On the Beastmen of Nabu – Part One

In 1671 AD, a fellow by the name of Charles Le Brun produced a series of illustrations for his treatise on physiognomy – or a study of facial features. Included among these were fanciful illustrations of people with animal characteristics. Approximately 350 years later, a gaming geek is using these illustration to produce this …

The Beastmen of Nabu

Nabu was once a lush savanna cut by a river, the banks of which supported a highly advanced civilization. At the center of this civilization was the city-state of Nabu and its attendant empire that stretched from the jungles of Cush to the rocky hills of the Wyvern Coast. This empire was ruled by successive dynasties of scientist-kings, men and women who, it is said, were as above other humans as humans are above beasts. These kings and queen and their attendants produced wonders for their empire. And then, they apparently went too far. The cataclysm has been attributed to many possible occurrences, though most scholars would place the blame squarely on Nabu’s competition with its rival, Irem, over the verdant hills and forests of Venatia. The two powers, they believe, finally destroyed one another in a final clash of sorcery and science. In the wake of the cataclysm, both lands were turned to waste – wind-swept deserts and buried ruins replacing farmland and city, beastmen and corpses replacing men and women.

The beastmen of Nabu are, for the most part, human beings. Their habits and their faces, however, carry the mark of beasts and keep them separate from other humans, incapable of interbreeding with normal humans and often unwilling to manage their passions sufficiently to fit into to human society. There is no doubt that the beastmen were created by the energies unleashed during the cataclysm, but the process by which this transformation was accomplished is lost to modern theoretic wizardry.

Bubasti (Cat People)

The bubasti are a race of cat-like demi-humans who dwell on the margins of the River of Death. Bubasti appear as short (average 3 feet tall), slight humanoids with dusky skin and glossy, blue-black hair. They have furtive, piercing eyes and are prone to staring. The bubasti are chaotic down to their little souls, and often cruel and malicious. They dress in simple tunics and enjoy decorating themselves (when not on the hunt) with silver trinkets. In fact, bubasti place such a high value on silver that silver coins can be considered to be double in value when trading with the cat people.

The bubasti live in small communities of 10 to 30 individuals. They dwell in the tall reeds that clog the banks of the river. The bubasti construct tiny huts from the reeds. Each little den is separated by several yards from the others, and they are so cunningly camouflaged that it is possible to walk through a bubasti village without ever knowing. Villages are mostly made up of females and young, with a few older males living on the outskirts of the village and claiming it and its inhabitants as their territory. The females put up with this so long as the males keep mostly to themselves and make no attempt to assert political control over the village. Most males belong to no village, instead living the life of wanderers and adventurers.

The cat people mostly make their living as fishermen, but they are also skilled at hunting small birds with weighted nets. Bubasti give most of their religious devotion to the mythic Cat Lord, who the Nabu know as Bast but the cat people call Pasha. In turn, they enjoy Pasha’s special attention and protection, with people hurting a bubasti running a slight (5%) chance of attracting a curse (per the spell).

Racial Characteristics: Bubasti characters enjoy a +1 bonus to make saving throws against breath weapons and triggered traps. They only trip pit traps on a roll of 1 on 1d8, and take only half damage from falling. Bubasti can see in the dark as well as elves and dwarves. Bubasti speak their own language, a dialect of the common tongue of humankind, and the language of felines.

The Bubasti Racial Class

While you can use the bubasti as a race, like elf or halfling, capable of taking levels in the basic classes, you might also want to treat the bubasti as a class of their own. In addition to the racial abilities listed above, members of the bubasti class gain the ability to cast a limited number of spells and the chance to escape certain death.

Prime Requisite: Dexterity (13+ gets +5% bonus to earned experience).

Hit Dice: 1d6+1 (+1 hit points per level after 9th).

Weapons Permitted: Club, dagger, javelin, light crossbow, short bow, short sword, sling.

Armor Permitted: Leather, ring, shields.

Magic Spells (1st): The bubasti are granted access to a small number of spells by their divine patron. The bubasti spell list is described below. Bubasti cast spells as clerics.

Level One: Detect Evil, Detect Magic, Expeditious Retreat#, Feather Fall#, Jump#

Level Two: Detect Invisibility, Dexterity*, Find Traps, Invisibility, Speak with Animals

Level Three: Bestow Curse**, Dimension Door#, Locate Object, Summon Cats***

* As the magic-user spell Strength, but applies instead to dexterity. Bubasti gain 2d4 points of dexterity from this spell.

** The reverse of remove curse.

*** As Monster Summoning I, except the spell summons 2d6 normal cats from the aether. Cats have the following statistics: HD 1d2; AC 5 [14]; Atk 2 claws (1 damage), 1 bite (1 damage); Move 12; Save 17; CL/XP A/5; Special: None.

# New spell – see below.

Evasion (1st): The bubasti can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when a bubasti would be reduced to 0 or fewer hit points by damage from a weapon or other blow, she can attempt a saving throw. If successful, she takes only half damage from the attack.

Keen Hearing (1st): A bubasti’s hearing is so acute that they are only surprised on a roll of 1 on 1d8.

Light Footed (1st): Bubasti are so quiet when they move that they are capable, when surrounded by equally quiet creatures or alone, of surprising their foes on the roll of 1-2 on 1d6.

Spells

Level

XP

HD

Attack

Save

1

2

3

1

0

1

+0

14

1

2

1,900

2

+0

13

1

3

3,800

3

+1

12

2

4

7,600

4

+1

11

2

5

15,200

5

+2

10

2

1

6

30,000

6

+2

9

2

1

7

60,000

7

+3

8

3

2

8

120,000

8

+3

7

3

2

9

240,000

9

+4

6

3

2

1

10

360,000

+1 hp

+5

5

3

2

1

11

480,000

+2 hp

+5

4

3

3

2

12

600,000

+3 hp

+6

4

3

3

2

New Spells –

Dimension Door

Level: 3 (bubasti), 4 (magic-user)

Range: 300 feet

Duration: Instantaneous

You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired, whether by simply visualizing the area or by stating direction. You may bring one additional willing man-sized or smaller creature per three caster levels.

Expeditious Retreat

Level: 1

Range: Personal

Duration: 1 minute per level

This spell increases your land speed by +12.

Feather Fall

Level: 1

Range: 30 feet

Duration: Until landing, or 1 round per level

The affected creatures or objects fall so slowly that they take no damage upon landing.

Jump

Level: 1

Range: Touch

Duration: 1 minute per level

The subject of this spell can easily leap 10 feet horizontally or 6 feet vertically.

Belcwn (Lion People)

Unlike their small, furtive kin the bubasti, the lion people, or belcwn, are tall and broad of shoulder. The lion people have tanned, muscular bodies, golden eyes and curly blonde or red hair that is always worn long and loose. Belcwns dress in leather tunics. Warriors wear leather or ring armor and carry heavy flails, hooked swords or pole arms and sometimes shields. They are expert at using their weapons to knock their enemies prone, opening them to a vicious pounce. The male leader of a pride wears a heavy, animal skin cloak and receives visitors sitting on a beautifully carved wooden stool.

The belcwn live in prides, pitching their animal skin tents on grassy meadows near groves of acacia trees. Each pride consists of 6 to 12 female warriors and either a single male or a pair of brothers who rule as titular kings and defenders. While the women work as hunters and gatherers, the kings tutor their children in fighting and in the legends and lore of their people. The males also fill their time working on crafts necessary to the tribe’s survival – mostly weapon making, but also basket weaving and leather working. Males without a pride live as mercenaries and adventurers. Their foul tempers and penchant for violence make them useful to nobles, but poorly regarded by common folk.

The belcwn worship Pasha, the ruler of all felines, as well as deities of war and solar divinities. Males act as priests for their prides, and thus often have the magical abilities of low-level adepts. Many belcwn kings are attended by bubasti viziers.

Racial Characteristics: Belcwns are usually tall and muscular, but are generally not known for their intellects. New belcwn characters receive a +2 bonus to their strength attribute, but a -2 penalty to their intelligence. These modifications cannot take an ability score higher than 18 or lower than 3. Belcwns can see in the dark.

Belcwn Racial Class

Belcwns are roudy, eager warriors who enjoy coming to blows with their enemies. Their ear-shattering battle cries cause enemies to quake in their boots, and their powerful charges often send them scattering. In addition, belcwns possess an innate ability to command normal beasts.

Prime Requisite: Strength (13+ gets +5% bonus to earned experience).

Hit Dice: 1d6+2 (+3 hit points per level after 9th).

Weapons Permitted: Any.

Armor Permitted: Leather, ring, chainmail and shields.

Battle Yell: The belcwn usually enter battle with a terrible, throaty yell, not unlike a lion’s roar. Creatures with fewer hit dice than the belcwn (and no more than 5 hit dice in any event) must pass a saving throw or be struck with fear, suffering a -1 penalty to hit and damage during combat.

Charge: When belcwns charge into a fight, they enjoy a +1 bonus to hit and damage for one round, but suffer a -2 penalty to Armor Class and always lose initiative to troops who have set their spears against a charge. Foes that are damaged by a belcwn’s charge must make a saving throw or be knocked prone.

Command Animals: Belcwns possess a natural aura of command over natural, normal animals (i.e. not mythic animals like unicorns or giant versions of normal animals). Against these creatures, a belcwn can make a “turn undead” roll as a cleric of the belcwn’s level. If successful, the animals fall under the belcwn’s command as the undead fall under the command of an evil cleric, though the duration is only 1 hour.

