Академический Документы
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Credits
Designers
Ed Greenwood: Killer Beetle, Giant; Bichir; Bohun Tree; Calygraunt; Cantobele; Duleep;
Flailtail; Horseshoe Crab, Giant; Naga, Dark; Peltast; Scallion; Seastar; Shrike, Giant; Sind;
Vurgen; Wind Steed.
Roger Moore: Amitok; Corkie; Fachan; Ihagnim; Pitcher Plant, Giant; Star Leviathan; Utukku;
Venus Fly -Trap, Giant; Whale, Killer.
Mark Nuiver: Millikan.
Rosemary and Don Webb: Glasspane Horror.
Tomas Willis: Ghuuna.
Alan Zumwalt: Explodestool.
Artists
Marsha Kauth: Bohun Tree; Duleep; Flailtail; Pitcher Plant, Giant; Sind.
Dave LaForce: Millikan; Naga, Dark; Scallion; Venus Fly-Trap, Giant.
Bob Maurus: Beetle, Killer; Cantobele; Fachan; Ghuuna; Horseshoe Crab, Giant; Ihagnim.
Roger Raupp: Amitok; Calygraunt; Explodestool; Shrike, Giant; Star Leviathan; Utukku;
Vurgen; Whale, Killer; Wind Steed.
David C. Sutherland III: Bichir; Corkie; Glasspane Horror; Peltast; Seastar.
AMITOK own corruption of the hobgoblin language
FREQUENCY: Rare (understandable to 30% of all hobgoblins).
NO. APPEARING: 3-30 males (if wander- They know no other languages.
ing); 6-60 males (if in lair; see below) Arnitoka worship Cryonax (see the
A R M O R CLASS: 7 FIEND FOLIO® Tome). Each tribe is ruled
MOVE: 12" by a shaman devoted to that deity. An
H I T DICE: 2 + 2 amitok shaman is larger and stronger than
% IN LAIR: 25 % its fellows (equivalent of 18 strength, 8' tall,
TREASURE TYPE: See below 3-6/3-6 damage), and has the abilities of a
NO. OF ATTACKS: 2 claws 2nd- to 5th-level cleric, adding ld4 h p to its
DAMAGE/ATTACK: 2-5/2-5 base hit points (2 + 2 HD) for every clerical
SPECIAL ATTACKS: Surprise on 1-4; level over the first. Thus, a 4th-level sha-
man has 2 + 2 H D , plus 3d4 hp. For every
shamans use spells
two levels of clerical ability, the shaman will
SPECIAL DEFENSES: Resistance to cold
fight as if one hit dice better on the mon-
and poison sters' "to hit" table in the DMG, so a 4th-
MAGIC RESISTANCE: Standard level or 5th-level shaman will fight as a
INTELLIGENCE: Low 4 H D monster. The male amitok with the
ALIGNMENT: Neutral evil greatest number of hit points in the tribe
SIZE: L (7' tall) besides the shaman serves as the shaman's
PSIONIC ABILITY: Nil successor, and is able to cast spells as a 1st-
AttackIDefense Modes: Nil level cleric. See the DMG (p. 40) for further
LEVEL/X.P VALUE: III/65 +3/hp '
- information on shamans. Amitok shamans
Level 1-3 shamans: III/80 + 3/hp do not need or use material components for
Level 4-5 shamans: IV/175 + 4/hp any of their spells, and need only meditate
overnight to recover them.
Amitoka (the singular form is amitok) are Treasure is generally not collected or used
also known as snow goblins; they are de- by these beings. Some tribes have found
scended from hobgoblin stock but long ago half as many females as males (females have that a pile of treasure placed near a well-
adapted to arctic and subarctic climates. 2 HD, attack with two claws for 1-4/1-4), used trail tends to draw passersby; am-
Amitoka are very broad in build. Their and twice as many young as the total num- bushes are often arranged at such places.
bodies are covered in light gray or white fur ber of adults (young have 2-7 hp, attack as Aside from worthless items such as old furs,
except for their hairless, pale blue faces and 1- 1 HD monsters for 1-4 damage). Only boots, and broken weapons, such treasure
hands. They are exceptionally strong (16 males go hunting, but females defend the piles may contain a 20% chance each of
strength for adult males, 14 for females), tunnels with great ferocity (getting a +2 to treasure types J (x100), K (x100), L (x50),
but do not use weapons in combat other hit). T h e amitok culture is completely ori- M (x10), and N (x10), as well as the usual
than their claws. ented toward getting food, and all creatures chance for type Q. In addition, there is a
Amitoka are carnivorous and hunt fre- are regarded as potential food sources. 10% chance that the pile will contain a
quently. Their coloration allows them to A thick layer of fat keeps amitoka safe random magic item.
surprise opponents in snowy or icy environ- from normal chilling cold, and also allows Amitoka hate all humans and demihu-
ments on a roll of 1-4 on a six-sided die. them to take half damage from all cold- mans, and dislike all other creatures except
They fear no creature; groups of amitoka based spells or attacks. The fat layer also themselves. They have been known to
have been known to attack even a solitary gives them a +4 bonus on saves vs. poison cooperate at times with quaggoths, and the
frost giant, and they usually win out, even that must penetrate this layer to work, such two creature types are often mistaken for
though many of the group may die in the as poisoned arrows and wyvern stings. one another in arctic terrain. Amitoka are
assault. After a battle, they gather all the Colonies of amitoka are 25 % likely to considered giant class humanoids for pur-
dead (including their own) and bring them have tribal pets that are used in hunting. poses of attacks made against them by
back to their lair for a feast. These pets are 70% likely to be hoar foxes rangers. Some barbarian human tribes who
Amitoka lairs are short tunnel systems and 30% likely to be winter wolves. Those dwell in the polar wastes refer to amitoka as
dug into deep snow, usually with 2-5 large tribes that have winter wolves are able to "demons," which can confuse adventuring
communal rooms for the colony. There are speak the wolves' tongue in addition to their parties as to the creatures' true nature.
