Amtguard Mobs
Amtguard Mobs
OF
AMTGARD
TABLE
OF
Thanks
Introduction
Contributors & Staff
Art Credits & Disclaimer
CONTENTS
3
3
3
3
4
4
4
4
4
5
5
5
5
5
6
6
6
6
7
7
7
9
9
9
9
Abilities Defined
Vulnerabilities
9
12
TERRAIN EFFECTS
12
Anti-Magic
Carnivorous Swarms
Death Field
Eternal Stench
Graveyards
Holy Ground
Lava
Sacred Groves
Water
Crimson
Emerald
Opal
Sable
Dragon, Great
Dread Knight
Dryad
Dwarf
Elementals
Air
Earth
Fire
Water
Elf, Common Sylvan
Elf, Deep Dweller
Entangling Mass
Extra-Planar Entity
Fairy
Gargoyle
Ghost
Ghoul
Giant, Fire
Giant, Frost
Giant, Hill
Giant, Sea
Giant, Thunder
Giant, Titan
Goblin
Pop Monsters
12
12
12
12
12
12
12
12
12
THE MONSTERS
Angelic Hero
Animail Familiar
Banshee
Basilisk
Bear
Brownie
Calimarin
Catperson
Centaur
Corrosion Beast
Darklord
The Darklord Scenario
Deadly Slime
Deva
Dragons
Azure
13
13
14
14
15
15
16
16
17
17
18
18
19
19
20
20
21
21
22
22
23
23
24
24
25
25
25
26
26
27
27
28
28
29
29
30
30
31
31
32
32
33
33
34
34
Golems
Flesh
Metal
Mud
Rag
Rock
Rope
Scarecrow
Great Bird
Gremlin
Gryphon
Harpy
Hydra
Kraken
Lepus
Lich
Lizardman
Manticore
Medusa
Minotaur
Mummy
Nosferatu
Oaken
Ogre
Orc
Pegasus
Phoenix
Plaguer
Poltergeist
Satyr
Scalor
Siren
Skeleton
Skeleton Warrior
Skirit
Spectre
Sphinx
Spider, Giant
Stormraven
Troglodyte
Troll, Regenerating
Troll, Stone
Ursunid
Unicorn
Vampire
Voidstalker
War Horse
Werewolf
Lycanthropy in Amtgard
White Rabbit
Wraith
Wyvern
Yeti
Zombie
35
35
35
36
36
37
37
38
38
39
39
40
40
41
42
42
43
43
44
44
45
45
46
46
47
47
48
48
49
49
50
50
51
51
52
52
53
53
54
54
55
55
56
56
57
57
58
58
59
59
60
60
61
61
62
62
62
62
62
63
63
63
64
64
65
65
65
67
67
67
Thanks
Id like to start this volume of the Dor Un Avathar with a few words of thanks. First and foremost, to the Amtgard Seven Expansion Group, for
their collective hard work, dedication and insightful commentary. Truly, these folks stepped into a task which might have never seen the light
of day, and gave their best efforts to make certain the project happened quickly, professionally and on a set of self-inflicted, makeshift
deadlines. It has been both an honor and a privilege to witness cooperation on such a broad scale. Thank you, gentlemen. May all future ships
sail as smoothly as this one.
Secondly, thanks to the Amtgard Revision Committee for allowing us the opportunity to make good our pledge to have this project ready for
dispersal at, or near, the final release of the revised Handbook. As with the new ruleset, this project is an interkingdom effort, driven by
motivated individuals who have the best interest of Amtgard at heart.
Thanks also to Sir Ivar Nefarious, the Grand Duke of the Dor Un Avathar, for trusting a group of diverse people to recreate that which he
brought so wonderfully to us those many years ago. The 7th Edition Dor was a great piece of work, truly the first official interkingdom
publication, and the model on which all other monster books have been based.
Finally, thanks to everyone else who sent in new monsters, artwork, comments and suggestions. With such an outpouring of support and
talent, it is no wonder this volume took shape so well and so quickly. Keep up the great work, one and all.
Introduction
With the advent of the revised rules, it became apparent the sweeping changes brought forth in the new handbook would not only drastically
change the way we play normal battlegames, it would alter the most fundamental aspect of Questing, namely Monsters. Many of the 6th
Edition abilities no longer existed in the revised ruleset, or were renamed, clarified or otherwise changed.
While the Revision Committee toiled away to bring the core rules to light, a group of unaffiliated players from across the country pooled their
resources and skills to bring the Monster Rules up to par. This crew set up virtual-shop, appointed impromptu leadership, and set about the
time-consuming task of converting all the beasts from the 7th Edition Dor into the format and rules presented for playtesting the revised
rules. What at first seemed a molehill, proved to be a mountain and more work than I think any of us expected! Truly a labor of love!
In the spirit of Amtgard across the nation, the younger groups and players stood side-by-side with decade-long veterans to produce a piece of
work which will hopefully stand the test of time. Sure, there were minor disagreements, but every person who stepped forward to help did so
in a prompt and professional manner.
Without further ado, we are proud to present the Dor Un Avathar, 8th Edition. Vivat Amtgard!
CONTINUITY EDITOR
INDEX MANAGEMENT
Artists retain all copyrights to artwork published herein. All rights reserved. All images used with permission. Individual artists listed with Monster
entries. Special thanks to Denah and Reynen, both of the Wetlands and true Knights of the Serpent. Without the awesome contributions of these
lovely, talented ladies, this book would be a sorry place indeed. Thanks also to the fantastic artists of Elfwood (http://elfwood.lysator.liu.se/
elfwood.html) for their boundless generosity and support for this project. Additional art credits inside back cover.
The pictures contained herein are presented for the enjoyment of the reader in the tradition of fantasy illustrations throughout time. The editors
sincerely hope these images are viewed as a positive influence to game play, as they are not meant to offend, objectify or sterotype any group,
gender, race or religion. The intented goal is to provide an inspired expression of each Monster, professionally and originally illustrated. To that
end, the individual artists were given a fair amount of leeway in their renditions, which we hope you will agree make for fine viewing.
3
OF
AMTGARD
RULES
FOR
MONSTERS
Monster is a special class. Credit in Monster can only be taken twice a month, but as you increase weeks in Monster, you increase it for all
monsters. Thus if you have 13 weeks in Monster, you can play a 2nd level Monster of any type. While credit may not be earned more than
twice in a month, players wishing to portray a Monster may do so, so long as they get approval from a Reeve.
Monsters are listed in much the same ways as normal classes, though they tend to have a much larger list of special Traits and Abilities. When
playing a Monster you must always carry a complete description of the Monster on you, have a copy for the Reeve and wear appropriate
garb. If you are summoning Monsters, note that both the garb and the descriptions are part of the magic component. There are three ways
you can play a Monster in a game, detailed below.
Standard Battlegame
Before playing a Monster in a standard battlegame, you must get the Reeves permission. You cannot play Quest Monsters, or Monsters with a
4/1 or greater ratio. If you play a Monster with a ratio of 2/1 or 3/1, when you are added to a side, the other side then gets to pick two (or
three if 3/1) people for the other side. Playing Monsters with a 1/1 or less does not alter how teams are picked.
Level: When playing a Monster in a standard battlegame, you play the Monster as your standard Monster level.
Summoned Monsters
Some Monsters can be summoned through the use of spells in a standard battlegame. These do not normally require a Reeves permission
(though a Reeve can always state what can and cannot be used in a battlegame). When playing a Summoned Monster you will sacrifice lives to
play the Monster for one life. While portraying a Summoned Monster, your persona is considered out of the game, and is not used for roleplaying purposes. Monsters summoned by enchantments die if they enter an Anti-Magic zone or are successfully targeted with Dispel Magic.
Level: When playing a summoned monster your level is that of the class you sacrificed lives from or your level in monster, whichever is
lower. For example a 2nd level Wizard is being Transformed into a Pegasus. The Wizard also is a 4th level Monster. When summoned, he
plays Pegasus as 2nd level. Were he a 4th level or higher Wizard, he could have played the Pegasus at 4th level (his monster level).
