Since this issue of DRAGON® Magazine is devoted to humanoids, we searched our
files and found a number of creatures that look -- at least a little bit -- like humans.
 
 
Black Troll Caiveh Cynamolgus Diurge
Jor Rock Troll - - -
Advanced Dungeons & Dragons - Dragon magazine - Dragon #141

The Dragon's Bestiary
Nonhuman creatures -- with human form

BLACK TROLL
Created by: Michael J. Szarmach



FREQUENCY: Uncommon in Abyss, very
rare elsewhere
NO. APPEARING: 1-8
ARMOR CLASS: 2
MOVE: 12?
HIT DICE: 7 + 10
% IN LAIR: 40%
TREASURE TYPE: E
NO. OF ATTACKS: 2 claws and 1 bite
DAMAGE/ATTACK: 7-14/7-14/2-12
SPECIAL ATTACKS: Hurl rocks, spell use
SPECIAL DEFENSES: + 1 or better weapon
to hit, regeneration, spell use, various
resistances
MAGIC RESISTANCE: 60%
INTELLIGENCE: Average
ALIGNMENT: Chaotic evil
SIZE: L (13? + tall)
PSIONIC ABILITY: Nil

Black trolls dwell on some of the 666
layers of the Abyss and are believed to be
descendants of normal trolls who were
changed by demonic forces. Black trolls
have 18/00 strength and can, in addition to
their claw/claw/bite attacks, hurl rocks up
to 180? for 1-10 hp damage each. The most
powerful attack a black troll has is a 6-36
hp bolt of chained lightning (usable three
times daily) that can ultimately injure
every member of a party. A black troll can
produce such a bolt ¼? wide and up to 7?
long; black trolls sometimes use this attack
during hand-to-hand combat because of
their natural immunity to electrical
attacks. Black trolls can
also perform the
following spell-like abilities at will: darkness
10' radius, pyrotechnics, telekinesis
(5,000 gp weight), dispel magic, and teleport
without error. Black trolls can also
gate in 1-2 normal trolls (40%), 2-5 dretch
demons (20%), or another 1-2 black trolls
(40%) with a 50% chance of success.

Black trolls take only half damage from
cold and poison-gas attacks. Like other
trolls, they regenerate 3 hp per round and
can reattach all severed limbs. Among the
largest of all trolls, black trolls have black
skin, gleaming green eyes, and red horns.
Unlike most trolls, they are smooth
skinned and oddly humanlike in physical
appearance. Black trolls are also known as
demon trolls. Rangers,
dwarves, and
gnomes receive
the same
attack and
defense bonuses against black trolls as
they receive against normal trolls or giantsize
monsters.
 

CAIVEH
Created by: Gregg Sharp

FREQUENCY: Rare
NO. APPEARING: 1-10
ARMOR CLASS: 6
MOVE: 18?
HIT DICE: 2 + 1
% IN LAIR: 40%
TREASURE TYPE: B
NO. OF ATTACKS: 2 claws, or 1 weapon
DAMAGE/ATTACK: 2-5/2-5, or by weapon
type
SPECIAL ATTACKS: Berserker fury
SPECIAL DEFENSES: Surprised only on a 1
in 6, thief skills
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average to very
ALIGNMENT: Neutral good
SIZE: M (7? tall)
PSIONIC ABILITY: Nil
ATTACK/DEFENSE: Nil/nil

Caivehs are occasionally found working
in mercenary armies in human countries
in tropical lands. If more than five caivehs
are encountered, the group will be a family
comprised of one male and three or
more females. Caivehs resemble humans
but with strongly leonine features. Half an
inch of long fur covers most of their
bodies, and the males have thick manes
that add greatly to the lion image (they are
called lion men by
most peoples).

About one in 10 caivehs possess the
ability to go berserk in certain circumstances.
If surrounded or cornered by
hostile forces, psionically assaulted, or
captured and taunted, a caiveh berserker
has a 75% chance of going into battle-rage.
If the caiveh tries to suppress this rage,
the chance of entering berserker fury
drops to 45%. A caiveh in this state of
mind has intelligence and wisdom scores
of 1, but his strength rises to 18/00, which
allows a + 3 to hit and + 6 to damage
scores. While berserk, a caiveh tosses
aside all weapons and uses its claws alone,
with appropriate combat bonuses.

If encountered as part of a military unit,
caivehs use human-style weapons. If a
family unit or pride of caivehs is encountered,
it relies on the following weapons in
order of preference: falchion sword, hand
axe, broad sword, trident, claws.

Caivehs are quite stealthy by nature and
possess a number of thieving abilities, as
shown below. Note that the percentage
chance given in parentheses is the chance
of performing the skill within the caiveh?s
native setting. This setting is always situated
in a forested or mountainous tropical
region.
 
Thief ability Chance of success
Move silently 25% (95%)
Hide in shadows 20% (75%)
Hear noise 15% (35%)
Climb natural surfaces 85% (95%)


CYNAMOLGUS
Created by: Ronald C. Morgan II


FREQUENCY: Uncommon
NO. APPEARING: 20-200
ARMOR CLASS: 5
MOVE: 12?
HIT DICE: 1
% IN LAIR: 25%
TREASURE TYPE: L on individuals; B, Q
( X 2), S, X in lair
NO. OF ATTACKS: 1 weapon
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Resistance to fear
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Chaotic neutral
SIZE: M (6? + tall)
PSIONIC ABILITY: Nil

Cynamolgi live in loose bands, usually in
woods and near rivers. They are ferocious
warriors who are resistant to fear; as a
result, fear spells have only a 10% chance
of affecting them. Bands of cynamolgi
often war upon each other, except in times
of great trouble when they occasionally
join forces for a few weeks at most.

For every 20 cynamolgi encountered, a
leader with 8 hp (attacking as a 2-HD
creature for 3-9 hp damage) is present.
This leader possesses a magical item 15%
of the time and has average intelligence. If
over 100 cynamolgi are encountered, the
band includes: a subchief (AC 4, 12 hp,
attacks as a 3-HD creature for 4-10 hp
damage); 2-8 guards (AC 4, 10 hp,
attacks as a 2-HD creature for 3-9
hp damage); and 2-6 war dogs
(16 hp each). The guards are
each 25% likely to
have one
magical item,
and the subchief always has one magical
item, usually a weapon.

While cynamolgi normally live in the
wild, they sometimes move into abandoned
villages or huge caves. In these
cases, the cynamolgi (15% chancel keep
1-4 wolves around as guards. There is
usually a chief in these habitats, a huge
cynamolgus (AC 3, 16 hp, attacks as a 4-HD
creature for 6-12 hp damage) who has a
powerful magical item and keeps a wolf
with maximum hit points.

Cynamolgi may employ any type of
weapon, although they prefer swords,
maces, and pole arms. Cynamolgi are
chaotic but not actually evil. They have
their own language, which sounds much
like the barking of dogs. Cynamolgi appear
to be dogheaded men of normal dog
breeds and colors. Cynamolgi dress themselves
in poorly cured animal skins. Their
average life expectancy is 30 years.
 

DIURGE
Created by: Scott Bennie and Steve Sloane

FREQUENCY: Very rare
NO. APPEARING: 4-40
ARMOR CLASS: 4, with bonuses for
dexterity
MOVE: 15?
HIT DICE: 6 (9)
% IN LAIR: 65%
TREASURE TYPE: M, N, Q (X 3) on individuals;
F in lair
NO. OF ATTACKS: 1 touch, or 1 weapon
DAMAGE/ATTACK: 1-4, or by weapon type
SPECIAL ATTACKS: Energy drain, psionics
SPECIAL DEFENSES: + 1 or better weapon
to hit, regeneration, various resistances
MAGIC RESISTANCE: Standard (45%)
INTELLIGENCE: High to genius
ALIGNMENT: Neutral evil (Lawful evil)
SIZE: M (5½-6½? tall)
PSIONIC ABILITY: 141-240 (181-280)
Attack/Defense Modes: All/All

Diurges are humanoid natives of the
Negative Material dimension who live in a
nightmarishly twisted mirror of the Prime
Material plane called Darkrealm. Diurges
serve the evil lords who rule Darkrealm,
but they occasionally venture to the Prime
Material plane to wreak havoc. They have
two castes: common and commander.
Game statistics for commander diurges are
listed in parentheses following the normal
entries. For every 10 diurges encountered,
one commander is present. The statistics
for each caste are shown in the accompanying
table.

Armor classes of diurges are AC 4 at
base (from innate power, not from armor,
which is not worn), with dexterity adjustments.
All common diurges are fighters at
the same level of proficiency as their hit
dice (i.e., 6th-level fighters). In addition to
being 6th-level fighters, diurge commanders
are also 9th-level magic-users.
Diurge commanders are limited by no
weapon restrictions, and they may use any
magical item appropriate to magic-users or
fighters.

In combat, a diurge will often elect to
attack by touch rather than with a weapon.
The touch of a diurge carries a powerful
sting, inflicting 1-4 hp damage and
draining life energy sufficient to cause a
loss of 5,000 xp from the victim. Furthermore,
for each 5,000 xp thus drained, the
diurge restores 10 of its own lost psionic
points. A diurge is unaffected by nonmagical
weapons and regenerates 2 hp per
round for any damage (provided the
diurge is above zero hit points).

Diurges are unaffected by charm, hold,
or sleep spells, as well as by paralysis,
poison, polymorph spells, and life-level
losses. Although not technically undead,
common diurges can be turned by clerics
with the same chance of success as against
liches; commanders can be turned as
special cases. Diurges sustain triple damage
from spells which employ the energy
of the Positive Material plane.

Common diurges have one or two psionic
disciplines from the following list:
body equilibrium, detection of magic,
domination, ESP, levitation, molecular
agitation. Commander diurges possess two
to four psionic disciplines from the above
list, with the following additional choices:
aura alteration, molecular manipulation,
probability travel, telekinesis.

Diurges have dark gray skin, white or
metallic-red hair, and solid red orbs for
eyes. Otherwise, they are human in
appearance. Diurges have ultravision and
infravision. They are extremely sadistic,
bear no love to any creature, and are
highly manipulative in the pursuits of
their goals. As a common goal, most
diurges work toward conquering all forms
of life in the most painful, ruthless manner
possible. Individually, these creatures are
not particularly selfish or greedy, and are
thus capable of working together to
achieve this common goal.

Diurge Statistics Table
- Common Commander
Strength 16-181 16-181
Intelligence 14-17 15-18
Wisdom 13-16 14-17
Dexterity 12-172 13-182
Constitution 13-183 16-193
Charisma 13-16 15-18
Comeliness 3-12 5-20

1 If strength is 18, there is a 50% chance of the diurge having exceptional strength.
2 Dexterity bonuses apply to armor class.
3 Constitution bonuses for hit points apply to each hit die the diurge has.
 

JOR
Created by: Michael J. Szarmach

Jors, also known as swamp orcs, are the
most powerful and cunning breed of orcs.
They have developed limited assassin
abilities which they use to the utmost
advantage. When surprising any victim,
jors have a 35% chance to kill by backstabbing.
In addition, jors make a special
sleeping poison from swamp plants and
waters. They use this poison to coat their
weapons (saving throw vs. poison at +2 or
sleep for 2-12 rounds; one use only). Jors
are extremely hard to find in the swamp
and are surprised only on a 1 in 8 as a
result. In addition, they have a 50%
chance to hide in natural terrain. Jors
surprise on a 1-3 in 6, and are typically
armed as follows:
 
Weapon Chance of having
Scimitar and crossbow 30%
Scimitar and shield 30%
Bastard sword and axe 10
Bastard sword and spear 20
Battle axe and flail 10

Jors wear a form of scale mail armor
(AC 6). Shield use betters this to AC 5.

Jors, like their orcish cousins, hate sunlight
and are therefore found outside their
lairs only after sunset. For every group in
excess of 15 jors, there is a leader and two
assistants. Each leader and assistant has 18
hp, and because they are the strongest
and most cunning creatures of their
group, also have a 50% chance to kill
when back-stabbing. If 30 or more jors are
encountered, the group includes a subchief
(AC 3, 3 +4 HD) and 1-4 bodyguards
(AC 4, 3 + 1 HD). This large group also
contains a master jor (AC 3,4 + 2 HD) who
has a 75% chance to kill when backstabbing.
A master jor also has a 90%
chance to hide in natural terrain and
surprises on 1-5 in 6. Jors general travel
through swamps in small hunting parties
composed of young males.

Jor lairs contain females equal to the
number of males. All females fight as well
as the males but have a less-effective backstabbing
ability (15% chance to kill when
employing this tactic). Jor lairs also contain
jor young (AC 8, 1 HD, noncombatants)
equal to 150% of the males. In
addition, each lair contains the following:
a chief (AC 2, 4 + 5 HD), two subchiefs,
4-16 bodyguards, 12-15 leaders, and
1-6 master jors. Jor chiefs always have the
abilities of master jors.

The jors and lizard men are great rivals
in the swamp, and they often attack each
other on sight. Jors look much the same as
orcs, except that their skin tends to be
greenish blue in color. It is rumored that
all jors belong to an assassin?s guild whose
goal is to destroy mankind bit by bit.
 

ROCK TROLL
Created by: Linda Hankins

FREQUENCY: Rare
NO. APPEARING: 1-12
ARMOR CLASS: 2
MOVE: 9?
HIT DICE: 9
% IN LAIR: 30%
TREASURE TYPE: Q
NO. OF ATTACKS: 2 claws and 1 bite
DAMAGE/ATTACK: 9-14/9-14/3-12
SPECIAL ATTACKS: Automatic bites, surprise
on 1-3
SPECIAL DEFENSES: Regeneration, missile
deflection, surprise 1 in 8
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: L (11? tall)
PSIONIC ABILITY: Nil

Rock trolls usually dwell on the elemental
plane of Earth but have been known to
dwell in dungeons, caves, and remote
mountains on the Prime Material plane.
Rock trolls attack first with their two
claws, then with a gnashing bite. If both
claw attacks successfully strike a mediumor
small-size opponent, the victim has
been grabbed and is automatically hit with
a bite at +2 to damage. Following the first
bite, the victim may break free from the
rock trolls grip with a successful bend
bars/lift gates roll (with a + 10% modifier
to the chance). If the victim fails, he is hit
with two bite attacks the next round (with
the same modification to damage). If the
rock troll suffers 8 hp or more damage in
one attack, it drops its opponent.

The rock troll regenerates 2 hp per
round beginning three rounds after initial
damage is sustained. A transmute rock to
mud or passwall spell destroys any rock
troll within the spell?s area of effect unless
a saving throw vs. death magic is made at
- 5. When in rocky surroundings, rock
trolls surprise their opponents on 1-3 on
1d6 and are themselves surprised only on
a 1 on 1d8 Their senses of smell are
acute, and their infravision has a range of
SO?. Rock trolls have strengths of 19 (hill
giant strength) and add + 7 to all damage
done as a result.

Rangers, dwarves, and gnomes receive
the same attack and defense bonuses
against rock trolls as they receive against
normal trolls or giant-size monsters. Rock
trolls are able to bat away missiles such as
arrows, bolts, darts, and bullets 25% of
the time, but they must use one claw
attack to do so. Missiles such as spears,
javelins, hand axes, and so on can be
deflected 10% of the time, and giant boulders
can be caught 15% of the time. However,
machine-hurled missiles (from
catapults or ballistas) cannot be deflected,
and rock trolls will sustain damage from
them if they try to catch them (which
many will do until they learn better).

Though larger than regular trolls, rock
trolls are similar in appearance to their
cousins. A rock troll?s skin coloration will
change to correspond with that of nearby
rock types, shifting from light brown to
dark gray.
 

JANUARY 1989