Monster List
- Acolyte
- Ape, White
- Bandit
- Basilisk
- Bat
- Bear
- Beetle, Giant
- Berserker
- Black Pudding
- Blink Dog
- Boar
- Brigand
- Buccaneer
- Bugbear
- Caecilia
- Camel
- Carcass Crawler
- Cat, Great
- Cave Locust
- Centaur
- Centipede, Giant
- Chimera
- Cockatrice
- Crab, Giant
- Crocodile
- Cyclops
- Dervish
- Djinni (Lesser)
- Doppelgänger
- Dragon Turtle
- Dragon
- Driver Ant
- Dryad
- Dwarf (Monster)
- Efreeti (Lesser)
- Elemental
- Elephant
- Elf (Monster)
- Ferret, Giant
- Fish, Giant
- Gargoyle
- Gelatinous Cube
- Ghoul
- Giant
- Gnoll
- Gnome
- Goblin
- Golem
- Gorgon
- Green Slime
- Grey Ooze
- Griffon
- Halfling (Monster)
- Harpy
- Hawk
- Hellhound
- Herd Animal
- Hippogriff
- Hobgoblin
- Horse
- Hydra
- Insect Swarm
- Invisible Stalker (Monster)
- Killer Bee
- Kobold
- Leech, Giant
- Living Statue
- Lizard Man
- Lizard, Giant
- Lycanthrope
- Manticore
- Mastodon
- Medium
- Medusa
- Merchant
- Merman
- Minotaur
- Mule
- Mummy
- Neanderthal (Caveman)
- Nixie
- Noble
- Nomad
- Normal Human
- Ochre Jelly
- Octopus, Giant
- Ogre
- Orc
- Owl Bear
- Pegasus
- Pirate
- Pixie
- Pterosaur
- Purple Worm
- Rat
- Rhagodessa
- Rhinoceros
- Robber Fly
- Roc
- Rock Baboon
- Rust Monster
- Salamander
- Scorpion, Giant
- Sea Serpent (Lesser)
- Shadow
- Shark
- Shrew, Giant
- Shrieker
- Skeleton
- Snake
- Spectre
- Spider, Giant
- Sprite
- Squid, Giant
- Stegosaurus
- Stirge
- Thoul
- Titanothere
- Toad, Giant
- Trader
- Treant
- Triceratops
- Troglodyte
- Troll
- Tyrannosaurus Rex
- Unicorn
- Vampire
- Veteran
- Warp Beast
- Water Termite
- Weasel, Giant
- Whale
- Wight
- Wolf
- Wraith
- Wyvern
- Yellow Mould
- Zombie
Acolyte
1st level clerics on a quest for their deity.
Armor Class | 2 [17] |
---|---|
Hit Dice | 1 (4hp) |
Attacks | 1 × mace (1d6) |
THAC0 | 19 [0] |
Movement | 60’ (20’) |
Saving Throws | D11 W12 P14 B16 S15 (Cleric 1) |
Morale | 7 |
Alignment | Any |
XP | 10 |
Number Appearing | 1d8 (1d20) |
Treasure Type | U |
- Leader: Groups of 4+ are led by a higher level cleric (1d10: 1–4: 2nd level, 5–7: 3rd level, 8–9: 4th level, 10: 5th level). Choose or roll the leader’s spells.
Ape, White
Albino, herbivorous, gorilla-like apes that live in caves and emerge at night to forage.
Armor Class | 6 [13] |
---|---|
Hit Dice | 4 (18hp) |
Attacks | 2 × claw (1d4) or 1 × thrown rock (1d6) |
THAC0 | 16 [+3] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 7 |
Alignment | Neutral |
XP | 75 |
Number Appearing | 1d6 (2d4) |
Treasure Type | None |
- Territorial: Defend their lair with threats and, if this is ignored, violence.
Bandit
NPC thieves who live by robbery.
Armor Class | 6 [13] |
---|---|
Hit Dice | 1 (4hp) |
Attacks | 1 × weapon (1d6 or by weapon) |
THAC0 | 19 [0] |
Movement | 120’ (40’) |
Saving Throws | D13 W14 P13 B16 S15 (Thief 1) |
Morale | 8 |
Alignment | Neutral or Chaotic |
XP | 10 |
Number Appearing | 1d8 (3d10) |
Treasure Type | U (A) |
- Trickery: Use disguise or trickery to surprise victims.
- Leader: May have a leader of 2nd level or higher (any human class).
- Hoard: Only have treasure type A when encountered in their wilderness lair.
Basilisk
10’ long, serpentine lizards. Unintelligent, but highly magical. Dwell in caverns and twisted brambles.
Armor Class | 4 [15] |
---|---|
Hit Dice | 6+1** (28hp) |
Attacks | 1 × bite (1d10 + petrification), 1 × gaze (petrification) |
THAC0 | 13 [+6] |
Movement | 60’ (20’) |
Saving Throws | D10 W11 P12 B13 S14 (6) |
Morale | 9 |
Alignment | Neutral |
XP | 950 |
Number Appearing | 1d6 (1d6) |
Treasure Type | F |
- Surprise: Characters surprised by a basilisk meet its gaze.
- Petrifying touch: Anyone touched by a basilisk is turned to stone (save vs. petrify).
- Petrifying gaze: Anyone meeting a basilisk’s gaze is turned to stone (save versus petrify). Unless averting their eyes or using a mirror, characters in melee are affected each round.
- Averting eyes: -4 penalty to-hit; the basilisk gains a +2 bonus to attack.
- Mirrors: The reflection of a basilisk is harmless. Fighting by looking in a mirror incurs a -1 penalty to attack. If a basilisk sees its own reflection (2-in-6 chance), it must save or be petrified.
Bat
Nocturnal, flying mammals that roost in caves or ruins.
- Echolocation: Unaffected by effects that impair, modify, or rely on sight. Blinded by magical silence.
Giant Bat
Carnivorous bats that may attack adventurers, if hungry. 1-in-20 groups of giant bats are vampiric (see Giant Vampire Bat).
Armor Class | 6 [13] |
---|---|
Hit Dice | 2 (9hp) |
Attacks | 1 × bite (1d4) |
THAC0 | 18 [+1] |
Movement | 30’ (10’) / 180’ (60’) flying |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 8 |
Alignment | Neutral |
XP | 20 |
Number Appearing | 1d10 (1d10) |
Treasure Type | None |
- Echolocation: See main entry.
Giant Vampire Bat
Armor Class | 6 [13] |
---|---|
Hit Dice | 2 (9hp) |
Attacks | 1 × bite (1d4 + unconsciousness) |
THAC0 | 18 [+1] |
Movement | 30’ (10’) / 180’ (60’) flying |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 8 |
Alignment | Neutral |
XP | 20 |
Number Appearing | 1d10 (1d10) |
Treasure Type | None |
- Echolocation: See main entry.
- Unconsciousness: For 1d10 rounds (save versus paralysis).
- Blood drain: A vampire bat may drain blood from an unconscious victim: 1d4 hit points automatic damage per round. A victim killed by blood drain becomes undead (possibly a vampire after 24 hours (save versus spells).
Normal Bat
Armor Class | 6 [13] |
---|---|
Hit Dice | 1hp |
Attacks | 1 × swarm (confusion) |
THAC0 | 20 [-1] |
Movement | 9’ (3’) / 120’ (40’) flying |
Saving Throws | D14 W15 P16 B17 S18 (NH) |
Morale | 6 |
Alignment | Neutral |
XP | 5 |
Number Appearing | 1d100 (1d100) |
Treasure Type | None |
- Echolocation: See main entry.
- Swarm: 10 bats can swarm around a target’s head, causing confusion: -2 to attack rolls and saves; unable to cast spells.
- Attacks: As normal human.
- Flighty: Unless magically summoned or controlled, normal bats check morale every round.
Bear
- Bear hug: If a victim is hit by both paws in the same round, the bear hugs for an extra 2d8 automatic damage.
Black Bear
6’ tall; favour eating berries and roots.
Armor Class | 6 [13] |
---|---|
Hit Dice | 4 (18hp) |
Attacks | 2 × claw (1d3), 1 × bite (1d6) |
THAC0 | 16 [+3] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 7 |
Alignment | Neutral |
XP | 75 |
Number Appearing | 1d4 (1d4) |
Treasure Type | U |
- Bear hug: See main entry.
- Defensive: Adults will protect their young with their lives, but otherwise only attack if cornered.
- Camp raids: Sometimes raid camps, for food (especially fish and sweet treats).
Cave Bear
Ferocious, 15’ tall grizzly bears found in caves and Lost World settings. Omnivorous, but prefer meat, including humans.
Armor Class | 5 [14] |
---|---|
Hit Dice | 7 (31hp) |
Attacks | 2 × claw (1d8), 1 × bite (2d6) |
THAC0 | 13 [+6] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P14 B15 S16 (3) |
Morale | 9 |
Alignment | Neutral |
XP | 450 |
Number Appearing | 1d2 (1d2) |
Treasure Type | V |
- Bear hug: See main entry.
- Sense of smell: Poor eyesight, but keen sense of smell. When hungry, will follow a track of blood by scent.
Grizzly Bear
Aggressive, 9’ tall. Silver-tipped fur, brown or reddish brown in colour. Live in forests and mountains. Favour eating meat.
Armor Class | 6 [13] |
---|---|
Hit Dice | 5 (22hp) |
Attacks | 2 × claw (1d4), 1 × bite (1d8) |
THAC0 | 15 [+4] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 8 |
Alignment | Neutral |
XP | 175 |
Number Appearing | 1 (1d4) |
Treasure Type | U |
- Bear hug: See main entry.
Polar Bear
Aggressive, white-furred bears that stand 11’ tall and live in cold regions. Favours eating fish.
Armor Class | 6 [13] |
---|---|
Hit Dice | 6 (27hp) |
Attacks | 2 × claw (1d6), 1 × bite (1d10) |
THAC0 | 14 [+5] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P14 B15 S16 (3) |
Morale | 8 |
Alignment | Neutral |
XP | 275 |
Number Appearing | 1 (1d2) |
Treasure Type | U |
- Bear hug: See main entry.
- Swimming: Excellent swimmers.
- Snow walk: Wide paws allow running on the surface of snow without sinking.
Beetle, Giant
Fire Beetle
2½’ long. Commonly found underground.
Armor Class | 4 [15] |
---|---|
Hit Dice | 1+2 (6hp) |
Attacks | 1 × bite (2d4) |
THAC0 | 18 [+1] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 7 |
Alignment | Neutral |
XP | 15 |
Number Appearing | 1d8 (2d6) |
Treasure Type | None |
- Glowing nodules: Three glowing glands (two above the eyes, one on the abdomen) cast light in a 10’ radius. If removed, keep glowing for 1d6 days.
Oil Beetle
3’ long, burrowing beetles are sometimes encountered below ground.
Armor Class | 4 [15] |
---|---|
Hit Dice | 2* (9hp) |
Attacks | 1 × bite (1d6), 1 × oil spray (blistering) |
THAC0 | 18 [+1] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 8 |
Alignment | Neutral |
XP | 25 |
Number Appearing | 1d8 (2d6) |
Treasure Type | None |
- Oil spray: Use when attacked. Targets one opponent within 5’. A hit causes painful blistering: -2 to attack rolls for 24 hours. Cure light wounds can be used to cure this, instead of restoring hit points.
Tiger Beetle
Carnivorous, 4’ long, tiger-striped beetles with powerful, crushing mandibles. Hunt robber flies, but sometimes eat humans.
Armor Class | 3 [16] |
---|---|
Hit Dice | 3+1 (14hp) |
Attacks | 1 × bite (2d6) |
THAC0 | 16 [+3] |
Movement | 150’ (50’) |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 9 |
Alignment | Neutral |
XP | 50 |
Number Appearing | 1d6 (2d4) |
Treasure Type | U |
Berserker
Fighters who enter a rage in battle. They never take prisoners.
Armor Class | 7 [12] |
---|---|
Hit Dice | 1+1* (5hp) |
Attacks | 1 × weapon (1d8 or by weapon) |
THAC0 | 18 [+1] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 12 |
Alignment | Neutral |
XP | 19 |
Number Appearing | 1d6 (3d10) |
Treasure Type | P (B) |
- Battle rage: +2 to hit humans and similar humanoids (e.g. orcs, goblins. Rage sometimes makes them attack their allies.
- Hoard: Only have treasure type B when encountered in the wilderness.
Black Pudding
Huge (5’–30’ across), mindless blobs of amorphous black jelly. Driven by ravenous hunger.
Armor Class | 6 [13] |
---|---|
Hit Dice | 10* (45hp) |
Attacks | 1 × touch (3d8) |
THAC0 | 11 [+8] |
Movement | 60’ (20’) |
Saving Throws | D10 W11 P12 B13 S14 (5) |
Morale | 12 |
Alignment | Neutral |
XP | 1,600 |
Number Appearing | 1 (0) |
Treasure Type | None |
- Immunity: Only harmed by fire-based attacks.
- Division: Non-fire attacks (including spells cause the pudding to divide. Each hit creates a 2HD pudding that does 1d8 damage.
- Erode wood and metal: Can dissolve wood or metal in one turn.
- Cling: Can move across walls and ceilings.
- Seep: Can squeeze through small holes and cracks.
Blink Dog
Highly intelligent, dingo-like dogs that live in packs. Have the innate ability to blink in and out of existence.
Armor Class | 5 [14] |
---|---|
Hit Dice | 4* (18hp) |
Attacks | 1 × bite (1d6) |
THAC0 | 16 [+3] |
Movement | 120’ (40’) |
Saving Throws | D10 W11 P12 B13 S14 (4) |
Morale | 6 |
Alignment | Lawful |
XP | 125 |
Number Appearing | 1d6 (1d6) |
Treasure Type | C |
- Blink: In combat, teleport close to an enemy, attack, then reappear 1d4 × 10’ away. If they have initiative, can blink away without the opponent being able to counter-attack.
- Disappear: If in serious danger, the pack can flee by entirely disappearing.
- Hate warp beasts: Always attack.
Boar
Omnivorous wild boars that dwell primarily in forests. Can be irascible and dangerous, if disturbed.
Armor Class | 7 [12] |
---|---|
Hit Dice | 3 (13hp) |
Attacks | 1 × tusk (2d4) |
THAC0 | 17 [+2] |
Movement | 150’ (50’) |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 9 |
Alignment | Neutral |
XP | 35 |
Number Appearing | 1d6 (1d6) |
Treasure Type | None |
Brigand
Outlaws and mercenaries who make a living by raiding settlements and attacking travellers.
Armor Class | 6 [13], 4 [15], or 3 [16] |
---|---|
Hit Dice | 1 (4hp) |
Attacks | 1 × weapon (1d6 or by weapon) |
THAC0 | 19 [0] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 8 |
Alignment | Chaotic |
XP | 10 |
Number Appearing | 0 (1d4 × 10) |
Treasure Type | A |
- Footmen: Half the group has: leather armor, shield, sword, shortbow.
- Cavalry: The other half is mounted on riding horses and has: chainmail, shield, and sword.
- Leaders and commanders: For every 20 brigands, there is a leader (2nd-level fighter). For every 40 brigands, there is a commander (4th-level fighter). Leaders ride war horses (with barding) and have plate mail, sword, and lance.
- Fortified camps: Bands commonly combine and live in a camp of 5d6 × 10 brigands.
- Camp leaders: Combined camps are led by a 9th-level fighter, plus a 5th-level fighter for every 50 brigands. Also 50% chance of a magic-user (level 1d3 + 8); 30% chance of a cleric (8th level).
Buccaneer
Sailors who make a living by raiding coastal settlements and robbing other ships. Typically ply rivers, lakes, and coastal waters; occasionally oceans.
Armor Class | 7 [12] or 5 [14] |
---|---|
Hit Dice | 1 (4hp) |
Attacks | 1 × weapon (1d6 or by weapon) |
THAC0 | 19 [0] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 6 |
Alignment | Neutral |
XP | 10 |
Number Appearing | 0 (see below) |
Treasure Type | A |
- Ships and crew: Depends where encountered. Rivers or lakes: 1d8 river boats (1d2 × 10 buccaneers each); coastal waters: 1d6 small galleys (1d3+1 × 10 buccaneers each); any: 1d4 longships (1d3+2 × 10 buccaneers each); ocean: 1d3 small warships (1d5+3 × 10 buccaneers each). (See Water Vessels for details on ships.)
- Arms: 60% of the group have: leather armor, sword; 30% have: leather armor, sword, or crossbow; 10% have: chainmail, sword, or crossbow.
- Leaders and captains: For every 30 buccaneers, there is a 4th-level fighter. Each ship has a captain (7th-level fighter).
- Fleet commander: 9th level fighter. 30% chance of a magic-user (level 1d2 + 9); 25% chance of a cleric (8th-level).
- Treasure: Divided between vessels. Instead of carrying aboard, may have a map of where it is buried.
- Havens: Lawless, fortified, coastal towns may act as a haven for buccaneers and pirates.
Bugbear
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Large, hairy goblins with an ungainly gait. Favour attacking by surprise.
Armor Class | 5 [14] |
---|---|
Hit Dice | 3+1 (14hp) |
Attacks | 1 × weapon (2d4 or by weapon +1) |
THAC0 | 16 [+3] |
Movement | 90’ (30’) |
Saving Throws | D12 W13 P14 B15 S16 (3) |
Morale | 9 |
Alignment | Chaotic |
XP | 50 |
Number Appearing | 2d4 (5d4) |
Treasure Type | B |
- Surprise: On a 1–3, due to stealth.
Caecilia
Gigantic (30’ long), grey, worm-like amphibians, with huge, toothed maws.
Armor Class | 6 [13] |
---|---|
Hit Dice | 6* (27hp) |
Attacks | 1 × bite (1d8) |
THAC0 | 14 [+5] |
Movement | 60’ (20’) |
Saving Throws | D12 W13 P14 B15 S16 (3) |
Morale | 9 |
Alignment | Neutral |
XP | 500 |
Number Appearing | 1d3 (1d3) |
Treasure Type | B |
- Swallow whole: On a natural 19 or 20 attack roll. Inside the monster’s belly: suffer 1d8 damage per round (until the caecilia dies); may attack with a dagger at -4 to hit; body digested in 6 turns after death.
Camel
Irascible animals that are adapted to life in dry climates. Often used for transportation in deserts.
Armor Class | 7 [12] |
---|---|
Hit Dice | 2 (9hp) |
Attacks | 1 × bite (1), 1 × hoof (1d4) |
THAC0 | 18 [+1] |
Movement | 150’ (50’) |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 7 |
Alignment | Neutral |
XP | 20 |
Number Appearing | 0 (2d4) |
Treasure Type | None |
- Ill-tempered: Bite or kick creatures in their way, including owners.
- Water: After drinking well, can survive 2 weeks without water.
- Desert travel: Move at full speed through broken lands and deserts.
- Carry loads: Up to 3,000 coins unencumbered; up to 6,000 at half speed.
- Charge attacks: These are not possible, when mounted on a camel.
Carcass Crawler
9’ long, 3’ high, many-legged, segmented worms with a ring of 2’ long tentacles around their mouths.
Armor Class | 7 [12] |
---|---|
Hit Dice | 3+1* (14hp) |
Attacks | 8 × tentacle (paralysis) |
THAC0 | 16 [+3] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 9 |
Alignment | Neutral |
XP | 75 |
Number Appearing | 1d3 (1d3) |
Treasure Type | B |
- Paralysis: A hit by a tentacle causes paralysis for 2d4 turns (save versus paralysis). Paralyzed victims will be devoured if the crawler is left in peace.
- Cling: Can walk on walls and ceilings.
Cat, Great
Cautious hunters that usually avoid combat with humans unless starving or cornered. Great cats may be playful, but are quick to anger. They remain outdoors, rarely venturing deep underground.
- Pursuit: Always pursue prey that flees.
- Favoured prey: Often develop a taste for a certain type of meat (this may include humans!), hunting that creature with preference.
- Inquisitive: May follow PCs out of curiosity.
Lion
Hunt in groups called “prides”. Live in hot regions, typically in savannah or scrublands close to deserts.
Armor Class | 6 [13] |
---|---|
Hit Dice | 5 (22hp) |
Attacks | 2 × claw (1d4+1), 1 × bite (1d10) |
THAC0 | 15 [+4] |
Movement | 150’ (50’) |
Saving Throws | D12 W13 P14 B15 S16 (3) |
Morale | 9 |
Alignment | Neutral |
XP | 175 |
Number Appearing | 1d4 (1d8) |
Treasure Type | U |
- Pursuit: See main entry.
Mountain Lion
Have yellow-brown fur and favor mountains, deserts, and forests. Will occasionally venture into dungeons.
Armor Class | 6 [13] |
---|---|
Hit Dice | 3+2 (15hp) |
Attacks | 2 × claw (1d3), 1 × bite (1d6) |
THAC0 | 16 [+3] |
Movement | 150’ (50’) |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 8 |
Alignment | Neutral |
XP | 50 |
Number Appearing | 1d4 (1d4) |
Treasure Type | U |
- Pursuit: See main entry.
Panther
High-speed hunters that live in plains and forests.
