Tag: MONSTERS

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  • Dune Stalker

    The Dune Stalker in our campaign is different from the way the monster is described in the Fiend Folio. While its tracking ability and unique sonic attack remain the same, our tweaks are as follows: * It is *unique* - only one exists, the golem-like …

  • Kenku

    As described in the Fiend Folio, but with following background information: * Native to remote locations in [[Zamara | Zamara]] * Sometimes found living in the cities of Zamara, living as thieves/tricksters

  • Needleman

    As "described in the Fiend Folio":https://en.wikipedia.org/wiki/Needleman_(Dungeons_%26_Dragons). In our campaign, these sentient plants will be unique to one particular forest. A strong possibility is to create one forest where a number of sentient plant …

  • Anhkheg

    As described in the Monster Manual. Anhkhegs occur in desolate areas of temperate regions. Due to their extreme destructiveness, these monsters have been hunted to extinction in the most developed parts of the [[Thuria | Thurian]] kingdoms and can now …

  • Carnivorous Ape

    As with the more common gorillas, carnivorous apes are native to forests of the central part of the dark lands. Very occasionally, a captive specimen may be encountered elsewhere. Details as per Monster Manual.

  • Axe Beak

    Details as per Monster Manual. These large, carnivorous flightless birds are native to open land and savannas in the southern dark lands.

  • Baboon

    Details as per Monster Manual. Varieties of baboons are found all over the dark lands, in the Settish Lands and in [[Anshan | Anshan]], where they can even be found living in cities, scavenging for food.

  • Bekaars

    Bekaar in our campaign is the name used for the sentient species named "bugbear" in AD&D. Bugbear is a stupid name. So we've changed it. Details as per Monster Manual. Bekaars are native to temperate northern regions, but have long since been chased …

  • Bulette

    Details as per Monster Manual. But the back story differs in our campaign - these are simply naturally occurring beasts (rather than the creation of an ancient wizard, as stated in the Monster Manual). Due to their huge size and large appetite, each …

  • Cockatrice

    In our campaign, these strange birds vary quite significantly from how they are presented in the Monster Manual: * They are a natural (albeit rare) species of bird native to the [[Thuria | Thurian]] lands * They are almost extinct and thus rarely seen …

  • Dragons

    In our campaign world, dragons exist and their existence is widely known. Dragons, however, are rare. In the Thurian lands, at least, their numbers have been in sharp decline as human kingdoms have grown larger and more powerful. An important …

  • Black Dragon

    As described in the Monster Manual (albeit with variable alignment). Black dragons, as swamp/marsh dwellers have been found in the following locations: * [[The Borderlands | The Borderlands]] (salt marshes) * [[The Pictish Wilderness | The Pictish …

  • Brass Dragon

    As described in the Monster Manual (but with variable alignment). As native inhabitants of desert areas, brass dragons can be found living in the following areas: * Eastern desert (between [[Khauran | Khauran]] and [[Turan | Turan]]) * Kharamun desert …

  • Copper Dragon

    Details as per Monster Manual, but with variable alignment. Being native to rocky, arid regions, copper dragons can be found in: * The Colchian Mountains (south of the Vilayet Sea) * The Ilbars Mountains (to the north of [[Anshan | Anshan]]) * The …

  • Green Dragon

    Details as per the Monster Manual, but with variable alignment. With a preference for making their lairs in woods and forests, green dragons can be found in densely forested parts of: * [[Brythunia | Brythunia]] (NE of the country, near [[Graaskal …

  • Red Dragon

    Details as per Monster Manual, but with variable alignment. With a preference for making lairs in hilly and mountainous regions, red dragons can be found in: * [[Black Hills | The Black Hills]] * [[Brythunia | Brythunia]] - hilly region south of the …

  • White Dragon

    Details as per Monster Manual, but with variable alignment. Native to cold regions, white dragons can be found in: * Asgurd * Hyboria * Vanahem * steppes and tundra of the vast eastern stretch of the Great Continent

  • Dragonne

    Details as per Monster Manual. This dangerous predator is native to a very specific area - grassy plains overlooked by rocky slopes in areas with a warm climate. The creatures make their lairs in caves but hunt for herd animals on the grasslands. They can …

  • Dragon Turtle

    Details as per Monster Manual. These huge, dangerous creatures are only found in warm, shallow salt water. Thankfully rare, they are a menace to shipping and fishermen in the following places: * Anshan - estuary and coastal waters * Atlaia - estuary …

