Blob Garb: Baggy clothes, try to look as blobby as possible Type: Beast Q/M Ratio: 3/1 Armor: 50 points non-sectional armor (see below) Weapons: 2 short swords or flails Immunities: All spells and abilities have no effect on this monster Lives: 1 Abilities and Traits: The armor on this beast takes full damage from weapons, including magical enchantments and other damage increasing abilities. The creature dies when all of the armor is dedstroyed. Life Hungry: This monster will only pursue and attack living things. Thus, undead and animations are free from harm by this monster, even if they are ordered to attack it. Slow: This monster may not run Description: A giant blob. No one knows where they come from, but they just come out and try to devour as many living things as possible. Though they take a beating to defeat, they are predictable and slow. Brownie Garb: Brown tunic or tabard with two green scout sashes. Suggested: Pointed ears, exaggerated smile. Very short people, as brownies are 1 ½ ft tall. Summoned: Druid 6 (Reincarnate) Player lives per life:2 Type: Mystical Fey Humanoid Q/M Ratio: 1/1 Armor: 1 point natural armor with up to 3 additional points of normal armor. Weapons: May use a single dagger or short sword. Immunities: Control. (save for Bardic Charm) Natural Lives: 3 Abilities & Traits: Magic-like Abilities: Flight (1/life), Lost (1/life), Teleport (1/life) Innate Ability: Camouflage (1/life) M:10 ft green cloth I:Lay green cloth in circle, step inside circle, repeat x10 “May mother nature hide me” To leave the circle repeat x2“Forest release me”. E:You may not be attacked, the target of spells(even area spells), or attack while within the circle. L:You cannot use spells, or abilities on anyone but yourself while in the circle. Only you and your belongings can be placed within the circle. Game items cannot be within the circle. Someone within 20 ft can use tracking to “dispel” your circle. Innate Ability: Blend (Unlimited): I:Repeat x10 “Forest hide and protect me” To end the effect repeat x2 “Forest release me” E:You are considered out of the game. You may move anywhere you like, as long as you remain within 50 ft of a tree. When you wish to return to the game, recite the phase to end the effect. L:If you go more then 50 ft from a tree, you can NOT recite the phrase to end the effect until you are again within 50 ft of a tree. Someone within 20 ft can use tracking to “dispel” this ability. Levels 1st No additional abilities 2nd Camouflage becomes 2/life 3rd Lost becomes (2/life) 4th Flight becomes (2/life) 5th Lost becomes (3/life) 6th Flight becomes (unlimited) Description: A small (1 ½’ tall) being that is a distant relative of elves and leprechauns. They are usually very shy and leery of strangers, but can be helpful if treated well. They have pointed ears, and long pointed noses. Being creatures of the woods, typically wear clothing of brown, green, and other earthly tones. Centaur Garb: Furred legging and yellow or white shoes or shoe covers. Green scout Baldric. Suggested: a horse tail, and anything that would make your lower half look more like a horse. Summoned by: Druid 6 (Reincarnate) Player lives per life:2 Type: Fey Humanoid Q/M Ratio: 2/1 Armor: Up to 4 points of normal armor, any shield can be used. Weapons: Melee weapons and bows (no crossbows). Immunities: Control. (save for Bardic Charm) Natural Lives: 4 Abilities & Traits: Many-Legged: First hit that would injure a leg instead forces the creature to walk. Treat all future injuries to the legs as normal. Innate Ability: Attuned(2/game): As per the scout ability. If summoned, may carry two enchantments in addition to the one used to summon the centaur. Innate Ability: Tracking (1/life): As per scout ability. Innate Ability: Bowyer (1/life): As archer ability. Innate Ability: Stun Arrow (1/unlimited): As the archer ability. Innate Ability: Flame Arrow (1/unlimited): As the archer ability. Levels 1st No additional abilities 2nd Accuracy: Arrows fired from all bows and crossbows deal +1 additional point of damage. 3rd Innate Magical Ability: Armor-piercing Arrow (1/unlimited): As the archer ability. 4th Innate Magical Ability: Penetration Arrow (1/unlimited): As the archer ability. 5th Tracking becomes (2/life). Flame and Stun arrow each become (2/unlimited). 6th Armor Piercing Arrow becomes (2/unlimited). Description: These creatures are half-horse, half humanoid race. Rumored to have been created by a senile old wizard who was unaware of his actions. Centaurs are usually neutral, and are fierce defenders of their homes. Dark Goblin Garb: Tattered rags, black makeup encouraged Type: Humanoid Q/M Ratio: 2/1 Weapons: Short melee weapons, small shields, short bows Armor: Up to 2 points may be worn Lives: 3 Abilities and Traits: Enchanted: Due to the magical nature of this monster, it may not carry enchantments ever. Insane Regeneration: Dark Goblins will act as if resurrected in a 25 count, unless killed by magic (Exception- spell of wounding). Magical weapons do not kill them permanently. A Dispel magic will remove this ability from the monster for the remainder of it's lives. For the last 5 seconds of the 25 count before regenerating, the monster must stand up and loudly count the last 3 seconds of the count. Vulnerabilities: Weak: Hits that would normally wound instead kill this monster Description: These goblins were somehow enhanced to quickly regenerate from death. Because of the improved life span, they have become slightly smarter, and much more confident than the usual goblin fare. Deadly Slime Garb: Amorphous-looking outfit Type: Beast Q/M Ratio: 5/1 Armor: 5 points invulnerability Weapons: 2 flails, considered natural Immunity: Poison, Subdual, Traps, See below Natural Lives: 2 Abilities and traits: Innate ability: Improve weapon (as per warrior) on all weapons Innate ability: Deadly Slimes suffer no effects from the first four hits it takes (regardless of the damage or other special attributes), due to its amorphous nature. The fifth hit kills it. Innate ability: Immune to all magic except: Iceball, Magic Bolt, Sphere of Annihilation. Fireball, Lightning Bolt, Call Lightning, Finger of Death, and Mutual Destruction each inflict one hit, as described above. Tough: These creatures are innately able to resist most weapons. Strikes from non-magical weapons do not affect them. Characters with Powerful Blows can attack Tough monsters. Also, weapons that have been Improved (as per the warrior ability) may affect the Deadly Slime. Description: Deadly Slimes are amorphous, ameoboid creatures generally considered more terrifying for their lack of form than for shape they could possibly have. They range in size from only one foot to over five feet in diameter, in color from chalk white to jet black, and in translucency from opaque to very nearly transparent. Very primitive creatures, deadly puddings have no mind to speak of, existing only to eat and reproduce, which they do by means of fission. Puddings move by means of undulation and locate their prey by sensing the vibrations of their footsteps. Despite the