WotC has released the 1st Edition Monster Manual on PDF for the price of $9.99.
Looks like that is up from $9.95 when it was originally released. Damn inflation!
The Monster Manual was the first RPG I ever read. The one that started this whole crazy business for me. I judge every RPG I pick up against how the Monster Manual made me feel. Does it ignite that fire of excitement and creativity? Will I spend hours and hours reading the pages?
Showing posts with label monsters. Show all posts
Showing posts with label monsters. Show all posts
Wednesday, July 15, 2015
Monday, May 11, 2015
Monster Monday! Yog, The Monster from Space!
It was my pleasure to meet Natasha Duncan-Drake and her sister Sophie Duncan in last years A to Z Challenge. They both posted a lot of great stuff and plenty that can be used in any game.
Well Natasha has started a new feature. Monster Mondays.
http://tashasthinkings.blogspot.com/2015/05/monster-monday-2-talos-bronze-giant.html
You might recall I did something similar here for a while and there are other blogs that also do this.
MindweaverRPG has done a few, so has Dispatches from Kickassistan, and I know there are others.
I like Tasha. She is cool, so I am happy to get behind this monster monday. Plus I love monsters.
Since I am talking about Sci-Fi games all week how about a sci-fi monster.
And no space monster is loved more here than Gezora from Yog, The Monster from Space!
Gezora
Is a giant (100ft/30meter tall) squid controlled by the "Space Amoeba" Yog.
Gezora usually attacks a planet, but can be transported through space.
Gezora, Yog and other kaiju are the "stars" of "The Space Amoeba" aka "Yog the Creature from Space".
Gezora can walk on land, swim in the ocean and travel through space. While it has 10 tentacles it can only attack with 2 of them. Any natural 20 attack roll means that Gezora has grabbed onto a victim and will swallow it whole.
(White Star)
Armor Class: -2 [22]
Hit Dice: 25
Total Hit Bonus: +20
Attacks: 2 attacks with tentacles, 4d8x2. Swallows whole on a natural 20.
Saving Throw: 5
Special: Survival in water and in space
Movement: 18 (on land, sea and space)
HDE/XP: 20/7,500
(Starships & Spacemen)
Encountered: 1
Movement: 180' (60')
Intelligence: None/Super Genius (Gezora has no intelligence, Yog does)
Psionic Potential: Telepathic
Hits: 25d8
Armor: -4
Combat Skill: 20
Save: L20
Attacks: 2
Damage: 4d8 x2
Morale: 12
XP: 5,480
(Stars Without Number)
Armor Class: -2
Hit Dice: 25
Attack Bonus: +20
Damage: 4d8 x2
No. Appearing: 1
Saving Throw: 5+
Movement: 40' (land, swim, space)
Morale: 12
Well Natasha has started a new feature. Monster Mondays.
http://tashasthinkings.blogspot.com/2015/05/monster-monday-2-talos-bronze-giant.html
You might recall I did something similar here for a while and there are other blogs that also do this.
MindweaverRPG has done a few, so has Dispatches from Kickassistan, and I know there are others.
I like Tasha. She is cool, so I am happy to get behind this monster monday. Plus I love monsters.
Since I am talking about Sci-Fi games all week how about a sci-fi monster.
And no space monster is loved more here than Gezora from Yog, The Monster from Space!
Gezora
Is a giant (100ft/30meter tall) squid controlled by the "Space Amoeba" Yog.
Gezora usually attacks a planet, but can be transported through space.
Gezora, Yog and other kaiju are the "stars" of "The Space Amoeba" aka "Yog the Creature from Space".
Gezora can walk on land, swim in the ocean and travel through space. While it has 10 tentacles it can only attack with 2 of them. Any natural 20 attack roll means that Gezora has grabbed onto a victim and will swallow it whole.
(White Star)
Armor Class: -2 [22]
Hit Dice: 25
Total Hit Bonus: +20
Attacks: 2 attacks with tentacles, 4d8x2. Swallows whole on a natural 20.
Saving Throw: 5
Special: Survival in water and in space
Movement: 18 (on land, sea and space)
HDE/XP: 20/7,500
(Starships & Spacemen)
Encountered: 1
Movement: 180' (60')
Intelligence: None/Super Genius (Gezora has no intelligence, Yog does)
Psionic Potential: Telepathic
Hits: 25d8
Armor: -4
Combat Skill: 20
Save: L20
Attacks: 2
Damage: 4d8 x2
Morale: 12
XP: 5,480
(Stars Without Number)
Armor Class: -2
Hit Dice: 25
Attack Bonus: +20
Damage: 4d8 x2
No. Appearing: 1
Saving Throw: 5+
Movement: 40' (land, swim, space)
Morale: 12
Wednesday, April 29, 2015
A to Z of Vampires: Yara-ma-yha-who
The Yara-ma-yha-who is a vampire of the aboriginal peoples of Australia.
It appears as a small red man with a large mouth but no teeth. He lives in fig trees and jumps on people as they walk by attacking them with his sucker tipped fingers. The Yara-ma-yha-who will then suck blood out the person unless he is flung off. Each attack by the Yara-ma-yha-who makes the person a little shorter. The attack drains 1 point of Constitution while attached. A successful grapple role is needed to remove it.
Anyone drained to death by this creature will become one. The Yara-ma-yha-who will open it's wide mouth and swallow the dead victim whole. It will sleep and then regurgitate the victim who will be small and red like the Yara-ma-yha-who itself. It will rise by the next dawn as a new Yara-ma-yha-who and must find a fig tree of it's own to haunt.
Unlike other vampires the Yara-ma-yha-who hunts during the day and sleeps at night.
Reducing the vampire to 0 hp or turning it will cause it to flee to it's tree.
The Yara-ma-yha-who can only be destroyed is by staking it int he heart with wood from it's own tree and then then burning it and it's tree.
A Yara-ma-yha-who cannot enter a personal dwelling or holy land at all.
Yara-ma-yha-who
Frequency: Very Rare
No. Apperring: 1
Size: Halfling-sized (S)
Armor Class: 5 [15]1
Movement
Basic: 120' (40')
Advanced: 12"
3e: 30ft
Hit Dice: 8+1 (37 hp)
% in Lair: 100% (fig tree)
Treasure Type: Attacks: 2 (claw/claw) + Blood Drain
Damage: 1d4/1d4 + Blood Drain
Special Attacks: Per Vampire; Blood Drain
Special Defenses: Only killed by fig tree wood
Save As: Fighter 82
Magic Resistance: Normal
Morale: 83
Alignment: Chaotic evil
Level/XP: 8/3,450 + 12/hp
STR: 16 INT: 10 WIS: 10 DEX: 19 CON: __(10)4 CHA: 135
1 Descending and [Ascending] Armor classes are given.
2 This is used for Basic games, and S&W. Also for monsters that I think need to save a little differently than others.
3 Morale is "Basic" Morale and based on a 1-12 scale.
4 Have not decided yet if I want to use 3.x style undead Constitutions or not. (15) Reflects what their Con would be if I do use it. I might just put a number in () like I do for Ghosts of Albion.
5 obviously more reflective of personality and character than looks.
I am working on a monster stat block that I can use in my old-games and future publications (if I do any). I want something that anyone can pick up and use regardless of the system they are using.
What do you think?
Tuesday, April 28, 2015
A to Z of Vampires: Xiāng-shī (殭屍)
Jason Rhineville |
The Xiāng-shī shares many similarities with the neighboring Rolang. Both result from improper burial, both appear to be more corpse like than alive, and both have odd means of moving around due to the stiffness in their legs. While rolang has a zombie style jait, the Xiāng-shī hops.
The character 僵 in it's name, means hard or stiff. So this vampire can't bend it's legs at all and must therefore hop about. This is more effective than it appears as this vampire can move about quite well.
Additionally the Xiāng-shī can also fly.
Unlike some vampires the Xiāng-shī does not drain blood, but rather chi or life force from the victim. While the results are the same; draining Constituion points (2 per attack) the difference is the Xiāng-shī does not have to bite the victim to do it. On any attack roll where the Xiāng-shī lands two claw attacks it can grab the victim. Instead of a bite attack it begins to suck the breath or chi from the victim.
The claws of the Xiāng-shī are long, hard as iron and sharp as razors. They can retract them or grow them as long as daggers.
