Swords-Wizardry-Complete-revised
Swords-Wizardry-Complete-revised
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 />
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