Armor Class | 4 [15] |
---|---|
Hit Dice | 4 (18hp) |
Attacks | 2 × claw (1d4), 1 × bite (1d8) |
THAC0 | 16 [+3] |
Movement | 210’ (70’) |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 8 |
Alignment | Neutral |
XP | 75 |
Number Appearing | 1d2 (1d6) |
Treasure Type | U |
- Pursuit: See main entry.
Sabre-Toothed Tiger
Huge, aggressive cats with foot-long fangs. Normally only found in Lost World regions.
Armor Class | 6 [13] |
---|---|
Hit Dice | 8 (36hp) |
Attacks | 2 × claw (1d8), 1 × bite (2d8) |
THAC0 | 12 [+7] |
Movement | 150’ (50’) |
Saving Throws | D10 W11 P12 B13 S14 (4) |
Morale | 10 |
Alignment | Neutral |
XP | 650 |
Number Appearing | 1d4 (1d4) |
Treasure Type | V |
- Pursuit: See main entry.
Tiger
Large, solitary hunters with striped camouflage markings. Favor woodlands and cooler regions.
Armor Class | 6 [13] |
---|---|
Hit Dice | 6 (27hp) |
Attacks | 2 × claw (1d6), 1 × bite (2d6) |
THAC0 | 14 [+5] |
Movement | 150’ (50’) |
Saving Throws | D12 W13 P14 B15 S16 (3) |
Morale | 9 |
Alignment | Neutral |
XP | 275 |
Number Appearing | 1 (1d3) |
Treasure Type | U |
- Pursuit: See main entry.
- Surprise: On a 1–4, in woodland, due to camouflage.
Cave Locust
2–3’ long, herbivorous, giant crickets that dwell in caverns.
Armor Class | 4 [15] |
---|---|
Hit Dice | 2 (9hp) |
Attacks | 1 × bite (1d2) or 1 × jump (1d4) or 1 × spit (stench) |
THAC0 | 18 [+1] |
Movement | 60’ (20’) / 180’ (60’) flying |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 5 |
Alignment | Neutral |
XP | 20 |
Number Appearing | 2d10 (1d10) |
Treasure Type | None |
- Blend in with stone: May be overlooked or mistaken for statues, due to their stony coloration.
- Shriek: If attacked or frightened, shriek to warn others. This may attract wandering monsters (20% chance per round).
- Jump: Very skittish. If attacked, usually flee by jumping up to 60’ and then flying away. 50% chance of jumping at a random opponent, in which case treat the jump as an attack.
- Spit: Used defensively. 10’ range. Target treated as AC 9 [10]. The affected character is covered in stinking spittle: and unable to act for 1 turn (save versus poison). Until the goo is washed off, others who come within 5’ must also save versus poison or be violently sick.
- Poison immunity: Immune to yellow mold and most poisons, due to their habit of eating fungi.
Centaur
Fantastic creatures with the legs and body of a horse, and the upper body and head of a human. Live in small family or tribal groups, in wild meadows and isolated forests.
Armor Class | 5 [14] |
---|---|
Hit Dice | 4 (18hp) |
Attacks | 2 × hoof (1d6), 1 × weapon (1d6 or by weapon), |
THAC0 | 16 [+3] |
Movement | 180’ (60’) |
Saving Throws | D10 W11 P12 B13 S14 (4) |
Morale | 8 |
Alignment | Neutral |
XP | 75 |
Number Appearing | 0 (2d10) |
Treasure Type | A |
- Weapons: Bows, clubs, lances.
- Lair: Hidden in dense woods, along twisting, guarded paths.
- Females and young: Normally remain in the lair. Flee if attacked. Young has 2HD and makes 2 hoof attacks (1d2) and 1 weapon attack (1d4 or by weapon).
Centipede, Giant
1’ long centipedes that dwell in dark, damp locations.
Armor Class | 9 [10] |
---|---|
Hit Dice | ½* (2hp) |
Attacks | 1 × bite (poison) |
THAC0 | 19 [0] |
Movement | 60’ (20’) |
Saving Throws | D14 W15 P16 B17 S18 (NH) |
Morale | 7 |
Alignment | Neutral |
XP | 6 |
Number Appearing | 2d4 (1d8) |
Treasure Type | None |
- Poison: Causes victims to become horribly sick for ten days (save versus poison): no physical activity possible except half-speed movement.
Chimera
Horrific, hybrid monstrosities with the forequarters of a lion, the hindquarters of a goat, the wings of a dragon, and three heads: goat, lion, and dragon. Dwell in wild, hilly areas, or sometimes in dungeons.
Armor Class | 4 [15] |
---|---|
Hit Dice | 9** (40hp) |
Attacks | 2 × claw (1d3), goat: 1 × gore (2d4), lion: 1 × bite (2d4), dragon: 1 × bite (3d4) or 1 × breath (3d6) |
THAC0 | 12 [+7] |
Movement | 120’ (40’) / 180’ (60’) flying |
Saving Throws | D8 W9 P10 B10 S12 (9) |
Morale | 9 |
Alignment | Chaotic |
XP | 2,300 |
Number Appearing | 1d2 (1d4) |
Treasure Type | F |
- Attack pattern: Dragon head: 50% chance of breath attack, otherwise bites.
- Breath weapon: Cone of fire: end 10’ wide, 50’ long. Can be used up to three times per day.
Cockatrice
Small, magical, bird/reptile hybrids with long serpent tails and the head, legs, and wings of a cockerel. Live in all environments.
Armor Class | 6 [13] |
---|---|
Hit Dice | 5** (22hp) |
Attacks | 1 × beak (1d6 + petrification) |
THAC0 | 15 [+4] |
Movement | 90’ (30’) / 180’ (60’) flying |
Saving Throws | D10 W11 P12 B13 S14 (5) |
Morale | 7 |
Alignment | Neutral |
XP | 425 |
Number Appearing | 1d4 (1d8) |
Treasure Type | D |
- Petrification: Anyone touched is turned to stone (save versus petrify).
Crab, Giant
Unintelligent crustaceans that lurk in coastal waters and creep along beaches. Cannot swim.
Armor Class | 2 [17] |
---|---|
Hit Dice | 3 (13hp) |
Attacks | 2 × pincer (2d6) |
THAC0 | 17 [+2] |
Movement | 60’ (20’) |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 7 |
Alignment | Neutral |
XP | 35 |
Number Appearing | 1d2 (1d6) |
Treasure Type | None |
- Ravenous: Attack any moving creature.
Crocodile
Large reptiles that are ungainly on land and live primarily in water, lurking just beneath the surface of subtropical swamps and lazy rivers. If hungry, attack any creatures that venture into the water.
- Feeding frenzy: Attracted to the scent of blood or violent movement in the water.
Giant Crocodile
More than 50’ long. Usually encountered in Lost World regions. Will attack small ships.
Armor Class | 1 [18] |
---|---|
Hit Dice | 15 (67hp) |
Attacks | 1 × bite (3d8) |
THAC0 | 9 [+10] |
Movement | 90’ (30’) / 90’ (30’) swimming |
Saving Throws | D8 W9 P10 B10 S12 (8) |
Morale | 9 |
Alignment | Neutral |
XP | 1,350 |
Number Appearing | 0 (1d3) |
Treasure Type | None |
Large Crocodile
20’ or more long. May attack small watercraft (canoes, rafts).
Armor Class | 3 [16] |
---|---|
Hit Dice | 6 (27hp) |
Attacks | 1 × bite (2d8) |
THAC0 | 14 [+5] |
Movement | 90’ (30’) / 90’ (30’) swimming |
Saving Throws | D12 W13 P14 B15 S16 (3) |
Morale | 7 |
Alignment | Neutral |
XP | 275 |
Number Appearing | 0 (1d4) |
Treasure Type | None |
Normal Crocodile
Armor Class | 5 [14] |
---|---|
Hit Dice | 2 (9hp) |
Attacks | 1 × bite (1d8) |
THAC0 | 18 [+1] |
Movement | 90’ (30’) / 90’ (30’) swimming |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 7 |
Alignment | Neutral |
XP | 20 |
Number Appearing | 0 (1d8) |
Treasure Type | None |
Cyclops
20’ tall humanoids with a single, central eye. Dwell in caves, alone or in small groups. Cultivate grapes and raise sheep.
Armor Class | 5 [14] |
---|---|
Hit Dice | 13* (58hp) |
Attacks | 1 × club (3d10) or 1 × rock (3d6) |
THAC0 | 10 [+9] |
Movement | 90’ (30’) |
Saving Throws | D4 W5 P6 B5 S8 (13) |
Morale | 9 |
Alignment | Chaotic |
XP | 2,300 |
Number Appearing | 1 (1d4) |
Treasure Type | E + 5,000gp |
- Attack penalty: -2 penalty on all hit rolls, due to limited depth perception.
- Rock throwing: Up to 200’.
- Slow-witted: Can be tricked by clever PCs.
- Curse: 1-in-20 cyclops can place a curse on a character once a week. Save versus spells or be afflicted by a curse of the referee’s choosing. (Maximum possible effects: -2 penalty to saves, -4 penalty to hit, an ability score reduced by 50%.)
Dervish
Fanatically religious, nomadic people who wander steppes and desert regions, living in tents.
Armor Class | 6 [13] or 4 [15] |
---|---|
Hit Dice | 1 (4hp) |
Attacks | 1 × weapon (1d6 or by weapon) |
THAC0 | 19 [0] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 10 |
Alignment | Lawful |
XP | 10 |
Number Appearing | 0 (1d6+1 × 10) |
Treasure Type | A |
- Mounted: On warhorses.
- Arms: 50% of the group have: leather armor, shield, or lance; 25% have: leather armor, shield, shortbow, or sword; 25% have: chainmail, shield, and lance.
- Camps: Groups commonly combine and live in a camp or tribe of up to 300 dervishes, plus women, children, and animals. 25% chance of a wood or brick enclosure.
- Camp leaders: Led by a 10th-level cleric.
- Intolerant: Of other religious views.
- Holy war: Occasionally wage war against other religious factions. Will slay people of different faiths, or take them prisoner. Prisoners must convert; otherwise killed or used as slaves. Characters of Lawful alignment may be asked to join the holy war. Dervishes are highly suspicious of those who refuse (without good reason).
Djinni (Lesser)
Highly magical, free-willed, intelligent beings from the elemental plane of air. Tall humanoids wreathed in clouds.
Armor Class | 5 [14] |
---|---|
Hit Dice | 7+1* (32hp) |
Attacks | 1 × fists (2d8), magic |
THAC0 | 12 [+7] |
Movement | 90’ (30’) / 240’ (80’) flying |
Saving Throws | D4 W5 P6 B5 S8 (14) |
Morale | 12 |
Alignment | Neutral |
XP | 850 |
Number Appearing | 1 (1) |
Treasure Type | None |
Mundane damage immunity: Can only be harmed by magical attacks.
Magic powers:
Each can be used three times per day:
- Whirlwind form: 5 rounds to transform (or change back). 70’ tall, 20’ wide at top, 10’ wide at base. Moves at 120’ (40’). 2d6 damage to all in the path. Creatures with less than 2HD swept aside (save vs. death).
- Gaseous form
- Invisibility
- Illusion: Visual and audial. No concentration is required. Remains until touched or dispelled.
- Create food and drink: For 12 humans and mounts for one day.
- Conjure metallic objects: Up to 1,000 coins weight. Temporary: hardness determines duration (gold: 1 day; iron: 1 round).
- Conjure soft goods / wooden objects: Up to 1,000 coins weight. Permanent.
Carrying capacity: 6,000 coins without fatigue. Up to 12,000 coins for 3 turns walking / 1 turn flying. Must rest 1 turn afterward.
If killed: Returns to the plane of air.
Doppelgänger
Intelligent, human-sized shape-shifters of wicked character and highly magical nature.
Armor Class | 5 [14] |
---|---|
Hit Dice | 4* (18hp) |
Attacks | 1 × bite (1d12) |
THAC0 | 16 [+3] |
Movement | 90’ (30’) |
Saving Throws | D6 W7 P8 B8 S10 (10) |
Morale | 10 |
Alignment | Chaotic |
XP | 125 |
Number Appearing | 1d6 (1d6) |
Treasure Type | E |
- Shape stealing: Can adopt the form of any human-like creature (7’ tall or less) observed. Then proceed to attack the person mimicked.
- Trickery: Will attempt to kill a PC, take on their role, and then attack the party by surprise (e.g. during a battle).
- Reversion: If killed, reverts to its original form.
- Spell immunity: Unaffected by sleep and charm spells.
Dragon Turtle
Gargantuan sea monsters with the body and hard shell of a turtle and the head, tail, and legs of a dragon. Lurk in huge caves in the depths of the ocean, only rarely coming to the surface.
Armor Class | -2 [21] |
---|---|
Hit Dice | 30* (135hp) |
Attacks | [2 × claw (1d8), 1 × bite (1d6 × 10)] or breath |
THAC0 | 5 [+14] |
Movement | 30’ (10’) / 90’ (30’) swimming |
Saving Throws | D4 W5 P6 B5 S8 (15) |
Morale | 10 |
Alignment | Chaotic |
XP | 9,000 |
Number Appearing | 0 (1) |
Treasure Type | H |
- Breath weapon: 90’ long, 30’ wide cloud of steam. Can be used up to three times per day. All caught in the area suffer damage equal to the dragon turtle’s current hit points (save versus breath for half).
- Mistaken for island: When floating, can be mistaken for a small island.
- Attack ships: Sometimes try to destroy ships and eat the crew by surfacing below.
- Treasure: From sunken ships.
Dragon
A proud, ancient race of gigantic, carnivorous, winged reptiles. There are many subspecies of dragons, many of which are distinguished by the color of their scales. All dragons are egg-layers and hoard treasure in their lairs, far from areas of human civilization.
Behavior: Chaotic dragons usually try to eat humans but may sometimes capture them. Neutral dragons may attack or ignore humans. Lawful dragons may aid parties worthy of the honor.
Pride: Dragons are immensely proud creatures and will always listen to flattery.
Attack pattern: A dragon always attacks first with its breath weapon, then either breathes again or makes melee attacks (equal chance of either).
Breath weapon:
It can be used up to three times per day. All caught in the area suffer damage equal to the dragon’s current hit points (
save versus breath
for half). Shapes of breath weapon:
- Cloud: 50’ long, 40’ wide, 20’ high.
- Cone: 2’ wide at the mouth, 30’ wide at the far end.
- Line: 5’ wide along the whole length.
Energy immunity: Unharmed by their own breath weapon or lesser versions thereof. Automatically save versus similar attack forms. (For example, a red dragon is immune to flaming oil and suffers half damage from fire ball spells.)
Language and spells: Some dragons are able to speak (their tongue plus Common). The chance is listed by subspecies. Those who can speak can also cast randomly selected magic-user spells(the listed number and level of spells).
Sleeping: The chance of a dragon being asleep when encountered on the ground is listed by subspecies. A sleeping dragon may be attacked for one round with a +2 bonus to hit. Dragons may sometimes pretend to be asleep!
Subduing: Will surrender if reduced to 0hp by non-lethal attacks (see ***Subduing, admitting that it has been defeated. (Subdual damage does not reduce the damage done by the breath weapon.) A subdued dragon will attempt to escape or attack its captors, if the opportunity presents itself or if given a suicidal command. A subdued dragon may be sold for up to 1,000gp per hp.
Age: The following stats describe dragons of average size. Younger dragons may have up to 3 HD less and ¼ or ½ as much treasure. Older dragons may have up to 3 HD more and twice as much treasure.
Lairs: A dragon’s treasure is always kept in its well-hidden lair and is seldom unguarded.
Black Dragon
Dwell in swamps and marshes.
Armor Class | 2 [17] |
---|---|
Hit Dice | 7** (31hp) |
Attacks | [2 × claw (1d4 + 1), 1 × bite (2d10)] or breath |
THAC0 | 13 [+6] |
Movement | 90’ (30’) / 240’ (80’) flying |
Saving Throws | D8 W9 P10 B10 S12 (7) |
Morale | 8 |
Alignment | Chaotic |
XP | 1,250 |
Number Appearing | 1d4 (1d4) |
Treasure Type | H |
- Breath weapon: 60’ long line of acid.
- Language and spells: 20%; 4 × 1st level.
- Sleeping: 40%.
Blue Dragon
Favour open plains and deserts.
Armor Class | 0 [19] |
---|---|
Hit Dice | 9** (40hp) |
Attacks | [2 × claw (1d6 + 1), 1 × bite (3d10)] or breath |
THAC0 | 12 [+7] |
Movement | 90’ (30’) / 240’ (80’) flying |
Saving Throws | D8 W9 P10 B10 S12 (9) |
Morale | 9 |
Alignment | Neutral |
XP | 2,300 |
Number Appearing | 1d4 (1d4) |
Treasure Type | H |
- Breath weapon: 100’ long line of lightning.
- Language and spells: 40%; 4 × 1st level, 4 × 2nd level.
- Sleeping: 20%.
Gold Dragon
May be encountered in any terrain, often in the guise of a person or animal.
Armor Class | -2 [21] |
---|---|
Hit Dice | 11** (49hp) |
Attacks | [2 × claw (2d4), 1 × bite (6d6)] or breath |
THAC0 | 11 [+8] |
Movement | 90’ (30’) / 240’ (80’) flying |
Saving Throws | D6 W7 P8 B8 S10 (11) |
Morale | 10 |
Alignment | Lawful |
XP | 2,700 |
Number Appearing | 1d4 (1d4) |
Treasure Type | H |
- Breath weapon: 90’ long cone of fire or cloud of chlorine gas.
- Language and spells: 100%; 4 × 1st level, 4 × 2nd level, 4 × 3rd level.
- Sleeping: 5%.
- Shape changing: May take on the form of a person or animal.
Green Dragon
Lair in jungles and forests.
Armor Class | 1 [18] |
---|---|
Hit Dice | 8** (36hp) |
Attacks | [2 × claw (1d6), 1 × bite (3d8)] or breath |
THAC0 | 12 [+7] |
Movement | 90’ (30’) / 240’ (80’) flying |
Saving Throws | D8 W9 P10 B10 S12 (8) |
Morale | 9 |
Alignment | Chaotic |
XP | 1,750 |
Number Appearing | 1d4 (1d4) |
Treasure Type | H |
- Breath weapon: Cloud of chlorine gas.
- Language and spells: 30%; 3 × 1st level, 3 × 2nd level.
- Sleeping: 30%.
Red Dragon
Dwell in hills and mountains.
Armor Class | -1 [20] |
---|---|
Hit Dice | 10** (45hp) |
Attacks | [2 × claw (1d8), 1 × bite (4d8)] or breath |
THAC0 | 11 [+8] |
Movement | 90’ (30’) / 240’ (80’) flying |
Saving Throws | D6 W7 P8 B8 S10 (10) |
Morale | 10 |
Alignment | Chaotic |
XP | 2,300 |
Number Appearing | 1d4 (1d4) |
Treasure Type | H |
- Breath weapon: 90’ long cone of fire.
- Language and spells: 50%; 3 × 1st level, 3 × 2nd level, 3 × 3rd level.
- Sleeping: 10%.
Sea Dragon
Intelligent, aquatic dragons with green scales, fin-like wings, and a yellowish crest. Dwell in the depths of the ocean, inhabiting caverns or shipwrecks. Sometimes attack vessels to steal their treasure and eat the crew.
Armor Class | 1 [18] |
---|---|
Hit Dice | 8** (36hp) |
Attacks | 1 × bite (3d8) or breath |
THAC0 | 12 [+7] |
Movement | 180’ (60’) swimming / 180’ (60’) gliding |
Saving Throws | D8 W9 P10 B10 S12 (8) |
Morale | 9 |
Alignment | Neutral |
XP | 1,750 |
Number Appearing | 0 (1d4) |
Treasure Type | H |
- Breath weapon: Poison spittle, 100’ range, 20’ diameter. Save versus breath or die. (Poison is harmless after 1 round.)
- Language and spells: 20%; 3 × 1st level, 3 × 2nd level.
- Sleeping: 30%.
- Gliding: Leap out of the water and glide for up to 6 rounds.
White Dragon
Found in cold regions.
Armor Class | 3 [16] |
---|---|
Hit Dice | 6** (27hp) |
Attacks | [2 × claw (1d4), 1 × bite (2d8)] or breath |
THAC0 | 14 [+5] |
Movement | 90’ (30’) / 240’ (80’) flying |
Saving Throws | D10 W11 P12 B13 S14 (6) |
Morale | 8 |
Alignment | Neutral |
XP | 725 |
Number Appearing | 1d4 (1d4) |
Treasure Type | H |
- Breath weapon: 80’ long cone of cold.
- Language and spells: 10%; 3 × 1st level.
- Sleeping: 50%.
Driver Ant
Giant (6’ long), omnivorous, black ants.
Armor Class | 3 [16] |
---|---|
Hit Dice | 4* (18hp) |
Attacks | 1 × bite (2d6) |
THAC0 | 16 [+3] |
Movement | 180’ (60’) |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 7 (12 in melee) |
Alignment | Neutral |
XP | 125 |
Number Appearing | 2d4 (4d6) |
Treasure Type | U (see below) |
- Rapacious: Consume everything in their path, when hungry.