Level

XP

HD

Attack

Save

1

0

1

+0

16

2

2,000

2

+0

15

3

4,000

3

+1

14

4

8,000

4

+2

13

5

16,000

5

+2

12

6

30,000

6

+3

11

7

60,000

7

+4

10

8

120,000

8

+5

9

9

240,000

9

+6

8

10

360,000

+3 hp

+7

7

11

480,000

+6 hp

+7

6

12

600,000

+9 hp

+8

5

 

Assassins

The assassin is a tough one. I won’t deny that the main reason I used it is nostalgia. That being said, I did my best to make it a useful and hopefully enjoyable class. I think there are two main problems with the assassin class. The first is that the assassin really doesn’t fit well into the “dungeon” environment. Assassins should be plying their trade in the homes of fat merchants or in the castles of the local lord or even in the alleys and side streets of a city-state, but not really in a mythic underworld. I suppose someone might hire an assassin to take out a major power in a mythic underworld (that might make a good fantasy story, in fact), but will they do it over and over again? The whole point of dungeon delving is power, whether via gold pieces, magic items or hidden knowledge. Assassins have their own path to power, and I don’t think it usually goes through dank caverns and trap-laden corridors beneath the earth.

Problem number two is “assassination” boiled down to a single roll of the dice. In C&C it is a death attack – observe for a few rounds, attack, victim saves or dies. How anti-climactic can you get? And what happens when the Ref starts setting groups of assassins on the PC’s? Big damage with a single attack seems to already exist in most systems with the thief’s back stab, so why an assassin?

Despite all of this, I was determined to take a shot at creating an assassin class. The first step was looking for an archetype. If you’re doing a barbarian, you look to Conan. If you’re doing a ranger, you look to Davy Crockett or Aragorn. So who is the archetypal assassin who is a main character in a story? The character that immediately springs to my mind is Bond. James Bond.

In Bond you have a stealthy, deadly (license to kill) errand boy who solves problems. Once you latch on to a spy as an archetype, you also need to look at the history of spies and assassins in the pre-modern eras that fantasy gaming encompasses. You have the Elizabethan spy ring of Sir Francis Walsingham (pictured to the right), the ninjas of feudal Japan, the poisoners of Renaissance Italy, and many others. Taking these influences together, and leaning on previous versions of the assassin in D&D-style games, I came up with this …

What follows is Open Game Content

THE ASSASSIN
The assassin is a sub-class of thief that specializes in stealthy killings for a fee. They are commonly used as spies, and most major city-states have at least one or two spy rings from rival city-states in operation. Like thieves, assassins are useful as scouts. Their skills are not as wide-ranging as thieves, but they are more effective as combatants.

Prime Attribute: Dexterity, 13+ (+5% experience)

Hit Dice: 1d6+1 (Gains 2 hp/level after 9th level.)

Armor/Shield Permitted: Leather and shields.

Weapons Permitted: Any.

Cheat Death (1st): Assassins have an uncanny ability to escape certain doom. Assassins enjoy a +1 bonus to saving throws vs. death. Skilled escape artists, assassins use saving throws to wriggle out of non-magical ropes or chains, and they have a 1 in 6 chance to escape from magical bindings, like magical ropes or chains or spells like hold person or paralysis.

Decipher Script (1st): Assassins can decipher writings by making a successful saving throw. This includes unfamiliar languages, codes and incomplete messages.

Disguise (1st): Assassins train as thespians and masters of disguise. Assassins usually carry some odds and ends (soot, putty, rags for stuffing) that allow them impersonate others. The assassin’s diguises are usually effective on a roll of 1-4 on 1d6, provided the assassin is impersonating a person of the same race and gender. Impersonating another humanoid race lowers his chances by one, and impersonating another gender also lowers his chances by one. Impersonating a monstrous race lowers his chances by two. Even if the disguise is effective, those who know the impersonated person well receive a saving throw to see through the rouse.

Sneak Attack (1st): If an assassin takes an opponent by surprise (i.e. in a surprise round or simply attacking someone in a “non-combat” situation) or by attacking from the shadows, an assassin attacks at a +4 bonus to hit. A successful hit inflicts double normal damage. As the assassin gains experience, the damage inflicted increases. At fifth level, a sneak attack deals triple damage, and at ninth level a sneak attack inflicts quadruple damage.

Stealth (1st): Assassins have the following special abilities: Hiding in shadows, moving silently, climbing sheer surfaces, picking pockets (and other acts of legerdemain) and picking locks (with a set of burglar’s tools, which cost 25 gp). Use of these abilities requires the assassin to succeed at a saving throw (in essence, making a saving throw to avoid failure). Non-assassins have a 1 in 6 chance of successfully performing these abilities.

Hiding in Shadows: Hiding in shadows requires shadows, of course, and is as effective as the invisibility spell, except that the thief cannot move while hiding in shadows.

Moving Silently: This means moving without making any sound at all. A thief moving silently and scouting ahead of a party can avoid an encounter entirely if his opponents are surprised.

Climb Sheer Surfaces: This means surfaces with no, or almost no, hand or toe holds. The Referee might require multiple saving throws for long climbs, and might regard failure as merely “no progress” or actual falling.

Poison (1st): Assassins are well practiced at using poisons, and have no chance of poisoning themselves when applying it weapons or slipping it in food and drink. Assassins can identify poisons on a roll of 1-3 on 1d6 and neutralize most poisons on a roll of 1 on 1d6, provided they have some herbs and other chemical agents on their person (a supply of 10 uses of these items costs 25 gp and can be obtained from most alchemists or herbalists).

Finally, an assassin can use these same herbs and agents to produce poisons of their own. At level 1, assassins know how to brew sleeping draughts and poisons that cause nausea (-2 penalty to all rolls). These simple poisons last one hour, and victims receive a saving throw to avoid the effects. These simple poisons can be applied to an assassin’s weapons as a sticky paste. They cost 50 gp to make and take 1 day to brew a single use.

By level 3, an assassin has learned to make more potent poisons that can either inflict 1d6 points of damage for every three levels an assassin has attained (i.e. 1d6 at level 3, 2d6 at level 6, 3d6 at level 9 and so on) or that cause paralysis for 10 minutes. Again, saving throws are allowed. These poisons can be applied to an assassin’s weapons as a sticky paste. They cost 250 gp to brew and take 1 day to brew a single use.

At level 9, assassins learn how to make a potion of poison that forces imbibers to save or die instantly. This poison cannot be applied to weapons. It costs 1,000 gp to brew and takes 1 day to brew a single use.

Level Experience Hit Dice Attack Save Title
1 0 1 +0 15 Ruffian
2 1,500 2 +0 14 Marauder
3 3,000 3 +1 13 Thugee
4 6,000 4 +1 12 Blackguard
5 12,000 5 +2 11 Cut-Throat
6 25,000 6 +2 10 Hellhound
7 50,000 7 +3 9 Malefactor
8 100,000 8 +3 8 Slayer
9 200,000 9 +4 7 Master Assassin
10 320,000 +2 hp +5 6 Master Assassin
11 440,000 +4 hp +5 5 Master Assassin
12 560,000 +6 hp +6 4 Master Assassin

Well, I’m heading off to Chicago tomorrow for a research conference, so I won’t be updating the blog for a few days. I hope by Thursday or Friday to finish and post my first downloadable “issue” of NOD, collecting most of the April posts. Until then …

Thieves

This post is Open Game Content

THE THIEF
The thief relies on cunning to win the day. Thieves are middling warriors and have no magical abilities, but they are hard to kill and train themselves in a wide array of skills useful to adventurers.

Prime Attribute: Dexterity, 13+ (+5% experience)

Hit Dice: 1d6 (Gains 2 hp/level after 9th level.)

Armor/Shield Permitted: Leather, padded and shields.

Weapons Permitted: Club, dagger, dart, hand axe, javelin, light crossbow, maces, short bow, short sword, sling, staff.

BACK STAB (1st): A thief normally avoids face-to-face combat if possible, preferring instead to use stealth to catch an opponent unaware. A thief able to attack an unaware opponent from the rear gains a bonus to hit and damage. To catch an opponent unaware, a thief must make a successful move silently check to sneak up behind the foe, or make a successful hide check while behind the opponent. A thief that succeeds can make a back stab at a +4 bonus to hit. A successful hit inflicts double normal damage.

As the thief gains experience, the damage inflicted increases. At fifth level, a back stab deals triple damage, and at ninth level a back stab inflicts quadruple damage.

DECIPHER SCRIPT (1st): Thieves can decipher writings by making a successful saving throw. This includes unfamiliar languages, codes and incomplete messages. Thieves can also use this ability to decipher and then cast spells from arcane scrolls, though the saving throw to do so is made at a -10 penalty.

THIEVERY (1st): A thief’s training makes them particularly adept at dungeon delving. Thieves successfully listen at doors and find secret doors (and hidden traps) as well as elves (2 in 6 and 4 in 6 chance respectively), and can find pits and traps as well as a dwarf (1 in 6 chance of just noticing, 3 in 6 chance if searching).

Moreover, thieves have the following unique abilities: Hiding in shadows, moving silently, climbing sheer surfaces, picking pockets (and other acts of legerdemain) and picking locks (with a set of burglar’s tools, which cost 25 gp). Use of these abilities requires the thief to succeed at a saving throw (in essence, making a saving throw to avoid failure). Non-thieves have a 1 in 6 chance of successfully performing these abilities.

Hiding in Shadows: Hiding in shadows requires shadows, of course, and is as effective as the invisibility spell, except that the thief cannot move while hiding in shadows.

Moving Silently: This means moving without making any sound at all. A thief moving silently and scouting ahead of a party can avoid an encounter entirely if his opponents are surprised.

Climb Sheer Surfaces: This means surfaces with no, or almost no, hand or toe holds. The Referee might require multiple saving throws for long climbs, and might regard failure as merely “no progress” or actual falling.

THIEVES’ CANT (1st): Thieves often use a street language known only to those in the “trade”. Code words, hand signals, demeanor, and other signs comprise the language of thieves’ cant and can be used to convey complex ideas. The language may vary to some degree both geographically and culturally, making cants unique to each region, city, and even within a city.