If reduced to 0 hit points, a jiang-shi vampire crumbles to dust but is not destroyed. It reforms in 1 minute with 1 hit point in the same space, or the nearest unoccupied space. Scattering the dust before the jiang-shi reforms destroys it permanently, as does mixing rice into the dust with a dose of holy water. Jiang-shi vampires are also susceptible to wooden weapons carved from peach trees, as such weapons represent the unity of all elements and life to these creatures. Any successful hit from such a weapon that reduces a jiang-shi to 0 hit points immediately destroys the creature. Although they normally retreat from daylight, jiang-shi vampires are not destroyed by sunlight like regular vampires and can move around during the day without harm.
Xiāng-shī turn as vampires. Rice, incense and holy items will keep them at bay. Holy water will burn them.
This Xiāng-shī is based a little on the Pathfinder Jiang-shi.
Trying out a new format here for old school games. This takes the bits from OSRIC, Basic Fantasy and Swords & Wizardry. I am also inserting a bit of 3.x where I need it.
Xiāng-shī
AKA: Jiāng-shī
Frequency: Very Rare
No. Apperring: 1
Size: Man-sized (M)
Armor Class: 1 [19]1
Movement
Basic: 120' (40') / Fly: 180' (60')
Advanced: 12"/18" (Fly)
3e: 30ft
Hit Dice: 9+4 (45 hp)
% in Lair: 100% (home 50%, grave 50%)
Treasure Type: Attacks: 3 (claw/claw/bite) + Life Drain
Damage: 1d6+4/1d6+4/1d4 + Life Drain
Special Attacks: Per Vampire; Life Drain
Special Defenses: Per Vampire
Save As: Fighter 92
Magic Resistance: 25%
Morale: 103
Alignment: Chaotic evil
Level/XP: 9/4,240 + 13/hp
STR: 21 INT: 18 WIS: 15-17 DEX: 9 CON: __(15)4 CHA: 165
1 Descending and [Ascending] Armor classes are given.
2 This is used for Basic games, and S&W. Also for monsters that I think need to save a little differently than others.
3 Morale is "Basic" Morale and based on a 1-12 scale.
4 Have not decided yet if I want to use 3.x style undead Constitutions or not. (15) Reflects what their Con would be if I do use it. I might just put a number in () like I do for Ghosts of Albion.
5 obviously more reflective of personality and character than looks.
I am working on a monster stat block that I can use in my old-games and future publications (if I do any). I want something that anyone can pick up and use regardless of the system they are using.
What do you think?
I should point out that my blogging buddy Natasha Duncan-Drake talked about the Xiāng-shī last year too. http://tashasthinkings.blogspot.com/2014/04/atoz2014x.html
Sunday, April 12, 2015
Review: CC1 Creature Compendium
I love monster books. The Monster Manual for 1st Ed AD&D was my gateway drug to D&D addiction. I can still just sit there and read and reread monsters. So when a new monster book comes along and promises the same level of thrill and excitement as that first time. Well I pay attention.
New Big Dragon Games Unlimited is saying just that.
CC1 Creature Compendium
"Remember those flashes of inspiration that electrified your brain when you first picked up that hardback volume of monsters all those years ago?" Richard LeBlanc begins this new monster book right where I need to, reminding me of the absolute JOY I had holding the 1st Ed. Monster Manual in my hands for the first time.
This book doesn't quite fill me with that joy (that is a TOUGH act to follow) but it does come close and for the price it is a damn fine book.
So what does this book have? Well it is 94 pages total and over 200 new monster for your Old-School game. Which system? All of them, or nearly enough. Each monster is "dual" stated for 0e/1e and BX. Simply read the stats that work the best for you and take what you need from the other. Sometimes there is no difference. For example an AC of 3 in AD&D is roughly an AC 3 in BX and the monsters will either list 3 or some other close number. Movement rates are easy to convert of course and alignments are different systems, but all in all it is still nice to have.
There are a lot of fun monsters here too. A mix that reminds me of the old Fiend Folio to be honest. Even the art, which is good, reminds me of the FF a lot. Every monster is illustrated, or if they are not I didn't see it. So a lot of art.
Of particular use are the two appendices.
Appendix A gives us Treasure Types by Edition. 0e, 1e, HB and BX. Subtle differences in each, but best to line up what you are doing.
Appendix B gives us the monster XP totals for various editions as well. 0e, S&W, BX/BEDMI, LL, 1e and OSRIC. Great to have.
If they wanted to capture the feel of reading the old MM then they were successful. If you love old school games and monsters then this really is a must buy.
I am curious to know what people think of the dual stating.
New Big Dragon Games Unlimited is saying just that.
CC1 Creature Compendium
"Remember those flashes of inspiration that electrified your brain when you first picked up that hardback volume of monsters all those years ago?" Richard LeBlanc begins this new monster book right where I need to, reminding me of the absolute JOY I had holding the 1st Ed. Monster Manual in my hands for the first time.
This book doesn't quite fill me with that joy (that is a TOUGH act to follow) but it does come close and for the price it is a damn fine book.
So what does this book have? Well it is 94 pages total and over 200 new monster for your Old-School game. Which system? All of them, or nearly enough. Each monster is "dual" stated for 0e/1e and BX. Simply read the stats that work the best for you and take what you need from the other. Sometimes there is no difference. For example an AC of 3 in AD&D is roughly an AC 3 in BX and the monsters will either list 3 or some other close number. Movement rates are easy to convert of course and alignments are different systems, but all in all it is still nice to have.
There are a lot of fun monsters here too. A mix that reminds me of the old Fiend Folio to be honest. Even the art, which is good, reminds me of the FF a lot. Every monster is illustrated, or if they are not I didn't see it. So a lot of art.
Of particular use are the two appendices.
Appendix A gives us Treasure Types by Edition. 0e, 1e, HB and BX. Subtle differences in each, but best to line up what you are doing.
Appendix B gives us the monster XP totals for various editions as well. 0e, S&W, BX/BEDMI, LL, 1e and OSRIC. Great to have.
If they wanted to capture the feel of reading the old MM then they were successful. If you love old school games and monsters then this really is a must buy.
I am curious to know what people think of the dual stating.
Monday, April 6, 2015
A to Z of Vampires, Estrie
For E lets take a look into Jewish folklore. Today I present you with the Estrie, which is something like a vampire + demon + witch.
Like a vampire the Estrie is a corpse that crawls out of her grave (Estries are always female) to drink the blood of the living. They are possessed by a demonic spirit, but may have been witches when they were alive. The name Estrie comes from the French Strix or night owl. A word that also is related to Strega, Stirge and a host of related creatures.
Estrie
Armor Class: 4 [15]
Hit Dice: 6d8+6** (38 hp)
No. of Attacks: 2 claws, 1 bite (monster form) OR 1 (human form)
Damage: 1d6+2 / 1d8+1 OR by weapon type.
Special: Blood drain, cause fear (as per spell), witch spells, shapeshift
Movement: 30’ (90' fly)
No. Appearing: 1
Saves As: Fighter 7
Morale: 10
Treasure: None
Alignment: Chaotic (Chaotic Evil)*
XP: 1,750
The Estrie is a type of vampire that can pass for a normal human during the daylight hours. Indeed she can appear to be living, have good alignment (if detected) and even walk onto holy soil and wear holy symbols. However at dusk she will revert to her vampiric form which appears to be a rotting corpse. She can shapechange after that, but it takes a full turn for her to do so. The estrie must kill anyone witnessing this transformation or she will loose her powers (fear, spells) over them.
As a vampire the estrie can also shapeshift into large night owl, a large black cat or into smoke if she is reduced to 0 or fewer hp. Unlike a vampire the estrie can be hit with normal, non magical, items.
The estrie can cause fear but she lacks the charm power of many other vampire types. She can though cast spells as if she were a 3rd level witch; specifically of the Mara tradition.
Estrie's are strong (18 strength) in their "Vampire" form, but seem to be normal humans in their "human" form.
The estrie attacks with a claw/claw/bite routine. A successful bite inflicts 1d8+1 damage. A critical hit bite (a roll of 20) does damage and drains the victim of 1 point of Constitution.
If someone offers her bread in any form she is powerless against that person until after the next sunset. In her vampire form she cannot enter a dwelling without permission.
In order to fly the estrie must have her hair unbound and allowed to to blow in the wind. Some scholars believe she needs her hair to fly or at least to navigate.
