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CHARACTER SPECIES CHOICES: MONSTROUS SPECIES

If you chose one from the Monster list, be prepared for violent or panicked reactions in human and demi-human communities most of the time, for good reason. I'd strongly suggest against picking one of these unless you have a particular-self driving character campaign plan for solo or small group theme idea. They will throw too many difficulties and distractions into a regular dungeon party.

Ape: Move see below; AC see below; Class: F; Ability: Str+2, Int -4; Special: 3 attacks. Can’t use armor or weapons, can’t speak.

  • Level 1: damage 1d4, AC 7, Move 30/Climb 30
  • Level 4: damage 1d6, AC 6, Move 40/Climb 20
  • Level 8: damage 1d10, AC 5, Move 50/Climb 15

Ghoul: Move 30, burrow 5; AC 6; Class:,F,T; darkvision; Special: immune to sleep, charm, read thoughts, poison. Can be turned by clerics. First level: 2 attacks 1d3 each. Second level 3 attacks, 1d3 each, save vs. paralysis. Cannot be healed by magic, herbs, food or rest, only by eating brains (1d6 hp per brain).

Minotaur: Move 30; AC 6; Class: F; darkvision; Special: Charge with horns does 2d6 damage. At 6th level, 1d6 damage weapons do 1d8 damage.

Naga: Move 30; AC 8; Class: C,F,M; darkvision; Special: may use poison bite attack, immune to poison. Troglodyte: Move 30, Swim 30; AC 7; Class: F; Ability: Str+1; darkvision; Special: chameleon power, surprise on 1-4. Weapon or 3 attacks (1d4 each), Stench attack, save vs. poison or lose 1d6 strength for 10 rounds.

Troll: Move 30; AC 6; Class: F; Ability: Str+1, Int -1, Dex +1; darkvision; Special: -25% xp point modifier.

  • Level 1: 2 claws 1d6. Regenerate 1hp/round to non-fire/acid.
  • Level 3: weapon OR 3 claws 1d6, regenerate 2 hp/round to non-fire/acid
  • Level 6: weapon (1d6 weapons do 1d8) or 3 claws, regenerate 3hp/round to non-fire/acid

A note on troll regeneration: when brought to 0 hit points, a troll character goes through the same 3 chances of CON save to remain alive as other characters, but if he does so, his regeneration will soon return him to the fight.

Vampire: Move 30; Class: C,F,M; darkvision; Special: immune to sleep, charm, read thoughts, poison, can be turned by clerics, can be damaged by holy water. Must be evil alignment. Cannot be healed by magic, herbs, special foods, or alchemy, only by resting in the ground (3 hp per day) until level 5 where it regenerates per round. Undead characters suffer a -30% experience point penalty to advance.

  • Level 1: AC 9, weapon or 1d3 attack.
  • Level 2: AC 8, weapon or 1d4 attack.
  • Level 3: AC 7: silver or magic weapons to hit, save or destroyed by sunlight
  • Level 4: AC 6, 1 attack, 1d4 plus drain 1 level, command bats and rats
  • Level 5: AC 5, can transform into shape of a giant bat, regenerate 1hp/round; damage 1d6 plus drain 1 level.
  • Level 6: AC 4, charm gaze (save -2), regenerate 2hp/round, recoil garlic and mirror; damage 1d8 plus drain 1 level
  • Level 7: AC 3, damage 1d10 plus drain 2 levels, regenerate 3hp/round, destroyed by running water.
  • Level 8: AC 2, requires magic weapons to damage.
monstrous.txt · Last modified: 2021/02/06 12:55 by dave