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MONSTER'S, COMBAT TABLES & PROFICIENCIES

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Here you will find some original monster's, combat tables and proficiencies. Please feel free to use them in your games as needed. Should you have an original monster, combat table or proficiency you would like to share, Please email me and I shall post it as soon as possible! All submitter's will be given credit so please respect all copy right laws!

 

Predator -- Submitted by Phillip Arena

Climate: Arctic
Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: Low (5-7)
Treasure: Nil
Alignment: CN
No. Appearing: 1
AC: -2 (3 underside)
Movement: 18
HD: 25
THAC0: -1
No. of Attacks: 3 (claw/claw/bite)
Damage/Attack: 3d8+1/3d8+1/5d12
Special Attacks: See Below
Special Defenses: See Below
Magic Resistance: Nil
Size: H (12'long, 5'tall)
XP: 40,000

Predators have green, scaly hides, with white, tuberous tufts of fur down their backs. They have turtle-like shells, with huge spikes along the edges, long, thick tails, and extreme musculature. They stand parallel to the ground, like many animals, though they only have two legs. Their muzzles are powerful, as are their claws. Their legs are thicker than most humans.

Combat: Predators are amazingly quiet, despite their bulk. They move silently, and their victims receive -6 penalties to their surprise rolls. Predators themselves are never surprised. They like to sneak up on their prey and pounce on them. This is done from 40' away, and allows double damage on claw attacks. The predators tough hide makes it immune to attacks except those of +3 or better enchantment. Even then, predators take only half damage, as they do from any physical attack. Predators regenerate 5 hp per round, except from fire, electricity, or acid. Predators take no damage from cold based attacks. Predators have infravision and highly acute senses of smell, hearing, and sight.

Habitat/Society: The predator lives in a lair, often in packs, though they hunt individually. They live in extremely cold environments, and live for the hunt. They love meat of powerful prey, such as frost giants. White dragon meat is considered a delicacy by predators, and is their favorite creature to hunt.

Ecology: The predator is by far the most effective natural hunter, hence the name. They are very rare, though, and most scholars are unaware of their existence. Though they often prey on white dragons, there are so few of them that they have little effect on the dragon population. They rarely hunt humans, as there is no challenge, no thrill of the hunt. It would be like humans eating ants. They have much bigger game in mind. But they do enjoy killing powerful adventurers, just for the thrill of it.


Prismatic Cat -- Submitted by Mark Chance

 

CLIMATE/TERRAIN: Temperate-tropical /                                       plains & grasslands FREQUENCY: Rare
ORGANIZATION: Solitary ACTIVITY CYCLE: Night (mostly)
DIET: Carnivorious ALIGNMENT: Neutral evil
INT: Low (5-7) TREASURE: Incidental
NO. APP: 1-4 groups of 7 AC: 5    MORALE: Fearless (19-20)
MOVEMENT: 15 HD: 3+3
THACO: 17 NO OF ATTS: 3
DAMAGE: 1-4/1-4/1-6 SPEC ATTS: See below
SPEC DEFS: See below MAGIC RESIST: nil
SIZE: M (4' long) XP VALUE: See chart

Experience Chart

                            Red -- 650 Orange -- 650

   Yellow -- 650

Green -- 1400 Indigo -- 1400
Blue -- 2000 Violet -- 2000

 

The rare and deadly prismatic cat is an evil, magical feline that hunts by night, preying on animal and man alike.  They appear much like mountain lions except for their eyes.  The pupil-less eyes of a prismatic cat dimly shine with one of the seven colors of the spectrum.  A prismatic cat’s eye color is a sure way to determine what its specific magical powers are.  Prismatic cats speak their own hissing, purring language.

Combat:  Like all large felines, prismatic cats are deadly hunters, especially given their intelligence and team tactics.   Stealthy and cunning, prismatic cats impose a – 4 surprise penalty against foes.  It is not unknown for one group of prismatic cats to chase prey into the waiting claws of a second group.  They also possess key senses of hearing, smell, and sight, giving prismatic cats a +2 bonus on their own surprise rolls.

