AD & D - descriptions of monsters AD & D (Part Three).
Monstryatnik
(Part 3)
Continued. Beginning Room 24.25.
The text below is part of the
more descriptions of monsters AD & D. This
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address 69123 Zaporozhye, ul. Hortitskoe
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Baatezu
Pit Fiend
CLIMATE / TERRAIN: The Nine Hells
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Genius (17-18)
TREASURE: G, W
ALIGNMENT: Lawful evil
NO. APPEARING: 1-4
ARMOR CLASS: -5
MOVEMENT: 15, Fl 24 (C)
HIT DICE: 13
THAC0: 7
NO. OF ATTACKS: 6
DAMAGE / ATTACK: 1-4x2/1-6x2/2-12/2-8 or
weapon
SPECIAL ATTACKS: Fear, poison, tail cons
triction
SPECIAL DEFENSES: Regeneration, +3 or bet
ter weapons to hit
MAGIC RESISTANCE: 50%
SIZE: L (12 'tall)
MORALE: Fearless (19-20)
XP VALUE: 57,500
Black Abishai
CLIMATE / TERRAIN: The Nine Hells
FREQUENCY: Common
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Average (8-10)
TREASURE: Nil
ALIGNMENT: Lawful evil
NO. APPEARING: 2-20
ARMOR CLASS: 5
MOVEMENT: 9, Fl 12 (C)
HIT DICE: 4 +1
THAC0: 17
NO. OF ATTACKS: 3
DAMAGE / ATTACK: 1-4/1-4/2-5
SPECIAL ATTACKS: Poison, dive
SPECIAL DEFENSES: Regeneration, +1 or bet
ter weapons to hit
MAGIC RESISTANCE: 30%
SIZE: L (8 'tall)
MORALE: Average (8-10)
XP VALUE: 21,500
Green Abishai
CLIMATE / TERRAIN: The Nine Hells
FREQUENCY: Common
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Average (8-10)
TREASURE: Nil
ALIGNMENT: Lawful evil
NO. APPEARING: 2-8
ARMOR CLASS: 3
MOVEMENT: 9, Fl 12 (C)
HIT DICE: 5 +2
THAC0: 15
NO. OF ATTACKS: 3
DAMAGE / ATTACK: 1-4/1-4/2-5
SPECIAL ATTACKS: Poison, dive
SPECIAL DEFENSES: Regeneration, +1 or bet
ter weapons to hit
MAGIC RESISTANCE: 30%
SIZE: L (7 'tall)
MORALE: Average (8-10)
XP VALUE: 23,500
Red Abishai
CLIMATE / TERRAIN: The Nine Hells
FREQUENCY: Common
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Average (8-10)
TREASURE: Nil
ALIGNMENT: Lawful evil
NO. APPEARING: 1
ARMOR CLASS: 1
MOVEMENT: 9, Fl 12 (C)
HIT DICE: 6 +3
THAC0: 13
NO. OF ATTACKS: 3
DAMAGE / ATTACK: 1-4/1-4/2-5
SPECIAL ATTACKS: Poison, dive
SPECIAL DEFENSES: Regeneration, +1 or bet
ter weapons to hit
MAGIC RESISTANCE: 30%
SIZE: M (6 'tall)
MORALE: Steady (11-12)
XP VALUE: 25,500
General: The baatezu are the primary inhabitants of the Nine
Hells. They are a strong, evil tempered race held together
by an equally strong organization. The baatezu live in a rigid
caste system where authority is derived from power and station.
The baatezu wish to fulfill their ancient quest to destroy
the tanar'ri, their blood enemies. The baatezu also know that
by infiltrating humans and entering their
world they will gain power over the tanar'ri. Toward this end
they constantly strive to dominate the Prime Material plane and
its natives.
The baatezu are divided into three groups: greater, lesser,
and least. Below are listed a few:
Greater baatezu Lesser baatezu
amnizu abishai
cornugon barbazu
gelugon erinyes least baatezu
pit fiend hamatula nupperibo
osyluth spinagon
In addition, there are the lemures, the
common "foot soldiers" of the baatezu at
the very bottom in station.
Combat: All baatezu except for lemures,
nupperibo, and spinagon are able to perform the following
magical abilities, once per round, at will: advanced illusion,
animate dead, charm person, infravision,
know alignment (always active), suggestion, and teleport
without error.
Baatezu are affected by the following
attack forms:
Attack Damage Attack Damage
acid full cold half *
electricity full fire (dragon, none *
(Lightning) magical)
gas half iron weapon none **
magic missile full poison none
silver weapon full ***
* The gelugon suffers half damage from fire
and none from cold.
** Unless affected by normal weapons.
*** Greater baatezu suffer half damage from
silver weapons.
Pit Fiend: The most terrible baatezu of
the Nine Hells, pit fiends appear to be
giant, winged humanoids, very much like
gargoyles in appearance, with huge wings
that wrap around their bodies for defense.
Pit fiend's fangs are large and drip with
a vile, green liquid. Their bodies are red
and scaly, often emitting flames when they
are angered or excited. In the rare situations they choose to
communicate, they use telepathy.
Combat: In physical combat, the pit fiend
is capable of dealing out tremendous punishment, using its
incredible 18/00 Strength (+6 damage adjustment). They can
attack six times in a single round, dividing attacks against
six different opponents. They can attack with two hard, scaly
wing buffets for 1-4 points of damage per hit. Their powerful
claws do 1-6 points of damage per successful attack. The bite
of a pit fiend is dreadful indeed, causing any creature bitten
to take 2-12 points of damage and receive a lethal dose
of poison. A saving throw vs. poison is
required or the victim dies in 1-4 rounds.
The bite also infects the victim with a
disease.
Pit fiends can also attack with their
tail every round, inflicting 2-8 points of
damage per hit. The tail can then hold and
constrict the victim for 2-8 points of damage per round until
the victim makes a successful Strength check to break free.
Pit fiends can also carry jagged-toothed
clubs which inflict 7-12 points of damage
per hit (this replaces one claw attack).
Once per round a pit fiend can use one
of the following spell-like powers, plus
those available to all baatezu: detect magic, detect
invisibility, fireball, hold person, improved invisibility,
polymorph self, produce flame, pyrotechnics, and
wall of fire.
They can, once per year, cast a wish
spell. They may always gate in two lesser
or one greater baatezu with a 100% chance
of success, performing this action once
per round. Once per day, a pit fiend can
use a symbol of pain - the victim must save vs. rod, staff or
wand or suffer a -4 penalty on attack dice, and a -2 penalty
to Dexterity for 2-20 rounds.
Pit fiends regenerate 2 hit points per
round and radiate a fear aura in a 20-foot
radius (save vs. rod, staff, or wand at a
-3 Penalty or flee in panic for 1-10 rounds).
Habitat / Society: Pit fiends are the lords
of the Nine Hells. They are the baatezu of
the greatest power and the highest station. Pit fiends are
found throughout the various layers of the Nine Hells, but are
very rare on the upper layers.
Wherever they are found, these mighty
lords hold a position of great authority
and power. They sometimes command vast legions consisting of
dozens of complete armies, leading them into battle against the
tanar'ri. These huge forces are terrifying to behold, and any
non-native of the lower planes, of less than 10 Hit Dice, who
sees them, flees in panic for 1-3 days. Those
of 10 Hit Dice or more must make a saving
throw vs. rod, staff, or wand or flee in
panic for 1-12 turns.
Ecology: Pit fiends are spawned from the
powerful gelugons of the Nine Hells'
eighth layer. When those icy fiends are
found worthy they are cast into the Pit of
Flame for 1,001 days after which they
emerge as pit fiends.
Abishai: Abishai are common on the first
and second layers of the Nine Hells, appearing much like gothic
gargoyles. They are thin and reptilian with long, prehensile
tails and great wings. There are three varieties of abishai.
They are, in ascending order of station, black, green, and red.
Abishai communicate with telepathy.
Combat: In battle, the abishai strikes
with formidable claws, inflicting 1-4 points of damage per
successful hit. It can also lash out with its flexible tail for
2-5 points of damage. Hidden in the end of
an abishai's tail is a small stinger that
injects poison on a successful hit, requiring a saving throw
vs. poison (failure results in death).
Abishai can fly into the air and dive at
enemies, striking with both claws. Their
attack roll is made with a +2 bonus. A
successful hit inflicts double damage.
In addition to the powers possessed by
all baatezu, an abishai can perform the
following magical powers, one at a time,
once per round: change self, command, produce flame,
pyrotechnics, and scare. They can also attempt to gate 2-12
lemures (60% chance of success, once per day) or 1-3
abishai (30% chance of success, once per
day).
All abishai are susceptible to damage
from holy water. If a vial is splashed on
it, an abishai suffers 2-8 points of damage. All abishai
regenerate one hit point per melee round unless the damage was
done by holy water or a holy magical weapon.
Habitat / Society: Abishai are voracious and
evil. They delight in tormenting those few
natives of the Nine Hells that are lower
in power. Abishai are fond of using change
self and charm person to tempt mortals
bold enough to travel to the Nine Hells.
Ecology: The abishai comprise the main body of many large, evil
armies battling against the tanar'ri and intruders against
the Nine Hells. In some cases, a red abishai may have proven
himself worthy enough to command a force of lemures. If it is
successful in this endeavor, the red abishai may be promoted to
a higher form of baatezu.
Bat
Common
CLIMATE / TERRAIN: Any land
FREQUENCY: Common
ORGANIZATION: Swarm
ACTIVITY CYCLE: Night
DIET: Omnivore
INTELLIGENCE: Animal (1)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1-100
ARMOR CLASS: 8
MOVEMENT: 1, Fl 24 (B)
HIT DICE: 1-2 hp
THAC0: 20
NO. OF ATTACKS: 1
DAMAGE / ATTACK: 1
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: T (1 ')
MORALE: Unreliable (2-5)
XP VALUE: 15
Large
CLIMATE / TERRAIN: Any land
FREQUENCY: Uncommon
ORGANIZATION: Flock
ACTIVITY CYCLE: Night
DIET: Omnivore
INTELLIGENCE: Animal (1)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 3-18
ARMOR CLASS: 8
MOVEMENT: 3, Fl 18 (C)
HIT DICE: 1d4 hp or a
THAC0: 19 or 20
NO. OF ATTACKS: 1
DAMAGE / ATTACK: 1d2 or 1d4
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: M (5'-6 ')
MORALE: Unsteady (5-7)
XP VALUE: 35
Huge
CLIMATE / TERRAIN: Warm caves
FREQUENCY: Rare
ORGANIZATION: Flock
ACTIVITY CYCLE: Night
DIET: Omnivore
INTELLIGENCE: Low (5-7)
TREASURE: C (in lair)
ALIGNMENT: Neutral evil
NO. APPEARING: 1-8 (1-30 in lair)
ARMOR CLASS: 7 (see below)
MOVEMENT: 3, Fl 15 (C)
HIT DICE: 4-6
THAC0: 17 (4 HD)
15 (5-6 HD)
NO. OF ATTACKS: 1
DAMAGE / ATTACK: 2d4
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: H (12'-16 ')
MORALE: Steady (11-12)
XP VALUE: 420 (4 HD)
650 (5 HD)
975 (6 HD)
Azmyth
CLIMATE / TERRAIN: Any land
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: High (13-14)
TREASURE: Nil
ALIGNMENT: Chaotic neutral
NO. APPEARING: 1
ARMOR CLASS: 2
MOVEMENT: 3, Fl 24 (A)
HIT DICE: 2
THAC0: 19
NO. OF ATTACKS: 2
DAMAGE / ATTACK: 1/1-2
SPECIAL ATTACKS: Magic use
SPECIAL DEFENSES: Magic use
MAGIC RESISTANCE: 40%
SIZE: S (3 ')
MORALE: Elite (14)
XP VALUE: 650
Night Hunter
CLIMATE / TERRAIN: Any land
FREQUENCY: Uncommon
ORGANIZATION: Pack
ACTIVITY CYCLE: Night / any
DIET: Carnivore
INTELLIGENCE: Average to High (8-14)
TREASURE: M, O, Z
ALIGNMENT: Neutral Evil
NO. APPEARING: 1-12
ARMOR CLASS: 6 (see below)
MOVEMENT: 2, Fl 18 (A)
HIT DICE: 2 +2
THAC0: 19
NO. OF ATTACKS: 4
DAMAGE / ATTACK: 1-4/1-2/1-2/1-6
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: M (7 ')
MORALE: Steady (11)
XP VALUE: 175
Sinister
CLIMATE / TERRAIN: Any land
FREQUENCY: Rare
ORGANIZATION: Band
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Average to Except. (8-16)
TREASURE: Nil
ALIGNMENT: Lawful Evil
NO. APPEARING: 1d6
ARMOR CLASS: 3
MOVEMENT: 2, Fl 21 (A)
HIT DICE: 4 +4
THAC0: 17
NO. OF ATTACKS: 1
DAMAGE / ATTACK: 2-5 or 3-12
SPECIAL ATTACKS: Magic use
SPECIAL DEFENSES: Energy field
MAGIC RESISTANCE: 70%
SIZE: L (9 ')
MORALE: Champion (15-16)
XP VALUE: 2,000
Bats are common animals in many parts of
the world. While ordinary bats are annoying but harmless,
larger varieties can be quite deadly. With almost 2,000
different species of bats known, one can find wingspans from
less than two inches across to 15 feet or more. The small body
of the ordinary bat resembles a mouse, while the
wings are formed from extra skin stretched
across its fore limbs. The larger bats are
scaled up but otherwise similar in appearance.
Despite the common belief that bats are
blind, nearly all known species have rather good eyesight. In
the dark, however, they do not rely on their visual acuity,
but navigate instead by echo-location. By
emitting a high-pitched squeal and listening for it to bounce
back to them, they can "see" their surroundings by this natural
form of sonar.
Combat: Ordinary bats attack only if cornered and left with no
other option. If startled, bats tend to become frightened
and confused. This causes them to swarm
around and often fly into things. The typical bat swarm ends up
putting out torches (1% chance per bat encountered per round),
confusing spell casting (Wisdom roll required to cast spells),
inhibiting combatants' ability to wield weapons (by a -2 THAC0
penalty), and otherwise getting in the way. Under ideal flying
conditions, a bat's Armor Class rating rises from 8 to
4.
Habitat / Society: While bats are found almost anywhere, they
prefer warm and humid climes. Some species hibernate during the
cold season and a few are know to migrate.
Bats live in caves, dark buildings, or
damp crevices, hanging by their toes during the day, and
leaving at dusk to feed during the night. In large, isolated
caverns there may be thousands of bats.
Ecology: Most bats eat fruit or insects,
though some include small animals or fish
in their diets. The rare vampire bat travels at night to drink
the warm blood of living mammals, but its victims are rarely
humans or demihumans. Care must be taken
not to confuse the vampire bat with the
true vampire in this regard.
Rot grubs and carrion crawlers are among
the few creatures known to live in the guano on the floor of
large bat-infested caverns, making any expeditions into such
caves dangerous indeed. If the noxious odor from the guano is
not enough to subdue the hardiest of adventurers (a single
Constitution check to stay conscious), these crawling denizens
are.
Large Bat
These creatures are large versions of the
carnivorous variety of the ordinary bat
with 3-foot-long bodies and 5 - to 6-foot-long wingspans. They
dwell in dark caverns, usually underground, and depend on their
sonar in flight to compensate for their poor eyesight. Only 10%
of giant bats are of the more powerful one Hit Die
variety.
Extremely maneuverable in flight, large
bats gain an Armor Class bonus of +3 when
an opponent with a Dexterity of 13 or less
fires a missile weapon at it. The creature
must land (usually on its victim) to attack with its bite. The
typical example of this species inflicts 1d2 points of damage
with its teeth while the larger does 1d4
points of damage. Anyone bitten by a large
bat has a 1% chance per point of damage
done to contract rabies.
When rabies is contracted, there is a
1d4 +6 day incubation period. Once this period has ended, the
victim has 10 days to live. The victim cannot drink or eat
anything and is overly irritable. Anything from loud noises to
being awakened at night can set the victim off (the DM
determines the temper triggers). If temper flares, the victim
must roll a Wisdom check. If the check fails, the rabid person
attacks until he is killed or knocked unconscious. When a
character contracts rabies, he or she dies from the infliction,
unless cured by a wish, alter reality, limited wish, cure
disease, or similar spell.
Huge Bat (Mobat)
Mobats prefer warm-blooded prey that they
bite to death with their fangs. They have
a dim and evil intelligence that gives
them a desire for shiny objects. Because
the typical mobat has a wingspan of 12 to
16 feet, they must have large areas to
serve as flight runways.
Because Mobats' flight is so rapid and
silent, their victims suffer a -3 penalty
to their surprise rolls. They can also give a piercing screech
that causes such great pain that victims seek to cover their
ears rather than fight, unless a saving throw versus
paralyzation is successful. This screech is always used if the
prey resists and it is effective in a 20-foot
radius about the mobat. Note that mobile
mobats have an Armor Class of 2. Under
crowded flying conditions, their Armor
Class suffers and raises to 7. When not in
flight, mobats have an Armor Class of 10.
Azmyth
Azmyths live on flowers, small plants, and
insects. They are solitary wanderers, though they do have
"favorite haunts" to which they return. They often form
partnerships with humanoids for mutual benefit, sometimes
forming loyal friendships in the process. Azmyths have been
known to accompany creatures for their entire lives, and then
accompany the creatures' offspring. The life span of azmyths are
presently unknown but is believed to be
over 100 years. They are not familiars as
wizards understand the term; no direct
control can be exercised over one, except
by spells.
Azmyths have crested heads and bearded
chins, white, pupil-less eyes, and leathery gray, mauve, or
emerald green skin. They emit shrill squeaks of alarm or rage,
and endearing, liquid chuckles of delight
or amusement. They communicate by telepathy that has a range of
60 feet, and have infravision to 90 feet. They can know
alignment three times per day, become invisible (self only for
six rounds or less, ending when the azmyth makes a successful
attack) once per day, and create silence
15 'radius, centered on themselves, once
per day.
In combat, the azmyth bites for 1 point
of damage and stabs with its powerful needle-sharp tails for
1d2 points. Twice per day, an azmyth can unleash a shocking
grasp attack, transmitting 1d8 +6 points of
electrical damage through any direct physical contact with
another creature. This attack can be combined with a physical
attack for cumulative damage.
Night Hunter
This species, know as dragazhar, is named
after the adventurer who first domesticated one, long ago.
Nocturnal on the surface, it is active anytime in the gloom of
the underworld. It eats carrion if it must, but usually hunts
small beasts. Desperate dragazhar are known to attack
livestock, drow, or humans.
Night hunters swoop down to bite prey
(1d4), rake with their wing claws (1d2
each), and slash (1d6) or stab (3d4) with
their dexterous, triangular-shaped, razor
sharp tails. They stalk their prey, flying
low and dodging behind hillocks, ridges,
trees, or stalactites, to attack from ambush. They have
infravision to a distance of 120 feet, but rarely surprise
opponents, since they emit echoing, loon-like screams when
excited.
Night hunter lairs usually contain over
30 creatures. They typically live in double-ended caves, or
above ground in tall, dense woods. Night hunters do not tarry to
eat where they feel endangered, so their
lairs often contain treasure fallen from
prey carried there. Night hunters roost
head-down when sleeping. They are velvet
in hue, even to their claws, and have violet, orange, or red
eyes.
Sinister
These mysterious jet-black creatures most
closely resemble manta rays. They have no
distinct heads and necks, and their powerfully-muscled wings do
not show the prominent finger bones common to most bats. A
natural ability of levitation allows them to hang motionless in
midair. This unnerving appearance and behavior has earned them
their dark name, but sinisters are not evil. Above ground, they
prefer to hunt at night, when their 160'-range infravision is
most effective. They eat carrion if no other food is available,
and regularly devour flowers and seed pods of
all sorts.
Sinisters are both resistant to magic
and adept in its use. In addition to their
pinpoint, precision levitation, they are
surrounded at all times by a naturally-generated 5-foot-deep
energy field akin to a wall of force. This field affords no
protection against spells or melee attacks, but missile attacks
are stopped utterly; normal missiles are turned away, and such
effects as magic missile and Melf's acid
arrow are absorbed harmlessly. In addition, all sinisters can
cast one hold monster (as the spell) once per day. They usually
save this for escaping from creatures more powerful than
themselves, but may use it when hunting, if ravenous.
Curiously, though they are always silent
(Communicating only with others of its
kind via 20-foot-range limited telepathy),
sinisters love music-both vocal and instrumental. Many a bard
making music at a wilderness campfire has found him or herself
surrounded by a silent circle of floating sinisters. Unless
they are directly attacked, the sinisters will not molest
the bard in any way, but may follow the
source of the music, gathering night after
night to form a rather daunting audience.
Sinisters are usually encountered in
small groups and are thought to have a
long life span. Their social habits and
mating rituals are unknown.
