(BL: Talinor) Type: Mystical Creature Q/M Ratio 5:1 (QUEST) Armour: Two points natural, and up to four points of additional armor may be worn. Attacks: Any melee weapons and javelins. Abilities: 1) All weapons do a single point of damage to Angelic Hero (including magical weapons, relics, and siege weapons). 2) Immune to all forms of magic, including enchantments. This affects the Angelic Hero's items as well. 3) Immune to all forms of holding and control (including both magical and non- magical abilities). 4) Holy Weapon 1/life - Hero must tie a white cloth around the weapon and state "Holy Weapon" loudly. This gives the weapon the same abilities as either a bladesharp or bludgeon and works against all forms of shields and armor (including invulnerability armor, and armour like magics; also versus improve shield, enchanted shield, and protection from magic enchantment). *This does not work versus relics (ie. shield of protection and ring of power). The "Holy Weapon" is indestructible. This is a natural ability. 5) More abilities gained at later levels. Vulnerabilities: 1) The Angelic Hero is not undead and is not affected by spells or abilities that directly affect undead. The Angelic Hero is a spiritual being, however, and is moderately affected by sever spirit (it forces the Angelic Hero to suffer the affects of a lost spell for 300 count). 2) The Angelic Hero may not attack unless provoked. Garb: White and gold tunic or tabard over armor. A golden phoenix on a white field must also be visible. Description: Angelic Heroes are the spirits of knights that have served their Lords and the Gods of Law and Order faithfully unto death, where they joined the realms of their god and became the god's chosen champion. They are some times sent down from the realms of the gods to aid faithful mortals in dire need, to guard an object of tremendous power (to keep it from falling into the wrong hands) or to combat an evil that is too great for mankind to vanquish alone. Angelic Heroes are very rare. They generally appear as majestic knights in glowing white armor and garb. Lives: 2 Levels: 1st As above 2nd Gains the ability to Heal self 1/life as per Paladin heal ability. 3rd May bestow immunities to magic with 1 person in physical contact 1/life. 4th Heal ability useable on self or others 2/life. 5th Resurrect 1/life as per Paladin ability. 6th 1 additional life, 3 total. Notes: Concerning the 2nd vulnerability, not attacking unless provoked, this generally means an opponent must attempt to strike first. Provoked does not mean using lame excuses to join combat (ie. "he was breathing my air, so I killed him" is not an appropriate response). Because of this vulnerability, playing a Angelic Hero may get boring, in terms of combat (all the more reason to roleplay).
(BL: Rakasta) Type: Mystical Creature Q/m Ratio 4:1 Armour: One point natural armour initially. Attacks: Short sword as claws and flail as tail. Abilities: 1) Unlimited usage of Petrify Bolt. Basilisk need only say "Petrify"x3 to charge bolt. 2) Immune to Poison. 3) Short sword is considered Poisoned. 4) Scare, must say I make the afraid x2, range 20 ft. This will make the person afraid of the Basilisk for a 1000 count. They may not attack the Basilisk during this time, and will tend to stay away from it. (1/life) Garb: Anything that suggest stone. Description: Basilisk are large stone covered lizards that prey on any living creature. Anything they can not kill they turn to stone. Lives: 1 Levels: 1st As Above. 2nd Gains immunity to Sleep and Stun magics. 3rd +1 to all armour. One additional life (total 2). 4th Short sword becomes a red weapon. 5th +1 to all armour (total of 3). One additional life (total 3). 6th Flail is a red weapon. Additional +1 to all armour (total 4).
(BL: Naes) Type: Mystical Creature. Q/M Ratio 1:1 Armour: 1 point natural, due to size and speed. Attacks: Either a dagger or a short sword. Abilities: 1) May cast the following spells: Flight (by levels), Circle of Protection (2/life) and Teleport (1/life) all as per wizard spells. Lost (by levels)as per healer spell. 2) Can blend into the forest landscape by saying Oh forest hide and protect me x2. This is the ability of the brownie to use its size and speed to take refuge within the forest. The brownie must remain within 50 feet of a tree. Once completed, the brownie is gone , and may reappear up to five minutes later. The brownie must stay within 50 feet of a tree for the duration, and must say Forest release me X1 to reappear. Use of this unlimited. 3) May wear additional armour, but only if it is not bulky, or made of metal, and may not be more then 3 points. Garb: Scout like grab. Description: A small (1 1/2 tall) being that is a distant relative of elves and leprechauns. They are usually very shy and weary of strangers, but can be helpful if treated well. They have pointed ears, and long pointed noses. Being creatures of the woods, they typically wear clothing of brown and green, and other earthy tones. Lives: 3 Levels: 1st Flight (1/life), Lost (1/life.) 2nd As above. 3rd Lost 4th Flight (2/life) 5th Lost (3/life) 6th Flight (unlimited usage).
