Sei sulla pagina 1di 50

Creatures & Critters

A Tunnels & Trolls v5.5 Unofficial Supplement

Table of Contents
Introduction.......................................................4 Why 5.5.............................................................4 Critters Doing Stuff............................................4 Sell-Casting Creatures.......................................4 Creatures & Critters...........................................5 A........................................................................5 Air Gust.........................................................5 Ant, Giant, Queen..........................................5 Ant, Giant, Warrior.........................................5 Ant, Giant, Worker.........................................5 Ape................................................................5 Ape, Flying.....................................................6 Aranea...........................................................6 Arcane Beetle................................................6 Arcane Leech.................................................6 Arcanix..........................................................6 Armored Beast...............................................6 Azer...............................................................7

B........................................................................7 Bag of Teeth..................................................7 Balrog............................................................7 Banshee........................................................7 Barghest........................................................7 Basilisk..........................................................8 Bat, Giant......................................................8 Bat, Monstrous..............................................8 Bear...............................................................8 Beetle, Giant.................................................8 Beetle, Giant, Fire..........................................8 Blink Beast....................................................9 Bladeling.......................................................9 Blob...............................................................9 Blob, Black.....................................................9 Blob, Blue......................................................9 Blob, Green....................................................9 Blob, Red.......................................................9 Blob, White..................................................10 Boar.............................................................10 Mundane Items: Boar Gear.....................10 Bomber Bird................................................10 Mundane Item: Explosive Eggs...............10 Bone Mound................................................10 Brownie.......................................................10 Bugbear.......................................................11 Bull..............................................................11 C......................................................................11 Camel..........................................................11 Carrion Scavenger.......................................11 Centaur.......................................................11 Cerberus......................................................11 Chimera.......................................................11 Clawed Fiend...............................................12 Cockatrice...................................................12 Crab Men.....................................................12 Crocodile.....................................................12 Crocodile, Monstrous...................................12 Crypt Dwellers.............................................12 Crystaline....................................................13 Cyclops........................................................13 Mundane Items: Boulders........................13 D......................................................................13 Darklings.....................................................13 Darkling, Shaman........................................13 Death Knight...............................................14 Demons/Devils............................................14 Demon/Devil: Rank I....................................14 Demon/Devil: Rank II...................................14 Demon/Devil: Rank III..................................14 Demon/Devil: Rank IV..................................14 Demon/Devil: Rank V...................................14 Infernal Abilities......................................15 Djinni...........................................................15 Dog, War......................................................15 Doppleganger..............................................16 Dracos.........................................................16 Dragolem.....................................................16

Dragon-Turtle...............................................16 Dragonne.....................................................16 Drake, Woodland.........................................16 New Spell: Summon Plant-Man...............17 Dryad..........................................................17 Dwarf, Common...........................................17 Dwarf, Earth-Lord........................................17 Dwarf, Leader..............................................17 Dwarf, Tunneler...........................................18 Dwarf, Warrior.............................................18 Dwarf, Wizard..............................................18 E......................................................................18 Elemental....................................................18 Elemental, Air..............................................18 Elemental, Earth..........................................19 Elemental, Fire.............................................19 Elemental, Water.........................................19 Elephant......................................................19 Elf, Common................................................19 Elf, Forest-Lord............................................19 Elf, Leader...................................................20 Elf, Ranger...................................................20 Elf, Warrior...................................................20 Elf, Wizard...................................................20 Ethereal Shade............................................20 Exploding Bones..........................................20 F.......................................................................20 Floating Ocular Fiend...................................21 Floating Skull...............................................21 Foormii........................................................21 Frog, Gargantuan.........................................21 Furious Fern.................................................21 Furious Fountain..........................................22 G......................................................................22 Gargoyle......................................................22 Gas Bubble, Slumber...................................22 Ghost...........................................................22 Ghoul...........................................................22 Giant...........................................................22 Giant, Cloud.................................................23 Giant, Fire....................................................23 Giant, Hill.....................................................23 Giant, Storm................................................23 Goblin..........................................................23 Goblin, Chief................................................23 Goblin, Shaman...........................................24 Gold Eater...................................................24 Golem, Clay.................................................24 Golem, Iron..................................................24 Golem, Stone...............................................24 Golem, Wood...............................................24 Gooey Square..............................................24 Gremlin........................................................25 Griffin..........................................................25 H......................................................................25 Harpy...........................................................25 Hobb............................................................25 Hobb, Black.................................................25

Hounds of Chronos......................................25 J.......................................................................26 Jack-in-the-Box............................................26 L.......................................................................26 Lightning Lizard...........................................26 Lizard Man...................................................26 M......................................................................26 Manticore....................................................26 Mirror Fiend.................................................26 Monstrous Maw............................................27 Mushroom-Men............................................27 N......................................................................27 Needle-Flinger.............................................27 O......................................................................27 Ogre............................................................27 Ogre, Chief..................................................27 Ogre, Magi...................................................28 P......................................................................28 Persistent Pollen..........................................28 Plague Hound..............................................28 Plant-Men....................................................28 Q......................................................................28 Quickling.....................................................28 R......................................................................28 Ratlings.......................................................28 Razor Wings.................................................29 Roc..............................................................29 Rust Critter..................................................29 S......................................................................29 Satyr............................................................29 Magic Item: Satyr Pipes...........................29 Skeleton......................................................29 Skunk, Monstrous........................................30 Snail Man.....................................................30 Snailtaur......................................................30 Snake, Naga................................................30 Naga Snake Random Venom...................30 Sonic Prowler...............................................30 Spider, Giant...............................................31 Spider, Monstrous........................................31 Spider, Phase...............................................31 Spidertaur...................................................31 Steed, Draconic...........................................31 Swapper......................................................31 t.......................................................................32 Tangle Weed/Strangle Vine..........................32 Tentacled Thing, Body.................................32 Tentacled Thing, Tentacles...........................32 Thornlings....................................................32 Treacherous Treasure...................................32 Loot: Treacherous Treasure Yield.............33 Tree-Ent.......................................................33 Tree-Ent Trees, Sentient...............................33 Troll..............................................................33 Troll, High....................................................33 Troll, Low.....................................................33 u......................................................................34 Urook...........................................................34

Urook, Half...................................................34 Urook, High..................................................34 Urook, Shaman............................................34 Urookin........................................................34 W.....................................................................34 Wandering Hole...........................................34 Wraith..........................................................35 Y......................................................................35 Yhena..........................................................35 Z......................................................................35 Zombie........................................................35 Arcane Items....................................................35 Note on Pricing........................................35 Scrolls..........................................................36 Typical Scrolls..........................................36 Scrolls with Multiple Effects.....................36 Rings...........................................................37 Anti-Poison Ring......................................37 Band of Fortuitousness............................37 Far-Sight Ring..........................................37 Growth Ring............................................37 Infernal Ring............................................37 Magic-Shielding Ring ..............................37 Polymorphing Ring .................................37 Resurrection Ring....................................37 Ring of Blasting ......................................37 Ring of Blasting Might.............................37 Ring of Charming....................................37 Ring of ESP..............................................37 Ring of ESP, Greater................................38 Ring of Fiendish Summoning...................38 Ring of Flight...........................................38 Ring of Flight, Extended..........................38 Ring of Gracefulness ..............................38 Ring of Invisibility....................................38 Ring of Invisibility, Minor.........................38 Ring of Magic Resistance........................38 Ring of Regeneration...............................38 Ring of Regeneration, God-like................38 Ring of Slumber......................................38 Ring of Telekenisis...................................38 Ring of Undead ......................................39 Shrink Ring..............................................39 Teleportation Band..................................39 Teleportation Band, Ultimate ..................39 Toxic Save...............................................39 Wizard's Ring (Ring Ordinaire)................39 Wizardly Ring (or Ring of Might)..............39 Rods/Staves/Wands.....................................39 Arctic Rod................................................39 Be Gone Wand........................................39 Blast Wand..............................................39 Blast Wand, Trinket..................................39 Death Ray Wand.....................................39 Raise Dead Rod.......................................40 Appendix 1: New Spells....................................47 Level 1 Spells..........................................47

Introductio n
What follows is a collection of Monster Rated critters for the Tunnels & Trolls role-playing game (version 5.5). The creatures are presented in the standard T&T fashion (MR and Combat Dice) with an additional listing for special abilities. This additional listing is optional and is included for GMs who prefer a little more detail to their critters. If the addition of special abilities over-complicates your game, simply disregard it and use the creatures MR and Combat Dice.

its additions havent really added to the 5th edition experiencewellnot enough to warrant a jump in edition! In fact, 7.5 seems more like an interesting set of house rules for the near perfect 5th edition. Thus, this supplement (as well as all future supplements from Five and a Half Trolls) will dedicate itself to the fifth edition, hoping to carry T&Ts perfect edition well into the future! Happy Delving!

Why 5.5
T&T is unique in one aspect worth mentioning here. Unlike other RPGs, T&T keeps most of its older editions still in circulation in one form or another. Although this supplement is geared towards the fifth (specifically version 5.5) edition of the game, converting to previous and later editions is both easy and painless. As to why this supplement supports the 5th edition as opposed to the newer edition (v.7.5), it is this humble fans belief that if T&T is going to flourish, it needs its most popular edition supported. That edition is v.5 (and, by extension, v5.5) which can be purchased from Flying Buffalo Inc. There is nothing wrong with the latest version of the game, but its this fans belief that there is a reason why T&Ts 5th incarnation lasted so long. Quite simply; because it works! Its simplicity and ease of play gives Tunnels & Trolls: 5th Edition an elegance all its own, something lacking in todays crop of newer RPGs. And although v.7.5 is a fine game,

Critters Doing Stuff


With regards to critters doing things with their Special Abilities, I took a passive approach to resolve a monster's actions. By passive I mean that critters don't roll to succeed with a given special ability, instead, the delver(s) rolls a SR to avoid the effect of a given ability. For example, a cyclops doesn't roll to see if he hits a foe with a hurled bolder (using the cyclops' Hurl Bolder special ability). Instead the delver rolls a SR to avoid the hurled bolder.

Some of the creatures presented here are described as having Spell Casting Abilities. When a critter possesses Spell Casting Abilities, a list of the spells most commonly employed/known by the critter will be noted. GMs, as always, should add, remove, or change the spell list presented if it runs contrary to his needs. In addition to a list of commonly employed spells, each spell casting creature will have its Spell Casting Ability graded in level of ST IQ LK CON DEX CHR Melee/Mis arcane potency. This potency will fall under one sile of four levels of magical might; Poor, Common, 20 5 22 50 22 9 +28/+38 High, and Incredible. A spell-casting creature's potency level will determine the amount of ST or Power (if the Power attribute from Appendix Special 1 is being used) it has available to cast the Air Blast - Air gusts may attack by listed spells. The table below will list the amount hurling powerful blasts of air. Anyone hit of ST or Power the creature has at its disposal by an air gust's blast is pushed back 60' for spell-casting purposes (based on the (in addition to any damage sustained) creature's MR). As stated before, if this over and must roll a L3SR vs. DEX in order to complicates your game, simply ditch it in favor remain standing. An air gust's blast of something more in line with your play-style. inflicts 3d6 points of damage. Immunity Air gusts are unaffected by missile weapons. Potency ST or Power available These minor elementals from the plane of air Poor 1/10 MR resemble little whirlwinds. Although no more Common MR than a few feet in height and width, these tiny tornadoes can easily sent the bulkiest delver High Equal to MR flying. Incredible 2 X MR

SPellCreatures Casting & Critters Creatures A


Air Gust

An alphabetical listing of monstrous foes for T&T v5.5

Ant, Giant, Queen


MR: 130 Combat Dice: 14d6 + 65 Special Psychic Powers Queen ants may cast Mind Pox and Porta Vision at will. Limited Movement Queen ants are so enormously bloated that they cannot move.

Commune with Brood An ant queen may communicate at all times with members of its brood.

off, after which, a L2SR vs. STR can be rolled each round to break free of the flying ape's grasp.

Queen ants rule over their brood of workers and Similar to apes, the flying variety possesses warriors. A massively bloated beast, an ant large bat-wings. queen cannot move and must rely on her warriors for protection.

Aranea

Ant, Giant, Warrior


MR: 48 Combat Dice: 5d6 + 24

MR: 70 Combat Dice: 8d6 + 35

Special Web An aranea may spew forth an Special adhesive web which traps 1 man-sized (or smaller) foe. The target is afforded a Armor A warrior ant's chitinous shell L4SR vs. DEX to avoid the incoming web. affords it 4 HITS of protection. Failing the SR means the target is trapped and immobilized until a These gargantuan ants patrol the queen's successful L4SR vs. STR is passed to warrens and protect the hive's queen from any break free of the web. attack. Wall-Crawling Araneas possess the ability to move along vertical surfaces (or up side down). Poison An aranea possesses Spider Venom (see T&T v5.5: 1.52.5). MR: 30 Combat Dice: 4d6 + 15

Ant, Giant, Worker

These spider-men possess the lower body of an Special arachnid with the upper body of a human. Armor A worker ant's chitinous shell affords it 2 HITS of protection. These giant ants act as workers of a hive. They tunnel and burrow to and fro, expanding the ant queen's domain. MR: 100 Combat Dice: 11d6 + 50

Arcane Beetle

Ape
MR: 50 Combat Dice: 6d6 + 25 Special: None Powerful primates that make fearsome foes!

Special Arcane Reflection Any spell cast at an arcane beetle (or its rider) is immediately cast back at the wizards. Armor - The arcane beetles thick carapace offers 10 HITS worth of protection. A gargantuan beetle with a carapace of mirrorlike silver. Arcane Beetles are ideally suited as mounts for warring against wizards and other spell-casters due to their innate abilities.

Ape, Flying
MR: 66 Combat Dice: 7d6 + 33

Special Fly A flying ape's bat-wings allow it to MR: 1 Combat Dice: none fly. Carry Off A flying ape may swoop Special down on a target and carry it off. A L2SR Negligible Damage Damage from an vs. DEX is required to avoid being carried arcane leech bite is so insignificant that it

Arcane Leech

does not warrant a subtraction to the plated bull. Sheets of hard, silver armor seem to victim's CON. have been fused to the horned beast, offering Siphon Magic Each round an arcane unimaginable defensive resistance. leech is attached to a magic using opponent, the opponent's STR is reduced by 1. A successful L2SR vs. LK is required for the victim to realize something is amiss. MR: 38 Combat Dice: 4d6 + 19

Azer (Fire Dwarf)

Arcane leeches resemble, wellleeches. These Special tiny critters are often used by Wizards and Immunity Azer's are immune to any Mages to subtly deplete an arcane foes spellfire-based damage. powering STR. Vulnerability Azer's suffer twice the damage from water and cold based attacks. Burning Touch All delvers engaged in melee combat with an azer must succeed MR: 40, 70, or 100 Combat Dice: 5d6 + 20, in a L1SR vs. LK or catch on fire 8d6 + 35, or 11d6 + 50 (suffering 1d6 damage/combat turn). A L1SR vs. LK is allowed each combat turn Special to put out the flames. Teleport Home An arcanix may, once per day, teleport back to its home plane. Also called fire-dwarves, these natives of the Innate Magic An arcanix possesses elemental plane of fire resemble flaming the following innate spell-like abilities dwarves clad in bronze armor. (usable at will); Detect Magic, Omnipotent Eye, Dis-Spell, Blow me to... . Sap Magical Strength Instead of inflicting damage to CON, if the target is a wizard, rogue, or warrior-wizard (or any other magic using type introduced by the GM) than the arcanix may opt to apply damage to STR (or Power).

Arcanix

Arcanix, also known as Spell-Stealers, appear as tall humanoids with bluish skin and pointed ears. They are an extra-planar race that foray MR: 10 Combat Dice: 2d6+5 into the mortal realm in their obsessive search for magic. They prize magic items above all Special else, but spell books and arcane lore are also Bite A bag of teeth claps down upon an sought after to take back to their home plane. opponents wrist. Armor which does not There are three type of Arcanix; Arcanix Minor include gauntlets affords no protection (MR 40), Arcanix Major (MR 70), and Arcanix against a bag of teeth's bite. Greater (MR 100). Any arcanix encountered will Limited Attack A bag of teeth may most likely carry magic items. only inflict damage if a delver's hand is introduced within its body. A L2SR vs. STR is required to disengage one's hand from the toothy bag. The delver is not afforded a HPT roll and must assume the MR: 75 Combat Dice: 8d6 + 32 totality of the damage.

Bag of Teeth

Armored Beast

Special A bag of teeth is a deceptive looking little critter. Armor This beast's steel-plated hide At first glance, the creature looks like a pouch of absorbs 12 HITS. coins. Its insides, seen when one opens the "pouch", resemble coins of gold. As one inserts This silvery quadruped resembles an armor- his hand within the creature to retrieve the gold

within, the critter's razor-sharp teeth spring gives it HITS of protection. open around the pouch opening, and clamp down on the victim's wrist. A barghest resembles a gigantic black hound with blazing red eyes and fang-filled jaw.

