Dragonsfoot's Creature Feature Original (White & Brown Box) Edition
Table Of Contents Creature Name [Creator] Page # Amphisbaena [Stonegiant] 03 Badder [JDJarvis] 03 Beastman [themattjon] 03 Bile [themattjon] 03 Cthonic Wyrm [themattjon] 04 Fathom Phantom [themattjon] 04 Fell Beast [themattjon] 04 Javelin Snake [Stonegiant] 04 Loper [themattjon] 04 Saurian [themattjon] 05 Wolf, Polar [themattjon] 05 Dragonsfoot's Creature Feature Original (White & Brown Box) Edition Page 2
Amphisbaena [Stonegiant] No. Appearing: 1-6 Armour class: 5 Move: 6 walking 12 rolling Hit Dice: 2+2 % In Lair: 25% Treasure Type: C No. Of Attacks: 2 bites Damage/Attacks: 1die + poison Amphisbaena means to go both ways, which is very appropriate with this creature. Envision a two-legged drake with no forearms standing about 4ft tall when standing on its two legs. Atop the serpentine like neck is a dragonish like head with to large fangs. Where the counterbalancing tale should be is instead another serpentine neck surmounted with a head just like the first. The Amphisbaena cannot be surprised and one head is always awake. If the victim fails their saving throw they are paralysed for 1d6 x 10 minutes or a cure light wounds spell is cast upon them. The Amphisbaena will move around on its two legs while attacking, when in need of rapid movement the beast will place one head in the maw of the other an roll like a hoop across the ground. Badder [JDJarvis] No. Appearing: 3-18 Armour Class: 4 Movement: 12" Hit Dice: 2 % in Lair: 50% Treasure type: D Attack: by weapon or Bite for 1-6 pts haotic These mutated humanoid badgers inhabit cool temperate zones. They are approximately 4 and a half feet tall. They are basically of evil disposition and will destroy other intelligent life forms if given the chance. Badders live in earth burrow complexes and will sometimes be found inhabiting a ruin. Badders communicate in their own form of snarling/growling language but can approximate some limited common. They are hard of hearing, but have a keen sense of smell along with the ability to sense other creatures emotions. If a burrow is discovered, there will be females equal In number to the males, and young equal to 50% of the females. The burrow will be ruled by a very large male and 1-4 nobles that will have 4 to 6 hit dice. Beastman [themattjon] Number Appearing: 10-100 Armour Class: 8 Hit Dice: 2 % in Lair: 40% 1 Weapon for 1-6 pts. Beastmen are primitive, hairy humanoids, somewhat resembling apes. They are rumoured to be some kind of mutant or experiment gone wrong. They are often a threat in caves, caverns and other hilly, mountainous areas. Those not under human control will often follow the biggest member of their group, who fights as an Ogre (as does his 2-4 bodyguards). Beastmen normally use weapons like spears, clubs and axes, but can be trained in other methods of warfare. Bile [themattjon] Number Appearing: 1 Armour Class: 8 Move: 3" Hit Dice: 5 Non-intelligent A disgusting reddish blob, covered with hairy warts and pus-filled blisters, this member of the "clean-up crew" is the dungeon delver's worst nightmare. It will do two dice of damage to any creature it touches. Fire or cold will hurt it, but weapons only serve to spray the attacker with diseased filth (as a Mummy's rotting disease) and lightning will heal, rather than hurt the foul beast. Some Biles will grow to the point of being colossal horrors, with up to 12 Hit Dice (and doing three dice of damage) and average intelligence. These fortunately rare things are called Vicious Biles by the few who have survived them. Dragonsfoot's Creature Feature Original (White & Brown Box) Edition Page 3
Cthonic Wyrm [themattjon] Number Appearing: 1-4 Move: 6" Hit Dice: 15 % in Lair: 25% Magic Resistance: 10% Semi Intelligent A huge (30'-100'), dark, worm like creature with a face full of writhing tentacles, this terror is thankfully quite rare. Cthonic Wyrms are often mistaken for dragons, hydras, even gorgons by the unwise and are rumoured to be a curse on the land from dark and ancient gods. The beast travels underground, bursting up on prey and surprising on a 1-4. When attacking, it either (1-3) rears up and slams down on those smaller than itself for 2-24 points of damage, or (4-6) curls back it's tentacles, revealing a sucker-like maw that spews forth a flammable gas that petrifies those who breath