Fantasy Safari: Monster Manual (D&D 3rd Ed.), Part 1

To me, and probably lots of other people my age and younger, the Dungeons & Dragons 3rd Edition Monster Manual is clearly the one and only true monster book. It was the one I started with and unlike the later monster books for the edition, it had all the normal monsters, like orcs, goblins, ogres, owlbears, manticores, yuan-ti, beholders, gelatinous cubes and so on. Well “normal” for Dungeons & Dragons. But it also had quite a number of creatures that always made me think “did anyone ever use this?” and that never seemed to make any appearances in any other books. There was just that one entry with the weird picture, which I soon didn’t even notice any longer when I flipped through the book looking for monsters for my adventures. Since I assume that lots of people felt similar about them, I wanted to give this one the Fantasy Safari treatment for quite some time, even though it’s possibly the least obscure monster book for almost anyone under 30.

mm3_cover
Monster Manual

Monster Manual for Dungeons & Dragons 3rd Edition by Wizards of the Coast, 2000/2003; 266 pages of monsters.

Behir
Behir

I am not going to lie, I love the Behir mostly because of the picture. Damn, this thing looks cool. A behir is a huge spiky purple snake with lots of small legs. While they are not particularly bright, they are still of somewhat human-like intelligence and able to talk. But like animals they are of neutral alignment, which means they shouldn’t be attacking everyone they encounter on sight, as an intelligent creature killing other intelligent creatures for food is almost always considered evil, no matter what particular interpretation of alignment you follow. Though that leaves the question, how do they interact with player characters? They probably would defend their home against intruders and keep anyone from stealing their treasures, but with a creature like this its hard to imagine why they would even have treasure in the first place. The most likely situation I can imagine for players to fight a behir would be the behir being in service to some other more powerful creature or NPC and guarding the entrances to their stronghold. But even then, given the behirs usual alignment and intelligence, talking might be a real option as well. As a giant worm, a behir has all the common abilities of such creatures in 3rd edition, as wrapping around a smaller creature and crushing it or swallowing it down in one go. It also has a lightning breath, but as it can be used only once per minute, it probably will use it only once in a fight. The behir is actually a pretty old creature that predates the Monster Manual by almost 20 years, but I’ve never really seen it used anywhere through all editions.

Chaos Beast
Chaos Beast

Chaos Beast, we meet again. It’s the Foaming Blasphemy from the Bestiary of the Hyborian Age. The Monster Manual actually predates the Bestiary by several years, but since the Bestiary usually only includes creatures from Conan stories, I think it’s a strong indication that this is where D&D got the idea from. The Bestiary then just copied the rules for the mechanical implementation that had already been written up for D&D. (Since the Conan d20 RPG is basically the same system; why invent the wheel twice?) Continue reading “Fantasy Safari: Monster Manual (D&D 3rd Ed.), Part 1”

Fantasy Safari: More BECMI creatures

Back in the 70s, Advanced Dungeons & Dragons established the tradition of presenting the primary rules of the game in the form of the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual, which is still continued to this day. Both by the official D&D brand and a large number of OGL games based on it. (The first game from 1974 also had three small books, but they were divided up differently and were sold as a single box set.) At the same time, the original Dungeons & Dragons got a new edition as well, released as the Basic Set in anticipation that there would be more sets to follow later on. The Expert Set followed four years later in 1981 (at the same time as a third edition of the Basic game), and from 1983 onward came the Companion, Master, and Immortals Sets set one year appart (with a fourth edition of the Basic Set). Each set added more character levels, spells for these higher levels, and also new monster. This was the same approach that was used for the first edition of the Dragon Age RPG a few years ago (though it now gets a second Editon where everything is in a single hardcover book).

I got the 1983 Basic and Expert Sets, as well as the 1991 Rules Cyclopedia, which contains most of the content from all five BECMI sets. Mostly the monsters are classic D&D critters like orcs, goblins, owlbears, rust monsters, gelatinous cubes, and so on. But there are also a couple of monsters that never made it into the AD&D line or were picked up by 3rd, 4th, and 5th edition (though there was one Mystara Monstrous Compendium for AD&D 2nd Edition), which are the ones I’ll be covering here.

