WHAT A CUTE RODENT Golden Spirit Hamster CLIMATE/TERRAIN: Any FREQUENCY: Rare ORGANIZATION: Solitaire or Pack ACTIVITY CYCLE: Any DIET: Herbivores INTELLIGENCE: Animal (1) TREASURE: Nil ALIGNMENT: Neutral NO. APPEARING: 1-20 ARMOR CLASS: 7 MOVEMENT: 15 HIT DICE: 1/4 THAC0: 20 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1/2 SPECIAL ATTACKS: Nil SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: T (5' long) MORALE: Unreliable (2-4) XP VALUE: 5 The Golden Spirit Hamster is a small rodent with short legs and a small bobtail, characteristics of an animal that spends most of its active life underground; however it is not strictly subterranean. The Golden Spirit Hamster has a brown to gold color is about 5 inches long and weighs about 1/4 pounds. Combat: Golden Spirit Hamsters normally flee from anything bigger then themselves. Trapped Golden Spirit Hamsters will bite to survive and hopefully flee. Habitat/Society: The main concern to a Golden Spirit Hamster is food. The Golden Spirit Hamster thrives on a diet of green vegetables and various grains. They cram their food into cheek pouches and later store it in their dens. Interestingly enough, the Golden Spirit Hamster's great love is alcohol even in preference to water. In fact, "spirit" in its name refers to the hamster's great love for alcohol and not to any religious or undead connection. The Golden Spirit Hamster has the unique characteristic of having a huge capacity for alcohol being able to drink its body weight in alcohol per day (although it expends about the same amount as well). Furthermore, the Golden Spirit Hamster has an immunity to alcohol which has no dire consequences (i.e. intoxication, hang-overs, alcoholism) on the hamster as it does to other mammals. The hair of the hamster becomes more beautiful as he consumes alcohol turning from brown to a deep golden color. The hair becomes more golden, more fluffy, and more silky. In fact, a well "feed" hamster's pelt can fetch a few platinum pieces. Another side-effect to drinking alcohol causes the Golden Spirit Hamster to purr. The purr is very soothing, relaxing, calming, and hypnotic. A person becomes very peaceful and stress free. A person's morale is modified by +5. The Golden Spirit Hamster's love of alcohol can make it quite a pest especially to those that store large quantities of alcohol. Wood is no barrier to the hamster and he will gnaw his way through wood to get to alcohol. With their high and quick reproduction (see Ecology), the hamster's can infest an area and become quite the pests destroying barrels and barrels of alcohol. There are few things worse then finding beautiful, golden, purring hamsters at the bottom of a empty tun (250 gallon capacity) of wine. On the other hand, the Golden Spirit Hamster is a popular pet because it is clean and relatively odorless, easy to take care of, and safe to handle. Many tavern patrons have enjoyed buying a beer or glass of wine for the Golden Spirit Hamsters caged at the bar. Golden Spirit Hamsters must be kept in non-wood cages, preferably with solid bottoms, or they will gnaw their way out. The floor of the cage should be covered with sawdust, wood shavings, and/or straw. In nature, the Golden Spirit Hamster makes its home in underground den where it is safe from attack by predatory birds such as hawks and owls. During cold times like the winter months, the Golden Spirit Hamster can reach a semi-dormant state but does not go into complete hibernation. Ecology: A female can have four to five litters of six to eighteen young each year after a short gestation period of six weeks. The life- span of the animals rarely exceeds three years. Natural enemies to the Golden Spirit Hamsters are birds of prey, felines, and larger carnivorous rodents. ----------------------------------------------------------------------- HEY BARTENDER, THERE'S A FISH IN MY BEER Herlinte (HER-lin-tay) CLIMATE/TERRAIN: Water, fresh streams, beer ORGANIZATION: Solitary ACTIVITY CYCLE: Any DIET: Omnivore INTELLIGENCE: Animal (1) TREASURE: Nil ALIGNMENT: Nil NUMBER APPEARING: 1 ARMOR CLASS: 7 (Special) MOVEMENT: Sw 18 HIT DICE: 1 THAC0: Special NO. OF ATTACKS: Special DAMAGE/ATTACK: Death SPECIAL ATTACKS: Poisonous explosion SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: T MORALE: Unsteady (4) XP VALUE: 100 The Herlinte are a race of tiny, silver fish, about 3", that inhabit the rivers. They are skinny, and cannot be seen without magical aide when in water. Combat: If swallowed with alcohol they will survive as long as the character remains intoxicated. When he sobers up, the fish or its young (if it lays eggs inside the person), will explode killing the person. When swallowed with no alcohol, they will immediately explode in the stomach, causing death. As for their small size, they are impossible to hit without a fishing NWP, and with it a successful hit roll must be rolled and a skill check must succeed. When it is hit, however, and killed, it will explode in poison, ruining the beer and the cup. The poison is lethal in connection with ANY living tissues, (you could put it on a monster while it is sleeping and shoot it, killing it and the monster) but can be cured with a dose of pure water, which neutralizes the poison. Habitat/Society: When out of water, they look like small guppies. They are commonly found on the bottom of rivers, sleeping. In the beginning, they were only found in one lake of a cold climate (GM's should create a northern lake in his campaign world), which was made solely from alcohol and pure water. Most adventurers would stop at that lake and take a drink. Then the fish would enter the body of the poor fellow when they drank, and when the alcohol wore out of the fish died, causing a poisonous explosion, rupturing the bloodstream and contaminating it with poison. One adventurer discovered the fish and netted them all, using a magical fishing device. He flushed them into the nearest river. The lake of alcohol, it seemed, depended on the fish for the alcohol to survive, so it turned into a normal lake, and the fish couldn't live without the alcohol so they hibernate along the river's floors. Commonly, bartenders keep a jar of them, in river water, to drop in an annoying person's alcohol drink. After that person leaves, he will eventually be poisoned. The fish only live when they are in beer, and without beer they eventually die and explode, except when in water, which causes hibernation. Ecology: Herlinte are solitary creatures who only meet to breed which they can only do when some alcohol is present. The alcohol