Dragon Quest Bestiary

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DRAGON QUEST BESTIARY A BASIC GAME SUPPLEMENT This is a non-profit fanwork for use with your Basic Game campaigns. Dragon Quest Square Enix Holdings Co., Ltd.

TABLE OF CONTENTS Table of Contents 1 What is this? 2 Reading the Monster Entries 2 Monsters 3 Slimes 3 Drakeys 4 Scorpions 4 Evil Spirits 4 Wolfmen 5 Drohls 5 Lunatiks 6 Skeletons 6 Evil Knights 6 Evil Magic-Users 6 Chimerae 7 Dragons 8 The Dragon Lord 9 New Spells 10 Healing Spell 10 Magical Flame 10 Seal Magic 10 Surround Spell 10 Thunder 10 Magic Items 11 Faerie Flute 11 Lyre of Ire 11 Rainbow Drop 11 Regalia of the Hero 11 Sphere of Light 11 Staff of Rain 11 Stone of Sunlight 11 Monster Tables 12 1

DRAGON QUEST BESTIARY WHAT IS THIS? It is a bestiary of nearly every monster and magic item from the first game in the Dragon Quest franchise, the first ever console role-playing game. Seeing as SquareEnix hasn't given us an official tabletop roleplaying game based around the franchise, it falls to the fans to do the work for ourselves. The entries provided here are intended for use with the 1980s-era version of the Basic Game of father of fantasy role-playing. You know the one. The monsters are presented here with minimal deviation from their game mechanics, adhering to the clear intent of their roles in the simulated game world. Some abilities are cut or altered slightly, but for the most part, everything these monsters can do in the original game is accounted for. Many of these entries will conflict with similar entries found in other basic game bestiaries. They are intended to represent the monsters from Dragon Quest, not the monsters from your existing game. The art used in this document is taken from the Dragon Quest fandom wiki and are subject to copyrights held by SquareEnix. The creation of this unlicensed fanwork is not a challenge to SquareEnix's copyrights or trademarks. READING THE MONSTER ENTRIES If the monster has a special ability that functions like an attack, it may use that ability or attack in a round. If it may use both, that will be explained in the description of the monster. Damage: This is the damage the monster deals when using its normal attacks, in the order the monster usually uses them in. If the nature of the attacks is not self evident, the monster's descriptive text will explain what kind of attacks they are. No Appearing: This is the number of said monster appears in a group when the party meets the monsters via a random encounter or randomly stocked dungeon. The referee is encouraged to alter these numbers as needed, or even to include other creatures. Morale: Morale is checked at certain points in battle (at the end of a round where it took significant damage, or its leader is slain, etc). If a roll of two six-sided dice is equal to or less than this number it remains in battle. If the roll is greater than this number, it feels on its turn in the next round of combat. Treasure Type: These codes should function with the tables found in every version of the basic game sets. Individual treasures are carried by the monster, where as lair treasures are kept in the monster's lair. If the monster is smart enough to realize an item may be magical, it will use the items in combat. A 'Nil' in this entry means the monster keeps no treasure. Experience Value: This is the number of experience points the party earns for defeating the monster. It is determined by the monster's hit dice, with additional points added for any significant special abilities the monster has. The entries here follow a familiar format, a slightly modified version of the basic game entries. For those unfamiliar or wish to have the differences explained, this is for you. MONSTER STATS Armor Class: The only valid reason to use descending armor class values is nostalgia, there are no compelling arguments to the contrary. To that end these entries are using a base 10 ascending armor class system. When rolling to-hit, your attacks need to be equal to or greater than this number. If you're using a descending AC system, you should already be adroit at adapting armor classes on the fly. If not subtract the AC from 20, or 19, depending on if you use a base 10 or base 9 armor class system. Hit Die: This number determines the monster's chance to hit in combat, it's saving throw numbers, and the number of dice rolled to determine it's hit points. To determine the monster's hit points roll this many eight-sided dice, adding the total number after the if there is none. Each * (asterisk) after the number represents one of the monster's special abilities that affects its challenge in combat and experience value when defeated. Movement: This is the number of feet the monster can move per round in combat. To determine its movement during ten-minute game turns multiply this number by 4. If a number is presented after a / symbol, that is the monster's alternate movement speed(s). Attacks: This is the number of attacks the monster can make in a round when using its weapons or natural attacks. 2

