Standard Creatures
Note
Unless otherwise noted, all standard creature abilities are
non-magical in nature. Because these creatures are non- magical in nature, their
powers cannot be negated by the use of magic.
Catperson
(BL: Terarin)
Type: Standard Creature
Q/M Ratio 1:1
Armour: Up to 3 points.
Attacks: Two Short swords, as claws, or a single long sword
and flail.
Abilities:
1) Tracking (1/life), as per scout ability.
2) Stealth (1/game). Say "Sneak"x5 to
activate and must continually chant it to
keep ability active. Stealth works as per
Monk Sanctuary. May not use on a base or
with game items, and is negated if
Catperson has weapon in hand.
Garb: Various leopard prints and lots of fur.
Description:
Catpeople are a race of feline humanoids. They are
normally very refined in the field they specialize in,
be it arts or waror matters of sciences. Catpersons
have great pride in what they do. They bear
resemblance to many of the great cats such as lions
and tigers.
Lives: 3
Levels:
1st No additional abilities.
2nd Immune to all charm spells.
3rd Stealth (2/game).
4th Immune to Sleep and Lost spells.
5th Can cast Sleep (1/life) as per healer.
6th Stealth (3/game).
Centaur
(BL: Naes)
Type: Standard Creature
Q/M Ratio 2:1
Armour: Up to 4 points may be worn, may use any shields.
Attacks: Any melee weapon and bows.
Abilities:
1) Bow skills equal to archer of equal level, as
summarized below.
2) Tracking (1/life) as per scout ability.
3) May carry 2 enchantments, (2/game)
4) Due to mobility of Centaurs horse half, leg
wounds are far less effective.
A) 1st leg wound has no effect.
B) 2nd leg wound counts as normal,
wounds leg. Other limb wounds
will kill.
Garb: It's easy to do the human part but the rest will need a
great imagination.
Description:
These creatures are a half-horse, half humanoid race.
rumored to have been created by a senile old wizard,
unaware of his actions. Centaurs are usually neutral,
and are fierce defenders of their homes, especially
against uninvited guests.
Lives: 4
Levels:
1st Repair Bow (1/life) as per Archer ability.
2nd 1 Stun Arrow, 1 Flame Arrow, both
reusable, as per Archer.
3rd Plus 1 point damage with all arrows.
4th 1 Armour Piercing Arrow (reusable) as per
Archer.
5th Tracking (1/life) as per Scout.
6th Penetration Arrow (reusable) as per Archer.
Corrosion Beast
(BL: Chesire)
Type: Standard Creature
Q/M Ratio 1:1
Armour: 2 Points
Attacks: 2 Short swords
Abilities:
1) Corrosion (5/Life), as per Druid Shatter.
Activated by saying "I rust that [metal
item]" x2. Range is 20 feet.
2) Tunnelling (1/Life, as per Wizard
Teleport)
3) Immunity to Petrification
Garb: A rust-colored tunic and hood.
Description:
This pudgy little creature is arguably one of the most
troublesome and annoying beasts to have to fight.
Ever hungry for the taste of metal, it will follow those
who have it to the ends of the earth if need be,
retreating only if severely beaten. Ungainly on its
feet, it is amazingly fast as a digger and thus able to
get into most secure areas...
Lives: 3
Levels: None
Deadly Slime
(DS: Labrynth)
Type: Standard Creature
Q/M Ratio 5:1 (QUEST)
Armour: None
Attacks: Two flails, as natural weapons, also count as Warrior
Improved Weapons.
Abilities:
1) Deadly Slime are very unique creatures from
a biological standpoint. Not having any
permanent limbs or organs the are very
difficult to damage or hinder. As such,
puddings may absorb four hits from
weapons that can damage them, be they
blue, red, or even white weapons. These hits
may be to any location. Limb hits count
towards the total, but do not hinder the
pudding in any way. Only once the last hit
has been inflicted does the pudding die.
2) Being simple, mindless, amorphous
creatures. Deadly Slimes are unaffected by
all spells baneful or beneficial, except:
Iceball, Magic Bolt, and Sphere of
Annihilation. The various weapon
enchantments have a limited use against
them (see weapon immunity below).
