________________________________________________________________________ CLIMATE/TERRAIN: Upper Planes FREQUENCY: common Terramental ACTIVITY CYCLE: Never Sleeps or rests DIET: None INTELLIGENCE: 13-16 TREASURE: none ALIGNMENT: ChaoticGood -------------------------------------------- NO. OF APPEARING: 1d4(On home plane) ARMOR CLASS: 0 MOVE: 4 HIT DICE: 6HD, 8 HD, 10HD, 12HD THAC0: 14 NO. OF ATTACKS: 2 DAMAGE/ATTACK: 1d8+2/1d8+2 SPECIAL ATTACKS:see below SPECIAL DEFENSES: nil MAGIC RESISTANCE:15% SIZE: 4ft to 5 ft tall MORALE: Fearless XP VALUE: 6HD 1,000 8HD 1,400 10HD 1,600 12HD 1,800 _____________________________________________________________________________ Terramentals are a strange mix of magic and the elementals. Shaped somewhat like a stone golem that is around four feet tall these creatures are a force to be recond with. They glow with a strange yellowish hue or they are a blaze. The ones with the yellowish glow may cast focus(new spell) as a full powered 6th level mage. This goes up for every two hd so an 8HD terramental is a full powered 7th level mage. The other kind which are literally a walking balls of fire can cast blaze, with it's level the same as the other one. Terramental's rarely come to our plane except if summoned which they come willingly. Though they are intelligent they only communicate among themselves, a nd not with any other species. They can understand common. Many mages have tried to make them communicate but to no success.(*The two spells here will be listed soonin my spell section) _____________________________________________________________________________ Drascarn Duscarn CLIMATE/TERRAIN:Any cold Any cold FREQUENCY: common common ACTIVITY CYCLE:Day or Night Night DIET: Carnivore Carnivore INTELLIGENCE: 6-11 2-4 TREASURE: F Can be anything ALIGNMENT: Any neutral ------------------------------------------------------- NO. OF APPEARING:1d10 1 ARMOR CLASS:6 0 MOVE: 4(land) 15 Ice 24 HIT DICE: 4HD 9HD THAC0: 18 15 NO. OF ATTACKS:1 or 3 1 DAMAGE/ATTACK:Weapon (1d6/1d6/1d4) 1d12+2 SPECIAL ATTACKS: Venom Venom SPECIAL DEFENSES: nil nil MAGIC RESISTANCE:nil nil SIZE: Medium(5ft) Large (15 ft in length) MORALE: 17 12 XP VALUE: 400 3,000 _____________________________________________________________________________ The Drascan a strange, twisted race. Part elven, part dragon and and the product of magical backwash from the ICE STONE. A Drascan stands erect like a human. There faces are icy white and they have long fangs that come almost to their chin. There skin is patchy and has fin lines which define the thin scales that cover there body. They live in tribes and go out in hunting parties of ten. What they hunt is the Duscarn.A large and deadly snow serpent which by unknown means can travel underneath the snow and leave almost no trace. The creature is covered in glistening scales and has two large fangs which it attacks with. If hit by it you must make a saving throw(-3) if failed your blood begins to freeze. Every round you recieve a -1 to all rolls once at -6 your dead! The Drascarn are immune to this and they themselves can bite using the same poison(-1 modifier). They do have an antidote which they sell willingly at a very high price to those poisoned. (Just for reference sake it is named firewort, and though common is extremely hard to find in the snow) Drascan fight with spears the height of there body. On the end one blade is straight and two others curve left and right from it. (Drascarnion spear Size:L Speed:6 Weight:5lbs Damage:1dd8+1/1d12+2) Drascarn's are accepted by the northerners. They never venture from the cold, because they die in heat(Above 40 degrees) within 2 days. Drascarn may be P.C's. See the races section for more info. _____________________________________________________________________________ Fairy Wists CLIMATE/TERRAIN: Any Forests FREQUENCY: Rare Very Rare ACTIVITY CYCLE: Night or Day All DIET: Sweet fruits Sweet Fruits INTELLIGENCE: 15-18 18-20 TREASURE:Small trinkets None ALIGNMENT: Any Good Lawful Good -------------------------------------------- NO. OF APPEARING: 1-13 1 ARMOR CLASS: 4 0 MOVE: fly(24) Class A Fly(12) Class B HIT DICE: 2-4 5HD THAC0: 2HD 19/ 3HD 18/ 4HD 16 14 NO. OF ATTACKS: 1 1 DAMAGE/ATTACK: 1d4 none SPECIAL ATTACKS: See Below See Below SPECIAL DEFENSES: Invisibility, Dreams, Aura(Same for Wists) MAGIC RESISTANCE: 60% 90% SIZE: S (1-2ft) 1-2 feet tall MORALE: 16 19 XP VALUE: 2HD 640/ 3HD 700 / 4HD 775/ Wist 5,200 _____________________________________________________________________________ The Fairie, you hear about them in stories and your told about them as a kid. Forget everything thats been told about them. It's all wrong! Faires are nothing like sprites. For one thing there as tall as a kobold. Male fairies do exist but they are known as Faerns. Fairies are good creatures and though mishchievious they do aways work for good. You've probably heard of the tooth fairy. When a tooth is put under your pillow , it's like a mage inscribing runes on a door that now lets people pass through. Many times fairies are hunted down by evil and vicious creatures. The toth allows them to enter your dreams. There they can hide. The money you get is just the gratitude of the fairy. Fairies as I said before are between one and two feet tall. They were elaborate clothing made from spider silk. It is this clothing combined with there aura that gives them an AC of 4. There wings are that of a butterfly except they are larger. There face is of an elf and they have hair that is golden hues. The wisest and oldest fairies have silver hair. All fairies have a pouch of fairy dust, and they carry a wand. The Fairy dust is extremely powerful. Fairies have an innate understanding of it so to them it is useful. A fairy may sprinkle this anywhere and call for an effect. there is a 75% chance that the effect will work. Otherwise roll on the wand of wonder chart in the DM. If any other race uses it there is but a 5% chance it will work for them. Fairy dust does have limitations, it can not bring about a world change, it can not summon anything, and it CAN NOT KILL. There wand is a symbol of status, to put it simply Peasent Fairies (2HD) have brown wands. These are the fairies those false stories come from. Middle class fairies(3HD) carry golden wands. They help with forest disputes and the like. Noble Faires carry silver wands. There out there fighting evil. The fairies wand can cast any first level spell unlimited times. The last thing about fairies is that they have an aura of good.It has an 8ft diameter with the fairy in the center. Any evil creature has a -1 to hit a fairy. this is cumulativewith each fairy, so 10 fairies would impose a -10 to hit on evil creatures. The Aura may once per day heal all within it's area 1d10 +5 hitpoints once per day. Wists are old male fairies. They have lived close to a thousand years and are the equivalent of a 12th level mage with spells. They carry walking sticks instead of wands and have all the same abilities as a fairy except that there aura is the equivalent of the heal spell. There is, maybe 1 Wist to every 500 Fairies. There apporximately only 3000 fairies. ____________________________________________________________________________