[OSSR]Fiend Folio (1st Edition)

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[OSSR]Fiend Folio (1st Edition)

Post by Ancient History »

OSSR: Fiend Folio
Tome of Creatures Malevolent and Benign

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Nope.

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Now we're talkin'.
FrankT:

We're going to be doing things a little differently this time around, because I used the Fiend Folio as a coloring book when I got my first set of fine tipped colored pens. So I think this time around, Ancient History gets to be on team rage, while I get to be on team nostalgia. This is literally the book in which young Frank learned to color inside the lines, and despite every piece of terribleness about this book, a part of me will always love it.

The title page has a demon looking dude enticing us to go further into this folio (or perhaps tome). It's not labeled, but a lot of people think it's a Forlarren, which is a special kind of half-fiend where the mother was a nymph and it has a stupid bi-polar disorder where it acts Good and Evil alternately to try to balance the two sides of its heritage. And that's stupid. He looks like this:
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But my copy has that dude's head all colored in sort of light indigo and has a word balloon that says “I AM PURPLE BLUE HEAD” which apparently I thought was fucking hilarious at some point. I don't remember why I thought that was funny, but this is one of the few ways I have to connect – even for a moment – with the small child that used to be me.
AncientH:

This is the book that every except Frank mainly remembers as stealing a bunch of monsters that were first published in White Dwarf, without giving the writers any credit. Most famously, Charles Stross gave us the Githyanki and Githzerai.

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If you stumble upon this through random googling, then: Love your books, Chuck!

Likewise, I'm like 95% sure that much of the art is provided by the guys that illustrated the first fifty or so Fighting Fantasy books. A lot of this is down to the editor, Don Turnbull, who lived and worked in the UK and was preparing this book as TSR in the States was doing the Dungeon Master's guide...in 1979. The actual copyright date on the book is 1981, which says to me that layout took a little while.

Still, I like the Fiend Folio. Sure, it's the first completely unnecessary add-on to the Monstrous Manual line and full of stuff stolen from a bunch of fucking pimply-faced teenagers in the UK, but it was fun and many of the monsters are now considered venerable and iconic...while others have been relegated to the dust bin of history.
FrankT:


Most 1st edition AD&D products are claimed to be the pure creations of Gary Gygax, even when that was really obviously not true. Part of it was a sincere attempt to stop people from being able to take the company away from him, and part of it was just that Gary Gygax was a giant, giant asshole who simultaneously got taken to court by Tolkien's people for selling books about Hobbits and wrote editorials about how anyone playing an RPG he didn't write was stealing from him. But the Fiend Folio is different – it's actually composed from a bunch of British fan-created monsters edited together by a guy in Cambridge. There's still a lot of stolen stuff – the badass dude on the cover is a Githyanki, and that name was actually designed by George R. R. Martin (who found out about the blatant theft like 20 years later and formally gave up ownership of the name because in a separate issue: George R. R. Martin is a crazy person who thinks that copyright works that way). A lot of these monsters were taken from fanzines, and I'm pretty sure that not all of the original authors got paid. Good times.

But the point is, that while the basic piratical “adverse possession” model of early TSR was totally in full effect for this book, Gygax wasn't really involved. This was a bunch of British people dicking each other over, rather than the product of brutal fanboy infighting in America's Midwest. Some of the fans went on to fame and glory: the Githyanki mentioned earlier was written up by none other than a young Charles Stross. But if his contribution is mentioned anywhere in this book, I can't find it. Monsters that were less well received may well have had their original authors lost to history entirely.
AncientH:

There actually is a list of monsters-by-contributor in the very back; it's disguised as a sort of index and is in smaller font than the RPGA advert that follows it.

The introduction is a rambling page-and-a-quarter affair in the style I like to call Old Gamemaster Moderne; it involves bolding and capitalizing every game product name for emphasis, entire paragraphs captured between parentheses, and commas apparently applied by shotgun. Anyway, Don intimates that this thing was a sort of early crowdsourced project, where eager young fans would submit their monsters for inclusion in an OFFICIAL AD&D PRODUCT!...which would then be sold to them, for money. Really, it's a forwards-looking business model. TSR needed only to combine it with Kickstarter to achieve the nadir or low-effort RPG publishing, where people pay you for the privilege of writing material to include in a book they pay to publish.

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To get any more evil, they'd have to make the book from the vellum of orphans.
FrankT:

One thing that is interesting is that Don Turnbull feels the need to spend an entire paragraph apologizing for using the masculine pronoun by itself. The preface was written some 35 years ago, when the awkwardness of that proposition was well known, but the use of the singular “they” had not been well accepted by the publishing world. He knows that the gender-neutral “he” is bullshit, but doesn't have an acceptable replacement.

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Ultimately, the gender neutral “they” is winning, and that's good.

This book doesn't do a great job explaining how to read a monster entry. They assume you have a god damned Monster Manual and they are using the same format. Each term gets a minimal explanation, and it's all over in a bit less than two pages. Honestly, this was sufficient and could even stand to be condensed in a few pages. The 3rd edition monster books had a lot more padding, and I don't think there was any real benefit.
AncientH:

This was a long, long time before Critter Ratings were a thing, so gamemasters are sort of on their own as to what a "level appropriate" encounter is, not that I imagine they'd even consider such a thing. You kill the monster, divvy up the XP, and that's that, be it a dragon or a sheep.

Page 5 is the table of contents, sort of. This is before you could automatically generate a table in Word, and so this had to be compiled by hand on a typewriter. It's...different. It's an alphabetical list of the monsters, grouped by first letter, which is supposed to be an illuminated initial. It's...just very weird to see. Little things we take for granted, y'know?

Image is for Aarokockra.

Monsters A-Z: Aarakocra to Crypt Thing
FrankT:

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This monster comes first alphabetically, which is its most important power.

We've mentioned the Aarakocra before in the Monsters of Faerun OSSR. It comes first alphabetically because it has two fucking As in the title and always comes first alphabetically. Since double-A has no special pronunciation in English, I can only assume they were named like this to ensure coming first in the alphabet. Some of the bullshit described in the Monsters of Faerun description actually started here: groups of Aarakocra can summon an air elemental by dancing around and chanting for a while, but it doesn't say how big of an elemental they can get, how long it stays around, or how often they can do this. However, I'm willing to give this version a lot more slack. First of all, this was just how things were done back then, so it doesn't stick out. Secondly, any first attempt obviously gets more slack than a third revision. But mostly, this particular ability is written out as some sort of favor exchange with the elementals rather than as a spell effect – so it's actually sort of reasonable that there isn't any caster levels listed.

This entry definitely reads like an early draft, but you can tell that someone put a lot of thought into it. Not all of it is good thought, and I genuinely can't figure out how the feet they are attempting to describe work. But this is an actual description of a species, with a little blurb on how they have a large breast bone to accommodate their monstrously large wing flapping muscles and a description of how long it takes for their eggs to hatch. It takes up about a page and needs some heavy editing, but it gives the stats, their allies, their combat methods, and some high points of their biology. If more race entries were formatted basically like this, we'd all be better off. This should have been the starting point for 2nd edition to work from.
AncientH:

If a bird loses three legs, or is otherwise seriously wounded, it will release a cloud of black toxic smoke which in size and shape approximates to a sphere of 10' radius. All within the cloud (except achaierai) take 2-12 hit points of damage automatically and must save against poison or suffer insanity for 3 hours (treat as the Druidic feeblemind spell of limited duration). In the confusion the wounded bird will seek to escape, crawling have been lost at a 2" movement rate.
There's a lot here. First, you have to understand that the achaierai is an unpronounceable demonic chicken that looks like a giant head on four legs with small wings attached. Second, the AC (written "Armour Class," because Brits) on the "body" is 8, while the AC on the legs is -1. So nobody is going to cut the legs off because that's almost fucking impossible. So they've given elaborate thought to the last-minute flight-reflex tactic of a critically wounded infernal chicken. In another age, this might have made it into somebody's punk D&D game as a handy source of hallucinogens. Lastly, you can sort of see how they really wanted generic spell-like effects a long time before they actually got them.

The Adherer is one of those fuck-you monsters that looks like a more dangerous monster. In this case, it looks like a mummy. But really, it's just very sticky and immune to 1st-level spells except magic missile. It's not even undead. So the critical audience for this monster are those that feel confident enough to attack a mummy in melee combat, but are weak enough to be taken down by a third-tier Spider-Man villain.

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Paste Pot Pete, still trying to sound cool by changing his name to The Trapster
FrankT:

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The Aleax is one of the moge egregious “fuck you” monsters in AD&D. And that's saying something.

It is often said that finding a Deck of Many Things is the DM telling you that the campaign is over. But AD&D had a lot of similar fuckery. The Aleax is a raw manifestation of the stupidity and subjectivity of alignment. If you fail to live up to the DM's idea of your alignment, you get jumped by your god's personal Aleax. Then it shows up with exactly your stats and equipment and is totally immune to all actions by everyone but you and you have to fight a mirror match, final destination style. It's just you but with a small chance to take extra damage and it regenerates kind of fast. All told, you have almost a fifty-fifty chance of victory. But it doesn't matter. If you “lose,” the DM your god confiscates all your stuff and you lose half your XP; and if you “win” you get taken out of play for a year and a day while you serve your god in Hell or Valhalla or whatever the fuck. So you play out a slightly complicated coin flip, and either way you get proper fucked and the DM makes fun of you. This is one of the most fucked up pieces of DM-fuckery you will ever see. It would be the most egregious piece of DM-fuckery in most editions of most games, but in 1st edition AD&D it was simply one of many “you're fucked, no save” scenarios to choose from.

According to Frank Mentzer, this is pronounced ay-lee-aks. According to Frank Trollman, it is pronounced “go-fuk-yor-self.”

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These are supposed to be colored green. At the time I chose differently. I guess it seemed more like a yellow monster to me when I was a child.

The Algoid is a brute monster who is actually a colony of algae, which is why it totally isn't copyright infringement to have an incredible hulking brute monster that happens to be green. They go a little bit Swamp Thing and give them the ability to control trees in their swamp, but otherwise they are basically Hulk expies. There isn't a whole lot to say about them, the description is pretty short and mostly delves into their nonsensical resistances. They are made of wet algae, and that is why they are immune to edged weapons, fire, and electricity. And they take an ass tonne of damage from part water, if for some reason it occurred to you to cast that, which it would not. They do take full damage from bludgeoning weapons, live outdoors, and don't move very fast, so really you can kite them and kill them to death with slings and stones. But there's absolutely no reason for you to know that, because I can almost guaranty that none of the players are going to leap to the assumption that the rampaging plant man is immune to fire and axes.

Based on the resistances, I'm pretty sure that this creature became the Tendriculos in 3rd edition. Which is no less stupid and insulting and doesn't even have a cool sounding name.
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This is a 2nd edition Algoid, a modest improvement.

