Swords and Six-Siders Companion
Swords and Six-Siders Companion
                            WWW.PIGAMES.NET
            Written by Steve Robertson and Brett M. Bernstein
                    Other Contributions by Jerry Linscott
              Illustrated by Steve Robertson and Jesus Garcia
                Swords & Six-Siders Logo by Steve Robertson
              Special Thanks to Jerry Linscott, Michael Taylor
                      ©2013, 2018 Precis Intermedia.
 Swords & Six-Siders is a trademark of Precis Intermedia. All rights reserved.
                                            2
  The rules and new material in this book are optional. Pick and
choose the ones that you feel best fit your style of play and may
enhance your campaign.
ABILITIES REVISITED
  Apart from possible bonuses/penalties, abilities can influence the
game through non-mechanical means. Put simply, they may affect
a character’s appearance, speech patterns, and the way others
view them. The GM should use the qualities below for inspiration
when describing characters, the portrayal of their actions, and
manner of personal interactions (depending on ability scores).
                                 3
NEW CLASSES
Pathfinder
  Pathfinders are always on the move, exploring ancient ruins,
uncovering lost treasures, and establishing new trade routes. They
are excellent survivors, navigating just about any environment,
while also caring for the flora and fauna around them.
 Animal Companion: Pathfinders often travel with animals they
   consider to be part of the family. These may include falcons,
   horses, hounds, and mules. Other animals may also be possible
   with the GM’s approval. The total Monster Levels that a
   pathfinder can control is equal to half his level (treat M0 animals
   as M1). A level 4 pathfinder can control two M1 animals or one
   M2 animal, for instance. While animal companions function
   based on their own statistics, pathfinders must still make WIS
   ability checks in order to give unusual commands or those
   leading the animal into extreme danger.
 Pathfinder Abilities: Pathfinders have special skill in performing
   actions related to navigation, mapping, foraging for food,
   locating hidden entrances and secret doors, and surviving
   harsh environmental conditions. Other classes may attempt
   these activities, but pathfinders do it better.
                                  4
Cleric
  Clerics serve the tenets of religious faith, protecting the civilized
world from unholy beasts and invading heathens. They are part
warrior and part priest, able to cast select spells while wearing any
armor. Their faith forbids the use of bladed and piercing weapons,
restricting them to clubs, maces, slings, staves, and war hammers.
  Unlike wizards and myrmidons, clerics can use any cleric spell
at the level to which they have access. They also do not require
spell books, as their spells are gifts from the deities they worship.
Casting spells works the same way, however, as does the number
of spells that can be used per day.
 Turn Undead: Clerics may call upon the power of their deity
    to repel the undead by making a wisdom check (add half
    the cleric’s level). If successful, the cleric affects a number of
    undead equal to 1d6 + half the cleric’s level. Any undead that
    are two or more levels less than the cleric are destroyed, while
    the others flee in terror. If there are any undead present that are
    of a higher level than the cleric, he may not attempt to turn any
    of them. If the check fails, a second attempt may not be made
    against this group of undead.
  	                                                    Cleric Spells
	 Level	     HP	      Attack*	     Damage*	      Level 1	 Level 2	Level 3
	1	         3-6	         —	             —	         2	      —	 —
	2	         4-12	        +1	            —	         3	      1	 —
	3	         5-18	        +1	            +1	        3	      2	 —
	4	         6-24	        +2	            +1	        4	      2	 1
	5	         7-30	        +2	            +2	        4	      3	 1
	6	         8-36	        +3	            +2	        4	      3	 2
  *	Includes eligible ranged attacks.
                                  5
CLERIC SPELLS
1st LEVEL CLERIC SPELLS
                                 6
2nd LEVEL CLERIC SPELLS
                                   7
3rd LEVEL CLERIC SPELLS
                                 8
ALIGNMENT
  Characters may follow the ideals of Law or Chaos, or take a
neutral stance. Those who align themselves with Law follow a
path influenced by justice, community, and the general welfare of
others. By contrast, characters devoted to Chaos believe that life is
random and without purpose other than achieving their own goals
even if it means sacrificing everyone else to do so. Characters who
follow either of these two alignments may be considered zealots.
