Lista Monstros L-N ❌

Lagarto Gigante

Draco

6’ long, carnivorous lizards with skin flaps between legs that enable gliding. Usually dwell above ground, but sometimes shelter in caves. Sometimes attack humans.

Classe de Armadura: 5 [14]

Dados de Vida: 4+2 (20pv)

Ataques: 1 × mordida (1d10)

TAC0: 15 [+4]

Movimento: 36m (12m) / 63m (21m) gliding

Testes de Resistência: M12 V13 P14 S15 F16 (3)

Moral: 7

Tendência: Neutro

XP: 125

Número Encontrado: 1d4 (1d8)

Tesouro: U

  • Cling: Climb walls, trees, etc. and drop on victims.

Lagartixa

5’ long, carnivorous, nocturnal lizards. Light blue scales with orange spots.

Classe de Armadura: 5 [14]

Dados de Vida: 3+1 (14pv)

Ataques: 1 × mordida (1d8)

TAC0: 16 [+3]

Movimento: 36m (12m)

Testes de Resistência: M12 V13 P14 S15 F16 (2)

Moral: 7

Tendência: Neutro

XP: 50

Número Encontrado: 1d6 (1d10)

Tesouro: U

  • Cling: Climb walls, trees, etc. and drop on victims.

Camaleão com Chifres

7’ long lizards whose scales change colour as camouflage.

Classe de Armadura: 2 [17]

Dados de Vida: 5* (22pv)

Ataques: 1 × tongue/bite (2d4), 1 × horn (1d6), 1 × tail (knock down

TAC0: 15 [+4]

Movimento: 36m (12m)

Testes de Resistência: M12 V13 P14 S15 F16 (3)

Moral: 7

Tendência: Neutro

XP: 300

Número Encontrado: 1d3 (1d6)

Tesouro: U

  • Surprise: On a 1–5, due to camouflage.
  • Sticky tongue: Can attack targets up to 5’ away. If the attack succeeds, the victim is dragged to the mouth and bitten (2d4 damage).
  • Tail: Causes no damage, but knocks opponent down: cannot attack that round.

Tuatara

8’ long, iguana-like, carnivorous lizards with olive scales and a ridge of white spikes along the back. Have been known to attack humans.

Classe de Armadura: 4 [15]

Dados de Vida: 6 (27pv)

Ataques: 2 × garras (1d4)

TAC0: 14 [+5]

Movimento: 27m (9m)

Testes de Resistência: M10 V11 P12 S13 F14 (4)

Moral: 6

Tendência: Neutro

XP: 275

Número Encontrado: 1d2 (1d4)

Tesouro: V

  • Infravision: 27m. Granted by retractable eye membranes.

Licantropo

Shapechangers with a human and an animal form.

  • Human form: Have physical characteristics reminiscent of the associated animal type.
  • Mundane damage immunity: In animal form, can only harmed by silver weapons or magic.
  • Languages: In human form, can speak normally. In animal form, can only speak with animals of the associated type.
  • Armour: Not used because it hinders shape-changing.
  • Summon animals: Can summon 1–2 animals of the associated type from the surrounding area (wererats summon giant rats). These arrive in 1d4 rounds.
  • Wolfsbane: If hit, must save versus poison or flee in terror.
  • Reversion: If killed, a lycanthrope reverts to its human form.
  • Scent: Horses and some other animals can smell lycanthropes and will become afraid.
  • Infection: A character who loses more than half their hit points from the natural attacks of lycanthropes (i.e. bites, claws) contracts lycanthropy. Humans become were-creatures of the same type (run by the referee, henceforth); non-humans die. The disease takes full effect in 2d12 days, showing signs of infection after half the time.

Porco Diabólico

Corpulent humans who can change into huge swine. Love to eat human flesh. Lurk in isolated human settlements close to forests or marshes.

