osric:chapter5
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osric:chapter5 [2019/06/04 21:59] – Table layout fixes from Paul Gorman @ mastodon robertfreemanday | osric:chapter5 [2021/07/06 00:46] (current) – Added Dragon Turtle Entry as per https://knights-n-knaves.com/phpbb3/viewtopic.php?p=283177#p283177 robertfreemanday | ||
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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 | + | **Move:** Movement is expressed in feet per turn or round (see [[osric: |
- | **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: |
**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 " | **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 " | ||
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**Attacks: | **Attacks: | ||
- | **Damage:** This entry indicates the number and type of dice to be rolled for damage if the creature' | + | **Damage:** This entry indicates the number and type of dice to be rolled for damage if the creature' |
**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, | **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, | ||
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**Intelligence: | **Intelligence: | ||
- | **Alignment: | + | **Alignment: |
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' | + | **Level/XP Value:** This represents a pre-calculation of the creature' |
**Treasure: | **Treasure: | ||
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*Under 100 bandits: 8th level fighter | *Under 100 bandits: 8th level fighter | ||
- | | + | |
*Over 150 bandits: 10th level fighter | *Over 150 bandits: 10th level fighter | ||
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|**No. Encountered: | |**No. Encountered: | ||
|**Size: | |**Size: | ||
- | |**Move: | + | |**Move: |
- | 150-ft swimming | + | |
- | 150-ft swimming | + | |
- | 150-ft swimming | + | |
- | 150-ft swimming | + | |
|**Armour Class: | |**Armour Class: | ||
|**Hit Dice: | |**Hit Dice: | ||
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**Kobold** | **Kobold** | ||
- | |(())**Frequency: | + | |**Frequency: |
|**No. Encountered: | |**No. Encountered: | ||
|**Size: | |**Size: | ||
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|**Attacks: | |**Attacks: | ||
|**Damage: | |**Damage: | ||
- | |**Special Attacks: | + | |**Special Attacks: |
- | 1-4 in 6 | Rake for 1d4+1/ | + | |
- | 1-3 in 6 | | + | |
|**Special Defences: | |**Special Defences: | ||
|**Magic Resistance: | |**Magic Resistance: | ||
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|**Level/ | |**Level/ | ||
+ | Nixies are fey creatures related to sprites that make their home in freshwater lakes. They appear as strangely beautiful humanoids with lightly scaled greenish skin and webbed hands and feet. Their eyes are silver and their hair is dark green, and they clad themselves in garments of seaweed. Nixies speak their own language and the common tongue. They also appear to be able to communicate, | ||
+ | Being fey, nixies take great delight in enslaving humans. If a human or demi-human approaches within 30 ft of a group of nixies they will attempt to charm him or her with a special group charm spell. This charm requires a minimum of 10 nixies to join hands and chant, and any person hearing this fey chanting must save vs spells at -2 or enter the water to serve the nixies as slave and paramour for a period of a | ||
+ | year and a day. It should be noted a side effect of this variant charm grants the ability to breathe water for the duration of the spell. There is a brief opportunity to break the charm; if a dispel magic is cast upon the enthralled person before they enter the water there is a 75% the spell will be broken but once the victim has begun breathing water the chances of breaking the charm drop to only 10%. | ||
+ | |||
+ | Nixies are weak in combat but make up for this weakness by attacking en masse and overwhelming their enemies. They favour fighting with long daggers and long darts which, due to the nixies short stature, function as spears in their hands. Nixies will melee with these spears underwater and above water they will hurl them like missiles then melee with their daggers. | ||
+ | |||
+ | Nixies fear bright light and fire, their aquatic nature makes these things foreign to them and a strong presentation of either will drive them away. A strong light source presented underwater will be obscured by schools of nixie summoned fish surrounding the spell effect. Being fey, nixies have a natural magic resistance of 25% and, besides their special charm effect, they can also cast a water breathing spell with a duration of 24 hours once per day. | ||
+ | |||
+ | Nixies lair at the bottom of lakes, where they weave living seaweed into dwellings. These dwellings blend in with the underwater growth so well they are 90% unlikely to be noted until within 20 ft of them. These underwater villages are guarded by either 1d4 giant gar (25%) or 2d4 giant pike (75%) which will obey commands from the nixies (see: Fish, Giant). The nixies can also summon 20d4 small fish to obstruct both an invader’s vision and movement by massing upon them. Nixies can venture onto dry land but do so only with great reluctance. | ||
+ | |||
+ | // | ||
+ | |||
+ | **Nymph** | ||
+ | |||
+ | |**Frequency: | ||
+ | |**No. Encountered: | ||
+ | |**Size: | ||
+ | |**Move: | ||
+ | |**Armour Class:**|9| | ||
+ | |**Hit Dice:**|3| | ||
+ | |**Attacks: | ||
+ | |**Damage: | ||
+ | |**Special Attacks: | ||
+ | |**Special Defences: | ||
+ | |**Magic Resistance: | ||
+ | |**Lair Probability: | ||
+ | |**Intelligence: | ||
+ | |**Alignment: | ||
+ | |**Level/ | ||
Nymphs are feminine nature spirits of almost indescribable beauty; it is said that even the mere glimpse of one is enough to rob a man of his sight or perhaps kill him. They typically inhabit natural places of particular loveliness, such as high mountain lakes or deep forest glades. Those who have attempted to relate what they saw speak of absolute perfection. Nymphs typically speak common in addition to their own enchanting language and reputedly have voices like honeyed nectar. | Nymphs are feminine nature spirits of almost indescribable beauty; it is said that even the mere glimpse of one is enough to rob a man of his sight or perhaps kill him. They typically inhabit natural places of particular loveliness, such as high mountain lakes or deep forest glades. Those who have attempted to relate what they saw speak of absolute perfection. Nymphs typically speak common in addition to their own enchanting language and reputedly have voices like honeyed nectar. | ||
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Sylphs have their own language and can also understand common. | Sylphs have their own language and can also understand common. | ||
+ | |||
+ | // | ||
+ | (60%) | ||
**Treant** | **Treant** | ||
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|**Intelligence: | |**Intelligence: | ||
|**Alignment: | |**Alignment: | ||
- | |**Level/ | + | |**Level/ |
- | 8HD: 1,600+10/hp | + | |
- | 9HD: 2,050+12/hp | + | |
- | 10HD: 2,350+13/hp | + | |
- | 11HD: 2,750+14/hp | + | |
- | 12HD: 3, | + | |
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|**Intelligence: | |**Intelligence: | ||
|**Alignment: | |**Alignment: | ||
- | |**Level/ | + | |**Level/ |
- | (nil if animated by a treant)| | + | |
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| |**Buffalo**|**Bull**|**Wild**| | | |**Buffalo**|**Bull**|**Wild**| | ||
|**Frequency: | |**Frequency: | ||
- | |**No. Encountered: | + | |**No. Encountered: |
- | 3d6 cattle| | + | |
|**Size: | |**Size: | ||
|**Move: | |**Move: | ||
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**Crustacean, | **Crustacean, | ||
- | | |**Normal**|**Giant**| | + | | |**Crab**|**Crayfish**| |
- | |**Frequency: | + | |**Frequency: |
- | |**No. Encountered: | + | |**No. Encountered: |
|**Size: | |**Size: | ||
|**Move: | |**Move: | ||
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|**Alignment: | |**Alignment: | ||
|**Level/ | |**Level/ | ||
- | |||
- | |||
**Giant Crab:** Found near water (fresh or salt). They achieve surprise on 1-4 of 1d6. They will typically rush their prey from a place of concealment, | **Giant Crab:** Found near water (fresh or salt). They achieve surprise on 1-4 of 1d6. They will typically rush their prey from a place of concealment, | ||
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// | // | ||
+ | |||
+ | |||
+ | **Dragon Turtle** | ||
+ | |||
+ | |**Frequency: | ||
+ | |**No. Encountered: | ||
+ | |**Size: | ||
+ | |**Move: | ||
+ | |**Armour Class:**|0| | ||
+ | |**Hit Dice:**|13| | ||
+ | |**Attacks: | ||
+ | |**Damage: | ||
+ | |**Special Attacks: | ||
+ | |**Special Defences: | ||
+ | |**Magic Resistance: | ||
+ | |**Lair Probability: | ||
+ | |**Intelligence: | ||
+ | |**Alignment: | ||
+ | |**Level/ | ||
+ | |||
+ | Dragon turtles are not true dragons, but seem to be a blend of the same kind that produced the owlbear. They do resemble true dragons in that they have a breath weapon: a cloud of steam 60 ft long, 40 ft wide and 40 ft high. The steam does damage equal to the dragon turtle’s remaining hp (save for half damage) to all within the cloud. | ||
+ | |||
+ | A dragon turtle surfacing beneath a vessel will capsize it 90% of the time (even if it is a very large vessel such as a galley). | ||
+ | |||
+ | // | ||
+ | |||
**Elemental** | **Elemental** | ||
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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\\ |
// | // | ||
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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: | + | 2nd level: 2\\ |
- | 3rd level: 1 | + | |
+ | Arcane:\\ | ||
+ | 1st level: 4\\ | ||
+ | 2nd level: 2\\ | ||
+ | 3rd level: 1\\ | ||
// | // | ||
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The **water naga' | The **water naga' | ||
- | 1st level: 4 | + | 1st level: 4\\ |
- | 2nd level: 2 | + | 2nd level: 2\\ |
- | 3rd level: 1 | + | 3rd level: 1\\ |
// | // | ||
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**Phoenix** | **Phoenix** | ||
- | + | |**Frequency: | |
- | + | |**No. Encountered: | |
- | + | |**Size: | |
- | + | |**Move: | |
- | + | |**Armour Class: | |
- | + | |**Hit Dice:**|20| | |
- | + | |**Attacks: | |
+ | |**Damage: | ||
+ | |**Special Attacks: | ||
+ | |**Special Defences: | ||
+ | |**Magic Resistance: | ||
+ | |**Lair Probability: | ||
+ | |**Intelligence: | ||
+ | |**Alignment: | ||
+ | |**Level/ | ||
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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: | |**Damage: | ||
|**Special Attacks: | |**Special Attacks: | ||
- | |**Special Defences: | + | |**Special Defences: |
- | travel through stone| | + | |
|**Magic Resistance: | |**Magic Resistance: | ||
|**Lair Probability: | |**Lair Probability: |
osric/chapter5.1559685549.txt.gz · Last modified: 2019/06/04 21:59 by robertfreemanday