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Swords-Wizardry-Complete-revised

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Monsters<br />

Human, Normal<br />

Hit Dice: 1d6<br />

Armor Class: 9 [10]<br />

Attacks: Weapon (1d6)<br />

Saving Throw: 18<br />

Special: None<br />

Move: 12<br />

Alignment: Any<br />

Challenge Level/XP: B/10<br />

Normal humans are untrained peasants or townsfolk.<br />

Human, Sergeant-at-Arms<br />

Hit Dice: 3<br />

Armor Class: 5 [14]<br />

Attacks: Weapon (1d8)<br />

Saving Throw: 17<br />

Special: None<br />

Move: 12<br />

Alignment: Any<br />

Challenge Level/XP: 3/60<br />

Human sergeants are normally found in command of 1d6+5 human<br />

soldiers. These are the leaders of city guard units and other small<br />

military groups.<br />

Human, Soldier<br />

Hit Dice: 1<br />

Armor Class: 7 [12]<br />

Attacks: Weapon (1d8)<br />

Saving Throw: 17<br />

Special: None<br />

Move: 12<br />

Alignment: Any<br />

Challenge Level/XP: 1/15<br />

Human soldiers serve as city guardsmen, mercenaries, and men-atarms.<br />

They are generally armed with leather armor and a mace, sword,<br />

or spear.<br />

Hydra<br />

Hit Dice: 5-12 (equal to the number of heads)<br />

Armor Class: 5 [14]<br />

Attacks: 5-12 bites (1d6)<br />

Saving Throw: 12, 11, 9, 8, 6, 5, 4, or 3<br />

Special: None<br />

Move: 9<br />

Alignment: Neutrality<br />

Challenge Level/XP: 5 HD (7/600), 6 HD (8/800),<br />

7 HD (9/1,100), 8 HD (10/1,400), 9 HD (11/1,700),<br />

10 HD (12/2,000), 11 HD (13/2,300), 12 HD (14/2,600)<br />

Hydrae are great lizard-like or snake-like creatures with multiple<br />

heads. Each head has one hit die of its own, and when an individual<br />

head takes that much damage, that head dies. The body has as many<br />

hit dice as the total of the heads, so it is a matter of good strategy for<br />

adventurers to focus either on killing heads (when all the heads are dead<br />

the body dies) or killing the creature by attacking the body (in which<br />

case the heads die, too). Hydrae that breathe fire or regenerate their<br />

heads are also known to exist.<br />

Invisible Stalker<br />

Hit Dice: 8<br />

Armor Class: 3 [16]<br />

Attacks: “Bite” (4d4)<br />

Saving Throw: 8<br />

Special: Invisible<br />

Move: Fly 12<br />

Alignment: Neutrality<br />

Challenge Level/XP: 9/1,100<br />

Invisible stalkers are generally found only as a result of the spell<br />

Invisible Stalker. They are invisible flying beings created to follow a<br />

single command made by the caster.<br />

Kobold<br />

Hit Dice: 1d4 hp<br />

Armor Class: 7 [12]<br />

Attacks: Weapon (1d6)<br />

Saving Throw: 18<br />

Special: None<br />

Move: 6<br />

Alignment: Chaos<br />

Challenge Level/XP: A/5<br />

Kobolds are subterranean, vaguely goblin-like humanoids. They have<br />

a -1 penalty when fighting above ground. Many use slings or short<br />

bows, and they fight with short swords or spiked clubs in melee combat.<br />

Leech, Giant<br />

Hit Dice: 2<br />

Armor Class: 3 [16]<br />

Attacks: 1 bite (2d6)<br />

Saving Throw: 16<br />

Special: Suck blood<br />

Move: 6<br />

Alignment: Neutrality<br />

Challenge Level/XP: 5/240<br />

If a giant leech hits with its attack, it drains a level of experience on<br />

the following round. Anyone reduced below a level of 0 will die. Lost<br />

levels of experience most likely return at a rate of 1 per day, if the<br />

character rests. Freshwater leeches might simply drain hit points.<br />

Lich<br />

Hit Dice: 12+<br />

Armor Class: 3 [16]<br />

Attacks: Hand (1d10 + automatic paralysis)<br />

Saving Throw: 3<br />

Special: Appearance causes paralytic fear, touch causes<br />

automatic paralysis, spells<br />

Move: 6<br />

Alignment: Chaos<br />

Challenge Level/XP: 12 HD (15/2,900), 13 HD (16/3,200),<br />

14 HD (17/3,500), 15 HD (18/3,800), 16 HD (19/4,100),<br />

17 HD (20/4,400), 18 HD (21/4,700)<br />

Liches are the undead remnants of wizards, either made undead by<br />

their own deliberate acts during life, or as the result of other magical<br />

forces (possibly including their own magics gone awry). A lich has the<br />

same number of hit dice as the original Magic-User and the same spellcasting<br />

powers. A lich’s touch causes paralysis with no saving throw,<br />

and the very sight of one of these dread creatures causes any being of<br />

4 HD or below to flee in abject terror. Liches are highly intelligent and<br />

totally malign.<br />

106

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