There are few players of the excellent medieval/fantasy
roleplaying game Chivalry & Sorcery who have not, at one time
or
another, tried to adapt monsters from
D&D
(specifically the AD&D
Monster Manual)
into their C&S campaigns. However, they soon
discover, either by trial and error or
by reading the C&S Sourcebook,
that this is not as easy as it first appears
Indeed, since there is no set formula for
converting D&D monsters to C&S, one must work out
each monster bit by bit, based upon
logic, common sense, and the information
given in the Sourcebook. I
have done just that with various monsters
from the Monster Manual,
and their individual attributes are listed
below in much the same style
as was given for Umber
Hulks in the Sourcebook. Note, however,
that I have included little or no physical
description of each monster
(except where I deemed necessary to fit
it into C&S) since it would
take up far too much room. Besides, most
readers interested in this
will have their own copies of the Monster
Manual or original D&D
anyway, and such descriptions would be
repetitious.
There is one thing I would like to make
clear, however, before
continuing with the monsters. By writing
this article, I do not mean to
infer that I think monsters should constantly
be adapted from D&D (or
any other game, for that matter) to C&S.
I tend to agree with Mr.
Simbalist’s views on monsters in C&S
campaigns (in the Sourcebook) — quality does not depend completely on quantity
(and, no, I’m
not degrading D&D because it
has a lot of creatures — indeed, it is
still my favorite role-playing game — but
D&D and C&S are 2
different games).
On the other hand, though C&S
had enough monsters for a
middle-ages, European-type environment,
it soon became apparent
that it does not have quite enough for
an entire campaign world (or
even large continent) such as can Now be
created with the expansions.
sions. For example, more than half of the
monsters in C&S (excluding the animals, giant or otherwise,
given in the back of the book) are
humanoid-type <anthropomorphic-type>
creatures such as Trolls,
Ogres,
Goblins,
Giants,
and, in a vague sense, Undead.
There are not many animal-like,
basically non-intelligent creatures (other
than, as I’ve said, the actual
animals listed, and these are not true
“monsters” in the fantasy
sense) which would, in a fantasy world,
be the most common in
nature. Thus, I have concentrated on this
type of creature more than
any other. Also, I believe that each monster,
regardless of how
fantastic, should have a definite place
in nature; otherwise, even in
real life, such a creature would not last
long in the natural order of
things.
Taking all of this into consideration, I
have tried to adapt only
monsters which do fit into the scheme of
things, ones which, for one
reason or another, have a definite place
in nature. For example,
Anhkhegs
may, at first glance, seem a trifle unimportant. However, if
one is to have Umber
Hulks in his or her own campaign (as listed in
the Sourcebook), such creatures must feed
on something other than
hapless adventurers. It just so happens
that Umber Hulks and their
ilk consider Anhkhegs to be a prize source
of food. Indeed, if
Anhkhegs did not exist, it is highly probable
that neither would Umber
Hulks (adventurers do not make large or
common meals . . .).
Following this logic, I have listed the
monsters in their various
classes, according to (as usual in zoology
and biology) how they
obtain nourishment. This is to provide
an idea of where exactly each
creature fits in nature. In some classes
(those which lack a very large
number of creatures; parasites, for example),
I have added monsters
of my own creation, complete with descriptions
and attributes in D&D
and C&S style. After the monsters,
I have also included some example food chains in the typical fantasy world,
but these will be explained more fully in their appropriate section.
Now, on to the monsters. . . . .
***************************************************************************
New Combat Matrix
— Naturally Armed Monsters
Several monsters given in this article
use weapons which were
not previously listed in the combat charts
of C&S, namely tentacles.
