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\title{Monsters}
\author{\copyright1991 Allan J. Mikkola}
\date{}
\maketitle

{\it \noindent
{\Large A}llan may well be the most prolific writer of AD\&D monsters
on the internet. A few of his tamer creations appear below.\\}


\begin{center}
\begin{tabular}{ll}
\multicolumn{2}{c}{\Large \bf SHOCKER}\\
&\\
\hline
&\\
Climate/Terrain: &  Any\\
Frequency:       &  Very Rare\\
Organization:    &  Solitary\\
Activity Cycle:  &  Any\\
Diet:            &  Electricity\\
Intelligence:    &  Exceptional (15-16)\\
Treasure:        &  Nil\\
Alignment:       &  Neutral (Chaotic)\\
No. Appearing:   &  1\\
Armor Class:     &  -2\\
Movement:        &  18\\
Hit Dice:        &  16 or 24\\
THAC0:           &  16 HD: 6\\
                 &  24 HD: 5\\
No. of Attacks:  &  2 + special\\
Damage/Attack:   &  16 HD: 1-8 + 16/1-8 + 16\\
                 &  24 HD: 1-8 + 24/1-8 + 24\\
Special Attacks: &  Lightning\\
Special Defenses:&  See below\\
Magic Resistance:&  25\%\\
Size:            &  L (12' - 14' tall)\\
Morale:          &  Fanatic (17-18)\\
XP Value:        &  16 HD: 14,000\\
                 &  24 HD: 18,000\\
\end{tabular}
\end{center}
Shockers are residents of the quasi-elemental plane of lightning and are
most often encountered on their home plane, but they may also be found on the
prime material planes as well.  Unlike most elementals, they are capable of
traveling to the prime planes on their own (without being summoned) and are
able to exist there for extended periods of time.  However, shockers may enter
the prime planes only via a natural lightning bolt, such as during a lightning
storm, and on rare occasions, have even been known to enter through a {\em call
lightning} spell. A
shocker has 24 HD on its home plane, but they are reduced to 16 HD on the
prime planes due to the absence of the energy which they thrive on.

    Shockers are slightly different in appearance from other lightning
quasi-elementals. They appear as a sheet of shimmering blue energy of a vaguely
humanoid shape.  However, they possess a limited shape-change ability that
allows them to take the form of a human, elf, or half-elf five times a month.
When encountered on a prime material plane, they will take the shape of a
humanoid 75\% of the time.  When in this form, they appear indistinguishable
from real humanoids; however, a {\em detect magic} spell will reveal a faint blue
shimmering of alteration and evocation magic, and a {\em true seeing} spell, a
{\em gem of seeing}, or other similar magic will show the creature's true form.
The origin of this shape-change ability is unknown.  A shocker will always
appear in its natural form on its home plane.

\begin{description}
\item[Combat:]  When attacking, a shocker uses its two ``hands" to deliver two viscous
{\em shocking grasps}, each doing 1d8+16 (or 1d8+24) points of damage.
In addition, a shocker can emit lightning attacks of up to 30d6 points of damage per
day.  A single bolt can inflict 5d6 or 10d6 points of damage, and either one or
two bolts can be discharged per round.  A bolt may originate from anywhere on
the shocker's body, so an attack can be made in any direction; however, these
attacks usually eminate from the hands, mouth or eyes so as to duplicate
spells, breath attacks, and/or gaze attacks (this is especially true if the
shocker is in humanoid form).

    Shockers also have several special defenses.  A +2 or better weapon is
required to hit a Shocker, and a creature with fewer than 5 hit dice
cannot harm a shocker without some sort of magical assistance.  They are also
immune to lightning and all types of electrical attacks, as well as air- and
weather-based magic.  Any creature scoring a hit on a shocker in melee will
suffer 1d8 points of damage (save vs. spell for half damage) unless the attack
is made via a non-conductor.

\item[Habitat/Society:]  Shockers are not natives of the prime material planes, but
can be found wandering in any climate or terrain (though they dislike rain).
They normally use their shape-change ability to
fit into their surroundings.  Shockers often take an interest in the affairs
of humans and demihumans, and they seem to take pleasure in antagonizing them in
any way they can.  There are many speculations as to the reason for this type
of behavior, but no one knows their true motives.  For some reason, they seem
to ignore dwarves and gnomes.

