Misc
48 monsters
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Water Creature : Algoid Phil | 40 | 4 | 4 | - | 7 | 4 | 3 | 4 | - | 4 | 750 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Water Creature : Algoid | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
BONUS VS SHARP WEAPONS
Sharp, non-magical weapons either go straight through the body of a creature with this ability, or cannot penetrate its flesh, and so they cause it no harm. Even sharp, magical weapons cause only half damage. Blunt weapons (maces, clubs, fists, knuckle dusters, gauntlets, boots (for kicking)) cause damage as normal.
IMMUNITY (spell type(s))
Some monsters are immune to certain types of spell. The spell types in the brackets will not effect the monster (e.g. if it says "lightning" in the brackets then Lightning Bolt and Chain Lightning have no effect on the monster, and neither will being hit by an actual bolt of lightning (unlikely, but still)).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Water Creature : Alligator Warrior Phil | 24 | 4/3* | 4 | 6+ | 4 | 4(5) | 7 | 1 | 1 | 2 | 220 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Water Creature : Alligator Warrior | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
KREWE (Name)
All creatures with this ability listed are creatures that serve King Momus (see 'Adversary Anthology: Monster-characters'). No special rules to this one, really, but the information might come in handy for anyone who wants to use Momus in a quest.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Water Creature : Aquantis Phil | 48 | 3/Sp* | 6 | - | 5 | 3 | 4 | 3 | - | 2 | 680 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Water Creature : Aquantis | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
SINK SHIP
If the warriors are travelling on a ship then some monsters can attempt to capsize them with a swashing attack. This attack hits on a 6+ and takes an entire turn to perform (thus no other attacks may be made if this is attempted). If it succeeds then the boat will sink in 2D6 turns unless a warrior gives up one piece of clothing (e.g. fine clothes) or a scroll to block the hole ripped in the ship's side.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Water Creature : Baby Golden Fish Phil | 65 | 6 | 5 | - | 9 | 9 | 9 | 3 | - | 2 | 4360 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Water Creature : Baby Golden Fish | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
FREEZING GLARE n
A creature with this ability may freeze opponents with its stare. On a six to hit while attacking the target is paralysed for n turns.
OLHYDRA SPELLS
Roll 1D6 to see what kind of magic is cast:
1 |
Failure. |
2-3 |
Healing Rain… |
4-5 |
Summon 1D3 silver fish. |
6 |
Flood… |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Water Creature : Blood Kraken Phil | 31 | 6* | 5 | 6+ | 5 | 5 | 5 | 4 | - | 1 | 650 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Water Creature : Blood Kraken | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
CONSTRICT
On a natural 6 to hit while attacking this monster has managed to loop round its foe and squeeze it. This causes an extra 1D6 damage.
KREWE (Name)
All creatures with this ability listed are creatures that serve King Momus (see 'Adversary Anthology: Monster-characters'). No special rules to this one, really, but the information might come in handy for anyone who wants to use Momus in a quest.
OLHYDRA SPELLS
Roll 1D6 to see what kind of magic is cast:
1 |
Failure. |
2-3 |
Healing Rain… |
4-5 |
Summon 1D3 silver fish. |
6 |
Flood… |
SQUIRT INK (n+)
Some creatures, particularly those from the sea, can squirt ink at the enemy upon a successful hit. If an attack hits with a roll of n+, then the creature has succeeded in squirting ink, and the victim of this attack loses one of his attacks next turn. If the creature squirts a warrior twice in one turn, then the warrior loses two attacks. If thrice, then three, etc.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Brikeye Phil | 40 | 1 | 3 | - | 6 | 9 | 3 | 2 | - | 3 | 540 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Brikeye | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Water Creature : Brine Hag Phil | 60 | 4/8*/1** | 5 | 4+ | 5 | 4 | 3 | 3 | - | 3 | 1730 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Water Creature : Brine Hag | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
DROWN
Every time this creature hits a warrior it has got a hold of an item or clothing, or, worse still, the warrior himself. The creature will then spend the rest of that turn in an attempt to drag the warrior underwater to drown him. All attacks after the initial hit, hit automatically, causing normal damage.
In addition to this, for every hitting attack this creature makes (including the automatically hitting ones), the warrior targeted loses one attack himself next Warriors' Phase, as he struggles to reach the surface (unless the warrior can survive underwater without breathing - for example, the chaos warrior can get an artefact that allows him to go without breathing at all).
By the beginning of the next Monsters' Phase, the creature has let ago, and must attempt to get hold of the warrior again.
OLHYDRA SPELLS
Roll 1D6 to see what kind of magic is cast:
1 |
Failure. |
2-3 |
Healing Rain… |
4-5 |
Summon 1D3 silver fish. |
6 |
Flood… |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Water Creature : Bullywug Phil | 15 | 3/15* | 5 | 4+ | 4 | 4 | 2 | 1 | - | 1 | 230 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Water Creature : Bullywug | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Water Creature : Bunyip Phil | 45 | 12* | 3 | - | 8 | 4 | 3 | 3 | - | 5 | 1350 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Water Creature : Bunyip | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
SINK SHIP
If the warriors are travelling on a ship then some monsters can attempt to capsize them with a swashing attack. This attack hits on a 6+ and takes an entire turn to perform (thus no other attacks may be made if this is attempted). If it succeeds then the boat will sink in 2D6 turns unless a warrior gives up one piece of clothing (e.g. fine clothes) or a scroll to block the hole ripped in the ship's side.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
CIFAL Phil | 50 | 6 | 3 | - | 6 | 5 | 1 | 3 | - | 4 | 2870 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
CIFAL | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
SHARP WEAPON DAMAGE REDUCTION
Any sharp weapon (swords, axes, daggers, etc...), whether magical or not, causes only one point of damage on a CIFAL, as the insects merely go around the blade.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Cyblok Phil | 20 | 2 | 4 | - | 5 | 8 | 2 | 1 | - | 2 | 290 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Cyblok | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Water Creature : Dire Monitor Phil | 27 | 2/6* | 4 | - | 6 | 3 | 6 | 2 | - | 3 | 500 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Water Creature : Dire Monitor | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
LOCKJAW (n+)
Some creatures can lock their teeth around an arm or leg, causing damage as their victim attempts to get free. If this monster hits with a roll of n (note, it has to actually hit) or more then it need not roll to hit again for the rest of this turn and the next turn (after which the victim will manage to get free) so long as it only attacks the warrior it original hit.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Water Creature : Dragonfish Phil | 10 | 4* | 2 | - | 8 | 3 | 1 | 1 | - | 1 | 30 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Water Creature : Dragonfish | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Water Creature : Drowned Lady Phil | 3 | 9* | 3 | - | 2 | 2 | 1 | 1 | - | 1 | 60 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Water Creature : Drowned Lady | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
DROWN
Every time this creature hits a warrior it has got a hold of an item or clothing, or, worse still, the warrior himself. The creature will then spend the rest of that turn in an attempt to drag the warrior underwater to drown him. All attacks after the initial hit, hit automatically, causing normal damage.
In addition to this, for every hitting attack this creature makes (including the automatically hitting ones), the warrior targeted loses one attack himself next Warriors' Phase, as he struggles to reach the surface (unless the warrior can survive underwater without breathing - for example, the chaos warrior can get an artefact that allows him to go without breathing at all).