awesome danger these creatures represent, brave (foolhardy) dungeoneers often seek them out for the undigested treasure their bodies are thought to contain. Demon Escort Garb: Black garb, with some red markings. Demon mask suggested. Type: Extra-planar Humanoid Armor: 2 points natural armor, two points invulnerability Weapons: Two short swords, natural Immunities: Subdual, Death, Poison Lives: 3 Abilities and Traits: Strong: All weapons weilded by this monster are considered red Mend(5/life) Heal(unlimited) Resurrect(2/game) Circle of Protection(1/reusable) Vulnerabilities: This monster is effected by Banish Description: These demons are the support monsters of hell. They exist to serve and protect their masters, and think nothing of giving their lives to protect them. Once summoned, they can be invaluable to evil wizards, but their bloodthirsty mannerisms lend to those leaning towards the "good" side to find another form of protection. Dryad Garb: Seductive attire adorned with leaves and twigs. Suggested: Pointed ears, sparkling green makeup. Summoned by: Druid 6 (Reincarnate) Wizard 6 (Transform) Player lives per life: 2 Type: Mystical Fey Humanoid Q/M Ratio: 1/1 Requirement: Suggested be female to play a Dryad Armor: None Weapons: Single Dagger. Immunities: Control (save for Bardic Charm) Natural Lives: 3 Abilities & Traits: Magic-like Abilities: Commune (Unlimited), Heal (Unlimited), Yield (3/life). Home Tree: Must pick a tree, and denote it to the reeves. Any death before the home tree is struck by 10 strikes from a blue or red weapon, or hit by a flame magic (destroying the tree, which can not be mended), does not count towards its total number of lives lost. Instead you must go to your home tree and count to 300 before returning to the game. Levels 1st No additional abilities 2nd Gain 1 point of natural invulnerability armor 3rd Magic-like Abilities: Heat Weapon (1/life), Warp Wood (1/life) 4th No additional abilities 5th Heat Weapon and Warp Wood both become (2/life) 6th Natural Invulnerability armor increases to 2 points. Description: These creatures are beautiful, mischievous wood spirits. Little is known about them, except they command powerful magic, and always demand a high price for their benevolence. This price is often a male who is seldom seen again. Entangling Mass Garb: Shredded Cloth Type: Beast Q/M Ratio: 3:1 Armor: 1 point natural armor Weapons: 2 short swords Immunity: Subdual Lives: 3 Abilities and traits: Strong: Any weapon (including natural weapons) is considered red. Limb Regeneration: Lost limbs return in a 50 count. Flame, and Flame magics, Sphere of Annihilation, or death by magical weapon negate these effects. (thus being killed by a fireball stops regeneration, a limb lost to a flameblade or blade-sharpened weapon, cannot be regenerated, etc.) Magic-like ability: Entangle (2/reusable) Levels: 1st No additional abilities 2nd No additional abilities 3rd Entangle becomes (unlimited/reusable) 4th +1 point of armor (2 total) 5th No additional abilities 6th Armor regeneration: 1 point of armor returns in a 300 count. Flame Imp Garb: Red tunic, other “fiery” garb Type: Mystical Humanoid Q/M Ratio: 2/1 Armor: 2 points natural. Weapons: Short weapons and spears. (May not use shields) Immunities: Flame (this also extends to their equipment) Natural lives: 2 Abilities and Traits: Magic-like Abilities: Fireball(5/life – charging a spell bolt and throwing it, whether it hits or not, counts as one use), Heat Weapon (4/life), Pyrotechnics (4/life) Vulnerabilities: Extra-planar: These creatures are affected by Banish. Description: 3-4 feet tall, these beings bear a superficial resemblance to their hated enemies, the Frost Gremlins. Flame Imps revel in destruction and take joy in wreaking havoc. Frost Gremlin Garb: White and/or pale blue tunic. Suggested: Fake icicles in hair or beard. Type: Mystical Humanoid Q/M Ratio: 2/1 Armor: 2 points natural. Weapons: Short weapons and spears. (May not use shields) Immunities: Iceball, and other cold-based attacks Natural lives: 2 Abilities & Traits: Magic-like Abilities: Iceball(2/reusable), Hold Person(2/life) Innate Ability: Earth Bind (2/life) as per Scout ability. Vulnerabilities: Extra-planar: These creatures are affected by Banish. Description: 3-4 feet tall, these mischievous creatures delight in causing mayhem and chaos wherever they go. If approached properly, they may not necessarily be hostile, but cannot be trusted under any circumstances. Ghost Garb: White Sheet Type: Undead Humanoid Q/M Ratio: 3/1 Armor: None Weapons: None Immunity: Control, Death, Poison Natural Lives: 3 Abilities and traits: Ethereal: Immune to physical attacks, except when casting magic. Ethereal creatures may never use weapons. Magic-like abilities: Forcewall (2/reusable), Cancel (unlimited), Sleep (4/life), Dispel Magic (by level) Magic-like ability: Extinguish (5/life) I: Repeat 5x “Extinguish” E: All spellballs, magical and non-magical fires within 50 feet are put out (or discharged). The enchantment Flameblade is dispelled. The Sword of Flame is unaffected. Levels: 1st Dispel Magic (2/life) 2nd No additional abilities 3rd No additional abilities 4th Dispel Magic (3/life) 5th No additional abilities 6th Dispel Magic (unlimited) Description: Hopelessly wandering the earth, these creatures are the life force of a restless dead being. They are most of the time incorporeal, and cannot be harmed in such a state. They are occasionally tied to an area, but usually are independent. They are pranksters, and dangerous only when provoked. Ghoul Garb: Torn and tattered clothing Type: Undead Humanoid Q/M Ratio: 2/1 Armor: 1 point natural armor Weapons: 2 short swords, considered natural Immunity: Control, Death, Poison Natural Lives: 3 Abilities and traits: Magic-like ability: Paralyzation(by level) I: Say x1 “Paralyze”, upon contact with target, with hand (as per “Touch of Paralyzation”). E: Target is affected as though hit with the “Touch of Paralyzation” spell. Innate ability: Any person killed by a ghoul plays a ghoul for one life (which does not count towards their life total), with whatever weapons they had on them. Levels: 1st Paralyzation (2/life) 2nd No additional abilities 3rd Paralyzation (3/life) 4th No additional abilities 5th Paralyzation (5/life) 6th No additional abilities Description: These are undead creatures, roaming graveyards for carrion and unlucky travelers. They are cunning, but mindless. They feed on human corpses to sustain their lives." The only fear they have is that of holiness. Giant, Fire Garb: Red tunic. Suggested: Light cool weather garb (usually red and/or black). Red make-up. Type: Humanoid Q/M Ratio: 4/1 Armor: 3 points natural armor, may wear up to 4 points of normal armor. Weapons: Melee weapons. Immunities: Flame Natural Lives: 2 Abilities and Traits: Magic-like Ability: Fireball (1/reusable) Strong: Any weapon (including natural weapons) is considered red. Description: Fire Giants stand 25-30 feet tall. They generally ignore humans, but should their attention be attracted, devastation usually follows. Giant, Frost Garb: Heavy