Then there are those who take a balanced approach by looking out
for themselves, but not typically at the expense of others—these
are of neutral alignment.
Cleric Alignment
  As an option, clerics aligned with Chaos do not turn the undead.
Instead, they can control the same number of undead that would
normally be turned for 1d6 rounds.
Monster Alignment
  Creatures may also have alignments. Undead always follow
Chaos, while non-magical animals are always neutral. See the
Master List of Monsters Table at the end of this book for a specific
creature’s alignment.
  Use the table below to randomly determine an alignment when
creating new intelligent, living monsters.
Intelligent Swords
  Intelligent swords must be assigned an alignment (choose or roll).
Anyone of a different alignment to the sword that tries to pick it up
receives 1d6 damage from it.
                                 9
LANGUAGES
  Law and Chaos alignments each have their own rudimentary
spoken language (called a cant) that is known by all of their
members. All characters can speak their alignment cant as well
as Common, which is spoken by most. There are also many racial
languages that can be learned, as well as other cultural dialects
(most intelligent creatures capable of speech have their own
racial languages). A character’s intelligence score determines his
proficiency with the languages he knows.
BEYOND LEVELS
  For every 10,000gp spent for training past level 6, characters
can gain one of the following:
  •	 Increase HP by half a d6 roll.
  •	 Increase one ability by 1 point (up to a maximum of 6).
  •	 Increase movement rate by 10 feet each round
     (see Combat Revisited).
  •	 Proficiency in a single type of weapon that offers +1 damage
     with it (not available to wizards).
  •	 +1 spell per day (+10,000gp for each level beyond 1st;
     clerics, myrmidons, and wizards only).
  •	 Insight into defeating a single type of creature—choose
     either +1 to damage it or +1 AC to defend against it.
  •	 Knowledge of a single type of obscure or uncommon lore not
     related to any class, such as Elven culture or Chaos cults,
     that offers +1 for related checks.
  •	 Add a new skill that is treated as if part of the character’s
     class, such as tracking, stealth, cartography, or intimidation.
  •	 Add a stronghold.
  •	 Add a follower.
  •	 Add a familiar (wizards only).
                                  10
Strongholds
  When a character seeks a permanent base of operations and the
safety of a sheltered environment, he commissions a stronghold to
be built. These bastions of civilization are maintained by a number
of people who do so in exchange for residence there and the
protection of their master. The nature of the stronghold depends
on the character’s class, as described below. Note that Dwarves,
Elves, and Halflings see strongholds a bit differently from Humans,
but they function similarly (also described below).
 Clerics: Cathedrals are monuments to their gods. All ability checks
   and saves made within a cathedral to perform the duties of its
   associated faith receive a bonus of +2. Conversely, any checks
   made in opposition to the faith’s tenets within the cathedral
   receive a penalty of -2. Undead cannot enter a cathedral.
   Upkeep is offset with tithes paid by members of their faith.
 Fighters: Castles protect their occupants from most threats.
   While are not impenetrable, only the toughest of monsters (M5
   or higher) can break through their walls (burrowing creatures
   may be able to invade from below, while flying creatures can
   easily attack exposed targets from above). Castles also provide
   considerable storage space and the protection of treasures
   brought back during the character’s adventures. Upkeep is
   offset by taxing peasants, whether through collecting gold
   pieces, foodstuffs, or goods.
 Myrmidons: Characters may build either a castle (see Fighters) or
   a tower (see Wizards), though they often call them both lyceums.
 Pathfinders: Forts are often found in the most unlikely of places,
   far from towns and where one would not expect to see any
   civilization. Forts offer protection from most monsters (M4
   or less; burrowing creatures may also be able to invade from
   below), while providing temporary storage space for goods and
   stables for animals. Medicinal herbs are also kept here, helping
   characters heal—when rolling to heal as if in town, add 2 to the
   result. Upkeep is offset by trade and taxing transactions.
