Monsters!!!!
Newt, Giant
Newt, Giant | |
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% in Lair | 5% |
No. Appearing | 1-6 (1d6) |
Armour Class | 10 |
Hit-Points | 8 |
Movement | 20, Sw 40 |
No. of Attacks | 1 |
Attack/Damage | 2d3 (teeth) |
Special Attack | Lunge, See Below |
Special Defences | Nil |
Magic Resistance | Nil |
Size | M (8 ft. long) |
Morale | 6 |
Treasure | Nil |
XP Value | 10 |
Large amphibian found in temperate freshwater. Digs itself into the muddy bottom of shallow water, waiting to strike at its prey. If it catches a target by surprise (4-in-6), it can lunge up to twelve feet, dealing 2d3 piercing damage (no to-hit role), and grappling its victim. Being cold-blooded, it takes half-damage from fire spells and double damage from cold spells.
Grindylow
Grindylow | |
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% in Lair | 25% |
No. Appearing | 2-8 (2d4) |
Armour Class | 10 |
Hit-Points | 4 |
Movement | 20, Sw 30 |
No. of Attacks | 1 |
Attack/Damage | 1d4 (claw) |
Special Attack | Nil |
Special Defences | Nil |
Magic Resistance | Nil |
Size | S (3 ft. tall) |
Morale | 10 |
Treasure | Nil |
XP Value | 5 |
Lakedwelling, impish creatures with long, wiry arms tipped with sharp claws. They are covered in dark hair similar to that of a beaver and have pallid eyes which glow in the dark. Grindylows wallow in still-water, waiting to grab any hapless person who strays too close to the water's edge.
Turtle, Giant
Turtle, Giant | |
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% in Lair | 5% |
No. Appearing | 1 |
Armour Class | 18 |
Hit-Points | 16 |
Movement | 15, Sw 25 |
No. of Attacks | 1 |
Attack/Damage | 2d3 (beak) |
Special Attack | Nil |
Special Defences | Nil |
Magic Resistance | Nil |
Size | L (12 ft. long) |
Morale | 10 |
Treasure | Nil |
XP Value | 25 |
???
Skeleton
Skeleton | |
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% in Lair | 75% |
No. Appearing | 3-30 (3d10) |
Armour Class | 12+2 |
Hit-Points | 6 |
Movement | 30 |
No. of Attacks | 1 |
Attack/Damage | (weapon) |
Special Attack | Nil |
Special Defences | See Below |
Magic Resistance | See Below |
Size | M (4-6 ft. tall) |
Morale | Special |
Treasure | Nil |
XP Value | 10 |
Skeletons are immune to all sleep, charm, and hold spells, along with any cold-based attacks. Slashing and piercing weapons (swords, daggers spears) deal but half damage, while hacking and bludgeoning inflict normal damage, as does fire. Holy water inflicts 2d4 damage per vial striking the skeleton.
Being without a will of their own, skeletons are immune to fear spells and need never check morale. When a skeleton dies, it collapses into a rattling heap.
Corpse, Walking
Corpse, Walking | |
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% in Lair | ?% |
No. Appearing | 2-20 (2d10) |
Armour Class | 10 |
Hit-Points | 6 |
Movement | 20 |
No. of Attacks | 1 |
Attack/Damage | 1d4 (fist) |
Special Attack | Nil |
Special Defences | See Below |
Magic Resistance | See Below |
Size | M (4-6 ft. tall) |
Morale | Special |
Treasure | Nil |
XP Value | 10 |
Walking Corpses are immune to all sleep, charm, and hold spells, along with any cold-based attacks. Fire inflicts double damage. Holy water inflicts 2d4 damage per vial striking the skeleton.
Crypt-Thing
Crypt-Thing | |
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% in Lair | 100% |
No. Appearing | 1 |
Armour Class | 10 |
Hit-Points | 6 |
Movement | 30 |
No. of Attacks | 1 |
Attack/Damage | 1d4 (claws) |
Special Attack | See Below |
Special Defences | See Below |
Magic Resistance | See Below |
Size | M (4-6 ft. tall) |
Morale | Fanatic (17) |
Treasure | Nil |
XP Value | 75 |
Undead beings which sometimes guard tombs, graves, and catacombs.
A crypt thing exists only to protect the bodies of those who have been laid to rest in its lair. It acts only to defend its crypt. Should grave robbers or vandals seek to enter and profane the sanctity of its tomb, the crypt thing becomes instantly animated.
Crypt-things are immune to all sleep, charm, and hold spells, along with any cold-based attacks. Non-magical weapons deal but half-damage. Holy water inflicts 2d4 damage per vial. A silver-cross, if placed around the crypt-thing's neck, negates its magical powers.
Can cast each spell once daily:
- Mote of Flame: Create a mote of fire and hurl it at a target within range. Make an attack roll with +2. On a hit, the target suffers 1d10+4 fire damage and, if it is especially flammable, is lit ablaze, taking an additional 1d4 fire damage every turn for up to a minute unless put out as an action.
- Blighting Touch:Reach out and brush a creature with a cold, dead hand. Make an attack roll with +2. On a hit, the target suffers 2d4+2 necrotic damage.
- Lesser Illusion:Create an illusion, either a visual illusion of an object, creature, or some other visual phenomenon that fits within a 15 foot cube or an auditory illusion of some kind, such as whispers or words coming from somewhere in the room. Can move the illusion to another point within range.
- Animate Dead:Summon 1d4 skeletons.
Automaton
Automaton | |
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% in Lair | 100% |
No. Appearing | 1-2 (1d2) |
Armour Class | 16 |
Hit-Points | 14 |
Movement | 20 |
No. of Attacks | 2 |
Attack/Damage | 1d4 (fist) |
Special Attack | Nil |
Special Defences | See Below |
Magic Resistance | See Below |
Size | M (7 ft. tall) |
Morale | Fanatic (17) |
Treasure | Nil |
XP Value | 25 |
Automata immune to all sleep, charm, and hold spells, along with any cold-based attacks.