Classe de Armadura: 3 [16] (9 [10] in human form)

Dados de Vida: 9* (40pv)

Ataques: 1 × gore (2d6) or 1 × arma (1d6 ou por arma) or 1 × magic (charm)

TAC0: 12 [+7]

Movimento: 54m (18m) / 36m (12m) in human form

Testes de Resistência: M8 V9 P10 S10 F12 (9)

Moral: 10

Tendência: Caótico

XP: 1,600

Número Encontrado: 1d3 (1d4)

Tesouro: C

  • Shapechange: Only at night.
  • Ambush: Prefer to attack by surprise.
  • Charm person: 3 times a day. Save versus spells at –2 or be charmed: move towards the devil swine (resisting those who try to prevent it); obey the devil swine’s commands (if understood); defend the devil swine; unable to cast spells or use magic items; unable to harm the devil swine. Killing the devil swine breaks the charm.
  • Charmed victims: 1d4–1 accompany a devil swine.

Homem-urso

Highly intelligent, also in bear form. Dwell alone or among normal bears.

Classe de Armadura: 2 [17] (8 [11] in human form)

Dados de Vida: 6* (27pv)

Ataques: 2 × garras (2d4), 1 × mordida (2d8)

TAC0: 14 [+5]

Movimento: 36m (12m)

Testes de Resistência: M10 V11 P12 S13 F14 (6)

Moral: 10

Tendência: Neutro

XP: 500

Número Encontrado: 1d4 (1d4)

Tesouro: C

  • Amiable: May be friendly, if approached peacefully.
  • Bear hug: If a victim is hit by both claws in the same round, the werebear can hug for an extra 2d8 automatic damage.

Homem-javali

Semi-intelligent and irascible. In human form, often appear like berserkers.

Classe de Armadura: 4 [15] (9 [10] in human form)

Dados de Vida: 4+1* (19pv)

Ataques: 1 × tusk/bite (2d6)

TAC0: 15 [+4]

Movimento: 45m (15m)

Testes de Resistência: M10 V11 P12 S13 F14 (4)

Moral: 9

Tendência: Neutro

XP: 200

Número Encontrado: 1d4 (2d4)

Tesouro: C

  • Battle rage: In human form, may enter a berserk rage: +2 to hit; fight to the death. Rage sometimes causes them to attack their allies.

Homem-rato

Intelligent, humanoid rats who can change into normal humans.

Classe de Armadura: 7 [12] (9 [10] in human form)

Dados de Vida: 3* (13pv)

Ataques: 1 × mordida (1d4) or 1 × arma (1d6 ou por arma)

TAC0: 17 [+2]

Movimento: 36m (12m)

Testes de Resistência: M12 V13 P14 S15 F16 (3)

Moral: 8

Tendência: Caótico

XP: 50

Número Encontrado: 1d8 (2d8)

Tesouro: C

  • Surprise: On a 1–4; set ambushes.
  • Languages: Can speak Common in both forms.
  • Weapons: May also use weapons in animal form.

Homem-tigre

Exhibit feline behaviour: curious, but dangerous when cornered. Talented swimmers and trackers.

Classe de Armadura: 3 [16] (9 [10] in human form)

Dados de Vida: 5* (22pv)

Ataques: 2 × garras (1d6), 1 × mordida (2d6)

TAC0: 15 [+4]

Movimento: 45m (15m)

Testes de Resistência: M10 V11 P12 S13 F14 (5)

Moral: 9

Tendência: Neutro

XP: 300

Número Encontrado: 1d4 (1d4)

Tesouro: C

  • Surprise: On a 1–4, due to stealth.

Lobisomem

Semi-intelligent pack hunters.

Classe de Armadura: 5 [14] (9 [10] in human form)

Dados de Vida: 4* (18pv)

Ataques: 1 × mordida (2d4)

TAC0: 16 [+3]

Movimento: 54m (18m)

Testes de Resistência: M10 V11 P12 S13 F14 (4)

Moral: 8

Tendência: Caótico

XP: 125 (leader: 300)

Número Encontrado: 1d6 (2d6)

Tesouro: C

  • Leader: Groups of 5+ are led by a werewolf with 5HD (30pv). The leader gains a +2 bonus to damage rolls.

