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Re: Basic Fantasy Field Guide 2

Posted: Thu Feb 23, 2017 8:25 am
by Fraetor
Fool's Idol

Amour Class: 15
Hit Dice: 2*
Attacks: 2 Claw or 1 Coin
Damage: 2d4 or 1d12
Movement: 30'
No. Appearing: 1d6
Save As: Fighter
Moral: 10
Treasure Type: None
XP: 100

A Fool's Idol appears as a golden, grotesque, humanoid statue, roughly 2 to 4 feet in height, made of fool's gold.

It has a pair of vicious claws and it can pickup gold pieces from the surroundings to fire at foes, up to 40 feet away.

Fool's Idols are found in large concentrations of gold, for example, a large treasure hoard. They are often kept there by stronger denizens of the world, such as dragons, to protect their treasure.

They have no treasure themselves, however they are almost always found in large treasure hoards.


Longbear

Armour Class: 16
Hit Dice: 7
Attacks: 2 claw/1 bite
Damage: 2d4 or 2d6
Movement: 40' (20')
No. Appearing: 1d6
Save As: Fighter 7
Moral: 7
Treasure Type: None
XP: 670

The longbear is an abomination created from a botched growth spell. It is similar to a black bear however it has a length of 30 feet and has a dozen legs.

It attacks using its claws and powerful jaw, though its body structure prevents it from performing a hug attack..

Longbears come in a variety of colorations, from black to blond.
Longbear.jpg
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Shaddick's Demonic Automata

AC: 20
Hit Dice: 12**
Attacks: 6 blade or spell
Damage: 2d12
Movement: 30'
No. Appearing: 1
Save As: Fighter 12
Moral: 12
Treasure Type: A
XP: 2075

Demonic Automata were created by the mad wizard Shaddick, in an attempt to create artificial life, separate from the gods. A Demonic Automata is an entity of nightmares. It is a towering construct made of blackened metal in the shape of a man, though a man it is not. It will repulse any who behold it to such an extent that they must make a save vs. Magic Wands or go mad until calmed by a casting of remove fear.

It has numerous blades sprouting from its back on long, spindle like arms. These are used to slice at any life that gets near the automata. It hates all life and it will fight until destroyed.

Thrice per day it can call upon the power of its creator, who instated himself as their god, giving it the ability to cast an arcane spell of up to third level.


Blackmorean Painting

-

A Blackmorean Painting appears to be a normal painting at first glance, though in a unique style, however if anyone makes direct contact with the canvas they will be sucked into the painting.

They will emerge within the scene depicted in the picture and appear painted on the canvas to any external viewers. The character inside the painting will have to face whatever is painted in the picture.

To escape the character must find a picture frame within the scene and pass through it. Things already in the scene cannot leave.
When a character leaves the version of them on the canvas is not erased and it will be present in the scene if anyone further enters.

The painting can be destroyed by a casting of dispel magic.

The Blackmoreans were a tribe of elves that wanted to preserve their history and culture by creating copies of notable figures and depictions of great events inside their paintings for future generations to visit. Unfortunately they did not consider the effects of trapping sentient beings inside a small scene for near eternity, making the denizens of these pictures extremely aggressive.

Re: Basic Fantasy Field Guide 2

Posted: Thu Feb 23, 2017 6:04 pm
by Bodmir-The-Gnome
The Quizmaster
AC: 20
HD: 10
no. of attacks: Special
Damage: 2d8
Movement: 20'
No. Appearing: 1
Save As: Fighter 10
Moral: 12
Treasure Type: none
XP:2000

The Quizmaster is a skinny creature resembling the infamous wizard White; it has pale skin and can grow up to ten feet tall. This creature wears a grey suit at all times and wanders the wilderness. When the Quizmaster is within 50 feet all creatures must make a save vs. Paralysis or be unable to move and too afraid to speak unless answering questions. A save is made every 5 rounds (modified by Wisdom); on a successful save a creature can move but may only answer questions.

The Quizmaster will approach creatures and in a deep, slow voice ask complicated questions; without an answer in within 1d4-1 rounds, the Quizmaster will attack the questioned creature until the question is correctly answered. An inappropriate answer will provoke an immediate attack, this attack is psychic and can not be avoided. It will persist this until 1d6 questions are answered. If the creature tries to run away, the Quizmaster will pursue it until the questions are answered or the creature dies.

