Table B-2 Giant Races

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1 Trials & Treasures Bestiary Humanoid M onsters Humanoid monsters work like human non-player characters. They vary in characteristics in the same way as humans, but in the case of DRT and damage done, they are weaker or stronger than humans. There are 6 goblinoid races: Kobolds, Goblins, Hobgoblins, Bugbears, Orcs, and Gnolls. Goblinoid Races The following table shows the height and weight ranges for each race, the DRT, and the damage done as a percentage of human damage. The chance of hitting and parrying is dependent on the creature's weapon skill score. Dodge is calculted as it is for other humanoid races. For damage, Roll the Efficacy Dice as for the corresponding STR for humans and modify by the percentage listed below. Table B-1 Goblinoid Races Race Height Weight DRT Damage % Kobold 3'5" + 1D8 40 lbs + (5 x 1D8)* 3 + 1D8* 40% Goblin 3'11" + 1D8 70 lbs + (5 x 1D8)* 6 + (2 x 1D8)* 50% Hobgoblin 5'5" + 1D8 140 lbs + (5 x 1D8)* 12 + (3 x 1D8)* 45% Bugbear 6'4" + 1D8 375 lbs + (15 x 1D8)* 15 + (3 x 1D8)* 175% Orc 4'1" + 1D6 80 lbs + (5 x 1D6))* 5 + (4 x 1D6)* 60% Gnoll 5'9" + 1D8 180 lbs + (20 * 1D8) 10 + (5 x 1D8)* 140% * Use the die roll for height to determine this score. Table B-2 Giant Races Race Height Weight DRT Damage % Ogre 5'10" + 3D6 250 lbs + (25 * 3D6)* D6* 150% Cave Troll 5'10" + 3D6 275 lbs + (25 * 3D6)* Weight / 7 160% Mountain Troll 5'10" + 3D6 250 lbs + (30 * 3D6)* Weight / 7 180% Wood Troll 5'10" + 3D6 250 lbs + (30 * 3D6)* Weight / 6 170% Water Troll 5'10" + 3D6 250 lbs + (30 * 3D6)* Weight / 4 185% Cyclops 16' 975 lbs % Cave Giant 10' 900 lbs % Hill Giant 16' % Cloud Giant 16' % Giant Races Animals Climate & Terrain Codes The following table has 3 columns that indicate where the creatures are likely to be found. The column headed ClimateT indicates the climate(s) in which the creature normally resides. Next, the Terrain column contains four groups of codes (capital letters) separated by commas, give details on the environments in which the creature might be sencountered. Climate Codes h = Hot/Humid hot rainy, humid n = Hot/Average hot temperate a = Hot/Dry hot dry, arid w = Warm/Humid warm, temperate rainy, humid m = Warm/Average warm, temperate temperate s = Warm/Dry warm, temperate dry, arid k = Cool/Average cool temperate c = Cold/Dry cold dry, arid f = frigid cold arid Terrain Codes V = Volcanic areas B = Breaks and/or wadis G = Glaciers and/or snowfields L = Lakes and/or rivers M = Marshes and/or swamps O = Oceans Q = Oasis and/or isolated water sources S = Saltwater shores and/or shallows Z = Deserts A = Alpine, high altitude, and/or mountainous R = Rough, rugged, and/or rocky hills C = Coniferous forest and/or taiga D = Deciduous/Mixed (Decid. & Conif.) forest J = Jungle and/or rain forest P = Plains and/or grassland

2 T = Tundra Wild Animals Table B-3 Contemporary Wild Animals Name AV DRT Size Attacks BNA Hit% Damage Dodge Number Climate Terrain Adder MS Poison 35 Respiratory Poison STR hmnsw BQZ,R,D Anaconda SS hmnsw LM,R,J Ant, Giant GB (f) (GLO, A, T) Anteater MC (f) LM, AR, DP Antelope, large MH, MK 3/3 35/25 3/ (cf) DP Antelope, small SH, SK 3/3 20/25 3/ (cf) DP Armadillo MC (f) LM Badger LB, LC 2/2 60/55 4/ (f) P, D, C Badger, Giant LB, LC 2/2 70/65 8/ (f) P, D, C Baleen Whale ,000 Bash all OS Bat, Common TiB (cf) (GOZ, T) Bat, Large SB (cf) (GOZ, T) Beaked Whale ,000 GB, Bash D6 all OS Bear, Black MB, MC 3/3 45/50 3/2 Hug: 2D ms CDL Bear, Brown LB, LC 2/2 50/55 12/10 Hug: 2D wm ARL Bear, Grizzly LB, LC 2/2 65/80 16/7 Hug: 4D wm C, D Bear, Polar LB, LC 2/2 65/60 12/20 Hug: 4D c,f GT Beaver MB (f) L Beetle, Rhinoceros LB, LH 2/2 65/60 12/ (f) ZM, R, DJP Beetle, Stag LB, LH 2/2 65/60 12/ (f) ZS, A, CH Beetle, Water MB (f) L Boa Constrictor LS hmnstw LM, D Boar, large x MB hkmnstw R, CDJP Boar, small x MB hkmnstw R, CDJP Buffalo (male) MH, LK 3/2 55/50 15/ (h) (GIOZ), P Centipede, Giant LB 2 > hnawms C, D, M Cheetah MB, MC 3/3 50/55 8/ hnawms P Cobra SS 3 >35 Nerve Poison STR hmnsw B,DJP Condor MB, LC 3/2 50/60 4/ (hnf) AR Conger Eel LB (cf) S Cottonmouth SS 3 35 Muscle Poison STR amsw BQZ,R,D Coyote MB hnawmskt (SO, T) Crab, Giant GB (f) OS Crison LH (hna) FG,(U),PT Crocodile 5' LB hmnw LM Crocodile 10' LB hmnw LM Crocodile 15' LB hmnw LM Crocodile 20' LB hmnw LM Deer (female) SK 3 60/ (f) (GIOZ), (T) Dog * Size roll 5 * 1D8 SB (5 * Size roll) hnawmskt NP Dolphin MB (cf) OS Eagle, Giant GB, GC 2/2 55/55 9/ hnaf A Eagle, Wild MB, MC 3/2 45/50 4/ (hf) LS, AR Electric Eel LB D8 electric (ktcf) L Electric Ray LS D20 electric (f) OS Elephant, female ,000 LK hmnstw Q, CDP Elephant, male ,000 LH, LK 2/2 50/40 10/ hmnstw Q, CDP Elk ,000 LH, LK 2/2 55/50 10/ ktcf LMS, DPT Falcon SB, SC 3/3 30/40 2/ (hf) OQZ, DJ Falcon, Giant LB, LC 2/2 50/55 7/ ktc A, CD Ferret SB, SC 3/3 40/50 3/ (f) LMQSZ, D Fox SB hnawmsktf (O) Freshwater Eel SB (f) FLM Game Bird SB (hna) AR, CP Gila Monster SB, SC 3/3 40/50 Nerve Poison STR 3 (bite) ans BQZ, P Giraffe LK hnawms (GIOQZSM), DP Gorilla MB, grapple hnmw R, CDJP Guyascutus MK, grapple 3 65/70 10/1d msk AR Hawk SB, SC 3/3 30/40 2/ (hf) GIOQ, CJ Hippopotamus ,000 LK hmnws LQ,P Hippopotamus, MK hmnws LQ,P Pygmy Horned Viper 1 40 M MS 3 35 Muscle Poison STR hmnsw BQZ,R,CDJP Horse, Wild LK 3 35/ hnawmskt P Hyena LB hnawmskt (GIO, T) Ihl Wolf MB (hf) C Jaguar LB, LC 2 60/70 11/ hnawms L, J Jellyfish, Giant LS D10 electric hnawms OS Kangaroo MC, LH 3/2 55/ tail bash hmnsw Q, P Killer Whale ,000 GB 2 > (f) OS Koala TiC ms L, D Komodo Dragon LB, LC 2/2 60/65 24/ hmnw L, P Kraeguth LB, LC + hug 2/2 65/70 11/ (af) U, PT Lamprey MB D10 hits per round after critical success ktcf OS Leech MB D10 hits per round after critical success ktcf OS Leopard MB, MC 3/3 55/60 10/ hnawms LM, A, CDJP Lion LB, LC 2/2 70/75 18/ hnawms P Lynx MB, MC 3/3 55/60 4/ hnawms AR, C Man-of-War LS Grapple 2 50 Respiratory Poison STR h OS

3 Manta Ray ,000 LH 2 55 Bash (f) OS Mastiff 2 50 M MB N/A N/A N/A Millipede, Giant GB hnawms C, D, M Mole SC (f) (GIOQZ), DP Mongoose SC (f) LMQSZ, D Monitor Lizard SB, MC 3/3 45/60 3/ hmnsw LMQ, DP Monkey 2 28 S SB, grapple hmnstw AQR, CDJP Moose LH, LK 2/2 55/50 10/ ktcf LMS, DPT Moray Eel MB (cf) S Narwhal ,600 GB, GH 2/2 65/60 14/ D6 cf OS Octopus TiB, Hug (cf) OS Octopus, Giant LB, Hug (cf) OS Opossum TiB, TiC 4/4 35/45 3/ wmskt LMS, D Ostrich LC ams P Otter SB nwmk L Owl SC (hf) (IO, J) Owl, Giant LC (hf) (IO, J) Panda, Giant MC wmk LM, R, D Pangolin MC hnawms CDP Penguin SC tcf OS Piranha TiB x hna L Pit Viper SS 4 35 Muscle Poison STR achkmnstw BQZ,R,CDJP Porcupine TiB, TiC 4/4 35/45 1/ hkmntw CDJ Porcupine, Giant SB, SC 3/3 35/45 3/ wmk D Porpoise MB (f) OS Puma MB, MC 3/3 55/55 8/ hnawms AR, D Python MS, constriction hmnstw LM, C Rabbit/Hare TiB (hf) (GIO), (J) Raccoon SB, SC 3/3 45/55 1/ (cf) LMS, CD Rat SB (f) (GO) Rat, Giant MB (f) (GO) Raven, Giant MB, MC 3/3 35/40 3/ wmsktc R, DP Rhinoceros LH, LK 2/2 50/45 16/ hmnsw Q, DJP River Dolphin MB (ktcf) L Sailfish LH hnawms OS Sawfish GC (ktcf) OS Scorpion, Giant LS 2 35 Respiratory Poison STR ahmns BQZ, R, CDJP Sea Anemone SB 4 40 Muscle Poison STR all OS Sea Lion LB cfkmt OS Sea Snake TiB 4 40 Nerve Poison STR hnams LOS Seal MB cfkt OS Shark, 6' LB all OS Shark, 10' LB all OS Shark, 15' LB all OS Shark, 20' LB all OS Shark, 25' LB all OS Shark, 30' LB all OS Sloth MC hnawms LM, DJ Squid MB, Hug all OS Squid, Giant GB, Hug all OS Stag, Great LH, SK 2/3 55/25 5/ (f) (GIOZ), C Starfish TiB 4 30 Nerve Poison STR hnawms OS Stingray LS 3 70 Nerve Poison STR (f) OS Tapir MC, MK 3/3 55/55 3/ wm MJ Tasmanian Devil MB, MC 3/3 55/60 6/ mnsw CD Tiger LB, LC 2/2 60/65 25/ (tcf) LMS, CD Toad TiB 4 40 Respiratory Poison STR hkmnstw M, CDJP Toothed Whale ,000 GB, Bash D6 all OS Trapdoor Spider LS 2 35 Muscle Poison STR ahkmnsw BL, R, CD Tree Frog TiB 4 40 Respiratory Poison STR hkmnw M, CDJ Viperfish SH (f) OS Vulture, Giant MB, MC 3/3 40/45 2/ (f) Z, W Walrus GB cfkt OS Warg MB (hf) (IO) Weasel, Giant MB plus blood drain (2d6/melee turn + bite on any subsequent turns.) (hf) D, C Wolf MB (hf) (IO) Wolf, Dire MB (hf) (IO) Wolf Spider LS 2 35 Respiratory Poison STR ahkmnsw MQZ, R, JP Wolverine MB, MC 3/3 55/60 6/ ktcf GL, CT Wolverine, Giant MB, LC 3/2 60/65 7/ ktcf GL, CT Wombat MC wmsktc LM, CD Zebra MK hnawms LMZ, (A), P 7 dogs: Mastiff, Bloodhound, Retriever, Setter, Bird Dog, Hound, Shepherd 1 When charging an enemy at full gallop, horns do an additional 1/2d6 of damage per 1000 pounds of weight. Will occur if a victim is hit and bashed to the ground by the horns: 5% chance per 300 pounds over the enemy's weight if standing and 10% per 500 pounds if charging; a knockdown brings a 20% chance of trampling, with 1/2d6 the damage per 500 pounds of the trampling animal's weight. 2 Kicks will have a 5% chance per 100 pounds over the enemy's weight of bashing the victim to the ground, with a 20% chance of trampling if a knockdown occurs. In certain cases (very large animals) "kicks" represent body gashes rather than actual attacks with hooves, etc. 3 Boars invariably score leg hits against large opponents with their tusks, unless the victim is already down. Except for Promercochoerus, swine all trample fallen victims but do not kick. A trample is ld6 damage per 2 points of damage the particular type does with its tusks. Victims in metal armour suffer 1/2 damage; those in plate suffer 1/4 damage. 4 Giant porcupine throw their quills with their tails. From 1d6 quills wil be thrown up to 50' twice per melee round. Treat as 20 pound-pull crossbow, with 5+1d6 damage per quill. Anyone not in full plate or mail who falls on a porcupine will suffer 3d6 damage each melee round they remain there.

