Transcript

Appendix

Monstrous CompendiumCREDITS

Design:Scoff Davis: Allura, Contemplator, Grav, Gullion, Insectare, Pristatic,

Silatic;Newton Ewell: Bionoid, Constellate, Firebird, Gadabout, Gammaroid,

Gossamer, Great Dreamer, Grell, Sleek, Spirit Warrior, Starfly,Stargazer, Star Selkie, Stellar Dragon, Witchlight Marauders,Xixchil, Zurchin;

John Terra: Alchemy Plant, Aperusa, Astrosphinx, Autognome,Bloodsac, Buzzjewel, Dohwar, Dreamslayer, Dweomerbom, Fal,Feesu, Firelich, Flowfiend, Gonn, Greatswan, Lhee, MercurialSlime, Meteorspawn, Monitor, Moon Dragon, Scro, Skullbird,Sluk, Space Owl, Space Swine, Stellar Undead, Sun Dragon,Yitsan

Original Design Concept for Monstrous Compendium: David "Zeb"Cook, Steve Winter, and Jon Pickens

Editor Allen VarneyTypesetting: Gaye O'KeefeArtistic Coordinator Peggy CooperCover Art: Jeff EasleyInterior Art:: Thomas Baxa and Mark Nelson

Distributed to the book trade by Random House, Inc., and in Canada by Random House Ltd. Distributed to the toy and hobbytrade by regional distributors. Distributed in the United Kingdom by TSR Ltd.

Distributed to the book trade in the United Kingdom by Random Century Group.

This work is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of thematerial or artwork herein is prohibited without the express written consent of TSR, Inc.

ADVANCED DUNGEONS & DRAGONS, GREYHAWK, DRAGON, and AD&D are registered trademarks owned by TSR, Inc.SPELLJAMMER, POLYHEDRON, and the TSR logo are trademarks owned by TSR, Inc.•1991 TSR, Inc. All Rights Reserved. Printed in the U.S.A.ISBN #1-56076-071-0

TSR, Inc.POB 756Lake GenevaWI 53147

TM

TSR, Inc.

TSR, Ltd.120 Church End, Cherry Hinton

Cambridge CB1 3LBUnited Kingdom

Sam

ple

file

ALPHABETICAL INDEX TO SPELLJAMMER™ MONSTERSThis index includes all monsters published todate for the ADfcD* SPELLJAMMER" cam-paign background. The code following eachmonster's name designates its source:

W-Lorebook of the Void in the SPELLJAMMER Campaign Set

M C 7 - t h e first SPELLJAMMER MonstrousCompendium

MC9—this Monstrous CompendiumSJAl—Adventure 1, WildspaceSJA2—Adventure 2, Skull & CrossbowsSJA3—Adventure 3, Crystal SpheresSJRl—Accessory 1, Lost ShipsD#159—DRAGON* Magazine #159, July

'90PI53-POLYHEDRON™ Magazine #55

(Sept/Oct 90)

Aartuk MC7Air Stealer, see ShadowspongeAlbari MC7Alchemy Plant MC9Allura MC9Ancient Mariner MC7Andeloid DI159Aperusa MC9Arcane LVArchlich, see Lich, ArchArgos MC7Astereater MC7Asteroid Spider, see Spider, AsteroidAstrosphinx, see Sphinx, AstroAutognome MC9Beholder Mage SJAlBeholder-Kin MC7Beholder, Undead (Death Tyrant) SJRlBeholder Eater (Thagar) SJRlBeholder LVBionoid MC9Blazozoid MC7Bloodsac MC9Bubble, Giant, see TinkererBuzzjewels MC9Chakchak P#55Chattur MC7Clockwork Horror MC7Colossus MC7Comet Steed SJA3Constellate MC9Contemplator MC9Death Shade SJA2Death Tyrant, see Beholder, UndeadDeGleash Plasmoid, see PlasmoidDelNoric Plasmoid, see PlasmoidDelphinid MC7Director, see Beholder-KinDizantar MC7Dohwar MC9Dracon LVDragon, Moon MC9Dragon, Celestial, see Dragon, RadiantDragon, Stellar MC9Dragon, Sun MC9Dragon, Radiant (Celestial) LVDreamslayer MC9Dweomerbom MC9Elmarin LVEphemeral LVEsthetic MC7Examiner, see Beholder-KinFal MC9Feesu MC9Fire-Breathing Phase Doppleganger Giant

Space Hamster, see Hamster, Giant Space

Firebird MC9Firelich MC9Flow Barnacle SJRlFlowfiend MC9Focoid MC7Fractine MC7Furnace Golem, see Golem, FurnaceGadabout MC9Gammaroid MC9Giant Bubble, see TinkererGiant, Spacesea MC7Giant Space Hamster, see Hamster, Giant

SpaceGiff LVGith, Pirate of, see Pirate of GithGolem, Radiant MC7Golem, Furnace MC7Gonn MC9Grav MC9Gravislayer MC7Great Old Master, see NeogiGreat Dreamers MC9Greatswan MC9Grell, Colonial MC9Grimgobbler, see Beholder EaterGrommam MC7Gullion MC9Haagathga, see BloodsacHadozee MC7Hamster, Giant Space MC7Hive Mother, see BeholderHorror, Clockwork, see Clockwork HorrorHurwaet, see WiggleInfernite D#159Infinity Vine, see Vine, InfinityInsectare MC9Isopterite SJA3Jammer Leech MC7Kindori (Space Whale) LVKrajen LVLakshu MC7Leech, Jammer, see Jammer LeechLensman, see Beholder-KinLhee MC9Lich, Arch SJRlLumineaux MC7Lutum (Mud-Woman) MC7MagiStar P#55Mariner, Ancient, see Ancient MarinerMen: Wonderseeker SJRlMercurial Slime MC9Metagdem D#159Meteorspawn MC9Mimic, Space MC7Misi MC7Monitor MC9Moon, Rogue MC7Mortiss MC7Mud-Woman, see LutumMurderoid MC7Nay-Churr MC7Neogi: Undead Old Master SJRlNeogi LVOntalak Plasmoid, see PlasmoidOortling P#55Orbus, see BeholderOverseer, see Beholder-KinOwl, Space MC9Phlog-Crawler MC7Pirate of Gith MC7Plasman MC7Plasmoid MC7Pristatic MC9Puffer MC7

Pyroserpent SJA3Q'nidar MC7Radiant Golem, see Golem, RadiantRastipede MC7Reigar MC7Rock Hopper MC7Rogue Moon, see Moon, RogueSalt Wiggle, see WiggleSarphardin (Watcher) SJRlScawer LVScro MC9Selkie, Star MC9Sentinel SJAlShadowsponge (Air Stealer) SJRlShakti, see ReigarSilatic MC9Silver Slime SJAlSkullbird MC9Sleek MC9Slime, Mercurial, see Mercurial SlimeSlime, Silver, see Silver SlimeSlinker MC7Sluk MC9Space Drake SJA2Space Whale, see KindoriSpace Mimic, see Mimic, SpaceSpace Swine MC9Space Hamster, Giant, see Hamster, Giant

SpaceSpacesea Giant, see Giant, SpaceseaSpaceworm SJRlSphinx, Astro MC9Spider, Asteroid MC7Spirit Warrior MC9Spiritjam MC7Starfly MC9Stargazer MC9Survivor MC7Swamp Wiggle, see WiggleSyllix MC7Symbiont MC7Thagar, see Beholder EaterTinkerer (Giant Bubble) SJRlUndead, Stellar MC9Undead Old Master, see Neogi: Undead Old

MasterUndead Beholder, see Beholder, UndeadVampire SJA3, MCIVine, Infinity MC7Watcher, see SarphardinWatcher, see Beholder-KinWiggle (Hurwaet) MC7Witchlight Marauders MC9Wizshade MC7Wonderseeker, see Men: WonderseekerWryback MC7Xixchil MC9Yitsan MC9Zard MC7Zodar MC7Zurchin MC9

Sam

ple

file

Alchemy Plant

CLIMATE/TERRAIN:FREQUENCY:ORGANIZATION:

AnyVery rareSingle Plant

ACTIVITY CYCLE:DIET:INTELLIGENCE:TREASURE:ALIGNMENT:

