Lista Monstros T-Z ❌

Tartaruga-Dragão

Gargantuan sea monsters with the body and hard shell of a turtle and the head, tail, and legs of a dragon. Lurk in huge caves in the depths of the ocean, only rarely coming to the surface.

Classe de Armadura: –2 [21]

Dados de Vida: 30* (135pv)

Ataques: 2 × garras (1d8), 1 × mordida (1d6 × 10) or breath

TAC0: 5 [+14]

Movimento: 9m (3m) / 27m (9m) swimming

Testes de Resistência: M4 V5 P6 S5 F8 (15)

Moral: 10

Tendência: Caótico

XP: 9,000

Número Encontrado: 0 (1)

Tesouro: H

  • Breath weapon: 27m long, 9m wide cloud of steam. Can be used up to three times per day. All caught in the area suffer damage equal to the dragon turtle’s current hit points (save versus breath for half).
  • Mistaken for island: When floating, can be mistaken for a small island.
  • Attack ships: Sometimes try to destroy ships and eat the crew by surfacing below.
  • Treasure: From sunken ships.

Thoul

Magical monstrosities that look like hobgoblins (except on close inspection), but combine the powers of ghouls and trolls. Sometimes live among hobgoblins.

Classe de Armadura: 6 [13]

Dados de Vida: 3** (13pv)

Ataques: 2 × garras (1d3 + paralisia) or 1 × arma (1d6 ou por arma)

TAC0: 17 [+2]

Movimento: 36m (12m)

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

Moral: 10

Tendência: Caótico

XP: 65

Número Encontrado: 1d6 (1d10)

Tesouro: C

  • Paralysis: Successful attacks cause paralysis for 2d4 turns (save versus paralysis negates). Elves and creatures larger than ogres are unaffected. After paralysing a target, thouls will attack others.
  • Regeneration: A damaged thoul gains 1 hit point at the start of each round, as long as it is alive.

Tiranossauro Rex

Great (over 6m tall), two-legged, predatory dinosaurs with huge jaws. Hunt human-sized or larger prey. Dwell in Lost World regions.

Classe de Armadura: 3 [16]

Dados de Vida: 20 (90pv)

Ataques: 1 × mordida (6d6)

TAC0: 6 [+13]

Movimento: 36m (12m)

Testes de Resistência: M6 V7 P8 S8 F10 (10)

Moral: 11

Tendência: Neutro

XP: 2,000

Número Encontrado: 0 (1)

Tesouro: V × 3

  • Large prey: Attack largest target first.

Tricerátops

Massive (12’ to the shoulder, almost 12m long), aggressive, herbivorous dinosaurs with a protective crest behind the head, and three long horns. Dwell in Lost World grasslands.

Classe de Armadura: 2 [17]

Dados de Vida: 11 (49pv)

Ataques: 1 × gore (3d6) or 1 × trample (3d6)

TAC0: 11 [+8]

Movimento: 27m (9m)

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

Moral: 8

Tendência: Neutro

XP: 1,100

Número Encontrado: 0 (1d4)

Tesouro: Nenhum

  • Aggressive: Normally attack on sight.
  • Charge: In first round of combat, when not in melee. Requires a clear run of at least 20 yards. Horns inflict double damage.
  • Trample: 3-in-4 chance of trampling each round. +4 to-hit human-sized or smaller creatures.

Tritão

Aquatic humanoids with fish tails in place of legs. Live in coastal waters, farming seaweed and hunting fish.

Classe de Armadura: 6 [13]

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: Neutro

XP: 10 (leader: 20/75)

Número Encontrado: 0 (1d20)

Tesouro: A

  • Weapons: Spears, tridents, or daggers.
  • Leaders: For every 10 in a group, there is a 2HD leader. For every 50, there is a 4HD leader (saves: D10 W11 P12 B13 S14 (4)).
  • Underwater villages: Home to 1d3 × 100 individuals.
  • Guardians: Use trained sea creatures or monsters to guard their homes.

Troglodita

Intelligent, reptilian humanoids with agile hands, long legs, short tails, and spiky combs on their heads and arms.

Classe de Armadura: 5 [14]

Dados de Vida: 2* (9pv)

Ataques: Att 2 x claw (1d4), 1 x bite (1d4)

TAC0: 18 [+1]

Movimento: 36m (12m)

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

Moral: 9

Tendência: Caótico

XP: 25

Número Encontrado: 1d8 (5d8)

Tesouro: A

  • Hateful: Attempt to kill any creatures they encounter.
  • Surprise: On a 1–4, due to the ability to change colour to match their surroundings. Lurk by rock walls and await victims.
  • Nauseating stench: Oils on the skin have a smell that sickens humans and demihumans: save versus poison or suffer –2 to hit, while in melee with troglodytes.

