Roleplaying Resources

Monsters

I guess I should clean these up and put them on seperate pages at some point. Any volunteers to help?

NAME:             Desert Death
------------------------------

CLIMATE\TERAIN:   Desert
FREQUINCY:        Rare
ORGANIZATION:     Single or Paired
ACTIVITY CYCLE:   Nocturnal
DIET:             Senteint Flesh
INTELIGENCE:      Little if None (0-4)
TREASURE:         Special
ALIGNMENT:        CE
NO.APPEARING:     1-2
ARMOR CLASS:      8
MOVEMENT:         6
HIT DICE:         4+1
THAC0:            17
NO.OF ATTACKS:    2 or Special
DAMAGE\ATTACK:    1d4+1/1d4+1 (Claw/Claw) or Special (Touch)
SPECIAL ATTACKS:  Dehydration (Touch) See Below.
SPECIAL DEFENCES: Fire/Heat Based attacks do dboule damage.  Water based attacks do 1/2.
MAGIC RESISTANCE: See Below.
SIZE:             M (5'-7')
MORALE:           20
XP VALUE:         1000

DESCRIPTION
These monsters look like bedraggled desert travlers until one gets close 
enough to smell the stink of death.  They usually prey upon live sentient
creatures, and after they kill them they drink their blood, and eat their 
flesh, not wasting any of it, picking the bones clean.  They are the 
Undead scavengers of the desert.

COMBAT
Desert Deaths are as slow as normal Zombies and always lose the 
initiative.  They have a special touch attack, the victim must make 
a save vs. Petrification at -1 or they will become instantly faint
and start to have the symptoms of heat stoke, they are at -3 to 
all attack, and damage rolls, as well as saving throws.  If this 
attack connects 3 times in a melee combat the victim must save vs.
Death or die.  If the save is made, the victim falls into a fitful
coma in which s/he will die if not given liquids in the next fed (1d4-1)
hours.  They have a special suscpetability to Necromantic Magic, and 
are at -3 to save vs. it, Like all Undead, they are immune to charm
and fear like spells.  

HABITAT/SOCIETY
The Typical Desert Death is found in just that, a desert.  But  
they can be found in any place that is arid, and dry enough to 
cause mummification of the body after death.  They live in a singular
society.  Only the ones of the Higher intelligence (4) seek out others 
of their kind to hunt with in pairs.  

ECOLOGY
A Desert Death is the Undead remains of some poor unwitting soul
that died from starvation or dehydration in the desert.  5 hours after
their death, mummification start to set in, making the skin as touch
as leather, and dehydrating the whole body.  After 2 days in this state
the Body sinks below the sand, where it stays for the rest of it's days.
The spirit or soul of the victim is trapped within the body, and awakes
every night to go in search of moisture or food.  

TREASURE
These Monsters may have one or two gems (25% chance) but any jewelry
will be worthless except for the gems, as the desert wind and sand will
have worn away any settings and precious metals quickly.  The Gems will
have a slightly polish look about them due to that fact.


Dragon-kin, Steel
-----------------

CLIMATE/TERRAIN:  Any land
FREQUENCY:        Very rare
ORGANIZATION:     Tribe/Mercenaries
ACTIVITY CYCLE:   Any
DIET:             Omnivore
INTELLIGENCE:     Very intelligent (11-12)
TREASURE:         See below
ALIGNMENT:        Neutral
NO. APPEARING:    2d10
ARMOR CLASS:      0
MOVEMENT:         9, Fl 15(B)
HIT DICE:         8+3
THACO:            8
NO. OF ATTACKS:   2+special
DAMAGE/ATTACK:    1d6+6(x2)
SPECIAL ATTACKS:  Breath weapon
SPECIAL DEFENSES: Immunity to all poisons. Spell immunities
MAGIC RESISTANCE: 25%
SIZE:             M (5'-7')
MORALE:           Champion (15-16)
XP VALUE:         5,000

> Appearance:
    These creatures are rumoured to be very distant cousins of steel dragons.
Some-where along the evolutionary chain, they developed humanoid
characteristics naturally or help from a outside magical agency.  They
still display the dragonlike face and wings, yet they also have a steel-gray
humanoid form. Dragon-kin, Steel speak their own, rendition of steel dragon
language and any other language they can pick up from others.

