Note: All images are from the Original Lodoss War RPG
Beastiary
Beware the wilderness, places uncivilized and untamed, for there roam beasts of monstrous intent, and creatures who, though neither good nor evil, despise mankind -- giant insects, man-eating beasts, enormous worms, and hideous serpents. These are not creatures of magic or intelligence, but they are powerful and viscous, and any traveler should be wary of their presence...
Aerial Jellyfish
Of the beasts that hunt in the sky, the Aerial Jellyfish is the most fearsome. They never leave the cover of the thick clouds which they make their home, and none but the most learned sages and wizards have seen their true form. But when pray is found, the Aerial Jellyfish drops its horrendously long stinging tentacles to grasp the hapless victim. These tentacles can reach down from the very sky to the ground, some even in excess of five hundred meters, and there can be dozens such tentacles. The only defense is to chop and hack and the tentacles, but once grasped, there is no escape. The tentacle wrapped around a victim will squeeze like a python, doing 10DC Stun damage until the pray is dead, or passes out. Further, if the tentacle contacts bare skin, the stinging hairs will inflict an additional 2DC of painful Stun damage. The worst that can happen, however, is for the jellyfish to lift its victim high in the air, then drop it hundreds of meters back to the ground!
Chars: INT 0, WILL 3, PRE 3, TECH 4, REF 5, DEX 7, CON 6, STR 14, BODY 10, MOVE 5 [flying]
AV: 12 + 3D6 DV: 8 + 3D6
Weight: unknown
Armor: none
Hit Points: 50
Attack: Tentacle grab - 10DC (Stun) + 2DC Sting
Ameba
Without a doubt, the Ameba is the lowest monstrous life-form, but it is a deadly foe. The Ameba lives only to eat and eat, and when it has gorged itself, it divides to create another just like itself. The Ameba is formless, gleatous, and simi-transparent, its primitive organs can be seen inside it, and even the dissolving bodies of its previous victims. To attack, the Ameba oozes around its victim and attempts to completely envelop it. Once this has been done, it will try to crush the life out of it, and being to digest, doing a combined 3DC damage per Phase (3 seconds). Well-armed fighters can usually escape by cutting through, and wizards often cast fire or lightning spells to blast out. Amebas often have treasure or other items floating inside them, as it cannot digest metals or gems.
Chars: INT 0, WILL 2, PRE 2, TECH 3, REF 4, DEX 4, CON 8, STR 8, BODY 5, MOVE 2
AV: 10 + 3D6 DV: 6 + 3D6
Weight: 100 kgs
Armor: none
Hit Points: 25
Attack: Envelop - 3 DC
Claw Beast
One of the most feared predators of the Wildlands, the Claw Beast is a hunting cat of unsurpassed aggression. This large, pitch-black cat can run at great speeds, can stalk silently, and track with absolute perfection. It is the very embodiment of the hunt and the chase. And they hunt man, just as they hunt any animal. A Claw Beast will attack without warning, without even a sound, pouncing from a tree, overhang, or from the bushes nearby, going right for the victims throat with its fanged teeth. If this fails, it will strike with its claws and fight until it is wounded at which point it will usually flee. A Claw Beast can attack twice in one action, once with each of its fearsome clawed forepaws.
Chars: INT 2, WILL 5, PRE 4, TECH 4, REF 7, DEX 6, CON 7, STR 8, BODY 7, MOVE 8
AV: 15 + 3D6 DV: 15 + 3D6
Weight: 200 kgs
Armor: none
Hit Points: 35
Attack: Bite - 5DC, Claws - 3 DC, can attack twice
Eagle
Eagles, like many birds of pray, are hunters. But they do not hunt humans. Eagles hunt only rodents, and will only attack humans if they believe their nest is threatened. It is said that Griffins can also summon many eagles to attack potentially threatening interlopers, and these eagles will be very aggressive, under the griffin's mental control. Nevertheless, eagles always attack from above, and usually target the victims face, notable the neck and eyes.
Chars: INT 1, WILL 3, PRE 4, TECH 3, REF 6, DEX 5, CON 4, STR 2, BODY 2, MOVE 10 [flying]
AV: 10 + 3D6 DV: 6 + 3D6
Weight: 10 kgs
Armor: none
Hit Points: 10
Attack: Bite - 2DC, Claws - 1 DC
Dragonfly
Not related to dragons at all, a dragonfly is simply a large insect that looks similar to a serpentine dragon. Unlike its smaller cousins, this is a giant Dragonfly, usually measuring two meters from head to tail. The Dragonfly attacks only to defend its layer, which is usually in caves or deep within a forest. They bite doing 2DC damage with their razor-sharp mandibles.
Chars: INT 0, WILL 2, PRE 3, TECH 3, REF 7, DEX 4, CON 4, STR 2, BODY 3, MOVE 8 [flying]
AV: 8 + 3D6 DV: 6 + 3D6
Weight: 20 kgs
Armor: 5 KD
Hit Points: 15
Attack: Bite - 2 DC
Giant Centipede
Measuring nearly three meters from end to end, the Giant Centipede is a fearsome carnivorous insect. Like smaller centipedes, the Giant Centipede is primarily a scavenger, but will attack pray if it seems suitable and an easy target. They do not attack people for food, but will aggressively defend their layers. Giant Centipedes live in deep caves, tunnels, and ancient underground ruins. The Giant Centipede attacks with its scissor-like mandibles, doing 3DC damage.
Chars: INT 1, WILL 3, PRE 3, TECH 3, REF 6, DEX 5, CON 5, STR 4, BODY 5, MOVE 7
AV: 9 + 3D6 DV: 8 + 3D6
Weight: 45 kgs
Armor: 5 KD
Hit Points: 25
Attack: Bite - 3 DC
Giant Lizard
Many mistaken the Giant Lizard for a drake or small dragon, but such lizards have little relation to those large, magical creatures. Giant Lizards are three meters long, and look similar to a type of large crocodile or iguana. They are carnivorous, though prefer to scavenge for carrion. They occasionally attack humans for food, but most often avoid humans or superior foes. Giant Lizards attack with a bite using its sharp-toothed jaws, doing 4DC damage.
