peculiarto Din:Damagepermonster's attack. How To Use T his Book
Entries Monsters of Myth andLegend is grouped bycultur es.Withi
neach culture,themonstersarelisted
alphabeticallytoprovideeasyaccessto each monster.The listings
Conventions T h isbookusesstandardrul bookformformostconventions,
exceptweincludeapercentage ratingforsomestatisticsaswell. The"
D"abbreviationisusedto indicate a die.ID20 means roll one 20-sided
die. 1D 100 (or a percen tage number)means rollone ten-sided
dietwiceortwoten-sideddice sequentially.Thenu mberthus
generatedrepresen tsapercentag number between 01 an d 00 (read as
100) ,forexamplear ollof2, followedby arollof 5,translates
Abbreviations Usedin Text Ft:Foot or feel.ART: Ar tistry.q.v: Also
listed inthetext.Except: Exceptional.I N: Insigh t. c: C:Common.D :
Dexteri ty.L:Lawful. Var:Variable,orvaries. A:Appeal.N: Neutral.
Rds:Rounds. EP: Experience Points.G:Good. ST: Strength. g. p:
goldpieces.E: Evil. SM: Stamina. s. p: silver pieces. giveanoutline
of eachmonster's statistics for use in game play, and
adescriptionofthemonster.In addition, most of the monster listings
in the book have a section called 'nto 25%.3D6meansrollthree6sided
dice and add the results to get asum,whichisthenusedasthe number of
the roll. Characteristics (or Attributes or Abilityscores)arederi
vedfrom 3D6, with 3 being the lowest score
possible,andwith18beingthe
normalhumanmaximum.Attributesoftenexceedthesehuman norms and
corresponding increases in dierollshave been included. he exception
tothisisamonster's intelligence which, while Legend. The legend is
provided to helptheGM developthemonster
forencountersituations.Allthe abbreviations used in the book are
covered on these pages. based onhuman standards,is nol rated.The
intelligence levels go as foll ows,fromthelowesttothe highest: Non-
(intelligent)Very AnimalH ighly Semi.Exceptional LowGenuis
Ingeneral,monsterswithanimal or Jow intelligence would be 0-6 in
a3D6ratingsystem,whilethose wi thExceptional or Genuis intelligence
would be 17-18.Inanimate objects have non-intelligence.
bbreviations in Monster Outline AC:AnnorClass.Describes
themonster'sprotection,or the difficulty to Hit. "''''),
TK:HitstoKill,expressed llher as the number and type die to roll
(rolll eight-sided orasatotalnumber ded to kill,i.e.25.
ThiiCii:HToHit Armor Class 0".Subtractthetarget'sArmor Class
fromtheThacoto get the number required fOT a
successfulHitwithaID20. FOT example,if acharacter's Thaco is14,and
the target is wearing chain mail without a shield(Ae5),thecharacter
will need to roll a9 on a 1D20 (14 -5 =9). M: Movem.ent speed per
melee round. If the monster can travel in two different mediums,
thiswillbeindicatedbythe following symbols: / #" / / #" (#") *#"
flying speed swimming speed bUTTowing speed speed in web. 6 IDS 1
19 1-3 Special: ControlWeather spell.0 will,create thunder and
druid for as long as st, Size:Size of the creature.The
averageheightisshownin parentheses. No:Number appearing. \ Freq:
Frequency, or likelihood of encounteringthemonster. Veryrare
meansthatthereis Special:Attacksordefences about a4%chanceof
anenthemonsteri.e. counter,whereascom monDragon breath or Chann
spell. indicates about a65% chance. LevellExp: Level to summon
amonster/Experience gained when acharacter kills it.
My:Monster'smagicresisance expressed as a percent. nt: Intellect.
Align: A lignment of monster 01' character. LevellExp:
VIII/600+5/HTK Freq:Uncommon lJo:\6-60 S (4') 89 Ram American
Indian isaterm which represents an agglomeration of different
peoples embracing avariety of myths.For reasons of space and
consistency of myth, adecision was made to concentrate on asubgroup
of the American Indians. Another choice wasto select more myths
from a hunting peoples'tradition thanthose of aplanting peoples,
asthe hunters' creatures and legends seemed more appropriate for
most fantasy role playing seSSIons. Duringthewinttl',I
hespiritswere farlessacliveanddwt'ltwillI their own kind, leaving
the l n d i a n ~frt'l'for story telling TheGM
shoulduseIhefollowing tableasaguidelineforspirit appearancewhen
stories abouLthemarebeing told. Percentage Chance Seasonof
Appearance Spcing ..... . ....... . ..... . .. ..
10%Summer.............. ...... .. 25%Fall.. . .. ..... ... ...
..... ... .. 10%Wimer.... . ....... . .......... Never If the story
istruly insults aspiril, increasethechance ofthe spirit's
appearanceby+10%. Thisbonusisnot applied in the winter. Fox
""hiteBuffaloLevellExp: IVI27;+6/HTK AC:7M :18"Freq:Very Rare
HTK:5D8M R:StandardNo:1-4 Att:2l nt:Semi- Size:Large THA.CO:
15Align:Neutral Dm:1-8/1-8 Special: Aura of Bad Luck(see below)
Awhi tebuffaloisthespiritofarare, large white bull buffalo.
Itappears asa live whitebuffalo,withaslightshimmering, that is
visible only in complete darkness. Eventhough classified
asspirits,whiLe buffa lo are flesh. There are other clues to its
truenature,however, asthe white buffalo ismost often seen emerging
frombeneath the waters of alake. Whitebuffalo areunliving
inthesense thatthey do not needfood, water, or air to
continueexisting.buttheyarenottruly undead. Clerics may not turn
white buffalo. Thecreaturesaremaliciousinminor ways,but
willveryseldomattackaparty directly. T heir most p otent weapon
istheir Aura of Bad Luck. Any sentient within 120" of a
whitebuffalowillsufferfromthisaura. The aura affects agame
asfollows: DieModifier D4,D6.. .... .. . ... . ... 1 08,DI0 .. 2
012 . . .. 3 D20 ... . .. . .. . . 4 Dl OO 20Themodifierisappliedto
alldierolls usedto resol ve actions taken bythe characters.To Hit
rolls, damage, saving throws, andClimbing are included.
Anyrolltodeterminethesuccessofa character action is affected by the
aura. The modifier is appliedin whichever direction is least
beneficial to the character, subtracting it from a saving roll and
adding it to a Climbing attempt. T he Aura of BadLuck will become
permanent for a character who eats the flesh of
awhitebuffalo.Thereareotherunfortuna te
effectssuggestedinthelegendsectionbelow. If acharacterhasapermanent
Auraof BadLuck affecti ng him, it requires
aRestorationspelltoreturnhimtohisprior stale. A character affected
by a permanent Aura of BadLuckis the only character affected bythe
permanent aura. LEGEND: T here once wasalargeherdof buffalo which
lived inthe area surrounding a lake. Onewinter,aband
ofhuntecswasdeterminedtokillthewhitebullwhichled theherd.T
heytrackedtheherdfordays, killingmanybuffalo,buteachtimethe white
bull escaped.. On one allempl theherdpanickedand tried to escape by
crossing the frozenlake. T he lake couldnot beartheweight of the
buffalo and the cracking of the ice competed with the bellows of
lhe herd as they sank into the lake. The white bullwent
downlast,roaring in defiance asthe cold water defeated him. His
roar is sLill heard,coming fromthe depths of the lake.Ever
since,the lake has been known as"The Lake That Roars." Two men in
the area of the same lake had hadno luck in hunting, not even
catching asquirrel.As theybecame desperate,two white buffalo
emerged fromthe lake. The hunters sneakedup andkilJedone of them.