> Combat:
    When dragon-kin, steel expect combat, they take to the air so they can have
the upper hand.  They attempt to remain air-borne as long as possible, then
swoop down to rake their claws against a target.  "THEY ALWAYS TARGET ANY
MAGICAL ITEMS", which they can see at will as if a detect magic spell were cast
in preference to anything else, except for spellcasters.  If they make a
successful attack roll against the item (treat as AC10 plus magical and the
holder's dexterity bonuses), they seize the item and may fight with it or flee
with it to their lair.  If forced to bring combat to the ground, they move in
and use their claws or weapons. They also breath on any foe before they plan
to engage in melee, and they seek to keep their foes within the cloud until the
gas loses it's potency.  A steel-kin's breath weapon is a 15' cube of toxic
gas.  The steel-kin can monitor the amount of gas released so closely that it
can make a cube as small as it wishes or to it's full 15' cube.  Creatures
caught in the gas must roll successful saving throws vs. poison with a -2
penalty or die instantly.  The gas is quickly absorbed through the skin and is
just as lethal if inhaled.  Coating all exposed skin with lard or grease offers
some protection (saving throw penalty negated).  Victims who succeed with
the save suffer 1d4+1 points of damage.  In still air, the gas stays active for
two melee rounds.  Steel-kin are immune to each other's breath weapons and all
other poisons as well as to all wizard spells of 1st. to 4th. levels. Steel-kin
can polymorph self five times a day.  Each change in form lasts until
the steel-kin chooses another form .  Reverting to the steel-kin natural form
does not count as a change.

> Habitat/Society:
    The dragon-kin, steel live in a tribal-like society, with a leader
determined by trials of strength and wisdom.  Any leader defeated in combat ,
but not killed, will be eliminated and replaced by a tribal member.  steel-kin
prefer human like lodgings that are well equipped with fortifications or other
protections to protect their treasures and young.

    Dragon-kin, steel are more often found in the service of a great wrym steel
dragon or in the employ of a powerful neutral mage.  They have an insatiable
desire for magical items, regardless of whether they ever use the item
themselves.  The only payment steel-kin mercenaries expect is magical or
enspelled items, for only these items hold any true value to them.

> Ecology:
    Unlike their larger cousins, steel-kin have no love for conventional
treasure.  If a hoard has no magic, they are not interested in it.  steel-kin
simply leave coins and nonmagical items where they lie.  They will always
attack marauders who are spellcasters or those who carry magical items first.


Hellhorse
---------

Climate/terrain:  Any, Lower Planes          Frequency:  Rare
Organization:  Pack                          Activity cycle:  Nocturnal
Diet:  Carnivore                             Intelligence:  Semi-
Treasure:  Incidental                        Alignment:  Neutral evil
No. appearing:  1 (5-20 on Lower Planes)     Armor class:  5
Movement:  18                                Hit dice:  6-9
THAC0:  15 (6 HD), 13 (7-8 HD), 11 (9 HD)    No. of attacks:  3
Damage/attack:  1-4/2-8/2-8                  Special attacks:  See below
Special defenses:  Immune to fire            Magic resistance:  Standard
Size:  L                                     Morale:  11
XP value:  2000 (6 HD) + 1000 for each additional HD

The hellhorse is an equine monster native to the Lower Planes.  When
encountered on the Prime, a hellhorse usually serves as a mount for
some evil priest or wizard.  Tanarii and baatezu have also been known
to ride these beasts.  A hellhorse appears much like a medium warhorse.
It, however, has no fur or skin, but instead presents a grotesque
form of exposed muscle and blood vessels.

Combat:  The hellhorse can attack with its forehooves and powerful
bite in melee combat.  Any creature struck by both forehooves must make
a Strength check or be knocked to the ground.  If the hellhorse wins
initiative the following round, it will attack the downed foe before
she has time to stand.  The hellhorse may make four hoof attacks, each
inflicting 2d4 points of damage, all with a +4 bonus to attack rolls.

Flames constantly jet from the hellhorse's mouth and nostrils.  These
flames will damage foes that the hellhorse bites.  The fire inflicts
one point of damage per hit die of the hellhorse, in addition to
the 1d4 damage from the bite.  A saving throw versus breath weapon
halves the fire damage.

Hellhorses are completely immune to fire-based attacks.

Habitat/society:  Hellhorses, on the Lower Planes, hunt in packs led
by an alpha male and alpha female.  While fearsome creatures, they are
not the chief predators found on the Lower Planes.  As such, they
are not very bold in their native environment.  On the Prime, a hellhorse
is usually found in the service of some evil summoner.  It is rare
that more than one such monster will be encountered on the Prime.

Ecology:  Hellhorses are predators that feed on the flesh of their 
victims.  They favor small and helpless creatures.  On the Lower Planes,
hellhorses occupy a sort of lower middle rung on the food chain.  On
the Prime, a hellhorse is somewhat more formidable, but isn't so tough
that a variety of creatures won't challenge it.  The flesh of a hellhorse
is tough but edible (although it far from appetizing).


