Speak softly and carry a big stick...
(Bad guys, vol. II)

Not all of these critters will attack you on sight, but most of them will, especially if you bother them. If they have usable items on them that you are likely to find in their remains, they are listed. Likewise, for those that have mastered the art there are lists of spells that they will probably use if attacked. To view a creature, just click on it's name below. Note that the images will load upon clicking. This is done to decrease the load time of the page.

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Gronk Ravel Skeleton
Larval Worm Shadow Skeleton, Giant
Lemure Shadow, Greater Skeleton Priest
Mantuok Shadow, True Sohmien
Nupperibo    

To view a Creature and its description, click on its name. Note that the images are loaded only on request, when you click on the corresponding link (a DHTML-compatible browser, such as Internet Explorer or Netscape, version 4 or higher, is required). You might need to wait for the images to show up, depending on their size and the speed of your connection. This is done to reduce the total download time when you open the page.

LARVAL WORM
These are not the pleasant earthworms that emerge from the ground after a heavy rain. They are slimy, massive creatures that feed on carrion, their mouths lined with sharp teeth that can tear the arm off a strong man or the head from a child.
Characteristics
Race Worm Alignment Neutral Hit Points 90/90 # of Attacks 2
Gender Male Faction Unaligned Armor Class -3 XP Value 8000
Class & Level Mage - Abjurationist, Level 1 THACO 10    
Saving Throws
Paralyzation, Poison, and Death 9 Rod, Staff, and Wands 11 Breath Weapons 12
Petrification and Polymorph 10 Spells 12    
Statistics
Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 9
Resistance
Fire 50 Cold 50 Electricity 50 Acid 50
Magic 10 Magical Fire 0 Magical Cold 0    
Slashing 0 Piercing 0 Crushing 25 Missile 0
LEMURE
The least of the hordes of the lawful evil baatezu, lemures are the incarnate spirits of the truly evil. They are used as ballista-fodder for the Blood War, and are barely intelligent. You need magic weapons or holy items to hurt them, it seems, for their gelatinous flesh seals behind any wounds you might inflict.
Characteristics
Race Lemure Alignment Lawful Evil Hit Points 12/12 # of Attacks 1
Gender Neither Faction Unaligned Armor Class 7 XP Value 120
Class & Level Fighter, Level 2 THACO 19    
Saving Throws
Paralyzation, Poison, and Death 14 Rod, Staff, and Wands 16 Breath Weapons 17
Petrification and Polymorph 15 Spells 17    
Statistics
Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 9
Resistance
Fire 100 Cold 50 Electricity 0 Acid 0
Magic 0 Magical Fire 100 Magical Cold 50    
Slashing 0 Piercing 0 Crushing 0 Missile 0
MANTUOK
Lycanthropy is a sickness passed on by the bite of an infected creature, turning the unfortunate victim into a 'were-beast', a creature that is half-human, half-beast. There are a number of creatures that pass along this disease, some of them quite noble, others fearsome and awe-inspiring. The rat is neither of these, and its lycanthropic cousins are the skulkers of the were-world, the hiders in shadow, the despised. Their personalities all seem to reflect this.

Mantuok, the voice of Many-as-One, the cranium rat collective, is an ingratiating little bastard whose best quality is that he is subservient to those with power. He's also a mage of some talent, and it seems he'll sell out his master to achieve an advantage for himself. He seems to hate you with a passion. Perhaps he's jealous of you.

Characteristics
Race Wererat Alignment Neutral Evil Hit Points 25/25 # of Attacks 1
Gender Male Faction Unaligned Armor Class 4 XP Value 1400
Class & Level Fighter, Level 7 THACO 16    
Saving Throws
Paralyzation, Poison, and Death 10 Rod, Staff, and Wands 9 Breath Weapons 11
Petrification and Polymorph 9 Spells 10    
Statistics
Str 18/0 Dex 18 Con 18 Int 18 Wis 18 Cha 18
Resistance
Fire 0 Cold 0 Electricity 0 Acid 0
Magic 0 Magical Fire 0 Magical Cold 0    
Slashing 0 Piercing 0 Crushing 0 Missile 0
Items you might find on this Creature
The Grimoire of Pestilential Thought, Random Treasure One
GIANT SKELETON
These skeletons are made from the bones of giants and given a semblance of life through necromancy. Although these skeletons have no ligaments or musculature, their joints are bound with iron bolts and their bones are reinforced with leather straps and cords wound beneath their armor. These skeleton's size belies their great speed and their skill with their great swords.

The archaic armor and weapons these skeletons use do not look like they have suffered from age, and their blades are razor-sharp. It is possible that their armor is cleaned daily by one of the Mortuary workers.

Skeletons suffer less damage from any slashing or piercing weapons. Crushing weapons, such as clubs and hammers, inflict normal damage.

