[Dark Sun] Monstrous Compendium Appendix - Terrors of the Desert.pdf

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Monstrous Compendium
®
Appendix
TSR, Inc.
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Lake Geneva
WI 53147
Permission granted to photocopy or
print this product for personal use.
TSR Ltd.
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Cambridge CB1 3LB
United Kingdom
©1992 TSR, Inc. All Rights Reserved.
Designers:
Tom Prusa, Louis J. Prosperi
and Walter M. Bass (with Kira
Glass)
Additional Design and Development:
Timothy B. Brown and
William W. Connors
Editing:
C. Terry Phillips
Cover Art:
Jeff Easley
Interior Art:
Tom Baxa and Mark Nelson
Typesetting:
Gaye OKeefe
Production:
Sarah Feggestad
Special thanks to Steve and Elsa Theis, and, of course, Bruce Heard and
the creators of the DARK SUN
®
game who made this project possible.
Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR,
Inc.
Distributed to the book and hobby trade in the United Kingdom by TSR Ltd.
Distributed to the toy and hobby trade by regional distributors.
This material is protected under the copyright laws of the United States of America. Any unauthorized use of the material or artwork
contained herein is expressly prohibited without the written consent of TSR, Inc.
Copyright ©1992 TSR, Inc. All Rights Reserved. Printed in the U.S.A.
ADVANCED DUNGEONS & DRAGONS, AD&D, DARK SUN, BATTLESYSTEM
®
, DUNGEON MASTER, and MONSTROUS
COMPENDIUM are registered trademarks owned by TSR, Inc.
The TSR logo is a trademark owned by TSR, Inc.
2405
ISBN 1-56076-272-1
How To Use This Book
Welcome to the
MONSTROUS COMPENDIUM
®
volume that
details the amazing creatures of Athas. As in previous volumes,
all entries are given in alphabetical order on removable looseleaf
sheets. The looseleaf sheets can be placed in a master binder for
easy reference as needed for an adventure.
Important Note:
These monster sheets should not be inter-
mingled with the monster sheets from the previous volumes
of the
MONSTROUS COMPENDIUM
series; keep all these
monsters together in a separate section of your binder.
All monsters included here are typical for their type. Vari-
ations of your own design are encouraged.
CLIMATE/TERRAIN
defines where the creature is most
often found. Normally, climates include things such as arc-
tic, subarctic, temperate, and tropical, and terrain would
include plain/scrub, forest, rough/hill, mountain, swamp,
and desert.
FREQUENCY
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 a 65% chance. Chances can be ad-
justed for special areas.
ORGANIZATION
is the general social structure the mon-
ster adopts. Solitary includes small familial groups.
ACTIVITY CYCLE
is the time of day when the monster is
most active. Those most active at night may be active at any
time in subterranean settings. Active cycle is a general guide
and exceptions are fairly common.
DIET
shows what the creature generally eats. Carnivores
eat meat, herbivores eat plants, and omnivores eat either.
Scavengers dine mainly on carrion.
INTELLIGENCE
is the equivalent of human IQ. Certain
monsters are instinctively cunning; these are noted in the
monster descriptions. Ratings correspond roughly to the fol-
lowing Intelligence ability scores:
0
1
2-4
5-7
8-10
11-12
13-14
15-16
17-18
19-20
21+
Non-intelligent or not ratable
Animal intelligence
Semi-intelligent
Low intelligence
Average (human) intelligence
Very intelligent
Highly intelligent
Exceptionally intelligent
Genius
Supra-genius
Godlike intelligence
place dungeon treasure, as numbers encountered under-
ground will be much smaller.
ALIGNMENT
shows the general behavior of the average
monster of that type. Exceptions, though uncommon, may
be encountered.
NO. APPEARING
indicates an average encounter size for
a lair encounter. The DM should alter this to fit the circum-
stances as the need arises. This should not be used for
dungeon encounters.
ARMOR CLASS
is the general protection worn by hu-
mans and humanoids, protection due to physical structure
or magical nature, or difficulty in hitting due to speed, re-
flexes, etc. Humans and humanoids of roughly man-size
that wear armor will have an unarmored rating in parenthe-
sis. Listed ACs do not include any special bonuses noted in
the description.
MOVEMENT
shows the relative speed rating of the crea-
ture. Higher speeds may be possible for short periods. Hu-
man, demihuman, and humanoid movement rates are often
determined by armor type (unarmored rates are given in pa-
rentheses). Movements in different mediums are abbreviated
as follows:
Fl
= flying,
Sw
= swimming,
Br
= burrowing,
Wb
= moving in a web. Flying creatures also have a Maneu-
verability Class from A to E (refer to the Aerial Combat rules
in the
DUNGEON MASTER
®
Guide,
page 77).
HIT DICE
control 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 spread 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 (8-
36 total). Note that creatures with +3 or more added to their
hit points are considered of the next higher hit die for pur-
poses of attack rolls and saving throws.
THAC0
is the attack roll the monster needs to hit Armor
Class 0. This is always a function of Hit Dice, with any ex-
ceptions mentioned in the text description of the creature.
Humans and demihumans always use player character
THAC0s, regardless of whether they are player characters or
monsters. THAC0s do not include any special bonuses
noted in the descriptions. Hit probability bonuses due to
strength are listed in parenthesis with the THAC0.
NO. OF ATTACKS
shows the basic attacks the monster
can make in a melee round, excluding special attacks. This
number may be modified by hits that sever members, spells
such as haste and slow, and so forth. Multiple attacks indi-
cate several attacking arms, raking paws, multiple heads,
etc.
DAMAGE/ATTACK
shows the amount of damage a given
attack will make, expressed as a spread of hit points (dice roll
combinations). If the monster uses weapons, the damage
done by the typical weapon will be followed by the paren-
thetical note weapon. Damage bonuses due to Strength are
listed as a bonus following the damage range.
©1992 TSR, Inc. All Rights Reserved.
TREASURE
refers to the treasure tables in the
DARK
SUN® Rules Book.
If individual treasure is indicated, each
individual may carry it (or not, at the DMs discretion). Ma-
jor treasures are usually found in the monsters lair; these are
most often designed and placed by the DM. Intelligent mon-
sters will use magical items present and try to carry off their
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
downward if few monsters are encountered. Large treasures
are noted by a parenthetical multiplier ( × 10, etc.)not to
be confused with treasure type X. Do not use the tables to
How To Use This Book
SPECIAL ATTACKS
detail attack modes such as dragon
breath, magic use, etc. These are explained in the monster
description.
SPECIAL DEFENSES
are precisely that, and are detailed in
the monster description.
MAGIC RESISTANCE
is the percentage chance that magic
cast upon the creature will fail to affect it, even if other crea-
tures nearby are affected. If the magic penetrates this resist-
ance, the creature is still entitled to any normal saving
throws allowed.
SIZE
is abbreviated as : T = tiny (2 tall or less), S =
smaller than a typical human (2+ to 4), M = man-sized
(4+ to 7); L = larger than man-sized (7+ to 12), H =
huge (12+ to 25), and G = gargantuan (25+).
MORALE
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. Mo-
rale ratings correspond to the following 2-20 range:
2-4
5-7
8-10
11-12
13-14
15-16
17-18
19-20
Unreliable
Unsteady
Average
Steady
Elite
Champion
Fanatic
Fearless
XP VALUE
is the number of experience points awarded for
defeating (not necessarily killing) the monster. This value is a
guideline that may be modified by the DM for the degree of
challenge, encounter situation, and for overall campaign bal-
ance. For the creatures in this appendix, additional experi-
ence point awards have been calculated on the basis of
extraordinary spell use, spell-like abilities, and exceptional
magic resistance.
PSIONICS SUMMARY
gives a complete listing of the
creatures innate psionic abilities. Some monster listings have
been revised and are marked with an asterisk (*). Use of the
revised psionic summaries rather than the original abilities is
left to the DMs discretion.
COMBAT
discusses special combat abilities, arms, armor,
and tactics.
HABITAT/SOCIETY
outlines the monsters general behav-
ior, nature, social structure, and goals.
ECOLOGY
describes how the monster fits into the cam-
paign world, gives useful products or byproducts of the crea-
ture, and presents other miscellaneous information.
Close variations of a monster are given in a special section
after the main monster entry. These minor listings can be
found by consulting the index to find the major listing.
DARK SUN Encounter Tables
These encounter tables draw upon
creatures presented in the DARK SUN
boxed set,
Monstrous Compendium
Volumes 1 and 2, and this
Monstrous
When an encounter is called for, roll on
the terrain type table or any one of the al-
ternates you want. Demihuman, slave
worker, and templar patrol encounters
must be organized by the DM.
Compendium, Terrors of the Desert.
®
Verdant Belt
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
cloud ray
drake, fire
insect swarm, athasian
tchowb
beetle, agony
demihuman
bog wader
erdland
ztal (animal, herd)
brohg
jankz (animal, herd)
slave worker
braxat
templar patrol
id fiend
thri-kreen
drake, earth
gaj
drake, water
Verdant Belt, First Alternate
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
cloud ray
drake, fire
insect swarm, athasian
tchowb
beetle, agony
gith
bog wader
erdland
ztal (animal, herd)
brohg
jankz (animal, herd)
jozhal
braxat
belgoi
id fiend
tohr-kreen
drake, earth
gaj
drake, water
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