Limo Cinzento

Slimy horrors that lurk on stone surfaces or among boulders.

Classe de Armadura: 8 [11]

Dados de Vida: 3* (13pv)

Ataques: 1 × touch (2d8)

TAC0: 17 [+2]

Movimento: 3m (1m)

Testes de Resistência: M12 V13 P14 S15 F16 (2)

Moral: 12

Tendência: Neutro

XP: 50

Número Encontrado: 1 (1)

Tesouro: Nenhum

  • Blend in with stone: Difficult to tell apart from wet stone.
  • Acid: After a successful attack, sticks to the victim and exudes acid. The acid destroys normal armour immediately and inflicts 2d8 damage per round. (Magic armour is dissolved in one turn.) Energy immunity: Unharmed by cold or fire.

Lobo

Carnivorous relatives of dogs that hunt in packs.

Lobo Atroz

Large, savage, semi-intelligent wolves. Dwell in caves, mountains, and forests.

Classe de Armadura: 6 [13]

Dados de Vida: 4+1 (19pv)

Ataques: 1 × mordida (2d4)

TAC0: 15 [+4]

Movimento: 45m (15m)

Testes de Resistência: M12 V13 P14 S15 F16 (2)

Moral: 8

Tendência: Neutro

XP: 125

Número Encontrado: 1d4 (2d4)

Tesouro: Nenhum

  • Training: At the referee’s discretion, captured cubs may be trained like dogs. Dire wolves are ferocious and extremely difficult to train.
  • Mounts: Sometimes trained as mounts by goblins.

Lobo Normal

Dwell primarily in wild lands, but occasionally lair in caves.

Classe de Armadura: 7 [12]

Dados de Vida: 2+2 (11pv)

Ataques: 1 × mordida (1d6)

TAC0: 17 [+2]

Movimento: 54m (18m)

Testes de Resistência: M12 V13 P14 S15 F16 (1)

Moral: 6 (8 in larger packs)

Tendência: Neutro

XP: 25

Número Encontrado: 2d6 (3d6)

Tesouro: Nenhum

  • Training: At the referee’s discretion, captured cubs may be trained like dogs. Wolves are difficult to train.
  • Strength in numbers: Packs of 4 or more wolves have morale 8. If the pack is reduced to less than 50% of its original size, this morale bonus is lost.

Lula Gigante

Giant, ten-armed cephalopods. Two of the ten arms are larger, and may be used to attack ships. Dwell in the depths of the sea, only surface to find prey.

Classe de Armadura: 7 [12]

Dados de Vida: 6 (27pv)

Ataques: 8 × pequenos tentáculos (1d4 + constrição), 2 × tentáculos grandes (1d4 + constrição or 1d10 hull damage), 1 × bico (1d10 or 2 hull damage)

TAC0: 14 [+5]

Movimento: 36m (12m)

Testes de Resistência: M12 V13 P14 S15 F16 (3)

Moral: 7

Tendência: Neutro

XP: 275

Número Encontrado: 0 (1d4)

Tesouro: V

  • Crush boats: 25% likely to wrap the 2 large tentacles around a boat, doing 1d10 hull damage per tentacle. When the large tentacles are grappling a boat, in subsequent rounds, the beak inflicts 2 points of hull damage automatically.
  • Grab crew: 75% likely to grab crew from the deck and drag them underwater to be eaten.
  • Constriction: Tentacles grab and constrict after a hit. 1d4 automatic damage per round.
  • Severing tentacles: Requires a hit that inflicts 6 or more damage (8 pequenos tentáculos) or 10 or more damage (2 large tentacles).
  • Ink cloud: When escaping, can emit a cloud of black ink (18m diameter) and jet away at 3 times normal speed. Maximum twice a day.
  • Gargantuan specimens: Two or three times larger can be encountered.

