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osric:chapter5 [2019/06/04 21:59]
robertfreemanday Table layout fixes from Paul Gorman @ mastodon
osric:chapter5 [2020/05/25 20:55] (current)
robertfreemanday Ton of various table fixes. Statted up Phoenix from PDF (missing). Created better carriage returns for some lists.
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 **Size:** Three categories are possible here, being Small (i.e. of less weight or mass than a normal human), Medium or Man-sized (i.e. weighing roughly the same as a human), and Large (generally bigger than a human). **Size:** Three categories are possible here, being Small (i.e. of less weight or mass than a normal human), Medium or Man-sized (i.e. weighing roughly the same as a human), and Large (generally bigger than a human).
  
-**Move:** Movement is expressed in feet per turn or round (see Chapter ​2). Flying creatures'​ aerial agility level (see Chapter ​2) is indicated thus: "​AA:​level"​ in parentheses.+**Move:** Movement is expressed in feet per turn or round (see [[osric:​chapter3#​movement|Chapter ​3]]). Flying creatures'​ aerial agility level (see [[osric:​chapter3#​aerial_agility|Chapter ​3]]) is indicated thus: "​AA:​level"​ in parentheses.
  
-**Armour Class:** Armour class (AC) is as described in Chapter 1. The AC value for a creature does not necessarily mean it is wearing the equivalent armour type, so an AC 5 creature may not necessarily be wearing chain mail, even if it is generally similar to a human.+**Armour Class:** Armour class (AC) is as described in [[osric:​chapter1#​armour|Chapter 1]]. The AC value for a creature does not necessarily mean it is wearing the equivalent armour type, so an AC 5 creature may not necessarily be wearing chain mail, even if it is generally similar to a human.
  
 **Hit Dice:** The number of hit points for a creature is determined by rolling dice. Usually hit dice (HD) are d8s unless otherwise specified. Some creatures have hit points in the format "​X+Y"​ or "​X-Y",​ in which case "​X"​ refers to the number of dice rolled and "​Y"​ refers to a numerical adjustment applied to the total (note in the case of "​X-Y"​ the resulting hit points cannot be less than 1). Thus, a creature with HD 4+1 has 4d8+1 hp, for a total numerical range of 5-33. **Hit Dice:** The number of hit points for a creature is determined by rolling dice. Usually hit dice (HD) are d8s unless otherwise specified. Some creatures have hit points in the format "​X+Y"​ or "​X-Y",​ in which case "​X"​ refers to the number of dice rolled and "​Y"​ refers to a numerical adjustment applied to the total (note in the case of "​X-Y"​ the resulting hit points cannot be less than 1). Thus, a creature with HD 4+1 has 4d8+1 hp, for a total numerical range of 5-33.
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 **Attacks:​** This entry refers to the number of attacks per round the creature normally possesses in melee. This number may be modified by certain spells such as //haste// or //slow// and does not include any special attack forms such as a breath weapon. Note the distinction between "​attacks"​ and "​attack routines"​ as described in Chapter 3—many creatures have several attacks, but very few have several separate attack routines. In the rare cases where one does, this is described in the creature text. **Attacks:​** This entry refers to the number of attacks per round the creature normally possesses in melee. This number may be modified by certain spells such as //haste// or //slow// and does not include any special attack forms such as a breath weapon. Note the distinction between "​attacks"​ and "​attack routines"​ as described in Chapter 3—many creatures have several attacks, but very few have several separate attack routines. In the rare cases where one does, this is described in the creature text.
  
-**Damage:** This entry indicates the number and type of dice to be rolled for damage if the creature'​s physical attacks hit. If the value provided is "by weapon"​ the GM should decide what weapon the monster is using and refer to Chapter 1. In some cases the damage inflicted may include a magical element, poison, or some other effect requiring a saving throw or other special ruling, but in this case the attack form will be listed as a "​special attack"​ and detailed in the creature text.+**Damage:** This entry indicates the number and type of dice to be rolled for damage if the creature'​s physical attacks hit. If the value provided is "by weapon"​ the GM should decide what weapon the monster is using and refer to [[osric:​chapter1#​equipment|Chapter 1]]. In some cases the damage inflicted may include a magical element, poison, or some other effect requiring a saving throw or other special ruling, but in this case the attack form will be listed as a "​special attack"​ and detailed in the creature text.
  