Her favored prey are young men, ones that would be enchanted by a young woman without the need of arcane inducements. She will attack these men as they sleep, not wanting to enter into combat. The estrie must feed every night. In this form of attack she drains either 2 points of Constitution or 2 points of Strength each night. If only attacked once or twice the victim can regain lost points with bed rest at the rate of 1 per week. If the victim has been attacked three times then the rate is 1 point per 2 weeks. Any victim drained to 0 in either Constitution or Strength will die. Male victims, the most common, will return from the dead as a shadow. The rare female victim will return as an estrie herself.
An estrie must return to her grave before dawn. She must remain in her grave till "noon". By this it is when the sun has passed it's mid-day point. After this she may rise and appear human.
To destroy an estrie one must first force her back into her grave. Then the body must be exhumed. The mouth of the creature, which is always open, must be filled with dirt from her own grave and then sewn shut. The head is then removed.
Like a vampire the Estrie is a corpse that crawls out of her grave (Estries are always female) to drink the blood of the living. They are possessed by a demonic spirit, but may have been witches when they were alive. The name Estrie comes from the French Strix or night owl. A word that also is related to Strega, Stirge and a host of related creatures.
Estrie by Feline Zegers |
Estrie
Armor Class: 4 [15]
Hit Dice: 6d8+6** (38 hp)
No. of Attacks: 2 claws, 1 bite (monster form) OR 1 (human form)
Damage: 1d6+2 / 1d8+1 OR by weapon type.
Special: Blood drain, cause fear (as per spell), witch spells, shapeshift
Movement: 30’ (90' fly)
No. Appearing: 1
Saves As: Fighter 7
Morale: 10
Treasure: None
Alignment: Chaotic (Chaotic Evil)*
XP: 1,750
The Estrie is a type of vampire that can pass for a normal human during the daylight hours. Indeed she can appear to be living, have good alignment (if detected) and even walk onto holy soil and wear holy symbols. However at dusk she will revert to her vampiric form which appears to be a rotting corpse. She can shapechange after that, but it takes a full turn for her to do so. The estrie must kill anyone witnessing this transformation or she will loose her powers (fear, spells) over them.
As a vampire the estrie can also shapeshift into large night owl, a large black cat or into smoke if she is reduced to 0 or fewer hp. Unlike a vampire the estrie can be hit with normal, non magical, items.
The estrie can cause fear but she lacks the charm power of many other vampire types. She can though cast spells as if she were a 3rd level witch; specifically of the Mara tradition.
Estrie's are strong (18 strength) in their "Vampire" form, but seem to be normal humans in their "human" form.
The estrie attacks with a claw/claw/bite routine. A successful bite inflicts 1d8+1 damage. A critical hit bite (a roll of 20) does damage and drains the victim of 1 point of Constitution.
If someone offers her bread in any form she is powerless against that person until after the next sunset. In her vampire form she cannot enter a dwelling without permission.
In order to fly the estrie must have her hair unbound and allowed to to blow in the wind. Some scholars believe she needs her hair to fly or at least to navigate.
Her favored prey are young men, ones that would be enchanted by a young woman without the need of arcane inducements. She will attack these men as they sleep, not wanting to enter into combat. The estrie must feed every night. In this form of attack she drains either 2 points of Constitution or 2 points of Strength each night. If only attacked once or twice the victim can regain lost points with bed rest at the rate of 1 per week. If the victim has been attacked three times then the rate is 1 point per 2 weeks. Any victim drained to 0 in either Constitution or Strength will die. Male victims, the most common, will return from the dead as a shadow. The rare female victim will return as an estrie herself.
An estrie must return to her grave before dawn. She must remain in her grave till "noon". By this it is when the sun has passed it's mid-day point. After this she may rise and appear human.
To destroy an estrie one must first force her back into her grave. Then the body must be exhumed. The mouth of the creature, which is always open, must be filled with dirt from her own grave and then sewn shut. The head is then removed.
Thursday, April 2, 2015
A to Z of Vampires, Berbalang
We are sticking with the Philippines today. Why? Because they have some awesome freaky fantastic vampires there. I swear they have the Carpathians and Eastern Europe beat.
The Berbalang blur the line between vampire and ghoul. They are described as "bat winged creatures that live underground and eat corpses. They make a loud moaning sound that can be heard for miles when they feed."
The Berbalang appeared in the Fiend Folio for AD&D 1st Edition and it was something like an astral ghoul. It changed a bit over the editions to what we have below.
https://sites.google.com/site/pathfinderogc/bestiary/monster-listings/undead/berbalang
Berbalang
CR 6
XP 2,400
CE Medium undead
Init +4; Senses darkvision 60 ft.; Perception +14
DEFENSE
AC 20, touch 15, flat-footed 15 (+4 Dex, +1 dodge, +5 natural)
hp 68 (8d8+32)
Fort +6, Ref +6, Will +9
Defensive Abilities projection DR 10/good or silver; Immune undead traits
OFFENSE
Speed 40 ft., fly 60 ft. (good)
Melee* bite +10 (1d6+3 plus paralysis), 2 claws +9 (1d6+3 plus paralysis) or incorporeal touch +10 (1d4 Con damage)
Special Attacks paralysis (1d4+1 rounds, DC 18)
Spell-Like Abilities (CL 9th; concentration +13)
At will—bleed, ghost sound (DC 14)
3/day—alter self, charm person (DC 15)
STATISTICS
Str 17, Dex 19, Con —, Int 13, Wis 16, Cha 18
Base Atk +6; CMB +9; CMD 26
Feats Defensive Combat Training, Dodge, Flyby Attack, Mobility
Skills Bluff +10, Escape Artist +10, Fly +17, Knowledge (local) +5, Knowledge (religion) +6, Perception +14, Stealth +15
Languages Common
SPECIAL ABILITIES
Projection (Su)
Once per day as a full-round action, a berbalang can enter a trance that separates the creature's spirit from its body. This splits the berbalang's current hit points in half between its body and its spirit. The berbalang's spirit body gains the incorporeal subtype and special ability; otherwise, it retains the same statistics as its physical self with the following changes: AC 19, touch 19, flat-footed 10 (+4 Dex, +4 deflection, +1 dodge), single incorporeal touch attack that deals 1d4 Constitution damage on a hit as its sole attack. This spirit projection can travel no more than 1 mile away from the berbalang's body. Because the creature is only partially in existence when in this state, its body gains displacement as the spell. When separated in this way, the berbalang's body is unconscious and helpless. If the berbalang's body is injured while in this state, the separated projection immediately returns to its body, and the body loses displacement. If the physical body is slain, the spirit body immediately dies as well. If the spirit is reduced to 0 or fewer hit points, it returns to the body immediately. A berbalang in spirit form can end the effect at any time as a standard action, at which point the spirit immediately returns to the body. When a berbalang's spirit form returns to the body, add both the spirit body's hit points and the physical body's hit points back together to determine the creature's current hit point total.
ECOLOGY
Environment any land
Organization solitary or pack (2-8)
Treasure standard
Berbalangs prefer to make their homes within a day's travel of humanoid settlements. These lairs are well hidden and sometimes protected by other undead creatures. Some berbalangs set themselves up as secluded shamans or wise old crones, using alter self to appear human. Ultimately cowardly, berbalangs rarely attack a settlement directly, preferring to pluck its meals from those who stray too far from civilization. A berbalang stands as tall as a human and rarely weighs more than 100 pounds.
OGL Section 15: Copyright Notice - Pathfinder Roleplaying Game Bestiary 3
Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
The Berbalang blur the line between vampire and ghoul. They are described as "bat winged creatures that live underground and eat corpses. They make a loud moaning sound that can be heard for miles when they feed."
