AD&D - Ravenloft - Monstrous Compendium I & II.pdf

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Foreword
COMPENDIUM” appendices in
loose-leaf form. The first contained a “must-have’’ menagerie from the Demi-
plane of Dread. The second took a slightly different approach, introducing a
host of unique, dark personalities and presenting their stories in detail. The
success of these two appendices eventually led to the publication of a third
appendix for the RAVENLOFT campaign setting, which appeared in a 128-page
bound, soft-cover volume. (That format remains our standard for all
MONSTROUS
CoMPENDiuM accessories today.)
In time the first two appendices went out of print. Not surprisingly, they
became rather difficult to obtain. But creatures as important as these could
not remain buried for long; this book brings them back from the grave. Inside
you’ll find all the sinister beings from RAVENLOFT MONSTROUS
COMPENDIUM
Appendix I (product number 2122) and Appendix II (product number 2139).
We’ve updated them a bit and included new art in many cases, but they’re
essentially unchanged. If your original volumes have been lost in the mists,
here’s a chance to get reacquainted. And if you’re new to the Demiplane of
Dread, this book presents a collection that’s essential to your RAVENLOFT
paign. We hope these creatures will haunt you for many years to come.
-William W. Connors
cam-
After the first RAVENLOFT“ Realm of Terror boxed set was published in 1990,
TSR created two 64-page RAVENLOFT MONSTROUS
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Credits
Design: William W. Connors
Editing: C. Terry Phillips (Appendix I),
John D. Rateliff (Appendix II),
Karen Boomgarden and TSR staff (recompilation)
Cover Art: Jeff Easley
Interior Art: Tom Baxa and Mark Nelson (Appendix I),
Mark Nelson (Appendix It)
Graphic Designmawn Murin
Art Direction: Bruce Zamjahn
AuvArCtD Du\cto\s & DKACWS. ADCD, DuhGEor M.\SIEK.
RA~IYLOFT. FORWTTE?
REALMS. GREY~AUK.
MOWTROU~
COMPENDIUW.
and the TSR
logo are trademarks owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks
of TSR, Inc. 81996 TSR, Inc. All rights reserved. Made in the U.S.A. Random House and its affiliate companies have world-wide
distribution rights in the book trade for English-language products of TSR, Inc. Distributed to the toy and hobby trade by regional
distributors. Distributed to the book and hobby trade in the United Kingdom by TSR, Ltd. This material is protected under the copy-
right laws of the United Statesof America. Any reproduction or unauthorized use of the material contained herein is prohibited with-
out the express written consent of TSR, Inc.
PL~YESC*PE,
TSR, Inc.
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Lake Geneva
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United Kingdom
BATT ESYSTF.M. Pol fHFI)RO\ and DRAGO~
are registered trademarks owned by TSR. inc. Movsisous MAPIUAL.
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How to Use this Book
etween the covers of this
book lurks a collection of
creatures so vile and loath-
TREASURE refers to the treasure tables in the DUNGEON
MASTER@ Guide and indicates the type of wealth likely to be
found on an individual monster. Treasure should be adjusted
downward if few monsters are encountered. This may be fur-
ther increased or decreased at the DMs discretion. These ta-
bles should not be used to place dungeon treasure, as num-
bers encountered underground will be much smaller. Intelli-
gent monsters will use magical items present and try to
carry off their most valuable treasures if hard pressed.
Major treasures are usually found in the monster’s lair and
will be enclosed in parentheses. As a rule, these should not
be determined randomly but ought to be designed and
placed by the DM. If the Dungeon Master does decide to as-
sign such treasure randomly, he should roll for each type
possible: if all rolls fail, no treasure of any type is found.
Unusually large or small treasures are noted by a paren-
thetical multiplier (xl0, etc.), These should not be confused
with treasure type X.
light in haunting his players with them. As with most
volumes in the Monstrous Compendium series, the
reader is reminded that the monsters included here are
typical for their type. Variations of your own design are en-
couraged. Each entry includes the following information:
CLIMATEDERRAIN defines where the creature is most often
found. Normally, climates include things such as arctic, sub-
arctic, temperate, and tropical, and terrain would include
plain/scrub, forest, rough/hill, mountain, swamp, and desert.
Many of the entries in this book will include the name of the
domain(s) where they are found.
I is the likelihood of encountering a creature in
1.. UIcU. .vny rare is a 4% chance, rare is 11%, uncommon is
20%, and common is a 65% chance. Chances can be ad-
justed for special areas. As the traditional random encoun-
ters used in other campaigns are not generally found in
Ravenloft, this entry can be taken as a guideline for adven-
ture design.
ALIGNMENT shows the general behavior of the average
monster of that type. Exceptions, though uncommon, may
be encountered, especially within the misty confines of
Ravenloft.
( describes the general social structure that
he IIIUIIX~I auupts. Common types are solitary, clan, pack,
herd, flock, and such. In many cases, “solitary” includes
small familial groups like mated pairs.
indicates an average number of creatures
WIII uc crlcuuntered in the wild. The DM should alter this
fo fit the circumstances as the need arises. In many cases,
additional information on this topic will be presented in the
Habitat/Society or Ecology section.
LII~
ACTIVITY CYCLE is the time of day when the monster is
most animated. Those who tend to be busy at night may be
active at any time in subterranean or similar settings. It is
worth remembering that the “activity cycle” entry is a gen-
eral guide and exceptions are fairly common.
ARMOR CLASS is a rating of the monster’s resistance to
damage in combat. In many cases this will be due to the
creature’s natural defenses, but it can also indicate armor
worn by humanoids or other creatures. In some cases, high
speed, natural agility, or magical protection may play a part
in the determination of a creature’s Armor Class rating. Hu-
mans and humanoids of roughly man-size that wear armor
will have an unarmored rating in parentheses. Listed ACs do
not include any situational bonuses noted in the description.
DIET tells what the creature generally eats. Carnivores eat
meat, herbivores eat plants, omnivores eat either, and scav-
engers dine mainly on carrion. Unusual entries, like lifeen-
ergy or emotions, will be listed from time to time and ex-
plained more fully in the text.
MOVEMENT shows the relative speed of the creature with an
unencumbered man having a rating of 12. Higher speeds
may be possible for short periods. Human, demihuman, and
humanoid movement rates are often determined by armor
type (unarmored rates are given in parentheses). Movement
through common media is abbreviated as follows:
INTELLIGENCE is the equivalent of the Ability Score of the
same name. Certain unintelligent monsters are instinctively
cunning hunters and these are noted in the monster descrip-
tions. Ratings correspond roughly to the following Intelli-
gence Ability Scores:
0
1
24
5-7
8-1 0
11-12
13-14
15-16
17-18
19-20
21+
Non-intelligentor not ratable
Animal intelligence
Semi-intelligent
Low intelligence
Average (human) intelligence
Very intelligent
Highly intelligent
Exceptionally intelligent
Genius
Supra-genius
Godlike intelligence
Br
Burrowing
sw
Swimming
Wb
Moving in a web
Flying creatures also have a Maneuverability Class from A
to E that is indicated in parentheses. Complete information
on Maneuverability Classes and their use can be found in the
Aerial Combat rules in the DUNGEON MASER Guide.
FI
Flying
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