Quests:
Quests are altered battlegames with specific rules not used in standard battlegames. Quests often have special game objects, stated goals and
tend to use a much wider range of Monsters than normal games. In most Quests, Monsters do not serve on a regular team and are instead
placed around the playing zone to create different encounter areas. Several Monsters are limited to specific scenarios and should not be used
outside of the provided context.
Level: When playing monsters in quests and other special battlegames, the designer of the quest or the Reeve will generally set your
Monster level based on what is required or desired for the scenario. Summoned Monsters still have the restrictions in level.
THINGS
OF
NOTE
DEFINITIONS
From Amtgard : Handbook on the Rules of Play 7th Edition comes the basic format and outline for presenting Monster Classes. This
information is detailed below, with additions and modifications made to include the information exclusive to this volume.
Description
Garb
Summoned by
Player lives/life
Type
OF
AMTGARD
DEFINITIONS
Q/M Ratio
Shields: This section also states what kinds of shields, if any, may
be used by a Monster. For a Monster to use a shield, this section
must specifically state that a shield is available to it.
Weapons
Here is where you can find which specific and/or types of weapons
may be used by the individual Monster. Unless the Monster holds the
Humanoid descriptor, assume the weapons are Natural (see below).
Armor
Immunities
DEFINITIONS
As One
Natural Lives
Break Tether
Aquatic
Bloodless
Bone
Burning Body
Create Minion
M: Materials needed
I: Incantation and/or gestures
R: Range (if any)
E: Effect
L: Limitations or Restrictions
N: Notes
Traits
Traits are special abilities the Monster displays all or most of the time.
This can include more lives, the ability to regenerate, the gaining of
new weapons to use, wings for flying and so on. Monsters have a
much larger number of Traits than normal classes. Traits unique to
this manual are detailed below. Otherwise, consult the Amtgard
Handbook on the Rules of Play, 7th Edition for details.
Conversion
Adamantine Weapons
Amorphous
Enhanced Armor
OF
AMTGARD
DEFINITIONS
Large
Fire Heal
Lightning Heal
Flame Weapons
Magic-Caster
Any magical fire based attack (not lightning!) will completely heal all
limbs and one point of Natural armor to the creature. Creatures with
Fire Heal may not use their own fire abilities to Heal itself.
Any magical lightning attack (not fire!) will completely heal all limbs
and one point of Natural armor to the creature. Creatures with
Lightning Heal may not use their own lightning abilities to Heal itself.
Monster casts spells as a member of the listed Player Class. See entries for
details and any limitations which may apply. Unless otherwise noted, these
creatures must obey all the rules of magic. No additional class abilities
are gained, only the use of spells.
Hard To Kill
Many-Legged
Creature only dies once all limbs are taken, or by a killing torso
shot. Wounded limbs are still useless, but fighting continues
regardless of handicap.
Home Tree
Mend Heal
Ice Heal
Mount
Improved Rocks
Incorporeal
Natural Flight
Lair
Monster must declare a Lair to the Reeves before the game. Lairs
can be stationary objects (like a tree or large rock) or an area
marked off with ribbon. The Lair is assumed to extend 10 feet from
any single object, though if riboon is used its boundaries are
absolute. The location of a Lair must always be known to the Reeve,
though a slain Monster may choose to move the Lair before coming
back to life. Lairs may not be destroyed. Certain abilities may only be
used in the Lair, see creature description for more information.
DOR UN AVATHAR, 8TH EDITION
Neutral
Sheer Numbers
Player Class
Siege Boulder
Creature must be willing to treat all teams and players equally. Neutral
beings may be kind or cruel, antagonistic or peaceful as befits the
Monster type, but they must treat all teams and players the same way
unless provoked to attack.
DEFINITIONS
Each person playing a creature with this ability is actually representing a horde of similar Monsters. When one creature dies, the player
must lie down in place, only to rise again after a 50 count. See
individual entries for number of lives.
The Monster may use the abilities of the listed Player Class as
presented in the Amtgard Rules of Play. Limitations will be listed in
the individual entry.
Spell Mastery
Regeneration
This trait allows magic-using Monsters to wear their own enchantments and still cast spells without the enchantments fading.
Humanoid Monsters with this trait do not lose spellpoints for
weapons used unless otherwise stated in the entry.
Lost limbs will grow back after a 50 count. If slain, creature will come
back to life after a 50 count (this does not count towards the total lives
lost). Regeneration does not function against wounds or death
caused by any form of fire, magical attack (including magic weapons)
or Powerful Blows. Damage to Natural armor and wounds from
these attacks remain even if the Monster is slain by non-magical
means and regenerates back to life. (ex.: a Regenerating Troll
loses an arm to an Acid Bolt, but is slain by a normal
arrow to the chest. When the Troll regenerates from
death, it keeps the wounded arm.)
Stone Heal
Any magical stone attack (i.e.: Petrify) will completely heal all
limbs and one point of Natural armor to the creature.
A creature with Stone Heal may not use their own
stone abilities to Heal itself.
Strong
Regeneration, Greater
Tough
Very Strong
Replication
Monster Abilities
Rubbery
Innate Abilities
Serial Immortality
Innate Abilities have a limited number of uses. In many cases, they act
just like magics. Innate Abilities require the person to stand still unless
noted otherwise. If a school is listed, a magic that protects from that
school, protects from the abilities. Otherwise, only Invulnerable
Armor or Invulnerability will protect from the ability (though some
have immunity to poison and traps, and thus are unaffected by them).
OF
AMTGARD
DEFINITIONS
wish to return to the game, recite the phrase to end the effect.
L: If you go more then 50 feet from a tree, you cannot recite the
phrase to end the effect until you are again within 50 feet of a tree.
Someone within 20 feet can use Tracking to dispel this ability.
Corrosion
Magic-Like Abilities
Counterspell
Abilities Defined
Animal Rights Activism
Cuteness
Avalanche
Death Cloud
I: Death Cloud x5
R: 10 foot radius
E: All players(except the caster) within radius instantly die.
N: This is a Death and Poison effect. Immunitites and enchantments
that provide protection against either type of effect will protect
against this ability.
Extinguish
I: Extinguish x5
R: 20 foot radius
E: All Flame spells, enchantments, and magical abilities are dispelled.
All Flame terrain effects, Traits, and Innate Abilities are rendered
inactive for a 100 count. The Sword of Flame is unaffected.
Blend
Holy Weapon
I: Repeat x10 Forest hide and protect me. To end the effect repeat
x2 Forest release me
E: You are considered out of the game. You may move anywhere you
like, as long as you remain within 50 feet of a tree. When you
DOR UN AVATHAR, 8TH EDITION
10
DEFINITIONS
Level Drain
Stinking Cloud
Mass Shove
Possession
Tunneling
I: Tunneling x5 to activate,Arriving
x5 to end
R: 100 feet
E: Creature must move in a straight line to
any point within 100 feet and may not
engage or be engaged in combat while
moving. Tunneling creatures may delay
arrival for up to a 100 count once they
reach the destination by continuing to
chant Tunneling once every five seconds.
May not arrive within 50 feet of a base or
Nirvana. May not carry game items.
Vermin Horde
Sneak
Webs
Stinkball
11
OF
AMTGARD
TERRAIN EFFECTS
Vulnerabilities:
Terrain Effects:
12
Angelic Hero
Weapons:
Immunities:
Natural Lives:
Abilities & Traits:
Enhanced Armor
Extend Immunities to Equipment
Innate Ability : Holy Weapon (1/life)
Vulnerability : Beneficent
Vulnerability : Altered Effect Sever Spirit treated as Lost.
Levels:
1st
As above
2nd
3rd
4th
5th
6th
Animal Familiar
Type:
Mystical Beast
Q/M Ratio:
.5/1
Armor:
None
Weapons:
One short melee weapon (Natural)
Immunities:
None
Natural Lives:
See below
Abilities & Traits:
Sheer Numbers For every spellpoint spent summoning a
Familiar, it gains two lives to a maximum total lives to 6.
Innate Magical Ability : Messenger (unlimited) Must be
activated by summoner.
Innate Magical Ability : Pass Without Trace (1/life)
If a total of two or more spellpoints are spent on a Familiar, it may
bear an enchantment placed by its summoner.
If a total of three spellpoints are spent on a Familiar, its summoner
(regardless of class) can Lend one spell at a time to the Familiar. The
summoner pays for the spell, not the Lend. This ability may be reused
without limit. A lent spellball may be reused normally by the
Familiar, but is no longer available for the summoner's use.
Vulnerability : Weak
Vulnerability : Familiars always come alive at their summoner, but
may not come alive if the summoner is dead (they have to wait and
come alive together at Nirvana) or shattered (a Familiar is removed
from play when its summoner is out of lives).
Levels: None
OF
AMTGARD
BANSHEE - BASILISK
Banshee
Basilisk
5th
6th
14
BEAR - BROWNIE
Bear
Brownie
Immunities:
Control (except Charm)
Natural Lives:
3
Abilities & Traits:
Innate Ability : Camouflage (1/life)
Innate Ability : Blend (unlimited)
Magic-like Ability : Flight (1/life)
Magic-like Ability : Lost (1/life)
Magic-like Ability : Teleport (1/life)
Levels:
1st
As above
2nd
Camouflage becomes (2/life)
3rd
Lost becomes (2/life)
4th
Flight becomes (2/life)
5th
Lost becomes (3/life)
6th
Flight becomes (unlimited)
15
OF
AMTGARD
CALIMARIN - CATPERSON
Calimarin
Q/M:
4/1
Armor:
None
Weapons:
One short melee weapon
Immunities:
Control
Natural Lives:
3
Abilities & Traits:
Innate Ability : Hold Person (2/life)
Innate Ability : Charm (2/life) By the power of my mind, I
dominate your will x2
Innate Ability : Teleport (1/life) Self only.
Innate Ability : Finger of Death (1/game)
Innate Ability : Lightning Bolt (2 bolts/U) Bolts of raw
mental energy.
Innate Ability : Heat Weapon (2/life)
Levels:
1st
As above
2nd
Heat Weapon becomes (4/life)
3rd
Gains one point of Natural armor
4th
Gains Immunity : Magic
5th
Hold Person becomes (4/life)
6th
Finger of Death becomes (1/life)
Gains Innate Ability : Possession (1/life)
Standard Humanoid
Catperson
Standard Humanoid
1/1
May wear up to 3 points of normal armor, up
to a small shield
Two melee daggers (Natural) or any
melee weapons up to long
None
3
Immunities:
Natural Lives:
Abilities & Traits:
Innate Ability : Tracking (1/life)
Innate Ability : Sneak (1/game)
Levels:
1st
As above
2nd
Becomes a Fey Type
3rd
Sneak becomes (2/game)
4th
Gains Immunity : Subdual
5th
Gains Strong Trait
6th
Sneak becomes (unlimited)
DOR UN AVATHAR, 8TH EDITION
16
Centaur
3rd
4th
5th
6th
Corrosion Beast
17
OF
AMTGARD
DARKLORD
Darklord
18
Deadly Slime
Levels:
1st
2nd
3rd
4th
5th
6th
Deva
1st
2nd
3rd
4th
5th
6th
19
As above
Gains Innate Ability : Acid Bolt (2 bolts/U)
+1 Invulnerability (5 total)
+1 Invulnerability (6 total)
Gains Regeneration Trait (Invulnerabilities are
regenerated instead of lost limbs)
+1 Invulnerability (7 total)
+1 Invulnerability (8 total)
Immunities:
Death, Poison
Natural Lives:
3
Abilities & Traits:
Natural Flight
Innate Magical Ability : Holy Weapon (1/life)
Magic-Like Ability : Heal (1/life)
Magic-Like Ability : Mend (1/life)
Magic-Like Ability : Awe (1/life)
Magic-Like Ability : Teleport (1/life)
Self only.
Vulnerability : Altered Effect Devas may
only use their Heals and Mends on others, not
on themselves.
Vulnerability : Beneficent
Levels:
As above
Teleport becomes (2/life)
Gains Immunity : Subdual
Mend becomes (2/life)
Gains Tough Trait
Heal becomes (unlimited)
Gains Immunity : Flame
Awe becomes (3/life)
Gains ability to Heal itself (1/game)
OF
AMTGARD
DRAGON
Dragons
One of the most intensely beautiful yet terrifying creatures in existence, a dragon is usually only encountered by the foolish or
unlucky. These huge beasts are found in all climates gathering their huge piles of treasure to sleep upon or out hunting. Species are
divided along specific colors and personality types. They have a tendency to eliminate anyone who enters their territory, whether it
was knowingly or accidental, so it is considered prudent not to attack them. These beasts are so huge and ferocious that it is considered quite an achievement to slay one.
Dragon Mount Option: At some point, players will want to use a Dragon for a mount, either for a large Quest or dramatic aerial combat. If so
desired, and approved by the reeve, Dragons may be given the Mount Trait. All players should be made aware if this option is used in a battlegame.
Keep in mind, players mounted on flying creatures may engage in melee with other flyers, avian mounts and their riders as well. Note: going
into melee against a Monster with Natural Seige Weapons is not a really good idea.
Azure Dragon
20
DRAGON
Crimson Dragon
4th
5th
6th
Emerald Dragon
Armor:
4 points Natural Invulnerable
Weapons:
Two short melee weapons (Natural)
Immunities:
None
Natural Lives:
3
Abilities & Traits:
Natural Flight
Large
Very Strong
Innate Magical Ability : Acid Ball (unlimited bolts)
as breath weapon
Innate Ability : Shove (1/life) as a wing buffet
Levels:
1st
As above
2nd
Gains Magic-Like Ability : Dispel Magic (1/life)
3rd
Dispel Magic becomes (2/life)
+1 point Natural Invulnerable Armor (total 5)
4th
+1 point Natural Invulnerable Armor (total 6)
Shove becomes (unlimited)
Gains Immunities : Poison and Disease
5th
Dispel Magic becomes (3/life)
+1 point Natural Invulnerable Armor (total 7)
Gains Magic-Like Ability : Mend (2/life)
6th
Dispel Magic becomes (4/life)
+1 point Natural Invulnerable Armor (total 8)
21
OF
AMTGARD
DRAGON
Opal Dragon
4th
5th
6th
Sable Dragon
Weapons:
Two short melee weapons (Natural)
Immunities:
None
Natural Lives:
3
Abilities & Traits:
Natural Flight
Large
Very Strong
Innate Magical Ability : Sphere of Annihilation (unlimited
bolts) as breath weapon
Innate Ability : Shove (1/life) as a wing buffet
Levels:
1st
As above
2nd
Gains Magic-Like Ability : Dispel Magic (1/life)
3rd
Dispel Magic becomes (2/life)
+1 point Natural Invulnerable Armor (total 5)
4th
+1 point Natural Invulnerable Armor (total 6)
Shove becomes (unlimited)
Gains Immunity : Death
5th
Dispel Magic becomes (3/life)
+1 point Natural Invulnerable Armor (total 7)
Gains Magic-Like Ability : Mend (2/life)
6th
Dispel Magic becomes (4/life)
+1 point Natural Invulnerable Armor (total 8)
Mystical Beast
9/1 (QUEST)
4 points Natural Invulnerable
22
Dragon, Great
Levels:
1st
2nd
3rd
4th
5th
6th
Dread Knight
As above
+1 point Natural Invulnerable Armor (total 6)
+1 Natural Lives (total 2)
+1 point Natural Invulnerable Armor (total 7)
+1 Natural Lives (total 3)
+1 point Natural Invulnerable Armor (total 8)
Weapons:
Immunities:
Natural Lives:
Abilities & Traits:
Enhanced Armor
Magic-Like Ability: Heat Weapon (1/life)
Magic-Like Ability : Pyrotechnics (1/life)
Magic-Like Ability : Sleep (1/life)
Magic-Like Ability : Stun (1/life)
Magic-Like Ability : Finger of Death (1/life)
Magic-Like Ability : Reanimate (1/life)
23
OF
AMTGARD
DRYAD - DWARF
Dryad
2nd
3rd
4th
5th
6th
Dwarf
Levels:
1st
As above
2nd
Improve Weapon becomes (2/life)
Gains Innate Ability : Improve Shield (1/life) Either
for self or another, takes 100 count.
3rd
May use throwing axes or throwing hammers
Gains Innate Ability : Mend (2/life) only on
metal equipment.
4th
Improve Shield becomes (2/life)
Gains Innate Ability : Armor of
Quality (1/life) Either for
self or another, takes
100 count
5th
Gains Adamantine
Weapons
Trait
+1 Natural
Lives (total 4)
6th
May Fight After
Death on last two lives
Gains Innate Ability :
Counterspell
(1/life)
24
ELEMENTAL
Elementals
Elementals are creatures spawned from the elemental planes. They can be summoned under special circumstances by 6th level
spellcasters, if given permission by the Reeve or game designer. The summoning of an Elemental is similar to the creation of a Golem.
(q.v.) To bring one into play, the spellcaster must spend 3 spellpoints from every 10 points available, just as if purchasing a weapon.
Once called into this plane, Elementals are fierce combatants who remain loyal to their summoner until slain or banished back to
their plane of origin (see individual entries). Elementals may not enter an Anti-Magic area, but since they are not the product of an
enchantment, they are not removed from the game if targeted with Dispel Magic.
Air Elemental
(BL: Naes / Art: Diego)
Natural Flight
Tough
Innate Magical Ability :
Teleport (2/life)
Innate Magical Ability :
Lightning Bolt (1 bolt/U)
Innate Ability : Shove
(unlimited) may be cast while
moving. This is the ability to
push with a gust of wind.
Vulnerability : Spell
Weakness Air Elementals can
be dispelled back to their plane
of origin and removed from the
game for the remainder of their lives
with a Wind spell.
Levels: None
Earth Elemental
(BL: Naes / Art: Diego)
Type:
Mystical Extra-Planar Animation
Q/M Ratio:
3/1
Armor:
2 points Natural
Weapons:
Two short bludgeoning weapons (Natural)
Immunities:
Subdual, Control, Poison, Disease, Death
Natural Lives:
3
Abilities & Traits:
Stone Heal
Strong
Tough
Innate Ability : Tunneling (unlimited) Earth Elemental may
carry its summoner with it (1/life)
Innate Ability : Petrify (1 bolt/U)
Vulnerability : Spell Weakness Three Release spells will
completely disintegrate the Elemental, dispelling it from this plane
and the game for the rest of its lives.
Vulnerability : Slow
Levels: None
Garb: Dark brown weapons and garb. If youre really into it, cover
yourself with mud and grass
25
OF
AMTGARD
ELEMENTAL
Fire Elemental
Flame Weapons
Fire Heal
Tough
Innate Ability :
Flame Arrows
(unlimited)
Magic-Like
Ability :
Pyrotechnics
(2/life)
Vulnerability :
Spell Weakness A
single Iceball acts as
a Banish. If hit with
by Iceball three times
in one life, it is
dispelled for the rest
of its lives.
Levels: None
Description: These Elementals come forth from the Plane of Fire. They
appear as majestic humanoids carrying weapons made of pure, living
flame. Fire Elementals are generally quick to action and enter
combat willingly, pleased with the chance to catch something aflame.
Garb: Wispy reds, oranges and yellows. Using some sheer, colored
material for the flames is good. Weapons and arrows should be
covered with orange and red flames.
Summoned By: Druid (6), Wizard (6)
Player Lives/Life: 3
Type:
Q/M Ratio
Armor:
Weapons:
Immunities:
Natural Lives:
Abilities & Traits:
Burning Body
Water Elemental
Garb: Blue weapons and flowing garb. Blue face paint is good too.
Add shimmering sheer fabric over the blue for a running water effect.
Summoned By:
Player Lives/Life: 3
Type:
Mystical Extra-Planar Animation
Q/M Ratio:
3/1
Armor:
None
Weapons:
Two flails (Natural)
Immunities:
Control, Subdual, Death, Disease, Poison
Natural Lives:
3
Abilities & Traits:
Amorphous (2 points of Invulnerability) Treat as Hard To Kill
instead of Weak once all Invulnerability is gone.
Aquatic
Ice Heal
Strong
Tough
Innate Ability : Shove (unlimited) say Wave x 3 to activate
Innate Ability : Touch of Death (1/life) Self only. Touch target
and say x1 Drown. May be extended through flails.
Innate Ability : Extinguish (unlimited)
Magic-Like Ability : Teleport (2/life) Self only.
Vulnerability : Spell Weakness A single Fireball acts as a
Banish. If hit with by Fireball three times in one life, it is
dispelled for the rest of its lives.
Levels: None
26
ELF
Weapons:
Immunities:
Natural Lives:
Abilities & Traits:
Spell Mastery
Accuracy
Magic Caster : Druid Sylvan Elves begin with 5 spellpoints
which may only be spent on 1st and 2nd level Druid magic. May
never purchase neutrals with spellpoints.
Levels
1st
As above
2nd
Gains Innate Ability : Improve Weapon (1/game)
5th
6th
27
OF
AMTGARD
Extra-Planar Entity
Extra-Planar Humanoid
7/1 (QUEST)
4 points Natural Invulnerable
Two short melee (Natural) or any melee
weapons
Magic (see Vulnerability below)
1
Immunities:
Natural Lives:
Abilities & Traits:
Natural Flight
Strong
Tough
Innate Magical Ability : Fear (1/life)
Magic-Like Ability : Finger of Death (1/life)
Magic-Like Ability : Confusion (1/life)
Magic-Like Ability : Dispel Magic (3/life)
Vulnerability : Each Entity must pick a common attack
form or School of Magic which bypasses all remaining
DOR UN AVATHAR, 8TH EDITION
28
FAIRY - GARGOYLE
Fairy
Gargoyle
Type:
Mystical Beast
Q/M Ratio:
3/1
Armor:
2 points Natural Invulnerable
Weapons:
Two short swords (Natural), boulders
Immunities:
Control, Subdual, Death, Poison, Disease
Natural Lives:
2
Abilities & Traits:
Lair
Mend Heal
Natural Flight May carry one dead victim at a time.
Strong
Innate Ability : Sever Spirit (2/life) Can only be used in Lair.
Simulates devouring the victim.
Levels:
1st
As above
2nd
Gains Innate Ability : Camouflage (1/life) Become
one with the stone! x2 to activate.
3rd
No additional abilities
4th
+1 Natural Lives (total 3)
+1 point Natural Invulnerable Armor (total 3)
5th
Camouflage becomes (2/life)
+1 Natural Lives (total 4)
6th
Sever Spirit becomes (unlimited)
29
OF
AMTGARD
GHOST - GHOUL
Ghost
Ghoul
Undead Humanoid
3/1
1 point Natural
Two short swords (Natural) or any melee
weapons up to Long
Subdual, Control, Death, Disease, Poison
3
Immunities:
Natural Lives:
Abilities & Traits:
Conversion (1/life) Converted Ghouls fight for the original
Ghouls team.
Innate Ability: Touch of Paralyzation (2/life)
Vulnerability : Aversion Ghouls will not approach within 20
feet of a Paladin nor will they enter Holy Grounds.
Levels:
1st
As above
2nd
May use up to a medium shield
3rd
Touch of Paralyzation becomes (4/life)
4th
+1 Natural armor (total 2)
5th
Touch of Paralyzation becomes (unlimited)
6th
Conversion becomes (2/life)
30
GIANT
Giant, Fire
Standard Humanoid
4/1
3 points Natural, may wear up to 4 additional points of
normal armor
Any melee weapons, boulders
Flame
2
Weapons:
Immunities:
Natural Lives:
Abilities & Traits:
Large
Strong
Magic-Like Ability : Fireball (1/bolt/U)
Levels:
1st
As above
2nd
Fireball becomes (2 bolts/U)
3rd
Gains Innate Ability : Flameblade (1/life)
4th
Fireball becomes (3 bolts/U)
5th
Gains Innate Ability : Flamewall (1/life) Use red ribbon for wall.
6th
Fireball becomes (4 bolts/U)
Giant, Frost
Standard Humanoid
4/1
3 points Natural, may wear up to 3 additional points of
normal armor
Any melee weapons, boulders
Subdual
2
Weapons:
Immunities:
Natural Lives:
Abilities & Traits:
Large
Strong
Magic-Like Ability : Iceball (1 bolt/U)
Levels:
1st
As above
2nd
Iceball becomes (2 bolts/U)
3rd
Gains Innate Ability : Avalanche (1/life)
4th
Iceball becomes (3 bolts/U)
5th
Gains Innate Ability : Mass Shove (1/life)
6th
Iceball becomes (4 bolts/U)
31
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AMTGARD
GIANT
Giant, Hill
Armor:
Weapons:
Immunities:
Natural Lives:
Abilities & Traits:
Large
Strong
Levels: None. These giants are far too stupid to improve their
tactics or gain experience from past mistakes.
Giant, Sea
Type:
Standard Humanoid
Q/M Ratio:
5/1
Armor:
3 points Natural Invulnerable
Weapons:
Any polearm or spear
Immunities:
Subdual, Control
Natural Lives:
3
Abilities & Traits:
Aquatic
Create Minion (Zombies, p. 53, 1/life) This represents the Sea
Giants ability to summon the bodies of long-dead sailors and
pirates to do its bidding. May only be used once on any given
player. Zombies summoned in this fashion gain the Aquatic Trait
and lose the Slow Trait while in water areas.
Large
Very Strong
Vulnerability : Slow Only on land. Sea Giants move normally
through water areas.
Levels:
1st
As above
2nd
May now throw normal boulders
3rd
+1 point Natural Invulnerable armor (total 4)
4th
Boulders become Improved Rocks
5th
Create Minion becomes (2/life)
6th
Improved Rocks become Siege weapons
32
GIANT
Giant, Thunder
Levels:
1st
As above
2nd
Lightning Bolt becomes (3 bolts/U)
3rd
Gains Magic-Like Ability : Wind (1/game) only
need say the Wind chant once to cast
4th
Lightning Bolt becomes (4 bolts/U)
5th
+1 point Natural Invulnerable Armor (total 4)
6th
Call Lightning becomes (2/life)
Giant, Titan
3rd
4th
5th
6th
OF
AMTGARD
GOBLIN
Goblin
Levels:
1st
2nd
3rd
4th
5th
6th
As above
Sheer Numbers becomes (10 lives total)
May use a short bow or up to a medium shield
Sheer Numbers becomes (12 lives total)
Sheer Numbers becomes (15 lives total)
May wear up to 2 points of normal armor
In battlegaming, the term Pop generally refers to any Monster in which the
player has many lives, is slain on any wound and returns quickly from a death
count. The most common such beast is the infamous Pop Goblin, the original and
simplest form, but just because they are the most popular and widespread doesnt
mean they are the only available specimen. Other variations should follow a few
simple guidelines:
1. Pop Monsters all possess the Weak Trait. This above all things must never
change. Pop Monsters are supposed to be easy to kill.
2. Pop Monsters should have the Sheer Numbers Trait. Six to eight lives to start,
fifteen to twenty at 6th level is about right.
3. Death count should never be more than 60. The faster, the better in most
cases, especially if the creature doesnt have many additional abilities.
4. Make any additional abilities both level-dependant and of relatively low power.
A single Poisoned weapon, a single nonlethal spellball, use of throwing
weapons and use of a shield are all good examples of such abilities. High level
abilities might include use of a single point of armor, archery skills or a single
Red weapon. Under no circumstances should even a 6th level Pop Monster be
more powerful than the average 1st level Class.
Keep in mind, these Monsters are not meant to be individually powerful. In fact,
the whole point is to present more of a nuisance than a threat - at least one at a
time. In groups of five or more, Pop Monsters can be a deadly encounter for any
group of adventurers.
34
GOLEM
Golems
Golems are the creations of an ancient spell known only to the most powerful spellcasters. Under special circumstances, a 6th level
spellcaster (type denoted under individual entries) may create one of these by sacrificing spell points (cost likewise noted under the
entries) to create a Golem. Spellpoints spent purchasing Golems are subtracted from every 10 spellpoints available, just like buying a
weapon. Golems have no levels and must be approved by the Reeve prior to entering the game. Golems may not be Resurrected, nor
may they receive lives from a Monk. Golems may not enter an Anti-Magic area, and must immediately exit any such area that is cast
around them. Since they are not the product of an enchantment, Golems are not removed from the game if they are targeted with
Dispel Magic. Players may spend more of their Natural Lives to gain additional lives as a Golem, at the listed Player Lives/Life ratio.
(i.e.: A Warrior with 6 lives can opt to play a Flesh Golem on every life.)
Golem, Flesh
Garb: Try to look like Frankensteins Monster. Pale and/or gory face
make-up, tattered clothing and a shambling walk.
Summoned By: Druid 6, Healer 6, Wizard 6, for 2 spellpoints
Player Lives/Life: 1
Type:
Mystical Animation
Q/M Ratio:
1/1
Armor:
2 points Natural
Weapons:
Two short bludgeoning weapons (Natural)
Immunities:
Control, Death, Disease, Poison, Subdual
Natural Lives:
3
Abilities & Traits:
Lightning Heal
Strong
Innate Magical Ability : Steal Life (1/game)
Vulnerability : Aversion (Fire) Will not approach an active
Fireball, Flameblade, Sword of Flame or other such game item.
Levels: None
Golem, Metal
Vulnerability : Slow
Levels: None
35
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AMTGARD
GOLEM
Golem, Mud
Golem, Rag
(WL: Corwin / Art: Denah)
Description: Wizards who wish to protect children from the dangers
of the world create these Golems. Rag Golems are sentient dolls,
brought to life through an act of magic and love. They always resemble a
childs plaything, be it a doll, stuffed dog, or teddy bear, until the child it
threatened or harmed in any way. The Golem them springs to life, using
its powers and attacks to defend its young charges.
Garb: A Raggedy-Ann or Raggedy-Andy costume, Any doll-type garb
with lace and ruffles, a lace bonnet
Summoned By: Bard (6), Wizard (6), for 3 spellpoints
Player Lives/Life: 2
Type:
Mystical Animation
Q/M Ratio:
2/1
Armor:
1 point Natural Invulnerable
Weapons:
One melee dagger
Immunities:
Control, Subdual, Death, Posion, Disease
Natural Lives:
1
Abilities & Traits:
Strong
Tough
Innate Magical Ability : Charm (4/life)
Innate Magical Ability : Legend (1/life) Must tell bedtime stories.
Magic-Like Ability : Visit (1/game)
DOR UN AVATHAR, 8TH EDITION
GOLEM
Golem, Rock
Golem, Rope
OF
AMTGARD
Natural Lives:
Abilities & Traits:
Mend Heal
Tough
Innate Magical Ability : Fear (4/life)
Magic-Like Ability : Vermin Horde (Crows, 1/life)
Magic-Like Ability : Teleport (1/life) Self only.
Levels: None
Great Bird
38
GREMLIN - GRYPHON
Gremlin
Type:
Mystical Humanoid
Q/M Ratio:
1/1
Armor:
None
Weapons:
Single melee dagger or short sword
Immunities:
None
Natural Lives:
2
Abilities & Traits:
Neutral
Magic-Like Ability : Teleport (4/life)
Magic-Like Ability : Heat Weapon (4/life)
Magic-Like Ability : Warp Wood (4/life)
Magic-Like Ability : Pyrotechnics (1/life)
Magic-Like Ability : Dispel Magic (4/life)
Vulnerability : Weak
Levels:
1st
As above
2nd
Heat Weapon becomes (5/life)
3rd
Warp Wood becomes (5/life)
May wear one point of normal armor
4th
+1 Natural Lives (total 3)
5th
Dispel Magic becomes (unlimited)
6th
Teleport becomes (unlimited)
+1 Natural Lives (total 4)
Garb: White fur and face paint, or dark green scales and a mohawk
Gryphon
OF
AMTGARD
HARPY - HYDRA
Harpy
Type:
Q/M Ratio:
Armor:
Weapons:
Standard Humanoid
1/1
None
Two short non-hinged melee weapons
(Natural), javelins (only while flying)
None
3
Immunities:
Natural Lives:
Abilities & Traits:
Natural Flight
Innate Ability : Fear (1/life)
Innate Ability : Poison Weapon (1/life)
Levels:
1st As above
2nd Gains one point Natural armor
3rd Fear becomes (2/life)
4th Poison Weapon becomes (2/life)
5th +1 point Natural armor (total 2)
6th Gains Innate Magical Ability : Charm (unlimited)
Garb: Feathered
wings. Cape, tunic
or garb in black
or gray.
Hydra
4th
5th
6th
40
KRAKEN
Kraken
OF
AMTGARD
LEPUS - LICH
Lepus
Type:
Q/M Ratio:
Armor:
Weapons:
Immunitites:
Natural LIves:
Abilities & Traits:
Innate Ability : Pass Without Trace (1/life) May be used
while moving.
Innate Ability : Berserk On last life only.
Levels:
1st
As above
2nd
Gains Innate Ability : Tunneling (1/game) May be
used while moving.
+1 Natural Lives (total 5)
3rd
Gains Missile Block Trait
May now go Berserk on last two lives
4th
Tunneling becomes (1/life)
Gains Accuracy Trait
5th
Gains Greater Missile Block Trait
+1 Natural Lives (total 6)
6th
Gains Innate Ability : Fight After Death OR may trade
all Berserk and Tunneling abilities to become a 6th level
Magic-Caster : Druid. If Druid is chosen, the Lepus
must obey all the rules for casting, including purchasing
weapons with spellpoints.
Lich
Standard Humanoid
1/1
May wear up to 2 points of normal armor,
any shield
Any melee weapons, javelins, short bow
Subdual
4
42
Lizardman
LIZARDMAN - MANTICORE
Garb: Green tunic. Green face paint and green cloth covered flail.
Suggested: Scales or snakeskin.
Summoned By: Druid (6), Reincarnate
Player Lives/Life: 2
Type:
Standard Humanoid
Q/M Ratio:
1/1
Armor:
1 point Natural, up to a medium shield
Weapons:
Single flail (Natural) or any melee weapons
Immunities:
Poison
Natural Lives:
4
Abilities & Traits:
Strong
Levels:
1st
No additional abilities
2nd
Gains Innate Ability : Poison Weapon (1/game)
3rd
+1 to Natural armor (total 2)
4th
May now use javelins
5th
+1 to Natural armor (total 3)
Poison Weapon becomes (1/life)
6th
May wear up to 3 points of additional normal armor
Manticore
OF
AMTGARD
MEDUSA - MINOTAUR
Medusa
Minotaur
44
MUMMY - NOSFERATU
Mummy
Immunities:
Natural Lives:
Abilities & Traits:
Innate Ability : Touch of Death
(unlimited)
Bloodless
Levels:
1st
As above
2nd
Gains the Strong Trait
3rd
+1 point Natural armor (total 2)
4th
+1 point Natural armor (total 3)
5th
Gains Innate Magic-Like Ability :
Fear (2/life)
6th
Gains Magic-Like Ability : Heal
(2/life) Self only. Simulates rejoining
body parts.
Nosferatu
Levels:
1st
2nd
3rd
4th
5th
6th
45
As above
Gains Magic-Like Ability : Teleport (1/life)
Yield becomes (2/life)
Gains Innate Magical Ability : Vermin Horde
(Rats, 1/life)
Vermin Horde becomes (2/life)
Teleport becomes (2/life)
OF
AMTGARD
OAKEN - OGRE
Oaken
Ogre
Immunities:
Subdual, Poison
Natural Lives:
3
Abilities & Traits:
Strong
Innate Magical Ability : Fear (1/game)
Innate Ability : Berserk On last life. This
ability grants two additional points of armor to
the Ogres Natural armor
Levels:
1st As above
2nd May now use boulders
3rd Fear becomes (2/game)
4th Boulders become Improved Rocks
5th Fear becomes (1/life)
Gains Innate Ability : Fight After Death
(on last life)
6th All Natural armor (including Berserk armor)
becomes Natural Invulnerable
Standard Humanoid
2/1
2 points Natural
Any melee weapons or two
short melee weapons
(Natural)
46
ORC - PEGASUS
Orc
Standard Humanoid
2/1
1 point Natural, may wear up to 2 points
of normal armor
Any melee weapons, rocks, javelins, shortbow
Poison
4
Weapons:
Immunities:
Natural Lives:
Abilities & Traits:
Innate Ability : Berserk (on last life) Berserk armor stacks on
top of Natural armor
Innate Ability : Truth (1/game) Only on subdued enemies.
Levels:
1st
As above
2nd
3rd
4th
5th
6th
Pegasus
Immunities:
Natural Lives:
Abilities & Traits:
Many-Legged
Natural Flight
Innate Magical Ability : Awe (1/life)
Levels:
1st
As above
2nd
Gains Mount Trait : May carry one rider.
3rd
Awe becomes (2/life)
4th
Gains Innate Magical Ability : Charm (1/game)
5th
Charm becomes (1/life)
6th
Awe becomes (3/life)
47
OF
AMTGARD
PHOENIX - PLAGUER
Phoenix
Plaguer
Levels:
1st
As above
2nd
Gains Innate Ability : Touch
of Death (1/game) Self only.
3rd
Gains Innate Ability : Fight
After Death (1/life)
4th
Touch of Death becomes
(1/life)
5th
Gains Hard To Kill Trait
6th
Touch of Death becomes
(unlimited)
Note: Due to the infectious nature
of the Plague, an entire
populace could very well
succumb to its effects unless
some provision is made for
curing players on a mass
scale. Thus, it is suggested
Plaguers only be used in
games or Quests where such is
made possible, unless slowly killing
the entire populace is your goal.
(Which is fine, just let everyone know.)
48
POLTERGEIST - SATYR
Poltergeist
Satyr
1st
2nd
3rd
49
As above
Legend becomes (2/life)
Gain one point of Natural armor
May now use javelins
+1 Natural Lives (total 4)
Gains Magic-Like Ability : Extension (unlimited)
Gains Innate Magical Ability : Pass Without Trace (1/life)
Gains Strong Trait
+1 point Natural armor (total 2)
OF
AMTGARD
SCALOR - SIREN
Scalor
Standard Humanoid
1/1
1 point Natural, may wear up to 2 additional
points of normal armor
Any single short or long melee weapon, javelins
None
5
Weapons:
Immunities:
Natural Lives:
Abilities & Traits:
Aquatic
Innate Ability : Entangle (2 bolts/U) Simulates intricate netting.
Vulnerability : Weak Only against magical attacks. They are so
afraid of magic they are even slain by Subdual and Control spells.
Non-magical weapons injure Scalors as normal.
Levels:
1st
2nd
3rd
4th
5th
6th
Siren
As above
May now use throwing weapons
Entangle becomes (3 bolts/U)
May now use spears and polearms
Entangle becomes (4 bolts/U)
Gains Innate Ability : Poison Weapon (1/life)
50
Skeleton
Player Lives/Life:
Type:
Q/M Ratio:
Armor:
Weapons:
Immunities:
Natural Lives:
Abilities & Traits:
Bone
Regeneration Only from death. Wounds do not regenerate.
Vulnerability : Weak
Vulnerability : Altered Effect If Resurrection used on a skeleton
(save those summoned by the spell Transform), it is forced to play
out that life as a warrior of the same level as the skeleton.
