[Accessory] [2116] Monstrous Compendium Kara-Tur.pdf
(
2405 KB
)
Pobierz
Monstrous Compendium: Kara-Tur Appendix
Compendium
Monstrous
Kara-Tur
Appendix
TSR, Inc.
TSR Ltd.
120 Church End, Cherry Hinton
POB 756
Cambridge CB1 3LB
Lake Geneva
United Kingdom
WI 53147 USA
TSR, Inc.
PRODUCTS OF YOUR IMAGINATION
Designer: Rick Swan
Design Review: Jon Pickens
Editor: Andria Hayday
Art Coordinator: Peggy Cooper
Cover Art: Jeff Easley
Interior Art: Thomas Baxa
Typesetting: Angelika Lokotz
Distributed to the book trade by Random House, Inc. and in Canada by Random House of Canada, Ltd. Distributed to the toy and
hobby trade by regional distributors. Distributed in the United Kingdom by TSR Ltd.
This work is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material
or artwork presented herein is prohibited without the express written consent of TSR, Inc.
© Copyright 1990 TSR, Inc. All rights reserved. Printed in the U.S.A.
ADVANCED DUNGEONS & DRAGONS, AD&D, PRODUCTS OF YOUR IMAGINATION and the TSR logo are trademarks
owned by TSR, Inc.
0-88038-851-X
2116XXX1501
How To Use This Book
Welcome to the Kara-Tur Appendix to the
Monstrous Compen-
dium
series. This volume describes the wondrous Oriental crea-
tures native to the eastern region of the Forgotten Realms. As in
previous volumes, all entries appear in alphabetical order. They’re
printed on looseleaf sheets, which you can place in the master
binder and organize for your convenience. You may wish to re-
move or group the sheets for easy reference during an adventure.
All monsters included here are typical for their type. Likewise,
the encounter tables are guidelines for general play. Variations of
your own design are encouraged; DMs should note that varia-
tions
are
most effective when they depart from the expected.
DMs who are unfamiliar with the world of Kara-Tur will find a
wealth of information in the
Oriental Adventures
book and the
Kara-Tur campaign set, including spells, weapons, magical items,
and character classes unique to the eastern realms. Two concepts
merit special mention:
Spirits.
In Kara-Tur, the spirit world closely touches the world
of men, and spirits may share several traits with humans. Many
spirits have physical bodies, for example, which are vulnerable to
attacks that also harm the bodies of men. Some spirits eat food
for nourishment and collect treasure. They also may mingle
freely in human societies.
Celestial Bureaucracy.
The Celestial Beauracracy is a govern-
ment of spirits that oversees and supervises the spirit world and
the world of animals. A powerful being called the Celestial Em-
peror heads the Bureaucracy, and many greater spirits serve him
in the Celestial Court. Many important positions in the Celestial
Bureaucracy are held by Oriental dragons, including the chaing
lung, the li lung, the lung wang, and the t’ien lung. (These and
other Oriental dragons are detailed in the FORGOTTEN
REALMS™ Appendix to the
Monstrous Compendium
series.) Of-
ficers of the Celestial Bureaucracy function much as the bureau-
crats in the world of men; some are honorable and skilled, while
others are corrupt, incompetent, or both.
Each major entry in this
Monstrous Compendium
includes the
following information:
13-14
15-16
17-18
19-20
21 +
Highly intelligent
Exceptionally intelligent
Genius
Supra-genius
Godlike intelligence
TREASURE—
the monster’s valued possessions. Letters refer to
the treasure tables in the
Dungeon Master’s Guide
and should be
used as general guides, not absolutes. The DM is advised to use
restraint when determining sizeable treasure; apply common
sense when determining treasure for smaller groups of monsters
or caches in unusual locations. (For instance, underground trea-
sure should be relatively small.) If treasure is assigned randomly,
roll for each indicated type. If all rolls fail, no treasure is present.
Large treasures are noted by parenthetical multiples, such as M x
2. If individual treasure is indicated, the DM decides which, if
any, of the individuals are carrying it.
ALIGNMENT—
the general behavior of an average monster. Ex-
ceptions, though uncommon, may be encountered.
NO. APPEARING—
the average number of monsters in a wilder-
ness encounter. The DM can alter this as necessary. This should
not be used for dungeon encounters.
