By S&S Staff, Guy Davis, Ron Spencer, Steve Ellis
CREATURE assortment right here 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 less than the Open Gaming License and are a hundred% appropriate with third version principles and the D20 procedure. it is a hardcover ebook with over two hundred fresh monsters that upload specific demanding situations in your third version crusade. this can be a 224 web page hardcover center rulebook to be had as quickly as October 6, 2000!
Read or Download Creature Collection 1: Core Rulebook (Sword and Sorcery) PDF
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Extra info for Creature Collection 1: Core Rulebook (Sword and Sorcery)
4 Desert Wind: A dry thirst grips the throats of those beneath the cerulean roc and causes them to make attack rolls, skill rolls, or save rolls at a penalty of -3 until they have satiated their thirst by drinking three days' rations of liquids. A Fortitude save (DC 16) resists the effect. ). 6 Luck: The cerulean roc flies upon the winds of fortune, and fortune brings success. Rolls to attack, saves and skill rolls are made at a +3 bonus for the next day. 7 Contentedness: A feeling of wellbeing permeates anyone who is affected.
Cold slimes make stealthy guards in frozen climates, often being mistaken for a layer of ice on the ground, on trees or on walls. Combat Cold slimes respond to most stimuli by attacking. They envelop victims in their near-solid mass and drain the target's heat, seeking to gain a warmer, more liquid state once more. Envelop (Ex): If the cold slime succeeds at a grapple check against a single target, the victim must succeed at a Reflex save (DC 22) or become enveloped within the slime. The victim loses 1d10 hit points per round until he breaks the grapple hold, as the creature leeches away his body's heat.
Furthermore, for all their fury, they fear being cursed by the gods again and do not seek to draw their attention. Therefore, celestians may be turned or destroyed by clerics of any alignment (they may not be rebuked or commanded however, so even evil or neutral clerics still turn or destroy celestians). Note that this does not mean the celestians are undead, they are simply vulnerable to turning as though they were undead. , fly 170 ft. 14 (-1 size, +4 Dex, +1 natural) Beak +16 melee, 2 talons +11 melee Beak 2d10+1; talons 2d8 10 ft.