                                                                                
                       Advanced Dungeon & Dragons                               
                          List of New Monsters                                  
                                                                                
   Monster         A  S  M Hit  AC  T Special         Special          Exp.     
   Name            l  i  o Dice     H Attacks         Defenses         Pts.     
                      z  v          A                                           
                      e  e         CO                                           
                                                                                
   Aerophant        N L 24 10    4 14 Trunk, trample  Immune to Cold   2200     
                                                                                
   Sodius          CE M 15 5+1   3 16 Drain Salt      none              475     
                                                                                
   Concord         CN L 12 9+1  -1 11 strafing run    none             1800     
                                                                                
   Tarkon          CN L 12 7     3 12 Poison tail     50% mag. resist  1000     
                                                                                
   Cyclic          CE M 12 6     4 15 none            Immune to cold    475     
                                                                                
   Spamalope       CN S 12 4     2 17 none            none              180     
                                                                                
   Grey(Ash)Dragon NE L 24 12+1 -3 10 Breath,Poison   none             6000     
                                                                                
   Ice Wraith      CE M 18 9    -5 12 Breath          need +1 weapon   2500     
                                                                                
   Demi-Shadow      E M 20 14   -2  9 Spell casting   need +3 weapon   7500     
                                                                                
   Mud Golem       CE L 12 90hp  4  9 none            need +2 weapon   5500     
                                                                                
   Stone Dragon    CE L 12 18   -5  8 Sandblast       need +3 weapon  15000     
                                                                                
   Prismatic Dragn LE L 48 40   99  5 Breath & Spells AC -10              0     
                                                                                
   Hoolk           N  L 15 5-7   3 15 Poison          None              700     
                                                                                
   Ploorian        NE L 15 11    4 12 None            None             3300     
                                                                                
   Grendel         N  L 45 5-20 -2  0 Charge,Impale   Speed               0     
                                                                                
   True Troll      NE L 30 20   -1  8 Throat Rip      Dam. Reduction  13000     
                                                                                
   Animator        NE M  6 9+5   2  9 Par.+Animation  +1 weap. to hit  3200     
                                                                                
   Alien           NE L 15 10   -1  9 Acid            Immune to acid  18000     
                                                                                
   Phirth          CN S 99 7     5  9 Charm           See below        1300     
                                                                                
   Silver Twist    N  L 12 4     7 17 Transportation  Transportation    175     
                                                                                
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    Monster's       Description                                                 
    Name                                                                        
                                                                                
    Aerophant       This creature looks like an elephant with wings.            
                    It attacks in two ways:  either wrapping its trunk          
                    around the opponent and throwing the opponent to            
                    the ground (d10+3), or trampling (3d10). It will            
                    automatically attempt to CHARM any characters it            
                    meets, and generally is of GOOD alignment (the              
                    CHARM is for defensive purposes only - however, if          
                    it is under the influence of another players                
                    charm, that charm can be "forwarded" to other               
                    opponents).                                                 
                    Creator:  Mark Oliver (LCO102@URIACC)                       
                                                                                
    Sodius          This creature is exactly like the "Salt Creature"           
                    in the Star Trek episode "The Man Trap" (a.k.a.             
                    "The UnReal McCoy").  It can shapechange (like a            
                    Doppleganger) into any creature that its victim             
                    knows (past or present).  The Sodius' main goal is          
                    to hypnotize (-2 to save) it's victim, and then             
                    draw the salt out of its victim.  The victim loses          
                    1 point of Constitution per round until either (1)          
                    the sodius stops, or (2) the victim loses ALL its           
                    Consitution, in which case it dies (resurrection            
                    possible).  The victim can regain its Con by                
                    resting (1 point per day) or eating food with salt          
                    in it (1 point per 6 rounds).  If forced to fight,          
                    the Sodius does 2-12 damage with its open hand (2           
                    attacks per round).  REMEMBER THAT WATER HAS NO             
                    SALT IN IT!                                                 
                    Creator:  Mark Oliver (LCO102@URIACC)                       
                                                                                
