Professional Documents
Culture Documents
always so). They specialize in spells involv- such arcane knowledge on her own. Inde- 12th level, 11+2 for 13th level, and so on.
ing nature, the changing seasons, and pendent witches who did not join a High Witches receive constitution bonuses as do
sympathetic magic (i.e., magic based upon Secret Order (see below) are the ones most magic-users, and they save either as
the similarities between a spell-casting likely to make use of such spells — so long magic-users or as clerics, on whichever
ritual and the spell’s effect), and they are as the witches do not use them to attempt column is better against a given effect.
also very knowledgeable about to bind their own deity. Other spells, par- Weapon proficiencies, allowable weapon
enchantment/charm spells involving hu- ticularly those from Unearthed Arcana, types, attack tables used, and attacks per
mans and humanoids. The manipulation may be added as well (see the general round are all as per magic-users. They
and control of other beings is one of the notes on spells below). may wear no armor whatsoever, save for
hallmarks of witch magic—a necessary There are two orders of witches. Low magical protections such as rings, bracers,
step on the way to achieving greater and Order Witches may progress to 16th level, cloaks, etc., and witches cannot use
greater power. Evil witches often special- and High Secret Order Witches may ad- shields. They may use any magical item
ize in curses and destructive spells. vance to 22nd level. Witches may be of that magic-users are able to employ. Oil
Witches gain new spells by performing any alignment, though evil witches are the may be used as a weapon (though it rarely
ritual sacrifice and prayer to deities— rule; good and neutral witches are almost is), and poison is freely used by evil
usually demon princes, archdevils, or the unknown. The prime requisites for a witches
current oinodaemon. If the deity is witch are intelligence and wisdom, each of Witches with above-average intelligence
pleased, it sends a servant being to teach which must be 13 or higher. Only humans, receive bonus spells, similar to the proce-
the witch a new spell appropriate to her elves (any sub-race from Unearthed Ar- dure for a cleric with above-average wis-
level and ability. Because the witch must cana), and half-elves can he witches; fur- dom:
learn the new spell as a magic-user does, thermore, only humans and dark elves
her chance to know each listed spell and (drow) can be members of a High Secret Intelligence Spell bonus
her minimum and maximum number of Order. Other elves and all half-elves are 13 One first-level spell
spells per level are taken from Table II on limited to no higher than 11th level as 14 One first-level spell
page 10 of the Player's Handbook. Witches witches, but no male witch of any race can 15 One first-level spell
always gain the spells read magic and rise higher than 9th level. No witch may 16 One second-level spell
write, not having to check for knowing be multiclassed or double-classed, due to 17 One third-level spell
these spells as they start in their class. the difficulties involved in learning and 18 One fourth-level spell
Witches may use the latter two spells to maintaining one’s magical powers. No 19+ One fifth-level spell
learn the spells used by other spell-casting earned bonus to experience is gained for
classes, so long as the spells learned are exceptional ability scores. The spell bonuses are cumulative; e.g., a
duplicated in the list of spells allowed to Most witches are female, since this class witch with a 15 intelligence receives three
witches, and so long as the witch is of a attracts a disproportionate number of additional 1st-level spells. A witch must
level appropriate to the spell. For instance, female humans, elves, and half-elves to its have an intelligence of 16 to cast 8th-level
a 4th-level witch who has found a scroll practice. This situation is encouraged by spells.
