OSR Mayfair Games Role Aids Monster Index

Shade

Monster Junkie
Deadly Power (MFG #716)
Elite Giant Rats
Fleshmorph (Yelad)
Glass Golem

Demons (MFG #752)
Agares
Amdosias
Andrealphus
Anthraxus
Bienthe
Botis
Dantalion
Decarabria
Demon, Falshan
Demon, Lamazu
Demon, Malniatu
Demon, Mephorum
Demon, Mobrodo
Demon, Succubus
Dorndigaffe
Eligos
Fiend
Furfur
Gatekeepers
Gremory
Gusion
Gutterfowl
Imp
Infernal Wyrm
Leviathan
Lustikaar
Malphas
Marchosias
Nightmare
Orobas
Phenex
Phryxis
Polyphon
Raastible
Rofocale
Rubbibat
Rundigard
Runstibble
Sabnock
Scourge
Shapeless Horror
Soulhounds
Thruxus
Torneus
Tuffory
Vapula
Volak

Demons: Denizens of Vecheron (MFG #755)
Adrath-Zae
Anturid
Arkadur
Athrokett
Belkadreth
Bloodwyrm
Borek
Cithkir
Darvesh
Daxin
Daxxall
Demon Serpent
Drutkored
Durmunn
Etorul
Felthekor
Garam
Gharresh
Ghurrel
Gurek
Guthred
Jurilaemon
Kalaphon
Laenn
Lieutenant of Anthraxus, Greater
Lieutenant of Anthraxus, Lesser
Lurking Devourer
Maeldiron
Malrinna
Medrokk
Mist Dancers
Moxon
Narghasheth
Nibbubar
Nordrid
Olorgul
Orothkar
Ouerrik
Pathgar
Paxurer
Sea Demon
Seducers, Fifth Canto
Seducers, First Canto
Seducers, Fourth Canto
Seducers, Second Canto
Seducers, Third Canto
Shalphar
Tethrallon
Thalkred
Thane of Anthraxus, Greater
Thane of Anthraxus, Lesser
Thraxus
Valdar
Vazrael
Vildolmen
Vorthim
Warriors
Winged Shadow
Xesh
Yarquen
Yulurmalkirin
Zairrez

Demons: Denizens of Verekna (MFG #758)
Abbus
Abthir
Amon-Xelid-Maphrodon
Ashmoren
Aubrek
Avdrgith
Azixarid
Bafkaldor
Belmornnan
Bittrettir
Burbur
Cezric-Jhermon
Dezkurrian
Dezridirin
Ekarin
Elkardrith
Furikaltareth
Gtandrk
Gudriall
Kullar
Kux-Maeleshir
Lorkbexx
Lurak-Shrath
Luthquar
Mazraliphon
Mdrn-Balor
Mevir-Alduth
Morled
Nadradan
Nurin-Llqued
Orrefigo
Otret-Tethrallik
Pessaddaeo
Prallphezus
Quaret-Valiket
Raleshan
Uff-Regillaran
Vathgaledon
Voore
Vreshgil
Wezzriall
Whujeru
Wreth-Teshgir
Wrullig
Yefel-Vor


Elven Banner (MFG #732)
Foregathering Spirit

City State of the Invincible Overlord
Blue Yetch
Cloth Golem
Dust Spider
Sandman

Fez 1: Wizard's Vale (MFG #703)
Droids
Scarsnout
 
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Shade

Monster Junkie
Here are the "New Monsters" from Role Aids # 716 Deadly Power.

FLESHMORPH (Yelad)
Greater Devil
ARMOR CLASS: 4
MOVEMENT: 9"/18" flying
HTK: 10D8
ATTACKS: 2
DAMAGE: 1-10 (Mace), 1-4 (claws)
MAGIC RESISTANCE: 60%
INTELLIGENCE: Genius
ALIGNMENT: Lawful Evil
SIZE: Large 10 feet tall
Yelad was one of the most renown Fleshmorphs and served as Dispater's favored aid, charged with collecting human slaves for Dispater's palace on the second plane of Hell.

Fleshmorphs are bat-winged creatures with tiny, hairy ears, a bald head, and a flattened mound with two holes for a nose. Fleshmorphs carry a poisoned mace (43 to hit) that causes death within two hours of contact.