 Thieves: Guildhouses are generally built in towns to act as meeting
   places and repositories for stolen goods. Wisdom checks made
   to uncover rumors and Charisma checks made to negotiate
   deals within a guildhouse by its members receive a bonus of
   +2. Even if a guildhouse is situated within a town, it makes its
   own laws within its walls. Upkeep is offset by collecting dues
   from the guild’s members.
                                11
Wizards: Towers contain vast libraries of knowledge. Intelligence
  checks made by researching the information contained in the
  tower receive a bonus of +2. Saves made by anyone inside the
  tower against spells cast from the outside receive a bonus of
  +2. Upkeep is offset by payments for training new wizards and
  protecting the nearby residents.
Dwarves: Their strongholds are always built underground in or
  near vast networks of caves and tunnels.
Elves: Their strongholds are always built in the wilderness,
  typically high atop a matrix of interconnected trees or along
  tall, lush mesas.
Halflings: Their strongholds are always built along and inside
  rolling hills or valleys.
                              12
Followers and Hirelings
  Followers are not only paid by the character to aid him, but are
also fed and given shelter year-round. They must be of a lower
level than the character and can only be gained by spending gold
once he reaches level 6. Common terms for the various types of
followers are:
	 Clerics	   Fighters	 Myrmidons	 Pathfinders	 Thieves	 Wizards
	Disciples	 Squires	    Acolytes	        Fledglings	   Initiates	 Apprentices
  Hirelings are employed on a part-time basis, typically for a single
adventure. Unlike followers, they can be employed at any time,
provided the character (or group of characters) can pay their fees.
They can also be of any level, but more-experienced hirelings
cost more money (the cost is left to the GM’s discretion and the
characters’ ability to haggle).
  When in need of a follower or hireling, roll a d6, apply any CHA
modifiers, add 1 for followers, and consult the table below to
determine their availability and dedication.
Familiars
  Some wizards enter into dark pacts with demons and other
spirits. In return for their services, the entity imbues a mundane
creature with a spark of its knowledge and power. This animal is
then bound to the character, although ultimately answerable to the
entity by which it has been imbued. The type of animal is left up
to the GM, but should not be magical in any way.
  Characters can perceive the environment in which a familiar
is located as if actually being there—they can see, hear, smell,
and even taste whatever the animals experience. The familiar is
bound to obey the character, provided it does not interfere with
the imbuing entity’s own commands. If the familiar is hurt, the
character is stunned for one round, incapable of acting. If the
familiar is killed, the character suffers 1d6 damage.
                                    13
ABILITY CHECKS REVISITED
Cooperation
  More than one player can attempt to perform the same action
to increase the odds of success. For example, breaking down a
door or deciphering a code as quickly as possible. All participating
characters perform an ability check, with the best roll used to
determine success.
  More than one successful check may be required in some cases,
such as when trying to lift a heavy rock. The GM determines the
number of successes required as best he can, typically from 2 to 4.
Pushing Abilities
  A player may choose to give his character a bonus of +1 for rolls
relating to a single ability during a conflict or other short-lived
event (such as a scene in a tavern or public debate). After the
situation has concluded, a penalty of -1 is applied to all of that
ability’s rolls for the next day, which is the body’s way of telling
the character that he taxed himself too much (soreness and fatigue
from STR, DEX, and CON, and lethargy and emotional drain from
INT, WIS, and CHA). Each character may only push one ability
per day in this manner.
Ability vs. Level Option
  For checks involving skills not related to the character’s class,
roll a d6 and add either half the relevant ability score or half his
level, whichever is lower. Apply bonuses/penalties due to his ability
score normally. Determining success is also handled normally.
Saves
  The ability involved in a save can vary from one situation to the
next. The following examples should aid in that decision.