Chars: INT 1, WILL 4, PRE 4, TECH 3, REF 6, DEX 5, CON 6, STR 5, BODY 10, MOVE 6
AV: 10 + 3D6 DV: 8 + 3D6
Weight: 150 kgs
Armor: none
Hit Points: 50
Attack: Bite - 4 DC
Giant Mantis
Always terrifying to encounter, the Giant Mantis can tower above any warrior on its spidery legs, grasping with its huge crushing claws. The Giant Mantis can run quickly on its legs, but can also fly, and often attacks from the air. The Giant Mantis attacks with its claws, grabbing its pray and ripping it apart, doing 4DC damage. It can also bite with its mouth, doing 2DC.
Chars: INT 1, WILL 5, PRE 5, TECH 3, REF 7, DEX 6, CON 6, STR 8, BODY 7, MOVE 6 [10 flying]
AV: 12 + 3D6 DV: 9 + 3D6
Weight: 40 kgs
Armor: 10 KD
Hit Points: 35
Attack: Claws - 4 DC, Bite - 2 DC
Giant Poison Toad
The Giant Poison Toad is a vile creature, despised even by goblins and ogres. Lurking primarily in the Silent Swamp, the Poison Toad hunts for large insects, mammals, and small reptiles. It kills with its poison spit, then waits for it to die before snagging it with its long tongue to eat. Poison Toads do not attack people to eat, but will spit to defend themselves, and often do so even if they are not threatened. Their spit it toxic only if it contacts bare flesh, and it will quickly seep into the skin. There after, the subject will take 1DC damage per minute and become extremely ill (effectively incapacitated with a -4 to all task rolls). Vomiting and sever pain will follow. If untreated, the victim will die when his hit points are reduced to 0. Antidotes do exist, derived from certain plants in the Silent Swamp, and adventurers should have a few doses with them just in case (1 Raiden a doses). Poison Toad poison is also sold on the black market for 3 to 4 Raidens for a fatal dose (usable as food poison or on weapons).
Chars: INT 1, WILL 3, PRE 3, TECH 3, REF 4, DEX 5, CON 6, STR 7, BODY 8, MOVE 5 [x2 jump]
AV: 6 + 3D6 DV: 5 + 3D6
Weight: 130 kgs
Armor: none
Hit Points: 40
Attack: Poison Spit (special)
Giant Rhinobeetle
Only found near the Silent Swamp and in the deep forests of the Wildlands, the Giant Rhinobeetle can be a fearsome beast to encounter. The insect is large, heavy, and bulky, so much so it is incapable of flight in its adult stage. The gruesome horn that gives it its name measures over two meters in length. It can lower its horn to strike when threatened, and can do 5DC damage with it.
Chars: INT 0, WILL 3, PRE 3, TECH 3, REF 5, DEX 4, CON 6, STR 6, BODY 12, MOVE 4
AV: 8 + 3D6 DV: 8 + 3D6
Weight: 250 kgs
Armor: 10 KD
Hit Points: 60
Attack: Horn - 5 DC
Giant Rolly-Polly
These docile creatures are quite similar to the tiny rolly-pollies of more common variety. Giant Rolly-Pollies make their layers in damp wet caves or in underground tunnels, often even in ancient catacombs. They have practically no intelligence, and often react to intruders simply by running away. However, if they are attacked cornered, or otherwise threatened, they will curl up into a defensive ball (giving them an additional +5 KD). On a 1D6 roll of 3 or less, they will attack back by rolling themselves toward the attacker like a tumbling bolder. These attacks are often unsuccessful, but if they hit can be devastating.
Chars: INT 0, WILL 3, PRE 3, TECH 3, REF 5, DEX 4, CON 6, STR 6, BODY 12, MOVE 4
AV: 5 + 3D6 DV: 8 + 3D6
Weight: 200 kgs
Armor: 5 KD (+5 more if rolled up)
Hit Points: 60
Attack: Rolling trample - 8 DC
Giant Scorpion
Few creatures are more feared in the deserts of Flaim than the Giant Scorpion. The Giant Scorpion is about two to three meters long, with a chitinous arched tail, armed with a deadly, poison filled stinger. It also has two crushing pincer claws, capable of inflicted terrible wounds and grasping its pray. Giant Scorpions are unusually aggressive, and will attack people for no apparent reason. Their stinger will do 3DC damage, and if any damage is inflicted through armor, deadly poison will be injected. The poison does 1DC additional damage every minute, and causes extremely ill (effectively incapacitated with a -5 to all task rolls). Vomiting and sever pain will follow. If untreated, the victim will die when his hit points are reduced to 0. Antidotes do exist, derived from certain plants in the Silent Swamp. The claws inflict 4DC.
Chars: INT 0, WILL 4, PRE 4, TECH 3, REF 5, DEX 5, CON 6, STR 7, BODY 10, MOVE 5
AV: 10 + 3D6 DV: 8 + 3D6
Weight: 100 kgs
Armor: 10 KD
Hit Points: 50
Attack: Stinger - 3DC + Poison, Claws - 4DC
Giant Slug
The Giant Slug lurks in damp, wet places, most commonly within the Silent Swamp, but also in ancient ruins, dungeons, catacombs, and underground tunnels. Unlike smaller slugs, the Giant Slug has a large mouth, giving it the ability to take large bites of meat and devour small creatures. Giant Slugs are not normally aggressive, but will attack if they or their layer is threatened. Giant Slugs attack by biting, doing 3DC damage.
Chars: INT 0, WILL 3, PRE 3, TECH 3, REF 4, DEX 5, CON 7, STR 7, BODY 8, MOVE 3
AV: 8 + 3D6 DV: 6 + 3D6
Weight: 70 kgs
Armor: none
Hit Points: 40
Attack: bite - 3DC
Giant Spider
No insect monster is more terrifying than the Giant Spider. These horrid arachnids create intricate webs in dark caverns, dungeons, and abandoned places, to capture the animals they pray upon. Any soul unfortunate enough to tread upon the layer of a Giant Spider may become tangled in its web (escape difficulty 20), and attacked by the creature. The fanged bite of a Giant Spider inflicts 3DC damage, and injects poison that can paralyze a victim in minutes.
