2119
Monstrous Compendium
Appendix
The second set of new monsters
for your SPELLJAMMER™ campaign!
-h
Monstrous Compendium
CREDITS
Design:
Scoff Davis: Allura, Contemplator, Grav, Gullion, Insectare, Pristatk,
Silatic;
Newton Ewell: Bionoid, Constellate, Firebird, Gadabout, Gammaroid,
Gossamer, Great Dreamer, Greli, Sleek, Spirit Warrior, Starfly,
Stargazer, Star Selkie, Stellar Dragon, Witchlight Marauders,
Xixchil, Zurchin;
John Terra: Alchemy Plant, Apenisa, Astrosphinx, Autognome,
Bloodsac, Buzzjewei, Dohwar, Dreamslayer, Dweomerbom, Fal,
Feesu, Firelich, Flowflend, Gonn, Greatswan, Lhee, Mercurial
Slime, Meteorspawn, Monitor, Moon Dragon, Scro, Skullbird,
Sluk, Space Owl, Space Swine, Stellar Undead, Sun Dragon,
Yitsan
Original Design Concept for Monstrous Compendium: David "Zeb"
Cook, Steve Winter, and Jon Pickens
Editor Allen Varney
Typesetting: Gaye O'Keefe
Artistic Coordinator: Peggy Cooper
Cover Art: Jeff Easley
Interior Art:: Thomas Baxa and Mark Nelson
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ALPHABETICAL INDEX TO SPELLJAMMIR™ MONSTERS
This index includes all monsters published to Firebird MC9 Pyroserpent 5JA3
date for the AD&D® SPELLJAMMER™ cam¬ Firelich MC9 Q'nidar MC7
paign background. The code following each Flow Barnacle SJRl Radiant Golem, see Golem, Radiant
monster's name designates its source: Flowfiend MC9 Rastipede MC7
LV—Lo retook of the Void in the SPELL- Focoid MC7 Reigar MC7
JAMMER Campaign Set Fractine MC7 Rock Hopper MC7
MC7—the first SPELLJAMMER Monstrous Furnace Golem, see Golem, Furnace Rogue Moon, see Moon, Rogue
Compendium Gadabout MC9 Salt Wiggle, see Wiggle
MC9—this Monstrous Compendium Gammaroid MC9 Sarphardin (Watcher) SJRl
SJAI—Adventure 1, Witdspace Giant Bubble, see Tinkerer Scawer LV
SJA2—Adventure 2, SWf & Crossbows Giant, Spacesea MC7 Scro MC9
SJ A3—Adventure 3, Crystal Spheres Giant Space Hamster, see Hamster, Giant Selkie, Star MC9
SJRl—Accessory 1, Lost Ships Space Sentinel SJAI
D# 159—DRAGON® Magazine #159, July Giff LV Shadowsponge (Air Stealer) SJRl
'90 Gith, Pirate of, see Pirate of Gith Shakti, see Reigar
P#55—POLYHEDRON™ Magazine #55 Golem, Radiant MC7 Silatic MC9
{Sept /Oct 90) Golem, Furnace MC7 Silver Slime SJAI
Gonn MC9 Skullbird MC9
Aartuk MC7 Grav MC9 Sleek MC9
Air Stealer, see Shadowsponge Gravislayer MC7 Slime, Mercurial, see Mercurial Slime
Alban MC7 Great Old Master, see Neogi Slime, Silver, see Silver Slime
Alchemy Plant MC9 Great Dreamers MC9 Slinker MC7
Allura MC9 Great swan MC9 Sluk MC9
Ancient Mariner MC7 Greli, Colonial MC9 Space Drake 5JA2
Andeloid D#!59 Grimgobbler, see Beholder Eater Space Whale, see Kindori
Aperusa MC9 Grommam MC7 Space Mimic, see Mimic, Space
Arcane LV Gullion MC9 Space Swine MC9
Archlich, see Lich, Arch Haagathga, see Bloodsac Space Hamster, Giant, see Hamster, Giant
Argos MC7 Hadozee MC7 Space
Astereater MC7 Hamster, Giant Space MC7 Spacesea Giant, see Giant, Spacesea
Asteroid Spider, see Spider, Asteroid Hive Mother, see Beholder Space worm SJRl
Astrosphinx, see Sphinx, Astro Horror, Clockwork, see Clockwork Horror Sphinx, Astro MC9
Autognome MC9 Hurwaet, see Wiggle Spider, Asteroid MC7
Beholder Mage SJAI Infemite DI159 Spirit Warrior MC9
Beholder-Kin MC7 Infinity Vine, see Vine, Infinity Spiritjam MC7
Beholder, Undead (Death Tyrant) SJRl lnsectare MC9 Starfly MC9
Beholder Eater (Thagar) SJRl Isopterite SJA3 Stargazer MC9
Beholder LV Jammer Leech MC7 Survivor MC7
Bionoid MC9 Kindori (Space Whale) LV Swamp Wiggle, see Wiggle
Biazozoid MC7 Krajen LV Syllix MC7
Bloodsac MC9 Lakshu MC7 Symbiont MC7
Bubble, Giant, see Tinkerer Leech, Jammer, see Jammer Leech Thagar, see Beholder Eater
Buzzjewels MC9 Lensman, see Beholder-Kin Tinkerer (Giant Bubble} SJRl
Chakchak P#55 Lhee MC9 Undead, Stellar MC9
Chattur MC7 Lich, Arch SJRl Undead Old Master, see Neagh Undead Old
Clockwork Horror MC7 Lumineaux MC7 Master
Colossus MC7 Lutum (Mud-Woman) MC7 Undead Beholder, see Beholder, Undead
Comet Steed SJA3 MagiStar P#55 Vampire SJA3, MCI
Constellate MC9 Mariner, Ancient, see Ancient Mariner Vine, Infinity MC7
Contemplator MC9 Men: Wonderseeker SJRl Watcher, see Sarphardin
Death Shade SJA2 Mercurial Slime MC9 Watcher, see Beholder-Kin
Death Tyrant, see Beholder, Undead Metagdem D#159 Wiggle (Hurwaet) MC7
DeGleash Plasmoid, see Plasm oid Meteorspawn MC9 Wltchlight Marauders MC9
DelNoric Plasmoid, see Plasmoid Mimic, Space MC7 Wizshade MC7
Delphinid MC7 Misi MC7 Wonderseeker, see Men: Wonderseeker
Director, see Beholder-Kin Monitor MC9 Wryback MC7
Dizantar MC7 Moon, Rogue MC7 Xixehil MC9
Dohwar MC9 Mortiss MC7 Yitsan MC9
Dracon LV Mud-Woman, see Lutum Zard MC7
Dragon, Moon MC9 Murderoid MC7 Zodar MC7
Dragon, Celestial, see Dragon, Radiant Nay-Churr MC7 Zurchin MC9
Dragon, Stellar MC9 Neogi: Undead Old Master SJRl
Dragon, Sun MC9 Neogi LV
Dragon, Radiant (Celestial) LV OntaJak Plasmoid, see Plasmoid
Dreamslayer MC9 Oortling P#55
Dweomerborn MC9 Orbus, see Beholder
Elmarin LV Overseer, see Beholder-Kin
Ephemeral LV Owl, Space MC9
Esthetic MC7 Ph log-Crawler MC7
Examiner, see Beholder-Kin Pirate of Gith MC7
Fal MC9 Plasman MC7
Feesu MC9 Plasmoid MC7
Fire-Brea thing Phase Doppleganger Giant Prist at ic MC9
Space Hamster, see Hamster, Giant Space Puffer MC7
Alchemy Plant MC9
CLIMAXE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Single Plant
ACTIVITY CYCLE: Any
DIET: Any
INTELLIGENCE: Semi- (1)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1
ARMOR CLASS: See below
MOVEMENT: Nil
HIT DICE: 1
THACtfc Nil
NO, OF ATTACKS: Nil
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: S (1-3' tall)
MORALE: Nil
XP VALUE: 25
An alchemy plant can change its essence into that of any inor¬
ganic matter that touches it. The plant can also convert one mate¬
rial into another, as explained below. Matter that was formerly
alive, such as a wooden staff, cotton or wool clothing, or a
corpse, also qualifies for transformation purposes. The plant is
highly sought by alchemists. Supposedly smart people have touched gold to an alchemy
The plant normally looks like an unremarkable bush with ser¬ plant, watched the plant turn to gold, then pulled it out of the
rated green leaves. It grows anywhere, using its transmuting abil¬ ground. The result is a dead green bush: The plant must stay alive
ity to thrive in exotic environments. The only distinguishing to keep its own transformation intact, though this does not apply
characteristic is the lack of other vegetation in a l1 radius around to other transformed matter.
the plant. A charm plant spell or a potion of plant control ensures pre¬
cisely the transformation the caster desires. Attempts to convince
Combat: The alchemy plant easily falls victim to a thoughtless the plant to effect a transformation using speak with plants sel¬
swing of an adventurers sword or the teeth of a hungry her¬ dom work. The plant cannot be bullied, as it has no concept of its
bivore. However, it senses other live plants growing within 20'; own death or pain. Only a druid can hope to convince the plant
when such plants take damage, the alchemy plant recognizes this to create a transformation; the druid must make an Intelligence
and instinctively reacts to preserve itself by transforming into check to succeed.
some nearby substance. Alchemy plants cannot duplicate magical energy. Thus, for in¬
For this reason, the alchemy plants that survive best grow be¬ stance, a candle of invocation touched against the alchemy plant
side rocks. As a herbivore is about to chomp into the succulent creates only a small block of wax.
brown stalks, the alchemy plant turns into a plant-shaped rock. Every month, the alchemy plant has a 5% chance to produce a
The plant can also transform in the split-second after a weapon new seed. The seed is hurled by explosive force to a new spot 10d6
makes contact and before it cuts through the plant, resulting in a yards away from the parent. (An unfortunate character who in¬
solid steel plant. The plant saves vs. crushing blow, using the tercepts the seed in its flight takes 1 hp damage.) The seed grows
column appropriate to the material it has duplicated. Of course, a from seedling to maturity in two weeks.
weapon striking such a plant must also save! The transformation
lasts so long as danger still threatens. Ecology: Alchemy plants are at the bottom of the food chain, giv¬
ing nutrition to wandering herbivores. Beyond this, only sages,
Habitat/Society: Alchemy plants grow wild, converting inor¬ mages, and alchemists have any interest in the plant, since its per¬
ganic matter in the soil into food. They do not photosynthesize; formance is undependable. Still, the alchemy plant can be found
thus, they do not require light. Alchemy plants take in carbon di¬ on board human, elvish, and illithid ships, where it freshens the
oxide and exhale oxygen, providing an important service to spell- air and possibly provides needed substances.
jam ming vessels.
The alchemy plant can transform substances into other sub¬
stances. When two objects touch the plant, one is transformed
into the other's substance. Roll randomly (an even chance) to de¬
termine the object transformed. Thus, to make, the plant create
gold, touch the plant with a rock, then a piece of gold—and cross
your fingers I An alchemy plant can convert one pound of matter
per foot of plant height, to a maximum of three pounds. The
transformation works only once per day.
Allura
CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Group
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Highly (14)
TREASURE; w
ALIGNMENT; Chaotic neutral
NO. APPEARING: 1-6
ARMOR CLASS: 6
MOVEMENT: 9
HIT DICE: 6+1
THACO; 15
NO* OF ATTACKS: 1
DAMAGE/ATTACK: ld8 (weapon)
SPECIAL ATTACKS: Spells
SPECIAL DEFENSES: Spells
MAGIC RESISTANCE: 20%
SIZE: M (S')
MORALE: Elite (14)
XP VALUE: 975
The allura are a race of reptilian monsters who lure spacefaring
men to their doom using innate magical abilities. They use their
limited shapechanging power to disguise themselves as beautiful
females of their victims" race. Spells or devices that pierce illu¬
sions cannot detect an allura's true form.
The allura most often resemble beautiful human women, al¬ Habitat/Society: Groups of allura stay together for their entire
ways wearing ornate clothing and flashing exquisite jewelry. lives. Legends of the spaceways say that they are immortal, al¬
ways trying to create higher levels of danger for their crews, to
Combat; Allura feed on the emotions created by tension, excite¬ gamer stronger emotions to feed on, to find new experiences.
ment, and fear. To gather these emotions, the allura can cast the
following spells at 12th level once per day: charm person, sleep, Ecology: If the allura don't feed on new emotions every four
friendsr suggestion, demand, clairaudience, clairvoyance, de¬ months, their appearance degenerates, revealing their true reptil¬
lude, and mass suggestion. ian form. While in this state, they hide when a ship comes into
The allura have another innate ability, detect life. This ability their range and provoke their first victim into fighting a fellow
lets the allura automatically detect the presence of life within crew member. Using these emotions to regenerate, they regain
500", their beauty in 2d4 rounds.
When a spelljammer appears in their area, the allura quickly
use clairvoyance to locate the spelljamming wizard and demand
to lure him to them. Once they sight the ship, the allura pretend
to be shipwreck survivors or escaped prisoners from a slave ship.
Once they board a ship, the allura quickly and invisibly take
over key personnel with their spells. All members of the crew get
the usual saving throws against each spell, but if one allura's spell
doesn't work, the other allura are ready to cast theirs on the
strong-willed crew members. If any can still resist, the allura have
no compunction against fighting more conventionally, using all
the offensive spells and weapons at their disposal.
Once they control most of the crew, the allura create illusions
that evoke strong emotion, such as battles or the dangers of wild-
space. One tale tells of allura who convinced a dragonship crew
to attack a neogi deathspider. Though the dragonship was de¬
stroyed, the allura fed well.
After two weeks, the captured survivors become listless and
drained from the allura's emotional vampirism. Crew members in
this condition have their Constitution, Strength and Intelligence
scores temporarily halved. The allura magically incapacitate the
now-useless crew and abandon the survivors on the nearest aste¬
roid. The allura end up adrift on an empty ship, unable to spell-
jam, looking for new victims.
Aperusa
CLIMATE/TERRAIN; Any
FREQUENCY: Common
ORGANIZATION: Clan
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE:_Average (8-10)
TREASURE: E (Q, V)
ALIGNMENT: Chaotic neutral (good)
NO. APPEARING: 5-SO
ARMOR CLASS: 6
MOVEMENT: 12
HIT DICE: 1+1
THA C(h 19
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 10%
SIZE: M (5-6f tall)
MORALE: Steady (11)
XP VALUE: 175
Sword: 975
Umbra: 975
Clan leader: 3,000
The Aperusa are wildspace gypsies. They are a swarthy nimble,
handsome folk who dress in colorful silks and lots of jewelry. For
all intents and purposes, they act like groundling gypsies, though Habitat/Society: Aperusa, not aggressive overall, give the re¬
no one knows whether the Aperusa are groundling gypsies who sponsibility of fighting and spying to two groups.
somehow made it into space, or spacefarers who met gypsies and The first, Blades, are accomplished warriors, with saving
chose to imitate them. Like other gypsies, the Aperusa are silent throws and abilities of 5th-level fighters, along with the normal
about their origins, and they resent intrusions into their pasts. Aperusa thieving skills (also 5th-level), In addition. Blades can
This fanatical concealment of their past overrides even their love cast spells as a Sthdevel bard. Thus Blades can power the helm of
for money and "stuff." a spelljammer. Blades are responsible for strategy and tactics for
These fun-loving folk wander wildspace in brightly painted, their clans. Only males can be Blades.
slapdash spell jammers. The Aperusa salvage wrecks, run confi¬ The second group, the Umbra, are spies who infiltrate other
dence games, engage in petty thievery, and tell fortunes. They races to gather information, scout, and (rarely) assassinate a
speak their own secret tongue, as well as Thieves' Cant and Com¬ powerful enemy. Umbra are Sth-level thieves and have the spell
mon. abilities of a 5th-level bard. Males and females can be Umbra. In
rare cases, some races hire Umbra to carry out spy missions. The
Combat: Treat most Aperusa as lst-level thieves, their thief skills Umbra usually cannot resist pilfering a few things for themselves,
modified by appropriate Dexterity bonuses. and they usually get caught.
Any Aperusa quickly points out that they are lovers, not fight¬ Clans: For every 10 Aperusa there are two Blades and one Um¬
ers. They pursue wealth and fun, not combat and its result, pain. bra, (Blades and Umbras look like normal Aperusa.) Twenty or
They gladly let others fight their battles for them; in fact, the more adult Aparusa make up a familial clan, led by a matriarch
Aperusa reward their benefactors by selling them healing or patriarch (or both) of 10th level—the eldest male and his wife.
balms—at bargain pricesi The clan includes 2d6 children who have the skills of lst-level
If combat is inevitable, the Aperusa try to delay fighting until thieves, the first skills taught to them. Aperusan clan surnames
they get the advantage. They defend themselves with short have a distinctly wildspace flavor. The best known dans are the
swords and mam-gauehes (40%), daggers and slings (30%), ra¬ Wildjammers, Phlogestos, and the Astralusians.
piers (20%), or longswords (10%). They wear no armor, trusting Clan leaders, called Beloved Grandfather and Beloved Grand¬
their tough skin and high Dexterities. Some (20%) wear protec¬ mother, are either Blades or Umbras, with appropriate abilities at
tion rings and cloaks, or bracers of defense. 10th level, A leader usually has at least one protective magical
Every Aperusa can feign death once per day, usually after tak¬ item, often a symbol of authority. Clan leaders do not enter com¬
ing a small flesh wound, or falling and pretending to hit his head. bat, though in direst emergencies they can summon a constellate
After the foe leaves the fight, the Aperusa plot a rematch, making (q.v♦) once per year to fight for their clans. The leader perma¬
sure the assailants won't know what hit them. nently loses 1 hp for each summoning.
Aperusa are slightly magic-resistant and 75 % immune to all de¬ If the Grandfather dies, his widow rules the clan, but she may
tection spells. Their minds cannot be read, and they cannot have never remarry. If the Grandmother dies instead, the Grandfather
psionic abilities. Furthermore, due to their hearty nature and con¬ may remarry. Aperusa ns are monogamous.
stant exposure to wildspace, Aperusa have learned to use very lit¬ Culture: Aperusan culture is thoroughly sexist. Males, consid¬
tle air. Their bodies retain enough air to let them breathe for 2dl0 ered the brains and brawn of the clan, make all decisions, enjoy
days. the most freedom, and take the best loot found. Females, besides
Aperusa
bearing children, doing domestic duties, and tending the sick and Aperusan Characters
wounded, serve the clan in "'glamorous" roles like fortunetellers,
bait for scam victims, and dancers. Aperusan characteristics are generated as humans, but Dexter¬
Truly motivated women can become Umbras, though such ity, Constitution, and Charisma must be at least 15.
women still must obey orders from any adult male. Males view Adult male Aperusans usually have the Land-riding, Gaming,
non-Aperusan women no better. They especially enjoy taking ad¬ Appraisal, and Tumbling non-weapon proficiencies. Females usu¬
vantage of women who think the gypsy life "romantic" ally have Cooking, Dancing, Fortunetelling, and Healing. Blades
The Aperusa have no single faith; rather, in an effort not to of¬ have Blind-fighting, Endurance, Running, and Weaponsmithing.
fend or slight any patron whose good graces may someday be Umbras have Disguise, Read Lips, Information Gathering, and
needed, they worship whoever seems most impressive at the mo¬ Observation. Beloved Grandmothers learn Herbalism, Astrol¬
ment. If an Aperusa is healed by a cleric of Ptah, for instance, the ogy, and Spellcraft.
whole clan will be impressed and undergo a mass conversion. Ev¬ Clan members are fiercely loyal, first to their nuclear family,
eryone sings and chants to Ptah, wears Ptah's symbols, and then to their clan, and finally to their race. Though not usually lit¬
swears eternal loyalty to Ptah. This lasts until a cleric of another erate, the Aperusa have their oral history and traditions. Like
patron performs a similar feat the following week, whereupon the true salvage experts, they borrow and incorporate and pieces of
Aperusa undergo mass conversion and swear to follow the new other cultures.
patron until the end of time. Though unpredictable, the Aperusa almost never hurt anyone
Aperusa clans excel at making loaded dice, decks of cards (nor¬ unless they are hurt first. But vendettas against particularly harsh
mal and marked), and small melee weapons such as daggers, enemies are not unheard of, Aperusa have long memories. Still,
knives, darts, and mains-gauche. the Aperusa are content to wander the stars, collecting the living
that they feel that the multiverse owes them. Even so, their thefts
Ecology: The Aperusa help keep wildspace tidy, because they and con games are small operations. Since they know what it is to
wander space collecting salvage. They are notorious packrats, for lack things at times, Aperusa do not pull scams on poor, starving
they never know what debris may be in demand. folk. Unfortunately, not many sailors of wildspace are poor, so
Inquiries about an Aperusan home world are usually greeted the gypsies have no qualms about robbing or swindling spell-
with, "What's a home world 7" Still, some scholars and shamefully jammers.
optimistic adventurers insist the homework) exists and is clut¬
tered with treasures that all Aperusa clans give as tribute to the The Aperusa Vagabond
sovereign "King and Queen of the Aperusa."
Proponents of the homeworld theory each point to one solid Built by; Aperusa Armor Rating: 7
piece of evidence; star maps that show the location of the Used primarily by: Aperusa Saves as: Thick wood
Aperusa homeworld. Of course, the maps were bought from the Tonnage: 30 tons Power Type: Minor helm
Aperusa. Of course, no two maps are alike. Of course. Hull Points: 30 Ship s Rating: 5
Crew: 10/40 Standard Armament; None
Relations With Other Races Maneuver. Class: E Cargo: 15 tons
Landing—Land: Yes Keel Length: 90'
Because of the Aperusa's troublemaking, many other races do Landing—Water: No Beam Length: 20r
not get along with them. The Aperusa act blissfully unaware of
this enmity, wonder what all the fuss is about, feign an innocent The Vagabond is an assorted collection of parts from other ves¬
air, and languidly dismiss tales of Aperusa cunning and trickery. sels, usually attached to a wooden hull. The ships are asymmetri¬
Their most quoted expression is "Who, us?" cal nightmares, but they work. Vagabonds are painted in bright,
The dohwar (q.v.) hate the Aperusa, for the gypsies are im¬ clashing colors, with multi-colored banners hanging from masts
mune to the dohwars mind-reading abilities. Even worse, the that seem to have no apparent function. They are unarmed. Each
Aperusa are flooding the market with their own cheap goods and clan has its own ship, though some large clans require two or
services, offering more competition to the dohwar, who are al¬ more ships.
ready exhausted trying to keep up with the Arcane. Thus most
dohwar, in sheer frustration, lash out at the Aperusa or run them
over with a space swine (q.v.),
Aperusa adore the reigar. Though the feelings are not mutual,
the reigar do not dislike the Aperusa, preferring to judge them on
an individual basis. The Giff tolerate the gypsies, who hire them
often. Only the Arcane truly frighten the Aperusa; the Arcane are
just too strange for their taste. On the other hand, the Arcane
have no qualms about dealing with the Aperusa.
Tinker gnomes and the Aperusa like each other. Lots of trading
goes on at their rioutous parties, since the gnomes love the slap¬
dash Vagabond ships (see below), and the gypsies enjoy gnomish
inventions.
Autognome
CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Nil
ACTIVITY CYCLE: Any
DIET: Nil
INTELLIGENCE: Semi- (4)
TREASURE; Special
ALIGNMENT: Neutral good
NO. APPEARING: 1
ARMOR CLASS: 0
MOVEMENT: 5, FI 6 (E), Sw 3, Br 4
HIT DICE: 5+5
THACO; 15
NO* OF ATTACKS: 3 or special
DAMAGE/ATTACK: IdlO/IdlO or special
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: S (3' tall)
MORALE: Fearless {19}
XF VALUE; 975
An autognome is a mechanical gnome with gears, pulleys, and
bits of magic inside it. The tinker gnomes create the autognome
for exploration, rescue, prospecting, and defense in environ¬
ments hostile to human- and demihumankind. It works just as
well as any other gnomish invention.
These automatons resemble gnomes, though no one could ever
nally, an autognome has a 5% non-cumulative chance per day to
confuse an autognome with a real gnome. Autognome faces are
malfunction. Whatever the cause, roll ld!2 and consult the fol¬
painted, even down to red circles on their cheeks. They walk with
a stiff gait, clanking, wheezing, whirring, and razzing, their arms lowing table:
swinging out of rhythm. Autognomes speak gnomish and Com¬
Autognome Malfunction Table
mon in a nasal monotone.
Autognomes are either directed, under the gnomes' control; or
1-2, Autognome becomes a rogue (if already a rogue, use #10)
rogues, which have forgotten their orders and now wander wild-
space doing anything except what they were designed for. 3. Autognome attacks itself for ld4 rounds
4-5, Head or limb falls off (20% chance for each appendage)
Combat: Autognomes obey the following directives: (X) defend 6-7. As 4-5, but the autognome spends one round reattaching the
gnomes under attack by non-gnomes; (2) defend yourself against lost limb
attack; and (3) defend babies and children from harm. The last di¬ 8-9. Autognome attempts to extract a core sample from victim
rective arose from the best intentions, but unfortunately, it ne¬ 10. Autognome shuts down for IdlO hours
11. Autognome explodes (3dl0 damage in a 20" radius; save vs,
glects to specify races; so if, for instance, an autognome sees elves
breath weapon for half damage)
battling young beholders, the autognome blasts away at the
12. A utogno m e's orders change .Roll ld6:
elves.
A. Self-destruct sequence starts. Autognome explodes in
Autognomes attack with two heavy metallic fists, doing IdlO
damage each. Unfortunately, autognomes are slow and always ld4 rounds unless doused with water
B. Autognome gives its report
attack last in a round when using their fists.
Since one of their functions is to collect soil samples from dif¬ C. Autognome asks to record report, and remains station¬
ferent planets, most autognomes (90%) have a retractable metal ary until the PC stops talking
scoop. If the scoop is used as a weapon (only when the D. Autognome begins talking backwards
autognome malfunctions), it inflicts ld!2 damage. E. Nearest PC is recognized as a baby
Some autognomes (33%) are used exclusively for combat, and F. Nearest PC is recognized as a gnome; autognome follows
have a wand of lightning set in their chests. These wands have PC around
5dl0 charges remaining and are salvageable after the autognome
Habitat/Society: Since autognomes are automatons, they have no
is defeated or (more likely) when it breaks down and collapses
society or preferred habitat, A gnomish spelljammer has a 10%
into a useless heap.
Whichever attack form the autognome uses, it yells as it fights: chance of having Xd4 autognomes on board to explore hostile en¬
'"Crush! Kill I Destroy 1 Exterminate, exterminate! Maim! Hurt I vironments.
Autognomes can follow up to 100 different orders, including
Incapacitate!"
Autognomes save as hard metal. They are immune to poison what to do in certain situations, or what minerals to look for on a
planet. An autognome can memorize and recite everything it sees
and all spells except disintegrate.
Maf/urtctions: Every successful hit on an autognome has a 10% and hears in a 24-hour period.
An autognome can converse with others, but its thought proc¬
chance of causing a malfunction. Any time an autognome rolls a
1 for its attack roll, it has a 25 % chance of malfunctioning. Fi¬ esses are inflexible, and it does not deviate from its orders. Figures
Autognome
of speech are lost on it. Autognome logic is narrow. For instance,
an autognome may be ordered to fetch a rock sample. In its trav¬
els, it meets a human warrior named Rok. Therefore, out comes
the sample scoop and . . ,
There is a Vs chance that an encountered autognome is a rogue.
It has forgotten its orders and is now in one of the following con¬
ditions (roll ld4):
1) The autognome believes itself to be a real gnome, and tries to
live a normal life, including eating, sleeping, etc.
2) The autognome awaits new orders from anyone it meets.
3) Same as #2, except it does the opposite of what is it told.
4) The autognome attacks all living creatures in sight.
The gnomes guard the secret of building autognomes jealously,
though no one but gnomes wants to build the things. It is rumored
that it requires many spells such as enchant an item, animate ob¬
ject, and permanency, and it costs at least 10,000 gp.
For some reason, the dohwar are interested in purchasing in¬
tact, working autognomes. All other intelligent races either flee
the things or, if the autognome is unaccompanied by a gnome,
blow it up.
Ecology; Autognomes contribute nothing to the ecosystem except
for piles of scrap metal when they inevitably break down. Rogue
types can be a wildspace hazard.
Bionoid MC9
CLIMATE/TERRAIN: All
FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Average to Exceptional (8-16)
TREASURE: Special
ALIGNMENT; Neutral good
NO. APPEARING: 1
ARMOR CLASS; -3
MOVEMENT; 48
HIT DICE: 12
THACO: 9
NO, OF ATTACKS; 6
DAMAGE;ATTACK: Id8(x2), Idl0(x2), 2d8(x2)
SPECIAL ATTACKS: Vorpal attacks, energy blast,
crush
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: L (9-11' tall)
MORALE: Elite (13-14)
XP VALUE: 6,000 each
Bionoids are chitinous, bipedal humanoid insects with a glowing
circular gem in the center of their forehead. Though their appear-
ance strikes fear in those who view them, their demeanor belies
their looks. They originated as 'living Weapons" during the Un¬
the bionoid itself, while causing damage as a 6th-level fireball
human Wars.
spell in a 30' cone shape. The damage to the bionoid means this
In their combat form, also called their monster form, they are
attack is a last resort. The warrior must rest for a full day after
tall, muscular creatures with iridescent exoskeletons. Hard claw-
such a discharge before using it again.
like blades protrude from both forearms and the head. In addi¬
The crystal eye on its forehead is the bionoid's weak point. The
tion to the standard pair of compound eyes, they possess four
eye remains in the center of the bionoid's forehead when in
secondary eyes that can move independently like those of a cha¬
monster-form, but is hidden inside the skull in human form. Re¬
meleon. Pebbly, metallic-looking muscle fibers are visible at the
moval of the crystal eye results in the bionoid's immediate de¬
joints.
composition. The crystal eye traps its masters essence to wait for
In their humanoid form, bionoids are thin, well-muscled, and
regeneration. If a direct crushing blow shatters the eye, irrevoca¬
fairly tall. They have uniformly calm, even tempers, and are of¬
ten contemplative. They move with great economy; useless ges¬ ble death for eye and bionoid ensues.
tures or movements are very rare.