is also required when laying eggs (typically 5d6 eggs). A big danger is a swallowed fish that lays eggs in the victim. The eggs enter the bloodstream of the person where they eventually hatch. ----------------------------------------------------------------------- HAVE A PICNIC WITH THESE ANTS Red Ant, Giant Alcohol Black Ant, Giant Alcohol CLIMATE/TERRAIN: Temperate/Forest, hills, and plains FREQUENCY: Very Rare ORGANIZATION: Colony ACTIVITY CYCLE: Day DIET: Omnivore INTELLIGENCE: Black: Animal (1) Red: Semi-intelligent/Animal (2) TREASURE: Q (x3), S and Special ALIGNMENT: Nil (Neutral) NO. APPEARING: 1-100 ARMOR CLASS: 3 MOVEMENT: 18 HIT DICE: 2 (worker), 3 (warrior) THAC0: 16 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1-6 (worker), 2-8 (warrior) SPECIAL ATTACKS: See below SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: T (2' long) MORALE: Average (9) XP VALUE: 35 (Worker), 175 (Warrior) Giant Alcohol Ants are very similar to other types of giant ants (MC2) with some different and unique feature. In red ant colonies, the \ood storage ants produce alcohol from the food (grains or fruits) it is fed. The red ants constantly feed from these storage ants and do not save it for when other types of food are scares. The black giant ant actually builds small cisterns for holding fermented plant matter, this is how they grow their food. They live on special algae and lichens that only grow when exposed to alcohol. Combat: Is mostly the same as for normal giant ants. But the sting of an alcohol ant injects alcohol into its victim. To see where the alcohol comes from see below. But after the second bite any character or monster must save vs. poison or become intoxicated. If a character fails a save then all other failed saves have a cumulative effect on the character. So on the first failed save a creature or character becomes slightly intoxicated, on the second failed save they become mildly intoxicated, after the third failed save the person becomes greatly intoxicated. Finally if a forth save is failed an alcoholic coma is induced. The warriors are able to ingest the alcohol from the feeding ants or from the storage cisterns and use it in their stingers. Habitat/Society: Mostly the same as for Giant ants. Except that alcohol ants prefer to nest in areas where there is easy access to fermentable materials (grains or fruits). A GM will have to determine what kind of alcohol is produced, by what is available to the ants. Also, red ants will feed from the storage ants on a regular basis and not just when there is a shortage of food. Hence the alcoholic nature of a warriors sting. It is believed by some that the red alcohol ant is slightly smarter than the black. Because of the way the red ant builds special rooms to ferment alcohol. The alcohol is then moved to another room where it is used to grow the ants crops of molds, fungi and algae. The appearance of intelligence comes from the selective way the red ants gathers fruits and grains. They are very selective, almost attempting to keep from mixing what makes different types of alcohol. Both types of ants could be a problem to some farmers but others have been able to put this small intrusion to good use by harvesting some of the wine from the ants. Ecology: Same as for giant ants. Except the meat of these ants (both red and black) is more prized as a delicacy since the meat of the giant alcohol ant can be intoxicating. The meat of three ants has the same alcohol content as one drink. The capture of a live red storage ant would be very valuable if a way was found to keep it alive and producing alcohol. It is possible that some of these ants might have been domesticated for their alcohol producing abilities. Especially for the red ant, since a person could tap the wine cistern without disturbing the ants and use or sell the alcohol. If domesticated in some fashion, it would be possible to control to some degree the type of alcohol produced by providing the food and or forage that the ants require. There is a greater chance of there being several giant ant lions in the vicinity, since they prize the unique taste of the alcohol ant. ----------------------------------------------------------------------- THE BEST, THE BEAST You are just settling down into your sleeping roll after a hard day of adventuring when suddenly you hear a loud stomping. From no where a large reptilian creature busts through the trees. You begin to draw your sword, but its to late. The beast has just sunken his sharp teeth into your torso... Milwaukee, The Beast CLIMATE/TERRAIN: Any FREQUENCY: Rare ORGANIZATION: Solitary ACTIVITY CYCLE: Day DIET: Carnivorous INTELLIGENCE: Non- TREASURE: Special ALIGNMENT: Chaotic Neutral NO. APPEARING: 1 ARMOR CLASS: 2 MOVEMENT: 5 HIT DICE: 5 THAC0: 15 NO. OF ATTACKS: 4 (claw/claw/bite/tail) DAMAGE/ATTACK: 1-4/1-4/1-8/1-6 SPECIAL ATTACKS: Special SPECIAL DEFENSES: Special MAGIC RESISTANCE: Nil SIZE: L (10' tall) MORALE: Special XP VALUE: 500 The milwaukee, also known as The Beast by primitive cultures, is a fearsome creature descended from the giant carnivorous dinosaurs, a brother to the dreaded Bonesnapper, and a nephew to the alcohol dragon. Known for its savage ferocity, awesome power, and mental stupidity. Milwaukees grow to a height of ten feet tall and can weigh as much as 1000 pounds. Their non-scaled hide is thick and leathery. They are a dark golden brown with fiery red eyes. Combat: A foolish opponent, the milwaukee charges at its nearest opponent. If attacked from another direction, the milwaukee spins about and purses its new adversary. The milwaukee's main attack is a powerful bite with its mighty jaws and sharp teeth. A successful bite inflicts 1d8 points of damage. Against the same person the milwaukee bites, it can slice with its claws for 1d4 points of damage per claw. In the same round the milwaukee can attack another opponent with a large sweep of its long muscular tail for 1d6 points of damage. A milwaukee has an involuntary ability to release an intoxicating gas. It begins one round after the milwaukee gets agitated and lasts 10 rounds. The golden, transparent gas covers a 25' area around the milwaukee. It causes no damage, but characters in the area enter a state of great intoxication for 1d10 rounds (no save). Fumes from the gas will linger for 2d10 rounds, so characters should take precautions to avoid it's effects. Milwaukees always fight to the death, not intelligent enough or emotionally stable enough to retreat. Habit/Society: Milwaukees are nomadic, solitary creatures and will only leave their