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Sample File Found Folio Sample file Found Folio Volume One A Compendium of Monsters for OSR Games Taken from 3rd Edition Sources Sample file A Adaro FREQUENCY: Uncommon Aatheriexa NO. APPEARING: 1,2-6(hunting party), or 7-12 (tribe) ARMOR CLASS: 5 (Descending) or 15 (Ascending) FREQUENCY: Very Rare MOVE: 3"/Swim 18” (Classic) or 10'/Swim 50' (Neo) NO. APPEARING: 1,2, or 3-18 (pack) HIT DICE: 4 ARMOR CLASS: 2 (Descending) or 18 (Ascending) % IN LAIR: 35% MOVE: 3"/Fly 21”(b) (Classic) or 5'/Fly 50'(good) (Neo) TREASURE TYPE: B (50% 1d8x1000 cp, 25% 1d6x1000 sp, HIT DICE: 13 25%x 1d4x1000ep, 25% 1d3x1000 gp, 30% 1d8gems, 20% % IN LAIR: 35% 1d4 jewelry, 10% 1 sword, armor, misc. weapon) TREASURE TYPE: R (40% 2d4x1000gp, 50% 1d6x100pp, NO. OF ATTACKS: 1 55% 4d8 gems, 45% 1d12 jewelry) DAMAGE/ATTACK: By weapon + 4 NO. OF ATTACKS: 1 SPECIAL ATTACKS: Poison Use DAMAGE/ATTACK: 3-18 SPECIAL DEFENSES: None SPECIAL ATTACKS: None MAGIC RESISTANCE: Standard SPECIAL DEFENSES: None INTELLIGENCE: Average MAGIC RESISTANCE: Standard ALIGNMENT: Neutral Evil INTELLIGENCE: Sub-Genius SIZE: M (7' tall) ALIGNMENT: Neutral Evil L/XPV: 2/60+4/hp( 125) xp SIZE: M (6' tall) L/XPV: 8/2750+18/hp (3900) xp Adaro are shark-human hybrids, more human than shark, roughly 7' tall (or long) and weighing 250 lbs. Aatheriexas are a tangle of thin, tentacle-like eyestalks floating in the air, their innumerable unblinking eyes Malevolent denizens of the waters, adaros are among each projecting an air of cruelty. They were once a race the fiercest hunters of the seas. They are known and of conquerors and slavers, but since the destruction of feared by sailors as well as by common folk who just their homeworld, the survivors have wandered the happen to live near the ocean. Many have witnessed a cosmos. Exceedingly cruel, they find perverse pleasure fellow sailor or fisher suddenly go rigid, a poisoned in tormenting those they capture, using them as spear jutting from his guts, only to fall into the water disposable bodyguards or subjecting them to sadistic and be taken by the adaro responsible for the assault. magic experiments. Strictly carnivorous, adaros feed upon their victims Although they have many tentacles, they may only almost immediately after slaying them. Their brutally attack one target per round. If they attack roll is 18 or sharp teeth cut through bone almost as easily as higher (and is a hit) the tentacles have grabbedSample the through file flesh, and their powerful digestive systems are target and do an additional 3-18 damage that around capable of handling most organic matter. Adaros usually and every additional round until either is dead. eat once every couple of days, gorging on meals half (Optionally, a bend bars/lift gates/feat of strength will their weight. let a character free himself from its grasp). Adaro generally use spears or tridents, doing an extra 4 Furthermore, the tentacles secrete a poison which damage due to strength. They also tip their weapons induces weakness in its victims. If hit by an aatheriexa, with poison taken from a fish which causes paralysis for a saving throw (vs poison or fortitude) must be made 2-5 rounds on a failed save (vs poison or fortitude) and on a failure the victim has a -2 penalty to hit and damage for 2d12 turns (20 – 120 minutes). Although not magic-users per se, they can cast a small number of spells (at 13th level): charm monster, dispel magic, and lightning bolt 3 timer per day An aatheriexa's fleshy pink center is roughly 2 feet in diameter, and features a maw of gnashing teeth. Its grasping eye-tentacles hang down like the leaves of a weeping willow and extend its effective diameter to 5 feet. Aatheriexas weigh approximately 150 pounds. 1 Adlet Ahkhat FREQUENCY: Rare FREQUENCY: Very Rare NO. APPEARING: 1,2, or 3-18 (pack) NO. APPEARING: 1 ARMOR CLASS: 1 (Descending) or 19 (Ascending) ARMOR CLASS: 4 (Descending) or 16 (Ascending) MOVE: 15" (Classic) or 40' (Neo) MOVE: 15" (Classic) or 40' (Neo) HIT DICE: 10 HIT DICE: 4+4 % IN LAIR: 35% % IN LAIR: 100% TREASURE TYPE: D (10% 1d12x1000 cp, 15% 1d12x1000 TREASURE TYPE: None sp, 15% 1d8x1000 ep, 50% 1d6x1000 gp, 30% 1d10 gems, NO. OF ATTACKS: 1 25% 1d6 jewelry, 15% 1d3 magic items (plus 1 potion)) DAMAGE/ATTACK: 1-8(slam)/1-8(slam) NO. OF ATTACKS: 1 SPECIAL ATTACKS: None DAMAGE/ATTACK: By weapon + 6 or 1-6(bite)+1-6(cold) SPECIAL DEFENSES: None SPECIAL ATTACKS: None MAGIC RESISTANCE: Standard SPECIAL DEFENSES: None INTELLIGENCE: Average MAGIC RESISTANCE: Standard ALIGNMENT: Neutral INTELLIGENCE: Average SIZE: S (4' tall) ALIGNMENT: Chaotic Neutral L/XPV: 2/90+5/hp (200) xp SIZE: M (6' tall) L/XPV: 6/900+14/hp (1530) xp Ahkhats are a small form of earth elemental who are bound into a stone or earthen