Monsters

www.projectaon.net

this is Mr. Dever's pet project, providing the original gamebooks for our reading pleasure online or offline in an HTML base.

Give it a look - it's one of the best things on the net!

PS - there were nine novels if I am not mistaken....
 
Ordovician said:
Here's my first!

*****
Noodnic
Small Humanoid
End Dice: ½d8 (2 Endurance)
Initiative: +1 (+1 Dex)
Speed: 20 ft., climb 15 ft., swim 15 ft.
Armor Class: 13 (+1 size, +1 Dex, +1 patchwork), flat-footed 12
Base Combat Skill: +0
Attack: "Pike" -1 melee (1d4-2)
Full Attack: "Pike" -1 melee (1d4-2), bite -1 melee (1d3-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: --
Saves: Fort +0, Ref +1, Will +2
Abilities: Str 6, Con 10, Dex 13, Int 8, Wis 14, Cha 6
Skills: Acrobatics +11, Athletics +9, Climb +9, Stealth +7
Environment: Temperate land
Organization: Solitary, pair, commune (3-18 ) or nest (10-100)
Challenge Rating: 1
Allegiance: Usually Unaligned
Advancement: By character class

The creature is utterly annoying. Looking something like a marsh-rat somehow imbued with the gift of speech, it has a somewhat regal bearing in its many-colored tunic and foppish hat, complete with feather, its nose twitches as it speaks.

Skills: A Noodnic may always take 10 on a Climb check, irregardless of conditions.

Noodnics are small rodent-like creatures that are found throughout the Lastlands and elsewhere. They have a primitive sort of intelligence and are merciless scavengers, often wearing clothing made of whatever scraps of cloth they can patch together. Oftentimes, a Noodnic will wield a tiny knitting needle as a soldier would a pike, or a cut-throat’s dagger as a knight would a sword. They have a noted fondness for gold.

Dang, you beat me to it. I would add that they are around two-feet tall, and are found in Tarnalin where they warn the Duranese of any hazards in the tunnel. A few other changes I would make:

I probably wouldn't give them an armour bonus for their patchwork, as no other clothing does.

I'd probably change their Environment to Underground, as far as I know they are never encountered except within Tarnalin.

Their challenge rating should only be about 1/3, 1 is way too high.

Other than that looks good!
 
adgramaine said:
PS - there were nine novels if I am not mistaken....

Tweleve.

Eclipse of the Kai
The Dark Door Opens
The Sword of the Sun
Hunting Wolf
The Claws of Helegdad
The Sacrifice of Ruanon
The Birthplace
The Book of the Magnakai
The Tellings
The Lorestone of Varetta
The Secrets of Kazan-Oud
The Rotting Land
 
Here's the book list

5 Kai Books

Flight from the Dark
Fire on the Water
Caverns of Kalte
Chasm of Doom
Shadow on the Sand

7 Magnakai books

Kingdoms of Terror
Castle Death
Jungle of Horrors
Cauldron of Fear
Dungeons of Torgar
Prisoners of Time
Masters of Darkness

13 Grand Master books

Plague Lords of Ruel
Captives of Kaag
Darke Crusade
Legacy of Vashna
Deathlord of Ixia
Dawn of the Dragons
Wolfs Bane
Curse of Naar

8 New Order books

Voyage of the Moonstone
Buccaneers of Shadaki
Mydnights Hero
Rune War
Trail of the Wolf
Fall of Blood Maountain
Vampirium
Hunger of Sejanoz

4 World of Lone Wolf (Grey Star) books

Grey Star the Wizard
Forbidden City
Beyond the Nightmare Gate
War of the Wizards

12 novels (Legends series)

Eclipse of the Kai
The Dark Door Opens
The Sword of the Sun
Hunting Wolf
The Claws of Helgedad
The Sacrifice of Ruanon
The Birthplace
The Book of the Magnakai
The Tellings
The Lorestone of Varetta
The Secret of Kazan-Oud
The Rotting Land

1 graphic novel


The Skull of Agarash

1 other book

The Magnamund Companion
 
Quoku
Medium Animal

End Dice: 3d8+6 (19 Endurance)
Initiative: -1
Speed: 15 ft., 30 ft. (fly)
Armour Class: 15 (-1 Dex, +6 natural)
Base Combat Skill: +2
Attack: Claw +4 melee (1d4+2 plus poison) or tongue +4 melee (no damage but grapple)
Full Attack: Claw +4 melee (1d4+2 plus poison) or tongue +4 melee (no damage but grapple)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Poison
Saves: Fort +5, Ref +2, Will +3
Abilities: Str 15, Dex 8, Con 15, Int 1, Wis 14, Cha 4
Skills: Perception +8
Environment: Temperate wasteland
Orginiszation: Pair or group (3-30)
Challenge Rating: 2
Allegiance: Always unaligned.
Advancement: 4-6 ED (Medium), 7-9 ED (Large)

Sitting on a stone pillar uphead you can see a giant toad-like creature staring at you with bulbous eyes. It has warty green skin and lets out a loud croak as it watches you.

Poison (ex): Contact and injury, Fortitude DC 13, initial and secondary damage 1d6 Constitution.

The quoku are commonly thought to be a myth, but they are certainly real. They look like giant toads, with green warty skin that exudes a deadly poison. Their bites are also poisonous, with their favourite combat tactic being to grab hold of an enemy with their long tongues and drag them to their gaping maws. They have very tough hides which offer them good protection from enemy weapons. A large flap of membrane between their forelimbs allows them to glide through the air on warm air currents, which makes them difficult to escape from and dangerous foes indeed.


I don't have the book yet so I'm not sure if grappling is a combat option or not - if not, then it would have to be added to the Quoku description.
 
Let me try another one:

Giant Hactaraton
Huge Animal

End Dice: 8d8+24 (60 Endurance)
Initiative: +1
Speed: 20 ft.
Armour Class: 15 (-2 size, +1 Dex +8 natural)
Base Combat Skill: +6
Attack: Bite +8 melee (1d6+3 damage plus poison)
Full Attack: Bite +8 melee (1d6+3 damage plus poison)
Space/Reach: 15 ft./10 ft.
Special Attacks: --
Special Qualities: Poison
Saves: Fort +9, Ref +7, Will +3
Abilities: Str 16, Dex 12, Con 16, Int 1, Wis 12, Cha 2
Skills: Perception +15
Environment: Underground
Orginiszation: Solitary
Challenge Rating: 4
Allegiance: Always unaligned.
Advancement: 5-10 ED (large)

Before you is a huge green snake with a single, yellow eye in the middle of its head. Opening its mouth, it reveals fangs the size of broadswords, dripping with venom. It begins slithering towards you.

Poison (ex): Injury, Fortitude DC 17, initial and secondary damage 1d6 Constitution.

The huge snakes known as Giant Hactaratons are dangerous beasts indeed. They have wedge-shaped heads and gaping maws, with large, wicked fanges dominating their mouths. A single golden eye adorns their heads, and their bodies are covered in green scales. They constantly sway back and forth as they size up their prey before striking. A Giant Hactaraton will eat just about anything, but they are especially fond of warm-blooded creatures. It is said that the eggs of a mother Giant Hectaraton are as big as a barrel of ale!
 
robertib said:
Here's the book list

5 Kai Books

Flight from the Dark
Fire on the Water
Caverns of Kalte
...
<snip>
...

1 other book

The Magnamund Companion

Other books are the Freeway Warrior series, though they took place in California, USA. Also, the Combat Heroes books, two sets of 2, and there's the two audiobooks for the first two novels. There's also a poster book and a calendar. Joe Dever's a very busy man!

Nerethel, completist.
 
Nerethel said:
Other books are the Freeway Warrior series, though they took place in California, USA. Also, the Combat Heroes books, two sets of 2, and there's the two audiobooks for the first two novels. There's also a poster book and a calendar. Joe Dever's a very busy man!

Nerethel, completist.
...and Texas, and a couple states in between.
 
