Creature Conspectus Original Edition

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The following information is not current. It is kept for historical purposes.

Agent, syndicate

Frequency: Rare
NO. Appearing: 1-5
Armor Class: 5
Move: 5"
Hit Dice: 1 + 1
% in Lair: 0%
Treasure Type: See below
NO. of Attacks: 1
Damage/Attack: 4-8
Special Attacks: Casts Fireball on death.
Special Defenses: Nil
Void Resistance: Variable (See below)
Intelligence: Average
Alignment: Lawful Maladjusted
Size: M
Psionic Ability: Telepathic communication with other Agents.


Greysuit, armored

Frequency: Uncommon
NO. Appearing: 1-3
Armor Class: 6
Move: 5"
Hit Dice: 1 + 1
% in Lair: 0%
Treasure Type: See below
NO. of Attacks: 1
Damage/Attack: 4-8
Special Attacks: 50% likely to adminhelp
Special Defenses: Nil
Void Resistance: Nil
Intelligence: Low
Alignment: Chaotic Maladjusted
Size: M
Psionic Ability: Nil
This lesser humanoid, native to the deepest caverns of Maynnetince, is a variant of the common greysuit exhibiting a series of peculiar defensive mutations. Firstly, the torso of the creature is a encased in a thick hide of a notably darker hue than that of an ordinary greysuit. Secondly, the head of the beast differs significantly from their unarmored brethren, with a large done of protective grey bone encasing much of the skull. The armored greysuit's eyes also receive a limited degree of protection from a translucent manner of tertiary eyelid attached directly to the skull case. The true danger of the armored greysuit, however, comes from its choice of weapon: many (65% chance) wield a fearsome shockmace into combat.
The corpse of this fiend may yield its namesake armor (For details, see pg 289).



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Old Lore Chemical Information‎ · A Crash Course in Legal SOP · Creature Conspectus Original Edition · Dummies guide to material science (Old) · Generator Startup Procedure (Old)‎ · Job Information· Mining Pocket Guide No. 1‎· Mining Pocket Guide No. 2‎ · Old Storyline · Standard Operating Procedure
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