NAME:             Kais
----------------------
CLIMATE\TERAIN:   Subterain / Temperate Mountain
FREQUINCY:        Rare
ORGANIZATION:     Tribe
ACTIVITY CYCLE:   Night
DIET:             Carnivorous
INTELIGENCE:      Average (8-10)
TREASURE:         Z (in lair only)
ALIGNMENT:        LE
NO.APPEARING:     4d6
ARMOR CLASS:      4
MOVEMENT:         12
HIT DICE:         5+1
THAC0:            15
NO.OF ATTACKS:    2 or 1
DAMAGE\ATTACK:    1d6/1d6 (claw/claw) or 1d10 (2 handed sword)
SPECIAL ATTACKS:  +2 damage on weapon attacks
SPECIAL DEFENCES: See below
MAGIC RESISTANCE: See below
SIZE:             L (8'- 9')
MORALE:           Champion (16)
XP VALUE:         Normal 1400, Chief 2000
 
DESCRIPTION
Kais are large heavy built lizard men. Standing between 8 and 9 feet
tall and weighing over 500 lb of solid muscle, they are very inposing
on first glance. Kais are covered in scales ranging in colour from
dull brown to brilliant green and have even been reported with stripes
and spotts in some cases. The eyes of the Kais are black where a
humans are white and the iris of their eyes are always red and slitted
like a cats.
     
COMBAT
In combat Kais usually fight with large two handed swords. With these
weapons they strike once per round and do an aditional +2 points of
damage because of their great strenth and skill with them. If not
fighting with a two handed sword they will attack with their claws
raking their opponents for 1d6 points of damage per attack.
 Kais are strangly magic resistant in that they are allowed a save vrs
any spell cast at them, regardless of weather the spell allows one or
not. If the save is made the spell fails to harm them. If the save is
failed however the spell works to full normal effect (max damage, ect..)
It is thought that this strange form of magic imunity and suseptability
is from their close ties to the high radiation fields of the underdark.
 Even though the Kais are not very smart they are remarkable tactitions
and work together in combat to best destroy all enemys. Favored tactics
are for a small band of them to lure enemys into an ambush where the
rest of them then dispatch their enemys with cold efficency.
 
HABITAT/SOCIETY
Kais live in well defended villages of 4d6 andividuals. Each tribe has
its own chief of 6+1 HD that is the undesputed ruler of the tribe and
will kill anyone disobeying him. The chief is also the only male of the
tribe, all other males born to the tribe are made to leave one year
after they hatch. Once per year the female Kais each lay one egg. Of
perhaps one in 10 hatchs and lives to adulthood.
 Kais that live in the underdark have a slightly better time of it,
nearly every egg laid in the underdark hatchs and of these most mature
to adulthood before the age of one. It is thought that the radiations
of the underdark play some part in the reproductive processes.
 Kais often keep slaves in their villages and are especialy favor
dwarves as slaves for their mastery of weaponsmithing and mining. Each
village has its own mine in which they have most of their slaves working
mining the precious iron they prise so highly.
 
ECOLOGY
Kais are the decendats of a tribe of lizard men that became trapped in
a cave deep in the underdark centuries ago. Eventually they where
changed by the strange radiations of the underdark into what they are
now.
 Kais hide is prised by drow and suface wizards alike for its strange
spell effecting abilities that it can hold even after death if properly
preserved. Also the eggs are worth 500 gp on the open market for the
young are very easy to train and the females remain loyal to their
masters until death.


NAME:               Lesser Mummys
---------------------------------
CLIMATE\TERAIN:     Deserts
FREQUINCY:          Very rare
ORGANIZATION:       Pack
ACTIVITY CYCLE:     Any
DIET:               Nil
INTELIGENCE:        High (13-14)
TREASURE:           Nil
ALIGNMENT:          LE
NO.APPEARING:       1d8
ARMOR CLASS:        4
MOVEMENT:           9
HIT DICE:           4+1
THAC0:              17
NO.OF ATTACKS:      1
DAMAGE\ATTACK:      1d6+Aging
SPECIAL ATTACKS:    Aging touch (1d4 years)
SPECIAL DEFENCES:   +1 or better to hit
MAGIC RESISTANCE:   Nil
SIZE:               M (6')
MORALE:             Fearless (20)
XP VALUE:           650
 
     DESCRIPTION
      Lesser mummys look the same as regular mummys, with the exeption that
they are usualy dressed in the clothing of the priesthood they where members of
in life over their bandages.  They also have the holy symbol of their
priesthood somewhere on their bodies.
 
     COMBAT
Lesser mummys fight in packs of 1 to 8 individuals in the defence of the
crypt they where created to gaurd. They will fight until destroyed or the
tresspassers leave the crypt. If the tresspassers steal anything from the crypt
the mummys will hunt them down tirelessly until they either are destroyed or
the treasure is returned.
      The touch of the lesser mummy ages the person touched by 1d4 years per
touch. 
      Lesser mummys fight in concert with each other using their high
inteligence to plan stratsgies in advance.  For instance if fighting a band of
adventurers that mave magic users they will attack the wizards first seeing
them as the greatest threats, ect...
  
     HABITAT/SOCIETY
Lesser mummys have no structured societys as such.  They live but to
defend the area they where made to gaurd.
 
