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Page 1: ACKNOWLEDGEMENTS - AlonaTwoTrees.com · ACKNOWLEDGEMENTS This edition of the Dor Un Avathar has a distinctly inter-kingdom flare. All groups, from shires to kingdoms, were invited
Page 2: ACKNOWLEDGEMENTS - AlonaTwoTrees.com · ACKNOWLEDGEMENTS This edition of the Dor Un Avathar has a distinctly inter-kingdom flare. All groups, from shires to kingdoms, were invited

ACKNOWLEDGEMENTSACKNOWLEDGEMENTS

This edition of the Dor Un Avathar has a distinctly inter-kingdom flare. All groups, from shires to kingdoms, were invitedto submit art and monsters to this endeavor. As you can see, the younger groups, in the true spirit of Amtgard, joined forces withthe oldest to make this edition possible.

Two individuals, Rakasta and Duke Sir Talinor, above all others, deserve my deepest gratitude for their thoughts andwritings which have made these monsters playable and fun.

Lord Vaargard of the Granyte Spyre blessed this edition with an amazing cover. I think you'll agree, his talent is incredible.Countess Kat and Grand Duke Sir Aramithris, have spent hours editing and fixing my many mistakes. Thank you. All

errors that made it past these two gifted individuals are my fault alone.The following individuals either submitted art or monsters: Andacar (PV), Aramithris (BL), Aremen (IG), Axgar (BL),

Cherek (IM), Cheshire (BL), Crosser (PV), Cynthia (SW), Diego (IG), Egil (DS), Eric Lopez (BL), Esoum (BL), Fedora (BL),Fionnghal (GS), Franchesca (CK), Gilgrick (GS), Garm Battlecraze (SV), Gwynne (BL), Ivar (BL), Kaboth (BK), Labrynth (DS),Lucas (SW), Malice (MS), Morbid (BL), Neas (BL), Nithanalorn (BD), Rakasta (BL), Raxx (BL), The Rogue's Guild (DS), TheRoyal Amtgard Navy (BL), Sionnach (BL), Stu (Mordengaard), Talinor (BL), Tawnee (BL), Terarin (BL), and Vaargard (GS).Amtgard thanks you.

My final thanks goes to those previous editors of this publication who gave Amtgard the foundation from which I compiledthis edition. Vivat Amtgard!

If you would like to find your monster or art in the next edition of Dor Un Avathar, please send them my way. In Service,

Grand Duke Sir Ivar Nefarious of the Burning [email protected] Willis4848 N. Mesa #38El Paso, Tx 79912

ART CREDITSART CREDITS

Andacar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12(2), 15(1), 17(2), 20(2), 24(1), 30(1)Aremen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36(2)Cherek . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22(2)Eric Lopez . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4, 11(2)Esoum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25(2)Deigo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8(1), 17(1), 20(1), 27(1), 33(2), 37(2)Fedora . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29(2)Franchesca . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26(1), 28(1)Garm Battlecraze . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21(2)Gilgrick . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1(1)Gwynne . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9(1), 14(1), 19(1)Ivar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11(1)Labyrinth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4, 6(2), 18(1), 28(2), 31Lucas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23(2)Raxx . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37(1)Stu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38Vaargard . . . . . . . Cover, 2(2), 5(1), 7(1), 10(1), 13(1), 16(1), 22(1), 27(2), 32(2), 35(2)

OTHER CREDITSOTHER CREDITSCreating New Monsters section by TalinorCover Art:

Design & Layout by Kevin Raley (Lord Vaargard)Additional Photography by Robert Schoenberger (Sir Nomad)

Copyright: 1986/1989/1991/1995 by Amtgard, Kingdom of the Burning LandsThe 7th edition, being an update of the 6th edition monster rules in the reigns of:

the monarchs of the 8 kingdoms- Ivar, Taldak, Arion, Oriana, Wolfram, Stefan, Lukor, Ashki

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TABLE OF CONTENTSTABLE OF CONTENTS

INTRODUCTION . . . . . . . . . . . . . . 1CLARIFICATIONS and FORMAT . . 1

Type . . . . . . . . . . . . . . . . . . . . . 1Q/M Ratio . . . . . . . . . . . . . . . . . 1Armour . . . . . . . . . . . . . . . . . . . 1Attacks . . . . . . . . . . . . . . . . . . . 1Abilities . . . . . . . . . . . . . . . . . . . 1Vulnerabilities . . . . . . . . . . . . . . 1Garb . . . . . . . . . . . . . . . . . . . . . 1Description . . . . . . . . . . . . . . . . . 2Lives . . . . . . . . . . . . . . . . . . . . . 2Levels . . . . . . . . . . . . . . . . . . . . 2

THINGS of NOTE . . . . . . . . . . . . . . 2CREATING NEW MONSTERS . . . 2

Guidelines . . . . . . . . . . . . . . . . . 3

STANDARD CREATURES . . . . . . . 4Catperson . . . . . . . . . . . . . . . . . 4Centaur . . . . . . . . . . . . . . . . . . . 5Corrosion Beast . . . . . . . . . . . . . 5Deadly Slime . . . . . . . . . . . . . . . 5Deep Dwellers . . . . . . . . . . . . . . 6Entangling Mass . . . . . . . . . . . . 6Giant . . . . . . . . . . . . . . . . . . . . . 7

Hill . . . . . . . . . . . . . . . . . 7Frost . . . . . . . . . . . . . . . . 7Fire . . . . . . . . . . . . . . . . . 7Titan . . . . . . . . . . . . . . . . 7

Goblin . . . . . . . . . . . . . . . . . . . . 8Griffon . . . . . . . . . . . . . . . . . . . . 8Harpy . . . . . . . . . . . . . . . . . . . . 8Kraken . . . . . . . . . . . . . . . . . . . . 9Lizard Man . . . . . . . . . . . . . . . . . 10Manticore . . . . . . . . . . . . . . . . . 10Minotaur . . . . . . . . . . . . . . . . . . 10Orc . . . . . . . . . . . . . . . . . . . . . . 11Pegasus . . . . . . . . . . . . . . . . . . . 11Plaguer . . . . . . . . . . . . . . . . . . . . 12Scalor . . . . . . . . . . . . . . . . . . . . . 12Spider, Giant . . . . . . . . . . . . . . . 13Stormraven . . . . . . . . . . . . . . . . . 13Troglodyte . . . . . . . . . . . . . . . . . 13Wyvern . . . . . . . . . . . . . . . . . . . 14Yeti (Abominable Snowman) . . . . 14

MYSTICAL CREATURES . . . . . . . . 15Angelic Hero . . . . . . . . . . . . . . . 15Basilisk . . . . . . . . . . . . . . . . . . . . 16Brownie . . . . . . . . . . . . . . . . . . . 16Darklord . . . . . . . . . . . . . . . . . . . 17

Deva . . . . . . . . . . . . . . . . . . . . . 18Dragon . . . . . . . . . . . . . . . . . . . 18

Basic . . . . . . . . . . . . . . . . 18Chromatic . . . . . . . . . . . . 19

Sable . . . . . . . . . . . 19Azure . . . . . . . . . . . 19Emerald . . . . . . . . . 19Crimson . . . . . . . . . 19Opal . . . . . . . . . . . 19

Dryad . . . . . . . . . . . . . . . . . . . . 20Elementals . . . . . . . . . . . . . . . . . 20

Air . . . . . . . . . . . . . . . . . . 21Earth . . . . . . . . . . . . . . . . 21Fire . . . . . . . . . . . . . . . . . 21Water . . . . . . . . . . . . . . . 22

Extra-Planar Entity . . . . . . . . . . . 22Gargoyle . . . . . . . . . . . . . . . . . . 23Golems . . . . . . . . . . . . . . . . . . . 24

Flesh . . . . . . . . . . . . . . . . 24Mud . . . . . . . . . . . . . . . . 24Scarecrow . . . . . . . . . . . . . 24Rock . . . . . . . . . . . . . . . . 25Metal . . . . . . . . . . . . . . . 25

Gremlin . . . . . . . . . . . . . . . . . . . 25Hydra . . . . . . . . . . . . . . . . . . . . 26Lycanthrope . . . . . . . . . . . . . . . . 27Medusa . . . . . . . . . . . . . . . . . . . 27Siren . . . . . . . . . . . . . . . . . . . . . 28Sphinx . . . . . . . . . . . . . . . . . . . . 28Troll . . . . . . . . . . . . . . . . . . . . . 29

Regenerating . . . . . . . . . . 29Stone . . . . . . . . . . . . . . . . 29

Unicorn . . . . . . . . . . . . . . . . . . . 29White Rabbit . . . . . . . . . . . . . . . 30

UNDEAD CREATURES . . . . . . . . . . 31Banshee . . . . . . . . . . . . . . . . . . . 32Dread Knight . . . . . . . . . . . . . . . 32Ghost . . . . . . . . . . . . . . . . . . . . 32Ghoul . . . . . . . . . . . . . . . . . . . . . 33Lich . . . . . . . . . . . . . . . . . . . . . . 33Mummy . . . . . . . . . . . . . . . . . . . 34Nosferatu . . . . . . . . . . . . . . . . . . 34Poltergeist . . . . . . . . . . . . . . . . . 34Skeleton . . . . . . . . . . . . . . . . . . . 35Skeleton Warrior . . . . . . . . . . . . . 35Spectre . . . . . . . . . . . . . . . . . . . . 36Vampire . . . . . . . . . . . . . . . . . . . 36Wraith . . . . . . . . . . . . . . . . . . . . 37Zombie . . . . . . . . . . . . . . . . . . . 37

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INTRODUCTIONINTRODUCTIONMonsters and magic are what set Amtgard apart from

other Live Action Role Playing Systems (LARPS). In thistome, you'll find everything needed to bring mythical creaturesto your battlegames and quests.

What follows is the description of the format used foreach monster. Clarifications for each section are describedtherein.

Incase of disputes, assume that the specific monsterdescription is correct over any general rules listed herein.

CLARIFICATIONS and FORMATCLARIFICATIONS and FORMAT

Name of Monster(Here is a two letter code for the land where the monster wasdiscovered, followed by the name of the person who submittedthe monster).

BK Blackhawk KeepBL Burning LandsCK Celestial KingdomDS DragonspineGP Golden PlainsGS Granyte SpyreIG IrongateMG MordengaardMS Mystic SeasPV Pegasus ValleySW Stormwall

Type:Standard Creature, Mystical Creature, or UndeadCreature.

Q/M Ratio:Questor to monster ratio. This category is

designed to give quest organizers an idea of howmany questers it should take to kill a monster at itslowest level. If the word 'QUEST' is found afterthese numbers, the monster should only be used in aquest scenario and not in an average battlegame.

Armour:There are two types of armour, natural and

non-natural. The points of inherent armour a monsterhas before any additional worn armour is donned isnatural armour. Natural armour may be recovered bya heal spell (recited once for each point of armour, ineach location, that is being repaired). Monsters thatcan regenerate may recover a point of natural armourevery 50 count. Natural armour also adds to armourbestowed by Berserk ability.

Any armour not referred to as natural is ,ofcourse, non-natural armour. Non-natural armour isthe armour we are all used to. Chainmail and studdedleather are examples. Non-natural armour most beworn for a monster to receive additional man-madeprotection (refer to AMTGARD: Handbook on theRules of Play, for a detailed description of non-naturalbody armour).

Some monsters have a special type ofarmour called invulnerability. Invulnerability is thepinnacle of protection. Every hit againstinvulnerability armour (whether it be a melee blow, abolt of magic, a projectile, or a verbal spell) will doa single point of damage to that location. Magics thatdo not do damage to a specific location (ie. Sleep)will do a point of damage to the torso.

This section also states what kinds ofshields, if any, may be used by a monster. Forsimplicity of play, all shields are treated as if theywere being used by a normal Amtgard class (ie.Warrior). For a monster to use a shield, this sectionmust specifically state that a shield is available to it.

Attacks:This section includes the weapons that the

monster may use. Any weapon that is referred to asnatural (this includes claws, tails, and the like) areconsidered part of the monster. Any non-meleeweapon that strikes a natural weapon will dealdamage to the limb wielding it, even if the limb issimulating a tail, etc. A heal spell can bring back thelimb and the weapon. Spells that require a weapon asa target have no effect on natural weapons (ie. HeatWeapon, Pyrotechnics, etc.)

Some weapons are termed white weapons.There are two types. The first are the poisonousones. They act in exactly the same manner as anAssassin's poison ability. The second type are thosethat do damage as a siege weapon. These weaponswill kill a person through his shield and/or armour ina single blow. Only the strongest of magics canprotect against these weapons.

Abilities:This category is for any special abilities that

the monster has beyond those inherent to its type.Vulnerabilities:

Any specific weaknesses the monster has arelisted here.

Garb:Garb is a requirement for ALL monster

classes. No garb, no play. While this sectionsuggests what type of garb may be worn by amonster, imagination is the key. Have fun and wearthe garb you and the Guild Master of Monsters feelsbest personifies the monster.

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Description:Herein is a simple narrative about the

monster.Lives:

The initial number of lives that the monsterhas. Not all monsters have a limit to their number oflives.

Levels:Here can be found a level by level

description of abilities. Some monsters do not havelevels.

Monster levels differ from other Amtgardlevels. The Monarch and Guild Master of Monstersdecide the level of monster to be played in a quest.If the Monarch and GM of Monsters have allowed amonster to be played in a battlegame, the level of themonster is determined by the amount of credits theperson playing the monster has accumulated.

Level progression is as follows:1st level 0-12 credits2nd level 13-24 credits3rd level 25-36 credits4th level 37-48 credits5th level 49-60 credits6th level 61+ credits

A maximum of 2 monster credits may beattained per month. You must actually play amonster in a battlegame or quest to receive a monstercredit. You may play any monster at the level yourcredits allow (ie. 15 credits as a monster would allowyou to play a second level Skeleton, or a secondlevel Deva, etc. in a battlegame).

THINGS of NOTETHINGS of NOTE1) Barbarian red weapons do not affect

creatures that can only be affected by magicand magic weapons.

2) Magic Bolts, and other type of magicalprojectiles, can deal damage to thosecreatures who are immune to non-magicalweapons. Also, any magic (ie. EnchantWeapon) placed upon a weapon makes aweapon magical.

3) Newly created monsters cannot be utilizedin inter-group games without the consent ofall monarchs present.