They can perform once per turn or melee round: Detect Invisibility, Cause Fear, Produce Flame, Read Magic, Wall of Fire, Polymorph to Human Form, Dispel Magic, Detect Magic, Summon Monsters (50% chance of summoning 1-2 Erinyes).

GLASS GOLEM
ARMOR CLASS: -2
MOVEMENT: 12"
HTK: 50(1208)
NUMBER OF ATTACKS: 2
DAMAGE: 2-16,2-16
MAGIC RESISTANCE: See Below
INTELLIGENCE: None
ALIGNMENT: Neutral
SIZE: Nine feet tall
The Glass Golem has extremely sharp knuckles which will cause double damage per hit against opponents wearing no armor or leather-type armor. Ring, scale, or chain mail clad opponents take normal damage, but after three hits, the armor will be useless. Splint, banded, or plate armor clad opponents take normal damage but six successful hits will render the armor useless.

If the Glass Golem takes more than 5 HTK damage from a single attack, glass from its body will shatter, hitting everyone for D 2-5.

Glass Golems can be hit with only a +1 or better magical weapon. They are 70% resistant to all spells which cause damage.

ELITE GIANT RATS
ARMOR CLASS: 6
MOVEMENT: 12"/6" (swimming))
HTK: 3d8+3
NUMBER OF ATTACKS: 3
DAMAGE: 2-5, 2-5, 2-7
SPECIAL ATTACKS: Disease
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi-
ALIGNMENT: Neutral
SIZE: Six feet, standing
Elite Giant Rats are actually a crossbreed between a Giant Rat and a Brown Bear. These creatures are specifically bred by Greasel Greedigutt in order to have a guard which has an ability to fight like a bear and also have the love for the sewers that is characteristic of a rat.

Elite Giant Rats look just like rats except they are six feet long. They are able to swim like rats and fight on their hind legs (if trained) as do bears. The bite of an Elite Giant Rat has a 10% chance per wound inflicted of contracting a serious disease. Unlike Giant Rats, Elite Giant Rats have absolutely no fear of normal fire, and if they are in the presence of Giant Rats, there is a 70% chance that the Giant Rat will show no fear of fire.

Elite Giant Rats are collectors of many items, but they are selective. They seem to have some knowledge of what trinkets they find are worth keeping.
 

Shade

Monster Junkie
Here is the "New Monster" from Role Aids #732 Elven Banner.

FOREGATHERING SPIRIT
ARMOR CLASS: 0
MOVEMENT: 24"
FREQUENCY: Very Rare
HTK: 12
NUMBER OF ATTACKS: 1
THACO: 9
DAMAGE: 2-5
SPECIAL: Fear, Abosrption, Animation of skeletons and recently dead humanoids. Can be hit by only magical and silver weapons.
MAGIC RESISTANCE: Varies
INTELLEGENCE: Very
ALIGNMENT: Chaotic Evil
SIZE: Medium

Foregathering Spirits are a form of undead which appear as a swirling yellow mist about the size of a man. When looking at the mist, each individual sees a vision that is so horrible, it cannot be described. The creature actually takes on the appearance of the character's greatest fears.

Foregathering spirits are formed by the merging of two or more human or humanoid spirits who died horribly agonizing deaths. The more spirits are combined when the Foregthering Spirit is formed, the more powerful the monster becomes. Each two souls that are combined to form the creature give it one HTK.

The Foregathering Spirit attacks by moving into the body of its victim. To do this, it must have a successful hit. Treat the intended victim as Armor Class 10, ignoring his/her actual armor class, but allowing for any dexterity bonuses. Once the Spirit has moved into the body, it does 2-5 HTK of dam- age per round. After six rounds inside the victim—or if the victim is reduced to 0 HTK—absorption of the victim's spirit is complete. The monster then adds another spirit to its total.

Once the creature is inside its victim's body, any attack against the Spirit must also be considered an attack against the victim. The same roll is used, and the victim has a chance to save depending on armor class. If spells are used, the victim must save vs. spells or be affected. The victim can counterattack the Spirit inside his body by rolling a natural 20 each round, which negates the Spirit's damage for that round, and causes 2 HTK of damage to the Spirit.

If any characters encounter a Foregathering Spirit, they must immediately save vs. spells or be affected by the equivalent of a Fear spell. The affected character will flee as far and fast as possible for 2-5 rounds.

When the Spirit reaches 8 HTK, it gains the ability to animate skeletons and dead humanoid bodies (as zombies). The skeletons and zombies must have complete frames or bodies, but the parts need not be connected. The Spirit has the power to reconnect the parts. It can animate one skeleton or zombie per round, up to a total equal to its HTK. Any animated creature that is "killed" may be re-animated two rounds later.

Foregathering Spirits are affected by normal weapons until they reach 8 HTK. Then, only magical or silver weapons will have any effect on them. Weapons studded with chalcedony do double damage. The Foregathering Spirit has a cumulative magic resistance of 10% for every two HTK, until it reaches a total of 70%.

A foregathering spirit may be turned by clerics and should be treated as an undead of the same HTK.
 

Shade

Monster Junkie
New Monsters from CSotIOL box 4.

Blue Yetch
Frequency: Very Rare
No. Appearing: One
% in Lair: 100
Treasure Type: Q
HTK: Special,
AC: 6
MV: l",
AT:0
DM: See following
THACO: N/A,
AL: Neutral
INT: Non-,
SZ: M-L
Spells: None
Specials: Only affected by fire damage — must sustain 50 HTK of damage or more before destruction; for others, see following.
Magic Resistence: See following
Psionic Ability: Nil

Blue Yetch is created as an off-shoot of ghost and Poltergeist materializations. A cousin to the fungus family, Yetch forms when ectoplasmic residue from a materialization comes into contact with dead or living organic matter, leading to fungal regeneration.

Once the colony reaches Man-size, the Blue Yetch ceases its organic consumption, finding and creating nourishment through its own internal systems. When Yetch which has reached this point encounters living organic material, it absorbs living energy in the amount of 2D6 HTK and is then considered "charged"' for a period of one turn. Contact with living organic matter during this "charged" time releases the previously absorbed HTK energy in a healing process, replenishing lost HTK to the contacted material.

If the Blue Yetch releases its previously absorbed energy or if it does not come into contact with another living organic material within one turn, it will dissipate the energy within its own form and then be considered "uncharged," again absorbing 2D6 HTK of energy at the next organic contact.

Once reaching the colony stage, Yetch forms primarily on walls, preferring to spread over a ceiling rather than a floor should it reach greater than Man-size proportions. Yetch is a vibrant blue in color and appears to glow from within, becoming darker in hue and luminance as it increases its surface area. Any Yetch removed from the colony will die and evaporate, forming a purposeless pale blue dust, in 1D4 rounds.

Yet, in several instances, Blue Yetch has been intentionally removed from its colony and successfully transplanted to environments suitable for Yetch regeneration. If properly acclimated, Yetch can serve as an excellent biodegenerative compound which aids in the elimination of the vast waste inevitably created in large cities. Development must be closely monitored, however, as the fungal colony can often reproduce so rapidly that entire populations are forced to flee the very communities the Yetch was requisitioned to cleanse.

Cloth Golem
Frequency: Very Rare
No. Appearing: One
% in Lair: Nil
Treasure Type: Nil
HTK: 30,
AC: 7
MV:9",
AT: 1
DM: 2D8,
THACO: 13
AL: Neutral
INT: Semi-,
SZ: M-L
Spells: None
Specials: Strangulation and see following.
Magic Resistence: See following
Psionic Ability: Nil

A Cloth Golem can be created by means of a magical tome and a gem (ruby of at least 3000 gp value) as a material component. The cost in material is 1000 gp per HTK of the Golem; the time required to create one is two weeks. The Golem's creator controls the monster through a set of preprogrammed commands ("go ahead," "stop," "kill," etc.) which are embedded in the gem and attuned to the creator's voice patterns.

The Golem is normally created and instructed to activate only at a certain event (room entrance by a person, sarcophagus openings, etc.). Cloth Golems take no damage from blunt weapons, half-damage from normal edged weapons, and full damage from magical weapons. Fire-based spells do double-damage to Cloth Golems; all other forms of attack spells have no effect. Each Mend spell cast upon a Cloth Golem will repair five HTK of damage provided the Golem's gem/ruby is unharmed. The physical appearances of Cloth Golems can be from mummies to rag dolls.

Sandman
Frequency: Rare
No. Appearing: One
% in Lair: 100
Treasure Type: Nil
HTK: 33-45 (9D8),
AC: N/A
MV: 3" man form/9" dispersed
A T: 2,
DM: see following
THACO: N/A,
AL: Neutral
INT: Non-,
SZ: M
Spells: None
Specials: Sandblast (Sleep spell) and see following.
Magic Resistence: See following
Psionic Ability: Nil

A Sandman will appear if any person lingers for more than one turn in the Sandman's lair (usually a bedroom). The Sandman's only mode of attack is a projection of Sleep Dust (Sandblast) from both hands, each projection covering a 5' x 20' area. Such a Sandblast works as per a Sleep spell but affects Characters of all skill levels. Attacked Characters save vs. Spells (with modifiers as listed following) or fall asleep for 4D12 turns. A Sandman will not attack any sleeping (or recently slept) Character unless the Character has left the room and then returned again.

Any Character making his/her save attacks at -1 for 1D4 rounds. A Sandman will attack until all Characters present in its lair are asleep, have left the room, or until the Sandman is dispersed. A Sandman is not affected by any attacks except for Dispel Magic or Lightning-based spells, which disperse him effectively for 2D12 rounds, at which point he will reform and start the attack anew if Characters are still present.

Dispel Magic is the only method of awakening a successfully Sandman-attacked Character. A Character who successfully saves against a Sandblast attack adds one (+1) to the following modifiers (successful save modifiers are cumulative):

Saves vs. Sandblasts
Character State/ Sleep Modifier/ Definition
Rested/ -3/ Eight hours or more sleep; no exertion (i.e. recent waking)
Normal/ 0/ Regular amount of sleep; slight exertion (hiking, fighting 0-5 rounds
Fatigued/ +2/ Fighting 6-10 rounds and/or sustaining 0-15% HTK loss.
Exhausted/ +5/ 16+% sustained HTK loss, fought 11+ rounds
Note: Definitional terms are flexible at GM discretion.

Dust Spider
Frequency: Rare
No. Appearing: 1D4
% in Lair: 75
Treasure Type: E
HTK: 1D8,
AC: 8
MV:6"*/l5",
AT: 1
DM: 1D4,
THACO: 19
AL: Neutral
INT: Low,
SZ: S
Spells: None
Specials: Poison
Magic Resistence: Standard
Psionic Ability: Nil

Dust Spiders, inhabitants of the plane of dust, are often drawn to the prime material plane by powerful, residual magical energies. Their webs and the areas surrounding their webs are normally blanketed in a fine, sparkling dust. The dust, emitted from the spider, becomes extremely sticky upon contact with air and can act as an adhesive when substantial pressure is applied.

When a Dust Spider reaches zero (0) HTK, the dust within its body is forcibly expelled in a five-foot radius surrounding the Spider; any Character within the radius of an exploding Dust Spider will fight with -1 on the "to hit" roll until the dust is washed off the Character.
 

Shade

Monster Junkie
The Role Aids module I have has several unique creatures in it (I think they're unique). The best foe is a black dragon called Scarsnout.

Standing in the entryway is an immense dragon. Its head is six feet across. The body extends as far as you can see into the darkness. A yellow scar runs from its left eye, across its snout, and into the right nostril.

The dragon speaks, "I know you, whelp. The robot will not save you this time."


SCARSNOUT, SKILL 20 BLACK TRUE DRAGON
HTK: 72 (20d8)
AC: 5 (6 vs. arrows)
AT: 1 (breath) or 3 (claw, claw, bite)
DM: 2d20 (breath) -- save vs. Breath Weapon for half damage; 1d8 (claw); 1d10 (bite)
MV: 15"/30"
AL: N. Evil
INT: Very
THAC0: 6
Specials: Each "true dragon" has his/her own special ability. Scarsnout is the oldest known true dragon and the only one of his race to have two special abilities, which are:
1) Scarsnout may use his breath weapon at will (i.e. once each melee round).
2) Scarsnout can only be harmed by beings who have died (either resurrected Characters or undead). This explains the prophecy that "only the band from the dead can kill the scarred dragon."

If Scarsnout is so much as cut with Fez's sword (*), the blade of the sword bursts into an extremely hot flame, and Scarsnout takes 10d10 HTK of damage. The sword then become useless and melts.