The Quizmaster was created by the human wizard White in an attempt to get students to remember answers to questions. The Quizmaster killed White after he failed to answer questions given to him.

Armorer

AC: same as armor type
HD: 4*
No. of attacks: 1 Armor
Damage: [AC-(natural AC + 1)] d4
Movement: host'
No. Appearing: 1
Save As: host
Moral: 8
Treasure Type: 30% armor
XP: 400

An Armorer is a creature that changes its shape to resemble armor of any sort including magical ones when this creature is worn it functions the same as the armor it replaced would with the exception of casting spells. The replaced armor is stored in an extra dimensional space that follows the armorer around. An Armorer will retain the same form until scared off its host or kills it. When an Armorer's host is badly hurt the Armorer will attack the host using the armor it has assumed because of this the Armorer deals damage depending on the armor type. Once the host is killed the Armorer will hold creature that died in it in its armored form and live off its corpse until another suitable host is found. Once a host is found the armorer will drop the corpse in a nearby location to be discovered and replace the armor that the creature is wearing, the new host does not know this is happening but if a fellow being is watching at the time they can see it clear as day.
Due to this creatures nature it can only be hit my magical weapons or spells, if the host is attacked by magic weapons or spells the Armorer will take equal damage, when an armorer fails its morale check it simply walks off the host leaving them unarmored. If the creature dies on a host the armor they were originally wearing appears near them out of the extra dimensional space it was being held, the armoer falls off the host and transforms into a pile of slime leaving the host unarmored. When the Armorer dies there is a 30% chance it drops another set of armor from previous hosts, the number of armor sets dropped is up to the current GM as only they know how many lives it has claimed.

d% Armor Type
01-31 Leather
32-64 Chain
65-96 Plate
97-100 Reroll + 1 Magic bonus



Vengeful legs

AC: 14
HD: 1 +1
No. of attacks: 2 Legs
Damage: d3
Movement: 50'
No. Appearing: 2d6, Wild 5d10
Save As: fighter: 1
Moral: 12
Treasure Type: none
XP: 25

Vengeful legs are the disembodied skeletal legs of dead creatures that have been animated by evil necromancers. Created to suffer eternal torment, roaming the wilderness to kick the living daylights out of any creature it senses. They function mechanically similarly to skeleton, taking only ½ damage from edged weapons, and only a single point from arrows, bolts or sling stones. Vengeful legs move around by rotating each of its legs in a full circle, they can only do this due to the lack of a torso, the vengeful legs after killing a creature will attach the torso to themselves and function as a normal skeleton would. As with all undead, they can be Turned by a Cleric, and are immune to sleep, charm or hold magic. They are mindless, no form of mind reading is of any use against them. Vengeful legs never fail morale and always fight until destroyed.

Re: Basic Fantasy Field Guide 2

Posted: Fri Feb 24, 2017 5:06 pm
by Fraetor
Here is some nicer art for the Longbear, drawn by bodmir the gnome (please credit as such, or whatever he wishes to be credited as.), I will provide a proper scan of it soon. (Turns out I need to find an A3 scanner)
Longbear Improved.jpg
Longbear Improved.jpg (107.79 KiB) Viewed 6517 times
And here is my attempt at a telethia:
Telethia Cleaned.png
Telethia Cleaned.png (130.36 KiB) Viewed 6513 times
(They may need resampling)

Re: Basic Fantasy Field Guide 2

Posted: Sat Feb 25, 2017 7:17 am
by Fraetor
Here are my entries that I have edited to use singular pronouns.

Telethia

A Telethia is a large dual-headed beast of magical nature with two pairs of blue glistening wings on a powerful, iridescent body. It ranges from 10 to 20 feet in length (plus a tail of about 10 feet) and has a wingspan of 50 ft. It has vicious claws on all of its four legs and a muscular jaw set in each head.
What makes a telethia truly frightening is not their vicious claws or multiple jaws, but rather its ability to read the mind of its foes. It can cast ESP at-will, as per the spell, and also, once per day, can copy the revised spells of a chosen target, those same spells becoming available to the telethia for the remainder of the day.
Although a telethia is intelligent, it is not sapient. It usually hunts in the day before returning to its lair as the sun sets. They form communities around an alpha (AC 22 and 12 HD). Normal telethia fight with +2 moral when with the alpha. A telethia can live for up to 400 years.

