Monsters

Monsters are imaginary or legendary creatures that combine parts from various animal or human forms. A creature that is typically large, ugly, and frightening.

Barghest
Basilisk
Beholder
Bugbear
Catoblepas
Giant
Gremlin
Hellhound
Troll
Will O' Wisp
 

Barghest

The Barghest is a goblin-like creature that comes from another plane to feed on humans. These evil creatures can change form to appear as a dog or wolf, or a large goblin at will.

Type: Monster

Setting: Any

Era: Any

Physical Traits: Barghests are almost indistinguishable from goblins by other races, except that a Barghest's eyes glow orange when the creature becomes excited; in canine form a Barghest can become very difficult to notice when motionless, and is almost impossible to tell from a normal dog, except that other dogs will fear and hate it, attacking at every opportunity. The creature's skin darkens as it grows from yellow towards a bluish red eventually terminating in a deep blue. Upon attaining full growth and power the Barghest shifts itself back to its home plane.

Height: Varies with form

Weight: Varies with form

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Osmosis

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 3D6, MR: 4D6, HPs: 6D8, AC: 2, Thac0: 7

Abilities
1) A Barghest can charm other creatures.

2) Barghest have the ability to project Illusions as per the Mental Manipulation power.

3) Barghest can affect other creature's emotions as per the Mental Manipulation power.

4) Magic weapons are required to harm a Barghest. A Barghest cannot be harmed by fire, but a Barghest in canine form can be sent back to its home plane if hit by a magical fire attack.

Feeding Habits: Carnivore

Lifespan: 250 years

 

Basilisk

A Basilisk (from the Greek basileus, a king) is a mythical reptile, reputed to be king of serpents which has the power of causing death by look alone. It is called a king from having on its head a mitre-shaped crest. In the same blood line as the Cockatrice. The Basilisk is hatched by a serpent or reptile from a cock's egg.

Type: Monster

Setting: Any

Era: Any

Physical Traits: Scaly skin

Height: 1 metre

Weight: 280 lbs

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Egg

INT: D6, WIS: 2D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 3D6, HPs: 6D8, AC: 4, Thac0: 15

Abilities
Stone stare; While it has strong, toothy jaws, the Basilisk's major weapon is its stare by means of which it is able to turn to stone any fleshly creature which meets its glance. However if its gaze is reflected so that the Basilisk sees its own eyes it will itself be petrified but this requires light at least equal to bright torchlight and a good, smooth reflector. A victim must Save vs Spell each time his gaze meets the Basilisk's or be turned to stone.

Feeding Habits: Carnivore

Lifespan: 90 years

 

Beholder

A beholder, sometimes called a sphere of many eyes or eye tyrant is a large aberration normally found in the Underground. These large, orb-shaped beings have ten eyestalks and one central eye, each containing powerful magic. Powerful and intelligent, beholders are among the greatest threats to the world.

Type: Monster

Setting: Any

Era: Any

Physical Traits: Beholders are immediately identifiable, essentially a floating head with one single, cyclops-like eye surrounded by ten smaller eye stalks. Other than this, the main feature of a beholder’s anatomy is its massive, gaping maw. Because of these features, beholders are occasionally known as "spheres of many eyes" or "eye tyrants," although the latter also refers to a specific type of beholder. Because their entire body is covered in eyes, beholders have the capacity to see in all directions at once, making it nearly impossible to ambush them while also giving them an unusually high degree of perceptive ability. Additionally, beholders have the ability to perceive in even the most darkened environment, although without the capacity to see colour under conditions in which a human or similar creature would be rendered blind.

Height: 1-2 metre diametre

Weight: 300 lbs

Mobility: Levitation

Sensory Organs: Visual

Communication: Vocal

Reproduction: Beholders have male and female reproductive organs, so they can self-fertilize. They give birth to 3-6 live young out of their mouths only once in its life. The womb is below the back of the tongue. When it gives birth the parent observes its young and decides which look most like itself. The others are eaten by the ravenous parent, along with the discarded womb, and the surviving young are forced from the parent’s lair within the hour to fend for themselves.

