108 Summon Phantom Stalker Level: 6 (Illusionist) / 6 (Magic-User) Duration: See below Range: 0 This spell summons a phantom stalker to undertake a task or quest. The stalker will try to complete the task until destroyed. Although the creature is bound to serve, it is not loyal to the conjurer. The stalker will resent complex missions or prolonged tasks, and will try and subvert its instructions. Dispel Magic will send a phantom stalker back to the Elemental Plane of Fire, if it fails a save (Spell). Summon Plants and Funguses Level: 4 (Druid) Duration: 3 Rounds/1 Round per Level Range: 40 Feet This spell summons plants or funguses to grow out of the ground before the caster. Summoned vegetation serves the caster for a specific task (i.e., battle) for the spell’s duration. The druid may release the summoned plants or funguses at any time. Use the following chart to determine the result: Summon Plants and Funguses 1d10 HD Result 1–4 HD: 1 Vegepygmie (1d4) 5-6 HD: 1 Vegepygmie (1d6+1) 7–9 HD: 3 Plant-Based Dead (1d4)* 10 HD: 4 Shambling Mound (1d3)** Vegepygmie AL: N, AC: 4, HD: 1, HP: 4, MV: 20, #AT: 1, DMG: 1d3 (Fist). *See the spell Animate Plant-Based Dead. **See Shambling Mound (half all monster stats). Summon Shadow Level: 5 (Illusionist) Duration: 1 Round/1 Round per Level Range: 10 Feet By means of this spell, the caster brings forth one Shadow per three caster levels (see Monster Entry). The undead serve, and will fight for, the caster. They follow commands until destroyed or the spell duration ends. Summon Treant Level: 7 (Druid) Duration: T Turn/1 Turn Every Two Levels Range: Touch By means of this ritual, a druid may awaken a tree into a treant (see Monster Entry). The treant will follow the instructions of the caster for the duration of the spell. At the conclusion, the treant either wanders off (50%) or reverts back to a tree (50%). A large tree must be present to cast the spell. Summon Woodland Beings Level: 4 (Druid) Duration: See below Range: 120 Feet/10 Feet per Level This spell beckons sylvan beings to the caster’s aid. The spell must be cast outdoors. The casting ends upon the appearance of woodland beings, or none appear after two turns. The Maze Controller decides the availability and type of woodland creature summoned, based on environment and terrain. Refer to the table below for the sylvan type and number appearing: Sylvan Number Sylvan Number Centaur 1d4 Pixie 1d6 Dryad 1d4 Sprite 1d6 Nixie 1d4 Treant 1 Satyr 1d4 Unicorn 1 Woodland beings are allowed a saving throw (Spell) with a +4 bonus to ignore the summons. If any member of the caster’s party is evil, woodland beings receive a second save upon arrival. Sylvan beings that fail their save may refuse the summons (50%) or remain and serve the caster (50%). If their summoner asks them to fight on his or her behalf, the sylvan are allowed a morale check or flee (based on the druid’s morale). This number may be adjusted (+ or -) by the Maze Controller subject to the individual circumstances and past experience with local woodland beings. If cast in a stone circle or henge, the sylvan cannot ignore the summons. Symbol Level: 7 (Cleric) / 8 (Magic-User) Duration: See below Range: Touch This spell inscribes a powerful rune of protection on a surface. Eight different symbols are possible and each possesses a unique effect. A symbol is activated when it is read, touched, or through proximity.
110 Proximity symbols are activated within 10 feet and have a 30x30 radius, unless otherwise stated. Thus, passing under an archway would trigger the spell. Symbol of Discord: When triggered, all those in the immediate area quarrel and bicker incessantly for 5d4 rounds. Those of opposed alignment may (50%) battle for 2d4 rounds. Symbol of Death: When triggered, a Symbol of Death kills all beings with less than 80 hit points. Symbol of Despair: All those in the area must save (Spell) or wander away, utterly hopeless. The effect lasts for 3d4 turns. While under this effect, subjects refuse to fight and instead will cower and surrender. Symbol of Fear: All those in the immediate area must save (Spell) at -4 or suffer Fear effects as per the spell of the same name. Symbol of Insanity: All those with total hit points below 120 turn insane (as per the spell Confusion). Only Heal, Restoration, or Wish can negate the effect. Symbol of Pain: All those in range are stricken by pain. The pain imposes a -2 to Dexterity and a -4 on all attack rolls (2d10 turns). Symbol of Sleep: Beings of eight or fewer hit dice fall into a magical sleep for 2d6+4 turns. Unlike the spell Sleep, slumbering beings cannot be wakened prior to spell expiration. Symbol of Stunning: A Symbol of Stunning causes all those within the area, with less than 160 hit points, to be stunned for 3d4 rounds. All hand-held items are dropped by stunned targets. Telekinesis Level: 5 (Magic-User) Duration: 2 Round/1 Round per Level Range: 10 Feet/Level By solely concentrating on this spell and taking no additional action whatsoever, the caster may move objects or beings with his/her mind vertically or horizontally. The caster can transport 25 pounds per level (20 feet per round). The caster can move unwilling beings (within the weight allotment), but they may save (Spell) to avoid the effect. Teleport Level: 5 (Magic-User) Duration: Instantaneous Range: Touch By means of this spell the caster instantly transports him or herself (or another being of choice) to a specific destination, across any distance. The spell does not allow transport between planes or planets. Any unwilling recipient receives a save versus Spell to negate. The mage must have a clear mental image of the desired destination. The clearer the image, the greater the chance of success. To determine the success of the spell, consult the chart below. Knowledge High On Target Low Very Familiar 01–02 03–99 00 Familiar 01–04 05–98 99-00 Viewed Casually 01–08 09–96 97-00 Viewed Once 01–32 33–84 85-00 Magic-users and Maze Controllers should consult the following term definitions in the application of the spell: Very Familiar: The caster has been repeatedly. Familiar: The caster has visited the place more than once, can see it currently, or has scried the location. Viewed Casually: The caster has viewed the place once but is not familiar. S/he may have scried it once. Viewed Once: The caster has viewed the place once through scrying but has not physically been to the location. High: The wizard or subject materializes 2d6x10 feet above the intended location. If occupied by matter, the wizard or subject dies. On Target: Teleports to the location desired. Low: The wizard or subject appears in solid ground matter and is instantly killed. Note the caster cannot teleport him/herself or the subject intentionally into solid matter.
111 Temporal Stasis Level: 9 (Magic-User) Duration: Permanent Range: 10 Feet Through a successful touch attack, this spell places a target in suspended animation. For the target, time stops completely. This suspension persists until the dweomer is removed (Dispel Magic). The spell permits no saving throw. Tenneal’s Expeditious Retreat Level: 1 (Magic-User) Duration: 1 Round/Level Range: Touch By means of this spell, the caster may double his or her movement rate for one round per level. This includes doubling a fleeing double-move. The verbal component for the spell is “Let’s Go!” Tenneal’s Floating Disc Level: 1 (Magic-User) Duration: 3 Turns/1 Turn per Level Range: 2 Feet The caster conjures a circular, slightly concave, weightbearing, translucent disc of force. The disk follows the caster and is three feet in diameter and one inch deep. It can hold 1,000 gold pieces in weight. The disc can hold two gallons if used to carry liquid. The disk hovers exactly horizontal and three to four feet off the ground. The disc accompanies the caster within its range and matches his/her movement rate. If left undirected, Tenneal’s Floating Disc maintains a interval of six feet from the wizard. When the spell duration ends, whatever the disc supported falls to the ground. Tenneal’s Magic Aura Level: 1 (Magic-User) Duration: 1 Day/Level Range: Touch This spell allows the caster to temporarily enchant an item. The item registers a radiance to Detect Magic (or any spells with similar detection ability). If the item bearing Tenneal’s Magic Aura is closely examined by touch, the scrutineer sees the aura as false if s/he saves versus Spell. Otherwise, s/he is convinced the aura is proof of a magic item Time Stop Level: 9 (Magic-User) Duration: 2 Rounds Range: 0 Through this spell, the caster stops time. The caster is protected from the passage of time in a fixed, gleaming, magical globe 30x30 feet. The wizard can act for two rounds inside the globe, while all other beings are suspended in time. As soon as the wizard exits the globe, the spell terminates. If beings or monsters enter the globe, they are suspended in time. Tongues (Reversible) Level: 4 (Cleric) / 3 (Magic-User) Duration: 1 Turn Range: Touch This incantation allows the caster to comprehend the language of one intelligent being for the spell’s duration. The reverse, Garble, will negate a Tongues spell. It can also be used, with touch, to make language incomprehensible. The spell does not provide a saving throw. Transmute Ice to Flesh (Reversible) Level: 6 (Magic-User) Duration: Permanent Range: Touch This spell allows the transmutation of a frozen being to its natural state, restoring both life and equipment. The spell is reversible and allows the caster to freeze a living humanoid target if a save versus Stone is failed. Transmute Metal to Wood (Reversible) Level: 7 (Druid) Duration: Permanent Range: 80 Feet This incantation allows the caster to transmute one metal item into wood. A metal magic item has a slight chance (10%) of being changed by this spell. The druid may alter 10 pounds of metal into wood per experience level. The transmutation is permanent. Only a Wish or Limited Wish will reverse the effect. Transmute Rock to Mud (Reversible) Level: 5 (Druid) / 5 (Magic-User) Duration: Permanent Range: 80 Feet This spell transmutes 800 square feet of rock (10 feet deep) into mud per level. Movement rate through mud is reduced by 3/4. Transmute Mud to Rock (reverse of the spell) alters an equal volume into rock. Both transmutations are permanent.
112 Transport via Plants Level: 6 (Druid) Duration: See below Range: Touch Through this spell the caster transports him/herself between two living plants. The caster enters one plant and emerges from another across any distance in one round. The caster need not have knowledge of the exit plant. Instead, the caster indicates the distance and compass direction desired, and the spell facilitates the transport to the closest available plant. If the destination plant is dead, Transport via Plants fails and transports the caster 1d100 miles in a random direction to a plant of the same species. Trap the Soul Level: 8 (Magic-User) Duration: Permanent Range: 10 Feet Trap the Soul forces a being’s soul and body into a gemstone. The gem traps a being indefinitely. Before casting Trap the Soul, the mage must purchase a gem of not less than 1,000gps for each hit die possessed by the target. If the gem breaks, the soul is released and allows the physical body to materialize. The spell can be activated in two manners: Spell Completion: Upon completing the spell the target is allowed a saving throw (Spell) for no effect. If successful, the gemstone disintegrates into dust. Trigger Object: This method tricks the target into taking an item inscribed with his/her name and the final word of the spell. The caster could also place Sympathy on the item or object. When the final word is read, the spell imprisons the being’s soul (no save). Tree Shape Level: 3 (Druid) Duration: 6 Turns/1 per Level Range: 0 By means of this spell, the caster assumes the form of a living tree, shrubbery, or fallen tree trunk. A close inspection will not reveal the tree’s true nature. While in tree shape, the caster may hear and observe his/her surroundings. The spell alters the caster’s equipment and clothing. The caster can dismiss the spell as desired, and attack or cast spells in the same round. True Sight (Reversible) Level: 5 (Cleric) / 6 (Illusionist) / 5 (Magic-User) Duration: 1 Round/Level Range: Touch True Sight confers the ability to see the truth. The subject may perceive all things in normal or magical darkness, see invisible beings and objects, see illusions or displacements, notice secret doors, and can identify the true nature of transmutations, polymorphs, and altered states. Further, the recipient can see astral or ethereal beings. False Sight makes things, beings, and monsters appear the “opposite” to their true nature. A save versus Spell negates False Sight. Unseen Servant Level: 1 (Magic-User) Duration: 6 Turns/1 Turn per level Range: 0 An Unseen Servant is an a vaguely-humanoid, invisible force from the Elemental Plan of Air that undertakes simple tasks bidden by the caster. The servant can move or retrieve items, open unstuck doors, chests, coffers, hold chairs, mend, and clean. The servant can drag a maximum of 40 pounds and lift a maximum of 20 pounds. The servant is a non-combatant. An Unseen Servant can be dismissed or dispelled, but cannot be slain. Vanish Level: 7 (Magic-User) Duration: See below Range: Touch By means of this spell, a wizard can Teleport an object (as the spell of the same name). Alternatively, the caster can banish an item to the Ethereal Plane. This spell replaces the item with a stone of equal weight on the wizard’s plane of existence. The caster may Vanish a maximum of 50 pounds per level of the caster. The banished item can be returned by casting Dispel Magic on the stone replacement.
113 Veil Level: 6 (Illusionist) Duration: 1 Turn/Level Range: 10 Feet/Level This spell alters the appearance of a 20x20 foot square area including all those within the caster’s party, if desired. The caster may alter the appearance of the recipients in any manner and they will look, smell, and feel exactly as expected. Recipients revert to their original appearance if killed. This incantation can be cast to imitate Hallucinatory Forest, but close physical inspection will reveal the illusion. The spell True Sight or similar magics will reveal the mirage. Ventriloquism Level: 2 (Illusionist) / 1 (Magic-User) Duration: 2 Rounds/1 per Level Range: 60 Feet Through this incantation the caster makes his or her voice, or someone else’s, sound like it originated from any direction (or source) within the range of the spell for the spell’s duration. There is a 10% chance per point of Intelligence above 12, that the listener may detect the deception. Vision Level: 7 (Illusionist) Duration: See below Range: 0 This spell allows the caster to ask one question of a supernatural entity and receive an answer. The spell requires the sacrifice of a 3,000gp item. The spell does not guarantee a response. Consult the table below when the spell is cast: 1d20 Vision Result 16-20 The vision is complete and specific 9-15 The vision vague, unclear, and contradictory 1-8 Entity places the wizard under Geas Vitharia’s Vengeful Visage Level: 2 (Illusionist) / 2 (Magic-User) Duration: See below Range: 0 This spell is as a lesser version of the Level 4 Magic-User spell Fear. This spell creates an illusion that deforms the face of the caster (or accentuates a preexisting deformity) and inspires terror in living humanoid creatures within an invisible cone (5 feet wide origin, 20 feet long, and 15 feet in diameter at the end). Those who behold the Vengeful Visage panic and flee in fear of the caster (save versus Spell to negate). Targets flee the caster as fast as their speed allows, for a number of rounds equal to half the caster’s level (rounded up). This spell is ineffective against blind creatures or creatures of four or greater hit dice. Vitharia was a young elven magic-user of great promise who was defaced when pummeled in the street by thugs. He was later bludgeoned and eaten by a mimic. Wall of Fire Level: 5 (Druid) / 4 (Magic-User) Duration: See below Range: 30 Feet/10 Feet per Level This spell conjures an immobile, blazing curtain of fire into existence. A Wall of Fire is 1/4 inch thick and 10 feet long per caster level. The caster can shape the wall in any manner desired such as curved, straight, or a protective circle. All those that attempt to pass through it take 2d6 points of damage +1 per level of the caster. The wall scores double damage on cold-based monsters or monsters that use cold-based attacks. Fire, or fireusing creatures take no damage. The wall can be extinguished by white dragon breath, Cone of Cold, Ice Storm, or similar spells. Wall of Fog Level: 1 (Illusionist) Duration: 2d4 Rounds/1 Round per Level Range: 30 Feet The caster of this spell conjures a thick, fog-like mist in a 20x20 foot area (per level of the caster). Visibility in the fog is limited to two feet. A strong wind, natural or magical, disrupts a Wall of Fog prior to its full duration.
114 Wall of Force Level: 5 (Magic-User) Duration: 1 Turn/1 Round per Level Range: 30 Feet/10 Feet per Level A Wall of Force creates a fixed and invisible wall (10 feet long per level of the caster). The wall is immobile, immune to damage, and immune to most spells (including Dispel Magic). Disintegrate or a Rod of Cancellation immediately destroys a Wall of Force. The wall provides complete protection against spells, missile weapons, breath weapons, thermal and electrical attacks, in either direction. Upon casting, the wizard can choose to form the Wall of Force into a globe or hemisphere with a 10x10 foot radius per caster level. Wall of Glass Level: 1 (Magic-User) Duration: Permanent Range: 30 Feet/10 Feet per Level By means of this spell, the caster conjures a 10x10 foot pane of 1/4 inch glass. The caster must merge the glass, at least in part, with surrounding walls or floors to provide support. The caster may choose to conjure transparent, opaque, mirrored, or frosted glass at the time of casting. The spell cannot create oneway glass or mirrors. The wall has AC: 10 and HP: 1. When destroyed, the wall shatters into glass shards. Any creature running through the glass takes 1d4 points of damage and must save versus Stone or be stunned for one round (unable to act). A missile fired through the wall breaks the glass and renders the attack ineffective. The wall can support 15 pounds of weight before it collapses. Any creature falling through the glass takes the same damage outlined above. The spell can also be cast in the air and fall on targets with the same effect. Wall of Ice Level: 4 (Magic-User) Duration: 1 Turn/Level Range: 30 Feet/10 Feet per Level Through this spell the caster conjures an immobile, translucent Wall of Ice. A Wall of Ice is 1/4 inch thick and 10 feet long per caster level. The caster can shape the wall in any manner desired such as curved, straight, or a protective circle. All those that attempt to pass through it take 2d6 points of damage +1 per level of the caster. The wall scores double damage against fire-based monsters or those that use fire-based attacks. Cold, or cold-using creatures take no damage. Dragon fire or spells such as Fireball melt the wall in one turn. If conjured horizontally, and dropped on opponents, the spell functions as per Ice Storm. Wall of Iron Level: 5 (Magic-User) Duration: Permanent Range: 5 Feet/Level Through this spell a magic-user conjures a wall of iron. The wall automatically connects to any surrounding solid matter (a wall, for example) if sufficient length. The caster cannot materialize the wall into an a space already occupied by an object or creature. The caster must ensure a flat plane in order to stand the wall upright. If unsupported, the wall may (50%) fall and crush those underneath it (1d6 damage per level). A Wall of Iron is 1/4 inch thick/per level and its length is 10 feet per caster level. The length can be doubled but the thickness of the wall will be halved. Like all iron, the wall is subject to rust and the elements. Wall of Stone Level: 5 (Magic-User) Duration: See below Range: 5 Feet/Level The caster conjures a granite stone wall (1/4 inch thick and 10 feet long per level). A Wall of Stone is permanent unless destroyed or dispelled. The wall can be used to breach gaps, form a bridge, or as a ramp. Wall of Thorns Level: 6 (Druid) Duration: 1 Turn/Level Range: 80 Feet A Wall of Thorns spell creates a briar barrier of needlesharp thorns 10x10x10 feet per level. Any being that passes through, or is pushed into, a Wall of Thorns takes eight points of damage plus its armor class rating. All those within the wall area when cast take the above damage. Edged weapons (such as axes) can cut a path through a Wall of Thorns at a rate of 10 feet/five turns. The wall is immune to mundane fire. Magical fire will burn through the wall in two turns. Warg Companion Level: 1 (Druid) Duration: See below Range: 1 Mile/2 Levels By casting this spell, the druid calls a temporary wolf or hawk companion within a one-mile radius. The spell is subject to the terrain type. Ultimately, the Maze Controller decides the probability of which companion will respond to the spell. If the terrain is unsuitable for either, it is possible that neither will heed the beckon.
