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New Monsters

Bone Horror

MV: 6
AC: 4
HD: 8 to 10
THACO: 11
Attacks: 2 to 4
Damage: 1d8 per attack
Special Defence: +1 weapons to hit, immune to mind control, cold, 1/2 damage from electricity & fire, missile fire causes only 1hp damage.
Size: Large (7' tall x 4' across)
Alignment: NE
Xp: 2000 8HD
       2500 9HD
       3000 10HD

Bone Horrors are animations created from large piles of bone. They have a roughly humanoid shape with hollow eye "sockets" in the bone mass at the location of their "head" (although sometimes the skull of a large monster is utilised).  These animations attack with long appendages, sometimes using thicker bones that act as clubs, or long sharpened extensions that stab or cut depending on the particular monster encountered. For each additional HD one additional attack is added. These animations can be created by high level wizards or priests (necromancers) or by lower level characters & intelligent monsters using elaborate ritual magic and ceremony. In combat they generally behave as skeletons, doing as commanded, however they will react to being attacked, either counterattacking or removing themselves from danger if the former is not possible when given no instructions.


Devil Swine - Quasi Demon  (Modified from the D&D Expert Rulebook.)

MV: 12
AC: 3/5/9  (Hog, Pigman, Obese Human)
HD: 9   Hp: 60 per form.
THACO: 10
Attacks: 1
Damage: 2d6 gore or 1d4+3 fist/strength, or weapon +3 (strength)
Special Defence: Silver or +1 weapons to hit, spell-like powers (see below)
Magic Resistance: 25%
Size: L (6'+ long), L (7' tall), or Medium (5-6').
Alignment: LE
Xp: 8000

A Devil Swine appears as either a huge hog, a bipedal hybrid of man & pig, or a grossly fat human. This creature has demonic powers of its own making. Through ritual magic, sacrifice and devoted worshippers this creature is able to conjure up spells as if it were a 9th level wizard. The spells are cast after an extended period of casting time (as per ritual magic) and cannot be memorised for later use in combat. However, these creatures may have additional supernatural powers that are useable in combat situations. All Devil Swine have the following natural abilities:

*Regeneration of 2hp per round.
*Charm Person 3 times per day
*Immune to Charm, disease and +4 bonus to saves versus poison. 
*Shapeshift into 3 forms, each with 60 hp.

If the Swine is reduced to 0hp in each of its forms it is killed. If reduced to below 0hp in any one form it is forced to change. Note: The Devil Swine is not a Lycanthrope but a Quasi Demon type creature.


Lizard Man, Advanced  (Fighting Fantasy mod)          Lizard Man, Leader

MV: 9 Sw 9 (without armour)                                          MV: 9 Sw 9
AC: 4 (Piecemeal Armour)                                              AC: 4 (Piecemeal Armour)
HD: 2+2                                                                           HD: 4-7
THACO: 19                                                                      THACO: 17-15
Attacks: 3 or 1                                                                  Attacks: 3 or 1 or 2 (7HD)
Dam: 1d2/1d2/2d3 (Claws/Bite) or wpn                           Dam: 1d3/1d3/2d3 or 1 (wpn, +2,+3 Str)
Size: M (6.5'-7' tall)                                                          Size: L (7' tall)
Alignment: N                                                                    Alignment: LN              
Xp: 65                                                                               Xp: 220/275                  


Lizard Man, Champion

MV: 12 Sw 9
AC: 4 to AC 3 (Piecemeal Armour)
HD: 8-10                        
THACO: 11
Attacks: 5 or 4 (weapons)
Dam: 1d4/1d4/1d4/1d4/2d4 or 4 by weapon with +3 to +4 Str
Special Defence: Regenerates 1 hp per round
Size: L (8' tall)
Alignment: LE
Xp: 1200                     

Lizard Man, Two Headed Priest                                     Sorcerer King

MV: 9 Sw 9                                                                        MV: 12 Sw 9
AC: 5                                                                                  AC: 5
HD: 4 to 5                                                                           HD: 10-14
THACO: 17                                                                        THACO: 13  
Attacks: 4 or 2 or 2 (Spells)                                               Attacks: 4 or 2 or 2 (Spells)     
Dam: 1d2/1d2/2d3/2d3 or wpn +2 (str)                             Dam: 1d2/1d2/2d3 (Claws/Bites)
Special Attacks: Spells                                                      Special Attacks: Spells
Special Defence: Dark Powers*                                        Special Defence: Spells, MR 20%
Size: L (7'-8' tall)                                                                Size: L (7'-8' tall)
Alignment: NE                                                                   Alignment: CE
Xp: 950                                                                               Xp: 3000            





