The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.

AD&D - MC3 - Monstrous Compendium - Forgotten Realms Appendix I (2e)

Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by Capn_Ragnar, 2022-12-01 01:09:54

AD&D - MC3 - Monstrous Compendium - Forgotten Realms Appendix I (2e)

AD&D - MC3 - Monstrous Compendium - Forgotten Realms Appendix I (2e)

Keywords: Dungeons & Dragons,DnD,AD&D,TTRPG,Forgotten Realms,TSR

Monstf
Compen

VOLUME THREE

Design Concept: David ~Zeb" Cook, Sieve Winter, Jon Pickens
Designers: William Connors, David Ma rlin, Rick Swan, Ga ry Thomas
Editor: Mike Breault
TypeseUi ng: Angelika Lokotz
Keylining: Sieve Beck
Artist ic Coordinator: Peggy Cooper
Cover Art: Jeff Easley

Di.l ri but~ to lhebook tr.1k by Random H"",~, Inc.. a nd in C..",,<:b by Random H~ ltd. Distributed to 1M toy and hobby tratk
by .-.gio",,1 di~ ribul o" , Di5lribulfli in 1M Unlled KillSdom by TSR l td .

This work is prot«led "nd.. 1M copyrightlaW$ of 1M United Stat.,. of ArMrica . Any ~uction o r uniOuthori«d uw of the ma l~riaJ
or a""'orlt ~tf<i herein is prohibited witho ut the vo.pl'ftS wriUHI con~nt of TSR. Inc.

:, Inc. - TSR Ltd .
120 Church End. Cherry Hinto n
'756 TSR, Inc.
e Geneva . Cambridge CB I 3LB
53147 USA PRODUCTS Of' YOUII . ..,QINATtON ... United Kingdom

" 1989 TSR . Inc. AU Right s Re~rved . ['rlnted In U .S. A .
ADVANCED DUNGEONS.s.. DR AGONS, AD&.D. PRODUCTS Of YOUR IMAGINATION , and the TSR logo are trAdemarks owned by TSR . Inc.

ISBN 0 ·88038· 769·6

PREHISlORIC AND PLEISlOCENE ENCOUNTERS

P""historic Prl.'historic P rt' h i~ to rl( Prl.'h i~to(I.·
Plai n or Scru b
Fu rt' SI lI iI! or Ro ugh M.nh
2 Tyrannosauf\lS Rex
3 Tyrannosaurus Rex 2 Snake. giant con. 2 Tyrannosaurus Rex 2 Tanystropheu$
3 Snake, giant con. 3 Tyrannos;lul'\LS Rl'K 3 Tanystropht'u5
Oilophosauf\JS
Uzard, giant All osaurus Snake, giant. con.
•5 Ankylosaurus
•5 Brontosaurus •5 Gorgosaurus •5 Dimetrodon
, Gorgo~urus or deinochus , Compsognalhu5 , Euparkeria
, Meg<ll()s;lurus
,7 Struthiomimus 7 Dimetrodon 7 NOlhosaurus
7 Allosaurus
• $legos.auruS , Euparkl!ria , Crocodile. giant
Penta~ratops or tricerato ps , Ankiasaurus
10 Trachodon , Trachodon Ankiasaurus Tf3chodon or kmtrosaurus
II 19uanadon or lambeosaurus
12 Umal"3sauTus or 10 PI;ltwsaurus •10 Iguanadon •10 Iguanodon or lambeosauros
II Stegosaurus or dacentrurus
plateosaurus 12 Iguanodon or lambeos<'turus II Pentaceralops or II Camarasaurus or rniosaurus
13 PtenmodOI1 or pteroS<:lur 13 Eupark~ria U Brontosaurus or
14 Podokesaurus 14 Compsognathus styracosaurus
15 Styracosaurus 15 CeratCKaurus 12 Pt~radactyl brachiosaurus
16 Monoclonius 16 Paleocinthus 13 Pteral1odol1 or ptlll'OS<:Iur 13 Di plodocus o r
17 Omithole-ste-s 17 Teratosaurus 14 Triceratops
15 Stegosaurus mamenchisaurus
" Ceratosaurus " Massopondylus 16 liurd. minotaur 14 Pteradaclyl
17 AnkylOSillurus 15 Pteral1odon o r pleroS<:lur
19 OM Special 19 OM Special 16 Massopondy lus
20 OM Special 20 OM Special " Paleocinthus 17 lliard, giant

19 OM Special " Lizard, Minotaur
20 OM Special
19 OM Special
20 OM Special

Prehill uric PrehistOriC Preh ist oric Pleis toce ne
Fruh Wa t~r Dl.'1.'p Water o r Ocea n Sha ll o w or (OU la l W~ t en
M~n; h
2 Snake, giant con. 2 Archelon ischyras 2 Lamp~y, land
3 Snab. giant con. 3 Archelon ischyras 3 Strangleweed 2 Snake, giant con.
3 Snake. giant con.
Pleisiosaurus EeL mari ne Ela smosaurus
PhorothaC05
•5 Pleisiosaurus •5 Tennodontosaurus •5 umptl')'
, Shark, co mmon •5 Phororhac05
, EIasmosaurus , oinicthys
7 Archelon ischyras , Axebeak
7 Tan ystropheus 7 Elasmosaurus
, Pleisiosaurus 7 Axebeak
, Nothosaurus , Shark. common
• Crab, giant , Crocodile, giant
Piranha, giant • Pleisiosaurus
10 Fish. school • Crocodile, giant
•10 Fish. school 10 Pleisiosaurus II Fish. school
11 Fish. school 12 Fish. school 10 Animal. herd
11 Fish, school 12 Fish. school 13 Pteradactyl 11 Animal. herd
12 Fish. school 13 Whale, common 14 Pleranado l1 or pterosaur 12 Animal. herd
13 Pteradaclyl 14 Shark. common 15 Barracuda 13 Animal, herd
14 Ptllranodon or plerOSQur 15 Shark, giant 16 Snake, sea 14 Megatherium
15 C rocodile, giant 16 Whale, giant 17 Octopus 15 Mastodon
16 &l. w~ 17 Squid, giant 16 Mammal, small
17 Gar, giant " Ray, sting 17 Lizard, giant
" Ray, manta
" Crayfish, giant 19 OM Special " Cavemen
19 OM Special 20 OM Special
19 OM Special 20 OM Special 19 OM Special
20 OM Special 20 OM Special

Plei$ toce ne Pl eis t o c ene P leis t o c e ne Pkistocene
Pla in or Scrub Forest Ro ug h or Hill Moun tain

2 Horse. wild 2 Snake, giant can. 2 Tiger, S.T. 2 Ape, carnivorous
3 Horse. wi ld 3 Ape, carnivo ro us 3 Ape. carnivorous
•3 Snake, large can.
lion. spotted Wolf . di~ Ape, carnivorous Wolf, dire
5 Lion. spotted
•5 Weasel, giant 6 Weasel. giant •5 Wolf, di~ •5 Wolf. dire
7 Ape. carnivorous , lion, spotted
, Boar, giant , Wall. dire
, Tiger, S.T. 7 Uon, spoiled
7 Axebeak 7 Bear, cave
• Baboon , Bear. cave
, Hyenodon , Hyenodon
10 An imal. herd • Lion, spotted • Bear, cave
T iger. S.T. II An imal , h~rd
12 Animal. herd 10 Animal. herd 10 Animal. herd
•10 Animal. herd 13 Megatherium 11 Animal. herd 11 Animal. herd
14 Mammal. small 12 Animal. herd 12 Animal. herd
II Animal, herd 15 Mammoth or mastodon 13 Animal. herd 13 Animal. herd
12 An imal. herd 16 Boar, giant 14 Vulture. COmmOn 14 Vulture, common or giant
13 Mammo th or mastodon 17 Baluchitherium 15 Rhino, wooley 15 Caveman
14 Titanothere 18 Caveman 16 Mammal. small 16 Caveman
15 BaluchHherium 19 OM Special 17 Cavemen 17 Caveman
16 Rhino , wooley 20 OM Special 18 Cavemen
17 Camel 19 OM Special " Condor
20 OM Special
" Caveman 19 DM Special
20 OM Special
19 OM Special
20 OM Special

Notes: Wa lerb-ome Fish schools are hu~ schools of harmless fish . They are
preyed on by aquatic carnivoT('5. Some harmless schools of fish might
Monsters in italic type are typically airborne when encountered. be mistaken for piranha (or vice versa ).

Pleistocene Marsh: Herd animals are 80% likely to be giant flightless
birds of 1-3 Hit Dice. These are non-aggressiv~ unless provoked o r
startled.

Ascallion

Adult Female Young Adult Male

_ _ _ _~( M o th er) S(BiiltfeWr),'i,",,'- - - - - - - -"S(S.i.h'ii':;d,o"aw;el; r"'_______..

CUMATEITERRA1N: ' Salt ater

,fREQUENCY: Rafll~ Rar Ve are

O RGAN IZATION: Schoo School So litary

ACTIVITY CYCLE: Any Any Any
iOl£T: am V Oni!
~GENCE: amlVo ni! arnlVore
A vec. . 8-10
Aver 8-10 Average (8-.)0)

TREASURE: Nil Nil Nil

ALIGNMENT: Neutral Neutral Neutral

NO. APPEARING: 1 2-12 I

IAMROMVOERM£C-N~L~ASS~'_________i'~----------------~3~----------------~5r,,----------------~
IHrr Ole£: 66 1 55

THACO: 15 19 15

I

Sometimes known as scallions or 'scallions, ascallions art' fear- they cannot live in fresh water. the females have been known to
some predators that inhabit the world'soccans. Those coastal and venture up wide rivers in search of prey for brief periods of time .
aquatic communities that find themselves contending with ascal-
lions quic kly learn to respect their powerful bite and lightning Ascallions spawn only rarely. wi t h each mother giving birth to
speed. The most unusual featu re of ascallions is the manner in Zde young. These young are protected by the mothe r, living
which the female and her young hunt. safely inside her mouth and coming out only to hunt and feed, for
roughly three years. When the young reach maturity, they tu rn
Adult female ascallions are much large r than their male coun- on their mothe r and eat their way out of her body, killing her in
terparts, averaging 18 feet in length. The female ascallion is dark the process. Ma ture young are trea ted as adults of the species. but
grey along her dorsal surface and shades to light grey on her un- have half the hit points that they wilt acquire when they are full
derside. Like the males, they are similar in appearance to sha rks. grown.

Ascallion young are small and fairly harmless looking, averag- Once the young ascallio ns have slain their mother. they d is-
ing just over one foot in lengt h. As a rule, they are light grey in band and leave the company of the ir siblings forever. If the
color wi th occasional individ uals being a da rk grey or black. mother is slain before they reach ma turity, they will generally re-
They normally dwell inside the gaping maw o f their mother and main together unt il they are old enough to strike out on their
are seen only when she releases them to attack her p rey. own.

Comba t; Female ascallions usually attack their prey in conjunc- Because of the singular nature of their nervous system, ascal-
tion wit h their young. When a victim is spotted. the female re- lions are unable to hunt by sensing vibrations in the water as
mains a t a safe d istance and opens its jaws wide. Instantly. Zde many ocean predators do. Instead, they are forced to seek out
young dart forth from within the mouth and tear at the prey with their prey by sight and sml?lI alone.
their razor-sharp teeth. After they have eaten t heir fill, the
mother moves forward and consumes what remains. In the even t Ecolog y: The ascallion regards a li other forms of aquatic life as
that the young are unable to contend with the chosen victim. the potential prey. Even sharks, which often stay near other preda-
mother can rush fo rward and come to their aid. tors to share in their kills, do not remain in an area occupied by an
ascallion .
The female ascallion's powerful jaws have been known to splin-
ter the hulls of small boats and make short work of most oppo- AscaJlions are deadly enemies of octopi and attack them on
nents. When employed to attack a ship or similar construct, the sight. abandoning whatever else they may be dOing at the time.
jaws of the female ascallion deliver Zd4 points of hull damage.
ShJdow
All types of ascallio ns have an unusual nervous system that is
far less cent ralized than that of most other creat ures . T he result of Male ascallions. commonly called shadows, range in color
this unique physiology is that, while the creature has virtually no from black to charcoal grey. They greatly resemble sha rks and
sense of touch o r pain , it is utterly immune to all forms of mental average around eight feet in length at adulthood .
attack or paralysis (including both mental and chemical attacks. )
Adult male ascallions attack with their powerful jaws and
Hilbita t Sode ty: Ascallio ns are nomadic creatures that roam sharp teeth. Although thei r bite is not nearly as powerful as that
throughout the world's tempera te and tro pical seas. Although of female 3sca llio ns, the males can hold their o wn agains t crea-
tures as deadly as the giant shark.

Asperii

CLlMAIElfERRA IN; Mountain peaks

FREQ UENCY; Rare
_ _ _ _ _ _ _- ,_ _ _ORGA N I ZATuIO~N~'
rgH~',~d

CTIVJTY CYCLE: Day
DI ET: Omni vo re

",N" TI!'t.!I.1,,"IG"E"N"C"",' ,_ _ _ _Hj:!i!,gh 13-14 to

Exceptional (15-16)

TR EAS URE: Nil

ALIGN M EN T: Neutral good

NO. APPEARI NG: ,1-4
ARMOR CLASS:

M O VEMENT: •21, Fl42 C
HITOlCE:
lHACO: 17

ISQ, OE.AUM:~S';-_ _ _~~~~~----."
DAMAGE/ATTACK: 1-811-811-4

SPEClAl AITACKS: _'isN.;irl.,'lb:.,:lgow:l.._ _ _ _ _. . .,
SPECIAL _D EFE N S"E,~S ,~
~CIC RESISTANCE:
Nil
oSIZE: . lEli(t8e')(l:bU )'_ _ _ _ _....

XP VALUE: 420

Commonly known as wind steeds. the asperii is highly prized as a form of telepathy, which has a range of 60 yards. With this
mount and can be very loyal to its rider. power, they can also speak with other intelligent beings.

Asperii are white. grey, or dun in color and have small manes Asperii are the mortal enemies of hippogriffs and griffons,
that are usually silver, white, or light grey. tending to attack these creatures on sight. They have also been
known to do batt le with roes. althoug h they normally ignore
Comba t: Although asperli are gentle beings, they are also quite such creatures il possible. Pegasi and aspe rii get along quite well,
capable of defending themselves if fo rced into combat. Each and the two species are often found in each other's company.
round, asperii can kick with their front hooves and bite with Iheir
sharp teeth. As a rule, they direct their bites at the wings and faces If taken when young, an asperii can be trained to accept a single
of their opponents. master. If this is done. it becomes utterly loyal to this individual
and will not bear another upon its back unless so instructed by its
Asperii are utterly immune to damage from any form of cold- master. An aspe rii will refuse to accept a master who is not of neu-
based attack. Similarly, they are unharmed by winds of any type tral . lawful neutral, or neutral good alignment. Young aspe rii,
(including the whirlwind attacks of an air elemental or a diinni commonly known as "doffs." can be sold to those who wish to
and so forth). This ability also enables them to slip free of the train them for between 4,000 and 6.000 gold pieces.
grasp of an aerial servant with unusual ease (they have a 40%
chance to do so. ) The wingless asperii are capable of flight due to their natural
powers of lev it~lion . In addition, they are able to ride wi nds of ei-
Conversely, they are unusually vulnerable to flames (though ther magical or mundane nature. When they do so, they add 1 to
not to heat ) and suffer double the normal amount of damage from their movement rate lor each mile per hou r over 20 of wind. Aspe-
any attack that employs flames . rii also have an inhe rent ability to cast a featller fall spell up to four
times per day on themselves or on any being they are able to touc h.
Asperii have keen eyes that not only give them the power of
true sight but can also set: into both thc Ethereal and Astral Ecology: Although asperii are omnivorous and eat a great vari-
planes. This being the case, they are often able to warn their ety of plants and animals, they do have a few favorite foods. As-
riders of the approach of creatures that might otherwise be unde- peril prize mint leaves, mistletoe, fish. and hawk flesh. In fac t,
tected. The unusual nature of asperii makes them immune to all they so delight in eating fish that they have been known to raid
forms of gaze attacks, such as those of the basilisk or catoblepas. fishi ng boats and coastal villages in search of them . Perhaps be-
cause asperH can go for long periods of time without eating. they
When fly ing, the typical asperii is fai rly agile (having a maneu- seem to have unlimited appetites when given the chance 10 feed
verability class of C). They retain such quick response times until on their favorite foods.
they are burdened with more than 150 pounds. An asperii can
carry as much as 600 pounds but its ma neuverability class is re- No ble Asperii
duced by one for each 150 pounds carried.
The noble asperii are a very rare off-shoot of this species, Many
A loyal asperii (that is. one who has accepted an individual as it people describe the hide of a noble as looking like an iridescent,
master) flies so smoothly thai its rider may even cast spells from its polished abalone shell.
back. Obviously, any normal restrictions to the use of a particular
spell still apply. If an asperii elects to st rike with its hooves or bite in Their telepathy is more powerful than that of their more com-
combat this prevents the rider from engaging in spellcasting. mon counterparts, having a 9O-fool range and being forceful
enough to permit the noble to implant a suggestion on creatures
Ha bitat Society: Asperii sometimes live in herds of as many as of 3 or fewer Hit Dice .
20 animals but a re most often encountered in groups of two or
three. As a rule. they live in the uppermost regions of virtually in- Nobles have 6 Hit Dice (THACO 15 ) and are often found al l he
accessible mountain peaks. head of large herds of asperii.

Asperii communicate with each other by means of a limited

Beholder-kin

rare

DIET: O mnivore i
Carnivore
.I.N.:.T:.:E:;"::"::I::G::.E~N.::C~E='_ _Very to highly
r (11-14) Exceptional
(15·16
Set- ~Iow Any

w ,. • <Y'

NO. APPEA RING: 1-2 1
ARMO R CLASS: Body 4, eyt'S 7
MOVEMENT: FllO B 0 1217
4+4 Fi9 B
DICE: hit points 6 + 6 to
9 +9
c 15
+6
NO. O F A'ITACKS: 1
11 (9 + 9 HD)
DAMAGE/ArrACK: 2-5
I
PEOAL ATTACKS: See below 3-12

PECIAL DEfENSES: See below See below
See below
GIC RESISTANCE: 5% Nil

SIZE: 5 (4' diameter) l (4'--6' diameter)

M O R A LE: Elile (14 ) Champion 05-16)
to Fanatic (17-18)
XP VALUE: 4,000 6,OOO {6+6HD) The spellcaster is allo wed a normal saving throw vs. his re-
flected spell and only he risks any damage . Thus. in the earlier ex-
9,000 (9+9 HO) ample, if the lightning bolt were reflected. only the mage could be
hit by it. If the mage's saving throw is successful. he receives no
S p e ct a t o r damage (though a failed saving throw means he suffers the full
damage rolled ).
Another relative of the beholder, the spectator is a guardian of
places and treasures. Once it is given a task. it guards for up to The spectator has an initiative modifier of +1. All three "at-
101 years and lets no o ne use, horrow, or exam ine an item or trea- tack eyesN can be brought to bear on the same tar get. The s mall
sure . eyes have the following powers:

The spectator has a large central eye and fou r smaller eye stalks 11 : Create food arId water. Creating up to the amount of food
protruding from the top of its hovering, spherical body. and water for a large meal (up to six people) takes one full round.

Co mba t: The spectator is difficult to surp rise, as it has a sur· 12 : Cause serious wounds . Inflicts 2d8 + 3 point s of damage to
prise modifier of + 2. Since the spectator is basically a passive a single being at a range of 60 yards. A saving throw vs. spell is al-
creature, it attempts to communicate and implant its suggestion lowed for ha lf damage . This attack has a casting time of 1-
as its first act , unless it is immediately attacked. In dose combat.
the spectator can bite for 1d4 + 1 points of damage. 13: Paralyz.ation ray. Range of 90 feet , one target only. dura-
tion Sd4 rounds. This attack has a casting time of 1. The spectator
The creature's body is covered in tough hide and thus is AC 4. never attacks a paralyz.ed character: the character may even be
Any blow is 70 % likely to hit the body. which contains .111 of the allowed to go his own way if he leaves in peace.
beast's hit points.
14: Telepathy . Range 120 feet , only one target. Communica-
Hits on the eye stalks (AC 7) occur 20 % of the time while hits tion is possible in this way. The beast can also plant a suggestion if
o n the central eye (also AC 7) happen only 10% of th: time. Any the target fails a saving throw vs. spell. The suggestion is always
hit on an eye or eye stalk destroys it ; a spectato r blinded in every to leave in peace, and it has a casting time of 1. Communication
eye cannot defend its treasure and teleports to the outer plane of takes twice as long .
Nirvana. This is the only condition under whic h it leaves its post.
Its eyes regenerate in one day and then it returns. If the treasu re is Habitat /Sodety: If properly met. the spectator ca n be quite
gone, the creature again leaves for Nirvana. never to return. friendly. It will te ll a party exactly what it is guarding early in any
conversation so that there is no argument. If its charge is not
The spectator has a general magic resistance of 5 % . But when threatened, it can be very amiable and talkative via its telepathy.
the central eye is undamaged , it can reflect one spell cast at it per
round back against the caster. This does not apply to touch spells. Spectators move by a very rapid levitation in any direction.
The reflection occurs only if the spectator rolls a successful saving They will d rift aimlessly when asleep (20 % likely when encoun-
throw vs. spell. tered ), never touching the ground .

Reflec tion is possible only if the caster is standing within a 600 Under rare circumstances, a po werful mage might have sum-
arc of t he front of the central eye . moned two spectators to guard a particularly valuable treasure.
In this case, there is no chance of surprising the creatures, as they
For example, if a mage casts a lightning bolt spell at a spectator. s leep in shifts.
the OM rolls the spectato r's saving throw to set! if the spell is reo
flected. If the roll fails, then the spectator's magic resistance is On the plane of Nirvana , spectators live in large groups of up
to 1,000 individuals, using their eyes to create vast feasts. Outsid-
rolled. Only if this roll fails as well does the lightning bolt cause ers are usually not welcome at these spectator feast s, but at times
any damage (and even then the spectator gets a saving throw fo r spectators are known to share their company with guests.

half damage).

