‘THE TAKING OF SIANDABHAIR
Part 5: Appen
New monster (unofficial)
MOUNTAIN HAG
FREQUENCY: Very Rare
No, APPEARING: 13
Ac: 7
wv. 15"
HO: a5
SIN LAIR 65%
TREASURE TYPE: RST
“AT 1
DAMAGE/ATTACK: by weapon type
SA see below
SD: see below
MAGIC RESISTANCE: 5%
INTELLIGENCE Average-High
‘ALIGNMENT: Chaotic Evil
Size ™
PSIONIC ABILITY: nil
‘Aitack/Defence modes: pil
LEVEL/xp VALUE: V1/650+6/ho s
The Mountain Hag is a relative of the Sea Hag, inhabiting
mountains and dismal rocky wastes. The lair of the Mountain
Hag is typically @ cave in a mountainside. Like all other Hags,
they hate beauty and goodness, and when they come out of their
caves itis always to commit some act of evil
‘The appearance of a Mountain Hag is so hideous as to require
any character of less than 5th level to save vs magic or lose 1-10
strength points for 1-8 turns; Clerics and Paladins are allowed a
bonus to this saving throw equal to their level
The Mountain Hag fights using filthy, jagged and rusty dagger
(D 1-4), which has a 75% chance of carrying a disease (treat as,
chronic, severe, affecting blood and gastro-intestinal organs
— see Dungeon Masters Guide p14). However, a Mountain
Hag will rely whenever possible on followers and on her magical
abilities, fighting hand-to-hand only as a last resort to clear a
path for her escape.
28
a’ VN A le Ge
Vey § A
g iG pa 2
INS A y
‘A Mountain Hag can fly, 1/day, paralyse (as a wand of
paralysation) by touch, 3 times/day, and cause darkness, 3
times/day. She can use magic-user scrolls as a 10th level thief,
and can also speak with animals at will. There is a 30% chance
thata Mountain Hag will have a familiar, of atype determined as
{or the first level magic-user spell find fami
A Mountain Hag may call down 2 terrible curse on one victim,
‘who must save vs magic or lose 1-4 constitution points, and
must make all subsequent saving throws vs poison or disease at
-2 while the curse is in effect. Any wound sustained during this
periodwill heal at half the normalrate, and has a 25% chance of
becoming infected. The curse lasts for one lunar month or until
the vietim dies or receives a remove curse spell, A Mountain
Hag may only have one curse in effect at any given time.
Finally, Mountain Hags are immune to poison and disease, and
make all saving throws against mind- influencing spells at +2.
IMAGINE magazine, Avgust 1983Horses
‘There are three types of horse available;
light riding horses, asin the Players
Handbook, which will panic under ab-
normal stimuli (presence of monsters,
fights, etc), cavalry horses (as the PHB
warhorses, light medium and heavy,
tained to stand still while the rider fights,
fr to fight no matter what the rider is
doing, according tocommand, and unlike
ly to panic in the same way as a riding
horse would), and the very rare full
warhorse (see next column).
Whenever such @ horse encounters a
situation itdoes not like, it hasa chance of
bolting. As an alternative to the percent-
‘age chances of this given in the Monster
Manual, you might like to try the follow:
ing. To avoid having the horse bolt, the
Fider must make a saving throw of 17+ on.
420, modified by:
+2 per 5 points total Str/Dex of rider
+1 per point of the horse’s stability
+3 for Horse Combat proficiency
+1 for teamster/freighter secondary
skill
-2if there's a fight nearby, or if it
‘smells a normal carnivore
4 if there is a fabulous beast visible
or it sees a large carnivore
6 if in the middle of a fight, or if itis
already bolting
8 if there is a large monster (such as
‘a dragon) nearby
10 if struck by missiles, spells, or (if
not 2 cavalry or war horse)
hand weapons
“12if the rider is fighting @ large
monster
The stability of the horse should be
determined secretly by the DM when the
horse is obtained. Normal riding horses
have a stability of 1-6, cavalry horses 6-9,
(d475), and full warhorses are always
stability 10.
Ifthe horse bolts the rider may falloff. The
chance is decided by Strength, Dexterity,
and a saving throw on a d20:
Str + Dex Total Saving Throw
6-10 14
115 13
16:20 12
21-25 "
26-30 10
31-35 9
36-40" 8
41-45" 7
48 (ie 18/00 + 18)" 6
* For each ten points of exceptional
strongth, add one point to the Str/Dex
total
The saving throw for characters with
Horse Combat proficiency is at +4, and a
character with Horse Combat specializ
ation is at +6. If cavaliers fail this roll, they
still have their special 85% + 1% per level
chance of staying on board.
Chris Felton
MAGIN: agate Feary 196
New Monster (unofficial)
Full Warhorse
FREQUENCY: Very rare
No APPEARING: 7
ARMOUR CLASS: 7
MOVE: 715”
HIT DICE: 5+3
% IN LAIR: Nil
TREASURE TYPE: Nil
No of ATTACKS: 3
DAMAGE: 1-10/1-10/1-4
SPECIAL ATTACKS: Wil
SPECIAL DEFENCES: Nil
MAGIC RESISTANCE: Nil
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: L
PSIONIC ABILITY: Wil
Attack/Defence Modes: Nil
LEVEL/XP VALUE:
1V/160 + 6 per hit point
The full warhorse is the natural mount of
the mounted fighter — though very few
‘ever have the chance to own one. They
are the result of the finest stock selection
‘and breeding between ordinary heavy
horses, so rare that barely one foal in five
hundred bred in such a way will be a
young full warhorse. Very few horse-
breeders have acquired the skill and
knowledge to improve on those odds, and
such men and women become very rich.
indeed, serving great princes and kings
There are those who sell these powerful
mounts to anyone who has the requisite
influence and wealth to obtain one. The
price of a full warhorse obtained in sucha
way is never less than 1500gp, and can
be more in times of war or civil unrest
In addition, the warhorse must then be
trained to work with its new owner. This
takes at least six weeks of intensive work,
and again, the opportunities are very rare.
Most trainers capable of such work are
already in the service of wealthy masters,
{and the few prepared to be hired for such
work will demand 1800gp for a six week
‘Once trained, the full warhorse will
recognize only one rider. It will resist
anyone who attempts to mount it, lead it
away or whatever, even if it recognizes
the person as a friend of its owner.
In practice, most player characters who
‘manage to obtain one of these steeds will
be cavaliers who perform some great
service to their patron — provided the
patron can afford the price, or have a
‘stockbreeder on their staff. Training might
be included in the reward. Often, 2
cavalier can be persuaded to accept a full
‘warhorse, fully trained, in exchange for a
reward or a ‘gift’ of twice the value. If an
‘opportunity occurs, a cavalier should be
prepared to do almost anything to obtain
‘When its owner digs, a surviving full
warhorse can only be retrained 10% of
the time. There is a further 15% chance
that it will go wild, attacking all creatures
it meets, until its inevitable demise. In the
remaining 78% of casas, the warhorse
merely lapses into the deepest despair,
dying 1-8 days after the loss of its rider
Similar risks are run when an owner
voluntarily abandons a warhorse for any
period longer than a month. In such
circumstances there is a 50% chance per
month that the horse will pine away.
Accavalier who wishes to pass on his full
‘warhorse, or tosellit, will find its loyalty a
hindrance. Most knowledgeable horse-
dealers will pay only a fraction of the price
(150gp), Warhorses can only be retrained
in 25% of cases, and both buyer andseller
must be involved in the process, which
will take 10 weeks, A trainer will be
required as well, at a cost of 4000gp, the
money being due regardless of whether
fF not the retraining is successful.
15CANOPIC SHADE
New Monster (unofficial)
FREQUENCY: Rare
No.APPEARIN! Usually 2 (one of each type, see below)
ARMOUR CLASS: Not applicable
MOVE: Instantaneous (up to 10 feet)
HIT DICE: 146
% IN LAIR 100%
TREASURE TYPE: Nil
# ATTACKS: Nil
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: See below
SPECIAL DEFENCES: See below
MAGIC RESISTANCE: Tota/
INTELLIGENCE: None
ALIGNMENT: Neutral
SIZE: Not applicable
PSIONIC ABILITY: Nil
Attack/Defence modes: Nil
4/100 xp + 2xp per hit point.
LEVEL/xp VALUE
These non-corporeal entities may be thought of as fragments of
‘an undead creature. They are created when the brain and heart
‘of a corpse are removed to be interred separately in containers,
known as canopic jars.
Any undead creature which arises from this corpse will be
sundered into three parts. The first will be one of the usual kinds
of undead. This will develop from the main corpse and will have
all the usual attributes except that, lacking a brain, it will be
on: intelligent and, lacking a heart, will be fearless even to the
extent of being resistant to the turning effect of clerics. Clerics
(and Paladins) affect them as if they were 3 levels below their
actual level. Therefore, clerics of levels 1—3 cannot affect these
undead.
The other two fragments, which arise from the brain and heart,
are known as canopic shades. These shades are quite separate
from the main undead and remain inside their canopic jars until
a living being comes within 10 feet. When this occurs the shade
‘will move instantaneously from the jar into the creature's body
and there try to fulfil its one desir, to become free of the earthly
plane by killing the creature and finding rest along with it,
The ability of a character to resist the attack depends on two of
its ability scores; intelligence and wisdom in the case of a shade
Which arises from the brain, and strength and constitution in
the case of the shade from the heart.
Brief Encounters are short scenarios,
designed to be inserted into any campaign,
either to introduce some new element into the
game, such as a new monster, spell or magic
item, or just as an entertaining diversion
along the way.
Could you write a Brief Encounter for
IMAGINE magazine? Why not give it-a try?
BEL 2 TE = See
ase ee
‘Tho only thing which can prevent a canopie shade from entering
a characteris a protection from evil spell or otherwise). Failing
this, the shade will automatically gain entry and begin to attack
the creature from within, Each round that the shade is within
the character the DM should subtract d8 x d6 (i.e. d8 multiplied
‘by d6) from the current total of the character's two appropriate
ability scores and apply the results as follows:
Total of abilitios
minus 8 x d6 is:
Result
01035 Shade takes one hit point of damage
110-12 Character loses d4 points (temporarily)
from one randomly determined ability
1310-34 Character loses one point (permanently)
from one randomly determined ability
If any of the character's ability scores falls below 3 (including
temporary effects), it willbe fatal ithe victim dies the shade will
ass away with it and not attack any other character.
Canopic shades will always attack until destroyed (reduced to
zero hit points) or until the vietim dies
Avictim managing to destroy a shade will gain one point on one
randomly determined ability score.New Monster (unofficial)
MARSH DRAGON
(Draco Fatalus Plagues)
FREQUENCY: Very rare
NO. APPEARING: 1-4
ARMOUR CLASS: 3
MOVE: 6"/18"//9"
HIT DICE: 5-7
% IN LAIR: 50%
TREASURE TYPE: ERT
# ATTACKS: 3
DAMAGE/ATTACK: 1-3/1-3/2-24
SPECIAL ATTACKS:
SPECIAL DEFENCES:
Breath weapon + spit
Immunity to all diseases
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average to genius
‘Neutral Evil
(25 feet long)
PSIONIC ABILITY: Nil
Attack/Defence modes: Nil
CHANCE OF:
Speaking: 10%
Magic use: 95% (if the
dragon can speak)
Sleeping: 70%
LEVEL/xp VALUE: Ml and up/Variable
Marsh dragons favour fetid habitats such as swamps or dank
subterranean lairs. They are thoroughly evil and take great
pleasure in causing mayhem, especially to any nearby human or
demi-human populace. Like all dragons they are highly
avaricious, It is believed that they are the result of @ union
between Tiamat and Anthraxus,
These creatures prefer a solitary existence, therefore an
encounter with such a dragon is 75% likely to be with a single
individual. This reclusive behaviour results in the deterioration
of their ability to speak. Only a few still practise the art and the
majority of these as a result of their preoccupation with magic.