cold weather garb, furs (all usually white and/or blue). Type: Humanoid Q/M Ratio: 3/1 Armor: 3 points natural armor, may wear up to 4 points of normal armor Weapons: Melee weapons Immunities: Subdual Natural Lives: 2 Abilities and Traits: Magic-like Ability: Iceball (1/reusable) Strong: Any weapon (including natural weapons) is considered red. Description: Frost Giants stand 25-30 feet tall. Grim, brooding and silent, they resemble Vikings but are less apt to raid or plunder. In fact they prefer solitude. Giant, Hill Garb: White and Brown tunic. Suggested: Anything that makes you look bigger, a smear of white or brown face paint. Summoned by: Druid 6 (Reincarnate) Player lives per life:2 Type: Humanoid Q/M Ratio: 1/1 Requirement: Must be a 2nd level monster to play a Hill giant. If summoned, the class sacrificed does not have to be 2nd level, but the player must be a 2nd level monster to play a hill giant. Armor: 2 points natural armor, up to 2 additional points of normal armor. Weapons: Melee weapons and boulders. Immunities: None Natural Lives: 2 Abilities & Traits: Large: May attack flying creatures will melee weapons. Strong: Any weapon (including natural weapons), and is considered red. Description: Standing 10-15 feet tall, these are slow and simple-minded. Goblin Garb: Green ears, most often sown to a head band. Suggested: Browns and tans for garb. Summoned by: Wizard 6 (transform) Player lives per life: ½. Players who are summoned as goblins, gain 2 lives as goblins. When the first goblin is killed, the player plays the “next” goblin in a 50 count as per sheer numbers. If the enchantment is dispelled from the first “goblin” the player still gets to play the second life. Treat this as though the players was enchanted and created two separate goblins, each with the enchantment on them. Type: Humanoid Q/M Ratio: ½ Armor: up to 1 point of normal armor. Weapons: Single melee weapon under 4 ft in length. Immunities: None Natural Lives: 8 Abilities & Traits: Sheer Numbers: Each player playing a goblin actually represents a horde of them. When a goblin dies, the player must lie down and count to 50, only to rise again as “another goblin takes his place”. When coming alive, the goblin must do so within 50 ft of where he died, and at least 20 ft away from others if possible. When coming alive the goblin must shout loudly “alive!” Levels 1st No additional abilities 2nd Natural lives (sheer numbers) increase to 10. 3rd May use a short bow, or up to a medium shield. 4th Natural lives (sheer numbers) increase to 12. 5th Natural lives (sheer numbers) increase to 15. 6th May wear up to two points of armor. Vulnerabilities: Weak: Limb shots kill goblins. Description: These are weaker orcs who team up in small hordes. They commonly talk in high pitched voices and are notoriously weak-willed and devious. They are also often cruel, jealous, selfish, petty and suspicious. Golem, Flesh Garb: Light brown, tan, or generally “flesh-colored” tunic. Type: Animated Humanoid Q/M Ratio: 3/1 Armor: 1 point of natural armor Weapons: 2 maces or clubs, considered natural. Immunities: Poison, Death, Subdual, Control. Flame school and cold-based magics act as a “Hold-person”. Lightning bolt and Call lightning heal all wounds and mend all armor. Abilities and Traits: Magic Resistant: Magic weapons do normal weapon damage. Vulnerabilities: The spell “Dispel Magic” acts as an Iceball. “Anti-magic Zone” acts as a petrify until removed, in which case they are considered iceballed. Description: These monsters resemble Frankenstein s Monster, as they are pieces of flesh and bone animated by magic. Golem, Metal Garb: Silver and/or Grey tunic. Type: Humanoid Q/M Ratio: 4/1 Armor: 4 points of natural armor. Weapons: A single long sword or 2 short swords Immunities: Control, Death, Poison, Subdual. Lightning acts as “Hold Person”, all other Flame spells heal all armor and lost limbs. Natural lives: 1 Abilities and Traits: Strong: Any weapon (including natural weapons) is considered red. Tough: These creatures are innately able to resist most weapons. Strikes from non-magical weapons do not affect them. Characters with Powerful Blows can attack Tough monsters. Magic Resistant: Magic weapons do only normal weapon damage. Innate Ability: Deathcloud(2/game) I: Repeat x5 “Deathcloud” E: Everybody within a 10 foot radius dies. L: Invulnerability and immunity to poison prevent death. Vulnerabilities: The spell “Dispel Magic” acts as an Iceball. “Anti-magic Zone” acts as a petrify until removed, in which case they are considered iceballed. Description: These massive animations are colossi of metal, worked into human shapes, and brought to life with intense magical energies. Golem, Mud Garb: Brown tunic, or other earth tones. Suggested: Brown make-up Type: Humanoid Q/M Ratio: 3/1 Armor: 2 points of natural armor. Weapons: 2 maces or clubs, considered natural, representing the golem’s fists. Immunities: Poison, Death, All bladed weapons, all forms of magic (magic weapons do normal damage). Natural lives: 1 Vulnerabilities: The spell “Dispel Magic” acts as an Iceball. “Anti-magic Zone” acts as a petrify until removed, in which case they are considered iceballed. Description: These creatures are massive frames of wood, covered in clay and mud, and then animated with magic. Golem, Rock Garb: Grey tunic, other stone-like colors. Type: Humanoid Q/M Ratio: 3/1 Armor: 3 points of natural armor. Weapons: A single long sword Immunities: Poison, Death, All forms of magic. Petrify heals all armor and lost limbs. Natural lives: 1 Abilities and Traits: Strong: Any weapon (including natural weapons) is considered red. Magic Resistant: Magic weapons do normal weapon damage Innate ability: Hold Person(4/game) as per the spell Vulnerabilities: The spell “Dispel Magic” acts as an Iceball. “Anti-magic Zone” acts as a petrify until removed, in which case they are considered iceballed. Description: These creatures are animated statues of incredible power. Golem, Scarecrow Garb: Tattered old shirt or tunic. Suggested: Mask, hay stuffed in shirt/tunic. Type: Humanoid Q/M Ratio: 3/1 Armor: 2 points of natural armor. Weapons: Any non-hinged melee weapons. Immunities: Control, Death, Poison, Subdual, Projectiles (except Flame Arrows and Siege weapons) Natural lives: 2 Abilities and Traits: Magic-like Ability: Fear(4/life). Magic-Resistant: Magic weapons do normal weapon damage. (Except for flame-blade and Sword of Flame in this case) Innate Ability: Fear Aura(1/life) I: Chant “Fear” once every 5 seconds. E: Nobody may come within 20 feet of golem, nor may anybody take action against it. However the golem is still affected by various battlefield-wide effects (e.g., the “Wind” spell). L: May not hold weapons as per the “Sanctuary” ability. Vulnerabilities: The spell “Dispel Magic” acts as an Iceball. “Anti-magic Zone” acts as a petrify until removed, in which case they are considered iceballed. Description: These golems are one of the oldest forms of sentries, used by village shamans as guardians of crops and fields. Certain spell-casters discovered that these lumps