Chars: INT 0, WILL 3, PRE 5, TECH 7, REF 5, DEX 8, CON 4, STR 2, BODY 3, MOVE 5
AV: 8 + 3D6 DV: 6 + 3D6
Weight: 30 kgs
Armor: 5 KD
Hit Points: 15
Attack: Bite - 3DC (plus poison)
Giant Stagbeetle
Giant Stagbeetles are uncommon flying insects. The look much like their smaller cousins, but are nearly as large as a war-horse. These creatures live mostly in the Silent Swamp and Marmo, but they have been spotted in other regions as well. They are rarely encountered, and often flee from danger. Being carrion eaters, they are not hunters, and thus, fair poorly in battle. Even so, an enrage Stagbeetle can cause serious damage to its aggressors with its deadly stag-like horns.
Chars: INT 0, WILL 3, PRE 4, TECH 4, REF 5, DEX 5, CON 6, STR 3, BODY 4, MOVE 8 [flying]
AV: 7 + 3D6 DV: 8 + 3D6
Weight: 25 kgs
Armor: 8 KD
Hit Points: 20
Attack: Horns - 3DC
Giant Worms
One of the nastiest creatures known is the Giant Acid Worms of Marmo. These giant slug-like worms burrow through the earth using their grinding teeth and acidic juices, forming deep tunnels underground. Many of their tunnels intersect natural cave systems, and even beneath Castle Conquera. The Giant Worms are only known to exist in Marmo, but it is possible that they may reside elsewhere.
The worms are extremely large, and can grow upwards of a hundred meters in length. Newly hatched, they are only as big as a man. The Giant Worms are rarely seen, as their tunnels are very deep underground. The only recorded attack occurred during the final siege against the Temple of Kardis, when the group of adventures accidentally stumbled across one. There may have been other attacks in the past, but if so, none survived to tell about them.
The Giant Acid Worms have many dozens of slimy tendrils they use to grab victims and shove into their gapping, wormy mouth. It is nearly impossible to break the grip of a tendril once it has taken hold, and cutting a tendril can be extremely fatal. The blood of a Giant Acid Worm is, as its name implies, pure acid. When attacking such a worm, you must take careful measure not to be hit by its blood as you strike. Anyone hit by the corrosive acid takes 4 DC damage. It will continue to burn, doing 1 less DC every round, for the next three rounds (3 DC, 2 DC, 1 DC). Usually this is fatal. In any event, it is bad news. Fire spells are very effective against a Giant Acid Worm, as the fire blast generally seals the wound it makes before the creature can spurt its blood everywhere. Acid worms are also very fearful of fire, and may simple flee if attacked by several fire spells, whether they harm it or not.
Below is an average Giant Worm template. Actual worms may very.
Chars: INT 1, WILL 3, PRE 3, TECH 1, REF 5, DEX 5, CON 10, STR 15, BODY 50, MOVE 4
AV: 10 + 3D6 DV: 6 + 3D6
Weight: 400 kgs
Armor: 20 KD
Hit Points: 5 Kills (250 hits)
Attack: Tendril - 3 DC, Acid - 4 DC
Steel Bee
The Steel Bees of the Wildlands south of Fire Dragon mountains are among the most aggressive of the giant insect. Steel bees are not made of steel, but their armored, chitinous bodies are extremely ridged and contain iron particles, giving it metallic shine. Like bumblebees, steel bees live in hives, but feed off tree sap instead of nectar. These creatures are not terribly big, only being a large as a rat, but they tend to swarm when their nest area is invaded. A swarm of such insects can bring down nearly anything. Each steel bee has a stinger like a dagger, which inflicts 1DC damage and can inject mild poison that will inflict 1DC stun damage each hour, for about a day, causing itching and irritation.
Chars: INT 0, WILL 1, PRE 3, TECH 3, REF 4, DEX 4, CON 4, STR 1, BODY 1, MOVE 6 [flying]
AV: 8 + 3D6 DV: 6 + 3D6
Weight: 2 kgs
Armor: 1 KD
Hit Points: 5
Attack: Sting - 1DC (plus poison)
Two Headed Snake
Two headed snakes are often encountered in wilderness forests and swamps. Most are just a bit bigger than their single headed counterparts (like vipers), but are often more aggressive. A two headed snake can attack twice in one action, once with each head, though often one head simply hisses and keeps at distance while they other attacks. If one head is severed, the snake will flee. Each bite inflicts 1DC damage, but any bite that breaks the flesh will inject poison into the victim. Such poison does an additional 1DC stun damage (per bite) each minute and after about ten minutes, causes the victim to fall very ill (-4 to all tasks), though no further damage is inflicted. He will remain sick for the rest of the day unless healed.
Chars: INT 1, WILL 4, PRE 4, TECH 3, REF 5, DEX 5, CON 4, STR 2, BODY 2, MOVE 4
AV: 8 + 3D6 DV: 6 + 3D6
Weight: 8 kgs
Armor: none
Hit Points: 10
Attack: Bite - 1DC (plus poison), can attack twice
Vampire Bat
Vampire bats of often found in dark caves, dungeons, haunted places, and all over Marmo. They have little relation to actual Vampires, though many live in the lofts of castles occupied by Vampires. Vampire bats are larger than normal bats, with about a half meter wingspan, and drink blood as their name implies. Vampire bats often attack livestock, as farms supply a plentiful supply of food. When they attack people they do so in defense, and attack to rupture the neck vain to cause sever bleeding and death.
Chars: INT 0, WILL 3, PRE 4, TECH 3, REF 4, DEX 4, CON 3, STR 1, BODY 1, MOVE 6 [flying]
AV: 10 + 3D6 DV: 10 + 3D6
Weight: 4 kgs
Armor: none
Hit Points: 5
Attack: Bite - 1DC
Viper
A viper is a large poisonous snake. They are often black in color, but some also have distinctive markings and stripes. Vipers lurk in deep forests and swampy regions, and a hapless traveler can often stumble upon a viper layer and not know it until he is bit. A bite from a viper inflicts only 1DC damage, but any bite that breaks the flesh will inject poison into the victim. Such poison does an additional 2DC stun damage (per bite) each minute, and after about ten minutes causes the victim to fall very ill (-4 to all tasks), though no further damage is inflicted. He will remain sick for several (1D6) days unless healed.