[Edit note: I left the comment about the communities plural as a community requires multiple telethia.]

Shaddick's Demonic Automata

Demonic Automata were created by the mad wizard Shaddick, in an attempt to create artificial life, separate from the gods. A demonic automaton is an entity of nightmares, a towering construct made of blackened metal in the shape of a man. It will repulse any who behold it to such an extent that they must make a save vs. Magic Wands or go mad until calmed by a casting of remove fear.
It has numerous blades sprouting from its back on long, spindle-like arms. These are used to slice at any life that gets near the automata. It hates all life and it will fight until destroyed.
Thrice per day it can call upon the power of its creator, who instated himself as their god, giving it the ability to cast an arcane spell of up to third level.

[Edit note: I left the first sentence plural as I can't get it to sound good using singular pronouns.]

Longbear

A Longbear is an abomination created from a botched growth spell. It is similar to a black bear however it has a length of 30 feet and has a dozen legs. A longbear can come in a variety of colorations, from black to blond.
It attacks using its claws and powerful jaw. Its body structure prevents it from performing a hug attack.

Fool's Idol

A Fool's Idol appears as a golden, grotesque, humanoid statue, roughly 2 to 4 feet in height, made of fool's gold. It has a pair of vicious claws and it can pick up gold pieces from its surroundings to fire at foes, up to 40 feet away.
A fool's idol can be found in large concentrations of gold; for example, a large treasure hoard. It is often kept there by stronger denizens of the world, such as dragons, to protect their treasures.

Blackmorean Painting

A Blackmorean Painting appears to be a normal painting at first glance, however if anyone makes direct contact with the canvas they will be sucked into the painting. He or she will emerge within the scene depicted in the picture, and appear painted on the canvas to any external viewers. The character inside the painting will have to face whatever is painted in the picture.
To escape the character must find a picture frame within the scene and pass through it. Things already in the scene cannot leave. When a character leaves the version of them on the canvas is not erased and it will be present in the scene if anyone further enters.
The painting can be destroyed by a casting of dispel magic.
The Blackmoreans were a tribe of elves that wanted to preserve their history and culture by creating copies of notable figures and depictions of great events inside their paintings for future generations to visit. Unfortunately they did not consider the effects of trapping sentient beings inside a small scene for near eternity, making the denizens of these pictures extremely aggressive.

Re: Basic Fantasy Field Guide 2

Posted: Wed Mar 01, 2017 10:08 am
by Bodmir-The-Gnome
Crockle

AC: 17
HD: 5
No. of attacks: bite or special
Damage: 2d8 bite or special
Movement: 5', 50' swim
No. Appearing: 1d4
Save As: Fighter: 5
Moral: 12
Treasure Type: none
XP: 750

A Crockle is a crocodile-like creature that lives near water and can grow up to 30' long. A crockle attacks creatures near the water by jumping out and grabbing them. If a creature strays within 20' of the edge of a crockle's body of water, it will leap out and grapple them, dealing 1d10 damage (a save vs. Death Ray is allowed to avoid taking damage). On successive rounds a save must be made or the grappled creature takes an additional 1d6 damage and is dragged towards and under the water. Creatures dragged into the water may still make a save, but at a -2 as it is harder to escape underwater. The victim also takes drowning damage until they die or escape. As the crockle is a water-based creature, if it is out of water it will retreat to the nearest body of water as soon as possible.