(BL: Original creator unknown - this edition by Talinor) Type: Magical Creature Q/M Ratio 2:1 Armour: As per class played. Attacks: As per class played. Abilities: 1) Must play a regular class with the Darklord monster abilities added. May only play at the level that he has already attained in the class played and is allowed use of that classes abilities. Due to this, Darklord has no level ascension. 2) Limited Regeneration - The Darklord has a limited form of regeneration. He may regenerate from death in a 100 count. The Darklord may not regenerate wounds. The Darklord does not regenerate from non-enchantment, magic related death, but must instead go to his/her base and immediately come back to life. 3) Create Minion - The Darklord must take an opponent (dead or alive, Darklords prefer dead), by means of subdual or dragging dead bodies, back to the Darklord lair. Once there, the opponent may either become a minion on the Darklord's team, or drop out of the game. Becoming a minion is permanent and may not be reversed. Note: The Darklord is not undead, but the Minion is. The minion must now play the remainder of his/her lives on the Darklord team. The minion plays these lives as per the class he/she was playing when captured as normal. The minion is affected by spells that affect undead, with the exception of spells that negate undeath. Vulnerabilities: 1) The Darklord has no real vulnerabilities, but when possible should be killed by magic so he/she must return to base to come back to life. 2) If the Darklord is playing a magic using class, his/her spells run out as normal. Garb: The Darklord is generally indistinguishable from any other combatants, but to be able to distinguish him, he must have a large black favor, or armband. He should also be announced at the beginning of the scenario. Loud, incoherent evil babbling is very encouraged by Darklords and minion alike. Description: Darklords are particularly evil individuals. They want to rule the world and have the means to do it. Darklords exude an evil aura (Remember, roleplaying evil does not mean being an a--hole on the field). In general appearance, Darklords hardly differ from any other individual of the civilized races. They do, however, occasionally babble to themselves about being evil and taking over the world. Lives: Unlimited Levels: None Notes: The Darklord is a monster particular to a special scenario (ie. The Darklord Scenario) and should not be used outside of that scenario. The Darklord scenario is geared towards the Darklord team winning, and the Darklord's power generally reflects that. The Darklord and his minions must identify themselves as Darklords or minions when asked.
(BL: Naes) Type: Mystical Creature Q/M Ratio 2:1 Armour: 2 points. Attacks: Swords and Shields, as per warrior. Abilities: 1) Heal (1/life) as per healer. Deva s may only use their Heals and Mends on others, not them on themselves. 2) Mend (1/game) as per healer. 3) Awe, must say Thou art in awe! x3. This will make the person over whelmed with the beauty and power of the Deva for a 1000 count. They may not attack the Deva during this time, and will tend to stay away from it. (1/life). 4) Teleport (1/life) as per Wizard. 5) Flight (unlimited) as per Wizard. Garb: Wings and angelic white robes. Description: These brilliant beings are the upkeepers of law and good, always upholding that which is pure and innocent in nature and life. They sometimes appear as globes of brilliantly colored light, but usually as tall humanoids, with large white wings. Lives: 3 Levels: 1st As above. 2nd Teleport (2/life) 3rd As above. 4th Mend becomes (1/life) 5th Heal (2/life) 6th Awe (3/life) and gains ability to use one of its heals on itself (1/game).
(BL: RAN) Type: Magical Creature Q/M Ratio 8:1 (QUEST) Armour: 5 point Invulnerability Attacks: Claws, two white siege short swords. Abilities: 1) Flight, similar to the Wizard spell but non-magical unlimited use (see Pegasus description). 2) Fireball, similar to the Wizard spell but non-magical (protection from magic, won't help),unlimited use. 3) May cast spells as a Wizard of the same level, claws do not count against spell points. Garb: Garb or armour with the suggestion of scales. Description: Dragons are cunning and cruel creatures of reason and magic. Nothing pleases a dragon more than to sack a kingdom, hoard all of it's treasures in one place and nest on the pile for a century or two. Lives: 1 Levels: 1st as above 2nd +1 point of Invulnerability (6 total) 3rd +1 Life (2 total) 4th +1 Invulnerability (7 total) 5th +1 Life (3 total) 6th +1 Invulnerability (8 total)
(BL: Naes) Type: Mystical Creature Q/M Ratio 8:1 (QUEST) Armour: 4 points. Up to 8 points. at higher levels. Attacks: 2 daggers or short swords as claws, considered White Siege Weapons. Abilities: 1) All armour is considered Invulnerability, as per Druid Stoneskin. Note, that this is non- magical and may not be dispelled. 2) May cast the following spells: Dispel Magic (per levels) as per Wizard, and Mend (3/life) as per Healer. 3) Unlimited use of a breath weapon. The type of breath weapon is dependent on what type of dragon is being played. Garb: Scales and armour. Description: One of the most intensely beautiful, yet terrifying creatures in existence, a dragon is usually only encountered by the foolish or unlucky. These huge beasts are found in all climates, gathering their huge piles of treasure to sleep upon, or hunting. They are of different colors, according to their species, and each has it s own personality. They have a tendency to eliminate anyone who enters their territory, whether it was knowingly, or accidental, so it is considered prudent not to attack them. These beasts are so huge and ferocious, that is considered quite an achievement to slay one. Type of Dragons: Sable Dragon: These dragons use a Sphere of Annihilation. Must state Sphere of Annihilation x3 before throwing a black spellball. Azure Dragon: These dragons use Lightning Bolt, as per the wizard spell. Must state Lightning Bolt x3 before throwing a yellow spellball. Emerald Dragon: This type of dragon bellows a Death Cloud Bolt, that poisons a target upon contact with the person or anything they are holding, with only a 50 count until death. Must state Deathcloud x3 before throwing a green spellball. Crimson Dragon: This dragon breathes fire, as per Wizard Fire Ball. Must state Fireball x3 before throwing the red spellball. Note, Anti-Paladins and Paladins are immune to this fire. Opal Dragon: These dragons use an icy breath weapon, as per the Wizard spell Iceball. Must state Iceball x3 before throwing the white spell ball. Note, Only barbarians are immune to this Iceball. Lives: 1 Levels: 1st 4 points natural armour. 2nd Dispel Magic (1/life) 3rd Dispel Magic (2/life) +1 point natural armour (5 total) 4th +1 point natural armour (6 total) May cast the following spells: Bladesharp/Bludgeon (2/game) Talk to Dead (1/game) Messenger (unlimited) Shove (1/life) as a wing buffet All as per Wizard spell of same name. 5th Dispel Magic(3/life) +1 point natural armour (7 total) Flight (unlimited) as per wizard spell 6th Dispel Magic (4/life) +1 point natural armour (8 total).
