monsters & treasure · ettercap 45 ettin 46 f 46 fleshcrawler 46 frog, giant 47 frost worm 47...

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MONSTERS & TREASURE BY ROBERT DOYEL & STEPHEN CHENAULT With Davis Chenault, Todd Gray, Mac Golden & Christian Harris Cover art, design, layout, interior art, logos and logo designs by Peter “20 Dollar” Bradley. Additional interior art: Sarah Walker-D’Avanzo, Jason Walton, Erik Wilson, Bryan Swartz, Mark Allen, Daniele Bigliardo Art colorist: Joseph Ramirez FOURTH PRINTING EDITED BY: Steven J. Ege Previous Editors: Casey Canfield, James Mishler, Tami Key, Christopher TenWolde, Mark Sandy, Casey Christofferson. For more information on Castles & Crusades and related products or to Join the Castles & Crusades Society, please contact us at: Troll Lord Games 1818 North Taylor, #143, Little Rock, AR 72207 On the web at www.trolllord.com or email at [email protected] or www.castlesandcrusades.com ©2014 Troll Lord Games. All Rights Reserved. Castles & Crusades® is a Registered Trademark of Troll Lord Games. All Rights Reserved. C&C, Castle Keeper, SIEGE engine,Troll Lord Games, and the Castles & Crusades, SIEGE engine, and Troll Lord Games logos are Trademarks of Troll Lord Games. All Rights Reserved. Fourth Printing Sample file

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Page 1: MONSTERS & TREASURE · ettercap 45 ettin 46 f 46 fleshcrawler 46 frog, giant 47 frost worm 47 fungus, violet 48 g 49 gargoyle 49 gelatinous cube 49 genie 50 efreeti 51 ghast 52 ghost

MONSTERS & TREASUREby RobeRt Doyel & Stephen Chenault

With Davis Chenault, Todd Gray, Mac Golden & Christian Harris

Cover art, design, layout, interior art, logos and logo designs by Peter “20 Dollar” Bradley.

Additional interior art: Sarah Walker-D’Avanzo, Jason Walton,

Erik Wilson, Bryan Swartz, Mark Allen, Daniele Bigliardo

Art colorist: Joseph Ramirez

FOURTH PRINTING EDITED BY: Steven J. Ege

Previous Editors: Casey Canfield, James Mishler, Tami Key, Christopher TenWolde, Mark Sandy, Casey Christofferson.

For more information on Castles & Crusades and related products or to Join the Castles & Crusades Society, please contact us at:

Troll Lord Games 1818 North Taylor, #143, Little Rock, AR 72207On the web at www.trolllord.com or email at [email protected] or

www.castlesandcrusades.com

©2014 Troll Lord Games. All Rights Reserved. Castles & Crusades® is a Registered Trademark of Troll Lord Games. All Rights Reserved. C&C, Castle Keeper, SIEGE engine,Troll Lord Games, and the Castles & Crusades, SIEGE engine, and Troll Lord Games logos are Trademarks of

Troll Lord Games. All Rights Reserved.

Fourth Printing

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2 CASTLES & CRUSADES

GOBLIN 59GOLEMS 59

CLAY GOLEM 60FLESH GOLEM 60IRON GOLEM 61STONE GOLEM 61

GORGON 61GREEN SLIME 62GRIFFON 62

H— 63HAGS 63ANNIS 63GREEN HAG 64

NIGHT HAG 64HALFLING 65HARPY 66HELLHOUND 66HERD ANIMAL 67HIPPOGRIFF 67HOBGOBLIN 67HOMUNCULUS 68HORSE 68

HEAVY WAR HORSE 68LIGHT WAR HORSE 69RIDING HORSE 69

HUMAN 69HYDRA 70

I— 71IMP 71INVISIBLE STALKER 71

J— 71JACKAL 71JACULUS 72

K— 72KOBOLD 72KRAKEN (LEVIATHAN) 73KYREEN 74

L— 74LAMIA 74LICH 76LION 76LIZARD, GIANT 77LIZARDFOLK 77LOCATHAH 78LYCANTHROPE 78

WEREBEAR 78WEREBOAR 79WERERAT 79WERETIGER 80WEREWOLF 80

LYNX, GIANT 81

DRAGONS 25DRAGONS AND COMBAT

26

BLACK DRAGON 27BLUE DRAGON 28GREEN DRAGON 29RED DRAGON 30WHITE DRAGON 30BRASS DRAGON 31BRONZE DRAGON 32COPPER DRAGON 33GOLD DRAGON 34SILVER DRAGON 35