    Concord         This creature has the body and wings of an eagle,           
                    and the head of a ram (the head is AC2).  It has            
                    black slitted eyes (at DM's discretion,can                  
                    paralyze), and a thin pointed tail (can strike for          
                    d4 damage, save vs. poison).  The normal attack of          
                    the creature is to do a "strafing run", where the           
                    Concord swoops down on an opponent and rakes its            
                    claws on the victim as it flies by (3d4 damage).            
                    It can also charge like a ram and use its horns             
                    for d6 damage.  The Concord LOVES elves! It will            
                    ALWAYS attempt to subdue an elf first, because it           
                    considers them a delicacy.  It can secrete an odor          
                    that repells all races except elves (who are                
                    attracted to the smell).  If necessary (or                  
                    applicable), the Concord can also gate in 1-10              
                    more Concords 25% of the time.                              
                    Creator:  Mark Oliver (LCO102@URIACC)                       
                                                                                
    Tarkon          This creature dwells in the mountains of cold               
                    regions.  It has a crocodile head and a rat-like            
                    body (it is bipedal).  It has a long barbed tail,           
                    and has claws for hands and feet, and has greenish          
                    fur.  A normal attack for the Tarkon is to attempt          
                    to grab its opponent with both claws (d6+3 damage           
                    per claw, 2 attacks per round) and hold it.  If             
                    both claws hit, the opponent is "held", and the             
                    Tarkon will sting it with its tail (d4 damage,              
                    save vs. poison).  It is immune to ALL cold                 
                    attacks and has a 50% magic resistance.                     
                    Creator:  Mark Oliver (LCO102@URIACC)                       
                                                                                
    Cyclic          This creature looks like a man that has been                
                    frozen solid, except for a pair of albino "eyes".           
                    It is formed almost entirely of living ice.  The            
                    cyclic can attack with two "arms" for 2d6 damage            
                    (2 attacks/round).  It is immune to all cold                
                    attacks, but takes double damage on all fire                
                    attacks (the touch of a lit torch would probably            
                    do d4 damage).                                              
                    Creator:  Mark Oliver (LCO102@URIACC)                       
                                                                                
    Spamalope       The Spamalope is a can of SPAM with antlers and             
                    legs  (this originally was an inside joke of some           
                    sort).  They are usually found in groups of 6-12,           
                    and will be gathered around a Hormel Ham                    
                    worshipping it.  The Ham is their only treasure,            
                    and it is worth 5gp.  The Ham is edible, the                
                    Spamalope is not.                                           
                    Creator:  Sam Huntsman  (SH06078@UAFSYSB)                   
                                                                                
    Grey(Ash)Dragon Grey Dragons are far less intelligent than other            
                    evil dragons.  They very rarely can speak, and              
                    never have spell casting abilities.  They make up           
                    for this lack of brains with their size and                 
                    viciousness.  The breath weapon of a grey dragon            
                    is a cloud of foul-smelling gas, which causes               
                    choking for d4 rounds as a Stinking Cloud (save             
                    vs. spell negates) and will age the victim d20              
                    years (save vs. spell negates).  This power of              
                    aging and decay also affects claw and bite wounds.          
                     Any wounds caused in this manner will heal at              
                    half normal rate unless a Cure Disease spell is             
                    first used (e.g. a Cure Light Wounds which would            
                    normally heal 8 pts. of damage will only heal 4).           
                    Any armor, shields, or edged weapons may corrode            
                    and crumble to dust, due to the Dragon's corrosive          
                    demeanor (magical weapons will be at a plus to              
                    save).  Because of the Dragon's corrosive nature,           
                    their treasures tend to be gems and powerful magic          
                    items only.                                                 
                    Creator:  Rob Sanders (Y13RCS1@NIU)                         
                                                                                
    Ice Wraith      The Ice Wraith is a creature that resembles a               
                    man-shaped cloud of mist.  It survives by draining          
                    all heat from any available source near it (for             
                    example, a campfire.  Because of this, cold-based           
                    attacks do double damage and heat-based attacks             
                    HEAL the Ice Wraith for half the damage points the          
                    attack would normally cause.  A +1 or better                
                    weapon is required to hit, but any metal weapon             
                    passing through the creature will become intensely          
                    cold and may be dropped.  The Wraith can cast               
                    Affect Normal Fires to make a heat source hotter,           
                    but this will cause the fire's fuel source to be            
                    consumed more quickly.  Of course, body heat is             
                    also an acceptable source of heat for these                 
                    creatures, so if a PC tries to douse his campfire           
                    to get rid of the Wraith, he may be in for an               
                    unpleasant surprise...                                      
                    Creator:  Rob Sanders (Y13RCS1@NIU)                         
                                                                                
    Demi-Shadow     A Demi-Shadow is an alternative to a lich for a             
                    magic-user (MU).  A spell caster can, through the           
                    use of a shadow lanthorn, a Time Stop spell, a              
                    protective encasement for his body, and various             
                    other components, preserve his body forever while           
                    his mind roams free in shadow form.  A Demi-Shadow          
                    appears as an ordinary shadow (the monster), but            
                    somewhat more substantial.  His touch drains d6             
                    points of strength or dexterity (divided evenly             
                    between the two) for d20 rounds.  A +3 weapon is            
                    needed to hit, and the Demi-Shadow is immune to             
                    all spells except the following:                            
                      Fireball & Lightning-1/4 damage                           
                      Light               -d20 damage                           
                      Continual Light     -d20+d10/round not dispelled          
                    The Demi-Shadow may use all spells he had when              
                    "alive" (except any that produce light).  He will           
                    only be found in areas of darkness and will avoid           
                    lighted areas (unless he can use a Darkness spell,          
                    which is an inate ability).  At 0 hit points, the           
                    Demi-Shadow will flee to his physical body, which           
                    will awake in d10 rounds as a VERY angry MU.  Any           
                    spells cast while in Demi-Shadow form are used up           
                    in MU form as well (he doesn't get the spells back).        
                    Creator:  Rob Sanders (Y13RCS1@NIU)                         
                                                                                
    Mud Golem       A Mud Golem resembles a stone golem, whith the              
                    obious exception that he is made entirely of mud.           
                    A mud golem may not change his shape at all; his            
                    substance is malleable but always retains the same          
                    structure.  A +2 weapon is required to hit;                 
                    anything less just passes through the mud without           
                    doing any damage.  Fire-based and cold-based                
                    spells do half damage and may harden an area of             
                    the golem's body.  The hardened area may be hit             
                    with normal weapons for half damage, and a spell            
                    of the opposite temperature cast the following              
                    round may shatter that part of the body.  No other          
                    spells have any effect.                                     
                    Creator:  Rob Sanders (Y13RCS1@NIU)                         
                                                                                
    Stone Dragon    A Stone Dragon is just that - a large dragon made           
                    entirely (to all outward appearances) of stone.             
                    They are only found in one size (as opposed to              
                    other dragons) and age group, and originate on the          
                    elemental plane of earth.  They are too slow and            
                    stupid to cast spells, but most can learn one or            
                    two languages.  The breath weapon of a Stone                
                    Dragon is a sandblast in a 60 degree cone for up            
                    to 100 feet.  The sand does d20 damage, may blind           
                    the victim (save vs. petrification), and may get            
                    in the mouth and lungs and choke the victim (no             
                    action for d4 rounds - save vs. petrification               
                    again).  A +3 weapon is required to hit the stony           
                    hide of this dragon.  It has a 30% magic                    
                    resistance and only hoards jewels as its treasure.          
                    It is too heavy to fly.  The spells                         
                    Stone-to-Flesh and Stone-to-Mud raise the Armor             
                    Class of the affected area of the dragon to 1.              
                    The Dig spell causes d4 times the level of the              
                    Mage casting the spell.                                     
                    Creator:  Rob Sanders (Y13RCS1@NIU)                         
                                                                                
