Creature Collection 1: Core Rulebook (Sword and Sorcery) by S&S Staff, Guy Davis, Ron Spencer, Steve Ellis

By S&S Staff, Guy Davis, Ron Spencer, Steve Ellis

CREATURE assortment the following There Be MONSTERS! From the terrible Wrack Dragons to the intoxicating Brewer Gnomes, from the collossal Mithril Golem to the tiny Bottle Imp; here's a host of latest creatures to be used on your third variation crusade. appropriate WITH third version ideas. Sword and Sorcery books are released lower than the Open Gaming License and are a hundred% suitable with third variation principles and the D20 method. it is a hardcover publication with over two hundred fresh monsters that upload distinctive demanding situations for your third variation crusade. this can be a 224 web page hardcover middle rulebook on hand as quickly as October 6, 2000!

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Dwarven traits Fort +4, Ref +0, Will +1 Str 15, Dex 10, Con 14, Int 10, Wis 12, Cha 8 Appraise +1, Climb +1, Craft (Mining) +2, Intimidation +2, Intuit Direction +4, Listen +2, Spot +1 Exotic Weapon Proficiency (Charduni Warscepter) Temperate and warm land and underground Squad (4-9), slaver patrol (10-30 charduni, plus 1 slavemaster of 5-7th level), war troop (20-120 charduni, plus one 3rd-level assault-master per 10 charduni, two 6th-level war-masters, one 8-10th level war-general, two 4- 6th level necromancers, and possibly undead troops as well) 1/4 Standard Always lawful evil By character class Description Like the namesake bloody god these darkskinned dwarves worship, charduni embrace conquest, domination and war.

Chaos effects None Fort +10, Ref +9, Will +8 Str 12, Dex 18, Con 10, Int 13, Wis 17, Cha 19 Escape Artist +16 None Sky Solitary 9 Standard Usually chaotic neutral 16-20 HD (Large) Description The majestic cerulean roc is also known more pejoratively as "the chaos bird," for it throws the natural laws of nature into disarray wherever it goes. Meeting cerulean rocs has proven to be an especially harrowing experience for travelers caught out in the open — be it on land or sea — where they are unable to escape the effects of the bird's flight.

Any potential prey that could be enticed must succeed at a Will save (DC 16) to resist the effect. Plant: Child traps are impervious to critical hits, subdual damage and death from massive damage trauma. They're not affected by spells of mind-altering nature (enamoring or charming spells not specifically designed for plants, for example), paralysis, poison, sleep, polymorph or stunning. Soporific Gas (Ex): As potential prey draws closer, the same gas puts him to sleep, hopefully within reach of the plant's fronds.

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