(BL: Naes) Type: Mystical Creature Q/M Ratio: 2:1 Armour: None initially. Attacks: Single Dagger. Abilities: 1) Vanish (3/life) effects as per Brownie camouflage ability, must say oh forest, hide and protect me. x3. Must state Forest release me. to reappear. May stay hidden for up to a 300 count. 2) May cast the following spells: Heal (unlimited) as per healer, Yield (3/life) as per wizard. Must state Yield thy arms and come to me. x3 with a range of 30ft. 3) Dryads must declare a home tree, and cannot finally be shattered until their home tree is destroyed. 4) Additional abilities gained later. Garb: Seductive attire adorned with leaves and twigs. Description: These creatures are beautiful, mischievous wood spirits. Little is known of them, except for that they command powerful magic, and always demand a high price for their benevolence. This price is often an attractive member of the opposite sex, who is seldom seen again. Lives:3 Levels: 1st As Above. 2nd 1 Point armour. 3rd May cast Heat Weapon and Warp Wood (1/life) as per druid spells of same name. 4th As above. 5th Heat Weapon and Warp Wood (2/life) 6th +1 point armour (2 total).
(BL: Naes) Type: Mystical Creature Q/m Ratio 3:1 Armour: 2 points. Attacks: 2 Short swords, as the slashing winds of their arms. Abilities: 1) Teleport (2/life) as per wizard. 2) Call lightning (2/life) as per druid. 3) Shove (unlimited) as per wizard, may be cast while moving. This is the ability to push with a great gust of wind. 4) Immune to all Fire and Lightning spells, and those that charm, control, or hold. Exception: Iceball. 5) May only be struck by magical weapons and Berserk Barbarians. 6) Immune to Poison. Vulnerabilities: 1) Air elementals can be dispelled back to their plane of origin with a simple Wind spell. Garb: Thin filmy gauze. Description: These are creatures brought forth from the element of air. They appear as either a whirlwind, or as a transparent humanoid in light, airy clothing. They are highly intelligent, and very apt to obey their summoners. Lives: 3
(BL: Naes) Type: Mystical Creature. Armour: 2 points. Attacks: Two maces, considered red weapons. This is the massive fists of the elemental. Abilities: 1) Teleport (unlimited) as per wizard. Earth elemental carry it s summoner with it on a Teleport (1/life). 2) May turn Flesh to Stone, affects as per Druid spell of same name (1/life). Must say Stone x1 upon contact of an opponent, with weapon or hand. 3) Any form of Petrify or Flesh To Stone, will Heal lost limbs, and Mend armour. 4) Immune to Poison. Vulnerabilities: 1) A Stone to Flesh spell will completely disintegrate the elemental, dispelling it from this plane, for the rest of its lives. Garb: Dark browns and reds. If your really into it, cover yourself with mud. Description: These are massive beings of solid, animated earth and stone, who are brought into this plane from the plane of earth. They are totally obedient to their summoners, unless the orders seem to be obscure or ridiculous. Lives: 3
(BL: Naes) Type: Mystical Creature Q/M Ratio 3:1 Armour: 2 points. Attacks: Single sword and a Short Bow. Abilities: 1) Whenever the Fire Elemental is stuck, the weapon that struck him undergoes the effects of a Heat Weapon, as per Wizard, with two exceptions: Flamebalde, and the Sword of Flame. 2) Pyrotechnics (2/life) as per Wizard. 3) Any sword used by elemental are considered Flameblade as per Druid spell. And all arrows are considered Flame Arrows as per archer. 4) Immune to all forms of magic, except for those fire and ice based. A fire spell will heal all limbs and mend all armour, and Iceball acts as a Banish. 5) Immune to Poison. Vulnerabilities: 1) If a fire elemental is hit with by an Iceball 5 times in one life, then it is dispelled for the rest of its lives. Garb: Wispy reds, oranges, and yellows. Description: These elementals come forth from the plane of fire. They appear as majestic humanoids, carrying a great sword and a quiver of flaming arrows hanging from its shoulder, all made of fire. They are not always reliable servants, but they will never attack their summoner. Lives: 3
(MS: Malice) Type: Mystical Creature Q/M Ratio 4:1 Armour: 2 points. Attacks: 2 flails, considered Red weapons. Abilities: 1) Wave (unlimited), similar to wizard spell Wind, state Wave x3, this is to simulate a water blast, such as that from an ocean wave. 2) Teleport (2/life) This simulated the elementals seeping into the ground, and appearing elsewhere. 3) Drowning Grasp (1/life) Elemental must touch person and say Drown x1. Person is dead, only an invulnerability will stop this. May be extended through flails. 4) Immune to all forms of magic, except those fire and ice based. Iceball heals all lost limbs, and mends all lost armour, while a Fire based spell acts as a banish spell. 5) A Flameblade will be extinguished (dispelled) if used to strike a water elemental. 6) Immune to Poison. Vulnerabilities: 1) Being struck or caught in a fire based spell 5 times in one life, will result in the elemental being dispelled remainder of their lives. Garb: Blue flowing garb and a squirt gun doesn't hurt. Description: Although rare in other kingdoms, these water elementals are in abundance in the Mystic Seas. Massive, living waves, the elementals are as changeable as the substance of which they are formed. They are fickle creatures, and tend to misinterpret orders, in a childish, literal manner. Lives: 3
