Monsters
I have compiled a monster table so that you can quickly roll one up.
ok, roll 4d6 and consult the table below.
For treasure roll 1d6. If you roll the # under treasure then roll
on the treasure table.
4- Slime Monster
MR- 25
Treasure- 1
If the slime monster gets 5 or more hits on your armor (if you have
any) then your armor can take half damage for the remainder of
the game due to the slime detereorating your armor.
5- Ghost Ninja
MR- 20
Treasure- 1-3
Only adventurers with an I.Q. of 15 or higher may attack the ghost
ninja.
6- Crust Creature
MR- 15
Treasure- 1-2
Its crust body acts as natural armor which can sustain 10 hits.
7- Vampire
MR- 25
Treasure- 1
If the vampire does damage make a L1SR on LK. If failed take x2
damage.
8- Yetti
MR- 60
Treasure- 1-2
9- Assasin
MR- 18
Treasure- 1-3
Before combat begins the assasin gets 1d6 free damage disregarding
armor because of its assasin abilities.
10- Mushroom Monster
MR- 30
Treasure- 1-5
(Note: you must always roll on my mushroom monster reaction chart.)
Reaction Chart:(roll 1d6)
1-3: the monster becomes friendly and becomes a member of your
party.
4: roll 1d6. on a roll of 5 or 6 it will attack, otherwise it flees.
5: roll 1d6. If any # but a 1 is rolled it will attack.
6: automatic attack.
They speak Common language.
11- Deformed Alligator
MR- 23
Treasure- None
If the deformed alligator gets a hit on an adventurer roll 1d6.
1-3: nothing happens. 4-6: you become deformed. Your I.Q. and DEX
ar halfed for 5 turns, and then you grow back into place.
12- Orc
MR- 22
Treasure- 1-4
13- Dark Warrior
MR- Special
Treasure- 1-5
He has no MR instead has 26 hits, uses a Great Axe (5 dice + 3 adds)
and uses Leather Armor (6 hits) therefore when he is hit this
won't affect his combat.
14- Troll
STR- 50
CON- 25
Treasure- 1-5
15- Skeleton Warrior
MR- 18
Treasure- 1-4
Roll 1d6. That is the # of times it must be killed before it is
completely dead. If killed by a magic attack it will not come alive
again.
16-Stone Elemental
MR- 40
Treasure- 1-3
Uses Stone as a natural armor with a rating of 15. if the stone
elemental is undamaged the previous turn it may do a bash attack
where it uses 7 dice, and using normal adds.
17- Mud Pit Monster
MR-29
Treasure- None
Whenever a mud pit monster is rolled a mud pit appears and it
immediatly pops out. Make a L1SR on LK. If you miss you fall
into the mud pit and half your combat total.
18- Dragon
MR- 100
Treasure- Automatic and and if rolled for what type of coins it
will automaticaly be gold, and for # of coins roll 4d6x10.
19- Giant Insect
MR- 17
Treasure- 1
If hit by a giant insect make a L1SR on LK. If failed you become
an insect with an MR of 17 and immediatly attack your team members.
Magic may turn you back.
20- Cyclops
MR- 48
Make a L2SR on LK every combat round. If failed you may not attack
that combat round due to fear by the monsters menacing eye.
21- Werewolf
MR- 22
Treasure- None
Roll a die. The # is how many werewolves you must kill. Make
a L1SR on LK. If failed take 2/3 off of I.Q. for the rest of
the game.
22- Randag
Treasure- None
The first combat round it attacks with one of its 7 heads with an
MR of 15. Every combat round after that add 1 head until all 7
heads are attacking.
23- Gigantic Snake
MR- 18
Treasure- 1
Roll a die. 1-3: poisonous. 4-6: nonpoisonous. If hit by a
poisonous snake STR is halfed for the remainder of the adventure.
24- Fire Warrior
MR- 33
Treasure- None
If hiot by missile or melee weapons damage is halfed. Magic affects
it normally.
