Mystara MC Appendix
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Sample file Appendix Contents Introduction, 4 Familiar, 41 Aryth, 42 Actaeon, 8 Bogan, 42 Agarat, 9 Fylgar, 42 Ash crawler, 10 Gretch, 42 Ulzaq, 42 Frost salamander, 43 B Ice crab, 43 Baldandar, 11 Fundamental, air/earth, 44 Bargda, 12 Fundamental, fire/water, 45 Bhut, 13 Birds of Mystara, 14 Magpie, 14 Piranha bird, 14 Gargantua, 46 Sprackle, 15 Geonid, 47 Blackball, 16 Ghostly horde, 48 Brain collector, 17 Giant, athach, 49 Giant, hephaeston, 50 Golem, amber/skeletal, 51 Golem, drolem, 52 Che vail, 18 Golem, iron gargoyle/mud, 53 Choker, 19 Golem, rock/silver, 54 Coltpixy, 20 Gray philosopher, 55 Crone of chaos, 21 Guardian warrior, 56 Gyerian, 57 D Darkhood, 22 H Darkwing, 23 Herex, 58 Decapus, 24 Hivebrood, 59 Deep glaurant, 25 Horde, 61 Diabolus, 26 Hsiao, 62 Dragon, 27 SampleHuptzeen file, 63 Crystalline, 28 Hutaakan, 64 Jade, 29 Onyx, 30 Ruby, 31 I Dragonfly, 32 Imp Drake, 34 Wood, 65 Dusanu, 36 Bog, 66 Garden, 66 Elemental of chaos, air/earth, 37 J,K Eolian, 37 Jellyfish Erdeen, 37 Marauder, 67 Elemental of chaos, fire/water, 38 Death's head, 67 Pyrophor, 38 Galley, 67 Undine, 38 Kna, 68 Elemental of law, air/earth, 39 Kopru, 69 Anemo, 39 Kryst, 39 Elemental of law, fire/water, 40 Helion, 40 Lizard, 70 Hydrax, 40 Draco lizard, 70 Giant footpad, 70 Giant gecko, 71 Lava lizard, 71 Rockhome, 71 Contents Giant tuatara, 71 Spirit, 105 Xytar, 71 Druj, 105 Lizard-kin, 72 Odic, 106 Cayman, 72 Statue, living, 107 Chameleon man, 72 Crystal, 107 Gator man, 73 Iron, 107 Sis'thik (desert scourge), 73 Jade, 107 Lupin, 74 Rock/Ooze, 107 Lycanthrope, werejaguar, 75 Silver, 108 Lycanthrope, wereswine, 76 Steel, 108 Surtaki, 109 M Magen, 77 Manikin, 79 Tabi, 110 Mek, 80 Thoul, 111 Mujina, 81 Thunderhead, 112 Nagpa, 82 Tiger, ebon, 113 Topi, 114 Tortle, 115 N Snapper, 115 Nightshade, 83 Nightcrawler, 84 Nighwalker, 84 V, W Nightwing, 84 Vampire, velya, Nuckalavee, 85 Swamp velya, 116 White fang, 117 Worm, 118 Great annelid, 118 Pegataur, 86 Caecillia, 118 Phanaton, 87 Fyrsnaca, 119 Plant, dangerous, 88 Leviathan, 119 Amber lotus, 88 Red worm, 119 Archer bush, 89 Sample fileSlime worm, 119 Grab grass, 89 Wyrd, 120 Vampire rose, 89 Greater wyrd, 120 Plasm, 90 Y,Z R, S Yowler, 121 Rakasta, 91 Zombie, lightning, 122 Rock man, 92 Greater lightning zombie, 122 Saberclaw, 93 Sacrol, 94 Encounter Tables, 123 Scamille, 95 Shapeshifter, 96 Adaptor, 96 Metamorph, 97 Polymar, 97 Randara, 97 CREDITS Shargugh, 98 Shark-kin, 99 Design: John Nephew, Teeuwynn Woodruff, John Terra, and Sollux, 100 Skip Williams Spectral death, 101 Development: Tim Beach and Jon Pickens Spectral hound, 102 Editing: Andria Hayday, Sue Weinlein, John Rateliff, and Spider-kin, 103 Anne Brown with Scott Haring Aranea, 103 Cover Art: Jeff Easley Planar spider, 103 Decorative Borders: Randy Asplund-Faith Plopped, 104 Interior Art: Arnie Swekel Rhagodessa, 104 Production: Angelika Lokotz Introduction his volume holds a host of creatures both 0 Non-intelligent or not ratable wondrous and horrifying. Each is unique 1 Animal intelligence to the MYSTARA1" campaign, and presented 2-4 Semi-intelligent in AD&D® game terms for the first time 5-7 Low intelligence ever. Of course, other monsters roam the 8-10 Average (human) intelligence realm too; Mystara is home to many crea- 11-12 Very intelligent tures introduced in the Monstrous Manual'" 13-14 High intelligence (a compilation of the original MONSTROUS COMPENDIUM® Vol- 15-16 Exceptional intelligence umes One and Two, plus other creatures). Further, though Mys- 17-18 Genius tara is the "natural habitat" of the creatures in this appendix, 19-20 Supra-genius most could invade virtually any AD&D game world! 21+ Godlike intelligence The text below explains the format in which each monster is presented. Thereafter, you'll find tips for making the most of TREASURE refers to the treasure tables in the DUNGEON MASTER these monsters in play—especially if you're a Dungeon Master Guide (DMG). Most treasures are carried by individuals; trea- (DM) facing experienced adventurers who believe they've "seen sure types appearing in parentheses are typically found in the it all." lair. If individual treasure is indicated, a single monster may A note to FIRST QUEST'" game players: The descriptions in this carry it (or not, at the DM's discretion). appendix assume the reader already owns two hardcover Major treasures are usually found in the monster's lair; these AD&D rulebooks: the Player's Handbook and the DUNGEON are most often designed and placed by the DM. Intelligent mon- MASTER® Guide. While you'll be able to understand the descrip- sters use any magical items present and try to carry off their tions of many Mystaran creatures without those books, the most valuable treasures if hard pressed. If treasure is assigned deadlier the monster, the