  • Giant Eagle

    Details as per Monster Manual. Giant eagles sometimes cooperate with communities of aarakocra. The giant eagles come to the defence of their friends in time of conflict with those meaning to do the bird-people harm and the aarakocra routinely protect the …

  • Griffon

    Details as per the Monster Manual. Griffons are a menace to mounted travellers in the following mountainous areas: * southern Karpash Mountains * [[Kezankian Mountains | Kezankian Mountains]] While it is possible to train fledgling griffons to …

  • Dinichtys

    Extinct everywhere else, these huge prehistoric fish can be found in [[Lake Krull | Lake Krull]]. Their existence is known to the Cimmerian tribes living around the lake, who accordingly shun its open water. Details as per Monster Manual.

  • Purple Worm

    Details as per the Monster Manual. However, in our campaign, only one specimen of this species is known to exist. It resides close to Ravengard, [[The Borderlands | the Borderlands]] stronghold of the insane Nemedian outlaw baron [[:torkal-moh | Torkal …

  • Vampire Trees

    Details in the Melibonean mythos section of Deities and Demigods. These will be used on a one-off basis in the campaign - created as one of the many traps and various forms of protection at the stronghold of some wizard/sorcerer. Potentially a creation of …

  • Yellow Musk Creeper

    Details as per Fiend Folio, but with a different back story. In our campaign, the Yellow Musk Creeper plant is an invention of the Nemedian sorcerer [[:kyuss | Kyuss]]. It is encountered only very rarely and only in places where Kyuss planted its seeds …

  • Yellow Musk Zombie

    As described in the Fiend Folio, these are victims of the[[Yellow Musk Creeper | Yellow Musk Creeper]] plant created by the fabled [[Nemedia | Nemedian]] wizard [[:kyuss | Kyuss]].

  • Banderlog

    Details as per Monster Manual 2. But these are fiercer, more aggressive animals than described in MM2 - a potentially fearsome opponent if a group mounts an attack. Native to rocky, arid uplands of northern [[Nebthu | Nebthu]] and the south-western corner …

  • Basidirond

    Details as per Monster Manual 2. This fungal species originates in the Underdark, but may occasionally be found in dank caves nearer to the surface. A suitable location to use this monster could be a cave setting in [[Meru | Meru]].

  • Behir

    Details as per Monster Manual 2. In our campaign, the Behir will only be encountered in the [[Ilbars Mountains | Ilbars Mountains]]. The Behir is legendary and greatly among the nomadic tribes of [[Anshan | Anshan]].

  • Cheetah

    Details as per Monster Manual 2. Found on grassy plains in the dark lands.

  • Dragonnel

    Details as per Monster Manual 2. This species is almost extinct and specimens can only be found in the craggy south-eastern uplands of [[Ophir | Ophir]], specifically in the hills around the city of Ronnocco. The otherwise relatively understrength …

  • Dustdigger

    Details as per Monster Manual 2 (and Pathfinder Bestiary 2). These creatures are native to the [[Kharamun Desert | Kharamun Desert]], where they are a menace to traders' caravans crossing the sand dunes.

  • Fomorian Giants

    Native to the desolate, craggy uplands of [[Fomoria | Fomoria]] in the [[The Pictish Wilderness | Pictish Wilderness]], this hideous breed of giants are as described in Monster Manual 2.

  • Treant

    Details as per Monster Manual. These sentient tree-beings live in certain woodlands of northern [[Thuria | Thuria]]. Their origins are uncertain, but it is supposed that they can only develop in wooded areas whose soil is suffused with ancient magic. A …

  • Kech

    Details as per Monster Manual 2. Native to dense forest of the [[The Pictish Wilderness | Pictish Wilderness]].

  • Thri-Kreen

    Basic details as per Monster Manual 2. These large, sentient insects are native to the south-eastern part of the [[Kharamun Desert | Kharamun Desert]]. Although intelligent, Thri-Kreen lack the desire to form the large communities needed to enable the …

  • Children of Vargouille

    Listed simply as “Vargouille” in Monster Manual 2. Stats etc. as per the book. The back story for our campaign is different, however. These creatures are monstrous creations of an evil [[Aquilonia | Aquilonian]] wizard named[[:vargouille | Vargouille …

  • Serpent Folk

    For stats, abilities etc. refer to "Yuan Ti" in Monster Manual 2, a good basis for the "Serpent Men" (Serpent Folk) "imagined by Robert E. Howard":https://en.wikipedia.org/wiki/Serpent_Men. One important variation vs. the MM2 description of this …

  • Ambush Drake

    Details as per Monster Manual 3 (*needs converting to 1E format*). These draconic pack animals are native to the remote uplands dividing the land of [[Koth | Koth]] from the south-eastern tip of [[Ophir | Ophir]].