‘Such dragons that are able to employ spells can utilize a
‘maximum of 8 spells. Their acquisition over the course of the
dragon's life is as follows:
\Very young: 1st level spell
Young: 2nd level spell
Sub-adult: 3rd lovel spell
Young adult: 1st level spell
Adult: 2nd level spell
Old: 3rd level spell
Very old: 4th level spell
Ancient: Sth level spell
The dragon's breath weapon is of a specialized form: itbreathes
forth a yellowish cloud some 5” long, 4” wide and 2” high,
which is riddled with pestilence. A save vs. Breath is allowed
with the following modifications due to the victim's constitution
rating:
35 2
69-1
10-12 0
13-15 +41
16 42
17:43
1B 4
Failure indicates that the victim has contracted a disease
(determine randomly). The affliction will always be acute in
12
ae Wien ie = he i
terms of occurrence, with ie severity boing equel to the
ragon's age category (1-8) Tobe cured uf the disease requires
theinterventionafcleried levels above the age category ofthe
Gragon. This immediate contraction of a dseose (through 9
massive onslaught of thousands of pathogens in the victim's
Body) means damage wil accrue, depending upon the severity
ofthedisease. Amild form wilcause 7, of the Gregor’ tote hit
points in damage, severe will esuitin Ys of thedragon's totathit
Points in damage, while a termina form wil have the victim
Suffering tho ful ftal of the dragon's hit point in damage, Of
Course, if save is made then only half ofthe damag willbe
sitfored
In addition to the draconian monster's breath weapon (usable
twice per day), itcan spit once per day (must roll to hit) against a
single target at a maximum range of 6”. As well as being a mild
acid (1 point of damage per age category, half ifa save vs. Poison
is made}, the spittle will result in a parasitic infection (no save
due to its extreme virulence). The actual type of infection is
randomly determined although — as with the breath weapon —
the severity is determined by the age of the dragon,
Ifthe marsh dragon is forced into physical combat it will attack
with two webbed fore-claws and a vicious bite.
Description: These reptiles are yellow in colour, although this,
can vary between localities, producing a range from orange-
yellow to greenish-yellow. its basic physical appearance is that,
of a somewhat squat dragon with a thick powerful tail, webbed
claws and short stumpy, but powerful wings. Unlike most
dragons, its hide is not covered in horny projections, but has
more of a warty complexion on a grand scale!
Due to their preference for swamps and its frequent behaviour
of hiding (90%) in mud, when first encountered th2y often
appear to be black in colour. In fact, among the other dragons.
they seem to tolerate black dragons, probably because of the
latter's tendency towards neutral evil and choice of habitat.
‘Mark Davies
IMAGINE magasing Jone 18N. The Faerie Hill
The Faeries of Ti Nan Og dwell in halls beneath one ofthe island's hls
Ifthe adventurers manage to lift the curse placed upon Fintan by the
{geries — and the revenant does not manage tokill him — they may see
hhim leave hs tower and make towards the faerie hill
‘Although the entrance tothe faerie halls only becomes generally visible
by moonlight, it may be found by walking round the base of the hill 13.
times in an anti-clockwise direction. it will thon appear as a stone
doorway Iet into the southern side of the hill, Fintan will given the
‘opportunity, walk — almost jog — around the hill and then go into the
faerie halls If the revenant has not already caught him, It will do the
‘same. Should the adventurers not see the method of finding the
‘entrance, a ranger will have no trouble in fellowing the tracks as they
circle the hil
Anyone standing on the hill will be able to hear faint sounds of
merriment from below — actually listening a groundevel will make the
‘sounds louder. but no clearer.
‘The entrance to the faerie halls will appear when night falls — and
‘warm, inviting lights willbe seen behind the door. The sounds of revolry
willbe much clearer. Should he adventurers attemptte enter the halls,
they willbe made weleome— as mainlanders who have nally accepted
the faeries original invitation,
Anyadventurors who accopt this offer are ffectively rapped withinthe
re halls. Time does nat run concurrently beneath the hill and any
..e spent there is the equivalentof 100.300 years, Any character who
leaves the faorieshas this imaaddedto hiscurrentage, Asaocult, the
‘of possible drawacks to taking up tho
are never let, all will be well, andthe
character's may continue to live normally — endlessly enjoying the
hospitality of the faerie fok
the adventurers are foolish enough to attack the faeries, they will be
fought by the entire population beneath the hill — including Fintan
(should he still be alive) and the 200 or so villagers (see OMG pa8,
‘Typical inhabitants)
30 faarios: AC 5; MV 18" HD 1; hp S each; WAT 1; Dby weapon ype: SA
Spells, +1 weaponry; SD Limited weapon and speilimmunity; MR 5%; xp
97 each; $ S; New monster - see Part 3.
1 faorio knight: AC 4; MV 18"; HD 2; hp 11; #AT1; D by weapon type; SA.
‘Spells,e2 weaponry; SD Limited weapon and spellimmunity; MR 5%: xp
1B6 each; S S; New monster - see Part 3.
1 faerie marchioness: AC3; MV 18" HD 3;hp 16; #AT1;D by weapon.
type; SA Spells, +3 weaponry SD Limited weapon and spell immunity
MR 8% xp 238; S S; New monster -se0 Part 3.
_ae Sinking of the Isle
‘After spending 1412436 hours above the waves, Ti Nan Og will once
more vanish inte the depths.
Botoreit does £0, however, the mist will begin to gather, firstly at the
‘water's edge and then spread iniand, The mist will take buttwo turnsto
over the whole island — and once it is covered it will sink. Once
beneath the waves it will vanish totally — searching the bottom of the
bay will nat reveal its location.
‘Anyone eaught on the island will be dragged down as it sinks. They will
{drown in3 melee rounds uniess they have some form of escape from tho
‘ocean's effects (eg 2 helm of underwater action, a ring:of water
walking etc)or they have taken refuge in one f the island's buildings or
‘withthe faeries.
they will automatically fall into tempor
Nan Og again appears above the waves — after 2410 + 30 years.
‘Those who have taken refuge with the faeries will not suffer any ill-
effects when the island sinks. They wil, of course, be rapped beneath
the faerie hill
CREDITS
Design: Chris Barlow
Development: Mike Brunton
‘Art. Mark O’Dell
Cartography: Paul Ruiz
IMAGINE magecne August 1966
TIR NAN OG
Part 3 - New monsters
All the monsters given below are unofical
AUGHISKY (Water-horse)
FREQUENCY: Very rare
NO. APPEARING: f or 2
ARMOUR CLASS: 3
MOVE: 78°
HITDICE: 6+4
SeIN LAIR: Nit
TREASURE TYPE: Nil
NO.OF ATTACKS: 7
DAMAGE/ATTACK: 4-16
SPECIAL ATTACKS: Drowning
SPECIAL DEFENCES: See below
MAGICRESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Chaotic evil (neutral evil)
SIE: L
PSIONIC ABILITY: Wit
‘Attack/Defence Modes: Nil/nil
LEVEL/XP VALUE. V1/650-8 por hit point
‘The lish aughisl pronounced Aphis), or water-horse, fell water
ie that appears in the guise of a handsome hore tie usually clove
toa body of water of some description.
When first encountered, the aughisky appears almost eager to be
ridden, and if anyone is brave — or foolhardy — enough to climb on its
back, it makes @ spendid mount, but it must never be allowed sight,
sound or smell ofthe soa,
Should it catch sight of, smell or hear the sea, it will immediately rush
Into the water, taking its rider with it, Once in the sea, twill throw off ts
rider and attack in an effortto devour him orher. Anyone whois cerried
into the sea by the aughiski will drown in 3 melee rounds unless they
ean reach the surface (wimsming or treading water precludes any form
fof attack if armour is worn),
Like many feeries, the aughisk’ is vl
‘and magical weapons dono de
mmind-influencing and water-based spells, and cold-based attacks do
only half damage. Fire-based attacks cause full damage,
Each Uisge and Cabyll-ushtey: The each uisge (same pronunciation)
and cabyll-ushtey are, respectively, the Highland and Manx versions of,
the same creature. They difer only in their ferocity, as they will not wait
tosee, hear or smell the sea before carrying victims into the depths and
attacking tham. The Manx cabyll-ushtey is also rumoured to attack
‘domostic livestock that wander near the shore.
‘The each uisge:has the ability to appear in human guise, which it
‘occasionally does in order to 'spy out the land’ before selecting a likely
victim to approaeh in horse-form.
31THR NAN 0G
BIRCH TREE SPIRIT
FREQUENCY: Very rare
NO. APPEARING: 7
ARMOUR CLASS: 1 or 7
MOVE: 3”
HIT DICE: 547
GRIN LAIR: 100%
TREASURE TYPE. Wil
NO. OF ATTACKS: 7
DAMAGE/ATTACK: 1 hit point
SPECIAL ATTACKS: Incanity
SPECIAL DEFENCES: Spel! and weapon immunity
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral evi)
SIZE: M
PSIONIC ABILITY: Wil
‘Attack/Defence Modes: Nil/nil
LEVEL/XP VALUE: V/46546 per hit point
A birch tree spirit appears as an amorphous white cloud. smelling
slightly of new, green wood. It attacks with a pseudopod with whieh it
attempts to touch the forehead of a victim. A successful ‘to hit’ roll
indicates that it has done so, and the victim must save vs Spells or
become insane (eee DMG p83). The victim also develops a whit, leat-
shaped mark upon hisor her forehead, The insanity andthe mark persist
Until the victim receives a remove curse spel
White in cous form, a birch tree spritcannot move more than 6" away
from the wooden object/tree to which itis bound. Ii
spells, has an Armour Class of 1 and may nly behitby silver or magical
‘weapons, However, itmay be ‘turned’ bya druid, Thedruid is treated as
‘an equivalent level ceri, and the birch tree sprit as the equivalent of
‘turned, it will return to the object/tree to which itis bound. is then
‘much more vulnerable to attack is Armour Class drops to 7, andit may
be struck by any type of weapon. Fire-based attacks do double damat
‘and a warp wood spell will eause 1d4 points of damage per level of the
easter. Itremains immune to the effects ofall other spells.
Birch tree spirits are bound into the service of druids or magic users
specialising in planteraft by either a hold plant or charm plant spell.
will never have any treasure ofits own, only what it has boen given to
Watch over. Because they are always guardians, they are never
encountered as wandering monsters.
32
FAERIE
FREQUENCY: Rare
NO, APPEARING: 1-100
ARMOUR CLASS: Variable
MOVE: 18”
HITDICE: 1-447
SIN LAIR: 50%
TREASURE TYPE: A, S.T
NO, OF ATTACKS: 7
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: Spells
‘SPECIAL DEFENCES: Spell and weapon immunity
MAGIC RESISTANCE: 5%
INTELLIGENCE: Exceptional-genius
ALIGNMENT: Chaotic neutral evil)
SIE: $(4" toll
PSIONIC ABILITY: Mi
‘Attack/Defence Modes: Wil/nil
LEVEL/XP VALUE:
THD: 1/9241 per hit point
2HD: Ml/13442 per hit point
SHO: 1V/190+3 per hit point
AD: V/360+8 per hit point
Faerie, also called the Little People or Woe Folk, aroa widely divergent
group of creatures. Those described here are realy ‘generic’ faeries,
having some — but not all — of the abilities that these creatures are
capable of displaying,
they ere
use Tet spells, preferring instead 10
torment their victims with Cantrips (see IMAGINE™ magazines 8 & 9).
For every 20 faeries encountered, one will be a member oftheir lessor
nobility (2D), and the equivalentof a 7th level magic user or illusionist.
10th lovel magic usr or illusionist
will be a member of the groater
nobility (4+1HO), and the equivalent of a 18th level magic user
ilusionist, He or she will be accompanied by a retinue of 1-4 7th le
‘magie user/illusionist equivalents
Because oftheir magical abilities, faeries prefer nottofight—butcan do
50 when forced into battle. They wear silver armour appropriate to their
station, ranging from chainmailtofull suitsofplatemail, andusoa
‘wide variety of weapons, with combat bonuses ranging rom +1 to +4
They are invulnerable to all ming: influencing spolls, and magical and
silver weapons do but 1 point of damage when they hit. iron weapons.
ause normal damage. Oue to thelr sorcerous nature, faeries cannot
stand the sight of clerics of good alignment, and will avoid contact with
‘such pooplo, even to the extont of flocing
Faeries arean extremely proud folk, and will remember any lur or harm
done to them — and punish torment those they consider guilty, evento
death. However, they are not totally evil, merely fickle —andifneedbe,
vengeful — to those they encounter. But they are also be generous to
those who aid them. Any gifts or rewards they give will often bo two
‘edged — items which bring good fortune tothe possessor providing that
Certain conditions are never violated, in which ease the good fortune is
replaced by bad fortune of equal magnitude
‘to manipulate time. Visitors to faerie
halls anddwellings do not age while they are there, and years may pass
inthe outside world. However, once a mortal leaves. faerie hal, the full
burden ef the years that have been spent ‘outside’ time is imposed —
‘typically period of 20-200 years, often killing the person the process
death by simple old age
IMAGINE mapa August 1964Frankenstein's monster was galvanized
into activity. Dunean Idaho as a Tleilaxu
¢ghola, (from Frank Herbert's Duneseries),
had life re-established through the secret
arts of the Tleilaxu guild. One of the most.
famous golems of legend, the giant, bull
headed, bronze Talos, was placed on the
island of Crete by the greek gad Zeus to
act as guardian. Not all such creatures
are found in human form. In Tanith Lee's.