They prepared the buffalo and ate wellforthe firsttime in days. But
as soon as they finished the meat, the hunters began[0 feel
strange. Their limbs began to thicken and to become numb. The
changecontinuedasthepairstumbled awayfromthe lake. Tailsand
hornsappearedontheirbodies,andbeforetheygot10 pacesaway fromthe
lake, each of thehunters had become abuffalo. The pair quietly
turned and walked into thelake. WhiteBuffalo 1011 oyote Song to
transform something unimportant CoyoteLevell Exp:VIlli3300
AC:5M:24"req:Unique HTK:65MR:15%No:1 Att:1Int:GeniusSize:Medium
lUCO:9A lign:Chaotic Neutral Dm:1-10 special : Shape changes.
Raises dead as skill 20 cleric. Power Song: Full Wish (use at will
as skill 20mage). cating a dancing, fl ickFox/
,('V('if.x/J:JIll12S() ering light. "T hat isthe power
AC:5M:18"Freq:Uniqueof GrizzlyBear'sfireHTK:40MR:10%No:Istone,"
answered Fox. Att:11'11: Excpt.Siu:Small "Withthefi re-stone rizzl
yBear cancreTIII W.10Align:Neutral atefirewheneverhe Dm:1-10 wants.
Hekeepsthe Special:Spells- fir e-stonewithh i m (use alwillas
skillIII magr): Clairaudence &always in a pouch atCiainoyan
M:18 andbulk, giantscanIITK:9D8MR:StandardNQ: move assilentlyasa
It:1bit:Var.iesSize: skill8 thief (62%).Tlw;o 12Align:Neutral Such
stealth is magDm:1-20ica linoriginand Special: Moves Silently
((encration.requires some concentration,fortheNatliskel i gutenonly
Giantswhichroamedthelandsofthe move silentlylike a skill 3thief
(27%). Indians are more timid than others of lheir
Giantsarereputedtobestealersoffish kind.Eventhough theyare
verylarge and fromnets and are knowntoraid camps
forimmenselystrong,theynevercausedthe
food.Manygiantsarecuriousaboulthedestruction of whichtheywere
capable. "smallones"andwillinvestigatesmallThe average giant
istallerthan thetaJIampsites. esttipi and has ablack[ace,whichmany
Theymovequietlytoaipi,riseuptosayis just painted black.They wear
beartheir full height, and peer down the smokeskins, and pre[er to
dwell alone in caves or hole to see what is happening inside. T hey
similar underground shelter. may occasionally be bribed with fish.
Giants have aunique odor. smelling as bitter and acrid as burnt
horn. There aresome giantsknownas"NalLEGEND: liskeliguten,
"anancientphrasewhichAsmal lhuntingpartycameupona means "killers of
men. "These Giantshuntgiant,asleepintheforest.Notknowing human
beings and are fond of destruction.whether or not hewas sane, the
partytied It is thought that these giants are insanehim up with
ropes of buffalo hair. Several versions of their shyer kin,
aderangementpinioned his arms and legs while others sat
perhapsinduced by someplant.Ten per- on his chest. into something
whichheneeds desperately, or to return a friendwho has been
completely destroyed. A Wish made by COYOlC willnot weaken him in
any way. rl (' will nevera Wish to destroyor harm anything
llirectly,but he may wish for atool or weaponnecessary to destroy
aparticular character or thing. Coyote'sPowerSong requiresoneturn
to perform. If COyOle is engaged in another activity while singing
the Power Song,the Song will fail 95%of the lime. There will be no
adverseeffect otherthanfailuretoobtainthe desired result.
Coyoteisoftenseeninconfrontation with Grizzly Bear. This is usually
a conlest of will and intelligence rather than a clash of brute
force. LEGEND: Coyote wasthe chief o[ the animal people. He had
long prophesied the coming of
thehumanrace.WhenCoyotecouldteUthatthetimeof humankind wasnear,he
summoned the animal people together and said: "The New People are
coming. We must prepareforthem.Todaywemustdecide
howwearetolive,whatwewillbe,and where we are to live whenthe New
People cometous. We must choose our names." "What
winyoube?"theotheranimal people asked Coyote. "r shall be buffalo,
"replied Coyote.He transformed himself into abuffalo,but he
stil]ranaswouldCoyoteandhisroar sounded too much likehis own yelp.
The animalpeople were not impressed.
StillCoyotewishedtobebuffalo.Finally Fox, who was second
chief,spoke. "Coyote isnot suitedtobebuffalo.He
shallhavetobecoyOle.IthinkBuffalo shouldbebuffalo.
"Buffalotransformed himself into a buffalo, andso it was decided
that he wastobe called Buffalo. Eachoftheanimalpeople,afterafew
trials, found a (orm and a name which suitedhim.
LasttochoosewasMeadowLark.She wished to be eagle, she wished to be
hawk, she wishedto be aU of the birds. "Youcannotbeallbirds,Meadow
Lark," said Coyote."Mypower,however, is gTeat enough to give you
this."He presented Meadow Lark with an arrow bracelet which allowed
her to speak any language. Thenextdaythegroundrolledand
shookwithmysteriouspower,andthousands of shapes appeared. The New
People had come to the world. Soon they l-.pread all over the
earth. Theappearanceofthehumanscaused alloftheanimalpeopleLO lJt(
olliequiet. They relinquished the POW( I o{ "peech on that day.
Some animal Pf'opit:slilJ IClllcmlJcr how tospeak,buttlwydi ... cI
;lillInwith humankind un less IIll )11 ;1,'c:11 \'t' l) 'ipecific
reason for (lHlI Bear 'sbelt.As
soonasthestringwassevered,MeadowLarkgrabbedthepouch and flew out of
the camp. Grizzly Bear' s roar broke the spell which
boundthecamp,andtheyallsetoutin pursuit of thethieves. " Here!
Herel Here/ "said Meadow Lark asshedroppedthepouchtoCoyoteand then
flew ashigh as she could. T wice Coyote hid and twice he was
discoveredExhausted,Coyotereali zedthe enemy would sooncatchhim.
"Herel"shoutedCoyote,throwingthe pouchtoJackRabbi t. Rabbit ranfort
he passinthemountainswhichledtoCoyote's camp.