 **Special Attacks:** This entry is a short note regarding any unusual attack forms the creature might possess. Unless the special attack are so simple as to be self-evident,​ these unusual attacks are fully explained in the creature text. **Special Attacks:** This entry is a short note regarding any unusual attack forms the creature might possess. Unless the special attack are so simple as to be self-evident,​ these unusual attacks are fully explained in the creature text.
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 **Intelligence:​** This indicates the intelligence of the creature relative to the average human. Possible values include "​Non-",​ "​Animal",​ "​Semi-",​ "​Low",​ "​Average",​ "​Very",​ "​High",​ "​Exceptional",​ "​Genius"​ or occasionally even higher. A non-intelligent creature has an effective intelligence of 0 and a genius has an effective intelligence of 18. **Intelligence:​** This indicates the intelligence of the creature relative to the average human. Possible values include "​Non-",​ "​Animal",​ "​Semi-",​ "​Low",​ "​Average",​ "​Very",​ "​High",​ "​Exceptional",​ "​Genius"​ or occasionally even higher. A non-intelligent creature has an effective intelligence of 0 and a genius has an effective intelligence of 18.
  
-**Alignment:​** See the description of alignment in Chapter 1. The alignment shown for any given type of monster may not represent the alignment of an individual creature of that type. In the case of less intelligent monsters, there is usually little variation, but a few of the more intelligent ones might deviate from the prevailing alignment by a small amount. Thus it is possible to have a Neutral Evil goblin, or even a tribe of Neutral Evil goblins—but good aligned ones would be rare in the extreme.+**Alignment:​** See the description of alignment in [[osric:​chapter1#​alignment|Chapter 1]]. The alignment shown for any given type of monster may not represent the alignment of an individual creature of that type. In the case of less intelligent monsters, there is usually little variation, but a few of the more intelligent ones might deviate from the prevailing alignment by a small amount. Thus it is possible to have a Neutral Evil goblin, or even a tribe of Neutral Evil goblins—but good aligned ones would be rare in the extreme.
  
 This does not impinge on the GM's right to make sweeping adjustments to creature alignments for the purposes of a specific campaign. This does not impinge on the GM's right to make sweeping adjustments to creature alignments for the purposes of a specific campaign.
  
-**Level/XP Value:** This represents a pre-calculation of the creature'​s Experience Point (XP) value and level as determined in Chapter 3. Note that the Chapter 3 guidelines are exactly that—guidelines. In some cases the XP value has been adjusted to take account of special factors and could not be reached by the Chapter 3 method. In case of conflict, the values given in Chapter 5 should prevail.+**Level/XP Value:** This represents a pre-calculation of the creature'​s Experience Point (XP) value and level as determined in [[osric:​chapter3#​experience|Chapter 3]]. Note that the Chapter 3 guidelines are exactly that—guidelines. In some cases the XP value has been adjusted to take account of special factors and could not be reached by the Chapter 3 method. In case of conflict, the values given in Chapter 5 should prevail.
  
 **Treasure:​** Treasure values are for the maximum possible number of creatures encountered. If fewer than the maximum number of creatures are met, the GM should give thought to reducing the treasure shown proportionally. A percentage listed in brackets indicates the chance that treasure will appear; otherwise, there will be nothing. "​Maps",​ where listed, will be maps of parts of the dungeon or wilderness near where the monster lairs—they may, or may not, show where traps and/or treasure may be found. **Treasure:​** Treasure values are for the maximum possible number of creatures encountered. If fewer than the maximum number of creatures are met, the GM should give thought to reducing the treasure shown proportionally. A percentage listed in brackets indicates the chance that treasure will appear; otherwise, there will be nothing. "​Maps",​ where listed, will be maps of parts of the dungeon or wilderness near where the monster lairs—they may, or may not, show where traps and/or treasure may be found.
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   *Under 100 bandits: 8th level fighter   *Under 100 bandits: 8th level fighter
-  ​-100 to 150 bandits: 9th level fighter+  ​*100 to 150 bandits: 9th level fighter
   *Over 150 bandits: 10th level fighter   *Over 150 bandits: 10th level fighter
  