These monsters attack much like any great cat with two claws and a powerful bite.  If both claw attacks strike, a prismatic cat is able to hold on and rake with its back claws for two additional attacks, each inflicting 1-4 points of damage if successful.  Worse still, the bite of a prismatic cat has potent magic backing it up, the exact effect determined by the cat’s specific prismatic color:

Prismatic Cat Special Attacks

 

Red -- inflicts an additional 2-20 damage (save vs. spell for half)
Orange -- inflicts an additional 4-40 damage (save vs. spell for half)
Yellow -- inflicts an additional 8-80 damage (save vs. spell for half)
Green -- save vs. poison or die, suffer 2-20 damage if even save succeeds

Indigo -- save vs. petrification or be turned to stone

Blue -- save vs. wands or go insane (as feeblemind)
Violet -- save vs. spell or be sent to a random Outer Plane

 

Furthermore, a prismatic cat has a special defense also based on its specific color:

Prismatic Cat Special Defenses

 

                    Red -- immune to nonmagical missiles

                 Orange -- immune to magical missiles (does not include spells)

                   Yellow -- immune to poison, gas, and petrification
                   Green -- immune to fire, lightning, and cold
                   Indigo -- immune to location/detection magic and mental attacks
                    Blue -- immune to magical spells

                  Violet -- total immunity to first attack from any source each round

 

As can be seen, despite their modest hit dice and armor class, a pride of prismatic cats is not to be trifled with lightly.   Fortunately, prismatic cats also possess special vulnerabilities that can be used to harm them regardless of their individual defenses.  As suspected, these weaknesses vary by color:

Red -- cone of cold

                    Indigo -- continual light

Yellow -- disintegrate

                    Green -- passwall

Orange -- gust of wind

                      Blue -- magic missile

                    Violet -- dispel magic

 

In all cases, the spell has its normal effects on the prismatic cat, which, in the case of passwall, is no effect at all. Additionally, each spell inflicts 4-24 points of damage against which there is no saving throw.  The spells listed above are not negated by the prismatic cat’s special defense in any instance.

Habitat/Society:  Prismatic cats live, hunt, and travel in small prides numbering some multiple of seven.  Within each multiple of seven, there will be one of each color of prismatic cat.  Thus, if 21 prismatic cats are encountered, there will be three each of red, orange, yellow, et cetera. Leadership of a pride is always by the violet prismatic cats.

While these horrible creatures hate other forms of life, including rival prides of prismatic cats, there is great loyalty within a pride.   These felines work well together, coordinating their deadly attacks with terrifying precision, and not only against animals.  It is not unknown for prismatic cats to sneak into villages at night to prey on the residents.

Ecology:  The prismatic cat’s origins are unknown.  They are obviously not natural creatures, and many speculate they are the result of twisted magical experimentation.  Others believe prismatic cats are infernal creatures sent to the Prime to spread death and fear.  Whatever the truth, it is known that prismatic cats quickly dominate their hunting grounds.  Despite their modest size, the wickedly deadly attacks of a pride can bring down even the largest of prey.  Travelers have reported seeing prismatic cats stalking and killing adult elephants, a feat few predators will even attempt.

It is also known there are no sexes among prismatic cats.  They only reproduce when some of their number have been killed.  When this happens, the pride retreats to safety.  Remaining cats then reproduces adult prismatic cats by fission.  This process takes about three hours to complete per "procreation," and the process continues until the pride is restored to its original number.  During fission, prismatic cats are vulnerable to all attacks and cannot move or fight.

The eyes of a prismatic cat can be used for wizard spells based on light or color (light, continual light, color spray, et cetera).   When an eye is used as an additional material component, it increases the spell’s range by 50% and imposes a –2 penalty to saving throws, where applicable.  No more than one eye can be used per spell.

Mage Killer -- Submitted by Mark Chance

 

CLIMATE/TERRAIN: Any FREQUENCY: Very Rare
ORGANIZATION: Solitary ACTIVITY CYCLE: Any
DIET: Omnivore ALIGNMENT: Lawful neutral
INT: Genius (17-18) TREASURE: H,U,X
NO. APP: 1 AC: -5    MORALE: Fantastic (17-18)
MOVEMENT: 15 HD: 16 + 16
THACO: 2 (including STR) NO OF ATTS: 2
DAMAGE: By weapon +6 SPEC ATTS: See below
SPEC DEFS: See below MAGIC RESIST: See below
SIZE: M (6 1/2' tall) XP VALUE: 14,000

 

Native of Ethereal Plane, the solitary, stoic humanoid called mage-killer by Primes and Planars alike is an assassin par excellence.   Mage-killers of either gender appear as tall, bald humans with elfish ears and light gray flesh tattooed with one mark for each wizard slain during their long lives.   Mage-killers have dark eyes, lean bodies, and pronounced canines.   Mage-killers possess infravision with a 90-foot range.  They do not wear armor, as their very flesh provides more than adequate protection.  Highly intelligent, mage-killers speak their own language and as many as a half dozen others as well.