BICHIR
FREQUENCY: Rare
NO. APPEARING: 1-4
ARMOR CLASS: 6
MOVE: 5"//14"
H I T DICE: 5-7
% IN LAIR: 40%
TREASURE TYPE: J, K, L, M, N,
S, X (up to 3 types per individual)
NO. O F ATTACKS: 1 bite
DAMAGE/ATTACK: 3-12 manner of a lizard. When hunting, it moves ones. The bichir is naturally resistant to
SPECIAL ATTACKS: Entangling slowly forward like a snake, freezing mo- spells, but fears magic and will avoid or
SPECIAL DEFENSES: Nil mentarily to sniff around and then move seek to ambush creatures employing magic
MAGIC RESISTANCE: 60% forward again. Because its eyes are adapted in its vicinity. It does not value treasure,
INTELLIGENCE: Animal for underwater vision, it can see only 2 " and will possess only items swallowed while
ALIGNMENT: Neutral ahead of itself on land (but up to 8" in devouring prey. Its favorite food is said to
SIZE: L (9 '-12' long) water, although muddy conditions lessen be the flesh of lizard men.
PSIONIC ABILITY: Nil this range). It has a keen sense of smell that The bichir breeds whenever its swamps
Attack/Defense Modes: Nil works better in the air (9" range) than are flooded (e.g., by spring run-off), males
LEVEL/X.P. VALUE: 5 HD, IV/205 + 5/hp underwater (2" range). It can sense under- and females traveling far to seek each other
6 HD, V/350 + 6/hp water vibrations up to half a mile away. out. The female will bear 1-3 newtlike,
7 HD, VI/525 + 8/hp Bichirs prey on worms, frogs, fish, insects feathery-gilled young 3-6 months after
(including giant species), and animals up to mating. These young typically have AC 8,
The bichir inhabits marshes and thickets the size of tall (9') humanoids. A bichir MV 3"//14", 2-3 HD, and bite for 2-4
along lake shores and river banks. Despite prowls whenever it encounters something damage. They can entangle only three
the nickname i t has acquired ("marsh liz- new or unusual, and whenever it is hungry times per day, but possess the same magic
ard"), the bichir is actually a curious crea- It can dart backward almost instantly un- resistance as an adult bichir.
ture related to sharks and fishes. It has both derwater if alarmed. When swimming Bichirs look like long, thick-bodied, pow-
gills and a lunglike swim bladder, and must rapidly (which it can do all day, if need be) erful fish with white-fanged jaws, black
come to the surface and gulp air at least it flattens its fins close to its body and drives pupil-less eyes, and a camouflage brown/
once every turn to survive. Giant bichirs itself through the water with side-to-side cream coloration (in alternate bands on fins
can also "walk" on land, a l t h o u g h t h e y wriggling like that of an eel. and tail, darkening to black with white
must keep their skin moist, and they will The bichir can cast an entangle spell on mottlings on the head). They have flat
never stray far from water. plants (not including intelligent sorts, such heads, smooth scales, a broad tail, a fringe
The bichir gets its nickname from its as shambling mounds) up to 6" away, 6 of joined finlets running along their backs,
strong pectoral fins, which it uses to stand times per day. It can do this in six consecu- and fan-shaped. powerful pectoral fins.
or walk upon (as a seal walks on its flippers, tive rounds if necessary, and will always Bichirs cannot speak, but sometimes emit a
dragging its body behind). Often it will employ the power to escape from powerful breathy, open-mouthed panting noise,
stand immobile with its head raised, in the opponents or to aid in killing formidable presumably to signal or attract prey.
BOHUN TREE immune to will-force spells The bohun tree, usually brownish grey or
MAGIC RESISTANCE: Standard greenish grey, can be distinguished by its
FREQUENCY: Rare INTELLIGENCE: Average massive trunk and unique blossoms.
NO. APPEARING: 1 ALIGNMENT: Neutral evil The bohun tree's branches usually start
ARMOR CLASS: 5 (main trunk) SIZE: L (trunk 30'-60' tall, branches 10 to 12 feet above the ground and spread
MOVE: Nil and roots up to 120' long) out horizontally from the top of the trunk;
H I T DICE: 10 (main trunk)
PSIONIC ABILITY: Nil on them hang thick clusters of dark red,
% IN LAIR: 100% luscious fruits. These smooth- and soft-
AttacklDefense Modes: Nil
TREASURE TYPE: C
LEVEL1X.P. VALUE: VII/2850 + 14/hp skinned fruits resemble giant grapes, and if
NO. O F ATTACKS: 1-6 thorn missiles
bruised or cut open, they exude a vapor
DAMAGE/ATTACK: 2-5 per thorn
The bohun tree, or "tree of death," is within a 60' radius that either induces sleep
SPECIAL ATTACKS: Poisonous fruit;
found only in deep woodlands. Such trees (80% chance), paralyzes the lungs and slays
missiles; root drain; multiple attacks are always solitary, but are surrounded by by suffocation (10% ) , or has no effect
SPECIAL DEFENSES: Root system; other varieties of trees on which they feed. (10%) This effect (or lack of one) is deter-
mined separately for each fruit that bursts. uses this eyesight to home in on the targets
A would-be victim is entitled to a save vs. of its thorn attacks and also to locate assail-
poison to avoid either of the damaging ants that it can entrap with its roots. The
effects. The tree will deliberately cause 1 bohun tree can send roots tunneling
fruit to burst every other round if it is at- through the ground, breaking the surface
tacked. The vapor's odor resembles that of' where a target is located and (on a success-
crushed apples or fresh cider. ful "to hit" roll) binding the target's arms
The flesh of the fruit may be fatally poi- or legs (50% chance of either). A target
sonous if ingested (eater must save vs. immobilized in this way is more likely to be
poison at -4), causing painful acidic reac- hit by attacks from the tree's thorns (+4 to
tions within the stomach. A victim will hit vs. any target in range). Only one root
usually go into violent convulsions that will will attach to any target, and a maximum of
continue even after he has fainted from the 5-8 roots will attack in this way during any
pain, lasting 2-8 turns until death occurs. single combat episode. A root is AC 9 and
Ninety percent of all elves, centaurs, and has an effective strength of 17 so that its
satyrs are immune to the effects of the tree's grip can be broken only by a character or
poison. Pixies, treants, stirges, and undead creature with a strength of 18 or greater.
