Monstrous Compendium Kara-Tur Appendix TSR, Inc. TSR Ltd. POB Church End, Cherry Hinton Lake Geneva Cambridge CB1 3LB WI USA. MC6 Monstrous Compendium Kara-Tur Appendix (2e) – Not just more monsters – mysterious, sinister creatures of the Orient! Inside you’ll find. The Monstrous Compendium is a series of accessories for the Advanced Dungeons & Dragons MC6 Monstrous Compendium, Kara-Tur Appendix was written by the TSR staff, with a cover by Jeff Easley, and was published by TSR in
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Skip to main content. Log In Sign Up. Rick Swan Design Review: Andria Hayday Monstrohs Coordinator: Peggy Cooper Cover Art: Jeff Easley Interior Art: Distributed to the toy and hobby trade by regional distributors. This work is protected under the copyright laws of the United States of America.
Any reproduction or unauthorized use of the material or artwork presented herein is prohibited without the express written consent of TSR, Inc. Printed in the U. This volume describes the wondrous Oriental crea- Highly intelligent tures native to the eastern region of the Forgotten Realms.
Kara-Tur : Monstrous Compendium
As in Exceptionally intelligent previous volumes, all entries appear in alphabetical order. All monsters included here are typical for their type. Letters refer to the encounter tables are guidelines for general play. The DM is advised to use tions are most effective when they depart from the expected. For instance, underground trea- Kara-Tur campaign set, including spells, weapons, magical items, sure should be relatively small. If treasure is assigned randomly, and character classes unique to the eastern realms.
Two concepts roll for each indicated type. If all rolls fail, no treasure is present. Large treasures are noted by parenthetical multiples, such as M x Spirits. In Kara-Tur, the spirit world closely touches the world 2. If individual treasure is indicated, the DM decides which, if of men, and spirits may share several traits with humans.
Many any, of the individuals are carrying it. Ex- for nourishment and collect treasure. They also may mingle ceptions, though uncommon, may be encountered. The Celestial Beauracracy is a govern- NO. The DM can alter this as necessary. This should the world of animals. A powerful being called the Celestial Em- not be used for dungeon encounters. Humans and demihu- ficers of the Celestial Bureaucracy function much as the bureau- mans who wear armor have an unarmored rating in parentheses.
Each major entry in this Monstrous Compendium includes the following information: Higher speeds may be possible for short periods.
Unusual variations of the monster may appear elsewhere. Movement modes are abbreviated as fol- Climates include compebdium, subarctic, temperate, tropical, and sub- lows: Typical terrain includes plain, forest, monwtrous, and moun- moving in a web. Flying monsters also have a Maneuverability tain. Class from A to E. These percentages can Dice are 8-sided. To determine hit points, roll the indicated num- vary in special areas, as determined by the DM.
Exceptions are fairly common. Those most active at night mihumans always use player character THAC0s regardless of may be active at any time in subterranean settings. DIET— what the monster eats. Carnivores eat meat, herbivores eat plants, and omnivores eat both.
Modifications are explained in the text. These are ex- Average human intelligence plained in the text. Compendjum, too, are Champion explained in the text. If the magic penetrates the XP VALUE— the number of experience points awarded for defeat- resistance, the monster is still entitled to a normal saving throw. This can be modified according to specific situa- tions and for overall campaign balance.
The likelihood of the monster to persevere in the face social structure, attitudes, and goals. This can be adjusted according to circumstance. Ratings are as follows: Close variations of a monster for instance, Average kappa-ti and vampiric kappa follow the description of the main Steady monster.
The index below serves as a guide for locating these var- Elite iations. For example, a djim is a variant form of the memedi.
It delights in terrorizing human settlements.
Kara-Tur : Monstrous Compendium by TSR Inc | LibraryThing
A lesser spirit, its life- force is tied to a single tree in the kwra-tur in which it dwells. It has beady or- ange eyes and a wide, lipless mouth, which is permanently spell. The bajang suffers no ill effects while its tree is under attack, creased in an evil sneer.
Its hands are bony claws, and its feet re- but once the tree is destroyed, the creature is immediately re- semble the talons of a vulture.
The creature speaks its own lan- duced to 0 hit points and disappears. In wildcat form, the bajang retains the Armor Class, Hit Dice, The bajang can shape change at will into the kara-tu of a small movement, and hit points of its original form. It can attack three wildcat.
The creature is most often encountered in this form. As a times per round, inflicting points of damage for each success- wildcat, it has light brown fur and retains its distinctive orange ful bite and front claw attack. If both forepaw attacks are success- eyes. A bajang cannot cast spells Combat: A vicious and devious fighter, the bajang prefers while in wildcat form. The bajang makes its lair in its lifeforce tree. Any tree is suitable for a bajang lair, but the save itself.
If its tree is endangered, however, a bajang will always creature usually selects one within a comlendium of a small village. The fight to the death. However, any Bajang are solitary creatures, and they do not mate to repro- opponent struck by its claws must make a saving throw vs. It can cast ancient curse once per day. Typically, A swelling appears at the bottom of the tree, then rises through the bajang is nowhere to be seen when it transfixes its victims, or- the trunk. When the swelling reaches the highest limb, the now dering them to stay put for an indefinite period.
This enables the fully-formed bajang bursts through the bark. Its lifeforce is joined creature to attack at leisure. In combat, the bajang often uses with that of the tree.
It holds ancient curse in reserve, low of its tree. Bajang collect treasure more as a souvenir from a and prefers to use it to threaten opponents who are about to de- victim than for comppendium value. The best way to eliminate a bajang is destroying its tree. They are solitary, but some bajangs occasion- to protect it—a character can destroy it by chopping it down, set- ally serve as familiars for powerful, evil wu jen.
Unlike goblins, bakemono are surface dwell- ers, and they are even more stupid than their western cousins. No two bakemono are quite the same, even in size and overall shape.
Their skin color varies from brilliant orange to fiery red to deep blue, while their eyes are typically black, yellow, green, or For every 20 adult males, there is a lieutenant of greater size HD gray.
Monsttous lieutenant receives his orders stunted wings, stumpy tails, hooves, fur, scales, huge noses, from the oni or ogre mage and has absolute command of the 20 feathers, floppy ears, and hunched bodies.
Clothing is similarly males compendiu him. Bakemono drift from band to band as filthy, cotton peasant dress. Most speak in high, shrill voices.
All the mood strikes them, and accusations of disloyalty and treason share the same nasty disposition. When not fighting amongst them- Monstroux speak three languages: Neither females nor children fight in battles.
Bakemono steal virtually all their possessions, including weap- Combat: Bakemono are clumsy, impulsive fighters; strategic ons, food, and clothing. Except for a few inconsequential trin- planning is unknown to them. They ambush their opponents kets, all treasure items are divided among the lieutenants.
Bakemono lairs an Armor Class of 5. This AC rating stems from the armor pieces always lie in disrepair, are strewn with debris, and wreak of filth. The pieces are in poor repair, often having been Many lairs appear deserted as a result.