NO. APPEARING:ARMOR CLASS:MOVEMENT:HIT DICE:THACfcNO. OF ATTACKS:DAMAGE/ATTACK:SPECIAL ATTACKS:SPECIAL DEFENSES:

AnyAnySemi- (1)NilNeutral

1See belowNil1NilNilNilNilSee below

MAGIC RESISTANCE:SIZE:MORALE:XP VALUE:

NilS (1-3' tall)Nil25

An alchemy plant can change its essence into that of any inor-ganic matter that touches it. The plant can also convert one mate-rial into another, as explained below. Matter that was formerlyalive, such as a wooden staff, cotton or wool clothing, or acorpse, also qualifies for transformation purposes. The plant ishighly sought by alchemists.

The plant normally looks like an unremarkable bush with ser-rated green leaves. It grows anywhere, using its transmuting abil-ity to thrive in exotic environments. The only distinguishingcharacteristic is the lack of other vegetation in a 1' radius aroundthe plant.

Combat: The alchemy plant easily falls victim to a thoughtlessswing of an adventurer's sword or the teeth of a hungry her-bivore. However, it senses other live plants growing within 20';when such plants take damage, the alchemy plant recognizes thisand instinctively reacts to preserve itself by transforming intosome nearby substance.

For this reason, the alchemy plants that survive best grow be-side rocks. As a herbivore is about to chomp into the succulentbrown stalks, the alchemy plant turns into a plant-shaped rock.The plant can also transform in the split-second after a weaponmakes contact and before it cuts through the plant, resulting in asolid steel plant. The plant saves vs. crushing blow, using thecolumn appropriate to the material it has duplicated. Of course, aweapon striking such a plant must also save! The transformationlasts so long as danger still threatens.

Habitat/Society: Alchemy plants grow wild, converting inor-ganic matter in the soil into food. They do not photosynthesize;thus, they do not require light. Alchemy plants take in carbon di-oxide and exhale oxygen, providing an important service to spell-jamming vessels.

The alchemy plant can transform substances into other sub-stances. When two objects touch the plant, one is transformedinto the other's substance. Roll randomly (an even chance) to de-termine the object transformed. Thus, to make, the plant creategold, touch the plant with a rock, then a piece of gold—and crossyour fingersl An alchemy plant can convert one pound of matterper foot of plant height, to a maximum of three pounds. Thetransformation works only once per day.

Supposedly smart people have touched gold to an alchemyplant, watched the plant turn to gold, then pulled it out of theground. The result is a dead green bush: The plant must stay aliveto keep its own transformation intact, though this does not applyto other transformed matter.

A charm plant spell or a potion of plant control ensures pre-cisely the transformation the caster desires. Attempts to convincethe plant to effect a transformation using speak with plants sel-dom work. The plant cannot be bullied, as it has no concept of itsown death or pain. Only a druid can hope to convince the plantto create a transformation; the druid must make an Intelligencecheck to succeed.

Alchemy plants cannot duplicate magical energy. Thus, for in-stance, a candle of invocation touched against the alchemy plantcreates only a small block of wax.

Every month, the alchemy plant has a 5% chance to produce anew seed. The seed is hurled by explosive force to a new spot 10d6yards away from the parent. (An unfortunate character who in-tercepts the seed in its flight takes 1 hp damage.) The seed growsfrom seedling to maturity in two weeks.

Ecology: Alchemy plants are at the bottom of the food chain, giv-ing nutrition to wandering herbivores. Beyond this, only sages,mages, and alchemists have any interest in the plant, since its per-formance is undependable. Still, the alchemy plant can be foundon board human, elvish, and illithid ships, where it freshens theair and possibly provides needed substances.