with the 2nd-level cleric spell find traps the large number of evil male beings rul- Witches start out in the world with a
may attempt to learn the spell directly ing the Lower Planes, most of whom de- variable amount of money, depending
from the scroll, copying it down (in her sire mortal consorts, and by female deities upon how well they are liked by their
own magical language) for future use. All (of any alignment) governing magic, who deities. Multiply a witch’s charisma score
witches keep and use spell books, from find worshipers among women in oppres- by 10 and add a variable amount from 2-
which they relearn their spells as do sive, male-dominated societies. Male 20 to find the number of gold pieces given
magic-users (see page 40, “Recovery of witches are sometimes called warlocks, to a 1st-level witch through a servant of
spells,” in the DMG, and pages 79-80 in though this term invites confusion with her deity. Thereafter, witches tend to
Unearthed Arcana). the level title for 8th-level magic-users. accumulate numerous useful magical
If a Dungeon Master desires a witch Conversely, many female magic-users are treasures. NPC witches have an amount of
with more variety, the restrictions on improperly called witches. As a generic magical treasure equal in gold-piece value
which spells may be learned by witches term for a single witch, the pronoun “she” to their level multiplied by five, expressed
may be loosened. Spells that summon is used in this text. in terms of thousands of gold pieces. For
beings from the lower planes and bind Witches have 4-sided hit dice and re- example, a 2nd-level NPC witch would
them to certain tasks are not likely to be ceive 1 hit die for each level of experience have about 10,000 gp worth of magical
taught to a witch by her deity’s servants up to and including 11th level. Thereafter, equipment — perhaps a single ring of
(whether they are evil or good), but noth- they each receive one additional hit point mammal control, potions of invisibility and
ing should stop the witch from looking up for each level of experience — 11+1 for diminution, an eversmoking bottle, and a
DRAGON 9
rug of smothering (used as a trap). The that point onward, the apprentice wont There is only one Queen of Witches and
cash reserve for an NPC witch is roughly be able to record any more experience one Princess of Witches for each High
equal to her amount of experience points points gained until her teacher advances Secret Order. A princess who acquires
expressed as gold pieces, though cash to 8th level. enough experience points to become
may actually be in the form of mundane queen when there is a reigning queen
items such as glassware, spell components, High Secret Orders must either remain at princess level (gain-
wall hangings, furniture, and so forth. Each major deity worshiped by witches ing no additional powers or abilities) or
Each NPC witchs lair should be tailored by maintains a formal organization of the plot against the current queen in an at-
the DM to fit the campaign circumstances most powerful witches in a certain area. tempt to overthrow her.
as seen fit. These guidelines do not apply This organization is usually known as a
to PC witches (if they are permitted). High Secret Order. High Secret Orders Witches special abilities
may have members scattered over an A witch is taught certain special abilities
Followers, hirelings, and entire world or across a small country, as by her deity and her deitys otherworldly
apprentices the situation permits; orders that have servants as she progresses in level. These
Because of their close working relation- been decimated by magical wars or which abilities, noted on the Witches Table at
ship with their deities, witches regard are just starting out may be highly local- their appropriate levels, are explained
themselves as superior to all other classes ized. High Secret Orders serving different below. Note that spell-like powers are in
of characters. Witches tolerate no masters deities and causes have been known to addition to spells already known by the
save their deities or higher-level witches, attack one another in dreadful battles witch.
and they insist upon governing all under- involving attacks by extraplanar creatures
lings with absolute authority, regardless of and the use of awful spells, though Brew poisons and narcotics (3rd
alignment. Witches who have become surprisingly such orders are rarely level): An evil witch can brew one dose of
consorts of their deities are especially warlike. Even members of diametrically either a poison or a narcotic each day,
dangerous and intolerant of all rivals. opposed orders prefer to oppose each providing she has the necessary ingredi-
Anyone who attempts to control or give other in more subtle manners, weaving ents. The mixtures cannot be used to coat
orders to a witch invites disaster. complex plots and spreading their influ- weapons and must be ingested by the
When a witch reaches 9th level, she can ence against one another in generations- intended victims. A witch learns how to
attract 5-50 zero-level followers of the long dances of rivalry and power. Kings, brew Type A ingestive poison at 3rd level
appropriate alignment if she establishes a high priests, archmages, arid dragons may (see pages 20-21 of the DMG). She learns
place of worship. Since witches usually be drawn into these conflicts, serving as how to brew an additional type of inges-
worship forbidden gods, such a place of pawns in a greater game. tive poison for every two levels she pro-
worship must be kept secret, and it must Upon attaining 10th level, a witch must gresses beyond third level. Thus, at 11th
also be cleared of wandering monsters. decide whether to apply for membership level, a witch can brew Type E poison.
