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Adapting D&D Monsters for Chivalry & Sorcery

This document discusses adapting monsters from Dungeons & Dragons to the roleplaying game Chivalry & Sorcery. It notes that directly converting monsters between the two games is difficult, as there is no set formula. The author has attempted to adapt monsters in a way that makes sense within the natural world of a Chivalry & Sorcery campaign, such as Anhkhegs serving as food for Umber Hulks. Tables are provided adjusting stats like armor class and combat abilities for various monsters to fit Chivalry & Sorcery mechanics and standards.

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Diane Muckey
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0% found this document useful (0 votes)
118 views10 pages

Adapting D&D Monsters for Chivalry & Sorcery

This document discusses adapting monsters from Dungeons & Dragons to the roleplaying game Chivalry & Sorcery. It notes that directly converting monsters between the two games is difficult, as there is no set formula. The author has attempted to adapt monsters in a way that makes sense within the natural world of a Chivalry & Sorcery campaign, such as Anhkhegs serving as food for Umber Hulks. Tables are provided adjusting stats like armor class and combat abilities for various monsters to fit Chivalry & Sorcery mechanics and standards.

Uploaded by

Diane Muckey
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd

There are few players of the excellent medieval/fantasy roleplaying

game Chivalry & Sorcery who have not, at one time or


another, tried to adapt monsters from D&D (specifically the AD&D
Monster Manual) into their C&S campaigns. However, they soon
discover, either by trial and error or by reading the C&S Sourcebook,
that this is not as easy as it first appears.
Indeed, since there is no set formula for converting D&D monsters
to C&S, one must work out each monster bit by bit, based upon
logic, common sense, and the information given in the Sourcebook. I
have done just that with various monsters from the Monster Manual,
and their individual attributes are listed below in much the same style
as was given for Umber Hulks in the Sourcebook. Note, however,
that I have included little or no physical description of each monster
(except where I deemed necessary to fit it into C&S) since it would
take up far too much room. Besides, most readers interested in this
will have their own copies of the Monster Manual or original D&D
anyway, and such descriptions would be repetitious.
There is one thing I would like to make clear, however, before
continuing with the monsters. By writing this article, I do not mean to
infer that I think monsters should constantly be adapted from D&D (or
any other game, for that matter) to C&S. I tend to agree with Mr.
Simbalist’s views on monsters in C&S campaigns (in the Sourcebook)
— quality does not depend completely on quantity (and, no, I’m
not degrading D&D because it has a lot of creatures — indeed, it is
still my favorite role-playing game — but D&D and C&S are two
different games).
On the other hand, though C&S had enough monsters for a
middle-ages, European-type environment, it soon became apparent
that it does not have quite enough for an entire campaign world (or
even large continent) such as can now be created with the expansions.
For example, more than half of the monsters in C&S (excluding
the animals, giant or otherwise, given in the back of the book) are
humanoid-type creatures such as Trolls, Ogres, Goblins, Giants,
and, in a vague sense, Undead. There are not many animal-like,
basically non-intelligent creatures (other than, as I’ve said, the actual
animals listed, and these are not true “monsters” in the fantasy
sense) which would, in a fantasy world, be the most common in
nature. Thus, I have concentrated on this type of creature more than
any other. Also, I believe that each monster, regardless of how
fantastic, should have a definite place in nature; otherwise, even in
real life, such a creature would not last long in the natural order of
things.
Taking all of this into consideration, I have tried to adapt only
monsters which do fit into the scheme of things, ones which, for one
reason or another, have a definite place in nature. For example,
Anhkhegs may, at first glance, seem a trifle unimportant. However, if
one is to have Umber Hulks in his or her own campaign (as listed in
the Sourcebook), such creatures must feed on something other than
hapless adventurers. It just so happens that Umber Hulks and their
ilk consider Anhkhegs to be a prize source of food. Indeed, if
Anhkhegs did not exist, it is highly probable that neither would Umber
Hulks (adventurers do not make large or common meals . . .).
Following this logic, I have listed the monsters in their various
classes, according to (as usual in zoology and biology) how they
obtain nourishment. This is to provide an idea of where exactly each
creature fits in nature. In some classes (those which lack a very large
number of creatures; parasites, for example), I have added monsters
of my own creation, complete with descriptions and attributes in D&D
and C&S style. After the monsters, I have also included some example
food chains in the typical fantasy world, but these will be explained
more fully in their appropriate section.
Now, on to the monsters. . . . .
llllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllll

New Combat Matrix — Naturally Armed Monsters


Several monsters given in this article use weapons which were
not previously listed in the combat charts of C&S, namely tentacles.
The new combat additions for tentacles are listed below.
Type Weapon Blows** WDF 0 1 2 3 4 5 6 7 8 9 10
MST 2 Small 4 ½ 45 4035 35 30 25 20 15 10 5 0
Tentacles 10 5 5 0 0 0 0 0 0 0 0
MMT 6 Medium 3 1½* 45 40 40 3535 30 25 20 15 10 5
Tentacles 15 10 10 5 5 5 0 0 0 0 0
MLT 10 Large 3 3* 50 45 40 40 3 530 25 25 20 15 10
Tentacles 25 20 20 15 15 15 10 10 5 5 5
MGT 16 Giant 2 4½* 55 50 45 454 0 40 35 35 30 25 20
Tentacles 35 30 30 25 2520 15 15 10 10 10
*—Bash possible: MMT 6: L* Weapon Bash
MLT 10: LH Weapon Bash plus 5%
MGT 16: H Weapon Bash plus 10%
**—This is for creatures with four to six tentacles—increases in
number of tentacles will increase “blows” proportionately. Note that
this can, like all other weapons’ “blows,” be affected by the dexterity
and mobility of the user, too.
Tentacles can also grab and constrict whenever a critical hit is
rolled and/or whenever 15% or more below the maximum needed to
hit is rolled. This chance is increased by 1% for every armor class the
target is (i.e. increased by 5% with an A.C. 5 target, etc.), but only
when it is armor which is worn, not natural armor. This simulates the
fact that the victim can’t dodge the grab as easily in armor, and heavy
armor makes the target bulkier and easier to grab (an easier target to
hit, as it were). Constriction damage is as follows:
Type WDF All damage is reduced by 1 point
MST 2
3
1* per armor class of target.
MMT 6
MLT 10 5
MGT 16 7½
*—Note that MST 2 tentacles, due to their small size, cannot
constrict around a victim unless they hit a thin part of the body (arm,
neck, etc.). The Critical Hit Table on page 58 of C&S can be used to
determine where the victim is hit.
Note that all damage caused by constriction is in addition to any
other extra damage caused by a critical hit. Constriction damage is
automatic every melee turn after the victim is first caught until he
escapes from the grip or the creature is killed. The chance of escaping
is as follows:
MST 2—50%; MMT 6—40%; MLT 10—25%; MGT 16—10%.
This chance is increased by 5% per point of strength the victim
has above 12, and decreased by 5% per point of strength below 9.
Others can, of course, help the victim escape (unless they are caught
too) in which case the chance of escaping is increased by 2% per
point of strength the helper(s) has (have).
THE MONSTERS
Predators
DISPLACER BEASTS (Felis Adparerus Distarus)
Body Size Wt. %Dodge %Parry %Hit Blows Natural Weapons A.C.
60 8 275 —20% —15% +20% + 3 4 x WDF MMT6 Tent. 4*
—10% +10% + 1 2 x WDF MMC 3 Claws**
*—The molecular vibrations of this creature cause it to appear to
be three feet from its actual position. Because of this, subtract 10%
from all attacks against it (i.e. from the number needed to hit it),
including targeting. It gets a 10% bonus to all saving throws involving
attacks which are basically physical in nature.
**—It seldom uses its claws—figure a 10% chance per melee
turn.
Note: This creature’s tentacles are never used for constriction.
Experience: 2750
IQ/Wis.: 2-5/1-4
Hearing: Cats
Move: 60/240
Targeting: As Per Griffons (minus 10%)
Environment: Outdoors or Subterranean, more often the former.
35
Vol. V, No. 11
Scavengers
CARRION CRAWLER (Scutigera Tentarus)
