Table of Contents Monsters in Amtgard Battlegames 1 General Monster Rules 1 Monster Format 1 Playing A Monster 2 Scenario Monsters 2 Battlegame Monsters 2 Monster Races 2 Armor, Weapon, Terrain, and Effect Types 3 Armor Types 3 Weapon Types 3 Effect Types 3 Terrain Types 4 Monster Abilities 5 Vulnerabilities 8 Battlegame Monsters 9 Scenario Monsters 37 Scenarios 46 Credits The creation of this Monster supplement was truly a community effort incorporating feedback and suggestions from countless Amtgarders. The committee in charge of creating the rules and incorporating feedback saw many names come and go, but was primarily comprised of Sir Elder Vermilion, Sir Medryn Harlequin, Bjorn the Small, Sken, Talaisan, Sir Luke Wyngarde, Clenawe, Sir Glenalth Woodwalke, and Nicodemus Aravoth. The incidental artwork in this book was provided by Dame Casca Eruoy, Denah, and Runestone Lillywinks. Design and layout was by Sir Grix and Jonathan Skippy Schwarz. This supplement is compatible with the Amtgard Rules of Play Version 8. For the latest version of this supplement, the Rules of Play, or for more information about Amtgard, go to: www.Amtgard.com Monsters in Amtgard Battlegames General Monster Rules Monster Format 1. This book is not intended to be a standalone set of rules. Monsters detailed in this volume follow a distinctive format, It must be used in conjunction with the Amtgard Rules of each having similar entries, as detailed below. Play Version 8, and it assumes a basic familiarity with those Description: This includes physical descriptions and role- rules. General rules (such as States and Class Abilities) are playing tips. not duplicated in this book. The Rules of Play supersedes all Monster supplements and handbooks in case of disputes. Garb: The distinguishing features of a particular Monster. Nothing in this book replaces the rules contained in the Rules Players should endeavor to look as much like this description of Play, and everything in this book is optional, to be used at as possible. Items listed as “Suggested” are optional, including the discretion of the person running the game. gender suggestions. All monsters are required to carry a copy of the monster entry and wear a silver sash in addition to any 2. Monsters may not unbalance a battlegame and must show listed Garb requirements. Exception: If the person playing a a willingness to play in character. monster has excellent monster garb that leaves no doubt (from 3. Monster Abilities may be removed at the Reeve’s option to a distance) what monster they are playing as, then the game help balance regular battlegame play. designer may waive the silver sash requirement. Example: A person playing an Elf whose only distinguishing garb is 4. Monsters may not voluntarily “take a death” in order to pointed ears will have to wear a silver sash as well. A person prevent players from completing an objective or to gain a playing an Elf with: long, flowing, blond hair, pointed ears; battlefield advantage. If the Scenario rules give Monsters an tribal face paint, and leather armor shaped to look like leaves advantageous Respawn, those Monsters may not voluntarily should be allowed to forego the silver sash with permission “take a death” to speed up their downtime or regain per- of the game designer. life abilities. Requirements: Lists any in game restrictions on who may 5. Monsters are generally treated as separate classes. Monsters play the Monster, such as Knight only. may not stack a standard class in addition to its Monster entry unless the Monster has the Player Class Trait or this is Type: There are a number of Monster types, each with special otherwise specified as allowed. qualities, including certain Immunities, Vulnerabilities, and other special rules. Monsters may have several types, and 6. All rulebook spells and abilities affect Monsters in the effects are cumulative unless indicated otherwise in the the same way they would a standard player class, unless specific Monster entry. specified otherwise. This is usually specified using the Altered Effect ability. Animation: An animation is a monster that is generally composed or constructed of otherwise nonliving materials s 7. Monsters may not use Magic Items unless granted them by me an ability or as part of a quest or other special scenario. and given some semblance of life through mystical means a or other process g 8. Monsters generally may not wear enchantments from other tle players. Monsters that can wear enchantments from other Immunity (Command, Death, Subdual) at players are specifically noted as being able to do so. Altered effect (Dispel Magic:Lost) B d 9. There are two kinds of Monsters in this book: Battlegame Altered Effect (Anti Magic: Lost) r Monsters and Scenario Monsters. Battlegame Monsters may a Aversion (Anti-Magic Zone) g be played in regular battlegames as detailed below. Scenario t m Monsters may only be used in special scenarios and are Beast: Non-humanoid creatures, most often animals with A usually included by the game designer or questmaster. more than two legs. n i Weapons considered Natural s r e Botanical: These Monsters are