(GS: Vaargard) Type: Mystical Creature Q/M Ratio 7:1 (QUEST) Armour: 4 points Attacks: 2 short swords, treated as red weapons or any weapons as warrior Abilities: 1) Invulnerability, but must pick one of the following that the invulnerability does not apply to: fire, electricity, cold (ie. iceball would act as lightning bolt), bladed weapons (includes arrows and throwing weapons), blunt weapons, or any similar common attack type as agreed upon by the Questmaster, Guildmaster of Reeves, and/or Guildmaster of Monsters. It should be noted that due to power number 7, some of these vulnerabilities may be less effective than others and should be balanced to fit the individuals the monster is likely to face. 2) Curse (as 4th level Wizard spell) once per life. 3) Confusion (as 3rd level Druid Spell) up to three times per life (see levels) except Barbarians are effected as per Warrior. 4) Flight (as per 5th level Wizard spell unlimited usage). 5) Dispel Magic (as per 3rd level Wizard) three times per life. 2) Scare, must say I make the afraid x3. This will make the person afraid of the Entity for a 1000 count. They may not attack the Entity during this time, and will tend to stay away from it. (1/life) 7) Immunity to any spells of 2nd level or higher save those that fall into the chosen vulnerability in 1. Garb: Red fabrics, horns, and a pitch fork. Description: Extra-planar entities come in as many forms as they have names: Demons, devils, daemons, Great Old Ones, and their like are all mythological examples of the horrid forms of life that come from realms beyond our own. Their powers are legion and their forms are awesome to behold but, for all their terrible splendor, these beings are destined to be destroyed by the powers of light. Rarely do two entities have the same powers but they all seem to have one thing in common; they seem to draw heros to themselves. Normally, Entities seek to destroy those that seek them out, but eventually a champion will strike the foul creature down. The ranks of those that have slain demons are small but due to their successes, Entities remain a rarity confined mostly to Songs of Legend and boasts of tavern braggarts. Lives: 1 Levels: 1st Confusion (1/life) and Scare (1/life) 2nd Pyrotechnics (as 4th level Wizard spell) 1/life or Steal Life (as Anti-Paladin) 1/life or Immunity to non-magical weapons. 3rd +1 Confusion (2/life) and +1 Scare (2/life) 4th Projectile Protection (as 3rd level Wizard spell) 1/life OR Yield (as 3rd level Wizard spell) OR ability to regenerate limbs after a fifty count. 5th +1 Confusion (3/life) and +1 Scare (3/life) 6th Weapons treated as White Siege weapons or Sphere of Annihilation (1 ball/unlimited usage) or Feeblemind (as 6th level Druid) 3/life. Note: Extra-Planar Entities are perhaps the most potentially powerful monster in the tomes due to its natural abilities; the fact that, at higher levels, it is hard to predict what any individual Extra-Planar entity is capable of; and the ability at higher levels to ''tailor make' a virtually indestructible monster. Therefore, it is advisable that only higher level players with experience in magic-using classes or monster class portray these beings and that it only be used against very experienced players. This monster was specifically created to present a challenge to higher level players who know the weaknesses of any monster they would normally encounter.
(BL: Rakasta) Type: Magical creature Q/M Ratio 3:1 Armour: 2 points of Invulnerability. Attacks: 2 short swords (both are red weapons) and a rock. Abilities: 1) Flight twice a life (may carry one dead victim.) See Pegasus. 2) Sever spirit (2/life) to simulate the devouring of the dead. Can only be used at lair. 3) Mend spell heals wounds. Vulnerabilities: 1) Stone to Flesh will kill a gargoyle. 2) The gargoyle must have a lair where victims are taken. 3) A gargoyle's rock may only be used while in Flight. Garb: Dark grays and bat-like wings. Description: An animated statue, the gargoyle is vicious, finding extreme pleasure in the torment of those whose flesh is weaker then his stony hide. Found in any color that is appropriate to stone, gargoyles are winged. Lives: 1 Levels: 1st As above. 2nd Blend with Stone (1/life). Say "May this stone hide and protect me."x2 within 50 feet of larger than man-size stonework of any type and Gargoyle teleports to that stonework (similar to the Wizard Teleport enchantment). 3rd Flight becomes unlimited. 4th Gains one life, for a total of two and one point of Invulnerability (total 3). 5th Blend with Stone becomes twice per life. +1 life (total 3). 6th Sever Spirit becomes unlimited (see above.)