     ECOLOGY
The concousness of lesser mummys is usualy on the outer planes in the 
realms of the dead.  Only when the area they where set to gaurd is entered do
their souls travel to the prime plane and animate their former bodies to defent
their charge.
      The creation of lesser mummys is nearly a lost art, with only a few of
highest priests of the god of the dead knowing the rituals needed to create
them.  It is rumored that a priest of the death god must be found that is
willing to take his own life in dedication to the gaurding of the place to be
defended, and that powerful magic and the will of the death god must be used
after this.


Race:  Maugy (Based on Gizmoe and the "Gremlins" movies)
Climate/Terrain:    Dry, Desert
Frequency:          Extremely rare
Organization:       Solitary
Activity cycle:     Night
Diet:               About anything
Intelligence:       Above average
Treasure:           J, Q
Alignment:          Special (see below)
No. Appearing:      1
AC:                 8
Movement:           15
Hit Dice:           1
THAC0:              20
No. of Attacks:     2
Damage/Attack:      1-2/1-3
Special Attacks:    See Below
Special Defences:   See Below
Magic Resistance:   Save as 5 HD monster
Size:               Small
Morale:             Steady  (11)
XP Value:           450

Appearance:
Maugys are small, cute, furry little creatures.  They
usually have white fur.  Some occasionally have brown
spots. They have brown eyes, large ears, and a small
mouth. They can be very fast when needed and are usually
undetectible. They weigh about as much as a one-year-old
cat. They use no weapons. Maugys are artists and make
delicate artwork for those it considers friends.
Maugy can never get wet, can never eat after
midnight, and cannot be exposed to sunlight. If they get
wet, they produce 2d4 Maugy. These Maugy have an
opposite alignment. If a good aligned Maugy gets wet,
it produces evil alined Maugy and vice versa. If a
Maugy eats after midnight, it forms a cocoon around
itself. The following night the cocoons hatch producing
Gremlins. All Gremlins are evil aligned. Their
Intelligence and Morale drop.  If a Gremlin is exposed
to water, he produces 2d4 more Gremlins. If a Maugy or a
Gremlin is exposed to sunlight, it kills them, melting
them into a puddle of gue. Bright light causes 1d3
points of damage to a Maugy or Gremlin. Gremlins are 5
HD monsters.

Combat:
Maugy use their teeth and claws to attack with.
Gremlins' teeth and claws are stronger so they cause an
additional 3 points of damage.  They defend themselves by
speed alone.

Habitat/Society:
Maugy live alone.  They live in desert places to avoid
getting wet.  Gremlins search out any civilized area and
destroy it.


MONOTHOT
--------
           Normal         Flying        Crystal       Torunish      Amberleish
CLIMATE/   Temperate      Mountains     Any           Jungles       Swamps/
TERRAIN      regions                                                Warm caves
FREQUENCY  Uncommon       Very Rare     Rare          Rare          Very Rare
ORGNZATN   Solitary       Solitary      Solitary      Solitary      Solitary
ACTV CYCL  Any            Any           Any           Evn/Night     Evn/Night
DIET       See Below      Unknown       See Below     See Below     See Below
INTELGNCE  Non-(0)        Animal(1)     Non-(0)       Non-(0)       Semi-(2-4)
TREASURE   Nil            Nil           Nil           Nil           O,P,Q
ALIGNMENT  Neutral        Neutral       Neuatral      Neutral       CE
Evil
#APPEARNG  1-4            1-3           1             1             1-4
ARMOR CLS  10             10            5             10            2
MOVEMENT   3              3             3             6             18
           3(Br)          12(A)(Fl)     6(Br)         9(Br)         12(Br)
           3(Cl)          6(Cl)         3(Cl)         9(Sw)         12(Cl)
                                                      6(Cl)         18(Sw)
HIT DICE   1/2            1/2           1/2           1/2           3
THAC0      20             20            18            20            15
# ATTACKS  1              1             1             1             1 bite
                                                                    2 arms
DAMAGE     1/2 hp         1/2 hp        1/2 hp        1 hp+         1d6
                                                       poison       2d4/2d4
SP.ATTKS   Nil            Nil           Nil           Confusion     Paralysis
                                                        Venom
SP.DEFNCS  Nil            Nil           Nil           Nil           Supersti-
                                                                      tious
                                                                      Aura
MGC RSIST  Nil            Nil           Nil           Nil           15%
SIZE       T              T             T             T             S
MORALE     Steady(11-12)  Steady(11-12) Steady(11-12) Steady(11-12) Fanatic
                                                                      (17-18)
XP VALUE   0              5             0             5             125

Normal
   There are 3 types of normal monothot: the black, the tan, and the red. The
black is found in nearly any temperate environment. The tan is found in any
sandy environment. The red is found in any temperate forest. All share the
same basic structure: A small hemispherical body with 6 small legs for moving
and 2 larger 'legs' used for burrowing and uprighting itself in the event it
is overturned. The black is black, the tan is tan, and the red is black with
a reddish underside.
   The monothot's main usefulness requires it to be turned over and spun on
its back. In a few seconds, the monothot will stop its rotation with its
large set of legs. It is unknown why, but when this occurs, _the_monothot's_
_head_is_always_pointing_north._

Combat
   The monothot usually never uses its pitiful bite, as it usually goes un-
molested, has no natural enemies, and is no carnivore.

