Monsters


Definition

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Description

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Abilities


Brownie / Centaur / Dryad / Giant, Hill / Goblin / Lich / Lizardman / Mummy / Pegasus / Siren / Skeleton / Troll, Regenerating / Unicorn / Zombie


Monster Descriptions

Brownie

Description: A small (18 inch tall) being that is a distant relative of elves and leprechauns.  They are usually very shy and leery of strangers, but can be helpful if treated well.  They have pointed ears, and long pointed noses.  Being creatures of the woods, typically wear clothing of brown, green, and other earthly tones.

Garb: Brown tunic or tabard with two green scout sashes.  Suggested: Pointed ears, exaggerated smile. Very short people, as brownies are 18 inches tall.

Summoned by: Druid 6 (Reincarnate)

Player lives per life: 2

Type: Mystical Fey Humanoid
Q/M Ratio: 1/1
Armor: 1 point natural armor with up to 3 additional points of normal armor
Weapons: May use a single dagger or short sword.
Immunities: Control. (save for Bardic Charm
Natural Lives: 3

Abilities & Traits

Magic-like Abilities:

Flight (1/life),
Lost (1/life)
Teleport (1/life)

Innate Abilities:

Camouflage(1/life),
Blend (Unlimited)

Levels

1st No additional abilities
2nd Camouflage becomes 2/life
3rd Lost becomes(2/life)
4th Flight becomes (2/life)
5th Lost becomes (3/life)
6th Flight becomes (unlimited)

Centaur

Description: These creatures are half-horse, half humanoid race.  Rumored to have been created by a senile old wizard who was unaware of his actions. Centaurs are usually neutral, and are fierce defenders of their homes.

Garb: Furred legging and yellow or white shoes or shoe covers.  Green scout Baldric.  Suggested: a horse tail, and anything that would make your lower half look more like a horse.

Summoned by: Druid 6 (Reincarnate)

Player lives per life: 2

Type: Fey Humanoid
Q/M Ratio: 2/1
Armor: Up to 4 points of normal armor, any shield can be used.
Weapons: Melee weapons and bows(no crossbows).
Immunities: Control. (save for Bardic Charm)
Natural Lives: 4

Abilities & Traits:

Many Legged

Innate Abilities:

Attuned (2/game): As per the scout ability
If summoned, may carry two enchantments in addition to the one used to summon the centaur.
Tracking (1/life): As per scout ability
Bowyer (1/life): As archer ability.
Stun Arrow (1/unlimited): As the archer ability
Flame Arrow (1/unlimited): As the archer ability.

Levels

1st No additional abilities
2nd Accuracy: Arrows fired from all bows and crossbows deal +1 additional point of damage.
3rd Innate Magical Ability: Armor-Piercing Arrow (1/unlimited): As the archer ability.
4th Innate Magical Ability: Penetration Arrow (1/unlimited): As the archer ability.
5th Tracking becomes (2/life).
  Flame and Stun Arrow each become (2/unlimited).
6th Armor-Piercing Arrow becomes (2/unlimited).

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Dryad

Description: These creatures are beautiful, mischievous wood spirits.  Little is known about them, except they command powerful magic, and always demand a high price for their benevolence.  This price is often a male who is seldom seen again.

Garb: Seductive attire adorned with leaves and twigs.  Suggested: Pointed ears, sparkling green makeup.

Summoned by: Druid 6 (Reincarnate) Wizard 6 (Transform)

Player lives per life: 2

Type: Mystical Fey Humanoid
Q/M Ratio: 1/1
Requirement: Suggested be female to play a Dryad.
Armor: None
Weapons: Single Dagger.
Immunities: Control (save for Bardic Charm)
Natural Lives: 3

Abilities & Traits:

Home Tree

Magic-like Abilities:

Commune (Unlimited),
Heal (Unlimited),
Yield (3/life).

Levels

1st No additional abilities
2nd Gain 1 point of natural invulnerable armor
3rd Magic-like Abilities: Heat Weapon (1/life), Warp Wood (1/life)
4th No additional abilities
5th Heat Weapon and Warp Wood both become (2/life)
6th Natural Invulnerable armor increases to 2 points.

Giant, Hill

Description: Standing 10-15 feet tall, these are slow and simple-minded.