115 Once a hawk or wolf responds, the druid and the animal share a telepathic bond. The druid may warg (see and hear through the animal’s senses) for a period equal to one turn (per caster level) and in a radius of one mile. To do so, the druid must enter a catatonic state and concentrate exclusively on the telepathic bond and take no other action. If the druid sustains damage, the spell ends. Once a bond is created between a druid and a warg companion, it is more likely (55%) that subsequent castings in the same area will call exactly the same hawk or wolf to aid the druid. Each time the same hawk or wolf is called, the familial and telepathic bond between them grows (+5% more likely). This also increases the radius of the bond of the hawk by one mile and the wolf by one-half mile. If a hawk or wolf dies while telepathically linked to a druid, the druid takes 1d3 points of damage permanently. The hawk provides superior far vision and radius and the wolf superior smell and hearing. From the standpoint of attack and damage, both are considered standard monster types (see monster entry). The spell may only be attempted once per week. Warp Wood Level: 2 (Druid) Duration: Permanent Range: 10 Feet/Level Through this ritual prayer the caster bends and warps wood. The caster could warp a door open/stuck or sink a boat by warping its hull. The caster could also warp missile weapons to uselessness. The caster can warp 1x1x1 foot per experience level. For instance, a Level 2 Druid could warp the equivalent of two arrow quivers or four weapons with wooden handles. Water Breathing Level: 3 (Druid) / 3 (Magic-User) Duration: 3 Turns/Level Range: Touch Through this spell the caster (or a recipient) can breathe water. The recipient can still breathe air. Water breathing does not provide the ability to swim. Web Level: 2 (Magic-User) Duration: 1 Turn/Level Range: 10 Feet/Level Web creates a net of strong, sticky, web-like strands. All those caught in the Web are entangled and cannot move. A being with Strength: 13-17 can extricate himself in one turn and Strength: 18+ in three rounds. A save versus Spell (-2) is allowed to avoid, or partially avoid, the web. A successful save results in one of two options. Either the target avoids the Web, or, if insufficient space exists, the Maze Controller can rule a partial entanglement. Partial Web entanglements are half strength. A Web is flammable. All those caught within a flaming Web take 2d4 points of damage for two rounds before the net burns away. Welnard’s Wizard Window Level: 6 (Magic-User) Duration: 1 Round/Level Range: Touch By means of this spell, the caster may see through walls. The spell creates a three-foot square, one-way window for the spell’s duration. The caster can create windows in more than one wall but this requires one round to manifest a new portal. The caster may allow others to see through Welnard’s Wizard Window, if desired. However, if made visible to another the mage is limited to one wall only. A window can be made in wood (20 feet thick), stone (6 feet thick), or metal (4 inches thick). Welnard’s Wizard Window cannot penetrate platinum, gold, or lead. Wind Walk Level: 7 (Cleric) Duration: 6 Turns/Level Range: Touch Through this spell the caster alters his or her body to a vapor-like cloud and flies through the air at high speed. The caster can transform and carry additional beings (one per eight levels of experience). A wind walker carries a flight speed of 60 feet per level per turn (to a maximum of 600 feet per turn). Subjects are near invisible and appear as a semi-translucent vapor. If completely garbed in white, the subjects are likely to be confused for fog, clouds, or vapor.
116 Wish Level: 9 (Magic-User) Duration: See below Range: Unlimited Wish harnesses the cosmic power of the universe and is the greatest of all magic-user spells. By simply speaking his or her desire, the caster alters reality. The spell can facilitate all the same effects described under Limited Wish, and can imitate Level 9 spells (or manifest comparable effects). The Maze Controller adjudicates the limits of a Wish. The spell could accomplish the raising of the dead, reversing past events, or healing an army of damage or pestilence. The spell could teleport a party to any desired location without error. Ability scores and powers can be altered at the Maze Controller’s judgment. Wishes will only manifest according to the exact wording of the request. Wizard Eye Level: 4 (Magic-User) Duration: 1 Round/Level Range: 0 This spell conjures an invisible arcane eye that provides visual information to the caster. The eye possesses darkvision of 60 feet and travels 30 feet per round. The eye can move in any manner for the duration of the spell. Solid barriers block the eye’s vision and passage. Wizard Lock Level: 2 (Magic-User) Duration: Permanent Range: Touch Wizard Lock magically locks a chest, portal, or door. A mage can bypass his/her own Wizard Lock at any time. Dispel Magic or Knock will open a secure Wizard Lock, as well as breaking a chest or door. Dispel Magic removes a Wizard Lock, while Knock allows one-time passage. Moreover, any magic-user or illusionist may bypass a Wizard Lock at-will if four levels higher than the caster. Word of Recall Level: 6 (Cleric) Duration: Instantaneous Range: 0 Upon utterance, a Word of Recall instantly teleports the caster back to his or her sanctuary. The caster must identify the specific sanctuary when casting the spell, and the location must be familiar. The spell teleports across any distance and without error. Further, for each experience level the cleric may teleport an additional 25 pounds. Write Level: 1 (Illusionist) 1 (Magic-User) Duration: 6 Turns/Level Range: 0 This spell allows an illusionist or magic-user to transpose a spell into his or her spellbook. The spell allows the inscription of new spells the wizard cannot currently cast due to level. The inscription process requires six turns per spell level. The caster must make an Intelligence Check (modifier applies) to inscribe the new spell. The check is adjusted by the difference between the caster’s level and the level of the spell. A bonus of +2 is applied to the Intelligence Check if the spell is the same level as the caster, +1 if one level higher, and 0 if two levels higher. If the spell copied is three levels or greater than the wizard’s current casting ability, a -1 penalty is applied. For each level beyond three, an additional penalty of -1 is applied. In many instances, spells may be learned automatically. However, a wizard can only attempt to learn a spell twice. If both checks fail, s/he cannot learn the spell in question. Wyrd Refuge Level: 4 (Druid) Duration: 1 Turn/Level Range: Touch This spell has two options. First, the druid can take refuge within a tree for the duration of the spell. While inside, the druid bonds with the tree telepathically. S/he can see and hear all that transpires within 40 feet. The druid can exit the tree and thereby dismiss the spell at any time. At the end of the spell’s duration, the druid is expelled in a random direction. If the tree is cut down, the druid dies. Second, the druid can use this spell as a lesser version of Transport via Plants. In this example, the druid can choose to pass between trees of the same type. This happens instantaneously as the two portals open and close at the same time. The druid may open a door to another tree 30 feet away (per caster level).
117 Zggyg’s Phantasmal Man-Catcher Level: 1 (Illusionist) Duration: 4 Rounds/1 per Level Range: 15 Feet Through this spell an illusionist conjures a spectral, man-catcher 15 feet in length. The illusionist may use the phantasmal polearm to make an attack roll at +2. If the medium-sized or smaller target is struck, the target is immobilized with arms pinned inside the man-catcher unable to act. To maintain the phantasmal polearm, the illusionist must concentrate exclusively for one round. Once maintained for one round, the caster may break concentration and perform other tasks while the target remains immobilized for the duration of the spell. Zggyg was a arch-mage of great renown in the Northern Reaches. He inspired a generation of budding young wizards. Zozomir’s Stentorian Shout Level: 3 (Magic-User) Duration: See below Range: 30 Feet The caster emits a thunderous yell that deafens and damages all those within its cone of effect (10 feet to 30 feet at the terminal end). Any creature caught within is deafened for 2d6 rounds and takes 1d6 points of damage per level of the caster. A successful save (Spell) negates the deafness and reduces the damage by half. Beings or monsters made of crystal take double damage from the spell. Fragile objects are outright destroyed. Shout cannot penetrate a Silence spell. Zu-Pang’s Protracting Eyeball Level: 1 (Magic-User) Duration: 1 Round/Level Range: 30 Feet/10 Feet per Level Through this spell a magic-user may stretch and extend the muscles of his or her eye from its socket to a range of 30 feet plus 10 feet per level. The Protracting Eyeball is completely silent and serves as an means of scouting unknown environments. The caster may turn the eyeball any direction (left, right, up, down, etc.) but may only see what is directly in front (no peripheral vision is provided unless the eyeball is turned to look in a given direction). If the muscles of the eyeball are severed, for any reason, the magic-user loses the eye and 1d2 hit points permanently. Note that Zu-Pang’s Protracting Eyeball does not provide darkvision but stacks with spells that magically enhance sight if cast in advance of the spell (such as True Sight, Darkvision etc.). The eye can be recoiled by the magic-user at any time. Zurgosmel’s Heeded Echo Level: 3 (Illusionist) / 3 (Magic-User) Duration: 2 Rounds/Level Range: 60 Feet/10 per Level This spell is a variation of Audible Glamer. Through this spell the caster creates a false sound that monstrous humanoids will hear as a command issued from a warband leader, tribal chieftain, warlord, king, etc. The caster can center the spell anywhere within range. The caster may also fluctuate the sound to appear as approaching or receding. The spell affects four medium-sized monsters plus one per level of the caster within the range of the spell. Monsters of four or more hit dice are unaffected. Monsters of three hit dice or lower are allowed a saving throw (Spell at –2) to realize the effect is false, but only if the orders issued make no logical sense in the context of the situation and thus prompt an attempt to disbelieve.
118 Monsters This section provides an encyclopedic listing of monsters for the Dragonslayer™ role-playing game. Monster entries consist of two parts: the statistics (also called a stat block) and a written description. The entries represent an average specimen of the monster described. Unless otherwise stated, monsters have darkvision of 40 feet. Number Encountered: This references the number of monsters encountered. In some instances, an entry may include a second number in parentheses. This second number identifies the number of monsters encountered in a tribe or lair. Alignment: This entry indicates worldview as explained in the Alignment section on page 40. Unintelligent monsters are neutral. Movement: The movement entry identifies the number of feet a monster can move in a round. Movement rate is presented to accommodate miniatures and terrain using five-foot squares. If a monster can fly or swim a second number is provided in parentheses. Armor Class: Armor class, or AC, reflects the number required “to hit” the monster. This value includes armor, dexterity, hide, and/or the speed of a creature. Hit Dice: Unless otherwise noted, monster hit dice is presented as the number of eight-sided dice (1d8) used to determine its hit points. There may be an adjustment to the total hit dice rolled (indicated by a + or -). Monsters never have less than one hit point. Attacks: This entry indicates the number of attacks a monster receives per round. Attacks are noted in the same order as damage. Damage: Damage reflects the dice rolled when a monster makes a successful attack. Some monsters have special abilities such as poison, paralysis, level drain, acid, spells, or spell-like abilities. Save: Similar to player characters, monsters receive saving throws to avoid or lessen damage or spells. A monster saving throw is presented as a fighter of the same level, unless otherwise stated in its description. Morale: The morale score of a monster is used to determine if a monster, or group of monsters, will stand and fight or flee in the face of combat. To check morale, roll 2d6. If the result is higher than the morale score, the monsters flee. Treasure: Monster treasure type is presented as a letter. Consult the Treasure Type Table to determine if a monster possesses treasure. Treasure types are divided into individual and lair (in parentheses). The latter is provided in parentheses and/or detailed in the monster entry. Experience Points: Experience points (XP) are calculated based on total monster hit dice and special abilities. In adventure modules and supplements, use the following abbreviated stat block to condense and convey monster entries: Aerial Servant AL: N, Move: 60 (Fly), AC: 3, HD: 16, HP: 85, #AT: 1, DMG: 8d4. Aerial Servant No. Enc: 1 Alignment: N Movement: 60 (Fly) Armor Class: 3 Hit Dice: 16 Attacks: 1 Damage: 8d4 Save: F16 Morale: 10 Treasure: None XP: 6,001 Aerial servants are beings from the Elemental Plane of Air. They have wispy, translucent forms and are semiintelligent. Aerial servants are invisible on the Prime Material Plane. Clerics summon aerial servants to carry out tasks, like carrying objects or aiding the summoner with their immense strength. Aerial servants may carry over 1,000 pounds and can hold a medium-sized or smaller opponent immobile. Their opponent must have Strength: 18 or higher to break free (50% chance of success). Those with Strength: 19 or higher do not require an escape roll. Due to its superior senses and invisibility, aerial servants are rarely surprised (1-4 on d6) and also surprise opponents with the same chance. They are immune to normal weapons. An aerial servant who fails to complete its mission, or is prohibited from doing so, turns insane. It will seek to return to, and attempt to slay, its summoner.
Animate Statue No. Enc: 1d2 Alignment: N Movement: 20 Armor Class: 4 Hit Dice: 5 Attacks: 2 (Fists) Damage: 2d6/2d6 Save: F5 Morale: 11 Treasure: None XP: 501 Stone Statue: The stone statue is a lesser golem. Statues are animated by powerful spell-casters. They appear as common stone statues of any shape and guard locations of import. A stone statue attacks twice with two fists for 2d6 damage each. Constructs are immune to Sleep, Charm, Hold, and mind-influencing spells. Crystal Statue: These animated constructs are composed of crystal, such as quartz. If a tuning fork is struck within 10 feet, a crystal statue takes 1d8 points of damage. They possess the same immunities as stone statues: No. Enc: 1d4, AL: N, Move: 20, AC: 4, HD: 3, #AT: 2 (Fists), DMG: 1d6/1d6 , Save: F3, Morale: 11, Treasure: None, XP: 81. Iron Statue: Upon a successful attack against an iron statue, all non-magical weapons must save (Spell). Failure means the weapon lodged in the construct, and cannot be retrieved. They possess the same immunities as stone statues: No. Enc: 1d4, AL: N, Move: 20, AC: 2, HD: 4, #AT: 2 (Fists), DMG: 1d8/1d8, Save: F4, Morale: 11, Treasure: None, XP: 191. Ankheg No. Enc: 1d4 (3d4) Alignment: N Movement: 30 Armor Class: 3 Hit Dice: 3-8 Attacks: 1 Damage: 3d6+1d4 Save: F3-8 Morale: 9 Treasure: W XP: See below The ankheg is a large tunneling monster 20 feet long with six legs. Ankhegs vary in color from yellowish to brown. The ankheg has a hard insectoid exoskeleton and weighs as much as 800 pounds (HD: 7-8). When burrowing, the ankheg moves at half its movement rate. They dig tunnels in rich soil (like farmland) 40 feet below the surface. The tunnels are normally 5x5 feet, and 60 to 150 feet long. The ankheg lays in wait under the surface until it senses prey approaching with its antennae and attacks. The ankheg’s bite damage varies by hit dice: HD: 3-4 (1d6), HD: 5-6 (2d6), and HD: 7-8 (3d6). The creatures also possess acidic saliva that burns for an extra 1d4 damage the round after a bite attack. Once per day, an ankheg can use its acid spray (1d6 damage and 5 feet per hit die). This attack expends its acidic saliva for 24 hours. A save (Breath) halves the damage. Ankheg XP: HD: 3 (81), HD: 4 (191), HD: 5 (501), HD: 6 (821), HD: 7 (1,141), HD: 8 (1,561). Axe Beak No. Enc: 1d6 (2d4) Alignment: N Movement: 60 Armor Class: 6 Hit Dice: 3 Attacks: See below Damage: See below Save: F3 Morale: 8 Treasure: None XP: 51 Axe beaks are a species of flightless carnivorous birds. Also called terror birds, they range from three to seven feet tall. Males have bright plumage and the females possess muted colors. They hunt in packs and possess a terrifying, high-pitched screech that reverberates through their beaks. Axe beaks are aggressive hunters with strong necks and sharp beaks. Axe beaks possess two attack forms. They can bite for 2d4 points of damage, or, jump-attack with two claws (1d3/1d3). If both claw attacks are successful, the creature pins its target and automatically rends with its beak (2d4 hit points of damage). 119
Baboon No. Enc: 2d4 (2d4x10) Alignment: N Movement: 30 Armor Class: 7 Hit Dice: 1+1 Attacks: 1 (Bite) Damage: 1d4 Save: F1 Morale: 7 Treasure: None XP: 16 Baboons are large, aggressive primates. They are ground-dwelling but climb trees for safety and rest. Baboons are territorial and possess a strict social hierarchy. A typical male stands four feet tall and weighs as much as 100 pounds. A baboon troop includes 2d4 males and an alpha male with HD: 2+2 (DMG: 1d8) and Strength: 15 (+1/+1). In a troop, young and female non-combatants comprise 1/3 of the total number. Basilisk No. Enc: 1d6 (1d6) Alignment: N Movement: 20 Armor Class: 4 Hit Dice: 6+1 Attacks: 2 (Bite/Gaze) Damage: 1d10+Petrify Save: F6 Morale: 9 Treasure: U XP: 631 The basilisk is a reptile-like monster with a petrifying gaze. These creatures possess a scaled, brownish body with a yellow undercarriage. Some grow as large as 10 feet long. Basilisks have a curved horn on the tip of their snout. They lair in remote caves or dungeons. If a target touches or looks directly at a basilisk, they must save (Stone) or be petrified. During combat, PCs must avoid the basilisk’s gaze by looking away, observing the monster through a mirror, or the spell Gaze Reflection. Looking away or using a mirror results in a -4 attack penalty. The monster’s bite attack causes 1d10 points of damage. Basilisks are not immune to their own gaze. If a basilisk apprehends its own reflection there is a 1-2 on d6 chance it will turn to stone (saving throw applies). Black Pudding No. Enc: 1 Alignment: N Movement: 20 Armor Class: 6 Hit Dice: 10 Attacks: 1 Damage: 3d8 Save: F10 Morale: 12 Treasure: None XP: 3,101 The black pudding is an ooze that moves through a dungeon and consumes everything in its path. The creature ranges from 10 to 30 feet in radius. A black pudding can climb walls and ceilings, in addition to sliding through fissures and under doors. It can digest metal and wood. The creature is only vulnerable to fire (normal or magical). A Sword +1: Flame Tongue strikes for full damage against a black pudding. If attacked with slashing weapons, some black puddings (60%) may split into two halves (split HD and HP). The two halves may be subdivided into quarters (HD: 2, DMG: 1d8) but may not be subdivided further. Blink Dog No. Enc: 1d6 (2d6) Alignment: N Movement: 40 Armor Class: 5 Hit Dice: 4 Attacks: 1 (Bite) Damage: 1d6 Save: F4 Morale: 6 Treasure: X XP: 136 Blink dogs are intelligent, magical canines. They vary in color but normally have patched coats of tan, black, and white. They possess the at-will ability to teleport across short distances. Blink dogs combine pack-hunting tactics alongside their teleportation ability, to attack their prey. Immediately after attacking, they “blink” and reappear 1d4x10 feet from their opponent. This makes it impossible to counter-attack with a melee weapon if the blink dog wins initiative. Blink dogs never teleport into physical objects. 120
121 Brigand No. Enc: 2d4+4 Alignment: NE Movement: 30 Armor Class: Varies Hit Dice: Varies Attacks: 1 Damage: Varies Save: Varies Morale: 8 Treasure: See below XP: 11 Brigands are mercenaries-for-hire, seedy criminals, or desperate men looking to make a few quick gold pieces. Bandits are fighters and their exact hit dice and equipment varies subject to the campaign and party level. Maze Controllers are encouraged to create warbands equal to the strength and hit dice of player characters. Brigands are often armed with broadswords, spears, and crossbows. Their armor consists of leather, studded leather, and occasionally chainmail. A patrol leader oversees a band of 10 or more brigands. The leader is a Level 4 Fighter with a longsword, platemail, and shield. There is a chance (10%) one of these items is magical. For each additional 10 brigands beyond the first, an additional leader is present. The leader will be 1d3 levels greater than the aforementioned. A camp of 50 men will include a Level 8 Cleric or Magic-User. Some bandits, particularly in northern contexts, may be berserkers (20%). These classed fighters are subject to battle rage. Their ferocity and strength provides +1 to attack rolls, a penalty of -2 to their armor class for 1d8 rounds (or until slain), and they never check morale. They prefer hand axes, battle axes, broadswords, and spears: No. Enc: 1d6 (1d10), AL: N, Move: 30, AC: 7, HD: 1+1, #AT: 1, DMG: By Weapon, Save: F1, Morale: 12, Treasure: By HD, XP: 22. Brigand individual treasure varies by hit dice. Levels 1-2 (A-D), Levels 3-4 (D-F), and Levels 5-6 (F-I and K). Additional treasure types for higher level brigands are subject to the Maze Controller. Brownie No. Enc: 4d4 (4d4) Alignment: LG Movement: 40 Armor Class: 3 Hit Dice: 1d4HP Attacks: 1 Damage: 1d3 Save: F1 Morale: 7 Treasure: N, O, Q XP: 8 A brownie, also known as a broonie, is a small woodland fey creature. Brownies prefer to live among their own kind in quiet, secluded forests. They are rarely over a foot-and-a-half tall and prefer earthy colors like brown, gray, or dark yellow. Although shy and timid, brownies are friendly and are useful at fixing broken objects and mending clothing. Brownies may help lawful good player characters (50%) if they are approached kindly and cautiously. While outdoors, brownies can blend into their surroundings akin to Invisibility. Brownies are magical and can cast spells such as Confusion, Continual light, Dancing Lights, Dimension Door, Mirror Image (3 duplicates), Protection from Evil, and Ventriloquism once per day. They have Dexterity: 18 and are never surprised. They can speak Elvish, Common, Halfling, Pixie, and/or Sprite (subject to the discretion of the Maze Controller). Brownies have a playful sense of humour and enjoy taunts and practical jokes. Despite their desire to jest, brownies are highly sensitive, especially to barbs about their height. Familiar: As familiars, a brownie grants its master a +2 bonus on saves and armor class, and are never surprised. Bugbear No. Enc: 2d4 (5d4) Alignment: CE Movement: 30 Armor Class: 5 Hit Dice: 3+1 Attacks: 1 Damage: 2d4 or weapon Save: F3 Morale: 9 Treasure: A-D XP: 101
122 These large, broad goblinoids are seven feet tall with big round heads, pointy ears, and misshapen bodies. Due to their height and size, they receive a +1 to weapon damage. Bugbears prefer polearms, large maces, and morningstars. They have a rough hide (AC: 5) and rarely wear armor. Bugbear equipment is normally rusty and in disrepair. Every ten bugbears is led by group leader with AC: 4 and HD: 4. A bugbear chieftain leads a group of twenty or more. A chief will have AC: 3 and HD: 5, and damage bonus of +2. Any tribe consists of roughly 25% females and young to the total number of males. Like all goblinkind, bugbears possess an obnoxious and disagreeable nature, even with each other. Whenever one tribe of bugbears meets another tribe of bugbears, orcs, or goblinoids, there is a 1 on d6 chance of a shoving match (65%) or fight (35%) breaking out between them. 1d6 Bugbear Random Weapons 1 Great Mace (2d4) 2 Morningstar (2d4) 3 Halberd (1d10) 4 Great Spear (1d8) 5 Great Hammer (1d8) 6 Battle Axe (1d8) Bulette No. Enc: 1d2 (1d2) Alignment: N Movement: 40 Armor Class: -2 Hit Dice: 9 Attacks: See below Damage: See below Save: F9 Morale: 9 Treasure: None XP: 3,101 The bulette, also called a landshark, is a monstrous apex predator. The bulette is over ten feet tall and twelve feet long. The monster has a large dorsal fin that may stick out from the ground where it lies buried. A landshark detects prey from vibrations while burrowing, or lying in wait, under the ground. When it attacks, the creature’s dorsal fin surfaces first followed by a claw/claw/bite routine (3d6/3d6/4d12). The bulette can also leap-attack with its back legs (four total attacks each 3d6). This monster has a vulnerable underbelly (AC: 6). The landshark burrows 10 feet per round. A bulette is a ravenous carnivore and will attack almost anything. Landsharks prefer to eat halflings and dislike the taste of elves and dwarves. Bullywug No. Enc: 2d6 (3d10) Alignment: CE Movement: 20 (Jump 30) Armor Class: 6 Hit Dice: 1–1 Attacks: 1 Damage: By weapon Save: F1 Morale: 7 Treasure: See below XP: 8 Bullywugs, also called frogmen, are often found in marshes and moors. They have large round eyes, a broad mouth, and are from 3 to 3 1/2 feet tall. They possess thin arms and legs that belie their strong leaping ability. They have muted olive green to bright green skin with lighter colored underbellies. They wear drab clothing to reflect their environment. Bullywugs use primitive weapons. They prefer clubs, spears, nets, and shortswords. Their weapons are often improvised and in disrepair. They use wooden shields or shields made from thatch or tortoise shells. Froglings have naturally tough hides and are very agile. They rarely wear mail, but instead create armor from shells or metal scraps they have scavenged or looted. Bullywugs possess a unique jumping ability useable once per combat. They can either use their jump to attack an opponent (+1 to hit) or they can use their unique jumping ability to disengage from an opponent without incurring an attack as they flee. Froglings take advantage of their natural hit-and-run ability and prefer to ambush unsuspecting prey. For every six bullywugs, there will be a subleader (HD: 2). For every 20 encountered, there will be a king (HD: 3 and a +1 bonus on damage rolls). The king will have two sub-chiefs (HD: 2) that serve as bodyguards. The king will possess tribal treasure. Alongside the king and the bodyguards, there is a 1-4 on d6 chance a bullywug tribe will have a witchdoctor or shaman (with the hit points and casting abilities of a Level 3 Cleric or Magic-User).
