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dangerousdungeons:chapter5 [2019/06/03 01:11] robertfreemandaydangerousdungeons:chapter5 [2020/05/25 20:27] (current) – Removed some extra tab stops robertfreemanday
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 ====== DANGEROUS DUNGEONS - DRAFT CHAPTER 5 ====== ====== DANGEROUS DUNGEONS - DRAFT CHAPTER 5 ======
-----+
 **Draft 09/18** **Draft 09/18**
  
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 - William Butler Yeats - William Butler Yeats
  
 +===== Animals =====
  
- 
-**ANIMALS** 
- 
-**CELESTIALS** 
- 
-**DAEMONS** 
- 
-**DEMONS** 
- 
-**DEVILS** 
- 
-**DRAGONS** 
- 
-**FAE/SYLVAN CREATURES** 
- 
-**GIANTS** 
- 
-**HUMANOIDS** 
- 
-**DEMI-HUMANS** 
- 
-**MEN ** 
- 
-**LYCANTHROPES** 
- 
-**OTHER** 
- 
-**UNDEAD** 
- 
-**RANDOM MONSTERS BY TYPE** 
- 
- 
- 
-**ANIMALS** 
----- 
-** ** 
  
 //The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which. //The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which.
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-||  **HUGE**  |  **GIANT**  |+ |  **HUGE**  |  **GIANT**  |
 |**Frequency:**|  Rare  |  Rare  | |**Frequency:**|  Rare  |  Rare  |
 |**No. Encountered:**|  4d10  |  3d12  | |**No. Encountered:**|  4d10  |  3d12  |
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-||  **DOLPHIN**  |  **PORPOISE**  |  **NARWHAL**  |  **KILLER WHALE (ORCA)**  |+ |  **DOLPHIN**  |  **PORPOISE**  |  **NARWHAL**  |  **KILLER WHALE (ORCA)**  |
 |**Frequency:**|  Uncommon  |  Uncommon  |  Rare  |  Uncommon  | |**Frequency:**|  Uncommon  |  Uncommon  |  Rare  |  Uncommon  |
 |**No. Encountered:**|  2d10  |  2d10  |  1d6  |  5d6  | |**No. Encountered:**|  2d10  |  2d10  |  1d6  |  5d6  |
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-||  **ELK**  |  **FALLOW/RED**  |  **IRISH**  |  **MOOSE**  |  **REINDEER/CARIBOU**  |+ |  **ELK**  |  **FALLOW/RED**  |  **IRISH**  |  **MOOSE**  |  **REINDEER/CARIBOU**  |
 |**Frequency:**|  Rare  |  Common  |  Rare  |  Rare  |  Uncommon  | |**Frequency:**|  Rare  |  Common  |  Rare  |  Rare  |  Uncommon  |
 |**No. Encountered:**|  2d4  |  3d6  |  2d4  |  2d4  |  10d6  | |**No. Encountered:**|  2d4  |  3d6  |  2d4  |  2d4  |  10d6  |
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-||  **AXEBEAK**  |  **CLUBNEK**  |  **DINORNIS**  |+ |  **AXEBEAK**  |  **CLUBNEK**  |  **DINORNIS**  |
 |**Frequency:**|  Uncommon  |  Uncommon  |  Uncommon  | |**Frequency:**|  Uncommon  |  Uncommon  |  Uncommon  |
 |**No. Encountered:**|  1d6  |  2d4  |  1d2  | |**No. Encountered:**|  1d6  |  2d4  |  1d2  |
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-||  **NORMAL**  |  **HUGE**  |+ |  **NORMAL**  |  **HUGE**  |
 |**Frequency:**|  Uncommon  |  Rare  | |**Frequency:**|  Uncommon  |  Rare  |
 |**No. Encountered:**|  1d2  |  1d2  | |**No. Encountered:**|  1d2  |  1d2  |
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-||  **NORMAL**  |  **GIANT**  |+ |  **NORMAL**  |  **GIANT**  |
 |**Frequency:**|  Common  |  Rare  | |**Frequency:**|  Common  |  Rare  |
 |**No. Encountered:**|  4d10  |  4d4  | |**No. Encountered:**|  4d10  |  4d4  |
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-||  **MANTA**  |  **STING**  |+ |  **MANTA**  |  **STING**  |
 |**Frequency:**|  Uncommon  |  Common  | |**Frequency:**|  Uncommon  |  Common  |
 |**No. Encountered:**|  1  |  1d3  | |**No. Encountered:**|  1  |  1d3  |
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-||  **NORMAL**  |  **GIANT**  |+ |  **NORMAL**  |  **GIANT**  |
 |**Frequency:**|  Common  |  Very Rare  | |**Frequency:**|  Common  |  Very Rare  |
 |**No. Encountered:**|  4d6  |  2d6  | |**No. Encountered:**|  4d6  |  2d6  |
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-**CELESTIALS** +===== Celestials =====
-----+
  
  
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-||  **BEACON AHURA**  |  **CANINE AHURA**  |  **URSINE AHURA**  |+ |  **BEACON AHURA**  |  **CANINE AHURA**  |  **URSINE AHURA**  |
 |**Frequency:**|  Common  |  Common  |  Uncommon  | |**Frequency:**|  Common  |  Common  |  Uncommon  |
 |**No. Encountered:**|  2d10  |  1d6  |  1d6  | |**No. Encountered:**|  2d10  |  1d6  |  1d6  |
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-||  **LEONINE AHURA**  |  **AVIAN AHURA**  |+ |  **LEONINE AHURA**  |  **AVIAN AHURA**  |
 |**Frequency:**|  Rare  |  Very Rare  | |**Frequency:**|  Rare  |  Very Rare  |
 |**No. Encountered:**|  1d4  |  1d3  | |**No. Encountered:**|  1d4  |  1d3  |
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-**DAEMONS ** +===== Daemons =====
-----+
  
  
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 **Treasure**: If encountered in their lair, a group of yagnodaemon will have a cached hoard containing 2d4 x 1,000gp (40%), 1d6 x 100pp (50%), 4d8 gems (55%) and 1d12 pieces of jewelry (45%). **Treasure**: If encountered in their lair, a group of yagnodaemon will have a cached hoard containing 2d4 x 1,000gp (40%), 1d6 x 100pp (50%), 4d8 gems (55%) and 1d12 pieces of jewelry (45%).
  
-**DEMONS**+===== Demons =====
  
 //The Annuna, the judges of the underworld, surrounded her.. //The Annuna, the judges of the underworld, surrounded her..
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 Asag. Demon Lord of Filth Asag. Demon Lord of Filth
  
-**DEVILS** +===== Devils =====
-----+
   
  
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-**DRAGONS** +===== Dragons =====
-----+
  
  
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-**FAE SYLVAN CREATURES** +===== Fae Sylvan Creatures =====
-----+
  
  
 **Bookha** (Brewling) **Bookha** (Brewling)
- 
  
  
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 **Treasure**: WiP **Treasure**: WiP
  
-**GIANTS** +===== Giants ===== 
-----+
 **Cyclops, Lesser** **Cyclops, Lesser**
  
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-||  **FRESHWATER SCRAG**  |  **SALTWATER SCRAG**  |+ |  **FRESHWATER SCRAG**  |  **SALTWATER SCRAG**  |
 |**Frequency:**|  Rare  |  Uncommon  | |**Frequency:**|  Rare  |  Uncommon  |
 |**No. Encountered:**|  1d6  |  1d8  | |**No. Encountered:**|  1d6  |  1d8  |
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 **Treasure**: **Individuals**: 1d4 gems (50%); **Lairs**: 1d8 x 1,000cp (10%), 1d12 x 1,000sp (15%), 1d8 x 1,000ep (15%), 1d6 x 1,000gp (50%), 1d10 gems (30%), 1d6 jewelry (25%), any 2 magic items and 1 potion (15%) **Treasure**: **Individuals**: 1d4 gems (50%); **Lairs**: 1d8 x 1,000cp (10%), 1d12 x 1,000sp (15%), 1d8 x 1,000ep (15%), 1d6 x 1,000gp (50%), 1d10 gems (30%), 1d6 jewelry (25%), any 2 magic items and 1 potion (15%)
  
-**HUMANOIDS** +===== Humanoids =====
-----+
  
  
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 Lizard tyrants are a larger, more intelligent breed of lizard men and usually encountered lording it over their 'lesser' brethren. Unlike normal lizard men, they often engage in cannibalism if no other fresh meat is available to satiate their rapacious hunger. Lizard tyrants are a larger, more intelligent breed of lizard men and usually encountered lording it over their 'lesser' brethren. Unlike normal lizard men, they often engage in cannibalism if no other fresh meat is available to satiate their rapacious hunger.
  
-Lizard tyrants wield vicious tridents in melee which inflict 5d4 points of damage. If their to-hit roll result is 18-20, they have impaled their victim and inflict double normal damage. These weapons are unwieldy and anyone except a Lizard Tyrant that attempts to use them in combat will suffer the standard untrained penalty and cannot impale victims.   Other than the exceptions noted, lizard tyrants are identical to normal lizard men in all other respects. +Lizard tyrants wield vicious tridents in melee which inflict 5d4 points of damage. If their to-hit roll result is 18-20, they have impaled their victim and inflict double normal damage. These weapons are unwieldy and anyone except a Lizard Tyrant that attempts to use them in combat will suffer the standard untrained penalty and cannot impale victims. Other than the exceptions noted, lizard tyrants are identical to normal lizard men in all other respects. 
  
 **Treasure**: Lizard tyrants are exceptionally greedy and if encountered in their lair will have a hoard containing 1d10 x 1,000cp (10%), 1d12 x 1,000sp (25%), 1d6 x 1,000ep (25%), 1d8 x 1,000gp (25%), 1d12 gems (15%), 1d8 pieces of jewelry (10%), and 1d4 magic items (25%).  **Treasure**: Lizard tyrants are exceptionally greedy and if encountered in their lair will have a hoard containing 1d10 x 1,000cp (10%), 1d12 x 1,000sp (25%), 1d6 x 1,000ep (25%), 1d8 x 1,000gp (25%), 1d12 gems (15%), 1d8 pieces of jewelry (10%), and 1d4 magic items (25%). 
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-**DEMI-HUMANS** +===== Demi-Humans =====
----- +
- +
  
  
 **Derro ** **Derro **
- 
- 
  
 |**Frequency:**|  Very Rare  | |**Frequency:**|  Very Rare  |
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-||  **Nephiltari**\\ **'Commoners'**  |  **Danak**\\ **'Corporals'**  |  **Kamundu**\\ **'Sergeants'**  |  **Meniltari**\\ **'Lieutenants'**  |  **Leodumo**\\ **'Captains'**  |+ |  **Nephiltari**\\ **'Commoners'**  |  **Danak**\\ **'Corporals'**  |  **Kamundu**\\ **'Sergeants'**  |  **Meniltari**\\ **'Lieutenants'**  |  **Leodumo**\\ **'Captains'**  |
 |**Frequency:**|  Very Rare  |  Very Rare  |  Very Rare  |  Very Rare  |  Very Rare  | |**Frequency:**|  Very Rare  |  Very Rare  |  Very Rare  |  Very Rare  |  Very Rare  |
 |**No. Encountered:**|  2d4 (20d10 in lair)  |  1d2 (1d20+40 in lair)  |  1 (1d6+12 in lair)  |  1 (1d6+12 in lair)  |  1d4+2 (lairs only)  | |**No. Encountered:**|  2d4 (20d10 in lair)  |  1d2 (1d20+40 in lair)  |  1 (1d6+12 in lair)  |  1 (1d6+12 in lair)  |  1d4+2 (lairs only)  |
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-||  **Agalori**\\ **'Majors'**  |  **Gamak**\\ **'Colonels'**  |  **Egungu**\\ **'Priests'**  |  **Gamletari**\\ **'Assassins'**  |  **Jogong**\\ **'Juniors'**  |+ |  **Agalori**\\ **'Majors'**  |  **Gamak**\\ **'Colonels'**  |  **Egungu**\\ **'Priests'**  |  **Gamletari**\\ **'Assassins'**  |  **Jogong**\\ **'Juniors'**  |
 |**Frequency:**|  Very Rare  |  Very Rare  |  Very Rare  |  Very Rare  |  Very Rare  | |**Frequency:**|  Very Rare  |  Very Rare  |  Very Rare  |  Very Rare  |  Very Rare  |
 |**No. Encountered:**|  1d2+2 (lairs only)  |  1 (lairs only)  |  1d4+2 (lairs only)  |  1d+2 (lairs only)  |  1d10+20 (lairs only)  | |**No. Encountered:**|  1d2+2 (lairs only)  |  1 (lairs only)  |  1d4+2 (lairs only)  |  1d+2 (lairs only)  |  1d10+20 (lairs only)  |
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-||  **Lake Elf**  |  **Ocean Elf**  |+ |  **Lake Elf**  |  **Ocean Elf**  |
 |**Frequency:**|  Rare  |  Uncommon  | |**Frequency:**|  Rare  |  Uncommon  |
 |**No. Encountered:**|  6d6  |  12d20  | |**No. Encountered:**|  6d6  |  12d20  |
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-||  **FIGHTER**  |  **SERGEANT**  |  **CAPTAIN**  |+ |  **FIGHTER**  |  **SERGEANT**  |  **CAPTAIN**  |
 |**Frequency:**|  Uncommon  |  Uncommon  |  Uncommon  | |**Frequency:**|  Uncommon  |  Uncommon  |  Uncommon  |
 |**No. Encountered:**|  1d20 x 10  |  See below  |  See below  | |**No. Encountered:**|  1d20 x 10  |  See below  |  See below  |
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 **Treasure**: **Individuals**: 3d6 sp, 3d4 gems **Treasure**: **Individuals**: 3d6 sp, 3d4 gems
  
-**MEN** +===== Men =====
-----+
  
  
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 **Treasure**: Girovaghi are typically not rich. Individuals will have only 3d8cp and 3d6sp, and the band as a whole will keep a combined hoard of 1d12 x 1,000cp (20% chance), 1d6 x 1,000sp (30% chance), 1d4 x 1,000ep (10% chance), 1d6 gems (25% chance), 1d3 pieces of jewelry (20%) and a 10% chance of any two magic items. This treasure will usually be secreted away and spread across several wagons or boats. **Treasure**: Girovaghi are typically not rich. Individuals will have only 3d8cp and 3d6sp, and the band as a whole will keep a combined hoard of 1d12 x 1,000cp (20% chance), 1d6 x 1,000sp (30% chance), 1d4 x 1,000ep (10% chance), 1d6 gems (25% chance), 1d3 pieces of jewelry (20%) and a 10% chance of any two magic items. This treasure will usually be secreted away and spread across several wagons or boats.
  