4 Bears will also attempt to "hug" enemies smaller than themselves, with a 25% chance on scoring a "hit" with their claws. Damage is halved for plate/mesh armour. A "hug" costs 1 blow and the bear has a 50% chance of either tossing its victim 5-30 feet (if smaller) and stunning it (25% chance of stun) or continuing the hug and automatically scoring a claw hit on the back, head, etc., on the next blow. When fighting amongst themselves, bears do only 1/2 damage to bears of the same size or larger. 5 If the bite die roll is under 50% of the score needed for a hit the dog will have gotten a grip and his Mass will encumber the victim. Other members of the pack will attempt to kill the encumbered victim. Once a dog has a grip on a victim, it does not need to roll for an attack. It will do its damage to a victim in each Action. Armor will make all damage received up to its Armor Value act as subdual damage. All damage beyond that is lethal. Attack-trained dogs have their hit % increased by 10 and do an extra 2 points of damage. Crison Crison are woolly cattle with two large horns on their snouts. Their long hair is usually brown or grey in color, though some instances of white crison have been reported. They are usually 5'-7' long. Crison hair is often made into yarn and cloth, while its meat and milk are used by many people who domesticate them on the slopes of mountains. Guyascutus A large, four-legged mammal, this creature resembles an ox with slender legs and a long, thick tail. Due to its favored locale (rocky mountain peaks) and its tough, leathery flesh, the guyascutus is not a target of human hunters. Although always on the move, the herds of guyascutus prefer to dwell on high plateau tops and feed on the small grasses that grow there. Although most of the time the guyascutus will flee from a predator, if forced to fight it will attempt to trample a foe, or squeeze it with its massive, serpentine tail. >H4>Ihl Wolf> These 3' tall mammals are grey or black in color, and covered with very long hair. They have an oval body with two thick legs and large feet below them. The head is very long and thin and is positioned in front of the body, with a very short neck. Its mouth is quite large and is filled with ridge-like teeth. Ihl wolves can be lone hunters, but they prefer to travel in packs so as to bring down larger prey such as deer and moose. Otherwise these carnivores eat rabbits, gabbits and other rodents. Kraeguth Kraeguth are much like large bears, but instead of being mammals, kraeguth are reptiles. Their skin is covered in grey-green scales rather than fur, their heads are large, and tails small. They are usually 6'-9' long. These creature's hides are waterproof and very durable, even used by some cultures as armour. Prehistoric M ammals Table B-4 Prehistoric Mammals Name AV DRT Size Attacks BNA Hit% Damage Dodge Number Climate Terrain Armadillo, Giant MB hnawms P Baluchitherium (Rhinoceri) LK x LH, 4 x 2/2 65/60 25/ hnawms D Bear, Cave GB, GC 2/2 65/70 23/ mktcf AR Bison Latifrons LH/LK 4/2 70/50 16/15 0 P Brontops (Rhinoceri) x LH hnawms P Brontotherium (Rhinoceri) x LH hnawms P Castorides (Giant Beaver) x LB hnawms M, L Cervalces (Deer) LH, LK 70/60 3/3 16/12 0 D Diceratherium (Rhinoceri) x LK hnawms P, D Dinohyus (Boar) x LB hnawms P, D, C Eohippus PD Figgins Bison LH, LK 4/2 70/65 20/15 0 P Hapalops (Sloth) LC hnawms D Lion, Cave L LB, LC 2 75/75 11/ hnawms V, P Mammoth Colombi ,000 LH, LK 2 55/40 13/ kt CDP Mammoth Imperial, Large ,000 LH, LK 2 60/45 18/ kt CDP Mammoth Imperial, Small ,000 LH, LK 2 55/40 15/ kt CDP Manteoceras (Titanotheres) LK hnawms P, D Mastodon 13' LH, LK 2 55/40 13/ cf CD Mastodon 10' LH, LK 2 50/40 10/ cf CD Mastodon 8' LH, LK 2 55/40 8/ cf CD Mastodon 6' LH, LK 2 45/40 8/ cf CD Mesohippus PD Metamynodon (Rhinoceri) LK hnawms P, D Mylodon (Sloth) ,000 LC hnawms D Nothrotherium (Sloth) LC hnawms D Paleosyops (Rhinoceri) LK P Philohippus LK PD Promercochoerus (Boar) LK hnawms P, D, C Sabretooth Tiger I LB, LC 2 70/70 11/ wmktc R, CDP Sabretooth Tiger II LB, LC 2 65/65 11/ wmktc R, CDP Sabretooth Tiger III LB, LC 2 11/6 65/ wmktc R, CDP Wooly Mammoth ,000 LH, LK 2 55/40 13/ kt CDP Wooly Rhinoceros LH x LK, 4 x 2 55/60 10/ wmktc R, CDP 1 When charging an enemy at full gallop, horns do an additional 1/2d6 of damage per 1000 pounds of weight. Will occur if a victim is hit and bashed to the ground by the horns: 5% chance per 300 pounds over the enemy's weight if standing and 10% per 500 pounds if charging; a knockdown brings a 20% chance of trampling, with 1/2d6 the damage per 500 pounds of the trampling animal's weight. 2 Kicks will have a 5% chance per 100 pounds over the enemy's weight of bashing the victim to the ground, with a 20% chance of trampling if a knockdown occurs. In certain cases (very large