    Not much is known of the origin, behavior, or social structure of these
creatures.  It is thought that they are composed of pure energy, but this is
only speculation.

\item[Ecology:]  There is a 2\% chance
that a {\em conjure air elemental} spell, staff, or
similar device will summon a shocker instead of an air elemental.  Shockers
encountered in this manner will be in their natural form 95\% of the time.  The
summoner has only a 5\% chance per level over 6 of successfully controlling a
shocker conjurered in this manner (to a maximum of 90\%).  Also, there is a 10\%
chance per round that control will be lost, in which case the shocker will
immediately attack the summoner and his or her party.  Devices which control
or protect against normal elementals do not work on shockers; {\em dismissal},
{\em banishment}, and similar spells and devices have a 20\% chance of failing even
if the shocker fails its magic resistance roll and saving throws.

    It is rumored that magics exist that will summon and/or control a shocker
directly; these are said to give results similar to the more common
elemental-related devices.
\end{description}

\vspace{.2in}

{\em From the sublime:}

\begin{quote}
\begin{description}
\item[Glendower:] I can call spirits from the vasty deep.
\item[Hotspur:]   Why, so can I, or so can any man;
           But will they come when you do call for them?
\end{description}

\ \ \ --- Shakespeare, Henry IV, Part I\\
\end{quote}

\vspace{.3in}

{\em To the ridiculous:}

\begin{quote}
\begin{description}
\item[Rocksteady:] ``Eat blazing electric death toitle!"
\item[Raphael:] ``Well, at least he likes his job."
\end{description}

\ \ \ --- Teenage Mutant Ninja Turtles\\
\end{quote}


\newpage

\begin{center}
\begin{tabular}{ll}
\multicolumn{2}{c}{\Large \bf TALLIN}\\
&\\
\hline
&\\
Climate/Terrain:  & Any arctic or subarctic\\
Frequency:        & Rare\\
Organization:     & Clan\\
Activity Cycle:   & Any (but usually day)\\
Diet:             & Carnivore\\
Intelligence:     & Very (11-12)\\
Treasure:         & E\\
Alignment:        & Lawful Neutral\\
No. Appearing:    & 1-2 (10-20 in lair)\\
Armor Class:      & 0 (10\% chance of -2)\\
Movement:         & 9\\
Hit Dice:         & 15 + 1-4 h.p.\\
THAC0:            & 2 (+3 STR bonus)\\
No. of Attacks:   & 1 or 2 + special\\
Damage/Attack:    & 4-40 + 8 or 1-10 + 8/1-10 + 8\\
Special Attacks:  & Breath weapon (mature only)\\
Special Defenses: & Frost barrier (mature only),\\
                  & cold immunity\\
Magic Resistance: & 30\%\\
Size:             & H (15')\\
Morale:           & Champion (15-16)\\
XP Value:         &\\
  male:           & 16,000\\
  female:         & 10,000\\
  immature:       & 2,000\\
\end{tabular}
\end{center}
Tallin are large humanoids that live in frozen arctic wastelands.  Their
skin is gray, tan, or dull brown, and they are almost completely hairless.
Tallin stand about 15' tall, weigh approximately 5000 pounds, and are very
muscular; females are slightly shorter and lighter.  Tallin live 300 years or
more.

    Tallin wear little except for some scraps of fur around their necks and
waist; their low armor class is due to their very thick skin.  Most tallin also
wear a pair of wide bracers on their wrists; there is a 10\% chance that these
are special {\em bracers of defense}, which lower the tallin's armor class to -2.
Tallin have never been known to use spells or any other magic items; it is not
known whether they are capable of enchanting these bracers themselves, or if
they are obtained elsewhere.  The only other possession they carry, is their
huge warhammer; their remaining items are kept in the lair.

\begin{description}
\item[Combat:] From birth, tallin are immune to all cold-based attacks, but take +1
point of damage per die from fire-based attacks, as they are especially sensitive
to heat.  Tallin may punch or smash with their fists for 1-10 + 8 points
of damage with each fist.  However, tallin much prefer to use their massive
warhammers in combat.  These huge hammers are about 6' long and 3' across, and
are intricately carved.  The hammers are made of some strange metallic alloy of
unknown origin; it is widely accepted that no one has ever successfully returned
one of these hammers to civilization for study.  These hammers are extremely
strong and heavy --- a strength of 18/00 is needed to pick up these hammers, and
a strength of at least 20 is required to wield one in combat.  When a tallin
connects with a hammer in combat, it delivers 4-40 + 8 points of damage due to
the weight and unique composition of the weapon (the +8 bonus is the tallin's
strength bonus).

