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Echohawk

Shirokinukatsukami fan
About the Inaii

The inaii are intelligent winged horses resembling pegasi. They are Myyn's dominant race, with a total population of about 70,000. Inaii differ from normal pegasi, which are described in the Monstrous Compendium, in the following ways:
- Most inaii aren't as smart as normal pegasi, with Intelligence ratings averaging about 7.
- The alignment of inaii is Lawful Neutral.
- Inaii can't be tamed, nor do they serve persons of Good (or any other) alignment.
- Inaii eggs have no special value.
- Inaii can neither detect good nor detect evil.
- Inaii feed only on chollo plants (see the Map Key for details).

The inaii's personality also differs significantly from that of normal pegasi. Inaii are lazy, self-indulgent, and indifferent to the welfare of others. They are naive, even a bit stupid, lacking any interest in arts or sciences. Inaii enjoy sleeping, eating, gossiping. They also enjoy simple games, such as flying races, tag, and hide and seek. Their obsession with cleanliness borders on the pathological, and they soak themselves in lakes for hours on end. They find combat distasteful. The inaii worship Utok (see Face 4, area B), but they're lackadaisical about their convictions and have no formal services, other than an occasional mumbled prayer.
Inaii are organized into three groups. Statistics for each group are given in the black boxes at the bottoms of the pages in this chapter.

Herd Leaders. There are 500 herd leaders, who make all decisions for the inaii. The herd leaders belong to the same extended family. They are distinguished by their red hooves and brown-spotted white coats. Herd leaders are plumper, slower, and more intelligent than the general populace.
General Populace. Numbering about 65,000, they follow the decisions of the herd leaders unquestioningly. They have white hooves and pure white coats.
Divine Constables. Representing the strongest males, these 5,000 inaii are selected from the general populace by the herd leaders. The divine constables serve as a police force, settling arguments among the populace and guarding the idol of Utok (Face 4, area B). Despite the title, constables have no special powers; however, their sharp hooves (honed on the whetstone cliffs; Face 1, area D) inflict more damage (+1) than other inaii's. Like the general populace, the constables obey the orders of the herd leaders. Divine constables have white coats and blue hooves.

Inaii, herd leaders (pegasus): Int average; AL LN; AC 6; MV 18, Fl 36 (C); HD 4; hp 28; THAC0 17; #AT3; Dmg 1-8/1-8/1-3; SA can attack opponent from behind to inflict 2d6 points of damage (but can't use any other attacks that round); can dive at opponents from 50 feet or higher to use hoof attacks; each attack rolls is +1 and does double damage; SZ L; ML 8; XP 175

Inaii, general populace (pegasus): Int low; AL LN; AC 6; MV 24, Fl 48 (C); HD 4; hp 25; THAC0 17; #AT3; Dmg 1-8/1-8/1-3; SA can attack opponent from behind to inflict 2d6 points of damage (but can't use any other attacks that round); can dive at opponents from 50 feet or higher to use hoof attacks; each attack rolls is +2 and does double damage; SZ L; ML 9; XP 175

Inaii, divine constable (pegasus): Int low; AL LN; AC 6; MV 24, Fl 48 (C); HD 5; hp 25; THAC0 15; #AT3; Dmg 2-12/2-12/1-3; SA can attack opponent from behind to inflict 3d6 points of damage (but can't use any other attacks that round); can dive at opponents from 50 feet or higher to use hoof attacks; each attack rolls is +3 and does double damage; SZ L; ML 11; XP 270
 

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Echohawk

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Hummerfly

CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Flock
ACTIVE TIME: Any
DIET: See below
INTELLIGENCE: Animal (1)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 2-20
ARMOR CLASS: 5
MOVEMENT: See below
HIT DICE: 1+1
THAC0: 19
NO. OF ATTACKS: See below
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Teleport
MAGIC RESISTANCE: Nil
SIZE: T (6" long)
MORARE: Irregular (6)
XP VALUE: 120

The hummerfly is a docile insectoid creature whose pleasant sound and sweet aroma makes it a welcome presence in most civilized areas. Clever spacefarers also take advantage of the hummerfly's sound-eating ability to transport messages across the vast distances of wildspace.
A hummerfly's body resembles a string of rubbery purple beads, each bead about a half-inch in diameter. Two pair of hinged metallic wings, each about a foot long, extend from its back. When the hummerfly is at rest, it folds its wings into tight packets, flush against its body. Two spindly legs ending in suckers enable the resting hummerfly to attach itself to any smooth surface. When resting, a hummerfly's whiskers vibrate continuously, creating a soothing lute-like hum.
The creature's head is the size of a plump grape. A spherical mouth opens in the center of its head, and two black eyes at the end of short stalks rise from the top. Inch-long whiskers, similar to those of cats, grow on either side of the head. The hummerfly has a body odor that smells like fresh vanilla. The aroma of a single hummerfly can keep the air sweet in a 10' x 10' room.

Combat: The hummerfly shuns combat. When threatened, a hummerfly withdraws, flying away as fast as it can. Its normal movement rate is Fl 6 (B), but if it has the space to fly in a straight line for three uninterrupted rounds, it can reach a speed of Fl 36. Once it reaches this speed, a hummerfly is able to teleport without error for an unlimited distance. After teleporting, the hummerfly instantly resumes its normal Fl 6 speed, but if it has the space to accelerate, it can teleport again. It can repeat this process indefinitely.
If a hummerfly is cornered or its eggs are threatened, it vibrates its whiskers to create a high-pitched shriek. All creatures within a 20-foot radius who fail to make a successful saving throw vs. paralysis are stunned for 2d4 rounds and become deaf for 1d2 hours, suffering a -1 penalty to surprise during that time (affected spellcasters have a 20% chance of failure when casting a spell with a verbal component).

Habitat/Society: Hummerflies have no formal lairs or nests. Instead, they spend their time clinging to various ceilings, mountainsides, and other smooth surfaces. Since hummerflies subsist on sound waves (see below), they prefer locations that are active and noisy, such as a classroom or a factory. Homebodies in the strictest sense, hummerflies never voluntarily stray from within 100 yards of the nest.
The hummerfly has a life span of about ten years. During the last month of its natural life, the hummerfly abandons its lifelong home and teleports to a randomly chosen location, perhaps millions of miles away. There, it lays 2d4 eggs, which hatch a few weeks later. In this way, the hummerfly population has spread throughout the multiverse.
Docile and friendly, the hummerfly is comfortable around all non-violent creatures and has a special affinity for humanoids. A hummerfly passively allows a humanoid with whom it is familiar to pluck it from its resting place and attach it elsewhere. Housekeepers, for instance, often move hummerflies from room to room to freshen the house.

Ecology: The hummerfly does not breathe, nor does it require water or organic food. Instead, the hummerfly derives all nourishment from sound waves. The hummerfly sleeps for approximately 15 minutes once per day, and during this time, its mouth opens to absorb all of the sound in the immediate area. The body bead just below its head swells to about two inches in diameter as it fills with sound. When the hummerfly awakens, it "feeds" on the trapped sound waves throughout the day, which reverberate repeatedly inside the swollen body bead. If a person holds the hummerfly against his ear, he can hear the trapped sounds inside.
Spacefarers sometimes take advantage of the hummerfly's feeding habits to send messages over long distances. For instance, if a hummerfly is removed from its natural habitat, a spacefarer might wait until the hummerfly is asleep, then speak a message near the creature's body. The sound of the words is absorbed into the hummerfly's body bead. If the spacefarer releases the hummerfly when it awakens, the hummerfly instinctively returns home. Once it arrives, a companion of the spacefarer can hold the hummerfly to his ear and hear the spacefarer's message reverberating inside the body bead.
A hummerfly deprived of sound eventually dies of starvation. If it is not exposed to sounds for more than two consecutive days, it loses hit points at the rate of 1d4 per day.
 

Echohawk

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Hagertral

AC: 2
HD: 3+1
MV: 90"(30")/flying 150"(50")
#AT: 3
D: 1-4/1-4/1-6
No. Appearing: 1-4 (1-8)
Save As: F3
Morale: 7
Treasure Type: C, T
Alignment: N

A Hagertral is a small two-legged creature with huge yellow and pink feathered wings and greenish brown fur. It has one great eye in the center of its face, no nose, and a rather large mouth with two rows of very sharp teeth. The Hagertral has a forked tongue that it uses to "smell" with, much like that of a snake. Its body resembles a human's but instead of hands and feet it has paws with long retractable claws.

The Hagertral lives high in the mountains with a mate and usually 1-4 young. This creature, being somewhat intelligent, worships the sky as supreme goddess of all. As a rule the Hagertrals will shun humans and their kind, although they are capable of the Common speech. Their own language, which consists of a series of whistles, grunts, moans and clicks, is too complex for anyone but Hagertrals to understand without magical aid.
For the most part, Hagertrals will attack any intruder or stranger first, and then (when they consider it safe) they'll ask questions. When engaging in combat, the Hagertral will use its mouth and hand claws (it will not use the claws on its feet to attack with, as these are reserved for carrying things when flying). Some Hagertrals have been known to use weapons, but they are magic ones taken from some adventurer who challenged them and failed.
Hagertrals are meat eaters. Their favorite food is mountain fowl, but they also enjoy monkey, rabbit, fish and halfling.
Hagertrals never keep their wealth in their lair. They fear that by doing so they invite thieves, who might harm or capture their young (in some mountain villages and cities, a young Hagertral is worth about 200 gp); so instead, they hide their treasure in the wilderness or on high isolated mountains.
 

Echohawk

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The Male of the Species
by Frank Mentzer

Editor's note: Last issue we published the description of "Amazons" by Gary Gygax. But although the men associated with these warrior women were mentioned briefly, their statistics and lifestyle were never fully described. To correct that oversight, we now present

Men, Emezon

FREQUENCY: Extremely rare
NO. APPEARING: 1-4
ARMOR CLASS: 8
MOVE: 9"
HIT DICE: 1 (d6)
% IN LAIR: 99%
TREASURE TYPE: Special
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon (see below)
SPECIAL ATTACKS: Cleric spells
SPECIAL DEFENSES: Wail
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: M (5'-6' tall)
PSIONICS: Nil
LEVEL/X.P. VALUE: Variable

Emezons (also called scullions) are the famous but elusive male amazons (q.v. POLYHEDRON Newszine #22, p8). Their ability scores are average in all respects.

Emezons normally do not wear armor, except for a leather apron (AC 7) at mealtimes, which is adorned with tribal runes forming the phrase "Common Gadit". At such times, an emezon is usually armed with a heavy metal pot or skillet, which may be used as if a mace. Or rare occasions, emezons may be found with their amazon mistresses, acting as guards. They are then similarly armored and armed.

If attacked in lair, an emezon will often start an unearthly wailing, which causes each creature within 60' to make a saving throw vs. spells. Those failing will immediately try to comfort and protect the poor thing.

Rumors indicate that all emezons are spellcasters, as they are prone to chanting words of various types while preparing meals. Detailed observation indicates that while a few are actually clerics, reaching a maximum of 5th level of experience, others are low-level chefs (see "Zee Chef", on the preceding pages for details), preoccupied with dweomers involving the creation, purification, and flavoring of food and drink.

Emezons are exceptionally skilled at child raising, interior decorating, and hair styling, and are thus treasured and protected by amazons at all times. The most skilled emezon in a tribe is usually awarded a small sculpture (of an otter or a seal), as a token of the amazons' approval. This item may be passed on to a new winner each month.
 

Echohawk

Shirokinukatsukami fan
WHIRLING DERVISH

FREQUENCY: Rare
NO. APPEARING: 1
ARMOR CLASS: 5
MOVE: 18" (9" through sand)
HIT DICE: 5 + 5
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: Surprise on 1-5
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: S (4' tall)
PSIONIC ABILITY: Nil
LEVEL/XP VALUE: IV/225 + 6/hp

The whirling dervish is a foul creature, which preys on small desert creatures - preferably defenseless ones. It moves through sand with a whirling motion, tunneling through the desert until it detects movement on the surface. Then it whirls out of the ground, causing a whirlwind of sand to spray 30' in all directions, surprising anyone nearby on a 1-5. This blast of sand does no damage, but forces everyone caught in the area of effect to save vs. paralyzation or be incapacitated for one round due to stinging eyes.
Whirling dervishes are 4'-tall bipeds covered with fur. They have long teeth projecting out of their lower jaws, and their large eyes are always wide open above ground, but closed while tunneling through the sand.

LYCANTHROPE, Werecamel

FREQUENCY: Rare
NO. APPEARING: 1-4
ARMOR CLASS: 7
MOVE: 21"
HIT DICE: 6 + 6
% IN LAIR: 20%
TREASURE TYPE: B,S
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: Spitting
SPECIAL DEFENSES: Hit only by silver or magic weapons
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Neutral
SIZE: L
PSIONIC ABILITY: Nil
LEVEL/XP VALUE: V/475 + 8/hp

Werecamels are lycanthropes able to assume camel form. (For more general details on lycanthropy, see page 63 of the Monster Manual.). A werecamel can summon 1-4 camels, which arrive in 2-12 turns. In camel form, it can go for weeks in the desert without requiring water.
Werecamels can attack by biting, which may infect the victim with lycanthropy according to AD&D Game specifications, or by spitting. This spit has a 30' range. If a normal "to hit" roll is successful, the spittle has a 50% chance of blinding the victim for 2-8 rounds. There is no saving throw.
 