Habitat/Society: Bionoids were originally tailored as troops in the
Unhuman Wars. Volunteer elves gave themselves to be altered
Combat; In battle, the bionoids' true nature becomes apparent.
into organic fighting machines. After the Wars, they were cast out
They make two slashing attacks with their forearm blades for
ldlO points of damage apiece, along with spiked fists that strike into the cosmos, to make their own way far from the sight of the
elves. Years of ostracism, of living apart from the rest of elvish so¬
for ld8. Similarly, the bionoid's feet have a heel spur that does
2d8 points of damage in a kick or stomp attack. It can make two ciety like plague victims, has instilled in them a deep distrust of all
kicks per round. The bionoid's chitinous plates and its agility give other elven races.
Although these bionoids were instilled with an instinctive urge
it AC “3.
for combat without quarter, they are essentially good beings who
Due to their high speed, bionoids usually use their fists, fore¬
constantly strive to control the powers of their implanted nature.
arms and feet in combination with a leaping attack that brings
them immediately into close striking range. In close combat with Though they travel nearly everywhere in wildspace, bionoids
large opponents, the bionoid also crushes the opponent in its prefer to remain alone. Many work as crew members on spell jam¬
ming ships across the flow, or they reside in country manors or
arms for an additional 2d8 points of damage. This damage con¬
tinues on each round the opponent is crushed. castles. Still others live as hermits on lonely asteroids far from the
normal spell jamming trade routes. In some cases, elvish com¬
The bionoids' specialized halberds do ldl2 points of damage
munities sympathetic to the bionoids' situation have taken in in¬
(plus strength bonuses of +6); only bionoids can wield them.
These weapons, pointed with blades at each end, can attack a sin¬ dividual bionoids.
gle target three times per round. The bionoids' speed, agility and Though rare, a bionoid family can comprise hundreds of mem¬
expertise with these traditional specialty weapons make them a bers, always led by the individual who started the unit, either the
original bionoid or its full-blooded descendants, Bionoid symbi¬
most feared opponent.
onts are welcome to join the unit, but must vow to avoid (and
The bionoid's most powerful weapon is a spell-like effect simi¬
lar to the third level fireball spell. The bionoid opens up the twin avoid infecting) residents of the outside world.
Though engineered for warfare, the family unit sustains itself
dorsal plates on its chest, exposing two highly charged mem¬
branes. Opening these chest plates causes 2d4 points of damage to primarily through farming. They practice battle skills primarily
Bionoid
as a spiritual discipline. Most frontier cities and spell jamming
outposts welcome bionoid communities.
Ecology: Even bionoid reproduction is invasive. The eggs of ma¬
ture bionoids are disc-shaped with a single crystalline "trigger" in
the center. This crystal serves a multiple purpose: it is an attract-
ant to potential victims since it makes the egg look like a magical
item, and it is also the young bionoid's eye. When a potential host
touches the crystal eyef the host's essence marks the egg. The egg
bursts, attaches to the host, and grows as a symbiont, eventually
separating and becoming a separate, nymph bionoid.
If an ore touches the egg, the egg explodes in a mass of corro¬
sive filaments causing immediate death. A successful saving
throw versus spell causes 2dl2 hit points of corrosive damage. If
half-ores make their saving throws, the half-ore and the bionoid
bind in symbiosis. Evil beings can fuse with the bionoid, but suf¬
fer the penalties of radical change to the bionoid's good align¬
ment.
If elves, humans or other humanoid races touch the egg, it infil¬
trates the victim, creating another adult bionoid. The new
bionoid has the abilities described above, but appears only when
danger threatens, whereupon the host "monsters cut" into the
bionoid monster form. In addition, the symbiosis gives the host a
natural AC of 7, But the host should only wear normal, easily re¬
placeable clothing, due to the unpredictable nature of his malady!
The crystal eyes AC is 0, it has 45 hit points, and it is worth
around 10,000 gp—but woe betide the buyerl In the crystal eye is
the essence of the original owner. If presented with a living body,
the crystal reduces and restructures that body in favor of Its
stored master, resulting in death (of a sort) for the purchaser.
Bloodsac
CLIMATE/TERRAIN: Wildspace
FREQUENCY: Rare
ORGANIZATION: Swarm
ACTIVITY CYCLE: Any
DIET: Blood
INTELLIGENCE: Semi- (3)
TREASURE: Nil
ALIGNMENT: Chaotic evil
NO, APPEARING: 3-12
ARMOR CLASS: 6
MOVEMENT; 3, FI 18 (C )
HrT DICE: 4+4
THACQ: 16
NO, OF ATTACKS: 1
DAMAGE/ATTACK: 2dl0
SPECIAL ATTACKS: Surprise
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE; Nil
SIZE: S (4r diameter)
MORALE: Very steady (14)
XP VALUE: 420
Bloodsacs (technically known as "haagathga") are blob-like
bloodsuckers that silently glide through wildspace looking for
blood. This usually means spell jamming ships, with their comple¬
ments of warm-blooded sailors.
These space-borne horrors are shapeless, pulsating sacks of
fluid in a slightly translucent black-blue membrane. This mem¬
brane is covered by tiny, razor-rimmed suckers, each with tiny The fluid it collects contains the victim's memories and knowl¬
speck of silver or yellow coloring, Bloodsacs resembles a patch of edge, Thus, victims raised from the dead have no memory of their
flying night sky. The familiar smell of blood wafts about their identities and, though they have full hit points, are effectively 0-
bodies, level characters in skills, THACQ, saving throws, and proficien¬
Bloodsacs travel in packs, using their natural camouflage to cies. All memories are lost. Victims still retain basic skills needed
swoop down on unsuspecting ships, surprising the crews, and to take care of everyday needs, as well as the ability to speak one
draining their blood. The beasts are sometimes called "star vam¬ language (most likely Common).
pires/' They have no speech. A spell such as restoration or a wish can restore lost memory;
so can catching the bloodsac who drained the fluid and pouring it
Combat: Bloodsacs move silently through space using infra vision over the victim before he is raised from the dead,
to detect warm-blooded victims. They glide noiselessly onto the
deck of a spell jamming vessel, probably one in orbit around a Habitat/Society; Bloodsac swarms have no leader. They merely
planet, and try to surprise sailors on deck. Due to the creatures' follow whomever has homed in on food. They wander wildspace,
coloration, foes suffer a — 2 penalty to surprise rolls. Guards never sleeping, never setting up a lair nor landing on a planet,
have a 1 % chance per point of Intelligence or Wisdom (whichever Bloodsacs hate gravity, for their bodies collapse into sluggish
is higher) to spot the swarm. Guards only get one chance to spot heaps of protoplasm.
the bloodsacs before the monsters attack.
If at all possible, bloodsacs attack from behind, gaining a + 2 to Ecology: Bloodsacs are parasitic predators, greatly feared by
their attack rolls. warm-blooded beings of all alignments and races. They repro¬
Once a victim is hit, the bloodsacs tiny suckers bore into the duce by laying a clutch of 6d6 eggs inside a victim who has been
skin and begin sucking out the blood, causing 2dl0 damage. completely drained of blood. For each bloodsac that has killed a
Once attached, a bloodsac does not let go until pulled off, or until victim, there is a 50% chance that it was a female and has laid
it drains the victim completely. Pulling off a bloodsac requires a eggs in the victim's body. The eggs hatch 2d6 days later, bursting
Strength ability check. If the beast comes off, the victim takes an the body asunder and releasing the voraciously hungry bloodsac
additional IdlO points of damage as the blob's suckers tear out of young (1 HD each, IdS blood drain damage per round).
the victim's flesh. If the blob remains attached, it automatically Mind flayers take an interest in the bloodsacs, especially with
does 2dl0 points of damage each round (no attack roll needed). the blobs' ability to drain brain fluids. Some mind flayers keep
As the bloodsac drains blood from its victim, its color changes trained bloodsacs, a particularly deadly combination.
from dark blue to a sickly violet.
After draining a victim, the bloodsac sprouts a tube and at¬
taches it to the base of the victim's skull. Through this tube the
blob drains out the victims brain fluids. This process takes one
round, after which the bloodsac flies away, sated—for now.
Buzzjewel MC9
CLIMATE/TERRAIN: Wildspace
FREQUENCY: Very rare
ORGANIZATION: Swarm
ACTIVITY CYCLE: Any
DIET: Gems
INTELLIGENCE; Animal (1)
TREASURE: Special
ALIGNMENT: Neutral
NO. APPEARING: 10-60
ARMOR CLASS: -3
MOVEMENT: 3, FI 24 (A)
HIT DICE: 1+1
THACO: 19
NO. OF ATTACKS: 1
DAMAGE/ATTACK: ld8 + poison
SPECIAL ATTACKS: Poison
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 45%
SIZE: T (6" long)
MORALE: Unreliable (2)
XP VALUE: 650
Buzzjewels are inoffensive insects native to wildspace. They
travel through space in beautiful multi-colored swarms. They are
attracted to light sources, much like moths. Sailors can always
tell when a swarm of buzzjewels approaches, due to the loud
droning noise from the insects' wings and the cloud of multi¬
colored light reflected from their bodies,
Buzzjewel bodies are partly gemstones, with opaque coloration Habitat/Society: Buzzjewels live in tiny honeycombed passages
ranging from ruby red to emerald green to aquamarine blue. just under the surface of asteroids. They instinctively avoid
When a buzzjewel dies or is killed, its organic body shrivels away, worlds with humanoid populations. Buzzjewels do not require air
leaving a small ornamental gemstone of 5 gp value, the remnants to survive.
of the mineral meals it consumed. One buzzjewel in a thousand As a rule, buzzjewels live on asteroids high in gemstone con¬
produces a fancy, precious, or gem /jewel gemstone. tent. Gems are their chief source of food, though the insects can
Like other insects, buzzjewel bodies have three segments: the eat any mineral or rock if pressed. Interestingly, pearls are poi¬
head, thorax, and abdomen. Buzzjewel eyes are multifaceted and sonous to buzzjewels. A poisoned buzzjewel turns black and does
quite sensitive to light. Each buzzjewel has two pairs of translu¬ not become a valuable gem.
cent wings similar to the dragonfly's, and three pairs of legs, Buzzjewels communicate by body movements, as bees do.
which it draws close to its body during flight. When a buzzjewel swarm finds a new source of gems, it returns to
its old lair and does a dance that tells the swarm where the new
Combat: Though buzzjewels swarm around light sources, they strike is. Dwarven sages have long tried to decipher the dance so
are timid around living creatures. Not easily angered, a swarm of they can obtain the gems, so far to no avail.
buzzjewels passively tolerates ld4 rounds of attack. After this the Buzzjewels can be called by various insect summoning spells; if
buzzjewel swarm, finally infuriated, attacks the offender and ev¬ summoned, they behave as groundling insects. Note, however, if
eryone else in sight. the insects are summoned to be killed for their gems, the caster
All buzzjewels have tiny sharp teeth. Since buzzjewels have no loses control over them, and the enraged swarm attacks instantly.
taste for living flesh, they bite, then quickly let go. They attack in
swarms of 10 or 20 against one opponent (10 vs. halflings, Ecology: Buzzjewels contribute nothing to the ecosystem. In fact,
dwarves, and other small opponents), A single attack roll deter¬ races that mine gemstones strongly dislike the little gem-eaters.
mining the swarm's chance to hit. The swarm overwhelms its vic¬ The gnomes call buzzjewels "gembane" and the only printable
tims; thus, the defenders get no Dexterity bonus to AC. name that dwarves use is "baublebiters "
Each swarm of 10 buzzjewels causes ldB damage. For each Due to the unpredictable poisonous bite of the buzzjewels,
point of damage the swarm does, there is a 10% chance that Type most wise folk resist the idea of catching the bugs and killing them
N poison is injected into the wound. The poison's onset time is for their gems in a get-rich-quick scheme. The low value of the
one round. A failed saving throw vs. poison inflicts 4d8 damage; dead bodies does not make it worth the risk.
a successful save reduces this to 2d8 damage. The dohwar actually use live, caged buzzjewels as currency,
The buzzjewels' magic resistance sometimes reflect spells back much to the horror of some of other civilized races. It is rumored
at the caster If the spell fails due to the insects1 magic resistance, that the dohwar are also experimenting with buzzjewels, feeding
the spell is reflected back at the caster. If the spell fails because the them fancy gems to see whether, once a buzzjewel dies, it leaves
buzzjewels saved against it, they don't reflect the spell. behind a more valuable gem.
Constellate
CLIMATETERRAIN; Wildspace
FREQUENCY: Common
ORGANIZATION: Constellation
ACTIVITY CYCLE: Any
DIET: None
INTELLIGENCE: Low (5-7)
TREASURE; None
ALIGNMENT: Neutral
NO. APPEARING: 1
ARMOR CLASS: 5 (-10)
MOVEMENT: Variable
HIT DICE: N/A
THAC<fc 2
NO, OF ATTACKS: 1
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: G (1 to 100 million square miles)
MORALE: Fearless (19-20)
XP VALUE: N/A
The peaceful constellates are made of small motes of light gath¬
ered in constellations, groupings of stars that suggest various ob¬
jects and life forms. Surrounding each constellation is the ghostly
image of the thing it represents—the constellate proper. These
ghostly images depict wolves, swords, warriors, and the like.
Individual stars' colors vary, but most are bluish-white. Their The sunboit is a cone-shaped area 1,000 miles in diameter.
color may relate to their age. No single star has ever separated When this area of effect is added to the strength of the sunboit,
from its constellate group. the constellate can literally crush planets at its whim. Some be¬
lieve that the Grinder asteroid belt within the heavens of Grey-
Combat: Constellates choose to avoid battle when possible. Gen¬ space is actually the residue of a summoned constellates attack.
erally they fly away from danger (playing hob with astronomers Legends speak of constellates who inflicted great harm against a
in the process!). After the danger has passed, the constellate re¬ planet within that crystal sphere. The gods retaliated against
turns to its position. these constellates, thereby banning them from the crystal sphere.
When an Aperusa (q.v.) dan leader summons a constellate, its The constellates' whereabouts are unknown.
nature changes radically Witnesses see an immense shadowy fig¬ A constellated attack lasts only five rounds. There are no re¬
ure shaped like the constellation drop down from the heavens. ports of an attack lasting longer that this. It then resumes its place
The stars diffuse and move randomly within the constellates in the sky and its former nature. A given constellate can only be
body. It can change size at will, usually to maintain its size rela¬ summoned once a year.
tive to the viewers; for instance, the Panther constellate seems to
remain panther-sized whether in the sky or on a ship's deck. Habitat/Society: Each constellation in a sphered night sky is a
The constellate gains the special abilities of the character or ob¬ constellate. They occupy their assigned positions, swapping
ject it portrays: e.g,, the Swan could use wing buffets, and the choice information about the goings-on of the groundling races or
Krynnspace constellation Raistlin-Fistandantilus could use time- lamenting their eternal celestial imprisonment. The advent of
stop spell jamming ships has created new gossip for these beings, and
If it wishes, the constellate can melee at up to its full size—often their overall morale has risen.
millions of square miles! The full-size constellate can crush with Although they converse freely among themselves through te¬
its enormous bulk, causing 2d20 points of damage per 1,000 lepathy, they never speak to corporeal life forms. Attempts to im¬
square miles of area. The range of this attack is the constellated prison and interrogate constellates fail, for they simply change
size. It can use this attack form once every other round. It can size to escape from their prison.
also throw bolts of energy (called surcbo/te) with unerring accu¬
racy, Sunboks cause 2dl2 points of damage for every 1,000 Ecology: Sages dispute the true genesis of the constellates. Some
square miles of the constellated area. The range of the sunboks is postulate that they have existed as long as the stars in the sky.
believed to be 500,000 miles. Damage does not decrease over dis¬ Others point to Krynnspace, where new constellations appeared
tance; however, accuracy does decrease. At short range (1- and old ones disappeared in the War of the Lance. Still others talk
125,000 miles) there is no penalty to the attack roll; medium of the influence of divine entities.
range (125,001-250,000 miles) takes a -2penalty;and long range Why the Aperusa have an affinity with the constellates is an
(250,001-500,000 miles) takes a —5 penalty. The constellate can equally tantalizing mystery. They have never divulged their spells
use this attack once per round, even while it uses its crushing of summoning, and with the constellates as allies, it is unlikely
blow* that anyone will wrest the secret from the wildspace gypsies.
Contemplator
CLIMATE/TERRAIN: Asteroid
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: None
INTELLIGENCE: Godlike (21)
TREASURE: H
ALIGNMENT: Neutral
NO. APPEARING: 1
ARMOR CLASS: 0
MOVEMENT: 24
HIT DICE: 13 + 1
THACtk 7
NO. OF ATTACKS: 3(5)
DAMAGE/ATTACK: 2dl0/2dl0/2dl0 {2dS/2d8)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Spell
MAGIC RESISTANCE: 50%
SIZE: L (12')
MORALE: Fanatic (IS)
XP VALUE: 13000
Contemplator* live on barren asteroids, pondering the ques¬
tions of the universe. Some say that when one discovers all the
answers to all the questions, the universe will end.
A contemplator is found most often seated in the classical
thinker pose on a large stone outcropping. A gray humanoid, 12'
tall, he often wears a gray toga. Consequently, unwary adventur¬
ers may easily mistake him for a statue. A contemplator who drains a wizard gains all the wizard's
memorized spells. He casts these acquired spells only once, for he
Combat: A contemplator yearns for all knowledge and has de¬ won't waste the time necessary to write them down. He can only
duced that the best way to gather it is directly from the minds of use wizard spells, not those of priests. A contemplator still must
other beings. To gather information, he captures any intelligent use material components for spells that require them.
being who lands on or comes near his asteroid.
The contemplator creates three arms out of the asteroid's sur¬ Habitat/Society; The contemplator spends all of his time on his
face to capture his specimens. Each am can extend 50' and has 25 asteroid sifting through his acquired knowledge, searching for
hit points. If an arm is destroyed, the contemplator can create an¬ any due to the origin and end of the universe. He is totally devoid
other after 24 hours have passed. of emotion, but he is usually willing to negotiate for a captive's
If forced into a fight personally, the contemplator punches with life. The price is often a quest for information, such as the answer
his own two arms (inflicting 2dB points of damage with each) as to a question. The contemplator always sets a time limit on the
well as with his three extra appendages. quest and, once the deal is made, never reneges or renegotiates.
When a contemplator captures a victim with one of the three A contemplator can move his asteroid through space using a
large arms, he encases its body in a thin (1/4W thick) layer of stone mysterious form of locomotion. He is usually content to drift
and drains its Intelligence, one point a day. This requires the con¬ through space, but when the need arises, he can move quickly in
template r's uninterrupted concentration. If he is disturbed at any any direction.
time, that day's point of Intelligence remains with the captured A contemplator knows of any change on the surface of his aste¬
character (at least for one more day). Each day, the entombed vic¬ roid, as though it were an extension of his body. This makes
tim can attempt a Bend Bars/Lift Gates rote to escape the stone stealthy approach impossible except by flight.
prison. When the victim's Intelligence is reduced to 3, the contem¬
plators stone am flings the now-useless simpleton into space. Ecology: Strewn about the contemplator's asteroid are the mate¬
If a wish or similar magic restores a character's Intelligence, the rial remains of his past conflicts. When he tosses his victims into
knowledge restored vanishes from the contemplator who stole it. wildspace, the contemplator keeps their possessions, primarily
If this restored character ever comes within 50 miles of the con¬ for his experiments with newfound spells. He still needs the com¬
templator who lost the knowledge, the contemplator immedi¬ ponents to make them work correctly.
ately detects, intercepts, and attacks the character A
contemplator cannot tolerate knowing something and then hav¬
ing it taken awayl
Dohwar
CUMATE/TERRAIN: Any
FREQUENCY: Common
ORGANIZATION: Cartel
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Average (10)
TREASURE: H (Z)
ALIGNMENT: Chaotic Neutral
NO* APPEARING: 4-40 (90-180)
ARMOR CLASS: 5
MOVEMENT: 3, Sw 9
HIT DICE: 3
IHAOh 18
NO. OF ATTACKS: 1
DAMAGE/ATTACK: ld4
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: S <4' tall)
MORALE: Irregular (7)
XP VALUE:
3 HD Salesman: 65
4 HD Merchant: 120
5 HD Protector: 175
6 HD Manager: 270
7 HD Executive Board Member: 420
9 HD President: 1400
The dohwar are short, pudgy, flightless avtans bearing a passing of four Death squealer riders each. Besides the weega, riders carry
resemblance to penguins. They are shameless merchants, always light lances. Deathsquealers have the non-weapon proficiencies
looking for an opportunity to turn a profit. Since the Arcane of land-based Riding, aerial Riding, Blindfighting, and Tumbling*
(otherwise knows as "Our Competitors1') are considered the Only Protectors wear armor* They prefer bulky plate armor
greatest merchants of wildspace, the dohwar try harder to dis¬ but carry no shields. The only drawback of the armor is its clum¬
place them. siness; armored dohwar attack last in a combat round. Against
The average dohwar stands 4' tall. Black feathers cover most of all logic, even Deathsquealers wear this heavy, unwieldy armor.
its body except for its chest, covered in white feathers. The Fortunately, no similar suit exists for the space swine.
dohwar has two wings that are useless for flight but have limited All dohwar have fangs, which they developed over the centu¬
prehensile action, allowing it to grasp objects. Dohwar do not ries to eat tough, exotic plants found on the many worlds of wild¬
walk, they waddle. Their mode of dress is a garish mishmash of space. These fangs, a last desperate defensive measure, do ld2
clashing clothes that would make an Aperusa blush. Amazingly, damage.
the dohwar have figured out that groundling civilizations may be The fangs are the only weapon that all non-Protector dohwar
disconcerted by their avian appearance. On these planets, the have. Non-Protector dohwar do not carry weapons nor wear ar¬
dohwar wear heavy hoods and cloaks and try to pass for short mor*
people.
Though the dohwar speak Common and their own tongue, Habitat/Society; Manager dohwar have either wizard or priest
they rely heavily on telepathic powers for communication among spells (50% chance each) and have reached 6th level. Managers
themselves. In fact, dohwar have pairings called "'mergers," cannot be specialist mages* Managers act as the spelljammers on
wherein two dohwar stay in mental rapport, even to the point of merchant ships.
finishing each other's sentences. This drives other races crazy. Executive Board members and Presidents have a similar spell
arrangement. Use the dohwar's Hit Dice to determine its spellcast¬
Combat: As a race, the dohwar are not fighters. They rely on oth¬ ing level (e*g., a President casts spells as a 9th-level spellcaster).
ers to do their fighting for them. Their philosophy towards com¬ Spelkasters choose few combat spells and prefer defensive, divin-
bat is to tell their hired muscle, "Here's 500 more gold pieces. atory, negotiation-enhancing, concealing, and especially healing
Keep attacking." Dohwar often hire Giff mercenaries. spells* Dohwar hate pain.
The dohwar, with amazing foresight and awareness of harsh There is one Merchant for every four dohwar encountered, one
reality, know they cannot always depend on handy mercenaries. Manager for every 20, and one Executive Board member for
Thus they have Protectors, dohwars that are actually trained to every 40. For every five conventional dohwar encountered, there
fight. Protectors wield the "weegaa sword blade that fits over is one Protector. Rarely (5%) groups are composed entirely of
the dohwar's beak. This turns an otherwise ineffectual peck into a Protectors. If more than eight Protectors are encountered, they
powerful sword thrust doing ld6 damage to small and man-sized are all Deathsquealers.
targets and ld8 to larger victims. A "cartel" consists of lOdlO + 80 dohwar, plus 10d4 xIG chil¬
Some Protectors ride space swine (q.v.), the winged pigs of the dren. A cartel is run by a President, who is the final arbiter of all
dohwar* The dohwar have even organized an elite air cavalry matters.
called the Deathsquealers. This cavalry is organized into squads Life-style: Though the dohwar can live anywhere, they prefer
Dohwar
arctic or sub-arctic climes near large bodies of water* They are The Arcane refuse even to acknowledge the existence of the
monogamous and mate for life in a union called a "merger/' The dohwar, let alone consider them serious competition. If illithids
female lays ld4 eggs {"new wares") annually* These mergers are or beholders have any interest in dohwar, it is probably a clinical
telepathic; mates are in constant mental communication to an ef¬ interest involving vivisection. The neogi welcome relations with
fective range of 10 miles* If one partner is slain, the other goes the dohwar, since Great Old Masters need all the food they can
berserk, trying to kill everything in its path* The mental link takes get, and dohwar have such juicy, tender flesh. Pirates of Gith en¬
one turn to forge and one round to break. joy encountering the dohwar, since the ships are lightly armed
The dohwar's other mental power is ESP usable at will* A and laden with loot.
dohwar must rest one turn for every round that the power is used. Elves and reigar avoid the dohwar and find them intolerable.
Thus, if a dohwar activates its ESP for five turns of negotiations, The reigar believe the birds "dress to make one ill" and consider
it must spend five hours resting, using no mental ability, A their waddling "an insult to the idea of graceful movement."
dohwar can use mental powers for a maximum of two hours* The Aperusa and the Monitors are wary of the dohwar, the
Dohwar eat fish, vegetables, and plankton. They are fond of former because the dohwar can out-talk them, the latter for the
strong drink, and alcohol does not intoxicate them. Sweets, on chance to catch the dohwar at illegal business practices.
the other hand, are highly intoxicating; to a dohwar, one apple Tinker gnomes welcome the dohwar, who have many nice gad¬
has the effect of strong beer, and a few tablespoons of honey or gets to sell that the gnomes love to take apart and put back to¬
maple syrup get it blind drunk. gether. The gnomes also like the dohwar's vast stock of spare
The dohwar worship powers associated with commerce, parts and knick-knacks, all perfect for incorporating in gnomish
profit, and wealth. The power's race or alignment is unimportant. inventions* The dohwar also buy gnomish inventions and try to
Dohwar variously venerate Abbathor, the dwarven god of greed; sell them to others.
the Realms' Waukeen, goddess of commerce; Krynn's Shinare,
goddess of commerce; and Zilchus, Greyhawks god of business The Dohwar Uspo
and money. Though they love money, the dohwar are generous
with religious contributions. Some speculate that they see such Built by: Dohwar Armor Rating: 6
tithes as "cosmic investments," with the powers in return giving Used Primarily by: Dohwar Saves as: Thick wood
the dohwar a divine advantage in bargaining sessions. Tonnage: 40 tons Power Type: Minor Helm
Personality: Though the dohwar are chaotic neutral, this best Hull Points: 40 Ship's Rating: 2
describes their behavior to other races. Among themselves, they Crew: 20/60 Standard Armament: None
are surprisingly well organized and helpful. They feel (incor- Maneuver. Class: E Cargo: 20 tons
rectly) that the multiverse is out to get them, that everyone wants Landing—Land: 75% Keel Length: 200'
to see them go broke. Thus, despite their lust for wealth, they likely
stick together and try not to sell each other short—at least not of¬ Landing—Sea: Yes Beam Length: 90'
ten.
The dohwar know few social skills, nor have they any interest The Uspo is shaped like a huge penguin lying on its stomach. Its
in learning. They are obnoxious, brash, persistent, money- massive wings are movable, and they are deployed perpendicular
grubbing merchants. Their standard way to do business is by to the body during planet landings. The wings are supposed to
pairing up against prospective customers and talking them into make the ship more maneuverable. This does not work.
submission. Clients face a pair of fanged penguins who talk non¬ Although the ship has no defenses, there is a 5% chance that
stop and finish each other's sentences. The merger recites a fast, the Uspo is carrying 4dI2 Deathsquealers, who fly out of the Us¬
lengthy list of goods for sale, interspersed with offers to purchase po s main hatch (its "beak") and engage any belligerents*
various objects on the clients person, There is a 50% chance that the ship has 4dl2 Giff mercenaries
Dohwar wares are many and varied. Anything from the Play¬ on board as security.
ers Handbook may show up in a dohwar ship's hold, even things
like wagons and small boats, as well as magical items, magical Ecology: The dohwar do not contribute to nor disrupt the ecolog¬
weapons, spell components, books, scrolls, and potions. Gnom¬ ical balance of wildspace.
ish inventions also clutter many a dohwar ship. There is an 80% There is a dohwar homeworld in the far reaches of wildspace,
chance to find any specific non-magical product on a dohwar an arctic planet teeming with millions of dohwar, all wheeling
ship* For magical items, consult the Treasure Type stats. and dealing. Thus far, no one has shown an interest in visiting or
even learning its location.