creatures are entirely immune. Each root that attaches to a target will take
Against creatures that approach too 2-7 points of damage (determine separately
closely, a bohun tree directs the thorns that with deadly accuracy and force (as a 10 HD for each root) before being severed.
grow on its branches between fruit clusters. monster hurling missiles) up to 9 ", firing A bohun tree will cease combat when all
These 18-inch-long thorns are flexible, 1-6 per round at targets within range (me- of its thorns are gone or after the loss of all
sharp, and weighted so they will fly true. dium and long range modifiers apply). The of its attacking roots. It can be slain if the
They are fired from the tree by means of thorns do 2-5 points of damage each. main trunk takes damage equal to its hit
sap pressure. A bohun tree has 30-60 thorns The bohun tree has keen eyesight; hun- points (root damage does not count in this
at any time, and can regrow 1-4 per day dreds of compound eyes stud fissures in the total), or by the application of a power word
after some have been fired. It hurls these trunk and grow amid the fruit clusters. It kill spell.
7, n
CALYGRAUNT round, but it may d o so in addition to other M Ib
physical, mental, and magical activity. A
FREQUENCY: Very rare feystag free of confusion or feeblemind will
NO. APPEARING: 1-2 instantly be able to detect all dweomers
A R M O R CLASS: 7 within a 6" radius and rank them according
MOVE: 14" to strength (energy or charges stored or held
H I T DICE: 2 + 4 ready), seeing them as auras of differing
% IN LAIR: 25% luminosity.
TREASURE TYPE: See below A calygraunt may learn enough from
NO. O F ATTACKS: 2 claws or 1 weapon studying a magical item to be able to oper-
DAMAGE/ATTACK: 1-4/1-4 or ate it. If the item is activated by command
by weapon type (-1) word only, the calygraunt will speak that
SPECIAL ATTACKS: Control magic items word. If use of the item or power requires
SPECIAL DEFENSES: Nil somatic gestures, a calygraunt cannot use it,
MAGIC RESISTANCE: 70% but if a n item can be activated by will or
INTELLIGENCE: High mental command, a calygraunt within 2"
ALIGNMENT: Chaotic neutral may activate it. There is a 40% chance that
SIZE: M (4' high a t shoulder) any item can be so activated (providing the
PSIONIC ABILITY: Nil calygraunt has successfully identified it);
Attack/Defense Modes: Nil this chance is modified in the same manner
LEVEL/X.P. VALUE: IV/160 + 3/hp as the chance of identification.
Unless the creature gains physical posses-
T h e calygraunt, or "feystag," is often sion of an item, it will not be able to control
whispered of in taverns where adventurers the direction of the effects, but often the
and miners gather, for it is found only in the manner in which an item (such as a wand
deepest woods, caverns and delvings, and is or ring) is worn or carried will cause it to
a fearsome opponent. harm the bearer or those nearby when
A calygraunt can sense the dweomer "turned on" (e.g., a ring of shooting stars
emanating from enchanted items and can could shoot at the wearer's foot).
identify the type, specific functions, and A calygraunt cannot activate or control
strength (number of charges or spells re- an item it has not identified, nor can it
maining) of an item. This power has a 90% attempt to identify a specific item more than
chance of success, modified as follows: once in any day (assuming the first attempt
-20% if a spell of any type has been cast fails). The bearer of an item can wrest
upon the feystag; -60% if a confusion or control from a feystag operating it from afar
feeblemind has taken effect on the feystag; if the control method is physical (such as the then he must save vs, spells or be confused
or -40% if the creature is under psionic studs upon a rod of lordly might), or by for 1-6 rounds. A calygraunt can never
attack (these debits are not cumulative; speaking the proper command words, but if charm or force its will upon another
choose the greatest loss in any multiple- the item is customarily controlled by mental through this sort of mental contest.
attack situation), and +25% if the caly- force, the bearer's combined intelligence A calygraunt can activate only one item
graunt has observed any magical power or and wisdom must be more than 32 to seize once per round, although items such as a
function of the item under study in use. A control. If the opponent's combined intelli- sword of dancing or certain Quaal's feather
calygraunt may study only 1 item per gence and wisdom scores are less than 29, tokens that operate continuously for more
DRAGON C-5
than a round will do so even after the caly- to slay or drive off intruders. Calygraunts which can awkwardly (-1 to hit and on
graunt, after activation, has turned its will hoard magical items and delight in exercis- damage) wield one-handed weapons. A
to the control of something else A feystag ing control over them. They are (of course) calygraunt can speak its alignment lan-
will not activate items without deliberate interested in acquiring more. (Note: some guage, the common tongue, and the lan-
intent; its mere presence does nothing to artifacts and relics defy identification, or guages of creatures nearby. Rarely will
awaken magical power. lack a dweomer of suficient strength to feystags dwell among men; those who d o
A calygraunt may repeatedly acrivate any allow a calygraunt to successfully learn their often bargain with or sell information they
item that is not designed to operate only powers.) learn from studying items brought to them.
once. One is known to have guarded its lair The calygraunt gets its nickname from In the wild, feystags are solitary but occa-
with a wand of frost wedged between two the staglike, frond-branched horns which sionally a mated pair will be encountered.
rocks so as to command the approach to its adorn its catlike head. It has a coat of dusty Calygraunts are omnivorous, but prefer to
treasure, and activated the item repeatedly brown hair, and has two clawed forearms eat plants, particularly mint and mistletoe.