Re: Basic Fantasy Field Guide 2

Posted: Thu Mar 02, 2017 6:36 pm
by SerGavin
Moon Goblins
Armour Class: 16
Hit Dice: 2
No. of Attacks: one, as weapon.
Damage: As weapon
Movement: 30'
No. Appearing: 2d10 Raiding party, 4d10x8
Save As: Fighter: 2
Morale: 8
Treasure Type: E
XP: 75

The Moon goblins are a tribe of unusually well organised mountain dwelling goblinoids. Quite unlike other examples of their kind, they show disturbing affinity for metalwork and mining. In addition,they are more intelligent and cunning than their lowland kin as well as having a more blue-green colouration. Normally standing a foot or so taller than regular goblins, with a stockier and comparatively more muscular frame. Detailed study's and dissections have shown that they have a subtly different arrangement of internal organs which would suggest meddling by overly curious wizards. Due to their proximity to one of his last known locations, it is theorised that yet again, the mad wizard Bartleby has accidentally unleashed yet more dangers into the land.

Moon goblins travel in War tribes, groups of around eighty to three hundred depending on their success and numerous slaves taken often accompany them, mostly comprised of kobalds and goblins who can be forced to fight for their masters, although they make poor soldiers and are prone to desertion at any opportunity.

Due to their better understanding of metal work and greater ability to obtain and refine minerals, moon goblins warriors are very well equipped, normally wearing full chainmail hauberks covered by tabards emblazoned with an image of a lunar eclipse. They can and will wield any weapon available to dwarves but show a particular fondness for heavy crossbows and throwing spears. In addition to their greater skill at metalwork, they also have been reported to have farms in the mountain valleys around their territory, cultivating strange mushrooms and grain as their primary method of substance, this often leads them into conflict with other monsters in the area as they defend their lands from raiders and take territory from other humanoid monsters as a way of life. As a result of this the largest war bands have even been reported to construct wood and stone fortresses from which they patrol their land.

For their currency the moon goblins use strange iridescent stone tori that faintly glow green, presumably mined from their underground forts. These strange tokens are merely ornamental to most, but the goblins use them extensively in religious rituals that rely heavily on living sacrifices, often of the lesser goblin races that they enjoy enslaving although other humanoids are always preferred if they can get them. Moon Goblins share a deep enmity with Hobgoblins who they despise beyond all others and conflicts will arise whenever the two are in proximity, they also shun trolls and ogres, considering them moronic and clumsy, the trolls and ogres think little better of them.

for every group of eight Moon Goblin warriors there is a better armed and equipped Captain to coordinate their efforts and execute those who attempt to flee. They wear platemail and have four hit dice and an AC of 18. they tend to wield great weapons such as great axes and mauls, which they are more free to use due to the greater protection afforded to them by their armour.

sometimes accompanying a band of Moon goblins are the trappers, who range a good distance away from the rest of the group setting devious traps and scouting for the captains. They share the halflings ability to hide in outdoor areas and can set up traps very quickly, using tripwire activated nets, hidden spikes and many other devious contraptions to hinder those in the path of the main group. they are less robust than the warriors of the tribe (one hit dice), have a lower AC (14) but move faster at a rate of 40' and exclusively attack from range with short bows, occasionally using poisoned arrows. they save as fighter 2.

In groups of 20 or more Moon goblins there will be either a Moon Goblin champion or a Moon goblin shaman. The champion (five hit dice, AC 20) is an experienced warrior, respected by the rest of the group. they are highly skilled warriors (for goblins) but are prone to foolishness, such as attempting to imitate other races chivalry or honour, on rare occasions, challenging enemies to single combat in order to settle disputes. this often leads to their deaths. Shamans however are the spiritual leaders of the Moon goblins. Less sturdy than the champions (three hit dice and AC 16) they make up for this by their ability to cast certain spells as a level six cleric. having access to all spells that a level six cleric would. The Shamans wear ornate armour, often made of the bones of enemies and decorated with bloody trophies.

One in every 50-100 Moon goblins is a Wyvvern Rider. The bravest of the champions journey up high into the mountain peaks in order to attempt to tame a wyvvern. The journey is perilous and extremely lethal but required in order to lead a war tribe of Moon goblins under the Shaman-King. These powerful Moon goblins are perhaps the sturdiest examples of their kind (eight hit dice and AC 22) with their king being the greatest amongst them. They wear piecemeal plate armour, made with sections of their enemies equipment, most commonly the superior craftsmanship of the dwarves. Moon goblins led by a Wyvvern rider gain a +2 bonus to morale checks. The Wyvvern riders unsurprisingly ride wyvverns, and with great skill. Their trusty if unpredictable mounts allow them to surprise unwary travellers and ambush enemies at a moments notice.

