Monster List

Acolyte

1st level clerics on a quest for their deity.


Armor Class2 [17]
Hit Dice1 (4hp)
Attacks1 × mace (1d6)
THAC019 [0]
Movement60’ (20’)
Saving ThrowsD11 W12 P14 B16 S15 (Cleric 1)
Morale7
AlignmentAny
XP10
Number Appearing1d8 (1d20)
Treasure TypeU

Ape, White

Albino, herbivorous, gorilla-like apes that live in caves and emerge at night to forage.


Armor Class6 [13]
Hit Dice4 (18hp)
Attacks2 × claw (1d4) or 1 × thrown rock (1d6)
THAC016 [+3]
Movement120’ (40’)
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale7
AlignmentNeutral
XP75
Number Appearing1d6 (2d4)
Treasure TypeNone

Bandit

NPC thieves who live by robbery.


Armor Class6 [13]
Hit Dice1 (4hp)
Attacks1 × weapon (1d6 or by weapon)
THAC019 [0]
Movement120’ (40’)
Saving ThrowsD13 W14 P13 B16 S15 (Thief 1)
Morale8
AlignmentNeutral or Chaotic
XP10
Number Appearing1d8 (3d10)
Treasure TypeU (A)

Basilisk

10’ long, serpentine lizards. Unintelligent, but highly magical. Dwell in caverns and twisted brambles.


Armor Class4 [15]
Hit Dice6+1** (28hp)
Attacks1 × bite (1d10 + petrification), 1 × gaze (petrification)
THAC013 [+6]
Movement60’ (20’)
Saving ThrowsD10 W11 P12 B13 S14 (6)
Morale9
AlignmentNeutral
XP950
Number Appearing1d6 (1d6)
Treasure TypeF

Bat

Nocturnal, flying mammals that roost in caves or ruins.

Giant Bat

Carnivorous bats that may attack adventurers, if hungry. 1-in-20 groups of giant bats are vampiric (see Giant Vampire Bat).


Armor Class6 [13]
Hit Dice2 (9hp)
Attacks1 × bite (1d4)
THAC018 [+1]
Movement30’ (10’) / 180’ (60’) flying
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale8
AlignmentNeutral
XP20
Number Appearing1d10 (1d10)
Treasure TypeNone

Giant Vampire Bat


Armor Class6 [13]
Hit Dice2 (9hp)
Attacks1 × bite (1d4 + unconsciousness)
THAC018 [+1]
Movement30’ (10’) / 180’ (60’) flying
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale8
AlignmentNeutral
XP20
Number Appearing1d10 (1d10)
Treasure TypeNone

Normal Bat


Armor Class6 [13]
Hit Dice1hp
Attacks1 × swarm (confusion)
THAC020 [-1]
Movement9’ (3’) / 120’ (40’) flying
Saving ThrowsD14 W15 P16 B17 S18 (NH)
Morale6
AlignmentNeutral
XP5
Number Appearing1d100 (1d100)
Treasure TypeNone

Bear

Black Bear

6’ tall; favour eating berries and roots.


Armor Class6 [13]
Hit Dice4 (18hp)
Attacks2 × claw (1d3), 1 × bite (1d6)
THAC016 [+3]
Movement120’ (40’)
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale7
AlignmentNeutral
XP75
Number Appearing1d4 (1d4)
Treasure TypeU

Cave Bear

Ferocious, 15’ tall grizzly bears found in caves and Lost World settings. Omnivorous, but prefer meat, including humans.


Armor Class5 [14]
Hit Dice7 (31hp)
Attacks2 × claw (1d8), 1 × bite (2d6)
THAC013 [+6]
Movement120’ (40’)
Saving ThrowsD12 W13 P14 B15 S16 (3)
Morale9
AlignmentNeutral
XP450
Number Appearing1d2 (1d2)
Treasure TypeV

Grizzly Bear

Aggressive, 9’ tall. Silver-tipped fur, brown or reddish brown in colour. Live in forests and mountains. Favour eating meat.


Armor Class6 [13]
Hit Dice5 (22hp)
Attacks2 × claw (1d4), 1 × bite (1d8)
THAC015 [+4]
Movement120’ (40’)
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale8
AlignmentNeutral
XP175
Number Appearing1 (1d4)
Treasure TypeU

Polar Bear

Aggressive, white-furred bears that stand 11’ tall and live in cold regions. Favours eating fish.


Armor Class6 [13]
Hit Dice6 (27hp)
Attacks2 × claw (1d6), 1 × bite (1d10)
THAC014 [+5]
Movement120’ (40’)
Saving ThrowsD12 W13 P14 B15 S16 (3)
Morale8
AlignmentNeutral
XP275
Number Appearing1 (1d2)
Treasure TypeU

Beetle, Giant

Fire Beetle

2½’ long. Commonly found underground.


Armor Class4 [15]
Hit Dice1+2 (6hp)
Attacks1 × bite (2d4)
THAC018 [+1]
Movement120’ (40’)
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale7
AlignmentNeutral
XP15
Number Appearing1d8 (2d6)
Treasure TypeNone

Oil Beetle

3’ long, burrowing beetles are sometimes encountered below ground.


Armor Class4 [15]
Hit Dice2* (9hp)
Attacks1 × bite (1d6), 1 × oil spray (blistering)
THAC018 [+1]
Movement120’ (40’)
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale8
AlignmentNeutral
XP25
Number Appearing1d8 (2d6)
Treasure TypeNone

Tiger Beetle

Carnivorous, 4’ long, tiger-striped beetles with powerful, crushing mandibles. Hunt robber flies, but sometimes eat humans.


Armor Class3 [16]
Hit Dice3+1 (14hp)
Attacks1 × bite (2d6)
THAC016 [+3]
Movement150’ (50’)
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale9
AlignmentNeutral
XP50
Number Appearing1d6 (2d4)
Treasure TypeU

Berserker

Fighters who enter a rage in battle. They never take prisoners.


Armor Class7 [12]
Hit Dice1+1* (5hp)
Attacks1 × weapon (1d8 or by weapon)
THAC018 [+1]
Movement120’ (40’)
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale12
AlignmentNeutral
XP19
Number Appearing1d6 (3d10)
Treasure TypeP (B)

Black Pudding

Huge (5’–30’ across), mindless blobs of amorphous black jelly. Driven by ravenous hunger.


Armor Class6 [13]
Hit Dice10* (45hp)
Attacks1 × touch (3d8)
THAC011 [+8]
Movement60’ (20’)
Saving ThrowsD10 W11 P12 B13 S14 (5)
Morale12
AlignmentNeutral
XP1,600
Number Appearing1 (0)
Treasure TypeNone

Blink Dog

Highly intelligent, dingo-like dogs that live in packs. Have the innate ability to blink in and out of existence.


Armor Class5 [14]
Hit Dice4* (18hp)
Attacks1 × bite (1d6)
THAC016 [+3]
Movement120’ (40’)
Saving ThrowsD10 W11 P12 B13 S14 (4)
Morale6
AlignmentLawful
XP125
Number Appearing1d6 (1d6)
Treasure TypeC

Boar

Omnivorous wild boars that dwell primarily in forests. Can be irascible and dangerous, if disturbed.


Armor Class7 [12]
Hit Dice3 (13hp)
Attacks1 × tusk (2d4)
THAC017 [+2]
Movement150’ (50’)
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale9
AlignmentNeutral
XP35
Number Appearing1d6 (1d6)
Treasure TypeNone

Brigand

Outlaws and mercenaries who make a living by raiding settlements and attacking travellers.


Armor Class6 [13], 4 [15], or 3 [16]
Hit Dice1 (4hp)
Attacks1 × weapon (1d6 or by weapon)
THAC019 [0]
Movement120’ (40’)
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale8
AlignmentChaotic
XP10
Number Appearing0 (1d4 × 10)
Treasure TypeA

Buccaneer

Sailors who make a living by raiding coastal settlements and robbing other ships. Typically ply rivers, lakes, and coastal waters; occasionally oceans.


Armor Class7 [12] or 5 [14]
Hit Dice1 (4hp)
Attacks1 × weapon (1d6 or by weapon)
THAC019 [0]
Movement120’ (40’)
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale6
AlignmentNeutral
XP10
Number Appearing0 (see below)
Treasure TypeA

Bugbear

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Large, hairy goblins with an ungainly gait. Favour attacking by surprise.


Armor Class5 [14]
Hit Dice3+1 (14hp)
Attacks1 × weapon (2d4 or by weapon +1)
THAC016 [+3]
Movement90’ (30’)
Saving ThrowsD12 W13 P14 B15 S16 (3)
Morale9
AlignmentChaotic
XP50
Number Appearing2d4 (5d4)
Treasure TypeB

Caecilia

Gigantic (30’ long), grey, worm-like amphibians, with huge, toothed maws.


Armor Class6 [13]
Hit Dice6* (27hp)
Attacks1 × bite (1d8)
THAC014 [+5]
Movement60’ (20’)
Saving ThrowsD12 W13 P14 B15 S16 (3)
Morale9
AlignmentNeutral
XP500
Number Appearing1d3 (1d3)
Treasure TypeB

Camel

Irascible animals that are adapted to life in dry climates. Often used for transportation in deserts.


Armor Class7 [12]
Hit Dice2 (9hp)
Attacks1 × bite (1), 1 × hoof (1d4)
THAC018 [+1]
Movement150’ (50’)
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale7
AlignmentNeutral
XP20
Number Appearing0 (2d4)
Treasure TypeNone

Carcass Crawler

9’ long, 3’ high, many-legged, segmented worms with a ring of 2’ long tentacles around their mouths.


Armor Class7 [12]
Hit Dice3+1* (14hp)
Attacks8 × tentacle (paralysis)
THAC016 [+3]
Movement120’ (40’)
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale9
AlignmentNeutral
XP75
Number Appearing1d3 (1d3)
Treasure TypeB

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.

Lion

Hunt in groups called “prides”. Live in hot regions, typically in savannah or scrublands close to deserts.


Armor Class6 [13]
Hit Dice5 (22hp)
Attacks2 × claw (1d4+1), 1 × bite (1d10)
THAC015 [+4]
Movement150’ (50’)
Saving ThrowsD12 W13 P14 B15 S16 (3)
Morale9
AlignmentNeutral
XP175
Number Appearing1d4 (1d8)
Treasure TypeU

Mountain Lion

Have yellow-brown fur and favor mountains, deserts, and forests. Will occasionally venture into dungeons.


Armor Class6 [13]
Hit Dice3+2 (15hp)
Attacks2 × claw (1d3), 1 × bite (1d6)
THAC016 [+3]
Movement150’ (50’)
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale8
AlignmentNeutral
XP50
Number Appearing1d4 (1d4)
Treasure TypeU

Panther

High-speed hunters that live in plains and forests.