4) Monsters are classes, not races (No sixthlevel Monk Lizardmen allowed).

5) Monsters must play by all class rules.(except monsters cannot carry enchantmentsunless stated).

6) Everyone playing a monster must carry awritten copy of that monster. If the monsteris capable of making other monsters, it mustalso carry enough copies of the class for itsprogeny.

7) Monsters may not unbalance a battlegameand must show a willingness to play incharacter.

8) Garb must be distinctive and typify themonster played.

9) The rulebook supercedes all monstersupplements and handbooks in cases ofdisputes.

10) All rulebook spells that affect players affectmonsters in the same way and vice versa.

11) A monster may never be used as materialcomponent in magic, unless it specificallymeant to be used this way in a quest.

12) Creatures that require special circumstancesto 'take a death' may never be a allowed tovoluntarily take a death to speed their 'downtime'.

13) When a red weapon is weilded by a creaturethat treats all held weapons as red, theweapon is still red (no special bonuses).

14) Non-magical spellballs and abilities can beaffected in the same way as a their magicalequivalent.

15) A monster may not use a relic unless it issupposed to use it as part of a quest.

16) Unless listed as "mystical", monster abilitesare considered to be as inherent classabilities.

CREATING NEW MONSTERSCREATING NEW MONSTERS

As you flip through the pages of the Dor Un Avathar,the new monster handbook, and see all the monsters, remembersome are new, some old, some are changed, some remain thesame. But wait! The monster that you thought for sure wouldbe in here isn't. Now what do you do? Well, you could do twothings.

1) Whine and complain, or2) Make it yourself.

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If you really want to, then whine, but nobody likes awhiner. So, your other option is to play Amt-god and createthis new creature yourself. Congratulations! This is a great wayof participating in a non-combat aspect of the club. Now, thereare some general guidelines that should be followed if you havedecided to make a new monster yourself. These are guidelinesand guidelines only, but they would probably increase yourchances of getting your monster completed, done well,approved by your local monster's guild, and passed by anAlthing (pronounced 'all thing').

These guidelines are fairly simple and often commonsense, yet never-the-less, they must be stressed. You may seesome things that are stated almost directly from theAMTGARD: Handbook on the Rules of Play. Again, these arethings that must be stressed. And now, on to creating yourmonster.

Guidelines:

1) Follow the basic format. The format is theway that the monster is drawn up on paper. Theformat presented in this monster book is a good one.It allows for a clean presentation of the monster andcovers just about anything. It is well organized andeasy to read, and recognizable as the basic monsterformat. In the event that your monster is passed by analthing, having this format will make it easier to addinto the monster book.

2) Don't create a monster that could be playedmore easily by role-playing one of the basic classes.Basically, this means that a monster should be uniqueto itself. It lessens both the class it is similar to, aswell as the monster itself, if the monster is too similarto a class. If such is the case, then play the class, andhave some fun role-playing. Still wear your 'monster'garb, as a part of your role-playing. It's fun for youand for the other people playing. Moreover, monstersthat appear too similar to a class are often shot downat althings because of their resemblances.

3) Don't copy copyrighted material. This is atricky one. Most monsters in this book can be foundin other sources as well, be it mythos of any region,role-playing games, movies, or books. It is imperativethat, though you like the monsters in other material,you try to make it somewhat unique. In the case ofmythological monsters, you may attempt to make it asaccurate as possible. In the case of monsters fromnon-mythological material, you should make surethere are differences. Never use specific names foundonly in that source's material. This may seemovercautious, but it doesn't hurt to do it.

4) Determine whether your monster is aquest-only monster, or if it may be played on anyweekend (with permission, of course). This will affecta number of things that the monster will have. Thisdecides the monster's overall power, and thequester-monster ratio (the number of averagecombatants that the monster should be able tocombat). If a monster is extremely powerful, it willusually have fewer lives, or even only one life.Generally, the more powerful a monster is, the morelikely it is to be quest-only.

5) Try not to create totally new abilities. Whileyou are determining this monster's abilities, try to findabilities already created and in use. This cuts down on

confusion when the monster is being played. In someinstances, a new ability is justified, but those are rareinstances. All abilities should be easily justifiable, andnever assume that the reader of the monster can makethat justification himself. Basically you should justinclude a brief explanation of what the abilitysimulates. This helps people to understand themonster better, and can often make the monster seemmuch more cool.

6) Try to balance the monster's power. Whencreating a monster, keep his power in check bybalancing it against the basic classes at the samelevel. For a basic any-weekend monster, there shouldbe a quester-monster ratio of no more than 3:1 andgenerally no less than 1:1 . This means that basicallyyour average grunt monster should be on a one to onebasis, or maybe a one to two basis against mostclasses, at the same level. If your average gruntmonster can handle more than three people (of thesame level as the monster) at the same time, then he'snot an average grunt monster and should either betoned down, or made a quest-only monster.

7) Submit your monster to the local monster'sguild for play testing. Generally, when you submityour monster to the local monster's guild, the guildshould decide whether or not the monster isappropriate for Amtgard, and therefore appropriate forplay testing, or if it needs to be reworked furtherbefore being play tested. When and if the monster isplay tested, someone should be specifically designatedto keep an eye on the monster to see how it fares onthe field. This is usually a reeve, but can also be amonster's guild non-combatant that's just watching thegames that day. The individual watching the monstershould note how well the monster works, anddetermine whether the monster is more or lesspowerful than necessary. The monster should be playtested several times, and possibly by different people.A monster should only be play tested with Monarch,Champion, and Guild Master of Monsters approval.

8) Always be willing to rework your monster.Even if the monster's guild play tests it and decidesit's a good monster, the monster still needs theapproval of an althing. If an althing votes it down,then this simply means it needs to be reworkedfurther. Don't give up hope and try not to getfrustrated. If your monster has already gotten this far,then odds are that a little more work and someperseverance will eventually pay off.

By following those guidelines, you should have a niftynew monster, that's well balanced and ready for play testing,quickly. Remember, always use common sense. Always playin the spirit of the game. Do not use loopholes or gray areas toderive an advantage on the battlefield. The AMTGARD:Handbook on the Rules of Play always takes precedence in anydispute.

Finally, you should always role-play while atAmtgard, but when you're playing a monster, it's doublyimportant. Have good garb, and enjoy yourself. Happymonster playing (or monster hunting).

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STANDARD CREATURESSTANDARD CREATURESUnless otherwise noted, all standard creature abilities are non-magical in nature. Because these creatures are non-magical

in nature, their powers cannot be negated by the use of magic.

CatpersonCatperson(BL: Terarin)

Type: Standard CreatureQ/M Ratio 1:1Armour: Up to 3 points.Attacks: Two Short swords, as claws, or a single long sword

and flail.Abilities:

1) Tracking (1/life), as per scout ability.2) Stealth (1/game). Say "Sneak"x5 to activate

and must continually chant it to keep abilityactive. Stealth works as per MonkSanctuary. May not use on a base or withgame items, and is negated if Catperson hasweapon in hand.

Garb: Various leopard prints and lots of fur.Description:

Catpeople are a race of feline humanoids. They arenormally very refined in the field they specialize in,be it arts or waror matters of sciences. Catpersonshave great pride in what they do. They bearresemblance to many of the great cats such as lionsand tigers.

Lives: 3Levels:

1st No additional abilities.2nd Immune to all charm spells.3rd Stealth (2/game).4th Immune to Sleep and Lost spells.5th Can cast Sleep (1/life) as per healer.6th Stealth (3/game).

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CentaurCentaur(BL: Naes)

Type: Standard CreatureQ/M Ratio 2:1Armour: Up to 4 points may be worn, may use any shields.Attacks: Any melee weapon and bows.Abilities:

1) Bow skills equal to archer of equal level, assummarized below.

2) Tracking (1/life) as per scout ability.3) May carry 2 enchantments, (2/game)4) Due to mobility of Centaurs horse half, leg

wounds are far less effective.A) 1st leg wound has no effect.B) 2nd leg wound counts as normal,

wounds leg. Other limb woundswill kill.

Garb: It's easy to do the human part but the rest will need agreat imagination.Description:

These creatures are a half-horse, half humanoid race.rumored to have been created by a senile old wizard,unaware of his actions. Centaurs are usually neutral,and are fierce defenders of their homes, especiallyagainst uninvited guests.

Lives: 4

Levels:1st Repair Bow (1/life) as per Archer ability.2nd 1 Stun Arrow, 1 Flame Arrow, both

reusable, as per Archer.3rd Plus 1 point damage with all arrows.4th 1 Armour Piercing Arrow (reusable) as per

Archer.5th Tracking (1/life) as per Scout.6th Penetration Arrow (reusable) as per Archer.

Corrosion BeastCorrosion Beast(BL: Chesire)

Type: Standard CreatureQ/M Ratio 1:1Armour: 2 PointsAttacks: 2 Short swordsAbilities:

1) Corrosion (5/Life), as per Druid Shatter.Activated by saying "I rust that [metalitem]" x2. Range is 20 feet.

2) Tunnelling (1/Life, as per Wizard Teleport)3) Immunity to Petrification

Garb: A rust-colored tunic and hood.Description:

This pudgy little creature is arguably one of the mosttroublesome and annoying beasts to have to fight.Ever hungry for the taste of metal, it will follow thosewho have it to the ends of the earth if need be,retreating only if severely beaten. Ungainly on itsfeet, it is amazingly fast as a digger and thus able toget into most secure areas...

Lives: 3Levels: None

Deadly SlimeDeadly Slime(DS: Labrynth)

Type: Standard CreatureQ/M Ratio 5:1 (QUEST)Armour: NoneAttacks: Two flails, as natural weapons, also count as Warrior

Improved Weapons.Abilities:

1) Deadly Slime are very unique creatures froma biological standpoint. Not having anypermanent limbs or organs the are verydifficult to damage or hinder. As such,puddings may absorb four hits fromweapons that can damage them, be theyblue, red, or even white weapons. These hitsmay be to any location. Limb hits counttowards the total, but do not hinder thepudding in any way. Only once the last hithas been inflicted does the pudding die.

2) Being simple, mindless, amorphouscreatures. Deadly Slimes are unaffected byall spells baneful or beneficial, except:Iceball, Magic Bolt, and Sphere ofAnnihilation. The various weaponenchantments have a limited use againstthem (see weapon immunity below).Fireball, Lightning Bolt, Call Lightning,Finger of Death, Doomsday, Curse, and

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Mutual Destruction will inflict one hit eachon a pudding. They cannot be subdued, andare not affected by the Trap abilities ofAssassins or Scouts.

3) Weapon Resistance: With a fewexceptions, normal weapons do not harmpuddings. Any weapon with any kind ofenchantment on it will inflict 1 hit on thepudding, regardless of the type ofenchantment or the normal damage inflictedby the weapon. Also, weapons wielded byberserk barbarians will inflict 1 hit ofdamage (they're flailing so hard that theyscatter pudding to the four winds), as willfire arrow and a Warrior's Improve Weapon(fighters with this ability are assumed tohave the wherewithal to stab the critter'svulnerable nucleus). White weapons (giantboulders etc.) inflict one hit on puddings.

4) Immune to Poison.Garb: Make a costume as amorphous looking as possible. Onegood idea is to make the costume the same color as yourweapons so the they blend together. Given the amoebicnature of the creature in question paisleys might not be a badidea (for once). For the particularly facetious a large baldricwith the word "Jell-O"(tm) written on it might do thetrick.Description:

Deadly Slimes are amorphous, ameoboid creaturesgenerally considered more terrifying for their lack ofform than for shape they could possibly have. Theyrange in size from only one foot to over five feet indiameter, in color from chalk white to jet black, andin translucency from opaque to very nearlytransparent. Very primitive creatures, deadly puddingshave no mind to speak of, existing only to eat andreproduce, which they do by means of fission.Puddings move by means of undulation and locatetheir prey by sensing the vibrations of their footsteps.Despite the awesome danger these creaturesrepresent, brave (foolhardy) dungeoneers often seekthem out for the undigested treasure their bodies arethought to contain.

Lives: 2Levels: None.

Deep DwellersDeep Dwellers(MS: Malice)

Type: Standard CreatureQ/M Ratio 4:1Armour: May wear up to 3 points.Attacks: Any melee weapon and short bow..Abilities:

1) All weapons used by Deep Dwellers areconsidered Hardened, as per the Healerenchantment.

2) Immune to charm and control magic’s.Garb: Black make-up, a white wig, and black and silvercombat garb.Description:

They once were an evil brotherhood, who were drivenfrom the Elven cities due to their worship of evildeities and gods; The Deep Dwellers take greatpleasure in the destruction of anything good or bright.

Lives: 3

Levels:1st 1 Flame Arrow (reusable)2nd Poison Weapon (1/life).3rd May use a small shield.

4th 1 Armour Piercing Arrow (reusable).Touch of Death (2/life) as per Assassin.

5th All weapons are considered Poisoned.6th 5 points of Wizard magic, up to third level.

Entangling MassEntangling Mass(BL: Naes/Argon)

Type: Standard CreatureQ/M Ratio 3:1Armour: 1 point.Attacks: 2 Short swords, considered to be Red weapons.Abilities:

1) Immune to Fireball and Iceball spells.2) May regenerate limbs after a 50 count, and

lighting acts as an instant Heal spell, healingall lost limbs.

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3) Entangle as per druid, 2 bolts, withunlimited usage. Note: May have amaximum of two people ‘entangled’ at anytime.

Garb: A mass of shredded cloth.Description:

These creatures are heaps of rotting vegetable matter,but despite appearances, are actually an intelligentform of life. An Entangling Mass is normally fromsix to nine feet in height, and has a girth of about Sixfeet, and two feet at the summit.

Lives: 3Levels:

1st No additional abilities.2nd No additional abilities.3rd May carry as many entangle bolts as the

monster can carry, within reason.4th 1 additional point of armour. (2 total)5th No additional abilities.6th Can regenerate 1 point of armour every 300

count.

GiantGiant(BL: RAN)

Type: Standard CreatureArmour: By type.Attacks: Any melee (count as Red due to strength).Abilities: Giants come in 4 basic types:1) Hill Giant: (Q/M Ratio 3:1)

a) 2 points of natural armour.b) May wear up to 2 Points of additional

armour.c) May hurl a boulder (as per Barbarian) as a

White Siege Weapon (1/life) or a singlereusable boulder as a Red weapon.