Beholder-kin

Ecology: The treasure being guarded is 90% likely to be a magi- COile of cold: This terrible power is similar to the 5th·level
cal item with a value of at least 15,000 gpo If the spectat or gains wizard's spell. It causes Jd4 points of damage and has an a rea of
incidental treasure while performing its duty, this is not part of its effect five feet wide at the base, 50 feet long, and 20 feet wide at
charge a.nd it freely allows this to be taken. Incidental treasure the mouth , [t can be used only three times per day.
can be generated as follows: 40% for 3-300 coins of mixed types,
30 % for Id6 gems of S()..gp base value, 20 % for Id4 potions. 15 % Ugh/fling bolt: This eye can unleash a straight bolt of light-
fora + 1 piece of armor, 15% for a +1 weapon , and 5% for a mis- ning from the eye outward to an 8O-fool range. It inflicts 4d4
cellaneous magical item valued at 1.000 XP or less. points of damage, although a successful saving throw vs. spell
cuts that in half. This power can be used up to four times per day
Spectators are summoned from Nirvana by casting mon5ter and is otherwise similar to the 3rd-level wizard's spell.
summoning V with the material component of three o r more
small eyes from a beholder. (The chance of success is 10% per Paralyzation: This eye can affect a single target up to 40 feet
eye.) The spectator Cil" be commanded only to guard some trea- away from the gauth. If the target fails its saving throw vs. paral-
sure. It performs no other duty. and if commanded to undertake ysis, then it is unable to move, Only a dispel magic spell can free
some other task, it returns to Nirvana immediately. If its guarded the victim from the effects of this eye,
treasure is ever destroyed or stolen. the spectator is released from
service and returns 10 Nirvana. The summoner may take the item Dweomer drain : Perhaps the most feared of the gauth's
with no interference from the spectator, but this releases the crea- powers, this ability permits the gau th to drain charges from magi-
ture to go back to Nirvana. cal items. It has a 40-foot range and can be targeted on one indi-
vidua l per round. In addition to preventing an obiect from
Gauth functioning fo r the duration of that round, this power drains one
charge from any charged object. Permanent objects, such as mag-
The gauth is believed to be a distant relative of the beholder. al- ical swords, a re rendered powerless for one round by this ability.
though this has never been proven. While it is quite si milar to that Artifacts are not affected by the dweomer drain.
creature, its ability to feed on the energy of magical objects makes
it even more dangerous in some ways, In addition, this eye has no effecl on spells that have been mem-
orized (but no t yet cast) and does not break the concentration of a
The spherical body of a gauth is normally five feet in diameter wizard engaged in invoking a spell. It does neutralize any spell
and generally brown in color, mottled with purple and grey. A cast by its target that round, however.
thick layer of hard flesh provides the creature's body with an AC
of 0. Located in the center of the gauth'sforward hemisphere is its A dispel magic spell cast on any of the ga uth's eye stalks pre·
large central eye, which is AC 7. vent its use for 1d4 rounds. The cent ral eye, any fully retracted
eye stalks, the body's ability to glow, and the gauth's nalurallevi·
The central eye is surrounded by a ring of smaller eyes that are tation are not subject to harm by such a spell.
protected by ridges of tough flesh (giving them the same Armor
Class as the body). These eyes provide the creature with normal If a gauth is slain, its magical energy is dissipated . Usually, this
vision in lighted areas and infravision out to 90 feet in darkened is a harmless event , but there is a 2% chance that it is cata-
pla ces. strophic, inflicting 4<14 points of damage to all creatures within
ten feet. No saving throw is possible against this damage.
On the underside is the beast's fea rsome mouth with its accom-
panying cluster of four feeding tendrils, while the top is i1dorned Gaulh are immune to their own powers and to those of olher
with a crown of six eye stalks, Both Ihe eye stalks and the feeding gauth.
tendrils are AC 2.
Society Habitat: Gauth prefer 10 dwell in dark caves and ca·
Combat: When a gaulh moves into combat, it begins to glow, verns, coming out only to feed on livestock, They are cunning
much as if it we re the targe t of a faerie f ire spell, to attract the at- enough to avoid taking from the same he rd and try to avoid insti·
tention of ils foes, Any creature distracted by this runs the risk of gating any organized attempts to kill them.
being caught in the beam of the gauth's central eye. A creature
that meets the gaze of this great eye must roll a successful saving Although gauth are not known to figh t over territories or prey,
throw vs. spell, with a - 2 penalty, or be affected as if the victim they do go 10 great lengths to avoid each other. Even when they
of a feeblemind spell. encounter another of their kind in the wilderness, they often ig-
nore them utterly.
If a gauth chooses to bile with its great maw, its sharp fangs in·
flict 3<14 points of damage. The four tendrils around the mouth Ecology: A gaulh can survive by eating livestock and such, but
can grab and hold victims as if they had a Strength of 18, but they it greatly prefers to devour magical objects. In some unknown
can inflict no damage themselves. manner, the creature is able 10 absorb magical energy and feed on
it. Each turn that an object spends in the gauth's stomach causes it
These creatures have an unusual physiology that enables them to lose one charge. A permanent object is rendered inoperative af·
to regenerate 1 hit point every two turns. ter one day (but artifacts are nol affecled). Magical objects thai
cannot be wholly digested by a gaulh are spat out after they have
A gauth in combat can also employ its six eye stal ks, Al though been drained of all their power.
these are fully retractable when not in use, they are usually all ex-
tended prior to the start of any conflict. Theses eyes have the fol- Gauth are thought to live a century or so and then die of some-
lowing powers: thing akin to old age. Within a week of their death, however, two
young gaulh emerge from the corpse after devouring much of it.
Cause serious wOImds: This power has a 3O-£00t range but is Although smaller than their parent (each has 2+2 or 3+3 HD
otherwise the same as the 4th-level priest's spell, inflicting 2d8 + 1 and a bite that causes only 2d4 points of da mage) they have all the
points of damage, powers of a full-grown adult.

Repulsion: This power has the same effects as the 6th-level Various portions of a gauth's body (the eyes, primarily) are
wizard's spell, with a 10-foot wide path and a 40-foot range . much sought after by mages who wish to understand the biology
of these mysterious creatures.

Belabra (Tangier)

ClIMATEITERRAIN: Tempera te forest s

FREQUENCY: Rare

ORGANIZATION: _ _ _-iSr;o"li;';a::r,y...._ _ _ _ _ _...
A01V1Ti'CYCU. •
y

Carnivore

Low

TREASURE: Nil

ALIGNMENT: Neut ral

NO. APPEARING: 1

ARMOR ClASS: -2 (head)

"liiOVEMiEN'L_ _ _ _ _ _~63i;,'(At enrt(acE"I';~::I,------_,

IJ

HITDlCL 4+4

NO. O F ATTACKS: 1 entangle

or 1 ram

DAMAG E!ATIACK.~, _ _ _-i2ji"ii;i,I:;;,mi,l only)
- OCS: ' Itt 6ii6ia fentac: es

DEFENSES: Blood spray

SIZE: M (5' long)
MORALE: Champion (15-16)
975
XP VALUE:

The belahra. also ca lled ~ tan&le r," is a most unusual creature, Injured tentacles release a sprax of the c reature's gray-white
highly sought after be(:ause it can sometimes be domest icated. blood, which causes all humans, elves, and halfHngs within ten
feel to roll saving throws vs. poison, with -3 penalties. Those
The typical belabra has a large, hemispherical shell that mea- who fail their rolls are partially blinded and overcome by sneez-
sures some two feet in diameter and is generally black or da rk ing fits. They also suffer a -4 penalty to their attack rolls and
grey in color. Extending from the underside of the shell are the their Armor Classes are worsened by 2 for 3d8 rounds.
creature's 12 rubbery tentacles, its deadly grey beak. and its pale
white belly. The monster's four eyes extend above its shell on Habitat Society: The belabra is a solitary creature that is found
short eye stalks. primarily in wooded regions throughout the wo rld's temperate
regions.
Comba t: When in close combat, a belabra bounds about so that
it can shield its soft underside with its hard shell. When given an When al rest or waiting for prey, the creature draws itself up in-
opening, the belabra attacks either by bounding at its targets and side its shell a nd remains perfectly s till . In this position, it is often
ramming them with its shell or by entangling them in its barbed mistaken for a large rock by the unwa ry. The belabra can sense its
tentacles and tearing at them with its beak. prey by both sight and scent.

When employing the former method, the belabra kicks with its Biologically, the belabra a re most unusual creatures. The y
tentacles to hurl itself into the air. When gliding in this manner, have only one sex, although they are not truly asexual as a lone
the creature can travel up to 60 yards. If leaping into a breeze or creature cannot reproduce. The offspring begin as buds on the in-
confronted by a strong crosswind, this distance is cut by ten ner wall of their parent's stomach. Here they gestate for six to ten
yards. In a strong headwind, the distance traveled is cut by 20 months before being ejected by the parent.
yards. The ramming innicts 2d4 points of damage to the target.
Ecology: If taken at a young age, a belabra can be trained to
At an y point dur ing its leap, the belab ra can whip its tentacles obey simple commands and act as a guard or hun ter. If so trained,
arou nd a target and attempt to entangle it. This requires the it identifies with its master and remains with him even in the heat
creature to roll a successful attack roll with a + 4 bonus. An en- of battle. Morale rolls are required o nly if the situation is unusu-
tangled foe loses all of its normal Dex te rity bonuses to Armor all y dangerous.
Class, and the belabra gains a +4 bonus to attack rolls made
with its beak. Once per turn a victim ma y try to escape from the Training a captured belabra takes 4d4 weeks and requires a
tentacles by roiling against his bend bars/ lift gates score. skilled instructor, a number of live animals (to serve as practice
Whether o r not the ro ll is successful, the victim suffers ld4 + 2
points of damage from the barhs tha i cover the te ntacles . The kills), and the frequent presence of the person who will be the
grip of the tentacles causes no damage unless the ensnared crea-
ture attempts to break free. creature's mas ter. Adverse conditions can greatly extend the
training period.
The belabra's hard shell gives its head an Armo r Class of -2.
As a rule, the rest of the creature (including ils tentacles) is drawn Once their training is completed , the belabra can be employed
up into the shell whe n not in use. Thus, the tentacles and under- in the same man ner as an attack dog. A young belabra that has
belly (which are Armor Class 6) can be attacked only when a vic- been raised for two years can be taught to capture and hold a vic-
tim has been ensnared. tim without trying to kill it.

A captured belabra you ng is worth some 1,500 gold pieces on
the open market.

Berbalang

C LiMATElT ERRAIN: Any land or the Astral plane

FREQU EN CY: Very ra re
ORG ANlZATlON: _ _ _ _Solitary

CTIVJTi' CYCu.; - Nlgfits onlle rulll~m;;;~n=--'

