Monsters (AD&D)

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Heraldic creatures

Basilisk
a heraldic monster, resembling in shape the wyvern or cockatrice, but having, at the end of its tail, the head of a dragon.
Cherub
a celestial being, frequently represented in Heraldry, as an infant’s head between wings. This is a Hebrew word, the plural of which is cherubim.
Chimera
an imaginary figure, represented with a maiden’s face, a lion’s mane and legs, a goat’s body, and a dragon’s tail.
Cockatrice
a monster with the wings and legs of a fowl, and the tail of a snake; it differs from the wyvern by having the head, comb, wattles, and spurs of a dung-hill cock.
Dragon
an imaginary heraldic monster.
Enfield
an imaginary heraldic animal, composed of the head of a fox, the chest of an elephant, the mane of a horse, the forelegs of an eagle, the body and hind legs of a greyhound, and the tail of a lion. It is the crest of O'Kelly.
Evett or lizard
a small animal in form like a crocodile, used in the arms of the ancient Irish families; it is generally depicted vert.
Griffin or gryphon
an imaginary animal, the upper half that of an eagle, and the lower half that of a lion.
Griffin-male
the same as griffin without wings, but having large ears.
Harpy
a fabulous monster, represented as a bird with a virgin’s face, neck, and breasts, and a vulture’s body and legs.
Hydra
a many-headed dragon.
Ibex
an imaginary animal, somewhat resembling the heraldic antelope, but with two straight horns projecting from the forehead, serrated, or edged like a saw.
Lion poisson or sea-lion
an imaginary animal, resembling a lion in the upper half and a fish in the lower, with webbed feet.
Maiden’s head
used in heraldry for the head and neck of a woman couped below the breast, the head wreathed with roses, and crowned with an antique crown.
Man-tiger
an imaginary monster, with a lion’s body, the head and face of an old man, and horns on the head like an ox.
Marined
a term used for an animal with the lower parts of the body like a fish.
Marine wolf
a seal.
Martlet or merlion
a fabulous bird, of constant adoption in armorials, shaped like a martin or swallow, and always drawn without legs, with short tufts of feathers instead, divided into two parts, somewhat like an erasure, and forming, as it were, thighs. This is the distinctive mark of the fourth son.
Newt
a small water animal of the lizard species; called also an effet or eft.
Opinicus
a fictitious heraldic animal, with a lion’s body and an eagle’s head and neck; to the body are affixed wings, and a short tail, like the camel’s.
Salamander
an imaginary animal, feigned to be bred in fire; it is represented green, surrounded with flames.
Sphinx
a chimerical animal, said to have the body of a lion, the wings of an eagle, and the head and breasts of a woman.
Unicorn
a beautiful suppositious animal with a long twisted horn out of its forehead, its head and body like a horse, but has cloven feet, hair under the chin like a goat, tail like a lion, and is of a bay colour, unless otherwise described.
Urchin
a hedgehog.
Wyvern
an imaginary heraldic animal, the wings and upper part resemble a dragon, the lower part resembling that of an adder or snake; it is similar in form to the cockatrice, but has the head of a dragon.

Cooshee

S4 Lost Caverns of TsojcanthDragon #67 • Monster Manual IIMonstrous Manual

Frequency
Rare
No. Appearing
1–8
Armor Class
5
Move
15, sprint 24
Hit Dice
3+3
THAC0
17
No. of Attacks
3
Damage/Attack
1d4/1d4/2d4
Special Defenses
Camouflage
Magic Resistance
Standard
Intelligence
Semi- (2–4)
Alignment
Neutral
Size
M
Morale
Steady (11–12)
Level/XP Value: 270

A cooshee, or elven dog, is found only in woodlands or meadows frequented by elves. Most commonly these beasts are found in company with sylvan elves. A cooshee moves quickly, and when chasing something in a straight line, its speed is even greater. When fighting it will strike with its huge forepaws to knock 2-footed creatures of human size or smaller off their feet. This attack is determined normally before biting. Prone opponents are, of course, then more easily bitten. Elven dogs avoid others of the canine species. Their bark can be heard for a mile or more, but they bark only to warn their masters.