Fireball, Lightning Bolt, Call Lightning,
Finger of Death, Doomsday, Curse, and
Mutual Destruction will inflict one hit each
on a pudding. They cannot be subdued, and
are not affected by the Trap abilities of
Assassins or Scouts.
3) Weapon Resistance: With a few
exceptions, normal weapons do not harm
puddings. Any weapon with any kind of
enchantment on it will inflict 1 hit on the
pudding, regardless of the type of
enchantment or the normal damage inflicted
by the weapon. Also, weapons wielded by
berserk barbarians will inflict 1 hit of
damage (they're flailing so hard that they
scatter pudding to the four winds), as will
fire arrow and a Warrior's Improve Weapon
(fighters with this ability are assumed to
have the wherewithal to stab the critter's
vulnerable nucleus). White weapons (giant
boulders etc.) inflict one hit on puddings.
4) Immune to Poison.
Garb: Make a costume as amorphous looking as possible. One
good idea is to make the costume the same color as your
weapons so the they blend together. Given the amoebic
nature of the creature in question paisleys might not be a bad
idea (for once). For the particularly facetious a large baldric
with the word "Jell-O"(tm) written on it might do the
trick.Description:
Deadly Slimes are amorphous, ameoboid creatures
generally considered more terrifying for their lack of
form than for shape they could possibly have. They
range in size from only one foot to over five feet in
diameter, in color from chalk white to jet black, and
in translucency from opaque to very nearly
transparent. Very primitive creatures, deadly puddings
have no mind to speak of, existing only to eat and
reproduce, which they do by means of fission.
Puddings move by means of undulation and locate
their prey by sensing the vibrations of their footsteps.
Despite the awesome danger these creatures
represent, brave (foolhardy) dungeoneers often seek
them out for the undigested treasure their bodies are
thought to contain.
Lives: 2
Levels: None.
Deep Dwellers
(MS: Malice)
Type: Standard Creature
Q/M Ratio 4:1
Armour: May wear up to 3 points.
Attacks: Any melee weapon and short bow..
Abilities:
1) All weapons used by Deep Dwellers are
considered Hardened, as per the Healer
enchantment.
2) Immune to charm and control magic s.
Garb: Black make-up, a white wig, and black and silver
combat garb.
Description:
They once were an evil brotherhood, who were driven
from the Elven cities due to their worship of evil
deities and gods; The Deep Dwellers take great
pleasure in the destruction of anything good or bright.
Lives: 3
Levels:
1st 1 Flame Arrow (reusable)
2nd Poison Weapon (1/life).
3rd May use a small shield.
4th 1 Armour Piercing Arrow (reusable).
Touch of Death (2/life) as per Assassin.
5th All weapons are considered Poisoned.
6th 5 points of Wizard magic, up to third level.
Entangling Mass
(BL: Naes/Argon)
Type: Standard Creature
Q/M Ratio 3:1
Armour: 1 point.
Attacks: 2 Short swords, considered to be Red weapons.
Abilities:
1) Immune to Fireball and Iceball spells.
2) May regenerate limbs after a 50 count, and
lighting acts as an instant Heal spell, healing
all lost limbs.
3) Entangle as per druid, 2 bolts, with
unlimited usage. Note: May have a
maximum of two people entangled at any
time.
Garb: A mass of shredded cloth.
Description:
These creatures are heaps of rotting vegetable matter,
but despite appearances, are actually an intelligent
form of life. An Entangling Mass is normally from
six to nine feet in height, and has a girth of about Six
feet, and two feet at the summit.
Lives: 3
Levels:
1st No additional abilities.
2nd No additional abilities.
3rd May carry as many entangle bolts as the
monster can carry, within reason.
4th 1 additional point of armour. (2 total)
5th No additional abilities.
6th Can regenerate 1 point of armour every 300 count.
Giant
(BL: RAN)
Type: Standard Creature
Armour: By type.
Attacks: Any melee (count as Red due to strength).