Basic Set

Oh, right off to a good start: BECMI can rightfully be considered the Dad Joke edition of Dungeons & Dragons. Some people on the time really had a great fondness for them. The largest of the giant spiders in the Basic Set is the Tarantella. Maybe you are like me and think “Don’t you mean tarantula? Isn’t tarantella some kind of dance?” And yes, it is. The tarantella is a giant tarantula that has a special poison that does not kill but instead causes the victim to start dancing. It’s a magical poison and everyone who sees a poisoned person dancing must make a saving throw or also start to dance. After about an hour of dancing, they will collapse from exhaustion. *groan*

According to legend, the Thoul was inspired by a typo. The creature that was made from it is a magical crossbreed of a troll, a ghoul, and a hobgoblin. A thoul looks almost exactly like a hobgoblin, but has a paralyzing touch like a ghoul and regenreates 1 hit point every round like a troll. They are not terribly strong, but for 1st and 2nd level characters they might actually be quite mean and a lot more challenging than a regular hobgoblin. Nice boss for a 1st level dungeon crawl, I would say.

Expert Set

"Oink!"
“Oink!”

The Devil Swine is a special type of lycanthrope. It can change shape freely during the night, but stays in whichever form it had last taken during the day. It prefers to eat human flesh and at 9 HD is a really mean beast, much more dangerous than even werebears or weretigers. As a special ability, a devil swine can cast charm person three times per day and often is accompanied by a few human minions. Lawrence Schick confirmed to me that the devil swine is indeed based on the swine things from the novel The House on the Borderland which he and Tom Moldvay quite loved. And whose title should also sound quite familiar to long time D&D fans.

Not a new monster, but I think it’s interesting that the types of giants in the Expert Set are the same ones as in the 3rd Edition Monster Manual, while the Monstrous Manual of AD&D, on which the 3rd edition is primarily based, has a lot more varieties that never really made much of an appearance in the later editions. Continue reading “Fantasy Safari: More BECMI creatures”

Fantasy Safari: Creature Collection (BECMI), Part 5

The fifth part of the Creature Collection with more Monsters and Undead.

Hivebrood
Hivebrood

The Hivebrood is a swarm of insects that reproduces by putting larvas into humanoid bodies which then grow to turn the person into one of them. They are all controlled by a hivemother. Maybe back in the early 80s that concept was still original. But probably not. The most interesting ability they have is that the broodmother is able to turn larvas into a more powerful form than normal drones to become hiveminds. Hiveminds have the interesting ability that they can gain any ability from any creature they eat, which includes any spells memorized by spellcasters they consumed. When in danger, a hivemind can release a chemical cloud that spreads through the hive and shares a single ability with all the regular drones for three rounds, after which it is lost. If that ability is something like casting fireball, the result can be utterly devastating for the PCs.

The Ice Wolf is simply a different name for the well known winter wolf and has exactly the same abilities. (Demon Dogs +1)

Kopru
Kopru

The Kopru is a classic monsters from X1 The Isle of Dread. It’s fame is mostly tied to that classic adventure. They have three tails which they use to grab enemies and have a special power to control the mind of any creature and have full accees to it. I did some snooping around if the kopru predates aboleths that are surprisingly similar, and it turns out they both appeared in the same year. And in addition, The Isle of Dread and Dwellers of the Forbidden City were both written by Zeb Cook. So yeah, they are basically the same idea slightly modified for B/X and AD&D. This is the same Cook that did the “Cook Expert” set of the “Moldvay/Cook” edition and also the Kara-Tur and Planescape settings. Why isn’t he more famous? He’s probably the second most influential person to make D&D into what we know now. Aboleths are a lot cooler than kopru, though.

Nagpa
Nagpa

The Nagpa is from the adventure X4 Master of the Desert Nomads, which is one of my favorite ones. And also made by Zeb Cook. Not as cool as the Bhut but better than the Juggernaut from the same adventure. They are humanoids with vulture heads and various magical powers like making objects within 20 meters to burst into flames or decay, paralyse all lawful characters within 3 meters, and cast darkness and illusions. It took about 30 years until designers realized that just four or five spell abilities are enough for an interesting encounter and you don’t need a spellcasting monster to have as many spells as a high level wizard. Continue reading “Fantasy Safari: Creature Collection (BECMI), Part 5”

Fantasy Safari: Creature Catalogue (BECMI), Part 4

Continuing the exploration of the Creature Catalogue with the chapter on “Monsters”.

Aranea
Aranea

The Aranea is a large intelligent spider with humanlike arms to the sides of it’s head. It’s a original creature from the Known World and though it had made it into the 3rd edition Monster Manual it didn’t see a lot of use outside of the setting to my knowledge. The arenea presented here is quite different from the one in the Monster Manual. It is highly intelligent and can cast spells like a 3rd level magic user, but it does not have any ability to shapechange into either a human or hybrid form. It also does look a lot more like a full spider and has no other humanlike feature except its arms. Interestingly its alignment is also Chaotic, which makes it basically evil in the 3rd edition alignment system.

Baldandar
Baldandar

A Baldandar is a creature similar to doppelgangers. However, they are not shapechangers but masters of illusion instead. They can create almost any illusion imaginable in a radius of 80 meters and their illusions will remain for 10 minutes after they stop directly controlling them. Their illusions are not simply deceptions of the senses but are partly real. A baldandar can even cast illusions of other spells, but creatures targeted by them can make a saving throw at a -4 penalty to recognize that they are fake and be unaffected. It also can make itself invisible and fly around at will, which makes them very difficult to catch or corner.

Bargda
Bargda

The Bargda is a creature related to ogres and trolls and usually found as the leader of a group of these monsters. In addition to their great strength and toughness, they are so horribly hedious that anyone who sees them must make a saving throw or suffer a penalty to attacks and damage. In addition to attacking with a huge club, a bargda can also bite, which transmits a disease that reduces the victims dexterity. Continue reading “Fantasy Safari: Creature Catalogue (BECMI), Part 4”

Fantasy Safari: Creature Catalogue (BECMI), Part 3

Phanaton
Phanaton

The Phanaton is described as a creature that looks like a cross between a racoon and a monkey and also a flying squirrel. They are about as big as halflings and only slightly less intelligent than most humanoids. They build their villages in the branches of large trees and as lawful creatures are usually friendly to most adventurers. They are also friends of elves, treants, and dryads. A normal phanaton is pretty weak and have only 3 hit points on average, but a village is usually led by a king with 8 HD and 50 hp who also has a bodyguard of warriors with 6 HD and 30 hp, which can easily be much tougher and stronger than players would expect.

Rakasta
Rakasta

Rakasta: All I have to say it Khajiit has wares, if you have coin.

Shark-kin
Shark-kin

Shark-kin seem very similar to sahuagin but with a few unusual differences. In their normal form, shark-kin are unable to walk or survive outside of water and their alignment is neutral. However, any time the king of a tribe dies the legs of the shark-kin grow stronger and they become able to breath air and they come to land for a ritual to select a new leader. During those times they are extremely hostile and agressive, seemingly behaving just the same way as sahuagin do.

Continue reading “Fantasy Safari: Creature Catalogue (BECMI), Part 3”

Fantasy Safari: Creature Catalogue (BECMI), Part 2

Gator Man
Gator Man

A Gator Man is basically just a beefed up lizard man with the head of an aligator instead of a lzard. In actual combat, they are a lot meaner, though. Gator men stand well over 2 meters tall and at 7 Hit Dice really have a lot of hit points and good chances to hit which are well beyond what you usually get from humanoid monsters. They also swim 50% faster than human characters run, which can make them very mean ambushers. They attack with normal weapons, but these completely pale compared to their bite, which deals a massive 3d6 damage. Groups of them are usually lead by a chief, who is even bigger and meaner and has a bite that deals 4d6 damage. When encountered by low level characters, they probably simply bite their head off!

Haphaeston
Haphaeston

A Hephaeston is a giant for high level adventures. It’s 8 meters tall and has intimidating 25 Hit Dice, which should be well over 100 hit points. The skin of a hephaeston is like iron and gives him a very high armor class and can only be injured by magical weapons. It is completely immune to mind affecting magic, all spells of 1st and 2nd level, and fire. Though I think by the time a group of player characters has any chance to fight this guy, they probably wouldn’t attempt to hurt him with nonmagical weapons and low-level spells anyway. The amount of damage it can dish out is staggering. When attacking with a weapon, it deals 4d10 points of damage and it also has the option to attack with a free hand as well, which also deals impressive 3d10 points of damage. If that bitch slap from hell hits with an 18 or higher, the hephaeston grabs the character and smashes him into the ground for another 5d6 damage. This is so funny I wonder if anyone would ever make make a hephaeston fight with a shield. In addition, it also has the ability to levitate iron objects (to throw on people, I assume), make an iron object get red hot, or magically create a wall of solid iron. Fighting one of these guys really doesn’t sound fun. Or very fun, depending on how you look at it. Fortunately, hephaestons live alone.

Hutaakans
Hutaakans

The Hutaakans are probably one of the most iconic creatures of the Known World. Which means that most of you have probably never heard of them. Hutaakans are humanoids with jackal-like heads but are otherwise very similar to humans or elves. In the ancient past, they ruled over a small empire but have almost disappeard by now, with only a few groups remaining in remote mountain cities. They are not particulary strong and have no real special abilities other than being able to see in the dark and being quite sneaky. They are highly civilized and ruled by a caste of priests. Overall, they are really very similar to stereotypical elves with dog heads and priests instead of wizards. It’s mostly their place in the Known World setting that makes them popular, but as generic monster for games in other worlds there really isn’t anything remarkable about them. Continue reading “Fantasy Safari: Creature Catalogue (BECMI), Part 2”