The Berbalang appeared in the Fiend Folio for AD&D 1st Edition and it was something like an astral ghoul. It changed a bit over the editions to what we have below.
https://sites.google.com/site/pathfinderogc/bestiary/monster-listings/undead/berbalang
Berbalang
CR 6
XP 2,400
CE Medium undead
Init +4; Senses darkvision 60 ft.; Perception +14
DEFENSE
AC 20, touch 15, flat-footed 15 (+4 Dex, +1 dodge, +5 natural)
hp 68 (8d8+32)
Fort +6, Ref +6, Will +9
Defensive Abilities projection DR 10/good or silver; Immune undead traits
OFFENSE
Speed 40 ft., fly 60 ft. (good)
Melee* bite +10 (1d6+3 plus paralysis), 2 claws +9 (1d6+3 plus paralysis) or incorporeal touch +10 (1d4 Con damage)
Special Attacks paralysis (1d4+1 rounds, DC 18)
Spell-Like Abilities (CL 9th; concentration +13)
At will—bleed, ghost sound (DC 14)
3/day—alter self, charm person (DC 15)
STATISTICS
Str 17, Dex 19, Con —, Int 13, Wis 16, Cha 18
Base Atk +6; CMB +9; CMD 26
Feats Defensive Combat Training, Dodge, Flyby Attack, Mobility
Skills Bluff +10, Escape Artist +10, Fly +17, Knowledge (local) +5, Knowledge (religion) +6, Perception +14, Stealth +15
Languages Common
SPECIAL ABILITIES
Projection (Su)
Once per day as a full-round action, a berbalang can enter a trance that separates the creature's spirit from its body. This splits the berbalang's current hit points in half between its body and its spirit. The berbalang's spirit body gains the incorporeal subtype and special ability; otherwise, it retains the same statistics as its physical self with the following changes: AC 19, touch 19, flat-footed 10 (+4 Dex, +4 deflection, +1 dodge), single incorporeal touch attack that deals 1d4 Constitution damage on a hit as its sole attack. This spirit projection can travel no more than 1 mile away from the berbalang's body. Because the creature is only partially in existence when in this state, its body gains displacement as the spell. When separated in this way, the berbalang's body is unconscious and helpless. If the berbalang's body is injured while in this state, the separated projection immediately returns to its body, and the body loses displacement. If the physical body is slain, the spirit body immediately dies as well. If the spirit is reduced to 0 or fewer hit points, it returns to the body immediately. A berbalang in spirit form can end the effect at any time as a standard action, at which point the spirit immediately returns to the body. When a berbalang's spirit form returns to the body, add both the spirit body's hit points and the physical body's hit points back together to determine the creature's current hit point total.
ECOLOGY
Environment any land
Organization solitary or pack (2-8)
Treasure standard
Berbalangs prefer to make their homes within a day's travel of humanoid settlements. These lairs are well hidden and sometimes protected by other undead creatures. Some berbalangs set themselves up as secluded shamans or wise old crones, using alter self to appear human. Ultimately cowardly, berbalangs rarely attack a settlement directly, preferring to pluck its meals from those who stray too far from civilization. A berbalang stands as tall as a human and rarely weighs more than 100 pounds.
OGL Section 15: Copyright Notice - Pathfinder Roleplaying Game Bestiary 3
Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Wednesday, April 1, 2015
A to Z of Vampires, Aswang
Welcome the the 2015 A to Z blogging challenge.
This year I am going to take on Vampires. Talk some history and present some stats for various games. It should be fun.
So it's April 1st. Lets get started.
Aswang
A creature from the Philippines. This evil vampire appears to be something like a cadaverous dog with large bat wings when in it’s natural form. It can assume any shape such as a humanoid, wolf or something inbetween. This often leads many occult scholars to classify them as werewolves or even a type of witch. These creatures though are undead. The creature is known to cause miscarriages and infertility.
The Aswang is a shapeshifter. It can appear as a normal townsperson, an animal like a dog, cat or pig or as a horrible monster like a ghoul or werewolf. The creature can move about during the day in it’s “human” form but can’t use any of it’s special attacks.
Also the subject of a 1994 horror movie, http://en.wikipedia.org/wiki/Aswang_(1994_film) and an episode of Grimm.
Aswang
Armor Class: 2 [17]
Hit Dice: 6d8+2** (34 hp)
No. of Attacks: 2 claws, 1 bite (monster form) OR 1 (human form)
Damage: 1d6+2 / 1d8+1 OR by weapon type.
Special: Blood drain, cause fear (as per spell)
Movement: 30’ 90' fly
No. Appearing: 1 (3-9 in nest)
Saves As: Fighter 6
Morale: 8
Treasure: None
Alignment: Chaotic (Chaotic Evil)
XP: 1,500
The Aswang can cause fear as per the wizard spell up to 3 times per day. It can also shapeshift into dogs, cats or pigs like any other vampire can turn into wolves or bats. An aswang can not become mist, but can grow large bat like wings and fly away.
The bite of an aswang drains blood. An successful combat roll of 19 or 20 while biting means the aswang has locked onto the victim. The aswang will then drain 1 point of Constitutions worth of blood each round. The aswang will typically feed for 1d4 rounds and then try to flee. Anyone brought to 0 points of Constitution will die and rise an aswang on the next full moon.
A holy symbol will keep an aswang away like a normal vampire. As will garlic and a line of salt.
It is rumored that the only way to capture an aswang is to use a whip made from a stingray's tail. Once captured the aswang can not use their magical abilities. The only way to defeat the creature is to cut off it's head.
The creature can only be hit by magical weapons, but a weapon coated with oils prepared by a village priest (an albularyos) will also be effective.
This year I am going to take on Vampires. Talk some history and present some stats for various games. It should be fun.
So it's April 1st. Lets get started.
Aswang
A creature from the Philippines. This evil vampire appears to be something like a cadaverous dog with large bat wings when in it’s natural form. It can assume any shape such as a humanoid, wolf or something inbetween. This often leads many occult scholars to classify them as werewolves or even a type of witch. These creatures though are undead. The creature is known to cause miscarriages and infertility.
The Aswang is a shapeshifter. It can appear as a normal townsperson, an animal like a dog, cat or pig or as a horrible monster like a ghoul or werewolf. The creature can move about during the day in it’s “human” form but can’t use any of it’s special attacks.
Also the subject of a 1994 horror movie, http://en.wikipedia.org/wiki/Aswang_(1994_film) and an episode of Grimm.
Aswang
Armor Class: 2 [17]
Hit Dice: 6d8+2** (34 hp)
No. of Attacks: 2 claws, 1 bite (monster form) OR 1 (human form)
Damage: 1d6+2 / 1d8+1 OR by weapon type.
Special: Blood drain, cause fear (as per spell)
Movement: 30’ 90' fly
No. Appearing: 1 (3-9 in nest)
Saves As: Fighter 6
Morale: 8
Treasure: None
Alignment: Chaotic (Chaotic Evil)
XP: 1,500
The Aswang can cause fear as per the wizard spell up to 3 times per day. It can also shapeshift into dogs, cats or pigs like any other vampire can turn into wolves or bats. An aswang can not become mist, but can grow large bat like wings and fly away.
The bite of an aswang drains blood. An successful combat roll of 19 or 20 while biting means the aswang has locked onto the victim. The aswang will then drain 1 point of Constitutions worth of blood each round. The aswang will typically feed for 1d4 rounds and then try to flee. Anyone brought to 0 points of Constitution will die and rise an aswang on the next full moon.
A holy symbol will keep an aswang away like a normal vampire. As will garlic and a line of salt.
It is rumored that the only way to capture an aswang is to use a whip made from a stingray's tail. Once captured the aswang can not use their magical abilities. The only way to defeat the creature is to cut off it's head.
The creature can only be hit by magical weapons, but a weapon coated with oils prepared by a village priest (an albularyos) will also be effective.
Monday, March 30, 2015
Woodwose for Basic Era Games
The Woodwose is a creature from English mythology that is part wild man, part bigfoot, part fae and part demonic spirit...depending on who you ask. But interestingly enough they never have really graced the pages of any official D&D product; though Brownies come close and there has been a Woodwose for Pathfinder.
This is not based on those, this a new take.
Woodwose
AC: 6 [13]
Hit Dice: 2d8* (9 hp)
No. of Attacks: 1 club
Damage: 1d6
Special: Spell use*, takes 2x damage from cold iron
Movement: 45’
No. Appearing: 2-12 (2d6)
Saves As: Fighter 2
Morale: 8
Treasure: None
Alignment: Chaotic
XP: 55
The Woodwose, or "the Wild-Man of the Wood" is faerie creature related to the brownie and buckwan. These creatures typically look like small, old men completely covered in hair. Their hair can vary from brown, to light yellow to even green. These creatures stand about 4' to 4 1/2' tall though some have been reported as small at 2' and others as tall 7' tall. They have a language, a very early form of Sylvan, that they use among themselves but they can speak elven when talking to others.
