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Showing posts with label humanoid. Show all posts
Showing posts with label humanoid. Show all posts
Thursday, September 14, 2017
Wednesday, November 16, 2016
SECRET OF THE GREATER TROLLS PART SIX
YEEG (Eastern Troll/"True Ninja")
FREQUENCY: Very rare
NO. APPEARING: 2-16
ARMOR CLASS: 3
HIT DICE: 9
% IN LAIR: 0%
TREASURE TYPE: C
NO. OF ATTACKS: 1 or 2
DAMAGE/ATTACK: Sneak attack 1-10 chop
to back of neck, needle like claw attacks
(1-12/1-12) or by weapon (usually Eastern
medium and small knife swords 1-10
damage and 1-6 damage)
SPECIAL ATTACKS:
Surprise 5 in 6
SPECIAL DEFENSES:
Hide in shadows as 15th level thief, teleportation
MAGIC RESISTANCE:
Standard
INTELLIGENCE: Very
ALIGNMENT: Chaotic evil
SIZE: M
PSlONlC ABILITY: Nil
Attack/Defense Modes:Nil/nil
LEVEVX.P. VALUE: VII/
2700 + 14
Far to the East of the Swordlands, there are distant cousins to trolls call yeeg who are so greatly feared that human assassins replicated their magical nature and style to instill fear. Only the highest ranking assassins know of their existence and secretly ally with them.
These monsters have abilities like 10th level thief functions but they are as a 15th level thief with HIDE IN SHADOWS (99%). They have innate magical abilities: create smoke 10' radius lasts for 3 rounds, become an exact replica of medium-sized being (shape/smell/voice/mannerisms/clothing) for 1 round (must focus on the one it is copying for one turn. Once cast it has to recopy. Can be disbelieved as an illusion.) and teleportation (up to 100 feet in any direction)
.They randomly kill human and human-like beings for thrills and the assassin cults (ninja) cater to this depravity. They will never work alongside of demi-humans (For the purpose of moving away from the mentality of ORIENTAL ADVENTURES (1985) the term "yokai" will refer to Eastern elves, dwarves, gnomes, halflings, etc.) and consider them less than food. Ogre mages (Eastern ogres or "oni") they consider enemies and will foil their plans if they can. Other humanoids (called "henge" see "yokai" above), in particular, the teeg and flayers (see below for both). Note: the yeeg will sometimes dwell nearby these races in dark and inaccessible crevasses. In addition, the yeeg, contrarily by some weird tradition, will answer the summons of goodly nagas and good-leaning yakshas (treat yakshas as neutral ogre mages with tendencies for great good and evil) to terminate an evil enemy of theirs but will ignore their evil counterparts the spirit nagas and rakshasas.
They have 60' infravision and the cannot stand sunlight (-2 to attack on an overcast day; in direct sunlight they take 1-6 damage per turn)
Description: The yeeg are so dark their skin seems to absorb light. Their eyes are even darker with no discernible color and are barely visible.
% IN LAIR: 0%
TREASURE TYPE: C
NO. OF ATTACKS: 1 or 2
DAMAGE/ATTACK: Sneak attack 1-10 chop
to back of neck, needle like claw attacks
(1-12/1-12) or by weapon (usually Eastern
medium and small knife swords 1-10
damage and 1-6 damage)
SPECIAL ATTACKS:
Surprise 5 in 6
SPECIAL DEFENSES:
Hide in shadows as 15th level thief, teleportation
MAGIC RESISTANCE:
Standard
INTELLIGENCE: Very
ALIGNMENT: Chaotic evil
SIZE: M
PSlONlC ABILITY: Nil
Attack/Defense Modes:Nil/nil
LEVEVX.P. VALUE: VII/
2700 + 14
Far to the East of the Swordlands, there are distant cousins to trolls call yeeg who are so greatly feared that human assassins replicated their magical nature and style to instill fear. Only the highest ranking assassins know of their existence and secretly ally with them.
