Monster Compendium: 0E, Copyright 2008, Matthew J

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Monster Compendium: 0E, Copyright 2008, Matthew J Monster Book 0e Reloaded By Matt Finch Cover Art: Pete Mullen Cover Design: Russell Cone Editing: Matt Hoover Developmental Editing: Rob Ragas, Ragnorakk Layout: Jim Kramer Interior Illustrations: Jeff Preston, Pete Mullen, Michael Shorten, Matt Finch, Chad Thorson, Dave "grubman" Bezio, Freezerclown Contributing Authors: Andrew Trent (“the Venomous Pao”), Trent Foster, Salvatore Macri (“Skathros”), Scott Wylie Roberts (“Myrystyr”), Sean Stone (“Stonegiant”), Sean Wills (“Geordie Racer”), DuBeers, Matt Hoover (“Random”), Mike Davison, Russell Cone (“Grim”), Mudguard, Old Crawler, Michael Shorten (“Chgowiz”), Mark Ahmed, Scott Casper (“Scottenkainen”), The Lizard of Oz, James Malizsewski, darthmike, J.D. Jarvis, John Turcotte, Guy Fullerton, Michael Coté, Thomas Clark Finch, and Matt Finch (“Mythmere”). www.swordsandwizardry.com BFRPG website: basicfantasy.org 1 TABLE OF CONTENTS Introduction A B C D E F G H I J K L M N O P R S T U V W X Y Z Monsters by Challenge Level Creating Monsters Generating Encounters Legal Index 2 INTRODUCTION This book is a resource for the Swords & Wizardry or 0e referee. It contains a huge number of monsters that never “officially” appeared for 0e (but that will be familiar to most of us from the 1e books). These monsters are statted for 0e, so some of them are slightly weaker than their 1e counterparts. It also contains a vast number of completely new monsters, and reprints the Swords & Wizardry monster entries. In other words, this book is an encyclopedia of every monster I could possibly lay my hands on, formatted for the first time for 0e. The new monsters are the result of a tremendous joining-together of resources by the internet community: not just those who play Swords & Wizardry or 0e, but Labyrinth Lord players, Moldvay Basic players, Basic Fantasy Roleplaying Game players, and OSRIC (1e) players. We hope that this compendium, which you helped to create, will come back to you now as a great gaming resource. Compatibility information (for those who don’t just convert on the fly) for use with Labyrinth Lord, BFRPG, and OSRIC is included just below, in “Reading the Entries.” These monsters are all described in the fairly specifics-free style of 0e and Swords & Wizardry. If the description doesn’t tell you exactly how to handle something or what dice to roll, that’s deliberate. None of the monsters have a listed alignment either, because it’s up to you as the referee to decide how these monsters should fit into your campaign. Obviously, most of them are Chaotic (or “Evil,” depending on which system you play), and the descriptive text is usually clear when this isn’t the case. Reading the Entries and Conversion Notes The numerical information for each monster is shown as a “stat block” after the description of the monster, in the following format: HD; AC; Atk; Move; Save; CL/XP; Special. Although the abbreviations will be second nature to most readers, they are described here along with any required compatibility notes. HD (HIT DICE): The monster’s hit dice. For use with Swords & Wizardry WhiteBox, this is a d6; for all other games, this is a d8. If the entry reads something like “4+2,” this means you’d roll 4d8 and add 2 to determine the monster’s hit points. AC (ARMOR CLASS): Each monster has two entries for armor class, one of which is in brackets. The first entry is for games using a “descending” armor class where lower is better (OSRIC, Labyrinth Lord, and Swords & Wizardry games where the referee has chosen that option). The bracketed number is for games using an “ascending” armor class system where higher is better (BFRPG and Swords & Wizardry games where the referee chooses to use ascending AC). CONVERSION NOTE: if you are playing BFRPG, add 1 to the ascending AC shown. Atk (ATTACK): This entry describes the number, type, and damage of a monster’s physical attacks. Move: This entry gives the monster’s Swords & Wizardry movement rate. CONVERSION NOTE: For OSRIC (1e), multiply this number by 10, and that’s the OSRIC movement in feet. For BFRPG, multiply this number by three to get a “workable” movement rate in BFRPG’s feet-per-round system. For more precision, common movement rate conversions are: 3=10ft, 6=20ft, 9=30ft, 12=40ft. Save: This is the monster’s target number to make a saving throw of any kind. CONVERSION NOTE: LL, OSRIC, and BFRPG all use more than one category of saving throw. Either use the number as-is, based on the premise that it’s close enough for government work (which it probably is), or use the appropriate monster saving throw (for a monster with this many hit dice) from the rulebooks of the game you play. If the game calls for some monsters to save as a “fighter,” “cleric,” or “magic user,” pick whichever category seems to fit the monster best. CL/XP (Challenge Level/XP): This is the difficulty level for killing the monster, and the number of experience points gained for killing the monster. CONVERSION NOTE: “Challenge Level” is unique to the Swords & Wizardry system, and it doesn’t equate to monster “level” as used in OSRIC, LL, and BFRPG. Ignore the challenge level number if playing one of these other games. The experience point award for killing the monster is the same no matter which game you play. Special: A list of the monster’s special powers, which are described in detail in the text. 3 A AARDVARK, GIANT Giant aardvarks resemble their smaller cousins, with a long, pig-like snout, rabbit-like ears, and a kangaroo-like tail. Instead of digging for termites like the normal aardvark, giant aardvarks, which can measure as large as twenty feet in length, tend to dig into cottages and subterranean burrows for large prey such as humans, goblins, and ankhegs. The giant aardvark’s tongue is ten feet long, and is used to suck prey into the aardvark’s mouth. A successful hit with the tongue forces the target to make a saving throw or be yanked into the aardvark’s mouth and swallowed. The monster can be attacked from within (at an AC of 9[10]) but only with a short weapon such as a dagger. Anyone inside the aardvark’s stomach takes 1d6 points of damage per round as he is digested. Giant aardvarks don’t eat more than a couple of people before they lose interest. Giant Aardvark: HD 9; AC 5[14]; Atk 1 tongue (swallows), 2 claws (1d8); Save 6; Move 6; CL/XP 11/1700; Special: Swallow whole. ABOLETH The aboleth is a revolting fish-like amphibian, primarily subterranean, roughly the size of a killer whale. It vaguely resembles a catfish, but has four long tentacles and four orifices along its belly. The tentacles can be used to drag its bulk across dry land. These horrid abominations are extremely intelligent: an aboleth can cast charm monster three times per day, and create a phantasmal force three times per day. In the water, an aboleth surrounds itself with a cloud of mucus that requires anyone inhaling it to make a saving throw or become unable to breathe air for 3 hours. Finally, the slime on an aboleth’s tentacles causes disease if a saving throw fails. Those afflicted suffer a change to their skin, which must be immersed in water every hour, or the victim suffers 1d6 points of damage. Aboleth: HD 9; AC 3[16]; Atk 4 tentacles (1d6 + slime); Save 6; Move 9 (swim 12); CL/XP 12/2000; Special: Charm monster (3/day), Phantasmal force (3/day), Mucus cloud in water (save or cannot breathe air for 3 hours), special disease upon successful hit (save or must be immersed in water every hour). AIR GUST These minor elementals from the plane of Air resemble little whirlwinds. Although no more than a few feet in height and width, these tiny tornadoes can easily send the bulkiest adventurer flying. The victim of a successful hit by an air gust has a 2 in 6 chance of being knocked down (GMs may wish to modify the roll to take into account exceptional strength). The violent air gusts that make up this elemental's form (and give it its name) make missile/ranged attacks difficult and afford the elemental a bonus of 2 to AC. (Contributed by Skathros). Air Gust: HD 3; AC 4[15]; Atk Wind Blast (1d6+1 - Range up to 15ft.); Save 14; Move 12 (18 fly); CL/XP 4/120; Special: -2 [+2] to AC vs. missile attacks. ALLIP Allips are shadowy, incorporeal undead that mutter and speak with the voice of madness from beyond the grave. The voice acts as a Suggestion spell upon anyone hearing the quiet mutterings: the suggestions of an allip are usually senseless but sinister. The allip’s touch does not deal damage, but causes the victim to lose 1d4 points of wisdom. If a victim’s wisdom falls to 0, it dies and will become an allip within 2d6 days. Allips can only be hit with magical or silver weapons. Allip: HD 4; AC 5[14]; Atk 1 strike (no damage, 1d4 points of wisdom lost); Move (fly 6); Save 13; CL/XP 7/600; Special: drains wisdom, hypnosis. AMPHORONS OF YOTHRI Amphorons of Yothri are mechanisms created by the Artificers of that plane (see, “Artificers of Yothri”) using their strange magic-science. Amphorons on the material plane are physical projections of a model that remains on Yothri – the Artificer’s mind, possibly using a lens apparatus of some kind, projects the device into the material plane, where it has a physical reality.
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