Relations With Other Races
The rest of the multiverse consider the dohwar to be a major ir¬
ritant and wish the dohwar would leave them alone. There is no
malice in this, just a fervent desire to be far removed from this ob¬
noxious race*
Dragon, Moon MC9
CLIMATE/TERRAIN: Moons
FREQUENCY: Rare
ORGANIZATION: Solitary or dan
ACTIVITY CYCLE: Night
DIET: Omnivore
INTELLIGENCE: Highly (13-14)
TREASURE: Special
ALIGNMENT: Variable
NO. APPEARING: 1 (1-3)
ARMOR CLASS: 4 (base)
MOVEMENT: 12, FI 18 (C )
HIT DICE: 9 (base)
THAC0: 12 (base)
NO. OF ATTACKS: 3 + special
DAMAGE/ATTACK: Id4/ld4/2dl0
SPECIAL ATTACKS: Special
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Variable
SIZE: G (25' base)
MORALE: Elite (15)
Moon dragons are evil dragons that exclusively inhabit caves on
moons. Like most dragons, they prize wealth and power. The col-
oration of moon dragons changes every 30 days, starting out as
brilliant white. Slowly what appears to be a large black shadow
forms on the dragon's left side, and gradually moves across the 2dl0 damage, the black frost hardens rapidly Those who fail to
beast until it is all black. This process takes 15 days, whereupon a save vs. breath weapon are encased in a tomb of black ice, with
small sliver of white appears on the left side and moves across the only enough air for ld4 + l rounds. After that time, the victim
dragon until, 15 days later, it is all white again. The dragon's suffocates. Breaking the ice from the inside requires the victim to
strength and alignment vary with its coloration. Each "phase" make a Strength ability check at -2 (allowed once per round).
lasts seven days. When the dragon is all black, it is at full strength Breaking the ice from outside requires !d6 rounds of uninter¬
and chaotic evil. When either black-white or white-black, its rupted chipping. Magical fire melts the ice in ld4-l rounds. Ex¬
powers and combat modifiers are half the dragon's age category, cess magical fire damages the victim.
its alignment neutral evil. When all white, it is lawful evil and its Moon dragons are immune to cold. They have superior vision
power is one quarter of its age category (e.g., an old dragon dur¬ and are not affected by either light or darkness spells. As they
ing the all-white phase fights as a very young dragon). Size and age, moon dragons gain the following spell abilities, each usable
Intelligence do not change. three times a day: young— juvenile—darkness, 15* radius;
When the moon dragon is all white, lycanthropes immediately adult—continual /ighf; old—Melfs minute meteors; very old—
change into were-form and, unless they save vs. magic, obey the repulsion; venerable—reverse gravity.
moon dragon's commands as though charmed,
Habitat/Society: Moon dragons have a strong feeling of superior¬
Moon dragons speak the tongue common to all evil dragons,
ity. Arrogant and elitist, moon dragons are obsessed with the
and 20% of all hatchlings can speak with any living being, this
moon motif and the dichotomy of light and darkness. Their trea¬
chance increasing 5% per age category.
sure consists mainly of white or black pearls and diamonds,
Combat: The moon dragon dislikes lowering itself to mere com¬ moonstones, and any coin called a "moon" by its society.
bat. If provoked, it leads with its breath weapon and hopes this
attack panics the enemy. If the dragon's opponents dare not flee, Ecology: The average moon dragon brood holds ld4 eggs.
the dragon breathes again, sometimes casting a spell or two "for Moon dragons eat almost anything, and they keep a well-
variety's sake." Moon dragons dislike using their claws and bite stocked larder of frozen victims. Only rarely do they range about
(each ld4), considering such brawling beneath them. their moon for food. Moon dragons are the mortal enemies of sun
Moon dragons breathe a cone of black frost 160' long, 40' wide dragons and attack them on sight.
at the base, and 10' wide at the dragon's mouth. Besides causing
Breath Wizard
Age Body Lgt(') Tail Lgt(') AC Weapon Spells MR Treas. Type XP
1 1-12 2-12 7 2d6 +1 Nil Nil Nil 1,400
2 13-24 13-20 6 3d6 +2 Nil Nil Nil 2,000
3 25-36 21-28 5 4d6 + 3 Nil Nil Nil 4,000
4 37-48 29-36 4 5d6 + 4 1 Nil F 6,000
5 49-60 37-44 3 6d6 + 5 2 Nil F 8,000
6 61-72 45-52 2 7d6 + 6 3 13% F 11,000
7 73-84 53-60 1 8d6 + 7 3/1 20% F 14,000
8 85-96 61-68 0 9d6 + 8 3/2 25% DF 16,000
9 97-108 69-76 10d6 + 9 3/2/1 30% DF 18,000
10 109-120 77-84 ~2 lld6 + 10 3/3/2 35% ADF 20,000
11 121-132 85-92 -3 12d6 + 11 3/3/2/1 40% ADF 22,000
12 133-144 93-100 -4 13d6 + 12 4/3/2/1 50% ADFZ 25,000
Dragon, Sun MC9
CLIMATE/TERRAIN: Stars
FREQUENCY; Rare
ORGANIZATION: Solitary or clan
ACTIVITY CYCLE; Any
DIET; Omnivore
INTELLIGENCE: Exceptional (15-16)
TREASURE: Special
ALIGNMENT: Any good
NO. APPEARING: 1 (2-5)
ARMOR CLASS; 1 (base)
MOVEMENT: 12, FI 36 (C )
HIT DICE: 10 (base)
THACO: 11 (base)
NO. OF ATTACKS: 3 + special
DAMAGE/ATTACK; Idl0/ldl0/3d8
SPECIAL ATTACKS: Special
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Variable
SIZE: G
MORALE: Elite (16)
XP VALUE: Variable
The benevolent sun dragons live and cavort on the surface of
suns. Though majestic and intelligent, they love life and freedom,
showing this love in a playful attitude.
The sun dragon's coloration changes as it ages, matching stellar special saliva, delaying the blast for up to ten rounds. The dragon
evolution. At hatching, they are fiery red; a$ juveniles, burnt or¬ can control the detonation time exactly.
ange; as mature adults, brilliant yellow; when venerable, bluish Certain innate spell abilities manifest themselves at different
white. Finally, when a sun dragon becomes a Great Wyrm, it ages, A dragon can use each spell ability three times a day. Juve¬
shrinks back to almost hatchling size and turns a flat white color. nile dragons gain heat metal: adults, fire shield; and very old
Some people confuse these sun dragons for very young moon dragons, prismatic spray. Whenever a sun dragon takes flight, its
dragons, at much risk to their health. entire body is suffused by continual light. Sun dragons are im¬
Sun dragons speak their own language, as well as the language mune to all forms of fire; they save at -2 vs. cold-based attacks.
of all good dragons and Common. Though a happy race, they Finally, a sun dragon can innately sense the presence of a moon
hate moon dragons, their mortal enemies. dragon in its crystal sphere,
Com bah Sun dragons have little interest in combat. Since they lair Habitat/Society: Sun dragons scoop out the fiery matter on a
on the hot surfaces of suns, few opponents get close enough to in¬ sun's surface and hollow out good-sized caverns for their needs.
vade their homes. When necessary, the sun dragon uses its breath When a sun dragon lays its clutch of ld4 +1 fire-resistant eggs, it
weapon to soften up opponents (3d8 damage), then pauses so that causes a solar flare to erupt on the sun's surface.
enemies can reconsider and retreat. If the enemy does not, the When a sun dragon dies of old age, the body collapses in on it¬
dragon breathes again and charges, teeth and daws flashing (Id 10 self, creating a sphere of annihilation (95% probability) or a well
each). of many worlds (5%). These creations are unstable, with a 1%
Sometimes it acts like a big cat, picking up its enemies, batting per day (cumulative) chance to dissipate unless a permanency
them around, and swatting them into the air. In this case, the vic¬ spell is cast upon them.
tims avoid claw damage but take IdlO damage from the buffet¬ Sun dragon treasure is coated with the beast's saliva to keep it
ing, Victims lose initiative and must make an ability check from melting into nothingness. When the items are removed from
against half their Dexterity to take action in the following round. the heat of the sun, the saliva freezes into a kind of sleet that can
Breath Weapon/Special Abilities: Sun dragons "spit" fireballs be easily removed.
with a range of 240r and an explosion radius of 5' per age category Ecology: Sun dragons eat anything, but they are careful not to eat
of the sun dragon. The dragon can also coat the fiery wad with its intelligent creatures, for they respect life.
Breath Wizard
Age Body Lgt(') Tail LgtO AC Weapon Spells MR Treas. Type XP
1 10-19 5-10 4 2d8 + l Nil Nil Nil 1,400
2 20-29 11-16 3 3d8+2 Nit Nil Nil 2,000
3 30-39 17-22 2 4d8+3 Nil Nil Nil 3,000
4 40-49 23-28 1 5d8+4 1 25% Nil 6,000
5 50-59 29-34 0 6d8+5 2 30% Nil 8,000
6 60-69 35-40 “1 7d8+6 2/1 35% Nil 9,0 00
7 70-79 41-46 “2 8d8 + 7 2/2 40% Nil 10, 000
8 80-89 47-52 ”3 9d8 +8 3/2/1 45% Nil 11,000
9 90-99 53-58 -4 10d8 +9 3/3/1 50% H 12 ,000
10 100-109 59-64 “5 Ud8 + 10 3/3/2 55% H 13,000
11 110-119 65-70 ~6 12d8 + 11 3/3/2/1 60% H ,2 14,000
12 20-29 11-16 -7 13d8 +12 4/3/2/1 65% B,H ,Z 15,000
Dragon, Stellar
CLIMATE/TERRAIN: Wildspace/phlogiston
FREQUENCY: Very rare
ORGANIZATION: Solitary/tribal
ACTIVITY CYCLE: Any
DIET: Special
INTELLIGENCE: Godlike (21 +)
TREASURE: See below
ALIGNMENT: Neutral
NO. APPEARING: 1
ARMOR CLASS: “2
MOVEMENT: 12, FI 48 (A)
HIT DICE: 50
THAC0: 5
NO. OF ATTACKS: Special
DAMAGE/ ATTACK: Variable
SPECIAL ATTACKS: Special
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Variable
SIZE: G (1,200' base)
MORALE: Fearless (19-20)
XP VALUE: 54,000
Wizard
Age Body Lgt(') Tail LgtO AC Spells MR Treas, Type
1 10-100 20-100 2 Nil Nil Any
2 101-200 101-200 1 1 10% Any
3 201d600 201d600 0 2 20% Any
4 601-1,200 601-1,400 -1 2/1 30% Any
5 1,201-2,000 1,401-2,200 -2 3/2 35% Any
6 2,001-3,000 2,201-3,200 -3 4/2/1 40% Any
7 3,001-4,000 3,201-4,300 -4 4/2/2 45% Any
8 4,001-5,000 4,301-5,300 “5 4/3/2/1 50% Any
9 5,001-6,000 5,301-6,300 -6 4/3/3/1 55% Any
10 6,001-8,000 6,301-8,400 -7 4/373/2 60% Any
11 8,001-10,000 8,401-11,000 -8 4/3/3Z3 65% Any
12 10,000-1 million 11,001-2 million -9 4/4/3/3/1 70% Any
Big, peaceful and highly intelligent, these enormous philosophers grasping hand spells from a stellar dragon in exchange for a juicy
of the phlogiston wander the flow seeking discourse with the tidbit of information.)
keepers of the crystal spheres. Stellar dragons literally consume their knowledge, transform¬
The scales of stellar dragons are iridescent deep purple, with a ing it into clear or milky gems of varying size. These gems of wis¬
chrome drop at the tip of each scale. Gems of myriad colors and dom and pearls of knowledge push their way outward to rest
sizes adorn the scales in random patterns, giving the stellar embedded in the dragon's scales. The number of gems and pearls
dragon its name. Two main fins, like the fins of a lionfish, adorn studding its scales mark its status among other dragons. The en¬
either side of the central torso, and four enormous lace-like wings crustation also roughly indicates its age; younger dragons have
provide guidance and stability. Numerous other fins of various few gems, whereas venerable stellars are literally covered in
sizes cover the rest of the dragon's body. They have no visible jewels. The chief, or mikado, is another case entirely (see below).
arms or legs.
Stellar dragons, unlike their smaller kin, the radiants, are neu¬ Combat: Though not normally aggressive, the stellar dragon can
tral. They consider stooping to meddle in the affairs of smaller be¬ easily defend itself. Its unique "breath weapon" is gravitic; rather
ings to be loutish and in bad taste. When they encounter than emitting breath, it draws fhmgs info the dragon's internally
humanoids, stellar dragons prefer to watch rather than involve generated sphere of annihilation. The mouth, a focus for the
themselves. Only rarely do they speak with lesser beings. sphere, confines its gravitic attraction to a cone 1200 yards long,
However, if one has information previously unknown to the 50' wide at the dragon's mouth and 600' wide at the base. A suc¬
dragon, this may gain its interest and even useful knowledge in cessful save vs. breath weapon negates the effect.
trade. Information is the stellar dragon's food and drink if any¬ The stellar dragon has three other innate attacks. First, it can
thing is, and it is willing to trade in kind. (One rumor has it that randomly teleport an attacker 500-6000 yards (ld!2 hexes) in any
the Grey hawk wizard Bigby learned his interposing hand and direction.
Dragon, Stellar
Second, its titanic intellect lets it use any wizard's spell in the
Players Handbook without error. It can also modify or create
spells to suit its needs; for example, it could merge darkness, 50f
radius and fireball to create a shadow flare spell. It can repeat
spells as often as needed.
Third, it can summon one denizen of another plane once per
round for up to seven rounds (DMrs choice of any monster up to
half the dragon's own HD in strength). Summoned individuals
serve the dragon slavishly, remaining for 2d6 rounds before they
"snap" back to their home continuum,
Habitat/Society: The stellar dragons' range covers the entire cos¬
mos, so their exact numbers are unknown; parties encounter
them only rarely. However, once every 500 years, the stellar drag¬
ons convene for their mating ceremony. In this ceremony, the
most worthy stellar dragons are selected by their tribal head,
called the mikado. There is only one mikado at any time. The mi¬
kado is distinguished by the single crystal horn on his forehead.
Those dragons that the mikado selects as mates each produce a
single offspring. This dragon, bom fully sentient, leaves to make
its own way among the stars.
Stellar dragon territories are vast, extending into other planes
and dimensions. Individuals negotiate boundaries to prevent in¬
trusion on each others space. However, they haggle endlessly to
obtain dynamic civilizations to monitor.
The dragons deal with attackers handily. However, if a party
approaches the dragon with respect and choice information,
chances are even that the dragon deigns to talk. Chances are
equally good that the dragon is thinking (that is, digesting) and
dismisses the interlopers.
The stellar dragon's ultimate goal is truth. It abhors dishonesty
and misinformation. Though its information may be cryptic, it is
never false. A lesser beings misinterpretation is that beings own
fault. Misinformation causes a stellar dragon severe, painful indi¬
gestion, And as with its smaller kin, a dragon in pain is danger¬
ous.
Ecology: The stellar dragon understands the underpinnings of the
multi verse. These primeval watchers have seen the rise and fall of
many civilizations. Such is the power of this knowledge that ac¬
cording to some texts, the power of artifacts and relics comes
from the gems that encrust them. The crystallized everlasting
knowledge of thousands of beings, say these legends, provides
the power that runs these wonderful objects. How these gems
were wrested from the stellar dragons remains unsaid.
Gems of wisdom and pearls of knowledge are valuable almost
beyond calculation. The information they contain can be liber¬
ated and used to gain enormous profit. Sages and wizards do
nearly anything to gain one.
Dreamslayer
CLIMATETTERRAIN: Wildspace /Astral plane
FREQUENCY; Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Night
DIET: Special
INTELLIGENCE: Exceptional (15)
TREASURE: Nil
ALIGNMENT: Chaotic evil
NO. APPEARING: 1
ARMOR CLASS: -2
MOVEMENT: 12, FI 24 (B), SR 5
HIT DICE: 8
THACO: 13
NO. OF ATTACKS: 1
DAMAGE/ATTACK: Special
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 90%
SIZE: M (7' tall)
MORALE: Fanatic (18)
XP VALUE: 10,000
The realm of dreams is a dark, mysterious place in the mind of
every dreamer. Something in the nature of wildspace lets certain
beings use dreams as a portal, allowing them the chance to depart
the immaterial world and walk in the real world. The
dreamslayer looks for sleeping spell jammers and attacks them
through their dreams.
When seen in a dream, the dreamslayer's most common form is dreamslayer has already made (including those on the dream¬
a black-shrouded humanoid figure. Its covered face is the face of folk). A victim who saves can try to awaken instead of attacking,
the dreamer, though its eyes are glowing white sockets, and the using the saving throw and Intelligence check procedure de¬
facial features are twisted into a look of pure evil. scribed above. A victim who wakes up recovers the lost Intelli¬
A dreamslayer can also appear as the living thing the dreamer gence at a rate of 1 point per 10 minutes of rest.
fears most, or in its true form: a 7r-tall bipedal lizard torso, glis¬ A dreamslayer can only be attacked inside a dream, and then
tening black, with a 3'-long tail, talons, and a pair of draconian only by the dreamer. It cannot attack physically.
wings. The face is a glowing, featureless white oval.
Habitat/Society: Dreamslayers have no society or organization.
Combat: When the dreamslayer encounters a sleeping victim in Dreamslayers are not found on planets nor in the phlogiston.
wildspace, the beast attempts to enter the victim's dreams. The They wander the Astral Plane, looking only for dreamers to in¬
circumstances of a character's dreams are up to the DM. habit.
The dreamslayer always seeks a dream featuring other people, If a dreamslayer reduces its victim to zero Intelligence, it takes
such as family or friends that the dreamer misses. A typical dream over the body for one day per point of the victim's original Intelli¬
features ld6 of these "dreamfolk." The dreamer sees the gence. During this time, the dreamslayer does everything denied
dreamslayer enter the dream. To weaken the dreamer's will, the to insubstantial forms. It eats and drink to excess and tries to ex¬
dreamslayer takes control of the dream and "slays" the dreamfolk perience anger, love, thrills, fear, and joy. Detect evil cast on the
in gruesome ways. With each slaying, the dreamer (who can only host shows strong evil. ESP reveals an alien mind. Know ail¬
watch, not act) saves vs. spell; a roll of 20 means the dreamer ment shows a chaotic evil entity.
awakens, driving the dreamslayer back into the Astral Plane. A When its time is up, the dreamslayer is hurled back to the As¬
normal save means that the dreamer neither weakens nor tral Plane, and the body collapses, dead. But if exorcise or dispel
awakens. Failure to save drains 2 points of Intelligence from the eiuf is cast on the victim before that time, the dreamslayer leaves
dreamer. the body, screaming. The victim falls into a deep sleep lasting ld6
After all the dreamfolk are "killed," the dream scenery van¬ hours and awakens with no memory of the ordeal.
ishes, replaced by a barren gray plain. The dreamslayer advances Though they roam the Astral Plane, dreamslayers cannot be
to kill the dreamer. If the dreamer saved successfully, he can con¬ seen, heard, or felt. Dreamslayers only see sleeping beings;
jure one weapon or possession for every 3 points of Intelligence waking life is invisible to them.
remaining; if the dreamer is a spellcaster, he selects one spell per 2
points of Intelligence left. If the dreamer failed to save, he has Ecology: Dreamslayers contribute nothing to the ecosystem.
nothing but a nightshirt. In either case, use the dreamer s normal They are the vultures of dreams, parasites of the night. Their
statistics for combat. Spells and items must be chosen before the method of reproduction, if any, is unknown.
battle is joined.
The dreamslayer attacks once per round, making a normal at¬
tack roll. If the dreamslayer hits, the victim loses 2 points of Intel¬
ligence. When the victim reaches zero, see below.
Each round that the dreamslayer hits, the victim must save vs.
spell, with a cumulative -1 die roll penalty for each hit the
Dweomerborn
CLIMATE/TERRAIN; Wildspace
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Magic
INTELLIGENCE: Very (12)
TREASURE: Nil
ALIGNMENT: Neutral evil
NO. APPEARING: 1
ARMOR CLASS: -4
MOVEMENT: 6+special
HIT DICE: 10
THACO; 11
NO, OF ATTACKS: 2
DAMAGE/ATTACK: Idl2/ldl2
SPECIAL ATTACKS: Special
SPECIAL DEFENSES: +2 or better weapon to hit
MAGIC RESISTANCE: Special
SIZE: L (S' tall)
MORALE: Fanatic (17)
XP VALUE: 9,000
Matter and energy are seldom annihilated. The magical energy
used to propel spelljamming ships produces its own ''exhaust"
trail, invisible to the eye but detectable by detect magic. This en¬
ergy sometimes forms into a sentient monster called a dweomer¬
born . These bizarre creatures wander the spacelanes of wildspace
feeding on magical energy. They look especially for spelljamming
ships. the monster. If a weapon scores a hit, the weapon must save vs.
Dweomerborn appear as warped, distorted humanoid phan¬ electricity or become non-magical.
toms, 8' tall, with long, delicate fingers. Each finger is tipped with Due to its magical makeup, a dweomerborn is unaffected by
a long talon-like fingernail. They cannot speak. most spells. In fact, it devours magic aimed at it, except illusion
spells. The dweomerborn are affected normally by all illusions,
Combat: When a dweomerborn finds a spelljammer, it tries to including phantasms. Sages speculate that this happens because
"hitch a ride" by diving to the ship's stern and riding its exhaust illusions are insubstantial and leave nothing behind. (Even a divi¬
trail. The dweomerborn can work its way up this exhaust, like a nation spell leaves something behind—the knowledge it imparts.)
rope, to the stern of the ship. To do so, it must make a Dexterity
check. Most dweomerborn have a Dexterity of 12 + ld6. Habitat/Society: Dweomerborn care nothing for treasure. They
Consider a ships stream to be 60+6d20 feet in length. The simply wander wildspace, singlemindedly seeking new sources of
dweomerborn clings to the end of the stream and begins working magic. Their bodies are living sponges, absorbing magical energy
its way up. To an observer at the ship's stern, it appears that a without conscious effort. They have no society or organization;
small patch of fog is following the ship, closing with it at 60' per each dweomerborn looks out for itself. They have no lairs, for
round. Once within arms length of the ship, its daws grip the they require no sleep.
hull, and it climbs aboard.
The dweomerborn also uses its daws to defend itself if pressed, Ecology: Dweomerborn have no function. If they do not eat the
doing ldl2 damage per hand. When the dweomerborn uses its magical exhaust of spelljamming vessels, the trails simply dissi¬
daws for combat, it lets go of the ship's deck. pate in about a week's time with no effects. They cannot repro¬
All dweomerborn have the following innate spell-like abilities, duce.
each usable seven times a day: detect magicf identify, invisibility, All spelljamming ships except those powered by orbi, forges,
know school, and gaseous form, all cast at 10th level. furnaces, and nan-magical engines can supply the energy to bring
The dweomerborn drains spellcaster, magical item, and other a dweomerborn into existence. The chance of giving "birth" to a
sources of magic {except artifacts, relics, and helms). Magical dweomerborn is 1 % for every two levels of the spelljammer; roll
items must save vs. electricity, Failure means the item loses its the chance once per month of game time. The spellcaster is not
magic permanently. A dweomerbom's successful wrestling attack solely responsible for the dweomerborn s creation; rather, the
on a spellcaster inflicts normal wrestling damage, and the victim ship's magical exhaust provides the last bit necessary for a birth.
also loses one spell! (Choose the spell randomly levels notwith¬ Some speculate that since most spellcasters are humanoid and
standing.) since most spells are stored in human brains, there is a sort of "ra¬
Once a dweomerborn gets 20 spell levels of energy it jumps off cial memory" that causes the dweomerborn to take humanoid
the ship, sated for the next 24 hours. Magical items supply spell form.
levels equal to the item's XP value divided by 100 (minimum 1).
If a dweomerborn touches a rod of cancellation or wand of ne¬
gation f the monster must save vs. death at —2 or die. A successful
save means it takes 2dl0 damage.
Only magical weapons of +2 or greater enchantment can harm
CLIMATE/TERRAIN: Wildspace
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Herbivore
INTELLIGENCE: Supra-genius (19)
TREASURE: F,T
ALIGNMENT: Lawful neutral
NO. APPEARING: 1
ARMOR CLASS: 1
MOVEMENT: 9, FI 3 (E), Br 6
HIT DICE: 15
THAC0: 6
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 4d8
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: G (50+ ' long)
MORALE: Elite (15)
XP VALUE: 6,000
The Falmadaraatha (or "Fal" for short) are huge, slug-like crea¬
tures that dwell inside hollow, lifeless asteroids. They are among
several races that share the title "scholars of wildspace."
The Fal have large, soft, pulpy bodies that change from light
tan at birth to jet black at the end of life. At the fore end of their
bodies, they have a pair of small sensory antennae, bulbous eyes, not limit themselves to one or two subjects. This, they say, denies
a massive mouth filled with sharp teeth ideal for burrowing, and the opportunity to learn all the multiverse has to offer. Hence,
a smaller mouth above it, used for speech. any question asked of a Fal may be answered immediately (30%
These gentle, brilliant, inoffensive giants burrow through chance), within IdlOdays (30% chance), in ldlO months (30%),
small planets that contain no sentient life and make their lairs in¬ or ldlO years (10%)—but, if answerable, it will be answered.
side. They speak their own tongue, as well as Common and most The Fal lair (called a tcha) is surprisingly comfortable. Most Fal
human, demi-human and humanoid languages. decorate the tcha with accurate maps of planets and regions of
space, massive bookshelves, and little trinkets that grateful visi¬
Combat: Although the Fal find combat offensive, considering it tors exchange for the answer to a question. Two types of plants
the final refuge of the incompetent, they are perfectly capable of usually grow inside a tcha: a phosphorescent fungus for illumina¬
defending themselves with a ferocious bite that inflicts 4d8 dam¬ tion, and hardy greens that make up the Fal's diet. Many Fal also
age. enjoy fine wine and keep a well-stocked "cellar.'1 Predominant in
On an unmodified to-hit roll of 20, the Fal catches its opponent the tcha are books—lots of books, old and new, in different lan¬
in its mouth. The Fal does not swallow, until it tries to persuade
guages.
the foe to surrender in a peaceful manner. Should the foe agree to The Fal live at least 2000 years. To them, a year is like a day, so
surrender, then renege on its word, the Fal attacks with no quar¬ they take things slowly. Many people mistakenly think the Fal
ter. To the Fal, a promise is sacred. stupid, since the slugs talk so slowly. They believe hasty words
All Fal are telekinetic. A Fal can lift 1,000 pounds in this way
bring bad results.
and, if it acts first, tries to neutralize an opponent by simply lift¬ The Fal often associate with the Gonn (q.v.) for discourse and
ing and holding it about 30' off the floor until the opponent stops the Arcane for research material and books. The Fal are suspi¬
fighting. A successful hit on the Fal breaks its concentration, and
cious of Aperusa (q.v.), but they delight in tinker gnomes.
the victim falls hard. Th*» FaI venerate three eods above all others: Deneir, Thoth,
and Oghma.
Habitat/Society: The Fal are solitary, though there is a 5% chance
of encountering ld3 of these massive beings inside one asteroid, Ecology: There is no romance in the Fal society. The Fal are her¬
chatting away about philosophy, metaphysics, or the state of the maphroditic, each Fal responsible for creating a "pupil" at some
multiverse. As a rule, the Fal are peaceful, honest, hospitable ge~ point, tutoring it, and sending it on its way. No one has ever seen
niuses. a Fal pupil, however. It is possible that the Fal do not take ques¬
Despite this solitude, the Fal enjoy polite company, provided it
tions when they are training a pupil.
does not visit often. (To a Fal more than once a year is "often ")
Any alignment may visit, though the Fal are wary around chaotic
evil and lawful good beings. The Fal consider these two align¬
ments too extreme in their philosophies.
The Fal have a well-deserved reputation as some of the best
sages in the multiverse. They answer questions in exchange for
gifts worth more than 100 gp, anything from a bottle of fine wine
to a book or a painting. Unlike normal sages, however, the Fal do
Feesu
CLIMATE/TERRAIN: Wildspace
FREQUENCY: Common
ORGANIZATION: Swarm
ACTIVITY CYCLE: Any
DIET: Herbivore
INTELLIGENCE: Non- (0)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 6-48
ARMOR CLASS: 7
MOVEMENT: 3, FI 12 (C )
HIT DICE: 2+2
THACO: 18
NO, OF ATTACKS: 1
DAMAGE/ATTACK: 1 hp
SPECIAL ATTACKS: Air deprivation
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: $ (2' long)
MORALE; Unreliable (3) + special
XP VALUE: 270
Feesu are large, space-going moths that travel in swarms that are
a great nuisance to space travellers. Many spelljamming sailors
consider them bad luck, with good reason.
A flock of feesu appear as a mass of giant moths bathed in a
sphere of soft phosphorescent green light. Individual feesu look
like groundling moths. Like all moths, feesu are attracted to light.
The problem with the feesu swarm is that its glowing cloud
Combat: Feesu are not known for combat, though as explained near the ship creates a signal beacon for monsters and raiders.
below, combat seems to follow them! However, if provoked by The likelihood of an encounter in this situation increases to 10%.
repeated attacks against the swarm, a moth attacks with tiny jaws For this reason. Pirates of Gith (see the first SPELLJAMMER™
that cause 1 hp damage. Since the feesu s bodily fluids are phos¬ Monstrous Compendium) and other raiders find the feesu useful,
phorescent, the wound glows eerie green for 2dl2 hours. since their tell-tale recharging glow often means a ship is nearby.
Feesu save at - 2 vs. fire attacks. Due to their soft bodies, blunt This may contribute to the superstition that feesu bring bad luck.
weapons are ineffective against them, but edged weapons do +1 Curiously, the Aperusa (q.v.) consider the feesu good luck.
hp damage. After 24 hours, the feesusglow slowly fades to a dim flicker in¬
The feesu's most insidious attack is unconscious. Since they re¬ side its translucent, sickly-green body, Feesu do not suffer if they
quire air to survive, their wings trap and store air. Thus, when cannot get recharged. But in this condition, the swarm insists on
feesu leave a spelljamming ship, they inadvertently pull away one getting light, and their morale increases to Fanatic (IB).
day's worth of air per feesu that escapes. Feesu cannot be trained, though communication is possible via
magical spells. From there, the caster's negotiating skills deter¬
Ha bitat Society: The feesu travel in tight swarms that hold a thick mine whether the feesu cooperate.
globe of air, enough to allow survival for IdlO weeks. They re¬
fresh this air by swooping down on spell jamming ships and flying Ecology: Feesu lair in the shattered hulks of space wrecks. The
off. gravity of planets makes them uncomfortable, for it inhibits their
The feesu instinctively seek sources of bright light, perhaps to flight. Feesu do not collect treasure.
recharge the phosphorescent glow in their bodily fluids. Hence Feesu lay lOdlO eggs every three months. Though most of these
they fly headlong toward any major light source, including blaz¬ egg-laying activities occur in the safety of their lairs, feesu are not
ing suns. After one turn within S' of a bright light source such as particular, occasionally laying eggs in out-of-the-way comers of
any form of light spell, lantern, or light-producing magical item, spelljamming ships.
the feesu is "recharged" for 24 hours. The feesu's bodily fluids are sometimes used to create a phos¬
During this recharging period, the feesu swarm, the air around phorescent pigment. When exposed to a strong light source, the
them in a 10' radius glowing with the intensity of bright sunlight. paint glows with the strength of a normal light spell for one hour.
If a character tries to drive off the swarm by waving a weapon or Spell jammers find this useful for travel in the phlogiston. Tinker
shouting, the swarm makes a single morale check. Failure makes gnomes, never known for doing things the easy way, trap feesu in
the swarm take wing, but they hover within 120' of the light with elaborate cages and use the moths themselves for light while in
the patience of the single-minded, lingering for days until re¬ the phlogiston.
charging.