Body Size Wt. %Dodge %Parry %Hit Blows Natural Weapons A.C.
4 5 9 ' 450 Nil - 5 % +5% + 2 MST 2 Tentacles* 6/2**
*— These tentacles do no "body point" damage; however, they
do paralyze an opponent if he is hit by one: 80% chance, minus 2%
per constitution point over 10.
**— The armor class of the head is 6, the body is 2.
Experience: 1000
IQ/Wis.: 0.0
Hearing: Lower Undead
Move: 70/160
Targeting: Manticore
Environment: Subterranean
SHAMBLING MOUND (Fungus Animatus)
Note: This creature is actually omnivorous, eating both plants
and animals— I have listed it here to save space and because there
are so few herbivores and omnivores.
Body Size Wt. %Dodge %Parry %Hit BIows Natural Weapons A.C.
100 8’ 750 Nil - 1 5 % — — 3x WDF MGC 10 10
claws*
*— If both of the creature’s attacks are successful in one melee
turn, the victim is entangled and will suffocate in 2-8 melee turns
unless the monster is killed.
Experience: 3000
IQ/Wis.: 3-6/1-4
Hearing: L. Undead
Move: 40/120
Targeting: Chimera
Environment: Swamps, marshes, and wet subterranean areas.
Special Notes: This creature is immune to fire, takes only half
damage from normal weapons or “cold,” takes little or no damage
from crushing, and is actually strengthened by electricity (add 2-7
body points). It is fully affected by all spells which affect plants.
CATOBLEPAS (Phacochoerus-choeropsis Horridus)
Body Size Wt. %Dodge %Parry %Hit Blows Natural Weapons A.C.
90 6’ 5000 Nil Nil +10% — Tail club: 3 x WDF 2
talI Hvy. Club 4 L* (nonfighters)
Experience: 5000
IQ/Wis.: 2-4/1-3
Hearing: Animals
Move: 30/80
Targeting: Manticores
Environment: Swamps and marshes.
Special Notes: Tail has a 60% chance of stunning anyone if hits
(minus 5% per helmet class) regardless of critical hits.
This creature’s gaze causes instant death if the victim meets it
(25% chance per melee turn if the head is raised). Otherwise, treat its
gaze as a spell in that it must be targeted to be effective (the creature
counts as level 10 for this purpose). Fortunately it has only a 25%
chance per melee turn of raising its head high enough to use the
gaze (due to the weakness of its neck), plus 15% if both parties are
relatively still. This chance is decreased to only 10% if one or both of
the parties are moving relatively fast. Note that targeting a spell
against the creature increases the chance of meeting its gaze by
25%.
OTYUGHS (Genus Otyughus)
Type Body Size Wt. %Dodge A.C. Experience Move
Otyugh (O. Minor) 80 3’ (6’d.) 375 Nil 6 1750 50/80
Neo-Otyugh (O. Major) 100 4’ (8’d.) 575 Nil 8 2500 50/80
Type %Parry %Hit Blows Natural Weapons Targeting IQ/Wis.
Otyugh N i l — — 2 x WDF MMB 2 Fangs Centaur 5-10/1-6
-10% +10% — 4 x WDF MMT 6 Tentacles
Neo-Otyugh — — — 1 x WDF MMB 2 Fangs* Hydra 9-12/2-8
-15% +15% — 3 x WDF MLT 10 Tentacles
Hearing: Lower Undead
Environment: Piles of dung and other rubbish
*— Bite causes disease (typhus) 90% of the time (disease resistance
applicable).
SAPROPHYTES (Genus Fungus)
Type Body Size Wt. A.C. Experience Move
Violet Fungus (F. Violacea) 35 5’ 120 2 600 10
Green Slime (F. Contagius) 25 Var. Var. 0 200 Nil
Brown Mold (F. Frigidus) N.A. Var. Var. 0 50 Nil
Yellow Mold (F. Ochra) N.A. Var. Var. 0 50 Nil
Shrieker (F. Sonus) 35 4½ 80 2 200 10
N.A.— Not applicable.
Var.— Variable
Type Natural Weapons Range Targeting Killed Only By
Violet Fungus 1-4 Branches* 2 Goblins Anything
Green Slime Slime** 0 *** Cold, Heat, Cure Disease