The followers try to remain hidden from in a High Secret Order. This application Saving throws are applicable.
the outside world except under extreme may be made only by witches with at least A narcotic has the effect of a sleep spell
circumstances. A witch may also obtain 16 intelligence and 16 wisdom. The witch on a victim with 8 hp or less if the saving
the services of hirelings in the normal must also possess at least one of the fol- throw is failed. A victim with 9-16 hp is
manner and is allowed to consult with lowing objects: any magical crystal ball, reduced to half dexterity and half normal
sages if she desires. any magical (non-cursed) broom, a mirror movement for 12 turns; a victim with 17-
A witch may have as many as three of mental prowess, a mirror of life trap- 24 hp loses one-third dexterity and one-
apprentices in training at one time. All ping, or one of these objects, depending on third movement rate for the same 12-turn
apprentices are, of course, witches them- alignment: libram of silver magic if good, duration; a victim with 25 + hp loses one-
selves and cannot be of a level higher than libram of gainful conjuration if neutral, or sixth dexterity and movement for the
one-fourth of the witchs experience level. libram of ineffable damnation if evil. Un- duration of the narcotics effect. A success-
Thus, a 4th-level witch can have 1-3 1st- less accepted into the High Secret Order, a ful saving throw halves the effect and
level apprentices and cannot have a 2nd- witch may not progress beyond 16th level. duration of a narcotic. Only humans,
level apprentice until reaching 8th level A witch who joins a High Secret Order demi-humans, and humanoids are af-
herself (fractions are rounded down). may progress to the 22nd level of experi- fected.
Apprentices can acquire experience ence.
points through normal means, and can Witches who join a High Secret Order Brew truth drug (4th): A witch may
also receive the benefit of up to one-half of are bound to even greater servitude to brew one dose of truth drug per week. A
the witchs own acquired experience their deities than before and take on addi- victim who ingests a dose of the drug and
points. The awarding of a witchs experi- tional responsibilities to carry out their fails a save vs. poison falls into a stupor
ence points to her apprentice(s) can only deities wills. Witches who choose not to and is forced to answer 1-4 questions
take place when the points gained would join such an order at 10th level cannot truthfully. The truth drug can only affect
not raise the apprentice(s) to a level more later decide to join, but they gain more an individual of an equal or lower experi-
than one-fourth the level of the witch personal freedom and have a less compli- ence level (or equal or fewer hit dice) than
herself. cated relationship with their deities. Such the witch who brewed the potion. The
For example: A 7th-level witch with independent witches are not well re- stupor (which reduces movement and
60,000 experience points has a 1st-level garded by other witches, even those of strength by half) lasts 2-12 turns. A dose of
apprentice with 2,300 experience points, their own alignment and religion, and truth drug is potent for only one day after
and the witch performs an action that High Secret Orders rarely go out of their being made. Only humans, demi-humans,
awards her 500 experience points. The way to assist these ungrateful renegades. and humanoids are affected.
apprentice would be entitled to half, or High Secret Order witches, in addition to
250, of those points (if the witch desired to the spells acquired normally, receive one Brew love potion (5th): The witch
award the points to the apprentice), except additional High Secret Order spell for each can brew one special form of philter of
that such an addition would raise the level they have gained while in the High love per week. The potion has all the
apprentice to second level, and the witch Secret Order. For example, a 10th-level effects of the usual potion, save that the
cannot have a 2nd-level apprentice until witch receives one High Secret Order victim is affected only by the witch, the
she reaches 8th level. Thus, the apprentice spell; at 15th level, she receives six High victim gains a -4 to save against being
can be awarded a maximum of 200 points Secret Order spells; finally, at 22nd level, charmed by the witch, and the charming
because she must remain at 1st level; from she receives 13 High Secret Order spells. effects last for 8+2-8 turns. This potion
10 OCTOBER 1986
has a chance of affecting a victim of the (where appropriate) in order to work, and turn of burning, with all such questions
same level (or with equivalent hit dice) as the victim must not be farther than 10 being answered truthfully.
the witch who brewed the potion. Thus, a away throughout the entire burning time. Yellow candle (13th level): One turn of
9th-level witch could brew a potion to Saving throws may be attempted, where telepathy (the witch is able to read a vic-
affect a fighter of 9th level or lower, but applicable, for the effects of all candles tims mind and communicate with him) is
not a 10th-level fighter. Enamoring effects except red candles. Any candle that does gained for each turn of burning. All lan-
last until dispelled. Victims who save vs. not burn continuously for at least one guages are understood for the duration of
spells are not affected. Only humans, turn has no effect. A candle that is extin- the effect, and falsehoods and evasions are
demi-humans, and humanoids are af- guished midway through a turn is treated known as such.