isolation to mate. Milwaukees have a lust for alcohol. They can smell fermented foods and drinks up to 2500 feet. When they do, Milwaukees enter into a frenzy of excitement and will seek out the source and consume it as quickly as possible. This could become real dangerous if a milwaukee gets near a town, city, or worse: a vineyard. Ecology: Milwaukees are dangerous predators because of their great strength and hunger. For this reason, despite their low intelligence, they tend to dominant carnivores in their territories. As lizard men find the flesh of bonesnappers tasty, they love the taste of milwaukees mainly because it is intoxicating. Any race can get drunk off of the flesh of a milwaukee. Every pound of milwaukee flesh is equal to one serving of liquor. The blood of a milwaukee is highly poisonous when consumed. A person consuming an ounce of milwaukee blood must save vs. poison. Failure cause 2d20+10 points of damage. Success cause (2d20+10)/2 points of damage. It may seem that this poison would be very valuable. Unfortunately, an ounce of blood gives off a powerful odor. The odor smells like fermenting hops and barley and will overwhelm anybody within 10 feet of it. Thus, few assassins can slip this poison into a goblet because no person would drink from it given the putrid smell. Not even diluting the poison can remove or lessen the odor. ----------------------------------------------------------------------- WOOF, WOOF, HICCUP Boozehound CLIMATE/TERRAIN: Any FREQUENCY: Very rare ORGANIZATION: Solitary or Pack ACTIVITY CYCLE: Any DIET: Omnivore INTELLIGENCE: Semi- (2-4) TREASURE: Special ALIGNMENT: Neutral Good NO. APPEARING: Variable ARMOR CLASS: 5 MOVEMENT: 12 HIT DICE: 4 THAC0: 17 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1-4 SPECIAL ATTACKS: Nil SPECIAL DEFENSES: Teleportation MAGIC RESISTANCE: Nil SIZE: M MORALE: Steady (11-12) XP VALUE: 250 The boozehound is a breed of dog with a very keen sense of smell for alcohol. Unlike its cousin the bloodhound which doesn't have a fondness for blood, the boozehound has an affection for booze (i.e. alcohol). The boozehound weighs about ninety pounds. The usual color is black with golden-brown markings. The head is large, with long drooping ears, and many wrinkles on the face. The skull is high and round. This hound's very sensitive nose enables it to detect alcohol. A boozehound can smell even small traces of alcohol up to 1000 feet away. And of course, it will want to seek out such alcohol for consumption. A boozehound has a great fondness for alcohol. Whenever it gets a chance to drink alcohol, a boozehound will do so. When determining intoxication levels, the boozehound has a Constitution of 1d6+12. Unfortunately, as a boozehound becomes intoxicated it begins to involuntarily, randomly blink (teleport a short distance). When in a state of slight intoxication, a boozehound blinks every 1d8 rounds. When in a state of moderate intoxication, a boozehound blinks every 1d6 rounds. When in a state of great intoxication, a boozehound blinks every 1d4 rounds. When in a state of comatose intoxication, a boozehound blinks every 1d2 rounds. Roll after each blink. To determine where the dog teleports, roll a 4-sided die: 1 = in front, 2 = to the left, 3 = to the right, 4 = in back. The distance teleported is 1d4 feet while slightly intoxicated, 1d6 feet while moderately intoxicated, 1d8 feet while greatly intoxicated, 1d12 feet while comatose. Blinking is an innate power and the animal will never appear inside a space occupied by a solid object. This involuntary blink can become quite comical as a drunk boozehound begins popping around as it lies down to take a nap, or as the boozehound goes for a little stroll but keeps blinking and never quite reaches its destination. A boozehound does not suffer the effects of a hangover. All other recovery from intoxication is normal. Combat: Boozehounds are non-vicious creatures. When forced to fight, they bite for 1d4 points of damage. If given a constant supply of alcohol, a boozehound becomes extremely docile and lazy. Habit/Society: Boozehounds do not need alcohol to live, but without it there is no reason for them to live. A boozehound usually roams the world with a pack of boozehounds searching for civilization where there is always an ample supply of alcohol. Then its common for a boozehound to take up residence with an owner (probably one that owns a tavern or inn). Domesticating a wild roaming boozehound is easy. It only needs to be house broken, and this can be quite simple if the punishment-reward system is used (with alcohol of course). There isn't much more domesticating left to do because there is very little the boozehound does except drink and eat. The only place in the wild where boozehounds are content to live are the wild-magic power nodes where magical alcohol elixirs such as Whimsy Wine (q.v. Popular & Strange Alcohols Amongst the Worlds) are naturally created. Ecology: Boozehounds seem to be related to bloodhounds and blink dogs, but nobody knows for sure. ----------------------------------------------------------------------- A LITTLE WORM CAN'T HURT Boozeworm CLIMATE/TERRAIN: Any FREQUENCY: Rare ORGANIZATION: Solitary ACTIVITY CYCLE: Any DIET: Special INTELLIGENCE: Non- (0) TREASURE: Nil ALIGNMENT: Neutral NO. APPEARING: 1-2 ARMOR CLASS: 2 MOVEMENT: 12, Br 3 HIT DICE: 1/4 (2 hit points) THAC0: 20 NO. OF ATTACKS: Nil DAMAGE/ATTACK: Nil SPECIAL ATTACKS: Special SPECIAL DEFENSES: Special MAGIC RESISTANCE: Nil SIZE: T (1 inch long) MORALE: Special XP VALUE: 50 This small worm is greatly feared by almost all people because it is attracted to alcohol. It can smell alcohol of any type at a distance of 100 feet. Normally a dark brown, a boozeworm's chameleon-like abilities enable it to instinctively blend into any background. Its higher Armor Class is due to its speed and agility. If found motionless the boozeworm is Armor Class 9. A boozeworm can survive while submerged in liquids as easily as it can in air. Combat: The boozeworm initially imposes a -7 on its surprise rolls of adventurers because of its color-changing ability. If the victim can see invisible things, the boozeworm's modifier is reduced to -4. Note that these chances apply even to creatures normally hard to surprise (like rangers and monks), because of its small size, speed (very great in proportion to its size), and inoffensive nature. If the boozeworm does initially gain surprise, it may discover (25%) on the victim's body. Otherwise, it will remain unnoticed unless the victim hears the boozeworm's noisy slurping (base of 50% chance per round). A feeding boozeworm is motionless until attacked. After any attack it will flee (if possible) by first jumping 10 feet and then crawling away at top speed. The biggest danger of a boozeworm is when it is residing in a cup, mug, goblet, or other drinking vessel. If a person doesn't detect the boozeworm, then there is a 75% chance that the boozeworm will be consumed by the person. Once the boozeworm is inside the victim, it can burrow its way out of the victim causing 1d20 points of internal damage. After which, it will jump away from the victim in search of more alcohol. A boozeworm can burrow through dead wood at a rate of 3 inches per round. A boozeworm can consume living material but cannot gain nourishment from it. Only alcohol can nourish a boozeworm. To survive a boozeworm consumes alcohol. A boozeworm can consume 2 ounces of alcohol per round. The amount of alcohol a boozeworm can take in is unlimited but most won't drink more that a gallon a day. Actually, a boozeworm can consume a gallon in just over an hour (64 minutes), but prefers to drink leisurely. The boozeworm must have a minimum of 40 ounces of alcohol a week or it will die. Habit/Society: A boozeworm lair is always a tavern, storeroom, distillery, breweries, wineries, or any other place where alcohol is found. A breeding pair of boozeworms lay 80 eggs; about half of these hatch a month later. The larvae have less than hour to find alcohol nourishment, or they die. When first hatched, the larvae are pure white, but they develop their dark brown color from ingesting the soft woods that most alcohol is contained in. The average life-span of a boozeworm is two to three years. A boozeworm breeds only once in its lifetime, after which it dies. When an adventurer is careless enough to encounter a new breed of boozeworm larvae, he can inflict incredible damage by carrying them unwittingly with him to other places. A handful of larvae in a jug of wine that is carried down a city street can find many new homes in the many taverns, inns, distilleries, wineries, breweries, and powerful person's personal stock. Ecology: A boozeworm is a relative to the bookworm. Both are dangerous: the boozeworm when swallowed, the bookworm when near magical tomes. Sages don't know how many more variants of strange worms exist, but if there are more out there then it can't be good. A boozeworm will always be attracted to the largest volume of alcohol in an area. Because of its unusual diet, the boozeworm is a valuable ingredient in various magical, intoxicating elixirs. The most popular is Tequila. Tequila is a potent alcohol with a dead boozeworm floating in the bottom. Salt, shake, a little lick of lime... The boozeworm can be a very useful tool under the right circumstances. Many alcohol establishments have been put out of business by competitors who have carefully places boozeworms in the booze. Such use of boozeworms is both difficult and dangerous: difficult because it is hard to keep a boozeworm alive under captivity, and dangerous because the boozeworm, once released, may not leave its owner. Releasing a boozeworm at the opponent's place and then having it follow you home is an unpleasant experience at best. ----------------------------------------------------------------------- A MONK'S BEST FRIEND AND A LIFE SAVER: THE SAINT BERNARD You must be under ten feet of snow by now. The avalanche came out of nowhere and left you buried. Its dark, its cold, theres no hope... Suddenly, you hear something digging. In a few minutes you see the cute face of a dog. He licks your face and then helps you get out of the hole he has dug. A small barrel tied to contains Brandy which warms your stomach. As you continue to drink, the dog begins to bark. In a few moments, three men in robes come walking over the hill. Dog, Saint Bernard CLIMATE/TERRAIN: arctic, subarctic, mountain or Any FREQUENCY: Common ORGANIZATION: Solitary or Pack ACTIVITY CYCLE: Any DIET: Omnivorous INTELLIGENCE: Semi- (2-4) TREASURE: Nil ALIGNMENT: Neutral Good NO. APPEARING: Variable ARMOR CLASS: 6 MOVEMENT: 12 HIT DICE: 2+2 THAC0: 19 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 2-8 (2d4) SPECIAL ATTACKS: Nil SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: M MORALE: Average (9-10) XP VALUE: 65 The Saint Bernard is a large intelligent dog that has become famous for rescuing lost travelers. The dog gets its name from the fact that it was developed by a group of monks in the monastery of Saint Bernard, in the Alps of Switzerland. Travel in the Alps was mainly foot travel. Travelers often lost their way, or became buried in sudden snowdrifts or snowstorms. The Saint Bernard was trained to rescue such persons. With its wonderful sense of smell, the Saint Bernard could find persons who were buried several feet under the snow. After it had found the lost traveler, it called out for help by barking loudly. After the rescuers came, the Saint Bernard led them back to the monastery. Any RPG world could have Saint Bernards serve the same function as they did on Earth. A monastery of clerics found in an arctic, subarctic, or mountain climate and terrain could be developed to rescue travelers. Also, Saint Bernards can be valued watchdogs for anybody. Furthermore, they are excellent guide dogs and pets. Saint Bernards don't always go by this name amongst the various worlds especially in similar situations (i.e. snowy area where clerics/monks of a monastery help travelers with the use of the dogs). Some alternate names are: Name World Campaign Notes St. Cuthbert Oerth Greyhawk the name alone says it all Fharlanghn Oerth Greyhawk god of travel Ilmater Realms Forgotten Realms crying god of suffering Majere Krynn DragonLance favorite god of monks Mishakal Krynn DragonLance goddess of healing If used as a rescuer, a Saint Bernard is generally equipped with a small barrel tied around its neck. The barrel tends to contain strong alcohol, usually brandy, to warm the endangered person. Some clerics have created a special potion that cures serious wounds while still keeping the strong alcohol taste and effects. A Saint Bernard is strong and very tall, measuring two to two and a half feet from the shoulder to the ground. It weighs from 140 to 220 pounds, and is one of the heaviest of all dogs. The dog has a red and white body with some black at the head. Its fur may be long but typically it is short. The Saint Bernard has a large, square head, a short muzzle, and a short strong neck. It has a loud, frightening bark. Combat: When confronted in combat, a Saint