Description: A cooshee is the size of the largest common dog. It has a greenish coat with brown spots. This coloration, coupled with its ability to move silently, enables it to conceal itself easily in brush, woodlands, etc. (75% chance of hiding). The typical cooshee weighs over 168 pounds and often attains 210 pounds. Its paws are huge with heavy claws, and its tail is curled and held above the back.

Demon

List from Dungeon Master Guide

Demogorgon

Juiblex

manes

Orcus

succubus

Demon, higher (MM1-18)

Frequency
Rare
No. Appearing
1
Armor Class
0
Move
12″/18″
Hit Dice
6
% In Lair
5%
Treasure Type
I, Q
No. of Attacks
2
Damage/Attack
1–3/1–3
Special Attacks
energy drain
Special Defenses
+1 or better weapon to hit
Magic Resistance
70%
Intelligence
Exceptional
Alignment
Chaotic evil
Size
M (6′ tall)
Psionic Ability
200
Attack/Defense Modes: D/G, I

These female demons are usually not found in numbers, for they prefer to act alone. A succubus in its natural form appears very much like a tall and very beautiful human female—although the bat-like wings immediately show the observer its true character. Succubi cannot be harmed by any sort of normal weaponry. Succubus can cause darkness in a 5′ radius. The kiss of the succubus drains the victim of one energy level, and all succubi are able to perform anyone of the following feats at will: Become ethereal (as if using the oil of that name), charm person, ESP, clairaudience, suggestion (as the spell), shape change (to any humanoid form of approximately their own height and weight only), or gate in a type IV (70% chance), type VI (25%), or one of the lords or princes (5% chance)—there is only a 40% chance of such a gate opening, however.

Succubi rule lower demons through wit and threat.

type I

(vrock)

type II

(hezrou)

type III

(glabrezu)

type IV

(Bilwhr, Johud, Nalfeshnee)(DMG)

type V

Frequency
Rare
No. Appearing
1–3 or 1–6
Armor Class
−7/−5
Move
12″
Hit Dice
7 + 7
% In Lair
10%
Treasure Type
G
No. of Attacks
7
Damage/Attack
2–8/& 6 varying
Special Attacks
See below
Special Defenses
+1 or better weapon to hit
Magic Resistance
80%
Intelligence
High
Alignment
Chaotic evil
Size
L (7′ tall)
Psionic Ability
130
Attack/Defense Modes: A, E/F, G, H
(Aishapra, Kevokulli, Marilith, Rehnaremme)(DMG)

Demon, type V (MM1-19)

Another of the female demons with a multiarmed female torso atop the body of a great snake. Type V demons are taller than a large man and far more terrible. Their six arms are all able to use weapons. The favored weapons are swords and bottle axes. They can constrict a victim with their snakey tails as well. When desiring to do so, they cause darkness in a 5′ radius, Other extraordinary abilities, anyone of which can be performed as desired are: charm person, levitate (as an 11th level magic-user), read languages, detect invisible object, cause pyrotechnics, polymorph self, project image, and gate in a type I (30% chance), type II (25% chance), type III (15% chance), type IV (15% chance), type VI (10% chance), or one of the lords or princes (5%); but the chance of successfully opening such a gate is a mere 50%.

Lower level demons greatly fear the domineering and cruel type V demons. All of these creatures have names which can be used to aid in negotiations, Demons of this type are likely to desire the sacrifice of strong warriors to them.

