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osric:chapter5 [2019/06/04 21:59] – Table layout fixes from Paul Gorman @ mastodon robertfreemandayosric: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 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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 |**Level/XP:**|1/35+1/hp| |**Level/XP:**|1/35+1/hp|
  
 +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, at least on a rudimentary level, with freshwater fish of all types.
  
 +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.
 +
 +//Treasure:// Carried: magic dagger or javelin, 10%. Lair: 1d10×1,000 cp (25%), 1d6×1,000 sp (25%), 1d6×1,000 ep (15%), 1d2×1,000 gp (5%), 4d6 gems (45%), 2d4 jewellery (30%), 2 random scrolls (10%).
 +
 +**Nymph**
 +
 +|**Frequency:**|Very Rare|
 +|**No. Encountered:**|1d4|
 +|**Size:**|Man-Sized|
 +|**Move:**|120-ft|
 +|**Armour Class:**|9|
 +|**Hit Dice:**|3|
 +|**Attacks:**|1|
 +|**Damage:**|1-2 or by weapon|
 +|**Special Attacks:**|See below|
 +|**Special Defences:**|See below|
 +|**Magic Resistance:**|50%|
 +|**Lair Probability:**|95%|
 +|**Intelligence:**|Exceptional|
 +|**Alignment:**|Neutral|
 +|**Level/XP:**|3/105+3/hp|
  
 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.
 +
 +//Treasure:// 10d4 gems (50%), 1 misc. magic and 1 potion
 +(60%)
  
 **Treant** **Treant**
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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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 **Crustacean, Giant** **Crustacean, Giant**
  
-|  |**Normal**|**Giant**| +|  |**Crab**|**Crayfish**| 
-|**Frequency:**|Common|Rare| +|**Frequency:**|Rare|Uncommon
-|**No. Encountered:**|3d8|1 to 2d6|+|**No. Encountered:**|2d6|2d6|
 |**Size:**|Large|Large| |**Size:**|Large|Large|
 |**Move:**|90-ft|60-ft; 120-ft swimming| |**Move:**|90-ft|60-ft; 120-ft swimming|
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 |**Alignment:**|Neutral|Neutral| |**Alignment:**|Neutral|Neutral|
 |**Level/XP:**|3/75+3/hp|3/110+4/hp| |**Level/XP:**|3/75+3/hp|3/110+4/hp|
- 
- 
  
 **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, having "scouted" the area with their eyes (which are on stalks). **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, having "scouted" the area with their eyes (which are on stalks).
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 //Treasure:// 1d10×1,000 cp (25%), 1d8×1,000 sp (25%), 1d6×1,000 gp (25%), 1d6×100 pp (25%), 3d6 gems (50%), 3d4 jewellery (50%) and any three magic items (25%) //Treasure:// 1d10×1,000 cp (25%), 1d8×1,000 sp (25%), 1d6×1,000 gp (25%), 1d6×100 pp (25%), 3d6 gems (50%), 3d4 jewellery (50%) and any three magic items (25%)
 +
 +
 +**Dragon Turtle**
 +
 +|**Frequency:**|Very rare|
 +|**No. Encountered:**|1|
 +|**Size:**|Large|
 +|**Move:**|90-ft swimming|
 +|**Armour Class:**|0|
 +|**Hit Dice:**|13|
 +|**Attacks:**|3|
 +|**Damage:**|2d6/2d6/4d8|
 +|**Special Attacks:**|Steam cloud|
 +|**Special Defences:**|None|
 +|**Magic Resistance:**|Standard|
 +|**Lair Probability:**|5%|
 +|**Intelligence:**|Very|
 +|**Alignment:**|Neutral|
 +|**Level/XP:**|10/7,000+18/hp|
 +
 +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).
 +
 +//Treasure:// (For a typical individual) 5d6×1,000 cp (25%), 1d100×1,000 sp (40%), 1d4×10,000 ep (40%), 1d6×10,000gp (55%), 5d10×100 pp (25%), 1d100 gems (50%), 1d4×10 jewellery (50%), 4 magic items plus 1 potion and 1 scroll (15%), 2d4 potions (40%), 1d4 scrolls (50%).
 +
  
 **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\\
  
 //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

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