Garb: White and Brown tunic.  Suggested: Anything that makes you look bigger, a smear of white or brown face paint.

Summoned by: Druid 6 (Reincarnate)

Player lives per life: 2

Type: Humanoid
Q/M Ratio: 1/1
Requirement: Must be a 2nd level monster to play a Hill giant.  If summoned, the class sacrificed does not have to be 2nd level, but the player must be a 2nd level monster to play a hill giant.
Armor: 2 points natural armor, up to 2 additional points of normal armor.
Weapons: Melee weapons and boulders.
Immunities: None
Natural Lives: 2

Abilities & Traits:

Large
Strong

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Goblin

Description: These are weaker orcs who team up in small hordes.  They commonly talk in high pitched voices and are notoriously weak-willed and devious.  They are also often cruel, jealous, selfish, petty and suspicious.

Garb: Green ears, most often sown to a head band. Suggested: Browns and tans for garb.

Summoned by: Wizard 6 (Transform)

Player lives per life: 0.5.  Players who are summoned as goblins, sacrifice 1 life to gain 2 lives as goblins.  When the first goblin is killed, the player plays the �next� goblin in a 50 count as per sheer numbers.  If the enchantment is dispelled from the first �goblin� the player still gets to play the second life.  Treat this as though the player was enchanted and created two separate goblins, each with the enchantment on them.

Type: Humanoid
Q/M Ratio: 0.5
Armor: Up to 1 point of normal armor.
Weapons: Single melee weapon under 4 ft in length.
Immunities: None
Natural Lives: 8

Abilities & Traits:

Sheer Numbers: Each player playing a goblin actually represents a horde of them. When a goblin dies, the player must lie down and count to 50, only to rise again as �another goblin takes his place.�  When coming alive, the goblin must do so within 50 ft of where he died, and at least 20 ft away from others if possible. When coming alive the goblin must shout loudly �alive!�

Levels

1st No additional abilities
2nd Natural lives (sheer numbers) increase to 10.
3rd May use a short bow, or up to a medium shield.
4th Natural lives (sheer numbers) increase to 12.
5th Natural lives (sheer numbers) increase to 15.
6th May wear up to two points of armor.

Vulnerabilities:

Weak: Limb shots kill goblins.

Lich

Description: Liches are wizards who have used their arts to prolong their existence through becoming undead.

Garb: Yellow Sash.  Suggested: a skull mask or other �undead� looking garb and makeup.

Summoned by: Wizard 6 (Lich)

Player lives per life: 0. Wizards who become Liches gain additional lives

Type: Undead Humanoid
Q/M Ratio: 2/1
Armor: None
Weapons: As per Wizard.
Immunities: Control, Death, Poison
Natural Lives: 1 per time taken as a magic.

Abilities & Traits:

Neutral: Liches made via the Lich enchantment are neutral but like any monster can be bribed or convinced for help or enchantments.  They do not count for either team for purposes of winning mutual annihilation battles or any other game effects.
Magic-caster: As per the wizard who became the Lich.  It is treated as an additional life for the wizard for all purposes, including magics. Liches who use Mutual Destruction kill their target, but do not lose a life, instead they act as if banished.  Liches who use the Transform magic can only Transform beings into undead monsters.

Vulnerabilities:

Bound: Liches are bound to within a circle made by a 10 ft piece of yellow cloth.  This cloth must be placed on the battlefield within 100 ft of where they last died.  Thus each time a Lich dies, it can move its circle up to 100 ft from where it last was.  If cannot be within 100 ft of a base or nirvana.  They may not leave this circle.

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Lizardmam

Description: Lizardmen are dangerous, tribal people who are quite primitive and few in number. They can be found in any climate but most often in marshes and swamps.  They are savage in mind but crude in technology.

Garb: Green tunic, preferably with cloth scales. Suggested: Green face paint, and green clothe covered flail for his tail.