Echohawk

Shirokinukatsukami fan
Armor Boar

CLIMATE/TERRAIN: Arctic to temperate
FREQUENCY: Uncommon
ORGANIZATION: Family
ACTIVITY CYCLE: Day
DIET: Omnivore
INTELLIGENCE: Animal (1)
TREASURE: Nil
ALIGNMENT: Neutral

NO. APPEARING: 2-12 (2d6)
ARMOR CLASS: 3
MOVEMENT: 12
HIT DICE: 7
THAC0: 13
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-24 (3d8)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: M (6' tall at shoulder)
MORALE: Average (10)
XP VALUE: 650

The armor boar is a giant-sized animal and is readily identified by its peculiar armor. The armor is actually hair, thick and stiff and similar to the horns of a rhinoceros. From a distance, the creatures appear to be simply large, shaggy boars with hair that sticks out in all directions. Closer, the hair looks like a spiny shell.
The boar is also noted for its elephant-sized tusks that nearly touch the ground. Most boars are 6' high at the shoulder and 10' long. However, some larger specimens have been sighted.

Combat: This ill-tempered and aggressive brute attacks quickly and with no planning. It will charge at creatures wandering through its territories. And when the boar itself is wandering, it will attack creatures it perceives as a threat or as competition for food.
It has one attack-a goring thrust made with its long tusks. In addition, the boar's armor also can inflict damage. Any creature striking, biting, or leaping upon the boar suffers 3-12 (3d4) points of damage because of the boar's penetrating hair-spines.
The boar does not back down from combat, fighting to the death.

Habitat/Society: Armor boars live in small family groups. A boar mates only once every two years, and it is more prolific than other giant boars, having up to 1d10 offspring per litter. If the maximum number of boars are encountered, the family will likely have one boar, one sow, and 10 young. The adult boars are very protective of the young and will fight to the death to defend them. Armor boars often make their homes in caves or in densely overgrown wooded areas. They can be found in hills, mountains, forests, broken terrain, and occasionally on plains.

Ecology: A voracious omnivore, the armor boar will attempt to eat anything within reach and will go out of its way to catch plump rodents. Although it is fond of flesh, it usually ends up eating more vegetable matter than other boars do because its size does not allow it to chase prey into hollow logs and other hiding spots. A boar which develops a taste for vegetables is quite capable of destroying a garden all by itself. Families of armor boars have been known to destroy entire fields. Thus, armor boars are considered a major nuisance in settled regions-a nuisance typically ill-armed peasants and farmers cannot deal with on their own.
While the armor boar has few natural predators, they are sometimes sought by butchers, as the meat is rich and sweet. However, an armor boar is difficult to butcher because of its hard, spiny shell. Butchers who have developed a technique for removing the armor increase their profits by selling the carapace to armorers who make it into shields and breastplates.
Armor made from the carapace is the equivalent protection of banded mail, plus it has a special property. Creatures striking the armor or shield with their hands or other body parts suffer 1-8 pounds of damage because of the remaining spiny ruffs. The armor is also prized because it will not rust.
Craftsmen value the tusks and lard of armor boar, which they make into art objects and soap, respectively.
 

Echohawk

Shirokinukatsukami fan
Dragite

CLIMATE/TERRAIN: Any dragon lair
FREQUENCY: Very Rare
ORGANIZATION: Tribal
ACTIVITY CYCLE: Night
DIET: Omnivore
INTELLIGENCE: Low to average (5-9)
TREASURE: incidental (see below)
ALIGNMENT: Neutral

NO. APPEARING: 40-160
ARMOR CLASS: 8
MOVEMENT: 6 (12)
HIT DICE: 1-2 hp
THAC0: 20
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-2
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: T (1' tall)
MORALE: Unsteady (5-7)
XP VALUE: 5

Dragites are tiny, vaguely mole-like humanoids. Sometimes called "dragon mites," they make their homes in the lairs of any dragons who will tolerate them. A dragite's torso is covered with coarse brown fur. Most dragites, however, dye their fur to match the color of their dragon host. The skin on a dragite's face, hands, and arms is rough, scaly, and light gray. Dragites have large, protruding ears and long snouts, giving them keen senses of hearing and smell. Although must dragites are nearsighted, they can see well in darkness and have infravision to 30 feet.
Most dragites speak only their own language, However, about 10% of them (those with average intelligence) also speak their host dragon's tongue.