 STR: overcoming physical impediments
 INT: resisting mind control and most mental effects;
   disarming traps
 WIS: avoiding manipulation, deception, madness, and most
   magical effects; noticing traps
 DEX: using reflexes to dodge traps and area effects
 CON: resisting poison, disease, harsh environments,
   and instant death
 CHA: avoiding seduction or taking the blame for something
                                 14
Death Saves
  When a character is reduced to 0 hit points, he is still considered
to be alive, albeit unconscious and incapable of action. A CON save
must be made every round in order for him to stay alive—failing
the roll means that the character dies. While the odds favor the
character dying within a few rounds, there is still a faint glimmer
of hope for him to be saved by magic or some other method.
Masterwork Tools
  The GM may allow characters to implement special tools in their
actions for greater effect. For example, a thief with advanced lock-
picks or a pathfinder with a highly-accurate compass may perform
their related tasks with a +1 bonus. These masterwork tools are
more finely-tuned and constructed, typically by master craftsmen,
which makes them rare. They are far superior to ordinary, basic
items. Masterwork tools hold no magical properties, but make
great treasures to be found when adventuring.
COMBAT REVISITED
Measured Movement and Range
  Characters may decrease or increase the range to an opponent by
moving closer or farther away from their targets, respectively. By
default, each character can move up to 30 feet each round, while
still being able to perform some sort of action. Characters wearing
heavy armor are restricted to a base movement rate of 20 feet
per round. The GM may also choose to further reduce this base
movement by 10 feet for characters carrying a lot of equipment/
treasure. Characters may also run at a maximum speed equal
to three times their base movement rate each round, but cannot
perform any actions during that round.
  There are six ranges of distance used to denote which weapons
can be used.
 Contact: The attacker and target are close enough to touch each
   other during melee combat. Any melee attack may be performed.
 Reach: The attacker is close enough to touch his target with a
   staff or other long-reaching weapon during melee combat.
   Melee attacks may only be performed with staves and other
   such weapons.
 Close: The attacker is close enough to throw a knife, rock, spear,
   or other object at his target (this also includes slings, bows, and
   crossbows). This distance is roughly about 60 feet.
                                 15
Far: The attacker is close enough to use a sling or shortbow
  against his target (this also includes longbows, and crossbows).
  This distance is roughly about 120 feet.
Distant: The attacker is close enough to use a longbow or crossbow
  against his target. This distance is roughly about 240 feet.
Yonder: Anything beyond distant is too far to attack.
Alternate Movement Rates
  For those wishing a little more detail, the various races move at
different rates (feet per round). Refer to the table below.
                                17
                                              TM
                                                                            CONFLICT
                                                                            ACTION MAP
Default                     2/1
                     1              2/1             2/1            4/2                       Walk/Run
Fumbles
  Whenever a natural 1 is rolled and the action is not normally
related to the character’s class, not only does it fail, but a fumble
also occurs. This represents a serious mishap. Roll a d6 and refer
to the table below for combat. Some suggestions for fumbles related
to other actions are also provided below.
                                  19
 STR: drops item on foot, breaks item, rips out fingernail, loses
  balance
 INT: misreads book, mixes up details, cannot recall memories
  or facts
 WIS: perceives events completely differently, irrational fear,
  confuses dream with reality
 DEX: falls to ground, trips over rock, hits self or ally, steps on
  item
 CON: gets weak in the knees, coughing fit, cannot breathe,
  tired and sore, cannot stop bleeding
 CHA: makes someone irate, speech impediment, rallies
  spectators to do the wrong thing, tells obvious lie, laughable
Criticals
  Whenever a natural 6 is rolled and the action is clearly related
to the character’s class, not only does it succeed, but a critical also
occurs. This represents a glorious success. Roll a d6 and refer to
the table below for combat.
Special damage
  Some situations outside of combat or caused by it can also inflict
damage, as noted below.
 Asphyxiation: A character can hold his breath for a number of
   rounds equal to his CON×6. After this period of time, the
   character must make a CON save every round in order to
   continue holding his breath. A modifier of -1 is applied to the
   save after every 5 rounds. Upon failing the save, the character
   begins to drown (or suffocate), losing consciousness. His hit
   points are reduced to 0 during the next round and he dies on
   the subsequent round.