These monsters have abilities like 10th level thief functions but they are as a 15th level thief with HIDE IN SHADOWS (99%). They have innate magical abilities: create smoke 10' radius lasts for 3 rounds, become an exact replica of medium-sized being (shape/smell/voice/mannerisms/clothing) for 1 round (must focus on the one it is copying for one turn. Once cast it has to recopy. Can be disbelieved as an illusion.) and teleportation (up to 100 feet in any direction)
.They randomly kill human and human-like beings for thrills and the assassin cults (ninja) cater to this depravity. They will never work alongside of demi-humans (For the purpose of moving away from the mentality of ORIENTAL ADVENTURES (1985) the term "yokai" will refer to Eastern elves, dwarves, gnomes, halflings, etc.) and consider them less than food. Ogre mages (Eastern ogres or "oni") they consider enemies and will foil their plans if they can. Other humanoids (called "henge" see "yokai" above), in particular, the teeg and flayers (see below for both). Note: the yeeg will sometimes dwell nearby these races in dark and inaccessible crevasses. In addition, the yeeg, contrarily by some weird tradition, will answer the summons of goodly nagas and good-leaning yakshas (treat yakshas as neutral ogre mages with tendencies for great good and evil) to terminate an evil enemy of theirs but will ignore their evil counterparts the spirit nagas and rakshasas.
They have 60' infravision and the cannot stand sunlight (-2 to attack on an overcast day; in direct sunlight they take 1-6 damage per turn)
Description: The yeeg are so dark their skin seems to absorb light. Their eyes are even darker with no discernible color and are barely visible.
TEEG (Lesser Yeeg/Eastern Hobgoblin)
NO. APPEARING: 30-300
ARMOR CLASS: 6
MOVE: 9"
HIT DICE: 1
% IN LAIR: 40%
TREASURE TYPE: Individuals 1; C,
J (x2), Q ( X 5), S in lair
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-8 or by weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES:Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Lawful evil
SIZE: L (7+ tall)
PSlONlC ABILITY: Nil
Attack/Defense Modes:Nil/nil
LEVEL/X.P. VALUE: I/
10+1
Chongi(lieutenant): 10+1
Lanksho (subcommander): 35+3
Teeg are a distant subrace of the yeeg who they hold in highest regard. They cannot interbreed with yeegs but they will often mate together as well as have a yeeg as a total dictatorial leader. This total militaristic subservience has likened the teeg to Eastern hobgoblins to those wandering adventurers and knowledge-seeking magicians of the West.
They have no tribes and all go by sets of five hundred ("wubi"). Each group has a lieutenant ("chongi") for every 50 of them. Maximum hit points. There also will be a subcommander ("lanksho") for every hundred (3HD). Deep in the earth under misty shores and islands, they will have large dungeon lairs with wide training rooms for marching troop formations. For every number of males, there will be 200% females and 500% young. They always will be surrounded by troop areas in every direction with the exception of large underground saltwater rivers which run through their lairs which lead out to the sea. Their lairs always have a sewer stench but they keep the waterways clear for ocean predators which they treat as pets. Sometimes they will have evil cetaceans (whales, dolphins, etc.) working with them as bodyguards and spies. The presence of yeegs can be felt but they are never seen amongst teegs they control. They must be summoned by ritual feast preferably human sacrifice.
Teegs have the following typical weapon distribution:
20% Knife sword and long bow
20% Knife sword and spear
20% Knife sword and whip
30% Polearm
10% Spear
They fish but they do not like boats as a concept. Teeg prefer land but can hold their breath longer than humans (hence the smell of their lairs). When they rarely raid villages it will be a complete purge of the population with no regard for plunder (with magic being an exception). They will cover their tracks by knocking down everything to feign a storm.
Description: Teegs have pale white rubbery skin and light green pupiless eyes. They sometimes paint war paint on their face (Note: around their eyes and foreheads in the depiction).
CHAG (Eastern Mind Flayer/"Cave Flayer")
NO. APPEARING: 3-18
ARMOR CLASS: 6
MOVE: 9"
HIT DICE: 5
% IN LAIR: 20%
TREASURE TYPE: Individuals M (x2),
NO. APPEARING: 3-18
ARMOR CLASS: 6
MOVE: 9"
HIT DICE: 5
% IN LAIR: 20%
TREASURE TYPE: Individuals M (x2),
C,S
NO. OF ATTACKS: 4
DAMAGE/ATTACK: 2-4/2-4/2-6/
NO. OF ATTACKS: 4
DAMAGE/ATTACK: 2-4/2-4/2-6/
2-6/2-6/2-6
or by weapon (see below)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: L (8'+)
PSlONlC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: IV/130+5
In the East, mind flayers are not found at all amongst subterranean underworlds, however, there is an Eastern counterpart that seems to be derived from some common ancestor: the chag as they have come to be known by cave delvers and dwellers.