Balrog
MR: 360 Combat Dice: 37d6 + 180

Basilisk

MR: 90 Combat Dice: 10d6 + 45 Special Flight A balrog's bat-like wings allow it Special to fly. Turn to Stone A basilisk's gaze can Entangle A balrog may forgo attacking turn men to stone. Every combat turn, all with intent to do harm and instead delvers involved in a combat exchange attempt to entangle a foe with its whip. with a basilisk (or group containing a The target of the entanglement must basilisk) must succeed in a L2SR vs. LK succeed in a L5SR vs. DEX or be unable (or DEX), or suffer effects similar to a to act until a successful L5SR vs. ST is Medusa spell. passed (may be attempted every turn). Armor A basilisk's scaly hide affords it Immunity Balrogs are immune to any 8 HITS of damage reduction. fire based attacks. Measuring 7 in length, these 6 legged reptiles These fearsome denizens of the infernal plane are feared for their arcane gaze which is appear as gargantuan humanoids with thick, rumored to turn men to stone. leonine manes and massive bat-like wings. Balrogs are always found wielding giant swords and barbed whips.

Bat, Giant

Banshee
MR: 100 Combat Dice: 11d6 + 50

MR: 40 Combat Dice: 5d6 + 32

Special Flight Giant bats may fly. Special Dark Sight A giant bat is unimpeded Frightful Wail Once per combat, a by darkness. banshee may issue a blood- curdling wail that acts as a Glue You spell. These dog-size bats make their homes in Non-Corporal A banshee may only be forgotten caverns. They will often attack any trespassers, swooping down upon their victims harmed by magic items or spells. Magic Resistance Banshees are in groups of 3 to 18. immune to spells of level 1 to 3. Banshees are wailing spirits, usually female (human or elvin). Non-corporeal and highly resistant to magic, banshees make formidable MR: 80 Combat Dice: 4d6 + 30 foes. Special Sonic Blast A monstrous bat may forgo attacking with tooth and claw (contributing to a party's HPT) and (from the Mistywood solo) instead target 1 foe with a sonic blast MR: 150 Combat Dice: 16d6 + 75 (Range: 150 yards). A L5SR vs. DEX is required to avoid the sonic blast. Failing Special the SR incurs effects identical to a Mind Pox spell. Poison Saliva Increases the damage inflicted by 1.5. Flight Monstrous bats may fly. Infernal Skin A barghest's tough hide Dark Sight A monstrous bat is

Bat, Monstrous

Barghest

unimpeded by darkness. Enormous, horse-size bats. Monstrous bats are sometimes used as mounts by underground dwelling humanoids.

Bear
MR: 48 Combat Dice: 5d6 + 24 Special: None The bear presented here represents the more aggressive of the breed.

allow the victim to disengage from the grasp. For each combat turn grasped, the victim suffers 1d6 points of damage and twice the fire damage (2d6, from which armor doesn't protect), and is unable to act (other than attempting a STR SR). Vulnerability Giant fire beetles suffer twice the amount of damage from cold based attacks (such as a Freeze Please spell).

A giant fire beetle is similar in appearance and size to its giant beetle kin, but exudes a violent flame from its shell.

Beetle, Giant
MR: 50 Combat Dice: 6d6 + 25

Blink Beast
MR: 60 Combat Dice: 7d6 + 30

Special Teleport blink beasts have the innate Special ability to teleport to any specific place Armor A giant beetle's chitinous shell they wish to go. The effects are identical affords it 5 HITS of protection. to a Wink-Wing spell. Grasp Giant beetles may choose to grasp a victim in their massive These canine looking critters from the Temporal mandibles. If the victim fails a L3SR vs. Plane are usually found hunting in packs of 6 to DEX, the victim is trapped within the 12 blink beasts. beetle's grasp. Only a L3SR vs. STR will allow the victim to disengage from the grasp. For each combat turn grasped, the victim suffers 1d6 points of damage, and is unable to act (other than attempting a MR: 40 Combat Dice: 5d6 + 20 STR SR).

Bladeling

As its name implies, a giant beetle is an enormous beetle endowed with massive mandibles.

Beetle, Giant, Fire


MR: 60 Combat Dice: 7d6 + 30

Special Shred Bladelings may choose to have any damage inflicted upon an opponent wearing leather or quilted silk/cotton reduce the armors HIT protection instead of reducing the opponent's CON.

An abominable crossing of man and steel, bladelings resemble humans whose bodies are covered in all manner of blades, be it knives for hands, spiked shoulder blades, or needles and Special Armor A giant fire beetle's chitinous razors protruding from the forearms. Every touch of a bladeling inflicts pain. Such shell affords it 6 HITS of protection. Flaming Shell All those engaged in abominations are not welcome in any civilized melee combat with a giant fire beetle lands. suffer +1d6 points of damage, for which armor doesn't protect, each turn. Grasp A giant fire beetle may choose to grasp a victim in its massive mandibles. If the victim fails a L3SR vs. Blobs are kin to slimes, jellies, puddings, and DEX, the victim is trapped within the goos. Although there are various types of blobs beetles grasp. Only a L4SR vs. STR will

Blob

(determined by color), all blobs share certain common characteristics. Physically, blobs stand around 2 to 3 feet in height and are roughly MR: 44 Combat Dice: 5d6 + 22 spherical in shape. The only real physical difference between blobs of various types is Special their coloring. Because of the gooey nature of Poison Gas When a green blob's (also their bodies, blobs take half damage from blunt known as poisonous blob) body is weapons such as maces or hammers. Blobs pierced, it expels a gaseous poison which damaged via edged or piercing weapons will affects all combatants engaged in melee expel a hazardous effect as the weapon pierces with the blob. All those failing a L2SR vs. the blob's gooey skin. The exact nature of the CON will suffer effects identical to a effect caused by cutting into a blob is Smog spell. determined by the particular type of blob encountered.

Blob, Green

Blob, Black
MR: 30 Combat Dice: 4d6 + 15 Special Corrosive Goo Black blobs, also called corrosive blobs, will expel an acidic goo when their skin is pierced via edged or missile weapons. In such instances, any edged or missile weapons dealing damage run the risk of being destroyed. All missile and edged weapons having dealt damage have a 3 in 6 chance of being rendered useless by the blob's corrosive goo. Magical weapons have a 1 in 6 chance of being affected. Hard to See Because of their coloring, when in dark and light-less environments, a black blob may only be seen with a successful L2SR vs. LK.

Blob, Red
MR: 68 Combat Dice: 7d6 + 34 Special Fiery Blast As a red blob's (sometimes called a fire blob) body is pierced, it will expel a gas that instantly combusts as it comes into contact with air. All those engaged in melee combat with a red blob are afforded a L3SR vs. DEX in order to avoid the effects of the fiery blast. A failed roll means the combatant was caught in the blast, incurring 1d6 points of damage. There will be a 2 in 6 chance that the clothes (and other flammable ware) of those caught in the fiery blast will ignite, dealing a further 1d6 points of damage for the next 3 rounds (or until the fire is put out).

Blob, Blue
MR: 56 Combat Dice: 6d6 + 28 Special Electrical Charge Blue (or lightning) blobs release a powerful electrical charge every time their bodies are pierced. This electrical blast immediately deals 2d6 points of damage to the bearers of the melee weapons which pierced the blob. This damage is increased by the protection value of any metallic armor worn.

Blob, White
MR: 16 Combat Dice: 2d6 + 8 Special Freeze Weapon A white blob, or frost blob, will encase any weapons that pierces or cuts its body in ice. A weapon so encased may be destroyed if used after this effect (roll 1d6 for each subsequent use. A result of 1 or 2 means the encased item is destroyed). Items left to thaw out for 1d6 hours return to normal.

Boar
MR: 46 Combat Dice: 5d6 + 23

Special Abilities Furious Rage A boar will continue to fight-on two combat turns after it is technically slain. A large, tusked porcine fiend. Boars are sometimes used as mounts by some goblin tribes and dwarvish clans.

Mundane Item: Explosive Eggs


It is quite conceivable that crafty delvers may seek to capture a pair of bomber birds in order to produce explosive eggs for their own personal use. A bomber bird may produce 1 explosive eggs per month and the egg produced will retain its explosive properties for 1d6 + 1 weeks (after which, it becomes useless). Damage: 2d6 to target/1d6 to all within 20 ft of target, ST req.: 2, DEX req.: 8, Weight: 4, Range: 10 yards.

Mundane Items: Boar Gear


As stated above, some dwarvish clans, as well as some goblin tribes, employ boars as mounts. The following items may be purchased to equip a dwarvin (or goblin) character's boar steed. Boarish Scale Armor: Scale armor, but for your boar mount (HITS 8, Cost 400, Weight 1350).

Bone Mound
MR: 150 Combat Dice: 16d6 + 75

Tusk Enhancers: Sharp-tipped, metal tusk Special elongators (Dice+Adds adds 2+3 to damage, Create Skeletons Twice per combat, a Cost 150 for the pair, Weight 44). bone mound may create skeletons from any nearby skeletal remains. The effects are identical to a Zombie Zoink spell, but creates skeletons instead of zombies. Dark Sight Bone mounds are able to see in the dark. MR: 10 Combat Dice: 2d6 + 5

Bomber Bird

Special Explosive Eggs A bomber bird in flight may produce an explosive egg which it can attempt to drop upon its prey. A successful L2SR vs. DEX is required to avoid the explosive egg. A failed Saving Roll will result in the intended victim taking 2d6 points of damage. All those within 20 feet of the victim must succeed in a L1SR vs. DEX or suffer 1d6 points of damage from the blast. A bomber bird may produce 1 explosive egg per combat.

A bone mound resembles a massive heap of bones and skeletal remains. In reality, it is a slime-like creature which exudes a sticky film to which discarded bones and skeletons adhere.

Brownie
MR: 28 Combat Dice: 3d6 + 14

Special Abilities Spell Casting Abilities (High) A brownie may use the following spells; Glue You, Dis-Spell, Hidey Hole, Poor Bomber birds resemble large, carnivorous Baby, and Wink-Wing. turkeys with massive wing spans. Bomber birds are excellent and adept fliers. Bomber birds Brownies are magical fay creatures resembling derive their name from their particular ability to small hobbits. Shy and reclusive, brownies produce eggs which explode upon impact. prefer to use their spells-like abilities to avoid Bomber birds have learned to put this peculiar combat rather than entering into melee ability to good use when bringing down prey. confrontation.

Bugbear
MR: 48 Combat Dice: 4d6 + 24 Special Abilities: None

to act for the next 1d6 combat round (each round, the victim is afforded a chance to overcome the paralysis by succeeding in a L3SR vs. CON).

Resembling a gargantuan caterpillar with a tentacle- filled head, carrion scavengers inhabit Large, hairy kin to goblins. Bugbears are often dungeons and tunnels. A carrion scavenger is found leading bands of goblins. able to climb vertical surfaces by way of its multiple limbs which end in hook-like claws.

Bull
MR: 50 Combat Dice: 6d6 + 25

Centaur

MR: 40 Combat Dice: 5d6 + 20 Special Charge A bull may use its charge to Special inflict greater damage. When charging, a Charge A centaur may use its bull doubles its adds (but not dice). thunderous charge to inflict greater damage. When charging, a centaur A bull is an aggressive and easily enraged best. doubles its adds (but not dice). It will make use of its horns along with its Speed centaurs posses the speed of powerful charge to bring down its foes. Bulls their equine kin. may sometimes be found in arenas where they are charged with testing hapless delvers.

C
Camel
MR: 44 Combat Dice: 5d6 + 22 Special: None

Possessing an equine lower body atop which rests a human torso, arms, and head, centaurs are devastatingly quick opponents.

Cerberus
MR: 120 Combat Dice: 13d6 + 60 Special Armor A cerberus' hide affords it 3 HITS of protection. Dark Sight A cerberus may see perfectly in the dark.

Desert dwelling bests, camels are ideally suited as mounts for dry and warm environments due A cerberus appears as a large, three-headed to their ability to for weeks without food or mastiff. Cerberuses are most commonly used as guards in dungeons to impede entry into lower water. dungeon levels.

Carrion Scavenger
MR: 48 Combat Dice: 5d6 + 24

Chimera
MR: 130 Combat Dice: 14d6 + 65

Special Paralysis A carrion scavenger's Special Dragon Breath A chimera's dragon multiple tentacles secrete a viscus film head may breath fire up to 3 times per that causes paralysis. All those suffering day. The breath targets 1 foe and has a damage from a carrion scavenger must range of 70 yards. The victim of the succeed in a L2SR vs. CON or be unable breath attack is afforded a L6SR vs. DEX

to avoid the fiery breath attack. A failed SR is successful the victim will suffer 1d6 SR will result in the victim taking 5d6 of damage per turn from the crushing points of damage. grasp. Fly Chimeras may use their draconic Crab men resemble upright standing crabs. wings to fly. Measuring around 5' in height, crab men A chimera possesses a leonine body atop which possess a tough outer shell as well as powerful rests three heads; one is a goat head, the other pincers which they put to good use in grasping a lion's head, and the third a dragon's head. and crushing their foes. Massive dragon wings allow the chimera to fly.

Clawed Fiend
MR: 32 Combat Dice: 4d6 + 16

Crocodile
MR: 42 Combat Dice: 5d6 + 21

Special Special Scales A crocodiles scales affords it 6 HITS of protection. Extended Reach Due to their elongated arms, clawed fiends receive Vulnerability Crocodiles take twice the one free attack on the first combat turn amount of damage from cold based because of their extended reach. This attacks (such as a Freeze Please spell). first free attack is unopposed by their opponents HPT roll though armor will These reptilian foes are voracious eaters and offer protection. prefer to lie in wait for incoming food, using the element of surprise to their advantage. Thin, pale, cannibalistic humanoids, clawed fiends get their name from their elongated arms which end in wickedly long, sharp claws.

Crocodile, Monstrous
MR: 80 Combat Dice: 9d6 + 40

Cockatrice

Special Scales A monstrous crocodiles scales affords it 10 HITS of protection. Special Vulnerability Monstrous crocodiles Turn to Stone Anyone damaged by a take twice the amount of damage from cockatrice's bite must succeed in a L3SR cold based attacks (such as a Freeze vs. CON or suffer the effects of a Medusa Please spell). spell. Only a Pygmalion spell will restore the victim to his natural state. Similar to their lesser kin the mundane crocodile, the monstrous variety can usually be A cockatrice resembles a bat-winged crow with a found in areas where prehistoric life forms long, serpentine tail. abound. MR: 70 Combat Dice: 8d6 + 35

Crab Men
MR: 30 Combat Dice: 4d6 + 15

Crypt Dwellers
MR: 46 Combat Dice: 5d6+23

Special Special Armor A crab man's hard shell affords Contagion Every round a delver it 5 HITS of protection. engages a crypt dweller in combat, the Grasp A crab man inflicting damage delver runs the risk of contracting Crypt may target a victim to grasp in its mighty Rot. Each combat round the delver must pincers. The victim may break free of the succeed in a L3SR vs. CON or suffer 1 grasp with a L2SR vs. STR, but until the point of damage to CON. Damage

sustained from Crypt Rot does not heal normally. Only a Poor Baby spell can restore CON lost to Crypt Rot.

incurring a 50% penalty to their HPT. This penalty lasts for 1d6 combat turns.

Part of the giant races, cyclops are gargantuan Similar in appearance to zombies, crypt dwellers humanoids possessing a single large eye. Like are physically weak foes. What crypt dwellers many giants, cyclops are fond of hurling lack in physical might, they make up for with boulders upon their foes. their insidious contagion.

Crystaline
MR: 50 Combat Dice: 6d6+25 Special Shatter Upon death (MR 0) a crystaline's body shatters in an explosion of crystal shards. All those previously engaged in melee combat with the crystaline must succeed in a L4SR vs. LK (or DEX) or suffer 1d6 points of damage from the razor sharp shards (armor protection does not apply). Refracted Light Crystalines have learned to use their faceted crystal-like bodies in conjunction with light to temporarily blind their foes. A crystaline may forgo attacking with the intent to do harm, and instead refract the surrounding light to temporally blind a foe. A failed L3SR vs. LK renders the target temporarily blinded and unable to act for the next round. The crystalines resemble humanoids whose entire bodies are composed of crystal.

Mundane Items: Boulders


Giants are rather fond of hurling boulders. Below are the statistics for a giant's hurled boulders. The GM will determine the quantity and size of any usable nearby boulders. Small Boulders: Damage 8d8, Range 40 yards Medium Boulders: Damage 10d6, Range 30 yards Large Boulders: Damage 12d6, Range 20 yards

D
Darklings
MR: 40 Combat Dice: 5d6 + 20

Cyclops
MR: 196 Combat Dice: 20d6 + 98 Special Hurl Boulders If enough source material is available (boulders), a cyclops may forgo a melee exchange and attack by hurling boulders at a distant foe. The victim suffers damage on a failed L4SR vs. LK. Future Sight 1 in 6 cyclops possess the ability to see into the future. A cyclops possessing future sight may concentrate for 1 combat turn in order to discern his foes' battle plans. This foresight makes a cyclops' foes half as effective as they would normally be,

Special Hide in Darkness When in dim or dark lighting condition, a SR vs. LK must be rolled in order to spot a darkling. A L2SR is required for dim lighting conditions and a L4SR for dark lighting conditions. Dark Sight Darklings are unhindered by bad lighting. Darklings, also called Black Hunters, are jetblack, cannibalistic humanoids.