GrizzlyBearcaughtCoyoteandki lled hi minafury,skinninghimaJiveinan
ttempt tofind the pouch. Thenthe Bear's followers pointed to J
ackRabbit. Grizzlyleapedandlandedinfrontof
JackRabbit.GrizzlyBearroaredferociouslyandJ ackRabbitfroze.Bea.r
advancedtoward the Rabbit. " Give methe pouchl"barked Fox.Fox
grabbed the pouch and began to run forthe pass.Ni mbly avoiding the
claws of Grizzly Bear,Fox left a nobvious trail. Grizzly Bear
guessed the destination and leapedforthepass.AssoonasFoxsaw Grizzly
Bearleap,hechanged courseand stealthilybegantorunuptheside ofthe
mountain. GrizzlyBear,nowtiredandconfused , couldnot catch Fox
before he reachedthe summit of the mountain. T here Fox broke apart
the fire-stone and hurled pieces of the magic everywhere. Thus,
fire can now be found in every part of the world. The
giantawakened.Uponseeingthe Indians,hegave ahighpitchedcackl ing
which rolled into athunderous laugh. The giant broke his bonds and
tossed the Indians aside.He seizedone of the unfortunate hunters
and lossed him into a river a half-mile away. He pursued lheothers,
but histhrashingand laughing gavethemen ampletime tohide.
Coyotehashunted andkilledmanyof the insane giants, and there are
some who saylhar.he haskilledmany benign giants aswell. . IGiant
Coyote is one of the most active figures in Indian myth. He is the
most prominent of theanimalspiri ts, whichwere created by the
godsbeforethey createdmen.He is a guardianof all Indians.
Heisintell igenthutoccasionallyfool ish, andhe often
displaystoomuchpride. He is the hero-trickster of the Indian
mythos, but he is someti mes defeated by his own cleverness. Inthe
time before the coming of the human race, Coyote couldassume
anyform he wished, even becoming the sun on one occasion.
Hispowersbegantodimwiththeappearance o(humankind,perhapsbecause of
all the spiritual energy which he infused into the newpeople.Coyote
can still assume the shape of any person or animal at will. His
usual appearance is that of a coyote. He can Raise Dead at will as
a skill 20 cleric. In order toraise apersonitisnecessary
(orCoyotetostep overtheperson'sbody
threetimes.Thespelltakeseffectimmediatelyassoonasthethirdstepiscompleted.
Coyote has aPower Song, which he can useatwillasaFullWishasaskill20
magic-user.CoyotewillusethePower .113 LevellExp: Vlll15100 Grizzly
Bear AC:0M:15"Freq:Uniqu TK:150MR:15%No:1
Att:2lnt:AverageSize:L(10' 7Align:Neutral Evil Dm:3-36/3-36
SPecial: Roar (lasts 3 melee rounds, use atwill as skill 20
mage):creates Fear and Dispel Magic spells.Leap (up to 100' per j
ump). Begins totire after third TRACO: j ump in arow.
GrizzlyBearispowerwilhoutthought. He is suonger than any other
animalperson, and his courage is great.He is atyrant with
hisfollowers,and aterrorin battle. Hisonlyweaknessishisincredible
temper, which often has him acting blindly and stupidly.While his
alignmentisNeutralEvil,there are aspects of Chaotic Evil in his
nature. Grizzly Bear appears as abear, although he canwalk
andfightin anupright positionmorereadilythan anormalbear. The
frightfuldamagehedoeswhile attacking is not al1 he can do in
battle. He can Roar twice per turn, with each roar lasting 3 melee
rounds. A Roar acts as a Fear spell and as a Dispel Magic spell
caSlas a skill 20 magic-user. The range of a Roar varies for
thepowel.Allwithin earshot arc affect by the Fear spell, but the
Dispell Magic power of the Roar has a240'range. If a character has
made his save versus the Fear ability,he willnot beaffectedbythe
Fearforthe remainder of the encounter. TheDispelMagicisspecial.IL
actsto aneel any spell which is being cast during the period of the
Roar. GrizzlyBear mayRoar atwill . The DispelMagic ability works
eachtime Griuly Bearusesit. Grinly Bear may also leap a distance up
to100 feetand aheight of 50feetin one jump.He may do this once per
round forasmany rounds ashe w1s11('s; but if he leaps more than
twoconsecutjverounds,hebeamestiled. When he is tired, Grinly Bear
andmake!> allthrows at-2. It takes afulllurn of restforGrillly
Beattolunr lionnormall y again. Foreveryconsecutiveleap beyond
thethird,modify Grizzly Bear's to Hit and saving throw rollsfurther
by-l. LEGEND: GrizzlyBear called ameeting oftheanimalpeople.Hehad
hopedtotakecontrolofthe animalpeople,sohetriedto makesureCoyote
didnothear of the gathering. Unfortunatelyforthebear, Golden Eagle
flew over Coyote's sleeping place while on the way
tothegathering,andwarned COyOle. GrizzlyBear cowed alJofthe
assembledanimalpeople.He becamechief,tookthebestof everything, and
went to his lipi. Theanimal people were so afraid of Grizzly Bear
that they did not resisthis cruelwhims. Coyote finally found the
meetingplace(apiec-e ofinformationwhichGoldenEagkJl(;'glected to
mention) , and !>nc:ak('d i n to one of the tipis. In the upi
sal an old grandmother. "GoaskGrizzlyBear{orsomefood,
Grandmother,"COYOle instructed."Tell him you have ahungry
vi::.iIOr.""I cannot, for he is likely t okill mel" she lamented.
"You must, GrandmOlheJ. Do not fear, I have aplan. " T
hegrandmotherwenttothetipiof rizzlyBearandcamebackwi thanold piece
of dried meat. Coyote threw it tothe ground and said,
"GotellGrizzlyBearthatthemealwas satisfactory,butthalyourvisitori
ssurprisedthatdriedmeatisthebestfooda great chief can offer...
Thetremblinggrandmotherdidasshe was instructed. Grizzly Bear
roared, bu t instead of striking the grandmother,he gave her some
of his best food. Whenthegrandmothercameback, Coyote ate the
food.He then instructedthe grandmothertogethimadrumfrom
GrizzlyBear. The grandmother returned with a small hand drum which
sounded Iikea squ irrel 's cough. Coyote contemptuously threw it to
the ground. "Grandmother,goandthankGrizzly Bear forthe drum. Tell
himit is almost a goodastheone Coyotegaveyourvisitor last year."
Grandmother went to the tipi of Grizzly
Bear.Abashed,GrizzlyBearaccidentally broke one of the poles of
thetipi. Hegrabbedhispersonalhanddrum. "Give this to your visitor,"
he said, "Ask him if Coyote gave him a drum as good as thisl" So
Grandmother returned with the drum. Coyote went outside of
Grandmother's tipi andbeganhispower song.Heaskedfor
rain,anditbegantorain.Hemadethe song stronger. Coyote asked his
powersto send him abiller cold.Coyote sangasthe cold came.He asked
that Griuly Bear fear the dogs'howling inthe camp.
Whenhefinishedhissong,hesaid, "Grandmother,nowgotellGrizzlyBear
that only afool stays in abroken tipi when it isso cold out."
Grandmother wenttothetipiandtold Grizzly Bear.Grizzly Bear,who
washoldingtogetherthepieces ofthe brokentipi
poJe,snappedthemwhenGrandmother told him what Coyote had said.
"Grandmother,whois thisvisi tor?" shoutedGrizzlyBear."Whosoinsults
Chief Grizzly Bear?" Grandmother responded- "( ;oyOle. " Grizzly
Bear roared and tOlC'III lOugh the side of his tipi.HiSfOafthe dogs
in the camp and thtyIWl!rtlltohowl.Jack Rabbit Ae:5M:30"
BTl(:40MR:10/0 Au:2Int:High THAW 10Align:Neutral Dm:11'1
Special:Magic invisible whistle-Sleep (use 3times per day,
seetablebelow),The Sleeppowerof Confusion(use Iwil'e prr dayas
skill10 mage),thewrustle may be used threetimesperday,Resurrection
(use once per day as skiH16 derk). J ack Rabbit appears as an
ordinary rabbit,althoughhetookotherformsbefore the appearance of
humankind. His speed is his primary defense, but he also has a
magic whistlethat is visible only tothose who can see objects on
theAstralPlane. This whistle has three abilities, dependingonhow
Jack Rabbit employs it. Adroningtonewillinduce sleepinall beings of
Jack Rabbit's choosing within 15feel ofthe whistle.
Thispowerworksasadouble-power Sleepspell;itwillhaveuptotwicethe
regular maximum HTK forcreatures normall
yailecledbyaSleepspell,aswellas about twice the usual number. See
the table below. T he whistlemay alsobeblown shrilly,
whichproducesconfusionasperthe Level/Exp: 11l1l2;'+4/ HTK Li ttle
People withanweaponmade fromSLOne orwoodc:6M:12"Freq:Uncommon taken
fromthe
groundBTl(:3D8MR:StandardNo:1-6onwhichhemostreAll:1Int:VariesSize:Small
centlydied,lhelittle person willcome back16Align:Neutral THMO
[0life. Om:1-6 Somelittlepeople 5pecial:Only killedwith special
stone or woodweapons(see
willnotbotherapersonwhohas"killed"below).Climb any surface,
evenupside down, and themfourtimes. never lose balance. Cause
haHucinations within 6" They have fewpowof them.Bondwith humans
(seebflow). The little people, who favormountains a ndthe craters
fortheir homes, are avery dark-skinned race standing 3 feet tall.
They wear brown or red caps and garments. T
heyherdjetblackminiaturehorses, which are raised to be eateninlhe
winter. T he little people are known to be
cannibalistic,buttheyalsobefriendhumanson occasion. Hostilities
between the little people and humans are mosllikely to occur in the
winter, when food is scarce. Oddly, the little people can only be
seen betweenduskand dawnbecausetheydie achmorning. They sink into
the ground 10emerge, alive,lhe following sunset. T
heyarenotconsideredtobeundead, sincetheyareneither alivenor
dead,but simpl ygothrough aperpetual cycle.Killing a little person
is atemporary measure. magic-userspell,cast by a skill
10magic-user.LevellExp:VII IOOOFinally,thewhistle Frcq:Unique
maybeusedtoresurrect abeingwhentheNo:I remains of the deceased
Size:SmalJ arestruckwiththe whistle.Theresurrection functions as a
Resurrecuon spell from a skill16 cleric. ersthemselves.They can
climb any surface, andwilloftenwalkupsidedownonthe underside of
branches. They are very agile, andneverlosetheir balance
regardlessof thesituation.They canland inanyposition,after afallof
more than 5 feet. The liule people can also cause hallucinations in
any person within 6 feet of them. These hallucinations will
disorient charactersunlesstheysavevs.magic,inwhich casetheyshake
off the disorienting effect. Ifthecharacterdoesnotsave,hewill come
to his senses in an embarrassing position, perhaps leaning upside
down against atreeorboulder.Acharacterunderthe effect of a hall
ucination may not cast spells or use devices which have spell -like
effects, and will fightwith a-4to Hit modifier. Thelittlepeople
arepettythieves,but they always return what they
take.However,theytend to leave the ilems in a visible,
whiletheConfusion power may be used two times aday., The
Resurrection ability may be used once per day on normal people, and
without limit on the animal people.
JackRabbiLwillrarelyinleractwith humans. If he is seen, he will
seek to avoid contact,using his whistle if necessary. Number
Affected Creature HTKby Sleep Whistle uptoID8..._.... _... 4D8
ID8+]to 4D8...... 2D8 4D8+1 to 608....... . 2D1 6D8+]to 808..
...... ID4 8D8+1 toIOD10 . Ior 2 Unlessheiskilled LEGEND:
JackRabbitusedtoaccompanythe Coyote people on raids and special
hunts. He would bring Coyote people back to life by hitting (hem
with his whistle. Jack Rabbit brought Coyote back tolife
afterGrizzlyBearkilledhimduringthe theft of fire(See Legendunder
Fox),. JackRabbit butinaccessiblelocationlikeanoUlcropping just
before araging waterfall. Acharacterwho attacksalittleperson before
he himself is attacked hasput himself on the menu forafuturefeast.
The lillIe people will cominue to auack until all of the little
people involved have been slain a( least four Limes, the character
is consumed, or there is a successful parley with the little folk
(bribe with something of value). Little people dealwith other
people beausethepowerofalittlepersonanda
humancanbemuchgreatercombined thanseparate.Thereisa1%chanceper
littlepersonandplayercharacterthata bond may be made. Oncea bond
between a little person and ahuman is established, a
cumulativepower springs(romLhe interaction of Lhe two.
Foreverythreemonthsthatthepair spendstogether,thehumanorthelittle
person"obtains" one skill level as a druid. Either member of the
learn may cast spells but both are drawing from the same pool of
mysticenergy,i.e.rogethertheyhavethe spell capacity of asingle
druid. If they have spent more than three and a
halfyearslogether(enoughtimetogive them the capabilities of a skill
14:druid, the maximumobtainable),theyarepermanemly bonded in
spirit. Theymaybeseparated byanydistance and stillusetheir joint
power.By calling the name of the other team member,
eitherflzzlyBear 15 When he h.t1tw:lY down Ihe mountain,
thedwarflik('Ilt',tltlIt'Hetried twice more, and limtlly
"U(t'l'tieu in bringing Lht Ii ule pt'l ... un v. i I h II 1111 to
his village on Lhe CifLh try, "If youkeep1lH';111 wa... a
youngchild who would ry(or everythinghewanted.Beforelong he became
pI oud oC how loud he could cry. Final1y,lherewasnothinginthetri be
that could please him, and he cried louder andlonger than ever
before. Akurrijarrawastravelingbeneaththe ground when it heard the
crying. It tried t ignorethesound,butthecryinggrew louder asthe
kurrijarraneared the camp. Furious, the kurrijarra made a detour to
anearby lake and burrowed atu nnel from the
bOllomofthelaketothecamp ofth young child'slribe. Inthe center of
the camp,thekurrijarra emerged.Itsl ightningtonguewaseverywhere,and
the great pressure of water behind i t floodedthe camp.
Allofthetribewasdrowned exceptfor theyoung child.whohadmovedtohigh
ground. The child,who instinctivelyknewthat he was the cause of the
kurrijarra's displeasure, sat as quietly ashe could. T
hekurrijarraswayedbackandforth , watching him. The boy gotlO his
feet and slowly backed down the hill, away from the awfulgazeof the
kurrijana. T he boy slipped, skinning his knee.Out of habithe
crieda... lV('l. Only charredborwrrmJin('d onthe hi ll
bythetimethekurrijarra backinto the ground. frightful to behold.
His 2(6)M:12"Freq:Commonfleshappearsopaque 2D8R:StandardNo:1
ortransparentatrandom intervals.3I nl:AverageSiu:edi um
Bonesarevisible16Align;N eu tralEvil throughthetranspar3-10/ 1-3/
1-3(axe/ knee/ elbow)ent areasof flesh.His hair is coiled in a
circle erial: Resistent to normalweapons. Appearancehas effect
abouthisface.andit of Scare spell. Malingee is a night spiri l
which has been onawalkabout sincetheDreamtime.He travels the land
in search of food, no longer knowingwhether or whenhiswalkabout
nds. The legends record the existence of only one malingee, but he
seems LO have traveled everywhere.appearing indifferentplaces
within atimespanthat suggeststhatthe malingee is not aunique
spirit. The primary weapon of the malingee is hisstoneaxe,which
doesI D8+2damage. Hiselbowsandkneesareofsharpened stone, doing 1-3
HTK of damage when they hit. Malingee can be hit by normal weapons,
butlegendsofthespiritsindicateheis resistantto normal weapons. Any
magicalweapon strikes against the Armor Class are in parentheses.
MarmLevel/Exp: IlI6o+1/HTK Ijng inthe darkness. Whilethecharacter
c:0f;24"Freq:Rare sleeps, he will be awakened by a hoarse
chuckHTK:ID8R:15%No:2-8 lenexttohishead,or t:1Inl:Excpt.Siu:Medi um
by the sensation of some-TIIIW.19ligll :LawfulEvil
thingbeinglightly Dm:1-4drawn across his throat. Thesoundswillbe
SPecial: Mindsap (use 3 times adaywi thi n20'of victi m)
definitenow,andthe Drives character through4 stages of
madness.Invis shapesandsensations ible, evenwhile atlackin g. Marm
are devil spirits created by a witch (see Legend). They inhabit
rocky hills and wastes.looking for victims to drive insane. Marm
will never confront their victims if it can be avoided. They use
their debilitating Mindsap abi1ity whenever theycan. The Mindsap
abilitymaybeusedthree times per dayper marm devil.The Mindsap may
be cast on anyone character who is within 20" of the marm. If the
target character fails his save versus
magic,hefallsvictimtoonestage ofthe Devilmadness. The stages of
madness are cumulative.A characterwi llnot contract more than one
stage of madness per day. ST AGEONE:Thevictimhearsdistant voices.
the sound of laughter, or the wai1 of
ababy.Hemightseeacampfirewhere there is only brush. Strange tracks
may appear which are visibleonlytothischaracter,or otherssimilarly
afflicted. ST AGE TWO: T hevictimseesshadowy, seemstomovewitha
willofitsown.His faceis featureless, except for two fiery deviI's
eyes which are larger than normal eyes. Malingee'sappearance
hastheeffectof a Scare spell.A cleric may turn Malingee as he
woulda Shadow. LEGEND: Ayounghunterwasafterwallabyone
nightwhenheheardthesoundofstone upon stone. Too late.he remembered
that ma1ingeealwayswalkedwithhisknees knocking together.
Whenmalingeeattacked,Lhe hunter fought bravely, but his club did
not even bruise the skin of malingee.
Othertribesmenheardhimshriek,but when they arrived allthey could
find were the splintered remains of his club. menacing shapes
formwill have minimal tar tile quality. STAGETHRE.E:
Avirulentmistrustof friends is common at this stage.The character
will become more and more sure that his comrades are in league with
the threatening shadows. He willlend itemsto afriend,and then
accuse the friend of theft, since, bythen, he
willhavenomemoryofhavinglentthe iteminthe firstplace. T
heshadowswilicomeinto campfrequently now, seemi ng to take items
which, inreality,neverleavethevictim'spossession. AI thoughthetheft
isimagined,the victim will nOluse the items he believes to be
stolen,forinhis mind they are no longer there. STAGEFOUR: Allsense
of realityislost to the victim.Only the marm-shadows au' rea)to
him. He will not acknowledge the presence of hisflesha ndblood
companions.He will eatrocksratherthanrations,andhewill
Anotherhunter.uponmeetingmalingee, dropped all of his weapons and
began aritualchant-song.Malingeestopped. Then inimitation,malingee
did an awkward parodyofthe ceremonyandleftthe frightenedhunter
alone. Malingee drink only sand. His dementiawillincrease unLilhe
dies fromthirst and hunger. ARemove Curse or aCure Disease will
reduce the madness by one stage. A Bless or aChant
spellwillreducethemadnessby one stage,but only forthe duration or
the spell. Immersion in holy water wi]) reducethe effects of
madness by one stage.A Restora-Marm 28 29 tion spell will
immediately return a charac Nothing was ei ther q uick or pleasant
aboutWhenitdried,shemadeitintoabread STAGE THREE: There is a
+Imodifier t o tertothelevelofhissanitybeforeheMarm.called "abbait.
"The charmed girls ate the thissavingthrow.Acharacterwhofails
encountered the marm.Marm had traded hersight of the mate bread and
became devils. Murgah Muggui LevellExp: IV1225+5/HTK this saving
throw suffersintense pain.Locati ngamarm isdifficult,since
theyrialworld forvision into the spirit
world."Youshallseeinthisworldas1 seein iAny to Hit die rolls are
modified by a-2,are always invisible. They may attack whileOld
Marmdidno ttrustthetribes,andYOUTS,"Marropurred. A
C:5M:6"*9"Freq:Uncommonand any spellcasters must rollthei r
Stamiinvisible, butthey only do soif desperate.she had giventhem
reason enough to dis " Igrantyouthepowertodriveany navalue
orlessonID20or beunableto marm prefer LO flee and reLUrn later,
when trust her. She decided to create spirits to bemember of
anytribe of this world insane. HTK:5D8MR:15%No:1-3 concentrate to
cast aspell. everpossi ble.her eyesin this world.YoushallnOL
bevisibletothoseofthis Firstshecastacharm,whichcausedaworld, but
you are my creations so 1will be Att:1Int:VerySize:M(4')STAGE FOUR:
There isa+3 modifier to fewyoung girIs fromeach tribe to seek
outable to seeyou.You arenowmychildren, T 1Lf.CO; 15 this saving
throw. Any character who failsA lign:Lawful Evil this saving throw
isparalyzed. the old witch.so 1 name you Imysel( amnamed.You
LEGEND: Whentheyarrived,sheinstructedthemare now Marm. "
'm:1-8STAGEFIVE:Thereisa+5modifierto The Dreamtime had many
witches. Theto gather aplum-like fruit called
"woial."WhentheDreamtimeended,Marm[his saving throw. Any character
who fails old devi l woman known asMarm was per
Thegirlsheapedthefruitatthefeetofslowly faded fromthis life. She
did not die,this saving lhrow djes.Special:Spins strong webthat
entraps victims. Slow poisonhaps the most
powerful.Marm,whocrushedthemwithahugeshe became amound of stones.