Chars: INT 1, WILL 4, PRE 4, TECH 3, REF 6, DEX 5, CON 5, STR 3, BODY 3, MOVE 4
AV: 12 + 3D6 DV: 10 + 3D6
Weight: 10 kgs
Armor: none
Hit Points: 15
Attack: Bite - 1DC (plus poison)
Magical Creatures
Faeries
Faeries live in all plants and trees of the forest. They act as protectors and guardians of the woods and are the magical embodiment of the life-force of nature itself. In appearance, a faerie can be mistaken for small green insects. On closer inspection, a faerie is a forest-green, minute feminine creature with busy dragonfly wings that sparkle and shimmer with magical faerie dust. Literally thousands of faeries can inhabit a single tree, but they do not reveal themselves to man (High Elves and other sylvan beings can communicate with them). It is unwise to purposefully harm a faerie. Though they are rather defenseless, doing such can bring down the full wrath of nature and all the creatures of the forest upon the attacker.
Chars: INT 5, WILL 6, PRE 10, TECH 4, REF 8, DEX 8, CON 3, STR 1, BODY 1, MOVE 6, ELMT 6
AV: 8 + 3D6 DV: 20 + 3D6
Weight: 1 kgs
Armor: none
Hit Points: 5
Attack: Elemental Summoning Spells
Salamander
Salamanders are fire elementals. They look much like lizards, but have glistening red skin of slick oil, which is constantly aflame. Salamanders often inhabit places consumed by fire, they may in fact be magically created in the flames. In forest fires, dozens of salamanders maybe seen darting about. A shaman or sorcerer can magically summon a fire elemental (salamander) to do his bidding, but his is dangerous, as the salamander always appears ablaze, and can catch everything around him on fire. The salamander's primary attack is fire breath, which does 3DC damage, but they may also know 1D6 other Fire related spells. Salamanders take double damage from Water attacks.
Chars: INT 3, WILL 6, PRE 5, TECH 3, REF 6, DEX 4, CON 5, STR 3, BODY 4, MOVE 4, ELMT 5
AV: 10 + 3D6 DV: 10 + 3D6
Weight: 30 kgs
Armor: none
Hit Points: 20
Attack: Fire breath - 3DC, + 1D6 Fire spells
Gnome
A Gnome is an earth elemental. They look like large ugly rocks, but seem to bear human characteristics. A large though rudimentary face can also be seen in the stone, and they often lumber about on blocky legs. Gnomes are rare, and only live in deep caves. They can be summoned as earth elementals, and are useful for their great strength, power, and fortitude. A gnome's primary attack is brute force, punching with a crushing 2DC damage, but some may know up to 1D6 Earth related spells. Gnomes take double damage from Air attacks.
Chars: INT 3, WILL 4, PRE 4, TECH 6, REF 3, DEX 5, CON 7, STR 8, BODY 8, MOVE 3, ELMT 4
AV: 12 + 3D6 DV: 8 + 3D6
Weight: 60 kgs
Armor: 5 KD
Hit Points: 40
Attack: Punch - 2DC, +1D6 Earth spells
Undine
An Undine is a water elemental. In water, an undine is almost completely invisible (looking just a bit darker than the surrounding water). Out of water, an undine appears as a watery female form, swirling with droplets and streamers of water. They are not comfortable out of water, but can exist for quite some time in open air. They can be summoned as water elementals, and are quite versatile in their abilities. Their primary attack is a water blast, which does 2DC damage, but they may know up to 1D6 Water related spells. Undines take double damage from Earth attacks.
Chars: INT 4, WILL 5, PRE 5, TECH 4, REF 6, DEX 6, CON 5, STR 3, BODY 3, MOVE 6, ELMT 5
AV: 8 + 3D6 DV: 12 + 3D6
Weight: 20 kgs
Armor: none
Hit Points: 15
Attack: Water blast - 2DC, + 1D6 Water spells
Sylph
A Sylph is an air elemental. They are effectively invisible to the naked eye, but their presence can be noticed by most shamans, wizards, and other who might cast a detect magic spell. Sylphs come in a whirling whirlwind of air, and can be easily mistake as just a gust of wind. They can be summoned as air elementals, and are often used in the casting of other spells, like Walk on Air. Sylphs rarely enter combat, but their primary attack is a wind blast, that does 1DC damage and usually knows over the opponent. They may also know up to 1D6 Air related spells. Sylphs take double damage from Fire attacks.
Chars: INT 5, WILL 5, PRE 6, TECH 4, REF 6, DEX 7, CON 4, STR 3, BODY 6, MOVE 8, ELMT 6
AV: 10 + 3D6 DV: 10 + 3D6
Weight: none
Armor: none
Hit Points: 30
Attack: Wind blast - 1DC, + 1D6 Air spells
Sphinx
Sphinxes are found in the desert regions Flaim. They are beasts with the body of a lion, but the head and face of man. The lion's main usually comes over the head and down the face as a golden beard, which if often well groomed. Sphinxes are quite intelligent, but they do not appear to have any sort of structured society or language. Some are said to have learned to speak in human tongues, but only in a very rudimentary way. Most sphinxes have some magical powers and know a few nature or elemental spells, which they use for survival. If attacked, a sphinx will fight back or defend his layer, using his claws or casting magic.
Chars: INT 6, WILL 6, PRE 7, TECH 3, REF 6, DEX 5, CON 7, STR 8, BODY 10, MOVE 5, ELMT 3
AV: 10 + 3D6 DV: 12 + 3D6
Weight: 250 kgs
Armor: none
Hit Points: 50
Attack: Claw attack - 5 DC, and 1D6 Spells
Pegasus
A pegasus is a winged horse. They are usually white and have great, eagle-like wings. Pegasi are wild horses that despise captivity and domestication. Thus, they rarely allow humans to ride them. They can be tamed and ridden, but it requires an expert animal handler (Difficulty is 24 + the Pegasus's WILL), and about a hour of work. But the Pegasus must first be caught! Magic can also be used to tame them, such as with Charm or mind control spells. A Pegasus can fly with a MOVE of 30 unencumbered, with a rider this is generally reduced by a number equal to the rider's BODY.