Summoned by: Druid 6 (Reincarnate)

Player lives per life: 2

Type: Humanoid
Q/M Ratio: 1/1
Armor: 1 point natural armor, up to a medium shield can be used.
Weapons: Single natural flail.  This is his tail and is considered a red weapon.  Melee weapons.
Immunities: Poison
Natural Lives: 4

Abilities & Traits:

Levels

1st No additional abilities
2nd Poison: May poison his any non-tail weapon used.  (1/game)
3rd Natural armor increases to 2 points.
4th Can use javelins.
5th Natural armor increases to 3 points.
  Poison becomes (1/life).
6th May wear up to 3 points of additional normal armor.

Mummy

Description: Mummies are undead creatures that are the corpses of humanoids, wrapped in bandages, and filled with preserving fluids.  They are usually associated with a curse.  If something concerning the mummy has been desecrated, the mummy may come back to life to kill the guilty party.  Other times, it is merely a spirit that has inhabited a body to wreak havoc.  They are quite mindless, and will destroy anything that gets in their way.

Garb: Mostly wrapped in bandages.

Summoned by: Wizard 6 (Transform)

Player lives per life: 4

Type: Undead Humanoid
Q/M Ratio: 3/1
Armor: 1 point natural armor.
Weapons: Single Short Sword.
Immunities: Control, Death, Sorcery,Subdual, Poison
Natural Lives: 3

Abilities & Traits:

Bloodless

Innate Ability:

Touch of Death (Unlimited): as per the assassin ability.

Levels

1st No additional abilities
2nd Strong
3rd Natural armor increases to 2 points.
4th Natural armor increases to 3 points.
5th Magic Like Ability: Awe/Fear (2/life)
6th Magic Like Ability: Heal (2/life), self only.
(This represents rejoining its body parts).

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Pegasus

Description: Pegasus are one of the most beautiful and well known creatures.  These winged horses are extremely intelligent beasts and sought after by every facet of society for many reasons, not all of which would benefit the Pegasus.  They generally choose to ignore most other races, though pegasi will go out of their way to annoy harpies.

Garb: A pair of white feather wings and white fur leggings.

Summoned by: Wizard 6 (Transform)

Player lives per life: 2

Type: Mystical Beast
Q/M Ratio: 1/1
Armor: 1 point of natural armor.
Weapons: 2 natural short hacking or bludgeoning weapons (no stabbing allowed).  These represent hooves.
Immunities: Control
Natural Lives: 3

Abilities & Traits:

Many-Legged
Natural Flight

Magic-Like Ability:

Awe (1/life)

Levels

1st No additional abilities
2nd Mount: May carry one rider.
3rd Awe becomes (2/life)
4th Magic-Like Ability: Charm (1/game)
5th Charm becomes (1/life)
6th Awe becomes (3/life)

Siren

Description: These beings are a race resembling human females, but are something very inhuman. They sing most of their lives, luring unsuspecting travelers to their doom.  To help them along, they are both incredibly seductive and extremely beautiful.  Both assets they use to give them an advantage over a weary victim.

Garb: Seductive gray, blue, or green dress. Aquatic looking if possible.  Suggested: Blue and green glitter makeup.

Summoned by: Druid 6 (Reincarnate)

Player lives per life: 1

Type: Mystical Humanoid.
Q/M Ratio: 1/1
Requirement: Suggested to be female to play a Siren
Armor: None
Weapons: Single Dagger.
Immunities: None
Natural Lives: 3

Abilities & Traits:

Magic-like Abilities:

Circle of Protection (1/life),
Yield (2/life)

Vulnerabilities:

Bound: Sirens are bound to within 50 ft of a single object that is chosen each life.  Denote the chosen object to a reeve. This item cannot be one that is moveable (very large rock, tree, body of water, etc).

Levels

1st No additional abilities.
2nd 1 point of armor can be worn.
3rd Circle of Protection becomes (2/life).
4th Yield becomes (3/life).
5th Circle of Protection becomes (3/life).
6th Gain any two bardic Verbal Spells.

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Skeleton

Description: Skeletons are the animated bones of a corpse.  They are mindless and follow the directions of their creators without fear or question.  They tend to interpret orders in the most literal way.

Garb: White skull mask or face makeup and black tunic.  Suggested: skeleton-like painted gloves, anything that makes you look more skeletal.

