TSR 2433 - Dark Sun Appendix II - Terrors Beyond Tyr.pdf

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Monstrous Compendium: Terrors Beyond Tyr
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Designers: Jim Atkiss, Steve Brown, Timothy B. Brown,
Andrew P. Morris, Bruce Nesmith, Wes Nicholson, Bill Slavicsek
Design Reviewer: Bill Slavicsek
Editor: Anne Gray McCready
Cover Artist: Jeff Easley
Interior Artist: Thomas Baxa
Graphics Coordinator: Sarah Feggestad
Art Coordinator: Peggy Cooper
Typography: Nancy J. Kerkstra
Border Art: Thomas Baxa
Graphic Design: Dee Barnett
TSR, Inc.
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A DVANCED D UNGEONS & D RAGONS , AD&D, D ARK S UN , D UNGEON M ASTER , and M ONSTROUS C OMPENDIUM are registered trademarks owned by TSR, Inc. M ONSTROUS M ANUAL and the TSR
logo are trademarks owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc. © 1995 TSR, Inc. All
Rights Resewed. Printed in the U.S.A. Random House and its affiliate companies have worldwide distribution rights in the book trade for English-language products of TSR,
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under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the ex-
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2433XXX1901
Permission granted to photocopy or
print this product for personal use.
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How to Use this Book
D ARK S UN ® Encounter Tables
Aarakocra, Athasian
Animal, Domestic
Aviarag
Baazrag
Baazrag, Boneclaw
Bloodgrass
Cactus, Hunting
Cactus, Rock
Cilops
Crodlu
Dagorran
Dhaot
Drake (Lesser), General
Drake, Magma
Drake, Rain
Drake, Silt
Drake, Sun
Dray
Drik
Dune Reaper
Dwarf, Athasian
Elemental Beast, General
Elemental Beast, Air
Elemental Beast, Earth
Elemental Beast, Fire
Elemental Beast, Water
Elf
Fael
Feylaar
Fordorran
Giant, Shadow
Golem, General
Golem, Magma
Golem, Salt
Gorak
Half-giant
3
5
8
10
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
30
32
34
36
38
39
40
41
42
44
45
46
47
48
49
50
51
52
53
54
59
60
62
63
Krag
Kragling
Lirr
Mastyrial
Meorty
Mul
Nikaal
Pakubrazi
Paraelemental Beast, General
Paraelemental Beast, Magma
Paraelemental Beast, Rain
Paraelemental Beast, Silt
Paraelemental Beast, Sun
Psionocus
Psurlon
Raaig
Racked Spirit
Retriever, Obsidian
Ruktoi
Ruvoka
Sand Howler
Scorpion
Seed, Brain
Silt Horror, Black
Silt Horror, Magma
Silt Horror, Red
Silt Spawn
Slig
Spider
Spinewyrm
Ssurran
Stalking Horror
Tarek
Tari
Thri-kreen
Tohr-kreen (Jez & Jhol)
Tohr-kreen (Tkeech & Tondi)
Trin
Tulk
Tliz
Undead
Wraith, Athasian
Xerichou
Zombie, Thinking
64
66
67
68
70
72
74
75
76
77
78
79
80
81
82
84
86
87
88
89
90
91
92
93
94
95
96
98
100
102
103
104
106
108
110
112
114
116
117
118
120
124
126
127
Halfling
Human
Jhakar
Kaisharga
Kestrekel
Klar
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Welcome to the second M ONSTROUS C OMPENDIUM ® volume de-
tailing the strange and terrifying creatures of Athas. For the
Dungeon Master (DM) venturing into the wilds beyond the
Tyr region, this accessory will prove ndispensable as it is
designed to go hand in hand with the revised D ARK S UN ® Cam-
paign Setting (2438). That boxed set explores the lands beyond
Tyr as well as presents expanded psionics rules. (Throughout
the entries in this appendix, statistics pertaining to the new
psionics rules are presented in second color for ease of refer-
ence.) Monsters included in this volume are typical for their
type, but variations by the DM for his or her own campaign
are encouraged.
This volumes entry format follows that of the Monstrous
Manual
Intelligence
This classification is the equivalent of human IQ. Certain
monsters are instinctively cunning and are noted as such in
the monster descriptions. Ratings correspond to the following
Intelligence ability scores:
0
Nonintelligence (or not ratable)
Animal intelligence
Semi-intelligence
Low intelligence
Average (human) intelligence
Very intelligent
High intelligence
Exceptional intelligence
Genius
Supragenius
Godlike intelllgence
1
. Brief explanations of the terms used in each entry
are provided below. (For more detailed explanations, consult
the Monstrous Manual.) Note: In this book the D UNGEON M ASTER ®
Guide is abbreviated DMG, and the players Handbook is abbre-
viated PHB.
In addition to the base statistics, each monster is described
using the following categories:
Combat: This section discusses special combat abilities,
arms, armor, and tactics.
Habitat/Society: This section outlines the monsters general
behavior. nature, social structure, and goals.
Ecology: This section describes how the monster fits into the
campaign world, gives useful products or byproducts of the
creature, and presents other miscellaneous information.
Variations of a monster are given in a special section after
the main monster entry.
24
57
810
1112
1314
1516
1718
1920
21+
Treasure
This item refers to the treasure tables in the D ARK S UN Rules Book. If
individual treasure is indicated, each individual may carry it (or
not, at the DMs discretion). Major treasures are usually found in
the monsters lair. These are most often designed and placed by
the DM. Intelligent monsters use magical items present and try to
carry off most valuable treasures if hard pressed. If treasure is as-
signed randomly, roll for each type possible. If all rolls fail, no
treasure of any type is found. Treasure should be adjusted down-
ward if few monsters are encountered. Large treasures are noted
by parenthetical multiplier (x10, etc.) not to be confused with
treasure type X. Do not use the tables to place dungeon treasure,
as numbers encountered underground will be much smaller.
Climate/Terrain
This notation defines where the creature is most often found.
Normally, climates include arctic, subarctic, temperate, and
tropical. Terrains include plain/scrub, forest, rough/hill.
mountain, swamp, and desert
Alignment
This category shows the general behavior of the average mon-
ster of that type. Exceptions, though uncommon, may be en-
countered.
Frequency
This percentage is the likelihood of encountering a creature in
an area. Very rare is a 4% chance, rare is 11%, uncommon is 20%,
and common is 65%. Chances can be adjusted for special areas.
No. Appearing
This statistic indicates the typical number appearing in a lair
encounter. The DM should alter this to fit the circumstances.
The number stated should not be used for dungeon encoun-
ters.
Organization
This listing notes the general social structure the monster
adopts Solitary includes small familial groups.
Armor Class
This number indicates 1) the armor worn by humans and hu-
manoids, 2) the natural protection because of physical struc-
ture or magical nature, and 3) the difficulty in hitting
something because of its speed or reflexes. Humans and hu-
manoids of roughly man-size that wear armor will have an
unarmored rating in parentheses. Listed Armor Class ratings
do not include any special bonuses noted in the descnption.
Activity Cycle
This is the time of day when the monster is most active: Diur-
nal means active during daytime, nocturnal means active at
nighttime, and crepuscular means most active at dawn and
dusk. Nocturnal monsters may be active at any time in subter-
ranean settings. Activity cycle is a general guide and excep-
tions are fairly common.
Diet
This statistic indicates what the creature generally eats. Carni-
vores eat meat, herbivores eat plants, and omnivores eat both
Scavengers feed mainly on carrion.
Movement
This notation shows the relative speed rating of the creature.
Higher speeds may be possible for short periods. Human,
demihuman, and humanoid movement rates are often de-
termined by armor type (unarmored rates are given in
parentheses). Movements in different mediums are
abbreviated as follows: FL = flying, SW = swimming,
BR = burrowing, Wb = moving in a web, Jp=Jump.
Flying creatures also have a Maneuverability
Class from A to E (refer to the Aerial Combat
rules in the DMG).
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Hit Dice
to 12 feet tall), H (huge, 12+ to 25 feet tall), and G (gargantuan,
25+ feet tall). Note that not all monsters are tall, they might
be long instead.
Morale
This category is a general rating of how likely the monster is to
persevere in the face of adversity or armed opposition. This
guideline may be adjusted for individual circumstances. Morale
rating corresponds to the following range:
This Statistic controls the number of hit points of damage a
creature can withstand before being killed. Unless otherwise
stated, Hit Dice are 8-sided, yielding 1 to 8 cumulative hit
points each. The Hit Dice are rolled and the numbers shown
are added to determine the monsters hit points. Some mon-
sters will have a hit point range instead of Hit Dice, and some
will have additional points added to their Hit Dice. Thus. a
creature with 4+4 Hit Dice has 4d8+4 hit points (for 8 to 36 total
points). Creatures with +3 or more added to their hit points are
considered of the next higher hit die for purposes of attack
rolls and saving throws.
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57
810
1112
1314
1516
1718
1920
Unreliable
Irregular
Average
Steady
Very steady
Elite
Fanatic
Fearless
THAC0
This number is the attack roll the monster needs to hit Armor
Class 0. This is always a function of Hit Dice, with any excep-
tions mentioned in the text description of the creature Hu-
mans and demihumans always use player character THAC0s,
regardless if they are player characters or monsters. THAC0s
do not include any special bonuses noted in the description.
Hit probability bonuses because of strength are listed in
parentheses with the THAC0.
XP Value
This is the number of experience points awarded for de-
feating (not necessarily killing) the monster. This value is a
guideline that may be modified by the DM for the degree of
challenge, encounter situation. or campaign balance. For the
creatures in this appendix, additional experience point
awards have been calculated on the basis of extraordinary
spell use, spell-like abilities, and exceptional magic resistance.
No. of Attacks
This entry shows the basic attacks the monster can make in a
melee round, excluding special attacks. This number may be
modified by hits that sever limbs or spells such as haste and
slow. for example. Multiple attacks indicate several attacking
arms, raking paws, or multiple heads.
Psionics Summary
Damage/Attack
This category shows the amount of damage a given attack will
make, expressed as a spread of hit points (die roll combina-
tions). If the monster uses weapons, the damage done by typ-
ical weapons will be followed by the weapon type. Damage
bonuses because of Strength are listed as a bonus following
the damage range.
This entry gives a complete listing of the creatures innate
psionic abilities. It is compatible with both The Complete Psionics
Handbook rules and the Players Option: SkiIl and Powers psionics
rules. Statistics shown in blue are in reference to the new psion-
ics rules presented in the revised D ARK S UN Campaign Setting
(2438) and Players Option: Skills and Powers. Parenthetical entries
printed in blue replace the suggested powers under the new
system For example, psionic blast is a devotion in The Complete
Psionics Handbook. However in the Players Option: Skills and pow-
ers book it is a proficiency. For example:
Special Attacks
This entry lists attack modes such as dragon breath or magic
use. These are explained in the monster description.
Telepathy: Sciences psionc blast (mind link)
If you are using The Complete Psionics Handbook, the monster
does not have the send thoughts devotion. However, if you are
using the Players Option: Skills and Powers system, it has the
psionic blast proficiency and the send thoughts devotion.
Special Defenses
This entry lists any special defenses, which are explained in
the monster description.
Abbreviations
Magic Resistance
Dis
Sci
Dev
PSPs
PS
Att
Def
MTHAC0
Disciplines
Sciences
Devotions
Psionic Strength Points
Power Score
Psionic Attack Forms
Psionic Defense Forms
This notation is the percentage chance that magic cast upon
the creature will fail to affect it, even if other
creatures nearby are affected. If the magic
penetrates this resistance, the creature
is still entitled to any normal saving
throws allowed.
Mental To Hit Armor Class 0
Size
Size is abbreviated as T
(tiny, 2 feet tall or less),
S (small, 2+ to 4 feet
MAC
Mental Armor Class
EW
Ego Whip
IF
Intellect Fortress
II
Id Insinuation
M B
Mental Barrier
MT
Mind Thrust
MBk Mind Blank
PB
Psionic Blast
TS
Thought Shield
PsC
Psychic Crush
TW
Tower of Iron Will
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