Abilities: Giants come in 4 basic types:
Hill Giant
(Q/M Ratio 3:1)
a) 2 points of natural armour.
b) May wear up to 2 Points of additional
armour.
c) May hurl a boulder (as per Barbarian) as a
White Siege Weapon (1/life) or a single
reusable boulder as a Red weapon.
Frost Giant
(Q/M Ratio 4:1)
a) 3 points natural armour.
b) May wear up to 3 Points of additional
armour.
c) Immune to Iceball and other cold-based
attacks.
d) May carry one reusable Iceball.
Fire Giant
(Q/M Ratio 6:1)
a) 3 points natural armour.
b) May wear up to 4 points of additional
armour.
c) Immune to all heat-based attacks.
d) May carry one reusable Fireball .
Titan
(Q/M Ratio 7:1) QUEST
a) 6 points of natural Invulnerability.
b) Weapons used count as White Siege.
c) May be combined with either Frost or Fire
Giant to gain immunities.
Garb:
Hill: As a Barbarian.
Frost: Heavy cold weather garb, furs (all usually
white and/or blue.)
Fire: Light cool weather garb (usually red and/or
black). Red make-up.
Titan: Whatever, often more elegant versions of the
above.
Description:
Hill Giants stand 15-20 feet tall. Slow and simple minded.
Frost Giants stand 25-30 feet tall. Grim, brooding
and silent, they resemble vikings but are less apt to
raid or plunder. In fact they prefer solitude.
Fire Giants stand 25-30 feet tall. They dwell in the
fiery realm of Muspell and often ignore the small
races, preferring to turn their attention to wars against
the Norse gods. There is, however, one recorded
incident of Fire Giants charging out from Muspell and
threatening the safety of Amtgard, during the reign of
King Talinor...
Titan: These Giants are akin to gods. They stand
75-100 ft. tall. The Norse hold that our world was
created by the gods from the body of the Frost Joten
Ymir, and the world would be destroyed by the Fire
Joten Surtr. The Greeks hold that the Titans are as
cousins to the gods and that it is the Titan Atlas who
holds the world on his shoulders and further that it
was the Titan Prometheus who introduced humans to
the use of fire.
Lives: 2 (Joten/Titan: 1)
Levels: None
Goblin
(BL: RAN)
Type: Creature
Q/M Ratio 1/2:1
Armour: May wear up to 1 point.
Attacks: Any short (under 4 ft. in total length) melee weapon
and short bow.
Abilities:
1) Sheer Numbers: each person playing a
Goblin actually represents a number of
Goblins cohorting about in a group. When a
goblin dies, the player must lie down, only
to rise again after a 50 count as "another
Goblin takes his place. The number of times
a Goblin can do this is limited, and listed by
level. Note: A returning Goblin must shout
"Alive!"
Vulnerabilities:
1) A single shot to any unarmoured area of a
Goblin kills him. All wounds kill.
Garb: Crude rags, leather/hide armour. Greenish brown
make-up.
Description: Weaker orcs sometimes manage to survive
the abuses of their stronger kin. These lesser
orcs, called Goblins, tend to move in groups
for protection. Larger, more substantial,
groups only when led by a focused will,
some overwhelmingly strong individual.
Goblins are cruel, jealous, petty, ambitious,
selfish, and suspicious. They hate all races,
including other Orc/Goblin tribes.
Inter-tribal cannibalism is the norm.
Lives: See Sheer Numbers.
Levels:
1st Sheer Numbers (8 lives total).
2nd Sheer Numbers (10 lives total).
3rd May use a shortbow or up to a medium shield.
4th Sheer Numbers (12 lives total)
5th Sheer Numbers (15 lives total)
6th May wear up to 2 points of additional armour.
Griffon
(BL: Terarin)
Type: Standard Creature
Q/M Ratio 4:1
Armour: 3 points natural armour.
Attacks: 2 short swords, as claws.
Abilities:
1) Flight, as per Wizard spell, cast by saying
"I take flight" x 5. Unlimited usage.
2) Shove (as per Wizard spell) to simulate a
wing buffet (1/life).
Garb: Feathers and a good imagination.