By the beginning of the next Monsters' Phase, the creature has let ago, and must attempt to get hold of the warrior again.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Water Creature : Ebon Eel Phil | 13 | 6* | 3 | - | 3 | 2 | 4 | 1 | - | 1 | 40 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Water Creature : Ebon Eel | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
BLIND n+
Some creatures can temporarily cause an enemy to lose its sight 9perhaps by shining a bright light at them or spraying them with an irritant). Such creatures may attempt this attack (which hits on a roll of n+ on 1D6) once per turn, targeting a single warrior. If the attack hits, then that warrior's attacks only hit their intended target on a natural roll of six, and natural rolls of one To Hit indicate that, in the confusion, the warrior has injured himself, and he must lose 1D6 wounds (normal modifications).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Grimwall Phil | 60 | 0 | 3* | - | 7 | 10 | 4 | 2 | - | 4 | 4550 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Grimwall | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Handeater Phil | 30 | 0 | 3 | - | 6 | 8 | 0 | 2 | - | 3 | Specified by GM or nothing |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Handeater | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Jerry Springer Phil | 45 | 4 | 2 | 4+ | 3 | 2 | 7 | 1 | - | 1 | Over a billion gold pieces in his bank account (gained from the Jerry Zombies), but only 5500 gold pieces lying around in his jacket as small change. |
Jerry Zombie Phil | 30 | 4 | 1 | - | 2 | 1 | 0 | 1 | - | 1 | 0 gold each... they give it all to Jerry! Whatever he had as a warrior |
Guy in Black Phil | 60 | 4 | 5 | 6+ | 7 | 5(6) | 3 | 4 | 1 | 5 | 4500 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Guy in Black | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Jerry Springer | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
Jerry Zombie | 4 | 4 | 5 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
BRAINWASH
Once every four turns Jerry can attempt to brainwash a warrior. This succeeds on a roll of 6+ on 1D6. If it succeeds then the warrior turns into a Jerry zombie and is under Jerry's control. This lasts until Jerry decides to release the Warrior (unlikely) or until Jerry is killed (very unlikely). Once the spell is broken then the warrior returns to normal.
CAUSE ANIMOSITY
Once every five turns roll 1D6 for all the warriors. If two come up as the same number, then those two warriors turn against each other for the next warriors phase. If more than two dice come up as the same number, then all three attack each other (in any way). If there is more than one set of doubles then resolve both combats as normal... only there are two.
POWER WORD: TAKECAREOFYOURSELVESANDEACHOTHER
This may be used once per battle. It heals Jerry, the guys in black and all of the Jerry zombies up to full wounds.
POWER WORD: WECAMEALLTHEWAYFROM...
This spell drives the people who hear it 'up the wall', so to speak. It may be cast once every three turns and succeeds on a 6+. It reduces all of the warriors' attacks by two if it succeeds.
POWER WORD: WELOVEYOUJERRY
Each time this spell is cast, remove one Jerry zombie from the board. It has given up its pitiful existence to save Jerry's life. Jerry is healed 1D6 wounds for every zombie that dies.
SPRINGER'S FINAL THOUGHT
When Jerry Springer dies he utters the words to an evil spell: 'Thought'. The spell is actually utterly useless is would help nobody in the entire world, no matter what they needed. However, the words are so useless that they actually inflict pain on those that hear them. All the Warriors take 4D6 wounds, ignoring armour.
SUMMON GUYS IN BLACK
Once per turn roll 1D6. On a 6 Jerry has called 1D3 Guys in Black into existence.