Note
Possibly a combination of the Snake Dancer from The 7th Voyage of Sinbad (1958) and Kali from The Golden Voyaje of Sinbad (1974) both created by Ray Harryhausen.

type VI

(Alzoll, Balor, Errtu, Ndulu, Ter-soth, Wendonai)(DMG)

Yeenoghu

alu-demon (semi-demon)

p. 35

Devil

List from Dungeon Master Guide

Asmodeus

Baalzebul

barbed

bone

Dispater

erinyes

Devil, lesser (MM1-22)

Frequency
Uncommon
No. Appearing
1–3 or 4–16
Armor Class
2
Move
6″/21″
Hit Dice
6 + 6
% In Lair
20%
Treasure Type
R
No. of Attacks
1
Damage/Attack
2–8
Special Attacks
See below
Special Defenses
See below
Magic Resistance
30%
Intelligence
Average
Alignment
Lawful evil
Size
M (6′ tall)
Psionic Ability
Nil

The erinyes are the devils common to Hell’s second plane as well as the kind most commonly sent forth to garner more souls. They are female but can appear as male. They are armed with a magical dagger which drips a caustic venom and causes terribly painful wounds (save versus poison or faint for 1–6 melee rounds). They also carry a rope of entanglement with which to bind their Victims. Erinyes can be struck with normal weapons. They can, at will, cause fear in all who look at them (saving throw versus wand is applicable). In addition, they have the power to do any one of the following during any turn or melee round, as applicable: detect invisible, locate object, invisibility, polymorph self, produce flame, or summon another erinyes (25% chance of success).

Erinyes are strong—18/01, but no hit/damage bonuses are applicable. They will pursue evil persons unceasingly in order to take them alive into Hell. They will sometimes bargain with others, hoping to tempt them into evil doing.

Geryon

horned

ice

lemure

pit fiend

Dryad

Fey (MM1-35)

Frequency
Very rare
No. Appearing
1–6
Armor Class
9
Move
12″
Hit Dice
2
% In Lair
10%
Treasure Type
M (× 100), Q (× 10)
No. of Attacks
1
Damage/Attack
Dagger
Special Attacks
Charm
Special Defenses
See below
Magic Resistance
50%
Intelligence
High
Alignment
Neutral
Size
M
Psionic Ability
Nil

These beautiful and alluring tree sprites are found only in the most secluded places, They are found only near oak trees and never more than 36″ from their individual tree of which they are actually a part. A dryad is shy and non-violent. Unless surprised, a dryad can disappear by stepping into a tree, slipping out on a side unseen by the intruder(s), and dimension door to her own tree. Dryad trees are distinguished only by their large size; they do not radiate any magic. If seriously threatened, or if near a male with a 16 or greater charisma, the dryad will use her powerful charm person spell which may be cast up to three times per day, once per melee round, with a minus 3 on the victim’s saving throw. If a person is taken away by a dryad, there is a 50% chance they will never return, and if they do return it will be from 1–4 years later. Dryads can speak their own tongue, elven, pixieish, sprite, and also speak with plants. If carefully approached they might be persuaded to aid a person or party. Dryads have exact knowledge of the wood or forest in which they dwell.

Harpy

(MM1-51)

Frequency
Rare
No. Appearing
2–12
Armor Class
7
Move
6″/15″
Hit Dice
3
% In Lair
25%
Treasure Type
C
No. of Attacks
3
Damage/Attack
1–3/1–3/1–6
Special Attacks
Singing & charm
Special Defenses
Nil
Magic Resistance
Standard
Intelligence
Low
Alignment
Chaotic evil
Size
M
Psionic Ability
Nil

Harpies have the bodies of vultures but the upper torsos and heads of women. They are voracious carnivores and foul creatures. Those that dwell along seacoasts are generally known as sirens. All harpies are able to emit sweet-sounding calls. Any creature hearing these calls will proceed towards the harpies unless they save versus magic. Similarly, the touch of a harpy charms those creatures which fail to make their saving throw versus magic. The harpies attack, torture, and devour their charmed prey. What they do not want they foul with excrement. A harpy attacks with her vulture claws and some form of weapon—often a bone club or some weapon left from one of her former victims. They speak their own language and none other.

Lamia

(MM1-51)

Frequency
Very rare
No. Appearing
1
Armor Class
3
Move
24″
Hit Dice
9
% In Lair
60%
Treasure Type
D
No. of Attacks
1
Damage/Attack
1–4
Special Attacks
See below
Special Defenses
Nil
Magic Resistance
Standard
Intelligence
High
Alignment
Chaotic evil
Size
M
Psionic Ability
Nil

Lamias prefer to dwell in deserts—in ruined cities, coves, or the like. Their upper torso, arms, and head resemble a human female, while their lower body is that of a beast. Lamias are very fast and powerful. They usually are armed with daggers.