Mantícora

Monstrosities with the face of a man, the body of a lion, bat-like wings, and a tail bristling with spikes. Love eating humans. Dwell in wild, mountainous regions.

Classe de Armadura: 4 [15]

Dados de Vida: 6+1 (28pv)

Ataques: [2 × garras (1d4), 1 × mordida (2d4)] or 6 × tail spike (1d6)

TAC0: 13 [+6]

Movimento: 36m (12m) / 54m (18m) flying

Testes de Resistência: M10 V11 P12 S13 F14 (6)

Moral: 9

Tendência: Caótico

XP: 350

Número Encontrado: 1d2 (1d4)

Tesouro: D

  • Tail spikes: 54m range. 24 in total; 2 regrow each day.
  • Track and ambush: Follow humans and attack with tail spikes when they stop to rest.

Mastodonte

Shaggy elephants with large tusks. Live in icy or Lost World regions.

Classe de Armadura: 3 [16]

Dados de Vida: 15 (67pv)

Ataques: 2 × tusk (2d6) or 1 × trample (4d8)

TAC0: 9 [+10]

Movimento: 36m (12m)

Testes de Resistência: M8 V9 P10 S10 F12 (8)

Moral: 8

Tendência: Neutro

XP: 1,350

Número Encontrado: 0 (2d8)

Tesouro: Tusks

  • Charge: In first round of combat, when not in melee. Requires a clear run of at least 20 yards. Tusks inflict double damage.
  • Trample: 3-in-4 chance of trampling each round. +4 to-hit human-sized or smaller creatures.
  • Ivory: 2d4 × 100gp per tusk.

Médium

1st level NPC magic-users.

Classe de Armadura: 9 [10]

Dados de Vida: 1** (4pv)

Ataques: 1 × dagger (1d4) or 1 × spell

TAC0: 19 [0]

Movimento: 36m (12m)

Testes de Resistência: M13 V14 P13 S16 F15 (MU1)

Moral: 7

Tendência: Any

XP: 16

Número Encontrado: 1d4 (1d12)

Tesouro: V

  • Spells: Each individual has one 1st level arcane spell memorized. (Choose or select at random.)
  • Master: 50% of groups are led by a magic-user of 3rd level. The master has two 1st level spells and one 2nd level spell. (Choose or select at random.)

Medusa

Deadly creatures of a magical nature that look like women with writhing snakes in place of hair.

Classe de Armadura: 8 [11]

Dados de Vida: 4** (18pv)

Ataques: 1 × snakebites (1d6 + poison)

TAC0: 16 [+3]

Movimento: 27m (9m)

Testes de Resistência: M10 V11 P12 S13 F14 (4)

Moral: 8

Tendência: Caótico

XP: 175

Número Encontrado: 1d3 (1d4)

Tesouro: F

  • Disguise: Use hooded cloaks to lure victims close before revealing their true form.
  • Petrification: Anyone who looks at an undisguised medusa will be turned to stone (save versus petrify).
  • Averting eyes: –4 penalty to-hit; the medusa gains a +2 bonus to attack.
  • Mirrors: The reflection of a medusa is harmless. If a medusa sees her own reflection, she must save or be petrified.
  • Poison: The snakes’ bites are venomous: save versus poison or die in 1 turn.
  • Magic resistance: +2 bonus to saves versus spells.

Mercador

Organized traders who travel between settlements in well-armed caravans, buying and selling trade goods (e.g. gold, jewels, silk, spices, wine, etc.).