2) Frost Giant: (Q/M Ratio 4:1)a) 3 points natural armour.b) May wear up to 3 Points of additional

armour.c) Immune to Iceball and other cold-based

attacks.d) May carry one reusable Iceball.

3) Fire Giant: (Q/M Ratio 6:1)a) 3 points natural armour.b) May wear up to 4 points of additional

armour.c) Immune to all heat-based attacks.d) May carry one reusable Fireball .

4) Titan: (Q/M Ratio 7:1) QUESTa) 6 points of natural Invulnerability.b) Weapons used count as White Siege.c) May be combined with either Frost or Fire

Giant to gain immunities.Garb: Hill: As a Barbarian.

Frost: Heavy cold weather garb, furs (all usuallywhite and/or blue.)

Fire: Light cool weather garb (usually red and/orblack). Red make-up.

Titan: Whatever, often more elegant versions of theabove.

Description:Hill Giants stand 15-20 feet tall. Slow and simpleminded.Frost Giants stand 25-30 feet tall. Grim, broodingand silent, they resemble vikings but are less apt toraid or plunder. In fact they prefer solitude.Fire Giants stand 25-30 feet tall. They dwell in thefiery realm of Muspell and often ignore the smallraces, preferring to turn their attention to wars againstthe Norse gods. There is, however, one recordedincident of Fire Giants charging out from Muspell andthreatening the safety of Amtgard, during the reign ofKing Talinor...Titan: These Giants are akin to gods. They stand75-100 ft. tall. The Norse hold that our world wascreated by the gods from the body of the Frost JotenYmir, and the world would be destroyed by the FireJoten Surtr. The Greeks hold that the Titans are ascousins to the gods and that it is the Titan Atlas whoholds the world on his shoulders and further that itwas the Titan Prometheus who introduced humans tothe use of fire.

Lives: 2 (Joten/Titan: 1)Levels: None

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GoblinGoblin(BL: RAN)

Type: CreatureQ/M Ratio 1/2:1Armour: May wear up to 1 point.Attacks: Any short (under 4 ft. in total length) melee weapon

and short bow.

Abilities:1) Sheer Numbers: each person playing a

Goblin actually represents a number ofGoblins cohorting about in a group. When agoblin dies, the player must lie down, onlyto rise again after a 50 count as "anotherGoblin takes his place. The number of timesa Goblin can do this is limited, and listed bylevel. Note: A returning Goblin must shout"Alive!"

Vulnerabilities:1) A single shot to any unarmoured area of a

Goblin kills him. All wounds kill.Garb: Crude rags, leather/hide armour. Greenish brownmake-up.Description: Weaker orcs sometimes manage to survive

the abuses of their stronger kin. These lesserorcs, called Goblins, tend to move in groupsfor protection. Larger, more substantial,groups only when led by a focused will,some overwhelmingly strong individual.Goblins are cruel, jealous, petty, ambitious,selfish, and suspicious. They hate all races,including other Orc/Goblin tribes.Inter-tribal cannibalism is the norm.

Lives: See Sheer Numbers.

Levels:1st Sheer Numbers (8 lives total).2nd Sheer Numbers (10 lives total).3rd May use a shortbow or up to a medium

shield.4th Sheer Numbers (12 lives total)5th Sheer Numbers (15 lives total)6th May wear up to 2 points of additional

armour.

GriffonGriffon(BL: Terarin)

Type: Standard CreatureQ/M Ratio 4:1Armour: 3 points natural armour.Attacks: 2 short swords, as claws.Abilities:

1) Flight, as per Wizard spell, cast by saying"I take flight" x 5. Unlimited usage.

2) Shove (as per Wizard spell) to simulate awing buffet (1/life).

Garb: Feathers and a good imagination.Description:

Griffons are the mythological, half-lion half-eaglebeasts from Greek and Roman literature. They arevicious carnivores, but would rather eat horses thanwandering travellers.

Lives: 3Levels:

1st No additional abilities.2nd Can carry a passenger 1/life while in Flight.3rd Can Heal self 1/life (as per Barbarian

ability).4th Claws become Red weapons.5th Can carry up to 2 people while flying, 2/life.6th + 1 pt. of armor (total 4).

HarpyHarpy(BL: Chesire)

Type: Standard CreatureQ/M Ratio 1:1Armour: None initiallyAttacks: 2 short swords as claws. One short sword is

considered poisoned.Abilities:

1) Flight (unlimited)2) Scare (2/Battle). Scare, must say

“I make thee afraid”x3, range 20ft.This will make the person afraid ofthe wraith for a 1000 count. Theymay not attack the wraith duringthis time, and will tend to stayaway from it. (1/life)

Garb: Any shirt or tunic with feathered wings in a dull color.Description:

Harpies are avians of the worst temperament. Partlyhuman of both body and mind, they have their owngoals, and ideas, considering humans and other 'no-wings' to be both expendable and tasty. They are noteasily recruited, and those that secure a Harpy's aidoften find it is they who are being used.

Lives: 3

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Levels:1st No additional abilities.2nd 1 Point of Armour.3rd Scare becomes twice per Life.4th Both short swords are now Poisoned.5th 2 Points of Armour.6th Ability to carry two Enchantments.

KrakenKraken(GS: Vaargard)

Type: Standard CreatureQ/M Ratio 25:1 (QUEST)Armour: 4 points (represents sheer mass, not actual armor)Attacks: One flail per 'tentacle'. Considered a red weapon, One

white weapon (beak) which must be a two-handedweapon.

Abilities: 1) Invulnerability

2) Immune to all forms of flame. The Krakenis coated in a thick mucous which keeps itfrom drying out and offers excellentprotection from even magical flame.

3) Cannot be held or subdued, magically orotherwise (exception- Healer Stun spell). AKraken is virtually brainless and unable toleave its environment

4) Scare 2/game (as Troll) 5) 'Tentacles' may fight after death as per

Barbarian regardless of cause of death(exception - Sphere of Annihilation to'beak')

6) The 'beak' of a Kraken is attached to itshuge submerged body and therefore

stationery. Anyone slain by the beak isconsidered "eaten" and cannot be recalled orresurrected.

Garb: Dark green robes.Description:

Kraken are mammoth, squid-like creatures they rarelyplague the shores of the world. On the odd occasionsthat they are found they flail their mammoth tentaclesabout hoping to snare a quick morsel. Little is knownabout these horrors of the sea save for their legendarystrength and the difficulty of dispatching one when itappears.

Notes: Kraken are huge and chaotic so they are best playedby several players that are restricted to staying within20 feet of the 'beak' to form the beast: A single 'beak'(One weapon, considered white) and from 8 to 12'tentacles' represented by individuals wielding redflails (though more or less 'tentacles' may be useddependant upon the size of the Kraken(and theamount of rope available!) Each person has armorequal to the total given to the Kraken(i.e. In the caseof a level 1 Kraken, a 'tentacle' has 4 points ofarmor. Unlike normal rules of combat, any strike toa 'tentacle' of a Kraken removes a point of armor. Forexample- if the 'left arm' whom has 4 points of armoris hit in the leg he/she would lose a part of overallarmor and thus be reduced to 3 armor points. If thesame 'left arm' is struck again, this time in the torso,he would be reduced to 2 points of armor, and so on.upon losing all his/her armor and being slain, a bodypart should drop his weapon or separate himself fromthe 'body'. ) A Kraken is unusual in Amtgard in thatit CANNOT normally move around the battlefield. AKraken's 'beak ' is stationary and anchors its'tentacles'. The beak is always stationery and serves arthe reference point for which the tentacles may roam.Subdued individuals may be carried to the 'beak' forconsumption.

Lives: 1Levels:

1st No additional abilities 2nd Boulders: One 'tentacle' gains the ability to

throw surrounding objects at attackers. Suchboulders are considered white (per giant)This is usually represented by abundant'barbarian boulders'. These may be returned(even by other 'tentacles') but MAY NOT beretrieved unless within the movement limitimposed by proximity to the 'beak'. Anynumber may be on hand initially, but afterthey are thrown out of reach, the Kraken isconsidered to have thrown all objects withinreach and the chosen 'tentacle' loses thisability.

3rd No additional abilities 4th Shove, as per the Wizard spell, usable

against all opponents within 50 feet of thehead. (This represents the Kraken heavingits mighty bulk to create a huge wave thatpushes back the attackers

5th Specialized Tentacles- The beak maychoose 2 of its tentacles that can movefreely within 100'

6th +1 Shove (total 2/life).

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Lizard ManLizard Man(BL: Cheshire)

Type: Standard CreatureQ/M Ratio 2:1Armour: 1 point natural armour.Attacks: A flail or morning star (which represents a tail) and

any other non-throwing melee weapon. May use amedium shield.

Abilities:1) Tail acts as a Red weapon.2) Immune to Poison.

Garb: Green tunic, preferably with cloth scales.Description:

Lizard Men are dangerous, tribal people who are quiteprimitive, and few in number. They can be found inany climate, but prefer a more marsh-likeenvironment. They are savage in mind, but crude intechnology, which may be the only thing saving themore "civilized" races.

Lives: 4Levels:

1st No additional abilities.2nd Poison non-tail weapon, as per Assassin

ability, 1/game.3rd Additional point of natural armor (total 2).4th Can use javelins (up to 5 t. in length).5th Additional point of natural armor (total 3);

Poison weapon becomes 1/life.6th Can wear up to 3 points additional armor.

ManticoreManticore(DS: The Rogue's Guild)Type: Standard CreatureQ/M Ratio 2:1Armour: 2 points natural armour.

Attacks: 2 short swords (one may be poisoned), throwingdaggers

Abilities:1) Flight (unlimited), as per Wizard. May

throw daggers while flying.2) Immunity to Poison.

Garb: Tabard of (orange or tan) yellow with featherless wings,and a wig or paper lion's mane.Description:

The manticore is the blending of a lion and a demonaccording to some, but whatever its true origin, themanticore remains a vile and tough opponent. Largeand powerful, the beast can take to the air on leatherywings, has the fangs of a rattlesnake, and a tailcovered with large iron like quills which it can flinga considerable distance.

Lives: 3Levels:

1st No additional abilities2nd Scare (1 per life), as per Wraith ability,

representing a deafening roar.3rd One extra point of natural armor (total of

three).4th Throwing daggers are now poisoned.5th Both short swords are now Red weapons.6th Immunity to charm and control magics, as

per Monk.

MinotaurMinotaur(BL: Cheshire)

Type: Standard CreatureQ/M Ratio 2:1Armour: 2 points.Attacks: As per warrior (excluding javelins and hinged

weapons).Abilities:

1) Cannot be made Lost.2) Immune to magics that charm or control.

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3) All weapons used by Minotaur considered tobe Red.

4) Tracking (2/life) as per Scout.Garb: Brown tunic and/or fur, and a brown headband or mask.Description:

These savage creatures of legend have the head of abull and the body of giant man. They are alwaysdangerous, unpredictable, and completely merciless;and only a fool would challenge one in its own lair.

Lives: 3Levels:

1st No additional abilities.2nd +1 pt. armor (total 3).3rd No additional abilities.4th Fight After Death (1/life) as per Barbarian.5th Immune to Entangle and Iceball6th Additional life (total 4).

OrcOrc(BL: RAN)

Type: Standard CreatureQ/M Ratio 2:1Armour: 1 point natural armour due to toughness. May wear

up to 2 points of additional armour.Attacks: Any melee weapon, boulder (as per Barbarian),

javelin or shortbow.Abilities:

1) Cure Poison on Self (as per the Scoutability), due to strong metabolism, 1/life.

2) Berserk (as per the Barbarian ability) on lastlife.

3) Obtain Information from subdued person(similar to the Scout ability), must "torture"subdued victim for a 100 count, 1/game.

Garb: Crude clothing, random leather/hide armour. Greenishgrey make-up, animal fangs.

Description:These hideous creatures are members of a racedescended from Elves who were twisted and pervertedby evil in the mists of the past. Although they arenot inherently evil, they are culturally and mentallypredisposed toward hate, malice and cruelty. They arealmost always uncomfortable and, aside from mealtime or battle, are never happy or at peace. Orcs areheavily built, with thick hides short legs, and longarms. they have grotesque, fanged faces and randomhair growth.

Lives: 4Levels:

1st No additional abilities.2nd 1 additional life (5 total).3rd a) Fight After Death when Berserk (as per

the Barbarian ability).b) 1 Flame Arrow (as per a Scout), isreusable.

4th May wear up to 3 points of additionalarmour.

5th May carry a medium shield.6th a) Improve Weapon (as per the Warrior

ability) 1/game.b) +1 point of natural armour (2 total).

PegasusPegasus(BL: Chesire)

Type: Standard CreatureQ/M Ratio 1:1Armour: 1 point natural armour.Attacks: 2 short clubs (hooves)Abilities:

1) Flight, as per Wizard spell, cast by saying"I take flight" x 5. Unlimited usage.

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2) Awe, must say “Thou art in awe!”x3. Thiswill make the person over whelmed with thebeauty of the Pegasus for a 1000 count.They may not attack the Pegasus during thistime, and will tend to stay away from it.(1/life).

3) Immune to spells that charm or control.Garb: Lots of white and wings.Description:

Pegasus are one of the most beautiful and well knowncreatures. These extremely intelligent beasts aresought after by every facet of society for manyreasons, not all of which would benefit the Pegasus.They generally choose to ignore most other races,though Pegasai will go out of their way to annoyHarpies.

Lives: 4Levels:

1st Awe (1/life).2nd Can carry 1 passenger when flying (1/life). 3rd Awe (2/life).4th Charm spell, as per Bard ability (1/game).5th Charm becomes 1/life.6th Awe (3/life).

PlaguerPlaguer(MS: Malice)

Type: Standard CreatureQ/M Ratio 3:1Armour: None.Attacks: By touch of hand.Abilities:

1) Touch of The Plague-Any being touchedby a Plaguer is turned into a Plaguer in a100 count, unless protected from disease, orcured.

2) Anyone who kills or is killed by a Plaguerwill be turned into a one unless protectedfrom disease, or cured.

3) All Plaguers attacks are countered byProtection from Disease, or Protection fromDeath.

Vulnerabilities:1) Cure disease will turn a Plagueer into a

peasant warrior who is so grateful to theperson who cured them that they will gladlydie for them for the rest of their life, as perBardic Charm.

Garb: What you would normally wear on the field. Theplague hides it's self well.Description:

These are diseased humans, whose minds have beentwisted by the plague they bear. They live only toinfect others with their insanity and disease.

Lives: 5Levels:

1st No additional abilities.2nd No additional abilities.3rd Fight After Death for 10 seconds, any death

blow the Plaguer receives, will cause thedealer of that blow to be turned into aPlaguer in a 100 count, if not cured, orprotected from disease.

4th No additional abilities.

5th Plaguer may no longer be slain by 2 limbshots, will only die if all limbs are taken, ora killing torso shot.

6th Touch of Death (1/game).

ScalorScalor(SW: Lucas Wyngarde)

Type: Standard CreatureQ/M Ratio 1:1Armour: 1 point natural armour and may wear up to 2 points

of non-metal armour.Attacks: Any one melee weapon (may be red or blue), plus

javelins.Abilities:

1) Entangle (2 / life), not reusable, as perDruid Entangle.

Vulnerabilities:1) Slain by any hit with a Magic Bolt or

Enchanted weapons of any type. This is torepresent the Scalors legendary vulnerabilityand ignorance of the arcane arts.

Garb: Anything green, blue, or murky brown would denote thecolor of these amphibious fish-men. Also, scale mail could adda touch of realism, as would a fish motif mask (I have seenthem so they are out there). In a pinch, some of those jokeglasses with the big plastic googly-eyes might suffice. Makelots of bubbling and gurgling sounds. Walk slumped over toemulate the slow gait these creatures exhibit on land.Description:

The Scalor are a barbaric race of humanoid fish.They are the mortal enemies of humans and mer-folkalike, as the Scalors everything they cannot eat,destroy, or subjugate. These cunning fish-men havedeveloped ambush tactics, use of undersea nets tocapture prey, and basic metal working skills.

Lives: 5

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Levels:1st No additional abilities2nd May carry two blouders (as per Barbarian)

as throwing weapons3rd May toss 1 additional Entangle per life

(total 3)4th No additional abilities5th May Entangle 1 additional time per life

(total 4)6th May Poison one (reusable) melee weapon

per life. Same as Assassin ability.

Spider, GiantSpider, Giant(BL: Cheshire)

Type: Standard CreatureQ/M 1:1Armour: 1 point natural armour.Attacks: 2 daggers or 1 short sword.Abilities:

1) 2 Entangle Balls (as per Druid spell)unlimited usage.

2) Web. This ability (not a spell) is used bytying a strip of white cloth of 10 feet or lesslength between two points. Both ends ofthe strand must be cut with magical weapon,or Fireball or Lighting Bolt, before it can bedestroyed. In the mean time, any personwho crosses or touches one of these strandsis entangled for a 300 count or until freed,whichever comes first. The Giant Spider isimmune to these strands. The Giant spidercan have up to 8 strands at a time (initially).

3) Immune to Entangles, spell of Wounding,and Hold Person spells.

4) All weapons are considered poisoned.5) Immune to Poison.

Garb: Black tunic with some kind of web pattern on it (nocartoon costumes please).Description:

Larger and more intelligent than their householdcounterparts, Giant Spiders are some of the mostdangerous monsters around. They are cunning,

ruthless, and are often found in cohorts with vampiresas castle guardians.

Lives: 3Levels: 1st No additional abilities.

2nd +1 point of armour (total 2).3rd Can use 2 short swords instead of daggers.4th Poisoned blades kill in a 50 count instead of

100.5th +1 pt. of armour (total 3).6th Spider Horde: Cast by saying "I call upon

an army spiders to devour thee" x3. Havinga range of 20ft., the victim (if caught) isdead. Bug-juice city. Simulates calling on allof its offspring to kill an opponent (1/life).

StormravenStormraven(PV: The Rogue's Guild)

Type: Standard CreatureQ/M Ratio 2:1Armour: 2 PointsAttacks: 2 Short swords (wing buffeting and talons)Abilities:

1) Shove (Unlimited), as a non-magicalversion of the Wizard spell.

2) Wind (once per life) as per Wizard.3) Call Lightning (2/Life), as per Druid spell.4) Flight (Unlimited), as per Wizard spell.

Garb: A dark, feathered tunic or tabard.Description:

Some say the Stormraven is a melding of crow andthe Elemental sky. Others claim it is the livingembodiment of the tribal Spirit. Perhaps both areright, but the stormraven isn't telling, busy as it is inits vigil over the wind and storms. Some say this isthe Thunderbird of American legend.

Lives: 4Levels: None

TroglodyteTroglodyte(SW: Lucas Wyngarde)

Type: Standard CreatureQ/M 2:1Armour: 2 (may wear 2 more)Attacks: One long or two short weapons, javelinsAbilities:

1) Stinking Cloud (2 / life). The hallmark ofTrog society, they stink! They may lay outa 50 foot strip of green cloth to denote theirterritory (in which no one may enter), thisarea may be maintained for a 300 count.Multiple Trogs may tie their strips togetherto form a larger cloud zone. Missile combatmay still takes place through the cloud.

2) Stink Bolt (1/life) , unlimited usage. Trogsmay toss 1 green spell ball to symbolize agout of foul ooze. If hit by this Stink Bolt,two things happen, target is treated as if hehad been hit by a normal magic bolt, andNO ONE except Troglodytes can approachthe target within 20 feet for a 300 count(because he stinks so bad!)

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Garb: Green and / or yellow clothing to symbolize the putridhide of the notorious Trogs. Also, fins are big with theTroglodyte set, head fins, dorsal fins, swimming / diving fins(on your feet). Scale mail is suitable. Also, bandoleers are aTrog fashion statement, so a brown or black sash across thechest could be used to represent one.Description:

Troglodytes are an off-shoot of the original LizardMan race. The troglodytes adapted to a more aquaticenvironment, resulting in the fins that are thetraditional source of racial pride. The fact that Trogssmell horribly permeates their dealings with otherraces. They know others find them repulsive, andhave an inferiority complex about it. If treatedkindly, or approached unarmed, the Trogs can bequite pleasant.

Lives: 4Levels:

1st No additional abilities2nd Entangle (1/life) as per Druid spell.3rd No additional abilities4th May use 1 additional Stink Bolt ability

(total 2 /life)5th No additional abilities6th Entangle (2/life).

WyvernWyvern(BK: Kaboth)

Type: Standard CreatureQ/M Ratio 3:1Armour: 2 points natural armour and 2 points Invulnerability.Attacks: Two long swords that are considered Poisoned and

Red. May carry throwing weapons which areconsidered poisoned.

Abilities:1) Flight, unlimited uses, as per Wizard Flight

spell.Description:

Wyverns are the evolutionary precursor of dragons.They have been known to carry off cattle for food,

sure they have picked humans for their grazing foodalso.

Garb: Wear the same things as you would with a dragon buthave a porcupine-like tail.Lives: 4Levels:

1st No additional abilities.2nd 3 points armour.3rd No additional abilities.4th 4 points of armour.5th No additional abilities.6th One additonal life.

Yeti (Abominable Snowman)Yeti (Abominable Snowman)(DS: Egil Njalsson)

Type: Standard CreatureQ/M Ratio 5:1 (QUEST)Armour: 1 point natural initially (though hitting them is liable

to make them very angry)Attacks: Any combination of 2 short swords or daggers as

clawsAbilities:

1) Iceball (as the wizard spell), unlimited use.Number of people who can be Iceballed atany given time depends on level. Chargedby saying "iceball"x5 (charged in eitherhand). Represents really powerfulsnowballs.

2) Avalanche: Natural ability to bring snowcascading down a hillside. Stomprepeatedly on ground with one foot (othermust remain still) while saying"avalanche"x10. (This can be done whilefighting, if one foot remains planted.) Allwithin 20' radius (friend or foe) are affectedas if hit by an iceball, as they have beenburied in a snow drift. (Standard means offreeing them apply.) A yeti is immune to itsown avalanche, but not to the avalanches ofother yetis.

3) Immune to all cold-based attacks (such asiceball and white dragon breath) except theavalanches of other yetis.

Garb: White garb; fur would be nice. (Old silk hat andcorncob pipe are optional.) Typically found (if at all)only in snowy, alpine regions.

Description: These creatures of the high himalayas are rarely seen.They tend to be territorial, attacking only if their"turf" ("tundra?") is invaded; but have also beenknown to range far and wide if roused. The yeti isvery physically strong, and stands 8 (young adult) to11 feet (mature) tall.

Lives: 3Levels:

1st 1 Iceball and Avalanche 1/game. 2nd 2 Iceballs and 2 points natural armour. 3rd 3 Iceballs and Avalanche 2/game 4th 4 Iceballs and weapons become red (brute

force.)5th 5 Iceballs and Avalanche 1/life

6th 6 Iceballs and ability to go Berserk, asbarbarian, on last life, including 10 countFight After Death.

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MYSTICAL CREATURESMYSTICAL CREATURESMystical creatures are exactly the same as standard creatures except they all have one common vulnerability. Due to their

extreme magical nature, the Wizard enchantment Antimagic reduces the monster's level by one (Note, a monster can not be reducedbelow first level). All mystical creatures abilities are considered to be magical in nature.

Angelic HeroAngelic Hero(BL: Talinor)

Type: Mystical CreatureQ/M Ratio 5:1 (QUEST)Armour: Two points natural, and up to four points of

additional armor may be worn.Attacks: Any melee weapons and javelins.Abilities:

1) All weapons do a single point of damage toAngelic Hero (including magical weapons,relics, and siege weapons).

2) Immune to all forms of magic, includingenchantments. This affects the AngelicHero's items as well.

3) Immune to all forms of holding and control(including both magical and non- magicalabilities).

4) Holy Weapon 1/life - Hero must tie a whitecloth around the weapon and state "Holy

Weapon" loudly. This gives the weapon thesame abilities as a red weapon against allforms of shields and armor (includinginvulnerability armor, and armour likemagics; also versus improve shield,enchanted shield, and protection from magicenchantment). *This does not work versusrelics (ie. Shield of Reflection and Ring ofPower). The "Holy Weapon" isindestructible. This is a natural ability.

Vulnerabilities:1) The Angelic Hero is not undead and is not

affected by spells or abilities that directlyaffect undead. The Angelic Hero is aspiritual being, however, and is moderatelyaffected by sever spirit (it forces the AngelicHero to suffer the affects of a lost spell for300 count).

2) The Angelic Hero may not attack unlessprovoked.

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Garb: White and gold tunic or tabard over armor. A goldenphoenix on a white field must also be visible.Description:

Angelic Heroes are the spirits of knights that haveserved their Lords and the Gods of Law and Orderfaithfully unto death, where they joined the realms oftheir god and became the god's chosen champion.They are some times sent down from the realms ofthe gods to aid faithful mortals in dire need, to guardan object of tremendous power (to keep it fromfalling into the wrong hands) or to combat an evil thatis too great for mankind to vanquish alone. AngelicHeroes are very rare. They generally appear asmajestic knights in glowing white armor and garb.

Lives: 2Levels:

1st No additional abilities2nd Gains the ability to Heal self 1/life as per

Paladin heal ability.3rd May bestow immunities to magic with 1

person in physical contact 1/life.4th Heal ability useable on self or others 2/life.5th Resurrect 1/life as per Paladin ability.6th 1 additional life, 3 total.

Notes:Only a person who IS a knight may play AngelicHero.

BasiliskBasilisk(BL: Rakasta)

Type: Mystical CreatureQ/m Ratio 4:1Armour: One point natural armour initially.Attacks: Short sword as claws and flail as tail.Abilities:

1) Unlimited usage of Petrify Bolt. Basiliskneed only say "Petrify"x5 to charge bolt.No maxium number of victims.

2) Immune to Poison.3) Short sword is considered Poisoned.4) Scare, must say “I make thee afraid”x2,

range 20 ft. This will make the person afraidof the Basilisk for a 1000 count. They maynot attack the Basilisk during this time, andwill tend to stay away from it. (1/life)

Garb: Anything that suggests stone. Description:

Basilisks are large stone covered lizards that prey onany living creature. Anything they can not kill theyturn to stone.

Lives: 1Levels:

1st No additional abilities.2nd Gains immunity to Sleep and Stun magics.3rd +1 to all armour. One additional life (total

2).4th Short sword becomes a red weapon.5th +1 to all armour (total of 3). One additional

life (total 3).6th Flail is a red weapon. Additional +1 to all

armour (total 4).

BrownieBrownie(BL: Naes)

Type: Mystical Creature.Q/M Ratio 1:1Armour: 1 point natural, due to size and speed.Attacks: Either a dagger or a short sword.Abilities:

1) May cast the following spells: Flight (bylevels), Circle of Protection (2/life) andTeleport (1/life) all as per wizard spells.Lost (by levels)as per healer spell. Thoseimmune to iceball are slowed to a walk fora 50 count: they aren't frozen, but still haveto work their way out of the snow bank.

2) Can blend into the forest landscape bysaying “Oh forest hide and protect me”x2.This is the ability of the brownie to use itssize and speed to take refuge within theforest. The brownie must remain within 50feet of a tree. Once completed, the brownieis “gone”, and may reappear up to fiveminutes later. The brownie must stay within50 feet of a tree for the duration, and mustsay “Forest release me”x2 to reappear. Useof this unlimited.

3) May wear additional armour, but only if it isnot bulky, or not made of metal, and maynot be more then 3 points.

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Garb: Scout like grab.Description:

A small (1 1/2’ tall) being that is a distant relative ofelves and leprechauns. They are usually very shy andweary of strangers, but can be helpful if treated well.They have pointed ears, and long pointed noses.Being creatures of the woods, they typically wearclothing of brown and green, and other earthy tones.

Lives: 3Levels:

1st Flight (1/life), Lost (1/life.)2nd No additional abilities.3rd Lost (2/life)4th Flight (2/life)5th Lost (3/life)6th Flight (unlimited usage).

DarklordDarklord(BL: Original creator unknown - this edition by Talinor)

Type: Magical CreatureQ/M Ratio 2:1Armour: As per class played.Attacks: As per class played.Abilities:

1) Must play a regular class with the Darklordmonster abilities added. May only play atthe level that he has already attained in theclass played and is allowed use of thatclasses abilities. Due to this, Darklord hasno level ascension.

2) Limited Regeneration - The Darklord hasa limited form of regeneration. He mayregenerate from death in a 100 count. TheDarklord may not regenerate wounds. TheDarklord does not regenerate fromnon-enchantment, magic related death, butmust instead go to his/her base andimmediately come back to life.

3) Create Minion - The Darklord must take anopponent (dead or alive, Darklords preferdead), by means of subdual or draggingdead bodies, back to the Darklord lair. Oncethere, the opponent may either become aminion on the Darklord's team, or drop outof the game. Becoming a minion ispermanent and may not be reversed.

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Note: The Darklord is not undead, but theMinion is. The minion must now play theremainder of his/her lives on the Darklordteam. The minion plays these lives as perthe class he/she was playing when capturedas normal. The minion is affected by spellsthat affect undead, with the exception ofspells that negate undeath.

Vulnerabilities:1) The Darklord has no real vulnerabilities, but

when possible should be killed by magic sohe/she must return to base to come back tolife.

2) If the Darklord is playing a magic usingclass, his/her spells run out as normal.

Garb: The Darklord is generally indistinguishable from anyother combatants, but to be able to distinguish him, he musthave a large black favor, or armband. He should also beannounced at the beginning of the scenario. Loud, incoherentevil babbling is very encouraged by Darklords and minionalike.Description:

Darklords are particularly evil individuals. They wantto rule the world and have the means to do it.Darklords exude an evil aura (Remember, roleplayingevil does not mean being an a--hole on the field). Ingeneral appearance, Darklords hardly differ from anyother individual of the civilized races. They do,however, occasionally babble to themselves aboutbeing evil and taking over the world.

Lives: UnlimitedLevels: NoneNotes:

The Darklord is a monster particular to a specialscenario (ie. The Darklord Scenario) and should notbe used outside of that scenario. The Darklordscenario is geared towards the Darklord teamwinning, and the Darklord's power generally reflectsthat. The Darklord and his minions must identifythemselves as Darklords or minions when asked.

DevaDeva(BL: Naes)

Type: Mystical CreatureQ/M Ratio 2:1Armour: 2 points.Attacks: Swords and Shields, as per warrior.

Abilities:1) Heal (1/life) as per healer. Deva’s may

only use their Heals and Mends on others,not them on themselves.

2) Mend (1/game) as per healer.3) Awe, must say “Thou art in awe!”x3. This

will make the person over whelmed with thebeauty and power of the Deva for a 1000count. They may not attack the Deva duringthis time, and will tend to stay away from it.(1/life).

4) Teleport (1/life) as per Wizard.5) Flight (unlimited) as per Wizard.

Garb: Wings and angelic white robes.Description:

These brilliant beings are the upkeepers of law andgood, always upholding that which is pure andinnocent in nature and life. They sometimes appear asglobes of brilliantly colored light, but usually as tallhumanoids, with large white wings.

Lives: 3Levels:

1st No additional abilities.2nd Teleport (2/life)3rd No additional abilities.4th Mend becomes (1/life)5th Heal (2/life)6th Awe (3/life) and gains ability to use one of

its heals on itself (1/game).

Dragon, BasicDragon, Basic(BL: RAN)

Type: Mystical CreatureQ/M Ratio 8:1 (QUEST)Armour: 5 point InvulnerabilityAttacks: Claws, two white siege short swords.Abilities:

1) Flight, similar to the Wizard spell butnon-magical unlimited use (see Pegasusdescription).

2) Fireball, similar to the Wizard spell butnon-magical (Protection from Magic won'thelp),unlimited use.

3) May cast spells as a Wizard of the samelevel, claws do not count against spellpoints.

Garb: Garb or armour with the suggestion of scales.Description:

Dragons are cunning and cruel creatures of reason andmagic. Nothing pleases a dragon more than to sack akingdom, hoard all of it's treasures in one place andnest on the pile for a century or two.

Lives: 1Levels: 1st No additional abilities

2nd +1 point of Invulnerability (6 total)3rd +1 Life (2 total)4th +1 Invulnerability (7 total)5th +1 Life (3 total)6th +1 Invulnerability (8 total)

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Dragon, ChromaticDragon, Chromatic(BL: Naes)

Type: Mystical CreatureQ/M Ratio 8:1 (QUEST)Armour: 4 points. Up to 8 points. at higher levels.Attacks: 2 daggers or short swords as claws, considered WhiteSiege Weapons.Abilities:

1) All armour is considered Invulnerability, asper Druid Stoneskin. Note, that this is non-magical and may not be dispeled.

2) May cast the following spells: DispelMagic (per levels) as per Wizard, and Mend(3/life) as per Healer.

3) Unlimited use of a breath weapon. The typeof breath weapon is dependent on what typeof dragon is being played.

Garb: Scales and armour.Description:

One of the most intensely beautiful, yet terrifyingcreatures in existence, a dragon is usually onlyencountered by the foolish or unlucky. These hugebeasts are found in all climates, gathering their huge

piles of treasure to sleep upon, or hunting. They areof different colors, according to their species, andeach has it’s own personality. They have a tendencyto eliminate anyone who enters their territory, whetherit was knowingly, or accidental, so it is consideredprudent not to attack them. These beasts are so hugeand ferocious, that is considered quite an achievementto slay one.

Type of Dragons:

Sable Dragon: These dragons use a Sphere of Annihilation.Must state “Sphere of Annihilation”x3 before throwing a blackspellball.

Azure Dragon: These dragons use Lightning Bolt, as per thewizard spell. Must state “Lightning Bolt”x3 before throwing ayellow spellball.

Emerald Dragon: This type of dragon bellows a Death CloudBolt, that poisons a target upon contact with the person oranything they are holding, with only a 50 count until death.Must state “Deathcloud”x3 before throwing a green spellball.

Crimson Dragon: This dragon breathes fire, as per Wizard FireBall. Must state “Fireball” x3 before throwing the redspellball. Note, Anti-Paladins and Paladins are immune to thisfire.

Opal Dragon: These dragons use an icy breath weapon, as perthe Wizard spell Iceball. Must state “Iceball”x3 before throwingthe white spell ball. Note, Only barbarians are immune to thisIceball.

Lives: 1Levels:

1st 4 points natural armour.2nd Dispel Magic (1/life)3rd Dispel Magic (2/life) +1 point natural armour (5 total)4th +1 point natural armour (6 total) May cast the following spells:

Bladesharp/Bludgeon (2/game)Talk to Dead (1/game)Messenger (unlimited)Shove (1/life) as a wing buffetAll as per Wizard spell of same name.

5th Dispel Magic(3/life) +1 point natural armour (7 total)Flight (unlimited) as per wizard spell

6th Dispel Magic (4/life)+1 point natural armour (8 total).

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DryadDryad(BL: Naes)

Type: Mystical CreatureQ/M Ratio: 2:1Armour: None initially.Attacks: Single Dagger.Abilities:

1) Commune (unlimited) as per Druid.2) May cast the following spells: Heal

(unlimited) as per Healer, Yield (3/life) asper wizard.

3) Dryads must declare a home tree to a reeve,and cannot finally be shattered until theirhome tree is destroyed.

4) Additional abilities gained later.Garb: Seductive attire adorned with leaves and twigs.Description:

These creatures are beautiful, mischievous woodspirits. Little is known of them, except for that theycommand powerful magic, and always demand a highprice for their benevolence. This price is often anattractive member of the opposite sex, who is seldomseen again.

Lives:3Levels:

1st No additional abilities.2nd 1 point armour.3rd May cast Heat Weapon and Warp Wood

(1/life) as per druid spells of same name.4th No additional abilities.5th Heat Weapon and Warp Wood (2/life)6th +1 point armour (2 total).

ElementalsElementalsElementals are creatures that spawn from theelemental planes. They can be summoned underspecial circumstances by Archmages, or Great Druids(both being 6th level in status) when given specialpermission by the Guildmaster of Monsters, TheMonarch, and the Prime Minister. The summoning ofan elemental is similar to the creation of a Golem. Tobring one to this plane, the magic user must spend 3spell points from there 4th through 6th spell points(ie. 3 points from 4th, 3 points from 5th, and 3 pointsfrom 6th) Once called upon this plane, elementals arefierce fighters, and are loyal servants of theirsummoners, but can ultimately be dispeled to theirplane of origin, using simple magic’s, named later inthe elementals descriptions. There are 4 general typesof elementals (Air, Earth, Fire, and Water), andthough Burning Lands has never seen one, WaterElementals are common in the Mystic Seas and theWetlands. Note: Elementals have no levels.

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Elemental, AirElemental, Air(BL: Naes)

Type: Mystical CreatureQ/m Ratio 3:1Armour: 2 points.Attacks: 2 Short swords, as the slashing winds of their arms.Abilities:

1) Teleport (2/life) as per wizard.2) Call lightning (2/life) as per druid.3) Shove (unlimited) as per wizard, may be cast

while moving. This is the ability to “push”with a great gust of wind.

4) Immune to all Fire and Lightning spells, andthose that charm, control, or hold.Exception: Iceball.

5) May only be struck by magical weapons andBerserk Barbarians.

6) Immune to Poison.Vulnerabilities:

1) Air elementals can be dispeled back to theirplane of origin with a simple Wind spell.

Garb: Thin filmy gauze.Description:

These are creatures brought forth from the element ofair. They appear as either a whirlwind, or as atransparent humanoid in light, airy clothing. They arehighly intelligent, and very apt to obey theirsummoners.

Lives: 3

Elemental, EarthElemental, Earth(BL: Naes)

Type: Mystical Creature.Q/MRatio 3:1Armour: 2 points.Attacks: Two maces, considered red weapons. This is the

massive fists of the elemental.Abilities:

1) Teleport (unlimited) as per wizard. Earthelemental can carry it’s summoner with it ona Teleport (1/life).

2) May turn Flesh to Stone, affects as perDruid spell of same name (1/life). Must say“Stone”x1 upon contact of an opponent,with weapon or hand.

3) Any form of Petrify or Flesh To Stone, willHeal lost limbs, and Mend armour.

4) Immune to Poison.Vulnerabilities:

1) A Stone to Flesh spell will completelydisintegrate the elemental, dispeling it fromthis plane, for the rest of its lives.

Garb: Dark browns and reds. If your really into it, coveryourself with mud.Description:

These are massive beings of solid, animated earth andstone, who are brought into this plane from the planeof earth. They are totally obedient to theirsummoners.

Lives: 3

Elemental, FireElemental, Fire(BL: Naes)

Type: Mystical CreatureQ/M Ratio 3:1Armour: 2 points.Attacks: Single sword and a Short Bow.Abilities:

1) Whenever the Fire Elemental is stuck, theweapon that struck him undergoes theeffects of a Heat Weapon, as per Wizard,with two exceptions: Flameblade, and theSword of Flame.

2) Pyrotechnics (2/life) as per Wizard.3) Any sword used by elemental are considered

Flamebladed as per Druid spell and allarrows are considered Flame Arrows as perarcher.

4) Immune to all forms of magic, except forthose fire and ice based. A fire spell willheal all limbs and mend all armour, andIceball acts as a Banish.

5) Immune to Poison.Vulnerabilities:

1) If a fire elemental is hit with by an Iceball5 times in one life, then it is dispeled for therest of its lives.

Garb: Wispy reds, oranges, and yellows.Description:

These elementals come forth from the plane of fire.They appear as majestic humanoids, carrying a greatsword and a quiver of flaming arrows hanging fromits shoulder, all made of fire. They are not alwaysreliable servants, but they will never attack theirsummoner.

Lives: 3

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Elemental, WaterElemental, Water(MS: Malice)

Type: Mystical CreatureQ/M Ratio 4:1Armour: 2 points.Attacks: 2 flails, considered Red weapons.Abilities:

1) Wave (unlimited), similar to wizard spellWind, state “Wave”x3, this is to simulate awater blast, such as that from an oceanwave.

2) Teleport (2/life) This simulated theelementals seeping into the ground, andappearing elsewhere.

3) Drowning Grasp (1/life) Elemental musttouch person and say “Drown”x1. Person isdead, only an invulnerability will stop this.May be extended through flails.

4) Immune to all forms of magic, except thosefire and ice based. Iceball heals all lostlimbs, and mends all lost armour, while aFire based spell acts as a banish spell.

5) A Flameblade will be extinguished(dispeled) if used to strike a waterelemental.

6) Immune to Poison.Vulnerabilities:

1) Being struck or caught in a fire based spell5 times in one life, will result in theelemental being dispeled remainder of theirlives.

Garb: Blue flowing garb and a squirt gun doesn't hurt.Description:

Although rare in other kingdoms, these waterelementals are in abundance in the Mystic Seas andthe Wetlands. Massive, living waves, the elementalsare as changeable as the substance of which they areformed. They are fickle creatures, and tend tomisinterpret orders, in a childish, literal manner.

Lives: 3

Extra-Planar EntityExtra-Planar Entity(GS: Vaargard)

Type: Mystical CreatureQ/M Ratio 7:1 (QUEST)Armour: 4 pointsAttacks: 2 short swords, treated as red weapons or any

weapons as warriorAbilities:

1) Invulnerability, but must pick one of thefollowing that the invulnerability does notapply to: fire/electricity, cold (ie. iceballwould act as lightning bolt), bladed weapons(includes arrows and throwing weapons),blunt weapons, or any similar commonattack type as agreed upon by theQuestmaster, Guildmaster of Reeves, and/orGuildmaster of Monsters. It should be notedthat due to power number 7, some of thesevulnerabilities may be less effective thanothers and should be balanced to fit theindividuals the monster is likely to face.

2) Curse (as 4th level Wizard spell) once perlife.

3) Confusion (as 3rd level Druid Spell) up tothree times per life (see levels) exceptBarbarians are effected as per Warrior.

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4) Flight (as per 5th level Wizard spellunlimited usage).

5) Dispel Magic (as per 3rd level Wizard) threetimes per life.

2) Scare, must say “I make thee afraid”x3.This will make the person afraid of theEntity for a 1000 count. They may notattack the Entity during this time, and willtend to stay away from it. (1/life)

7) Immunity to any spells of 2nd level orhigher save those that fall into the chosenvulnerability in 1.

Garb: Red fabrics, horns, and a pitch fork.Description:

Extra-planar entities come in as many forms as theyhave names: Demons, devils, daemons, Great OldOnes, and their like are all mythological examples ofthe horrid forms of life that come from realms beyondour own. Their powers are legion and their forms areawesome to behold but, for all their terrible splendor,these beings are destined to be destroyed by thepowers of light. Rarely do two entities have the samepowers but they all seem to have one thing incommon; they seem to draw heros to themselves.Normally, Entities seek to destroy those that seekthem out, but eventually a champion will strike thefoul creature down. The ranks of those that have slaindemons are small but due to their successes, Entitiesremain a rarity confined mostly to Songs of Legendand boasts of tavern braggarts.

Lives: 1Levels:

1st Confusion (1/life) and Scare (1/life) 2nd Pyrotechnics (as 4th level Wizard spell)

1/life or Steal Life (as Anti-Paladin) 1/life orImmunity to non-magical weapons.

3rd +1 Confusion (2/life) and +1 Scare (2/life) 4th Projectile Protection (as 3rd level Wizard

spell) 1/life or Yield (as 3rd level Wizardspell) or ability to regenerate limbs after afifty count.

5th +1 Confusion (3/life) and +1 Scare (3/life) 6th Weapons treated as White Siege weapons or

Sphere of Annihilation (1 ball/unlimitedusage) or Feeblemind (as 6th level Druid)3/life.

Note:Extra-Planar Entities are perhaps the most potentiallypowerful monster in the tomes due to its naturalabilities; the fact that, at higher levels, it is hard topredict what any individual Extra-Planar entity iscapable of; and the ability at higher levels to ''tailormake' a virtually indestructible monster. Therefore, itis advisable that only higher level players withexperience in magic-using classes or monster classportray these beings and that it only be used againstvery experienced players. This monster wasspecifically created to present a challenge to higherlevel players who know the weaknesses of anymonster they would normally encounter.

GargoyleGargoyle(BL: Rakasta)

Type: Mystical CreatureQ/M Ratio 3:1Armour: 2 points of Invulnerability.Attacks: 2 short swords (both are red weapons) and a boulder

(as per Barbarian).Abilities:

1) Flight twice a life (may carry one deadvictim.) See Pegasus.

2) Sever spirit (2/life) to simulate thedevouring of the dead. Can only be used atlair.

3) Mend spell heals wounds.

Vulnerabilities:1) Stone to Flesh will kill a gargoyle. 2) The gargoyle must have a lair where victims

are taken.3) A gargoyle's boulder may only be used

while in Flight. Garb: Dark grays and bat-like wings.Description:

An animated statue, the gargoyle is vicious, findingextreme pleasure in the torment of those whose fleshis weaker then his stony hide. Found in any color thatis appropriate to stone, gargoyles are winged.

Lives: 1Levels: 1st No additional abilities.

2nd Blend with Stone (1/life). Say "May thisstone hide and protect me."x2 within 50 feetof larger than man-size stonework of anytype and Gargoyle teleports to thatstonework (similar to the Wizard Teleportenchantment).

3rd Flight becomes unlimited.4th Gains one life, for a total of two and one

point of Invulnerability (total 3).5th Blend with Stone becomes twice per life.

+1 life (total 3).6th Sever Spirit becomes unlimited (see above.)

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GolemsGolemsGolems are massive lumbering creations of apowerful ancient spell, known only by a fewArchmages. The formula for the creation of a Golemis rumored to be in the Ancient Tome of Mages.Under special circumstances, an archmage (of 6thlevel) may create one of these by sacrificing spellpoints (divided into the 5th and 6th level spell pointsevenly) to summon a Golem. The cost of the spell isin parenthesis next to the name of the particulargolem. An example of this is the Mud Golem, whichcost’s 4 points to create (2 points from 5th levelspells, and 2 points from 6th level.)Note: There are no levels to golems. Golems arevery powerful creatures, and should only be allowedin special games and quests. All golems have onlyone life, and may not be resurrected by any means.

Golem, FleshGolem, Flesh (2)(BL: Naes)

Type: Mystical CreatureQ/M Ratio 3:1Armour: 1 point.Attacks: 2 non-hinged maces, considered fists.Abilities:

1) Immune to all forms of magic, magicweapons do normal damage.

2) Fire and Ice based spell will act as a HoldPerson spell.

3) Lightning spells act as Heal and Mendspells.

4) May capture a prisoner and take back toWizard. The prisoner may then be"sacrificed" to heal wounds on the Golem.

Garb: Try to look like Frankenstein's monster.Description:

These monsters resemble Frankenstein’s Monster, asthey are pieces of flesh and bone animated by magic.

Lives: 1

Golem, MudGolem, Mud (4)(BL: Naes)

Type: Mystical CreatureQ/M Ratio 3:1Armour: 2 pointsAttacks: 2 maces, considered a massive fists.Abilities:

1) Immune to all bladed weapons.2) Immune to all forms of magic, magic

weapons do normal damage.Vulnerabilities:

1) Dispel Magic or PyroTechnics will cause thedeath of the Mud Golem.

Garb: Earth tones and brown make-up.Description:

These creatures are massive frames of wood, coveredin mud, and then animated with magic.

Lives: 1

Golem, ScarecrowGolem, Scarecrow (4)(BL-DS: Cheshire and Labyrinth)

Type: Magical Creature (Golem)Q/M Ratio 3:1Armour: 2 points natural body armour.Attacks: 2 short, non-hinged weapons, or a single long weapon

or pole-arm.Abilities:

1) Scarecrows cannot be affected by projectileweapons, excluding Flame Arrows and siegeweapons.

2) Scare 4/life. Scarecrow says "I make theeafraid" x 3. Range 20 ft. Target playercannot attack caster for a 1000 count.

3) Immune to all magics that charm, control, orhold.

4) Immune to Death Magic.5) Magic weapons (excluding flame-blade and

Sword of Flame) do normal weapondamage.

6) Fear 1/life. Caster starts to chant the word"Fear" over and over again, and can have noweapons in hand. While chanting, no onemay come within twenty feet of the caster,and no one make take any action againsthim/her. The caster is, however, stillaffected by battle-field wide effects. Caster,while chanting, cannot come within twentyfeet of a base or game item.

Garb: Tattered old shirt or tunic and mask. Hay sticking outof garb is a nice touch.

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Description:These golems are one of the oldest forms of sentries,used by village shamans as guardians of crops andfields. Certain spell-casters discovered that theselumps of hay, if granted magical life, were capable ofscaring more than just the birds.

Lives: 1Levels: NoneNotes: The Scarecrow is to be considered a Golem, and likeother Golems, may only be taken out if a high level mage paysa certain number of spell points (in this case; four) from his/herfifth, and sixth level spell points.

Golem, RockGolem, Rock (6)(BL: Naes)

Type: Mystical CreatureQ/M Ratio 3:1Armour: 3 points.Attacks: A single long sword, considered a Red weapon.Abilities:

1) May cast Hold Person, as per Wizard spell(4/game). Note: This spell has a 25 footrange.

2) Immune to all forms of magic, magicweapons do normal damage.

3) Flesh to Stone or Petrify will heal all lostlimbs, and heal lost limbs.

Garb: Grays and stone like coloursDescription:

These creatures are animated statues of incrediblepower.

Lives: 1

Golem, MetalGolem, Metal (8)(BL: Naes)

Type: Mystical CreatureQ/M Ratio 4:1Armour: 4 points.Attacks: Single long sword, considered a Red weapon or two

short swords.Abilities:

1) Can be harmed only by magic weapons,which do normal damage, most other magicshave no effect.

2) Lightning spells act as a Hold Person, whilefire spells heal lost limbs, and mend allarmour.

3) Deathcloud Spell say “Deathcloud”x5, andall within a 10’ radius are dead from apoisonous cloud the Golem exhales.(2/game). Note: Invulnerability’s, and theenchantment Cure Poison will protectsomeone from this, as well as the Monk andDruid class ability Immunity to Poison.

Garb: Silvers and grays.Description:

These massive animations are colossi of metal,worked into human shapes, and brought to life withintense magical energies.

Lives: 1

GremlinGremlin(BL: Rakasta)

Type: Mystical CreatureQ/M Ratio 1:1Armour: None initially.Attacks: Single Poisoned dagger or short sword.Abilities:

1) Teleport (1/life).2) Heat Weapon as per Druid.3) Warp Wood, invoked by chanting, "By

chaos I warp that wood."x3 (3/life), range50ft.

4) Pyrotechnics (1/life), as per Wizard spell.5) Dispel Magicas per Wizard.

Vulnerabilities:1) Gremlins are attracted to complex machinery

and beautiful members of the opposite sex.Garb:Description:

Gremlins are neutral creatures that exist for their ownamusement. They are pranksters and thieves but arenot dangerous unless provoked. They appear to besickly green elves with a very warped sense ofhumor.

Levels:1st No additional abilities.2nd Heat Weapon (5/life).3rd Warp Wood (5/life).

May wear one point of armour.4th Hide (2/life).

Gain one additional life (total 2.)5th Dispel Magic becomes unlimited.6th Teleport becomes (3/life).

One additional life (total 3.)

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HydraHydra(GS: Vaargard)

Type: Mystical CreatureQ/M Ratio 8:1 (QUEST)Armour: 6 pointsAttacks: 1 long sword per 'head' 1 flail treated as a red

weapon, (see Notes on Play below)Abilities:

1) Invulnerability 2) Unlimited use of a breath weapon as per

Dragon (at higher level) 3) Scare 2/life, as per Wraith. 5) 'Tail' may fight after death as per Barbarian

regardless of cause of death (exception -Sphere of Annihilation). The tail isautomatically considered dead if all 'head'sare slain.

Garb: Scales and metallic fabrics.Description:

Hydra are huge, usually reptilian, monsters invariablyequipped with two or more 'head's. Hydra areuncommon in civilized lands. They are always viciousand hungry and wreak havoc upon their surroundingsand are rumored to live indefinitely if not slain byviolence. Even grizzled veterans balk at the prospectof facing the smallest hydra. It has been recorded thatHydra were once commonly bound into service asguardians by powerful mages and some fulfill theirforgotten roles to this day. The magic used to bindthese creatures has been lost to the ages, but rumorspersist of mages that still posses the knowledge toharness the power of these monsters.

Notes: Hydra are huge and chaotic so they are best played byseveral players tied at the waist (usually 10 -20 feetbetween individual 'appendages') to form the beast. Itis usual for there to be a from 2 to 8 ''head's' (Longsword and spell balls if needed) and a 'tail' (anindividual with a flail or long sword) though othercombinations are possible dependant upon the size ofthe Hydra (and the amount of rope available!) Eachperson has armor equal to the total given to the levelof the Hydra (i.e. In the case of a level 1 Hydra, a''head'' has 6 points of armor and the 'tail' has 6points of armor of his/her own.) Unlike normal rulesof combat, any strike to a 'part' of a behemothremoves a point of armor. For example- if the 'left

arm' whom has 6 points of armor is hit in the leghe/she would lose a part of overall armor and thus bereduced to 5 armor points. If the same 'left arm' isstruck again, this time in the torso , he would bereduced to 4 points of armor, and so on. upon losingall his/her armor and being slain, a body part shoulddrop his weapon or separate himself from the 'body'.If all the 'head's are killed, the tail will fight on for 10seconds before the signal reaches it that it too is dead.It is possible for Hydra to run but it is a rareoccurrence for several reasons: In reality a Hydra ismuch like a three-legged race with several peopleinvolved and it takes considerable effort from a''head'' to convince the other ''head's' that he/sheknows the best way to reach their objective.

Lives: 1Levels:

1st One 'head' may use any first level bolt spell(unlimited usage, need only state "name ofbolt"x3).

2nd No additional abilities 3rd One 'head' may use any second level bolt

spell (unlimited usage, need only state"name of bolt"x3). ('Head' may be differentfrom 'head' using 1st level bolt)

4th No additional abilities 5th One 'head' may use any dragon breath of

choice (unlimited usage, need only state"name of bolt"x3). ('Head' may be differentfrom 'head' using 1st or second level bolt)

6th Regeneration (as per troll) or HypnoticGaze [Stun spell (unlimited usage, durationspecial-see note), but Barbarians and Monks3rd level or above are immune].

1) The latter ability is considerednon-magical and may be 'disrupted'by inflicting damage to the victim(ie- leg or arm shot). Thisrepresents one of the 'head's havingthe ability to transfix an opponentwith its gaze. Any 'head' using thisability must maintain visualcontact with his target. If the 'head'averts its gaze, then the target isimmediately freed. Only one 'head'may use this power at any giventime. Does not affect thoseimmune to Charm magics.

2) Hydra are huge rampagingmonsters that should take lots ofpeople (and lots of lives!) to halt.It is best used as a 'bash theb e a s t i e ' o r i n t r o d u c t o r ymini-adventure. Perhaps the localshire is called out to prevent orslow down the creature's advanceor the city sends out the militia todefend itself. It is suggested thatno less than 20 people be facedwith a Hydra and that a healer beavailable to the players.

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LycanthropeLycanthrope(BL: Naes)

Type: Mystical CreatureQ/M Ratio 2:1Armour: 2 points.Attacks: 2 Short swords, considered Red weapons.Abilities:

1) Tracking, as per Scout ability.2) May go Berserk as per Barbarian.3) Lycanthropes may only be harmed by

magical weapons, and these will only dealnormal damage, with no side affects.

4) Immune to all forms of sleep and yield.Vulnerabilities:

1) A cure disease will cause a Lycanthrope torevert into it’s original form for the rest ofthat life. Note: ‘original form’ should beconsidered a peasant warrior.

Garb: Varies as per the animal portrayed.Description:

These are the are the feared creatures of legend whomay change their form from human, to not-so-human.They may be wolves, bears, tigers, rats, or anyanimal. There are two forms of these creatures. Thereare two types of Lycanthropes:A) The ‘natural’ Lycanthrope, which was born

with the ability to shift form. They have fullcontrol over their changes, and are cunningto the extreme.

B) Those who have been infected with thedisease by the bite of a true Lycanthrope,and are doomed thereby. They have noconscious control over their actions orchanges, attacking anything blindly, and areusually controlled by a true Lycanthrope.Any one killed 3 times by a Lycanthrope,will become one of these (they lose all classabilites and gain those of the Lycanthrope),for the remainder of their lives, under thecontrol of the one who‘transformed’ them.

Lives: 3Levels:

1st Berserk on last life.2nd No additional abilities.3rd Scare (1/life) As per troll.4th Berserk on last 2 lives.5th No additional abilities.6th Berserk on last 3 lives.

MedusaMedusa(BD: Nithanalorn)

Type: Mystical CreatureQ/M Ratio 3:1Armour: 2 points.Attacks: Single Short sword and Bow.Abilities:

1) Short sword is considered Poisoned.2) All arrows fired by the Medusa are also

considered Poisoned.3) Petrifying Gaze, padded grey spell ball,

effects as per Druid Flesh to Stone, withunlimited usage.

4) Petrifying Touch, upon contact of anopponent, must state "Stone"x1 effects asper Druid Flesh to Stone, may be extendedthrough weapon.

5) Immune to Petrify, Flesh to Stone, andPoison.

Vulnerabilities:1) If the medusa hits the Shield of Reflection

with a Petrifying Gaze, then the Medusawill be turned to stone instead.

Garb: Elegant garb and with snakes added to hair.Description:

An evil merger of woman and snake, the Medusa isa creature so vile in aspect, that her mere visage isenough to change a man to stone. Snakes writhe uponher skull in place of hair, and her lower body is thatof a snake.

Lives: 3Levels:

1st Petrifying Touch (1/life).2nd Scare (1/life) as per Wraith.3rd No additional abilities.4th No additional abilities.5th Scare (2/life).6th Petrifying Touch (2/life).

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SirenSiren(BD: Nithanalorn)

Type: Mystical CreatureQ/M Ratio 3:1Armour: None initially.Attacks: A Single dagger.Abilities:

1) Yield as per dryad ability, but with a100’range (5/life).

2) Circle of Protection, similar to Wizard spell,must say “Nature protect me”x3 (3/life)

3) Sirens are tied to a specific area, and maynot wander more then 50’ from that are.

4) Additional abilities at higher levels.Garb: Grey robes.Description:

These beings are a race resembling human females,and something very inhuman. They sing most of theirlives, luring unsuspecting travelers to their doom. Tohelp them along, they are both incredibly seductive,and extremely beautiful. Both assets they use to givethem the advantage over a weary male.

Lives: 3Levels:

1st No additional abilities.2nd 1 point of armour.3rd 1 additional Circle of Protection. (4/life).4th No additional abilities.5th 1 additional Circle of Protection. (5/life).6th Confusion, as per Druid spell. (1/life).

SphinxSphinx(DS: Labrynth)

Type: Mystical CreatureQ/M Ratio 5:1 (QUEST)Armour: 2 points.Attacks: 2 short swords, claws, count as red.Abilities:

1) Flight: Being winged creatures, sphinxesmay fly by saying "I take flight" x3. All theusual conventions for flight apply.

2) All sphinx gain points to use in magicdepending on their level. They may usethese points on any mage or bard spell oftwice their level or less (i.e a third levelsphinx can use sixth level magic).

Garb: Fake fur trousers and sleeves over a "nude leotardwould give the basic sphinx body. Wings could be affixed tothe upper arms or by a harness to the back.Description: Sphinxes are large desert dwelling monsters

with the limbs of a lion, the wings of aneagle, and the torso and head of a woman.Sphinxes are master riddlers and are strongin magic.

Lives: 3Levels:

1st 3 points magic: The sphinx has 3 points tospend on any level wizard spells.

2nd Counterspell (1/life), the sphinx'sknowledge of magic is so acute that theycan make themselves or another participantimmune to any one spell. This is cast bysaying "Counterspell (name of spell)" x5,and affixing a ribbon to the recipient's arm.If cast on anyone except the sphinx itselfthis counts as an enchantment, if cast on thesphinx it doesn't. The Sphinx or recipientshould inform a reeve of which spell theyare immune to.

3rd +3 points magic: The sphinx's magic pointtotal goes up to 6.

4th Confusion: (2/life) This spell works exactlylike the 6th level Druid spell of the samename except that the Sphinx need only say"I make thee confused" x2 This is the powerof the great riddle)Counterspell: The counterspell becomes(2/life).

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5th Dispel Magic: (2/life) This spell worksexactly like the wizard spell of the samename.The sphinx may carry 2 enchantments.

6th +3 points magic: The sphinx's magic pointtotal goes up to 9.

Troll, RegeneratingTroll, Regenerating(BL: Cheshire)

Type: Mystical CreatureQ/M Ratio 3:1Armour: 1 point. More at higher levels.Attacks: 2 Short swords, count as Red weapons, due to

strength.Abilities:

1) Regeneration. All lost limbs will grow backafter a 50 count. After a death shot, a trollwill come back to life after a 50 count. (thisdoes not count towards his total lives lost)The process of regeneration is negated byany form of fire, or by any magical weapon.

2) Scare must say, "I make thee afraid”x2(2/life). Victims of this must stay awayfrom the troll for a 1000 count, and cannotattack the troll during this time. Once aperson has been affected by this ability, theymay not be scared again, until their nextlife.

Garb: Crude clothing, fur/skin loincloth. Grey make-up,tusk-like fangs.Description:

A troll is a vicious, disgusting creature whose verypresence is one which strikes fear into most. Theirhide is a nauseating mixture of moss greens, grays,blacks, and mottled greens. These creatures aredisgusting to look at, and are relentless whenattacking, due to their pea-sized brains.

Lives: 2Levels:

1st No additional abilities.2nd No additional abilities.3rd 1 additional point of armour. (2 total)4th 1 additional life. (3 total)5th 1 additional point of armour. (3 total)6th No additional abilities.

Troll, StoneTroll, Stone(BL: RAN)

Type: Mystical CreatureQ/M Ratio 3:1Armour: 2 points natural Stoneskin.Attacks: Any melee club, mace or hammer, and boulders (as

per Barbarian).Abilities:

1) Immunities as per a Barbarian.2) Weapons used count as Red due to strength.3) Immune to all Fear-based attacks.4) Petrify will heal 1 point of Stoneskin on 1

location.Vulnerabilities:

1) The blinding light of lightning-based attackswill return Trolls to the stone from which

they were made. Lightning Bolt and CallLightning affect a Troll as Petrify wouldaffect anyone else.

Garb: Crude clothing, fur/skin loincloth. Grey make-up,tusk-like fangs.Description:

Trolls are as tough and stupid as stone. Their exactorigin is clouded, although some say they are relatedto giants (but I wouldn't suggest that to a giant'sface...). Trolls live in order to eat and play. Eatingmeans fresh meat - raw or cooked - and play meanskilling and pillaging. Trolls are huge (10-12ft./650-850 Lbs.) and immensely strong, with thickbodies and limbs.

Lives: 2Levels:

1st No additional abilities2nd 1 additional life (3 total)3rd 1 additional point of Stoneskin (3 points

total)4th May use any melee weapon5th 1 additional life (4 total)6th 1 additional point of Stoneskin (4 points

total).

UnicornUnicorn(BL: Nashomi)

Type: Mystical CreatureQ/M Ratio 1:1 (QUEST)Armour: None.Attacks: Short sword, considered Red, as horn.Abilities:

1) Heal, as per healer spell. Unlimited usage.2) Teleport, unlimited usage. To Teleport, a

Unicorn must pull a hood over it’s head.This means that the garb for a unicorn musthave a hood.

3) The unicorn must declare a home tree. Aunicorn can wander freely about thebattlefield, and is not tied to this spot. Anydeaths a unicorn receives will not count

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against it’s total number of lives, until thishome tree is destroyed.

4) Additional abilities gained at higher levels.5) Magical Horn, short sword, considered

Bladesharped. Also versus thrusts it does 2points of damage. May only be removedafter the Unicorn has been subdued orkilled. May not be destroyed, but ifremoved the Unicorn loses all abilities. Horn may Mend item as per Mend spell(2/life). Anyone that removes the horn mayuses it's abilities.

Garb: White Cloak and golden horn.Description:

These magical creatures resemble a great white horsewith a large spiraling horn protruding from it’s head.They are very kind hearted, and will usually help outa party in dire need. By this, they will always remainneutral.

Lives: 3Levels:

1st No additional abilities.2nd A unicorn may resurrect a dead person who

is brought to their home tree (3/life).3rd No additional abilities.4th May cast Lost, as per healer. (1/life).5th No additional abilities.6th Lost (3/life).

White RabbitWhite Rabbit(BL: Cheshire)

Type: Mystical CreatureQ/M Ratio 10:1 (QUEST)Armour: 8 points Invulnerability armour.Attacks: 2 short swords.Abilities:

1) Animal Rights Activism, cast by saying "Ihave rights too damnit" x 5. When cast, allScouts and Druids, within a 200ft diameter,must come to the Rabbits aid. AllBarbarians automatically go Berserk.Monsters just ignore the Rabbit's pleas,

because they have their own politicallobbies. 1/battle.

2) Cuteness Spell, cast by saying "youwouldn't hurt a cute little thing like me,would you?" x3. Range 20 ft. The victimmust follow the Rabbit around gaping likean idiot for a 100 count, before returning tohis base to tell her friends about the cutelittle bunny they just saw.

3) Immune to all magic that charms, controls,holds, yields, or sleeps. Enchanted weaponsdo normal weapon damage.

Garb: A white, furry bunny suit complete with ears. What,were you expecting something dignified?Description:

From the lowest depths of hell emerges the mostfearsome creature of all: the WHITE RABBIT! Well,it IS viscous. Honest. I'm not lying. It has BIG teeth!Well, look at the bones! Don't say I didn't warn you!

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UNDEAD CREATURESUNDEAD CREATURESAll undead creatures are immune to the following unless otherwise noted: Charm, Subdual blows, Stun Arrow, Stun

Weapon, Sleep, Mass Sleep, Poison, Touch of Death, Curse, Mutual Destruction, Finger of Death, Doomsday, and class abilitiesthat steal lives. Any Undead creature that is successfully Banished or Turned, as per Healer or Monk, three times in one life losesthat life. Undead are NOT immune to their own magics.

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BansheeBanshee(BL: Naes/Argon)

Type: Undead CreatureQ/M Ratio 4:1Armour: None.Attacks: Single dagger.Abilities:

1) Teleport (3/life) as per wizard. Representsthe ability to become noncorpreal at will.

2) Fear (2/life) as per wraith.3) Finger of Death (1/life) as per druid.4) Immune to non-magical weapons.5) Immune to charm, control, and stun.6) Doomsday (1/life) as per wizard, but only

requires a count up to 150.7) Touch of Death (1/life) as per wizard.

Vulnerabilities1) Banish or Dispel magic will kill a Banshee.

Garb: Soiled and torn finery.Description:

An undead elven female, whose hatred of life is sogreat, it sustains her even after death. The bansheecries out her hatred in a voice so terrible it can kill.Usually appears as a female in rotted robes of oncefine fashioning.

Lives: 2Levels: 1st No additional abilities.

2nd Fear (3/life)3rd No additional abilities.4th Finger of Death (2/life).5th Touch of Death (2/life).6th Doomsday (2/life).

Dread KnightDread Knight(BL: Terarin)

Type: Undead CreatureQ/M Ratio 6:1 (QUEST)Armour: 2 points natural. Up to 4 points more may be worn.

May use Shields.Attacks: Any melee weapon, and javelins.Abilities:

1) All swords only inflict 1 point of damage toa Dread Knight. (red, normal,enchanted,etc.)

2) Immune to all forms of magic, magicweapons do normal damage.

3) Following spells (1/life):Heat Weapon and Pyrotechnics (as perWizard)Sleep and Stun (as per Healer)Finger of Death (as per Druid)Reanimate into Zombie (as per Wizard)

4) Scare (1/life), as per Wraith.5) Paralyzation (as a subdual blow) on touch,

with usage depending on level. Must say“Paralyze.”x1 before striking, blow willinflict no damage.

6) Honour Duel (2/life).Garb: Armour and a skull mask.Description:

Dread Knights are the spirits of heros who committedan immensely evil act, and thus were executed, onlyto be brought back as undead knights who will walk

the earth forever, despairing of their weakness. Theyappear to have been noble people, by their build, andclothing, but all that can now be seen is theirghostlike skeletons, wearing ornate armour, and withdeepest glowing red eyes staring from beneath theirhelms. They posses some magic’s, but prefer to slaytheir foes in melee combat, rather then by a spell.These beings may ONLY be played in specialscenarios, and it is preferred that only those havingalready achieved Knighthood play these creatures.

Lives: 1Levels: None.

GhostGhost(BL: Terarin)

Type: Undead CreatureQ/M Ratio 3:1 (QUEST)Armour: Special. See ability #2.Attacks: By spell only.

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Abilities:1) Ghosts have the following spells: Forcewall

(unlimited) as per Wizard, may have up totwo in existence at once. Extinguish(5/life) by saying “Extinguish.”x5 all fires,spellballs, and flames within 50 feet are putout. Sleep as per healer. Note: a ghost canonly cast a total of 4 sleep spells against anyteam, per game. Dispel Magic as perwizard. Usage by levels.

2) A Ghost is immune to physical attacks,except when casting a spell. When casting,they can be affected by magic, andenchanted weapons.

Garb: White sheet.Description:

Hopelessly wandering the earth, these creatures arethe life force of a restless dead being. They are mostof the time incorporeal, and cannot be harmed in sucha state. They are occasionally tied to an area, butusually are independent. They are pranksters, anddangerous only when provoked.

Lives:3Levels:

1st Dispel Magic (2/life)2nd No additional abilities.3rd No additional abilities.4th Dispel Magic (3/life)5th No additional abilities.6th Dispel Magic (unlimited).

GhoulGhoul(BL: Terarin)

Type: Undead CreatureQ/M Ratio 2:1Armour: 1 point.Attacks: 2 Short swords as claws. Or if a person is

“reanimated” into a ghoul, then they will attack withwhatever weapons they had on them.

Abilities:1) Paralyzation (as a subdual blow) on touch,

with usage depending on level. Must say“Paralyze”x1 before striking, blow willinflict no damage. Paralyzation is throughthe touch of a hand.

2) Anyone slain by a ghoul, will become onefor their next life.

3) Immune to sleep, charm, and yield spells.Garb: Torn and tattered clothing. Gory make-up.Description:

These are undead creatures, roaming graveyards forcarrion and unlucky travelers. They are cunning, butmindless. They feed on human corpses to sustain their“lives.” The only fear they have is that of holiness.