  • Boneclaw

    Details as per Monster Manual 3 (*stats conversion to 1E needed*). In our campaign, boneclaws (of which only a small number have been made) are undead creations of the Red Necromancer cult of [[Anshan | Anshan]], devised as one of the arcane and unholy …

  • Bonedrinker

    Details as per Monster Manual 3 (*conversion to 1E format needed*). Fashioned from the bodies of bekars and goblins under her command, Bonedrinkers are a particularly loathsome form of undead creature created by the [[Hyboria | Hyborian]] witch-queen [[: …

  • Alchemical Golem

    Details as per Monster Manual 3 (*1E conversion needed*). This construct is unique - the invention of [[:tzando-kavalant | Tzando Kavalant]], a sorcerer-cum-alchemist residing in the [[Nemedia | Nemedian]] city of Numalia. But one ingredient of the …

  • Blackscale Lizardfolk

    Details are per Monster Manual 3 (*need conversion to 1E stats*). This race of sentient lizards are native to the south-easternmost part of the [[Talakma Mountains | Talamka Mountains]], between the lands of [[Meru | Meru]] and [[Kosala | Kosala]]. Their …

  • Poison Dusk Lizardfolk

    Details as per Monster Manual 3 (*conversion to 1E needed*). This lizardfolk subspecies are native to the steamy forests of [[Kosala | Kosala]]. Like the [[Blackscale Lizardfolk | blackscale lizardfolk]] to whom they are distantly related, the Poison Dusk …

  • Night Twist

    Details as per Monster Manual 3 (*1E conversion needed*). In our campaign, this horrible carnivorous plant with its alluring, hypnotic song will be unique (i.e. just one specimen) and will be found deep in the marshy forests of the [[The Pictish …

  • Odopi

    The Odopi (details as per Monster Manual 3, *1E conversion needed*) is unique in this campaign, i.e. only one specimen exists - an ancient horror conjured hundreds of years ago and now residing in a temple constructed around its lair, where it is …

  • Otyugh

    Details as per Monster Manual. Given these creatures' appetite for all organic material, this campaign will use the horrible otyugh in a very particular way. Under the [[Nemedia | Nemedian]] city of Hanumar lies an ancient cave system inhabited by the …

  • Plague Brush

    Details as per Monster Manual 3 (*conversion to 1E needed*). Mercifully rare, these large, deadly tumbleweed-style plants are a hazard to nomads and travellers across the plains of the far east, including the northernmost reaches of Khitai.

  • Rage Drake

    Details as per Monster Manual 3 (1E conversion needed). These draconic predators are native to the south-western stretch of the [[Kharamun Desert | Kharamun Desert]], towards the [[Ilbars Mountains | Ilbars Mountains]] and the dread land of [[Drujishan | …

  • Gibbering Mouther

    Stats as per Monster Manual 2. In this campaign, this abomination is unique - a horrible creation of some long-dead sorcerer that is now worshipped secretly in one of the cities of Zamara. Alternatively, it is sealed in the treasure room of some ancient …

  • Shrieking Terror

    Stats as per Monster Manual 3 (*1E conversion needed*). In our campaign, there is no connection between these creatures and the [[Children of Vargouille | Children of Vargouille]] (in MM3, the Shrieking terror is related to the Vargouille on which our …

  • Deep Ones

    Details/stats as per Deities and Demigods. The [[Cthulhu | Cthulhu]]-worshipping Deep Ones live in undersea settlements on continental shelves around the world. While these creatures are far more numerous on the continental shelf of the [[Eastern Ocean | …

  • Clockwork Dragon

    From Pathfinder Bestiary 4 - so need to adapt for AD&D 1E. Clockwork Dragons are among the most powerful magic machines created by [[:pellas-the-sorcerer | Pellas the Sorcerer]], who has created several of them, each with different combinations of in- …

