CLIMATE/TERRAIN: Mountain,Swamps STONE TROLLS FREQUENCY: Rare ORGANIZATION: Group ACTIVITY CYCLE: Day or night DIET: Carnivore INTELLIGENCE: 7-13 TREASURE: varies greatly ALIGNMENT: any -------------------------------------------- NO. OF APPEARING: 1-60 ARMOR CLASS: 1 MOVE: 6 HIT DICE: 8 THAC0: 12(+3 to hit) NO. OF ATTACKS: 2 DAMAGE/ATTACK: 1d8+5/1d8+5 SPECIAL ATTACKS: Nil SPECIAL DEFENSES: Reg. 5 hp/round MAGIC RESISTANCE: 30% SIZE: Large(7ft) Medium (6ft) MORALE: 14 XP VALUE: 3,200 Stone Trolls are very tall. They have smooth green skin. There upper body is larger then there legs, giving them a sort of clumsy look. Don't be fooled by there looks there as tough and as mean as there namesake, the troll. They are immensely strong and due to that they receive a +3 to hit and a +5 for damage. Unlike other kinds of trolls these are not scared of fire, even though it hurts them the same. Also they regenerate faster than trolls, and this regeneration occurs after the first turn! Stone trolls build makeshift cities and will defend them at all costs. Stone trolls can be any alignment so you never know if it’s a good troll or a bad troll. They give awards out to the bravest stone troll, so if one stone troll comes after you and they are wearing a blue and gold medallion, RUN! They receive this award usually because of something any humanoid would think outrageous. (If P.C.’s ever meet one make sure he is a bit better than the stats above, also give him 4 more HD) _____________________________________________________________________________________ CLIMATE/TERRAIN: Any except cold Termuligin(Magic Flayers) FREQUENCY: rare everywhere except in Loria ORGANIZATION: Tribal ACTIVITY CYCLE: Night DIET: Brains,and other organs INTELLIGENCE: 15-20 TREASURE: D ALIGNMENT: Lawful/Chaotic evil Experience:3HD 250 , 4HD 350, 6HD 550 8-10HD 650 NO. OF APPEARING: 1-20 ARMOR CLASS: 2 (6) MOVE: 7 THAC0: 16 NO. OF ATTACKS: 2 DAMAGE/ATTACK: 1d4/1d4 SPECIAL ATTACKS: See Side———-> SPECIAL DEFENSES: See Side———> MAGIC RESISTANCE: 25% SIZE: M FREQUENCY:Rare MagicFlayers are a direct relative to the more known and more feared Mindflayers. These creatures are impervious spells altering the mind, for instance charm,maze,muddle etc.MagicFlayers are man-sized they look almost identical to relatives Mindflayers. One distinc difference between the two is the fact MagicFlayers only have two face tentacles.Rarely do they ally because one is obbsesed with magic, the other with the mind. All MagicFlayers have an enchanted dimond which they were around ther neck. This gives them an AC of 2. If it is dispellded they have a natural AC of 6. All mind flayers are mages. 3-6 HD Magicflayers have only 1st and 2nd level spells. They may cast any three from each, so it is a six spell total. Also they may cast and attack in the same time. 8-10HD MagicFlayers have the choice of advancinglike a regular mage or having up to 3rd level spells and casting three from each. If both tentacles hit and one of the hits was a 20 it sucks your brain out and your dead! _____________________________________________________________________- CLIMATE/TERRAIN: Forest, Cities FREQUENCY: EXTREMELY RARE ORGANIZATION: Monarchy WILD ELVES ACTIVITY CYCLE: Day or night DIET: omnivore INTELLIGENCE: 9-19 TREASURE: varies greatly ALIGNMENT: anything except Chaotic Evil -------------------------------------------- NO. OF APPEARING: 1-10 except in cities ARMOR CLASS: 3 MOVE: 12 HIT DICE: 4 THAC0: 16 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1d8+2 SPECIAL ATTACKS: Magic SPECIAL DEFENSES: See below MAGIC RESISTANCE: 50% (65%) SIZE: M(5 to 6ft) MORALE: 16 XP VALUE: 450 The wild elves are an extremely rare lot. These are the elves of fairy tales, creatures of a forgotten age. Deep inside the forest near the mountains of Caer Dorn supposedly live the wild elves. Here in these thousands of square miles of virgin forest they live undisturbed. One of the largest misconceptions of these elves is there name. They are the elves of the house of Sacran(Sa-Kran).They are closely related to the Dark elves, the Drow. In fact it would do know disrespect to call them the Light Elves. They live in marvelous cities shrouded in illusion to protect themselves. Most of them wear enchanted elven chainmail. This bestows upon them a +15% MR bonus.Also giving them any AC of 3. The elves of the house of Sacran are the MOST powerful mages in the continent.They have powers of innate magic. As they progress they gain different spell like powers useful to them Once per day.Also as a young elf they will quickly learn there ability to become a treelimb as of the spell TREE. 1st Detect Magic 3rd Another 1st (DM’s choice) 4th Invisibility 5th 1 more 2nd 6th Fly (Only for 20 minutes) 8th Talk with animals and plants 12th Teleport Unlike there relatives the high elves they have not there keen sight in which to find doors. They don’t receive any +’s with swords in fact anything bigger than a medium they suffer a -2 penalty. Also with bows they receive a +1 to hit. As a P.C. they be any class and these are there racial adjustments: -1 strength , +1 dexterity, +1 intelligence. THERE IS A EXCEPTION IF THE PC IS A WARDANCER HE GAINS NO MR< DIFFERENT RACIAL ADJUSTMENTS, AND NO SPELL LIKE ABILITIES .Wardancer racial adjustments: +2 to strength(Max 18/00), +2 to Dexterity, -3 to intelligence, -2 to wisdom. It is a great honor to be a wardancer;the kings body guard. The reason is that if they become a war dancer it isbecause there lack of magic. Light Elves are compeled and motivated by magic. They become war dancers because of there detach- ment from magic.
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