Sunday, March 31, 2019

Reason for Deleting Two Older Posts Regarding Saving Throws and Combat

I have since adopted the SIEGE Engine created by Troll Lord Games for their RPG Castles and Crusades.  It's a far simpler and consistent system than any other I've seen, or devised.  For an introduction to that system, a copy of the C&C Quick Start Rules may downloaded from DrivethruRPG.com free of charge.  I also adopted the d20 rules regarding combat for attacks and armor class.

Creature Feature: Being of Light


CLIMATE/TERRAIN:
Any
FREQUENCY:
Very Rare
ORGANIZATION:
Solitary
ACTIVITY CYCLE:
Any
DIET:
Nil
INTELLIGENCE:
Exceptional+
TREASURE:
Nil
ALIGNMENT:
Neutral Good

NO. APPEARING:
1
ARMOR CLASS:
31 (-10)
MOVEMENT:
96 / fly 96 MC(A)
HIT-DICE:
27 (120 hp)
THAC0/ATTACK BONUS:
Not Applicable (see below)
NO. OF ATTACKS:
5
DAMAGE/ATTACK:
6-21 (5d4+5)
SPECIAL ATTACKS:
Burning, cause spontaneous combustion (see below), blindness (see below)
SPECIAL DEFENSES:
Magic deflection (see below)
MAGIC RESISTANCE:
100% (absolute)
SIZE:
M
MORALE:
Fearless
XPV:
32,000



Description:
A legendary being made entirely of energy from the Positive Plane of Power (Positive Material Plane). It's roughly man-shaped with no discernible facial features. The light given off by this being is extremely intense; the equivalent of looking directly into the Sun. Looking directly at this being without suitable eye protection causes permanent damage to a person's retina, and either partial, or complete blindness results (75/25 percent probabilities).
The only known instance of this creature appearing on Oriden occurred about two hundred years ago. It caused great damage to the surrounding area after being summoned by an arch-mage whose name has been lost to time. No one could affect the creature and it left the Prime Material Plane of own its volition for reasons unknown to this day.
Combat: This creature may fire up to five positive energy missiles per round with a range of 330 yards, each doing 6-21 hit points damage. The missiles never miss their targets. Each missile hit does an an additional 6-21 hit points burning damage to any living target.
If any object comes within ten yards of the creature, it will start absorbing energy and, after one round, becomes warm; after two rounds, becomes too hot to hold. Living beings within the ten yard radius will feel very warm and after two rounds must leave the affected area, or collapse of heat stroke; must make a an appropriate save., or die on the spot; otherwise incapacitated until removed. The heat stroke victim must be externally cooled with ice-cold liquid within ten minutes of exposure, or he or she dies. If any living being, or object approaches within five yards, it will go into spontaneous combustion burning uncontrollably until utterly consumed – no trace left.
Any spells cast at the creature will be deflected with no effect and possibly reflect back at the caster (10% chance). The only exception is the sphere of annihilation spell – it does triple the normal amount of damage to this creature.
Habitat/Society: This creature is solitary and has no known social organization.
Ecology: This creature lives outside of any known ecological system, but can cause great harm to one by setting fire to anything and everything close to it.
Variants: Nil

Monday, February 4, 2019

Creature Feature: The Arron Race, an Augmented Race of Humans

The Arron Race

(Homo Sapiens Maximus)

