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http://www. warcraftrpg .cornDistributed for Sword and Sorcery Studio by White Wolf Publishing, Inc. This printing of Manual of Monsters is published in accordance with the Open Game License. See the Open Game License Appendix of this book for more information. Arthaus, the Arthaus logo, Sword and Sorcery, Sword and Sorcery Studios, the Sword and Sorcery logo, Manual of Monsters, Alliance and Horde Compendium, Magic and Mayhem, Atlas of Azeroth, and Shadows and Light are trademarks of White Wolf Publishing, Inc. All rights reserved. 0 2003 Blizzard Entertainment. Blizzard Entertainment and Warcraft are trademarks or registered trademarks of Blizzard Entertainment in the US. and/or other countries, used under license. All rights reserved. Content from the Tome of Horrors is used by permission. However, any reference to monsters from that book must follow the guidelines contained in it. d20 System and the d20 System logo are registered trademarks owned by Wizards of the Coast and are used according to the terms of the d2O System License version 1.0. A copy of this License can be found at www.wizards.com. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned.
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ForewordIntroduction Chapter One: Creatures o Azeroth fAncient Corrupted Ancient Bane Spider Basilisk Bog Beast Cat, Saber Frostsaber C a t Nightsaber C a t Cenarius’s Children Centaur Dryad Keeper of t h e Grove Ch’ imaera Draenei Dragons of Azeroth Black Dragon Blue Dragon Bronze Dragon Green Dragon Red Dragon Dragonspawn Wyrm Kin Flametongue Scalebane Frost Wolf Dire Frost Wolf Giant Frost Wolf
1113 14 15 16 1718
19 19 19 21 21 22 23 25 26 27 28 31 33 35 37 39 40 41 42 43 43 43
Furbolg Corrupted Furbolg Giant Mountain Giant Sea Giant
GnollGnoll Assassin Gnoll Brute Gnoll Poacher Gnoll Warden Gryphon Harpy HiPPWYPh Kobold Kodo Beast Magnataur Mana Surge Murloc Murgul Naga Nerubian Obsidian Destroyer Ogre Ogre Magus Pandaren Pikeman Wardancer Geomancer Shodo-Pan Phoenix Quilboar Revenant Death Revenant Fire Revenant Frost Revenant Ice Revenant Lightning Revenant Salamander Satyr Sludge Spirit of Vengeance, Greater Spirit of Vengeance, Lesser
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koreworctAs you might imagine, many of us here at Blizzard have been playing D&D and other paper-and-pencil games since we were old enough to get shot down by girls. Armed only with funny dice, a fistful of Number 2 pencils, and our raw imaginations, we set out to be heroes, explorers, kings. Whether we were facing down the mighty dragons of Krynn, getting stranded somewhere in the endlessfields of FaerQn,trying to keep our wits about us in Castle Ravenloft, or boldly challenging the unknown in worlds of our own making, our collective love for fantasy roleplaying has been with us from the very start. Weve been developing the Warcraft series for the past ten years or so -frankly, it feels like its been in dog years -and its been a truly amazing experience to build a rich fantasy setting from the ground up. I guess the countless hours we spent thumbing through our old, ragged DMGs and Players Handbooks paid off after all! Though developing the world of Azeroth has been tremendously rewarding on the creative front, seeing it made into an official Dungeons B Dragons product -Dungeons & Dragons Warcraft the Roleplaying Game, in fact – has been downright monumental for all of us. The book you hold in your hands builds upon the D&D Warcraft RPG. It is full of the strange yet wondrous creatures that populate the world of Warcraft. In many ways, this Manual of Monsters is like a time capsule for ten years worth of ongoing world development. Looking back over much of this artwork, an old phrase comes to mind -the more things change, the more they stay the same. Damn straight they do. Fat, two-headed ogres; wiry trolls with bright mohawks; hooded, spell-casting death knights: these guys immediately remind me of developing Warcraft II eight years ago. That was an amazing time for us creatively. Although it took a few years, introducing the new generation of creatures with Warcraft III proved to be just as exciting. Lion-faced, furry wyverns; centaur-like dragonspawn; ill-tempered quilboar and serpentine naga: they all rolled on to the scene and quickly dominated Warcrafts new visual landscape. Still, with every new batch of creatures we introduced, we held firm to the classic fantasy archetypes such as gnolls, kobolds, harpies, and hydras (among others) that we all grew up with. Weve always felt that there is a preciousbalance between the classic motifs that define contemporary fantasy and the higher concept ideas that keep the settings we love fresh and distinct from one another. Its the merging of the new and old schools in fantasy that makes it such an engaging medium for us as developers, designers, and – especially players. We sincerely hope you enjoy Manual of Monsters and use its creatures to fuel as many adventures as you can imagine! All right! Enough about the monsters already! Go and get em! Grab your dice, get out there, and give em hell! Good hunting, yall!