The new combat additions for tentacles
are listed below.
| Type | Weapon | Blows** | WDF | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
| MST 2 | Small Tentacles | 4 | 0.5 | 45 | 40 | 35 | 35 | 30 | 25 | 20 | 15 | 10 | 5 | 0 |
| - | - | - | - | 10 | 5 | 5 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| MMT 6 | Medium
Tentacles |
3 | 1.5* | 45 | 40 | 40 | 35 | 35 | 30 | 25 | 20 | 15 | 10 | 5 |
| - | - | - | - | 15 | 10 | 10 | 5 | 5 | 5 | 0 | 0 | 0 | 0 | 0 |
| MMT 10 | Large
Tentacles |
3 | 3* | 50 | 45 | 40 | 40 | 35 | 30 | 25 | 25 | 20 | 15 | 10 |
| - | - | - | - | 25 | 20 | 20 | 15 | 15 | 15 | 10 | 10 | 5 | 5 | 5 |
| MGT 16 | Giant
Tentacles |
2 | 4.5* | 55 | 50 | 45 | 45 | 40 | 40 | 35 | 35 | 30 | 25 | 20 |
| - | - | - | - | 35 | 30 | 30 | 25 | 25 | 20 | 15 | 15 | 10 | 10 | 10 |
*—Bash possible
| MMT 6: | L* | Weapon Bash |
| MLT 10: | LH | Weapon Bash plus 5% |
| MGT 16: | H | Weapon Bash plus 10% |
*—This is for creatures with four to six
tentacles—increases in
number of tentacles will increase “blows”
proportionately. Note that
this can, like all other weapons’ “blows,”
be affected by the dexterity
and mobility of the user, too.
Tentacles can also grab and constrict whenever
a critical hit is
rolled and/or whenever 15% or more below
the maximum needed to
hit is rolled. This chance is increased
by 1% for every AC the
target is (i.e. increased by 5% with an
AC 5 target, etc.), but only
when it is armor which is worn, not natural
armor. This simulates the
fact that the victim can’t dodge the grab
as easily in armor, and heavy
armor makes the target bulkier and easier
to grab (an easier target to
hit, as it were). Constriction damage is
as follows:
| Type | WDF |
| MST 2 | 1* |
| MMT 6 | 3 |
| MLT 10 | 5 |
| MLT 16 | 7.5 |
All damage is reduced by 1 point
per AC of target.
*—Note that MST 2 tentacles,
due to their small size, cannot
constrict around a victim unless they hit
a thin part of the body (arm,
neck, etc.). The Critical Hit Table on
page 58 of C&S can be used to
determine where the victim is hit.
Note that all damage caused by constriction
is in addition to any
other extra damage caused by a critical
hit. Constriction damage is
automatic every melee turn after the victim
is first caught until he
escapes from the grip or the creature is
killed. The chance of escaping is as follows:
MST 2—50%; MMT 6—40%; MLT 10—25%; MGT 16—10%.
This chance is increased by 5% per point
of strength the victim
has above 12, and decreased by 5% per point
of strength below 9.
Others can, of course, help the victim
escape (unless they are caught
too) in which case the chance of escaping
is increased by 2% per
point of strength the helper(s) has (have).
DISPLACER BEASTS (Felis Adparerus Distarus)
| Body | Size | Wt. | %Dodge | %Parry | %Hit | Blows | Natural Weapons | A.C. |
| 60 | 8 | 275 | -20% | -15% | +20% | +3 | 4 x WDF, MMT6 Tent. | 4* |
| - | - | - | - | -10% | +10% | +1 | 2 x WDF, MMC 3 Claws** | - |
*—The molecular vibrations of this creature
cause it to appear to
be 3 feet from its actual position. Because
of this, subtract 10%
from all attacks against it (i.e. from
the number needed to hit it),
including targeting. It gets a 10% bonus
to all saving throws involving
attacks which are basically physical in
nature.
**—It seldom uses its claws—figure a 10%
chance per melee
turn.
Note: This creature’s
tentacles are never used for constriction.
Experience: 2750
IQ/Wis.: 2-5/1-4
Hearing: Cats
Move: 60/240
Targeting: As Per Griffons
(minus 10%)
Environment: Outdoors
or Subterranean, more often the former.