-**LYCANTHROPES** +===== Lycanthropes =====
  
  
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 **Treasure**: Most northlander werewolves do not gather treasure. However, a werewolf which was wealthy as a human, or a former adventurer of some kind, may well have treasure of considerable value in its lair. Also, northlander werewolf hides are highly prized, since they are capable of being enchanted in a variety of different ways.  **Treasure**: Most northlander werewolves do not gather treasure. However, a werewolf which was wealthy as a human, or a former adventurer of some kind, may well have treasure of considerable value in its lair. Also, northlander werewolf hides are highly prized, since they are capable of being enchanted in a variety of different ways. 
  
-**OTHER** +===== Other ===== 
-----+
 **Abolengo** (Soulstealer) **Abolengo** (Soulstealer)
  
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- It is unknown whether abolengo are related to the beings known as aboleth, but it is posited by the most knowledgeable human sages that the creatures are one and the same; abolengo simply being aboleth in their larval stage. The truth of matter is known only to the creatures themselves, and perhaps to those brain squids and other chthonic horrors that share the monsters' deep, subterranean waters+It is unknown whether abolengo are related to the beings known as aboleth, but it is posited by the most knowledgeable human sages that the creatures are one and the same; abolengo simply being aboleth in their larval stage. The truth of matter is known only to the creatures themselves, and perhaps to those brain squids and other chthonic horrors that share the monsters' deep, subterranean waters.
- What is obvious is that hoary abolengo both resemble aboleth in many ways and are sometimes found in the larger creatures' domains. Wherever they are found, abolengo swim languidly through the deepest of subterranean lakes and waterways, mingle in loose pods and communicate with each other telepathically. Feeding upon tiny stygofauna for years, perhaps even decades, abolengo wait patiently for opportunities to employ their startling mental powers upon suitable hosts. +
- Abolengo, known as soulstealers by the dvergar, are able to employ all of their abilities, including a form of ESP (equivalent to the Magic-User spell of the same name) out to a distance of 60'. Sensing and studying the surface thoughts of an appropriate creature [essentially any intelligent, soft-skinned creature, such as a brain squid or a humanoid; even a behir could be affected], a soulstealer will wait until the target is alone to send the equivalent of an improved phantasmal force its way. +
- Using the combination of its illusion-creating and telepathic abilities to convince the prospective host to relax and sleep (taking helmets off, if applicable), the abolengo will creep towards the prone target after it has settled down and been made susceptible (1d4 rounds has elapsed). Reaching the target, the abolengo will crawl up and over the creature's head and nape, and position itself to simultaneously clamp into the target's skin, hide or scales with its caterpillar-like legs and plunge all four of its 2'-long tentacles into the unfortunate's eyes and ears/tympanic membranes. This attack will always occur with a bonus of +4 to-hit against a simple Armour Class of 10, with only magical rings, amulets, charms and the like providing the victim with any added protection. Factors such as the victim's armour type or the possession of heavy scales are unimportant, as the abolengo will be able to find hinges, holes and gaps to lock on to before it commits to the attack. If successful (often on a roll of 2 or greater), the soulstealer's tentacles will pierce down, into the victims brain, and cause 4 points of immediate, permanent damage. Any creature with 4 or fewer HP will immediately perish, and surviving host creatures will thereafter be permanently blinded and deafened. +
- At that point, the victim will be jerked out its reverie and react, attempting to dislodge the abolengo. Given a single Saving Throw vs. Paralysation, if the victim fails its roll it immediately loses control of its mind and body to the insidious parasite. If the save is successful, the victim may then attempt one attack against the thing, at a penalty of -6 to hit its Armour Class of 4. If successful, the victim has managed to dislodge the abolengo before the monster has had an opportunity to take control of the victim's mind. If the desperate attack fails, the abolengo immediately asserts control over the victim, and the host loses its will until the parasite is removed by some external agent. +
- After asserting itself over the victim, the abolengo-host pair will have all of the host's normal physical abilities, with the abolengo being able to freely acquire all of the creature's skills, memories, and non-clerical, non-alignment based abilities at the rate of 10% per week (e.g. a paladin's special abilities will not be acquired). After 10 weeks have elapsed, the abolengo will have fully integrated itself to the host, and the host creature will perish if the abolengo is ever involuntarily removed. +
- The abolengo-host will have the abolengo's visual acuity (one-half a human's ability to see in the visible spectrum, heat vision to 90') and hearing ability (one quarter that of a human), but it will still possess all of its normal mental faculties (i.e. telepathy, ESP, and illusion-creation to a distance of 60'). Abolengo-hosts will pursue projects in accordance to the abolengo's individual interests, knowing full well that it is considered anathema to its host's civilization+
  
-** Treasure**: WiP+What is obvious is that hoary abolengo both resemble aboleth in many ways and are sometimes found in the larger creatures' domains. Wherever they are found, abolengo swim languidly through the deepest of subterranean lakes and waterways, mingle in loose pods and communicate with each other telepathically. Feeding upon tiny stygofauna for years, perhaps even decades, abolengo wait patiently for opportunities to employ their startling mental powers upon suitable hosts. 
 + 
 +Abolengo, known as soulstealers by the dvergar, are able to employ all of their abilities, including a form of ESP (equivalent to the Magic-User spell of the same name) out to a distance of 60'. Sensing and studying the surface thoughts of an appropriate creature [essentially any intelligent, soft-skinned creature, such as a brain squid or a humanoid; even a behir could be affected], a soulstealer will wait until the target is alone to send the equivalent of an improved phantasmal force its way. 
 + 
 +Using the combination of its illusion-creating and telepathic abilities to convince the prospective host to relax and sleep (taking helmets off, if applicable), the abolengo will creep towards the prone target after it has settled down and been made susceptible (1d4 rounds has elapsed). Reaching the target, the abolengo will crawl up and over the creature's head and nape, and position itself to simultaneously clamp into the target's skin, hide or scales with its caterpillar-like legs and plunge all four of its 2'-long tentacles into the unfortunate's eyes and ears/tympanic membranes. This attack will always occur with a bonus of +4 to-hit against a simple Armour Class of 10, with only magical rings, amulets, charms and the like providing the victim with any added protection. Factors such as the victim's armour type or the possession of heavy scales are unimportant, as the abolengo will be able to find hinges, holes and gaps to lock on to before it commits to the attack. If successful (often on a roll of 2 or greater), the soulstealer's tentacles will pierce down, into the victims brain, and cause 4 points of immediate, permanent damage. Any creature with 4 or fewer HP will immediately perish, and surviving host creatures will thereafter be permanently blinded and deafened. 
 + 
 +At that point, the victim will be jerked out its reverie and react, attempting to dislodge the abolengo. Given a single Saving Throw vs. Paralysation, if the victim fails its roll it immediately loses control of its mind and body to the insidious parasite. If the save is successful, the victim may then attempt one attack against the thing, at a penalty of -6 to hit its Armour Class of 4. If successful, the victim has managed to dislodge the abolengo before the monster has had an opportunity to take control of the victim's mind. If the desperate attack fails, the abolengo immediately asserts control over the victim, and the host loses its will until the parasite is removed by some external agent. 
 + 
 +After asserting itself over the victim, the abolengo-host pair will have all of the host's normal physical abilities, with the abolengo being able to freely acquire all of the creature's skills, memories, and non-clerical, non-alignment based abilities at the rate of 10% per week (e.g. a paladin's special abilities will not be acquired). After 10 weeks have elapsed, the abolengo will have fully integrated itself to the host, and the host creature will perish if the abolengo is ever involuntarily removed. 
 + 
 +The abolengo-host will have the abolengo's visual acuity (one-half a human's ability to see in the visible spectrum, heat vision to 90') and hearing ability (one quarter that of a human), but it will still possess all of its normal mental faculties (i.e. telepathy, ESP, and illusion-creation to a distance of 60'). Abolengo-hosts will pursue projects in accordance to the abolengo's individual interests, knowing full well that it is considered anathema to its host's civilization.  
 + 
 +**Treasure**: WiP
  
  
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-||  **WARRIOR-MAGE**  |  **PRIESTS**  |  **WARLOCK**  |  **KNIGHT**  |  **QUEEN**  |+ |  **WARRIOR-MAGE**  |  **PRIESTS**  |  **WARLOCK**  |  **KNIGHT**  |  **QUEEN**  |
 |**Frequency:**|  Very Rare  |  Very Rare  |  Very Rare  |  Very Rare  |  Very Rare  | |**Frequency:**|  Very Rare  |  Very Rare  |  Very Rare  |  Very Rare  |  Very Rare  |
 |**No. Encountered:**|  1d4  |  1d2  |  1d2  |  1  |  1  | |**No. Encountered:**|  1d4  |  1d2  |  1d2  |  1  |  1  |
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- Giant ant lions are large, predatory insects that live in rocky desert areas. They construct tapered pits (around 60' diameter) that often (50% chance) appear like cave mouths. Any creature entering their pit may (1 in 2 chance per round) trip and slide further down the rocky, loose sides to the bottom where the ant lion buries itself awaiting the prey. It will burst out of the soil and attack with its two large mandibles. If it successfully hits, the victim will be held fast and cannot escape unless the ant lion is killed. Each round the mandibles will automatically inflict 5d4 points of damage to trapped prey. +Giant ant lions are large, predatory insects that live in rocky desert areas. They construct tapered pits (around 60' diameter) that often (50% chance) appear like cave mouths. Any creature entering their pit may (1 in 2 chance per round) trip and slide further down the rocky, loose sides to the bottom where the ant lion buries itself awaiting the prey. It will burst out of the soil and attack with its two large mandibles. If it successfully hits, the victim will be held fast and cannot escape unless the ant lion is killed. Each round the mandibles will automatically inflict 5d4 points of damage to trapped prey. 
  
-** Treasure**: Ant lions do not value treasure, but there is a 30% of 1d4 items of incidental treasure that belonged to former victims. The GM should roll on the following table to determine such treasure: +**Treasure**: Ant lions do not value treasure, but there is a 30% of 1d4 items of incidental treasure that belonged to former victims. The GM should roll on the following table to determine such treasure: 
  
  
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-||  **Uffish**  |  **Frumious**  |+ |  **Uffish**  |  **Frumious**  |
 |**Frequency:**|  Rare  |  Very Rare  | |**Frequency:**|  Rare  |  Very Rare  |
 |**No. Encountered:**|  1  |  1  | |**No. Encountered:**|  1  |  1  |
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- Greater basilisks are larger, more fearsome cousins of the common basilisk (q.v. __OSRIC__, pp. 262-3). Because of their bellicose nature and powerful abilities they are often employed as guardians of treasure hoards. +Greater basilisks are larger, more fearsome cousins of the common basilisk (q.v. __OSRIC__, pp. 262-3). Because of their bellicose nature and powerful abilities they are often employed as guardians of treasure hoards. 
  
- In melee, a greater basilisk attacks with it's two front claws and a bite. It's claws drip with a weak poison (+ to Saving Throws) and it's breath is also poisonous (all within a 5' radius must Save vs. Poison at +2 or die). It's most terrible attack is its petrifying gaze effective up to 50' away. Attempts to reflect the greater basilisk's gaze will fail unless within 10' of the beast and have a 10% of success per round. +In melee, a greater basilisk attacks with it's two front claws and a bite. It's claws drip with a weak poison (+ to Saving Throws) and it's breath is also poisonous (all within a 5' radius must Save vs. Poison at +2 or die). It's most terrible attack is its petrifying gaze effective up to 50' away. Attempts to reflect the greater basilisk's gaze will fail unless within 10' of the beast and have a 10% of success per round. 
  