Darkling, Shaman
MR: 50 Combat Dice: 6d6 + 30

Special Hide in Darkness When in dim or dark lighting condition, a SR vs. LK must be rolled in order to spot a darkling. A L2SR

is required for dim lighting conditions and a L4SR for dark lighting conditions. Dark Sight Darklings are unhindered by bad lighting. Create Darkness A darkling shaman possesses the innate ability to create dankness around himself. The area covers a 10 yard radius (centered around the shaman) and moves with the shaman.

demon or devil's MR and Combat Dice, but also determines how many rolls the infernal critter gets on the Infernal Abilities chart. Every demon/devil rank the creature possesses allows it one roll on the Infernal Abilities chart (thus, a Rank III demon or devil rolls three times on the Infernal Abilities cart to determine which special abilities it possesses).

Darklings, also called Black Hunters, are jetblack, cannibalistic humanoids. Darkling MR: 20 Combat Dice: 3d6 + 10 shamans are the spiritual leaders of the race and most large groups of darklings will have one Special in their midst. Infernal Abilities Rank I demons and devils get 1 roll on the Infernal Abilities chart (see below).

Demon/Devil: Rank I

Death Knight

MR: 150 Combat Dice: 16d6 + 75 Special Life Drain A death knight winning the combat round may choose to reduce his victim (s) accumulated experience points instead of reducing CON (disregard armor when reducing EP instead of CON). If such a reduction reduces a victims accumulated EP to a point where he would loose a level, then the GM applies the opposite effect of a level increase (see T&T v5.5, section 2.14). Armor Death knights are always clad in plate mail armor and are thus afforded a damage reduction of 14 HITS. Arcane Resistance Death knights are immune to all spells of level 1 through 4.

Rank I infernals, such as imps or familiars, are the least powerful of the demon/devil hierarchy. They are usually small of stature, cowardly, and conniving in nature.

Demon/Devil: Rank II
MR: 40 Combat Dice: 5d6 + 20 Special Infernal Abilities Rank II demons and devils get 2 rolls on the Infernal Abilities chart (see below).

Rank II infernals are the common soldiers of the infernal planes. After the first rank demons and devils, second rank infernals are the most commonly encountered infernals. In appearance, these infernals are humanoid in These powerful undead were once knights shape and size. whose ignoble deeds have cursed them to live on long after they've expired. Death knights appear as fearsome looking plate armor with glowing red eyes.

Demon/Devil: Rank III


MR: 80 Combat Dice: 9d6 + 40

Demons/Devils

Special Infernal Abilities Rank III demons and Demons and devils are residents of the infernal devils get 3 rolls on the Infernal Abilities planes. In appearance, demons and devils vary chart (see below). greatly in physiognomy, anatomy, and physical type. Both demons and devils are classified Generals and elite warriors of the infernal according to rank, with Rank I demon/devils realms, rank III demons and devils are usually being the least powerful, and Rank V massive creatures who fear only the the rank IV demon/devils being the most powerful. demon/devil lords and rank V infernal kings. Demonic/devilish rank establishes not only the

Demon/Devil: Rank IV
MR: 160 Combat Dice: 17d6 + 80 Special Infernal Abilities Rank IV demons and devils get 4 rolls on the Infernal Abilities chart (see below). Rank IV infernals, are the lords of the infernal realms, with powers second only to the infernal kings. They possess stature and girth to match their power.

14 15 16 17

Teleportation Identical to a WinkWing spell. 1d6/day. Petrification - Same as Medusa spell. # of use same as Rank*. Invisibility Same as Hidey Hole spell. # of use same as Rank*. Domination On a failed L6SR vs. IQ produces effects similar to a Seek Ye spell. Usable once per combat. Infernal Blast May target 1 foe. On a failed L3SR vs. DEX, causes damage equal to Combat Dice, disregarding armor. Frightful Roar Similar to a Glue-You spell. # of use same as Rank*. Mundane Immunity May only be harmed by magic items or spells. Spell Like Abilities In combat, may cast any 3 spells of levels 1-3. Quick Always gains surprise on the first round. Claws, Spikes, or Barbs Adds 1d6 to damage. Horns Adds 1d6 to damage. Levitation/Telekinesis Identical to an Upsidaisy spell. # of use same as Rank*. Polymorph Identical to a Mutatum Mutandis spell. May change into a creature of equal or lesser MR. # of use same as Rank*. Damage Immunity Unaffected by mundane weapons. May only be harmed my magic (items or spells). Magic Immunity Immune to spells of 1st to 3rd level. Darksight May see in total darkness. Hellish Might Similar to a Hellbomb Busts spell. # of use same as Rank*.

18

Demon/Devil: Rank V
MR: 320 Combat Dice: 33d6 + 160 Special Infernal Abilities Rank V demons and devils get 5 rolls on the Infernal Abilities chart (see below). Rank V infernals are the kings and queens of the infernal realms. They are the most powerful beings encountered upon the infernal realms. Even the proud and powerful dragons will think twice before tackling a demon king or devil queen.

19 20 21 22 23 24 25

Infernal Abilities
Roll 5 6 7 8 9 10 Abilities Scales Affords 8 HITS of protection. Venom Acts as spider venom (see T&T v5.5, section 1.52.5). Massive Girth Add 50% to MR. Wings Allows the demon or devil to fly. Extra Limbs Increase Adds by 50%. Summon Underlings Once per combat, may summon 1d6 underlings with a MR equal to the summoners. Poisonous Breath Identical to Smog spell. Once per combat. Immunity Immune to spells of level 1-3. Fiery Body Add 1d6 to damage.

26

27

28 29 30

*# of use same as Rank: This means the power may be used a number of times per combat equal to the demon or devil's rank.

11 12 13

Djinni
MR: 102 Combat Dice: 11d6 + 51

Special Create Items Once per day, a djinni may create an item (or items) of a value of up to 1d6+1 X 1,000 gp. Invisibility A djinni may become invisible 3 times per day with effects identical to a Hidey Hole spell. Wall of Air A djinni may create, once per day, an impassable wall of air. The wall lasts for 1d6+1 combat turns and requires a successful L6SR vs. ST to pass through. Missile and hurled weapons may not breach a wall of air. Levitate Djinnis may move themselves or other objects/people in a manner similar to an Upsidaisy spell. This ability is usable at will.

Spew Fire A dracos may spew a fiery blast targeting 1 foe. This jet of fire has a range of 40 feet and inflicts 2d6 points of damage on a failed L3SR vs. DEX. Flight A dracos' wings allow it to fly. Armor A dracos' scaly hide affords it 6 HITS of protection.

A dracos resemble a cross between a dragon and a human. Although humanoid in appearance, they possess both wings and scales, and have the ability to spew fire like their larger draconic kin (be it on a much smaller scale).

Dragolem

Djinnis resemble gigantic humanoids whose MR: 120 Combat Dice: 13d6 + 60 lower bodies are composed of a violent whirlwind. Djinnis are kin to air elementals. Special Noxious Breath Once per combat, a dragolem may issue a noxious cloud which mimics the effects of a Smog spell. See Invisible Dragolems can see MR: 20 Combat Dice: 3d6 + 10 through magic which renders delvers invisible. Special: None Armor Depending on the material with which it was constructed, dragolems are Fearsome dogs bread for combat, war dogs may afforded 14 HITS of protection if metallic, (at the GM's discretion) be outfitted in armor 10 HITS if stone, and 7 HITS for any other affording up to 5 HITS of protection. lesser material.

Dog, War

Doppleganger
MR: 60 Combat Dice: 7d6 + 35

Golems fashioned in the shape of dragons, these powerful constructs are usually used to guard valuable artifacts or vast treasures.

Special Shapechange At will, a doppleganger may assume the shape of any humanoid MR: 180 Combat Dice: 19d6 + 90 creature. A delver may be given a chance to see through the assumed shape by Special succeeding in a SR vs. IQ. The level of Noxious Breath 3 times per day, a the SR should fall between L3 to L6. dragon-turtle may belch a cloud of noxious fumes. All those engaging a In their natural form, dopplegangers resemble dragon-turtle in melee combat must skinless humans. They are greatly feared for succeed in a L7SR vs. LK or suffer the their power to assume any shape. effects of a Smog spell. Protective Shell A dragon-turtle's shell affords it 12 HITS of protection.

Dragon-Turtle

Dracos
Special

MR: 66 Combat Dice: 7d6 + 33

Residing in large lakes, rivers, and seas, dragonturtles are fearsome, gargantuan beasts. They possess the body and shell of turtles along with the neck, head, and tail of dragons.

Dragonne
MR: 90 Combat Dice: 10d6 + 45 Special Frightful Roar Once per combat a dragonne may issue a tremendous roar. All those able to hear the roar must succeed in a L5SR vs. LK or be paralyzed with fear and unable to act for 1d6 rounds. Flight A dragonne's draconic wings allow the beast to fly. Part dragon, part lion, a dragonne possesses a dragon-like body with a leonine head and mane.

New Spell: Summon PlantMan


The Wizard's Guild has invented a spell with effects similar to a woodland drake's plant-men summoning ability (see Appendix 1, below). Unlike the woodland drake's innate ability, this spell summons only 1 plant-man which possesses an MR equal to the wizard's CON + CHR. The summoned plant-man remains under the summoning wizard's control for 2 turns +1 turn/wizard's level, after which, it returns to where it came from.

Dryad
MR: 30 Combat Dice: 4d6 + 15 Special Charm A dryad has the innate ability to charm men. This ability may be used 3 times per day with effects identical to a Seek Ye spell. The victim of this ability is afforded a chance to resist the dryad's charm by succeeding in a L3SR vs. CHA. Teleport When in a woodland environment, a dryad may teleport itself from one tree to another. This ability acts as a Wink Wing spell. Diminutive forest fairies of unearthly beauty, dryads are renowned (and feared) for their ability to charm men.

Drake, Woodland
MR: 200 Combat Dice: 21d6 + 100 Special Noxious Breath Up to 3 times per day, a woodland drake may expel a noxious cloud which will affect 1 target up to 50' away. A target failing a L5SR vs. DEX will succumb to the effects of the noxious cloud which are identical to a Smog spell. Armor The drake's greenish scales afford it 10 HITS of protection. Toxic Immunity Woodland drakes are immune to poisons and toxins of any kind (mundane or magical). Summon Plant-Men Once per combat, a woodland drake may use its inate connection to its forest realm to summon 1d6 plant-men to do its bidding (see Plant-Men, below). These green-scaled, forest dwelling drakes are kin to the mighty dragons. Unlike their draconic brethren, woodland drakes are wingless and unable to fly. Whereas true dragons possess the intellect necessary to cast spells, drakes (woodland or other) possess neither the intellect, nor the ability to channel the magic necessary for spell casting. They do possess a host of innate, magic-like abilities which makes them a fearsome match for any delvers trespassing within their forested realm.

Dwarf, Common
MR: 22 Combat Dice: 3d6 + 11 Special: None Dwarves are a short, bearded, underground dwelling race. They are dour of temperament yet loyal to kin and friends. Common dwarves are the tradesmen, crafters, merchants, and common folk of the race.

Dwarf, Earth-Lord
MR: 78 Combat Dice: 8d6 + 39

Special Earth-Magic Earth-Lords are able to cast Wall of Stone at will. They may also cast Pygmalion three times per combat encounter and Medusa once per combat encounter. Summon Earth Elemental Once per combat encounter, an Earth-Lord may summon an Earth elemental to do his bidding. The elemental is a minor one and will remain in the earth-lord's service for 5 turns, after which it will return to its home plane. The minor earth elemental will possess a MR of 46 and will attack with 5d6 + 23 Combat Dice.

discovered. Dwarven tunnelers are masters of their underground environments, knowing well how to use tunnels, caves, caverns, and any other underground features to their advantage.

Dwarf, Warrior
MR: 46 Combat Dice: 5d6 + 23 Special: None

Warriors of the dwarven race, these dwarves are trained to do battle with the evil denizens which Earth-Lords are the powerful priests and roam the mountain tunnels and ancient priestesses of the dwarven race. They share a underground halls the dwarves call home. special kinship with the element of earth and possess innate powers that reflect this kinship.

Dwarf, Leader
MR: 64 Combat Dice: 7d6 + 32

Dwarf, Wizard
MR: 46 Combat Dice: 5d6 + 23 Special Spell Casting Abilities (Common) Dwarven wizards commonly employ the following spells; Lock Tight, Knock Knock, Glue You, Whammy, Slush Yuck, Hard Stuff, Breaker Breaker, Wall of Iron, Wall of Stone.

Special Inspire When present in a band of dwarves, a dwarven leader bestows a +5 bonus to each dwarf's Adds. These additional Adds are unaffected by a dwarf's decreasing MR. Only dwarves attacking with the dwarven leader (thus Although uncommon, some dwarves pursue the contributing to the same HPT as the path of magic. A dwarven wizard will not leader) may receive this bonus. hesitate to engage a foe in melee combat once his arcane arsenal is depleted. Dwarven leaders head dwarven war-bands. They are skilled warriors and able tacticians. GMs may wish to have their dwarven leaders clad in mail which will afford them 11 HITS of protection.

Dwarf, Tunneler
MR: 50 Combat Dice: 6d6 + 25 Special Tunnel Lore Dwarven tunnelers know how to make use of their underground surroundings. When in such environments, a dwarven tunneler may only be tracked or followed with a successful L4SR vs.IQ. A tunneler wishing to remain hidden in such environments will require a successful L4SR vs. LK to be

Elemental
Elementals are creatures of the elemental planes (Earth, Air, Fire, and Water). Elementals can only be brought into the world via magic of some kind (such as an Air, Earth, Fire and Water spell). Each of the elemental types described below are given a MR for both the lesser and greater version of the type. All elementals share certain characteristics in

common. All elementals are vulnerable to spells of the opposite elemental type (earth to air, fire to water, and vice versa). Spells of the opposite elemental type that inflict damage will see their damage doubled. Even spells that are not offensive in nature may harm elementals of the opposite type. Such spells will inflict a number of d6 damage equal to the spell's level. For example, casting a Hard Stuff spell at an air elemental will inflict 3d6 points of damage to the elemental. In addition, most elementals are immune to spells which affect the mind, such as Yassa-Massa or Mind Pox.

elemental may use the following spells at will; Slush Yuck, Hard Stuff, Wall of Stone, and Pygmalion. Great hulking beasts of stone, earth elementals are made up of hard rock in humanoid form. Earth elementals will not attack or harm dwarves and trolls, even when summoned and commanded to do so.

Elemental, Fire
Special Innate Spell-Like Abilities A fire elemental may use the following spells at will; Wall of Fire and Blow me to... . Blow me to... will necessitate that the fire elemental enters and exits a source of fire (a candle, torch, camp fire). Vulnerability Fire elementals will not cross water. Burning Touch All delvers engaged in melee combat with a fire elemental must succeed in a L4SR vs. LK or catch on fire (suffering 1d6 damage/combat turn). A L4SR vs. LK (or DEX) is allowed each combat turn to put out the flames. Fire elementals are aggressive, with an innate fury second only to the water elemental's. These elementals appear as raging infernoes, although carful examination will decern a somewhat humanoid form to the fiery fury.

MR: 120/240 Combat Dice: 13d6 + 60 / 25d6 All elementals possess a height of MR/10. Thus, + 120 a lesser elemental (MR 120) will stand 12' tall.

Elemental, Air
MR: 120/240 Combat Dice: 13d6 + 60 / 25d6 + 120 Special Fly Air elementals may fly. Whirlwind An air elemental's body is one, gigantic whirlwind, and as such, all those having sustained damage from an are elemental run an additional risk. All those damaged by the elemental must succeed in a L5SR vs. LK or DEX or be caught in the torrent of the air elemental's whirlwind body and thrown 2d6 X 10 yards. Immunity Air elementals are unaffected by missile weapons. Innate Spell-Like Abilities These innate abilities allow the air elemental to use the Upsidaisy spell and/or a Wind Whistle spell at will.

Elemental, Water

Air elementals appear as great, violent MR: 120/240 Combat Dice: 13d6 + 60 / 25d6 whirlwinds. For reasons unknown, air elementals + 120 will not attack or harm elves and fairies, even when summoned and commanded to do so. Special Innate Spell-Like Abilities Water elementals may make use of the following spells at will; Wall of Ice, Blow me to... (limited to and from a water MR: 120/240 Combat Dice: 13d6 + 60 / 25d6 sorce). + 120 Spew Water Jet Instead of a normal attack, a water elemental my spew a jet Special of water at 1 target (Range: 300 yards) . Armor An earth elemental's stone body The target suffers 5d6 damage and is gives it 10 HITS of protection. pushed back 300 yards from the fountain. If a L5SR vs. DEX isn't passed, Innate Spell-Like Abilities An earth

Elemental, Earth

the target falls to the ground and must spend 1 round to get back up. Water elementals appear as undulating humanoids whos bodies are composed of water. MR: 64 Combat Dice: 7d6 + 32 They are the most aggressive of the elemental kinred. Special Inspire When present in a band of elves, an elvin leader bestows a +5 bonus to each elf's Adds. These additional Adds are unaffected by the MR: 120 Combat Dice: 13d6 + 60 elves' decreasing MR. Only elves attacking with the elvin leader (thus Special: None contributing to the same HPT as the leader) may receive this bonus. Your common large eared, tusk weilding, trunk bearing elephant. Sometimes used as a war- Elvin leaders head elvin war-bands. They are mount. skilled warriors and able tacticians. GMs may wish to have their elvin leaders clad in elvin mail which will afford them 10 HITS of protection. Elvin leaders sometimes ride into battle upon griffons.

Elf, Leader

Elephant

Elf, Common
Special: None

MR: 22 Combat Dice: 3d6 + 11

Elf, Ranger

Thin, forest dwelling humanoids, the elves are MR: 50 Combat Dice: 6d6 + 25 an ancient race with strong ties to nature, forests, and woodland areas. Special Forest Lore Elvin rangers know how to make use of their forested realm. When in woodland environments, an elvin ranger may only be tracked or followed with a successful L4SR vs. IQ. A ranger MR: 78 Combat Dice: 8d6 + 39 wishing to remain hidden in such environments will require a successful Special L4SR vs. LK to be discovered. Forest-Magic Forest-Lords are able to cast Wall of Thorns at will. They may also Elvin rangers, much like dwarven tunnelers, are cast Slush Yuck and/or Smog three times masters of their environment, knowing how to per combat encounter and Hollow Vision use woodland features to their advantage. once per combat encounter. Summon Sentient Tree Once per combat encounter, a Forest-Lord may summon a sentient tree to do his bidding. The sentient tree is identical to that which tree-ents are able to summon MR: 46 Combat Dice: 5d6 + 23 (see Tree-Ent Trees, Sentient). The sentient tree will remain in the forest- Special: None lord's service for 5 turns, after which it will return to its home. Warriors of the elvin race, these elves are trained to do battle with the evil denizens which Forest-Lords, like the dwarven earth-lords, are roam their sylvan homes. the powerful priests and priestesses of the elvin race. They share a special kinship with their sylvan environment and possess innate powers that reflect this kinship.

Elf, Forest-Lord

Elf, Warrior

Nearly identical to skeletons in appearance, exploding bones differ in coloring from their more mundane counterparts. Exploding Bones MR: 42 Combat Dice: 5d6 + 21 are a bright pulsating red, their coloring becoming brighter and pulsating faster as they Special Spell Casting Abilities (Common) Elf near death and the inevitable explosion which wizards commonly employ the following gives them their name. spells; Will-o-Wisp, Hidey Hole, Smog, Protective Pentagram, Mind Pox, ESP, Wall of Thorns.

Elf, Wizard

Elves have a natural affinity for magic, as such, elvin wizards are frequently found in the company of elvin war-bands, lending their arcane assistance.

Ethereal Shade
MR: 100 Combat Dice: 11d6 + 50 Special Befuddle An ethereal shade may forgo attacking in order to wrap itself around a victim's head. The victim of such an attack suffers effects similar to a Mind Pox spell. Immunity Ethereal shades may only be harmed by spells or magic items. Flight Ethereal shades move by floating about. An ethereal shade resembles a mass of black, wispy smoke which billows and contracts as it floats about. At night, or in darkness, it becomes nearly invisible. A L3SR vs. LK is required to spot an ethereal shade in such conditions. The ethereal shade inflicts damage by use of its icy touch.

Floating Ocular Fiend


MR: 90 Combat Dice: 10d6 + 50 Special: Floating A floating ocular fiend moves about by natural levitation. This natural ability acts similarly to an Upsidaisy spell. Anti-Magic Beem A floating ocular fiend's central eye casts a beem which negates spells of 3rd level or lower. The effects are similar to a Dis-Spell spell. Eye-Stalks Each of a floating ocular fiend's eye-stalks possess a spell-like ability. On any given combat turn a floating ocular fiend may forgo attacking and instead use 1d6 eye-stalks. The eyestalks may target individual delvers at a 90 arc in front of the ocular fiend. The floating ocular fiend's eye-stalks possess the following spell-like powers; - Eye-Stalk 1- Rock-a-Bye - Eye-Stalk 2- Upsidaisy - Eye-Stalk 3- Medusa - Eye-Stalk 4- Hellbomb Burst - Eye-Stalk 5- Glue-You - Eye-Stalk 6- Mind Pox - Eye-Stalk 7- Death Spell #9 - Eye-Stalk 8- Oh-Go-Away For every 10 full points of MR reduction the ocular fiend takes due to damage, 1 eye-stalk is rendered useless (GM determines which eye-stalk becomes incapacitated). Armor A floating ocular fiend's chitinous outer shell affords it 8 HITS of protection.

Exploding Bones
MR: 30 Combat Dice: 4d6 + 15

Special Explosion - When these crimson skeletons reach 0 MR their bodies explode in a shower of jagged bones which hit all within 20'. All within this radius suffer 2d6 points of damage from the explosive shower of boney shrapnel. A successful L2SR vs. DEX may negate A Floating ocular fiend resembles a massive floating eye covered in a hard chitinous shell. this damage. Below the great eye is a large maw equipped

with razor-sharp teeth. Atop the massive eye are 8 stalks which bear another eight smaller eyes. Each of these smaller eyes possess spell-like abilities.

may attempt a L2SR vs. DEX to avoid the incoming tongue. Failure indicates that the victim was grappled by the frog's tongue and yanked into the critters large mouth where it will be held pinned unless a successful L3SR vs. ST is passed. Massive critters of grotesquely bloated girth, gargantuan frogs resemble fat, warty frogs standing 15 to 20 feet in height.

Floating Skull
MR: 40 Combat Dice: 5d6 + 20

Special: Levitate Floating skulls do not move themselves along the ground but float through the air. Wail Once per combat, a floating skull MR: 52 Combat Dice: 6d6 + 26 may issue a blood- curdling wail that acts as a Glue You spell lasting 1d6 rounds. All Special: Spell Casting Abilities (Common) those within hearing range of the wail Furious ferns are the spell casting may attempt a L1SR vs. LK to negate the shamans of Viridian Packs. They may effects of the wail. commonly cast the following spells; Hidey Hole, Glue You, Slush Yuck, Smog As their name implies, Floating Skulls and Wall of Thorns. resemblefloating skulls! They shine with a sickly soft glow, and unlike their undead counterparts, (full skeletons), they are not These human-like ferns are spell casters that devoid of intellect. Floating Skulls are usually lend magical support to a Viridian Pack. raised from the corpses of beheading victims.

Furious Fern

Foormii
MR: 46 Combat Dice: 5d6 + 23 Special: Psi Powers Foormiis may use the following spell-like abilities at will; Detect Magic, Oh There It Is, Cateyes, Mirage, and ESP. Once per combat, they may use Dum Dum and Mind Pox.

Furious Fountain
MR: 160 Combat Dice: 17d6 + 80

Special: Spew Water Jet Three times per day, a furious fountain my spew a jet of water at 1 target (Range: 150 yards) . The target suffers 5d6 damage and is pushed back 150 yards from the fountain. If a L4SR vs. DEX isn't passed, the target falls to the ground and must spend 1 round to get back up. These are humanoid, psychic ants which tunnel Immunity A furious fountain is immune and burrow in areas adjacent to dungeons. They to spells except those that affect either are usually encountered in massive packs water or stone. numbering 10 to 60 foormiis. Armor This critter's stoney hide affords it 10 HITS of protection.

Frog, Gargantuan
MR: 52 Combat Dice: 6d6+26

Special: Hop A gargantuan frog may hop to cover a distance of 20 yards. Sticky Tongue Instead of attacking, a gargantuan frog may target 1 victim to grapple with its sticky tongue. The victim

A furious fountain resembles an anthropomorphic stone fountain, usually spraying a jet of water from its mouth. If standing still, a furious fountain is indistinguishable from a regular fountain.

G
Gargoyle
MR: 68 Combat Dice: 7d6 + 34 Special: Fly Gargoyles may use their wings to fly. Hard to Spot A gargoyle standing perfectly still will often be mistaken for a statue. A successful L4SR vs. IQ is required to descern the truth.

Ghosts are evil, ethereal spirits which suck the lifeforce out of their victims.

Ghoul
MR: 30 Combat Dice: 4d6+15 Special: Paralyzing Touch Anyone harmed by a party containing a ghoul must perform a successful L1SR vs. CON or be paralyzed and unable to act on the following round. This only applies if the victim sustained actual HITS (after armor consideration). Immunities Ghouls are immune to mind affecting spells and magic items.

Gargoyles resemble demonic looking humanoids Rotting corpses similar to zombies, ghouls are with large, bat-like wings. Gargoyles standing or feared for their paralyzing touch. crouching perfectly still are often mistaken for grotesque statues.

Gas Bubble, Slumber


MR: 10 Combat Dice: 2d6 + 5 Special: Explosive Gas A gas bubble reduced to 0 MR will affect all those engaging it in melee combat with a slumber inducing gas. Potential victims may attempt a L1SR vs. CON to negate the effects of the gas. Failing the SR will result in the victim being under the effects of a Rock-aBye spell. Fly Gas bubble move themselves by way of flight. Gas bubbles resemble 5 foot, spherical soap bubbles. Gas bubbles other than the Slumber variety are known to exist, such as the Turn to Stone variety (replace Rock-a-Bye by Medusa), and the Shrinking variety (Smaller is Smarter)

Giant
In appearance, giants resemble humans of gargantuan preportions. All giants belong to one of four racial types; air, earth, fire, or water. Giants of the air type are known as Cloud giants, a name derived from their preference to build their strongholds within/atop clouds. Giants of the earth are called Rock giants, Hill giants, or Mountain giants. They are the most common of the giant-kin encountered. Giants of fire are simply called Fire giants and make their homes near lava-flowes or by volcanoes. The final type of giants, those of water, are known as Storm giants and are usually found dwelling beneath the waves, by the sea, or atop storm clouds. All giants possess the ability to hurl massive stones (see Mundane Items: Boulders, above). This ability is identicle to the cyclops' Hurl Boulders ability (note that cyclopses are part of the giant kin but do not belong to one of thefour types).

Ghost
MR: 50 Combat Dice: 6d6 + 25 Special: Non-Corporal Ghosts are ethereal creatures and as such are unhindered by walls or doors. Also, this etherealness makes them immune to mundane attacks. A ghost may only be harmed via magic weapons and spells. Innate Spell-Like Ability A ghost may use Upsidaisy at will as an innate ability.

Giant, Cloud
MR: 182 Combat Dice: 19d6 + 91 Special: Levitate Cloud giants posses the innat ability to levitate themselves or others. Similar to an Upsidaisy spell. Hurl Boulders If enough source material is available (boulders), a giant may forgo a melee exchange and attack by hurling boulders at a

distant foe. The victim suffers damage on a failed L4SR vs. LK. See Mundane Items: Boulders for more information. Control Winds An innate ability identicle to a Wind Whistle spell. Cloud giants are large, blue-skinned humanoids who make their homes in magnificent castles atop floating clouds.

forgo a melee exchange and attack by hurling boulders at a distant foe. The victim suffers damage on a failed L4SR vs. LK. See Mundane Items: Boulders for more information. Spell Casting Abilities (Common) -

Goblin
MR: 20 Combat Dice: 3d6 + 10 Special: None Three to four foot tall, these small, pesky, greenskinned humanoids are, when encountered singularly, nothing more than a nuisance. Unfortunately, more often than not, goblins are encountered in numbers ranging from 6 to 36.

Giant, Fire
MR: 152 Combat Dice: 16d6 + 76 Special: Immunity Fire giants are immune to any fire based attack, be it magical or mundane in nature. Hurl Boulders If enough source material is available (boulders), a giant may forgo a melee exchange and attack by hurling boulders at a distant foe. The victim suffers damage on a failed L4SR vs. LK. See Mundane Items: Boulders for more information.

Goblin, Chief
MR: 50 Combat Dice: 6d6 + 25

Fire giants possess flaming red hair and dark Special: Inspire When present in a group of skin. They usually reside in large caverns or in goblins, a goblin chief bestows a +5 bonus to castles, both usually found near lava flows, each goblin's Adds. These additional Adds are volcanoes, or deserts. unaffected by the goblin's decreasing MR. Only goblins attacking with the goblin chief (thus contributing to the same HPT as the chief) may receive this bonus.

Giant, Hill

MR: 120 Combat Dice: 13d6 + 60

Larger, stronger, and smarter than your average goblin, goblin chiefs lead their kin in combat.

Special: Hurl Boulders If enough source material is available (boulders), a giant may forgo a melee exchange and attack by hurling boulders at a distant foe. The victim suffers damage on a failed L4SR vs. LK. See Mundane MR: 32 Combat Dice: 4d6 + 16 Items: Boulders for more information.

Goblin, Shaman

Hill giants are the most commonly encountered (and weakest) of the giant kindred. Hill giants do nnot make their homes in castles as Cloud, Storm, and some Fire giants do. Instead, they prefer caves, caverns, and underground enviroments.

Special: Spell Casting Abilities(Common) A goblin shaman may commonly cast the following spells; Oh-Go-Away, Hidey Hole, Glue You, Mirage. Priests of whatever foul gods goblins worship, goblin shamans can sometimes be found in the company of a goblin war-band, there to lend whatever arcane aid they can. Goblin shamans will rarely remain in a fight once their arcane arsenal is depleted.

Giant, Storm
MR: 220 Combat Dice: 23d6 + 110 Special: Hurl Boulders If enough source material is available (boulders), a giant may

Gold Eater
MR: 42 Combat Dice: 5d6 + 21

If unmoving, stone golems may be mistaken for statues (a successful L5SR vs. IQ sees through the subterfuge).

Special: Corrode Gold All HITS of damage delivered by a gold eater will also reduce the amount of gold coins carried by the victims by the same amount as the HITS incurred. MR: 90 Combat Dice: 10d6 + 45

Golem, Wood

Small, tentacled aberrations, a gold eater's attacks will part a delver with his gold with every touch. An encounter with a gold eater always results in a serious economic setback. Oh, and it can kill you too!

Special: Armour Their stone hide takes 8 HITS per combat round. Unliving constructs formed of wood and magic, golems are fearsome, unthinking beasts fashioned by the Wizards Guild. Although usually crafted in humanoid form, golems of other shapes and likeness are not uncommon. Wood golems take twice the normal damage from fire-based attacks.

Golem, Clay
MR: 70 Combat Dice: 8d6 + 35 Special: Armour Their stone hide takes 6 HITS per combat round. Unliving constructs formed of clay and magic, golems are fearsome, unthinking beasts fashioned by the Wizards Guild. Although usually crafted in humanoid form, golems of other shapes and likeness are not uncommon.

Gooey Square
MR: 60 Combat Dice: 7d6 + 30 Special: Paralyzing Touch A gooey square may forgo attacking and contributing or generating a HPT roll and instead target 1 foe which must succeed in a L3SR vs. DEX or be paralyzed for 1d6 rounds. Each round of paralysis the victim is afforded a chance to overcome the paralysis by succeeding in a L4SR vs. CON.

Golem, Iron
MR: 180 Combat Dice: 19d6 + 90

A gooey square is, for lack of a better Special: Armour Their stone hide takes 20 description, a big gelatinous cube. SemiHITS per combat round. translucent in coloring, gooey squares are always found in dungeons where they wander Unliving constructs formed of iron and magic, about, picking up all manner of discarded items golems are fearsome, unthinking beasts which they suck within themselves. fashioned by the Wizards Guild. Although usually crafted in humanoid form, golems of other shapes and likenesses are not uncommon.

Gremlin

Golem, Stone
MR: 140 Combat Dice: 15d6 + 70

MR: 20 Combat Dice: 3d6 + 10

Special: Spell-Casting Abilities (Common) Gremlins commonly know the following spells; Lock Tight, Will-o-Wisp, Knock Knock, Hidey Special: Armour Their stone hide takes 12 Hole, Glue You, and Mirage. HITS per combat round. Tiny maliciouse humanoid pranksters, gremlins Unliving constructs formed of stone and magic, possess long pointed ears, scaley green skin, golems are fearsome, unthinking beasts and bulbouse yellow eyes. fashioned by the Wizards Guild. Although usually crafted in humanoid form, golems of other shapes and likenesses are not uncommon.

Griffin
MR: 90 Combat Dice: 10d6 + 30 Special: Flight Griffons are able to fly.

Special: None Similar in appearance to hobbs in most regards, black hobbs possess dark hair and full beads (a very un-hobb-like trait). The name black hobb has nothing to do with coloring, but refers to this hobbish sub-type's evil disposition.

Possessing the lower half of a lion and the upper half of a great eagle, griffons are temperamental, aggressive beasts when not trained from infancy. Griffons make their homes in mountainous cliff sides. Griffons have a penchant for horse flesh. MR: 40 Combat Dice: 5d6 + 20

Hounds of Chronos

Special: Temporal Jump Hounds of chronos posses the ability to move forward in time. Twice per day, a hound of chronos may jump forward in time. This allows the hound to disappear from the present and reappear 1d6 rounds later. The hounds use this ability in conjunction with surprise to get the drop on their prey. As they re-materialize 1 to 6 rounds into the future, the temporal dogs prey has a chance of being surprised and unable to act for 1 round (unless a successful L2SR vs. DEX is MR: 48 Combat Dice: 5d6 + 24 made). Temporal Heal Once per day, a hound of Special: Fly Feathery wings allow harpies to chronos may shift backward in time to when it fly. was healthier , returning "immediately" with its Harpy Song Instead of attacking, a harpy may full MR. issue a screeching song which affects all men (of any kindred) within hearing range. Those within the song's range must succeed in a L1SR Hounds of chronos, also known as temporal dogs, are canine creatures from the Plane of vs. IQ or suffer the effects of a Mind Pox spell. Time (or a time-related other dimension). They Harpies possess the lower bodies, wings, and posses the innate ability to manipulate time in a claws of great birds with the torso, arms, and limited manner. Temporal dogs hunt in packs heads of human (or elvin) females. Harpies are that usually consist of 2 to 7 hounds. A hound of feared for their ensorcelling song which is chronos will always know where, temporally, the other members of his pack are. rumored to affect only men.

Harpy

Hobb
MR: 24 Combat Dice: 3d6 + 12 Special: None

J
Jack-in-the-Box
Special: Armour When encased within its box, a Jack-in-the-Box is afforded 5 HITS of protection. At first glance, this creature appears as a brightly decorated box equipped with a rotating

A usually peacful, pastoral kindred, hobbs stand at half the height of humans, possess potbellies, and are hairy of feet. Hobbs have a MR: 28 Combat Dice: 3d6 + 14 legendary fondness for eating and pipe-weed.

Hobb, Black
MR: 30 Combat Dice: 4d6 + 15

handle. With surprising quickness, a jester-like creature (mounted on a spring, of course!) springs from the box, attacking and maiming. If MR: 96 Combat Dice: 10d6 + 48 concealed within its box, the creature has a 3 in 6 chance of surprising its foes, thus getting 1 Special: Flight A manticore's large, bat-like free round of attack. This chance increases to 5 wings allow it to fly. in 6 if the Jack-in-the-Box is released from it's Tail Spikes Up to 1d6 times per combat box via the rotating handle. encounter, a manticore may fling its sharp tailspikes at a foe up to 20 yards away. The target of the tail-spike volley is allowed a L4SR vs. DEX. A failed SR results in the victim taking 3d6 points of damage.

Manticore

Lightning Lizard
MR: 110 Combat Dice: 12d6 + 55

Manticores possess a leonine body, enormous bat-like wings allowing them to fly, a spiked tail, and a human head. In combat a manticores prefer to soften up its foes at a distance with its flung tail spikes, after which, this dreaded beast moves in to finish off its foes with tooth and claw.

Special: Lightning Blast A lightning lizard may forgo attacking in exchange for a lightning blast. The blast targets all delvers and critters engaged in a melee exchange. The lightning blast has a range of 100 yards and reduces each MR: 110 Combat Dice: 12d6 + 55 target's CON by 2d6. This direct damage to CON is increased by the HITS value of any armor Special: Immunity Mirror fiends are immune to non-magical weapons. worn by the victim. Magic Resistance Mirror fiends are unaffected rd Lightning lizards stand 4 in height and may by spells of 3 level or less. Capture Soul Anyone gazing at a mirror fiend reach a length of 10. Their scales are a must succeed in a L5SR vs. LK or have his soul shimmering blue and sparks of lightning sucked into the mirror. The sucked in victim constantly crackle around its maw. Lightning suffer a penalty of 50% to his combat dice on lizards have sometimes been used as mounts the first round within the mirror (as he slowly for powerful goblin chiefs or tribal lords. familiarizes himself with the reversed mirror environment). Slaying the mirror fiend will restore the victim's soul back to its proper place. Shattering the mirror will forever trap the soul within the mirror realm. MR: 35 Combat Dice: 4d6 + 18 Mirror fiends inhabit mirrors and appear as Special: Armor A lizard man's scaly hide emotionalless humans staring out of the offers it 3 HITS of protection. reflective surface to the world beyond.

Mirror Fiend

Lizard Man

Lizardesque humanoids, lizard men make their homes in steaming jungles.

Monstrous Maw
MR: 90 Combat Dice: 10d6 + 45 Special: Slumber Stalks Once per combat encounter, each eye-stalk may issue for a beam which sends its victims into a deep slumber. A L6SR vs. CON negates this effect. The slumber is identical to a Rock-a-Bye spell. Inhale Instead of attacking, monstrous maws

may inhale with such force that a specific target up to 30 yards away may be sucked into the creature's toothy maw. A L5SR vs. STR is required to counter this effect. If sucked into the monstrous maw, the victim will suffer 2d6 points of damage from which armor offers no protection. A bulbous body 12' in diameter resting atop tiny legs, a monstrous maw possesses a huge mouth equipped with rows upon row of tiny, sharp teeth. Atop its strange body, two eye-stalks allow the maw to see its prey.

(0 MR or less) it releases 1d6 spores which rapidly (within 2 rounds) grow into mushroommen of 10 MR lower than the parent mushroomman (10 MR mushroom men do not produce spores upon death). The spores are MR 5 (before becoming fully formed mushroom-men) and take X2 damage from fire based attacks. Standing 4' in height, mushroom-men resemble humanoid mushrooms endowed with both arms and legs. Mushroom-men are usually found in natural caves, caverns, and underground passages. Mushroom-men are initially created by magic. Once given life through magic they reproduce by way of the spores they release.

Mummy
MR: 90 Combat Dice: 10d6 + 45 Special: Vulnerability Mummies suffer twice the damage from fire based attacks. Fear Upon first seeing a mummy, all those that look upon the fearsom critter must succeed in a L4SR vs. IQ or flee from the linen wrapped monstrosity as if affected by an Oh-Go-Away spell. Rotting humanoids wrapped in old linen strips.

N
Needle-Flinger
MR: 52 Combat Dice: 6d6 + 26 Special: Needle Volley Once per combat, a needle-flinger may unleash a volley of needles that affects 1d6 victims up to 20 yards ahead. Victims failing a L3SR vs. DEX are hit by the needles which will send the target into a deep slumber lasting 1d6 hours. Needle-flingers resemble long legged reptiles standing 4' in height. A crest of long needles runs from the beast's head, along the back, and ending at its tail.

Mummy King
MR: 130 Combat Dice: 14d6 + 65 Special: Vulnerability Mummy kings suffer twice the damage from fire based attacks. Fear Upon first seeing a mummy king, all those that look upon the fearsom creature must succeed in a L5SR vs. IQ or flee from the linen wrapped monstrosity as if affected by an Oh-GoAway spell. Spell-Casting Abilities (Common) Mummy kings may commonly cast the following spells; Lock Tight, Glue You, Smog, Mind Pox, Breaker Breaker, Zombie Zonk. Rotting humanoids wrapped expensive, linen strips. in old, but

O
Ogre
MR: 66 Combat Dice: 7d6 + 33 Special: None Large, yellow-skinned brutes, ogres are fierce warriors, if a little dim-witted.

Mushroom-Men
MR: 30/20/10 4d6+15/3d6+10/2d6+5 Combat Dice: Special: Spores When a mushroom man dies

Special: Plague - For each round someone engages a plague hound in melee combat, a L2SR vs. CON must be rolled to avoid the loss of MR: 80 Combat Dice: 9d6 + 40 1 point of CON due the hounds infectious plague. A similar roll must be made once every Special: None two rounds to avoid a 1 point loss of STR. Points lost due to the plague return at the rate of 1 Large, yellow-skinned brutes, ogre chiefs are point/day. even fiercer warriors than their ogrish followers, yet only a little less dim-witted. Plague Hounds resemble sickly thin wolves. The stench of rot and decay closely follows them.

Ogre, Chief

Ogre, Magi
MR: 60 Combat Dice: 7d6 + 30

Plant-Men

MR: 40 Combat Dice: 5d6 + 20 Special: Spell-Casting Abilities (High) Ogre magi may commonly cast the following spells; Special: Vulnerability Plant-men take twice Knock Knock, Magic Fangs, Dis-Spell, Wink Wing, the amount of damage from fire based attacks. Smog, Breaker Breaker, Wall of Fire, Medusa. Kin to thornlings, tree-ents, and furious ferns, Although not as corpulent as their ogrish kin, plant-men act as foot soldiers and common ogre magi make up for their lesser physique warriors in a Viridian War-band. In appearance, with their greater intellect and impressive spellthey resemble leafy humanoid plants. casting abilities.

P
Persistent Pollen
MR: 4 Combat Dice: 1d6 + 2 Special: Induce Sneezing All delvers suffering damage from a persistent pollen must succeed in a L1SR vs. CON or suffer uncontrollable bouts of sneezing which last for 1d6 combat rounds. Delvers thus affected are unable to act. Each round, the delver may attempt another L1SR vs CON to get the sneezing under control.

Q
Quickling
MR: 42 Combat Dice: 5d6 + 21 Special: Fast Quicklings are fast critters. They are treated as always being under the effects of a Little Feets spell. Vulnerability Casting a Glue-You spell at a quickling will automatically kill it.

Quicklings appear as small, blurred, humanoid children. Quicklings are always in motion, going Persistent pollen look like fluffy, floating pollen. to and fro at an alarming speed. They are able to move themselves and do not require wind to carry them to and fro. Persistent pollen are usually encountered in groups of 4 to 24 (4d6).

Plague Hound
MR: 40 Combat Dice: 5d6 + 20

The corrosive effects of the touch will reduce a metallic armor's HITS by , or a weapons DICE by -1 die (round down). Should HITS or DICE be MR: 26 Combat Dice: 3d6 + 13 reduced to 0, then that particular piece of weapon or armor is rendered useless. Special: Dark Sight Ratling sight is Protective Shell A rust critter's chitinous shell unaffected by darkness. This ability proves provides 10 HITS of protection. useful for navigating the light-less sewer complex where ratlings make their homes. Resembling a cross between an insect and an armadillo, the rust creature is much feared by Standing no taller than 4, ratlings, as their warriors and other folk who depend on steel for name implies, resemble humanoid rodents. protection or offensive advantage. Although not much of a threat individually, ratlings tend to attack in packs of 4 to 24 ratlings.

Ratlings

Razor Wings
MR: 10 Combat Dice: 2d6+5 Special: Quick Swoop Razor wings are afforded two attacks per combat turn. The first is resolved normally, The second is unopposed (meaning only the razor wing rolls Combat Dice). Every delver in the party must succeed in a L2SR vs. DEX or take the second HPT roll as damage. Succeeding in the SR means the delver was quick enough to avoid the second quick follow-up attack.

Satyr
MR: 70 Combat Dice: 8d6 + 35

Special: Magic Pipes All satyrs carry magic pipes that allow them to cast either Rock-a-Bye or Yassa-Massa once per day. The satyr must play the pipes for at least 1 round for the spell to take effect. Camouflage A satyr standing still in foliage These birds resemble large crows with razor- can only be spotted with a successful L2SR vs. tipped wings. Razor-wings are feared for their LK. devastatingly quick swooping attack.

Roc
MR: 270 Combat Dice: 28d6 + 135 Special: Flight Like other avian, rocs can fly.

Satyrs possess a human upper body, with the lower body of a goat. Their heads are topped with horns that they use in combat.

Magic Item: Satyr Pipes

Delvers finding a satyr's magical pipes may These giant, 60' eagles inhabit the highest learn to use them. In order to use the pipes, mountain peaks. The usually feed on cattle, and the delver must first learn the songs (for both some have even been known to hunt elephants. Rock-a-Bye and Yassa Massa) which unleash the spell like effects. A L5SR vs. IQ is required to learn the Yassa Massa song, and a L6SR vs. IQ is required for the Rock-a-Bye song. An attempt to learn each song may only be made once per level. Once a song is leaned, the spell MR: 70 Combat Dice: 8d6 + 35 may be cast via the satyr's pipes at double the Special: Corrosive Touch Rust critters have cost in ST. the innate ability to corrode any metal they touch with their long, feeler-like antennas. Once per combat round, if the rust critter inflicted damage, the rust critter will corrode the largest piece of metal in the party (armor or weapons).

Rust Critter

Skeleton
MR: 16 Combat Dice: 2d6 + 8 Special: Reduced Damage Edged and piercing weapons (swords, daggers, arrows, and such) inflict the amount of HITS upon skeletons. Blunt weapons or objects (mace, hammer, chair) inflict their full damage. Skeletons are the animated skeletal remains of humans or humanoids, though animated animal skeletons are not unheard of.

Skunk, Monstrous
MR: 40 Combat Dice: 5d6 + 20 Special: Noxious Stench Once per combat exchange, a monstrous skunk may forgo attacking and instead assault its victims with its foul-smelling spray. All those engaging the skunk in melee must roll a L3SR vs. CON or be unable to act for 1d6 turns as they try to regain their bearings. A pony-sized skunk much feared for its scented assault.

Special: Protective Shell A snailtaur's shell affords it 9 HITS of protection. When completely tucked into its shell, protection increases to 12 HITS. Slow Snailtaurs are notoriously slow. They are treated as being under the effects of a Glue-You spell for the first round of combat. Increased Visual Range Snailtaurs possess two eye-stalks which jut out from the top of their heads. These eye-stalks grant sail men 360 vision, allowing them to see things from all angles. Vertical Movement The mucus secreted by the snailtaur allows it to move along vertical surfaces, an ability snailtaurs often put to good tactical use. A snailtaur is an aberrant melding of man and snail. Standing 7' in height, a snailtaur possesses the upper body (torso, arms, and head) of a man. It's lower torso is attached to a snail-like, mucus secreting body upon which rests a massive coiled shell. Two eye-stalks top the creatures head. Snailtaurs are able to retract their bodies (both human upper body and molluscan lower body) within the protective confine of their shell.

Snake, Naga
MR: 20 Combat Dice: 3d6 + 10 Special: Random Poison Every delver suffering damage from a naga snake's bite will likewise suffer an additional random effect caused by the naga snake's venom. Roll once on the Naga Snake Random Venom table below for each delver damaged. Armor A naga snake's scaly hide affords it 3 HITS of protection. Naga snakes are large snakes that can reach lengths of up to 20 feet and more. They are often used by nagas as beasts of war. Naga snakes are known for their poisonous bite which produces random effects.

Snail Man
MR: 32 Combat Dice: 4d6 + 16 Special: Protective Shell A snail man's shell affords it 6 HITS of protection. When completely tucked into its shell, protection increases to 9 HITS. Slow Snail men are notoriously slow. They are treated as being under the effects of a Glue-You spell for the first round of combat. Snail men are bloated humanoids who possess a bulbous coiled shell upon their backs. When the need arises, snail men are able to retract arms, legs, and head within the protective confine of their shell. Although snail men use any weapons, they prefer small weapons such as daggers or slings which can easily be tucked into their shell.

Naga Snake Random Venom


Roll(1d6 ) 1 2 Effects Gross deformity (-1d6 CHR for 2d6 days) Induce blindness (1d6 days)

Snailtaur
MR: 46 Combat Dice: 5d6 + 23

3-4 5 6

Same as Spider Venom (T&T v.5.5; 1.52.5) Induce sleep (1d6 hours) Sluggishness (-1d6 DEX for 2d6 days)

Even larger than their giant spider kin, monstrous spiders possess a lethal poison which they deliver through their bite.

Spider, Phase
MR: 40 Combat Dice: 5d6 + 20

Sonic Prowler
MR: 58 Combat Dice: 6d6 + 29

Special: Poison A phase spider's poisonous bite is treated as being laced in Curare, doubling the effectiveness of the bite. Special: Invulnerability Sonic prowlers are Phasing Phase spider possess the innate immune to physical and magical attacks (except ability to teleport. Effects are identical to a magically created silence). The only way to Wink-Wing spell. harm a sonic prowler is by attacking it with sound and/or noises. Loud noises will inflict 1d6 Similar in size to a giant spider, phase spiders points of damage, very loud noises will inflict possess a more lethal bite, along with the 2d6 points of damage, and deafening noises particular ability to teleport. inflict 3d6 points of damage. Any magical silence will instantly kill a sonic prowler. Armor Bypass A sonic prowler attacks via a sonic blast. Damage inflicted disregards any protection afforded by mundane armor (magical protection remains effective). MR: 100 Combat Dice: 11d6 + 50

Spidertaur

Sonic prowlers resemble a wave of shimmering heat occupying a 12' square area. Although perceptible to the attentive delver, inattentive adventures must succeed in a L3SR vs LK to spot the creature.

Special: Spell Casting Abilities (Poor) Spidertaurs commonly know the following spells; Detect Magic, Will-o-Wisp, and Upsidaisy. Sometimes called driders, spidertaurs possess the body of enormous spiders with a human torso.

Spider, Giant
MR: 26 Combat Dice: 3d6 + 13

Steed, Draconic

Special: Poison Giant spiders make use of MR: 70 Combat Dice: 8d6 + 35 Spider Venom (see T&T v5.5 section 1.52.5). Special: Magic Immunity A giant spider about the size of a cat. Draconic steeds are immune to all 1st level spells. This immunity is also conferred to anyone riding a draconic steed. Flight 1 in 6 draconic MR: 40 Combat Dice: 5d6 + 20 steeds posses wings allowing them to fly. Special: Poison A monstrous spider's poisonous bite is treated as being laced in A magical creation from the Curare, doubling the effectiveness of the bite. Wizards Guild, draconic Web Monstrous spiders may target a foe with steeds resemble horses with the long, sinewy their adhesive webbing. The target of the necks, horn-spiked heads, and lashing tails. 1 in projected web is afforded a L4SR vs. DEX to 6 draconic steeds also possess dragon-like avoid the web. A failed SR will result in the wings allowing them to fly. target being immobilized until a successful L4SR vs. ST is passed.

Spider, Monstrous

Swapper
MR: 68 Combat Dice: 7d6 + 34 Special: Swapping By using two of its tentacles, a swapper may target two sentient beings for a swap instead of performing a normal attack. The two targets must be within range of two tentacles (within 34' of each other) and are afforded a L3SR vs. DEX to avoid the incoming feelers. If both targets fail their SR, they effectively swap bodies. Each target will thus assume all the characteristics (stats) of the other. This effect lasts for 1d6 days. If only 1 target succeeds in the SR, the target that failed is stunned and unable to act (for 1d6 rounds). Should one of two swapped targets die, the remaining target will be forced to live out the remainder of its life with the new characteristics of its swapping partner. Resurrecting the deceased nullifies this effect. Fly A swapper moves itself via flight. An odd critter, a swapper appears as a 4' floating sphere of pulsating flesh to which seven long feeler-like tentacles are attached. A swapper's feelers may extend up to 15' and retract to 3'. Each feeler is equipped with a wickedly sharp hook.

an attack.

Tentacled Thing, Body


MR: 120 Combat Dice: 13d6 + 60 Special: None

Tentacled Thing, Tentacles


MR: 22 Combat Dice: 3d6 + 11 Special: None Tentacled things are ancient critter which sprang into being in the days before man. Often found in long forgotten areas, places seldom visited by man, these creature lair in ancient, stagnant pools or dark, damp dungeons. Gigantic, bloblike creatures, tentacled things get their name from the multitude of writhing tentacles that surround their rubbery frame. In play, a tentacled thing is treated as multiple creatures. Stats are given for both the creatures main body, as well as for each of the critter's tentacles. Destroying the main body will also destroy any remaining living tentacles. The number of tentacles such a beast possesses is determined by the age of the beast. Ancient tentacled things possess 2d6 tentacles, while primeval tentacled things usually possess 3d6 (or more). An even older breed is said to exist which possesses tentacles endowed with regenerative capabilities (each healing 1MR/combat turn).

t
Tangle Weed/Strangle Vine
MR: 60 Combat Dice: 7d6 + 30 Special: Entangle All those suffering damage from a strangle vine or tangle weed's attack must succeed in a L3SR vs. DEX or become entangled and unable to act (or attack) for 1d6 turns. Each turn, the entangled foe is allowed a L3SR vs. ST to break free of the entanglement.

Thornlings
MR: 80 Combat Dice: 9d6 + 40

Special: Create Thorn Wall A thornling possesses the innate ability to call forth a wall of thorns to act as a barrier between itself and its foes. This ability is identical to the wall spell Wall of Thorns. Vulnerability Thornlings take twice the Tangle weeds and strangle vines are essentially damage from fire based attacks. the same critter, the only difference being that tangle weeds attack from below while strangle vines attack from above. In appearance they Usually found in the company of plant-men, resemble a mass of weeds or vines, their thornlings resemble humanoids constructed of animate nature only becoming apparent during thorny vines.

Armor A tree-ent's bark/hide offers it 10 HITS of protection.

Treacherous Treasure

Tree-ents resemble anthropomorphic trees. They often act as guardians of the more ancient MR: 106 Combat Dice: 11d6 + 53 forests of the world. Tree-ent hate excessive logging and wood burning. They are sometimes Special: Surprise A treacherous treasure found as part of a Viridian War-band (see Plantwhich remains motionless may surprise its foes Men), but never for extended periods of time. (a 3 in 6 chance). Loot A slain treacherous treasure will yield vast amounts of gold (see table below). At first glance, a treacherous treasure appears to be an envious pile of riches. In reality, a treacherous treasure is a large, slime-like creature which exudes a sticky film from its pores. Throughout its life-span, the slimy critter gathers up various coins, gems, and riches found within most dungeons. These objects stick to the slime's adhesive secretion, giving it the appearance of a pile of treasure. Once the slimy beast is slain, it will take 1d6 weeks for the adhesive film to lose its bonding properties. Only then may the delvers claim the slimebeast's hoard.

Tree-Ent Trees, Sentient


MR: 56 Combat Dice: 6d6 + 28

Special: Vulnerability Tree-ent sentient trees take twice the damage from fire based attacks. Armour Their bark like hide affords them 6 HITS of protection. Tree-ent sentient trees are normal trees given temporary life by tree-ents.

Troll
MR: 200 Combat Dice: 21d6 + 100

Loot: Treacherous Treasure Yield.

Special: Regeneration Each round, a troll Slaying a treacherous treasure will allow a roll heals 1d6 points of damage. This regeneration on the yield table. occurs even if the troll was reduces below MR 0. The only way to halt this regeneration is to either burn the body or dissolve it in acid. Roll (1d6) Yield 1 2 3-4 5 6 1d6 X 25 gp 2d6 X 25 gp 3d6 X 25 gp 4d6 X 25 gp 5d6 X 25 gp Large, brutish beasts of immense power, trolls are fearsome foes with regenerative capabilities.

Troll, High
MR: 400 Combat Dice: 41d6 + 200

Special: Regeneration Each round, a regenerative troll heals 1d6 points of damage. This regeneration occurs even if the troll was reduces below MR 0. The only way to halt this MR: 120 Combat Dice: 13d6 + 60 regeneration is to either burn the body or Special: Wake Trees Once per combat, a tree- dissolve it in acid. ent may give sentience to up to 2 trees. The woken trees posses a MR of 56 each and are Large, brutish beasts of immense power, trolls vulnerable to fire (taking twice the damage). are fearsome foes with regenerative capabilities. Woken trees will remain sentient for 1d6 days, High trolls are an ancient and more powerful breed of trolls. following the tree-ent's orders. Vulnerability Tree-ents suffer twice the amount of damage from fire based attacks.

Tree-Ent

Troll, Low
MR: 100 Combat Dice: 11d6 + 50 Special: None As large and brutish as their standard kin, low trolls do not possess the ability to regenerate as do common and high trolls.

High urooks are the leaders and chiefs of the urook-kin. Stronger, faster, and smarter than their lesser urookish kin, high urooks are naturally suited for leadership roles within green-skin communities.

Urook, Shaman
MR: 40 Combat Dice: 5d6 + 20 Special: Spell Casting Abilities(Common) An urook shaman may commonly cast the following spells; Oh-Go-Away, Hidey Hole, Glue You, Mirage, Yassa-Massa, Fly Me, and Poor Baby. Spell-casters and spiritual leaders of the greenskins, urook shamans are venerated by their urook tribe. An urook war band containing a shaman will do everything to protect the shaman.

u
Urook
MR: 42 Combat Dice: 5d6 + 21 Special: None

Powerfully built, green-skinned humanoids, urooks are a vicious, barbarous kindred. Tribal and highly aggressive, urooks enjoy MR: 64 Combat Dice: 7d6 + 32 antagonizing, killing, and warring with other kindred. Special: None

Urookin

Urook, Half
MR: 60 Combat Dice: 7d6 + 30 Special: None Half urooks are the product of an unfortunate union between man and urook. Smarter and more powerful than their standard urook kin, half urooks possess the best traits of both men and urooks.

Urookins are perfect urooks. Greater in power and intellect than their lesser kin, urookin temper their kindred's innate aggressiveness with discipline and stunning cunning.

V
Vampire
MR: 150 Combat Dice: 16d6 + 75 Special: Heal At the end of every round, a vampire regains 2d6 points of lost MR (up to its maximum MR). The only way to halt this healing is with a stake driven through the creature's heart. Being in direct sunlight will also halt this healing. Life Drain A vampire winning the combat round may choose to reduce his victim (s) accumulated experience points instead of

Urook, High
MR: 54 Combat Dice: 6d6 + 27 Special: Inspire When present in a group of urooks, a high urook bestows a +5 bonus to each urook's Adds. These additional Adds are unaffected by the urook's decreasing MR. Only urooks attacking with the high urook (thus contributing to the same HPT as the high urook) may receive this bonus.

reducing CON (disregard armor when reducing EP instead of CON). If such a reduction reduces a victims accumulated EP to a point where he would loose a level, then the GM applies the opposite effect of a level increase (see T&T v5.5, section 2.14). Hypnotize A vampire my hypnitize any one person at a time. The victim must succeeeed in a L6SR vs. IQ in order to resist being hypnotized. A failed SR means the target is under the vampire's controle. The victim is granted another SR chance every hour for the first day he is hypnotized (then every day for the first week, and then every week for the first month, and finally every month for the first year). Change Shape A vampire may turn into a bat or change into a cloud of mist. Vulnerabilities A stake through the heart will permanently kill a vampire. Sunlight will halt its healing properties and inflict 1d6 points of damage per round. They fear holy items (such as silver crosses) and dispise garlic. Both may keep a vampire at bay (1d6 rounds). Limitations Vampires may not enter a house without having previously been invited in. Also, vampires may not cross running water. Does not cast reflection.

wandering hole. Immunity Wandering holes may only be damaged by spells or magic items. In its expanded form, a wandering hole resembles a 10 ft X 10 ft hole running 10 to 60 ft in depth (1d6X10). The creature possesses the capacity to constrict its anti-mass to a inch X inch square. A common tactic used by wandering holes is to constrict themselves to their smallest size then, as a delver walks by, expand (sending the delver plummeting down its depth). After a victim drops within a wandering hole, the anti-matter beast constricts again, crushing the victim to death (in 1d6 turns). Victims of this tactic always run the risk of being surprised (L5SR vs. LK). When a wandering hole dies, it reverts to its unconstricted size.

Wraith
MR: 100 Combat Dice: 11d6 + 50

Special: Non-Corporal Wraiths are ethereal creatures and as such are unhindered by walls or doors. Also, this etherealness makes them The classic powerful undead, vampires usually immune to mundane attacks. A wraith may only appear a handsome humans with hypnotizingly be harmed via magic weapons and spells. attrictive eyes. Innate Spell-Like Ability A wraith may use Upsidaisy at will as an innate ability. Possession A wraith possesses the ability to take over another's body. A victim may resist the attempted possession by succeeding in a L6SR vs. IQ. Failure means the wraith takes control of the victim's body for 1d6 turns, after which the victim is afforded another L6SR vs. IQ. Each failure allowes the wraith to control the victim's body for another 1d6 turns.

Wandering Hole
MR: 74 Combat Dice: 8d6 + 37

A wraith is a powerful ghost with the additional ability to possess its victims.

Special: Constrict and Expand It takes a wandering hole 1d6 turns to constrict itself, and 1 turn to expand. Crush A victim finding itself within a wandering hole suffers a number of d6 in damage equal to the number of turns the victim has been in the wandering hole (on the second turn a delver has been in a wandering hole, the MR: 62 Combat Dice: 7d6 + 31 delver suffers 2d6 of damage). A successful L3SR vs. DEX is required to escape from within a Special: None

Yeti

Sasquach, big foot, or the abominable snowman, all are yeti...well, close enough.

Z
Zombie
MR: 24 Combat Dice: 3d6 +12 Special: Slow Moving Zombies are shambling and slow moving critters. As such, they do not attack on the first round of combat. Immunities Zombies are immune to mind
affecting spells and magic items.

Yhena
MR: 32 Combat Dice: 4d6 + 16 Special: None Yhenas are 7' tall, hyena-headed humanoids that dwell in desert regions. They are often encountered occupying long abandoned pyramids. Yhenas are great lovers of camel-flesh and it is rumored that they can smell the presence of camels for miles. Yhenas are led by yhena pharaohs.

Zombies resemble rotting, shambling humanoid corpses.

Monster Air Gust

ST 2

IQ 1/2

LK 2

CON 5

DEX 2

CHR 1

Height Weigh t 1/3 1/4

Name: This is the name of the magic item being described.

The magic items found below are priced using the following method; Scrolls as well as One Use items and One Use/Trigger items cost 250 gp per level of the spell contained + 100 The following lists of magic items were created gp for the trigger (if any). Potions cost 100gp and intended to be used as a GM aid. The GM per ST cost of the spell times the spell's level. can use the list to quickly pick an item and Enchanted items cost 500 gp X spell's level. insert it into his dungeon, or add one of the Magical items have a cost of 8,000 gp + 1,000 items to a monster's treasure. The items gp per spell level. described below may also be used to populate a magic shop. This is by no means a substitute for your own Spell: Many of the magic items listed emulate creativity, but hopefully it might come in handy. the effect of one (or more) spells found in the T&T rules. If the item in question mimics a spell, Each magic item lists the following information; the mimicked spell's name will be noted in this entry. Items with unique effects, those that do Name, Cost, Spell, Type, and Description. not emulate any spells found in the rulebook,

Arcane Items

Cost: The price of the item, in Gold Pieces.

Note on Pricing.

will be noted as Unique. Items that produce unique effects will be further detailed in the item's description. Refer to the listed spell in the T&T rulebook for further information on the effects produced by the magic item. Type: For the purpose of this book, magic items are classified into one of two categories: Magical or Enchanted. Magical items are powered by the ambient magical energies of the world and do not require any expenditure of ST on the part of the user. Enchanted items, on the contrary, require the user to spend points of ST* in order to activate the item's ability, much like a wizard would to cast a spell. Enchanted items have their ST cost listed in this entry. A third group, which encompasses all scrolls and potions, as well as a few arcane items, are listed as one use items. Such items may only be used once. Some one use items are listed as one use/trigger, meaning certain specific conditions must be met which will trigger the effect held within the item. One use and one use/trigger items do not require the expenditure of ST to activate.

use" items. After the scroll's magic is triggered and released the scroll becomes useless and will not produce further magic. Typical Magic Scrolls contain 1 spell which is chosen from any spells known to the Wizards Guild and the scroll's creator. Variables such as duration or increased effect (see T&T v5.5 , 2.22 The Spell Book) are set at the scroll's creation. Casting a spell from a scroll does not require an expenditure of ST to cast, but the one casting from the scroll must be able to read the scroll (enough illumination/light) and must be able to read the language the scroll is written in. Typical scrolls cost 250gp per level of the spell it carries + 100 gp for the trigger. Thus, a scroll containing a 4th level spell, such as a Protective Pentagram spell, would cost 1,100gp to purchase.

Scrolls with Multiple Effects

Some scrolls are designed to cast two (or more) spells simultaneously. Such scrolls are extremely *Although enchanted items are described as rare and are more often found in ancient depleting ST, if the optional Power attribute forgotten locals than in wizards' shops. from Appendix 1 is used, simply substitute ST for Power. Although each of the spells on a Multiple Effects Scroll are considered to go off simultaneously Description: This is a short description of the (all in the same round), they actually take effect item and its effects. one after the other, with the first spell on the scroll taking effect first, followed by the second, The magic items presented here are divided into etc. A Multiple Effects Scroll with the spells Blow the following categories: me to... and Smog will allow the scrolls reader to teleport away from a scene just as the toxic Scrolls smog rolls in. Rings Rods/Staves/Wands Multiple effect scrolls cost 350 gp per level of all Potions spells it contains + 200 gp for each spell's Armors & Shields trigger. Our Blow me to.../Smog example would Swords cost 4900 gp (3500 for the Blow me to... spell + Miscellaneous Weapons 1400 for the Smog spell + 200 X 2 for each Miscellaneous Items spells' trigger = 5,300gp).

Scrolls
Typical Scrolls
Typical Magic Scrolls act as magic items with an activation trigger (the activation trigger being that the scroll in question must be read completely). Scrolls, much like potions, are "one

Rings
Rings must be worn in order for their magic to be used. GMs may wish to set a limit on how many rings may be worn at once.

Anti-Poison Ring
Cost: 2,000 gp. Spell: Too-Bad Toxin. Type: enchanted - ST cost 7. Description: Purges all poison from the wearer. Cost: 5,100 gp. Spell: Born Again. Type: one use/trigger. Description: Seconds before dying, the power of this ring is triggered. The wearer of this ring is resurrected in a pre-prepared body, much like Cost: 12,000 gp. Spell: Double-Double. Type: the spell it is based on. magical. Description: This ring permanently doubles the wearers LK.

Resurrection Ring

Band of Fortuitousness

Ring of Blasting

Cost: 500 gp. Spell: TTYF. Type: enchanted - ST cost 6. Description: This ring of brass allows the user to Cost: 3,000 gp. Spell: Mystic Visions. Type: harness his will, focusing it into a blasting ray of gold. The ray inflicts IQ worth of damage. enchanted - ST cost 15. Description: This ring allows the wearer to see what is happening anywhere, regardless of distance.

Far-Sight Ring

Ring of Blasting Might

Cost: 1,000 gp. Spell: TTYF. Type: enchanted - ST cost 12. Description: This ring of gold allows the user to Cost: 5,500 gp. Spell: Bigger is Better. Type: harness his will, focusing it into a destructive ray of gold. The ray inflicts 2 X IQ worth of damage. enchanted - ST cost 33. Description: Allows the wearer to increase his normal height and weight. Multiply ST and CON by 1d6+1. Effects last 1 day.

Growth Ring

Ring of Charming

Cost: 1000 gp. Spell: Yassa-Massa. Type: enchanted - ST cost 8. Description: This much reviled and greatly feared Cost: 6,500 gp. Spell: Invisible Fiend. Type: tarnished steel ring enslaves a person to the wearers will. enchanted - ST cost 50. Description: This ring holds within it a bound invisible fiend which may be summoned to do the wearer's bidding.

Infernal Ring

Ring of ESP

Magic-Shielding Ring

Cost: 1,500 gp. Spell: Dis-Spell. enchanted - ST cost 11. Description: This ring allows the wearer to nullify magical effects from spells of 3rd or lesser level.

Cost: 2,500 gp. Spell: ESP. Type: enchanted - ST cost 20. Description: Allows the wearer to read the minds of Type: others.

Ring of ESP, Greater


Cost: 13,000 gp. Spell: ESP. Type: magical. Description: Allows the wearer to always read the minds of others.

Polymorphing Ring
Cost: 4,000 gp. Spell: Mutatum Mutandis. Type: enchanted - ST cost 24. Description: This ring allows the wearer to assume any shape desired for 1 to 6 turns.

Ring of Fiendish Summoning


Cost: 8,500 gp. Spell: Summoning. Type: enchanted ST cost 100. Description: This ring holds within it a bound demon which may be summoned to do the wearer's bidding. The summoned fiend may be affected by a Banishing spell.

Ring of Magic Resistance


Cost: 1,500 gp. Spell: Dis-Spell. Type: enchanted - ST cost 11. Description: Allows the wearer to negate a spell of level 3 or lower.

Ring of Regeneration Ring of Flight


Cost: 1,000 gp. Spell: Poor Baby. Type: enchanted ST cost 2 ST/1 CON. Cost: 1,500 gp. Spell: Fly Me. Type: enchanted - ST Description: This ring is used to heal injuries and cost 7. wounds. For every 2 points of ST spent by the wearer, Description: This ring grants the wearer the ability of 1 point of lost CON may be healed. flight for 1 turn.

Ring of Flight, Extended


Cost: 3,500 gp. Spell: Fly Me. Type: enchanted - ST cost 28. Description: This ring grants the wearer the ability of flight for 8 turns.

Ring of Regeneration, God-like


Cost: 10,000 gp. Spell: Poor Baby. Type: magical. Description: this ring is used to heal injuries and wounds. Unlike its more common counterpart, the simple Ring of Regeneration, the God-like version costs the user no ST. One could effectively regenerate lost CON all day long by using the ambient magic found on Trollworld.

Ring of Gracefulness
Cost: 12,000 gp. Spell: Double Double. Type: magical. Description: Permanently doubles the wearers DEX Cost: 1500 gp. Spell: Rock-a-Bye. Type: enchanted attribute. ST cost 11. Description: this band forces the ring-wearer's target to fall into a magic-induced slumber.

Ring of Slumber

Ring of Invisibility
Cost: 2,000 gp. Spell: Hidey Hole. Type: enchanted ST cost 30. Description: a simple ring made of worked crystal, this item allows the wearer to turn invisible for 12 combat turns. The ring's invisibility effect will cease should the ring's wearer take any HITS.

Ring of Telekenisis
Cost: 2,000 gp. Spell: Upsidaisy. Type: enchanted ST cost 9. Description: The Ring of Telekenisis holds the power to levitate things with a weight of no more than the ringwearer's own. The ring's power may be maintained for up to 10 minutes.

Ring of Invisibility, Minor


Cost: 1,000 gp. Spell: Hidey Hole. Type: enchanted ST cost 10. Description: a simple ring made of glass, this item allows the wearer to turn invisible for 3 combat turns. The ring's invisibility effect will cease should the ring's wearer take any HITS.

Ring of Undead
Cost: 4,000 gp. Spell: Zombie Zonk. Type: enchanted - ST cost 36. Description: This ring of allows one to call forth which will obey the caster for 5 turns. The spell will only take effect if cast where enough source material is available (copses).

Shrink Ring
Cost: 5,000 gp. Spell: Smaller is Smarter. Type: enchanted - ST cost 33. Description: Allows the wearer to diminish his normal height and weight.

Arctic Rod
Cost: 1,500 gp. Spell: Freeze Please. Type: enchanted - ST cost 8. Description: This rod discharges shards of magical ice at one foe. The damage inflicted by this icy blast equals twice the rod bearer's level (in D6s) + Adds.

Teleportation Band

Cost: 2,000 gp. Spell: Wink-Wing. Type: enchanted ST cost 14. Cost: 2,750 gp. Spell: Blow you to. Type: one use. Description: Allows the wearer to teleport himself up Description: With a tap of this wand, the victim is to 50 ft. teleported to any location on the planet.

Be Gone Wand

Teleportation Band, Ultimate


Cost: 18,000 gp. Spell: Blow Me To... . Type: magical. Description: This ring allows the wearer to teleport himself and up to 2,000 w.u. to any location the ring wearer has seen.

Blast Wand
Cost: 500 gp. Spell: Take That You Fiend. Type: enchanted - ST cost 6. Description: this small wand discharges a blast of power targeting one foe. The target of the wand takes damage equal to the wand bearer's IQ.

Toxic Save
Cost: 1,000 gp. Spell: Too-Bad Toxin. Type: one use/trigger. Description: This ring negates the effects of ingested or applied poisons and toxins. The ring is a one-use item equipped with a trigger which activates the ring's magic when poison is ingested.

Blast Wand, Trinket


Cost: 250 gp. Spell: Take That You Fiend. Type: one use. Description: this one use wand discharges a blast of power targeting one foe. The target of the wand takes damage equal to the wand bearer's IQ.

Wizard's Ring (Ring Ordinaire) Death Ray Wand


Cost: 100 gp. Spell: Unique. Type: Magical. Description: This ring acts in the same manner as a Staff Ordinaire reducing the cost of spell casting by an amount equal to the wizard's level. Cost: 4,500 gp. Spell: Death Spell #9. Type: enchanted - ST cost 40. Description: This wand's deadly ray causes death to a target failing a L9SR vs. LK.

Wizardly Ring (or Ring of Might)

Raise Dead Rod

(Cost: 4,000 gp. Spell: Zombie Zonk. Type: enchanted WIZ cost 50). Cost: 2,000 gp. Spell: Double-Double. Type: Description: This necromantic rod is used to create enchanted - ST cost 18. ghastly zombies. Description: This band doubles the wearers ST for 5 combat turns, after which the attribute is halved for the Rod of Flame Calling, Minor same amount of time. (Cost: 500 gp. Spell: Call Flame. Type: enchanted -

Rods/Staves/Wands

WIZ cost 7). Description: A small red rod which converts the bearers Kremm into a blast of flame which does 1D6 points of fire damage. Rod of Flame Calling, Major

(Cost: 2,500 gp. Spell: Call Flame. Type: enchanted Description: The wand's wielder may create an WIZ cost 35). invisible wall extending up to 50'X50'. Description: A more powerful version of the minor Rod of Flame Calling, this version deals 5D6 points of fire Wand of Water Calling, Minor damage. (Cost: 500 gp. Spell: Call Water. Type: enchanted - WIZ cost 8). Rod of Lordly Might Description: This aqua blue wand converts the (Cost: 1,000 gp. Spell: Spirit Mastery. Type: enchanted bearers Kremm into a blast of water which does 1D6 - WIZ cost 8). points of fire damage. Description: Enslaves a target for as long as the rod bearer's INT+WIZ+CHR exceed the target's Wand of Water Calling, Major INT+WIZ+CHR (or MR). (Cost: 2500 gp. Spell: Call Water. Type: enchanted WIZ cost 40). Rod of Mental Enfeeblement Description: A more powerful version of the minor (Cost: 2,000 gp. Spell: Dum-Dum. Type: enchanted - Wand of Water Calling, this version deals 5D6 points of WIZ cost 8). watery damage. Description: A blast from this rod reduces a foe's INT to 3 for 10 minutes. Potions Staff of Disintegration (Cost: 5,000 gp. Spell: Hellbomb Burst. Type: enchanted - WIZ cost 100). Anti-Poison Description: Bellows forth a disintegration blast (Cost: 2,800 gp. Spell: Too-Bad Toxin. Type: potion causing 10 X INT + DEX damage. WIZ cost 0). Description: Purges all poison from the imbiber. Staff of Levitation (Cost: 2,000 gp. Spell: Upsidaisy. Type: enchanted - Elixir of Corps Raising WIZ cost 9). (Cost: 40,000 gp. Spell: Zombie Zonk. Type: potion Description: Allows the user to levitate a creature or WIZ cost 0). object for 10 minutes. Description: This necromantic brew infuses a corps with new life, creating a zombie from dead remains. Staff of Sluggishness (Cost: 1,500 gp. Spell: Glue You. Type: enchanted - Healing Potion WIZ cost 16). (Cost: 4,000 gp. Spell: Poor Baby. Type: potion - WIZ Description: reduces the target's speed by half for 10 cost 0). combat turns. The victim of the staff's power may only Description: this potion heals 10 points of CON attack once ever other combat round. damage. Stone Staff of Statue Semblance (Cost: 4,500 gp. Spell: Medusa. Type: enchanted - WIZ cost 66). Description: A blast from this staff causes the target to turn to stone. Teleportation Staff (Cost: 2,500 gp. Spell: Zingum. Type: enchanted - WIZ cost 36). Description: Allows the staff bearer to teleport himself (+ additional mass equal to weight) up to 50' away. Transformation Staff (Cost: 4,500 gp. Spell: Yerafrawg. Type: enchanted WIZ cost 60). Description: Allows the staff bearer to transform another person. Healing Potion, Greater (Cost: 8,000 gp. Spell: Poor Baby. Type: potion - WIZ cost 0). Description: this potion heals 20 points of CON damage. Healing Potion, Minor (Cost: 2,000 gp. Spell: Poor Baby. Type: potion - WIZ cost 0). Description: this potion heals 5 points of CON damage. Healing Tonic (Cost: 400 gp. Spell: Poor Baby. Type: potion - WIZ cost 0). Description: this potion heals 1 points of CON damage.

Wall Wand Liquid Haste (Cost: 3,500 gp. Spell: Invisible Wall. Type: enchanted - (Cost: 1,600 gp. Spell: Little Feets. Type: potion - WIZ WIZ cost 47). cost 0).

Description: this potion doubles the drinker's speed for 5 combat rounds allowing 2 actions each combat Restorative Brew round. (Cost: 4,200 gp. Spell: Healing Feeling. Type: potion WIZ cost 0). Lock Tight Goo Description: Cures the drinker of any disease. (Cost: 300 gp. Spell: Lock Tight. Type: potion - WIZ cost 0). Reviving Brew Description: when applied to a door, this viscous goo (Cost: 66,000 gp. Spell: Nefarious Necromancy. Type: creates a Level One magic lock which lasts 1 combat potion - WIZ cost 0). turn. Description: This dreadful brew temporarily revives a slain creature. Potion of Diminishing (Cost: 50,000 gp. Spell: Smaller is Smarter. Type: Sleeping Potion potion - WIZ cost 0). (Cost: 3,300 gp. Spell: Rock-a-Bye. Type: potion - WIZ Description: Allows the drinker to permanently cost 0). decrease his normal height and weight. Description: This magical brew causes a foe to fall asleep. Potion of Elvin Sight (Cost: 1,200 gp. Spell: Catseyes. Type: potion - WIZ Tardy Tonic cost 0). (Cost: 1,600 gp. Spell: Glue You. Type: potion - WIZ Description: allows the user to see in low-light cost 0). conditions for 30 minutes. Description: reduces the imbiber's speed by half for 5 combat turns. The victim of the Tardy Tonic may only Potion of Flight attack once ever other combat round. (Cost: 2,100 gp. Spell: Fly Me. Type: potion - WIZ cost 0). Description: This potion grants the drinker the ability of flight for 10 minutes (at the drinker's SPD). Armors & Shields Potion of Growth (Cost: 82,500 gp. Spell: Bigger is Better. Type: potion WIZ cost 0). Banishing Shield Description: Allows the drinker to permanently (Cost: 500 gp. Spell: Oh Go Away. Type: enchanted increase his normal height and weight. WIZ cost 5). Description: a target whose MR is less than the shield Potion of <insert attribute> Augmentation bearer's INT+LK+CHR is forced to flee for 1 combat (Cost: 7,200 gp. Spell: Double Double. Type: potion - turn. WIZ cost 0). Description: Potion doubles drinker's attribute for 5 Breast-Plate of Toughness combat turns, after which the attribute is halved for a (Cost: 2,000 gp. Spell: Double-Double. Type: like number of turns. enchanted - WIZ cost 18). Description: This breastplate doubles the wearers Potion of Invisibility CON for 5 combat turns, after which the attribute is (Cost: 2,000 gp. Spell: Hidey Hole. Type: potion - WIZ halved for the same amount of time. cost 0). Description: turns the drinker invisible for 5 combat Cursed Leggings of Lethargy turns. (Cost: 10,000 gp. Spell: Glue You. Type: magical - WIZ cost 0). Potion of Shape-Change Description: cursed leg armor that reduces the (Cost: 32,000 gp. Spell: Pygmalion. Type: potion - WIZ wearers speed by half for 5 combat turns. The victim of cost 0). the curse may only attack once ever other combat Description: When pored over a target, reverses the round. effects of being turned to stone. Enchanted Armor Potion of Stone to Flesh (Cost: 4,000 gp. Spell: Zapparmor. Type: enchanted (Cost: 89,100 gp. Spell: Medusa. Type: enchanted - WIZ cost 30). WIZ cost 66). Description: Triples the armor's HITS for 1D6 hours. Description: When wearing this wig of writhing snakes the wig-wearer may turn a foe to stone. Gauntlets of Trollish Strength

(Cost: 2,000 gp. Spell: Double-Double. Type: enchanted - WIZ cost 18). Description: These gauntlets double the wearers STR for 5 combat turns, after which the attribute is halved for the same amount of time.

of Spite damage. Keen Edged Vorpal Blade (Cost: 19,000 gp. Spell: Unerring Blade/Vorpal Blade. Type: magical - WIZ cost 0). Description: this bladed weapon's damage is doubled and always deals at least 1 point of Spite damage.

Helm of Knowing (Cost: 500 gp. Spell: Know Your Foe. Type: enchanted - WIZ cost 5). Magic Blade Description: this helm allows the wearer to gauge the (Cost: 10,000 gp. Spell: Whammy. Type: enchanted relative strength of one target (MR or attribute total). WIZ cost 0). Description: The weapon dice rolled for this weapon Magical Armor are tripled. (Cost: 16,000 gp. Spell: Zapparmor. Type: magical WIZ cost 0). Magic Blade, Major Description: Triples the armor's HITS. (Cost: 2,000 gp. Spell: Whammy. Type: enchanted WIZ cost 30). Shield Me Shield Description: For 4 combat turns the weapon dice (Cost: 1,500 gp. Spell: Shield Me. Type: enchanted - rolled for this weapon are tripled. WIZ cost 13). Description: This shield absorbs and nullifies magical Magic Blade, Minor attacks for 10 minutes. (Cost: 1,000 gp. Spell: Whammy. Type: enchanted WIZ cost 10). Shield of Forgetfulness Description: For 1 combat turn the weapon dice rolled (Cost: 500 gp. Spell: Hold That Pose. Type: enchanted for this weapon are tripled. - WIZ cost 4). Description: The ever swirling patterns of this Target Mighty Enchanted Blade Shield induces forgetfulness in one's foe for 1 combat (Cost: 3,500 gp. Spell: Zappathingum. Type: enchanted turn. - WIZ cost 24). Description: The weapon's damage dice are tripled for Shield of Ultimate Forgetfulness 1 hour. (Cost: 2,500 gp. Spell: Hold That Pose. Type: enchanted - WIZ cost 20). Mighty Magical Blade Description: The ever swirling patterns of this Target (Cost: 15,000 gp. Spell: Zappathingum. Type: magical Shield induces forgetfulness in one's foe for 16 combat WIZ cost 0). turn. Description: The weapon's damage dice are tripled. Swords Shatter-Sword (Cost: 2,500 gp. Spell: Breaker-Breaker. Type: enchanted - WIZ cost 35). Ice-Blade Description: Causes a weapon or piece of armor to (Cost: 1,500 gp. Spell: Freeze Please. Type: enchanted shatter. - WIZ cost 11). Description: In addition to it's mundane use, this blade Necromantic Blade possesses the ability to discharge shards of magical (Cost: 7,000 gp. Spell: Nefarious Necromancy/Spirit ice at a foe. The damage inflicted by this icy blast Mastery. Type: enchanted - WIZ cost 60/8). equals the blade bearer's level (in D6s) + Adds. Description: This blade holds the power to temporarily revive a foe and subsequently dominate the revived Keen Edged Blade foe's will. (Cost: 10,000 gp. Spell: Unerring Blade. Type: magical - WIZ cost 0). Sword of Fortuitousness Description: This bladed weapon always deals at least (Cost: 2,000 gp. Spell: Double-Double. Type: 1 point of Spite damage. enchanted - WIZ cost 18). Description: This sword doubles the bearer's LK for 5 Keen Edged Blade, Enchanted combat turns, after which the attribute is halved for the (Cost: 1,000 gp. Spell: Unerring Blade. Type: same amount of time. enchanted - WIZ cost 8). Description: This enchanted (powered by the wielder's Vorpal Blade, Class I kremm), bladed weapon always deals at least 1 point (Cost: 500 gp. Spell: Vorpal Blade. Type: enchanted -

WIZ cost 5). Arcane Weaponry, Minor Description: the bladed weapon's damage is doubled (Cost: 1,000 gp. Spell: Whammy. Type: enchanted for 1 combat turn. WIZ cost 10). Description: For 1 combat turn the weapon dice rolled Vorpal Blade, Class II for this weapon are tripled. (Cost: 1,000 gp. Spell: Vorpal Blade. Type: enchanted WIZ cost 10). Blast Bow Description: the bladed weapon's damage is doubled (Cost: 1,500 gp. Spell: Blasting Power. Type: for 2 combat turn. enchanted - WIZ cost 9). Description: A more powerful version of the Energy Vorpal Blade, Class III Bow. In addition to being used in the regular fashion, (Cost: 1,500 gp. Spell: Vorpal Blade. Type: enchanted - this bow may be powered by the wielder's kremm to WIZ cost 15). discharge a magic blast which deals damage equal to Description: the bladed weapon's damage is doubled the wielder's level in d6 (+ Combat Adds). for 4 combat turn. Blast Bow, Ultimate Vorpal Blade, Class IV (Cost: 11,000 gp. Spell: Blasting Power. Type: magical (Cost: 2,000 gp. Spell: Vorpal Blade. Type: enchanted - - WIZ cost 0). WIZ cost 20). Description: A more powerful version of the Energy Description: the bladed weapon's damage is doubled Bow. This bow taps into the world's ambient kremm to for 8 combat turn. discharge magical blasts which deal damage equal to the wielder's level in d6 (+ Combat Adds). Vorpal Blade, Class V (Cost: 2,500 gp. Spell: Vorpal Blade. Type: enchanted - Hafted Weapon of Breaking WIZ cost 25). (Cost: 2,500 gp. Spell: Breaker-Breaker. Type: Description: the bladed weapon's damage is doubled enchanted - WIZ cost 35). for 16 combat turn. Description: Causes a weapon or piece of armor to shatter. Vorpal Blade, Magical (Cost: 9,000 gp. Spell: Vorpal Blade. Type: magical - Deadly Blowgun WIZ cost 0). (Cost: 1,000 gp. Spell: Smog. Type: magical - WIZ cost Description: the bladed weapon's damage is doubled. 11). Description: This blowgun can be used to bellow forth Winter-Blade a deadly, poisonous gas. (Cost: 11,000 gp. Spell: Freeze Please. Type: magical WIZ cost 0). Energy Bow Description: A more powerful version of the Ice-Blade, (Cost: 1,000 gp. Spell: Take That You Fiend. Type: this blade also possesses the ability to discharge enchanted - WIZ cost 12). shards of magical ice at a foe but requires no WIZ from Description: this bow fires an energy blast targeting the blade's bearer. The damage inflicted by this icy one foe. The target of the blast takes damage equal to blast equals the blade bearer's level (in D6s) + Adds. twice the bowman's INT. Miscellaneous Weapons Energy Bow, Minor (Cost: 500 gp. Spell: Take That You Fiend. Type: enchanted - WIZ cost 6). Description: this bow fires an energy blast targeting one foe. The target of the blast takes damage equal to the bowman's INT.

Arcane Weaponry (Cost: 10,000 gp. Spell: Whammy. Type: enchanted WIZ cost 0). Energy Bow, Ultimate Description: The weapon dice rolled for this weapon (Cost: 10,000 gp. Spell: Take That You Fiend. Type: are tripled. magical - WIZ cost 0). Description: this bow fires an energy blast targeting Arcane Weaponry, Major one foe. The target of the blast takes damage equal to (Cost: 2,000 gp. Spell: Whammy. Type: enchanted - twice the bowman's INT. WIZ cost 30). Description: For 4 combat turns the weapon dice Energy Bow, Ultimate, Minor rolled for this weapon are tripled. (Cost: 9,000 gp. Spell: Take That You Fiend. Type: magical - WIZ cost 0).

Description: this bow fires an energy blast targeting Description: Negates magic of 3rd level or lower. one foe. The target of the blast takes damage equal to the bowman's INT. Amulet of Resurrection (Cost: 6,500 gp. Spell: Born Again. Type: enchanted Mace of Opening WIZ cost 208). (Cost: 500 gp. Spell: Knock Knock. Type: enchanted - Description: Upon death, the wearer of this amulet is WIZ cost 3). is resurrected and appears hail within the closest Description: in addition to battering down doors the Wizards' Guild. old fashion way, this mace may unlock any magical/mechanical Level One lock by gently taping Anti-Poison Trinket the lock with the mace. (Cost: 12,000 gp. Spell: Too-Bad Toxin. Type: magical WIZ cost 0). Mighty Enchanted Weapon Description: Always purges poison from the owner, (Cost: 3,500 gp. Spell: Zappathingum. Type: enchanted rendering him impervious to poison. - WIZ cost 24). Description: The weapon's damage dice are tripled for Belt of Fortitude 1 hour. (Cost: 12,000 gp. Spell: Double-Double. Type: magical - WIZ cost 0). Mighty Magical weapon Description: This belt permanently doubles the (Cost: 15,000 gp. Spell: Zappathingum. Type: magical - wearers CON. WIZ cost 0). Description: The weapon's damage dice are tripled. Boots of Speed (Cost: 1,000 gp. Spell: Little Feets. Type: enchanted Miscellaneous Items WIZ cost 8). Description: these enchanted boots double the wearer's speed for 5 combat rounds allowing 2 actions All Knowing Spectacles each combat round. (Cost: 9,000 gp. Spell: Know Your Foe. Type: magical WIZ cost 0). Boots of Speed, Elvin Description: these magical lenses allow the wearer (Cost: 1,500 gp. Spell: Little Feets. Type: enchanted the gauge the MR or attribute totals of a foe. WIZ cost 16). Description: this longer lasting elvin version of Boots Amulet of Acumen of Speed doubles the wearer's speed for 10 combat (Cost: 12,000 gp. Spell: Double-Double. Type: magical rounds allowing 2 actions each combat round. - WIZ cost 0). Description: This amulet permanently doubles the Brazier of Spirit Summoning wearers INT. (Cost: 2,500 gp. Spell: Dear Lord. Type: enchanted WIZ cost 30). Amulet of Altered State Description: When lit, this brazier summons forth a (Cost: 20,000 gp. Spell: Omniflex. Type: magical - WIZ knowledgeable spirit to answer 3 questions. cost 0). Description: This amulet permanently rearranges the Cap of Wisdom wearers attributes. (Cost: 2,000 gp. Spell: Double-Double. Type: enchanted - WIZ cost 18). Amulet of Astral Projection Description: This head-gear doubles the wearers INT (Cost: 5,500 gp. Spell: Ghostly Going. Type: enchanted for 5 combat turns, after which the attribute is halved - WIZ cost 45). for the same amount of time. Description: This amulet allows the wearer to project himself astrally. Cape of Dispelling (Cost: 11,000 gp. Spell: Dis-Spell. Type: magical - WIZ Amulet of Bewildering Charisma cost 0). (Cost: 12,000 gp. Spell: Double-Double. Type: magical Description: Negates all magic of 3rd level or lower. - WIZ cost 0). Description: This amulet permanently doubles the Crown of Command wearers CHR. (Cost: 10,000 gp. Spell: Spirit Mastery. Type: magical WIZ cost 0). Amulet of Dispelling Description: Enslaves a target for as long as the (Cost: 1,500 gp. Spell: Dis-Spell. Type: enchanted - crown wearer's INT+WIZ+CHR exceed the target's WIZ cost 11). INT+WIZ+CHR (or MR).

Cursed Coin (Cost: 11,000 gp. Spell: Firestorm of Protest. Type: magical - WIZ cost 0). Description: A cursed coin which causes disharmony and strife where ever it goes.

for 5 combat turns, after which the attribute is halved for the same amount of time. Gloves of Vanishing (Cost: 5,500 gp. Spell: Blow you to. Type: enchanted WIZ cost 42). Description: When touched by someone wearing this gloves, the victim is teleported to another location.

Divine Symbol of Righteous Might (Cost: 250 gp. Spell: Oh Go Away. Type: bespelled WIZ cost 0). Headband of Mind Reading Description: this one-use religious symbol forces a (Cost: 13,000 gp. Spell: ESP. Type: magical - WIZ cost target whose MR is less than the symbol wielder's 0). INT+LK+CHR to flee for 1 combat turn. Description: Allows the wearer to always read other people's minds. Dread Book of the Lower Planes (Cost: 6,000 gp. Spell: Invisible Fiend. Type: enchanted Holy Symbol of Banishing - WIZ cost See spell description). (Cost: 6,000 gp. Spell: Banishing. Type: enchanted Description: With the help of this dark, forbidden book, WIZ cost See spell description). one may call upon the infernal powers of the lower Description: A holy symbol used to banish fiendish planes, summoning forth a fiend to do the reader's demons back to the abyss. bidding. Horseshoes of Speed Dread Tome of the Abyssal Realms (Cost: 10,000 gp. Spell: Little Feets. Type: magical (Cost: 6,000 gp. Spell: Summon. Type: enchanted - WIZ cost 0). WIZ cost See spell description). Description: these enchanted horseshoes double a Description: With the help of this dreaded tome one steed's speed for 5 combat rounds allowing 2 actions may call upon the infernal powers of the abyss, each combat round. summoning forth a demon to do the reader's bidding. Hypnotic Cloak of Ever Swirling Patterns Flying Carpet (Cost: 2,500 gp. Spell: Mind Pox. Type: enchanted (Cost: 11,000 gp. Spell: Fly Me. Type: magical - WIZ WIZ cost 39). cost 0). Description: The cloak's ever swirling patterns Description: This magic carpet possesses the ability hypnotize the wearer's targets preventing them from of flight (at the carpet rider's SPD). attacking or defending for 3 combat turns. Girdle of Giant Strength (Cost: 12,000 gp. Spell: Double Double. Type: magical - WIZ cost 0). Description: Permanently doubles the wearers STR attribute. Glasses of Magic Seeing (Cost: 500 gp. Spell: Detect Magic. Type: enchanted WIZ cost 1). Description: A pair of silver framed glasses that allow the wearer to see magic (either being used or inherent within objects). Glittering Dust (Cost: 1,250 gp. Spell: Mind Pox. Type: bespelled WIZ cost 0). Description: When tossed, the glittering dust's hypnotic properties will not allow targets to attack or defend for 3 turns. Lucky Rabbit's Foot (Cost: 2,000 gp. Spell: Double-Double. Type: enchanted - WIZ cost 18). Description: This charm doubles the owners LK for 5 combat turns, after which the attribute is halved for the same amount of time. Mask of Massive Appeal (Cost: 2,000 gp. Spell: Double-Double. Type: enchanted - WIZ cost 18). Description: This mask doubles the wearers CHR for 5 combat turns, after which the attribute is halved for the same amount of time. Monocle of Worth (Cost: 11,000 gp. Spell: For What It's Worth. Type: magical - WIZ cost 0). Description: A favorite of the Thieve's and Merchant's Guild, this item discerns the true value of any object.

Gloves of Nimble Movement Multipurpose Key (Cost: 2,000 gp. Spell: Double-Double. Type: (Cost: 250 gp. Spell: Knock Knock. Type: bespelled enchanted - WIZ cost 18). WIZ cost 0). Description: These gloves double the wearers DEX Description: this one-use key allows a Level One

mechanical or magical lock to become unlocked. Necromantic Dust (Cost: 250 gp. Spell: Dem Bones Gonna Rise. Type: bespelled - WIZ cost 0). Description: A small cloth pouch containing a tiny amount of dirt. Sprinkling the dirt in an adequate location (see spell description, T&T7E p.91) will raise a skeleton from the ground (MR = caster's STR + CON). The skeleton will obey the caster for 2 rounds. Snake-Heads Wig (Cost: 4,500 gp. Spell: Medusa. Type: enchanted - WIZ cost 66). Description: When wearing this wig of writhing snakes the wig-wearer may turn a foe to stone. Sparkly Acorns (Cost: 250 gp. Spell: Will-o-Wisp. Type: bespelled WIZ cost 0). Description: forcefully thrusting this acorn upon the ground summons will-o-wisp.

Night Vision Goggles (Cost: 10,000 gp. Spell: Catseyes. Type: magical - WIZ cost 0). Supernatural Lock-picks Description: allows the user to see in low-light (Cost: 9,000 gp. Spell: Knock Knock. Type: magical conditions. WIZ cost 0). Description: a set of magical lock picking tools Night Vision Spectacles allowing the user to unlock any Level One mechanical (Cost: 1,000 gp. Spell: Catseyes. Type: enchanted - or magical lock. WIZ cost 6). Description: allows the user to see in low-light Talisman of Power conditions for 30 minutes. (Cost: 12,000 gp. Spell: Double-Double. Type: magical - WIZ cost 0). Omniscient Crown Description: This amulet permanently doubles the (Cost: 14,000 gp. Spell: Mystic Visions. Type: wearers WIZ. enchanted - WIZ cost 0). Description: Allows the wearer to see what is Teleportation Cloak happening anywhere/anytime, regardless of distance. (Cost: 2,500 gp. Spell: Zingum. Type: enchanted - WIZ cost 36). Orb of Omnipotency Description: Allows the wearer to teleport himself (+ (Cost: 1,000 gp. Spell: Omnipotent Eye. Type: additional mass equal to weight) up to 50' away. enchanted - WIZ cost 5). Description: this orb allows the owner to discern the Telescope of Far Seeing nature and level of 1 spell or magical effect. (Cost: 3,000 gp. Spell: Mystic Visions. Type: enchanted - WIZ cost 15). Polymorphing Robes Description: This portable telescope allows the viewer (Cost: 4,000 gp. Spell: Imafrawg. Type: enchanted - to see what is happening anywhere, regardless of WIZ cost 40). distance. Description: These enchanted robes allow the wearer to assume any shape desired for 1 hour. Torc of True Seeing (Cost: 1,000 gp. Spell: Detect Magic/Know Your Foe. Portable Protective Pentagram Type: enchanted - WIZ cost 1/5). (Cost: 2,000 gp. Spell: Protective Pentagram. Type: Description: this neck ornament not only allows the enchanted - WIZ cost 24). wearer to gauge the relative strength of a target, but Description: A carpet that, when unfolded, displays a also allows the torc's wearer to detect magic, either in pentagram which prevents spells or weapons from use or stored in an object. entering its wall of magical force. Torc of Tongues Second Sight Spectacles (Cost: 18,000 gp. Spell: Wizard Speech. Type: magical (Cost: 2,500 gp. Spell: Second Sight. Type: enchanted - WIZ cost 0). - WIZ cost 25). Description: A neck ornament that allows the wearer Description: Allows the wearer to distinguish reality to speak and understand all languages. from illusion. Trinket of Dispelling Sleeping Dust (Cost: 850 gp. Spell: Dis-Spell. Type: bespelled/trigger (Cost: 750 gp. Spell: Rock-a-Bye. Type: bespelled - - WIZ cost 0). WIZ cost 0). Description: When a 3rd level or lower level spell is Description: When blown into an opponents face, cast upon the trinket's owner, the trinket's trigger takes causes the foe to fall asleep. effect nullifying the incoming spell.

STR Summon Plant-Men

T&T, as a ligne and brand, is...well...a mess! IMNSHO, 5.5 was (IS!!!) the pinnacle of T&T. The fluid and organic culmination of decades of T&T play. Sure, the rules were "tweeked" from 1st all the way down to 5th edition, but that's all it What follows is a consolidated listing of all the really was; TWEEKS!. Rick did the cool thing and gave the T&T fans 5.5, in print! He even gained new spells found within this book. more "cool points" by giving T&T-fandom M!M!. So there we were/are, with classic T&T, in all it's old-school glory, available to all. We could have ridden the nostalgic OSR wave with Classic T&T (in its 5.5 incarnation) and brought in a load Name Description Cost Rang more folks to the tunnels. / e

Appendix 1: New Spells

APPEnDix 2: List of monsters MR APPENDIX 3: SPECIAL ABILITUES LIST OF AND OR RANDOMLY GENERATED Okay, this is where skathros talks frankly (and from the heart). Hopefully, none will get offended, as that is not my intent.

Level 1 Spells

Potrebbero piacerti anche