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This is the 3rd edition Algoid, no longer even a little bit interesting.
AncientH:

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The al'mir-aj is a creature of Arabic mythology; in D&D it's a horned rabbit known as "The Bunny of the Abyss." I'm not even fucking kidding. It could technically have been based off of Monty Python and the Holy Grail, but if somebody told me it was a homebrew monster from their Bunnies & Burrows campaign I'd believe that too.

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The apparition is one of those weird D&D undead; it's intangible and can't technically do damage, but it still "attacks" which causes you to roll to see whether or not you "think" you're hurt, and if it does enough "damage" you die of fright or something...and then rise in a bit as a new apparition. It's a glass closet troll, in other words, and in a particularly conga-line-of-death dungeon you could theoretically get like twenty of these in a confined space and then it's just game fucking over for anybody that gets within range.

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Then there's the Assassin Bug...which is a giant fly with four legs up to 2 feet long. They attack in groups: the male tries to bite people with and paralyze them with its venomous saliva, and then the female comes along and lays eggs in the paralyzed victim. Like giant, hideous botflies.
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These things average about 75 XP, and it takes a fucking Limited Wish to get rid of the larva before they hatch. Or a combination of other spells.
Assassin bug eggs are considered great delicacies by trolls, troglodytes, and bugbears.
...nope, kill it with fire. Also, not eating with the Bugbear Ambassador ever again.
FrankT:

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This is a Babbler.

Babblers are described as “Weird mutations of lizard men.” Apparently, sometimes lizardfolk just grow really big and look like dinosaurs. I actually think that Lizardfolk occasionally getting big and looking like dinosaurs is a fine idea, and so apparently did Games Workshop:
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Really. Fine idea.

Babblers are a little bit interesting as far as dinosaur looking brutes, because they have this thing where they crawl around on all fours all fast and sneaky like a scurrying rat, and then when it's combat time they rear up on their hind legs and stagger around like a boxing rat. The rules for this are a bit kludgy, but it's evocative. I can imagine how this works.

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Babblers fight like this.

The real weakness of this entry is the term “Babbler.” The justification is just pretty weak. They have a language that humans don't know and Lizardfolk do know. So they are “babbling” in the sense that they are saying things you don't understand. But presumably the other Lizardfolk they are talking to are also speaking in the same language, and they aren't called “Babblers,” so really what the actual fuck? They have normal human intelligence and love to eat Humans, because it's AD&D and of course they do.

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This Berbalang is demonstrating that it's the early fucking 80s and AD&D hasn't invented censorship yet. Fuck yeah!

Berbalangs are like demons except that instead of living in some hell dimension and sending projections to the material world to fuck up the place (as demons did back in the AD&D days), they live in the material world and send projections to the Astral Plane to fuck up the place. Then when the full moon comes, their astral projection goes to the material plane and they look for havoc to cause and human corpses to eat. It's all fairly complicated and someone really thought long and hard about the intricacies of AD&D's extremely stupid cosmology.

But practically speaking, the most likely way for you to encounter these assholes is to find their bodies while they are asleep and creating shit stirring projections of themselves on the Astral Plane. Then you slit their fucking throats, take their treasure and move on with your lives.

While there was a lot of thinking about the ramifications of AD&D cosmology that went into making the Berbalang, I can't say this was time well spent. I wish someone had spent that much effort making AD&D cosmology less stupid, instead.
AncientH:

Some of the monsters in this book are just bullshit. The Astral Searcher (going back a bit) are beings created by traumatic human thought which wander the Astral Plane, trying to cross over and posses living humans.
If an astral searcher reduces its victim to zero hit points or below, the mind and personality of the victim are destroyed and the astral
searcher possesses the body. It acquires the victim's physical abilities
and hit points (as all damage from the astral searcher's attack now
disappears) but not the former owner's personality, and alignment
should be re-determined at random. The possessed body becomes a
new non-player character in the body of a player character and what
this non-player-character may do is entirely in the hands of the
referee, who must have regard to the body's alignment in determining
its action
Now, this is just complicated. Body-swapping nonsense always is. But it gets worse, if for no other reason than it involves the AD&D exorcism rules. So this monster is rare, obscure, and overly complicated for what it does.

On the other end of the spectrum is the Giant Bat. Which is just a giant bat. No horns of anything. That seems like something that should have been in the Monster Manual. At least the fucking Blood Hawk, which is just a big fucking hawk, has a taste for human flesh and lines its nests with gems from its prey. You can work with that. It gives you a reason to be wary of them and raid their nests.
FrankT:

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There are a fuck tonne of humanoid frogs in this book.

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These two monsters are on the same double page spread.

So, we can't really talk about the Fiend Folio without talking about Giant Frog. Apparently, Giant Frog is Chaos, and that particular meme starts in the Fiend Folio. The Slaad are in here too, and we'll get to that eventually. With the book open to pages 15-16, you are confronted with two completely unrelated Chaotic Evil humanoid frog people: the Blindheim and the Bullywug. The Blindheim is basically just an animal, so the fact that it's Chaotic Evil and humanoid in shape doesn't make any difference or sense. Their big trick is that for no particular reason their eyes have blinding searchlights in them. No one knows why.

The Bullywug has gone on to be the standard frog person in D&D (not that there aren't competitors). The original writeup is not particularly inspired and the original drawing is actually fucking awful. So really I don't know why the Bullywug went on to being the gold standard of Frog people. The original writeup is a bit more obviously Lovecraftian in its inspiration, talking of degenerate Humans interbreeding with Bullywugs, but no indication of how Bullywugs actually reproduce or how the bloody hell a Human could interbreed with a presumably egg-laying amphibian. In later editions, the entire miscegenation angle was dropped, and that's a good thing.

There are more and less civilized groups of Bullywugs, with the civilized ones using armor and metal and the uncivilized ones being largely unsocialized and not having those things. There's a glimmer of a cool idea there, where having a life cycle involving a fucking tadpole stage means that the tribe has to go out and find all the Bullywugs when they grow legs and are ready to learn language and tool use – and some just slip through the cracks and become somewhat dangerous feral swamp monsters. That's actually pretty interesting, but the book doesn't go into it at all. Instead we get a rant about how sometimes they show up as the mooks of Chaotic Evil masters – and all that does is remind me of how terrible AD&D's alignments are and what a farce it is that D&DNext is bringing them back.
AncientH:

The Giant Bloodworm is not a Klingon delicacy, as you might have supposed, but a 20-foot long living trap that attacks it it's hungry or if you step on it. It's name comes from it's tendency to latch on and drain the blood from you. Which generally means that this is the sort of monster where you sent the torchbearer on ahead a bit, and when the worm is otherwise engaged draining the little fucker you kill it with fire.

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Hill giant doctors are rumored to use immature bloodworms in their medical practices, bleeding out the excess humors. I just made that up, but it's a shit load more exciting than this entry.

The Bonesnapper is a small dinosaur, because dinosaurs are awesome. Specifically, it's a retarded cousin of the T-Rex that's about five feet high. It's not supposed to be intelligent, but apparently it has an instinctual desire to collect human jawbones to decorate its lair and demonstrate its superiority to the rest of its kind. That's kind of weirdly specific, and I almost want to use this monster in a game just to explore how insane it would be to come onto a little cave where there's a mound of humanoid jawbones organized about into patterns. The PCs would shit themselves, thinking they'd come across a feral, cannibalistic toothfairy or something.

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Honestly, this isn't any less terrible than the actual illustration.

I'll say this for the bonesnapper however: it's straightforward. No-one decided that this critter needed any special abilities to justify its name or predilection for reptilian-hominid dentistry. Small dinosaur that collects jaws, that was the whole pitch and that's what there is.

The other monsters in the Bs are pretty shite. The Booka is one more of the umpteen types of fairie, and I'm pretty sure the stupid bastards meant Pooka, which means this has a better than even chance of being a monster-by-mispelling. The other critter is the Bunyip, which was probably provided by an Australian because its their second national cryptid after the Drop Bear. The utility of bunyips is somewhat diminished by the fact that they won't attack anything bigger than a dwarf, which means that the next time I want to dispose of an annoying halfling PC I'm going to use a bunyip as a trap door alligator.
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In fact, I'd love to run a game where the Shire got flooded and the resulting swamp saw the bunyips eat all the fucking hobbits. The brave few who escape still tell tales of it, and try to sneak back to snag some of the wild pipeweed that grows on the islands which were once hobbit-holes.
FrankT:

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That's right. In 1981 you could have naked chicks for monsters.

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The same monster in the 3rd edition Fiend Folio had clothes on for no damn reason.

The Caryatid Column is an enchanted stone statue that comes to life to fight intruders. That probably sounds exactly like a Stone Golem to you, and it kind of sounded like a Stone Golem to the editor of this book as well. The very first sentence tells you that they are much like Stone Golems and that you should probably go read that entry for some of the basics on enchanted stone statues that come to life to fight intruders.

The actual mechanics here are kind of garbage. They are much weaker than actual Stone Golems, and they take longer to build because “go fuck yourself.” They have very arbitrary and confusing defenses, where they have a variable damage reduction that is more effective against more powerful magic weapons for no apparent reason. And they have an even more arbitrary chance of breaking weapons you hit them with because “go fuck yourself.”

But for all that, these are actually much more reasonable as a “guardian statue” monster than Stone Golems, or any Golems. The description is good, and they are nicely atmospheric. Obviously it needs to be streamlined and made less bullshit, but this is honestly what an enchanted statue that comes to life to fight intruders should look like.
AncientH:

The early Cs don't offer a lot of great monsters. The Caterwaul is a panther on speed which is almost impossible to hit, because it has a random AC of between 6 and -1. The Cifal ("colonial insect-formed artificial life") is a walking termite colony shaped like a man that escaped from a bad comic book. The clubnek is a mutant ostrich. A coffer corpse is...uh...the actual description is confusing:
These foul creatures of the undead class are found in stranded funeral barges or in any other situation in which a corpse has failed to return to its maker. Though the coffer corpse resembles a zombie it is treated as a wraith on the cleric/undead table.
So...yeah, I dunno. It could be a dead viking whose flaming longship hit an iceberg, or...I dunno.

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Ran out of gas on the road to hell.
FrankT:

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The badassery of this drawing is in no way matched by the coolness of this monster.

The Crypt Thing is the DM trolling you. That's literally 100% of what it's for. It's a big “fuck you” from the DM directly to you. They are neutral skeletons who sit around in robes (the robes in my book are purple, but according to the description they are supposed to be brown) waiting for adventurers to come in and get trolled. They don't attack unless you attack first, and if you converse with them (in the neutral alignment tongue,
because it's AD&D and that existed), they make fun of you. Their big power is to use a scatter teleport on the entire party – everyone who fails a save gets teleported a long ass way in a random direction. Apparently they can choose to troll the party a little less badly by paralyzing their victims and simultaneously turning them invisible. In any case, having made all the party members who failed a save vanish, they then make fun of anyone who remains and tell them that their friends have been disintegrated because that's hilarious (for the DM).

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Actually, yes. Yes I am.