Death's Master, Lyles, the handmaiden
‘of Lord Death, lives with a blue enamel
ddog that acts as her servant and has the
gift of speech.
What do all these creatures have in
common? Well, they all represent the
Creation of an animate being from in
‘animate matter, usually through the use
‘of magic. Of course not all ‘golems’ need
to be such monumental achievements.
‘The basic concept is seen behind the tale
of Goethe's Sorcerer's Apprentice, a5
well as favourites like Pinocchio and The
Wizard of O2. The emphasisinfiction and
in the D&D games is that the ‘golem’ is
Created almost inevitably in the image of
man, but should this be the case?
2
What's ina Name?
The word golem appears in the Hebrew
language and occurs in the Old Testament
(Psalm 139,16), where itmeans.ahuman
being that is incompletely formed. It also
appears in the Talmud (the body of
Jewish law and legend) describing
‘Adam's body prior to life and conscious.
hess. It is not until much later in history
that the word became synonymous with
the end product of magical procedures
involved in creating a ‘living being
Golem Evolution
Since golem originated as a Hebrew
‘word, what of the Jewish legends? As
reported by Grimm in his Journal for
Hermits (1408), the golem is @ thing
constructed of mud or clay. Itseems that
such beings were mostly, but not ex
clusively, in the guise of man. Such
manufactured creatures were inarticulate
save a rare few, but all could understand
limited speech, in the form of commands
They were used as servants, although
The golem —
= an expansion of '
Se
they were not allowed to wander. A
drawback of such retainers was the
uncanny property of the golem to grow
larger each day!
Every golem had inscribed upon its
forehead the wordemeth meaning ‘truth’
To deactivate a golem, and thus changeit
back into its elementary components,
‘emeth had to be transformed into meth,
Which means ‘he is dead’. Such a switch
in words was not always a simple
procedure
One unfortunate creator itseemed, let his
golem grow out of hand so that when he
came to deactivate his ‘art work’, he
found the golem had grown too tall for
him to reach the creature's forehead
Therefore, he commanded the golem to
remove his shoes, and while it was
bending down the man rushed in and
altered the wording successfully; unluck:
ily he was crushed by the weight of clay
that fell on top of him
Around the 12th century the idea of the
‘golem made its first showing in the Sefer
{MAGINE magecine Osan 194Yersirah or Book of Creation’. Asaresult,
the Hasidim of Germany (Jewish mystics)
became exponents of the mystical rites
required to create a golem. Inall probabil
ity, regardless ofits ‘magical nature’, the
ceremony was essentially a symbolic
event. However, awareness of these
rituals inoreased, with exaggerated and
incorrect interpretations being expressed
in the form of folklore and legend which
became widespread during the 15th
century. With the growth of such myths,
earlier tales of reanimating the dead and
the manufacturing of homonculi were
being ascribed to the golem of legend
Initially,
the epitome of a ‘living being’
created by magic, the golem was per
ceived exclusively in the mould of man. In
addition it was constrained by the ruling
that ‘the creation of a golem involves
itra-powerful spells and elemental
forces’. If this view is held then where do
the homonculus (MM), necrophidius (FF)
or stone guardian (MM2) come into
IMAGINE mage Oct 1964
picture? All are animated beings, but
each lacks one or more of the basic
ingredients of the ‘true’ golem. What
follows is a general classification system
for DMs to adapt when designing magic.
ally created protegés for their favourite
spell casters. The first distinction to be
made is a broad division between
Reinstated and Created animation
Reinstated Animation
This category contains these monsters
that are the result of a corpse having its
vitality’ reinstated through magic. It is
ot created, since that which is animated
already existed as a living whole. Crea
tures that fall under this heading are
mostly different forms of non-independ.
ent undead, such as skeletons, zombies
‘and zombie monsters (MM2), but not julu
zombies (MM2) or yellow musk zombies
(FF). The special case of the ghola in the
Dune series is @ good, if not a highly
sophisticated, example.
Created Animation
Beings animated in this manner are
usually in the form af man (anthropo:
morphic), already known as Golems, or
beast theriomorphic), which Ihave term
ed Totems. It is possible however, to
produce animate ‘non-living’ beings, for
‘example a witch's broom, This last group,
which has been neglected to a large
degree in the past, | have titled Hylem,
short for hylomorphic animation. Thus
created animation falls under 3 basic
headings with all having their ‘true’ forms
(ie resulting from ultra powerful spells,
‘and elemental forces}, plus those that do
‘not hold with all such requirements. For
game purposes there is litle difference
and therefore | will largely ignore this
distinction. Isuggest that DMs make note
for future reference in case such @
division proves useful as, for example, the
effects of a rod of smiting,
Ingeneral hylems, totems and golems are
created a5 either guardians or menial
assistants to spell casters, They under
take all commands given by their maker,
although they usually lack intelligence
Most are formed by (in}famous magicians
or divinely favoured clerics. Their duties
‘and creation can be very specific at times
2, for example, when constructed in the
name ofa specific deity (see iron cabra FF;
see below black widow),
Hylems
These are objects that are animated, but
are not in the form of living creatures.
Hylems are seen with an ephemeral
existence amongst a number of spells
like: animate object (cleric), animate
rock (druid), wizard's eye (magic user)
and the magic user Bigby's hand spells
Furthermore, this animation is also
present in a number of magic items,
namely: broom of animated attack
broom of flying, carpet of flying, oun
stones, Quaal’s feather tokens (fan;
ship), magical ropes and even a sword of.
dancing; not to mention artifacts! On top
of all this there is even a monster, the
Gale duhr(MM2), which has the ability to
create temporary hylems. It seems that
hylems are classed as magic items rather
than monsters. With most examples this
is very plausible, but what of those that
can be given limited commands, specific
toa situation, and act upon them accord-
ingly. One such hylomorphic being is the
gem hylem:
(Note: In all the monsters in this article,
Stats are given for both the D&D and
AD&D games. Where different trom
Advanced figures, Basic stats are given in
bold. Notes for both games follow the
stats)
Gem Hylem
Frequency Very rare
No. Appearing 1
Armour Class 2
Move 78°/18" (MC:A) 240 (80')
Hit Dice 8
9% In Lair Ni
Treasure Type Nil
Attacks 1
Damage/Attack 2-20
Special Attacks Spells
Special Defences +2 or better
weapon to hit
Magic Resistance 40%
Intelligence Semi-
Alignment Neutral
Size (2-6 inches)
Psionic Ability Mi
Attack/Defence modes wit
Level/xp Value vu/1920 1200
Save As. Fightor: 18
Morale 12
Advanced: The makers of gem hylems
are exclusively illusionists of atleast 14th
level. They take 1 month to create, costing
26,000gp in the process. The illusionist,
assuming there is no magical tome
available to enable a shortcut tobe taken,
needs to cast the follawing spells: major
creation, light, fear, confusion, maze,
demi-shadow magic and alter reality.
Like their cousins, they understand and
obey all commands given by their creator.
twill, gem hylems can once per round
use the following abilities: light, fear,
confusion and maze; as a 10th level
illusionist. In. addition, the hylem can
attack once per round with a lighting
strike (no save) for 2-20 damage; ithas
range of 6”. Only hit by +2 or better
weapons, but blunt weapons cause
double damage. On destroying (deactiv
ating) the hylem a 5,000gp gem will be
left in its place,
Basic: The OM should follow existing
campaign rules for the creation of golems.
The gem hylem can, once per round, use
the following abilities: light, charm
person and confusion. Attacks and other
notes as above.
Description: These animated beings
appear as perfect examples of their gem
type, though they are found constantly
spinning furiously in the air.
3Totems
This group holds e greater potential for
DMs to be inventive, dealing with anim-
ations in the form of beasts. Transient
examples as seen in spells are few, but
include: sticks to snakes (cleric) and live
oak (druid); simulacrum (magic user) is
an example that is permanent in effect.
‘As with hylems, there are corresponding
magical items, for example, the figurines
of wonderous power or Quaal’s feather
token (bird). Also there exist monsters
that possess related powers which can
induce temporary theriomorphic anim.
ation (see treant MM; algoid FF). Perm-
anently animated theriomorphie beings
are not particularly numerous in the
bestiaries (see homonculus; iron cobra
‘and necrophidius). To begin altering this
discrepancy I have outlined two totems
that | found entertaining as a DM,
Rock Totem
Advanced: These are fashioned from
rock in the guise of the animal chosen by
the creator. They can only be constructed
by name-level Druids, unless a magical
tome is employed. These totems are
slightly unusual in the fact that they are
intelligent, can think for themselves and
are capabie of speech. They are totally
loyal to their maker.
‘The type of animal sculpted can be
anything from the range which the druid
himself can shape change into, It takes 1
‘month to construct such a totem and
Fequires the following spelis to be cast
detect poison, shape rock, animate
rock, commune with nature and
incarnate. The only material cost incurred
by the druidis the needof 2 jewels (worth
5,000gp each) for the eyes.
Totems communicate in both common
anddruidic tongue. They possess average
intelligence and wisdom, so that the
finished totem mimics the chosen animal
inall attributes excluding mentality. Ifthe
creator concentrates upon his totem
while itis within 20" he will beable to see
through its eyes. All rock totems can
detect poison; as a 6th level druid,
‘Acrock totem can only be hit by +3 or
better weapons. Furthermore, only a
limited retinue of spells can actually
affect them: rock to mud will destroy the
totem if it fails its save vs. spell, while
stone to flesh change its armour class to
that of the mimicked animal. For example,
ifthe druid hadcreated a rock totem inthe
form of a stag (MM), thensthe armour
class change would be from 2 to 7. This
change is permanent unless the magic is
dispelled or reversed, All rock. totems
save as 12th level druids,
Basic: As above (using campaign rules
for the creation of the totem), except that,
passwallisthe only spell that will destroy
it. Also, the rock totem can neutralize
poison three times a month,
Black Widow
Advanced: This totem is specifically
constructed by noble drow (FF), who
honour Lolth (FF) as their patron deity. Its
creation is unusual because it requires
4
—— ee
Frequency
No. appearing
Armour Class
Move
Hit Dice
in lair
Treasure Type
4 Attacks
Damage/Attack
Special Attacks
Special Defences
Magic Resistance
Intelligence
Alignment
Size
Psionic ability
Attack/Defence modes
Level/xp value
Save As:
Morale:
Rock Black Widow
Very rare Very rare
1 1
zi 6
Variable 24"/15" 150° (50')
Variable 7
Nil Nit
Nil Nil
Variable 1
1-10 Variable
Variable Poison
See below See below
See below See below
Average Average
Neutral Neutral
Variable S(2' diameter}
Nil Nit
Nit Nit
Variable viis1415 850
Cleric: 9 Fighter: 5
12 12
ee ee
cooperation between a male drow magic
User and a female drow cleric. The former
needs to be of at least 12th level, whi
the cleric must have attained 11th level
First a black opal and a ruby, worth at
least 5,000gp each, must be sought.
When obtained, they are then crafted into
a black spider with @ red cross central on
its abdomen. This is then followed by the
casting of the spells from both cleric and
mage. The mage spells required are: web
and reincarnation; while the cleric per
forms bless, prayer, poison, commune
and animate object It takes 2 months to
fabricate and costs 30,000gp overall
The totem can only be successfully
controlled by the female cleric involved in
its making. All others, including the
assisting magic user, require a specific
trigger word or action detailed by the
cleric, to be able to bypass the spider
without difficulty.
The Black Widow can cast once per
round. over a range of 5", @ normal
strength web spell not requiring support)
ata single opponent; cast at 12th level of
ability. To determine whether the target
hhas been hit by the spider, the totem
needs to roll ‘to hit’ If the black widow
attacks a webbed victim, the spider will
automatically hit. The creature's bite
does 1-10 damage andcontainsa virulent
poison, resulting in a save at 4.
‘A +2 weapon or better is needed to
Score 2 successful hit on this creature
and the only spell that affects the blackwidow is neutralize poison which will
deactivate the totem’s poison for 1 turn (if
it fails its save).
Basic: The black widow totem is the
creation of chaotic elves. Other details as.
above,
Golems
The only example of anthropomorphic
animation in the form of a spell is the
magic user's permanent simulacrum
spell. However, this group is very well
represented in the AD&D monster tomes,
such as the true golems, caryatid column
(FF), scarecrow (FF) and stone guardian.