123 Any tribe will have females and young (25%) in addition to the total number of males. Bullywugs have a disagreeable nature, even with each other. Whenever one tribe of froglings meets another tribe, or a tribe of orcs or goblinoids, there is a 1 on d6 chance of a shoving match (65%) or conflict (35%) breaking out between them. Bullywugs speak their own croaking, guttural language. Bullywugs possess A-B individual treasure and subleaders may (10%) have H or I. Larger tribes will have Treasure Type Q in lair. 1d6 Bullywug Random Weapons 1-2 Spear and Net 3-4 Spiked Club and Sling 5-6 Shortsword and Javelins (3) 1d6 Bullywug Random Armor 1-2 AC: 6 (No armor) 3-4 AC: 5 (Shell Chain) 5-6 AC: 4 (Shell Chain and Turtle Shield) Camel No. Enc: 1d2 (2d4) Alignment: N Movement: 50 Armor Class: 7 Hit Dice: 2 Attacks: 2 (Bite/Hoof) Damage: 1d4/1d4 Save: F2 Morale: 7 Treasure: None XP: 21 Camels are a long-necked mammal capable of traveling without water or food for extended periods of time (approximately two weeks). They are adapted for arid and desert climates and suffer no terrain movement penalties. Camels have a disagreeable temperament and may kick or bite their riders. Camels may carry 300 pounds at their normal movement rate and a maximum of 600 pounds at half movement. Carrion Scavenger No. Enc: 1 (1d3) Alignment: N Movement: 40 Armor Class: 7 Hit Dice: 3+1 Attacks: 8 Damage: Paralysis Save: F3 Morale: 9 Treasure: P XP: 136 The dreaded carrion scavenger is four feet tall and ten feet long. The scavenger resembles a giant maggot with large bulbous eyes and 16 centipede-like legs. The creature can cling to any surface, including walls and ceilings. They prefer to feed on carrion but will attack living targets for food or to incubate their eggs. A carrion scavenger’s maw drips with ichor and is surrounded by eight paralyzing tentacles. The tentacles are two feet long and, on a successful attack, the target must save (Stone) or be immobilized for 1d4 turns. A carrion scavenger may divide its attacks against multiple opponents. Once its targets are paralyzed, the scavenger will either consume its prey or lay eggs inside them (hosts will suffer amnesia of the incident). In 2d4+1 days, an egg will mature, burst forth, and kill the host. Centaur No. Enc: 1d4 (2d10) Alignment: NG Movement: 50 Armor Class: 5 Hit Dice: 4 Attacks: 3 Damage: See below Save: F4 Morale: 8 Treasure: P XP: 81 A centaur has the lower body of a horse and the upper body of a human. Centaurs are reclusive and prefer to live far from others in forests or plains. Centaurs live in balance with their environment. Centaurs prefer to avoid conflict but have a warrior caste that guards their communities. They can attack by weapon or kicking with their front legs (1d6/1d6). They prefer bows, war clubs, and spears.
124 For every tribe of centaurs, half will be females and non-combatant young. Young centaur warriors have HD: 2 and score 1d2/1d2 with their hooves or weapon damage in combat. Chimera No. Enc: 1d2 (1d4) Alignment: CE Movement: 30 (Fly 50) Armor Class: 4 Hit Dice: 9 Attacks: 5 Damage: See below Save: F9 Morale: 9 Treasure: U XP: 2,401 This monster is a terrifying three-headed beast. The creature has the heads of a lion, goat, and red dragon. Its front half resembles a lion and its rear a goat. It possesses red dragon wings. Chimeras are found in hilly or mountainous terrain with caves. Its first two attacks are lion claws (1d3 each). The lion head also attacks with a ferocious bite (2d4). The goat head gores with its horns (2d4). The dragon head either bites (2d4) or discharges a fire breath weapon. The chimera’s fire breath is a cone-shaped attack (20 feet long and 10 feet wide at the terminus). Its fire deals 3d6 damage (Save versus Breath for half damage). The dragon head may only use its breath attack three times per day. Cockatrice No. Enc: 1d4 (1d8) Alignment: N Movement: 20 (Fly 40) Armor Class: 6 Hit Dice: 5 Attacks: 2 Damage: 1d6+Petrify Save: F5 Morale: 7 Treasure: W XP: 351 The cockatrice may appear, at first, as a rooster. However, close inspection reveals its true nature. The cockatrice does indeed look rooster-like, but is an eldritch creature with a sickly, featherless body, a reptilian tail, and flightless bat-like wings. The cockatrice attacks with its strong beak for 1d6 hit points of damage. If a cockatrice successfully attacks (and thereby touches) a target, or is touched, it must make a save versus Stone or be petrified. Cockatrices are easily distressed and highly territorial creatures. They primarily hunt small game but will engage larger prey, or PCs, with little provocation. The cockatrice is immune to the gaze of its species. Couatl No. Enc: 1d4 (1d4) Alignment: LG Movement: 20 (Fly 60) Armor Class: 5 Hit Dice: 9 Attacks: 2 Damage: 1d3/2d4 Save: F9 Morale: 8 Treasure: Y XP: 3,101-4,501 The couatl appears as a giant snake with feathered wings. The creature is 12 feet long. It has a wingspan 15 feet and weighs approximately 1,500 pounds. They are magical creatures and highly intelligent. They possess a poisonous bite attack (save versus Death or die) and can also constrict for 2d4 damage each round (until it releases, is slain, or kills its target). If a couatl hits with its second attack, constriction damage is automatic in subsequent rounds. Couatls can Polymorph at-will and possess the spellcasting ability of a Level 7 Cleric (1-4 on d10), or a Level 5 Magic-User (5-8), or both (9-10). Couatls speak Common, Ancient Common, and other languages subject to the discretion of the Maze Controller. Crocodile No. Enc: 1d2 Alignment: N Movement: See below Armor Class: 5 Hit Dice: 2 Attacks: 1 Damage: 1d8 Save: F2 Morale: 7 Treasure: None XP: 21 Crocodiles are large, semi-aquatic reptiles known for their powerful jaws and sharp teeth. Crocodile ecosystems vary from freshwater rivers and lakes to
125 saltwater estuaries and swamps. These apex predators are highly adapted to their environments and possess remarkable senses and physical strength. Crocodiles are attracted to movement and/or blood. Large Crocodiles: These large specimens grow to 20 feet in length: No. Enc: 1d2, AL: N, Move: 20 (Swim 30), AC: 3, HD: 6, #AT: 1, DMG: 2d8, Save: F6, Morale: 7, Treasure: None, XP: 321. Giant Crocodiles: These massive prehistoric crocodiles are 50 feet in length: No. Enc: 1, AL: N, Move: 30 (Swim 50), AC: 1, HD: 15, #AT: 1, DMG: 3d8, Save: F15, Morale: 9, Treasure: None, XP: 1,501. Cyclops No. Enc: 1d2 (1d8+2) Alignment: CE Movement: 40 Armor Class: 5 Hit Dice: 12 Attacks: 1 Damage: See below Save: F12 Morale: 9 Treasure: V+5,000gp XP: 2,401 Cyclops are a race of one-eyed giants. They have a large central eye and average twelve feet tall. They possess the equivalent of hill giant strength (+3/+4) and can throw boulders (80 feet for 3d6 points of damage). However, due to their single eye they have poor depth perception (-2 on ranged attacks). In melee, cyclops prefer clubs and spears. Any melee weapon they wield scores double damage. They live in small family groups and dwell in large caves. They tend flocks of sheep but prefer the taste of humans. They speak Suul and some may speak broken Common. DEMON Demons are categorized by hit dice: Demon Type Hit Dice Demon Lord 21+ Upper Order Demon 9+ Middle Order Demon 5-8 Common Order Demon 1-4 Demon Abilities and Characteristics: All demons possess Darkvision (100 feet). They take half-damage from all fire-based, cold-based, lightningbased, and gas attacks. All demons (except the common orders) may Gate and Teleport (without error once per day unless otherwise noted). All demons are immune to non-magical weapons, are telepathic (all languages), and can Read Magic (Divine or Arcane) at-will. All demon spell-abilities are useable once per round and function (unless otherwise noted) at a level commensurate with its hit dice or minimum required level, whichever is higher. Demon lords, as well as upper and middle order demons, can only be permanently slain on their home plane. If their physical form is destroyed on the Material Plane, they require 66 years and 6 months to regenerate and reconstitute their bodies (unless summoned by spell or assisted by a demon lord). Demon lords inspire Fear in a 50-foot radius, and upper and middle order demons in a 30- foot radius (no additional save after the first). Demon Lord Demon lords are ancient, unique, individual beings of the purest chaotic evil. Each rules, like an independent warlord, from their seat in one of the 666 layers of the Abyss. Demon lords govern their fiefdom through violence, fear, manipulation, and intimidation. Their hierarchy remains in a constant state of flux. Civil wars between factions are constant, alongside backstabbing and political positioning. Demon lords may traverse the Planes of the Abyss, the Astral Plane, the Ethereal Plane, and/or the Plane of Shadow, at will. Unless summoned via Gate, or similar means, they are forbidden from entering the Prime Material Plane. Subject to their service and loyalty, demon lords can promote common order demons in rank to the middle or upper orders at-will. This includes advancements in all categories (AC, HD, HP, etc.). Demon lords possess strength equal to a giant (see respective entries).
126 Demon lords are served by upper order demons as generals, who are in turn served by officers drawn from the most ruthless middle order demons. A demon lord’s army is filled by middle order and common order demons, as rank-and-file soldiers. All demon lords are, at minimum, 70% resistant to magic. Note that experience point values are awarded only if destroyed permanently on their home plane. Astaroth No. Enc: 1 Alignment: CE Movement: 50 Armor Class: -7 Hit Dice: 23 (HP: 184) Attacks: 3 Damage: See below Save: F23 Morale: 12 Treasure: L, M, Z XP: 51,001 Astaroth is the Demon Prince of the Abyss. He possesses three true names. He is twenty feet tall, covered in dark fur and scales, and has a twenty-foot-long tail. Astaroth has reptilian legs, tentacles for arms, and two baboonlike heads. Astaroth can be harmed only by +2 or greater weapons. The right head possesses a Charm Gaze (as per Charm Person/Monster, no save) for those that behold him. Hit dice determines the number of affected beings: HD: 3 or fewer (1d12x10), HD: 4-6 (6d8), HD: 7-9 (4d8), HD: 10-12 (3d6), HD: 13+ (1d4+1). All those with 15+ HD receive a saving throw (Spell) to negate. The gaze of the left head causes Blindness for 1d6 turns (with a save versus Spell to negate, -4 to hit). Astaroth’s tentacles score 1d10 damage each and each hit drains one energy level. He can also lash out with his tail for 2d6 damage. Further, his tail attack withers as per a Staff of Withering on a failed save (Spell). Astaroth possesses storm giant strength (+6/+9). Astaroth can use the following at-will spell-like abilities: Clairvoyance, Clairaudience, Continual Darkness, Fear, Detect Invisible, Detect Magic, Dispel Magic, ESP, Greater Phantasmal Force, Levitate, Polymorph Self, Comprehend Languages, Suggestion, Telekinesis (500 pounds per head), Wall of Ice, and Water Breathing. He can command cold-blooded creatures at-will and can use the following once per day: Feeblemind, Power Word: Stun, Projected Image, Sticks to Snakes, Symbol, and Gate (85% chance of success) one of the following will appear: Vrock, Hezrou, Glabrezu, Nalfeshnee, Marilith, or Balor. Like all demon lords, he is 70% resistant to magic. Lliloth No. Enc: 1 Alignment: CE Movement: 40 (Webs 60) Armor Class: -8 Hit Dice: 21 (HP: 105) Attacks: 2 Damage: See below Save: F21 Morale: 12 Treasure: L, M, N, Z XP: 59,001 Arachne, also called Lliloth, is the fearsome Matriarch of Spiders and the patron deity of the dark elves. Lliloth appears as a stunningly beautiful drow maiden, a giant black widow spider, or a combination of a spider with a drow face. Sages know little about her aspirations or desires. The Spider Queen prefers of the company of arachnids, large and small. She can speak with spiders at-will and can summon spiders to do her bidding once per day: Giant Crab Spiders (1-3 on d6, 3d4+4), Giant Tarantula Spiders (4-5 on d6, 2d4+4), or Phase Spiders (6 on d6, 1d4). Once per day, the Spider Queen may Gate a random middle order demon (1-4 on d6) or a random upper order demon (1-2 on d6). In her dark elf form, Lliloth will employ drow weapons (+5) and magic items of the highest quality. She rarely wears armor. She possesses the abilities of a Level 16 Cleric and a Level 14 Magic-User. He has the equivalent of hill giant strength (+3/+4). In either spider or drow-spider form, she may attack as a huge black widow spider (double movement rate and bite damage, immediate death from poison no save). Lliloth can use several spell-like powers once per round: Comprehend Languages, Confusion, Darkness (10 Feet), Dispel Magic, Teleport, Tongues, or True Sight. Twice per day she may Phase Door, or Shape Change. Lliloth may Heal 3 times per day. In spider or drow-spider form, she may also cast webs thirty feet long from her spinnerets. These are equivalent to a Web spell and also cause 1d4 points of poison damage to entangled targets (no save). During the same round as she uses her Web, Lliloth will close for a bite attack for 4d4 points of damage. A bite-attack target must save versus Death or die (-4 penalty).
127 In any form, Lliloth can move through webs at her normal movement rate and may never be webbed or entangled. The Matriarch of Spiders is unaffected by silver or mundane weapons. Attack forms based on cold, lightning, or gas only cause half-damage. Lliloth is susceptible to acid (full damage) and takes double damage from holy water. Like all demon lords, she is 70% resistant to magic. Juiblex No. Enc: 1 Alignment: CE Movement: 30 Armor Class: -7 Hit Dice: 21 (HP: 100) Attacks: 2 Damage: 4d10 Save: F21 Morale: 10 Treasure: Nx2, Px2 XP: 41,001 Juiblex, the Faceless Lord, is the lord and creator of slimes, oozes, puddings, and jellies. He inhabits one of the bubbling, shifting, and steaming layers of the Abyss. Other demon lords are loathe to enter his domain. When confronted, Juiblex appears as a ten-foot-tall column of dark ooze covered in bulbous, bloodiedeyes. As he moves, slime and pus leaks and squirts from his shifting body. Juiblex attacks by lashing his opponent with oozy pseudopods for 4d10 points of acid damage. Every 10 rounds he can spit slime up to 100 feet away with a 30 foot diameter. A successful hit results in the equivalent of contact with both a Black Pudding and an Ochre Jelly. The Faceless Lord is often accompanied by oozes and puddings (not less than 1d2 and each type). He has the equivalent of hill giant strength (+3/+4). Juiblex regenerates at a rate of two hit points each round and he can only be struck by+2 or better magical weapons. Juiblex possesses the following atwill spell-like abilities: Cause Disease, Charm Monster, Sphere of Cold (5d6 cold damage in a 10 foot radius), Darkness (15 Feet), Detect Invisibility, Dispel Magic, ESP, Fear, Fly, Hold Monster, Invisibility (10 Feet), Locate Object, Phase Door, Projected Image, and Telekinesis (1,500 pounds). Juiblex can gate 1d4 Hezrou Demons per day (with a 75% probability of success). In addition, He can also mutter an Unholy Word once per day. Like all demon lords, he is 70% resistant to magic. Orcus No. Enc: 1 Alignment: CE Movement: 20 (Fly 40) Armor Class: -6 Hit Dice: 22 (HP: 125) Attacks: 3 (2 Fists/Tail) Damage: 2d6 and 3d4* Save: F22 Morale: 10 Treasure: L, M, P XP: 59,001 One of the most powerful demon lords, Orcus sits atop his throne of bone and fights a unending war against his rivals from the 666th layer of the Abyss. He-WhoMust-Not-Be-Named is the Prince of Undeath. Orcus possesses an obese, bloated body overtop goatlike legs and cloven hooves. His head appears like a goat with great spiraling ram horns. The Prince of Undeath is 16 feet tall, has two huge bat wings, and the tail of a snake. His tail is tipped with a vicious stinger. In combat, Orcus has several options. He can attack with his fists for 2d6 points of damage each and with his poisoned-tipped tail for 3d4 points of damage (save versus Death or die). He-Who-Must-Not-Be-Named may also choose to attack with the Wand of Orcus - one of the deadliest magic items ever created. The skull-headed wand instantly kills any mortal struck (save versus Spell to avoid death. A successful save reduces the target to one hit point). The wand also functions as a Rod of Lordly Might, a Wand of Fireballs, and a Wand of Lightning Bolts. The Undead Lord’s immense strength is equivalent to a cloud giant (+5/+8). Orcus possesses the following at-will spell-like abilities: Animate Dead, Charm Person, Clairaudience, Clairvoyance, Continual Darkness, Detect Invisibility, Detect Magic, Dispel Magic, ESP, Illusion (as the Wand of Illusion), Lightning Bolt (12d6 damage), Polymorph, Polymorph Self, Projected Image, Pyrotechnics, Comprehend Languages, Shape Change, Speak with Dead, Suggestion, Telekinesis (1,200 pounds), and Wall of Fire. Once per day he can use the following spell-like abilities: Feeblemind, Symbol (Any), and Time Stop. He may Gate a upper order demon of his choice. As the Prince of Undeath, Orcus can beckon either 5d10 skeletons, 3d10 zombies, 8d4 ghasts, or 1d6+2 vampires once per day. Orcus can only be struck by +3 or greater weapons. Like all demon lords, he is 70% resistant to magic.