fected. as though it had not burned at all during Gold candle (15th level): This cures 1-6
that turn, but that turn is counted against hp damage on any being able to be af-
Manufacture potions and scrolls the maximum amount of time a certain fected by a cure light wounds spell, on the
(6th): At this level, a witch may make any candle may be burned. Thus, if a candle being nearest the candle when the latter is
potions listed in the Players Handbook or with a maximum life of five turns is extin- extinguished, for each turn of burning. If
in Unearthed Arcana, without the help of guished midway through its third turn of the witch puts out the candle, she herself
an alchemist. An alchemist can cut com- burning, its effects are as though it had is cured.
pounding and infusing times by 50%. In only burned for two turns (not two and a Black candle (18th level): One curse can
addition, scrolls may be penned by the fraction), but if it is re-ignited later, it has be placed on a victim for each turn of
witch for later use, as per the rules in the only two, turns of burning left before it burning, up to a maximum of six turns of
DMG (pages 116-118). goes out automatically. burning and six curses. The curses are
Red candle: The victim is affected as if weakness (strength reduced to 3), feeble-
Candle magic (7th): A witch may by a philter of love, with a duration of one mindedness (intelligence reduced to 3),
manufacture one candle per month, a day (24 hours) for each turn of burning. clumsiness (dexterity reduced to 3), fool-
process that requires no interruptions (or No saving throw is allowed, and the po- ishness (wisdom reduced to 3), ugliness
else the candle is ruined). For each three tions effects cannot be dispelled except by (charisma reduced to 3), and exhaustion
days spent in making a candle, the candle a limited wish, alter reality, or wish spell. (constitution reduced to 3). Saving throws
burns for one turn, up to a maximum of 9 Blue candle (9th level): One turn of pro- vs. spells can be attempted for each curse
turns (for a candle which took 27 days to tection from evil/good; 10 radius (as per and, if successful, negate that particular
make). The magic of a candle takes effect the magic-user spell) is gained for each curse only. Casting wish or remove curse
when the candle is either snuffed out or turn of burning. This power has double (the latter by a cleric of at least 9th level)
burned down to nothing at the end of its effects against good beings if used by an removes one curse for each casting of that
duration, At 7th level, a witch may make evil witch, or against evil beings if used by spell. Each curse lasts indefinitely until
red candles; the ability to make other a good witch. dispelled.
colors of candles is gained as the witch Purple candle (11th level): This acts as a
rises in level. A candle must be burned in truth drug, as noted above, allowing two Use all-magical scrolls (9th): Druid,
the presence of the intended victim questions to be asked of a victim for each magic-user, and illusionist scrolls can be
4-sided
dice for
Experience Experience accum. Special ability
points level hit points Spells usable by level Level title gained
1 2 3 4 5 6 7 8 HSO
0-2,500 1 1 1 - - — - - - - - Medium None
2,501-5,000 2 2 2 - - - - - - - - Soothsayer None
5,001-10,000 3 3 2 1 - - - - - - - Spiritualist Brew poisons and narcotics
10,001-20,000 4 4 3 2 - - - - - - - Sybil Brew truth drug
20,001-35,000 5 5 4 2 1 - - - - - - - Siren Brew love potion
35,001-50,000 6 6 4 3 2 - - - - - - Conjuress Manufacture potions and
scrolls
50,001-75,000 7 7 5 3 2 1 - - - - - Mystic Candle magic
75,001-100,000 8 8 5 4 3 2 - - - - - Seeress None
100,001-200,000 9 9 5 5 3 2 1 - - - - Enchantress Use all magical scrolls
200,001-350,000 10 10 5 5 4 3 1 - - - l Sorceress Acquire familiar
350,001-600,000 11 11 6 5 4 3 2 - - - l Witch None
600,001-900,000 12 11+1 6 6 5 3 2 1 - - 1 Topaz Witch Manufacture magical items
(300,000 xp 13 11+2 6 6 6 4 3 1 - - 2 Sapphire Witch Brew flying ointment
per level for 14 11+3 6 6 6 5 3 2 1 - 2 Ruby Witch None
each additional 15 11+4 6 6 6 6 4 3 1 - 2 Emerald Witch Manufacture control doll
beyond 12th) 16 11+5 6 6 6 6 5 3 2 1 3 Diamond Witch Manufacture permanent
magical items
17 11+6 6 6 6 6 5 4 3 2 3 Witch Mother Fascination
18 11+7 6 6 6 6 6 4 3 3 3 Priestess None
19 11+8 6 6 6 6 6 5 4 4 4 High Priestess None
20 11+9 7 6 6 6 6 6 6 5 4 Eternal Priestess Longevity
21 11+10 7 7 7 7 6 6 6 6 4 Princess of Witches Limited wish
22 11+11 7 7 7 7 7 7 7 7 5 Queen of Witches Shape change
12 OCTOBER 1986
read and used with a 10% chance of spell
failure. Cleric scrolls can be read by a
witch, but only those spells usable by both
clerics and witches may be employed (with
a 20% chance of failure).