CLIMATE/TERRAIN:
Temperate island
FREQUENCY:
Rare (Common on Ustwaria island)
ORGANIZATION:
Feudal monarchy
ACTIVITY CYCLE:
Day
DIET:
Omnivorous
INTELLIGENCE:
Very to genius
TREASURE:
L, M
ALIGNMENT:
Lawful Neutral (evil), or Lawful Evil
NO. APPEARING:
8 to 800 (8d10×10)
ARMOR CLASS:
Variable by class and level
MOVEMENT:
12 base
HIT-DICE:
Variable by class and level
THAC0:
Variable by class and level
NO. OF ATTACKS:
1 or 2
DAMAGE/ATTACK:
By weapon type.
SPECIAL ATTACKS:
Possible magic use both items and spells. Missile weapons. Possible surprise with back-stab, or assassination. Bonuses to mass combat die rolls, see below.
SPECIAL DEFENSES:
Magic items and spells
MAGIC RESISTANCE:
Normal
SIZE:
M (6½' to 7')
MORALE:
Elite+
XPV:
Variable
Description: The Arrons consider themselves to be a wholly separate race of humans that are superior over all other humans. They are found primarily on the island of Ustwaria, or the "Eastern Kingdom of the Arrons." The island is the last and largest of the Oridalian Archipelago. The Arrons are guided by the principle of the super-man: A human that is superior in every way to any normal human being – physically, mentally and spiritually. In order to create this superior human, these people undergo a selective breeding program that is rigorously enforced by the ruling classes. Most freedoms considered basic to citizens' lives within the Imperial Realm are severely limited within Ustwaria; especially the freedom to choose. The life of an Arron is highly regimented with almost all aspects dictated by his, or her designated superiors. Any Arron who tries to deviate from this "Manifest Destiny" of being the superior race are immediately considered to be inferior and harshly dealt with; usually imprisoned in a forced labor mining camp for the duration of his or her life. Despite these self-imposed limitations, Arron culture is technologically advanced and the people are by in large happy and secure.
As a result of selective breeding, all ability scores of an Arron race player character, except charisma, are increased by one to a maximum of eighteen, however intelligence has a maximum score of nineteen. Arron charisma scores are normal to other Arrons and those of non-human and halfling races. However it suffers a penalty of minus two to all other humans and those of the halfling race due to an Arron's arrogance born of the belief of his, or her superiority. An Arron player character's alignment strongly tends to lawful neutral with definite evil tendencies frequently turning lawful evil as his, or her arrogance causes the character to commit evil acts against those deemed inferior. Arron spell-casters enjoy better success with their spells due to their superior ability scores. Arron warriors are generally stronger, stouter and quicker as well. Despite these advantages, Arron player characters are precluded from being certain player character classes. Paladin, ranger, bard, druid, and wizard specialists requiring good, or non-lawful alignments are classes barred to Arron player characters. Arrons tend to be taller than average, blond and blue-eyed with classic Aryan features as these are the "standard" as decided by the Arron ruling class. If your campaign uses the comeliness ability score, it is increased by one for Arrons due to their breeding program. An Arron's maximum comeliness score is nineteen due to his, or her enhanced physical attractiveness.
Combat: The Arrons perform combat usually in highly trained military units. Arron armies have the usual dispersion of weapons similar to any other human army. Arron units attack with a plus two bonus to their massed attack rolls due to collective superior strength and intelligence, and have a plus one hit point per hit die of damage rolled for every successful hit.
Habitat/Society: The Arrons have a highly organized feudal monarchy elaborated by a constitutional charter and led by a hereditary king. Governance of Ustwaria is distributed by a highly defined line of succession:
King: The highest ranking noble and Head of State. Ultimately responsible for ruling Ustwaria.
Queen: The power behind the power. Becomes Head of State upon the demise of the King and the Prince is not of the age of majority. Once the Prince is crowned King, the Queen becomes the Queen Mother and the Prince's spouse becomes Queen.
Prince: The second ranking noble. The hereditary successor to the King and accountable to him.
Princess: In the event the King, Queen and all Princes are eliminated somehow, the eldest Princess is crowned as Queen and Head of State. Her husband becomes Prince Regent and assumes the duties of the Prince. When their eldest son reaches the age of majority, he is then crowned King of Ustwaria and the normal line of succession is re-established. The former ruling queen becomes the Queen Mother and the Prince Regent remains in power until the new King's eldest son reaches the age of majority. If the Prince Regent dies before then, the senior Duke assumes the title until the young prince is old enough.
Duke: The third ranking noble. Ustwaria is divided into a number of provinces each ruled by a Duke who is accountable to the Prince. If the whole royal family (King, Queen, Princes and Princesses) should perish for some reason, the senior Duke will be crowned King with his family becoming the hereditary line. If the senior Duke is not able to assume the title, the crown is transferred down to the next junior Duke and down the line of seniority.
