Shadowbooks Shadowdark RPG MonstersMonster Statistics
Shadowdark RPG, p. 242
p. 242
Shadowdark RPG, p. 243
p. 243
Owlbear, Panther, Peasant, Pegasus OWLBEAR Cantankerous bears with owl eyes, beaks, and feathers. AC 13, HP 30, ATK 2 claw +5 (1d10), MV near (climb), S +4, D +1, C +3, I -2, W +2, Ch -3, AL N, LV 6 Crush. Deals an extra die of damage if it hits the same target with both claws. PANTHER Supple large cats with blueblack fur. Stealthy hunters. AC 14, HP 14, ATK 2 rend +3 (1d6), MV near (climb), S +3, D +4, C +1, I -2, W +1, Ch -3, AL N, LV 3 PEASANT A commoner in worn clothes. AC 10, HP 4, ATK 1 club +0 (1d4), MV near, S +0, D +0, C +0, I +0, W +0, Ch +0, AL L, LV 1 PEGASUS Winged horses with noble bearings and pearly white coats. AC 12, HP 15, ATK 2 hooves +3 (1d6), MV double near (fly), S +3, D +2, C +2, I -3, W +1, Ch +0, AL N, LV 3
PHOENIX Huge, soaring eagles made of searing flames. Intelligent and imbued with immortal magic. AC 16, HP 60, ATK 4 rend +8 (2d12), MV double near (fly), S +3, D +4, C +2, I +3, W +3, Ch +3, AL L, LV 13 Impervious. Immune to fire. Only damaged by magical sources. Explosion. Upon death, creatures within double near of phoenix DC 18 DEX or 10d6 damage. Heat Aura. Creatures within near of phoenix at start of turn DC 15 CON or 2d6 damage. Rebirth. A red-hot egg remains after death. Phoenix hatches from it in 1d4 days. PIRANHA, SWARM A school of flat, silvery fish with vicious fangs. AC 12, HP 13, ATK 2 bite +2 (1d6), MV near (swim), S -2, D +2, C +0, I -3, W +0, Ch -3, AL N, LV 3 Savage. ADV on attacks against creatures below half their HP. PIRATE Seafaring scoundrels who live to steal and hoard treasure. AC 12 (leather), HP 4, ATK 1 cutlass +1 (1d6) or 1 dagger (close/ near) +1 (1d4), MV near, S +1, D +1, C +0, I +0, W +0, Ch +0, AL C, LV 1 PRIEST A respected member of a clergy who leads holy rituals and rites. AC 15 (chainmail + shield), HP 23, ATK 2 mace +3 (1d6) or 1 spell +3, MV near, S +1, D +0, C +1, I +0, W +2, Ch +1, AL L, LV 5 Anoint (WIS Spell). DC 12. Close. One weapon or armor becomes a magic +2 version for 10 rounds. Healing Touch (WIS Spell). DC 11. Heal one creature within close for 2d4 HP. Holy Flame (WIS Spell). DC 13. Self. Weapons ignite in magic flames and deal an additional 1d6 damage for 5 rounds. Rebuke (WIS Spell). DC 13. Focus. Chaotic creatures cannot attack priest or come within near range for duration.