DRAGONNE 36DRIDER 36DRYAD 37DWARF 38

E— 39EAGLE, GIANT 39ELEMENTALS 40

AIR ELEMENTAL 40EARTH ELEMENTAL 41FIRE ELEMENTAL 42WATER ELEMENTAL 42

ELEPHANT 43ELF 44

OTHER RACES OF ELF 45ETTERCAP 45ETTIN 46

F— 46FLESHCRAWLER 46FROG, GIANT 47FROST WORM 47FUNGUS, VIOLET 48

G— 49GARGOYLE 49GELATINOUS CUBE 49GENIE 50

EFREETI 51GHAST 52GHOST 52GHOUL 53GIANTS 53

CLOUD GIANT 54FIRE GIANT 55FROST GIANT 55HILL GIANT 56STONE GIANT 56STORM GIANT 57

GIBBERING MOUTHER 57GNOLL 58GNOME 58

TABLE OF CONTENTS

WHAT LIES HEREIN 4

INTRODUCTION 5

WHAT ARE THEY & HOW TO PLAY THEM

5

COMBAT 5

MONSTER CHARACTERISTICS

5

MONSTERS 10

A— 10ABOLETH 10ACHAIERAI 10ALLIP 11ANT, GIANT 11ANKHEG 12APE , GREAT 12ARROWHAWK 12ASSASSIN VINE 13

B— 13BABOON 13BANSHEE 13BARGHEST 14BASILISK 15BEAR 15BEHIR 16BELKER 16BIRD OF PREY 17BLINK DOG 17BOAR, WILD (RAZORBACK)

17

BODAK 18BUGBEAR 18BULETTE 19

C— 19CAT 19CENTAUR 19CHIMERA 20CLOAKER 20COCKATRICE 21COUATL 21CROCODILE (ALLIGATOR)

22

D— 22DARKMANTLE 22DEVOURER 23DINOSAUR– TRICERATOPS

24

DINOSAUR– TYRANNOSAURUS

24

DOG (COYOTE) 25DOPPELGANGER 25

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MONSTERS & TREASURE 3

M— 81MANTICORE 81MEDUSA 82MERFOLK 82MIMIC 83MINOTAUR 84MUMMY 84

N— 85NAGA 85

DARK NAGA 85GHOST NAGA 86GUARDIAN NAGA 86SPIRIT NAGA 87WATER NAGA 87

NIGHTMARE 87NYMPH 88

O— 89OGRE 89OGRE MAGE 89OOZE 89

BLACK PUDDING 90GRAY OOZE 90OCHRE JELLY 90

ORC 90OTYUGH 91OWLBEAR 92

P— 92PEGASUS 92PHASE SPIDER 93PONY 93PRYSMAL EYE (NONOCCULUS)

