___________________________________________________________________ CLIMATE/TERRAIN: Plane of the shadow FREQUENCY: Shadow-Common/Prime-Rare Muscar ORGANIZATION: Anarchic ACTIVITY CYCLE: Any DIET: Meat and shadows INTELLIGENCE: average(9-10) TREASURE: None ALIGNMENT: Lawful Evil -------------------------------------------- NO. OF APPEARING: 1-30 ARMOR CLASS: 5 MOVE: 24(Fly) A HIT DICE: 2 THAC0: 18 NO. OF ATTACKS: 2 DAMAGE/ATTACK: 1d4/1d4 SPECIAL ATTACKS: Poison SPECIAL DEFENSES: None MAGIC RESISTANCE: -- SIZE: small 1 ft tall MORALE: 12 XP VALUE: 200 _____________________________________________________________________________ These small creatures measure only one and a half feet tall. They have small fly like wings, butit is infered that they fly by magical means. The Muscar have two large fangs and small beady red eyes. There skin is covered by a thin layer of fur. There black skin is very tough. On there native plane, the shadow realm they eat shadows. Many more power- ful biengs will imprison them as slaves. Naturally they kill anything which is not them, enjoying the treat of fresh meat. On the prime material plane they are very disruptive to the ecology so it is not hard to find them if they are there. ___________________________________________________________________ CLIMATE/TERRAIN: any FREQUENCY: rare Prowlers ORGANIZATION: pack ACTIVITY CYCLE: night DIET: Flesh INTELLIGENCE: 1-2 TREASURE: none ALIGNMENT: Chaotic evil/Chaotic neutral -------------------------------------------- NO. OF APPEARING: 1-20 ARMOR CLASS: 5 MOVE: 12 HIT DICE: 3 THAC0: 17 NO. OF ATTACKS: 3 DAMAGE/ATTACK: 1d8/1d4/1d4 SPECIAL ATTACKS: none SPECIAL DEFENSES: Fear Aura MAGIC RESISTANCE:nil SIZE: M(4ft from head to tail) MORALE: Fearless XP VALUE: 500 _____________________________________________________________________________ The prowler is one the most vile abdominations ever brought into existence , being half way between life and death. A wolf in itself has certain resit- ences to the undead and certain links. So an evil cleric's experiments creat- ed the Prowler. Prowlers live much as they lived in life except that they are dead! They organize packs numbering as much as 20. The strangest thing about them is the fact that they hunt even though they need no food. There hide is tougher and there bite is more viscious. They have all the abilities of a normal wolf , especially there ability to hunt. These chaotic creatures are quite an advesery for any opponent. Immediatly when facing them people are overcome with terror and must make a saving throw. Many times an evil cleric or a Sorcerer* can employ them as gaurds. * This is the sorcerer I created ___________________________________________________________________ CLIMATE/TERRAIN: Dark and evil forests FREQUENCY: Very rare, usually only in the Myst Marsh ORGANIZATION: solitary ACTIVITY CYCLE: any Banehorns DIET: Magic INTELLIGENCE: 8-10 TREASURE: K ALIGNMENT: -------------------------------------------- NO. OF APPEARING: 1-2 ARMOR CLASS: 3 MOVE: 18 HIT DICE: 6 THAC0: 16 NO. OF ATTACKS: 3 DAMAGE/ATTACK: 2d4/1d4/2d4 SPECIAL ATTACKS: Magic Drain SPECIAL DEFENSES: Displacement MAGIC RESISTANCE: 15% SIZE: M(5-6ft from head to tail) MORALE: Fearless XP VALUE: 900 Belynda, the goddes of nature had created the unicorn the gods of evil grew jealous and in this jealousy they created the banehorn. This twisted creature of evil lived for a long time through out the world until Belynda banished them to the Mist Marsh. This perhaps was her mistake. Originally this swamp of evil was small, nearly 2 miles square but ove the hundreds of years in which the banehorn has existed it helped this place of evil grow and fester. The Banehorn is larger than a normal horse and it's skin is an ebony black. The leatherish hide provides it with ample protection. The horn is twisted and spiraled, it is grayish in color. It's eyes glow a bright red. Once every hundred years the Banehorn will mate and produce of spring until it matures this takes about 4 weeks. In combat the Banehorn will first try to drain magic. Any person with magic abilities are affected. Roll a saving throw, if it fails the magic-user loses one randomly determined spell. First determine level then the specific spell. This spell is lost for the day and can't be rememorized. For Every level, the Banehorn gains 1d4+1 hitpoints. Then it will displace its self causing a -2 to hit it, and it will charge every so often instead of attacking it will magic drain. I didn't mention be- fore but this can go higher then it's total hitpoints. _____________________________________________________________________________ CLIMATE/TERRAIN: Any forest FREQUENCY: Rare Hollows ORGANIZATION: solitary ACTIVITY CYCLE: night DIET: Flesh INTELLIGENCE: 15-18 TREASURE: P ALIGNMENT: Chaotic neutral -------------------------------------------- NO. OF APPEARING: 1 ARMOR CLASS: 1 MOVE: 1 HIT DICE: 8 THAC0: 19 NO. OF ATTACKS: 4 DAMAGE/ATTACK: 1d8/1d8/1d8/1d8 SPECIAL ATTACKS: nil SPECIAL DEFENSES: nil MAGIC RESISTANCE:nil SIZE: 11-18 ft tall MORALE: Fearless XP VALUE: 1,400 _____________________________________________________________________________ Hollows are treants who have under gone a torterous procedure by magic. It drains them of there life leaving them Hollow, hence the name. They can move slowly since they have no insides. They stalk and eat what ever they can bashing it with there heavier branches, do to there lack of insides they are very inacurate but when they do hit they could kill a man in one blow. Fire does normal damage but holy water hurts them also. Many times ghost flock around them so they live together in a strange harmony. These Hollows can talk and in fact know very much, but they are usually todepressed to talk. Alot of times thecan be talked into doing something and they'll switch from good to evil rapidly.