Lives:3Levels:

1st Paralyzation (2/life)2nd No additional abilities.3rd Paralyzation (3/life)4th No additional abilities.5th Paralyzation (5/life)6th No additional abilities.

LichLich(BL: Aramithris and Tawnee)

Type: Undead CreatureQ/M Ratio 3:1Armour: NoneAttacks: Spells, and weapons bought from spell points (as a

6th level Wizard).Abilities:

1) As per an Archmage (sixth level Wizard)and gain all undead abilities.

Vulnerabilities:1) Liches, although they started as Wizards, are

considered Undead when playing Lich, andare therefore affected by spells that turn theUndead, as well as by the Banish spell.

Garb: The rags of once great wizard garb.Description:

Liches are not a normal monster class, but are worthmentioning. To play a lich, a person must be a 6thlevel Wizard, and have bought the spell called Lich.They are, however, still a monster that should benoted. They are actually a corpse of a powerfulArchmage that has been reanimated by theArchmage's spirit, thus giving it an undead status.They are always very cunning, extremely intelligent,and disgusting to be near. Their attitudes depend onthe Wizard him(her)self.

Lives: As per the Lich enchantment (6th level Wizard spell).Levels: Seeing as Liches are already 6th level Wizards, theydo not have levels as a monster.

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MummyMummy(BL: Morbid)

Type: Undead CreatureQ/M Ratio 3:1Armour: 2 points natural armour.Attacks: Single short weapon, and touch of hand.Abilities:

1) Touch of Death (as per assassin ability) ,with unlimited usage. Note: No casting timeis necessary, may not be extended throughsword.

2) Mummies are immune to all piercingattacks, as well as arrows.

3) Mummies are immune to all magics, withthe exception of Fire and Lightning spells.

4) Additional abilities at higher levels.Vulnerabilities:

1) Fire and Lightning spells have full effect.Garb: Wrapped in bandages.Description:

Mummies are undead creatures that are the corpses ofhumanoids, wrapped in bandages, and filled withpreserving fluids, they are usually associated with acurse. If something concerning the mummy has beendesecrated, the mummy may come back to life to killthe guilty party. Other times, it is merely a spirit thathas inhabited a body to wreak havoc on the locals.They are quite mindless, and will destroy anyone oranything that gets in their way.

Lives: 3Levels:

1st No additional abilities.2nd Short Sword is considered ‘RED’ weapon.3rd No additional abilities.4th 1 additional point armour (3 total)5th Scare Ability, as per wraith. (2/life)6th May heal itself as it ‘rejoins’ the fragments

of it’s body (2/life).

NosferatuNosferatu(BL: Naes)

Type: Undead CreatureQ/M Ratio 4:1 (QUEST)Armour: 1 point.Attacks: Short swords, and or daggers only.Abilities:

1) Yield spell, as per wizard, 50’ range. Usageper levels.

2) Teleport, as per wizard. Simulates ability ofvampire to turn gaseous in form. Uses perlevels.

3) Nosferatu are immune to all non-magicalattacks, with the exception of woodenstabbing weapons (ie. arrows and javelins)Note: Enchantments put on a weapon makethat weapon ‘magical’ for the purpose ofaffecting a vampire.

4) Nosferatu regenerate lost limbs in a 50count.

5) Only fire, arrows, or other wooden stabbingweapons will kill a Nosferatu. Killing blowswith a magical weapon will cause a vampire

to turn to gaseous form, and return to its lair(or home base) for a 150 count. This doesnot use its teleporting abilities, but is merelyan escape mechanism. For the mechanics ofgame play, Lightning spells count as fire.

6) Nosferatu are immune to the followingspells: Yield, Touch of Death, Lost, Sleep,Confusion, Feeblemind, Fear, and all Bardicmagics. Nosferatu are immune to thefollowing abilities: Touch of Death,Vibrating Palm, and Poison. Note: Petrifyand Flesh to Stone will turn a Nosferatu intogaseous form (see #5)

7) A Nosferatu may not be Resurrected,Healed, Reanimated, Transformed, orReincarnated. Summon Dead will bring adead vampire back to life, as if it were aresurrect spell.

8) Affected by Healer and Monk abilities asper the AMGTARD: Handbook on the Rulesof Play.

9) A Nosferatu may never be subdued.10) Any weapon wielded by a Nosferatu does 2

points of damage to armour, as thoughWarrior Improved Weapon.

11) Anyone killed by a Nosferatu 3 times in onegame, will become a Nosferatu for theremainder of their lives, under the control ofthe original Nosferatu. The Nosferatu musthave black headbands, and additional copiesof the Nosferatu class to give to the newNosferatu.

Garb: Black garb.Description:

These are foul undead beings who are forced to drinkthe blood of the living in order to survive. They arefearsome, vicious creatures, who roam the night andare always notable by their large canines andtendency toward dark clothing. They are weakened bydirect exposure to sunlight, and are usually found ingraveyards, haunted keeps, and other unseemly places,from which they hunt.

Lives: 3Levels:

1st Yield (1/life).2nd Teleport (1/life).3rd Yield (2/life).4th No additional abilities.5th No additional abilities.6th Teleport (2/life).

PoltergeistPoltergeist(BL: Chesire)

Type: Undead CreatureQ/M Ratio 3:1Armour: None initially.Attacks: Single short sword, and spells.Abilities:

1) Touch of Death, as per the Assassin ability(3/life).

2) Spell of Wounding (as per the Healerability) 2/life.

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3) Teleport, as per the Wizard enchantment,does not have to declare a designation(3/life).

4) Immune to Hold Person spells (HoldPerson, Entangle, Ice ball, etc.)

Vulnerabilities:1) Poltergeists are Undead, and are affected by

Turn Undead and Banish spells. 2) If Banished three times in one life, they are

considered "Exorcised" and die from game.Garb: Tie-dyed robes.Description:

Poltergeists are similar in background to Ghosts, butare the spirits of violent persons, whose lust for bloodcould not be quenched in the after life. Poltergeistsare, plain and simply put, evil in one of its purestforms, and should be avoided whenever possible.

Lives: 3Levels:

1st No additional abilities.2nd 1 point of natural armour. Spell of

Wounding becomes 2/life.3rd Spell of Wounding becomes 3/life.4th No additional abilities.5th Any creature killed twice by a Poltergeist

becomes a Poltergeist under its control.6th Possession, Cast by saying "I possess your

body and soul"x5, range 20 ft. This spell isconsidered to be a Charm type magic. Theyperson affected becomes the slave of thePoltergeist and must obey all its"reasonable" commands for the duration ofthat victim's life. The Poltergeist isconsidered to be in the victim, and cannotbe touched until the victim is killed, or untila Heal or Resurrect is cast on the victim.The Poltergeist, if either of the above spellsis cast, appears within 20 ft. of the victim(within a 10 count). When a victim iskilled, the Poltergeist does not lose a life. APoltergeist may use all of its abilities wilepossesing.

SkeletonSkeleton(BL: Rakasta)

Type: Undead CreatureQ/M Ratio 4:1Armour: May wear up to two points initially.Attacks: Weapons as per Warrior of same level, except no

projectiles.Abilities:

1) Any damage past armour kills it (ie. oneshot deaths).

2) Immune to all verbal death and mind effectmagics.

3) Come back to life in 100 count without lossof life.

4) Regenerate wounds in 50 count.5) Lightning Bolt acts as Iceball due to bones

fusing.Vulnerabilities:

1) Crushing attacks, such as those by a mace,cause double damage.

2) Resurrect turns a Skeleton into a Warrior ofthe same level.

3) Does not resurrect from flame spells orSphere of Annihilation.Garb: Skull mask and bones.Description:

Animated undead pile of bones.Lives: 1Levels: 1st No additional abilities.

2nd May wear an additional point of armour.3rd One additional life, for a total of two.4th May wear an additional point of armour,

maximum 4 points.5th May use a javelin.6th One additional life, for a total of three.

Skeleton WarriorSkeleton Warrior(MS: Malice)

Type: Undead CreatureQ/M Ratio 5:1 (QUEST)Armour: 1 point. Additional as per warrior. Maximum 6 points.Attacks: As per warrior class.Abilities:

1) Control Circlet, possessor of the circletmay control the Skeleton Warrior. Thecontroller must have the circlet on their headto control the Skeleton Warrior. If nobodyhas the circlet on their head, the SkeletonWarrior has a free will. If the Circlet goesmore then 200’ from the Skeleton Warrior,or the Skeleton is out of sight of the Circlet,then control is lost. When control of theSkeleton is lost, the warrior heads directlyfor the former controller, killing anyone init’s path. It will not stop until that person isdead, or someone else controls the Skeleton.

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2) Immune to Death magic, sleep, charm andcontrol magic, hold person, flame andlightning, and stun.

3) Death for a Skeleton Warrior is only a 100count. Then he re-assembles himself and hisequipment, and continues. This does notcount as a death, and will heal himcompletely, as well as mend all his armour.

4) If the Circlet is placed on the SkeletonWarriors own head, he will disappear intodust. This is the ONLY way to truly killthe Skeleton Warrior.

Garb: Skull mask and bones.Description:

Formerly powerful fighters, skeleton warriors areundead lords forced into their nightmarish states bypowerful wizards who trapped their souls in goldencirclets. The sole reason that skeleton warriors remainon this plane is to search for and recover the circletsthat contain their souls.

Lives:1Levels:

1st No additional abilities.2nd Piercing weapons do no damage. Note:

Piercing weapons still effect armour worn.3rd Improve Weapon (1/life) Same as warrior

class ability.4th No additional abilities.5th Touch of Death (1/life) As per Assassin

ability.6th Gains a natural Immunity to Magic. This is

non-magical in nature.

SpectreSpectre(BL: Rakasta)

Type: Undead CreatureQ/M Ratio 2:1Armour: NoneAttacks: Spells only (see below.)Abilities:

1) Consume Soul, Invoke by saying, "Iswallow your soul."x5, while touching adead victim. Victim loses one life whileSpectre gains one life. May be used onceper life.

2) Spectres have the following spells:a) Force Wall unlimitedly, but no

more than two may be active atone time.

b) Extinguish, Invoked by chanting,"Extinguish"x5. Any type of fire(except Sword of Flame ),including lightning bolts, areextinguished.

c) Sleep spell. Only four spells pergroup in quests.

d) Dispel Magic.3) A Spectre is immune to all physical attacks,

except when casting a spell. When castinga spell, only magic or an enchanted weaponwill harm a Spectre.

4) Touch of Death (2/life).Garb: Black sheet.

Description:Spectres are very malicious and evil Ghosts with onefrightening difference, they may prey upon the verysoul of the dead.

Lives: 1Levels:

1st Dispel Magic (2/life).2nd Extinguish (1/life).3rd Extinguish (2/life).4th Dispel Magic (3/life).5th Sleep spell (1/life), as per Healer.6th Dispel Magic (4/life).

Notes: For the sake of game balance, a Spectre may nevertake more than 2 lives from any one person with theConsume Soul spell for itself. However, the victimwill still loose a life and have their spirit severed.Thus a Spectre has a maximum of three lives.

VampireVampire(BL: RAN)

Type: UndeadQ/M Ratio 2:1Armour: NoneAttacks: By ClassAbilities:

1) Abilities as per a normal Amtgard class andlevel. Vampires are master infiltrators.

2) May not be harmed by any means other thanfire/lightning attacks or by thrust/stabweapons (normal or enchanted).

3) Steal Life, as per the Anti-Paladin ability,once per life.

4) Optional: Anyone killed by a vampire androbbed of a life by the same will become avampire under the control of the originalvampire.

Garb: White make-up with a black arm-band.Description:

Vampires are the ultimate form of parasite. Theysustain their undead immortality with the blood of theliving. Provided with regular 'meals' a vampire couldlive virtually forever.

Lives: 1Levels: By Class

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WraithWraith(BL: Terarin)

Type: Undead CreatureQ/M Ratio 3:1Armour: 2 points, up to 4 additional points may be worn.Attacks: Swords only, as per warrior.Abilities:

1) Wounding, as per Wizard. (1/life)2) Scare, must say “I make thee afraid”x3,

range 20ft. This will make the person afraidof the wraith for a 1000 count. They maynot attack the wraith during this time, andwill tend to stay away from it. (1/life)

3) Teleport, as per Wizard. (1/life)

4) Sever Spirit, as per Healer. (1/life)5) Immune to all sleep and control spells.6) Other abilities gained at higher levels.

Vulnerabilities:1) A Banish spell will disrupt a Wraith’s

energies, resulting in its death.Garb: Black robes.Description:

These vile beings are a form of undead hailing fromthe Negative plane of existence. They are destructive,and live for the terror they cause their victims.Wraiths appear as dark, shadow like humanoids, or asblack mists.

Lives: 3Levels:

1st No additional abilities.2nd Gains immunity to Hold Person.

Sever Spirit (2/Game).3rd Heat Weapon, as per Healer (1/life).4th Sever Spirit (1/life).5th Scare (2/life).6th Gains an immunity to all death magics, and

a Wraith is now capable of “draining” aperson’s level, once per life. Anyone thisability is used upon is reduced by one levelfor the rest of that victim’s life, and allabilities and/or spells are reduced to thatlower level. This ability is done through thetouch of the wraith, and must be announcedto all possible victims, due to the “cold andthreatening aura” that surrounds the wraith.

ZombieZombie(BL: Nashomi)

Type: Undead CreatureQ/M Ratio 8:1 (QUEST/Special Scenario)Armour: None.Attacks: Any melee weapon.Abilities:

1) Zombies carry a mystical ‘virus’ which turnsanyone killed by a zombie into a zombie,themselves.

2) A zombie’s death time is only a 100 countwithout loss of life.

3) A zombie regenerates lost limbs in a 50count.

Vulnerabilities:1) Any fire or lightning based spell will

instantly kill a zombie. Also, Cure Diseasespell will turn an animated corpse back intoa human being. Afterwards, however, thatperson may have cravings for raw red meat,and brain matter.

Garb: Rags and the more gore the better.Description:

Foul unfortunate creatures that are doomed to wanderthe earth as undead. They are corpses who have beendoomed to ever roam in search of brains to eat. Thereseem to be two types: the cursed ones, who know nomore then the lust for blood and the need to wander,and those who were raised by an evil spell of somesort, and now exist only as animated corpses.

Lives: Unlimited.Levels: None.

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