SHAMBLING MOUND (Fungus Animatus)
Note: This creature is actually omnivorous,
eating both plants
and animals— I have listed it here to save
space and because there
are so few herbivores and omnivores.
| Body | Size | Wt. | %Dodge | %Parry | %Hit | Blows | Natural Weapons | A.C. |
| 100 | 8' | 750 | Nil | -15% | - | - | 3x WDF, MGC 10 | 10 |
*— If both of the creature’s attacks are
successful in 1 melee
turn, the victim is entangled and will
suffocate in 2-8 melee turns
unless the monster is killed.
Experience: 3000
IQ/Wis.: 3-6/1-4
Hearing: L. Undead
Move: 40/120
Targeting: Chimera
Environment: Swamps,
marshes, and wet subterranean areas.
Special Notes: This creature is immune
to fire, takes only 1/2
damage from normal weapons or “cold,” takes
little or no damage
from crushing, and is actually strengthened
by electricity (add 2-7
body points). It is fully affected by all
spells which affect plants.
CATOBLEPAS (Phacochoerus-choeropsis Horridus)
| Body | Size | Wt. | %Dodge | %Parry | %Hit | Blows | Natural Weapons | A.C. |
| 90 | 6' | 5000 | Nil | Nil | +10% | - | Tail club: 3 x WDF
Hvy. Club, 4 L* (non-fighters) |
2 |
Experience: 5000
IQ/Wis.: 2-4/1-3
Hearing: Animals
Move: 30/80
Targeting: Manticores
Environment: Swamps
and marshes.
Special Notes: Tail has a 60% chance of
stunning anyone if hits
(minus 5% per helmet class) regardless
of critical hits.
This creature’s gaze causes instant death
if the victim meets it
(25% chance per melee turn if the head
is raised). Otherwise, treat its
gaze as a spell in that it must be targeted
to be effective (the creature
counts as level 10 for this purpose). Fortunately
it has only a 25%
chance per melee turn of raising its head
high enough to use the
gaze (due to the weakness of its neck),
plus 15% if both parties are
relatively still. This chance is decreased
to only 10% if one or both of
the parties are moving relatively fast.
Note that targeting a spell
against the creature increases the chance
of meeting its gaze by
25%.
CARRION CRAWLER (Scutigera Tentarus)
| Body | Size | Wt. | %Dodge | %Parry | %Hit | Blows | Natural Weapons | A.C. |
| 45 | 9* | 450 | Nil | -5% | +5% | +2 | MST 2 tentacles* | 6/2** |
*— These tentacles do
no "body point" damage; however, they
do paralyze an opponent if he is hit by
one: 80% chance, minus 2%
per constitution point over 10.
**— The armor class of
the head is 6, the body is 2.
Experience: 1000
IQ/Wis.: 0.0
Hearing: Lower Undead
Move: 70/160
Targeting: Manticore
Environment: Subterranean
| Type | Body | Size | Wt. | %Dodge | A.C. | Experience | Move | %Parry | %Hit | Blows | Natural Weapons | Targeting | IQ/Wis. |
| Otyugh (O. Minor) | 80 | 3' (6' d.) | 375 | Nil | 6 | 1750 | 50/80 | Nil | - | - | 2 x WDF, MMB 2 Fangs | Centaur | 5-10/1-6 |
| - | - | - | - | - | - | - | - | -10% | +10% | - | 4 x WDF, MMT 6 Tentacles | - | - |
| Neo-Otyugh (O. Major) | 100 | 4' (8' d.) | 575 | Nil | 8 | 2500 | 50/80 | - | - | - | 1 x WDF, MMB 2 Fangs* | Hydra | 9-12/2-8 |
| - | - | - | - | - | - | - | - | -15% | +15% | - | 3 x WDF, MLT 10 Tentacles | - | - |
Hearing: Lower Undead
Environment: Piles of
dung and other rubbish
*— Bite causes disease
(typhus) 90% of the time (disease resistance applicable).