Chris Metzen Creative Director
IntroductionThe world of Azeroth is home to creatures both mundane and bizarre, from the gentle elk to the vile doom guard. Such creatures are more than combat fodder, however. They add further depth to the world of Dungeons & Dragons Warcraft the Roleplaying Game -just as your own characters do. The contents of this book are divided into three main chapters and three appendices: Chapter One: Creatures of Azeroth covers living beings native to Azeroth. Chapter Two: The Burning Legion describes the infernal demons from beyond the boundaries of the physical world. Chapter Three: The Undead Scourge delves into the horrific undead that stalk the lands of Azeroth. Appendix One: Animals and Vermin details a selection of notable natural beasts in the world of Warcraft. Appendix Two: Villains of Warcraft presents new magic items and a selection of daunting, epic adversaries whom the heroes could battle in the world of Warcraft. Appendix Three: Other Monsters in Warcraft explains how you can incorporate monsters from other d20 books into your Warcraft campaign. The entries in each chapter and appendix are listed alphabetically. Traits are covered in each monsters statistics block. Specific capabilities listed in the statistics block are explained in the monsters description or in the MM v3.5. Some creatures in Manual of Monsters are similar to those described in the MM – centaur, dragons, elementals, golems, and so on. In some cases, the MM descriptions are suitable for use as-is, such as for elementals. (Full-fledgedWarcraft elementals may make an appearance in a future supplement, but the existing MM versions work fine in the interim.) Under those circumstances, the creature receives no listing in the Manual of Monsters. In other cases, the monsters are different enough in their ecology or abilities to require a new description here. When a creature is listed in Manual of Monsters with the same name as one in the MM, the description in this book takes precedence for a Warcraft campaign. The same is true for animals and vermin particular to the world of Azeroth, as described in Appendix One. In the case of identical types of creatures, the version in Manual of Monsters takes precedence. Regardless of any distinctions from monsters found elsewhere, the creatures in this book are fully compatible with any d20 campaign. So prepare yourself for a menagerie as wondrous as it is dangerous-dive into the Manual of Monsters!
AncientHit Dice:Initiative: Gargantuan Plant 18d8+126(207 hp)
+2 40 ft. (8 squares) 1 (-4 size, -2 Dex, +15 natural), 9 touch 4, flat-footed 18+131+36 Slam +20 melee (2d8+11) 2 slams +20 melee (2d8+11)
BassAttfGqpkAttack: Full Attack:
SpacelReach:Special Attacks: Special Qualities:
20 ft.120 ft.Snatch, trample 2d8+16, double damage against objects Low-light vision, consume tree, plant traits Fort +18, Ref +4, Will +? Str 32, Dex 6, Con 25, lnt 14, Wis 16, Cha 14 Diplomacy +7, Handle Animal +7, Hide +7*,Intimidate +7, Knowledge (geography) c17, Knowledge (nature) +18, Listen +lo, Spot +11, Survival +? Alertness, Awesome Blow, lmproved Bull Rush, lmproved Initiative, Power Attack, Snatch, Track Forest Solitary (1) or grove (2-5)
cally have levels in the healer class, sometimes with levels in the druid of the wild or shaman prestige classes as well. Ancient of War: Embodied in these ancient guardians are the spirits of courage and determination. Ancients of war typically have levels in fighter, rogue, or scout. Ancient of Wind: Ancients of wind guard the nesting grounds for the mighty hippogryphs. Like the ancients of lore, many have levels in the healer class, as well as the druid of the wild or shaman prestige classes. Trample (Ex):Reflex DC 30 half. The save DC is Strength-based. Double Damage Against Objects (Ex):An ancient that makes a full attack against an object or structure deals double damage. Consume Tree (Sp): As a full-round action, an ancient can eat a tree to regain 30 hit points per tree eaten, up to its maximum base hit points. Skills: *Ancients receive a +20 circumstance bonus to Hide checks when in a forested area.
Environment: Organization: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment: