BAT DEMON
Desert Wing
To Hit: 12
# of Attacks: 1
HP: 8
Primary Attack: Claws (1D6+1 Damage)
Secondary Attack: None.
Special Rules: None.
XP Value: 65.
Fiend
To Hit: 10
# of Attacks: 1
HP: 10
Primary Attack: Claws (2D6-2 Damage)
Secondary Attack: None.
Special Rules: If the Fiend is attacks, "to hit" rolls against it next round gain a +2 bonus.
XP Value: 175.
Blink Bat
To Hit: 10
# of Attacks: 1
HP: 12
Primary Attack: Claws (1D6+2 Damage)
Secondary Attack: None.
Special Rules: Blink. If hit, roll 1D6 before rolling for damage. On a 1,2 or, 3 that attack deals no damage.
XP Value: 270.
Gloom
To Hit: 8
# of Attacks: 1
HP: 14
Primary Attack: Claws (2D6 Damage)
Secondary Attack: None.
Special Rules: Swoop. The first attack from a Gloom hits on a 7+.
If a Gloom is attacked with a missile weapon, "to hit" rolls against it suffer a -2 penalty.
XP Value: 650.
Blood Diver
To Hit: 8
# of Attacks: 1
HP: 16
Primary Attack: Claws (2D6+2 Damage)
Secondary Attack: Drain (2D6+2 Damage)
Special Rules: Drain. The drain attack reduces the targets Strength by 1 for 2D6-2 rounds if successful.
If a Blood Diver is damaged by a lightning attack, roll 1D6. On a 1 or a 2, that attack deals only half it's damage (rounded up).
XP Value: 1,400.
Dark Familiar
To Hit: 6
# of Attacks: 1
HP: 20
Primary Attack: Claws (2D6+2 Damage)
Secondary Attack: Shocking Grasp (1D6+2 Lightning Damage)
Special Rules: If
a Dark Familiar is damaged by a lightning attack, roll 1D6. On a 1,
2 or, 3 that attack deals only half it's damage (rounded up).
If a Dark Familiar is the target of a Mind Control spell, roll 1D6. On a 1 or 2 the spell fails.
XP Value: 2,000.
Really like the Talents.
ReplyDeleteThank you Tom. :0).
ReplyDeleteAll of these are directly out of the AD&D source book, converted to D6 using the Fast Play release as a guide.
Now that they're in D6 form however, they could easily be converted to any number of systems. :0)