DIET: Special

WGEN y, l-U

TREASU RE: 0

ALI GNMENT: Chaotic evil

NO. APPEARING: 1

ARMO R CLASS: 6

MO VEMENT: 6 Fl 24 B

DICE: 4 +1

Co: 17

_ . Q~~"__~__.31~--~~__----~

D A M A G E/AITACK: 1-4 / 1-4 / 1-6

SPECIAL ATIACKS: Nil

SPECIAL DEfENSES; Nil

GIC RESISTANCE: it

M (4'-7' taU)

~~~----------~A~~"'~~l~O~------~

6S

The berbalang is a dark and ('vii creature thai spends most of its If the projection is hit or suffers any injury during its quest for
life in a comatose stale while its spirit wanders the Astral plane. food. it takes flight at onCE' and flees. As quickly as possible, the
When it does re turn 10 our world, it does so only to feed on the berbalangguides its projection back to its resting place. If the pro-
flesh of humans who dwell near its hiding place. jection is destroyed, there is a 75% chance that the shock to the
berbalang's system will prove to be fatal fo r it as well. If the pro-
A typical berbalang is a gaunt biped with black, leathery skin. jection is only in jured, but not slain, the berbalang cannot mani-
Its wide, glowing eyes, which provide the berbalang with infra- fest another for a number of days equal to the number of hit
vision out to 120 yards. are watery and white in color. Two points it lost.
broad, bat-like wings sprout from the creature's back and enable
it to fly with great speed and agility. When the projection returns to its master. it is dissipated. Ad-
venturers who have followed the projection to finish it off may
Combat: When a herbalang or its projection (see below) is en- well be shocked 10 find themselves confron ted by a healthy ber-
countered and forced into combat. it makes the most of its ability balang.
to fly. When it strikes, it rips at opponents with its keen c1awsand
attempts to bite them with its needle-like teeth. If the berbalang is not discovered and destroyed, it will eventu-
ally seek to avenge itself upon those who interfered with its feed-
If a berbalang's projection is hit, il immediately takes fligh t and ing. Although there may be a lull while the body of the berbalang
attempts 10 flee from the battle. The projection is immune to recovers from the shock of the attack on its projection and is able
charm, sleep , and hold spells. to send forth another, retribution is a certainty.

HabitatlSociety: The berbalang is a most unusual creature. The If the projection was forced back to the body or destroyed be-
vast majority of its life is spent in a death-like trance that permits fore it could find prey to feed upon, the berbalang will send forth
the monster's spirit to wander at will throughout the Astral plane. another, as soon as it is able, to satisfy its hunger (regardless of
Here the berbalang stalks those creatures that are weaker than it- the phase of the moon) before seeking its revenge.
self and engages in its complex courtship and mating ri tuals .
Ecology; When the prOjection kills a human, it piCks up the
If the body is discovered or disturbed in any way. the berbalang corpse and begins to retu rn with it to its lai r. As it does so, the ber-
is aware of this and returns to defend itself. Because of the great baJang itself awakens from its trance and the projection begins to
distance which the berbalang's spirit may have to cross to reach feed on the body. By the time the projection has reached the ber·
its material form, however. this can take quite a long time (ldl00 h.1\ang's hiding place, the body has been all but stripped of flesh
rounds). U the body is destroyed before the berbalang can defend and the berbalang's hunger has been satisfied.
itself, the astral spirit is also slain. For this reason, the berbalang
does its best to seclude and protect the resting place of its physical In order to avoid drawing attention to itself, the berbalang usu-
form. ally moves its lair every thfE'(! or fou r months. At this time, it
moves only during the night and avoids any confrontation if it
Once per month, on the th ree days of the full moo n, the berba- can. Thus actual contact with the berbalang itself, as opposed to
lang returns to the Prime Material plane to feed. At this time, the its projection, is minimal.
creature alters its trance slightly and manifests an exact duplicate
of itself, known as a projection . Once the projection is formed , it There is no record of anyone discovering how the berbalang is
is sent forth in search of the berbalang's only food - a freshly slain able to derive sustenance when only its projection feeds on the
human being. slain humans it hunts . likewise, the exact process by which the
berbalang is able to mate and reproduce when its only contact
The projection, whic h is controlled directly by the berbalang, with others of its species takes place in a spiritual form on the As-
can travel up to three miles from its body. If the proje<:tion must tral plane remains a mystery.
fight , it does so just as the berbalang itself would (see above).

Bhaergala

CLlMATElfERRAIN: Tempera te or tropical jungles

and forests

Rare

....- - -SOI;;i.:....;,,;-- - - - - . . . ,

D.y

·vo

INTELUGENCE: Avera ge

TREASURE: N il

AUGNMENT: Neu tral

NO. APPEARING: 1

ARMOR CLASS: 6

MOVEMENT: 1S

HIT DICE: 4+4

Co: 15

D.Q~~~~------~~c~~s ~dJ biL~------~
D A M A G E/ATTACK: 1-6/ 1-6/ 1-8

SPECIAL ATTACKS; Pounce

SPECIAL DEFENSES: Poison resistance. spell turning

MAGIC RESISTANt£: Nil

SIZE: L (9' long)

OML" !iii!< WO".ll.._ _ _ _....I

XP VALUE: 650

The bhaergala is a large predator that roams temperate and tropical van woodlands. It normally moves in on its prey from downwind
jungles or woodlands in search of prey. It is greatly feared by trav- so that its distinctive scent does not give it away before it can
elers because of its fond ness for huma n, elven, and satyr prey. strike.

A bhaergala looks something like a cross between a wolf and a When a bhaergala is encountered in the wilds, there is a chance
lion, alt ho ugh it is clearly not rela ted to either creature. that it will not a ttac k. The bhaergala are known fo r their great
love of song and music and can often be lulled to sleep by a tal-
T he fur of a bhaergala gives off a faint but unmistaka ble odor, ented singer or musician. The chance that a bhaergala can be se-
which has been described as smelling like fresh bread o r biscuits. dated in this manner depends upon its own belief that it is safe
and free from any threat of attack. The base chance to sing a
The bhaergala can mimic the speech and songs of men and bhaergala to sleep is 25%. This is increased by 5% if the singer is
elves with great skill. When hunting, it often uses this power to alone, by 5% per point of the singer's Charisma over 16, and by
lure them into an ambush. Most bhaergalas can speak the com- 15 % if the singer is a professional or talented performer. If t he
mon tongue of men. bhaergala feels threatened, has been recently injured, attacked,
o r is hungry and on the hunt, t hen any attempt at calming it is
Combat: A bhaergala usually attacks unsuspecting victims by doomed to fail.
pouncing o n them from a great heigh t. The superior agility of the
bhaergala enables it to drop from as high as 60 feet wi thout sus- If lulled to sleep, the bhaergala naps for o nly IdlO rounds, as
taining damage. Afte r that, it suffers Id6 points of damage (up to they neve r sleep for longer periods of time. W hen it awakes, it
a maxi mum of 2Od6) fo r every ten fee t it falls. will likely give chase to the singer if it finds that he has gone.

W hen it pounces on a victim , the bhaergala can strike only Ecology: Bhaergala seek oul others of their kind only to mate.
wi th its cla ws duri ng t he first round. If these hit, however, they When they do find a partner, they mate only in sandy areas (river
inflict their maximum damage. banks, sandbars, and so forth). Six months later, the female
bhaergala gives birth to a litter of 2d4 cubs.
In no rmal combat, t he creature lashes out with its two front
claws a nd tears at its foes with its powerful jaws. The bhaergala is The parents remain together fo r just over a yea r to raise thei r
fearsome in combat a nd often rips grea t pieces of flesh from an progeny. As soon as the cubs ma ke their first kill, they are turned
enemy, which are then d ropped for later consumption. The out from their parent's den a nd must go thei r own way. At this
bhaergala has been known to keep ri pping apart a body that has point, they have all the powers and abilities of adult bhaerga las,
long since ceased figh ting back. but have only 2 +2 Hit Dice. Further, their attacks cause only half
the usual damage. When t he last of the: cubs is gone, the parents
The great constitution of a bhaergala enables it to regenerate 2 also part company, never to meet again.
points of damage per day a nd gives it a + 3 bonus to all saving
th rows vs. poison. Furt her, the creature has a 99% chance to sur- An adult bhaergala usually sleeps in the boughs of talltrei'S, re-
vive a severe system shock. tuming to ils lair only rarely. This well-hidden den is often in a
caves, ruin , or similar place of desolation and serves as a storage
The bhaergala has a limited ability to protect itself from magi- area for whatever items the bhaergala has collected over the
cal at tacks as well. Up to four times per day, the creature can tum
a spell that has been directed against it . In these instances, the years. A5 a ru le, there is litt le if any true treasure in the lair of a
power acts jusl as would a ring of spell iuming. It is important to
noll', however, that this is not an inna te ability; it requires the bhaergala. It often collects musical inst ruments and noise-
bhaergala to focus its attention a nd prevents it from ta king any makers, which are usually broken , from the bodies of its victims.
other action that round. From time to time, an unusual or even magical instrument has
tumed up in the lair of a bhaergala.
HabitallSociety: The bhaergala is a solitary creature that stalks
its prey from the dense underbrush common to jungles and syl-

Bichir (Lungfish, Giant)

C LIMATE/TERRAIN: Any swamp

FREQUENCY: Rare

ORGANIZATION:_ _ _-iSCiih~O;O::I-------~
ACi'iVlf'fCYCU;- y

DIET: Carnivore

INTEllIGENCE:. Animal 1
TREASURE:
J, K, l , M, N, Q , S, and X

(up 10 J types per individual)

ALIGNMENT: Nil

NO. APPEARING: 1-4

ARMOR CLASS; 6

MOVEM~EN~T~, _ _ _ _~.~. ~S~w~1~5 --------~
FUfl5fCL 5107

THACo: 15 (if s..(, HD)
3.

NO. OF ATTACKS: 1

DAMAC f.i AITACK: 3-12

SPECIAL ATTACKS: . .- -f~iitf.a:n:g;le; : ; , ; . . - - - - - . ,

l'EdAltrEtENSESo.

MAGIC RESISTANCE: 30%
SIZE: L (9:' to U '

MORALE: Average (8-10)

XP VALUE: 1,400 (5 HD)
3,000 (7 HD)

The biehir is a giant relative of the more COmmon lungfish that is bodies behind them. ) When on land, they must keep their skins
found throughout t he temperate and tropical swamps of the moist and so never stray far from water.
wo rld. Although often mistaken fo r a lizard, the biehir is actually
related to sharks and similar fishes. Bichir live in small schools, although o nly those on a hunt are
normall y encountered. When hunting underwater, the bichir uses
Bichirs have long, thick bodies thai are a tan, brown, and its keen eyesight to track its prey. T he favorite food of a bichir is
cream color to provide them with camouflage in their native envi- the flesh of lizard men, which they fi nd to be a great delicacy.
ronment. They have strong jaws set with sharp white teeth and Bichir also enjoy a wide variety of frogs , fish. and insects. They
black, pu pil-less eyts. Their heads are broad and flat. Although ha ve been known to hunt large animals as well and can devour
covered with small scales, the hide of bichirs feels smooth to the creatures as large as a nine-foot-tall humanoid.
touch. A ridge of fins runs down their backs to end in a broad,
fa n-shaped lail. Because of the unusual structure of their eyes, they can see
clearly as far as 80 yards when submerged . Of course, unusually
ConIbat: When hunting on land, a biehir moves forward murky or muddy water can greatly reduce the effective range of
slowly, much asa snake does, until it reaches a point where it can their sight. O n land, their eyes a re far less effective, seeing for
strike at its prey. As it moves, it pauses frequently to sniff around onl y 20 yards.
before continuing onward.
Conversel y, their sense of smell is more acute on land than in
When it st rikes, the biehir lunges forward to snap with its pow- the water. When hunting out of the: water. the biehif can smell
erful jaws and sharp teeth. Despite the size of its maw, the bichir prey as fa r as90yards away. In the wate r. however, t.hey can only
neve r swallows its prey whole. smell creatures wit hi n 20 yards.

If confronted by a creature that it can not overcome o r if it is When in the water, a bichircan also sense even the most minute
having difficulty slaying its victim, the biehir can cast an entangle of vibrations. In fact , bichir have been known to move toward a
spell. This spell can be used as many as six limes per day and has a faint vibration whose source was as far as half a mile awa y.
range of 60 yards; it is othe rwise identieal to the priesl's spell of
the same name. The biehir can make use of the entemg/e spell to (cology: The bichlr breeds whenever its swamps are flooded
flee from danger or to a id it in defeating a creature more powerful (by spring run-off, for example). Males and females have been
Ihan itself. kn own to cross great distances to find each otner for mating.

Although the bichir has a natural resistance to magieal spells T he young, from 1 to 3 in number. are born three to six months
and their effects, it greatly fears such attacks. When confronted after the mating. These newt-like creatures typicall y have an Ar-
by creatures t hat clea rl y ha ve magical abilities, the biehir will ei- mor Class of 8, a movement rate of 3 on land (or 12 in the water),
ther flee or, if that is impossible, attempt to ambush them. and 2 o r 3 Hit Dice. Asa rule. their bite inflicts only Id4 + 1 points
of damage. They can employ their ability to entangle only three
Ha bita t,Sudety: Bichir are able tu dwell wit h equal ease in wa- times per da y. but they have their parents' full magic resista nce.
ter ur on la nd. They have lungs for breathing and swim bladders
Although the bichlr cannot talk and have no language of their
much like those of fish . When they move about in the water, they own, they have been known to emit an open-mout hed pant.ing
swim with broad strokes of t.hei r wide tail fins. On land, they use noise that is quite un usual and can be heard for great distances. It
their front fins to move about much as seals do (d ragging their is believed that they use this sound to signal each other or attract
mates.

Bunyip Temperate fresh water

CUMATEfTERRAIN:
FREQUENCY:

ALIGNMENT: i
Neut ral

NO. APPEARING: 1

ARMOR CLASS: 5

MiOtVDEIMCE'r;,N-T: - - - -rj,Sfw""1-2 - - - - - -

CO: 15

O. OF ATTACKS,

DAMAGE/ATTACK: 1-6

SPECIAL ATTACKS: Roar, sever limb

SPECIAL DEFENSES: Nil

CIC RESISTANCE: Nil

SIZE: M (6' long)
MORAL£:, _ _ _ _ _ _- (Averil e (8-10)

XP VALUE! 175

The bunyip isa large aquatic animal that has the physical cnarae- (50 % chance) enter a feed ing frenzy and begin attacking anything
lerist icsof both seals and sharks. Unlike Ihe former, however, the it comes across. In such cases, the bunyip receives a bonus of +2
bunyip is utterly unable to venture onto land. Like a shark, the to its attack rolls. However, because the bunyip is unable to prop-
bunyip breathes by mea ns of gills. The bunyip's body is covered erly defend itself while in a feeding frenzy, its enemies also receive
with shaggy black hair and a long mane, which is almost always a a bonus of + 2 on their attack rolls.
dark grey or blaCK in color.
Habit at Socie ty: The bunyip is a solitary creature that spends
Although it is not an inherentl y evil creature, the bunyip is much of its time swimming about and harassing other creatures.
very mischievous. Because of its great bulk and powerful jaws, a Bunyips prefer to dwell in open water, such as lakes or rivers, but
playing bunyip is quite likely to inflict serious injury on swim- can sometimes be found in swamps and marshes.
mers and can overturn small boats.
The diet of a bunyip is made up primarily of fish and other
Combat: The bunyip is able to sense the approach of human be- aquatic creatures. From time to time. they have been known to
ings or similar creatures through a latent sense of telepathy. When lunge at creatures on the edge of the water or at low-flying birds
the bunyip notes the presence of such creatures. it may (50% and such, but this is done only when the local food supply is low.
chance) decide to confront them . To do 50, it lifts its head from
the water an unleashes a mighty roar which forces all characters Eeulogy; Once per year, a bunyip seeks out a mate and the two
who are below 4th level to roll successful saving throws vs. rods, travel to the sea. Once they reach salt wate r, the female under-
staves, or wands with a - 2 penalty or be forced to flee from the goes slight physiological changes and the actual mating occurs.
bunyip in panic for 2d4 rounds. Three months later, she gives birth to a single pup that remains
with her for the first two yea rs of its life. Shortly after the pup is
When the bunyip elects to engage in combat, it does so by bit- born, the fathe r leaves, returni ng to his former home to await the
ing wi th its powerful jaws. In combat. the teeth of a bunyip inflict next mating season.
ld6 points of damage.
When the pup is old enough. the mother turns it out and, like
If a bunyip comes upon a sma ll creature (a dwarf, gnome, or the father, ret urns to her fonne r home. At this point. the pup has
halfling, for example) that is swimming or struggling in the water only 3 Hit Dice and its bite causes only ld4 points of damage. In
there is an 80 % chance that it attacks the creature. Such an attack all other ways, however, it is s imilar to its parents.
takes the form of a bite that may sever a limb from the victim. If
the bunyip's attack roll is a natural 20. then a limb has been re- For the next three y~ars. the pup will be too young to mate.
moved and swallowed by the bunyip. The OM should determine With the coming of its sixth yea r, however. it will join the bunyip
which limb is lost in accordance with the exact situation or in a mating rituals.
random manner.
Although bunyip meat is safe for human consumption, it is un-
Al though the bunyip does not nor mall y attack creatures larger usually oily and rather strong tasting. Thus they are not hunted
than a dwarf or halfling, there are exceptions. If the bunyip were by most cult ures.
attacked. for example, it would certainly defend itself if unable to
flee. no matter how large the attacker. The hide of a bunyip can be made into a rugged leather, but it
has no special qualities to set it above other, easier to hunt. ani-
Like a shark, a bunyip is excited by the smell and taste of mals. This being the case, the bunyip is also free from molestation
blood. When a bunyip detects traces of blood in the water it may by trappers.

Burbur

CLiMATElTERRAIN: Any land
Rm
FREQU ENCY: Solitary
Any
ORGA N IZATIO N :
See below
~cnVI1Y CYCLE:
DIn rnmal (U

IlfiU.I.K;.uiCl' Nil
Neutral
TREASU RE:
1-4
ALIG NMENT:
,91.2,
NO. APPEARI NG:
ARMOR CLASS: 20
MOVEMENT:
1 bite affects slimes rna""
HIT DICE:
mAC", and molds only)
2·8
!O~OUUAC."S, Nil
I m m u n i t ies
D A M A GE/ ATTAC K : Nil
S~EClAl ATTACKS:
SPECIAL DEfENSES: 6- to l' 10
Irregular (5-7)
MAGIC RESISTANCE:
3S
MORALE:
XP VALUE:

Burburs are small creatures that look much like worms. HabliallSociety: Burburs wander constantl y in sea rch of food.
They have large, glistening black eyes and a sucking tube for a Although they are normally found alone, they have been known
to gather in groups of as many as four individuals to feed on a sin-
mouth, much like that of a mosquito. Just behind the creature's gle slime, mold, or moss.
head are a pair of tiny forelegs of considerable dexterity. With its
forelegs, a burbur can climb, grip, and manipulate objects, A bur- Once every year, usually in the spring, a burbur will begin to
bur that has just fed will be very bloated and somewhat sluggish. swell in size. At this point it develops a bulge at the end of its taiL
which for ms into a second head. As the second head forms, a pair
Burburs are ivory or yellow in color and have soft, moist skin. of forelegs begins to grow out from the body. Shortly thereafter.
They have a somewhat spicy body odor that has been described the burbur splits in half to form two separate creatures.
as smelling like cinnamon.
Ecology: The burbur is much sought after by adventurers who
Burburs are highly prized creatures that consume many vari- find the creatures a useful ally when they do battle against slimes
eties of slimes, m05se5, and molds that might otherwise cause and similar horrors. As a rule, burburs are extremely docile and
considerable harm to other creatures. do no t attack their keepers or stray unless they are underfed. In
o rde r to keep a burbur content so that it does not seek to escape
Combat: Burburs are very gentle and harmless creatures as far its owner, it must be allowed to feed at least once per day.
as the humanoid races are concerned. They feed only on slimes,
molds, or mosses and are wholly un",ble to inflict damage on any In the marketplace, a captive burbur can be sold for as much as
other living thing. 1.000 gold pieces.

When it decides to feed, a burbur simply crawls out onto the Although a small and defenseless creature like the burbur
bod y of the creature it intends to consume, extends its feeding might normally be eXpe<:ted to rail vic tim to a wide variety of
tube and begins to siphon up its meal. Each round that it feeds, other predators, this is not the case. Most animals have long ago
the burbur inflicts 2d4 points of damage to the slime, mold. or learned that eating a burburcan be a painful and, often, falal mis-
moss it is consuming. Once the burbur has scored a hit against the take. If the burbur has recentl y fed, most creatures that consume
creature it is attempting to ingest. it need not roll again unless it it are affected as if they had come into contact with the creature
takes a break in its feeding. A burbur ceases feeding after it has the burbur recentl y fed upon . Thus those animals foolish o r hun-
d rained its victim of hit points equal to thrice its own initial value. gry enough to devour a burbur have been weeded out by natural
For example, a burbur with 4 hit points will be sated after it has selection a long time a go .
inflicted 12 po ints of damage to its victim.
Butburs often build small lairs that they visit from time to time
A burbur is utterly immune to the attacks of such creatures as to res t and recover from injuries. As a rule, these are located in
olive or green slime, obliviax moss, and brown, yellow, or russet out-of-the-way ptacesand , as often as not , are protected by some
molds. In addition. it finds these creatures to be delicacies beyond creature the burbur is immune to. For example, it is not uncom-
compa re. mon for a burbur to seek refuge in the midst of a yellow musk
creeper's coils.
The burbur is also unaffected by yellow musk creepers. zy-
goms, and violet fungi , although it finds these creatures utterly
inedible. A burbur is affected normally by oozes, jellies, poison-
ous vapors, and other creatures, as well as by spell attacks.

Claw, Crawling

CLiMATElTERRAIN: Any
Rm
FREQUENCY: Swarm
ORGAN IZATION:
Any
cnVITY cye!'£' Special

l ET: o•0
EN Any

TREASURE: Neutral

ALIGNMENT:

NO. APPEARING: 1-20

ARMOR CLASS: 7

MOVEMENT: 9
DICE; 2-4 hit points

C<> 20

_ _---'O, j}F ,jITACKs:,_ _ _..,l.-.'~-,..,.....,..

DAMAG E/ATTACK: ]·4 (armored foes )

]-6 (u narmored foes)

below

XPVALUE: 35

The much feared crawling claw is frequently employed as a This takes the form of a basic telepathic link between all the claws
guardian by those mages and priests who have learned the secret of a single "batch." Whenever one claw finds a victim, all of the
of its creation. others in the a rea who were made at the same time move in to
help it.
No single description of a crawling claw is possible as they are
not uniform in appearance. Since claws are the anima ted remains In addition, claws that have been instructed to do so can act in
of hands o r paws of living creatu~, they are apt to be found in a concert with each other to move large objects. The OM should
wide variety of shapes and sizes. use five pounds per claw as a reasonable limit to the weight that
can be moved.
Comba t: When a claw detects a potential victim, it leaps to the
attack. Although it may not appear to be capable of such a feat, Ecolog y: Crawling claws can be created by any mage o r priest
its great strength enables it to do so. The maximum distance a who has knowledge of the techniques required to do so. To begin
claw can leap is 15 feet. with, the creator must assemble the severed limbs that are to ani-
mated. The maximum number of claws that can be created at any
Once a claw lands on its victim, it attacks in one of two ways. If o ne time is equal to the level of the person enchanting them. The
the victim is wearing metal armor, the claw delivers a powerful hands (or paws) can be either fresh , skeletal. or al any stage of de-
blow that inflicts Id4 points of damage. Against those who are composition in between ,
not armored (or only wearing leather) the claw can employ its
great strength in a c rushing grip. This manner of attack causes Claws can be controlled in one of two ways: directly or via pro-
Id6 points of damage. gramming. The manner of a claw's control must be specified
when it is crea ted and cannot be changed thereafter. A1i of the
In some cases, a claw may be instructed to attempt to strangle claws in a particular batch must be controlled in the same
o r gouge out theeyesof a victim . In any such case. the OM should manner.
consider all aspects of the situat ion and determine how much, if
any, damage is done. Programmed claws are given a single, brief ins truction that
they attempt to carry out to the best of their ability. The maxi-
Claws are immune to any form of death magic or raise dead mum length of the programming. in words, is 15 plus the level of
spells, although a resurrection spell renders them immobile for a the creator. This programming sets the conditions under which
number of turns equal to the level of the caster. Claws have the the claw attack. A sample command might be: Kill anyone except
same resistance to charm , sleep, and hold spells that undead do, me who opens this chest.
but claws are not subject to turning. cOMtrol uMdead spe1is, or
damage by holy water. Cold-based spells make claws brittle so Directly controlled claws are manipulated by the thoughts of
that all rolls to damage them are increased by 1 point per die. their creator. The menial effort of controlling claws is quite tiring
and cannot be maintained for more than three consecutive rounds
Edged weapons inflict only half damage on a claw; all magical without a one-round rest. Further, the range of such control is
limited to ten feet plus five feet per level of the creator. A person
weapons cause damage as if they we re not enchanted in any way controlling claws cannot undertake spellcasting or any other ac-
tivity, Injury to a controller does not break his control unless un-
<although to hit bonuses still apply). consciousness results. If direct control is broken for some reason,
the claws continue to follow the last orders they we re given.
Society/Habitat: Crawling claws are nothing more than the ani-
mated hands and paws of once-living creatures. As such, they
have no culture o r society to speak of. Despite this, crawling
claws do have a limited ability to communicate with each other.

C10aker
jC~L~I~MA~T~EIf~EIRRA~;I~N' ___lAn>' subterranean

ALIGNMENT: Chaotic neutral

NO. APPEARING: 1-4
ARMOR CLASS:
MOVEMENT: 3(1)

MAGIC RESISTANCE: 1, FilS (D)
SIZE: 6
M ORALE:
XP VALUE: 2 +spec:ial
1-6/1-6/ + Ipecial

Nil

L (8' long)
Elite (13-14)
1,400

Cloakers are fiendish horrors that dwell in dark places far be- of this moan is to cause a -2 penalty to the victims' attack and
neath the surface of the earth. They genera lly seek to kill those damage rolls against the clO<Iker. Further, any creature that is
who enler their lairs. unless they can think up some other, more forced to listen to the moan fo r six consecutive rounds is tempo-
amusing way to punish interlopers. rarily forced into a trance that fenders it unable to attack or de-
fend itself as long as the moaning continues.
When a doaker is first seen, it is almost im possible to distin-
guish this monster from a common black cloak. The monster's The second intensity of moaning acts as a fellr spell. All crea-
back has two rows of black eye spots running down it that took tures within 30 feet of the cloaker must roll a successful saving
much like buttons. and the two ivory.-colored claws on its upper throw vs. spell or flee in terror for two rounds.
edge can easily be mistaken for bone clasps.
The third intensity of moaning causes nausea and weakness
When it unfurls itself and moves to attack, however, its true and affects all those in a cone 30 feel long and 20 feet wide at its
nalure becomes 0111100 obvious. At this point, its white underside open end . Anyone caught in this area must Toll a successful sav-
is clear and the monster's face is fully visible. This face, with the ing throw vs. poison or be overcome by nausea and weakness for
glow of its two piercing, red eyes and the n~le-like fangs that Id4 + 1 rounds. During this time, those who fail their saving
line its mouth, is a truly horrible sight. At this point , the monster throws are unable to act in any ma nner.
also uncurls the whip-like tail at its trailing edge and begins to
swish it back and forth in anticipation. The fourth and final intensity of mO<lning acts as a hold per50n
spell. This power can be used on only one person at a time, has a
Comba t: When a clO<lker strikes at its victim, it moves with range of 30 feet, and lasts for five rounds.
blinding speed. Without warning, the cloaker flies at its target
and, if the attack roll is successful, engulfs its prey within its Each of the various effe<:ts of the cloaker's moan can be de-
folds. Any creature that falls victim to this attack is all but help- feated by the use of a neutralize poison spell on a victim.
less and can be bitten easily (no roll required) for Id4 points of
damage plus the victim's unadjusted Armor Class. Thus, an ad- Cloakers also have the power to manipulate shadows. Known
venturer in chain mail (AC 5) suffers Id4 + 5 points of damage as shadow shifting, this power can be used in a number of ways,
each round. Shields offer no prote<:tion from such attacks. but in only one particular manner at any given time. The cloaker
can employ its shadow shifting ability to obscure its opponents'
While it is devouring its chosen victim, the cloaker uses its vision, thus bettering its Armor Class to 1. Or the creature can
whip-like tail to inflict Id6 points of damage on those who move produce precise images from the shadows that can be used to trick
in to help rescue the captive. The tail is AC 1 and can be wt off if a its adversaries. One common means of employing these images is
total of 16 points of damage are inflicted upon it . to create a du plicate of the cloaker to draw away enemy attacks.
If this method of shadow shifting isemp[oyed, it can be treated as
Any attacks made on the c10aker inflict half their damage to the a mirror image spell that creates Id4 + 2 images.
cloaker and the other half to the trapped victim. Area effe<:t
spells, such as fireball, cause full damage to both the monster and A light spell cast directly at a specific clO<Iker blinds it and pre-
its victim. vents it from using its shadow shifting powers.

The cloaker can also emit a special subsonic moan of increasing Habitat/Society; The thought processes of cloakers are utterly
intensities. Although this power is blocked by stone or other alien to most other life forms. As such, they can only be commu-
dense materials, it can be very effective in an open chamber. nicated with by mages who have devoted long hours to training
Cloakers may not moan and bite during the same round. A their minds in the arcane discipline ne<:essary to understand these
cloaker may emit one of four types of moan each round. creatures.

The first intensity of moaning causes unease and numbs the Ecology: It is believed that cloakers are asexual , although no
minds of those within 80 feel of the cloaker. The immediate effect definitive proof of this has ever been found.

Darkenbeast

CLlMATElfERRAIN: Any

FREQUENCY:

~~~~-:

ALIGNMENT: Neutral evil

NO. APPEARING : see below
ARMOR CLASS:
MO VEMENT: 4

DICE 18

C.. 19

. OF

DAMAGfJATrACK:

The darkenbeast, also known as the death horror, is a normal ani- Regardless of the nature of the original animals used, all
mal that has been magically transformed into a savage beast un- darkenbeasts are carnivorous. Because the spell uses local ani-
der the control of the mage responsible for ils transformation. mals. the mage gains several ad va ntages over using other, perma-
nent beasts. He can replace his creations as needed ; because of the
The darkenbeast resembles a cross between a miniature daylight reversion . darkenbeasts leave little trace of their exist-
wyvem and a pterodactyl. It has a black. reptilian hide, fangs and ence; ad venturers who slay the monsters face the w rath of t.he
claws, and dimly glowing red eyes. The darkenbeast measures livestock's proper owners when they discover their animals dead .
three to four feet long and has a wingspan of six feet.
[colnKY; Darkenbeasts are useful when a mage needs allies or
Comba t: The darkenbeast attacks with either its fangs or a com- distrac tions to use aga inst a foe. Mages dwelling in subterranean
bination of fangs and claws. The bite inflicts 3d4 points of dam- regions away from daylight may keep a permanent pack of
age while each claw causes Id4 points. darkenbeasts as guard animals.

Darkenbeasts suffer a -1 penalty to their attack rolls when ex- Cr('ate Darkenbeas t
posed to bright light. 4th-Level Wizard Spell
(A l t e r a t i o n )
These creatures operate under the telepathic direction of the Range: 10 yards/ level
mage who created them and thus do not check fo r morale. They Components: V, S, M
a re immune to mind- or monste r-controlling spells. They ca nnot Duration: Special
be summoned by another wizard . However, if a darkenbeast is Casting time: 4
ordered to attack its normal master (for example, a dog's owner), Area of Effect: Special
the beast resists the order if it rolls a successful saving throw vs. Saving throw: None
spell. In this case, the creature remains as a darkenbeast but it
again acts as its normal self and obeys its true master. This spell enables a mage to transform one or more mammals
into darkenbeasts. The animals to be transformed must all be
Habit;)tlSoc iet~~ The da rkenbeast is a magical crea tion with a within a 20-foot-diameter circle. The spell automatically af-
limited existence. A mage casts the darkenbeast spell on one or fects ordinary, nonmagical mammals of animal or semi-
more normal animals, usually domestic or local animals, such as intelligence. Animals with an Intelligence of 5 o r mo re get a
sheep and dogs. Only animals of 2 Hit Dice o r less are affected . saving throw to resist the spell. Only animals of 2 Hit Dice or
less are affected by this spell. Humans, humanoids, and demi-
The affected animals are transformed into darkenbeasts within humans are immune. The mage can transform one animal for
three rounds. The spell can be cast only in the absence of sunlight each level of his experience.
(Le., at night or indoors ). The transformation lasts until they are
exposed to daylight ; at that time any living or dead darkenbeasts The spell can be cast only in darkness (i.e.. night, inside, or
revert to their natural form. underground ) and its effects last until daylight strikes the
da rkenbeast. At that time, the creature automatically reverts
Darkenbeasts automatically obey the telepathic commands of to its true form. Slain darkenbeasts also revert at this time.
their c reator, thus they do not need to be trained or controlled by The spell sun ray or a magical sun sword breaks the spell. but a
means such as leashes, ve rbal commands, o r gestures. The mage continua/light spell has no effect.
can give the darkenbeasts limited orders based on mental images.
The darkenbeasts then hunt down or pursue the quarry portrayed The material component is dried wyvem's blood .
in those images. The darkenbeasts carry out this task until the
task is accomplished, the darkenbeasts are slain, or daylight
breaks the spell .