Chars: INT 2, WILL 6, PRE 6, TECH 3, REF 6, DEX 6, CON 5, STR 5, BODY 6, MOVE 5 [30 flying]
AV: 10 + 3D6 DV: 10 + 3D6
Weight: 200 kgs
Armor: none
Hit Points: 30
Attack: Kick - 4DC
Griffins
Griffins are magical beasts, half-lion/half-eagle. The front half of a griffin is that of a great eagle, with golden feathers, wide powerful wings, and the head and beak of a bird. The back half is that of a lion. A griffin stands of four lion legs, and can fly with its mighty eagle wings.
Griffins are rare in Lodoss. It is believed these noble creatures may live on Alecrast and Crystania, but this is unknown. The few griffins that do live in Lodoss reside on tall mountains and are rarely seen. They are by no means aggressive, but they will protect their nest and their young. Though griffins bear their young as a lion does, they also lay eggs as a bird lays eggs. One out of five griffin eggs laid are solid gold, weighing upwards of five kilograms. If this wasn't enough incentive for unscrupulous thieves, it is said that a griffin's claw holds certain magical healing properties. If made into a drinking vessel, the griffin's claw-cup can magically heal 2D6 damage to anyone who drinks from it!
Griffins are not considered evil monsters, and in actuality, griffins want nothing better than to simply be left alone. Griffins are clearly intelligent. It is said that if you save a griffin's life (or the life of its young) it will give you one of its healing claws as a gift.
Chars: INT 5, WILL 5, PRE 6, TECH 3, REF 7, DEX 5, CON 8, STR 8, BODY 10, MOVE 6, ELMT 5
AV: 14 + 3D6 DV: 12 + 3D6
Weight: 400 kgs
Armor: 10 KD
Hit Points: 50
Attack: Claw attack - 6 DC, Bite - 4 DC, 2d6 Spells
Energy Balls
Also called Willow-of-the-Wisps or just Wisps. No one knows what these moving, seemingly living lights are. Some suppose they are a type of faerie or forest sprite, as they do have a significant magical aura. These energy balls do little more than simply fly about like lightning bugs. They flee when attacked, or so much as approached, and no one has been able to make contact with these mysterious creatures.
Chars: INT 3, WILL 4, PRE 4, TECH 4, REF 6, DEX 4, CON 4, STR 3, BODY 3, MOVE 6, ELMT 3
AV: 8 + 3D6 DV: 12 + 3D6
Weight: none
Armor: none
Hit Points: 15
Attack: 1d6 Spells
Puppet Oaks
Puppet oaks are a type of golem or automaton created by a wizard or sorcerer. Often, these creations sever only their master, but should the wizard be killed or his control over them lost, the Oaks (like any life-endowed creation) will leave under their own will. Encounters with Puppet Oaks is very rare, as they are not as often used as the Iron Golem automaton. Puppet Oaks look like wooden marionettes, but without strings, yet they walk and move as if still controlled by a puppeteer's strings. Their size ranges from that of a child to a full adult. They have no real magical powers, and attack with their paddle-like hands doing 4DC stun damage. Though not at all powerful adversaries, the are frightful to behold, if for nothing else than the strange mannerism of their motions. Being made of wood, Puppet Oaks take double damage from fire attacks.
Chars: INT 1, WILL 2, PRE 4, TECH 2, REF 4, DEX 4, CON 8, STR 8, BODY 8, MOVE 4
AV: 10 + 3D6 DV: 10 + 3D6
Weight: 60 kgs
Armor: 5 KD
Hit Points: 40
Attack: Punch - 4DC Stun
Iron Golem
Iron Golems are a more common automaton than Puppet Oaks. They resemble large men of solid iron. Their bodies are rudimentarily jointed only in the most necessary parts, so they are very stiff and move with slow cumbersome motions. Iron Golems are incredibly strong and extremely tough. They can attack with a brutal punch that does 4DC killing damage, as their fists are practically an iron mace. Being made of iron, Iron Golems take double damage from water attacks.
Chars: INT 1, WILL 2, PRE 5, TECH 2, REF 5, DEX 4, CON 10, STR 12, BODY 12, MOVE 3
AV: 12 + 3D6 DV: 12 + 3D6
Weight: 300 kgs
Armor: 10 KD
Hit Points: 60
Attack: Brutal Punch - 4DC
Monsters
Djinn
The djinn are a race of powerful demon-like creatures who inhabit the Storm and Fire Deserts. They exist on a plane parallel to Forceria, but the must project themselves into the world to use any of their power. But to enter the world, a doorway must be opened on both sides. Naturally, the djinn always have their door open, and await only for a hapless mortal to trigger a djinn cursed artifact. The most common form of such an artifact are magic lanterns, boxes, or mirrors. When a certain condition is meet, such as rubbing the lamp or speaking a magic word, the door will be opened to the world of the djinn, usually into a specific djinni's domain. The djinni will then come through.
Once they have entered the world, a djinni's power is almost that of a gods -- they have the unlimited power to completely alter reality, and thus invoke any Wish. However, they can only grant other people's wishes, and none of their own. If the they grant up to three wishes to the one who released them, they become completely free of this limit. If this happens, they can become extremely powerful, malicious foes, so it is vitally important that this is never allowed to happen. When a djinni asks someone to make a wish, he must grant whatever wish the wishmaker asks for. Depending on their alignment, a djinni may grant the wishes as the wishmaker desires (that is, if he asks for a thousand gold, the djinni will materialize a thousand gold pieces). Others may make the wishes as they are spoken literally, or according to their own interpretation (if asked for a thousand gold, the djinni may dump a thousand tons of gold on the wishmaker's head). Rarely will they try to kill or harm their releaser, at least until all three wishes are granted to them.
There have only been a few cases of a djinni actually being released. Most times the wishmaker has been able to send the djinni back, but on one occasion a djinni did manage to free itself and began a reign of destruction. Strangely, something came and managed to destroy the djinni. It may have been an Efreeti or a Greater Demon, for little else could bring down a Free Djinni.