Habitat/Society
   Monothots reproduce by laying eggs about once a week. The eggs are almost
unnoticable, but are extremely durable, and will die in about a year. When
another monothot comes within 3 feet of a cluster of eggs, it will make its
way to them and eat them. The eggs are fertilized inside the monothot, then
regurgitated. The eggs will hatch in about a week. The larvae are strange,
unwhole creatures. Within 24 hours, all the larvae will unte in one mass and
form a chrysalis. In 3 days time, the chrysalis will break open, spilling out
the larvae, which have united into a full-grown monothot. A monothot typically
lives 5-7 years.

Ecology
   The monothot feeds on moist soil, usually 1-2 feet below ground. The black
feeds on regular, everyday dirt. The tan has a less durable structure, and
can eat only sand, though any type of sand is acceptable. The red monothot
eats regular soil, but must have wood chips or splinters mixed in with it.
Monothots cannot eat anything else, and seem to have no need for air, so are
usually kept in canvas bags of the appropriate soil. The monothot usually
eats only 5-6 times its weight in soil.
   It is unknown how monothots determine the direction of true north. It is
considered a sin or bad omen to kill or injure a monothot, as they are ab-
solutely harmless, cost almost nothing to maintain, and provide a welcome
service. Mages that employ spells that consume monothots are despised. Most
of the spells needing monothots, therefore, do not consume the monothot in
its casting.

Flying monothot

   With the appearance of a tan monothot, except with small, lady-bug like
wings that allow remarkable flight. The flying monothot has all the same
abilities and ecology of a normal monothot, but its diet is unknown, and no
flying monothot has survived in captivity for more than a week. Sages specu-
late that they eat the air itself, and must fly most of the time to survive.
Flying monothots have no burrowing legs, instead stopping their rotation when
spun by expanding their wings.

Crystal monothot

   The crystal monothot can inhabit almost any terrain, and can eat any soil. 
It has the appearance of a regular monothot, except it look like it is made
of crystal, except for the black stomach where the soil is digested. Crystal
monothots are also the only type of monothots that cannot determine north
when spun on its back. It will stop facing any direction it pleases, which is
usually due east or west. (30% east, 30% west, 5% north, 5% south, 30% any
other)

Torunish monothot

   The torunish monothot has the same appearance and measly bite of a black
monothot, but any bite makes the victim save vs. poison or be affected as per
a confusion spell. Torunish monothots also exude a weird force field to a
radius of 5 feet that makes the arcane formulas of spells waver in the minds
of spellcasters. Any spellcaster attempting to cast a spell must make an
intelligence check with a +2 bonus, or misread the energy patterns in his/her
head and botch up the spell. Torunish monothots are named for the mythical
land of Toruna, where the Sorcerers live, and is reputed to have a force
field that erases any memorized spells, preventing spellcasting.

Amberleish monothots

   Created by the evil wizard Amberlei, these monothots are giant versions
of the black monothot. Each has a bite attack, and 2 attacks with its spiked
forelegs. Any succesful bite injects Confusion venom, as a Torunish monothot,
and requires a save vs poison to negate. A successful leg attack forces a
save vs paralysis with +1, or be paralyzed for 1d4 rounds. Amberleish mono-
thots eat meat, whether fresh or carrion. They were used unsuccesfully by
Amberlei as a last defense against the party formed to destroy him, but the
party overcame the monothot's surperstitious aura (save vs spell or be afraid
to harm the monothot) and almost destoyed him. (He is currently a Lich in the
area of the lost Demio Delves)

MONOTHOTISM-1st        water-spiriting

  COMP: V,S,any non-crystalline, non-torunish monothot (not consumed)
  DUR: 3 turns/level
  RANGE: touch
  AREA: one corporeal creature with above-animal intelligence
  CAST: 1 round
  SAVE? Negates

   The recipient of this spell recieves a special 6th sense. By closing his/
her eyes and concentrating, the target can sense the direction in which a
certain feature lies. If the target spends a full round concentrating, and
the feature isn't a direction, the target can sense the approximate distance
to the feature (to the nearest large number (ex. 23=app. 20 miles; 562=app.
600 miles; 15 feet=app. 20 feet)) The type of monothot determines what type
of feature can be used:

Monothot      Acceptable  Features
--------      --------------------       
Black         Any of the 4 directions
Tan           Any of the 4 directions, or the site where the spell is cast
Red           Any place the caster has been, or any of the 4 directions
Flying        Any direction (even up or down), any place the caster has
              been, or any prominent place the caster has heard of
Amberleish    As above, or any person the caster has seen, or the target
              has touched

  This spell is available to priests via the Animal and Divination spheres

MINOR MONOTHOT MISDIRECTION- 2nd    water-spiriting
  COMP: V,S,a magnet
  DUR: 1 turn/level
  RANGE: 10'/level
  AREA: one monothot
  CAST: 2/4 for priests
  SAVE? Negates

   This spell causes one monothot to point in a new direction when spun on
its back. The direction is determined by the caster, and is the verbal
component. The direction must be North, South, East, or West. The monothot
may save as a 1/2 HD monster to negate, but with a -2 penalty. This spell
even affects crystal monothots.