Troll

Intelligent, wicked, 8’ tall humanoids with emaciated, rubbery bodies. Consume the flesh of other humanoids. Dwell underground, in barren wilderness, and in the ruined homes of former victims.

Classe de Armadura: 4 [15]

Dados de Vida: 6+3* (30pv)

Ataques: 2 × talon (1d6), 1 × mordida (1d10)

TAC0: 13 [+6]

Movimento: 36m (12m)

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

Moral: 10 (8 fear of fire)

Tendência: Caótico

XP: 650

Número Encontrado: 1d8 (1d8)

Tesouro: D

  • Regeneration: 3 rounds after being damaged, start regaining 3hp per round. Severed limbs reattach.
  • Return from death: If killed (0pv), will regenerate and fight again in 2d6 rounds.
  • Fire and acid: Cannot regenerate damage from these sources. The only way to permanently kill a troll.
  • Fear of fire: Morale 8 when attacked with fire or acid.

Tubarão

Aggressive, predatory fish of low intelligence and unpredictable behaviour. Live in saltwater.

Tubarão-touro

8’ long; brown colouration. Attack by ramming, then biting the stunned prey.

Classe de Armadura: 4 [15]

Dados de Vida: 2 (9pv)

Ataques: 1 × mordida (2d4) or 1 × ram (stun)

TAC0: 18 [+1]

Movimento: 54m (18m)

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

Moral: 7

Tendência: Neutro

XP: 20

Número Encontrado: 0 (3d6)

Tesouro: Nenhum

  • Blood scent: Can detect blood in water up to 300’ away.
  • Feeding frenzy: Triggered by the scent of blood: always attack; no morale checks.
  • Ram: Stunned for 3 rounds (teste de resistência vs paralisia).

Grande Tubarão Branco

9m long (or bigger!); grey colouration with white belly. Sometimes attack small boats.

Classe de Armadura: 4 [15]

Dados de Vida: 8 (36pv)

Ataques: 1 × mordida (2d10)

TAC0: 12 [+7]

Movimento: 54m (18m)

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

Moral: 7

Tendência: Neutro

XP: 650

Número Encontrado: 0 (1d4)

Tesouro: Nenhum

  • Blood scent: Can detect blood in water up to 300’ away.
  • Feeding frenzy: Triggered by the scent of blood: always attack; no morale checks.

Tubarão-mako

15’ long; bluish-grey or tan colouration.

Classe de Armadura: 4 [15]

Dados de Vida: 4 (18pv)

Ataques: 1 × mordida (2d6)

TAC0: 16 [+3]

Movimento: 54m (18m)

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

Moral: 7

Tendência: Neutro

XP: 75

Número Encontrado: 0 (2d6)

Tesouro: Nenhum

  • Blood scent: Can detect blood in water up to 300’ away.
  • Feeding frenzy: Triggered by the scent of blood: always attack; no morale checks.
  • Unpredictable: May ignore other creatures, only to attack moments later.

Unicórnio

Fantastic creatures that appear as elegant horses with a long horn. Unicorns are timid, but proud and wilful.

Classe de Armadura: 2 [17]

Dados de Vida: 4* (18pv)

Ataques: 2 × hoof (1d8), 1 × horn (1d8)

TAC0: 16 [+3]

Movimento: 212m (24m)

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

Moral: 7

Tendência: Leal

XP: 125

Número Encontrado: 1d6 (1d8)

Tesouro: Nenhum

  • Empathy with maidens: A pure-hearted maiden can communicate with and ride a unicorn.
  • Teleport: Once per day, up to 318m (including rider).

Urso

Urso Preto

6’ tall; favour eating berries and roots.

Classe de Armadura: 6 [13]

Dados de Vida: 4 (18pv)

Ataques: 2 × garras (1d3), 1 × mordida(1d6)

TAC0: 16 [+3]

Movimento: 36m (12m)

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

Moral: 7

Tendência: Neutro

XP: 75

Número Encontrado: 1d4(1d4)

Tesouro: U

  • Bear hug: If a victim is hit by both paws in the same round, the bear hugs for an extra 2d8 automatic damage.
  • Defensive: Adults will protect their young with their lives, but otherwise only attack if cornered.
  • Camp raids: Sometimes raid camps, for food (especially fish and sweet treats).

Urso das Cavernas

Ferocious, 15’ tall grizzly bears found in caves and Lost World settings. Omnivorous, but prefer meat, including humans.

Classe de Armadura: 5 [14]

Dados de Vida: 7 (31pv)

Ataques: 2 × garras (1d8), 1 × mordida(2d6)

TAC0: 13 [+6]

Movimento: 36m (12m)

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

Moral: 9

Tendência: Neutro

XP: 450

Número Encontrado: 1d2(1d2)

Tesouro: V

  • Bear hug: If a victim is hit by both paws in the same round, the bear hugs for an extra 2d8 automatic damage.
  • Sense of smell: Poor eyesight, but keen sense of smell. When hungry, will follow a track of blood by scent.

Urso Pardo

Aggressive, 9’ tall. Silver-tipped fur, brown or reddish brown in colour. Live in forests and mountains. Favour eating meat.

Classe de Armadura: 6 [13]

Dados de Vida: 5 (22pv)

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

TAC0: 15 [+4]

Movimento: 36m (12m)

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

Moral: 8

Tendência: Neutro

XP: 175

Número Encontrado: 1(1d4)

Tesouro: U

  • Bear hug: If a victim is hit by both paws in the same round, the bear hugs for an extra 2d8 automatic damage.

Urso Polar

Aggressive, white-furred bears that stand 11’ tall and live in cold regions. Favours eating fish.

Classe de Armadura: 6 [13]

Dados de Vida: 6 (27pv)

Ataques: 2 × garras (1d6), 1 × mordida(1d10)

TAC0: 14 [+5]

Movimento: 36m (12m)

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

Moral: 8

Tendência: Neutro

XP: 275

Número Encontrado: 1(1d2)

Tesouro: U

  • Bear hug: If a victim is hit by both paws in the same round, the bear hugs for an extra 2d8 automatic damage.
  • Swimming: Excellent swimmers.
  • Snow walk: Wide paws allow running on the surface of snow without sinking.

Urso-coruja

Huge (8’ tall, 1,500 pounds), ill-tempered, carnivorous bear-like creature with the face of an owl. Owl bears are found in dense forests and underground.

Classe de Armadura: 5 [14]

Dados de Vida: 5 (22pv)

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

TAC0: 15 [+4]

Movimento: 36m (12m)

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

Moral: 9

Tendência: Neutro

XP: 175

Número Encontrado: 1d4 (1d4)

Tesouro: C

  • Bear hug: If a victim is hit by both paws in the same round, the owl bear hugs for an extra 2d8 automatic damage.

Vampiro

Greatly feared undead monsters that live by drinking the blood of mortals. Dwell in ruins, tombs, and deserted locales.

Classe de Armadura: 2 [17]

Dados de Vida: 7 to 9** (31/36/40pv)

Ataques: 1 × touch (1d10 + energy drain) or 1 × gaze (charm)

TAC0: 13 [+6]/12 [+7]/12 [+7]

Movimento: 36m (12m)

Testes de Resistência: M8 V9 P10 S10 F12 (7 to 9)

Moral: 11

Tendência: Caótico

XP: 1,250/1,750/2,300

Número Encontrado: 1d4 (1d6)

Tesouro: F

  • 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).
  • Mundane damage immunity: Can only be harmed by magical attacks.
  • Energy drain: A successfully touched target permanently loses two experience levels (or Hit Dice). This incurs a loss of two Hit Dice of hit points, as well as all other benefits due to the drained levels (e.g. spells, saving throws, etc.). A character’s XP is reduced to the lowest amount for the new level. A person drained of all levels becomes a vampire in 3 days.
  • Charming gaze: Save versus spells at –2 or be charmed: move towards the vampire (resisting those who try to prevent it); defend the vampire; obey the vampire’s commands (if understood); unable to cast spells or use magic items; unable to harm the vampire. Killing the vampire breaks the charm.
  • Regeneration: A damaged vampire gains 3hp at the start of each round, as long as it is alive.
  • At 0hp: Change into gaseous form; flee to coffin.
  • Change form: At will; takes 1 round:
    • Humanoid: Standard form.
    • Dire wolf: Att 1 × mordida (2d4), MV 45m (15m). AC, HD, morale, saves as vampire.
    • Giant bat: Att 1 × mordida (1d4), MV 9m (3m) / 54m (18m) flying. AC, HD, morale, saves as vampire.
    • Gaseous cloud: MV 54m (18m) flying. Immune to all weapons. Cannot attack.
  • Summon beasts: In human form only. Creatures from the surrounding area: 1d10 × 10 rats, 5d4 giant rats, 1d10 × 10 bats, 3d6 giant bats, 3d6 wolves, or 2d4 dire wolves.
  • Coffins: Must rest in a coffin during the day or lose 2d6hp (only regenerated by resting a full day). Cannot rest in a blessed coffin. Always keep multiple coffins in hidden locations.
  • Vulnerabilities:
    • Garlic: Odour repels: save vs poison or unable to attack this round.
    • Holy symbols: If presented, will keep a vampire at bay (3m). May attack wielder from another direction.
    • Running water: Cannot cross (in any form), except by a bridge or carried inside a coffin.
    • Mirrors: Avoid; do not cast a reflection.
    • Continual light: Partly blinded by the light from this spell (–4 to attacks).
  • Destroying:
    • Sunlight: Save versus death each round or be disintegrated.
    • Stake through the heart: Permanently kills.
    • Immersion in water: For 1 turn permanently kills.
    • Destroying coffins: Permanently killed if all hit points lost when unable to rest (see coffins).