Classe de Armadura: 5 [14]

Dados de Vida: 1 (4pv)

Ataques: 1 × arma (1d6 ou por arma)

TAC0: 19 [0]

Movimento: 27m (9m)

Testes de Resistência: M12 V13 P14 S15 F16 (1)

Moral: Varia

Tendência: Neutro

XP: 10

Número Encontrado: 0 (1d20)

Tesouro: A

  • Weapons: Sword and dagger.
  • Mounted: On horse, camel, or mule (by terrain).
  • Wagons: 2 per merchant. Pulled by horses, mules, or camels (by terrain).
  • Caravan guards: For every merchant, 4 guards are present (1st level fighters). AC 4 [15], with crossbows, swords, daggers.
  • Guard lieutenants: For every 5 merchants, 2 lieutenants are present (2nd–3rd level fighters). AC 4 [15]. Equipped as guards.
  • Guard captain: Guards are led by a 5th level fighter. AC 4 [15]. Equipped as guards.
  • Pack animals: 1d12 extra horses, mules, or camels.
  • Treasure: Should be reduced, if less than 10 merchants are in the group.

Minotauro

Large, brutish, bull-headed men with a craving for human flesh. Dwell in mazes and labyrinths.

Classe de Armadura: 6 [13]

Dados de Vida: 6 (27pv)

Ataques: [1 × gore (1d6), 1 × mordida] or 1 × arma (1d6 + 2 ou por arma + 2)

TAC0: 14 [+5]

Movimento: 36m (12m)

Testes de Resistência: M10 V11 P12 S13 F14 (6)

Moral: 12

Tendência: Caótico

XP: 275

Número Encontrado: 1d6 (1d8)

Tesouro: C

  • Weapons: Prefer axes, clubs, or spears.
  • Aggressive: Attack same size or smaller creatures on sight. Pursue until the victims are out of sight.

Monstro da Ferrugem

Magical, armadillo-like creatures with long tails and two long, antennae-like feelers. Feed on rusted metal.

Classe de Armadura: 2 [17]

Dados de Vida: 5 (22pv)

Ataques: 1 × feeler (rusting)

TAC0: 15 [+4]

Movimento: 36m (12m)

Testes de Resistência: M12 V13 P14 S15 F16 (3)

Moral: 7

Tendência: Neutro

XP: 175

Número Encontrado: 1d4 (1d4)

Tesouro: Nenhum

  • Rusting: Metal that touches a rust monster (e.g. weapons that hit it, or armour struck by a feeler) crumbles instantly to rust. Magic items have a 10% chance per “plus”, to be unaffected on each successful hit. Each time a magic item is affected, it loses one “plus”.
  • Smell metal: Attracted by the scent.

Morcego

Giant Bat

Carnivorous bats that may attack adventurers, if hungry. 1-in-20 groups of giant bats are vampiric (see Giant Vampire Bat).

Classe de Armadura: 6 [13]

Dados de Vida: 2 (9pv)

Ataques: 1 × mordida(1d4)

TAC0: 18 [+1]

Movimento: 9m (3m) /54m (18m) flying

Testes de Resistência: M12 V13 P14 S15 F16 (1)

Moral: 8

Tendência: Neutro

XP: 20

Número Encontrado: 1d10 (1d10)

Tesouro: Nenhum

  • Echolocation: Unaffected by effects that impair, modify, or rely on sight. Blinded by magical silence.

Mosca Salteadora

1m long, carnivorous flies with yellow and black stripes. Look similar to killer bees, which they hunt. May attack humans.

Classe de Armadura: 6 [13]

Dados de Vida: 2 (9pv)

Ataques: 1 × mordida (1d8)

TAC0: 18 [+1]

Movimento: 27m (9m) / 54m (18m) flying

Testes de Resistência: M12 V13 P14 S15 F16 (1)

Moral: 8

Tendência: Neutro

XP: 20

Número Encontrado: 1d6 (2d6)

Tesouro: U

  • Surprise: Hunt patiently. Surprise on a 1–4, when waiting in shadows for prey.
  • Poison immunity: Unharmed by killer bees’ poison.
  • Leap: Can leap up to 9m and attack.

Muco Esverdeado

Dripping, green slime that clings to walls and ceilings.

