5th Level Monsters
Monster:
Warshark By Adam Stanford
edition:
Any
Frequency:
Uncommon
appearing
: 1-11
AC: 15
move: Swim
70 ft.
HD: 8
in lair:
80%
treasure:
Standard (3rd edition), B, Z (1st)
attacks:
1
damage: 1d8+5
special att:
None
special def:
Keen Scent, Combative Mount
MR: None
Intelligence:
Animal
Alignment:
Neutral
Size: Large
psionic ability:
None
Description: The
market price for a warshark is 400 gp. Warsharks are trained as livestock
by many of the more savage aquatic races. The more powerful warsharks
can be used as mounts. A warbeast is proficient with all types of armor.
Combat:
Keen Scent: A warshark can notice creatures by scent in a 180-foot radius
and detect blood in the water at ranges of up to a mile.
Combative Mount: A rider on a warshark mount gets a +2 circumstance
bonus on all Ride checks. (3rd edition only)
Dathre by
Kwan Darkwood
Characteristics
CLIMATE/TERRAIN: Any ruins or subterranean chambers
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Night
DIET: Nil
INTELLIGENCE: 11-12 Very intelligent
TREASURE: (Q)
ALIGNMENT: Chaotic Evil
Encounter Information
NO. APPEARING: 1
ARMOR CLASS: 2
MOVEMENT: 12, Fl 20(A), Sw 2
HIT DICE: 5+5
THAC0: 16
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1d8+Special
SPECIAL ATTACKS: Constitution Drain, Breath
SPECIAL DEFENSES:
MAGIC RESISTANCE: 10%
SIZE: Small
MORALE: Steady (12)
XP VALUE: 4000
Description:
The Dathre appears as a dark mass of shifting shadows in a vaguely humanoid
shape. Anyone peering closely has a chance to notice two intense purple
orbs, which serve as it's eyes. A tell-tale sign of a dathre is it's
sinister hiss of eager anticipation when a victim comes near.
Combat:
Dathre feed off of the life forces of men. Anyone struck by one loses
one point of constitution, though this can be returned via a Restore
spell. Dathre will retreat if obviously outmatched, but this is a careful
business, and they never act irrationally. Their sole purpose is to
slay the living. Anyone drained to a constition score of 0 has been
drained of life and cannot be raised by anything short of a wish spell.
Dathre also possess a limited number of spells. They very rarely use
these, preferring to drain their opponents. However, if a Dathre believes
that its existance is threatened it may resort to its arcane abilities.
They can cast the following spells once per day: Chill Touch, Magic
Missile, Melf's Acid Arrow, Phantasmal Force, Ray of Enfeeblement, and
Wall of Fog. Before closing to do battle, a Dathre will always use it's
limited breath weapon. This is a blast of numbing icy cold that begins
at five feet and spreads out into a 20 ft. cone that is 10 ft. wide
at the end. Anyone caught within the path of this must save vs. paralyzation
or be unable to move for 1d10 rounds.
Habitat/Society:
Dathre are undead and therefore are not of the natural world. They haunt
ruins and other places of death, such as graveyards.
Ecology:
Dathre are the undead spirits of small creatures, such as gnomes, halflings,
dwarves, and the like. They hate all living creatures and seek to slay
as many as they can by their life draining touch.
Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion
on 08/11/2001 11:46 AM