This post continues from the first one where I converted the monsters from Ian Livingstone's Forest of Doom from Fighting Fantasy stats to B/X D&D. Here I am having another go, using Steve Jackson's Citadel of Chaos. All illustrations are by the incomparable Russ Nicholson whose work has brought many scenes from the Fighting Fantasy series to life.
Rhino-man
Name | Rhino-man |
Armor Class | 3 |
Hit Dice (Avg hp) | 7+7 (38 hp) |
Movement | 90’ |
No Attacks | 1 weapon+ 1 horn |
THAC0 | 11 |
Damage | 1d8+2/1d4+2 |
No Enc | 1d4 |
Save as | F6 |
Morale | 11 |
Alignment | Chaotic |
Treasure | C |
Size/Type | Large Humanoid |
Intelligence | 7-9 (low) |
XP value | 450 |
In combat Rhino-men are front line warriors who will charge an opponent whenever possible (20’ - 60’ away, straight line to reach target). A charging rhino-man gets an extra +2 to hit and double damage with both horn and spear.
Rhino-men are twisted and angry humanoids created by chaotic wizardry. It is not believed they can reproduce themselves. Balthus Dire, the villainous inhabitant of the Citadel of Chaos, is known to have a number in his service.Due to their sensitive noses and good hearing, rhino-men cannot normally be surprised and have a 10% per round chance to detect invisible or hidden creatures.
Rhino-men are, despite their alignment, brave and loyal, and together with their senses, are excellent guards. They are omnivorous, grazing on grass or leaves, or devouring their fallen enemies.
They have a strange, hateful rivalry with minotaurs - the two will never work together and will attack each other unless a powerful leader keeps them apart.
Name | Venomous Hydra |
Armor Class | 5 |
Hit Dice (Avg hp) | 5-10** (hp varies), *** if lernaean |
Movement | 90’/swim 60' |
No Attacks | 1 bite per head |
THAC0 | 15 or better |
Damage | 1d6+poison per head |
No Enc | 1 |
Save as | F3-F5 (half HD) |
Morale | 11 |
Alignment | Unaligned |
Treasure | None |
Size/Type | Large magical beast |
Intelligence | 2-3 (animal) |
XP value | 425 (5HD) or more |
Venomous hydrae may be related to normal hydrae though there are some obvious differences . Firstly each head can deliver a venomous bite that requires a save vs poison or die within 1d4 rounds as well as normal physical damage. Like normal hydrae each head has 8hp separate from the body. For most venomous hydras if opponent attacks are aimed at each head and inflict more than 8hp then that head is destroyed. If either the hydra loses all its heads or its body suffers fatal damage (reduced to 0 hp or below) then it dies.
Secondly venomous hydrae have no legs - they slither on their bellies like snakes. They are adept at swimming if necessary.
Venomous hydrae usually live in swamps and jungles but some are captured and placed in dungeons where they thrive. They are typically the top predators in their domain - only those who can slay it from afar (such as dragons with their breath weapons) or those immune to poison (such as undead) have a chance of defeating them.
Calacorm
Name | Calacorm |
Armor Class | 6 |
Hit Dice (Avg hp) | 3+3 (16hp) |
Movement | 120' |
No Attacks | 2 weapons or 2 bites |
THAC0 | 17 |
Damage | 1d6+1/1d6+1 (weapons) or 1d4/1d4 (bites) |
No Enc | 1d4 (squad) |
Save as | F3 |
Morale | 8 |
Alignment | Chaotic |
Treasure | S |
Size/Type | Medium Humanoid |
Intelligence | 7-9 (low) |
XP value | 75 |
Calacorms are relatives of the lizardmen but are clearly distinguished by their two heads.They are ambidextrous (each head controls one arm) so they usually wield two weapons such as shortswords or hand axes, with +1 to damage because of their strength. However, if unarmed they will bite with their lizard-like teeth for 1d4 damage each. Calacorms, by virtue of their two heads, roll for surprise twice and take the best score. Similarly they roll for initiative twice and take the best score.
Calacorms are not the smartest creatures and are often given menial tasks, such as jailors or guards, where their alertness can be put to good use. They are believed to have been derived from normal lizardmen experimented on and transformed by chaotic wizardry (perhaps the same that produced the rhino-men, see above).
Ganjee *
Name | Ganjee |
Armor Class | 7 |
Hit Dice (Avg hp) | 5* (22hp) |
Movement | 150' fly |
No Attacks | 1 flung object |
THAC0 | 15 |
Damage | 1d6 |
No Enc | 1d8 |
Save as | F5 |
Morale | 8 |
Alignment | Chaotic |
Treasure | A |
Size/Type | Small Undead |
Intelligence | 13-14 (High) |
XP value | 400 |
Gark
Name | Gark |
Armor Class | 7 (or see below) |
Hit Dice (Avg hp) | 4+4 (22hp) |
Movement | 120' |
No Attacks | 1 weapon |
THAC0 | 15 |
Damage | 1d8+2 |
No Enc | 1d8 |
Save as | F4 |
Morale | 10 |
Alignment | Chaotic |
Treasure | C |
Size/Type | Medium humanoid |
Intelligence | 7-9 (Low) |
XP value | 125 |
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