CLIMATE/TERRAIN: Wildspace
FREQUENCY; Uncommon
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Low (5-7)
TREASURE: Special (magic items only)
ALIGNMENT: Neutral
NO. APPEARING: 1-20
ARMOR CLASS: 4
MOVEMENT: FI 24 (SR 10)
HIT DICE: 5
THAC0: 15
NO. OF ATTACKS: 3
DAMAGE1 ATTACK: Id8/ld8/2d6
SPECIAL ATTACKS: Flame lance (ld4 hull points)
SPECIAL DEFENSES: Flame sheath (12d6, 10' radius)
MAGIC RESISTANCE Nil
SIZE: L (20' wingspan)
MORALE: Elite (15)
XP VALUE 2000
Firebirds match the description of giant eagles—10-20' wingspan,
large claws, sharp hooked beak—but they are not as intelligent,
and a beautiful orange-yellow flame envelops them. Their eyes
glow a painfully bright blue-white.
Combat: Like its terrestrial cousins the giant eagles, the firebird free-form nests. The nests are then lined with the shed feathers of
uses its claws and beak as primary weapons. In a diving attack, its the parents. These feathers glow like burning embers, providing
normal ldS/ldS damage is doubled, and it adds +6 to its attack heat for the firebird eggs and hatchlings. In each nest there is a
roll. A successful hit also inflicts 12d6 burning damage. These gi¬ 50% chance that 1-4 eggs are present, and a 25% chance of 1-4
ant birds swoop down on unfortunate ships, snatching sailors off
young.
decks and igniting the ships' sails. They are particularly fond of Like eagles, they continually add to their nests until they die.
gnomish vessels; they use a blowtorch-like tongue of fire to cut Occasionally, firebirds link their nests into rookeries for mutual
their way into the hulls in search of both giant space hamsters and defense and care, generally in the vicinity of liveworlds or aste¬
their gnomish handlers. roid reefs where potential prey is plentif ul. Any treasure in a fire¬
The envelope of fire that gives the firebird its name creates a bird nest is magical, since only magical items or devices can stand
zone of blast-furnace heat in a IQ1 radius, making melee combat the birds' extreme heat. There is a 10% chance that ld4 random
impossible without magical protection. This flame sheath also magic items have melted into the nest's structure. Due to the mag¬
renders firebirds impervious to normal missiles, since their in¬ ical nature of the firebird's flame, the magic in the items transfers
tense heat instantly vaporizes the objects. Large missile weapons to the structure of the nest. For instance, a ring of protection
do only half damage to the firebird. Only magical weapons of +1 melted into the nest makes it more resistant to damage.
or better can damage a firebird. These weapons must make a sav¬
ing throw vs, magical fire or be destroyed. The firebird s fire, gen¬ Ecology: Firebirds fill an ecological niche similar to that of a hawk
erated internally, serves as propulsion (SR 10), or eagle, feeding on small pests. Unfortunately for star travelers,
In addition to its flame abilities, the firebird also possesses keen the firebird considers the crews of spell jammers "small pests." The
eyesight. Adventurers have only a 5% chance of surprising a fire¬ advent of spelljamming humans and demihumans has provided
bird . Even in its lair this is true, since mated pairs of firebirds firebirds with tender pre-packaged meals that are fairly easy to
roost in shifts, one keeping watch while the other sleeps.
catch.
One other firebird attribute attracts adventurers: Their feath¬
Habitat/Society: Firebirds prefer to nest in asteroids, but are ers are ingredients of elixirs of life. Shed feathers can fetch up to
equally at home in the hulks of gnomish spaceships. Using their 1,000 gp apiece. An adult firebird has Id3xl0 usable feathers.
flame tongue ability, they hollow out the stone or metal, blowing
the molten liquid with rapid beats of their wings into fantastic
Firelich MC9
CLIMATE/TERRAIN: Wildspaee
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Nil
INTELLIGENCE: Genius {17 + )
TREASURE: Nil
ALIGNMENT: Any evil
NO. APPEARING: 1
ARMOR CLASS; 0
MOVEMENT: FI 36 (D), SR 4
HIT DICE: 16 +
THACO: 4
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 16d6
SPECIAL ATTACKS: Fear
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 40%
SIZE: L (18" long)
MORALE: Fearless (19)
XP VALUE: 10,000
Fireiichs are high-level evil mages whose bodies were prepared for
lichdom upon their death. Such mages, either through ignorance
(such as in casting fire spells) or spell failure, exploded in the phlo¬
giston. The lich-preparation spells in their bodies turned them
into living fireballs of undeath, racing through wildspaee,
screaming in eternal pain and looking for something to collide
with, as a way to extinguish the flames, If a deck's save succeeds, the firelich fails to penetrate and ex¬
A firelich resembles a comet of yellow, orange, and red flames. plodes as a fireball cast at 16th level. On the round after the ex¬
The "head'" of the comet has a skull-like face with a mouth that plosion, the firelich's life-force recreates its comet-like body
appears locked in a perpetual scream. The "head"' measures 6" in outside the ship, and the entity flees frantically through space,
diameter, with a fiery tail 18' long trailing behind it. It has no screaming in renewed frustration.
limbs. Since a firelich is undead, it can be turned. It is considered a
Special undead.
Combat: Unlike its groundling brethren, a firelich goes out of its Although it is a lich, the firelich cannot cast spells known in its
way to find confrontation. Its blazing eyes always seek spell jam¬ previous existence. It has no limbs for the somatic components of
ming ships, in the same way that a person on fire would look for a spell, and it cannot mouth words for the verbal portion,
water or a blanket.
The first sign that a firelich is in the area is its luminous, fiery Habitat/Society: It is unknown how the wizard gets from the
appearance, followed by an ear-splitting shriek of pain. Viewers phlogiston to wildspaee. Since the only wizards that can become
must save vs. spell at -2 (wisdom bonuses allowed). Those who fireliches are the ones that had made previous preparations for
fail are frightened as though by fear. Those who succeed still take lichdom, some guess that the arcane lich ceremonies tear a tempo¬
-2 to their attacks for the rest of the encounter. rary hole into wildspaee. The energy to create this tear may come
The firelich attacks by plunging headlong into the ship in a from the explosion that created the firelich. If this is true, the hole
screaming dive. It makes an attack roll to hit. Treat the initial im¬ certainly closes immediately after the firelich enters wildspaee.
pact as a greek fire attack (Concordance of Arcane Space, p. 57). Fireliches are solitary, shunning even those who share their suf¬
After the initial damage, the ship's deck must make an item sav¬ fering. Due to their pain and probable madness, fireliches are not
ing throw vs. magical fire. If the deck succeeds, see below. If the communicative, though some observers have managed to coax a
deck fails, the firelich has crashed below deck, creating a hole few fireliches to reveal their identities.
2d6 + 6 feet in diameter. The firelich flies downward, striking the
ship's inner hull. If this hull fails another saving throw vs. spells, Ecology: Fireliches are an aberration in any healthy ecosystem. If
the firelich has made another hole and flown clear through the it perishes, only wisps of smoke remain. Its spelljamming ability
ship, its fire still burning strongly. In frustration, the firelich is innate and cannot be harnessed.
shrieks and flies off. A story has circulated through wildspaee about a group of pi¬
Any time a natural 1 is rolled on the ship's saving throw, a wall rates that captured a firelich and tried to connect it to their spell-
of fire (as the 4th-level wizard spell, cast at 16th level) has sprung jammer helm. The firelich overloaded and exploded. As the ship
up on the affected deck, surrounding the hole made by the fire¬ burned, the bits of firelich re incorporated and flew off, scream¬
lich. The ship also suffers a Critical Hit (Concordance of Arcane ing.
Space, p,59).
Flowfiend
CLIMATE/TERRAIN: Phlogiston
FREQUENCY: Rare
ORGANIZATION; Pack
ACTIVITY CYCLE: Any
DIET; Omnivore
INTELLIGENCE; Highly (13)
TREASURE: Nil
ALIGNMENT: Chaotic evil
NO. APPEARING: 2-8
ARMOR CLASS: 0
MOVEMENT: 9, FI 18 (D)
HIT DICE: 7+7
THACO: 13
NO, OF ATTACKS: 5
DAMAGE/ATTACK: Xdl2/ldl2/Idl2/Idl2/2dl0
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +1 or better weapon to hit
MAGIC RESISTANCE: 10%
SIZE: Varies
MORALE: Very steady (14)
XP VALUE: 5,000
Sometimes travellers between crystal spheres fall (or are thrown)
into the phlogiston flow. Most simply calcify Some evil folk are
spared this fate; a shadowy presence of great power and evil "res¬
cues" the castaways by transforming them into smaller versions
of itself. Thus the flowfSends are born.
Flowfiends vary in height, depending on the race of the original
Flowfiends are immune to the calcifying processes of the flow
victim; as a rule, a victim grows between a quarter and a third of
and to all hold, flesh to stone, paralyiation, or petrifaction spells.
its original height. Flowfiends have four muscular arms, each
They regenerate 2 hp each round, starting three rounds after they
with a powerful hand with overgrown fingernails. The flow-
first take damage. A dead flowfiend's body must be burned to
fiend's mouth is filled with razor-sharp teeth. The creature walks
ashes, or it regenerates.
upright, its body bulging with exaggerated, twisted muscles rip¬
pling under sickly yellow skin. Sometimes, the victim's previous
Habitat/Sodety: The flowfiends have forgotten everything about
features are still recognizable. It has its own language, a form of
their former lives and now exist as a hunting pack eager to please
Common as ugly and transformed as it is.
their master. All flowfiends obey the mysterious entity they call
The flowfiend "swims" through the flow in search of food or
"Great Father." Scholars speculate that this is a double-strength
other victims to convert. The beasts know the flow offers many
flowfiend, probably a native of the Outer Planes. The flowfiends'
spell jamming vessels travelling between the crystal spheres.
greatest goal in life is to please the Great Father by bringing vic¬
tims for conversion and capturing meat.
Combat: Flowfiends relish combat and waylay as many ships as
Flowfiends take candidates for conversion to a remote spot in
possible. Their bite does 2dl0 damage, but the fiends rely on their
the flow resembling a rocky island. This is a platform built of
four sets of claws, each set doing ldl2 damage.
thousands of calcified victims of the flow. The victims even make
One of the flowfiend s favorite tactics is to use two arms to pin
up decorative columns, a dais, and a 6' x 6' altar.
a victim, then use its other two arms and its bite to reduce the vic¬
When victims are placed on the altar, all flowfiends in attend¬
tim to a bloody pulp. If the flowfiend gets two arm hits on one
ance begin a shrill whistling. In ldlO hours, the Great Father ap¬
victim, the victim is pinned. A pinned character is hit automati¬
pears and transforms the victim, which takes ld4 turns. The
cally by the flowfiend's jaws and other arms. A pinned foe may
victim makes a system shock roll; success means the birth of a
attempt to break the beast's hold once per round, using the
new flowfiend. Failure means the victim dies. The Great Father
punching and wrestling rules in the Player's Handbook. The flow¬
returns to his secret lair, and the ceremony ends.
fiend has Strength 18/50.
Chaotic neutral victims turn chaotic evil. All memories of the
Note that the pin and claw/bite attacks are for victims who are
victims' past lives give way to a new purpose: Kill and capture for
ineligible for "conversion" into more flowfiends. To gain new re¬
the glory of the Great Father!
cruits for transformation, all flowfiends can cast detect evil de¬
tect good, detect magic, and know; alignment at 7th level, though
Ecology: Flowfiends have no gender. They add to their numbers
only one at a time. Only evil or chaotic neutral characters are eli¬
only by getting more victims from spell jamming ships. Flow¬
gible. Flowfiends attempt to pin evil victims harmlessly and carry
fiends require no sleep, just food.
them away If a victim fights, the flowfiend strikes it, doing non-
No one knows why the Great Father is creating flowfiends.
lethal damage,
Some speculate that the monster plans to conquer wildspace.
Flowfiends sometimes use their powerful claws and jaws to
grab a spell jammer hull and climb on deck. If more than three
flowfiends are encountered, they attack at different parts of the
ship to surround their victims. Sometimes they just toss sailors
overboard to other flowfiends waiting in the flow.
Gadabout
CLIMATE/TERRAIN; Wildspaee, shipboard
FREQUENCY: Rare
ORGANIZATION: None
ACTIVITY CYCLE: Any
DIET: Photosynthetic
INTELLIGENCE: Non- (0)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1
ARMOR CLASS: 7
MOVEMENT: 36
HIT DICE: 2
THACO: N/A
NO. OF ATTACKS: N/A
DAMAGE/ATTACK: N/A
SPECIAL ATTACKS: N/A
SPECIAL DEFENSES: N/A
MAGIC RESISTANCE: Nil
SIZE: M (4'-6' wide)
MORALE: N/A
XP VALUE: Nil
Spacefaring elves use this small winged plant as personal convey¬
ance for short-distance travel outside a spelljammer's air enve¬
lope, such as boarding actions between ships, or as emergency
life-support.
The gadabout reflexively wraps its branches around the
wearer, spreads its butterfly-like "wings" and allows its wearer to Ecology; Easily cared for, the gadabout requires only sunlight and
fly through space in a continually refreshed air bubble. This bub¬ occasional waters. Adventurers of any class can use the gada¬
ble is generated when the plant takes in carbon dioxide and gives bout, controlling it by thought as a wizard or priest controls a
off oxygen. The photosynthetic properties of the colorful wing- helm. Scholars do not know how the elves achieved this crucial
leaves even provide a nourishing syrup, which the user can drink modification.
from a flexible stalk near his or her head. Though gadabouts are hardy, they do not tolerate abuse well.
This closed environment persists as long as the wings remain When punctured, the entire plant undergoes rapid decomposi¬
intact and there is sufficient sunlight. In the phlogiston, a contin¬ tion, turning to an evil-smelling mess within two hours.
ual light spell can substitute for sunlight. Gadabouts, as well as flitters, men-o-war, and armadas, are
modified fruit from the starfly plant (q.v.). The gadabout is ar¬
Habitat/Society: As these plants remain under the elves' control, rested in the motile fruit stage, and modified further to be seedless
information about their growth and development is sketchy at as well as responsive to commands.
best. The elves have only recently sanctioned gadabouts for sale Gadabouts live about 25 years. The central part of the plant re¬
to non-elven races. mains the same size; the only parts that grow are the wings. As
Gadabouts do not generate seeds. Therefore, each gadabout is with the other el ven spacefaring plants, owners must trim the
a rare commodity. Since the plants are expensive (2500 gp each), wings occasionally. The central plant is flexible enough to accom¬
owners jealously guard them; no one has yet dissected one. modate various humanoid body types. Ogres as well as gnomes
have used them.
Gammaroid MC9
CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: None
DIET: Omnivore
INTELLIGENCE: Animal (1)
TREASURE: Various
ALIGNMENT: Neutral
NO. APPEARING: i
ARMOR CLASS: -2/-10
MOVEMENT: 9, SR 9
HIT DICE: 100
THACO: 5
NO, OF ATTACKS: 3
DAMAGE/ATTACK: !Gd6/10d6/60d4
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Hide limbs, flame sheath
MAGIC RESISTANCE: Nil
SIZE: G (2500' diameter)
MORALE: Fearless (19-20)
XP VALUE: 125,000
The gammaroid is a gargantuan variety of the giant snapping tur¬
tle. Like its terrestrial cousin, it has a voracious appetite and rules
any territory it occupies. Its unique breeding habits have made it
the source of monster legends and religious rites on many worlds.
Combat: On land or in space, the gammaroid is a fearsome oppo¬
deep). The female digs until she reaches magma, then lays 2-8
nent* In space, the gammaroid masquerades as an asteroid, al¬
eggs in the lava pit. When the egg laying is complete, she crawls
lowing smaller rocks to adhere to its body by gravidic attraction.
from the hole, allowing it to collapse behind her. Within SO years,
When prey happens by, its enormous head shoots forth, smashing
the young gammaroids hatch and tunnel upward, usually surfac¬
victims with 6d4 hull points of damage from its powerful jaws.
ing far away from the hatchery. This spawning causes great de¬
This attack can swallow small vessels whole. The bony ridges of
struction to surface dwellings, and even the largest underground
the gammaroid's beak are sharp enough to rip through ship hulls,
monsters are easy prey to the hungry hatchlings.
and its claws do ld6 hull points of rending damage on impact (or
X0d6 to a living target). Ecology: The gammaroid is the undisputed master of any ecosys¬
The gammaroid can also pursue fleeing prey by retracting its
tem it inhabits. Its only natural enemy is the gossamer noble,
legs and head, rotating on its central axis, and flying at spell jam¬
which it disables by cutting off the tentacles, then attacking with
ming speeds (SR 9, maneuverability F). When this deadly missile
claws and enormous jaws* Though the gammaroid prefers the
hits a ship, the target suffers an automatic "'Ship shaken" critical
gossamer noble, it may attack spelljamming ships during times of
hit; the whirling serrated edge of the gammaroid's shell may (30%
great hunger to get at the soft, tiny morsels inside. However, the
chance) cut in half or utterly destroy the ship. In atmosphere, at¬
metal-and-wood canisters that hold these small feasts do not set¬
mospheric friction from its rapid rotation creates an enveloping
tle well with the gammaroids palate.
fireball that causes an additional 12d6 damage. The gammaroid
The lifespans of gammaroids are very long. Specimens with
uses this whirling attack primarily against its favorite prey the
shell growth patterns indicating millennia of molts have been re¬
gossamer noble (q.v.). corded* The shells of dead gammaroids are quite useful as spell-
jammer hulls, as the lightness and toughness of the shell combine
Habitat/Society: Gammaroids spawn on planetary bodies larger
to make a highly maneuverable armored vessel. They can fetch a
than size A. They land near geologically unstable regions, hom¬
king's ransom.
ing in on areas where the heat is near the surface (up to ten miles
Gonn
CLIMATE/TERRAIN: Wildspace
FREQUENCY: Very rare
ORGANIZATION: Scale
ACTIVITY CYCLE: Any
DIET: Special
INTELLIGENCE: Genius (18)
TREASURE: u
ALIGNMENT: Lawful good
NO, APPEARING: 8
ARMOR CLASS: -4
MOVEMENT: FI 48 {A}
HIT DICE: 18
THACG: 3
NO. OF ATTACKS: See below
DAMAGE/ATTACK: Special
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 25%
SIZE: H to G (25' to 1,000'}
MORALE: Fearless {20}
XP VALUE: 25,000
Though wildspace is fraught with mind-blasting perils, it also
holds great beauty. The musical, pacifistic race known as the
Gonnlingdaah (or the Gonn for short) brings much beauty to
wildspace. These good beings float through wildspace creating
hauntingly beautiful music and preserving life. Though blessed
with brilliant intellect, they live a simple but extremely long life. Since Gonn music comes from their every pore, silence spells
Instead of speaking, they sing. The Gonn can sing in their own are useless against them. However, enemies in the circle of silence
mysterious language and in Common. are immune to Gonn songs, Bard songs cannot counteract Gonn
The Gonn resemble gas giants; perfect spheres with bands of songs, since the behemoths sing so powerfully that they drown
different colors decorating their bodies. To the novice sailor, the out any other sound.
Gonn appear by a trick of perspective as far-off planets.
Habitat/Society; In every scale, one Gonn is the leader, called the
Combat; Though the Gonn do not consider combat their first op¬ "conductor.'" The scale moves in formation, each Gonn singing
tion, they wisely realize that sometimes one must fight to pre¬ one note.
serve good. Before any combat, however, the Gonn attempt to Gonn live for up to six millennia, wandering wildspace, collect¬
negotiate with all but the most violent, life-hating beings. The ing songs and tales. Each Conn's name is a long song that would
Gonn offer to help foes change their violent ways. If the opponent take ld20 hours to sing. Among shorter-lived races they adopt
rejects their offers of help and peace, the Gonn bring their full shorter melodies as temporary names.
powers to bear with no hesitation. Though the Gonn love to answer questions, the asker had best
The Gonn's power is music, and their songs can accomplish be ready for a long answer. They ramble on and on, singing in¬
amazing feats. Their most powerful song is a high-pitched keen¬ stead of talking. Typically, one who seeks information from one
ing that affects all enemies of the Gonn s choice within 240' .All of these singing sages must listen through ld8 days of non-stop
targets take lOdlO sonic damage (save vs. breath weapon at a -2 singing. Each day, there is a cumulative 10% chance the Gonn
penalty for half damage). Targets that fail to save must roll saving gives the information. The price of an answer is a song or story
throws for their equipment vs. crushing blow, also at a “2 pen¬ (make a non-weapon proficiency check to produce a successful
alty, Due to the enormous power of this song, the Gonn are loathe song). Failing this, the Gonn accepts gems worth 500 gp instead.
to use it except against the most destructive foes. Besides their attack spells, Gonn can also sing the following
Another destructive musical attack is a single shrill note. All spells: heal, restoration, raise dead, identify, and legend lore.
non-living matter in 240' must save vs. disintegration or shatter. Costs for these spells are 1,000 gp in gems per level of the spell
Living beings of the Gonn's choice are deafened for ld4 rounds. cast, plus a song or story. However, Gonn defend, rescue, and
The Gonn prefer a gentle, soothing song of pacification. All heal anyone that they see hurt by evil, without charge.
targets of the Conn's choice must save vs. spell at a “1 penalty or The Gonn wander often, and like the Fal (q.v,), they dislike in¬
immediately cease combat and relax, listening to the sweet music. trusions by the same visitors more than once a year. It is practi¬
In addition, 30% of victims fall asleep for 2dl0 turns. Those who cally impossible to find the same scale of Gonn one met before.
save are confused and can take no action for one round.
Gonn can cause magical spells within 240' to cease functioning Ecology: Once a century, a scale of Gonn engages in a song of per¬
by singing a lilting ditty that acts as dispel magic at 9th level. petuity, which takes Idl2 months and results in the birth of 2d4
A Gonn can sing each of these songs three times a day. Gonn immature Gonn. The young cannot sing for five years, when they
prefer to sing in groups of eight, called "scales." All Gonn in a reach maturity. Until then, they hum.
scale must sing the same song. A Gonn sings solo only if it has no The Gonn try to preserve life any way they can. Some specu¬
other choice. Such a song is diminished in power; saves are made late that either Oghma or Apollo created them to bring beauty to
without penalty. the universe.
Gossamer
Standard Noble
CLIMATE/TERRAIN: Space W ildspace / ph legist on
FREQUENCY: Uncommon Rare
ORGANIZATION: Shoal Flotilla
ACTIVITY CYCLE: Any Any
DIET: Scavenger Carnivore
INTELLIGENCE: Non- (0) Animal (2-4)
TREASURE: Nil Nil
ALIGNMENT: Neutral Neutral
NO. APPEARING: 20-200 1-8
ARMOR CLASS: 10 4
MOVEMENT: FI 12 (D> SR 4
HIT DICE: 1 hit point 58
THACO: 19 8
NO. OF ATTACKS: 1 20
DAMAGE/ATTACK: ld3 Id6(x20)
SPECIAL ATTACKS: Poison stinger Poison stinger
SPECIAL DEFENSES: Nil Nil
MAGIC RESISTANCE: Nil Nil
SIZE: T (6" diameter) G (120' to 250'
diameter)
MORALE: Unreliable (2-4) Champion (15-16)
XP VALUE: 7 49,000
Gossamers are the spacefaring cousins of the jellyfish. They
travel in groups known as shoals. Gossamers usually drift among
the rocks of asteroid fields and the junk of space sargassos,
though they occasionally venture into open space. They scavenge
leftover prey cleaning areas of organic junk.
Gossamer shoals offer beautiful color displays that communi¬ Gossamer Noble
cate their moods. Contented gossamers are awash with waves of
cool colors—green, blue and purple punctuated with bright flecks Actually a colony of specialized life forms, the gossamer noble is
of yellow and orange. When danger threatens, waves of red and lOdlQ' in diameter, with enormous sacs that act as sails, allowing
amber wash over the shoal from the point of contact* These dis¬ it to navigate at spelljamming speeds. Cloudy currents and color¬
plays lead some sages to theorize a group-mind among gossamer ful lightning-like fashes fill its pearly translucent body.
Hundreds of tentacles trail from the noble's base. These are
shoals.
long (50-500'), supple hawsers with wicked spikes that inflict !d2
points each on exposed flesh. The gossamer noble uses ld20 of
Combat: Like the jellyfish, the standard gossamer grows stinging
tentacles* These tentacles secrete a nauseating paralytic poison. A these tentacles in battle. Victims must save at - 4 vs* paralyza-
saving throw versus poison offsets the allergic reaction. Gossa¬ tion, and the spikes' digestive enzymes inflict an additional ld6
points of damage per round. These solitary predators live on
mers only attack prey smaller than themselves. If the offending
spacefaring life forms (including smaller spell jamming ships) and
object is larger than V, the shoal immediately changes direction
away from the offending critter. The gossamer may accidentally are highly dangerous. They are the prey and natural enemy of
collide with and sting larger creatures, or foolish crewmen may gammaroids (q.v*)*
touch a dead gossamer that has landed on a ship deck.
Ecology: Most of the gossamer's body consists of empty space,
and depends on weightlessness to maintain its structural integrity.
If introduced to a gravity plane, the gossamer collapses under its
own weight and dies. Air also renders the gossamer's body liquid.
Dead gossamers collapse in ld3 minutes into viscous pools of
evil-smelling liquid. The liquid is a solution of the enzymes that
cause the gossamers to sting, and remains dangerous until it evap¬
orates (one turn).
Grav MC9
CLIMATE/TERRAIN: Any
FREQUENCY: Uncommon (Elite: Rare)
ORGANIZATION: Clan
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Low (6) (Elite: High (13))
TREASURE: J (Elite: R <E)>
ALIGNMENT: Lawful neutral
NO, APPEARING: 6-60 (Elite: 1 per 30 miners)
ARMOR CLASS: 10 (Elite: 6 (10))
MOVEMENT: 9
HIT DICE: 3 + 1 (Elite: 5 + 1}
THAC0: 17 (Elite: 15)
NO* OF ATTACKS: 1
DAMAGE/ATTACK: ld8 (weapon)
SPECIAL ATTACKS: Gravity reduction
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Nil
SIZE: SO')
MORALE: Steady (13) (Elite: Elite (14))
XP VALUE: 270 (Elite: 650)
Gravs are short, stocky humanoids who manipulate gravity.
They mine ore and gems from unclaimed asteroids and moons.
A grav is short, squat and square, with a small head in compar¬
ison to the rest of its body, Gravs are as tall as dwarves but are
wider at the shoulders. Miners wear dingy gray clothes and min¬
ing gear such as helmets, gloves, and belts.
The Elite are thinner than their worker minions but are still Elite politely ask the characters to leave the area. If they persist,
squat. They wear refined, foppish clothing and seldom sully their the gravs remove them without harm*
hands with manual labor. Some Elite wear leather protection un¬ Elite gravs can use spells and advance to 9th level. These wiz¬
der their showy clothing—hence the lower Armor Class. ards power the Argosy, the grav's standard ship*
AU gravs are dense, with three times the mass of a being of a
similar size. This increases their air envelope, allowing them more Argosy
time to search wildspace for potential mining sites.
Built by; Gravs Standard Armament:
Combat; Gravs are a peaceful race, intent on their mining and Used primarily by: Gravs 2 heavy ballistae
leaving other races alone* If provoked, however, gravs retaliate Tonnage; 150 Crew: 4 each
by reducing gravity beneath a target (and thus its weight). A grav Hull Points; 150 2 medium ballistae
can only affect one target at a time, with a range of 60\ However, Crew: 55/200 Crew: 2 each
the target can contain many objects; for instance, after mining Maneuver Class: D Cargo: 100 tons
gems, the gravs move them into large crates and then float the Landings-Land: Yes Keel Length: 175'
crates aboard ship. Landing—Waten No Beam Length: 175'
The grav can reduce the target's weight by 25% per round. Af¬ Armor Rating: 0 Saves as: Stone
ter four rounds, the target begins to float. The grav can make the Ship's Rating: As for helmsman Power Type: Major helm
target hover or float away. When the target floats beyond the
grav's range, it plummets to the nearest gravity plane. An Argosy resembles a small dwarven Citadel. The ship's stone
The grav can just drop the target or gently lower it to the surface is pitted like a moon; some craters are concealed port¬
ground* If a gravs concentration is disrupted, as by a blow, the holes. One part is flattened, allowing it to land and take on pre¬
target drops immediately taking normal failing damage. cious cargo* (Most of the ship's interior is cargo space for ore and
Gravs use this power to intimidate and scare their opponents gems. Both Miners and their Elite overseers sleep in the cargo
away If confronted, a grav first demonstrates its power on an in¬ bays*) The Argosy s armaments are strictly for defense*
animate object. If this intimidation doesn't work, the grav sus¬
pends the opponent in the air, incapacitating it* Ecology: The name and location of the grav homeworld are un¬
Though peaceful by nature, gravs hate silatics (q.v.), which eat known* Conversations with Elite gravs reveal that their home-
metal. Even the Elite attack silatics on sight. world is divided into fiefdoms, each ruled by one Elite family.
Family prestige depends on wealth.