Sam

ple

file

Allura MC9

CLIMATE/TERRAIN: AnyFREQUENCY: Very rareORGANIZATION: GroupACTIVITY CYCLE:DIET:INTELLIGENCE:TREASURE:ALIGNMENT:

NO. APPEARING:ARMOR CLASS:MOVEMENT:HIT DICE:THACO:NO. OF ATTACKS:DAMAGE/ATTACK:SPECIAL ATTACKS:SPECIAL DEFENSES:

AnyOmnivoreHighly (14)WChaotic neutral

1-6696 + 1151Id8 (weapon)SpellsSpells

MAGIC RESISTANCE:SIZE:MORALE:XP VALUE:

20%M(5')Elite (14)975

The allura are a race of reptilian monsters who lure spacefaringmen to their doom using innate magical abilities. They use theirlimited shapechanging power to disguise themselves as beautifulfemales of their victims' race. Spells or devices that pierce illu-sions cannot detect an allura's true form.

The allura most often resemble beautiful human women, al-ways wearing ornate clothing and flashing exquisite jewelry.

Combat: Allura feed on the emotions created by tension, excite-ment, and fear. To gather these emotions, the allura can cast thefollowing spells at 12th level once per day: charm person, sleep,friends, suggestion, demand, clairaudience, clairvoyance, de-lude, and mass suggestion.

The allura have another innate ability, detect life. This abilitylets the allura automatically detect the presence of life within500'.

When a spelljammer appears in their area, the allura quicklyuse clairvoyance to locate the spelljamming wizard and demandto lure him to them. Once they sight the ship, the allura pretendto be shipwreck survivors or escaped prisoners from a slave ship.

Once they board a ship, the allura quickly and invisibly takeover key personnel with their spells. All members of the crew getthe usual saving throws against each spell, but if one allura's spelldoesn't work, the other allura are ready to cast theirs on thestrong-willed crew members. If any can still resist, the allura haveno compunction against fighting more conventionally, using allthe offensive spells and weapons at their disposal.

Once they control most of the crew, the allura create illusionsthat evoke strong emotion, such as battles or the dangers of wild-space. One tale tells of allura who convinced a dragonship crewto attack a neogi deathspider. Though the dragonship was de-stroyed, the allura fed well.

After two weeks, the captured survivors become listless anddrained from the allura's emotional vampirism. Crew members inthis condition have their Constitution, Strength and Intelligencescores temporarily halved. The allura magically incapacitate thenow-useless crew and abandon the survivors on the nearest aste-roid. The allura end up adrift on an empty ship, unable to spell-jam, looking for new victims.

Habitat/Society: Groups of allura stay together for their entirelives. Legends of the spaceways say that they are immortal, al-ways trying to create higher levels of danger for their crews, togarner stronger emotions to feed on, to find new experiences.

Ecology: If the allura don't feed on new emotions every fourmonths, their appearance degenerates, revealing their true reptil-ian form. While in this state, they hide when a ship comes intotheir range and provoke their first victim into fighting a fellowcrew member. Using these emotions to regenerate, they regaintheir beauty in 2d4 rounds.

Sam

ple

file

AperusaCLIMATE/TERRAIN: AnyFREQUENCY: CommonORGANIZATION: ClanACTIVITY CYCLE:DIET:INTELLIGENCE:TREASURE:ALIGNMENT:

NO. APPEARING:ARMOR CLASS:MOVEMENT:HIT DICE:THACO:NO. OF ATTACKS:DAMAGE/ATTACK:SPECIAL ATTACKS:SPECIAL DEFENSES:MAGIC RESISTANCE:SIZE:MORALE:

AnyOmnivoreAverage (8-10)E (O, V)Chaotic neutral (good)

5-50 |612 '1 + 1191By weaponSee belowSee below10%M (5-6' tall)Steady (11)

XP VALUE:Sword:Umbra:Clan leader:

1759759753,000

The Aperusa are wildspace gypsies. They are a swarthy, nimble,handsome folk who dress in colorful silks and lots of jewelry. Forall intents and purposes, they act like groundling gypsies, thoughno one knows whether the Aperusa are groundling gypsies whosomehow made it into space, or spacefarers who met gypsies andchose to imitate them. Like other gypsies, the Aperusa are silentabout their origins, and they resent intrusions into their pasts.This fanatical concealment of their past overrides even their lovefor money and "stuff."

These fun-loving folk wander wildspace in brightly painted,slapdash spelljammers. The Aperusa salvage wrecks, run confi-dence games, engage in petty thievery, and tell fortunes. Theyspeak their own secret tongue, as well as Thieves' Cant and Com-mon.

Combat: Treat most Aperusa as lst-level thieves, their thief skillsmodified by appropriate Dexterity bonuses.

Any Aperusa quickly points out that they are lovers, not fight-ers. They pursue wealth and fun, not combat and its result, pain.They gladly let others fight their battles for them; in fact, theAperusa reward their benefactors by selling them healingbalms—at bargain prices!

If combat is inevitable, the Aperusa try to delay fighting untilthey get the advantage. They defend themselves with shortswords and main-gauches (40%), daggers and slings (30%), ra-piers (20%), or longswords (10%). They wear no armor, trustingtheir tough skin and high Dexterities. Some (20%) wear protec-tion rings and cloaks, or bracers of defense.

Every Aperusa can feign death once per day, usually after tak-ing a small flesh wound, or falling and pretending to hit his head.After the foe leaves the fight, the Aperusa plot a rematch, makingsure the assailants won't know what hit them.

Aperusa are slightly magic-resistant and 75 % immune to all de-tection spells. Their minds cannot be read, and they cannot havepsionic abilities. Furthermore, due to their hearty nature and con-stant exposure to wildspace, Aperusa have learned to use very lit-tle air. Their bodies retain enough air to let them breathe for 2dl0days.

Habitat/Society: Aperusa, not aggressive overall, give the re-sponsibility of fighting and spying to two groups.

The first, Blades, are accomplished warriors, with savingthrows and abilities of 5th-level fighters, along with the normalAperusa thieving skills (also 5th-level). In addition, Blades cancast spells as a 5th-level bard. Thus Blades can power the helm ofa spelljammer. Blades are responsible for strategy and tactics fortheir clans. Only males can be Blades.

The second group, the Umbra, are spies who infiltrate otherraces to gather information, scout, and (rarely) assassinate apowerful enemy. Umbra are 5th-level thieves and have the spellabilities of a 5th-level bard. Males and females can be Umbra. Inrare cases, some races hire Umbra to carry out spy missions. TheUmbra usually cannot resist pilfering a few things for themselves,and they usually get caught.

Clans: For every 10 Aperusa there are two Blades and one Um-bra. (Blades and Umbras look like normal Aperusa.) Twenty ormore adult Aparusa make up a familial clan, led by a matriarchor patriarch (or both) of 10th level—the eldest male and his wife.The clan includes 2d6 children who have the skills of lst-levelthieves, the first skills taught to them. Aperusan clan surnameshave a distinctly wildspace flavor. The best known clans are theWildjammers, Phlogestos, and the Astralusians.

Clan leaders, called Beloved Grandfather and Beloved Grand-mother, are either Blades or Umbras, with appropriate abilities at10th level. A leader usually has at least one protective magicalitem, often a symbol of authority. Clan leaders do not enter com-bat, though in direst emergencies they can summon a constellate(q.v.) once per year to fight for their clans. The leader perma-nently loses 1 hp for each summoning.

If the Grandfather dies, his widow rules the clan, but she maynever remarry. If the Grandmother dies instead, the Grandfathermay remarry. Aperusans are monogamous.

Culture: Aperusan culture is thoroughly sexist. Males, consid-ered the brains and brawn of the clan, make all decisions, enjoythe most freedom, and take the best loot found. Females, besides

Sam

ple

file

Aperusa

bearing children, doing domestic duties, and tending the sick andwounded, serve the clan in "glamorous" roles like fortunetellers,bait for scam victims, and dancers.

Truly motivated women can become Umbras, though suchwomen still must obey orders from any adult male. Males viewnon-Aperusan women no better. They especially enjoy taking ad-vantage of women who think the gypsy life "romantic."

The Aperusa have no single faith; rather, in an effort not to of-fend or slight any patron whose good graces may someday beneeded, they worship whoever seems most impressive at the mo-ment. If an Aperusa is healed by a cleric of Ptah, for instance, thewhole clan will be impressed and undergo a mass conversion. Ev-eryone sings and chants to Ptah, wears Ptah's symbols, andswears eternal loyalty to Ptah. This lasts until a cleric of anotherpatron performs a similar feat the following week, whereupon theAperusa undergo mass conversion and swear to follow the newpatron until the end of time.

Aperusa clans excel at making loaded dice, decks of cards (nor-mal and marked), and small melee weapons such as daggers,knives, darts, and mains-gauche.

Ecology: The Aperusa help keep wildspace tidy, because theywander space collecting salvage. They are notorious packrats, forthey never know what debris may be in demand.

Inquiries about an Aperusan homeworld are usually greetedwith, "What's a homeworld?" Still, some scholars and shamefullyoptimistic adventurers insist the homeworld exists and is clut-tered with treasures that all Aperusa clans give as tribute to thesovereign "King and Queen of the Aperusa."

Proponents of the homeworld theory each point to one solidpiece of evidence: star maps that show the location of theAperusa homeworld. Of course, the maps were bought from theAperusa. Of course, no two maps are alike. Of course.

Relations With Other Races

Because of the Aperusa's troublemaking, many other races donot get along with them. The Aperusa act blissfully unaware ofthis enmity, wonder what all the fuss is about, feign an innocentair, and languidly dismiss tales of Aperusa cunning and trickery.Their most quoted expression is "Who, us?"

The dohwar (q.v.) hate the Aperusa, for the gypsies are im-mune to the dohwar's mind-reading abilities. Even worse, theAperusa are flooding the market with their own cheap goods andservices, offering more competition to the dohwar, who are al-ready exhausted trying to keep up with the Arcane. Thus mostdohwar, in sheer frustration, lash out at the Aperusa or run themover with a space swine (q.v.).

Aperusa adore the reigar. Though the feelings are not mutual,the reigar do not dislike the Aperusa, preferring to judge them onan individual basis. The Giff tolerate the gypsies, who hire themoften. Only the Arcane truly frighten the Aperusa; the Arcane arejust too strange for their taste. On the other hand, the Arcanehave no qualms about dealing with the Aperusa.

Tinker gnomes and the Aperusa like each other. Lots of tradinggoes on at their rioutous parties, since the gnomes love the slap-dash Vagabond ships (see below), and the gypsies enjoy gnomishinventions.

Aperusan Characters

Aperusan characteristics are generated as humans, but Dexter-ity, Constitution, and Charisma must be at least 15.

Adult male Aperusans usually have the Land-riding, Gaming,Appraisal, and Tumbling non-weapon proficiencies. Females usu-ally have Cooking, Dancing, Fortunetelling, and Healing. Bladeshave Blind-fighting, Endurance, Running, and Weaponsmithing.Umbras have Disguise, Read Lips, Information Gathering, andObservation. Beloved Grandmothers learn Herbalism, Astrol-ogy, and Spellcraft.

Clan members are fiercely loyal, first to their nuclear family,then to their clan, and finally to their race. Though not usually lit-erate, the Aperusa have their oral history and traditions. Liketrue salvage experts, they borrow and incorporate and pieces ofother cultures.

Though unpredictable, the Aperusa almost never hurt anyoneunless they are hurt first. But vendettas against particularly harshenemies are not unheard of. Aperusa have long memories. Still,the Aperusa are content to wander the stars, collecting the livingthat they feel that the multiverse owes them. Even so, their theftsand con games are small operations. Since they know what it is tolack things at times, Aperusa do not pull scams on poor, starvingfolk. Unfortunately, not many sailors of wildspace are poor, sothe gypsies have no qualms about robbing or swindling spell-jammers.

The Aperusa Vagabond

Built by:Used primarily by:Tonnage:Hull Points:Crew:Maneuver. Class:Landing—Land:Landing—Water

AperusaAperusa30 tons3010/40EYesNo

Armor Rating:Saves as:Power Type:Ship's Rating:Standard Armament:Cargo:Keel Length:Beam Length:

7Thick woodMinor helm5None15 tons90'20'

The Vagabond is an assorted collection of parts from other ves-sels, usually attached to a wooden hull. The ships are asymmetri-cal nightmares, but they work. Vagabonds are painted in bright,clashing colors, with multi-colored banners hanging from maststhat seem to have no apparent function. They are unarmed. Eachclan has its own ship, though some large clans require two ormore ships.

Sam

ple

file


Recommended