Bernard bites for 2d4 points of damage. Habit/Society: The Saint Bernard is very loyal and very gentle, particularly to children and the helpless. But it can be the fierce watchdog and protector at the same time. The sad-looking Saint Bernard is a large, burly dog, noted for its gentle disposition. The main problem of a Saint Bernard is its appetite. A Saint Bernard's daily snack includes as much of six pounds of meat. Ecology: Saint Bernards are omnivorous combining hunting with forging. They are typical of the dog family. ----------------------------------------------------------------------- I THINK I SAW A PINK ELEPHANT!!! Elephant, Pink CLIMATE/TERRAIN: Subtropical to Tropical jungles and plains FREQUENCY: Very rare ORGANIZATION: Herd ACTIVITY CYCLE: Dawn, dusk, early morning, and early evening DIET: Herbivore INTELLIGENCE: Semi- TREASURE: Nil ALIGNMENT: Neutral NO. APPEARING: 1-12 ARMOR CLASS: 6 MOVEMENT: 15 HIT DICE: 11 THAC0: 10 NO. OF ATTACKS: 5 (tusk/tusk/trunk/foot/foot) DAMAGE/ATTACK: 2-16/2-16/2-12/2-12/2-12 SPECIAL ATTACKS: Special SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: L (11' tall) MORALE: Unsteady (7) XP VALUE: 5000 One of the most exotic and rare beasts of the jungle, the pink elephant is a prize just to look at let alone capture. Pink elephants have thick, baggy pink hides, covered with sparse and very coarse tufts of pink hair. The elephant's most renowned feature is its trunk, which it uses as a grasping limb. Combat: An elephant can make up to five attacks at one time in a battle. It can do stabbing damage of 2d8 points with each of its two tusks; constricting damage of 2d6 points with its trunk; and 2d6 points of trampling damage with each of its front feet. No single opponent can be subject to more than two of these attacks at any one time. However, the elephant can battle up to six man-sized opponents at one time. A pink elephant has the ability to shoot a bright spray (5' X 25' X 25' wedge) of dazzling multiple colors from its trunk. From one eight creatures within the area are affected in order of increasing distance from the target. All creatures of 7th level or 7 hit dice or more are entitled to a save vs. spell. Blind or unseeing creatures are not affected by the spell. Creatures not allowed or failing saves, and whose hit dice or levels are less than or equal to the 11, are struck unconscious for 2d4 rounds; those with hit dice or levels 12 or 13 are blinded for 1d4 rounds; those with hit dice or levels greater than 13 are stunned (reeling and unable to think or act coherently) for one round. The pink elephant has an involuntary defense. When a pink elephant gets nervous, he gets gas. The elephant will begin burping and farting one round after getting nervous. These actions do not hinder the elephant in any way (i.e. combat, movement, etc.). They do create pink gas bubbles, roughly six inches in diameter. 5d4 pink bubbles will come out of his mouth per round and 10d4 pink bubbles will come out of the other end per round. The elephant continues to produce bubbles until no longer nervous (GM's decision). If more than 100 bubbles are floating about then they reduce the visibility ranges of all types of vision (including infravison) to 5 feet. A strong wind such as the wind produced from the gust of wind spell, can blow the bubbles away. Some bright adventurers might want to bust the bubbles. When a character busts a bubble, he must make a save vs. poison. Failure indicates that he sucked in the gaseous fumes and he enters a state of slight intoxication. Continuing to bust bubbles and fail saves causes the character to go up to a state of moderate intoxication, then state of great intoxication, then state of comatose intoxication. Habit/Society: Pink elephants are peaceful creatures that travel in a herd. The herd is made up of both male and female elephants, as well as their young. If a herd of ten or more elephants is encountered, there will be 1d4 young, from 20% to 70% mature, with the group. In the herd, a clear hierarchy exists, with the older males in a clear position of dominance. Pink elephant herds never have "rogues" leave the herd. Ecology: Where the pink elephants fit into the grand scheme of nature is unknown. They are considered to be royalty with respect to the elephant species. They might even be deities of the elephants, although this theory is left to much debate by sages (who should find better things to do with their time). A pink elephant captured young becomes a prized possession of royalty. They are not used as beasts of burden but are rather treated as magical beasts with a divine karma. Pink elephant tusks are worth 500 to 3000 gold pieces each, or about 20 gp per pound. Tusks are white with a pink tint. Powered ivory of the pink elephant is used in many magical concoctions, mainly those of a cosmetic nature. However, powered ivory of the pink elephant has been used as an alcohol additive (q.v. Alcohol Additives) called Pink Sweet Enricher. This alcohol additive causes any alcohol created from a fruit to develop a fruitier taste and become excellent in quality no matter what the quality was before. ----------------------------------------------------------------------- A HORSE IS A HORSE OF COURSE: THE CLYDESDALES Horse, Clydesdale CLIMATE/TERRAIN: Any non- FREQUENCY: Common ORGANIZATION: Herd ACTIVITY CYCLE: Day DIET: Herbivore INTELLIGENCE: Animal (1) TREASURE: Nil ALIGNMENT: Neutral NO. APPEARING: 1 ARMOR CLASS: 7 MOVEMENT: 14 HIT DICE: 3+3 THAC0: 17 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1-4 SPECIAL ATTACKS: Nil SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: L (16 to 17 hands OR 5 feet to 6 feet) MORALE: Unsteady (5-7) XP VALUE: 75 The best draft horse in most lands is the Clydesdale horse. Known for its magnificent beauty and equally magnificent strength, Clydesdale horses are loved by those few merchants and travelers who can afford this majestic beast. Clydesdale horses can be trained as war horses but few warriors, especially paladins, will belittle themselves by riding a draft horse; no matter how grand, it is still a draft horse. Clydesdale horses are strong, sturdy draft horses (see Horse, MC1). They are faster than the typical draft horse and can haul more weight than the typical draft horse. A Clydesdale weighs 1500 to 2000 pounds. Clydesdales' colors are bay, brown, black, chestnut, roan, or gray (becomes lighter colored with age and may finally turn white). They have white straps on the face, and white legs to knees and hocks. Combat: Clydesdales fight only when cornered. They attack