Habitat/Society: In the strictly heirarchical grav society, the Elite Some say the scarcity of information about their homeworld
order the Miners (workers), who obey almost without thinking* represents the Elites attempt to foil potential thieves. However,
Miners who question this centuries-old structure are promptly thievery is totally alien to the grav race. Any thought or sugges¬
"brought in for questioning'' and "moved to a position better fit¬ tion of stealing merely puzzles a grav. The Elite may maintain se¬
ting their talents"—servitude to some minor Elite on the home- crecy to prevent outsiders from disrupting the social system that
world. This is ultimate shame. keeps them in power*
If characters try to subvert Miners against their overseers, the
Great Dreamer
CLIMATE/TERRAIN: Wildspace, oceans
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Godlike (21 +)
TREASURE: See below
ALIGNMENT: Lawful
NO. APPEARING: 1
ARMOR CLASS: 0
MOVEMENT: Sw 18, FI 30(F), SR 18
HIT DICE: 72-144
THACO: 5
NO. OF ATTACKS: 1
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Variable
SIZE: G (10-20 miles)
MORALE: Fearless (19-20)
XP VALUE: 61,000-133,000
These enormous spacegoing cetaceans are apparently responsible
for the occurrence of whales and other cetaceans, both in space
and on worlds with plentiful water. They travel through space in
a spherical envelope of airy water, so large that weather patterns
occur on its surface, creating the image of an immense elemental
whale swimming through the cosmos. Within it swims the
Dreamer's ''entourage": 1-3 leviathans, their attendants, and 2-12 be destroyed by the rushing wall of water. Ships that save take
intelligent delphinid "knights" of 9-12 HD each. Statistics for en¬ 2dl0 hull points of damage,
tourage members are in the GREYHAWK® Monstrous Compen¬ A Great Dreamer's bite can inflict damage according to its Hit
dium (see "Whale") and the first SPELLJAMMER1* Monstrous Dice. Dreamers of 72-83 HD inflict 3d4 x 2 hull points, those of
Compendium (see "Delphinid"). 84-95 HD inflict 3d4 x 3 hull points, and those of 96-144 HD in¬
Like the delphinid, the Great Dreamer is trilaterally symmetri¬ flict 3d4 x 4 hull points.
cal. Its three eyes, equidistant around the head, shine with re¬ If a Dreamer's attack roll is 2 more than needed to hit, it can
flected starlight. swallow its opponent. It can either digest a victim or send him to
Communication with the Great Dreamers is not difficult? their a destination of its choice. A Dreamers tail can deliver a crushing
broad-band telepathy makes conversation easy within a range of blow with damage equal to half its HD. (For example, a 72 HD
1,000 miles. Their "speech" can be circular, seemingly wandering Great Dreamer does 36d8 damage, or 36-288 hp.)
from topic to topic in a stream of consciousness, but they invari¬
ably return to the subject at hand. Habitat/Society: It is unknown whether the Great Dreamer gener¬
ates its spherical envelope of water and air or opens a gateway to
Combat: The Great Dreamers do not normally engage in combat; the Elemental Plane of Water, The envelope instantly responds to
their great power speaks for itself. The aura given off by these be¬ the Great Dreamer's commands.
ings is so powerful, opponents must save vs. spell at -4 or be These beings remain in the flow, traveling from sphere to
caught up in the beauty of the Dreamers' existence. sphere, attending to cetacean affairs on many worlds. Every 1000
Against those who do save and still have warlike intentions, a years, the leviathans of each world receive an audience with the
Great Dreamer can also contact the Elemental Planes of Water Great Dreamers to report on the events of the previous millen¬
and Air, summoning ld8 elementals of 12-16 HD to do its bid¬ nium. They remain for a year before returning to their home-
ding. The elementals either wash or destroy an offending spell- worlds.
jammer? only when its entourage takes severe injury does a
Dreamer order its elementals to kill an opponent. Ecology: Though they feel neutral toward humanoids, the
If nothing dissuades an attacker, then he faces the onslaught of Dreamers are always lawful in alignment. They preserve the
the Dreamer's entourage. abundance of life both in the seas and in the endless ocean of the
In addition to the listed abilities, the entourage members have a flow. They perceive existence to be a continuous song, an endless
sound lance than can stun opponents within a 10-mile range. Tar¬ paean to life itself. All members of a Great Dreamer's entourage
gets must save vs. breath weapon or be stunned for ld4 turns. continuously sing this hypnotic song.
The delphinids direct their sound lances against one opponent at Perhaps as a function of this guardianship of life, the Great
a time. Larger whales aim at entire vessels, and can also change Dreamers have one final ability: the power to grant immortality
tones to resonate with a ship's hull, causing a ship to rattle itself to to one being, once per year. Usually the champion who receives
pieces (2d6 hull points of damage per round). this honor is a cetacean. Rarely, however, a humanoid who has
If necessary, the Great Dreamer uses its magical ability to pro¬ greatly aided the Dreamers' subjects may receive this gift.
ject a giant waterspout from its water envelope. The waterspout
has a range of 20 miles. The ship must save vs, crushing blow or
Greatswan MC9
CLIMATE/TERRAIN: Elven lands, wildspace
FREQUENCY: Uncommon
ORGANIZATION: Flock
ACTIVITY CYCLE: Any
DIET: Herbivore, insectivore
INTELLIGENCE: Low (5-7)
TREASURE: Nil
ALIGNMENT: Chaotic good
NO* APPEARING: 1-6
ARMOR CLASS: 5
MOVEMENT: 6, FI 36 (B), (C ) when mounted, Sw 18
HIT DICE: 3+3
THAC(h 15
NO, OF ATTACKS: 2
DAMAGE/ATTACK: Id6/2d6
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE; L (101 long, 28' wingspan)
MORALE: Very steady (14)
XP VALUE: 420
Greatswans are massive swans raised and trained by elves to act
as guards and war mounts* Like norma! groundling swans,
greatswans are ferocious fighters, and many have a nasty temper.
As a rule, greatswans are found with any race of elves in wild-
space. Greatswans sometimes ride aboard elven men-o-war (25 %
chance) and armadas (50%), Normally there are 2d6 greatswans
Greatswans are aquatic birds, and are excellent swimmers.
on the former and 4d6 on the latter. Each vessel also has a like
number of elven swanrider cavalry* A greatswan can carry up to This comes in handy when the elves are exploring water worlds in
two elf-sized riders (the equivalent of about 240 pounds). wildspace.
Greatswans are beautiful, graceful birds with characteristic Unlike groundling swans, greatswans are not territorial. They
become hostile only if intruders approach within 30J of either
long necks and snow-white plumage* The swans have no lan¬
their nests or guardposts* Greatswans recognize the names their
guage*
Like their mundane counterparts, greatswan males are called trainers give them and can learn command phrases, one com¬
"cobs/' and the females are called "pens" Young greatswans are mand per point of Intelligence.
Greatswans are bred to require little air. A lungful of air lasts
called "cygnets!'
the bird 24 hours* A greatswan's personal gravity drags along
Combat; Though greatswans are gentle birds, they nevertheless enough air for two elf-sized riders to breathe for 5dlQ turns*
fight with a strong strike of their beak (ld6 damage) and wing Elves found with greatswans have the Airborne Riding non¬
buffeting (2d6 damage). The wing buffet has a 50% chance of weapon proficiency. Such elves are always at least 3rd-level fight¬
blinding and confusing the opponent for one round* There Is a ers, armed with some sort of charging weapon (such as a spear,
25% chance that the sheer force of the wings knocks a man-sized pike, lance) and a bow (long or short) in addition to their normal
or smaller foe backwards 2d20 feet. melee weapon. A great swan never carries any rider but an elf.
If a greatswan is used as a mount, it cannot perform the wing Encountered without elves in attendance, an even number of
buffet while in flight. However, an elven swanrider can urge his greatswans are mated pairs. There are ld2 cygnets and ld4 eggs
mount into what amounts to a power dive against an enemy; the per pair*
elf's weapon and the greatswans beak each gain a +2 bonus to
THACO and do double damage. Elves use mostly medium lances Ecology: As mentioned earlier, the elves confine the greatswans
for such attacks. to their own sylvan lands and cities, fearful that the birds' large
Greatswans have excellent senses, and have a 75 % chance of appetites will upset the balance of nature. Greatswans eat green
detecting an intruder, even an invisible one* This makes them well plants, especially water plants, and they eat large numbers of in¬
suited for guard duties. Swans that spot an intruder raise a rau¬ sects, digesting even the most poisonous insect without harm.
cous call and close with the enemy wings flailing madly. Greatswans consider feesu (q.v), space moths, a delicacy. Elves
Greatswans are immune to all forms of poison. use feesu as a reward during a cygnet s training*
Some elven mages use greatswan feathers to create QuaaVs
Habitat/Society; Greatswans wander exclusively in elven lands* feather tokens, u?mgs of flying, and winged boots.
The elves fear that introducing such large birds to normal envi¬
ronments may alter the balance of nature. Thus they keep the
birds close at hand and watch their movements closely.
Grell, Colonial MC9
Soldier/
Worker Philosopher Patriarch
CUMATETEKRAIN: Any Any Shipboard
FREQUENCY: Rare Very Rare Very Rare
ORGANIZATION: Hive Hive Solitary
ACTIVITY CYCLE: Any Any Any
DIET: Carnivore Carnivore Carnivore
INTELLIGENCE: Average Exceptional Supra-Genius
(8-10) (15-16) (19)
TREASURE: U($ee below) W H
ALIGNMENT: Neutral evil
NO. APPEARING: 1-10 1-2 1
ARMOR CLASS: 5 5 (0) ^10 (10)
MOVEMENT: FI 12 (D) H12 <D) SR 9
HIT DICE: 5 7 9
THACO: 15 13 11
NO. OF ATTACKS: 11 11 1
DAMAGE/ATTACK: by weapon type IdS hull pts
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: M M L
MORALE: Very Steady Elite Fanatic
(13-14) (15-16) (17)
XP VALUE: 2000 5000 9000
The "civilized" grell is a colonial (as the term is used for ants and
other colony animals) version of the underground ravager of
Oerth, It is similar in size and appearance to terrestrial grells. Un¬
like its solitary kin, however, it can speak via telepathic link with
both grell philosophers and the highly intelligent grell patriarch. Habitat/Society: Grell have a distinct pyramidal hierarchy. The
The grells arrogance surpasses all other intelligent beings. patriarch stands at the top, and a secondary caste, the philoso¬
Spacegoing grells acknowledge no equals, regarding even terres¬ phers, handles the lower castes. Each grell "family" occupies a
trial grells as lesser beings. "Lesser being," in the grell language, ship.
means the same thing as "food." The Patriarch: Each grell ship has a solitary patriarch who han¬
dles the workings and navigation of the ship. He is a sessile mass
Combat: Grell battle tactics resemble those of their lesser kin; of flesh approximately 30' in diameter whose tentacles have
they use levitation ability to hide in the upper reaches of large grafted themselves to the floor of his chamber. The patriarch's
chambers. However, their ability to function in groups lets them enormous brain controls the higher functions of all the shipboard
mount vicious assaults, wielding tip-spears and lightning lances. family All other castes serve the patriarch.
Tip-spears are edged metallic heads that fit by suction over the Philosophers: These grell serve as intermediaries between the
tips of a soidier-grelTs tentacles. The grell can make slashing at¬ patriarch and the workers. They have limited authority to lead
tacks doing 1-6 points of damage, or stab doing double damage. the worker/soldier grell in organized combat. A grell philosopher
Victims impaled on tip-spears are considered paralyzed, and sub¬ may (20% chance) wear a ring of protection (AC 0). Some philos¬
ject to the same fate as those who are grappled, i.e,, automati¬ ophers can use magic as 2nd-level wizards. There is one philoso¬
cally hit by subsequent tentacles, etc. (See "Greil" in the pher for every 10 worker/soldier grell.
GREYHAWK® Monstrous Compendium for full information on Workers/Soldiers: This common garden-variety grell, limited
grappling.) Anyone captured faces imprisonment and later con¬ in intelligence, performs minor maintenance aboard ship. They
sumption as part of the grell raiders' food supply. make up most of a grell family or raiding party.
The grell lightning lances deliver 3d6 electrical damage (save Imperaton Above all families stands the Imperator, who holds
vs. spell for half damage). Each lance has 36 charges and can fire absolute sway over all grell families and can unite them as a single
once per round. fighting force. Known as the Legion of Gold, due to the uniform
In wildspace, grell ships do not spelljam so much as submerge golden color of their spaceships, this horde sweeps over space like
and surface in space, travelling "underneath" space using some bi¬ locusts, leaving nothing but debris in its wake.
zarre dimensional passage that the grell patriarch generates.
When out in the flow, the front end of the ship opens, exposing a Ecology: Grell are the true wastrels of wildspace races. Arrogant
hollow tube that runs the length of the vessel. The grell ship then and vicious, they hunt an area to exhaustion, then move on to
ignites the inrushing phlogiston, ejecting the exhaust gases from more fertile regions. Their (re)discovery of human space means
the rear in a motion similar to that of a squid. The spelljamming only a rich storehouse of meat to these monsters.
patriarch controls the size of the phlogiston burn.
In a hopeless situation, the grell patriarch can transform the
ship into a vaguely humanoid form via telekinesis. The giant ar¬
mored fighter strikes with an oversized halberd for IdlO hull
points of damage. The halberd can loose an electric arc for 3d6
hull points, but takes one round to recharge. The giant's fists can
strike for ld3 hull points each.
Gullion MC9
CLIMATE/TERRAIN: Planet/Around ships
FREQUENCY: Common
ORGANIZATION: Flock
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Animal (1)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 10-100
ARMOR CLASS: 10 (6 in flight)
MOVEMENT: 10, FU2
HIT DICE: 1
THACO: 20
NO. OF ATTACKS: 1
DAMAGE/ATTACK: ld2
SPECIAL ATTACKS: None
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Nil
SIZE: S(3')
MORALE: Irregular (5)
XP VALUE: 7
Gullions are related to terrestrial seagulls but have adapted to
life in space. Spelljamming crews despise them, because they
waste predous air and demand a good deal of food.
Due to exposure to many different magics and climes, the gul¬
lions vary widely in color, from purple to orange to normal gull
colorings, but all are shaped like large seagulls.
Habitat/Society: Gullions can survive in almost any environ¬
ment. They hitch rides with ships from one world to another. The
Combat: Gullions try to steal food. For birds with animal intelli¬
gulls stay in the travelling ship s air envelope, as they have no
gence, they are incredibly sneaky; they sometimes stage diver¬
sions in order to get their beaks on someone's dinner. spelljamming ability. These gulls have also grown accustomed to
the gravity plane and actually sleep while floating along the
Gullions only attack in numbers and only when extremely hun¬
gry, If a large group of gulls haven't eaten in days, they attack the plane.
Upon landfall, gullions jump spell jammers and may inhabit
nearest food—usually crew members on a ship. They flock to¬
gether and attack with their beaks, trying to knock foes uncon¬ port towns their whole lives. Planet-bound natives often wonder
how these colorful gulls suddenly appeared.
scious. Once a crew member has been knocked out, the gullions
search for food on the body. If there isn't enough food to satisfy
Ecology: As scavengers, gullions aren t picky about what they
them, they start eating the victim.
Many green crews plagued with gullions try to kill as many as eat: Rats, garbage, and leftovers all form part of their diet. Some
innkeepers encourage gullions to stay around, primarily to eat
possible as soon as they enter wildspace. This is difficult, for the
gulls have adapted to the air envelope around ships and use the the remains of last night's dinners.
Nesting areas for flocks of gullions with exceptionally bright
gravity line to fly erratically. This gives them a low Armor Class.
More experienced crews tolerate the colorful birds, and usually colors can become tourist attractions. This can lead to nasty in¬
fighting between bar owners about which establishment owns a
cast food out into the air envelope to keep the scavengers satis¬
particular flock. The gullions don't care, as long as they get fed.
fied.
Insectare MC9
CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Clan
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Very (12)
TREASURE: W (A)
ALIGNMENT; Lawful evil
NO. APPEARING: 2-12
ARMOR CLASS: 3
MOVEMENT: 9
HIT DICE: 3+1
THACO: 17
NO, OF ATTACKS: 3
DAMAGE/ATTACK: ld8 (weapon)/ld2 /ld2
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: None
MAGIC RESISTANCE: 20%
SIZE: M(6')
MORALE: Elite (16)
XP VALUE: 420
Insectare are a humanoid race rumored to be the descendants
of a magical union of elves and insects. The insectare's goal is to
rule the space ways, but they wage this campaign subtly, trying to
play one race against another. While instigating these problems,
the insectare try to stay in the background.
These humanoids are immediately recognizable by their lime-
green skin and the two eight-foot antennae that sprout from be¬ Armor Class equivalent to plate mail, without restricting move¬
hind their elven ears. For this reason, they wear heavy, concealing ment, The exoskeleton has no known weak points.
clothes such as large robes with hoods pulled in close. That way, Insectare wizards jealously guard their magic, relying on their
an insectare can hide its antennae by slipping them down its back martial skills to bring them through a battle. The insectare obvi¬
or coiling them in the folds of a loosely-fitting robe. ously have magical ability, since they can spelljam, but the limits
Close examination of an insectare's eyes reveals that they are of insectare power remain unknown, Insectare wizards never re¬
slightly multifaceted. Getting that close may prove difficult, veal information without overwhelming reason. (The threat of
though, as insectare do not ordinarily allow other races near death doesn't qualify,)
them. From five feet away, the eyes look normal.
No one has ever reported seeing a female insectare. but for that Habitat/Society: Insectare live in a closed society. They forbid
matter, not many people have even seen a male insectare without outsiders to set foot on their secret homeworld. Captured inter¬
a hood. Therefore, they could have been dealing with a female lopers can expect a harsh interrogation, to find out if any other
and not noticed, beings know of the world's location, and then public execution,
Insectare can communicate with each other by touching their Insectare do not believe in keeping prisoners.
antennae together. They also have their own language, a clicking, Insectare live in large hollo wed-out mountains that rise out of
lilting tongue that is a mixture of the common tongue and the in¬ the endless forests of their homeworld. These mountains are said
sects' original language. Characters who understand the common to be honeycombed with dwellings. Not much is known about
tongue have a 30% chance of catching the general idea of a con¬ these community homes, but they are probably a remnant of
versation between two insectare, but cannot provide a compre¬ their insect heritage.
hensive translation for others. The two major classes of insectare society are the wizards and
Most insectare stand 6' or taller and are heavily muscled be¬ the priests. The wizards are the explorers, forever searching wild-
neath their tough exoskeleton. Most insectare encountered out¬ space for more magical power. The priests stay on their planet,
side their home sphere are fighters, wizards, thieves, or any diligently serving their god, Klikral,
combination of the three* The insectare mages' goal, after learning spelljam min g, was to
acquire magical knowledge and power from other races, without
Combat: Insectare are ruthless in battle. Once a fight has begun, drawing attention to their goals. Consequently, insectare prefer
they never give up until the enemy is completely defeated. They to work subtly among foreigners.
chase fleeing foes to exact surrender, and they execute survivors Some insectare are proficient thieves, despite the aversion to
who refuse surrender, thievery on their homeworld. Insectare thieves are only inter¬
Insectare use a long sword and their two antennae, which at¬ ested in magic; gold, jewelry, gems hold no attraction. When an
tack as whips (ld2 damage). Often, one antenna entangles the op¬ insectare steals a powerful magic item, it often leaves at least one
ponent's weapon hand (with an attack roll of 18 or better) while misleading due, pointing at another known thief (such as a player
the other antenna and sword attack. An entangled limb cannot character).
attack; to disentangle the limb, the character must make a Dex¬ Insectare priests rarely leave their homeworld, for they prefer
not to venture far from Klikral. If a priest is found off world, its
terity ability check.
In combat, the insectare's chitinous exoskeleton provides an mission must be highly important to the insectare race, Klikral
Insectare
grants insectare priests who reach 2nd level one special ability:
They can summon insects from the surrounding area and send
them against any one opponent. This swarm of insects arrives in
one round, inflicts Id8 points of damage per round, and remain
for one round per level of the spellcaster.
Unlike other insectare, priests have normal humanoid eyes* No
explanation has been found for this difference* The symbol of one
multifaceted eye with two antennae off the two comers means
that the owner or creator is an insectare wizard, fighter, or thief; a
similar symbol, with a regular eye and two antennae, represents
an insectare priest* These two symbols, obviously signatures of
some sort, appear on stolen insectare documents.
Multiclass options for insectare are wizard/fighter, wizard/
thief and wizard/fighter/thief* Priests never engage in another
profession* Insectare can reach 11th level in all classes except wiz¬
ard, where they reach 14th level.
Ten ancient insectare priests on the insectare home world serve
as high priests of Klikral. They are all llth-level priests and never
leave the planet. They are twice as large as the usual insectare,
and can communicate directly with KlikraL
The insectare travel space in their own distinctive ship, the
klicklikak. The sleek ship resembles a grasshopper head with two
long antennae trailing behind it* The name means "service to Kli¬
kral:'
Insectare Klicklikak
Built by: Insectare Saves as: Thick wood
Used primarily by: Insectare Power Type: Major or minor
helm
Tonnage: 20 tons Ship's Rating: As for helmsman
Hull Points: 18 Standard Armament;
Crew: 10/20 1 heavy ballista
Armor Rating: 6 Crew: 4
Maneuver Class: C Cargo: 10 tons
Landing—Land: Yes Keel Length: 80'
Landing—Water: No Beam Length: 30'
The insectare power the klicklikak with a special spell jammer
helm consisting of a shiny copper sphere with two holes. To pro¬
pel the ship through space, the speiljammer inserts its two anten¬
nae* Only insectare can use this helm; conversely, insectare
cannot use other kinds of helm*
Rumors have it that a new, larger version of the klicklikak
roams the spaeeways, but no sightings are confirmed.
Ecology: Spacefaring peoples shun the insectare, especially elves.
Elves vehemently deny any suggestion that they are related to the
insectare. Insectare, aware of this discord, go to great lengths to
remain inconspicuous while among elves and other foreigners*
Although other races don't know much about the insectare mas¬
ter plan, they note the insectare's secrecy and deviousness, which
puts many people on guard.
A good weaponsmith can work the outer skin of an insectare,
which is a hard exoskeleton, into a +1 shield, and can fashion an
antenna into a short rope or whip. However, insectare consider
this practice abominable, and anyone who uses such a weapon or
shield earns every insect a re's instant hatred.
Lhee
Common Lesser Greater
CLIMATE/TERRAIN: Any Any Any
FREQUENCY: Uncommon Uncommon Uncommon
ORGANIZATION: Pack Pack Pack
ACTIVITY CYCLE: Any Any Any
DIET: Omnivore Omnivore Omnivore
INTELLIGENCE: Low (5-7) Low (5-7) Semi-{2-4)
TREASURE: D Nil W
ALIGNMENT: Neutral Chaotic neutral Chaotic good
NO* APPEARING: 1-12 1-0 1-6
ARMOR CLASS: 2 3 4
MOVEMENT: 9, FI 12 (B) 9, FI 12 (B) 9, FI 12 <B)
HIT DICE: 1+1 3+3 5 +5
THACO: 19 17 15
NO* OF ATTACKS: 1 1 1
DAMAGE/ATTACK: ld2 IdS ld6
SPECIAL ATTACKS: Nil Nil Nil
SPECIAL DEFENSES: Nil Nil Nil
MAGIC RESISTANCE: 45% 30% 15%
SIZE: S (V high) S (3' high) M (S' high)
MORALE: Irregular (5) Fanatic (17) Steady (11)
XP VALUE: 120 270 650
The lhee are canine pranksters of wildspace, more of a nuisance
than any thing else. Their behavior swings wildly from acting like
regular groundling dogs to being irresponsible imps.
Although there are three types of lhee, they all share certain
physical characteristics. All lhee have a pair of dextrous human¬
oid hands instead of front paws* Each type of lhee has a pair of
great, snowy-white dove wings mounted just behind the shoulder
blades. All lhee speak a language of yaps, growls, and woofs. by pulling little innocent pranks on them. Lesser lhee are the most
They can also speak with blink dogs. intelligent type of space canine, and they prefer to wriggle out of
The three types of lhee resemble different breeds of dogs* Lesser combat situations by spell use. Lesser lhee have 50% skill in pick¬
lhee resemble dachshunds, chihuahuas, and miniature poodles. ing pockets. Lhee love to steal little things and commit small acts
Common lhee look like pit bull terriers, doberman pinschers, and of sabotage on spell jammers*
rotweilers* Greater lhee appear as great danes, St* Bernards, and In addition to the spells available to the common lhee, the
sheepdogs* lesser lhee can cast grease, spook, and phantasmal force three
times a day at 2nd level*
Combat: The common lhee s bite does ld8 damage. The common Lesser lhee bite for ld2 damage. These small animals avoid bat¬
lhee actively look for fights. All lhee can cast invisibility (at will), tle if at all possible.
and audible gtamen dancing lights, blur, and darkness 15' radius
three times a day each* Common lhee function as 3rd-level spell- Greater Lhee
casters*
Greater lhee act like big, friendly dogs* They exhibit many traits
Habitat/Society: The lhee have a definite heirarchy. The bigger of groundling dogs, such as loyalty, frantic displays of happiness
lhee bully the smaller* A pack of lhee consists of all one type, at seeing humans, a fierce love of playing, and a gullibility that
though not necessarily all one breed. Each pack has a leader that shocks even the lesser lhee* For instance, a greater lhee will fetch a
the others follow, if they feel like it. burning stick tossed into the phlogiston. Like other lhee, greater
A pack of lhee lairs inside caves or hollows in small moons or lhee love to play jokes on spell jamming sailors, though they be¬
planetoids* Common lhee chew everything they find to small lieve the sailors want them to!
bits: consequently, they have no treasure. Greater lhee have the same spell capability as the common
The life of a lhee consists of racing comets, eating, chasing lhee, casting spells at 6th level.
spelljammers, eating, and annoying sailors* And eating* They ex¬ The greater lhee's bite does ld6 damage, and they are not reluc¬
hibit some groundling dog habits such as a love for chasing fe¬ tant to fight. They feel fights are part of a dog's life.
lines, and a strong attraction to trees, wizard's staves, ship masts,
and the like. Ecology: Each pair of lhee encountered is a mated pair. There is a
Common lhee are the most violent, aggressive, and downright 10% chance that the pair have a litter of 2d4 puppies. These pup¬
nasty lhee. They enjoy pulling pranks, though their jokes tend to pies have no powers or abilities until they reach adulthood at six
be violent. ("Hey, let's push that torch-wielding halfling through months old.
that portal into the phlogiston [") They tend to be stupid, and the Lhee are difficult to train, though it is possible if the trainer can
lesser lhee are forever tricking them. get a puppy no older than three weeks* Training takes a full year*
Trained lhee are sometimes used as watchdogs, but this does
Lesser Lhee not always work, since the dogs have a horrendously limited at¬
tention span.
What the lesser lhee lack in size and ferocity, they make up in
brains and mischief. They enjoy pestering spell jamming sailors
Mercurial Slime MC9
CLIMATE/TERRAIN; Wildspace
FREQUENCY: Very rare
ORGANIZATION: Colony
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Non- (0)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1*4
ARMOR CLASS: 2
MOVEMENT: 3, FI 48 (E), SR 2
HIT DICE: 4
THACft 17
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 5dl0
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: L {10 +' diameter)
MORALE: Fearless (20)
XP VALUE: 420
The mercurial slime is widely feared by wildspace sailors as a
mindless, swift, and deadly organism*
A colony of mercurial slime resembles a large blob of silver liq¬
uid drifting aimlessly in space. Several colonies can be found to¬
gether, though no closer than 30' apart. As a result, only one
colony at a time attacks a ship, though other mercurial slimes
may block escape routes. Ecology: The organism reproduces by fission while it is dissolving
Mercurial slime has no sensory organs, but it can follow sound living tissue* There is a straight 1% chance that the slime repro¬
waves to their source. It is also attracted to light. When the slime duces after each hit against an organic target* The slime splits into
is in an atmosphere, it can sense motion by disturbances in the air. two creatures, the victim takes an extra 5dl0 damage, and the
two creatures reach full size instantly.
Combat: Mercurial slime is pervaded with strong acid that works Mercurial slime converts light, including starlight, into propul¬
much like blood and digestive fluids do in a human, dissolving sive energy. It can attain spelljamming speeds. Mercurial slime
nutrients and carrying them to individual cells. If the acid con¬ does not need air to survive, but it cannot land on planets, since
tacts living flesh, it dissolves the skin, causing 5dlG damage. All gravity breaks it up into a fine mist which dissolves rapidly into
inorganic matter must save vs. acid at a — 2 penalty. Weapons nothing.
that hit the slime must save before they roll damage. If a weapon Enterprising folk have attempted to use the slime as an organic
fails, it dissolves, causing no damage* soelljamming source. The big problem with this plan: The mercu¬
Mercurial slime is most hazardous when it contacts a spelljam¬ rial slime attacks any container holding it, requiring a saving
ming ship. Should a vessel touch mercurial slime, it must save vs. throw at —2 (cumulative) vs* acid each round.
add. If the ship fails, the mercurial slime makes a standard attack Alchemists have tried in vain to collect mercurial slime to cre¬
roll. Its acid damages the ship like a heavy ballista. ate a powerful acid, but the stuff keeps eating through vials and
Sometimes the slimes silver surface catches starlight and re¬ containers.
flects it back in lovely color patterns. Anyone staring at this dis¬ Some sages theorize that mercurial slime is in fact nothing more
play is mesmerized as if by hypnotic pattern cast at 4th level. than a groundling slime or jelly carried into space and somehow
Nothing frees the mesmerized viewer except a violent shaking for altered. Others call it a plague sent by deities who do not wish to
one round. see the races ply the spacelanes* It is interesting (and reassuring)
Mercurial slime is not organic* Thus it cannot be affected by that no clerics endorse this theory. Some elven scholars guess that
spells that control nature, such as charm plant or charm animal. mercurial slime may be a weapon from the Unhuman Wars.
Fire, cold, and electrical attacks have no effect. However, mercu¬
rial slime is susceptible to magic missile spells.
Habitat/Society: Mercurial slime is unintelligent and has no soci¬
ety or organization beyond the colony. It merely drifts through
space, seeking to feed* It cannot communicate.
Meteorspawn MC9
CLIMATE/TERRAIN: Wildspace
FREQUENCY: Uncommon
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Rocks and minerals
INTELLIGENCE: Non-(Q)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: I
ARMOR CLASS: -6
MOVEMENT: FI 6(E)
HIT DICE: 19
THAC0: 2
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 3dl0
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: G (100 +' diameter)
MORALE: Steady (11)
XP VALUE: 11,000
For as long as the human race has been in space, sages have won¬
dered what creates meteors. The meteorspawn is not necessarily
the only source, but its presence certainly explains the reason for
some of these flying rocks,
Meteorspawn are huge globes of living rock. The smallest me¬
teorspawn measures at least 100' in diameter; some specimens are
rumored to reach diameters of thousands of feet. The meteor¬ Waste material in the form of boulders is stored in two sacs
spawn has a circular mouth that measures the spawn's diame¬ deep behind the mouth. When these sacs are filled, the meteor¬
ter, Two other holes lie opposite each other on the left and right spawn shoots boulders of waste rock out into space at great pres¬
rear quarters. These holes, waste orifices, and are no wider than sure and speed.
In rare (5%) instances, meteorspawns get dose enough to plan¬
one tenth the spawn's diameter. The meteorspawn's coloration
ets to pull some atmosphere along with it. Since the meteorspawn
ranges from black to earth brown to slate gray.
does not need air to survive, this atmosphere remains until it is
Despite its great size and big mouth, the meteorspawn has no
interest in eating spelljamming sailors nor their vessels. It drifts taken by grateful spelljammers.
placidly, eating rocks and minerals.
Ecology: Most meteorspawn live for several centuries. During
this time, the meteorspawn gestates ld4 young. At the end of its
Combat; Meteorspawn avoid fighting until they have lost 25% of
their total hit points. Only this much damage makes the thick- life, it breaks up, and—a rare and wondrous sight—the young
skinned, unintelligent meteorspawn realize it is under attack. emerge. There is a 1% chance that any meteorspawn encountered
The meteorspawn's only real attack is the meteors that it shoots is about to give birth.
out of its two opposing holes at extremely high speeds. If the me¬ The initial size of the young depends on how many are born. If
teorspawn is less than 1,000' in diameter, it can rotate its body four are bom, each is a quarter the size of the parent. If three are
and bring both holes to bear on an enemy Meteorspawn wider bom, each is a third the size, and so on.
Meteorspawn are a mixed blessing. On one hand, they dear
than 1,000' can only bring one hole to bear.
away loose rock and debris that poses a navigational hazard. On
Any unfortunate caught in the line of fire gets hit by ld4 mete¬
ors, each doing 3d 10 damage. In ship combat, treat the meteors as the other hand, they create new hazards, high-velocity meteors
heavy catapult shots. Whether or not a meteor hits, the shot flies that crash through ships. The only consolation is that the meteor-
spawns create less matter than they consume, so at least the over¬
out of the combat into wildspace. Another meteor is bom!
all volume of rocks and minerals in a given area is reduced.
The meteorspawn's mouth does not bite, though if a ship col¬
lides with the mouth, it gets sucked in. The ship must make a sav¬ Some mariners consider the birth of a meteorspawn to be a sign
ing throw vs. spell, or the part of the ship stuck in the of good luck, seeing the symbolism of renewed life from death. In
meteorspawn's mouth is destroyed as though by a disintegrate addition, when the parent breaks up, sailors can retrieve enough
ammunition for 2dlO shots for each catapult on board. The size
spell. The ship's bow is normally the part which ends up colliding
with the mouth. Each sailor in the affected area must make also of the catapult does not matter; there are plenty of rocks of all
save or suffer disintegration, sizes to choose from!
Habitat/Society; The meteorspawn is a solitary drifter. Chunks of
rock and mineral floating through wildspace make up its diet.
The meteorspawn scoops up its food the way a whale scoops up
plankton. Using extreme pressure, it crushes the rock for mineral
nutrients.
Monitor MC9
CLIMATE/TERRAIN: Any
FREQUENCY: Uncommon
ORGANIZATION: Patrol
ACTIVITY CYCLE: Any
DIET: Herbivore
INTELLIGENCE: Exceptional (16)
TREASURE: D
ALIGNMENT: Lawful good
NO. APPEARING: 4-7
ARMOR CLASS: 0
MOVEMENT: 12, FI 24 {A}, Sw 9
HIT DICE: 10
THACO: 11
NO. OF ATTACKS: 2 or 3
DAMAGE/ATTACK: ldIO (weapon) +1 (strength bo¬
nus) orIdS/ldS
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 50%
SIZE: M (6' tall)
MORALE: Elite (16)
XP VALUE: 8,000
The monitors are benevolent beings who patrol the farflung
reaches of wildspace and the phlogiston. However, space is quite
large, and the monitors' forces are spread thin. Understandably,
not everyone Feels comfortable around monitors. Their absolute,
black-and-white code alarms beings who compromise or bend
rules to accomplish things. wander everywhere, enforcing the tenets of their lawful good
Monitors manifest in two different ways. In a crystal sphere or on alignment: punishing evil, rescuing the helpless, and protecting
the Outer Planes, they appear as gold-skinned, winged centaurs. all innocent life from harm or malice. They personify goodness,
Their eyes and hair blaze as if made of red flames. In the phlogiston raising the alignment of lawful good almost to an art.
(only), monitors appear as silver-skinned pegasi, with icy blue eyes Monitors are unselfish, just, brave, unswervingly loyal to their
and manes. Both forms have the same movement rate. ethos, and dedicated to their mission of eradicating or reforming
Monitors speak their own complex language. Common, and all evil. They are not intimidated by anything and calmly face over¬
of the tongues of evil races native to wildspace and the phlogis¬ whelming odds. One tale tells of a monitor who was surrounded
ton. and outnumbered by a horde of Pirates of Gith (see the first
SPELL JAMMER™ Monstrous Compendium), When asked for her
Combat: Monitors are not averse to combat when necessary, last words, the monitor replied, "You are all charged with murder,
though they usually give opponents a chance to surrender before piracy, and threatening a monitor. Surrender now, and things
starting hostilities. will go easy for you," The scary thing is, after the dust of battle
In their centaur form, monitors wield two-handed flame settled, she had won.
tongue swords. The swords strike twice per round, inflicting ldIO Unfortunately, monitors are not the greatest diplomats. They
hp on small or man-sized opponents, and 3d6 hp on larger oppo¬ have a black-and-white view of right and wrong. Compromise is
nents, Flame tongues are +1 swords, + 2 vs. regenerating mon¬ repellent. As they say, "Shades of gray may feature a bit of white,
sters, + 3 vs cold-using, flammable, or avian creatures, and +4 but they also harbor a bit of black." In some cases, monitors have
vs. undead. Monitors have Strength 17. rescued ha 1 fling thieves from the clutches of il lit bids, then turned
In pegasus form, monitors can breathe a cone of cold three the thieves over to the proper authorities for incarceration.
times a day at lOth-level ability. With all the evil races such as the neogi, illithids, and beholders
In addition, either of the monitor's forms may strike with the in wildspace, other races are reluctant to alienate a powerful race
two forehooves, doing Ids damage each. This, however, is a last- of good beings who try to stem the tide of evil. Monitors are the
ditch measure, as the monitors consider it undignified. butt of many complaints, jokes, and grumblings, but people turn
Besides their normal magic resistance, monitors are immune to to them first when a great evil arises.
all spells from the school of enchantment/charm,
A monitor reduced to 0 hp falls and dies in ld4 +1 rounds. Be¬ Ecology; Though monitors appear as beautiful male or female
fore the monitor expires, it makes a loud keening noise. This spe¬ centaurs, they do not reproduce. Young monitors have never
cial distress call relays who is dying, where they fell, and the been seen. Some scholars guess that monitors are the spirits of de¬
descriptions of those who committed the deed. Any monitors in ceased paladins, rewarded by various good deities with these
the same crystal sphere immediately receive the report. Satisfied, powers and responsibilities. Some cynical observers believe the
the monitor dies, its body and sword becoming a puff of golden opposite: paladins who were not "good enough" have been stuck
smoke. with the task of policing space.
Monitors do not require air, food, or drink, though they some¬
Habitat/Society: Monitors travel in patrols with a rotating leader, times eat food to make other beings feel at ease. Even so, they are
giving all squad members the chance to command. The squads strict vegetarians.
Owl, Space
CLIMATE/TERRAIN: Any
FREQUENCY: Rare
ORGANIZATION: Parliament
ACTIVITY CYCLE: Night
DIET: Omnivore
INTELLIGENCE: Genius (18)
TREASURE: Nil
ALIGNMENT: Chaotic good
NO. APPEARING: 1 (2-8)
ARMOR CLASS: 6
MOVEMENT: 3, FI 12 (B)
HIT DICE: 3+3
THACft 17
NO. OF ATTACKS: 3
DAMAGE/ATTACK: Id4/ld4/ld3
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE; Nil
SIZE: S (2 Va' tall)
MORALE: Elite (15)
XP VALUE: 420
Every spell jamming ship needs a navigator; wildspace is big, and
the chance for error is great. Space owls are intelligent owls with a
gift for navigation* Humans, dwarves, and gnomes use them
most often.
Space owls resemble normal owls, with coloration ranging
from dark brown to snowy white. They have big, yellow, un¬
All space owls have the Navigation proficiency, and they do
blinking eyes* The owls stand about 21/2f tall, with a wingspan of
not suffer the “2 check modifier. There is a 45% chance that
4#*
trained space owls have ld4 other proficiencies from the follow¬
These highly intelligent birds can communicate with all birds,
both of groundling and wildspace origin. Space owls also speak ing list: Ancient History, Animal Lore, Astrology, Engineering,
Reading Lips, Reading/Writing, and Spellcraft*
Common and up to three other languages (DMs choice).
The owls' sense of direction is 90% accurate. They can serve as
a ship's navigator, and they need no star charts when travelling in
Combat: These cerebral birds are reluctant to enter combat. They
would much rather discuss the conflict with their foe, trying to their native sphere. The owls instinctively memorize the positions
of all heavenly bodies in their native crystal sphere* They can
dig deep into the enemy's subconscious to explain their violent
tendencies. Is it nature? Is it a bad upbringing? Since most foes re¬ learn the astronomical layouts of other crystal spheres, but this
sent being mentally dissected, this practice winds up infuriating requires at least one month of travel in the sphere, followed by an
an enemy even more. Intelligence check. Studying an accurate map of the sphere, re¬
Thus, the space owls have no choice but to defend themselves, duces study time to only ld4 days, followed by the Intelligence
using their two sets of sharp talons to inflict ld4 damage each* check. In either case, success means that the owl now knows that
The space owls follow up with a beak blow, doing an additional sphere; failure means another month of travel or ld4 days of map
ld3 damage. study*
Since space owls are brilliant, they realize that these attacks sel¬ Besides navigation, space owls are adept at calculating plane¬
dom deter an enemy* So they have developed the ability to cast tary orbits, debating philosophy or science, and even playing
inotsiMify, mirror image, blink, ventriloquism, and spook, each chess. Their only drawback is an unfortunate tendency to ram¬
three times a day, at 6th level. Also, owls can cast find the path, ble, over-analyze, and use huge polysyllabic words.
true seeing, and augury, each once per day.
Ecology; Space owls need only a little air to breathe; a few min¬
Habitat/Soriety: Space owls congregate in small groups called utes in an atmosphere every couple of days keeps them happy.
parliaments. They nest in trees, on the roofs of buildings that They eat almost anything, including cooked food, wine, and
house knowledge {observatories, sage houses, mage towers, li¬ sweets. In the wild, they eat plants, insects, and small rodents.
Wizards who want a space owl familiar must still cast the find
braries, laboratories), or in the wrecks of spelljammer ships*
familiar spell, then persuade the owl to become a familiar.
{When space owls lair in a spelljammer shipwreck, they often try
to rebuild it*) An even number of owls in a parliament are mated
pairs. For each pair, there is a 20% chance of Id4 owlets, or a
10% chance of ld4 +1 eggs.
Space owls live for 100 + IQdlO years* They are nocturnal, and
so they love the starry night sky of wildspace* Bright lights, such
as light spells, blind them. Space owls have exceptional hearing
and ultravision, the latter only usable at night.
Pristatic
CUMATE/TERRAIN: Phlogiston
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: See below
INTELLIGENCE: Exceptional (16)
TREASURE: Nil
ALIGNMENT: Chaotic good
NO. APPEARING: 1
ARMOR CLASS: 10 (without sphere)
MOVEMENT: 18
HIT DICE: 8+1
THACfc 13
NO. OF ATTACKS: Nil
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 50%
SIZE: S (3*5'); M (5') with sphere
MORALE: Steady (12); Elite (16) with
sphere
XP VALUE; 10,000
Pristatics resemble a sphere of swirling colors, much like the
prismatic sphere spell* Within the sphere is the actual pristatic, a
small gnome-like humanoid. While bereft of its sphere, the pris¬
tatic floats in the phlogiston with legs and arms crossed, a look of
intense concentration on its face,
A long-standing legend maintains that pristatics were created the other colors* The pristatic selects these effects to inflict the
when a wizard attempted to alter the prismatic sphere spell by least harm to its opponent. Only when near death does it erect all
combining it with a teleport spell {in order to drop a sphere into layers against attackers*
the middle of a group). Unfortunately his assistant, a young If characters converse with a pristatic, it answers any questions
gnome, tripped and bolluxed the experiment, disappearing in the it can. Pristatics are good observers and can remember the type
process, A more reasonable conjecture is that the pristatic is na¬ and bearing of all ships that have passed within about the last
tive to the phlogiston; it may be a key to unknown secrets of month. However, the pristatic has no way to measure the passage
magic. of time, making its recollections less helpful.
Pristatics cannot spell jam. They bob in the phlogiston, going
Combat: Pristatics avoid combat. Though adult pristatics in¬ where the rainbow stream takes them.
nately have all the abilities of the 9th-Ievel wizard spell prismatic Habitat/Societyr Pristatics have no social structure, for they are
sphere, they can use it only once per day, for a total of two hours
solitary beings. They prefer the vastness of the phlogiston over
at most* Therefore, pristatics are willing to endure some damage the company of others*
before resorting to this, their only means of defense.
The pristatic's colorful sphere is still visible even when not in Ecology: Innate magic in the phlogiston is food for the pristatic. If
use* There is no way to detect whether the prismatic sphere effects brought into a crystal sphere, a pri static's life force rapidly fades,
are currently active* Detect magic always registers the area as and it dies within a day after leaving the phlogiston. Curative
magical, since it is composed of the ambient magical forces of the magic doesn't help the pristatic, although placing it inside a wiz¬
phlogiston. ard's prismatic sphere prolongs its life for 24 hours* Similarly, if a
In contrast to the prismatic sphere spell, an adult pristatic can dying pristatic returns to the phlogiston before the 24 hours are
activate some or all of its sphere's layers. For example, the pris¬ up, it returns to health in the same amount of time that it was
tatic can invoke the orange, indigo and violet effects, leaving out away from the phlogiston*
CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Tribal
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Highly (13-14)
TREASURE: Z (J,K,M,Q)
ALIGNMENT: Lawful evil
NO* APPEARING: 30-120
ARMOR CLASS: 4 (8)
MOVEMENT: 9 (12)
HIT DICE:
THACO:
NO* OF ATTACKS:
DAMAGE/ATTACK: ld6, or by weapon
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 10%
SIZE: M to L (5-8' tall)
MORALE: Elite (15)
XP VALUE: 270
Sergeant/guard (4 HD): 420
Captain/bodyguard (6 HD): 975
Warpriest (5 HD): 975
Almighty Leader (8 HD): 2,000
The highly militaristic scro are a violent gobiinoid race that has
only recently appeared. They are still rarely encountered, but if Scro use the following weapons: longs word and dagger (15%
present trends continue, wildspace travellers will unfortunately of the time); scimitar (10%); arquebus and hand axe (25%); ar¬
see much more of them. quebus and starwheel (5%); spear and hand axe (15%); polearm
The scro resemble musclebound ores, fully armored and armed and dagger (10%); shortbow and shortsword (15%); and cross¬
to the teeth. Scro have the ore's characteristic pig-like snout; bow and battleaxe (5%). Captains and bodyguards may also pos¬
however, the scro stand proud and erect, and their high foreheads sess a starwheel firearm (75% chance). Almighty Leaders almost
resemble humanity's, Scro have large canine teeth that they always carry a starwheel. War priests, multi-classed 5th-level
sharpen to a fine point; they decorate teeth and ears with tribal cleric/ mages, have one weapon with an enchantment between
mini-totems, Scro eyes appear human, but they glow a sickly +2 and +4, plus Xd4 miscellaneous magical items usable by
phosphorescent green in dim light. Hide color ranges from slate priests and wizards.
gray, burnt orange, light tan, and moss green, to jet black and Sergeants and war priests get three melee attacks every two
even, in rare cases, albino white. rounds; captains and Almighty Leaders get two melee attacks per
Scro armor is well oiled, well maintained studded leather with round. These attacks are usable only with melee weapons or fists,
each stud filed to a sharp point. The armor is always jet black, not missile weapons or firearms. Optionally, scro with two melee
though the studs are painted different colors. Their numerous weapons may be trained in two-weapon fighting (see The Com¬
weapons are just as well maintained. Scro often complete their plete Fighters Handbook for details).
wardrobe with a night-blue cloak. The vast majority (95%) of scro warriors specialize in unarmed
Scro carry no standards, but each scro wears an insignia that combat, which gives them two punches per round at +1 to hit,
identifies its tribe. This is worn either as a shoulder patch or on doing ld3 damage per punch plus Strength bonuses. (Most adult
the left side of the chest. scro have at least Strength 16 and Constitution 15.) In addition,
The scro speak a distant variant of the orcish tongue. Curi¬ some (30%) scro use a spiked leather glove that does an extra +1
ously, some speak fluent elvish, for they have fanatically pre¬ hp damage in unarmed combat attacks.
served the language of their worst enemies—so that when the scro Scro armor spikes cause ld4 damage to any foe that the scro
slaughter the elven race, the marauding humanoids can tell their smashes against. Some nasty scro coat their armor's studs and
victims, in their own tongue, who is doing this to them. spike with a Type D poison (5% chance); the poison's onset takes
one minute and does 30 hp damage (save vs. poison for 2d6 dam¬
Combat: The Scro live for combat. They have raised it to the age).
highest form of expression in their society. They fight easily in If all else fails, a scro bites with its powerful teeth for ld3 dam¬
any environment and are well disciplined. Though the scro can be age. If a scro kills an opponent with its teeth, the triumphant war¬
just as bloodthirsty as ores, they have tempered their savagery rior affixes a small gem or bauble on one of its oversized canines.
with pragmatism and strategic and tactical cunning. Scro actually It then takes a tooth from the opponent and puts it on a necklace
obey most of the civilized rules of warfare and do not fire on mes¬ called a toregkh. This necklace is prized as a totem of strength. If
sengers or truce-bearers. it is stolen, the warrior flies into a berserk rage against the of¬
For every four scro encountered, there is one sergeant. For fender (+ 2 to hit and damage, +4 penalty to AC, number of at¬
every ten scro encountered, there is one captain and one war tacks per round doubled).
priest. Only the largest gatherings of scro include an Almighty Strangely, the scro are notably articulate. They prefer to begin
Leader.
Scro
combat by shouting long, literate insults against their opponents, By ore standards, Dukagsh was a visionary. He recognized that
to show that they hold their enemies in contempt. The mere sight the ores lost the Unhuman Wars because of their one-dimensional
of a gob lino id spouting offensive alliterations might disorient the ideas and outmoded tactics. Brutality for its own sake had gotten
most battle-hardened veteran long enough to let the scro gain ini¬ them nowhere. Dukagsh realized that the ores needed to fight in
tiative in combat. an organized way, and that each soldier must realize his full po¬
Direct sunlight does not affect scro combat ability. tential.
Habitat/Society: Scro live in a regimented society, based on a In the ensuing years, Dukagsh whipped his people into shape,
complex system of laws and customs that call for unswerving loy¬ making sure that they learned fighting, survival, and even cul¬
alty and obedience. Each scro is a valued member of society and ture. To make sure no one forgot who caused the ore's misfortune,
has a duty to fulfill. each ore had to learn fluent elvish.
Leaders are respected and obeyed unless they show obvious Sometimes, the ores salvaged equipment from drifting space
cowardice in battle. In that case, it is the strongest scro's duty to junk, the remains of human, elven, d warven, and goblinoid ships
overthrow the cowards authority and lead the troops in glorious from the Unhuman War battles. Occasionally they found books,
battle. and Dukagsh made his people read them.
The scro homeworld's location is unknown. Thus far, they Before Dukagsh died, he declared that his people were on the
have seldom ventured into civilized areas, preferring to keep out path to success. The old ways were dead, he claimed, and a new
of sight until they are truly ready. On the homeworld, Dukagsh, race was bom, a race that was more than any ore could ever be.
the scro live in well-planned, spartan cities with stout towers, He named them the scro.
strong fortresses, and efficient shipyards. Though the place is no At his death, his grateful followers named their homeworld in
garden spot, neither is it smoky, ugly, or garbage-strewn. Each his honor. Dukagsh's tomb now floats over the homeworld's
city has 10,000 to 100,000 ores. north pole, so that the deceased leader may look down on his peo¬
Each of Dukagsh's 24 tribes is led by an Almighty Leader. The ple and watch their progress.
entire planet is ruled by the Ultimate High Overlord, a 16 HD scro
who is guarded by 24 Captains, one from each tribe. Each tribe Scro Bat tie wagon
has a social rank, with those of lower rank subordinate to the Built by: Scro
higher tribes. Armor Rating: 3
Scro soldiers train in non-weapon proficiencies and normally Used only by: Scro
have three of these skills; Armorer, Blindfighting, Endurance, Saves as: Metal
land-based Riding, Reading/Writing, Rope Use, Running, Track¬ Tonnage: 80 tons
ing, and Weapons mi thing. Sergeants have four of these proficien¬ Power Type; Major helm
cies; captains have five; war priests have four, plus Healing, Hull points: 80
Herbalism, Religion, and SpellcrafL Ship's Rating: 2
Scro are not interested in conquering the multi verse. Their sole Crew: 40/160
purpose is to drive all groundling human, demi-human, and hu¬ Standard Armament; Blunt ram
manoid races out of wildspace for good. The war priests see this, 4 turret-mounted bombards Crew: 3 each
not planetary conquest, as their holy mission. As for the races na¬ 1 Greek fire projector Crew: 3 each
tive to wildspace . , , well, the scro will need slave labor, and 6 medium ballistae Crew: 2 each
those pitiful races will do quite nicely. The scro are merely wait¬ 8 medium catapults Crew; 3 each
ing for the right moment to strike. Maneuver. Class; E
Cargo: 20 tons
Ecology: The scro have an 'us against the whole multiverse" phi¬ Landing—Land: No
losophy that is sure to produce plenty of enemies when they make Keel Length: 150'
their presence felt. Thus far, the scro know much about the other Landing—Water: No
space-faring races, but those races are unaware of the scro's exist¬ Beam Length: 50'
ence, save for a few rumors from unreliable sources.
Like their ordsh forebears, scro are fecund. They produce lit¬ The massive scro battlewagon symbolizes the scro's emerging
ters of ld4 +1 offspring, most with an excellent chance of sur¬ power. Thus far, only four have been built: Decapitator, Devasta¬
vival beyond infancy. Unlike their orcish ancestors, the scro live tor, Conflagrator, and Eviscerator, Two others. Mutilator and
for an average of 80 years. Defenestratorf are under construction on Dukagsh.
History; The scro trace their ancestry back to the ore tribes that
fought and lost the Unhuman Wars. Some crews and troops of the
few surviving ore vessels made their way to a remote but habit¬
able planet and settled down. This ragtag band was led by a huge
ore called Dukgash, who appointed himself the first Almighty
Leader,
Selkie, Star
CLIMATE/TERRAIN: Wildspace / ph logis t on
FREQUENCY: Very rare
ORGANIZATION: Solitary or tribal
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Average to genius (S-1B)
TREASURE: A (magic only), R
ALIGNMENT: Neutral good
NO, APPEARING: 1 or 10-20
ARMOR CLASS: 2 (prow -2), 10 in human form
MOVEMENT: Fly 12 (B), SR 5
HIT DICE: 4
THACtfc 17 \
NO, OF ATTACKS: 1 T
DAMAGE/ATTACK: id2 hull points or by weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Change to human form
MAGIC RESISTANCE: Nil
SIZE: M (5'-8' in either form)
MORALE: Elite (13-14)
XP VALUE: 270
Star selkies, though large and carnivorous, are actually an ethe¬
real, shape-changing humanoid race. In their human form, they
are kind, gentle, individuals of remarkable beauty. Like terres¬
trial selkies, they have striking green, blue, or black eyes, with
irises that sparkle with an inner light. Though somewhat absent-
minded, they are highly intelligent and well-versed in the lore of
wildspace. larger human habitations in selkie enclaves. The selkiepraJflec¬
Selkies may retain their human form for up to two weeks at a tion for scavenging space wrecks has proven to be very useful to
time. In human form, the selkie communicates in both its own them, A number of selkie merchants deal in "reclaimed goods,"
language and Common. In flight, selkies understand spoken lan¬ Though primarily carnivorous, selkies consider eating human¬
guage, but communicate among themselves in an unspoken oid flesh an act of cannibalism. They prefer to eat the wildlife of
tongue that is as yet unknown. wildspace, and do not normally attack spelljamming ships (ex¬
It is said that star selkies originated from a group of Ptah wor¬ cept in self defense). On the contrary, star selkies sometimes help
shippers whose colony barge crashed on a barren asteroid. In an¬ lost travelers, leading them to safe, well-charted areas.
swer to their prayers of salvation, Ptah turned them into the The selkie leaders can cast the following spells once per day:
graceful, space-adapted selkies. However, there is only circum¬ create air, charm monster, cure critical wounds, and sunray.
stantial evidence of this legend. They also have an ability similar to a modified stone shape spell
that allows them to construct their enclaves. The leader casts
Combat: In flight, star selkies are savage, deadly fighters. Their these spells as a 8th-level wizard.
armored, bullet-shaped bodies have razor-sharp guide fins and a
prow sheathed in natural armor (AC 2), This armored prow does Ecology: Though the star selkie is a carnivore, it is sensitive to
ld2 hull points of damage. As high-speed battering rams, they over-hunting of its habitat. Trade with ground dwellers supple¬
impale their prey. The selkie then extrudes ten tentacles that auto¬ ments its diet. The star selkie population has increased slightly,
matically hit impaled victims. These tentacles, tipped with but their birthrate is still low.
lamprey-like mouths, attach to the victims and drain 1 hit point Star selkies have a special gland that produces oxygen, allow¬
per round, A successful Bend Bars/Lift Gates roll destroys one ing them to travel in space as long as there is food to eat. This
tentacle, A victim can roil to destroy a tentacle once per round. gland does not function properly until the selkie s third year of
Star selkies use an inborn ability similar to a fly spell to move in life, so selkie habitats (called "enclaves") must be air-filled.
any direction, as slowly as a walking human (MV 12) or as fast as Star selkies occasionally attract and take human mates. Off¬
a seasoned spelljammer (SR S). spring of such a pairing breed true as selkies. Such mixed colonies
are easy to spot, for the enclaves sport intricate freeform surface
Habitat/Society: Star selkie communities resemble their terres¬ dwellings to accommodate the human mates. These surface
trial counterparts. Both sexes hunt and gather food and share re¬ dwellings tend to be large Egyptian-style structures, lending fur¬
sponsibilities for child-rearing. If anything, star selkies are more ther credence to the theory of Ptah-worshipping ancestry.
gregarious than their sea-going kin, occasionally even settling
Platinum Gold Iron
CLIMATE/TERRAIN: Space Space Space
FREQUENCY: Rare Rare Rare
ORGANIZATION: Solitary Solitary Solitary
ACTIVITY CYCLE: Any Any Any
DIET: See below See below See below
INTELLIGENCE: Low (5) Low (5) Low (5)
TREASURE: L(xlO) M(xl0) J<xl0)
ALIGNMENT: Neutral Neutral Neutral
NO. APPEARING: 1 1 1
ARMOR CLASS: 3 9 5
MOVEMENT: 6 12 6
HIT DICE: 10 + 1 9+1 6+1
THAC0: 11 11 15
NO. OF ATTACKS: 2 3 3
DAMAGE/ATTACK: ld6 + 7 ld6 + 4 ld6 + 7
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +1 or better weapons to hit
MAGIC RESISTANCE: 30% 30% 75%
SIZE: M<6') M(6J) M{6')
MORALE: Steady (12) Steady (12) Steady (12)
XP VALUE: 4000 3000 975
Silatics are amorphous blobs, 5-7' in diameter, that eat metal. Gravs and most space miners kill silatics on sight. Residents of
Continuously shifting and quivering, they use their two pseudo¬ inhabited worlds hunt down silatics relentlessly. Once a gold si¬
pods to test substances for edibility. The silatic's diet consists latic got into the gold reserves of a major city, reproduced, and
solely of the metal they are made of. For example, a platinum si¬ soon dozens were oozing around, searching for more gold to de¬
latic eats only platinum. Silatics innately detect the metal they eat vour. The entire city's economy collapsed because gold became
within a 100' range, too scarce—all because of one hungry silatic.
Silatics hide well, for they can stretch as thin as 1" thick. They
need no air to survive and prefer wild space to planets. In wild- Ecology: Silatics have no spell jamming ability. To move from
space they are almost graceful, fanning their thinned bodies to world to world, they stow away on ships, often on the outer hull.
move slowly. As soon as gravity takes hold, though, gracefulness When a silatic absorbs enough metal (around 100 lbs), it seeks
disappears; their pseudopods pull them along the ground. out an uninhabited area and splits in two. The two new silatics,
each 3 V2' wide, are dazed and instinctively move in opposite di¬
Combat: The silatic's two pseudopods administer bludgeoning rections. Five hours after splitting, they regain their senses and
damage of ld6 + 4. Each adult silatic's pseudopod can extend to search for food. If the reproduction occurs in a confined space,
50'. They attack only if disturbed while eating or prevented from the two silatics fight to the death upon regaining their senses.
feeding. Usually, one pseudopod remains attached to the food If a silatic is killed, only the metal eaten in the last week can be
while the other attacks an opponent, if injured, the silatic recovered (usually IdlO lbs per Hit Die). All other material dis¬
detaches from the food source and attacks the offender with both solves into a jelly-like substance.
pseudopods.
There are three known types of silatics: gold, platinum, and
iron. (A fourth, silver, is rumored.) Each has a special attack.
Iron — +3 bonus to damage; high magic resistance.
Gold—moves faster than other silatics, gaining one extra at¬
tack per round.
Platinum—+3 bonus to damage; also, the platinum silatic
coats its pseudopod with acid. If it hits, the character takes an ad¬
ditional 2d8 damage (save vs. poison for half damage),
A silatic eats by attaching a pseudopod to its meal, excreting a
liquid that dissolves the metal, and absorbing it through the skin.