5 animals) "kicks" represent body gashes rather than actual attacks with hooves, etc. 3 Boars invariably score leg hits against large opponents with their tusks, unless the victim is already down. Except for Promercochoerus, swine all trample fallen victims but do not kick. A trample is ld6 damage per 2 points of damage the particular type does with its tusks. Victims in metal armour suffer 1/2 damage; those in plate suffer 1/4 damage. 4 Sloths all attempt to "hug" enemies smaller than they are with a 25% chance on scoring a "hit" with their claws. A "hug" does ld6 of damage per 5 points of damage inflicted by the claws. Damage is halved for class mesh or plate armour. A "hug" costs 1 blow, and the sloth has a 25% chance of tossing its victim 5-30 feet (if smaller) and stunning it. If the stun is unsuccessful, the creature is merely pushed away. Dinosaurs Table B-5 Dinosaurs Name AV DRT Size Attacks BNA Hit% Damage Dodge Number Climate Terrain Allosaurus 35' ,000 GB, GC 2/2 80/95 27/ hnawms L, R, P Allosaurus 20' ,000 GB, GC 2/2 75/80 18/ hnawms L, R, P Anatosaurus (P) ,000 MC / LK (tail) / LK (kick) 3/2/2 85/65/50 16/15/12 0 D, MS Ankylosaurus 15' 10 (back) / 2 (belly) ,000 LH (tail) 2/ hnawms PDZ Apatosaurus ,000 LK (tail) / LK (kick) 2/2 65/50 18/15 0 DP, S Brachiosaurus ,000 LK (tail) / LK (kick) 2/2 75/70 48/27 0 DP, S Bienotherium None N/A DPZ, M Camarasaurus(P) ,000 LK (tail) /LK (kicks) 3/2 60/50 15/12 0 DPZ, M Camptosaurus ,000 SK (tail) D Cotylorhynchus ,000 MB D Ceratusaurus 18' ,000 LB, LC 2/2 80/75 14/ hnawms L, R, P Ceratusaurus 15' ,500 LB, LC 2/2 80/70 11/ hnawms L, R, P Ceratusaurus 12' ,000 LB, LC 2/2 70/65 11/ hnawms L, R, P Cheneosaurus(P) ,000 SC 2/ D, S Coelophysis MB, MC 3/3 75/65 6/ hnawms D, P Coelurosaurus MB, SC 3/3 70/75 4/ hnawms D, P Cygnognathus(P) 4½' MB hnawms D, P Cygnognathus(P) 5' MB hnawms D, P, Z Deinonychus (P) MB, LC 3/2 45/90 2/ hnawms D, P Desmatosuchus 5 (back) / 2 (rest) 120 4,000 LB, LH (tail) 2/2 55/70 6/ hnawms PDZ Dimetrodon ,000 LB, MC 2/3 75/65 11/5 0 M, S, P Edaphosaurus ,000 MB LRO Elasmosaurus ,000 MB DPM Endothiodon SB DPM Eryops MB DPM Gorgosaurus 20' ,000 LB, LC 2/2 100/80 18/ hnawms L, R, P Gorgosaurus 18' ,000 LB, LC 2/2 90/75 18/ hnawms L, R, P Gorgosaurus 15' ,000 LB, LC 2/2 75/70 14/ hnawms L, R, P Hatzegopteryx (F) LB, MC 2/3 50/55 7/ hnawms L, R, P Henodus (turtle) 8 shell / 3 belly MB 2/ hnawms OL Hesperosuchus MB, SC 3/3 65/75 4/9 30 DP Hypacrosaurus (P) MC 3/ D,O Hypsilophodon (P) SB, SC 3/3 50/80 6/9 30 DP Iguanodon (P) ,000 MB, MC 1/4 55/70 10/16 0 DP, O Latenivenatrix 25' ,000 GB, GC 2/2 75/85 18/ hnawms L, R, P Lycaenops 7' (P) MB DP Lystrosaurus SB M Machaeroprosopus LB DP Monoclonius (Ceratopsian) 6 (head) / 1 (body) MB, LH 3/2 60/70 10/8 0 P Muraneosaurus MB SLR Nodosaurus 5 (back) / 2 (rest) ,000 LB, LK 2/2 65/75 12/ hnawms P Nothosaurus SB SLR Orintholestes MB, MC 3 75/80 6/3 20 hnawms P Orinthosuchus(P) SB, SC 3 60/75 16/18 60 hnawms D Placodus (turtle) 5 shell / 2 belly MB D Plateosaurus(P) MC D Psitticosaurus(P) 4 (head) 2 (body) MB D Protoceratops (P) (Ceratopsian) 4 (face) / 1 (body) MB P Pteranodon (F) MB, MC 3/3 55/60 4/ hnawms Q, R, P Ruchneosaurus SB D Scaphonyx(P) SB D, M Scelidosaurus 8 (back) / 2 (rest) 180 8,000 LH (tail) P Scolosaurus 10 (back) / 2 (rest) ,000 LH (tail) P Sphenacodon ,000 LB, MC 2 75/65 18/12 0 M, D, P Stagnolepsis 7 (back) / 2 (rest) 75 2,000 MH (tail) DP Stegosaurus 25' ,000 LH V, Q, P Stegosaurus 20' ,000 LH V, Q, P Stegosaurus 15' LH V, Q, P Stenonychosaurus 30' GB, GC 2/2 75/90 18/ L, R, P Styracosaurus (P) (Ceratopsian) 8 (head) / 1 (body) MB, LH P Tanystrophaesus SB 3/2 70/60 15/12 0 P Triceratops 25' ,000 MB, LH 3/2 60/90 8/ hnawms V, Q, P Triceratops 20' ,000 MB, LH 3/2 55/80 8/ hnawms V, Q, P Triceratops 16' ,000 MB, LH 3/2 55/75 8/ hnawms V, Q, P Triceratops 12' ,000 MB, LH 3/2 50/70 6/ hnawms V, Q, P Triceratops 9' ,000 MB, LH 3/2 45/60 4/ hnawms V, Q, P Triceratops 7' ,500 MB, LH 3/2 45/65 2/ hnawms V, Q, P Tyrannosaurus 50' ,000 GB, GC 2/2 105/75 36/ hnawms V, Q, J, P Tyrannosaurus 40' ,000 GB, GC 2/2 110/85 32/ hnawms V, Q, J, P Tyrannosaurus 35' ,000 GB, GC 2/2 90/70 27/ hnawms V, Q, J, P Tyrannosaurus 25' ,000 GB, GC 2/2 85/65 23/ hnawms V, Q, J, P Yaleosaurus 7' ,000 MB, MC 3/3 65/65 8/ hnawms D Riding/Draft Animals

6 Table B-6 Riding/Draft Animals Name AV DRT Size Attacks Hit% Damage Dodge Carry Capacity Camel, Bactrian L MB lbs Camel, Dromedary 3 80 L MB lbs Donkey 2 72 M SB, MK 50/65 12/ lbs Elephant G LH, LK 60/50 16/ lbs Horse, Draught 2 45 L LK lbs Horse, Riding 2 30 L LK lbs Llama 2 48 M SB lbs Mule 2 88 M MB, MK 65/70 10/ lbs Oxen/Water Buffalo 2 96 L MH, MK 65/65 12/ lbs Pony, Light 2 20 M MK lbs Pony, Riding 2 20 M MK lbs Reindeer/Caribou L MH, MK 70/70 12/ lbs Serpentus L MB, LC 65/75 20/ lbs Warhorse, Heavy L LK lbs Warhorse, Light L LK lbs Warhorse, Medium L LK lbs Warhorse, Very Heavy L LK lbs U ndead Undead are immune to subdual damage, since they do not suffer fatigue or pain. Vitals no longer apply, so a dagger through the lung, axe embedded in the skull or mace to the groin have no special effect beyond pure damage dealt. Thus, they are immune to critical hits, sneak attacks and death from massive damage, as well as stunning effects. Poisons, whether insinuated, ingested, inhaled or contact, will not have any effect an undead creature. Undead are immune to paralysis, since their motive dexterity is not powered