Brown Mold Heat Absorption**** 5 *** Cold
Yellow Mold Enzymes— 5 points 0 *** Fire
Spores***** 5
Shrieker Sound Attracts Monsters N.A. Goblins Anything
*— Branches rot flesh 70% of the time and hit as MMT 6 tentacles
except for damage and range. Rotting can be cured with Cure Disease
spell.
**— Turns flesh to green slime unless scraped off (quickly),
burned, frozen, or destroyed with Cure Disease.
***— Targeting is 90/90/90 for all categories.
****— Each creature in range loses 1-8 body points per melee turn
for every ten degrees of body heat over fifty-five it usually has.
***** — Spores shoot out in a 10’x10’x10’ cloud if the mold is
hit— any creature in the cloud dies 80% of the time (minus 2% per
constitution point over twelve) and can only be saved if Cure Disease
and Resurrection are used on the body within twenty-four hours.
For AlI Types:
Hearing: As per Lower Undead, except for Green Slime which is
as per Cat Race and Brown Mold which is as per Higher Undead.
These creatures do not actually hear sounds— they must detect the
vibrations through walls, doors, floors, etc. (though Green Slime is so
sensitive to vibrations that it can detect them through the air much the
same way as hearing).
IQ: 0
Wis.: 0
%Dodge: Nil
%Parry: Nil
%Hit: Nil (no bonus)
36
May 1981
AMOEBOIDS (Genus Amoeba)
Type Body Size Wt. A.C. Experience
Black Pudding (A. gigantea) 110 8'd. 650 3 3000
Gelatinous Cube (A. gelata kubos) 6 0 1 0 " c u b e 9 0 0 2 2 0 0 0
Gray Ooze (A. viscidus?) 40 Var.** 225 1 1500
Ochre Jelly (A. gelata ochra) 8 0 V a r . * * * 3 0 0 1 2250
Slithering Tracker* (A. gelata prosequius?) 45 2½' long 35 3 1750
*— This creature might well be called a predator, but it is listed
here due to its form.
**— Variable— usually about eight to ten feet long, two to three
feet wide, and six to eight inches thick.
***— Variable— usually about six to eight feet long, three to five
feet wide, and fourteen to twenty-four inches thick.
Type Natural Weapons* Range Unaffected by
Black Pudding Acid— 15 points damage 1 Fear, sleep, cold, electricity
& Regular hits.
Gelatinous Cube Acid— 5 points plus 0 Electricity, fear, hold, sleep,
paralyzation** paralysis, & shape change.
Gray Ooze Acid— 10 points 1 Heat, cold, spells other than
electricity
Ochre Jelly Acid— 8 points 1 Fear, sleep, electrify
Slithering Tracker Paralyzation** 0 Sleep
*— All hit as MGT 16 tentacles but with range and damage as
indicated.
**— As per Carrion Crawlers (see above).
Type Targeting Move Hearing IQ/Wis.
Black Pudding Centaur 60/80 L. Undead** 0/0
Gelatinous Cube Centaur* 60/100 Nil 0/0
Gray Ooze Pegasus 10/20 Nil 1***/0
Ochre Jelly Chimera 20/30 Nil 0/0
Slithering Tracker Great Horse* 60/160 L. Undead** 8-11***/1-4
*— Minus 5% due to transparency of creature.
**— Can “hear” only by detecting vibrations through walls doors,
floors, etc.
***— No languages spoken regardless of IQ. These creatures do
not have true intelligence, rather they have instinct which is developed
almost to a point of intelligence.
For All Types:
Dodge: Nil
%Parry: Nil
%Hit: Standard Environment:
Blows: 1 Subterranean
Parasites
MIND THORNS (Kaktos Parasitus)
Body Size Wt. %Dodge %Parry %Hit Blows Natural Weapons
8 6"-16" 2-4 N i l N i l +10% +1-3 Thorns—hit as Dagger
Experience: 100
IQ/Wis.: 1-10/1-8
Hearing: Lower Undead
Targeting: Inanimate Object
Move: Nil
1 L (infantry) but with
