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<blockquote data-quote="Bootchie!" data-source="post: 4844842" data-attributes="member: 43434"><p><strong>Beneath Two Suns (#742)</strong></p><p></p><p><strong>Blutz: </strong> </p><p>HTK: 80</p><p>AC: 3</p><p>MV: 4"//10"</p><p>AT: 1</p><p>DM: 2d12 (bite)</p><p>IN: Low</p><p>Alignment: Neutral Good</p><p>THACO: 15</p><p>Specials: None</p><p></p><p>Blutz resemble six-legged hippopotami with carapaces; these peaceful animals want to be left alone.</p><p></p><p><strong>Chuliks: </strong></p><p>HTK: 12</p><p>AC: 6</p><p>MV: 9"</p><p>AT: 1</p><p>DM: 1-6 (clubs)</p><p>IN: Average</p><p>Alignment: Lawful Evil</p><p>THACO: 19</p><p>Specials: None</p><p></p><p>Chuliks resemble large men with tusks rising from their lower jaws. Chuliks have yellow skin and a single braid of coarse black hair. Chuliks are often employed as guards.</p><p></p><p></p><p><strong>Chunkrahs</strong>:</p><p>HTK: 20</p><p> AC: 7</p><p> MV: 9:</p><p> AT: 1</p><p> DM: 1d8 (x2 if charging; horns)</p><p> IN: Low</p><p> Alignment: Chaotic Neutral </p><p> THACO: 19</p><p> Specials: None</p><p> </p><p>These beasts resemble six-legged bison with long horns. They are good to eat.</p><p></p><p><strong>Ghootz:</strong></p><p>HTK: 65</p><p> AC: 3</p><p> MV: 8"/12"/18"</p><p> AT: 5</p><p> DM: 1d6/1d6/1d6/1d6 + grapple on a roll of 20 (legs)/1d4 + paralysis (bite)</p><p> IN: Low</p><p> Alignment: Chaotic Evil </p><p> THACO: 14</p><p> Specials: Any bite victim must save vs. Paralyzation or remain motionless for 10d10 turns.</p><p> </p><p>These beasts resemble 6' spiders with ten prehensile legs. They prefer humanoid prey.</p><p></p><p><strong>Hrunchuk:</strong></p><p>HTK: 45</p><p> AC: -2</p><p> MV: 6"//18"</p><p> AT: 9</p><p> DM: 1d6/1d6/1d6(eyes); 1d4/1d4/1d4/1d4/1d4/1d4 (arms)</p><p> IN: Average</p><p> Alignment: Lawful Evil</p><p> THACO: 12</p><p> Specials: Can Cause Darkness at will and do one of the following at will: Cause Fear, Levitate, or Detect Invisible</p><p> </p><p>This minor demon has the face of a lizard. It has three eyes, six arms, and four legs. Its eyes shoot a powerful heat beam which causes 1d10 HTK damage. it strikes with each of its sixk arms separately, each successful attack causing 1d4 HTK damage.</p><p></p><p><strong>Korns:</strong></p><p><strong></strong>HTK: 2</p><p> AC: 6</p><p> MV: 3"//12"</p><p> AT: 1</p><p> DM: 1</p><p> IN: Low</p><p> Alignment: Chaotic Neutral </p><p> THACO: 20</p><p> Specials: On a roll of 20 on a "to hit" roll, the korn steals some shiny object and flees back to the ceiling, where it attaches its newly gained trophy.</p><p> </p><p>Korns resemble spider monkeys with scaly hides and leathery bat-like wings. Natural pack rats, they use their tiny hands to steal shiny objects.</p><p></p><p><strong>Kregen Water Lizard:</strong></p><p>HTK: 60</p><p> AC: 3</p><p> MV: //12"</p><p> AT: 2</p><p> DM: 2d8/1d8 (bite, tail)</p><p> IN: Low</p><p> Alignment: Neutral Evil </p><p> THACO: 16</p><p> Specials: None</p><p> </p><p>The Kregen water lizard resembles a 30' long crocodile, except for its reddish hide and 8 legs. Druids claim it is red because its habit is always bloody.</p><p></p><p><strong>Leem</strong>:</p><p>HTK: 32</p><p> AC: 3</p><p> MV: 15"</p><p> AT: 3</p><p> DM: 1d10/1d10/1d12</p><p> IN: Low</p><p> Alignment: Neutral Evil </p><p> THACO: 13</p><p> Specials: None</p><p> </p><p>The Leem is an eight-legged, sinuous like a ferret, but leopard sized with a wedge-shaped head and fangs that can strike through oak. Leems are always hungry.</p><p></p><p><strong>Ochs: </strong>[stats never actually given, at least not in my copy]</p><p>HTK: </p><p> AC: </p><p> MV: </p><p> AT: </p><p> DM: </p><p> IN: </p><p> Alignment: </p><p> THACO: </p><p> Specials: </p><p> </p><p>These 4' tall, hairy little beasts have six limbs and lemon-shaped heads. They eat anything Ochs are often employed as guards and slave-handlers.