Banshee
CLIMATE / TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Night
DIET: Nil
INTELLIGENCE: Exceptional (15-16)
TREASURE: (D)
ALIGNMENT: Chaotic evil
NO. APPEARING: 1
ARMOR CLASS: 0
MOVEMENT: 15
HIT DICE: 7
THAC0: 13
NO. OF ATTACKS: 1
DAMAGE / ATTACK: 1-8
SPECIAL ATTACKS: Death wail
SPECIAL DEFENSES: +1 or better weapon
to hit
MAGIC RESISTANCE: 50%
SIZE: M (5'-6 'tall)
MORALE: Elite (13)
XP VALUE: 4,000
The banshee or groaning spirit, is the
spirit of an evil female elf - a very rare
thing indeed. Banshee hate the living,
finding their presence painful, and seek
to harm whomever they meet.
Banshees appear as floating, luminous
phantasms of their former selves. Their
image glows brightly at night, but is
transparent in sunlight (60% invisible).
Most banshees are old and withered, but a
few (10%) who died young retain their former beauty. The hair
of a groaning spirit is wild and unkempt. Her dress is usually
tattered rags. Her face is a mask of pain
and anguish, but hatred and ire burns
brightly in her eyes. Banshees frequently
cry out in pain - hence their name.
Combat: Banshees are formidable opponents.
The mere sight of one causes fear, unless
a successful saving throw vs. spell is
rolled. Those who fail must flee in terror
for 10 rounds and are 50% likely to drop
any items they were carrying in their
hands.
A banshee's most dreaded weapon is its
wail or keen. Any creature within 30 feet
of a groaning spirit when she keens must
roll a saving throw vs. death magic. Those
who fail die immediately, their faces contorted in horror.
Fortunately, groaning spirits can keen just once per day, and
then only at night. The touch of a groaning spirit causes 1d8
points of damage.
Banshees are noncorporeal and invulnerable to weapons of less
than +1 enchantment. In addition, groaning spirits are highly
resistant to magic (50%). They are fully immune to charm,
sleep, and hold spells and to cold-and electricity-based
attacks. Holy water causes 2d4 points of
damage if broken upon them. A dispel evil
spell will kill a groaning spirit. A banshee is turned as a
"special" undead.
Banshees can sense the presence of living creatures up to
five miles away. Any creature that remains within five miles of
a groaning spirit lair is sure to be attacked when night falls.
The nature of this attack varies with the victim. Beasts
and less threatening characters are killed
via a touch. Adventurers or demihumans are
attacked by keening. Creatures powerful
enough to withstand the groaning spirit's
keen are left alone.
When attacking adventurers, the groaning
spirit attacks at night with her wail. If
any characters save successfully, she then
retreats to her lair. Thereafter, each
night, the groaning spirit returns to wail
again. This routine is repeated until all
of the victims are dead or have left the
groaning spirit's domain, or until the
groaning spirit is slain.
Habitat / Society: Banshees loathe all living things and thus
make their homes in desolate countryside or ancient ruins.
There they hide by day, when they cannot
keen, and wander the surrounding countryside by night. The land
encircling a groaning spirit's lair is strewn with the bones of
beasts who heard the groaning spirit's cry. Once a groaning
spirit establishes her lair she will remain there.
The treasure of groaning spirits varies
considerably and often reflects what they
loved in life. Many hoard gold and fine
gems. Other groaning spirits, particularly
those that haunt their former homes, show
finer tastes, preserving great works of
art and sculptures, or powerful magical
items.
It is nearly impossible to distinguish
the cry of a groaning spirit from that of
a human or elf woman in pain. Many a
knight gallant has mistaken the two sounds, and then paid for
the mistake with his life. Banshees are exceptionally
intelligent and speak numerous languages, including common,
elvish, and other demihuman languages.
Banshees occasionally use their destructive powers to seek
revenge against their former adversaries in life.
Ecology: Banshees are a blight wherever
they settle. They kill without discretion,
and their only pleasure is the misfortune
and misery of others. In addition to
slaying both man and beast, a groaning
spirit's keen has a powerful effect upon
vegetation. Flowers and delicate plants
wither and die and trees grow twisted and
sickly, while hardier plants, thistles and
the like, flourish. After a few years all
that remains within five miles of a groaning spirit's lair is a
desolate wilderness of warped trees and thorns mixed with the
bones of those creatures that dared to cross into the groaning
spirit's domain.
Other articles:
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AD & D - descriptions of monsters AD & D (Part Three).
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