As their name would suggest the woodwose are a wild, barely civilized race. Much of their time is spent in raiding the homes of other faerie creatures stealing food, treasures and their women. Woodwose that live close to human settlements have also been known to attack an outlying farm or prey on a lone traveler. They are only brave in packs and rarely venture out of their burrows alone. Despite their size a woodwose will attack any creature up to and including ogre sized, if they have the numbers. Woodwose fear and avoid elves.
For every 6 woodwose encountered 1 will be a shaman capable of casting spells as an 2nd level druid. For every 12 one of those 2 shamans will be 3rd level. At 24 woodwose, a small community, there will be a shaman with the powers and spells as a 4th level druid.
In any case all woodwose are capable of casting the druid spell Shillelagh on their club once per day. They are also capable of casting Pass Without a Trace at will as many times as they need.
Woodwose will be wary of adventurers unless they can outnumber them 2-3 to 1.
This is not based on those, this a new take.
Woodwose
AC: 6 [13]
Hit Dice: 2d8* (9 hp)
No. of Attacks: 1 club
Damage: 1d6
Special: Spell use*, takes 2x damage from cold iron
Movement: 45’
No. Appearing: 2-12 (2d6)
Saves As: Fighter 2
Morale: 8
Treasure: None
Alignment: Chaotic
XP: 55
The Woodwose, or "the Wild-Man of the Wood" is faerie creature related to the brownie and buckwan. These creatures typically look like small, old men completely covered in hair. Their hair can vary from brown, to light yellow to even green. These creatures stand about 4' to 4 1/2' tall though some have been reported as small at 2' and others as tall 7' tall. They have a language, a very early form of Sylvan, that they use among themselves but they can speak elven when talking to others.
As their name would suggest the woodwose are a wild, barely civilized race. Much of their time is spent in raiding the homes of other faerie creatures stealing food, treasures and their women. Woodwose that live close to human settlements have also been known to attack an outlying farm or prey on a lone traveler. They are only brave in packs and rarely venture out of their burrows alone. Despite their size a woodwose will attack any creature up to and including ogre sized, if they have the numbers. Woodwose fear and avoid elves.
For every 6 woodwose encountered 1 will be a shaman capable of casting spells as an 2nd level druid. For every 12 one of those 2 shamans will be 3rd level. At 24 woodwose, a small community, there will be a shaman with the powers and spells as a 4th level druid.
In any case all woodwose are capable of casting the druid spell Shillelagh on their club once per day. They are also capable of casting Pass Without a Trace at will as many times as they need.
Woodwose will be wary of adventurers unless they can outnumber them 2-3 to 1.
Thursday, February 5, 2015
Ghosts of Albion: Ur-hag
She came to me in a dream.
I could tell by her voice that she was of regal bearing and intelligence, but at first I could not see her. I was looking out over a darkend grey and cold plain. In the far distance I saw mountains; mountains I know I had never beheld before with mortal eyes yet no less real. In the sky above flew beasts, for that was the only world for them. They appeared as mad paintings of Hieronymus Bosch, a mass of flying, winged semi-human creatures. Their appearance was as women, save shamefully unclothed, though it was difficult to see this from the filth that covered them. The smell was worse than any charnel house I could recall; the decay of death, the reek of excrement and the sour odour of unwashed sweaty bodies. Their hair was wild. Their teeth were long, yellowed and many were broken. This is how I knew I was still in the dream. Such details would have escaped me given their distance. In truth, I wanted to be no closer to these hideous creatures. Their eyes burned red like coals of hellfire.
I watched as they flew and they attacked and ate other beasts in sky. They were aware of me and my companion, but made no move towards us.
"What are they?" I asked and I turned to meet my unseen companion. To my shock she appeared as they did, save she was not a filthy degenerate creature, but a woman of regal bearing. She had the same clawed hands, the same large bat-like wings and most horribly the same eyes.
"They are Ur-hags." she had said. "They are my sisters."
- From the Journal of Tamara Swift.
Ur-Hag
The Urhags are found in two basic varieties, the Degenerate and the far less common Noble.
The Degenerate Ur-hag appears to be a hideously ugly humanoid woman. She appears naked, but covered in filth, with long clawed fingers, wild hair and inhumanly long feet and toes. What is the most curious feature of the ur-hag are her large bat-like wings. One is immediately reminded of a harpy; which scholars also claim are an offspring of this creature. The ur-hag does not speak, but only screams and shrieks. The ur-hag can attack with a claw/claw/bite routine which is their most typical attack. They are also surrounded by a horrible stench. Characters within 10' of the Ur-hag must make a Constitution test at at least 2 Success Levels or suffer a -2 on all attacks against the creature.
The ur-hag may also cast spells as a witch with Magic 2. Spells that attack and due damage are preferred over all others.
Ur-hags are immune to all cold-based effects and are immune to cold and cold based spells. Dengerate ur-hags are carnivorous and their preferred source of meat is humanoid flesh. They are able to enter the dreams of people sleeping in their territories; usually within 300 yards. Through this special attack the ur-hag will Charm a sleeping male into breeding with them. Once complete the ur-hag will then wake thee male to kill and eat him. They prefer to wake their victims because they enjoy hear the sounds of their screams. Within 3 months the ur-hag will lay a leathery egg in which a juvenile ur-hag will emerge. The new ur-hag will not expect any care or succor from her mother; in fact the mother is just as likely to eat her offspring as she did her offspring's father.
Unisystem / Ghosts of Albion
Name: Ur-hag (degenerate)
Motivation: cause chaos, despair and feed on mortals
Creature Type: Faerie
Attributes: Str 5, Dex 6, Con 5, Int 4, Per 3, Will 6
Ability Scores: Muscle 16, Combat 19, Brains 14
Life Points: 66
Drama Points: 2
Special Abilities: Attractiveness –5, Increased Life Points, Faerie, Innate Magic
Manoeuvres
Name Score Damage Notes
Bite 21 24 Must grapple first; no defence action
Claw 19 16 Two attacks per Turn
Grapple 21 — Resisted by dodge
Spellcasting 16 Varies By spell
Deflect 16 — Magic defence action; deflects spells 45º
Lesser Sensing 15 — Notice magical effects, nature, or possession
Noble Ur-Hag
The Noble ur-hag is a different creature, though no less evil. Like the degenerate ur-hag, the noble appears to be a winged woman with long taloned hands and feet. Noble ur-hags also have horns growing from their heads that often causes them to be mistaken for some sort succubus or other demonic creature. While not demonic, the noble ur-hag is still quite evil. While the degenerate ur-hag is hideous and covered in filth, the noble ur-hag is regal, attractive and clothed in only the fines wares. Her features are sharp and possibly indicate a relationship to the fae that other, more common hags, share. The noble ur-hag can be harmed by iron in the same fashion that fae are; iron weapons cause +2 damage and +1 to hit.
The noble ur-hags can cast spells as a witch of Magic level 4.
While the degenerate ur-hag is indiscriminate about her choice of mating partners, the noble ur-hag prefers only the finest quality human males. Also noble ur-hags do not always eat the men the lay with. Some preferring to return to the same male time and time again as instinct drives them to reproduce.
Noble Ur-hags use the same stats as do the Degenerate Ur-Hags save they have Attractiveness +1 and Magic 4. The Noble Ur-Hag also has the following magical manoeuvres.
Manoeuvres
Name Score Damage Notes
Spellcasting 17 Varies By spell
Deflect 17 — Magic defence action; deflects spells 45º
Lesser Sensing 16 — Notice magical effects, nature, or possession
Hold 16 — Magic defence action; delays spell
Volley 11 — Magic defence action; returns spell to caster
Dispel 14 — Magic defence action; dispels spell
Additionally the Noble Ur-Hag can choose demonic or fae powers. Many posses Glamour and Grand Glamour. A Noble Ur-Hag is capable of interacting in society, however her mannerisms will seem a bit aloof and more prone to violence than that of mankind. The Degenerate Ur-Hag, even if glamoured by another, cannon interact in even the roughest society.
There is no known spell to summon these creatures and they only live in the shadowy borderlands where Dream, Shadow and Faerie are known to intersect.