</p><p></p><p><strong>Rapas:</strong></p><p>HTK: 15</p><p> AC: 8</p><p> MV: 9</p><p> AT: 1</p><p> DM: 1d8+1 (long swords & Strength 17) or by weapon</p><p> IN: Average</p><p> Alignment: Chaotic Neutral</p><p> THACO: 19</p><p> Specials: None</p><p> </p><p>These ugly humanoid beasts have vulture-like heads. They thrive on carrion. Rapas are often employed as guards and slave-handlers.</p><p></p><p><strong>Rast:</strong></p><p>HTK: 1 each</p><p> AC: 10</p><p> MV: 6"</p><p> AT: 1</p><p> DM: 1</p><p> IN: Low</p><p> Alignment: Neutral </p><p> THACO: 10</p><p> Specials: Rasts attack in packs. If a Character is hit, roll 1d20. This is the number of rasts that bite the Character, and therefore the number of HTK he suffers.</p><p> </p><p>Usually found in packs of 1,000 or more, this six-legged rodent is particularly fond of dunghills.</p><p></p><p><strong>Roosk</strong>:</p><p>HTK: 10</p><p> AC: 8</p><p> MV: 2" or drop 20"</p><p> AT: 1</p><p> DM: 1d8</p><p> IN: Low</p><p> Alignment: Neutral </p><p> THACO: Automatic if dropping on victims, other NA</p><p> Specials: Sleep gas (save vs. Breat Weapon or fall asleep); Second Round: secretes acid, inflicting 1d8 HTK of damage per round. After taking half their HTK in damage, sleeping Characters may make a save vs. Death Magic to recover consciousness.</p><p> </p><p>This giant, unthinking cell clings to the top of caverns. When it senses the heat of a nearby livign body, it releases a powerful sleep gas. One round later, it drops on its prey and begins to digest it.</p><p></p><p><strong>Zook:</strong></p><p>HTK: 3</p><p> AC: 4</p><p> MV: //8"</p><p> AT: 1</p><p> DM: 1+ Blood Drain 1d8 per round</p><p> IN: low</p><p> Alignment: Neutral </p><p> THACO: 15</p><p> Specials: If a zook attaches, its victim suffers an additional 1d8 HTK of damage per round. It requires strength of 16 or greater to remove an attached zook, inflicting an additional 2d8 HTK of damage. If a zook is killed while attached, victims must save vs. Poison or suffer 1d8 HTK/round for one turn.</p><p> </p><p>The Zook is a particularly foul cross between a jellyfish and an octopus. Because it is transparent, it is nearly impossible to to see, especially in the filthy waters it prefers to inhabit. When it detects motion in the water, it propels itself to its prey and attaches its eight legs to its victim, sinking hooked, 1" fangs into its victim's flesh. It then drains the blood from its prey. If the zook is removed while still alize, its hooked fangs wound the victim horribly. The only safe way to remove a zook is to put it to sleep first, then slowly remove it tentacle by tentacle.</p></blockquote><p></p>
[QUOTE="Bootchie!, post: 4844842, member: 43434"] [b]Beneath Two Suns (#742)[/b] [B]Blutz: [/B] HTK: 80 AC: 3 MV: 4"//10" AT: 1 DM: 2d12 (bite) IN: Low Alignment: Neutral Good THACO: 15 Specials: None Blutz resemble six-legged hippopotami with carapaces; these peaceful animals want to be left alone. [B]Chuliks: [/B] HTK: 12 AC: 6 MV: 9" AT: 1 DM: 1-6 (clubs) IN: Average Alignment: Lawful Evil THACO: 19 Specials: None Chuliks resemble large men with tusks rising from their lower jaws. Chuliks have yellow skin and a single braid of coarse black hair. Chuliks are often employed as guards. [B]Chunkrahs[/B]: HTK: 20 AC: 7 MV: 9: AT: 1 DM: 1d8 (x2 if charging; horns) IN: Low Alignment: Chaotic Neutral THACO: 19 Specials: None These beasts resemble six-legged bison with long horns. They are good to eat. [B]Ghootz:[/B] HTK: 65 AC: 3 MV: 8"/12"/18" AT: 5 DM: 1d6/1d6/1d6/1d6 + grapple on a roll of 20 (legs)/1d4 + paralysis (bite) IN: Low Alignment: Chaotic Evil THACO: 14 Specials: Any bite victim must save vs. Paralyzation or remain motionless for 10d10 turns. These beasts resemble 6' spiders with ten prehensile legs. They prefer humanoid prey. [B]Hrunchuk:[/B] HTK: 45 AC: -2 MV: 6"//18" AT: 9 DM: 1d6/1d6/1d6(eyes); 1d4/1d4/1d4/1d4/1d4/1d4 (arms) IN: Average