So basically it looks like a Lich, but it's actually non-hostile and has no evidence that this is the case. And when you inevitably assume it's an evil villain monster, the DM laughs at you for a while and the game grinds to a halt while everyone very slowly gets the group back together. Ugh. This is one of the biggest DM “fuck yous” that ever fucked you.
AncientH:

We're going to sign off for tonight with Crabmen. I actually like Crabmen, based entirely on an appreciation of the works of William Hope Hodgson and this Conan the Barbarian comic:

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The actual write-up is surprisingly close to that, although the art is dire. They're humanoid crabs that live near the sea; their love of silver causes them to go on periodic raids inland, but could conceivably be expanded into the beginnings of a trade-mission of some sort. For their part, Crabmen face raids from Sahuagin, whom consider them delicious.

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No seriously, the art is terrible.

Crabmen are terribly underdeveloped, but they are the kind of race which actually should work in a fantasy milieu - hell, add "-men" to any critter and you've got a 70s Sword & Sorcery fantasy race - but that's the kind of thing you should be able to work with. Really, how cool would it be to be traveling through a region and you wander into a bustling village of crabmen, and none of them fucking attack you, because they recognize humans and they're on decent terms with them? The racial love of silver and fear of sahuagin are minimalist elements to build a culture on, but come the fuck on, think of all the potential there.

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"I'm a doctor, why not?"

Of course, in this scant little entry its all potential, but our mothers and fathers didn't pop open monster manuals back in the day to read six pages on humanoid crab culture and economics. That came later.
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Post by John Magnum »

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Post by Lokathor »

I am extremely disappointed that none of these pictures seem to be photos of Frank's old colored in copy of the fiend folio.
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Post by fectin »

I am also disappoint.

Those crabmen are extremely reminiscent of something, but I can't place them. Are they maybe from the same toy grab-bag that gave us umber hulks, rust monsters, and bulettes?
Vebyast wrote:Here's a fun target for Major Creation: hydrazine. One casting every six seconds at CL9 gives you a bit more than 40 liters per second, which is comparable to the flow rates of some small, but serious, rocket engines. Six items running at full blast through a well-engineered engine will put you, and something like 50 tons of cargo, into space. Alternatively, if you thrust sideways, you will briefly be a fireball screaming across the sky at mach 14 before you melt from atmospheric friction.
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Post by Prak »

Yeah, I mean, come on Frank, take pictures with your phone and send them to your computer, or something.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by Koumei »

Crab-men are obviously delicious. I'd suggest serving them with bok choi, noodles and a light vinegar. Edit: and soy sauce, obviously. Maybe chop up some jalapenos as well.

That said, the art sort of makes it look like someone made a penis-faced mii for Nintendo and it wandered into your Homophobic-Sims-Clone.

Still, "Willing to trade/fight for silver, threatened by Sahuagin" makes them an ideal race for working with Team Human, accepting adventurers and aiding them.
Last edited by Koumei on Fri Jul 25, 2014 4:12 am, edited 1 time in total.
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Post by Prak »

Now I'm thinking about putting a werewolf or Trog into my AS game who eats deep ones steamed with bok choi and noodles...
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by Voss »

fectin wrote:I am also disappoint.

Those crabmen are extremely reminiscent of something, but I can't place them. Are they maybe from the same toy grab-bag that gave us umber hulks, rust monsters, and bulettes?
They're fairly similar to hook horrors. And dire corbies to some degree. At least the bad art is, as I don't think most attempts at crab men yield... That. Both are oddly also in this book. Claw for hands were a thing in Britain, I guess.
Last edited by Voss on Fri Jul 25, 2014 9:26 pm, edited 1 time in total.
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Post by codeGlaze »

Prak_Anima wrote:Yeah, I mean, come on Frank, take pictures with your phone and send them to your computer, or something.
This needs to happen.
I'll give you a dollar.
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JigokuBosatsu
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Post by JigokuBosatsu »

I'm glad I'm not the only one who colored their copy of the 1st ed Fiend Folio in an anarchic fashion.
Omegonthesane wrote:a glass armonica which causes a target city to have horrific nightmares that prevent sleep
JigokuBosatsu wrote:so a regular glass armonica?
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Whoops. Wrong thread!
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Ancient History
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Post by Ancient History »

OSSR: Fiend Folio
Monsters A-Z: Dakon to Gibberling

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Jim Henson used the idea of a tall skinny magic guy ruling little goblin dudes five years later.
FrankT:

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This is a Dakon. It looks exactly like a light brown gorilla and no one fucking cares.

There is not much to say about the Dakon – it's just an intelligent ape. This was considered so uninteresting that it never got reprinted again in another monster book. It got 2nd edition rules in a dragon magazine article whose working title was presumably “scraping the barrel for publishable content” and in 3rd edition it got a writeup in a Greyhawk Gazateer, which of course is the purview of grognards who clap like trained seals every time you show them something that was originally published before 1985.

There are only two paragraphs in its description, and both of them highlight things that are bad about AD&D. The first explains how Dakon get a +2 bonus to-hit because they are strong and shit, which is something that you have to specify with a damn special rule in AD&D because monsters don't have stats. And then their claws roll a large damage die rather than getting a strength bonus to damage because monsters don't use the attribute table. Ugh. That's terrible. But the authors were working with what they had. The next paragraph talks about how Dakons get along with lawfully aligned “near humans” but don't associate with “humanoids” because it's AD&fuckingD and demihumans and humanoids are different things. That is also terrible, but again the authors were doing their thing within the guidelines they had been given.

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This is the Dark Creeper and the Dark Stalker. In later editions, these would collectively be known as the “Dark Ones,” but in this edition they got separate writeups for some reason.

The Dark Ones are what we eventually called the Dark Creeper and the Dark Stalker. They are incredibly mysterious. No one knows how to speak their language and so no one knows what they call themselves. This sort of “no one can talk to them” cheat is used a lot in this book, and considering that this is a game which has telepathy and tongues, I have always felt that it's pretty fucking weak. We are supposed to accept that the folk call the small ones “Dark Creepers” and the big ones “Dark Stalkers.” I actually think that the “Dark Ones” nomenclature that happened later sounds a lot more like something that people would do. So this is really a race that genuinely did get evolutionarily improved slightly over the years since initial publication. I'm going to use the later nomenclature because it's a pain in the ass otherwise. But the long and the short of it is that the Dark Ones were designed as a mystery and the other shoe was never dropped. There was never an explanation for why Dark Stalkers are different from Dark Creepers, or what they want or what their plans are or any of that. It's just a big hanging question mark with no answers.

The Dark Ones have little guys who look like goblin muppets made by Jim Henson, and they have tall skinny guys played by David Bowie. They have separate monster writeups because of course they do. Humanoids having arbitrarily different writeups for their leaders and upgraded versions is just a thing this edition did. The Flinds and Lizard Kings are coming, we'll get there when we get there.

This is also the start of an interesting misunderstanding. In 3rd edition, Dark Creepers have hooves. This is not described anywhere in their Fiend Folio description, nor do they have hooves in 2nd edition. They have hooves in 3rd edition because the artist's rendition in the AD&D Fiend Folio draws the boots kind of weird and the 3rd edition design team misunderstood that as hooves. That's how the folk process operates. One person misreads a small grainy piece of art from twenty years prior, and the next thing you know there's an iconic physical trait in the retelling.

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This is the 2nd edition Dark Creeper picture, and if they'd been going by this, there would have been no confusion on the foot thing.

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In 3rd edition, they have hooves.

Dark Ones have a lot of special rules. The basic concept is that there's this mini-game where their defenses get crazy good in the dark and turn really terrible in the dark. So they have various means at their disposal to turn off the lights, and you have various means to turn them back on, and they are really quite easy to kill while the lights are on and quite hard to kill when the lights are off. That's an interesting dynamic, and makes fighting the Dark Ones different from fighting other things. Unfortunately, AD&D's rules are pretty incoherent and the author has to come up with kludges for a number of parts of this to make it stagger forward. And then on top of that, the author just made shit up for a lot of other things for no damn reason. This game has established treasure types and shit, but the Dark Stalkers get a seven percent chance of having a magic ring and twelve percent chance of having either d4+1 gems or d2 pieces of jewelry. I have no idea how you're supposed to decide which one they have, because this is a non-standard treasure listing.

So the Dark Ones have a special kind of magical darkness that also extinguishes torches and prevents them from being relit. I... don't even know. Does that make people resistant to fire for an hour? It seems like it should, because by getting caught in a Dark Creeper's create darkness, you can't be a source of non-magical illumination for the duration, which explicitly includes pre-extinguishing fires. This is the kind of argument you had in AD&D, because shit was crazy and nothing made any sense or followed consistent rules.

Whether or not Dark Creeper darkness effects keep you from catching on fire, and the degree to which that should make fire hurt less is actually pretty important. Because Dark Ones explode when killed for no reason. Dark Creepers explode in a manner that destroys their equipment (because “go fuck yourself”), but which doesn't actually hurt anyone nearby. But it is so bright that everyone gets blinded. Dark Stalkers explode in a slightly different way, where they don't apparently blind people but do fire damage like a 3 die fireball (which is pretty serious damage and a huge area in this edition). I don't actually know whether this is supposed to be a magical effect or not. Their own magic items have to make a save versus “magical fire” to continue functioning after they explode, but in AD&D that doesn't actually mean anything. How blindness interacts with their special darkness defense is not explicitly clear, which is a bit odd considering how many different ways the players or the Dark Ones or both can end up blind over the course of a regular battle.

The Dark Ones are chaotic neutral and will only attack if you have a light source or treasure, which you do because you are fucking adventurers. All in all, I think the Dark Ones may actually highlight every single thing that is wrong with the way AD&D handled humanoids. But for all that, this is more tactically interesting than 90% of the AD&D goblinesque encounters. I mean, until you get high enough level that your magic user just fireballs the whole band and clears out the entire Dark One strike force whether they have darkness defenses or not.
AncientH:

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Death Dogs are two-headed dogs said to be descended from Cerebus. They can attack with each head independently, and I'm not sure how they think that works, but whatever. The name comes from their bite, where you have to save vs. poison or die "as a result of a slow, rotting disease in 4-24 days." The reference to Greek mythology is a bit out of the blue, but entirely in keeping with most kitchen sink fantasy settings - hell, Harry Potter used it - but they aren't really given any other place in the setting.

Like the Dakon earlier, aside from the weirdness of two heads this critter is just too plausible for most games, which I think why it's normally forgotten compared to outright fantasy mutts like Yeth Hounds and Blink Dogs. It's the kind of thing where if it actually existed, in a dozen generations you'd have these things guarding junk yards, sniffing for drugs, and there would be two-headed chihauhuas serving as familiars.