INT: 4D6, WIS: 4D6, STR: D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 3D6, HPs: 13D6, AC: 0 (main body) and 2 (each eye stalk), Thac0: 5

Abilities
Beholders are also capable of flight, in spite of their lack of wings or similar physical features, simply hovering above ground effortlessly. The effects of this flight resemble those of the wizard spell levitation. Beholders are not particularly strong but are inherently magical creatures, each of their eyes possessing an innately magical nature. Beholders, who often attack for seemingly no reason, will often try to end a battle as quickly as possible, unleashing their terrifying abilities all at once. Among the most basic of these attacks is their deadly ability to project magical power from their eyes, in varying forms such as instilling fear within, charming, knocking out, petrifying, disintegrating, slowing, or killing their enemies. Any combination of these is possible, although they often use only two at a given time. Many, but not all, beholders also have the capacity to use their central eye to project a field of antimagic, which cancels the effects of all supernatural abilities within a small cone of 150 feet in length. In addition to enemy spells, prayers, or similar effects this also affects a beholder's own eye rays, suppressing their power. However, the lack of the ability to cast its eye rays at full strength is hardly a hindrance, as turning to face its enemies in this manner also allows a beholder to attack them with its large, toothy maw.

Each of the beholder’s eyes, including the central one has a different function. The standard smaller eyes of a beholder are as follows:

Charm person (as spell)
Charm monster (as spell)
Sleep (as spell, but only one target)
Telekinesis (250 pound weight)
Flesh to stone (as spell, 30-yard range)
Disintegrate (20-yard range)
Fear (as wand)
Slow (as spell, but only a single target)
Cause serious wounds (50-yard range)
Death ray (as a death spell, with a single target, 40-yard range)

The central eye produces an anti-magic ray with a 140-yard range, which covers a 90 degree arc before the creature. No magic (including the effects of the other eyes) will function within that area. Spells cast in or passing through that zone cease to function.

A beholder may activate the magical powers of its eyes’ at will. Generally, a beholder can use D4 smaller eyes if attackers are within a 90 degree angle in front, D6 if attacked from within a 180 degree angle, D8 if attacked from a 270 degree arc, and all 10 eyes if attacked from all sides. The central eye can be used only against attacks from the front. If attacked from above, the beholder can use all of the smaller eyes.

The beholder can withstand the loss of its eyestalks, each eyestalk/smaller eye having 5-12 hit points. This loss of hit points is over and above any damage done to the central body. The body can withstand two thirds of the listed hit points in damage before the creature perishes. The remaining third of the listed hit points are located in the central eye, and destroying it will eliminate the anti-magic ray. A beholder with 45 hit points will have a body that will take 30 points of damage, a central eye that will take 15 points, while one with 75 hit points will have a body that will withstand 50 points of damage, and a central eye that takes 25 hit points to destroy. Both beholders would have smaller eyestalks/eyes that take 5-12 (D8+4) points of damage to destroy, but such damage would not affect the body or central eye. Slaying the body will kill the beholder and render the eyes powerless. Destroyed eyestalks (but not the central eye) can regenerate at a rate of one lost member per week.

Feeding Habits: Omnivore. Despite its awesome power and magical might, a beholder remains at its core a physical being. It must eat and drink, and often these are its only vices and indulgences — apart from the intellectual pursuit of magical knowledge or the domination of lesser races. A beholder is omnivorous and can gain sustenance from anything organic. A typical beholder must consume about 10 pounds of food and drink and at least 2 gallons of water per day. For beholders, the act of feeding and drinking is their greatest physical pleasure, and as such, they often consume far more than they need. For example, a beholder could eat a large fallen foe, consisting of up to 200 pounds of meat and several pints of blood, in one sitting. While this far exceeds what the creature needs for that day, it won’t turn down any additional offers of food or drink that happen to present themselves. Because a beholder’s sense of taste is so atrophied, it finds satisfaction in the texture and visual qualities of the food. To a beholder, desirable food has an interesting texture (the combination of soft flesh and crunchy bones found in living creatures is considered a delicacy) or an interesting shape or colour, since it can observe its food with its front eyestalks as it eats. For this reason, a beholder prefers colourful food over drab food. Beholders find wine especially pleasing. Alcohol is one of the few tastes that beholders can experience, and this, combined with the colourful varieties of wine, make it an ideal beholder drink. A beholder’s body processes alcohol very efficiently, so the quantity of wine required to intoxicate a typical beholder usually exceeds the amount available to drink. As a general rule, a beholder can imbibe well over 10 gallons of wine before getting drunk. Since beholders often overeat, their bodies are capable of dealing with sudden gluts of food. A beholder’s digestive system can store a large amount of material (600 pounds or more) inside the various folds of its stomach. The creature can process this stored food at the rate of about 20 pounds per day, during which time it need not eat (although it must still drink normally). Food in excess of this simply cannot be swallowed. Although a sated beholder might chew on food simply for the texture and enjoyment of eating, it allows the chewed food to drop from its mouth when the texture is gone. A beholder’s favourite foods include small live mammals, exotic mushrooms and other fungi, gnomes, beef, pork, colourful leafy vegetables, leaves, flower petals, insects, and birds.