93

PSEUDODRAGON 95PURPLE WORM 95

Q— 96QUASIT 96

R— 96RAKSHASA 96RAT, GIANT 97RAVEN 97REAPER 97REMORHAZ 98ROC 99ROPER 99RUST MONSTER 100

S— 100SAHUAGIN 100SALAMANDER 101SATYR 102SCREECHER 102SHADOW 103SHADOW MASTIFF 103

SHAMBLING MOUND 104SHARK 104SKELETON 105SNAKE 105SPECTRE 106SPHINX 107

ANDROSPHINX 107CRIOSPHINX 107GYNOSPHINX 107HIERACOSPHINX 108

SPIDER 108SPRITE 109

GRIG 109NIXIE 109PIXIE 109

STIRGE 110T— 110TAVIS WYRM 110TICK, GIANT 111TIGER 111TITAN 112TOAD, GIANT 112TREANT 112TROGLODYTE 113TROLL 113

U— 114UNICORN 114

V— 115VAMPIRE 115

W— 116WIGHT 116WILL-O’-WISP 116WOLF 117WORG 117WINTER WOLF 117WRAITH 118WYVERN 118

X— 118XORN 118

Y— 119YELLOW MOLD 119YETH HOUND 119YRTHAK 120

Z— 120ZOMBIE 120

TREASURE 121

COIN, EXTRAORDINARY ITEMS, JEWELRY

121

UNWORKED PRECIOUS METALS & STONES

122

MAGIC ITEMS 122

CREATING MAGIC ITEMS

123

CREATING SCROLLS 123CREATING POTIONS 123CREATING UNUSUAL ITEMS

124

SPECIAL MATERIALS 125DESTROYING MAGIC ITEMS

125

SENTIENT MAGIC ITEMS

126

ALIGNMENT OF SENTIENT ITEMS

126

LANGUAGE 126WILL 126A SENTIENT ITEM’S PURPOSE

127

CONTROLLING A SENTIENT ITEM

128

LAND & TITLE 128SERVICES 130HOW & WHEN TO AWARD TREASURE

130

TREASURE TABLES 131MAGICAL TREASURE 140POTIONS 140SCROLLS 141WEAPONS 141MISCELLANEOUS WEAPONS

142

ARMOR & SHIELD DESCRIPTIONS

144

MISCELLANEOUS MAGIC

144

RINGS 159RODS 163STAVES 165WANDS 166CURSED ITEMS 166ARTIFACTS 169APPENDIX A: AWARDING EXPERIENCE

174

APPENDIX B: POISONS 174COST OF POISON 174MAKING POISONS 175SPECIAL POISONS 175COMMON POISONS 175TYPES OF POISON 175OGL 176Sam

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4 CASTLES & CRUSADES

world. Listed alphabetically, they include monsters like the ever popular dragons, orcs, and giants, as well as unusual creatures like the chimera, the lamia, and the shambling mound. Each monster is fully described, complete with important statistics, for your ease of use.

PART TWO deals with the adventurer’s favorite topic: treasure. This section discusses specific treasures that can be found by brave and enterprising adventurers, and provides advice about how to award them. This section also contains a discussion about the mundane or extraordinary items that can comprise treasure, rules for the creation of magic items in Castles & Crusades, and random treasure charts to serve as an aid for the Castle Keeper.

UPON THE EDGE OF BATTLE LIE THE SPOILS OF GLORY

Upon wind-swept battlefields, they seek their glory. With weapons of steel, stout shields,

and sorcery, they drive ever onward, seeking the grandeur of conflict with creatures of terrible wrath or beasts of legend. In all hours of every day, they gird themselves for war and struggle, to drive those evil beings of foul intent to doom and oblivion. But before glory can be obtained, before fame and riches can be won by these heroes of renown, they must face and overcome those that would oppose them: monsters.

The great hosts of creatures lurking in fantasy worlds are as numerous as the stars in the sky. Some are foul and evil, while others are wondrous and wise, and earn the respect of all good folk. But they are all creatures that have their own wills and serve their own interests, beyond the ken of the noble adventurer. Adventurers must contend with the self-determination of monsters, and either overcome them or adapt to them. Dragons that sleep upon mounds of gold, orcs living in the squalor of their plunder, a sphinx guarding the magics of ancients armed with enigmas; all of these are classified as monsters.

After the battles have ended, and the deeds of valor and renown have been performed, there is often wealth found at the feet of victory. All creatures hold certain things dear, and beasts, overcome in battle, yield the fruit of their lives to those bold and skilled enough to take them. Ancient scrolls, magic swords, shields of wonder, potions, rings, magic wands, and untold wealth in coins, gems, and jewels - all of these things are a salve to ease the sting of wounds suffered in hard-won battles.

WHAT LIES HEREIN

Monsters and Treasure is a core rule book for the Castles & Crusades Role Playing Game. It is designed to be used with the Castles & Crusades Players Handbook. In it, you will find a wealth of information about roleplaying monsters, handling combat with monsters, creating monsters and defining and awarding treasures. Monsters & Treasure is divided into two parts.

PART ONE brings to you, the Castle Keeper, a host of monsters that you can use to populate your adventures and your campaign

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MONSTERS & TREASURE 5

INTRODUCTION

The monsters that populate worlds of adventure are drawn from a multitude of sources. Mythological stories, books of fantasy and science fiction, poems,

plays, and sagas all supply the imaginative gamer with source material for new and ever more wonderful monsters. We have tried to include some of the more popular versions of monsters in this book, but sprinkled throughout are a number of obscure and rare beasts as well.