Death, Crimson

Bogs, swam ps
Ve ry rare

:_ _ _-"NSolit,',r.y.,_ _ _ _ _ _.,

" @it

u.._ _ _ Carnivore

-.J!$nl•• ..I)H~J'_~~_
Z

Neutral evil

NO. APPEARING: 1

ARMOR CLASS: 0 (4)

. ;3MOVBMtiE~N~C-__. .__. ._fF~' l~2., .FI.6~a.fnt'., ~f.~.i~n ~.I B.) -.,

~~~
INQ:QF.AmP\:;,_ _ _~~~-----....
OAMAGE'JAITA(K: 3-30

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: See below

MAGIC RESISTANCE: 95%

SIZE: M (6')

ORAL&:~-__---~~~m~~i~on~I~1~~~16~). .--~
XP VALUE: 10,000

The crimson death is a malevolent, vapo rous creature tha t feeds The crimso n death is a secretive creatu re. It prefers to feed on
on the bodily fluids of its victims. solitary beings, since these are easy to sneak up on and have no
allies to lend them support. If several people are present, the crim-
The body of the crimson dea th is a humanoid-shaped cloud of son death tries to pick off the guard while the others sleep; it then
feeds on the others at its leisure. In order to conceal its p resence,
pale color. It is difficult to distinguish if seen against fog and the crimson dea th disposes of corpses in its lair or a deep bog .

nearl y invisible to infravisio n. During this time, the creature has It main ta ins a lair in a thicket , undercut bank. or a hollow
a n initiative bo nus o f +4 . When the creatu re is fed, it develops a space under a windfall. There the mo nster stores the valuables it
crimson flush tha t is easily v isible b y no rmal or infravision . The collects from its victims. These can be used as bribes fo r human-
cloud possesses humanoid featu res. The fingers elongate into te n- o id allies or bait for intended victims . T he lair may also contain
tacles when it is feedin g. the remains of pas t victims.

The crimson d eath's la nguage is a barely a ud ible series of whis- The crimson death prefers to feed o n humano ids. It no rmally
pers. It can communica te with o ther vaporous beings such as ai r requires o ne victim per week. If mo re people are availa ble, the
elementals. It communicates with humano ids o nly if it is their monster may feed continuously un til destroyed o r driven off.
captive.
Legends tell of a co nnection between crimson deaths and vam-
COlli bat: The m onster attacks onl y to feed or d efend itself. It pires . One tale suggests Iha t, when an undead va mpire is de-
surrounds its victim with vapo rous tentacles. W henever it hi ts , stroyed, its spirit is tra nsformed into a crimson d eath. Another
the ten tacles drain bodily fluid s and cause 3dlO points of da mage. tale suggests that, when a vampire is created, the monster's lost
soul is reborn elsewhere as a crimson deat h . This legend also sug-
The creature is no rmally immaterial (AC 0) and can be struck gests tha t a vampire may be resto red to normal life if it is rejoined
by its crimson death counterpart. A third legend says that ex-
only by magical weapons o f + 2 o r better. Afte r feeding , the crea- tremely evil air elementals a re condemned a nd cast out into the
Prime Material plane in the forms of crimson dea ths.
ture attains solidit y (AC 4) fo r six turns . At this time the creat ure
turns red, moves more slowly (FI 6), and ca n be st ru ck by magical Ecolo gy: T he cri mson death is a dangerous preda to r tha t roams
the swamps [ike a living ghost. A crimson death can be collected
weapons of +1 or better. a nd im prisoned in an ai rtight co ntainer. This does not harm it . A
crimson death in such a container ma y be mistaken for, or mis-
When a crimson death dies, it immediately d issipates in to the la beled as , a bottled djinn o r mag ical vapo r. If someone releases
air while its undigested fluids fali to the ground in a gro tesque the crimson death, the starving creature immediately atta cks its
shower. unwitting rescuer.

The crimson death is able to carry lo ads b y levitating a nything Crimson d eaths are awa re of the advan tages of alliances. They
surrounded by its vaporo us mass. Despite its vapo rous na ture, may agree to cooperate with evil humanoids who can provide
the crimson dea th possesses strength equal to a no rma l h uma n. It them with a steady sup ply of victims. They make excellen t allies
is able to carry a passive weight equal to an adult h uman. If it at- for those dwelling in or near thei r lairs.
tempts to pick up a st.ruggling victim, it must ma ke a successful
attack roil for each ro und it carries the person. Failu re means the
person drops to the ground (suffering damage app ropriate to the
height o f the fail ).

Habita tlSociely: The crimson death d wells in the bogs a nd
ma rshes where chill and damp prevail. The creature is nearly in-
visible in its native habitat .

Dinosaurs

Dinosaurs are reptiles, their name being derived from the Greek their own. Once hatched. the baby dinosaur immediately sets out
"terrible lizard," that are descended from a va riety of the spedes to find something to eat , an instinct that drives it for its entire life.
caHed thecodonts. The two orders of dinosaurs are saurischians An individual might ra nge over thousands of miles, moving sea-
(Hlizard _h ipped dinosaurs") and omithischians ('bird-hipped di- sonally to find food, o r it might settle down and spend its whole
nosaurs"), A ll carnivorous dinosaurs fall into the former order. life in an area of only a few hundred square yards. Some of these
All armored and horned dinosaurs fall inlo the latter order. dinosaurs are territorial. attacking outsiders on sight.

Because of the nature of time in planes where magic works, di- Ecology: Placing dinosaurs into a campaign requires no more
nosaurs widely separate in time are discussed hereunder, for they plan ning- and no less - than that required for including an y
can be found intermingled on some alternate world, strange other type of monster. Scientists do not clearly understand why
plane, or isolated continent somewhere. Great detail will not be dinosaurs disappeared on some worlds, but if those events had
given to anyone kind, but all major forms are depicted. no t occurred, these giant reptiles would still be roaming about in
search of food.
Dinosaurs are typically larger than any other naturally occur-
ring creatures encountered by adventurers. While some species Dinosaur FamIly Tree: Faced with o nly an alphabetical listing,
are drab or blend in with their surroundings, some are quite it can be difficult to determine the interrelatio nships betw~n the
colorful - as are some of the smaller rept ile species. Many dino- various species described here. The following paragraphs place
saurs look ferocious, with large heads full of sharply pointed the creatures listed here into family groupings.
teeth, but even those that look friendly at first glance can be dan-
gerous because of their size or tremendous appetites. The dinosaurs proper include the ornithischians and sauris-
chians, distinguished from each other by the underlying shape of
Combat: Dinosaurs could not have survived for as long as they their hip bones. Other relatives in the following pages include the
have if they were incapable of defending themselves and finding pterosaurs, or flying reptiles.
sufficient food - sometimes by particularly violent means. The
larger camosaurs favor attacks that hold prey with their claws. A few fishes and turtles have also found their way into these
while t.hey crush it with their powerful jaws. Smaller camosaurs pages, on account of their ferocity, size, and primitive state of de-
often hunt in packs, ambushing prey or relentlessly chasing it un- velopment.
til it is captured. The jaws of these littler dinosaurs may be smaller
than those of their larger cousins. but the teeth are every bit as Fishes: Dinichthys
sharpl Most herbivorous dinosaurs defend themselves wi th built- Reptiles; These include the synapsids, chelonia Hurtles and tor-
in armor plating or sheer size, but even these can cause considera- toises), ichthyosaurs, placodonts, plesiosaurs, and lacertilians
ble damage if they step on their enemies by rearing up on their (lizards), as well as the archosauromorphs and the later "true
hind legs or trampling. Some have long tails that can suddenly dinosaurs"-the saurischians and ornithischians, and their rela-
lash out at a foe. tives the thecodontians and pterosaurs.

I! must be borne in mind that all of these reptiles are extremely Synapsids; These forerunners of the mammal-like reptiles
stupid-some sauropods, despite their massive size, have brains include the pelycosaurs and therapsids.
the size of walnuts. No di nosaur is as intelligent as a horse or the
family dog-a dinosa ur's primary motivation is hunger. The Pelycosaurs; Dimetrodon
predatory types are both ferocious and voracious. The herbivo- Chelonia (turtles and tortoises): Archelon
rous dinosaurs are likewise insatiable eaters, but they tend either Ichthyosaurs: Temnodontosaurus
to ignore anything that appears both inedible and nonthreaten- PJacodonls: Nothosaurus
ing, or to flee in panic from anything that appears dangerous. Plesios,aurs: Elasmosaurus, plesiosaurus
Lacertilians {lizards}: Mosasaurus
Certain plant eaters, however, are aggressive in their defense, Archosauromorphs: Tanystropheus
and these sorts are dangerous, notably the stegosaurs, ankylo- Thl'codonlians: These include the earliest "ruling reptiles,"
saurs, and ceratopians. such as the ornithosuchians.

The larger marine dinosaurs might overturn vessels to get at Omithosuchians: Euparkeria
the "food" aboard, o r they might snatch unsuspecting creatures Pterosaurs: Pteranodon, pterosaUTllS
from the decks of passing ships. Land carnivores pursue anything Saurischians: These include the coelurosaurs (ancestors of
that looks or smells edible, ceasing pursuit only when the prey the birds), carnosaurs, prosauropods, and sauropods.
has obviously moved completely out of their grasp. Herbivorous
dinosa ur herds might stampede in virtually any di rection, as long Coelurosaun: Compsognathus, deinonychus, podoke-
as it is away from one of the big meat-eaters. Any creature di- saurus, Slruthiomimus
rectly in the path of such a stampede will be carried along or Camosaurs: Allosaurus (antrodemus), ceratosaurus,
killed-the latter if smaller, slower, and weaker. dilophosaurus, megalosaurus, teratosaurus, tyranno-
saurus
Habitat/Society: Herbivorous dinosaurs are dependent on a Prosauropods: Anchisaurus, massospondylus, pla-
plentiful supply of plants fo r food , and carnivorous dinosaurs are teosaurus
dependent on a plentiful supply of herbivorous dinosaurs for Sauropods: Brachiosaurus, brontosaurus (apatosau-
food, so for the most pari both types of dinosaurs live in such re- rus), camarasaurus. cetiosau rus. diplodocus. mamen-
gions. A jungle or swamp, of course, would be ideal. but there is chisaurus
no reason why a dinosaur could not happily dwell in a sylvan for- Ornithin:hians: These include the ceratopians, ornithopods,
est or grassy plain. Deserts, high mountains, and frozen wastes stegosaurs, and ankylosaurs.
are oul , but dinosaurs could be found virtually anywhe re else. Ceratopians: Monoclonius, pentaceratops, styraco-
saurus, triceratops
Most dinosaurs are solitary in their habits, but many her- Ornithopods: Camptosaurus, iguanodon, lam-
bivores. especially the ornithopods and ceratopians, tend to beosauTlls, trachodon (anatosaurus)
travel in herds. Some of the smaller carnosaurs hunt in packs. Stegosaurs: Stegosaurus, dacentrurus, kenlrosaurus
Ankylosaurs: Ankylosaurus and paleocinthus
For the most part, dinosaur family life is like that of other rep-
tiles. Dinosaurs lay eggs, and then abandon them to hatch on

Dinosaurs

Allosaurus to Archelon

A LIG N M ENT: Nil Nil Nil

1-'NO. APPEARING: 1-2
2-20 2-5 1-'

-3 3

3 3,

Allosaurus (Antrodemus) Paleocinlhus

One of the most vicious of predators, this monsler can run across In the same family as the ankylosaurus, the paleocinthus is a veri-
hard ground al great speed. In size, the allosaurus is between its table walking dread nought. fo r its heavy pla led skin, sharp side
two relatives, the smaller megalosaurus and the larger ty ranno- spines, and spiked ta il make it nearly invulnerable to attack. A
saurus rex. predator Irying 10 bite one is likely to suffer 3<:14 points of damage
upon itself if it scores a hit! Of course, the paleocinthus will lash
The allosaurus has a massive skull, formed of bony plates that its thorny tail to drive off its attacker. This plant eater might be-
give it strength . The design of these plates is such that the head is come aggressive if intruded upon.
51ill light enough to snap quickly at its prey.
Archclon (Ischyras)
Besides f«ding on the occasional brontosaurus and diplodo-
cus, this "flesh lizard" is known to eat carrion. This large marine turtle is not truly a dinosaur, but a rep tile. Its
shell is like that of a leatherback turtle-thick a nd rubbery rather
Few other c reatures a re foolish enough to fight the allosaurus than being formed of solid plates. With its powerful front flip-
for a share of its meal. pers. the archelon is a fast swimmer; it seldom ventures onto dry
land .
Anchisauru~

This bipedal herhivore feeds upright from time to time, but
spends most of its time on all fours. If there is vegetatio n large
enough nearb y, it will climb to escape small predators. Its teeth
are sha rp enough to de liver retaliatory bites upon opponents. but
the anchisaurus will not slarl a fight.

Ankylosaurus

This a rmadillo-like ornithischian weighs four or five to ns-most
of this weight being its armor plating, side spines, and great
knobbed tail. If attacked or threatened, this creature will lash ils
tail, delivering blows of considerable fo rce.

Brachiosaurus to Camptosaurus

'tUMATf./TE " Brachi OSil urus Brontosaurus Ca mara h urus Campto sa urus
y swarnp ny swamp .yswamp Aiiy lana
REQUENCY, Comm n
Uocommon Common Common Herd
O RGANIZATION: Solitary Soli tary Herd D.y
D.y D.y D.y f1ertil vore
AcrIVITY CYCLE: Herbivo re Non- 0
~irt, em .vore mivore Nil
INJ:EIJlG_ENCJ: Nil"'" Nil
TREASURE: 0 - !1J -0
Nil Nil Nil 2-16
ALI G N ME NT: Nil Nil 7
9 (stampede 18)
NO . APPEARING: 1-6 1-. ••2-S
ARMO R ClASS: 5 ' -3
MOVEMENT: 6 •5 20
HIT 0 CE; 36 5 1-2 HO: 19
T H A Co: 5 30 3 HO; 17
5 1
NO. OF AITACkS, .1.,,, 12 0
DAMAGEIATTACKl. 2 Stampede
SPECIAL ATTACKS: See below 18 1-6 See below

See below

XPVALUE: 28 ,000 22,000 10,000 15-65

Brachiosaurus The front legs of the brontosaurus are shorter than those in the
rear, like all sauropods except the brachiosaurus. Th is configura-
The heaviest of all dinosaurs, this monster dwells in warm tion enables sauropods to get up on their back feet to reach the
swamps and lakes. The brachiosaurus's long front feet are topmost leaves of a tree. The brontosaurus could also use this
deadly- if it steps on something small, the giant beast inflicts ability to fight against its principal enemy, the allosaurus, The
BellO points of damage. thunder lizard could tilt itself up on its long back legs, then come
crashing down onto its enemy to inflict SdlO points of damage.
The brachiosaurus is the largest dinosaur in the family of
sauropods. This great creature is the largest land animal k nown, The brontosaurus's tail can be whipped, causing 1d6 points of
for the length of 75 feet given above is an average-there are un- damage to any foe close enough .
verified reports that some relatives of the brachiosaurus are as
large as 130 feet long. The brachiosaurus can easily reach the tops Camarasaurus
of trees with its 40-foot height, half of that being its long neck.
Yet another sauropod, this swamp-dwelling herbivore is small for
It weighs in at an ungainly 90 tons, three times as much as its its type. Its fearful nature causes it to live in herds with its fellows,
relative, the brontosaurus. (A whale, the largest marine animal. but the creature still panics more easily than does a brontosaurus.
is ty pically 100 feet long and 150 tons. ) To support its great bulk. Stepping or trampling damage is 3dl0 points.
the b rachiosaurus spends literally aU of its waki ng hours eating.
With its tiny brain, it is unlikely to notice interlopers in its Despite being a sauropod, the camarasauTus tends to eat ferns
range-but then who would be foolish enough to attack a brachi- and leaves of lower branches, so it does nol compete for food
osaurus1 with its larger cousins, Herds of camarasauri tend to migrate sea-
sonally, so can be found almost anywhere, depending on the time
Brontosaurus (apatosaurusl of the year.

T he "thunder lizard" is a 40-Ion plant-eater found nea r marshes To help digest its food, the camarasaurus swallows rocks,
and lakes. The creature spends much of its time in shallow water which help grind vegetable matter in its large stomach, like a
to support its bulk (and because food is plentiful there), but never bird'sgizzard. Presumably, valuable gems might be found in a ca-
moves to deep water because the increase in pressure makes it im- marasaurus's belly, but searching for one would be like looking
possible for the tremendous dinosaur 10 breathe. for a needle in a haystack.

Apatosaurus ignores small things, but it is prone to step on Camptosaurus
anything in its way (causing 4dlO points of damage),
This slow, exceptionally dumb iguanodo nt is easy prey for any
The body of the brontosaur is 65 feet long. but the tiny head is hungry predator, typically too stupid to run until one of its num-
less than two feet of that - a man with the same dimensions ber is killed . Anyone caught in a stampede of these creatures must
would stand six feet tall , but have a head only two inches long! roll a successful saving throw vs. death ray or be crushed to
The brontosaurus tips the scale at a mere 30 to ns, rather light for death. A herd consists of small, medium. and large individuals.
a sauropod.

Ceratosaurus to Deinonychus

Cera losaurus

ACTIVITY CYCLE: Nil
Nil
" [T,

W

T REASURE:
ALIG NMENT:

1-4
5
IS

TH!A~C~~~------~~~3 -------------0L.------------~cL------------~l'-----------.a

CeratosaurU5 Compso gnathus

The ceratosaurus, or "hom lizard,His a camosaur- related to the Compsognathus is a very small carnivorous dinosaur. about the
allosaurus and tyrannosaurus rex, but smal ler in size. Both heavy size of a chicken. (In fact , compsognathus is related to the earliest
and fast, the ceratosaurus can move on at! fours or on its two hind known birds-if it had wings and feathers, it might be a chicken .)
legs. These creatures often hunt in groups. Their small size allows
them to hide, even in packs, and surprise prey-others suffer -3
This carnivore is unusual in thai it has a horn on its nose, but it penalties to their surprise roll. Attacks at night might occur on
does not use the horn fo r attacking-in fact. only males have this s leeping prey, as the compsognathus tends to be nocturnal.
horn. (Those who have trouble telling dinosaurs apart have no
trouble with the ceratosauTu5.) The back of this creature also dis- When hunting alone. the compsognathus usually eats lizards
tinguishes it from other carnosaurs, for a thin line of bony plates and insects.
runs from the top of the ceratosaurus's head down to the end of
his tail, making the dinosaur's bade. look like a giant saw blade. Deinonyc hus

A lso unlike the larger carnosaurs, the ceratosaurus hunts in This fast carnivore uses speed , its long, grasping forearms , its
packs. and is thus able to bring down creatures much larger than large teeth, and its hind legs with ripping talons in terrible combi-
itself . nation. It hunts by running at prey, leaping, and delivering gut-
ting rakes with its rear legs as it claws and bites. The jumping rear
Celiosaurus talon attack is gains a +2 bonus to the attack roll a nd delivers 2d6
points of damage. When attacking a larger creature, the deinony-
These huge plant-eaters dwell in lakes and marshes. Their heads chus often jumps up o n top of it, holding on with its front claws
are somewhat larger than other sauropods, such as the brachio- while continuing its horrible raking attacks.
saurus, brontosaurus, and diplodocus. If they step on something
small-such as a human - the cetiosaurus's 10 tons of bulk inflicts The deinonychus has a relatively large brain for a dinosaur, so
4d10 points of damage. these pack attacks are often successful.

Like its relatives, the cetiosaurus must eat vast quantities of Despite being 12 feet long. this dinosaur is only about sil( feet
plants to keep its weight up. The main reason that sauropods tall. Its tail el(tends straight out behind it, held aloft by an intri-
have such large bodies is that they are filled with stomach and in- cate structu re of bony supports, thus allowing its 150 pounds of
testines to process their dietary intake. weight to be carried entirely on the back legs.

Dilophosaurus to Diplodocus

Dilophosa u rus Dimetrodon Dinichth ys Temnodontosaurus Diplodocus

~ UMATFJTERAAIN: Myla Any I My"""" y""",, Aiiyswamp
Rare Uncommon Commo
RIQUENCY, R. Common
ORGANIZATION: D.,Solitary, polck D.,Solitary D.,Solitary
ACTIVITY CYCLE: D.,Solitary D.,Solitary
Ca rni vore Ca miv o~ Ca---riUvon Carnivore m ivon
-lET: Non- (0 N -0
Nil 0 N Q) N -0
INTWJGEN<:& Nil Nil Nil
TREASURE: Nil Nil Nil Nil

ALIGNMENT: 1-2 ]-4 Nil Nil
4 7
NO. APPEARING: 1-3 1216 ,.1 (10 % for 2) ] -6
2]
ARMOR CLASS; .,5 ,S 4 6
3-4 HD : 17 11 6
OVEMENT: 18(+1 jump 5 HD: 15 11
IT 1<:& 1 ] 5
13 1~ 1
T H A Co: 6-15 20 S- and2- 1
Swallow Nil
NO. orA-TTACKS: 3 Nil Nil Nil See below
N. Nil
DAMAGE/ATTACK; 2-U/l-llJl-6 Nil • G (30' I Ni
Steady (12) G 8(Y lonal
SPECIAL ATIACKS: Nil if H 2,000 Steady (12)
Steady (11) 16,000
SPECIAL DEFENSES: Nil L 9' 10 4, 000
Steady (11)
MAG-Ie RiSlSTANCE! Nil 65-175

SIZE: H (20' 10

MORALE: Average (IO)

XPVALUE: 1,400

DilophOs.lurus Temnodontosaurus

The weak skull of this monster prevents strong jaw muscle at- This monste r is a large ichthyosaur or Nfish lizard:' Although it is
tachments, so it uses its taloned hind feet, especially its spurs, to not a dinosaur, it thrives in the same marine habitats as do mosa-
innict horrible wounds on its prey, while its snaky neck strikes to saurs, fo r example-ils young are bo rn Jive at sea, and the temno-
deliver biting damage. It prefers open areas to jungle, and seldom do nlosaurus must come 10 the surface to breathe.
ventures into areas thick with trees. Dilophosaurus often hunts
with one or mo re of its kind, seeking a la rge dinosaur to kill for a Its speed and ferocity allow it 10 compete fearlessly for choice
fea st. prey with any creature. When in a feeding frenzy, a temnodon to-
saurus slrikes with its powerful tail, inflicl ing damage on any
One other unusua l feature of this carnosaur is its pair of head crealure behind it Ihal is struck by this lashing.
crests, which only ma les of the species have.
Diplodocus
Dim etrod o n
This dinosau r is another sauropod, like the brachiosaurus, that
The sail-backed dimetrodon is a fierce predator and an example eats water plants. Despite being longer than its relatives, the di-
of the mammal-like reptiles. Its large fin works like a solar heater, plodocus weighs only about ten tons.
allOWing the dimetrodon to heat up to ac tive temperature hours
befo re its prey. Its ability to swim is ques tionable but likely. The Like the other sauropods, the diplodocus can rear up on its
dimetrodon's alligator-like jaws give it a powerful bite (3d4+ 3 back legs. If it comes down on anythi ng smaller than itself, the
points of damage), more than making up for its lack of claw a t- creature causes 3dl0 points of damage.
tacks.

Dinichthys

Dinichthys's name-"te rrible fishN -reveals that this fearsome
creature is not actually a dinosau r but a huge, primitive fish. Its
great mouth can swallow man-sized prey on a natural attack ro ll
of ZOo

E1asmosaurus to Iguanodon

TREASURE: Nil Nil

AllGNM ENT: Nil Nil Nil Nil

NO. APPEARING: 1-2 2-8 1-2 3-18

4

Elasmosaurus Gorgosaurus

If not for its long neck and un usual way of hunting, the average This ho rrid creature is probably ano ther ancestor of tyrannosa u-
adventurer might not notice that the elasmosaurus is a reptile rus rex. The gorgosaurus is a fleet , carnivorous dinosaur of very
rather than a fish. The neck of this oddly shaped beast is fully half aggressive instincts.
of its length, and its ungainly spine numbers 71 verteb rae. If the
elasmosaurus wanted to, it could curve its neck around behind it- Iguanodon
self, and then continue twisting until it looked forward again.
The iguanodon is a mo re primitive dinosaur that walks on all
This reptile hunts by swimming near the surface of the water, fours, but it can stretch up to reach vegetation that looks particu-
with its head below water but its neck held above. larly a ppealing. The creature looks much like a small sauropod.
about 15 feet tall and 30 feet long, weighing in at only five tons.
When the elasmosaurus spots its prey, it snaps its head down
suddenly upon it. Typically traveling in herds, the iguanodon ru ns from carni-
vores, but if cornered it can employ its thumb spikes and lashing
Like the ichthyosaur, the elasmosaurus has no gills, and must tail to defend itself.
breathe air by swimming to the surface or st retching its head up
above the water. The elasmosaurus must crawl entil"('ly out of the
water to lay its eggs on some sandy beach, and of course thecrea-
tUI"(' is most vulnerable in this state.

The elasmosaurus is carnivorous and highly aggressive.

Euparkeria

A small dinosaur, probably ancestor to the larger carnosaurs,
such as tyrannosaurus rex and allosaurus, the carnivorous
euparkeria is about the size of a small dog.

The euparkeria is found in groups of 2cl4, which attack 1-2 fig-
ures of small size or a single man.-sized figure if the odds seem to
be with the pack. If sufficientl y hungry, a pack will stalk and at-
tack even a large group of prey, especially if one of the intended
victims is wounded.

While the euparkeria normally walks on all fours, if threatened
it is able to stand up on its hind legs and run a short distance.

Lambeosaurus to Megalosaurus

[PIrroACTIVITY CYCLE: D.y D.y D.y D.y
J1emlvore Rei'6ivore Carnivore
T REASU RE: Herbivore N •0
on· (0 -(2 Nil Non· 0
ALIGN MENT: Nil Nil
Nil Nil Nil
Nil 4-16 Nil
1-6 5
NO. APPEARJNG: 2-16 7 15 1-2
5
ARMOR ClASS: 6 6• 13 12
MOVEMENT: U
U 5 ~
HlI...DI~E: 9
9
TIlACo:

Lambeosaurus Massospo nd ylus

This unusual looking d inosaur is a hadrosau r, or "duckbilled di- Anothe r common dinosaur, this seemingly peaceful herbivo re is
nosaur," all of whom have differently shaped crests on their well equipped with long, sharp teeth fo r defensive biting. If
heads. Other crested dinosaurs include corythosaurus, para- attacked-a common occurrence, for the beast is a favorite of
saurolophus, prosaurolophus, and saurolophus. The lam- such carnosa urs as tyrannosaurus, deinonychus, a nd
beosaurus is the most peculiar of all of these, for it has two crests, allosaurus-the massospondylus delivers swift bites and t hen
a hollow o ne that sticks straight up from its snout and a solid one runs away.
pointing back from the top of its head.
While this di nosaur's fro nt claws look like fonnidable weap-
This herbivorous dinosaur is able to see, hear, and smell excep- ons, with five long fingers and a sharp spike on the thumb, the
tionally well. and is thus able to detect enemies frequently and massospo nclytus uses these hands only to gather vegetable mate-
flee to safety- ei ther outdistancing its predator or hiding in a rial for food. like the camarasaurus, the massospondylus swal-
swampy area . The lambeosaurus usually travels on all fours, but lows stones to help grind the food thai it eats.
when it has to ru n it is perfectly capable of rearing itself up on its
longer hind legs. The massospondyius is stupid, and any approach by strange
creatures might be interpreted as an attack.
The lambeosaurus is one of the most common of all dinosau rs,
because it can chew up almost any plant tha t it can get inlo its M egal o s a u rus
mouth; the lambeosaurus has powerfu l tee th on the sides of its
mouth, but none at all in front. The megalosaurus is another camosaur, like the allosaurus and
ty rannosaurus, but is smaller- 30 feet long, ten feet tail, and
Some giant specimens of this dinosaur grow as long as 50 feet. weighing only o ne ton. While it is as able as its larger cousins of
functioning bipeda lly, the megalosaurus often travels o n all
Mame nchis.aurus fours.

The mamenchisaurus is another sauropod, like the brontosaurus The megalosaurus eats sauropods, like the mamenchisaurus
and diplodocus, bUI much longer and much lighter. This swamp above, principally using its large jaws and teeth to bring down
dwelling herbivo re uses its 35-foot-Iong neck- fully half of its un- any unsuspecting victim. The claws of the megalosaurus, while
gainly length-to browse the foliage at the very top of nearly any sharp, a re capable of causing only incidental damage to such gi-
t ree it chooses, simply by standing up on its back legs and reach· ants as the diplodocus and brachiosaurus.
ing for it.

Sages who study such things claim that the mamenchisaurus
has the longest neck of any natu rally occurring creature, but it
pays for this extra length. The 19 neck vertebrae of the mamen-
chisaurus are held together by bony struts, so the immense crea-
ture cannot bend its neck except at the head and slightly at the
shoulders.

The mamenchisaurus strikes o nly in defense, but if it acciden-
tally steps o n some small creature (such as a human), it inflicts
3d8 points of damage.

Monoclonius to Pentaceratops

O m i lh olesles Pen laceralOps
Any land

Monoclonius O r n i t h o lestes

This dinosaur. also known by the name "centrosaurus,~ some- This exceptionally fast carni vore roams the plains hunting small
what resembles a single-horned rhinoceros . Its head and neck are prey. from insects and eggs to creatures its own size. Altho ug h
protected by a bony shield (AC 3), while its skin is very thick- quite light in weight, it is difficult to strike an ornitholestes be--
although plated like that of the ankylosaurus. cause of its speed. Packs of omitholestes have been known to at-
tack larger creatures if the dinosaurs significantly outnumber
The monoclonius is herbivorous. and can eat almost any plant their victims and they ate sufficiently hungry.
because of ils strong jaws and teeth. T he head of the monodonius
is attached to the neck much like a human arm is attached to the Pentaceratops
shoulder, so the creature can swing its head in almost any direc-
tion at a moment's notice. The main attack of this dinosaur is thus This is another of the quadrupedal dinosaurs of the ornithischian
its horn, but herds can trample smaller creatures in a charge, with order; it is a relative of monocionius, styracosaurus, and tricera-
each monoclonius inmcting 2d8 points of damage. tops. The name pentaceratops means "five-ho rned face," but the
agg ressive herbivore really has only three true horns - the two
Mosasaurus apparent horns on the sides of its face are o nly cheek bones. Its
shield (sometimes reaching over much of the back) and horns give
The mosasaurus is a marine lizard, with species such as platecar- its head AC 2, while the unprotected parts of its body are AC 6. If
pus and plotosaurus. This reptile breathes air like a crocodile. 11 it charges it can trample smaller creatures, inflicting ldl0 points
travels very slowl y on land, but its flippers mo ve it with ease and of damage.