Chars: INT 8, WILL 10, PRE 10, TECH 6, REF 7, DEX 7, CON 10, STR 12, BODY 12, MOVE 4, DARK 10
AV: 15 + 3D6 DV: 15 + 3D6
Weight: 140 kgs
Armor: 15 KD
Hit Points: 60
Attack: Punch - 12DC Stun, And a lot of Magic
Efreet
Far more dangerous than a djinni is an efreeti. The efreeti are the djinn lords who rule the World of the Djinn. Efreeti are just like djinni, but less restricted. They only need to grant one wish to their releaser in order to be freed (and it is usually fatal to the wishmaker). Furthermore, it does not have to grant any wish it doesn't want to, accept for the one wish of its releaser. It must grant whatever single wish its releaser asks for, but chances are it will think of a loophole to use in the mortal's destruction no matter how creative or throughout the wish may be. Furthermore, any wish made directly against the efreeti himself has no effect, but it is considered granted anyway.
Chars: INT 10, WILL 12, PRE 10, TECH 6, REF 7, DEX 7, CON 12, STR 15, BODY 15, MOVE 4, DARK 12
AV: 16 + 3D6 DV: 16 + 3D6
Weight: 180 kgs
Armor: 20 KD
Hit Points: 75
Attack: Punch - 15DC Stun, And a lot of Magic
Troll
Trolls are vile creatures, of a similar species to goblins and ogres. Trolls are even less intelligent than the dim witted ogres. Their predatorily instincts, however, make them a formidable adversary. Trolls usually travel in packs, and are nocturnal by nature. Goblins are known to use trolls in their armies, but do despise the wretched creatures as an inferior subspecies. When there are trolls in a goblin army, they are treated as little more can cannon-fodder.
Chars: INT 2, WILL 3, PRE 2, TECH 2, REF 5, DEX 5, CON 6, STR 7, BODY 7, MOVE 4
AV: 8 + 3D6 DV: 8 + 3D6
Weight: 100 kgs
Armor: none
Hit Points: 35
Attack: Club - 4DC, Claws attack - 3DC
Cyclops
A Cyclops is a rare type of giant, not native to the Lodoss Island. They are probably from Alecrast, or some other unexplored land. Cyclopes seem to like small islands, and are very solitary, living alone in a large dark cave. A few Cyclopes's live on Blue Dragon Island, the Island of Marmo, and the scattered islands further north of Lodoss.
Chars: INT 3, WILL 3, PRE 3, TECH 4, REF 5, DEX 5, CON 8, STR 12, BODY 13, MOVE 3
AV: 10 + 3D6 DV: 8 + 3D6
Weight: 400 kgs
Armor: none, unless worn
Hit Points: 65
Attack: Giant's Club - 8DC, Punch - 12DC Stun
Gargoyles
Gargoyles are monstrous creatures spawned of magical energy and are an abomination of nature. They may have been first created in Kastuul as a weapon of war, but could have existed far earlier.
Gargoyles are large, green, winged monsters who attack without warning or provocation. Their greatest ability lies in concealment. Gargoyles have the magical ability to turn themselves into stone, and make themselves seem as mere statues. When a tasty-looking traveler ventures by, the gargoyle awakens, sheds his stony disguised, and attacks the hapless victim.
Gargoyles usually reside in unsuspecting places, where it would not be unusually to see old statues. Ancient ruins or abandoned fortresses are a common hiding place for gargoyles. Many gargoyles also live on Marmo. On Marmo it is common sense to avoid old ruins and to never get close to a monstrous looking statue, so these Marmo gargoyles do not lie waiting for their pray and have simply take up hunting.
Chars: INT 3, WILL 5, PRE 4, TECH 3, REF 7, DEX 6, CON 6, STR 7, BODY 7, MOVE 5 [12 flying]
AV: 8 + 3D6 DV: 8 + 3D6
Weight: 100 kgs
Armor: 5 KD
Hit Points: 35
Attack: Claw attack - 4DC, Bit attack - 3DC
Gillman
Gillmen are a strange race of aquatic humanoids who live in cities under the ocean. These 'cities' are little more than undersea caves, coral reefs, ship wrecks. Indeed, they are very fond of ship wrecks, to the point that they actually attack ships to sink them. Gillmen look like human-fish hybrids, and can breath in water as well as in the open air. They cannot, however, let their scaly skin dry out, or they will begin to suffer from being out of water. After being out of water for an hour, a gillman will take 1D6 Stun damage every ten minutes. They will eventually die if not returned to the sea. Gillmen are known to prowl the western cost of Lodoss, as well as the dangerous strait between Raiden and Blue Dragon Island.
Chars: INT 3, WILL 4, PRE 3, TECH 4, REF 5, DEX 6, CON 5, STR 5, BODY 5, MOVE 4
AV: 10 + 3D6 DV: 12 + 3D6
Weight: 80 kgs
Armor: none, unless worn
Hit Points: 25
Attack: Trident Spear - 5DC, Punch - 5DC Stun
Wyrm
A wyrm is a medium-size, fire-breathing reptile which fits somewhere between a dragon and a giant lizard. Many people are content to call them dragons, but they are not intelligent, and are far less powerful than a true dragon. Wyrms are most often encountered in caves, ancient ruins, or catacombs. They are scavengers by nature, but will not pass up a good opportunity to have fresh meat. Wyrms are also highly territorial, and will not hesitate to defend their domain.
Chars: INT 2, WILL 3, PRE 3, TECH 2, REF 6, DEX 6, CON 6, STR 8, BODY 12, MOVE 5
AV: 10 + 3D6 DV: 10 + 3D6
Weight: 240 kgs
Armor: none
Hit Points: 60
Attack: Fire breath - 3DC, Bite - 4DC
Basilisk
A basilisk is a fierce six-legged monster, often encountered in swamps or dark forests. They are reptilian, but their scales are more feathered and hair-like than most scaly creatures. A basilisk's most devastating attack is its ability to breathe deadly green poisonous gas. They are also fast runners, and have a bite as powerful as that of a crocodile.
Chars: INT 1, WILL 3, PRE 3, TECH 2, REF 6, DEX 6, CON 5, STR 7, BODY 8, MOVE 7
AV: 10 + 3D6 DV: 8 + 3D6
Weight: 180 kgs
Armor: 5KD
Hit Points: 40
Attack: Poison breath - 4DC (poison), Bite - 4D6
Hell Hound
Hell hounds are demonic creatures from the bowls of the netherworld. They rarely come to the world of the living, but may be summoned by sorcerers, or sent by their demon masters on some dark tasks. Hell hounds are not creatures to be taken lightly. They are often capable of magic, and powerful magic at that. Many demons have hell hounds as pets, and extremely powerful sorcerers may have them as familiars!