MONSTERS SLIME AC: HD: MV: ATK: DMG: No. App: Morale: TT: XP: Slime 11 1-1 20' 1 1–4 3 – 12 8 Nil 5 Metal Slime 19 1 1** 40' 1 1–4 1–3 4 LM 16 Bubble Slime 13 2 2* 20' 1 1 – 4 Poison 2 – 12 8 Nil 25 These creatures are ambulatory moderately intelligent oozes, they come in a wide variety of forms including the common blue slime and the stronger red 'she-slime'. Of the most common slime drop body shape, others include the mottled and metal slime. There is a 10% chance that they speak the common language of menfolk, and even when they do they speak with a below average grasp of language and a verbal tick that makes meaningful communication difficult. As they are immune to poisons of all kinds, including diseases caused by ingesting all but the most virulent foods, they are carrion eaters. While a desperate slime will attack an animal when hungry, they only do so if there is either a much larger group of slimes and their prey or if there is no other easier food source available. Mottled slimes are known to be quite territorial, however, and may attack foes who come too close to their homes. Slimes attack by ramming their foes with their spongy ooze body. Metal slimes, which appear to be made from living quicksilver, are exceedingly fast and may chant a Magical Flame instead of attacking (3/day). There are two other kinds of slimes that appeared in later Dragon Quest games that became iconic to the series, Healslime 13 2 2* 30' (hover) 1 1–4 1–6 8 O 25 so they are included here; the bubble slime and the healslime. Bubble slimes are green and deflated looking slimes, their bodies fizzy and bubbling. The attack of a bubble slime forces the target to make a saving throw vs. poison. On a failed save the target takes 2 – 9 points of poison damage at the end of the round. Healslimes appear to be a cross between a blue slime and a flying jellyfish. They attack by flailing with their tentacles, and have a 35% chance of chanting the healing spell each round of combat against a randomly determined ally. The red-colored she slimes are effectively the same as the common blue slime except that they are 1 1 hit dice monsters. The marginally larger mottled slimes are much like their blue and red kin, but are instead 2 1 hit dice monsters. One should be wary of large groups of blue or metal slimes. There is a chance (5%) that these creatures, if ten or more are encountered, will coalesce into a kingslime of their type if threatened. A kingslime has 8 hit dice, and attacks twice each round for 5 – 20 points of damage on a hit. Metal kingslimes can chant a fireball with the same frequency that normal metal slimes chant magical flame. 3

DRACKEY addition to their poisonous stinger, metal scorpions can also chant a Magical Flame spell three times per day. Dracky 13 2 10'/30' (fly) 1 1–4 2 – 16 7 L 15 AC: HD: MV: ATK: DMG: No. App: Morale: TT: XP: EVIL SPIRIT AC: HD: MV: ATK: DMG: No. App: Morale: TT: XP: Drackeys are a species of bulbous comically shaped vampire bats, with their names being derived from the legendary vampire lord Dracula. Older, more powerful, drackeys are believed to be able to transform into vampires in their own right. While drackeys are not necessarily unliving creatures, their ability to become actual vampires leaves them subject to being turned. As a drackey ages it gains hit dice, up to 7 total. Those drakeys with 5 or more hit dice who are smart enough to speak (20% chance) are magidrackeys. Magidrackeys cast spells with the same ability of a dark apprentice. AC: HD: MV: ATK: DMG: No. App: Morale: TT: XP: Ghost 12 4** - /30' (fly) 1 1–8 1–3 9 Nil 100 Magighost 12 6*** - /30' (fly) 1 2–9 1–3 9 Nil 750 Spectral beings called simply evil spirits are the residual animating force of dead men kept alive by their evil and malice. Many are simply left over after such evil men die, but others were prevented from their eternal rest by dark powers or even called back by a powerful sorcerer. Evil spirits are never kind, and even those of the least malicious temperament are mischievous bordering on being cruel tricksters. In their weakest for, the poltergeist, ghosts are little more than animating force moving objects and causing harm. Ghosts and magighosts were instead evil heroes and magic-users who retained much of their former selves and can be quite fearsome. Silver and magical weapons deal full damage to evil spirits, but weapons made of normal steel and wood deal only 1 – 2 points. Poltergeists attack by magically throwing objects (5'/15'/45'). Ghosts and magighosts, on the other hand, attack with spectral weapons that tear at your soul instead of your body, thus ignoring non-magic and nonsilver armor when rolling to-hit. Magighosts may chant a Magical Flame as its attack at-will, and can or throw a Fireball or chant a Sleep each 1/day. Evil spirits are undead, leaving them subject to turning. GIANT SCORPION Giant Scorpion 12 1 1* 30' 1 1 Poison 2–5 7 L 13 Poltergeist 12 3* - /30' (fly) 1 1–6 1–3 9 Nil 35 Metal Scorpion 19 1 1** 30' 1 1 Poison 1 7 L 16 Giant scorpions are a species of monstrous scorpion roughly the size of a large dog. While their pincers appear to be dangerous, they aren't. The pincers cannot deal damage to a creature larger a mouse or gerbil, and aren't even painful to anyone wearing clothing. Their dangerous attack is their large forward stinger. On a hit, it deals 1 point of damage and the target must save vs. poisons. On a failed save the creature takes 2 – 20 points of damage at the end of the round. Those giant scorpions found in high mountainous regions have a ruddy brown color to their exoskeleton, and fight with 3 1 hit dice but are otherwise the same as giant scorpions. Metal scorpions, however, are significantly larger and with thick metal plates armoring their bodies. In 4