Description:
Griffons are the mythological, half-lion half-eagle
beasts from Greek and Roman literature. They are
vicious carnivores, but would rather eat horses than
wandering travellers.
Lives: 3
Levels:
1st No additional abilities.
2nd Can carry a passenger 1/life while in Flight.
3rd Can Heal self 1/life (as per Barbarian ability).
4th Claws become Red weapons.
5th Can carry up to 2 people while flying, 2/life.
6th + 1 pt. of armor (total 4).
Harpy
(BL: Chesire)
Type: Standard Creature
Q/M Ratio 1:1
Armour: None initially
Attacks: 2 short swords as claws. One short sword is
considered poisoned.
Abilities:
1) Flight (unlimited)
2) Scare (2/Battle). Scare, must say
I make thee afraid x3, range 20ft.
This will make the person afraid of
the wraith for a 1000 count. They
may not attack the wraith during
this time, and will tend to stay
away from it. (1/life)
Garb: Any shirt or tunic with feathered wings in a dull color.
Description:
Harpies are avians of the worst temperament. Partly
human of both body and mind, they have their own
goals, and ideas, considering humans and other 'no-
wings' to be both expendable and tasty. They are not
easily recruited, and those that secure a Harpy's aid
often find it is they who are being used.
Lives: 3
Levels:
1st No additional abilities.
2nd 1 Point of Armour.
3rd Scare becomes twice per Life.
4th Both short swords are now Poisoned.
5th 2 Points of Armour.
6th Ability to carry two Enchantments.
Kraken
(GS: Vaargard)
Type: Standard Creature
Q/M Ratio 25:1 (QUEST)
Armour: 4 points (represents sheer mass, not actual armor)
Attacks: One flail per 'tentacle'. Considered a red weapon, One
white weapon (beak) which must be a two-handed
weapon.
Abilities:
1) Invulnerability
2) Immune to all forms of flame. The Kraken
is coated in a thick mucous which keeps it
from drying out and offers excellent
protection from even magical flame.
3) Cannot be held or subdued, magically or
otherwise (exception- Healer Stun spell). A
Kraken is virtually brainless and unable to
leave its environment
4) Scare 2/game (as Troll)
5) 'Tentacles' may fight after death as per
Barbarian regardless of cause of death
(exception - Sphere of Annihilation to
'beak')
6) The 'beak' of a Kraken is attached to its
huge submerged body and therefore
stationery. Anyone slain by the beak is
considered "eaten" and cannot be recalled or
resurrected.
Garb: Dark green robes.
Description:
Kraken are mammoth, squid-like creatures they rarely
plague the shores of the world. On the odd occasions
that they are found they flail their mammoth tentacles
about hoping to snare a quick morsel. Little is known
about these horrors of the sea save for their legendary
strength and the difficulty of dispatching one when it
appears.
Notes: Kraken are huge and chaotic so they are best played
by several players that are restricted to staying
within 20 feet of the 'beak' to form the beast: A
single 'beak'(One weapon, considered white) and from 8
to 12 'tentacles' represented by individuals wielding
red flails (though more or less 'tentacles' may be used
dependant upon the size of the Kraken(and the
amount of rope available!) Each person has armor
equal to the total given to the Kraken(i.e. In the case
of a level 1 Kraken, a 'tentacle' has 4 points of
armor. Unlike normal rules of combat, any strike to
a 'tentacle' of a Kraken removes a point of armor. For
example- if the 'left arm' whom has 4 points of armor
is hit in the leg he/she would lose a part of overall
armor and thus be reduced to 3 armor points. If the
same 'left arm' is struck again, this time in thetorso,
he would be reduced to 2 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'. ) A Kraken is unusual in Amtgard in that
it CANNOT normally move around the battlefield. A
Kraken's 'beak ' is stationary and anchors its
'tentacles'. The beak is always stationery and serves
the reference point for which the tentacles may roam.
Subdued individuals may be carried to the 'beak' for
consumption.
