Castles & Crusades Monsters of Aihrde III, Podreczniki RPG, Castles & Crusades

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M
ONSTERS
OF
A
IHRDE
III
A
UTHOR
:
S
TEPHEN
C
HENAULT
E
DITOR
:
C
ORY
C
A
S
ERTA
C
OVER
A
RT
: B
RYAN
S
WARTZ
I
NTERIOR
A
RT
: B
RYAN
S
WARTZ
, J
ASON
W
ALTON
, P
ETER
B
RADLEY
A
RT
D
IRECTION
/C
OVER
D
ESIGN
: P
ETER
B
RADLEY
I
NTERIOR
D
ESIGN
/L
AYOUT
: T
ROLL
L
ORD
G
AMES
P.O. Box 251171, Little Rock,
AR 72225
email: troll@trollord.com
Web site: www.trolllord.com or
www.castlesandcrusades.com
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is a large online community of gamers who post home brewed rules, adventure dis-
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This supplement contains 5 mon-
sters of varying challange levels.
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Troll Lord Games are Trademarks of Troll Lord Games. All Rights
Reserved.
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Chenault.
Monsters of Aihrde II, Copyright 2006, Troll Lord Games; Authors Stephen
Chenault.
Monsters of Aihrde III, Copyright 2008, Troll Lord Games; Authors Stephen
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C
HIMERA
, L
ESSER
N
O
. A
PPEARING
:
1-12
S
IZE
:
Large
HD
:
3 (d8)
MOVE
:
40 ft.
AC:
14
ATTACKS
:
Bite (1d6), 2 Claw (1d4), Tail (1d3, poison)
S
PECIAL
:
Darkvision, Poison, Scent, Twilight Vision
S
AVES
:
M
I
NT
:
Average
A
LIGNMENT
:
Neutral Evil
T
YPE
:
Magical Beast
T
REASURE
:
3
XP
:
70+3
Combat:
These beasts cunningly attack as a group. A lesser
chimera bites, attacks with two forepaws, and whips its tail around
for another bite attack.
Poison:
Anything bitten by the snake tail must make a successful
constitution save against poison (CL 3) or lose 1d2 points of
dexterity in the following round and a further 1d4 points of
strength in the next round.
Lesser Chimera in Aihrde
Lesser chimeras are found throughout Aihrde, but are rare in the
far east. They are more common in the mountains that range from
Kayomar to the northern wastes. Lesser chimeras are valued by
mages, scribes, and the like; or, at least their hides are. The spinal
hair shaft is so thick that it can be hollowed out and made to serve
as an excellent quill. They are virtually indestructible and for that
reason, such quills cost about 5gp each.
These vile creatures are minor cousins of the legendary chimaeras.
Legends hold that the beasts are the result of a mating between
wolves and charon fiends. They have the body of a large, maned
wolf with a multi-colored snake tail. Their hair is long and stiff.
Normally grey, the hair darkens along the spine and becomes much
longer and stiff. Whenever the beast feels threatened or is about
attack this longish black hair rises on end, standing at an angle
from the beasts back. This dark streak of hair ends in a long black
tail that is actually a scaled snake. The snake tail is not possessed
of any intelligence, but does have the instinct to bite any prey in
the area.
E
LDRITCH
G
OBLINS
N
O
. A
PPEARING
:
1
S
IZE
:
Small
HD
:
1 (d10)
MOVE
:
20 ft.
AC:
24
ATTACKS
:
By weapon, (see below)
S
PECIAL
:
Darkvision 60ft, Eldritch Goblin Qualities, Mounted
Combat, Silence
S
AVES
:
M
I
NT
:
Supra-Genius
A
LIGNMENT
:
Neutral Evil
T
YPE
:
Humanoid
T
REASURE
:
Special
XP
:
3250+20
Eldritch goblins are immortal. They take a variety of shapes and
forms, though all are goblinesque in nature. Some are taller than
normal goblins, others smaller, so much so that they are only a foot
or so high. Their features are akin to an old knotted black-jack
oak, twisted and wrinkled like dried bark. This is representative
of their age, the older the goblin the more knotted and thick his
skin. Younger eldritch goblins, - those only several centuries old -
still possess something of the smooth, stretched skin of their lesser
kindred. Of course, some of the elders are possessed of luminescent
beauty, a reflection of their magical quality (
see below
). Eldritch
goblins have a great love of things, and they are always carrying
them around, often tied to their persons, articles that they have
come across in their adventures, articles they found interesting
such as a beaded glass jar, a box of peculiar workmanship, a bone,
etc. They are also fond of jewelry and wear ear, finger, and toe
rings, bracelets, arm bands, and the like. In clothing, they are as
varied as any species, some preferring colors bright and glaring,
others armor, still others, drab cloaks or rags.
