TEXT: The Terrors of Pellamshire  
  By Phil Morris & Ray Nolan, AntiPaladin Games, Draft Edition 
   
  According to bards tales, when the Grand Squire learned of 
  the fate befell his dear Lady of the Quest, he was driven mad 
  trying  to  reclaim  what  was  stolen  away.  After  the  Paths  of 
  Honor failed to restore what he lost the Grand Squire turned 
  to darker dealings, but no power, no matter how deep in the 
  Pit  it  dwelled,  was  able  to  help  him  on  his  mad  errand.  A 
  dark  transformation  washed  over  Pellamshire.  Monsters, 
  previously unseen walking the lands of men, began to gather. 
  Some  would  tempt  men  to  their  death,  others  setting  traps 
  with grand promises. What follows is a sampling of the evils 
  within the barony’s borders. 
   
  Hangman’s Tree  
  No. Enc.: 0 (1d3)  
  Alignment: Chaotic  
  Movement: 15’ (5’)  
  Armor Class: 2  
  Hit Dice: 10 (special)  
  Attacks: 4  
  Damage: 2d4 / 2d4 / 2d4 / 2d4 
  Save: F10  
  Morale: 8 
  Hoard Class: XX 
   
  Looking like a great, thick oak tree, with oddly twisted vines 
  hanging down; this tree is inhabited by a cruel spirit. When 
  any living creature comes under its canopy a hangman’s tree 
  will lash out with its vines. A successful hit means the victim 
  has been ensnared and will be pulled aloft on the following 
  round taking damage automatically. Victims captured by the 
  vines can cut themselves free by dealing 10 points of damage 
  with any bladed weapon. 
   
  Any  attacks  against  large  branches  or  the  trunk  will  deal 
  damage directly to the tree, but damage dealt to the vines do 
  not count when determining how wounded the tree is.  
   
  Murder Crow 
  No. Enc.: 0 (1d10)  
  Alignment: Chaotic  
  Movement: 120’ (40’)  
  Armor Class: 7  
  Hit Dice: 2 
  Attacks: 1  
  Damage: 1d4 
  Save: F1 
  Morale: 8 
  Hoard Class: None 
   
  A larger, semi‐intelligent version of the common crow over 3 
  feet long, its talons are razor sharp. When it first attacks it can 
  swoop down on its target inflicting double normal damage. 
  Murder crows will attack creatures as large as a man.  
  Pact Demon 
  No. Enc.: 1 (1)  
  Alignment: Chaotic  
  Movement: 150’ (50’)  
  Armor Class: 2  
  Hit Dice: 12 
  Attacks: 1  
  Damage: 3d6 
  Save: D12 
  Morale: 11 
  Hoard Class: XIX 
   
  In its natural state a pact demon stands well over 10’ tall, is 
  hairless with ashen colored skin, and has eyes black as coal. 
  To help in its sinister dealings, the pact demon has the ability 
  to  polymorph  itself  at  will.  It  uses  this  power  to  put  its 
  victims at ease while working to strike its dark bargains. A 
  pact demon has the power to grant any wish but it will only 
  do  so  in  exchange  for  some  great  sacrifice  or  service. 
  Examples  include  requiring  a  villainous  sacrifice,  forfeit  of 
  the bargainer’s life after a set amount of time, or some other 
  deed, life, or object that furthers one of the demon’s plots. 
   
  A pact demon has a host of spell‐like abilities. It can cast the 
  following  spells  3/day  as  a  15th  level  magic‐user:  Curse, 
  Darkness, Fireball, Invisibility, Lightning Bolt, Phantasmal Force, 
  and Wish. It can cast any of these spells while polymorphed 
  or in it’s natural form. 
   
  Siren  
  No. Enc.: 1d4 (1d4)  
  Alignment: Chaotic  
  Movement: 120’ (40’), Swim: 150’ (50’) 
  Armor Class: 5  
  Hit Dice: 7  
  Attacks: 1 (claws) or special ability  
  Damage: 1d8 or special 
  Save: F7 
  Morale: 9  
  Hoard Class: XVII 
   
  The  siren  is  a  supernaturally  beautiful  woman  distantly 
  related  to  both  fey  and  water  elementals.  Any  mortal  man 
  that looks at one or even hears the sound of her voice must 
  make a save vs. Spells at a ‐2 penalty or become enthralled. 
  Once captivated by the siren’s call, the victim will walk to the 
  embrace  of  the  siren  where  they  are  pinned  by  the  siren’s 
  great strength (equal to that of an ogre) and then devoured. 
   
  A siren possesses multiple abilities. She casts Curse, Fear, and 
  Hold Person, each twice per day. A Siren also regenerates two 
  hit  points  each  round  they  are  standing  in  water,  and  can 
  summon  16HD  of  water  elementals  once  per  day.  These 
  servitors will remain for one hour and will fight to the death. 
  
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  Labyrinth Lord™ Copyright 2007, Daniel Proctor. Author Daniel Proctor. 
   
  The Terrors of Pellamshire Copyright 2009, AntiPaladin Games. Writers 
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SOURCE: textdata/thevault/Labyrinth Lord (osr)/Monster Manuals/LL - Terrors of Pellamshire.pdf