Levels
1st
As above
2nd
+1 Natural armor (total 3)
3rd
+1 Natural Lives (total 2)
4th
+1 Natural armor (total 4)
5th
May now use javelins
6th
+1 Natural Lives (total 3)
Skeleton Warrior
the Skeleton is out of sight of the Circlet, then control is lost. Once
lost, a controller may not regain control the same Skeleton
Warrior for the remainder of the game. When out of control, the
Skeleton Warrior heads directly for the most recent
controller, killing anyone in its path. It will not stop
until that person is dead, or someone else
gains control the circlet and meets the
necessary criteria for activating it. (Usually
nothing more than coming within 50
of the rampant Monster). If the
Circlet is placed on the Skeleton
Warriors own head, it will
disappear into dust. This is
the only way to truly kill a
Skeleton Warrior. This is
considered a game item.
Levels:
1st
As above
2nd
Gains Innate Ability :
Improve Weapon (1/life)
3rd
May now use any shield
4th
May now use javelins
5th
Gains Innate Magic-Like
Ability : Touch of Death
(1/life) Self only.
6th
Gains Immunity : Magic
Garb: Skull mask or face paint, anything that makes you look more
skeletal, black armor and/or helmet. Required: a circlet (see
below)
Type:
Q/M Ratio:
Armor:
1
Undead Humanoid
2/1
May wear up to 2 points of normal armor,
any shield
Any melee weapons.
Control, Death, Poison
1
Undead Humanoid
5/1 (QUEST)
One point Natural, may wear up to
5 additional points of normal armor
Any melee weapons
Control, Death, Flame, Sorcery
1
Weapons:
Immunities:
Natural Lives:
Abilities & Traits:
Serial Immortality
Bone
Neutral
Vulnerability : Control Circlet The possessor of the circlet
may control the Skeleton Warrior. The controller must have the
circlet on their head to control the Skeleton Warrior. If nobody
has the circlet on their head, the Skeleton Warrior has free will. If
the Circlet goes more than 200 feet from the Skeleton Warrior, or
51
OF
AMTGARD
SKIRIT - SPECTRE
Skirit
Standard Humanoid
1/1
May wear one point of normal armor, up to a
medium shield
Any short melee weapons
Poison, Disease
5
Weapons:
Immunities:
Natural Lives:
Abilities & Traits:
Innate Ability : Sneak (1/life)
Innate Ability : Poison Weapon (1/life)
Vulnerability : Skirit Poison may be cancelled with either Cure
Poison or Cure Disease.
Levels:
1st
As above
2nd
Gains Innate Ability : Tracking (1/life)
May wear +1 point armor (total 2)
3rd
4th
5th
6th
Spectre
Weapons:
None
Immunities:
Control, Death, Subdual
Natural Lives:
1
Abilities & Traits:
Incorporeal
Innate Magical Ability : Steal Life (1/life) A Spectre may
never gain more than two lives with this ability. However, the
victim will still lose a life and have their spirit Severed. Thus a
Spectre has a maximum of three lives.
Innate Magical Ability : Sever Spirit (unlimited) Anyone
slain by a Spectre is automatically considered Severed.
Innate Magical Ability: Forcewall (unlimited) May have up to
two in existence at any time.
Innate Magical Ability : Dispel Magic (2/life)
Innate Magical Ability : Touch of Death (unlimited)
Levels:
1st
As above
2nd
Gains Magic-Like Ability : Extinguish (1/life)
3rd
Extinguish becomes (2/life)
4th
Dispel Magic becomes (3/life)
5th
Gains Magic-Like Ability : Level Drain (1/life) May
not use this ability on a player more than once per game.
6th
Dispel Magic becomes (4/life)
52
Sphinx
5th
Spider, Giant
6th
Q/M Ratio:
2/1
Armor:
1 point Natural
Weapons:
Two melee daggers (Natural)
Immunities:
Poison
Natural Lives:
3
Abilities & Traits:
Many-Legged
Innate Ability : Entangle (2 bolts/U)
Innate Ability : Poison Weapon (unlimited)
Innate Ability : Webs (4/life)
Levels:
1st
As above
2nd
+1 point Natural armor (total 2)
+1 Natural Lives (total 4)
3rd
Can use two short weapons instead of daggers
Webs become (6/life)
4th
Poison Weapon kills in a 50 count instead of 100
5th
+1 point Natural armor (total 3)
+1 Natural Lives (total 5)
6th
Gains Innate Ability : Vermin Horde (Spiders, 1/life)
Webs become (8/life)
Garb: Black tunic with web patterns or red hourglass shape on it.
Type:
Standard Beast
53
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AMTGARD
STORMRAVEN - TROGLODYTE
Stormraven
Troglodyte
Standard Humanoid
2/1
2 points Natural, may wear up to 2
additional points of normal armor
Any melee weapons, javelins
Subdual, Poison
4
Weapons:
Immunities:
Natural Lives:
Abilities & Traits:
Innate Ability : Stinking Cloud (1/life)
Innate Ability : Stinkball (1 bolt/U)
Levels:
1st
As above
2nd
Gains Innate Ability : Entangle (1 bolt/U)
3rd
May now use up to a medium shield
Stinkball becomes (2 bolts/U)
4th
Stinkball becomes (3 bolts/U)
DOR UN AVATHAR, 8TH EDITION
5th
6th
54
TROLL
Troll, Regenerating
Troll, Stone
5th
6th
55
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AMTGARD
URSUNID - UNICORN
Ursunid
Unicorn
Levels:
1st
As above
2nd
Gains Innate Magic-Like Ability: Resurrect (1/life)
Requires bringing the dead to the unicorns home tree
and having target and unicorn touch the tree while casting
the spell.
3rd
Resurrect becomes (2/life)
4th
Gains Innate Magic-Like Ability : Lost (1/life)
5th
Resurrect becomes (3/life)
6th
Lost becomes (3/life)
56
VAMPIRE - VOIDSTALKER
Vampire
Voidstalker
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AMTGARD
4th
5th
6th
Werewolf
58
WHITE RABBIT
Feared creatures of legend who change form from human to beast, Lycanthropes are known to come in a variety of predatory animal
forms. Amongst the most common are wolves, rats, bears, tigers, boars and foxes - though many other, rare species are known to
exist. Lycanthropes are generally of evil disposition, enjoying the primal nature of the hunt and pursuing humans as the tastiest meal of
all. The most infamous Lycanthrope, Werewolves, are detailed in this volume. Other variations are certainly possible, with minor
differences based on the type of were-animal portrayed.
In Amtgard terms, Lycanthropy is a special trait only available to were-creatures. Regardless of animal form, there are two basic
kinds of Lycanthropes:
1) Natural Lycanthropes were born with the ability to shift form. They have full control over their changes, and are cunning to the extreme.
For the sake of game play, Natural Lycanthropes may only change shape once per life. See Player Class : Peasant ability below for more
details. In any pack of Lycanthropes, at least one, usually the leader, will be natural.
2) Afflicted Lycanthropes are those doomed souls who have been infected with the disease by the bite of a true Lycanthrope. They
have no conscious control over their actions or changes, attacking everything blindly, though they are always nominally
controlled by infecting Lycanthrope. Players afflicted with Lycanthropy during a game assume beast form until slain or cured and
are normally controlled by the infecting lycanthrope.
The Lycanthropy Trait generally bestows the following abilities and weaknesses:
Player Class : Peasant (Quests Only) A Natural Lycanthrope can begin each life in human form if they choose. In this form they
have none of the Traits or Abilities listed below, though they retain immunity to Control. To assume were-form, the player need only
don appropriate garb and arm themselves accordingly. Once beast form is assumed, they may not turn back unless slain or cured.
Natural Weapons (any two short melee weapons)
Immunities : Control, Subdual
Tough
Innate Ability : Berserk (on last life) This ability adds the 2 points of Berserk armor to any normal Natural armor
Conversion (unlimited) This ability should be removed for normal battlegames. May be used while Berserk.
Vulnerability : Altered Effect Cure Disease forces a Lycanthrope to revert to a Peasant for the rest of that life.