  • Clockwork Leviathan

    The Clockwork Leviathan (details in Pathfinder Bestiary 3, convert to AD&D 1E) is the most impressive animated creation of [[:pellas-the-sorcerer | Pellas the Sorcerer]]. In 976 YT, Pellas was summoned to the court of the king of [[Turan | Turan]]. …

  • Clockwork Mage

    Details as per Pathfinder Bestiary 3 - need to do AD&D 1E conversion. These powerful constructs are the latest invention of [[:pellas-the-sorcerer | Pellas the Sorcerer]], who has thus far created three of them. One Clockwork Mage is permanently …

  • Slaad

    Based on the slaad race as described in the Fiend Folio and other D&D source materials, in our campaign these creatures are the descendants of a servitor species created aeons ago by the Great Old One [[Chaugnar Faugn | Chaugnar Faugn]] during a period he …

  • Ghoul

    Ghouls in our campaign are based on the Monster Manual 1E version in terms of their stats, powers etc. But we have developed a quite specific back story. * The term Ghoul is derived from the ancient language of the lost kingdom of which [[Arum, the …

  • Mi-Go

    The Mi-go are an extraterrestrial species from the planet [[Yuggoth | Yuggoth]]. They are winged creatures with large claws and heads covered in antennae. The Mi-go are a scientifically and technologically advanced race, having a particularly …

  • Dark Young of Shub-Niggurath

    The Dark Young of Shub-Niggurath are horrifying, pitch-black monstrosities, seemingly made of ropy tentacles. They stand as tall as a tree (perhaps between twelve and twenty feet tall) on a pair of stumpy, hoofed legs. A mass of tentacles protrudes from …

  • Lich

    Details as per Monster Manual. In our campaign world, the magical process used to create a lich has its roots in the arcane traditions of the Empire of [[Acheron | Acheron]]. As a consequence of this, the majority of liches are found in [[Thuria | …

  • Demon

    In terms of habitat and their role in a game universe, our campaign treats *demons* rather differently from how they are handled in most campaigns and settings. The key difference is that in our campaign, hell-like planes and dimensions *do not exist*. So …

  • Linnorm

    To be adapted for AD&D 1E stats. Based on Pathfinder Linnorm details. Linnorms are a family of gigantic, wingless dragons with long serpentine bodies, which make their homes in the far northern reaches of [[THE KNOWN WORLD | the known world]]. They …

  • Aboleth

    Basic details as per MM2. In the event of extensive use of the aboleth as a major campaign feature, reference will be made to the many good ideas found in _Lords of Madness_. In terms of the place of the aboleth in our campaign world, some basic …

  • Ilithids

    Based on the basic AD&D 1E stats and the rich D&D literature about this species, ilithids in our campaign reside in Underdark settlements far below the surface of the [[Earth | earth]]. *BACK STORY* The ilithid species came into being around 18,000 …

  • Star Spawn of Cthulhu

    Resembling man-sized versions of their creator, this is a servitor race created aeons ago on another world by[[Cthulhu | Cthulhu]]. They descended to [[Earth | earth]] with their master around 20,000 YT and built the undersea city of R'lyeh. From that …

  • White Walker

    The White Walkers are a mythological race mentioned in ancient legends and stories of the[[Vanahem | Vanir]] and [[Asgurd | Aesir]]. According to the [[Nordhem religion | oral tradition]] of these Nordhem peoples, the White Walkers have descended into …

  • Giants

    As per AD&D 1E materials, giants are a broad class of massive humanoids found in various locations around the campaign [[Earth | world]]. The principal subspecies found are: * [[Fomorian Giants | Fomorian Giants]] * Fire Giants * Frost Giants * Hill …

  • Gnolls

    Hyena-like humanoid, as per AD&D 1E materials, gnolls in our campaign are natives of warmer, drier climates. As such, they are generally unknown in the temperate [[Thuria | Thurian]] lands. Generally nomadic and predatory, gnolls have been found in the …

  • Goblins

    Natives of the northern [[Thuria | Thuria]], goblins are destructive, predatory humanoids, as described in AD&D 1E materials.

  • Kobolds

    As per AD&D 1E physical descriptions, kobolds are a sentient, humanoid-reptilian species native to north-west [[Thuria | Thuria]]. Predators and scavengers, they are a menace to travellers and small communities in the more remote northern parts of [[ …