(BL: Naes) Type: Mystical Creature Q/M Ratio 3:1 Armour: 1 point. Attacks: 2 non-hinged maces, considered fists. Abilities: 1) Immune to all forms of magic, magic weapons do normal damage. 2) Fire and Ice based spell will act as a Hold Person spell. 3) Lightning spells act as Heal and Mend spells, healing all lost limbs, and mending all lost armour. 4) May capture a prisoner and take back to Wizard. The prisoner may then be "sacrificed" to heal wounds. Garb: Try to look like Frankenstein. Description: These monsters resemble Frankenstein s Monster, as they are pieces of flesh and bone animated by magic. Lives: 1
(BL: Naes) Type: Mystical Creature Q/M Ratio 3:1 Armour: 2 points Attacks: 2 maces, considered a massive fists. Abilities: 1) Immune to all bladed weapons. 2) Immune to all forms of magic, magic weapons do normal damage. Vulnerabilities: 1) Dispel Magic or PyroTechnics will cause the death of the Clay Golem. Garb: Earth tones and brown make-up. Description: These creatures are massive frames of wood, covered in clay, and then animated with magic. Lives: 1
(BL-DS: Cheshire and Labyrinth) Type: Magical Creature (Golem) Q/M Ratio 3:1 Armour: 2 points natural body armour. Attacks: 2 short, non-hinged weapons, or a single long weapon or pole-arm. Abilities: 1) Scarecrows cannot be affected by projectile weapons, excluding Flame Arrows and siege weapons. 2) Scare 4/life. Scarecrow says "I make thee afraid" x 3. Range 20 ft. Target player cannot attack caster for a 1000 count. 3) Immune to all magics that charm, control, or hold. 4) Immune to Death Magic. 5) Magic weapons (excluding flame-blade and Sword of Flame) do normal weapon damage. 6) Fear 1/life. Caster starts to chant the word "Fear" over and over again, and can have no weapons in hand. While chanting, no one may come within twenty feet of the caster, and no one make take any action against him/her. The caster is, however, still affected by battle-field wide effects. Caster, while chanting, cannot come within twenty feet of a base or game item. Garb: Tattered old shirt or tunic and mask. Hay sticking out of garb is a nice touch. Description: These golems are one of the oldest forms of sentries, used by village shamans as guardians of crops and fields. Certain spell-casters discovered that these lumps of hay, if granted magical life, were capable of scaring more than just the birds. Lives: 2 Levels: None Notes: The Scarecrow is to be considered a Golem, and like other Golems, may only be taken out if a high level mage pays a certain number of spell points (in this case; four) from his/her fifth, and sixth level spell points.
(BL: Naes) Type: Mystical Creature Q/M Ratio 3:1 Armour: 3 points. Attacks: A single long sword, considered a Red weapon. Abilities: 1) May cast Hold Person, as per Wizard spell (4/game). Note: This spell has a 25 foot range. 2) Immune to all forms of magic, magic weapons do normal damage. 3) Flesh to Stone or Petrify will heal all lost limbs, and heal lost limbs. Garb: Grays and stone like colours Description: These creatures are animated statues of incredible power. Lives: 1
(BL: Naes) Type: Mystical Creature Q/M Ratio 4:1 Armour: 4 points. Attacks: Single long sword, considered a Red weapon or two short swords. Abilities: 1) Can be harmed only by magic weapons, which do normal damage, most other magics have no effect. 2) Lightning spells act as a Hold Person, while fire spells heal lost limbs, and mend all armour. 3) Deathcloud Spell say Deathcloud x5, and all within a 10 radius are dead from a poisonous cloud the Golem exhales. (2/game). Note: Invulnerability s, and the enchantment Cure Poison will protect someone from this, as well as the Monk and Druid class ability Immunity to Poison. Garb: Silvers and grays. Description: These massive animations are colossi of metal, worked into human shapes, and brought to life with intense magical energies. Lives: 1
(BL: Rakasta) Type: Mystical Creature Q/M Ratio 1:1 Armour: None initially. Attacks: Single Poisoned dagger or short sword. Abilities: 1) Teleport (1/life). 2) Heat Weapon, invoked by saying, "By the powers of chaos, I heat that weapon."x3 (3/life), range 50ft. 3) Warp Wood, invoked by chanting, "By chaos I warp that wood."x3 (3/life), range 50ft. 4) Pyrotechnics (1/life), as per Wizard spell. 5) Dispell Magic, Impowered by saying, "I dispell that magic."x3, (2/life), range 20 ft. Vulnerabilities: 1) Gremlins are attracted to complex machinery and beautiful members of the opposite sex. Garb: Description: Gremlins are neutral creatures that exist for their own amusement. They are pranksters and thieves but are not dangerous unless provoked. They appear to be sickly green elves with a very warped sense of humor. Levels: 1st As above. 2nd Heat Weapon (5/life). 3rd Warp Wood (5/life). May wear one point of armour. 4th Hide (2/life). Gain one additional life (total 2.) 5th Dispel Magic becomes unlimited. 6th Teleport becomes (3/life). One additional life (total 3.)