- Most sages believe greater basilisks originate on the Elemental Plane of Fire. Like lesser basilisks they are capable of seeing into both the Astral and Æthereal Planes.  +Most sages believe greater basilisks originate on the Elemental Plane of Fire. Like lesser basilisks they are capable of seeing into both the Astral and Æthereal Planes.  
  
 **Treasure:**  If encountered in their lair a greater basilisk will have 5d6 x 1,000cp (25%), 1d100 x 1,000sp (40%), 10d4 x 1,000ep (40%), 10d6 x 1,000gp (55%), 5d10 x 100pp (25%), 1d100 gemstones (50%), 10d4 pieces of jewelry (50%), 1d4 random magic items, 1 potion and 1 scroll (15%). **Treasure:**  If encountered in their lair a greater basilisk will have 5d6 x 1,000cp (25%), 1d100 x 1,000sp (40%), 10d4 x 1,000ep (40%), 10d6 x 1,000gp (55%), 5d10 x 100pp (25%), 1d100 gemstones (50%), 10d4 pieces of jewelry (50%), 1d4 random magic items, 1 potion and 1 scroll (15%).
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-||  **Common**  |  **Avenger**  |+ |  **Common**  |  **Avenger**  |
 |**Frequency:**|  Very Rare  |  Very Rare  | |**Frequency:**|  Very Rare  |  Very Rare  |
 |**No. Encountered:**|  6d6  |  6d6  | |**No. Encountered:**|  6d6  |  6d6  |
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- Cave crickets are normally noisy but harmless pests. If a cricket is within 20' of an adventurer when it begins chirping it will drown out all intelligible speech and have a 1 in 3 chance of drawing all hostile creatures within hearing range (90'). If disturbed or frightened, a cave cricket has a 1 in 6 chance of inadvertently jumping on a character and inflicting 1d4 points of damage. Those that do not land on a character will still kick a random target within 10' with its powerful hind legs (at normal to-hit chances) . +Cave crickets are normally noisy but harmless pests. If a cricket is within 20' of an adventurer when it begins chirping it will drown out all intelligible speech and have a 1 in 3 chance of drawing all hostile creatures within hearing range (90'). If disturbed or frightened, a cave cricket has a 1 in 6 chance of inadvertently jumping on a character and inflicting 1d4 points of damage. Those that do not land on a character will still kick a random target within 10' with its powerful hind legs (at normal to-hit chances) . 
  
- Cave crickets are a pale, white colour . They are voracious eaters, and eat cloth, fungi, paper, and vegetation.+Cave crickets are a pale, white colour . They are voracious eaters, and eat cloth, fungi, paper, and vegetation.
  
 **Treasure**: None **Treasure**: None
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- Cave fishers are large insects with a hard-exoskeleton that subsist by trapping and eating other creatures that intrude into their subterranean lairs. They trap prey by shooting a long, adhesive filament from their proboscis up to 60' and then reel in the hapless prey at a rate of 15' per round. If prey enters their lair but does not blunder into the filament they will reel it in (1 round) and attempt to shoot it at the prey, repeating the process until the prey is snared. When employing this method they attack as a 6HD monster, and can pull in prey weighing up to 400lbs. The filament is extremely strong and thin and can only be cut by a weapon of +1 or better and will go unnoticed 80% of the time within 10'. Outside this range it cannot be detected at all. Once reeled in, the cave fisher uses its two powerful pincers to kill and dismember the prey. The filament is extremely adhesive, but can be dissolved by liquids containing alcohol or the blood of the cave fisher itself.+Cave fishers are large insects with a hard-exoskeleton that subsist by trapping and eating other creatures that intrude into their subterranean lairs. They trap prey by shooting a long, adhesive filament from their proboscis up to 60' and then reel in the hapless prey at a rate of 15' per round. If prey enters their lair but does not blunder into the filament they will reel it in (1 round) and attempt to shoot it at the prey, repeating the process until the prey is snared. When employing this method they attack as a 6HD monster, and can pull in prey weighing up to 400lbs. The filament is extremely strong and thin and can only be cut by a weapon of +1 or better and will go unnoticed 80% of the time within 10'. Outside this range it cannot be detected at all. Once reeled in, the cave fisher uses its two powerful pincers to kill and dismember the prey. The filament is extremely adhesive, but can be dissolved by liquids containing alcohol or the blood of the cave fisher itself.
  
- **Treasure**: Cave fisher lairs are usually littered with the bones and possessions of its victims. The GM should place appropriate incidental treasure.+**Treasure**: Cave fisher lairs are usually littered with the bones and possessions of its victims. The GM should place appropriate incidental treasure.
  
 **Cave Moray** **Cave Moray**
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- Cave morays are slug-like creatures that live live in cyst-like burrows in cave walls and strike out at prey passing within 3-5' before withdrawing into their cyst again. This lunging attack is so quick that there is only a 5% chance of striking the body, which has an AC of 5.+Cave morays are slug-like creatures that live live in cyst-like burrows in cave walls and strike out at prey passing within 3-5' before withdrawing into their cyst again. This lunging attack is so quick that there is only a 5% chance of striking the body, which has an AC of 5.
  
- **Treasure**: None+**Treasure**: None
  
 **Cephaloids** (Brain Eaters) **Cephaloids** (Brain Eaters)
  
  
- 
-|    |    | 
 |**Frequency:**|  Rare  | |**Frequency:**|  Rare  |
 |**No. Encountered:**|  1d4 or 4d4+8  | |**No. Encountered:**|  1d4 or 4d4+8  |
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 These effects can only be reversed by a separate //Wish// spell for each round of damage. After consuming a victim's brain, a cerebral stalker will scamper off to hunt for new prey. These effects can only be reversed by a separate //Wish// spell for each round of damage. After consuming a victim's brain, a cerebral stalker will scamper off to hunt for new prey.
  
- **Treasure**: None+**Treasure**: None
  
  
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-**Charnel**** ****Worm**+**Charnel Worm**
  
  
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 These worms are typically found in places with large numbers of dead, cemeteries and necropoleis primarily. They appear as large, sickly white worms that reek of death. Though eyeless, they can sense animal matter in their vicinity and will seek to feed on it. Upon a hit, the victim must Save vs. Death or be afflicted by a necrotizing disease that will cause the victim's flesh to rot and die, doing an additional 2d6 damage and leaving permanent scarring. The dead flesh is then consumed by the worm. Though extremely tough despite their soft appearance, the worms are susceptible to fire (Saves are at -2 and damage is +1 per die). Larger versions are rumored to exist in some places. These worms are typically found in places with large numbers of dead, cemeteries and necropoleis primarily. They appear as large, sickly white worms that reek of death. Though eyeless, they can sense animal matter in their vicinity and will seek to feed on it. Upon a hit, the victim must Save vs. Death or be afflicted by a necrotizing disease that will cause the victim's flesh to rot and die, doing an additional 2d6 damage and leaving permanent scarring. The dead flesh is then consumed by the worm. Though extremely tough despite their soft appearance, the worms are susceptible to fire (Saves are at -2 and damage is +1 per die). Larger versions are rumored to exist in some places.
  
- **Treasure**: (WiP)+**Treasure**: (WiP)
  
 **Cheiropteran ** **Cheiropteran **
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-||  **NORMAL**  |  **GHOUL**  |+ |  **NORMAL**  |  **GHOUL**  |
 |**Frequency:**|  Common  |  Rare  | |**Frequency:**|  Common  |  Rare  |
 |**No. Encountered:**|  2d6 (2d100 nest)  |  2d6 (nest 2d00)  | |**No. Encountered:**|  2d6 (2d100 nest)  |  2d6 (nest 2d00)  |
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 **Cooshee**  **Cooshee** 
- 
  
  
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-||  **Dark Scrivener**  |  **Dark Minstrel**  |  **Dark Philosopher**  |+| |  **Dark Scrivener**  |  **Dark Minstrel**  |  **Dark Philosopher**  |
 |**Frequency:**|  Very Rare  |  Very Rare  |  Very Rare  | |**Frequency:**|  Very Rare  |  Very Rare  |  Very Rare  |
 |**No. Encountered:**|  1  |  1  |  1  | |**No. Encountered:**|  1  |  1  |  1  |
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 Dark Things are solitary creatures that are believed to be related in some way to Crypt Things (q.v.). They are never encountered outside of their lairs, which are almost always found in certain lonely and ancient dungeons deep underground. Because of their rarity, sages have not come to any firm conclusions about their origins or motivations, but it is known that they are not undead. Some have surmised that they may be the victims of a particularly potent curse which compels them to spend a millennium or more toiling away at their appointed task. Three varieties of dark things have been documented here, and the GM is encouraged to develop their own varieties with unique tasks. Dark Things are solitary creatures that are believed to be related in some way to Crypt Things (q.v.). They are never encountered outside of their lairs, which are almost always found in certain lonely and ancient dungeons deep underground. Because of their rarity, sages have not come to any firm conclusions about their origins or motivations, but it is known that they are not undead. Some have surmised that they may be the victims of a particularly potent curse which compels them to spend a millennium or more toiling away at their appointed task. Three varieties of dark things have been documented here, and the GM is encouraged to develop their own varieties with unique tasks.
  
-** Dark Scrivener**: These creatures resemble human-sized skeletons clad in tattered and dusty robes. When encountered, a dark scrivener will be found sitting at a desk or writing table, writing in a book or on a scroll. Dark scriveners will almost certainly be surrounded by several dusty bookshelves or piles of scrolls. If examined, fully 60% of these books or scrolls will be //cursed //or otherwise harmful (//Explosive Runes//, etc.). The remainder will contain Magic-User spells of 1st-9th lvl, determined randomly by the GM. When a dark scrivener has completed a particular book or scroll, a fresh volume or parchment will magically appear before them and they will begin  writing anew. If disturbed in any way, a dark scrivener will //teleport// the interloper(s) either 3d100 feet away on the same dungeon level (25%), 1d3 dungeon levels away (up or down determined randomly) (50%), or 1d10 miles away on the surface (25%). A Saving Throw vs. Spells is possible. Merely examining the books and scrolls surrounding a Scrivener is not considered disturbing it.+**Dark Scrivener**: These creatures resemble human-sized skeletons clad in tattered and dusty robes. When encountered, a dark scrivener will be found sitting at a desk or writing table, writing in a book or on a scroll. Dark scriveners will almost certainly be surrounded by several dusty bookshelves or piles of scrolls. If examined, fully 60% of these books or scrolls will be //cursed //or otherwise harmful (//Explosive Runes//, etc.). The remainder will contain Magic-User spells of 1st-9th lvl, determined randomly by the GM. When a dark scrivener has completed a particular book or scroll, a fresh volume or parchment will magically appear before them and they will begin  writing anew. If disturbed in any way, a dark scrivener will //teleport// the interloper(s) either 3d100 feet away on the same dungeon level (25%), 1d3 dungeon levels away (up or down determined randomly) (50%), or 1d10 miles away on the surface (25%). A Saving Throw vs. Spells is possible. Merely examining the books and scrolls surrounding a Scrivener is not considered disturbing it.
  
- If an interloper makes their Saving Throw they may attack the dark scrivener which will retaliate with a swipe of its bony claws. Attempting to interfere with a dark scrivener's writing will also spur the creature to attack. Scriveners are completely immune to any mind-affecting spells in addition to a 50% resistance to other magic. Dark scriveners will not respond to any attempts to parlay. +If an interloper makes their Saving Throw they may attack the dark scrivener which will retaliate with a swipe of its bony claws. Attempting to interfere with a dark scrivener's writing will also spur the creature to attack. Scriveners are completely immune to any mind-affecting spells in addition to a 50% resistance to other magic. Dark scriveners will not respond to any attempts to parlay. 
  
- **Treasure**: Aside from the books and/or scrolls found near a dark scrivener, they possess no treasure. +**Treasure**: Aside from the books and/or scrolls found near a dark scrivener, they possess no treasure. 
  
-** Dark Minstrel**: Dark minstrels are identical to dark scriveners except in the following ways: they appear as skeletons dressed in the tattered costume of a troubadour with an out of tune lute, lyre or other musical instrument. When encountered, they will always be playing the same endlessly tedious ballad. Those approaching within 10' of the minstrel must make a Saving Throw vs. Spells. Those victims that fail their Saving Throw are magically //held// and must listen to the dark minstrel's endless noodling until they die from thirst and starvation or the effect is //dispelled//.  +**Dark Minstrel**: Dark minstrels are identical to dark scriveners except in the following ways: they appear as skeletons dressed in the tattered costume of a troubadour with an out of tune lute, lyre or other musical instrument. When encountered, they will always be playing the same endlessly tedious ballad. Those approaching within 10' of the minstrel must make a Saving Throw vs. Spells. Those victims that fail their Saving Throw are magically //held// and must listen to the dark minstrel's endless noodling until they die from thirst and starvation or the effect is //dispelled//.  
  
