Shadowbooks Shadowdark RPG MonstersMonster Statistics
Shadowdark RPG, p. 196
p. 196
Shadowdark RPG, p. 197
p. 197
Archmage, Assassin, Azer, Badger, Bandit ARCHMAGE A wizened magic-user crackling with arcane power. AC 12, HP 44, ATK 2 spell +7, MV near, S -1, D +2, C -1, I +4, W +2, Ch +1, AL L, LV 10 Death Bolt (INT Spell). DC 15. One target of LV 9 or less within near DC 15 CON or go to 0 HP. Enervate (INT Spell). DC 14. Focus. One target within near is stupefied for the duration. Fireblast (INT Spell). DC 14. 4d6 damage to all within a nearsized cube within far. Float (INT Spell). Self. DC 14. Fly double near for 5 rounds. Mithralskin (INT Spell). Self. DC 14. AC becomes 18 for 5 rounds. Void Step (INT Spell). Self and up to 4 willing targets. DC 15. Teleport up to 100 miles. ASSASSIN A black-cloaked, skulking killer. AC 15 (leather), HP 38, ATK 2 poisoned dagger (close/near) +6 (2d4), MV near (climb), S +2, D +4, C +2, I +2, W +3, Ch +3, AL C, LV 8 Execute. Deals x3 damage against surprised targets. AZER Dwarves with bronze, metallic skin and flames in place of hair. Gifted blacksmiths. AC 15, HP 15, ATK 2 flaming warhammer +3 (1d10, ignites flammables) or 1 crossbow (far) +0 (1d6), MV near, S +3, D +0, C +2, I +0, W +0, Ch +0, AL L, LV 3 Impervious. Fire immune. BADGER Fierce, clawed burrowers with black-and-white face stripes. AC 11, HP 5, ATK 2 claw +2 (1d4), MV near (burrow), S +2, D +0, C +1, I -3, W +1, Ch -2, AL N, LV 1 Rage. 1/day, immune to morale checks, +1d4 damage (3 rounds). BANDIT Hard-bitten rogue in tattered leathers and a hooded cloak. AC 13 (leather + shield), HP 4, ATK 1 club +1 (1d4) or 1 shortbow (far) +0 (1d4), MV near, S +1, D +0, C +0, I -1, W +0, Ch -1, AL C, LV 1 Ambush. Deal an extra die of damage when undetected.
APE, SNOW White-haired, carnivorous gorillas that stalk the high mountains and live in caves. AC 13, HP 19, ATK 2 fist +4 (1d6) or 1 rock (far) +4 (2d6), MV near (climb), S +3, D +1, C +1, I -2, W +1, Ch +0, AL N, LV 4 Thick Fur. Cold immune. APE Hooting, omnivorous apes that live in trees. AC 12, HP 10, ATK 1 fist +2 (1d6) or 1 rock (far) +2 (1d4), MV near (climb), S +2, D +2, C +1, I -2, W +1, Ch +0, AL N, LV 2 ANKHEG Horse-sized, rust-brown insects. They burrow vast, underground warrens into the bedrock. AC 14, HP 14, ATK 1 bite +4 (1d6) or 1 acid spray (near) +4 (2d6), MV near (burrow), S +2, D +2, C +1, I -2, W +1, Ch -2, AL N, LV 3 ANIMATED ARMOR An old suit of armor magically animated by a vengeful spirit. AC 15, HP 11, ATK 1 longsword +3 (1d8), MV near, S +3, D -1, C +2, I -1, W +1, Ch +0, AL C, LV 2 Statue. When standing still, looks exactly like a suit of armor. APPRENTICE A cloaked magician with a thin, freshly bound spellbook. AC 11, HP 3, ATK 1 dagger (close/ near) +1 (1d4) or 1 spell +2, MV near, S -1, D +1, C -1, I +2, W +0, Ch +0, AL N, LV 1 Beguile (INT Spell). DC 11. Focus. One target in near of LV 2 or less is stupefied for the duration. Magic Bolt (INT Spell). DC 11. 1d4 damage to one target within far.