grace through the water. The mosasaurus preys on all forms of
marine animals-its powerful jaws can crack shell or bone easily.

Much of the length of the mosasaurus is due to its large number
of vertebrae, numbering over 100 in some species.

Nothosaurus

The nothosaurus is a particularly aggressive marine dinosaur-
another ichthyosaur. It dwells mostly in tropical seas, always
seeking prey in the water when not sunning itself on rocks in be-
tween hunts. It lumbers on its flippers when on land but swims
rapidly. When in a frenzy it can lash at its victim with huge fore
nippers, but its usual attack is a darting bite. as its iong neck
moves its head at great speed.

Plateosaurus to Pterosaurus

ALIGNM ENT: Nil Nil 3-12 3-18 1-8
NO. APPEARING: 5-20 1-3

MAGIC RESISTANCE: Nil Nil Nil Nil Nil
SIZE [+
MOIIAI.L HA_ 10 A (10 A 10 A_ " A. !O'
35 10
XP VALU E: 650 120 65 420

Pla teosaurus Pler,mo d o n

The plateosaurus is related to the massospondylu5 and Ihe Although this flying reptile typically dives for mari ne prey, it at-
smaller anchisa urus. Like these relatives, the plateosaurus usu- tacksany creature that appears to be vulnerable. The pteranodon
ally moves about on all fours. When it wa nts to walch fo r ene- has no teeth, but spears victims with its beak if they are too la rge
mies or to rea ch the leafy crowns of ferns. palms, o r o ther trees, it to swallow at a gulp.
travels slowly in a bipedal ma nner, using its ta il as a balance.
These plant-eaters are fair ly heavy (about eight to ten Ions on the The beak of a typical pteranodon is about four feet long. The
average) and panicky. creatu re weighs only 40 to 50 pounds, but it can carry off prey
four times its own weight .
Plesiosauru$
Ph' rosaurus
The plesiosaurus strongly resembles a snake wearing a turtle's
body (sans shell). It tends to be very aggressive, attacking any- T his ghastly looking crealure has a len-foot-Iong snake-like nec k
thing it notices. While not as long overall as its relative, the elas- and long jaws-truly a nightmare to behold. Even though its
mos.1Urus, the p lesiosaurus has a neck that is about one-third of lower jaw has no teeth, it can inflict great wounds when swoop-
its total length. The creature is strong and fast, a nd highly maneu- ing upon p rey. The size of this dinosaurs shadow approaches that
verable in the water-it ca n ~turn on a silver p iece~ to lunge at its of the roc, w hich has a slightly larger w ingspan of 60 feet .
prey. In a marine battle it can strike with its powerful fore flip-
pers, inflicting 2d6 points of damage with each. T he pterosaurus swoops down on prey from high in the sky,
thus causing a -3 penalty to opponents' surprise roll. If the ptero-
Po d o kes.turus saurus surprises an opponent, it has swooped down at double
speed to a ttac k (with a +4 bonus to its attack roll), and any dam-
This swift carnivore, a re lat ive of the compsognathus, hunts in age thus inflicted is doubled. Although a p lerosaurus weighs only
packs across grassy plains a nd in forests. \1 flees la rger p redators, about 75 pounds, it can carry prey of thr« or four times that
but ruthlessly pursues any creature it perceives as potential prey. weight.
Although len feet long fr om snout to tail, a podokesaur is thin
and light, weighing only abou t SO poun ds. T h us these creatures The pterosaurus is the dinosaur soulmate of the vulture; the gi-
are very fast and usually attack first. Their speed also accounts ant flyer will eat carrion if nothing else suitable presents itself.
for their fine A rmor Class.

Podokesau rus doesn' t worry excessively if ap propriate p rey
cannot be found-this dinosa ur will as soon stri ke one of its fel-
lows if driven by hunger.

Stegosaurus to Tanystropheus

Siruthiomimus

Stegosaurus Siruthiomimus

Another of the omithischians, the stegosaurus, or Nplated Iizard,~ The slruthiomimus is omnivorous. It has to be very hungry 10 at·
is a large, very stupid herbivorous dinosaur with aggressive de- tack men, but smaller humanoids and demihumans look delicious
fenses. It thrives nearly anywhere and is often found in plains or any time. It prefers areas of tall grass as its habitat.
jungles. Its great plates allow the creature to defend 90% of the
time at AC 2. Its spiked tail. with four or more bony spikes of one StyratosauTUS
to over two feel in length, has its own brain. The stegosaurus
turns its rear continuall y toward an enemy, while tucking its head An aggressive plant·eater, styracosaurus charges at anything
low . If anything near it ~ms threatening, it reacts in this man- threatening. The bony plate gives the head area an AC of 2, and
ner. there is a 50 % chance that anything attempting to bite its rear
portions is stabbed by one or more of the sharp frills of the head
Dacentruru5 plate, each frill inflicting Id6 points of damage, 1·3 frills pOSSibly
striking. If styracosaurus charges, it tramples smaller creat ures,
This creature looks like a stegosaurus with long, sharp spikes in- inflicting 2clS points of damage.
stead of plates along its back and tail. It is an aggressive defender,
dwelling mainly in areas of heavy vegetation. When attacked, its Tanystropheus
active defense allows it a 75 % probability of being AC 3. Attack·
ers are also 25% likely to have to suffer an attack resulting in IdS Resembling a snake with thin, prOjecting legs, the rear set webbed
points damage when striking at this dinosaur's neck, back, or tail . for swimming, about half the length of tanystropheus is neck and
The dacenlrurus continually turns itself so that its lashing tail can head. The relatively small head and jaws are long, the latter filled
strike opponents. with many sharp teeth. This carnivore lurks alo ng river banks
and swamp edges, prowling through the waters. Tanyslropheus
Kentros.mrus usually surprises o pponents: others suffer a 06 penalty to their
surprise roll . When attacking with surprise, tanystropheus strikes
This dinosaur appears to be a cross between a stegosaurus and a with a +2 bonus to hit. If the victim is under 500 pounds in
clacentrurus. The spine area is protected by bony back plates weight, the monster drags it into the water to further attack and
from neck to hip sockets. Behind this, sharp, backward·pointing devour it.
spikes ron to the tail tip, which it keeps turned toward enemies.
Creatures attacking its rear third have a 2S % chance of suffering
an attack resulting in IdS points damage. It is 80% likely that it
defends at AC 2. Kentrosaurus is also a jungle dweller.

Teratosaurus to Tyrannosaurus

ALIG N M E N T: Nil Nil Nil Nil

NO. APPEARING: 1-3 8 2-12 2-8 1-2
ARMOR CLASS: 5 5
5 ,2.1.
IUTDiCI. , 5
THACo: 18 5
NO. Of AITACKS: 0 1 3 5
3
>AMAGflA'ii'Al:'J(, 11 Na -8
See below
~0<50 3 Nil s.. below Nil
1-3! -3 1 Nil
SPECIAL DEFENSES: Nil
NJI I

Nil

Tera tosaurus T yran nosaurus Rex

A fierce carnivore found mainly on the plains. the teratosauru5 There can be no question that Ihis ravenous creature is the most
runs nimbly after any creature that appears to be edible. This fearsome and terrible of all carnivorous dinosaurs. [kspite its
creature hunts o nly on dry land-plains or forest. huge size and eight-ton weight. the monster is swift afoot. Its
huge head is nearly six feet long, and its tee th are from three to six
The leralosaurus is another camosaur, rela ted to megalosa u- inches in length .
rus, allosaurus, ceralosaurus, and tyrannosaurus rex. but the
teratosaurus is more primitive and somewhat heavier. Tyrannosaurus rex, the "tyrant lizard king," is a plains dweller.
and so stupidly fierce that it will attack a smalliriceralops, kill ii,
Tracho do n (Anat osa uTuS) a nd swallow its head in one gulp-thus ki lling itself in a matte r of
hours as the horns of the victim pierce the stomach of the victor.
This duckb med dinosaur is the archetype of its kind-the name
a natosaurus means "duck lizard:' A peaceful, four-ton plan t This dinosaur's favorite food is any of the hadrosaurs, such as
eater, the anatosau rus runs from attack; its only defense is its lambeosaurus and anatosaurus. Of course, this monster pursues
lashing ta il. and eats nearly anything, engulfing man-sized creatures whole on
a natural attack roll of 18 o r better. Tyrannosaurus also eats car-
Enemies include any of the carnosaurs, but especially tyranno- rion, chaSing away any smaller creatures to s teal a meal found
saurus rex. with its keen sense of smell.

Other hadrosaurs, related to anatosauTus, include the lam-
beosaurus.

Tricerato ps

T he largest of the ceratopians, or horn-faced di nosaurs, and by
fa r the most aggressive. this beaked herbivore is a plains dweller.
It has a huge front plate of bone protecting its six-foot-long head,
from whic h project two grea t ho rns (each over three feel long),
while a somewhat shorter ho rn juts from its nose. Its body is not
armored, and thus is only AC 6. The trice ratops tips the scales at
over ten tons, compared to the six to eight tons of an elephant
that stands 13 feet high at the shoulder.

Any creature thai infringes on the territory of these reptiles is
likely 10 be charged and speared . Smaller creat ures are simply
tra mpled, suffering 2d12 points of da mage.

The triceratops also uses its horns to fight for dominance
w ithin the herd, so it is not unusual to find specimens with past
injuries on their heads.

Dinosaurs Ankylosa uru s

Allosaurus
Archelon icythasis

Camptosaurus Ceratosaurus Compsognath us Dein o nych us

Dinosaurs

Eup a rke ria

D imet rodon Tenn odont osaurus

Ig uanodo n

GOI -: " saurus

l ambeosaurus Megalosa uru s

Dinosaurs

Nothosaurus Pleisiosa urus

Monodonius

Pteranodon Stegosa urus

Styracosaurus Tanystropheus Trachodon

Dinosaurs

Triceratops

8alucitherium Megalotherium

Phorohacos Titanothere

Wooley Rhino

Dracolich

CLiMATElfERRAIN: See below

k~~~~~~

NO. APPEARING: 1

ARMOR CLASS: See below

MOVE M E~N~T~, _ _ _->~r forme r dragon type

eDc'~ As per former dragon type:
.... As per former dragon type
NO. OF ATTACKS:
As ~r former dt on t

DAMAGE/ATTACK: See below

RESISTANCE:

XP VALUE: As per individual dragon. plus 1.000
(both dracolich and host must be
destroyed)

The dracolich is an undead creature resulting from the unnatural The dracolich has a slightly stronger ability to cause fea r in o p-
transformation of an evil dragon. The mysterious Cult of the po nents than it did in its original form; opponents must roll their
Dragon practices the powerful magic necessary for the creation of saving throws vs. spell with a - 1 penalty (in addition to any
the dracolich, though other practitioners are also rumored to exist. other relevant modifiers) to resist the dracolich's fear aura. The
gaze of the dracolich's glowing eyes can also paralyze crea tures
A dracolich can be created from any of the evil dragon sub- wi thin 40 yards if they fail their saving throws (creatures of 61h
species. A dracolich retains the physical appearance of its original level l or 6 Hit Dicel or higher gain a + 3 bonus to their saving
body, exa:pt that its eyes appear as glowing points of light float- throws). If a creature successfully saves against the gaze of a dra-
ing in shadowy eye sockets. Skeleta l or semi-skeletal dracoliches colich, it is permanently immune to the gaze of that particular
have been observed on occasio n.
dracolich.
The senses of a dracolich are similar to those of its o riginal The attack routine of a dracolich is similar to that of its original
form; it can detect invisible objects and creatures (including those
hidden in da rkness of fog) within a 10·foot rad ius per age cate- form; for example, a dracolich that was o riginally a green dra gon
gory and also possesses a natural clairaudie"ce ability while in ils will bring down a weak opponent with a series of physica l at-
lair equal to a range of 20 feet per age category. A dracolich can tacks, but it will stalk more fo rmidable o pponents, attacking at
speak, cast spells, and employ the breath weapon of its original an opportune moment with its breath weapon and spells.
form; il can cast each of its spells once per day and can use its
breath weapon o nce every three combat rounds. Additionall y, a All physical attacks, such as clawing and biting, inflict the
dracolich retains the intelligence and memory of its original form. same damage as the dracolich's original form , plus 2d8 points of
chilling damage. A victim struck by a dracolich who fails a saving
Combat: Dracoliches are immune to charm, sleep, enfeeble· thro w vs. paralyzation is paralyzed for 2d6 rounds. Immunity to
ment, polymorph, cold (magical or natural), electricity, hold, in· cold damage, temporary or permanent, negates the chill ing dam-
sanity, and death spells or symbols. They cannot be poisoned, age but not the paralyzation. Dracolichescannot drain life levels.
paralyzed, or turned by priests. They have the same magic resist-
ance as their original forms; only magical attacks from wizards of All dracoliches can attempt undead control (as per a potion of
6th level or higher, or from monsters of 6 or more Hit Dice have a undead co"trol) once every three days on any variety of undead
chance of affecting dracoliches . with 60 yards. The undead's saving throws against this power suf-
fer a - 3 penalty; if the undead control is successful, it lasts for
The Armor Class of a dracolic h is equal to the Armor Class of o ne turn o nly. While undead control is in use, the d racolich can-
its original form , bettered by -2 (for example, if the AC of the not use other spells. If the dracolich interrupts its undead control
original form was - 1, the AC of the dracolich is -3). Attacks o n before it has been used for a fulllu m , thedracolic h must still wail
a dracolich, due to its magica l nature, do not gain any attack or three days before the power can be used again .
damage roll bonuses.
If a dra colich or prolo-dracolich is slain, its spirit immediately
Initially, a dracolich has the same morale ra ting as its original returns to its host . If there is no corpse in range fo r it to possess,
form. Ho wever, after a dracolich is successful in its fi rs t battle, its the spirit is trapped in the host until such a time- if ever- that a
morale rating permanently becomes Fea rless (19 base); this as- corpse becomes available. A dracolich is difficult to destroy. It
sumes that the opponent or opponents involved in the battle had can be destroyed outright by power word, kill or a similar spell. If
a Hil Dice tolal of at least 100 % of the Hit Dice of the dracolich its spirit is currentl y contained in its host, destroying the host
(for instance, a 16-HD dracolic h must defeat an o pponent or op- when a suitable corpse is no t within ran ge effectively destroys the
ponents of at least 16 total HD to receive the morale increase). d racolich . Likewise, an active dracolich is unable to attempt fur-
Once a dracolich receives the morale increase, it becomes im- ther possessions if its host is destroyed. The fate of a disembodied
mune to magical fear as well. dracolich spirit - that is, a spirit with no body or host- is un-
known, but it is presumed that it is drawn to the lower planes.

Dracolich

Habitat Society; The creation of a dracolich is a complex proc- If the corpse accepts the spirit . it becomes anima ted by the spirit.
ess involving the transformation of an evil dragon by arcane If the animated corpse is the spirit's former body, it immediately
magical forces, the most notorious practitionen of which are becomes a dracolich; however. it will not regain the use of its
members of the Cult of the D ragon. The process is usually a coop- voice and breath weapon for another seven days (note that it will
erative effort betw~n the evil dragon and the wiza rds, but espe- no t be able to cast spells with ve rba l components during this
cially powerful wizards have been known to coerce an evil time). At the end of seven days, thedracolich rega ins the use of its
dragon to undergo the transformation against its will. voice and breath weapon .

Any evil dragon is a possible candidate for transformation, al- If the animated corpse is not the spirit's former body, it immedi-
though old dragons or older with spel l-casting abilities are prefer- ately becomes a proto-dracolich. A proto-dracolich has the mind
and memories of its original form, but has the hit points and im-
red. Once a candidate is secured , the wizards first prepare the munities to spells and priestly turni ng of a dracolich. A proto-
dracolich can neither speak nor cast spells; further. it cannot
dragon's host , an inanimate object that will hold the dragon's life cause chilling damage, use a breath weapon, or cause fear as a
dracolich. Its strength, movement. and Armo r Class are those of
force . The hos t must be a solid item of not less than 2,OOOgp value the possessed body.
resis tant to decay (wood, for instance, is unsuitable). A gemstone
is commonly used for a host . particularly ruby, pearl, carbuncle. To become a full d racolich. a proto-dracolich must devour at
and jet, and is often set in the hilt of a sword or o ther weapon. least 10% of its original body. Unless the body has been dis-
The host is prepared by casting enchant an item upon it and patched to another plane of existence, a prolo-dracolich can al-
speaking the name of theevil drago n; the item may resist the spell ways sense the presence of its original body, regardless of the
by successfully saving vs. spell as an 11 th· level wizard. If the spell distance. A proto-dracolich will tirelessly seek out its o riginal
is resisted, another item must be used for the host. If the spell is body to the exclusion of all o ther activities. If its original body
not res isted, the item can then function as a host. If desired, glas- has been burned, dismembered, or o therwise destroyed. the
steel can be cast upon the host to protect it. proto-dracolich need only devou r the ashes o r pieces equal to or
exceeding 10% of its original body mass (total destruction of the
Next. a special potion is prepared for the evil dragon to con- o riginal body is possible only through use of a disintegrate or sim-
sume. The exact composition of the potion varies according to ilar spell; the body could be reconstructed with a wish or similar
the age and type of the dragon, bUI it must co ntain precisely seven spell. so long as the spell is cast in the same plane as the disintegta-
tiorl). If a pro to-dracolich is unable to devour its original body. it
ingredients, among them a potion of evil dragon control, a potion is trapped in its current form until slain.
of invulnerability, and the blood of a vampire. When the evil
d rago n consumes the potion, the results are determined as fo l- A proto-dracolich transforms into a full dracolich within seven
lows (roll percentile dice): days after it devours its o ri ginal body. When the transformation
is complete, the dracolich resembles its o riginal body; it can now
Roll Resu lt spea k, cast spells, and employ the breath weapon of its o ri ginal
01-10 No effect. body, in addition to having all of the abilities of a dracolich.
11-40 Potion does not work. The dragon suffers 2d12
points of damage and is helpless with convul- The procedure for possessing a new corpse is the same as ex-
41 -50 sions for 1-2 rounds. plained above, except that the assistance of a wizard is no longer
necessary (casting magic jar is requ ired o nly for the first posses-
51-00 Potion does not wor k. The dragon dies. A fu ll sions). If the spirit successfull y re-possesses its original body. it
wish or similar spell is needed 10 restore the once again becomes a full dracolich. If the spirit possesses a differ-
dragon to life; a wish to transform the dragon ent body, it becomes a pro to-dracolich and must devour its
into a draco lich results in another roll on this former body to become a full dracolich.
table.
Potion works. A symbiotic relationship exists between a dracolich and the
wizards who create it. The wizards honor and aid their dracolich,
if the potion works, the dragon's spirit transfers to the host , re- as well as providing it with regular offerings of treasu re items. In
retu rn , the dracolich defends its wizards against enemies a nd
gardless of the distance between the d ra gon's body and the host. other threats, as well as assisting them in the ir various schemes.
A dim light within the host indicates the presence of the spirit. like dragons, dracoliches are loners, but they take comfort in the
While contained in the host, the spirit ca nnot take any actions; it knowledge that they have allies.
cannot be contacted nor aUacked by magic. The spirit can remain
in the host indefinitely. Dracoliches are generall y found in the same ha bitats as the
dragons from which they were created; dracoliches created fro m
Once the spirit is contained in the host, the host must be green dragons. for instance, are likely to be fou nd in subtropical
brought wi th in 90 feet of a reptilia n corpse; under no circum- and tempe ra te forests. Though they do not live with their wiz-
ards, their lairs are never more than a few miles away. Draco-
stances can the spirit possess a living body. The spirit's o ri gi nal liches prefer darkness and are usually encountered at night , in
body is ideal. but the corpse of any reptilian creature that died or shadowy forests, o r in underground labyrinths.
was killed within the previous 30 days is suitable .
Ecology: Dracoliches are never hungry, but they must eat in or-
The wizard who originally prepared the host must touch the der to refuel their breath weapons. Like dragons. dracoliches can
host, cast a magic ja r spell while speaking the name of the dragon. consume nearly anything, but prefer the food eaten by their o ri gi-
then touch the corpse. The corpse must fail a saving throw vs. nal forms (fo r instance, if a dracolich was originally a red dragon.
spell for the spirit to successful ly possess it; if it saves, it will never it prefers fresh meat). The body of a dest royed dracolich crum-
accept the spirit. The following modifiers apply to the roll : bles into a foul-smelling powder wi thi n a few hours; this powder
can be used by knowledgeable wizards as a component for creat..
-10 if the corpse is the spirit's own former body (which can be ing potions of undead control and similar magical substances.
dead for any length of time).
-4 if the corpse is of the same alignment as the dragon .
-4 if the corpse is that of a true dragon (a ny type) .
- 3 if the corpse is that of a firedrake, ice lizard. wyvern, or fire

lizard.
- 1 if the corpse is that of a dracolisk, dragonne. dinosaur.
snake, or other reptile.

Dragon, Faerie

CUMATEITERRAIN: Temperate, tropical. and

subtropical forests

Very rare
,Ni----~SOlitary or clan

Any

INTELUGENCE: Herbivore
TREASURE: Genius (17-18)
S, 1; U

AUGNMENT: Chaotic good

NO. APPEARING: 1 -6
5 when invisible)

I

1-2

Breath weapon, spells

SPECIAL DEFENSES: ~_..;lnV i Sib.~iJiiiiI,Y -_ _ _ _ _...
etC RESl5TANCEi '
Sft6elow

SIZE: T (I-I Ill' long)
_~~~~ _______ _-J~"~da:LU1,~ ___~__~

XP VALUE: 3,000

Ag. Hit M agic Wiulrd Pries t
POints Resis.
......Category Color 0.. t.v.1 Level
1- 2
1 <Iilliii J-4 Rod-<><_ ,..... ," 4 3
5-6 6 4
3 Young 7-' O range ,,% 6
4 Juvenile -1
11-12 '" ~ ellow .... ,40.. 8
iili 13-14 w
• Aduk 15-16 _w ..% 7 9

7 Mature Adult 21 -22 Gr~n ,,% 8 10
8 Old 23-24
Blue-gre-en ...." ,...%10 1
11 Wyrm 12
12 Creat Wyrm '" 11
14 14
Violet
Black

A chao tic offshoot of the pseudodragon, the faerie dragon lives in A victim failing a saving throw vs. breath weapon will wander
peaceful, tangled forests and thrives on pranks. mischief, and practi- arou nd aimlessly in a state of bliss for the next 3d4 minutes, during
cal jokes. which time he is unable to attack and his Armor Class is worsened by
2. Even though he is unable to attack, the victim can keep his mind on
Faerie drago ns resemb le miniature drago ns with thin bodies, long the situation if he succeeds in an Intelligence check (by rolling his In-
p rehensile tails, gossamer butterfly wings, and huge smiles. Their col- telligence score or less o n ld20) each round; if he fai ls an Intelligence
o~ range through the spectrum, changing as they age from the red of che<:k, he completely loses interest in the matters at hand for the dura-
a hatchling to the black of a great wynn (see chart). The hides of fe- tion of the breath weapon's effect.
males have a golden tinge that sparkles in the sunlight; males have a
silver tinge. Faerie dragons avoid combat and never intentionally inflict dam-
age unless cornered or defending their lain. If attacked, however,
All faerie dragons can communicate telepathically with one an- they engage in a spirited defenSol'. ably supported by their sprite and
other at a distance of up to two miles. They speak their own language, pixie friends until the opponents are driven away.
along with the languages of sprites, pixies, elves, and the birds and
animals in their area. t-I dbit at Societ),: Faerie dragons make their lai~ in the hollows of
high trees. preferably near a pond or stream, as they are quite fond of
Combat: Faerie dragons can become invisible at will. and they are swimming and diving. They often live in the company of a group of
able 10 attack, USol'spells, and em ploy their breath weapons while in- pixies OT sp rit es.
visible. They attack as 4-HO monsters, biting for 1-2 points of dam-
age. Most (65'1&) faerie d ragons employ wiurd spells as a wizard of Faerie dragons take advan tage of every opportunity to wreak mis-
the level indicated on the accompanying chart; 35% employ priest chief on passers-by. frequently using fOn'$t creatures to help them in
spells of the Animal. Plant, Elemental, and Weather Sphen'$. All thei r pranks. Though many of these pranks are spontaneous, months
spells ale chOSol'n for their mischief potential. The two most common of preparation can go inlO a singl~, spectacular practical joke. A tell-
spells of faerie d ragons are wote r breathing and legelld lore; other fa- tale giggle, which sounds like Ihe tinkling of liny silver bells, often al-
vored spells indude ventriloquism, UII5Nm serv.:mt, forget, sugges- erts potential victims to the presence of invisible faerie dragons.
tion , dist&mce distortion, limited wish, obscuremellt, allima/gTowth,
and animate rock. I:.colog)': Faerie dragons eat fru it, vegetables, nuts. roots, honey.
and grains. They an' particularly fond of fruit pastries and have been
A faerie dragon usually begins its attacks by turning invisible and known to go to great lengths to get a fresh apple pie.
using its breath weapon, a two-foot-diameter cloud of euphoria gas.

Oriental Dragons

Oriental dragons, especially of adult age and older. tend to be sol- than the Armor Class of the dragon it was taken from (though the
itary creatures. When multiple d ragons areencounterecl. they are Armor Class can be no worse than 8) .
usually a mated pair and young. Mated pairs aTe never found to-
gether when o lder than mature adults, and their offspring are al- like other dragons, young adult and older oriental dragons ra-
ways young adults or younger. To detennine the age of the diale an aura that may cause opponents to panic. Humans and
offspring, roll Id6: 1:::J egg. 2" hatchling, 3"" very young, demihumans with fewer than 1 Hit Die and non-aggressive crea-
4 '" young,S" juvenile. 6" you ng adult . tures with fewer Hil Dice than Ihe dragon automa tically flee in
panic for4d6 minutes at the sight of the dragon. Other opponents
The Celestia l Bureaucracy may be panicked and forced to fight with a - 2 penalty to both
their attack and damage rolls if they are within the radius of an
Most oriental dragons are officials in the Celestial Bureaucracy, a oriental dragon's fear aura and fail their saving t hrows vs. petrifi-
governing body of powerful spirits headed by the Celestial Em- cation. Victims adjust their saving throws by the modifier indi-
peror. Each subspecies of oriental dragon is charged by the Celes- cated on the following table; the table also lists the fear aura
tial Bureaucracy to direct a particular governmental funct io n; radius for each oriental dragon age category.
Chiang lung, for instance. aTe charged with guarding rivers and
lakes and dispensing rain. Diving oriental dragons can strike with their claws with a + 1
bonus to the attack roll. When engaging o ther flying oppOnents,
Every year, the oriental dragon officers journey to the Celestial oriental dragons can either claw or bite, but not both.
Palace to file their reports of the previo us year's activities and
events. Rewards and punishments are distributed based on the Certain subspecies have the ability of scaly command that
evaluation of the reports. A corrupt or inefficient dragon may be gives them control over varying numbers of scaly creatures with
removed and rep laced by a new appointee; an industrious dragon animal inteiligence or less (primarily reptiles and fishes) living in
may be promoted to a position of higher responsibility. the water within a half- mile radius. This control lasts for 2d6
tums and cannot be dispelled . No saving throws are allowed .
Hit Die and Combat Modifiers Creatures under the scaly cOlllllla'ld of one dragon cannot fall un-
der the control of another. Additionally, scaly c reatures will
Oriental dragons' Hit Dice and combat modifiers vary according never voluntarily attack an oriental dragon wi th the scaly com-
to age category. Consult the individual dragon entries for their mand ability.
base Hit Die information and the table below for the modifiers.
An oriental dragon saves as a fighter equal in level to the dragon's Other subspecies have the ability to surround themselves in an
Hit Dice. Its combat modifier applies to both attack and damage aura of water fire whenever they are under or touching wate r.
ro lls for each physical attack; it does not apply to breath weapon Wat er fire appears as ghostl y, flickering multi-colored flames and
o r other special attacks. {For example, a Ii lung has 13 Hit Dice as causes a variable amount of damage to anyone who touches it.
a base. A very young Ii lung subtracts 4 dice, which gives it a total All o riental dragons are themselves immune to water fire. It ma y
of 9 Hit Dice. It saves as a 9th-level fighter and has a +1 bonus be dispelled by the creator at any time; otherwise, it disappears
applied to its physical attacks. for 2d6 turns if contacted by real or magical fire, and cannot be
recreated until the end of that period.
Orie ntal Dra gon Attarks <lnd Defe nses
Special Abilities
like other dragons, o riental dragons have a claw/ claw/ bite at-
tack. Though claws can attack creatures to the dragons' front and Oriental dragons do not have the spe\lcasting abilities of other
sides, only certain oriental dragons have necks long enough to en- dragons, and not all of them have breath weapons. They do,
able them to allack opponents to their sides as well as to their however, have several special abilities of their own. All, for in-
front. Young adult and o lder o riental dragons able to fly can at- stance, have continual ESP (as the spell) at a range in feet equal to
tempt snatch attacks like other dragons (including a 50% chance five times their age level. Oriental dragons do not require sla!p.
that the snatched victim's arms are pinned, automatic claw dam- All can become invisible and visible at will, though they always