These creatures range throughout most terrain and climes though
they prefer wilderness areas, particularly mountains. They prey
on almost anything, but have a strong liking for horseflesh. They
possess some intelligence and are able to speak a very crude form of
the common tongue. They have a very keen sense of smell.
They travel in small packs, called flocks of up to 12 and are very
territorial, defending their range against all other predators. They
hole up in a cave or around other rocky features. They hunt in
packs, two or three usually, ranging out and herding prey into
a well-known trap area, such as a box canyon, defile, or the
like, where the whole pack pounces. When hunting humans,
humanoids, or demi-humans, they call out to each other in broken
common in order to disconcert and scatter the prey.
Eldritch goblins belong to any of the greater goblin communities,
though they stand apart from the vast horde and often travel alone.
Some rule their lesser kin; others live amongst them as strangers,
revered as god-like figures. But few of the eldritch goblins work
in concert with each other as their purposes are different. Some
few, however, develop friendships with their eldritch brethren and
spend lives in adventure. If more than a dozen are encountered at
2 Castles & Crusades
any one time it is very rare and usually an indication that something
huge is happening in the goblin communities; war, or the like.
Within the community of eldritch goblins, there are lesser eldritch,
and greater. The greater are possessed of some power or charm that
defies most worldly powers. Lesser eldritch have lesser powers as
noted below.
They are fluent in all the human, demi-human, and most other
humanoid languages, having keen intelligence and long lives to
learn them. They revel in the history of their being and judge one
another by their deeds and accomplishments, battle honors not the
least. They are not averse to traveling with any of the other races,
carrying no particular hatreds for other creatures, secure in their
own lifeless superiority.
Combat:
Eldritch goblins utilize the same tactics as their lesser
brethren, but they are even more vile and wicked in doing so.
Unlike lesser goblins, eldritch goblins can match strategy with any
dwarf, and they are not cowardly. They are more than willing to
sacrifice any number of other goblins, orcs, or any other creatures
in their service to gain a victory. Being immortal creatures, they
have complete disdain for the lives of other beings.
Mounted Combat:
Eldritch goblins are skilled in mounted combat
when riding worgs. Without the need for an attribute check,
eldritch goblins can saddle, mount, ride, and dismount. They can
perform simple leaps, and obstacle maneuvers (no more than 3 feet
in height and move around small items such as barrels). They can
also fight from a mount during combat (melee and ranged) without
penalty; control the mount in combat; guide a mount with the
knees; and stay in the saddle when a mount rears or bolts. When
fighting from a worg, an eldritch goblin can direct the mount to
attack and still make his or her attack normally.
Eldritch Goblin Abilities:
Every eldritch goblin possesses a
unique ability. The individual abilities greatly range in power from
simple mimicry of a spell, class ability, or magic item, to extremely
powerful, extraordinary powers comparable to those exhibited by
artifacts or deities. Each eldritch goblin’s ability is entirely up to
the Castle Keeper.
Note:
For quick and low-level encounters, Castle Keepers should
generate eldritch goblin abilities by randomly rolling for or picking
lower-level spells and skills, or the powers of minor magic items.
Mid-level encounters, and encounters intended to generate story
hooks and plot require more careful planning by the Castle Keeper
and should be predetermined and worked into the adventure’s
story. For high-level encounters, especially those involving the
elite eldritch goblin leaders, the Castle Keeper should create
abilities comparable to the following examples: invulnerability to
all weapons; can only be killed by a singular attack type; extremely
high spell resistance; or polymorph at will. Indeed, the most evil
and powerful Eldritch Goblins can prove to be the most deadly
antagonists in the lands who possess a unique power bordering on
god-like proportions.
With a successful dexterity check, and by foregoing any attack or
other action, eldritch goblins may direct their mounts to perform
the following actions while mounted: cover, deflect, fall softly, leap,
and charge.
Deflect:
This entails the worg being moved between the opponent
and the eldritch goblin, or positioned to offer maximum cover for
the eldritch goblin, while at the same time allowing the mount
to avoid blows. This maneuver gives a +2 bonus to the eldritch
goblin’s armor class and a +1 bonus to the worg’s armor class.
Cover:
An eldritch goblin can drop and hang alongside his/her
worg, using it as three-fourth’s cover. This grants a +3 bonus to
the eldritch goblin’s armor class from those on the opposite side of
the wolf. The eldritch goblin cannot attack or be holding anything
while using this ability.
Examples of an eldritch goblin’s ability might be:
Lesser:
Exudes protection from good.
Never needs to eat.
Calls animals.
Summons rain.
Fall Softly:
An eldritch goblin can avoid any damage after falling
from the worg, by rolling to the side or leaping off, including when
the mount itself falls.
Greater:
Slain only by stones thrown at an angle.
Can only die if he sleeps past mid-day.
Polymorph at will.
Can stop time as the wizard spell.
Shape Shifting.