(GS: Fionnghal) Type: Mystical Creature Q/M Ratio 5:1 Armour: 1 point natural body armour due to dexterity. Attacks: Short swords, daggers and throwing daggers only. Abilities: 1) Steal (5/life), range 20 feet, must say "I steal that (object)" x3. The object may be retrieved from the Gypsy within a 100 count by making the Gypsy return or drop the object. The Gypsy may drop the object at any time during the initial 100 count by saying "I drop this (object)" x1. The owner of the object may then stop for a count of 5 to retrieve the object. If the object is not retrieved within the 100 count, the object and any enchantments are considered lost. The player must return to base for a 100 count to retrieve a new object. This ability only simulates the theft, it does not allow the Gypsy access to other people's equipment. Once something has been "stolen", it is unusable unless it is retrieved from the Gypsy by killing him or having him drop it, or a new object is gotten after a 100 count at the base. The player does NOT give the equipment to the Gypsy. This ability does not work on Game Items, Garb, Armor, Enchanted Shields, or any item that is in use when the Gypsy Chant began. (example, a warrior engaged in combat cannot have his sword stolen, but if the warrior is just standing around, sword in hand, it can be stolen. A wizard casting a spell cannot have his spell book stolen, but it can be stolen if he is fighting using swords and not casting magic.) Vulnerabilities: 1) Gypsies cannot attack other Gypsies, their kinship to one another is too strong. 2) Gypsies are affected by Bardic "Presence" as per Barbarian (Due to the kinship they have with Bards.) Garb: Must wear a multicolored bandanna that covers the head and a bright tunic. Description: Throughout the centuries these rogues have plagued the world. The ultimate traveller, Gypsies care only to make a quick profit before they move on. Lives: 3 Levels: 1st As above. 2nd Pass without Trace (1/game) as per Druid. Swindle (1/game), 20 ft range. The Gypsy states "I have the deal of a lifetime for you!"x3. The Gypsy then must trade melee weapons with the victim, and may use the new weapon for the rest of that life no matter what it is without penalty to dexterity. Relics and Magic cannot be swindled. Does not work on Berserk Barbarians, Relics, or Monks. 3rd One reusable Sleep Powder Bolt or Poison Weapon (1/game) as per Assassin. Antidote to Poison as per Assassin (ie. as per iceball). Sleep Powder Bolt is charged by saying "Sleep Powder"x5. Upon a hit, the victim must "sleep" for 300 count and cannot be attacked. Since this simulates the victim being drugged (only berserkers and those immune to poisons are immune to this ability). Cure Poison or Antidote to Poison removes the effects of Sleep Powder Bolt. 4th Prophecy (1/Game), enchantment (ie. as per invulnerability). Must hold a yellow ribbon in hand and say "I foresee a disaster"x10 and tie the ribbon to the recipient, will negate only one (1) physical hit or magical attack. Usable oneself, or another. This simulates the Gypsy "foreseeing" the future for himself or another, and thus allowing the barer to advert disaster. Heal (1/life) 5th Swindle (2/game), acts exactly as per Curse. Dying Gasp Curse (1/game), 20 ft range. When the Gypsy is killed he/she has the option of cursing his/her opponent upon his/her last dying gasp. Gypsy states upon dying "I curse thou with my last dying gasp"x1. Will kill after a hundred (100) count unless removed by Remove Curse or if the victim has protection from death. May wear up to 1 point of armor. 6th Finger of Death (1/game) as per Druid.
(GS: Vaargard) Type: Mystical Creature Q/M Ratio 8:1 (QUEST) Armour: 6 points Attacks: 1 long swords per 'head' 1 flail treated as red weapons, (see Notes on Play below) Abilities: 1) Invulnerability 2) Unlimited use of a breath weapon as per Dragon (at higher level) 3) Scare 2/life, as per Wraith. 5) 'Tail' may fight after death as per Barbarian regardless of cause of death (exception - Sphere of Annihilation). The tail is automatically considered dead if all 'head's are slain. Garb: Scales and metallic fabrics. Description: Hydra are huge, usually reptilian, monsters invariably equipped with two or more 'head's. Hydra are uncommon in civilized lands. They are always vicious and hungry and wreak havoc upon their surroundings and are rumored to live indefinitely if not slain by violence. Even grizzled veterans balk at the prospect of facing the smallest hydra. It has been recorded that Hydra were once commonly bound into service as guardians by powerful mages and some fulfill their forgotten roles to this day. The magic used to bind these creatures has been lost to the ages, but rumors persist of mages that still posses the knowledge to harness the power of these monsters. Notes: Hydra are huge and chaotic so they are best played by several players tied at the waist (usually 10 -20 feet between individual 'appendages') to form the beast. It is usual for there to be a from 2 to 8 ''head's' (Long sword and spell balls if needed) and a 'tail' (an individual with a flail or long sword) though other combinations are possible dependant upon the size of the Hydra (and the amount of rope available!) Each person has armor equal to the total given to the level of the Hydra (i.e. In the case of a level 1 Hydra, a ''head'' has 6 points of armor and the 'tail' has 6 points of armor of his/her own.) Unlike normal rules of combat, any strike to a 'part' of a behemoth removes a point of armor. For example- if the 'left arm' whom has 6 points of armor is hit in the leg he/she would lose a part of overall armor and thus be reduced to 5 armor points. If the same 'left arm' is struck again, this time in the torso , he would be reduced to 4 points of armor, and so on. upon losing all his/her armor and being slain, a body part should drop his weapon or separate himself from the 'body'. If all the 'head's are killed, the tail will fight on for 10 seconds before the signal reaches it that it too is dead. It is possible for Hydra to run but it is a rare occurrence for several reasons: In reality a Hydra is much like a three-legged race with several people involved and it takes considerable effort from a ''head'' to convince the other ''head's' that he/she knows the best way to reach their objective. Lives: 1 Levels: 1st One 'head' may use any first level bolt spell (unlimited usage, need only state "name of bolt"x3). 2nd As above 3rd One 'head' may use any second level bolt spell (unlimited usage, need only state "name of bolt"x3). ('Head' may be different from 'head' using 1st level bolt) 4th As above 5th One 'head' may use any dragon breath of choice (unlimited usage, need only state "name of bolt"x3). ('Head' may be different from 'head' using 1st or second level bolt) 6th Regeneration (as per troll) or Hypnotic Gaze [Stun spell (unlimited usage, duration special-see note), but Barbarians and Monks 3rd level or above are immune]. 1) The latter ability is considered non-magical and may be 'disrupted' by inflicting damage to the victim (ie- leg or arm shot). This represents one of the 'head's having the ability to transfix an opponent with its gaze. Any 'head' using this ability must maintain visual contact with his target. If the 'head' averts its gaze, then the target is immediately freed. Only one 'head' may use this power at any given time. Does not affect those immune to Charm magics. 2) Hydra are huge rampaging monsters that should take lots of people (and lots of lives!) to halt. It is best used as a 'bash the beastie' or introductory mini-adventure. Perhaps the local shire is called out to prevent or slow down the creature's advance or the city sends out the militia to defend itself. It is suggested that no less than 20 people be faced with a Hydra and that a healer be available to the players.