A lamia is able to use the following spells once per day: charm person, mirror image, suggestion, and illusion (as a wand). These spells are typically used to lure persons to the lamia and then hold them there for the creature to devour. The lamia’s touch permanently drains 1 point of wisdom from a victim, and when wisdom drops below 3 they willingly do whatever the lamia tells them to do. Lamias first drain their prey of blood and then feast upon the flesh. They can speak their alignment language and the common tongue.

Medusa

(MM1-66)

Frequency
Rare
No. Appearing
1–3
Armor Class
5
Move
9″
Hit Dice
6
% In Lair
50%
Treasure Type
P, Q (× 10), X, Y
No. of Attacks
1
Damage/Attack
1–4
Special Attacks
Gaze turns to stone + poison
Special Defenses
Nil
Magic Resistance
Standard
Intelligence
Very
Alignment
Lawful evil
Size
M
Psionic Ability
Nil

Medusae are hateful humanoid creatures which dwell in dark coves or caverns, venturing forth on occasion to seek prey. They try to beguile humans to look into their eyes.

The gaze of a medusa’s eyes will turn creatures within 3″ to stone unless they make their saving throw versus petrifaction. If an opponent averts his eyes, the medusa rushes up so that its asp-like head growth can bite at the victim. The range of such attacks is but 1′, and the victim bitten must save versus poison or die. If the medusa’s gaze is reflected back, the creature will turn itself to stone! Medusae speak both their tongue and the common one. Medusae are able to see astral and ethereal creatures, and their petrifying gaze is as effective on those planes as it is on the material.

Description: The body of a medusa appears quite shapely and human. They typically wear human clothing. However, the face is of horrid visage, and its snakey hair writhes, so at a close distance (20′) this gives the creature away. The glaring red-rimmed eyes of a medusa are visible clearly at 30′.

Merman

(MM1-70)

Frequency
Uncommon
No. Appearing
20–200
Armor Class
7
Move
1″//18″
Hit Dice
1 + 1
% In Lair
25%
Treasure Type
C, R
No. of Attacks
1
Damage/Attack
By weapon type
Special Attacks
See below
Special Defenses
Nil
Magic Resistance
Standard
Intelligence
Average to very
Alignment
Neutral
Size
M
Psionic Ability
Nil

Mermen are found in the seas and oceans in the worm temperate and tropical areas. They range over areas harvesting the vegetation and hunting the fish the seas provide. Additionally, mermen actually herd certain fishes. They venture out of water only to sun themselves or to visit some coastal spot.

Mermen have regular undersea communities, generally a reef or cliff honeycombed with passages and rooms. Only 10% of the time will they construct a village of shells, rocks, and coral. This community will have areas where the merwomen and their young (100% and 100% of the total merman population respectively) live, netted pens where food fishes are kept, workshops, and so on. These communities will be guarded by from 3–18 of the larger-sized barracuda (q.v.), for mermen have learned to tame and use these fish.

The arms used by mermen are:

40% dagger, trident
30% dagger, crossbow
20% dagger, javelin, net
10% dagger, trident, grapple & 50′ line

On occasion mermen will attack surface vessels; to do so they must surface and grapple it. They are very accurate with these hooks and are 90% likely to hit. 10 mermen will then hold the line, and the ship will be slowed 1″ for every such grappling. Meanwhile, the other mermen will fire their crossbows and darts at exposed crewmen. Grappling hooks can be thrown up to 3″. If grappling hooks are loosened or cut, the mermen pulling on the line are not able to attack during the next melee round. A motionless ship will be held by the mermen in 4–16 melee rounds. The ship will then slowly sink and eventually be looted by the victors. During such an attempt the attacking mermen are exposed to missile fire from the vessel, and if flame is used against them the mermen take double damage.

Mermen speak their own language and 50% also speak locathan.