Lives: 1
Levels:
1st No additional abilities
2nd Boulders: One 'tentacle' gains the ability to
throw surrounding objects at attackers. Such
boulders are considered white (per giant)
This is usually represented by abundant
'barbarian boulders'. These may be returned
(even by other 'tentacles') but MAY NOT be
retrieved unless within the movement limit
imposed by proximity to the 'beak'. Any
number may be on hand initially, but after
they are thrown out of reach, the Kraken is
considered to have thrown all objects within
reach and the chosen 'tentacle' loses this
ability.
3rd No additional abilities
4th Shove, as per the Wizard spell, usable
against all opponents within 50 feet of the
head. (This represents the Kraken heaving
its mighty bulk to create a huge wave that
pushes back the attackers
5th Specialized Tentacles- The beak may
choose 2 of its tentacles that can move
freely within 100'
6th +1 Shove (total 2/life).
Lizard Man
(BL: Cheshire)
Type: Standard Creature
Q/M Ratio 2:1
Armour: 1 point natural armour.
Attacks: A flail or morning star (which represents a tail) and
any other non-throwing melee weapon. May use a
medium shield.
Abilities:
1) Tail acts as a Red weapon.
2) Immune to Poison.
Garb: Green tunic, preferably with cloth scales.
Description:
Lizard Men are dangerous, tribal people who are quite
primitive, and few in number. They can be found in
any climate, but prefer a more marsh-like
environment. They are savage in mind, but crude in
technology, which may be the only thing saving the
more "civilized" races.
Lives: 4
Levels:
1st No additional abilities.
2nd Poison non-tail weapon, as per Assassin
ability, 1/game.
3rd Additional point of natural armor (total 2).
4th Can use javelins (up to 5 t. in length).
5th Additional point of natural armor (total 3);
Poison weapon becomes 1/life.
6th Can wear up to 3 points additional armor.
Manticore
(DS: The Rogue's Guild)
Type: Standard Creature
Q/M Ratio 2:1
Armour: 2 points natural armour.
Attacks: 2 short swords (one may be poisoned), throwing
daggers
Abilities:
1) Flight (unlimited), as per Wizard. May
throw daggers while flying.
2) Immunity to Poison.
Garb: Tabard of (orange or tan) yellow with featherless wings,
and a wig or paper lion's mane.
Description:
The manticore is the blending of a lion and a demon
according to some, but whatever its true origin, the
manticore remains a vile and tough opponent. Large
and powerful, the beast can take to the air on leathery
wings, has the fangs of a rattlesnake, and a tail
covered with large iron like quills which it can fling
a considerable distance.
Lives: 3
Levels:
1st No additional abilities
2nd Scare (1 per life), as per Wraith ability,
representing a deafening roar.
3rd One extra point of natural armor (total of
three).
4th Throwing daggers are now poisoned.
5th Both short swords are now Red weapons.
6th Immunity to charm and control magics, as
per Monk.
Minotaur
(BL: Cheshire)
Type: Standard Creature
Q/M Ratio 2:1
Armour: 2 points.
Attacks: As per warrior (excluding javelins and hinged
weapons).
Abilities:
1) Cannot be made Lost.
2) Immune to magics that charm or control.
3) All weapons used by Minotaur considered to
be Red.
4) Tracking (2/life) as per Scout.
Garb: Brown tunic and/or fur, and a brown headband or mask.
Description:
These savage creatures of legend have the head of a
bull and the body of giant man. They are always
dangerous, unpredictable, and completely merciless;
and only a fool would challenge one in its own lair.
Lives: 3
Levels:
1st No additional abilities.
2nd +1 pt. armor (total 3).
3rd No additional abilities.
4th Fight After Death (1/life) as per Barbarian.
5th Immune to Entangle and Iceball
6th Additional life (total 4).
Orc
(BL: RAN)
Type: Standard Creature
Q/M Ratio 2:1
Armour: 1 point natural armour due to toughness. May wear
up to 2 points of additional armour.
Attacks: Any melee weapon, boulder (as per Barbarian),
javelin or shortbow.
Abilities:
1) Cure Poison on Self (as per the Scout
ability), due to strong metabolism, 1/life.
2) Berserk (as per the Barbarian ability) on last
life.
3) Obtain Information from subdued person
(similar to the Scout ability), must "torture"
subdued victim for a 100 count, 1/game.