- **Treasure**: Dark minstrels possess no treasure but the corpses of their previous victims, if any, will often have incidental treasure to be determined by the GM.  +**Treasure**: Dark minstrels possess no treasure but the corpses of their previous victims, if any, will often have incidental treasure to be determined by the GM. 
- **Dark Philosopher**: These are identical to the dark scrivener except in the following ways: They are skeletal in appearance and clad in the tattered and dusty robes of a pedant or other academic. When encountered, they will be ranting about a philosophical conundrum with no possible correct answer:  how many angels can dance on the head of a pin, how deep is the abyss of Narak, where does magic come from, why do all clerics abhor edged weapons, etc. This soliloquy will be understood by any intelligent being regardless of what language they speak. Like the dark minstrel, victims approaching within 10' must make a Saving Throw vs. Spells or be magically //held// forced to  listen to the dark philosopher's tedious drivel until they die from thirst and starvation or the effect is //dispelled//+
  
-** Treasure**: Dark philosophers possess no treasure but the corpses of their previous victims, if any, will often have incidental treasure to be determined by the GM. +**Dark Philosopher**: These are identical to the dark scrivener except in the following ways: They are skeletal in appearance and clad in the tattered and dusty robes of a pedant or other academic. When encountered, they will be ranting about a philosophical conundrum with no possible correct answer:  how many angels can dance on the head of a pin, how deep is the abyss of Narak, where does magic come from, why do all clerics abhor edged weapons, etc. This soliloquy will be understood by any intelligent being regardless of what language they speak. Like the dark minstrel, victims approaching within 10' must make a Saving Throw vs. Spells or be magically //held// forced to  listen to the dark philosopher's tedious drivel until they die from thirst and starvation or the effect is //dispelled//.  
 + 
 +**Treasure**: Dark philosophers possess no treasure but the corpses of their previous victims, if any, will often have incidental treasure to be determined by the GM. 
  
 **Decapus** **Decapus**
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-||  **YOUNG HYBRID**  |  **MATURE **\\ **HYBRID**  |  **ANCIENT **\\ **HYBRID**  |  **PURE**  |+ |  **YOUNG HYBRID**  |  **MATURE **\\ **HYBRID**  |  **ANCIENT **\\ **HYBRID**  |  **PURE**  |
 |**Frequency:**|  Rare  |  Rare  |  Very Rare  |  Very Rare  | |**Frequency:**|  Rare  |  Rare  |  Very Rare  |  Very Rare  |
 |**No. Encountered:**|  2d6 (5d20 in lair)  |  1d6 (3d20 in lair)  |  1d3 (1d20 in lair)  |  1 (1d6 in lair)  | |**No. Encountered:**|  2d6 (5d20 in lair)  |  1d6 (3d20 in lair)  |  1d3 (1d20 in lair)  |  1 (1d6 in lair)  |
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- The endless corpse & debris-filled battlefields of the Fields of Perdition are ruled by the demodands - a race of evil, cunning creatures renowned for their ruthlessness. On their home plane they are organized into a roughly feudal hierarchy of dukes (shator), earls (kelubar) and commoners (farastu). On other planes, including the Prime Material, they are typically encountered alone. +The endless corpse & debris-filled battlefields of the Fields of Perdition are ruled by the demodands - a race of evil, cunning creatures renowned for their ruthlessness. On their home plane they are organized into a roughly feudal hierarchy of dukes (shator), earls (kelubar) and commoners (farastu). On other planes, including the Prime Material, they are typically encountered alone. 
  
  
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- The farastu is the least powerful of the demodands. It is a tall, slender humanoid, with long arms and heads and bat-like wings. The skin of the farastu constantly excretes a sticky, tar-like substance. There is a 1 in 20 chance anything that hits or is hit by a farastu will adhere to it for 1d6 segments. If the farastu sticks to an opponent when it attacks it will immediately gain another attack. If an opponent sticks to the farastu during its own attack round, the farastu will gain +4 to initiative in the following round. If a weapon or other object sticks to the farastu, there is a 1 in 4 chance that the object will be wrenched from the opponent's grasp and the farastu will gain the initiative on the following round. +The farastu is the least powerful of the demodands. It is a tall, slender humanoid, with long arms and heads and bat-like wings. The skin of the farastu constantly excretes a sticky, tar-like substance. There is a 1 in 20 chance anything that hits or is hit by a farastu will adhere to it for 1d6 segments. If the farastu sticks to an opponent when it attacks it will immediately gain another attack. If an opponent sticks to the farastu during its own attack round, the farastu will gain +4 to initiative in the following round. If a weapon or other object sticks to the farastu, there is a 1 in 4 chance that the object will be wrenched from the opponent's grasp and the farastu will gain the initiative on the following round. 
  
- All farastu have //darkvision//. They are completely immune to acid or poison attacks and take only half-damage from cold or fire. They are also immune to both fear and phantasmal magic. They have an effective Strength of 19. +All farastu have //darkvision//. They are completely immune to acid or poison attacks and take only half-damage from cold or fire. They are also immune to both fear and phantasmal magic. They have an effective Strength of 19. 
  
- Farastu can use the following innate spell-like abilities once per round at will as an 11<sup>th</sup>-lvl spellcaster: //Detect Good//, //Invisibility// or //Magic//, //ESP//, //Fascinate//, //Gaseous Form//, //Invisibility//, and //Tongues//. Three times per day they can employ //Fog Cloud// or //Weakness//. Twice per day they can use //Dispel Magic//. On the Fields of Perdition they can //Gate// in 1d2 other farastu with a 40% chance of success.  +Farastu can use the following innate spell-like abilities once per round at will as an 11<sup>th</sup>-lvl spellcaster: //Detect Good//, //Invisibility// or //Magic//, //ESP//, //Fascinate//, //Gaseous Form//, //Invisibility//, and //Tongues//. Three times per day they can employ //Fog Cloud// or //Weakness//. Twice per day they can use //Dispel Magic//. On the Fields of Perdition they can //Gate// in 1d2 other farastu with a 40% chance of success.  
  
- **Treasure:** If encountered in their lair on the Fields of Perdition, a farastu will have 1d6 x 1,000cp (25%), 1d6 x 1,000sp (30%), 1d6 x 1,000ep (35%), 1d10 x 1,000gp (40%), 1d4 x 100pp (25%), 4d10 gemstones (60%), 3d10 pieces of jewelry (50%), and 1d3 magic items of any sort (30%). +**Treasure:** If encountered in their lair on the Fields of Perdition, a farastu will have 1d6 x 1,000cp (25%), 1d6 x 1,000sp (30%), 1d6 x 1,000ep (35%), 1d10 x 1,000gp (40%), 1d4 x 100pp (25%), 4d10 gemstones (60%), 3d10 pieces of jewelry (50%), and 1d3 magic items of any sort (30%). 
  
 **Kelubar Demodand ** **Kelubar Demodand **
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- The kelubar are the earls of the demodands. They are dark-skinned, squat, thickly-built humanoids with large bat-like wings. The skin of a kelubar excretes an acidic substance that will cause an additional 1d6hp of damage with each successful hit unless the victim makes a Saving Throw vs. Poison. If a kelubar successfully hits with all three of its attacks it has grappled and enslimed the victim causing an additional 4d6hp of damage (Save vs. Poison for half damage).  +The kelubar are the earls of the demodands. They are dark-skinned, squat, thickly-built humanoids with large bat-like wings. The skin of a kelubar excretes an acidic substance that will cause an additional 1d6hp of damage with each successful hit unless the victim makes a Saving Throw vs. Poison. If a kelubar successfully hits with all three of its attacks it has grappled and enslimed the victim causing an additional 4d6hp of damage (Save vs. Poison for half damage). 
- +
- All kelubar have darkvision. They are completely immune to acid or poison attacks and take only half-damage from cold or fire. They are also immune to both fear and phantasmal magic. They have an effective Strength of 20. +
- +
- Kelubar have the following innate spell-like abilities which they can use,  once per round, at will, as 13<sup>th</sup>-lvl spellcaster: //Detect Good//, //Invisibility// or //Magic//, //ESP//, //Fascinate//, //Gaseous Form//, //Invisibility//, and //Tongues//. Thrice per day they can employ //Dispel Magic//, //Fog Cloud//, and //Weakness//. Once per day they can use a //Ray Of// //Enfeeblement//. On the Fields of Perdition they can //Gate// in 1d2 other kelubar with a 50% chance of success.  +
- +
-** Treasure:** If encountered in their lair on the Fields of Perdition, a kelubar will have 1d6 x 1,000cp (25%), 1d6 x 1,000sp (30%), 1d6 x 1,000ep (35%), 1d10 x 1,000gp (40%), 1d4 x 100pp (25%), 4d10 gemstones (60%), 3d10 pieces of jewelry (50%), and 1d3 magic items of any sort (30%).  +
- +
  
 +All kelubar have darkvision. They are completely immune to acid or poison attacks and take only half-damage from cold or fire. They are also immune to both fear and phantasmal magic. They have an effective Strength of 20.
  
 +Kelubar have the following innate spell-like abilities which they can use,  once per round, at will, as 13<sup>th</sup>-lvl spellcaster: //Detect Good//, //Invisibility// or //Magic//, //ESP//, //Fascinate//, //Gaseous Form//, //Invisibility//, and //Tongues//. Thrice per day they can employ //Dispel Magic//, //Fog Cloud//, and //Weakness//. Once per day they can use a //Ray Of// //Enfeeblement//. On the Fields of Perdition they can //Gate// in 1d2 other kelubar with a 50% chance of success. 
  
 +**Treasure:** If encountered in their lair on the Fields of Perdition, a kelubar will have 1d6 x 1,000cp (25%), 1d6 x 1,000sp (30%), 1d6 x 1,000ep (35%), 1d10 x 1,000gp (40%), 1d4 x 100pp (25%), 4d10 gemstones (60%), 3d10 pieces of jewelry (50%), and 1d3 magic items of any sort (30%). 
  
  
 **Shator Demodand** **Shator Demodand**
  
-** ** 
  
 |**Frequency:**|  Very Rare  | |**Frequency:**|  Very Rare  |
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- The shator rule over lesser demodands from their strongholds in the Fields of Perdition. They are very squat with loose folds of hide hanging across their broad frames. While they are capable of tearing flesh and rending bones with their claws they prefer to wield large weapons likes flails or two-handed swords (+4 to-hit, +9 to damage).  +The shator rule over lesser demodands from their strongholds in the Fields of Perdition. They are very squat with loose folds of hide hanging across their broad frames. While they are capable of tearing flesh and rending bones with their claws they prefer to wield large weapons likes flails or two-handed swords (+4 to-hit, +9 to damage).  
  
- All shator have //darkvision// and have excellent hearing and smell and can be surprised only 10% of the time. Their loose hide affords them -1 to to-hit and damage from edged weapons. Additionally, they are immune to acid and poison and take half damage from cold and fire. They are immune to fear and phantasm magic. They have an effective Strength of 21. +All shator have //darkvision// and have excellent hearing and smell and can be surprised only 10% of the time. Their loose hide affords them -1 to to-hit and damage from edged weapons. Additionally, they are immune to acid and poison and take half damage from cold and fire. They are immune to fear and phantasm magic. They have an effective Strength of 21. 
  
- Shator have the following innate spell-like abilities which they can use at will, one at a time, once per round as a 15<sup>th</sup>-lvl spellcaster: //Detect Good//, //Invisibility// or //Magic//, //ESP//, //Fascinate//, //Gaseous Form//, //Invisibility//, and //Tongues//. Thrice per day they can //Dispel Magic// or employ //Weakness //and //Fog Cloud//. Once per day they can employ //Beguile// (as a //**rod of beguiling**//), //Cloudkill//, //Ray Of Enfeeblement//, and //Stinking Cloud//. On the Fields of Perdition they can //gate// in 1d8 other shator with a 60% chance of success. +Shator have the following innate spell-like abilities which they can use at will, one at a time, once per round as a 15<sup>th</sup>-lvl spellcaster: //Detect Good//, //Invisibility// or //Magic//, //ESP//, //Fascinate//, //Gaseous Form//, //Invisibility//, and //Tongues//. Thrice per day they can //Dispel Magic// or employ //Weakness //and //Fog Cloud//. Once per day they can employ //Beguile// (as a //**rod of beguiling**//), //Cloudkill//, //Ray Of Enfeeblement//, and //Stinking Cloud//. On the Fields of Perdition they can //gate// in 1d8 other shator with a 60% chance of success. 
  
- **Treasure**: If encountered in their lair on the Fields of Perdition, a shator will have 1d3 x 1,000cp (20%), 1d4 x 1,000sp (25%), 1d4 x 1,000ep (25%), 1d4 x 1,000gp (30%), 1d6 x 100pp (30%), 1d6 x 10 gemstones (55%), 5d6 pieces of jewelry (50%), and 1d2+3 magic items of any sort (50%). +**Treasure**: If encountered in their lair on the Fields of Perdition, a shator will have 1d3 x 1,000cp (20%), 1d4 x 1,000sp (25%), 1d4 x 1,000ep (25%), 1d4 x 1,000gp (30%), 1d6 x 100pp (30%), 1d6 x 10 gemstones (55%), 5d6 pieces of jewelry (50%), and 1d2+3 magic items of any sort (50%). 
  
  
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 Demonikin are incredibly resilient; they can take a great deal of damage and feel no pain. Further, when brought to negative hit points, they will appear to die, but in truth they are simply regenerating and will leap back into a fight in d4 rounds, restored to ¼ of their original hit points (round up). Because of this ability, they fear nothing except fire, which will kill them permanently. They are somewhat resistant to cold attacks (-1 damage per die). Demonikin are incredibly resilient; they can take a great deal of damage and feel no pain. Further, when brought to negative hit points, they will appear to die, but in truth they are simply regenerating and will leap back into a fight in d4 rounds, restored to ¼ of their original hit points (round up). Because of this ability, they fear nothing except fire, which will kill them permanently. They are somewhat resistant to cold attacks (-1 damage per die).
  
-** Treasure**: 1d8×1,000 cp (50%), 1d6×1,000 p (25%), 1d4×1,000 ep (25%), 1d3×1,000 gp (25%), 1d8 gems (30%), 1d4 jewellery (20%), random magic sword, armour or misc. weapon (10%) +**Treasure**: 1d8×1,000 cp (50%), 1d6×1,000 p (25%), 1d4×1,000 ep (25%), 1d3×1,000 gp (25%), 1d8 gems (30%), 1d4 jewellery (20%), random magic sword, armour or misc. weapon (10%) 
  
 **Devil Dog** **Devil Dog**
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 Fire drakes are not dragons and, other than having multiple attack routines and possessing breath weapons, have little in common with the larger creatures. The blood of a fire drake may be collected and used as a grenade-type weapon (a pint of the stuff acting as two// //flasks of oil), or may be used to temporarily coat any all-metal weapon, causing an extra 1d4 points of flame damage upon a successful hit. This flaming effect lasts 1d4+2 rounds, but there is a 2% cumulative chance per round of destroying a normal weapon by using it in such a fashion. It is rumored that magic users avidly seek the blood of fire drakes for use as spell components. Fire drakes are not dragons and, other than having multiple attack routines and possessing breath weapons, have little in common with the larger creatures. The blood of a fire drake may be collected and used as a grenade-type weapon (a pint of the stuff acting as two// //flasks of oil), or may be used to temporarily coat any all-metal weapon, causing an extra 1d4 points of flame damage upon a successful hit. This flaming effect lasts 1d4+2 rounds, but there is a 2% cumulative chance per round of destroying a normal weapon by using it in such a fashion. It is rumored that magic users avidly seek the blood of fire drakes for use as spell components.
  
- **Treasure**: None+**Treasure**: None
  
  
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 The blood of a water drake may be collected and used as a grenade-type weapon when thrown onto the surface of water (a pint of the stuff producing effects similar to that of a flask of oil does on land). There, it will burn hot for 1d4+2 rounds and will touch off any normal cloth or wood that it comes into contact with. Jars of water drake blood are used by the occasional navy, with the pots being launched by small catapults at enemy ships- the blood forming the basis of the fabled //hygron pyr//. The blood of a water drake may be collected and used as a grenade-type weapon when thrown onto the surface of water (a pint of the stuff producing effects similar to that of a flask of oil does on land). There, it will burn hot for 1d4+2 rounds and will touch off any normal cloth or wood that it comes into contact with. Jars of water drake blood are used by the occasional navy, with the pots being launched by small catapults at enemy ships- the blood forming the basis of the fabled //hygron pyr//.
  
- **Treasure**: None+**Treasure**: None
  
 **Ear Seeker** **Ear Seeker**
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 **Treasure**: None  **Treasure**: None 
  
- 
- 
-** 
-** 
  
 **Eblis** **Eblis**
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-||  **DOG**  |  **LION**  |+ |  **DOG**  |  **LION**  |
 |**Frequency:**|  Rare  |  Very Rare  | |**Frequency:**|  Rare  |  Very Rare  |
 |**No. Encountered:**|  2d4  |  1d4  | |**No. Encountered:**|  2d4  |  1d4  |
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-||  **MYRMACH**  |  **WARRIOR**  |  **WORKER**  |+ |  **MYRMACH**  |  **WARRIOR**  |  **WORKER**  |
 |**Frequency:**|  Very Rare  |  Very Rare  |  Rare  | |**Frequency:**|  Very Rare  |  Very Rare  |  Rare  |
 |**No. Encountered:**|  1d4+4  |  1d20+20  |  1d4 x 100  | |**No. Encountered:**|  1d4+4  |  1d20+20  |  1d4 x 100  |
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- Gambados are enchanted mollusk-like creatures that inhabit burrowed-out pits in old graveyards and battlefields and feed on the blood and other bodily fluids of living prey. They have a powerful upper muscle with two sharp-clawed appendages and a sightless, lamprey-like mouth which they conceal inside a scavenged humanoid or animal skull. Their lower body tapers into three hooked feet which they use to anchor themselves in their pit lairs. Gambados move by either springing upwards with their dorsal muscles or pulling themselves with their appendages. Gambados lure prey by burying themselves in loose soil or gravel up to 6' deep with only the skull left exposed as bait. When a living creature comes within 5' of their pit, they will spring forth attacking with a bite. Thereafter, they will attack with both a bite and their two claws. If a gambado is losing a fight it will retreat back into its pit or scurry away to find some other enclosed shelter. Dead gambados will regenerate within 3 months into 1d3 new gambados unless destroyed with fire or acid. +Gambados are enchanted mollusk-like creatures that inhabit burrowed-out pits in old graveyards and battlefields and feed on the blood and other bodily fluids of living prey. They have a powerful upper muscle with two sharp-clawed appendages and a sightless, lamprey-like mouth which they conceal inside a scavenged humanoid or animal skull. Their lower body tapers into three hooked feet which they use to anchor themselves in their pit lairs. Gambados move by either springing upwards with their dorsal muscles or pulling themselves with their appendages. Gambados lure prey by burying themselves in loose soil or gravel up to 6' deep with only the skull left exposed as bait. When a living creature comes within 5' of their pit, they will spring forth attacking with a bite. Thereafter, they will attack with both a bite and their two claws. If a gambado is losing a fight it will retreat back into its pit or scurry away to find some other enclosed shelter. Dead gambados will regenerate within 3 months into 1d3 new gambados unless destroyed with fire or acid. 
  
- **Treasure:** Gambados are attracted to shiny treasure like coins, gems and jewelry and their pit-lairs will have 1d6 x 1,000sp (30%), 1d2 x 1,000ep (25%), 2d4 x 1,000gp (40%), 10d6pp (50%), 4d8 gems (55%) and 1d12 pieces of jewelry (45%)+**Treasure:** Gambados are attracted to shiny treasure like coins, gems and jewelry and their pit-lairs will have 1d6 x 1,000sp (30%), 1d2 x 1,000ep (25%), 2d4 x 1,000gp (40%), 10d6pp (50%), 4d8 gems (55%) and 1d12 pieces of jewelry (45%)
  
 **Gargoyle** (Variants)  **Gargoyle** (Variants) 
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-||  **KAPOACINTH**  |  **MARLGOYLE**  |+ |  **KAPOACINTH**  |  **MARLGOYLE**  |
 |**Frequency:**|  Uncommon  |  Rare  | |**Frequency:**|  Uncommon  |  Rare  |
 |**No. Encountered:**|  2d8  |  2d4  | |**No. Encountered:**|  2d8  |  2d4  |
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- Gas spores are floating fungal puffballs that closely resemble Ocular Despots (q.v.). From distances greater than 10', they will be mistaken for the latter 90% of the time. Even at close range there is still a 25% chance they will be mistaken for a Despot. +Gas spores are floating fungal puffballs that closely resemble Ocular Despots (q.v.). From distances greater than 10', they will be mistaken for the latter 90% of the time. Even at close range there is still a 25% chance they will be mistaken for a Despot. 
  
- If a gas spore is attacked and damaged for 1 or more points of damage it will explode into a cloud of toxic spores that will cause 6d6 points of damage to all within 20' (Save vs. Wands for half damage). If a gas spore is touched by unprotected flesh it will infect the victim with tiny spores. The gas spore will die immediately. Victims will die and sprout 2d4 gas spores within 24 hours unless a //Cure Disease// is cast upon them. +If a gas spore is attacked and damaged for 1 or more points of damage it will explode into a cloud of toxic spores that will cause 6d6 points of damage to all within 20' (Save vs. Wands for half damage). If a gas spore is touched by unprotected flesh it will infect the victim with tiny spores. The gas spore will die immediately. Victims will die and sprout 2d4 gas spores within 24 hours unless a //Cure Disease// is cast upon them. 
  
 **Treasure:** None **Treasure:** None
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-||  **JANNI**  |  **MARID**  |+ |  **JANNI**  |  **MARID**  |
 |**Frequency:**|  Very Rare  |  Very Rare  | |**Frequency:**|  Very Rare  |  Very Rare  |
 |**No. Encountered:**|  1d2 or 1d8  |  1  | |**No. Encountered:**|  1d2 or 1d8  |  1  |
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-||  **STONE**\\ **GUARDIAN**  |  **PHANTASMAL**\\ **GOLEM**  |  **PELLUCID**  |+ |  **STONE**\\ **GUARDIAN**  |  **PHANTASMAL**\\ **GOLEM**  |  **PELLUCID**  |
 |**Frequency:**|  Very Rare  |  Very Rare  |  Very Rare  | |**Frequency:**|  Very Rare  |  Very Rare  |  Very Rare  |
 |**No. Encountered:**|  1d4  |  1d3  |  1  | |**No. Encountered:**|  1d4  |  1d3  |  1  |
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 **Pellucid Golems** are created through the collaborative efforts of a Magic-User and an Illusionist both of 10<sup>th</sup> level or higher. To create a pellucid golem, the following spells must be cast: //Wish//, //polymorph any object//, //geas//, //glassteel//, and //colour spray//. If an illusionist wishes to create a pellucid golem on their own they must resort to using Magic-User scrolls with the requisite spells and a further application of the //alter real//ity spell. In any case, creating a pellucid golem will require spending at least 80,000gp and at least 4 months in research, construction and spellcasting.  **Pellucid Golems** are created through the collaborative efforts of a Magic-User and an Illusionist both of 10<sup>th</sup> level or higher. To create a pellucid golem, the following spells must be cast: //Wish//, //polymorph any object//, //geas//, //glassteel//, and //colour spray//. If an illusionist wishes to create a pellucid golem on their own they must resort to using Magic-User scrolls with the requisite spells and a further application of the //alter real//ity spell. In any case, creating a pellucid golem will require spending at least 80,000gp and at least 4 months in research, construction and spellcasting. 
  
- Pellucid golems are composed of fused segments of natural crystalline materials and are as strong as an Iron Golem (q.v.) They can only be hit by magic weapons of +2 or better.+Pellucid golems are composed of fused segments of natural crystalline materials and are as strong as an Iron Golem (q.v.) They can only be hit by magic weapons of +2 or better.
  
- Fire and cold only do 1hp of damage to pellucid golems. Lightning damage can be stored by the golem and up to half of the damage may be released on touch (as the //shocking hands// spell). //Glassee// will slow their movement by half for 2d6 rounds. A //Prismatic spray// will be stored by the golem and can be released up to one day later for full effect. A disintegrate spell will affect a pellucid golem if it fails its Saving Throw vs. Spells. //Glassteel// will completely restore the golem's hit point total. +Fire and cold only do 1hp of damage to pellucid golems. Lightning damage can be stored by the golem and up to half of the damage may be released on touch (as the //shocking hands// spell). //Glassee// will slow their movement by half for 2d6 rounds. A //Prismatic spray// will be stored by the golem and can be released up to one day later for full effect. A disintegrate spell will affect a pellucid golem if it fails its Saving Throw vs. Spells. //Glassteel// will completely restore the golem's hit point total. 
  
-  Every 4 rounds a pellucid golem can release //a prismatic spray// as a gaze attack on all within 30'. Those who fail to Save vs. Spells will be stunned for 2d4 rounds (lvl-0 to 3), 1d4 rounds (lvls 4-8) or 1 round (lvl 9+). + Every 4 rounds a pellucid golem can release //a prismatic spray// as a gaze attack on all within 30'. Those who fail to Save vs. Spells will be stunned for 2d4 rounds (lvl-0 to 3), 1d4 rounds (lvls 4-8) or 1 round (lvl 9+). 
  
- As with other golems, they can be issued simple commands by their creators.  +As with other golems, they can be issued simple commands by their creators.  
  