                                  20
Falling: Roll 1d6 per 10-feet of the fall to determine damage.
  If the ground consists of jagged rocks or similarly dangerous
  areas, roll 1d6+1 instead. Conversely, if the ground is padded
  or otherwise softer in nature, roll 1d6-1. 
Fire: Roll 1d6 immediately to determine damage if clothing
  or hair catches on fire. A DEX save is made each round to
  extinguish the flames, unless submerged in water or another
  character is capable of doing so. Another 1d6 roll is made each
  round until the flames are extinguished.
Other Forms of Damage: This consists of non-HP damage like
  modifiers (penalty on certain actions), distractions (unable
  to perform certain actions), paralysis (incapable of moving or
  attacking), fatigue (penalty on STR, DEX, and CON saves),
  and confusion (penalty on INT, WIS, and CHA saves).
CURRENCIES
  While gold is the most-valuable form
of currency, silver and copper are also
traded for goods. Ten silver pieces
(10sp) are equal in worth to one gold
piece, while one-hundred copper
pieces (100cp) make up one silver
piece (1,000cp equals 1gp).
SPELLS REVISITED
  This option limits how many spells a myrmidon or wizard can
cast per day (this method should not be used for clerics unless
they choose spells in advance of play). PP (power points) measures
a character’s magical stamina. Myrmidons have PP equal to their
WIS + half their level, while wizards (or clerics) have PP equal
to their WIS + double their level. Whenever a character casts a
spell, his current PP is reduced by that spell’s level (only one spell
can be cast per round). When a character is reduced to 0 PP, he is
temporarily incapable of casting spells without harming himself.
A character at 0 PP may instead use HP to fuel his magic; the
drawback of doing so is obvious, however. This means that most
spells can be cast in the midst of combat and reused as many
times as the character has the PP to cover them. A character’s PP is
restored to his original amount each day after a few hours of rest.
                                 21
TRAPS
  Dungeons are frequently equipped with deadly mechanical traps.
A trap is typically defined by its location and triggering conditions,
how hard it is to spot before it activates, how much damage it deals,
and whether or not the heroes receive a saving throw to mitigate
its effects. Traps that attack with arrows, sweeping blades, and
other types of weaponry make normal attack rolls, with a specific
attack bonus dictated by the trap’s design.
  Traps are described by how they are triggered and with a Trap
Level (TL), which is used to calculate all the statistics needed:
 Efficacy: This penalty is applied to any character’s roll made to
   find or disable the trap. It is calculated by starting at 0 and
   adding -1 after every two levels (T– traps are +1).
 Attack: An attack roll is made for some traps to hit a character
   when they trigger it. This bonus is applied to that roll. It is
   calculated by starting at 0 and adding +1 after every two
   levels (T– traps are -1).
 Save: A saving roll (usually DEX, but could be WIS) is made
   for characters to avoid some traps when they trigger it. This
   penalty is applied to that roll. It is calculated by starting at 0
   and adding -1 after every two levels from T1 (T– traps are +1).
 Damage: The amount of damage that a trap inflicts via an
   attack upon someone triggering it or their failed save is equal
   to 1d6+half of TL (T– traps only inflict 1 point of damage).
  Note that most traps are either treated as attacks or saves, with
only a few using both methods. Some traps also cause certain
effects to occur rather than simply causing damage (see their
specific descriptions). Common triggers include spring-set stones,
tripwires, and the opening of doors.
                                 22
Ready-To-Use Trap Stats
  As an aid to the GM, the stats are calculated below for traps
from T– to T6. T0 traps are considered those typically found
during normal play; all rolls involving them are unmodified, based
purely on a character’s ability. Higher-level traps provide modifiers
that make them harder to locate, disable, and avoid their effects.