‘The golem has been well documented in
the past and reflects the keen interest in
anthropomorphic creations. | wonder if
Shelly's Frankenstein would have been
{as successful if the monster had been a
patch-work cat or dog? Anyhow, | follow
the trend of emphasising the golem asthe
‘most challenging group of createdbeings
with this a mixed choice of new ones
Bone Golem
Advanced: In appearance this golem is
like a skeleton. Itcan be created only by a
rnon-good cleric of 19th level or higher,
unless @ magical tome is utilised, The
necessary ingredients are the appro:
priate bones to allow the construction of a
complete, whole skeleton, which then
has the following spells cast upon it:
prayer, curse, commune, animate
objects, and wither. The minimum costs,
'50,000gp, plus 100,000gp for religious
rites and appropriate sacrifices. On com=
pletion, the bone golem will undertake
any commands given by its master.
The creature can only be hit by piercing
or edged weaponsif they are +3 orbetter,
even then they will cause normal damage
to the golem. Fire altacks that would
‘normally result in 23 points of damage or
more, will effectively slow the golem for
the next 1-4 rounds. If holy water is used
against the creature successfully, it will
hold the monster for 2-8 segments, but
unholy water will restore 2-8 lost hit
points. It is not possible to turn a bone
golem, although itis equal toa ‘special”in
terms of a mace of disruption.
In combat, the golem attacks with a
raking claw for 1-20 points of damage.
Concurrent with the damage, the victim
must save vs spell or suffer a withering of
the portion of the body hit: it removes all
flesh and leaves just the bone. Ifthe head
fr torso of the victim is affected in this
way then automatic death will result
Other portions will operate normally; a
fighter with a skeletal hand can still hold
and wield @ weapon. Each such atiack
also results in the permanent loss of 1
point of constitution. To recover from
either effect requires a cleric of at least
18th level to administer regenerate or
restoration. Only one afflictedareaof the
body or lost point can be restored with the
casting of a single spell. Therefore a
character with both hands withered needs
2 regenerate spells to be completely
cured, along with 2 restoration spells for
lost constitution,
Basic: See the Expert Rulebook, p50.
Bronze Golem
Advanced: This is a specialised form of
iron golem and requires a magic user of
18th level or higher; a magical tome could
be used by one of lower level. First 2
specially crafted bronze cast of a hollow
sphere (1" diameter) has a ruby worth at
least 50,000gp placed inside through the
use of the spell vanish, Next, enchant an
item, wizard lock and maze spells are
‘cast upon the sphere. The mage should
then use 2 polymorph any object spell 10
transform the sphere into a miniature
statue ofa man. The finishing touch tothe
preparations is the casting of a sympathy
‘spell. All this isin special readinesstothe
‘summoning of an individually identified
para elemental (Magma), which must be
16HD. The little bronze statue is the
trigger item for a trap the soul spell; the
creature is brought to this plane using an.
‘ensnarement spell andis ordered to pick
up the statue! Additional cost, other than
‘the ruby is 200,000gp; it takes 6 months
to complete the construction.
After trapping the magma para element
al, additional spells need to be cast upon
the bronze figure: burning hands, geas
and wish. The golem thus created is
certainly a durable servant and guardian!
Iecan strike with its fists in combat for
2.20 damage. If the golem obtains a ‘to
hit’ score 5 greater than required, it
‘means that it can clench its fist around a
small or medium sized opponent, result-
ing ina further 20 points of damage from
fire (no save). In subsequent rounds the
golem can keep hold of his victim (unlikely
Unless commanded specifically to do so}.
Inthis case, damage from crushing (2-20)
and fire (20) will automatically accrue.
Furthermore, all those within 10’ of the
bronze golem will be under the effects of
‘a heat metal spell. A bronze golem can
not only do 1 point of structural damage,
but itean also hurl rocks for 1-12 damage
over a range of 16”.
‘Abronze golem can only be struck by +3
or better weapons. They are also vulner-
able to a knock spelt if itis aimed at the
area between heel and ankle of either
foot. The knock spell needs to combat the
wizard lock of the maker. A more
surprising weakness is that they are not
immune to poison.
If a successful attempt is made at
removing the bronze pins in either foot,
the imprisoned para elemental will
immediately be set free. There is only a
10% chance that it wll turn on the party,
for its real desire is to get revenge on the
‘mage who imprisonedit. 1-3 rounds after
itvacates the golem the latter will topple
forwards or backwards (50% chance)
Anyone unlucky enough to be under it at
the time will be instantly killed, As with
iron golems, magical fire attacks repair
damage on a 1 hit point to 1 hit point
basis. Cold based attacks such as cone of
cold, ice storm and Otiluke’s freezing
sphere will slow the golem for 4 rounds.
Basic: See the Expert Rulebook, p60.
Rag Golem
Advanced: Unlike others of its kind the
ag golem does not rely upon sheer force
aS a means to an end. A mere 6 inches
tall, itis constructed of whatever house-
hold rags the magic user finds handy at
the time. Consequently, the cost of pro-
Bone Bronze Rag Sand Wood
Frequency Very rare Very rare Very rare Very rare Very rare
No, appearing 1 7 7 7 1
‘Armour class, Ei o 10 4 o
Move 12" y 18" 30'(10}) 10” 90'(30') 12" ‘
Hit Dice to tus’) palieveia) the we Ors) aut?)
Sin lair Nil it wil Nit Nil
Treasure type Nil Mil Nit wit Nit
# Attacks 1 2 Nit 1 2
Damage attack 1.20 2.20 wit 3.12 216
Special Attacks Wither Clench fist Cantrins Sleep See below
Special Defences Seebelow Seebelow — Seebelow —Seebelow See below
Magic Resistance Seebelow Seebelow Seebelow — Seebelow See below
Inteligence ‘Non Non- See below ‘Non Non
Alignment Neutral Neutral Neutral Neutral Neutral
Size M L(2a'y ‘S(6') Ley 1/16")
Psionic Ability wit ‘Nil ‘Nit ‘Nit wit
‘Attack/Defence mode wit Nil it it Nit
Level/xp value vmaz30.——«X/25,650 18 up/62 6 IX/11,100 2300 1x/7630
Save As: The Bone. Gronte and Wood golem hove stenty eon Fighter, 7 Fighter: 5
Moraie ‘ted the B60 Expert St 12 12
IMAGINE maga Oar 1904ducing a rag golem can be as littl as
1,000gp. Once a vaguely humanoid shape
hhas been made the following spells must
be cast: tongues, anti-magie shell, geas,
teleport without error, polymorph any
‘object and wish
The newly-produced golem is physically
fully developed, but mentally possesses
only 1 point of intelligence. It gains 2
further point for each subsequent week of
animation until the mage’s own intelli
gence score is reached. Until then, the
‘mage must be engaged with its upbring.
ing, to the exclusion of other activities,
any break in the process will result in
deactivation of the litte fellow.
‘On gaining its final intelligence point
the ragamutfin can perform the following
at will: limited telepathy with the magic
user (3" range), teleport (no error), speak
and comprehend any spoken language.
Rolated to the last ability is the golem’s
full literacy in normal and magical script
The rag golem has a perfect memory
and knows everything its master has
seen fit to teach it, including spells (from
cantrips to 9th level spells). Thus a rag
golem often serves as a walking spell
book. Provided it is within its telepathic
range, the mage can re-learn any spell in
its memory (normal time required),
Subject to the maximum permitted by
intelligence, level and magic. However,
although the golem holds all its maker's
spells, itself is powerless to use any
except for the cantrips. The golem can
‘ast any cantrip memorised at will
Like its larger brethren, the rag golem is
immune to most magical attacks, apart
from spells cast by its creator and the
various Bigoy's hand spells. On top of
this, these little monsters are immune to
physical attack, be it due to weapon. fire,
acid or whatever. Fortunately for the
‘magic user, they are completely loyal
required the golem will use its own
initiative to achieve its master's ends.
6
Over time it will develop its own personal-
ity, invariably humorous and mischievous,
‘often: mimicking the idiosyncrasies and
foibles of its creator. Even $0, the golem
will never behave in adeleterious manner
towards its maker No matter how its
Personality develops the golem’s align-
‘ment remains neutral
Ifits master dies, arag golem will set off
alone into the big world. As a source of
spells such a wandering rag golem is a
prize find. However, it is now freelance
it must be enticed into cooperation. A
‘rogue’ rag golem will work with a magic
User they find worthy, but not for him!
Basic: As above. The rag golem can only
be damaged by spells cast by its creator. It
has no magical ability of its own,
Sand Golem
Advanced: A sand golem can only be
created by a 16th leval chaotic evi cleric,
of one greater in levels (unless working
from a magical tome). The material
components for this creation are the
bodies of a sandling (MM2) and a sand-
man (FF), which must be emulsified in the
life fluids of a dune stalker (FF). After the
production of the emulsion the following
spells must be cast: command, curse
prayer, commune, animate objects and
resurrection. The materials for this
Procedure cost 30,000gp, while the cost
‘of the accompanying ceremonies is a
minimum of 10,000gp,
‘After creation the sand golem is under
the total control of the cleric that made it.
Itis usually employed as a guard of some:
precious item(s) or unholy place. tis well
built for such a job since the golem can
only be successfully struck with +2 or
better blunt weapons, edged or piercing
arms need to be +3 or better and even
then will only inflict half the weapon,
‘damage plus its bonus, Strength bonuses
‘only apply to the blunt weapons. Further-
more, sand golems are immune to all
forms of magic unless they are water-
based, the latter form of attack will slow
the creature for as many rounds equal to
the level of the spell.
Its own offensive capabilities rely on its
ability tohit an opponent. Striking with its
fist it causes 3-12 points of damage to be
suffered. In addition, the victim must save
vs spell or fall into a catatonic sleep
Those that fail their save will remain
asleep for 3 turns no matter what is done
to them. After this time, there is a 10%
chance per round, ifan attempt is made to
‘wake them, of the sleepers being revived,
If no such attempt is made then the
victims will not wake of their own accord
and will slowly fade and die.
Basic: As above,
Wood Golem
Advanced: These are powerful creations,
produced by druids of 13th level or
higher. Of course a lesser druid could
manufacture one with the aid of a
‘magical tome. Their construction begins
with the druid choosing a suitable sapling
It is best if a treant (MM) is enlisted as
adviser in this venture, since the latter's
perfect knowledge of the properties of all
trees and saplings under his care will
ensure total success. Of course there
must be 2 very valid reason for such
action or else the treant will flatly refuse
to help and may even actively hinder the
druid’s actions. ifthe druid ‘goes italone
then there is a 1% chance per year of 2
boggart (MM2) which is ready to meta-
‘morphose into a will-o-wisp (MM), enter-
ing the golem in preparation for its
upation. Its usual choice are the sentient
types of plant life, such as young treants
oreventhe hangman tree(MM2}), Undersuch
possession the golem acts in a most
chaoticevil manner for 2-5 months, atthe
tend of this period the golem ‘dies’ as the
boggart leaves as a fully fledged adult,
In either case, once a sapling has been
selected the following spells must then
be cast by the druid: entangle, plant
growth, controltemperature 10’ radius,
Protection from lightning, live oak,
‘commune with nature, reineamate and
transmute metal to wood. There is little
cost to this procedure since most of what
is required is all around the druid
To be able to hit a wood golem a +3 or
better weapon is needed unless an axe is
wielded, in which case only a+1 weapon
is required, Blunt weapons cause only
half damage when a successful hit is
attained. As with others of its kind, the
wood golem is very resilient when faced
with magical attacks. Warp wood, if the
golem fails its sava, will cause it to strike
at -2 for 2-8 rounds. Hold plant will slow
the golem for 1-8 rounds, but turn wood
will have no effect,
Inmelee, each time it hitsan opponent,
if inflicts 2-16 points worth of damage
and has the power to transmute metal to
wood. This s also the case for any metal
thet touches the golem. Asa further aid
against its foes, the golem also can cast
an entangle spell once every turn. If
necessary the golem can cause 1 point of
structural damage.
In the introduction | made the point that
the emphasisin the past seemed tobe on
an anthropomorphic approach to anima-
tion, | have not deviated from this line in
this article. Most encounters will quite
often be best served by incorporating a
golem as the formidable servant to be
confronted, but this need not always be
the case. Some gods for example, only
‘materialise in animal form; should not
their clerics produce @ totem in their
honour (see Raven; American Indian
mythos; DDG), rather than a golem?
The D&D game revolves around diversity
and this should be expressed within @
species of monster as well as between
such groupings. Under the influence of @
DM's inventive mind, the ramifications
‘can be endless, touching on magical
items, ideas for adventures and even
stimulus for further expanding the art of
animation,
Basie: See the Expert Rulebook, p50.
hs Mark Davios
Rag golem co-written with Derrick Norton
UAGINE maponne Ober 184The Vampire Revamped
Derrick Norton takes a (not-too-close) look at a savoury monster
Vampire: (n) reanimated corpse that
leaves its grave to suck the blood of
sleepers
Given the above dictionary definition itis
surprising to recall that for the AD&D
vampire no mention is made of any blood.
sucking trait. This is a sorry state of
affairs; the bite of the vampire is as much
an integral part of the monster as is the
breath-weapon of dragons. In thisarticlel
will offer one interpretation of the vam-
pire’s bite, plus information concerning
nother previously unrepresented char-
acteristic: that of having a loyal hench-
man. These additions to the AD&D vam-
pire are then complemented by a new
(unofficial) range of ‘greater vampires’
that takes account of other undocument-
ed aspects of the creature, both mytho-
logical and cinematic.
