By Rob Pool (rpool@bayserve.net)
Those looking for truly unique chimera may as well look elsewhere. As most survivors of Advanced Dungeons and Dragons can say, the vast majority of the monsters from it are violent killers, hoarders, or selfish. Still, what would the dreaming be without its monsters? So here are a whole bunch of 'em. Besides, for ex-AD&Der's there is plenty of nostalgia factor and their appearance can be a shock (what to do when you suddenly have a bulette chasing after you...)
Trademarks As many know, T$R, the company that produces and has the trademarks for AD&D, has been trying for the past year to shoe-horn themselves on the net by enforcing a very iron-handed Internet policy. You can't Trademark abreviations or generic names, so T$R can kiss my @$$ (there, I feel much better). It's not like I'm actually making any money of this nor am I going to stop people from buying monster manuals.
Keep in mind that I'm not trying to convert the whole monster manual! If you don't like the fact that I've skipped certain monsters, by all means, dust off your monstrous compendium or Monster Manual and write them up! If you do make new ones, just be sure you post them to the list.
Name: Self-explanatory
Description: What the monster looks like, duh.
Commentary: includes various tidbits of info, such as how the monster attacks and behaves.
Ecology: What the monster likes to eat or what stuff can be produced from the monster. This, of course, is only allowable if the ST believes a slayed chimera has a corpse and doesn't disappear.
While it might be fun to throw a small army of carrion crawlers at your party while they're lurking around the catacombs of an abandoned freehold, the world is still a very banal place. Still, it might be fun if White Wolf ever comes out with material for living and exploring the various layers of Arcadia to have such stuff around.
Commentary: Bulette (pronounced boo-lay) exists only to kill and eat (like most AD&D critters) but even other monsters run for the hills when they hear a bulette has marked their land its territory. It will eat anything -- changelings, chimera, wood, metals, everything that it can fit in its jaws and if it won't fit in its mouth, it will start nibbling on it.
Head on fighting is very dangerous. The bulette is covered in thick armor plating (+4 stamina for soaking) save for attacks aimed at its underbelly (+2 instead of four). It can attack 2 times a round.
Ecology: A bulette lives only to eat and kill and destroy -- that's it. And with its strong metabolism it can digest anything as well. The best possible advice if you find one around your neighborhood -- run! Attributes: Strength 4, Dexterity 2, Stamina 3, Intelligence 1, Perception 3, Wits 2
Talents: brawl 2, dodge 2, survival 3, alertness 2, intimidation 3
Health: Ok, Ok, -1, -1, -2, -2, -5
Attacks: 3 (claws twice, bite once)
Damage: Str+1 (claws) str+3 (bite)
Powers: Armored hide (+4 for soaking damage, half bonus for underbelly)
Immune to fear
Description: The Campestri look like little 'shrooms with faces (mainly eyes, ears, and mouths). They come in a variety of different colors although some shade of brown is the most common. They are also fully mobile, capable of hopping around.
Commentary: In hushed tones, some say these strange creatures were the creation of a mad pooka grump as the result of a prank gone terribly wrong, but no one really knows where these strange creatures come from. If pissed off, they can headbutt their opponents by bopping into them. This rarely does much damage but when 5 to 10 of them do at the same time it can be rough.
Ecology: They travel in small 'herds' of 4-10 members, bopping along their way in search of a musician to pester. As it seems, the campestri love any type of music and when music is played (good or bad) the little 'shroomlings will dance and bop around like stoners at a Metallica concert. While this is incredibly amusing (and cute), the campestri can also sing and will do so if someone starts singing. Sadly, the campestri are exceedingly bad at this but many a troubador has tried to choreograph campestri acts. Some have gone on to greatness, while others have gone mad from the act.
For storytellers, if you have a chronicle where a herd of campestri show up, make them as annoying as humanly possible. For the truly adventureous (and super patient) troubador, you can try to train the dancing 'shrooms into one of the most amusing dance numbers that have been done before. The process requires either an intelligence + performance or intelligence + teaching (or instruction -- whatever the skill is called) roll vs. a difficulty of 8. The actual result Depends on the number of successes you score:
Successes | Result |
1 | Pitiful. The 'shrooms basically act like they usually do. |
2 | Getting there. Some of the 'shrooms will work with you, but some still act asinine. |
3 | Complete! You have the attention of the herd and they will learn how to sing decently. |
4 | Excellent! You can teach them different songs and routines. |
5 | Bravo! Your troupe of campestri are a hit. You make most broadway musicals look tame and boring. This often includes recognition from the local king. |
6 + | Complete Loyalty. The herd basically becomes your chimeric pets. You can get them to do just about anything that doesn't involve knives and frying pans. |
Keep in mind if first you don't succeed, try try again.
Variants: Of course, there are lots of potential for dancing chimera. With a little tampering you could also make dancing beer cans, dancing stuffed animals, and so on. Still, nothing beats a dancing 'shroom...