structure to act as Adlets are humanoid arctic wolf creatures, standing six caretaker. They generally will not prevent people from feet tall and weighing 250 lbs. exploring or even looting a place, but will intervene to prevent any damage to their structure, including its Adlets are cunning hunters of the arctic wilds. Tall, furnishings. sinewy, nimble, and very quick, they see themselves as the true inheritors of untamed arctic lands, and are Although they have limited combat ability, they can offended by any other humanoid species that attempts open and close any door or window in their home at to settle in such regions. Although not normally evil, will, as well as move small objects around, giving the adlets are very aggressive and warlike. They also have impression there is an poltergeist. Once per day they no social taboo against cannibalism, and their practice may completely repair one object or interior feature of eating their dead rather than burying them only similar to a mending spell. further builds misconceptions about their morality. Ahkhats are bound and attuned to their structures via a Deeply religious, adlets worship the power and cruelty special keystone, usually a heavy stone block. The of nature, seeing divinity in the lash of the blizzard'sSample keystone file must be part of a structure's foundation or wind, the ferocity of the polar bear, and the immensity cornerstone, or an actual keystone within an arch. The of the towering iceberg. Many become oracles or druids, keystone is typically carved with an icon of a humanoid but all adlets know their place in the natural world. One figure, beneath which is written the ahkhat's name. in every dozen adlets is a shaman: an adlet with 10th Anyone in possession of or touching the keystone who level druid spell casting abilities. speaks the name can attempt to compel the ahkhat to do his will, including forcing the ahkhat inside the Adlet's have 18/00 strength and generally wield spears keystone to accept residence in a new structure, though or halberds. They may instead bite for 1-6 damage plus ahkhats moving to new buildings prefer to have their an additional 1-d6 cold damage. original stones moved as well. They speak common and their own dialect of Gnoll. 2 Ahool Akaname FREQUENCY: Very Rare FREQUENCY: Rare NO. APPEARING: 1 or 2 NO. APPEARING: 1,2, or 3-8(cult) ARMOR CLASS: 2 (Descending) or 18 (Ascending) ARMOR CLASS: 7 (Descending) or 13 (Ascending) MOVE: 9"/Fly 24”(c) (Classic) or 20'/Fly 60'(average) (Neo) MOVE: 12" (Classic) or 30' (Neo) HIT DICE: 12 HIT DICE: 2 % IN LAIR: 40% % IN LAIR: 25% TREASURE TYPE: E (5% 1d10x1000 cp, 25% 1d12x1000 sp, TREASURE TYPE: O (25% 1d4x1000 cp, 20% 1d3x1000 sp) 25% 1d6x1000 ep, 25% 1d8x1000 gp, 15% 1d12 gems, NO. OF ATTACKS: 1 10% 1d8 jewelry, 25% 1d4 magic items (plus 1 scroll)) DAMAGE/ATTACK: 1-6(tongue) NO. OF ATTACKS: 4 SPECIAL ATTACKS: Disease DAMAGE/ATTACK: 3-18(bite)/2-12(claw)/2-12(claw)/1-8(tail) SPECIAL DEFENSES: None SPECIAL ATTACKS: Rend MAGIC RESISTANCE: Standard SPECIAL DEFENSES: None INTELLIGENCE: Average MAGIC RESISTANCE: Standard ALIGNMENT: Neutral INTELLIGENCE: Low SIZE: S (4' tall) ALIGNMENT: Neutral Evil L/XPV: 1/20+2/hp (40) xp SIZE: L (12' tall) L/XPV: 8/2000+16/hp (2800) xp Akanames, or filth lickers, are grotesque beings that resemble dirty goblins with long tongues dragging all Ahools are an ancient, primitive species resembling a the way to the ground. They live in sewers and dank cross between giant bats and apes. These savage caves. At night, they creep into humanoid settlements predators make their homes in jungle regions, typically in search of their favorite food: the grime that near the sites of ancient ruins. Some believe these ruins accumulates in abandoned or unwashed houses. They once belonged to whatever society created ahools, are especially fond of the filth in unsanitary baths and while others hold that the beasts caused the collapses toilets. Akanames are shy and avoid humanoids, but of those civilizations. Though an ahool cannot speak, it dislike being disturbed while they feed, and are known understands the dominant language in whatever region to attack individuals who get up to relieve themselves in it inhabits. Ahools bully other indigenous intelligent the dark of night. creatures into placating them with offerings of food and treasure, particularly gems, which the creatures covet. Most akanames are solitary scavengers, claiming a single town or city borough as their territory. Akanames Ahools prefer hunting at night. They favor the flesh of hold an almost religious reverence for otyughs, and the intelligent creatures but will eat just about anything if presence of one of the massive aberrations can attract food is scarce.
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