Nereid

p. 95

Nymph

Fey (MM1-74)

Frequency
Very rare
No. Appearing
1–4
Armor Class
9
Move
12″
Hit Dice
3
% In Lair
100%
Treasure Type
Q (× 10), X
No. of Attacks
0
Damage/Attack
Nil
Special Attack
See below
Special Defenses
See below
Magic Resistance
50%
Intelligence
Exceptional
Alignment
Neutral (good)
Size
M
Psionic Ability
Nil

These beautiful, ever-young appearing women inhabit the loveliest of wilderness places, grottos in the sea, clear lakes and streams, and crystalline caverns. They dislike any form of intrusion, and they have means to prevent it. Nymphs are able to dimension door once per day. A nymph is able to use druidical cleric spells at 7th ability level, i.e. 4—1st, 2—2nd, 2—3rd, and 1—4th level spell once per day. Looking at one will cause permanent blindness unless the onlookers save versus magic. If the nymph is nude or disrobes, an onlooker will die unless a saving throw versus magic is successful. There is a 10% chance that the nymph will be friendly if approached by a good creature without the latter first glimpsing the nymph, i.e. by calling or other prior notice. Similarly, if a nymph sees a human male with 18 charisma and good alignment before he sees her, it is 90% probable that the nymph will be favorably inclined towards the person.

Nymphs speak their own language and the common tongue.

Sirine

p. 109

Sphinx

(MM1-90)

  Andro- Crio- Gyno- Hieraco-
Frequency Very rare Rare Rare Rare
No. Appearing 1 1–4 1 1–6
Armor Class −2 0 −1 1
Move 18″/30″ 12″/24″ 15″/24″ 9″/36″
Hit Dice 12 10 8 9
% In Lair 60% 30% 15% 20%
Treasure Type U F R,X E
No. of Attacks 2 3 2 3
Damage/Attack 2–12/2–12 2–8/2–8/3–18 2–8/2–8 2–8/2–8/1–10
Special Attacks See below Nil See below Nil
Special Defenses Nil Nil Nil Nil
Magic Resistance Standard Standard Standard Standard
Intelligence Exceptional Average Genius Low
Alignment Chaotic good Neutral Neutral Chaotic evil
Size L (8′ tall) L (7½′ tall) L (7′ tall) L (7′ tall)
Psionic Ability Nil Nil Nil Nil

Sphinxes inhabit only warm climes. They are dissimilar with regard to species characteristics.

Gyno-: The gynosphinx is the female counterpart of the androsphinx. They are both knowledgeable and wise. As they are neutral, and prize gems and similar wealth, they will only help humans if they are paid—although they will sometimes accept payment in the form of riddles, poetry, prose, knowledge, or the location of an androsphinx. If payment is not made, the sphinx will not hesitate to devour the offender(s). A gynosphinx is able to use the following spells once per day: detect magic, read magic, read languages, detect invisible, locate object, dispel magic, clairaudience, clairvoyance, remove curse, legend lore. They can use each of the symbols once per week each. Gynosphinxes speak all the languages known to the males of their kind. (Andro/gynosphinx, criosphinx, hieracosphinx, and the common tongue of mankind as well.)

Swanmay

p. 116

Sylph

Fey (MM1-93)

Frequency
Very rare
No. Appearing
1
Armor Class
9
Move
12″/36″
Hit Dice
3
% In Lair
10%
Treasure Type
Q (× 10), X
No. of Attacks
0
Damage/Attack
Nil
Special Attacks
See below
Special Defenses
See below
Magic Resistance
50%
Intelligence
Exceptional
Alignment
Neutral (good)
Size
M
Psionic Ability
Nil

Sylphs are very beautiful creatures similar to nymphs. The sylphs, however, dwell primarily in aerial places. They are fond of flitting about, and it is not likely that they will be encountered near the place where they dwell.

Sylphs sometimes (20%) befriend creatures of good alignment, aiding them in some way. A sylph has magical ability of 7th level (4—1st level spells, 3—2nd, 2—3rd, and 1—4th once per day) in addition to the abilities of invisibility at will and conjuring an air elemental once per week.

Sylphs speak their own and the common tongue.