Level Experience Hit Dice Attack Save Title
1 0 1 +0 14 Scamp
2 1,500 2 +0 13 Varlet
3 3,000 3 +1 12 Villain
4 6,000 4 +1 11 Dodger
5 12,000 5 +2 10 Rapscallion
6 25,000 6 +2 9 Desperado
7 50,000 7 +3 8 Rook
8 100,000 8 +3 7 Scoundrel
9 200,000 9 +4 6 Master Thief
10 320,000 +2 hp +5 5 Master Thief
11 440,000 +4 hp +5 4 Master Thief
12 560,000 +6 hp +6 3 Master Thief

Assassin is next …

Cunning Men and Wise Women

Statting out some kobold shamans and witchdoctors tonight, I realized I didn’t like the idea of making them clerics or druids. So, I did a quick conversion of the d20 adept NPC class.

The following material is Open Game Content.

Adept (NPC Class)
Adepts are practical spellcasters of rural and barbaric folk, less skilled than the druids and more focused on serving their communities than going on daft adventures into the unknown. Most are skilled in folk remedies and fortune telling, and they are always skilled in another profession.

Hit Dice: 1d6 per level, +1 per level after 9
Weapons Allowed: Club, dagger, dart, mace, short bow, sling, spear, staff.
Armor Allowed: Leather armor, shield.
Attack: As magic-user
Saving Throws: As magic-user

Adepts cast spells from their own list (see below), preparing them in the same way as clerics. Each of an adept’s spells requires them to possess a simple fetish made of bones, feathers, ribbons, etc.

Each adept is also skilled as an alchemist, animal trainer, armorer, fortune teller, guide, healer or sage.

The Adept

Level
HD
Attack
Saving Throw
1
2
3
4
5
1
1d6
+0
15
1
2
2d6
+0
14
1
3
3d6
+1
13
2
4
4d6
+1
12
2
5
5d6
+1
11
2
1
6
6d6
+2
10
2
1
7
7d6
+2
9
3
2
8
8d6
+3
8
3
2
9
9d6
+3
7
3
2
1
10
9d6+1
+3
6
3
2
1
11
9d6+2
+4
5
3
3
2
12
9d6+3
+4
4
3
3
2
13
9d6+4
+5
4
3
3
2
1
14
9d6+5
+5
4
3
3
2
1
15
9d6+6
+5
4
3
3
3
2
16
9d6+7
+6
4
3
3
3
2
17
9d6+8
+6
4
3
3
3
2
1
18
9d6+9
+7
4
3
3
3
2
1
19
9d6+10
+7
4
3
3
3
3
2
20
9d6+11
+7
4
3
3
3
3
2

Adept Spells

Level One: Cause fear, charm person, cure light wounds, detect evil, light, protection from evil, sleep.

Level Two: Bless, darkness 15 ft radius, detect invisibility, invisibility, mirror image, pyrotechnics, snake charm, strength, web.

Level Three: Animate dead, cause disease, curse, continual light, cure disease, cure serious wounds, lightning bolt, neutralize poison, remove curse.

Level Four: Create water, massmorph, polymorph, protection from evil 10 ft radius, sticks to snakes, wall of fire.

Level Five: Commune, create food, raise dead, wall of stone.

Quick Idea on Weapons

Thinking about the “all weapons do 1d6 damage” rules, I thought it might be useful to come up with some other reasons why one might choose one weapon over another and came up with the following. You’ll notice that I didn’t differentiate between long swords and short swords. It seems to me if all weapons are going to do the same damage, you only need to differentiate between forms rather than small differences between weapons with the same basic form.

And just for fun, consider it Open Game Content.

Axe/Curved sword/Pick/War hammer: +1 to damage due to all of the wielder’s force being concentrated on a small cutting edge or piercing point

Bow: -1 to hit (difficult to learn) but attacks twice during a round (on normal initiative and at end), +1 to damage due to all of the wielder’s force being concentrated on a small cutting edge or piercing point

Club/Staff: Nothing special

Crossbow: +1 to damage due to all of the wielder’s force being concentrated on a small cutting edge or piercing point

Dagger: Always lose initiative against longer weapons, but +1 to hit due to the greater versatility that comes with multiple angles of attack

Flail: Ignores shield bonus to AC, +1 to disarm attacks because of the chain

Javelin/Throwing spear: Nothing special

Mace: Nothing special

Sling: Nothing special

Spear/Lance: Always win initiative against shorter weapons

Sword: +1 to hit due to the greater versatility that comes with multiple angles of attack

Two-handed axe/Pole arm: +2 to damage due to all of the wielder’s force being concentrated on a small cutting edge and the heft of the weapon

Two-handed sword: +1 to hit due to the greater versatility that comes with multiple angles of attack, +1 to damage due to the weapon’s heft
__________

Metal weapons (other than dagger) require a strength score of 9 or higher to wield properly, otherwise -1 penalty to hit.

Two-handed weapons (including bows and crossbows) require a strength score of 13 or higher to wield properly, otherwise -2 penalty to hit.

On Barter and Trade

Those of you who use the Swords & Wizardry rules probably know that the guidelines for treasure allocation stipulate that there is a 10% chance (i.e. a roll of 10 on 1d10) that coins will be swapped out for gems, jewelry or magic. In general, I love these rules because magic, gems and jewelry remain fairly rare. However, I do feel as though this system leaves out many alternative forms of wealth, i.e. goods. I’m no stickler for realism in my games, but piles and piles of gold coins do stretch plausibility pretty far, and can become pretty boring. Coins were pretty rare things for most medieval folk. In an inventory of one of Charlemagne’s smaller estates, for example, one comes across a mere 13 shillings and large numbers of livestock, household goods, grain and cheese. For this reason, I began swapping out coinage for trade goods on the roll of “1” on 1d10, using the following guidelines for amounts and values. I went ahead and organized the information so one could randomly determine the goods found. Feel free to change values, especially if a particular item is either rare or exceedingly common in a particular region. When adventurers try to sell these trade goods, you can simulate price fluctuations by rolling 1d6, with a 1-2 meaning half the normal value and a 5-6 meaning double the normal value. Obviously, this can also be used for determining the contents of a caravan or merchant cog.

In Place of 100 gold pieces (roll 1d100)
1-2. 1d10 tons of raw wool (20 gp/ton)
3-4. 2d100 ingots of lead (10 lb ingots, 7 sp/ingot)
5-6. 2d100 ingots of iron (10 lb ingots, 1 gp/ingot)
7-8. 1d8 x 100 pounds of buckwheat (25 cp/lb)
9-10. 1d6 x 100 pounds of millet (3 sp/lb)
11-12. 1d6 x 100 pounds of oats (3 sp/lb)
13-14. 1d6 x 100 pounds of rye (3 sp/lb)
15-16. 1d6 x 100 pounds of walnuts (3 sp/lb)
17-18. 1d6 x 100 pounds of yellow (sulfuric) dye (3 sp/lb)
19-20. 1d100 ingots of tin (5 lb ingots, 4 sp/lb)
21-22. 1d4 x 100 pounds of hazelnuts (200 lb), 5 sp/lb
23-24. 1d4 x 100 pounds Red (iron) dye (200 lb), 5 sp/lb
25-26. 1d8 x 10 ingots of steel (5 lb ingots, 6 sp/lb)
27-28. 1d8 x 10 ingots of zinc (5 lb ingots, 8 sp/lb)
29-30. 2d20 ingots of brass (5 lb ingots, 1 gp/lb)
31-32. 2d20 ingots of bronze (5 lb ingots, 1 gp/lb)
33-34. 2d20 ingots of copper (5 lb ingots, 1 gp/lb)
35-36. 4d8 barrels of ale (barrel holds 30 gal., weighs 250 lb, worth 6 gp)
37-38. 2d10 barrels of wine (barrel holds 30 gal., weighs 250 lb, worth 9 gp)
39-40. 2d10 x 10 pounds of barley (1 gp/lb)
41-42. 2d10 x 10 pounds of blue dye (1 gp/lb)
43-44. 2d10 x 10 pounds of coal (1 gp/lb)
45-46. 2d10 x 10 pounds of green dye (1 gp/lb)
47-48. 2d10 x 10 pounds of gum arabic (1 gp/lb)
49-50. 2d10 x 10 pounds of ocher dye (1 gp/lb)
51-52. 2d10 x 10 pounds of chestnuts (1 gp/lb)
53. 2d10 x 10 pounds of cinnamon (1 gp/lb)
54. 2d10 x 10 goats (1 gp/goat)
55. 2d10 x 10 peacock feathers (1 gp/feather)
56. 1d10 x 10 pounds of ginger (2 gp/lb)
57. 1d10 x 10 pounds of lentils (2 gp/lb)
58. 1d10 x 10 pounds of pepper (2 gp/lb)
59. 1d10 x 10 raccoon skins (2 gp/skin)
60. 1d10 x 10 squirrel skins (2 gp/skin)
61. 1d10 x 10 sheep (2 gp/sheep)
62. 1d8 x 10 pounds of jasmine oil (25 sp/lb)
63. 1d6 x 10 pounds of almonds (3 gp/lb)
64. 1d6 x 10 pounds of ambergris (3 gp/lb)
65. 1d6 x 10 pounds of camphor (3 gp/lb)
66. 1d6 x 10 pounds of indigo dye (3 gp/lb)
67. 1d6 x 10 pounds of purple dye (3 gp/lb)
68. 1d6 x 10 pounds of chick peas (3 gp/lb)
69. 1d6 x 10 pigs (3 gp/pig)
70. 1d6 x 10 square yards of velvet (10 lb per yard, worth 3 gp/sq yd)
71. 1d6 x 10 deer skins (4 gp/skin)
72. 1d6 x 10 gallons of honey (gallon weighs 12 lb gal; 4 gp/gal.)
73. 1d6 x 10 square yards of linen (5 lb per yard, 4 gp/sq yd)
74. 1d6 x 10 pounds of vermilion dye (4 gp/lb)
75. 2d20 bear skins (5 gp/skin)
76. 2d20 square yards of lace (3 lb per yd, 5 gp/sq yd)
77. 2d20 pounds of rice (5 gp/lb)
78. 2d20 pounds of salt (5 gp/lb)
79. 4d8 sheep skins (6 gp/skin)
80. 2d12 pounds of calamus (8 gp/lb)
81. 2d12 marten skins (8 gp/skin)
82. 2d12 pounds of mercury (8 gp/lb)
83. 2d12 wolf skins (8 gp/skin)
84. 2d10 pounds of pine nuts (10 gp/lb)
85. 1d10 ingots of silver (2 lb ingot, worth 20 gp)
86. 2d10 square yards of silk (10 gp/sq yd)
87. 2d10 cattle (10 gp/cattle)
88. 2d10 cigars (10 gp/cigar)
89. 2d10 coconuts (10 gp/coconut)
90. Sable skin (9), 11 gp/skin
91. 2d8 mink skins (12 gp/skin)
92. 2d6 fox skins (14 gp/skin)
93. 2d6 pounds of cardamon (15 gp/lb)
94. 2d6 panther skins (15 gp/skin)
95. 2d6 pounds of pistachios (15 gp/lb)
96. 2d6 pounds of saffron (15 gp/lb)
97. 2d6 shark skins (15 gp/skin)
98. 2d6 pounds of cloves (15 gp/lb)
99. 2d6 oxen (15 gp/ox)
100. 1d8 big cat (jaguar, leopard, lion or tiger) skins (25 gp/skin)