TALK TO CALM
This skill can be used once per battle to stop all the warriors fighting for one Warriors' Phase (and that INCLUDES spells). It is used during the Warriors' Phase, and stops the warriors from making any aggressive move this turn (but healing and the like are OK).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Water Creature : Kelpie Phil | 60 | 3/8* | 6 | 6+ | 7 | 6 | 6 | 5 | - | 5 | 3560 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Water Creature : Kelpie | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
LURE
Once per turn roll 2D6. If a twelve is rolled then one of the party members (not the same sex as the monster unless specified) is lured towards the monster, where he is slowly strangled. Roll 1D6 each turn, and add the warriors strength. If this total is better than 7 then the warrior has broken free. For each full turn spent being strangled the warrior may not do anything except struggle to get free, and loses 1D6 wounds (no modifications). The monster may only have one lured warrior at a time, and may make only half of its attacks when it has a captive (rounding down always, so if a monster has only one attack naturally, then it will have no attacks when with a lured warrior).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Water Creature : Killwave Phil | 20 | 5* | 3 | - | 5 | 4 | 3 | 2 | - | 2 | 150 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Water Creature : Killwave | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
SINK SHIP
If the warriors are travelling on a ship then some monsters can attempt to capsize them with a swashing attack. This attack hits on a 6+ and takes an entire turn to perform (thus no other attacks may be made if this is attempted). If it succeeds then the boat will sink in 2D6 turns unless a warrior gives up one piece of clothing (e.g. fine clothes) or a scroll to block the hole ripped in the ship's side.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Water Creature : Kuo-toa Phil | 30 | 5/10* | 4 | 5+ | 6 | 5 | 7 | 3 | - | 3 | 720 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Water Creature : Kuo-toa | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Water Creature : Lung Wang Phil | 80 | 2/6* | 7 | - | 8 | 8 | 7 | 5 | - | 6 | 4995 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Water Creature : Lung Wang | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
SINK SHIP
If the warriors are travelling on a ship then some monsters can attempt to capsize them with a swashing attack. This attack hits on a 6+ and takes an entire turn to perform (thus no other attacks may be made if this is attempted). If it succeeds then the boat will sink in 2D6 turns unless a warrior gives up one piece of clothing (e.g. fine clothes) or a scroll to block the hole ripped in the ship's side.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Water Creature : Mere-Lurker Phil | 5 | 1* | 1 | - | 1 | 2 | 4 | 1 | - | 1 | 80 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Water Creature : Mere-Lurker | 4 | 4 | 5 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
CONSTRICT
On a natural 6 to hit while attacking this monster has managed to loop round its foe and squeeze it. This causes an extra 1D6 damage.
DROWN
Every time this creature hits a warrior it has got a hold of an item or clothing, or, worse still, the warrior himself. The creature will then spend the rest of that turn in an attempt to drag the warrior underwater to drown him. All attacks after the initial hit, hit automatically, causing normal damage.
In addition to this, for every hitting attack this creature makes (including the automatically hitting ones), the warrior targeted loses one attack himself next Warriors' Phase, as he struggles to reach the surface (unless the warrior can survive underwater without breathing - for example, the chaos warrior can get an artefact that allows him to go without breathing at all).
By the beginning of the next Monsters' Phase, the creature has let ago, and must attempt to get hold of the warrior again.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Aleax Phil | 50** | 6 | 5** | 4+** | 6** | 6** | 10 | 4** | - | 4** | An aleax is usually only used as a punishment to the warrior, and so, therefore, I cannot say... I leave it up to the individual GM for most cases, but I’d say 3560 gold each at default. |
Tween Phil | 20 | * | * | * | * | * | 7 | * | - | * | 500 x BL gold each |
Dream Snake Phil | 8 | 2 | 3 | - | 2 | 2 | 4 | 1 | - | 1 | 260 (no gold gained from creatures fought in dreams) |
Shade Phil | 30 | 6 | 6 | - | 5 | 4 | 7 | 2 | - | 2 | 820 |
Sandman Phil | 50 | 4 | 5 | 6+ | 4 | 4(5) | 4 | 3 | 1 | 3 | 1170 |
Shade Lord Phil | 50 | 6 | 7 | - | 6 | 4(6) | 8 | 4 | 2 | 3 | 2240 |
Shade King Phil | 75 | 6 | 8 | - | 7 | 5(6) | 9 | 5 | 1 | 4 | 4350 |
Master Shade Phil | 100 | 6 | 9 | - | 8 | 6(8) | 10 | 6 | 2 | 6 | 5320 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Aleax | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Dream Snake | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Master Shade | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 |
Sandman | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Shade | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
Shade King | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 |
Shade Lord | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 |
Tween | * | * | * | * | * | * | * | * | * | * |
COMA
The moment it sees an advantage, a dream snake attacks - this attack counts as an automatic 'Magic Ambush'. If it hits, it immediately sends its target into a deep sleep. If it misses, then the warriors barely notice a disturbance in the atmosphere, and play continues with them all none the wiser (if you are playing with a GM it is quite fun to keep the snake from the players as well as from their characters - just roll a few dice and grin every once and a while, and they'll begin to get nervous... and then scared when one of them suddenly finds himself out cold!).