128 Upper order Demon Glabrezu No. Enc: 1d3 (1d6) Alignment: CE Movement: 30 Armor Class: -4 Hit Dice: 10 Attacks: 5 Damage: See below Save: F10 Morale: 9 Treasure: Z XP: 6,601 Glabrezu are powerful demons with penetrating purple eyes. They range from deep brown to pitch black in color. Glabrezu have wolf heads and goat horns. They stand 10 feet tall. Glabrezu have four arms: two primary arms with large crab-like pinchers and two smaller human arms below them with razor-sharp claws. Their attack routine consists of two pincher attacks, two claw attacks, and a bite (2d6/2d6/1d3/1d3/1d4+1). Glabrezu possess the following at-will spell-like abilities: Darkness (10 Feet), Levitate, Polymorph Self, Pyrotechnics, and Telekinesis (400 pounds). They can also Gate a random Hezrou, Vrock, or another Glabrezu with a 35% chance of success once per day. Hezrou No. Enc: 1d3 (1d6) Alignment: CE Movement: 40 Armor Class: -2 Hit Dice: 9 Attacks: 3 (2 Claws/Bite) Damage: 1d3/1d3/4d4 Save: F9 Morale: 10 Treasure: T XP: 5,201 Hezrou demons resemble eight-foot-tall toads with great fangs and clawed humanoid arms. Hezrou can move on all fours or upright, as desired. They prefer to fight upright to take advantage of their great height. Hezrou possess the following at-will spell-like abilities: Darkness (10 Feet), Detect Invisibility, Levitate, and Telekinesis (300 pounds). They can Gate another Hezrou with a 25% chance of success once per day. Nalfeshnee No. Enc: 1d3 (1d6) Alignment: CE Movement: 30 (Fly 40) Armor Class: -1 Hit Dice: 11 Attacks: 3 (2 Claws/Bite) Damage: 1d4/1d4/2d4 Save: F11 Morale: 10 Treasure: V XP: 8,401 Nalfeshnee possess the body and arms of a great ape, the legs of a boar, and the head of a bat. These upper order demons have smallish wings, that do not appear to hold their massive size. Nalfeshnee stand 10 feet tall. In battle, they use their two claw and bite attacks, or one of the following at-will spell-like abilities: Darkness (10 Feet), Detect Magic, Dispel Magic, Illusion (as the Wand of Illusion), Levitate, Polymorph Self, Projected Image, Comprehend Languages, Symbol (Despair and Fear), and Telekinesis (500 pounds). They can Gate a random Hezrou, Vrock, Glabrezu, or another Nalfeshnee with a 65% chance of success once per day. Middle Order Demon Babau No. Enc: 1d3 (1d6) Alignment: CE Movement: 40 Armor Class: -3 Hit Dice: 7+14 Attacks: 3 See below Damage: See below Save: F7 Morale: 10 Treasure: Y XP: 4,101 Babau demons appear as leathery corpses - their ebony-colored flesh clings tightly to their skeleton. They possess a curved horn that arches over the back of their heads. Babau stand 7 feet tall. They attack three times per round with two claws (1d4+1 each) and a horn (2d4), or by weapon type (+4). Babau demons secrete a slimy coating that reduces the damage of piercing and slashing weapons in half. Babau demons take an additional +2 damage from mithril weapons. All creatures who meet the gaze
129 of a babau demon must save (Spell) or suffer as per a Ray of Enfeeblement. They have Level 9 Thief abilities. Babau have Strength: 19 which grants them +3/+5 to attack and damage rolls. Babau possess the following at-will spell-like abilities: Darkness (10 Feet), Dispel Magic, Fly, Levitate, Polymorph Self, and Heat Metal. They can Gate another Babau demon with a 25% chance of success once per day. Balor No. Enc: 1 (1d6) Alignment: CE Movement: 30 (Fly: 50) Armor Class: -2 Hit Dice: 8+7 Attacks: 1 Damage: See below Save: F8 Morale: 10 Treasure: Z XP: 6,621 The mighty balor demon has red-black skin and huge bat-like wings and horns. They stand a full twelve feet tall and their bodies are wreathed in hellish flames (5 foot radius). They possess the equivalent of stone giant strength (20) on attack and damage rolls (+3/+5). A balor demon typically fights with a Greatsword +1 (minimum) for 1d10 points of damage. They are further armed with multi-pronged whips (1d8). They employ these weapons to strike and then pull their targets into their hellfire for an additional damage (3d6). Balor possess these at-will spell-like abilities: Detect Invisibility, Detect Magic, Dispel Magic, Pyrotechnics, Comprehend Languages, Suggestion, Telekinesis (600 pounds), and Symbol (Despair, Fear, Sleep, and Stun). They can Gate a Glabrezu (75%) or Nalfeshnee (25%) with a 70% chance of success/day. Marilith No. Enc: 1d2 (1d6) Alignment: CE Movement: 30 Armor Class: -6 Hit Dice: 7+7 Attacks: 7 Damage: See below Save: F7 Morale: 9 Treasure: U XP: 4,901 A marilith looks like a stunningly beautiful, voluptuous woman with six arms with the lower body of a great snake. They stand seven tall and measure 20 feet long from head to tail. They decorate their bodies with charms and jewels (100% chance for Treasure Type). A marilith normally, but not exclusively, attacks with six melee weapons and constricts with its tail (2d4), all in the same combat round. They prefer scimitars (1d8). They have the following at-will spell-like abilities: Charm Person, Darkness (10 Radius), Detect Invisibility, Levitate, Polymorph Self, Projected Image, Pyrotechnics, and Comprehend Languages. They can Gate a random Hezrou, Vrock, Nalfeshnee, Glabrezu, or Balor with a 75% probability of success once per day. Succubus No. Enc: 1 Alignment: CE Movement: 30 (Fly 50) Armor Class: 0 Hit Dice: 6 Attacks: 2 (Claws) Damage: 1d3/1d3 Save: F6 Morale: 7 Treasure: O, R, S XP: 3,071 A succubus appears as a stunningly beautiful human woman with fangs and bat-like wings. A succubus is a deceitful, manipulative, and passionate fiend. A succubus is inexorably drawn to men pure of heart (such as lawful good clerics or paladins). A succubus will use her Charisma (19) to tempt virtuous men with a forbidden act of passion, and, simply through a kiss, drain a level of experience. These temptresses have the following at-will spell-like abilities: Charm Person, Clairaudience, ESP, Ethereal Form (as per Oil of Etherealness), Shape Change, and Suggestion. A succubus can Gate a Balor (65% chance of success) or a demon lord (5% probability of success) once per day.
130 Vrock No. Enc: 1d3 (1d6) Alignment: CE Movement: 40 (Fly 60) Armor Class: 0 Hit Dice: 8 Attacks: 5 (See below) Damage: See below Save: F8 Morale: 11 Treasure: Y XP: 3,561 The vrock demon resembles an eight-foot-tall humanoid vulture. They possess five attacks on-the-wing: two front claws (1d4 each), two rear claws (1d8 each), and beak (1d6). If on the ground, the vrock attacks in combat with a claw/claw/bite. Vrocks possess the following at-will spell-like abilities: Darkness (10 Feet), Detect Invisibility, and Telekinesis (200 pounds). They can Gate another Vrock demon with a 10% chance of success once per day. Common order Demon Manes No. Enc: 4d4 Alignment: CE Movement: 30 Armor Class: 7 Hit Dice: 1 Attacks: 3 Damage: 1d3/1d3/1d4 Save: F1 Morale: 8 Treasure: None XP: 96 Manes are evil souls damned to the 666 layers of the Abyss. They are hunched and misshapen from their wickedness in life. Manes are of low intelligence and attack any nondemon they encounter with a claw/claw/bite attack routine. They may only be hit by +1 or better magic weapons. Manes are immune to Sleep, Charm, Hold, and mind-Influencing spells. When slain, a mane is permanently destroyed unless within 300 feet of its demon lord. Manes killed in this radius will reform in three days. Manes summoned to the Prime Material Plane by evil priests and wizards may assume the form of minor undead (skeletons, zombies, ghouls, ghasts, etc.). Quasit No. Enc: 1 Alignment: CE Movement: 50 Armor Class: 2 Hit Dice: 3 Attacks: 3 (2 Claws/Bite) Damage: 1d2/1d2/1d4 Save: F5 Morale: 10 Treasure: Ox2 XP: 187 Quasits are tiny demons. They only stand one foot tall and have thin horns, fangs, and over-sized claws for their puny size. They serve powerful demons or as familiars to evil wizards. They attack in combat with their two claws and a poisonous bite. The victims of their bite attack must save versus Death or lose one point of Dexterity for 2d6 rounds (each successful hit). Quasits are resilient. They are immune to cold, fire, or electrical attack forms. They save as Level 5 fighters and regenerate one hit point each round. Quasits possess the following at-will spell-like abilities: Detect Good, Detect Magic, Invisibility, and Polymorph Self (limited to toad, bat, giant centipede, or wolf). A quasit can emit a Fear radius (30 feet) once each day. Familiar: A wizard functions one level higher and regenerates one hit point/round, when its quasit familiar is within 1 mile. If more than a mile apart, the wizard loses these benefits. If less than a mile apart, the two can communicate telepathically and the mage can use the quasit’s senses including 60 feet darkvision. A quasit may consult a demonic entity on behalf of its master once per week. The familiar may ask 1d4+2 questions. The answers provided are rarely, if ever, direct and are communicated as a riddle, metaphor, innuendo, or double-entendre. If a quasit is slain, its master loses four levels permanently.
131 Devil Devils are categorized by hit dice: Devil Type Hit Dice Arch Devil 21+ Higher Devil 8+ Lower Devil 2+ Devil Abilities and Characteristics: All devils possess darkvision (100 feet). They take halfdamage from all cold-based and gas attacks. All devils are immune to non-magical weapons and have limited telepathic ability (all languages). Arch and higher devils may Gate and Teleport (without error once per day unless otherwise noted). All devil spell-abilities are useable once per round and function (unless noted) at a level commensurate with its hit dice or minimum required level, whichever is higher. Arch and higher devils can only be slain permanently on their home plane of existence. If their physical form is destroyed on the Material Plane, they require 66 years and 6 months to reconstitute their bodies (unless aided or summoned via spell). Arch devils inspire Fear in a 50-foot radius, and higher devils in a 30-foot radius (additional saves after the first are not required). Both have the following at-will powers: Charm Person, Know Alignment, Phantasmal Force, and Suggestion. Arch Devils are, at minimum, 70% resistant to magic (this will vary by devil). Alongside their Fear radius, gazing directly at an arch devil causes Weakness in those that behold them (slow movement by 50% or -5 on all dice rolls, devil’s option). A save versus Spell negates the effect. Arch Devil Arch devils are ancient beings of the purest lawful evil. Like demon lords, they are unique individuals with specific forms and abilities. Each arch devil rules from their seat of power in one of the Nine Layers of Hell. The nine layers are akin to fiefdoms and form a hierarchical feudal-caste system overseen by the arch devil overlord. Despite the highly ordered structure, Hell is thoroughly imbricated with political deceit, intimidation, and treachery. Like the demons of the Abyss, the political structure of Hell is subject to change - albeit slower and with more subtlety. Arch devils rise and fall subject to temporary allegiances that tip the balance of power. Allegiances between arch devils never last long and are subject to assuming greater material, militaristic, or political advantage. Arch devils may traverse the Nine Layers of Hell, the Astral Plane, the Ethereal Plane, and/or the Plane of Shadow, at-will. Unless summoned via a Gate, or similar means, they are barred from entering the Prime Material Plane. Arch devils may only be destroyed permanently on their home plane. As noted earlier, if their physical form is destroyed on the Material Plane, it requires 66 years and 6 months to reconstitute their bodies unless aided or summoned by spell. Subject to their service and loyalty, arch devils can promote lower devils to higher devils at-will. This includes advancements in all categories (AC, HD, HP, etc.). Note that a lower devil is destroyed permanently if slain on any plane. Most arch devils possess giant strength (see entry). Arch devils are served by higher devils who function as their generals and officers. Higher devils are, in turn, served by lower devils as rank-and-file soldiers. Arch Devils are, at minimum, 70% resistant to magic. Note that experience point values are awarded only if destroyed permanently on their home plane. Amon No. Enc: 1 Alignment: LE Movement: 60 Armor Class: -2 Hit Dice: 22 (HP: 132) Attacks: 2 (Weapon/Bite) Damage: See below Save: F22 Morale: 10 Treasure: T, Z XP: 44,001 Amon, the Marquis of Hell, stands nine feet tall. His eyes are dark yellow and he has brownish-black fur. His teeth are yellow and saliva drips from his maw. Amon is vassal to Geryon and commands not less than three bone devil legions. In combat, Amon attacks with a Great Mace +4 (2d4) and a vicious bite for 3d4 damage. Amon possesses the equivalent of hill giant strength (+3/+4). Amon has 70% magic resistance and may only be struck by +3 or better weapons. He regenerates one hit point per round and has the following at-will spell-like abilities: Animate Dead, Charm Monster, Detect Invisibility, Detect Magic, Dispel Magic, Fear (as per spell), Fly, Geas, Know Alignment, Polymorph Self, Produce Flame, Comprehend Languages, Suggestion, Teleportation, Wall of Ice, and Limited Wish (not himself). Once per day, he can use a Symbol of Despair and Gate Bone Devils (1d4) with a 60% chance of success. He can summon all available wolves in a one-mile radius to his aid.
132 Asmodeus No. Enc: 1 Alignment: LE Movement: 60 Armor Class: -7 Hit Dice: 25 (HP: 199) Attacks: 2 Damage: 6d4 Save: F25 Morale: 12 Treasure: N, S, U, Z XP: 64,001 Asmodeus, the Overlord of Hell, is the most handsome, masculine, and charismatic of the arch devils. He stands a full fourteen feet tall and has large horns protruding from his forehead. Asmodeus’ controlled and calculating behaviour belies by his furious temper - he is known for engaging in bouts of terrifying rage. Asmodeus serves as the current Overlord of the Nine Hells. His seat of power is based in the deepest and darkest pit of the Ninth Hell. Asmodeus is guarded by three of the largest and most fearsome pit fiends. He is attended at court by a harem of succubae and his vassal-devils. In combat, Asmodeus wields a glowing scepter powered by a massive, enchanted ruby called the Heart of Darkness. The scepter strikes for 6d4 damage and acts as a Rod of Absorption and Harms anyone that touches it. Upon command the scepter will shoot forth a Cone of Frost, a Jet of Acid, or a Bolt of Lightning (each with the effect of a dragon breath weapon). Asmodeus possesses storm giant strength with commensurate bonuses to attack and damage rolls (+6/+9). Asmodeus can only be hit by +3 or greater magical weapons. He possesses 90% magic resistance and the following at-will spell-like powers: Continual Light, Detect Invisible, Dispel Magic, Geas, Hold Person, Hold Monster, Ice Storm, Invisibility, Locate Object, Mass Charm, Pyrotechnics, Produce Flame, Raise Dead, Comprehend Languages, Restoration, Shape Change, Wall of Fire, Wall of Ice, and Wish (for another being only). Asmodeus can employ the following once per day: Symbol (Pain, Insanity, Despair (save versus Spell or submit to Asmodeus’ will)), and Unholy Word. The Overlord of the Nine Hells can Gate two lesser or one higher devil with a 99% success rate once per day. Baalzebul No. Enc: 1 Alignment: LE Movement: 60 Armor Class: -5 Hit Dice: 21 (HP: 166) Attacks: 2 (Weapon/Bite) Damage: See below Save: F21 Morale: 12 Treasure: N, S, Z XP: 41,001 Baalzebul, the Lord of Flies, is an arch devil of great power and second to Asmodeus, the Overlord of Hell. Baalzebul has two large, multifaceted insect eyes and large horns that extend upwards from the side of his head. Baalzebul stands fully thirteen feet tall. His fortress on the Seventh Hell is surrounded by a barren waste broken by lava fields, crevasses, and thick ash fallout. Baalzebul attacks with a massive Great Mace +4 (2d8 points of damage) and a poisonous bite for 2d6 damage (save versus Death or die). He possesses cloud giant strength with all the commensurate bonuses to attack and damage rolls (+5/+8). The Lord of the Flies has 85% magic resistance and cannot be struck by +3 or greater magic weapons. He has the following at-will spell-like powers: Charm Monster, Continual Light, Detect Invisibility, Dispel Magic, Geas, Hold Person, Invisibility, Locate Object, Produce Flame, Pyrotechnics, Raise Dead, Comprehend Languages, Restoration, Rulership (as a Rod of Rulership), Shape Change, Wall of Fire, Wish. Baalzebul can use the following once per day: Symbol (Pain and Insanity) as well as Unholy Word. He can Gate Horned Devils (1d4) with a 90% chance of success once per day. Bael No. Enc: 1 Alignment: LE Movement: 40 Armor Class: -3 Hit Dice: 21 (HP: 110) Attacks: 2 Damage: By Weapon Save: F21 Morale: 10 Treasure: T, Z XP: 39,001
133 Bael has gold colored skin with grotesque bovine features, large diabolical eyes, a broad nose, wolf-like ears, and a maw of wicked teeth that protrude from his mouth. Small demonic horns grow upwards from his forehead. Bael wears Chainmail +5 and wields a Morningstar +4 (2d8 damage) that telescopes on command to provide additional reach in combat (10 feet). He possesses the equivalent of frost giant strength to attack and damage rolls (+4/+6). He regenerates one hit point each round and the following at-will spell-like abilities: Eaiggard’s Wizard Vizard, Animate Dead, Cause Serious Wounds, Detect Invisibility, Detect Magic, Dispel Magic, Invisibility, Know Alignment, Pyrotechnics, Produce Flame, Comprehend Languages, Suggestion, Teleportation, Wind Walk, and Limited Wish (not himself). Bael can use a Symbol of Stunning once per day and Shape Change twice per day. Bael can gate Barbed Devils (1d4) with a 65% chance of success once per day. Dispater No. Enc: 1 Alignment: LE Movement: 60 Armor Class: -2 Hit Dice: 21 (HP: 144) Attacks: 2 Damage: See below Save: F21 Morale: 12 Treasure: N, S, Z XP: 37,001 Dispater, the Baronet of Hell, is handsome and stately. His horns are short compared to other devils. He has a pointed tail, cloven hooves, and stands seven feet tall. Dispater rules the Second Hell from the City of Dis. His palace is the grandest in the Nine Hells. He is guarded by three huge bone devils known for their malice and strength. The arch devil carries a massive ruling staff. The staff is a +3 magic weapon (4d6 damage) with the power of a Rod of Rulership. Dispater possesses the equivalent of frost giant strength (+4/+6). Dispater can only be hit by +2 or greater magical weapons. He has the following at-will spell-like abilities: Detect Invisibility, Geas, Light, Produce Flame, Pyrotechnics, Raise Dead, Comprehend Languages, Restoration, Shape Change, Wall of Fire, and Wish (other being only). Dispater can use a Symbol (Pain) and Unholy Word once per day. He can Gate a Pit Fiend (25%) or Erinyes (75%, 1d3) with a 90% chance of success once per day. Geryon No. Enc: 1 Alignment: LE Movement: 20 (Fly: 50) Armor Class: -3 Hit Dice: 23 (HP: 135) Attacks: 3 (2 Claws/Sting) Damage: 3d6/3d6/2d4 Save: F23 Morale: 10 Treasure: N, S XP: 51,001 Called the Great Serpent, Geryon’s torso and upper body are vaguely-humanoid with large pawed hands. Geryon stands 10 feet tall (30 feet long). His arms are covered in blue fur and he has piercing black eyes. Geryon’s lower torso appears like a huge snake banded in black and red. He has broad, clawed bat wings. In combat, Geryon uses his huge claws (3d6 damage each) and a poisonous barbed stinger (2d4). All those struck by the stinger must save versus Death at -4 or die. The Great Serpent possesses a huge horn crafted from an unknown beast. Once per week the horn summons 5d4 minotaurs. Geryon possesses the equivalent of cloud giant strength (+5/+8). Geryon can only be hit by +2 or better weapons. He has the following at-will spell-like abilities: Charm Person, Detect Invisibility, Dispel Magic, Geas, Ice Storm, Invisibility, Light, Locate Object, Raise Dead, Comprehend Languages, Shape Change, Wall of Ice, and Wish (not himself). Once each day he can utter an Unholy Word and employ a Symbol of Pain. Geryon can Gate an Ice Devil or Bone Devils (1d2) with a 45% or 60% chance of success, respectively. Mammon No. Enc: 1 Alignment: LE Movement: 40 (Fly 60) Armor Class: -3 Hit Dice: 21 (HP: 160) Attacks: 2 Damage: See below Save: F21 Morale: 12 Treasure: N, S XP: 43,001
134 Mammon, the Sovereign of Sloth, is a twelve-foot tall, obese and bloated fiend. His skin is a deep red and he has broad bat-like wings. The ruler of Hell’s Third Layer, Mammon’s realm is an infernal underworld of lava, volcanoes, and burning ash. Although Mammon can fly, he prefers to ride a massive nightmare accompanied by a pack of blood-thirsty hell hounds that bark and bray incessantly. Mammon allies with Dispater (as it suits him) and together they secretly support Mephistopheles to overthrow Asmodeus as Overlord of Hell. In battle, Mammon wields a Fauchard-Fork +4 twice per round that inflicts 1d10 damage with the properties of a Sword of Wounding. He possesses the equivalent of fire giant strength (+4/+7). Once every other round Mammon can use his a poisonous bite for 1d10 points of damage (save versus Death or die). Mammon can only be struck by +3 or better weapons. Mammon has a magic resistance of 80% and may use the following at-will spell-like abilities: Animate Dead, Charm Person, Detect Invisible, Detect Magic, Dispel Magic, False Gold, Geas, Invisibility, Know Alignment, Produce Flame, Pyrotechnics, Raise Dead, Comprehend Languages, Shape Change, Suggestion Teleportation, Wall of Fire, and Wish (for another being). Mammon may use Symbol of Despair and Unholy Word once per day. Mammon may Gate Horned Devils (50%, 1d4), Barbed Devils (25%, 1d3), or 1-3 Ice Devils (25%, 1d3) with 80% chance of success once per day. Mephistopheles No. Enc: 1 Alignment: LE Movement: 60 (80) Armor Class: -6 Hit Dice: 24 (HP: 188) Attacks: 2 Damage: See below Save: F24 Morale: 12 Treasure: N, S, U, Z XP: 72,001 Mephistopheles, the Prince of Darkness, is a nine-foottall devil with black skin and blue scales across his shoulders. He is exceedingly muscular and handsome despite possessing the typical markings - fangs, horns, bat wings, and sharp claws - of his fiendish kind. Mephisto is Asmodeus’ primary rival for control of Hell. He rules from his great iron citadel deep in the icy bowels of the Eighth Hell. Mephistopheles seeks to overthrow Baalzebul and claim the Seventh Hell as his own. Then, with the combined resources of two hells, he plans to depose Asmodeus and claim the title of Overlord. In battle, Mephisto wields a great three-pronged Military Fork +3 which scores 2d10 damage plus 3d4 points of fire, lightning, or cold damage (as he chooses) three times per day. The weapon also functions as a Sword of Skewering. He possesses the strength of a storm giant with commensurate bonuses to attack and damage rolls (+6/+9). Mephistopheles can only he struck by +3 or better magical weapons and has an 85% magic resistance. He can use the following at-will spell-like abilities: Animate Dead, Charm Person, Cone of Cold, Detect Invisible, Detect Magic, Dispel Magic, Geas, Ice Storm, Invisibility, Know Alignment, Polymorph Self, Produce Flame, Comprehend Languages, and Read Magic. Mephisto can use Rulership (as a Rod of Rulership), Shape Change, Suggestion, Teleportation, Wall of Ice, Unholy Word, and Wish (for another being) once per day. Mephisto can Gate Ice Devils (1d3) with a 90% chance of success once per day. Higher devil Barbed Devil No. Enc: 1d2 (3d4) Alignment: LE Movement: 40 Armor Class: 0 Hit Dice: 8 Attacks: 3 (2 Claws/Tail) Damage: 2d4/2d4/3d4 Save: F8 Morale: 10 Treasure: None XP: 5,061 Barbed devils appear like gangly seven-foot-tall humanoid fiends covered in horns and spikes. They have broad ears and keen senses. They cannot be surprised and, as such, make excellent sentries. Barbed devils attack, every round, with both of their huge clawed hands (2d4 each) and their wicked, spiked tail (3d4). On a successful hit, with any of its attacks, requires a save (Spell) or suffer Fear (as per Wand of Fear). This fear attack is alongside their standard fear radius. Barbed devils possess the following at-will spell-like abilities: Hold Person, Produce Flame, and Pyrotechnics. They can Gate a Barbed Devil with a 35% chance of success once per day.