(BL: Naes) Type: Mystical Creature Q/M Ratio 2:1 Armour: 2 points. Attacks: 2 Short swords, considered Red weapons. Abilities: 1) Tracking, as per Scout ability. 2) May go Berserk as per Barbarian. 3) Lycanthropes may only be harmed by magical or silver weapons, and these will only deal normal damage, with no side affects. 4) Immune to all forms of sleep and yield. Vulnerabilities: 1) A cure disease will cause a Lycanthrope to revert into it s original form for the rest of that life. Note: original form should be considered a peasant warrior, unless the were is an infected one. Garb: Varies as per the animal portrayed. Description: These are the are the feared creatures of legend who may change their form from human, to not-so-human. They may be wolves, bears, tigers, rats, or any animal. There are two forms of these creatures. There are two types of Lycanthropes: A) The natural Lycanthrope, which was born with the ability to shift form. They have full control over their changes, and are cunning to the extreme. B) Those who have been infected with the disease by the bite of a true Lycanthrope, and are doomed thereby. They have no conscious control over their actions or changes, attacking anything blindly, and are usually controlled by a true Lycanthrope. Any one killed 3 times by a Lycanthrope, will become one of these, for the remainder of their lives, under the control of the one who transformed them. Lives: 3 Levels: 1st Berserk on last life. 2nd As above. 3rd Scare (1/life) As per troll. 4th Berserk on last 2 lives. 5th As above. 6th Berserk on last 3 lives.
(BL: Naes) Type: Mystical Creature Q/M Ratio 3:1 Armour: 2 points. Attacks: Single Short sword and Bow. Abilities: 1) Short sword is considered Poisoned. 2) All arrows fired by the Medusa are also considered Poisoned. 3) Petrifying Gaze, padded grey spell ball, effects as per Druid Flesh to Stone, with unlimited usage. 4) Stoning Touch, upon contact of an opponent, must state "Stone"x1 effects as per Druid Flesh to Stone, may be extended through weapon. 5) Immune to Petrify, Flesh to Stone, and Poison. Vulnerabilities: 1) If the medusa hits the Shield of Reflection with a Petrifying Gaze, then the Medusa will be turned to stone instead. Garb: Elegant garb and with snakes added to hair. Description: An evil merger of woman and snake, the Medusa is a creature so vile in aspect, that her mere visage is enough to change a man to stone. Snakes writhe upon her skull in place of hair, and her lower body is that of a snake. Lives: 3 Levels: 1st Stoning Touch (1/life). 2nd Scare (1/life) as per Wraith. 3rd As above. 4th As above. 5th Scare (2/life). 6th Stoning Touch (2/life).
(BL: Naes) Type: Mystical Creature Q/M Ratio 3:1 Armour: None initially. Attacks: A Single dagger. Abilities: 1) Yield as per dryad ability, but with a 100 range (5/life). 2) Circle of Protection, similar to Wizard spell, must say Nature protect me x3 (3/life) 3) Sirens are tied to a specific area, and may not wander more then 50 from that are. 4) Additional abilities at higher levels. Garb: Grey robes. Description: These beings are a race resembling human females, and something very inhuman. They sing most of their lives, luring unsuspecting travelers to their doom. To help them along, they are both incredibly seductive, and extremely beautiful. Both assets they use to give them the advantage over a weary male. Lives: 3 Levels: 1st As above. 2nd 1 point of armour. 3rd 1 additional Circle of Protection. (4/life). 4th As above. 5th 1 additional Circle of Protection. (5/life). 6th Confusion, as per Druid spell. (1/life).
(DS: Labrynth) Type: Mystical Creature Q/M Ratio 5:1 (QUEST) Armour: 2 points. Attacks: 2 short swords, claws, count as red. Abilities: 1) Flight: Being winged creatures, sphinxes may fly by saying "I take flight" x3. All the usual conventions for flight apply. 2) All sphinx gain points to use in magic depending on their level. They may use these points on any mage or bard spell of twice their level or less (i.e a third level sphinx can use sixth level magic). Garb: Fake fur trousers and sleeves over a "nude leotard would give the basic sphinx body. Wings could be affixed to the upper arms or by a harness to the back. Description: Sphinxes are large desert dwelling monsters with the limbs of a lion, the wings of an eagle, and the torso and head of a woman. Sphinxes are master riddlers and are strong in magic. Lives: 3 Levels: 1st 3 points magic: The sphinx has 3 points to spend on any level wizard spells. 2nd Counterspell (1/life), the sphinx's knowledge of magic is so acute that they can make themselves or another participant immune to any one spell. This is cast by saying "Counterspell (name of spell)" x5, and affixing a ribbon to the recipient's arm. If cast on anyone except the sphinx itself this counts as an enchantment, if cast on the sphinx it doesn't. The Sphinx or recipient should inform a reeve of which spell they are immune to. 3rd +3 points magic: The sphinx's magic point total goes up to 6. 4th Confusion: (2/life) This spell works exactly like the 6th level Druid spell of the same name except that the Sphinx need only say "I make thee confused" x2 This is the power of the great riddle) Counterspell: The counterspell becomes (2/life). 5th Dispel Magic: (2/life) This spell works exactly like the wizard spell of the same name. The sphinx may carry 2 enchantments. 6th +3 points magic: The sphinx's magic point total goes up to 9.