WOLFMEN AC: HD: MV: ATK: DMG: No. App: Morale: TT: XP: Golems attack by striking twice with their heavy stone or clay fists, which strike with enough force to throw mansized creatures 5 – 15' ([1 – 3] 5). Golems are surprisingly susceptible to mind-altering magics, suffering a -2 penalty to their saves vs. spells. However, they are immune to all spells that does not deal damage directly, and cannot be harmed by poison or psionics. The rare goldman, a kind of living statue similar to a golem, is made from 2,000 lbs of gold. Upon slaying a goldman, Those materials can be harvested for up to 500,000 silver pieces worth of raw gold. Wolfman 12 2 1* 30' (40') 1 (2) By weapon, (weapon/1 – 6) 1 – 100 7 L 25 DROHL AC: HD: MV: ATK: DMG: No. App: Morale: TT: XP: Wolfmen are a kind of shaggy wolf-like beastmen who live in wildmen packs. Wolfmen fight as berserkers, entering into their rage at the start of the second round of combat. Berserk wolfmen move up to 40' per round, strike twice per melee round, and attack with a 2 bonus to-hit. A berserk wolfman attack with a weapon in hand and its ferocious bite. One in every ten wolfmen is a wolfhero, who attacks as a 4 1 hit dice monster, and every 25th wolfman is a wolflord. Wolflords are 8 1 hit dice monsters, and always have a magic weapon. The presence of a wolflord increases the morale of a pack to 10. Wolfmen are not to be confused with werewolves, which are men cursed to transform into a monstrous wolfbeast or wolf under certain circumstances. Wolf men are a different creature entirely. AC: HD: MV: ATK: DMG: No. App: Morale: TT: XP: Stoneman 16 12 20' 2 2 – 16/2 – 16 1 11 Nil 1,250 Drohlmagi 13 4 2** 20' 3 1 – 2/1 – 2/1 – 4 1–3 9 L 175 Drohls are a race of monstrous giant snail-like beasts. They stand about as tall as a dwarf, and have large faces. Drohls are not what you would call smart, but do have a sinister cunning and are quite territorial. The common drohl, sometimes called a drone, attacks by slamming with its arm-like protrusions and their shelled foreheads. Each group of drohls has a 30% chance of being led by 1 – 3 of their leader types; drohlmagi. Drohlmagi can attack with their arms and forehead as a drone does, but will usually use a Magical Flame which it can chant at will, or throw a Fireball which it can do 3/day. Drohlmagi may also chant a Healing Spell up to twice per day, but may only provide healing to itself or other drohls. GOLEM Golem 15 10 20' 2 2 – 12/2 – 12 1 11 Nil 1,000 Drohl 13 2 2 20' 3 1 – 2/1 – 2/1 – 4 3–6 8 L 20 Goldman 14 8 20' 2 1 – 10/1 – 10 1 11 Special 650 Golems are a kind of constructed man, created from simple materials like clay or stone. Golems make for excellent guardians, as they do not need to need to eat or drink and never need rest. The only real downside to using one is that they take their orders literally, and have no ability to make moral judgments. Golems keep not treasure, but may be set to guard one. 5

LUNATIK AC: HD: MV: ATK: DMG: No. App: Morale: TT: XP: Lunatik 13 2 2 5'/20' (fly) 2 1 – 4/1 – 4 3–6 8 L 20 lesser kin. Silver and magical weapons deal full damage to a demon knight, but weapons made of normal steel and wood deal only 1 – 2 points per hit. Raving Lunkatik 13 4 2** 5'/20' (fly) 2 1 – 4/1 – 4 1–3 9 L 175 EVIL KNIGHT AC: HD: MV: ATK: DMG: No. App: Morale: TT: XP: These eye-like bugs, called lunatiks by adventuring folks, are little more than a tentacle wreathed eye with a carapace shell. They are erratic and highly territorial. They attack by slamming with their shelled bodies. Raving lunatiks, whose shell is a bright garish fuchsia, has the ability to catch a creature's attention with its gaze forcing a save vs. petrifaction. On a failed save the target is stunned for 1 – 6 combat rounds (a stunned creature drops all held items and cannot attack). Skeleton 12 1 30' 1 By weapon 5 – 20 11 Nil 7 Blackguard Dark Knight 18 17 6 2 8 3* 20' 20' 2 2 By weapon 1 By weapon 1 1 1 10 10 CR CR 275 1,400 The bulk of the dragonlord's forces are evil men tempted with promises of power and wealth if they serve his forces, with said forces filled mostly with brigands and blackguards. Brigands and blackguards are simply evil warriors fitted with the finest armor the dragonlord can spare. Dark Knights, the military leaders of the dragonlord's forces, are blessed with undeath by the dark lord. This renders them immune to poison and cold. Dark knights prefer to forego a shield in battle, striking twice with a twohanded sword or battleaxe, which has a 20% of being magical. SKELETON AC: HD: MV: ATK: DMG: No. App: Morale: TT: XP: Brigand 18 4 1 20' 1 By weapon 1–4 10 R 75 Demon Knight 16 7* 30' 1 By weapon 1–4 11 U 625 EVIL MAGIC-USER AC: HD: MV: ATK: DMG: No. App: Morale: TT: XP: The dragonlord and his apprentices all practice the dark arts of necromancy, and use these powers to turn the bodies of their foes into warriors for dragonlord's army. Skeletons are the bones of dead men, animated through such dark magic. Mre powerful skeletons that fight with 3 and 5 hit dice may be created by dragon warlocks and the dragonlord himself. These warriors are are capable of individual thought and reasoning abilities on part with an average person. Demons knights have an even greater malevolence, animated via the possession of a demonic spirits. Skeletons of any category fight with whatever weapons they have on hand or are provided for them by the necromancer who animated them. They cannot be poisoned and take no damage from cold. Demons knights have a 30% of having a magic weapon, and are more resilient than their Dark Apprentice 10 4* 30' 1 By spell 1–6 7 R 75 Dragon Warlock 12 7* 30' 1 By spell 1–4 8 R 625 The dragonlord is a powerful magic-user, able to call all sorts of dark forces. This has drawn many mercenary magicians and would-be wizards to him. They seek knowledge and power that only the dragonlord can provide. Within the dragonlord's armies they serve as commanders and messengers, and are usually quite happy to coordinate with eachother. usually. There is a lot of infighting between the apprentices to determine whom the dragonlord will favor most. 6

Dark apprentices, being fourth-level users of black magic, have two 1st-level spells and two 2nd-level spells. Dragon warlocks, being seventh-level users of black magic three 1st-level spells, two each 2nd and 3rd-level spells, and one 4th-level spell. Chimera refers to an amalgam creature birthed from the mad experiments of an alchemist or sorcerer. While they can take many forms, the dragonlord is fond of fusing vultures with exotic reptiles creatures like tsuchinokos and komodo dragons into what he calls his Star Chimeras. These favorite creations lack or have small atrophied lizard legs, regardless the beast cannot walk well and may even need to wriggle across the ground if unable to fly. The beak of these chimeric beasts is powerful, and can kill a normal man in a single bite. However, it may also breath a cone of flame (30' long 15' wide) 3/day. The flaming cone deals dice of damage equal to the chimera's hit dice (save vs. dragon breath for half). CHIMERA AC: HD: MV: ATK: DMG: No. App: Morale: TT: XP: Chimera, Lesser 14 6 3* 5'/60' (fly) 1 3–8 1–4 7 I 500 Chimera, Greater 16 12 6* 5'/60' (fly) 1 3 – 10 1–4 9 I 2,600 7