it (on a failed save). A Cthonic Wyrm uses it's tentacles to draw subdued food to it's maw for feeding. Fathom Phantom [themattjon] Number Appearing: 10-100 Armour Class: 3 /24" Hit Dice: 3 % in Lair: 90% Treasure Type: Z 2 claws (1-3)/1 bite [1-8] or by weapon Average Intelligence These mysterious fishmen are from deep beneath the waves, often finding their way to small, coastal towns and villages for nefarious purposes. They have grey scales of various shades with pale underbellies and will sometimes wear a harness for carrying tools and weapons (often spears, tridents and daggers made from coral and stranger materials). They deal with many Chaotic beings (even men), but only come out at night as they come from a strange realm of lightless silence themselves. It is said that communities who deal with these ghastly things for too long begin to resemble them physically and become detached from the rest of humanity. Beware the traveller who docks to such a town for even one night! Fell Beast [themattjon] Number Appearing: 1-4 /48" Hit Dice: 3 2 claws [1-8]/1 horn (2-16) Often mistaken for a winged horse or even a unicorn at a distance, this nightmarish creature is the death of many who wander into ancient, primeval forests and jungles. They almost look like large, pale, emaciated horses, except for the leathery, clawed wings in place of forelegs and the long, twisted horn (dark at the base, fading to blood red at the tip) sprouting from it's forehead. They attack nearly anything on site and cannot be tamed except by the most evil and powerful of beings (who may use them as mounts). Javelin Snake [Stonegiant] No. Appearing: 1-6 Armour class: 7 Move: 6 Hit Dice: 1 % In Lair: 0% Treasure Type: nil No. Of Attacks: 1 impale Damage/Attacks: 1die eutral These snakes can be found anywhere that they may obtain a position where they can fall upon their intended victims. They strike as if they were a javelin thrown by a 4th level fighting man, the point of their head is very sharp. These snakes are very fond of wine and will go out of their way to obtain some, thus wine merchants are often the targets of their attacks. One of their most distinguishing features is their three pronged tongue. Loper [themattjon] Number Appearing: 2-12 Armour Class: 7 Hit Dice: 2+1 1 head butt (1-6) Dragonsfoot's Creature Feature Original (White & Brown Box) Edition Page 4
Lopers are popular beasts of burden in mountainous regions that look like large kangaroos with the head, hair and mindset of mountain goats. Their splayed, clawed digits also mean they can climb almost as well as a humanoid, even when being ridden! Sometimes called Kangalopes for their resemblance to those animals, the Lopers sweet milk and ease of domestication make them especially popular. Some few specimens can be trained as Warlopers (3 HD, head butt for 1-8 ). Saurian [themattjon] Number Appearing: 10-40 Armour Class: 5 Hit Dice: 2+1 % in Lair: 40% 2 claws (1-3)/1 bite (1-8) or by weapon Saruians are the last remnants of an ancient race of humanoid dinosaurs. They are man-like in appearance, but have cold, dark eyes, long snouts, scaly hide ranging in colour from bright green to dull brown, and spiny combs starting from their heads to the end of their long, whiplike tails. Although many are now mad, degenerate shadows of their former empire, some still have power and can even rise to 8th level fighting ability or even 4th level of magic use! Rarely a "lizard king" will rise among them and try to rebuild the empire of old. These large brutes are often smarter than the rest (with the aforementioned level abilities) and may have several tribes under it's control. (note hit dice listed for average members of the species are 1/3 the GW hit dice which are rather high if one is playing in a D&D only campaign.) Wolf, Polar [themattjon] Number Appearing: 3-12 Move: 18" Hit Dice: 3+3 % in Lair: 10% 1 head butt (1-6) Polar wolves are to wolves, what polar bears are to bears. They are normally found in mountains and forests of the far northern realms. Nearly twice the size of a southern wolf, they have black hide covered with pure white to pale yellow fur. Their eyes are an icy blue or white. As polar wolf fur is highly prized by men, they tend to attack much more often than their smaller cousins to the south. Dragonsfoot's Creature Feature Original (White & Brown Box) Edition Page 5