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Creature Collection 1: Core Rulebook (Sword and Sorcery) by S&S Staff, Guy Davis, Ron Spencer, Steve Ellis

By S&S Staff, Guy Davis, Ron Spencer, Steve Ellis

CREATURE assortment the following There Be MONSTERS! From the terrible Wrack Dragons to the intoxicating Brewer Gnomes, from the collossal Mithril Golem to the tiny Bottle Imp; here's a host of latest creatures to be used on your third version crusade. suitable WITH third version principles. Sword and Sorcery books are released lower than the Open Gaming License and are a hundred% suitable with third version principles and the D20 method. it is a hardcover ebook with over two hundred fresh monsters that upload exact demanding situations on your third version crusade. this can be a 224 web page hardcover center rulebook on hand as quickly as October 6, 2000!

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Extra resources for Creature Collection 1: Core Rulebook (Sword and Sorcery)

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Natural healing rates double, only half rations need be consumed to fill one's belly, and sleeping times are halved for the next week. 8 Wealth: Gold dust falls from the Roc's wing tips but disappears as it strikes the ground. Anyone in the area with a suitable container can roll 1d20+Dexterity modifier and multiply the result by three. The result is the number of gold pieces worth of gold dust the character can collect. CREATuRE COLLECTION Charduni Medium-size Humanoid (Dwarf) Hit Dice: Initiative: Speed: AC: Attacks: Damage: Face/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Climate/Terrain: Organization: Challenge Rating: Treasure: Alignment: Advancement Range: 1d8+2 (6 hp) +0 20 ft.

Not subject to critical hits. CREATuRE COLLECTION Celestian Huge (Tall) Giant Hit Dice: Initiative: Speed: AC: Attacks: Damage: Face/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Climate/Terrain: Organization: Challenge Rating: Treasure: Alignment: Advancement Range: 6d8 (27 hp) +0 Fly 50 ft. 8 (-2 size) None None 15 ft. /15 ft. Weather control, spells Immunities, vulnerabilities, SR 13 Fort +5, Ref +2, Will +3 Str —, Dex —, Con —, Int 16, Wis 12, Cha 14 Concentration +6, Intimidate +7, Knowledge (arcana) +6, Spellcraft +6, Spot +4 Quicken Spell Any Solitary or Gusts (3-12) 4 Standard Usually chaotic evil 5-12 HD (Huge) Description In the eyes of the divine races, the giantkin were blasphemers who fought against the gods, and they were justly punished.

CREATuRE COLLECTION Charduni Medium-size Humanoid (Dwarf) Hit Dice: Initiative: Speed: AC: Attacks: Damage: Face/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Climate/Terrain: Organization: Challenge Rating: Treasure: Alignment: Advancement Range: 1d8+2 (6 hp) +0 20 ft. 19 (+6 splint mail, + 2 large shield, +1 natural) Charduni warscepter +3 melee; net +3 melee; shortbow +1 ranged Charduni warscepter 1d10+2; shortbow 1d6 5 ft. /5ft. , dwarven traits Fort +4, Ref +0, Will +1 Str 15, Dex 10, Con 14, Int 10, Wis 12, Cha 8 Appraise +1, Climb +1, Craft (Mining) +2, Intimidation +2, Intuit Direction +4, Listen +2, Spot +1 Exotic Weapon Proficiency (Charduni Warscepter) Temperate and warm land and underground Squad (4-9), slaver patrol (10-30 charduni, plus 1 slavemaster of 5-7th level), war troop (20-120 charduni, plus one 3rd-level assault-master per 10 charduni, two 6th-level war-masters, one 8-10th level war-general, two 4- 6th level necromancers, and possibly undead troops as well) 1/4 Standard Always lawful evil By character class Description Like the namesake bloody god these darkskinned dwarves worship, charduni embrace conquest, domination and war.

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