Monstrous Compendium - Savage Coast Appendix.pdf

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Monstrous
Compendium
Appendix
Copyright © 1996 TSR, Inc. All Rights Reserved. Made in the U.S.A.
ADVANCED DUNGEONS & DRAGONS, AD&D, DUNGEONS & DRAGONS, D&D, DRAGON,
DUNGEON MASTER, AD&D, MYSTARA, MONSTROUS COMPENDIUM, and RED STEEL are
registered trademarks owned by TSR, Inc. MONSTROUS MANUAL, SAVAGE COAST, and the TSR logo
are trademarks owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof
are trademarks owned by TSR, Inc.
Random House and its affiliate companies have worldwide distribution rights in the book trade for English
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Distributed to the toy and hobby trade by regional distributors.
This material is protected under the copyright laws of the United States of America. Any reproduction or
other unauthorized use of the material or artwork printed herein is prohibited without the express written
permission of TSR, Inc.
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Table of
contents
Introduction ........................................................ 3
The Savage Coast ................................................ 6
Aranea ................................................................ 10
Arashaeem .......................................................... 12
Batracine ............................................................ 14
Caniquine .......................................................... 15
Cat, Marine........................................................ 16
Cinnavixen ......................................................... 17
Critter, Temple .................................................. 18
Cursed One ....................................................... 19
Deathmare.......................................................... 20
Dragon, Introduction ....................................... 21
Dragon, Crimson .............................................. 22
Dragon, Red Hawk ............................................ 24
Echyan ................................................................ 26
Ee’aar .................................................................. 27
Enduk ................................................................. 29
Fachan ................................................................ 31
Feliquine ............................................................ 32
Fiend, Narvaezan ............................................... 33
Frelôn ................................................................. 35
Ghriest ............................................................... 37
Glutton, Sea ...................................................... 38
Goatman ............................................................ 39
Golem ................................................................ 41
Grudgling ........................................................... 43
Heraldic Servant, General ................................. 44
Hermit, Sea ........................................................ 55
Jorri .................................................................... 57
Juhrion ............................................................... 58
Kla’a-Tah ............................................................. 59
Leech, Legacy ..................................................... 61
Lich, Inheritor ................................................... 62
Lizard Kin .......................................................... 65
Lupasus .............................................................. 68
Lupin .................................................................. 69
Lyra Bird, Saragón ............................................. 71
Malfera ............................................................... 72
Manscorpion, Nimmurian ............................... 73
Mythuínn Folk .................................................. 74
Naâruk ................................................................ 75
Neshezu .............................................................. 77
Nikt’oo ............................................................... 78
Nosferatu ........................................................... 79
Omm-wa ............................................................ 81
Omshirim .......................................................... 83
Parasite ............................................................... 84
Phanaton, Jibarú ............................................... 86
Plant ................................................................... 88
Pudding, Vermilion........................................... 90
Rakasta ............................................................... 91
Ray, Forest ......................................................... 93
Shedu, Greater .................................................. 94
Shimmerfish ...................................................... 95
Skinwing ............................................................ 96
Spawn of Nimmur ............................................ 97
Spider-spy ........................................................... 99
Spirit, Heroic ................................................... 100
Spirit, Wallaran ............................................... 101
Succulus ........................................................... 103
Swampmare ..................................................... 104
Swordsman, Clockwork ................................. 105
Symbiont, Shadow ......................................... 108
Tortle ................................................................ 109
Troll, Legacy ..................................................... 111
Trosip ............................................................... 112
Tyminid ........................................................... 113
Utukku ............................................................. 114
Voat .................................................................. 115
Voat, Herathian ............................................... 116
Vulturehound .................................................. 117
Wallara ............................................................. 118
Wurmling ......................................................... 120
Wynzet ............................................................. 122
Yeshom ............................................................. 123
Zombie, Red .................................................... 124
Credits
Design:
Loren L. Coleman, Ted James, Thomas Zuvich
Editing:
Cindi M. Rice
Project Coordination:
Karen S. Boomgarden
Art Coordination:
Bob Galica
Cover Painting:
Larry Elmore
Interior Artwork:
Earl Geier, John T. Snyder, Christina Wald
Cartography:
Diesel
Special Thanks To:
Sean K. Reynolds
Editor and Typographer:
aia (avatar of the Spam Overlord)
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PDF Version: 1.0
June 2006
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Introduction
The
SAVAGE COAST™ MONSTROUS
COMPENDIUM® APPENDIX
assembles new
creatures with abilities unlike any found elsewhere.
These creatures dwell in the lands and waters of the
Savage Coast—an area of hardship and swashbuckling
adventure, of an ancient curse and powerful Legacies.
All creatures detailed within this compendium are
typical for their type, with the possible exception of
individual Legacies. Any DMs who are not familiar
with the Savage Coast and the Red Curse should study
the basic information offered on the following pages.
The SAVAGE COAST Campaign Book
gives more details
on this unique setting.
intelligence ratings; such cases are noted in the
monster descriptions. Ratings correspond roughly to
the following Intelligence ability scores:
0
1
2–4
5–7
8–10
11–12
13–14
15–16
17–18
19–20
21+
Nonintelligent or not ratable
Animal Intelligence
Semi-Intelligent
Low Intelligence
Average (Human) Intelligence
Very Intelligent
High Intelligence
Exceptional Intelligence
Genius Intelligence
Supra-Genius Intelligence
Godlike Intelligence
Monster Entries
Each creature description includes the following
information:
CLIMATE/TERRAIN
indicates where the creatu-
re is most often found. Climates include arctic,
subarctic, temperate, and tropical. Typical terrain
includes plain/scrub, forest, rough/hill, moun-tain,
swamp, and desert.
FREQUENCY
is the likelihood of encountering a
creature in a given area. Chances can be adjusted for
special areas.
Very rare = 4% chance
Rare = 11% chance
Uncommon = 20% chance
Common = 65% chance
ORGANIZATION
describes the general social
structure the monster adopts. “Solitary” includes small
family groups.
ACTIVITY CYCLE
reveals the time of day when
the monster is most active. Creatures most active at
night may be active at any time in subterranean
settings. Activity cycle is a general guide, and exceptions
are fairly common.
DIET
explains what the creature generally eats.
Carnivores eat meat, herbivores eat plants, and
omnivores eat either.
INTELLIGENCE
is the equivalent of human “IQ.”
Certain monsters are instinctively cunning despite low
TREASURE
refers to the treasure tables in the
DUNGEON MASTER® Guide
(DMG). If individual
treasure is indicated, a single creature may carry it
(DM’s discretion). Major treasures are usual-ly found
in the monster’s lair, often designated and placed by
the DM. Intelligent monsters can use magical items
from their treasure, attempting to carry off their most
valuable treasures if hard pressed. If treasure is assigned
randomly, roll for each type possible. If all rolls fail,
no treasure of any type is found. Treasure should be
adjusted if only a few monsters are encountered. Large
treasures are noted by a parenthetical multiplier (x10,
for example), not to be confused with trea-sure type
X. Do not use the tables to place dungeon treasure;
numbers encountered under-ground will be much
smaller.
ALIGNMENT
reflects the general behavior of a
typical specimen. Exceptions may be encountered.
NO. APPEARING
indicates the average size for a
wilderness encounter. The DM should alter this to fit
the circumstances. This should not be used for
dun-geon encounters.
ARMOR CLASS
reflects protection due to armor,
physical hardiness, magical nature, and reflexes.
Humanoids that wear armor will have an unarmored
rating in parenthe-ses. Listed ACs do not include
special bonuses noted in the description.
MOVEMENT
shows the relative speed rating of
the creature. Higher speeds may be possible for short
periods. Human, demihuman, and humanoid
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movement rate is often determined by armor type
(unarmored rates are given in parentheses). Movements
in different mediums are abbreviated as follows:
Fl = Fly
Sw = Swim
Br = Burrowing
Wb = Web
Flying creatures will also have a Maneuverability
Class, rated from A to E. Class A creatures have
virtually total command over their movements in the
air; they can hover, face any direction in a given round,
and attack each round. Class B creatures are very
maneuverable; they can hover, turn 180 degrees in 1
round, and attack each round. Class C creatures are
somewhat agile in they air; they cannot move less than
half their movement rate without falling, they can turn
up to 90 degrees in 1 round, and they can attack
aerially once every 2 rounds. Class D creatures are
somewhat slow; they cannot move less than half their
movement rate without falling, they can turn only 60
degrees in 1 round, and they can make 1 pass every 3
rounds. Class E creatures include large, clumsy fliers;
they cannot move less than half their movement rate
without falling, they can turn only 30 degrees in 1
round, and they can make 1 pass every 6 rounds.
HIT DICE
determines how many hit points worth
of damage a creature can withstand before being killed.
Unless otherwise stated, Hit Dice are 8-sided (1 to 8
hit points). The Hit Dice are rolled and the numbers
shown are added to determine the monster’s hit
points. Some monsters have a hit point spread instead
of Hit Dice, and some have additional points added
to their Hit Dice. Thus, a creature with 4+4 Hit Dice
has 4d8+4 hit points (8 to 36 total). Note that
creatures with +3 or more hit points are considered
the next higher Hit Die for purposes of attack rolls
and saving throws.
THAC0
is the attack roll the monster needs to hit
Armor Class 0. This is always a function of Hit Dice
except in the case of very large, nonaggressive herbivores
(such as dinosaurs). Humans and demihumans always
use player character THAC0s, regardless of whether
they are player characters or “monsters.” THAC0s do
not include special bonuses noted in the descriptions.
NUMBER OF ATTACKS
represents the basic
attacks a monster can make in a melee round,
exclud-ing special attacks. Creatures with multiple
attacks might have several limbs, raking paws, or even
multiple heads.
Table
1d20
Roll
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
1: INITIAL LEGACIES BY REGION
Region 1
Aid
Amber Paralysis
Armor
Burn
Charm
Create Liquid
Detonate
Fight
Grow
Light
Luck
Proficiency
Projectile
Senses
Sight
Speed
Swim
War Cry
Weapon Hand
Wind
Region 2
Animal Form
Anti-Poison
Bite
Breathe Water
Chill
Crimson Fire
Digging
Disrupt
Entangle
Farsight
Fly
Meld
Plant Form
Red Shield
Repel Metal
Shape Stone
Sleep
Spikes
Strength
Temperature
Region 3
All-Around Vision
Anti-Missile
Ball of Fire
Craft Item
Cure
Disintegrate
Displace
Find
Float
Fog
Gas Breath
Gaseous Form
Hypnosis
Leap
Phase
Separation
Shock
Shoot
Shrink
Translate
Region 4
Acid Touch
Animate
Blend
Clairvoyance
Climb
Dexterity
Disguise
Duplicate
Feel Magic
Missile
Phantasm
Poison
Red Steel
Reflect
Regenerate
Silence
Spell Shield
Unlock
Weaken
Webcasting
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