Leap:
The eldritch goblin may direct a mount to leap obstacles as
part of its movement. The obstacles jumped can be no taller than
2/3 the height of the worg.
Monsters of Aihrde III 3
Charge:
An eldritch goblin is well trained in the use of a spear.
When fighting from a mount and charging, an eldritch goblin
inflicts triple damage upon a successful hit when wielding a spear.
Silence:
Eldritch goblins are able to move silently, despite any
accoutrements they carry or wear. This ability acts the same as the
spell
silence
. However, the duration is permanent, or as long the
goblin wishes to be moving quietly and it does not have a radius
affecting the goblin and the equipment he/she is carrying.
The Eldritch Goblins and Aihrde
The eldritch goblins were First-born Dwarves corrupted by Thorax
in ancient times. He twisted them and made them hate their
Dwarven brethren. He taught them a vile sorcery, and in time,
their form became deformed. Too, the Eldritch Goblins saw into
Thorax’s memory, and there they found the secret of immortality
and other dark powers. Most are evil and vicious, ever seeking to
begin again the great wars between Dwarf and Goblin.
Eldritch Goblins cannot spawn their own kind without a queen.
Instead, a mating of eldritch goblins results in a typical goblin
(“lesser goblin”). Only a queen lays eggs from whence eldritch
goblins hatch. Hundreds of years passed without a Queen, but
a new queen has appeared, and the race is spreading again
across Aihrde. The race worships Oglotay, the first queen, the
reincarnation of Oglotay herself.
moving. Once in a great while, they settle in a region and hunt
the region over, particularly if that area has an abundance of its
favorite food.
Elves have a wholly natural fear and hatred of these creatures, for
they often terrorize their villages and towns. Few can tame them,
but some have tried and fewer still have succeeded, most ending
their days as dog meal.
H
OUNDS
OF
D
ARKNESS
N
O
. A
PPEARING
:
1-2
S
IZE
:
Large
HD
:
20 (d12)
MOVE
:
60 ft.
AC:
22
ATTACKS
:
Bite (4d8)
S
PECIAL
:
Detect Chaos, Good, Keen Senses, Leap, Swallow
Whole
S
AVES
:
P
I
NT
:
Average
A
LIGNMENT
:
Lawful Evil
T
YPE
:
Magical Beast
T
REASURE
:
Nil
XP
:
12,550 +20
Combat:
The hounds have a tremendous sense of smell and keen
sense not unlike a dragon’s. When their prey is located, they
attempt to lay in wait for it, hoping that the victims come within
their leaping range so that they can pounce and devour the hapless
creature. When this fails, if they are discovered for instance, they
attack by charging outright, leaping and attempting to swallow
their victim.
Keen Senses:
A hound of darkness sees twice as well as a human in
shadowy illumination and twice as well in normal light. It also has
darkvision out to 120 feet and the scent ability. They have superior
hearing as well and are able to pinpoint almost any opponent unless
the target is magically hidden such as with an
invisibility
spell.
These malevolent hounds tower above the earth, standing 15-20
feet at the shoulder and weighing over 6 tons. They have broad
chests and tapered waists, with wide heads, short snouts filled with
fangs. Their fur is short in the summer, sometimes splotchy, falling
out altogether, exposing wrinkled, reddish-pink skin. In winter
months, they grow a shaggy coat of fur, usually dark red or reddish-
black in color. There eyes burn with an eldritch fire that glows in
the dark, sending wisps of blue smoke rising from their heads. Their
breath is a gale of fetid stink. When they walk, the world rumbles;
when they leap, it shakes; and when they do battle, it quakes.
Leap:
Hounds of darkness are able to make massive leaps, whether
standing still or from a run. If standing still, they can leap up
to 50 ft., whereas from a charge the can leap a full 75 ft. Any
creatures they land upon must make a successful dexterity save
or suffer a crushing blow from the creature’s weight for 8d10
points of damage. A successful save negates all damage. Due to
the creature’s massive size, dodging is not impossible and any leap
attack only has a CL of 10.
Though they are rare, the hounds are found in all climes and all
terrains. They generally hunt alone, though they are occasionally
found in pairs. They will eat anything and do not reason when
they are hungry. If well fed, they tend to only hunt faerie creatures
of all stripes, especially elves. They have a peculiar ability to sniff
out creatures that are good or chaotic, both dispositions for which
they have an unreasoning hatred. They never make dens, nor stop
Swallow Whole:
Hounds can try to swallow any medium-size
or smaller opponent by making a successful grapple check. The
swallowed creature takes 3d8+7 points of crushing damage per
round plus 8 points of acid damage from the hound’s gizzard. A
swallowed creature can cut its way out by using claws or a small
or tiny slashing weapon to deal 25 points of damage to the gizzard
(AC 20). Once the creature exits, muscular action closes the hole;
4 Castles & Crusades
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