  This spell is available at 1st level to priests via the Travelers or
Animal Sphere.

MAJOR MONOTHOT MISDIRECTION- 3nd    water-spiriting
  COMP: V,S,a magnet
  DUR: 1 turn/level
  RANGE: 10'/level
  AREA: all monothots in range
  CAST: 3/6 for preists
  SAVE? Negates

   This spell causes all monothots to point in a new direction when spun on
their backs. The direction is determined by the caster, and is the verbal
component. The direction must be North, South, East, or West. The monothot
may save as a 1/2 HD monster to negate, but with a -2 penalty. This spell
even affects crystal monothots.

  This spell is available at 2nd level to priests via the Travelers or
Animal Sphere.


Rust Protector
--------------
    This could be one useful familiar, pet, or guardian for a mage.  I have
took a rust monster and bred some very useful qualities into a new hybrid that
is specifically designed to protect a mage or his holdings.  I have quite a
number of these loyal guardians around the Promenade.  The rust Protector
basically has all the same apperances, combat traits, habitat and ecology as
the orginal rust monster with it's own enhanced abilities.

CLIMATE/TERRAIN:   Preferred Subterranean/
                   Underground Complexes
FREQUENCY:         Very rare
ORGANIZATION:      Solitary
ACTIVITY CYCLE:    Any
DIET:              Metalavore
INTELLIGENCE:      Semi-Intelligent (2)
TREASURE:          Q
ALIGNMENT:         Neutral
NO. APPEARING:     1-2
ARMOR CLASS:       0
MOVEMENT:          18
HIT DICE:          5+3
THACO:             15
NO. OF ATTACKS:    2
DAMAGE/ATTACK:     Nil
SPECIAL ATTACKS:   See below
SPECIAL DEFENSES:  Spell immunities,
                   Spell reflection,
                   Chameleon camouflage
MAGIC RESISTANCE:  Nil
SIZE:              M (5' long)
MORALE:            Champion (16)
XP VALUE:          2,000

> Appearance:
Rust Protectors are part mystical creatures created by magicians for protection
of their dwellings.  Rust Protectors have the same voracious appetite as rust
monsters for all sorts of metals.  These unique creatures though generally
inoffensive, are the bane of adventurers everywhere.

      The average rust protector measures 5 feet long and 3 feet high at the
shoulder.  It has a strange tail that appears armor plated and ends in an
odd-looking bony projection that resembles a double-ended paddle.  Two
prehensile antennae are located under the thing's two eyes.  The hide of the
rust protector is rough, covered with lumpy projections.  Although rust
protectors can change their color with ease, a rust protector's normal
coloration varies from a yellowish tan on the underside and legs, to a rust red
upper back.  Rust Protectors smell like wet, oxidized metal.

> Combat:
    Rust Protectors are placid by nature, but when they get within scent
range of metal, they become excited and immediately stalk towards the source.
Rust Protectors can smell metal up to 90 feet away.  if the rust protector's
antennae touch metal (successful attack roll against opponents, who are
considered AC10, modified by dexterity), the metal rusts.  Magical items have a
chance of being unaffected equal to 10% for each plus (a +2 weapon or armor has
a 20% chance of not being effected).  Any effected metal rusts or corrodes and
immediately falls to pieces that are easily eaten and digested by the creature.
Metal weapons striking a rust protector are effected just as if the creature's
antennae had touched them.  Should a nonweapon metallic magical item happen to
make contact with a rust protector, treat it as a +2 magical weapon for
purposes of determining whether or not it breaks up.

      Rust protectors can change their color and pattern to match any type of
terrain in a single round.  This camouflage makes them 90% undetectable till
they move, and modifies the surprise rolls of all opponents by -3.  A Rust
Protector is highly resistant to magic.  It reflects any spell that is cast at
it back to the caster, including spells with an area of effect. Also all rust
protectors are born with 90 ft. infravision and are immune to illusions and
phantasms.  If a dispel magic is simultaneously cast with a spell, there is
a 50% chance the rust protector will be unable to reflect it, though it is
entitled to a saving throw vs. dispel.

> Habitat/Society:
Rogue rust monsters like dwelling in dark, subterranean places such as caverns
and underground structures.  They are not disposed to groups; often a lair
comprises of one or two rust protectors, with a 5% of encountering a single
offspring, which acts as a half-strength rust protector with a full strength
appetite.  These creatures have been known to range the length and breadth of
an underground complex, searching for supplies of metal.  Though it will eat
raw ore, a rust protector always prefers the refined, forged metal (just as a
human would prefer fresh, filtered water over swamp water).