with a bite that does 1d4 points of damage. A Clydesdale can be trained as a war horse. A Clydesdale war horse has 3 attacks (bite/hoof/hoof) for 1d8 points of damage each. For more information on war horses see MC1 under the heading HORSE. A Clydesdale can charge causing the victim to make a save vs. petrifaction or become petrified by the sight of such a large horse charging. If the save is successful, the victim must make a moral check at -1 or flee. Habit/Society: Mares give birth to a single foal which will mature in two years. During this period the foal will stay as close to the mother at all times. In the wild a herd of Clydesdales will consist mostly of females and immature male horses. There will usually be only one dominate male horse. Herds are usually lead by a mature female or matriarch. This dominance will often continue into domestication, with female horses being a team leader. Clydesdales can carry great weights for long periods of time. A Clydesdale's normal carrying capacity is 270. A Clydesdale's encumbered, half-speed load is 400. A Clydesdale's fully encumbered, 1/3 movement load is 530. Ecology: Clydesdales feed on food typical of all horses. Their favorite food is grain with a touch of honey. Horse, Volatilis Clydesdale CLIMATE/TERRAIN: Temperate and subtropical forests FREQUENCY: Very rare ORGANIZATION: Herd ACTIVITY CYCLE: Day DIET: Herbivore INTELLIGENCE: Animal (1) TREASURE: Nil ALIGNMENT: Neutral Good NO. APPEARING: 5-50 ARMOR CLASS: 6 MOVEMENT: 14, FL 28 (C, D mounted) HIT DICE: 4 THAC0: 17 NO. OF ATTACKS: 3 DAMAGE/ATTACK: 1-8/1-8/1-4 SPECIAL ATTACKS: Dive, rear kick SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: L (16 to 17 hands OR 5 feet to 6 feet) MORALE: Steady (11) XP VALUE: 150 Volatilis Clydesdale horses are magnificent flying beasts that charge through the air with their powerful hooves. Volatilis Clydesdale horses appear as slightly larger Clydesdale Horses. A Volatilis Clydesdale has no wings but has the power of fight. Although not thoroughly understood, a Volatilis Clydesdale can leave the ground at will and continue on through the air as long as it keeps moving (the horse must continue to move its legs, whether running or trotting, or it will plummet to the ground). When a Volatilis Clydesdale moves through air, strange white lightening sparks from its hooves. A magnificent view in a dark sky. When a herd of Volatilis Clydesdales take to the sky, the sound of thunder rips through the heavens. Combat: A Volatilis Clydesdale attacks with its hooves and teeth. It can attack an opponent who is behind it with its rear hooves, inflicting 2-12 points of damage, but it cannot use any of its other attacks in that round. A Volatilis Clydesdale can also charge downward at an opponent from heights of 50 feet or higher and use its hoof attacks, each attack roll is +2 and does double damage. Habit/Society: Volatilis Clydesdales can be trained as a war horses at an early age, but only by the most skilled trainers. The only known riders of Volatilis Clydesdales are Storm Giants. Male and female Volatlis Clydesdales are equal in the herd. The leader is the horse that wants it or gets thrown into the position. Most Volatilis Clydesdales prefer to remain part of the many where they have the most freedom. They can carry great weights for long periods of time. A Volatilis Clydesdale's normal carrying capacity is 290. A Volatilis Clydesdale's encumbered, half-speed load is 420. A Volatilis Clydesdale's fully encumbered, 1/3 movement load is 550. Ecology: Volatilis Clydesdales feed on grass, fruits, and other plants. Griffons and hippogriffs are the natural enemies of a Volatilis Clydesdales. Horse, Pravus Clydesdale CLIMATE/TERRAIN: Any FREQUENCY: Very rare ORGANIZATION: Herd ACTIVITY CYCLE: Day DIET: Carnivore INTELLIGENCE: Animal (1) TREASURE: Nil ALIGNMENT: Neutral Evil NO. APPEARING: 1-20 ARMOR CLASS: 5 MOVEMENT: 14 HIT DICE: 5 THAC0: 15 NO. OF ATTACKS: 3 DAMAGE/ATTACK: 1-8/1-8/1-4 SPECIAL ATTACKS: Steam, Berserk Rage SPECIAL DEFENSES: Fear Aura MAGIC RESISTANCE: Nil SIZE: L (16 to 17 hands OR 5 feet to 6 feet) MORALE: Steady (11) XP VALUE: 150 The evil relative in the Clydesdale breed, Pravus Clydesdale horses are sinister. Sages do not know why or how this horse got into the natural mix of things, but all agree that the world would be better off without them. Pravus Clydesdale horses appear as slightly larger Clydesdale Horses. Pravus Clydesdales' colors are black and various shades of grey. They have white straps on the face, and white legs to knees and hocks. A Pravus Clydesdale has a natural aura of fear about it. The aura has a radius of 10 feet. Creatures entering the aura will turn away and flee in panic for 1d6+6 if a successful save vs. spell is not made. Any Clydesdale whether a Pravus, a Volatilis, a normal Clydesdale, or a horse with at least 50% Clydesdale blood is immune to the fear aura. Combat: A Pravus Clydesdale will fiercely attack anything which it deems as a threat to itself or its lair. Clydesdale attacks with its hooves and teeth. A Pravus Clydesdale can charge causing the victim to make a save vs. petrifaction (-3 modifier) or become petrified by the sight of such a large horse charging. If the save is successful, the victim must make a moral check at -3 or flee. A Pravus Clydesdale has a powerful steam attack. Once every turn, the horse can blow scourging steam from its nostrils at a target with 5 feet of its head (or a target engaged in frontal melee with the horse). The steam will cause 2d6+3 points of damage. After being angered, for over 1 turn, a Pravus Clydesdale can enter a berserk rage. When berserk, the Pravus Clydesdale has phenomenal endurance to pain and some forms of magic. While berserk, the horse gains the following benefits and hindrances: - The horse gets a +1 to attack, +3 to damage, and +5 hp. - While berserk, the horse must fight each opponent until that opponent is down. Once an opponent falls, the horse must attack the nearest enemy and attack him. - It is immune (no save is necessary) to the mage spells charm monster, friends, hypnotism, sleep, irritation, ray of enfeeblement, scar, geas, and the clerical spells command, charm monster or mammal, enthrall, cloak of bravery, and symbol. - It gets a +4 to save against mage spells blindness, Tasha's uncontrollable hideous laughter, hold monster, charm monster, and confusion, and the clerical spells hold monster and hold animal. - The emotion spell has no effect unless the caster chose the fear result. If fear was chosen, the horse gets a normal save; if the horse makes it, it continues on as before, but if it fails, the horse is prematurely snapped out of its berserk rage, with all normal effects of coming out of the rage (but he doesn't suffer any other fear effect). The fear spell has exactly the same effect. If the horse fails a save vs. charm monster, it simply counts the caster as one of his allies; it doesn't come out of the berserk rage or obey the caster's command. - Being berserk offers no real protection from finger of death, except that the spell effects do not take place until the horse has come out of his rage. If the horse saves, it doesn't suffer the 2d8+1 damage until immediately after it snaps out of the rage. If the horse fails the save, it doesn't die until the rage is over. - the horse is temporarily unaffected by the by the cleric spells bless, cure light wounds, aid, cure serious wounds, cure critical wounds, heal, and regenerate (and wither). The horse will gain the benefits of those spells after it has come out other rage and suffered any and all damages which occurred then. - The taunt spell is automatically successful, and will cause the horse to abandon its current enemy and charge to attack the taunter. The berserk rage lasts until the last enemy has following. When the horse comes out of the rage, it loses the 5 hp gained when entering the berserk rage. The horse suffers the effects of any spells which wait until the rage is over before affecting it. Habit/Society: They can carry great weights for long periods of time. A Pravus Clydesdale's normal carrying capacity is 290. A Pravus Clydesdale's encumbered, half-speed load is 420. A Pravus Clydesdale's fully encumbered, 1/3 movement load is 550. Almost impossible to tame, Pravus Clydesdales have only been none to be trained as steeds to liches, possibly the only creature with enough power and evil to take on such a deed. Ecology: Pravus Clydesdales are meat eaters. The are fierce predators that are only dominated by those creatures that can eat them (few indeed). ----------------------------------------------------------------------- WHAT JUST FLEW IN MY DRINK? AN ALCOHOL HUMMINGBIRD Alcohol Hummingbird CLIMATE/TERRAIN: Indoors; Pubs, Inns and Taverns FREQUENCY: Very Rare ORGANIZATION: Band ACTIVITY CYCLE: Any DIET: Nil INTELLIGENCE: Animal TREASURE: Nil ALIGNMENT: Neutral NO. APPEARING: 1 (1-4) ARMOR CLASS: -4 MOVEMENT: 48", Class A HIT DICE: 1d2 hp THAC0: N/A NO. OF ATTACKS: 0 DAMAGE/ATTACK: N/A SPECIAL ATTACKS: Nil SPECIAL DEFENSES: Special MAGIC RESISTANCE: Nil SIZE: T (4") MORALE: Putrid (1) XP VALUE: 0 The alcohol hummingbird is a small, winged avian which feeds off of alcoholic spirits. It appears very similar to the normal hummingbird, which looks like any other small bird, except that when in flight, their wings beat so fast that they appear as only a blur to any observer. They are also able to hover in place, and dart from place to place, accelerating to full speed or coming to a complete stop instantly. Alcohol hummingbirds are very colorful, having bright red, green and yellow plumage. But because of their speed this does not make them easier to spot. Combat: Unlike their wild counterparts these tiny creatures will not flee immediately from any large creature. Unless they detect some danger to themselves. They have no attack forms, and cannot do damage. Their ability to dart about makes them extremely difficult to hit in combat, and their speed allows them to avoid almost any predator. Also because of their quick movements, they almost always surprise (+5 on surprise rolls) anyone coming upon them. Their speed often allows them to escape even before being detected. Habit/Society: These unique creatures were created as pets and curiosities for small taverns and inns. They retain the natural curiosity of their wild cousins. Often darting in and out of cabinets and closets in search of food. To keep alive the Alcohol Hummingbird must consume alcohol, this helps to keep them from escaping to the wild and makes sure that they return to their home. They often get into trouble poking around customers drinks, getting in the way of dart games, looking for a drink to sustain themselves. Hummingbirds often form patterns that are hard for others to notice as they seem to randomly dart from table to table looking for a drink. Only the hummingbird knows the pattern and only through careful observation will the pattern be detected. If more than one hummingbird is encountered they will always be a mated pair and one or two chicks. Alcohol hummingbirds mate for life and the death of a partner will often lead to the wasting away and death of the surviving partner. Ecology: The Alcohol Hummingbird is not a natural animal, it lives off of the alcohol provided by its owners and is almost totally dependant on them. The hummingbird must drink four times its weight in alcohol every day to keep alive. Because of its small size it must spread its drinks over several hours. The hummingbird often gets its drinks out of the mugs and glasses of the guests at the inn or tavern. The hummingbird never shows signs of becoming drunk like other creatures, when it is full it will often return to its nest in the rafters or in a specially constructed box. If for some reason the hummingbird drinks from a particularly strong drink it will move at double its normal rate for two rounds. It is possible to find Alcohol Hummingbirds in the wild, but it would have to be a special, even magical place, where they could obtain alcohol to drink. An example of a such places would be Whimsy Wine (q.v. Popular & Strange Alcohols Amongst the Worlds) springs. Alcohol Hummingbird are commonly found around such magical places. ----------------------------------------------------------------------- YO-HO-HO AND A BOTTLE OF RUM, A NEW SEA-SIDE SKELETON The ghost ship slowly approaches your ship, cutting the thick fog like a bastard sword. You believe the ship has no crew until eerie skeleton shapes walk onto the deck. Suddenly, one of the skeletons tosses a bottle at you that strikes your head. As you fall to the deck, the last think you hear is the singing of old pirate song "Yo Ho Ho..." Skeleton, Yo-Ho-Ho CLIMATE/TERRAIN: Any FREQUENCY: Very Rare ORGANIZATION: Band ACTIVITY CYCLE: Any DIET: Nil INTELLIGENCE: Non- (0) TREASURE: Nil ALIGNMENT: Neutral NO. APPEARING: 3-30 (3d10) ARMOR CLASS: 7 MOVEMENT: 12 HIT DICE: 1+2 THAC0: 19 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1-6 (weapon) SPECIAL ATTACKS: SPECIAL DEFENSES: Special MAGIC RESISTANCE: Special SIZE: M (6' tall) MORALE: Special XP VALUE: 75 Yo-Ho-Ho skeletons are magical undead monsters, created by a strange necromancer. The necromancer was fascinated with pirates and wanted to make his own pirate crew. Unfortunately, he was somewhat insane and made these comical skeletons. Of course, he is dead now but his notes still exist so Yo-Ho-Hoes live on through the works of other necromancers. Why they want to create such whimsical skeletons is unknown. Yo-Ho-Hoes appear to have no ligaments or musculature which would allow movement. Instead, the bones are magically joined together during casting of an animate dead spell. Skeletons have no eyes or internal organs. A Yo-Ho-Ho wears a black pirate hat with the preverbal skull and crossbones on it. They wield a cutlass in one hand and a bottle of rum in the other. Yo-Ho-Hoes can only be made from the bones of sea-faring humans or demihumans. Combat: While Yo-Ho-Hoes engage in combat, they sing a hearty tune by Allison and Waller: YO HO HO Fifteen men on a dead man's chest Yo ho ho and a bottle of rum Drink and the devil had done for the rest Yo ho ho and a bottle of rum. The mate was fixed by the bosun's pike The bosun brained with a marlinspike And cookey's throat was marked belike It had been gripped by fingers ten; And there they lay, all good dead men Like break o'day in a boozing ken Yo ho ho and a bottle of rum. Fifteen men of 'em stiff and stark Yo ho ho and a bottle of rum! Dead and be damned and the rest gone whist! Yo ho ho and a bottle of rum! The skipper lay with his nob in gore Where the scullion's axe his cheek had shore And the scullion he was stabbed times four And there they lay, and the soggy skies Dripped down in up-staring eyes In murk sunset and foul sunrise Yo ho ho and a bottle of rum. Fifteen men of 'em stiff and stark Yo ho ho and a bottle of rum! Ten of the crew had the murder mark! Yo ho ho and a bottle of rum! 'Twas a cutlass swipe or an ounce of lead Or a yawing hole in a battered head And the scuppers' glut with a rotting red And there they lay, aye, damn my eyes Looking up at paradise All souls bound just contrawise Yo ho ho and a bottle of rum. Fifteen men of 'em good and true Yo ho ho and a bottle of rum! Ev'ry man jack could ha' sailed with Old Pew, Yo ho ho and a bottle of rum! There was chest on chest of Spanish gold With a ton of plate in the middle hold And the cabins riot of stuff untold, And they lay there that took the plum With sightless glare and their lips struck dumb While we shared all by the rule of thumb, Yo ho ho and a bottle of rum! Fifteen men on a dead man's chest Yo ho ho and a bottle of rum Drink and the devil had done for the rest Yo ho ho and a bottle of rum. We wrapped 'em all in a mains'l tight With twice ten turns of a hawser's bight And we heaved 'em over and out of sight, With a Yo-Heave-Ho! and a fare-you-well And a sudden plunge in the sullen swell Ten fathoms deep on the road to hell, Yo ho ho and a bottle of rum! A flimsy girl on a bunker cot With a dirk slit sheer through the bosom spot And the lace stiff dry in a purplish rot Oh was she wench or was she jade Or was she just a shuddering maid? She dared the knife and she took the blade Yo ho ho and a bottle of rum. (Note: From a 1901 Broadway musical. Inspired by quatrain in Stevenson's Treasure Island. Reportedly, "Dead Man's Chest" was a Caribbean island rendezvous of buccaneers and smugglers. Last verse supplied by JY, other printed in Songs of the Navy, USNA RG) Yo-Ho-Hoes fight proficiently with a cutlass; Damage: S-M: 1d6, L: 1d8; Speed Factor: 5). They do not suffer any negative effects while fighting because of their magical nature as normal skeletons do. A Yo-Ho-Ho's other attack is the ability to throw bottles. A rum bottle will magically appear in a Yo-Ho-Ho's hand (the hand without the cutlass). The Yo-Ho-Ho can throw the bottle up to 50 feet. The bottle will break upon contact doing 1d4 points of damage. The bottle contains rum that will ignite if any flames are near (within 2 yards) the bottle when it breaks. Another bottle will replace a tossed bottle immediately. The bottle and its contents are not magical. The rum in the bottle is of excellent quality if it can be taken intact. Yo-Ho-Hoes are immune to all sleep, charm, and hold spells. Because they are assembled from bones, cold-based attacks also do Yo-Ho-Hoes no harm. The fact that they are mostly empty means that edged or piercing weapons (like swords, daggers, and spears) inflict only half-damage when employed against Yo-Ho-Hoes. Blunt weapons, with larger heads designed to break and crush bones, cause normal damage against Yo-Ho-Hoes. Fire also does normal damage against Yo-Ho-Hoes. Holy water inflicts 2-8 points of damage per vial striking the skeleton. Skeletons are immune to fear spells and need never check morale, usually being magically commanded to fight to the death. When a Yo-Ho-Ho dies, it falls to pieces with loud clunks and rattles. Habit/Society: Yo-Ho-Hoes have no social life or interesting habits. They can be found anywhere there is a wizard powerful enough and a eccentric enough to make them. Oddly, clerics are currently unable to make Yo-Ho-Hoes, mainly because no cleric has pursued such avenues. Mages create Yo-Ho-Hoes because the recipe already exists. Yo-Ho-Hoes have almost no minds whatsoever, and can obey only the simplest one- or two-phrase orders from their creators. Yo-Ho-Hoes fight in unorganized masses and tend to botch complex orders disastrously. A Yo-Ho-Ho retains sea-faring memories of its formal life. If a person gets a chance to actually talk to a Yo-Ho-Ho, the Yo-Ho-Ho will tell tales of the high seas. Very little practical information can be obtained, the Yo-Ho-Ho can only tell stories, tales, and legends of the high seas as he knows it; not valuable information like ship layouts, battle strategies, etc.. GM's should understand that this ability should only be used to add flavor to the creature, not to be abused. A GM may want to allow a Yo-Ho-Ho tell a tale of sunken treasure and create an exciting adventure from there. Ecology: The process for creating Yo-Ho-Hoes is more complicated then the process for a simple skeleton. GMs should decide the process and materials need. Suggested materials are a sea-faring skeleton, an animate dead spell, salt water, aged rum, high-quality bottles, a parchment containing the pirate song, and a high-quality cutlass. Writer's Note: Inspired by the Pirates of the Caribbean at DisneyLand. The skeleton pirates can be found at the beginning of the ride. -----------------------------------------------------------------------