Count: The fourth ranking noble. Each province of Ustwaria is divided into counties each ruled by a Count who is accountable to his ruling Duke. In the most unlikely event that there are no Dukes to assume the throne, the line of succession transfers to the senior Count and down the line of seniority thereafter.
Lord: The fifth ranking noble. Each county is divided into townships each ruled by a Lord who is accountable to his ruling Count. In the almost impossible event all Dukes and Counts are not able to assume the throne, the crown transfers to the senior Lord and down the line of seniority thereafter.
Mayor: The sixth and lowest ranking noble. Every town and city in Ustwaria is ruled by a Mayor. Mayors are not in the line of succession as they are elected by a council of the upper class residents in each city and town for a term of eight years, or until a vote of no confidence by the same council forces him to leave office. A Mayor is accountable to his ruling Lord.
Citizens are accountable to their liege whether it is a Mayor or Lord, and these local rulers govern almost every aspect of their subjects' lives. Especially marriage and procreation are managed in detail by these nobles.
Every birth within Ustwaria is closely monitored by the staffs of the Mayors and Lords. As each child develops and shows his, or her talents, plus physical development, the staff of each Mayor and Lord carefully pair every male and female child in a prearranged marriage. All children are ranked by physical looks, skills and abilities. Each male and female child are paired together according to this ranking. Through this process, the Arrons are able to produce offspring with both superior looks and abilities, however it all but eliminates any freedom of choice for Arron citizens.
Ecology: The Arrons have virtually eliminated all "monster" species from Ustwaria. Wilderness areas are no more; even the wetlands are domesticated and are incorporated as part of the Arrons' plan for their homeland. The island resembles that of twentieth century northern Europe that any wild species exist now in designated wild "reserves" and the rest of the island under development and cultivation by its human inhabitants.
Variants: By class, or occupation.
Historical Notes: About five hundred years ago, one man, Arron of Graytor, became weary of seeing human settlements overrun by Goblinoid tribes especially Hobgoblin tribes. He decided that a new way of combating Goblinoid warriors was necessary. Through contact with nearby Demi-human settlements, Arron learned Hobgoblins used breeding to improve their species as warriors. He resolved to implement a similar breeding program to improve the Human species. Arron later read an ancient tome of a priest who wrote a thesis on creating the "super-man", or breeding humans to create a race that is superior in every way; physically, mentally and spiritually. He used the text as a blueprint for a new society that, in his view, is superior to any existing at the time. Better organized, stronger and smarter than any in history.
After Arron formalized his plan to create this new race of human, he recruited a number of human communities to join his plan. Arron named the new race after himself, chose their current homeland and named it Ustwaria, or the "Eastern Kingdom of the Arrons." After building a flotilla of ships capable of carrying Arron and his followers to Ustwaria, they sailed across the ever dangerous Island Sea without incident and landed safely on the island. Arron and his lieutenants immediately implemented the new plan to create a society of "super-men". Unfortunately for many of its citizens, dissent was and still is not tolerated, and punished severely through consignment to forced labor. Arron decided dissenters were still useful to perform more dangerous jobs such as mining. The society Arron and his deputies formed is a highly organized feudal nation in order to maximize discipline and order, and implement the breeding program with as little resistance as possible. Now, after dozens of generations, this program is yielding palpable results. The island is completely free from any Goblinoid and other "monster" species. Plus, the island's ecology is now almost under complete control of the Arrons. Their offspring are indeed becoming a superior species.
Political Notes: The oppressiveness of Arron society offers Set opportunities for his minions to infiltrate and ultimately allow him to dominate humans. High priests of Set have sent priests not only to reinforce the ideals Arron set for his people, but, in the end, lure them into his Brotherhood of Evil. The arrogant attitude displayed by most Arrons indicates this infiltration is having its desired effect. Due to their breeding, Arrons are a formidable foe for any army to defeat. However, as Arrons are naturally inimical to any Goblinoid species, alliances with those races are not likely to occur. Set probably will have a great deal of difficulty of getting the Arrons to join his Brotherhood as long as there are Goblinoids amongst its ranks. Therefore, this infiltration is not an immediate threat to any other human society.