Chars: INT 4, WILL 6, PRE 4, TECH 4, REF 7, DEX 6, CON 7, STR 8, BODY 7, MOVE 8
AV: 15 + 3D6 DV: 15 + 3D6
Weight: 100 kgs
Armor: none
Hit Points: 35
Attack: Bite - 5DC, Claws - 3DC Armor Piercing, Knows 1D6 spells.
Manticore
The manticore is considered to be one of the most dangerous predator. It has the body of a lion, wings of a dragon, and the head of a man. The mouth is filled with three rows of razor-sharp teeth and its tail is like that of a scorpion. The monster stalks through forests in search of humans, which it prefers over all other creatures. Upon an encounter with a human, it will attack with its deadly tail. A manticore can also attack with claws and teeth.
Chars: INT 2, WILL 5, PRE 4, TECH 3, REF 6, DEX 8, CON 6, STR 8, BODY 8, MOVE 5 (15 flying)
AV: 12 + 3D6 DV: 14 + 3D6
Weight: 150 kgs
Armor: none
Hit Points: 40
Attack: Stinger 4DC (poisonous), Bite - 4DC, Claws - 5DC
Demons
Many thousand years ago, when the War of the Gods raged across the heavens and the earth, the bowels of hell itself were torn asunder. That infernal realm, once ruled by Barbas and dominated by the Gods of Darkness, now lies in ruin in chaos. Yet, the greater servitors of darkness live on, fighting and warring amongst themselves for the hellish lands of their netherworld realms.
Few demons venture beyond the veil that separates the world of the living from the world of the dead. But they can be summoned by dark mages, priests of darkness, and demonalators. They often react poorly to such arrogant interlopers, but those summoned in the name of Barbas, Kardis, or Falaris are open to hearing the pathetic request of the mortal sorcerer. Many demons find pleasure in manipulating the sorcerer, making him believe he is in control, while it is the demon himself who is pulling all the strings.
Demons are powerful and terrible creatures to be reckoned with. If one is every invoked into combat, it will wreck havoc with both sides, unless one side is fast enough and smart enough to strike a deal. But remember, any deal struck with a demon is never in your favor. Consider your soul damned for eternity. And if a demon is every actually losing a fight, it can always summon a half dozen allies from the depths of hell itself.
Demons are horrifying creatures to behold. They are large, strong, and often red or black in color. They have mighty bat-wings and twisted goat-horns on their ferocious, bestial heads. Demons are masters of magic, and can cast spells faster than any mortal mage could ever hope to achieve.
Below is an average demon template. Actual demons may very.
Lower Demon
Chars: INT 6, WILL 8, PRE 4, TECH 4, REF 6, DEX 7, CON 8, STR 8, BODY 8, MOVE 5, DARK 6+
AV: 12 + 3D6 DV: 14 + 3D6
Weight: 80 kgs
Armor: none, unless worn
Hit Points: 40
Attack: Usually with magical combat spells
Greater Demon
Chars: INT 8, WILL 8, PRE 5, TECH 4, REF 6, DEX 7, CON 8, STR 10, BODY 12, MOVE 6, DARK 8+
AV: 14 + 3D6 DV: 16 + 3D6
Weight: 110 kgs
Armor: none, unless worn
Hit Points: 60
Attack: Usually with magical combat spells
Demon Lord
Chars: INT 12, WILL 10, PRE 8, TECH 6, REF 8, DEX 10, CON 10, STR 12, BODY 15, MOVE 6, DARK 10+
AV: 16 + 3D6 DV: 18 + 3D6
Weight: 180 kgs
Armor: none, unless worn
Hit Points: 75
Attack: Usually with magical combat spells
Undead
The Undead are creatures which have no life-force, but rather a potent death-energy that constitutes their existence. Undead may exist as physical bodies (ghouls, zombies, vampires, etc.), or as ghostly apparitions (wights, wraiths, ghosts, etc.). Undead are simply "creatures who have returned from the grave". This may happen accidentally, that is to say, by the magical forces of Creation and Destruction (residual energies of the battle between Marfa and Kardis), those who died in disturbing or dreadful (or are exceedingly evil) may come back from the dead. Also, many evil sorcerers and necromancers can cast spells that raise the dead or summon spirits from the netherworld.
Sleep, Charm, and similar spells will not work on undead, but mind control spells will. Turn Undead is an especially useful spell for casting against any undead creature. In any event, the more powerful an undead's WILL, the more difficult it will be to use such magic against it.
Skeleton
Skeletons are reanimated bones (or very decayed bodies) brought up by necromancer's and evil wizards. They can be found in tombs, dungeons, ancient ruins, dark temples, and in some places on Marmo. Skeletons have no soul or memory of their past life, and are in fact magically assembled from a myriad of different bodies by the spell which "summons" or creates them (a typical low level Summon Undead spell).
Chars: INT 1, WILL 1, PRE 1, TECH 3, REF 4, DEX 5, CON 5, STR 4, BODY 3, MOVE 4
AV: 8 + 3D6 DV: 8 + 3D6
Weight: 25 kgs
Armor: none
Hit Points: 15
Attack: Punch - 4DC Stun, Bite - 3DC
Dragon's Tooth Warrior
Dragon's Tooth Warriors (called such as dragon teeth are a requirement of the spell used to summon them), are basically skeleton's with armor and swords, somewhat skilled in fighting. They are invoked by dark wizards with a Level 2 Summon Undead spell, which has the added requirement of "Requires A Dragon Tooth". The spell "Summon Dragon's Tooth Warriors" is exactly like the spell Summon Skeleton Warrior in Atomik Grimoire. One invocation will create a Dragon's Tooth Warrior for every dragon tooth thrown onto the ground. They will only last for 5 minutes, unless destroyed earlier. Dragon teeth can be found on dragons (of course), and often in dragon's lairs (but be careful). They can be bought or sold for 3 Raidens a piece.