Armor Class4 [15]
Hit Dice4 (18hp)
Attacks2 × claw (1d4), 1 × bite (1d8)
THAC016 [+3]
Movement210’ (70’)
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale8
AlignmentNeutral
XP75
Number Appearing1d2 (1d6)
Treasure TypeU

Sabre-Toothed Tiger

Huge, aggressive cats with foot-long fangs. Normally only found in Lost World regions.


Armor Class6 [13]
Hit Dice8 (36hp)
Attacks2 × claw (1d8), 1 × bite (2d8)
THAC012 [+7]
Movement150’ (50’)
Saving ThrowsD10 W11 P12 B13 S14 (4)
Morale10
AlignmentNeutral
XP650
Number Appearing1d4 (1d4)
Treasure TypeV

Tiger

Large, solitary hunters with striped camouflage markings. Favor woodlands and cooler regions.


Armor Class6 [13]
Hit Dice6 (27hp)
Attacks2 × claw (1d6), 1 × bite (2d6)
THAC014 [+5]
Movement150’ (50’)
Saving ThrowsD12 W13 P14 B15 S16 (3)
Morale9
AlignmentNeutral
XP275
Number Appearing1 (1d3)
Treasure TypeU

Cave Locust

2–3’ long, herbivorous, giant crickets that dwell in caverns.


Armor Class4 [15]
Hit Dice2 (9hp)
Attacks1 × bite (1d2) or 1 × jump (1d4) or 1 × spit (stench)
THAC018 [+1]
Movement60’ (20’) / 180’ (60’) flying
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale5
AlignmentNeutral
XP20
Number Appearing2d10 (1d10)
Treasure TypeNone

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 Class5 [14]
Hit Dice4 (18hp)
Attacks2 × hoof (1d6), 1 × weapon (1d6 or by weapon),
THAC016 [+3]
Movement180’ (60’)
Saving ThrowsD10 W11 P12 B13 S14 (4)
Morale8
AlignmentNeutral
XP75
Number Appearing0 (2d10)
Treasure TypeA

Centipede, Giant

1’ long centipedes that dwell in dark, damp locations.


Armor Class9 [10]
Hit Dice½* (2hp)
Attacks1 × bite (poison)
THAC019 [0]
Movement60’ (20’)
Saving ThrowsD14 W15 P16 B17 S18 (NH)
Morale7
AlignmentNeutral
XP6
Number Appearing2d4 (1d8)
Treasure TypeNone

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 Class4 [15]
Hit Dice9** (40hp)
Attacks2 × claw (1d3), goat: 1 × gore (2d4), lion: 1 × bite (2d4), dragon: 1 × bite (3d4) or 1 × breath (3d6)
THAC012 [+7]
Movement120’ (40’) / 180’ (60’) flying
Saving ThrowsD8 W9 P10 B10 S12 (9)
Morale9
AlignmentChaotic
XP2,300
Number Appearing1d2 (1d4)
Treasure TypeF

Cockatrice

Small, magical, bird/reptile hybrids with long serpent tails and the head, legs, and wings of a cockerel. Live in all environments.


Armor Class6 [13]
Hit Dice5** (22hp)
Attacks1 × beak (1d6 + petrification)
THAC015 [+4]
Movement90’ (30’) / 180’ (60’) flying
Saving ThrowsD10 W11 P12 B13 S14 (5)
Morale7
AlignmentNeutral
XP425
Number Appearing1d4 (1d8)
Treasure TypeD

Crab, Giant

Unintelligent crustaceans that lurk in coastal waters and creep along beaches. Cannot swim.


Armor Class2 [17]
Hit Dice3 (13hp)
Attacks2 × pincer (2d6)
THAC017 [+2]
Movement60’ (20’)
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale7
AlignmentNeutral
XP35
Number Appearing1d2 (1d6)
Treasure TypeNone

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.

Giant Crocodile

More than 50’ long. Usually encountered in Lost World regions. Will attack small ships.


Armor Class1 [18]
Hit Dice15 (67hp)
Attacks1 × bite (3d8)
THAC09 [+10]
Movement90’ (30’) / 90’ (30’) swimming
Saving ThrowsD8 W9 P10 B10 S12 (8)
Morale9
AlignmentNeutral
XP1,350
Number Appearing0 (1d3)
Treasure TypeNone

Large Crocodile

20’ or more long. May attack small watercraft (canoes, rafts).


Armor Class3 [16]
Hit Dice6 (27hp)
Attacks1 × bite (2d8)
THAC014 [+5]
Movement90’ (30’) / 90’ (30’) swimming
Saving ThrowsD12 W13 P14 B15 S16 (3)
Morale7
AlignmentNeutral
XP275
Number Appearing0 (1d4)
Treasure TypeNone

Normal Crocodile


Armor Class5 [14]
Hit Dice2 (9hp)
Attacks1 × bite (1d8)
THAC018 [+1]
Movement90’ (30’) / 90’ (30’) swimming
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale7
AlignmentNeutral
XP20
Number Appearing0 (1d8)
Treasure TypeNone

Cyclops

20’ tall humanoids with a single, central eye. Dwell in caves, alone or in small groups. Cultivate grapes and raise sheep.


Armor Class5 [14]
Hit Dice13* (58hp)
Attacks1 × club (3d10) or 1 × rock (3d6)
THAC010 [+9]
Movement90’ (30’)
Saving ThrowsD4 W5 P6 B5 S8 (13)
Morale9
AlignmentChaotic
XP2,300
Number Appearing1 (1d4)
Treasure TypeE + 5,000gp

Dervish

Fanatically religious, nomadic people who wander steppes and desert regions, living in tents.


Armor Class6 [13] or 4 [15]
Hit Dice1 (4hp)
Attacks1 × weapon (1d6 or by weapon)
THAC019 [0]
Movement120’ (40’)
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale10
AlignmentLawful
XP10
Number Appearing0 (1d6+1 × 10)
Treasure TypeA

Djinni (Lesser)

Highly magical, free-willed, intelligent beings from the elemental plane of air. Tall humanoids wreathed in clouds.


Armor Class5 [14]
Hit Dice7+1* (32hp)
Attacks1 × fists (2d8), magic
THAC012 [+7]
Movement90’ (30’) / 240’ (80’) flying
Saving ThrowsD4 W5 P6 B5 S8 (14)
Morale12
AlignmentNeutral
XP850
Number Appearing1 (1)
Treasure TypeNone

Doppelgänger

Intelligent, human-sized shape-shifters of wicked character and highly magical nature.


Armor Class5 [14]
Hit Dice4* (18hp)
Attacks1 × bite (1d12)
THAC016 [+3]
Movement90’ (30’)
Saving ThrowsD6 W7 P8 B8 S10 (10)
Morale10
AlignmentChaotic
XP125
Number Appearing1d6 (1d6)
Treasure TypeE

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 Dice30* (135hp)
Attacks[2 × claw (1d8), 1 × bite (1d6 × 10)] or breath
THAC05 [+14]
Movement30’ (10’) / 90’ (30’) swimming
Saving ThrowsD4 W5 P6 B5 S8 (15)
Morale10
AlignmentChaotic
XP9,000
Number Appearing0 (1)
Treasure TypeH

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.

Black Dragon

Dwell in swamps and marshes.


Armor Class2 [17]
Hit Dice7** (31hp)
Attacks[2 × claw (1d4 + 1), 1 × bite (2d10)] or breath
THAC013 [+6]
Movement90’ (30’) / 240’ (80’) flying
Saving ThrowsD8 W9 P10 B10 S12 (7)
Morale8
AlignmentChaotic
XP1,250
Number Appearing1d4 (1d4)
Treasure TypeH

Blue Dragon

Favour open plains and deserts.


Armor Class0 [19]
Hit Dice9** (40hp)
Attacks[2 × claw (1d6 + 1), 1 × bite (3d10)] or breath
THAC012 [+7]
Movement90’ (30’) / 240’ (80’) flying
Saving ThrowsD8 W9 P10 B10 S12 (9)
Morale9
AlignmentNeutral
XP2,300
Number Appearing1d4 (1d4)
Treasure TypeH

Gold Dragon

May be encountered in any terrain, often in the guise of a person or animal.


Armor Class-2 [21]
Hit Dice11** (49hp)
Attacks[2 × claw (2d4), 1 × bite (6d6)] or breath
THAC011 [+8]
Movement90’ (30’) / 240’ (80’) flying
Saving ThrowsD6 W7 P8 B8 S10 (11)
Morale10
AlignmentLawful
XP2,700
Number Appearing1d4 (1d4)
Treasure TypeH

Green Dragon

Lair in jungles and forests.


Armor Class1 [18]
Hit Dice8** (36hp)
Attacks[2 × claw (1d6), 1 × bite (3d8)] or breath
THAC012 [+7]
Movement90’ (30’) / 240’ (80’) flying
Saving ThrowsD8 W9 P10 B10 S12 (8)
Morale9
AlignmentChaotic
XP1,750
Number Appearing1d4 (1d4)
Treasure TypeH

Red Dragon

Dwell in hills and mountains.


Armor Class-1 [20]
Hit Dice10** (45hp)
Attacks[2 × claw (1d8), 1 × bite (4d8)] or breath
THAC011 [+8]
Movement90’ (30’) / 240’ (80’) flying
Saving ThrowsD6 W7 P8 B8 S10 (10)
Morale10
AlignmentChaotic
XP2,300
Number Appearing1d4 (1d4)
Treasure TypeH

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 Class1 [18]
Hit Dice8** (36hp)
Attacks1 × bite (3d8) or breath
THAC012 [+7]
Movement180’ (60’) swimming / 180’ (60’) gliding
Saving ThrowsD8 W9 P10 B10 S12 (8)
Morale9
AlignmentNeutral
XP1,750
Number Appearing0 (1d4)
Treasure TypeH

White Dragon

Found in cold regions.


Armor Class3 [16]
Hit Dice6** (27hp)
Attacks[2 × claw (1d4), 1 × bite (2d8)] or breath
THAC014 [+5]
Movement90’ (30’) / 240’ (80’) flying
Saving ThrowsD10 W11 P12 B13 S14 (6)
Morale8
AlignmentNeutral
XP725
Number Appearing1d4 (1d4)
Treasure TypeH

Driver Ant

Giant (6’ long), omnivorous, black ants.


Armor Class3 [16]
Hit Dice4* (18hp)
Attacks1 × bite (2d6)
THAC016 [+3]
Movement180’ (60’)
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale7 (12 in melee)
AlignmentNeutral
XP125
Number Appearing2d4 (4d6)
Treasure TypeU (see below)

Dryad

Shy, peaceful, yet wary tree spirits that can manifest as beautiful female humanoids. Live in deep forests.