Garb: Crude clothing, random leather/hide armour. Greenish
grey make-up, animal fangs.
Description:
These hideous creatures are members of a race
descended from Elves who were twisted and perverted
by evil in the mists of the past. Although they are
not inherently evil, they are culturally and mentally
predisposed toward hate, malice and cruelty. They are
almost always uncomfortable and, aside from meal
time or battle, are never happy or at peace. Orcs are
heavily built, with thick hides short legs, and long
arms. they have grotesque, fanged faces and random
hair growth.
Lives: 4
Levels:
1st No additional abilities.
2nd 1 additional life (5 total).
3rd a) Fight After Death when Berserk (as per
the Barbarian ability).
b) 1 Flame Arrow (as per a Scout), is
reusable.
4th May wear up to 3 points of additional
armour.
5th May carry a medium shield.
6th a) Improve Weapon (as per the Warrior
ability) 1/game.
b) +1 point of natural armour (2 total).
Pegasus
(BL: Chesire)
Type: Standard Creature
Q/M Ratio 1:1
Armour: 1 point natural armour.
Attacks: 2 short clubs (hooves)
Abilities:
1) Flight, as per Wizard spell, cast by saying
"I take flight" x 5. Unlimited usage.
2) Awe, must say Thou art in awe! x3. This
will make the person over whelmed with the
beauty of the Pegasus for a 1000 count.
They may not attack the Pegasus during this
time, and will tend to stay away from it.
(1/life).
3) Immune to spells that charm or control.
Garb: Lots of white and wings.
Description:
Pegasus are one of the most beautiful and well known
creatures. These extremely intelligent beasts are
sought after by every facet of society for many
reasons, not all of which would benefit the Pegasus.
They generally choose to ignore most other races,
though Pegasai will go out of their way to annoy
Harpies.
Lives: 4
Levels:
1st Awe (1/life).
2nd Can carry 1 passenger when flying (1/life).
3rd Awe (2/life).
4th Charm spell, as per Bard ability (1/game).
5th Charm becomes 1/life.
6th Awe (3/life).
Plaguer
(MS: Malice)
Type: Standard Creature
Q/M Ratio 3:1
Armour: None.
Attacks: By touch of hand.
Abilities:
1) Touch of The Plague-Any being touched
by a Plaguer is turned into a Plaguer in a
100 count, unless protected from disease, or
cured.
2) Anyone who kills or is killed by a Plaguer
will be turned into a one unless protected
from disease, or cured.
3) All Plaguers attacks are countered by
Protection from Disease, or Protection from
Death.
Vulnerabilities:
1) Cure disease will turn a Plagueer into a
peasant warrior who is so grateful to the
person who cured them that they will gladly
die for them for the rest of their life, as per
Bardic Charm.
Garb: What you would normally wear on the field. The
plague hides it's self well.
Description:
These are diseased humans, whose minds have been
twisted by the plague they bear. They live only to
infect others with their insanity and disease.
Lives: 5
Levels:
1st No additional abilities.
2nd No additional abilities.
3rd Fight After Death for 10 seconds, any death
blow the Plaguer receives, will cause the
dealer of that blow to be turned into a
Plaguer in a 100 count, if not cured, or
protected from disease.
4th No additional abilities.
5th Plaguer may no longer be slain by 2 limb
shots, will only die if all limbs are taken, or
a killing torso shot.
6th Touch of Death (1/game).
Scalor
(SW: Lucas Wyngarde)
Type: Standard Creature
Q/M Ratio 1:1
Armour: 1 point natural armour and may wear up to 2 points
of non-metal armour.
Attacks: Any one melee weapon (may be red or blue), plus
javelins.
Abilities:
1) Entangle (2 / life), not reusable, as per
Druid Entangle.
Vulnerabilities:
1) Slain by any hit with a Magic Bolt or
Enchanted weapons of any type. This is to
represent the Scalors legendary vulnerability
and ignorance of the arcane arts.