136 Bone Devil No. Enc: 1d2 (2d4) Alignment: LE Movement: 50 Armor Class: -1 Hit Dice: 9 Attacks: 1 (Hook or Tail) Damage: 3d4 or 2d4* Save: F9 Morale: 10 Treasure: None XP: 8,701 These fiends look like gangly and emaciated nine-foottall skeletons. They possess a long scorpion tail and insect wings. Bone devils are fierce and brash. Bone devils are often equipped with a unique curved and barbed spear (3d4 hit points of damage). Any successful attack may (50%) result in hooking the target. If a bone devil hooks its opponent, it will strike the prone target (+4) with its poisonous scorpion tail for 2d4 points of damage the following round. An opponent struck by the poisoned tail must save versus Death or lose 1d4 points of Strength for 2d6 rounds. Bone devils possess the following at-will spell-like abilities: Detect Invisibility, Fly, Invisibility, Phantasmal Force. They may use Wall of Ice once per day. Bone devils may Gate a Bone Devil with a 40% chance of success once per day. Ice Devil No. Enc: 1 (1d4) Alignment: LE Movement: 20 Armor Class: -4 Hit Dice: 11 Attacks: 1 or 4 Damage: See below Save: F11 Morale: 11 Treasure: N, O XP: 10,001 Ice devils appear as humanoid insects with broad multifaceted eyes. Their mantis-like heads are marked with large powerful mandibles. They have long barbed tails and average an imposing twelve feet tall. Ice devils attack once with a barbed great spear that strikes for 2d4 points of damage. All victims must save (Stone) or be afflicted by an intense cold (as per Slow for 3d6 rounds). They also can attack four times per round. Two with their two claws (1d4 each), once with their mandibles (2d4), and finally with their tail barb (3d4). Ice devils regenerate one hit point each round and are only be hit by +2 or greater weapons. They possess the following at-will spell-like abilities: Detect Invisibility, Detect Magic, Fly, Polymorph Self, and Wall of Ice. They may cast Ice Storm once per day and can Gate an Ice Devil with a 60% probability of success once per day. Pit Fiend No. Enc: 1 (1d3) Alignment: LE Movement: 20 (Fly 40) Armor Class: -3 Hit Dice: 13 Attacks: 2 Damage: See below Save: F13 Morale: 10 Treasure: B, N XP: 11,401 A pit fiend is a red-skinned devil with massive bat wings. They have broad horns and fangs and huge clawed hands. A pit fiend is not less than twelve feet tall and has a long tail. Pit fiends are the strongest of all the higher devils. As such, they occupy a unique position in the hierarchy of devils. A legion of pit fiends can tip the balance of power between arch devils. In combat, pit fiends attack twice per round. They can use a scythe-like tipped sword twice (1d6+6 each) or one sword attack and their tail. With a successful tail attack, they hold and constrict their target for 2d4 damage each round (+4 to hit in subsequent rounds). Pit fiends regenerate two hit points per round. They are only struck by +2 or better weapons and have the following at-will spell-like abilities: Detect Invisibility, Detect Magic, Hold Person, Polymorph Self, Produce Flame, Pyrotechnics, and Wall of Fire. Once per day a pit fiend may use Symbol of Pain and Gate another Pit Fiend with a 65% chance of success or Barbed Devils (1d3) with a 70% chance of success once per day.
137 Lower devil Erinyes No. Enc: 1d3 (4d4) Alignment: LE Movement: 20 (Fly: 50) Armor Class: 2 Hit Dice: 6+6 Attacks: 1 Damage: 2d4* Save: F6 Morale: 10 Treasure: N XP: 3,081 Erinyes, unlike other abyssals, appear attractive to human eye. However, their broad, feathered, black wings belie their true nature. They are commonly used as scouts and conduct reconnaissance for their fiendish masters. Devil lords and higher devils task them with retrieving souls from the Prime Plane, dragging them to Hell, and transforming them into lemures. Erinyes attack with a poisoned dagger for 2d4 damage (an unsuccessful save versus Death results in paralyzation for 1d6 rounds). Erinyes may (50%) also possess a Rope of Entanglement. Charm is their most powerful ability. Erinyes can charm any being that meets their gaze within 60 feet. The target saves at half their current level (round up). If the target fails s/he is charmed until death or release. An erinyes may only charm one person in this manner at a time. They have the following at-will spell-like abilities: Detect Invisibility, Invisibility, Know Alignment, Locate Object, Polymorph Self, and Produce Flame. They may Gate another Erinyes with a 30% chance of success. Horned Devil No. Enc: 1d2 (1d4+1) Alignment: LE Movement: 30 (50) Armor Class: -5 Hit Dice: 5+5 Attacks: 1* or 4 Damage: Save: F5 Morale: 9 Treasure: T XP: 2,261 Horned devils are nine feet tall and have hunched, scaled bodies with reptilian wings. They have huge, heavy, broad horns that lower their heads to their waist. If armed, a horned devil attacks once with a large twopronged military fork, or spiked chain, for 2d6 points of damage. If a target fails a save versus Stone, it is stunned for rounds equal to the total damage. If the devil is unarmed, it strikes four times per round: two claws (1d4 each), a bite (1d4+1), and a tail attack (1d3). If successful, its tail attack will cause an infernal wound. If not bound, the wound will continue to bleed (one hit point per round) unless healed by magical means. Horned devils possess the following at-will spell-like abilities: Detect Magic, ESP, Phantasmal Force, Produce Flame, and Pyrotechnics. Horned devils may also summon a Wall of Fire once per day. The Wall of Fire scores three times normal damage. Once per day, a Horned Devil can gate another Horned Devil with a 55% chance of success. Imp No. Enc: 1 Alignment: LE Movement: 20 (Fly 40) Armor Class: 2 Hit Dice: 2+2 Attacks: 1 (Tail) Damage: 1d4 Save: F7 Morale: 8 Treasure: Q XP: 144 Imps are short (two feet tall) devils with horns, blue skin, bat wings, and a wicked barbed tail. Imps are promoted from lemures. Their barbed and poisonous tail scores 1d4 damage (save versus Death or die). Imps, at-will, can Polymorph Self into a raven, giant rat, large spider, or goat. Imps are only harmed by magical or silvered weapons. Imps regenerate one hit point per round and save as Level 7 fighters. Imps possess the following at-will spell-like powers: Detect Good, Detect Magic, and Invisibility. Once per day they can use Suggestion. Familiars: When the imp and its magic-user remain within one mile, its master may use the imp’s senses and darkvision (90 feet). The wizard also operates one experience level greater. If the two are beyond the radius, the magic-user acts one level lower. When the two are within 10 feet the wizard receives +2 on saves (Spell). In addition, s/he regenerates one hit point per round. An imp may commune with a devil on behalf of its master and ask 1d4+2 questions (answers are rarely direct) once per week. If the familiar is slain, the master loses four levels permanently.
138 Lemure No. Enc: 2d4 Alignment: LE Movement: 20 Armor Class: 7 Hit Dice: 3 Attacks: 1 (Claw) Damage: 1d3 Save: F3 Morale: 6 Treasure: None XP: 96 Lemures are the souls of evil humanoids. Upon their death, they were enslaved, tortured and pressed into the ranks of Hell. They appear as semi-humanoid amorphous blobs with large, round, black eyes. Lemures cannot communicate directly. Instead, they sense and obey the telepathic commands of their infernal masters. Lemures are commonly used as battle fodder and labor slaves. These lesser devils possess a single claw attack for 1d3 points of damage. Lemures regenerate one hit point per round and possess immunity to Sleep, Charm, Hold, and mind-influencing spells. Only holy water poured over their slain remains will destroy these lower devils permanently. Some lemures retain their devious intellect and, as a result, may be promoted in rank. Spined Devil No. Enc: 1d4+1 (5d4) Alignment: LE Movement: 20 (Fly: 50) Armor Class: 3 Hit Dice: 3+3 Attacks: 2 Damage: See below Save: F3 Morale: 8 Treasure: J, K XP: 311 Spined devils are lower devils with broad wings and large talons. Their head, shoulders, back, and forearms, are covered in razor-sharp barbs. These lower devils are comparatively weak to other devils, and as such are used as couriers, scouts, servants, and to herd lemures. Spined devils prefer distance weapons such as pole arms and spears. They often carry a stout military fork for 1d8 points of damage (with 10 foot reach). When on the wing, these devils can use their two talon attacks to considerable advantage (1d4 each). If they hit with both, they lift their target off the ground, climb 10-30 feet (10/round), and drop for 1d6/10 feet. They can also use their spines as a ranged attack (maximum twelve per combat). These spines function as darts with respect to damage. A spined devil can project up to four per attack and hits are automatic. They possess the following at-will spell-like powers: Affect Normal Fires, Command, Eaiggard’s Wizard Vizard, Produce Flame, and Scare. Spined devils may Gate a Barbed Devil with a 5% chance of success. Djinni No. Enc: 1 Alignment: NG Movement: 20 (Fly 60) Armor Class: 5 Hit Dice: 7+1 Attacks: 1 (Fist)* Damage: 2d8/2d8 Save: F7 Morale: 12 Treasure: None XP: 2,901 The djinn are twelve feet tall and resemble resplendent, blue-skinned beings from the Elemental Plane of Air. Djinn attack with their huge fists 2d8 damage. They possess spell-like abilities usable up to three times a day. They can Create Food and Water (as a Level 7 Cleric), temporarily create metal objects (24 hours for gold or 1 round for iron, to a maximum of 100 pounds each), create permanent organic objects (up to 100 pounds of soft material like wood and rope), and illusions (like Phantasmal Force, with permanent effects until dispelled or touched). Djinn can only be harmed by magic weapons and spells. Djinn may turn invisible, use gaseous form, or become a whirlwind, at-will. The whirlwind is 40 feet high, 10 feet wide at the bottom and 20 feet wide at the top. In this form, the djinn can move 50 and scores 2d8 hit points of damage with any contact. Those with two or fewer hit dice must save (Death) or be thrown 1d4x10 feet away. They possess hill giant strength (+3/+4). They can easily transport 600 pounds and up to 1,200 pounds for 3 turns, but they require 1 full turn of rest afterward. A djinni may be captured if a suitable vessel is obtained. The details are subject to the discretion of the Maze Controller. Djinn nobles have 10 hit dice and score an additional 1d8 on damage (including whirlwind). They may grant three Wishes.
139 Doppelganger No. Enc: 1d3 (1d6) Alignment: CE Movement: 30 Armor Class: 5 Hit Dice: 4 Attacks: 1 Damage: 1d12 Save: F10 Morale: 10 Treasure: V XP: 191 In their natural state, doppelgangers appear gangly and emaciated with an indistinct amorphous humanoid form. Their flesh is muted gray with large bulbous eyes with narrow eyelid slits. Their sickly, alien form belies their hardy constitution and natural agility. Doppelgangers possess the ability to mutate and transform themselves into any humanoid they see between three and seven feet tall. They use their ability to infiltrate, gather intelligence, hide in plain sight, or set ambushes and traps. Doppelgangers seek to slay a humanoid, assume its form, and replace it. Note that the doppelganger’s shape changing ability does not extend to language or cultural context. There is a 1-3 on d6 chance they will fail to understand verbal communication. They will are likely to nod their heads approvingly (or disapprovingly) totally out-of-context, or provide odd, out-of-place responses (verbal or non-verbal), in an attempt to fit in or deflect attention from themselves. Their own language is based on non-verbal pops and clicks. Doppelgangers possess an awkward gait. These unique characteristics may allow a player character, over time, to spot deception. When slain, a doppelganger reverts to its natural form. They are immune to Charm and Sleep spells. Dragon “My armor is like tenfold shields, my teeth are swords, my claws spears, the shock of my tail a thunderbolt, my wings a hurricane, and my breath... death!” Old Smaug the Dragon, Chiefest and Greatest of Calamities. J.R.R. Tolkien, The Hobbit (Harper Collins, 1997), p. 212. Dragons are the most fearsome creatures in the realm. They have four legs, horns, and massive wings. They are magical, highly carnivorous, and employ unique breath attacks. Dragons have long life spans. The most ancient of their species will reach 400+ years of age. Dragon species are differentiated by their scale color, alignment, and environment. Dragons are extremely intelligent and cunning. They value their lives, and the lives of their eggs and offspring, above all else. As a result, dragons may bargain to save their life. Dragons have egos that match their tremendous size. They are unlikely to speak to player characters at all, unless threatened. Evil dragons may destroy adventurers on sight, in most instances, unless they believe they might gain from interaction. The most wicked of evil dragons may pause to hear a desperate plea for life or fawning sycophantic flattery. Subject to the circumstances, neutral dragons will likely only speak to player characters if its in their interest. Goodaligned dragons may offer to assist a good-aligned party, if their quest is noble. There are ten species of dragon and they are divided by alignment. Evil dragons include black, blue, green, red, and white. Good dragons include brass, bronze, copper, gold, and silver. Each of these dragons possesses their own ecology, personality types, and characteristics. Dragons have exceptionally long names, normally three to five syllables, such as Ossithrax, Algomanos, Baalgoranach, Morfalandral, or Seethenthor.
140 Dragon Scales Wyrmling Young Adult Adult Ancient Great Wyrm Age 5-25 26-50 51-100 101-400 400+ Move 20 (80) 40 (120) 60 (150) 80 (170) 100 (190) HD 6 8 12 16 18 AC 7 3 1 -3 -7 Attack 1d3/1d3/1d6 1d4/1d4/2d6 1d6/1d6/3d6 1d8/1d8/4d6 1d10/1d10/5d6 DMG +2 +4 +6 +8 +10 Morale 8 10 12 12 12 Reach 0 5 10 15 20 Treasure None X S N, S, T N, S, T, Z XP 3,571 7,061 11,601 13,201 15,251 How to Scale a Dragon: The table above uses a standard adult black dragon as the base example. Use the template categories by age provided above (Wyrmling, Young Adult, Adult, Ancient, Great Wyrm) and extrapolate to scale the other dragon types described in this section. For example, to create a young adult or ancient black dragon: -/+ the dragon’s movement by 20 feet, -/+ hit dice and armor class by four, and -/+ one die for each melee attack (note that claw attacks and bite attacks will never do less than 1d3 plus its damage bonus). The length, width, and distance of breath weapons must also be adjusted but may never be narrower than 3 feet. Morale never decreases below four and is never increased beyond twelve. The Maze Controller must modify spell-casting commensurate with hit dice adjustment. Treasure values are provided in the table above but the Maze Controller may adjust, as necessary for the campaign. Dragon Special Abilities As magical creatures, dragons possess several unique abilities and powers. Dragons may cast spells as a magic-user (caster level equal to half its hit dice). They also possess spell-like abilities (the frequency of usage varies with the dragon type). All dragons have superior senses and possess the equivalent of Detect Invisibility (60 feet) and Clairaudience in their lairs. In melee combat, dragons use a claw/claw/bite attack routine. If an adult, ancient, or great wyrm dragon rolls a natural 20 on its bite attack, it swallows its target whole. Swallowed targets take bite damage (plus the dragon’s hit dice) and the damage is automatic each round thereafter. Instead of biting, a dragon can tailswipe. All those successfully struck by a tail-swipe take damage equivalent to a bite and must make a successful Dexterity Check or fall prone (+4 to hit). Dragons may also wing-bash those attacking their flanks. If flank attacked, a dragon receives a free wing bash attack for one half its total bite damage. This attack also requires a Dexterity Check or fall prone. Dragons possess melee reach as they grow larger that allows them to attack beyond the first rank of opponents (see the table above). All dragons possess a unique breath weapon. Dragons can discharge their breath weapon three times/day and cause damage equivalent to their current hit points (save versus Breath for half damage). Dragons are also immune to mundane and magical attacks that use, or are comparable to, their breath weapon. Dragons are so massive and fearsome that their presence casts a 40-foot Fear radius. A successful save (Spell) negates the effect. Additional saves, after the first successful save, are not required. Dragons also possess the ability to fly with their broad, majestic wings. The flying ability of older dragons is labored and burdensome given their immense weight. Dragons of Evil Black Dragon No. Enc: 1 (1d3) Alignment: CE Movement: 60 (Fly: 150) Armor Class: 1 Hit Dice: 12 (Adult) Attacks: 3+Special Damage: 1d6/1d6/3d6 Save: F12 Morale: 12 Treasure: S XP: 11,601
141 Black dragons prefer the damp, wet conditions of swamps and marshes. They normally choose to lair in caves or caverns close to these environments. Black dragons will be found asleep 50% of the time. They are capable of speech (30%). Their breath weapon is a jet of green acid 5 feet wide and 60 feet long. Black dragons have the spell-casting ability of a Level 6 Magic-User (2/2/2). Black dragons can breathe water and are immune to acid. Their spell-like abilities include Darkness (10 Feet) three times per day. They may also use Insect Plague (Lesser) and Plant Growth once per day. Blue Dragon No. Enc: 1 (1d3) Alignment: LE Movement: 40 (Fly: 150) Armor Class: 0 Hit Dice: 14 (Adult) Attacks: 3+Special Damage: 1d8/1d8/3d8 Save: F14 Morale: 11 Treasure: S XP: 13,201 Blue dragons lair in arid climates like deserts and rocky wastelands. Blue dragons will be found asleep 30% of the time and are capable of speech (60%). They breathe a lightning bolt 100 feet long and 5 feet wide. They have the spell-casting ability of a Level 7 Magic-User (3/2/2/1). Blue dragons are immune to lightning and may use the following spell-like abilities (once/day): Ventriloquism, Audible Glamor, and Hallucinatory Forest. Green Dragon No. Enc: 1 (1d3) Alignment: LE Movement: 40 (Fly: 150) Armor Class: 0 Hit Dice: 12 (Adult) Attacks: 3+Special Damage: 1d8/1d8/2d10 Save: F12 Morale: 10 Treasure: S XP: 11,601 Green dragons prefer forests and densely wooded enclaves to hunt and lair. They will be found asleep 40% of the time and are capable of speech (45%). Their breath weapon is a cloud of chlorine gas 50 feet long, 40 feet wide, and 20 feet tall. They have the spell-casting ability of a Level 6 Magic-User (2/2/2). They are immune to gas attacks and their spell-like abilities include Water Breathing, Suggestion, Entangle, Pass without Trace, and Plant Growth, once per day. Red Dragon No. Enc: 1 (1d3) Alignment: CE Movement: 40 (Fly 150) Armor Class: -3 Hit Dice: 16 (Adult) Attacks: 3+Special Damage: 1d10/1d10/3d10 Save: F16 Morale: 11 Treasure: S XP: 13,201 Red dragons are the strongest, cruelest, and most fierce of the evil dragons. They are found in mountainous regions and hills. Red dragons will be found asleep 20% of the time and are capable of speech (75%). Red dragons breathe fire in a line 90 feet long and 30 feet wide. They have the spell-casting ability of a Level 8 Magic-User (3/3/2/2). Red dragons are immune to all forms of fire, mundane or magical. They possess the following spell-like abilities once per day: Affect Normal Fires, Pyrotechnics, Heat Metal, and Suggestion. White Dragon No. Enc: 1 (1d3) Alignment: CE Movement: 60 (Fly 200) Armor Class: 1 Hit Dice: 10 (Adult) Attacks: 3+Special Damage: 1d6/1d6/2d8 Save: F10 Morale: 10 Treasure: S XP: 10,101 White dragons live in arctic regions where the temperature is always far below freezing. They can be found asleep 60% of the time and are capable of speech (20%).