Armor Class5 [14]
Hit Dice2* (9hp)
Attacks1 × magic (charm)
THAC018 [+1]
Movement120’ (40’)
Saving ThrowsD10 W11 P12 B13 S14 (4)
Morale6
AlignmentNeutral
XP25
Number Appearing0 (1d6)
Treasure TypeD

Dwarf (Monster)

Short, stocky, bearded demihumans who dwell in mountains and subterranean realms.


Armor Class4 [15]
Hit Dice1 (4hp)
Attacks1 × weapon (1d8 or by weapon)
THAC019 [0]
Movement60’ (20’)
Saving ThrowsD8 W9 P10 B13 S12 (Dwarf 1)
Morale8 (10 with leader)
AlignmentLawful or Neutral
XP10
Number Appearing1d6 (5d8)
Treasure TypeG

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 Class3 [16]
Hit Dice10* (45hp)
Attacks1 × fists (2d8), magic
THAC011 [+8]
Movement90’ (30’) / 240’ (80’) flying
Saving ThrowsD4 W5 P6 B5 S8 (15)
Morale12
AlignmentChaotic
XP1,600
Number Appearing1 (1)
Treasure TypeNone

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.

Air Elemental

Huge vortexes of whirling air.


Armor Class2 [17] / 0 [19] / -2 [21]
Hit Dice8 / 12 / 16* (36 / 54 / 72hp)
Attacks1 × blow (1d8 / 2d8 / 3d8)
THAC012 [+7] / 10 [+9] / 8 [+11]
Movement360’ (120’) flying
Saving ThrowsSee main entry (8 / 12 / 16)
Morale10
AlignmentNeutral
XP1,200 / 1,900 / 2,300
Number Appearing1 (1)
Treasure TypeNone

Earth Elemental

Huge, humanoid figures of earth or stone.


Armor Class2 [17] / 0 [19] / -2 [21]
Hit Dice8 / 12 / 16* (36 / 54 / 72hp)
Attacks1 × blow (1d8 / 2d8 / 3d8)
THAC012 [+7] / 10 [+9] / 8 [+11]
Movement60’ (20’)
Saving ThrowsSee main entry (8 / 12 / 16)
Morale10
AlignmentNeutral
XP1,200 / 1,900 / 2,300
Number Appearing1 (1)
Treasure TypeNone

Fire Elemental

Whirling columns of fire


Armor Class2 [17] / 0 [19] / -2 [21]
Hit Dice8 / 12 / 16* (36 / 54 / 72hp)
Attacks1 × blow (1d8 / 2d8 / 3d8)
THAC012 [+7] / 10 [+9] / 8 [+11]
Movement120’ (40’)
Saving ThrowsSee main entry (8 / 12 / 16)
Morale10
AlignmentNeutral
XP1,200 / 1,900 / 2,300
Number Appearing1 (1)
Treasure TypeNone

Water Elemental

Huge waves of water.


Armor Class2 [17] / 0 [19] / -2 [21]
Hit Dice8 / 12 / 16* (36 / 54 / 72hp)
Attacks1 × blow (1d8 / 2d8 / 3d8)
THAC012 [+7] / 10 [+9] / 8 [+11]
Movement60’ (20’) / 180’ (60’) swimming
Saving ThrowsSee main entry (8 / 12 / 16)
Morale10
AlignmentNeutral
XP1,200 / 1,900 / 2,300
Number Appearing1 (1)
Treasure TypeNone

Elephant

Massive, tusked animals that dwell near subtropical forests. Wandering individuals or whole herds may be encountered.


Armor Class5 [14]
Hit Dice9 (40hp)
Attacks2 × tusk (2d4) or 1 × trample (4d8)
THAC012 [+7]
Movement120’ (40’)
Saving ThrowsD10 W11 P12 B13 S14 (5)
Morale8
AlignmentNeutral
XP900
Number Appearing0 (1d20)
Treasure TypeTusks

Elf (Monster)

Slender, fey demihumans with pointed ears. Live in harmony with nature, in beautiful natural settings.


Armor Class5 [14]
Hit Dice1+1* (5hp)
Attacks1 × weapon (1d8 or by weapon)
THAC018 [+1]
Movement120’ (40’)
Saving ThrowsD12 W13 P13 B15 S15 (Elf 1)
Morale8 (10 with leader)
AlignmentNeutral
XP19
Number Appearing1d4 (2d12)
Treasure TypeE

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 Class5 [14]
Hit Dice1+1 (5hp)
Attacks1 × bite (1d8)
THAC018 [+1]
Movement150’ (50’)
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale8
AlignmentNeutral
XP15
Number Appearing1d8 (1d12)
Treasure TypeNone

Fish, Giant

Giant Bass

Shy; only attack when seeing a bite-size (halfling-size or smaller) morsel close by.


Armor Class7 [12]
Hit Dice2 (9hp)
Attacks1 × bite (1d6)
THAC018 [+1]
Movement120’ (40’)
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale8
AlignmentNeutral
XP20
Number Appearing0 (2d4)
Treasure TypeNone

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 Class4 [15]
Hit Dice8+3 (39hp)
AttacksAtt 1 × bite (2d8), 4 × feeler (1d4)
THAC012 [+7]
Movement90’ (30’)
Saving ThrowsD10 W11 P12 B13 S14 (4)
Morale8
AlignmentNeutral
XP650
Number Appearing0 (1d2)
Treasure TypeNone

Giant Piranha

5’ long piranhas with black and green scales. Live in rivers (occasionally lakes) and attack anything in the water.


Armor Class6 [13]
Hit Dice3+3 (16hp)
Attacks1 × bite (1d8)
THAC016 [+3]
Movement150’ (50’)
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale7
AlignmentNeutral
XP50
Number Appearing0 (2d4)
Treasure TypeNone

Giant Rockfish

Spiny fish with lumpy, rock-like skin. Live in saltwater shallows. Normally passive, but highly aggressive if disturbed.


Armor Class7 [12]
Hit Dice5+5* (27hp)
Attacks4 × spine (1d4 + poison)
THAC014 [+5]
Movement180’ (60’)
Saving ThrowsD12 W13 P14 B15 S16 (3)
Morale8
AlignmentNeutral
XP400
Number Appearing0 (2d4)
Treasure TypeNone

Giant Sturgeon

Huge (nearly 30’ long), aggressive fish with armor plating.


Armor Class0 [19]
Hit Dice10+2* (47hp)
Attacks1 × bite (2d10)
THAC011 [+8]
Movement180’ (60’)
Saving ThrowsD10 W11 P12 B13 S14 (5)
Morale9
AlignmentNeutral
XP1,600
Number Appearing0 (1)
Treasure TypeNone

Gargoyle

Magical monsters that look like hideous, horned, winged statues. Semi-intelligent and possessed of a great cunning.


Armor Class5 [14]
Hit Dice4 (18hp)
Attacks2 × claw (1d3), 1 × bite (1d6), 1 × horn (1d4)
THAC016 [+3]
Movement90’ (30’) / 150’ (50’) flying
Saving ThrowsD8 W9 P10 B10 S12 (8)
Morale11
AlignmentChaotic
XP75
Number Appearing1d6 (2d4)
Treasure TypeC

Gelatinous Cube

10’ cubes of transparent jelly. Move through dungeons, absorbing debris and living creatures they come across.


Armor Class8 [11]
Hit Dice4* (18hp)
Attacks1 × touch (2d4 + paralysis)
THAC016 [+3]
Movement60’ (20’)
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale12
AlignmentNeutral
XP125
Number Appearing1 (0)
Treasure TypeV

Ghoul

Grotesque, animalistic, undead humans that crave the flesh of the living.


Armor Class6 [13]
Hit Dice2* (9hp)
Attacks2 × claw (1d3 + paralysis), 1 × bite (1d3 + paralysis)
THAC018 [+1]
Movement90’ (30’)
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale9
AlignmentChaotic
XP25
Number Appearing1d6 (2d8)
Treasure TypeB

Giant

Cloud Giant

Aggressive, 20’ tall humanoids with skin and hair ranging from grey to white. Dress in pale robes.


Armor Class4 [15]
Hit Dice12+3 (57hp)
Attacks1 × weapon (6d6) or 1 × boulder (3d6)
THAC010 [+9]
Movement120’ (40’)
Saving ThrowsD6 W7 P8 B8 S10 (12)
Morale10
AlignmentNeutral
XP1,100
Number Appearing1d2 (1d3)
Treasure TypeE + 5,000gp

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 Class4 [15]
Hit Dice11+2 (51hp)
Attacks1 × weapon (5d6) or 1 × boulder (3d6)
THAC010 [+9]
Movement120’ (40’)
Saving ThrowsD6 W7 P8 B8 S10 (11)
Morale9
AlignmentChaotic
XP1,100
Number Appearing1d2 (1d3)
Treasure TypeE + 5,000gp

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 Class4 [15]
Hit Dice10+1 (46hp)
Attacks1 × weapon (4d6) or 1 × boulder (3d6)
THAC011 [+8]
Movement120’ (40’)
Saving ThrowsD6 W7 P8 B8 S10 (10)
Morale9
AlignmentChaotic
XP900
Number Appearing1d2 (1d4)
Treasure TypeE + 5,000gp

Hill Giant

Hairy, brutish, 12’ tall humanoids of low intelligence. Dwell in foothills. Known to attack human settlements to steal food.


Armor Class4 [15]
Hit Dice8 (36hp)
Attacks1 × weapon (2d8)
THAC012 [+7]
Movement120’ (40’)
Saving ThrowsD8 W9 P10 B10 S12 (8)
Morale8
AlignmentChaotic
XP650
Number Appearing1d4 (2d4)
Treasure TypeE + 5,000gp

Stone Giant

14’ tall humanoids with stone-like, grey skin. Dwell in natural caverns or primitive huts built of stone.


Armor Class4 [15]
Hit Dice9 (40hp)
Attacks1 × weapon (3d6) or 1 × boulder (3d6)
THAC012 [+7]
Movement120’ (40’)
Saving ThrowsD8 W9 P10 B10 S12 (9)
Morale9
AlignmentNeutral
XP900
Number Appearing1d2 (1d6)
Treasure TypeE + 5,000gp

Storm Giant

22’ tall humanoids with bronze-hued skin and garish hair (red or yellow).