| Type | Body | Size | Wt. | A.C. | Experience | Move | Natural Weapons | Range | Targeting | Killed Only By |
| Violet Fungus (F. Violacea) | 35 | 5' | 120 | 2 | 600 | 10 | 1-4 Branches* | 2 | Goblins | Anything |
| Green Slime (F. Contagius) | 25 | Var. | Var. | 0 | 200 | Nil | Slime** | 0 | *** | Cold, Heat, Cure Disease |
| Brown Mold (F. Frigidus) | N.A. | Var. | Var. | 0 | 50 | Nil | Heat Absorption**** | 5 | *** | Cold |
| Yellow Mold (F. Ochra) | N.A. | Var. | Var. | 0 | 50 | Nil | Enzymes-- 5 points,
Spores***** |
Enzymes 0,
Spores 5. |
***<?> | Fire |
| Shrieker (F. sonus) | -35 | 4.5 | 80 | 2 | 200 | 10 | Sound Attracts Monsters | N.A. | Goblins | Anything |
N.A.— Not applicable.
Var.— Variable
*— Branches rot flesh
70% of the time and hit as MMT 6 tentacles
except for damage and range. Rotting can
be cured with Cure Disease
spell.
**— Turns flesh to green
slime unless scraped off (quickly),
burned, frozen, or destroyed with Cure
Disease.
***— Targeting is 90/90/90
for all categories.
****— Each creature
in range loses 1-8 body points per melee turn
for every ten degrees of body heat over
fifty-five it usually has.
***** — Spores shoot
out in a 10’x10’x10’ cloud if the mold is
hit— any creature in the cloud dies 80%
of the time (minus 2% per
constitution point over twelve) and can
only be saved if Cure Disease
and Resurrection are used on the body within
twenty-four hours.
For AlI Types:
Hearing: As per Lower Undead, except for
Green Slime which is
as per Cat Race and Brown Mold which is
as per Higher Undead.
These creatures do not actually hear sounds—
they must detect the
vibrations through walls, doors, floors,
etc. (though Green Slime is so
sensitive to vibrations that it can detect
them through the air much the
same way as hearing).
IQ: 0
Wis.: 0
%Dodge: Nil
%Parry: Nil
%Hit: Nil (no bonus)
| Type | Body | Size | Wt. | A.C. | Experience | Natural Weapons (2.1) | Range | Unaffected by | Targeting | Move | Hearing | IQ/Wis. |
| Black Pudding (A. gigantea) | 110 | 8' d. | 650 | 3 | 3000 | Acid— 15 points damage | 1 | Fear, sleep, cold, electricity & Regular hits. | Centaur | 60/80 | L. Undead** | 0/0 |
| Gelatinous Cube (A. gelata kubos) | 60 | 10 *<?> cube (1.1) | 900 | 2 | 2000 | Acid— 5 points plus paralyzation** (2.2) | 0 | Electricity, fear, hold, sleep, paralysis, & shape change | Centaur* (3.1) | 60/100 | Nil | 0/0 |
| Gray Ooze (A. viscidus?) | 40 | Var.** (1.2) | 225 | 1 | 1500 | Acid— 10 points | 1 | Heat, cold, spells other than electricity | Pegasus | 10/20 | Nil | 1***/0 |
| Ochre Jelly (A. gelata ochra) | 80 | Var. *** (1.3) | 300 | 1 | 2250 | Acid— 8 points | 1 | Fear, sleep, electricity | Chimera | 20/30 | Nil | 0/0 |
| Slithering Tracker* (A. gelata prosequius?) | 45 | 2.5' long | 35 | 3 | 1750 | Great Horse * (3.1) | L. Undead** (3.2) | 8-11***(3.3/1-4) |
(1.1) — This creature might well be called
a predator, but it is listed here due to its form.
(1.2) — Variable — usually
about 8 to 10 feet long, 2 to 3 feet wide, and6 to 8 inches thick.
(2.1) — All hit as MGT 16 tentacles
but with range and damage as indicated.
(2.2) — As per Carrion Crawlers (see
above).
(3.1) — Minus 5% due to transparency of
creature.
(3.2) — Can “hear” only by detecting vibrations
through walls doors, floors, etc.
(3.3) — No languages spoken regardless
of IQ.
These creatures do not
have true intelligence, rather they have instinct which is developed almost
to a point of intelligence.
For All Types:
Dodge: Nil
%Parry: Nil
%Hit: Standard
Blows: 1
Environment: Subterranean
_____________________________________________________________
MIND THORNS (Kaktos Parasitus)
| Body | Size | Wt. | %Dodge | %Parry | %Hit | Blows | Natural Weapons |
| 8 | 6'' to 16'' <?> | 2-4 | Nil | Nil | +10% | + 1-3 | Thorns—hit as Dagger 1 L (infantry) but
with
no body point damage. |
Experience: 100
IQ/Wis.: 1-10/1-8
Hearing: Lower Undead
Targeting: Inanimate
Object
Move: Nil
Environment:
D&D ATTRIBUTES
FREQUENCY: Rare
NO. APPEARING: 2-8
ARMOR CLASS: 8
MOVE: Nil
HIT DICE: 1
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 2-5
DAMAGE/ATTACK: Special
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low to Average
ALIGNMENT: Neutral (evil tendencies)
SIZE: S
PSIONIC ABILITY: Nil
ATTACK/DEFENSE MODES:
Nil
These cactus-like plants are found primarily
in forest areas,
though they are not unknown in wet, subterranean
places. Though
their outer appearance is that of a cactus,
the resemblance ends
there, for these creatures do not have
the ability to withstand
droughts and hot conditions like their
distant relatives. They exist
primarily on water
and need very little sunlight (indeed, they avoid
areas of intense sunlight because of the
heat there). This water they
store inside themselves for future use
and to keep their somewhat
sensitive inner tissues from drying out.
Because of this, they avoid
heat and are extremely fearful of fire
(which evaporates the water
keeping them alive, making them comatose
and very susceptible to
burning). Cold, on the other hand, has
little effect unless it is very
extreme— this freezes the water inside
them, causing them to go into
suspended animation and take some damage
(50% of the usual
amount for cold spells and such).
This creature appears harmless enough at
first glance; however,
it has several defenses other than the
sharpness of its prickles or
thorns. These small thorns can be thrown
by the plant with a strong,
thin stream of water ejected from the small
holes beneath the thorns.
These thorns contain a part of the creature’s
“entity,” as well as a
strong, sedative-like substance which puts
the victim into a trance.
This makes him susceptible to control by
the Mind Thorns through
the tiny prickles in the victim. The Mind
Thorns then take over the
victim unless he makes his saving throw
as described for Command
spells, the plant counting as proficiency
grade 4 (or a saving throw
vs. spells in D&D)
It will then make the victim do 1 of 2 things:
If it is of the more
intelligent sort (average IQ) it will make
the victim go and get it either
more beings (to be controlled by the plant)
or a lot of water, or it will
simply kill the victim, making him stay
peacefully there while the plant
absorbs all moisture from his body (40%
chance). If it is of the less
intelligent sort (below average IQ) it
will simply kill the victim as
described above. Note that the victim is
allowed another saving
throw if the plant tries to kill him, and
if he makes it, all control is
released. Fortunately, these thorns have
a shooting range of only
about three feet, and a control range of
about two miles (anyone
passing beyond this is out of the plant’s
control). Note that certain
creatures (undead, demons, devils, and
creatures with magic resistance of 35% or more) are immune to the effects
of the thorns. This
also applies to creatures with targeting
percentages of 35 or less
under “Natural MKU” in C&S.
Description: As explained above,
Mind Thorns look much like tan
or olive-green
cacti, with thorns or prickles in clumps of 2 to 5 all
around it. Around these are small, round
mirror-like spots which are
thought to be optical organs. During the
summer or late spring,
flowers blossom on them which are purple-black
or deep red. If the
thorns are removed, these plants make excellent
eating, tasting
rather like watermelon and supplying a
person with water for 1-3 days (after that, any remaining liquid will evaporate).
PURPLE WORMS (Lumbricus Violacea)
| Body | Size | Wt. | %Dodge | %Parry | %Hit | Blows | Natural Weapons | A.C. |
| 160 | 45' | 10,000 | Nil | Nil | +10% | - | 4 x MGB 10 Bite* | 4 |
| - | - | - | - | Nil | - | - | 5 x MLS 6 Sting** | - |
Experience: 5000
IQ/Wis.: 0.0
Hearing: Lower Undead
Move: 60/100
Targeting: As per Large Animal plus 10%
Environment: Subterranean
*—Swallows victim
if critical hit is indicated.
**—Sting has poison:
60% chance of death minus 1% per point of
constitution above
12, plus 1% per point below 9.
STIRGE (Eutoxeres Insecta)
| Body | Size | Wt. | %Dodge | %Parry | %Hit | Blows | Natural Weapons | A.C. |
| 8 | 8" | 2-4 | -35% | Nil | +35% | - | 3 x WDF Dagger 1 L with blood drain of 1-4 points/melee turn to maximum of 12 points. | 1 |
Experience: 50
IQ/Wis.: 0.0
Hearing: Lower Undead
Move: 30/60
Targeting: As per small
animals plus 15%
Environment: Forests,
occasionally caves or caverns.
| Body | Size | Wt. | %Dodge | %Parry | %Hit | Blows | Natural Weapons | A.C. |
| 15 | 3'- | 50- | Nil- | Nil- | +10% | -1 | As per stirges, above, plus disease | 6 |
Experience: 100
IQ/Wis.: 0.0
Hearing: Lower Undead
Move: 30/60
Targeting: As per small animals plus 15%
Environment: Forests, occasionally caves
or caverns.
BLINK DOGS (Lycaon Teleportarus)
| Body | Size | Wt. | %Dodge | %Parry | %Hit | Blows | Natural Weapons | A.C. |
| 35 | 3' | 150 | -25% | - | +15%* | +2 | 4 x WDF MMB 2 Fangs | 2 |
*—With additional 25% bonus if appearing
behind victim when
“blinking.” Note “blink” abilities as listed
in the AD&D Monster
Manual.
Experience: 1200
IQ/Wis. 9-12/5-10
Hearing: Dogs
Move: 60/240
Targeting: Basilisk
Environment: Forests,
Plains, & other such outdoor areas—very
rarely in dungeons.
LEUCROTTA (Cervus-Taxidea Horridus)
| Body | Size | Wt. | %Dodge | %Parry | %Hit | Blows | Natural Weapons | A.C. |
| 75 | 6' tall | 650 | -15% | - | +16% | - | 5xWDF MMB 2 Bite.
4 x WDF MLK 8 Hoofs when retreating. |
4 |
Experience: 2500
IQ/Wis.: 9-12/3-8
Hearing: Dogs
Move: 60/240
Targeting: Hippogriff
Environment: Deserted
and desolate places
Special Abilities: Able
to imitate any voice.
Anhkhegs (Mantis ex agro horridus)
-
| Age (1/2 d10) | Body | Size | Wt. | %Parry* | %Hit | Blows | Natural Weapons | %Dodge | Armor class | Experience | IQ/Wis. | Targeting |
| 1. Hatchling | 25 | 5' | 120 | -5% | +15% | +2 | 3 x WDF MMB 2 Mandibles. | -10% | 4 (2) | 200 | 0/0 | Sm. Animal |
| 2. Young | 45 | 8' | 250 | -5% | +15% | +1 | 2 x WDF MLB 2 Man..** | -5% | 5 (3) | 400 | 0/0 | Lg.
Animal |
| 3. Adult | 60 | 12' | 375 | -10% | +10 | +1 | 2 x WDF MGB 5 Man..** | - | 6 (4) | 800 | 1/0 | Chimera |
| 4. Old | 75 | 18' | 550 | -15% | +10% | - | 3 x WDF MGB 8 Man. | - | 7 (5) | 1500 | 2/1 | Chimera |
| 5. Very Old | 80 | 20' | 650 | -15% | +10% | - | 4 x WDF MGB 10 Man. | - | 7 (6) | 2200 | 3/2 | Chimera |
*—All parrying is done
with the claws, not the mandibles. They
are not otherwise used in combat.
**—No bash possible
Note: For their mandibles
I have changed the range of the various types (i.e. Giant Mandibles are
usually MGB 10, not MGB 5 as
for Adult Anhkhegs). For all other purposes,
count all “MGB” weapons as MGB 10 mandibles.
Note on Armor Class: The first number is
the class of most of the
body, the second number (in brackets) is
the class of the underside.
For All Types:
Move: 60/120
Environment: Subterranean
Hearing: Leg. Beasts (with antennae)
Digging: As per Umber Hulks
llllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllll
Herbivores
| Body | Size | Wt. | %Dodge | %Parry | %Hit | Blows | Natural Weapons | A.C. |
| 10 | 2.5 | 25 | -30% | -10% | -10% | +1 | 6 x WDF MSC 1 Claws | 1 |
Experience: 100
IQ/Wis.: 7-14/2-12
Hearing: Dog race
Move: 30/60*
Targeting: Small Animals
Environment: Jungles
and dense forests
*—Move in trees: 80/150
<AD&D>
D&D Attributes:
FREQUENCY: Very Rare
NO. APPEARING: 3-12
ARMOR CLASS: 7
MOVE: 6"/15" in trees
HIT DICE: 1+1
% IN LAIR: Nil
TREASURE TYPE: Q**
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Gaze (see below)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low to Very
ALIGNMEANT: Neutral to Lawful Good
SIZE: S (about 2.5' tall)
PSIONIC ABILITY: Nil
ATTACK/DEFENSE MODES:
Nil
*—Add plus 2 to defense (i.e. A.C. –5) when
in trees and moving
quickly.
**—Carried as tribal treasures.
Lemex, also commonly known as Gaze Holders,
usually roam
the treetops of tropical jungle areas,
though it is rumored that some
(perhaps a sub-species) live in dense forests
of slightly cooler areas.
They resemble lemurs (indeed, they are
of that genus), though their
extremely large eyes give them an almost
tarsier-like appearance.
<turns = rounds>
The eyes of a Lemex have several special
powers, including
infravision
(up to 60’) and the ability to see invisible and out-of-phase
creatures and objects (only as vague, shadowy
forms, however—
there is no real detail). They can recognize
many illusions for what
they are, so add 4 to their saving rolls
versus them. In addition, any
creature meeting a Lemex’s gaze will be
held there, fascinated, for
1 ti 8 melee turns unless it successfully
makes a saving throw
versus spells (made at –2 the first time
a Lemex is seen, normally
from then on). If the tranced individual(s)
is (are) jolted sharply (as
from a slap or a wound) or the Lemex moves,
the victim will snap out
of it in 1/2 of a melee turn (no combat
that turn). There is a 50%
chance of meeting a Lemex’s gaze on the
1st encounter, 35% after
that (for even when a person realizes the
Lemex’s ability he will be
tempted to look at the creature). This
is, of course, rolled every turn. If
the Lemex is retreating (which is most
of the time-see below), it
cannot, of course, use its gaze. Note that
any Lemex staring into a
mirror will itself be held for 1 to 3 melee
turns, being only
partially immune to the effect of its own
gaze (though it will not usually
be affected by the gaze of another Lemex).
As the eyes would indicate, these creatures
are basically nocturnal (though they may come out during the day in dark
forests). Thus,
a bright light
will blind them for 1-4 turns and in this state they will
always FLEE. Generally, they stay near
the tops of trees (though they
drop a bit lower during the day so that
they can stay in the dark), for
they are actually shy herbivores and will
avoid contact with other life if
at all possible (the gaze is used only
in defense). If they are attacked,
they will do 1 of 4 things (listed in order
of priority):
1. Attempt to flee into
the trees;
2. Use their eyes to
hold a person;
3. Attempt to bargain
with a person (they are intelligent); or
4. Defend themselves
with their long, raking claws (used for
climbing
and tearing branches off trees to eat the leaves).
