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Castles_&_Crusades_Monstrous_Menaces_4_Hribixul,_Memnech,_and_Quasi
Castles_&_Crusades_Monstrous_Menaces_4_Hribixul,_Memnech,_and_Quasi
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per man-sized suit, and/or shields equal to expert or master- Constriction: A quasi-dragon can use its long tail to
quality steel shields, one hit die of scales per small shield. constrict attacks against any opponent no taller/longer
than its HD in feet. The victim suffers damage from the
Range: Quasi-dragons favor areas with a variety of initial slap (equal to damage from a claw attack), and must
ecosystems in close reach — forests and plains for hunting, make a successful Strength save to avoid a constricting
waters for fishing and swimming, hills and mountains for hold. On the round immediately following the use of this
lairing, and swamps for mating. They also prefer areas with ability, the victim suffers the effects of the constriction
subterranean cavern systems, the better to hide and lair in, automatically. A new save is allowed to escape the
as well as nearby rural settled areas, the better to raid cattle creature’s clutches every round. Each round the victim
and sheep from ranchers and shepherds. suffers damage as listed in the table above. Breaking free
Combat: Quasi-dragons are not known for combat requires a successful Strength check against CL HD.
finesse; they essentially just bite and claw at an opponent until Mutants: Some quasi-dragons are mutants; they have
it is dead. Their body is so supple and quick they can even wings, fiery breath, spell-like abilities, or are even intelligent,
direct all four attacks — bite, two claws, and tail slap/constrict like true dragons! Perhaps 1 in 20 such creatures are mutants,
— at the same opponent in a round. When faced with mass with strange and unusual abilities as determined by the CK;
combatants, the quasi-dragon spits or breathes poison at the 20 example mutations are included below.
closest group first and then attacks the most heavily armored
opponent next, trying to wear them down first. Poison: A quasi-dragon has one dose of poison per hit
die; doses regenerate after eight hours, whether resting
QUASI-DRAGON COMBAT STATS or active. All quasi-dragons can inject their venom with
HD Size Claw Bite Const. Treasure Type a successful bit attack; those with 4 HD or better can
1 Small 1d3 1d4 1d4 – also spit venom in a line double their HD in feet (costs
2 Small 1d3 1d6 1d6 – two doses); those with 8 HD or better can also breathe a
3 Small 1d4 2d4 2d4 – cloud of poison (costs three doses), the cloud being four
4 Medium 1d4 2d6 2d4 1 times the quasi-dragon’s HD in length and twice it’s HD
5 Medium 1d6 2d8 2d6 2 tall and wide. The venom is very lethal; a failed CL HD
6 Medium 1d6 3d6 2d6 3
Constitution save indicates the victim falls over, dead
7 Large 2d4 3d6 2d8 5
before he hits the ground! A successful save indicates
8 Large 2d4 4d6 2d8 7
the victim falls to the ground paralyzed. Every 24 hours
9 Large 2d6 4d6 3d8 9
thereafter, another save must be made; success indicates
10 Large 2d6 5d6 3d8 11
11 Large 4d4 5d6 4d8 13
recovery, failure indicates continued paralysis, and a
12 Large 4d4 6d6 4d8 15
natural 1 on the save, succeed or fail, indicates death.
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QUASI-DRAGON MUTATION TABLE
d20 Mutation
1 The quasi-dragon has full wings, and can fly poorly at a rate of 120 ft.
2 The quasi-dragon has a third pair of legs rather than fins, and can attack with an additional pair of claws each round.
The quasi-dragon has neither fins nor legs, and is very snake-like in appearance; it loses both claw attacks, but gains the
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ability bite twice per round and to burrow through soil and dirt at a rate of 20 ft. per round.
The quasi-dragon has Low Intelligence and can speak the local language, if haltingly and poorly. Such creatures have a
4 random alignment, though 2/3rds are of Evil alignment. These Evil and intelligent quasi-dragons like to pass themselves off
as true dragons to local peasants, and require sacrifices of young virgin girls on a regular basis.
The quasi-dragon has a head like an elephant, complete with tusks with which it can gore for the same damage as a bite,
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and it gains a second constriction attack with its long, prehensile nose.
The quasi-dragon’s scales are extremely large, thick, and hard, giving it an additional +6 bonus to AC. The scales of this
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dragon can be used to make a suit of plate mail rather than scale, as per scale above.
The quasi-dragon breathes a line of fire in addition to all its other attacks, a cone twice as long as it has hit dice, and as wide as
it has hit dice at the end, dealing 1d6 points of damage per hit dice. It can breathe fire once per day per three hit dice, rounding
7 up, and recharges its breath one attack every eight hours. Alchemists can harvest the remaining fluid in the fire gland, requiring
two hours per dose, with each dose being used to create a potion of fire breathing that grants the imbiber the ability to breathe flame,
up to a total number of d6s equal to the hit dice of the quasi dragon, from 1 to full hit dice in a single round.
The quasi-dragon has High Intelligence and can cast spells as a wizard of a level equal to its hit dice. It knows only the
spells allowed to it by its level, and casts them without need for components or spell book. It can teach these spells to wizards
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who accept it as their master, one spell level per month of service or (in some cases) per magic item traded, for it craves
magic items for its hoard.
The quasi-dragon has two necks and heads instead of a head, neck, and tail. It loses its constriction attack but gains an
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additional bite attack. Though it has two heads, it has but one mind.
The quasi-dragon has Low Intelligence and the ability to polymorph into a single, unique animal, of the same size or
10 smaller than its own size, and back a number of times per day equal to its hit dice. It uses this ability to trick intelligent beings
and to scout out possible victims.
The quasi-dragon has three to seven heads, like a hydra; one is the main head, and the others are all secondary heads, with
1d10 HP each, separate from the hit points of the body and main head. If slain, a secondary head grows back over a month
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while hibernating. Each secondary head can bite, though deals damage equal to the bite of a quasi-dragon of one less hit die
than the main head.
The quasi-dragon is a half-breed with a chromatic dragon, possessing the coloration, partial appearance, partial abilities,
and breath weapon of one of the following, d6: 1+2: red, 3+4: green, 5+6: blue. It has the same abilities as a true dragon
12 of its type of half its HD in age bracket. Breath weapon type is equivalent to that of the true dragon breed of the same
age bracket, though damage is merely 1d6 per hit die. The breath gland can be harvested by an alchemist to produce the
appropriate breath type, as per #7, above.
The quasi-dragon has a human-like head with horns and sharp teeth; it is quite horrible to behold, requiring any who gaze
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upon it to make a Charisma save or flee in terror at full speed for one minute per HD of the quasi-dragon.
14 The quasi-dragon has a forked tail, granting it two constriction attacks per round.
The quasi-dragon has Low Intelligence and is centaur-like in form, with a humanoid-like torso where the head would
normally be. The torso is topped by a head as normal, and has two human-like clawed arms. It can attack with its normal
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front claws and with its human-like claws at the same time; the smaller claws deal damage as a quasi-dragon of one fewer hit
dice. There is a 50% chance the quasi-dragon actually has High Intelligence and can cast spells, as #8, above.
The quasi-dragon has horns like a giant ram, and has a head butt attack in addition to its normal bite attack; the head butt
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deals damage equal to that of a bite.
17 The quasi-dragon has a lion-like head; it retains its poison, and in addition has the ability to roar as per a dragonne.
The quasi-dragon has great tusks like a boar in addition to its normal fangs, and can make a gore attack each round in
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addition to its bite attack. The gore attack deals damage as per a bite attack.
The quasi-dragon has a head like that of a gorgon, complete with the gorgon’s petrifying breath, useable four times per day.
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It loses its normal poison and bite attacks, but gains a gore attack, which deals damage as per a bite attack.
20 Roll twice and combine results, re-rolling any second roll of 20.
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MONSTROUS MENACES™
#4: HRIBIXUL, MEMNECH, AND
QUASI-DRAGON
OFFICIAL GAMING AID DESIGNED AND APPROVED FOR USE WITH
By James Mishler
Graphic Design by Peter Bradley
Adventure Games Publishing
PO Box 185
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The body text of this product is in Garamond, section headings in Ronan, and the titles in Baldur. Thanks to Patrick “Mad Irishman” Murphy of Mad Irishman Productions
for the use of the Ronan and Baldur fonts. For Ronan, Baldur, and other excellent fonts, plus a ton of great character sheets, including character sheets for Castles & Crusades,
go to www.mad-irishman.net
This book uses the mystical, the supernatural, drugs, racism, sexism, insanity, and perversity for settings, characters, and themes. All such elements are elements of fiction, are
intended for entertainment purposes only, and do not reflect the beliefs of the writers or publishers. Any resemblance between characters and situations in this book, and persons
living or dead, or historical events, is purely coincidental. Reader discretion is advised.
Monstrous Menaces #4: Hribixul, Memnech, and Quasi-Dragon © 2009 by Adventure Games Publishing. All Rights Reserved. Adventure Games Publishing,
Monstrous Menaces, and respective logos are Trademarks of Adventure Games Publishing. All Rights Reserved. All characters, names, places, items, art, and text herein are
copyright Adventure Games Publishing. All Rights Reserved.
This book is published pursuant to a License from Troll Lord Games. The rules-based content appearing in this book is derived from the Castles & Crusades Player’s Handbook
Copyright © 2004 Troll Lord Games. Castles & Crusades is property of and copyright 2004 Troll Lord Games. All Rights Reserved. Castles & Crusades, C&C, Castle Keeper, the
Castles & Crusades logo, SIEGE engine, and the SIEGE engine logo are Trademarks owned by Troll Lord Games. All Rights Reserved.