Armor Class2 [17]
Hit Dice15 (67hp)
Attacks1 × weapon (8d6), 1 × lightning bolt
THAC09 [+10]
Movement150’ (50’)
Saving ThrowsD4 W5 P6 B5 S8 (15)
Morale10
AlignmentLawful
XP1,350
Number Appearing1 (1d3)
Treasure TypeE + 5,000gp

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 Class5 [14]
Hit Dice2 (9hp)
Attacks1 × weapon (2d4 or by weapon + 1)
THAC018 [+1]
Movement90’ (30’)
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale8
AlignmentChaotic
XP20 (leader: 35)
Number Appearing1d6 (3d6)
Treasure TypeD

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 Class5 [14]
Hit Dice1 (4hp)
Attacks1 × weapon (1d6 or by weapon)
THAC019 [0]
Movement60’ (20’)
Saving ThrowsD8 W9 P10 B13 S12 (Dwarf 1)
Morale8 (10 in sight of leader or chieftain)
AlignmentLawful or Neutral
XP10, (leader: 20, bodyguard: 35, chieftain: 75),
Number Appearing1d8 (5d8)
Treasure TypeC

Goblin

Small, grotesque humanoids with pallid, earth-colored skin and glowing, red eyes. Dwell underground.


Armor Class6 [13]
Hit Dice1-1 (3hp)
Attacks1 × weapon (1d6 or by weapon)
THAC019 [0]
Movement60’ (20’)
Saving ThrowsD14 W15 P16 B17 S18 (NH)
Morale7 (9 with king)
AlignmentChaotic
XP5 (bodyguard: 20, king: 35)
Number Appearing2d4 (6d10)
Treasure TypeR (C)

Golem

Artificial beings constructed from different materials by mighty clerics or wizards.

Amber Golem

Constructed in the form of giant cats (e.g. lions or tigers).


Armor Class6 [13]
Hit Dice10** (45hp)
Attacks2 × claw (2d6), 1 × bite (2d10)
THAC011 [+8]
Movement180’ (60’)
Saving ThrowsD10 W11 P12 B13 S14 (5)
Morale12
AlignmentNeutral
XP2,300
Number Appearing1 (1)
Treasure TypeNone

Bone Golem

6’ tall constructs of human bone, crafted into a humanoid shape. Have four arms, attached at different places on the torso.


Armor Class2 [17]
Hit Dice8 (36hp)
Attacks2 or 4 × weapon (1d6 or by weapon)
THAC012 [+7]
Movement120’ (40’)
Saving ThrowsD10 W11 P12 B13 S14 (4)
Morale12
AlignmentNeutral
XP650
Number Appearing1 (1)
Treasure TypeNone

Bronze Golem

Bronze constructs that resemble fire giants, possessing a great internal heat.


Armor Class0 [19]
Hit Dice20** (90hp)
Attacks1 × fist (3d10 + 1d10 heat)
THAC06 [+13]
Movement240’ (80’)
Saving ThrowsD6 W7 P8 B8 S10 (10)
Morale12
AlignmentNeutral
XP4,300
Number Appearing1 (1)
Treasure TypeNone

Wood Golem

3’ tall, roughly constructed, humanoid figures of wood.


Armor Class7 [12]
Hit Dice2+2 (11hp)
Attacks1 × fist (1d8)
THAC017 [+2]
Movement120’ (40’)
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale12
AlignmentNeutral
XP25
Number Appearing1 (1)
Treasure TypeNone

Gorgon

Magical monsters that resemble iron-scaled bulls. Dwell in plains or foothills.


Armor Class2 [17]
Hit Dice8* (36hp)
Attacks1 × gore (2d6) or 1 × breath (petrify)
THAC012 [+7]
Movement120’ (40’)
Saving ThrowsD8 W9 P10 B10 S12 (8)
Morale8
AlignmentChaotic
XP1,200
Number Appearing1d2 (1d4)
Treasure TypeE

Green Slime

Dripping, green slime that clings to walls and ceilings.


Armor ClassNo hit roll required
Hit Dice2* (9hp)
Attacks1 × touch (consume flesh)
THAC018 [+1]
Movement3’ (1’)
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale12
AlignmentNeutral
XP25
Number Appearing1 (0)
Treasure TypeNone

Grey Ooze

Slimy horrors that lurk on stone surfaces or among boulders.


Armor Class8 [11]
Hit Dice3* (13hp)
Attacks1 × touch (2d8)
THAC017 [+2]
Movement10’ (3’)
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale12
AlignmentNeutral
XP50
Number Appearing1 (1)
Treasure TypeNone

Griffon

Large, rapacious predators combine the features of an eagle (head, wings, front claws) and a lion. Prey on horses.


Armor Class5 [14]
Hit Dice7 (31hp)
Attacks2 × claw (1d4), 1 × bite (2d8)
THAC013 [+6]
Movement120’ (40’) / 360’ (120’) flying
Saving ThrowsD10 W11 P12 B13 S14 (4)
Morale8
AlignmentNeutral
XP450
Number Appearing0 (2d8)
Treasure TypeE

Halfling (Monster)

Diminutive, furry-footed demihumans who dwell in small villages (30–300 inhabitants).


Armor Class7 [12]
Hit Dice1-1 (3hp)
Attacks1 × weapon (1d6 or by weapon)
THAC019 [0]
Movement90’ (30’)
Saving ThrowsD8 W9 P10 B13 S12 (Halfling 1)
Morale7
AlignmentLawful
XP5 (guard: 20)
Number Appearing3d6 (5d8)
Treasure TypeV (B)

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 Class7 [12]
Hit Dice3* (13hp)
Attacks2 × claw (1d4), 1 × weapon (1d6 or by weapon), 1 × song (charm)
THAC017 [+2]
Movement60’ (20’) / 150’ (50’) flying
Saving ThrowsD12 W13 P14 B15 S16 (3)
Morale7
AlignmentChaotic
XP50
Number Appearing1d6 (2d4)
Treasure TypeC

Hawk

Birds of prey that drift on high currents of air and hunt prey on the ground.

Giant Hawk

As big as a great dog. If hungry, may attack humans or similar-sized creatures.


Armor Class6 [13]
Hit Dice3+3 (16hp)
Attacks1 × talons or beak (1d6)
THAC016 [+3]
Movement450’ (150’) flying
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale8
AlignmentNeutral
XP50
Number Appearing0 (1d3)
Treasure TypeNone

Normal Hawk

Small birds of prey. Will only attack humans if they appear defenseless.


Armor Class8 [11]
Hit Dice½ (2hp)
Attacks1 × talons or beak (1d2)
THAC019 [0]
Movement480’ (160’) flying
Saving ThrowsD14 W15 P16 B17 S18 (NH)
Morale7
AlignmentNeutral
XP5
Number Appearing0 (1d6)
Treasure TypeNone

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 Class4 [15]
Hit Dice3 to 7* (13 / 18 / 22 / 27 / 31hp)
Attacks1 × bite (1d6) or 1 × breath (1d6 per HD)
THAC0By HD (17 [+2] to 13 [+6])
Movement120’ (40’)
Saving ThrowsBy HD
Morale9
AlignmentChaotic
XP50 / 125 / 300 / 500 / 850
Number Appearing2d4 (2d4)
Treasure TypeC

Herd Animal

Wild animals that live in large, grazing herds. The exact type depends on the terrain.

Large Herd Animal

For example: elk or moose.


Armor Class7 [12]
Hit Dice4 (18hp)
Attacks1 × butt (1d8)
THAC016 [+3]
Movement240’ (80’)
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale5
AlignmentNeutral
XP75
Number Appearing0 (3d10)
Treasure TypeNone

Medium Herd Animal

For example: caribou or oxen.


Armor Class7 [12]
Hit Dice3 (13hp)
Attacks1 × butt (1d6)
THAC017 [+2]
Movement240’ (80’)
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale5
AlignmentNeutral
XP35
Number Appearing0 (3d10)
Treasure TypeNone

Small Herd Animal

For example: antelope, deer, and goats.


Armor Class7 [12]
Hit Dice1 to 2 (4 / 9hp)
Attacks1 × butt (1d4)
THAC019 [0] / 18 [+1]
Movement240’ (80’)
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale5
AlignmentNeutral
XP10 / 20
Number Appearing0 (3d10)
Treasure TypeNone

Hippogriff

They are fantastic creatures, combining the features of a giant eagle (head and forequarters) and a horse. Nest among craggy rocks.


Armor Class5 [14]
Hit Dice3+1 (14hp)
Attacks2 × claw (1d6), 1 × bite (1d10)
THAC016 [+3]
Movement180’ (60’) / 360’ (120’) flying
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale8
AlignmentNeutral
XP50
Number Appearing0 (2d8)
Treasure TypeNone

Hobgoblin

Larger and nastier relatives of goblins. Dwell underground but commonly seek prey above ground.


Armor Class6 [13]
Hit Dice1+1 (5hp)
Attacks1 × weapon (1d8 or by weapon)
THAC018 [+1]
Movement90’ (30’)
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale8 (10 with king)
AlignmentChaotic
XP15 (bodyguard: 75, king: 175)
Number Appearing1d6 (4d6)
Treasure TypeD

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 Class7 [12]
Hit Dice3 (13hp)
AttacksNone
THAC017 [+2]
Movement90’ (30’)
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale6
AlignmentNeutral
XP35
Number Appearing0 (0)
Treasure TypeNone

Riding Horse

Lightly built horses adapted to run at high speed. Can survive purely on grass, wherever available.


Armor Class7 [12]
Hit Dice2 (9hp)
Attacks2 × hoof (1d4)
THAC018 [+1]
Movement240’ (80’)
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale7
AlignmentNeutral
XP20
Number Appearing0 (0)
Treasure TypeNone

War Horse

Bred for strength and courage in battle. Adapted to short bursts of speed; not suited to long-distance riding.


Armor Class7 [12]
Hit Dice3 (13hp)
Attacks2 × hoof (1d6)
THAC017 [+2]
Movement120’ (40’)
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale9
AlignmentNeutral
XP35
Number Appearing0 (0)
Treasure TypeNone

Wild Horse

Lightly built horses adapted to run at high speed. Can survive purely on grass, wherever available.


Armor Class7 [12]
Hit Dice2 (9hp)
Attacks2 × hoof (1d4)
THAC018 [+1]
Movement240’ (80’)
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale7
AlignmentNeutral
XP20
Number Appearing0 (1d10 × 10)
Treasure TypeNone

Hydra

Large, dragon-like creatures with multiple serpentine heads. Sea hydras (adapted to water, with fins) also exist.


Armor Class5 [14]
Hit Dice5 to 12 (8hp per HD)
Attacks5 to 12 × bite (1d10)
THAC0By HD (15 [+4] to 10 [+9])
Movement120’ (40’)
Saving ThrowsBy HD
Morale9
AlignmentNeutral
XP175 / 275 / 450 / 650 / 900 / 900 / 1,100 / 1,100
Number Appearing1 (1)
Treasure TypeB

Insect Swarm

Swarms of many tiny insects may be encountered, protecting their nest. May also be drawn to light or unusual smells.


Armor Class7 [12]
Hit Dice2 to 4 (9 / 13 / 18hp)
Attacks1 × swarm (2 or 4hp)
THAC018 [+1] / 17 [+2] / 16 [+3]
Movement30’ (10’) / 60’ (20’) flying
Saving ThrowsD14 W15 P16 B17 S18 (NH)
Morale11
AlignmentNeutral
XP20 / 35 / 75
Number Appearing1 (1d3)
Treasure TypeNone

Invisible Stalker (Monster)

Highly intelligent, magical creatures summoned from another plane of existence to perform tasks for powerful magic-users.


Armor Class3 [16]
Hit Dice8* (36hp)
Attacks1 × blow (4d4)
THAC012 [+7]
Movement120’ (40’)
Saving ThrowsD8 W9 P10 B10 S12 (8)
Morale12
AlignmentNeutral
XP1,200
Number Appearing1 (1)
Treasure TypeNone

Killer Bee

Giant (1’ long) bees of aggressive temperament. Build hives underground.


Armor Class7 [12]
Hit Dice½* (2hp)
Attacks1 × sting (1d3 + poison + lodged stinger)
THAC019 [0]
Movement150’ (50’) flying
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale9
AlignmentNeutral
XP6 (guard: 13, queen: 25)
Number Appearing1d6 (5d6)
Treasure TypeHoney

Kobold

Small, wicked, hairless, canine humanoids with scaly, rust-coloured skin. Dwell underground.


Armor Class7 [12]
Hit Dice½ (2hp)
Attacks1 × weapon (1d4 or by weapon -1)
THAC019 [0]
Movement60’ (20’)
Saving ThrowsD14 W15 P16 B17 S18 (NH)
Morale6 (8 with chieftain)
AlignmentChaotic
XP5 (bodyguard: 15, chieftain: 20)
Number Appearing4d4 (6d10)
Treasure TypeP (J)

Leech, Giant

Horrid, 3–4’ long, slug-like creatures with sucker mouths. Lurk in swamps.


Armor Class7 [12]
Hit Dice6 (27hp)
Attacks1 × bite (1d6 + blood drain)
THAC014 [+5]
Movement90’ (30’)
Saving ThrowsD12 W13 P14 B15 S16 (3)
Morale10
AlignmentNeutral
XP275
Number Appearing0 (1d4)
Treasure TypeNone

Living Statue

Animated statues of any size and material (three types described below; others may be invented by the referee.

Crystal Living Statue

Formed of crystals. Often human in form.


Armor Class4 [15]
Hit Dice3 (13hp)
Attacks2 × blow (1d6)
THAC017 [+2]
Movement90’ (30’)
Saving ThrowsD12 W13 P14 B15 S16 (3)
Morale11
AlignmentLawful
XP35
Number Appearing1d6 (1d6)
Treasure TypeNone

Iron Living Statue


Armor Class2 [17]
Hit Dice4 (18hp)
Attacks2 × blow (1d8)
THAC016 [+3]
Movement30’ (10’)
Saving ThrowsD10 W11 P12 B13 S14 (4)
Morale11
AlignmentNeutral
XP75
Number Appearing1d4 (1d4)
Treasure TypeNone

Rock Living Statue

Stony crust filled with magma which they shoot from their fingertips.


Armor Class4 [15]
Hit Dice5** (22hp)
Attacks2 × magma jet (2d6)
THAC015 [+4]
Movement60’ (20’)
Saving ThrowsD10 W11 P12 B13 S14 (5)
Morale11
AlignmentChaotic
XP425
Number Appearing1d3 (1d3)
Treasure TypeNone

Lizard Man

Semi-intelligent, tribal, aquatic humanoids with reptilian heads and tails. Often encountered in swamps and dungeons, or along rivers and coastlines.


Armor Class5 [14]
Hit Dice2+1 (10hp)
Attacks1 × weapon (1d6+1 or by weapon + 1)
THAC017 [+2]
Movement60’ (20’) / 120’ (40’) in water
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale12
AlignmentNeutral
XP25
Number Appearing2d4 (6d6)
Treasure TypeD

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 Class5 [14]
Hit Dice4+2 (20hp)
Attacks1 × bite (1d10)
THAC015 [+4]
Movement120’ (40’) / 210’ (70’) gliding
Saving ThrowsD12 W13 P14 B15 S16 (3)
Morale7
AlignmentNeutral
XP125
Number Appearing1d4 (1d8)
Treasure TypeU

Gecko

5’ long, carnivorous, nocturnal lizards. Light blue scales with orange spots.


Armor Class5 [14]
Hit Dice3+1 (14hp)
Attacks1 × bite (1d8)
THAC016 [+3]
Movement120’ (40’)
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale7
AlignmentNeutral
XP50
Number Appearing1d6 (1d10)
Treasure TypeU

Horned Chameleon

7’ long lizards whose scales change colour as camouflage.


Armor Class2 [17]
Hit Dice5* (22hp)
Attacks1 × tongue/bite (2d4), 1 × horn (1d6), 1 × tail (knock down)
THAC015 [+4]
Movement120’ (40’)
Saving ThrowsD12 W13 P14 B15 S16 (3)
Morale7
AlignmentNeutral
XP300
Number Appearing1d3 (1d6)
Treasure TypeU

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 Class4 [15]
Hit Dice6 (27hp)
Attacks2 × claw (1d4), 1 × bite (2d6)
THAC014 [+5]
Movement90’ (30’)
Saving ThrowsD10 W11 P12 B13 S14 (4)
Morale6
AlignmentNeutral
XP275
Number Appearing1d2 (1d4)
Treasure TypeV

Lycanthrope

Shapechangers with a human and an animal form.

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 Class3 [16] (9 [10] in human form)
Hit Dice9* (40hp)
Attacks1 × gore (2d6) or 1 × weapon (1d6 or by weapon) or 1 × magic (charm)
THAC012 [+7]
Movement180’ (60’) / 120’ (40’) in human form
Saving ThrowsD8 W9 P10 B10 S12 (9)
Morale10
AlignmentChaotic
XP1,600
Number Appearing1d3 (1d4)
Treasure TypeC

Werebear

Highly intelligent, also in bear form. Dwell alone or among normal bears.


Armor Class2 [17] (8 [11] in human form)
Hit Dice6* (27hp)
Attacks2 × claw (2d4), 1 × bite (2d8)
THAC014 [+5]
Movement120’ (40’)
Saving ThrowsD10 W11 P12 B13 S14 (6)
Morale10
AlignmentNeutral
XP500
Number Appearing1d4 (1d4)
Treasure TypeC

Wereboar

Semi-intelligent and irascible. In human form, they often appear like berserkers.


Armor Class4 [15] (9 [10] in human form)
Hit Dice4+1* (19hp)
Attacks1 × tusk/bite (2d6)
THAC015 [+4]
Movement150’ (50’)
Saving ThrowsD10 W11 P12 B13 S14 (4)
Morale9
AlignmentNeutral
XP200
Number Appearing1d4 (2d4)
Treasure TypeC

Wererat

Intelligent, humanoid rats who can change into normal humans.


Armor Class7 [12] (9 [10] in human form)
Hit Dice3* (13hp)
Attacks1 × bite (1d4) or 1 × weapon (1d6 or by weapon)
THAC017 [+2]
Movement120’ (40’)
Saving ThrowsD12 W13 P14 B15 S16 (3)
Morale8
AlignmentChaotic
XP50
Number Appearing1d8 (2d8)
Treasure TypeC

Weretiger

Exhibit feline behaviour: curious, but dangerous when cornered. Talented swimmers and trackers.


Armor Class3 [16] (9 [10] in human form)
Hit Dice5* (22hp)
Attacks2 × claw (1d6), 1 × bite (2d6)
THAC015 [+4]
Movement150’ (50’)
Saving ThrowsD10 W11 P12 B13 S14 (5)
Morale9
AlignmentNeutral
XP300
Number Appearing1d4 (1d4)
Treasure TypeC

Werewolf

Semi-intelligent pack hunters.


Armor Class5 [14] (9 [10] in human form)
Hit Dice4* (18hp)
Attacks1 × bite (2d4)
THAC016 [+3]
Movement180’ (60’)
Saving ThrowsD10 W11 P12 B13 S14 (4)
Morale8
AlignmentChaotic
XP125 (leader: 300)
Number Appearing1d6 (2d6)
Treasure TypeC

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 Class4 [15]
Hit Dice6+1 (28hp)
Attacks[2 × claw (1d4), 1 × bite (2d4)] or 6 × tail spike (1d6)
THAC013 [+6]
Movement120’ (40’) / 180’ (60’) flying
Saving ThrowsD10 W11 P12 B13 S14 (6)
Morale9
AlignmentChaotic
XP350
Number Appearing1d2 (1d4)
Treasure TypeD

Mastodon

Shaggy elephants with large tusks. Live in icy or Lost World regions.


Armor Class3 [16]
Hit Dice15 (67hp)
Attacks2 × tusk (2d6) or 1 × trample (4d8)
THAC09 [+10]
Movement120’ (40’)
Saving ThrowsD8 W9 P10 B10 S12 (8)
Morale8
AlignmentNeutral
XP1,350
Number Appearing0 (2d8)
Treasure TypeTusks

Medium

1st level NPC magic-users.


Armor Class9 [10]
Hit Dice1** (4hp)
Attacks1 × dagger (1d4) or 1 × spell
THAC019 [0]
Movement120’ (40’)
Saving ThrowsD13 W14 P13 B16 S15 (Magic-user 1)
Morale7
AlignmentAny
XP16
Number Appearing1d4 (1d12)
Treasure TypeV

Medusa

Deadly creatures of a magical nature that look like women with writhing snakes in place of hair.


Armor Class8 [11]
Hit Dice4** (18hp)
Attacks1 × snakebites (1d6 + poison)
THAC016 [+3]
Movement90’ (30’)
Saving ThrowsD10 W11 P12 B13 S14 (4)
Morale8
AlignmentChaotic
XP175
Number Appearing1d3 (1d4)
Treasure TypeF

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 Class5 [14]
Hit Dice1 (4hp)
Attacks1 × weapon (1d6 or by weapon)
THAC019 [0]
Movement90’ (30’)
Saving ThrowsD12 W13 P14 B15 S16 (1)
MoraleVaries
AlignmentNeutral
XP10
Number Appearing0 (1d20)
Treasure TypeA

Merman

Aquatic humanoids with fish tails in place of legs. Live in coastal waters, farming seaweed, and hunting fish.


Armor Class6 [13]
Hit Dice1 (4hp)
Attacks1 × weapon (1d6 or by weapon)
THAC019 [0]
Movement120’ (40’)
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale8
AlignmentNeutral
XP10 (leader: 20/75)
Number Appearing0 (1d20)
Treasure TypeA

Minotaur

Large, brutish, bull-headed men with a craving for human flesh. Dwell in mazes and labyrinths.


Armor Class6 [13]
Hit Dice6 (27hp)
Attacks[1 × gore (1d6), 1 × bite] or 1 × weapon (1d6 + 2 or by weapon + 2)
THAC014 [+5]
Movement120’ (40’)
Saving ThrowsD10 W11 P12 B13 S14 (6)
Morale12
AlignmentChaotic
XP275
Number Appearing1d6 (1d8)
Treasure TypeC

Mule

Stubborn horse/donkey cross-breeds used as beasts of burden.


Armor Class7 [12]
Hit Dice2 (9hp)
Attacks1 × kick (1d4) or 1 × bite (1d3)
THAC018 [+1]
Movement120’ (40’)
Saving ThrowsD14 W15 P16 B17 S18 (NH)
Morale8
AlignmentNeutral
XP20
Number Appearing1d8 (2d6)
Treasure TypeNone

Mummy

Undead humanoids wrapped in funerary bandages. Haunt ruins and tombs.


Armor Class3 [16]
Hit Dice5+1* (23hp)
Attacks1 × touch (1d12 + disease)
THAC014 [+5]
Movement60’ (20’)
Saving ThrowsD10 W11 P12 B13 S14 (5)
Morale12
AlignmentChaotic
XP400
Number Appearing1d4 (1d12)
Treasure TypeD

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 Class8 [11]
Hit Dice2 (9hp)
Attacks1 × weapon (2d4 or by weapon + 1)
THAC018 [+1]
Movement120’ (40’)
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale7
AlignmentLawful
XP20
Number Appearing1d10 (1d4 × 10)
Treasure TypeC

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 Class7 [12]
Hit Dice1 (4hp)
Attacks1 × weapon (1d4) or 1 × group spell (charm)
THAC019 [0]
Movement120’ (40’)
Saving ThrowsD12 W13 P13 B15 S15 (Elf 1)
Morale6
AlignmentNeutral
XP10
Number Appearing0 (2d20)
Treasure TypeB

Noble

Powerful humans with noble titles (e.g. Count, Duke, Knight, etc.). Dwell in castles.


Armor Class2 [17]
Hit Dice3 (13hp)
Attacks1 × weapon (1d8 or by weapon)
THAC017 [+2]
Movement60’ (20’)
Saving ThrowsD12 W13 P14 B15 S16 (3)
Morale8
AlignmentAny
XP35
Number Appearing2d6 (2d6)
Treasure TypeV × 3

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 Class7 [12] to 4 [15]
Hit Dice1 (4hp)
Attacks1 × weapon (1d6 or by weapon)
THAC019 [0]
Movement120’ (40’)
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale8
AlignmentAny
XP10
Number Appearing0 (1d4 × 10)
Treasure TypeA

Normal Human

Non-adventuring humans without a character class. Artists, beggars, children, craftspeople, farmers, fishermen, housewives, scholars, slaves.


Armor Class9 [10]
Hit Dice½ (2hp)
Attacks1 × weapon (1d6 or by weapon)
THAC020 [-1]
Movement120’ (40’)
Saving ThrowsD14 W15 P16 B17 S18 (NH)
Morale6
AlignmentAny, usually Lawful
XP5
Number Appearing1d4 (1d20)
Treasure TypeU

Ochre Jelly

Giant, ochre amoeboids.


Armor Class8 [11]
Hit Dice5* (22hp)
Attacks1 × touch (2d6)
THAC015 [+4]
Movement30’ (10’)
Saving ThrowsD12 W13 P14 B15 S16 (3)
Morale12
AlignmentNeutral
XP300
Number Appearing1 (0)
Treasure TypeNone

Octopus, Giant

Giant, eight-armed cephalopods. Lurk in coastal waters, close to settlements.


Armor Class7 [12]
Hit Dice8 (36hp)
Attacks8 × tentacle (1d3 + constriction), 1 × bite (1d6)
THAC012 [+7]
Movement90’ (30’)
Saving ThrowsD10 W11 P12 B13 S14 (4)
Morale7
AlignmentNeutral
XP650
Number Appearing0 (1d2)
Treasure TypeNone

Ogre

Frightful humanoids, 8–10’ tall, dressed in animal hides. Often dwell in caves.


Armor Class5 [14]
Hit Dice4+1 (19hp)
Attacks1 × club (1d10)
THAC015 [+4]
Movement90’ (30’)
Saving ThrowsD10 W11 P12 B13 S14 (4)
Morale10
AlignmentChaotic
XP125
Number Appearing1d6 (2d6)
Treasure TypeC + 1,000gp

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 Class6 [13]
Hit Dice1 (4hp)
Attacks1 × weapon (1d6 or by weapon)
THAC019 [0]
Movement120’ (40’)
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale6 (8 with leader)
AlignmentChaotic
XP10 (leader: 10, chieftain: 75)
Number Appearing2d4 (1d6 × 10)
Treasure TypeD

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 Class5 [14]
Hit Dice5 (22hp)
Attacks2 × claw (1d8), 1 × bite (1d8)
THAC015 [+4]
Movement120’ (40’)
Saving ThrowsD12 W13 P14 B15 S16 (3)
Morale9
AlignmentNeutral
XP175
Number Appearing1d4 (1d4)
Treasure TypeC

Pegasus

Semi-intelligent winged horses that are wilful and timid.


Armor Class6 [13]
Hit Dice2+2 (11hp)
Attacks2 × hoof (1d6)
THAC017 [+2]
Movement240’ (80’) / 480’ (160’) flying
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale8
AlignmentLawful
XP25
Number Appearing0 (1d12)
Treasure TypeNone

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 Class7 [12] or 5 [14]
Hit Dice1 (4hp)
Attacks1 × weapon (1d6 or by weapon)
THAC019 [0]
Movement120’ (40’)
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale7
AlignmentChaotic
XP10
Number Appearing0 (see below)
Treasure TypeA

Pixie

1–2’ tall humanoids with insectoid wings. Distant relatives of elves.


Armor Class3 [16]
Hit Dice1* (4hp)
Attacks1 × dagger (1d4)
THAC019 [0]
Movement90’ (30’) / 180’ (60’) flying
Saving ThrowsD12 W13 P13 B15 S15 (Elf 1)
Morale7
AlignmentNeutral
XP13
Number Appearing2d4 (1d4 × 10)
Treasure TypeR + S

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 Class6 [13]
Hit Dice5 (22hp)
Attacks1 × bite (1d12)
THAC015 [+4]
Movement240’ (80’) flying
Saving ThrowsD12 W13 P14 B15 S16 (3)
Morale8
AlignmentNeutral
XP175
Number Appearing0 (1d4)
Treasure TypeV

Pterodactyl

8–10’ wingspan. Prey on small to medium animals, but will attack humanoids, if very hungry.


Armor Class7 [12]
Hit Dice1 (4hp)
Attacks1 × bite (1d3)
THAC019 [0]
Movement180’ (60’) flying
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale7
AlignmentNeutral
XP10
Number Appearing0 (2d4)
Treasure TypeNone

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 Class6 [13]
Hit Dice15* (67hp)
Attacks1 × bite (2d8), 1 × sting (1d8 + poison)
THAC09 [+10]
Movement60’ (20’)
Saving ThrowsD8 W9 P10 B10 S12 (8)
Morale10
AlignmentNeutral
XP2,300
Number Appearing1d2 (1d4)
Treasure TypeD

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.

Giant Rat

3’ long (or larger), with black or grey fur. Often live in dark, dungeon areas and close to undead monsters.


Armor Class7 [12]
Hit Dice½ (2hp)
Attacks1 × bite (1d3 + disease)
THAC019 [0]
Movement120’ (40’) / 60’ (20’) swimming
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale8
AlignmentNeutral
XP5
Number Appearing3d6 (3d10)
Treasure TypeC

Normal Rat

Swarming packs of 6” to 2’ long individuals, with brown or grey fur.


Armor Class9 [10]
Hit Dice1hp
Attacks1 × bite per pack (1d6 + disease)
THAC019 [0]
Movement60’ (20’) / 30’ (10’) swimming
Saving ThrowsD14 W15 P16 B17 S18 (NH)
Morale5
AlignmentNeutral
XP5
Number Appearing5d10 (2d10)
Treasure TypeL

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 Class5 [14]
Hit Dice4+2 (20hp)
Attacks1 × sucker (grab), 1 × bite (2d8)
THAC015 [+4]
Movement150’ (50’)
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale9
AlignmentNeutral
XP125
Number Appearing1d4 (1d6)
Treasure TypeU

Rhinoceros

Dim, armored, herbivorous mammals.

Normal Rhinoceros


Armor Class5 [14]
Hit Dice6 (27hp)
Attacks1 × horn (2d4) or 1 × trample (2d8)
THAC014 [+5]
Movement120’ (40’)
Saving ThrowsD12 W13 P14 B15 S16 (3)
Morale6
AlignmentNeutral
XP275
Number Appearing0 (1d12)
Treasure TypeNone

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 Class4 [15]
Hit Dice8 (36hp)
Attacks1 × horn (2d6) or 1 × trample (2d12)
THAC012 [+7]
Movement120’ (40’)
Saving ThrowsD10 W11 P12 B13 S14 (4)
Morale6
AlignmentNeutral
XP650
Number Appearing0 (1d8)
Treasure TypeNone

Robber Fly

3’ long, carnivorous flies with yellow and black stripes. Look similar to killer bees, which they hunt. May attack humans.


Armor Class6 [13]
Hit Dice2 (9hp)
Attacks1 × bite (1d8)
THAC018 [+1]
Movement90’ (30’) / 180’ (60’) flying
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale8
AlignmentNeutral
XP20
Number Appearing1d6 (2d6)
Treasure TypeU

Roc

Gigantic birds of prey that nest in the highest peaks of isolated mountain ranges. Will attack intruders, if approached carelessly.

Giant Roc


Armor Class0 [19]
Hit Dice36 (162hp)
Attacks2 × claw (3d6), 1 × bite (8d6)
THAC05 [+14]
Movement60’ (20’) / 480’ (160’) flying
Saving ThrowsD2 W3 P4 B3 S6 (18)
Morale10 (12 in lair)
AlignmentLawful
XP6,250
Number Appearing0 (1)
Treasure TypeI

Large Roc


Armor Class2 [17]
Hit Dice12 (54hp)
Attacks2 × claw (1d8), 1 × bite (2d10)
THAC010 [+9]
Movement60’ (20’) / 480’ (160’) flying
Saving ThrowsD10 W11 P12 B13 S14 (6)
Morale9 (12 in lair)
AlignmentLawful
XP1,100
Number Appearing0 (1d8)
Treasure TypeI

Small Roc


Armor Class4 [15]
Hit Dice6 (27hp)
Attacks2 × claw (1d4+1), 1 × bite (2d6)
THAC014 [+5]
Movement60’ (20’) / 480’ (160’) flying
Saving ThrowsD12 W13 P14 B15 S16 (3)
Morale8 (12 in lair)
AlignmentLawful
XP275
Number Appearing0 (1d12)
Treasure TypeI

Rock Baboon

Large, ferocious, semi-intelligent baboons that live in packs led by a powerful male. Communicate with screams. Omnivorous, but prefer flesh.


Armor Class6 [13]
Hit Dice2 (9hp)
Attacks1 × club (1d6), 1 × bite (1d3)
THAC018 [+1]
Movement120’ (40’)
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale8
AlignmentNeutral
XP20
Number Appearing2d6 (5d6)
Treasure TypeU

Rust Monster

Magical, armadillo-like creatures with long tails and two long, antennae-like feelers. Feed on rusted metal.


Armor Class2 [17]
Hit Dice5 (22hp)
Attacks1 × feeler (rusting)
THAC015 [+4]
Movement120’ (40’)
Saving ThrowsD12 W13 P14 B15 S16 (3)
Morale7
AlignmentNeutral
XP175
Number Appearing1d4 (1d4)
Treasure TypeNone

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 Class2 [17]
Hit Dice8* (36hp)
Attacks2 × claw (1d4), 1 × bite (1d8), 1 × heat aura (1d8)
THAC012 [+7]
Movement120’ (40’)
Saving ThrowsD8 W9 P10 B10 S12 (8)
Morale8
AlignmentNeutral
XP1,200
Number Appearing1d4+1 (2d4)
Treasure TypeF

Frost Salamander

Giant, 6-legged lizards with blue/white scales. Dwell in icy, wilderness regions.


Armor Class3 [16]
Hit Dice12* (54hp)
Attacks4 × claw (1d6), 1 × bite (2d6), 1 × cold aura (1d8)
THAC010 [+9]
Movement120’ (40’)
Saving ThrowsD6 W7 P8 B8 S10 (12)
Morale9
AlignmentChaotic
XP1,900
Number Appearing1d3 (1d3)
Treasure TypeE

Scorpion, Giant

Huge arachnids, as big as a small horse, with pincers and deadly stingers. Dwell in caverns, ruins, and deserts.


Armor Class2 [17]
Hit Dice4* (18hp)
Attacks2 × claw (1d10), 1 × sting (1d4 + poison)
THAC016 [+3]
Movement150’ (50’)
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale11
AlignmentChaotic
XP125
Number Appearing1d6 (1d6)
Treasure TypeV

Sea Serpent (Lesser)

20’–30’ long, serpent-like sea monsters with rows of many fins.


Armor Class5 [14]
Hit Dice6 (27hp)
Attacks1 × bite (2d6) or 1 × squeeze (1d10 hull damage)
THAC014 [+5]
Movement150’ (50’)
Saving ThrowsD12 W13 P14 B15 S16 (3)
Morale8
AlignmentNeutral
XP275
Number Appearing0 (2d6)
Treasure TypeNone

Shadow

Intelligent, incorporeal (but not undead monsters that look like shadows. Able to slightly change their shape.


Armor Class7 [12]
Hit Dice2+2* (11hp)
Attacks1 × touch (1d4 + strength drain)
THAC017 [+2]
Movement90’ (30’)
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale12
AlignmentChaotic
XP35
Number Appearing1d8 (1d12)
Treasure TypeF

Shark

Aggressive, predatory fish of low intelligence and unpredictable behavior. Live in saltwater.

Bull Shark

8’ long; brown coloration. Attack by ramming, then biting the stunned prey.


Armor Class4 [15]
Hit Dice2 (9hp)
Attacks1 × bite (2d4) or 1 × ram (stun)
THAC018 [+1]
Movement180’ (60’)
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale7
AlignmentNeutral
XP20
Number Appearing0 (3d6)
Treasure TypeNone

Great White Shark

30’ long (or bigger!); grey coloration with a white belly. Sometimes attack small boats.


Armor Class4 [15]
Hit Dice8 (36hp)
Attacks1 × bite (2d10)
THAC012 [+7]
Movement180’ (60’)
Saving ThrowsD10 W11 P12 B13 S14 (4)
Morale7
AlignmentNeutral
XP650
Number Appearing0 (1d4)
Treasure TypeNone

Mako Shark

15’ long; bluish-grey or tan coloration.


Armor Class4 [15]
Hit Dice4 (18hp)
Attacks1 × bite (2d6)
THAC016 [+3]
Movement180’ (60’)
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale7
AlignmentNeutral
XP75
Number Appearing0 (2d6)
Treasure TypeNone

Shrew, Giant

Brown-furred, mole-like insectivores with long snouts. Dwell underground; skilled burrowers.


Armor Class4 [15]
Hit Dice1 (4hp)
Attacks2 × bite (1d6)
THAC019 [0]
Movement180’ (60’)
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale10
AlignmentNeutral
XP10
Number Appearing1d4 (1d8)
Treasure TypeNone

Shrieker

Giant, subterranean mushrooms that can creep around slowly.


Armor Class7 [12]
Hit Dice3 (13hp)
AttacksNone
THAC017 [+2]
Movement9’ (3’)
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale12
AlignmentNeutral
XP35
Number Appearing1d8 (0)
Treasure TypeNone

Skeleton

Skeletal remains of humanoids reanimated as guardians by powerful magic-users or clerics. Often encountered in cemeteries, crypts, or other forlorn places.


Armor Class7 [12]
Hit Dice1 (4hp)
Attacks1 × weapon (1d6 or by weapon)
THAC019 [0]
Movement60’ (20’)
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale12
AlignmentChaotic
XP10
Number Appearing3d4 (3d10)
Treasure TypeNone

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 Class5 [14]
Hit Dice4* (18hp)
Attacks2 × bite (1d4 + poison)
THAC016 [+3]
Movement120’ (40’)
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale8
AlignmentNeutral
XP125
Number Appearing1d4 (1d4)
Treasure TypeU

Pit Viper

5’ long snakes with grey/green scales.


Armor Class6 [13]
Hit Dice2* (9hp)
Attacks1 × bite (1d4 + poison)
THAC018 [+1]
Movement90’ (30’)
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale7
AlignmentNeutral
XP25
Number Appearing1d8 (1d8)
Treasure TypeNone

Rock Python

20’ long snakes with spiralling brown and yellow patterns on their scales.


Armor Class6 [13]
Hit Dice5* (22hp)
Attacks1 × bite (1d4 + constriction)
THAC015 [+4]
Movement90’ (30’)
Saving ThrowsD12 W13 P14 B15 S16 (3)
Morale8
AlignmentNeutral
XP300
Number Appearing1d3 (1d3)
Treasure TypeU

Sea Snake

6’ long snakes that live underwater, coming up for breath only once per hour. Will prey on humans.


Armor Class6 [13]
Hit Dice3* (13hp)
Attacks1 × bite (1hp + poison)
THAC017 [+2]
Movement90’ (30’)
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale7
AlignmentNeutral
XP50
Number Appearing1d8 (1d8)
Treasure TypeNone

Spitting Cobra

3’ long snakes with grey/white scales. Prefer to attack from a distance with spit.


Armor Class7 [12]
Hit Dice1* (4hp)
Attacks1 × spit (blindness) or 1 × bite (1d3 + poison)
THAC019 [0]
Movement90’ (30’)
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale7
AlignmentNeutral
XP13
Number Appearing1d6 (1d6)
Treasure TypeNone

Spectre

Incorporeal phantoms; one of the most powerful undead monsters.


Armor Class2 [17]
Hit Dice6** (27hp)
Attacks1 × touch (1d8 + energy drain)
THAC014 [+5]
Movement150’ (50’) / 300’ (100’) flying
Saving ThrowsD10 W11 P12 B13 S14 (6)
Morale11
AlignmentChaotic
XP725
Number Appearing1d4 (1d8)
Treasure TypeE

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 Class6 [13]
Hit Dice3* (13hp)
Attacks1 × bite (2d6 + poison)
THAC017 [+2]
Movement60’ (20’) / 120’ (40’) in webs
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale8
AlignmentNeutral
XP50
Number Appearing1d3 (1d3)
Treasure TypeU

Crab Spider

5’ long hunting spiders that can change their color to match their surroundings.


Armor Class7 [12]
Hit Dice2* (9hp)
Attacks1 × bite (1d8 + poison)
THAC018 [+1]
Movement120’ (40’)
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale7
AlignmentNeutral
XP25
Number Appearing1d4 (1d4)
Treasure TypeU

Tarantella

7’ long, hairy hunting spiders that resemble tarantulas. Magical in nature.


Armor Class5 [14]
Hit Dice4* (18hp)
Attacks1 × bite (1d8 + poison)
THAC016 [+3]
Movement120’ (40’)
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale8
AlignmentNeutral
XP125
Number Appearing1d3 (1d3)
Treasure TypeU

Sprite

1’ tall, winged humanoids related to pixies and elves. They are shy but driven by curiosity and their odd sense of humor.


Armor Class5 [14]
Hit Dice½* (2hp)
Attacks1 × spell (curse)
THAC019 [0]
Movement60’ (20’) / 180’ (60’) flying
Saving ThrowsD12 W13 P13 B15 S15 (Elf 1)
Morale7
AlignmentNeutral
XP6
Number Appearing3d6 (5d8)
Treasure TypeS

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 Class7 [12]
Hit Dice6 (27hp)
Attacks8 × small tentacle (1d4 + constriction), 2 × large tentacle (1d4 + constriction or 1d10 hull damage), 1 × beak (1d10 or 2 hull damage)
THAC014 [+5]
Movement120’ (40’)
Saving ThrowsD12 W13 P14 B15 S16 (3)
Morale7
AlignmentNeutral
XP275
Number Appearing0 (1d4)
Treasure TypeV

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 Class3 [16]
Hit Dice11 (49hp)
Attacks1 × tail (2d8) or 1 × trample (2d8)
THAC011 [+8]
Movement60’ (20’)
Saving ThrowsD10 W11 P12 B13 S14 (6)
Morale7
AlignmentNeutral
XP1,100
Number Appearing0 (1d4)
Treasure TypeNone

Stirge

Feathered, bird-like creatures with long, sharp beaks.


Armor Class7 [12]
Hit Dice1* (4hp)
Attacks1 × beak (1d3 + blood sucking)
THAC019 [0]
Movement30’ (10’) / 180’ (60’) flying
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale9
AlignmentNeutral
XP13
Number Appearing1d10 (3d12)
Treasure TypeL

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 Class6 [13]
Hit Dice3** (13hp)
Attacks2 × claw (1d3 + paralysis) or 1 × weapon (1d6 or by weapon)
THAC017 [+2]
Movement120’ (40’)
Saving ThrowsD12 W13 P14 B15 S16 (3)
Morale10
AlignmentChaotic
XP65
Number Appearing1d6 (1d10)
Treasure TypeC

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 Class5 [14]
Hit Dice12 (54hp)
Attacks1 × butt (2d6) or 1 × trample (3d8)
THAC010 [+9]
Movement120’ (40’)
Saving ThrowsD10 W11 P12 B13 S14 (6)
Morale7
AlignmentNeutral
XP1,100
Number Appearing0 (1d6)
Treasure TypeNone

Toad, Giant

Warty amphibians with long, sticky tongues. As large as a great hound, weighing 150 to 250 pounds.


Armor Class7 [12]
Hit Dice2+2 (11hp)
Attacks1 × bite (1d4+1)
THAC017 [+2]
Movement90’ (30’)
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale6
AlignmentNeutral
XP25
Number Appearing1d4 (1d4)
Treasure TypeNone

Trader

1st level fighters who live by trading in borderland areas.


Armor Class6 [13]
Hit Dice1 (4hp)
Attacks1 × weapon (1d6 or by weapon)
THAC019 [0]
Movement120’ (40’)
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale7
AlignmentAny
XP10
Number Appearing1d8 (3d6)
Treasure TypeU + V

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 Class2 [17]
Hit Dice8 (36hp)
Attacks2 × fist (2d6)
THAC012 [+7]
Movement60’ (20’)
Saving ThrowsD8 W9 P10 B10 S12 (8)
Morale9
AlignmentLawful
XP650
Number Appearing0 (1d8)
Treasure TypeC

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 Class2 [17]
Hit Dice11 (49hp)
Attacks1 × gore (3d6) or 1 × trample (3d6)
THAC011 [+8]
Movement90’ (30’)
Saving ThrowsD10 W11 P12 B13 S14 (6)
Morale8
AlignmentNeutral
XP1,100
Number Appearing0 (1d4)
Treasure TypeNone

Troglodyte

Intelligent, reptilian humanoids with agile hands, long legs, short tails, and spiky combs on their heads and arms.


Armor Class5 [14]
Hit Dice2* (9hp)
Attacks2 × claw (1d4), 1 × bite (1d4)
THAC018 [+1]
Movement120’ (40’)
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale9
AlignmentChaotic
XP25
Number Appearing1d8 (5d8)
Treasure TypeA

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 Class4 [15]
Hit Dice6+3* (30hp)
Attacks2 × talon (1d6), 1 × bite (1d10)
THAC013 [+6]
Movement120’ (40’)
Saving ThrowsD10 W11 P12 B13 S14 (6)
Morale10 (8 fear of fire)
AlignmentChaotic
XP650
Number Appearing1d8 (1d8)
Treasure TypeD

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 Class3 [16]
Hit Dice20 (90hp)
Attacks1 × bite (6d6)
THAC06 [+13]
Movement120’ (40’)
Saving ThrowsD6 W7 P8 B8 S10 (10)
Morale11
AlignmentNeutral
XP2,000
Number Appearing0 (1)
Treasure TypeV × 3

Unicorn

Fantastic creatures that appear as elegant horses with a long horn. Unicorns are timid but proud and wilful.


Armor Class2 [17]
Hit Dice4* (18hp)
Attacks2 × hoof (1d8), 1 × horn (1d8)
THAC016 [+3]
Movement240’ (80’)
Saving ThrowsD8 W9 P10 B10 S12 (8)
Morale7
AlignmentLawful
XP125
Number Appearing1d6 (1d8)
Treasure TypeNone

Vampire

Greatly feared undead monsters that live by drinking the blood of mortals. Dwell in ruins, tombs, and deserted locales.


Armor Class2 [17]
Hit Dice7 to 9** (31 / 36 / 40hp)
Attacks1 × touch (1d10 + energy drain) or 1 × gaze (charm)
THAC013 [+6] / 12 [+7] / 12 [+7]
Movement120’ (40’)
Saving ThrowsD8 W9 P10 B10 S12 (7 to 9)
Morale11
AlignmentChaotic
XP1,250 / 1,750 / 2,300
Number Appearing1d4 (1d6)
Treasure TypeF

Veteran

Low-level fighters, often on their way to or from war.


Armor Class2 [17]
Hit Dice1 to 3 (4 / 9 / 13hp)
Attacks1 × weapon (1d8 or by weapon)
THAC019 [0]
Movement60’ (20’)
Saving ThrowsD12 W13 P14 B15 S16 (F1 to F3)
Morale9
AlignmentAny
XP10 / 20 / 35
Number Appearing2d4 (2d6)
Treasure TypeV

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 Class4 [15]
Hit Dice6* (27hp)
Attacks2 × tentacle (2d4)
THAC014 [+5]
Movement150’ (50’)
Saving ThrowsD10 W11 P12 B13 S14 (6)
Morale8
AlignmentNeutral
XP500
Number Appearing1d4 (1d4)
Treasure TypeD

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.

Freshwater Termite


Armor Class6 [13]
Hit Dice2+1 (10hp)
Attacks1 × bite (1d4) or 1 × spray (stun)
THAC017 [+2]
Movement120’ (40’)
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale8
AlignmentNeutral
XP25
Number Appearing0 (1d3)
Treasure TypeNone

Saltwater Termite


Armor Class5 [14]
Hit Dice4 (18hp)
Attacks1 × bite (1d6) or 1 × spray (stun)
THAC016 [+3]
Movement180’ (60’)
Saving ThrowsD12 W13 P14 B15 S16 (3)
Morale11
AlignmentNeutral
XP75
Number Appearing0 (1d6+1)
Treasure TypeNone

Swamp Termite


Armor Class4 [15]
Hit Dice1+1 (5hp)
Attacks1 × bite (1d3) or 1 × spray (stun)
THAC018 [+1]
Movement90’ (30’)
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale10
AlignmentNeutral
XP15
Number Appearing0 (1d4)
Treasure TypeNone

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 Class7 [12]
Hit Dice4+4 (22hp)
Attacks1 × bite (2d4 + bloodsucking)
THAC015 [+4]
Movement150’ (50’)
Saving ThrowsD12 W13 P14 B15 S16 (3)
Morale8
AlignmentNeutral
XP125
Number Appearing1d4 (1d6)
Treasure TypeV

Whale

Killer Whale

25’ long, carnivorous whales. Dwell in cold waters and hunt sea creatures (including other whales).


Armor Class6 [13]
Hit Dice6 (27hp)
Attacks1 × bite (1d20)
THAC014 [+5]
Movement240’ (80’)
Saving ThrowsD12 W13 P14 B15 S16 (3)
Morale10
AlignmentNeutral
XP275
Number Appearing0 (1d6)
Treasure TypeV

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 Class7 [12]
Hit Dice12 (54hp)
Attacks1 × bite (1d8), 1 × horn (2d6)
THAC010 [+9]
Movement180’ (60’)
Saving ThrowsD6 W7 P8 B8 S10 (12)
Morale8
AlignmentLawful
XP1,100
Number Appearing0 (1d4)
Treasure TypeHorn

Sperm Whale

Gargantuan whales are up to 60’ long. Dwell in open oceans and hunt deep sea monsters (e.g., giant squids.


Armor Class6 [13]
Hit Dice36 (162hp)
Attacks1 × bite (3d20) or 1 × ram (6d6 hull damage)
THAC05 [+14]
Movement180’ (60’)
Saving ThrowsD4 W5 P6 B5 S8 (15)
Morale7
AlignmentNeutral
XP6,250
Number Appearing0 (1d3)
Treasure TypeV

Wight

Corpses of humans or demihumans, possessed by malevolent spirits.


Armor Class5 [14]
Hit Dice3* (13hp)
Attacks1 × touch (energy drain)
THAC017 [+2]
Movement90’ (30’)
Saving ThrowsD12 W13 P14 B15 S16 (3)
Morale12
AlignmentChaotic
XP50
Number Appearing1d6 (1d8)
Treasure TypeB

Wolf

Carnivorous relatives of dogs that hunt in packs.

Dire Wolf

Large, savage, semi-intelligent wolves. Dwell in caves, mountains, and forests.


Armor Class6 [13]
Hit Dice4+1 (19hp)
Attacks1 × bite (2d4)
THAC015 [+4]
Movement150’ (50’)
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale8
AlignmentNeutral
XP125
Number Appearing1d4 (2d4)
Treasure TypeNone

Normal Wolf

Dwell primarily in wild lands but occasionally lair in caves.


Armor Class7 [12]
Hit Dice2+2 (11hp)
Attacks1 × bite (1d6)
THAC017 [+2]
Movement180’ (60’)
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale6 (8 in larger packs)
AlignmentNeutral
XP25
Number Appearing2d6 (3d6)
Treasure TypeNone

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 Class3 [16]
Hit Dice4** (18hp)
Attacks1 × touch (1d6 + energy drain)
THAC016 [+3]
Movement120’ (40’) / 240’ (80’) flying
Saving ThrowsD10 W11 P12 B13 S14 (4)
Morale12
AlignmentChaotic
XP175
Number Appearing1d4 (1d6)
Treasure TypeE

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 Class3 [16]
Hit Dice7* (31hp)
Attacks1 × bite (2d8), 1 × sting (1d6 + poison)
THAC013 [+6]
Movement90’ (30’) / 240’ (80’) flying
Saving ThrowsD10 W11 P12 B13 S14 (4)
Morale9
AlignmentChaotic
XP850
Number Appearing1d2 (1d6)
Treasure TypeE

Yellow Mould

Deadly fungus that covers walls, ceilings, and other surfaces.


Armor ClassNo hit roll required
Hit Dice2* (9hp)
Attacks1 × spores (1d6 + choking)
THAC018 [+1]
Movement0’ (0’)
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale12
AlignmentNeutral
XP25
Number Appearing1d8 (1d4)
Treasure TypeNone

Zombie

Listless, humanoid corpses, reanimated as guardians by powerful clerics or wizards.


Armor Class8 [11]
Hit Dice2 (9hp)
Attacks1 × weapon (1d8 or by weapon)
THAC018 [+1]
Movement60’ (20’)
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale12
AlignmentChaotic
XP20
Number Appearing2d4 (4d6)
Treasure TypeNone