(BL: Cheshire) Type: Mystical Creature Q/M Ratio 3:1 Armour: 1 point. More at higher levels. Attacks: 2 Short swords, count as RED weapons, due to strength. Abilities: 1) Regeneration. All lost limbs will grow back after a 50 count. After a death shot, a troll will come back to life after a 50 count. (this does not count towards his total lives lost) The process of regeneration is negated by any form of fire, or by any magical weapon. 2) Scare must say, "I make thee afraid x2 (2/life). Victims of this must stay away from the troll for a 1000 count, and cannot attack the troll during this time. Once a person has been affected by this ability, they may not be scared again, until their next life. Garb: Crude clothing, fur/skin loincloth. Grey make-up, tusk-like fangs. Description: A troll is a vicious, disgusting creature whose very presence is one which strikes fear into most. Their hide is a nauseating mixture of moss greens, grays, blacks, and mottled greens. These creatures are disgusting to look at, and are relentless when attacking, due to their pea-sized brains. Lives: 2 Levels: 1st As above. 2nd As above. 3rd 1 additional point of armour. (2 total) 4th 1 additional life. (3 total) 5th 1 additional point of armour. (3 total) 6th As above.
(BL: RAN) Type: Mystical Creature Q/M Ratio 3:1 Armour: 2 points natural Stoneskin. Attacks: Any melee club, mace or hammer, and rocks. Abilities: 1) Immunities as per a Barbarian. 2) Weapons used count as Red due to strength (including thrown rocks!). 3) Immune to all Fear-based attacks. 4) Petrify will heal 1 point of Stoneskin on 1 location. Vulnerabilities: 1) The blinding light of lightning-based attacks will return Trolls to the stone from which they were made. Lightning Bolt and Call Lightning affect a Troll as Petrify would affect anyone else. Garb: Crude clothing, fur/skin loincloth. Grey make-up, tusk-like fangs. Description: Trolls are as tough and stupid as stone. Their exact origin is clouded, although some say they are related to giants (but I wouldn't suggest that to a giant's face...). Trolls live in order to eat and play. Eating means fresh meat - raw or cooked - and play means killing and pillaging. Trolls are huge (10-12 ft./650-850 Lbs.) and immensely strong, with thick bodies and limbs. Lives: 2 Levels: 1st As above 2nd 1 additional life (3 total) 3rd 1 additional point of Stoneskin (3 points total) 4th May use any melee weapon 5th 1 additional life (4 total) 6th 1 additional point of Stoneskin (4 points total).
(BL: Naes) Type: Mystical Creature Q/M Ratio 1:1 (QUEST) Armour: None. Attacks: Short sword, considered Red, as horn. Abilities: 1) Heal, as per healer spell. Unlimited usage. 2) Teleport, unlimited usage. To Teleport, a Unicorn must pull a hood over it s head. This means that the garb for a unicorn must have a hood. 3) The unicorn must declare a home tree. A unicorn can wander freely about the battlefield, and is not tied to this spot. Any deaths a unicorn receives will not count against it s total number of lives, until this home tree is destroyed. 4) Additional abilities gained at higher levels. 5) Magical Horn, short sword, considered Bladesharped. Also versus thrusts it does 2 points of damage. May only be removed after the Unicorn has been subdued or killed. May not be destroyed, but if removed the Unicorn loses all abilities. Horn may Mend item as per Mend spell (2/life). Anyone that removes the horn may uses it's abilities. Garb: White Cloak and golden horn. Description: These magical creatures resemble a great white horse with a large spiraling horn protruding from it s head. They are very kind hearted, and will usually help out a party in dire need. By this, they will always remain neutral. Lives: 3 Levels: 1st As above. 2nd A unicorn may resurrect a dead person who is brought to their home tree (3/life). 3rd As above. 4th May cast Lost, as per healer. (1/life). 5th As above. 6th Lost (3/life).
(BL: Cheshire) Type: Mystical Creature Q/M Ratio 10:1 (QUEST) Armour: 8 points natural body armour. Attacks: 2 short swords. Abilities: 1) Invulnerability. 2) Animal Rights Activism, cast by saying "I have rights too dammit" x 5. When cast, all Scouts and Druids, within a 200ft diameter, must come to the Rabbits aid. All Barbarians automatically go Berserk. Monsters just ignore the Rabbit's pleas, because they have their own political lobbies. 1/battle. 2) Cuteness Spell, cast by saying "you wouldn't hurt a cute little thing like me, would you?" x3. Range 20 ft. The victim must follow the Rabbit around gaping like an idiot for a 100 count, before returning to his base to tell her friends about the cute little bunny they just saw. 3) Immune to all magic that charms, controls, holds, yields, or sleeps. Enchanted weapons do normal weapon damage. Garb: A white, furry bunny suit complete with ears. What, were you expecting something dignified? Description: From the lowest depths of hell emerges the most fearsome creature of all: the WHITE RABBIT! Well, it IS viscous. Honest. I'm not lying. It has BIG teeth! Well, look at the bones! Don't say I didn't warn you!
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