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Monday, September 28, 2026

Not Necessarily The Monstrous Compendium - this thing is interesting

Not Necessarily The Monstrous Compendium is full of Old AD&D type stuff. This collection of random articles and monsters and comedy from what I think is mostly Dragon Magazine, is just too interesting. Let's look at some of the art and prose:

This title page says 1990, but further down in the document there are later years like 1993 years listed. Weird. Is this a fan mashup? 


Comedy

Creepy Leprechaun teeth. Christopher Lee as a vampire and some reused Orc art. 

Spooky October Halloween themes


OK, that's what that undead guy is doing, weird. 




Ancient animals. 

And this haunting 1960s style drawing, from Ron Wilbur. Is that a dryad on the right, half tree half elven looking thing? Poor guy, Wilbur is gone at age 60ish - he did comic books and such. Much talent. 





Moldvay's scary write up BEYOND the GRAVE... 20 OCTOBER 1993. Wight starts as a Germanic word meaning faery or something... eventually turning into an undead sounding Barrow Wight in LotR. 

In TSRís D&DÆ and AD&DÆ games,
wraiths are essentially more powerful
wights. The derivations of the two words
are similar. Wight comes from the Anglo-
Saxon ìwihtî; wraith comes from the
lowland Scots (i.e., English-speaking)
ìwarth,î which can ultimately be traced
back to the Old Norse ìvorthr,î from ìvar-
thaî: to ward or guard. Both words are
part of the larger British category of folk-
lore. Tolkien recognized the affinity be-
tween the words when he used
ìring-wraithsî for the horrid beings that
ceaselessly hunt for the One Ring.
The word ìmummyî is borrowed from
the French ìmumie,î which in turn is
derived from the Arab ìmumiya,î which
denotes an embalmed body. The word
entered the language as a result of Napo-
leonís 1798 campaign to Egypt, which
created a Europeanóindeed, worldwideó
craze for the ancient Egyptians. The un-
dead mummies in AD&D games owe much
to the legends surrounding Egyptologists,
and even more to certain ìBî movies.
While wights, wraiths, and mummies
have different derivations, they share one
thing in common: the primitive belief that
the body somehow lives on inside the
tomb. This belief is most clearly seen in
early Egyptian burial beliefs.


