Varmint Bag
- Duration
- 3 turns
- Range
- 30′
When casting this spell, the caster can pull disgusting furry balls from a
normal bag. When the balls hit the ground, they transform into vermin and
animals.
-
Throw: The caster can throw a ball at a range of 30′ once
per round.
-
Control: The caster controls the vermin and animals, who
can attack the same round they appear.
-
Vermin or animal: Check the table below to determine the
creature which appears every time a ball is thrown.
-
Limitation: As long as a vermin or animal pulled from the
bag is alive, the caster is unable to pull a new ball.
-
Ending: The spell ends after 3 turns or when a dispel magic
spell succeeds at dissipating it.
Rat, Giant
3′ long (or larger), with black or grey fur.
AC 7[12], HD 1/2 (2hp), Att 1 × bite (1d3 + disease), THAC0 19 [0], MV 120′
(40′)/60′ (20′) swimming, SV D12 W13 P14 B15 S16 (1), ML 8, AL Neutral, XP 5
-
Disease: Bite has a 1-in-20 chance of infecting the target
(save vs. poison). The disease has a 1-in-4 chance of being deadly (die in
1d6 days). Otherwise, the victim is sick and bedridden for one month.
-
Attacking in water: May attack without penalty; excellent
swimmers.
Beetle, Fire
2′ long.
AC 4[15], HD 1+2 (6hp), Att 1 × bite (2d4), THAC0 18 [+1], MV 120′ (40′), SV
D12 W13 P14 B15 S16 (1), ML 7, AL Neutral, XP 15
-
Glowing nodules: Three glowing glands (two above the eyes,
one on the abdomen) cast light in a 10′ radius. If removed, keep glowing for
1d6 days.
Ferret, Giant
3′ long.
AC 4[15], HD 1+1 (5hp), Att 1 × bite (1d8), THAC0 18 [+1], MV 150′ (50′), SV
D12 W13 P14 B15 S16 (1), ML 8, AL Neutral, XP 15
Frog, Giant Mutant
Giant (2′ long), mutant frogs with vicious talons and teeth.
AC 7[12], HD 1+4 (8hp), Att 2 × talons (1d2), 1 x bite (1d4+1), THAC0 18
[+1], MV 60′ (20′)/120′ (40′) swimming, SV D12 W13 P14 B15 S16 (1), ML 9, AL
Neutral, XP 15
Stirge
Feathered, bird-like creatures with long, sharp beaks.
AC 7[12], HD 1* (4hp), Att 1 × beak (1d3 + blood sucking), THAC0 19 [0], MV
30′ (10′)/180′ (60′) flying, SV D12 W13 P14 B15 S16 (1), ML 9, AL Neutral,
XP 13
-
Dive attack: First attack is at +2 to hit.
-
Blood sucking: Upon a successful attack, attaches and
drains victim’s blood: 1d3 automatic damage per round.
-
Detach: If stirge or victim dies.
Bat, Giant Vampire
AC 6[13], HD 2 (9hp), Att 1 × bite (1d4 + unconsciousness), THAC0 18 [+1],
MV 30′ (10′)/180′ (60′) flying, SV D12 W13 P14 B15 S16 (1), ML 8, AL
Neutral, XP 20
-
Echolocation: Unaffected by effects that impair, modify, or
rely on sight. Blinded by magical silence.
-
Unconsciousness: For 1d10 rounds (save vs. paralysis).
-
Blood drain: A vampire bat may drain blood from an
unconscious victim: 1d4 hit points automatic damage per round. A victim
killed by blood drain becomes undead (possibly a vampire) after 24 hours
(save vs. spells).
Dog, Wild
Feathered, bird-like creatures with long, sharp beaks.
AC 7[12], HD 2 (9hp), Att 1 × bite (1d6), THAC0 18 [+1], MV 180′ (60′), SV
D12 W13 P14 B15 S16 (1), ML 6, AL Neutral, XP 20
Source note: The source gives Dog, Wild the same bird-like
description as Stirge. That description and the listed dog statistics are
retained here.
Cave Locust
2–3′ long, herbivorous, giant crickets that dwell in caverns.
AC 4[15], HD 2 (9hp), Att 1 × bite (1d2) or 1 x jump (1d4) or 1x spit
(stench), THAC0 18 [+1], MV 60′ (20′)/180′ (60′) flying, SV D12 W13 P14 B15
S16 (2), ML 5, AL Neutral, XP 20
-
Blend in with stone: May be overlooked or mistaken for
statues, due to their stony colouration.
-
Shriek: If attacked or frightened, shriek to warn others.
20% chance per round of attracting wandering monsters.
-
Jump: Very skittish. If attacked, usually flee by jumping
up to 60′ then flying away. 50% chance of jumping at a random opponent—treat
as an attack.
-
Spit: Used defensively. 10′ range. Target treated as AC 9
[10]. The affected character is covered in stinking spittle: unable to act
for 1 turn (save vs. poison). Until the goo is washed off, others who come
within 5′ must also save vs. poison or be violently sick.
-
Poison immunity: Immune to yellow mold (see the Old-School
Essentials tomes) and most poisons, due to their habit of eating fungi.
Robber Fly
3′ long, carnivorous flies with yellow and black stripes.
AC 6[13], HD 2 (9hp), Att 1 × bite (1d8), THAC0 18 [+1], MV 90′ (30′)/180′
(60′) flying, SV D12 W13 P14 B15 S16 (1), ML 8, AL Neutral, XP 20
-
Surprise: Hunt patiently. Surprise on a 1–4, when waiting
in shadows for prey.
-
Poison immunity: Unharmed by killer bees’ poison.
-
Leap: Can leap up to 30′ and attack.
Snake, Pit Viper
5′ long snakes with grey/green scales.
AC 6[13], HD 2* (9hp), Att 1 × bite (1d4 + poison), THAC0 18 [+1], MV 90′
(30′), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral, XP 25
-
Infravision: 60′. (Pits in the head allow heat sense.)
-
Initiative: Always gains initiative (no roll), due to
special senses.
-
Poison: Causes death (save vs. poison).
Spider, Giant Crab
5′ long hunting spiders that can change their colour to match their
surroundings.
AC 7[12], HD 2* (9hp), Att 1 × bite (1d8 + poison), THAC0 18 [+1], MV 120′
(40′), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral, XP 25
-
Ambush: Attack by dropping on victims from above.
-
Surprise: On a 1–4, due to camouflage.
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Cling: Can walk on walls and ceilings.
-
Poison: Causes death in 1d4 turns (save vs. poison with a
+2 bonus).
Toad, Giant Poisonous
Warty amphibians with bright orange or red markings. As large as a great
hound, weighing 150 to 250 pounds.
AC 7[12], HD 2* (9hp), Att 1 × bite (1d4 + poison), THAC0 18 [+1], MV 120′
(40′), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral, XP 25
-
Poison: Causes death (save vs. poison).
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