142 White dragons breathe a cone of cold 80 feet long and 30 feet wide at the terminus. They cast spells as a Level 5 Magic-User (2/2/1). They are immune to all forms of cold attack and are never hindered by snow or icy terrain. Their spelllike abilities include Gust of Wind, Wall of Fog, and Ventriloquism. Dragons of Good Brass Dragon No. Enc: 1 (1d3) Alignment: CG Movement: 60 (Fly 200) Armor Class: 0 Hit Dice: 12 (Adult) Attacks: 3+Special Damage: 1d6/1d6/4d4 Save: F12 Morale: 11 Treasure: S XP: 11,601 Brass dragons range across arid lands like deserts, plains, and rocky steppes. They are found asleep 50% of the time and are capable of speech (30%). Brass dragons possess two breath weapons. They may choose between a cone of sleeping gas (70 feet long, 5 feet wide at mouth, and 20 feet wide at the end. All those caught, regardless of hit dice, must save versus Breath or fall asleep), or a cloud of blistering steam (50 feet long, 40 feet wide, and 20 feet high. Targets may save versus Breath for half damage). They have the spell-casting ability of a Level 6 Magic-User (2/2/2). They are immune to sleep and flame attacks. They possess the following spell-like abilities once per day: Control Temperature, Control Winds, and Summon Monster III. Bronze Dragon No. Enc: 1 (1d3) Alignment: LG Movement: 40 (Fly 150) Armor Class: -2 Hit Dice: 14 (Adult) Attacks: 3+Special Damage: 1d8/1d8/4d6 Save: F14 Morale: 11 Treasure: S XP: 13,201 Bronze dragons lair along saltwater coast lines or large bodies of fresh water. Bronze dragons are found asleep 25% of the time and are capable of speech (60%). Bronze dragons possess two breath weapons. They may choose between a bolt of lightning (100 feet long by 5 feet wide) or repulsion gas (20 feet long, 30 feet wide, and 30 feet high). Those who fail must flee the dragon for a number of rounds equal to its hit dice. They have the spell casting ability of a Level 7 MagicUser (3/2/2/1). They are immune to lightning and gas attacks. They possess the following spell-like abilities once per day: Create Food and Water, Polymorph Self, Wall of Fog, ESP, and Control Weather. Copper Dragon No. Enc: 1 (1d3) Alignment: CG Movement: 40 (Fly 150) Armor Class: 1 Hit Dice: 12 (Adult) Attacks: 3+Special Damage:1d6/1d6/5d4 Save: F12 Morale: 9 Treasure: S XP: 11,601 Copper dragons lair in mountains and rocky uplands. They can be found asleep 40% of the time and are capable of speech (45%). Copper dragons possess two breath weapons. The first is a cloud of slow gas (30 feet long, 20 feet wide, and 20 feet high). Failure to save results in a Slow spelllike effect for three turns plus the dragon’s hit dice. The second is a stream of red acid (70 feet long by 5 feet wide). They have the spell casting ability of a Level 6 Magic-User (2/2/2). Copper dragons are immune to gas and acid attacks. Their spell-like abilities include: Neutralize Poison, Rock to Mud (R), Mordril’s Excavation, and Wall of Stone.
143 Gold Dragon No. Enc: 1 (1d3) Alignment: LG Movement: 60 (Fly 200) Armor Class: -4 Hit Dice: 16 (Adult) Attacks: 3+Special Damage: 1d10/1d10/6d6 Save: F16 Morale: 11 Treasure: S XP: 13,200 Gold dragons are the strongest and most powerful of the good dragons. They are found in all climates but prefer temperate zones. Gold dragons will be found asleep 10% of the time and are capable of speech (90%). A gold dragon’s fire breath weapon is 90 feet in length and 30 feet wide. They have the spell-casting ability of an Level 8 Magic-User (3/3/2/2). Gold dragons are immune to fire. Their spell-like abilities include: Bless, Detect Lie, Summon Animals, and Quest, once per day. Silver Dragon No. Enc: 1 (1d3) Alignment: LG Movement: 40 (Fly 150) Armor Class: -3 Hit Dice: 14 (Adult) Attacks: 3+Special Damage: 1d8/1d8/5d6 Save: F14 Morale: 11 Treasure: S XP: 93,001 Silver dragons desire their solitude above all things and prefer to lair atop the highest mountains secluded in the clouds. They will be found asleep 15% of the time and are capable of speech (75%). Silver dragons possess two breath weapons. The first is a cone of cold (80 feet long, 5 feet wide at the mouth, and 30 feet wide at the end) and the second is a cloud of paralytic gas (50 feet long, 40 feet wide, and 20 feet high). They have the spell casting ability of a Level 7 Magic-User (3/2/2/1). Silver dragons are immune to cold, paralyzation, and acid. Their spell-like abilities include Feather Fall, Wall of Fog, Control Winds, Control Weather, and Reverse Gravity. Dragons of the Cosmos Father of Dragons No. Enc: 1 Alignment: LG Movement: 60 (Fly: 300) Armor Class: -15 Hit Dice: 50 (HP: 400) Attacks: 5+Special Damage: See Below Save: F50 Morale: 12 Treasure: Allx15 XP: 78,001 An ancient and unique celestial being, Bahaumet is the Father of Good Dragons, He is a three-headed platinum dragon over 400 feet long. Sages believe Bahaumet was once the mightiest of gold dragons but transcended through his purity and light to godhood. Bahaumet attacks five times per round: two claw attacks (6d10+12//6d10+12) and three bite attacks (10d10 each). Instead of a bite attack, he can choose to use any of his three breath attacks: 1) Cone of Cold (10 feet wide, 250 feet long, and 80 feet wide at the terminal end) for 20d20+12 points of damage (save for half). All those who fail drop their frozen weapons, cannot pick them up again for 4d4 rounds, and are Slowed (as per spell). 2) Smokey Cloud (120 feet long, 60 feet wide, and 60 feet in height). All those who fail their save are reduced to half hit points and turn into gaseous form for 4d4 rounds. 3) Concussive Blast (10 feet wide, 150 feet long, and 50 feet wide at the terminal end). This breath attack kills all those of eight hit dice or less (no save). All those greater than eight hit dice take 50 points of damage (save for half). All breath attack saving throws are made at -4 due to his ancient godly power. The three heads can breathe simultaneously, on the same or separate targets, every other round. Bahaumet is completely immune to all dragon breath attacks and can only be struck by +3 or greater weapons. He possesses 90% magic resistance. He may use the at-will spell-like powers of Telepathy, Gaseous Form, Polymorph Self, and Teleport without Error. Each of his heads can cast any cleric or magic-user spell per day (limit: 101 spell levels) at 20th level of ability. Bahaumet is normally accompanied by three great
144 wyrm gold dragons, or may Gate them once each day with a 99% chance of success. He can astral or ethereal travel at-will. Bahaumet is the nemesis of Tehaumut, the Mother of Dragons. Mother of Dragons No. Enc: 1 Alignment: LE Movement: 60 (Fly: 300) Armor Class: -10 Hit Dice: 40 (HP: 320) Attacks: 7+Special Damage: See Below Save: F40 Morale: 12 Treasure: AllX10 XP: 54,001 Tehaumut is the Mother of Evil Dragons. She is a unique being with the body of a great wyrm red dragon with five heads (black, blue, green, red, and white). She is malevolent and despises all good-aligned dragons. Tehaumut is over 300 feet long and embodies evil in its darkest form. She attacks seven times per round: two claw attacks (4d10+12/4d10+12) and five bite attacks from her multiple heads (5d6 each). Each of these heads may also use the breath weapon of their respective dragon type. A successful save versus Breath halves the damage (a save is made for each individual breath attack). All saving throws are at -3. The five heads can breathe simultaneously, on the same or separate targets, every other round. Tehaumut is immune to all forms of acid, lightning, gas, fire, and cold-based attacks. Tehaumut can only be hit by +2 or better magic weapons and has an 80% magic resistance. The mother of dragons may travel to the Astral or Ethereal Planes at will. Each head casts spells as a Level 18 Magic-User (5/5/5/5/4/4/4/4/3) and possesses the follow at-will spell-like abilities: Pyrotechnics, Tongues, Fear, Polymorph Self, and Teleport without Error. She may Gate a male red dragon (great wyrm) once per day with a 99% chance of success. She can travel to the Ethereal and Astral Planes at-will. Tehaumut is the nemesis of Bahaumet, the Father of Dragons. Dragon Turtle No. Enc: 1 Alignment: N Movement: 20 (Swim 30) Armor Class: -2 Hit Dice: 30 Attacks: 3 Damage: See below Save: F30 Morale: 10 Treasure: S XP: 13,751 The dragon turtle is a fearsome creature. The monster possesses the head of a dragon and the body of a massive turtle. The color of a dragon turtle’s shell matches its environment. The turtle’s shell is often deep green and highlighted with silver to reflect light on the water. The oldest dragon turtles are 200 feet in length. Sailors sometimes mistake dragon turtles for small islands. Dragon turtles lair in caverns deep beneath the water, where they hoard treasures from wrecked ships. They possess powerful claw/claw/bite attacks (2d10/2d10/5d10), as well as a breath weapon. Their breath weapon is useable three times each day and produces a cloud of blistering steam 90 feet long and 30 feet wide. Like dragons, its breath weapon damage equals its current hit points. Targets may save (Breath) for half damage. Dragonne No. Enc: 1 Alignment: N Movement: 40 (Fly 30) Armor Class: 2 Hit Dice: 9 Attacks: 3 or 1 Damage: Save: F9 Morale: 9 Treasure: K, M, X XP: 1,701 The dragonne is the result of magical experimentation let loose into the realm. A dragonne has the sleek, muscular body of a small brass dragon and the head of a lion. The creature has massive claws and fangs. It typically has large, metallic eyes that match its brassy scales. An adult dragonne weighs 700 pounds and measures approximately twenty feet in length. Due to its wings, the dragonne possesses limited ability for flight (1-3 turns per flight attempt).
145 In melee, the dragonne attacks with a devastating claw/ claw/bite for 1d8/1d8/3d6. A dragonne can unleash a terrifying roar once per combat. The roar affects all creatures within 120 feet (excluding other dragonnes). Those affected must save versus Stone or suffer from Weakness (as per Ray of Enfeeblement) while those within 30 feet are deafened. The effects last for 2d6 rounds. Drow No. Enc: 2d4 (5d10) Alignment: CE Movement: 40 Armor Class: Varies Hit Dice: Varies Attacks: Varies Damage: By weapon Save: F1-9 Morale: 10 Treasure: Ex5, G, K XP: 48/HD The drow are a fearsome and evil subterranean race of elves. The drow are striking to behold. They have skin as black as night, purple eyes, and pale white hair. They are, on average, between five to six feet in height, with females slightly taller than males. Like all elves, they are lithe in build. The drow have a caste-based, matriarchal society. Their society is structured on matrilineal houses and the worship of Lliloth, the Queen of Spiders. Drow civilization is highly political. Houses remain in constant competition as they vie for the attention of their evil patron deity. Over the many centuries, the drow adapted to survive in the underdark and possess outstanding darkvision (120 feet). However, “sudden” exposure to light blinds them for one round. If exposed to bright light (such as magical light or sunlight) they suffer a -1 to hit penalty (and -2 to morale). Drow suffer no penalties from lowlight sources such as torches, lanterns, or magical weapons. Drow possess a keen auditory sense and are rarely surprised (1 on d8). They move silently with 90% effectiveness. They use longswords, scimitars, and shortswords. The drow prefer small hand-crossbows with paralytic poison bolts (1d3 damage). Targets that fail to save (Death at -4) or fall asleep for 1d4 turns. The hand-crossbows have a range of 30 feet and require one round to reload. Drow possess the following spell-like abilities once per day: Dancing Lights, Darkness, and Faerie Fire. Drow receive a +2 on all saves versus Spell and have a magic resistance of 50%. Dark elves of Level 4/Hit Dice 4 or greater possess spell-like abilities useable per day: Detect Magic, Know Alignment, and Levitate. Due to the patronage of the Queen of Spiders, women hold more influence than men in drow society. In addition to the above, women have the following spelllike abilities once per day: Clairvoyance, Detect Lie, Dispel Magic, and Suggestion. In addition to their own language, the drow possess a secret hand language that allows them to operate silently. Drow warriors vary from 1-9 hit dice (classed fighters), subject to the needs of the encounter. Regardless of hit dice, a male patrol leader commands every warband. Patrol leaders possess two additional hit dice. Most patrol leaders are fighters. However, there is a 35% probability of a Female Cleric of similar hit dice. If more than 30 drow are encountered, the above will also include a Male Fighter/Magic-User and a Female Cleric/Fighter. There is a 1-2 on d6 chance these leaders will have a random magic item. The dark elves are armored with finely crafted chainmail of their own manufacture. Their mail is black, thin, and sits tight on their bodies allowing movement of 40 feet. Their weapons are also of outstanding craftsmanship. Both their armor and their weapons are powerfully enchanted subject to the needs of the campaign (+2, +3, +4, and, for high level female clerics, +5). Some may also possess cloaks and boots that function as per garments of Elvenkind. However, the magic of their armor, weapons, and garments, loses its enchantment with exposure to sunlight within 1d4+1 days. Dryad No. Enc: 1d3 Alignment: N Movement: 30 Armor Class: 5 Hit Dice: 2 Attacks: Charm Damage: 0 Save: F4 Morale: 6 Treasure: W XP: 30 Dryads are shy, fey sprites both elusive and alluring. Dryads appear similar to female elves, beautiful and lithe. Their skin and hair color changes slightly to match the seasons. Dryads are solitary, but sages believe some live in small family groups.
146 Dryads are soul-bound to a unique tree. A dryad cannot venture from her tree more than 240 feet, or she will wither and die in six turns. These woodland sprites can step-into, or merge, with their trees, and disappear. If their tree is destroyed, the dryad dies. Some create small earthy lairs in the tree’s root system. Dryads are non-combatants. If they find a male particularly handsome, or are threatened, dryads use their spell-like Charm ability. If a dryad’s target fails to make a save versus Spell, he will be compelled to heed the dryad’s commands until she dispels the enchantment. Dryads vary slightly in alignment. Some dryads lean chaotic neutral. These dryads charm men and hold them captive. They collect the trophies of their infatuations (skulls, bones, and treasures) and keep them underground in their lairs. Others are kind in spirit and lean chaotic good. These dryads may offer assistance to adventurers in need. Duergar No. Enc: 2d6 Alignment: LE Movement: 20 Armor Class: Varies Hit Dice: Varies Attacks: 1 Damage: By weapon Save: F1-9 Morale: 8 Treasure: J XP: 28/HD Duergar are a race of evil dwarves that live deep underground. Their skin has a grayish-tone, and they are often called gray dwarves for this reason. Unlike the appearance of their mountain dwarf cousins, duergar possess slight, almost emaciated, frames. Their hair and beards are white. Despite their thin appearance, duergar still possess the strength and constitution for which all dwarves are known. Duergar wear drab coloured clothing that blends with the stone of their subterranean world. Duergar have outstanding darkvision (120 feet). Like all subterranean races, they suffer a -1 attack penalty in bright light or sunlight. Gray dwarves are typically silent when not in platemail and can use surprise (1-3 on 1d6). Duergar possess the same save bonuses as mountain dwarves. However, they are immune to both paralysis and poison. Duergar are also immune to illusion magic and phantasms. Duergar speak their own guttural, dwarvish language, and some will have a working knowledge of mountain dwarf. Leaders may know the drow gesture language (10%). The duergar economy centers on mining, forging, and the slave trade. Any gray dwarf settlement will likely (75%) have 5d20 slaves (larger settlements can have 4-10x that number). Slaves consist of a mix of morlocks, dwarves, drow, orcs, goblins, hobgoblins, deep gnomes, kobolds, adventurers, and other subterranean races. Duergar warriors vary from 1-9 hit dice, subject to the needs of the encounter. Regardless of hit dice, for every four duergar warriors encountered there will be a patrol leader. Patrol leaders possess two additional hit dice. Most patrol leaders are fighters. However, there is 1-2 on d6 chance a patrol leader is a cleric. 1d4 Duergar Random Weapons 1 War/Great Hammer, L. Crossbow, Dagger 2 Hand or Battle Axe, H. Crossbow, Dagger 3 Spear, Light Crossbow, and Dagger 4 Military Pick, Heavy Crossbow, and Dagger *Patrol Leaders also possess a Whip (1d3 damage, Save versus Stone or fall prone). Duergar Armor by Hit Dice HD Warrior Patrol Leader 1-3 Chainmail and Shield (AC: 4) Half-Plate and Shield (AC: 3) 4-6 Half-Plate and Shield (AC: 3) Plate and Shield (AC: 2) 7-9 Plate and Shield (AC: 2) Full-Plate and Shield (AC: 0) *Within a patrol of duergar warriors (4-6 HD) there is a 10% chance one possesses either a magical armor/ shield or weapon (+1 (60%) or +2 (40%)). There is a 5% probability one carries a random potion. For a patrol of 7-9 HD warriors the percentage is 15% (+2 (70%) or +3 (30%)) and a 10% chance of a potion. *Among Patrol Leaders (4-6 HD) there is a 20% probability that one item from their armor or weapons is magical (+1 (60%) or +2 (40%)). Patrol leaders of 7-9 hit dice the percentage is 30% (+2 (60%) or +3 (40%)) and 25% chance of a potion.
147 Ear Seeker No. Enc: 1d4 (1d4) Alignment: N Movement: 3 Armor Class: 9 Hit Dice: 1HP Attacks: See below Damage: See below Save: F1 Morale: N/A Treasure: None XP: 5 These worm-like creatures lair in decaying wood such as doors or fallen trees. The worms, toward the end of their life cycle, seek to lay eggs inside a host. They crawl into any opening or orifice, such as a mouth or ear, and lay 2d4+2 eggs. Their eggs hatch 4d6 hours later and begin consuming the host. The host only possesses a 1 on d10 chance of survival. The spell Cure Disease will destroy the eggs and parasites. Note the infected are particularly vulnerable to the spell Suggestion. Efreeti No. Enc: 1 Alignment: CE Movement: 20 (Fly 40) Armor Class: 3 Hit Dice: 10 Attacks: 1 Damage: 3d8 Save: F10 Morale: 12 Treasure: None XP: 5,201 The efreet are evil, sentient elementals from the Elemental Plane of Fire. They appear as twelve-foot tall, muscular, demonic beings wreathed in flames. In combat, they attack with a fist for 3d8 points of damage. A successful attack lights combustible material on fire (additional 1d4 points). They possess the equivalent of frost giant strength (+4/+6). They have several at-will abilities beyond their physical strength. They include Affect Normal Fires, Invisibility, Detect Magic, Enlarge, Heat Metal, Polymorph Self, Phantasmal Force, Produce Flame, and Pyrotechnics. Once per day they can also conjure a Wall of Fire. Efreet are immune to mundane and magical fire. They are immune to mundane weapons. They take double damage from magical cold attacks. Efreet resent wizards summoning them, and, when compelled by spell, are required to serve for 101 days. They can carry immense weight (7,500 pounds without tiring). They are bitterly resentful of indentured servitude and will manipulate their directives to escape (and later seek revenge). Efreet and the Djinn are bitter enemies and will attack each other on sight. Electric Eel No. Enc: 1d3 (1d3) Alignment: N Movement: 30 Armor Class: 9 Hit Dice: 2 Attacks: 1 (Bite) Damage: 1d3 Save: F2 Morale: 7 Treasure: None XP: 30 Eels are elongated fish that attack when provoked. They swim by generating waves that travel down the length of their bodies. They can swim backwards by reversing their body waves. Electric Eel: Electric eels are 10 feet long. An electric eel may release a shock in a 15-foot radius for 3d8 damage to all those in a 5 foot radius, 2d8 to those between 5 and 10 feet, and 1d8 between 10 and 15 feet in water. See the above for monster statistics. Giant Eel: This giant eel is 20 feet long and lacks an electrical attack. No. Enc: 1d2 (1d4), AL: N, Move: 30, AC: 6, HD: 5, #AT: 1 (Bite), DMG: 3d6, Save: F5, Morale: 8, Treasure: None, XP: 201. Sea Eel: These six-foot-long eels appear like a mass of seaweed. They exist in colonies and live in caves and tunnels with access to open water. They may have larger chambers in which treasure may be found. Sea eels possess a poisonous bite attack that scores only one hit point of damage, but targets must save (Death) or die. No. Enc: 1d6x10, AL: N, Move: 50, AC: 8, HD: 1-1, #AT: 1 (Bite), DMG: 1, Save: F1, Morale: 7, Treasure: A-K, XP: 7.
148 Elemental Elementals are beings summoned from the Elemental Planes of Air, Earth, Fire, or Water. They may only be harmed by magic weapons (+2) and have animal intelligence. Elementals possess power levels by hit dice. These are determined, primarily, by the means of summoning (Staff, Magic Item, or Spell. Note that huge-sized elementals are rarely encountered): Strength AC HD DMG XP Staff 2 8 1d8 1,561 Magic Item 0 12 2d8 2,801 Spell -2 16 3d8 3,301 Huge -4 20 4d8 4,251 Air Elemental No. Enc: 1 Alignment: N Movement: 20 (Fly: 100) Armor Class: 2 Hit Dice: 8 Attacks: 1 Damage: 1d8 Save: F8 Morale: 0 Treasure: None XP: 1,571 Air elementals appear as a whirling vortex. They are as tall in feet as their hit dice and have a 1/2 foot diameter at the base per hit die. If they attack in the air, they are +1 to hit and +2 to damage. Once per combat an air elemental can speed their whirlwind. Any being fewer than three hit dice caught in the swirling vortex is swept away and must save versus Death or die. A successful save results in 2d8 additional hit points of damage as the target is thrown outside the whirlwind at high speed. They require +2 or greater weapons to hit. Earth Elemental No. Enc: 1 Alignment: N Movement: 20 Armor Class: 2 Hit Dice: 8 Attacks: 1 Damage: 1d8 Save: F8 Morale: 10 Treasure: None XP: 1,571 Earth elementals appear as roughly humanoid mounds of stone, earth, and roots. They are as tall in feet as their hit dice and 3/4 of their hit dice in width. They score full damage against all those that rest on the earth (-2 against all others). They are only struck by +2 or better weapons. Fire Elemental No. Enc: 1 Alignment: N Movement: 50 Armor Class: 2 Hit Dice: 8 Attacks: 1 Damage: See below Save: F8 Morale: 10 Treasure: None XP: 1571 Fire elementals appear as a great pillar of flame with menacing eyes. Like air elementals, they are as tall in feet as their hit dice and have a 1/2 foot diameter at the base per hit die. The touch of fire elementals combusts flammable material. Fire elementals cause all coldbased creatures an additional 1d8 points of damage. Fire elementals cannot pass through water wider than its own diameter. They require +2 or greater weapons to hit. Water Elemental No. Enc: 1 Alignment: N Movement: 20 (Swim: 90) Armor Class: 2 Hit Dice: 8 Attacks: 1 Damage: 1d8 Save: F8 Morale: 10 Treasure: None XP: 1571 These elementals from the Elemental Plane of Water look like a large wave. Like air and fire elementals, they are as tall in feet as their hit dice and have a 1/2 foot diameter at the base per hit die. Any target struck by the elemental takes 1d8 points of damage and must save versus Stone or be pulled into it for an 1d8 additional points of damage. If the target fails its next save the following round, it begins to drown and takes another automatic 1d8. If the save is failed the third time (with yet another additional 1d8 damage), the target drowns. They require +2 or greater weapons to hit.
149 Elephant No. Enc: 1d20 Alignment: N Movement: 40 Armor Class: 5 Hit Dice: 9 Attacks: 2 or 1 Damage: See below Save: F9 Morale: 8 Treasure: None XP: 2,401 These huge herbivores sometimes serve as beasts or war mounts despite their temperamental disposition. In close combat, they attack with tusks (2d4/2d4) or trample (1-3 on 1d4 indicates a trample attack). When attempting to trample a foe medium-sized or smaller, elephants are +4 to hit (4d8). If sufficient distance exists (40 feet), an elephant may charge. A charge using their tusks scores double damage (4d8). Elephants do not possess treasure, but their ivory tusks are valuable (1d6x100gp each). Ettin No. Enc: 1d2 (1d4) Alignment: CE Movement: 40 Armor Class: 3 Hit Dice: 10 Attacks: 2 (Clubx2) Damage: 3d6/2d8 Save: F10 Morale: 9 Treasure: W XP: 2,401 Ettins are two-headed giants. They are over 13 feet tall and wear tattered, mangy animal skins. Each ettin head controls one arm. Ettins are normally right side dominant (3d6 damage and the left scores 2d8). Ettins are rarely, if ever, surprised (1 on 1d6). One head keeps watch as the other sleeps. They are of low intelligence. Ettins possess the equivalent of hill giant strength (+3/+4). Eye of Tyranny No. Enc: 1 Alignment: CE Movement: 20 Armor Class: 0 Hit Dice: 10-12 Attacks: See below Damage: 2d4 Save: F10-12 Morale: 9 Treasure: K, M, R XP: 9,401/10,801 The eye of tyranny, also called an evil eye, has a fivefoot wide body marked with a large central eye and large vicious, sharp-toothed maw. Atop its head are eight stalks each capped with an eye. The eye of tyranny moves by means of levitation. The eye of tyranny is highly intelligent and obsessed with self-preservation. It will plan traps and use charmed servants to soften opponents prior to committing itself to battle. These monsters drool incessantly, and particularly when they sense fresh meat. They can Comprehend Languages at-will (touch not required). To determine total hit points, roll hit points (1d8) specific to the evil eye’s hit dice (10-12). Three-quarters of the total hit points are devoted to the body (AC: 0) and the remaining are devoted to the central eye (AC: 2). Each of the eight eye stalks (AC: 3) possess 1d6+8 hit points each beyond its total hit points. Eyestalks regenerate within 1d6+1 days. Alongside the maw and primary eye, its eyestalks each have a unique spell-like power ray. Under a frontal assault, the eye can direct its central eye and 4-5 of its eight stalks against combatants. It may/not engage the remaining eyestalks subject to the possibility of being flanked or attacked from the rear, as determined by the Maze Controller. Note that an evil eye can direct its eye stalk attacks at single or multiple targets, as it chooses. The eye of tyranny is loathe to engage in close melee, but if required, it can bite with its central maw for 3d6 points of damage. It prefers to attack from a distance with its eye rays. The table on the next page lists the eye of tyranny’s various spell-like ray powers:
150 Eyestalk Ray Effect Central Eye Petrification (30 feet long and 15 feet wide at the end)* Eyestalk 1 Charm Person** Eyestalk 2 Ray of Enfeeblement** Eyestalk 3 Slow** Eyestalk 4 Polymorph Other** Eyestalk 5 Hold Person** Eyestalk 6 Stun** (as per Power Word: Stun) Eyestalk 7 Telekinesis (2,000gp)** Eyestalk 8 Disintegration** *Save versus Stone negates. **As per spell. Gargoyle No. Enc: 1d6 (2d4) Alignment: CE Movement: 40 (Fly 60) Armor Class: 5 Hit Dice: 4 Attacks: 4 Damage: Save: F4 Morale: 11 Treasure: X XP: 191 Gargoyles are stone constructs imbued with sentience. Evil wizards construct gargoyles as sentries or servants. They appear as demons with horns, bat-like wings, and claws. Gargoyle eyes glow red when they are animate. They attack four times per round with two claws, a bite, and horn attacks (Damage: 1d3/1d3/1d6/1d4). They are of low intelligence and can only be harmed by spells and magical weapons. Gas Spore No. Enc: 1d3 (1d3) Alignment: N Movement: 10 Armor Class: 9 Hit Dice: 1HP Attacks: 1 Damage: See below Save: F1 Morale: 12 Treasure: None XP: 8 Adventurers might mistake the gas spore as an eye of tyranny from a distance (more than 20 feet). Even up close up, there is still a 1-2 on d6 chance of confusion. Despite the similarity, the gas spore is a fungus and completely unrelated to the eye of tyranny. If a gas spore is hit, it explodes in a cloud of poisonous rhizomes (30 foot radius) and dies. All those in the radius take 6d6 points of damage (Death save for half). All those with exposed flesh will be infected with spores that will grow 1d4+1 gas spores in 24 hours (Cure Disease negates) and kill the host. Gelatinous Cube No. Enc: 1 Alignment: N Movement: 15 Armor Class: 8 Hit Dice: 4 Attacks: 1 Damage: 2d4* Save: F4 Morale: 12 Treasure: K XP: 246 The near-transparent gelatinous cube slowly inches its way along dungeon corridors absorbing carrion, organic matter, and refuse. The creature also absorbs non-organic matter visible in its body. A gelatinous cube is normally 10x10x10 feet in size, although smaller and larger specimens exist. Due to its transparency, the creature often surprises adventurers (1-4 on 1d6).
151 A gelatinous cube allows victims to walk into it or by extending a pseudopod-like appendage (both result in 2d4 hit points of damage). Upon contact, the target must save (Stone) or be paralyzed (2d4 turns). The cube slowly engulfs and digests its victims in 2d4 rounds (automatic 2d4 points of damage/round). They are immune to all lightning and cold attack forms. The creature takes normal damage from fire-based attacks and weapons. Ghast No. Enc: 1d3 (1d6) Alignment: CE Movement: 30 Armor Class: 4 Hit Dice: 4 Attacks: 3 (2 Claws/Bite) Damage: 1d4/1d4/1d8 Save: F4 Morale: 9 Treasure: L-O, Y XP: 246 Ghasts are twisted, undead humanoid creatures. They have pale gray-green skin, fangs, red eyes, and elongated claws. Ghasts have an overwhelming urge to destroy and consume life. They resemble ghouls but are stronger and fiercer. Ghasts attack with their claw/claw/bite routine. Their bite causes paralysis (even against elves, save versus Stone to negate). Ghasts exude a foul rotting stench. All those within a 10 foot radius are subject to nausea and a -2 to hit penalty if a save (Death) is failed. Ghasts are so despicably evil that a Protection from Evil spell is useless against them (only if the circle includes powdered iron). Like all undead, they are immune to Sleep, Charm, Hold, and mind-influencing spells. Ghost No. Enc: 1 Alignment: CE Movement: 30 Armor Class: 0 Hit Dice: 10 Attacks: 1 Damage: See below Save: F10 Morale: 10 Treasure: M, W XP: 3,801 Ghosts are an incorporeal and ethereal form of undead caught between the Plane of Shadow and the Prime Material Plane. They either refused to leave their remains upon death or were punished by the gods. All those who behold a ghost age 10 years and flee for 2d6 turns. A successful save versus Spell negates the effect and clerics of Level 6 or higher are immune. Those of Level 8 or higher receive a +2 bonus. A ghost can attack, or be attacked, on either the Plane of Shadow or the Prime Material Plane. If a ghost materializes and strikes a hit, their victim ages 1d4x10 years. If this results in death, the target cannot be raised, reincarnated, or resurrected. A partially materialized ghost may be struck by silver or magical weapons (half damage only). Ghosts can also be attacked by shadow creatures or those on the Plane of Shadow. In this instance, ghosts have AC: 8. Ghoul No. Enc: 1d6 (2d8) Alignment: CE Movement: 30 Armor Class: 6 Hit Dice: 2 (Turn HD: 3) Attacks: 3 (2 Claws/Bite) Damage: 1d3/1d3/1d3* Save: F2 Morale: 9 Treasure: Y XP: 48 Ghouls are a bent and distorted perversion of life. Once humanoid, these undead creatures are driven by the desire to destroy and consume living flesh. Like ghasts they have pale gray-green skin, fangs, red eyes, and elongated claws. In combat, ghouls attack with two claws and a bite. A successful attack results in paralyzation for 2d4 rounds (Stone save negates). Elves and those of greater than four hit dice are immune to ghoul paralysis. Once ghouls immobilize their victims, they feast on their paralyzed, conscious bodies. If a ghoul kills a human, s/he will rise as a ghoul in 1d20+4 hours. A cleric must cast Bless on the body to avoid undeath. Ghouls are turned as three hit dice monsters on the Turning Undead Table.
152 Giant Giants are massive and imposing humanoids between 12 and 25 feet tall. They tower over most creatures with their sheer size and girth. They typically possess a gruff demeanor and a booming voice. Their footsteps shake the earth beneath them. They have average to low intelligence and immense strength. Giants prefer large clubs or other crude weapons to defend themselves. They are capable of throwing large boulders. In addition, they can catch boulders, or simply bat them away, for no damage (with a free successful attack roll using the thrower’s armor class). Due to their tremendous height and mass, giants are slow and clumsy, making them easy to outmaneuver for small opponents. All small-sized humanoids, such as dwarves, halflings, and gnomes, receive an armor class bonus of +4 in battle against giantkind. Giants are indolent. Instead of hunting, they prefer raiding, or ransoming caravans or local villages, for food tribute as “protection.” Despite their low intelligence, some are cunning and resourceful. Giants carry a bag when they leave their lair. Their bags include 1d3 random items determined by the Maze Controller, 1d3 large rocks, and 1d6x1,000 coins. For every six adults there will be a chieftain with two additional hit dice. If more than seven giants are encountered in lair, there will likely be 1d4 female giants (80%). Female giants are full combatants. If more than two females are present, there is a 1-4 on d6 chance of 1d2 young of either sex (young giants possess 1/3 of the statistics of adult giants, rounded up). Giant Kings and Queens: A king and queen lead any large clan of giants (15+). The king will have 1d4 additional hit dice and strength (both to a maximum of 25) and be clad in makeshift armor (AC Bonus of +5). There is a 1-2 on d6 chance his armor is made of dragon scales appropriate to the climate. This will include a special defensive bonus, subject to the Maze Controller. He may (40%) have a magical giant-sized weapon. The queen will have 1d2 additional hit dice and strength (again to a maximum of 25) and have a +2 armor class bonus. Giants are found in six varieties. They include cloud, fire, frost, hill, stone, and storm giants. Each giant type possesses their own language, personalities, habits, and culture. Most giants, but not all, live in caves. Giants are supremely confident in their legendary and brutish strength. Giants receive the following bonuses to attack and damage rolls. Further, giants use their Strength for all rock-throwing and missile attacks. Giant Strength Attack/Damage Modifier Hill 19 +3/+4 Stone 20 +3/+5 Frost 21 +4/+6 Fire 22 +4/+7 Cloud 23 +5/+8 Storm 24 +6/+9 Cloud Giant No. Enc: 1d2 (2d6) Alignment: NE Movement: 50 Armor Class: 4 Hit Dice: 12 Attacks: 1 Damage: 6d6 Save: F12 Morale: 10 Treasure: V+5,000gp XP: 3,601 Cloud giants are 18 feet tall. They have light blue skin and white hair. They are more solitary and refined than other giant types. Cloud giants wear a white togapura and decorate themselves with fine bracelets, headbands, and jewelry. Cloud giants have prominent fangs that jut downwards from their mouth. They live in castles secluded on high mountaintops or on floating islands hidden among the clouds. These giants are neutral evil and a small number may be neutral or neutral good. In combat, cloud giants prefer ornate two-handed clubs that strike for 6d6 points of damage. Cloud giants throw boulders for 2d12 damage to a distance of 200 feet. They are +5 to hit and +8 to damage. Their strong sense of smell and keen eyesight make them difficult to surprise (1 on d6). Cloud giants keep pets as guards. They can include giant eagles, mountain lions, dire wolves, or giant hawks (2d6). They possess average to above-average intelligence.