Combat:  Mage-killers excel in battle.   Fighting with a weapon, usually some type of magic sword, they attack twice per round.  A mage-killer’s STR is 18/00, and she enjoys all relevant to hit and damage bonuses.  What’s more, these beings are exceptionally fast, reducing weapon speeds by –3 (but never less than 1).

It is not, however, merely skill with weapons that makes a mage-killer dangerous.  All sorts of wizard spells are not only powerless against these beings, but actually strengthen them.  Wizard spells or spell-like effects (such as a fireball from a wand of fire) cannot affect a mage-killer.  Wizard spell effects are not necessarily negated.  An area of effect spell (consider, again, fireball) still explodes as normal, but the mage-killer simply takes no damage from it.

Worse still, for every level of spell directed at a mage-killer, she gains a +1 to hit and damage that can be used once, added to the mage-killer’s bonuses from STR and magic weapon (if one is wielded).  In other words, the more wizard spells a mage-killer comes into contact with, the more points it builds up.  These stored points can be released with an attack, affecting both the chance to hit as well as damage inflicted.  A mage-killer cannot expend more than 10 points of stored potential on any single attack.  Furthermore, stored potential dissipates harmlessly at a rate of one point per round.

For example, a mage-killer is cutting its way through bodyguards to get at two wizards.  While she fights, the wizards attack with magic missile and hold monster, respectively.  Neither spell has any adverse effect on the mage-killer.  The mage-killer acquires six points of stored potential.   It could then make two attacks, both with an additional +3 to hit and +3 damage, or two attacks, one with an additional +6 to hit and +6 damage, or any combination thereof.

As if this weren’t bad enough, against persons with wizard spell ability (including bards) or against magic items that duplicate wizard spells, a mage-killer has another attack literally at her fingertips.  Instead of its weapon attacks, the mage-killer can attempt to touch a wizard or magic item (requiring a normal to hit roll but inflicting no damage).  If successful, the wizard or item must save versus breath weapon or magical fire, respectively.  If a wizard (or wizardly spell caster) fails her save, the mage-killer absorbs 1d10 levels of spells, wiping them from the victim’s memory (determine which spells are absorbed at random).  An item that fails its saving throw becomes permanently non-magical, and the mage-killer absorbs the equivalent of one spell level per 1,000 XP of the item’s value (minimum of one point).  Absorbed spell levels add to the mage-killer’s store of points that can be used to augment weapon attacks.

Mage-killers can become ethereal at will, enabling them to move to and from the Prime with ease.  They often stalk their victims from the hidden safety of the Border Ethereal, waiting for an opportunity to live up to their name.

The awesome magical immunities of a mage-killer do not defend against priest spells or spell-like effects.  Such divine magic can affect a mage-killer as normal.

Habitat/Society:  Mage-killers are loners even on their native plane.  They lair on Ethereal isles, often protected by cunning traps.  Most of a mage-killer’s treasure is kept carefully secured and hidden in its lair.

As should be obvious, mage-killers make their living as assassins who murder wizards.  Mage-killers do not advertise.  Those who need their services will find a way to contact them.  Mage-killers also do not perform any other services other than those of an assassin.  While wizards are their preferred prey, they will contract to kill nearly anyone, assuming the prospective employer can afford the mage-killer’s exorbitant fee.

It is not known why mage-killers are in the business they’re in.  They are not evil creatures, but are also unconcerned about being good.  Those who know of the existence of mage-killers are of two main schools of thought.  Some believe mage-killers are products of magical experimentation gone awry, and that they seek revenge on those like their creators.   Others believe mage-killers are simply beings with native abilities that lend themselves well to assassination.

Ecology:  Mage-killers are, despite their power, mortal creatures of flesh and blood.  They must eat, drink, and sleep, although they can survive on about half of what a human would require, and possibly have life spans comparable to dwarfs.  Virtually nothing is known of mage-killer origins.   There are both male and female mage-killers, but young, if they even exist, have never been seen.

It is rumored there are no more than a dozen or so of these beings in existence.

 

KUBIK -- submitted by Mark Chance

 

CLIMATE/TERRAIN: Any Subterranean FREQUENCY: Very Rare
ORGANIZATION: Solitary ACTIVITY CYCLE: Any
DIET: Omnivore ALIGNMENT: Any Lawful
INT: Genius (17-18) TREASURE: T,V, Z
NO. APP: 1 AC: 5/0    MORALE: Steady (11-12)
MOVEMENT: fl 12 (A) HD: 8
THACO: 13 NO OF ATTS: up to 4
DAMAGE: By weapon type SPEC ATTS: Mulitable Spells
SPEC DEFS: See below MAGIC RESIST: 75%
SIZE: M (3' cubel) XP VALUE: 10,000

 

A kubik is a subterranean monster that some scholars speculate is related to the beholder-kin.  In appearance, a kubik is a flying cube, about three feet across each of its six sides.  Its top and bottom sides are covered with dozens of neat rows of dark bumps, similar to moles or warts.  Its other four sides all have a single large eye over a wide mouth.  Near the corners of each mouth grow spindly, three-foot long arms that end in delicate hands sporting three fingers and an opposable thumb.  The eyes of a kubik are a solid, glossy black.   Its skin is pale yellow or orange, except for the aforementioned bumps on its top and bottom sides, which are dark brown.  Kubiks have no hair.  They speak their own language in addition to as many as six other tongues.

Combat:  Kubiks are not formidable in melee combat.  Each pair of arms can make one attack per round against any creature in front of them.  Kubiks fight with small or medium sized weapons, and will use magic weapons if they are available.

Kubiks, owing to their unusual body structure, and their ability to detect invisible or hidden creatures or objects (range 120 feet), are nearly impossible to surprise.  Each of a kubik’s eyes also has an innate, spell-like ability, usable once per round in a 90 degree arc from each face.  Kubiks can use all four eyes at once.  The powers of these eyes are:  charm monster, confusion, fear, and slow.  Each eye has an AC of 0 (the main body is AC 5) and can suffer 16 hit points of damage before being destroyed.  Damage inflicted on a kubik’s eyes does not deduct from its total hit points.  The eyes regenerate one hit point per hour unless the kubik itself is killed.  The main body of a kubik regenerates one hit point per round unless killed.

Even more formidable than its eyes are the kubik’s mage abilities.  A kubik has the spell-casting ability of a 7-12th level wizard.   Kubiks maintain spellbooks, and must memorize and cast their spells as normal, with one remarkable exception.  The unique brain structure of a kubik enables it to cast one spell four times simultaneously.  Each of a kubik’s four faces can cast the same spell at the same time as the others.  Thus, if a kubik casts magic missile, each face casts the spell, targeting an enemy within a 90 degree arc.  Kubiks may cast spells at the same time they use their eye powers.  A face that has been blinding cannot cast spells that must be targeted, but can still cast personal spells.   For example, lightning bolt would be out but mirror image would still be an option.

Habitat/Society:  It is not believed kubiks have any society.  They dwell in vast, subterranean caverns and tunnels, using their innate ability to fly and levitate themselves to lair in the most inaccessible of places.   In their lairs, kubiks hoard small amounts of treasure and numerous magical items, which they are more than capable of using against intruders.  Solitary and lawful by nature, kubiks sometimes form pacts with or enslave other monsters that lair nearby.   Such allies or slaves are typically chosen to compensate for the kubik’s relative lack of prowess in melee combat.

If speculation that kubiks are distantly related to beholders is true, there still remains no love between the two floating monsters.   Kubiks and beholders hate each other.

Ecology:  Kubiks are omnivorous, content to dine on all manner of subterranean fauna and fungi.  It is not unknown for a kubik to keep pens for food animals or to cultivate its own fungi garden.  Evil kubiks will even prey on sentient creatures, and are reported to have a special taste for the blood of deep gnomes.
 

