31.12.2014 Views

Swords-Wizardry-Complete-revised

Swords-Wizardry-Complete-revised

Swords-Wizardry-Complete-revised

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

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 />

107

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!