Characteristics
Race Giant Skeleton Alignment Neutral Hit Points 48/48 # of Attacks 1
Gender Male Faction Unaligned Armor Class 2 XP Value 650
Class & Level No Class THACO 15    
Saving Throws
Paralyzation, Poison, and Death 10 Rod, Staff, and Wands 12 Breath Weapons 12
Petrification and Polymorph 11 Spells 13    
Statistics
Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 9
Resistance
Fire 0 Cold 100 Electricity 0 Acid 0
Magic 0 Magical Fire 0 Magical Cold 100    
Slashing 50 Piercing 0 Crushing 50 Missile 50
NUPPERIBO
A bare step above the lemure in the baatezu food chain, the nupperibo is a practically mindless, blubbery lump of flesh that contains the pure essence of law and evil. Driven on by the cruel whips of their supervisors, a group of them can form a battle wave that can wash effortlessly over an opponent. Apparently, the nupperibo can only be harmed by magical or holy weapons.
Characteristics
Race Nupperibo Alignment Lawful Evil Hit Points 6/6 # of Attacks 2
Gender Neither Faction Unaligned Armor Class 9 XP Value 120
Class & Level No Class THACO 19    
Saving Throws
Paralyzation, Poison, and Death 14 Rod, Staff, and Wands 16 Breath Weapons 17
Petrification and Polymorph 15 Spells 17    
Statistics
Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 9
Resistance
Fire 100 Cold 50 Electricity 0 Acid 0
Magic 0 Magical Fire 50 Magical Cold 100    
Slashing 0 Piercing 0 Crushing 0 Missile 0
RAVEL
All the stories you heard about Ravel Puzzlewell prepared you for a loathsome monster who would devour your soul. If she intended that, though, she chose a strange way to go about it - she is undeniably insane, trapped in a black-barbed maze of thorns and evil. You can't help but pity her, despite her great power: She has lost everything and doesn't even know it.
Characteristics
Race Night Hag Alignment Neutral Hit Points 53/87 # of Attacks 1
Gender Female Faction Unaligned Armor Class -4 XP Value 32000
Class & Level Cleric/Mage, Level 16/17 THACO 13    
Saving Throws
Paralyzation, Poison, and Death 8 Rod, Staff, and Wands 10 Breath Weapons 9
Petrification and Polymorph 9 Spells 11    
Statistics
Str 16 Dex 13 Con 23 Int 23 Wis 21 Cha 9
Resistance
Fire 50 Cold 100 Electricity 0 Acid 0
Magic 50 Magical Fire 50 Magical Cold 100    
Slashing 50 Piercing 50 Crushing 50 Missile 50
Items you might find on this Creature
Ravel's Fingernail, Heart Charm, Black-Barbed Charm, The Fiendish Eye of Kalem'Dar, Scroll of Blacksphere
Spells this Creature might cast (and how many)
Heal (1), Blindness (3), Black-Barbed Curse (5), Cloak of Warding (1), Vampiric Touch (5), Blacksphere (5), Acid Storm (3), Black-Barbed Shield (2)
GRONK
The gronk is a stupid, burly creature, stupidly aggressive. They tend to be docile until their territory is invaded, and unfortunately, by the time you see one, you've probably invaded its territory. Best to avoid combat with these. They appear to be immune to crushing weapons.
Characteristics
Race Gronk Alignment Neutral Hit Points 80/80 # of Attacks 1
Gender Male Faction Unaligned Armor Class 3 XP Value 2000
Class & Level No Class THACO 14    
Saving Throws
Paralyzation, Poison, and Death 11 Rod, Staff, and Wands 13 Breath Weapons 13
Petrification and Polymorph 12 Spells 14    
Statistics
Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 9
Resistance
Fire 0 Cold 0 Electricity 0 Acid 0
Magic 0 Magical Fire 0 Magical Cold 0    
Slashing 0 Piercing 90 Crushing 0 Missile 0
Items you might find on this Creature
Random Treasure Two
SHADOW
These shadows are pale, effeminate wraiths who draw themselves up from the ground quietly. They strike without warning, and seem to be more bloodhound than warrior.
Characteristics
Race Shadow Alignment Neutral Hit Points 27/27 # of Attacks 7
Gender Neither Faction Unaligned Armor Class 6 XP Value 420
Class & Level No Class THACO 16    
Saving Throws
Paralyzation, Poison, and Death 13 Rod, Staff, and Wands 15 Breath Weapons 16
Petrification and Polymorph 14 Spells 16    
Statistics
Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 9
Resistance
Fire 0 Cold 100 Electricity 0 Acid 0
Magic 0 Magical Fire 0 Magical Cold 100    
Slashing 0 Piercing 0 Crushing 0 Missile 0
GREATER SHADOW
The skeletal shadows that have taken the place of the first shadows you saw seem to be far more dangerous. Their elongated limbs end in vicious claws, and they swarm like insects.