*Fez's Sword is a Wizard's Sword, which is a sword usable by magic-users with the same proficiency as a fighter or that Character's skill level.

This sword has been forged for a special purpose: if it ever cuts a dragon, then the blade bursts into an extremely hot flame, causing 10d10 HTK of damage to the dragon. The blade is made of graphite; the hilt and grip are coated with asbestos. The asbestos protects the wielder of the sword when it ignites. When the blade ignites, the sword is destroyed. (p. 24)

From "Epilogue" sidebar: Deep in the cave, the party found Scarsnout's treasure. It is estimated that each party member carried out items and gems valued at over a quarter of a million gold pieces. [KF's Note: The module is for 4-8 characters of Skill Levels 3 to 7.]

FROM: Fez 1: Wizard's Vale (p. 32) [code: 703] -- by James Robert and Len Bland.
 

Shade

Monster Junkie
Fez1: Wizard's Vale -- Mite's Castle (p. 12)

1: The Defective Droid

. . . In front of the castle entrance, a two-foot-tall droid is moving around in a circle and muttering: "Mite, Mite, Mite . . ." over and over. Its tractor treads have worn a three-inch-deep trench into the ground.

<no stats>

2: Guardians of the Castle

. . . Droids patrol the courtyard, which is just outside the castle. They resemble the droid that was moving around in circles, only these droids seem to be functioning properly. Each of these droids has a red crystal atop its casing.

. . . When a visible party member enters the courtyard, the nearest droid approaches the Character and says, "I am programmed to fire lasers at you unlessyou leave now! I would not give this warning, but my master has agreed to protect youths like yourself. Please leave immediately, or I will attack."

The droids are programmed to attack anyone standing in the courtyard who does not retreat within ten seconds of receiving the warning. However, the droids will only attack visible intruders who ignore the warning and remain in the courtyard. The droids cannot detect invisible intruders.

The droids are not programmed to respond to attacks from the air . . .

(10) Droids
HTK: 15x2, 16x2, 17x2, 18x2, 19x2 (4d8)
AC: 4
AT: 1
DM: 2d6 (laser)
MV 16"
AL: Neutral
INT: Special
Size: M
THAC0: 15
Weapons: lasers
Special These droids obey anyone who uses the password. They do not respond to aerial attacks, doing no more than they are programmed to do. Droids outside of the defense walls circle in the same manner as the malfunctioning droid in Area 1.
 

Knightfall

World of Kulan DM
More droids from Fez 1 (p. 14)

8: The Persistent Droid

The droid tries to remove the outer garments of anyone who enters the closet. This droid does not have a crystal on top of its casing and is, therefore, harmless.

Servant Droid
HTK: 10 (2d8)
AC: 4
AT: None
DM: None
MV: 12"
AL: Neutral
INT: Special
Size: M
THAC0: None
Specials: only programmed to remove the outer garments of anyone entering the closet

10: A Modern Kitchen

The cooking droid cannot attack. It is programmed to prepare any meal the party requests from synthetic and powdered foodstuffs stored in the cabinets beneath the counter.

Cooking Droid
HTK: 10 (2d8)
AC: 4
AT: None
DM: None
MV: 12"
AL: Neutral
INT: Special
Size: M
THAC0: None
Specials: only programmed for food preparation

12: A Modern Bathroom

The droid takes care of the Sand's Computer salesman in Area 11. It insists on giving a healing shower to anyone who is wounded; the shower cures 1d8 HTK of damage.

Valet Droid
HTK: 4 (1d8)
AC: 4
AT: None
DM: None
MV: 10"
AL: Neutral
INT: Special
Size: M
THAC0: None
Weapons: None
Specials: programmed to perform personal services for anyone who says the current password
 

Knightfall

World of Kulan DM
Fez 1: Wizard's Vale -- Shomon's Keep (p. 16)

2: Dream Monster

. . . A dream monster dwells in the pit. It reads the minds of the party members and try to lure them within its grasp . . . .

Damage from the dream monster seems to originate from natural occurrences; PCs who come in contact with the dream monster sustain 1d6 HTK of damage from what seems to be falling rock. In such cases, the "falling rock" hits the victim's head or chest area, and each Player whose Character is affected must roll 1d20 to see if his/her Character remains conscious. (This is actually a "save vs. Poison" to determine if the monster's poison puts the Character to sleep. Characters who fail the save remain asleep for one hour.)