It takes three rounds to administer the liquid and three to absorb
the liquefied metal. The liquid is harmless to living beings. Metal
of the silatic's type saves vs. acid at —5. Metal not of the silatics
type saves at “2.
If a silatic senses metal within a wooden-hulled ship, it first
tries to sneak aboard. If this fails, it batters a hole in the ship near
the metal inside. Against metal ships, a silatic inflicts 1 hull point
per turn; against wood, it inflicts normal combat damage,
Habitat/Society: Silatics are solitary, avoiding other beings by
hiding in "uninhabitable" places. Silatics of the same type exhibit
instant hostility and fight to the death.
Skullbird MC9
CLIMATE/TERRAIN: Any
FREQUENCY: Uncommon
ORGANIZATION: Flock
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Semi- (2)
TREASURE: R
ALIGNMENT: Neutral evil
NO. APPEARING: 2-5
ARMOR CLASS: 2
MOVEMENT: 6, FI 9 {C )
HIT DICE: 6+6
THACtfc 14
NO. OF ATTACKS: 3
DAMAGE/ ATTACK: Id8/ld8/3d4
SPECIAL ATTACKS: Grab prey
SPECIAL DEFENSES: Slippery
MAGIC RESISTANCE: Nil
SIZE: L (16' wingspan)
MORALE: Irregular (7)
XP VALUE: 1400
Skullbirds are large carrion birds of wildspace* A bad reputation
follows these birds. Sailors consider the sight of a skullbird a sign
that someone aboard ship will die soon.
The birds are named for their gruesome heads, which appear to
be bird skulls covered with a layer of shiny black skin stretched
tight. Their glittering dark eyes are hidden deep in the recessed
Once every three months, a female skullbird lays ld4 eggs*
sockets, and their beaks are jet black and needle-sharp. Skullbirds
Ugly, almost skeletal chicks hatch from the eggs and begin croak¬
are covered with oily black feathers and exude an oily, charnel
ing incessantly, demanding to be fed* The sound is reminiscent of
odor. Their talons are like razors.
a group of bullfrogs. There is a 25 % chance of finding skullbird
Skullbirds have no language, but have two distinct calls: an ir¬
eggs in a nest* They are not edible.
ritating, high-pitched screech when they find live food, and an
The oily feathers of the skullbird also trap air most efficiently,
ominous, bass croaking when they find carrion.
giving the birds a full days supply of air. They do require air to
survive in wildspace.
Combat: Though the birds prefer to eat carrion, since it puts up
The skullbird is a bird of ill omen. Sailors shun them, and shun
no fight, they unhesitatingly attack live prey if they have not had
anyone foolish enough to wear anything made from part one of
a decent meal in several days (50% chance).
the birds. If a ship encounters skullbirds outside their lair, the
Skullbirds attack with their two sets of sharp talons, each do¬
encounter begins with the birds flying out of nowhere and trying
ing ld8 damage. If the prey is still moving, they try to finish it off
to perch on the ship's masts. This is considered the worst possible
with a swift stroke of their razor-like beaks, inflicting 3d4 dam¬
omen, a sign that the ship will soon be destroyed. Fast-moving
age.
characters get one round to try to drive the birds away from the
Whenever a skullbird attacks a victim who weighs less than 200
masts; if they succeed, the birds may attack instead (50%
pounds, it tries to snatch up its prize and fly away to its foul nest.
chance).
To do so, the skullbird must hit the victim with both claws in the
Average or Green crews who see the skullbirds roosting on
same melee round. The talons have an effective Strength of 17.
their ships undergo an immediate morale check at -1 penalty.
The victim is allowed a Strength check to escape; failure means
Failure indicates that the sailors immediately panic, some scam¬
the bird swoops up with the victim at top speed. If the prey strug¬
pering below decks, others jumping off the ship. They remain
gles for more than one round, the skullbird drops the victim, in
panicked until the birds are driven off. More experienced crews
hopes that the falling damage will finish it off*
need not check morale, but they make morale checks in later bat¬
Skullbirds secrete an oily substance that keeps them comfort¬
able while flying in space. The oil is slippery; any attempt to grap¬ tles at the same penalty.
ple with the bird takes a -4 penalty. This oil is also responsible
Ecology: The only positive ecological contribution skullbirds
for the creature's low AC, since weapons seem to slip off the bird.
make is their pursuit of their favorite food, feesu (q.v.)*
The oil, however, is highly flammable, giving the skullbirds a
- 4 penalty when saving vs* fire-based attacks, and +2 hp per die
of fire damage. Waving torches or other open flames around a
skullbird for one round forces a morale check.
Habitat/Society: Skullbirds nest in floating wrecks of spell jam¬
ming vessels, or in the decomposing bodies of huge, dead, wild-
space creatures* They travel in flocks and have no leaders.
Skullbirds are not territorial.
Sleek MC9
CLIMATE/TERRAIN: Temperate
FREQUENCY: Uncommon
ORGANIZATION: Solitary/tribal
ACTIVITY CYCLE: Nocturnal
DIET: Omnivore
INTELLIGENCE: Low (5-7)
TREASURE: None
ALIGNMENT: Chaotic neutral
NO. APPEARING: 1-10
ARMOR CLASS: 3
MOVEMENT: 36
HIT DICE: 2+1
THACO: 19
NO. OF ATTACKS: 3
DAMAGE/ATTACK: Id4/ld4/2d6
SPECIAL ATTACKS; Sever vein on 19-20
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: T (1-3'>
MORALE: Steady (12)
XP VALUE: 65
Sleeks are ermine-like mammals with bright, black eyes. Anten¬
nae on their muzzles aid them in gauging both the size and dis¬
tance of their prey. Though independent, they occasionally seek
human and demihuman companionship.
Combat: The sleek's speed and silent motion make it all but invisi¬
ble {surprise on 1-5 on ld6). In combat against man-sized or Habitat/Society: Sleeks inhabit cargo holds and small ship pas¬
larger adversaries, the sleek uses its antennae to sense vital areas sageways. If coaxed with food they can be domesticated (30%
in an opponent, then attacks with its claws and razor sharp teeth. chance).
The sleek's claws do ld4 points of damage. Man-sized or larger Their large, bright eyes, silvery-white fur, and sensitive anten¬
targets suffer 2d6 points of damage. nae mark them as onetime cave dwellers, but their adaptations
A roll of 20 indicates that the sleek has opened a major blood pose no handicap to them in the light. Sleeks mate for life, pro¬
vessel, causing a halfling-sized or larger victim to lose ld6 hp per ducing litters of ld4 young once a year. A family of sleeks may
minute through bleeding. First aid, such as a tourniquet or direct occupy a "territory;' but conflict between sleek territories is rare.
pressure, stops this hp loss, as does healing magic. Smaller targets In lean times sleeks also exact "tribute" from ship crews. In¬
must save vs. death. Failure means the victim dies immediately, stead of helping themselves to foodstuffs, they play tricks, steal
its spinal cord severed. clothes and precious items, and generally make nuisances of
Their fast metabolism, coupled with an extremely powerful themselves until the crew formally offers food. Simply leaving
and efficient digestive tract, renders sleeks immune to poison. food for them is not good enough; the "insulted" sleeks demand a
This also lets them consume poisonous or exotic flesh—even flesh show of submission. For instance, the captain must roll on his or
golems are not safe! her back in full view of the sleeks. Only then is the sleeks' honor
Sleeks sometimes act in concert against large prey. This ability satisfied. This behavior earns them the name "pirate-masters."
to cooperate, combined with their berserker-like battle frenzy
( + 4 to hit), makes them formidable enemies to shipboard "pests " Ecology: Sleeks live about 20 years. Young stay with their parents
for two years, whereupon they leave to establish territories of
their own. Those individuals who adopt humans remain with
them for life as staunch allies.
Sluk
CLIMATE/TERRAIN: Wildspace and phlogiston
FREQUENCY; Common
ORGANIZATION: Bed
ACTIVITY CYCLE: Any
DIET: Wood, magic
INTELLIGENCE: Non- (0)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1
ARMOR CLASS: &
MOVEMENT: 3
HIT DICE: 5
THAC0: 16
NO. OF ATTACKS: 1
DAMAGE/ATTACK: Special
SPECIAL ATTACKS: Special
SPECIAL DEFENSES: Special
MAGIC RESISTANCE; Nil
SIZE: G {50 +' diameter patches)
MORALE; Nil
XP VALUE: 420
Sluk is wildspace seaweed; with the same ship-miring ability as
sargasso seaweed in planetary seas. An unintelligent parasite; it
feeds on magical energy.
Sluk is a dark blue weed with small silver nodules in its leaves.
It drifts in 50' long; stringy clumps called ''beds," waiting for ships
to run into it. Its coloration acts as near-perfect camouflage in
Ecology: Sluk reproduces by adhering to a trapped spell jamming
wildspace (only 5% chance that lookouts see it). In the phlogis¬
hull and bleeding its magical energy (The hull must be wood;
ton, the plant is easy to spot.
metal hulls are immune to the bleeding, though they are still
trapped.) Subtract the trapped vessel's SR from 10; the result is
Combat: If a spell caster or anyone carrying three or more magical
the number of rounds (minimum 1) the sluk must hold the ship
items falls into a sluk bed, the seaweed wraps itself around the
motionless to reproduce. Thus, a vessel with SR 4 lets the plant
victim. If it scores a hit, the sluk contracts with Strength 18 as it
reproduce in six rounds. Sluk can only bleed motionless ships.
leeches magical energy, inflicting ld6 damage per round. Drain¬
In reproducing, the sluk doubles the size of its patch, possibly
ing effects on magical items are described below.
miring the ship even deeper in the bed. At DM's option, the crew
Sluk can mire spelljamming vessels. Each 50 square feet of sluk
must spend ld6 extra rounds cutting away strands.
bed can stop five tons of vessel; the bed's area is 2dl0 * 50 square
Drain effects: The sluk temporarily reduces a trapped spell-
feet.
jammer's SR by 1 per round (minimum 1). Ignore this temporary
If the vessel is moving at spell jamming speeds when it runs into
reduction when figuring how long the sluk takes to reproduce; al¬
a sluk bed big enough to stop it, the ship immediately decelerates
ways use the ship's original SR instead. The ship regains 1 SR per
to tactical speed, requiring all aboard to make a Dexterity check
hour once it escapes from the sluk. Once a ship is reduced to SR 1,
or lose their balance and fall. A vessel travelling at tactical speed
it no longer feeds the sluk enough energy to permit reproduction.
through a sluk bed gradually slows to a halt, losing of its origi¬
At DM's discretion, spelljamming helms may lose their power
nal speed and maneuverability each round until it stops.
permanently after months in the sluk.
Once a vessel stops in a sluk bed, the only way to get moving
Magical items lose one charge per round; permanent magical
again is to chop away the strands. This takes ld6+3 rounds.
items lose their magic after one hour in the sluk, but recover their
Sluk is completely immune to magic, except for cold-based
powers within IdlO turns if removed before then. Relics and arti¬
spells. Magical cold instantly causes the plant to shrivel up and
facts are not affected.
flake off. Other spells merely nourish the sluk. If a total of 10 spell
Feesu and skullbirds (qq.v,) enjoy an occasional nibble of sluk,
levels are cast at the sluk, it reproduces as detailed below.
but not enough to make a difference.
Habitat/Society: Sluk is attracted to sources of magic and moves
towards them much as a groundling sunflower turns to face the
sun.
Space Swine
CLIMATE/TERRAIN: Any
FREQUENCY: Uncommon
ORGANIZATION: Herd
ACTI VITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Semi- (3)
TREASURE: Nil
ALIGNMENT: Neutral good
NO. APPEARING: 1-4
ARMOR CLASS: 5
MOVEMENT: 9, H 12
HIT DICE: 4+4
THACO: 16
NO, OF ATTACKS: 1
DAMAGE/ATTACK: 2d4
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: S (3f at shoulder)
MORALE: Steady (11)
XP VALUE: 420
The space swine are a species of boar, custom-bred by the mer¬
cantile dohwar (q.v.) for a variety of uses. They serve primarily
as trackers, since they have uncanny senses.
Standing three feet at the shoulder and six feet long, the space
swine also sport a pair of huge grey wings, resembling a pigeon's.
The wings span about eight feet. A single blunt horn juts out six
inches from the space swine s thick skull. The normal space swine Space swine are clean animals, preening their wings to keep
coloration is a dirty or mottled brown. Space swine of remark¬ them in good shape and airworthy. On hot planets, space swine
able lineage or belonging to influential dohwar may be pure white enjoy rolling around in mud to cool off.
or black. Space swine grunt like pigs and sometimes coo like pi¬ Muscular animals, space swine can bear 400 pounds of weight
geons. Judging by the dohwar s irritation, some speculate that the with no encumbrance penalty. Despite their bulk, they are sure¬
pigs are not supposed to coo. footed, A space swine retains enough air for itself for 24 hours, or
Besides tracking, space swine also serve as beasts of burden, 18 hours with a rider.
food, and (rarely) mounts. Though the dohwar are proud of their Space swine are uncanny trackers. If allowed to sniff a piece of
porcine creations, the other intelligent races consider the pigs an a person's clothing, or a sample of some sort of material, the space
insane idea and nickname them "star pork," swine can track the person or material in question with a Tracking
proficiency level of 18, The material can be anything from gold to
Combat; Despite their odd appearance, space swine are fierce silver to water to truffles. Once on the scent, the space swine
fighters, as ill-tempered as wild boars. The space swine's nasty tracks relentlessly to the source; nothing stops it but fatigue, in¬
bite does 2d4 damage. jury, or trickery.
As a war mount, the space swine is trained to attack with its In wildspace, a space swine can find a scent up to 48,000 miles
horn. If a space swine and his dohwar rider have at least 120' be¬ away. This distance drops by 2,000 miles for every hour of the
tween themselves and their foe, the space swine can make a high¬ scent's age. Thus, if a dohwar wished to track down a particular
speed dive. During the dive, the space swine emits a piercing vessel that passed within 10,000 miles of the dohwar 12 hours
war-squeal that rises in pitch as it nears the target. Make an attack ago, the space swine could pick up the scent. To determine suc¬
roll for the space swine to hit its target. If the space swine hits, its cess, use the space swines Tracking proficiency level of 18.
500-pound weight does 2dl0 crushing damage, and its horn im¬ Space swine also taste delicious, roasted with applesauce on the
pales for an additional ldlO damage. After a hit, the space swine side.
save vs. breath weapon or drop unconscious for ld4 rounds with
a light concussion. The riding dohwar, of course, is thrown. Ecology: Space swine can eat anything, and they manage to fulfill
A space swine war mount can follow up to a dozen commands. some small role in gobbling up space garbage tossed by passing
These commands can be sign language or simple phrases. Though ships. Other than this, the space swine have no real use except to
the space swine cannot speak, it recognizes its given name and its the dohwar.
rider. If a space swine loses its rider in battle but has a chance to The dohwar try to market space swine as an all-in-one animal
rescue the rider, the pig flies away fast (though it feels really bad for the knowledgeable explorer, but apparently those explorers
about this and misses its rider terribly), have enough knowledge not to believe this. The only ones who
purchase space swine in great numbers are the tinker gnomes,
Habita t/Society: Space swine are raised in herds. A Utter of space who think that space swine are "a brilliant idea."
swine consists of 3d4 sucklings. Only the strong become war In desperation, the dohwar also fry to sell space swine to space¬
mounts. All space swine are rather good-natured, and do not pick going halflings, billing them as "dependable mounts, strong
fights, though adult space swine band together to defend suck¬ beasts of burden, and they make a tasty mid-afternoon snack "
lings from predators. Thus far, the strategy has failed.
Spirit Warrior MC9
Spirit warrior Zwarth
CLIMATE/TERRAIN: Any Any
FREQUENCY: Very rare Very rare
ORGANIZATION: N/A N/A
ACTIVITY CYCLE: N/A N/A
DIET: N/A N/A
INTELLIGENCE: Non-(0) Non-(O)
TREASURE: Nil Nil
ALIGNMENT: Neutral good Neutral
NO. APPEARING: 1-200 1-5
ARMOR CLASS: -5 -8
MOVEMENT: 15, FI 24 18, FI 24, SR 3
HIT DICE: Master's +10 Master's + 20
THAC0; Varies Varies
NO. OF ATTACKS: Varies Equals master's at¬
tacks
DAMAGE/ATTACK: — 3d6/3d6 or by weapon type —
SPECIAL ATTACKS: See below See below
SPECIAL DEFENSES: Nil Nil
MAGIC RESISTANCE: Nil Special
SIZE: H (20') G (30 +r)
MORALE: Varies Varies
XT VALUE: 6000 7000
The spirit warrior is an enormous undead insect, the primary
long-range weapon of elven crack troops during the Unhuman
Wars- All Spirit Warriors went into time storage after the end of
the Unhuman Wars, and they occasionally emerge in modern
automatically. A grappled opponent gets a Strength ability check
times,
each round to break free.
A fighter operates the spirit warrior from a cavity inside the
Herbivores can change color like a chameleon, becoming al¬
chest. This is the spirit warrior's master (also called a spirit war¬
most invisible to an opponent (surprise on 1-4 on ld6). Their
rior, as the two become essentially one).
screech attack does 2dl0 sonic damage per round. The herbivore
Spirit warriors are of three types; carnivores, herbivores, and
uses its leaping ability to jump over its opponent, somersaulting
nektars. Carnivores descend from the praying mantis. They have
in midair to land and strike from behind ( + 2 to hit when the mas¬
its slashing, grasping forelimbs and biting mandibles. Their wings
ter makes a successful Dexterity check).
bear eye-spots that they reflexively display before combat.
Nektars have a smooth wasp-like stinger. In life, a gland pumps
Herbivores are based on the katydid. Though they are thin and
a poison through the stinger, inflicting a painful wound. The
spindly in build, their powerful legs carry them 600' forward or
spirit warrior has a hollow stinger outfitted with a small greek fire
backward, and up to 400' vertically. Their wings and limbs are
projector with ld3 shots. The stinger can fire every other round
leaf-shaped. for 3d6 damage at a range of 50 yards.
Nektars descend from an insect similar to both a butterfly and a
The spirit warrior body "remembers" its previous existence as a
wasp. Nektar spirit warriors are brightly colored, with iridescent
living insect and confers its sense of absolute balance to the mas¬
thoraxes and alternating bands of color on their abdomens. Their
ter, making disorientation impossible.
wings are large and colorful, with various patterns.
The bonding between the spirit warrior and its master means
All breeds of spirit warrior have at least two clawed hands, feet
that damage to the spirit warrior is relayed to the master. In the
that adhere to any surface, and functional wings that enable them
event of a critical hit, the master must save vs. death. Failure
to make gliding leaps of 100-600' on planets. They also wield var¬
means both spirit warrior and master die from shock.
ious melee weapons scaled to their size.
Habitat/Society: Spirit warriors are weapons from the Unhuman
Combat: A spirit warrior's number of attacks depends on its mas¬
Wars. There are three ways to acquire oner find one that has been
ter's ability—for instance, a 1 st-level fighter attacks once per
abandoned, wrest one from its owner in combat, or grow one
round, so his spirit warrior can only attack once per round. Con¬
from an egg and perform the appropriate spells. Since the Wars
versely, a 12th-level fighter's spirit warrior can attacks three times
ranged over a great area, the chance of finding an abandoned
every two rounds. Most spirit warriors attack with a giant long-
warrior is small. Also, those still piloted have most likely been
sword, doing triple normal damage (3d8), Some warriors use spe¬
around since the time of the Wars, so wresting one from its master
cial bows with a range of 500 yards. The arrows do triple normal
in combat is also unlikely. This leaves the method of growing one
damage (3d6); there is a 5% chance that one arrow is an arrow of
from an egg, as follows:
slaying. All spirit warriors can deliver two daw attacks for 3d6
The would-be spirit warrior receives an egg. The fighter must
per daw, in lieu of the weapon strike.
incubate the pinhead-sized egg in a warm and secure environ¬
The various species also have different attacks, as follows:
ment, preferably next to the fighter's body. When the egg hatches,
Carnivores bite for 5d6 damage. The forelimbs of the carnivore
the warrior must nurture and protect the fragile larva from six
spirit warrior can grapple an opponent on a successful attack roll,
months to a year, until it is mature. This nurturing involves close
inflicting ld6 crushing damage each round thereafter. A success¬
emotional contact with the insect (stroking, petting, cuddling.
ful grapple immobilizes a smaller opponent, and later attacks hit
Spirit Warrior
thinking pleasant thoughts) to develop a strong emotional bond Carnivores also develop preferences and are more insistent*
as one would with a pet or familiar. After a year the insect is ma¬ The master may grow anxious when the insect is hungry, resulting
ture, and the spells of modification begin; however, for the in mood swings and irrational behavior (for instance, drastic re¬
strongest bond, this final process is delayed until after the insect ductions in the local space hamster population) in both master
has died of old age. If the spells are performed on a living insect, it and insect.
dies during the ceremony.
During the Unhuman Wars, elvish mages created the warriors
The insect becomes a spirit warrior via spells that enlarge, ani¬ as armored, super-strong weapons to counter orcish monsters be¬
mate, strengthen, and physically modify the insect's remains. ing released on various worlds. At first their years of research
These spells also link the minds of warrior and insect in an un¬ only worked up to a point: the giant undead insects ran amok,
breakable bond, unaffected by magic, disease, physical attack, or killing researchers and damaging Armada Noble itself.
mental control. The final stage of the process installs a special mi¬ An assistant. Rowan Starblade by name, discovered that the
nor helm in the hollow chest cavity of the insect warrior. ceremonies failed because the researchers and the insects shared
There is a base 5% chance that the discoverer of an abandoned no emotional bond. When one of Rowan s "pet" research insects
warrior can forge a new bond with it. Alignment affects this rampaged after the ill-fated ceremony, she threw herself in front
chance, for warriors created for the Unhuman Wars were of either of the beast, begging it to stop. To her surprise, the giant insect
good or neutral alignment (law and chaos were of no conse¬ obeyed her commandl
quence). If the discoverers alignment differs from the warrior's, Further experimentation with Rowan's pet zombie revealed
the bonding chance decreases 1 % for each degree of difference— that when she welded a modified minor helm in the insect's hoi-
for example, if the spirit warrior is good in alignment and the low chest cavity with gold and platinum wire, she could sit in the
finder is neutral, the chance of bonding drops to 4%; if the finder helm and pilot the insect with her speed and agility, and with the
is evil, the chance drops to 3%. insect's strength.
If the 5% chance fails, the effects on the discoverer who at¬
tempted the bond range from devastating to deadly. Roll percen¬ Zwarth
tile dice and consult this table.
This large version of the spirit warrior, piloted by crews of 5-8
Die RoH Effect
people, has as many attacks per round as it has crew members. It
is capable of true spelljamming flight and can use many weapons.
01-25 unconscious for ld3 days
The zwarth has the magical power of spell projection. A spell-
26-85 stroke (cerebral hemmorhage); victim incapacitated. caster in a zwarth can amplify attack spells, doing a spell's dice of
DM's choice of specific effects: loss of motor skills, damage in hull points* For instance, if an ordinary magic missile
speech impairment, etc,
does Id4 +1 points of damage, then the same magic missile, cast
86-00 Death due to massive stroke and psychic trauma. through the zwarthrs hands, would do Id4 +1 hull points of dam-
agef
The reason for such severe results is the bonding process itself. Zwarth construction resembles that of a spirit warrior. Growth
The process effects physical changes on the would-be spirit war¬ and bonding processes are the same. (Yes, an entire party must
rior's brain and nervous system. When the bonding takes place undergo this processI)
between an insect and its keeper, the links are easily forged due to
the years of intimate contact. For a stranger to attempt such a
bonding is dangerous indeed.
Ecology: This is only important when the spirit warrior larva is
being nurtured* Nek tars and herbivores feed on one or two spe¬
cific types of flowering plants. Growing these flowers requires a
hothouse. An insect can eat up to 30 times its body weight in a
day.
Sphinx, Astro
CLIMATE/TERRAIN: Any
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Highly (13-14)
TREASURE: A
ALIGNMENT: Chaotic evil
NO. APPEARING: 1
ARMOR CLASS: 4
MOVEMENT: 18, FI 24
HIT DICE: 9
THACO: 12
NO. OF ATTACKS: 5
DAMAGE/ATTACK: 2d6/2d6/4d6/ld6/ld6
SPECIAL ATTACKS: Chain lightning
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 25%
SIZE: L (121 at shoulder)
MORALE: Fanatic (IS)
XP VALUE: 6,000
Astrosphinxes are a malevolent breed of sphinx whose origins are
shrouded in mystery. Standing twice as tall as a man, the astro-
sphinx is covered with brass-colored scales like those of a dragon-
A pair of huge black bat wings sprouts from its back. The head re¬
sembles a goat skull, with tiny pinpricks of violet light in its eye
sockets. The head does in fact have flesh; it is just so pale, and
Habitat/Society: Astrosphinxes are fiercely territorial and chal¬
stretched so tightly across the skull, that it seems invisible. In¬
lenge all intruders to a contest of riddles. Those who answer in¬
stead of forepaws, the astrosphinx has a pair of large, clawed hu¬
correctly, or do not answer at all, are killed outright. Due to their
man hands. The beast exudes a smell of ozone and offal.
dementia, the astrosphinxes challenge any living things, even
These frightful creations, parodies of true sphinxes, speak the
birds, bugs, small animals, and plants.
language of all sphinxes and the Common tongue. The madness of the astrosphinxes renders their riddles unan¬
swerable and illogical: "What is the speed of blue?" "How loud is
Combat: An astrosphinx uses its two goat horns to attack with a
down?" "What do a kobold and the Spell jammer have in common
head-butt, each horn doing ld6 damage. It can bite viciously <4d6
besides triangles?" Unfortunately, an astrosphinx slays anyone
damage). Its human hands have large claws that do ld6 damage
who does not answer its riddle correctly; so, an astrosphinx is
each. In rare instances (5 % of the time), the creature wields a two-
usually the only creature on a given planet.
handed sword, sometimes magical. Some travellers, legend states, have solved an astrosphinx s
Though the creature has a draconian body, it cannot use its tail
mad riddle by giving an equally mad or nonsensical answer. This
or hind legs in combat. It does, however, breathe a cone of sleep
tactic seldom works (1% chance of success). Legend says that if
gas 80' long, 4' wide at the beast's mouth and 20' wide at the base.
an astrosphinxs riddle is answered correctly, the beasts erupts
Targets caught in the cone must save vs. breath weapon or fall
into a 20d6 ring of chain lightning, killing itself. Supposedly all
asleep forld6 turns. Victims in wildspace in their own air bubbles
that is left is a due to the whereabouts of the Spelljammer,
remain asleep until the gas is somehow flushed out of the air sup¬
The astrosphinx can survive in space without air. It lairs most
ply. The astrosphinx can employ this breath weapon once every
often on small, barren chunks of rock. The sphinx eats anything,
five rounds. usually those who give wrong answers to its riddles.
Finally, the astrosphinx can shoot a 9d6 chain lightning bolt
from its eye sockets. There is a one-round delay before hurling
Ecology: The astrosphinx is a bizarre predator that all conscien¬
the bolt, and a resting of the eyes for one round afterwards. On
tious races believe is better off hunted down and killed. Not even
the round before the bolt fires, the pinpoints of light in the astros-
the evil intelligent races have anything to do with it. Saving any
phinx's eye sockets change color from violet to gold. On the
piece of an astrosphinx as a trophy is considered a bad omen, and
round after the bolt is fired, the eyes change to red. At the end of
the owner of the grisly trophy winds up shunned by his fellows.
that round, the eyes change back to their normal violet, which
means that the eyes have recharged.
The disadvantage to the sphinx s lightning weapon is that it is
blind for the one round of rest. The sphinx suffers a - 4 penalty to
THACO in melee combat during the round of eye rest.
In melee combat, the astrosphinx attacks homicidally, mind¬
lessly until nothing living still stands. As a rule, after its riddle is
answered incorrectly (see below), the sphinx breathes its sleep
gas, shoots the lightning, then hurls itself into melee. The astro¬
sphinx attacks not only the person who got the riddle wrong, but
all companions as well.
Starfly Plant
CLIMATE/TERRAIN:
FREQUENCY:
Wildspace, phlogiston
Rare
*V"'
ORGANIZATION: Solitary
ACTIVITY CYCLE; Any
DIET: N/A
INTELLIGENCE: Non- (0)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1-100
ARMOR CLASS: 10
MOVEMENT: 18
HIT DICE: 0
THACth N/A
NO. OF ATTACKS: 0
DAMAGE/ATTACK: 0
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nit
MAGIC RESISTANCE: Nil
SIZE: S (2* long)
MORALE: Nil
XP VALUE: Nil
This colorful butterfly-shaped plant drifts slowly through wild-
space, much to the delight of spell jammer crews—its fruit is deli-
ciousl Spell jammers consider the starfly plant an omen of good
luck, since it not only ends hunger but also symbolizes wealth and
happiness.
The gossamer wings of the starfly trap sunlight, converting it
to sugary food for the seed nestled inside. Similar to a peach pit, and plant closer to the sun. Once the tree is dose enough, the
the warty, almond-shaped seed contains foul-tasting chemicals leaves fall away and the second stage of life begins.
poisonous to living things. In this phase, the tree feeds on the remaining minerals of the
comet. By the time they are gone, the tree is large enough to gen¬
Ecology: The starfly is actually the mobile fruit of a spacefaring erate a gravity plane and hold an air envelope. As the tree grows,
plant, a tree that grows to maturity rooted in the ice and dirt of its gravity plane attracts rocks and debris into the tree's organic
comets. Known as a mother-tree, it grows winged fruits that drift furnace, further aiding the tree's growth. When the tree has
across space in search of new comets to seed. grown to about 1000 feet, the smelting pods wither, giving off
The starfly's shape resembles elven spacecraft, leading scholars gases that create air.
to suppose (correctly) that elves took these plants and enchanted New growth begins, dense clusters of leaves that form a habitat
them to grow to maturity while mobile, thus creating variants for animals and other plants. When the tree matures, it is a fully
such as the gadabout (q.v) and the elven armada ship. In truth, functioning ecology. The tree's gravity may pull in other rock
the starfly is the mainstay of spacegoing elvenkind, since its sim¬ bodies, supporting further growth and eventually creating a live-
ple form is so easily changed. world.