Characteristics
Race Shadow Alignment Neutral Hit Points 45/45 # of Attacks 7
Gender Neither Faction Unaligned Armor Class 3 XP Value 1000
Class & Level No Class THACO 14    
Saving Throws
Paralyzation, Poison, and Death 13 Rod, Staff, and Wands 15 Breath Weapons 15
Petrification and Polymorph 15 Spells 15    
Statistics
Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 9
Resistance
Fire 0 Cold 100 Electricity 0 Acid 0
Magic 0 Magical Fire 0 Magical Cold 100    
Slashing 0 Piercing 0 Crushing 0 Missile 0
TRUE SHADOW
These shadows are much like the other two kinds of shadows you have encountered, but they're armed with brutal claws and a fierce dedication to your death. Alone, they're dangerous - but they usually hunt in packs and so become deadly.
Characteristics
Race Shadow Alignment Neutral Hit Points 81/81 # of Attacks 8
Gender Neither Faction Unaligned Armor Class 0 XP Value 10000
Class & Level No Class THACO 11    
Saving Throws
Paralyzation, Poison, and Death 19 Rod, Staff, and Wands 19 Breath Weapons 19
Petrification and Polymorph 19 Spells 19    
Statistics
Str 17 Dex 9 Con 9 Int 9 Wis 9 Cha 9
Resistance
Fire 0 Cold 100 Electricity 0 Acid 0
Magic 0 Magical Fire 0 Magical Cold 100    
Slashing 25 Piercing 50 Crushing 0 Missile 0
SKELETON
These skeletons have been given a semblance of life through necromancy. Although these skeletons have no ligaments or musculature, their joints are bound with thin metal bolts and their bones appear bound with leather straps and cords wound beneath their armor. Skeletons suffer less damage from and slashing or piercing weapons. Crushing weapons, such as clubs and hammers, inflict normal damage.
Characteristics
Race Skeleton Alignment Neutral Hit Points 7/7 # of Attacks 1
Gender Neither Faction Unaligned Armor Class 7 XP Value 65
Class & Level No Class THACO 19    
Saving Throws
Paralyzation, Poison, and Death 14 Rod, Staff, and Wands 16 Breath Weapons 17
Petrification and Polymorph 15 Spells 17    
Statistics
Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 9
Resistance
Fire 0 Cold 100 Electricity 0 Acid 0
Magic 0 Magical Fire 0 Magical Cold 100    
Slashing 50 Piercing 0 Crushing 50 Missile 0
Items you might find on this Creature
Wooden Club, Random Treasure One
SKELETON KING
Leader of the skeletons of the Dead Nations, Hargrimm is the skeleton priest who speaks the words of the Silent King to his followers. With Stale Mary the zombie and Acaste the Ghoul-Queen as the two other corners, he makes the third of the triumvirate that holds the Dead Nations in uneasy balance. Tipping the balance one way or another might incite chaos.
Characteristics
Race Skeleton Alignment Neutral Hit Points 64/64 # of Attacks 1
Gender Male Faction Unaligned Armor Class 2 XP Value 1200
Class & Level Cleric, Level 8 THACO 12    
Saving Throws
Paralyzation, Poison, and Death 7 Rod, Staff, and Wands 11 Breath Weapons 13
Petrification and Polymorph 10 Spells 12    
Statistics
Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 9
Resistance
Fire 0 Cold 100 Electricity 0 Acid 0
Magic 25 Magical Fire 0 Magical Cold 100    
Slashing 50 Piercing 0 Crushing 50 Missile 50
Items you might find on this Creature
Dead Nations Key, Random Treasure Two
Spells this Creature might cast (and how many)
Cure Light Wounds (3), Curse (2), Spiritual Hammer (4), Cure Moderate Wounds (1), Call Lightning (4), Cure Serious Wounds (3)
SOHMIEN
You were first alerted to the sohmien by the thundering of their hooves. Four-legged creatures of pure evil, the sohmien have the body of a horse and a head out of nightmare. Their spiked shoulders make them additionally threatening. They seem to travel in carnivorous herds.
Characteristics
Race Sohmein Alignment Neutral Hit Points 20/20 # of Attacks 1
Gender Male Faction Unaligned Armor Class 6 XP Value 1000
Class & Level No Class THACO 18    
Saving Throws
Paralyzation, Poison, and Death 13 Rod, Staff, and Wands 15 Breath Weapons 16
Petrification and Polymorph 14 Spells 16    
Statistics
Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 9
Resistance
Fire 100 Cold 25 Electricity 0 Acid 0
Magic 0 Magical Fire 25 Magical Cold 25    
Slashing 0 Piercing 0 Crushing 0 Missile 0

 
 
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