 

Monday, January 28, 2019

Creature Feature: Aquatic Golems

 Introducing a new feature to my RPG blog:

 The Creature Feature

 

I will be occasionally featuring a new creature from my own bestiary.  This entry features Aquatic Golems; yes, golems that operate underwater.  Read and enjoy.

 

Aquatic golems are almost always found guarding underwater lairs. The two most common forms found are either a shark, or an orca (killer whale), although other rare forms have been identified like giant squids, giant octopus, or giant eels. These golems come in two variants: Stone, or iron. Both variants are programmed to guard either a specific area, or an item depending on the wishes of their creators. The form of the golem dictates its method of attack, and damage it does in combat. Each variant has its own special attack form as well; see the creature listings below. These golems are considered greater golems, thus cannot go berserk.
Aquatic Stone Golem: The stone variant is sculpted from a single block of granite, or stone of similar hardness, of no less than 40,000 gold piece value, and one ton in weight. A master sculptor is required to make the golem, and it will take the craftsman a minimum of three months to sculpt the statue. There is be a fifteen percent chance of the sculptor causing a flaw in the statue rendering it useless as a golem, and must start over from scratch. Once the statue is crafted, a wizard of no less than sixteenth level is needed to cast the following spells: Wish, haste, polymorph any object, geas, levitate, and shocking grasp. In addition, a protection from water scroll is required. Spell scrolls may substituted to complete the spell-casting requirements so long as they are of the correct level of power. The spell-caster will need a minimum of sixty days to a maximum of ninety to cast the spells and activate the golem. There is a twenty-five percent chance of failing to activate the golem. If the spell-caster fails to activate the golem, there is a twenty percent chance of the statue becoming damaged, and rendered useless for purposes of becoming a golem. This golem weighs about 1,300 pounds.
Aquatic Iron Golem: The iron variant is made from iron of no less than 55,000 gold piece value, and weighing a minimum of 3,400 pounds. A master iron smith is needed to craft the statue that is to be the golem, and the craftsman will need a minimum of six months time. There is be a twenty percent chance of the smith causing a flaw in the statue rendering it useless as a golem, and must start over from scratch. Once the statue is made, a wizard of at least eighteenth level is needed to cast the following spells: Wish, haste, polymorph any object, levitate, geas, and lighting bolt. In addition, a protection form water scroll is required. Spell scrolls may substituted to complete the spell-casting requirements so long as they are of the correct level of power. The spell-caster needs from ninety to one-hundred-twenty days to cast the spells and activate the golem. If the spell-caster fails to activate the golem, there is a twenty-five percent chance of the statue becoming damaged, and rendered useless for purposes of becoming a golem. This golem weighs about 2,000 pounds.

Aquatic Stone Golem
Aquatic Iron Golem
CLIMATE/TERRAIN:
Underwater
Underwater
FREQUENCY:
Vary Rare
Very Rare
ORGANIZATION:
Individual
Individual
ACTIVITY CYCLE:
Any
Any
DIET:
Nil
Nil
INTELLIGENCE:
Non- (0)
Non- (0)
TREASURE:
Nil
Nil
ALIGNMENT:
Nil
Nil
NO. APPEARING:
1 to 2
1 to 2
ARMOR CLASS:
5
3
MOVEMENT:
Sw 24
Sw 24
HIT-DICE:
7 (30 hp)
12 (50 hp)
THAC0:
15
13
NO. OF ATTACKS:
1
1
DAMAGE/ATTACK:
3-12
5-20
SPECIAL ATTACKS:
See below
See below
SPECIAL DEFENSES:
See below
See below
MAGIC RESISTANCE:
See below
See below
SIZE:
L (15' long)
H (20' long)
MORALE:
Fearless (20)
Fearless (20)
XPV:
5,000
7,000
Combat:
Aquatic Stone GolemThis variant golem attacks with a bite equivalent to the largest of sharks. In addition to its normal attack, this golem is able to deliver an electrical touch attack of 1d8+16 hit points damage (save applicable, thrice per day, 50% chance per attack); targets are AC 10 in regard to this attack. If this golem attacks a sailing vessel, the vessel's hull must save versus crushing blow, or it will cause a hole in the hull of two to three feet in diameter. Weapons of plus two, or better enchantment can only affect this golem. The golem is immune to all spells save a full wish, stone to flesh (allows normal weapons to damage the golem for the spell's duration), or rock to mud (restores all lost hit points).

Aquatic Iron GolemThis golem attacks with a bite equivalent to Orcas, or Killer Whales. In addition to its bite, this golem can cast lighting bolt (forty percent chance per round) at the eighteenth level of ability thrice per day. If this golem attacks a sailing vessel, the vessel's hull must save versus crushing blow at a plus two penalty on the die roll, or a three to four foot diameter hole results. Weapons of plus three, or better enchantment can only hit this golem. The golem is immune to all spells and spell-like powers save a full wish, electrical attacks (slow the golem by half for 1d4 rounds per damage hit die of the attack), or fire based attacks (restore one hit point per damage hit die of the attack).
Habitat/Society: Golems, being unintelligent constructs, have no organization except what was imposed on them by their creators upon activation.
Ecology: Golems neither add to, or take from any environs they may habituate in, as they do not consume any resources.
Variants: By form taken.

Sunday, September 20, 2015

Domesticated Black Bear

If any bear species can be domesticated, it would be the black bear, as their are many examples of tamed bears in both the real and fantasy worlds.  In addition, all the other bear species are just too wild to be even tamed let alone domesticated through non-magical means.

Domesticated bears look very much like their wild cousins.  There are small differences:  A slightly shorter face, and slightly smaller body and paws.  Behaviorally, these bears are completely comfortable with their human companions.  Like dogs, these animals are wary of strangers, but become friendly once becoming familiar with their owners' human companions.  Domesticated bears attach themselves to one owner and his or her family, and are loyal, loving companions similar to some guard dog breeds.  These bears' intelligence allows their owners to train them to perform tasks more complex than most dogs are able to do.  Bears' sense of smell is better than a bloodhound, and their hearing is superior to any dog breed as well.  Unlike equines, bears have little fear of caves and enclosed spaces.  Along with their great strength (19 equivalent), domesticated bears make excellent companion and service animals, as long as their owners can afford to feed them.

Statistics:

Climate/Terrain:    Tropical to temperate land
Frequency:          Common
Organization:       Family
Diet:               Omnivore
Intelligence:       Semi- (2-4)
Treasure:           Nil
Alignment:          Neutral
No. Appearing:      1-2
Armor Class:        7
Movement:           14
Hit Dice:           3+1
THAC0:              16
No. of Attacks:     3 (claw/claw/bite)
Damage per Attack:  1-3/1-3/1-6
Special Attacks:    Hug for 2-8 hp
Special Defenses:   Nil
Magic Resistance:   Nil
Size:               M (4-6 ft. long)
Morale:             Average (8-10)
XP Value:           175

Combat:  Aside from the normal damage this bear can do, if it scores a hit of eighteen plus, it also hugs for an additional 2-8 hit points of damage.

Sunday, July 12, 2015

Sekir the Consumer, an Artifact Class Weapon





A dull black Footman's Mace with gold trim, +5, that possesses abilities and powers that makes it an artifact class weapon. 