composed of plant or t s fungal material n o Immunity (Command, Death, Subdual) M - Extra-Planar: These Monsters hail from another dimension X or plane of existence and include elementals, demons, r and angels. a h t Immunity (Death) a v A Altered Effect (Banish: Lost) n U Vulnerability: May be targeted by Banish as if they r were Insubstantial. o D 1 Fey: These are the fairy folk of legend and myth. Monsters do not have levels. Rather, as a player gains levels in the Monster class, they gain access to more powerful Monsters. Immunity (Command) Humanoid: Monsters in this category generally have two arms, two legs, and walk upright. Note: Although not considered monsters, players of any standard class are considered Humanoid for the purpose of game effects. Legendary: These are the most powerful creatures of myth. There are two ways to play a monster: as a Scenario Monster All abilities are (Ex) Note: Spells gained via Magic or a Battlegame Monster. Each has varying requirements Caster are still magical in nature. and rules. Gain Power Word Unlimited Scenario Monsters Multi-Player: These Monsters are played by multiple players. When a quest or special scenario is organized, the They have a number of special rules, as detailed in Questmaster, or person running the scenario, will select the Monster’s description. players to play Monsters. Scenario Monsters used in these games are generally not part of a player team and serve as Undead: These are the walking dead and the restless spirits encounters, challenges, or plot points in the quest. The quest of those past. designer may include any monster and may modify or create Immunity (Command, Death) Monsters as necessary for the specific scenario. While all of Level: This entry indicates the minimum level in the Monster the Monsters in this book may be used in quests, this book is Class that a player must have in order to play the Monster designed primarily for use in regular battlegames rather than in a regular battlegame. Questmasters and game designers special scenarios. Questmasters should feel free to use this may allow a player to play a Monster regardless of the book and other resources in designing their games, but should player’s actual Monster level. Only Battlegame Monsters have not feel limited by anything but their own imagination and this entry game requirements. Power Rating: This entry indicates the monsters power Battlegame Monsters relative to other monsters and is listed on a scale of 1-10. The In addition to having monsters placed in a game by the higher the Power Rating, the stronger the monster. game designer, players may play the Monster class in regular Armor: Indicates the number of points and types of armor battlegames as they would any other class, so long as the game the monster has. Worn armor points require rated, approved designer has indicated that players may play Monster in that armor constructed using the guidelines in the Rules of Play. D particular game. If you want to play a Monster in a battlegame o Shields: Here is the largest shield the monster may use. A you must have the permission of the game designer and local r Monster may always choose to use a shield smaller than the monarch (or highest ranking official present, if the monarch U n type listed. If no shield types are listed, the Monster may not is unavailable). When playing a Monster as a regular class, the A use any shields. Player may play any Battlegame Monster whose level is less v a than or equal to the Player’s level in the Monster class. t Weapons: This lists the specific categories of weapons the h a monster may use. If a weapon category is listed as Single, the Monster Races r monster may only wield one of that weapon type at a time, X though the monster may carry more. Other ways to role-play a monstrous persona: - M Abilities: This is a list of the various Abilities the Monster Sometimes, playing the Monster class is simply not an option, o n has access to. either because the game designer doesn’t allow for it, or s you’d prefer to use regular class abilities. However, in order t e Vulnerabilities: A list of limitations, restrictions, and to encourage ongoing role-play as a Monster and encourage r s weaknesses the creature has. This entry may be omitted if the excellent garb for both Monster and standard classes, the i creature has no significant vulnerabilities. n following option is available: Instead of using a Monster A Special Notes: This section included only if the Monster has entry as presented in the Battlegame Monster section, a m t any unusual properties or rules that can affect game play or player may use a Monster Race to gain the “Look the Part” g inclusion in battlegames, quests, or scenarios. bonus for the standard player class they are playing. Reeves ar are encouraged to award the standard class’s “Look the Part” d Playing a Monster bonus for players who wear the garb of a Monster entry as B a presented in the Battlegame Monster section (but wearing the t Monster is a special class similar to the standard classes t sash of the standard player class and not a silver sash), and l presented in the Rules of Play. Like other fighting classes, e exceed the minimum garb as per the normal “Look the Part” g players gain levels in the Monster class by receiving credits a entry presented in the Rules of Play. Unlike other entries in m for participating in a battlegame. Unlike other fighting classes e this book, Monster Races are not Monsters, and may bear s enchantments and use magical items as normal. 