The leaders of the Moon goblins are known to be their mysterious Shaman-Kings. Legendary warriors amongst their people and wielders of shamanistic power, they are a very formidable opponent to all but the most prepared (twelve hit dice AC 22) they appear leading bands of no less than two hundred moon goblins and can cast spells as a tenth level cleric. The Shaman-kings are always accompanied by an honour guard of 1d4+1 Moon goblin champions and when being led by one, all Moon goblins gain a morale of 12 until the Shaman-King is killed or routed.

Re: Basic Fantasy Field Guide 2

Posted: Fri Mar 03, 2017 2:58 pm
by Bodmir-The-Gnome
Swamp Monster

Armour Class: 16
Hit Dice: 5
No. of Attacks: 2 strikes
Damage: 1d6
Movement: 40'
No. Appearing: 1d8 wild, 4d8 lair
Save As: Fighter: 3
Morale: 8
Treasure Type: L
XP: 100

A Swamp Monster is a humanold creature that stands around 7 foot tall. Moss, vines and other small vegatation grows all overy it's body giving Swamp Monsters skin a greenish hue over its lifetime. It is said that when swamp monsters are born thier skin is a dull blue colour. Due to its natural camouflage, in swamps, marshes and bogs Swamp Monsters surprise on a roll of 1-4 on a d6. All that encounter a Swamp Monster will flee immediately unless a save vs. Petrify is made, those who were surprised will made the save at a -5. Swamp Monsters dare not stray from thier habitat as they believe that the sticky ground holds them down.
Swamp Monsters are semi-intelligent beings and live in small mud huts they build, these are as hard to find asome a secret door may be. All treasure Swamp Monsters get will be covered in mud to keep them on the ground it will take 1 turn to find all the treasure in a Swamp Monster village. In each hut there is an L treasure, 4 Swamp Monsters live in a single hut. Creatures that stray into a Swamp Monsters hut have to make a save vs. Death ray or be stuck in the mud until a successful save is made on successive rounds.

Octopeople

Posted: Mon Mar 06, 2017 8:43 am
by Bodmir-The-Gnome
Octopeople

Armour Class: 13 (base, same as core armor)
Hit Dice: 8
No. of Attacks: 1 tentacle or by weapon
Damage: 1d10 and paralysis or by weapon
Movement: 40' or by Armour
No. Appearing: 2d4 (Disguised) in city, 1d6 wild (Undisguised)
Save As: Fighter: 10
Morale: 12
Treasure Type: none
XP: 1000

Octopeople are humanoids that look like blue octopi, they live in settlements and usually replace royalty or people of similar influence. An Octoperson is indistinguishable to normal people by most means, though true seeing and similar spells can see through the disguise. An Octopersons disguise is comprised out of the flesh of humans, once an Octoperson kills a human they skin them and wear their skin, the can absorb the creatures memories by eating its brain. Octopeoples blood is blue and due to the constant replacing of royalty, many now assume that real royalty has blue blood. An Octoperson reproduces by laying eggs in a humanoid creature, usually ones that are captured by the Octopersons disguise prior to replacement. Over time Octopeople will replace all people in a settlement, when this is done the disguises are removed and the Octopeople live in the captured settlement. Octopeople do not need to eat humans and after colonising will live in peace with local creatures living off plants and domesticated creatures as a human might. When in octopus form, an Octoperson can attack using a tentacle that paralyses on touch unless a save vs paralysis is made. This is used to capture victims and either eat and replace or to lay eggs in. No one really knows how to Octopeople came about, many say it was the first polymorth spell that was not quite right while others say that they have always been their and have only recently revealed themselves.

EDIT: Edits seem to have been removed. Language and typos have been put back in. oh well, tried to assist. :?