of hay, if granted magical life, were capable of scaring more than just the birds. Guardian Angel Garb: White robes, wings or halo encouraged Type: Extra-Planar Humanoid Q/M Ratio: 4/1 Weapons: A large Shield, and a sword Armor: 2 points natural armor Immunities: flame, death, poison, control, subdual, disease Natural lives: 1 Abilities and Traits: Melee weapons deal only one damage to this monster (projectiles deal full damage) Resurrect(unlimited) Guardian Angels are limited to a specific area, person, or object that they are to guard. They can never leave the bounds of the area, or immediate vicinity of the person or thing, willing or not. Guarding Touch(unlimited): Guardian Angel's may touch a player to pass on the immunities that thay have for a 300 count Vulnerabilities: Banish effects this monster Description: Guardian Angels exist to guard things. Sometimes they guard people, sometimes places, sometimes things. Sometimes, also, they are to "test" persons seeking what they are guarding through battle. They are blunt and to the point, and aren't particularly sociable. Harpy Garb: Any shirt or tunic with feathered wings in a dull color. Type: Humanoid Q/M Ratio: 1/1 Armor: None initially. Weapons: 2 short swords, considered natural (claws). One is poisoned. Immunities: None. Natural Lives: 3 Abilities and Traits: Natural Flight: To take off and land, the creature must stand still. I: Repeat x5 “I take flight”, to land repeat x5 “Landing” E: Creature cannot be attacked by melee weapons while flying unless the attacker is also flying. Creatures flying must still drop to their knees if wounded in the leg (simulates wounding the wings). Magic and magic-like abilities still require the being to stand still to cast. Creature must flap its arms or state “Flying” every two seconds to denote the effect. Magic-like Ability: Fear(1/life) Levels: 1st No additional abilities 2nd 1 point of armor (natural) 3rd Fear becomes 2/life 4th Both short swords are considered poisoned 5th 2 points of armor (natural) 6th Innate ability: Attuned(1/life): May carry 2 enchantments. Can’t be combined with the magic “Stack”. Lich Garb: Yellow Sash. Suggested: a skull mask or other “undead” looking garb and makeup. Summoned by: Wizard 6 (Lich) Player lives per life: 0. Wizards who become liches gain additional lives. Type: Undead Humanoid Q/M Ratio: 2/1 Armor: None Weapons: As per Wizard. Immunities: Control, Death, Poison Natural Lives: 1 per time taken as a magic. Abilities & Traits: Neutral: Liches made via the Lich spell are neutral but like any monster can be bribed or convinced for help or enchantments. They do not count for either team for purposes of winning mutual annihilation battles or any other game effects. Magiccaster: As per the wizard who became the lich. It is treated as an additional life for the wizard for all purposes, including magics. Liches who use Mutual Destruction kill their target, but do not lose a life, instead they act as if banished. Liches who use the transform magic can only transform beings into undead monsters. Vulnerabilities Bound: Liches are bound to within a circle made by a 10 ft piece of yellow cloth. This cloth must be placed on the battlefield within 100 ft of where they last died. Thus each time a lich dies, it can move its circle up to 100 ft from where it last was. If cannot be within 100 ft of a base or nirvana. They may not leave this circle. Description: Liches are wizards who have used their arts to prolong their existence through becoming undead. Lizardman Garb: Green tunic, preferably with cloth scales. Suggested: Green face paint, and green cloth covered flail for his tail. Summoned by: Druid 6 (Reincarnate) Player lives per life: 2 Type: Humanoid Q/M Ratio: 1/1 Armor: 1 point natural armor, up to a medium shield can be used. Weapons: Single natural flail. This is his tail and is considered a red weapon. Melee weapons. Immunities: Poison Natural Lives: 4 Abilities & Traits: Levels 1st No additional abilities 2nd Poison: May poison his any non-tail weapon used. (1/game) 3rd Natural armor increases to 2 points. 4th Can use javelins. 5th Natural armor increases to 3 points. Poison becomes (1/life). 6th May wear up to 3 points of additional normal armor. Description: Lizardmen are dangerous, tribal people who are quite primitive and few in number. They can be found in any climate but most often in marshes and swamps. They are savage in mind but crude in technology. Medusa Garb: Elegant garb and with snakes added to hair. Type: Humanoid Q/M Ratio: 3/1 Armor: 2 points natural armor. Weapons: Single short sword and short bow. Immunities: Petrify, Poison Natural Lives: 3 Abilities and Traits: Venomous: All weapons are considered poisoned. Magic-like ability: Petrify(unlimited) Magic-like ability: Stoning Touch(1/life) I: Say x1 “Stone”, upon contact with target, either with hand (as per “Touch of Death”) or with weapon. E: Target is affected as though hit with the “Petrify” spell. Levels: 1st No additional abilities 2nd Magic-like Ability: Fear(1/life) 3rd No additional abilities 4th No additional abilities 5th Fear becomes 2/life 6th Stoning Touch becomes 2/life Vulnerabilities: If the Medusa’s Petrify or Stoning Touch hits the Shield of Reflection, the Medusa is itself petrified. Description: An evil merger of woman and snake, the Medusa is a creature so vile in aspect that her mere visage is enough to change a man to stone. Snakes writhe upon her skull in place of hair, and her lower body is that of a snake. Minotaur Garb: Brown tunic and/or fur. Brown headband or mask. Type: Humanoid Q/M Ratio: 2/1 Armor: 2 points natural armor. Weapons: Non-hinged melee weapons. Immunities: Lost, Control Natural Lives: 3 Abilities and Traits: Strong: Any weapon (including natural weapons) is considered red. Innate ability: Tracking(2/life) as per scout ability. Levels: 1st No additional abilities 2nd 1 additional point of armor (3 total) 3rd No additional abilities 4th Innate ability: Fight after death as per berserker barbarians 5th Immunity: Entangle, Iceball 6th 1 additional life (4 total) Description: These savage creatures of legend have the head of a bull and the body of a giant man. They are always dangerous, unpredictable, and completely merciless; only a fool would challenge one in its own lair. Minotaur Champion Garb: Brown tunic and/or fur. Brown headband or mask. Type: Humanoid Armor: 4 points natural armor Weapons: Non-hinged melee weapons Immunities: Subdual, Control Lives: 3 Abilities and Traits: Strong: Any weapon (including natural weapons) is considered red. Tracking(3/life) Lost(3/life) Heal(unlimited) Only usable on self Fight After Death: Usable on every life, even if not berserk Description: These are the rare leaders of the Minotaurs, and they earned it through strength in battle. Because of this, they are much more feared than the traditional Minotaurs. Mummy Garb: Mostly wrapped in bandages. Summoned by: Wizard 6 (Transform) Player lives per life: 4 Type: Undead Humanoid Q/M Ratio: 3/1 Armor: 1 point natural armor. Weapons: Single Short Sword. Immunities: Control, Death, Sorcery, Subdual, Poison Natural Lives: 3 Abilities & Traits: Innate Ability: Touch of Death (Unlimited): as per the assassin ability. Bloodless: Immune to stabbing weapons. Levels 1st No additional abilities 2nd Strong: Any weapon (including natural weapons) wielded is at +1 damage, and is considered red. 3rd Natural armor increases to 2 points. 