Any unhappy warriors who are bitten by the snake's ambush attack are sent into a coma from which they cannot be awoken. The other warriors should have no idea what is going on, as their companion merely appears to be in a deep sleep and experiencing a terrible nightmare. The warrior in the coma ALSO should have barely any idea what is going on, but will find himself in a hazy dream, WITHOUT ANY EQUIPMENT (that's right, no weapons, no armour, no nothing! That means that he cannot utilise his damage dice in combat in this dream world!), faced with the dream snake that attacked him. He must kill the snake in combat before it kills him, or he will die in his sleep. Every time the snake hits, it gains one wound (even if this takes it above its starting wounds).
If the warrior beats the snake, then he snaps out of his coma, perhaps feeling slightly worse for wear, thinking that he's just had a nightmare.
Turns in a dream pass at the same speed as turns in the real world, but unexpected events that occur in the real world do not affect the dream.
HARDLY SEEN
The aleax is only ever 'always' seen by its target. However, elves may see it if they pass an initiative roll of 14, samurai and ninjas (and orientals in general) may see it at an initiative roll of 12, and wizard-types may see it if they pass an initiative roll of 16 (so basically, you would have to have had some kind of special modifiers to see it). Those who can see it may attempt to direct the blows of those that cannot see it, but rolls are at -4 to hit (or -3 if two can see it, -2 if three can see it, -1 if four or more can see it).
HIDDEN FROM SIGHT
In order to even see a tween, a warrior must roll a 6 on 1D6.
HOST
A tween will always have a humanoid host. The tween does not actually occupy the host, but stands a little way behind him, appearing as a shadowy outline. The host may be a warrior, or a monster, and no consent is needed for the occupation (although the tween is not likely to force its way into a host). The tween and the host share a telepathic bond, and the tween will stay with the host until either it or the host dies (although the GM may find a reason for a departure).
A tween will take on the same stats as its host (except for wounds and initiative). There are advantages and disadvantages to being a host. A host is at +1 luck and may make two hit rolls for each attack, choosing the highest roll. On the downside, all creatures adjacent to him, be they friend or foe, must also make two hit rolls for each attack, but must choose the lowest roll (unless they too have a tween in them).
A tween will only ever attack in self-defence.
IMMUNITY (spell type(s))
Some monsters are immune to certain types of spell. The spell types in the brackets will not effect the monster (e.g. if it says "lightning" in the brackets then Lightning Bolt and Chain Lightning have no effect on the monster, and neither will being hit by an actual bolt of lightning (unlikely, but still)).
SLEEP DUST (n+)
If all of this monster's attacks hit in one turn, then it may sprinkle the sleep dust. Roll 1D6 for each warrior and monster in the same room as the monster. If an n+ is rolled then the warrior/monster has fallen asleep! While asleep all opponents get a +1 bonus when hitting them. A sleeping victim will awake in 1D3 turns. This does not affect monsters that also have the sleep dust ability or undead and daemonic creatures.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Water Creature : Paragon Crocodile Phil | 32 | 3/6* | 5 | - | 6 | 4 | 2 | 2 | - | 3 | 650 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Water Creature : Paragon Crocodile | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
LOCKJAW (n+)
Some creatures can lock their teeth around an arm or leg, causing damage as their victim attempts to get free. If this monster hits with a roll of n (note, it has to actually hit) or more then it need not roll to hit again for the rest of this turn and the next turn (after which the victim will manage to get free) so long as it only attacks the warrior it original hit.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Water Creature : Quipper Phil | 3 | 4* | 1 | - | 10 | 4 | 1 | 1 | - | 5 | 260 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Water Creature : Quipper | 4 | 4 | 5 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Water Creature : Red Colony Phil | 24 | 1* | 1 | - | 8 | 1 | 1 | 1 | - | 2 | 210 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Water Creature : Red Colony | 4 | 4 | 5 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
SECRETE ACID
All attacks done by a creature with this ability ignore all armour. All non-magical armour hit disintegrates on a 4+. All non-magical weapons that hit the ooze also disintegrate after damage on a 4+.