ARMOR CLASS—
a rating of the monster’s protection (abbrevi-
ated “AC”). This may be the result of manufactured armor (worn
by humans and demihumans), natural armor due to physical
structure or magical properties, or the difficulty in hitting due to a
creature’s speed, reflexes, or other abilities. Humans and demihu-
mans who wear armor have an unarmored rating in parentheses.
AC listings do not include any special bonuses noted in the de-
scription.
MOVEMENT—
the monster’s relative speed. Higher speeds may
be possible for short periods. Human and demihuman movement
rates often are determined by armor type (unarmored rates ap-
pear in parentheses). Movement modes are abbreviated as fol-
lows:
Fl
= flying,
Sw
= swimming,
Br
= burrowing,
Wb
=
moving in a web. Flying monsters also have a Maneuverability
Class from A to E.
CLIMATE/TERRAIN—
the area in which the monster is usually
found. Unusual variations of the monster may appear elsewhere.
Climates include arctic, subarctic, temperate, tropical, and sub-
tropical. Typical terrain includes plain, forest, hill, and moun-
tain.
FREQUENCY—
the likelihood of encountering the creature in its
typical climate/ terrain.
Very rare
is a 4% chance,
rare
is 11%,
un-
common
is 20%, and
common
is 65%. These percentages can
vary in special areas, as determined by the DM.
HIT DICE—
determines the number of hit points of damage the
monster can withstand before dying. Unless stated otherwise, Hit
Dice are 8-sided. To determine hit points, roll the indicated num-
ber of Hit Dice and total the result, adding any indicated modi-
fiers. (For instance, if a monster has 5 +3 HD, roll five 8- sided
dice and add 3 to the total.)
ORGANIZATION—
the general social structure the monster
adapts. “Solitary” includes small family groups.
THAC0
—the attack roll the monster needs to hit Armor Class 0.
This is always a function of Hit Dice, except that humans and de-
mihumans always use player character THAC0s regardless of
whether they are PCs or “monsters.” THAC0s do not include any
special bonuses noted in the monster descriptions.
ACTIVE CYCLE—
the time of day when the monster is most ac-
tive. Exceptions are fairly common. Those most active at night
may be active at any time in subterranean settings.
DIET—
what the monster eats.
Carnivores
eat meat,
herbivores
eat plants, and
omnivores
eat both.
Scavengers
eat mostly car-
rion.
NUMBER OF ATTACKS—
how many times a monster can attack
in a single melee round, excluding special attacks. This number
can be modified by circumstance, such as the loss of a limb, or by
spells such as
slow
or
haste.
INTELLIGENCE—
the monster’s mental capacity, roughly com-
parable to the following Intelligence ability scores:
0
Non-intelligent or not ratable
DAMAGE PER ATTACK—
the amount of damage caused by a
given attack, expressed as a spread of hit points (given as die roll
combinations). Modifications are explained in the text.
1
Animal intelligence
2-4
Semi-intelligent
5-7
Low intelligence
SPECIAL ATTACKS—
unusual attack modes. These are ex-
plained in the text.
8-10
Average (human) intelligence
11-12
Very intelligent
How To Use This Book
SPECIAL DEFENSES—
unusual defense modes. These, too, are
explained in the text.
15-16
17-18
19-20
Champion
Fanatic
Fearless
MAGIC RESISTANCE—
the percentage chance that magic cast
upon the creature will fail to affect it. If the magic penetrates the
resistance, the monster is still entitled to a normal saving throw.
XP VALUE—
the number of experience points awarded for defeat-
ing the monster. This can be modified according to specific situa-
tions and for overall campaign balance.
SIZE—
the monster’s physical dimension. Abbreviations used
are: “T” =
tiny (2’ tall or less), “S” = small (2’-4’), “M” = man-
sized (4-7’), “L” = large (7-12’), “H” = huge (12-25’), “G” = gar-
gantuan (25’ +).
COMBAT—
how the monster fights, including special abilities,
arms and armor, and tactics.
HABITAT/SOCIETY—
the monster’s general behavior, culture,
social structure, attitudes, and goals.
MORALE:
The likelihood of the monster to persevere in the face
of adversity or armed opposition. This can be adjusted according
to circumstance. Ratings are as follows:
2-4
Unreliable
ECOLOGY—
how the monster fits into the campaign world, in-
cluding the monster’s useful products and by-products.