Lifespan: 100 years

 

Bugbear

A bugbear is a legendary creature or type of hobgoblin comparable to the bogeyman, bogey, bugaboo, and other creatures of folklore, all of which were historically used in some cultures to frighten disobedient children. Its name is derived from an old Celtic word bug for evil spirit or goblin. In medieval England, the Bugbear was depicted as a creepy bear that lurked in the woods to scare children; it was described in this manner in an English translation of a 1565 Italian play The Buggbear.

Type: Monster

Setting: Any forest or mountains.

Era: Any

Physical Traits: Bugbears resemble hairy, feral goblins. They take their name from their noses and claws, which are similar to those of bears. Bugbear eyes are greenish white with red pupils, and their wedge shaped ears rise from the tops of their heads. Most bugbears have hides ranging from light yellow to yellow brown and their thick, coarse hair ranges from brown to brick red. Bugbears have exceptional sight and hearing, able to see in pitch darkness. They move with amazing stealth.

Height: 2.1 metres

Weight: 250 lbs

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 3D6, MR: 3D6, HPs: 3D8, AC: 5, Thac0: 17

Abilities
1) Four claws per hand which do D6 damage each.

2) Nightvision as per normal vision.

Feeding Habits: Carnivore

Lifespan: 90 years

 

Catoblepas

The Catoblepas (from the Greek katablépō "to look downwards") is a legendary creature from Ethiopia. It is said to have the body of a buffalo and the head of a wild boar. Its back has scales that protect the beast, and its head is always pointing downwards. Its breath could either turn people into stone, or kill them. The Catoblepas is often thought to be based on real-life encounters with wildebeest, such that some dictionaries say that the word is synonymous with "gnu."

Type: Monster

Setting: Any lowlands area

Era: Any

Physical Traits: A Catoblepas has a large, bloated, bison's body with short, stumpy legs like those of a hippopotamus. At the front of its body is a shaggy mane of dark brown hair, from which sprouts a long, snake-like neck. The creature's head like that of a warthog with bloodshot eyes. The beast's coiling tail has a stony mass of stubby spikes at the end. The Catoblepas is orange-reddish-brown, and its hide is covered with warts, scabs, and bits of encrusted dung.

Height: 2 metres

Weight: 400 lbs

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 4D6, HPs: 6D8, AC: 7, Thac0: 15

Abilities
Stone breath; Its major weapon is its breath by means of which it is able to turn to stone any fleshly creature which inhales it. A victim must Save vs Spell each time he inhales its breath or be turned to stone. The range of its breath is 5 metres.

Feeding Habits: Omnivore

Lifespan: 70 years

 

Giant

The mythology and legends of many different cultures include monsters of human appearance but prodigious size and strength. "Giant" is the English word (coined 1297) commonly used for such beings, derived from one of the most famed examples: the gigantes of Greek mythology. In various Indo-European mythologies gigantic peoples are featured as primeval creatures associated with chaos and the wild nature and they are frequently in conflict with the gods, be they Olympian, Nartian, Hindu or Norse. There are also accounts of giants in the Old Testament, most famously Goliath. Attributed to them are extraordinary strength and physical proportions. Fairy tales such as Jack and the Beanstalk have formed our modern perception of giants as stupid and violent monsters, frequently said to eat humans, and especially children.

In Greek mythology, the Giants were the children of Gaia, who was fertilized by the blood of Uranus, after Uranus was castrated by his son Cronus. Some depictions stated that these Giants had snake-like tails. Jotunn is a being in Norse mythology, a member of a race of nature spirits with superhuman strength, described as sometimes standing in opposition to the races of the tribes of the Æsir and Vanir, although they frequently mingle with or intermarry with these. Their otherworldly homeland is Jötunheimr, one of the nine worlds of Norse cosmology, separated from Midgard, the world of humans, by high mountains or dense forests.

The different types include Cloud, Cyclops, Desert, Ettin, Fire, Formorian, Frost, Hill, Mountain, and Storm giant.

Type: Monster

Setting: Any

Era: Any

Physical Traits: Skin colour ranges from normal humanoid to blue to red.