Chars: INT 1, WILL 1, PRE 1, TECH 3, REF 5, DEX 5, CON 5, STR 5, BODY 4, MOVE 3
AV: 10 + 3D6 DV: 8 + 3D6
Weight: 35 kgs
Armor: 10KD (Breastplate, Helmet)
Hit Points: 20
Attack: Sword - 5DC
Ghoul
Ghouls are hideous undead creatures, living corpses that return from the grave. They usually appear partially decayed, and smell of rotting flesh. Soulless, they have little memory of their pervious lives and only an extremely profound condition may cause their memories to resurface. Even so, their minds are little more than vegetables. Ghouls must consume rotting flesh to sustain their existence, and usually prefer the flesh of their former race. Thus, ghouls often prowl graveyards, catacombs, and crypts.
Chars: INT 1, WILL 1, PRE 1, TECH 3, REF 4, DEX 4, CON 8, STR 6, BODY 4, MOVE 3
AV: 8 + 3D6 DV: 6 + 3D6
Weight: 40 kgs
Armor: none
Hit Points: 20
Attack: Punch - 6DC Stun, Bite - 3DC
Wraith
A wraith is a spirit that has actually returned from the netherworld to seek revenge on his murderer, or the living in general. Such happens only rarely, for it is difficult for any spirit to escape the Land of the Dead. Nevertheless, when it does occur, a wraith can be a powerful adversary. Wraiths usually have one necromantic spell at their disposal, which they use to attack. Being an apparition, they are unaffected by physical attacks. Magical attacks have full effect.
Chars: INT 3, WILL 4, PRE 3, TECH 3, REF 5, DEX 4, CON 3, STR 0, BODY 2, MOVE 6
AV: 8 + 3D6 DV: 8 + 3D6
Weight: none
Armor: none
Hit Points: 10 (Physical attacks have no effect)
Attack: Phantom Claws - 3DC, Shriek - 3DC Stun (Armor does not protect)
Mummy
Mummies are magically embalmed bodies, wrapped in linen and placed inside a tomb. Mummification was a common practice in the Kingdom of Kastuul, and many mummy tombs still exist in the desolate Storm and Fire Desert. Though most mummies are simply anointed bodies wrapped in cloth, a few were actually enchanted by a special necromantic curse -- when their tomb is transgressed upon, them mummy awakens to destroy the infidels! Being magical, mummies are strong, powerful, and may even have a few necromantic spells of their own. They are not really intelligent beings, however, and like ghouls carry no memories of their past lives. Mummies can be found in catacombs, tombs, and ancient crypts.
Chars: INT 2, WILL 4, PRE 2, TECH 3, REF 6, DEX 4, CON 8, STR 8, BODY 8, MOVE 3
AV: 10 + 3D6 DV: 7 + 3D6
Weight: 55 kgs
Armor: none
Hit Points: 40
Attack: Punch - 8DC Stun, Bear Hug - 4DC
Dark Hood
A Dark Hood is a sinister being from the netherworld. It is unknown if they are simply extremely powerful wraiths, or if they are in fact demonic monsters sent from the bowls of hell to terrorize the land of the living. In any event, a Dark Hood is one of the most powerful of the undead. They have several necromantic spells at their disposal, in addition to other spells. Being an apparition, they are unaffected by physical attacks. Magical attacks have full effect.
Chars: INT 5, WILL 6, PRE 5, TECH 4, REF 6, DEX 5, CON 3, STR 0, BODY 3, MOVE 6, DARK 4
AV: 10 + 3D6 DV: 12 + 3D6
Weight: none
Armor: none
Hit Points: 15 (Physical attacks have no effect)
Attack: Phantom Claws - 4DC, 1D6 Necromantic Spells
Spector
A spector is a spirit of a recently dead person that was unable to depart to the netherworld. Reasons for this may vary, but it often has to do with their being "unfinished business", or a certain condition which prevents them from passing on, such as a curse. Spectors are, for the most part, powerless and many are not evil or malicious. Their presence does cause terror, and they can slowly change into a wraith or phantom over the course of time. Spectors should be sent on to the netherworld, so it is important to clear up whatever condition is preventing them from moving on before it is too late. Being an apparition, they are unaffected by physical attacks. Magical attacks have full effect.
Chars: INT 2, WILL 3, PRE 3, TECH 3, REF 4, DEX 4, CON 3, STR 0, BODY 2, MOVE 6
AV: 8 + 3D6 DV: 8 + 3D6
Weight: none
Armor: none
Hit Points: 10 (Physical attacks have no effect)
Attack: Phantom Claws - 2DC
Phantom
A Phantom is an angry spirit of a recently dead. They can manifest shortly after the tragic or unjust death of an individual, but they may also evolve from Wraiths, Spectors, or Haunts. Phantoms appear vaguely human, and may look similar to the appearance of their pervious life. Many are only composed of the upper torso, arms, and head, with the lower body and legs being a ghostly mist. Their entire body is misty blue and simi-transparent. Phantoms can attack with telekinesis, and may also have a few necromanic spells. Being an apparition, they are unaffected by physical attacks. Magical attacks have full effect.
Chars: INT 3, WILL 4, PRE 3, TECH 3, REF 5, DEX 6, CON 4, STR 0, BODY 3, MOVE 6, DARK 2
AV: 8 + 3D6 DV: 8 + 3D6
Weight: none
Armor: none
Hit Points: 15 (Physical attacks have no effect)
Attack: Phantom Claws - 3DC, Telekinesis spells
Haunt
A hunt is a residual echo of a tragically murdered soul. The actually spirit of this person has departed, but an echo, or spiritual impression, of the person remains bound to the location where he died. This can take a spector-like form, which, like a spector, can grow into a wraith or other malicious apparition if left unchecked. As they are not true apparitions at this point, merely a force of energy, they cannot take damage. However, Turn Undead can generally dispel a hunt completely.
Chars: INT 1, WILL 1, PRE 1, TECH 2, REF 4, DEX 4, CON 3, STR 0, BODY 1, MOVE 3
AV: 4 + 3D6 DV: 4 + 3D6
Weight: none
Armor: none
Hit Points: 5 (Physical attacks have no effect)
Attack: Phantom Claws - 2DC