Garb: Anything green, blue, or murky brown would denote the
color of these amphibious fish-men. Also, scale mail could add
a touch of realism, as would a fish motif mask (I have seen
them so they are out there). In a pinch, some of those joke
glasses with the big plastic googly-eyes might suffice. Make
lots of bubbling and gurgling sounds. Walk slumped over to
emulate the slow gait these creatures exhibit on land.
Description:
The Scalor are a barbaric race of humanoid fish.
They are the mortal enemies of humans and mer-folk
alike, as the Scalors everything they cannot eat,
destroy, or subjugate. These cunning fish-men have
developed ambush tactics, use of undersea nets to
capture prey, and basic metal working skills.
Lives: 5
Levels:
1st No additional abilities
2nd May carry two blouders (as per Barbarian)
as throwing weapons
3rd May toss 1 additional Entangle per life
(total 3)
4th No additional abilities
5th May Entangle 1 additional time per life
(total 4)
6th May Poison one (reusable) melee weapon
per life. Same as Assassin ability.
Spider, Giant
(BL: Cheshire)
Type: Standard Creature
Q/M 1:1
Armour: 1 point natural armour.
Attacks: 2 daggers or 1 short sword.
Abilities:
1) 2 Entangle Balls (as per Druid spell)
unlimited usage.
2) Web. This ability (not a spell) is used by
tying a strip of white cloth of 10 feet or less
length between two points. Both ends of the
strand must be cut with magical weapon, or
Fireball or Lighting Bolt, before it can be
destroyed. In the mean time, any person
who crosses or touches one of these strands
is entangled for a 300 count or until freed,
whichever comes first. The Giant Spider is
immune to these strands. The Giant spider
can have up to 8 strands at a time (initially).
3) Immune to Entangles, spell of Wounding,
and Hold Person spells.
4) All weapons are considered poisoned.
5) Immune to Poison.
Garb: Black tunic with some kind of web pattern on it (no
cartoon costumes please).
Description:
Larger and more intelligent than their household
counterparts, Giant Spiders are some of the most
dangerous monsters around. They are cunning,
ruthless, and are often found in cohorts with vampires
as castle guardians.
Lives: 3
Levels: 1st No additional abilities.
2nd +1 point of armour (total 2).
3rd Can use 2 short swords instead of daggers.
4th Poisoned blades kill in a 50 count instead of
100.
5th +1 pt. of armour (total 3).
6th Spider Horde: Cast by saying "I call
upon an army spiders to devour thee" x3.
Having a range of 20ft., the victim (if
caught) is dead. Bug-juice city. Simulates
calling on all of its offspring to kill an
opponent (1/life).
Stormraven
(PV: The Rogue's Guild)
Type: Standard Creature
Q/M Ratio 2:1
Armour: 2 Points
Attacks: 2 Short swords (wing buffeting and talons)
Abilities:
1) Shove (Unlimited), as a non-magical
version of the Wizard spell.
2) Wind (once per life) as per Wizard.
3) Call Lightning (2/Life), as per Druid spell.
4) Flight (Unlimited), as per Wizard spell.
Garb: A dark, feathered tunic or tabard.
Description:
Some say the Stormraven is a melding of crow and
the Elemental sky. Others claim it is the living
embodiment of the tribal Spirit. Perhaps both are
right, but the stormraven isn't telling, busy as it is in
its vigil over the wind and storms. Some say this is
the Thunderbird of American legend.
Lives: 4
Levels: None
Troglodyte
(SW: Lucas Wyngarde)
Type: Standard Creature
Q/M 2:1
Armour: 2 (may wear 2 more)
Attacks: One long or two short weapons, javelins
Abilities:
1) Stinking Cloud (2 / life). The hallmark
of Trog society, they stink! They may lay
out a 50 foot strip of green cloth to denote
their territory (in which no one may enter),
this area may be maintained for a 300 count.
Multiple Trogs may tie their strips together
to form a larger cloud zone. Missile combat
may still takes place through the cloud.
2) Stink Bolt (1/life) , unlimited usage.
Trogs may toss 1 green spell ball to
symbolize a gout of foul ooze. If hit by this
Stink Bolt, two things happen, target is
treated as if he had been hit by a normal
magic bolt, and NO ONE except
Troglodytes can approach the target within
20 feet for a 300 count (because he stinks so
bad!)