Height: 6 metres

Weight: 400 lbs

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: 2D6, WIS: 2D6, STR: 9D6, DEX: 3D6, CON: 4D6, CHA: 3D6, MR: 4D6, HPs: 10D8, AC: 3, Thac0: 9

Abilities
1) Most Giants rely on their fists and any oversized weapons they carry.

2) Fire Giants are immune to fire and heat, as well as all types of magical fire. Anyone touching them or that they touch take up to D4 burn damage per level.

3) Frost Giants are immune to cold. Anyone touching them or that they touch take up to D4 per level in frostbite damage.

Feeding Habits: Omnivore

Lifespan: 500 years

 

Gremlin

A Gremlin is an imaginary creature commonly depicted as mischievous and mechanically oriented, with a specific interest in aircraft. Gremlins' mischievous natures are similar to those of English folkloric imps, while their inclination to damage or dismantle machinery is more modern.

Often mistaken for Imps Gremlins are small, winged Goblinoids. There are many varieties of Gremlins and most are chaotic and mischievous.  What gremlins like to do best is cause trouble. The angrier their victims are, the happier the gremlins. Their favourite tactic is to set up a trap to humiliate opponents and maybe even cause them to damage a valued possession or hurt a loved one. If the opponent gets hurt as well, that's just fine. Gremlins travel in small packs, and they have a highly organized social order. Each gremlin knows who is above him in social rank, and who is below. As a rule this is ordered by hit points, but an aggressive Gremlin with lower hit points may be above larger Gremlins in the social standing. Males and females are indistinguishable to all but other Gremlins. Both sexes participate equally in all things. These obnoxious creatures usually look for a building or estate to infest.

Type: Monster

Setting: Any

Era: Any

Physical Traits: Skin colour ranges from brown to black to grey, frequently in a mottled blend. Their ears are very large and pointed, giving them a 65% chance to hear noise. Gremlins never wear clothing or ornamentation.

Height: 1 metre

Weight: 35 kgs

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual. Offspring are left to fend for themselves from birth, which they are fully capable of doing. Within a month the Gremlin is a fully matured adult.

INT: 3D6, WIS: 3D6, STR: 2D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 4D6, HPs: 4D8, AC: 4, Thac0: 17

Feeding Habits: Omnivore

Lifespan: 200 years

 

Hellhound

A Hellhound is a supernatural dog, found in folklore. A wide variety of ominous or hellish supernatural dogs occur in mythologies around the world. Often they have fire-based abilities and appearance. They are often assigned to guard the entrances to the world of the dead, such as graveyards and burial grounds, or undertake other duties related to the afterlife or the supernatural, such as hunting lost souls or guarding a supernatural treasure. In European legends, seeing a Hellhound or hearing it howl may be either an omen of death or even a cause of death. The most famous Hellhound is probably Cerberus from Greek mythology.

Type: Monster

Setting: Any temperate environment

Era: Any

Physical Traits: Black fur, glowing red or sometimes glowing yellow eyes, super strength or speed, ghostly or phantom characteristics, foul odour, and sometimes even the ability to talk. It has the ability to breathe fire.

Height: 1 metre

Weight: 85 kgs

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Mystical

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 2D6, CHA: 3D6, MR: 3D6, HPs: 4D8, AC: 4, Thac0: 17

Abilities
1)
The Hellhound enjoys causing pain and suffering and it hunts accordingly. A favourite pack tactic is to silently surround prey, and then cause two hell hounds to close in and make the victim back into another hell hound's fiery breath. They will attack with their claws and teeth if they have to. If the prey manages to escape, the Hellhounds will pursue it relentlessly. If the Hellhound rolls a natural 20 on its attack roll, it grabs a victim in its jaws and breathes fire on the victim.

2) Hellhounds attack first by breathing fire at an opponent up to 10 yards away. The fire causes 1 point of damage for each of the Hell Hound's Hit Points. A successful saving throw vs. spell cuts the damage in half.

3) Hellhounds can see hidden or invisible creatures 50% of the time.

4) Immune; to damage from any fire including magical.

Feeding Habits: Carnivore

Lifespan: 300 years

 

Troll

A Troll is a supernatural being in Norse mythology and Scandinavian folklore. In origin the term Troll was a generally negative synonym for a jötunn (plural jötnar), a being in Norse mythology. In Old Norse sources, beings described as Trolls dwell in isolated rocks, mountains, or caves, live together in small family units, and are rarely helpful to human beings. Later in Scandinavian folklore, Trolls became beings in their own right, where they live far from human habitation, and are considered dangerous to human beings.

