Lions, giant lizards, and lizard men are all covered in the Cyclopediaof Common Animals or the core
rulebook, but the Monster Manual offers some variety
in giant lizards, which I have provided below.
I never used the locathah to my memory while I was running AD&D,
and that is kind of a shame. These beings are the “humans” of underwater
adventuring, in that they are not necessarily hostile, and not necessarily on
your side. Of course, writing and running underwater adventures can be
difficult, as one must keep all three dimensions in mind at all times.
Speaking of keeping all three dimensions in mind, we round out
this post with the lurker above, which I hope I have made suitably deadly. Gary Gygax, in the Monster Manual, made this
creature “uncommon”, and I have certainly used them, but I hope the second
paragraph of my write-up elevated them beyond a mere “gotcha!” monster.
Certainly, I have never had lurkers above appear as frequently as the Monster
Manual suggests, which would make dungeon exploration a bit too
hazardous for my tastes!
Anyway, here is some stuff for you to use in your games. I
certainly intend to use all of these in my games, which is why I avoided
using direct quotes from the Monster Manual in these write-ups!
Some of these beings have already been placed in the ruined tunnels beneath
Shanthopal….
Liches are powerful spellcasters who have extended their existence
through un-death. These beings bind their life-force into a phylactery or
similar charm. If this item is within 500 feet of the lich when it reaches 0
hp, it does not permanently die, but its intellect enters the phylactery,
allowing the lich to reconstitute its body over 3d6 months no matter how
utterly it was destroyed. True death requires both that the lich be reduced to
0 hp and the charm destroyed. For this reason, most liches keep their
phylacteries nearby, but hidden or disguised, and have many false charms among
their possessions to trick any who would destroy them.
In order to determine who a lich was
in life, roll 1d12: (1-8) wizard, (9-11) elf, or (12) cleric. To determine
level, roll 1d14: (1-7) 7th level, (8-11) 8th level, (12-13) 9th level, or (14)
10th level. Liches gain spells as though they have 18 Intelligence or
Personality, as appropriate, with a Caster Level +4 bonus to their spell
checks. They are unable to spellburn, but conversely can ignore spellburn
requirements for those spell normally calling for mandatory spellburn. If a
lich has a god, patron, or familiar, it is important to make these rationally
match the lich’s transition to un-death.
Liches are unique individuals. When
creating a lich, roll 1d8 on the following table 1d5-1 times, or use it to
formulate unique powers of your own.
1. Lich’s claw attack also drains 1d3
XP from victim (Will DC 13 negates). If rolled more than once, bring the amount
of XP drained up by +1d per additional roll, and increase the Will save DC by
+2.
2. Lich is stronger than normal,
having an additional 1d3 Hit Dice.
3. Lich gains an additional 1d20
action die which can be used to cast spells.
4. Lich is prophetic, and is able to
make astoundingly accurate predictions. Lich gains a +6 bonus to Initiative and
Reflex saves due to foreknowledge. If rolled more than once, increase these
bonuses by +2 per additional roll.
5. Lich is noncorporeal (as a ghost).
If rolled more than once, the lich can change from noncorporeal form to
corporeal form (or vice verse) once each day per time it is rolled (including
the first time).
6. Lich gains 1d3 x 10% magic
resistance. Additional rolls can stack.
7. Lich is immune to non-magical
weapons. If rolled more than once, the magical bonus needed to strike the lich
increases by one step. I.e., +1 if rolled once, +2 if rolled twice, +3 if
rolled three times, and +4 if rolled four times.
8. Lich has spell knowledge that can
be imparted for a price. If rolled more than once, increase the number of
secrets the lich can impart.
Lion: See the Cyclopediaof Common Animals for various lions, including the mountain lion and
cave lion (referred to as a spotted lion in the Monster Manual).
Giant Lizard: See the core rulebook, page 420. The Monster Manual offers some specific
giant lizards, which are converted below.
Giant Fire Lizard: Init -3; Atk bite +5 melee (3d4) or
claw +4 melee (1d6) or breath weapon; AC 17; HD 8d8; MV 20’; Act 1d20; SP breath
weapon (3/day, cone of fire 10’ long with a 5’ base), camouflage +10, immune to
fire; SV Fort +2, Ref -2, Will -2; AL N.
Proto-dragons, these creatures instinctively collect shiny
objects, including coins and gems. They sleep roughly half the time, but are
ravenously hungry when awake.
Giant Minotaur Lizard: Init -3; Atk bite +5 melee (3d6) or
claw +3 melee (1d8); AC 17; HD 5d8; MV 30’; Act 3d20; SP grabbing bite (DC 10
Reflex negates), camouflage +6; SV Fort +5, Ref -4, Will -2; AL N.
This truly enormous lizard (at 2d10+30 feet long) is large enough
that its bite can grab a human-sized creature unless it succeeds in a DC 10
Reflex save, preventing the creature from taking its next action and allowing
the minotaur lizard to automatically bite it on the next round (which requires
a new save or the target remains in the lizard’s mouth).
Minotaur lizards can carry away victims caught in their mouths,
and will do so if possible.
Giant Subterranean Lizard: Init +2; Atk bite +5 melee (3d4); AC
16; HD 3d8; MV 50’ or climb 50’; Act 1d20; SP infravision 120’, camouflage +8;
SV Fort +1, Ref +4, Will -2; AL N.
The giant subterranean lizard can run along walls or ceilings as
easily as it can run on the ground.
Lizard Man: See the core rulebook, page 420.
These pale yellow humanoid fish are not necessarily hostile, and
sometimes trade with land-dwelling humanoids. They are generally nomadic, but
maintain carved coral “castles” along their travel routes, allowing them to
rest at time in comparative safety. Because they live underwater, their weapons
are typically spear, tridents, and similar thrusting weapons which work well in
that environment.
A typical band of locathah numbers (1d4 x 10) + 1d10 members.
Every band has a leader with 4 Hit Dice, and for every 10 locathah in a band,
there will also be one with 3 Hit Dice. A “castle” is usually inhabited by
1d4+1 times this number, and has a 6 Hit Die leader with one 5 Hit Die
lieutenant per 100 locathah.
These creatures have no special ability to communicate with undersea life, but they are clever, and are able to use marine life for their protection either by training certain individuals or by creating suitable environments for desired creatures to dwell.
See the Cyclopedia of Common Animals
for creatures the locathah may use.
Lurker Above: Init +0; Atk wrap +6 melee (smother);
AC 14; HD 10d8; MV 1’ or fly 20’; Act 1d20; SP wrap, smother (1d6 per round),
camouflage +10; SV Fort +8, Ref -4, Will +0; AL N.
This terrible creature somewhat resembles a flat manta ray which
covers a 20 foot square space. It underside resembles a stone ceiling, allowing
the lurker above to remain motionless and wait for prey to enter its area,
often achieving surprise when the first creature reaches the center below the
area where it waits. The lurker above then drops, making a single attack roll
against all creatures in its area. Those which are hit are wrapped tight,
taking 1d6 damage each round thereafter, and helpless to act (unless the action
is purely mental). A DC 30 Strength check will allow a creature to escape, and
an unwrapped character who makes a Mighty Deed of 6+ made for that purpose can
effect the escape of a trapped victim.
Lurkers above have no mouths. Rather, they digest the organic
remains of their victims while they are wrapped – a process that takes 1d6+2
days and leaves non-organic weapons, armor, etc., pitted with the creature’s
digestive enzymes. These leavings may hint at the presence of a lurker above,
and it is even possible to encounter the creature while digesting other
victims!

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