In Place of 1,000 gold pieces (roll 1d2 and 1d20)
1-1. 1d20 casks of molasses (barrel holds 25 gal., weighs 300 lb, 100 gp each)
1-2. 1d4 x 100 pounds of rice (5 gp/lb)
1-3. 1d4 x 100 pounds of salt (5 gp/lb)
1-4. 4d8 casks of olive oil (cask holds 12 gal., weighs 100 lb, 60 gp each)
1-5. 2d12 x 10 marten skins (8 gp/skin)
1-6. 2d12 x 10 wolf skins (8 gp/skin)
1-7. 2d10 x 10 pounds of pine nuts (10 gp/lb)
1-8. 1d100 ingots of silver (2 lb ingot, 20 gp each)
1-9. 2d8 casks of sesame oil (cask holds 12 gal., weighs 100 lb each, 120 gp each)
1-10. 2d10 x 10 square yards of silk (12 lb per yard, 10 gp/sq yd)
1-11. 2d10 x 10 cattle (10 gp/cattle)
1-12. 2d10 x 10 cigars (10 gp/cigar)
1-13. 2d10 x 10 coconuts (10 gp/coconut)
1-14. 2d10 x 10 sable skins (11 gp/skin)
1-15. 2d8 x 10 mink skins (12 gp/skin)
1-16. 2d6 x 10 fox skins (14 gp/skin)
1-17. 2d6 x 10 pounds of cardamon (15 gp/lb)
1-18. 2d6 x 10 panther skins (15 gp/skin)
1-19. 2d6 x 10 pounds of pistachios (15 gp/lb)
1-20. 2d6 x 10 pounds of saffron (15 gp/lb)
2-1. 2d6 x 10 shark skins (15 gp/skin)
2-2. 2d6 x 10 pounds of cloves (15 gp/lb)
2-3. 2d6 x 10 oxen (15 gp/ox)
2-4. 1d10 x 10 pounds of cashews (20 gp/lb)
2-5. 2d8 x 10 big cat (jaguar, leopard, lion or tiger) skins (25 gp/skin)
2-6. 2d8 x 10 pounds of jasmine oil (25 gp/lb)
2-7. 1d6 x 10 pounds of groundnuts (30 gp/lb)
2-8. 1d6 x 10 pounds of jujubes (30 gp/lb)
2-9. 1d6 x 10 pounds of sandalwood oil (40 gp/lb)
2-10. 1d4 x 10 pounds of dried coconut (50 gp/lb)
2-11. 1d4 x 10 pounds of myrobalans (50 gp/lb)
2-12. 1d4 x 10 pounds of tea (50 gp/lb)
2-13. 1d30 pounds of dried lotus fruit (70 gp/lb)
2-14. 1d30 pounds of maple sugar (75 gp/lb)
2-15. 2d10 pounds of galingale (80 gp/lb)
2-16. 2d10 pounds of black walnuts (100 gp/lb)
2-17. 2d10 pounds of cocoa (100 gp/lb)
2-18. 2d10 pounds of fagara (100 gp/lb)
2-19. 1d6 ingots of gold (3 lb ingots, 300 gp each)
2-20. 2d10 pounds of tobacco (100 gp/lb)

In Place of 5,000 gold pieces (roll 1d3 and 1d12)
1-1. 4d8 x 10 pounds of groundnuts (30 gp/lb)
1-2. 4d8 x 10 pounds of jujubes (30 gp/lb)
1-3. 2d10 x 10 pounds of dried coconut (50 gp/lb)
1-4. 2d10 x 10 pounds of myrobalans (50 gp/lb)
1-5. 2d10 x 10 pounds of tea (50 gp/lb)
1-6. 2d6 x 10 pounds of dried lotus fruit (70 gp/lb)
1-7. 2d6 x 10 pounds of maple sugar (75 gp/lb)
1-8. 2d6 x 10 pounds of galingale (80 gp/lb)
1-9. 1d10 x 10 pounds of black walnuts (100 gp/lb)
1-10. 1d10 x 10 pounds of cocoa (100 gp/lb)
1-11. 4d8 ingots of gold (3 lb ingots, 100 gp each)
1-12. 1d10 x 10 pounds of tobacco (100 gp/lb)
2-1. 1d10 x 10 vanilla beans (100 gp/bean)
2-2. 1d6 x 10 pounds of ginger (150 gp/lb)
2-3. 1d6 x 10 pounds of pecans (150 gp/lb)
2-4. 1d6 x 10 pounds of sasparilla (150 gp/lb)
2-5. 1d6 x 10 pounds of frankincense (160 gp/lb)
2-6. 1d6 x 10 pounds of myrrh (160 gp/lb)
2-7. 1d6 x 10 pounds of butternuts (200 gp/lb)
2-8. 1d6 x 10 pounds of hickory nuts (200 gp/lb)
2-9. 1d4 x 10 pounds of cubeb (250 gp/lb)
2-10. 1d4 x 10 pounds of manioc flour (250 gp/lb)
2-11. 1d30 pounds of chili powder (300 gp/lb)
2-12. 1d30 pounds of dried pineapple (300 gp/lb)
3-1. 1d30 pounds of pumpkin seeds (320 gp/lb)
3-2. 1d30 pounds of zedoary (320 gp/lb)
3-3. 1d20 pounds of mace (400 gp/lb)
3-4. 1d20 pounds of turmeric (400 gp/lb)
3-5. 1d20 pounds of nutmeg (500 gp/lb)
3-6. 1d20 pounds of paprika (500 gp/lb)
3-7. 2d8 casks of fine wine (cask holds 12 gal., weighs 100 lb, worth 600 gp)
3-8. 2d8 pounds of pimentos (650 gp/lb)
3-9. 1d4 ingots of platinum (2 lb ingots, 2,000 gp each)
3-10. 1d6 pounds of long peppers (1,500 gp/lb)
3-11. 1d6 pounds of tamarind pulp (1,500 gp/lb)
3-12. 1 ingot of mithral (1 lb ingot, 4,000 gp)

I think the fun of using these items is that they challenge player’s assumptions. Most players are keyed in on the shiny stuff, so they’ll have to think a bit to avoid passing over something valuable like pimentos. Of course, some might see this as a dirty trick, and they might be right, but I figure its no dirtier a trick than a mimic or collapsing staircase. If you want to bypass some of the larger logistical headaches (i.e. several tons of raw wool), then just use the last 20 or 30 items on each list.

Image of wine merchants from Economic History Blog.

Monks and Swashbucklers

This post will finish my posting of the hybrid “fighting-man” classes I was using in my last game, and it involves the oft-maligned monk. Now, I grant you that the monks as presented by Gygax lo those many years ago do not fit into a medieval milieu. On the one hand, I want to say – who cares? I run my games for fun, not verisimilitude. On the other hands, lots of folks do want their games to make sense and stick to a sort of “reality”. For those folks, allow me to suggest that the monk is still a usable class. The trick is to ignore the name and the “fluff” and just look at the game stats. What you have is a non-armored combatant who is quick and generally hard to kill. In other words, a very acceptable way to emulate a swashbuckler or two-fisted pulp adventurer. Heck, I’ve even used the class to stat out Popeye (don’t ask). So, before you relegate the monk (or any other class) to the dustbin, think about how you can adapt the flavor to the mechanics.

The following content is Open Game Content.

The Monk Sub-Class
The monk is a sub-class of fighting-man. Monks train themselves in the unarmed martial arts, including wrestling. They develop lightning fast reflexes and iron wills. Most monks are trained in special monasteries, but some simply apprentice themselves to a fighting master. Different masters and monasteries use different techniques, and they (and their students) are often quite competitive.

  • Prime Attributes: Strength & Constitution, 13+ (+5% experience)
  • Hit Dice: 1d12/level (Gains 5 hp/level after 10th.)
  • Armor/Shield Permitted: None.
  • Weapons Permitted: Any.

A monk’s unarmed attack inflict 1d4 points of damage at level 1, 1d6 points of damage at level 2, 1d8 points of damage at level 5 and 1d10 points of damage at level 9.

At level 6, a monk can make a second unarmed strike each round. The secondary strike’s damage begins at 1d4 and improves to 1d6 at level 9.

Monks improve their unarmored AC by +1 at levels 2, 5, 8 and 12.

A monk’s movement improves by +1 at each level. A monk carrying a medium or heavy load loses this extra speed.

A level 1 monk can use a stunning attack once per round, and no more than once per level per day. The monk must declare its use before making an attack roll. A missed attack roll ruins the attempt, and counts towards the monk’s limitation. A foe successfully struck by the monk is forced to make a saving throw. Those struck by a stunning attack always take normal unarmed attack damage, but a failed saving throw results in the foe being stunned and unable to act for 1d4 combat rounds.