more likely it is to boast abilities not randomly, roll for each type possible; if all rolls fail, no treasure covered by the FIRST QUEST game rules. of any type is found. Treasure should be scaled down if only a few monsters are encountered (fewer than the typical encounter, that is). Large treasures are noted by a multiplier (xlO, for exam- The Monsters ple); this should not be confused with treasure type X. Do not Each monster description begins with a summary table covering use the tables to place dungeon treasures, since the numbers the following details: encountered underground will often be much smaller. CLIMATE/TERRAIN indicates where the creature is most often ALIGNMENT reflects the common behavior of a typical speci- found. Climates include arctic, subarctic, temperate, subtropi- men. Exceptions, though rare, can be expected. cal, and tropical. Typical terrain includes plain/scrub, forest, rough/hill, mountain, swamp, and desert. In some cases, a range No. APPEARING indicates an average encounter size for a is given; for instance, "cold" encompasses arctic, subarcticSample, and wildernes files encounter. The DM should adjust this number to fit colder temperate regions. other circumstances, as the need arises. In a dungeon, for exam- ple, the number appearing is lower. FREQUENCY is the likelihood of encountering a creature in any Note that some "solitary" creatures are found in small groups. given area. DMs can adjust these chances for special locations. This could mean one of two things. One, the groups are very small family units. Or two, several individuals happen to be in the Very rare = 4% chance same place but not as a cooperative group (four alley cats feasting Rare = 11% chance on the same garbage heap do not work as a pack, for example). Uncommon = 20% chance Common = 65% chance ARMOR CLASS represents armor worn by humans and human- oids, as well as a protection due to physical structure or magical ORGANIZATION describes the general social structure the mon- nature, and defensive ability due to speed, reflexes, and so ster adopts. "Solitary" includes small family groups. forth. Humans and man-sized humanoids that wear armor have an unarmored rating in parentheses. Listed AC does not include ACTIVITY CYCLE is the time of day when the monster is most any situational bonuses noted in the description. active. Light is the key for "nocturnal" creatures; in subterranean settings, they could be encountered anytime. The activity cycle MOVEMENT shows the relative speed rating of the creature. listed is a general guideline and exceptions are fairly common. Higher speeds may be possible for short periods. Human, demi- human, and humanoid rates are often determined by armor DIET explains what the creature usually eats. Carnivores eat type (unarmored rates appear in parentheses). For monsters meat, herbivores eat plants, and omnivores enjoy a diet that with special locomotion, additional details are provided. Abbre- includes both. Scavengers primarily eat carrion. If a monster viations include: does not fit any of these categories, the substances it does devour are described in the main text. Fl = flying Sw = swimming INTELLIGENCE is the equivalent of human "IQ." Certain mon- Br = burrowing sters are instinctively cunning in combat, despite a low IQ; such Cl = climbing cases are noted in the monster descriptions. Ratings correspond Gl = gliding roughly to the following Intelligence ability scores: Wb = moving across webs Notations for flying creatures include a Maneuverability Class MAGIC RESISTANCE is the percentage chance that any magic from A to E. Class A creatures have virtually total command cast upon the creature will fail to affect it, even if other crea- over their movements in the air; they can hover, face any direc- tures nearby are affected. If the magic penetrates the resistance, tion in a given round, and attack each round. Class B creatures the creature is still entitled to any normal saving throw allowed. are very maneuverable; they can hover, turn 180 degrees in a Creatures may have resistances to certain spells; this is not con- round, and attack in each round. Class C creatures are some- sidered "magic resistance," which is effective against all spells. what agile in the air; they cannot move less than half their A creature with "nil" magic resistance receives any normal sav- movement rate without falling, they can turn up to 90 degrees ing throw allowed. in a round, and attack aerially once every two rounds. Class D creatures are somewhat slow; they cannot move less than half SIZE is abbreviated as follows: their movement rate without falling, can turn only 60 degrees in a round, and they can make one pass every three rounds. Class T = tiny (2 ft. tall or less) E includes large, clumsy fliers; these cannot move less than half S = smaller than a typical human (over 2 ft.