Advanced Lizard Men, or Horned Lizard Men, are technologically advanced humanoids that can be found in many swamp and semi arid regions. This species is afflicted by mutations, a divine gift, that produces rare two headed and four armed individuals. They live in large stone cities built using slave labour, and are part of a vast Empire occupying the equatorial regions of the known world. Unlike their more primitive kin they don't require periodic emersion in water, being fully adapted to living on land, although their skills at swimming are still excellent. Lizard Men warriors typically wear piecemeal metal armour, often featuring spikes, and favour weapons such as Scimitars, Curved Daggers, Spears, various types of Polearms, and Crossbows of all types. Large Armies of Lizard Men will include both aerial Pterodactyl riders and land based cavalry mounted upon Teratosaurs, Allosaurs, or Ceratosaurs. Slave galleys and slave barges are commonly found in the waterways under the control of this Empire.       

Their land armies are typically commanded by unusually strong Leaders, the most skilled (7HD) being able to employ multiple weapon attacks. Armies will also feature a Champion mutant - a huge beast with four arms capable of performing many heroic deeds.

Mutated Two Headed Priests control many aspects of the Empire's society. These monsters often have *Dark Powers in addition to their own spells. Typical Dark Powers are weapon immunity, regeneration, immunity to poisons, protection from fire, or cause blindness. Ordinarily these Priests may cast two priest spells per round. Each two headed mutation that is born is taken out of society and put under the control of the Priesthood.

The Empire is headed by another separate part of their society, one based around a Sorcerer King, heavily aided by supernatural forces. The Sorcerer King is an especially intelligent and large example of its kind featuring many magical tattoos. The creature casts spells as a wizard of the same level learning spells from stone carved inscriptions kept within a hidden temple. The King is aided by numerous Acolytes that have half the hit dice as their leader, and also cast spells. If the king is slain the remaining Acolytes perform a ritual in which the next Sorcerer King is chosen from their midst, given special concoctions, and left for six months to grow into the next oversized mutant leader of their Empire.


Pigman

MV: 12
AC: 6
HD: 1
THACO: 19
Attacks: 1
Damage: (by weapon)
Size: M (5-6' tall)
Alignment: LN
Xp: 35

Pigmen, commonly referred to as jungle pigmen, are found in tropical regions. They have rounded pig-like faces (different from Orcs), thin bodies with pink or dull green skin, and are usually armed with bronze weapons and armour - typically Axes, Spears and Ringmail Armour. They are also known to use blowguns and bolas.


Ratling

MV: 12
AC: 7
HD: 1/2
THACO: 20
Attacks: 1
Damage: 1d2 (bite) or by weapon (1d3)
Size: T (1&1/2' long)
Alignment: NE
Xp: 7

Ratlings are a race of intelligent giant rats, slightly smaller than their vicious kin. Typically Ratlings are found in large temperate cities. They have more muscular forelimbs allowing them to climb walls at a 90% chance of success and wield weapons that are of light weight, inflicting 1d3 points of damage per attack. Weapons favoured by Ratlings are Stilettos (used with a 2 handed grip) and Hand Crossbows (that can be fired once every two rounds). They also use equipment favoured by thieves. When they do not carry equipment Ratlings are mistaken for being giant rats. Ratlings collect riches and live as if they were nobles in their lairs. They keep such lairs in good condition with wall hangings, carpets, cushions, silver or gold cutlery, quality tables and chairs, and other luxuries. As a result of their lifestyle the bite of a Ratling does not cause disease. In combat the creatures favour massed ambush attacks on solitary individuals, and usually have an escape route planned in advance (a hole in the wall).


Robber Fly (Modified from the D&D Expert Rulebook.)

Fl: 18 Mv: 6
AC: 6
HD: 2
THACO: 19
Attacks: 1
Damage 1d6 (Bite)
Size: S (3' long)
Xp: 35

A Robber Fly is a large carnivorous insect that resembles a giant fly with either pale bands or yellow bands on its abdomen. They attack with a pincered bite and appear in groups of 4 to16.