Attributes: Strength 1, Dexterity 3, Stamina 1, Intelligence 1, Perception 2, Wits 2
Talents: Alertness 3, brawl 2, survival 2, performance 3
Health: Ok, -1, -2, -5
Attacks: 1
Damage: str+1 (headbutt)
Powers: None
Commentary: Carrion crawlers get their name from their diet, which is carrion (dead bodies). When they can't find it in the area, they'll start attacking creatures, including changelings. Its primary attack are its tentacles, which it uses all of for one attack (str+2 dmg). If the attack is successful (manages at least 1 success), the target must make a stamina test (diff. 6) or be paralyzed by the thick solution that covers the carrion crawler's tentacles. They also recieve a small (2 points) stamina bonus to any attack aimed at a crawler's back, since it is covered in a hard chitin exoskeleton. Note that attacks aimed at the head specifically or to the underbelly do not receive the armor modifiers.
Luckily for changelings, crawlers are fairly stupid. Cantrips that can create illusions of certain smells (particularly carrion) will cause the monsters to scurry away (and possibly attack) whatever the crawlers 'think' is causing the smell. Because of their lack of intelligence, they'll even attack other carrion crawlers.
Ecology: Carrior crawlers are scavengers. They'll eat anything left behind by others as well as weed out any weaker monsters in the area. They are subterranean creatures and exist only in the darkest caves and catacombs where few go.
Attributes: Strength 2, Dexterity 2, Stamina 3, Intelligence 0, Perception 1, Wits 1
Talents: Alertness 1, brawl 2, survival 2
Health: Ok, -1, -1, -2, -3, -5
Attacks: 1 (tentacle whip)
Damage: tentacle whip (Str+1)
Powers: Armored hide (+2 stamina for soaking damage)
Paralyzing touch (stamina test vs. 6 or be paralyzed for d10 rounds)
Commentary: The cockatrice is a very nasty little critter, but also very deadly. It basically will attack anything and everything (like most AD&D critters). No matter what they attack with, there is a chance that its touch will turn their victim into a stone statue. For every hit they make, the character must make an additional stamina test (plus any armor) against a difficulty of 8. If the character can score at least 3 successes, he only takes damage from the attack and is not instantly turned to stone.
Ecology: The Cockatrice is very mean; it will attack anything that comes in its way. Its normal diet is rodents and insects but it'll take changelings and other chimera without a second thought.
Attributes: Strength 1, Dexterity 3, Stamina 1, Intelligence 1, Perception 2, Wits 2
Talents: Brawl 1, stealth 2, alertness 2
Health: Ok, -1, -2, -5
Attacks: 1
Damage: Str+1
Powers: Stone touch (roll stamina vs. 8. roll 3 successes or get turned to stone)
Commentary: The Displacer beast is fairly aggressive, attacking any changeling or chimera that comes within its territory. Its primary method of attack is its tentacles, which it can use to attack twice each round for str+1 damage (diff. 6). Fighting a Displacer beast is not going to be a simple, straight-forward battle, however. They are adapt at camoflouge and are exceedingly good at ambushes. Also they can be tough to hit, since they can create illusionary copies of themselves that make it harder to hit (+2 difficulty for any attempt at attacking it). For determining the location of the real displacer beast, roll a d10: 1-6 is in front of them, 7 is to the left, 8 is to the right, and 9-10 to back.
Attributes: Strength 3, Dexterity 4, Stamina 2, Intelligence 2, Perception 3, Wits 3
Talents: Stealth 4, melee 3, dodge 2
Health: Ok, -1, -1, -2, -3, -5
Attacks: 2 (tentacles) or 1 (bite)
Damage: str+1 (tentacle) or str+2 (bite)
Powers: Displacement (+2 attack difficulty)
Commentary: The Dragon Turtle is a sea monster that you don't want to mess with. Its favorite tactic is to submerge underneath ships and capsize them and with their size. It is very territorial (like most AD&D monsters) and will attack any ship that comes in its territory. Also, it will only flee if brought to one health level before incapacitation.
For those that by luck (or lack thereof) survive their ship flipping over or are swimming anyway, dragon turtles can indulge themselves by trying to skewer its opponents on its claws. If up against dangerous opponents (those that start inflicting wounds on it), it will opt for using its natural dragon-esque breath weapon of pure super hot steam (10 damage, diff. 8. Can also ignite flamable objects if used on the surface). Finally, if severely injured (-3 diff. mod) it will start using its bite to attack in addition to its claws.
Attacking a dragon turtle can be dangerous. Aside from its already good combat abilities, its shell is extremely thick (treat as an armor rating 5). Firearms and other ranged attacks are the best idea for use but for the true hero, nothing beats jumping on the shell of a dragon turtle and trying to beat it senseless.
Ecology: Dragon Turtles, like most dragons, have voracious appetites. They will eat nearly anything: changelings, other dragon turtles, and so on. No one under the sea is safe from their appetites. Lucky for us, dragon turtles are fairly rare. For the AD&D minded changelings, one dragon turtle could probably feed a small town for a week and their claws and fangs make interesting trophies. Their shells in particular make good shields: +1 to the armor bonus for the shield, +2 vs. fire based attacks.