Alignment: Lawful Evil THACO: 12 Specials: Can Cause Darkness at will and do one of the following at will: Cause Fear, Levitate, or Detect Invisible This minor demon has the face of a lizard. It has three eyes, six arms, and four legs. Its eyes shoot a powerful heat beam which causes 1d10 HTK damage. it strikes with each of its sixk arms separately, each successful attack causing 1d4 HTK damage. [B]Korns: [/B]HTK: 2 AC: 6 MV: 3"//12" AT: 1 DM: 1 IN: Low Alignment: Chaotic Neutral THACO: 20 Specials: On a roll of 20 on a "to hit" roll, the korn steals some shiny object and flees back to the ceiling, where it attaches its newly gained trophy. Korns resemble spider monkeys with scaly hides and leathery bat-like wings. Natural pack rats, they use their tiny hands to steal shiny objects. [B]Kregen Water Lizard:[/B] HTK: 60 AC: 3 MV: //12" AT: 2 DM: 2d8/1d8 (bite, tail) IN: Low Alignment: Neutral Evil THACO: 16 Specials: None The Kregen water lizard resembles a 30' long crocodile, except for its reddish hide and 8 legs. Druids claim it is red because its habit is always bloody. [B]Leem[/B]: HTK: 32 AC: 3 MV: 15" AT: 3 DM: 1d10/1d10/1d12 IN: Low Alignment: Neutral Evil THACO: 13 Specials: None The Leem is an eight-legged, sinuous like a ferret, but leopard sized with a wedge-shaped head and fangs that can strike through oak. Leems are always hungry. [B]Ochs: [/B][stats never actually given, at least not in my copy] HTK: AC: MV: AT: DM: IN: Alignment: THACO: Specials: These 4' tall, hairy little beasts have six limbs and lemon-shaped heads. They eat anything Ochs are often employed as guards and slave-handlers. [B]Rapas:[/B] HTK: 15 AC: 8 MV: 9 AT: 1 DM: 1d8+1 (long swords & Strength 17) or by weapon IN: Average Alignment: Chaotic Neutral THACO: 19 Specials: None These ugly humanoid beasts have vulture-like heads. They thrive on carrion. Rapas are often employed as guards and slave-handlers. [B]Rast:[/B] HTK: 1 each AC: 10 MV: 6" AT: 1 DM: 1 IN: Low Alignment: Neutral THACO: 10 Specials: Rasts attack in packs. If a Character is hit, roll 1d20. This is the number of rasts that bite the Character, and therefore the number of HTK he suffers. Usually found in packs of 1,000 or more, this six-legged rodent is particularly fond of dunghills. [B]Roosk[/B]: HTK: 10 AC: 8 MV: 2" or drop 20" AT: 1 DM: 1d8 IN: Low Alignment: Neutral THACO: Automatic if dropping on victims, other NA Specials: Sleep gas (save vs. Breat Weapon or fall asleep); Second Round: secretes acid, inflicting 1d8 HTK of damage per round. After taking half their HTK in damage, sleeping Characters may make a save vs. Death Magic to recover consciousness. This giant, unthinking cell clings to the top of caverns. When it senses the heat of a nearby livign body, it releases a powerful sleep gas. One round later, it drops on its prey and begins to digest it. [B]Zook:[/B] HTK: 3 AC: 4 MV: //8" AT: 1 DM: 1+ Blood Drain 1d8 per round IN: low Alignment: Neutral THACO: 15 Specials: If a zook attaches, its victim suffers an additional 1d8 HTK of damage per round. It requires strength of 16 or greater to remove an attached zook, inflicting an additional 2d8 HTK of damage. If a zook is killed while attached, victims must save vs. Poison or suffer 1d8 HTK/round for one turn. The Zook is a particularly foul cross between a jellyfish and an octopus. Because it is transparent, it is nearly impossible to to see, especially in the filthy waters it prefers to inhabit. When it detects motion in the water, it propels itself to its prey and attaches its eight legs to its victim, sinking hooked, 1" fangs into its victim's flesh. It then drains the blood from its prey. If the zook is removed while still alize, its hooked fangs wound the victim horribly. The only safe way to remove a zook is to put it to sleep first, then slowly remove it tentacle by tentacle. [/QUOTE]
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