The Vampire’s Bite
‘A creature soafflicted to rise asa vampyr is
cursed 10 a terrible existence. When newly
risen, each day is filled with torment
during rest itis taunted with dreams of its
former life, and when active itis driven to
take blood, since itisonly during the act of
drinking fresh blood that the creature's
misery 18 mitigated. Yet in time an in-
dividual can come to master its blood-lust
‘and from then on it is doubly-dangerous,
for it possesses, in general, both a desire
and cunning unequalled amongst rational
beings.
Vecna’s Book of the UnDead
As correctly noted by Vecna, a vampire is
first forced, and later tempted, to drink
blood if itis briefly to escape from pain.
While a vampire has matchless capacity
for blood it prefers to imbibe it slowly in
‘order to prolong the pleasure. Obviously
any victim of this activity must either be
charmed, asleep or bound before the
vampire strikes. Since the bite of a
vampire is highly narcotic, sleeping vic-
tims only rarely wake up: 1% chance per
level. If the victim is under the vampire’s
charm it cannot resist the command to
expose its neck...
Having bitten its prey the vampire then.
proceeds to suck blood at the rate of 1 pint
per turn. Although the creature will die
before all the blood has been removed the
vampire is able to suck the corpse dry.
Unlike a vampire’s hand attack the bite
does not drain life-levels, only blood.
2
Contrary to popular belief the body of a
creature killed in this way does not
automatically rise as a vampire. It takes
time for the contagious agenttoinfectthe
body completely, and dark damp condi
tions are also needed. Consequently a
vampire can only form if the body is
buried within 3 days, and even then the
chance is just 1%. itis a common tactic
‘among old vampires to hide the bodies of
their prey. Not only does this reduce the
chance of discovery, it also helps to
prevent any rise in the undead population.
When found, bodies are often seen to be
‘somewhat eaten; this was once thought
tobe the work of vampires — but itis now
known that ghouls actively follow a
‘vampire so as to gain a free meall
‘On rare occasions a victim of a vam-
pire’s bite may live to tell the tale
However, this is a mixed blessing since
the probability that the creature has
contracted vampirism is much greater.
Depending on the amount of blood lost
the victim suffers as follows.
drained of blood (at least 1 pint per night)
on 3 successive nights will automatically
die by the endof the 3rd night, only torise
as a vampire at the next sundown. In
‘other cases the victim will take some 3-
12 days to transform. As the time draws
near he or she will become progressively
more vampiricin behaviour, although the
victim will find its actions clouded with
amnesia, Just before the change the
creature will seek out a dark place in
which to hide from sunlight, since it is
here that itwill die at dawn in ‘readiness’
torise as a vampire at dusk. Note that itis
quite possible for a creature to be bitten
while asleep, and not know about its pre-
dicament apart from a general tiredness
similar to a heavy cold. Even use of a
mirror will fail to reflect the puncture
‘marks; they can only be seen by others!
Strange as it may seem a vampire does
not drain blood from all-and-sundry.
Irrespective ofits previous race a vampire
will, f given a choice, take human blood
above other types. The full order of
TABLE 1: EFFECTS OF BLOOD-LOSS ON A SURVIVING VICTIM
PERCENTAGE OF'
‘BLOOD LOST
1-15
16-30
31-45
46 - 60
61-75
76+
(in pints)
gonons
Notes
"Tocalculate th
for every 18 lbs weight
HUMAN EQUIVALENT EFFECT?
DURATION
(days)
tiredness: 1-3
slightly weak 2-6
rly weak 3.9
‘mild disease’ see DMG
‘severe disease’ see OMG
death =
ppreximate volume of blood in an individual, use the ratio of 1 pint
2 The DM should adjudicate the results of ‘weakness’ as appropriate; reducing
‘damage done, increasing the chance of spell failure and so on.
Blood-loss also dictates the likelihood
that the victim will become a vampire,
with a check to be made each time the
individual is drained partially of blood and
survives. To calculate the chance, divide
the amount of blood lost by 2: thus
human/oid losing 40% of its blood has a
20% chance of turning into a vampir
This value is halved again if a LG holy
symbol and/or LG holy water is applied to
the wound within 1 round of the attack.
Such treatment will inflict 2-7 points of
damage, and unless @ successful
“system shock roll is made the victim will
also be unconscious for 2-5 rounds. In
any event a sleeping creature partially
preference isas follows: human, half-orc,
‘giant-class creatures’, halfling, gnome,
mammal, half ian, dwarf, ‘warm-
blooded monsters’, elf. A vampire will
ever willingly drink blood from cold- or
non-red-blooded creatures. itis interest-
ing tanote that those races least favoured
by vampires (dwarf and elf) are also those
with few (if any) legends concerning the
monster's activities.
DM's note: itis suggested that a normal
vampire be awarded a further 400 points
onto its experience value to take account
of the blood-draining ability, which greatly
enhances the danger characters face.
[IMAGINE magacingJamsry 185The Vampire's Henchman
‘Forget not the vampire’s minions, Many
charmed servants wil it have, and one will
be especially favoured. In’ loyalty this
Servant is without equal, and to ignore him
1s fo court disaster. Unnaturally strong in
both mind and body this ‘henchman’ may
go where his master cannot, and by dark
and secret deeds achieves much to protect
hhis lord and harm his enemies.’
Van Helsing Guide to Vampire Hunting
NCAGINE magacng Jamar 1985
The standard cinematic and literary
henchman is at odds with the monster's
mythological description. Apart from
‘other undead, only rats, bats and wolves
habitually associate with the vampire.
However, so ingrained is the fantasy
expectation of a loyal minion that it takes
little imagination to accept the notion,
To obtain this exceptional servant a
vampire must first finda willing human or
demi-human of CE alignment that actual-
Iylikes the idea: a vampire may not charm
or otherwise command a creature into
service. The vampire may threaten the
individual with death (or worse) should
the offer be refused, and the individual
will then have to decide whether death is
preferable to service! Apart from align-
ment considerations the selected person
can follow any class, and since the
vampire can only have one such servant it
is normal for only powerful and intelligent
individuals to be chosen. Once both have
agreed, the pact is sealed with blood; the
servant drinking a small amount of the
vampire’s unholy fluid. As might be
‘expected, the rewards for such an evil
alliance are high indeed,
1 The henchman immediately becomes
immune tonormal and silver weapons
Immunity is also gained with respect
todisease and the servantregenerates
at the rate of 2 hit points per round,
though severed limbs cannot be
regrown.
2. Although in appearance the hench-
man is (slowly) affected by age, he
does not suffer the detrimental effects
‘of growing old. Thus, unless slain, the
individual is virtually immortal, How-
ever, this ‘stasis’ extends to preventing
any further rise in level from experi-
ence. The henchman does not require
sleep and needs only small amountsof
food and water. His stamina is many
times greater than normal: any task
made difficult by its repetition can be
performed for days on end.
3 On drinking the vampire’s blood, the
henchman is imbued with an’ un-
breakable sense of loyalty, and is
incapable of acting in conflict with his
master. Indeed over the years sincere
bond of friendship may develop. In
practice it is simply not possible to
control the henchman’s mind either
directly (eg psionic domination), or
indirectly (eg charm),
4.As the years of service lengthen the
henchman gradually increases in
power. Every 1O years" the henchman
gradually gains a cumulative 1% ab-
solute resistance to hold, sleep and
paralysis magic, plus a similar resist-
‘ance to poison. For every 50 years* of
service the henchman’s strength in-
‘creases to the next category: 18/91 10
18/00 to 19 and so on. Race and sex
do not limit this progression but the
‘maximum value is 24
* These values are based on the
human life span. For other races
consider 1 year tobe 1% of the average
life-span,
Mf and when the vampire is slain, the
henchman (if alive) has a period of grace
before these powers are lost and age
catches up. This periodis one day for each
year of service. During that time the
henchman will do everything possible to
bring the master back, or failing that, to
punish those responsible,
3TABLE 2: THE FIVE GREATER VAMPIRES.
Greater Vampires
It is a fair comment to make that above
‘medium levels of play, a vampire, though
dangerous, is no longer deadly. Bearing
in mind its unique weaknesses (eg its
attitude to the presentation of a mirror)
the vampire asa race isin danger of being
overshadowed by other powerful mon-
sters. Yet like dragons the vampire is one
of the classic creatures to face, and it
seems a shame that the monster is not
represented at high levels of play. Good
DMing can mitigate this, but even so, ina
straight fight a vampire is more frustrat-
ing than fatal. Rather than substantially
alter the AD&D vampire, a new hierarchy
of ‘greater vampires’ is given. It is
suggested that a normal vampire ascends
to ‘greater’ status after 999 years of
unlife, with promotion to the next level
after a similar period and so on. Except
where noted otherwise a greater vampire
should be treated as per MMt
Notes on Table 2
In frequency all greater vampires aro ‘very
rare’. Unless commanded by some evil entity
‘they ae only ever encountered singly. Allhave
1 attack per round for the damage shown: as
‘normal this attack wil drain 2 levels. respect
ive of tile a greater vampire can only produce,
by dreining, half-strength vampires as per
MM1. Alla
‘They are turned as a
‘special’ on the cleric undead matrix.
* Blood Drain Any greater vampirecan drink
blood as described in ths article. In addition, @
‘greater vampire has the ability to suck blood
‘apidly during combat, making this an effective
tack form. This bite attack can be used at the
' option in place of the hand attack
during ‘surprise’ situations; that is, when
Creature is surprised by the vampire. At other
times the bite can only occur ifthe vampire has
rolled a hand ‘to hit’ value 5 places better than
required. The monster then gains an immed
late ‘to hit’ roll for the bite (with no DEX or
shield considerations on AC). this bite
succeeds the vampire proceeds quickly to
drain the opponent of blood. For any one bite
the actual amount taken (in pints) depends on
the vampire's ttle and is the value shown,
Obviously in combst a vampire ignores any
‘thoughts of blood-type preference. The effects
‘of this very sudden loss in blood are different
‘rom those produced by the previously de-
‘seribed gradual decrease (see Teble 3).
Te LORD ARCH-LORD PRINCELING PRINCE ARCH-PRINCE
ac re 3 4 5
Move 18"/24" 24"/30"-90"/36"_—36"742" 42" 48"
HITDICE 105 127 149 16411 1813
%IN LAIR 20% 15% 10%, 5% 1%
‘TREASURE w wy z vz u
DAMAGE 1-86 1.1047 1128 2461 ate
SPECIAL ATTACKS
'BLOOD-DRAIN Vpint pins pints 4 pints S pints
2CHARM, ‘mammal nil monster vil mass
SHOUD person ri ‘animal nil ‘monster
‘SUMMON Wi v v vi vu
SPECIAL DEFENSES
SWEAPON PLUS, 4 2 2 43 8
REGENERATE 4 5 6 7 8
IMMUNITY (magic) cold nil pettitication hit polymorph
SIMMUNITY (turning) ni garlic ‘mirrors seebelow see below
size ze 78" ae ee" 2
STRENGTH 19/00 19 21 23 25
EXPERIENCE VALUE 7000+14 10850+16 13950'18 16850:20 24500-25
For example: @ human suffering 50% blood
loss would lose 9 points each in STR, DEX and
‘CON, wouldnot beable toattackby weapon or
by spell, and could only move at a stagger. OF
course allthese penaltios would be extratothe
image and drain affects caused by the initial
hhand attack that gripped the human so as to
facilitate the bite!
{tis important to note that the decrease in
ability points
loss; they are not drained as such, Thus its
possible for negative values to result and the
Victim to remain alive. However, #f and when
CON falls below 3, the individual must make =
‘systom-shock’ roll based on original conetitut-
jon) or else dia. If CON falls to zer0 or below
‘another checkis required; thechance this time
‘being 20%. In any event an individual with @
Negative CON value immediately becomes
lunconscious. Lost ability points are ragained
with restat the rate of2 points per day foreach
affected characteristic. Alternatively, « heal
spell will restore values to their original
‘umber.
‘Any human/oid creature bitten by this
“combat-drain’ has a chance of becoming
‘vampire as described previously under ‘partial
blood-drain’
* Charm The powers seen in Table 2 are
‘gained cumulatively; aPrinceling of Varnpires
being able to charm mammal and monster.
They are in addition to the standard charm
person attack. Each ie usable once per night
‘and any effect is broken at dawn. To employ,
the vampire must make @ 1 second somatic
TABLE 3: EFFECTS OF RAPID BLOOD LOSS
PERCENTAGE OF —_EFFECTS ON EFFECTS ON
BLOODLOST STR, DEX&CON — MOVEMENT
1418, nil ‘no charge possible
18-30 4 fast trot max
31-45, 3 walk max
46-60 9 ‘can only stagger”
61-75 5 ‘can only craw
76+ oath death
Notes
* Vietim cannot attack or cast spells; may only defend
** Vietim cannot attack, cast spells or defend
4
‘onsture; for other details sae spells of same
ame. As per DMG, a grester vampire can
‘mentally communicate with, and control, its
charmee(s)
2 Hold Those powersaregained cumulatively
‘and each type can be used once per night, any
effect being broken at dawn. To employ, the
vampire must speak the command to ‘stop’ it
is not necessary that the target(s) hear or
understand the vampire inorder tobe affected
For other details see spells of same name,
Summon In addition to the summoning
Powers described in the MM1 a. greater
vampire can. once per night, summon
monsters of level according to title. Such
Creatures will never be of good alignment and
can be commanded mentally by the vamp
‘See spell for othor details
Weapon Plus The magical weapon bonus
needed to atfect the vamp
* Regenerate The value given is the number
of hit points per round.
? Magical Immunities These are gained
cumulatively and are in addition to those
described in MM
"Turning Immunities As a greater vempice
gets older it becomes progressively more
Fosistant to the standard methods of defence.
‘These immunities are gained cumulatively:
Princeling being immune to either garlic or
mirrors. presented, such items would wither
‘or crack. Inaddtion, aPrince of Vampires has @
Certain resistance to clerical ‘turning’, being
Lnatfoctod by the actions of any evil cleric
Likewise an Arch-Prince is additionally resist.
ant tothe turning power of any neutral cleric.
‘These very powerful undead are simply too svi
to be swayed by other evil (or, for an Arch
Prine, neutral) force. This immunity also
extonds to certain uses of a LG holy symbol ita
‘Greater vampire is immune to turning by &
Cleric ofa particular alignment then it wil also
bbe immune to other characters of that align
ment that try to keep it at bay by presenting @
{LG holy symboll Thus only good-ligned clerics
have a chance of turning the most powerful
Greater vampires, and only good-aligned
actors can keep one at bay by use of a LG
symbol
AAGINE magedne Jamar 185Greater Vampire Powers
A greater vampire may, in one segment,
change form to a wolf or bat. In the new
form the vampire loses all special attacks
all defensive powers, as well
ing AC and Movement Rate. In
wolf-form the vampire also retains its
strength and may employ a bite attack for
the damage appropriate totitle. Of course
this bite can neither suck blood, drain
levels nor inflict vampirism.
These shape-changed forms are much
used by greater vampires in order toroam
‘about the countryside without discovery.
Very often the monster deliberately kills
tures while in wolf-formsothat other
unexplained disappearances will be
attributed to the ‘rogue wolf’ and not the
actions of a more deadly enemy!
A greater vampire is also capable, in
one round, of changing form tothat of any
human or demi-human norm of desired
‘age. sex and appearance. Unlike the
Previous power the vampire's clothing
and belongings remain as normal
Although the vampire's voice is also
altered, the new facial appearance will
always, in some subtle respect, resemble
the vampire's own; the type of similarity
‘one can recognise after the fact has been.
pointed out... In the new state the
vampire again loses all special attacks,
but apart from AC and Movement, retains
its defensive powers. The vampire still
has its own strength and can attack once
per round for a base damage according to
size plus the damage bonus due to
strength.
In any altered form a greater vampire
does not leave a reflection and moves
with the silence associated with the un-
dead. The monster can only ingest fresh
blood or small amounts of raw meat.
Normal and giant-sized animals will
sense something amiss in the vampire’s
presence, but will not attack nor othe
‘wise indicate that itis the vampire that is
making them nervous. Only if physical
‘contact occurs will the animal realise the
source of its unease.
‘greater vampire can change between
forms as desired, eg from vampire to bat
togaseous. In any form ithas the ability to
‘see’ the life-form of creatures up to a
distance of 12". Even ‘elemental’ life-
forces can be detected, as can the
absence of life generated by other un-
dead. Only animated (eg golems) and
‘magically protected creatures cannot bo
s0’seen’; thus the various forms of invisi-
bility are useless unless combined with
such powers as an amulet of proof vs
detection and location.
Inaddition, greater vampires also poss-
ess supernatural sense of small as well
as an excellent sense of hearing (treat as
equivalent to an owl). From scent alone
the vampire can recognise race, sex, etc,
plus the presence of armour and other
‘Such factors. Even the presence of magic
and its type can be picked up, and if
provided with a fairly recent scent of a
Creature the vampire may even know
alignment,
In true-form only, a greater vampire also
has the following powers:
When desired, and in any event when
overtly stressed, the monster can exude a
foul stench that wil affect all creaturas
within a 3" radius as the stench of a
hast. Apart from holy water the stench
will also spoil food and drink.
A greater vampire continually radiates
foar that affects creatures as below (no
saving throw)
12" radius: all normal and giant-sized
animals become agitated
6" radius: as above, plus untrained
animals will attempt to flee
9" radius: as above, plus trained animals
also attempt to fl
Obviously, rats, bats and wolves are
immune to these effects as are non-
intelligent animals, and those animals
tunder the vampire’s control.
In human-kind the vampire is especially
feared: any zero-level human that gazes
upon the vampire’s true face will be
turned permanently insane (no save)
75% catatonia, 25% suicidal mania,
Once per turn a greater vampire can
breath forth a noxious vapour of cone
dimensions 3" long, 1” high and 2” base
diameter. Creatures within this area are
automatically infeoted with a random
disease, and must also save versus
poison or else be helpless with nausea for
1-4 rounds. The area of this breath attack
remains highly infectious for a few days
afterwards.
Once per round a greater vampire can:
cause sleep as a spell (5 times per night),
knock as spell, hold portal as spell
(which will remain held for as long as the
vampire stays within 6” and for 2-5
rounds afterwards; such held portals ean
still be broken down or dispelled as
normal,
Finally | leave the last word to the most
famous vampire hunter of all: Dr Van
Helsing. Speaking of a certain vampire he
said,
was he no common man; for in that
time, and for centuries after, he was spoken
of as the cleverest and most cunning of the
sons of the ‘land beyond the forest”. That
mighty brain and iron resolution went
with him to his grave, and are even now
arrayed against us.
Dracula by Bram Stoker
Good hunting!
w
rick Norton
Ask your local games retailer for
GANGRUSTERS" game or contact
TSR UK Limited,
The
(Cambridge CBLAAD.
KS tetephoncoas3212517
3A Hae Te
THE
“WARLORD”
GAMES SHOP
We now stock
* IRREGULAR
MINIATURES:
SIEGE
EQUIPMENT
* INTEGRAL
TERRAIN
* PLATOON 20
FIGURES
* GALLIA 25mm
BUILDINGS,
swells
Dungeons & Dragons * Traveller and most
RPGs end supplements. Wer Games *
Science Fiction Games * Citadel Figures *
Torchight Fantasy Products * Rule Books *
Daveo Microtanks
ca LEIGH-ON-SEA
(_ ta. sourenn 73308
ear eereaeeee
818 LONDON ROAD,New Monsters
FREQUENCY: Very rare Very rare
No APPEARING. 1 1
ARMOUR CLASS: 4
MOVE: 15"
HIT DICE: 6 44
9% IN LAIR: nil nil
TREASURE TYPE il nil
No of ATTACKS. 1 2
DAMAGE 3-18 (lance}/ 1-8/1-8/1-3
2-9 (sword)
SPECIAL ATTACKS Fear none
SPECIAL DEFENCES +2 or better
weapon to hit
MAGIC RESISTANCE — Immune to
charm, sleep. hold
or cold based attacks
‘magic or silver
weapons to hit
Immune to charm,
sleep, hold or cold
based attacks
INTELLIGENCE Very Animal
ALIGNMENT LE NE
SIZE m L
Headless Horsemen are the spirits of cavalrymen whohave diedin
Violent circumstances — normally beheaded. Very often they wer
Cavaliers ornablemen inilfe,andretain a sense of purpose into afterlife.
‘They are normally encountered on readways, heralded by the sound of
approaching horses that will cause fear in all creatures of animal
intelligence. The horseman will appear sa figure swathed in mist, 0
that the missing head cannot be detected from distance. Once within
twenty yards, this abnormality will be visible, and all who see it must
save vs magic of suffer the effects ofa fear spel
‘Most headless horseman are encountered riding pell-mell, as if to
fufil some urgent mission, These will only attack in satf-defence. Others,
vio take upon themselves the specific purpose of guarding a place or
bject, will offer single combat by word oF action, charging with the
lance and then using @ sword in melee. They will never attack a cleric,
‘except in self-defence, and may be turned as a spectre
Very rare
1
°
18"
10
nil
nil
2
2.12/2-12
fear, insanity,
+7 or better
weapons to hit
80%
Exceptional
LE]
M
Revenant-Magnas are the spirits of innocents slain in an evil
fashion. Unlike ordinary revenants, they may nly arise from the body of
persons too weak to defend themselves in fe: a child, or an adult with
Strength of less than 8. Once reborn, they are enormously strong and
fare driven by an insane desire for revenge — no trace of their former
‘Innocence will remain. As with a normal revenant, they will pursue the
individual(s} who slew them, never resting, and never erring in thei
‘pursuit. They willignore al those in their path, unless they seek to halt
their pursuit but all characters that see them must save vs spells or be
driven insane.
(One last diabolical wwist separates these creatures from the normal
revanant; their need for revenge is such that, should their quarry be
Slain by someone else, they will pursus the slayer with equal vigour itis
possible fra ‘chain’ of responsibility 0 be built up, ane fr the re
‘ragna to finally achieve its purpose on an entirely blameless i
New Magic Item
Bell of Peace: This small delicate item is made ct clear glass and
gold leafed, and is normally stored in a padded box made of ash. In
the long distant past, these Items were relatively common in
Polinore, keeping the nations from war, until a weakness was
discovered which pervertedits use. Basically, when chimed, the bell
has. range of sixty feet, andall within hearing distance must save vs
Spellsor drop their weeponsfor d6 turns the effect isnegatedby any
attack) Itmay be chimad once a week Since the note is mak
cannot be silenced by any physical means, although it will not
penetrate the circle ofa silence spell. Thus its use as an insirument
(of maintaining the peace was destroyed, atthe siege of Cannartha, 2
{Youth approached the lines of the Theceratic Knights, and tolled the
ball, while his fellows from the city sat within the radius of their
Cleries’ magic. The Cannarthans then sallied forth, and the army of
the TheoeraticPrincipalities was routed,
xp value 3,000; gp value 25,000; Creation method: bell cast by
‘expartlass-smith, decorated by goldsmith (cost 12, 7509p). Enchant
‘an ter, charm, ciairaudience, permanency cast during proce
New Magic Item
Shield of assassin detection: A very common item among
the nobility and rulers of Pelinore, the shield appears to be plain
White — it cannot be painted or decorated in any way. It acts a8 4
shield +1, +4 vs normal missiles, and offers. two additional
protections to the owner. First, should an assassin approach within
ten feet, the shieldwil turnbright red, andwill ryan alarm. Insuch
circumstances it wil also automatically parry the first strike of an
{ssassin. ts second protection is that once per year the owner may
ask it whois the most likely person to seek his or her life; the shield
will answer aceurately. Many a plot in its very infancy has been
‘evesled in this way. The existence ofthis tem and its widespread
luse makes the class of assassin largely powerless — but it has a
flaw It an assassin of his minions can sprinkle unholy water upon
the shield, tbecomes useless for 2610 days, and will act as a cursed
shield (AC 10) during that time,
xp value 800; gp value 8,000; Creation Process: common shielé
‘hameled white (normal cost x40} enchant an item, detect evi
‘magic mouth, protection /normal missiles, wish, and permanency,
IMAGINE mapasing Feary 1985New Monster
Armour Class: 0 or variable
Hit Dice: 8**
Move: 180’ (60') or variable
Attacks: 1 touch or weapon
Damage: insanity, ability drain
or by weapon
No. Appearing: 7
Save As: Magic User 8
Morale: 77
Treasure Type: nil
Alignment: C
XP Value: 1750
The Gebbeth is an insubstantial malevolent
spirit that can only be released into the worldas,
the result of powerful and misguided magic.
When a magic user casts a summoning spell of
some type, a spell involving any of the Planes or
an animate dead spell, there is a 1% chance
that a Gabbeth will be accidentally involved,
In its insubstantial form a Gebbeth attacks by
touch. if it strikes its victim — and that vietim
has an intelligence of 10 or less — the Gebbeth enters the
Vietim’s mind, gaining total control of the victim's body in the
process. Ifthe attack is successful the Gebbeth ‘makes itself at
home’ and hen israised to 18 as the creature's natural wiliness
takes command. The victim is entitled toa saving throw vs magic.
wands, and ifthis is successful the Gebbeth cannot attack again
that day.
Once in a body, the Gebbeth can use all the abilities and skills
that its victim had before it took over. including any weapon
handling skills and spells that were memorisedatthe time of the
initial attack. It can only memorise half the original number of
spells of a victim, eg a Gebbeth-Warlock could only memorise 3
spells at any one time. The Gebbeth-body does not need food
(butdoes require water, although ifit doesn'teat it will become,
gaunt and cadaverous,
Gebbeth in possession of a body can still attack, but it can now:
restrain itself so as to cause less damage to a target. Each
successful touch drains 1 point of Intelligence or Constitution
Editorial Butchery:
Piccies
32
from its target — when either of these drops to zero the victim
dies. If these attacks are spread over a period of days or months
—as is likely because the Gebbeth takes a positive delight in
{tormenting its victims if it has the chance — the victim will also
suffer from some form of insanity, usually an irrational fear of
‘some item connected with the Gebbeth. The Gebbeth uses t’
ability to weaken a foe before attempting to possess his or her
body,
Gebbeths can only be hit by magical weaponry. They are not
undead and cannot be turned by a cleric.
AGebbeth has one particular ‘ability’ thatis more terrifying than
‘any other. In times of stress — when wounded, for example
—there is a 1 in 6 chance that the creature's features will start
to fade. The process takes 3 rounds in total, at the end of which
the face will be completely blank. Anyone witnessing such a
change should save vs spells or suffer the effects of a blight
spell due to the unnerving prospect of an opponent's features
altering without apparent reason,
Mike Brunton
Pete Young
Paul Ruiz
IMAGINE: magacing Fray 195Sa
MONSTERS
ay MMA 414A AC
aby Graeme Da
The folklore of the Philippine Islands
contains a number of new and in-
teresting monster types, which are
treated here for the AD&D® game.
Since the Philippines is an area with
‘a number of native languages, the
same monster may appear with slight
variations under a number of different
names; most of the local names are
given for those treated here, andfora
more complete survey, the reader is
recommended to Maximo D Ramos
Creatures of Philippine Lower Myth-
ology (University of Philippines Press,
1971),
Demons
Filipino demons seem tobe creatures of
highly magical nature rather than inhabit
ants of another plane. Many of them live
in large trees, and they are rarely perni
cious or evil, content for the most part to
frighten away those who intrude on their
territories or fail to treat them with due
respect, and only killing when greatly
enraged. They are great pranksters,
All Filipino demons can become invisible
‘twill, and each has a personal charm or
jewel which is the source of its strength
Hf this can be won from the demon by wit,
or force, it will give the bearer the same
strength (typically in the region 1821-23,
— the DM may select according to the
power of the demon or roll on d6). Bright
sunlight banishes them.
While the DM might rule that Fil
demons should be turnable on
‘Special’ line of the clerics vs undead
matrix, they do not seem tobe deterred by
holy symbols, and some actually delight
in collecting numbers of them from
frightened villagers.
2
AGTA (Demon)
Frequency: very rare
No Appearing: 7
Armour Class: 3
Move: 12”
Hit Dice: 8
% in Lair: 90%
Treasure Type:
No of Attacks: 2
Damage/ Attack
Special Attacks:
Special Defences: size change
Magic Resistance: standard
Intelligence: average-very
Alignment: Chaotic Neutral
Size: variable
Psionie Ability: nil
Attack/Defence Modes: ni!
variable
size change, fear
Lvl/xpvalue: Agta: VI/1450+ 10/hp 7
Kapre: VII/1900 + 10/hp
The Agta, Bawo or Ungo appears as a
muscular, black-skinned humanoid, and
can vary its size instantly between 1ftand
about 30ft.Itis generally about 10-12ftin
height, which may be its natural size
As it increases in size, it becomes
stronger, as follows: when it shrinks to
‘ft, ithas 2hp, attacks as a 1HD monster
and causes 104 damage on a successful
hit. It can enlarge itself to a maximum
height equal to half its maximum hit
points (as rolled on 848) in feet, iean Agta
with 54hp can reach a maximum height
of 271t. For every foot ofits height, it will
have 2hp, and for every Aft of its height it
attacks as a monster of 1HD and cause
1d4 damage. Thus, at 1-Aftit attacks as a
11HD monster and causes 144 damage, at
5-Bft it attacks as a 2HD monster for 244
damage, and so on, up to a maximum of
BHD and a4 damage
‘Agia live in large trees, particularly
favouring banyans and mangroves, and
resent any interference with their trees.
They attack with two fists, and on a
successful double attack can rend as a
Carnivorous Ape (Monster Manual),
causing additional damage as for two
successful fist attacks
Another type of Agta is the Kapre oF
Pugot, which has a shapechange ability
In addition to the Agta's size change. Its
favourite forms are those of a dark cat,
dog of boat which has fiery eyes and
breathes blue-green fire, a pure white
fowl, or a headless and often mutilated
corpse. Inthis last form itwill caper along,
singing merrily to itself and eating by
pushing food into its bubbling neck
stump. Characters of less than 4th level
Who seeit in this form must savevs spells
or flee.
ageing Apa 195BATIBAT (Demon)
Frequency: very rare
No Appearing: 7
Armour Class: 4
Move: 712"
Hit Dice: 6
%in Lair: 80%
Treasure Type:
No of Attacks: 2
Damage/Attack:
Special Attacks:
Special Defences: none
Magic Resistance: standard
Intelligence: fow-average
Alignment: Chaotic Neutral
Size: L (8-10ft)
Psionic Ability: nif
Attack/Defence Modes: nil
Lvi/xp Value: V/ 475 + 6/hp
2-12
ride
‘The Batibatisa relative of the Agta and
Pugot, but does not have their shape-
‘changing abilities. Its a derk-skinned
humanoid, 8-10ft tall and broad
enough to fill a doorway as it enters,
| The only magical ability it possesses is
| the ability to ride a sleeping victim in
the same manner as a Night Hag
(Monster Manual), although it will
‘only dothis under great provocation. In
the one story where this occurs, the
Batibat attacks members of a family
which owns a large post — all that
remains of its home tree, which it still
inhabits. Itis notknown what happens
tothe souls of those ridden to death by
a Batibat
Both forms of this demon can also emit a
great roar once per turn, which causes
fear as the spell unless the appropriate
saving throw is made.
(One favourite trick of the Pugotisto rush
between the legs of an unwary traveller
initsboar form, increase its sizeandcarry
Its vietim off, never to be seen again
IMAGINE mapas, Apis
TIKBALANG (Demon)
Frequency: very rare
No Appearing: 1
Armour Class: 1
Move: 12"/18”
Hit Dice: 6
% in Lair: 20%
Treasure Type: /+#A+U
No of Attacks: 3 or 2
Damage/Attack: feet 1-8, claws
1-4, bite 1-8
Special Attacks: see below
Special Defences: see below
Magic Resistance: 10%
Intelligence: very
Alignment: Chaotic Evil
Size: M (6-7ft)
Psionic Ability: nil
Attack/Defence Modes: nif
Lul/xp value: VII/ 1275 + 6/hp
The Tikbalang, Binangunan or Tulung is
‘one of the most feared of Filipino demons,
It is humanoid in appearance, tall and
gaunt, with a horse's head armed with
sharp teeth. Its straight black hair flows
down over its shoulders, and its horse
like legs end in strong taloned feet.
It is, however, an adroit shapechanger,
and commonly takes the form of an old
‘man. It enjoys misleading travellers into
the bamboo thicket where it lairs, usually
in a small hut. Depending on its mood. it
will then devour its victims or turn
invisible and enjoy the spectacle as they
try to find their way out. When a
Tikbalang leads a victim into its thicket, it
can cast over the victim a glamer similar
to that caused by a maze spell — the
victim will be trapped for the same length
of time, although the effect does not
include travel to another plane,
‘Apart from these abilities, the Tikbalang
can fly at will by walking on air, and can
cause blindness, disease and insanity
‘once each per day. It can use 2 word of
recall once per day, vanishing in a cloud
of dust and falling stones similar in effect
to the hailstone type of ice storm, which
causes 146 damage to any within 10ft of
the spot it vacates (saving throw halves
damage). In its natural form, it can also
roar once per turn, causing fear as the
spell unless the appropriate saving throw
is made. 5% of Tikbalangs can also
immolate in the same way as a Type VI
Demon (Monster Manual), the flames
‘causing 346 damage to any within range.
If forced into hand-to-hand combat, the
Tikbalang will assume its natural form,
and can attack either with two claws and
a bite or with its two talons.
‘The Tikbalang may be forced to surrender
its charm if it can be ridden like a horse
until exhausted. The stone is a rounded
pebble which glows like ahot coal, andno
Tikbalang stone confers less than 20
strength; some may also confer other of
the Tikbalang’s abilities. Tikbalangs have
immense strength, and if pressed throw
rocks as a Stone Giant (Monster Manual)
(oF uproot trees to use as weapons.
Tikbalangs sometimes have great wealth,
and are particularly enthusiastic collect-
ors of holy symbols and other religious
items, sometimes extorting them from
villagers along with other valuables on a
protection-racket basis
LAM
LEIA
LANASWANG
Frequency: very rare
No Appearing: 7
Armour Class: 4
Move: 12"/18"
Hit Dice: 5
% in Lair: see below
Treasure Type: nil
No of Attacks: 2
Damage/Attack: 7-3
Special Attacks: see below
Special Defences: see below
Magic Resistance: standard
Intelligence: average-very
Alignment: Chaotic Evil
Size: M(5-6ft)
Psionic Ability: nif
Attack/Defence Modes: nil
Lvl/xpvalue: Aswang: V/435 +5/hp
Balbal: V/360 + 5/hp
‘The Aswang, Mangalok or Boroka has the
appearance of a normal human woman,
and indeed exists as such by day, often
living @ normal village Wife. At night,
however, she takes on her true nature
becoming a humanoid monster with &
hag-like appearance, strong nails and a
very long threadlike tongue. She may also
shapechange at will tothe form of ahuge
hight-bird with the head of a woman.
The Aswang can sense death in the same
way as the Segben, ata distance of upto
‘mile, and will sit on the roof of a house
Where the corpse lies, sucking out its
blood and organs through her long
tongue. The tongue may be extended up
to 12ft in length, and has a sharp point,
but isso fine as to be indetectable 90% of
the time, except to individuals with the
ability to see invisible, She will attack the
living in the same way, piercing the
jugular vein with her tongue as the victim
sleeps, and draining blood at the rate of
‘np per round. Her saliva contains a local
anaesthetic, which requires sleeping
victims to save vs poison or continue to
sleep through the attack. When fully
gorged (having taken blood equal to half
ner original hit points) the Aswang's
humanoid form appears swollen as if
with an advanced pregnancy. and her
movement rate is halved, The Aswang is
particularly vulnerable at this time, and
takes great care not to be seen.
The Aswang will only fight if she cannot
flee. She uses her strong nails or the
talons of her avian formin self-defence, a
successful hit causing 1-3 points of
damage in either case,
‘A human may become an Aswang in one
of four ways:
i) by the application of a magical ointment
compounded of chicken dropping dis
solved in coconut oil and mixed with
human flesh and blood, along with
certain other magical operations:
ii) the daughters of an Aswang will
inherit her condition,
il) the kiss of a dying Aswang will pass on
her condition to one willing initiate;
iv) an Aswang may force her condition
upon another by lacing their food with
human flesh or with her own saliva
The ointment is the secret of the trans-
formation ability, normally hidden about
the house in a stoppered bamboo tube or
clay jar, it is used every night to effect the
transformation, Human form may be
regained by exposure to sunlight, or by
washing off the ointment in fresh water.