Type: Monster

Setting: Any but usually forests or mountains

Era: Any

Physical Traits: The hide of Trolls are rubbery, and usually either moss green, putrid grey, or mottled grey and green. Their coarse hair is typically iron grey, or greenish-black. Trolls initially seem to be somewhat shorter, due to their sagging shoulders and tendency to hunch forward. They walk with an uneven gait, and their arms dangle and drag the ground when running. Despite this apparent awkwardness, trolls are quite agile.

Height: 2.7 metres

Weight: 225 kgs

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: D6, WIS: D6, STR: 4D6, DEX: 3D6, CON: 4D6, CHA: D6, MR: 4D6, HPs: 7D8, AC: 4, Thac0: 13

Abilities
1)
Trolls are infamous for their regenerative abilities, able to recover from the most grievous of wounds or regenerate entire limbs given time. Severing a troll's head results merely in temporary incapacitation, rather than death. After cutting off a troll's head or other limbs, one must seal the wounds with fire or acid to prevent regeneration. Because of this, most adventurers will typically carry some sort of implement capable of creating fire.

Starting three rounds after first blood, the creatures recovers 3 hit points per round until healed. Trolls reduced to 0 or fewer hit points fall to the ground, incapacitated but not slain. Incapacitated trolls continue to regenerate and stand up to fight as soon as they have a positive number of hit points. When using an edged weapon, it is possible to sever the thin limbs of a troll (a natural 20 with an edged weapon is needed). Severed limbs continue to fight after separation from the body (hands squeeze, heads bite if stepped on, etc.). Attacks by severed limbs are at normal chances to hit. Separated limbs fight for the remainder of the battle, then scuttle back and rebind with the body once the battle is over. Limbs unable to reach the body to die within 24 hours, but this is of little consequence since trolls regenerate lost body parts (including the head) within a week. If a troll is dismembered and scattered, the largest surviving piece regenerates. The others die within one day if they cannot rejoin that piece. Only fire and acid cause permanent damage to trolls. These forms of attack destroy its regenerative ability. A troll reduced to 0 or fewer hit points and immersed in acid or burned with fire is killed.

2) Trolls attack with two clawed hands and their bite, and they can attack at multiple opponents. Each claw does D6 damage with their bite doing 2D6.

Feeding Habits: Carnivore

Lifespan: 600 years

 

Will O' Wisp

A will-o'-the-wisp or ignis fatuus ( Medieval Latin: "foolish fire") is a ghostly light seen by travellers at night, especially over bogs, swamps or marshes. It resembles a flickering lamp and is said to recede if approached, drawing travellers from the safe paths.

The Will-o'-wisp is a malevolent entity which makes its home in swamps and bogs. This aberration consists of a bizarre, spongy substance which hovers through telekinesis in the air, enveloped in a mysterious glow of yellow, white, green or blue. When encountered in its swampy homes, a Will-o'-wisp typically takes the form of a faintly glowing lantern hovering in the air. In order to sustain itself, it must feed off upon the electricity generated by the brains of people who realize they are about to die. It lures those who wander into its midst by taking the form of a guiding light (the creatures can alter their forms, size and colour to a small extent), and then have them wander into deep pools where they get sucked down and drown. The wisp then feeds on the energy generated. If the creature cannot lure victims into a trap, it is also capable of generating electricity on its surface to act as a touch attack. If the creature does not wish to be seen, it is capable of extinguishing its glow.

Type: Energy Monster

Setting: Any swamp land

Era: Any

Physical Traits: None

Height: 30 centimetres

Weight: Almost nil

Mobility: Mystical flight

Sensory Organs: Visual

Communication: Vocal

Reproduction: Mystical

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 2D6, CHA: 3D6, MR: 3D6, HPs: 9D8, AC: -8, Thac0: 11

Abilities
1) A Will o'wisp's main weapon in combat is its ability to manifest a powerful electric charge. In melee, it swoops at its foe and attempts to brush against the victim, discharging the stored energy. A successful strike by one of these creatures will cause 3D6 points of damage. Those attacking a Will o'wisp with any form of physical weapon are able to inflict damage normally.

2) Persons making use of magical attacks, however will find their powers almost ineffective against them. Wisps have a +7 save vs spells.

Feeding Habits: Photosynthetic

Lifespan: 400 years

 

 

Bestiary