Re: Basic Fantasy Field Guide 2

Posted: Tue Mar 07, 2017 4:23 am
by SerGavin
Wretchling
Armour Class: 17 or a the host
Hit Dice: 5
No. of Attacks: one
Damage: save vs spells or become the host
Movement:
No. Appearing: 1
Save As: Magic user: 5
Morale: 8
Treasure Type:
XP:

Wretchlings dwell in the dark corners of the world, hiding in shadows and psychically feeding off of the feelings of those nearby, draining hope and joy and replacing them with fear and crushing depression. In their rarely seen natural state, the monsters resemble an upside down humanoid torso with two spider like appendages attached to each limb joint and where the neck would be. A head, vaguely arachnid in appearance, being glossy black with six large differently coloured eyes, is situated directly on the middle of the chest and can turn entirely around. While their natural habitats, of deep caves and areas that most would fear to tread, are rarely intruded upon by humanoids, if a wretchling should sense intelligent beings nearby it will pick one at random and begin to stalk them. If it manages to get within 40' of the chosen being without being detected it will attack. If it succeeds it's attack roll, the victim must make a save vs spells. if successful they immediately become aware of the wretchling and it is stunned for a single round. If the save is failed, the creature disappears into the mind of the new host.

A host in the first stage appears to be completely normal and will act similarly to how it does normally. However terrible nightmares will begin to manifest for all those within 100' first just while asleep and then later even during waking hours. They begin with the victims seeing long spider like appendages creeping toward some them from the corner of their vision accompanied by a feeling of dread. It is not uncommon for the recipients of these visions to randomly break out in cold sweats. After several days the visions will increase in frequency and severity to include faint whispering, too quite to properly hear, at all times that leave victims uneasy and feeling physically ill. The wretchling will manifest itself at this time as a small child that only the host character can see. They will talk to this apparition frequently and others in the area may take note. If the wretchling is attacket in this state with a magic weapon or spell, it will be forced out of the hosts body and attempt to possess the nearest other although this can be prevented by encircling the host in salt before hand as wretchlings despise the substance. If this does not happen within a few days, Soon afterwards all nearby the host start to receive visions of violence, specifically targeting their friends and allies, and the whispering, now much louder, encourages them to attack those nearby. At this point the host enters the second stage. The character must succeed a second save vs spells or they are now dead. The eyes of the host turn a glossy black and they will begin to sow the seeds of dissent amongst their allies, attacking companions in the night if given the opportunity and feasting upon their flesh. The visions progress to the point that it becomes difficult to discern reality and the nightmare realm.

At this point the wretchling will make it's move on those remaining. Shedding the now paper thin shell that is the remnants of the host by ripping it apart from the inside and attacking. A wretchling in this state is gorged and gains two extra hit dice but has it's movement speed decreased by half. All those killed by a wretchling have a 20% to rise as a a zombie within three days.

Will finish later

Re: Basic Fantasy Field Guide 2

Posted: Fri Mar 10, 2017 3:23 pm
by chiisu81
Here are my edits; I did not look over the stat-blocks and welcome feedback on those especially. Once these are hammered out I'll add to R7 and then upload it.

Crockle

AC: 17
HD: 5
No. of attacks: bite or special
Damage: 2d8 bite or special
Movement: 5', 50' swim
No. Appearing: 1d4
Save As: Fighter: 5
Moral: 12
Treasure Type: none
XP: 750

A Crockle is a crocodile-like creature that lives near water and can grow up to 30' long. A crockle attacks creatures near the water by jumping out and grabbing them. If a creature strays within 20' of the edge of a crockle's body of water, it will leap out and grapple them, dealing 1d10 damage (a save vs. Death Ray is allowed to avoid taking damage). On successive rounds a save must be made or the grappled creature takes an additional 1d6 damage and is dragged towards and under the water. Creatures dragged into the water may still make a save, but at a -2 as it is harder to escape underwater. The victim also takes drowning damage until they die or escape. As the crockle is a water-based creature, it will spend as little time as possible on dry land.

Moon Goblins
Armour Class: 16
Hit Dice: 2
No. of Attacks: one, as weapon.
Damage: As weapon
Movement: 30'
No. Appearing: 2d10 Raiding party, 4d10x8
Save As: Fighter: 2
Morale: 8
Treasure Type: E
XP: 75

The Moon Goblins are a tribe of unusually well-organised mountain-dwelling goblinoids. Unlike other examples of their kind, they show an affinity for metalwork and mining. In addition, they are more intelligent and cunning than their lowland kin. Featuring a more blue-green colouration, these goblins stand a foot or so taller, with a stockier and comparatively more muscular frame.