Combat: Dragites are shy, peaceful, and usually inoffensive. They bear no malice toward any particular race or species. When possible, they flee from any potentially dangerous encounter, seeking safety in small tunnels (which they dig themselves) or in any other cramped space they can fit into. The only time a dragite will fight willingly is to defend its mate or offspring.

Habitat/Society: Dragites are fair miners, and live in small tunnels they dig in the walls and floor of the dragon lair where they live. They avoid any locale where they cannot make their homes by tunneling through rock.
The entire life of a tribe of dragites revolves around their dragon host-the dragon is both provider and protector. Dragites eat by scavenging the leavings of a dragon's meals (which helps keep the dragon's lair clean). They supplement their diet with whatever food they can gather on their own. The dragites care for the host dragon, keeping it clean and tending its wounds. A dragon who allows dragites into its lair is generally healthier than one that does not. A wounded dragon sleeping in its lair regains six hit points a day if tended by dragites.
Dragites can be hard to locate when they don't want to be seen, as they can hide behind almost any small object. This makes them excellent scouts. They normally range as much as a mile from the lair, willingly bringing back news to their host dragons. They even have been known to wake sleeping dragons when hostile creatures come too close. Some dragons use their dragites as spies, allowing the dragon to survey the countryside without revealing its own presence.
Though dragites have no interest in wealth, they love shiny objects, particularly brightly colored gems and jewelry. They frequently filch these items from the dragon's hoard, along with the occasional gold or platinum coin or small magic item. If this thievery goes unchecked, a tribe of dragites can remove up to 10% of a dragon's hoard and hide it away in their minuscule tunnels, where the dragon cannot reach. For this reason, only about 20% of all dragons will have dragites in their lairs. Very patient and kind dragons can, occasionally, persuade their dragites to return an important item -- particularly if they have access to charm magics. Most dragite tribes have equal numbers of male and female adults, plus young of both sexes equal to 20% of the adult population. Venerable or great wyrm host dragons often have dragite tribes two or three times normal size.
Most tribes also will have a dozen or so leaders of average intelligence, these leaders can speak the host's tongue and are the only dragites that communicate directly with the dragon. Nevertheless, all orders and tasks the dragon assigns are shared, and there is no single, dominant chieftain. The tribe's only lord is the host dragon. Each dragite reveres the dragon and will do almost anything the dragon commands, short of charging directly into combat. However, dragites are aggressive enough to set traps for unwary invaders, steal from them, or harry them.

Ecology: Dragites are timid scavengers that are easy prey for other creatures. Kobolds, goblins, and orcs are fond of killing or enslaving them. Without their dragon protectors, dragites soon would be extinct. Sometimes a host dragon will trade a few of its dragites to another dragon of the same species in exchange for a bit of treasure.
Dragites reproduce the same way humans do, and an adult female can give birth once every three years. Young dragites mature in two years and most live to be about 40. A tribe of dragites leaves a dragon's lair only when driven out.
 

Echohawk

Shirokinukatsukami fan
Air fish

Shark

CLIMATE/TERRAIN: Humid tropical
FREQUENCY: Rare
ORGANIZATION: Pack
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Non- (0)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 2-8

ARMOR CLASS: 6
MOVEMENT: Fl 24, MC:C
HIT DICE: 5-6
THAC0: 15
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: M 4'-5'
MORALE: Fearless (19)
XP VALUE: 5 HD: 270, 6 HD: 420

Piranha

CLIMATE/TERRAIN: Humid tropical
FREQUENCY: Rare
ORGANIZATION: Shoal
ACTIVITY CYCLE: Day
DIET: Carnivore
INTELLIGENCE: Non- (0)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 5-30

ARMOR CLASS: 8
MOVEMENT: Fl 6, MC:C
HIT DICE: 1/2
THAC0: 20
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-2
SPECIAL ATTACKS: Swarm
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: T 8"-10"
MORALE: Unsteady (6)
XP VALUE: 15

Ray, Sting

CLIMATE/TERRAIN: Humid tropical
FREQUENCY: Rare
ORGANIZATION: Group
ACTIVITY CYCLE: Day
DIET: Carnivore
INTELLIGENCE: Non- (0)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1-3

ARMOR CLASS: 7
MOVEMENT: Fl 9, MC:D
HIT DICE: 1
THAC0: 20
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-3
SPECIAL ATTACKS: Paralyzation
SPECIAL DEFENSES: Camouflage
MAGIC RESISTANCE: Nil
SIZE: S 5'
MORALE: Unsteady (5)
XP VALUE: 175

Catfish

CLIMATE/TERRAIN: Humid tropical/temperate
FREQUENCY: Rare
ORGANIZATION: Group
ACTIVITY CYCLE: Night
DIET: Carnivore
INTELLIGENCE: Non- (0)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1-3

ARMOR CLASS: 9
MOVEMENT: Fl 6, MC:C
HIT DICE: 1-1
THAC0: 20
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-2
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: T 16"-20"
MORALE: Unsteady (6)
XP VALUE: 35

Trout

CLIMATE/TERRAIN: Humid tropical
FREQUENCY: Rare
ORGANIZATION: School
ACTIVITY CYCLE: Night
DIET: Carnivore
INTELLIGENCE: Non- (0)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 2-20

ARMOR CLASS: 9
MOVEMENT: Fl 6, MC:C
HIT DICE: 1-1
THAC0: 20
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-2
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: T 12"-16"
MORALE: Unsteady (7)
XP VALUE: 35

Goldfish

CLIMATE/TERRAIN: Humid tropical
FREQUENCY: Rare
ORGANIZATION: School
ACTIVITY CYCLE: Day
DIET: Omnivore
INTELLIGENCE: Non- (0)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1-20

ARMOR CLASS: 8
MOVEMENT: Fl 6, MC:B
HIT DICE: 1/2
THAC0: 20
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: T 6"-8"
MORALE: Unsteady (5)
XP VALUE: 15

Neon

CLIMATE/TERRAIN: Humid
FREQUENCY: Rare
ORGANIZATION: School
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Non- (0)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 6-120

ARMOR CLASS: 7
MOVEMENT: Fl 3, MC:A
HIT DICE: 1 hp
THAC0: 20
NO. OF ATTACKS: Nil
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: Obscurement
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: T 2"
MORALE: Unreliable (4)
XP VALUE: 15

Magically altered for decoration or guard duty, air fish are creatures which can breathe air and fly. They have a natural ability to levitate, and they "swim" through the air by moving their tails and fins.

Habitat/Society: Though air-fish can survive in any damp environment, they prefer forests or other congested areas which offer places to hide. They are comfortable only in humid air, which they need to keep their skins moist. In dry air, they suffer one hit point of damage per hour until dead.
Air sharks, air piranha, and air stingrays make good, if not loyal, guards if captured and confined. Air goldfish and air neons have decorative and pest-killing functions.

Ecology: Air sharks and air piranha are aggressive predators and exist near the top ofthe food chain, having few natural predators. Other air fish are both predator and prey, although air goldfish and air neons have an impact only on insect populations, cutting down especially on mosquitoes and gnats. Most air fish are edible, though air sharks, air catfish, and air trout are the best tasting.
Air fish reproduce by laying eggs or egg sacs. Most lay their eggs on the ground or on plants, though air trout use their tails to dig holes for their thousands of eggs, and air catfish carry their eggs in their mouths, eating nothing for the two-month incubation period.

Air shark: These killing machines are just as dangerous in their new environment as their cousins are in water. Attracted by movement and noise, they swim toward any clamor, attacking moving or wounded creatures. They are also attracted by blood, which they can smell at a distance of 100 yards. If they smell blood, or if they wound their prey, they go into a berserk frenzy, attacking anything that resembles food. Air sharks are large and strong enough to be used as mounts by tiny humanoids, but must be trained from birth.

Air piranha: Merciless and aggressive, these black fish inflict a painful bite with their large teeth. There is a 75% chance that at least one of them will attack any creature that moves nearby. Air piranha can smell fresh blood at a distance of 30 feet, and will move rapidly toward any wounded creature. The smell of blood drives them berserk, and they attack twice per melee round (double their normal attack rate).

Air stingray: These creatures stay within three feet of the ground, blending in with the foliage and giving attackers a - 2 on surprise rolls. If any creature steps on an air-stingray, it lashes out with its tail spine, inflicting 1-3 points of damage; any creature struck must also save versus poison or be paralyzed for 5-20 turns, suffering points of damage equal to the number of turns of paralysis.

Air catfish: These aggressive air fish possess sharp hearing and a well-developed sense of smell. They prefer to eat other air fish, but have tremendous appetites and will also attack other creatures. Air catfish are territorial.

Air trout: These also prefer to eat other air fish, but will attack other small and tiny creatures. If meat is scarce, air trout eat insects and larvae.

Air goldfish: These pretty creatures are brown when hatched, but when they reach adulthood, they turn red, black, white, orange, or some combination of these colors. They will eat almost anything, but avoid pursuing creatures larger than themselves.

Air neon: The beautiful air neons, with iridescent blue stripes along their red-orange bodies, were created for decoration. They have no effective attack on creatures larger than themselves. They eat insects and seeds. Air neons are skittish, fleeing from loud noises or quick movements, but are not threatened by potential predators which remain still. They may fly about characters, looking for food or fleeing from predators, and may obscure an individual's vision. Individuals whose vision is obscured by air neons have a -1 penalty on attack rolls.
 

Echohawk

Shirokinukatsukami fan
Doppleganger, Uran

CLIMATE/TERRAIN: Any Urban
FREQUENCY: Very Rare
ORGANIZATION: Clan
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: High (13-14)
TREASURE: E
ALIGNMENT: Lawful Neutral
NO. APPEARING: 3-12
ARMOR CLASS: 4
MOVEMENT: 12
HIT DICE: 5
THAC0: 14
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-12
SPECIAL ATTACKS: Surprise
SPECIAL DEFENSES: See Below
MAGIC RESISTANCE: Nil
SIZE: M
MORALE: Elite (14)
XP VALUE: 2000

The uran doppleganger is physically indistinguishable from the common doppleganger.

Combat: The principle power that separates the uran doppleganger from the common variety is its superior form of mimicry. Urans can actually imitate some of the abilities of their victims.
The uran doppleganger has a limited shapechanging ability. When an uran assumes a form, it gains all the abilities of its new form except for those abilities dependent upon intelligence, innate magical abilities, or magical resistance. Intelligence here is interpreted to mean the character's mind and personality, not just the attribute Intelligence.
Further, an uran doppleganger retains its own hit points and hit dice, including any current wounds. It suffers any natural penalties or vulnerabilities of its new form (e.g. a goblin's penalties in sunlight). However, like its common. cousin, it always keeps its own saving throws and does not get those of its mimicked form. The uran doppleganger is limited to assuming living, humanoid forms between 4' and 8' tall. It can't become a spectre or a wolf.
Specifically, an uran that assumes the form of a player character gets that PC's THAC0 bonuses for Strength, number of attacks per round (for natural attacks only), damage and damage bonuses, AC, and attribute scores excluding Intelligence. The uran does not get any of the intelligence-dependent character class abilities, since those are based upon the experience of the character and not his physical form. Abilities dependent upon intelligence include spell casting and many other character class abilities.
For example, the uran doppleganger would not get the fighter's THAC0, nor his number of attacks per round. Unlike an animal's number of attacks per round, the fighter earns his as a result of his fighting experience. The doppleganger never gains experience points from adventuring with a party. In contrast, if the uran were to imitate the form of an annis hag, it would get that creature's three attacks per round, since those are a natural attack form of the monster.
The uran doppleganger must touch a person to imitate his abilities. Otherwise, it is only able to imitate the outer form, just like the common doppleganger. This touch usually happens when the doppleganger kills his victim.
An uran can remember the form of anyone it has previously duplicated, and recall that duplicate form at will. To gain the abilities, it must imitate clothing and equipment the character was wearing at the time of the touch. For example, it could not become a duplicate of Slivkin the Thief wearing the plate mail of Raxas the Ranger. Of course, once the doppleganger has transformed, there is nothing to prevent him from changing his clothes or equipment manually.
A further extension of the uran doppleganger's superior mimicry is what it can do with clothing and equipment. The common doppleganger is restricted to changing like material into like material. Not so with the uran specie. They can change any material into any other material. Like common dopplegangers, the objects only maintain their form so long as they are within five feet of the uran. A typical defensive strategy for many uran dopplegangers is to change into the form of a warrior in plate mail.

Habitat/Society: Among the doppleganger society at large, urans are held in great esteem. They are more powerful and cunning than the common doppleganger. The urans are considered to be closer to the revered form of the ultimate shapechanger.

Ecology: The ecology of the uran doppleganger is no different from that of the common doppleganger. They are a parasitical life form that steals men's lives. Like common dopplegangers, urans prefer the comfortable existence of urban life.
All dopplegangers are genderless. They reproduce by mating with other humanoids of any race or gender. Their young remain in the humanoid form until puberty. At that time they manifest the powers of their true heritage.
 

Echohawk

Shirokinukatsukami fan
Geran

CLIMATE/TERRAIN: Deserts
FREQUENCY: Very Rare
ORGANIZATION: Tribal
ACTIVITY CYCLE: Day
DIET: Omnivorous
INTELLIGENCE: Exceptional
TREASURE: A
ALIGNMENT: Lawful Neutral
NO. APPEARING: 40-160
ARMOR CLASS: 5
MOVEMENT: 9
HIT DICE: 4 + 1
THAC0: 17
NO. OF ATTACKS: 1 or 2
DAMAGE/ATTACK: by weapon or 1-8/1-8
SPECIAL ATTACKS: +3 To Hit with Geran Impaler
SPECIAL DEFENSES: Invisibility, +2 bonus on all saves
MAGIC RESISTANCE: 10%
SIZE: M (6')
MORALE: Elite (13-14)
X.P. Value: 420, Precept 420, Thane 650, Jarl 975, Chieftain 1,400

Psionics Summary:
Level: 5
Dis/Sci/Dev: 2/4/10
Attack/Defense: EW,II/IF,M-,MB,TW
Score: 15
PSPs: 95
Psychokinesis: Sciences-telekinesis, detonate; Devotions-ballistic attack, inertial barrier, molecular agitation, molecular manipulation
Telepathy: Sciences-mind link, tower of iron will; Devotions-ego whip, contact, id insinuation, intellect fortress, mind bar, mind blank

Geran are found primarily in the rocky badlands of Athas. Most are hardworking, peaceful beings who strive to overcome the harsh climate of their homeland. Their communities are orderly and law-abiding. Outsiders are viewed with suspicion.
Because of the intense heat, geran wear little clothing, usually just a loin cloth, and upon rare occasions, ornamental jewelry. When preparing for battle, a geran also adorns himself with a belt decorated with the skulls of those he has killed. The skulls are intended to warn away opponents. Geran speak their own tongue in addition to the language of the Gith and Belgoi. There is a 10% chance a geran will be able to speak the local Common dialect.

Combat: Geran prefer to use their psionic talents to frighten intruders from their domain. However, if the enemy cannot be scared, the geran resort to a harmful exhibition of their psionic powers.
When forced into melee, geran typically attack with a weapon called an impaler. This is a polearm that looks like a javelin on one end; the other end is capped with a large, curved, razor-sharp blade. The blade is used to sever victims' heads to be added to the geran's collection.
If a geran is disarmed, he can attack twice a round with clawed hands. Each attack delivers 1-8 points of damage. The geran view such battle tactics as barbaric, resorting to them only in extreme situations.
While in their home terrain geran blend in with their surroundings so that they are effectively invisible.

Habitat/Society: Geran live in hillside abodes carved out of the badlands rock. The homes are simple and usually house one family consisting of 1-2 adult males, 1-3 adult females, and 2-8 young.
For every 20 geran encountered, there will be a thane of 5+2 HD and 100 PSPs. The thane acts as the leader of the geran war units.
If 50 or more geran are encountered, they will be led by a jarl of 6+3 HD, 120 PSPs, and a psionic score of 16, plus one additional psionic discipline. The jarl is held in high esteem in geran society and is always guarded by a force of five geran and one thane.
When 120 or more geran are encountered, they will be led by a high chieftain. The high chieftain has 8+2 HD, has 150 PSPs, and is psionic level 8. He has a base score of 17 for all psionic checks. In addition to the normal psionic powers held by the gerans, the high chieftain also has the sciences of disintegrate and project force and the devotions of animate object and soften. The high chieftain is guarded by a jarl, three thanes, and 15 other gerans. The high chieftain is also assisted by a precept that is treated as a normal geran with the additional psionic talent of cell adjustment. The precept serves as the tribal healer and advisor to the chieftain.

Ecology: Geran are miners and hunters relying on themselves for survival.
Geran mines usually are well guarded operations that seldom delve below 50' into the ground. Geran are especially successful in mining various forms of gems. Gerans are frequently sought by traders and treasure hunters.
 

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