Serpentine Warrior 

MV: 9
AC: 2 or 3 and AC 6 for exposed tail section
HD: 7
THACO: 11
Attacks: 3 or 2 + 1 tail sweep (rear only)
Damage: 1d3/1d3 (claws)+ 1d4 (bite + poison 0/20) or weapon +5 (strength +3 and specialisation +2) plus 1d3 +1 (tail sweep, dexterity check or knocked prone).
Special Defence: Magic Resistance 25%
Alignment: LE
Size: L (7' tall, 14' long total)
Xp: 2000

Serpentine Warriors can be found in sandy desert areas that were once part of a vast ancient Empire. Their appearance is that of a giant snake, with very large eyes and muscular arms, with scales always being a shade of grey (see here). Although they closely resemble the tropical Yuan-Ti Abominations they are not related, being an elder race, and do not associate with these cult born creatures. In combat they wear ornate platemail armour and carry medium sized shields. They typically use bastard swords, two handed swords, scimitars, battle axes or two handed spears in melee combat and employ fine longbows for ranged attacks. Serpentine Warrior numbers may also include Magic Users or Priests of 5th level or higher but this is rare. All Serpentine Warriors have the following spell-like powers and abilities:

*Pass Without Trace
*Infravision
*Veil of Sand - creates a blinding sand storm of 200 foot radius after 1 round of gesturing.
*Immune to Poisons
*Read Magical Scrolls

Presently these creatures dwell in underground ruins, buried deep in the sands, after their Empire was destroyed via a magical cataclysm.


Tortoise Man

MV: 6/12
AC: 6 or 3 (rear)
HD: 2+1
THACO: 19
Attacks: 1 (fist or bite)
Damage: 1d3 (Bite) or 1 (Fist) or by Weapon
Special Defence: Immune to snake poisons
Size: M (5-6' tall)
Alignment: N
Xp: 60

Tortoise Men inhabit isolated semi-arid regions in many different lands. They have tortoise heads, leathery reptilian skin and feature a hard shell back. Their base movement rate is 6 for everyday tasks, but when energised in the face of enemies (in combat), or when running, their movement rate is calculated on a base of twelve. All Tortoise Men have the endurance proficiency. Less advanced than their Turtle Men relatives, Tortoise Men wear simple straw hats and clothing, and use clubs, spears, staves and slings as weapons, along with farming tools. They are immune to all types of snake venom. Their everyday lives are based around cultivating root vegetables with communities consisting of up to a dozen burrow homes. Groups of these communities may be in proximity to each other, with one or more of them having a low level priest of nature as one of their members. They are also experts at woodcarving.


Turtle Man

MV: 9   Sw 9
AC: 5 or 3 (rear)
HD: 2
THACO: 19
Attacks: 1 (fist or bite)
Damage: 1d3 (Bite) or 1 (Fist) or by Weapon
Size: M (5' tall)
Alignment: N
Xp: 55

These humanoids inhabit coastal areas in predominantly oriental regions. They have turtle beak heads, with fine skin scales and feature a smooth shell back. Attacks to their rear are made against AC 3 while attacks to the front are at AC 5. Generally Turtle Men are workman like and good builders, many being skilled in various trades. When they fight they use spears, hammers and crossbows. Many of them will wear metal helmets and piecemeal armour on their limbs and chest improving their frontal protection to AC 4 or AC 3.  A small number of Turtle Men will be low level clerics.


Dragon Turtle Man

MV: 9   Sw 9
AC: 5 or 3 (rear)
HD: 4-5
THACO: 17
Attacks: 3
Damage: 1d2/1d2/1d8 (Claws/Bite)
Special Attacks/Defence: Spells (illusionist or alchemist)
Size: M (6-7' tall)
Alignment: Any
Xp: 285/320

Dragon Turtle Men live in semi-isolation from normal Turtle Men sometimes using their kin to act as servants. They are dragon-headed with horns, large teeth, clawed hands and a spikey shell. They are trained as illusionists and alchemists, and often use miscellaneous equipment and devices (such as wands, smoke bombs, grenades and explosive rockets). Occasional examples of their kind may reach higher magic using levels, going beyond 5th level in ability. Generally they reside in secret, often smoke/incense filled, dens within and outside of coastal settlements. On occasion these creatures may inhabit inland areas close to Tortoise Men communities.  


Urson (modified from the Grenadier Fantasy Miniatures Game)

MV: 12
AC: 7 (natural) or AC: 5 (with Leather Armour and Shield)
HD: 3+3
THACO: 17
Attacks: 1 or 3
Damage: By weapon + 2 strength bonus or 1d3/1d3/1d6 (Claws/Bite)
Alignment: LG
Size: M (6.5' tall)
Xp: 200

Urson are bear-like humanoids who inhabit dense woodland areas. They are adept at working wood and leather, and wield high quality metal weapons, often axes or spears. Other common weapons used by Urson include short swords, bows and slings. Most of the community consists of Warriors but there is usually a Priest (of nature) and the occasional Druid. All Urson have a highly developed sense of smell and can track other creatures, or scavenge for forest food, using this ability. 