These creatures will never, themselves,
attack another creature.
Lemex are reasonably intelligent creatures
and form small communities (usually family units or tribes). They will
occasionally befriend the few people who can approach them, and it is not
unknown
for a sorcerer or, more commonly, an illusionist
to keep a Lemex as a
pet/companion, or even a familiar. They
speak their own tongue and
can quickly learn bits of the common tongue.
Description: As mentioned previously,
these creatures look
rather like lemurs (especially the indri
type), with long, bushy tails,
vaguely ape-like bodies, and teddy-bear
heads (though their eyes
and ears are slightly enlarged compared
to a normal lemur). Their fur
is usually light
brown to brown-black
in color, with darker paws and a
black muzzle. Their huge eyes are usually
amber in color.
ROT GRUB
(Tenebrio Puterus)
| Body | Size | Wt. | %Dodge | %Parry | %Hit | Blows | Natural Weapons | A.C. |
| 1 | 1.5" | - | - | - | - | - | MSB 0 Bite--burrows into body* | 0 |
Experience: 0
IQ/Wis.: 0/0
Hearing: Lower Undead (minus 5%)
Move: 1
Targeting: Small Animals (minus 10%)
Environment: Rotting material
*—These creatures will burrow to their host’s
heart in 1-3 turns
and kill him. To kill them when they are
burrowing one must immediately apply flame to the wound (1-6 points of
damage per application)
or use Cure Disease.
One of the things I found rather interesting
(and original in fantasy
gaming as far as I know) in the “designing
monsters” section of the
C&S Sourcebook was the paragraph
on page 31 about monster
predation, that is, assigning predators
to the various monsters. As it
is explained, each monster has at least
1 creature which preys
upon it, just as it preys upon something
itself (be it plant or animal). In
this way, the balance of nature (and your
campaign) is maintained.
One of the best ways of assigning predators
to monsters in your
campaign is to make a food chain. A food
chain, for those of you who
want a dictionary definition, is “a sequence
of organisms in a community in which each feeds on the member below it”
(no, it’s not a
group of restaurants). Thus, an example
food chain might look like
this:
Grass--------> Rabbit ------------>
Below I have given some examples of food
chains in a typical
fantasy campaign. Of course, many more
can be made up (indeed,
should be made up in a campaign
which takes up an area larger than
a dungeon)—this is the mere tip of the
proverbial iceberg.
Regular arrows indicate a more or less common
diet; broken
arrows indicate that such predation occurs
but is rare or indirect.
Arrows go from prey to predator.
By following these charts, we see, for example,
that (in the first
table) many creatures live directly or
indirectly on Mind Thorns
(though possibly not as a regular diet),
but Mind Thorns also “prey”
upon most types of creatures at one time
or another.
Note that this system certainly doesn’t
have to be used if the
monsters in this article are used in your
C&S (and D&D) campaigns,
but it is highly advisable for both games.
No doubt, there will be some
referees who will consider making food
chains for their campaigns to
be too much of a bother, and they might
just as well throw this system
out the window. But I think most referees
will find this to be just the
thing they need to help strengthen the
natural Balance of their
campaign and make it that much more realistic
regardless of the fact
that it takes place in a fantasy world.
Anhkhegs eat Humans, Elves, Dwarves, Gnomes,
etc.
Amoeboids (Black Puddings, Gelatinous Cubes, Gray Oozes, Ochre Jellies,
Slightering Trackers) eat Rabbits, Deer, etc.
Carrion Crawlers eat Anhkhegs, Centaurs, Giant Ants
Giant Ants eat Mind Thorns
Giant Wasps eat Giant Ants
Giant Frogs eat Giant Ants
Giant Snakes eat Giant Wasps
Great Eagles eat Giant Snakes
Ogres eat Great Eagles, Humans, Elves, Dwarves, Gnomes, Rabbits, Deer,
etc.
Purple Worms eat Shriekers
Shambling Mounds eat Shriekers
Umber Hulks eat Ankhegs and Purple Worms
Hydrae eat Umber Hulks