age each round if the victim is squeezed, and a transfer to the become visible when attacking. All except yu lung can poly-
dragon's mou th if an attack roll is successful, which then inflicts morph into human fonn and hack at will.
automatic bite damage each round). As indicated in the individ-
ual listings, o nly certain o riental dragons can attack with kicks, Oriental dragons can detect invisible objects and creatures (in-
wing buffets, or tail slaps. cluding those hidden in darkness o r fog) within a ten-foot radius
per age category. They also have a natural clairaudience ability
An oriental dragon's Armor Class improves as it ages, as does with respect to their lairs; the range is 20 feet per age category.
its ability to resist magic. Old and older oriental dragons are im- The dragon must concentrate on a specific section of its lair or the
mune to normal missiles because of their tough hides. As with surrounding area to use this ability.
other dragons, the skin of an oriental dragon can be made into
dragon armor that grants its wearer an Annor Class of 4 wo rse Most oriental dragons can fl y because of the powers of a magi-
cal gem o r pearl that is imbedded within the brain. This o b ject
funct ions o nly fo r the dragon and cannot be extracted so as to
confer flight on any other creature.

1.001-1.200 +, +10 40 -2
1.201 + +11 45 -3
+7

Chiang Lung (River Dragon)

CLIMATEfTERRAIN: Tropical, subtropical, and
temperate lakes and ri vers

TREASURE: Special
ALIGNMENT: lawful neutral (good)

NO. APPEARING: 1-2

ARMOR CLASS: 0 (base)

MOVEME~N~T'________~1~2.~~FI~'~'~IE~).~S~w~2~'______~
-~~ - 5

CQ 5

• Of AITACKS: 3+ . 1
DAMAGE/ArrACK;
SPECIAL ATIACKS: 1-8/ 1-8/ 3-36

Snatch, tail slap. and magical

C1AL DEFENSES< abilities
CK RESISTANCE: Variabk
1m Variable
G SO·
MORALE:
Fanatic (18)
XPVALUE:
Va ria b le

MR Trus.

12 Great Wynn 144-158 130-142 -, 70.. 18,000

Chiang luns resemble giant serpents; it is difficult to determine where A •• Abilities
Ihcirbodiesend and theirlails begin. Though winglns, they are able to fly Bless and curse, each once per round
though the power of magical blue pearls im~ded in their brairuo, Their Young
bodies are various shade of blue and grffn; their bellies are brilliant yel-
low. Mult i-colored bends sprou t beneath the chins of young adult and Juvenile Omen and ,ute, each once per round
older chia ng lung, and pairs of long, white homs grow from their he;tds.
Chiang lung are often encountered in human form. which they seem to Adult Dispel ellil. co ntrol weather, and remo ve Cll r5e. each
prefer over their natural bodies.
once per round
Chiang lung speak their own tongue, the languages of shen lung, fishes.
and the Celestial Court. and all huma n languages. Mature adult Major creation a nd rewQrd, each once per day

Great wyrm T51mllmi ona per day'

' Only when so ordered by tM Celt'Stial Bureaucracy; disobedience is

punishable by death.

Combat: Chiang lung prefer to avoid combat , but they fight fiercely to H ~bit . t"S<x,ety, The Celt'Sti..ll Bureaucracy assigns a chiang lung to
protect thei r domai n . In combat, they charge for a claw / claw / biteattack, every river and lake. Their lairs are magical palaces located beneath the
water's surface; regardless of the siu of the riller or lake, the pOllace is OIl·
maneuvering into position for a tail slap at the earliest opportunity (only wOlys opulmt and immense. Unless fr~ly given by the chiang lung, items
taken from the palace become worthless upon reaching the surface.
adult or older chiang lung can at tack with a tail slap, inflicting damage Chiang lung sometimes entertain lI;nuous scholars and men of learning
equal to two claw attacks and affecting as many o pponents as the dragon 's and an on I..vishly decorated boats, posing as wealthy nobles o r govern-
age category: th05ewithin the sw~p of the dragon's tail must TOil success· ment officials.
ful saving throws vs. petrification or be slunned for 1d4 + 1 rounds).
The daughtfl"S of chiang lung are often attracted to handsome human
If in human form, a chiang lung is automatically a rmed with a sword males. occasion~lIy resulting in secret love affairs and marriage. Such liai-
+ 5; this blade isso ""'55ive tha t others must mah a $uccessful bend barsl
lift gutes roll to use it . sons usually md sadly when the daughters return home. never to see their
husband$ or 10lltrsagain. Childrtn hom of such a marriage arespirit folk .

Special AbiU Ul's: From birth. chia ng lung ca n breathe both water and air Ecology: Chiang lung can eat any type of miner~l or gem , but they also
and can polymorph three times per day to any form desired. They can e)t· halle a taste for fish and sheep. They are alwa ys attended by lesser nature
pel storm clo uds at will, enabling them to cause rain whenever and wher- spirits (who also assume human form) in their palaces and have Id6 shen
ever they cho OSoe. They can also lower wa te r in a one-square-mile radius lung acting as bodyguards and aides. There is a 75% chance of hailing 2d4
per age level at will. Any person in physical contact with a chiang lung offspring in their palaces. When encountered outside their lai r, there is a
can breath and move underwater as if he were on dry land. 75% ch..ance they are accompanied by 1d41esser nature spirits a nd a 40 %
chance that 1-2 shen lung are present.
As they age, chiang lung sain the following additional abilities (older
chiang lu ng have all 1M abilities listed in the younger ca tegories):

Li Lung (Earth Dragon)

CUMATElIIRRAIN: Tropical, subtropical. and

temperate subterranean

fREQ UENCY: -~~-:RSaOlri'e~'''-=Y o'~di'r'i'''----''
IRC ANIZATIO N,"

cnVTTY CYCLE: Any

DIET: Specia

INTELU G EN CE: Average (8-10]

TREASURE: Special

ALI G NM ENT: Neutral

NO. APPEARING: 1-4

ARMOR CLASS: 2 (base)

MOVEME:N;:T,::' ._ _ _ _ _.'.f2.\lA'l;f30;;.:(E;):• Si:W::;.;9:....B;:.,:.9.~_..

~~ /!~OF ATTACK~ _______3~~+ ~;a~I ~________--I

DAMAGEIATTACK7" 2·8 12· 812-20

SPECIAL ATIACKS: Snatch, wing buffet , kick, and

____ magical abilities

SPEt:JA["OEfEN'SES: Vini6le

MAGIC RESISTANCE: Variab le

SIZE: G 30' b_l

MORALE: Champion (16)

XP VALUE: Variable

12 Great Wyrm 110.-120 -, 45 % 16,000

A Ii lung has a lion's body and tail and a human face. Small black Spe{ial AbiUties: Li lung can create earthquakes once per day (;IS the
pupils are centered in its golden eyes. and colorful quills resembling the
feathers of a peacock extend from its leathe ry wings. As a hatchling, speU but with no chance of it bt'ing dispelled) with a width and length

the Ii IUr\3's body is covered with light green scales, but as it grows, the (in yards) equal to 10 times their age level (for example. a young adul t

scales hqin to darken and change into CO;lrse fur. By the time the Ii Ii lung can c~ate an earthquake affecting an area 50 yards by 50
lung grows into a juvenile, the scales a~ completely gone and the fur
has the t~ture of thick wire. The fur continues to darken as it ages, yards). li lung are never harmed by an earthquake. rl'Xardless of
turning Marl y black by the ti~ a Ii lung ~aches the great wyrm stage.
whether it was created naturally o r by a Ii lung; if an earthquake brings
li lung speak their own tongue, thf' language of the Celestial Court.
and all huma n languages. down a C<lvem in which a Ii lung is living. it is only affected by the

inconvenience of having to dig itwlf out of the rubble.

As they age. Ii lung gain the following additional abilities (each

Combat, Li lung prefer to avoid combat. hiding in the shadows o r useable three times per day ): Abilities
burying them~lves in rubble until all intruders leave. If cornered or
A,_
attacked, Ii lung first use their earthquake ability in an attl'mpl to bury
their opponents. If th is fails, they engage in vicious melee combat. Juvenile Stone shape

using claw/ claw/ bite attacks on opponents in front , kicking attacks on Adult Wall of stone
o pponents in back (kicks inflict claw damage; victims must roll thei r
Dt?cterity o r less o n Id20 or bt' kicked back Id6 feet +1 foot per age Mature adult Motle earth

category of the dragon and must also roll a successful s.;Jving throw vs. The powerful cla ws of the Ii lung enable it to burrow through the earth
at a movemPnt rate of 9 and through solid Slone ,It a movement r;lte of
petrification, ad justed by the dragon's comba t modifi.er, o r fall). and 1. Though Ii lung can swim. they can not breathe water.
wing buffets on opponents at the skies (only dragons that a~ young
H~bitlil'Society: li lung lair in caverns at the end of winding IIIby.
adult or ol<kr get this attack; damage is equal to a claw ;lttack, and rinths deep inside the earth. the farther IIway from civilization, the
victims must roJltheir Dexterity or less on l d20 or be knocked prone.) better. They wldom leave their la irs unless orde red to do 50 by the
li lung roar continually while engaged in melee. Their raspy roars Celestial Bureaucracy, usually to punish heretical communities with
their earthquake abi lities. but sometimes to reward needy communities
sound like metal scraping against stone and are so loud that those by revealing treasu re mines or underground springs.
within 60 feet can hear nothing el~.
Erology: li lung mainly subsist on earth and stone. though they lire
An airborne Ii lung can change direction quickly by executing a fond of gold. silver. and other precious metals. U lung rarely associate
wingover maneuver. allowing it to m;lke a turn of 120 to 240 deg:r~
with other dragons and cooperate with them only o n di rect orders from
rl'Xardl ess of its spt.>ed or size. A Ii lu ng ca nnot gain altitude during the the Celestial Bureaucracy.
rou nd whe" it performs a wingover, but it can dive.

Lung Wang (Sea Dragon)

CUMATEfI'ERRAIN: Tropical, subtropical. and

temperate ocean
FREQUENCY: _ _ _ _Very rare

'ORGAN'IZATION: Soli tary
Any
~CT1VITY CYCLE:
S"..,~·.~I,"~__________"
~nT'

INTELUG EN CE: Very (11.12)

TREASURE: Special

ALIGNMENT: Neutral

NO. APPEARING: 1

ARMOR CLASS: ·2 (base)

_MOVEME~N_T_' _______~lr,n,SW12

!HIT DICE: ' 5 (base

frtlACO: 5

[DNAOM. OAGf~AATTIATCAKCSK:~, ------f3'-+~1s2p~/~r1t-D~'~12/~l~-~~ --------~

SPECIAL ATTACKS: Breath weapon and magical

eClArOEFENSES:;----Vaabriialiltiil6~e ----------...,

GIC RESISTANCE: Variable

SlZE: G 40' base

MORALE: Fanatic (18 base)

XP VALUE: Variable

:1
~;-",,-------i

- 9 45%

123-135 -10 12d8+12 SO % HRd 18,000

A ""Ialive of the dragon turtle, a lung wang has a tu rtle's body. ill cre5ted feet wide at the base. Danu.ge caused by the breath wupon yaries with
neck. and a head like a shen lung, complete with long. golden whiskft'S. Its the dragon's age (see table). Victims caught in the blast g~ to roll a saYing
shell is ma<k of thick grftn sca16 with SilVff fiKks. Smaller scale, lighltr throw YS, bruth weapon for haIr damage. The breath wupon is as effec·
8I'ft'Il with golden necks, COVtT its neck and head. lIS hind Jegs a"" liulemon" tiye underwater as It is in the open air and can be used th~ times perday.
than $lum py flippers, but its front legs an" formidable weapons - each b
80.. the length of its shell. ending in two ruor-sharped talons. From birth, lung wang can breath bo th watn and air, They have the

Lung wang speak their own tongue, the languages of shen lung. fishes, sCllly commllnd power oyer 4d10 creat ures times the age category of the
and the Celestial Court, and all human languages. dragon (a young lun g wang, for instance, has the SCQ/y comm(.md power
oyer 4d10 x 3 ~atu res ), lung wang art' also immune to all hea t and fi re
Combat: Though urable to fly and physiuUy unab le to atlack with attacks, magical and otherwise.
kkks, ta il slaps. or wing buff~s, lung wang a~ neyertheless aWr$Ome op-
ponents and are especially menacing to passing ships. As they age, lung wa ng gain the followi ng additional abilities (each use-

If an una uthoriud YfSSfl enters the waters of a lung wang, it surfaces able once per day),
beneath the yessel and attempts to capsize it. The chance of capsizing a
ship is equal to the peTttn tage ratio of the ship's size to the lung wang's size A", Ability
(diYide the lung wang's size by the ship's size and mUltiply the result by Adult Willi of f08 (obscures vision in a radius equal to SO
100; fo r instance, if a 20-foot lung wilng attempts to capsize an 8O-ioot feet multiplied by the dragon's agt category
ship, it has a 25 % chance of success). This chance neye r exCffds 95%; Old
therdore, a lung wang always has a 95% chance of capsizing a ship the SU88t1/ ion
same size as itself or smaller.
HabitJt SocielF As 1'1.Ilers of the sea, lung wang demand tribute from
Once a ship is capsized, the lung wang attacks wi th Its breath weapon every paS$ing ship. Regular trayelers often work. out an arrangement,
and attempts claw / claw/ bite attacks on all victims it can reach . If the vic· dumping a pre-determined amount of treasure oyerboard at a giym spot
tims are sufficimtly deferential to the lung wang and offer it a sizeable
treasure (usually the ship's entire hoard ), the lung wa ng may show mercy; to placate the lung wang.
otherwise, it will attempt to slaughter all of the ship's passengers as pun·
ishment for entering its waters uninvited. lung wang are equally merei· Ecology: Unlike other oriental dragons, lung wang art' basicillly heroiv·
less to underwater int1'1.lders, attacking them in a similar fashion . o rous and prder to eat algae and seaweed. They will, howeyer, eat fish
and minerals and haye been known to consume entire ships. lung wa ng
Breath We01pon ....d Sped..1AbllUll'S: A lung wang's breath weapon is a maintain cordial relationships with other orimtal dragons, particularly
cone of steam 100 feet long, fiye feet wide at the dragon's mouth, and 50 shen lung. They are friendly with sharks, whales, and other ocean denio
zens on whom they rely for information. They do not get along with tun
mi lung (typhoon dragons ),

Pan Lung (Coiled Dragon)

CUMATElTERRAlN: Tropical. subtropical, and
temperate swamp and jungle
CYCL& Rare

TREASURE: Special
ALIGNMENT: Chaotic neutral

NO. APPEARING: I·'
ARMOR CLASS:
o (hase)

MOVEMENT: 12, FIlS (E), Sw 12
12 aseJ
!EDict, 9

llIACOo .3+~al
NO. Of AITACJ(S,
DAMAGE/ATIACK: 1-611-6/2-16

SPECIAL ATTACKS: Snatch, tail slap, constriction

~CULDEFENSES:• _ _ _""a"n~d magical abilities

MAGIC RESISTANCE: -<aria6li
Variable

G (5(' bMo

MORALE: Fanatic (17)

XP VALUE: Variabl e

'I. H

12 Grut Wyrm 126-139 IHH29 -, 16.000
139-142 129-141
-, "><2 17,000

p",,, lut\8 are '" th.inner iIond longer variety of shen lung. A hatchling has 3<:110 creature). They also Ciln produce WQter Ii" that inflicts 1d6 poin ts of
gray scall'Sa! birth. which change color as the dragon grows. Pan lung (lUI
befound in a number of b rill iant hues, with various shades of red, o range, damage from p.1n lung of age hatchling through young adult, 2d6 points of
and green among the most common. A multi-colored manf' su rrounds its
neck, and duk whiskers grow from its snout. Pan lung scales are natu- damage from pan lung of age adult through very old, and 3<:16 points of
rally oily, which makl'S them gleam in the sunlight. Though wingless, pan
lung have magical blood·red pearls imbedded in their brains that give damage from pan lung of age venerable through great wynn.
them the ability to ny.
As they age, pan lung gain the following additional abilities (each usa-
Pan lung speak their own tongue, which Ihey share with the shen lung.
They also speak the languages of fishes, reptiles, and the Celestial Court, A,.ble three times per day): Abilities
and all hu man anguages ,
Young Bless or curse

Young adult V..ntriloquis m

Mature adult Pll1lntlUma/ force

ComNt: Pan lung prefer to appraise thei r advers-aries before a ttacking, H"bi'~t Society: A pan lung makes its lair in the c rypt or temple it has
usually by casting vent riloquism or phantasmal force spells to distract ~n a ssigned to guard by the Celestial Bureaucracy. Guardianship is
them or by ordering minions to engage them in combat. Once the pan passed through 5uccl'SSive generations; it is not unusual for a fami ly to
lung have evaluated their memil'S' penormanCt'. they attack savagely, us- maintain the same la ir for tens of thousands of years.
ing claw / claw / bite attacks a long with ta il slaps {only adul t o r olde r pan
The gods often punish un fai thful human husbands and wives b y mak-
lung ca n attack with a tail slap, innicting damage equal to two cla w a t-
ing them minions of a pan lung. Pan lung minions do nOI age, and are typ-
tacks and affecting as many o pponents as the dragon'S age category: those ically condemned to serve for a term in years equal to the number of tears
within the sweep of thedragon's tai l must roll successful saving th rows vs.
they have caused their mate to shed. A pal'l lung's mil'lions obI:-y it implic-
petrification or be stunned for I d4 +1 rounds}. itly, fighting to the deat h if so ordered. There is a 25 % charu::e a pan lung
will han slaves (equal 10 half the number of crea tures it ca n control by
Instead of a tail slap, a pan lung that is adult o r older can encoil a victim scl'ly commQnd).

in its tail, automatically innicting 2d6 points of constrn:tion damage per Ecologr; Pan lung prefer to eat fruits and vegetables, often maintaining

round (there is a 50 ~ chanCt' th at an encoiled victim 's arms are pinned, elaborate ga rdens that are cuhivatKl by tht ir min ions. Generally. they a re
mak ing him unable to a ttack the dragon ). indifferent 10 the affairs of other oriental dragons and cooperate with
them on ly if so o rderKl by the Celestial Bureaucracy. They particula rly
Sp«i..1Ablliti~ From birth. pan lung can breathe both air and water and rest'nt the power and position of the fien lung (Ct'lestial dragon s), and
can cast chQtm monsl.., spells three lilTleS per day. Addit ionally. they have they have ~n known to attack them in a jealous frenzy,
the SCQly commllnd power over IdlO creatures per age category of the
dragon (a young pan lUll&. for instance, has the scl'/Y comml'nd power over

Shen Lung (Spirit Dragon)

Cl i M A TElTERRA IN : Tropical. subtropical. and
'"np""" lakes and ri vers

ALIGNMENT:

NO. APPEARING: 1-4

ARMOR CLASS: -1 (base)

MOVEME~N~T~; __________1r.2n·~FI~'~8~(E~I,~S~W~9~____. . ,
flIt Dlcr; ' ...

ooCI> 7

NO. OF AITAC +I

DAMAGE/ATTACK: I-B/ l..aI2-2411-10

SPECIAL AITACKS: Snatch, tail slap, kick, a nd

~____:magical abilities

SP'E<:tArO"EfEiifSES; Va riable

~GIC RESISTANCE: Variable

SIZE: C 48' se)

MORALE: Fanatic (17)

XP VALUE: Varia ble

"

7 Ma ture . . .99 79-91 -,, • "'"35% H 12.000
99-1 2 13,000
8 O ld 91 -103
125-138 l03-11S OW 101,000
VeTY(j~ lJa.-151 115-127
-, ""8 50% Hx3 16,000
0~ 127- 140 55 % Hx3 17,000
11 Wynn

12 G reat Wyrm

Shm lu", are slender and bright-eyed, with spiked lai ls. ridged backs, level of the dragon (a young lung wang, for instance. has Ihe 5Cllly co m·
and two sharp horns rising from the tops of their heads. Golden whiskers mand POWt'T over 6dlO crea tures ). They also can produce wllt"r firlt that
grow from thrir snouts. TtH! scales of h<llchlings are dull shades of ~ . inflicts 2<16 points of damage from dragons of age hatchling through
blue. green , o ra nge, or any combiniltion of these colol"5; the scales yOU"S adult, 3d6 points of damage from dragons of age adult through
brighten into brilliant hues by the time a shen lung reaches the age of very old. and 4d6 points of damage from dragon s of age venerable
young ad ult . Though wing!1?SS, shen luns can fly through the power of a th rough great wyrm . Shen lung are al50 immune to lightning and all forms
magical yellow pearl imbedded in the ir brains; the pearl is similar to that of poi50n. but suffer double damage fro m ..II fire-based ..!tacks. magic..l
of the fie" 11.11'18. o r ot herwi~ . No insect. arachnid. o r .. rthropod can approach a shen lung
within a radius of 60 feel.
Shen IUl'lg speak the!rowl'I tonsue (which they share with pan lung), the
languages of chia"Slung, fishes. reptiles, and the Celestial Court , al'ld all As they age, shen tung gain the following additional abilities:
human la"Suages.
AS· Abilities
Co mbat: Unless the oPPOl'IC!I'Its are optTlly hostile, shen lung usually Young Bless and curu. each once per d"ly
parley before combat. If the opponen ts are resistant or their responses are Young adult
unsati sfactory, shen lung ensage in vicious melee, augmenting their at- Adult Ice storm three limes per da y
lacks wilh water /ire, assa ul ts from the companions under their Milly Control Wi!<lfher three ti mes per day
commllnd, and, if available, ice storm . Unlike other o riental d ragons,
shen lu"S can perform cla w / claw / bi te / lail attacks: the powerful spiked Habitdt'Society: Shen lung are most commonly encountered in the com'
lail can easily reach opponents to the dragons' sides and fro nl. Shen lung pany of the chiang lung they have been ..ssigned by the Celestial Bureauc·
can also attack with ta il slaps (on ly adult o r older shen lung can attack ra~ to assist and guard; Id6shen luns usually accompany a single ch ia ng
with a tail slap, inflicting damage equal to two claw attacks and affe<:ting lung. Shm lung tai r in modest but well·kepl ma nsions of stone at the bot-
as man y opponents as the dragon's age category; those within the sweep toms of rivers and lakes. usua ll y not far from the palaces of tht'ir chiang
of the dragon's tail must roll succ1?SSful saving throws vs. petrificat ion or
be stunned for 1d4 .... 1 rounds ) and kicking attacks on opponents in bad: lung.
(kicks inflict claw damage; victims must roll their Dexterity o r 11?SS on
1d20 o r be kicked back 1d6 feet .... 1 foot per age ca tegory of the dragon Ecology: Shen lung sustain themselves on any type of precious gems. al·
and must al so roll a successful saving throw V5. petrification. adj usted by thOUgh they also enjoy fish and rodents. They are intensely loyal to their
the dragon's combat modifier, or fall) . chiang lung and also main ta in clow relationships with na ture spirits.
Most are fascinated by hum ans, often taking human form to mi ngle in hu·
S~cial Abilit ies; From birth. shen lung can breathe both water and air. man villages. Humans. in tu rn , view shen lung as messengel"5 of the gods
They ha ve the Milly co mmQnd power over 2dlO creatures times the age and bringers of good fortune , constructing ornat e shrines and staging
elabora te ceremonies to gain their fa vor.

T'ien Lung (Celestial Dragon)

ClIMATElTERRAIN: Tropical. subtropical, and

tempera te mountains

FREQUENCY: Very fare

'OR{;ANlZATIOiRi- - - -'Solitary

ACTIVITY CYClE:. Any
S_l
IDlm

INTElLIGENC E: Exceptiona 15.16

TREASURE: Special

ALIGNMENT: Lawful neut ral

NO. APPEARING: 1

ARMOR CLASS: - 4 (base)

MOVEME.N...T:;' ._ _ _ _-i9~.F,i 48 (0 ), Sw 6

~lllCE: . 5 (Dase)

O. 5

O. OFAJTACK5,,c_ _ _ _~+~s~·~.I~ _ _ _ _~

DAMAG E/A r r A C K : 1-8 / 1-8/ 4-40

SPECIAL ATIACKS: Breath weapon, snatch, tail

____slap, kick. and magical abilities

SPEGAL OEfENSES: Variable

MAGIC RESlSTA NCE: Variable

SIZL 50'

MORALE: Fanatic (1 8)

XP VALUE: Variable

Tail

12 Grt'al Wynn 141-155 116-128 -12 24.dIO+ 12 ".. HFxJ 19,000

A t'i~ lung'sscates are dull gold al birth. but brighten to a brilliant yenow bnath weapon for half damage. A nell lung can use its breath weapon
when it reachn the young ..dult age: orange and light green varieties have
al50 ~ seen. Mul ti-hued manes su rround t~r necks. and similarly col- o nce t'vt'ry three rounds.
orful whisker.; branch from their snouts and rise over the tops of their
From birth, fien lung can breathe both watt'r and air. They can cast
heads like an tlers. Wispy golden bea«ls dangle beneath their chins. From
control weutht'T a number of times pt'r day equal to twiet' their age level.
the age of young adult and up, their scales give off a sweet arOma resem-
bling that of ch~ blossoms. Though wingless, fien lung can ny through A,.AI; they age, t'ien lung gain the following additional abilities:
the powrr of a magical yellow pearl imbedded in their brains; the pearl is Abili ty
Young Pyrotechnics three times per day
similar to that of the shen lung.
Tien lung spe,lok their own tongue, the langua.ges of air elfil\entals and Adult SuggP5 tion thTH times per day

the Celestial Coun, and all human la nguages, Old Fire $toml once per da y

Combat: Whenever possible, t'ien lu ng a ttempt to warn away potential Habitat SOClel)" T'ien lu ng live in resplendent castles in cloud banks
opponents with a fiery blast from their breath weapon, If their warnings and on high moun ta in peaks. Molle fit'n lung nt'vt'r remain wi th thei r
go unheeded, they fight ferociously, T'ien lung prefer to fight from the air, mates, and females banish their offspring a5 500n as the reach the age of
circling their opponents and attacking with their breath weapons, then young. Adult and o lder t'ien lung have a SO'll> chanet' of being accompa-
swooping for snat ch and claw / claw/bite attacks when given ,lon opening. nied by 1d4 air t'lementais (of 8 Hit Diet') Ihat iKt as their serva nt s and
Tien lung can perfonn tail slaps (o nly adult or older !'ien lung can attack bodyguards; these elementals unquestioningly obey their masters, de-
with tailsiaps, inflicting damage equal to two claw attacks an d aifeding fending them to tht' death if necessary.
as many opponents as the dragon's age category; those wilhin the sweep
of the dragon's tail must roll successful saving throws vs. petrification o r Ecology: Tien lung enjoy eating o pals and pearls and look kindly o n
bestunned forld4. +1 rounds) and can kick opponents behind them (kicks any mort al who g ives them such delicacies. Fanners who rt'ly on the good
inniel clolw damage; victims must roll their De:derity or less on Id20 or be
kicked back Id6 feet + I foot per age category of tht'dragon and must al so will of t'ien lung for good weather oftefl make sizeablt' offt'rings of these
roll successful saving throws vs. petrification, adjusted by the drago n's precious gems. lien lung a re thought to be ;l.mong the most favored offi-
combat modifier, or fall) , cials of Ihe Celestial Bunaucracy; true or not , t'len lung do little to dis-
courage their tqlutation. Pan lung in Jnrticular resent tht' power and
8",,,th Wupo n li nd Spe<ial Abilit ies: A !'ien lung's bna th weapon is a posit ion of t'ien lung ;l.nd h;l.ve ~n known \0 ;I.\lack them in ."alous fren-
cont' of fin 90 feet long, five feet w ide at the dragon's mount, and 30 feet zies. Though SIKh battles can lut for weeks, tht' powerfu l fien lung usu-
wide at the t'nd, Vid ims with in the brt'ath wt'olpon cont' must save V5. ally triumph in the end.

Tun Mi Lung (Typhoon Dragon)

CUMATEfI'ERRAIN: Tropical, subtropical, and

'"np' ''''' o«ans

AUGNMENT: """,,., evil

NO. APPEARING: 1

ARMOR CLASS:
MOVEMENT:

- -----fim:;,;,;r.o-----.,"rr DrCEo?'
-3 (base)
12, A 48 (E), Sw 12

Ce>. 5

. OF~~~____~.~~~--~----..I
DAMAGfJATIACK: 1-6/1 -6 / 2-20

SPECIAL ATTACKS: Snatch, tail slaps, and magical

5~~S~~---a~bimlit@ie~s' -----------,
IMAc.le RESISTANCE:
V.. riable
ISI.ZE;
60' base

MORALE: Fanatic (17)

XP VALUE: Va riab le

"

138-152 134-146 -10 55% 16.000
152-167 -11 60% 17,000

Tun mi lung. al50 known as typhoon dragons. have ~n chuge<! by the ing la rge boats, a 70% chance of snapping tree tru" ks. a 70% chance of
Celestial Emperor to dispense destructive hurricanes and typhoons, a task knocking man-sized victims to the ground (victims suffer ld6 points of
they greatly ~joy. Though tun mi lung art only supposed to cause storms
when d ire<:ted to do so by the C"leslial Bureaucracy, they often ignore damage for every 10 feet blown by the wind ). Flying vic tim s are blown
their orders, launching into rampages of destruction to ravage the coasts backward 50-100 feet. and all vktims exposed to Ihe wil'lds suffer ldlO
of wanner lands out of sheer ~licioU5ness. Such is the power of the tun
mi lu"g that the Celestial Emperor must send t'ie" lu"g to ~in them i". !'Oints of damage per tum. The radius of the effect (in miles) equals fi ve

The la rgest of the orien tal drago"s. tu" mi JUII3 have lo"g. si"uous times the dragon's age level. The duration of the effect is 6d4 hours.
bodies covered with thick scales in a variety of colors, with blue-green , As they age. tun mi lung gain the foHowing additional powers:
dark red, a"d violet among the most common. They have dark beady
eyes, stringy beards dangling from thei r chi",. and enonnous iaws lined A., Ability
with hooked teeth as sharp as razors. Though w["gless. tun mi lung can Darkness with a radius equal to SO feet tim es the
fly from the power of a magical black pearl imbedded in thei r b rains. Juven ile

Tun mi lung s peak their own language. the languages of all sea crea- Adult dragol'l's age level, o nce per day
tures , the Sea Lords. and the Celestial Court. and all human languages. Lig/IUng boll 20 feet long that innicls 6<16 points of

Combat: If possib le. tu n mi lung will always attack with thei r divine damage, three times per day (increa sing to six times
wind power, supplemen ted with lightning bolt spells as n~ed . Other-
wise, tun mi lung resort 10 me lee combat. first casting dArKness (If availa- per day for dragons of ve"erable age or older)
ble), then ripping and sna pp ing with claw / claw /bi te attacks. Tun mi lUT13
are physically ul"lable to conduct eff«tive kick ill3 attacks. but can attack Habitat Society: Nothing conclusive is known of tun mi lung lairs,
wit h tail slaps (only adu lt or older tu" mi lung can attack with tail slaps. though it is believed that they maintain lavish palaces on Ihe ocean floor.
innict ing damage equal 10 two claw attacks and affecting as ma ny oppo- Because they ilre disliked by the more peaceful and cultured creatures of
nt:Tlts as the d ragon's agf ca tfgory; thOSf within thf sweep of the dragon's the sea, their lail'5 presumably are located in remote areas of the ocea".
tail must roll successful saving throws vs. petrificatio n o r be s tunned for Tun mi IUT18 spend most of their time roaming up and down the sea coasts
Id4 + 1 rounds). or circling in the skies a bove the o pen ocean, usually in the centers of dj·
vine winds of their own creation, which move with them as they travel.
Sp«ial AbililillS: From bi rth, tun mi lung ca n breathf both air and water
and are immune to all water-based and ai r·based attacks. Additionally, Tun mi lung shu n the company of other creatures, includ i"g olher tun
they can summon a divine wind of great strength once per week . These
winds automatically capsize small boats and have a 70% c ha nce of capsi:· mi lung. Female tun mi lung abandol'l their offspring as 5001'1 a s they
hatch: infant mortalit y is high. accou"ting for Ihe relative scarcity of this

subspecies.

Emlogy: When it comes to food. tu" mi lung are the least choosy of a ll
oriental dragons. equally fond of fish, precious gems. a"d capsized ships.
Oblivious to the territorial claims of other dragons, tun mi lung are partic'
ularly disliked by the seafaring IUII3 wang.

Yu Lung (Carp Dragon)

CUMATEITERRAIN: Tropical, subtropical, and

temperate lakes and rivers
_ _ _-iR""
==.=___. . . .FREQUENCY,
~R'C~ONi"'" SOlitary or d an

ACTIVlTY CYCL£: Any
S 101

INTELLIGENCE: Low (5~7

TRf.ASU RE: Special

AUGNMENT: Neut ral

NO. APPEARING: 1-4

ARMOR CLASS: 1 (base)

_MOVEMEN".J!;c~' _ _ _ _.:6"'<iS w 18• • _ _ _ _ _.....

~~~'E: ' ~~ (Da'Se)"

~ OF ATIACKS: 3 $ .I

DAMAGfJATIACK: 1-811-8 /2-12

SPEC IAL ATTACKS: Swallow who le and magical

abilit ies

SPECIAL DEFENSE!> Variable

MAGIC RESlS1'AJIICL Variable

IZE< H 18' base

M O RALE: Champion (16)

XP VALUE: Variable

Tail

Yu lung, also known as carp dragons, live in all types of fresh water once per day. Juvenile and young adult yu lung can exhale a ten-foot·
rivers and lakes. They have no positions in the Celts!ial Bu~aucracy; diameter cloud of g;ls that has the same effect as a potion of hea/hlg
instead, they metamorphose inlo other subspecies upon ~aching the (restores 2d4. +1 hit points) on ;Ill those within its area of effect; they
age of adu lt and art then relocated and charged with specific dUlies as
determined by the Celestial Emperor. Reclusive and shy, yu lung aTC un breathe these clouds once per da y.
the smallest of the oriental dragons and the most docile.
HilbllauSociety: Yu lung lair in small mansions made of mud and
Yu lung ha ve dragons' heads and the bodies and tails of giant carp. stone locilted deep in the murkiest waters of the lake o r river they in·
Their scales a re blue-gray with variously colored markings. They habit. Though neat and well-built, yu lu ng mansions are crude by ori-
have two arms, long wispy beards, and bright yellow eyes resembling ental dragon standards. They are also relativel y barren, as yu lung do
those of cats. They cannot fly and are able to move on land only by not collect t reasure.
dragging themselves along the ground with thei r claws.
When yu lung reach the age of adult , they metamorphose into an
Yu lung speak their own language, the languages of all fresh water adult of another oriental d ragon subspecies, determined randomly as
c~atures, and the Celestial Court, and all human languages. follows (roll percentile dice):

Combat: The timid yu lung shun combat. If provoked or threat~ Roll Rt'Sult
ene<!, yu lung attack with their claws and bite; if their opponents 01-30 Shenlung
withdraw, yu lung seldom pursue. The yu lung's tail is too flaccid for 31-50 Pan lung
tail slap attacks, and they are phYSically unable to perform kicks o r 51-65 Chiang lung
snatches. 66-.0 li lung
81-90 lung wang
When a yu lung reaches the age of young adult, it can unhinge its
jaw like a serpent and swallow a victim whole (the victim can be no 91-95 Tun m! lung
larger than a small man). A swallowed victim suffers bite damage, 96-00 T'ien lung
plus 1 point of damage per round thereafter from the yu lung's dig~
tive juices. The victim also has a 5% cumulative chance per round of This transformation, which occurs exactly al midnight on the drag-
suffocating. (When the yu lung loses 50% of its hit points, the victim o n's 101st birlhday, is instantaneous and accompanied by a lo ud
can be freed. The swallowed victim suffers a - 2 penalty to his attilck
rolls when attempting to cut himself free; thrusting and st;lbbing at- crack of thunder. The newly transformed dragon is then T(!located to
tacks o riginating from outside the yu lung have;l 20 % chance of strik- a new domain and given an assignment by the Celestial Bureaucracy
ing the swallowed victim. ) befitting its new stalus.