SINK SHIP
If the warriors are travelling on a ship then some monsters can attempt to capsize them with a swashing attack. This attack hits on a 6+ and takes an entire turn to perform (thus no other attacks may be made if this is attempted). If it succeeds then the boat will sink in 2D6 turns unless a warrior gives up one piece of clothing (e.g. fine clothes) or a scroll to block the hole ripped in the ship's side.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Water Creature : River Nymph Phil | 30 | 9* | 5 | 5+ | 4 | 3 | 5 | 1 | - | 2 | 230 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Water Creature : River Nymph | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
DROWN
Every time this creature hits a warrior it has got a hold of an item or clothing, or, worse still, the warrior himself. The creature will then spend the rest of that turn in an attempt to drag the warrior underwater to drown him. All attacks after the initial hit, hit automatically, causing normal damage.
In addition to this, for every hitting attack this creature makes (including the automatically hitting ones), the warrior targeted loses one attack himself next Warriors' Phase, as he struggles to reach the surface (unless the warrior can survive underwater without breathing - for example, the chaos warrior can get an artefact that allows him to go without breathing at all).
By the beginning of the next Monsters' Phase, the creature has let ago, and must attempt to get hold of the warrior again.
LURE
Once per turn roll 2D6. If a twelve is rolled then one of the party members (not the same sex as the monster unless specified) is lured towards the monster, where he is slowly strangled. Roll 1D6 each turn, and add the warriors strength. If this total is better than 7 then the warrior has broken free. For each full turn spent being strangled the warrior may not do anything except struggle to get free, and loses 1D6 wounds (no modifications). The monster may only have one lured warrior at a time, and may make only half of its attacks when it has a captive (rounding down always, so if a monster has only one attack naturally, then it will have no attacks when with a lured warrior).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Kaiser Krab Phil | 40 | 6 | 5 | - | 5 | 5 | 2 | 3 | - | 4 | 530 |
Iron Cobra Phil | 25 | 5 | 4 | - | 6 | 8 | 0 | 1 | - | 6 | 790 |
Scizzar Phil | 50 | 6 | 6 | - | 6 | 6 | 3 | 4 | - | 5 | 2530 |
Robot Killer Phil | 40 | 6 | 4 | 2+ | 6 | 2 | 0 | 1 | - | 5 | 2540 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Iron Cobra | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Kaiser Krab | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Robot Killer | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Scizzar | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
IMMUNE TO PSYCHOLOGY
This ability is common to most undead and daemonic creatures, as well as a few others (golems, for example). It may not be listed under special, as I've got into the habit of taking it for granted when it comes to mindless undead beings, such as zombies. Use common sense - if the creature has no mind of its own, then it is going to be immune to psychology.
Psychological abilities have no affect on these creatures (so they cannot become frenzied, hate anyone, be charmed, etc).
LASER
Monsters with this ability use a laser beam to attack, which ignores all armour.
POISON SPECIAL
A creature with this ability has poison attacks on his first three hits, but not afterwards.