I could tell by her voice that she was of regal bearing and intelligence, but at first I could not see her. I was looking out over a darkend grey and cold plain. In the far distance I saw mountains; mountains I know I had never beheld before with mortal eyes yet no less real. In the sky above flew beasts, for that was the only world for them. They appeared as mad paintings of Hieronymus Bosch, a mass of flying, winged semi-human creatures. Their appearance was as women, save shamefully unclothed, though it was difficult to see this from the filth that covered them. The smell was worse than any charnel house I could recall; the decay of death, the reek of excrement and the sour odour of unwashed sweaty bodies. Their hair was wild. Their teeth were long, yellowed and many were broken. This is how I knew I was still in the dream. Such details would have escaped me given their distance. In truth, I wanted to be no closer to these hideous creatures. Their eyes burned red like coals of hellfire.
I watched as they flew and they attacked and ate other beasts in sky. They were aware of me and my companion, but made no move towards us.
"What are they?" I asked and I turned to meet my unseen companion. To my shock she appeared as they did, save she was not a filthy degenerate creature, but a woman of regal bearing. She had the same clawed hands, the same large bat-like wings and most horribly the same eyes.
"They are Ur-hags." she had said. "They are my sisters."
- From the Journal of Tamara Swift.
Ur-Hag
The Urhags are found in two basic varieties, the Degenerate and the far less common Noble.
The Degenerate Ur-hag appears to be a hideously ugly humanoid woman. She appears naked, but covered in filth, with long clawed fingers, wild hair and inhumanly long feet and toes. What is the most curious feature of the ur-hag are her large bat-like wings. One is immediately reminded of a harpy; which scholars also claim are an offspring of this creature. The ur-hag does not speak, but only screams and shrieks. The ur-hag can attack with a claw/claw/bite routine which is their most typical attack. They are also surrounded by a horrible stench. Characters within 10' of the Ur-hag must make a Constitution test at at least 2 Success Levels or suffer a -2 on all attacks against the creature.
The ur-hag may also cast spells as a witch with Magic 2. Spells that attack and due damage are preferred over all others.
Ur-hags are immune to all cold-based effects and are immune to cold and cold based spells. Dengerate ur-hags are carnivorous and their preferred source of meat is humanoid flesh. They are able to enter the dreams of people sleeping in their territories; usually within 300 yards. Through this special attack the ur-hag will Charm a sleeping male into breeding with them. Once complete the ur-hag will then wake thee male to kill and eat him. They prefer to wake their victims because they enjoy hear the sounds of their screams. Within 3 months the ur-hag will lay a leathery egg in which a juvenile ur-hag will emerge. The new ur-hag will not expect any care or succor from her mother; in fact the mother is just as likely to eat her offspring as she did her offspring's father.
Unisystem / Ghosts of Albion
Name: Ur-hag (degenerate)
Motivation: cause chaos, despair and feed on mortals
Creature Type: Faerie
Attributes: Str 5, Dex 6, Con 5, Int 4, Per 3, Will 6
Ability Scores: Muscle 16, Combat 19, Brains 14
Life Points: 66
Drama Points: 2
Special Abilities: Attractiveness –5, Increased Life Points, Faerie, Innate Magic
Manoeuvres
Name Score Damage Notes
Bite 21 24 Must grapple first; no defence action
Claw 19 16 Two attacks per Turn
Grapple 21 — Resisted by dodge
Spellcasting 16 Varies By spell
Deflect 16 — Magic defence action; deflects spells 45º
Lesser Sensing 15 — Notice magical effects, nature, or possession
Noble Ur-Hag
The Noble ur-hag is a different creature, though no less evil. Like the degenerate ur-hag, the noble appears to be a winged woman with long taloned hands and feet. Noble ur-hags also have horns growing from their heads that often causes them to be mistaken for some sort succubus or other demonic creature. While not demonic, the noble ur-hag is still quite evil. While the degenerate ur-hag is hideous and covered in filth, the noble ur-hag is regal, attractive and clothed in only the fines wares. Her features are sharp and possibly indicate a relationship to the fae that other, more common hags, share. The noble ur-hag can be harmed by iron in the same fashion that fae are; iron weapons cause +2 damage and +1 to hit.
The noble ur-hags can cast spells as a witch of Magic level 4.
While the degenerate ur-hag is indiscriminate about her choice of mating partners, the noble ur-hag prefers only the finest quality human males. Also noble ur-hags do not always eat the men the lay with. Some preferring to return to the same male time and time again as instinct drives them to reproduce.
Noble Ur-hags use the same stats as do the Degenerate Ur-Hags save they have Attractiveness +1 and Magic 4. The Noble Ur-Hag also has the following magical manoeuvres.
Manoeuvres
Name Score Damage Notes
Spellcasting 17 Varies By spell
Deflect 17 — Magic defence action; deflects spells 45º
Lesser Sensing 16 — Notice magical effects, nature, or possession
Hold 16 — Magic defence action; delays spell
Volley 11 — Magic defence action; returns spell to caster
Dispel 14 — Magic defence action; dispels spell
Additionally the Noble Ur-Hag can choose demonic or fae powers. Many posses Glamour and Grand Glamour. A Noble Ur-Hag is capable of interacting in society, however her mannerisms will seem a bit aloof and more prone to violence than that of mankind. The Degenerate Ur-Hag, even if glamoured by another, cannon interact in even the roughest society.
There is no known spell to summon these creatures and they only live in the shadowy borderlands where Dream, Shadow and Faerie are known to intersect.
Wednesday, February 4, 2015
White Dwarf Wednesday: Monster Index
Here is a list of the monsters featured in White Dwarf from Issue #1 (really #2) to Issue #75.
Enough here for you to make your own Fiend Folio II if you wanted, though some of the monsters are a little lame. But I bet with some editing, and some imagination even the Yelg or Winter Kobold would be fine.
Enough here for you to make your own Fiend Folio II if you wanted, though some of the monsters are a little lame. But I bet with some editing, and some imagination even the Yelg or Winter Kobold would be fine.
Name | Issue / Date |
Acrophid | #46 Oct 1983 |
Akresh | #48 Dec 1983 |
Algroths | #56 Aug 1984 |
Amorph | #48 Dec 1983 |
Anak | #49 Jan 1984 |
Antmen | #37 Jan 1983 |
Anubi | #29 Feb/Mar 1982 |
Aphrodite's Nemesis | #73 Jan 1986 |
Archeults | #58 Oct 1984 |
Argorian Wormkin. | #29 Feb/Mar 1982 |
Armbane Bug | #61 Jan 1985 |
Army Wasps | #73 Jan 1986 |
Asrai | #26 Aug/Sept 1981 |
Assassin Bug | #12 April/May 1979 |
B'Krath | #48 Dec 1983 |
Banshee | #07 June / July 1978 |
Banth | #05 February / March 1978 |
Bean-Nighe | #38 Feb 1983 |
Beggar-Louse - Giant | #35 Nov 1982 |
Beggar-Louse - Marsh | #35 Nov 1982 |
Beggar-Louse - Normal | #35 Nov 1982 |
Beggar-Louse - Sand | #35 Nov 1982 |
Beholder Variants | #05 February / March 1978 |
Berbalang | #11 Feb/March 1979 |
Birch Spirit | #28 Dec 1981/Jan 1982 |
Black Annis. | #38 Feb 1983 |
Black Leech | #04 Dec 1977 / Jan 1978 |
Black Monk | #04 Dec 1977 / Jan 1979 |
Black Orc | #04 Dec 1977 / Jan 1978 |
Black Unicorn | #28 Dec 1981/Jan 1982 |
Blackling | #44 Aug 1983 |
Blink Skeleton | #10 Dec 1978/Jan 1979 |
Blood Spore | #60 Dec 1984 |
Bloodhawk | #02 Aug / Sept 1977 |
Blue Horror | #06 April / May 1978 |
Bodach | #17 Feb/March 1980 |
Bogle | #38 Feb 1983 |
Bogy | #05 February / March 1978 |
Bonacon | #24 April/May 1981 |
Bonesnapper | #06 April / May 1978 |
Bragger | #10 Dec 1978/Jan 1979 |
Brain Sucker | #25 June/July 1981 |
Brother of the Pine | #21 Oct/Nov 1980 |
Brothers of the Pine | #75 Mar 1986 |
Bug Rider | #43 July 1983 |
Buggane (Minor Demon) | #56 Aug 1984 |
Bush Cat | #60 Dec 1984 |
Buzzbug | #61 Jan 1985 |
Cactus Cat | #64 April 1985 |
Capricorn | #22 Dec 1980/Jan 1981 |
Caraxe | #61 Jan 1985 |
Carbuncle | #08 Aug/Sept 1978 |
Carnivores | #05 February / March 1978 |
Cauldron-Born | #20 Aug/Sept 1980 |
Cavewight | #16 Dec 1979/Jan 1980 |
Chameliad | #28 Dec 1981/Jan 1982 |
Chthon | #21 Oct/Nov 1980 |
Chun. | #58 Oct 1984 |
Cloocicus Simbiocicus | #08 Aug/Sept 1978 |
Coffer Corpse | #08 Aug/Sept 1978 |
Cold Beast | #27 Oct/Nov 1981 |
Couerl | #18 April/May 1980 |
Cramesha | #63 March 1985 |
Creeper | #20 Aug/Sept 1980 |
Crestcat | #37 Jan 1983 |
Crimson Carpet | #46 Oct 1983 |
Crystal Golem | #22 Dec 1980/Jan 1981 |
Cyborg | #05 February / March 1978 |
Cyclops | #05 February / March 1978 |
Cynopard | #05 February / March 1978 |
Dahdi | #10 Dec 1978/Jan 1979 |
Dame Verte | #46 Oct 1983 |
Daoine Sidhe | #31 June/July 1982 |
Dark Bat | #35 Nov 1982 |
Darkhawk | #19 June/July 1980 |
Death Snake | #04 Dec 1977 / Jan 1978 |
Demon Wolf | #48 Dec 1983 |
Demons | #05 February / March 1978 |
Dendridi | #31 June/July 1982 |
Deodand | #58 Oct 1984 |
Desert Orc | #64 April 1985 |
Desert Raider | #12 April/May 1979 |
Devil Dog | #11 Feb/March 1979 |
Diabolo | #47 Nov 1983 |
Disenchanter | #06 April / May 1978 |
Dokon | #09 Oct/Nov 1978 |
Doombat | #13 June/July 1979 |
Doombat | #24 April/May 1981 |
Dragon Dog | #15 Oct/Nov 1979 |
Dragon spider | #06 April / May 1978 |
Dragon Warrior | #21 Oct/Nov 1980 |
Drainwing. | #49 Jan 1984 |
Dream Demon | #25 June/July 1981 |
Driver Ant | #28 Dec 1981/Jan 1982 |
Droll | #04 Dec 1977 / Jan 1978 |
Duergar | #38 Feb 1983 |
Dune Stalker | #02 Aug / Sept 1977 |
Dungeon Master | #24 April/May 1981 |
Eastern Skeleton | #10 Dec 1978/Jan 1979 |
Elemental, Dust | #45 Sept 1983 |
Elemental, Heat | #45 Sept 1983 |
Elemental, Ice | #45 Sept 1983 |
Elemental, Vapour | #45 Sept 1983 |
Embertree | #34 Oct 1982 |
Empipath | #19 June/July 1980 |
Energy Cyclone | #14 Aug/Sept 1979 |
Enslaver | #21 Oct/Nov 1980 |
Evil Cormorant | #16 Dec 1979/Jan 1980 |
Eye Killer | #07 June / July 1978 |
Familiar | #10 Dec 1978/Jan 1979 |
Fay Stirge | #38 Feb 1983 |
Fiend | #06 April / May 1978 |
Fire Tongue | #45 Sept 1983 |
Fire-Flower | #75 Mar 1986 |
Firvulag | #51 March 1984 |
Flame Beetle | #61 Jan 1985 |
Flyguard | #23 Feb/Mar 1981 |
Flying Fish | #09 Oct/Nov 1978 |
Flymage | #23 Feb/Mar 1981 |
Flyman | #23 Feb/Mar 1981 |
Flyman Artisan | #23 Feb/Mar 1981 |
Flyman Drone | #23 Feb/Mar 1981 |
Flyman Warrior | #23 Feb/Mar 1981 |
Forest Giant | #26 Aug/Sept 1981 |
Forest-Brethren | #57 Sept 1984 |
Frog Folk | #20 Aug/Sept 1980 |
Frost Vampire | #57 Sept 1984 |
Fuzzy | #05 February / March 1978 |
Gachragar | #66 June 1985 |
Gazer | #14 Aug/Sept 1979 |
Ghayrog. | #57 Sept 1984 |
Ghralthi | #37 Jan 1983 |
Giant Bloodworm | #12 April/May 1979 |
Giant Caterpillar | #02 Aug / Sept 1977 |
Giant Mole | #33 Sept 1982 |
Giant Mosquito | #61 Jan 1985 |
Giant Moth | #49 Jan 1984 |
Giant Praying Mantis | #49 Jan 1984 |
Giant Sandcrab | #29 Feb/Mar 1982 |
Giant Wood Ant | #34 Oct 1982 |
Githyanki | #12 April/May 1979 |
Glitch | #04 Dec 1977 / Jan 1978 |
Gluey | #07 June / July 1978 |
Gnaw Bug | #61 Jan 1985 |
Goldeater | #05 February / March 1978 |
Golden Beetle | #49 Jan 1984 |
Goldfinger | #34 Oct 1982 |
Goom | #17 Feb/March 1980 |
Greater Raven | #32 Aug 1982 |
Green Gremlin | #18 April/May 1980 |
Green Salamander | #66 June 1985 |
Green Worm | #17 Feb/March 1980 |
Greenman | #27 Oct/Nov 1981 |
Grell | #12 April/May 1979 |
Gremkin, Black | #53 May 1984 |
Gremkin, Green | #53 May 1984 |
Gremkin, Red | #53 May 1984 |
Gremlin | #05 February / March 1978 |
Gremlin | #48 Dec 1983 |
Gremlins | #39 Mar 1983 |
Grey Dominator. | #52 April 1984 |
Grey Sqaarg | #21 Oct/Nov 1980 |
Grimp. | #33 Sept 1982 |
Gromit | #47 Nov 1983 |
Gu'en-Deeko | #18 April/May 1980 |
Guardian | #25 June/July 1981 |
Guardian Skeleton | #24 April/May 1981 |
Guardians of the City | #50 February 1984 |
Gurgotch | #14 Aug/Sept 1979 |
Gwillion | #63 March 1985 |
Gwyllion | #38 Feb 1983 |
Heat Monster | #15 Oct/Nov 1979 |
Heat Skeleton | #17 Feb/March 1980 |
Helgost. | #60 Dec 1984 |
Hjort | #57 Sept 1984 |
Hook Horror | #12 April/May 1979 |
Hound of Kerenos | #18 April/May 1980 |
Howler | #51 March 1984 |
Hsiao | #30 April/May 1982 |
Ibem | #04 Dec 1977 / Jan 1978 |
Ice Maiden | #14 Aug/Sept 1979 |
Igni Beetle | #61 Jan 1985 |
Imorph | #09 Oct/Nov 1978 |
Imp, Fire | #13 June/July 1979 |
Imp, Molten | #13 June/July 1979 |