- Morale: Attack relentlessly, once they are engaged in melee (morale 12). Will even pursue through flames.
- Lair treasure: 30% chance of 1d10 × 1,000gp worth of gold nuggets, mined by the ants.
Dryad
Shy, peaceful, yet wary tree spirits that can manifest as beautiful female humanoids. Live in deep forests.
Armor Class | 5 [14] |
---|---|
Hit Dice | 2* (9hp) |
Attacks | 1 × magic (charm) |
THAC0 | 18 [+1] |
Movement | 120’ (40’) |
Saving Throws | D10 W11 P12 B13 S14 (4) |
Morale | 6 |
Alignment | Neutral |
XP | 25 |
Number Appearing | 0 (1d6) |
Treasure Type | D |
- Bound with tree: Spiritually connected with a single tree. Dryad dies if the tree dies, or if separated by more than 240’.
- Meld with tree: Can disappear by joining with her tree.
- Defensive: Distrustful of strangers. Attempt to charm anyone who approaches or follows.
- Charm: Victim compelled to approach the tree, vanishes inside it (save versus spells with a -2 penalty). If not immediately rescued, the victim is lost forever.
- Treasure: Hidden in the roots of the tree.
Dwarf (Monster)
Short, stocky, bearded demihumans who dwell in mountains and subterranean realms.
Armor Class | 4 [15] |
---|---|
Hit Dice | 1 (4hp) |
Attacks | 1 × weapon (1d8 or by weapon) |
THAC0 | 19 [0] |
Movement | 60’ (20’) |
Saving Throws | D8 W9 P10 B13 S12 (Dwarf 1) |
Morale | 8 (10 with leader) |
Alignment | Lawful or Neutral |
XP | 10 |
Number Appearing | 1d6 (5d8) |
Treasure Type | G |
- Leader: A leader of level 1d6 + 2 is present for every 20 dwarves. The leader may have magic items: 5% chance per level for each magic item table (except Scrolls and Wands/Staves/Rods) — see Magic Items.
- Hate goblins: Normally attack on sight.
See Dwarf for the character class.
Efreeti (Lesser)
Highly magical, free-willed, intelligent beings from the elemental plane of fire. Manifest as giant men with demonic faces and an aura of heat and smoke. Solidify out of billowing smoke clouds.
Armor Class | 3 [16] |
---|---|
Hit Dice | 10* (45hp) |
Attacks | 1 × fists (2d8), magic |
THAC0 | 11 [+8] |
Movement | 90’ (30’) / 240’ (80’) flying |
Saving Throws | D4 W5 P6 B5 S8 (15) |
Morale | 12 |
Alignment | Chaotic |
XP | 1,600 |
Number Appearing | 1 (1) |
Treasure Type | None |
Mundane damage immunity: Can only be harmed by magical attacks.
Magic powers:
Each can be used three times per day:
- Pillar of flame: Transform into a column of fire for up to 3 rounds. Flammable items within 5’ are ignited. Attacks do an additional 1d8 damage (3d8 total).
- Invisibility
- Illusion: Visual and audial. No concentration is required. Remains until touched or dispelled.
- Create wall of fire
- Create food and drink: For 12 humans and mounts for one day.
- Conjure metallic objects: Up to 1,000 coins weight. Temporary: hardness determines duration (gold: 1 day; iron: 1 round).
- Conjure soft goods / wooden objects: Up to 1,000 coins weight. Permanent.
Carrying capacity: Up to 10,000 coins (flying).
Hate djinn: Attack on sight.
Bound servitor: Efreet summoning spells can be researched by high-level magic-users. Can be bound to servitude for 101 days. Efreet is treacherous and will follow commands to the letter while subverting the intent.
Elemental
Beings formed of pure, elemental matter (air, earth, fire, or water) that can be summoned from their plane of origin to serve a magic-user.
- Mundane damage immunity: Can only be harmed by magical attacks.
- Power level: There are three power levels of elemental. Each is typically summoned by different means:
- Lesser: AC 2 [17], HD 8*, Att 1 × blow (1d8), SV D8 W9 P10 B10 S12 (8). (Summoned by magic staff.)
- Intermediate: AC 0 [19], HD 12*, Att 1 × blow (2d8), SV D6 W7 P8 B8 S10 (12). (Summoned by magic device.)
- Greater: AC -2 [21], HD 16*, Att 1 × blow (3d8), SV D2 W3 P4 B3 S6 (16). (Summoned by spell.)
Air Elemental
Huge vortexes of whirling air.
Armor Class | 2 [17] / 0 [19] / -2 [21] |
---|---|
Hit Dice | 8 / 12 / 16* (36 / 54 / 72hp) |
Attacks | 1 × blow (1d8 / 2d8 / 3d8) |
THAC0 | 12 [+7] / 10 [+9] / 8 [+11] |
Movement | 360’ (120’) flying |
Saving Throws | See main entry (8 / 12 / 16) |
Morale | 10 |
Alignment | Neutral |
XP | 1,200 / 1,900 / 2,300 |
Number Appearing | 1 (1) |
Treasure Type | None |
- Size: 16’ tall, 4’ across / 24’ tall, 6’ across / 32’ tall, 8’ across.
- Whirlwind: Creatures with less than 2HD swept aside (save versus death).
- Harm flying creatures: Inflict extra 1d8 damage.
Earth Elemental
Huge, humanoid figures of earth or stone.
Armor Class | 2 [17] / 0 [19] / -2 [21] |
---|---|
Hit Dice | 8 / 12 / 16* (36 / 54 / 72hp) |
Attacks | 1 × blow (1d8 / 2d8 / 3d8) |
THAC0 | 12 [+7] / 10 [+9] / 8 [+11] |
Movement | 60’ (20’) |
Saving Throws | See main entry (8 / 12 / 16) |
Morale | 10 |
Alignment | Neutral |
XP | 1,200 / 1,900 / 2,300 |
Number Appearing | 1 (1) |
Treasure Type | None |
- Size: 8’ tall / 12’ tall / 16’ tall.
- Blocked by water: Cannot cross a channel wider than own height.
- Harm creatures on the ground: Inflict extra 1d8 damage.
Fire Elemental
Whirling columns of fire
Armor Class | 2 [17] / 0 [19] / -2 [21] |
---|---|
Hit Dice | 8 / 12 / 16* (36 / 54 / 72hp) |
Attacks | 1 × blow (1d8 / 2d8 / 3d8) |
THAC0 | 12 [+7] / 10 [+9] / 8 [+11] |
Movement | 120’ (40’) |
Saving Throws | See main entry (8 / 12 / 16) |
Morale | 10 |
Alignment | Neutral |
XP | 1,200 / 1,900 / 2,300 |
Number Appearing | 1 (1) |
Treasure Type | None |
- Size: 8’ tall, 8’ across / 12’ tall, 12’ across / 16’ tall, 16’ across.
- Blocked by water: Cannot cross a channel wider than own diameter.
- Harm cold-based creatures: Inflict extra 1d8 damage.
Water Elemental
Huge waves of water.
Armor Class | 2 [17] / 0 [19] / -2 [21] |
---|---|
Hit Dice | 8 / 12 / 16* (36 / 54 / 72hp) |
Attacks | 1 × blow (1d8 / 2d8 / 3d8) |
THAC0 | 12 [+7] / 10 [+9] / 8 [+11] |
Movement | 60’ (20’) / 180’ (60’) swimming |
Saving Throws | See main entry (8 / 12 / 16) |
Morale | 10 |
Alignment | Neutral |
XP | 1,200 / 1,900 / 2,300 |
Number Appearing | 1 (1) |
Treasure Type | None |
- Size: 4’ tall, 16’ across / 6’ tall, 24’ across / 8’ tall, 32’ across.
- Water-bound: Must remain within 60’ of water.
- Harm creatures in water: Inflict extra 1d8 damage.
Elephant
Massive, tusked animals that dwell near subtropical forests. Wandering individuals or whole herds may be encountered.
Armor Class | 5 [14] |
---|---|
Hit Dice | 9 (40hp) |
Attacks | 2 × tusk (2d4) or 1 × trample (4d8) |
THAC0 | 12 [+7] |
Movement | 120’ (40’) |
Saving Throws | D10 W11 P12 B13 S14 (5) |
Morale | 8 |
Alignment | Neutral |
XP | 900 |
Number Appearing | 0 (1d20) |
Treasure Type | Tusks |
- Charge: In the first round of combat, when not in melee. Requires a clear run of at least 20 yards. Tusks inflict double damage.
- Trample: 3-in-4 chance of trampling each round. +4 to-hit human-sized or smaller creatures.
- Ivory: Each tusk is worth 1d6 × 100gp.
Elf (Monster)
Slender, fey demihumans with pointed ears. Live in harmony with nature, in beautiful natural settings.
Armor Class | 5 [14] |
---|---|
Hit Dice | 1+1* (5hp) |
Attacks | 1 × weapon (1d8 or by weapon) |
THAC0 | 18 [+1] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P13 B15 S15 (Elf 1) |
Morale | 8 (10 with leader) |
Alignment | Neutral |
XP | 19 |
Number Appearing | 1d4 (2d12) |
Treasure Type | E |
- Spells: Each individual has one random 1st-level arcane spell.
- Leader: Groups of 15+ are led by an elf of level 1d6 + 1. The leader may have magical items: 5% chance per level for each magic item table (see Magic Items).
See Elf for the character class.
Ferret, Giant
3’ long ferrets that hunt giant rats in their burrows. Sometimes kept by humans for this aptitude.
Armor Class | 5 [14] |
---|---|
Hit Dice | 1+1 (5hp) |
Attacks | 1 × bite (1d8) |
THAC0 | 18 [+1] |
Movement | 150’ (50’) |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 8 |
Alignment | Neutral |
XP | 15 |
Number Appearing | 1d8 (1d12) |
Treasure Type | None |
- Volatile: Unpredictable temper; may turn on trainers or other people.
Fish, Giant
Giant Bass
Shy; only attack when seeing a bite-size (halfling-size or smaller) morsel close by.
Armor Class | 7 [12] |
---|---|
Hit Dice | 2 (9hp) |
Attacks | 1 × bite (1d6) |
THAC0 | 18 [+1] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 8 |
Alignment | Neutral |
XP | 20 |
Number Appearing | 0 (2d4) |
Treasure Type | None |
Giant Catfish
15’ long, pale white. Four feelers beside the mouth. Lurk in the mud at the bottom of rivers and lakes. Will attack creatures on the bottom or swimming above.
Armor Class | 4 [15] |
---|---|
Hit Dice | 8+3 (39hp) |
Attacks | Att 1 × bite (2d8), 4 × feeler (1d4) |
THAC0 | 12 [+7] |
Movement | 90’ (30’) |
Saving Throws | D10 W11 P12 B13 S14 (4) |
Morale | 8 |
Alignment | Neutral |
XP | 650 |
Number Appearing | 0 (1d2) |
Treasure Type | None |
Giant Piranha
5’ long piranhas with black and green scales. Live in rivers (occasionally lakes) and attack anything in the water.
Armor Class | 6 [13] |
---|---|
Hit Dice | 3+3 (16hp) |
Attacks | 1 × bite (1d8) |
THAC0 | 16 [+3] |
Movement | 150’ (50’) |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 7 |
Alignment | Neutral |
XP | 50 |
Number Appearing | 0 (2d4) |
Treasure Type | None |
- Surround opponents: A target can be attacked by up to 8 giant piranhas.
- Morale: When blood is in the water, do not check morale.
Giant Rockfish
Spiny fish with lumpy, rock-like skin. Live in saltwater shallows. Normally passive, but highly aggressive if disturbed.
Armor Class | 7 [12] |
---|---|
Hit Dice | 5+5* (27hp) |
Attacks | 4 × spine (1d4 + poison) |
THAC0 | 14 [+5] |
Movement | 180’ (60’) |
Saving Throws | D12 W13 P14 B15 S16 (3) |
Morale | 8 |
Alignment | Neutral |
XP | 400 |
Number Appearing | 0 (2d4) |
Treasure Type | None |
- Camouflage: 70% chance of being mistaken for a rock or coral formation.
- Grasping: If mistaken for a rock and grasped, all 4 spines automatically hit.
- Poison: Causes death (save vs poison).
Giant Sturgeon
Huge (nearly 30’ long), aggressive fish with armor plating.
Armor Class | 0 [19] |
---|---|
Hit Dice | 10+2* (47hp) |
Attacks | 1 × bite (2d10) |
THAC0 | 11 [+8] |
Movement | 180’ (60’) |
Saving Throws | D10 W11 P12 B13 S14 (5) |
Morale | 9 |
Alignment | Neutral |
XP | 1,600 |
Number Appearing | 0 (1) |
Treasure Type | None |
- Swallow whole: On a natural 18, 19, or 20 attack roll. Inside the fish’s belly: suffer 2d6 damage per round (until the fish dies); save versus death or be paralysed; may attack with sharp weapons at -4 to hit (inside belly has AC 7 [12]); body digested in 6 turns after death.
Gargoyle
Magical monsters that look like hideous, horned, winged statues. Semi-intelligent and possessed of a great cunning.
Armor Class | 5 [14] |
---|---|
Hit Dice | 4 (18hp) |
Attacks | 2 × claw (1d3), 1 × bite (1d6), 1 × horn (1d4) |
THAC0 | 16 [+3] |
Movement | 90’ (30’) / 150’ (50’) flying |
Saving Throws | D8 W9 P10 B10 S12 (8) |
Morale | 11 |
Alignment | Chaotic |
XP | 75 |
Number Appearing | 1d6 (2d4) |
Treasure Type | C |
- Blend in with stone: This may be overlooked or mistaken for inanimate statues.
- Guardians: Almost always attack when approached.
- Mundane damage immunity: Can only be harmed by magical attacks.
- Spell immunity: Unaffected by sleep or charm spells.
Gelatinous Cube
10’ cubes of transparent jelly. Move through dungeons, absorbing debris and living creatures they come across.
Armor Class | 8 [11] |
---|---|
Hit Dice | 4* (18hp) |
Attacks | 1 × touch (2d4 + paralysis) |
THAC0 | 16 [+3] |
Movement | 60’ (20’) |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 12 |
Alignment | Neutral |
XP | 125 |
Number Appearing | 1 (0) |
Treasure Type | V |
- Surprise: On a roll of 1–4, due to near-invisibility.
- Paralysis: For 2d4 turns (save versus paralysis).
- Energy immunity: Unharmed by cold or lightning.
- Embedded items: Indigestible items (e.g. gems, coins) are carried around inside the cube.
Ghoul
Grotesque, animalistic, undead humans that crave the flesh of the living.
Armor Class | 6 [13] |
---|---|
Hit Dice | 2* (9hp) |
Attacks | 2 × claw (1d3 + paralysis), 1 × bite (1d3 + paralysis) |
THAC0 | 18 [+1] |
Movement | 90’ (30’) |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 9 |
Alignment | Chaotic |
XP | 25 |
Number Appearing | 1d6 (2d8) |
Treasure Type | B |
- Paralysis: For 2d4 turns (save versus paralysis). Elves and creatures larger than ogres are unaffected. After paralyzing a target, ghouls will attack others.
- Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
Giant
Cloud Giant
Aggressive, 20’ tall humanoids with skin and hair ranging from grey to white. Dress in pale robes.
Armor Class | 4 [15] |
---|---|
Hit Dice | 12+3 (57hp) |
Attacks | 1 × weapon (6d6) or 1 × boulder (3d6) |
THAC0 | 10 [+9] |
Movement | 120’ (40’) |
Saving Throws | D6 W7 P8 B8 S10 (12) |
Morale | 10 |
Alignment | Neutral |
XP | 1,100 |
Number Appearing | 1d2 (1d3) |
Treasure Type | E + 5,000gp |
- Keen sight and smell: Only surprised on a 1.
- Boulder throwing: Up to 200’.
- Castle: Built into mountainsides or floating on cloud banks.
- Guardians: 3d6 giant hawks or (only in mountains) 6d6 dire wolves.
- Hate intruders: May block mountain passes to ensure isolation.
Fire Giant
16’ tall humanoids with black hair and red skin. Dress in armor fashioned from golden metals (brass, bronze, copper). Dwell in places of extreme heat (e.g., near volcanoes).
Armor Class | 4 [15] |
---|---|
Hit Dice | 11+2 (51hp) |
Attacks | 1 × weapon (5d6) or 1 × boulder (3d6) |
THAC0 | 10 [+9] |
Movement | 120’ (40’) |
Saving Throws | D6 W7 P8 B8 S10 (11) |
Morale | 9 |
Alignment | Chaotic |
XP | 1,100 |
Number Appearing | 1d2 (1d3) |
Treasure Type | E + 5,000gp |
- Boulder throwing: Up to 200’.
- Fire immunity: Unharmed by fire.
- Castle: Black, low-walled. Made of baked mud and raw iron.
- Guardians: 20% chance of 1d3 hydras, 3d6 hellhounds otherwise.
Frost Giant
18’ tall humanoids with pale skin and pale, yellow or blue hair. Dress in furs or iron armor. Males have long beards.
Armor Class | 4 [15] |
---|---|
Hit Dice | 10+1 (46hp) |
Attacks | 1 × weapon (4d6) or 1 × boulder (3d6) |
THAC0 | 11 [+8] |
Movement | 120’ (40’) |
Saving Throws | D6 W7 P8 B8 S10 (10) |
Morale | 9 |
Alignment | Chaotic |
XP | 900 |
Number Appearing | 1d2 (1d4) |
Treasure Type | E + 5,000gp |
- Boulder throwing: Up to 200’.
- Cold immunity: Unharmed by cold-based attacks.
- Castle: High upon snowy mountains.
- Guardians: 20% chance of 3d6 polar bears, 6d6 wolves otherwise.
Hill Giant
Hairy, brutish, 12’ tall humanoids of low intelligence. Dwell in foothills. Known to attack human settlements to steal food.
Armor Class | 4 [15] |
---|---|
Hit Dice | 8 (36hp) |
Attacks | 1 × weapon (2d8) |
THAC0 | 12 [+7] |
Movement | 120’ (40’) |
Saving Throws | D8 W9 P10 B10 S12 (8) |
Morale | 8 |
Alignment | Chaotic |
XP | 650 |
Number Appearing | 1d4 (2d4) |
Treasure Type | E + 5,000gp |
- Weapons: Wield giant clubs and spears.
Stone Giant
14’ tall humanoids with stone-like, grey skin. Dwell in natural caverns or primitive huts built of stone.
Armor Class | 4 [15] |
---|---|
Hit Dice | 9 (40hp) |
Attacks | 1 × weapon (3d6) or 1 × boulder (3d6) |
THAC0 | 12 [+7] |
Movement | 120’ (40’) |
Saving Throws | D8 W9 P10 B10 S12 (9) |
Morale | 9 |
Alignment | Neutral |
XP | 900 |
Number Appearing | 1d2 (1d6) |
Treasure Type | E + 5,000gp |
- Weapons: Stone clubs made from huge stalactites.
- Boulder throwing: Up to 300’.
- Guardians: 50% chance of 1d4 cave bears.
Storm Giant
22’ tall humanoids with bronze-hued skin and garish hair (red or yellow).
Armor Class | 2 [17] |
---|---|
Hit Dice | 15 (67hp) |
Attacks | 1 × weapon (8d6), 1 × lightning bolt |
THAC0 | 9 [+10] |
Movement | 150’ (50’) |
Saving Throws | D4 W5 P6 B5 S8 (15) |
Morale | 10 |
Alignment | Lawful |
XP | 1,350 |
Number Appearing | 1 (1d3) |
Treasure Type | E + 5,000gp |
- Summon storm: Takes 1 turn.
- Lightning bolts: In a storm, may throw lightning every 5 rounds: 60’ long, 5’ wide; inflicts damage equal to the giant’s current hit point total (save versus spells for half damage); will bounce off of hard surfaces in the path.
- Lightning immunity: Unharmed by lightning. Enjoy basking in storms.
- Castle: High among mountain peaks, atop banks of clouds, or in deep waters.
- Guardians: 2d4 griffons. Underwater: 3d6 giant crabs.
Gnoll
Lazy, humanoid hyenas of low intelligence that live by intimidation and theft. Legends say that gnolls were magically created by a wizard who crossbred gnomes and trolls.
Armor Class | 5 [14] |
---|---|
Hit Dice | 2 (9hp) |
Attacks | 1 × weapon (2d4 or by weapon + 1) |
THAC0 | 18 [+1] |
Movement | 90’ (30’) |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 8 |
Alignment | Chaotic |
XP | 20 (leader: 35) |
Number Appearing | 1d6 (3d6) |
Treasure Type | D |
- Leader: Groups of 20+ are led by a gnoll with 3HD (16hp).
Gnome
Short demihumans with long noses and beards. Smaller cousins of dwarves, whom they get along with. Prefer to live in burrows in a non-mountainous country.
Armor Class | 5 [14] |
---|---|
Hit Dice | 1 (4hp) |
Attacks | 1 × weapon (1d6 or by weapon) |
THAC0 | 19 [0] |
Movement | 60’ (20’) |
Saving Throws | D8 W9 P10 B13 S12 (Dwarf 1) |
Morale | 8 (10 in sight of leader or chieftain) |
Alignment | Lawful or Neutral |
XP | 10, (leader: 20, bodyguard: 35, chieftain: 75), |
Number Appearing | 1d8 (5d8) |
Treasure Type | C |
- Weapons: Typically use war hammers and crossbows.
- Infravision: 90’.
- Leader: A 2HD (11hp) leader is present for every 20 gnomes.
- Clan chieftain and bodyguards: A 4HD (18hp) chieftain and 1d6 3HD (1d4 + 9hp) bodyguards live in the gnome lair. The chieftain gains a +1 bonus to damage.
- Hate kobolds: Normally attack on sight.
- Mines and machines: Love machinery, mining, gold, and gems. May make foolish decisions to obtain precious items. War with goblins and kobolds over precious metals.
Goblin
Small, grotesque humanoids with pallid, earth-colored skin and glowing, red eyes. Dwell underground.
Armor Class | 6 [13] |
---|---|
Hit Dice | 1-1 (3hp) |
Attacks | 1 × weapon (1d6 or by weapon) |
THAC0 | 19 [0] |
Movement | 60’ (20’) |
Saving Throws | D14 W15 P16 B17 S18 (NH) |
Morale | 7 (9 with king) |
Alignment | Chaotic |
XP | 5 (bodyguard: 20, king: 35) |
Number Appearing | 2d4 (6d10) |
Treasure Type | R (C) |
- Infravision: 90’.
- Hate the sun: -1 to-hit in full daylight.
- Wolf riders: 20% of goblin groups encountered have wolf riders: ¼ of the group mounted on dire wolves.
- Hate dwarves: Attack on sight.
- Goblin king and bodyguards: A 3HD (15hp) king and 2d6 2HD (2d6hp) bodyguards live in the goblin lair. They do not suffer attack penalties in daylight. The king gains a +1 bonus to damage.
- Hoard: Only have treasure type C when encountered in the wilderness or in their lair.
Golem
Artificial beings constructed from different materials by mighty clerics or wizards.
- Mundane damage immunity: Can only be harmed by magical attacks.
- Immunity: Unharmed by gas; unaffected by charm, hold, and sleep spells.
- Other materials: Golems formed of other materials are also possible.
- Constructing: A very complex, expensive, and time-consuming process.
Amber Golem
Constructed in the form of giant cats (e.g. lions or tigers).
Armor Class | 6 [13] |
---|---|
Hit Dice | 10** (45hp) |
Attacks | 2 × claw (2d6), 1 × bite (2d10) |
THAC0 | 11 [+8] |
Movement | 180’ (60’) |
Saving Throws | D10 W11 P12 B13 S14 (5) |
Morale | 12 |
Alignment | Neutral |
XP | 2,300 |
Number Appearing | 1 (1) |
Treasure Type | None |
- Mundane damage immunity; Immunity: See main entry.
- Tracking: Without error.
- Detect invisible creatures: Within 60’.
Bone Golem
6’ tall constructs of human bone, crafted into a humanoid shape. Have four arms, attached at different places on the torso.
Armor Class | 2 [17] |
---|---|
Hit Dice | 8 (36hp) |
Attacks | 2 or 4 × weapon (1d6 or by weapon) |
THAC0 | 12 [+7] |
Movement | 120’ (40’) |
Saving Throws | D10 W11 P12 B13 S14 (4) |
Morale | 12 |
Alignment | Neutral |
XP | 650 |
Number Appearing | 1 (1) |
Treasure Type | None |
- Mundane damage immunity; Immunity: See main entry.
- Weapons: 4×1-handed or 2×2-handed.
- Attack multiple opponents: Up to 2 per round.
- Energy immunity: Unharmed by fire, cold, and electricity.
Bronze Golem
Bronze constructs that resemble fire giants, possessing a great internal heat.
Armor Class | 0 [19] |
---|---|
Hit Dice | 20** (90hp) |
Attacks | 1 × fist (3d10 + 1d10 heat) |
THAC0 | 6 [+13] |
Movement | 240’ (80’) |
Saving Throws | D6 W7 P8 B8 S10 (10) |
Morale | 12 |
Alignment | Neutral |
XP | 4,300 |
Number Appearing | 1 (1) |
Treasure Type | None |
- Mundane damage immunity; Immunity: See main entry.
- Flaming blood: If damaged by an edged weapon, emits a spurt of liquid fire: attacker suffers 2d6 damage (save versus death to avoid).
- Fire immunity: Unharmed by fire.
Wood Golem
3’ tall, roughly constructed, humanoid figures of wood.
Armor Class | 7 [12] |
---|---|
Hit Dice | 2+2 (11hp) |
Attacks | 1 × fist (1d8) |
THAC0 | 17 [+2] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 12 |
Alignment | Neutral |
XP | 25 |
Number Appearing | 1 (1) |
Treasure Type | None |
- Mundane damage immunity; Immunity: See main entry.
- Initiative: -1 penalty due to stiff movement.
- Flammable: -2 to saves against fire attacks; suffers one extra point of damage per die.
Gorgon
Magical monsters that resemble iron-scaled bulls. Dwell in plains or foothills.
Armor Class | 2 [17] |
---|---|
Hit Dice | 8* (36hp) |
Attacks | 1 × gore (2d6) or 1 × breath (petrify) |
THAC0 | 12 [+7] |
Movement | 120’ (40’) |
Saving Throws | D8 W9 P10 B10 S12 (8) |
Morale | 8 |
Alignment | Chaotic |
XP | 1,200 |
Number Appearing | 1d2 (1d4) |
Treasure Type | E |
- Charge: When not in melee. Requires a clear run of at least 20 yards. Gore inflicts double damage.
- Petrifying breath: Cloud 60’ long, 10’ wide. All in the cloud are turned to stone (save versus petrify to avoid). Unharmed by own breath.
Green Slime
Dripping, green slime that clings to walls and ceilings.
Armor Class | No hit roll required |
---|---|
Hit Dice | 2* (9hp) |
Attacks | 1 × touch (consume flesh) |
THAC0 | 18 [+1] |
Movement | 3’ (1’) |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 12 |
Alignment | Neutral |
XP | 25 |
Number Appearing | 1 (0) |
Treasure Type | None |
- Surprise: Drops down on surprised characters from above.
- Acid: When in contact with a victim, sticks on and exudes acid. The acid destroys wood or metal (including armor) in 6 rounds, but cannot affect stone.
- Consume flesh: Once in contact with flesh for 6 rounds, the victim is turned into green slime in a further 1d4 rounds.
- Removing: Once stuck on a victim, can only be removed by fire. This inflicts half damage to the victim and half to the slime.
- Immunity: Unharmed by all attacks except cold or fire.
Grey Ooze
Slimy horrors that lurk on stone surfaces or among boulders.
Armor Class | 8 [11] |
---|---|
Hit Dice | 3* (13hp) |
Attacks | 1 × touch (2d8) |
THAC0 | 17 [+2] |
Movement | 10’ (3’) |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 12 |
Alignment | Neutral |
XP | 50 |
Number Appearing | 1 (1) |
Treasure Type | None |
- Blend in with stone: Difficult to tell apart from wet stone.
- Acid: After a successful attack, sticks to the victim and exudes acid. The acid destroys normal armor immediately and inflicts 2d8 damage per round. (Magic armor is dissolved in one turn.)
- Energy immunity: Unharmed by cold or fire.
Griffon
Large, rapacious predators combine the features of an eagle (head, wings, front claws) and a lion. Prey on horses.
Armor Class | 5 [14] |
---|---|
Hit Dice | 7 (31hp) |
Attacks | 2 × claw (1d4), 1 × bite (2d8) |
THAC0 | 13 [+6] |
Movement | 120’ (40’) / 360’ (120’) flying |
Saving Throws | D10 W11 P12 B13 S14 (4) |
Morale | 8 |
Alignment | Neutral |
XP | 450 |
Number Appearing | 0 (2d8) |
Treasure Type | E |
- Attack horses: Within 120’, unless a morale check is passed.
- Defend nest: Attack if it is approached.
- Taming: Captured young can be trained as loyal mounts. Their fierce nature cannot be trained out: they still instinctively attack horses.
Halfling (Monster)
Diminutive, furry-footed demihumans who dwell in small villages (30–300 inhabitants).
Armor Class | 7 [12] |
---|---|
Hit Dice | 1-1 (3hp) |
Attacks | 1 × weapon (1d6 or by weapon) |
THAC0 | 19 [0] |
Movement | 90’ (30’) |
Saving Throws | D8 W9 P10 B13 S12 (Halfling 1) |
Morale | 7 |
Alignment | Lawful |
XP | 5 (guard: 20) |
Number Appearing | 3d6 (5d8) |
Treasure Type | V (B) |
- Leader and militia: Villages are led by a halfling of level 1d6 + 1. A militia of 5d4 2HD guards is also present.
- Hoard: Only have treasure type B when encountered in the wilderness.
See Halfling for the character class.
Harpy
Hideous hags with the wings and lower bodies of giant eagles. Use their song to lure victims to their doom.
Armor Class | 7 [12] |
---|---|
Hit Dice | 3* (13hp) |
Attacks | 2 × claw (1d4), 1 × weapon (1d6 or by weapon), 1 × song (charm) |
THAC0 | 17 [+2] |
Movement | 60’ (20’) / 150’ (50’) flying |
Saving Throws | D12 W13 P14 B15 S16 (3) |
Morale | 7 |
Alignment | Chaotic |
XP | 50 |
Number Appearing | 1d6 (2d4) |
Treasure Type | C |
- Charm: Anyone who hears the song of a group of harpies must save versus spells or be charmed: move towards the harpies (resisting those who try to prevent it); defend the harpies; obey the harpies’ commands (if understood); unable to cast spells or use magic items; unable to harm the harpies. A character who saves is unaffected for the rest of the encounter. Killing the harpies breaks the charm.
- Magic resistance: +2 bonus to all saves.
Hawk
Birds of prey that drift on high currents of air and hunt prey on the ground.
- Swoop: Can dive onto victims visible from above. If the victim is surprised, the attack inflicts double damage. On an attack roll of 18 or more, the victim can be carried away (if of appropriate size).
- Trainable: Can be trained as guards or hunting animals.
Giant Hawk
As big as a great dog. If hungry, may attack humans or similar-sized creatures.
Armor Class | 6 [13] |
---|---|
Hit Dice | 3+3 (16hp) |
Attacks | 1 × talons or beak (1d6) |
THAC0 | 16 [+3] |
Movement | 450’ (150’) flying |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 8 |
Alignment | Neutral |
XP | 50 |
Number Appearing | 0 (1d3) |
Treasure Type | None |
- Swoop: See main entry.
- Carry prey: Up to halfling-sized.
Normal Hawk
Small birds of prey. Will only attack humans if they appear defenseless.
Armor Class | 8 [11] |
---|---|
Hit Dice | ½ (2hp) |
Attacks | 1 × talons or beak (1d2) |
THAC0 | 19 [0] |
Movement | 480’ (160’) flying |
Saving Throws | D14 W15 P16 B17 S18 (NH) |
Morale | 7 |
Alignment | Neutral |
XP | 5 |
Number Appearing | 0 (1d6) |
Treasure Type | None |
- Swoop: See main entry.
Hellhound
Monstrous, cunning, and very intelligent hounds, the size of a small pony. Breathe fire and love heat. Dwell in dungeons or near volcanoes.
Armor Class | 4 [15] |
---|---|
Hit Dice | 3 to 7* (13 / 18 / 22 / 27 / 31hp) |
Attacks | 1 × bite (1d6) or 1 × breath (1d6 per HD) |
THAC0 | By HD (17 [+2] to 13 [+6]) |
Movement | 120’ (40’) |
Saving Throws | By HD |
Morale | 9 |
Alignment | Chaotic |
XP | 50 / 125 / 300 / 500 / 850 |
Number Appearing | 2d4 (2d4) |
Treasure Type | C |
- Fire breath: 2-in-6 chance per round of breathing fire. One target. Save versus breath for half damage.
- Fire immunity: Unharmed by non-magical fire.
- Detect invisible: 75% chance per round. 60’ range.
- Pets: Sometimes found with other creatures with an affinity for fire.
Herd Animal
Wild animals that live in large, grazing herds. The exact type depends on the terrain.
- Stampede: Herds of 20 or more can trample those in their path. 3-in-4 chance each round. +4 to hit human-sized or smaller creatures. 1d20 damage.
- Males: In groups of 3 or more, only 1-in-4 are males. These have 1d4 extra hit points and protect the herd.
- Females and young: Flee from danger. Females do not have a butt attack. Young have half-normal hit points.
Large Herd Animal
For example: elk or moose.
Armor Class | 7 [12] |
---|---|
Hit Dice | 4 (18hp) |
Attacks | 1 × butt (1d8) |
THAC0 | 16 [+3] |
Movement | 240’ (80’) |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 5 |
Alignment | Neutral |
XP | 75 |
Number Appearing | 0 (3d10) |
Treasure Type | None |
- Stampede: See main entry.
Medium Herd Animal
For example: caribou or oxen.
Armor Class | 7 [12] |
---|---|
Hit Dice | 3 (13hp) |
Attacks | 1 × butt (1d6) |
THAC0 | 17 [+2] |
Movement | 240’ (80’) |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 5 |
Alignment | Neutral |
XP | 35 |
Number Appearing | 0 (3d10) |
Treasure Type | None |
- Stampede: See main entry.
Small Herd Animal
For example: antelope, deer, and goats.
Armor Class | 7 [12] |
---|---|
Hit Dice | 1 to 2 (4 / 9hp) |
Attacks | 1 × butt (1d4) |
THAC0 | 19 [0] / 18 [+1] |
Movement | 240’ (80’) |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 5 |
Alignment | Neutral |
XP | 10 / 20 |
Number Appearing | 0 (3d10) |
Treasure Type | None |
- Stampede: See main entry.
Hippogriff
They are fantastic creatures, combining the features of a giant eagle (head and forequarters) and a horse. Nest among craggy rocks.
Armor Class | 5 [14] |
---|---|
Hit Dice | 3+1 (14hp) |
Attacks | 2 × claw (1d6), 1 × bite (1d10) |
THAC0 | 16 [+3] |
Movement | 180’ (60’) / 360’ (120’) flying |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 8 |
Alignment | Neutral |
XP | 50 |
Number Appearing | 0 (2d8) |
Treasure Type | None |
- Hate pegasi: Will usually attack.
- Mount: Can carry a human-sized rider.
- Taming: Can be trained as mounts.
Hobgoblin
Larger and nastier relatives of goblins. Dwell underground but commonly seek prey above ground.
Armor Class | 6 [13] |
---|---|
Hit Dice | 1+1 (5hp) |
Attacks | 1 × weapon (1d8 or by weapon) |
THAC0 | 18 [+1] |
Movement | 90’ (30’) |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 8 (10 with king) |
Alignment | Chaotic |
XP | 15 (bodyguard: 75, king: 175) |
Number Appearing | 1d6 (4d6) |
Treasure Type | D |
- Hobgoblin king and bodyguards: A 5HD (22hp) king and 1d4 4HD (3d6hp) bodyguards live in the hobgoblin lair. The king gains a +2 bonus to damage rolls. A thoul may sometimes be found among the king’s bodyguards.
Horse
Herd animals that are often used for transportation. Many different domesticated breeds exist.
Draft Horse
Bred for great strength and endurance. Used to pull vehicles and ploughs or as beasts of burden.
Armor Class | 7 [12] |
---|---|
Hit Dice | 3 (13hp) |
Attacks | None |
THAC0 | 17 [+2] |
Movement | 90’ (30’) |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 6 |
Alignment | Neutral |
XP | 35 |
Number Appearing | 0 (0) |
Treasure Type | None |
- Non-combatant: Will flee if attacked.
- Domestic: Not encountered in the wild.
- Carry loads: Up to 4,500 coins unencumbered; up to 9,000 at half speed.
Riding Horse
Lightly built horses adapted to run at high speed. Can survive purely on grass, wherever available.
Armor Class | 7 [12] |
---|---|
Hit Dice | 2 (9hp) |
Attacks | 2 × hoof (1d4) |
THAC0 | 18 [+1] |
Movement | 240’ (80’) |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 7 |
Alignment | Neutral |
XP | 20 |
Number Appearing | 0 (0) |
Treasure Type | None |
- Domestic: Not encountered in the wild.
- Carry loads: Up to 3,000 coins unencumbered; up to 6,000 at half speed.
War Horse
Bred for strength and courage in battle. Adapted to short bursts of speed; not suited to long-distance riding.
Armor Class | 7 [12] |
---|---|
Hit Dice | 3 (13hp) |
Attacks | 2 × hoof (1d6) |
THAC0 | 17 [+2] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 9 |
Alignment | Neutral |
XP | 35 |
Number Appearing | 0 (0) |
Treasure Type | None |
- Charge: When not in melee. Requires a clear run of at least 20 yards. The rider’s lance inflicts double damage. The Horse cannot attack when charging.
- Melee: When in melee, both rider and horse can attack.
- Domestic: Not encountered in the wild.
- Carry loads: Up to 4,000 coins unencumbered; up to 8,000 at half speed.
Wild Horse
Lightly built horses adapted to run at high speed. Can survive purely on grass, wherever available.
Armor Class | 7 [12] |
---|---|
Hit Dice | 2 (9hp) |
Attacks | 2 × hoof (1d4) |
THAC0 | 18 [+1] |
Movement | 240’ (80’) |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 7 |
Alignment | Neutral |
XP | 20 |
Number Appearing | 0 (1d10 × 10) |
Treasure Type | None |
- Stampede: Herds of 20 or more can trample those in their path. 3-in-4 chance each round. +4 to-hit human-sized or smaller creatures. 1d20 damage.
- Taming: Wild horses can be trained as mounts (riding horses).
Hydra
Large, dragon-like creatures with multiple serpentine heads. Sea hydras (adapted to water, with fins) also exist.
Armor Class | 5 [14] |
---|---|
Hit Dice | 5 to 12 (8hp per HD) |
Attacks | 5 to 12 × bite (1d10) |
THAC0 | By HD (15 [+4] to 10 [+9]) |
Movement | 120’ (40’) |
Saving Throws | By HD |
Morale | 9 |
Alignment | Neutral |
XP | 175 / 275 / 450 / 650 / 900 / 900 / 1,100 / 1,100 |
Number Appearing | 1 (1) |
Treasure Type | B |
- Heads: 1d8+4 heads; 1HD per head.
- Disabling heads: For every 8hp damage taken, one head is disabled (cannot attack).
- Variants: Special hydras are sometimes found with venom, fiery breath, etc.
Insect Swarm
Swarms of many tiny insects may be encountered, protecting their nest. May also be drawn to light or unusual smells.
Armor Class | 7 [12] |
---|---|
Hit Dice | 2 to 4 (9 / 13 / 18hp) |
Attacks | 1 × swarm (2 or 4hp) |
THAC0 | 18 [+1] / 17 [+2] / 16 [+3] |
Movement | 30’ (10’) / 60’ (20’) flying |
Saving Throws | D14 W15 P16 B17 S18 (NH) |
Morale | 11 |
Alignment | Neutral |
XP | 20 / 35 / 75 |
Number Appearing | 1 (1d3) |
Treasure Type | None |
- Type and locomotion: A swarm may comprise creepers (e.g., spiders, ants, centipedes) or flyers (e.g., bees, hornets). Some swarms can both types of movement (e.g., beetles, locusts).
- Size: 10’ × 30’ area, typically.
- Immunity: Only harmed by fire, extreme cold, sleep spells (affect the whole swarm), smoke (drives off), or other attacks as the referee wishes.
- Swarm attack: Automatically damages characters within swarm area: 2hp if wearing armor, 4hp without.
- Warding off: Characters inside the swarm who defend themselves by brandishing a weapon (or similar) suffer half damage from the swarm. A brandished torch damages the swarm.
- Escaping: On exiting the swarm, characters continue to suffer half damage until 3 rounds are spent swatting the attached insects.
- Diving into water: Suffer damage for one round, then attached insects drown.
- Pursuit: An angry (i.e., damaged) swarm will pursue characters until they are out of sight or inaccessible.
Invisible Stalker (Monster)
Highly intelligent, magical creatures summoned from another plane of existence to perform tasks for powerful magic-users.
Armor Class | 3 [16] |
---|---|
Hit Dice | 8* (36hp) |
Attacks | 1 × blow (4d4) |
THAC0 | 12 [+7] |
Movement | 120’ (40’) |
Saving Throws | D8 W9 P10 B10 S12 (8) |
Morale | 12 |
Alignment | Neutral |
XP | 1,200 |
Number Appearing | 1 (1) |
Treasure Type | None |
- Tracking: Without fault.
- Surprise: On a 1–5, unless the target can detect invisibility.
- If killed: Returns to the plane of origin.
Killer Bee
Giant (1’ long) bees of aggressive temperament. Build hives underground.
Armor Class | 7 [12] |
---|---|
Hit Dice | ½* (2hp) |
Attacks | 1 × sting (1d3 + poison + lodged stinger) |
THAC0 | 19 [0] |
Movement | 150’ (50’) flying |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 9 |
Alignment | Neutral |
XP | 6 (guard: 13, queen: 25) |
Number Appearing | 1d6 (5d6) |
Treasure Type | Honey |
- Aggressive: Usually attack on sight. Always attack intruders within 30’ of their hive.
- Die after attacking: On a successful sting attack, a killer bee dies.
- Poison: Causes death (save vs. poison).
- Lodged stinger: Inflicts 1 damage per round, as the stinger works its way in. A round can be spent to remove it.
- Queen: A 2HD queen lives in the hive. The queen does not die when she stings.
- Guards: At least 10 bees (4 or more of which have 1HD) remain in or near the hive to protect the queen.
- Honey: Magical honey (around 2 pints) may be found in the hive. It heals 1d4 hit points if eaten (in its entirety).
Kobold
Small, wicked, hairless, canine humanoids with scaly, rust-coloured skin. Dwell underground.
Armor Class | 7 [12] |
---|---|
Hit Dice | ½ (2hp) |
Attacks | 1 × weapon (1d4 or by weapon -1) |
THAC0 | 19 [0] |
Movement | 60’ (20’) |
Saving Throws | D14 W15 P16 B17 S18 (NH) |
Morale | 6 (8 with chieftain) |
Alignment | Chaotic |
XP | 5 (bodyguard: 15, chieftain: 20) |
Number Appearing | 4d4 (6d10) |
Treasure Type | P (J) |
- Ambush: Set up surprise attacks.
- Infravision: 90’.
- Hate gnomes: Attack on sight.
- Chieftain and bodyguards: A 2HD (9hp) chieftain and 1d6 1+1HD (6hp) bodyguards live in the kobold lair.
- Hoard: Only have treasure type J when encountered in the wilderness or in their lair.
Leech, Giant
Horrid, 3–4’ long, slug-like creatures with sucker mouths. Lurk in swamps.
Armor Class | 7 [12] |
---|---|
Hit Dice | 6 (27hp) |
Attacks | 1 × bite (1d6 + blood drain) |
THAC0 | 14 [+5] |
Movement | 90’ (30’) |
Saving Throws | D12 W13 P14 B15 S16 (3) |
Morale | 10 |
Alignment | Neutral |
XP | 275 |
Number Appearing | 0 (1d4) |
Treasure Type | None |
- Blood drain: Attaches to the victim on a successful hit, doing 1d6 automatic damage per round.
- Detaching: Must be killed.
- If victim dies: Leech detaches and finds a hidden place to digest.
Living Statue
Animated statues of any size and material (three types described below; others may be invented by the referee.
- Immunity: Unaffected by sleep spells.
- Magical origins: Created by powerful wizards.
Crystal Living Statue
Formed of crystals. Often human in form.
Armor Class | 4 [15] |
---|---|
Hit Dice | 3 (13hp) |
Attacks | 2 × blow (1d6) |
THAC0 | 17 [+2] |
Movement | 90’ (30’) |
Saving Throws | D12 W13 P14 B15 S16 (3) |
Morale | 11 |
Alignment | Lawful |
XP | 35 |
Number Appearing | 1d6 (1d6) |
Treasure Type | None |
- Immunity: See main entry.
- Attacks: Depend on the form of statue (humanoid statues may use weapons, animal statues use claws, etc.).
Iron Living Statue
Armor Class | 2 [17] |
---|---|
Hit Dice | 4 (18hp) |
Attacks | 2 × blow (1d8) |
THAC0 | 16 [+3] |
Movement | 30’ (10’) |
Saving Throws | D10 W11 P12 B13 S14 (4) |
Morale | 11 |
Alignment | Neutral |
XP | 75 |
Number Appearing | 1d4 (1d4) |
Treasure Type | None |
- Immunity: See main entry.
- Absorb metals: Hits with non-magical, metal weapons cause damage, but the weapon may become stuck in the statue (save versus spells). Stuck weapons can be removed if the statue is killed.
- Attacks: Depend on the form of statue (humanoid statues may use weapons, animal statues use claws, etc.).
Rock Living Statue
Stony crust filled with magma which they shoot from their fingertips.
Armor Class | 4 [15] |
---|---|
Hit Dice | 5** (22hp) |
Attacks | 2 × magma jet (2d6) |
THAC0 | 15 [+4] |
Movement | 60’ (20’) |
Saving Throws | D10 W11 P12 B13 S14 (5) |
Morale | 11 |
Alignment | Chaotic |
XP | 425 |
Number Appearing | 1d3 (1d3) |
Treasure Type | None |
- Immunity: See main entry.
Lizard Man
Semi-intelligent, tribal, aquatic humanoids with reptilian heads and tails. Often encountered in swamps and dungeons, or along rivers and coastlines.
Armor Class | 5 [14] |
---|---|
Hit Dice | 2+1 (10hp) |
Attacks | 1 × weapon (1d6+1 or by weapon + 1) |
THAC0 | 17 [+2] |
Movement | 60’ (20’) / 120’ (40’) in water |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 12 |
Alignment | Neutral |
XP | 25 |
Number Appearing | 2d4 (6d6) |
Treasure Type | D |
- Weapons: Favour spears or large clubs.
- Man-eaters: Kidnap humans and demihumans, whose flesh they regard as a delicacy.
Lizard, Giant
Draco
6’ long, carnivorous lizards with skin flaps between legs that enable gliding. Usually dwell above ground, but sometimes shelter in caves. Sometimes attack humans.
Armor Class | 5 [14] |
---|---|
Hit Dice | 4+2 (20hp) |
Attacks | 1 × bite (1d10) |
THAC0 | 15 [+4] |
Movement | 120’ (40’) / 210’ (70’) gliding |
Saving Throws | D12 W13 P14 B15 S16 (3) |
Morale | 7 |
Alignment | Neutral |
XP | 125 |
Number Appearing | 1d4 (1d8) |
Treasure Type | U |
Gecko
5’ long, carnivorous, nocturnal lizards. Light blue scales with orange spots.
Armor Class | 5 [14] |
---|---|
Hit Dice | 3+1 (14hp) |
Attacks | 1 × bite (1d8) |
THAC0 | 16 [+3] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 7 |
Alignment | Neutral |
XP | 50 |
Number Appearing | 1d6 (1d10) |
Treasure Type | U |
- Cling: Climb walls, trees, etc. and drop on victims.
Horned Chameleon
7’ long lizards whose scales change colour as camouflage.
Armor Class | 2 [17] |
---|---|
Hit Dice | 5* (22hp) |
Attacks | 1 × tongue/bite (2d4), 1 × horn (1d6), 1 × tail (knock down) |
THAC0 | 15 [+4] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P14 B15 S16 (3) |
Morale | 7 |
Alignment | Neutral |
XP | 300 |
Number Appearing | 1d3 (1d6) |
Treasure Type | U |
- Surprise: On a 1–5, due to camouflage.
- Sticky tongue: Can attack targets up to 5’ away. If the attack succeeds, the victim is dragged to the mouth and bitten (2d4 damage).
- Tail: Causes no damage but knocks the opponent down: cannot attack that round.
Tuatara
8’ long, iguana-like, carnivorous lizards with olive scales and a ridge of white spikes along the back. Have been known to attack humans.
Armor Class | 4 [15] |
---|---|
Hit Dice | 6 (27hp) |
Attacks | 2 × claw (1d4), 1 × bite (2d6) |
THAC0 | 14 [+5] |
Movement | 90’ (30’) |
Saving Throws | D10 W11 P12 B13 S14 (4) |
Morale | 6 |
Alignment | Neutral |
XP | 275 |
Number Appearing | 1d2 (1d4) |
Treasure Type | V |
- Infravision: 90’. Granted by retractable eye membranes.
Lycanthrope
Shapechangers with a human and an animal form.
- Human form: Have physical characteristics reminiscent of the associated animal type.
- Mundane damage immunity: In animal form, can only harmed by silver weapons or magic.
- Languages: In human form, can speak normally. In animal form, they can only speak with animals of the associated type.
- Armor: Not used because it hinders shape-changing.
- Summon animals: Can summon 1–2 animals of the associated type from the surrounding area (wererats summon giant rats. These arrive in 1d4 rounds.
- Wolfsbane: If hit, must save versus poison or flee in terror.
- Reversion: If killed, a lycanthrope reverts to its human form.
- Scent: Horses and some other animals can smell lycanthropes and will become afraid.
- Infection: A character who loses over ½ their hit points from lycanthropes’ natural attacks (i.e., bites, claws) contracts lycanthropy. Humans become were-creatures of the same type (run by the referee, henceforth); non-humans die. The disease takes full effect in 2d12 days, showing signs of infection after half the time.
Devil Swine
Corpulent humans who can change into huge swine. Love to eat human flesh. Lurk in isolated human settlements close to forests or marshes.
Armor Class | 3 [16] (9 [10] in human form) |
---|---|
Hit Dice | 9* (40hp) |
Attacks | 1 × gore (2d6) or 1 × weapon (1d6 or by weapon) or 1 × magic (charm) |
THAC0 | 12 [+7] |
Movement | 180’ (60’) / 120’ (40’) in human form |
Saving Throws | D8 W9 P10 B10 S12 (9) |
Morale | 10 |
Alignment | Chaotic |
XP | 1,600 |
Number Appearing | 1d3 (1d4) |
Treasure Type | C |
- Shapechange: Only at night.
- Ambush: Prefer to attack by surprise.
- Charm person: 3 times a day. Save versus spells at -2 or be charmed: move towards the devil swine (resisting those who try to prevent it); obey the devil swine’s commands (if understood); defend the devil swine; unable to cast spells or use magic items; unable to harm the devil swine. Killing the devil swine breaks the charm.
- Charmed victims: 1d4-1 accompany a devil swine.
Werebear
Highly intelligent, also in bear form. Dwell alone or among normal bears.
Armor Class | 2 [17] (8 [11] in human form) |
---|---|
Hit Dice | 6* (27hp) |
Attacks | 2 × claw (2d4), 1 × bite (2d8) |
THAC0 | 14 [+5] |
Movement | 120’ (40’) |
Saving Throws | D10 W11 P12 B13 S14 (6) |
Morale | 10 |
Alignment | Neutral |
XP | 500 |
Number Appearing | 1d4 (1d4) |
Treasure Type | C |
- Amiable: May be friendly, if approached peacefully.
- Bear hug: If both claw attacks hit a victim in the same round, the werebear can hug for an extra 2d8 automatic damage.
Wereboar
Semi-intelligent and irascible. In human form, they often appear like berserkers.
Armor Class | 4 [15] (9 [10] in human form) |
---|---|
Hit Dice | 4+1* (19hp) |
Attacks | 1 × tusk/bite (2d6) |
THAC0 | 15 [+4] |
Movement | 150’ (50’) |
Saving Throws | D10 W11 P12 B13 S14 (4) |
Morale | 9 |
Alignment | Neutral |
XP | 200 |
Number Appearing | 1d4 (2d4) |
Treasure Type | C |
- Battle rage: In human form, may enter a berserk rage: +2 to hit; fight to the death. Rage sometimes causes them to attack their allies.
Wererat
Intelligent, humanoid rats who can change into normal humans.
Armor Class | 7 [12] (9 [10] in human form) |
---|---|
Hit Dice | 3* (13hp) |
Attacks | 1 × bite (1d4) or 1 × weapon (1d6 or by weapon) |
THAC0 | 17 [+2] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P14 B15 S16 (3) |
Morale | 8 |
Alignment | Chaotic |
XP | 50 |
Number Appearing | 1d8 (2d8) |
Treasure Type | C |
- Surprise: On a 1–4; set ambushes.
- Languages: Can speak Common in both forms.
- Weapons: May also use weapons in animal form.
Weretiger
Exhibit feline behaviour: curious, but dangerous when cornered. Talented swimmers and trackers.
Armor Class | 3 [16] (9 [10] in human form) |
---|---|
Hit Dice | 5* (22hp) |
Attacks | 2 × claw (1d6), 1 × bite (2d6) |
THAC0 | 15 [+4] |
Movement | 150’ (50’) |
Saving Throws | D10 W11 P12 B13 S14 (5) |
Morale | 9 |
Alignment | Neutral |
XP | 300 |
Number Appearing | 1d4 (1d4) |
Treasure Type | C |
- Surprise: On a 1–4, due to stealth.
Werewolf
Semi-intelligent pack hunters.
Armor Class | 5 [14] (9 [10] in human form) |
---|---|
Hit Dice | 4* (18hp) |
Attacks | 1 × bite (2d4) |
THAC0 | 16 [+3] |
Movement | 180’ (60’) |
Saving Throws | D10 W11 P12 B13 S14 (4) |
Morale | 8 |
Alignment | Chaotic |
XP | 125 (leader: 300) |
Number Appearing | 1d6 (2d6) |
Treasure Type | C |
- Leader: Groups of 5+ are led by a werewolf with 5HD (30hp). The leader gains a +2 bonus to damage rolls.
Manticore
Monstrosities with the face of a man, the body of a lion, bat-like wings, and a tail bristling with spikes. Love eating humans. Dwell in wild, mountainous regions.
Armor Class | 4 [15] |
---|---|
Hit Dice | 6+1 (28hp) |
Attacks | [2 × claw (1d4), 1 × bite (2d4)] or 6 × tail spike (1d6) |
THAC0 | 13 [+6] |
Movement | 120’ (40’) / 180’ (60’) flying |
Saving Throws | D10 W11 P12 B13 S14 (6) |
Morale | 9 |
Alignment | Chaotic |
XP | 350 |
Number Appearing | 1d2 (1d4) |
Treasure Type | D |
- Tail spikes: 180’ range. 24 in total; 2 regrow each day.
- Track and ambush: Follow humans and attack with tail spikes when they stop to rest.
Mastodon
Shaggy elephants with large tusks. Live in icy or Lost World regions.
Armor Class | 3 [16] |
---|---|
Hit Dice | 15 (67hp) |
Attacks | 2 × tusk (2d6) or 1 × trample (4d8) |
THAC0 | 9 [+10] |
Movement | 120’ (40’) |
Saving Throws | D8 W9 P10 B10 S12 (8) |
Morale | 8 |
Alignment | Neutral |
XP | 1,350 |
Number Appearing | 0 (2d8) |
Treasure Type | Tusks |
- Charge: In the first round of combat, when not in melee. Requires a clear run of at least 20 yards. Tusks inflict double damage.
- Trample: 3-in-4 chance of trampling each round. +4 to-hit human-sized or smaller creatures.
- Ivory: 2d4 × 100gp per tusk.
Medium
1st level NPC magic-users.
Armor Class | 9 [10] |
---|---|
Hit Dice | 1** (4hp) |
Attacks | 1 × dagger (1d4) or 1 × spell |
THAC0 | 19 [0] |
Movement | 120’ (40’) |
Saving Throws | D13 W14 P13 B16 S15 (Magic-user 1) |
Morale | 7 |
Alignment | Any |
XP | 16 |
Number Appearing | 1d4 (1d12) |
Treasure Type | V |
- Spells: Each individual has one 1st-level arcane spell memorized. (Choose or select at random.)
- Master: 50% of groups are led by a magic-user of 3rd level. The master has two 1st level spells and one 2nd level spell. (Choose or select at random.)
Medusa
Deadly creatures of a magical nature that look like women with writhing snakes in place of hair.
Armor Class | 8 [11] |
---|---|
Hit Dice | 4** (18hp) |
Attacks | 1 × snakebites (1d6 + poison) |
THAC0 | 16 [+3] |
Movement | 90’ (30’) |
Saving Throws | D10 W11 P12 B13 S14 (4) |
Morale | 8 |
Alignment | Chaotic |
XP | 175 |
Number Appearing | 1d3 (1d4) |
Treasure Type | F |
- Disguise: Use hooded cloaks to lure victims close before revealing their true form.
- Petrification: Anyone who looks at an undisguised medusa will be turned to stone (save versus petrify).
- Averting eyes: -4 penalty to-hit; the medusa gains a +2 bonus to attack.
- Mirrors: The reflection of a medusa is harmless. If a medusa sees her reflection, she must save or be petrified.
- Poison: The snakes’ bites are venomous: save versus poison or die in 1 turn.
- Magic resistance: +2 bonus to saves versus spells.
Merchant
Organized traders who travel between settlements in well-armed caravans, buying and selling trade goods (e.g., gold, jewels, silk, spices, wine, etc.).
Armor Class | 5 [14] |
---|---|
Hit Dice | 1 (4hp) |
Attacks | 1 × weapon (1d6 or by weapon) |
THAC0 | 19 [0] |
Movement | 90’ (30’) |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | Varies |
Alignment | Neutral |
XP | 10 |
Number Appearing | 0 (1d20) |
Treasure Type | A |
- Weapons: Sword and dagger.
- Mounted: On horse, camel, or mule (by terrain).
- Wagons: 2 per merchant. Pulled by horses, mules, or camels (by terrain).
- Caravan guards: For every merchant, 4 guards are present (1st level fighters). AC 4 [15], with crossbows, swords, and daggers.
- Guard lieutenants: For every 5 merchants, 2 lieutenants are present (2nd–3rd level fighters). AC 4 [15]. Equipped as guards.
- Guard captain: Guards are led by a 5th-level fighter. AC 4 [15]. Equipped as guards.
- Pack animals: 1d12 extra horses, mules, or camels.
- Treasure: Should be reduced, if less than 10 merchants are in the group.
Merman
Aquatic humanoids with fish tails in place of legs. Live in coastal waters, farming seaweed, and hunting fish.
Armor Class | 6 [13] |
---|---|
Hit Dice | 1 (4hp) |
Attacks | 1 × weapon (1d6 or by weapon) |
THAC0 | 19 [0] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 8 |
Alignment | Neutral |
XP | 10 (leader: 20/75) |
Number Appearing | 0 (1d20) |
Treasure Type | A |
- Weapons: Spears, tridents, or daggers.
- Leaders: For every 10 in a group, there is a 2HD leader. For every 50, there is a 4HD leader (saves: D10 W11 P12 B13 S14 (4)).
- Underwater villages: Home to 1d3 × 100 individuals.
- Guardians: Use trained sea creatures or monsters to guard their homes.
Minotaur
Large, brutish, bull-headed men with a craving for human flesh. Dwell in mazes and labyrinths.
Armor Class | 6 [13] |
---|---|
Hit Dice | 6 (27hp) |
Attacks | [1 × gore (1d6), 1 × bite] or 1 × weapon (1d6 + 2 or by weapon + 2) |
THAC0 | 14 [+5] |
Movement | 120’ (40’) |
Saving Throws | D10 W11 P12 B13 S14 (6) |
Morale | 12 |
Alignment | Chaotic |
XP | 275 |
Number Appearing | 1d6 (1d8) |
Treasure Type | C |
- Weapons: Prefer axes, clubs, or spears.
- Aggressive: Attack the same size or smaller creatures on sight. Pursue until the victims are out of sight.
Mule
Stubborn horse/donkey cross-breeds used as beasts of burden.
Armor Class | 7 [12] |
---|---|
Hit Dice | 2 (9hp) |
Attacks | 1 × kick (1d4) or 1 × bite (1d3) |
THAC0 | 18 [+1] |
Movement | 120’ (40’) |
Saving Throws | D14 W15 P16 B17 S18 (NH) |
Morale | 8 |
Alignment | Neutral |
XP | 20 |
Number Appearing | 1d8 (2d6) |
Treasure Type | None |
- Tenacious: Can be taken underground if the referee allows it.
- Defensive: May attack if threatened, but cannot be trained to attack on command.
- Carry loads: Up to 2,000 coins unencumbered; up to 4,000 at half speed.
Mummy
Undead humanoids wrapped in funerary bandages. Haunt ruins and tombs.
Armor Class | 3 [16] |
---|---|
Hit Dice | 5+1* (23hp) |
Attacks | 1 × touch (1d12 + disease) |
THAC0 | 14 [+5] |
Movement | 60’ (20’) |
Saving Throws | D10 W11 P12 B13 S14 (5) |
Morale | 12 |
Alignment | Chaotic |
XP | 400 |
Number Appearing | 1d4 (1d12) |
Treasure Type | D |
- Paralyse with terror: Anyone seeing a mummy must save versus paralysis or be paralyzed with terror. Paralysis is broken if the mummy attacks or goes out of sight.
- Disease: Anyone hit contracts a horrible rotting disease. Magical healing is ineffective; natural healing is ten times slower. The disease can only be removed by magic.
- Damage immunity: Only harmed by fire or magic; all damage is reduced by half.
- Undead: Make no noise until they attack. Immune to effects that affect living creatures (e.g., poison). Immune to mind-affecting or mind-reading spells (e.g., charm, hold, sleep).
Neanderthal (Caveman)
Squat, powerful, primitive demihumans with ape-like faces. Dwell in caverns and hunt cave bears. Shy of contact with humans (with whom they are related), but friendly with dwarves and gnomes.
Armor Class | 8 [11] |
---|---|
Hit Dice | 2 (9hp) |
Attacks | 1 × weapon (2d4 or by weapon + 1) |
THAC0 | 18 [+1] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 7 |
Alignment | Lawful |
XP | 20 |
Number Appearing | 1d10 (1d4 × 10) |
Treasure Type | C |
- Weapons: Prefer stone axes, stone hammers, clubs, or spears.
- Leaders: Two 6HD leaders (one male, one female) live in the neanderthal lair. They are 10’ tall and of a related but distinct race.
- Racial animosity: Attack ogres on sight. Hate goblins and kobolds.
- Pets: Sometimes keep white apes as pets (see Ape, White).
Nixie
3’ tall sprites that appear as attractive women with blueish, greenish, or greyish skin. Lair in the deepest parts of rivers and lakes.
Armor Class | 7 [12] |
---|---|
Hit Dice | 1 (4hp) |
Attacks | 1 × weapon (1d4) or 1 × group spell (charm) |
THAC0 | 19 [0] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P13 B15 S15 (Elf 1) |
Morale | 6 |
Alignment | Neutral |
XP | 10 |
Number Appearing | 0 (2d20) |
Treasure Type | B |
- Shy: Will try to charm intruders rather than entering combat.
- Weapons: Daggers and small tridents (as spears).
- Charm: 10 nixies together can cast a charm to enchant a victim to serve them for one year. Save versus spells or be charmed: move towards the nixies (resisting those who try to prevent it); defend the nixies; obey the nixies’ commands (if understood); unable to cast spells or use magic items; unable to harm the nixies. Killing the nixies breaks the charm.
- Summon giant bass: Each nixie can summon one fish to aid in combat (see Giant Bass).
- Bestow water breathing: Can cast upon charmed slaves. Lasts for one day, then must be refreshed.
Noble
Powerful humans with noble titles (e.g. Count, Duke, Knight, etc.). Dwell in castles.
Armor Class | 2 [17] |
---|---|
Hit Dice | 3 (13hp) |
Attacks | 1 × weapon (1d8 or by weapon) |
THAC0 | 17 [+2] |
Movement | 60’ (20’) |
Saving Throws | D12 W13 P14 B15 S16 (3) |
Morale | 8 |
Alignment | Any |
XP | 35 |
Number Appearing | 2d6 (2d6) |
Treasure Type | V × 3 |
- Class: Usually treated as 3rd-level fighters, but may be of any class and level.
- Squire and retainers: Accompanied by a 2nd-level fighter (a squire) and up to ten 1st-level fighters (retainers).
Nomad
Superstitious tribes who wander steppes and desert regions, living in tents or temporary huts. Demeanor depends on the tribe: some are warlike, others peaceful.
Armor Class | 7 [12] to 4 [15] |
---|---|
Hit Dice | 1 (4hp) |
Attacks | 1 × weapon (1d6 or by weapon) |
THAC0 | 19 [0] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 8 |
Alignment | Any |
XP | 10 |
Number Appearing | 0 (1d4 × 10) |
Treasure Type | A |
- Mounted: On riding horses or (in the desert) on camels.
- Arms (desert): 50% of the group have: leather armor, shield, or lance; 30% have: chainmail, shield, or lance; 20% have: leather armor, or shortbow.
- Arms (steppes): 50% of the group have: leather armor, shortbow; 20% have: leather armor, shield, or lance; 20% have: chainmail, shortbow; 10% have: chainmail, shield, lance, and may be mounted on a war horse.
- Leaders: For every 25 nomads, there is a 2nd level fighter. For every 40 nomads, there is a 4th level fighter.
- Camps: Hunting/foraging groups commonly combine and live in a tribe of up to 300 nomad warriors.
- Camp leaders: Tribal chief (8th level fighter), plus a 5th level fighter for every 100 nomads. 50% chance of a cleric (9th level); 25% chance of a magic-user (8th level).
- Hoard: Only have treasure type A in the camp.
- Traders: Often carry trade route tales of faraway lands.
Normal Human
Non-adventuring humans without a character class. Artists, beggars, children, craftspeople, farmers, fishermen, housewives, scholars, slaves.
Armor Class | 9 [10] |
---|---|
Hit Dice | ½ (2hp) |
Attacks | 1 × weapon (1d6 or by weapon) |
THAC0 | 20 [-1] |
Movement | 120’ (40’) |
Saving Throws | D14 W15 P16 B17 S18 (NH) |
Morale | 6 |
Alignment | Any, usually Lawful |
XP | 5 |
Number Appearing | 1d4 (1d20) |
Treasure Type | U |
- Gaining XP: Must select a character class after gaining XP on an adventure.
Ochre Jelly
Giant, ochre amoeboids.
Armor Class | 8 [11] |
---|---|
Hit Dice | 5* (22hp) |
Attacks | 1 × touch (2d6) |
THAC0 | 15 [+4] |
Movement | 30’ (10’) |
Saving Throws | D12 W13 P14 B15 S16 (3) |
Morale | 12 |
Alignment | Neutral |
XP | 300 |
Number Appearing | 1 (0) |
Treasure Type | None |
- Immunity: Unharmed by all attacks except cold or fire.
- Division: Lightning or attacks with weapons cause the jelly to divide into 1d4+1 2HD jellies that do half damage.
- Acid: After a successful attack, sticks to the victim and exudes acid. The acid inflicts 2d6 damage per round to flesh and destroys cloth, leather, or wood in one round. (Stone and metal are unaffected.)
- Seep: Can squeeze through small holes and cracks.
Octopus, Giant
Giant, eight-armed cephalopods. Lurk in coastal waters, close to settlements.
Armor Class | 7 [12] |
---|---|
Hit Dice | 8 (36hp) |
Attacks | 8 × tentacle (1d3 + constriction), 1 × bite (1d6) |
THAC0 | 12 [+7] |
Movement | 90’ (30’) |
Saving Throws | D10 W11 P12 B13 S14 (4) |
Morale | 7 |
Alignment | Neutral |
XP | 650 |
Number Appearing | 0 (1d2) |
Treasure Type | None |
- Constriction: Tentacles grab and constrict after a hit. Each constricting tentacle inflicts 1d3 automatic damage per round, plus a -1 penalty to attacks.
- Severing tentacles: Requires a hit with a cutting weapon inflicting 6 or more damage.
- Ink cloud: When escaping, can emit a cloud of black ink (80’ diameter) and jet away at 3 times normal speed.
Ogre
Frightful humanoids, 8–10’ tall, dressed in animal hides. Often dwell in caves.
Armor Class | 5 [14] |
---|---|
Hit Dice | 4+1 (19hp) |
Attacks | 1 × club (1d10) |
THAC0 | 15 [+4] |
Movement | 90’ (30’) |
Saving Throws | D10 W11 P12 B13 S14 (4) |
Morale | 10 |
Alignment | Chaotic |
XP | 125 |
Number Appearing | 1d6 (2d6) |
Treasure Type | C + 1,000gp |
- Sack: Outside of the lair, carry a sack containing 1d6 × 100gp.
- Hate neanderthals: Attack on sight.
Orc
Ugly, bad-tempered, animalistic humanoids who live underground and are active at night. Sadistic bullies who hate other living creatures and delight in killing.
Armor Class | 6 [13] |
---|---|
Hit Dice | 1 (4hp) |
Attacks | 1 × weapon (1d6 or by weapon) |
THAC0 | 19 [0] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 6 (8 with leader) |
Alignment | Chaotic |
XP | 10 (leader: 10, chieftain: 75) |
Number Appearing | 2d4 (1d6 × 10) |
Treasure Type | D |
- Hate the sun: -1 to-hit in full daylight.
- Weapons: Prefer axes, clubs, spears, or swords. Only leaders can use mechanical weapons (e.g., crossbows, catapults).
- Craven: Afraid of larger or stronger-looking creatures, though leaders may force them to fight.
- Leader: Groups are led by an orc with 8 hit points. The leader gains a +1 bonus to damage rolls. Leaders have defeated other orcs in combat to gain their position.
- Orc chieftain: A 4HD (15hp) chieftain rules an orc tribe. The chieftain gains a +2 bonus to damage rolls.
- Giant companions: For every 20 orcs, there is a 1-in-6 chance of an ogre accompanying them. There is a 1-in-10 chance of a troll living in the lair.
- Tribal: Orcs of different tribes may fight among themselves, unless their leaders command them not to. Each tribe has its own lair and has as many females as males, and two whelps per two adults.
- Mercenaries: Orcs may be hired to fight in Chaotic armies. They delight in wanton killing and razing of settlements.
Owl Bear
Huge (8’ tall, 1,500 pounds), ill-tempered, carnivorous bear-like creature with the face of an owl. Owl bears are found in dense forests and underground.
Armor Class | 5 [14] |
---|---|
Hit Dice | 5 (22hp) |
Attacks | 2 × claw (1d8), 1 × bite (1d8) |
THAC0 | 15 [+4] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P14 B15 S16 (3) |
Morale | 9 |
Alignment | Neutral |
XP | 175 |
Number Appearing | 1d4 (1d4) |
Treasure Type | C |
- Bear hug: If both paws hit a victim in the same round, the owl bear hugs for an extra 2d8 automatic damage.
Pegasus
Semi-intelligent winged horses that are wilful and timid.
Armor Class | 6 [13] |
---|---|
Hit Dice | 2+2 (11hp) |
Attacks | 2 × hoof (1d6) |
THAC0 | 17 [+2] |
Movement | 240’ (80’) / 480’ (160’) flying |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 8 |
Alignment | Lawful |
XP | 25 |
Number Appearing | 0 (1d12) |
Treasure Type | None |
- Hate hippogriffs: Natural enemies.
- Mount: Can carry a human-sized rider.
- Training: If captured when young, will serve Lawful characters.
Pirate
Sailors who make a living by raiding coastal settlements, robbing other ships, and illegal slaving. Typically ply the open seas. Renowned for their ruthless and evil ways.
Armor Class | 7 [12] or 5 [14] |
---|---|
Hit Dice | 1 (4hp) |
Attacks | 1 × weapon (1d6 or by weapon) |
THAC0 | 19 [0] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 7 |
Alignment | Chaotic |
XP | 10 |
Number Appearing | 0 (see below) |
Treasure Type | A |
- Ships and crew: Depends where encountered. Rivers or lakes: 1d8 river boats (1d2 × 10 pirates each); Coastal waters: 1d6 small galleys (1d3+1 × 10 pirates each); Any: 1d4 longships (1d3+2 × 10 pirates each); Ocean: 1d3 small warships (1d5+3 × 10 pirates each). (See Water Vessels for details on ships.)
- Arms: 50% of the group have: leather armor, and sword; 35% have: leather armor, sword, and crossbow; 15% have: chainmail and sword.
- Leaders: For every 30 pirates, there is a 4th-level fighter. For every 50 pirates and for each ship, there is a 5th-level fighter. For every 100 pirates and per fleet, there is an 8th-level fighter.
- Fleet commander: Fleets of 300 or more pirates are led by a pirate lord (11th-level fighter). 75% chance of a magic-user (level 1d2+8).
- Treacherous: Will attack other pirates, if they can profit from it.
- Prisoners: 25% chance of 1d3 prisoners to be ransomed.
- Treasure: Divided between vessels. Instead of carrying it with them, they may have a map of where it is buried.
- Havens: Lawless, fortified, coastal towns may act as a haven for pirates.
Pixie
1–2’ tall humanoids with insectoid wings. Distant relatives of elves.
Armor Class | 3 [16] |
---|---|
Hit Dice | 1* (4hp) |
Attacks | 1 × dagger (1d4) |
THAC0 | 19 [0] |
Movement | 90’ (30’) / 180’ (60’) flying |
Saving Throws | D12 W13 P13 B15 S15 (Elf 1) |
Morale | 7 |
Alignment | Neutral |
XP | 13 |
Number Appearing | 2d4 (1d4 × 10) |
Treasure Type | R + S |
- Invisible: Naturally invisible, but may choose to reveal themselves. May remain invisible when attacking: cannot be attacked in the first round; in subsequent rounds, may be attacked at -2 to hit (locatable by faint shadows and air movement).
- Surprise: Always surprise, if invisible.
- Limited flight: Small wings only allow 3 turns of flight. Must rest 1 turn after flying.
Pterosaur
Predatory, winged reptiles that live in warm climates, hunting creatures on the ground by gliding on air currents. Often found in Lost World regions.
Pteranodon
Wingspan of up to 50’. Highly aggressive; often prey on humanoids.
Armor Class | 6 [13] |
---|---|
Hit Dice | 5 (22hp) |
Attacks | 1 × bite (1d12) |
THAC0 | 15 [+4] |
Movement | 240’ (80’) flying |
Saving Throws | D12 W13 P14 B15 S16 (3) |
Morale | 8 |
Alignment | Neutral |
XP | 175 |
Number Appearing | 0 (1d4) |
Treasure Type | V |
Pterodactyl
8–10’ wingspan. Prey on small to medium animals, but will attack humanoids, if very hungry.
Armor Class | 7 [12] |
---|---|
Hit Dice | 1 (4hp) |
Attacks | 1 × bite (1d3) |
THAC0 | 19 [0] |
Movement | 180’ (60’) flying |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 7 |
Alignment | Neutral |
XP | 10 |
Number Appearing | 0 (2d4) |
Treasure Type | None |
Purple Worm
Gigantic, slimy worms with bodies 100’ long and 8–10’ thick. Bore tunnels through the earth and come to the surface to eat other creatures.
Armor Class | 6 [13] |
---|---|
Hit Dice | 15* (67hp) |
Attacks | 1 × bite (2d8), 1 × sting (1d8 + poison) |
THAC0 | 9 [+10] |
Movement | 60’ (20’) |
Saving Throws | D8 W9 P10 B10 S12 (8) |
Morale | 10 |
Alignment | Neutral |
XP | 2,300 |
Number Appearing | 1d2 (1d4) |
Treasure Type | D |
- Swallow whole: A bite attack roll of 20, or 4 or more than the target number required, indicates that a human-sized (or smaller) victim is swallowed. Inside the worm’s belly: suffer 3d6 damage per round (until the worm dies); may attack with sharp weapons at -4 to hit; body digested in 6 turns after death.
- Poison: Causes death (save vs. poison).
- In restricted spaces: May not always be able to bite and sting at once.
Rat
Multitudinous, disease-ridden rodents that will eat anything. Avoid contact with humans but may attack if defending their nest or if summoned and commanded by magic (e.g., see Wererat.
- Disease: Bite has a 1-in-20 chance of infecting the target (save versus poison). The disease has a 1-in-4 chance of being deadly (die in 1d6 days). Otherwise, the victim is sick and bedridden for one month.
- Afraid of fire: Will flee fire, unless forced to fight by summoner.
- Attacking in water: May attack without penalty; excellent swimmers.
Giant Rat
3’ long (or larger), with black or grey fur. Often live in dark, dungeon areas and close to undead monsters.
Armor Class | 7 [12] |
---|---|
Hit Dice | ½ (2hp) |
Attacks | 1 × bite (1d3 + disease) |
THAC0 | 19 [0] |
Movement | 120’ (40’) / 60’ (20’) swimming |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 8 |
Alignment | Neutral |
XP | 5 |
Number Appearing | 3d6 (3d10) |
Treasure Type | C |
- Disease; Afraid of fire; Attacking in water: See main entry.
Normal Rat
Swarming packs of 6” to 2’ long individuals, with brown or grey fur.
Armor Class | 9 [10] |
---|---|
Hit Dice | 1hp |
Attacks | 1 × bite per pack (1d6 + disease) |
THAC0 | 19 [0] |
Movement | 60’ (20’) / 30’ (10’) swimming |
Saving Throws | D14 W15 P16 B17 S18 (NH) |
Morale | 5 |
Alignment | Neutral |
XP | 5 |
Number Appearing | 5d10 (2d10) |
Treasure Type | L |
- Disease; Afraid of fire; Attacking in water: See main entry.
- Pack: Each group of 5–10 rats attacks as a pack. Each pack makes a single attack roll against one creature.
- Engulf: The creature attacked must save versus death or fall prone, unable to attack until able to stand up again.
Rhagodessa
Huge, hairy, nocturnal arachnid carnivores with large heads and mandibles and 10 legs. Yellow head and abdomen, dark brown thorax. Dwell in caves, hunt voraciously.
Armor Class | 5 [14] |
---|---|
Hit Dice | 4+2 (20hp) |
Attacks | 1 × sucker (grab), 1 × bite (2d8) |
THAC0 | 15 [+4] |
Movement | 150’ (50’) |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 9 |
Alignment | Neutral |
XP | 125 |
Number Appearing | 1d4 (1d6) |
Treasure Type | U |
- Suckers: Front legs equipped with suckers for grabbing prey.
- Grab: When hit with a sucker, the victim is stuck and will be bitten automatically next round.
- Cling: Can walk on walls.
Rhinoceros
Dim, armored, herbivorous mammals.
- Charge: If disturbed or threatened, will charge in a random direction. Requires a clear run of at least 20 yards. Make a horn attack on all in the path: inflicts double damage.
- Trample: 3-in-4 chance of trampling each round. +4 to-hit human-sized or smaller creatures.
Normal Rhinoceros
Armor Class | 5 [14] |
---|---|
Hit Dice | 6 (27hp) |
Attacks | 1 × horn (2d4) or 1 × trample (2d8) |
THAC0 | 14 [+5] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P14 B15 S16 (3) |
Morale | 6 |
Alignment | Neutral |
XP | 275 |
Number Appearing | 0 (1d12) |
Treasure Type | None |
- Charge; Trample: See main entry.
Woolly Rhinoceros
Giant rhinoceroses adapted for cold climates: their bodies are covered with shaggy, white fur. Live in herds, in cold Lost World areas.
Armor Class | 4 [15] |
---|---|
Hit Dice | 8 (36hp) |
Attacks | 1 × horn (2d6) or 1 × trample (2d12) |
THAC0 | 12 [+7] |
Movement | 120’ (40’) |
Saving Throws | D10 W11 P12 B13 S14 (4) |
Morale | 6 |
Alignment | Neutral |
XP | 650 |
Number Appearing | 0 (1d8) |
Treasure Type | None |
- Charge; Trample: See main entry.
Robber Fly
3’ long, carnivorous flies with yellow and black stripes. Look similar to killer bees, which they hunt. May attack humans.
Armor Class | 6 [13] |
---|---|
Hit Dice | 2 (9hp) |
Attacks | 1 × bite (1d8) |
THAC0 | 18 [+1] |
Movement | 90’ (30’) / 180’ (60’) flying |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 8 |
Alignment | Neutral |
XP | 20 |
Number Appearing | 1d6 (2d6) |
Treasure Type | U |
- Surprise: Hunt patiently. Surprise on a 1–4, when waiting in shadows for prey.
- Poison immunity: Unharmed by killer bees’ poison.
- Leap: Can leap up to 30’ and attack.
Roc
Gigantic birds of prey that nest in the highest peaks of isolated mountain ranges. Will attack intruders, if approached carelessly.
- Alignment reaction: -1 to reaction rolls versus Neutral characters; -2 versus Chaotic characters.
- Swoop: Can dive onto victims visible from above. If the victim is surprised, the attack inflicts double damage. On an attack roll of 18 or more, the victim can be carried away (if of appropriate size).
- Eggs: 1d6 eggs or chicks in 50% of nests.
- Trainable: Can be trained if captured when young.
Giant Roc
Armor Class | 0 [19] |
---|---|
Hit Dice | 36 (162hp) |
Attacks | 2 × claw (3d6), 1 × bite (8d6) |
THAC0 | 5 [+14] |
Movement | 60’ (20’) / 480’ (160’) flying |
Saving Throws | D2 W3 P4 B3 S6 (18) |
Morale | 10 (12 in lair) |
Alignment | Lawful |
XP | 6,250 |
Number Appearing | 0 (1) |
Treasure Type | I |
- Alignment reaction; Swoop: See main entry.
Large Roc
Armor Class | 2 [17] |
---|---|
Hit Dice | 12 (54hp) |
Attacks | 2 × claw (1d8), 1 × bite (2d10) |
THAC0 | 10 [+9] |
Movement | 60’ (20’) / 480’ (160’) flying |
Saving Throws | D10 W11 P12 B13 S14 (6) |
Morale | 9 (12 in lair) |
Alignment | Lawful |
XP | 1,100 |
Number Appearing | 0 (1d8) |
Treasure Type | I |
- Alignment reaction; Swoop: See main entry.
Small Roc
Armor Class | 4 [15] |
---|---|
Hit Dice | 6 (27hp) |
Attacks | 2 × claw (1d4+1), 1 × bite (2d6) |
THAC0 | 14 [+5] |
Movement | 60’ (20’) / 480’ (160’) flying |
Saving Throws | D12 W13 P14 B15 S16 (3) |
Morale | 8 (12 in lair) |
Alignment | Lawful |
XP | 275 |
Number Appearing | 0 (1d12) |
Treasure Type | I |
- Alignment reaction; Swoop: See main entry.
Rock Baboon
Large, ferocious, semi-intelligent baboons that live in packs led by a powerful male. Communicate with screams. Omnivorous, but prefer flesh.
Armor Class | 6 [13] |
---|---|
Hit Dice | 2 (9hp) |
Attacks | 1 × club (1d6), 1 × bite (1d3) |
THAC0 | 18 [+1] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 8 |
Alignment | Neutral |
XP | 20 |
Number Appearing | 2d6 (5d6) |
Treasure Type | U |
- Weapons: Wield bones or branches as clubs. (Do not use other tools.)
Rust Monster
Magical, armadillo-like creatures with long tails and two long, antennae-like feelers. Feed on rusted metal.
Armor Class | 2 [17] |
---|---|
Hit Dice | 5 (22hp) |
Attacks | 1 × feeler (rusting) |
THAC0 | 15 [+4] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P14 B15 S16 (3) |
Morale | 7 |
Alignment | Neutral |
XP | 175 |
Number Appearing | 1d4 (1d4) |
Treasure Type | None |
- Rusting: Metal that touches a rust monster (e.g., weapons that hit it, or armor struck by a feeler) crumbles instantly to rust. Magic items have a 10% chance per “plus”, to be unaffected on each successful hit. Each time a magic item is affected, it loses one “plus”.
- Smell metal: Attracted by the scent.
Salamander
Giant, magical reptiles with an affinity for extreme heat or cold.
Flame Salamander
12’–16’ long, intelligent serpents with lizard-like heads and legs. Bright orange/yellow/red scales. Natives of the plane of elemental fire but also live in volcanoes and scorching deserts.
Armor Class | 2 [17] |
---|---|
Hit Dice | 8* (36hp) |
Attacks | 2 × claw (1d4), 1 × bite (1d8), 1 × heat aura (1d8) |
THAC0 | 12 [+7] |
Movement | 120’ (40’) |
Saving Throws | D8 W9 P10 B10 S12 (8) |
Morale | 8 |
Alignment | Neutral |
XP | 1,200 |
Number Appearing | 1d4+1 (2d4) |
Treasure Type | F |
- Heat aura: All creatures within 20’ suffer 1d8 damage per round.
- Mundane damage immunity: Can only be harmed by magical attacks.
- Fire immunity: Unharmed by fire.
- Hate frost salamanders: Will attack on sight.
Frost Salamander
Giant, 6-legged lizards with blue/white scales. Dwell in icy, wilderness regions.
Armor Class | 3 [16] |
---|---|
Hit Dice | 12* (54hp) |
Attacks | 4 × claw (1d6), 1 × bite (2d6), 1 × cold aura (1d8) |
THAC0 | 10 [+9] |
Movement | 120’ (40’) |
Saving Throws | D6 W7 P8 B8 S10 (12) |
Morale | 9 |
Alignment | Chaotic |
XP | 1,900 |
Number Appearing | 1d3 (1d3) |
Treasure Type | E |
- Cold aura: All creatures within 20’ suffer 1d8 damage per round.
- Mundane damage immunity: Can only be harmed by magical attacks.
- Cold immunity: Unharmed by cold-based attacks.
- Hate flame salamanders: Will attack on sight.
Scorpion, Giant
Huge arachnids, as big as a small horse, with pincers and deadly stingers. Dwell in caverns, ruins, and deserts.
Armor Class | 2 [17] |
---|---|
Hit Dice | 4* (18hp) |
Attacks | 2 × claw (1d10), 1 × sting (1d4 + poison) |
THAC0 | 16 [+3] |
Movement | 150’ (50’) |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 11 |
Alignment | Chaotic |
XP | 125 |
Number Appearing | 1d6 (1d6) |
Treasure Type | V |
- Aggressive: Normally attack on sight.
- Poison: Causes death (save vs. poison).
- Grab and sting: +2 bonus to sting attack, if a claw hits.
Sea Serpent (Lesser)
20’–30’ long, serpent-like sea monsters with rows of many fins.
Armor Class | 5 [14] |
---|---|
Hit Dice | 6 (27hp) |
Attacks | 1 × bite (2d6) or 1 × squeeze (1d10 hull damage) |
THAC0 | 14 [+5] |
Movement | 150’ (50’) |
Saving Throws | D12 W13 P14 B15 S16 (3) |
Morale | 8 |
Alignment | Neutral |
XP | 275 |
Number Appearing | 0 (2d6) |
Treasure Type | None |
- Lunge: Up to 20’ out of the water to use a bite attack.
- Squeeze: Coil around and crush a vessel (of equal size or smaller).
Shadow
Intelligent, incorporeal (but not undead monsters that look like shadows. Able to slightly change their shape.
Armor Class | 7 [12] |
---|---|
Hit Dice | 2+2* (11hp) |
Attacks | 1 × touch (1d4 + strength drain) |
THAC0 | 17 [+2] |
Movement | 90’ (30’) |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 12 |
Alignment | Chaotic |
XP | 35 |
Number Appearing | 1d8 (1d12) |
Treasure Type | F |
- Surprise: On a 1–5.
- Strength drain: Victims lose 1 STR per hit. Recovers after 8 turns. If reduced to 0 STR, the victim becomes a shadow.
- Mundane damage immunity: Can only be harmed by magical attacks.
- Spell immunity: Unaffected by charm and sleep spells.
Shark
Aggressive, predatory fish of low intelligence and unpredictable behavior. Live in saltwater.
- Blood scent: Can detect blood in water up to 300’ away.
- Feeding frenzy: Triggered by the scent of blood: always attack; no morale checks.
Bull Shark
8’ long; brown coloration. Attack by ramming, then biting the stunned prey.
Armor Class | 4 [15] |
---|---|
Hit Dice | 2 (9hp) |
Attacks | 1 × bite (2d4) or 1 × ram (stun) |
THAC0 | 18 [+1] |
Movement | 180’ (60’) |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 7 |
Alignment | Neutral |
XP | 20 |
Number Appearing | 0 (3d6) |
Treasure Type | None |
- Blood scent; Feeding frenzy: See main entry.
- Ram: Stunned for 3 rounds (save versus paralysis).
Great White Shark
30’ long (or bigger!); grey coloration with a white belly. Sometimes attack small boats.
Armor Class | 4 [15] |
---|---|
Hit Dice | 8 (36hp) |
Attacks | 1 × bite (2d10) |
THAC0 | 12 [+7] |
Movement | 180’ (60’) |
Saving Throws | D10 W11 P12 B13 S14 (4) |
Morale | 7 |
Alignment | Neutral |
XP | 650 |
Number Appearing | 0 (1d4) |
Treasure Type | None |
- Blood scent; Feeding frenzy: See main entry.
Mako Shark
15’ long; bluish-grey or tan coloration.
Armor Class | 4 [15] |
---|---|
Hit Dice | 4 (18hp) |
Attacks | 1 × bite (2d6) |
THAC0 | 16 [+3] |
Movement | 180’ (60’) |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 7 |
Alignment | Neutral |
XP | 75 |
Number Appearing | 0 (2d6) |
Treasure Type | None |
- Blood scent; Feeding frenzy: See main entry.
- Unpredictable: May ignore other creatures, only to attack moments later.
Shrew, Giant
Brown-furred, mole-like insectivores with long snouts. Dwell underground; skilled burrowers.
Armor Class | 4 [15] |
---|---|
Hit Dice | 1 (4hp) |
Attacks | 2 × bite (1d6) |
THAC0 | 19 [0] |
Movement | 180’ (60’) |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 10 |
Alignment | Neutral |
XP | 10 |
Number Appearing | 1d4 (1d8) |
Treasure Type | None |
- Initiative: Always win initiative in the round of their first attack. +1 to initiative in the round of their second attack.
- Ferocity: Attack targets’ heads. Targets with 3 HD or less must save versus death or flee.
- Climbing: Skilled climbers; can jump up to 5’.
- Territorial: Ferociously defend their hunting area from all intruders.
- Echolocation: Perceive their surroundings up to 60’. Unaffected by lack of light. If unable to hear (e.g. *silence, 15’ radius: AC reduced to 8 [11], -4 penalty to attacks.
Shrieker
Giant, subterranean mushrooms that can creep around slowly.
Armor Class | 7 [12] |
---|---|
Hit Dice | 3 (13hp) |
Attacks | None |
THAC0 | 17 [+2] |
Movement | 9’ (3’) |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 12 |
Alignment | Neutral |
XP | 35 |
Number Appearing | 1d8 (0) |
Treasure Type | None |
- Shriek: Triggered by light (up to 60’ away) or movement (up to 30’ away). Shriek lasts for 1d3 rounds. For each round of the shriek, there is a 50% chance of a wandering monster being attracted (will arrive in 2d6 rounds).
Skeleton
Skeletal remains of humanoids reanimated as guardians by powerful magic-users or clerics. Often encountered in cemeteries, crypts, or other forlorn places.
Armor Class | 7 [12] |
---|---|
Hit Dice | 1 (4hp) |
Attacks | 1 × weapon (1d6 or by weapon) |
THAC0 | 19 [0] |
Movement | 60’ (20’) |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 12 |
Alignment | Chaotic |
XP | 10 |
Number Appearing | 3d4 (3d10) |
Treasure Type | None |
- Undead: Make no noise until they attack. Immune to effects that affect living creatures (e.g., poison). Immune to mind-affecting or mind-reading spells (e.g., charm, hold, sleep).
Snake
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Dwell in all but the most extreme climes. Will usually only attack if cornered or surprised.
Giant Rattler
10’ long snakes with brown and white diamond patterns on their scales, and a rattle of rasping scales on their tails.
Armor Class | 5 [14] |
---|---|
Hit Dice | 4* (18hp) |
Attacks | 2 × bite (1d4 + poison) |
THAC0 | 16 [+3] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 8 |
Alignment | Neutral |
XP | 125 |
Number Appearing | 1d4 (1d4) |
Treasure Type | U |
- Rattle: Shaken to warn off creatures the snake does not wish to attack.
- Poison: Causes death in 1d6 turns (save versus poison).
- Speed: Attack twice per round. Second attack at the end of each round.
Pit Viper
5’ long snakes with grey/green scales.
Armor Class | 6 [13] |
---|---|
Hit Dice | 2* (9hp) |
Attacks | 1 × bite (1d4 + poison) |
THAC0 | 18 [+1] |
Movement | 90’ (30’) |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 7 |
Alignment | Neutral |
XP | 25 |
Number Appearing | 1d8 (1d8) |
Treasure Type | None |
- Infravision: 60’. (Pits in the head allow heat sense.)
- Initiative: Always gains initiative (no roll), due to special senses.
- Poison: Causes death (save vs poison).
Rock Python
20’ long snakes with spiralling brown and yellow patterns on their scales.
Armor Class | 6 [13] |
---|---|
Hit Dice | 5* (22hp) |
Attacks | 1 × bite (1d4 + constriction) |
THAC0 | 15 [+4] |
Movement | 90’ (30’) |
Saving Throws | D12 W13 P14 B15 S16 (3) |
Morale | 8 |
Alignment | Neutral |
XP | 300 |
Number Appearing | 1d3 (1d3) |
Treasure Type | U |
- Constriction: When a bite attack is successful, the python wraps around the victim and begins to squeeze, inflicting 2d4 automatic damage immediately and on each subsequent round.
Sea Snake
6’ long snakes that live underwater, coming up for breath only once per hour. Will prey on humans.
Armor Class | 6 [13] |
---|---|
Hit Dice | 3* (13hp) |
Attacks | 1 × bite (1hp + poison) |
THAC0 | 17 [+2] |
Movement | 90’ (30’) |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 7 |
Alignment | Neutral |
XP | 50 |
Number Appearing | 1d8 (1d8) |
Treasure Type | None |
- Pinprick bite: 50% chance of going unnoticed.
- Poison: Slow acting: effects felt after 1d4+2 turns. Save vs poison or die 1 turn later. At this point, the neutralize poison spell has a 25% chance of not working.
- Larger individuals: Sea snakes with more than 3 HD may be encountered. They are 6’ long for every 3 HD.
Spitting Cobra
3’ long snakes with grey/white scales. Prefer to attack from a distance with spit.
Armor Class | 7 [12] |
---|---|
Hit Dice | 1* (4hp) |
Attacks | 1 × spit (blindness) or 1 × bite (1d3 + poison) |
THAC0 | 19 [0] |
Movement | 90’ (30’) |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 7 |
Alignment | Neutral |
XP | 13 |
Number Appearing | 1d6 (1d6) |
Treasure Type | None |
- Blinding spit: Range: 6’. A hit causes permanent blindness (save vs poison).
- Poison: Causes death in 1d10 turns (save versus poison).
Spectre
Incorporeal phantoms; one of the most powerful undead monsters.
Armor Class | 2 [17] |
---|---|
Hit Dice | 6** (27hp) |
Attacks | 1 × touch (1d8 + energy drain) |
THAC0 | 14 [+5] |
Movement | 150’ (50’) / 300’ (100’) flying |
Saving Throws | D10 W11 P12 B13 S14 (6) |
Morale | 11 |
Alignment | Chaotic |
XP | 725 |
Number Appearing | 1d4 (1d8) |
Treasure Type | E |
- Undead: Make no noise until they attack. Immune to effects that affect living creatures (e.g., poison). Immune to mind-affecting or mind-reading spells (e.g., charm, hold, sleep).
- Mundane damage immunity: Can only be harmed by magical attacks.
- Energy drain: A successfully hit target permanently loses two experience levels (or Hit Dice). This incurs a loss of two Hit Dice of hit points, as well as all other benefits due to the drained levels (e.g., spells, saving throws, etc.). A character’s XP is reduced to the lowest amount for the new level. A person drained of all levels becomes a spectre next night, under the control of the spectre that killed them.
Spider, Giant
Black Widow
6’ long, black spiders with a red hourglass pattern on their abdomens. Dwell in web-filled lairs and sometimes prey on humans.
Armor Class | 6 [13] |
---|---|
Hit Dice | 3* (13hp) |
Attacks | 1 × bite (2d6 + poison) |
THAC0 | 17 [+2] |
Movement | 60’ (20’) / 120’ (40’) in webs |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 8 |
Alignment | Neutral |
XP | 50 |
Number Appearing | 1d3 (1d3) |
Treasure Type | U |
- Poison: Causes death in 1 turn (save versus poison).
- Webs: Creatures caught in webs become entangled and unable to move. Breaking free depends on Strength: 2d4 turns for strength in the normal human range; 4 rounds for strength above 18; 2 rounds for creatures with giant strength. The webs can be destroyed by fire in two rounds. All creatures in a flaming web suffer 1d6 points of damage.
Crab Spider
5’ long hunting spiders that can change their color to match their surroundings.
Armor Class | 7 [12] |
---|---|
Hit Dice | 2* (9hp) |
Attacks | 1 × bite (1d8 + poison) |
THAC0 | 18 [+1] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 7 |
Alignment | Neutral |
XP | 25 |
Number Appearing | 1d4 (1d4) |
Treasure Type | U |
- Ambush: Attack by dropping on victims from above.
- Surprise: On a 1–4, due to camouflage.
- Cling: Can walk on walls and ceilings.
- Poison: Causes death in 1d4 turns (save versus poison with a +2 bonus).
Tarantella
7’ long, hairy hunting spiders that resemble tarantulas. Magical in nature.
Armor Class | 5 [14] |
---|---|
Hit Dice | 4* (18hp) |
Attacks | 1 × bite (1d8 + poison) |
THAC0 | 16 [+3] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 8 |
Alignment | Neutral |
XP | 125 |
Number Appearing | 1d3 (1d3) |
Treasure Type | U |
- Poison: Save vs poison or dance for 2d6 turns (suffering from painful, jerking spasms that resemble a macabre dance).
- Onlookers: Viewers of one affected by the poison must save versus spells or begin dancing in the same fashion, for as long as the poisoned victim.
- Dancing: Those affected suffer a -4 penalty to attack rolls and AC. After 5 turns of dancing, they become exhausted: fall to the ground, helpless.
Sprite
1’ tall, winged humanoids related to pixies and elves. They are shy but driven by curiosity and their odd sense of humor.
Armor Class | 5 [14] |
---|---|
Hit Dice | ½* (2hp) |
Attacks | 1 × spell (curse) |
THAC0 | 19 [0] |
Movement | 60’ (20’) / 180’ (60’) flying |
Saving Throws | D12 W13 P13 B15 S15 (Elf 1) |
Morale | 7 |
Alignment | Neutral |
XP | 6 |
Number Appearing | 3d6 (5d8) |
Treasure Type | S |
- Curse: Five sprites can collectively curse a target (no attack roll; save versus spells). The referee determines the effect but will always be used to comical effect (e.g., target trips, target’s nose grows).
- Pranksters: Even if attacked, sprites have no interest in killing, merely in making practical jokes.
Squid, Giant
Giant, ten-armed cephalopods. Two of the ten arms are larger, and may be used to attack ships. Dwell in the depths of the sea, only surface to find prey.
Armor Class | 7 [12] |
---|---|
Hit Dice | 6 (27hp) |
Attacks | 8 × small tentacle (1d4 + constriction), 2 × large tentacle (1d4 + constriction or 1d10 hull damage), 1 × beak (1d10 or 2 hull damage) |
THAC0 | 14 [+5] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P14 B15 S16 (3) |
Morale | 7 |
Alignment | Neutral |
XP | 275 |
Number Appearing | 0 (1d4) |
Treasure Type | V |
- Crush boats: 25% likely to wrap the 2 large tentacles around a boat, doing 1d10 hull damage per tentacle. When the large tentacles grapple a boat, in subsequent rounds, the beak inflicts 2 points of hull damage automatically.
- Grab crew: 75% likely to grab crew from the deck and drag them underwater to be eaten.
- Constriction: Tentacles grab and constrict after a hit. 1d4 automatic damage per round.
- Severing tentacles: Requires a hit that inflicts 6 or more damage (8 small tentacles) or 10 or more damage (2 large tentacles).
- Ink cloud: When escaping, can emit a cloud of black ink (60’ diameter) and jet away at 3 times normal speed. Maximum twice a day.
- Gargantuan specimens: Two or three times larger can be encountered.
Stegosaurus
Stocky, herbivorous dinosaurs with a ridge of plates along their backs and a tail studded with spikes (used to deter attackers). Dwell in sub-tropical Lost World environments.
Armor Class | 3 [16] |
---|---|
Hit Dice | 11 (49hp) |
Attacks | 1 × tail (2d8) or 1 × trample (2d8) |
THAC0 | 11 [+8] |
Movement | 60’ (20’) |
Saving Throws | D10 W11 P12 B13 S14 (6) |
Morale | 7 |
Alignment | Neutral |
XP | 1,100 |
Number Appearing | 0 (1d4) |
Treasure Type | None |
- Trample: 3-in-4 chance of trampling each round. +4 to-hit human-sized or smaller creatures.
Stirge
Feathered, bird-like creatures with long, sharp beaks.
Armor Class | 7 [12] |
---|---|
Hit Dice | 1* (4hp) |
Attacks | 1 × beak (1d3 + blood sucking) |
THAC0 | 19 [0] |
Movement | 30’ (10’) / 180’ (60’) flying |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 9 |
Alignment | Neutral |
XP | 13 |
Number Appearing | 1d10 (3d12) |
Treasure Type | L |
- Dive attack: The first attack is at +2 to hit.
- Blood sucking: Upon a successful attack, attaches and drains the victim’s blood: 1d3 automatic damage per round.
- Detach: If stirge or victim dies.
Thoul
Magical monstrosities that look like hobgoblins (except on close inspection) but combine the powers of ghouls and trolls. Sometimes, they live among hobgoblins.
Armor Class | 6 [13] |
---|---|
Hit Dice | 3** (13hp) |
Attacks | 2 × claw (1d3 + paralysis) or 1 × weapon (1d6 or by weapon) |
THAC0 | 17 [+2] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P14 B15 S16 (3) |
Morale | 10 |
Alignment | Chaotic |
XP | 65 |
Number Appearing | 1d6 (1d10) |
Treasure Type | C |
- Paralysis: Successful attacks cause paralysis for 2d4 turns (save versus paralysis negates). Elves and creatures larger than ogres are unaffected. After paralysing a target, thouls will attack others.
- Regeneration: A damaged thoul gains 1 hit point at the start of each round, as long as it is alive.
Titanothere
Giant (12’ at the shoulder), ancient relatives of the rhinoceros, with massive, blunt horns. Eat grass and tree leaves. Dwell in small herds in Lost World grasslands.
Armor Class | 5 [14] |
---|---|
Hit Dice | 12 (54hp) |
Attacks | 1 × butt (2d6) or 1 × trample (3d8) |
THAC0 | 10 [+9] |
Movement | 120’ (40’) |
Saving Throws | D10 W11 P12 B13 S14 (6) |
Morale | 7 |
Alignment | Neutral |
XP | 1,100 |
Number Appearing | 0 (1d6) |
Treasure Type | None |
- Peaceful grazers: Will not attack if left alone.
- Trample: 3-in-4 chance of trampling each round. +4 to-hit human-sized or smaller creatures.
Toad, Giant
Warty amphibians with long, sticky tongues. As large as a great hound, weighing 150 to 250 pounds.
Armor Class | 7 [12] |
---|---|
Hit Dice | 2+2 (11hp) |
Attacks | 1 × bite (1d4+1) |
THAC0 | 17 [+2] |
Movement | 90’ (30’) |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 6 |
Alignment | Neutral |
XP | 25 |
Number Appearing | 1d4 (1d4) |
Treasure Type | None |
- Surprise: On a 1–3, in forests or dark dungeons, due to the ability to change color to match their surrounding.
- Sticky tongue: Attack up to 15’ away. On a hit, prey (up to dwarf size) is dragged to the mouth and bitten.
- Swallow whole: A natural 20 attack roll indicates a small victim is swallowed. Inside the toad’s belly: suffer 1d6 damage per round (until the toad dies); may attack with sharp weapons at -4 to hit; body digested in 6 turns after death.
Trader
1st level fighters who live by trading in borderland areas.
Armor Class | 6 [13] |
---|---|
Hit Dice | 1 (4hp) |
Attacks | 1 × weapon (1d6 or by weapon) |
THAC0 | 19 [0] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 7 |
Alignment | Any |
XP | 10 |
Number Appearing | 1d8 (3d6) |
Treasure Type | U + V |
- Arms: Usually carry: hand-axe, sword, shield, furs (equivalent to leather armor).
- Mules: In the wilderness, have 1d4 mules loaded with trade goods (e.g., carved wooden items, furs, spices).
Treant
Giant (18’ tall) humanoids that look like trees. Dwell in forests. Are concerned only with protecting the plants of their home. Speak their own long-winded and circuitous language.
Armor Class | 2 [17] |
---|---|
Hit Dice | 8 (36hp) |
Attacks | 2 × fist (2d6) |
THAC0 | 12 [+7] |
Movement | 60’ (20’) |
Saving Throws | D8 W9 P10 B10 S12 (8) |
Morale | 9 |
Alignment | Lawful |
XP | 650 |
Number Appearing | 0 (1d8) |
Treasure Type | C |
- Distrust fire: And those who wield it.
- Surprise: On a 1–3, in a forest, due to being mistaken for a tree. Encounter occurs at 30 yards or less.
- Animate trees: Each individual can animate 2 trees (within 60’; may switch trees at will). These fight as treants with a movement rate 30’ (10’).
Triceratops
Massive (12’ to the shoulder, almost 40’ long), aggressive, herbivorous dinosaurs with a protective crest behind the head, and three long horns. Dwell in Lost World grasslands.
Armor Class | 2 [17] |
---|---|
Hit Dice | 11 (49hp) |
Attacks | 1 × gore (3d6) or 1 × trample (3d6) |
THAC0 | 11 [+8] |
Movement | 90’ (30’) |
Saving Throws | D10 W11 P12 B13 S14 (6) |
Morale | 8 |
Alignment | Neutral |
XP | 1,100 |
Number Appearing | 0 (1d4) |
Treasure Type | None |
- Aggressive: Normally attack on sight.
- Charge: In the first round of combat, when not in melee. Requires a clear run of at least 20 yards. Horns inflict double damage.
- Trample: 3-in-4 chance of trampling each round. +4 to-hit human-sized or smaller creatures.
Troglodyte
Intelligent, reptilian humanoids with agile hands, long legs, short tails, and spiky combs on their heads and arms.
Armor Class | 5 [14] |
---|---|
Hit Dice | 2* (9hp) |
Attacks | 2 × claw (1d4), 1 × bite (1d4) |
THAC0 | 18 [+1] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 9 |
Alignment | Chaotic |
XP | 25 |
Number Appearing | 1d8 (5d8) |
Treasure Type | A |
- Hateful: Attempt to kill any creatures they encounter.
- Surprise: On a 1–4, due to the ability to change color to match their surroundings. Lurk by rock walls and await victims.
- Nauseating stench: Oils on the skin have a smell that sickens humans and demihumans: save versus poison or suffer -2 to hit, while in melee with troglodytes.
Troll
Intelligent, wicked, 8’ tall humanoids with emaciated, rubbery bodies. Consume the flesh of other humanoids. Dwell underground, in the barren wilderness, and in the ruined homes of former victims.
Armor Class | 4 [15] |
---|---|
Hit Dice | 6+3* (30hp) |
Attacks | 2 × talon (1d6), 1 × bite (1d10) |
THAC0 | 13 [+6] |
Movement | 120’ (40’) |
Saving Throws | D10 W11 P12 B13 S14 (6) |
Morale | 10 (8 fear of fire) |
Alignment | Chaotic |
XP | 650 |
Number Appearing | 1d8 (1d8) |
Treasure Type | D |
- Regeneration: 3 rounds after being damaged, start regaining 3hp per round. Severed limbs reattach.
- Return from death: If killed (0hp), will regenerate and fight again in 2d6 rounds.
- Fire and acid: Cannot regenerate damage from these sources. The only way to permanently kill a troll.
- Fear of fire: Morale 8 when attacked with fire or acid.
Tyrannosaurus Rex
Great (over 20’ tall), two-legged, predatory dinosaurs with huge jaws. Hunt human-sized or larger prey. Dwell in Lost World regions.
Armor Class | 3 [16] |
---|---|
Hit Dice | 20 (90hp) |
Attacks | 1 × bite (6d6) |
THAC0 | 6 [+13] |
Movement | 120’ (40’) |
Saving Throws | D6 W7 P8 B8 S10 (10) |
Morale | 11 |
Alignment | Neutral |
XP | 2,000 |
Number Appearing | 0 (1) |
Treasure Type | V × 3 |
- Large prey: Attack the largest target first.
Unicorn
Fantastic creatures that appear as elegant horses with a long horn. Unicorns are timid but proud and wilful.
Armor Class | 2 [17] |
---|---|
Hit Dice | 4* (18hp) |
Attacks | 2 × hoof (1d8), 1 × horn (1d8) |
THAC0 | 16 [+3] |
Movement | 240’ (80’) |
Saving Throws | D8 W9 P10 B10 S12 (8) |
Morale | 7 |
Alignment | Lawful |
XP | 125 |
Number Appearing | 1d6 (1d8) |
Treasure Type | None |
- Empathy with maidens: A pure-hearted maiden can communicate with and ride a unicorn.
- Teleport: Once per day, up to 360’ (including rider).
Vampire
Greatly feared undead monsters that live by drinking the blood of mortals. Dwell in ruins, tombs, and deserted locales.
Armor Class | 2 [17] |
---|---|
Hit Dice | 7 to 9** (31 / 36 / 40hp) |
Attacks | 1 × touch (1d10 + energy drain) or 1 × gaze (charm) |
THAC0 | 13 [+6] / 12 [+7] / 12 [+7] |
Movement | 120’ (40’) |
Saving Throws | D8 W9 P10 B10 S12 (7 to 9) |
Morale | 11 |
Alignment | Chaotic |
XP | 1,250 / 1,750 / 2,300 |
Number Appearing | 1d4 (1d6) |
Treasure Type | F |
Undead: Make no noise until they attack. Immune to effects that affect living creatures (e.g., poison). Immune to mind-affecting or mind-reading spells (e.g., charm, hold, sleep).
Mundane damage immunity: Can only be harmed by magical attacks.
Energy drain: A successfully touched target permanently loses two experience levels (or Hit Dice). This incurs a loss of two Hit Dice of hit points, as well as all other benefits due to the drained levels (e.g., spells, saving throws, etc.). A character’s XP is reduced to the lowest amount for the new level. A person drained of all levels becomes a vampire in 3 days.
Charming gaze: Save versus spells at -2 or be charmed: move towards the vampire (resisting those who try to prevent it); defend the vampire; obey the vampire’s commands (if understood); unable to cast spells or use magic items; unable to harm the vampire. Killing the vampire breaks the charm.
Regeneration: A damaged vampire gains 3hp at the start of each round, as long as it is alive.
At 0hp: Change into gaseous form; flee to the coffin.
Change form:
At will; takes 1 round:
- Humanoid: Standard form.
- Dire wolf: Att 1 × bite (2d4), MV 150’ (50’). AC, HD, morale, saves as vampire.
- Giant bat: Att 1 × bite (1d4), MV 30’ (10’) / 180’ (60’) flying. AC, HD, morale, saves as vampire.
- Gaseous cloud: MV 180’ (60’) flying. Immune to all weapons. Cannot attack.
Summon beasts: In human form only. Creatures from the surrounding area: 1d10 × 10 rats, 5d4 giant rats, 1d10 × 10 bats, 3d6 giant bats, 3d6 wolves, or 2d4 dire wolves.
Coffins: Must rest in a coffin during the day or lose 2d6hp (only regenerated by resting a full day). Cannot rest in a blessed coffin. Always keep multiple coffins in hidden locations.
Vulnerabilities:
- Garlic: Odour repels: save vs poison or unable to attack this round.
- Holy symbols: If presented, will keep a vampire at bay (10’). May attack wielder from another direction.
- Running water: Cannot cross (in any form), except by a bridge or carried inside a coffin.
- Mirrors: Avoid; do not cast a reflection.
- Continual light: Partly blinded by the light from this spell (-4 to attacks).
Destroying:
- Sunlight: Save versus death each round or be disintegrated.
- Stake through the heart: Permanently kills.
- Immersion in water: For 1 turn permanently kills.
- Destroying coffins: Permanently killed if all hit points lost when unable to rest (see coffins).
Veteran
Low-level fighters, often on their way to or from war.
Armor Class | 2 [17] |
---|---|
Hit Dice | 1 to 3 (4 / 9 / 13hp) |
Attacks | 1 × weapon (1d8 or by weapon) |
THAC0 | 19 [0] |
Movement | 60’ (20’) |
Saving Throws | D12 W13 P14 B15 S16 (F1 to F3) |
Morale | 9 |
Alignment | Any |
XP | 10 / 20 / 35 |
Number Appearing | 2d4 (2d6) |
Treasure Type | V |
- Level and alignment: A group may all be of the same level and alignment, or these may be determined randomly per individual.
Warp Beast
Large, black, six-legged, semi-intelligent monsters. Look similar to panthers, with a tentacle growing from each front shoulder. Tentacles are ridged with razor-sharp edges.
Armor Class | 4 [15] |
---|---|
Hit Dice | 6* (27hp) |
Attacks | 2 × tentacle (2d4) |
THAC0 | 14 [+5] |
Movement | 150’ (50’) |
Saving Throws | D10 W11 P12 B13 S14 (6) |
Morale | 8 |
Alignment | Neutral |
XP | 500 |
Number Appearing | 1d4 (1d4) |
Treasure Type | D |
- Displacement: Appear 3’ from actual location: attackers suffer -2 to hit.
- Save bonus: +2 to all saves.
- Hate blink dogs: Always attack them and their companions.
Water Termite
Giant (1’–5’ long), wood-eating, aquatic insects with a sack to take in and jet out water. Prone to feeding on passing ships. Only attack creatures if cornered.
- Irritant spray: Above water; maximum once a turn. Can spray one target: save versus poison or stunned for 1 turn.
- Ink cloud: Underwater; maximum once a turn. When escaping, it can emit a cloud of black ink to confuse attackers.
- Eat ships: Cling to the bottom of a vessel. Each individual inflicts 1d3 hull damage and then drops off.
- Noticing ship damage: 50% chance per round of spotting leaks.
Freshwater Termite
Armor Class | 6 [13] |
---|---|
Hit Dice | 2+1 (10hp) |
Attacks | 1 × bite (1d4) or 1 × spray (stun) |
THAC0 | 17 [+2] |
Movement | 120’ (40’) |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 8 |
Alignment | Neutral |
XP | 25 |
Number Appearing | 0 (1d3) |
Treasure Type | None |
Saltwater Termite
Armor Class | 5 [14] |
---|---|
Hit Dice | 4 (18hp) |
Attacks | 1 × bite (1d6) or 1 × spray (stun) |
THAC0 | 16 [+3] |
Movement | 180’ (60’) |
Saving Throws | D12 W13 P14 B15 S16 (3) |
Morale | 11 |
Alignment | Neutral |
XP | 75 |
Number Appearing | 0 (1d6+1) |
Treasure Type | None |
Swamp Termite
Armor Class | 4 [15] |
---|---|
Hit Dice | 1+1 (5hp) |
Attacks | 1 × bite (1d3) or 1 × spray (stun) |
THAC0 | 18 [+1] |
Movement | 90’ (30’) |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 10 |
Alignment | Neutral |
XP | 15 |
Number Appearing | 0 (1d4) |
Treasure Type | None |
Weasel, Giant
8’ to 9’ long, vicious, predatory mammals with rich fur of brown, gold, or white. Dwell in subterranean tunnels, hunting alone or in small groups.
Armor Class | 7 [12] |
---|---|
Hit Dice | 4+4 (22hp) |
Attacks | 1 × bite (2d4 + bloodsucking) |
THAC0 | 15 [+4] |
Movement | 150’ (50’) |
Saving Throws | D12 W13 P14 B15 S16 (3) |
Morale | 8 |
Alignment | Neutral |
XP | 125 |
Number Appearing | 1d4 (1d6) |
Treasure Type | V |
- Infravision: 30’.
- Blood sucking: Upon a successful attack, locks onto the victim and drains its blood: 2d4 automatic damage per round.
- Detaching: If the weasel or victim dies.
- Tracking: By scent, favoring wounded prey.
- Treasure: Found in a lair on the bodies of victims.
Whale
Killer Whale
25’ long, carnivorous whales. Dwell in cold waters and hunt sea creatures (including other whales).
Armor Class | 6 [13] |
---|---|
Hit Dice | 6 (27hp) |
Attacks | 1 × bite (1d20) |
THAC0 | 14 [+5] |
Movement | 240’ (80’) |
Saving Throws | D12 W13 P14 B15 S16 (3) |
Morale | 10 |
Alignment | Neutral |
XP | 275 |
Number Appearing | 0 (1d6) |
Treasure Type | V |
- Swallow whole: A natural 20 attack roll indicates a halfling-sized (or smaller) victim is swallowed. Inside the whale’s belly: suffer 1d6 damage per round (until the whale dies); may attack with sharp weapons at -4 to hit; drown after 10 rounds; body digested in 6 turns after death.
Narwhal
15’ long, intelligent, magical whales with grey to white skin and an 8’ long, spiraling horn on their nose. Live independent and secretive lives in arctic waters.
Armor Class | 7 [12] |
---|---|
Hit Dice | 12 (54hp) |
Attacks | 1 × bite (1d8), 1 × horn (2d6) |
THAC0 | 10 [+9] |
Movement | 180’ (60’) |
Saving Throws | D6 W7 P8 B8 S10 (12) |
Morale | 8 |
Alignment | Lawful |
XP | 1,100 |
Number Appearing | 0 (1d4) |
Treasure Type | Horn |
- Horn: Is worth 1d6 × 1,000gp. Rumors say a narwhal’s horn vibrates when evil is near.
Sperm Whale
Gargantuan whales are up to 60’ long. Dwell in open oceans and hunt deep sea monsters (e.g., giant squids.
Armor Class | 6 [13] |
---|---|
Hit Dice | 36 (162hp) |
Attacks | 1 × bite (3d20) or 1 × ram (6d6 hull damage) |
THAC0 | 5 [+14] |
Movement | 180’ (60’) |
Saving Throws | D4 W5 P6 B5 S8 (15) |
Morale | 7 |
Alignment | Neutral |
XP | 6,250 |
Number Appearing | 0 (1d3) |
Treasure Type | V |
- Swallow whole: An attack roll of 4 or more than the target number required indicates a human-sized (or smaller) victim is swallowed. Inside the whale’s belly: suffer 3d6 damage per round (until the whale dies); may attack with sharp weapons at -4 to hit; body digested in 6 turns after death.
- Ram ships: 10% likely to attack vessels.
Wight
Corpses of humans or demihumans, possessed by malevolent spirits.
Armor Class | 5 [14] |
---|---|
Hit Dice | 3* (13hp) |
Attacks | 1 × touch (energy drain) |
THAC0 | 17 [+2] |
Movement | 90’ (30’) |
Saving Throws | D12 W13 P14 B15 S16 (3) |
Morale | 12 |
Alignment | Chaotic |
XP | 50 |
Number Appearing | 1d6 (1d8) |
Treasure Type | B |
- Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g., poison). Immune to mind-affecting or mind-reading spells (e.g., charm, hold, sleep).
- Mundane damage immunity: Only harmed by silver weapons or magic.
- Energy drain: A successfully hit target permanently loses one experience level (or Hit Die). This incurs a loss of one Hit Die of hit points, as well as all other benefits due to the drained level (e.g., spells, saving throws, etc.). A character’s XP is reduced to halfway between the former and new levels. A person drained of all levels becomes a wight in 1d4 days, under the control of the wight that killed them.
Wolf
Carnivorous relatives of dogs that hunt in packs.
Dire Wolf
Large, savage, semi-intelligent wolves. Dwell in caves, mountains, and forests.
Armor Class | 6 [13] |
---|---|
Hit Dice | 4+1 (19hp) |
Attacks | 1 × bite (2d4) |
THAC0 | 15 [+4] |
Movement | 150’ (50’) |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 8 |
Alignment | Neutral |
XP | 125 |
Number Appearing | 1d4 (2d4) |
Treasure Type | None |
- Training: At the referee’s discretion, captured cubs may be trained like dogs. Dire wolves are ferocious and extremely difficult to train.
- Mounts: Sometimes trained as mounts by goblins.
Normal Wolf
Dwell primarily in wild lands but occasionally lair in caves.
Armor Class | 7 [12] |
---|---|
Hit Dice | 2+2 (11hp) |
Attacks | 1 × bite (1d6) |
THAC0 | 17 [+2] |
Movement | 180’ (60’) |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 6 (8 in larger packs) |
Alignment | Neutral |
XP | 25 |
Number Appearing | 2d6 (3d6) |
Treasure Type | None |
- Training: At the referee’s discretion, captured cubs may be trained like dogs. Wolves are difficult to train.
- Strength in numbers: Packs of 4 or more wolves have morale 8. If the pack is reduced to less than 50% of its original size, this morale bonus is lost.
Wraith
Incorporeal, undead monsters that appear as pale, human-like forms of coalescing mist. Dwell in deserted regions or in the homes of former victims.
Armor Class | 3 [16] |
---|---|
Hit Dice | 4** (18hp) |
Attacks | 1 × touch (1d6 + energy drain) |
THAC0 | 16 [+3] |
Movement | 120’ (40’) / 240’ (80’) flying |
Saving Throws | D10 W11 P12 B13 S14 (4) |
Morale | 12 |
Alignment | Chaotic |
XP | 175 |
Number Appearing | 1d4 (1d6) |
Treasure Type | E |
- Undead: Make no noise until they attack. Immune to effects that affect living creatures (e.g., poison). Immune to mind-affecting or mind-reading spells (e.g., charm, hold, sleep).
- Mundane damage immunity: Only harmed by silver weapons or magic.
- Damage reduction: Half damage from silver weapons.
- Energy drain: A successfully hit target permanently loses one experience level (or Hit Die). This incurs a loss of one Hit Die of hit points, as well as all other benefits due to the drained level (e.g., spells, saving throws, etc.). A character’s XP is reduced to the lowest amount for the new level. A person drained of all levels becomes a wraith in one day, under the control of the wraith that killed them.
Wyvern
Winged, two-legged, dragon-like monsters with a long tail tipped with a venomous stinger. Dwell in any terrain, but favor cliffs and forests.
Armor Class | 3 [16] |
---|---|
Hit Dice | 7* (31hp) |
Attacks | 1 × bite (2d8), 1 × sting (1d6 + poison) |
THAC0 | 13 [+6] |
Movement | 90’ (30’) / 240’ (80’) flying |
Saving Throws | D10 W11 P12 B13 S14 (4) |
Morale | 9 |
Alignment | Chaotic |
XP | 850 |
Number Appearing | 1d2 (1d6) |
Treasure Type | E |
- Poison: Causes death (save vs. poison).
Yellow Mould
Deadly fungus that covers walls, ceilings, and other surfaces.
Armor Class | No hit roll required |
---|---|
Hit Dice | 2* (9hp) |
Attacks | 1 × spores (1d6 + choking) |
THAC0 | 18 [+1] |
Movement | 0’ (0’) |
Saving Throws | D12 W13 P14 B15 S16 (2) |
Morale | 12 |
Alignment | Neutral |
XP | 25 |
Number Appearing | 1d8 (1d4) |
Treasure Type | None |
- Area: Every 10 square feet (e.g., 2’ × 5’) covered in yellow mold is treated as one “individual”. (A 10’ × 10’ area would consist of 10 individual molds.)
- Immunity: Unharmed by all attacks but fire (a burning torch does 1d4 damage).
- Spore cloud: 50% chance of attacking if touched (or damaged): releases a cloud of spores affecting all within a 10’ cube area.
- Choking: Save versus death or die within 6 rounds.
- Erosion: Wood or leather in contact with the mold will be eaten away.
Zombie
Listless, humanoid corpses, reanimated as guardians by powerful clerics or wizards.
Armor Class | 8 [11] |
---|---|
Hit Dice | 2 (9hp) |
Attacks | 1 × weapon (1d8 or by weapon) |
THAC0 | 18 [+1] |
Movement | 60’ (20’) |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 12 |
Alignment | Chaotic |
XP | 20 |
Number Appearing | 2d4 (4d6) |
Treasure Type | None |
- Guardians: Always attack on sight.
- Initiative: Always lose (no roll).
- Undead: Make no noise until they attack. Immune to effects that affect living creatures (e.g., poison). Immune to mind-affecting or mind-reading spells (e.g., charm, hold, sleep).