WHAT ARE THEY & HOW TO PLAY THEM

Monsters serve two key roles in Castles & Crusades. One is that they can be used as background material. For example, Umladen Stonebrow has gathered his cousins to plunder the long abandoned mines of Dwarfhole. Within are many creatures, including trolls and orcs, but even naga and other creatures more strange and twisted. In this instance, the implied presence of monsters serves to heighten the perceived and real dangers of Dwarfhole, and lends a particular mood to the setting.

Alternatively, a monster may be the goal of the adventure. For example, Beorn stalks a trackless waste to search for the dragon that lies at the roots of the great mountain, Uji. Beorn’s intent is to slay the beast and free the mountain of its dominance. Once this deed is finished, he will be accounted a great hero, and will earn the wealth of history’s remembrance. In this instance, the monster itself is the entire purpose of the adventure.

Depending on their race, alignment, and the Castle Keeper’s designs, monsters can either impede or aid adventurers. Whatever their purpose, monsters should be treated as creatures that have lives separate from the adventure. They have goals and motivations, their own homes and routines, and they often value their own lives as much as a stalwart adventurer values his own. As often as not, an orc that raids a camp at night does not want to fall at the hands of a savage elf any more than said elf wants his life cut short by the orc’s curved scimitar. Monsters act in their own best interests most of the time, and the intelligent monsters are capable of making rational decisions.

Playing monsters like characters is a good way to give an adventure more plausibility, accentuating the experience for all involved. Further, it is the best way to make a game challenging and memorable. A kobold band that blindly attacks an adventuring party and dies within a few rounds is not compelling when compared to kobolds that sneak through the dark, harassing a party with crossbow bolts and sling bullets, driving the characters into combat, but on their own terms, refusing to give battle in open ground.

Dragons deserve special attention. They are old creatures that speak their own tongues and live from an ageless perspective in which the concerns of elves and men are little more than distant murmurs. Behind them are memories of lifetimes, histories, deeds, and marvels beyond the scope of those who would plunder their hard-earned hoards. It is useful to consider the perspectives of any and all monsters while preparing for play, so that nuances like this can add flavor and dimension to the game.

COMBATThe order of action in a combat round is determined by an initiative roll. Every creature or character participating in the combat round rolls a d10 to determine their initiative each round. Those with the highest roll take their action first, and the actions of others descend from there. In the case of a tie between a monster and a character, the one with physical saves (in the case of the monster) or dexterity as a primary attribute (in the case of a character), acts first. In the case that both the character has dexterity as a primary attribute and the monster has physical saves, a simultaneous action occurs.

A monster’s hit dice is also equivalent to the monster’s base attack roll modifier. For example, a 3 hit dice creature receives a base bonus of +3 to all attacks.

MONSTER CHARACTERISTICSNUMBER ENCOUNTERED (NO. ENCOUNTERED) reflects the average number of creatures encountered. There may be several listings that reflect different encounter areas. For instance, an orc is listed as 2-12, 10-100. These represent a raiding party and the entire tribe or clan, respectively. Some monsters are not assigned exact numbers, such as bison or other herd animals. These herds can range from small groups of 3 to 5 members, to huge herds of 10,000 or more. The Castle Keeper should always manage the number of monsters while considering the plot of the adventure and the relative power of the party.

SIZE (SIZE) is the approximate height of a creature. There are three sizes of monsters in Castles & Crusades: small, medium and large. Small represents any height less than 5 feet, medium is any height between 5 and 7 feet, and large is any height over 7 feet. Castle Keepers should take note that those creatures who have the ability to swallow a victim whole, such as the tyrannosaurus rex and the purple worm, are not going to be able to swallow all creatures. Circumstances must dictate the action and Castle Keepers should use their best judgment.

HIT DICE (HD) is a creature’s hit dice. The hit dice is the equivalent of the monster’s level. The hit dice represents the number (and type) of die rolled for the creature’s hit points. For example, a monster with 2 (d8) hit dice would have d8+d8 hit points. A monster’s hit dice is also equivalent to the monster’s base attack roll modifier. For example, a 3 hit dice creature receives a base bonus of +3 to all attacks.