I was thinking that before we move on with the monster conversions, we should divide the stats up, so that we don't get three copies of the same monster. Here's a list of the non-converted ones for reference (BTW, I think the Kakarmi can be simply monkeys, statwise; and on second thought, the Rhudun can be apes). This is just the Kai/Magnakai/Grandmaster ones, as I lost my Grey Star books (!) and don't own any New Order:

#6: The Kingdoms of Terror
Yawshath

#7: Castle Death
* Beastman, Zahda = different from regular Beastmen at all?
Black Lakeweed
Dhax
Giant Fist = might be the Trakka that Tavig was going on about?
Hound of Death
Invisible Whipmaster
Oudakon
Rahkos
Swarm, Giant Rat
Swarm, Hactaraton (brood)
Swarm, Trap-web
Zagothal

#8: The Jungle of Horrors
Helghast, Gnaag = different from normal Helghasts?
Korkuna
Silver Swamp Python
Taan-spider
* Xlorg

#9: The Cauldron of Fear
Anarian Sky-snake
Cave Leekhon
* Crocaryx
Ghoul
Ghoul, Psi-
Ghoul, Zaaryx
Roctopus
Zadragon

#10: The Dungeons of Torgar
* Bhakish
Black Yua
Gorodon
* Krorn
Wolf, Taintor

#11: The Prisoners of Time
Agtah
Giant Guakor Lizard
Haagadar Sewer Snake
Khozinda
Octagtah
Onipa
* Ookor
Shadow Reaver
Swarm, Chaos-rat
Tazgar Worm
* Yoacor
Zhengha

#12: The Masters of Darkness
Egorgh
Ghoul, Helgedad
* Giak, Aarnak
Ictakko
* Liganim
Mind Reaper
* Nebora
Plaak
Sea-scavenger
* Vladoka
* Xaghash

#13: The Plague Lords of Ruel
Degradon
Giganite
Ruel War-dog
Stragnah
Tzarg
* Vazhag

#14: The Captives of Kaag
Gnagusk
Korozon
Swarm, Scavenger Crab
Zavaghar

#15: The Darke Crusade
Gartoth
Swarm, Antah Wasp
Tarhdemon
* Tukodak

#16: The Legacy of Vashna
Cheghath
Lavas
Shamath Automaton
Vortexi
Zarthyn

#17: The Deathlord of Ixia
Gybia
Kajarda
Ziog

#18: Dawn of the Dragons
Hound of Vikkak

#19: Wolf’s Bane
Bangrol
Cryopedean
Ekmakon
Golasyx
* Knoarc
* Manoyd
Mech-wulf
* Meghanic
Solyx
Rahjaz
Ukara

#20: The Curse of Naar
Avagnid
Chaos-mutant
Ghazoul
Swarm, Daemonak
Swarm, Muntaag
Swarm, Nemagog

Starred ones are suitable to be given class levels and perhaps even as PCs.

I didn't include the unique guys:

Demoness Shamath
Demonlord Jantoor (Kunae)
Demonlord Nza'pok (Kunae)
Demonlord Tagazin
Demonlord Tzor
Huan'zhor the Dragonlord
Kekataag the Avenger
Vaxagore (dragon)
 
I'm reading through Castle Death at the moment having just gone through Kingdoms of Terror. The problem with the yawshath is you hardly get a description of it, so it makes it hard to stat.

As for New Order, here are the first two books:

Voyage of the Moonstone[/b[
Deathstalker
Otokh

The Buccaneers of Shadaki
Zhurc
Tzoog
Nigumu-sa
Kholo

Thats all I can help with for New Order.
 
Crystal Frostwyrm
Large Magical Beast
End Dice: 5d10+15 (43 Endurance)
Initiative: +1 (+1 Dex)
Speed: 30 ft.
Armor Class: 15 (-1 size, +1 Dex, +5 natural)
Base Combat Skill: +5
Attack: Bite +8 melee (1d8+8 )
Full Attack: Bite +8 melee (1d8+8 )
Space/Reach: 10 ft./5 ft.
Special Attacks: --
Special Qualities: Improved surprise, partial psychic immunity
Saves: Fort +4, Ref +4, Will +1
Abilities: Str 19, Con 17, Dex 12, Int 1, Wis 12, Cha 2
Skills: Athletics +8, Perception +9
Environment: Cold land
Organization: Solitary
Challenge Rating: 4
Allegiance: Always Unaligned
Advancement: 6-8 ED (Large)

From the ice before you uncurls a serpentine creature. Its skin is transparent and glassy, and you can see its internal organs within. Its jaws part to reveal crystalline teeth, a tongue tasting the air between them.

Improved Surprise (Ex): When making Perception checks to avoid surprise, a Crystal Frostwyrm may add its ED to the target number.

Partial Psychic Immunity (Ex): The Crystal Frostwyrm is immune to Mindblast, but not Psi-surge.

Crystal Frostwyrms are native to the colder regions of Magnamund, most notably Kalte. Some Frostwyrms are hunters of small animals, but most are scavengers, feeding off the remains of dead animals or the leftovers from a kill. When at rest, a Crystal Frostwyrm resembles a conglomeration of ice crystals. Many an unwary hunter or explorer has fallen prey to a Crystal Frostwyrm, disregarding it as mere ice…
 
Oudagorg
Large Magical Beast

End Dice: 4d10+16 (38 Endurance)
Initiative: -1
Speed: 20 ft.
Armour Class: 13 (- size, -1 Dex, +5 natural)
Base Combat Skill: +4
Attack: Mandible +7 melee (1d8+3)
Full Attack: Mandible +7 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: --
Special Qualities: Psychic sensitivity
Saves: Fort +7, Ref +3, Will +0
Abilities: Str 17, Dex 8, Con 18, Int 3, Wis 8, Cha 6
Skills: Perception +6
Environment: Underground
Orginiszation: Solitary or pair
Challenge Rating: 2
Allegiance: Always Evil.
Advancement: 5-8 ED (Large)

Ahead you hear a clicking noise. Peering forward you see a large worm-like creature coming towards you, its mandibles opening and closing rapidly.

Oudagorg are large slimy worm creatures. It has great black eyes and horny mandibles, and purple froth constaly foams from its mouth. It moves on short rubbery legs that propel it forward towards its prey.

Psychic Sensitivity: I’m not sure how to write this bit up as I’m still waiting on the RPG to arrive. In the gamebooks, it loses double Endurance from psychic attacks.
 
Reginald de Curry said:
adgramaine said:
www.projectaon.net

Actually, it's www.projectaon.org.
Blast it! I always make that mistake whenever I tell anyone that site...
Probably because I never type it myself since I have it bookmarked :p
Thanks for correcting me!
 
Eternalknight said:
Quoku
Medium Animal
End Dice: 3d8+6 (19 Endurance)
Initiative: -1
Speed: 15 ft., 30 ft. (fly)
Armour Class: 15 (-1 Dex, +6 natural)
Base Combat Skill: +2
Attack: Claw +4 melee (1d4+2 plus poison) or tongue +4 melee (no damage but grapple)
Full Attack: Claw +4 melee (1d4+2 plus poison) or tongue +4 melee (no damage but grapple)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Poison
Saves: Fort +5, Ref +2, Will +3
Abilities: Str 15, Dex 8, Con 15, Int 1, Wis 14, Cha 4
Skills: Perception +8
Environment: Temperate wasteland
Orginiszation: Pair or group (3-30)
Challenge Rating: 2
Allegiance: Always unaligned.
Advancement: 4-6 ED (Medium), 7-9 ED (Large)
End Dice: I might increase this a bit more, as I remember them being pretty tough to kill.
Abilities: Ahh... I might give them an Int of 3-4 and slightly better Dex.
But CR 2?
--------------------------------------------------------------------------------------
Someone check me on this one, please. If we use the Magician of Dessi as a template for the Shianti Wizardry, then we see that Grey Star was a level 15 wizard... That, no matter how you look at it, is wrong. So, we change our veiw to Lone Wolf, and we see that "by the book" LW appears to be a level 5 character... much more acceptable if you look at the DCs of the creatures he fought in LW 1: FFTD. So, let us "assume" that GS might progress in a similiar pattern... That should put him at a level 5 wizard, which sounds much better and only stands to reason given that both characters were about the same age when their adventures began, and neither was ignorant enough in their "order's" ways to be remotely considered level one...

And the Quoku mopped the jungle floors with GS's @$$ most every time I played through...

To make a long story short (too late!), I definatly think the Quoku should be tougher, but hey, that's just IMOHO.
 
Wasn't there a caste of Gaiks reffered to as the Mountain Gaiks? I remember this from somewhere, as they were tougher, stronger, and generally much more dangerous than normal Giaks. Am I remembering some fan fic, or can someone back me up on this point?
 
ack, ok. That settles that question. Maybe having seperate castes is an idea I can incorporate into a session or two.... :twisted:
 
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