      The only treasure to be found in a rust protector's lair is gems, usually
the sort used for decoration on armor or sword pommels.  Rust monsters have no
grand designs, only the wish to be kept well-fed.

> Ecology:
    Rust Protectors help in removing metallic junk and clutter from underground
fastnesses.  In fact, it is not unusual to find a rust protector and a carrion
crawler working in a symbiotic relationship (Just like orginal Rusr Monster),
with the latter eating the organic litter and the former consuming the metal
castoffs.


Taurus, Great
-------------
Climate/Terrain:  any grassland       Frequency:  rare
Organization:  herd                   Activity Cycle:  day
Diet:  herbivore                      Intelligence:  semi (2-4)
Treasure:  none                       Alignment:  neutral

No. Appearing:  5-30                  Armor Class:  5
Movement:  15 plus special            Hit Dice:  4
THAC0:  17                            No. of Attacks:  2
Damage/Attack:  1-6/1-6               Special Attacks:  see below
Special Defenses:  immune to fire     Magic Resistance:  nil
Size:  L (5-6' at shoulder)           Morale:  11
XP Value:  975 bull, 420 cow

The great taurus is a rare species of bull with some extraordinary 
abilities.  It appears much like a regular bull except for the large, 
feathered wings.  Its fur is dullish red.

Combat:  Most of this information applies to the male of the species, which 
will account for 20-25% of the total herd.  A great taurus is aggressive 
and easily provoked.  There is a 75% chance that if approached within 
80 feet, it will attack.  A great taurus will charge to attack if 
possible.  A charge inflicts 3-12 points of damage upon impact with an 
additional 1-4 points of trampling damage against man-sized or 
smaller foes.  Once it has charged, a great taurus will typically attack 
with its two powerful forehooves.

Even more fearsome is a great taurus's breath weapon.  Rather than 
charge, it is 25% likely a great taurus will take to the air and exhale 
a gout of flame at its enemy.  While too heavy for true flight, a great 
taurus can make wing-assisted leaps, achieving an altitude of up to 45 
feet and gliding 180 feet in a single round.  These beasts are smart enough 
to glide over a foe, unleash their breath weapons, and land behind their 
enemy.

The flaming breath of a great taurus affects a cone 20 feet wide at 
its base and 60 feet long.  It inflicts 4-32 points of damage on all 
caught in its path (save versus breath weapon halves damage suffered).

The female and young of the species do not have breath weapon attacks.  
The females are typically noncombative, but will attack to defend their 
young.  The young themselves do not attack.  All great taurus are capable 
of wing-assisted leaps and will use them to escape predators.

Habitat/society:  Greater taurus do not have a society per se.  They
are herd animals, albeit somewhat intelligent ones.  They roam grasslands,
staying in an area long enough to graze the vegetation away before moving
on to greener pastures.

Ecology:  Greater taurus are strictly herbivores.  Despite their
aggressive nature, they do not actively seek conflict.  Given their
size and formidable attacks, especially their breath weapon, these
animals have few natural predators.  Ordinary animals will avoid them.
They hide of a greater taurus can be used in much the same manner as
cow hide.  A skilled craftsman can form the hide into leather armor.
This armor, in addition to providing a base armor class of 8, also
confers a +2 bonus to saving throws against fire-based attacks.


Thala She'Tere
--------------
Freq. uncommon
No. Appearing 1-4
A.C 4
move 5"
Hit dice 3
treasure type nil
No. attacks 2
Damage/attack see below
Special def. resistant to sleep, or charm type spells
Intellegence special
align. Neutral
size m

Not much is known about the She'Tere aside from rumours. They are said
to act as if with one mind. Like an Earth elemental in form, but a dryad
in nature. The will actively seek out Lawful Good PC's in order assimilate
them into the ground. This works like a stone to mud spell. The She'Tere
first attempts to charm the victim, if savings throw not successful,
the victim slowly sinks into the ground. If not helped he/she will remain
there. A savings throw/month for one year. If none of the savings throws
are made, the victim becomes part of Thala. (Thala is the world)
If the charm failed, they will also attempt sleep unless physically
attacked.
The She'Tere will defend themselves dy clubbing with arms.
A low-level type of psionics may be used if the charm and sleep don't work.
A She'Tere will attempt to plead with the PC's sense of good, telling
them they need thier pure spirit to enhance Thala's goodness.

Yes I got the idea from Earth 2 the T.V. series, but I liked the concept.


WARRIOR DRYADS   (KINYENYON)
----------------------------

CLIMATE/TERRAIN: Untraveled Woods
FREQUENCY: Very Rare
ORGANIZATION: Small Groups
ACTIVITY CYCLE: Any
DIET: Herbivore
INTELLIGENCE: High (13-14)
TREASURE: M,K
ALIGNMENT: Neutral (good)

NUMBER APPEARING: 1d4-1
ARMOR CLASS: 3
MOVEMENT: 12
HIT DICE: 4 + 3
THAC0: 15
# OF ATTACKS: 2 claws
DAMAGE/ATTACK: 2d4/2d4
SPEC. ATTACKS: Wood "song", preist spells
SPEC. DEFENSES: Cannot be hit by organic weapons or natural attacks
  of normal creatures
MAGIC RESISTANCE: 60%
SIZE: M (5'-6')
MORALE: Champion (15-16)
XP VALUE: 2750

   The Warrior Dryad is a dryad whose bonded tree was destroyed, but was
kept alive with the aid of the "Save the Soul" spell. Eventually, the
Spiritess created was incarnated into a dead oak tree branch, aquiring
a woody bark-hard form similar to her original form. The form changes as
a regular dryad does, but always has the black eyes of dead wood and
rock-hard finger claws.
  The Warrior Dryads, or Kinyenyon, as they are sometimes called, are
considered true Dryads by the Dryad race, but keep themselves separate
from it. They are the vicious protectors of the forest from evil, and
have the paladin's detect evil ability to help them. Warrior Dryads also
have access to the spheres of Animal, Protection, Combat, Plant, and
Guardian, as a 4th level preist, but at the 15th level of magic. They
also have the Dryadic ability to talk with plants at will, but cannot
charm any more. They clothe themselves in loose garmets, as other Drayds,
but they are less flimsy as the Drayd's clothes. They also have the
ability to communicate simple thoughts to any Warrior Drayd within 5
miles via a semi-telepathic ability. They speak Common, Dryad, Pixie,
Sprite, Woodsprite, and Elf.

Combat:
   Warrior Drayds attack with their razor sharp hand claws twice per round.
Their claws simply ignore organic armor, so wearers of leather, hide, etc.
armor are attacked as if they had none, though any magical plusses are still
counted (Ex: Leather Armor= AC 10, but Leather Armor +1= AC 9).
   Warrior Drayds also have something they call the wood "song", a weird
keening noise they make when fighting. After 2 rounds of the song, the
closest dead branch of a tree will rise off the ground and float to the
Dryad (MV 6). When the branch is within 10 feet of her, she will be able
to command it to strike any one creature for 1d8 damage, stunning it for
1d3-1 rounds (no minimum time). It them moves as an arrow let loose, and
it too gains the Dryad's ability to ignore organic armor. The branch hits
the target in the chest with a +1 attack modifier. If the target is Large
or greater, the damage is only 1d6, and stuns for 1d3-2 rounds (no minimum
time stunned, and treat -1 as 0). If the target is Small or Tiny, the target
is hurled backwards 4-10 feet for an additional 2d4 damage, and 1d4+1 rounds
stunned. The song cannot animate the same branch twice, and it cannot animate
more than three branches at a time. If the branches are attacked before they
are commanded by the Dryad, and the attack is not slashing, the branch
immediately attacks the attacker, with a +2 modifier instead of +1. It does
not have the ignore organic armor ability, though. If the attack was slashing
and scored 4 or more hit points, then the branch is severed in two, and BOTH
portions attack the attacker for 1d4 damage each. If the slashing attack
doesn't do 4 points of damage, or  isn't a slashing attack at all, then the
branch attacks the attacker as normal. The branch commanded can never be a
club, staff, wand, arrow, etc, that is in the party's posession and cannot
have been altered from its natural form.

Habitat/Society:
   Warrior Drayds are accepted by the Dryad community, but shun it none-
theless. They feel wretched at having lost their tree, and will stop at
nothing to prevent other Dryads from losing theirs. They will frequently
live on the outskirts of large groups of Dryad trees, and constantly use
their detect evil ability to locate troubles coming. It has a range of one
mile. They also use the speak with plants ability, and prefer to take spells
of a more combative nature, though defensive spells are also an option if
the danger deteced seems incredibly great. Warrior Drayds usualy prefer to
live alone, but on occasion join groups to protect Dryadic villages, or to
hunt a strong evil detected. They have almost no use for money, only giving
it to Dryads, Druids, or Rangers that they might meet as a way to pay them
for doing the same service they have devoted themselves to doing.
   
Ecology:   
   Kinyenyon live until slain, and have no means of procreation. Some Dryads
make themselves Kinyenyon on purpose, but the only new Warrior Dryads being
born lately are those whose trees die from freak accidents when a clerical
spellcaster is on hand.

Credits

These monsters were created for the Great FidoNet Compendium.

Desert Death Mike Berry
Dragon-kin, Steel G.A. Whiteman
Hellhorse Marc Chance
Kais Icewalker
Lesser Mummys Icewalker
Maugy Mark Depeel
Monothot Jason Tamez
Rust Protector G.A. Whiteman
Taurus, Great Marc Chance
Thala She'Tere Devlon Duthie
Warrior Dryads Jason Tamez