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CLIMATE/TERRAIN: Mountain,Swamps STONE TROLLS
FREQUENCY: Rare
ORGANIZATION: Group
ACTIVITY CYCLE: Day or night
DIET: Carnivore
INTELLIGENCE: 7-13
TREASURE: varies greatly
ALIGNMENT: any
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NO. OF APPEARING: 1-60
ARMOR CLASS: 1
MOVE: 6
HIT DICE: 8
THAC0: 12(+3 to hit)
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1d8+5/1d8+5
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Reg. 5 hp/round
MAGIC RESISTANCE: 30%
SIZE: Large(7ft) Medium (6ft)
MORALE: 14
XP VALUE: 3,200
Stone Trolls are very tall. They have smooth green skin. There
upper body is larger then there legs, giving them a sort of clumsy
look. Don't be fooled by there looks there as tough and as mean
as there namesake, the troll. They are immensely strong and due to
that they receive a +3 to hit and a +5 for damage. Unlike other
kinds of trolls these are not scared of fire, even though it hurts
them the same. Also they regenerate faster than trolls, and this
regeneration occurs after the first turn! Stone trolls build
makeshift cities and will defend them at all costs. Stone trolls
can be any alignment so you never know if it’s a good troll or a
bad troll. They give awards out to the bravest stone troll, so
if one stone troll comes after you and they are
wearing a blue and gold medallion, RUN! They receive this award
usually because of something any humanoid would think outrageous.
(If P.C.’s ever meet one make sure he is a bit better than the stats
above, also give him 4 more HD)
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CLIMATE/TERRAIN: Any except cold Termuligin(Magic Flayers)
FREQUENCY: rare everywhere except in Loria
ORGANIZATION: Tribal
ACTIVITY CYCLE: Night
DIET: Brains,and other organs
INTELLIGENCE: 15-20
TREASURE: D
ALIGNMENT: Lawful/Chaotic evil
Experience:3HD 250 , 4HD 350, 6HD 550
8-10HD 650
NO. OF APPEARING: 1-20
ARMOR CLASS: 2 (6)
MOVE: 7
THAC0: 16
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1d4/1d4
SPECIAL ATTACKS: See Side———->
SPECIAL DEFENSES: See Side———>
MAGIC RESISTANCE: 25%
SIZE: M
FREQUENCY:Rare
MagicFlayers are a direct relative to the more known and more feared
Mindflayers. These creatures are impervious spells altering the mind,
for instance charm,maze,muddle etc.MagicFlayers are man-sized they
look almost identical to relatives Mindflayers. One distinc
difference between the two is the fact MagicFlayers only have two
face tentacles.Rarely do they ally because one is obbsesed with magic,
the other with the mind.
All MagicFlayers have an enchanted dimond which they were around
ther neck. This gives them an AC of 2. If it is dispellded they have
a natural AC of 6. All mind flayers are mages.
3-6 HD Magicflayers have only 1st and 2nd level spells.
They may cast any three from each, so it is a six spell total. Also
they may cast and attack in the same time. 8-10HD MagicFlayers have
the choice of advancinglike a regular mage or having up to 3rd level
spells and casting three from each.
If both tentacles hit and one of the hits was a 20 it sucks your
brain out and your dead!
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CLIMATE/TERRAIN: Forest, Cities
FREQUENCY: EXTREMELY RARE
ORGANIZATION: Monarchy WILD ELVES
ACTIVITY CYCLE: Day or night
DIET: omnivore
INTELLIGENCE: 9-19
TREASURE: varies greatly
ALIGNMENT: anything except Chaotic Evil
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NO. OF APPEARING: 1-10 except in cities
ARMOR CLASS: 3
MOVE: 12
HIT DICE: 4
THAC0: 16
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1d8+2
SPECIAL ATTACKS: Magic
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 50% (65%)
SIZE: M(5 to 6ft)
MORALE: 16
XP VALUE: 450
The wild elves are an extremely rare lot. These are the elves of
fairy tales, creatures of a forgotten age.
Deep inside the forest near the mountains of Caer Dorn supposedly
live the wild elves. Here in these thousands of square miles of
virgin forest they live undisturbed.
One of the largest misconceptions of these elves is there name. They
are the elves of the house of Sacran(Sa-Kran).They are closely related
to the Dark elves, the Drow. In fact it would do know disrespect to
call them the Light Elves. They live in marvelous cities shrouded
in illusion to protect themselves.
Most of them wear enchanted elven chainmail. This bestows upon
them a +15% MR bonus.Also giving them any AC of 3. The elves of the
house of Sacran are the MOST powerful mages in the continent.They
have powers of innate magic. As they progress they gain different
spell like powers useful to them Once per day.Also as a young elf they
will quickly learn there ability to become a treelimb as of the spell TREE.
1st Detect Magic
3rd Another 1st (DM’s choice)
4th Invisibility
5th 1 more 2nd
6th Fly (Only for 20 minutes)
8th Talk with animals and plants
12th Teleport
Unlike there relatives the high elves they have not there keen sight
in which to find doors. They don’t receive any +’s with swords in
fact anything bigger than a medium they suffer a -2 penalty. Also
with bows they receive a +1 to hit. As a P.C. they be any class and
these are there racial adjustments: -1 strength , +1 dexterity, +1
intelligence. THERE IS A EXCEPTION IF THE PC IS A WARDANCER HE
GAINS NO MR< DIFFERENT RACIAL ADJUSTMENTS, AND NO SPELL LIKE ABILITIES
.Wardancer racial adjustments: +2 to strength(Max 18/00), +2 to
Dexterity, -3 to intelligence, -2 to wisdom. It is a great honor to
be a wardancer;the kings body guard. The reason is that if they become
a war dancer it isbecause there lack of magic. Light Elves are compeled
and motivated by magic. They become war dancers because of there detach-
ment from magic.
History & Dieties of Hyrule:
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