2 Armor, Weapon, Terrain, and Effect Types For the purpose of Abilities, Immunities, and Vulnerabilities, game effects fall in to the following types. Armor Types Armor of more than one type (e.g. Natural Ancestral) follows the rules for all of its types. Ancestral: Ancestral Armor functions as per the Ancestral Armor enchantment in the Rules of Play. Magic: Magic armor functions as described in the Rules of Play. Natural: Natural Armor functions identically to magic armor as described in the Rules of Play, except as follows: Natural Armor may not itself be the target of magic or abilities with the exception of Heal or other similar abilities that heal wounds (such as Steal Life Essence or Adrenaline), which will repair a single point of natural armor in a single location or Greater Natural: Weapons that are considered a physical part of a Heal, which will repair all points of Natural Armor in a single monster. Used to simulate claws, horns, and so on. They location. Natural Armor is never bypassed by Phase Arrow, cannot be affected by Magic or Abilities that specifically Phase Bolt, or other similar abilities. A player’s immunities affect weapons (Pyrotechnics, Heat Weapon, etc.). Effects extend to their Natural Armor, meaning Natural Armor is that normally treat weapons differently (Arrows, Fireball, unaffected by those effects a player is immune to. For example Lightning Bolt, Sphere of Annihilation) that strike a Natural a player immune to Subdual and with one point of Ancestral Weapon are treated as having hit the Monster in the arm.. Natural Armor is hit with an Iceball. The armor does not lose Touch effects may be extended through Natural weapons a point, and the player is unaffected. A player with Natural (both ways) if declared within one second of contact. A Armor cannot gain magical armor in any manner. player using a touch effect on a Monster’s Natural Weapon is only damaged, wounded, or killed if contact was made as Natural Invulnerability: A skintight layer of overall (non- a result of a melee attack made by the monster. Immunities pes sectional) protection. Each point of Natural Invulnerability and protections of a Monster extend to any Natural Weapons. y grants resistance to the next effect that would inflict a Wound, t T Death, State, or other negative effect, and is then removed. Siege: Siege Weapon requirements and effects are as defined c Does not trigger against effects cast by the player. Natural in the rules of play. e f Invulnerability is the only type of armor that stacks with other f Effect Types E armor types and is affected only after other armor types have d been destroyed or are ineffective against the attack. Natural n Cold: Simulates any snow, ice, cold or freezing effect or quality. a Invulnerability may not itself be the target of magic or abilities such as Iceball and Icy Blast. n, and may not be healed unless otherwise specified. Natural ai Invulnerability is never bypassed by Phase Arrow, Phase Bolt, Command: Magic and abilities from the Command School. r r or other similar abilities and is not ignored by abilities that Death: Magic and abilities from the Death School and the Te ignore armor. effects of a Death Field n, Worn: This armor must be an actual piece of armor worn Flame: Magic and abilities from the Flame School, and effects o p on the body, and follows the armor rules in the Rules of Play. of non magical flame such as Lava etc. a e W Weapon Types Lightning: Simulates any electrical, lightning, or shocking r, effect or quality, such as Lightning Bolt and Call Lightning. o Heavy: Heavy weapons are any weapons with any of the Magic: Effects from any magic, magical ability, or any m Armor Breaking, Shield Crushing, Armor Destroying, or r magic weapon. A Shield Destroying Special Effects. - Protection: Magic and abilities from the Protection School X Magic: Any weapon wielded by a player carrying a magical r offensive enchantment such as Imbue Weapon, weapons that Sorcery: Magic and abilities from the Sorcery School a h are Magic Items, and any weapon designated by a reeve or Spirit: Magic and abilities from the Spirit School t questmaster as magical. Magical effects of these weapons a Av are stopped by abilities that grant Immunity to Magic, Such Subdual: Magic and abilities from the Subdual School n as Immunity (Magic) or Protection from Magic, but the U weapons still damage armor, wound, or kill, as appropriate. or For example, a Monster with Immunity (Magic) hit in the leg D by a weapon wielded by a player with Imbue Weapon would be wounded by the weapon, but not killed. 3 Terrain Types Eternal Stench: Mark out areas of foul putrescence with green (and it better be really ugly green) ribbons. Only players Terrain types refer to either actual terrain on the field (such who are immune to Death may enter, unless one hand covers as trees, large rocks, shadows, etc.) or areas marked off by the player’s nose and mouth at all times. Players who remove reeves in some way and designated a specific terrain type. their hand are Stunned. After the player is removed from the Some terrain types have specific effects on those who enter zone, the Stunned state continues for 30 seconds. them, while others are designated solely for the purpose of Forest: Any area that is no more than 20ft from an actual monster abilities. tree or is designated as forest terrain in a game. Anti-Magic Zone: All forms of magical energy cease to Holy Ground: Areas marked with white ribbons represent function within this zone, denoted by yellow ribbon placed land or places dedicated to goodness and white light. Paladins around the area. Enchantments on players that enter this area within Holy Ground gain unlimited use of the Heal spell and are instantly dispelled. Spells and magical abilities may not be all players are immune to Death while within the boundaries cast (including those granted by Magic Items) while within of such an area. the boundaries of an Anti-Magic Zone. Lava: Denoted with orange ribbon placed around the area. Carnivorous Swarm: Something small and annoying These are areas of open flame. Players that enter this area are is eating your flesh if you enter this area, which should be subject to a Wounds Kill wound (of the Flame school) and marked with a red ribbon. Take a wound to any location all their equipment is affected by Armor Destroying, Weapon (player’s choice) after 5 seconds and a Wounds Kill wound Destroying, and Shield Destroying (of the Flame school) after 10 seconds. Wounds Kill wounds continue at the rate continuously, at the rate of one per second. of one per second after the initial 10 seconds. Ignores armor. Sacred Groves: These wild places are holy ground to Fey Death Field: These zones of negative energy are denoted creatures and are marked with bright green ribbon. All Fey with black ribbon. Those who are not immune to Death magic creatures (except Dark Elves) who enter a Sacred Grove may die if they enter this area. use the Shadow Step ability once per life (ex), so long as they Defiled Ground: Areas marked with purple ribbons remain within the grove. represent land or places dedicated to wickedness and darkness. Shadow: Any area lying in actual shade, shadow, or darkness, All players are Cursed while within the area. Anti-Paladins as well as any area designated as Shadow in a scenario. and Death Knights gain Charge x3 for all magic and abilities from the Death school while within the area. Water: Denoted with silver tarp on ground or silver tape placed around the area. All creatures entering this area must D drop to their knees while moving through it unless they are o r Aquatic, Large, or flying. These rules can also be used to U simulate wading through muck and mud, dense foliage, or n any other condition that might force players to move slowly. A v a t h a r X - A r m o r , W e a p o n , T e r r a i n , a n d E f f e c t T y p e s 4 Monster Abilities Monsters often have special attributes and powers, much Alchemist [#] like the standard classes described in the Rules of Play. In T: Enchantment S: Sorcery R: Self addition to the ability types described in the Rules of Play E: Bearer may select a number of Potions from the Magic (Extraordinary (Ex), Magical (M), and Traits (T)) this book Item section of the rulebook equal to [#] introduces Natural (N) abilities. Natural abilities represent Amorphous characteristics inherent to the monster, such as additional limbs or non-humanoid bodies. They function exactly like T: Enchantment S: Sorcery R: Self Traits from the Rules of Play, but they are never bypassed by E: Monsters of this type do not have distinct parts to their magic or abilities that ignore other magic or abilities (such as bodies and are essentially a formless mass. As such, these Phase Bolt or Phase Arrow). monsters have only a single hit location. Hits to any valid hit location are treated as if they had struck the player’s Ability usage will be in one of the following formats: torso. Amorphous monsters may not benefit from worn X/Life: The monster may use this ability the indicated (X) armor and have only one armor location for the purposes number of times each life. of natural armor. Amorphous Monsters are immune to wounding. X/Refresh: The monster may use this ability the indicated (X) number of times during each refresh. Unlimited: The monster may use the ability as much as it wants, but must successfully activate it each time, unlike a trait or natural ability, which is always on. X Balls/Unlimited: Reserved to magic ball effects, the monster may carry up to (x) number of magic balls at a time. Ball- based abilities must follow all rules for magic balls in the Rules Aquatic of Play, even if they are not considered Magical (M). T: Enchantment S: Sorcery R: Self Note: Monsters may have abilities or traits that are listed E: Player ignores the effects of the “Water” Terrain