As stated in the Basic rules, any creature not a player character is considered a “monster.” The following monsters include most of the usual encounters found in LAND OF ICE, including sentient species as well as the mega-fauna and super-predators that inhabit the planet. It is suggested that DMs using the LAND OF ICE campaign setting stick to the monsters in this list or create creatures that are appropriate to the setting; however, any monsters found in the B/X books should be (for the most part) compatible with the rules found here. Who’s to say what alien creatures might be encountered in the LAND OF ICE?
One major difference exists between the monsters here and the standard B/X rules; the LAND OF ICE campaign setting assumes there is no such thing as “infravision.” Some monsters have senses that exceed humans, but none of the creatures listed here see in the infrared spectrum. Another difference is the absence of “alignment;” creatures here will be motivated by their animal nature (if beasts) or by their own self-interests or sense of honor (if sentient). Let the description of the creatures be your guide to monster behavior, along with reaction and morale rolls.
Alfr
Armor Class: 5
Hit Dice: 1+1*
Move: 120’ (40’)
Attacks: 1
Damage: By weapon
No. Appearing: 1-4 (2-24)
Save As: Alfr 1
Morale: 8
Treasure Type: E
One of the indigenous sentient life forms found in the LAND OF ICE, the alfar are an elder race that resembles the northmen newcomers, save that they are slightly taller and exhibit an inhuman beauty. In fact, it is speculated that their centuries of association with the northmen has been responsible for their present appearance; sensitive and empathic, their physical form may be an adaptation based on psychic impression.
Alfar seem a whimsical race, with some displaying a code of honor as violently passionate as any northman, and others exhibiting a base frivolity. Throughout the centuries, they have sometimes removed themselves from contact with the northmen, their existence fading into legend; at other times they have dwelled amongst the humans (though only in the northernmost settlements). They wear half-mail armor when girded for war, and their leaders and nobility usually carry pattern-forged weapons (see Chapter 7). All alfar are telepathic and have the abilities described in Chapter 2, though most never exceed one point of psychic ability. Their chieftains are the equivalent of PCs (roll 1D4 to determine level).
Bandit
Armor Class: 6
Hit Dice: 1
Move: 120’ (40’)
Attacks: 1
Damage: By weapon
No. Appearing: 1-8 (3-30)
Save As: Thief 1
Morale: 7
Treasure Type: A
Bandits are outcasts from northmen society that have banded together to prey upon travelers and small villages. Most are not clever enough to become “adventurers,” but some groups are led by ambitious individuals that share the abilities of a PC class. Successful groups possess a good size hoard of plunder. Bandits are considered to have no honor.
Black Wing
Armor Class: 5
Hit Dice: 6*
Move: flying 360’ (120’)
Attacks: 1 bite
Damage: 2D8
No. Appearing: 0 (1-2)
Save As: Fighter 2
Morale: 9
Treasure Type: Nil
A native species of the LAND OF ICE, black wings (sometimes called “harpies”) are second only to dragons as dangerous flying predators. Appearing as something like a giant, blind vulture, black wings emit piercing shrieks to both navigate and detect prey, even in blizzards. Their screams produce terror in most individuals (save versus paralysis to keep from panicking and running for D4 rounds), when standing still and immobile could actually render targets “invisible” to their senses. Panicked individuals are subject to the black wing’s swoop attack just as if they had been surprised by the monster.
Cold Pudding*
Armor Class: 8
Hit Dice: 5*
Move: 60’ (20’)
Attacks: 1
Damage: 2D6
No. Appearing: 1 (1)
Save As: Fighter 2
Morale: 12 (9)
Treasure Type: Nil
A predatory slime found only in the northernmost mountain ranges or (cold) subterranean caverns, the cold pudding can dissolve metal and flesh within seconds of contact. Only stone is resistant to their touch, though they shy away from heat and open flame (the second morale score) and fire does double damage. The pudding is effectively mindless and is unaffected by most psychic abilities (pyromancy being an obvious exception).
Crag Bear
Armor Class: 6
Hit Dice: 6+6*
Move: 120’ (40’)
Attacks: 2 claws, 1 bite
Damage: 1D6/1D6/1D6
No. Appearing: 1 (1-2)
Save As: Fighter 2
Morale: 9
Treasure Type: Nil
One of the native mega-fauna of the LAND OF ICE, the crag bear hibernates during the darkest months of winter and then ventures forth to gorge itself for the following year. The crag bear attacks with two mighty paws and a snapping bite; if both paw attacks hit, the beast bears its target to the ground and mauls it for an additional 2D8 damage. Victims that survive a mauling are assumed to roll aside and scramble to their feet.
