[from The Strategic Review #3, Autumn 1975*]
THE YETI (ABOMINABLE SNOWMAN)
Number Appearing: 1-6
Armor Class: 6
Move: 12”*
Hit Dice: 4*
% in Lair: 10%
Treasure Type: D
No. of Attacks: 2 (claws)
Damage: 1-6 / 1-6 pts. cold damage each + hugs (as Owl Bear*) for 2-16 pts. add'l cold damage
Surprise*: looking into Yeti’s eyes; save vs. paralyzation must be made
Intelligent
Alignment: Neutral
Inhabiting only regions of icy cold, Yeties are seldom encountered by warm-blooded mankind. Those who do have the misfortune to stumble upon these monsters seldom live to tell the tale, for Yeties are very fond of human flesh. If found in their lair there is a 30% chance that there are 1-3 females there also, and a 15% chance of an additional 2-5 young if females are present. Because of their adaption to cold, Yeties are very susceptible to fire, and attacks employing such heat do 50% greater damage. The typical male is 8’ tall, 350 pounds, and his white coat blends perfectly with snow and ice; thus, a Yeti is nearly invisible until within 10’ to 30’ of its prey. (For each level above 1st add 5% chance of spotting a Yeti at normal distance, i.e. a 2nd level character has a 5% chance of spotting one.)
*Later on, in 1977, this entry gets embedded basically word-for-word within the AD&D Monster Manual; however, there are some diffs. Main ones are Move (AD&D makes "Yeti" faster: 15") & HP/HD (AD&D gives them slightly more w/ 4 + 4 HD). Then there's the bit that SR has hug "as Owl Bear", meaning, if both claws hit the same victim in one round, you also roll for hug damage. AD&D changes this to hug damage happening on a roll of 20. And lastly, the AD&D entry expands on the slightly vague "surprise" mechanic listed in the SR entry: "if the creature surprised an opponent," says the Monster Manual, "a saving throw versus paralyzation must be made, or the victim has looked into the creature's eyes and is rigid with fright for 3 melee rounds and can be automatically struck twice and squeezed by the yeti." All that said, interestingly, this SR entry also appears to be the template for Moldvay's White Ape, which explains why Yeti never makes it into BECMI.
One final thought, regarding Furthermoor, is that Punk Eskimos gain +2 to hit/damage against Yeti, whereas Yeti attacking Punk Eskimos are affected w/ -1 to hit/damage.

Friday, November 30, 2012
Thursday, November 22, 2012
POOKA
AC: 7
HD: 2 + 2
Move: 130' (43')
Attacks: 1 touch/shock
Damage: 1-10
Save as: Fighter: 2
Morale: 6
Treasure: Q + R
Alignment: Chaotic
No. Appearing: 1-2 (2-6)
The Pooka are giant tomatoes that have somehow - through magic &/or evolutionary means - grown sentient to some degree, dug into earth, & made hollows. Having feet, they move quickly & will automatically attack anyone that invades their space. Among humanoids, there are rumors of a man w/ a weapon that could potentially wipe out the Pooka. The weapon is said to be a complex, yet compact pumping system, which strikes out @ the victim & allows the wielder to pump the victim vigorously w/ air, exploding them within 3 rounds (when pump is attached & pumping is uninterrupted, Pooka cannot attack)*. Lastly, whenever Pooka are encountered, there is a 45% chance that a young Green Dragon will arrive in 1d6 turns. Pumping weapon gets +3 to hit against Green Dragons, & like vs. Pookas, when attached, & pumping uninterruptedly, GDs cannot attack.
*When using Pooka, it is suggested the DM place this weapon, &/or the man that wields it, within the setting.
Wednesday, November 21, 2012
BASIC VS. ADVANCED FEASTING
So I think it's safe to say Basic Feasting is concerned w/ what you're eating, whereas Advanced Feasting is concerned w/ what you're drinking.
Menu @ Tavern in Keep on the Borderlands
Menu @ Inn of the Welcome Wench, Village of Hommlet
Both menus, Gary Gygax, circa 1979.
Monday, November 12, 2012
HOLMENTZER MONSTERS: T - Z
T - Thoul, Giant Tick, Troglodyte, Troll
U - Unicorn
V - Vampire
W - Wight, Wolf, Wraith
Y - Yellow Mold
Z - Zombie
Giant Tick is Holmes.
Troglodyte is in H & M. Holmes' entry remains intact, except for how Mentzer, which is via Moldvay, deals w/ the trogs' stench. Holmes says, "[those] nauseated... lose 1 point of strength (not hit points) each round for 1-6 rounds; the effect is cumulative. Loss of strength lasts 10 melee rounds after it has taken final effect". Mentzer says, "Nauseated characters have a -2 penalty on their Hit Rolls while in hand-to-hand combat with the troglodytes". Going w/ Mentzer.
Troll is Holmes.
Unicorn is Holmes.
Wight is in H & M. Holmes' entry has been passed down here, w/ just a few small diffs. First, Mentzer, via Moldvay, adds that one becoming a wight will do so in "1-4 days". Secondly, while Mentzer simply says wights "can only be hit by silvered or magical weapons," Holmes agrees, but gives magic arrows a special bonus against wights, doing "double damage". Also of note is that Holmes mentions "barrow wights (as per Tolkien)".
Wolf is Mentzer, via Moldvay.
Wraith is Holmes.
Yellow Mold is in H & M. Basically same, biggest diff is Holmes' Yellow Mold potentially releases a cloud of spores on "rough contact" & causes nearby PCs to Save vs. Poison "or be killed", while Mentzer's YM, which is via Moldvay, "if it is touched, even by a torch," may send up spores which cause PCs to Save vs. Death Ray, or "choke to death within 6 rounds".
Zombie is in H & M. Interestingly, while Holmes' & Moldvay's Zombies are quicker than Mentzer's (120' vs. 90'), Holmes closes his entry w/, "by nature they are slow, getting only one attack every other melee round". Mentzer does not have this bit about attacking every other round, but instead, along w/ Zombies being slower in general, has them always lose initiative in battle (via Moldvay). Finally, like Skeletons, Holmes' Zombies are neutral & are more the puppets of "some evil magic-user or evil cleric", whereas Mentzer's Zombies are chaotic. Going w/ Holmes.
E - K
L - O
P - S
Friday, November 9, 2012
EVIL OTTO
EVIL OTTO
AC: 3
HD: 7 + 5
Move: 120' (40')
Attacks: 2 arms
Damage: 2-8/2-8
Save as: Fighter:10
Morale: 12
Treasure: E (any coin value is for machinery/wires of Otto's being (weight as coins))
Alignment: Chaotic
Evil Otto is a massive & menacing cyborg commander of Berzerk Robots, thought to be invaders from another planet and/or plane. Always met in rooms/corridors of dungeons, 3-6 Berzerk Robots will be encountered before Evil Otto appears (6-12 rounds later). When all Berzerk Robots within Otto's area have been killed, in a berserk rage, he will run after opponents, attacking @ +3 for all attack/damage rolls. If Otto hits one victim w/ both arms in the same round, he squeezes for add'l 2-12 damage. When fleeing from Otto and/or Berzerk Robots*, if a PC passes through a door, the Robots/Otto will not follow; however, there's a 33% chance that in 1 turn Berzerk Robots (& eventually Evil Otto) will be encountered once again.
BERZERK ROBOTS
AC: 5
HD: 1 + 5
Move: 90' (30')
Attacks: 1 (laser arm) +2
Damage: 1-8
Save as: Fighter: 1
Morale: 12
Treasure: P + Q (value is not coinage, but wiring (weight as coins))
Alignment: Chaotic
No. Appearing: 3-6 (0)
Berzerk Robots are all machinery & wire, covered in rubber, w/ plastic armor (strength of chain mail). They shoot a laser beam from their arms (+2 to attack roll). If a Berzerk Robot crashes into a rock wall w/ any force, there is a 50% chance it will short-circuit, overheat, & instantly die. In regard to magic, treat as undead.
Lastly, when fighting Evil Otto and/or Berzerk Robots, Berserkers gain +3 on all attack/damage rolls.
*If all Berzerk Robots are killed before Evil Otto's round to appear, & the party moves through a door, Otto will not appear, though the 33% chance of Berzerk Robots (& Evil Otto) appearing in 1 turn remains.
AC: 3
HD: 7 + 5
Move: 120' (40')
Attacks: 2 arms
Damage: 2-8/2-8
Save as: Fighter:10
Morale: 12
Treasure: E (any coin value is for machinery/wires of Otto's being (weight as coins))
Alignment: Chaotic
Evil Otto is a massive & menacing cyborg commander of Berzerk Robots, thought to be invaders from another planet and/or plane. Always met in rooms/corridors of dungeons, 3-6 Berzerk Robots will be encountered before Evil Otto appears (6-12 rounds later). When all Berzerk Robots within Otto's area have been killed, in a berserk rage, he will run after opponents, attacking @ +3 for all attack/damage rolls. If Otto hits one victim w/ both arms in the same round, he squeezes for add'l 2-12 damage. When fleeing from Otto and/or Berzerk Robots*, if a PC passes through a door, the Robots/Otto will not follow; however, there's a 33% chance that in 1 turn Berzerk Robots (& eventually Evil Otto) will be encountered once again.
BERZERK ROBOTS
AC: 5
HD: 1 + 5
Move: 90' (30')
Attacks: 1 (laser arm) +2
Damage: 1-8
Save as: Fighter: 1
Morale: 12
Treasure: P + Q (value is not coinage, but wiring (weight as coins))
Alignment: Chaotic
No. Appearing: 3-6 (0)
Berzerk Robots are all machinery & wire, covered in rubber, w/ plastic armor (strength of chain mail). They shoot a laser beam from their arms (+2 to attack roll). If a Berzerk Robot crashes into a rock wall w/ any force, there is a 50% chance it will short-circuit, overheat, & instantly die. In regard to magic, treat as undead.
Lastly, when fighting Evil Otto and/or Berzerk Robots, Berserkers gain +3 on all attack/damage rolls.
*If all Berzerk Robots are killed before Evil Otto's round to appear, & the party moves through a door, Otto will not appear, though the 33% chance of Berzerk Robots (& Evil Otto) appearing in 1 turn remains.
Monday, November 5, 2012
HOLMENTZER MONSTERS: P - S
P - Pegasi, Pixie, Purple Worm
R - Giant Rat, Robber Fly, Rust Monster
S - Shadow, Giant Shrew, Shrieker, Skeleton, Snake, Spectre, Giant Spider, Sprite, Stirge
Pixie is in H & M. Holmes' entry remains intact, except for a touch of nixed description: "They use short bows, small spears, and daggers. Their royalty are powerful magic-users. All are friendly with elves and fairies." The major diff between editions comes to mechanics surrounding pixies' invisiblity powers, & how to deal w/ attacking them when-so. While Holmes simply says, "defenders note minor shadows and air distortions," Mentzer, taking Moldvay's lead, tacks a -4 penalty on Hit Rolls to reflect this (Moldvay was -2, btw). Will use Mentzer for now.
Purple Worm is Holmes.
Giant Rat is in H & M, though Mentzer, via Moldvay, has stats for Normal Rats as well. Statistically, Holmes' Giant Rat survives in Mentzer, though in description, as well as in dealing w/ poison, there are a few differences. First off, Holmes reveals the literary influence of the Giant Rat ("also known as Sumatran rats"), referencing the Sherlock Holmes story, "The Adventure of the Sussex Vampire", in which a Giant Rat from Sumatra is mentioned. Secondly, in regard to poison, Holmes specifies that the rat's disease is a "bacterial infestation" having a duration of 60 days, & while it can be fatal (25% chance like Mentzer), if not, will take an additional "10 weeks to recover". So in Holmes, if a PC doesnt die from rat disease, they will be out of play for roughly 4 1/2 months game time. Mentzer on the other hand, simply states that if the disease is not fatal, the victim will "be sick in bed for 1 month, unable to adventure." In other words, Holmes' disease is much more taxing to a PC's system. I'm gonna go w/ Holmes.
Robber Fly is Mentzer, via Moldvay.
Rust Monster is in H & M. While statistically Holmes' Rust Monster survives into Mentzer, the big diffs are when/how exactly a Rust Monster rusts a weapon and/or magical weapons. Holmes' Rust Monster proves to be "the bane of anyone wearing metal." For any hit by or against Holmes' RM will cause either metal armor, or weapon, to "rust instantaneously", "even magic weapons". But whereas Holmes' RM is an "inoffensive looking little creature", Mentzer's, via Moldvay, has "a body like a giant armadillo with a long tail, and 2 long front 'feelers' (antannae)." For Mentzer, these "feelers" are what cause "any non-magical armor or weapon hit to immediately crumble to rust", so it isnt the RM's body in general that causes rustage. Therefore a successfully hit on the RM in Mentzer means a weapon is not affected, unlike both Holmes & Moldvay. Lastly, in Mentzer, like Moldvay, magical weapons have a 10%-for-every-"plus"-chance to not be affected in above circumstances. When they are affected, they lose one plus @ a time, until normal, & finally turn to rust, if it comes to that. As mentioned above, Holmes of course doesnt find favor for magical weapons vs. the RM. I think I'm gonna go w/ Holmes, but not certain.
Shadow is in H & M. Holmes' entry remains intact here, w/ the addition, that in Mentzer, Shadows are given the chance of surprising on 1-5 w/ 1d6. That said, an editing bit to note, is that while Mentzer is almost word-for-word Moldvay, he chooses to revert to Holmes' "Non-corporeal... intelligent creatures" vs. Moldvay's "in-corporeal... intelligent creatures".
Giant Shrew is Mentzer, via Moldvay. "No. Appearing" in Mentzer is flip-flopped: misprint.
Shrieker is in H & M. First off, while Holmes' Shrieker is a "form of mindless fungus which is ambulatory", Mentzer's Shriekers, via Moldvay, "look like giant mushrooms". While Holmes' moves a foot more per turn (10 feet/turn vs. 9 feet turn), the biggest diff here is that Holmes' reacts to light within 30' & movement within 10', whereas Mentzer's reacts to light within 60' & movement within 30'. Also, while Holmes says if the Shrieker shrieks there's a "50% chance of attracting wandering monsters each round thereafter", Mentzer limits this possibility to rounds that the shrieker is actually shrieking. Since Holmes uses the word round, I think it safe to assume he means rolling for wandering monsters each round after a shriek, until the encounter is over & the game reverts to a turn basis. Therefore, while Holmes' Shrieker has limited range, it can potentially alert a lot of monsters; on the other hand, Mentzer's shroom detects passing parties more easily, but only alerts monsters while it's shrieking. Going w/ Holmes.
Skeleton is in H & M. Holmes writes, "Animated skeletons act only under instructions of their motivator, an evil magic-user or cleric." This is important to note, b/c some of this verbage survives to Mentzer ("often used as guards by the high level magic-user or cleric who animated them"), & though on surface a slight diff, it's telling: Holmes' Skeleton is neutral, whereas Mentzer's is chaotic, i.e. Holmes' Skeleton is more a puppet than Mentzer's. In addition, Mentzer's Skeleton, via Moldvay, is sturdier than Holmes' (1 HD vs. 1/2 HD) & harder to hit (AC 7 vs. AC 8). Lastly, unlike Mentzer, Holmes informs the fledgling DM that skeletons "usually make no noise since they do not move unless they are attacking." Gonna use Holmes for now...
Snake is Mentzer, via Moldvay. However, one could potentially construct an entry for Holmes, as Holmes does mention snakes in a number of places, w/ stats: asps within his Medusa entry do 1-6 damage/bite & a "giant snake" in the sample dungeon is AC 6, HD 2, 100 feet/turn movement. These stats come closest to Mentzer's Pit Viper, but given the variety here, no point in analyzing further (see Giant Spider below). Lastly, while Mentzer relays Moldvay here, he adds Giant Racer to the entry.
Spectre is Holmes.
Giant Spider is in H & M, though the entries are quite divergent. First off, Holmes' "Spider" entry is for Large, Huge & Giant Spiders, while Mentzer's "Giant Spider" entry, which is via Moldvay, is for Crab Spider, Black Widow & Tarantella. B/c of this spectrum, it is hard to do comparison as I have been, though what I can say, is that Holmes' Giant Spider, while a bit slower than any of Mentzer's, is harder to hit/kill, having 4 + 4 HD (Mentzer's Tarantella is 4 HD) & an AC of 4 (Mentzer's Tarantella is AC 5). Interestingly, in the sample dungeon section of Holmes, there is a "giant spider", though its AC is "3 (plate mail)". Apparently this stat diff from the monster section has to do w/ changes made over the course of reprints (1st print of Holmes didnt have Spiders in the monster section @ all, only an "enormous spider" in the J room of the sample dungeon - see Zenopus Archives post). That said, I find no prob using all spider options for Holmentzer, including Enormous Spider.
Sprite is Mentzer, w/ misprint action: no AC is listed (stats are erroneously shifted up to where HD is where AC should be). That said, as Moldvay's AC for a Sprite is 5, & Mentzer is otherwise relayed Moldvay, it's safe to insert here.
Stirge is in H & M. While Mentzer, via Moldvay, has added land movement stats & changed the Treasure Type, Holmes' Stirge remains, though slightly weakened in attack/damage. Holmes' Stirge "attacks at +2 on all die rolls", while Mentzer's only gets +2 "on its first Hit Roll against any one opponent due to its speedy diving attack". Also, Holmes' Stirge, after initially latching to its victim & sucking blood for 1-3 damage, does 1-4 damage each round thereafter, whereas Mentzer's Stirge does 1-3 damage no matter. Lastly, it's interesting to note changes in the descriptive text through editions: Holmes says, "Large bird-like creatures with long proboscises, rather like feathered ant-eaters"; Moldvay says, "birdlike creature with a long nose, looking rather like a very small feathered anteater"; Mentzer says, "birdlike creature with a long nose". Going w/ Holmes' proboscises.
A - D
E - K
L - O
T - Z
Friday, November 2, 2012
GIANT MILLIPEDE
AC: 9
HD: 1/2 (1-4 hp)
Move: 100' (33')
Attacks: 1 bite
Damage: 1-4
Save as: Normal Man
Morale: 6
Treasure: Nil
Alignment: Neutral
No. Appearing: 1-8 (2-16)
While often mistaken for Giant Centipedes, Giant Millipedes are more timid, slower*, & they don't harbor poison. When firing range weapons @ a Giant Millipede outdoors, an attacker gains +1 to hit. When encountering a number of them, there is a 1-4 in 1d6 chance that 1-3 Giant Inchworms are tagging along.
GIANT INCHWORM
AC: 9
HD: 1/4 (1-2 hp)
Move: 60' (20')
Attacks: 1 touch
Damage: Slows movement
Save as: Fighter: 1
Morale: 7
Treasure: Nil
Alignment: Neutral
A Giant Inchworm's attack is a quick thrust (or straightening out) to touch an opponent. While doing no hit point damage, a successful hit will slow its victim down to 1/3 of their normal movement rate (e.g. 120 feet/turn slowed to 40 feet turn, or 40 feet/round slowed to 13 feet/round, etc.) for 1d6 turns.
*That is, slower than Holmes' version of Giant Centipede, which moves @ 150 feet/turn.
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