Verbeeg (Altered Description)















MV: 18
AC: 1 to 6
HD: 5+5
THACO: 15
Attacks: 2
Damage: by weapon +3 to +6 (Strength Bonus) 
Size: L (8-10' Tall)
Alignment: NE
Xp: 270

Verbeeg are tall and thin (lanky) with broad shoulders and drawn out or drooping facial features. They have relatively small craniums in comparison to their jaws, with an overall oblong shape to the head. Each Verbeeg has a strength that varies from 18/51 to 18/00. The DM can allocate strength for each individual or for an entire group. Verbeeg can be found in small tribes or larger communities inhabiting temperate zones, desert areas, or even in the arctic. The larger communities are technologically advanced, equivalent to human or goblin standards, and can number more than a thousand individuals. There are reports of isolated cities in far off lands. Leaders will have strength scores of 18/00 while Shaman of up to 7th level may also be present. In combat Verbeeg tend to wear simply constructed armour, often Brigandine or Ringmail, and rely on their dexterity and foot speed to avoid taking damage. Their favoured weapons are spears. See the Monstrous Manual entry on Verbeeg for more information on Verbeeg tribal life and their relationship to Orges and Hill Giants in that setting.


Werewolf (modified from 2nd Edition)

MV: 15
AC: 5
HD 4+3
THACO: 15
Attacks: 1 or 2
Damage: 2d4 or 1d6+3 (Alternating Bite/Claw)
Special Attacks: On a successful hit with a roll of 18 or greater the monster may make a second attack roll at +4 to hit.
Special Defence: Immune to normal weapons, magical weapons do half damage, Immune to Ghoul paralysis
Alignment: CE
Size: M (6-7') 
Xp: 450

The Werewolf appearing in this description transforms into a bear-sized wolfen creature with large claw-like paws. Immune to normal weapons, and only subject to half damage from magical weapons, silver weapons do double damage to these beasts. Otherwise the creature conforms to the entry for werewolves in the second edition rules.


Yuan-Ti (altered description and stats)

Yuan-Ti are mutated human snake worshippers found in the jungle regions of the world. They are highly intelligent and feature 'Purebloods' who pass for human 80% of the time (with slit eyes, forked tongues or scales), 'Half Breeds', often known as 'Malisons' (with snake heads, or snake bodies, or snake arms, or a combination of these), and larger 'Abominations' that are all snake with humanoid arms. In smaller lairs, often in or near urban areas, all types of Yuan-Ti will be found (see the MM entry for details) with the Purebloods acting as 'on the ground' spies for the cult. However, in larger temple complexes the types of Yuan-Ti encountered are almost exclusively Abominations and Malisons that that resemble their larger kin - Malisons that feature snake heads and snake bodies with humanoid arms. The Temple Malisons are almost a race apart from the typical motley mix of half breeds and have specialised roles. The three types encountered in the temples are the Fangblade warriors, with distinctive dark green scales, the red scaled Archers, and brown scaled Incanters. The Abominations, typically larger than their cohorts, always have light green or khaki coloured scales. Incanters and Abominations have a number of magical powers while all Yuan-Ti have 60' infravision. As weapons experts Yuan-Ti are able to fight using two weapons without penalty although they favour using Two Handed Swords, oversized Scimitars or Naginata. While the bite of a Yuan-Ti is poisonous, 10/0, they do not employ this attack in combat, preferring to coat traps with such poison. Finally, these cultists are no friends of non-snake reptiles and will eat or enslave them. Serpentine Warriors, with whom the Yuan-Ti wish good relations, despise them as being mutated humans.



Abomination, Yuan-Ti

Mv: 9
AC: 0 for body and AC 2 for tail (hardened scales, Iron skin, dexterity)
HD: 9-12
THACO: 11
Attacks: 2 + 1 tail sweep (rear only)
Damage: 1d3+1/1d3+1 (claws) or by weapon +6 (strength +4 and specialisation +2) plus 1d4 +1 (tail sweep, dexterity check or knocked prone).
Special Attacks: Wound Transfer (target saves vs spell or takes all damage inflicted upon the Abomination lasting 2d4 rounds, usable 1/day), Fear (1/day, those that save are immune to further all further attempts), Telekinesis (2/day), Sleep (as per spell 1/day).
Special Defence: Iron Skin, Chameleon Power (as cloak of Elven Kind), Danger Sense, +4 to Saves vs the Mind, Magic Resistance 20% Telepathy to Yuan-Ti within 200' radius, and to other creatures in line of sight.
Size: L (8' tall, 12' long)
Alignment: CE
Xp: 4500