Compare these guys with the Devil Dog, presented in the same book. Despite the name, they have no stated connection to devils. No backstory here, they're white wolves that hide in the snow, have a special attack of going straight for the fucking throat, and their baying causes fear. Again, they're not really fantasy critters in the normal sense of things. You'd think that in later editions they'd assemble all these deadly canine variants under one helpful heading like "Canine" or "Dog," but that never fucking happens. Part of the reason is, I think, the lack of spells and effects directly targeting dogs, and part of it is they really don't want to get into the logistics of "okay, what happens when death dog bitch A breeds with devil dog male B?" I mean, when you get a duckbunny and an owlbear together, only a wizard is going to say "Okay, let's combine the two and record the results of the experiment," but humans have been breeding dogs for thousands of years, and we have that shit down pat. Shadowrun actually addressed this by doing the whole "no crossbreeds" thing, but D&D doesn't have any fucking excuses.

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The Death Knight, on the other hand, has staying power. I'll just copy the intro paragraph:
The death knight - and there are only twelve of these dreadful creatures known to exist - is a horrifying form of lich created by a demon prince (it is thought Demogorgon) from a fallen human paladin. The death knight itself cannot be turned or dispelled (though it is affected by holy word) but it has power over undead equivalent to that of a 6th level cleric. It has 75% magic resistance,and if 11 or lower is rolled on percentage dice a magic spell will be reflected back at the caster (roll each time a spell is attempted).
The natural inspiration for these things seems to be the Nazgul, but there are shades of the antipaladin and blackguard in their makeup, and they've been embedded in the Dragonlance setting (because why the fuck not? The god of good in that setting is Paladine, anti-paladins are natural baddies). Fuck, even World of Warcraft got in on the concept - because the idea of an armored, magically powerful undead warrior has some serious legs to it. Real resonance. And I think it boils down to one reason:

These are the bad guys you're supposed to punch in the face.

No, seriously, when you come to regular liches and evil sorcerers, the expectation is they're going to kill you from far away and up close they'll fold like a cardtable. They're not built to go one-on-one with paladins in a swordfight of good vs. evil. But the Death Knight is! Really, it's a monster designed by people that want linear warriors to still be relevant in high level play.
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I couldn't find the Zogonia strip with the lich.
FrankT:

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Lolth had fairly humble beginnings.

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She gets rather more respect these days.

AD&D really shat itself by attempting to create little subtypes of villains for all the alignments. This was on top of the crusty shit that was trying to make there be a difference between nine alignments in the first place. Personally, I don't think it's a problem that you have different demon worlds and the creatures from those different worlds are different. It's entirely OK for the fiends native to Cocytos to be biologically different from the fiends native to Tartarus. It gives those worlds a more worldy feel to have different fauna therein. That being said, attempting to convince us that “Demons” and “Devils” (and “Daemons” and “Demodands” for that matter) were different things was one of the dumbest things Gygax ever did. And we're talking about Gygax here.

Anyway, the Fiend Folio actually has relatively few fiends in, despite the name. But it does have a separate section for Demons and Devils, as did every AD&D monster book printed. But... the Demon section is empty. There are literally zero new Demons in this book. It's called the Fiend Folio and there are zero new Demons. What you get instead is half a page of edited reprints of generic Demon rules from the Monster Manual, and half a page of reprinting of Lolth from Queen of the Demonweb Pits. Both those books are written by Gary Gygax, which makes it ironic.

Lolth is, by modern standards, a pretty poor imitation of a spider demon goddess. It's rambling and overly verbose (mentioning for example, that magic missile, by name, is a spell that there are absolutely no special rules to consider when resolving). She only has 66 hit points, and while that's a lot more in this edition of no Power Attack than it would be in later editions, it's still not all that much. She has good saves and a 70% magic resistance, and if you're using the Psionics rules she has a lot of those, and she can heal herself – but when it all comes down to it you could easily just get lucky and take her down in a single combat round if you rolled good at the kinds of levels you'd be expected to fight her.

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The Devil entry has one new Devil. This is it.

Taking considerably less than a page, but still taking some time out of the day to copypasta some information from the Monster Manual is the Devil section. One wonders why they bother having a Devil section when there is only one Devil in this book, but it does help make there be a tradition. The one guy in here is the Styx Devil. He has an average of 33 hit points and can be hurt with silver weapons. If that doesn't sound impressive to you, well, it isn't. These guys are short and pretty weak for a “greater devil.” They are an amazing amount of Fuck You though: every time they touch you, there's a 50% chance that you get hit with imprisonment with no saving throw allowed. So they are pretty incredible eggshells with hammers.

One thing that this book reminds me about, much to my sadness, is that in AD&D Demons has special talismans, while Devils had special amulets. And this was supposed to be different, probably for the same reason that Gygax made the random harlot table.

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I'm guessing that the difference between a Brazen strumpet and a Saucy tart is at least as interesting as the difference between a talisman and an amulet.
AncientH:

The Denzelian is a horta.

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Seriously, it's a peaceful rock-eating blob that lays eggs that look like nondescript rocks. There's not really a lot of reasons to go after these guys, unless the dwarfs follow the strange tunnels and it eats them because the little gritsuckers steal mama's eggs.

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The dire corby is a retarded, ground based cousin of the aarakocra. It's basically described as an ostrich with arms instead of wings. I don't know where the horn comes from, it's not even mentioned in the description here. All we know is they "hunt in flocks" and cry out "Doom! Doooom!"

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Doom approves.

The best bit is at the very bottom, presumably where they were running out of space:
Dire corbies live in large underground caverns; at one time there was open warfare between them and the giant bats, but this has now become an uneasy truce.
There's no mention of this in the Giant Bat entry. And I went back and checked, these two monsters aren't even made by the same guy. So what the fuck was this about? Was this part of the original write up, or did the editor stick it in there to fill out the page? Why were the man-birds and giant carnivorous bats fighting, and how the hell did they broker a truce? It's a mystery!
FrankT:

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It's like a Rust Monster, only slightly more of a fuck-you because it only tries to eat good stuff.

The Disenchanter is a camel with a face across between an elephant and an ant eater. They target your best equipment and render one item mundane per round until you kill them. It's a monster for the DM to troll you with. To add to the hilarity, it's immune to non-magical weapons, so you have to bring magic items to fight it, and it has no lair or treasure because fuck you. This monster serves absolutely no purpose other than to reduce the amount of cool equipment that the players have.

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For no known reason, the 3rd edition version took a level in badass and now is considered a 17th level monster. It has 152 hit points and a brutal mace tail and magic resistance and shit.

The Doombat is a giant bat. I know, didn't Ancient History already mention a Bat, Giant earlier in this book? Yes. Yes he did. But those Giant Bats are pussies. The Doombat is big enough to ride.

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In the D&D Cartoon Series, people actually do.

This may seem like it made things hard to find, what with the giant bat big enough to use as a flying war dog being alphabetized under “B” and the giant bat big enough to ride around on being alphabetized under “D.” And um... yes. That kind of bullshit made it very hard to find what you were looking for in the AD&D days.

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Not that 3rd edition was all that much better. The “Reekmurk” got alphabetized under “A” for “Aquatic Ooze.”

That's a picture of Bloodbloaters, who are also alphabetized under “Aquatic Ooze.” There is no picture of a Reekmurk, but they apparently look like a cloud of squid ink. And you probably didn't remember that they exist, for all of those reasons.
AncientH:

Fiend Folio gave us the oriental dragons.

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...but this was far before the power-up that Dragons in general got in AD&D 2nd edition. Even for 1st edition though, these dragons were weird, and this was four years before Oriental Adventures was a thing. So somebody decided they needed Chinese dragons with a bunch of weird powers like water fire and command scalykind, and wrote them up. The formats are actually quite brief compared to the dragon write-ups you're used to. No laundry-list of spell-like abilities, no wizard and priest levels, no psionics. Hell, some of these don't even look like dragons. The Li Lung looks like a giant cat with wings and a dragon head with human features. The Lung Wang looks like a giant sea turtle.

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"We'd be considered stereotypes if the native peoples didn't describe and depict us this way. More or less."

The most infamous of these oriental dragons is the Carp Dragon. They're supposed to be based on real mythology, although none of that is given here. I think that's sad. If I was writing Fiend Folio from scratch, I'd have a race of river-Sahuagin or something that had the same legend, and every year dozens of young Sahuagin would try to swim up a waterfall so they could go supersaiyan and become a dragon. That would just be awesome.
FrankT:

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This is an actual Dragonfish. It is fucking horrifying looking.

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This is the Fiend Folio Dragonfish, which is apparently a Flounder with spikes on its back/side so as to make all the advantages of being a flat fish disappear.

As we mentioned with the Devil Dog, the fact that a monster has a proprietary D&D name does not in fact mean that it is a member of that class. Just as the Devil Dog is not a Devil, the Dragonfish is not a Dragon. It joins the illustrious ranks of the many many monsters in Dungeons & Dragons which have the word “Dragon” in their name and aren't actually Dragons. Like the Dragon Turtle, or the Dragonfly, or the Dragonfly Turtle.

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I wish I was making that last one up, but I'm not.

The Dragonfish entry is incomplete, and no one cares because it's stupid. It's a 2 foot long flat fish with poison spines sticking up, and if you step on it you could get poisoned. It's a living trap. I have no idea what the poison actually does, because while it tells me that it's toxic enough to give a -1 to the saving throw against it, the actual effects of failing a save are unlisted. They mention that the spines don't do damage “other than the poison damage” but again and still there is no poison damage amount specified. It's a stupid and boring trap monster, so I doubt one person in ten who read this book even noticed that the actual trap payload is left out.

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This kind of badass looking piece of comic art is a Dune Stalker.

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In 2nd edition, they were replaced by lizard aliens for no reason.

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In 3rd edition, they are like demon dudes. Also for no reason.

Dune Stalkers track as well as Invisible Stalkers (this is back when Invisible Stalkers actually stalked things, rather than just being another flavor of Air Elemental). And despite their claws, they mostly fight with loud noises. They can shout at distant enemies for decent damage and up close they can kiss you with death vibrations that give you a chance to save or die. It can't be hurt by non-magical weapons for no reason.

All in all, it's a kind of stupid monster, enlivened only by a nice piece of art. Considering how desperate 3rd edition writers were to make people care about Sonic damage, I'm surprised more wasn't done with these guys. In any case, that's the end of the Ds, which means that it is time for:

The Elemental Princes of Evil

These guys were big villain leaders, similar in power and scope to Demon Lords or Arch Devils, but living in the Inner Planes instead of the Outer Planes. Because it's AD&D and those are things. Eventually, AD&D decided to call these assholes “Archomentals,” but I don't think that terminology was on the table when this book came out. In general, they are like gianter, more badass versions of regular elementals, who lead factions of interplanetary douchebags. I would say in general that they have a little bit more traction than an average Dark Lord, mostly because they get automatic shtick value from their associated element, making them instantaneously more interesting than a throw-away Demon Lord like Cabiri or Ardat. But they are not all winners...

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That's... Cryonax. He's the Prince of Elemental Evil Cold. Cold is not really an element, and to even have an Elemental Plane of Ice for him to live on requires that we believe in the Para-Elemental Planes (not to be confused with the Quasi-Elemental Planes). On top of that, he's basically a giant baboon with fat pimply tentacles instead of arms. So he's a whole lot like half a Demogorgon. He isn't half as cool as Demogorgon. Also, he's the representative of cold and he's named Cryonax, which is extremely underwhelming from a creative naming standpoint.

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This is Demogorgon, being way cooler and more original than Cryonax, like he does every fucking day of his
life.


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This is Imix, Prince of Evil Fire Creatures.

The Prince of Evil Fire has more pizzazz. He's a giant evil column of evil fire. And he hates the Evil Water Princess for reasons. I don't know what those reasons are, but I'm sure he has them. There isn't a lot of information here, mostly just some combat stats, but Imix plays into the archetype and gets a lot more slack on his telegraphic description than fucking Cryonax does.
AncientH:

The other Prince of Evil <insert element> Creatures are Ogrémoch (here featuring his accent aigu, which would be immediately dropped in all subsequent publication) [Earth], Olhydra (the only female) [Water], and Yan-C Bin [Air]. They're basically really big elementals with more hit point than Lolth, but they still just look like big blobs of their chosen element because it was a simpler, more innocent time.

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Okay, simpler.

Despite being around for longer than me, none of the Elemental Princes of Evil have seen much in the way of character development. Most people will remember them for their connection to the Temple of Elemental Evil, and by extensions the Grey Hawk setting and Tharizdun. Forgotten Realms had its own major elemental gods, so these guys were sort of the patrons of heretical cults there. A few might remember bits and pieces about them in Planescape, where they basically confused the fuck out of people because there were totally genies that completely outclassed these guys (and girl. I don't know how a giant amorphous body of water like Olhydra identifies with female, but I support her choice to do so.)

Still, I like 'em. I might even say I'm a fan. Most of the D&D gods and demigods are unapproachable and unfuckable, but these five elemental dudes are refreshingly modest in both their presentation, abilities, and the scope of their dominions and interests (granted, we don't get much of their interests here, but let's not dwell). Worshiping an evil fantasy god is a pain in the ass to make a realistic cult, but evil elemental cults are dead simple and seem authentic. You can totally see an evil fire wizard worshiping Imix and burning a few sacrifices in the hopes of getting some really cool fire magic, for example. Overall, these might be my favorite monsters in this book.

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This makes the crabmen sad.

The Drow get their first proper write-up here as well, which might surprise some people. And these aren't pany shadow-elves either! These are real drow, from when drow were drow and male drow had tremendous stat penalties compared to females because of excessive sexual dimorphism, and underground radiation was apparently good for you and your equipment.

Also, apparently Drow have very long, delicate toes. Did not know that.

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Check for drow blood.
FrankT:

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This isn't another picture of Ogremoch, this is an Enveloper.

The Enveloper is an ooze that eats people and then acquires the ability to mimic its victims. Basically, pretty standard horror scenario. I don't know if it was inspired by a movie or a nightmare, but it's a pretty standard piece of identity horror. It's broken as fuck, of course, since sticking multiple sets of abilities together in AD&D often doesn't make sense and is almost always a terrible idea. But this monster isn't intended to make sense or be vaguely game balanced, it's supposed to evoke a visceral revulsion in the audience, which it does.

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This is the original Ettercap.

Like the Dragonfish, the Ettercap has the special attack of “Poison” and an apparently poisonous bite – but no indication of what the poison actually does. I think Mr. Turnbull thought that there was a standardized poison effect in AD&D. There was not. The Ettercap is not really all that deep. It's like an ape with some basic spider powers, and it's pretty stupid but it's evil and can talk to spiders. They make traps with the silk they make out of their butt glands. That probably seems like a pretty forgettable monster, and it is. I mean, you could certainly work with that, whenever you have an evil spider cult you could always throw in an Ettercap to bridge the language barrier between the spiders and the cultists – but it's never going to be a front line monster.

Later editions took Ettercaps to weird places, turning them into bulbous aberrations. 5th edition promises to take them in an even weirder direction where they eat fairy dust to pokevolve into other better spider monsters or some shit. I genuinely don't know what the fuck all this is about. The Ettercap is a minor monster, but it was actually fine as is. Basically, I want James Wyatt to stop writing fluff almost as hard as I want Mearles to stop writing mechanics.

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This is an Eyekiller

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That's the Shadowrun Eyekiller, because for some reason there is one.

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[/img]
Not to be confused with the Eyekiller, this is The Killer Eye

The Eyekiller is another monster that punishes you for carrying torches. It collects light in its eyes and shoots death lasers. That sounds kind of dumb, and it is. But it has a very stylish piece of art and bothers to describe how they grow (baby Eyekillers are described as being “almost spherical” and sound adorable).
AncientH:

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The Eye of Fear and Flame is one of those weird, unidentifiable undead designed once again to fuck with player characters that think they've seen it all. It's basically indistinguishable from a skeleton, crypt thing, or lich with some gems in its eye sockets. It walks around in a hood commanding lawful people in alignment-appropriate language to do evil deeds. If the people don't do them, it attacks. The name comes pretty simply: one eye-gem casts fireball and the other eye-gem casts fear. One wonders if there was ever a three-eyed version of these things, but if so I've never seen it. Anyone that tries to get clever and use blindness or power word: blind on these guys gets the spell reflected back on them for their trouble. That'll teach you to think outside the box.

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Really, I didn't know it was undead. In my village, it's naturally to bling out a corpse. Grandma looked great once we replaced her teeth with those sapphires, and hardly ever talks about conquering the world or setting me up with someone so she can have great-grandbabies anymore.

Firedrakes are dragonets. Which means related to dragon, but not actually dragons. Like raisinets? Well no, that would require them to be totally dragons but dipped in chocolate. Anyway, small flame-spewing flying lizard thing.

Firenewts we sort of covered before; their inaugural appearance is less cute, and the art is meant to look like medieval woodcuts.

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That last one could be a firenewt or a fimir.
FrankT:

You can add “fire” to pretty much anything. Fire Weasels, Fire Flies, Fire Cows, whatever. To prove this is accurate, the Fiend Folio included the Fire Snake and the Fire Toad. The Fire Toad is Chaotic Neutral because all giant frogs are Giant Frog. The Fire Snake is basically an animal that collects gems, lives in fires, and bites people for no damn reason. Apparently, it is good at surprising people because it is so well camouflaged inside a fucking fire.

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Unlike other Chaos Frogs in this book, the Fire Toad breathes fire.

But I guess we have to talk about the Flail Snail.

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Yes. Really.

Flail Snails are a stupid monster. They are physically almost invulnerable, have a magic reflective shell, have a food processor on their face, and can barely move. You can in fact just sort of walk away from them and shoot arrows until they (extremely eventually) die. This is not terribly difficult or interesting. Getting into melee with them is damn near suicidal, and this isn't terribly interesting either. To make them tactically interesting, you really have to put a threat of some kind on top of them. Like a couple of Goblins with bows. This is not a terribly difficult change to make, and once it is done the Flail Snail becomes a tactically interesting fantasy field fortification.

Needless to say however, this book does not make such a leap for you and instead is basically just stupid. And when it came time for Paizo to try to make something of this monster they decided to be incredibly stupid and rant about Flail Snail philosophical mucous calligraphy. I wish I was making that up, but basically it was pretty fucked.

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I promised you Flinds, so here are Flinds.

The Flind is a Gnoll with some extra hit points that is also +1 to-hit. That's about as far as it goes. They are bigger and better than regular Gnolls and sometimes show up with regulation Gnolls for some good old fashioned unit diversity. It's basically a 4e style palette swap monster. They are best known for having a chain staff weapon called a “Flindbar.” As originally written, it was actually vaguely sensible, and basically looked like this:
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But in 3rd edition it became the “dire flail,” which was extremely stupid:
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Seriously, fuck the dire flail.

Flinds expose a lot of problems that AD&D had. For starters, the fact that they exist at all, when they could be replaced entirely with “slightly elite Gnollish warriors” and noone would notice. But also, they are natural leaders of Gnolls, which means that they have an 18 Charisma as far as Gnolls are concerned. Which just underlines how terrible the generic Charisma stat is at handling the vagaries of leading tiny men. AD&D needed a god damned skill system. And it needed to be able to declare Gnolls and Lizardmen to be slightly elite without getting all up in crazy town with subraces of slightly tougher warriors and shit.
AncientH:

I half-suspect the flindbar was created simply to get around the British restriction on nunchaku...but I digress.

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The venerable flumph (vagina version optional) was long considered a joke monster in AD&D. Looking like an avatar of the flying spaghetti monster, they're mostly-harmless flying tentacle monsters that spray foul-smelling liquids at you until you decide not to eat them. Their great claims to fame are that they are helpless if you turn them over (which is hilarious), and in a 2nd edition product you could turn them into magical bucklers.

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Frank mentioned the Forlarren, so that leaves me with the Frost Man.

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I fucking wish.

Frost Men are exactly like normal fucking humans, except that they radiate cold and can spit forth a cold of cone three times a day. Other humans thought that shit was freaky and called them "ice demons." I'd think they'd be in great demand for keeping food cold and generating ice, but that would require logic.

The Galltrit is a small gremlin which latches on unnoticed (thanks to its anaesthetic saliva) and starts draining blood from its victims. In later editions galltrit saliva would probably be in great demand for surgery and whatnot, but here it's just a fuck-you monster to secretly weaken a party before they get to actual combat. It's the equivalent of giving one of the PCs a ringworm.

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FrankT:

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This is a Jack in the Box Gambado.

When you see the picture of the Gambado, you just sort of naturally assume that you're looking at an undead spectral thing and that it's trailing off into the darkness with its ectoplasmic tail. But um... no. That is a physical fleshy cylinder being drawn that goes into a hole where the creatures anchoring feet are. It's literally a Jack-in-the-Box with a scary face. That scary face is apparently an actual skull, which it wears on its head Cubone style. This is the weirdest fucking thing I've ever heard of. There is a reason that this fucking thing never got a 3rd edition writeup.

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This is a Garbug

Garbugs come in two different colors, which are Violet and Black. I apparently disagreed and did it up in blue. But whatever. These are flying lobsters. The pictured Garbug is apparently a Black Garbug, which you can tell because it has a proboscis. Both versions have face tentacles that drip paralytic poison. This is not the weirdest thing in D&D, it's not even the weirdest thing on this page – a feat achieved by being on the same page as the fucking Gambado. If it were on any other page of this or any other book, it would probably be the weirdest monster on that page. But it's not as stupid as a Chuul, and seems like the kind of thing that might actually be related to Carrion Crawlers.

Notably absent from this monster's description is any explanation at all for this creature's WTFery. Indeed, I don't even know what these assholes eat, or why they have a treasure type. It's all very perplexing on a bunch of levels.
AncientH:

Too fucking tired to get to the Giants today, so we're going to end today's entry on the Garbug, which looks and sounds like it should be a pokemon.

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"Garbug garbug garbug gaaaaarbug!"