no body point damage.
Environment: Forests & moist subterranean areas
D&D ATTRIBUTES:
FREQUENCY: Rare
NO. APPEARING: 2-8
DAMAGE/ATTACK: Special
SPECIAL ATTACKS: See below
ARMOR CLASS: 8 SPECIAL DEFENSES: Nil
MOVE: Nil MAGIC RESISTANCE: Standard
HIT DICE: 1
% IN LAIR: Nil
INTELLGENCE: Low to Average
TREASURE TYPE: Nil
ALIGNMENT: Neutral (evil tendencies)
SlZE: S
NO. OF ATTACKS: 2-5 PSIONIC ABILITY: Nil
ATTACK/DEFENSE MODES: Nil
These cactus-like plants are found primarily in forest areas,
though they are not unknown in wet, subterranean places. Though
their outer appearance is that of a cactus, the resemblance ends
there, for these creatures do not have the ability to withstand
droughts and hot conditions like their distant relatives. They exist
primarily on water and need very little sunlight (indeed, they avoid
areas of intense sunlight because of the heat there). This water they
store inside themselves for future use and to keep their somewhat
sensitive inner tissues from drying out. Because of this, they avoid
heat and are extremely fearful of fire (which evaporates the water
keeping them alive, making them comatose and very susceptible to
burning). Cold, on the other hand, has little effect unless it is very
extreme— this freezes the water inside them, causing them to go into
suspended animation and take some damage (50% of the usual
amount for cold spells and such).
This creature appears harmless enough at first glance; however,
it has several defenses other than the sharpness of its prickles or
thorns. These small thorns can be thrown by the plant with a strong,
thin stream of water ejected from the small holes beneath the thorns.
These thorns contain a part of the creature’s “entity,” as well as a
strong, sedative-like substance which puts the victim into a trance.
This makes him susceptible to control by the Mind Thorns through
the tiny prickles in the victim. The Mind Thorns then take over the
victim unless he makes his saving throw as described for Command
spells, the plant counting as proficiency grade 4 (or a saving throw
vs. spells in D&D).
It will then make the victim do one of two things: If it is of the more
intelligent sort (average IQ) it will make the victim go and get it either
more beings (to be controlled by the plant) or a lot of water, or it will
simply kill the victim, making him stay peacefully there while the plant
absorbs all moisture from his body (40% chance). If it is of the less
intelligent sort (below average IQ) it will simply kill the victim as
described above. Note that the victim is allowed another saving
throw if the plant tries to kill him, and if he makes it, all control is
released. Fortunately, these thorns have a shooting range of only
about three feet, and a control range of about two miles (anyone
passing beyond this is out of the plant’s control). Note that certain
creatures (undead, demons, devils, and creatures with magic resistance
of 35% or more) are immune to the effects of the thorns. This
also applies to creatures with targeting percentages of 35 or less
under “Natural MKU” in C&S.
Description: As explained above, Mind Thorns look much like tan
or olive-green cacti, with thorns or prickles in clumps of two to five all
around it. Around these are small, round mirror-like spots which are
thought to be optical organs. During the summer or late spring,
flowers blossom on them which are purple-black or deep red. If the