Verme da Carniça

9’ long, 1m high, many-legged, segmented worms with a ring of 2’ long tentacles around their mouths.

Classe de Armadura: 7 [12]

Dados de Vida: 3+1* (14pv)

Ataques: 8 × tentáculos (paralisia)

TAC0: 16 [+3]

Movimento: 36m (12m)

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

Moral: 9

Tendência: Neutro

XP: 75

Número Encontrado: 1d3 (1d3)

Tesouro: B

  • Paralysis: A hit by a tentacle causes paralysis for 2d4 turns (teste de resistência vs paralisia). Paralysed victims will bedevoured, if the crawler is left in peace.
  • Cling: Can walk on walls and ceilings.

Veterano

Low level fighters, often on their way to or from war.

Classe de Armadura: 2 [17]

Dados de Vida: 1 to 3 (4/9/13pv)

Ataques: 1 × arma (1d8 ou por arma)

TAC0: 19 [0]

Movimento: 18m (6m)

Testes de Resistência: M12 V13 P14 S15 F16 (F1 to F3)

Moral: 9

Tendência: Any

XP: 10/20/35

Número Encontrado: 2d4 (2d6)

Tesouro: V

  • Level and alignment: A group may all be of the same level and alignment, or these may be determined randomly, per individual.

Vorme Púrpura

Gigantic, slimy worms with bodies 100’ long and 8–3m thick. Bore tunnels through the earth and come to the surface to eat other creatures.

Classe de Armadura: 6 [13]

Dados de Vida: 15* (67pv)

Ataques: 1 × mordida (2d8), 1 × sting (1d8 + poison)

TAC0: 9 [+10]

Movimento: 18m (6m)

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

Moral: 10

Tendência: Neutro

XP: 2,300

Número Encontrado: 1d2 (1d4)

Tesouro: D

  • Swallow whole: A bite attack roll of 20, or 4 or more than the target number required, indicates that a human-sized (or smaller) victim is swallowed. Inside the worm’s belly: suffer 3d6 damage per round (until the worm dies); may attack with sharp weapons at –4 to hit; body digested in 6 turns after death.
  • Poison: Causes death (save vs poison).
  • In restricted spaces: May not always be able to bite and sting at once.

Vulto

Corpses of humans or demihumans, possessed by malevolent spirits.

Classe de Armadura: 5 [14]

Dados de Vida: 3* (13pv)

Ataques: 1 × touch (energy drain)

TAC0: 17 [+2]

Movimento: 27m (9m)

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

Moral: 12

Tendência: Caótico

XP: 50

Número Encontrado: 1d6 (1d8)

Tesouro: B

  • 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).
  • Mundane weapon immunity: Only harmed by silver weapons or magic.
  • Energy drain: A successfully hit target permanently loses one experience level (or Hit Die). This incurs a loss of one Hit Die of hit points, as well as all other benefits due to the drained level (e.g. spells, saving throws, etc.). A character’s XP is reduced to halfway between the former and new levels. A person drained of all levels becomes a wight in 1d4 days, under the control of the wight that killed them.

Wyvern

Winged, two-legged, dragon-like monsters with a long tail tipped with a venomous stinger. Dwell in any terrain, but favour cliffs and forests.

Classe de Armadura: 3 [16]

Dados de Vida: 7* (31pv)

Ataques: 1 × mordida (2d8), 1 × sting (1d6 + poison)

TAC0: 13 [+6]

Movimento: 27m (9m) / 212m (24m) flying

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

Moral: 9

Tendência: Caótico

XP: 850

Número Encontrado: 1d2 (1d6)

Tesouro: E

  • Poison: Causes death (save vs poison).

Zumbi

Listless, humanoid corpses, reanimated as guardians by powerful clerics or wizards.

Classe de Armadura: 8 [11]

Dados de Vida: 2 (9pv)

Ataques: 1 × arma (1d8 ou por arma)

TAC0: 18 [+1]

Movimento: 18m (6m)

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

Moral: 12

Tendência: Caótico

XP: 20

Número Encontrado: 2d4 (4d6)

Tesouro: Nenhum

  • Guardians: Always attack on sight.
  • Initiative: Always lose (no roll).
  • 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).