Monster Descriptions
Brownie
Garb: Brown tunic or tabard with two green scout sashes. Suggested: Pointed ears, exaggerated smile. Very short people, as brownies are 18 inches tall.
Summoned by: Druid 6 (Reincarnate)
Player lives per life: 2
Type: Mystical Fey Humanoid
Q/M Ratio: 1/1
Armor: 1 point natural armor with up to 3 additional points of normal armor.
Weapons: May use a single dagger or short sword.
Immunities: Control. (save for Bardic Charm)
Natural Lives: 3
Abilities & Traits:
Magic-like Abilities: Flight (1/life), Lost (1/life), Teleport (1/life)
Innate Abilities:
Camouflage (1/life)
Blend (Unlimited)
Levels
1st No additional abilities
2nd Camouflage becomes 2/life
3rd Lost becomes (2/life)
4th Flight becomes (2/life)
5th Lost becomes (3/life)
6th Flight becomes (unlimited)
Description: A small (18 inch tall) being that is a distant relative of elves and leprechauns. They are usually very shy and leery of
strangers, but can be helpful if treated well. They have pointed ears, and long pointed noses. Being creatures of the woods,
typically wear clothing of brown, green, and other earthly tones.
Centaur
Garb: Furred legging and yellow or white shoes or shoe covers. Green scout Baldric. Suggested: a horse tail, and anything that would make your lower half look more like a horse.
Summoned by: Druid 6 (Reincarnate)
Player lives per life: 2
Type: Fey Humanoid
Q/M Ratio: 2/1
Armor: Up to 4 points of normal armor, any shield can be used.
Weapons: Melee weapons and bows (no crossbows).
Immunities: Control. (save for Bardic Charm)
Natural Lives: 4
Abilities & Traits:
Many-Legged
Innate Abilities:
Attuned (2/game): As per the scout ability. If summoned, may carry two enchantments in addition to the one used to summon the centaur.
Tracking (1/life): As per scout ability.
Bowyer (1/life): As archer ability.
Stun Arrow (1/unlimited): As the archer ability.
Flame Arrow (1/unlimited): As the archer ability.
Levels
1st No additional abilities
2nd Accuracy: Arrows fired from all bows and crossbows deal +1 additional point of damage.
3rd Innate Magical Ability: Armor-Piercing Arrow (1/unlimited): As the archer ability.
4th Innate Magical Ability: Penetration Arrow (1/unlimited): As the archer ability.
5th Tracking becomes (2/life).
Flame and Stun Arrow each become (2/unlimited).
6th Armor-Piercing Arrow becomes (2/unlimited).
Description: These creatures are half-horse, half humanoid race. Rumored to have been created by a senile old wizard who was
unaware of his actions. Centaurs are usually neutral, and are fierce defenders of their homes.
Dryad
Garb: Seductive attire adorned with leaves and twigs. Suggested: Pointed ears, sparkling green makeup.
Summoned by: Druid 6 (Reincarnate) Wizard 6 (Transform)
Player lives per life: 2
Type: Mystical Fey Humanoid
Q/M Ratio: 1/1
Requirement: Suggested be female to play a Dryad
Armor: None
Weapons: Single Dagger.
Immunities: Control (save for Bardic Charm)
Natural Lives: 3
Abilities & Traits:
Home Tree
Magic-like Abilities: Commune (Unlimited), Heal (Unlimited), Yield (3/life).
Levels
1st No additional abilities
2nd Gain 1 point of natural invulnerable armor
3rd Magic-like Abilities: Heat Weapon (1/life), Warp Wood (1/life)
4th No additional abilities
5th Heat Weapon and Warp Wood both become (2/life)
6th Natural Invulnerable armor increases to 2 points.
Description: These creatures are beautiful, mischievous wood spirits. Little is known about them, except they command
powerful magic, and always demand a high price for their benevolence. This price is often a male who is seldom seen again.
Giant, Hill
Garb: White and Brown tunic. Suggested: Anything that makes you look bigger, a smear of white or brown face paint.
Summoned by: Druid 6 (Reincarnate)
Player lives per life: 2
Type: Humanoid
Q/M Ratio: 1/1
Requirement: Must be a 2nd level monster to play a Hill giant. If summoned, the class sacrificed does not have to be 2nd level,
but the player must be a 2nd level monster to play a hill giant.
Armor: 2 points natural armor, up to 2 additional points of normal armor.
Weapons: Melee weapons and boulders.
Immunities: None
Natural Lives: 2
Abilities & Traits:
Large
Strong
Description: Standing 10-15 feet tall, these are slow and simple-minded.
Goblin
Garb: Green ears, most often sown to a head band. Suggested: Browns and tans for garb.
Summoned by: Wizard 6 (Transform)
Player lives per life: 0.5. Players who are summoned as goblins, sacrifice 1 life to gain 2 lives as goblins. When the first goblin is killed, the player plays the 'next'
goblin in a 50 count as per sheer numbers. If the enchantment is dispelled from the
first 'goblin' the player still gets to play the second life. Treat this as though the player
was enchanted and created two separate goblins, each with the enchantment on them.
Type: Humanoid
Q/M Ratio: 0.5
Armor: up to 1 point of normal armor.
Weapons: Single melee weapon under 4 ft in length.
Immunities: None
Natural Lives: 8
Abilities & Traits:
Sheer Numbers: Each player playing a goblin actually represents a horde of them.
When a goblin dies, the player must lie down and count to 50, only to rise again as
another goblin takes his place. When coming alive, the goblin must do so within 50
ft of where he died, and at least 20 ft away from others if possible. When coming
alive the goblin must shout loudly 'alive!'
Levels
1st No additional abilities
2nd Natural lives (sheer numbers) increase to 10.
3rd May use a short bow, or up to a medium shield.
4th Natural lives (sheer numbers) increase to 12.
5th Natural lives (sheer numbers) increase to 15.
6th May wear up to two points of armor.
Vulnerabilities:
Weak: Limb shots kill goblins.
Description: These are weaker orcs who team up in small hordes. They commonly talk in high pitched voices and are notoriously
weak-willed and devious. They are also often cruel, jealous, selfish, petty and suspicious.
Lizardman
Garb: Green tunic, preferably with cloth scales. Suggested: Green face paint, and green cloth covered flail for his tail.
Summoned by: Druid 6 (Reincarnate)
Player lives per life: 2
Type: Humanoid
Q/M Ratio: 1/1
Armor: 1 point natural armor, up to a medium shield can be used.
Weapons: Single natural flail. This is his tail and is considered a red weapon. Melee weapons.
Immunities: Poison
Natural Lives: 4
Abilities & Traits:
Levels
1st No additional abilities
2nd Poison: May poison his any non-tail weapon used. (1/game)
3rd Natural armor increases to 2 points.
4th Can use javelins.
5th Natural armor increases to 3 points.
Poison becomes (1/life).
6th May wear up to 3 points of additional normal armor.
Description: Lizardmen are dangerous, tribal people who are quite primitive and few in number. They can be found in any
climate but most often in marshes and swamps. They are savage in mind but crude in technology.
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