by natural forces and to disease. Undead are immune to virtually all spells that affect the mind. Table B-7 Weapon Effects on Undead Weapon Death Knight Ghoul Zombie Skeleton Mummy Vampire Wight Death Wraith Ghost Liche Natural Weapon 1/2 Dam. a 1/2 Dam. a 1/2 Dam. a 1/2 Dam. a 1/2 Dam. b No Effect b No Effect b No Effect b No Effect b No Effect b No Effect Ordinary Weapon 1/2 Dam. c 1/2 Dam. c 1/2 Dam d 1/2 Dam. c 1/2 Dam. c No Effect No Effect No Effect No Effect No Effect No Effect Wooden Arrow/Spear 1/2 Dam. c 1/2 Dam. c No Effect 1/2 Dam. c Full Dam. No Effect No Effect No Effect No Effect No Effect No Effect Magic Weapon Full Dam. Full Dam. Full Dam. d Full Dam. Full Dam. 1/2 Dam 1/2 Dam. 1/2 Dam. 1/2 Dam. 1/2 Dam. 1/2 Dam. Fire 1d8 1d10 1d6 1d10 1d10 1d10 1d6 1d6 1d6 No Effect 1d6 Magic Fire Full Dam. Full Dam. Full Dam. Full Dam. Full Dam. Full Dam. Full Dam. Full Dam. Full Dam. Full Dam. Full Dam. Lightning Bolt Full Dam. Full Dam. Full Dam. Full Dam. Full Dam. Full Dam. Full Dam. Full Dam. Full Dam. Full Dam. Full Dam. Illusion Spell Per IQ IQ/4-15 IQ/4-9 IQ/8-13 No Effect Per IQ No Effect No Effect No Effect No Effect No Effect Command Spell No Effect WIS/4-13 No Effect No Effect No Effect No Effect No Effect No Effect No Effect No Effect No Effect Great Command Spell DEPART! OBEY! OBEY! OBEY! DEPART! DEPART! DEPART! DEPART! DEPART! DEPART! No Effect a Full damage if Natural Weapons of a Legendary Monster/Beast. b 1/2 damage if Natural Weapons of a Legendary Monster/Beast. c No Critical Hit possible. d No damage if a thrusting/stabbing weapon; full damage if a crushing weapon. Corpse Candle Illusion cloaks the remains of a drowned corpse, bequeathing upon it a whole and fair, if moist appearance. The image seems to float just below the surface of the water, the Corpse Candle cupping a beckoning light in its hands above. Those viewing the Corpse Candleâ s burning eyes fall into a trance from which they may never wake; the Undead weaves a trance which holds the victim motionlessly staring at the Candle if he fails a RR. Additionally, the gaze of the Candle drains 0.4 Constitution points per round from the hapless victim (RR applicable). The victim can make a RR each round to wake before it is utterly drained to a lifeless corpse itself. Hits: 100 Death Knight Death Knights appear as skeletal humanoids encased in their original suits of armour, dried skin and flesh stretched tight across bone and mounted on a grave mount. They retain all the fighting skills they learnt in their former life and, melded with the powers of the undead, a death knight can prove to be a fearsome foe. The grave mount appears as a large warhorse with rotting and decayed flesh hanging from its exposed skeleton. Its hide is very dark brown or black and its mane, also black in colour, is missing in places or falling out in clumps. A grave mount's eyes bum red and its teeth are dull ivory in colour whilst the hooves are black. Black Knights take 150 points of damage, and have an equivalent STR of D6 for purposes of determining damage. Death Deaths are the traditional cowled figures of Skeletons so common to Medieval folklore. A continuous emanation of Fear surrounds a Death for 30 feet, and all characters under WIS 16 must save from that Fear each melee turn they are within that distance. Characters over WIS 16 must save from Fear the moment they see the Death or flee in panic. A Death is armed with a Scythe capable of paralyzing anyone it strikes 10% of the time and which inflicts the damage of a two-handed sword. The weapon has a 33% chance of totally paralyzing the victim for 1-6 turns if a Critical Hit is scored (no other damage occurs). Alternatively, a Critical Hit does maximum damage to the victim, and a 10% result slays him instantly. A Death also has the dread Finger of Command which it can use to hold or attract any being failing to save from Fear: Range 60 feet; Duration 1 melee turn. Deaths are highly intelligent and are immune to all spells of Influence and Control. Illusions and Phantasms have no effect on them. Only Magick weapons of +3 or better, Magick Fire, and some Clerical rites can damage them. They never appear in daylight and rarely- in any places that are well-inhabited. Necromancers are immune to fear in their presence and have a 5% chance per level above level 5 of communicating with a Death. Body: 135 Hit: 50% Parry: N/A Dodge: 55% Blows: 8 WDF: 5x AV: 4 Deathwoode These woody spirits appear as large trees of twisting limb with black eyes and an ominously toothy maw. Their forms are ghostly, but the swish of the wind through their dead leaves and the creak of their boughs is not just imagined by those who come face to face with these Undead. Only vary rarely are sentient trees killed or murdered, but when they are, a high percentage of those slain seem to regenerate their presences as Deathwoodes. Thus, even in death, those charged with the guardianship of the forests are able to continue their duties. After only a few centuries of unlife, most of these ghostly entities fade away into the woodwork, finally gaining their eternal rest.