4th Natural armor increases to 3 points. 5th Magic Like Abilities: Awe/Fear (2/life) 6th Magic Like Abilities: Heal (2/life), self only. (This represents rejoining its body parts). Description: Mummies are undead creatures that are the corpses of humanoids, wrapped in bandages, and filled with preserving fluids. They are usually associated with a curse. If something concerning the mummy has been desecrated, the mummy may come back to life to kill the guilty party. Other times, it is merely a spirit that has inhabited a body to wreak havoc. They are quite mindless, and will destroy anything that gets in their way. Orc Garb: Crude clothing, random leather/hide armour. Suggested: Greenish grey make-up, animal fangs. Type: Humanoid Q/M Ratio: 2/1 Armor: 1 point natural armor, may wear up to 2 points of normal armor. Weapons: Melee weapons, javelins, rocks, short bow Immunities: None Natural lives: 4 Abilities and traits: Innate ability: Cure Poison (1/life), Truth (1/game), Berserk(1/game, as per barbarian) Levels: 1st No additional abilities 2nd 1 additional life (5 total) 3rd a) Innate ability: Fight after death when berserk b) Innate ability: Flame arrow, as per archer 4th May wear up to 3 points of normal armor 5th No additional abilities 6th a) Innate ability: Improve weapon(1/game), as per warrior b) 1 additional point natural armor (2 total) Pegasus Garb: A pair of white feather wings and white fur leggings. Summoned by: Wizard 6 (Transform) Player lives per life: 2 Type: Mystical Beast Q/M Ratio: 1/1 Armor: 1 point of natural armor. Weapons: 2 natural short hacking or bludgeoning weapons (no stabbing allowed). These represent hooves. Immunities: Control Natural Lives: 3 Abilities & Traits: Many- Legged: First hit that would injure a leg instead forces the creature to walk. Treat all future injuries to the legs as normal. Natural Flight: To take off and land, the creature must stand still. I: Repeat x5 “I take flight”, to land repeat x5 “Landing” E: Creature cannot be attacked by melee weapons while flying unless the attacker is also flying. Creatures flying must still drop to their knees if wounded in the leg (simulates wounding the wings). Magic and magicl-like abilities still require the being to stand still to cast. Creature must flap its arms or state “Flying” every 2 seconds to denote the effect. Magic-Like Ability: Awe (1/life) Levels 1st No additional abilities 2nd Mount: May carry one rider. 3rd Awe becomes (2/life) 4th Magic-Like Ability: Charm (1/game) 5th Charm becomes (1/life) 6th Awe becomes (3/life) Description: Pegasus are one of the most beautiful and well known creatures. These winged horses are extremely intelligent beasts and sought after by every facet of society for many reasons, not all of which would benefit the Pegasus. They generally choose to ignore most other races, though pegasi will go out of their way to annoy harpies. Phantom Garb: Black Tunic Type: Undead Humanoid Q/M Ratio: 3/1 Armor: 3 points natural armor Weapons: None Immunities: Control, Death, Poison Natural Lives: 1 Abilities and Traits: Magic-like abilities: Fear (3/life), Finger of Death (2/game), Hold Person (2/life), Teleport (2/life), Touch of Death (unlimited), Wounding (3/life) Innate ability: Spirit Drain (2/life) M: Dead Person I: Repeat x5 “I feed from thy spirit” E: All Magic-like abilities are recharged to their initial number of uses. The dead person has a doubled death count but suffers no other ill effects. L: May only be used on an individual once per death, and not on somebody already affected by Consume Flesh. Protection from Death stops this ability. Levels: 1st No additional abilities 2nd Touch of Death now has incantation: I: Repeat x5 “Touch of Death” 3rd 1 additional life (2 total) 4th Finger of Death becomes (2/life) 5th No additional abilities 6th Hold person becomes (unlimited), Fear becomes (6/life) Description: Phantoms are spirits of the dead cursed to roam the earth. While generally highly dangerous, on rare occasions, phantoms are known to be more pranksters than an actual menace. Nonetheless, most phantoms fall very quickly in actual melee combat. Plague Beast Garb: Tattered greens and purples, looking like freshly rotting or diseased flesh. Type: Extra Planar Humanoid Animation Q/M Ratio: 8/1 Weapons: Two long swords, dealing four points damage, considered red, natural, and diseased Armor: 6 points natural armor Lives: 1 Immunities: flame, subdual, death, poison Abilities and Traits: Plagued Weapons: The weapons dealt by the Plague Beast deal four points of damage, are considered red, and act as if they are poisoned, with the exception that Cure Disease is needed to stop the poison, instead of Cure Poison (Denote with black cloth, and by stating "diseased" when the hit is made). Anti magic area: The Plague beast produces a 10' anti-magic zone around itself. Effects of this area are as per the Anti-Magic spell. If Dispel Magic is used against the Plague Beast, then the anti-magic area is gone for a 300 count. Assimilate(unlimited): Persons killed by the Plague Beast's melee weapons (Not the disease effects) rise as an appendage of the Plague Beast. These persons play until they take any damage, or if they find themselves more than twenty feet away from the Plague Beast. While an appendage, they fight normally, with whatever equipment they had When they die, this death does not count as one of their lives. Also, the person continues their death count while an appendage, and may continue where they left off when they die again. This ability is non-magical in nature. There can never be more than four appendages at any given time, and the Plague Beast may sacrifice the ones it has to "upgrade." Disease Cloud(2/game): State "Plague Cloud 1, Plague Cloud 2,...,Plague Cloud 30" E: All persons within 100 feet are killed, unless immune to disease, or protected by invulnerability. Protection from Magic will not protect from this abilities effects. Also, unless the persons killed are immune to the Death school, then they also lose an additional life. N: This ability may only be used if the Anti Magic Area around the Plague Beast is currently dispelled. This ability may be used while moving. This ability DOES kill all current appendages, though they do not suffer the lost life effect of this ability. Damage Resistance: All weapons deal only one damage to this monster Plane Bound: All "deaths" that this monster takes, and any banishes that are cast on it, also teleport it back to it's place of origin on this plane, where it will be resurrected in a 100 count. This monster is only to be used in specific quests, and the point of origin must be destroyed before it can truly be killed. In the quest that this monster was used