5-7
Unsteady
VARIATIONS.
Close variations of a monster (for instance,
kappa-ti and vampiric kappa) follow the description of the main
monster. The index below serves as a guide for locating these var-
iations.
8-10
Average
11-12
Steady
13-14
Elite
Guide to Minor Listings in the Kara-Tur Appendix
This index is designed to help you find monsters whose names do not ap-
pear in large type at the top of a page. It includes:
—monster variations that do not receive their own page. For example,
a djim is a variant form of the memedi. As shown below, you’ll find
“djim” under “memedi” among the Ms.
—alternate names for a creature with its own entry. For instance,
“earthquake beetle” is another name for the jishin mushi, which ap-
pears in the J section.
—significant variations, such as ‘bamboo spirit folk,” which is de-
scribed under “spirit folk” in the S section.
“Name” refers to a creature without an alphabetical headline—the crea-
ture you want to find. “Entry” tells you which major alphabetical entry
describes the monster you’re looking for. A name in italics is an alternate
name rather than a specialized form of the common monster.
Name
Bamboo spirit folk
Carp hengeyokai
Cat hengeyokai
Cave kala
Ch’i-lin
Crab hengeyokai
Crane hengeyokai
Djim
Djangknog
Dog hengeyokai
Drake hengeyokai
Duru
Earth kala
Earth spider
Earthquake beetle
Elder circle
Einsaung nat
Foo dog
Foo lion
Fox hengeyokai
Frost barbarian
Go-zu oni
Hare hengeyokai
Histachi
Hkum yeng nat
Gendruwo
Greater flame spirit
Greater nature spirit
Greater spirit centipede
Humanoid gargantua
Insectoid gargantua
Ishikorobokuru
Entry
Spirit folk
Hengeyokai
Hengeyokai
Kala
Duruch’i-lin
Hengeyokai
Hengeyokai
Memedi
Memedi
Hengeyokai
Hengeyokai
Duruch’i-lin
Kala
Goblin spider
Jishin mushi
Wang-liang
Nat
Foo creature
Foo creature
Hengeyokai
Men
Oni
Hengeyokai
Yuan-ti, histachi
Nat
Memedi
Flame spirit
Spirit, nature
Centipede, spirit
Gargantua
Gargantua
Korobokuru
Name
Jiji-ketsu-gaki
Jiji-niku-gaki
Kappa-ti
Large stone spirit
Least flame spirit
Least nature spirit
Least spirit centipede
Legless ghost
Lesser flame spirit
Lesser nature spirit
Lesser spirit centipede
Lu nat
Medium stone spirit
Me-zu oni
Monkey hengeyokai
Panaspati
Paper ghost
Raccoon dog hengeyokai
Rat hengeyokai
Reptilian gargantua
River spirit folk
Sea spirit folk
Setan gendul
Shinen-gaki
Small stone spirit
Sparrow hengeyokai
Tagamaling buso
Tigbanua buso
Uwil
Vampiric kappa
Wako
Wedon
Entry
Gaki
Gaki
Kappa
Stone spirit
Flame spirit
Spirit, nature
Centipede, spirit
Chu-u
Flame spirit
Spirit,
nature
Centipede, spirit
Nat
Stone spirit
Oni
Hengeyokai
Memedi
P’oh, gohei
Hengeyokai
Hengeyokai
Gargantua
Spirit folk
Spirit folk
Memedi
Gaki
Stone spirit
Hengeyokai
Buso
Buso
Memedi
Kappa
Men
Memedi
Plik z chomika:
annet.farren
Inne pliki z tego folderu:
[Accessory] [9410] Cormyr.pdf
(3731 KB)
[Accessory] [11316] Demihumans of the Realms.pdf
(9150 KB)
[Accessory] [11430] Secrets of the Magister.pdf
(42791 KB)
[Accessory] [9315] Port of Ravens Bluff.pdf
(3129 KB)
[Accessory] [9346] Pirates of the Fallen Stars.pdf
(5436 KB)
Inne foldery tego chomika:
= AUTORSKIE
= OSR
13th Age
7th Sea PL
A Song of Ice and Fire Roleplaying
Zgłoś jeśli
naruszono regulamin