SHUTDOWN
Each turn roll 2D6. If they both come up as ones then the Kaiser Krab has stopped working. It can only be repaired if a magic-user or engineer is present and he/she spends one turn repairing it.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Water Creature : Sea Stallion Phil | 35 | 7* | 5 | - | 6 | 5 | 4 | 3 | - | 3 | 250 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Water Creature : Sea Stallion | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Water Creature : Seaspark Phil | 4 | 6* | 3 | - | 3 | 4 | 6 | 1 | - | 1 | 140 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Water Creature : Seaspark | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
IMMUNITY (spell type(s))
Some monsters are immune to certain types of spell. The spell types in the brackets will not effect the monster (e.g. if it says "lightning" in the brackets then Lightning Bolt and Chain Lightning have no effect on the monster, and neither will being hit by an actual bolt of lightning (unlikely, but still)).
SINK SHIP
If the warriors are travelling on a ship then some monsters can attempt to capsize them with a swashing attack. This attack hits on a 6+ and takes an entire turn to perform (thus no other attacks may be made if this is attempted). If it succeeds then the boat will sink in 2D6 turns unless a warrior gives up one piece of clothing (e.g. fine clothes) or a scroll to block the hole ripped in the ship's side.
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Water Creature : Silver Fish Phil | 50 | 6 | 5 | - | 8 | 8 | 8 | 3 | - | 2 | 2500 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Water Creature : Silver Fish | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 |
FREEZING GLARE n
A creature with this ability may freeze opponents with its stare. On a six to hit while attacking the target is paralysed for n turns.
OLHYDRA SPELLS
Roll 1D6 to see what kind of magic is cast:
1 |
Failure. |
2-3 |
Healing Rain… |
4-5 |
Summon 1D3 silver fish. |
6 |
Flood… |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Water Creature : Syren Phil | 50 | 2/6* | 6 | 6+ | 7 | 5 | 6 | 5 | - | 4 | 2520 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Water Creature : Syren | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
LURE
Once per turn roll 2D6. If a twelve is rolled then one of the party members (not the same sex as the monster unless specified) is lured towards the monster, where he is slowly strangled. Roll 1D6 each turn, and add the warriors strength. If this total is better than 7 then the warrior has broken free. For each full turn spent being strangled the warrior may not do anything except struggle to get free, and loses 1D6 wounds (no modifications). The monster may only have one lured warrior at a time, and may make only half of its attacks when it has a captive (rounding down always, so if a monster has only one attack naturally, then it will have no attacks when with a lured warrior).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Water Creature : Tentacle Phil | 20 | 3/6* | 4 | - | 4 | 1/2* | 2 | 1 | - | 2 | 120 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Water Creature : Tentacle | 2 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 |
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Warning Statue Phil | Sp | 0 | - | - | - | - | 1 | - | - | - | No gold for killing this creature, although it must take at least a bit of brain power to think of casting a stone spell on it, so you might want to award some experience points if you're a GM. |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Warning Statue | - | - | - | - | - | - | - | - | - | - |
WARNING STATUE DEATH
A warning statue can only be killed by being turned back into plain stone (say, by the wizard spell 'Transmute'). Since a warning statue has no way to block a hit, Transmute will always work if it is cast on this creature.
WARNING!
Creatures that cry out warnings to the adventurers are likely to attract
monsters. Every power phase, consult this table:
Number Of Creatures With This Ability In The Same Room(s) As The Warriors:
Unexpected Events Happen On A Roll Of…
1 |
1, 2 |
2 |
1, 2, 3 |
3 |
1, 2, 3, 4 |
4+ |
1, 2, 3, 4, 5 |
Note that the wizard loses no power if an Unexpected Event happens on a roll of 2+ (as would usually happen [and still does happen] on a roll of 1).
Name | W | M | WS | BS | S | T | I | A | Arm | Dam | Gold (Each) |
Water Creature : Yu Lung Phil | 70 | 4/12* | 6 | - | 7 | 5 | 5 | 3 | - | 5 | 2500 |
ENEMY`'S WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Water Creature : Yu Lung | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |