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OSRIC Monsters of Myth

OSRIC Monsters of Myth

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Published by Dusty Deal
Old School Reference and Index Compilation - a compilation of rules for old school-style fantasy gaming...intended to reproduce underlying rules used in the late 1970s to early 1980s.
MoM_v_1_3_1
Old School Reference and Index Compilation - a compilation of rules for old school-style fantasy gaming...intended to reproduce underlying rules used in the late 1970s to early 1980s.
MoM_v_1_3_1

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Published by: Dusty Deal on Jun 03, 2011
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Monsters of Myth An OSRIC
Resource1
Contents
FOREWORD
2
ACKNOWLEDGEMENTS
2ANTLERIN 6APIS BULL GUARDIAN 6ARCHERFISH, Giant 7ARRIVAUNT 7ATLACA 8AVIANT 9BALLISTA BEAST 11BARROW CORPSE 11BEDLAM WITCH 12BEGUILER 13BEWAILING CICADAS 14BHANNOG 15CALADRIUS 16CAVE WITCH 16CAVERN GLAZER 18CENTIPEDES, Nest of 19CHALKEION (The “Men of Bronze”) 19CLAM, GIANT LEOPARD (FRESH WATER) 20CRAB, GIANT FIDDLER 21CRAWLING CORPSE 21CROWS, Murder of 22DARK ENVOY 23DECEIVED OF SET, The 24DEMONS 25JHABARA DEMON (Demon With Matted Hair) 25PUNJAR DEMON 26SHADOW CAT 26DRAKES 27DRAKE, Guardian 27DRAKE, Red Troll 28DROWAD 28EARTH BRAWLER 30EARWIG, giant 31EELKRAKE 32ENTELODONT 32ERCINEE 33FIRE STAG 35FLOATING MOUND 35FUNGHEMOTH 36GAPING MAW 37GARRECHIDNA 38GHOUL MONKEY 39GIANT, JOTUN 40GIANT, SAND 41GIANT, SEA 42GLITTERING SLIME 42GLOW JELLY 43GOBLIN BATTLE-SPIRIT 44GOBLIN, SHADOW 44GOLEMS 45BRASS GOLEM 45VOUDOUN GOLEM 46GRIMLING (Devil Children) 47KARKADANN 57KHEPH 58LACIG MOTH 59LANCER JUGGERNAUT 59LEOPARD, GIANT 60LIKHO (The Hag of Despair) 60LITHONNITE 61MAGOG LOCUST SWARM 62MAMMOTH, TUNDRA 63MINDSCARAB 63MISTWEIRD 63MONKEY 65MOTHMERE 65MYNAKH 66NAGA, HANU- 68NAVANAX, GIANT 69NIGHTCREEPER 70NIGHT SHADE 70NIGHT VAPOR (Esphictor) 71NUCKELAVEE 71OCULETHE 73ONOCENTAUR 74OZAENA 75PASTINACA 76PIRANHA 77POD-MEN 77PUDDING, ALIEN 78RAJKAMI 79RIMMESERKER 80ROC, SNOW 80ROCKROACH 81SAND NEWT 82SCUTTLER 82SCYLLA (Sea Hydra) 83SEA-MARE 83SERPENT, EARTH 84SEWER THUG 85SHADE WALKER 85SHADOW VETCH 87SHRIEKER, BLACK 88SHROOM 89SKELETON, ALTERED 90SKELETON, SLIME (JELLETON) 90SLEEPER 91SLITHERING HIVE 92SNAGWORT, HANGING 92SNAKE, CONDOR SERPENT 93SNAKE, JAVELIN 93SNAKE, WINGED VIPER 94SPINY HORROR 95STILT WALKERS (Anthrophalangidae) 95STING LICHEN 96STONEFISH (Giant Stonefish) 96STYGIAN SERPENT 97THORN CREEPER 98TOMMO 99TROGLODYTE, HOMINID 99TUNNEL PRAWN 100ULYULENG 101VAMPIRE MOSS 102VELIKUL 103VERMINVINE 104VERMITH 104WILLOW MEN 105WISHING CARP 106WYRM, NORTHLAND 106YOX 109YUUN, Riders of 109YUUNSTEED 110ZUUL-KOAR, “the Forgotten” 110
FOREWORD TO STEVE MARSH’SSECTION
: 113
STEVE MARSH PRESENTS
: 113DRIFT NETS 114KJA KHADA 114KTTHJJ 114ROACHEPHANT 116SHADOW VAMPIRE 117SPIDER GECKO 118SPIN DRYAD 118SPINDLES 119TROLL 119FELL TROLL 119SPIDER TROLL 121TWISTED EARTH TROLL 121TSUNG PATHET 121VIADANN 123VOID SHARK 123
APPENDIX: RANDOM ENCOUNTERS
124PART 1: LIST OF CREATURES BY LEVEL124PART 2: LIST OF CREATURES BYTERRAIN TYPE 125
Open Game Content Designation
: 127
OPEN GAME LICENSE Version 1.0a
127
END OF LICENSE
128
 
An OSRIC
Resource Monsters of Myth2
MONSTERS OF MYTH™
First Edition Adventure Games™A Knights & Knaves ResourceEdited by Matt "Mythmere" Finch and Stuart "PapersAndPaychecks" Marshall
FOREWORD
The First Edition Society is dedicated to preserving the rules of 1e as a living game and promoting the "old school" gamingstyle common in the late 1970s and early 1980s. I started writing this book in 2005 with the idea that I would describe tenmonsters or so, illustrate them, and put them up on the Internet. As Stuart Marshall and many others kindly began tocontribute material to the project, it grew quickly into something much larger than I had originally planned. Indeed, thiswork would never have seen the light of day without Stuart Marshall and Rob Ragas’ help. As is often the case with me,my bipolar disorder caused me to completely drop the project for a period of some months, and these gentlemen pickedup the torch, keeping development going and polishing it up into the very high quality piece of work you now have beforeyou. Throughout the book’s development, our goal has been to present relatively short and open-ended monster descriptions,leaving considerable latitude for the game master to adapt the monsters into a variety of different settings and a variety of different adventure scenarios. Monsters of Myth is intended as a spur to creativity rather than a substitute for it; a resourcerather than a limitation. We have also labored diligently to craft a work that is an enjoyable read as well as a good gamingresource. The harried game master, his efforts often under-appreciated, should at least enjoy the process of poring over hisrulebooks. Hopefully we have succeeded in our efforts to produce a bestiary of monsters that reads more like good fictionthan a mere catalogue of dry statistics and "factual" recitations. Failure in this regard is entirely upon my shoulders as theeditor of this work, but credit for its success is attributable to a number of individuals who have given freely of their timeand resources to see this book through to completion. Since this is my introduction, I would especially like to mention myfamily: my wife Madison, my daughter Tessa, my sons Thomas and Atticus, and Phoenix.I hope you enjoy the book: good gaming!Matt Finch, 2006.The only thing I have to add to Matt's excellent foreword is my warm thanks to Mr E. Gary Gygax, Mr Dave Arneson, mywife Theresa and my son Connor.Stuart Marshall, 2006
ACKNOWLEDGEMENTS
Editors: Matt "Mythmere" Finch and Stuart "PapersAndPaychecks" Marshall.Front cover art by Mark Ahmed (www.markahmed.com)Illustrations: Matt Finch, D. Poirot, Matt Steward, Tony Rosten, Mark Ahmed, Doug "Black Prince of Muncie" Sanders, WesBlair and Peter Mullen.Special Thanks: Jerry Mapes, the Knights & Knaves Alehouse, and the Alehouse Regulars.Contributing Authors: M. Ahmed, James Carl Boney, Matt "Mythmere" Finch, Chris "Bones McCoy" Hopkins, Sean "Stonegiant"Stone, Trent Foster, Stuart "Papers & Paychecks" Marshall, B.J. "Stranger" Poirot, S. Ahmed, Tony "Wheggi" Rosten, Bill "TheDungeon Delver" Silvey and Steve Marsh."First Edition Adventure Games" is a trademark of the First Edition Society, used with permission."Monsters of Myth" is a trademark of Matthew J. Finch"Knights and Knaves" is a trademark of Jerry Mapes
 
Monsters of Myth An OSRIC
Resource3Each of the monsters in this book has descriptive text to give the game master a detailed picture of the monster's appearance,unusual qualities, and other pertinent information. In game terms, the monster's statistics are presented above the descriptionusing headings for these numbers. The meaning of each heading is described here.FREQUENCY: -- The monster's relative rarity in a "normal" game world can fall into five categories. A "unique" monster isthe only one in existence. "Very rare" monsters are seldom encountered, and when they are seen it is a matter of greatinterest to naturalists and sages. A "Rare" monster is one that is usually known to the average peasant, but only in rumorand folklore. Uncommon creatures are known to the common folk of the world, but they are not often seen. Commoncreatures are usually well known, and when they appear it may be cause for alarm but not surprise. Rarity values are usefulfor the Game Master in creating encounter tables, because they provide rough guidelines for the probability of anencounter with any particular monster.NUMBER ENCOUNTERED: -- This represents a guideline for the GM, and should vary according to the place in which thecreature is found. The GM must use logic and reason in addition to the dice when determining the number of monsterspresent in a given encounter.SIZE: -- Three categories are normally possible here, being Small, Medium and Large. These are relative to normal humansize, so a Medium creature has approximately the same mass or volume as a human, even if it is not necessarily man-shaped. The size of large creatures is usually given in parentheses or described in the text, since large creatures can varyfrom as small as 8ft tall to gargantuan monsters weighing many tons.MOVE: -- Movement is expressed in feet per turn (and round), or otherwise as described in the OSRIC™ rulebook or othercompatible rules used by the Game Master. Some creatures will have separate movement categories for flying, swimming,burrowing or other special movement forms.ARMOR CLASS: -- Armor class ("AC") is expressed on a sliding scale from 10 (worst) to -10 (best). The AC value for acreature does not necessarily mean that it is wearing the equivalent armor type, so an AC5 creature may not necessarilybe wearing chain mail, even if it is generally similar to a human.HIT DICE: -- The number of hit points for a creature is determined by rolling dice. Usually hit dice are a d8 unless specifiedotherwise. Some creatures have hit points in the format "X+Y" or "X-Y", in which case X refers to the number of dice rolledand Y refers to a numerical adjustment applied to the total. Thus, a creature with HD 4+1 has 4d8+1 hp, for a total possiblerange of 5-33.ATTACKS: -- This entry refers to the number of attacks per round the creature normally possesses in melee. The numbermay be modified by certain spells such as haste or slow, and does not include any special attack forms such as a breathweapon.DAMAGE: -- This entry indicates the number and type of dice to be rolled for damage if the creature's physical attacks hit.If the value provided is "by weapon", then the GM should refer to the OSRIC™ rulebook or other compatible ruleset, asapplicable, to determine the damage inflicted. Certain special attack forms will do more damage than indicated in thiscategory, and may offer a saving throw; see the relevant creature text for details.SPECIAL ATTACKS: -- This entry is a short note regarding any unusual attack forms the creature may possess. In most cases,these unusual attacks are fully explained in the descriptive text below the game statistics.SPECIAL DEFENSES: -- This entry, like the entry for special attacks, is really just a signal to the GM that the monster hasunusual or magical protections described in the descriptive text.MAGIC RESISTANCE: -- This is the chance, expressed as a percentage, that the creature will be unaffected by any magicspecifically targeted at it. Even if the chance fails, the creature may still receive a saving throw if the spell or magical attackform normally calls for a saving throw. The percentage is predicated on a caster of 11th level of experience, and should bevaried by 5% upwards or downwards per experience level of the caster above or below 11th.LAIR PROBABILITY: -- This indicates the chance that the creature will be encountered in its lair. Creatures not met in theirlair are termed "wandering." Generally, most creatures will keep some or most of their treasure in their lair, so if themonster is met away from the lair, the players will need to locate the lair in order to obtain the full amount of the monster'streasure.

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