	 TL	        Efficacy	       Attack	         Save	       Damage
	T–	           +1	             -1	            +1	          1
	T0	             0	            0	             0	          1d6
	T1	             0	             0	             0	        1d6+1
	T2	            -1	           +1	              0	        1d6+1
	T3	            -1	           +1	             -1	        1d6+2
	T4	            -2	           +2	             -1	        1d6+2
	T5	            -2	           +2	             -2	        1d6+3
	T6	            -3	           +3	             -2	        1d6+3
TRAP DESCRIPTIONS
  These descriptions are of typical traps. Some may also provide
other options and special rules, such as timed effects or the
potential to reset themselves.
Arrow Trap                                                    T0
attack
  An arrow is launched at the first character to trigger the trap,
which is typically done by opening a door or stepping on a spring-
set stone.
Dropped Needles                                            T–
save
  When triggered by a wire or rigged object, a handful of small
needles fall on the victim from the ceiling.
Pit Trap                                                         T0
save
   The camouflaged floor collapses when 1d6 characters walk on
it, sending them into a pit. Climbing out of the pit is possible with
the right equipment or magic. A result of 1 on a d6 roll indicates
that a skeleton (undead) is also present in the pit. 1d6 damage is
applied per ten-feet drop in the pit (the GM can choose the depth).
Poison Dart Trap                                               T0
attack, poison
  A number of darts equal to half a d6 roll each target a character
as they trigger the trap, which is typically done by opening a door
or tripping on a wire.
                                 23
Portcullis Trap                                               T3
save
  When 1d6 characters pass by the doorway, a portcullis slams to
the ground. The last character to enter must save to avoid being
hit by the portcullis, while the others are merely trapped in the
chamber.
Rolling Rock Trap                                              T4
save
  Using any type of trigger, this trap releases a boulder into the
corridor that flattens those in its path and/or blocks a doorway.
Scything Blade Trap                                             T2
attack
  A curved blade swings from the ceiling when triggered via
spring-set stone or tripwire.
Falling Bricks Trap                                            T1
save
  When triggered, a flurry of stones fall from the ceiling, hitting
1d6 characters.
Net Trap                                                         T0
save
  When 1d6 characters pass by the doorway, a netting falls on
them. While it inflicts no damage, a successful WIS save is required
for each affected character to get out of it.
Spiked Pit Trap                                              T3
save
  The camouflaged floor collapses when 1d6 characters walk on it,
sending them into a pit with sharp spikes at the bottom. Climbing
out of the pit is possible with the right equipment or magic.
Tripping Chain Trap                                         T2
save
  When a character trips on the chain, he falls onto a number of
spikes.
Water Trap                                                      T3
save
  When triggered by a wire or rigged object, water rushes into the
chamber. While no damage is applied directly, the asphyxiation
rules should be used while underwater.
                                24
MONSTER DESCRIPTIONS
  Some monsters and opponents may intentionally focus on and
target characters by ability, such as the weakest member of the
party (lowest Strength or <STR) or wisest (highest Wisdom or
WIS>). Note that the actions of the characters (someone else
attacking the monster or its lair) or events that unfold during play
(being closer to another character) may alter the creature’s tactics.
A creature’s focus and movement rate are both provided on the
Master List of Monsters at the end of this section. A number of new
monsters are provided below.
Alligator                                                     M2
surprise
  Scaly reptiles inhabiting swamps and riverbanks, alligators are
almost impossible to spot in murky water. They can surprise a
character who fails a WIS save near the water’s edge, dragging him
underwater—apply asphyxiation rules until the character makes a
STR save or dies.
Ape                                                       M2
  Human-sized primates of massive build, apes are terrifying
opponents. While most are herbivores (carnivores are often
magically influenced), these territorial creatures attack when
feeling threatened.
Boar                                                            M1
gore
  Feral pigs, peccaries, and boars charge with their tusks upon
seeing a threat. A critical indicates that the boar’s tusk is firmly
planted in the victim for +1 damage.
Falcon                                                         M0
fly
  These birds of prey inhabit nearly every terrain and climate,
though they all prefer high, secluded nesting spots. They attack by
diving from the sky and grappling with their sharp talons.