MOVE (MOVE) represents the monster’s base movement rate. A creature’s movement rate represents the number of feet an unencumbered and unimpeded monster can move in any given round, at a walking pace.

ARMOR CLASS (AC) is a creature’s normal armor class. It is an abstract representation of the difficulty of striking a monster in combat and inflicting damage. An attacker’s roll must be equal to or greater than a defender’s armor class to cause damage. All creatures have an armor class. In most cases, it is determined by the type of armor being worn, but in the case of many monsters it represents their natural hides or skins.

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6 CASTLES & CRUSADES

ATTACKS (ATTACKS) list the variety of weapons, both natural and manufactured, that monsters may use in battle. All of the monster’s physical attack forms are listed here. The number of attacks is listed first. If there is no number, then only one attack per round is assumed. The form of attack is listed next. Damage from each form of attack is included in the adjacent parentheses. An attack listing of 2 Claws (1d6); Bite (1d8) would mean that the creature can attack three times per round: twice with claws, for 1d6 points of damage each, and once with a bite, for 1d8 points of damage.

SPECIAL (SPECIAL) refers to all of a creature’s special abilities: offensive, defensive, and miscellaneous. Generally, specific descriptions for each monster are provided in the monster’s listing. The exceptions to this are as follows.

Deepvision: Ages spent beneath the earth and in the dark and quiet places of the world have imbued certain creatures with the ability to see into darkness that a human would find impenetrable with the naked eye. This vision extends up to 120 feet in even the darkest of nights and deepest of tunnels. Colors tend to erode with deepvision, and objects appear in many shades of gray. It is otherwise like normal sight, and creatures can function well with no light at all. Bright lights, such as from a lantern or other light source, spoil deepvision. A creature requires one turn to adjust his or her eyes when a light source is extinguished before gaining full use of deepvision.

Darkvision: In a similar manner to deepvision, some creatures can see in complete darkness for up to 60 feet. Darkvision produces images that are in shades of gray, but is otherwise like normal sight. These creatures can function well with no light at all. Bright lights, such as from a lantern or other light source, spoil darkvision. A creature requires one turn to adjust his or her eyes when a light source is extinguished before gaining full use of darkvision.

Duskvision: Some creatures can see in starlight and moonlight just as others can at dusk. They retain the ability to distinguish color and some detail under these conditions, though everything is cast in shadows. They have no enhanced vision underground, under torchlight, or in similar conditions of poor illumination.

immunity/resistance: describes any innate immunity that a monster possesses. The type of immunity is listed, followed by a bracketed damage descriptor that indicates the limits of the

immunity. For instance, “Immune: Acid (half damage, quarter damage save)” means that the creature always takes half damage from any acid-based attack, but if it makes a successful saving throw, it suffers only one fourth of the normal damage.

regeneration: A creature with this ability is difficult to kill, as the creature automatically heals damage at a fixed rate per round, as given in the entry. The number following the listing in the creature’s stat block designates how many hit points that creature can heal in a round. For instance, the troll with “Regeneration 2” heals 2 hit points per round. Certain attack forms, typically fire and acid, deal lethal damage to the creature which doesn’t go away. The creature’s descriptive text provides the details. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts; details are in the creature’s descriptive text. Severed parts that are not reattached wither and die normally. Healing starts the round immediately following the round in which damage was taken.

scent: This ability allows a creature to identify locations, items, and even people by making a successful check. They gain a +2 bonus when using any tracking ability they may possess. Scent functions up to a range of 30 feet. These creatures are natural hunters, and are able to “sniff out” singular scents, even when that odor is overpowered by another. Winds, weather conditions, and other situations may render this ability useless or reduce its potency; multiple strong odors will cause confusion, for example. Other effects are at the Castle Keeper’s discretion.

spell resistance: This is a special defensive ability. A defender’s spell resistance is like an armor class against magical attacks. If a spell is targeted at a creature with spell resistance, the caster of the spell must roll 1d20, unmodified. If the result is equal or greater than the creature’s spell resistance rating, than the spell can affect that creature. Otherwise, the creature’s spell resistance causes the spell to dissipate harmlessly. Certain spells are not subject to spell resistance, as detailed in their descriptions in the Castles & Crusades Players Handbook. All monsters have an innate SR 1. A monster’s spell resistance is listed in its stat block with the abbreviation SR. For example

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