7 These Undead are the spirits of slain Treeherds and other sentient or animate trees. Even in unlife, they are protective of the forest. In fact, they are vengeful and ruthless in their pursuit of forest travelers. They often protect the living trees from those who would do the m harm, or sometimes they simply slay any who would enter the forest at night. These creatures are adept at bashing foes with their massive limbs or biting with their unforgiving maws. In addition to any damage normally delivered, their touch also drains 0.4 Constitution points per round (RR applicable). Due to their insubstantial form, magical weapons are needed to harm these creatures. Hits: 120 AV: 6 Hit%: 60% Dodge: 0% Bite Damage: 16 Dream Horror These creatures are found in the land of dreams, where they appear as hideously malformed humans. They have can have up to four arms, each of which has a long, shining metal blade in the place of a hand. By the cruel demeanor and form, their intent seems all too clear. Dream Horrors are Undead who are able to migrate to the dreams of living mortals. The source of its power is its thirst for revenge and a particularly unpleasant psychotic nature. They are fixated on destroying the person or persons it believes responsible for its death (its choice may not reflect the reality of the situation), and it may attempt to kill several targets related in some way to its true and final victim. The Horror will move into its target's dream world, filling night after night with nightmares (a cumulative -5 to all actions for each night of nightmares), and when the Horror finally corners its victim in the nightmare, any damage done to the target in the ensuing struggle actually occurs in real life. Hits: 90 Ghost GHOSTS are restless beings whose bodies are dead but whose spirits continue to haunt the world. A Ghost may be suffering from some unforgiven sin or treason, or it may want such things as the proper burial of its body, the redress of an old injustice, the restoration of the true heir, the return of a stolen treasure, or any of a host of things. In such instances, a Ghost will have the power to place the right person under a Geas to put things right. There is a scant 10% chance of saving oneself from such a Geas if the Ghost's purpose is basically just. True Ghosts cannot be harmed by any form of weapon or Magick because they are not material or magical in nature, and because the Power that binds them to the earth is more powerful than any possessed by men. Only Exorcism may remove a Ghost from the Mortal Plane. Ghosts are frightening beings as well. Their moans can fill a character less than level 6 with panic instantly. Necromancers are immune to the Fear generated by Ghosts, but all other characters must check morale each turn they are in a Ghost's presence. Only a character Geased by a Ghost can stay in its presence without checking morale. Generally, Ghosts will do little direct harm to people, but they will panic, confuse, and confound anyone who really thwarts them or who earns their anger. The worst thing that can happen to a man is to be personally singled out far a haunting. Ghosts employ TERROR to cow and vanquish their enemies, as described for Deaths. However, if a Character fails in his FER CR and his morale is shattered, there is a chance that his fear could paralyze his limbs and begin to kill him. Roll a CON CR-1D6. Failure means that the Terrorized Character cannot move, and that he is literally being killed by his abject fear at a rate of 2D6 damage points per combat turn he remains in the presence of the Ghost. A CON CR-1D6 is rolled each turn; if he can move, he flees and the damage points are not assessed against him. (The damage is purely in the mind, but if the total exceeds the Character's DRT plus the character's CON Class, he dies of a heart failure). Ghost Wolf A dead-white lupine form lopes across the countryside with an immaterial body, the Ghost Wolf counterfeits the dread Great Wolves. These Undead variety, however, inspire even more fear and dread than their living kin. These creatures are most often observed running in packs, but from time to time they have been known to be in the service of other powerful Undead. They roam the wide, wild open spaces, hunting in packs under a dominant spectral male or female of particular Undead might. They will run all night long in search of prey, tirelessly, as their blazing eyes light their paths like redly glowing lamps. As the dawn breaks, they normally retreat to caves or underground tunnels to await the coming of the next night, where they again will be free to hunt for the life force of living beings which they need to continue their existence. Table B- Ghost Wolf DRT Size Weight Attacks %Hit Damage Dodge Armour Number appearing 200 LB, MC 70/70 36/ Ghoul Ghouls eat the flesh of the dead and make their homes in or near graveyards. Their sense of hearing is acute, and they hear noises 50% of the time. They also have an excellent sense of smell and detect enemies 50% of the time with that faculty as well. If a character is killed by a Ghoul and is fortunate enough not to be eaten, the Ghoul's venom hasa 20% chance of infecting the corpse and turning it into a Ghoul. There is no cure, There is also a 10% chance that the touch of a Ghoul will paralyze a character; roll to see if the touch is paralyzing, then roll a CON CST to avoid paralysis. They have 3 blows with each MC claw and 3 bites with MB fangs. Table B-9 Ghoul Types DRT Size Weight Attacks %Hit Damage Dodge Blows Armour Number appearing I 30 6' 250 MB, MC 60/65 10/8-20% 2 7 1d10 II 40 6' 250 MB, MC 70/75 10/8-20% 2 8 1d6 III 50 6' 250 MB, MC 75/80 15/12-25% 3 8 1d6 M ummy Mummies are Undead whose corpses were preserved by ancient Magicks of great power. They are unaffected by all spells of Illusion, Phantasms, Control, and Influence. Ordinary weapons do no appreciable damage to them, and Magick weapons do only half damage. Only Holy Swords will do full damage to a Mummy, as will fire of all types. Body: 150 Hit: 60% Parry: 40% Dodge: 20% Blows: 7 WDF: 6x AV: 4 Nightgaunt These nocturnal horrors regard the world blindly, as they have no eyes. In form, they resemble large, haggard carrion birds with a 15' wingspan. Nightgaunts fly from their caves in the rugged hills to dine on the corpses found on nearby battlefields, in graveyards, or in other places of death. Often, groups of these nasty creatures will follow behind an invading army, intent on feeding from the field of the slain at the first hint of full night. The piercing screech which emanates from these Undead throats is of such power that all within 50' must make a RR versus Fear. DRT: 120 MC Hit% 70 Damage: 16 Dodge 20% Poltergeists Poltergeists are Ghosts who throw things. Such spirits are sometimes malevolent, sometimes benevolent. Indeed, a Poltergeist may decide that a person, family, or party of adventurers is worthy of its protection and assistance. In such cases, the favored individuals seem to enjoy an inordinate amount of good luck in the place the Poltergeist haunts. On the other hand, those which the Poltergeist actively dislikes may experience bad luck, or strange and frightening things may happen to them. The luck aspect can be represented by a + or (1/5%) Dice Modification to all D6, D10, D20, and D100 rolls, either in the favor or to the disadvantage of the liked/disliked person(s). The strange and frightening events take on a more material and sinister quality. Objects can be thrown, dropped on, etc., the victims, doing 2D6 points of damage and bringing on a PANIC attack as described for Mummies.