    Prismatic Dragn The Prismatic Dragon (Diamar) is a unique creature          
                    that inhabits the first layer of tne Nine Hells             
                    (he was created as a replacement for Tiamat, who            
                    was "permanently slain" in the author's campaign,           
                    but could work equally well as her prime consort).          
                    He derives his name from the crystal-like scales            
                    that cover his 150 foot body.  These scales                 
                    glitter when struck by light, producing a Hypnotic          
                    Pattern-like effect.  The scales also provide               
                    immunity to fire, electric, and acid attacks, and           
                    take only half damage from cold-based attacks               
                    (observant PC's will notice that during cold                
                    attacks, Diamar will close his eyes and mouth to            
                    protect them from damage).  Diamar also has claws           
                    of sharpness (as the sword) and a highly venomous           
                    bite (save vs. poison at -5).  He can use the               
                    breath weapon of any evil dragon, provided it is a          
                    color dragon.  He has the spell casting abilities           
                    of a 30th level MU, a 20th level illusionist, and           
                    a 15th level Wu Jen (Oriental Adventures), and has          
                    a magic resistance of 75%.  As a lesser power (as           
                    if he's not bad enough already!), he can use the            
                    following spell-like abilities once per round:              
                    Polymorph Self, Charm Person, Dispel Magic, Know            
                    Align. Teleport, Suggestion.  He also has the               
                    following innate abilities:  Vocalise, Detect Lie,          
                    Detect Invisible, Read Magic, Read Languages.  He           
                    has both a wisdom and intelligence of 20, a                 
                    charisma of 21, and a comeliness of 22.  His                
                    single greatest weakness is his vanity.  He will            
                    never polymorph into anything he considers ugly.            
                    A clever MU once bought escape for his entire               
                    party by molding a large diamond into a small               
                    statue of Diamar and presented it to him.  Diamar           
                    was so flattered he let the entire party pass               
                    unharmed!  He prefers to use spells that reflect            
                    his nature, like Prismatic Spray, Prismatic Wall,           
                    and Chromatic Orb.  He should be played as very             
                    intelligent, very proud, very evil, and VERY                
                    DANGEROUS.  Diamar has 300 hit points, 40 Hit               
                    Dice, and has a suggested EP value of 80,000 (if            
                    killed "permanently", EP should be 800,000).                
                    Creator:  Rob Sanders (Y13RCS1@NIU)                         
                                                                                
    Hoolk           The Hoolk is the result of genetic                          
                    experimentation.  This creature inhabits any                
                    region of temperate or warmer climate.  The Hoolk           
                    are always humgry and prefer human meat.  It will           
                    continue to attack until dead, and attacks with             
                    poisonous claws and fangs. When encountered in              
                    their lair, double the numbers will be present              
                    along with 1-2 young (20-80% grown) plus a                  
                    "leader" that gets +1 per die on hit points and +1          
                    to hit, damage, and saving throws.  Hoolk are               
                    humanoid reptiles with wings.  Their scales are             
                    green and their heads are smooth.  The eyes are             
                    yellow and look like the eyes of a snake.  In               
                    proportion, the build of a hoolk is larger than             
                    almost any human of comparable size (8 feet tall).          
                    Creator:  Gary Samek  <C133GES@UTARLVM1>                    
                                                                                
    Ploorian        Ploorians are half evil cloud giant and half                
                    elephant.  Ploorians have lost the ability to               
                    levitate.  The Ploorians hate all other life                
                    forms, especially cloud giants.  They are thought           
                    to be the last remnants of several thousands of             
                    cloud giants that dared to confront the gods and            
                    demand equal status.  The gods punished the giants          
                    by torture and then cursed them with the elephants          
                    that the giants used as pack beasts.  Ploorians             
                    have a keen sense of smell and are suprised only            
                    on a 1.  In any group, one will be considered as            
                    "chief" (AC 3, 12 hit dice, very intelligent).              
                    Ploorians are 18 feet tall and appear to be a               
                    giant/elephant representation of a centaur; the             
                    elephant half is normal, but the giant half has a           
                    light blue skin and silver hair.  It is suspected           
                    that the Ploorians will band with the fire and              
                    frost giants against the gods in the battle of              
                    Ragnarok.                                                   
                    Ploorians are 10% magic resistant.                          
                    STR: 23  INT: 9 (chief: 11)  WIS: 11  DEX: 10               
                    CON: 15  CHR: 3                                             
                    (* Concept derived from the Lensman series by E.            
                    E. Doc Smith *)                                             
                    Creator:  Gary Samek  <C133GES@UTARLVM1>                    
                                                                                
    Grendel         These amphibians appear much like stegosauri, only          
                    smaller and lower, and with big pointed teeth.              
                    Curious, intelligent (IQ of about 75) and                   
                    omnivorous, they have recial memory passed down             
                    through DNA/RNA and can understand relatively               
                    advanced concepts, such as revenge.  They                   
                    generally range out from a deep pool or                     
                    slow-moving river, where they spend most of their           
                    time, if they smell any disturbance (very good              
                    sense of smell, both in water and in air).  They            
                    are extremely territorial.  If attacked or                  
                    attacking, they can speed up their metabolism many          
                    times over, increasing their running speed to as            
                    much as 100 mph.  In this mode they act as if               
                    doubly Hasted and move at 300".  This Speed drops           
                    their AC to -10 (DEX bonus).  They may attack up            
                    to 4 different targets while on Speed.  The                 
                    effects last from 2-7 rounds and the Grendel will           
                    start to "overheat" after the 3rd round of Speed.           
                    There is a 30% chance per round after the 3rd that          
                    the Grendel will overheat and drop dead in its              
                    tracks.  This happens automatically after the 7th           
                    round.  This heat sensitivity while on Speed                
                    causes it to take double damage from fire or heat           
                    attacks, while cold based attacks will allow it             
                    another 2-7 rounds of Speed (start over), but do            
                    normal damage due to the sudden temperature                 
                    change.                                                     
                    Any character with Infravision who sees a Grendel           
                    going on Speed must save vx. Paralyzation at -3 or          
                    be blinded in the Infrared spectrum for d4 rounds.          
                     While on Speed, a Grendel may dodge up to 4                
                    missle attacks per round as if it were a Monk of            
                    9th level.  If it is raining or very foggy, the             
                    chance of overheating in only 5% per round, and             
                    the Grendel can go up to 12 rounds before                   
                    dropping.  If immersed in water or snow, the                
                    chance is only 2% per round (starting on the 10th           
                    round), and the Grendel can go up to the 20th               
                    round before dropping.                                      
                    If the tail attack is a natural 19 or 20, the               
                    victim is impaled unless he can roll under half             
                    his DEX on a d20 (round down).  When impaled, the           
                    victim loses d4 hit points per round in blood,              
                    loses and DEX bonus to AC, and all atacks are at            
                    -5 to hit and -1 on damage.  To disengage from the          
                    spikes, the victim must roll under half his STR on          
                    a d20 (round down).                                         
                    On a Speeded Charge, the prey of a Grendel must             
                    roll for surprise (1-4) or be knocked down for 1-2          
                    rounds and take d6 hit points.  This is in                  
                    addition to any attacks from the Grendel.  A                
                    Grendel will normally keep fighting until it is at          
                    25% of normal hit points or for 3d4 rounds.                 
                    Grendels are solitary, meeting only to spawn.  The          
                    young are born alive in water, and are fishlike             
                    and very small (less than 1" at birth).  Often              
                    50,000 will be born at once.  Once they are 6" or           
                    longer, the adults will eat them if no other food           
                    is available.  After about 3 or 4 months they               
                    become amphibious and are recognizable as being             
                    Grendels, and will crawl up on the land and attack          
                    and eat everything in sight, including each other!          
                    Young get no special Charge attack.                         
                    Creator:  Jeff Fulford (care of Charlie Fineberg            
                    <FINEBERG@WUMS>)                                            
                                                                                
    True Troll      The True Troll seems to be the oldest member of             
                    the troll family, and the base stock from which             
                    the others sprang.  While lacking the regenerative          
                    powers of its evil offspring, the True Troll is             
                    perhaps even more dangerous, for it is resistant            
                    to the spells of all but the most powerful mages            
                    and clerics, and because of their thick, stony              
                    hide and inherent toughness, take only 1 point of           
                    damage for every 2 points done (50% damage                  
                    reduction).  True Trolls are usually found in               
                    deserted fens, far from civilization, and although          
                    they will occasionally raid isolated settlements,           
                    their numbers have been reduced to the point where          
                    they do not pose a threat to society--as opposed            
                    to wandering adventurers.  Greedy, blookthirsty,            
                    and mean, they love to tast the blood and flesh of          
                    humans and demihumans, often pausing for a round            
                    in combat to rip the throat out of a victim                 
                    (requires two claw hits the previous round).  If            
                    this attack (bite) is succesful, the hapless                
                    victim loses all but 1d4 hit points and loses 1             
                    hit point every round thereafter until dead or              
                    healed.  Even then, the victim is incapable of              
                    speech or eating solid foods for 2-8 weeks, or              
                    until healed through regeneration.  True Trolls             
                    have both infra- and ultravision with a range of            
                    90'.  They speak the languages of trolls, ogres,            
                    orcs, and the local common speech (25% of the               
                    time).  One in 20 (5%) will be magic-user,                  
                    specializing in necromantic spells and summoning.           
                    If using weapons, they prefer the two-handed sword          
                    or halberd (with which they are +5 to hit and +13           
                    on damage).                                                 
                    Creator:  Jeff Howe (care of Charlie Fineberg               
                    <FINEBERG@WUMS>)                                            
                                                                                
    Animator        Animators are vicious creatures who kill for the            
                    pleasure of doing it.  Their appearance resembles           
                    that of a lich, but with a spectral look. They              
                    usually don't leave their lairs, in which they              
                    never keep treasure. However, since they're found           
                    in unaccessible places (dungeons and ruins), there          
                    is a good chance of finding magic items from their          
                    unfortunate victims:                                        
                    30% - Magic Weapon                                          
                    20% - Magic Shield or Armor                                 
                    10% - Potion                                                
                    05% - Miscellaneous                                         
                    The animator can attack with 2 claws, each of               
                    which inflicts a cold chill causing 2-12 damage,            
                    plus paralysis unless a save is made. However,              
                    they normally attack by animating objects to                
                    attack the party. The animated object can be any            
                    smaller than human size, and it will attack as a            
                    living creature (not as a throw object). The                
                    animated object(s) will usually be stones, logs,            
                    or anything in sight. All objects will take 25 HP           
                    of damage before being destroyed, and will have 2           
                    attacks per round, each doing 1-8 HP. An animator           
                    can control up to 5 objects in a range of 120". If          
                    an object is destroyed, the Animator will                   
                    automatically take control of another.                      
                    The animator is immune to all non-magical weapons           
                    and missiles. It is also immune to all spells               
                    affecting the mind, and cannot be turned (because           
                    it's not undead).                                           
                    Creator:  J. Anotonio Chavez (BL197903@TECMTYVM)            
                                                                                
    Alien           These horrible creatures are found in the deepest           
                    of caverns where they prey on unsuspecting                  
                    adventurers. They have 60' infravision. If found            
                    in a group there will be from 5-20 leather                  
                    egg-like sacks which pulsate when approached. The           
                    eggs contain the face huggers (FH). The FH will             
                    attempt to attach to the mouth of a victim and              
                    deposit an egg in the victims body. Once attached           
                    to a victim the FH must be cut off, releasing the           
                    alien's acid upon the vitim, inflicting 1d4 of              
                    acid damage per round until washed off. It takes 6          
                    turns for the FH to deposit its egg. A Cure                 
                    Disease will kill the FH with no ill effects if             
                    done within 3 turns. A Cone of Cold will cause              
                    dormancy in the egg sacks for 2d6 days.                     
                    The egg will mature in to chest burster (CB) in             
                    1d3 days. The CB will come out of the victims body          
                    via the chest (hence the name). The victim is               
                    killed instantly, no save! The victim may be                
                    resurrected only if a Heal is performed first. The          
                    CB matures into an Alien.                                   
                    Full grown Aliens attack with their claws, bite,            
                    and tail (-3 to hit). The mouth attack inflicts an          
                    additional 3d4 of acid damage per round until               
                    washed off. Anyone viewing an Alien from the front          
                    must save vs. magic or be rigid with fright for             
                    1d6 rounds. The Alien is not affected by charm,             
                    sleep, feeblemind, polymorph, cold, insanity,               
                    death spells/symbols, but take +3 damage from fire          
                    and electricity.                                            
                    Clearly the acid damage is the worst aspect of              
                    these creatures. All acid damage may be halved if           
                    a save is made against breath weapon. Any hit upon          
                    an Alien causes a spray of acid in a 5' radius              
                    (all in range take 3d4 points of damage per round           
                    until the acid is washed off). The Aliens                   
                    communicate telepathically. They are VERY smart             
                    and cunning.                                                
                    Creator:  "ToeJam" (C471040@UMCVMB)                         
                                                                                
    Phirth          The Phirth is an ethereal creature with the                 
                    equivalent of a Prime Material Plane Box of                 
                    Holding. Their main attack is to grab out of their          
                    box when it is opened by a curious victim. The              
                    strength of a Phirth is 16. Any victim caught with          
                    strength < 16 is steadily pulled into the box at            
                    the rate of (16 - Str) feet per round. If the               
                    victim's strength is 16 he/she can hold out for a           
                    number of rounds equal to his/her constitution              
                    before being pulled in a the rate of Str=15. 17             
                    Strength breaks free in 5 rounds. 18+ Strength              
                    breaks free on a successful roll of 1d20 under 18.          
                    The Phirth attempts to charm its victim. If a save          
                    vs. spell is not made the victim will not attempt           
                    to save him/herself for 1d4 rounds. Damage done is          
                    based upon resistance - full resistance is 1d3 per          
                    round, drag is 1d2 per round, or no damage for no           
                    resistance. Phirths move by teleporting to                  
                    convenient places in hopes of finding victims. The          
                    Phirth can't open its own box, just shut it.                
                                                                                
    Silver Twist    A silver twist is considered more of an odd                 
                    phenomenon than a monster. The twists are thought           
                    to be the result of a backfired experiment in               
                    magic. Appearing as a constantly shimmering mobius          
                    strip, the twist can stretch into a fairly thin             
                    12' long x 2' wide rectangle or expand outward              
                    into a 12' diameter x 2' depth cylinder. Its size           
                    and relatively clumsy means of locomotion make it           
                    an easy target.                                             
                    The danger associated with it comes from the                
                    twist's magic. If a successful strike is made by            
                    the twist, the victim is transported to a random            
                    location as if a Dimension Door spell was cast              
                    upon the victim. If a character strikes the silver          
                    twist, there is a 2 in 6 chance that the character          
                    will be equally affected by a Dimension Door. The           
                    effect of the Dimension Door is as if a 15th level          
                    mage cast it to its maximum distance of 450 yards           
                    (1350 feet). There is, however, a random direction          
                    associated with the effect. Roll 2d8 (one at a              
                    time) and use the table below to determine where            
                    in 3 dimensional space the receiver goes:                   
                                                                                
                    ==================================================          
                    1st die Direction Theta    2nd die  Direction Phi           
                    ==================================================          
                        1    North       90        1     Up         0           
                        2    NorthEast   45        2     Up        45           
                        3    East         0        3     Flat      90           
                        4    SouthEast  315        4     Down     135           
                        5    South      270        5     Down     180           
                        6    SouthWest  225        6     Down     225           
                        7    West       180        7     Flat     270           
                        8    NorthWest  135        8     Up       315           
                    * Radius of Rho = 450 Yards (1450 Feet)                     
                    * Location in 3-dimensional space is given by:              
                        X = Rho * Sin(Phi) * Cos(Theta)                         
                        Y = Rho * Sin(Phi) * Sin(Theta)                         
                        Z = Rho * Cos(Phi)                                      
                    * Double check the calculation with the formula:            
                        Rho = Sqrt( X**2 + Y**2 + Z**2 )                        
                    The first die roll gives the direction in the X-Y           
                    plane for the first point of reference; the second          
                    roll gives the direction in a plane perpendicular           
                    to the X-Y plane. The point determined is the               
                    destination for the victim/striker. A truly                 
                    vicious alternative is to have two more dice                
                    rolled to determine the bodily orientation once             
                    the destination is reached (you can make this               
                    table up on your own). If the destination point is          
                    found to be a solid object, then the "Astral                
                    Plane" rule of Dimension Door applies. The weight           
                    restriction rules of Dimension Door also apply.             
                    The best way to oppose a silver twist is to attack          
                    it in a non-pysical (magical) manner. Better                
                    still, running away never hurts.                            
                    Creator:  Jeff Contompasis <JCONTOMP@TUFTS>                 