At level 2, monks gain the ability to deflect arrows and other non-magical missiles. The monk must have at least one hand empty to use this ability. When a character would normally be hit by a ranged weapon, the character may make a saving throw. If the saving throw succeeds, the monk deflects the weapon and suffers no damage. This can be done once a round at levels 2-6, and twice at levels 7-11 and three times at 12th level. The monk must be aware of the attack to use this ability. An attempt to deflect a weapon counts as the monk’s primary unarmed attack. If a monk is high enough level to have a secondary unarmed attack, the monk may still make the secondary attack. This ability cannot be used against siege weapon ammunition.

At level 3, a monk’s unarmed attack can deal damage to creatures only harmed by +1 magic weapons. A level 5 monk can damage creatures only harmed by +2 or better magic weapons. A level 8 monk can damage creatures only harmed by +3 or better magic weapons, and level 12 monks can damage creatures only harmed by +4 or better magic weapons.

At level 4, a falling monk takes damage as if a fall were 20 feet shorter than it actually is, but must be within 10 feet of a vertical surface that he or she can use to slow the decent.

At level 6, a monk can feign death for a number of turns equal to the character’s level.

At level 7, a monk’s naturally healing increases to 2 hp per day.

At level 12, the monk gains the fabled quivering palm attack. The monk can use this attack once per week. The attack must be announced before an attack roll is made. The monk must be of higher level than the target. If the monk strikes successfully and the target takes damage from the monk’s unarmed attack, the quivering palm succeeds. Thereafter, the monk can choose to try to slay the victim at any later time within 1 round per level of the monk. The monk merely wills the target to die, and the victim makes a constitution saving throw to avoid this fate.

This attack has no effect on undead or creatures that can only be struck by magical weapons, unless the monk is able to inflict damage on such a creature.

The Swashbuckler: If you don’t think that a kung-fu-style monk fits into your campaign, you can rebrand the class as a swashbuckler. In this case, the monk’s “unarmed attacks” are instead made with long sword (rapier) and dagger, and only with these two weapons. The stunning attack can represent a dizzying flourish of arms or a pommel guard to the head. The quivering palm can be renamed “the lunge”, representing that moment when the swashbuckler stabs his foe, who then staggers about for a moment before expiring with a look of disbelief in his eyes.

Level Experience Hit Dice Attack Save Title
1 0 1 +0 16 Postulant
2 1,750 2 +1 15 Novice
3 4,000 3 +2 14 Brother
4 8,500 4 +3 13 Cenobite
5 20,000 5 +4 12 Mendicant
6 40,000 6 +5 11 Monk
7 80,000 7 +6 10 Canon
8 160,000 8 +7 9 Prior
9 325,000 9 +8 8 Abbott
10 550,000 10 +9 7 Abbott
11 750,000 +5 hp
+10 6 Abbott
12 1,250,000 +10 hp
+11 5 Abbott

S&W Format

Hit Dice: 1d6+3 per level, +3 hit points per level after level 9

Level Experience Hit Dice Attack Save Title
1 0 1 +0 14 Postulate
2 2,900 2 +0 13 Novice
3 5,800 3 +1 12 Brother
4 11,600 4 +2 11 Cenobite
5 23,200 5 +2 10 Mendicant
6 45,000 6 +3 9 Monk
7 90,000 7 +4 8 Canon
8 180,000 8 +5 7 Prior
9 360,000 9 +6 6 Abbot
10 480,000 +3 hp
+7 5 Abbot
11 600,000 +6 hp
+7 4 Abbot
12 720,000 +9 hp
+8 3 Abbot

Art by Alison Acton

On Doughty Woodsmen and Knights in Shining Armor

This post continues the look at the hybrid character classes I used in my last campaign, featuring the ranger and paladin. What follows is open game content.

The Paladin Sub-Class
The paladin is a sub-class of fighting-man. Paladins are chivalrous champions of Law and Goodness. They might resemble the “knights in shining armor” of fairy tales or perhaps the rigid, honorable samurai of Japan. The point of paladins is purity. They do their best to remain mentally, spiritually and physically pure. From this dedication and the iron will required to maintain it, they derive a number of blessings to aid them in their struggle against Chaos and Evil.

  • Prime Attributes: Strength & Charisma, 13+ (+5% experience)
  • Hit Dice: 1d10/level (Gains 4 hp/level after 10th.)
  • Armor/Shield Permitted: Any.
  • Weapons Permitted: Any.

Paladins can detect evil (as the cleric spell) by concentrating. They emanate a permanent aura that protects them as per the spell protection from evil.

Paladins are immune to all diseases, including mummy rot and lycanthropy. Their touch can cure disease (as the cleric spell) once per week at level 1, twice per week at level 6 and three times per week at level 12.

A paladin can cure 2 hp per level by laying on of hands. This can be used on the paladin or on others, and the healing can be divided among recipients as the paladin chooses.

At level 3, a paladin gains the ability to banish undead as a cleric two levels lower.

At level 4, the paladin gains the service of a divine warhorse (or other mount) if he successfully completes a quest to locate the animal. The divine mount is unusually strong, loyal, and ready to serve the paladin in her crusade against evil. Should the paladin’s mount die, a year and a day must pass before another can be called. When riding their divine mount, a paladin gains the mounted combat ability (see Boons).

  • Divine Warhorse: HD 5; AC 6 [13]; Atk 1 bite (1d3), 2 hooves (1d4); Move 18; Save 12; Special: None.

Upon reaching level 6, a paladin becomes immune to fear, natural or supernatural. Allies within 10 feet of the paladin gain a +2 bonus on saving throws against fear effects.

Once per day, a paladin of level 9 or higher may attempt to smite evil with one normal melee attack. Smite evil gives the paladin a +2 bonus to hit, and a bonus to damage equal to the paladin’s level. This ability can only be used on supernatural creature of darkness an evil, such as anti-paladins, demons or the undead. The paladin can attempt to smite evil once per day.

At level 12, a paladin’s touch is capable of removing all ailments from a creature, including disease, poison, ability score damage, level drain, hit point damage, confusion, curses and insanity. The paladin can apply this healing touch but once per day.

Level Experience Hit Dice Attack Save Title
1 0 1 +0 18 Squire
2 2,700 2 +1 17 Scutifer
3 5,500 3 +2 16 Banneret
4 12,000 4 +3 15 Gallant
5 24,000 5 +4 14 Companion
6 48,000 6 +5 13 Knight
7 95,000 7 +6 12 Paragon
8 180,000 8 +7 11 Peer
9 360,000 9 +8 10 Paladin
10 700,000 10 +9 9 Paladin
11 1,000,000 +4 hp
+10 8 Paladin
12 1,300,000 +8 hp
+11 7 Paladin

S&W Format

Hit Dice: 1d6+2 per level, +3 hit points per level after level 9

The Ranger Sub-Class
The ranger is a sub-class of fighting-man. Rangers are warriors trained to operate in the wilderness. They are self-sufficient, cunning and well trained at fighting the barbarian tribes (human, humanoid and otherwise) that lurk on the fringes of civilization.

  • Prime Attributes: Strength & Wisdom, 13+ (+5% experience)
  • Hit Dice: 1d10/level (Gains 4 hp/level after 10th.)
  • Armor/Shield Permitted: Chainmail, leather, padded, ring and shield.
  • Weapons Permitted: Any.

Rangers have a +1 bonus to surprise (i.e. surprise on a roll of 1-2 on 1d6) and a +1 bonus to avoid being surprised (i.e. surprised on a roll of 1 on 1d8).

When fighting tribal humanoids (bugbears, gnolls, goblins, hobgoblins, kobolds, orcs, and the like) or giants (giants, ogres, and the like), a ranger inflicts extra damage equal to their level.

With a successful saving throw, a ranger can find and follow a creature’s trail for 5 hours. When tracking humanoids or giants, the ranger does so at a +2 bonus. The ranger can also determine the approximate number of creatures and their type. Rangers can also use this ability to hide tracks.

Rangers have a 2 in 6 chance to notice traps and concealed openings in a natural surrounding merely by passing within 30 feet of them. They are also capable of disarming and building simple snares and pit traps (1d4 damage).

A ranger’s training includes learning how to survive in the wild, climb cliffs and trees, conceal themselves in natural environments, move silently in natural environments and concoct and counteract natural poisons. When a ranger’s success with one of these skills is in doubt, the player should roll a saving throw to avoid failure.

At level 6, a ranger chooses one specific type of creature (i.e. goblin, gnoll, or hill giant) as his favored enemy. The ranger gets a +2 bonus to hit his favored enemy and a +2 AC when fighting his favored enemy. Further, when tracking his favored enemy, a ranger receives a +2 bonus to the tracking save. The ranger is always able to neutralize poisons of the favored enemy, whether manufactured or natural.

Level Experience Hit Dice Attack Save Title
1 0 1 +0 18 Woodsman
2 2,250 2 +1 17 Scout
3 4,500 3 +2 16 Guide
4 9,000 4 +3 15 Wanderer
5 18,000 5 +4 14 Voyager
6 40,000 6 +5 13 Pathfinder
7 75,000 7 +6 12 Warden
8 150,000 8 +7 11 Hawkeye
9 250,000 9 +8 10 Ranger
10 500,000 10 +9 9 Ranger
11 725,000 +4 hp
+10 8 Ranger
12 950,000 +8 hp
+11 7 Ranger

S&W Format

Hit Dice: 1d6+2 per level, +3 hit points per level after level 9
Armor Permitted: Chainmail, leather, ring and shield.
Spellcasting: If you do not use a druid class, replace druid spells with cleric spells.