8 Poltergeists are restricted to a particular place, usually a dwelling which they loved during life. They can only be EXORCIZED, and the rite must be performed while the Poltergeist is present. The being itself is never visible, but it makes its presence felt through the emotions felt by those in the area, sounds, moaning drafts, etc. Exorcism Level = Demon VII equivalent. Skeleton Skeletons are the final remains of men long dead. Skeletons are totally the creatures of those who raised them and act only according to their master's instructions, whether he is still living or is himself long dead and gone. They attack without fear and must be completely destroyed. They are immune to ordinary pointed and edged weapons because they are fleshless beings. Impact weapons, such as a mace, will do full damage to them, however. Fire consumes their dry bones readily, but until they are utterly destroyed by flame, Skeletons continue to act purposefully. Some Magick Spells and Clerical rites may destroy them, disspell the Magick that animates them, or simply turn them away. They are immune to all spells of Influence or Control. Illusions and Phantasms may mislead them and draw attention away from their intended victims attempts to persuade or "con" them into a course of action contrary to their orders are doomed to failure. Skeletons may be of two types: Type I Skeletons are unarmored; Type II Skeletons are dead warriors, clad in armor and highly skilled in all forms of hand-to-hand combat: Table B-10 Skeleton Types DRT Size Weight %Hit Dodge Parry Blows WDF Amour Number appearing I 15 6' % -30% -10% +1 3x 3 1d10 II 20 6' % -40% -20% +3 4x 7 1d10 III 25 6' % -40% -20% +3 4x 7 1d10 Vampire Vampires gain and develop the Vampiric Spells listed in Table B-11. The Magical Proficiency of a vampire is 11 + D12. Base points = 19 + (3 x MP). Also, for every 20 years a Vampire has been Undead, add Body Points. Roll a 20-sided die, with each pip counting as 20 years. Add 4 body points for 20 years. Once a Vampire has bitten a victim, he may seek the victim out freely, returning again and again to drain blood until the victim dies or is turned into a Vampire subject to his will. There is a 10% chance each time a victim is bitten that he/she will be infected with vampirism. There is a 25% chance each time that the Vampire will lose control and drain all the victim's blood. Magick weapons, unless aligned vs Vampires, will do only half damage to them. Magick spells also do only half damage. Only Holy Swords will do full damage to Vampires and also cause them to panic (25% chance) each turn they are in combat with the possessor of a Holy Sword. To destroy a Vampire utterly, one must cut off his head, drive a stake through the heart, burn the head and body, and bury the head under a stone cairn at. a crossroads. A Vampire has the ability to regenerate 3 points of damage per turn. Spells that affect others, marked with a require a vampire to make eye contact with the intended victim. The base chance is 5% per MP of the vampire, and a difficulty modifier (e.g. +30 if the target is caught completely by surprise, no modifier if the target is unaware of the danger posed by the vampire; -20 if the target is wary). The Magical Proficiency of a vampire is D Base points = 19 + (3 x MP). Also, for every 20 years a Vampire has been Undead, add Body Points. Roll a 20-sided die, with each pip counting as 20 years. Add 4 body points for 20 years. Table B-11 Vampiric Powers POW Spell 1 Detect Holy 2 Charm 3 Fairseeming 4 Suggestion 5 Fear 6 Hamper 7 Fog Shroud 8 Subjugation 9 Long Door 10 Beast Form 11 Command Beast 12 Domination 13 Terror Gaseous Form 16 Mass Charm 17 Mind Slave Mass Fear 22 Mass Hamper Beast Form The caster assumes the form of one type of animal. The vampire receives all physical and magical abilities of the beast. Usually a vampire will only be able to change into one type of beast. If a vampire is slain in this form he reverts back to his normal form. Charm The target believes the caster is a good friend. Eligible targets are limited to humanoids and sentient Undead. Command Beast The vampire draws to himself creatures corresponding to his chosen Beast Form. if any are within the spell's range. He may command them in any fashion and they will understand and obey without delay. He may summon and control up to double his level in levels of the creature. A creature's level is its hit points divided by 10. Detect Holy This spell detects any "holy" item/person/place within a 10' per MP radius around the caster. The definition of what constitutes "holy" is up to the GM but generally it can be taken to mean anything diametrically oppposed to the Unlife of Vampirism. Domination As Subjugation, except when the caster stops concentrating, the target becomes a "living zombie", unable to act independently. The target will follow, simple, unambiguous orders previously given by the vampire. On any subsequent round that the caster concentrates, the target must obey his will. The target is allowed one resistance roll per day to overcome the vampire's Domination. Fairseeming

9 The vampire appeers as he did in his previous life (before becoming Undead). He will seem to be alive, healthy, and a member of his former race when examined by any of the five senses and even magical detections. Fog Shroud The caster causes a fog to rise which obscures nearly all vision into and throughout the area of effect. The visibility is cut to one foot. Visual perception beyond that range is resolved t -75. Gaseous Form A spell enabling the recipient to become gaseous for up to 6 turns. Winds will dissipate the gas. However, except for casting magical spells, anyone in Gaseous Form is completely without substance and cannot handle objects. etc. The target is at 25% activity. Hamper Long Door The caster teleports to a point up to 5' per MP distant, through any intervening barriers. The vampie cannot materialize in the same space as another physical object; if this happens, the spell simply doesn't work, though the caster still loses the POW expended. A vampire primarily uses this spell to enter and leave his coffin; in this case, no POW is expended. In any other circumstance, the POW needs to be expended. As Charm, except affects as many targets as the vampire's MP. As Fear, except affects as many targets as the vampire's MP. As Hamper, except affects as many targets as the vampire's MP. Mass Charm Mass Fear Mass Hamper Mind Slave As Domination except that the caster doesn't need to concentrate in order to command the target. Subjugation The target must obey the caster's commands as long as the caster concentrates. The same limitations appy to this spell as apply to Suggestion. Suggestion Target will follow a single suggested act that is not completely alien to him (e.g., no suicide suggestions, no blinding himself, etc.). Terror As Fear, except it affects all targets within 1 10' per MP radius of the caster. The target incurs a -1 modifier to all actions per 1% by which he failed his resistance roll. Additionally, failure by means that the target flees in abject terror; 51 or more means that the target is paralyzed with fear. Drain Life Force: An insidious power, the deathly cold grip of the vampire drains 1D10 + IQ Fatigue Points from any exposed flesh he touches. The Fatigue Points are not given to the vampire. Once all Fatigue has been drained Body Points are lost at the same rate. Body: 85 Dodge 30% Weapons: LB, MC Wight These Undead appear as dark, shadowy human forms with eyes akin to faint lights. Pale white limbs appear now and again, but are immaterial and quickly hidden again beneath their shadowy raiment. When observed with the aid of magic, they take on the tattered forms of great lords and ladies with cold, cruel gleaming eyes. Barrow-wights haunt the mounded tombs erected to honor great warriors and kings, while the other forms of this Undead haunt abandoned graveyards and profaned cemeteries. They roam the narrow halls and low tunnels of the tombs, daily playing out the actions of their former lives, or else sitting still for years at a time, contemplating the evil fortune which brought them to their present state. These Undead suffer no intrusions, dealing harshly with any who might violate the tomb or its environs. Wights wield weapons often buried with the dead (an additional Cold critical of equal severity is delivered with any normally achieved critical). They also cast dread spells on the living who violate their burial grounds; they can cast a 60' radius Fear spell once per round. Additionally, their immaterial touch bestows either a Paralysis spell, a Sleep spell, or it drains Constitution (lesser drains 0.4 points; minor drains 0.5 points; major drains 0.6 points; barrow drains 0.5 points) if an RR (with a special modificaiton of -25) is not successful. Due to their non-solid form, magical weapons are necessary to harm them. Table B-12 Wights DRT Size Weight %Hit Dodge Blows WDF Amour Lesser Wight 90 6' % -15% 5 5x 4 Minor Wight 120 6' % -15% 5 7x 6 Greater Wight 170 6' % -15% 6 7x 8 Barrow Wight 145 6' % -15% 6 6x 7 Zombie Zombies are the corpses of men recently dead who were animated by powerful Magicians or Evil Priests. They are under the complete control of their creators and act according to instructions. Zombies quickly lose their memories and begin to rot. They do not need to eat, but if fed meat, zombies will rot more slowly or not at all. Like Skeletons, they know no fear and attack until destroyed They are not capable of higher thought and are slow in movement and reflexes.

10 Type I Zombies are the bodies of relatively small animals: housecats, badgers, small dogs and the like. Type II Zombies are the bodies of larger carnivores, such as wolves or lions; Types I and II zombies have approximately 10% more DRT than it had in life, with commensurate fighting ability.) Type III and Type IV Zombies are the bodies of humans, with the Type IV Zombies being those who had some martial background during their lives. Table B-13 Zombies Type Body Size Wt. %Hit %Dodge %Parry Blows WDF armor No. App. III 30 6' % x 3 2d8 IV 50 6'3" % x 6 1d10 Type V Zombies are the animated bodies of such dangerous creatures as ogres or small trolls. A necromancer could perhaps animate the body of something still larger (such as a giant); such a zombie would have approximately 10% more Body & Fatigue levels than it had in life, with commensurate fighting ability. L ycanthropes There are two types of lycanthropes or shape-shifters: humans who have acquired the ability to alter their shapes to that of some beast, or beasts that have the ability to take human form. The former can be of any alignment; the latter do not have an alignmene, but are usually guardians of some wilderness region or wilderness site. The chance of transformation into beast form varies depending upon the phase of the moon (at night), the lycanthrope's "control" skill, and several other factors. In any "tense" situation and every time the moon rises or day breaks, a transformation roll must be made. When the lycanthrope wants to change at other times, he may concentrate for one round and may make a transformation roll. After the roll (d100 open-ended) is made, the lycanthropeâ s "control" modifier is added (i.e., he does not want to transform) or subtracted (he wants to transform). Then any applicable modifications are added. If the result is equal to or less than zero, the lycanthrope takes on (or remains in) beast form. If the result is greater than zero, the lycanthrope changes form. Table B-14 Modifications To Transformation And Control Rolls Modifer Modification full moon -100 first/third quarter -75 half moon new moon +0 half moon -50 daybreak +100 have taken hits -25 have taken a critical hit -50 daylight outdoors +50 daylight indoors +25 daylight underground +10 see a friend wounded -25 see a friend killed -50 For simplicity, consider each phase as lasting 7 days, with the full moon beginning on the 1st of the month. Persons acquire the ability to literally and completely shift their shapes to those of some beast either by being born of shapeshifting parents as generated by character race in the Character Generation process, or by being bitten by a were-beast and then becoming infected with the disease of Lycanthropy (1-20% chance). The true Lycanthrope regenerates damage at +1 point per turn when in human form and +5 points per turn when in beast form. Werebeasts take 50% more hits than the corresponding normal creature of their type (minimum of 25 points), do 25% more damage, and have a 40% better chance of hitting (e.g. if the normal chance is 60%, os for LC claws, the werecreature's chance of hitting would be increased by 24%. They also do 25% extra damage. Table B-15 Elementals Name IQ AV DRT Size Attacks Dodge Gnome '3", 240 lbs Flail 25 Undine '6", 120 lbs Cudgel 35 Sylph '4", 40 lbs Crossbow 40 Salamander 'long, 110 lbs SB, Touch 30 E lementals All of the Elementals are able to cast spells in their appropriate eleemental mode: Earth for Gnomes, Water for Undines, Fire for Salamanders, and Air for Sylphs. They suffer only half damage from weapons and a target's armour protects with only half its absorption value. Spells of elemental magic from the elemental's realm does no damage (with the exception of Remove spells in the elemental's realm. The relevant Remove spell does 1D6 points times the POW of the attacker. All elementals do damage as if their STR is 23. Gnome Gnomes are spirits of the earth, They know the location of all things that can be found underground. A gnome can meld with trees when above ground. They are good-natured and hardworking; they guard the treasures of the earth and are vegetarians. An edged weapon that hits the gnome will be blunted, this reduces the weapon's SV by 1 for each successful hit. Undine Undines live underwater and protect streams, rivers, lakes, and oceans. They appear as small humans made of water who can be seen running across the surface of water. If they know they have been spotted, they will fall beneath the surface where they are completely undetectable, even by magical means. Sylph Sylphs appear as small translucent humans with wings, though they can increase their size to just below that of a human. In times of danger, the sylph can dissolve into a breeze where she is invisible to normal or magical detection, and is carried along by the breeze. Salamander The salamander is a lizard-like creature that lives inside fire. While the salamander is inside a fire it is undetectable except by magic. Any flammable material (including the wooden hafts of weapons like maces), coming into contect with the salmander will burst into flame. The touch causes 1D10 points of fire damage. Being within 5' of a salamander causes the loss of 1 FP until the character's fatigue is reduced to half, after which there is no additional effect. M onsters Table B-16 Nonsters

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