Type. in the Rules of Play. These follow the same rules as printed there unless otherwise noted. Likewise, a monster may have Boon an ability that mimics the function of magic listed in the ROP. T: Verbal Again, these follow the rules in the Rules of Play except as S: Sorcery noted, though they are not considered Magical unless listed I: “I grant thee a boon.” as (M) in the individual monster’s entry. E: Refresh one player. L: Each player may have Boon cast on them only once Ability Format Key each game. T: Type S: School R: Range (if any) Contingency I: Incantation T: Verbal S: Protection R: Self M: Materials needed E: When the player would otherwise die, they instead E: Effect announce “Contingency” and become Insubstantial. The L: Limitations or Restrictions caster treats the triggering event as though it had no N: Note s effect on them other than triggering Contingency. Caster e ti Aerial Superiority may choose to return directly to their respawn location li T: Enchantment S: Sorcery R: Self immediately after Contingency activates. i Ab E: Allows a creature with Flight to take flight while Corrosion r moving. Additionally, if throwing weapons or projectiles e T: Verbal S: Sorcery R: 20 feet. t are available to the monster, they may be used while s I: “My power rusts that (weapon or armor location)” x3. n in flight. o E: One weapon is destroyed. Magic, Natural, or Worn M Altered Effect [Spell, Ability, or Type]-(New Effect) Armor suffers an Armor Breaking hit to one location. X - T: Enchantment S: Sorcery R: Self Dive Attack r E: The normal effects of a listed Spell, Ability, or Type T: Verbal S: Sorcery R: Self a are ignored, and the effect detailed in the description is h I: “Diving” t used instead. a E: For the next 5 seconds, the player may approach and v N: Altered effect supersedes immunity to the Spell, A engage in melee combat with non-flying players.. Player n Ability, or Type. Example: A Fire Elemental struck by an must Chant this time out loud. While under the effects U Iceball is still affected by Lost even though it is immune r to the normal effects. of Dive Attack player loses the immunities granted by the o Flying state D L: This ability may only be used while Flying. 5 Enchantable Hard to Kill T: Enchantment S: Sorcery R: Self T: Enchantment S: Protection R: Self E: Player may receive enchantments cast by other players. E: Bearer does not die from wounds to their limbs. N: This ability does not allow Monsters with the Player N: Wounded limbs are still useless, and effects that trigger Class ability to receive enchantments if their player class off of a wound still function normally. would restrict them from doing so. Holy Weapons Energy Proof (Type) T: Enchantment S: Protection R: Self T: Enchantment S: Protection R: Self E: Either player’s melee weapons are Armor Breaking, E: Bearer is unaffected by the listed Type Shield Crushing, magical, and indestructible, or player’s shield is indestructible. Extinguish T: Verbal S: Sorcery R: 20’ Incorporeal I: “By my power, I extinguish these Flames” x3. T: Enchantment S: Sorcery R: Self E: All enchantments of the Flame school within range E: This creature gains the Insubstantial State and may are affected by Dispel Magic. All Traits, Terrain Effects, move freely while in this State. If this creature is forced and Magic Balls of the Flame school within range are out of this State it will regain the Insubstantial State after rendered inactive for 30 seconds. 5 seconds. This creature may only voluntarily end this N: Magic Items are unaffected. Insubstantial State by using Manifestation. Flight Iron Will T: Verbal S: Sorcery T: Enchantment S: Protection R: Self R: Self E: Player is unaffected by the Frozen, Stopped, Stunned, I: “I take flight” x3 and Insubstantial states. E: Player becomes Flying. Lair L: Player may not use Projectiles, except E: Monster must declare a Lair to the Reeves before the Magic Balls game. Lair functions as an alternate respawn point and Flying: Player is certain abilities may only unaffected by projectiles work inside a Lair. The and abilities that Lair can be a stationary originate within 20’ and melee attacks from other players object (like a tree or large who are not Flying or Large. Flying players may not rock) or an area marked attack other players who are not Flying or Large by using off with ribbon. The Lair melee attacks and may not use projectiles (but may use is assumed to extend magic balls). When not actively engaged in melee combat 10 feet from any single with a Large or Flying opponent, Flying players may not object (if ribbon is physically interact with other players, including casting used its boundaries are spells or abilities at a range of touch. As a guideline to absolute). The location of a Lair must always be known to help adjudicate what constitutes physical interaction, the Reeve, though a slain monster may choose to move Flying players should attempt to remain at least 10 feet their Lair before coming back to life. A Lair may not away from living players that are neither Large nor be destroyed. Flying. Player may remove Flying from themselves at