Summoned by: Wizard 6 (Transform)

Player lives per life: 1

Type: Undead Humanoid
Q/M Ratio: 2/1
Armor: Up to 2 points of normal armor. Any shield can be used.
Weapons: Melee weapons.
Immunities: Control, Death, Poison Natural
Lives: 1

Abilities & Traits:

Bone
Regeneration (from death)

Levels

1st No additional abilities
2nd Normal armor increases to 3 points.
3rd Natural lives increase to 2
4th Normal armor increases to 4 points.
5th May use javelins.
6th Natural lives increase to 3.

Vulnerabilities:

Weak: Limb shots kill skeletons. Lightning Bolt and Call Lightning: These act as an Iceball (frozen for a 100 count) on a skeleton due to fused limbs. They cannot be used to kill a skeleton.
Resurrection: If used on a skeleton (save those summoned by the spell Transform), this forces the skeleton to play out that life as a warrior of the same level as the skeleton.

Troll, Regenerating

Description: A troll is a vicious; disgusting creature whose very Presence is one, which strikes fear into most.  Their hide is a nauseating mixture of moss greens, grays, blacks, and mottled greens. They are relentless when attacking due to their pea-sized brains.

Garb: Dirty green or gray tunic with fur/skin loincloth.  Suggested: Crude clothing, tusk-like fangs.

Summoned by: Druid 6 (Reincarnate)

Player lives per life: 4

Type: Mystical Humanoid
Q/M Ratio: 3/1
Armor: 1 point of natural armor.
Weapons: Two Red natural 2 point short swords, These are the troll�s claws.  Melee weapons.
Immunities: None
Natural Lives: 2

Abilities & Traits:

Regeneration
Strong

Levels

1st No additional abilities
2nd Magic-Like  Ability: Awe/Fear (1/life)
3rd Natural armor increases to 2 points.
4th Natural lives increase to 3.
5th Natural armor increases to 3 points.
6th Magic-Like Ability: Awe/Fear becomes (2/life).

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Unicorn

Description: These resemble great white horses with a golden horn springing from its head.  They are kind-hearted and will help those in need.  They often shy away from violence.

Garb: White hooded cloak and golden horn. White fur leggings.  Suggested: as horse-like as possible.

Summoned by: Druid 6 (Reincarnate) Wizard 6 (Transform)

Player lives per life: 3

Type: Mystical Fey Beast
Q/M Ratio: 2/1
Armor: None.
Weapons: Single natural magical short sword that deal 2 points thrusting and slashing- represents the unicorn�s horn.
Immunities: Control (save for Bardic Charm)
Natural Lives: 3

Abilities & Traits:

Home Tree
Many-Legged

Magic-like Abilities:

Heal (unlimited);  
Teleport (unlimited) requires the unicorn put its hood over its head in addition to the normal incantation.

Levels

1st No additional abilities
2nd Magic-like Ability: Resurrect (1/life),
  requires bringing the dead to the unicorn�s home tree and having them and the unicorn touch it while casting the spell.
3rd Resurrect becomes (2/life)
4th Magic-like Ability: Lost (1/life)
5th Resurrect becomes (3/life)
6th Lost becomes (3/life)

Zombie

Description: foul unfortunate creatures doomed to walk the earth as undead.  They are always in pain, and only brains sate that pain for a short time. These are the simple ones raised by dark means as animated corpses.

Garb: Gray Rags and a gory face makeup. Suggested: the more gore the better.

Summoned by: Wizard 6 (Transform)

Player lives per life: 3

Type: Undead Humanoid
Q/M Ratio: 2/1
Armor: None initially
Weapons: 2 bludgeoning blunt clubs. These represent the zombie�s fists.
Immunities: Control, Death, Poison
Natural Lives: 4

Abilities & Traits:

Rubbery: Immune to bludgeoning weapons
Regeneration

Innate Abilities

Slow: Zombies may only walk, and cannot run or jump.  Must make constant noises like screaming, saying �brains,� or other such unintelligent words.

Levels

1st No additional abilities
2nd Natural lives increase to 4
3rd Natural lives increase to 5.
4th Strong
5th One point of natural armor
6th Natural lives increased to 6.

Note: This zombie is a summoned zombie; Quest game zombies and zombie game�s zombies have infinite lives, 100 count deaths, 50 count wounds, and when they �kill� a player, the victim becomes a zombie.

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