If the Players get suspicious and say that their Characters believe that this is an illusion, then the PC with the highest INS should "save against his/her INS." On a successful roll, the illusion fades and the party sees the actual form of the dream monster: a tw-foot-tall gray spider.

Dream Monster
HTK: 3 (1d8)
AC: 10
AT: 1 (touch)
DM: 1d6 (bite) + save vs. Poison
MV: 1"
AL: Neutral
INT: Very
THAC0: 20
Specials: Dream monsters can cast illusions. They also have ESP and can read their intended victims' minds. Damage from them seems to be caused by natural occurrances. Their bite is an anesthetic poison; the victim must save vs. Poison or fall asleep for one hour.
 

Melatuis

Explorer
The Poltergeist
Poltergeist
Frequency: Rare
No. Appearing: 3D 12
% in Lair: 100
Treasure Type: A, Q
HTK: N/A (see following)
AC: N/A,
MV: See following
AT: 1 - special (see following Chart/s)
DM: See Poltergeist Chart
THACO: See following
AL: C. Neutral
INT: High,
SZ: M
Spells: See following
Specials: See following Magt'c
Resistence: See following
Psionic Ability: Nil

A Poltergeist is the result of a dead person's soul becoming trapped on Earth because s/he was not properly prepared to die. There are two contingencies to a dead soul's travelling to its final destination, be it heaven or hell. One is that the person be physically dead; the other is that the person be mentally prepared to exit the life s/he had on this world. A Poltergeist, therefore, is the result of a person being either unwilling to leave this life or unaccepting of the fact that his/her life has ended (this latter often being the case of persons who were violently or unexpectedly killed).

A Poltergeist differs from a ghost in many respects, the primary of which is that a Poltergeist is not undead (and as such cannot be turned). A Poltergeist cannot be harmed by physical attacks, does not drain life energy levels, and has a much more mischievous and fun-loving nature than does the ghost. The Poltergeist's activity tends toward pranks and joke-pulling but its actions become more irritating and violent as night falls (see Poltergeist Chart).

The only method in which any exterior force may affect a Poltergeist is through a Dispel Magic and/or Remove Curse spell (as the soul is effectively "cursed" to remain on Earth). When cast, Dispel Magic will disperse a Poltergeist for one round per skill level of the caster; a Remove Curse spell will send the Poltergeist to its ultimate otherworldly destination, be it heaven or hell (GM discretion). A Poltergeist is not given hit dice, as the spells previously listed are the only methods in which it may be attacked.

If, when alive, a Poltergeist was a Druid, Illusionist, or Magic User, there is a 5% chance it will retain its 1 st-3rd level spells as a Poltergeist (GM discretion). The frequency of Poltergeist attacks and the amount of damage incurred by such will depend upon whether the attack occurs during day or nighttime hours (see Poltergeist Chart).

The form a Poltergeist is most likely to assume is either a monster likeness, an amorphous aura of light, a transparent phantom-like shape, or an ectoplasmic representation of its former body.

Poltergeist Chart
If rolling for a Poltergeist which has retained its magical abilities from its former life, roll 1D12. Otherwise roll 1d10.
(P): Entire party is attacked.
(I): Individual is attacked.
Daytime Chart
Roll, Occurrence, Effect/Damage
1, Pull out rug/trip, Sprain limb (P) See Sprain/Break Table
2, Open/Slam Door (P), Roll for Surprise*
3, Darkness as per Skill 2 Magic User Spell (P), N/A
4, Water Douse (P), Extinguishes Fires
5, Ectoplasmic Sliming (I), "to hit"/Damage at -3 for 1d4 rounds
6, Scary Noise (P), As per Confusion Spell; result 11-60 (see spell)
7, Bodily Spin (I), No attacks for 1d6 rounds
8, Random Theft (I), Loss of one item (GM choice)
9, Electric Jolt (P), 1d4 HTK
10, Treasure Rain (I), 10d4 gp
11, Spell (at GM discretion) (P/I), As per spell (levels 1st - 3rd)
12, Spell (at GM discretion (P/I), As per spell (levels 1st - 3rd)
* If applicable, monster in Room may be released.