thorns are removed, these plants make excellent eating, tasting
rather like watermelon and supplying a person with water for one to
three days (after that, any remaining liquid will evaporate).
37
PURPLE WORMS (Lumbricus Violacea)
Body Size Wt %Dodge %Parry %Hit Blows Natural Weapons A.C.
160 45’ 10,000 Nil Nil +10% — 4 x MGB 10 Bite* 4
Nil — — 5 x MLS 6 Sting**
Experience: 5000
IQ/Wis.: 0.0
Hearing: Lower Undead
Move: 60/100
Targeting: As per Large Animal plus 10%
Environment: Subterranean
*—Swallows victim if critical hit is indicated.
**—Sting has poison: 60% chance of death minus 1% per point of
constitution above 12, plus 1% per point below 9.
STIRGE (Eutoxeres Insecta)
Body Size Wt. %Dodge %Parry %Hit Blows Natural Weapons A.C.
8 8” 2-4 –35% Nil +35% — 3 x WDF Dagger 1 L 1
Experience: 50
IQ/Wis.: 1/1
Hearing: Animals
Targeting: Sm. Animals
Move: 10/240
Environment: Very dark, tangled forests or subterranean.
GIANT TICKS (Ixodes Gigantea)
Body Size Wt. %Dodge %Parry %Hit Blows Natural Weapons A.C.
15 3 ’ 50 Nil Nil +10% –1 As per stirges, above, 6
plus disease.
Experience: 100
IQ/Wis.: 0.0
Hearing: Lower Undead
Move: 30/60
Targeting: As per small animals plus 15%
Environment: Forests, occasionally caves or caverns.
with blood drain of 1-4
points/melee turn to
maximum of 12 points.
Vol. V, No. 11
38
May 1981
BLINK DOGS (Lycaon Teleportarus)
Body Size Wt. %Dodge %Parry %Hit Blows Natural Weapons A.C.
3 5 3 ’ 150 –25% — +15%* +2 4 x WDF MMB 2 Fangs 2
tall
*—With additional 25% bonus if appearing behind victim when
“blinking.” Note “blink” abilities as listed in the AD&D Monster
Manual.
Experience: 1200
IQ/Wis. 9-12/5-10
Hearing: Dogs
Move: 60/240
Targeting: Basilisk
Environment: Forests, Plains, & other such outdoor areas—very
rarely in dungeons.
LEUCROTTA (Cervus-Taxidea Horridus)
Body Size Wt. %Dodge %Party %Hit Blows Natural Weapons A.C.
7 5 6 ’ 650 –15% — +16% — 5xWDF MMB 2 Bite 4
tall
4 x WDF MLK 8 Hoofs
when retreating
Experience: 2500
IQ/Wis.: 9-12/3-8
Hearing: Dogs
Move: 60/240
Targeting: Hippogriff
Environment: Deserted and desolate places
Special Abilities: Able to imitate any voice.
Anhkhegs (Mantis ex agro horridus)
Age (½d10) Body Size Wt %Parry* %Hit Blows Natural Weapons
1 Hatchling 25 5’ 120 –5% +15% +2 3 x WDF MMB 2 Mandibles
2 Young 45 8’ 250 –5% +15% +1 2 x WDF MLB 2 Man.**
3 Adult 60 12’ 375 –10% +10% +1 2 x WDF MGB 5 Man.**
4 Old 75 18’ 550 –15% +10% — 3 x WDF MGB 8 Man.
5 Very Old 80 20’ 650 –15% +10% — 4 x WDF MGB 10 Man.
*—All parrying is done with the claws, not the mandibles. They
are not otherwise used in combat.
**—No bash possible
Note: For their mandibles I have changed the range of the various
types (i.e. Giant Mandibles are usually MGB 10, not MGB 5 as
for Adult Anhkhegs). For all other purposes, count all “MGB” weapons
as MGB 10 mandibles.
Age %Dodge Armor class Experience IQ/Wis. Targeting
1 Hatchling –10% 4 (2) 200 0 / 0 Sm. Animal
2 Young –5% 5 (3) 400 0/0 Lg. Animal
3 Adult — 6 (4) 800 1/0 Chimera
4 Old — 7 (5) 1500 2/1 Chimera
5 Very Old — 7 (6) 2200 3/2 Chimera
Note on Armor Class: The first number is the class of most of the
body, the second number (in brackets) is the class of the underside.
For All Types:
Move: 60/120
Environment: Subterranean
Hearing: Leg. Beasts (with antennae)
Digging: As per Umber Hulks
llllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllll

Herbivores
LEMEX (Lemurus Sapien?)
Body Size Wt. %Dodge %Parry %Hit Blows Natural Weapons A.C.
10 2½’ 2 5 –30% –10% +10% +1 6 x WDF MSC 1 Claws 1
Experience: 100
IQ/Wis.: 7-14/2-12
Hearing: Dog race
Move: 30/60*
Targeting: Small Animals
Environment: Jungles and dense forests
*—Move in trees: 80/150.
D&D Attributes:
FREQUENCY: Very Rare DAMAGE/ATTACK: 1-4
NO. APPEARING: 3-12 SPECIAL ATTACKS: Nil
ARMOR CLASS: 7* SPECIAL DEFENSES: Gaze (see below)
MOVE: 6”/15” in trees MAGIC RESISTANCE: Standard
HIT DICE: 1 + 1 INTELLIGENCE: Low to Very
% IN LAIR: Nil ALIGNMENT: Neutral to Lawful Good
TREASURE TYPE: Q** SIZE: S (about 2½’ tall)
NO. OF ATTACKS: 2 PSIONIC ABILITY: Nil
ATTACK/DEFENSE MODES: Nil
*—Add plus 2 to defense (i.e. A.C. –5) when in trees and moving
quickly.
**—Carried as tribal treasures.
Lemex, also commonly known as Gaze Holders, usually roam
the treetops of tropical jungle areas, though it is rumored that some
(perhaps a sub-species) live in dense forests of slightly cooler areas.
They resemble lemurs (indeed, they are of that genus), though their
extremely large eyes give them an almost tarsier-like appearance.
The eyes of a Lemex have several special powers, including
infravision (up to 60’) and the ability to see invisible and out-of-phase
creatures and objects (only as vague, shadowy forms, however—
there is no real detail). They can recognize many illusions for what
they are, so add four to their saving rolls versus them. In addition, any
creature meeting a Lemex’s gaze will be held there, fascinated, for
one to eight melee turns unless it successfully makes a saving throw
versus spells (made at –2 the first time a Lemex is seen, normally
from then on). If the tranced individual(s) is (are) jolted sharply (as
from a slap or a wound) or the Lemex moves, the victim will snap out
of it in half of a melee turn (no combat that turn). There is a 50%
chance of meeting a Lemex’s gaze on the first encounter, 35% after
that (for even when a person realizes the Lemex’s ability he will be
tempted to look at the creature). This is, of course, rolled every turn. If
the Lemex is retreating (which is most of the time-see below), it
cannot, of course, use its gaze. Note that any Lemex staring into a
mirror will itself be held for one to three melee turns, being only
partially immune to the effect of its own gaze (though it will not usually
be affected by the gaze of another Lemex).
As the eyes would indicate, these creatures are basically nocturnal
(though they may come out during the day in dark forests). Thus,
a bright light will blind them for 1-4 turns and in this state they will
always flee. Generally, they stay near the tops of trees (though they
drop a bit lower during the day so that they can stay in the dark), for
they are actually shy herbivores and will avoid contact with other life if
at all possible (the gaze is used only in defense). If they are attacked,
they will do one of four things (listed in order of priority):
1. Attempt to flee into the trees;
2. Use their eyes to hold a person;
3. Attempt to bargain with a person (they are intelligent); or
4. Defend themselves with their long, raking claws (used for
climbing and tearing branches off trees to eat the leaves).
These creatures will never, themselves, attack another creature.
Lemex are reasonably intelligent creatures and form small communities
(usually family units or tribes). They will occasionally befriend
the few people who can approach them, and it is not unknown
for a sorcerer or, more commonly, an illusionist to keep a Lemex as a
pet/companion, or even a familiar. They speak their own tongue and
can quickly learn bits of the common tongue.
Description: As mentioned previously, these creatures look
rather like lemurs (especially the indri type), with long, bushy tails,
vaguely ape-like bodies, and teddy-bear heads (though their eyes
and ears are slightly enlarged compared to a normal lemur). Their fur
is usually light brown to brown-black in color, with darker paws and a
black muzzle. Their huge eyes are usually amber in color.
39
Vol. V, No. 11
ROT GRUB (Tenebrio Puterus)
Body Size Wt. %Dodge %Parry %Hit Blows Natural Weapons A.C.
1 1½” — — — — — MSB 0 Bite—burrows 0
into body*
Experience: 0
IQ/Wis.: 0/0
Hearing: Lower Undead (minus 5%)
Move: 1
Targeting: Small Animals (minus 10%)
Environment: Rotting material
*—These creatures will burrow to their host’s heart in 1-3 turns
and kill him. To kill them when they are burrowing one must immediately
apply flame to the wound (1-6 points of damage per application)
or use Cure Disease.
FOOD CHAINS
One of the things I found rather interesting (and original in fantasy
gaming as far as I know) in the “designing monsters” section of the
C&S Sourcebook was the paragraph on page 31 about monster
predation, that is, assigning predators to the various monsters. As it
is explained, each monster has at least one creature which preys
upon it, just as it preys upon something itself (be it plant or animal). In
this way, the balance of nature (and your campaign) is maintained.
One of the best ways of assigning predators to monsters in your
campaign is to make a food chain. A food chain, for those of you who
want a dictionary definition, is “a sequence of organisms in a community
in which each feeds on the member below it” (no, it’s not a
group of restaurants). Thus, an example food chain might look like
this:
Grass Rabbit Fox
Below I have given some examples of food chains in a typical
fantasy campaign. Of course, many more can be made up (indeed,
should be made up in a campaign which takes up an area larger than
a dungeon)—this is the mere tip of the proverbial iceberg.
Regular arrows indicate a more or less common diet; broken
arrows indicate that such predation occurs but is rare or indirect.
Arrows go from prey to predator.
By following these charts, we see, for example, that (in the first
table) many creatures live directly or indirectly on Mind Thorns
(though possibly not as a regular diet), but Mind Thorns also “prey”
upon most types of creatures at one time or another.
Note that this system certainly doesn’t have to be used if the
monsters in this article are used in your C&S (and D&D) campaigns,
but it is highly advisable for both games. No doubt, there will be some
referees who will consider making food chains for their campaigns to
be too much of a bother, and they might just as well throw this system
out the window. But I think most referees will find this to be just the
thing they need to help strengthen the natural balance of their
campaign and make it that much more realistic regardless of the fact
that it takes place in a fantasy world.

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