153 Fire Giant No. Enc: 1d2 (2d6) Alignment: CE Movement: 30 Armor Class: 4 Hit Dice: 11 Attacks: 1 Damage: 5d6 Save: F11 Morale: 9 Treasure: V+5,000gp XP: 3,601 The shortest of the known giants (12 feet tall), fire giants possess a stocky build similar to dwarves. They have stout hard bodies and very broad shoulders. Their hair is normally a variation of red - commonly bright to burnt orange. Their skin is the colour of soot or coal. Their teeth are yellowed. Fire giants are adept at armor-smithing and forge chain and platemail. They use whatever metal they can force their slaves to mine, such as iron, bronze, or copper. In rare exceptions, they will fashion armor from the skins of great beasts, such as a dragon. Fire giants create lairs in caves and dungeons close to heat, like a volcano. In combat, fire giants attack with large two-handed weapons such as axes, hammers, swords, or morningstars for 5d6 points of damage. Like most giants, adult fire giants take pleasure in using their great strength to hurl rocks and boulders at their enemies. They can strike a target at a distance of 200 feet and score 2d10 hit points of damage. Fire giants are immune to all fire-based attack forms, as well as dragon fire. They are +4 to hit and +7 to damage. Fire giants breed 3d6 hellhounds (1–8 on 1d10), or occasionally 1d3 hydras (9–10). If found on a patrol, there is a 25% chance fire giants will have 1d4 of the former, or one of the latter. They possess low to average intelligence. Frost Giant No. Enc: 1d2 (2d6) Alignment: CE Movement: 40 Armor Class: 4 Hit Dice: 10 Attacks: 1 Damage: 4d6 Save: F10 Morale: 9 Treasure: V+5,000gp XP: 3,101 Frost giants are over 15 feet tall, have white or bluewhite skin, and blue-tinged hair. They appear like muscular humans of Nordic barbarian stock. They have adapted to arctic environments and are immune to all cold-based forms of attack. They lair in glacial rifts and frozen cavern systems. In combat, they prefer swords and battle axes (4d6 points of damage). Frost giants can throw boulders up to 200 feet for 3d6 points of damage. They are +4 to hit and +6 to damage. They keep pets as guards, such as winter wolves (1-8 on d10, 3d6) and polar bears (9- 10, 1d4). They possess average intelligence. Hill Giant No. Enc: 1d4 (2d6) Alignment: CE Movement: 40 Armor Class: 4 Hit Dice: 8 Attacks: 1 Damage: 1d8 Save: F8 Morale: 8 Treasure: V+5,000gp XP: 2,061 Hill giants have tan or reddish-brown skin and stand 10 feet tall. Their eyes are normally bloodshot and they wear hides and skins. They have black or brown hair. They prefer bludgeoning weapons such as clubs, tree trunks, or occasionally, a great spear (2d8 points of damage). They can throw boulders 150 feet for 2d8 damage. They are +3 to hit and +4 to damage. Hill giants are extremely indolent. Instead of hunting, some lair close to remote human villages (or caravan routes) to demand tribute in the form of livestock. They breed and train dire wolves and giant lizards as pets. Ogres can occasionally be found in hill giant lairs. They possess low intelligence. Stone Giant No. Enc: 1d2 (2d6) Alignment: NE Movement: 40 Armor Class: 4 Hit Dice: 9 Attacks: 1 Damage: 3d6 Save: F9 Morale: 9 Treasure: V+5,000gp XP: 3,101
154 Stone giants are 12 feet tall, have cold metallic eyes, and dark hair (although they ritualistically shave their heads). The prefer rock-colored garb that, alongside their natural color, allows them to seamlessly blend with their natural environment. Stone giants find sport in pelting mountain caravans with boulders and then pillaging food and treasure from the debris. Stone giants prefer stone or wood clubs in combat (3d6 damage). They can also throw boulders to a range of 180 feet (3d10 points of damage). They are +3 to hit and +5 to damage. Stone giants keep cave bears as pets and will normally have 1d4 guarding their lair. They are of average intelligence and rarely speak. Storm Giant No. Enc: 1 (2d6) Alignment: CN Movement: 50 Armor Class: 2 Hit Dice: 15 Attacks: 1+See Below Damage: 8d6 Save: F15 Morale: 10 Treasure: V+5,000gp XP: 4,201 Storm giants are the largest (22 feet tall) and the strongest of giantkind. They live in castles and caves on remote mountains or island peaks. Storm giants have purple skin, blue-black hair, and striking cloudgray eyes. They have vicious, short tempers and loud, booming voices. Storm giants prefer large tridents and swords in combat (8d6 points of damage). Storm giants do not throw or catch boulders. Instead, they possess unique magical abilities. Storm giant can hurl bolts of lightning once per day (8d8 damage). The also possess the following at-will spell-like powers once per day: Call Lightning, Control Weather, Control Weather (Greater), Control Winds, Control Temperature, and Ice Storm. Storm giants, due to their nature, are immune to all lightning attacks including dragon breath. Storm giants are largely chaotic neutral, but some clans lean chaotic good or chaotic evil. Like all giants, they keep creatures as guards. These may include griffons (2d4) or rocs (1d2). They may also befriend a gold or blue dragon (subject to the leaning of their alignment). Storm giants can summon thunderstorms that arrive in one turn. Within a thunderstorm, storm giants can cast a Lightning Bolt once every 5 rounds. The damage inflicted from the lightning is equivalent to the giant’s present hit points. A Spell saving throw halves the damage. They possess exceptional intelligence. Sages say there are storm giants that breath water and live in depths of the deepest oceans. They have green colored skin, hair, and eyes. Giant Ant No. Enc: Varies Alignment: N Movement: 20 Armor Class: Varies Hit Dice: Varies Attacks: 1 Damage: Varies Save: Varies Morale: 9 Treasure: None XP: 21/HD These giant insects are found in three varieties: workers, soldiers, and exploding ants. Workers are normally three feet long and have AC: 4 and HD: 2. They attack once per round for 1d6 points of damage. Soldiers are four feet long and are stronger and more resilient. They have AC: 2 and HD: 3. Workers attack once per round for 2d4 damage. On each successful hit, soldiers may sting for an additional 1d4 points of damage. Exploding ants have the same AC, HD, and damage as worker ants. The primary difference is that worker exploding ants, called Colobopsis Explodens, respond to threats by purposefully clenching (and thereby fatally rupturing) their abdominal walls, splattering anything adjacent with neon yellow acidic fluid for 1d6 points of damage the first round, and 1d3 points the second round. If a target wears armor, they are allowed a save versus Breath to half the damage. A failed save results in the destruction of normal armor. There is a 1 on d6 chance the explosion of one ant will cause an adjacent ant to explode. Exploding ants have Morale: 12 , XP: 41 per hit die. For every 20 ants there will be a queen with AC: 3 and HD: 10. The queen is a non-combatant. For each queen there are 1d4x10 larvae overseen by the worker ants. If defending the queen, giant ants never retreat. Giant ants have little treasure but in some instances (30%) they inexplicably mine precious metal. In these examples, they can accumulate 1d6x1,000 gold pieces of raw ore nuggets.
155 Giant Badger No. Enc: 1d2 (1d4+1) Alignment: N Movement: 40 Armor Class: 4 Hit Dice: 3 Attacks: 3 (2 Claws/Bite) Damage: 1d3/1d3/1d6 Save: F3 Morale: 8 Treasure: None XP: 51 The giant badger is a stout furry omnivore with a powerful body. They are skilled diggers and move at half speed while burrowing. An adult giant badger is four to six feet in length and weighs between 175 to 275 pounds. Badgers use their vicious claws and teeth in combat. A den consists of a mated male and female, as well as cubs. Giant Bat No. Enc: 1d6 (1d10) Alignment: N Movement: 10 (Fly: 60) Armor Class: 6 Hit Dice: 1 Attacks: 1 (Bite) Damage: 1d4 Save: F1 Morale: 8 Treasure: None XP: 21 Bats live in colonies in dark caverns and abandoned structures. They are nocturnal and feed at night. They have with long leathery wings and navigate via echolocation. The spell Silence (15 Feet) disrupts their ability to echolocate. Giant Bats: Giant Bats are carnivorous and much larger than standard bats. Some giant bats (1 in 10) possess a paralyzing vampiric bite (1d10 rounds, save versus Stone for no effect). Giant vampiric bats feed on incapacitated victims, dealing 1d4 points of automatic damage per round. Normal Bats: Normal bats (No. Enc: 3d20) do not strike for damage. However, a flight of 12 or more can swarm and confuse a target. When confused by a bat swarm, a target makes saving throws and attack rolls at -2. A bat swarm negates spell-casting. Fire disperses a bat swarm (on a failed morale check). Fire does not disperse bats under another being’s control. Giant Bee No. Enc: 1d6 (5d6) Alignment: N Movement: 20 (Fly 60) Armor Class: 7 Hit Dice: 1d4HP Attacks: 1 (Sting) Damage: 1d3 + Poison Save: F1 Morale: 9 Treasure: None XP: 8 Giant killer bees are 1-2 feet in length. They behave similarly to standard bees and attack any creature that approaches their hive. Giant bee hives can be found above or below ground. Their attack consists of a poisonous sting. The sting kills a target on a failed save (Death). When a bee successfully strikes, its stinger breaks inside the victim. If the target survives the poison, they suffer one additional hit point of damage (per round) until pulled out. The bee dies the next round. Removing a stinger takes one round. Ten bees guard a queen and some (3+1d6) are larger and stronger than the other bees in the hive (one additional hit die each). The queen bee is significantly larger than other bees and has two additional hit dice. The queen can sting repeatedly without breaking her stinger. Giant Beetle No. Enc: 1d2 (1d4) Alignment: N Movement: 20 Armor Class: 2 Hit Dice: 12 Attacks: 2 Damage: 3d6/2d8 Save: F12 Morale: 8 Treasure: M XP: 2,001
156 Giant Rhinoceros Beetle: These twelve feet long beetles use their massive six-foot long horn as a powerful weapon. Rhinoceros beetles are largely herbivores. However, they are highly territorial and attack intruders or if threatened. See the above stat block for monster statistics. Giant Boring Beetle: These nine feet long beetles are subterranean and consume rotting organic matter, fungi, and mold. Their social organization and behaviour is more akin to ants and each has roles in a larger collective. Giant Boring Beetle, No. Enc: 1d3 (3d6), AL: N, Move: 20, AC: 3, HD: 5, #AT: 1 (bite), DMG: 5d4, Save: F5, Morale: 7, Treasure: L, XP: 201. Giant Carnivorous Beetle: The carapace of these giant beetles is marked with stripes like a tiger. They hunt giant insects, but also eat large mammals and humanoids. Giant Carnivorous Beetle, No. Enc: 1d6 (2d4), AL: N, Move: 40, AC: 3, HD: 3+1, #AT: 1 (Bite), DMG: 2d6, Save: F3, Morale: 9, Treasure: J, XP: 66. Giant Fire Beetle: These subterranean beetles are two feet long. The fire beetle possesses light-generating organs in its abdomen that shed a reddish glow in a 5 foot radius. If harvested, the organs emit light for 1d6 days. Fire beetles make a “Khuu” sound when smashed. Giant Fire Beetle, No. Enc: 1d8 (2d6), AL: N, Move: 30, AC: 4, HD: 1+2, #AT: 1 (Bite), DMG: 2d4, Save: F1, Morale: 7, Treasure: None, XP: 16. Giant Spitting Beetle: These beetles, about three feet in length, have immense jaws as well as a toxic spray. The toxic fluid sprays five feet and, when it successfully strikes a target, causes acid burns and blisters. The burning effect results in a –2 attack roll penalty for one day, or until wounded target receives a Cure spell. These beetles are occasionally found above, but are most often found below, ground. Giant Spitting Beetle, No. Enc: 1d4 (2d4), AL: N, Move: 30, AC: 4, HD: 2, #AT: 1 (Bite), DMG: 1d6, Save: F2, Morale: 8, Treasure: None, XP: 30. Giant Stag Beetle: These huge creatures are a nuisance to farming villages and hamlets as they devour crops. A full-sized adult is approximately ten feet long with eight foot long horns that resemble the antlers of a deer stag. They are capable of limited flight. Giant Stag Beetle, No. Enc: 1d2 (1d6), AL: N, Move: 20 (Fly: 40), AC: 3, HD: 7, #AT: 3 (Bite, 2 horns), DMG: 4d4/1d10/1d10, Save: F7, Morale: 8, Treasure: Z, XP: 441. Giant Centipede No. Enc: 1d8 (2d4) Alignment: N Movement: 30 Armor Class: 9 Hit Dice: 1d4HP Attacks: 1 Damage: 1HP+Poison Save: F1 Morale: 7 Treasure: None XP: 7 These one-to-two feet long arthropods lair in dark, damp locations. Giant centipedes are fast-moving creatures. They always win the first combat initiative. Giant centipedes possess venomous fangs. Their bite inflicts one point of damage. On a successful hit, the target is also poisoned. A failed save (Death) results in -2 to hit and half normal movement rate until a Cure spell is cast on the wound. Giant Crab No. Enc: 1d6 Alignment: N Movement: 20 Armor Class: 4 Hit Dice: 2 Attacks: 2 Damage: 1d6/1d6 Save: F2 Morale: 7 Treasure: None XP: 26 These crustaceans are the giant cousins of ordinary crabs. Giant crabs are found in almost any environment including fresh or salt water, marshes, or caves. They range from two to three feet in length. Giant crabs attack with their two claws (1d6/1d6). In some instances (1-2 on d6) a male will possess a single enlarged claw that strikes for 1d8 points of damage instead of 1d6.
157 Giant Crayfish No. Enc: 1d4 (1d4) Alignment: N Movement: 20 (Swim 40) Armor Class: 4 Hit Dice: 4+4 Attacks: 2 Damage: 2d6/2d6 Save: F4 Morale: 9 Treasure: None XP: 216 Giant crayfish are freshwater crustaceans approximately eight-to-ten feet in length. Their behaviour and appearance is the similar to their smaller species. Giant crayfish swim quickly but are slow on land. They prefer to ambush and surprise their prey (1-3 on 1d6). They attack twice with their crushing claws. Giant Eagle No. Enc: 1d2 (1d4+1) Alignment: N Movement: 10 (Fly 80) Armor Class: 7 Hit Dice: 4 Attacks: 3 (2 Claws/Beak) Damage: 1d8/1d8/2d6 Save: F4 Morale: 8 Treasure: O, Z (No coins) XP: 81 Giant bald eagles, also called great eagles, are a massive bird of prey. They stand 20 feet tall and have a 60-foot wingspan. They nest on high cliffs or other secluded rocky areas near open water with an abundant food supply. Giant eagles possess finely attuned eyesight, making it impossible to surprise them during the day. In addition to a claw/claw/beak attack, giant bald eagles may dive attack for 2d6 damage per claw (no beak). These giant birds of prey possess the strength to carry away over 400 pounds in their claws (at half speed). They will also pickup targets, climb, and drop them for damage (1d6/10 feet). If a nest is discovered, there is a 1-4 on d6 likelihood of fledglings, or a comparable number of eggs, present. The dwarven and elven peoples suggest some great eagles possess intelligence and the capacity for limited speech. These eagles provide aid in time of great need. Giant Earthworm No. Enc: 1d3 (1d6) Alignment: N Movement: 30 Armor Class: 6 Hit Dice: 4 Attacks: 1 (Bite) Damage: 1d8 Save: F4 Morale: 9 Treasure: Y XP: 191 These 30-foot-long giant earthworms attack with wide, toothed-rimmed maws. On a roll of 19 or 20, giant earthworms swallow their prey whole. Swallowed opponents take 1d8 points of automatic damage per round. If swallowed, a player character is only allowed a small weapon, such as a dagger, to cut through the worm at a –4 penalty. These worms can burst forth from floors or walls and achieve surprise on their prey (1–3 on d6). Giant Ferret No. Enc: 1d4+1 (1d8+2) Alignment: N Movement: 40 Armor Class: 5 Hit Dice: 1+1 Attacks: 1 (Bite) Damage: 1d8 Save: F1 Morale: 8 Treasure: None XP: 16 Giant ferrets are similar to their smaller cousins but average three feet in length. They possess temperamental personalities, but some (20%) can be trained to exterminate giant rats. Giant Fly No. Enc: 1d6 (2d6) Alignment: N Movement: 10 (Fly 50) Armor Class: 6 Hit Dice: 2 Attacks: 1 (Bite) Damage: 1d8 Save: F1 Morale: 8 Treasure: J XP: 30
158 The giant fly is approximately three feet in length. They prey on humanoids, animals, and carrion. Giant flies prefer to attack from above and may surprise their prey (1-4 on 1d6). These flies can also jump-attack to 30 feet (+1 to hit). They attack with their sharp mandibles for 1d8 points of damage. Giant Frog No. Enc: 2d6 Alignment: N Movement: 40 (Swim 30) Armor Class: 7 Hit Dice: 1-3 Attacks: 1 (Bite) Damage: 1d4/HD Save: F1-3 Morale: 7 Treasure: None XP: 20, 48, 96 Giant Frog: The stat block above notes giant frogs by hit dice: HD: 1 (four feet long and 50 pounds), HD: 2 (five feet long and 150 pounds), and HD: 3 (six feet long and 250 pounds). Like giant toads, giant frogs possess a chameleon-like ability to blend into their environment. They prefer to ambush and surprise their prey (1-4 on 1d6). Giant frogs possess three attack forms. First, they can extend their long tongues 40 feet and strike at +4 to hit and pull their target into their mouth for 1d4 points of damage (per hit die). Second, with a natural 19 or 20 on d20, giant frogs swallow small-sized opponents (halflings, etc.). Those swallowed suffer an automatic 1d4 points of damage per round. Finally, giant frogs may leap-attack 30 feet with a +1 to hit bonus. Giant Poisonous Frog: These smaller two-foot-long giant frogs have a poisonous bite. Victims must save (Death) at +4 or die. No. Enc: 1d3 (2d4), AL: N, Move: 20 (Swim: 30), AC: 8, HD: 1, #AT: 1 (Bite), DMG: 1, Save: F1, Morale: 7, Treasure: None, XP: 14. Giant Hawk No. Enc: 1 (1d3) Alignment: N Movement: 10 (Fly 80) Armor Class: 6 Hit Dice: 3+3 Attacks: 2 Damage: 1d6/1d6 Save: F3 Morale: 8 Treasure: None XP: 66 Giant hawks have a 40 foot wingspan. These birds glide on the wind while searching for prey below. They dive attack for 2d6/2d6 if the target is surprised. Giant hawks attack medium-sized targets or smaller. These birds of prey can grab small-sized beings (like halflings or gnomes) and carry them away. Giant Leech No. Enc: 1d4 Alignment: N Movement: 20 Armor Class: 7 Hit Dice: Varies Attacks: 1 Damage: 1d6 Save: Varies Morale: 10 Treasure: None XP: 77 per Hit Die Giant leeches are two-to-four feet long. Their skin is brown, yellow, or green, and coated in slime. They lair in swamps and stagnant bodies of water. To attack a giant leech wiggles forward and latches with its barbed maw. It drinks 1d6 points of blood from its target each round thereafter. A giant leech only releases its bite if slain or target is drained of blood. The damage from a giant leech bite increases by two every two hit dice (for example, HD: 1–2 (1d6), HD: 3–4 (1d8), HD: 5-6 (1d10), etc. Giant Lizard No. Enc: 1d4 Alignment: N Movement: 40 Armor Class: 5 Hit Dice: 4+2 Attacks: 1 (Bite/Tail) Damage: 1d10 Save: F4 Morale: 7 Treasure: J XP: 366 Giant Draco Lizard: This apex predator appears like a sixteen-to-eighteen foot long komodo dragon. The largest males weigh well over 400 pounds. Their color varies with their environment and includes dark gray, various shades of green, or gray-green. Males normally have a distinct reddish coloration down their spines. The lizard has a snout with sharp teeth (1d10) and a muscular body. The reptile possesses a venomous saliva (save versus Stone at +2 or be paralyzed for 1d4
159 turns). It can use its long, thick tail as a weapon (also 1d10, Dexterity Check or fall prone, +4 to hit). The draco lizard has powerful legs that allow it to climb at full movement rate. They also possess keen senses and can locate prey such as deer, wild boar, or other animals miles away. See above for monster statistics. Giant Gecko Lizard: The giant gecko lizard is five feet long and nocturnal. Giant geckos are skilled at climbing vertical surfaces and can hang upside down and ambush prey from above: No. Enc: 1d4 (1d8), AL: N, Move: 40, AC: 5, HD: 3+1, #AT: 1 (Bite), DMG: 1d8, Save: F3, Morale: 7, Treasure: J, XP: 101. Giant Horned Chameleon Lizard: Despite its size, the seven-foot-long giant horned chameleon is surprisingly adept at blending into its surroundings. The giant lizard can match the texture and color of its environment and surprise on a 1-5 on d6. The horned chameleon attacks twice per round and has three attack options. First, the lizard can lash out with its sticky tongue up to 10 feet. If successful, the victim is simultaneously pulled towards its mouth and then bitten for 2d4 points of damage. The horned chameleon also possesses large horns and can strike for 1d6 damage. Finally, like the draco lizard, the chameleon can tailswipe a single target (1d10, Dexterity Check or fall prone, +4 to hit): No. Enc: 1d3 (1d6), AL: N, Move: 40, AC: 2, HD: 5, #AT: 2 (Bite, Horn, or Tail), DMG: 2d4, or 1d6, or 1d6, Save: F5, Morale: 7, Treasure: J-K, XP: 651. Giant Tuatara Lizard: This giant eight-foot-long carnivorous lizard has a thick hide and spikes that run down and across its back. The giant tuatara lizard has a special eyelid membrane that allows darkvision to 90 feet when lowered: No. Enc: 1d2 (1d4), AL: N, Move: 30, AC: 4, HD: 6, #AT: 3 (2 Claws/Bite), DMG: 1d4/1d4/2d6, Save: F6, Morale: 6, Treasure: J-K, XP: 821. Giant Octopus No. Enc: 1 Alignment: N Movement: 20 (Swim 30) Armor Class: 7 Hit Dice: 8+8 Attacks: 8 or 1 Damage: 1d6 or 3d6 Save: F8 Morale: 7 Treasure: None XP: 3,621 A giant octopus is a massive cephalopod mollusk. It possesses two round eyes, a soft cylindrical body, and eight long, powerful tentacles that it uses to capture prey and navigate its environment. The giant octopus has a sharp beak located underneath its body. The octopus is an intelligent and highly adaptable creature, capable of changing color and texture to blend with its surroundings and surprise its prey (1-4 on d6). They are highly territorial and are found in tropical oceans. A giant octopus possesses eight tentacles with suckers and barbs. It grabs and constricts targets with its tentacles (1d6 hit points of damage each on successive rounds). It may target the same opponent with two tentacle attacks, if desired. Each constraining tentacle imposes a -3 penalty on opponent attack rolls. If the octopus constrains with a tentacle, it can draw its victim into its beak and bite for 3d6 points of damage. Any attack for more than eight points of damage chops off a tentacle. If combat fails, a giant octopus will spray black ink in a 40-foot radius and flee. The creature moves at triple its normal movement rate when absconding combat. Giant Owl No. Enc: 1d3+1 Alignment: N Movement: 10 (Fly 70) Armor Class: 6 Hit Dice: 4 Attacks: 3 Damage: See below Save: F4 Morale: 8 Treasure: Ox5, U XP: 191 The giant owl is a nocturnal bird of prey. They can attack in almost total silence. A giant owl stands nine feet tall and possesses a wingspan of 30 feet. When annoyed or disturbed, males make a distinctive krek-krek sound. Giant owls nest on the ground and will eat both live prey and carrion. They have yellow eyes and black beaks with beautiful brown and white plumage. They attack with two talons and a beak for 2d4/2d4/1d4+1.