It started in Egypt...
In ancient Egyptian belief, there were
two main spiritual forms of the deceased,
called respectively the ka and the ba. The
ka was supposed to dwell in the tombó
more precisely, in the mummified bodyó
and it was the form in which the dead
received their funerary offerings.
It seems that the ka represented the life-
force of an individual. It was created at
the time of his birth, remained with him
throughout his life, and subsequently lived
in the tomb after death. The dead were
sometimes referred to as ìthose who have
gone to their kas,î and the tomb chapel
could be called, ìthe house of the ka.î
Ordinary people had only a single ka but
gods and pharaohs had several.
The importance of preserving the corpse
can be seen through the ka belief. The
more intact the corpse, the better the
home for the ka spirit. The great pyramids
and other tomb structures of ancient
Egypt served primarily not as monuments
but as houses in which the kas spent their
afterlife.

~~~He then gives us a KA, a super mummy:



And finally I'll mention some crazy GIANT write up on the Iron Cobra, statblock way down there at the end:



Footnotes

Iron cobras are described in the AD&DÆ

1st Edition FIEND FOLIOÆ tome, pages

52-53. It is assumed herein that these

creations can be made by high-level wiz-

ards, and that they are more common

than generally believed (they are certainly

far less powerful than iron golems). Iron

cobras have a 50% chance to hide in

shadows (the FIEND FOLIO tome says they

hide as well as 8th-level thieves, but this

chance is 49%).

1. While they exhibit some signs of life,

iron cobras are merely cunningly designed

magical constructs. Rare and expensive

materials, powerful spells, and secret

crafting techniques are required to build

them, with different combinations of these

creating iron cobras with different capa-

bilities, Still, many components are held in

common by all such devices: mithral,

adamantite, or meteoritic iron; a vial of oil

of slipperiness; and many gemstones

crafted into gears and bits of machinery.

The cost of constructing even the smallest

of these automatons is 2,000 gp.

the sort of thing that the tinker gnomes of

Krynn might manufacture, an iron cobra

appearing in a DRAGONLANCEÆ setting

would likely have come from some other

universe, as the cost for tinkers to make

an iron cobra would be well above 20,000

steel pieces. But if confronted with an iron

cobra or the remains of one, a tinker

would have to make a check vs. wisdom

on 2d12 in order to tear himself away

from the fascinating device.

2. Iron cobras are not alive, so they do not

A mage owning a manual describing the

methods of constructing iron cobras will

protect it dearly, as it can fetch a price in

the hundreds of gold piecesóthousands if

it contains special directions such as those

for creating giant iron cobras.

As an aside, while these constructs are

need food, water, or sleep, nor will they ever

forget a command or be distracted from a

task. Thus they make excellent servitors

and, because of their combination of track-

ing and lethal combat capabilities, are some-

times used by bounty hunters or even

respectable legal authorities.

3. Iron cobras can be commanded in

many ways, the means being decided upon

during creation. While most iron cobras

obey voice commands, some respond only

to coded messages, hand signals, nonver-

bal sounds (such as musical instruments)

or other exotic or long-range modes of

communications. The manual used to

create an iron cobra includes a list of

possible command devices, so that a per-

son possessing a deactivated iron cobra

and the manual from which it was created

could, through trial and error, determine

the one method of controlling it.

The commands themselves can be of any

sort the creator desires, from such simple

things as ìattack,î to complicated orders

such as ìattack, targeting spell-casters

first, followed by elves, then by all others.î

Whatever the commands, they must be

selected at the time of the cobraís creation;

it will answer to no commands not built

into it after that.

Whatever the commands and command

method decided upon, they must be indi-

vidually programmed into each iron cobra

created. Thus the creator could use simi-

lar but subtly different commands for

each of his constructs, so that determining

the commands for one might not help an

attacker use them against others. This

would also allow the controller greater

subtlety in issuing commands.

4. Many iron cobras are created with a

built-in ìfail-safeî command that comes

into effect if the cobra spends a considera-

ble length of time without receiving or-

ders. Typical fail-safes include commands

to return to the cobraís creator, to its

owner, or to a specific place after a period

of time has elapsed (up to one year). Iron

cobras designed to be left alone for unlim-

ited periods of time, such as guardians of a

tomb, sometimes use other fail-safes, such

as commands to slay all intruders, to pre-

vent the theft of the treasures in the lair,

or to hide and await further instructions.

5. Every iron cobra can detect a single

specific property by spreading its hood

and orienting it on that quality. Typical

properties detected for are covered by

existing divination spells (e.g., good, evil,

magic, undead, invisibility, etc.); the ranges

and areas of effects are as if those spells

were cast by a 12th-level human mage,

with the divinatory ability being usable as

many times each day as desired. Other

divinatory properties can be used, but the

mage must have cast on the near-

completed construction a spell designed by

him for this purpose (for example:, a spell

that detects those who worship a particu-

lar god, for one who plans to use his iron

cobra against the worshipers of an op-

posed deity).

The iron cobraís construction manual

will list specific materials that must be

varied according to the detection spell

bestowed on the serpent (e.g., an iron

cobra designed to detect poison would

include eyes glazed with celadon, pur-

ported to locate such substances, while

one designed to detect magic might re-

place those eyes with eyes of magic-

sensing star sapphires).

While an iron cobra is almost infallible

at detecting the property for which it was

constructed, it cannot serve every pur-

pose. If a mage built an iron cobra to

detect evil, for use as a guardian of his

treasures, a neutral-good thief would

elude his precautions. Thus, owners of

more than one iron cobra often have them

constructed to detect different properties

such as evil, magic, and poison, in hopes

that intruders and victims will be revealed

by at least one of these traits.

Without its outspread hood, an iron

cobra is incapable of sensing anything

beyond that which is mundanely pre-

sented to it by way of sight, sound, or

touch (unlike a real snake, it has no sense

of taste or smell). The hood has the same

armor class as the rest of the cobra, but

attacks specifically aimed at the hood can

damage it without destroying the cobra

itself. The hood has the equivalent of one-

fifth of the cobraís normal hit points

(never less than one point), but these

points are in addition to those listed for

the iron cobra and are not calculated into

its hit-point total for purposes of destroy-

ing the machine or for experience-point

calculations.

6. The normal construction of an iron

cobra is such that it obviously appears to

be a machine. If its creator adds 10% to its

cost and construction time, the cobra can

be made to have some other outward

appearance, the most common of these

being the appearance of an actual cobra

(or other type of snake, if the hood and its

detection abilities are eliminated).

7. Most iron cobras are of the small and

inexpensive sort, but some are giants as

large as six times standard size. The cost

of manufacturing huge cobras is consider-

ably more than six times that needed to

make normal iron cobras, running as high

as 50,000 gp depending on what ìspecial

featuresî are included. Some mages would

spend those thousands on having many

normal iron cobras, but some consider it a

fair price for a huge serpentís capabilities

and its effect on enemy morale.

The giant iron cobra is identical in all

ways with the smaller version of the same

monster except as shown in the Iron Co-

bra Table and in other notes here. Both

are unaffected by spells such as snake

charm. Although some think that cold or

lightning spells should have a special effect

on them, they are insulated so that they

suffer no more than any living creature

caught in one of these spells. Thus, an ice

storm cast on one would still do damage,

but it would have no extra effects due to

the nature of the target.

8. As iron cobras are made of exotic and

strong metals, laced together by powerful

enchantments, normal weapons used

against them do only half damage on a hit.

In the case of giant iron cobras, the metals

78 DECEMBER 1990

9. Just as the iron cobra can have any

sort of detection spell centered on its

hood, it also can be equipped with any

type of poison in its fangs. Poison can be

changed by the controller of the cobra

whenever desired by merely draining out

the old poison and replacing it with a new

one. Typical toxins include those that

cause damage or death, those causing

special effects such as paralysis, sleep, or

various discomforts (disease, allergies,

rashes, etc), and other, more exotic, sub-

stances that can incapacitate or cause

insanity in victims.

Whatever the substance injected into the

victim on a successful hit, an iron cobra is

equipped with only 3-8 (1d6 +2) doses of it,

and they cannot withhold poison at will;

whenever they bite, if they still contain

poison, it will be delivered into their victim.

While giant iron cobras would appear to

have capacity for more poison than nor-

mal ones, they still carry only 3-8 doses of

their poison, but have larger and more

used are as much as six times as thick, and

the enchantments similarly stronger. Be-

cause of this, the giant iron cobraís skin is

much tougher than that of the small ver-

sion and a nonmagical weapon (which will

do the giant cobra no harm) has a possibil-

ity of breaking against it. If the attacker

misses with a roll high enough to have hit

armor class 10, his weapon has struck the

snakeís skin and, if it fails a saving throw

vs. crushing blow, it will shatter. Addition-

ally, for every bonus point of damage done

due to the attackerís strength, the saving

throw for the weapon will be one point

worse because such forceful blows are

more likely to break the weapon. Thus, if

the sword of a character with a 16

strength was forced to make a save, it

would have a worse chance of making its

save than the weapon of a weaker charac-

ter due to the strongerís +1 damage

bonus.




potent doses. Thus, if the same poison is

used by both small and giant iron cobras,

that of the larger mechanism is 10% more

effective (save vs. poison at -2 beyond

any adjustments vs. the poison of the

smaller machine).

etc. 

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