Garb: Green and / or yellow clothing to symbolize the putrid
hide of the notorious Trogs. Also, fins are big with the
Troglodyte set, head fins, dorsal fins, swimming / diving fins
(on your feet). Scale mail is suitable. Also, bandoleers are a
Trog fashion statement, so a brown or black sash across the
chest could be used to represent one.
Description:
Troglodytes are an off-shoot of the original Lizard
Man race. The troglodytes adapted to a more aquatic
environment, resulting in the fins that are the
traditional source of racial pride. The fact that Trogs
smell horribly permeates their dealings with other
races. They know others find them repulsive, and
have an inferiority complex about it. If treated
kindly, or approached unarmed, the Trogs can be
quite pleasant.
Lives: 4
Levels:
1st No additional abilities
2nd Entangle (1/life) as per Druid spell.
3rd No additional abilities
4th May use 1 additional Stink Bolt ability
(total 2 /life)
5th No additional abilities
6th Entangle (2/life).
Wyvern
(BK: Kaboth)
Type: Standard Creature
Q/M Ratio 3:1
Armour: 2 points natural armour and 2 points Invulnerability.
Attacks: Two long swords that are considered Poisoned and
Red. May carry throwing weapons which are
considered poisoned.
Abilities:
1) Flight, unlimited uses, as per Wizard Flight
spell.
Description:
Wyverns are the evolutionary precursor of dragons.
They have been known to carry off cattle for food,
sure they have picked humans for their grazing food
also.
Garb: Wear the same things as you would with a dragon but
have a porcupine-like tail.
Lives: 4
Levels:
1st No additional abilities.
2nd 3 points armour.
3rd No additional abilities.
4th 4 points of armour.
5th No additional abilities.
6th One additonal life.
Yeti (Abominable Snowman)
(DS: Egil Njalsson)
Type: Standard Creature
Q/M Ratio 5:1 (QUEST)
Armour: 1 point natural initially (though hitting them is
liable
to make them very angry)
Attacks: Any combination of 2 short swords or daggers as
claws
Abilities:
1) Iceball (as the wizard spell), unlimited use.
Number of people who can be Iceballed at
any given time depends on level. Charged
by saying "iceball"x5 (charged in either
hand). Represents really powerful
snowballs.
2) Avalanche: Natural ability to bring snow
cascading down a hillside. Stomp
repeatedly on ground with one foot (other
must remain still) while saying
"avalanche"x10. (This can be done while
fighting, if one foot remains planted.) All
within 20' radius (friend or foe) are affected
as if hit by an iceball, as they have been
buried in a snow drift. (Standard means of
freeing them apply.) A yeti is immune to its
own avalanche, but not to the avalanches of
other yetis.
3) Immune to all cold-based attacks (such as
iceball and white dragon breath) except the
avalanches of other yetis.
Garb: White garb; fur would be nice. (Old silk hat and
corncob pipe are optional.) Typically found (if at
all) only in snowy, alpine regions.
Description:
These creatures of the high himalayas are rarely seen.
They tend to be territorial, attacking only if their
"turf" ("tundra?") is invaded; but have also been
known to range far and wide if roused. The yeti is
very physically strong, and stands 8 (young adult) to
11 feet (mature) tall.
Lives: 3
Levels:
1st 1 Iceball and Avalanche 1/game.
2nd 2 Iceballs and 2 points natural armour.
3rd 3 Iceballs and Avalanche 2/game
4th 4 Iceballs and weapons become red (brute
force.)
5th 5 Iceballs and Avalanche 1/life
6th 6 Iceballs and ability to go Berserk, as
barbarian, on last life, including 10 count
Fight After Death.
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This document was last updated on April
2, 1997
by Sir Ivar Nefarious
Copyright: 1986-2000
by Amtgard, Kingdom of the Burning Lands
The
7th edition, being an update of the 6th edition monster rules
in the reigns
of: the monarchs of the 8 kingdoms-
Ivar, Taldak, Arion, Oriana, Wolfram,
Stefan, Lukor, Ashki