Caverns of the Snow Witch is the 9th in the Fighting Fantasy adventure game book series, written by Ian Livingstone and distinctively illustrated by Gary Ward and Edward Crosby. As the title suggests, the action takes place mostly in a cold mountainous environment, with quite a few cold-dwelling monsters.
Banshee Ghoul
Name | Banshee Ghoul |
Armor Class | 2 |
Hit Dice (Avg hp) | 10+10** |
Movement | 90’ |
No Attacks | 2 claws/1 bite |
THAC0 | 9 |
Damage | 1d8/1d8/1d8 |
No Enc | 1d4 |
Save as | F`0 |
Morale | 10 |
Alignment | Chaotic |
Treasure | D |
Size/Type | Medium Undead |
Intelligence | 12 (very) |
XP value | 2300 |
Banshee ghouls are immune to normal weapons (+1 or better magic weapons needed to hit) as well as the usual undead immunities (including poison, disease, death magic, Sleep & Charm spells).
Banshee ghouls are believed to be created when an evil woman dies of grief or heartbreak though some particularly chaotic clerics may also know of spells to create them.
Bird-men dwell in mountains and steep hills and are omnivorous, feeding on animals, fruit, seeds and insects. Most tribes of bird-men leave other humanoids alone, and usually fly away if approached. But some tribes have become chaotic predatory man-eaters, hunting and killing lone travellers. If attacking, a birdman will try to dive from a distance of 60' onto their prey. This means they can only attack with their hind talons but they get +2 to hit and do double damage (2d6 per talon attack) in the first round as they slam into their prey. Furthermore, a successful dive attack will knock their opponent prone.
Bird-man
Name | Bird-man |
Armor Class | 6 |
Hit Dice (Avg hp) | 4+4 (22hp) |
Movement | 90’/Fly 180' |
No Attacks | 4 claws |
THAC0 | 15 |
Damage | 1d6/1d6/1d6/1d6 |
No Enc | 3d8 |
Save as | F5 |
Morale | 8 |
Alignment | Neutral or Chaotic |
Treasure | C |
Size/Type | Medium Humanoid |
Intelligence | 12 (very) |
XP value | 125 |
Bird-men live in flocks of up to 24 strong and nest in groups on rocky outcrops and tops of cliffs. They have no serious need for treasure but like magpies they like shiny trinkets and will decorate their lairs with sparkling coins, jewelry and gems. A bird-man's hands are dextrous enough to use tools and they can construct simple things, but they eschew weapons, preferring their natural talons.
In Mystara bird-men are found in the highest mountains of Brun, including the Altan Tepes and the Amsorak mountains though they are few and far between.
Crystal Warriors are constructs perhaps related to crystal living statues (from the Basic set). They appear as humanoids carved out of clear quartz and like golems and other constructs they are often left to guard areas of importance - although the crystal guardian will not have treasure of its own, it may well be left to guard the treasure of its creator. A crystal warrior will obey the orders of its creator, though this needs to be simple and clear as crystal warriors are not good at discretion or understanding the intent behind a command.
Crystal Warrior
Name | Crystal Warrior |
Armor Class | 3 |
Hit Dice (Avg hp) | 8* (36hp) |
Movement | 60’ |
No Attacks | 1 weapon |
THAC0 | 12 |
Damage | 3d6 |
No Enc | 1 |
Save as | F4 |
Morale | 12 |
Alignment | Unaligned |
Treasure | none |
Size/Type | Large Construct |
Intelligence | 1 (animal) |
XP value | 1200 |
Crystal warriors are formidable in combat, attacking with razor-sharp crystalline weapons. They are immune to sharp and pointed weapons such as swords, spears and axes - only blunt bludgeoning weapons such as hammers and maces can harm them. Even then the weapon must be of +2 or greater enchantment. Crystal warriors are immune to fire, acid and cold but are still vulnerable to lightning and electrical attacks. As a construct, a crystal warrior is immune to disease, poison, death magic and mind-affecting spells. They are also fearless and fight to the last unless specifically instructed to stop.
The method of creating crystal warriors is not widely known, and is believed to have originated in Alphatia where an archmage created a squadron of them to guard his mansion and gardens.
Ice demons are among the most powerful of lesser demons, and usually dwell in Noreesis Vale, a particularly frigid Plane of Chaos, though they sometimes deign to visit the Material Plane to lord over pathetic chaos-worshipping mortals. They are rivals with Fire Demons and the two will often attack each other on sight.
Ice Demon
Name | Ice Demon |
Armor Class | 2 |
Hit Dice (Avg hp) | 14+4* (67hp) |
Movement | 120’, fly 180' |
No Attacks | 2 fists or breath |
THAC0 | 8 |
Damage | 2d6/2d6 + stun or 4d10 + paralysis |
No Enc | 1 |
Save as | F15 |
Morale | 10 |
Alignment | Chaotic |
Treasure | D |
Size/Type | Huge Outsider |
Intelligence | 15 (High) |
XP value | 2300 |
In combat Ice Demons can punch opponents with their mighty fists. Anyone hit by an ice demon's fist must save vs paralysis or be stunned for 1d4 rounds from a combination of concussion and cold shock. Every other round an ice demon may use its breath weapon, a cone of cold that extends from the ice demon's mouth out to 30' and is 20' wide at the end. Anyone in that area must save vs dragon breath or suffer 4d10 cold damage and be paralysed by cold for 1d4 rounds. Ice demons have massive bat-like wings and can fly if necessary.
Ice demons are immune to normal weapons and require +1 or better magic weapons to hit. They are also immune to poison, disease and cold damage. Ice demons speak Common and Demonic but can also communicate via telepathy with any intelligent being.
Night stalkers are predatory humanoids that are particularly frightening and ghoulish. They prefer to operate in darkness, so are often found in dungeons and caverns, or else at night in borderland areas. They disguise themselves with robes and carry a lantern and from a distance appear to be human - this is part of the night stalker's ruse to lure prey close. Once a humanoid comes close enough the night stalker throws back the hood on its robe to reveal its hideous face - any humanoid in 10' must save vs Spells or be stunned for 1d4 rounds during which the night stalker will attack and try to kill its prey before it can defend itself or flee.
Night Stalker
Name | Night Stalker |
Armor Class | 5 |
Hit Dice (Avg hp) | 6 (27hp) |
Movement | 120’ |
No Attacks | 2 claws/1 bite |
THAC0 | 14 |
Damage | 1d4/1d4/2d8 |
No Enc | 1d8 |
Save as | F6 |
Morale | 8 |
Alignment | Chaotic |
Treasure | C |
Size/Type | Medium Humanoid |
Intelligence | 10 (Average) |
XP value | 275 |
Tusked Yeti
Name | Tusked Yeti |
Armor Class | 6 |
Hit Dice (Avg hp) | 10+10* (55hp) |
Movement | 120’ |
No Attacks | 2 claws/1 bite |
THAC0 | 9 |
Damage | 2d4/2d4/3d6 |
No Enc | 1d8 |
Save as | F5 |
Morale | 9 |
Alignment | Unaligned |
Treasure | D |
Size/Type | Large magical beast |
Intelligence | 3-4 (semi-) |
XP value | 900 |
Tusked yeti are immune to all cold damage.
They are sometimes found as pets of either frost giants or white dragons and are known to inhabit the wilder parts of Norwold. .
No comments:
Post a Comment