Nighttime Chart
Roll, Occurrence, Effect/Damage
1, Wall Slam (I), 1d8
2, Throw Objects (P), 2d6 or by weapon
3, Vacuum Pack (I) for 1d8 rounds, Suffocation**
4, Poltergeist Attack (Monster Form, THACO: 12) (P), 1d8/1d8
5, Break Random Limb (I), See Sprain/Break Table
6, Attacking Arms from Walls (I), 2d8
7, Plaster Fall, 1d6
8, Phantasmal Fist (I), 1d6; no attacks for 5 rounds
9, Bitter Cold (P), 1d10; -2 "to hit" for 2d4 rounds
10, +1 Long Sword "Gift", 1d8+5
11, Spell (at GM discretion) (P/I), As per spell (levels 1st - 3rd)
12, Spell (at GM discretion (P/I), As per spell (levels 1st - 3rd)
** Character may survive vacuum for (STA/2) rounds.

Sprain/Break Table
Roll 1d8 on the Sprain/Break Table to determine injury and effects.
Roll; Area; Sprain; Break (HTK damage)
1; Right Shoulder; Carry no shield; carry 1/3 weight, -2 "to hit"/damage; (1d6), no shield, 1/5 weight, -4 "to Hit"/damage
2; Left Shoulder; Carry no shield; carry 1/3 weight, -2 "to hit"/damage; (1d6), no shield, 1/5 weight, -4 "to Hit"/damage
3; Right Wrist; Dagger use is at -2 "to hit" /damage, -4 longer weapons; (1d4), dagger at -4 "to hit"/damage, longer weapons unusable
4; Left Wrist; Dagger use is at -2 "to hit" /damage, -4 longer weapons; (1d4), dagger at -4 "to hit"/damage, longer weapons unusable
5; Right Knee; Move 3/4, -1 "to hit", carry 1/2 weight; (1d8), move 1/4, -2 "to hit", carry 1/4 weight
6; Left Knee; Move 3/4, -1 "to hit", carry 1/2 weight; (1d8), move 1/4, -2 "to hit", carry 1/4 weight
7; Right Ankle; Move 2/3, -1 "to hit", carry 1/2 weight; (1d6), move 1/3, -2 "to hit, carry 1/4 weight
8; Left Ankle; Move 2/3, -1 "to hit", carry 1/2 weight; (1d6), move 1/3, -2 "to hit, carry 1/4 weight

GM Note: A Cure Light Wounds spell will heal any sprain.
A Cure Serious Wounds spell will heal any break

Poltergeist Activity Check-off Sheet
This sheet should be used to keep track of Poltergeist activity during the adventure. An entire 24-hour period is detailed in ten-minute increments, each of which should be checked-off by the GM as adventure time elapses. The GM should keep in mind that Poltergeist activity varies from once every five turns during the day to once every three turns at night.

NOTE: For future reference, the GM should highlight the time closest to the Player Characters' arrival at Stoker Manor.

12:00 AM | O | O | O | O | O | O | | 1200 PM | O | O | O | O | O | O
1:00 AM | O | O | O | O | O | O | | 1:00 PM | O | O | O | O | O | O
2:00 AM | O | O | O | O | O | O | | 2;00 PM | O | O | O | O | O | O
3:00 AM | O | O | O | O | O | O | | 3:00 PM | O | O | O | O | O | O
4:00 AM | O | O | O | O | O | O | | 4:00 PM | O | O | O | O | O | O
5:00 AM | O | O | O | O | O | O | | 5:00 PM | O | O | O | O | O | O
6:00 AM | O | O | O | O | O | O | | 6:00 PM | O | O | O | O | O | O
7:00 AM | O | O | O | O | O | O | | 7:00 PM | O | O | O | O | O | O
8:00 AM | O | O | O | O | O | O | | 8:00 PM | O | O | O | O | O | O
9:00 AM | O | O | O | O | O | O | | 9:00 PM | O | O | O | O | O | O
10:00 AM | O | O | O | O | O | O | | 10:00 PM | O | O | O | O | O | O
11:00 AM | O | O | O | O | O | O | | 11:00 PM | O | O | O | O | O | O

From MFG 088-104, CSotIO Third Supplement by Jeff R Leason and Thomas Cook
 
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