in, Xuxialus was the point of origin. Vulnerabilities: Banish will effect this monster after the anti-magic area has been dispelled. Also, a second dispel magic will kill the Plague Beast. The monster won't take any real deaths until the source of it's summoning is destroyed, which will be determined by the quest. Description: This monster originated on another plane, and is a favorite to summon by Xuxialus. Unfortunately, the Plague Beast isn't entirely stupid, and is often able to overtake it's summoner and free itself from control. This particular version of the Plague Beast has been augmented with shards of the Chaos Gem, making it much more difficult to dispatch. Scavenger Garb: Black tunic, tattered rags Type: Undead Humanoid Q/M Ratio: 3/1 Armor: 1 point natural armor, may wear 1 point of normal armor Weapons: 2 short swords Immunities: Control, Death, Poison Natural Lives: 2 Abilities and Traits: Innate ability: Consume Flesh (3/life) M: Dead Person I: Repeat x5 “I consume thy flesh” E: All wounds are healed, and all natural armor mended/healed. The dead person has a doubled death count, but suffers no other ill effects. L: May only be used on an individual once per death, and not on somebody already affected by Spirit Drain. Protection from Death stops this ability. Innate ability: Improve weapon (1/life), as per Warrior Description: Scavengers are undead that feed off the flesh of corpses to sustain themselves. Shadow Killer Garb: Covered from head to toe in black Type: Undead Humanoid Q/M Ratio: 3/1 Armor: 2 points natural armor Weapons: Melee weapons under four feet in length Immunities: Control, Death, Poison Natural Lives: 2 Abilities and Traits: Venomous: All weapons weilded by this monster are poisonous Innate Abilite: Shadow Cloak(unlimited) I: State "Shadows conceal me"x3, to reappear, state "emerging"x3 E: The Shadow Killer becomes hidden from the players. While hidden, it is considered to be out of the game, and not there. Also, the monster may move around freely while hidden. L: This ability may only be used, and ended, if the monster is covered by a shadow. A good recommendation is 3/4 coverage, but use common sense. Also, the shadow must be produced from stationary objects, not people. Tracking will cancel this ability, and the monster will then be unable to use it again for a 300 count. N: This ability may be used while moving, although the requirement of being shadowed must be kept for the entire duration of the incantation. Description: These spirit assassins look to be mere shadows, until they move in to attack their targets. They are agile and swift, and often the presence of one isn't known until it is too late. Siren Garb: Seductive gray, blue, or green dress. Aquatic looking if possible. Suggested: Blue and green glitter makeup. Summoned by: Druid 6 (Reincarnate) Player lives per life:1 Type: Mystical Humanoid. Q/M Ratio: 1/1 Requirement: Suggested to be female to play a siren Armor: None Weapons: Single Dagger. Immunities: None Natural Lives: 3 Abilities & Traits: Magic-like Abilities: Circle of Protection (1/life), Yield (2/life) Vulnerabilities: Bound: Sirens are bound to within 50 ft of a single object that is chosen each life. Denote the chosen object to a reeve. This item cannot be one that is moveable (very large rock, tree, body of water, etc). Levels 1st No additional abilities. 2nd 1 point of armor can be worn. 3rd Circle of Protection becomes (2/life). 4th Yield becomes (3/life). 5th Circle of Protection becomes (3/life). 6th Gain any two bardic magics. Description: These beings are a race resembling human females, but are something very inhuman. They sing most of their lives, luring unsuspecting travelers to their doom. TO help them along, they are both incredibly seductive and extremely beautiful. Both assets they use to give them an advantage over a weary victim. Skeleton Garb: White skull mask or face makeup and black tunic. Suggested: skeleton-like painted gloves, anything making you look more skeletal. Summoned by: Wizard 6 (Transform) Player lives per life:1 Type: Undead Humanoid Q/M Ratio: 2/1 Armor: up to 2 points of normal armor. Any shield can be used. Weapons: Melee weapons. Immunities: Control, Death, Poison Natural Lives: 3 Abilities & Traits: Bone: Immune to stabbing weapons. Regeneration: Lost limbs return in a 50 count. Act as if resurrected in a 100 count after death. Flame, and flame magics, Sphere of Annihilation, or death by magical weapon negate these effects. (thus being killed by a fireball stops regeneration, a limb lost to a flameblade or blade-sharpened weapon, cannot be regenerated, etc.). Levels 1st No additional abilities 2nd Normal armor increases to 3 points. 3rd Natural lives increase to 2. 4th Normal armor increases to 4 points. 5th May use javelins. 6th Natural lives increase to 3. Vulnerabilities: Weak: Limb shots kill skeletons. Lightning Bolt and Call Lightning: These act as an Iceball (frozen for a 100 count) on a skeleton due to fused limbs. Resurrection: If used on a skeleton (save those summoned by the spell transform), this forces the skeleton to play out that life as a warrior of the same level as the skeleton. Description: Skeletons are the animated bones of a corpse. They are mindless and follow the directions of their creators without fear or question. They tend to interpret orders in the most literal way. Soul Lurker Garb: None Type: Extra-Planar being Q/M Ratio: - Lives: 1 Abilities and Traits: Instead of someone "playing" this monster, it instead passes from person to person via a notecard (which is to be kept as secretive as possible). The card is passed to the person/thing that killed the previously possessed person, who must then take up the task of trying to complete the task themselves. Persons should act as normally as possible, unless an outbreak of violence is all that stands between them and their goal. Once the goal is reached, the lurker leaves this plane, and the person returns to normal. Persons killed while possessed come back remembering everything, but somehow will be able to rationalize what they may have done as normal. Vulnerabilities: A Banish cast on the person will kill the Soul Lurker outright, even on the first casting. The Soul Lurker knows this, and will do what it can to avoid it. Description: This monster has no real form, but will "possess" persons to try and complete it's assigned task. These persons will use whatever means are necessary to finish it's job, with little to no care for what happens to the host body. Generally, they are summoned into an original host body by a powerful magician, and sent off to complete certain jobs. Spectre Garb: Black Sheet Type: Undead Humanoid Q/M Ratio: 3/1 Armor: None Weapons: None Immunity: Control, Death, Poison Natural Lives: 1 Abilities and traits: Tough: These creatures are innately able to resist most weapons. Strikes from non-magical weapons do not affect them. Characters with Powerful Blows can attack Tough monsters. Ethereal: Immune to physical attacks, except when casting magic. Ethereal creatures may never use weapons. Magic-like