ELDER OGRES -- submitted by Andy

CLIMATE/TERRAIN: Temperate/Artic Mountian FREQUENCY: Very Rare
ORGANIZATION: Solitary or Family Clans                                         (Territoral) ACTIVITY CYCLE: Any diet carnivorious
INTELLIGENCE: Very (11-12) NO.APPEARING: 1(1-4)
AC: 0 THACO: 9
MOVEMENT: 12 (15 for short distances) HD 12 (+ con bonus 15-20)

NO.ATTS: 3 or by weapon +8 damage1-6 + 8, 1-6+8, 2-8+8(claw x2, head butt)

SPECIAL DEFS: Camouflage, v-low infravision, signature deflect missiles, magic resist 10% size H (14-16' tall)

SPECIAL ATTS: Wild fighting style, Throw boulder/spear.

HP VALUE: 14000XP or 16000XP for spellcasters.

These exceptionally strong creatures, with their tough bulky bodies are called the Elder Ogres or the first born ogres.It is said that common ogres,onis,minotaurs and bugbears all sprang from these creatures.After thousands of years of solitude in their mountain territories they are on the move seeking out more hospitable climes, which is putting them in conflict with man. Solitary Elder Ogres use their great cunning,ambush and naturally created traps when attacking superior groups (like adventurers,who think they know every creature created). They are so attuned to their natural territories they can imitate any creature (inc. monsters) native to their terrain. they use a wild fighting style which allows an additional attack per round,ussually a body check,kick,elbow smash,knee to the groin, or hurl. Each ogre ussually has at least one magical item, which it will use if it can, the item may be a ring,wand,staff or weapon,but are never books or tomes.It is up to the DM to be creative with the magic item.Some 5% of ogres have a limited spell ability,that of a 6th level Druid,all spells are cast as if by a 12th level druid. Each Elder Ogre can hurl boulders at 1/rnd, for 2-20 points of damage or hurl a Giant Spear for 2-16+8 points of damage

Treat all Elder Ogres as having physical stats STR 20,DEX 13-18(which may add to existing AC),CON 15-20. Their skins are like tree bark, tough yet pliable, this enables camouflage and gives them a very low infravision signature( treat as chameleon-like power),like giants they can deflect missiles thrown at them as long as their clawed hands are free.

 

GREAT TROLLS -- submitted by Andy

CLIMATE/TERRAIN: Artic/temp mountians FREQUENCY: Very rare
ORGANIZATION: Solitary ACTIVITY CYCLE: Night (mostly)
DIET: Omnivore ALIGNMENT: Lawful evil
INT: Average to very TREASURE: A,S,T in lair,U individual
NO. APP: 1 AC: -3
MOVEMENT: 15 HD: 15 (15d8+22 Con = +90 HP)
THACO: 5 NO OF ATTS: 3 (Claw x2, bite)
DAMAGE: 2-8 x2, 2-12(+Str bonus19-22 1d4) SPEC ATTS: Spells (Lvl 2-12 Mage),+2 to hit Dwarves,Gnomes,Goblins,Orcs.
SPEC DEFS: Regen 2 Hp/Rnd, immune to normal fire & cold (Half from magic), Immune to 1st and 2nd Lvl Illusion spells. MAGIC RESIST: 20%
SIZE: H (15-20' Tall) XP VALUE: 23000

The Great Troll uses brute force and a vast array of spells. Each troll has the ability to cast spells as a lvl 2-12 wizard. They gain spells slowly, by chance or as gifts and tokens from their strange Gods. There one major weakness is their desire for power. If communication is possiable, a party may buy their passage with a single spell upon a scroll. A trolls lair is usually a vast, hidden cavern, well guarded with traps,illusions and tamed minions, such as white dragons, yett's, lesser trolls, ogres and the like.The trolls have a great hatered for dwarves and gnomes who they see as despoilers of the earth and goblins and orcs as mere thieves. A single troll has been known to travel 50 miles out of it's way to attack an orc village, just because an orc passed it's lair. Due to their magical and mythical nature, a great troll has a lifespan of up to 2500 years.

Description: 15-20' tall. They look like hill giants, in stature and appearance except they have tough scaly hide which resembles granite, yet is pliable and un-encumbering. Their eyes are black, skin varies from dark grey to light brown. Some more powerful trolls have found a way of placing gemstones in their skin where scales have been lost, giving themselves an even more intimidating appearance. They have occasionally been mistaken for earth elementals.