Examples:
Werebear: As Werewolf except starts with 4 points of Natural armor. Move Regeneration to 2nd level, move 2nd level Fear to 3rd.
Wereboar: As Werewolf except they are Berserk and Fight After Death on every life. Lose the Tracking and Fear abilities.
Wererat: As Werewolf, except has no Natural armor or Fear abilities. Gains Immunity to Poison and Poison Weapon (unlimited)
White Rabbit
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AMTGARD
WRAITH - WYVERN
Wraith
2nd
3rd
4th
5th
6th
Wyvern
60
YETI - ZOMBIE
Yeti
Type:
Standard Beast
Q/M Ratio:
3/1
Armor:
1 point Natural
Weapons:
Two short swords or melee daggers (Natural)
Immunities:
Cold-based Attacks, Subdual
Natural Lives:
3
Abilities & Traits:
Innate Ability : Iceball (1 bolt/U)
Innate Abilities : Avalanche (1/game)
Levels:
1st
As above
2nd
Iceball becomes (2 bolts/U)
+1 point Natural armor (total 2)
3rd
Iceball becomes (3 bolts/U)
Avalanche becomes (2/game)
4th
Iceball becomes (4 bolts/U)
Gains Strong Trait
5th
Iceball becomes (unlimited)
Avalanche becomes (1/life)
6th
Gains Innate Ability : Berserk (on last life) Berserk
armor stacks with Natural armor (total 4)
Gains Innate Ability : Fight after Death (on last life)
Zombie
2nd
+1 Natural Lives (total 4)
3rd
+1 Natural Lives (total 5)
4th
Gains Strong Trait
5th
Gains one point of Natural armor
6th
+1 Natural Lives (total 6)
Note: This is a summoned or normal battlegame Zombie. For
details on the Zombie Battle version of this Monster, see page 65.
61
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BATTLEGAMES
FOR
MONSTERS
This section details several battlegames in which Monsters are presented as the main object or theme. In many cases, these scenarios
call for a large number of Monsters to be on the field at a time, or for all participants to portray a particular Monster. In these cases,
the Reeve or Questmaster can suspend the need for everyone to have a copy of the Monster and ease the stringent garb requirements.
Battlegame Key
Bounty Hunt
Type:
Standard Beast
Q/M Ratio:
1/1
Armor:
None
Weapons:
A single short melee weapon (Natural)
Immunities:
None
Natural Lives:
3
Abilities & Traits:
Amorphous (2 points of Invulnerability)
Levels: None
62
Goblin Games
BATTLEGAMES
FOR
MONSTERS
(Goblins Only!)
Rules of Feetsball:
Set-up: Mark out the field and choose two equal teams. The field
for both Goblin Games is a large rectangle (see below). For
Daggerball, divide the field in half (short-wise). For Feetsball, mark
the in-zones.
Daggerball
The Goblins divide into two equal teams, one team on each side of
the center line. Each Goblin is then given one throwing weapon
(only!) with which to play. The teams then throw their weapons
back and forth across the centerline at members of the opposing
team, in no particular order or fashion. A Goblin is out when one
of two things happen: a) the Goblin is wounded in any way by any
weapon thrown through the air or b) if a Goblin on the other team
catches a weapon that has been thrown, the thrower is ejected.
Goblins may catch weapons without injury so long as the catch is
clean and the weapon does not hit the ground. Sides refresh after all
the Goblins on one side are dead.
Goblin Feetsball
You can use any number of people; just split them evenly. This battle
is best held in an open field (i.e.: no trees or other obstacles). Mark
out a rectangular field as large as you have room for, or as
appropriate for the number of players participating.
As in many informal football games, it is recommended that the
defense waits 3-5 seconds before charging the line, and that the
number of rushers be limited.
Mark the boundaries as clearly as possible, including the outer
edges of the end zones. Once a person steps out of bounds, they
63
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AMTGARD
BATTLEGAMES
Maze Craze
FOR
MONSTERS
There are two major categories all Quests fall into, the Freeform Quest and the Linear Quest. Both have strengths and weaknesses, but
managed properly, either can provide a fulfilling day of fighting and role-playing. And Im talking about real Quests, not battlegames or
other scenarios disguised as a Quest...
This is the type of Quest where everyone has a part, and plays that
part for the entire game. Players portray their classes, a Monsterplayer Troll stays a Troll and the NPC Innkeeper maintains that
role for the entire day. Encounters are usually set up across the
playing area in no particular order, allowing players to roam
freely from place to place in search of clues or just a good scuffle.
These Quests should be designed so they can be solved without
having to resort to the do this first, do this next, then this, and
finally fight the Monster to win mentality (see Linear Quest). The
greatest strength of the Freeform Quest is versatility, situations can
be solved or experienced in any order, allowing for a great range
of experiences and tales between Questors. Freeform Quests are
far more work for the Reeves, however, as several areas may
require their attention at once, or the conditions in one area
might have unforeseen consequences on other areas. Good
advice: Get some walkie-talkies!
DOR UN AVATHAR, 8TH EDITION
64
Monster Hunt
BATTLEGAMES
Zombie Land
FOR
MONSTERS
Zombie Battle
65
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AMTGARD
MONSTER CREATION
Creating New Monsters
As you flip through the pages of the Dor Un Avathar and see all
the Monsters, remember some are new, some old, some are
changed, some remain basically the same. But wait! The Monster
that you thought for sure would be in here isnt. Now what do
you do? Well, you could do two things:
Whine and complain, or make it yourself.
If you really want to, then whine, but nobody likes a whiner. So
your other option is to play Amt-god and create this new
creature yourself. Congratulations! This is a great way of
participating in a non-combat aspect of the club. Now, there are
some general guidelines that should be followed if you have
decided to make a new monster yourself. These are just
guidelines, but they will increase your chances of getting your
Monster completed, done well, approved by your local monsters
guild, and passed by an Althing.
These guidelines are fairly simple and often common sense, yet
must be stressed. You may see some things that are stated almost
directly from the Amtgard: Handbook on the Rules of Play.
Again, these are things that must be stressed. And now, on to
creating your new Monster:
Guidelines
1)Follow the basic format. The format is the way that the
Monster is drawn up on paper. The format presented in this
book is a good place to start. It allows for a clean presentation of the Monster and covers just about everything. It is well
organized and easy to read, and recognizable as the basic
Monster format. In the event that your Monster is passed by
an Althing, having this format will make it easier to add into a
Monster book.
2)Dont create a Monster that could be played more easily by
role-playing one of the player classes. Basically, this means
that a Monster should be unique to itself. It lessens both the
class it is similar to, as well as the creature itself, if it is too
similar to a class. If such is the case, then play the class, and
have some fun role-playing. Wear your Monster garb along
with your required class garb. Its fun for you and for the
other people playing.
3)Dont copy copyrighted material. This is a tricky one. Most of
the creatures in this book can be found in other sources as
well, be it mythology, role-playing games, movies or books. It
is imperative that although you like the monsters in other
material, you try to make it somewhat unique. In the case of
mythological monsters, you may attempt to make it as
accurate as possible. In the case of monsters from nonmythological material, you should make sure there are
differences. Never use specific names found only in that
sources material. This may seem overcautious, but it doesnt
hurt to do it.
4)Determine whether your Monster is a Quest-only monster or if
it may be played during standard battlegames (with permission, of course). This will affect a number of things. This
decides the Monsters overall power, and the Questor/Monster
Cover Art
Denah:
Ger*:
62
JEC*:
65 (1)
Iain Davis:
65 (2)
Diana J. Brinkley:
67
Wyngarde:
* Artists marked with an asterik: Some of the collected artwork for the
Amtgard Revision Project dates back several years, across many kingdoms,
and has passed through multiple hands in the journey to these pages. Over
time, the credits of who exactly drew what have been reduced to three or
four-letter descriptors. Artists marked with this designation are credited to
the only available source. Errors should be brought to the editors attention
for correction. No insult or challenge to copyright is intended.
OF
AMTGARD
68