    When a tallin warrior reaches maturity (at the age of 10 years), he must
forge and carve his own hammer (only the males do this; female tallin do not
own a hammer and will use their fists in combat).  All male tallin are
proficient weapon smiths because of this experience, but the only weapon this
proficiency applies to is the tallin's hammer.

    Three times per day, a mature tallin (of either sex) may use a cone of cold
breath attack.  This cone is 40' long, 5' wide at the tallin's mouth, and 15'
wide at the base; it inflicts 3-30 points of damage to all targets caught in
the area of effect; those who successfully save vs. breath weapon suffer half
damage.

    This breath weapon may also be used in a defensive capacity. A tallin
may breathe directly at the ground beneath itself to create a frost barrier
that completely envelopes the tallin in the same round it is used.  This
barrier lasts 1d6 rounds and will negate a total of 50 points of fire damage.
Any excess fire damage destroys the barrier and affects the tallin normally.
Any ranged fire directed through this barrier suffers a -2 to hit due to the
obscured target.  Anyone passing through this frost barrier suffers the normal
breath weapon damage, although a cumulative +1 bonus is given on the saving
throw each round after the first (i.e. +1 on the 2nd round the barrier is in
affect, +2 on the 3rd round, etc.).

\item[Habitat/Society:]  Tallin live in clans of about 10-20; they reside in any
arctic or subarctic region.  They usually lair in large underground caverns in
which they spend the majority of their time.  They venture forth only to hunt
or to fight (usually against white dragons or frost giants who invade their
territory).  The strongest male tallin is the leader of the clan.  His word is
law to the other tallin; he is the leader of the hunt and the commander in
battle.

    When encountered in the lair, 50\% of tallin present will be mature males,
25\% will be mature females (AC 2, 13 HD, THAC0 4, D/A 1-10 + 7 per fist), and
25\% will be immature tallin (AC 4, 8 HD, THAC0 10, D/A 1-8 + 6 per fist).
There is also a 20\% chance of 1d4 subdued white dragons being present as well
(usually of adult age or younger).  These are used as pets and/or guards.

\item[Ecology:]  Tallin will eat nearly any type of meat, but especially like polar
bear and seals.  They often clash with white dragons and frost giants, with
whom they share their territory.
\end{description}

\begin{center}
\begin{tabular}{ll}
\multicolumn{2}{c}{\Large \bf TARQ}\\
&\\
\hline
&\\
Climate/Terrain: &  Any hills and subterranean\\
Frequency:       &  Uncommon\\
Organization:    &  Tribe\\
Activity Cycle:  &  Day\\
Diet:            &  Omnivore\\
Intelligence:    &  Very (11-12)\\
Treasure:        &  M (D,U)\\
Alignment:       &  CN\\
No. Appearing:   &  5-50 (10-100 in lair)\\
Armor Class:     &  6 (8)\\
Movement:        &  8\\
Hit Dice:        &  3+2\\
THAC0:           &  17\\
No. of Attacks:  &  1\\
Damage/Attack:   &  1-8 (or by weapon)\\
Special Attacks: &  nil\\
Special Defenses:&  nil\\
Magic Resistance:&  nil\\
Size:            &  L (10' tall)\\
Morale:          &  Average (8-10)\\
XP Value:        &  120\\
  Young:         &  65\\
  Archers:       &  175\\
  Guards:        &  270\\
  Shield Guards: &  420\\
  Leader:        &  650\\
\end{tabular}
\end{center}
Tarqs are large humanoids that most often dwell in hilly regions in
tribes of up to 100 in number. Although they have adapted to life in any
climate, their lairs are always underground.

    Tarqs average about 10 feet in height and resemble a cross between an ogre
and a hill giant;  in fact, it is rumored that tarqs are a cross-breed of these
two creatures.  They have brown, tan, or olive green skin and long, dark hair;
their eyes are usually black.

    Tarqs speak their own language, as well as those of several other humanoids
such as orcs, ogres, goblins, and giants.

\begin{description}
\item[Combat:]  Although tarqs appear quite formidable, they are not nearly as
powerful as their appearance might suggest.  They are timid and even cowardly in
combat, preferring to use ambush tactics when they fight at all.
Often, they try to avoid combat entirely or flee from foes; this is especially true if
a single tarq is encountered alone.  Tarqs are also not as strong as other
creatures of similar size;  they have few hit dice, gain no strength bonus
in combat, and their natural armor class is poorer than other comparable creatures.

    Tarqs use a variety of weapons, including swords of all types, maces, axes,
and most polearms; archers use light crossbows or longbows.  Tarqs have a
natural armor class of 8, but most use leather armor, which lowers their AC to 6.

\item[Habitat/Society:]  Tarq tribes can be found in hilly terrain in any climate as
well as in subterranean settings.  Lairs are underground and are usually deep
within a hilly region, well-hidden from outsiders.  A typical tribe contains
80-100 members.  Approximately half these are adult males, a quarter are adult
females, and the remaining quarter are young tarqs.  There is no appreciable
statistical difference between the sexes, but young tarqs have only 2+1 hit
dice, and a THAC0 of 19.  Females and young will normally be encountered only
inside the lair.  A tarq tribe is ruled by the strongest adult male.

    Tarqs of different tribes usually will not interfere with one another ---
they do not contest with each other as do orcs and goblins.  If two tarq tribes
have a dispute, it will be handled diplomatically, if at all possible.  In
times of great need, two or more tarq tribes may band together in order to
defeat a common enemy or solve some other problem.

    Tarqs prefer to be left alone and will not attack outsiders unless their
lives are in danger or their lair is threatened.  They hunt small animals,
gather herbs and berries, and have even been known to participate in
primitive farming practices.

\begin{description}
\item[Archers:] For
every group of 25 tarqs, five will be archers; these are normal tarqs armed
with short swords and either a longbow or a light crossbow instead of the
normal weaponry.

\item[Guards:] The
lair and its vicinity is protected by 10-20 elite warriors; these guards
carry missile weapons (as per archers) in addition to the normal armament.
They wear hide armor (AC 4) and have 4+2 hit dice and a THAC0 of 17.

\item[Leader:] For
every group of 20 tarqs, there will be a leader present. Leaders will own
the finest weapons of the tribe and have a 20\% chance of possessing a
magical weapon of some sort.  They wear chain mail (AC 3), have 6+2 hit dice,
and have a 15 THAC0.  The strongest leader is the chieftan of the tribe.
Leaders will have in their possession 1d2 miscellaneous magic items usable by
the fighter class.

\item[Shield Guard:] A leader
is rarely (10\%) without his shield guard.  This group is comprised
of 5 elite guards whose duty it is to protect or ``shield" their leader from
harm. They swear an oath of loyalty to their leader and will protect him to
the death.  Their equipment and statistics are similar to that of a leader,
except they have 5+2 hit dice and only have a 10\% chance of owning a magical
weapons (in which case they will possess 1d2 miscellaneous magic items).
\end{description}

\item[Ecology:]  Tarqs have an average lifespan of 90-100 years.  They have a
gestation period of 11 months; female tarqs normally give birth to 1-2 offspring.
The birth rate and infant mortality rate are relatively low compared to some
other humanoids, since they engage in warfare less often and generally have
better living conditions than orcs, goblins, et al.

    While tarqs prefer to live in isolation from the world around them, they
are often marked as targets by orcs, ogres, hobgoblins, and their ilk, despite
their large size.  These humanoids take advantage of the tarqs' timid nature
in any way they can, and tarqs are killed, at times, solely for sport by these
creatures.
\end{description}

\vspace{.1in}

\begin{quote}
``Battle not with monsters, lest ye become a monster, and if you
gaze into the abyss, the abyss gazes also into you."\\

\ \ \ --- Friedrich Wilhelm Nietzsche\\
\end{quote}


\end{document}

