virulent that the mouth of the 5 HD: 420 10 HD: 3,000
snake steams continuously. The poison
kills in two rounds by causing the victim’s
body to swell. The seps has a poison that
dissolves bone; anyone killed by it must Otherwise, the chance for success is jowls like a boar. The horns are not fixed,
first be given a regeneration spell before halved. and the yale can swivel them around its
he can be raised from the dead. The worst Syren: This is a flying poisonous snake. body to attack opponents on either side of
of the asps is the spectaficus, whose poi- Treat it as a normal poisonous snake (as it or ahead (a previous version of this
son must be saved against with a -2 per MC1) except that it has wings (MV 25). beast appeared in DRAGON issue #101,
penalty. A victim who fails dies in one Its venom is so deadly that anyone bitten page 55).
round and begins decomposing immedi- dies the same round, unless a saving
ately. If a cure disease and neutralize throw vs. poison is successful. The monsters below are already in the
poison are cast on the body within five Yale: This herbivore looks much like an AD&D and D&D games, but the bestiary
rounds of death, the victim has normal antelope with very long, slim horns. It is descriptions differ from the game
chances to be raised from the dead. black, with a tail like an elephant and descriptions.
DRAGON 13
Basilisk: This beast causes death, not
petrification, with its gaze.
Serra Yale
Leucrotta: This animal is faster than any
other animal.
CLIMATE/TERRAIN: Salt water Temperate woods
FREQUENCY: Very rare Manticore: The bestiary version has no
Very rare
ORGANIZATION: Solitary wings and has a poisonous stinging tail,
Herd
like a scorpion.
ACTIVITY CYCLE: Any Day
DIET: Phoenix: Some of these birds prefer to
Carnivore Herbivore
INTELLIGENCE: Animal (1) nest in cinnamon trees.
Animal (1)
TREASURE: Nil Nil Satyr: This is considered to be a type of
monkey.
ALIGNMENT: Neutral Neutral
Unicorn: This animal is only the size of a
NO. APPEARING: 1 1-12
ARMOR CLASS: 3 kid (a young goat).
7
MOVEMENT: SW 24 24
The new monster descriptions given
HIT DICE: 12 3
here are deliberately vague to keep them a
THAC0: 9 17
1 mvstery to the players. The DM can create
NO. OF ATTACKS: 2
further specific details as desired.
DAMAGE PER ATTACK: 4d4 1d8/1d8
SPECIAL ATTACKS: Nil Nil
SPECIAL DEFENSES: Nil Nil
MAGIC RESISTANCE: Nil Nil
SIZE: G (30’ long) L
MORALE: Elite (14) Average (10
XP VALUE: 3,000 120

Dragon, bestiary
CLIMATE/TERRAIN: Tropical regions HIT DICE: 12 (base; see table)
FREQUENCY: Very rare THAC0: 9
ORGANIZATION: Solitary NO. OF ATTACKS: 1 bite or 1 tail
ACTIVITY CYCLE: Any DAMAGE PER ATTACK: 1d8 or 2d6
DIET: Carnivore SPECIAL ATTACKS: Constriction, heat aura
INTELLIGENCE: Average (8-9) SPECIAL DEFENSES: Nil
TREASURE: See table MAGIC RESISTANCE: See table
ALIGNMENT: Neutral evil SIZE: G (50’ base)
NO. APPEARING: 1 MORALE: Fanatic (17-18)
ARMOR CLASS: -2 (base; see table) XP VALUE: See table
MOVEMENT: 9, Fl 30(C), Jp 3

Bestiary Dragon table

Body length Armor Heat aura Constriction Magic Treasure XP


Age (in feet, plus tail) class (dmg/rd) (dmg/rd) resistance type value
1 2-12 1 2d10 + 1 1d4 nil nil 1,400
2 13-24 0 4d10 + 2 1d6 nil nil 2,000
3 25-42 -1 6d10 + 3 1d8 nil nil 3,000
4 43-62 -2 8d10 +4 1d10 nil E 6,000
5 63-80 -3 10d10 +5 1d12 30% E,O,S 8,000
6 81-100 -4 12d10 + 6 2d8 35% E,O,S 9,000
7 101-118 -5 14d10 + 7 2d10 40% E,O,S 10,000
8 119-138 -6 16d10 + 8 2d12 45% E,O,S × 2
9 139-156 -7 18d10 + 9 3d10 50% E,O,S × 2
10 157-166 -8 20d10 + 10 3d12 55% E,O,S × 2
11 167-174 -9 22d10 + 11 4d10 60% E,O,S × 3
12 175-186 -10 24d10 + 12 4d12 65% E,O,S × 3

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