Monsters

General

Game Statistics

The following statistics describe monsters.

Armor Class (AC)

The monster’s ability to avoid damage in combat.

Ascending AC: The optional AAC score is listed afterward in square brackets.

Hit Dice (HD)

The number of d8s rolled to determine an individual’s hit points.

Asterisks: One or more asterisks after the HD number indicate the number of special abilities the monster has for XP calculation (see Awarding XP).

Hit point modifiers: Modifiers to the HD (e.g., +3, -1) are applied to the hp total after rolling the specified number of d8s. Monsters with a hit point modifier are treated specially by some spells.

Fractional Hit Dice: Some monsters are listed as having less than one HD, either as ½ (roll 1d4) or as a fixed number of hp.

Average hit points: The average hit point value is listed in parentheses.

Attacks Usable Per Round (Att)

The attacks the monster can use each round, with the damage inflicted in parentheses. (Note that unless specified, the monsters’ attack and damage rolls are not modified by STR or DEX.)

Alternative attack routines: Are noted with “or” or square brackets.

Saving Throw Values (SV)

The monster’s saving throw values:

Save as HD: The HD at which the monster saves is listed in parentheses (with NH indicating that it saves as a normal human). This is usually the monster’s HD rating, but sometimes differs:

Attack Roll “to Hit AC 0” (THAC0)

The monster’s ability to hit foes in combat is determined by its Hit Dice (see the Attack Matrix table under Combat Tables).

Attack bonus: The monster’s attack bonus (required when using the optional rule for Ascending AC) is listed afterward in square brackets.

Movement Rate (MV)

The speed at which the monster can move. Every monster has a base movement rate and an encounter movement rate (noted in parentheses, one-third of the base movement rate).

Modes of movement: If the monster has multiple modes of movement (e.g., walking, flying, climbing), they are listed individually, separated by slashes.

Morale Rating (ML)

The monster’s likelihood to persist in battle. See Morale.

Alignment (AL)

The monster’s affiliation to Law, Neutrality, or Chaos. If “any” is listed, the referee may roll randomly or choose the creature’s alignment.

XP Award (XP)

Pre-calculated XP award for defeating the monster.

Number Appearing (NA)

Listed as two values, the second in parentheses.

Zeros: If the first value is a zero, monsters of this type are not usually encountered in dungeons. If the second value is a zero, monsters of this type are not usually encountered in the wilderness and do not usually have lairs.

Usage: The use of these values depends on the situation in which monsters are encountered:

Treasure Type (TT)

The letter code determines the amount and type of treasure possessed by the monster(s) (see Treasure Types). The letters listed are used as follows:

General Notes

Infravision

All non-human monsters have infravision (see Darkness under Hazards and Challenges). Unless specified in a monster’s description, this allows monsters to see up to 60’ in the dark.

Languages

20% of intelligent monsters speak Common (see Languages) unless the monster description states otherwise. Many intelligent monster species also have their tongue.

Persons

Some spells or magical effects only affect creatures classified as “persons.” This includes all humans, demihumans, and human-like monsters of up to 4+1 HD. The referee should decide which monsters are affected (a suggested list is given below).

The following monsters in are classified as “persons” for the sake of magical effects: acolyte, bandit, berserker, brigand, buccaneer, bugbear, dervish, dryad, dwarf, elf, gnoll, gnome, goblin, halfling, hobgoblin, kobold, lizard man, medium, merchant, merman, neanderthal, nixie, noble, nomad, normal human, ogre, orc, pirate, pixie, sprite, trader, troglodyte, veteran.

Dungeon Encounters

This section provides encounter tables by dungeon level. Referees using additional (or alternative) monsters should adapt the tables to include these or create their own encounter tables. Special tables may also reflect the different balance of monsters inhabiting a specific dungeon.

How to Roll an Encounter

Roll 1d20 and look up the result in the column below corresponding to the explored dungeon level. The result indicates the monster encountered, with the number appearing in parentheses.

Notes

NPC adventurers: Encounters with NPC adventuring parties are listed in the tables as “Basic Adventurers” or “Expert Adventurers.” Guidelines for generating NPC adventurers can be found under Adventuring Parties.