Fangblade, Yuan-Ti Half-Breed

Mv: 9
AC: 4/5
HD: 5-6 (Adept)
HD: 7-8 (Master)
THACO: 15-13
Attacks: 3/2 (Adept) or 2 (Master) plus tail sweep (rear only)
Damage:  1d3/1d3 (claws) or weapon +4 (strength +2 and specialisation +2) plus 1d3 +1 (tail sweep, dexterity check or knocked prone)
Special Attacks: Some Masters may have Weapon Mastery skills.
Special Defence: Iron Skin
Size: L (6-7' tall, 8-10' long)
Alignment: LE
Xp: 950, 1250


Malison Archer, Yuan-Ti Half-Breed

Mv: 9
AC: 4
HD: 5-6 (Redling)
HD: 7 (Archer)
THACO: 15-13
Attacks: 3/2 (Redling) or 2 (Archer) plus tail sweep (rear only)
Damage: 1d8+2 (Scimitar, Str), 1d8+2 (Composite Long Bow, Str) plus 1d3 +1 (tail sweep, dexterity check or knocked prone)
Special Defence: Iron Skin
Size: L (6-7' tall, 8-10' long)
Alignment: LE
Xp: 650, 750


Malison Incanter, Yuan-Ti Half-Breed

Mv: 9
AC: 4
HD: 5
THACO: 17
Attacks: 1 (Flame Staff or Spell).
Damage: 1d6+1 (Str) plus 1d4 fire damage + 1d10 poison damage each round, save each round until successful.
Spells: Charm (snakes only), Sticks to Snakes, Neutralise Poison, Dimension Door, Suggestion, Polymorph Other, Confusion, ESPBurning Hands.
Special Defence: Iron Skin
Size: L (6' tall, 8 long)
Alignment: LE
Xp: 850


Anathema, Yuan-Ti Greater Quazi Demon

Mv: 12 or 6
AC: 4
HD: 20/20
THACO: 2
Attacks: 2 or 1 (reaching out to 15' radius) and 1 (bite as a Giant Snake)
Damage: 1d6/1d6/1d6/1d6/1d6 (per arm hit) and save vs poison x5 (10/0) and 3d6 (bite, 30/0) or 3d10 (Giant Snake bite, 30/0 and swallow whole on a roll of 19 and above).
Special Attacks: Lighting Bolt (6d6 damage 2/day), Acid Breath 10d6 damage, 1/day, Darkness 15' radius 2/day, Death Spell 1/week (of lesser power allowing Raise Dead/Resurrection on victims).
Special Defence: Acid Skin (physical attacks upon the creature cause 1d10 splash damage), Immune to Disease, Charm, Suggestion, Acid and Lightning, Half damage from Fire based attacks, Magic Resistance 50%, Sense Enemies in 100' radius, ESP, Telepathy 10 mile radius.
Size: H (20' tall, or 25' long)
Alignment: CE
Xp: 14,000

Description:

Anathema appear as a towering mass of twirling giant snakes with a large head and arms that end with five snake-head 'fingers'. The creature can Polymorph into a Giant Snake. In this form man sized creatures can be swallowed whole on a roll of 19 or better. Those swallowed take 1d8 hp per round and suffer under rules for holding breath (suffocation). Swallowed individuals can do internal damage with a dagger. Each form has 20HD of separate hit points and regenerates at 1hp per hour. Other powers from this Quazi Demon are the ability to heal all Yuan-Ti worshippers in 20' radius of 4d4 damage and Remove Curses and Disease to those healed. Other powers of this creature include the ability to conduct Ritual Magic as determined by the DM.


Zombie-Ghoul (Optional)

MV 9
AC: 6
HD: 2
THACO: 19
Attacks: 2 or 3
Damage: 1d3/1d3 + Special (2 claws + plus bite 1d4 & infection)
Alignment: CE
Size: M (5-6' tall)
Xp: 125

Zombie Ghouls behave in a manner similar to normal Ghouls except that they do not cause paralysis. Like all undead they are immune to mind control, sleep & poisons. They attack with 2 claws and if both strike they can roll another attack to bite their victim. Bitten characters have a 50% chance of becoming infected and changing into a Zombie Ghoul within 6-12 hours. Characters who have become Ghouls have died & become undead monsters of their former selves. A Remove Curse spell will negate the transformation but will have no effect once the process is complete. A Protection from Evil spell keeps these creatures at bay. (Note: These ghouls were created for one shot adventures and are not a feature in the Thaco Dragon campaign world).