GM NOTE: Despite the positive modifiers
Herspellswereslow,grindingtheirstone.Her spirit creations outlasted
her. T hey (5stages).Spectral Force(3times aday as askill10
andthenumberofstages,Lhe poisonoCtargets down like two mountains
meeting.Shespreadthepulpalloverherbody.are nowthe embodiment of
Marm.illusionist).murgah muggui is extremely effective, due to the
gradual nature of its effect. If characters do not have access to
Neutralize Poison wander any furtherthanaweek' s journeyGMNOTE: T
he numberof creaturesap upto6. If thecharacterfailshissavingthey
are in grave danger. fromhis lair, this suggests the existence
ofpearingshould be determinedby aro11 ofthrow,hi s Strength
isreducedto16. Amixedpartyof sixcharacteri;of skill
MelapiLevellExp:VI 40O+8/HT Kother mel api, or at least multiple
lairs.1D 100. On aroll of 01-70there is one crealevel12
canexpecttolosefourparty STAGETWO:Then'is nomodifierfor If melapi
should become visible by mag ture, on a roll of 71-95there are two,
and on this saving throw.members todeathiftheyhaveeachbeen
a96-00there are three of themonsters. AC:4M:15"Freq:Uncommon
icalmeans,hewillappearasaswarthy Acharacter who fail s this saving
throw isbitten bymurgah rnuggui.Players should man wi th long arms
and legs.Murgahmugguiisalargespiderwithaffecled as if he were under
a Slow
spell.HehaveadequatewarningofsuchanenHTK:6D8+4MR:StandardNo:1Mel
api has almost no waist and he looksmagicalpowers. Althoughthereis
onlywill atlack and move at half rate for as long counter. as if
his chest ends at his hips. His eyes haveo
netruemurgahmuggui,shehasmanyasthe poison remains inhis SYSlem.
Att:1Int:Size:Medium The poison of murgah muggui is a man-no pupils
and are a bloodshot whi te mass.daughters with the same name and
powers. THACO:11A lign:Chaotic EvilMurgahmugguicanspinaweb of un..
usualtensile sLTengLh. Breaking freeof theLEGEND: Dm:1-8web uses[he
mechanics for opening doors, II A man was hunting for ducks in the
reedsexcept that the die rollis modified by +2.),...,SPecial: May
attack while Invisible. Strength (+2to hit,+4 of alargelake.He
snared aduck quietly,Thewebconsistsofgoldandsilver ,\',".. Dm). May
abandon fight after 5 combat rounds.buttherest
oftheflockstartledandtookstrands,andalargeweb(about3Ibs. )is
flight.worth 1,500 gold pieces./'#'. ..;) S" Shrugging off
thismisfortune,the manMurgahmugguicanmanipulateher..J
.II'.fA,./,.'t headedbacktotheshoreofthelake.Hewebtoentangle
creaturesinhervicinity. ' /.f.-,. -..Melapiisaninvisiblespirit came
LOaplace where the reedswere onlyShemaytrytoentraponecharacterper
".,... .. :' ..J. whichlurksaroundthewater round...#. waist
high..... -",,.holes and resting places that are There was a sudden
whirring sound, I ikeThat char acter muslroll his Dexterity or
found along trails. that of a waddy, and a stinging swipe at
hislessonarollof3D6+ 1orbeentangled. Helies in ambush of solitary'"
fl ear.He saw nothing. He dropped his
duckMurgahmugguiwillnotbiteunlessa .. orunwarytravelers,attacking
and hunting gear to grab his club.characterisensnaredintheweborthe
L.. wi than invisible waddy(a type He was thrown down by an
invisible op spider isfighti ng for her life. of club).He
willtrytosubdueT hewebmaybecut.IthasanArmor " ..\'" \... ponent.
Strong arms forced him under the/",-'.his victims, and take them to
his water.Class of 0 to resist cutting, al though it onIy'.A,lair
tobe eatenlater.has1 HTK.) Twistingviolently,themanbrokefree 1 ,
........... Hislair islikewiseinvisible,
andsurfaced.HehadbarelytakenoneA character who is entangled must
make and anyone or anything insidethree successful cuts LO be
entirely free,but '".r'".Ai:6 ',ragged breath beforethe creature
beganto ofitbecomesinvisible. T he hoke him.each successfulcut
allows anolher escape .f', _,V magicof melapimaintainsthe
Themanwasalmostimmobilizedbyattempt and modifies the roll by-1.
lair.Murgabmugguihasadead1yslow \};fear,but he continued to
struggle. The op .,..,;t, ",L. Whenmelapidies,thelair
ponenISthrashedinthereedsforseveralacti
ngpoison.Onesavingthrowversus ,__ will slowly dwindle to nothing.
minutes.Escapeseemedimpossibleandpoisonmustbemadeeveryhourfor24 ,
'.. >Ki.. , .' ,........'.,\
\t Withinsixhoursthelairwill
surrendercouldonlybeaninvitationtohours. After24
hours,thecharacterhas death. " have ceasedtoexist.fl ushed
thepoison fromhis system........... -. 4'' fMelapiisimpatient. He
will Melapihesitated.As
themanincreasedThesavingthrowsaredoneinstages ,l, , ' ...J often
abandon afi ght whichhe hisefforts,melapibecamevisibleindimwith
cumulative effects. T he effects and the"!'t' ,f/411
waswinning,simpl ybecause outline. modifiersforeachstageofthesaving
r'.I, 't.:', the prey did not giveup easily. There was an enraged
scream, and mela throws are given below. .10 ,.. Starting with the
fifth combat pi broke off the contesl, fli nging the hunterSTAGE
ONE: The stage one saving throw .,..:.#..I round,andattheendofevery
aside.ismadeatamodi fierof-3. If acharacter- 'I
...,.-I""c-#,subsequent combat round, roll a The aborigine wa:,h
ightcned and it wasfailsastage one savingthrow,hehashis /..'" .".I
r,1D20.If the result is lessthan or onlylaterthaiht'feali/.ed
whohehadStrength attribute reduced by 25%, rounded /if/',f'- ,.
equalLo the number of combaLup.defeated."I;'. rounds fought, melapi
will aban Each step of Strength above 18 counts as ' -';,\.. "'.
don the struggle.one auribute point for the purposes of this..,, ,
-There maybemorethan onecalculation.For example, a character with
J.:... (J .(rmelpi,fortherearereportsof18/ 91-99Strength would
beconsideredto ..... '/ 1himfromregionsofAustraliahaveaStrength of
22for determiningthe that aremanymiles apart.effects of the
poison.D , \ MelapiAs melapi isnot supposedtoT wenty-five percent
of 22 is 5.5, roundedMurgah Muggui 30 31 ifestation of her evil
nature. If she is killed, thepoisonbecomesthatofanordinary giant
spider. Murgahmuggui likes to see her victims suffer. She knows
that the virulence of her poisonisinfamous, soshewillonlybite
victims who aretrapped in her web. In addition to her poison,
murgah mugguihasanabilitywhichfunctionsasa SpectralForce.It may
beusedthreetimes per day.Shewil1oftencreateapersonor
objectwhichauractsadventurerstoher webs. There isvirtuallyno
redeemingfeature tomurgahmuggui.Anyadventurerwho ridsthe world of
her should feelproud. LEGEND: Murgah muggui was awitch during the
Dreamlime.She enjoyedtheflavorof humanmeat, and would trytotrap
hunters. She would assume the guise of
abeautifulwomantoapproachayounghumer.
andwouldaskhimwherehewasgoing. Shewouldthenproposetoaccompany him,
as she "just happened to be going that way." Whenit grewlate she
would say,"You shouldmakeacamp.Itisgetlingvery dark." "I have to
get back to my camp with this food,"thehunterusuallywouldsayin
objection. "Alright,butletmecookjustasmall
mealforyoubeforeyouleave,"murgah muggui would say.
Themealwouldbedelicious,butpoisoned.It wouldinducealethargywhich
the hunter could not overcome. Murgah muggui would suggest that the
hunter spend the night with her. The poison andher charms would
succeedin dispelling any apprehensionthehunter may have felt.
Oncethehunter wasasleep,thewitch wouldstealaway,recoverherenchanted
yams tick, and return to the man. When she
awakenedhim,hewouldsetherinher hideous true form,but he would be
unable to move. She would pin the hunter to the ground with her
yamstick, laughingas she watched him die. =*' =*' =*'There was
ayoung hunter named Mullyan. He was strong, but there were stronger
hunters in the tribe.He was dever, however,the most clever in the
tribe. While hunting he met Murgah Muggui, and she approached him
as she had the rest.He agreedtodine,but became suspicious as dinner
time drewnear. "I wouldreallylikesomewallaby, "he said. "Bul Iam
almost done with this meal," Characters will continue to wander
with NajarauntiltheybreakhisCharmon them.Oncethe
Charmisbroken,Najara may not charm the same character until an
interval of one moon has passed. A character willregain the
memories he lostwhilewanderingatthesameratea t which he losllhem.
He may roll for specific knowledgeatanytime,buthemayroll only once
per day per fact or skill. Attheendofatimeeq ualtothetime spent
wandering, allforgottenknowledge
isreturned,regardlessoftheplayer'sdie rolls. Najara maynot be
turned as an u ndead. LEGEND:(ill us. p. 22) A tribesman named
Najara was hunting emuwhenhesawadingoanddecidedto
humitinstead.Najara'sspearfou ndits mark,but the wounded dingo did
not die. Its cries brought many other dingoes. Najara killed many
of t.he wild dogs with his club,but there were severalmore.The
dingoes LOre at Najara and killed him. The
moon-man,whowascalledDeen, sawthatNajarawasdead.lie buriedthe
tribesman. Three nights later Najara came out fromthe ground. "How
did you do that?"asked the astonished Deert. "1did not like the
ground.The ground did not like me," said Najara. "I am going
tofindanewlandinwhichIcanbeat The Seven Sisters AC:9
(3)M:12"Freq:Very Rare
HTK:4D8+4MR:25%No:2Att:1Int:VariesSize:Medium
TllAco:15Align:Neutral Good Dm:1-6Levei I Exp:VIHI I I 0O+5/ HTK
Special: Each is skill 7 druid.Use 1 cleric, druid, or magicuser
spell of any levelper day.Each has vamstick: Permanent Chant Be
AC3. The seven sisters are women of the Bunjalung tribe.They are
sorceresses,eachof them capable of spells asaskill7 druid. In
addition, each sister may useonespeU from a ny of the clerical,
druidic, or magicuserlistof spells.T hesema ybespellsof any level.T
hey may use one such spell per day. Each of the seven sisters
possesses a yamstick.Inthehands of each ofthewomen,
thisyamstickactsaspermanentCham, ProtectionfromEvil ,Protectionfrom
NormalMissiles,ResistCold,andRes ist Fire spells. storm which would
uproot all the trees and bringthemcrashing
downuponKarambal.Anotherwantedtosummona]]the dingoes in the land to
harry and finally rip Karambalaparl. When each of these plam was
proposed, another sisterwould mentiontheuncontrollable nature of
the solution. Their captive sister might be hun. Inthe end it was
decided to seekout the powerknownasWinterandcommand himto descend
onthe camp or Karambal. 33 NajaraLevellExp:VII50o+8/HTK
AC:SM:12"Freq:Unique HTK:40(6DS)MR:StandardNo:I
tt:1Int:AverageSize:Medium THACO;13Align:Neutra Dm:1-8 Special:
Whistle acts as Charm Person or Mamma] speU(use twice per day).
+1or better to hit. Cannot beturned as undead.AUthose who travel
with him forget their past lives (seebelow). Najara isthe spirit of
an abOligine hun When the wandelerdecides LO travel with ter who
was killed on a lengthy hunt. Naja Najara, he will vanish for weeks
at atime. ra's:,pirilnowwandersthe land,seekingDuring this time
Najara will always be able other hunters or wanderers who
mighljointofindgameandotherfoodforthe him.wanderer. Naj
arahasanabilitywhichactsasaNajara has the abililY to make those
travCharm Person or Mammal spell. Whenev
elingwithhim(orgetmuchofwhatthey er the spirit whistles, any being
within hear know.Theywi 11 begi ntoforgetfromthe
ingrangemustsaveversusmagicorbmomenttheymetNajara,andtheywi]]
charmed. Such saving throws are modifiedforget according
tothefollowing table. by a+2. If askillorfacthasbeenremembered,
Najara will always wish for the
charmedthereisnoneedtorollagainunlessth character to travel with
him, but wi llneverunfortunateadventurercontinuesfora
takemorethanthreecharacters.Najaralongenough time to increase the
Forgotten maywhistle[ortheCharmeffe(ttwiceaInterval.Inthat case he
must roll again. day.Any skill which is remembered when lhe
bechecked haracter' s memory _ Example: IheThiefhasbeen
wanderinglorHe meetshis otherIOUI pally afterthistime. H{'
flH.llt), :11111 II 101 I emembering theindiviUII:dp:llly
ltH'tllbl'r'). Quoll.lIlwthirdcharacter, hasno idtawhn
ri''ol,Illulourth member:,an',andrJlol)!!hl),filldsthe secondL be
lall1il1i11 nULstillunknowntohilII. Time.'orgotten
WanderingIntervalPercentage
less1w('ekImOllth207f)1-2wcti!flinghomthefirs t day01
wamit'JlligU,H kwauh,which might be iOlglllll'1. Percentage i" th(,
nUl1ltH'1above which a wandeler mw,l,oll on a11>100 in order
tort.'memb('1;tspecifi(fauorskill whichheIt>alJlt'd dUI illg tht
Forgotten Interval. peace.IthinkIwillstartwiththedesert.
Wouldyoucaretocomewithmemoonman?" "1 am afraid Icannot," reI
iedDeerl. "I shall find someone else," said the spirit ashe walked
away. Aboyfromthetribewaswalking over
theplainsnearhiscamp.Fromthetall grass he heard the sound of
whistling. Intrigued,he approached the tallgrass.
"Whoareyou?"theboyaskedofthe shadowyfigureinthe grass. "I amNajara.
Iam going to find agood country.Wouldyoucaretocomewith
me?"askedNajara. Atfirsttheboyrefused,butNajara's
whistlingconfusedandenrapturedhim. He went withthe spirit.
Theboyandtheman-spiritwentona walkabout which lastedmanymonths.
Afteralonglimetheyreturnedtothe plains.Huntersfromtheboy'stribesaw
theboyandNajara.The hunterssneaked up on the boy and grabbedhim.
The boy called out toNajara, but allhe
couldhearinresponsewasthereceding whistle inthe distance.