DRAGON Juvenile 17 8 4** 40' (50') 4 1 – 4/1 – 4/1 – 6/1 – 4 1–4 9 H 2,800 AC: HD: MV: ATK: DMG: No. App: Morale: TT: XP: Adult 18 10 5** 40' (50') 4 1 – 6/1 – 6/1 – 8/1 – 4 1–4 9 H 3,100 The dragon lord has subjugated many wingless rage dragons in his service, powerful legged serpents who can breathe elemental breath and work themselves into a fearsome battle rage. The dragon lord favors only mature dragons within the wild juvenile stage through the early older years, as younger dragons are too weak and older dragons too prideful to control. Dragons attack by clawing twice, then biting and whipping with their tail twice. Instead of attacking the dragon can expel a breath attack three times per day, this breath attack deals damage dice equal to the dragon's hit dice and allows a save vs. dragon breath for half. The shape and element of the attack varies by the kind of dragon it is. These wingless dragons fight as berserkers, entering into their rage at the start of the second round of combat. Berserk dragons move up to 40' per round and attack with a 2 bonus to-hit. Dragon Breath Black Blue Green Red White Line of acidic bile, 30' long 10' wide. Stroke of lightning 50' long 5' wide. Cloud of poisonous gas, 15' radius, centered 10' in front of the dragon Cone of flame, 50' long 15' wide. Cone of frost, 50' long 15' wide. 8 Old 19 12 6** 40' (50') 4 1 – 8/1 – 8/1 – 10/1 – 6 1–2 9 H 3,850

THE DRAGONLORD DRAGONLORD AC: HD: MV: ATK: DMG: No. App: Morale: TT: XP: of a humanoid sorcerer. In this form he looks no less sinister, with smooth blue skin and glowing golden eyes. He adorns himself in opulent purple robes and wears a headdress that mimics the shape of horns. The dragonlord is opportunistic, clever, and brutally intelligent, and always operates with a plan. His tactics are easily framed as simple and destructive, but he has a cold, calculating intellect. He is fond of performing seemingly wanton random acts that disguise a greater plan. The destruction of a city isn't the wild act of a rampaging dragon he makes it look like, it is a tactical choice as that city may hold certain resources that he needs to steal or is in a tactical place to launch a counterattack against a plan that wont come to fruition for a generation. The dragonlord views humans and demihumans as corrupt creatures, no different from the monsters in his employ – if nor more so as they are convinced of their moral rightness, an idea he finds disgusting. He derives intense pleasure from turning humans, dwarves and elves against one another, seeing what he does as a sort of mercy. The dragonlord, being a noble purple dragon, can use each of the five kinds of dragon breath each once per day. He can polymorph himself into his humanoid guise at-will, and will will only revert if slain or he so chooses. The dragon lord has 15-levels of black magic on top of his abilities as a dragon. This provides the dragonlord four spells of each levels one through five, and three sixth-level spells. Dragonlord 17 15 5**** 40'/60' (fly) 4 3 – 10/3 – 10/3 – 12/3 – 8 1 10 H ( 3) 8,450 The orphaned son of the Queen of Dragons, the laying of his egg sapping the last of her spirit and killing her. A dragon and sorcerer of immense power, he strives for dominion over the world from his throne of evil within the ancient temple of evil Charlock Castle. The dragonlord is a huge purple dragon, with a golden underbelly, and a ridge of red horns. Even in this bestial form, his eyes gleam with a malevolent intellect. However, the dragonlord spends most of his waking hours in the guise 9

NEW SPELLS Most of the spells found in Dragon Quest track pretty closely to spells found in your old school system of choice. However, a few don't. These spells are presented below. With the exception of the healing spell, which is a white magic spell for clerics, evil magic-users and the dragon lord may have any of the spells in their spellbooks. HEALING SPELL prevents the subject from casting spells or reading scrolls to create spell effects. This spell automatically fails if cast upon a creature without the ability to cast spells. 2nd-level white magic Range: 30' Duration: Instant The chosen creature within 30' is healed for 1 – 6 points of damage, 1 more point for each hit dice of the monster, to a maximum of 6 – 12 points. SURROUND SPELL 2nd-level black magic Range: 120' Duration: 2 – 8 rounds A creature of the monster's choice within range must make a saving throw vs. spells. On a failed save it becomes distracted by hallucinatory doubles of the monster and it's allies. Any attack it makes or special ability it tries to use has a 50% chance of failing due to the creature trying to attack an illusory double. MAGIC FLAME 1st-level black magic Range: 120' Duration: Instant With but a word the monster launches a ball of magic fire that unerringly strikes a target within range for 2 – 5 points of fire damage. An added ball is conjured for every 3rd hit dice the monster has. These added flames may be sent to the same or differing targets. THUNDER 4th-level black magic Range: See below Duration: Instant The monster launches a cone of lightning bolts 60' long and 30' wide at its widest point. Creatures within the cone take 1 – 6 points of lightning damage for each hit die the monster has to a maximum of ten dice. Half as much damage if a save is passed. SEAL MAGIC 4th-level black magic Range: 120' Duration: 2 – 5 rounds A spell-casting creature of the monster's choice withinrange must make a saving throw vs. spells. On a failed save the subject's ability to cast spells is sealed for the duration. This 10

MAGIC ITEMS Magic Items? Why have monsters from a game if you're not also going to have the treasures they hoard away and protect? When using the above monsters in your campaign, include these items into your treasure tables and crafted treasures. FAERIE FLUTE REGALIA OF THE HERO This magical flute imbues magic into any song played with it. The flute's most well known use, as it is what the great hero used it to do, was to play a lullaby to cast a magical Sleep. Other songs may have differing uses, as per the referee's purview. Playing a song on the flute takes at least one minute, and being hit with an attack ruins the attempt. The great hero, his or her name not recorded but known by the titles Loto and Erdrick, did battle with an evil god who reached for world domination from the throne of evil at Charlock Castle. In that battle the hero used a suit of armor, sword, helm, and shield. Each one a disparate piece of equipment, but have since become a set iconic to the hero's legacy and lineage. Each one is lacquered a deep blue and fitted with gold, and each one very powerful. Sword of Kings: Longsword 2, 3 vs. demons, devils, and dragons. Shield of Heroes: Shield 2, it adds its bonus to the wearer's saving throws vs. dragon breath. Armor of Radiance: Plate armor 3, the wearer regenerates 1 hit point per hour. Helmet of Ortega: Helmet 1, it adds its bonus to the wearer's saving throws vs. mind affecting abilities. LYRE OF IRE A silver lyre, when the strings are strummed, it summons monsters from the local region. The referee will roll for a wandering monster, which appears immediately somewhere within 30 – 120'. Reaction rolls are made, but are at a -3 penalty. RAINBOW DROP The rainbow drop is a powerful magical potion that, when pored into a watery passage, will cause a solid rainbow to rise up out of the waters. This rainbow functions as a bridge 10' wide and up to 300' long. It rises up over any shoals and out of the range of any attacks. The bridge remains intact indefinitely, but will solidify into stone after one week, where upon it can be destroyed as any stone bridge could be. A rainbow drop is created by a magic-user fusing a staff of rain with a stone of sunlight. SPHERE OF LIGHT The sphere of light is a powerful magical artifact, a glowing orb roughly one foot in diameter. It appears to be made of hollow glass and is just as light, but is as hard ad steel. The sphere radiates a constant 120' radius of daylight that banishes magical darkness. The sphere's powers are numerous and mighty. If simply placed upon a holy alter within a nexus of magical energies, it creates a protective aura that banishes summoned monsters and prevents further summoning. If held in hand it can be invoked to destroy a magical barrier within 120', even in combat. STAFF OF RAIN This magical quarterstaff 1 can cast a version the control weather spell once per day. This weather control may only be used to create summon or disperse rain. Any level of rain from a light sprinkle to a heavy rainstorm is possible with this magic staff. STONE OF SUNLIGHT A magical stone that bears the power of the sun. It is warm to the touch and glows with the light of a candle. Three times per day it may be commanded to glow bight, casting a light spell. Once per day it may be thrown as a fireball spell cast at the 6th-level of ability. Lady Lora, princess of Ladutorm invoking the staff of rain and stone of sunlight to craft a rainbow drop. 11