abilities: Forcewall (2/reusable), Cancel (unlimited), Sleep (4/life), Dispel Magic (by level), Touch of Death (2/life) Magic-like ability: Extinguish (by level) I: Repeat 5x “Extinguish” E: All spellballs, magical and non-magical fires within 50 feet are put out (or discharged). The enchantment Flameblade is dispelled. The Sword of Flame is unaffected. Magic-like ability: Consume Soul (1/life) I: Repeat x5 “I swallow your soul.” E: Spectre gains one life, while victim loses a life. L: Protection from death stops this, and shattered people are immune. May never be used more than twice on any one individual. Levels: 1st Dispel Magic (2/life) 2nd Extinguish (1/life) 3rd Extinguish (2/life) 4th Dispel Magic (3/life) 5th No additional abilities 6th Dispel Magic (4/life) Description: Spectres are very malicious and evil Ghosts with one frightening difference, they may prey upon the very souls of the dead. Troll, Regenerating Garb: Dirty green or gray tunic with fur/skin loincloth. Suggested: Crude clothing, tusk-like fangs. Summoned by: Druid 6 Reincarnate Player lives per life: 4 Type: Mystical Humanoid Q/M Ratio: 3/1 Armor: 1 point of natural armor. Weapons: Two Red natural 2 point short swords, These are the troll’s claws. Immunities: None Natural Lives: 2 Abilities & Traits: Regeneration: Lost limbs return in a 50 count. Act as if resurrected in a 100 count after death. Flame and flame magics, Sphere of Annihilation, or death by enchanted weapon negates these effects (thus being killed by a fireball stops regeneration, a limb lost to a flameblade or blade-sharpened weapon cannot be regenerated, etc.). Strong: Any weapon (including natural weapons) is considered Red. Levels 1st No additional abilities 2nd Magic-Like Ability: Awe/Fear (1/life) 3rd Natural armor increases to 2 points. 4th Natural lives increase to 3. 5th Natural armor increases to 3 points. 6th Magic-Like Ability: Awe/Fear becomes(2/life). Description: A troll is a vicious, disgusting creature whose very presence is one which strikes fear into most. Their hide is a nauseating mixture of moss greens, grays, blacks, and mottled greens. They are relentless when attacking due to their pea-sized brains. Troll, Shaman Garb: Dirty green tunic, with furs and shamanistic trinkets Type: Mystical Humanoid Q/M Ratio: 3/1 Weapons: one long sword, natural Armor: 1 point of natural armor Immunities: Poison Natural Lives: 2 Abilities and Traits: Venomous: All weapons are poisonous Regeneration: Lost limbs return in a 50 count. Act as if resurrected in a 100 count after death. Flame and flame magics, Sphere of Annihilation, or death by enchanted weapon negates these effects (thus being killed by a fireball stops regeneration, a limb lost to a flameblade or blade-sharpened weapon cannot be regenerated, etc.). Troll Ball(2 bolts/unlimited): I: Hold purple Troll Ball in hand and state "Troll Ball"x5 When charged and thrown, it will fully regenerate any troll on a direct hit. All wounds and natural armor are healed, and the troll is brought back to life if it was dead. Invulnerability is not repaired by this ability. The Troll Ball has no effect if it doesn't hit a troll. Levels: 1st: No additional abilities 2nd: No additional abilities 3rd: 1 additional life (3 total) 4th: No additional abilities 5th: Protection from Flame(1/life) Not usable on self 6th: Protection from Flame becomes (2/life) Description: Rumors speculate that these more intelligent trolls were created by some twisted magician. Despite their smaller size, they are much more cunning than other trolls, and have a talent for banding groups of trolls together for protection, and to make killing prey easier. Troll, Stone Garb: Crude clothing, fur/skin loincloth. Suggested: Grey make-up, tusk-like fangs. Type: Humanoid Q/M Ratio: 3/1 Armor: 2 points natural Stoneskin. Weapons: Any melee club, mace or hammer. Rocks. Immunities: Subdual, Control, Petrify (Heals one point of armor on one location, and restores one point of invulnerability). Natural Lives: 2 Abilities and Traits: Strong: Any weapon (including natural weapons) is considered red. Vulnerabilities: Lightning Bolt and Call Lightning affect the troll as per the spell “Petrify”. Levels: 1st No additional abilities 2nd 1 additional life (3 total) 3rd 1 additional point of Stoneskin (3 total) 4th May use any melee weapon 5th 1 additional life (4 total) 6th 1 additional point of Stoneskin (4 total) Description: Trolls are as tough and stupid as stone. Their exact origin is clouded, although some say they are related to giants. Trolls live in order to eat and play. Eating means fresh meat - raw or cooked - and play means killing and pillaging. Trolls are huge (10-12 ft./650-850 Lbs.) and immensely strong, with thick bodies and limbs. Unicorn Garb: White hooded cloak and golden horn. White fur leggings. Suggested: as horse-like as possible. Summoned by: Druid 6 (Reincarnate) Wizard 6 (Transform) Player lives per life:3 Type: Mystical Fey Beast Q/M Ratio: 2/1 Armor: None. Weapons: Single natural magical short sword that deal 2 points thrusting and slashing- represents the unicorn’s horn. Immunities: Control (save for Bardic Charm) Natural Lives: 3 Abilities & Traits: Many-Legged: First hit that would injure a leg instead forces the creature to walk. Treat all future injuries to the legs as normal. Magic-like Abilities: Heal (Unlimited), Teleport (unlimited)- requires the unicorn put its hood over its head in addition to the normal incantation. Home Tree: Must pick a tree, and denote it to the reeves. Any death before the home tree is struck by 10 strikes from a blue or red weapon, or hit by a flame magic (destroying the tree, which can not be mended), does not count towards its total number of lives lost. Instead you must go to your home tree and count to 300 before returning to the game. Levels 1st No additional abilities 2nd Magic-like Ability: Resurrect (1/life), requires bringing the dead to the unicorn’s home tree and having them and the unicorn touch it while casting the spell. 3rd Resurrect becomes (2/life) 4th Magic-like Ability: Lost (1/life) 5th Resurrect becomes (3/life) 6th Lost becomes (3/life) Description: These resemble great white horses with a golden horn springing from its head. They are kind-hearted and will help those in need. They often shy away from violence. War Horse Garb: Tan Tunic and brown or black fur leggings. Suggested: Look as horse-like as possible. Summoned by: Wizard 6 (Transform) Player lives per life:1 Type: Beast Q/M Ratio: 1/1 Armor: 1 point of natural, 1 additional point of normal armor (barding armor) Weapons: 2 natural bludgeoning melee weapons of up to 5 feet in length (hooves) Immunities: None Natural Lives: 5 Abilities & Traits: Many- Legged: First hit that would injure a leg instead forces the creature to walk. Treat all future injuries to the legs as normal. Mount: May carry one rider. Innate Ability: Gallop (1/life) S:None R:Self and rider only I:State “Gallop 1” through “Gallop 10” E:Melee weapons cannot attack the war horse and rider while the count is occuring unless the attacker is also galloping or flying. The War horse may not attack during this time, but the rider can (provided he has a hand free to use a weapon). L May not gallop if the war horse or rider is carrying a game item. Levels 1st No additional abilities 2nd Normal armor increases to 2 points. Innate Ability: Personal Mount (1/game): Denote with a yellow ribbon tied to the arm. Mount is affected by the protection spells of its passengers. For example a scout rides the war horse while wearing both a point of protect, and protection from flame (using his attuned ability). As long as he is riding the war horse it is immune to fire and shots to it remove the point of protect from the scout as though they had hit him. 3rd Mounted peoples’ weapons do plus one point of damage when thrusting. 