The Aswang is repelled by salt, vinegar
and certain spices in the same way as a
MANSALAUAN
Frequency: very rare
No Appearing: 1-12
Armour Class: 7
Move: 4"/18
Hit Dice: 147
% in Lair: 20%
Treasure Type: nil
No of Attacks: 2
Damage/Attack
Special Attacks,
Special Defences: see below
Magic Resistance: standard
Intelligence: animal
Alignment: Neutral(eviltendencies)
Size: S
Psionic Ability: if
Attack/Defence Modes: nif
Lvi/xp value; 11/44 + 2/hp
1-4/1-4
see below
The Mansalauan is a flying creature
sharing the characteristics of both hawk
and bat, It has @ reptilian head with
glowing gemlike eyes, while its tail is long
and fine, like a woman's hair. In addition
to its wings it has a monkey-like pair of
hands, anda strong pair of talons the size
of human feet,
4
ls main attack is with its sharp tongue,
which it can shoot forth from its mouth
with great speed. It normally attacks in
the same manner as a Stirge (Monster
Manual) seizing a victim in its hands and
claws and piercing the neck or abdomen
with its tongue. A separate attack roll is
needed for the tongue, but this is made at
+4 f the claw attack has been successful.
Once attached, the Mansalauan drains
1-4 hit points of blood from its vietim per
round until itiskilled or disladged, or until
it has taken an amount of blood equal to
its own hit points, at which time it will fly
off, goraed
It can use one or both talons to defend
itself when attached 10 a victim, holding
on with its hands only; each claw inflicts
1-4 points of damage on a successful hit,
but for each round of such defence the
Mansalauan has a cumulative 5% chance
of falling or being knocked from its victim
IMAGINE magacine Apa 1985Vampire is repelled by garlic. Although
the Aswang has certain vampiric tenden
cies, itis not classified as Undead and is.
not vulnerable to holy symbols or other
religious objects.
The Iqui is the rarer male Aswang,
The Balbal is a variant form of Aswang. It
is a forest-dweller, and does not change
form, always appearing as a gaunt
humanoid figure with very loose skin,
which it can use to glide for distances of
up to 60ft after the manner of a fiying
squirrel, Its tongue is thicker andstronger
than that of an Aswang, and its modus
operandi is to use its tongue to lift a
‘corpse through a hole inthe thatch which
it has made with its strong nails. The
corpse is then taken back intotheforestio
be devoured. In all other respects, the
Balbal is identical to the Aswang.
Frequency: very rare
No Appearing: 7-6
Armour Class: 7
Move: 15”
Hit Dice: 4 x
%in Lair: 20%
Treasure Type: nif
No of Attacks: 20r 3/2
Damage/Attack: hooves 1-4,
tusks 1-10
Special Attacks: nif
Special Defences: nif
Magic Resistance: standard
Intelligence: animal
Alignment: Neutral
Size: L &
Psionie Ability: nil
Aitack/Defence Modes: nif
Lvl/xp value: Ml/ 85 + 4/hp
UAGINE maga Ap 985
afer
SEGBEN
Frequency: very rare \S
No Appearing: 1-3
‘Armour Class: 7
Move: 18"
Hit Dice: 2+2
% in Lair: 10%
Treasure Type: nil
No of Attacks: 1 or 2
Damage/Attack: hooves 1
bite 1-4 + special
Special Attacks: see below
Special Defences:
Magic Resistance:
Intelligence: low
Alignment: Chaotic Evil
Size: S(3ft at shoulder)
Psionic Ability: nil
Attack/Defence Modes: nil
Lvl/xp value: M/ 120 + 3/hp.
3,
“|
standard
The Segben is similar in appearance to-#
hornless goat, with glowing eyes and
large ears. It exudes a sickening chernel
smell which requires eny character com
ing within 5ft of the beast to save vs
Poison or attack at -1 for 2-8 turns
through nausea
Segben are destroyed by sunlight, and
generally hide in the darkest recesses of
the forest until dusk, when they appear
lunderthe floor of ahouse where someone
lies gravely ill or dying. They can sense
the smell of death at a distance of up toa
mile, and will seize any opportunity to
make off with an unguarded corpse. They
are not known to frequent graveyards,
however, apparently preferring to move
in immediately after death,
see below fli
Fised at thelr feast Segben will
usually flee, fighting only if cornered or if
the odds are heavily in their favour. They
can attack by lashing out with their small
forehooves, but their most feared attack
istheir bite —ifthey successfully bite any
Vietim, or even his shadow, the victim
must make a System Shock roll or die
immediately.
Although they have a number of ghoulish
characteristics, Segben are not Undead
and are not affected by holy symbols or
the like,
eS,
Da
j
Wl
I iN
These ferocious beasts are described as
having a bovine body with a shaggy coat
like a yak. They have no horns, but their
jaws are equipped with two sets of huge
boarlike tusks, one pointing upwards and
the other downwards. Mantabungal are
forest-dwellers, and appear to be similar
to wild boars in their habits. They are
extremely aggressive, and will attack on
sight,
Their main weapon is their tusks, with
which they can attack three times in two
melee rounds; they have been known to
engage two opponents at once, attacking
each alternately. They can also lash out
with their forehooves, but not while
fighting with their tusks. They are some:
times thought of as demons, but have no
personal charms nor any of the typical
abilities of other Filipino demons, this
reputation may have arisen asa result of
their ferocity
5Other Monsters
The descriptions given above are for
some of the more distinctive Filipino
monsters; the folklore of the Philippine
Islands contains several other creatures
which can be equated more or less
precisely with European counterparts
Aghoy, Encante, Mangmangki
Mahomanay, Palasekan andTahamaling
‘are some of the local names given to a
race of creatures almost identical to the
Sylvan Elf (MM), Their physical appear
‘ance is the same as Tolkien's Elves, and
their activities are the same as those of
British Elves or Faerie, although they
dress like ordinary Filipino villagers.
Calanget, Lampong, Lupa, Matanda and
Tianak are beings similar to Dwarves and
Gnomes (MM). Their underground dwell
ings are usually guarded by large termite
mounds, and they are reputedly very
‘wealthy, although their gifts of gold and
gems t6 humans frequently turn into
dung or pebbles after a short time, They
have the power to ruin crops if offended
The Catao and Ughoy are the Merfolk
(MM) of the Philippines. Being partly fish
and partly mammal, they attack those
‘who eat fish or meat, and they have the
charm ability of Nixies(MM), They gener-
ally drag victims underwater to drown,
buthave been knownto become enamaur:
fed of charismatic humans, kidnapping
them and casting water breathing on
them in the same way as Nixies,
Several types of Giant and Ogre also
inhabit the Philippines. The Bannog is a
giant bird similar to a Roc (MM), and the
Ikugan is a giant monkey, but the others.
are similar to Hill and Stone Giants (MM)
‘and the Mountain Giant (FF). Filipino
Ogres are, for the most part, identical to
their European cousins (MM); their names.
include Kumeo, Sir‘ing, Ta-awi, and
Tarabusao. The Busao is a Cyclops type,
and the Dato-Busao, or King Busao, hes
fa forehead horn, The Kurita has two or
three pairs of arms. Some Filipino Ogres
have the ability to shapechange into
human or animal form. Strangely, the
Indian Garuda (Deities & Demigods —
now Legends and Lore) is known in the
Philippines, but has the habits of a
bloodthirsty Ogre
Certain types of Aswang, qui and Boroka
{see above). as wollas the Manananggal
seem to be identical to the Penanggalan
of indonesia (FF) they may be related, but
the description of the Aswang given
above deliberately excludes the separ-
able head characteristic of the Penang
galan, since the Aswangisalmost always
8 normal human with the ability 10
transform, rather thanan Undead monster
taking possession of a headless body
Since a great number of Filipino monsters
have the ability to shapechange into
animal form, its difficult to tell whether
there are creatures which can be des.
ceribed as Lycanthropes (MM), although
the Malakat and an unnamed beast from
Apayao do appear to be European-style
werewolves. The latter may even be a
Jackalwere (MM) or something similar,
Since it has a doglike smell even when in
human form. At any rate, an iron knife
with which one was attacked passed
through its body without causing it any
harm’
Lestly, the Philippines abound with
witches and wise-women, who, lke their
European counterparts, can cause and
cure all kinds of diseases and ailments
and assume the form of various animals.
There arealsoa few unique and extremely
powerful monsters, which seem to be an
attempt by the natives to explain solar
and lunar eclipses. The Minokawa or
Baua isa huge bird, the Baconaua is an
immense shark, and the Mamelu or
Marcupo is a huge snake, all of which
swallow the sun or moon from time to
time, but are persuaded to release it by
the noise and music made by the Filipinos
at the festival af each eclipse.
#5 Graeme Davis,
Coming soon: next in the series of our
culture specials
™NORSE
IMAGINE magering Api 1985New Monster (Unofficial)
“TAUMET ~*~
FREQUENCY: Unique
NoAPPEARING: 1
ARMOUR CLASS: Variable
MOVE: 3"/18"
HIT DICE: Variable
S6INLAIR: Nil
TREASURE TYPE: il
No OF ATTACKS: 3
DAMAGE/ATTACK: Variable
SPECIAL ATTACKS: Breath weapon, spells
SPECIAL DEFENCES: Variable
MAGIC RESISTANCE: Standard
INTELLIGENCE: Genius
ALIGNMENT: Variable Evil
SIZE: S-L
PSIONIC ABILITY: Nil
Attack/Defence Modes: Mi//Nil
LEVEL/XP VALUE: | X/18760+25hp
The Taumet is a magically-created dragon
construct, made from five relics whose origins
are lost in the mists of time according to the
instructions in a book of unknown authorship,
called the Taumet Codex.
‘Once the process of creating the Taumet has begun, it takes 13 melee
lop into the completo Taumet. During this time, the
wearer ofthe relics is used as the basis of the Taumet's body, dying in
the process. The Taumet takes some of the wearer's memories and
alignment during its growth, always remaining evil, but taking the
Lawful, Neutral or Chaotic attitude ofits ‘parent. While the transform:
ation takes place, the Taumet can attack and be attacked, a it grows in
ower and size
Round AC HD Damage sa/sD
18205 1 1A/-4/1-6 Immune to atacks causing
loss than 4 points of damage
384 33 1-6/4-6/1-8 —_Immuneto Tst level spells, +1
‘or better weapons to hit
5R6 1 5 1-6/1-6/2-12 _Non-edged weapons cause
half damage
7 0 7 1-6/1-6/2:16 Breath weapon usable, +2 oF
better weapons to hit
8-1 9 1-6/1-6/3-18 Immune to 2nd level spelis
‘and attacks causing lees than
B points of damage
#3 bottor woapons to hit
Immune to 3rd level spells
8 2011 1:8/-873-20
10-3 13: 1-8/1-8/3-30
114 18 1-10/1-10/3.36)
‘causing less than 12 points
‘of damage
Immune to 4th level spells and
damage from
rnon-edged weapons
‘+4 better weapons to hit
12-8 17 1-10/1-10/4-40
13-6 18 1:12/1-12/5-50
Ifthe Taumet suffers more than 40 points of damage ina single round
‘during this period of growth, the process will be halted for that round,
{and in the early stages this will b sufficient to cause the Taumet to
isassociate into its component relic.
Like all normal dragons, the Taumet has a set number of hitpoints per
hit dice, but this depends on the original wearer ofthe relics
Weare hp/HD
MU or tusionist ‘4ho.
Thief, assassin bhp
Cleric, monk, druid Bhp.
Fighter, ranger, paladin 10hp
{MAGINE magocng Agu S085
eesti tei
‘The Taumet can breath 3 times per day, but can choose wh:
takes; either as ablack, blue, green, red or whita dragon, Once thas the
use of spells it ean cast, once per day, those spells that the relics know
atthe time of the transformation or 8x Tst, 8 2nd, 8x 3rd, 4x 4th, 4x
5th and 2 x 6th level spells as though it were a 13th level magie user.
lfthe Taumetis reduced to zero hitpoints, twill notbe ki
todisassoca
utforced
into its component raics and the withered remains ofthe
10 prevent the Taumet reforming around
‘another wearer,
‘The bane of the Taumet is the Wyrmhorn, When this horn is sounded
in 60’ of the construct it must make @ saving throw at -7 0
death magic or dissociate ino its component relics. A successful saving
throw still means thatthe Taumet has taken 8-80 points of damage, but
{simmune tothe effects ofthe Wyrmhorn until the next sunrise. The DM.
will have to decide how best to place the Wyrmhorn in the campaign.
The Taumet Codex
‘This tome has, over the course of the centuries since it was written,
been badly mistreated, burnt and partially destroye
remaining pieces of the Codex, now bound into a
concerned withthe truth ofthe Taumet, describe the
‘The last stained and partial section of the Codexconcerne the creation of
‘the Taumet, and is lite more than @ phonetic speech {in an
Lunintlligible, forgotten tongue) to be read out in the presence of the
‘wearer of the relies.
tupon the World and all its kindred,
Dungeon Masters using the D&D gamo rules should note that the
Taumet can be used as a variation on the drolem given on p31 of the
Dungeon Masters Companion in the Companion Set.
37