Level Experience Hit Dice Attack Save Title
1 0 1 +0 16 Woodsman
2 2,500 2 +0 15 Scout
3 5,000 3 +1 14 Guide
4 10,000 4 +2 13 Wanderer
5 20,000 5 +2 12 Voyager
6 40,000 6 +3 11 Pathfinder
7 80,000 7 +4 10 Warden
8 160,000 8 +5 9 Hawkeye
9 320,000 9 +6 8 Ranger
10 440,000 +3 hp
+7 7 Ranger
11 560,000 +6 hp
+7 6 Ranger
12 680,000 +9 hp
+8 5 Ranger

Art by N. C. Wyeth via Golden Age Comic Book Stories

It Came from the SRD – Part Four

This post is the fourth of four posts converting the unconverted monsters from the SRD to S&W. There is, naturally, a part one, part two and part three. This post is open game content.

Sahuagin Mutant
About one in two hundred sahuagin has four arms. Such creatures can make four claw attacks or use extra weapons, in addition to the claw and bite attacks. A Referee in possession of a game that utilizes random mutations may want to add other mutations to the sahuagin mutant (laser eyes, a winning personality, etc).

  • Sahuagin Mutant: HD 2+1; AC 5 [14]; Atk 4 claws (1d4) or 2 weapons (1d8); Move 12 (Swim 18); Save 16; CL/XP 3/60; Special: None.

Scrag (Sea Troll)
These cousins of the troll dwell in any body of water in any climate. They regenerate only if mostly immersed in water.

  • Scrag: HD 6+3; AC 4 [15]; Atk 2 claws (1d4), 1 bite (1d8); Move 12 (Swim 18); Save 11; CL/XP 8/800; Special: Regenerate 3 hp/round.

Shadow, Greater
Although no more intelligent than an average shadow, a greater shadow is more loathesome and dangerous because it can spawn. Creatures drained of all their strength by a greater shadow become shadows under the control of their killer.

  • Greater Shadow: HD 9+3; AC 6 [13]; Atk 1 touch (1d6 + strength drain); Move 12; Save 6; CL/XP 10/1400; Special: Drain 1d4 points of strength with hit, hit only by magic weapons.

Shield Guardian
Shield guardians are magical constructs created to protect whoever wears a certain amulet. They obey verbal commands, but are fairly stupid. All attacks against the amulet wearer in the presence of a shield guardian suffer a –2 penalty to hit. A shield guardian can store one spell of level 4 or lower that is cast into it by another creature. It “casts” this spell when commanded to do so. If a shield guardian’s amulet is destroyed, the guardian ceases to function until a new one is created. If the wearer dies but the amulet is intact, the shield guardian carries out the last command it was given.

  • Shield Guardian: HD 15; AC 0 [19]; Atk 2 slam (2d6); Move 12; Save 3; CL/XP 16/3200; Special: Shield other, spell storing.

Skum
Skum are humanoid algae that serve aboleths and other aquatic dark lords. They are amphibious and have raking claws.

  • Skum: HD 2; AC 7 [12]; Atk 1 bite (2d6), 2 claws (1d4); Move 9 (Swim 15); Save 16; CL/XP 2/30; Special: None.

Spider Eater
A spider eater is 10 feet long and 4 feet high, and has a wingspan of about 20 feet. A spider eater attacks with its venomous sting and powerful mandibles. Female spider eaters lay their eggs inside large, paralyzed creatures. The young emerge about six weeks later, literally devouring the host from inside. Creatures stung by a spider eater must pass a saving throw or be paralyzed for 1d8+5 weeks. Spider eaters have a continuous freedom of movement ability as the spell. They can be trained as mounts.

  • Spider Eater: HD 4+1; AC 5 [14]; Atk 1 sting (2d4) and 1 bite (1d8); Move 12 (Fly 24); Save 13; CL/XP 5/240; Special: Implant eggs, poison.

Thoqqua
The thoqqua is a 5’ long, reddish-silver worm-like creature that radiates intense heat. When it burrows through rock it leaves a 3-ft diameter tunnel glowing red with heat; anyone touching this tunnel within 1 minute of it being made will suffer 2d6 points of damage. It can charge 120’ in one round, dealing 5d6 damage to whomever it hits. Creatures struck must make a saving throw or lose a prominent item worn to the creature’s intense heat. A thoqqua is healed by fire damage. It suffers double damage from cold.

  • Thoqqua: HD 3; AC 1 [18]; Atk 1 touch (2d6); Move 12 (Burrow 3); Save 14; CL/XP 4/120; Special: Healed by fire, double damage from cold.

Troll Hunter
Some trolls, more cunning than most, are not satisfied with merely eating civilized beings but train to hunt them relentlessly. These troll hunters are fearsome creatures who focus on slaying and devouring humanoid prey.

  • Troll Hunter: HD 12+6; AC 1 [18]; Atk 2 claws (1d4), 1 bite (1d8) or battle axe (2d6) or javelin (1d8); Move 12; Save 3; CL/XP 15/2900; Special: Regenerate 3 hp/round, +2 bonus to hit humans and elfs, speak with animals at will, cast resist fire once per day.

Vampire Spawn
Vampire spawn are undead creatures that come into being when vampires slay mortals. Like their creators, spawn remain bound to their coffins and to the soil of their graves. Vampire spawn appear much as they did in life, although their features are often hardened, with a predatory look. Like vampires, vampire spawn have a variety of special abilities. They can only be harmed by magic or silver weapons, regenerate 1 hp per round, can turn into gaseous form at will and can drain one level with their bite. Looking into a vampire spawn’s eyes forces one to make a saving throw or be charmed (as the charm person spell). Vampire spawn have the same weaknesses and vulnerabilities as true vampires.

  • Vampire Spawn: HD 4; AC 4 [15]; Atk 1 bite (1d6 + level drain); Move 12; Save 13; CL/XP 7/600; Special: See description.

Xill
Xill are four-armed, red-skinned hooligans. Xill are asexual. They reproduce by laying eggs in the stomachs of living humanoids. They can shift from the ethereal to the material plane instantly, or the reverse in 2 rounds during which it loses its magic resistance. Despite their magic resistance, xill can be warded with protection from evil. The xill’s claws can inject a paralyzing venom into grappled opponents (a saving throw applies). Once a victim is secured and subdued, the xill will take its victim to the ethereal plane for egg laying. If attacked in its lair, the xill will first save its eggs and any egg-bound victims. Xill eggs hatch in 1d4 days; over the next 2d4 days they will inflict 3d6 damage per day as they mature. Once they emerge they kill the victim instantly. The eggs will produce 2d8 small xill that mature to adulthood in only 1d4 hours.

  • Xill: HD 5; AC 2 [17]; Atk 4 claws (1d4) weapons (1d8); Move 15; Save 12; CL/XP 12/2000; Special: Attack as 8 HD creatures, only harmed by magic weapons, magic resistance 70%, ethereal shift.

Yrthak
A yrthak is a large, blind avian. It senses sound and movement by means of a special organ on its long tongue. It emits powerfully focused beams of sound from the protrusion on its head. The creature is a yellowish-green color, with the wings and fin being more yellow and the head and body more green. The teeth are yellow. A yrthak is about 20 feet long, with a wingspan of 40 feet. Despite their intelligence, yrthaks do not speak. They can focus sonic energy into a ray every 2 rounds. The ray inflicts 6d6 damage. It can also focus the ray on stone, causing an explosion that deals 2d6 damage to all within 10 feet of the impact.

  • Yrthak: HD 12; AC 3 [16]; Atk 2 claws (1d6), 1 bite (2d8); Move 9 (Fly 24); Save 3; CL/XP 13/2300; Special: Sonic attacks.

Templates
Templates are, in my opinion, a sound idea. Why have separate stats for skeletons and monster skeletons and dragon skeletons, when you can instead apply a simple template to any monster and turn it into a skeleton. Nice and simple. Unfortunately, here is where the idea runs smack-dab into one of my least favorite parts of the d20 experience – monster stats. When I used to run a d20 game, I would dutifully go about the business of template-ing a monster to throw a twist to my players. I would go down the list, make the changes, do the calculations, and in the end come up with a slightly new monster that would probably still bite the dust in the course of three or four rounds of combat. For me, not enough bang for the buck. Enter the Swords & Wizardry Core Rules and the sheer joy that is monsters with only SEVEN stats. Compare that to the 23 to 25 statistics for a d20 monster that is going to last just about as long and do just about the same things in combat. Of course, templates often are used to create fairly bizarre, tongue-in-cheek creatures, but I have room for a little comedy in my games. So, here is an attempt at converting some d20 templates into an old school format.

Celestial Creature
The celestial creature template can be applied to any kind of creature.

  • Celestial creatures are subject to spells that repulse conjured creatures.
  • Once per day a celestial creature can “smite evil”, dealing bonus damage equal to its own hit dice on a successful attack against a evil creature.
  • Celestial creatures take half damage from acid, cold and lightning and have 10% magic resistance. A celestial creature with four or more hit dice can only be harmed by magic weapons.
  • Celestial creaures have challenge levels 3 or 4 points higher than normal creatures of the same type.

Sample Celestial Creature

  • Celestial Polar Bear: HD 7; AC 6 [13]; Atk 2 claws (1d6+1), 1 bite (1d10+1); Move 12; Save 9; CL/XP 7/600; Special: Hug, smite evil, half damage from acid, cold and lightning, magic resistance 10%, only harmed by magic weapons.

Fiendish Creature
The fiendish creature template can be applied to any kind of creature.

  • Fiendish creatures are subject to spells that repulse conjured creatures.
  • Once per day a fiendish creature can “smite good”, dealing bonus damage equal to its own hit dice on a successful attack against a good creature.
  • Fiendish creatures take half damage from cold and fire and have 10% magic resistance. A fiendish creature with four or more hit dice can only be harmed by magic weapons.
  • Fiendish creaures have challenge levels 3 or 4 points higher than normal creatures of the same type.

Sample Fiendish Creature

  • Fiendish Giant Viper: HD 4; AC 5 [14]; Atk 1 bite (1d3 + poison); Move 12; Save 13; CL/XP 6/400; Special: Lethal poison, only harmed by magic weapons, half damage from fire and cold, magic resistance 10%, smite good.

Half-Celestial
The haf-celestial template can be applied to any humanoid creature. No matter the form, half-celestials are always comely and delightful to the senses, having golden skin, sparkling eyes, angelic wings, or some other sign of their higher nature.

  • Half-celestials have feathered wings, giving them a fly speed equal to twice their land speed.
  • A half-celestial’s armor class improves by one.
  • Once per day a half-celestial can “smite evil”, dealing bonus damage equal to its own hit dice on a successful attack against an evil creature.
  • Half-celestials can use the spell light at will, and can always counter magical darkness.
  • Half-celestials can cast cleric spells. They can cast one spell of each cleric spell level, with the maximum level of cleric spells equal to their hit dice.
  • Half-celestials are immune to disease, suffer only half damage from acid, cold and lightning, are only harmed by magic weapons, have 25% magic resistance and are +2 to save vs. poison.
  • A half-celestial’s challenge level is 5 points higher than a normal creature of its type.

Sample Half-Celestial

  • Half-Celestial Elf: HD 1+1; AC 4 [15]; Atk 1 sword (1d8) or 2 arrows (1d6); Move 12 (Fly 24); Save 17 (15 vs. poison); CL/XP 6/400; Special: Smite evil (+1 damage), bless once per day, light at will, immune to disease, half damage from acid, cold and lightning, only harmed by magic weapons, magic resistance 25%.

Half-Dragon
The haf-dragon template can be applied to any living creature. Half-dragon creatures are always more formidable than others of their kind that do not have dragon blood, and their appearance betrays their nature; scales, elongated features, reptilian eyes, and exaggerated teeth and claws. Sometimes half-dragons have wings.

  • Half-dragons have +1 hit point per hit dice.
  • A half-dragon that is larger than man-size gains leathery wings and a fly speed equal to twice its land speed.
  • A half-dragon’s armor class improves by two.
  • Half-dragons have one bite attack for 1d6 damage and two claw attacks for 1d4 damage. Damage can be increased for creatures larger than man-sized, or decreased for smaller creatures.
  • Half-dragons gain one breath weapon of the breed of their dragon parent (i.e. frost if a half-white dragon, fire if a half-red dragon). A half-dragon’s breath weapon deals 5d6 points of damage and is usable once per day.
  • Half-dragons are immune to sleep and paralysis.
  • A half-dragon’s challenge level is 2 or 3 points higher than a normal creature of its type, depending on whether or not it can fly.

Sample Half-Dragon

  • Half-White Dragon Mammoth: HD 12+12; AC 5 [14]; Atk 1 trunk (1d10), 2 gore (1d10+4), 2 trample (2d6+4) or 2 claw (1d8), 1 bite (1d10); Move 12 (Fly 24); Save 3; CL/XP 16/3200; Special: Breath cone of frost (5d6 damage) once per day, immune to sleep and paralysis.

Half-Fiend
The haf-fiend template can be applied to any humanoid creature. No matter its form, a half-fiend is always hideous to behold, having dark scales, horns, glowing red eyes, bat wings, a fetid odor, or some other obvious sign that it is tainted with evil.

  • Half-fiends have bat-like wings, giving them a fly speed equal to their land speed.
  • A half-fiend’s armor class improves by one.
  • Half-fiends have one bite attack for 1d6 damage and two claw attacks for 1d4 damage. Damage can be increased for creatures larger than man-sized, or decreased for smaller creatures.
  • Once per day a half-fiend can “smite good”, dealing bonus damage equal to its own hit dice on a successful attack against a good creature.
  • Half-fiends can cast the reverse versions of cleric spells. They can cast one spell of each cleric spell level, with the maximum level of cleric spells equal to their hit dice.
  • Half-fiends are immune to poison, suffer only half damage from acid, cold, fire and lightning, are only harmed by magic weapons, and have 25% magic resistance.
  • A half-fiend’s challenge level is 5 points higher than a normal creature of its type.

Sample Half-Fiend

  • Half-Fiend Berserker: HD 1; AC 7 [12]; Atk 1 weapon (1d8) or 2 claws (1d4), 1 bite (1d6); Move 12 (Fly 12); Save 17; CL/XP 7/600; Special: +2 to hit in berserk state, smite good (+1 damage), cast inflict light wound once per day, immune to poison, half damage from acid, cold, fire and lightning, only harmed by magic weapons, magic resistance 25%.

Lycanthrope
The lycanthrope creature template can combine any humanoid creature with any beast.

  • A lycanthrope’s hit dice are equal to the hit dice of his humanoid form plus the hit dice of his animal form.
  • Lycanthropes can shift between their humanoid form, their animal form, and a hybrid form.
  • A lycanthrope’s armor class improves by two.
  • Lycanthropes gain special movement types of their animal form while in hybrid form.
  • A lycanthrope in hybrid form gains two claw attacks that deal 1d4 damage and one bite attack that deals 1d6 damage. Damage can be increased or decreased as the Referee deems appropriate.
  • A lycanthrope spreads its curse to other creatures through its bite attack. Creatures bitten by the lycanthrope must pass a saving throw to avoid the curse.
  • Lycanthropes can only be harmed by silver or magic weapons.
  • Lycanthropes can communicate with animals of their kind in any form.

Sample Lycanthrope

  • Hill Giant Were-Orca: HD 20+2; AC 2 [17]; Atk 1 weapon (2d6) or 2 claws (1d6), 1 bite (1d8); Move 12 (Swim 24); Save 3; CL/XP 9/1100; Special: Throw boulders, only harmed by silver or magic weapons, communicate with orcas, curse of lycanthropy.

Vampire
The vampire template can be applied to any humanoid creature.

  • If the creature has fewer than seven hit dice, increase their hit dice to seven.
  • Improve the creatures armor class by two.
  • The creature gains a bite attack that deals 1d10 points of damage and drains one level.
  • As a vampire, the creature gains the following special abilities: Can only be hit by magic weapons, regenerate 3 hp each round, turn into gaseous form or giant bat at will, summon a swarm of bats or 3d6 wolves from the night, eyes that charm (as the charm person spell, save at -2 to negate), and the ability to turn humanoids into vampires by killing them.
  • As a vampire, the creature gains the following vulnerabilities: They can be killed by immersion in running water (unless they are natural swimmers), exposure to sunlight, or having a stake driven through their hearts (which, to be honest, kills non-vampires as well); they retreat from the smell of garlic, the sight of a mirror and the sight of “good” holy symbols.
  • Vampiric creatures have challenge levels 3 points higher than normal creatures of the same type, plus any additions due to extra hit dice.

Sample Vampire

  • Vampiric Lizardman: HD 7+1; AC 6 [13]; Atk 2 claws (1d3), 1 bite (1d10 + level drain); Move 6 (Swim 12); Save 9; CL/XP 10/1400; Special: See description above.

Art by Theodor Kittelsen – Sjøtrollet 1887 (The Sea Troll)

It Came from the SRD – Part Three

This post is the third of four posts converting the unconverted monsters from the SRD to S&W. There is, naturally, a part one and part two. This post is open game content.

Lammasu
Lammasus are servants of the lords of law. They appear as winged lions with the heads of bearded kings. They cast spells as level 7 clerics. In addition, they radiate a protection from evil, 10’ radius effect, can turn invisible twice per day and use dimension door once per day.

  • Lammasu: HD 7; AC 0 [19]; Atk 2 claw (2d6); Move 12 (Fly 24); Save 9; CL/XP 9/1100; Special: Spells.

Lillend
Lillends are protectors of the arts that look like winged women with the lower torsos of snakes. Victim’s of a lillend’s tail slap must succeed at a saving throw or be constricted each round for 2d6 damage. A constricting lillend cannot move, but it can still attack. A lillend can use the following spells: At will – darkness, knock, light, pass plant, polymorph self (humanoid only), speak with animals, speak with plants; 3/day – hallucinatory terrain; 1/day – fire charm, irresistible dance, transport via plants. Each lillend can understand all forms of communication.

  • Lillend: HD 7+2; AC 2 [17]; Atk 1 tail (2d6) or 1 weapon (1d8+4); Move 9 (Fly 27, Swim 15); Save 9; CL/XP 14/2600; Special: Spells, only harmed by magic weapons, immune to poison and life drain, half damage from fire, magic resistance 25%.

Magmin
Magmin look like halflings formed from molten rock and surrounded by an aura of flames. Touching a magmin causes flammables to ignite unless a saving throw is made. Just being within 20 feet of a magmin inflicts 1d6 points of damage. Metal items that touch a magmin melt unless the owner makes a saving throw.

  • Magmin: HD 2; AC 2 [17]; Atk 1 touch (1d6); Move 12; Save 16; CL/XP 3/60; Special: Heat.

Malenti
If a community of undine (aquatic elves) is located within 100 miles of a sahuagin community, about one in one hundred sahuagin looks just like an undine. These creatures, called malenti, can remain out of water for up to 12 hours. They are otherwise statistically identical to sahuagin.

  • Malenti: HD 2+1; AC 5 [14]; Atk 1 weapon (1d8); Move 12 (Swim 15); Save 16; CL/XP 2/30; Special: None.

Mephit
Mephits are minor elemental creatures that appear as small, winged demons. A mephit can use its breath weapon three times per day. Once per day, a mephit can attempt to summon another mephit of the same variety with a 25% chance of success. Mephits regenerate 2 points of damage each round if they are within their “element”.

Air Mephits
An air mephit breathes a 15-foot cone of dust and grit that inflicts 1d8 damage (saving throw for half). Once per hour it can duplicate a blur spell. Once per day it can use gust of wind. An air mephit regenerates if exposed to moving air.

  • Air Mephit: HD 3; AC 2 [17]; Atk 2 claw (1d3); Move 12 (Fly 24); Save 14; CL/XP 5/240; Special: Harmed by magic weapons, breath weapon, blur, gust of wind, regenerate, summoning.

Dust Mephit
A dust mephit breathes a 10-foot cone of irritating particles that deal 1d4 damage (saving throw for half) and imposes a -2 penalty to AC and attack rolls. Once per hour, a dust mephit can duplicate a blur spell. Once per day it can create a mass of roiling dust that duplicates a wind wall. A dust mephit regenerates in an arid, dusty environment.

  • Dust Mephit: HD 3; AC 2 [17]; Atk 2 claw (1d3); Move 12 (Fly 21); Save 14; CL/XP 5/240; Special: Harmed by magic weapons, breath weapon, blur, regenerate, summoning, wind wall.

Earth Mephit
An earth mephit breathes a 15-foot cone of rock shards and pebbles that deals 1d8 damage (saving throw for half). Once per day it can cast soften earth and stone. Once per hour it can magically change its size. An earth mephit regenerates if it is underground or buried up to its waist in earth.

  • Earth Mephit: HD 3; AC 3 [16]; Atk 2 claw (1d3); Move 12 (Fly 18); Save 14; CL/XP 5/240; Special: Harmed by magic weapons, alter size, breath weapon, regenerate, soften earth and stone, summoning.

Fire Mephit
A fire mephit breathes a 15-foot cone of fire that deals 1d8 damage (saving throw for half). Once per hour it can cast burning hands, and once per day it can heat metal. A fire mephit regenerates if it is touching a flame at least as large as a torch.

  • Fire Mephit: HD 3; AC 2 [17]; Atk 2 claw (1d6); Move 12 (Fly 21); Save 14; CL/XP 5/240; Special: Harmed by magic weapons, breath weapon, burning hands, heat metal, regenerate, summoning.

Ice Mephit
Ice mephits breathe a 10-foot cone of ice shards that deals 1d4 damage (saving throw for half) and imposes a -2 penalty to AC and attack rolls. Once per hour an ice mephit can cast magic missile and once per day they can chill metal. An ice mephit regenerates if touching a piece of ice of or if the ambient temperature is 32°F. or below.

  • Ice Mephit: HD 3; AC 1 [18]; Atk 2 claw (1d6); Move 12 (Fly 21); Save 14; CL/XP 5/240; Special: Harmed by magic weapons, breath weapon, chill metal, magic missile, regenerate, summoning.

Magma Mephits
Magma mephits breathe a 10-foot cone of magma that deals 1d4 damage (saving throw for half) and imposes a -2 penalty to AC and attack rolls. Once per hour, a magma mephit can turn into a pool of lava. The mephit can only be struck by +3 or better weapons in this form. The mephit can’t attack while in lava form but can use spells. It can move at a speed of 3. The pool’s touch ignites flammable materials such as paper, straw, or dry wood. Once per day a magma mephit can use pyrotechnics. A magma mephit regenerates if touching magma, lava, or a flame at least as large as a torch.

  • Magma Mephit: HD 3; AC 3 [16]; Atk 2 claw (1d6); Move 12 (Fly 21); Save 14; CL/XP 5/240; Special: Harmed by magic weapons, breath weapon, pyrotechnics, regenerate, shape change, summoning.

Ooze Mephits
An ooze mephit breathes a 10-foot cone of caustic liquid that deals 1d4 points of acid damage (saving throw for half). Living creatures that fail their saves are tormented by itching skin and burning eyes unless they have immunity to acid or are otherwise protected. This effect imposes a -2 penalty to AC and a -2 penalty on attack rolls for 3 rounds. Once per hour an ooze mephit can hurl an acid arrow (2d4 damage for 2 rounds). Once per day it can create a stinking cloud (6 rounds). An ooze mephit regenerates if in a wet or muddy environment.

  • Ooze Mephit: HD 3; AC 3 [16]; Atk 2 claw (1d3); Move 12 (Fly 18, Swim 12); Save 14; CL/XP 5/240; Special: Harmed by magic weapons, breath weapon, acid arrow, stinking cloud, summoning.

Salt Mephits
Salt mephits breathe a 10-foot cone of salt crystals that deals 1d4 damage (saving throw for half) and imposes a -2 penalty to AC and attack rolls. Once per day it can draw the moisture from an area in a 20’ radius. Living creatures within range take 2d8 points of damage (saving throw for half). This effect is especially devastating to plant creatures and aquatic creatures, which take a -2 penalty on their saving throws. A salt mephit regenerates if in an arid environment.

  • Salt Mephit: HD 3; AC 3 [16]; Atk 2 claw (1d6); Move 12 (Fly 18); Save 14; CL/XP 5/240; Special: Harmed by magic weapons, breath weapon, destroy moisture, glitterdust, summoning.

Steam Mephits
Steam mephits breathe a 10-foot cone of steam that deals 1d4 damage (saving throw for half) and imposes a -2 penalty to AC and attack rolls. Once per hour a steam mephit can duplicate a blur spell. Once per day it can create a rainstorm of boiling water that affects a 20-foot-square area and causes 2d6 damage. A steam mephit regenerates if touching boiling water or is in a hot, humid area.

  • Steam Mephit: HD 3; AC 3 [16]; Atk 2 claw (1d6); Move 12 (Fly 21); Save 14; CL/XP 5/240; Special: Harmed by magic weapons, breath weapon, blur, boiling rain, summoning.

Water Mephits
Water mephits breathe a 15-foot cone of caustic liquid that deals 1d8 acid damage (saving throw for half). Once per hour a water mephit can hurl an acid arrow. Once per day it can create a stinking cloud spell (6 rounds). A water mephit regenerates if exposed to rain or submerged up to its waist in water.

  • Water Mephit: HD 3; AC 3 [16]; Atk 2 claw (1d3); Move 12 (Fly 18, Swim 12); Save 14; CL/XP 5/240; Special: Harmed by magic weapons, breath weapon, acid arrow, stinking cloud, summoning.

Merrow
Merrows are the aquatic cousins of the terrestrial ogre. Merrow can live in fresh water or salt water. Salt water merrow often keep large harems of mermaids. The mermaids tolerate the merrow because of the protection he affords, but otherwise find them repulsive. This, in turn, drives the merrow to even greater depths of cruelty and hatred. Instead of the typical ogre’s club, they prefer to use long spears in combat.

  • Merrow: HD 4+1; AC 5 [14]; Atk 1 weapon (1d10+1); Move 9 (Swim 15); Save 13; CL/XP 4/120; Special: None.

Mohrg
Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes. Mohrgs are accompanied by 1d4+6 zombies. A mohrg’s long tongue paralyzes those it touches for 1d4 minutes. Creatures killed by a mohrg rise after 1d4 days as zombies under its control.

  • Mohrg: HD 14; AC -4 [23]; Atk 1 slam (1d8) and 1 tongue (paralysis); Move 12; Save 3; CL/XP 17/3500; Special: Tongue attack.

Mummy Lord
Unusually powerful or evil individuals preserved as mummies sometimes rise as greater mummies after death. A mummy lord resembles its lesser fellows, but often wears or carries equipment it used in life. Mummy lords are often potent spellcasters. The mere sight of a mummy lord causes one to become paralyzed with fear for 1d4 rounds unless they pass a saving throw. They are found as guardians of the tombs of high lords, priests, and mages. Most are sworn to defend for eternity the resting place of those whom they served in life, but in some cases a mummy lord’s unliving state is the result of a terrible curse or rite designed to punish treason, infidelity, or crimes of an even more abhorrent nature. A mummy lord of this sort is usually imprisoned in a tomb that is never meant to be opened again.

  • Mummy Lord: HD 10+4; AC 0 [19]; Atk 1 fist (1d12); Move 6; Save 5; CL/XP 15/2900; Special: Despair, rot, hit only by magic weapons, cast spells as a level 10 cleric.

Nessian Warhound
Nessian warhounds are coalblack mastiffs the size of draft horses, often fitted with shirts of infernal chainmail (+1 chainmail barding). Nessian warhounds resemble hell hounds in the same way that pit bulls resemble chihuahuas.

  • Nessian Warhound: HD 12; AC 0 [19]; Atk 1 bite (1d10); Move 12; Save 3; CL/XP 14/2600; Special: Breathe fire (24 hp).

Ogre Berserker
Their inherent bent toward chaos combines with their size and strength to make ogres natural berserkers. Indeed, their leaders are almost always monstrous brutes whose fury in battle is truly fearsome. A raging ogre berserker is an inspiration to other ogres.

  • Ogre Berserker: HD 8+2; AC 2 [17]; Atk 1 weapon (1d10+1); Move 9; Save 8; CL/XP 9/1100; Special: +2 to hit in berserk state.

Phasm
A phasm is an amorphous creature that can assume the guise of almost any other creature or object. If attacked, a phasm transforms into the most fearsome creature it knows (up to 12 feet long) and attacks. A phasm is immune to poison, sleep, paralysis, polymorph, and stunning effects.

  • Phasm: HD 15; AC 2 [17]; Atk 1 slam (1d4); Move 12; Save 3; CL/XP 17/3500; Special: Alternate form.

Rast
A rast has anywhere from ten to fifteen claws, though it can only use four at once. A rast has a body about the size of a large dog’s, with a head almost as large as the body. Any who meet a rast’s gaze must pass a saving throw or be paralyzed for 1d6 rounds. A victim hit by a rast’s bite attack loses 1 point of constitution from blood drain.

  • Rast: HD 4; AC 4 [15]; Atk 4 claws (1d4) or 1 bite (1d8); Move 3 (Fly 24); Save 13; CL/XP 8/800; Special: Paralyzing gaze, blood drain, immune to fire, x2 damage from cold.

Razor Boar
Razor boars are enormous boars with black-bristles and wild, bloodshot eyes. Its tusks are more than three feet long. Razor boars regenerate 2 hp per round. On a natural 20, the razor boars’s tusk attack severs its opponents head (if it has one) from its body.

  • Razor Boar: HD 10; AC -3 [22]; Atk 1 tusk (2d6) and 2 stomps (1d6); Move 21; Save 5; CL/XP 14/2600; Special: Magic resistance 50%, regenerate, vorpal tusks.