Due to their better understanding of metal work and mining, moon goblins warriors are very well-equipped, normally wearing full chainmail hauberks covered by tabards emblazoned with an image of a lunar eclipse. They can and will wield any weapon available to dwarves but show a particular fondness for heavy crossbows and throwing spears. Moon goblins share the Halfling ability to hide in outdoor areas. The largest war bands have even been reported to construct wood and stone fortresses.

For every group of eight moon goblin warriors there is a better-armed and equipped Captain, who wears platemail (AC 18) and has 4 HD. They tend to wield great weapons such as great axes and mauls. Sometimes accompanying a band of moon goblins are the Trappers, who range a good distance away from the rest of the group, setting devious traps and scouting for the Captains. Trappers can set traps very quickly, using tripwire-activated nets, hidden spikes, and many other devious contraptions to hinder those in the path of the main group. They are less robust than the warriors of the tribe (1 HD) and have a lower AC (14), but move faster (40') and exclusively attack from range with short bows, occasionally using poisoned arrows. Trappers save as Fighter: 2.

In groups of 20 or more moon goblins there will be either a Moon Goblin Champion or a Moon goblin Shaman. The Champion (5 HD, AC 20) is an experienced warrior, respected by the rest of the group. They are highly skilled warriors but are prone to foolishness, such as attempting to imitate other races' chivalry or honour, on rare occasions, challenging enemies to single combat in order to settle disputes. Shamans are the spiritual leaders of the Moon Goblins. Less sturdy than the Champions (3 HD, AC 16), they make up for this by their ability to cast certain spells as a 6th-level Cleric, with access to all the same spells. The Shamans wear ornate armour, often made of the bones of enemies and decorated with bloody trophies.

One in every 50-100 Moon goblins is a Wyvvern Rider. The bravest of the champions journey up high into the mountain peaks to attempt to tame a wyvvern. These powerful moon goblins are perhaps the sturdiest examples of their kind (8 HD, AC 22) with their king being the greatest amongst them. They wear piecemeal plate armour, made with sections of their enemies' equipment, most commonly the superior craftsmanship of the dwarves. Moon goblins led by a wyvvern rider gain a +2 bonus to morale checks. The wyvvern rider's trusty if unpredictable mounts allow them to surprise unwary travellers and ambush enemies at a moment's notice.

The leaders of the moon goblins are known to be their mysterious Shaman-Kings. Legendary warriors amongst their people and wielders of shamanistic power, they are a very formidable opponent to all but the most prepared (12 HD, AC 22). They appear leading bands of no less than 200 moon goblins, and can cast spells as a 10th-level Cleric. The shaman-kings are always accompanied by an honour guard of 1d4+1 moon goblin champions, and when led by one all moon goblins gain a morale of 12 until the shaman-king is killed or routed.

Swamp Monster

Armour Class: 16
Hit Dice: 5
No. of Attacks: 2 strikes
Damage: 1d6
Movement: 40'
No. Appearing: 1d8 wild, 4d8 lair
Save As: Fighter: 3
Morale: 8
Treasure Type: L
XP: 100

A Swamp Monster is a humanold creature that stands around 7 foot tall. Moss, vines, and other small vegatation grow all over its body, giving its skin a greenish hue as it ages; when swamp monsters are born their skin is a dull blue colour. In swamps, marshes, and bogs, due to its natural camouflage, swamp monsters surprise on a roll of 1-4 on a d6. Anyone encountering a Swamp Monster will flee immediately unless a save vs. Petrify is made; those surprised will make the save at a -5. Swamp Monsters dare not stray from thier habitat, as they believe that the sticky ground holds them down.

Swamp monsters are semi-intelligent beings and live in small mud huts they build; these are as hard to find as a secret door. All treasure recovered from a swamp monster will be covered in mud to keep them on the ground; it will take 1 turn to find all the treasure in a swamp monster village. In each hut there is an L treasure, and there are normally 4 Swamp Monsters living in a single hut. Creatures that stray into a swamp monster's hut must make a save vs. Death ray or be stuck in the mud until a successful save is made on a successive round.