 

BRIDGE TROLLS -- submitted by Andy

Climate/Terrain: temp. and alpine Frequency: Rare
Orginization: Small group or solitary Activity Cycle: Any (preferred dusk/dawn)
Diet: Omnivore Int.: Low/Average
AC: 5 Move 12
Hit Dice 6+6 Thaco 13
No. of Atts 3 Dam 2-5/2-5/1-4 Spec.atts surprise,traps and spell*
Spec.defs Spell*,(spider climb) Magic Res. 20% Size small/medium
Alignment N/evil XP value 1000+

 

Description Bridge Trolls are mischievous creatures that live beneath bridges, they make a living,ambushing lonely travellers and charging tolls for the crossing of their homes. They choose their bridges, in isolated settings,just off the beaten track.They resemble ordinary trolls, and are often mistaken for them. The differences become more obvious the closer you get to them. They wear clothes, albeit dirty and patched, and they are uniformally smaller than their more vicious cousins. Combat These cunning creatures, use traps,ambushes and surprise to give them the edge in combat. They never attack groups of more than two people, they may be stupid but they are not dumb. Typical traps include, trip-wires,loosened handrails and on wooden bridges: weakened planking. Physically, they will only enter combat when the odds are in their favour.Attacking with claws and bite. they do have a few spell like abilities, they have the ability to Spider Climb at will,plus they get one randomly generated 1st-4th level spell,which they can cast 1/day. Typical Spells( cast at 7th level) phantasmal force,invisibility,web,stinking cloud,slow,ice storm. ( imagine the possibilities,if you roll Rary`s M.encancer or stoneskin,not to mention fireball or lightning bolt)

Defenses: They have tough skins which grant them a natural AC 5,they can Spider Climb at will, which they often use to escape or to use as a platform, for launching missiles at unwary travellers.

Notes: Since i have begun to use Bridge Trolls, my players have begun to act very carefully whenever they come to any isolated bridge. This is not a bad thing because who knows what could be lurking beneath it.i have found nice ways of hiding them,like having small lairs hidden within the bridge foundations,entrances into small tunnels and a variety of trollpets!!!!

 

DROW FIGHTING TABLES -- submitted by Andy

MANOUVRES

STYLE USED

EFFECT

Fast Draw (1 Slot)

1 Weapon

+2 on intiative roll

Coordinated Attack (1 Slot)

2 Weapon

1st strike is a bluff (half dam.) 2nd strike double dam.

Blinding Strike (1 Slot)

1 or 2 Hand Weapon

First strike before iniative roll.

Killing Blow (2 slots)

1 or 2 Hand Weapon

Max. damage

Lightning Strike (2 Slots)

1 or 2 Hand Weapon

1/2 Total damage, Automatic hit.

Reverse Cut (1 Slot)

1 Weapon

Add. attack negates backstabe/suprise.

Hells Strike (1 Slot)

Any

Drops all Def. (inc. Dex), Double damage attack.

NOTES:- Only Drow nobles with access to weapons instructors may learn these manouvers and not every Master knows every style. So it's upto the DM to select which each noble family can do.

Common Fighting Styles

WEAPON SLOTS

HIT

A.C.

INIATIVE

1

+1

-1

-1

2

+2

-2

-2

3

+3

-3

-3

Once a Drow has Mastered this style (i.e. 3 slots) he can choose to mix and match his bonus's. Example: Round 1 +1 hit and -2 on A.C., Round 2 +2 hit and -1 iniative, etc. etc. Manouver: Tumble attack (-2 on A.C. when using tumbling skill to attack.)

 

SPEC.WEAPONS

EFFEECT

Hilt Blade

Dagger blade hidden in hilt, for use with rev. cut

Hilt Dart

Spring loaded dart shoots from hilt (poisoned?) 1-3 damage (may suprise)

Chillblade

+2 Weapon, Damage (blade forged in black ice)

Darkblade

+5% Hide in shadows, 1st hit double damage/combat

Armorblade

Used when parrying, add 1 attack in melee, suprise roll in melee req'd

Weapon slots used do not include slots required for weapon specialization, expertise or mastery. Only single classed fighters may opt to drop non-weapon slots for weapon slots, but only upon inital creation.

 

Another Monster Site -- Mengol's Monsters

 

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