Name: Sekir the Consumer, Int – 18, Ego – 18, Alignment – Neutral Evil.
    • Life Draining Ability – drain one level of experience per successful hit. The power is from a connection to the Negative Material Plane, and to keep this power activated, the possessor must seek out and attack any undead creature with life draining powers with the mace to maintain this connection. Once the undead creature is struck, it's body and essence is absorbed into the mace. This power must be recharged during the first period of new moons after the new year. Otherwise, the mace is a -2 cursed weapon and all other powers and abilities cease to function until it's recharged during another period of new moons later in the year.
    • Dancing weapon per Sword of Dancing (cf).
    • Confers to the possessor protection, +2 from all attacks, cf ring of protection.
    • Detect Alignment when held and ordered, 90' radius.
    • Confers to the possessor a mild case of paranoia to the effect that he, or she cannot bring him, or herself to trust anyone completely. Plus he, or she is always suspicious of people's motives.
    • When the life draining ability is used, the possessor must save versus petrification at a -2 adjustment (cumulative with all other adjustments), or have one experience level drained as well. 
    • When a good aligned character touches the weapon, he or she takes eighteen hit points of damage, save to half damage.  In either case, he or she will never want to touch the mace again.  When a character of any neutral alignment touches the weapon, it must make an appropriate saving throw, or its alignment instantly converted to neutral evil, and be possessed by the mace, otherwise take nine hit points damage.
    The story behind this weapon is it was a reward for my anti-cleric after surviving an extremely difficult series of battles in an arena entertaining a group of mysterious god-like persons.  The beings never gave a clue as to who they were, or why they gave the mace to my priest of Set.  The whole situation was a complete mystery, so the mace's origins are mysterious as well.

      Tuesday, March 25, 2014

      Another Look at Bears in AD&D

      Recently I've been reviewing the four basic bear species as listed in the AD&D, Second Edition Monstrous Manual, as I wanted to add the Giant Short-faced Bear to the collection.  As I did the review, I found a few characteristics of the listed bears that didn't match current knowledge.  For instance, did you know the Cave Bear (cf.) was a herbivore, not an omnivore?  I'm sure the cave bear supplemented its diet by occasionally predating on small creatures, but by in large its diet was herbivorous.  Not only that, the cave bear's size was between the brown and polar bears, not the huge brutes listed in the text.  Another factoid:  The largest polar bear on record is just a shade over eleven feet tall, not fourteen as listed.  Regarding comparative sizes of bears, there is considerable overlap between the species.  As a result, I re-edited the statistics of the listed bear species, then added the giant short-faced bear.  As you read, you'll see I've made few changes; only the ones I thought were necessary.  The following is my edited versions given in second edition format.

      Bears -- General Characteristics

      Bears are omnivores unless otherwise indicated.  If encountered in a group, it will normally consist of one female, and one or more cubs.  Females, being smaller, will be one less hit dice and will do one less hit point damage per attack.  Cubs will range from one-half to two hit dice, and will not attack.  All bear cubs can climb trees, so they will climb the nearest tree when danger threatens leaving the mother to defend her offspring -- she will be at plus two "to hit" on all attacks.  Most bears will avoid human contact whenever possible, so bear-human confrontations are uncommon at the most.  The most frequent occurrences of  bear-human confrontations are when humans encounter bear cubs.  These confrontations usually end badly for humans.  Despite "common wisdom", most bears don't hibernate throughout the entire winter, but will occasionally waken to feed.   Another characteristic contrary to "common wisdom", bears are faster than most people believe, and much faster than humans.  Brown bears have been known to run down elk and antelope in an ambush attack.  When bears find food, they will go to impossible lengths to acquire it.

      Black Bear

      Climate/Terrain:    Tropical to temperate land
      Frequency:          Common
      Organization:       Family
      Diet:               Omnivore
      Intelligence:       Semi- (2-4)
      Treasure:           Nil
      Alignment:          Neutral
      No. Appearing:      1-3
      Armor Class:        7
      Movement:           14
      Hit Dice:           3+3
      THAC0:              15
      No. of Attacks:     3 (claw/claw/bite)
      Damage per Attack:  1-4/1-4/1-6
      Special Attacks:    Hug for 2-8 hp
      Special Defenses:   Nil
      Magic Resistance:   Nil
      Size:               M (4.5-6.5 ft. long)
      Morale:             Average (8-10)
      XP Value:           175

      DescriptionThe most widespread species of bear, black bears are intelligent, strong and voracious eaters. These bears avoid human contact whenever possible; they prefer to run away rather than having confrontations. If cornered without an escape, these bears are able to inflict grievous wounds to most humans. 