Imp, Smoke | #13 June/July 1979 |
Imp, Steam | #13 June/July 1979 |
Imps | #05 February / March 1978 |
Incubus | #25 June/July 1981 |
Incubus/Succubus | #48 Dec 1983 |
Inverse Monster | #10 Dec 1978/Jan 1979 |
Iron Demon | #05 February / March 1978 |
Iron Pig | #12 April/May 1979 |
Ivyix | #46 Oct 1983 |
Javukchari | #37 Jan 1983 |
Jugger | #06 April / May 1978 |
Kail | #29 Feb/Mar 1982 |
Krowk | #47 Nov 1983 |
Kzin | #05 February / March 1978 |
Lapidan | #11 Feb/March 1979 |
Lashbriar | #66 June 1985 |
Lauren | #11 Feb/March 1979 |
Leanan-Sidhe | #31 June/July 1982 |
Leechweed | #75 Mar 1986 |
Lich-King | #43 July 1983 |
Living Wall | #07 June / July 1978 |
Llort | #24 April/May 1981 |
Loculi | #36 Dec 1982 |
Longhorned Murderer | #06 April / May 1978 |
Lorelei Willow | #31 June/July 1982 |
Magmite | #56 Aug 1984 |
Man Scorpion | #16 Dec 1979/Jan 1980 |
Mandrake Person | #18 April/May 1980 |
Manta | #05 February / March 1978 |
Mara. | #32 Aug 1982 |
Marsh-Wiggle | #52 April 1984 |
Melodemon | #20 Aug/Sept 1980 |
Mephit, Ice | #56 Aug 1984 |
Metamorph | #57 Sept 1984 |
Miceman | #21 Oct/Nov 1980 |
Milead Bug | #61 Jan 1985 |
Mimble | #10 Dec 1978/Jan 1979 |
Mind Drain | #04 Dec 1977 / Jan 1978 |
Mind Shadow | #56 Aug 1984 |
Mindweb | #14 Aug/Sept 1979 |
Minidrag | #30 April/May 1982 |
Mite | #06 April / May 1978 |
Mobil Diss | #05 February / March 1978 |
Morbe | #34 Oct 1982 |
Morghiss | #24 April/May 1981 |
Mud-Men | #56 Aug 1984 |
Muryan | #30 April/May 1982 |
Nandie | #18 April/May 1980 |
Nandie-Bear | #18 April/May 1980 |
Nasnas | #09 Oct/Nov 1978 |
Nazgul | #32 Aug 1982 |
Necrophidius | #07 June / July 1978 |
Needleman | #06 April / May 1978 |
Night Rider | #17 Feb/March 1980 |
Nightling | #32 Aug 1982 |
Nightmare | #48 Dec 1983 |
Nilbog | #06 April / May 1978 |
Ning | #02 Aug / Sept 1977 |
Noegyth Nibin | #65 May 1985 |
Northfly | #23 Feb/Mar 1981 |
Ogress | #16 Dec 1979/Jan 1980 |
Oozing Jelly | #75 Mar 1986 |
Pazuzu | #48 Dec 1983 |
Pebble Gnome | #15 Oct/Nov 1979 |
Pelgrane | #58 Oct 1984 |
Phooka | #38 Feb 1983 |
Phung | #18 April/May 1980 |
Pine Tree Spirit | #62 Feb 1985 |
Plantman | #16 Dec 1979/Jan 1980 |
Plentyn Nos | #53 May 1984 |
Porphyr | #48 Dec 1983 |
Psi-mule | #33 Sept 1982 |
Psitan | #33 Sept 1982 |
Psychic Vampire | #71 Nov 1985 |
Puffball Plant, The | #46 Oct 1983 |
Qothe | #32 Aug 1982 |
Quetzl | #73 Jan 1986 |
Ralkan | #28 Dec 1981/Jan 1982 |
Raver | #16 Dec 1979/Jan 1980 |
Redcap | #38 Feb 1983 |
Rock Beast | #08 Aug/Sept 1978 |
Rok-or | #56 Aug 1984 |
Rover | #07 June / July 1978 |
Rult | #48 Dec 1983 |
Rusalka | #34 Oct 1982 |
Russian Doll Monster | #15 Oct/Nov 1979 |
Sand Demon | #45 Sept 1983 |
Sand Golem | #64 April 1985 |
Sand Sniper. | #64 April 1985 |
Sandfly | #23 Feb/Mar 1981 |
Sandman | #10 Dec 1978/Jan 1979 |
Sea Dragon | #57 Sept 1984 |
Seareach Giant | #16 Dec 1979/Jan 1980 |
Servant of the Flame | #45 Sept 1983 |
Shadow Dancer | #18 April/May 1980 |
Shadow Demon | #13 June/July 1979 |
Shadow Goblin | #26 Aug/Sept 1981 |
Shapeling | #54 June 1984 |
Sheet Phantom | #11 Feb/March 1979 |
Shim-Shari | #29 Feb/Mar 1982 |
Silent Hater | #66 June 1985 |
Skandar | #57 Sept 1984 |
Skullcatcher | #49 Jan 1984 |
Slime Beast | #20 Aug/Sept 1980 |
Smoke Creature | #04 Dec 1977 / Jan 1978 |
Smoke Demon | #04 Dec 1977 / Jan 1978 |
Snaga Orc | #53 May 1984 |
Soldier Orc | #53 May 1984 |
Spice Worm | #17 Feb/March 1980 |
Spider Dragon | #52 April 1984 |
Spidron | #35 Nov 1982 |
Spikehead | #27 Oct/Nov 1981 |
Spinescale | #02 Aug / Sept 1977 |
Spook | #11 Feb/March 1979 |
Spriggan | #38 Feb 1983 |
Sprite Knight | #30 April/May 1982 |
Squonk | #07 June / July 1978 |
Sraim | #48 Dec 1983 |
Stagweed | #75 Mar 1986 |
Stair Stalker | #09 Oct/Nov 1978 |
Stalker | #48 Dec 1983 |
Steely | #05 February / March 1978 |
Stinger Bug | #61 Jan 1985 |
Stinwicodech | #08 Aug/Sept 1978 |
Stirge Demon | #30 April/May 1982 |
Stong Toad | #66 June 1985 |
Storm Demon | #48 Dec 1983 |
Stormbiter | #19 June/July 1980 |
Striding Murderer | #06 April / May 1978 |
Surrogate | #54 June 1984 |
Susurrus | #09 Oct/Nov 1978 |
Svart | #09 Oct/Nov 1978 |
Swamp Lurker | #66 June 1985 |
Tacharanid | #15 Oct/Nov 1979 |
Tali Monster | #24 April/May 1981 |
Tanu | #51 March 1984 |
Tenser Beast | #16 Dec 1979/Jan 1980 |
Terithran | #13 June/July 1979 |
Termagant | #06 April / May 1978 |
The Great Hunter | #59 Nov 1984 |
The Reaver | #59 Nov 1984 |
Three-Headed Skrat | #12 April/May 1979 |
Threep | #05 February / March 1978 |
Throat Leech | #06 April / May 1978 |
Time Freezer | #15 Oct/Nov 1979 |
Todal | #24 April/May 1981 |
Tribe of the Stone | #11 Feb/March 1979 |
Trist | #47 Nov 1983 |
Trollkin | #47 Nov 1983 |
Tunnel Crawler | #60 Dec 1984 |
Turlung | #08 Aug/Sept 1978 |
Tween | #08 Aug/Sept 1978 |
Typo | #04 Dec 1977 / Jan 1978 |
Umpleby | #09 Oct/Nov 1978 |
Unborn | #34 Oct 1982 |
Undead Horse | #19 June/July 1980 |
Undead Rat - Skeletal Rat | #35 Nov 1982 |
Undead Rat - Zombie Rat | #35 Nov 1982 |
Ungoliant - Queen of the Spiders | #22 Dec 1980/Jan 1981 |
Ur-Vile | #16 Dec 1979/Jan 1980 |
Urchin | #09 Oct/Nov 1978 |
Uruk Orc | #53 May 1984 |
Vampire Bat | #73 Jan 1986 |
Vampire Wolf (Coacula) | #30 April/May 1982 |
Vanith-Vadiren | #43 July 1983 |
Vily | #46 Oct 1983 |
Volt | #07 June / July 1978 |
Vroon | #57 Sept 1984 |
Warlock Cat | #10 Dec 1978/Jan 1979 |
Water Leaper | #20 Aug/Sept 1980 |
Weed Delver | #37 Jan 1983 |
Werefox | #19 June/July 1980 |
Weresnake | #30 April/May 1982 |
Whipper | #09 Oct/Nov 1978 |
Whippersnapper | #52 April 1984 |
Whirler | #08 Aug/Sept 1978 |
Whispering Tongue | #28 Dec 1981/Jan 1982 |
White Ape | #27 Oct/Nov 1981 |
White Hart, The | #63 March 1985 |
Winged Beast | #32 Aug 1982 |
Winter Kobold | #26 Aug/Sept 1981 |
Wirrn | #27 Oct/Nov 1981 |
Withera | #07 June / July 1978 |
Witherstench | #11 Feb/March 1979 |
Witherweed | #07 June / July 1978 |
Wodennian | #44 Aug 1983 |
Wohk (Anthony Bufton) | #44 Aug 1983 |
Wood Skeleton | #53 May 1984 |
Wood-Demons | #49 Jan 1984 |
Woods Vampire | #61 Jan 1985 |
Wraith-Warrior | #34 Oct 1982 |
Wrecker | #16 Dec 1979/Jan 1980 |
Wyrmlet | #32 Aug 1982 |
Yelg | #44 Aug 1983 |
Zirosownee (Two-Headed Eagle) | #63 March 1985 |
Zwergind | #53 May 1984 |
Zytra, Lord of the Mind Flayers | #33 Sept 1982 |
Subscribe to:
Posts (Atom)