Mother-tree: This plant is the mature form of the starfly Once It is rumored that elven wizards have used secret spells to
the fruit has landed on a comet, the seed takes root and begins to mount special helms into mother-trees for use as spell jammers.
digest the cometary ice and minerals. The sapling grows winglike The rumor says that the giant trees will succeed the armadas as
leaves that take in sunlight. After a time, the young tree develops the mainstays of the elven space fleet. As yet the rumor remains
a bulb that stores water. At this stage, the leaves become reflec¬ unproven, but rivals of the elves would pay a great deal to any¬
tive, focusing sunlight on the bulb and heating the water within. one who can confirm it.
The resulting steam jets out of the bulb nozzles, pushing comet
Stargazer
CLIMAXE/TE RRAIN: Wildspace / ast eroids
FREQUENCY: Uncommon
ORGANIZATION: Solitary
ACTIVITY CYCLE: Diurnal
DIET: Carnivore
INTELLIGENCE: Low (5-7)
TREASURE: See below
ALIGNMENT: Chaotic neutral
NO. APPEARING: 1-2
ARMOR CLASS: -2(8)
MOVEMENT: 12 (Roll 24)
HIT DICE: 6+2
THACO: 15
NO. OF ATTACKS: 3(1)
DAMAGE/ATTACK: Id8/ld8/4d6
SPECIAL ATTACKS: Electric bolt (5d6 x 2)
SPECIAL DEFENSES: Stone hide
MAGIC RESISTANCE: Nil
SIZE: L (18' tall)
MORALE: Steady (12-13)
XP VALUE: 3,000
The stargazer is a large, four-legged reptilian asteroid-dweller. Its
rocky skin mimics crystalline outcroppings, giving it an AC of
-2,
The stargazer is often mistaken for a large lump of precious
stone amid a larger stone formation or on the ground. The stony,
gemlike carapace hides a frog-like mouth lined with razor-sharp Habitat/Society: Stargazers live on the sunny sides of large aste¬
teeth, as well as four sharp claws which are kept folded under the roids, basking in the continual sunlight. They are solitary, mating
stargazer's body* quickly, hiding their eggs, and abandoning them* Stargazers are
The hide absorbs sunlight, both to warm the beast's body and territorial, guarding a range of 1-3 square miles. Two stargazers
to power the beast's main weapon, lightning discharges. Hides may occupy opposite hemispheres of a single asteroid, establish¬
show a variety of colors and crystalline formations, but generally ing the opposite sides of the gravity plane as their "territory."
they are reddish or violet, suggesting deposits of ruby or ame¬ In mating season stargazers may duel to the death over terri¬
thyst* Citrine, emerald and sapphire varieties are also seen. tory, mates, and prey. If an area is overpopulated, the stargazer
uses its powerful hind legs to leap from the asteroid* It then rolls
Combat: The stargazer uses its carapace as a blind, imitating an into a ball to drift through space in hibernation until caught by
outcropping of precious stone. Wandering animals or greedy ad¬ the gravity of another asteroid or a shipload of greedy spell-
venturers entranced with their find receive a "'shocking" surprise. jammers, The advent of spelljamming humanoids has enlarged
When the stargazer senses prey {25' range), twin lightning bolts
their range*
leap from its eyes, doing 6d6 electrical damage per bolt; the bolts
can fire independently at different targets* It then raises itself Ecology:The stargazer is a voracious killer, prone to berserker
from its shallow hiding space and lunges toward the victim, bit¬ rages against large opponents* The monster is its own treasure;
ing (4d6) and rending with daws (ld8). It can loose up to six light¬ specifically, the carapace is actually an organic form of the crystal
ning bolts, two per round, before stopping to recharge. that it most resembles. There is one drawback: Unless treated
If the stargazer is losing a battle, it rolls itself into a ball, stone with a permanency spell, the carapace crumbles to dust ld6 days
shell outward, protecting its soft underside (AC 8)* It rolls in a after the stargazer s death. Jewelers can cut magically treated star¬
random direction to escape its tormentor. Roll a ld!2 to deter¬ gazer shells to produce Id6 gems of (4d6 + 1) x 1000 gp each.
mine the direction the beast escapes in; numbers on the die corres-
pond to positions on a clock face. Those in the indicated direction
must save vs. breath weapon. Those who fail the saving throw
are run over. Victims caught by this rolling action suffer 4d6
crushing damage.
Undead, Stellar
CLIMATE/TERRAIN: Wildspace
FREQUENCY: Rare
ORGANIZATION: Nil
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Low {5-7}
TREASURE: Nil
ALIGNMENT: Neutral evil
NO. APPEARING: 1-10
ARMOR CLASS: 3
MOVEMENT: 9
HIT DICE: 5
THACO: 16
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2d4/2d4/3d4
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: S to M {3-7' tall)
MORALE: Steady (12)
XP VALUE: 420
Stellar undead are the corpses of spelljamming sailors returned to
a semblance of life. The corpses are animated by raw energy from
the Negative Material Plane, This energy warps the dying sailor's
brains, twisting their final thoughts of home, safety, and friends
into an unholy desire to walk again among the living, and to be
warm again by drinking their blood.
Due to the vacuum of wild space, most bodies decompose very are found on barren asteroids, where they appear as castaways of
slowly. When viewed from more than 3f away, stellar irndead do a ship crash.
not look dead, but much as they did in life. Though their bodies Their common trick is to cling to fragments of a spelljamming
and clothes show the cause of their deaths, they remove weapons ship and pretend to be stranded sailors. Some act unconscious,
stuck in their bodies. while others wave frantically and call out to passing ships. When
Stellar undead retain some vestiges of intelligence, and can brought aboard, they try to pass for living sailors as long as possi¬
speak one language of those they knew in life. Their voices are a ble, though there is a cumulative 5 % chance per turn that the un¬
hollow croak, though some confuse this with a thirsty sailor s dry dead lose their self-control and attack in force, sinking their teeth
throat. Most of their words are monosyllables such as "help;' into the first warm flesh they can grab.
'yes/' "no/' "food," or "thanks " Besides attempting normal "living person combat," stellar un-
In order to track down warm-blooded bodies, the stellar un¬ dead sometimes (45%) try non-violent actions from life (eating
dead have infravision with 90' range. food, drinking, writing) to keep up the sham of life before their
hosts. Otherwise, the undead just go where they are led, mum¬
Combat: Stellar undead attack by clawing their opponents (2d4 bling thanks until they cannot take it any more and tear into their
damage per hand) and biting them (3d4 damage). If both claw at¬ rescuers.
tacks hit one victim in the same round, the bite attack on the same The chance of stellar undead successfully imitating the living
victim, if successful, does double damage. depends on how long ago the corpses died. At the beginning of
Once a victim has been hit by all three attacks in one round, the the encounter, roll percentile dice. The result is both how many
undead changes its tactics. Instead of attacking with its claws, it days prior to the encounter that the ship crew died, and the
holds tight to its new meal, automatically doing 2 hp damage on chance that any attempt to "act normal" fails. Thus, a roll of 47
each later round. The undead continues biting, doing double means that the stellar undead died and were "created" 47 days be¬
damage if it hits. The victim can break away by making a success¬ fore being found. Once aboard, one stellar undead tries to act
ful Strength check (allowed once per round). normal by drinking from a flask; in this example, there is a 47%
Like most undead, the stellar undead are immune to all mind- chance that the attempt to drink fails.
affecting spells such as sleep, charm, fear„ and hold spells. Due to
their dose relationship with the Negative Plane, they are turned Ecology: Stellar undead exist only in the Prime Material Plane. If
as liches. A direct hit with holy water causes 2dl2 damage; a encountered within five miles of an actual gate to the Negitive
splash does Xd6 damage. Material Plane, the stellar undead cannot be tamed, and they re¬
Though the stellar undead still have the clothes and weapons generate 2 hp per round.
that they wore in life, they have forgotten how to use them. The stellar undead can sense the presence of other types of un¬
Some clumsily try to swing a sword or activate a wand, without dead in their line of sight.
success.
Habitat/Society: Stellar undead have no society or leader. They
tend to congregate around areas where it is normal to find be¬
draggled survivors, such as spell jammer wrecks. Sometimes they
Witchlight Marauders
Primary Secondary Tertiary Space Remote
CUMATE/TERRAINi Any Any Any Any Wildspace
FREQUENCY: —-Very rare
ORGANIZATION: Solitary Horde Swarm Solitary Solitary
ACTIVITY CYCLE: Diumal Nocturnal Any Any Any
DIET: -Omnivore
Low Semi- Average Non-
INTELLIGENCE: Low
TREASURE: —-None
Chaotic evil Neutral evil Chaotic neutral Neutral
ALIGNMENT: Chaotic evil
2-20* ld4* 1 1-5
NO. APPEARING: 1-3
ARMOR CUSS: -5 0 2 -3 5
MOVEMENT: 9 48 16 SR 3 24
HIT DICE: 15 8 4 45 7
13 17 5 13
THACO: 5
NO. OF ATTACKS: 7 6, spit 3 7, sunbeam 1
2d6(x6)/3d6/2dl0 ld6 +3{x2)/ldl0 ld6 hull pts{x6)/ See below
DAMAGE/ ATTACK: 3d6(x6)/5dl2
2d6 hull pts/25dl0
SPECIAL ATTACKS: -See below
SPECIAL DEFENSES; -- See below
MAGIC RESISTANCE: -Nil-
M (5'-6') G (1000') G (25')
SIZE; G {200') H (20')
Steady Fearless Steady
MORALE: Fearless Elite
(19-20) (13-14) (11-12) (19-20) (11-12)
270 40,000 2,000
XP VALUE; 12,000 6,000
* indicates per number of previous monster; Le., one primary can hatch 2dlQ secondaries; two secondaries can hatch 2-8 tertiaries
(ld4 each).
Ore shamans created the witchlight marauders during the escala¬
tion of the Unhuman Wars to "counter ruthless elf aggression," as
one surviving ore scroll reads. In truth, the marauders were shock
troops, organic first-strike weapons meant to devastate whole el-
ven planets. Their efficiency as killing machines was matched
only by their fast breeding.
Luckily for the rest of humanoid civilization, these monsters
were wiped out during the Unhuman Wars. There are orcish leg¬
ends, however, of timestop devices that preserved some of these
beasts as doomsday weapons.
Combat; The slug-like land marauders were enormous (500
feet), dwarfing even venerable red dragons. Everything in
witchlight marauder's path—plants, animals, city
mountains—was food for the beast's cavernous central maw. Sec
ondary mouths sprouted to gobble up prey on either side of
beasts path. Land marauders especially liked metal, mineral de¬
posits, and magical items. All food made its way to the
furnace gut, producing poison gas—and more
marauders.
As the marauder gorged itself, it periodically
marauders. These smaller {20' tall) killers leapt forth,
killing with six poisonous metallic talons (2d6 each; save vs. poi¬
son or take IdlO additional damage), steel teeth (3d6), and a
sweeping spiked tail (2dl0). The secondaries also spat an acid jet
(ld8 per round, 30' range), and could climb nearly any surface
with their gripping feet. These monsters ranged the countryside,
covering miles in a single night, homing in on the scent of elven
blood, destroying all survivors of the primaries' attack.
Once the secondaries gorged themselves on living flesh, they
ejected still smaller fighters. These small (4' tall) tertiaries were followed, guarded by secondaries, the primary split like an am¬
berserker warriors with two metallic sword blades in place of oeba into two primary marauders. The cycle continued until the
hands. Their strength (18/50, + 3 damage) and agility made them marauders ran out of food, whereupon they turned on and de¬
fearsome in combat. stroyed each other.
After a week's "foraging," the primary marauder burrowed These land marauders reached their targets via still larger crea¬
deep underground and established a lair. In the two weeks that tures: the space marauders. These enormous (1Q0Q') reptilian hor-
Witchlight Marauders
rors traveled through wildspace on sails spun from special organs
on their bodies. These sails doubled as focusing mirrors, enabling
the space beast to focus a deadly (25dl0) sunbeam on targets.
Once they reached a crystal sphere, they phased their way in,
searching for small celestial bodies to feed on. Like their smaller
kin, flying marauders ate any being, rock, or small moon they
found, creating both land marauders and explosive projectiles
(12d6 hull points of damage).
The spacegoing marauders were enormous (1,000'). A croco¬
dilian head sported a nest of thousands of yard-long, razor- sharp
teeth. This head was encrusted with glowing red eyes, and bit for
2-12 hull points of damage. Surrounding the central head were six
long, flexible necks ending in eyeless heads with gaping, ship-
smashing maws (1-6 hull pts damage per head). The scaly, veined
necks were attached to a tree-trunk shaped body that terminated
in a pulsating mass of writhing hawser-like tentacles. At the cen¬
ter of this squirming mass were the umbilicals to which were at¬
tached three primary marauders. As individual primaries reached
maturity and detached, new ones grew in their places.
The space marauder's crocodilian mouth held thousands of
yard-long, razor-sharp teeth (2d6 hull points). Surrounding the
many-eyed central head were six long, flexible necks ending in
eyeless heads with gaping mouths (Xd6 hull points per head). The
scaly necks attached to a tree trunk-shaped body that terminated
in a mass of writhing hawser-like tentacles. At the center of this
squirming mass, umbilicals held three primary marauders. As in¬
dividual primaries reached maturity and detached, new ones
grew in their places.
In addition to the land marauders, the spacers could also birth
ld4 +1 remote feeders. These were little more than gigantic <5S0'
diameter) flying gullets that would engulf matter from planets, di¬
gest it, and return to the mother beast to provide it with addi¬
tional nourishment.
Habitat/Sorietyi These solitary war beasts were bred and un¬
leashed by orcish mages for use in the Unhuman Wars. The ores'
overall objective was a scorched-earth strategy that would leave
the elven worlds lifeless, barren rocks.
Fortunately, the elven forces found out about the plan before
the witchlight marauders were unleashed. Using their own new
weapons (see the "Bionoid" and "Spirit Warrior" entries), they at¬
tacked and destroyed the ores.
Some old scrolls hint that one of the space marauders escaped
the elves' onslaught, burning its way through the elven blockade
into space. Elven sages refuse to comment on this, dismissing the
writings as orcish propaganda.
Ecology: During the Unhuman Wars, orcish breeders developed
creatures that were meant to counter the threat of elven spirit
warriors. These monsters served as land and air/space attackers.
It was thought that the elves eradicated all of these doomsday
weapons, but apparently a few may have survived either by en¬
capsulation in time-stop fields or by wandering the starlanes. If
an adventuring party were to find one of these organic time-
bombs, it would behoove them to leave the area immediately.
Xixchil
CLIMATE/TERRAIN: Any
FREQUENCY: Uncommon
ORGANIZATION; Solitary/tribal
ACTIVITY CYCLE: Diurnal
DIET: Carnivore
INTELLIGENCE: Average-Genius (8-18)
TREASURE: W
ALIGNMENT: Any
NO* APPEARING: 1-3
ARMOR CLASS: See below
MOVEMENT: 12
HIT DICE: 1+1
THACO; 19
NO, OF ATTACKS: 1(3)
DAMAGE/ATTACK: by weapon type, or 2d6/2d6 or
ld4 + poison
SPECIAL ATTACKS: poison bite
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: M (5'base)
MORALE: Very steady (13-14)
XP VALUE: Varies
Xixchil (ZlX-chii) are praying mantis-like "mantoids" who are ac¬
complished craftsmen. Using the fine scalpel-like manipulators at
the ends of their forelimbs, they create fine metalwork, clothing,
and clockwork devices whose complexity and beauty rival even
that of the reigar.
using a sort of boxing maneuver, feinting and dodging to defend
The xixchil's main avocation (some say religion) is surgery. The
itself . Unadorned xixchil have a base AC 5 due to their exoskele¬
xixchil believe that the body is like a house, and that one must
tons.
add to the blank shell to make it truly one's home. Because of this
Battle-hardened xixchil: When a xixchil pursues a life of com¬
belief, xixchil are very easy to tell apart—their exoskeletons can
bat, it purchases body modifications—special limbs in the form
be covered with inlays, gem settings and other adornments, and
of maces, blowguns, swords, man-catchers, or other weapons.
they may be grown into fantastic shapes. Most xixchil who deal
Use the Players Handbook for weapon-limb damage statistics,
with humans are named after their "modifications"—Spike,
since these modifications are comparable to the actual items.
Crest, Hook, and Spinner, for example. The xixchil talent for sur¬
Large xixchil carry so many battle "adornments" that they be¬
gical adornment has found many applications among non-xixchil
come killing machines, hiring themselves out for contract work as
as well*
mercenaries, bodyguards, gladiators, or leg-breakers. These
Xixchil can synthesize a person-specific anesthetic that renders
battle-hardened xixchil may have as many as six attacks per
a patient unconscious for the duration of the "operation." This en¬
round, due to their specialized extra limbs, increased speed, or
zyme soup requires a taste of the subject's (or victim's) clothing,
enhanced strength. Their Armor Class can reach -4.
weaponry, or any object that the subject has held in close body
Battle-hardened xixchil are rare, since fighting is not the race's
contact. A single bite (normal attack roll) administers the dose, or
main concern. But in the words of one xixchil proverb: "Scalpels
the saliva can work through food or drink.
are knives." The xixchil's flair for sharp objects and their inborn
In this manner the xixchil also create poisons. Once the xixchil
ability to synthesize poison win them renown as assassins.
has touched the victim, it licks its finger blade to taste the victim's
essence and synthesize poison. On the next round, the xixchil
Habitat/Society: Xixchil evolved on a live world among many
bites to administer the poison saliva. Generally the poison reacts
predators. Their modification ability enabled them to grow de¬
with the victim's body chemistry, paralyzing or killing the victim
fensive weapons and camouflage. Aided by their unique metabo¬
in one round. Those bitten save vs, poison at —4 due to the tai¬
lism, they poisoned and slashed their way to the top of the food
lored brew. The xixchil may also spit the poison onto its finger
chain.
blades. The saliva must be used within ten turns before it breaks
Since danger was ever-present in xixchil life, females spun egg
down and becomes useless.
cases containing lGdlG eggs. When they hatched, the young im¬
The xixchil communicate among themselves with a complex
mediately dueled and ate each other until one or two individuals
language of both gestures and spoken words punctuated with
remained. After the first week of life, the infants' homicidal ten¬
sharp clicks of their mandibles. The xixchil mandibles are so com¬
dencies faded, allowing the xixchil to achieve civilization.
plex that they can be used to form the words of humanoid speech.
This inborn winnowing process still occurs today. "Survival of
the fittest" remains a major tenet of xixchil society, which stresses
Combat: Most xixchil prefer to strike from surprise or a position
individual achievement and improvement over group effort. A
of advantage. "Stealth equals efficiency" says one xixchil prov¬
xixchil's allegiance is first to self, then to family; society comes
erb,
Xixchil tactics rely on their forelimbs, which have sharp re¬ last.
Since they discovered spelljamming, xixchil have realized that
tractable blades. The xixchil slaps with its blades extended for 2d6
there is an endless variety of places and beings and things, all use-
damage per forelimb. It can strike twice per round in this fashion.
Xixchil
ful for attaining greater prestige. Ironically, this desire to experi¬
ence the new has caused some individuals to realize that there is
more to life than merely self-preservation. This motivates them to
try many things—even join adventuring parties.
Xixchil and Adventurers
In this capacity the xixchil is renowned for its surgical ability In¬
jured adventurers, or those who simply desire enhancements, can
count on swift, sure treatment for their problems. With their
sharp forearms and fingertips, the xixchil can execute the finest
surgical techniques, separating nerve endings, even isolating sin¬
gle veins for modification. When coupled with clerical magic, a
xixchil adventurer can make a party nearly unbeatable.
Their unique digestive processes also work on the cellular level,
allowing them to create chemicals with many effects—body ar¬
mor, increased strength, specialized appendages, etc. These
"adornments" have earned these surgeons a mixed reputation
among their clients, for humanoid aesthetics mean nothing to the
xixchil. They believe that form follows function, which has led to
some really unhappy customers—for instance, the dwarf who
wanted superhuman strength, so the xixchil surgeon modified
him to use it. Who needs a head, the surgeon reasoned, except for
use as a muscle anchor? The poor headless dwarf, though very
strong, never again won a beauty contest.
Suffice to say there are more than enough ''beautiful people"
who are no longer that way thanks to the gentle ministrations of
the xixchil. But oh, are they functional!
As a general rule of thumb, if PCs request special modifica¬
tion from a xixchil—for instance, "I want wings"—the modifi¬
cation is non-magical, irreversible, and functional. If the PC
can no longer crawl dungeons because his wings are too big, too
bad. That PC probably also gets a larger lung capacity, an en¬
hanced appetite, and hollow bones—all essential to flyers.
Overall, any given modification takes from one day to two
weeks . . , longer if the client requests extensive changes like
super-strength or body armor.
The 'adornments" don't come cheap. Accomplished surgeons
charge 2d 10 x 100 gp per change, varying the price with the ex¬
tent and complexity of each operation. Implanted dagger sheaths
and hidden dart throwers are fairly simple jobs. A full-body
makeover with gender change is not. However, if one is rich and
on the run, it could prove a valuable investment.
As an aside, this penchant for adornment also extends to lower
animal and plant life. Blooming birds and winged kittens are
common sale items, Xixchil spell jamming ships are prime exam¬
ples of plant sculpture, sporting orchid-like blooms as gangways,
exotic naturally-grown staterooms, and sail-like leaves. The in¬
troduction of these non-intelligent spacegoing beauties has
caused consternation among the elves, since they rival the elven
ships in quality but are easier to maintain.
Yitsan MC9
CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Pack
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Very (11-12)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1-4
ARMOR CLASS: 0
MOVEMENT: 12, FI 3(D), Br 6, Sw 12
HIT DICE: 11
THACO: 10
NO. OF ATTACKS: 6
DAMAGE/ATTACK: 1d6/1d6/3d6/2dl2
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +1 weapon or better to hit
MAGIC RESISTANCE: Nil
SIZE: L (10' tali)
MORALE: Fanatic (18)
XP VALUE: 7,000
The yitsan is also known as "treasure bane" and "intruder within."
Unwary sailors bring the eggs aboard ship in newfound treasure
hoards.
Yitsan measure around 10' in height. They are humanoid, with
3' tails. Their skin is a fine mesh of grey-green scales. Yitsan have
long claws on their four-fingered hands and toes, and their
Habitat/Society: Yitsan have no organization. Each beast is out
mouths have three sets of sharp teeth. Perhaps their most unusual
for itself. Most encounters with yitsan are with young, since
characteristic is their lack of eyes. An odor of salt hangs about
adults avoid large groups of humans in favor of less intelligent
them.
If the yitsan have a language, it has yet to be discovered. They prey,
A yitsan reproduces by laying a group of Xd4 eggs. These eggs
frequently utter hisses, shrieks, roars, and growls.
are T-wide golden disks. To the casual observer, a yitsan egg
looks like a gold piece, except that it is featureless.
Combat: Fighting is what the yitsan does best. Its four sets of long
When the egg hatches, the newborn yitsan resembles a tiny (1”)
claws each cause ld6 damage. The yitsan can use the claws on its
green lizard. It crawls into a cozy crack in a ship's bulkhead and
two feet just as easy as the daws on its hands. The only ways it
eats bugs, mice, wood, and cloth. The lizard grows to 6" in two
can use all four claws at once is atop a victim, or while trampling
weeks, trusting to its chameleon-like hide to remain unnoticed.
underfoot.
Sailors may notice small nibble marks in their clothing or wood
The yitsan begins melee using its tail, with its many razor-sharp
implements; there is a 1 % chance per sailor to notice this per day.
projections (2dl2 damage). The tail can strike up to three oppo¬
After the lizard reaches a foot in length, it undergoes rapid and
nents in a closely-spaced line. Only one attack roll is made, re¬
painful metabolic changes, maturing in two hours. This frantic
gardless of the number of opponents (use the best AC among the
growth spurt drains much energy and leaves the adult yitsan rav¬
victims). Victims of the tail sweep must make a Dexterity check
enously hungry. The yitsan always seeks a private place to ma¬
or fall. The yitsan tries to trample a prone victim with all four sets
ture, for it is helpless during the transformation.
of claws (4d6 damage).
An adult yitsan lays eggs once it has eaten its first meal. Once
The tail can also wrap around a human-sized victim. Once it
again it seeks a stash of coins, perhaps even returning to its
hits (for no damage), starting on the following round the tail con¬
spawning hoard.
stricts for 2d4 damage per round, plus ld6 cutting damage from
the tail's razor edges (not vs. victims in metal armor). A victim
Ecology: The yitsan is a predator of unknown origin. Some elven
must succeed in a Strength ability check (trying once per round)
scholars guess that the yitsan is an orcish biological weapon left
to escape the tail. The yitsan can attack other victims with its
over from the Unhuman Wars that somehow escaped into civi¬
claws while constricting with its tail.
lized space.
The yitsan has three rows of sharp teeth that cause 3d6 dam¬
age. Once its jaws get hold of someone, they continue to grind,
inflicting an automatic 2d6 points of damage per round. A victim
gets Strength ability checks to escape as described above.
Due to their blindness, yitsan are immune to illusions and any
spell that requires the target to see. However, a yitsaris senses of
hearing, taste, and smell are inhumanly acute. They locate oppo¬
nents in a 50f radius by their breathing or their scent (80%
chance). Like snakes, the yitsan use their tongues to taste the air.
Casting a silence spell on a yitsan gives it only a 25% chance of
detecting an opponent, and a *2 penalty to its attack rolls.
Zurchin
CLIMATE/TERRAIN: Wildspace, asteroid fields
FREQUENCY: Common
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Non- (0)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1-3
ARMOR CLASS: 4
MOVEMENT: 8
HIT DICE: 1+1
THACO: 19
NO. OF ATTACKS: 2
DAMAGE/ATTACK: ld4 + 2
SPECIAL ATTACKS: Poison
SPECIAL DEFENSES: Spines
MAGIC RESISTANCE: Nil
SIZE: T (6" to 1' diameter)
MORALE: Unsteady (5-7)
XP VALUE: 120
The zurchin, commonly called "star urchin"' or '"space porcupine/'
is a spherical mollusk with myriad radial spines, it moves slowly,
using a muscular belly-foot for propulsion. The zurchin scav¬
enges organic matter, dust, and wood.
Individuals appear in many bright colors, yellow and red, pur¬
ple and blue. Striped varieties are not uncommon. They range in
size from 6" to a foot in diameter. Over the next week, the egg-bearer loses its appetite, becomes
confused, and begins to itch uncontrollably. At the end of a week
Combat: The zurchin normally attacks only when disturbed. It the victim is paralyzed and dies of suffocation. Then each egg
shoots poisonous hollow spines, using gas pressure so great that hatches a tiny new zurchin, which feeds on its dead host and its
the range of the spines matches an arrow s. The zurchin can fire fellow hatchlings. A cure disease spell destroys the incubating
ld4 spines per round, pegging a man-sized target with deadly ac¬ eggs.
curacy. These spines are the equivalent of + 2 darts, doing ld4 +2 The egg-laden dart can also lodge in a wooden or organic spell-
points of damage, A zurchin typically has hundreds of spines. jammer hull. Incubation time doubles to two weeks. A spell-
Their poison is released on impact, expelled by a small sac in¬ jammer may be far away from the original asteroid reef when the
side the spine. The poison paralyzes the victim's heart and breath¬ crew discovers a sudden, major zurchin infestation. Even worse,
ing; the victim must save vs. poison or die in 2d6 hours. A they may not discover it until too late. More than one dragonfly
successful save negates subsequent poison damage; after a slight ship has surprised its small crew by collapsing suddenly, leaving
fever and nausea, the target develops immunity to the zurchin's nothing intact but the helm and a few hundred zurchins.
poison. To wealthy and decadent neogi, the zurchin is a particularly
prized delicacy. Specialist chefs prepare the zurchin meat (ordi¬
Habitat/Society: Zurchins inhabit the rocks of asteroid reefs, eat¬ narily a deadly poison to the neogi) in a secret way that neutral¬
ing bits of cast-off food that fall into the gravity planes. They fre¬ izes the poison—usually. The resulting dish attracts rich neogi
quently lair among colonies of mortiss (see the first diners less for its exotic taste than for its danger; occasionally a
SPHLLJAMMER™ Monstrous Compendium). diner fails to survive the evening.
The neogi specialist chefs, called "white sashes" for their char¬
Ecology: Zurchins are peaceful scavengers. A zurchin's spines acteristic garb, belong to a caste of familial dynasties engaged in
conceal a complex 40-part mouth that can extrude hard, sharp cutthroat competition to gain one another's trade secrets. All
teeth. Given hours or days, these teeth can excavate holes in white-sash neogi pay handsomely for zurchin meat, so penurious
wood, rock, and even iron. The zurchin uses the holes as hiding spell jammers risk their lives to harvest the unassuming scaven¬
places or mating areas. gers.
Ten to 20 of a female zurchin's darts each contain thousands of Besides neogi, predators such as firebirds (q.v.) consider zur¬
microscopic eggs. If an egg is implanted in a victim (5% chance), chin meat tasty.
the victim suffers no poison or ill effects (except impact damage).
Advanced
I Dun^eonsfiDragonS)
Monstrous Compendium
Appendix
Prepare to be boarded! Here are still
W ^ more new, inventive, dangerous, and
entertaining creatures and races for
l iEta ' jfl y°ur SPELL)AMMER™ campaign setting!
Qg£5li There are giant undead insects, star
^ * W ^ gypsies, space plants, and much, much
^ ^ ^ ^ more awaiting your stellar travelers in
/ 4 ^ \ these pages. Elven war-beasts, giant
Mm 1/rof space turtles, orcish death-creatures,
and other beings of the phlogiston, crystal spheres, and wildspace
roam this volume. Some look nasty, and are; some look nasty, and
aren’t. Which are which? Read the entries and find out for
yourself! And of course, they are organized into five-hole-punched
pages that fit right into your Monstrous Compendium binders.
TSR Ltd.
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Cambridge CB1 3 LB
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ADVANCED DUNGEONS DRAGONS is a registered trademark owned by TSR, !nc.
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