Classe de Armadura: No hit roll required

Dados de Vida: 2* (9pv)

Ataques: 1 × touch (consume flesh)

TAC0: 18 [+1]

Movimento: 1m (30cm)

Testes de Resistência: M12 V13 P14 S15 F16 (1)

Moral: 12

Tendência: Neutro

XP: 25

Número Encontrado: 1 (0)

Tesouro: Nenhum

  • Surprise: Drops down on surprised characters from above.
  • Acid: When in contact with a victim, sticks on and exudes acid. The acid destroys wood or metal (including armour) in 6 rounds, but cannot affect stone.
  • Consume flesh: Once in contact with flesh for 6 rounds, the victim is turned into green slime in a further 1d4 rounds.
  • Removing: Once stuck on a victim, can only be removed by fire. This inflicts half damage to the victim and half to the slime.
  • Immunity: Unharmed by all attacks except cold or fire.

Mula

Stubborn horse/donkey cross-breeds used as beasts of burden.

Classe de Armadura: 7 [12]

Dados de Vida: 2 (9pv)

Ataques: 1 × kick (1d4) or 1 × mordida (1d3)

TAC0: 18 [+1]

Movimento: 36m (12m)

Testes de Resistência: M14 V15 P16 S17 F18 (NH)

Moral: 8

Tendência: Neutro

XP: 20

Número Encontrado: 1d8 (2d6)

Tesouro: Nenhum

  • Tenacious: Can be taken underground, if the referee allows it.
  • Defensive: May attack if threatened, but cannot be trained to attack on command.
  • Beast of burden: Carry up to 2,000 coins unencumbered; up to 4,000 at half speed.

Múmia

Undead humanoids wrapped in funerary bandages. Haunt ruins and tombs.

Classe de Armadura: 3 [16]

Dados de Vida: 5+1* (23pv)

Ataques: 1 × touch (1d12 + disease)

TAC0: 14 [+5]

Movimento: 18m (6m)

Testes de Resistência: M10 V11 P12 S13 F14 (5)

Moral: 12

Tendência: Caótico

XP: 400

Número Encontrado: 1d4 (1d12)

Tesouro: D

  • Paralyse with terror: Anyone seeing a mummy must save versus paralysis or be paralysed with terror. Paralysis is broken if the mummy attacks or goes out of sight.
  • Disease: Anyone hit contracts a horrible rotting disease. Magical healing is ineffective; natural healing is ten times slower. The disease can only be removed by magic.
  • Damage immunity: Only harmed by fire or magic. All damage reduced by half.
  • Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).

Musaranho Gigante

Brown-furred, mole-like, insectivores with long snouts. Dwell underground; skilled burrowers.

Classe de Armadura: 4 [15]

Dados de Vida: 1 (4pv)

Ataques: 2 × mordidas (1d6)

TAC0: 19 [0]

Movimento: 54m (18m)

Testes de Resistência: M12 V13 P14 S15 F16 (1)

Moral: 10

Tendência: Neutro

XP: 10

Número Encontrado: 1d4 (1d8)

Tesouro: Nenhum

  • Initiative: Always win initiative in the round of their first attack. +1 to initiative in the round of their second attack.
  • Ferocity: Attack targets’ heads. Targets with 3 HD or less must save versus death or flee.
  • Climbing: Skilled climbers; can jump up to 5’.
  • Territorial: Ferociously defend their hunting area from all intruders.
  • Echolocation: Perceive their surroundings up to 18m. Unaffected by lack of light. If unable to hear (e.g. silence, 15’ radius): AC reduced to 8 [11], –4 penalty to attacks.

Neandertal (Homem das Cavernas)

Squat, powerful, primitive demihumans with ape-like faces. Dwell in caverns and hunt cave bears. Shy of contact with humans (with whom they are related), but friendly with dwarves and gnomes.

Classe de Armadura: 8 [11]

Dados de Vida: 2 (9pv)

Ataques: 1 × arma (2d4 ou por arma + 1)

TAC0: 18 [+1]

Movimento: 36m (12m)

Testes de Resistência: M12 V13 P14 S15 F16 (2)

Moral: 7

Tendência: Leal

XP: 20

Número Encontrado: 1d10 (1d4 × 10)

Tesouro: C

  • Weapons: Prefer stone axes, stone hammers, clubs, or spears.
  • Leaders: Two 6HD leaders (one male, one female) live in the neanderthal lair. They are 3m tall and of a related but distinct race.
  • Racial animosity: Attack ogres on sight. Hate goblins and kobolds.
  • Pets: Sometimes keep white apes as pets (see Ape, White).

Nixie

1m tall sprites that appear as attractive women with blueish, greenish, or greyish skin. Lair in the deepest parts of rivers and lakes.

Classe de Armadura: 7 [12]

Dados de Vida: 1 (4pv)

Ataques: 1 × arma (1d4) or 1 × group spell (charm)

TAC0: 19 [0]

Movimento: 36m (12m)

Testes de Resistência: M12 V13 P13 S15 F15 (E1)

Moral: 6

Tendência: Neutro

XP: 10

Número Encontrado: 0 (2d20)

Tesouro: B

  • Shy: Will try to charm intruders, rather than entering combat.
  • Weapons: Daggers and small tridents (as spears).
  • Charm: 10 nixies together can cast a charm to enchant a victim to serve them for one year. Save versus spells or be charmed: move towards the nixies (resisting those who try to prevent it); defend the nixies; obey the nixies’ commands (if understood); unable to cast spells or use magic items; unable to harm the nixies. Killing the nixies breaks the charm.
  • Summon giant bass: Each nixie can summon one fish to aid in combat (Giant Bass).
  • Bestow water breathing: Can cast upon charmed slaves. Lasts for one day, then must be refreshed.

Nobre

Powerful humans with noble titles (e.g. Count, Duke, Knight, etc.). Dwell in castles.

Classe de Armadura: 2 [17]

Dados de Vida: 3 (13pv)

Ataques: 1 × arma (1d8 ou por arma)

TAC0: 17 [+2]

Movimento: 18m (6m)

Testes de Resistência: M12 V13 P14 S15 F16 (3)

Moral: 8

Tendência: Any

XP: 35

Número Encontrado: 2d6 (2d6)

Tesouro: V × 3

  • Class: Usually treated as 3rd level fighters, but may be of any class and level.
  • Squire and retainers: Accompanied by a 2nd level fighter (a squire) and up to ten 1st level fighters (retainers).

Nômade

Superstitious tribes who wander steppes and desert regions, living in tents or temporary huts. Demeanour depends on the tribe: some are warlike, others peaceful.

Classe de Armadura: 7 [12] to 4

Dados de Vida: 1 (4pv)

Ataques: 1 × arma (1d6 ou por arma)

TAC0: 19 [0]

Movimento: 36m (12m)

Testes de Resistência: M12 V13 P14 S15 F16 (1)

Moral: 8

Tendência: Any

XP: 10

Número Encontrado: 0 (1d4 × 10)

Tesouro: A

  • Mounted: On riding horses or (in the desert) on camels.
  • Arms (desert): 50% of group have: leather armour, shield, lance; 30% have: chainmail, shield, lance; 20% have: leather armour, shortbow.
  • Arms (steppes): 50% of group have: leather armour, shortbow; 20% have: leather armour, shield, lance; 20% have: chainmail, shortbow; 10% have: chainmail, shield, lance, and may be mounted on a war horse.
  • Leaders: For every 25 nomads, there is a 2nd level fighter. For every 40 nomads, there is a 4th level fighter.
  • Camps: Hunting / foraging groups commonly combine and live in a tribe of up to 300 nomad warriors.
  • Camp leaders: Tribal chief (8th level fighter), plus a 5th level fighter for every 100 nomads. 50% chance of a cleric (9th level); 25% chance of a magic-user (8th level).
  • Hoard: Only have treasure type A in the camp.
  • Traders: Often carry trade route tales of faraway lands.