MONSTER TABLES Slime Metal Slime Bubble Slime Healslime Dracky Giant Scorpion Mountain Scorpion Metal Scorpion Poltergeist Ghost Magighost Wolfman Wolfhero Wolflord Golem Stoneman Gold Man Drohl Drohlmagi Lunatik Raving Lunatik Skeleton Skeleton Warrior Skeleton Knight Demon Knight Brigand Blackguard Dark Knight Dark Apprentice Dragon Warlock Chimera, Lesser Chimera, Greater Dragon, Juvenile Dragon, Adult Dragon, Old Dragonlord AC 11 19 13 13 13 12 12 19 12 12 12 12 12 12 15 16 14 13 13 13 13 12 12 12 16 18 18 17 10 12 14 16 17 18 19 17 HD 1-1 1 1 2 2 2 2 2 1 1 3 1 1 1 3 4 6 2 1 4 1 8 1 10 12 8 2 2 4 2 2 2 4 2 1 3 5 7 4 1 6 2 8 3 4 7 6 3 12 6 8 4 10 5 12 6 15 5 MV 20' 40' 20' 30' 10'/30' 30' 30' 30' - /30' - /30' - /30' 30' (40') 30' (40') 30' (40') 20' 20' 20' 20' 20' 5'/20' 5'/20' 30' 30' 30' 30' 20' 20' 20' 30' 30' 5'/60' 5'/60' 40' (50') 40' (50') 40' (50') 40'/60' Atk 1 1 1 1 1 1 1 1 1 1 1 1 (2) 1 (2) 1 (2) 2 2 2 3 3 2 2 1 1 1 1 1 2 2 1 1 1 1 4 4 4 4 Damage No App Morale TT 1–4 3 – 12 8 Nil 1–4 1–3 4 LM 1 – 4 Poison 2 – 12 8 N 1–4 1–6 8 O 1–4 2 – 16 7 L 2–5 1 Poison 7 L 2–5 1 Poison 7 L 1 Poison 1 7 L 1–6 1–3 9 Nil 1–8 1–3 9 Nil 2–9 1–3 9 Nil Weapon, (weapon/1 – 6) 1 – 100 7 L Weapon, (weapon/1 – 6) N/A 7 L Weapon, (weapon/1 – 6) N/A 10 L 2 – 12/2 – 12 1 11 Nil 2 – 16/2 – 16 1 11 Nil 1 – 10/1 – 10 1 11 Special 1 – 2/1 – 2/1 – 4 3–6 8 L 1 – 2/1 – 2/1 – 4 1–3 9 L 1 – 4/1 – 4 3–6 8 L 1 – 4/1 – 4 1–3 9 L 5 – 20 Weapon 11 Nil 5 – 20 Weapon 11 Nil 5 – 20 Weapon 11 Nil 1–4 Weapon 11 U Weapon 1–4 10 R Weapon 1 1 10 CR Weapon 1 1 10 CR 1– 6 Spell 7 R 1–4 Spell 8 R 3–8 1–4 7 I 3 – 10 1–4 9 I 1 – 4/1 – 4/1 – 6/1 – 4 1–4 9 H 1 – 6/1 – 6/1 – 8/1 – 4 1–4 9 H 1 – 8/1 – 8/1 – 10/1 – 6 1–2 9 H 3 – 10/3 – 10/3 – 12/3 – 8 1 10 H ( 3) 12 EXP 5 16 25 25 15 13 50 16 35 100 750 25 125 1,400 1,000 1,250 650 20 175 20 175 7 25 125 625 75 275 1,400 75 625 500 2,600 2,800 3,100 3,850 8,450

later Dragon Quest games that became iconic to the series, so they are included here; the bubble slime and the healslime. Bubble slimes are green and deflated looking slimes, their bodies fizzy and bubbling. The attack of a bubble slime forces the target to make a saving throw vs. poison. On a failed save the target takes 2 - 9 points of .

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Advanced Player’s Guide APG Bestiary 2 B2 Bestiary 3 B3 Bestiary 4 B4 Ultimate Magic UM This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the

An Advanced Bestiary Web Enhancement An Advanced Bestiary Avian Creature Design: Matthew Sernett Editing: Penny Williams Development: Robert J Schwalb Art Direction and Graphic Design: Hal Mangold Cover Art: William C. Eaken Proofreading: Evan Sass and Marc Schmalz Executive Producer: Chris Pramas Art: Kent Burles and Anthony Francicso