Fire Ant                                                       M2
darkvision, immune to fire, -1 save vs. water & ice
  These cave-dwelling insectoids tower over most characters, and
are immune to all but the most-intense blazes and magma. Anyone
touching a fire ant, such as by striking it without gloves, receives
half a d6 roll worth of damage. They are typically equipped with
swords, but can also bite with their powerful mandibles.
                                 25
Grizzly                                                      M4
bear hug
  Grizzlies are hulking brown bears that frequent caves and
woodland camps. A critical means grabbing an opponent and
hugging for +1 damage (a STR save is required to break free).
Halfling                                                                 M1
move silently, hide, +1 AC vs. large, +1 save vs. magic & poison, -2 STR saves
  Halflings prefer a comfortable life, surrounded by good food and
quiet shires. They are able to hide and sneak with ease, but limited
to using smaller melee weapons.
Hound                                                  M0–M1
WIS save to resist surprise, tracking
  These domesticated wolves are used for hunting and tracking.
They consider their adventuring group to be their pack, and are
protective of its members. Hounds are known for their persistence
and cunning.
Leopard                                                        M2
pounce
  These spotted felines stalk prey from their arboreal playgrounds,
pouncing on unaware victims (WIS save to avoid).
Nixie                                                                   M0
immune to drowning, charm
  Nixies are slim and comely water sprites, standing at about four
feet in height and featuring lightly scaled, pale green skin and
dark green hair. Females often twine shells and pearl strings in
their hair and dress in wraps woven from colorful seaweed. Males
wear loincloths of the same materials. They prefer not to leave the
comfort of their lake habitats, but doing so causes no ill effects.
Nixies can charm their targets as if using a Charm Person spell.
Pixie                                                          M0
fly, spell use, invisibility
  These mischievous pranksters of the woods are small fey with
wings. They can turn themselves invisible at will (-1 to hit them).
Raven                                                         M0
fly, eye peck, mimicry
  These incredibly intelligent black birds have wingspans of about
four feet. They can combine both claws into a single attack or
attempt to peck out a target’s eye to blind him. Ravens can mimic
the speech of humans and other species.
                                     26
Snake                                                    M0–M3
poison or constrict
  Snakes are not usually aggressive and flee when confronted.
Some, however, are active predators, ready to take down their next
meal. Bites from poisonous snakes inflict normal poison damage,
while constrictors require a STR save to escape being immobilized.
Snakes can vary in size—this is reflected in its Monster Level.
Swarms
  Swarms of various creatures are treated as distractions rather
than monsters. As a result, no ML is provided. While swarms can
be destroyed, it should be left up to the GM’s discretion on how
that is done.
 Swarm of Bats
   Characters caught in a swarm of bats must make a DEX
 save to remain standing and STR save to prevent dropping any
 items being held in their hands. Any torches in the swarm are
 extinguished on a 1d6 roll of 1.
 Swarm of Insects
   Characters caught in a swarm of bees, locusts, flies, or other
 insects receive a -1 penalty to hit any target (other than the
 swarm) and must make a WIS save to determine any direction
 of movement. If the insects are capable of biting or stinging, such
 as bees, the character receives 1 point of damage each round
 he is caught in the swarm. Insects are particularly sensitive to
 smoke, fire, and water.
 Swarm of Rats
   Characters caught in a swarm of rats must make a DEX save
 to maintain balance while moving. If a character falls, he gets
 bitten; the swarm carries disease on a 1d6 roll of 1. Rats are
 particularly sensitive to fire and burning oil.
Tiger                                                       M3
 Unlike other large cats, these tenacious predators will actually
swim after fleeing victims.
Wolverine                                                       M1
+1 to-hit
  What this beast lacks in size, it makes up for in ferocity (+1 to
attack). Wolverines are capable of shredding most flesh to bone with
their sharp claws and teeth. They can be found most anywhere,
from snowy mountain regions to warm plains and forests.
                                27
Master List of Monsters
  Note that if two rates are provided, the first refers to moving over land and the
second is while flying, swimming, or using another alternate method.
                                     30
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