These monsters are unlike their Western cousins in all except general appearance. They are larger in height, strong as a troll (18), have no psionic powers in any way and are quite dumb. They are very limber and muscular for weapon fighting but they limit themselves to short edgeless swords (sometimes made of wood or even stone 1-4 dmg). If they make two successful attacks with their four tentacles chag will pull opponents onto the pointed and unbladed spike for 3d6 damage. They call it their "tooth". Their tentacles stretch to 5' length and attack in a flurry of hooks. In addition their tentacle attack can be used to neutralize weapons if two make succesful hits in one melee round. The tentacles holding the weapon can be broken free in one round if opponent's STR is 18 with lower STR adding rounds for each increment below 18 (Ex: 15 STR would be 4 rounds, etc.)
If found in their lair there will be a chief (6HD, AC 4) and 3 subchiefs (max hp). Females are indistinguishable from males visually, and in prowess, but young are small (4' tall; 2 HD; claws 1-2/ tentacles 1-3). They will have many small to medium-sized cephalopods (treat as small as 1-2 hp/dmg and medium as 1-4 hp/dmg; AC 8; if poisonous use insinuitive type A.) as companions (some are even considered mates that they sleep with. They have no regard for other humanoid sexual behaviors and will sometimes walk around with a "second head" on its shoulder that is a cephalopod that it is in coitus with.). As they prefer land, they keep their tentacled friends in connecting pools in their dank lairs. All goods are below water stored in various mollusk shells which is their carnivorous usual diet but they have a strange craving for the pineal glands of bipeds with high INT, WIS, & CHA every once and a while.
Their amphibious skin is slick so they will not be far from caverns near seasides or under saltwater swamps.
Their coloration is a pale green head with black eyes but their bodies are completely black almost giving them the appearance of a medium-sized octopus (with 4 tentacles visible; the chag has four) if seen in a darkened water.
COPYRIGHT GENE WEIGEL 2016
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: L (8'+)
PSlONlC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: IV/130+5
In the East, mind flayers are not found at all amongst subterranean underworlds, however, there is an Eastern counterpart that seems to be derived from some common ancestor: the chag as they have come to be known by cave delvers and dwellers.
These monsters are unlike their Western cousins in all except general appearance. They are larger in height, strong as a troll (18), have no psionic powers in any way and are quite dumb. They are very limber and muscular for weapon fighting but they limit themselves to short edgeless swords (sometimes made of wood or even stone 1-4 dmg). If they make two successful attacks with their four tentacles chag will pull opponents onto the pointed and unbladed spike for 3d6 damage. They call it their "tooth". Their tentacles stretch to 5' length and attack in a flurry of hooks. In addition their tentacle attack can be used to neutralize weapons if two make succesful hits in one melee round. The tentacles holding the weapon can be broken free in one round if opponent's STR is 18 with lower STR adding rounds for each increment below 18 (Ex: 15 STR would be 4 rounds, etc.)
If found in their lair there will be a chief (6HD, AC 4) and 3 subchiefs (max hp). Females are indistinguishable from males visually, and in prowess, but young are small (4' tall; 2 HD; claws 1-2/ tentacles 1-3). They will have many small to medium-sized cephalopods (treat as small as 1-2 hp/dmg and medium as 1-4 hp/dmg; AC 8; if poisonous use insinuitive type A.) as companions (some are even considered mates that they sleep with. They have no regard for other humanoid sexual behaviors and will sometimes walk around with a "second head" on its shoulder that is a cephalopod that it is in coitus with.). As they prefer land, they keep their tentacled friends in connecting pools in their dank lairs. All goods are below water stored in various mollusk shells which is their carnivorous usual diet but they have a strange craving for the pineal glands of bipeds with high INT, WIS, & CHA every once and a while.