Attributes: Strength 6, Dexterity 2, Stamina 6, Intelligence 2, Perception 3, Wits 2
Talents:: Brawl 3, Breath 2, stealth 2, survival 4, alertness 3
Health: Ok, Ok, -1, -1, -2, -2, -3, -5
Attacks: 2 (both claws), 1 (breath weapon), or 3 (claw/bite)
Damage: claws- str+1, bite- str+2, breath- 10, diff. 8
Powers: Armored hide (+6 dice for soak tests)
Breath weapon (steam) (10 dmg, 8 diff. Range of 20')
Commentary: The Ettin is a savage who will attack anything although they tend to do so cleverly. They will always try to ambush or surprise whenever possible over right out mugging its victims. Usually it will carry around a club (Str+3 damage) in each hand since it can use both at the same time (I guess 2 heads are better than one). With their thick skin, they also get a small armor bonus (+1 to soak rolls). Finally, its difficult to surprise a Ettin. At least one of its heads are looking around for danger, increasing the difficulty for any stealth or shadowing rolls by 2 points.
Ecology: In general, Ettins are very selfish. They can be bribed, (dross coins or food can work wonders) or outwitted, since they are fairly stupid mentally. Still they show a definite glimmer of cleverness in their eyes although they could use a good bath.
Attributes: Strength 6, Dexterity 2, Stamina 5, Charisma 1, manipulation 2, Appearance 0, Intelligence 1, Perception 3, Wits 2
Talents: Alertness 3, stealth 2, brawl 3, melee 2, intimidation 3, survival 2
Health: Ok, Ok, -1, -1, -2, -3, -5
Attacks: 2
Damage: Club (damage: Strength+3, difficulty: 7)
Commentary: Violet fungus live on rotted animal matter to grow and do so by attacking any that come near it. When one does, it flails at the victim with its branches to try to attack it. If it manages to land a hit, the target must make a stamina test vs. a difficulty of 7 or get a rotting disease in the area struck. If the character fails, he instantly loses a health level instantly, and will continue to take another and another until he can have the wound checked out at a hospital or clinic (although a changeling alchemist/apothecary will do. Heather Balm will also dispel the problem).
Ecology: Violet fungi are basically killer fungi. Often, you may find them in the company of Shrieker mushrooms who aid in getting the attention of any animals that happen to be close.
Attributes: Strength 1, Dexterity 2, Stamina 2, Intelligence 0, Perception 1, Wits 2
Abilities: Brawl 2, Alertness 2
Health: Ok, -1, -2, -3, -5
Attacks: 1-4
Damage: Special (see above)
Powers: Rotting Touch
Commentary: Shriekers have only one ability that makes them unique: they shriek loudly whenever something comes within 10 feet of them. One can try to sneak by it although it's very difficult (wits + stealth vs. 9). They have no type of offensive abilities.
Ecology: Shriekers are most commonly found underground, sometimes working in co-operation with violet fungi. There are some fae botanists that have developed a variant of the shrieker 'shroom that will live and thrive on the surface (regualar shriekers are also very vulnerable to bright lights). Many sidhe use them as a very effective alarm system for their freeholds.
(I won't bother with stats for them, since they are just like regular 'shrooms)
Commentary: Phycomids are a sort of parasitic fungi. They breed by attacking various living things which may serve as hosts for new phycomids. For the record, they do have sensory organs in the various clusters of blobs that make up the fungi including ones for heat, vibration, and sound.
When within range of a creature, the phycomid will extrude a small tube and fire off small globs of alkaline fluid. In addition to the initial burn they may get if hit, roll stamina (no armor bonus) vs. a difficulty of 7. If the character fails to get at least 2 successes, the in d10 rounds the character strangely starts to grow little mushrooms on the area where he got hit. Then, in a rather nasty display, the 'shrooms will continue to spread throughout the character's body. If not treated with an heather balm or other medical treatment within 2 hours of the initial infection the character will die, becoming the home for a new phycomid unless cremated.
Ecology: Phycomids are more or less like natural predators and attack only to reproduce. They will attack any type of animal, monster, or person.
Attributes: Strength 0, Dexterity 1, Stamina 2, Intelligence 0, perception 1, wits 1
Talents: Alertness 2, firearms 3 (for shooting blobs)
Health: Ok, -1, -1, -3, -5
Attacks: 1
Damage: dmg 3 for initial hit Powers: Reproductive shot (shoots blobs at targets, who can turn into the first meal for new phycomids)
Commentary: If attacked, even if you inflict one wound level on it, the gas spore will explode. Everything within 20' will instantly suffer 6 wound levels of damage (soak rolls can lower this).
Ecology: There are no major uses for gas spores although Sluagh are said to make good use of them as interesting traps for their caves or underground freeholds.
(Gas spores don't need stats)