Speci31 Abilities: Unlike other orient;ll dragons, yu lung are unable Ecology: Yu lung are scavengers, eating the organic and inorganic
to polymorph or tum invisible. They can bre;lthe only WOlter, al- matter dug from the ooze at Ihe bottom of their lake o r river. They
though they are able to exist o n I,~nd for up to one hour, after which peacefully co-e)(ist with all forms of aqualic life. Yu lung occasionally
they have a 5% cumulative chance per round of suffocating. At the befriend humans, and Ihese friendships are notable fo r their longev-
age of very young they acquire the ability to cast bless and curSi'. each ity; a yu [ung's bond with a human persists even after its transforma-
tion into another subspecies.

firenewt

C U M AT EITERRA IN: Hot or volcanic regions
FREQUENCY:
O R G ANI ZATION: Ra"
Tribal
CTIVITY CYC!'['
Any
~GEN<L Carnivore
Low 5-7
TREASU RE: Indivi uals K, M ; in lair F
AU GNMENT:
Neutral evil

NO. APPEARING: 10--100

ARMOR CLASS: 5

MOVEMENT: 9

DICE: 2+2

C(k 19

. OF AtTACKS,

DA MAGfJATTACK: By wea po n

SPECiAL ATTACKS: Breathe fire

SPECIAL DEFENSES,,',..-_ _See below

cn:-WJS~CE 1'\11

M (5112'-6')

Stead 11·12

Normal: 175

Elile: 270

Priest: 650

Overlord: 420

Firenewts, also known as salamen, art distant relat ives of lizard thei r lair, they are members of a hunting or war party. They de-
men. They are cruel marauders that roam hot regions. light in to rturing captives and roasting them alive. Inte rtribal re-
lations tend toward genocidal warfare. Warriors earn great honor
The fi renewt's dry skin is a mottled sepia color, darkest along by destroying the hatching ground of an enemy tribe.
the spine and fading to near-white on the belly. The smooth flesh
and fea tures resemble those of an eel. The eyes are deep crimson. Firenewts are carnivorous . They eat anything they can hunt
Fema les 3re slightly shor ter (S'Il' tall) a nd are a duller brown. down, even indulging in cannibalism when d isposing of captives
The young are light in color but darken as t hey mature. and eggs from rival fi renewt tribes. They find humanoids a deli-
cacy.
They speak their own language and a dialect of the lizard man
tongue. Priests, elite warriors, and overlo rds may speak Com- In addition to the males encountered . a firenewt lair also con-
mon. tains females equal to 70 % of the number of males, 150 % young,
and 200 % eggs. The eggs are hidden in a secret, well-guarded
Comba t: Firenewt wa rriors (the most common variety) are typ"- ha tchi ng ground. The hatching ground is under the cont rol of the
ically arm o red in chain mail a nd carry one o r two weapons~pike priests a nd guarded by Id3 young fire liza.rds.
and sword (45 %), sword only (25 % ), pike and hand-axe (20 %),
or bat tle axe (10%). For every ten warriors encountered, there is The entire lair is ruled by a. firenewt overlord (4 + 4 HD, AC 3)
one elite warrior with 3 + 3 HD and AC 3 (chain mail plus Dexter- and his retinu~ of four elite warrio rs. The overlord controls the
ity bonus). Elite warriors carry battle-axes. firenewt s' treasu re. Wealth gathered from vanquished foes is
brought back to the lair and added to the communal hoard. Indi-
For every 30 warrio rs encountered, there is a priest with 3 + 3 viduals are rewarded with a few silver or gold coins, though they
HD, AC 5, and the follo wing spetts, usable o nce each day : animal have little use for them.
friendship, faerie fire, predict weather, produce flame, heat
metal, and pyrotechnics. Priests carry maces. Firenewt females lay two to six eggs twice each year. All eggs
are collected by the priests and taken to the hatching ground. The
All firenewts have a limited breath weapon . Once per turn they hatching ground is the heart of both the firenewt colony's life and
can brea the fire on a foe directly in fro nt of them . This flame has a the priests' power. Although eggs and hatchlings are supposedly
five-foot range and inflicts Id6 points of damage; a successful raised communally without record or regard for bloodline, in
saving throw reduces the damage by half. truth the priests mai ntain secret records of each egg. The priests
discret!tly eliminate the eggs of thei r enemies or of those who pos-
Firenewts are highly resistant to fire-based attacks a nd save sess "undesirable" traits. Eggs hatch in six months. The young are
w ith +3 bonuses against these. In addition, all fire-based attacks divided by sex and assigned to groups of ten that are each raised
that do affect them are reduced by 1 hit point of damage per die of a nd taught by two females. Each young firenewt is assigned to a
the attack . Conversely, fi renewts save wi th - 3 penalties against an adult who serves as mentor. The priests reward their allies by
cold-based attacks; such damage is increased by 1 hit point per secretly assigning them their actual offspring.
die of the attack.
Ecology: The firenewts are vicious marauders that ru le the in-
Fully 33 % offirenewtsencountered o n the surface, 90% of elite hospitable regions of volcanoes and unendurable heat. They are
warriors, and all priests are mou nted o n giant striders. These hostile toward all outsiders, including firenewt s from other
beasts a re highly trained in melee combat and fight even if the tribes. They rarely ally themselves with any but the most power-
ride r dismounts (see the "Strider, Giant" entry). fu l of evil beings.

Habita t/Society: Firenewts live in a cruel. martial society domi-
na ted by the priests. When firenewls a re encountered outside

Firestar

C UMATEfTERRA IN : Temperate forests, hills

FREQUENCY: Uncommon

OcRrGrAvNrrlZrAcTtcIOlEN::_' _ _-iPi"~;;k;,..------. . .
it

lET: Therm05ynthesis

INTElLlGCI~EaN,,;·;..----iH;..., 4

TREASU RE: Ni l

ALIGNMENT: Neutral

APPEAR ING : ,1·12
CLASS:

SPECIAL ATTACKS: Electricit y

SPECIAL DEFENSES: Immune to magic;

heat/ electrical absorption;

~_ _~iinvisib i lity
CrcRtS1STARtE:- J'JI

SIZE: T W -6" diameter)

MORALE: Stead n-U)

XP VALUE: 2,000

Firesta rs, also known as moondancers, are glowing beings that normal effects on the firestar. A firestar may be hit by normal
roam forests and hills and generally ignore travelers. weapons. Flaming weapons both injure and heal the firestar si-
multaneously.
Fi restars appear to be silent, floating, fist-sized motes of light.
They are frequently mistaken for will-o-wisps o r torches. If a firestar is slain, the light fades, revealing its actual body, a
two-inch-Iong, egg-shaped body covered in a black spider web of
Firestars can consciously control their illumination level, from nerves. The nerves intersect in a number of nodes a nd eyes.
bright torchlight to total darkness. During a black-out they are
effectively invisible. The light fails completely when the firestar Habi tat'Sodety: The firestar is normally found floating among
dies. the hills or trees, dancing intricate patterns with its companions.
It is a completely alien being that shows some curiosity towa rd its
The firestars' language consists of intricate patterns of flashing surroundings but otherwise ignores animals and adventurers
lights accom panied by fluctuations in their light level. They un- alike. It is att racted by artificial lights a nd magic. It investigates
derstand some humanoid gestures, movements, and languages. campfires and magical lights within two miles and magic used
within 200 yards.
Combat: A firestar never initiates combat. If attacked, it de-
fends itself with an electrical jolt similar to a miniature lightning Most encounters with firestars occur when adven turers mis-
bolt that inflicts 2d6 points of damage with no saving throw. take them for to rches or will-o-wisps. Adventurers may attack
These bolts have a range of JO feet , are conducted through metal , the peaceful firestars, which then defend themselves with their
and can be released five times each day. powers. Injured firestars may initiate an encounter by seeking out
and draining an adventurer's campfire as a means of healing
A firestar can abso rb energy from normal or magical flames; it themselves.
gains as additional hit points the amount of damage the flames
would have inflicted on another creature. For example, a 12 hit- During the day, firestars rest. They land in high, inaccessible
point firestar attacked by a fi reball that would normally cause t8 spots, retract their glowing nerves, and spend the day absorbi ng
points of damage would gain that 18 points as additional hit the sun's light and heat. They may be mistaken for an exotic or or-
points, fo r a new total of JO hit points. namented egg; advent urers may accidentally collect these "eggs"
with the idea of later reselling them. When night falls, the firestar
A firestar can attain a maximum hit point lotal of four times its reveals its true self a nd seeks to escape.
original amount. These added hit points are lost after Id4 +1
hours, leaving the firestarwith its original amount . Any extra hit Firestars are intelligent but reclusive. They only communicate
points are not absorbed but rather harmlessly dissipated. Fire- with creatures that employ telepathy or speak with mOll!lters
stars can absorb the damage done by a (lametollglle sword at a spells. Firestars are also secretive about their life span and repro-
rate of 1 hit point per sword strike . Firestars are immune to elec- duction. It is suspected that firestars reproduce asexually by bud-
trical attacks. ding.

Firestars can drain energy from a normal campfire al a rate of Ecology: The firestar's body contains several organs t hat are
2d6 hi t points per round or from torchesat a rate of td6 hit points useful as spell components or ingredients in magical concoctions.
per round. It can extinguish a fire by abso rbing all its energy at It contains a distinctive organ that can be used in a darlcillg lights
once, gaining5d6 hit points in the process; in order todo this. the spell. Any of its o rgans may be used to prepare the magical inks
firesta r must remain motionless and take no other actions. Fire- for affect normal fires, dallcing lights , and detect magic scrolls.
stars au to matically att ract sparks within 20 feet; Ihese are harm- These organs are worth 1-5 gp each.
lessly absorbed but may betray a blacked-out firesta r's position .

Firestars are immune to most magical spells. Detection and
communication spells, magic missile, and cold-based spells have

Maedar

Maedar Glypta r
CUMATEITERRAIN: Subterranean Aoy

<are

A UG NME NT: 1 lawful evil
5
NO. APPEARING: 1
ARMOR CLASS: 5

XP VALUE: 65

Maedar elyplar

Maedar are male counterparts to medusae, though they lack the Glyptars are rock crystals animated by the spirits of maedar. When
petrifying gaze of the females. a maedar has foreknowledge of his death. he can transfer his life
force into the rocks. An extremely evil maedar retains his con·
The ty pical maedar is a muscular, hairless humanoid male, sciousness as it drifts through the ground. When such a life force
usually dressed in a kilt or tunic. encounters gemstones, such as feldspar or amethyst, it is trapped

Combat: Maedaf attack with powerful fists that each cause 2d4 within and cannot leave voluntarily. Eventually the maedar goes
points of damage. One every three turns, the maedar can turn mad. (Note that once a maedar is trapped within a glyptar crystal,
stone to flesh by touch. Maedar can pass through stone at their his life for« cannot be trapped in a second crystal. )
nonnal movement rate. They require one round of concentration
before this; no other activity can be undertaken that round. If this glyptar is removed intact from the ground. the maeda r's
Maedar struck by a phase door spell while passing thro ugh stone spirit is now able to animate the crystal and anything inorganic
are killed insta ntly. attached to it. Thus if the glyptar is set in the eye of a stone statue,
the maedar's life force animates it as a golem. This can affecl a
Maedar are immune to petrifaction and paralyzation (includ· maximum of 1,000 pounds.
ing re lated spells, such as hold and slow). They are immune to the
poisonous bite of a medusa's serpentine ha ir. In addition, maedar Similarly, if the glyptar is set in the pommel of a sword, the
can see into and extend their stone into Resh power into the Astral sword can be animated to strike as though it were wielded by the
and Ethereal planes. living maedar. The weapon gains a + 1 bonus to its attack roil,
strikes as if it were wielded by a 6th·level fighter, and gains a + 2
Habitat/Society: Maedar are the little-known male versions of bonus to its damage roll . Note that the glyptar's stone to flesh
medusae. Only 1 % of males born to medusae are maedar; the re- power enables the weapon to sink harmlessly into stone as the
maining 99 % are normal human infants who die upon first sight glyptar uses its power.
of their mothers. Because of the maedar's rarity and natural redu·
siveness, even most sages are unaware of their existence. Maedar The glyptar retains its other powers as well . The glyptar and its
are rarely seen; normally they remain in the lair shared wi th their attac hments may pass through stone at will at the no rmal move-
medusae mates. ment rate. It is immune to phase door spells. Once every three
turns the glyptarcan perform a stone 10 flesh attack against a tar·
A maedar's magical power provides meat for him and his mate . get touched by the glyptar or its setting. Glyptars remain immune
He smashes her petrified victims, then transforms the rubble to to paralyzation and petrification attacks of all sorts.
raw meat.
Gly ptars cannot be mentally contacted or innuenced by any
The typical maedar is a monogamist who mates for life; he is mind·affecting spells, They cannot be forced to cooperate by any
fier«ly devoted to his mate and will go to any length to assist o r means. They only cooperate when they choose. Glyptars cannot
avenge her. A widowed maedar will pursue his male's killers for be spoken with telepathically; however, they can cause their at·
years. tachment to write out messages in common, medusa, or an y

Ewlog)': Maedar may cooperate with lawful evil creatures, other language understood by the maedar.
such as kobolds and orcs, in exchange for security or rewa rd. If A glyptar can be destroyed only by shattering its stone, at
forced to aid another creature, maedar seek revenge at the first
opportunity. which time the maedar's spirit leaves the Prime Material plane. It
does not care whether this happens or not. A glyptar can see 90
feet on the Astral and Ethereal planes, and it can use infravision
to see 90 feet in all directions.

Meazel

CLiMATflrERRAIN: Marshes, subterranean

FREQUEN CY: Un c o m m on

ORCANIZATION:_ _ _ _SOlit"''';jy,_ _ _ _ _ _'"'I

""iii'CTIVITY CYCLE '
DIET: Carnivore

UCENCE: L s,.7

TREASURE: B

ALIGNMENT: Chaotic evil

NO. APPEARING: 1

ARMOR CLASS: 8

MOVE-M'CEtN-,T~,,~________~•u~--------------_.

Co: 15

. OF ATIACKS: 2

DAMAG E/ATIACK: 1-4/ 1-4

SPECIAL ATIACK5: Nil

SPECIAL DEfENSES: ~_wSee below

e.C'C RESISTANCr III

SIZE: M (4'-5')

RAL£: Stead (11-12)

XP VALUE: 120

The meazel is a vicious, malevolent creature that preys on other Meazels are rarely encountered away from their lairs. They
subterranean dwellers or anyone else in the area. prefer marshes. caverns, or other cold, dark, dank places as sites
to build their squalid homes. Such homes are appallingly dirty.
The meazel is slightly smaller than a human . Its skin varies Each meazers possessions are gathered into a pile tha t also serves
from light g ray to dark gree n. Eigh ty-five percent of meazels have as the creature's bed. Rats and insects overrun the mess, polish off
irregular patches of angry red color; these are the result of a non- the leftovers, and also serve as snacks.
contagious skin disease peculiar to meazels. The patches give the
creature a leprous appea rance . The eyes are jet black. The thick, Only two things can make meazels willingly congregate; the
waxy hair is dark green-gray. The toes are partially webbed. need for cooperation against a foe. and the infrequent urge to
Males and fema les are nearly identical. mate. Meaze] females give birth to 1-2 whelps. The whelps are in-
dependent al three years and mature in six years. The whelps are
Combat: Meazels aUack with their clawed hands, each hand in- incapable of being tamed; even if captured at birth and raised in a
flicting Id4 points of damage. They may use a cord to strangle a kind environment, the whelps still grow malevolent (a lthough
victim seven feet tall or sho rter, if they can approach from the probably more intelligent and cunning ).
rear a nd surprise the victim. If they try this, a successful attack
roll means the cord has wrapped around the victim's throat; the Meazds are greedy and strip a corpse of anything they finds
victim will die in two rounds unless the meazel relaxes its grip or valuable. But they either do not understand o r recognize that
the victim breaks the cord or pulls it free of his th roat. Meazels magical items are valuable. hence such items a re never found in
only relax their grip if they are dead o r forced to defend them- meazel hoards. On the other hand. they grab items that they
selves from anot her attack. might be unable to use, such as human armor o r large weapons.
The bones of past meals are stored in sacks near the meazels' la irs.
Meazels possess the following natural thieving abilities; The sacks also contain any gems t hat the creatures found among
t.heir victims' possessions. Meazels do not recognize gems and
PP O L FRT MS }-IS ON CW RL semiprecious stones as treasure. hence they throw these away.

45% 37 % 35 % 33 % 25 % 15 % 88 % 20 % Ecology: Meazels prey on anything that roams the subterra-
nean realms. They are unique in that hatred of them unites virtu-
They rarely attack openly. They prefer to hide, sneak up from the ally all other subterranean travelers.
rear, and either strangle stragglers from behind or pick pockets in
search of gold. Meazels a re 100 mean-spirited to make reliable allies. How-
ever. they occasionally can be duped into acting as unwitting
Habitat/Society: Meazels are hostile hermits. They prey mainly pawns or recruiled against a common foe.
o n orcs a nd Kobolds, although they gladly attack anyone else
who is available. Because of this, almost any subterranean
dweller attack a meazel on sight. Meazels are camivorous and
prefer humanoid flesh.

Pleistocene Animals

Axe. B."I....._ _--iMii,~~-.:..J:~_ _Phor. W. Rhino ..Titan.
Plains uvus • ns '"
Plans Plains
Unc. Co Unc
Rare Unc U Herd Herd
Rock
ORGANIZATION: Solitary Solitary Flock

ALIGNMENT: Nil Neutral Nil Nil
1-6 1-3 2-12 1-4
1-6

NO. OF ATTACKS: 3 -3 'Z,;s 2 2 3 1 1
5- 0 ~ -12
~AmGElA1TA - . -2 -2 2-16
SPECIAL ATTACKS< Nil Nil Nil At tram le.
Nil Nil s.e below ~ .ktram~ie
SPECIAL DEFENSES: Nil Nil
Nil Nil Nil Nil Nil
MAGIC RESISTANCE: Nil H 20' Nil L5
FmS' A 8-10) LID') Nil
1 , 400 A (8-10)
A (8-10 A 8-10 H
1,400
ORAIL Un 5-7 8.000 6SO

XPVALUE: 6S

Axebeak Axebeaks make crude nests of stones atop rocky outcroppings.
During wann weather, there is a 25 % chance that eggs o r chicks
Axebeaks are flightless, carnivorous birds that stand four feel tall are nearby. The chicks are 10%-80% grown with a proportionate
at the shoulder. Axl.'beak markings resemble those of an oSI.rich . number of Hit Dice. Immature axebeaks do not initiate combat,
The immense head and long neck are covered in short white although they can defend themselves by biting for Id4 points of
feathers. The body is covered in dense black feathers with a white damage.
underbelly and tail. The legs are covered in yellow scales.
Axebeak eggs and hatchlings are worth 50-80 gpo They can be
Theaxebeak has a loud, honking voice that can be heard for 1/2 raised as guards, hunters, and mounts. The long plume feathers
mile. During mating time, the males make a thrumming sound of the wings and tail are worth two gp each.
like a bass violin. In combat, the bird hisses when not biting.
Balu(Uherium
They are fast runners and aggressive hunters that pursue prey
until fed o r killed . They attack by kicking (1d3 points of damage The baludtherium is a prehistoric, hornless ancestor of the rhi-
for either foot ) and biting (2d4 points). noceros. It is a herbivore with a thick, grey-brown hide. The
ad ult stands 15-18 feet at Ihe shoulder and may measure up 10 25-
28 feet from nose to rump . The four-fool -Iong head swings on a
thick, six-fOOl-long neck. The adult ma y weigh up to 30,000
pounds. It has poor eyesighl but keen senses of hearing and smell.

The animal is very defensive. It tends 10 attack any animal it
delects nearby. The beasl attacks by trampling a foe with its front
feet. Either hoof does 5d4 points of crushing damage.

Balucitheria are nonnally solitary crealures. If two are encoun-
tered, they are a mated pair. A third balucitherium is their calf.
Roll a percentile die and multiple that by 14 HD and 15 feet to de-
termine the calf's hit points and size.

If magically controlled or raised from a calf, a balucitherium
can be trained to serve as a beast of burden. 115 immense size and
strength enable the beast to carry up to 8,000 pounds.

The hide is well-suited fo r making leather annor. An adult hide
can be wo rth 50-100 gpo

Megatherium

The megatherium is a giant. ground-dwelling sloth about the size
of a grizzly bear. An adult may stand 20 feet tall and weigh 6,000
pounds. It is covered in long, russet hair. The beast is slow mov-
ing but more powerfu l than most animals that might otherwise
prey on it. Because of its slow nature, the megatherium always
strikes last in the round. Despite its awesome appearance, theme-
gatherium is primarily a peaceful herbivore grazing the wooded
plains.


Click to View FlipBook Version