They're described as "wasp-bodied lobsters" and comes in to varieties: black and violet. Black garbugs have a proboscis they attack with, the violent garbug has no proboscis but a big fucking pincers. Normally, these are the kind of critters you'd see in a 2nd edition-or-later book and there'd be an explanation that "a wizard did it" or "an elf did it" or even "an elf wizard did it," but this was a simpler time, and the general excuse of blaming magic-users for all the impossible critters running around the edges of the fucking map just wasn't used that much. Pretty much all the monsters in this book are, in fact, supposed to be more or less naturally occurring. That's amazing.

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Last edited by Ancient History on Fri Jul 25, 2014 9:49 pm, edited 2 times in total.
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JigokuBosatsu
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Post by JigokuBosatsu »

This is really great. We need more 1st ed OSSRs.
Omegonthesane wrote:a glass armonica which causes a target city to have horrific nightmares that prevent sleep
JigokuBosatsu wrote:so a regular glass armonica?
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Post by Voss »

I'm not entirely sold on the Gambado for weirdest monster. There is, after all the Wolf-in-Sheeps-Clothing in the MMII, which is a tree stump with a fake rabbit on top that sprouts tentacles and tries to eat people. Though admittedly, the tentacles come from the stump and not the rabbit, which makes it a little less weird than it could have been.
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Ancient History
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Post by Ancient History »

...apparently I'm so tired I also did garbugs despite the fact that Frank did garbugs. Meh.
Red_Rob
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Post by Red_Rob »

I found it interesting seeing both approaches to the same material.

When 3e first came out one of the main things that interested me was the improved art for the monsters. Having actual artists and high quality depictions seemed like a quantum leap forward from the line drawings and simple artwork of earlier editions. But now looking back at some of the early artwork it has a real charm to it and an identifiable "D&D" quality that the modern "taken from the cover of a fantasy novel" look doesn't quite match.

It's probably just nostalgia talking but at least the terrible art was D&D's terrible art. It looked almost like something from a medieval bestiary, with the thick woodcut-style lines, which was well suited to the mix-n-match monster design. I guess I appreciate it more now than I did at the time.
Simplified Tome Armor.

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Post by ishy »

Ancient History wrote:where their defenses get crazy good in the dark and turn really terrible in the dark.
So what happens to their defences when they are not in the dark?

- Edit:
They're described as "wasp-bodied lobsters" and comes in to varieties: black and violet.
the violent garbug has no proboscis but a big fucking pincers.
Aren't they both violent? :razz:
Last edited by ishy on Sat Jul 26, 2014 6:19 pm, edited 1 time in total.
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Ancient History
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Post by Ancient History »

OSSR: Fiend Folio
Monsters A-Z: Giant to

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Some of the monsters in here had actual traction.
AncientH:

The D&D approach to giants in the old days was slightly less sophisticated than, say, Roald Dahl's the BFG.

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They're stupid (but cunning), strong, able (and willing) to throw rocks like a catapult, and carry big sacks full of gold coins and rocks.

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A giant in its natural habitat, sack not pictured.

The Fiend Folio's motley selection of giants begins with the Fog Giant, which likes to hide in fog and attack people. That sounds fine, and I complained about them in the Monsters of Faerun book because they actually had no ability to see what the fuck they were doing while hiding in the fog, so more than likely they'd miss. As it turns out, in their inaugural appearance they didn't have any ability to see through fog penalties back then either. Also, their gear is gorgeous but valueless:
Fog giants have milk-white skin, silvery white hair and black, penetrating eyes. They love massive ornate swords and prefer armour made from white dragon hides studded with silver. In melee they fight either with the swords they love or with their fists, in either case inflicting 4-24 hit points of damage on their victim. Their armour, if worn, has no effect on their AC which is always treated as 1.
Mountain giants are more or less the same, minus the penchant for hiding in fog and dragon-skin jackets to attract the giantesses, but with the ability to summon ogres, trolls, or another couple hill giants. "Summon" in this case being something closer to "yell and they come running" than an actual supernatural ability, at least so far as I can determine.

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Seriously, giants need to invest in some proper armor and weapons.

The Giant Strider is not a giant; it's supposed to be a large bird like an ostrich. Except is has no feathers. And shoots small fireballs from orifices on its face. I'm rather curious how Level 0 Frank actually colored these thing.

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Couldn't find the original picture, this is the next version of this model.
FrankT:

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In the UK of 1981, they were happy to draw naked people from the front, but not to actually draw wang.

Gibberlings are a study in contrasts. They are too uncivilized to wear clothes, but somehow have enough iron working to have swords. They constantly communicate vocally with each other and coordinate tactics, but we are assured that they don't have a language. They fight to the death but fear fire. Their howling causes morale problems for hirelings but not for PCs. It's a good visual – a swarm of howling apes with swords employs shock tactics to protect their territory from intruders. But I don't think this was so much “contrasts” as “incoherent contradictory ramblings.”

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This is the picture of the Githyanki in the stat line.

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And this is the full page Githyanki action picture on the accompanying page. Fuck yeah!

It's obvious that the Githyanki caught the imaginations of the artists for this book. Why else would they be on the front and back cover and have full-page art pieces dedicated to them terrorizing adventurers on the inside? And why shouldn't they? Githyanki look awesome, they have a backstory that people actually know, and if it was up to me the Gith would go forward as a core race.

Anyway, the Githyanki are written by a young Charles Stross and are based on a group in a George R. R. Martin book called The Dying of the Light. The group in that book is called... Githyanki. As mentioned earlier, when George Martin finally found out about the blatant theft of his intellectual property, he officially let it go. He could have let it go because the original theft was by a pimply teenager who didn't know any better and no one was actually trying to screw him so it would be totally a classy thing to do to announce that Githyanki was simply public domain now. But he actually did it because he's a crazy person who thinks that stolen intellectual property actually changes ownership. Naturally, in any sane world, the Githyanki in this book would have been called the Githdranoi or some fucking thing, but miraculously Stross' childhood naivete, Turnbull's lack of source awareness, and Martin's antipathy towards actually learning how copyright works somehow all canceled out and allowed us to keep using the monster. Because three wrongs actually do make a right.

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Turns out the number is three.

Now the Githyanki have a lot of things about them that are stupid, but there was something incredibly forward looking about them. And it comes down to this:

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See how almost every part of the monster writeup just says “Variable” or some variation on that? That's because the Githyanki just used character levels like the players did. For people who grew up in the post-3rd edition environment, that may seem pretty normal, but in 1981 it was revolutionary. The Githyanki and the Drow (who as you may recall have also gone on to iconic status) were almost two decades ahead of their time. Gnolls needed an entire monster writeup for Flinds in order to simulate the advantages of having a slightly higher Strength and Constitution score, because that is how AD&D fucking worked. But the Drow and the Githyanki showed that things didn't have to work that way, and you could just have Githyanki Magic Users and Drow Clerics and shit.

So the story is that the Gith were humans who were enslaved by Mind Flayers and had to labor for their tentacled masters and sometimes the Illithid would just fucking eat them and that was fucked. So they secretly trained themselves in badassery and mental discipline until they were able to free themselves under their supreme leader: the sorceress Gith. She went on to become their Lich Queen who also became their pretender goddess. Note to Self: If I ever make a Dominions 4 Githyanki faction, must remember to enable Lich Queen pretender.

Anyway, their Lich Queen is like 24th level, and the highest level other Githyanki are 11th level, and maybe that's because Gith personally murders all the Githyanki who get up to 12th level for no reason (in 2nd edition, they decided that this indeed happened, because 2nd edition never passed up a chance to double-down on a dumb idea). There's actually a lot of rambling about level limits and such because it's AD&D and we were supposed to care about those. Anyway, one of the classes that Githyanki specialize in is “Anti-Paladin” which is interesting because AD&D didn't actually have an official Anti-Paladin class in 1981. The might be talking about a Dragon Magazine article presenting Anti-Paladins as an optional rule for NPCs from 1980 (the same issue which suggests the then blasphemous idea that the female human strength limit be raised to 18/75 to reduce the discrimination against female characters), but then the initial rambling Turnbull essay is dated 1979, so maybe not. That Dragon Magazine article of course was not the last word in Anti-Paladins, the concept is so obvious that it has been introduced to the game repeatedly. But there's no indication in this writeup as to what version they are talking about or where you would find the version they want you to use.

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The Githyanki may have been intended to be played by people who had access to this issue.

The Githyanki get along with Red Dragons and hate Humans because they are on team villain. But unlike other members of team villain, they actually have specific grievances against Mind Flayers that override their needs to stab adventurers. This may not seem like much, but it was considerably more depth than most villains got at the time.

The Githyanki also had their opponents: the Githzerai. The Githzerai are supposedly Neutral rather than Evil, but according to their description they have an “uneasy truce” with the frickin Mind Flayers which both sides break in minor ways all the time with little raids. This makes them come off as incredibly more assholish than the Githyanki, and I don't think anything good was done with the Githzerai until Planescape. All the stuff about the Declaration of Two Skies and the knowing comes later. In this book, they are just Githyanki with a slightly higher emphasis on using rules that don't work (like 1st edition Psionic powers and Monk progressions), who don't detect as Evil but are described as having a generally higher tolerance for brain eating and treaty breaking and other things normally associated with bad guys.

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Also, they don't dress as nice.
AncientH:

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While not described as such, the Gorbel is one of the first beholderkin monsters, and like the Githyanki represents one of the most revolutionary ideas about the Fiend Folio: D&D building off it's most successful property, by having monsters that are variants of earlier, successful monsters, or whose stories relate to them in some way. It was, beyond anything being done with Greyhawk, the real start of the idea of a cohesive D&D world identity, where you could build up a depth of backstory and interactions between many different factions. Now, that never really came off in the main game - D&D the system seems to have a love-hate relationship with D&D settings - but it is now considered an absolutely vital lesson for every game that came after, and one they forget at their peril. One of the reasons NWoD was shit was explicitly because it neglected to establish relationships between its various supernatural factions and threats, and so the worldbuilding was all over the place, confused, and incompatible. Fiend Folio might not have won awards for introducing Lolth and the Drow, or the Githyank and Githzerai, but by building on established properties it permanently added to the game world and encouraged others to do so, so now many years later R. A. Salvatore has a career as a novelist.

Then we have the Gorilla Bear.

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Ha ha no.

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There we go.

This is the kind of monster you get when you promise Little Timmy he can make a monster for the book.

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Grrr!

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I kinda already covered the Grell in the Lords of Madness review after the Count backed out, but I suppose I should add that these guys were a lot scarier in their original incarnation, because each of their ten tentacles got a separate attack and each attack could deal enough damage equal to a 1st-level wizard's hit dice. For low-level parties, this wasn't so much like attacking a monster as it was trying to jam the garbage disposal by shoving your mates into it.
FrankT:

I colored all those little cells on the Grell different colors, like their head was a sack of jelly beans. Anyway...

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The idea of naked Grimlocks comes later. In 1981, they dressed in rags for some reason.

Based of course on the Morlocks, but with a slight name change so that they can be copyrighted. This is the kind of thing that the Githyanki would have done had either Stross or Turnbull known what they were doing. Anyway, the description of Grimlocks is... rudimentary. It covers the basics, like how sometimes they live with Medusae and Mindflayers, and how they have thick gray skin (that apparently functions like fucking chainmail), and how they eat people, and of course how they can't see but have super hearing. So... the Grimlocks you know from the future are certainly here, they just aren't written in a terribly compelling manner. The only consequence listed of the fact that sometimes they shack up with Mind Flayers is that the Githyanki don't like them – the entire deal where Mind Flayers throw their brainless victim husks to the throng of Grimlocks for them to have cannibal feasts on is something that was added by later authors. The Medusae aren't given any reason or consequence at all, according to this entry they are simply here.

Grimlocks went on to become an iconic D&D monster. But if this writeup had been the last word, they wouldn't have been.

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The Gryph apparently makes an appearance in Pathfinder, although it has been essentially forgotten from D&D.

The Gryph is a bird with extra legs. Not to be confused with a Gryphon, which is a bird with extra legs. But sure, whatever. Once you read it in detail you realize that either you or the author are taking crazy pills. First of all, its bird beak does 2d6 damage, which is really quite a lot of damage for this edition. Secondly, the females lay their eggs directly into peoples' bloodstreams via a small and flexible tube, where they expand and make the victim explode while baby Gryphs crawl out a few days later. That's some serious (and seriously weird) nightmare fuel. We've already used a botfly picture, which is a shame because we could also use one here. Google it yourself I suppose.
AncientH:

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In medieval myth, demons, faeries, and ghosts were supposed to guard treasures. Indeed, some people thought when you buried a creature you killed someone and buried them on top of it to help guard it, and many treasure-hunters up until the 1890s still hired exorcists to get rid of the pesky ghosts so they could claim the gold. It's a really old concept, then, and since D&D is largely concerned with monsters and treasure, they've tried to realize it in many ways - two of which are given here, the Guardian Daemon and the Guardian Familiar.

The Guardian Daemon has no established connection to any of the earlier details on devils and demons, except that they can sort of look like some of them - even though they totally have their own stats. The guardian familiar is a cat summoned to sit on top of a chest.

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Move along.

The guardian familiar is summoned by an arcane process distinct from find familiar (although this being AD&D, you could totally eventually figure it out), and aside from being able to disembowel commoners that look funny at it and most 1st-level PCs, it has nine lives, so that each time you kill it it comes back stronger than before.

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Why so serious?

Hellcats, by contrast, are the familiars of devils. Yes, that's right, in this game you can descend into the Abyss and find a demon stroking a cat. It's immune to non-magical weapons and like real-world cats is immune to any form of mind-control.
If a hellcat is encountered which is not already attached to a character or a creature, the hellcat will select the most powerful member of the party with lawful evil alignment and will serve him. If there are two or more members of the party with that alignment and of equally high experience levels, the hellcat will choose a cleric over other classes, then a magic-user or illusionist, followed by a fighter and then other classes. Once it has selected a master, the hellcat will serve that person in the performance of evil deeds, will protect and defend that person and communicate only with him, using telepathy of range 9". It will only serve intelligent creatures of the lawful evil alignment.
In exchange for its service, the hellcat demands one human victim sacrificed to it per week. Also, if it meets a more powerful LE critter, it'll totally abandon you and serve them instead.

Hellcats and Guardian Familiars are awesome, I can't imagine why they were discontinued, except perhaps the familiar rules are a pain in the ass. I think that even back then there was a recognition that PCs wanted more powerful and badass familiars, and certain monster-writers were determined to provide them...yet most of those innovations were ignored or lost by the rules-writers. It's sad.
FrankT:

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Yeah... that's a Hook Horror.

Hook Horrors are like birds that have armor-like exoskeletons and talk to each other by clacking their shells or something. Also, their arms end in hooks, hence the name. These guys are a pretty classic “no reason” monster, where we aren't given any reason for them to exist or for us to care, or even for us to fight them. What do they eat? How aggressive are they? What the actual fuck?

But people have made those points many times. I just want to point out that they have superior hearing and are only surprised 10% of the time. Other creatures don't even roll percentile dice when checking for
Surprise, and I have no idea how that ability is supposed to work with sneakiness abilities that increase the chance of surprising creatures. The game was considerably improved by having Listen checks in it (even though 3rd edition did go a might bit crazy with those).

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This book has a Hornet, Giant. This is different from the Giant Bee and the Giant Wasp. Because AD&D, and go fuck yourself.

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When you look at the Hound of Ill Omen, your first thought is “Great, another flavor of magic dog.” But it's actually worse than that. You don't get to fight it or anything, it just shows up to you in a vision and declares that you don't get to benefit from Cure Wounds spells for a while. It singles out a particular character that the DM wants to dick with, and then you get dicked with. If you know the way it works, you can actually survive the experience by casting remove curse and then walking on caltrops for a bit. Otherwise, you're probably just proper fucked.

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My version of the Huecuva is orange. This was before I started wearing orange myself.

The Huecuva was one of the many robed skeletons in AD&D, and indeed this book. They specifically call themselves out as being immune to mind affecting magic, because the idea that Undead were generally immune to mind affecting magic was a bad idea that happened in the late nineties – when the next edition had nearly run its course.

But what I really want to talk about is AD&D's disease rules. Its horrible, horrible disease rules. The Huecuva transmits “an acute cardiovascular renal disease.” Which sounds stupid, but is actually more stupid than that. Because in AD&D the disease rules genuinely were that bad. Diseases were sorted by organ system, onset time, and severity, rather than anything that might make sense like “what the actual diseases are.” It's also in pseudo-medicalish rather than being in English or actual medical terminology.

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Also of note is the fact that the Huecuva disease doesn't list a severity. I guess you could roll for it, but it doesn't mention whether you're supposed to do that or when. So the AD&D rules for diseases are a catastrofuck, and the Huecuva interacts with them just enough that you have to read that abomination and isn't even complete. Fuck.
AncientH:

The Ice Lizard is a monster that likes to dress up and pretend it is a bigger, cooler monster. Specifically, it is a 3' lizard that breathes cold and likes to polymorph into a white dragon for two hours at a time twice per day. That's not terrible, but it's certainly one of the many monsters in this book that shows there was a desire for PCs to fight dragons, but also a desire for PCs to win.

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I ran across far too much dragon porn looking for this.

The mighty Imorph doesn't actually have any associated art, so I'll make do with the best I can from the description:

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Yes, it's a green lumpy critter that takes on the outward shape of whatever is trying to attack it, like the retarded little cousin of the Super Adaptoid.

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But my favorite bit is this:
Within the creature's body there is a small organ, corresponding to the human liver, made of a rubbery green substance. Within the organ is a liquid of similar colour which, when mixed with water in equal quantity, serves as a potion of polymorph self. There will be sufficient liquid in a single imorph to make 1-3 draughts of such a potion, and it is for this reason that the imorph is attacked by adventurers.
It's literally a Yield entry, the kind of thing that used to make D&D fun and which was made fun of by Hackmaster, in that it gave you specific reasons to attack monsters because their bits had some magical or alchemical use. Sure, it was sort of silly...but I loved it.

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The Iron Cobra is a mechanical golem-type critter that probably owes its existence to Roy Harryhausen more than anything else. While never as popular as, say, the stone golem, it's been a staple of monster manuals ever since.
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If anyone wants to laugh at the nonsensical prices in D&D, the Iron Cobra is valued at 2,000 gold pieces "by high-level magic users" - which is pretty low by magical standards. Most mountain giants carry more gold around with them in their sacks.

The Jaculi is a kind of flying snake. Kindof.
The serpent has a long muscular body and a broad, flat head with a ridge of razor-edqed bone projecting at either side. It can project itself from any high point with the force and accuracy of a javelin, surprising its victim unless previously detected. Its 'flying speed' is thus high (51" rate), but once it has attacked in this manner it can make no further attack from ground level and must crawl away up another tree or pillar before it can attack again.
Moving on.
FrankT:

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Jermlaines. Also, for a size: a giant rat. It's giant, so it's actually not that useful for determining the size.

The Jermlaine appear to have been called “Jinxkin” by the original author, but the editor decided that he liked “Jermlaine” better and that's that. In any case, these are like evil Brownies – little mischief causing fuckers who set traps and throw tiny spears and try to tie your boot laces together while you sleep. AD&D was full of shit like this. The Jermlaines are different from the other mischievous tiny people in that they happen to be able to speak to rats and therefore team up with that premier of low level monsters: the Giant Rat.

In 2nd edition, they attempted to make these guys be more tied in to the biology of the D&D world (stop laughing guys, they did). This took the form of first declaring that they could speak to small furry animals because they were related to Gnomes, and second that they were a kind of Gremlin and were thus related to all the other mischievous tiny creatures on Team Evil. This is actually contradictory, since Gremlins apparently can interbreed with Goblins, and last I checked Gnomes could not.

In any case, these guys had an obvious niche to fill, in that people kept drawing shit like this, but then not making mechanics to actually back it up.
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That's the Monster Manual Pixie drawing, but supposedly these guys are Good and also like three feet tall.

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This is a Kamadan. They are supposed to be relatives of the Displacer Beast.

These things are extremely nasty. Even here, when they obviously have a different number of spinal cords than their sister species, this book sticks to its guns and assumes that there was some kind of cross mutation or something that turned the Displacer Beast's back tentacles into a variable number of snake heads. This seems like the clear work of the Mad Wizard's Guild to me, but the naturalists compiling the Fiend Folio make no such assumptions.

In addition to obviously having an insane pounce where they strike with two claws and a cat bite and half a dozen snake bites at once – they also have a breath weapon where they spit out sleep gas. I... don't even know. But the key is that when this bad boy popped out of the cauldron, the Wizard who made it must have been pretty happy with himself even though he hadn't successfully recreated a Displacer Beast.

But I rarely looked at it, because as a child I was kind of freaked out by the Kelpie:

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This was not as bad for me as the AD&D Monster Manual's Zombie, which I eventually just cross out with dark pen because it frightened me. But close.

Anyway, the Kelpie was just a standard sea creature that charmed someone and then dragged them under water to die. Hopefully you had friends to save you.
AncientH:

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Another critter you would have bet money started out in Oriental Adventures (you would have lost that money), the Kenku is a bipedal humanoid bird that are basically fighter/magic-user/thieves, but which can't come out and say that because it's 1st edition. They're supposed behaviors are best described as "bizarre" or probably more accurately "incoherent:"
Kenku favour kidnapping as a source of funds. They will freely give treasure but this is rarely genuine and will crumble to a valueless dust within a day. They will appear helpful to humans and will offer non-verbal advice, though this is usually carefully designed to mislead and to tempt the party into danger and/or difficulties. As a rough guide, the approximate chance of a kenku actually aiding humans is 5%, though this will vary with the circumstances.
Man, add Rule 34 and that's some Oglaf-level strangeness right there.