 **Treasure**: None **Treasure**: None
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 Souls occasionally become lost in the ether, unable to complete their migrations from the prime material to the outer planes after the deaths of their host bodies. Over time, such wayword souls are devoured by predatory ethereal creatures, captured by nighthags and their minions, or slowly dissipate into nothingness. Those that have spent significant periods of time in the ethereal plane and have begun dispersing into the ether eventually lose much of their essential cohesion and, with that, both the intelligence and the psychic will required to resist being captured by an enterprising druid, magic user or creature with magical talent. Indeed, those "soul-remnants" or "fractured souls" may be brought into the Prime Material by spellcasters and consigned to specially prepared, elemental matrices. The resulting semi-intelligent or low-intelligence entity is termed an //elemental grume//. Souls occasionally become lost in the ether, unable to complete their migrations from the prime material to the outer planes after the deaths of their host bodies. Over time, such wayword souls are devoured by predatory ethereal creatures, captured by nighthags and their minions, or slowly dissipate into nothingness. Those that have spent significant periods of time in the ethereal plane and have begun dispersing into the ether eventually lose much of their essential cohesion and, with that, both the intelligence and the psychic will required to resist being captured by an enterprising druid, magic user or creature with magical talent. Indeed, those "soul-remnants" or "fractured souls" may be brought into the Prime Material by spellcasters and consigned to specially prepared, elemental matrices. The resulting semi-intelligent or low-intelligence entity is termed an //elemental grume//.
- Druids of 6<sup>th</sup>  or higher level may create any of the four types of elemental grumes by first preparing a matrix of the appropriate type: a pot of smoldering coals (cindrous), a conglomeration of clay, mud and stone (fictile), an emulsion of water and insoluble, organic liquids (serous), an agitated mixture of gas and fine particulates (zephyrous). The preparation of the matrix requires three hours of constant work and involves the ritualized burning and admixture of mistletoe. Once the consecretated matrix is prepared, the druid places a //pyrotechnics//, //stone shape//, //water breathing// or //air breathing// spell upon it, with the spell determining the type of elemental grume that is to be created. Culminating the process is the casting of the 4th level druidic spell //animal summoning I//, which draws a fractured soul from the ether and infuses the matrix with its essence. Elemental grumes created through this druidic process are stronger and larger than those spawned by magic users, possessing 4 initial HD and the mass of a typical man. + 
- Magic-Users of seventh or higher level are also capable of creating elemental grumes, but their arcane methods are less efficacious and result in smaller, less powerful entities that initially possess only 2 HD and have the mass of a halfling. Mages prepare their elemental matrices in a manner similar to druids but, instead of combining consecrated mistletoe, add the entire blood supply of a live, medium-sized creature that has been sacrificed on the spot. Once the matrix has been properly prepared, the mage then chooses to place either a //pyrotechnics//, //material//, //water breathing// or //air breathing// spell on it, followed immediately with the 4th level arcane spell //monster summoning II//. This less efficacious spell tends to draw more fragmented souls from the ether; thus, the resulting grumes' relatively low strengths and sizes. Note: //monster summoning III// and //IV// spells may be utilized by mages of higher levels and will produce elemental grumes of intermediate and full strengths, 3 and 4 HD, respectively. +Druids of 6<sup>th</sup>  or higher level may create any of the four types of elemental grumes by first preparing a matrix of the appropriate type: a pot of smoldering coals (cindrous), a conglomeration of clay, mud and stone (fictile), an emulsion of water and insoluble, organic liquids (serous), an agitated mixture of gas and fine particulates (zephyrous). The preparation of the matrix requires three hours of constant work and involves the ritualized burning and admixture of mistletoe. Once the consecretated matrix is prepared, the druid places a //pyrotechnics//, //stone shape//, //water breathing// or //air breathing// spell upon it, with the spell determining the type of elemental grume that is to be created. Culminating the process is the casting of the 4th level druidic spell //animal summoning I//, which draws a fractured soul from the ether and infuses the matrix with its essence. Elemental grumes created through this druidic process are stronger and larger than those spawned by magic users, possessing 4 initial HD and the mass of a typical man. 
- Elemental grumes, known collectively as //grummelkin//, continue to manifest on the prime material once animated. They accomplish this by drawing monads of energy through an ethereal conduit that is immediately established with their associated elemental plane. The connections are initially very tenuous, and grumes are not terribly effectual, appearing as small, granular versions of true elementals. Grumes follow their masters' instructions to the same degree as any creature under the influence of a //charm person ////or mammal// (druidic summoner) or //charm monster// (arcane summoner) spell, but have similar, periodic chances to break free. That is, druidic summoners will have to check a grume's loyalty every 1-3 months, while their arcane counterparts must check on a weekly basis. + 
- Being relatively weak elemental entities, grumes have powers and abilities much inferior to those of true elementals. As such, elemental grumes have none of their greater cousins' special defenses, other than being immune to damage of their essential type (i.e. fire, water, etc). They are affected by mundane, non-magical attacks, and they cause only one-fourth as much damage as a greater elemental on a successful strike. Elemental grumes are dismissed to their elemental plane if successfully targeted by a //dispel magic// spell. +Magic-Users of seventh or higher level are also capable of creating elemental grumes, but their arcane methods are less efficacious and result in smaller, less powerful entities that initially possess only 2 HD and have the mass of a halfling. Mages prepare their elemental matrices in a manner similar to druids but, instead of combining consecrated mistletoe, add the entire blood supply of a live, medium-sized creature that has been sacrificed on the spot. Once the matrix has been properly prepared, the mage then chooses to place either a //pyrotechnics//, //material//, //water breathing// or //air breathing// spell on it, followed immediately with the 4th level arcane spell //monster summoning II//. This less efficacious spell tends to draw more fragmented souls from the ether; thus, the resulting grumes' relatively low strengths and sizes. Note: //monster summoning III// and //IV// spells may be utilized by mages of higher levels and will produce elemental grumes of intermediate and full strengths, 3 and 4 HD, respectively. 
 + 
 +Elemental grumes, known collectively as //grummelkin//, continue to manifest on the prime material once animated. They accomplish this by drawing monads of energy through an ethereal conduit that is immediately established with their associated elemental plane. The connections are initially very tenuous, and grumes are not terribly effectual, appearing as small, granular versions of true elementals. Grumes follow their masters' instructions to the same degree as any creature under the influence of a //charm person ////or mammal// (druidic summoner) or //charm monster// (arcane summoner) spell, but have similar, periodic chances to break free. That is, druidic summoners will have to check a grume's loyalty every 1-3 months, while their arcane counterparts must check on a weekly basis. 
 + 
 +Being relatively weak elemental entities, grumes have powers and abilities much inferior to those of true elementals. As such, elemental grumes have none of their greater cousins' special defenses, other than being immune to damage of their essential type (i.e. fire, water, etc). They are affected by mundane, non-magical attacks, and they cause only one-fourth as much damage as a greater elemental on a successful strike. Elemental grumes are dismissed to their elemental plane if successfully targeted by a //dispel magic// spell. 
  
 **Gryph** **Gryph**
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-||  **ANNIS**  |  **GREEN HAG**  |+ |  **ANNIS**  |  **GREEN HAG**  |
 |**Frequency:**|  Very Rare  |  Very Rare  | |**Frequency:**|  Very Rare  |  Very Rare  |
 |**No. Encountered:**|  1d3  |  1  | |**No. Encountered:**|  1d3  |  1  |
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-||  **WATER**  |  **ICE**  |  **MIST**  |+ |  **WATER**  |  **ICE**  |  **MIST**  |
 |**Frequency:**|  Very Rare  |  Very Rare  |  Very Rare  | |**Frequency:**|  Very Rare  |  Very Rare  |  Very Rare  |
 |**No. Encountered:**|  1  |  1  |  1  | |**No. Encountered:**|  1  |  1  |  1  |
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- Ocular despots are quite intelligent and crafty and may (3 in 6) respond to parlay or bribery attempts depending on the strength of their opponents. They speak their own language, Common, and that of other Lawful Evil creatures. +Ocular despots are quite intelligent and crafty and may (3 in 6) respond to parlay or bribery attempts depending on the strength of their opponents. They speak their own language, Common, and that of other Lawful Evil creatures. 
  
- **Treasure**: If encountered in their lair, they possess 3d6 x100pp (35%), 2d10 gems (55%), 1d12 pieces of jewelry (50%), a map or random magical item (15%), 2d4 potions (40%), and 1d4 scrolls (50%). +**Treasure**: If encountered in their lair, they possess 3d6 x100pp (35%), 2d10 gems (55%), 1d12 pieces of jewelry (50%), a map or random magical item (15%), 2d4 potions (40%), and 1d4 scrolls (50%). 
  
 **Ooze, Crystal** **Ooze, Crystal**
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-||  **Dust **  |  **Heat**  |  **Frost**  |  **Vapour**  |+ |  **Dust **  |  **Heat**  |  **Frost**  |  **Vapour**  |
 |**Frequency:**|  Very Rare  |  Very Rare  |  Very Rare  |  Very Rare  | |**Frequency:**|  Very Rare  |  Very Rare  |  Very Rare  |  Very Rare  |
 |**No. Encountered:**|  1  |  1  |  1  |  1  | |**No. Encountered:**|  1  |  1  |  1  |  1  |
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-||  **NORMAL**  |  **GREATER**  |+| |  **NORMAL**  |  **GREATER**  |
 |**Frequency:**|  Rare  |  Very Rare  | |**Frequency:**|  Rare  |  Very Rare  |
 |**No. Encountered:**|  2d6  |  2d4  | |**No. Encountered:**|  2d6  |  2d4  |
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 Pit Crows are large black, demonic crows with glowing reddish eyes that are native to the Lower Planes and feed on the pain and torment of the souls of mortals unlucky enough to be consigned there after death. Occasionally a Demon Prince or other powerful demon will send a Pit Crow to the Prime Material plane to serve as a familiar for one of their spell-casting minions. Normally, mortals consider a Pit Crow to be a terrible omen of death and evil to come.  Pit Crows are large black, demonic crows with glowing reddish eyes that are native to the Lower Planes and feed on the pain and torment of the souls of mortals unlucky enough to be consigned there after death. Occasionally a Demon Prince or other powerful demon will send a Pit Crow to the Prime Material plane to serve as a familiar for one of their spell-casting minions. Normally, mortals consider a Pit Crow to be a terrible omen of death and evil to come. 
  
- Pit Crows have the following spell-like abilities which they can use once per round, at will: //darkness 5' radius//, //fear// (as wand), //detect invisible//, //detect illusion, detect Good// . Once per day they can //teleport//. They can also //curse// their victims (1/day) with their evil cawing. The bite of a Pit Crow is poisonous and will drain 1 point of Strength permanently unless the victim makes a Saving Throw vs. Poison. +Pit Crows have the following spell-like abilities which they can use once per round, at will: //darkness 5' radius//, //fear// (as wand), //detect invisible//, //detect illusion, detect Good// . Once per day they can //teleport//. They can also //curse// their victims (1/day) with their evil cawing. The bite of a Pit Crow is poisonous and will drain 1 point of Strength permanently unless the victim makes a Saving Throw vs. Poison. 
  
- Pit Crows delight in pecking out the eyes of their victims.  +Pit Crows delight in pecking out the eyes of their victims.  
  
 **Treasure**: Pit Crows are exceptionally greedy and attracted to shiny objects of all sorts. In their nests they will have up to 3d6 x 100pp (30%), 2d10 gems (55%), and 1d12 pieces of jewelry (50%) and a magic item (15%). **Treasure**: Pit Crows are exceptionally greedy and attracted to shiny objects of all sorts. In their nests they will have up to 3d6 x 100pp (30%), 2d10 gems (55%), and 1d12 pieces of jewelry (50%) and a magic item (15%).
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-||  **BLACK**  |  **BROWN**  |  **DUN**  |  **WHITE**  |+ |  **BLACK**  |  **BROWN**  |  **DUN**  |  **WHITE**  |
 |**Frequency:**|  Uncommon  |  Uncommon  |  Rare  |  Rare  | |**Frequency:**|  Uncommon  |  Uncommon  |  Rare  |  Rare  |
 |**No. Encountered:**|  1 or 1d4  |  1 or 1d4  |  1 or 1d3  |  1 or 1d3  | |**No. Encountered:**|  1 or 1d4  |  1 or 1d4  |  1 or 1d3  |  1 or 1d3  |
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 **Sea Horse, Giant** **Sea Horse, Giant**
- 
-** ** 
  
 |**Frequency:**|  Common  | |**Frequency:**|  Common  |
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- Shantaks live in the Dreamlands. They are superficially wyvern-like creatures larger than elephants, with heads like horses, slippery scales and tails without stings. They exude an oily substance that makes them hard to hold onto; grappling attacks on them of any kind are 50% likely to fail without harming the creature.  +Shantaks live in the Dreamlands. They are superficially wyvern-like creatures larger than elephants, with heads like horses, slippery scales and tails without stings. They exude an oily substance that makes them hard to hold onto; grappling attacks on them of any kind are 50% likely to fail without harming the creature.  
- Shantaks are nocturnal. They can be ridden, and occasionally serve as steeds for powerful creatures of evil. + 
- **Treasure**: The shantak's eggs are huge and richly-flavoured. Dragons love to eat them, and a shantak egg can sometimes be bargained with a dragon for great advantage.+Shantaks are nocturnal. They can be ridden, and occasionally serve as steeds for powerful creatures of evil. 
 + 
 +**Treasure**: The shantak's eggs are huge and richly-flavoured. Dragons love to eat them, and a shantak egg can sometimes be bargained with a dragon for great advantage.
  
  
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 Sirens are a magical race which resemble beautiful human women. They normally dwell in isolated spots in or near large bodies of fresh or saltwater and have a reputation for luring unwary sailors and fishermen to their deaths. Sirens are a magical race which resemble beautiful human women. They normally dwell in isolated spots in or near large bodies of fresh or saltwater and have a reputation for luring unwary sailors and fishermen to their deaths.
  
- Sirens are extremely dextrous (DEX 18). In combat they wield short swords or daggers, although 3 in 10 will also possess a missile weapon - 3 javelins (40%) or a sling (60%). There is a 1 in 10 chance any of their weapons will be enchanted to +1. +Sirens are extremely dextrous (DEX 18). In combat they wield short swords or daggers, although 3 in 10 will also possess a missile weapon - 3 javelins (40%) or a sling (60%). There is a 1 in 10 chance any of their weapons will be enchanted to +1. 
  
- All sirens possess the following innate magical abilities which they may use once per day at will: //Fog Cloud//, //Improved Invisibility// and //Polymorph Self//. Any intelligent being touched by a siren in melee must immediately make a Save vs. Poison or be rendered insane (q.v. __OSRIC__, p. 125-6). Such insanity can only be cured by a siren or by dispel magic. +All sirens possess the following innate magical abilities which they may use once per day at will: //Fog Cloud//, //Improved Invisibility// and //Polymorph Self//. Any intelligent being touched by a siren in melee must immediately make a Save vs. Poison or be rendered insane (q.v. __OSRIC__, p. 125-6). Such insanity can only be cured by a siren or by dispel magic. 
  
 Sirens are able to breath equally well in both air and water. They possess darkvision and are immune to harmful gas of any type. Sirens make all Saving Throws as an 11<sup>th</sup>-lvl Magic User and gain a +2 on Saving Throws vs. Poison.  Sirens are able to breath equally well in both air and water. They possess darkvision and are immune to harmful gas of any type. Sirens make all Saving Throws as an 11<sup>th</sup>-lvl Magic User and gain a +2 on Saving Throws vs. Poison. 
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-||  **RED **\\ **SLAASTHAKI**\\ **'Warriors'**  |  **BLUE SLAASTHAKI**\\ **'Servants'**  |  **GREEN SLAASTHAKI**\\ **'Magi'**  |  **GREY SLAASTHAKI**\\ **'Priests'**  |  **BLACK SLAASTHAKI**\\ **'Dread Master'**  |+ |  **RED **\\ **SLAASTHAKI**\\ **'Warriors'**  |  **BLUE SLAASTHAKI**\\ **'Servants'**  |  **GREEN SLAASTHAKI**\\ **'Magi'**  |  **GREY SLAASTHAKI**\\ **'Priests'**  |  **BLACK SLAASTHAKI**\\ **'Dread Master'**  |
 |**Frequency:**|  Rare  |  Rare  |  Very Rare  |  Very Rare  |  Very Rare  | |**Frequency:**|  Rare  |  Rare  |  Very Rare  |  Very Rare  |  Very Rare  |
 |**No. Encountered:**|  3d6  |  2d6  |  1d6  |  1d2  |  1  | |**No. Encountered:**|  3d6  |  2d6  |  1d6  |  1d2  |  1  |
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 Parna-Pathzuul is the lord of one of the Slaashaki factions which rules part of the Astral Plane. He takes the form of either a tall, gold scaled slaasthak or that of an amoeba-like mass of golden protoplasm with a humanoid brain as a nucleus.  Parna-Pathzuul is the lord of one of the Slaashaki factions which rules part of the Astral Plane. He takes the form of either a tall, gold scaled slaasthak or that of an amoeba-like mass of golden protoplasm with a humanoid brain as a nucleus. 
  
- In melee, Parna-Pathzuul fights as an 18<sup>th</sup>-lvl Fighter with 18/99 STR wielding either a wickedly sharp two-handed sword (dmg 1d10+2, victims struck must Save vs. Spells or be incapacitated as per the 7<sup>th</sup>-lvl Arcane spell //Power Word: Stun//) or if in amoeboid-form, three extended pseudopods (10' long, dmg 2d8 each, drain 1d4 experience levels (Save vs. Poison allowed). +In melee, Parna-Pathzuul fights as an 18<sup>th</sup>-lvl Fighter with 18/99 STR wielding either a wickedly sharp two-handed sword (dmg 1d10+2, victims struck must Save vs. Spells or be incapacitated as per the 7<sup>th</sup>-lvl Arcane spell //Power Word: Stun//) or if in amoeboid-form, three extended pseudopods (10' long, dmg 2d8 each, drain 1d4 experience levels (Save vs. Poison allowed). 
  
- He has the following innate spell-like abilities which can be used at will: //Astral Projection//, //Blink//, //Darkness 15' radius//, //Death, Detect Invisibility// or //Magic//, //Dispel Magic// (as a 30<sup>th</sup>-lvl MU), //ESP//, //Fear//, //Flame Strike// (twice normal effect), //Know Alignment//, //Locate Object//, //Mass Charm//, //Symbol of Insanity// or //Gate// in another slaasthak of any type. Once per day he may use any //Power Word//, //Unholy Word//, or fulfil another's //Wish//+He has the following innate spell-like abilities which can be used at will: //Astral Projection//, //Blink//, //Darkness 15' radius//, //Death, Detect Invisibility// or //Magic//, //Dispel Magic// (as a 30<sup>th</sup>-lvl MU), //ESP//, //Fear//, //Flame Strike// (twice normal effect), //Know Alignment//, //Locate Object//, //Mass Charm//, //Symbol of Insanity// or //Gate// in another slaasthak of any type. Once per day he may use any //Power Word//, //Unholy Word//, or fulfil another's //Wish//
  
- Parna-Pathzuul regenerates 3/hp per round. +Parna-Pathzuul regenerates 3/hp per round. 
  
 **Ygoniphlaak** (Slaasthak Lord of Entropy) **Ygoniphlaak** (Slaasthak Lord of Entropy)
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- Ygoniphlaak appears as large, 15' tall skeletal slaasthak with leathery, black skin and flightless, bat-like wings perpetually cloaked in shadows that undulate around him. He is usually mounted on a 10HD derketa (q.v.).+Ygoniphlaak appears as large, 15' tall skeletal slaasthak with leathery, black skin and flightless, bat-like wings perpetually cloaked in shadows that undulate around him. He is usually mounted on a 10HD derketa (q.v.).
  
- In combat, Ygoniphlaak fights as a 20<sup>th</sup>-lvl Fighter, striking twice per round with a 10' long +5 adamantium scythe that will kill anyone struck by it unless a Saving Throw vs. Poison is passed. If the victim escapes instant death they will receive 6d6hp of damage.  Only slaasthak lords or deities are immune to the death effect of Ygoniphlaak's scythe. +In combat, Ygoniphlaak fights as a 20<sup>th</sup>-lvl Fighter, striking twice per round with a 10' long +5 adamantium scythe that will kill anyone struck by it unless a Saving Throw vs. Poison is passed. If the victim escapes instant death they will receive 6d6hp of damage.  Only slaasthak lords or deities are immune to the death effect of Ygoniphlaak's scythe. 
  
- Ygoniphlaaak has the following innate spell-like abilities which he can use at will: //Advanced Illusion, Astral Projection, Blink, Darkness 15' Radius, Detect Magic// Or //Invisibility, ESP, Flame Strike, Know Alignment, Phantasmal Killer, Sleep, //or a //Symbol Of Fear// or //Hopelessness//. Once per round, he can //Gate //in another slaasthak of any type except another lord. Once per day he can use //Power Word Kill//, any //Symbol,// or //Unholy Word//+Ygoniphlaaak has the following innate spell-like abilities which he can use at will: //Advanced Illusion, Astral Projection, Blink, Darkness 15' Radius, Detect Magic// Or //Invisibility, ESP, Flame Strike, Know Alignment, Phantasmal Killer, Sleep, //or a //Symbol Of Fear// or //Hopelessness//. Once per round, he can //Gate //in another slaasthak of any type except another lord. Once per day he can use //Power Word Kill//, any //Symbol,// or //Unholy Word//
  
 **Slime,** **Olive**  **Slime,** **Olive** 
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 When the slime creature dies, it becomes a patch of olive slime.  When the slime creature dies, it becomes a patch of olive slime. 
  
- **Treasure**: None+**Treasure**: None
  
 **Slithy Creatures ** **Slithy Creatures **
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-||  **SLITHY TOVE**  |  **SLITHY RATH**  |  **SLITHY BOROGOVE**  |+ |  **SLITHY TOVE**  |  **SLITHY RATH**  |  **SLITHY BOROGOVE**  |
 |**Frequency:**|  Rare  |  Rare  |  Rare  | |**Frequency:**|  Rare  |  Rare  |  Rare  |
 |**No. Encountered:**|  1d10  |  2d6  |  2d8  | |**No. Encountered:**|  1d10  |  2d6  |  2d8  |
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 These are huge versions of common black widow spiders, comparable in size to standard giant spiders. However, unlike their less intelligent cousins, these spiders are crafty and, worse, their two fore claws are prehensile enough to wield weapons. Thus, they will often arm themselves with the weapons of fallen victims, using them in addition to their virulently poisonous bite (Saves are at -2). Their webs generally conform to those of other giant spiders, i.e. they are clingy and a person with an 18 Strength will require 1 round to escape, a 17 Strength requires 2 rounds, etc. However, these webs are less flammable; they will burn, but not as rapidly or hotly as those of other spiders. These spiders are capable of speaking their own language, as well as others such as Common that they've picked up over the years. Spell-casting and magic item use are also possible in rare cases. These are huge versions of common black widow spiders, comparable in size to standard giant spiders. However, unlike their less intelligent cousins, these spiders are crafty and, worse, their two fore claws are prehensile enough to wield weapons. Thus, they will often arm themselves with the weapons of fallen victims, using them in addition to their virulently poisonous bite (Saves are at -2). Their webs generally conform to those of other giant spiders, i.e. they are clingy and a person with an 18 Strength will require 1 round to escape, a 17 Strength requires 2 rounds, etc. However, these webs are less flammable; they will burn, but not as rapidly or hotly as those of other spiders. These spiders are capable of speaking their own language, as well as others such as Common that they've picked up over the years. Spell-casting and magic item use are also possible in rare cases.
  
-**Treasure: **C+**Treasure: **
  
  
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- The size of a dinner plate and not overly poisonous, a swarming spider can usually be ignored if encountered singly, or if in a small group. These arachnids normally form large colonies, however, and utilize complex eusocial behaviors to both create enormous web structures and to bring down creatures as large as hill giants. When in such a collective, swarming spiders are difficult to stop, and are capable of killing nearly any prey that is susceptible to poison. +The size of a dinner plate and not overly poisonous, a swarming spider can usually be ignored if encountered singly, or if in a small group. These arachnids normally form large colonies, however, and utilize complex eusocial behaviors to both create enormous web structures and to bring down creatures as large as hill giants. When in such a collective, swarming spiders are difficult to stop, and are capable of killing nearly any prey that is susceptible to poison. 
- When underground, swarming spiders will weave inflammable, funnel-shaped webs immediately below sinkhole openings and near the terminuses of slippery, down-sloping tunnels. Those creatures that fall into a colony's thick, near-impenetrable webs will find themselves irrevocably stuck unless they possess strength scores of 16 or greater. In those cases, the victims will be able to break through the spider webs at one-half that rate normally allowed for a //web// spell, but will be incapable of protecting themselves while doing so. + 
- Swarming spiders' bites cause 1 hp of damage per hit and inject strangely-acting paralytic poisons. Victims of swarming spider attacks may ignore the poisoning effects of a number of bites equal to the differences between 20 and their Saving Throws vs. Paralysation. Once that number is met, however, every subsequent bite causes a +1 penalty to the victim's base saving throw. Thus, a 2nd-level fighter with a saving throw vs paralyzation of 14 will be able to ignore six of the spiders' bites before being forced to make a save. The fighter will subsequently make progressively worse saves each time he is struck, and will be automatically paralyzed after the sixth additional bite. Failing a save indicates that the victim's hit points have fallen to 1 and that it will be paralysed for d10 turns. +When underground, swarming spiders will weave inflammable, funnel-shaped webs immediately below sinkhole openings and near the terminuses of slippery, down-sloping tunnels. Those creatures that fall into a colony's thick, near-impenetrable webs will find themselves irrevocably stuck unless they possess strength scores of 16 or greater. In those cases, the victims will be able to break through the spider webs at one-half that rate normally allowed for a //web// spell, but will be incapable of protecting themselves while doing so. 
- The number of swarming spiders that may attack a target each round is determined by the victim's size: large - 48, medium - 24, small - 12. These attacks are against the target's base armour class, modified only by magical adjustments (armour, ring, etc.) Swarm victims, on the other hand, are able to automatically slay a number of spiders equal to the damage done by their short and medium length melee weapons and natural attacks (i.e. maces - d6, daggers - d4, fists - d2, and so forth) with previously non-attacking members of the swarm automatically replacing those killed during the next round. + 
- Paralysed victims of a swarm will be fully cocooned by the spiders in d10 rounds, with the affected creature left where it fell. The colony will return to the site d4 days later, and will drain the victim of all fluids at that time. +Swarming spiders' bites cause 1 hp of damage per hit and inject strangely-acting paralytic poisons. Victims of swarming spider attacks may ignore the poisoning effects of a number of bites equal to the differences between 20 and their Saving Throws vs. Paralysation. Once that number is met, however, every subsequent bite causes a +1 penalty to the victim's base saving throw. Thus, a 2nd-level fighter with a saving throw vs paralyzation of 14 will be able to ignore six of the spiders' bites before being forced to make a save. The fighter will subsequently make progressively worse saves each time he is struck, and will be automatically paralyzed after the sixth additional bite. Failing a save indicates that the victim's hit points have fallen to 1 and that it will be paralysed for d10 turns. 
 + 
 +The number of swarming spiders that may attack a target each round is determined by the victim's size: large - 48, medium - 24, small - 12. These attacks are against the target's base armour class, modified only by magical adjustments (armour, ring, etc.) Swarm victims, on the other hand, are able to automatically slay a number of spiders equal to the damage done by their short and medium length melee weapons and natural attacks (i.e. maces - d6, daggers - d4, fists - d2, and so forth) with previously non-attacking members of the swarm automatically replacing those killed during the next round. 
 + 
 +Paralysed victims of a swarm will be fully cocooned by the spiders in d10 rounds, with the affected creature left where it fell. The colony will return to the site d4 days later, and will drain the victim of all fluids at that time. 
  
 **Spigre **(Heretical Horror) **Spigre **(Heretical Horror)
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- Created from bugbears and ogres that have been lobotomized and had their bodies polymorphed into giant spiders, these horrific hybrids were originally conceived by dokkalfar mages of the most heretical noble houses and merchant clans as a means to counter enemy spider-spies. Requiring incorruptible guards that could track and kill those spiders sent to steal into their villas and compounds, the mages' tireless research culminated with their cherished "heretical horrors." The mages now make spigres on a regular basis while the spider-worshipping houses view the creation of such monstrosities as blasphemy.  +Created from bugbears and ogres that have been lobotomized and had their bodies polymorphed into giant spiders, these horrific hybrids were originally conceived by dokkalfar mages of the most heretical noble houses and merchant clans as a means to counter enemy spider-spies. Requiring incorruptible guards that could track and kill those spiders sent to steal into their villas and compounds, the mages' tireless research culminated with their cherished "heretical horrors." The mages now make spigres on a regular basis while the spider-worshipping houses view the creation of such monstrosities as blasphemy.  
- Although the brains of the bugbears and ogres that have been transformed into spigres have been altered, they remain intelligent enough for the creatures to communicate with others and to follow simple orders given by their dokkalfar masters. Possessing the bodies of giant, web-spinning spiders, spigres are capable of producing thick webs and traveling through them at a rapid clip. Doing so, the horrors act as effective guards on the battlements and rooftops of their masters' fortresses and buildings. + 
- Spigres' teeth have been altered to deliver a paralytic poison that is weaker than that of giant spiders. Allowed a +2 Save vs. Paralysation, victims of a spigre's poisonous bites will become immobilized for 1d4 turns, enough time for the monster to effectively cocoon its prey in sticky webs. Victims that have been fully cocooned cannot escape unless they possess super-normal Strength (i.e. above 18), but normal webbing acts as a //web// spell, allowing those with Strength scores of 13 or higher to escape in a number of rounds equal to one plus the difference between 18 and their Strength scores. Thus, a character with a Strength score of 16 will escape a spigre's webbing over a period of 1 + (18-16) = 3 rounds. Webs sprayed from a spigre's spinnerets conform in all respects to a //web// spell (including the 5%/round ability to suffocate victims), other than being flammable. +Although the brains of the bugbears and ogres that have been transformed into spigres have been altered, they remain intelligent enough for the creatures to communicate with others and to follow simple orders given by their dokkalfar masters. Possessing the bodies of giant, web-spinning spiders, spigres are capable of producing thick webs and traveling through them at a rapid clip. Doing so, the horrors act as effective guards on the battlements and rooftops of their masters' fortresses and buildings. 
- Spigres' chelicerae are not poisonous, but they end with sharp, piercing tips capable of penetrating anything softer than rock. Capable of delivering 1d6 hp of damage, they are effective weapons against all creatures. Spigres are also immune to the poisons of all mundane (i.e. normal to giant-sized) spiders, making them deadly foes of their originally intended prey. + 
 +Spigres' teeth have been altered to deliver a paralytic poison that is weaker than that of giant spiders. Allowed a +2 Save vs. Paralysation, victims of a spigre's poisonous bites will become immobilized for 1d4 turns, enough time for the monster to effectively cocoon its prey in sticky webs. Victims that have been fully cocooned cannot escape unless they possess super-normal Strength (i.e. above 18), but normal webbing acts as a //web// spell, allowing those with Strength scores of 13 or higher to escape in a number of rounds equal to one plus the difference between 18 and their Strength scores. Thus, a character with a Strength score of 16 will escape a spigre's webbing over a period of 1 + (18-16) = 3 rounds. Webs sprayed from a spigre's spinnerets conform in all respects to a //web// spell (including the 5%/round ability to suffocate victims), other than being flammable. 
 + 
 +Spigres' chelicerae are not poisonous, but they end with sharp, piercing tips capable of penetrating anything softer than rock. Capable of delivering 1d6 hp of damage, they are effective weapons against all creatures. Spigres are also immune to the poisons of all mundane (i.e. normal to giant-sized) spiders, making them deadly foes of their originally intended prey. 
  
 **Treasure**: WiP **Treasure**: WiP
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 Stone ropers are subterranean silicon-based beings that resemble pillar-shaped mounds of rock with six tentacle-like appendages and a large, gaping maw. They can naturally sense movement within 200' and when alerted will become perfectly still and indistinguishable from a statue or natural stalagmite.  Stone ropers are subterranean silicon-based beings that resemble pillar-shaped mounds of rock with six tentacle-like appendages and a large, gaping maw. They can naturally sense movement within 200' and when alerted will become perfectly still and indistinguishable from a statue or natural stalagmite. 
  
- If approached with 50', stone ropers will attack with their tentacles. They prefer to attack two opponents simultaneously with three tentacles each. The first two victims successfully attacked will be injected with poison through the tentacles (no Saving Throw possible) and paralysed and appear to have been turned to stone. Within a round a victim will recover from the paralysis, but will be under the stone roper's control and begin fighting for it. If the stone roper is slain, the victims will wander around in an aimless stupor until the venom eventually wears off after 10 full turns. Stone ropers can only inject two such victims per day, thereafter attacking with it's tentacles as normal melee weapons. Each tentacle is capable of inflicting weakness (STR is halved for 1d3 rounds) and the victim will be pulled 10' closer to the stone roper's maw. Breaking the grip of the stony tentacles is difficult (equivalent to twice the victim's adjusted chance to bend bars/lift gates). Once a victim is pulled into the stone roper's maw it will begin to eat the victim, causing 1d10 hp of biting damage per round.+If approached with 50', stone ropers will attack with their tentacles. They prefer to attack two opponents simultaneously with three tentacles each. The first two victims successfully attacked will be injected with poison through the tentacles (no Saving Throw possible) and paralysed and appear to have been turned to stone. Within a round a victim will recover from the paralysis, but will be under the stone roper's control and begin fighting for it. If the stone roper is slain, the victims will wander around in an aimless stupor until the venom eventually wears off after 10 full turns. Stone ropers can only inject two such victims per day, thereafter attacking with it's tentacles as normal melee weapons. Each tentacle is capable of inflicting weakness (STR is halved for 1d3 rounds) and the victim will be pulled 10' closer to the stone roper's maw. Breaking the grip of the stony tentacles is difficult (equivalent to twice the victim's adjusted chance to bend bars/lift gates). Once a victim is pulled into the stone roper's maw it will begin to eat the victim, causing 1d10 hp of biting damage per round.
  
- Because of their rocky exteriors, stone ropers are immune to normal missile fire, but they can be injured by spells and melee weapons.+Because of their rocky exteriors, stone ropers are immune to normal missile fire, but they can be injured by spells and melee weapons.
  
 **Treasure**: Once killed, a stone roper corpse can be broken or pried into. Within may be found 2d4gp, 1d6pp and 2d4 gems (50%). **Treasure**: Once killed, a stone roper corpse can be broken or pried into. Within may be found 2d4gp, 1d6pp and 2d4 gems (50%).
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- The tabaxi are a reclusive race of humanoid felines that dwell in tropical jungles. They live in 'prides' of 1-3 adult males, 1-3 adult females, and 1-3 young (1HD).  +The tabaxi are a reclusive race of humanoid felines that dwell in tropical jungles. They live in 'prides' of 1-3 adult males, 1-3 adult females, and 1-3 young (1HD).  
  
- Tabaxi are proficient hunters and trackers and rely on their cunning use of camouflage and ambuscade. Likewise, they are adept at avoiding such ruses themselves and have a 90% chance to avoid traps. +Tabaxi are proficient hunters and trackers and rely on their cunning use of camouflage and ambuscade. Likewise, they are adept at avoiding such ruses themselves and have a 90% chance to avoid traps. 
  
- While they are relatively primitive toolmakers, they will quickly master the use of tools and weapons taken from intelligent prey.  In melee, they will attack with either a weapon or their two fore-claws and a bite. They do not wear clothes, armour or use shields. +While they are relatively primitive toolmakers, they will quickly master the use of tools and weapons taken from intelligent prey.  In melee, they will attack with either a weapon or their two fore-claws and a bite. They do not wear clothes, armour or use shields. 
  
- Tabaxi speak their own language, and 50% will have a basic proficiency in Common as well. They do not trade with other tabaxi or other races, preferring to steal. +Tabaxi speak their own language, and 50% will have a basic proficiency in Common as well. They do not trade with other tabaxi or other races, preferring to steal. 
  
- **Treasure**: Individual tabaxi have a 5% chance of possessing a magical weapon.+**Treasure**: Individual tabaxi have a 5% chance of possessing a magical weapon.
  
 **Taer** **Taer**
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 **Treasure**: See above  **Treasure**: See above 
  
-**Tar**** ****Fiend**** **+**Tar Fiend**
  
  
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-||  **VEGEPYGMY**  |  **THORNY**  |+ |  **VEGEPYGMY**  |  **THORNY**  |
 |**Frequency:**|  Very Rare  |  Very Rare  | |**Frequency:**|  Very Rare  |  Very Rare  |
 |**No. Encountered:**|  30d10  |  3d10  | |**No. Encountered:**|  30d10  |  3d10  |
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- Adapted to live underground, the woolly cave pig has mutated over eons to thrive in that realm's strange radiation and conditions. Feeding upon the bacterial mats and fungal spreads found in and around wet caverns, these six-legged creatures seek to avoid contact with possible predators but will attack with their razor-sharp tusks if threatened. Nearly blind to normal light, and possessing only weak heat vision (out to 30 feet), the cave pigs are still able to avoid predators, and to defend themselves, through their keen sense of smell+Adapted to live underground, the woolly cave pig has mutated over eons to thrive in that realm's strange radiation and conditions. Feeding upon the bacterial mats and fungal spreads found in and around wet caverns, these six-legged creatures seek to avoid contact with possible predators but will attack with their razor-sharp tusks if threatened. Nearly blind to normal light, and possessing only weak heat vision (out to 30 feet), the cave pigs are still able to avoid predators, and to defend themselves, through their keen sense of smell.
- Cave pigs' tusks are quite formidable in their own right, but through constant dredging through bacterial mats and the tearing of endless amounts of fungal tissues they become decidedly poisonous. Any non-cave pig that is even scratched by one of the beasts' poisonous tusks must save versus poison at -4, or die within ten rounds. Likewise, these unusual creatures are inured to all toxins and poisons and are not affected by such. Strangely enough, the deadly substances, that the cave pigs are constantly exposed to, fail to reach their own flesh and make the creatures a staple for most underground sapient species+
  
- **Treasure**: None+Cave pigs' tusks are quite formidable in their own right, but through constant dredging through bacterial mats and the tearing of endless amounts of fungal tissues they become decidedly poisonous. Any non-cave pig that is even scratched by one of the beasts' poisonous tusks must save versus poison at -4, or die within ten rounds. Likewise, these unusual creatures are inured to all toxins and poisons and are not affected by such. Strangely enough, the deadly substances, that the cave pigs are constantly exposed to, fail to reach their own flesh and make the creatures a staple for most underground sapient species.  
 + 
 +**Treasure**: None
  
  
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-**UNDEAD** +===== Undead =====
-----+
  
  
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-||  **HAUNT**  |  **POSSESSED VICTIM**  |+ |  **HAUNT**  |  **POSSESSED VICTIM**  |
 |**Frequency:**|  Very Rare  |  Very Rare  | |**Frequency:**|  Very Rare  |  Very Rare  |
 |**No. Encountered:**|  1  |  1  | |**No. Encountered:**|  1  |  1  |
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-||  **LESSER VOLLGRIM**  |  **GREATER VOLLGRIM**  |+ |  **LESSER VOLLGRIM**  |  **GREATER VOLLGRIM**  |
 |**Frequency:**|  Very Rare  |  Very Rare  | |**Frequency:**|  Very Rare  |  Very Rare  |
 |**No. Encountered:**|  1d8  |  1d4  | |**No. Encountered:**|  1d8  |  1d4  |
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-**RANDOM MONSTERS BY TYPE** +===== Random Monsters By Type =====
-----+
  
  
dangerousdungeons/chapter5.1559524288.txt.gz · Last modified: 2019/06/03 01:11 by robertfreemanday

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