Dragon
Armor Class: -1
Hit Dice: 10***
Move: 90’ (30’), flying 240’ (80’)
Attacks: 2 claws, 1 bite
Damage: 1D8/1D8/4D8
No. Appearing: 1 (1-2)
Save As: Fighter 4
Morale: 10
Treasure Type: H
Generally only found in mountainous regions, the dragon is arguably the most dangerous natural predator found in the LAND OF ICE. Dragons have some mild telepathic ability which enables them to locate their prey (generally large fauna and herd animals), even under extreme weather conditions; this ability allows them to “broadcast” their own feelings to creatures within 60 yards or so, generally causing abject terror and inability to move or act (save versus spells to avoid this effect).
Dragons have strong jaws and long-taloned claws with which to rend and devour prey (just about anything smaller than a frost worm; ice kraken is a favorite). However, they are feared most for their venom; a viscous, corrosive fluid that combusts within seconds of exposure to air. Dragons can spit their venom up to 30 yards, splattering an area ten yards wide with splashing, sticking flaming death for all caught in its area (10D8 damage, save versus dragon breath for half). A dragon can only spit venom three times per day before its venom sacs are expended; they will always spew venom in the first round of combat, and thereafter have a 50% chance per round of using the attack (unless it cannot get to its prey in melee).
As the top of the food chain in LAND OF ICE, dragons never check morale unless they are reduced to less-than-half their hit points. However, if their prey can escape or take shelter somewhere the dragon cannot reach, they will generally give up and search for food elsewhere. Dragons have a natural attraction to shining objects, especially metals, and will carry such items back to their lair to pad their “nest.” Whether this is due to some magpie-like obsession or the simple need for material strong enough to support the creature’s bulk, it has led to dragon’s well-deserved reputation for hoarding.
Draugr*
Armor Class: 5
Hit Dice: 3*
Move: 90’ (30’)
Attacks: 1 blow or throttle
Damage: 1D8
No. Appearing: 1
Save As: F3
Morale: 12
Treasure Type: B
Draugar are individuals that have succumbed to psychic corruption, ceasing to “live” as they once did, becoming gruesome parodies of the creature they once were. The body continues to function…and function at a high rate, its cells rapidly regenerating and instilling the body with unnatural strength, even without sustenance…but the creature is nearly mindless. A draugr retains some recognition of past people and surroundings, remnants of memory imprinted into its thought matrix, and this causes it to haunt familiar surroundings and hoard once-treasured possessions. The thing will be berserk and homicidal in its defense of its things and “territory,” but otherwise is fairly docile, if melancholy.
A draugr takes only half damage from weapons, and regenerates 1 hit point of damage per round unless completely destroyed and incinerated. They retain none of the past abilities of their class, cannot use psychic abilities and do not use weapons. Their presence generates a feeling of unwholesomeness that can disrupt the nervous system of those within 15’ or so (save versus paralysis or fall paralyzed for D4 turns).
Dvergr
Armor Class: 4
Hit Dice: 1 (minimum 3hps)
Move: 60’ (20’)
Attacks: 1
Damage: By weapon
No. Appearing: 1-6 (5-40)
Save As: Dvergr 1
Morale: 8
Treasure Type: G
These once-servants of the northmen’s ancestors are more fully described in Chapter 1 and Chapter 2. Their bio-engineered fortitude makes them exceptionally hearty and long-lived, though it is doubtful any dvergar still remain from their initial arrival in the LAND OF ICE.
Over the centuries, they dvergar have made their homes in subterranean halls and mountain strongholds, mining, carving, and forging to their own specifications. They are tireless workers and delight in craftsmanship and mechanical marvels, and have much lore for the creation of devices and machines that function in “magical” fashion (see Chapter 7). They generally go to war clad in full mail armor with steel caps and two-handed mauls. Their chiefs and heroes are the equivalent of PC adventurers (having 1D4 levels) and are often armed with enchanted gear.
Pretty cool. I like the Black Wing.
ReplyDeleteThanks, Blake! I DID just downgrade the black wing's hit dice, though.
ReplyDeleteIt seems odd to me to hang on to the tradition of everything not a PC being a "monster." The term NPC and its many variants seems more helpful and less automatically antagonistic. I always thought it was weird that the stableboy and the nun and your mom and a paladin buddy are all monsters.
ReplyDeleteThis encourages polarization between PCs and everything else, I think--"The are not us, so they are bad." (Arguably, the characters are monsters, more so than the whole rest of the world.)
I'd rather avoid the absurdity of saying, "no, those are GOOD monsters!" At that point the word has lost its purpose when it comes to describing creatures determined to rip your face off.
@ Fictive: Perhaps defining it as such allowed the original designers to include all NPCs in a chapter entitled, "Monsters." Certainly the first thing the aspiring DM does is look for some antagonists and a chapter called "monsters" is fairly obvious...unlike the term "NPC" which may be more confusing to a novice.
ReplyDeleteIn my own stabs at writing game systems (as opposed to supplements like this one) I DO label such chapters as "NPCs" more often than not. But it's an old D&D trope to present all new NPCs (whether it be rule book or adventure module) in a section called "monsters."
You look for norse names for the harpies? Try "Vittra". Google "youtube ronja vildvittror"
ReplyDelete