      The “Black” Bear's coloration ranges from black to light brown.  Some bears have "spectacles" of a contrasting color.  It is among the smallest species of bear regularly encountered by men.

      Combat:  Aside from the normal damage this bear can do, if it scores a hit of eighteen plus, it also hugs for an additional 2-8 hit points of damage.

      Habitat/Society:  Like most bears, black bears have poor eyesight, but have an excellent sense of smell even better than a bloodhound's. The size listed represents the great percentage of size varieties of this bear. Like all bears, this bear lives in small family groups.

      Ecology:  These bears literally eat anything they deem edible, and are very clever in their attempts to acquire it.  Their intelligence also allow them to be tamed as cubs, and trained by humans as companion animals.

      Variants:  Nil

       Brown Bear

      Climate/Terrain:    Temperate to subarctic land
      Frequency:          Uncommon
      Organization:       Family
      Diet:               Omnivore
      Intelligence:       Semi- (2-4)
      Treasure:           Nil
      Alignment:          Neutral
      No. Appearing:      1-6
      Armor Class:        6
      Movement:           13
      Hit Dice:           5+5
      THAC0:              15
      No. of Attacks:     3 (claw/claw/bite)
      Damage per Attack:  1-6/1-6/1-8
      Special Attacks:    Hug for 2-12 hp
      Special Defenses:   Continue fighting at negative hp
      Magic Resistance:   Nil
      Size:               L (7-10 ft. long)
      Morale:             Average (8-10)
      XP Value:           420

      Description:  These bears are very aggressive in disposition, and tend to be more carnivorous than their black bear cousins. These bears are able to take down large game like elk and deer.

      Combat:  Aside from the normal damage this bear can do, if it scores a hit of eighteen plus, the bear also hugs for an additional 2-12 hit points of damage.

      These bears will continue fighting for 1-4 rounds after reaching zero to negative eight hit points. At negative nine hit points, they die immediately.

      Habitat/Society:   Like most bears, brown bears have poor eyesight, but have an excellent sense of smell even better than a bloodhound's.  The size listed represents the great percentage of size varieties of this bear.  Like all bears, this bear lives in small family groups.

      Ecology:  These bears literally eat anything they deem edible, and are clever in their attempts to attain food.  Their great strength (19+) makes almost any container susceptible to raiding.  Although intelligent, these bears are considerably less trainable due to their ferocious natures.  Human tribal hunters regularly track down and kill these bears for their thick fur coats.

      Variants: Nil

      Cave Bear

      Climate/Terrain:    Any land
      Frequency:          Uncommon
      Organization:       Family
      Diet:               Herbivore
      Intelligence:       Semi- (2-4)
      Treasure:           Nil
      Alignment:          Neutral
      No. Appearing:      1-2
      Armor Class:        6
      Movement:           15
      Hit Dice:           6+6
      THAC0:              13
      No. of Attacks:     3 (claw/claw/bite)
      Damage per Attack:  1-8/1-8/1-6
      Special Attacks:    Hug for 2-16 hp
      Special Defenses:   Continue fighting at negative hp
      Magic Resistance:   Nil
      Size:               L (8-11 ft. long)
      Morale:             Average (8-10)
      XP Value:           650

      Description:    These bears are large herbivores that aggressively defend their territories, and will attack with little provocation. Their coloration varies between individuals, but usually run from very dark to light cinnamon brown, some with “spectacles” of a contrasting color.

      Combat:  Aside from the normal damage this bear can do, if it scores a hit of eighteen plus, the bear also hugs for an additional 2-16 hit points of damage.

      These bears will continue fighting for 1-4 rounds after reaching zero to negative ten hit points. At negative nine hit points, they die immediately. Due to their herbivorous diets, the teeth of these bears are duller than their cousins. Hence the lower hp value of their biting attack.

      Habitat/Society:   Like most bears, cave bears have poor eyesight, but have an excellent sense of smell even better than a bloodhound's. The size listed represents the great percentage of size varieties of this bear. Like all bears, this bear lives in small family groups.

      Ecology:  These bears' primary diet is made up of various plant species. Cave bears' main source of protein are insects, usually ants and termites, but will eat an occasional small mammal. The bears' aggressive natures make them ill suited for taming and training.  Human tribal hunters regularly track down and kill these bears for their thick fur coats.

      Variants: Nil

      Polar Bear

      Climate/Terrain:    Arctic land or icepack
      Frequency:          Rare
      Organization:       Family
      Diet:               Carnivore
      Intelligence:       Semi- (2-4)
      Treasure:           Nil
      Alignment:          Neutral
      No. Appearing:      1-6
      Armor Class:        6
      Movement:           15, Sw 9
      Hit Dice:           8+8
      THAC0:              13
      No. of Attacks:     3 (claw/claw/bite)
      Damage per Attack:  1-10/1-10/2-12
      Special Attacks:    Hug for 3-18 hp
      Special Defenses:   Continue fighting at negative hp.
                          Camouflage, see below.
      Magic Resistance:   Nil
      Size:               L (9-12 ft. long)
      Morale:             Average (8-10)
      XP Value:           2,000

      Description: These bears are powerful swimmers and eat mostly marine mammals, particularly any seal species.  Due to the reflectivity of their translucent fur, their coloration is white which blends very well into any snowy surroundings.  

      Combat:  Aside from the normal damage this bear can do, if it scores a hit of eighteen plus, the bear also hugs for an additional 2-18 hit points of damage.

      These bears will continue fighting for 2-5 rounds after reaching zero to negative twelve hit points. At negative thirteen hit points, they die immediately.

      Due to their fur color, these bears are 75% undetectable in snowy surroundings with normal eyesight.

      Habitat/Society:   Unlike most bears, polar bears have excellent eyesight, and have an excellent sense of smell even better than a bloodhound's. The size listed represents the great percentage of size varieties of this bear. Like all bears, this bear lives in small family groups.

      Ecology:  These bears' primary diet is made up of various seal species, as the blubber from their usual prey provide the concentration of nutrients the bears need to survive in such an inhospitable climate. The bears' aggressive natures make them ill suited for taming and training.  Human tribal hunters regularly track down and kill these bears for their thick fur coats.

      Variants: Nil

      Giant Short-faced Bear

      Climate/Terrain:    Any land
      Frequency:          Uncommon
      Organization:       Family
      Diet:               Carnivore
      Intelligence:       Semi- (2-4)
      Treasure:           Nil
      Alignment:          Neutral
      No. Appearing:      1-2
      Armor Class:        5
      Movement:           18
      Hit Dice:           10+10
      THAC0:              11
      No. of Attacks:     3 (claw/claw/bite)
      Damage per Attack:  1-12/1-12/3-18
      Special Attacks:    Hug for 3-18 hp
      Special Defenses:   Continue fighting at negative hp.
      Magic Resistance:   Nil
      Size:               L-H (11-14 ft. long)
      Morale:             Average (8-10)
      XP Value:           3,000

      Description: Huge carnivorous bears whose appearance, aside from their short snouts, resemble brown bears. Some of these bears have “spectacles” of a contrasting color.

      Combat:  Aside from the normal damage this bear can do, if it scores a hit of eighteen plus, the bear also hugs for an additional 3-24 hit points of damage.

      These bears will continue fighting for 3-6 rounds after reaching zero to negative fourteen hit points. At negative fifteen hit points, they die immediately.

      Habitat/Society:   Unlike most bears, Short-faced bears have excellent eyesight, and have an excellent sense of smell even better than a bloodhound's. The size listed represents the great percentage of size varieties of this bear. Like all bears, this bear lives in small family groups.

      Ecology:  These bears' primary diet is made up of large herbivores. The great size and strength of these bears allow them to take down prey as large as rhinos. Their great speed allows them to run down deer and antelope. They will even prey on their smaller cousins, and any other smaller predators they come across. A few have been known to regularly prey on hominid species. These bears' aggressive natures make them ill suited for taming and training. Human tribal hunters regularly track down and kill these bears for their thick fur coats.

      Variants: Nil