Large D any time by Incanting “I return to solid ground” x3. The o T: Enchantment S: Sorcery R: Self r ending Incantation for Flying is not interrupted by the E: Bearer ignores the movement restricting effects of the U player moving their feet. Flying is immediately removed n Water Terrain and ignores the immunity to melee granted if the player becomes Frozen, Stopped, Stunned, or A by Flying. v Insubstantial. Must indicate their Flying State by saying a t “Flying” if asked or attacked in melee. Greater Release and Leap h a similar magics have no effect on Flying. Flying Players T: Verbal S: Sorcery R: Self r may not interact with game items in any way unless I: “I leap away” X specifically allowed to do so by the game designer. E: Player becomes Flying and moves directly to a - M destination within 50’ of their starting point. Upon Greater Holy Weapons o arrival, they must immediately end the effect as n T: Enchantment S: Protection R: Self s per Flying. t E: Player’s shield is indestructible. Player’s melee e L: Destination must be chosen at the time of casting r weapons are Armor Breaking, Shield Crushing, magical, by the caster. Player is Suppressed until arrival at the A indestructible, and do not interact with ongoing Magic or b destination or Flying is lost. il Abilities. (See Phase Blade) i t N: Does not supersede the Frozen, Insubstantial, or Out ie s of Game States. 6 Manifestation Power Word T: Enchantment S: Sorcery R: Self T: Meta-Magic S: Neutral I: “I haunt the physical world.” x2 I: “Power Word” M: No strip required E: Magic and abilities require only a single iteration of the E: This Incorporeal creature may end their Insubstantial incantation. For multi-line incantations, use the last line. State so long as no living enemies are within 10ft. Bearer L: This ability has no effect on Magic or Abilities must Chant “I haunt the physical world” or cast a spell or granted by Player Class. May not be used on the ability. Casting a spell or ability in place of the normal Charge incantation.” Chant is still a Chant and must follow all Chant rules. Manifestation ending results in the bearer regaining the Insubstantial State after 5 seconds. Many Legged (#) T: Enchantment S: Protection R: Self E: The monster has a number of points of Natural Invulnerability equal to (#) that apply only to effects that would cause a wound to either leg. Each such effect will remove a point from the total. Removing a point of this invulnerability counts as taking a wound. Once all of this invulnerability is lost, the creature is considered Slow and can be wounded normally. This invulnerability may be restored by Heal and similar effects as though each point were a separate wound. Mighty T: Enchantment S: Sorcery R: Self Sheer Numbers E: All weapons wielded in melee are Armor Destroying T: Verbal S: Sorcery R: Self and Shield Destroying I: “Avenge me, my brothers!” immediately after dying E: Player returns to life. All wounds are removed, all States that are removed by death or respawning are removed, all ongoing effects are removed, all enchantments are removed, and all of their equipment is fully repaired. Player becomes Insubstantial and can move to any location within 50ft from their starting point. L: Caster may not end the Insubstantial State within 10ft Pass Without Trace of a living enemy. May not be affected T: Verbal by Empower, Restoration, or similar Magic and Abilities. S: Sorcery R: Self Small I: “I pass without trace” x1 T: Enchantment S: Sorcery R: Self E: Player becomes Insubstantial and must move directly E: Bearer is Immune to Wounds to limbs from Projectiles. to their base. Player must end their Insubstantial State as Strong s per normal once they reach their base. e ti N: If the Insubstantial State is ended before reaching the T: Enchantment S: Sorcery R: Self li base, the rest of the effect is ended as well. E: All melee attacks from this creature are Armor i b Breaking and Shield Crushing. A er PlEa:y There C mlaonssst e(Cr lgaasisn, sL aelvl eol)f the Abilities of the listed class Thick Skinned t s at the listed level in addition to any already included. If T: Enchantment S: Protection R: Self n o the listed class is a Magic-User, the monster also gains E: This creature’s natural armor treats Armor Breaking M Magic-User and the magic points of the level listed. effects as if they were not Armor Breaking and instead X - However, any non-Natural equipment must be purchased do one point of damage to the creature’s natural armor. r as normal with magic points. If any of the listed Any additional effects beyond Armor Breaking are a equipment is not normally allowed to that Magic-User treated normally. h at class of that level, the cost in magic points is 2 points Tinker (#) v at their highest level (per point of worn armor, if any). A T: Enchantment S: Sorcery R: Self n Player must wear a sash of the color required by the class E: Bearer may select a number of Talismans from the U granted by Player Class on the opposite shoulder from r their Monster sash. Magic Item section of the rulebook equal to (#). o D 7
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