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 |**No. Encountered:​**| ​ 10d8  |  10d10  |  75% of no. of males  |  200% of no. of females ​ | |**No. Encountered:​**| ​ 10d8  |  10d10  |  75% of no. of males  |  200% of no. of females ​ |
 |**Size:​**| ​ Small to Man-sized ​ |  Small to Man-sized ​ |  Small  |  Small  | |**Size:​**| ​ Small to Man-sized ​ |  Small to Man-sized ​ |  Small  |  Small  |
-|**Move:​**| ​ 30-ft hopping /  +|**Move:​**| ​ 30-ft hopping / 150-ft swimming ​ |  30-ft hopping / 150-ft swimming ​ |  30-ft hopping / 150-ft swimming ​ |  30-ft hopping / 150-ft swimming ​ |
-150-ft swimming ​ |  30-ft hopping /  +
-150-ft swimming ​ |  30-ft hopping /  +
-150-ft swimming ​ |  30-ft hopping /  +
-150-ft swimming ​ |+
 |**Armour Class:​**| ​ 6 or better ​ |  6  |  6  |  8  | |**Armour Class:​**| ​ 6 or better ​ |  6  |  6  |  8  |
 |**Hit Dice:​**| ​ 1  |  1  |  1d6 hp  |  1d2 hp  | |**Hit Dice:​**| ​ 1  |  1  |  1d6 hp  |  1d2 hp  |
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 **Kobold** **Kobold**
  
-|(())**Frequency:​**|Uncommon|+|**Frequency:​**|Uncommon|
 |**No. Encountered:​ **|40d10| |**No. Encountered:​ **|40d10|
 |**Size:​**|Small (3-ft tall)| |**Size:​**|Small (3-ft tall)|
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 |**Attacks:​**| ​ 3  |  1  |  1  |  3  |  1  | |**Attacks:​**| ​ 3  |  1  |  1  |  3  |  1  |
 |**Damage:​**| ​ 1d3/​1d3/​2d4 ​ |  2d6  |  1d8 (sword) ​ |  1d4/​1d4/​1d12 ​ |  2d4  | |**Damage:​**| ​ 1d3/​1d3/​2d4 ​ |  2d6  |  1d8 (sword) ​ |  1d4/​1d4/​1d12 ​ |  2d4  |
-|**Special Attacks:​**| ​ Hug for 2d8  |  None  |  Surprises on  +|**Special Attacks:​**| ​ Hug for 2d8  |  None  |  Surprises on 1-4 in 6  |  Rake for 1d4+1/​1d4+1 ​ |  Surprises on 1-3 in 6  |
-1-4 in 6  |  Rake for 1d4+1/​1d4+1 ​ |  Surprises on  +
-1-3 in 6  |+
 |**Special Defences:​**| ​ Hit only by silver or magic weapons ​ |  Hit only by silver or magic weapons ​ |  Hit only by silver or magic weapons ​ |  Hit only by silver or magic weapons ​ |  Hit only by silver or magic weapons ​ | |**Special Defences:​**| ​ Hit only by silver or magic weapons ​ |  Hit only by silver or magic weapons ​ |  Hit only by silver or magic weapons ​ |  Hit only by silver or magic weapons ​ |  Hit only by silver or magic weapons ​ |
 |**Magic Resistance:​**| ​ Standard ​ |  Standard ​ |  Standard ​ |  Standard ​ |  Standard ​ | |**Magic Resistance:​**| ​ Standard ​ |  Standard ​ |  Standard ​ |  Standard ​ |  Standard ​ |
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 |**Intelligence:​**|Very| |**Intelligence:​**|Very|
 |**Alignment:​**|Chaotic good| |**Alignment:​**|Chaotic good|
-|**Level/​XP:​**|7HD:​ 1,295+8/hp +|**Level/​XP:​**|7HD:​ 1,295+8/hp\\ 8HD: 1,600+10/hp\\ 9HD: 2,050+12/hp\\ 10HD: 2,350+13/hp\\ 11HD: 2,750+14/hp\\ 12HD: 3,​600+16/​hp|
-8HD: 1,600+10/hp +
-9HD: 2,050+12/hp +
-10HD: 2,350+13/hp +
-11HD: 2,750+14/hp +
-12HD: 3,​600+16/​hp|+
  
  
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 |**Intelligence:​**|Non-| |**Intelligence:​**|Non-|
 |**Alignment:​**|Neutral| |**Alignment:​**|Neutral|
-|**Level/​XP:​**|7/​1,​300+16/​hp +|**Level/​XP:​**|7/​1,​300+16/​hp (nil if animated by a treant)|
-(nil if animated by a treant)|+
  
  
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 |  |**Buffalo**|**Bull**|**Wild**| |  |**Buffalo**|**Bull**|**Wild**|
 |**Frequency:​**|Uncommon|Common|Common| |**Frequency:​**|Uncommon|Common|Common|
-|**No. Encountered:​**|4d6|1,​ plus 50%|20d10 ​chance of  +|**No. Encountered:​**|4d6|1,​ plus 50% chance of 3d6 cattle|20d10|
-3d6 cattle|+
 |**Size:​**|Large|Large|Large| |**Size:​**|Large|Large|Large|
 |**Move:​**|150-ft|150-ft|150-ft| |**Move:​**|150-ft|150-ft|150-ft|
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 A guardian naga can use divine spells as a 6th level cleric: A guardian naga can use divine spells as a 6th level cleric:
  
-1st level: 3 +1st level: 3\\ 
-2nd Level: 3 +2nd Level: 3\\ 
-3rd level: 2+3rd level: 2\\
  
 //​Treasure://​ 5d6×1cp (25%), 1d%×1,000 sp (15%), 10d4×1,000 ep (40%), 10d6×1,000 gp (55%), 5d10×100 pp (25%), 1d% gems (50%), 10d4 jewellery (50%), any 4 magic item + 1 potion + 1 scroll (15%) //​Treasure://​ 5d6×1cp (25%), 1d%×1,000 sp (15%), 10d4×1,000 ep (40%), 10d6×1,000 gp (55%), 5d10×100 pp (25%), 1d% gems (50%), 10d4 jewellery (50%), any 4 magic item + 1 potion + 1 scroll (15%)
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 A spirit naga can use divine and arcane spells to 4th and 5th levels respectively:​ A spirit naga can use divine and arcane spells to 4th and 5th levels respectively:​
  
-**Divine Arcane +Divine:\\ 
-**1st level: 3 1st level: 4 +1st level: 3\\ 
-2nd level:​ 2 2nd level: 2 +2nd level: 2\\ 
- 3rd level: 1+ 
 +Arcane:\\ 
 +1st level: 4\\ 
 +2nd level: 2\\ 
 +3rd level: 1\\
  
 //​Treasure://​ 1d8×1,000 cp (50%), 1d6×1,000 sp (25%), 1d4×1,000 ep (25%), 1d4×1,000 gp (25%), 1d8 gems (30%), 1d4 jewellery (20%), sword, armour, or misc. weapon + 1d4 scrolls + 1 misc. magic + 1 potion (55%) //​Treasure://​ 1d8×1,000 cp (50%), 1d6×1,000 sp (25%), 1d4×1,000 ep (25%), 1d4×1,000 gp (25%), 1d8 gems (30%), 1d4 jewellery (20%), sword, armour, or misc. weapon + 1d4 scrolls + 1 misc. magic + 1 potion (55%)
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 The **water naga'​s** scales range from deep green to turquoise and its eye colour varies from light green to brilliant amber. It dwells deep below the surface of fresh water lakes ponds and rivers. The water naga is typically quite curious and harmless unless provoked. In combat, its poisonous bite deals 1d4 damage, and it can cast arcane spells as a 5th level magic user: The **water naga'​s** scales range from deep green to turquoise and its eye colour varies from light green to brilliant amber. It dwells deep below the surface of fresh water lakes ponds and rivers. The water naga is typically quite curious and harmless unless provoked. In combat, its poisonous bite deals 1d4 damage, and it can cast arcane spells as a 5th level magic user:
  
-1st level: 4 +1st level: 4\\ 
-2nd level: 2 +2nd level: 2\\ 
-3rd level: 1+3rd level: 1\\
  
 //​Treasure://​ 1d8×1,000 cp (10%), 1d12×1,000 sp (15%), 1d8×1,000 ep (15%), 1d6×1,000 gp (50%), 1d10 gems (30%), 1d6 jewellery (25%), any 2 magic item + 1 potion (15%) //​Treasure://​ 1d8×1,000 cp (10%), 1d12×1,000 sp (15%), 1d8×1,000 ep (15%), 1d6×1,000 gp (50%), 1d10 gems (30%), 1d6 jewellery (25%), any 2 magic item + 1 potion (15%)
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 **Phoenix** **Phoenix**
  
- +|**Frequency:​**|Very rare| 
- +|**No. Encountered:​**|1| 
- +|**Size:​**|Medium| 
- +|**Move:​**|60 ft; 400 ft flying (AA:III))| 
- +|**Armour Class:​**|-3| 
- +|**Hit Dice:**|20| 
- +|**Attacks:​**|1 or 2| 
 +|**Damage:​**|1d12 or 1d8/1d8| 
 +|**Special Attacks:​**|See below| 
 +|**Special Defences:​**|See Below| 
 +|**Magic Resistance:​**|50%| 
 +|**Lair Probability:​**|Nil| 
 +|**Intelligence:​**|Genius| 
 +|**Alignment:​**|Neutral good| 
 +|**Level/​XP:​**|9/​8,​000+30/​hp|
  
  
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 Titans are powerful creatures not native to the material plane. They normally appear as massive humans, figured and possessed of an unearthly beauty. The movement rate, armour class, and damage caused by titans is as follows: Titans are powerful creatures not native to the material plane. They normally appear as massive humans, figured and possessed of an unearthly beauty. The movement rate, armour class, and damage caused by titans is as follows:
  
-17 HD: MV 210-ft, AC 2, DAM 7d6 +17 HD: MV 210-ft, AC 2, DAM 7d6\\ 
-18 HD: MV 210-ft, AC 1, DAM 7d6 +18 HD: MV 210-ft, AC 1, DAM 7d6\\ 
-19 HD: MV 150-ft, AC 0, DAM 7d6 +19 HD: MV 150-ft, AC 0, DAM 7d6\\ 
-20 HD: MV 150-ft, AC -1, DAM 7d6 +20 HD: MV 150-ft, AC -1, DAM 7d6\\ 
-21 HD: MV 150-ft, AC -2, DAM 8d6 +21 HD: MV 150-ft, AC -2, DAM 8d6\\ 
-22 HD: MV 150-ft, AC -3, DAM 8d6+22 HD: MV 150-ft, AC -3, DAM 8d6\\
  
 Titans may levitate at will, and twice per day can either become invisible or shift into the æthereal plane. In addition to these innate abilities, all titans have the ability to cast both clerical and magic spells. For each type of spell, roll 1d4+3. This number represents the maximum spell level the titan can cast for that type of spell. The titan can cast 2 spells of each level. Titans may levitate at will, and twice per day can either become invisible or shift into the æthereal plane. In addition to these innate abilities, all titans have the ability to cast both clerical and magic spells. For each type of spell, roll 1d4+3. This number represents the maximum spell level the titan can cast for that type of spell. The titan can cast 2 spells of each level.
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 |**Damage:​**|1d3/​1d3/​1d3/​6d4| |**Damage:​**|1d3/​1d3/​1d3/​6d4|
 |**Special Attacks:​**|Surprise 1-5 on d6| |**Special Attacks:​**|Surprise 1-5 on d6|
-|**Special Defences:​**|Immune to fire and cold, half damage from electricity, ​ +|**Special Defences:​**|Immune to fire and cold, half damage from electricity,​ travel through stone|
-travel through stone|+
 |**Magic Resistance:​**|Standard| |**Magic Resistance:​**|Standard|
 |**Lair Probability:​**|40%| |**Lair Probability:​**|40%|
osric/chapter5.1559685549.txt.gz · Last modified: 2019/06/04 21:59 by robertfreemanday