4th Normal armor increases to 3 points. Personal mount becomes (2/game). 5th Innate ability: As One(unlimited): Person who is mounted to the warhorse is considered mounted as long as he is within 5 ft of the war horse. He must denote this by stating “mounted” every 2 seconds if not touching the warhorse. If he goes more then 5 ft away from the warhorse and then returns, stating “mounted” allows the being to be again considered mounted. 6th Normal armor increases to 4 points. Description: These are the powerful horses knights ride into battle on. They are disciplined, and obey the commands of their rider without question, assuming they understand it. Whirlpool Garb: Silver tunic Type: Elemental Q/M Ratio: 4/1 Armor: 4 points natural. Weapons: 2 swords, considered natural. Immunities: Flame. Natural Lives: 2 Abilities and Traits: Aquatic: May move through water without dropping to their knees. Strong: Any weapon (including natural weapons) is considered red. Innate ability: Flood (1/reusable) M: Silver cloth used to denote a 20-foot radius area I: Lay cloth, repeat x3 “I flood this land” E: Area bounded by cloth is considered water N: May be cancelled by caster’s death, caster moving 100 feet away from flooded area, or by caster declaring x2 “Return this water to the deep”. Magic-like abilities: Hold Person (2/life), Warp wood (1/life), Shove (1/life), Lost (1/life), Finger of Death (1/game), Teleport (2/game) Vulnerabilities: Iceball, Shove, and Wind all affect the Whirlpool as per the Healer’s Stun spell. Description: Whirlpools are similar to Water Elementals. Whirlpools appear to be towers of clear water that are clearly intelligent, and are highly mobile. Whirlwind Garb: Sky blue tunic. Type: Elemental Q/M Ratio: 3/1 Armor: 3 points natural. Weapons: 2 short swords, considered natural. Immunities: None. Natural Lives: 3 Abilities and Traits: Magic-like Abilities: Shove(5/life), Wind(1/life), Lost(2/life) Natural Flight: To take off and land, the creature must stand still. I: Repeat x5 “I take flight”, to land repeat x5 “Landing” E: Creature cannot be attacked by melee weapons while flying unless the attacker is also flying. Creatures flying must still drop to their knees if wounded in the leg (simulates wounding the wings). Magic and magic-like abilities still require the being to stand still to cast. Creature must flap its arms or state “Flying” every two seconds to denote the effect. Strong: Any weapon (including natural weapons) is considered red. Vulnerabilities: Subdual: Any magic of the Subdual school affecting the Whirlwind instead has the effect of the healer “Stun” spell (and force the Whirlwind to land), save that it is not dishonorable to kill the stunned Whirlwind. Flame: If the whirlwind is killed by any magic from the Flame school, it is granted Fight After Death, as per the Barbarian ability. Description: Whirlwinds are similar to Air Elementals. They are slightly stronger physically, but are less powerfully magically. Whirlwinds appear as miniature tornados that are clearly intelligent, and generally malicious. Xuxialus Garb: Black Robes, look evil Type: Humanoid Armor: None Weapons: Single short sword, or any relic weapons that he may have Immunities: Death Lives: 1 Abilities and Traits: Plane Bound: All "deaths" that this monster takes, and any banishes that are cast on it, also teleport it back to it's place of origin on this plane, where it will be resurrected in a 100 count. This monster is only to be used in specific quests, and the point of origin must be destroyed before it can truly be killed. In the quest that this monster appeared, the Orb of Stasis was the point of origin. Death Grip(unlimited) S: Subdual I: "Death Grip"x3 R: 20 feet E: Same as Scout's Earthbind ability N: This may be cast while moving. Effects are those of skeletal hands grabbing the victim from beneath the ground. Finger of Death(4/game) Wounding(4/game) Doomsday(1/game) Summon Escort(unlimited) M: Dead Demon Escort I: "Evil fill this empty husk"x5 R: touch E: Demon Escort is considered resurrected, with all armor and invulnerability restored Summon Skeleton Minion(1 at a time) S: Death M: Dead non-monster person I: "Rise anew and aid my cause"x10 R: Touch E: Player comes back to life as a Skeleton Minion, keeping all non-magical abilities, and gains the "Undead" trait. Person follows orders from Xuxialus until they are killed or banished, then they continue death count as normal. Deaths as this monster do not count as lives lost for the player. Description: Long time enemy of Ashen Hills, and a powerful Necromancer, Xuxialus has been imprisoned on another plane for a few years now. He's somehow managed to make it back, and is causing large-scale mischief again. No one knows why he's out to wipe out the people of these lands. Zombie Garb:Gray Rags and a gory face makeup. Suggested: the more gore the better. Summoned by: Wizard 6 (Transform) Player lives per life:3 Type: Undead Humanoid Q/M Ratio: 2/1 Armor: none initially Weapons: 2 bludgeoning blunt clubs. These represent the zombie’s fists. Immunities: Control, Death, Poison Natural Lives: 4 Abilities & Traits: Rubbery: Immune to bludgeoning weapons. Regeneration: Lost limbs return in a 50 count. Act as if resurrected in a 100 count after death. Flame, and flame magics, Sphere of Annihilation, or death by magical weapon negate these effects. (thus being killed by a fireball stops regeneration, a limb lost to a flameblade or blade-sharpened weapon, cannot be regenerated, etc.). Innate Abilities: Slow: Zombies may only walk, and cannot run or jump. Must make constant noises like screaming, saying “brains”, or other such unintelligent words. Levels 1st No additional abilities 2nd Normal lives increase to 4 3rd Natural lives increase to 5. 4th Strong: Any weapon wielded is at +1 damage, and is considered red. 5th One point of natural armor. 6th Natural lives increased to 6. Description: foul unfortunate creatures doomed to walk the earth as undead. The are always in pain, and only brains sate that pain for a short time. These are the simple ones raised by dark means as animated corpses. Note: This zombie is a summoned zombie; Quest game zombies and zombie game’s zombies have infinite lives, 100 count deaths, 50 count wounds, and when they “kill” a player, the victim becomes a zombie.