Their amphibious skin is slick so they will not be far from caverns near seasides or under saltwater swamps.
Their coloration is a pale green head with black eyes but their bodies are completely black almost giving them the appearance of a medium-sized octopus (with 4 tentacles visible; the chag has four) if seen in a darkened water.
COPYRIGHT GENE WEIGEL 2016
Labels:
chag,
eastern hobgoblin,
eastern troll,
greater troll,
humanoid,
knifelands,
lesser yeeg,
new monster,
ninja,
oriental,
secret of the greater trolls,
swordlands,
teeg,
troll,
true ninja,
variant,
yeeg
Monday, October 17, 2016
SECRET OF THE GREATER TROLLS PART FIVE
DRAGON
TROLL
FREQUENCY:
Rare
NO.
APPEARING: 1- 4
ARMOR
CLASS: 0
MOVE:
12"
HIT
DICE 8
%
IN LAIR: 50%
TREASURE
TYPE: B
NO.
OF ATTACKS: 3 or by weapon (+6 strength)
DAMAGE/ATTACK:
3-8/3-8/3-18
SPECIAL
ATTACKS: Breath weapon (see below)
SPECIAL
DEFENSES: Thrive on fire
MAGIC
RESISTANCE: 5%
INTELLIGENCE:
Highly intelligent
ALIGNMENT:
Neutral evil
SIZE:
L(8'+ tall)
PSlONlC
ABILITY: Nil
AttackIDefense
Modes: Nil
LEVEL
/X.P. VALUE: VI/1175 + 10
Dragon
trolls are neither part dragon nor part troll. Rather they just seem
to be born of such a combination and rely on the mistake of opponents
assuming it hates fire. These vicious monstrosities have no rhyme or
reason and should be put down right away. They thrill at burning foes
and will have many fire-based traps in their lairs. These beings seem
to thrive on destruction and they are never seen eating. Some say
they eat fire and smoke.
One
of the powers of dragon trolls is that they thrive on fire. When they
are hit with fire attacks they gain armor and hit points temporarily. If a dragon troll is burnt for 10 damage then their armor increases by one
and their hit points increase by 10. This is cumulative and lasts for
8 turns. The other thing included in this ability is even more
dangerous. The dragon troll's fiery breath weapon increases every
time it is hit with a fire attack. The breath weapon is base 3-24 and
all fire-based damage that the dragon troll has accumulated is added
to the the breath weapon damage for a one time effect. They can
breathe fire twice a day.
Treat
their all iron axes as halberds.if heated they are treated as having
the properties of flame tongues for 3 rounds but with these bonuses:
+1
vs. regenerating creatures
+2
vs. cold-using, inflammable or avian creatures
+4
vs. undead
One
of the things about dragon trolls is that they do not like the
company of trolls. They prefer orcs, ogres, and gnolls but will
entertain most humanoids of any evil alignment usually catering to
their crudest traditions with great zest. Creatures of the Elemental
Plane of Fire hate dragon trolls and will actively avoid them if
summoned. Most elementals, dragons and fire-using creatures find dragon trolls
repulsive as well. Even though dragon trolls like most evil creatures
they only work for temples of a neutral and evil ideology.
COPYRIGHT GENE WEIGEL 2016
COPYRIGHT GENE WEIGEL 2016
Friday, October 14, 2016
SECRET OF THE GREATER TROLLS PART FOUR
SCALED
TROLL
FREQUENCY:
Uncommon
NO.
APPEARING: 10-100
ARMOR
CLASS: 0
MOVE:
9”
HIT
DICE: 5 +5 (females by class)
%
IN LAIR: 20%
TREASURE
TYPE: Individuals N; Q, B, Sx2 in lair/
(females
Jx100, Kx90, Lx80, Mx70, Nx60, S, T)
NO.
OF ATTACKS: 1 or by weapon
DAMAGE/ATTACK:
1-12 or by weapon
SPECIAL
ATTACKS: Nil
SPECIAL
DEFENSES: Horned skin
MAGIC
RESISTANCE: Standard
INTELLIGENCE:
Low (females are highly intelligent)
ALIGNMENT:
Lawful evil (females are neutral evil)
SIZE:
L (9' + tall)
PSIONIC
ABILITY: Nil
Attack/Defense
Modes: Nil
LEVEL/X.P.
VALUE: V/225+6
Troll
sargent: 350 + 8
Troll
lieutenant 7 HD: 350 + 8
Troll
lieutenant 8 HD: 550 +10
Troll
captain: 900+ 12
Lesser
Hag: By class
The
scaled troll is the unsung "anti-hero" of the dark armies
of legend. They are the backbone of any standing evil army especially
those in need of cheap help that aren't as loose nightmares as trolls
or ogres. Some say they might even have some hobgoblin in their blood
but know this they are not considered true trolls by trolls of all
kinds. They prefer the company of kobolds, goblins, orcs, hobgoblins,
fire giants, cloud giants, other scaled trolls and evil humans in
that descending order with goblins, kobolds and orcs preferable to
bully over. They are extremely prejudiced (hatred) against "trolls"
of any kind and have no kinship with them except in name. They have
antipathy against chaotic evils in general. Scaled trolls have no
racial religion of their own and choose to worship the dark gods of
humankind often trusting people of evil nature even over their own
kind.
If
10 or more scaled trolls are encountered their will be a "troll
sargent" (6 HD) for every ten, 50 or more scaled trolls their
will be "troll lieutenant" (7-8 HD) with a "troll
sargent" (6 HD) (for every 10) and if over a 100 there will be a
"troll captain" (9HD) at least two "troll lieutenants"
(8 HD) and "troll sargents" (6 HD) (for every10). Their
weapons are halberds and large swords treat as two-handed. They will
do mercenary work for pay at the same rate as a human but will also
expect pillage of locals and troll captains demand 5% of all
castle/town plunder guaranteed or automatic mutiny.
As
an aside, female scaled trolls are separate from the militaristic
social structure of the male-oriented scaled trolls and are mostly
unknown compared with other humanoids. Those that have seen them say
they resemble night hags but with scaled troll coloration giving them
the name lesser hags. They live far in the North in isolated cliff
caves where they form "sororitas" of all female trolls and
have an annual mating festival "the March of Trolls". This
is a 3 month long migration of the males and is where children are
conceived with random partners. Those male offspring that were
conceived the year before are taken away by the male young which is a
slave culture of drovers, suppliers and general soldier servants
until they come of soldier age (20 years old. They live 200 years.)
Treat females as equals but their preferred weapons are tridents and
they will usually be witches of some kind or another treat as
cleric/magic-users of max 7/7 level (if the witch class is
unavailable.).
GREATER
SCALED TROLL "Giant Goblin Troll/Mottled Giant"
FREQUENCY:
Very rare
NO.
APPEARING: 2-4
ARMOR
CLASS: -1
MOVE:
15”
HIT
DICE: 13
%
IN LAIR: 40%
TREASURE
TYPE: E
NO.
OF ATTACKS: 1 or by weapon
DAMAGE/ATTACK:
5-30 or by weapon
SPECIAL
ATTACKS: Surprises on 1-2; females see below
SPECIAL
DEFENSES: Horned & chameleon skin
MAGIC
RESISTANCE: Standard
INTELLIGENCE:
Average to exceptional
ALIGNMENT:
Neutral evil
SIZE:
L (18' + tall)
PSIONIC
ABILITY: Nil
Attack/Defense
Modes: Nil
LEVEL/X.P.
VALUE: VIII/
Males:
4900 + 18
Females:
6100 +18
The
greater scaled troll AKA giant goblin troll AKA mottled giant some
say are not even related to the scaled troll. Whatever the case they
have little to do with one another. They sleep standing up in thick
forests and sometimes are mistaken for trees. This is because, even
though their scaled hide seems similar to the lesser scaled trolls
this is where the resemblance ends, their hide is far more effective
and is reflective of what is in back of them giving them surprise on
a roll of 1-2.
In
combat, they use massive halberds (20-40 damage) and no armor (Or
clothing for that matter; Perhaps a loincloth in the more venereal
prudent of worlds!). They reside in isolated mountain forest valleys
where they have their dank and tree-covered strongholds. They will have
numerous megafauna centipedes of the various types as pets (30-50
giant centipedes; 20-40 huge centipedes; 4-8 megalo-centipedes;
sometimes either 1 stego-centipede or 1 tunnel worm). Most
intelligent species they consider food however they get along well
with cloud giants of the evil sort. Females are equally formidable
but the only sexual dimorphism is their horrid usually unclothed
breasts which makes them a deadlier opponent. On a hit of 18 or better
will press opponent into a hug taking 20-30 damage from the razor sharp
scales. Even though they are similar to giants in many ways they are
not considered true giants although they, like their lesser namesake,
are both of the "giant class".
COPYRIGHT GENE WEIGEL 2016
Wednesday, September 28, 2016
PPP Winner 2 of 3 Converted for AD&D: THE SYMP
SYMP
FREQUENCY: Very rare
NO. APPEARING: 2-4
ARMOR CLASS: 4
NO. APPEARING: 2-4
ARMOR CLASS: 4
MOVE: 12"
HIT DICE: 9
% IN LAIR: 5%
TREASURE TYPE: S,T,V
NO. OF ATTACKS: 3 or by weapon (see below)
DAMAGE/ATTACK: 2-12/2-12/1-10
HIT DICE: 9
% IN LAIR: 5%
TREASURE TYPE: S,T,V
NO. OF ATTACKS: 3 or by weapon (see below)
DAMAGE/ATTACK: 2-12/2-12/1-10
SPECIAL ATTACKS : Break stone/use
magic crudely
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (see below)
ALIGNMENT: Neutral
SIZE: L (12'+)
PSlONIC ABILITY: Nil
LEVEL/X.P. VALUE: VII/1300 + 12/hp
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (see below)
ALIGNMENT: Neutral
SIZE: L (12'+)
PSlONIC ABILITY: Nil
LEVEL/X.P. VALUE: VII/1300 + 12/hp
The symps are giant ape-like creatures
that have been spotted in the remotest regions of the underground.
They appear somewhat like a giant, hairless, ebon-skinned crossbreed
between a chimpanzee and a gorilla. The shock white, pupil-less eyes
of these monsters have a subtle glow that reveals their presence in
the dark. They are completely bipedal but still retain the long armed
body shape of a great ape. The average symp is around 12 feet in
height but some can be up to 20 feet in height. They’re
intelligence is somewhat of a mystery as they appear to be able to
use devices, even of the magic sort, but have no language or societal
structure. Some learned sages say they are the mindless servitors of
a long forgotten underworld civilization not the byproduct of
evolutionary trends but manufactured of the darkest lost sorceries of
another age.
Symps are mostly solitary but annually
they organize into loose bands for raiding and mating. The raids of
these creatures are centralized around the settlements of deep earth
dwelling civilizations. Although in recent years a great mountain
fortress of the dwarves in the far North, that was completely on the
surface, was overrun with such creatures. But it was not an easy
victory as the symp battle prowess is one of raging chaotic
destruction. A famous technique of these beasts is to break the
ceiling to fall on an opponent’s head (Save VS death or 3-18 dmg).
This is done by their ability to rend through stone with their
punches. Symp tunnels can be crude, sharp, jagged, unstable or almost
unnavigable by most all creatures. These symp “highways” are a
boon to the giant apes as a source of food since many creatures don’t
get too far before being waylaid by disaster.
The symp’s lack of cunning is
sometimes forgotten because of their strange ability to use complex
items as if they were trained to do so. A symp’s possessions
which will often include looted magical items that the creatures have
identified and learned to use. They can identify with a relentless
problem solving intensity that defies logic. As mentioned above it is
unknown how but given proper time a symp can even cast a spell from a
scroll speaking the verbal incantation as if having been fully
trained as a wizard. And yet the symps have no real language of their
own and only communicate with each other through scent, growls and
body language. Give a symp a day and he’ll figure out any complex
or mechanical device as well. Although in the field application of
“figured out” devices is where the symp’s true nature is
revealed. From casting spells in the wrong direction to locking
themselves in airless tombs these beasts are probably better off
using their fists.
Many powerful wizards consider a
beguiled symp to be a great resource indeed.
COPYRIGHT GENE WEIGEL 2016
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