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Leap Fish |
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Bloodstone Entwiner |
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Abyss Skeleton |
Climate/Terrain: Frequency: Organisation: Activity Cycle: Diet: Intelligence: Treasure: Alignment: No. Appearing: Armour Class: Movement |
Ocean Very Rare School Daylight Carnivore Animal intelligence (1) Nil Neutral 2d10 8 Sw 20 |
Hit Dice: THAC0: No. of Attacks: Damage/Attack: Special Attacks: Special Defences: Magic Resistance: Size: Morale: XP Value: |
2 19 1 bite or 1 leap 2d4 or 1d4 See description Nil Nil S Average (10) 50 |
Combat: The fish will leap onto land, or more usually a ship's deck, and begin to hurl themselves at any creatures they encounter using their powerful tails and fins. Their intention is to drive their prey into the water whereupon they will immediately return to the sea and feast upon their victims. When leaping out of water at their prey they can leap up to 10 feet. A successful attack means they have knocked their target back 5 feet and the victim takes 1d4 points of damage from the blow. The fish will often attack in small groups to improve their chances of success. The fish can remain out of water for up to 8 rounds before they must return or die of suffocation. After 2 rounds back in the water they are free to emerge again to attack.
Habitat/Society: Leap fish live in schools of relatively small sizes not usually larger than 20 fish. Around a third of the fish normally engage in attacks to send victims into the sea for the school to feed on.
Ecology: Leap fish will attack other marine life even as large as a killer whale though their preferred food is humanoids for which their attack technique has evolved.
Climate/Terrain: Frequency: Organisation: Activity Cycle: Diet: Intelligence: Treasure: Alignment: No. Appearing: Armour Class: Movement |
Any Land Very Rare Group Any Special Semi-intelligent (4) Nil Neutral 1d4 2 3 |
Hit Dice: THAC0: No. of Attacks: Damage/Attack: Special Attacks: Special Defences: Magic Resistance: Size: Morale: XP Value: |
6 15 1 2d6 See description See description Nil M Fearless (20) 2,000 |
Combat: Bloodstones have no physical attack as such, but attempt to come into contact with their victims to inflict harm and kill, and will work to corner their targets. When they do so they then begin to do 2d6 hit points damage per round, by draining blood. Any victim touched by a bloodstone must make a Strength check to pull free or become stuck to the bloodstone. Due to their magical nature they are immune to all forms of mind magic and poisons and also to non-magical weapons.
Habitat/Society: Being magical constructs, bloodstones have no society and may be found in any habitat.
Ecology: Bloodstones are not natural creatures, and play no part in the world's ecology.
Climate/Terrain: Frequency: Organisation: Activity Cycle: Diet: Intelligence: Treasure: Alignment: No. Appearing: Armour Class: Movement |
Caverns, Ruins Very Rare Group Any Carnivore Animal intelligence (1) C Neutral 1d4 2 3, Cl 6 |
Hit Dice: THAC0: No. of Attacks: Damage/Attack: Special Attacks: Special Defences: Magic Resistance: Size: Morale: XP Value: |
5 15 4 See description See description See description Nil M Elite (14) 650 |
Combat: Entwiners attack by lashing their victims with their tentacles for 1d6 damage. When a tentacle successfully hits it wraps about the target, possibly immobilising a limb. The tentacle can be pulled free in 1 round if the victim succeeds at a Strength check, at a -2 penalty, and a -4 penalty if only one arm is used. Grasping tentacles do an additional 1d6 damage each round due to squeezing. Due to their rubbery bodies, entwiners take only 1/2 damage from blunt weapons.
Habitat/Society: Entwiners have no society and reside either as placed guardians, or lurk in dark places to which they have escaped.
Ecology: Entwiners are voracious carnivores though rarely eat their own kind. They can survive without food for long periods, and their preferred diet is humanoids.
Climate/Terrain: Frequency: Organisation: Activity Cycle: Diet: Intelligence: Treasure: Alignment: No. Appearing: Armour Class: Movement |
Any Very Rare Group Any Nil Very intelligent (11) Nil Neutral Evil 2d4 5 12 |
Hit Dice: THAC0: No. of Attacks: Damage/Attack: Special Attacks: Special Defences: Magic Resistance: Size: Morale: XP Value: |
5 15 See description See description See description See description Nil M Fearless (20) 2,000 |
Combat: These creatures never use weapons, prefering to attack and kill using their innate magical abilities. They possess three powers which they can employ as often as desired:
Habitat/Society: Abyss Skeletons are found wherever they are summoned and placed by their controllers. Those that have managed to successfully turn on their masters or escape will rampage, bringing terror and death until they are destroyed.
Ecology: Abyss Skeletons are created when vengeful damned souls are sent to the Abyss. They wait eternally for the chance to return to the Prime Plane to fulfill their desire to kill.