CANTOBELE
FREQUENCY: Rare
NO. APPEARING: 1
ARMOR CLASS: 7
MOVE: 13"
H I T DICE: 2-4
% IN LAIR: 20%
TREASURE TYPE: C , Q
NO. OF ATTACKS: 6 claws, 1 bite,
and 1 tail slap
DAMAGE/ATTACK: 1-4 (x6)/2-8/1-6
SPECIAL ATTACKS: Spell use;
multiple attacks
SPECIAL DEFENSES: Immune to cold
MAGIC RESISTANCE: Standard
from view until they are close enough to and eyes which filter out glare, and are
INTELLIGENCE: Average to high
spring onto prey. The name of the creature never blinded or dazzled by snow or bright
ALIGNMENT: Neutral evil
is derived from the strange, beautiful ring- lights. Their claws and six-legged gait make
SIZE: L (7'-9' long)
ing sound, like a chorus of chiming bells, them sure-footed on the slickest ice, in deep
PSIONIC ABILITY: Nil
which the cantobele emits after making a snow, or on tree boughs. Cantobeles hoard
Attack/Defense Modes: Nil
kill. victims' treasure for use in bargaining.
LEVEL/X.P. VALUE: 2 HD, III/89 + 2/hp
Cantobeles fight with all three of their Cantobeles are large and heavily mus-
3 HD, III/135 + 3/hp
pairs of legs and with their powerful fangs. cled, but sleek in the manner of the great
4 HD, IV/200 + 4/hp
A cantobele's tail can also strike (1-6 dam- cats. A cantobele has a broad tail with very
age), but it is usually used for balance when short fur, ending in a tuft of long black
Cantobeles are weird creatures encoun- the creature uses all its claws. Cantobeles hairs. The rest of the creature's body is
tered in wilderness areas, particularly in prefer to spring upon opponents, knocking covered with thick fur, ranging in color
swamps and forested ravines. A cantobele them flat and raking and biting before the from grey-white to tawny depending on
has a high-pitched, soft, feminine voice, victim can rise to defend itself. habitat and season (colored for camouflage),
and uses it effectively to lure prey and de- A cantobele can cast one misdirection and maturity (darker, more intense colora-
ceive hostile creatures by remaining hidden and two ice storm spells every day, but can tion denotes youth). The long mane of the
in underbrush and employing its voice in take no other action in the round in which cantobele matches its body and tail fur. A
combination with its innate abilities of ESP the spell is cast. Cantobeles suffer no dam- cantobele's eyes are startlinqly human in
(9" range) and tongues. Cantobeles hide age from cold. They have 11" infravision appearance, the pupils hrown or mauve.
FLAILTAIL
FREQUENCY: Rare
NO. APPEARING: 1-4
ARMOR CLASS: 6
MOVE: //6" (//18" maximum; see below)
H I T DICE: 3 + 3
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. O F ATTACKS: 1 bite and 1 tail slap
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: Stunning tail slap
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Neutral
SIZE: M (up to 5 ' diam.) 6 hp of damage in a single round to the usually solitary, but sometimes gather in
PSIONIC ABILITY: Nil flailtail, or roll his own strength or less on a groups on sandy beds in large lakes. They
Attack/Defense Modes: Nil d20 (one attempt allowed per round. in are intelligent and will cooperate with other
LEVEL/X.P. VALUE: III/85 + 4/hp addition to any attacks), to break free of the creatures to improve their own chances of
mouth's grip. The mouthtube is located in obtaining food or surviving. Flailtail young
Flailtails inhabit freshwater marshes and the center of a flailtail's underside, and can are born live; miniature versions of their
shorelines, and resemble large greenish swivel or lunge with great agility to strike parents, they are very timid and flighty,
brown lilypads or patches of pond scum prey in the water. have 1+1 HD, do half damage on attacks,
when floating in still waters. Upon closer Flailtails fight and knock prey down into but have the same armor class and move-
inspection the flailtail resembles a large the reach of their mouths with great slap- ment abilities as adults.
manta ray, but its tail is usually hidden ping blows of their tails (hence their name). Flailtails must stay near water, but can
beneath the water. Omnivorous, the flailtail A blow from one of these massive append- survive for up to 2 turns without being
floats motionless for long periods of time ages does 1-12 points of damage to small or immersed, and can cross short stretches of
while many small wormlike appendages on man-sized targets, or 1-8 to larger victims. dry land by flailing their tails constantly
its underside comb the water for micro- If a tail strikes a small or man-sized target (maximum movement on land: 6"). They
scopic life and carrion. These highly dex- for more than 4 points of damage, there is a are highly vulnerable when out of water or
trous feelers grow to be up to one foot in 30% chance that the victim will be physi- when thrashing about from place to place
length, and can acutely sense the direction cally stunned. After such a severe jolt, the on dry land (equivalent to AC 10 in such
and magnitude of vibrations in the water up victim must make a system shock check, or cases), and will flee from any combat until
to 14" away. else all his muscles will convulse and seize they reach the safety of a watery environ-
Flailtails have been known to devour up into rigid immobility for 1-3 rounds ment. They will not pursue prey or adver-
creatures as large as the catoblepas, and thereafter. saries onto dry land, and cannot be driven
often hunt man. These larger prey are eaten The creature's massive, flattened tail can out of the water against their will. They will
with a tubelike, extendable sucking mouth propel a fleeing or pursuing flailtail at ter- only voluntarily leave the water when they
ringed with toothed ridges of bone. This rific speeds when necessary (up to 18 " for as are seeking another body of water to in-
mouth does 1-4 hp damage per round long as 1 turn continuously, but no more habit, and then only if they d o not sense
Once bitten, a victim must do more than often than once every hour). Flailtails are any impending danger.