The first-level spells listed here do not include read magic and write, which are automatically gained by all witches.
22 OCTOBER 1986
possibility. In evil-enchanted graveyards, included in that phase period. The use of Practical use of these tables can easily
the degree of evil is known and accepted the moons phases is logically justified by enhance any gaming campaign which
as fact. The evil nature of these places the fact that under a full moon certain includes outdoor adventures, since these
provides an excellent shelter for their evil light-fearing creatures (such as vampires, tables specialize in areas not thoroughly
inhabitants. The nature of the graveyards wights, and ghosts) would refrain from covered in the DMG. Be prepared; dont let
surroundings tends to be evil; therefore, venturing under it, while some creatures your players catch you six feet under!
summoning evil creatures would be much (men, lycanthropes, demihumans)
easier from this base point. wouldnt travel without such a light source
Both sets of tables are divided into three available. The differences between each
EVIL-ENCHANTED GRAVEYARD
subtables: dusk, midnight, and dawn. moon phase represent the lights effect on
Midnight
These tables are used to reflect the hour the creatures percentage of appearance.
of day, and more importantly, the amount To use the tables in this article, distin-
Phase of moon
of sunlight present at the particular hour. guish what type of graveyard is applicable,
Creature New Half Full
The greatest factor involving light at find the table whose time is the closest to
Adherer 01-02 01-02 01-02
night is the moon. The amount of light the actual game time, and cross-index the -
Annis 03 03
present during a full moon differs so roll with the closest moon phase as ex-
Apparition 04-05 04-05 03
greatly from that of a new or half moon plained previously.
Bat1 06-09 06-10 04-08
that included on each chart are the three -
Boggart 10-11 11
representative phases of the moon: half,
Choke creeper * 12-13 12-13 09-10
full, and new. The cycle used here is based
EVIL-ENCHANTED GRAVEYARD Coffer corpse 14-15 14-15 11-12
on a 28-day rotation; consider three nights
Dusk Daemon2 16 16 13
before and after the phase night to be
Death knight 17 17 14
Phase of moon Demihuman3 18 18-20 15-19
Creature New Half Full Demodand4 19 21 20
TYPICAL GRAVEYARD Adherer 01-02 01-02 01-02 Demon5 20 22 21
Subtables Apparition 03 - - Devil6 21 23 22
Bat¹ 04-09 03-08 03-08 Galltrit 22-23 24-25 23-24
Note: Creature subtables are not depen- Boggart 10 09 - Gargoyle 24-27 26-29 25-27
dent upon moon phase. Choke creeper* 11-12 10-11 09-10 Ghast 28-32 30-33 28-31
Coffer corpse 13 12 - Ghost 33-35 34 -
1 - Bat subtable Daemon2 14 13 - Ghoul 36-42 35-40 32-37
Dice Creature encountered Death knight 15 14 - Groaning spirit 43 - -
01-13 Doombat Demihuman³ 16-28 15-29 11-27 Hangman tree * 44-45 41-43 38-40
14-48 Giant bat Demodand4 29 30 - Haunt 46 44 41
49-60 Mobat Demon 5 30 31 - Hellcat 47 45 42
61-00 Ordinary bat Devil6 31 32 - Huecuva 48-49 46-47 43-44
Galltrit 32 33 28 Leucrotta 50-51 48-49 45-46
2 - Demihuman subtable Gargoyle 33-35 34-36 29-30 Lich 52 - -