Number appearing: The values listed in the tables for some monsters do not match the values listed in the monster description. If desired, the referee may use the number appearing value listed in the monster description for consistency.

By Level: 1–3

d20Level 1Level 2Level 3
1Acolyte (1d8)Beetle, Oil (1d8)Ape, White (1d6)
2Bandit (1d8)Berserker (1d6)Basic Adventures (1d4+4)
3Beetle, Fire (1d8)Cat, Mountain Lion (1d4)Beetle, Tiger (1d6)
4Dwarf (1d6)Elf (1d4)Bugbear (2d4)
5Gnome (1d6)Ghoul (1d6)Carcass Crawler (1d3)
6Goblin (2d4)Gnoll (1d6)Doppelgänger (1d6)
7Green Slime (1d4)Grey Ooze (1)Driver Ant (2d4)
8Halfling (3d6)Hobgoblin (1d6)Gargoyle (1d6)
9Killer Bee (1d10)Lizard, Draco (1d4)Gelatinous Cube (1)
10Kobold (4d4)Lizard Man (2d4)Harpy (1d6)
11Lizard, Gecko (1d3)Neanderthal (1d10)Living Statue, Crystal (1d6)
12Orc (2d4)Noble (2d6)Lycanthrope, Wererat (1d8)
13Shrew, Giant (1d10)Pixie (2d4)Medium (1d4)
14Skeleton (3d4)Robber Fly (1d6)Medusa (1d3)
15Snake, Cobra (1d6)Rock Baboon (2d6)Ochre Jelly (1)
16Spider, Crab (1d4)Snake, Pit Viper (1d8)Ogre (1d6)
17Sprite (3d6)Spider, Black Widow (1d3)Shadow (1d8)
18Stirge (1d10)Troglodyte (1d8)Spider, Tarantella (1d3)
19Trader (1d8)Veteran (2d4)Thoul (1d6)
20Wolf (2d6)Zombie (2d4)Wight (1d6)

By Level: 4+

d20Level 4–5Level 6-7Level 8+
1Bear, Cave (1d2)Basilisk (1d6)Black Pudding (1)
2Blink Dog (1d6)Bear, Cave (1d2)Chimera (1d2)
3Caecilia (1d3)Black Pudding (1)Dragon, Black (1d4)
4Cockatrice (1d4)Caecilia (1d3)Dragon, Blue (1d4)
5Doppelgänger (1d6)Dragon, White (1d4)Dragon, Gold (1d4)
6Expert Adventurer (1d6+3)Expert Adventurer (1d6+3)Dragon, Green (1d4)
7Grey Ooze (1)Gorgon (1d2)Dragon, Red (1d4)
8Hellhound (2d4)Hellhound (2d4)Expert Adventurer (1d6+3)
9Lizard, Tuatara (1d2)Hydra 1d4+4HD (1)Giant, Hill (1d4)
10Lycanthrope, Wereboar (1d4)Lycanthrope, Weretiger (1d4)Giant, Stone (1d2)
11Lycanthrope, Werewolf (1d6)Minotaur (1d6)Golem, Amber (1)
12Minotaur (1d6)Mummy (1d4)Golem, Bone (1)
13Ochre Jelly (1)Ochre Jelly (1)Hydra 1d4+8HD (1)
14Owl Bear (1d4)Owl Bear (1d4)Lycanthrope, Devil Swine (1d3)
15Rhagodessa (1d4)Rust Monster (1d4)Lycanthrope, Werebear (1d4)
16Rust Monster (1d4)Salamander, Flame (1d4+1)Manticore (1d2)
17Spectre (1d4)Scorpion, Giant (1d6)Purple Worm (1d2)
18Troll (1d8)Spectre (1d4)Salamander, Flame (1d4+1)
19Weasel, Giant (1d4)Troll (1d8)Salamander, Frost (1d3)
20Wraith (1d4)Warp Beast (1d4)Vampire (1d4)

Wilderness Encounters

This section provides encounter tables by terrain type. Referees who are using additional (or alternative) monsters should either adapt the tables to include these or create their encounter tables.

How to Roll an Encounter

Roll 1d8 and 1d12:

Notes

Aerial encounters: Always use the Flyer table in sub-table 1.

Lost World: In Lost World or prehistoric settings, any Animal result may be rolled on the Prehistoric Animal table in sub-table 2.

NPC adventurers: Encounters with NPC adventuring parties are listed in the tables as “Basic Adventurers,” “Expert Adventurers,” “High-Level Cleric,” “High-Level Fighter,” or “High-Level Magic-User.” Guidelines for generating NPC adventurers can be found under Adventuring Parties.

Wilderness Encounter By Terrain

d8Barren, Hills, MountainsCityClear, GrasslandsDesertForest
1B - AnimalC - HumanG - AnimalD - AnimalF - Animal
21 - DragonC - HumanG - AnimalD - AnimalF - Animal
31 - DragonC - Human1 - Dragon1 - Dragon1 - Dragon
4B - FlyerC - Human1 - FlyerD - Flyer1 - Flyer
5B - HumanC - HumanG - HumanD - HumanF - Human
6B - HumanoidC - HumanG - HumanoidD - HumanF - Humanoid
7B - HumanoidC - Humanoid1 - InsectD - Humanoid1 - Insect
82 - Unusual2 - Undead2 - Unusual2 - Undead2 - Unusual
d8JungleLake, RiverOcean, SeaSettledSwamp
1J - AnimalL - Animal1 - DragonC - Animal1 - Dragon
2J - Animal1 - Dragon1 - Flyer1 - Dragon1 - Flyer
31 - Dragon1 - FlyerO - Human1 - FlyerS - Human
41 - FlyerL - HumanO - SwimmerC - HumanS - Humanoid
5J - HumanL - HumanoidO - SwimmerC - Human1 - Insect
6J - Humanoid1 - InsectO - SwimmerC - HumanS - Swimmer
71 - InsectL - SwimmerO - SwimmerC - Humanoid2 - Undead
81 - InsectL - SwimmerO - Swimmer1 - Insect2 - Undead

Sub-Table 1

d12DragonFlyerInsect
1ChimeraCockatriceBeetle, Fire
2Dragon, BlackGargoyleBeetle, Oil
3Dragon, BlueGriffonBeetle, Tiger
4Dragon, GoldHawk, GiantDriver Ant
5Dragon, GreenHippogriffDriver Ant
6Dragon, RedKiller BeeKiller Bee
7Dragon, WhitePegasusRhagodessa
8Hydra (or Sea HydraPixieRobber Fly
9Hydra (or Sea HydraRobber FlyScorpion, Giant
10WyvernRoc, SmallSpider, Black Widow
11Basilisk*SpriteSpider, Crab
12Salamander*StirgeSpider, Tarantella

* Re-roll at sea.

Sub-Table 2

d12Prehistoric AnimalUndeadUnusual
1Bear, CaveGhoulBasilisk
2Cat, Sabre-ToothedGhoulBlink Dog
3Crocodile, GiantGhoulCentaur
4MastodonMummyGorgon
5Pterosaur, PteranodonSkeletonLycanthrope, Werebear
6Rhino, WoollySkeletonLycanthrope, Wereboar
7Snake, Pit ViperSpectreLycanthrope, Wererat
8StegosaurusWightLycanthrope, Weretiger
9TitanothereWraithLycanthrope, Werewolf
10TriceratopsVampireMedusa
11Tyrannosaurus RexZombieTreant
12Wolf, DireZombieWarp Beast

Sub-Table B: Barren, Hills, Mountains

d12AnimalFlyerHumanHumanoid
1Ape, WhiteGargoyleBanditDwarf
2Ape, WhiteGriffonBerserkerGiant, Cloud
3Bear, CaveHarpyBerserkerGiant, Frost
4Cat, Mountain LionHawkBrigandGiant, Hill
5HawkHawk, GiantBrigandGiant, Stone
6Herd AnimalHippogriffExpert AdventurersGiant, Storm
7MuleManticoreHigh-Level ClericGnome
8Rock BaboonManticoreHigh-Level FighterGoblin
9Snake, Pit ViperPegasusHigh-Level Magic-UserKobold
10Snake, RattlerRoc, SmallMerchantOrc
11WolfRoc, LargeNeanderthalTroglodyte
12Wolf, DireRoc, GiantNeanderthalTroll

Sub-Table C: City, Settled

d12AnimalHuman, CityHuman, SettledHumanoid
1BoarAcolyteAcolyteDwarf
2Cat, TigerBasic AdventurersBasic AdventurersElf
3Ferret, GiantBanditBanditGiant, Hill
4HawkBanditBanditGnome
5Herd AnimalExpert AdventurersExpert AdventurersGnoll
6Herd AnimalHigh-Level FighterHigh-Level ClericGoblin
7Rat, GiantMerchantHigh-Level FighterHalfling
8Shrew, GiantNobleHigh-Level Magic-UserHobgoblin
9Snake, Pit ViperTraderMerchantOgre
10Spider, TarantellaTraderNobleOrc
11Weasel, GiantTraderTraderPixie
12WolfVeteranVeteranSprite

Sub-Table D: Desert

d12AnimalFlyerHumanHumanoid
1CamelGargoyleExpert AdventurersGiant, Fire
2CamelGargoyleHigh-Level ClericGoblin
3Cat, LionGriffonDervishHobgoblin
4Cat, LionHawkDervishHobgoblin
5HawkHawk, GiantHigh-Level FighterOgre
6Herd AnimalHawk, GiantHigh-Level Magic-UserOgre
7Herd AnimalManticoreMerchantOgre
8Lizard, GeckoManticoreNobleOrc
9Lizard, TuataraManticoreNomadOrc
10Snake, Pit ViperRoc, SmallNomadPixie
11Snake, RattlerRoc, LargeNomadSprite
12Spider, TarantellaRoc, GiantNomadThoul

Sub-Table F: Forest

d12AnimalHumanHumanoid
1BoarBasic AdventurersBugbear
2Cat, PantherBanditCyclops
3Cat, TigerBanditDryad
4HawkBerserkerElf
5Herd AnimalBrigandGiant, Hill
6Lizard, GeckoBrigandGnoll
7Lizard, TuataraBrigandGoblin
8Snake, Pit ViperExpert AdventurersHobgoblin
9Spider, CrabHigh-Level ClericOgre
10UnicornHigh-Level FighterOrc
11WolfHigh-Level Magic-UserThoul
12Wolf, DireMerchantTroll

Sub-Table G: Clear, Grasslands

d12AnimalHumanHumanoid
1BoarBanditBugbear
2Cat, LionBanditElf
3ElephantBerserkerGiant, Hill
4Ferret, GiantBrigandGnoll
5Hawk, GiantExpert AdventurersGoblin
6Herd AnimalHigh-Level ClericHalfling
7Horse, WildHigh-Level FighterHobgoblin
8MuleHigh-Level Magic-UserOgre
9Rock BaboonMerchantOrc
10Snake, Pit ViperMerchantPixie
11Snake, RattlerNobleThoul
12Weasel, GiantNomadTroll

Sub-Table J: Jungle

d12AnimalHumanHumanoid
1BoarBanditBugbear
2Cat, PantherBerserkerCyclops
3Herd AnimalBrigandElf
4Lizard, DracoBrigandGiant, Fire
5Lizard, GeckoBrigandGiant, Hill
6Lizard, Horned ChameleonExpert AdventurersGnoll
7Rat, GiantExpert AdventurersGoblin
8Shrew, GiantHigh-Level ClericLizard Man
9Snake, Pit ViperHigh-Level FighterOgre
10Snake, Rock PythonHigh-Level Magic-UserOrc
11Snake, Spitting CobraMerchantTroglodyte
12Spider, CrabNeanderthalTroll

Sub-Table L: Lake, River

d12AnimalHumanHumanoidSwimmer
1BoarBasic AdventurersBugbearCrab, Giant
2Cat, PantherBanditElfCrocodile
3Cat, TigerBrigandGnollCrocodile
4Crab, GiantBuccaneerHobgoblinCrocodile, Large
5CrocodileBuccaneerLizard ManFish, Catfish
6Crocodile, LargeBuccaneerLizard ManFish, Piranha
7Fish, PiranhaExpert AdventurersNixieFish, Sturgeon
8Herd AnimalHigh-Level ClericOgreLeech, Giant
9Leech, GiantHigh-Level FighterOrcLizard Man
10Rat, GiantHigh-Level Magic-UserSpriteMerman
11Shrew, GiantMerchantThoulNixie
12Toad, GiantMerchantTrollTermite, Water

Sub-Table O: Ocean, Sea

d12HumanSwimmer
1BuccaneerDragon Turtle
2BuccaneerHydra, Sea
3Expert AdventurersMerman
4MerchantOctopus, Giant
5MerchantSea Dragon
6MerchantSea Serpent
7MerchantShark
8MerchantShark
9PirateSnake, Sea
10PirateSquid, Giant
11PirateTermite, Water
12PirateWhale

Sub-Table S: Swamp

d12HumanHumanoidSwimmer
1Basic AdventurersGnollCrab, Giant
2BanditGoblinCrocodile
3BanditHobgoblinCrocodile, Large
4BerserkerLizard ManCrocodile, Giant
5BrigandLizard ManFish, Catfish
6Expert AdventurersLizard ManInsect Swarm
7Expert AdventurersNixieInsect Swarm
8High-Level ClericOgreLeech, Giant
9High-Level FighterOrcLeech, Giant
10High-Level Magic-UserTroglodyteLizard Man
11MerchantTrollLizard Man
12TraderTrollTermite, Water

Adventuring Parties

This procedure generates parties of NPC adventurers. As the process is fairly involved, referees may wish to pre-generate some NPC parties for use in random encounters. The following general details apply to all types of NPC parties described:

If the classes presented in this document are not used, the referee should replace the listed classes with equivalents in the campaign.

Basic Adventurers

Expert Adventurers

High-Level Cleric

A high-level cleric and party (Mounts and Magic Items as per Expert Adventurers.

High-Level Fighter

A high-level fighter and a group of retainers, often on their way to or from war (Mounts and Magic Items as per Expert Adventurers.

High-Level Magic-User

A high-level magic-user, accompanied by their apprentices and a group of hired guards, often on a quest for arcane lore (Mounts and Magic Items as per Expert Adventurers.

NPC Adventurer Class and Level

Level
d8ClassBasicExpert
1Cleric1d31d6+3
2Dwarf1d31d6+6
3Elf1d31d6+2
4Fighter1d31d6+3
5Fighter1d31d6+5
6Halfling1d31d6+2
7Magic-User1d31d6+3
8Thief1d31d6+4

NPC Adventurer Alignment

d6Alignment
1–2Lawful
3–4Neutral
5–6Chaotic

Stronghold Encounters

When PCs wander into the vicinity of the wilderness stronghold of a high-level NPC, a warm reception is only sometimes guaranteed. These guidelines may be used if the referee does not have specific notes on a stronghold’s ruler and guard patrols.

Ruler

The referee should decide what class of NPC claims ownership of the stronghold and the surrounding lands:

Demihuman strongholds are unusual cases and should be detailed in advance by the referee. Typically, they will attempt to avoid all contact with travelers.

Patrols

Strangers in the lands around a stronghold will typically be spotted by mercenary groups hired to patrol the lands. The type of troops depends on the ruler’s class:

Garrison

Patrols like those described are only a small part of the ruler’s garrison. Further forces may include magical monsters or humans mounted on flying creatures.

Reaction to Travellers

The reaction of the ruler to travelers in their domain depends on the class of the ruler and can be determined by rolling 1d6 and consulting this table:

d6ClericFighterMagic-User
1ChaseChaseChase
2ChaseChaseIgnore
3IgnoreChaseIgnore
4IgnoreIgnoreIgnore
5InviteIgnoreIgnore
6InviteInviteInvite

Chase: The patrol is instructed to chase intruders out of the domain. Alternatively, they may demand a toll from travelers passing through. The price demanded depends on the ruler’s character, the apparent wealth of the PCs, etc. If the PCs refuse to pay the toll, the patrol may attack them, drive them away, or attempt to take them prisoner.

Ignore: The patrol leaves the PCs to go about their business.

Invite: The patrol brings a message from the domain’s ruler, inviting the PCs to stay in the stronghold. The ruler’s motive for doing so will depend on their personality—it is not necessarily benign.