DRAGON C-9
I n their normal (unchanged) form, chances to be surprised. powers to quest ghuuna for one day. T h e
ghuuna appear to be large gnolls. In this Each ghuuna can command and control shaman's chance for succcss is equal to the
form they shun armor and usually carry 2-8 hyenas or 1-4 hyaenodons, although chance of a cleric of equal level trying to
swords as weapons. In hyaenodon form, they cannot summon them from afar. Any turn wraiths. Each time this power is suc-
ghuuna can deliver a crushing bite for 4-16 ghuuna encountered is 8 0 % likely to be cessfully used, 1-6 ghuuna are affected.
points. In addition, their bite will inflict accompanied by 2 hyenas (70%) o r 1 hy- Gnoll shamans may use this power once per
"ghuunism" among gnolls in the same aenodon (30%) being kept as pets o r day for each level of clerical experience they
manner that lycanthropy i s spread by regu- guards. have.
lar were-creatures; humans, demi-humans, For every 10 gnolls in a gnoll band there G h u u n a may communicate with hyenas
and humanoids (other than gnolls) who are is a 5% chance for 2-5 ghuuna to be and hyaenodons, and can speak the usual
bitten must save vs. poison or be affected as present, acting as leaders and protectors. languages a gnoll may know. G h u u n a keep
if by a cause disease spell, which can be Only gnoll shamans a n d strong chieftains slaves as gnolls do. G h u u n a may not be-
cured by a cure disease spell or similar have more "push" in a gnoll band than come shamans or witch doctors. They
magic. In both forms, ghuuna have 90' ghuuna do. Female ghuuna are nearly the rarely intentionally spread "ghuunism"
infravision and acute senses of hearing and only respected females in a gnoll band. among gnolls, preferring to he "the few and
smell that act together to reduce their Gnoll shamans are able to use their the proud."
IHAGNIM
FREQUENCY: Rare on Astral Plane;
unknown elsewhere
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: 8" to 16" (see below)
H I T DICE: 8-16
% IN LAIR: Nil
TREASURE TYPE: See below
NO. O F ATTACKS: 1-4 tentacles
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: Dissolving; bag of
devouring lure; multiple attacks;
"swallowing" whole
SPECIAL DEFENSES: Spell and psionic astral creatures (10 yards per round per locations, and as soon as it finds such crea-
immunities; blunt weapons do ½ damage point of intelligence, which in this case tures it will make directly for them to at-
MAGIC RESISTANCE: Standard equates to hit dice). tack. The ihagnim will lash out at its prey
INTELLIGENCE: Average to exceptional There are two major organs within an with 1-4 tentacles each round; a tentacle can
ALIGNMENT: Neutral ihagnim's body; one is the nucleus, contain- reach out to a distance of up to twice as far
SIZE: L (8'-16' diameter) ing the brain and other organs, and the as the ihagnim's body diameter (thus an 8
PSIONIC ABILITY: Nil other is the stomach (having a volume of 30 HD monster, 8' across, can reach out to
Attack/Defense Modes: Nil cubic feet). The nucleus is capable of manu- 16'). If a tentacle hits an opponent, it
LEVEL/X.P. VALUE: VII to X/ facturing a special organ that has a trans- wraps around it and pulls it toward the
1975 + l0/hp to 13100 + 20/hp planar link to the stomach; this organ looks monster's body. A victim has a chance of
remarkably like a bag or sack and radiates pulling free from the tentacle equal to his
(Note: See DRAGON ® Magazine #67 for magic if this is checked for. Ihagnim can chance of pulling free of a bag of devouring
more information on the Astral Plane and cause their baglike organs to plane shift (i.e., a 25% base chance, plus 5% for every
the nature of movement and combat in that across to the Prime Material Plane, where point of the figure's strength bonus on
environment). curious humans or other creatures find damage; a man with 18/00 strength has a
Ihagnim are among the very few known them and believe them to be bags of holding 55% chance of pulling free). If the oppo-
creatures that normally inhabit the Astral (since the bag connects directly to the stom- nent pulls away, the ihagnim may roll to
Plane. Being native to this plane, they ach, simulating an extra-dimensional attack the same figure on the next round if
experience normal feelings of hunger (un- space). Some ihagnim have a special lure in that target is still within range. Those who
like visitors from other planes) and have their stomachs that resembles a cluster of are dragged to the ihagnim's body are
developed special talents for getting their beans or a small fuzzy ball, thus causing the transferred to the stomach in the same
food. unwary users of the bag to confuse it with round, where digestion by powerful acids
An ihagnim appears to be a large, plastic other sorts of magical sacks. Those who are begins. A character will be fully digested on
amoeba with a translucent body. It is diffi- familiar with such devices call them bags of the following round, and will not be recov-
cult to see against the background of the devouring, see the description of that item erable by any means.
Astral Plane and sighting distances to it are in the DMG. T h e only way to avoid being digested is
reduced to 10% of the normal range. The Ihagnim reproduce by fission. A newly to expose the stomach lining to some sort of
surface of an ihagnim is generally smooth, created ihagnim has 8 HD and 57 hp, an poison, which (if it doesn't kill the ihagnim)
though it is capable of forming large tenta- intelligence of 8, and a movement allowance will cause it to "spit out" its stomach con-
cles to reach out and catch its prey. An of 8" in astral space (80 yds./round). It is tents immediately. This could only be done
ihagnim moves through astral space by capable of detecting any living creatures on the round in which the ihagnim is trying
mental concentration, like all other within 240 yards and is aware of their exact to digest its meal; if the attempt to intro-
duce poison fails (the character has no smaller ihagnim, each with 8 HD and 57 Anyone entering the Astral Plane in
poison potions or misses a n attack against hp. This process takes 5-10 rounds; the possession of a bag of devouring will attract
the AC 0 stomach wall with a poisoned creature cannot move during that time. the ihagnim who made it within 1-1 2 turns
dagger), the character is lost. Afterward, T h e number of hit dice an ihagnim pos- as an extra encounter. Destroying a bag of
there is a 5 % chance per turn that the sesses is equal to its diameter in feet, its
devouring does no harm to the ihagnim,
ihagnim will "spit out" any nondigestible intelligence score, and its movement rate in
except to cause the nucleus to start manu-
items (armor, weapons, equipment, etc.). tens of yards per round. Thus. a 16 HD
facturing another bag, which will be com-
Ihagnim can eat any number of creatures ihagnim that undergoes fission will produce
two smaller ihagnim that move at half the pleted in 1-4 weeks. An ihagnim may have
at one "sitting," subject to the rules below.
only one such bag at any time.
For every 100 lbs. of living material con- speed of the original one (8" instead of 16").
When encountered, there is a 10%
sumed by an ihagnim, the ihagnim gains 1 The thick, plasticlike bodies of ihagnim
chance that an ihagnim will have various
hit point. For every 8 hp gained, the reduce all damage taken by blunt weapons
treasures contained in its stomach, put there
ihagnim gains another effective hit die to one-half of its original amount; sharp-
by someone on the Prime Material Plane
(57-64 hp = 8 HD, 65-72 hp = 9 HD, and so edged weapons d o normal damage. All
who thinks he or she is filling a bag of hold-
on up to 121-128 h p = 16 HD). Thus, an 8 ihagnim are immune to haste, slow, paraly-
ing. T h e usual amounts of treasure found
H D (57 hp) ihagnim that eats a 112 Ib. sis, hold, or charm attacks. Fire-based spells can be determined as follows:
figure gains a point to 58 hp; after eating a n d o half-damage; cold spells do normal dam- 30% chance of 100-400 gp
88 lb. figure on the following round, it gains age and render the creature unable to attack 40 % chance of 200-800 ep
another point to 59 h p (carrying over the (though it can still move) for 1-4 rounds 50% chance of 200-1200 sp
excess weight amount from the previous thereafter. Psionic attacks do not affect 30% chance of 1-4 jewels
feeding). Once an ihagnim reaches a total of ihagnim, and they cannot communicate 10% chance of 1-2 small magical items
128 hp, it will begin to divide into two with any creature, except each other. (potion, scroll, misc.)
NAGA, Dark power of' ESP (8" range), and can cast spells
as a 6th-level magic-user (four 1st-level
FREQUENCY: Very rare spells, two 2nd-level spells, and two 3rd-
NO. APPEARING: 1-2 lcvel spells per day). Dark nagas only em-
ARMOR CLASS: 6 ploy spoken magic and are always eager to
MOVE: 13" acquire new spells from any source. Note
H I T DICE: 7-9 that a naga must experiment with and
% IN LAIR: 60% modify spells involving somatic and mate-
TREASURE TYPE: I, Q, T, X rial components to an entirely verbal form
NO. O F ATTACKS: 1 bite and 1 sting (player characters cannot d o this, however).
DAMAGEIATTACK: 1 -4/2-8 This process takes some time; a naga can-
SPECIAL ATTACKS: Spell use; not cast a spell by reading from a spell
poisonous sting book. However, spell books and spell scrolls
SPECIAL DEFENSES: Nil may well be hidden in a dark naga's lair,
MAGIC RESISTANCE: Standard gained from trades, magic-using victims, or
INTELLIGENCE: High the discovery of earlier hoards.
ALIGNMENT: Lawful evil In battle, a dark naga may use a spell and
SIZE: L (12' long) in the same round strike at an opponent
PSIONIC ABILITY: Nil with the poisonous barbed sting in its tail.
AttackIDefense Modes: Nil Its sting does 2-8 hp damage plus poison
LEVEL/X. P. VALUE: 7 HD, VI/700 + 8/hp (save or take 1-2 hp additional damage and
8 HD, VII/1100 + 10/hp fall into a drugged sleep for 1-6 rounds). A
9 HD, VII/1700 + 12/hp dark naga can bite for 1-4 hp if it does not
cast a spell; the naga can use its tail sting
Dark nagas, fey creatures who further the against the same target as its bite only when
ends of evil on the Prime Material Plane, space permits, but in narrow passages it can
dwell in caverns and ruins. They usually fight targets both in front of and behind it,
work with other creatures for mutual gain using its spells (or bite) and its sting sepa-
and/or defense. They have the natural rately against multiple opponents.
PITCHER PLANT, Giant and drop the prey into the vase. The victim
usually drowns in 3-6 rounds unless it can
FREQUENCY: Uncommon swim; even then, however, the plant re-
NO. APPEARING: 2-8 leases acids into the water which do 1-4
ARMOR CLASS: 6 points of damage per round to the victim
MOVE: Nil until it is eventually killed and dissolved.
H I T DICE: See below The acids are not strong enough to harm
% I N LAIR: 100% metals except over very long periods of
TREASURE TYPE: J , K (10%) time, so a victims' money, armor, and
NO. O F ATTACKS: 1 grab weapons will often be found inside the vase.
DAMAGE/ATTACK: See below The plant detects nearby prey through a
SPECIAL ATTACKS: Drowning; series of pressure-sensitive vines buried
dissolving within a 10' radius around it. Only those
SPECIAL DEFENSES: Nil creatures light enough to be lifted up will be
MAGIC RESISTANCE: Standard attacked.
INTELLIGENCE: Non- Rescuing victims trapped inside a pitcher
ALIGNMENT: Neutral plant can be difficult. If 12 hp of damage
SIZE: L (5'-8' tall) can be inflicted on the walls of the plant's
PSIONIC ABILITY: Nil vase, the acidic water will leak out, but the
Attack/Defense Modes: Nil victim will still not be able to escape, since
LEVEL/X.P. VALUE: VI/638 sharp spines grow along the inside walls of
the plant and prevent all climbing attempts
The most passive of all known carnivo- (unless the victim I S very determined, in
rous plants, the normally small-sized pitcher which case 6-24 points of damage will be
plant has sometimes evolved into a much and the plant is usually half to two-thirds inflicted during the escape attempt, success-
larger and more aggressive creature, though full of rainwater. ful or not). If 48 hp of damage are inflicted
it is still not as dangerous as others of its A whiplike organ, about four inches on the walls of the plant, the vase will fall
kind. The plant is shaped like a giant green thick, extends from the lip of the vase's apart, and the victim may escape easily.
vase made up of toughened base leaves mouth; this whip is 20 feet long and able to The plant has no hit dice as such, but will
tightly woven together with small vines. attack and coil about a creature (rolling to die if 100 hp of damage or more is inflicted
There is an opening at the top of the vase, hit as a 6 HD monster), lift up to 80 lbs., on the vase
v'
SHRIKE, Giant changes to a high, shrill whistle, and it
wings after its quarry. It will attack man-
FREQUENCY: Rare sized or larger creatures of all snrts, and
NO. APPEARING: 1 seldom shows fear. A shrike's talons are too
ARMOR CLASS: 7 feeble to tear its prey and slay it, so a shrike
MOVE: 3"/26" rams and batters with its wings and body
H I T DICE: 3 (1-6 damage per blow), forcing its victim to
% IN LAIR: 25% stop or land and attempt a defense, wherc-
TREASURE TYPE: See below upon it clubs and tears at the victim with its
NO. OF ATTACKS: 1 beak and1 slam hooked beak, doing 3-12 points of damage
DAMAGE/ATTACK: 3-12/1-6 per strike. A hunting shrike is persistent,
SPECIAL ATTACKS: Nil murderous, and loves to kill; it may slay
SPECIAL DEFENSES: Nil creatures it has no intention of eating,
MAGIC RESISTANCE: Standard though it can also store food for later. When
INTELLIGENCE: Average to high a kill is made, the body of thr victim is
ALIGNMENT: Neutral evil gathered up and laboriously flown to a lair
SIZE: M (4' long. 9' wingspan) in a thorny tree or bush.
PSIONIC ABILITY: Nil Shrike lairs are usually in desolate places,
AttackIDefense Modes: Nil so the "butcherbird" can see enemies ap-
LEVELIX. P. VALUE: III/50 + 3/hp proaching. Treasure from slain victims may
be strewn there, but it is not valued or kept
The giant shrike, like its smaller cousin, track of by the shrike (i.e., it is random).
is a demure-looking bird with a pleasant, and a small hooked, notched and toothed Shrikes are solitary creatures and range
low-voiced song of bubbling, chuckling beak, and does not look dangerous at all. A widely, often hunting many miles from t h e i r
noises. It has a white throat and underbelly, shrike can mimic the squeaky call of a baby lairs. Once every six winters, they seek out
a grey body with black marks on its wings, bird in distress to lure other birds and pred- a shrike of the opposite sex and mate in
and a raccoonlike "mask" stripe of black ators near. secluded thickets, making a tidy nest of
about its eyes. It has small but sharp claws When a shrike sights prey, its song woven rootlets, feathers, and grasses. From
1-4 cream-colored eggs are laid. The male shrike. There they grow rapidly to mature gentle swell) while thus floating, but cannot
then leaves the female, who sits on the eggs, size and powers. Shrikes live up to 30 years. swim or dive into water after undersea
starving for a week or more until she can A minor variety called the sea shrike lives creatures. They can take off from water
bear it no longer and takes wing to hunt. in coastal areas, and often wings far out without difficulty, even when heavily laden
She never returns, and 70% of the eggs will over the waves to escape land-based pursu- (i.e., with man-sized prey). Sea shrikes
hatch within days of her departure. ers or to prey on livestock and men on the prize sea turtles, horseshoe crabs, and other
Baby shrikes are AC 9, MV 16", HD decks of ships, sea birds, and the like. A aquatic creatures that come ashore to mate,
1-1, 2 attacks for 1-4/ 1-2, and are as aggres- strong flyer, its wingspan is 2 feet or more attacking them in a frenzy of bloodletting
sive and cunning as their parents. They larger than that of its inland cousin, and sea (although giant crabs often drag down and
fend for themselves, abandoning the nest in shrikes have been known to fly through slay an attacking shrike with their pincer
long flights to seek a territory of their own, fierce storms unscathed. Sea shrikes can claws). Several shrikes may gather at such a
and will not be content until they are in a plop down to rest on the water's surface, feast, but they will ignore each other, hunt-
good hunting area not inhabited by another sculling about (6" move in calm waters or ing on their own for food.
VURGEN
F R E Q U E N C Y : Very rare
NO. APPEARING: 1
A R M O R CLASS: 4
MOVE: / / 1 6 "
HIT DICE: 7+7 to 9+9
% IN LAIR: Nil
TREASURE T Y P E : Nil
NO. O F ATTACKS: 1 bite o r 1 tail slap
DAMAGE/ATTACK: 2-12 o r 3-12
SPECIAL ATTACKS: Swallows prey whole
if it hits successfully; dissolving; paralysis
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
A L I G N M E N T : Neutral in the details of fighting a vurgen, however, swallowed, saliva courses from a gland
SIZE: L (20'-40' long) for if they encounter one, they must tri- behind the brain down into the mouth and
PSIONIC ABILITY: Nil umph or die. A vurgen is basically a huge thence down the body to the tail. This saliva
Attack/Defense Modes: Nil pair of jaws, set with tiny but acute eyes is harmless to the vurgen itself, but all
LEVEL/X.P. VALUE: (12" infravision plus normal vision to sight creatures it swallows must save vs. poison
7 + 7 HD, VII/l100 + 10/hp limit of waters) attached to a long, expand- o r be paralyzed by it. Digestive juices inter-
8 + 8 HD, VII/1700 + 12hp able bag of a body with a strong swimming act with the saliva to do 4-16 points of cor-
9 + 9 HD, VII/2550 + 14/hp tail. A row of spines on either side of the rosive damage to prcy per round in the
vurgen's body begins at the "neck" and gullet, regardless of whether the prey is
These solitary marine hunters cruise the runs to the tip of the tail. These spines have paralyzed o r not. Active prey can easily cut
deeps endlessly, swallowing anything edible sharp points and edges, like a row of sword or eat its way to freedom if the victim can
that their great jaws can encompass. Loca- blades, and do 1-4 points of damage to any break or fit betwecn the curving, spiny ribs.
thah report that these creatures regard vast creature who comes into contact with them. T h e large jaws of the gulper d o only 2-12
areas of the ocean as their personal territo- A direct blow from a vurgen's tail does 3- 1 2 damage; they are toothless bony ridges
ries in the same way that many land crea- points of damage, for it is stunningly strong designed to clamp down on prey and keep it
tures do, and the rare battles for sovereignty and formed of a pointed, tapered cluster of within the mouth when closed, not to shred
are titanic struggles, dangerous to behold. spines. or chop up food.
Vurgens have no lairs as such, although Vurgens rarely fight, however; they Vurgens are usually a mottled brown in
they often retreat to deep caverns to give merely strike to swallow prey whole (hence color, although olive, russet, white and even
birth or recover from wounds, and will their nickname of the "giant gulper") and purple specimens have been reported.
certainly haunt waters that have yielded then cruise on in search of the next morsel. Vurgens have been known to come u p to
plentiful food in the past T h e great jaws enable a vurgen to gulp prey the surface and hunt in shallows or even in
Most aquatic creatures take interest only of up to large size effortlessly Once prey is harbors.
WHALE, Killer
F R E Q U E N C Y : Common
N O . APPEARING: 5-40 adults (see below)
A R M O R CLASS: 4
MOVE: //30"
H I T DICE: 9-12
% I N LAIR: Nil
T R E A S U R E TYPE: Nil
N O . O F ATTACKS: 1 bite
DAMAGE/ATTACK: 5-20 (9-10 HD)
o r 6-24(11-12 HD)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average to very
A L I G N M E N T : Neutral
SIZE: L (15'-30' long)
PSIONIC ABILITY: See below
Attack/Defense Modes: See below
LEVEL/X.P. VALUE: VII to VIII /
1900 + 12/hp to 4250 + 16/hp
(add 300- 700 if psionic)
Killer whales dwell in the cold waters of
DRAGON C-19
arctic climates, where they travel in packs steps and the appearance of shadows cast on strength and dexterity scores each round
and hunt other sea creatures for food. They the ice, and a t an opportune moment will until back on land again (reaching zero
can be savage and relentless, driving even charge up with complete surprise and smash points of strength or dexterity means the
great whales before them on the hunt, and the ice under the victim. The victim must character dies). Some 20% of all killer
will attack victims in a very coordinated then make a saving throw by rolling half his whale packs encountered will be hungry;
fashion. They speak their own language dexterity score (dropping fractions) or less the rest will not attack unless provoked.
(which cannot be heard or spoken by most on a 20-sided die. Making the roll means There is a 5 % chance that a killer whale
land-dwelling creatures, since it is super- the victim dodges and escapes. Failing this will possess psionic ability. These whales
sonic in nature) and no other. There is a roll means that the victim has fallen into the will have 61-80 strength points (122-160
25% chance that a group of adults will be water, unable to catch hold of the edge of ability points), with randomly determined
accompanied by 1-8 young killer whales, the ice and pull himself out. The killer attacks and defenses. The following disci-
2-5 H D each, move 15" and doing 2-8 whale will then attack on the following plines will be present, usable at a level of
points of damage per bite. Adults will de- round for the kill; a successful hit means the mastery equal to the whale's hit dice: ani-
fend their young to the death and will simi- victim is pulled under the water and can be mal telepathy, clairvoyance, and telepathy.
larly aid one another if attacked. bitten continuously thereafter without the While these powers will be primarily used
Killer whales possess superb cunning whale needing to roll to hit. In addition to in hunting, some whales might talk rather
and plan their attacks to a great degree. this and the possibility of drowning 2-4 than kill if they contact intelligent beings
They have learned to track walking crea- rounds later, any character immersed in mentally. Whales d o not lie, though they
tures under thin ice from the sound of foot- arctic waters will lose one point off his may not tell everything they know.