Octopeople

Armour Class: 13 (base, same as core armor)
Hit Dice: 8
No. of Attacks: 1 tentacle or by weapon
Damage: 1d10 and paralysis or by weapon
Movement: 40' or by Armour
No. Appearing: 2d4 (Disguised) in city, 1d6 wild (Undisguised)
Save As: Fighter: 10
Morale: 12
Treasure Type: none
XP: 1000

Octopeople are humanoids that resemble blue octopi from the waist up. They live in settlements, and under disguise replace royalty or other people of similar influence. An octoperson is indistinguishable from normal people by most means, though true seeing and similar spells can see through the disguise.

An octoperson's disguise is comprised of the flesh of humans. Once an octoperson kills a human they skin them and wear their skin; they can also absorb the creature's memories by eating its brain. An octoperson's blood is blue, and due to the constant replacing of royalty, many now assume that real royalty have blue blood.

An octoperson reproduces by laying eggs in a humanoid creature, usually ones that are captured by the octoperson's disguise prior to replacement. Over time octopeople will replace all people in a settlement; when this is completed the disguises are removed and the octopeople live in the captured settlement as their true selves. Octopeople do not need to eat humans after colonising and will live in peace with local creatures, living off plants and domesticated creatures as a human might.

When in octopus form, an octoperson can attack using a tentacle that paralyses on touch unless a save vs. Paralysis is made. This is used to capture victims and either eat and replace or to lay eggs in. No one really knows how the octopeople came about; many say it was a polymorph spell that was not quite right, while others will swear that they have always been here and have only recently revealed themselves.

Wretchling
Armour Class: 17 or a the host
Hit Dice: 5
No. of Attacks: one
Damage: save vs spells or become the host
Movement:
No. Appearing: 1
Save As: Magic user: 5
Morale: 8
Treasure Type:
XP:

Wretchlings dwell in the dark corners of the world, hiding in shadows and psychically feeding off of the feelings of those nearby, draining hope and joy and replacing them with fear and crushing depression. In their rarely-seen natural state, the monsters resemble an upside-down humanoid torso with two spider-like appendages attached to each limb joint and where the neck would be. A head, vaguely arachnid in appearance, glossy black with six large differently-coloured eyes, is situated directly on the middle of the chest and can turn entirely around. While their natural habitats, deep caves and areas that most would fear to tread, are rarely intruded upon by humanoids, if a wretchling should sense intelligent beings nearby it will pick one at random and begin to stalk them. If it manages to get within 40' of the chosen being without being detected it will attack. If it succeeds its attack roll, the victim must make a save vs. Spells. If successful, the victim immediately becomes aware of the wretchling and is stunned for a single round. If the save is failed, the creature disappears and slips into the mind of the new host.

A host in the first stage appears to be completely normal. However, terrible nightmares will begin to manifest for all those within 100'; first just while asleep, and then later even during waking hours. The nightmares begin with the victims seeing long spider-like appendages creeping from the corner of their vision, accompanied by a feeling of dread. It is not uncommon for the recipients of these visions to randomly break out in cold sweats.

After several days the visions will increase in frequency and severity to include faint whispering that leaves victims uneasy and feeling physically ill. The wretchling will manifest itself at this time as a small child that only the host character can see. They will talk to this apparition frequently, and others in the area may take notice. If the wretchling is attacked in this state with a magic weapon or spell, it will be forced out of the host's body and will attempt to possess the nearest being. This can be prevented by encircling the host in salt before-hand, as wretchlings despise the substance. If this does not happen within a few days, soon all those near the host will start to see visions of violence, specifically targeting their friends and allies; the whispering, now much louder, encourages them to attack those nearby.

At this point the host enters the second stage. The character must succeed a second save vs. Spells or they will die, their eyes turning a glossy black. Now undead (can be Turned as a zombie), the host will begin to sow the seeds of dissent amongst their allies, attacking companions in the night and feasting upon their flesh. Finally, the wretchling will shed the now paper-thin shell that is the remnants of its host. A wretchling in this state is gorged and gains two extra hit dice, but its movement speed is decreased by half. All those killed by a wretchling have a 20% chance to rise as a zombie within three days.