Dice Creature encountered Ghast 36-39 37-40 31-33 Lycanthrope7 53 50-52 47-57
01-40 Dwarf Ghoul 40-45 41-46 34-37 Night hag 54 53 58
41-70 Elf Hangman tree* 46-47 47-48 38-41 Nightmare* * 55 54 59
71-85 Gnome Haunt 48 49 42 Men6 56 55-59 60-66
86-00 Halfling Hellcat 49 50 43 Moon dog 57-59 60-61 67-68
Huecuva 50-51 51 44 Mummy 60-62 62-64 69-71
3 - Lycanthrope subtable Leucrotta 52-53 52-53 45-46 Penanggalan 63-64 65-66 72-73
Dice Creature encountered Lycanthrope7 - 54-57 47-56 Phantom 65 67 74
01-05 Foxwoman Lycanthrope, Poltergeist 66 68 75
06-26 Werebear human form* * 54-56 58 - Rat 67-70 69-72 76-79
27-35 Wereboar Men8 57-74 59-76 57-79 Revenant 71 73 80
36-50 Wererat Moon dog 75 77 - Rot grub* 72 74 81
51-60 Weretiger Mummy 76-77 78-79 80-81 Shade 73 75-77 82-83
61-00 Werewolf Penanggalan 78 - - Shadow 74-75 78 84
Phantom 79 80 82 Shadow demon 76-77 79 85
4 Men subtable Poltergeist 80 81 83 Son of Kyuss 78 80 86
Dice Creature encountered Rat 81-83 82-84 84-86 Spectre 79-80 81 -
01-15 Caretakers Revenant 84 85 87 Spider9 81-84 82-85 87-90
16-30 Clerics Rot grub* 85 86 88 Vampire 85-86 86-87 91-92
33-35 Drunks Shade 86-88 87-90 89-91 Vargouille 87 88 -
36-50 Grave robbers Shadow demon 89 - - Wight 88-90 89-90 93-94
51-60 Guards Son of Kyuss 90 91 92 Will-o-wisp 91 92 -
61-65 Magic-users Spider9 91-93 92-94 93-95 Wraith 92-95 93-95 95
66-75 Mourners Vampire 94 95 - Zombie 96-98 96-98 96-98
76-85 Pilgrims Wight 95 - - Zombie, juju 99 99 99
86-00 Pranksters Zombie 96-98 96-98 96-98 Zombie, monster 00 00 00
Zombie, juju 99 99 99
5 - Spider subtable Zombie, monster 00 00 00 * These creatures will have little or
Dice Creature encountered no movement.
01-25 Giant spider * - These creatures will have little or ** This creature will have a rider (a
26-55 Huge spider no movement. powerful demon, devil, or night hag) 85%
56-90 Large spider ** - Refer to lycanthrope subtable for of the time.
91-00 Phase spider type of lycanthrope in human form. (Numbers refer to subtables)
DRAGON 23
EVIL-ENCHANTED GRAVEYARD Gargoyle 31-33 30-32 27-29 Rat 75-77 79-81 82-84
Dawn Ghast 34-36 33-35 30-31 Revenant 78 82 85
Ghost 37 - - Rot grub* 79 83 86
Phase of moon Ghoul 38-42 36-40 32-35 Shade 80-82 84-86 87-88
Creature New Half Full Hangman tree* 43-45 41-44 36-41 Shadow 83-84 87-88 89-90
Adherer 01-02 01-02 01-02 Haunt 46 45 42 Shadow demon 85 - -
Apparition 03 - - Hellcat 47 46 43 Son of Kyuss 86 89 91
Bat¹ 04-08 03-06 03-06 Huecuva 48-49 47-48 44-45 Spectre 87 - -
Boggart 09 07 - Leucrotta 50-51 49-50 46-47 Spider9 88-90 90-92 92-94
Choke creeper * 10-11 08-09 07-08 Lycanthrope7 52-53 51-53 48-52 Wight 91-92 93-94 95
Coffer corpse 12 10 09 Lycanthrope, Wraith 93-95 95 -
Daemonz 13 11 - human form * * 54 54-57 53-59 Zombie 96-98 96-98 96-98
Death knight 14 12 - Men8 55-68 58-73 60-77 Zombie, juju 99 99 99
Demihuman³ 15-26 13-25 10-25 Moon dog 69 74 - Zombie, monster 00 00 00
Demodand4 27 26 - Mummy 70-71 75-76 78-79
Demon5 28 27 - Penanggalan 72 - - * These creatures will have little or
Devil6 29 28 - Phantom 73 77 80 no movement.
Galltrit 30 29 26 Poltergeist 74 78 81 ** Refer to lycanthrope subtable for
type of lycanthrope in human form.
24 OCTOBER 1986