Theboywaslikeawildanimal.The huntershad totie himup untilhe would
eat asahuman eats. Theytookhimbacktocamp wherehe waskepttied up
untilhe could remember his language. It was weeks before he
recognizedhis relatives. ThespiritofNajarastilltravelsthe country.
T heyamsticksalsothegram sistersan ArmorClass of 3. Inthehandsof
anyone butthesisters,theyamstickswi llretain onlytheir Chant
ability. The sisters are very 10yaiLO one another. Anythreatsor
hostile actionwillbepaid back i nkind, and harming o ne of them is
a guarantee of the enmity of the others. T he sisters roam the
landdoing neutral orsmallgooddeeds.Uponencountering adventurers
they will be cordial but distanl. T hey will not act on beha1f of
the characters u n less doing so would helptheir tri be,or failure
to doso would help agreat evil. T heywouldneverjoi nanadventuring
party. LEGEND: Everydaythesevensisterswouldhunt the carpet snakes
which were overrunning their tribe'sland. They would remind each
otherto carry their yamsticks,b ut one dayone ofthem
decideditwastoohottocarrytheheavy stickforthe entire hun t.A man
namedKarambal wanted to mar ryone otthe seven sisters. He wasnei
ther particuLar about whichone nor concerned thatmarryingany
ofthemwasforbidden sincetheywerethe wrongkinto him. When he saw the
sister wi thout her yamstick, he wai ted for the sisters to
separate in their p ursui t of snakes. Thenhe carried offthe
stickless sistertoh is camp. Theremainingsisterswereincensed. They
discussedways of getti ng thei rsister back. Onesisterfavoredconj u
ringagreat T he Seven Sisters Theysemamagicalyamsticktotheir
sister,bythewindswhichtheycommanded.Withthis yamstickthe sister was
safe fromthe cold. ThefreesistersthenwenttoKarambal and
askedfortheirrelative'srelease.The man was quitehappy to returnthe
girl in exchange forthe end of the cold. T he seven sisters
decidedto leave the region,thattheymightnotbebotheredby the likes
of Karambal again.They buill a ca mpintheheavens,wheretheynow
dwell. The sisters relurn to earth wh(>n they feel the needtoput
something right,01when they seetoomany carpet snakes. 32 Spirit
ChildrenLevellExp: IIIJO+I/HTK AC:8 (var.)M:9"Freq:Common HTK:I D8
(var.)MR:5%No:1-4 Att:Ilnt:VariesSize:Medium TBACO:19.Align:Neutral
Dm:1-6 or by weapon type Sbecial: Have special abilities (see
below) with skill 10 proficiency. Work only 60%of the time GM NOTE:
It is possible Lahaw' an other special ability. and one-half of an
extraorwisenormalhumannon-player characterdinary abiliLY {Olthe
purposes of calculatbe a spirit child. In thalcase, grant him
oneing h i ~worthin experience poims. Spirit Children Ful1y human
in appearance, spirit children are the result of a spirit transfer
between ani malsandhumans(seetablebelow).
Spiritchildrenoccasionallyhavespecial abil itiesas aresult of their
parentage. % Chance o( Having AttributeAttribute Speak Animal
Parent T ongut. . . . . . . ... .. .45Infravision........ ..
....... 15Speak WithAnimals.. .... . . .. 10ESP . . . .. .... .....
.. ...... .. 10Clairaudience.. ...... .. . ..... 05Clairvoyance . .
. . . . . .. . . . .. ... 05Telekinesis.... .. ............ 01%
ChanceofHavingAttributeisthe numberwhichaD100rollmustbe
equaltoorlessthaninorderforthe spirit childtohavethe allribute.
SpeakAnimalParentTongueisthe abil i ty tocommunicateverballywith
animals which are the :,ame as that from which the spirit child was
released. Infravisionisasdescribedinthestandard ru les. T he other
abilities function like the spells. Assume proficiency as a skill
10 magic-user when determining the effects of attribute use. All
attributes of the spirit children work 60% of thetime.On arollof 60
or lessthe attribute functions full y. If the roll is greater than
60, the attribute doesnotworka tall
,andnofurtherattemptsmaybemadewiththatattribute until 24 hours has
passed. Spirit childrenarewellacceptedbythe aborigine
community.They havenone of the stigmawhichother culturesattachto
childrennot entirely of human parentage. Spirit chi
ldrenchoosetheparentsthey are born to.T he parentsmust be kind and
gentle andof Good alignment. Only5% offoodanimalshavespirit
hildrenin them(seeLegend). LEGEND: A great spirit called the
Rainbow-Snake lived in aregi onknown asNimaluk.The Rai n bow-Sna
kecreatedadearingi n wh ichhe set small,polished stones. T hen he
willed spirits to come into existence,placingeachspiritintoastone.
These were the spirits of men, women, wild
animals,andcertaingam('animals.The last group he called "spirit
children. " When a hunter kills a goanna lizard, tortoise,goose,or
otheranimalforfood,he shalters the stone whi< h (olltains the
spirit child.Whenhe.: lake!:> tht'animalbackLa
camp,thespiritchildchoosesamother there.
ThephysicalcondlLionoftheanimal can alter the condition of the
child at birth. AchildnamedMoinawasbornwith a
crookedarmbecausehisblother had brokenthe wing of agoose hehad
speared. Forthisreasonaboriginestakecareof their captures untilthey
gelto camp Monsters of Chinese Myth and Leg Lion Demon The richand
varied Chinese mythos represents more than 2,000 years of
accumulated myth and three distinct
religiousphilosophies:Confucianism, Taoism, and Buddhism.Each
religion contributed adifferent facetto the mythos, but thetales
can be read asparts of a whole. The Chinese view of the world was
extremely orderl y. A divinebureaucracy ruledin heaven,andan
efficien t counterpart adminisLeredthe100hells whichcould
claimthelessdevout. 34 35 Captain (Underworld Demon) Magic
Condition Resistance CharaCler isnot acleric 01druid... , .. .... ,
.. ... .... . . .. . . .. . ...+20 Character isof aNeuuai alignment
........ . .... .. ...... .... .. .. .... . . ... ....+10 Characler
is of aChaotic alignrnent. . .. .. ........ ... .............. .. .
... .. . . ..+15 Character is of anEvilalignment.. ....... .. ....
. . . ............ ..+30 The gods would notice ever y action.
Onecouldbesureofaprecisefinal judgment,ifnotmoreprompt divine
intervention. ANIMAL SPIRITS The mythos holds that animals had
spirits which were more powerful than the fleshwhich contained
them.Such spiri LS could assume the form01 ahuman, living for years
undetected among true humans. Their lifespans often ran
tocenturies,andtheirtemperswere often evil.
Eventhosespiritswhichwerenot
striCllyevilwereviewedwithsuspicionorhauedsinceananimalmasqueradingasahumanviolatedthe
natural order of ST ANDARD ANIMAL SPIRIT CHARACTER ISTICS
nlessotherwise statedthelollowing holdstrue [or all animal spirits.
Animal spirits will always beclolhed in g'drmenLS which reflect
their animal coloration. A 100ster spiri Iwill probably appear
witharedcap.thespiritofawhi te pythonwil1beclothedinaflowing white
robe, and a lion spirit may wear atawnycoloredjack