Swords-Wizardry-Complete-revised
Swords-Wizardry-Complete-revised
Swords-Wizardry-Complete-revised
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Lion<br />
Hit Dice: 5+2<br />
Armor Class: 6 [13]<br />
Attacks: 2 claws (1d4), 1 bite (1d8)<br />
Saving Throw: 12<br />
Special: None<br />
Move: 12<br />
Alignment: Neutrality<br />
Challenge Level/XP:<br />
5/240<br />
Male lions are<br />
noticeably larger<br />
than their female<br />
counterparts, and<br />
easily identified<br />
by their manes.<br />
They are usually<br />
solitary beasts,<br />
found leading<br />
a pride only<br />
in their prime.<br />
The lioness,<br />
while smaller<br />
and having an<br />
AC of 7 [12], is<br />
an indisputably<br />
skillful hunter—<br />
far faster and<br />
more agile than<br />
the male lion.<br />
Lionesses often<br />
coordinate with others in their pride to bring down prey.<br />
Lizardman<br />
Hit Dice: 2+1<br />
Armor Class: 5 [14]<br />
Attacks: 2 claws (1d3), 1 bite (1d8)<br />
Saving Throw: 16<br />
Special: Underwater<br />
Move: 6/12 (swimming)<br />
Alignment: Usually Chaos<br />
Challenge Level/XP: 2/30<br />
Lizardmen are reptilian humanoids, both male and female, usually<br />
living in tribal villages in the depths of fetid swamps. Some can hold<br />
their breath for long durations (an hour or more), while other can<br />
actually breathe underwater.<br />
Lurker, Ceiling<br />
Hit Dice: 10<br />
Armor Class: 6 [13]<br />
Attacks: 1 crush (1d6)<br />
Saving Throw: 5<br />
Special: Smother<br />
Move: 1/7 (flying)<br />
Alignment: Neutrality<br />
Challenge Level/XP: 10/1400<br />
Lycanthropes<br />
Lycanthropes are were-creatures, particularly those in whom the<br />
disease permits assumption of a hybrid form of the human and animal.<br />
They cannot be hit by normal weapons: only silver and magical<br />
weapons affect them. If anyone is attacked and brought below 50% hit<br />
points by a lycanthrope, the person will become a lycanthrope himself.<br />
Lycanthrope, Werebear<br />
Hit Dice: 6<br />
Armor Class: 2 [17]<br />
Attacks: 2 claws (1d3), 1 bite (2d4)<br />
Saving Throw: 9<br />
Special: Lycanthropy, hit only by magic or silver weapons. hug<br />
Move: 9<br />
Alignment: Neutrality or Chaos<br />
Challenge Level/XP: 8/800<br />
Werebears are often found in temperate forests. On an attack roll of<br />
18+ (natural roll) with its claws, the werebear grabs its victim and hugs<br />
it for an additional 2d8 points of damage.<br />
Lycanthrope, Wereboar<br />
Hit Dice: 5<br />
Armor Class: 4 [15]<br />
Attacks: Bite (2d6)<br />
Saving Throw: 12<br />
Special: Lycanthropy, hit only by magic or silver weapons<br />
Move: 12<br />
Alignment: Neutrality or Chaos<br />
Challenge Level/XP: 6/400<br />
Wereboars are often found in the remote wilderness.<br />
Monsters<br />
Lycanthrope, Wererat<br />
Hit Dice: 3<br />
Armor Class: 6 [13]<br />
Attacks: Bite (1d3), Weapon (1d6)<br />
Saving Throw: 14<br />
Special: Control rats, lycanthropy, hit only by magic or<br />
silver weapons<br />
Move: 12<br />
Alignment: Chaos<br />
Challenge Level/XP: 4/120<br />
Wererats are often found in cities, lurking in shadowy alleyways.<br />
Wererats can control rats, and are extremely stealthy, surprising<br />
opponents on 1–4 on a d6.<br />
Lurkers resemble floating manta rays, with a rough, stone-like undersurface.<br />
They levitate to ceiling-tops and wait for prey to walk underneath,<br />
whereupon they drop and enfold the victim in their thick “wings”<br />
(to-hit roll). Anyone trapped inside a lurker’s clutches takes 1d6 points<br />
of damage per round from crushing, and will suffocate within 1d4+1<br />
rounds unless the lurker is killed. There is normally only a 10% chance<br />
to detect a lurker’s presence visually before it attacks, and it has a 65%<br />
chance to gain initiative automatically (unless a “surprise roll” system is<br />
being used, in which case the lurker has a 4 in 6 chance to gain surprise).<br />
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