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The Khargra is actually a pretty solid monster, doesn't look too silly, and I don't know why it hasn't caught on more - it's a fish-like critter from the Elemental Plane of Earth that swims through earth and stone and eats high-grade ores, and goes after refined metal when it can. You can spot a Khargra infestation by the piles of slag it leaves behind as poop.

My guess is that the problem with the Khargra is that it shares too much conceptual space with other elemental-earth-monsters-that-eat metal, particularly the Xorn. Which is sad.
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Things missing from the killmoulis description: the word "fey" or "faerie." You sort of miss this if you grew up with D&D3, but the idea of adding tags and categories to critters was brilliant, specifically because you could refer to an entire class of entities as a class without identifying them individually as such. It made lots of things possible, prevented many arguments, and stopped much head-scratching about who-fucked-what.

Anyway, the Killmoulis is a brownie-like critter with gigantic noses and no mouths - they literally snort all their food, and in my head canon have a dangerous dependency on pixie dust.

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The ancient kuo-toa people once inhabited the shores and islands of the upper world, but as the race of mankind and its associate species grew more and more numerous and more powerful. the 'men-fish' were slowly driven to remote regions. Continual warfare upon these evil, human-sacrificing creatures threatened to exterminate the species, for a number of powerful beings were aiding their sworn enemies - mankind. Some kuo-toans sought refuge in sea caverns and secret subterranean waters, and while their fellows above were being slaughtered, these few prospered and developed new characteristics to match their lightless habitats. However, the seas contained other fierce and evil creatures with designs of their own, and the deep-dwelling kuo-toans were eventually wiped out leaving only those in the underworld to carry on the species. These survivors were unknown to men, and mankind eventually forgot the men-fish entirely. Even the word goggler, a derisive term for their ichthyoid foes, lost its meaning to humans. But the kuo-toans remaining in their underworld places did not allow memory of the past to lapse - and
woe to the hapless human who falls into the slimy clutches of the kuo-toans.

Now the kuo-toans are haters of sunlight and are almost never encountered on the surface of the earth. This, and their inborn hatred of discipline, prevent the resurgence of these creatures, for they have become numerous once again and have gained new powers. However, they have also become somewhat unstable, and insanity is not uncommon amongst the species.
Everything about this entry speaks to the Kuo-Toans meant to be a serious NPC race, equivalent to the Drow or the Githzerai, and they're quite obviously based strongly on the Deep Ones from H. P. Lovecraft's "The Shadow over Innsmouth." The actual entry goes on for pages, talking about their organization, class levels, names for spawn when they hatch ("fingerlings"), pincer staffs, relationship with Mindflayers and Githzerai (antagonistic), etc. Part of the reason is that this entry was written by Gary Gygax himself, and he introduced Kuo-Toa in the D-series modules Shrine of the Kuo-Toa and Vault of the Drow.

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Where they appeared sans diapers.

Having said that, a lot of the early potential for this species simply wasn't followed up on. Maybe they lack the dead sexiness of the drow, or maybe they just weren't capitalized on because aquatic rules in D&D games always suck, but the Kuo-Toa never really managed to be better than a high B or C race - classic, and included in every edition of D&D to date, but rarely if ever the movers and shakers behind a big plot, or really having their society and civilization investigated in any depth. Which is sad, because you could do a lot with a race of evil, insane fish-men that worship a nude human female form with the head of a prawn.

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Seriously, this was rule 34 before there was an internet. That's got to count for something.
FrankT:

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This is a Lamia Noble. Which is a bit surprising because...

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This is a Lamia.

Lamias are of course an ancient monster that appears in folklore all over (mostly Southern) Europe and parts of North Africa. In different stories they do all kinds of different things and are made out of all kinds of different parts. They can be described as hideous or beautiful, wicked or tragic. Blah blah blah, folk process. But in Advanced Dungeons & Dragons, a Lamia is a tauric person with a human torso appended to a lion/goat body. So the fact that the nobles of Lamia-kind have snake bottoms would seem to be something that needs a little explanation. You don't get any, because go fuck yourself. I guess the author just forgot that the non-noble Lamias were mammalian all the way down? I don't know.

Lamia Nobles can disguise themselves as humans, and there's an entire level-based skill that lets you see through that disguise. Apparently you have that skill automatically for beign 7th level and Clerics get a bonus to it. AD&D badly needed a skill system, and normal shit like this had to be written up as a kludge fresh every single time.

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In 3rd edition, the Lamia doesn't have hooves.

There was nothing stopping Lamias, whether Noble or not, from being dudes. But in the AD&D books, all of the pictures are females because it was an excuse to draw boobs. In 3rd edition, the Lamia is male because they were allergic to drawing hot chicks under any circumstances. Fuck, in 3.5 they figured out a way to make Dryads unattractive.

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In 4th edition, Lamia have been replaced entirely with dead Elves whose bodies are puppeted around by evil spirit insects – because 4th edition D&D doesn't even pretend to give a single fuck about anything.

The Lava Children were eventually reimagined as the Magmin. People who are dissing on this book often use the Lava Children as an example of stupid monsters run amok. I honestly don't know why this should be. Part of it has to do with the fact that the picture of the Lava Children fighting the Lizard Kings looks like this:
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Creepy. Smiling. Faces.

They aren't actually children, they have character classes. Some of them are Wizards. But they all have permanent creepy child faces. And they pass through metal as if it didn't exist, allowing them to take no damage at all from any of your weapons and make what are essentially touch attacks back before that was a thing. They are actually really scary, both from a mechanical standpoint and because they look like a smiling Wednesday Adams.

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Imagine that. Plus your weapons and armor are useless.

But speaking of Lizard Kings, Lizard Kings. They are a legitimately stupid monster. They are a variety of Lizard Man that is just better in a couple of ways. Like Flinds for Gnolls. They are also monstrous douchebags who demand to eat Humans, because of course they do. I have to say that the Babbler I talked about earlier was a much more interesting addition to the Lizard Man family.

The full page art next to these guys actually is just a Valejo rip of an adventurer fighting regular Lizardfolk in a temple of death. It's one of the better pieces in this book and has fuck all to do with anything.

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Fuck Yeah!
AncientH:

We're going to end this post on a high note: the Magnesium Spirit!

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No image provided, and I refuse to use the Pathfinder version, so we're going to play pretend.

The backstory for these critters is fairly straightforward: a wizard summoned a handful of them, but died of the strain, and now they're stuck on this plane until they can possess the body of a sufficiently powerful wizard so that they can cast the spell to go back home (whatever plane that is.) This basically means that they need to eat a 9th level caster, because they drain levels like undead, so getting rid of them isn't easy.

Nobody actually cares about the whole merging-with-a-living-human-so-they-can-go-home bit, that's pretty de rigeur for D&D at the time. No, what gets the manties in a bunch is the name magnesium spirit, which suggests that these are some sort of elemental borrowed from the Periodic Table instead of ancient Greek myth.

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A joke that would be repeated long down the line.

It strikes at one of the fundamentals fantasy roleplaying, and one which D&D has never fucking committed to - that is, how magic and physical laws interact. Classical elements were metaphysical philosophies used to describe and analyze the world, but perhaps very importantly they were later proved wrong, because it turns out matter was made out of many different elements. Now, none of the "elemental magic" in D&D ever actually looks like anything the ancients knew or thought about in that context, so the question always is: are we talking about a world stuck in ancient/medieval thought process, where the Periodical Table is true but nobody knows about it, or are we talking about a world where the Classical Elements really do make up everything?

It's sort of an important point. It means a lot to the setting, and it's a question straight out of The Mathematics of Magic. It's why games like Shadowrun and Earthdawn, which resolve to actually address the metaphysics in a coherent way, are praised while games that fuck it up like the two Mages are derided. It's a question of verisimilitude, but also of the limits of both magic and science - if there is no gunpowder in a world, for example, is that because no one has discovered gunpowder, or because by the laws of the universe gunpowder cannot exist?

The magnesium spirit answers none of these questions.
Last edited by Ancient History on Sat Jul 26, 2014 6:43 pm, edited 2 times in total.
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deaddmwalking
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Post by deaddmwalking »

Good stuff. I like it when you both review the same monster - it's interesting to compare your thoughts.

Regarding the Flail Snail, I saw that it made the most recent issue of Knights of the Dinner Table. I didn't read the stats. So not ENTIRELY relegated to the dustbin of history.
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angelfromanotherpin
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Post by angelfromanotherpin »

Because three wrongs actually do make a right.
Just like three lefts.
DragonChild
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Post by DragonChild »

Please please please tell me that the chair on the dragonfly turtle is a man-sized chair, and not a pixie-sized one.
Koumei
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Post by Koumei »

All the stuff about the Declaration of Two Skies and the knowing comes later.
Where does the knowing start? I recently saw it in a Planescape game, with Maxus' character, and had no idea that was actually a proper Githyanki thing and not his character being Zen. Then I played NWN2 and Zhaeve never shuts up about knowing things. Then again, she's a third type of Gith, which sounds an awful lot like an attempt at making a "play from level 1, no hit dice or adjustment" race.
Secondly, the females lay their eggs directly into peoples' bloodstreams via a small and flexible tube, where they expand and make the victim explode while baby Gryphs crawl out a few days later. That's some serious (and seriously weird) nightmare fuel. We've already used a botfly picture, which is a shame because we could also use one here. Google it yourself I suppose.
As Jimmy Carr says. "If a fly lays its eggs in your skin and they hatch out, that's probably painful, but it could be worse: imagine if geese did it."
(The Hellcat is) immune to non-magical weapons and like real-world cats is immune to any form of mind-control.
Also like real-world cats, apparently they're fickle assholes. And libertarians.
Yeah... that's a Hook Horror.
And yet for no fucking reason, they love putting those in the video games as though they're as iconic as the beholder.
So the fact that the nobles of Lamia-kind have snake bottoms would seem to be something that needs a little explanation.
Honestly, I always viewed them as being part snake, not part goat or lion. I might just be confusing them with the Naga or whatever, but then again, I'm pretty sure anime (and jRPGs) goes with the snake thing, so it might be based on the Japanese equivalent and they grabbed the nearest available English monster name on translation.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
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Post by Voss »

First place I ever knew of the Zerthimon was Planescape: Torment, but it may have been somewhere in some kind of paper Planescape product first.

Its funny/sad if you really go through the whole thing (including the secret bits).


Alternately its is a lesson on why religious fanatics are fuckwits and how easy it is to manipulate them, and there are great benefits to doing so.
Last edited by Voss on Sun Jul 27, 2014 3:29 am, edited 2 times in total.
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Maxus
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Post by Maxus »

Knowing is actually a Githzerai bit.

Sikar was Githyanki who'd lost of a lot of the Standard Githyanki Prejudices What Make Them Really Bad To Be In a Party With in the past few years.

So he thought the githzerai were wusses for quitting the mindflayer war with the brainsuckers were on the ropes, but could other tolerate them/be civil.
Last edited by Maxus on Sun Jul 27, 2014 3:32 am, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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