160 Giant owls tend to swallow their kill whole. They have strong stomach juices that digest flesh, while dissolving and compacting indigestible items like bones, teeth, fur, etc., into stones they regurgitate after feeding. They often regurgitate near their perch, where stones and treasure items may be found. In a nest there is a 1-2 on d6 chance of 1d3 eggs and/or 1d3 owlets. Their young and unhatched eggs are valuable, as giant owls can serve as mounts. Giant Python No. Enc: 1 (1d3) Alignment: N Movement: 20 Armor Class: 6 Hit Dice: 5+5 Attacks: 2 (Bite/Constrict) Damage: 1d4+2/2d8 Save: F5 Morale: 8 Treasure: J XP: 861 A giant python is a non-venomous snake 40 to 50 feet in length and weighs between 400 to 500 pounds. The snake has a thick, girthy body and a triangular shaped head. It typically has dark brown or olive-green scales. Giant pythons bite for 2d4+2 damage. If the bite is successful, they wrap their bodies around their prey and constrict for 2d8 points of automatic damage per round. Note that damage inflicted while constricting is shared between the snake and its target. Giant Rat No. Enc: 3d6 (3d10) Alignment: N Movement: 30 Armor Class: 7 Hit Dice: 1d4HP Attacks: 1 (Bite) Damage: 1d3 (Disease) Save: F1 Morale: 8 Treasure: O, X XP: 7 A giant rat is a rodent two or three feet long. Their fur ranges in color (brown, black, or gray). They attack with a disease-carrying bite (1d3). All those bitten by a giant rat have a 1 on d10 chance of contracting an infection (save versus Death to negate). All those who fail the save suffer a -2 to hit penalty and half movement rate until any Cure spell is cast on the wound. Rats may be repelled with flame. They are skilled swimmers and are common in sewers, caves, caverns, dungeons, and marshes. Standard Rats: Ordinary rats are from 6 inches to a foot in length. They live in large packs (5d10). Ordinary rats attack in a swarm (one attack per ten rats for 1d6 damage). Anyone attacked by a swarm must Dexterity Check or fall prone under the swarming mass of rodents (+4 to hit). The target will continue to take damage - and take no other action - until s/he stands. Like giant rats, a rat swarm may also be warded with fire: No. Enc: 5d10, AL: N, Move: 15, AC: 9, HD: 1hp, #AT: 1 (Bite per Swarm), DMG: 1d6, Save: F0, Morale: 5, Treasure: O, X, XP: 7. Giant Rattlesnake No. Enc: 1d4 (1d4) Alignment: N Movement: 40 Armor Class: 5 Hit Dice: 4 Attacks: 2 (Bite) Damage: 1d6+1* Save: F4 Morale: 8 Treasure: J XP: 136 A giant rattlesnake is a venomous species between 30 and 50 feet long. They have a triangular head with brown or gray scales and dark bands. They hunt by sensing heat. When threatened they coil their bodies and rattle their tails in warning. They strike with lightning speed and always win their first combat initiative. The giant rattlesnake attacks twice per round (the opening and closing attack of the round) for 1d6+1 points of damage. They inject their prey with lethal poison (save versus Death or die). Giant Scorpion No. Enc: 1d3 Alignment: N Movement: 20 Armor Class: 5 Hit Dice: 2+2 Attacks: 3 Damage: See below Save: F2 Morale: 12 Treasure: K XP: 60 Giant scorpions attack with their two pincers each scoring 1d6 points of damage. They also use a lethal
161 tail stinger (1d3) that requires an immediate save versus Death or die. Giant scorpions vary in size from three to five feet in length. Giant Slug No. Enc: 1 Alignment: N Movement: 20 Armor Class: 8 Hit Dice: 12 Attacks: 1* Damage: 1d12 or 5d8 Save: F12 Morale: 10 Treasure: None XP: 2,81 Giant slugs are massive creatures over 30 feet tall, 40 feet long, and weigh a ton. They are grayish in coloration with a white undercarriage. They possess long antennae to sense light and heat. Giant slugs leave a slime trail as they move. These massive creatures are found in damp environments like caves, dungeons, and swamps. As scavengers, they feed on both dead and living matter. These creatures are primarily nocturnal. During daylight they seek shade and protection from the sun. Giant slugs possess a bite attack. They prefer to spray acid at their opponents (to range of 60 feet). If hit, their target takes 5d8 points of acid damage. Giant slugs are immune to blunt weapons. Giant Snapping Turtle No. Enc: 1 (1d4) Alignment: N Movement: 10 (Swim 40) Armor Class: 0/5 Hit Dice: 10 Attacks: 1 (Bite) Damage: 6d4 Save: F10 Morale: 9 Treasure: None XP: 2,401 Giant snapping turtles are large freshwater shelled reptiles known for their powerful jaws and aggressive behaviour. They typically possess a brown or black ridged carapace and a light under-shell. They have thick muscular legs and a tail covered in pointed scales. They can grow over 60 feet in diameter. Giant snapping turtles are known for their sharp, hooked beak, and strong jaws. They wait in ambush and attack by snapping with their ten-foot long beaks, with startling speed and surprise (1-4 on d6) for 6d4 points of damage. The monster’s head is AC: 0 and its flippers AC: 5. Giant Sea Turtle: These creatures only fight if threatened. Giant sea turtles may capsize small (90%) or large vessels (10%) if they surface beneath them: No. Enc: 1 (1d3), AL: N, Move: 5 (Swim 50), AC: 2 (Head), 5 (Flippers), HD: 15, #AT: 1 (Bite), DMG: 4d4, Save: F15, Morale: 6, Treasure: None, XP: 2,401. Giant Tarantula Spider No. Enc: 1d3 (1d3) Alignment: N Movement: 30 Armor Class: 5 Hit Dice: 4+4 Attacks: 1 (Bite) Damage: 1d8 (Poison) Save: F4 Morale: 8 Treasure: J, K XP: 216 Giant Tarantula: These spiders are 25 feet long and densely covered in thick hair. Their coloring varies from brown to black, and, unlike their smaller cousins, they are quite aggressive. Giant tarantulas are primarily nocturnal. These spiders can spin webs, but prefer predatory hunting. The bite of a giant tarantula causes 1d8 points of damage. If a save versus Death is failed, the victim will fall prone, froth at the mouth, and spasm uncontrollably (+4 to hit) for 1 round. After the spasming has concluded, the victim must make an additional save or be paralyzed for 1d4+1 turns. Giant Black Widow: The giant black widow has a shiny black sheen with a red hourglass-like mark on its undercarriage. This spider is six feet long. This species spins webs. They prefer to trap and then attack aggressively. Their webs possess the same characteristics as the spell Web. Its poisonous bite causes 2d8 points of damage (save or die in one turn): No. Enc: 1 (1d3), AL: N, Move: 30 (Web 40), AC: 6, HD: 3+3, #AT: 1 (Bite), DMG: 2d6 (Death), Save: F3, Morale: 8, Treasure: J, XP: 101. Giant Crab Spider: These five-foot-long carnivorous spiders are not web-spinners. They prefer to crawl across walls and ceilings and pounce on their prey with surprise (1-4 on 1d6). The giant crab spider’s bite is venomous (save versus Death at +2 or die in 1d4 turns): No. Enc: 1d4 (1d4), AL: N, Move: 40, AC: 7, HD: 2+2, #AT: 1 (Bite), DMG: 1d8 (Poison), Save: F2, Morale: 7, Treasure: J, XP: 48.
162 Giant Tick No. Enc: 1d3 (2d4) Alignment: N Movement: 10 Armor Class: 3 Hit Dice: 2-4 Attacks: 1 Damage: 1d4 Save: F2-4 Morale: 8 Treasure: None XP: 48/96/246 Giant ticks are related to arachnids and feed on blood. They are normally four feet long, brown or black in colour, and have oval shaped bodies. Their abdomens bloat as they feed. Like spiders, they have eight legs. Giant ticks prefer to ambush from above with a bite attack (1d4) that drains 1d6 points of damage per round thereafter. Once attached to their prey, giant ticks can only be removed if slain, burned, or submerged in water. In addition, ticks possess a disease (50% chance to contract) that results in a -2 to hit penalty and half movement rate until Cure Disease is cast on the wound. Giant Toad No. Enc: 1d4 Alignment: N Movement: 15 Armor Class: 7 Hit Dice: 2+2 Attacks: 1 (Bite) Damage: 1d4+1 Save: F2 Morale: 6 Treasure: K XP: 60 Giant Toad: Giant toads vary in size with some weighing as much as 250 pounds. These amphibians can alter their skin color to match their surroundings. They prefer to ambush their prey with surprise (1-3 on 1d6). Giant toads may (30%) possess treasure scattered across their lair or in their stomachs. Giant toads possess exceptionally long tongues which they can extend 15 feet. On a hit against a small-sized opponent (dwarf, gnome, halfling, etc.), a giant toad grabs its prey and bites for 1d4+1 points of damage. If the toad rolls a natural 20, it swallows a small-sized target (such as a dwarf, gnome, halfling, etc.). Any creature swallowed takes an automatic 1d6 points of damage per round thereafter. Giant Poisonous Toad: These toads appear like standard giant toads. However, their bite attack includes poison (save (Death) or die): No. Enc: 1d4, AL: N, Move: 30, AC: 5, HD: 3+3, #AT: 1 (Bite), DMG: 1d6+1 (Poison), Save: F2, Morale: 6, Treasure: None, XP: 136. Giant Ice Toad: These toads are larger (eight feet long) and prefer cold climates. Their tongues are 20 feet long and they possess a swallow attack. They can swallow human-sized or smaller opponents. Once every two rounds a giant ice toad can breathe an icy frost in a cone 5 feet wide at the base and 15 feet long at the terminal end for 3d6 damage: No. Enc: 1d4, AL: N, Move: 30, AC: 4, HD: 5, #AT: 1 (Bite), DMG: 3d4, Save: F5, Morale: 7, Treasure: R, XP: 651. Giant Wasp No. Enc: 2d4 (1d20+20) Alignment: N Movement: 20 (Fly 60) Armor Class: 4 Hit Dice: 4 Attacks: 2 (Bite/Sting) Damage: 2d4/1d4 Save: F4 Morale: 10 Treasure: Ox15 XP: 196 These giant insects are ill-tempered and aggressive. Giant wasps are normally three feet long. They build nests of mud in caves or in holes in the ground. Giant wasps possess a bite attack (2d4) and a poisoned stinger (1d4). All those stung must save (Stone) or be paralyzed permanently. The wasps then carry victims back to their nest as food for larvae (death in 1d6 days). The spell Neutralize Poison removes the paralyzation. Giant Weasel No. Enc: 1d4 (1d6) Alignment: N Movement: 40 Armor Class: 7 Hit Dice: 4+4 Attacks: 1 (Bite) Damage: 2d4 Save: F4 Morale: 8 Treasure: K XP: 291 A giant weasel is a nine-foot-long carnivorous mammal. They are normally tan, white, or brown in color. They are nocturnal and are found in all climates. Giant weasels are fierce and ferocious hunters. They bite attack and
163 then suck blood from their victim for 2d4 hit points of automatic damage each round. Giant weasels will not break their hold until the target or the weasel is slain. These creatures have darkvision to 30 feet and a sharp sense of smell to track prey. These creatures are burrowers and sometimes dig into caverns and dungeons. Giant Wolverine No. Enc: 1 (1d3) Alignment: N Movement: 40 Armor Class: 4 Hit Dice: 4+4 Attacks: 3 (2 Claws/Bite) Damage: See below Save: F4 Morale: 11 Treasure: None XP: 291 A giant wolverine is a ferocious animal related to the weasel family. They are more than nine feet long and can weigh over 200 pounds. They have a stocky, muscular build, and sharp claws. Their thick fur is adapted to their arctic climate. Like normal wolverines, they have a broad head with small eyes and short ears. Wolverines have a pointed snout, a strong sense of smell, and powerful jaws to crush bones. They are solitary, aggressive, and territorial. They attack at +4 to hit. Alongside their claws (1d4+1 each) and bite (2d4), wolverines possess a defensive musk spray (blinds all those in a 20 foot wide radius for 1d4+1 rounds). Gnoll No. Enc: 1d6 (3d6) Alignment: CE Movement: 30 Armor Class: 5 Hit Dice: 2 Attacks: 1 Damage: 2d4 or weapon Save: F2 Morale: 8 Treasure: C-F XP: 48 Gnolls are nomadic, hyena-like dogmen that live in tribes. Gnolls stand almost seven feet tall. Gnoll coloring varies to reflect their environment. Most gnolls have short, dirty yellow or tan fur. However, in more northern climates, they possess shaggy coats of white, gray, and black that are striking to behold and provide superlative natural camouflage in snowy forests. They use varied weapons (see below) and receive +1 to damage due to their stature and strength. Gnolls may use two-handed weapons, such as battle axes and polearms, one-handed. Gnolls are highly skilled archers and employ tall, powerful longbows with longer ranges (80/160/240). Gnolls can track as rangers of the same hit dice. They have darkvision of 30 feet. Gnolls are led by the largest and cruelest alpha male of their tribe. Any warband of gnolls will include a patrol leader (HD: 3). For every 30 gnolls encountered, there will be a chief (HD: 4 and AC: 3). The chief will be accompanied by 2d4 bodyguards (HD: 3 with AC: 4). Any tribe has roughly the same number of females and young to males. Half the total number of females fight as combatants. Gnolls often (75%) keep a pack of hyenas (4d4) as guard animals. Gnolls possess an insufferable and disagreeable nature. Whenever one tribe of gnolls meets another tribe of gnolls, orcs, or goblinoids, there is a 1 on d6 chance of a shoving match (65%) or conflict (35%) breaking out between them. Gnolls speak their own tribal dialect. 1d6 Gnoll Random Weapons and Armor 1-3 Battle Axe and Longbow 1-3 Studded Leather (AC: 7) 4-5 Spear and Longbow 4-5 Chainmail and Shield (AC: 4) 6 Scimitar and Javelins (2) 6 Half-Plate (AC: 4) Goblin No. Enc: 2d4 (6d10) Alignment: CE Movement: 20 Armor Class: 6 Hit Dice: 1-1 Attacks: 1 Damage: By weapon Save: F1 Morale: 7 Treasure: C (X) XP: 7 Goblins stand between 3 to 3.5 feet tall. Their skin color reflects their environment. Most goblins are burnt orange. However, northern goblins may be blue skinned, and goblins in more southern areas might be dark yellow or red in color. Goblins garb themselves in dirty skins and hides. They tend toward drab, earthy colors as camouflage and to blend into their environment.
164 Goblins spend the majority of time underground and are sensitive to full sunlight (-1 penalty to attack rolls). They have long-range darkvision (90 feet). Goblins and dwarves are bitter enemies (+1 to hit). A king leads any tribe of two-score or more goblins. The king attacks as a three hit die monster with a damage bonus of +1. Normally, 2d6 loyal bodyguards accompany the goblin king. The king’s bodyguards have 2d6 hit points with two hit dice (Treasure Type K). The presence of the king raises goblin Morale to 9. The presence of a king indicates a 50% chance of a goblin shaman to oversee the tribe. The shaman has three hit dice and the abilities of Level 3 Cleric/Magic-User. A goblin lair usually has a treasure cache (Treasure Type X). Any tribe consists of roughly 25% females and young in addition to the total number of males. Goblins, in remote locations, raise wolves or giant bats to serve as mounts. In these instances one-quarter of their warriors will be mounted. Goblins possess an obnoxious and disagreeable nature, even with each other. Whenever one tribe of goblins meets another tribe of goblins, orcs, or goblinoids, there is a 1 on d6 chance of a shoving match (65%) or conflict (35%) breaking out between them. Goblin tribes each speak their own tribal language. 1d6 Goblin Random Weapons and Armor 1-3 Club, Sling, & Dagger 1-3 Leather and Shield (AC: 7) 4-5 Spear, Sling, & Dagger 4-5 Studded Leather (AC: 7) 6 Scimitar & Shortbow 6 Studded and Shield (AC: 6) Golem Golems are constructs animated through powerful divine or arcane magic. High-level clerics and wizards create them to serve as guardians and bodyguards. Golems are constructed from the following materials: amber, bone, bronze, clay, flesh, iron, stone, or wood. Spell-casters can shape golems into any form they desire. All golems are immune to Sleep, Charm, Hold, and mind-influencing spells. Amber Golem No. Enc: 1 Alignment: N Movement: 20 Armor Class: 6 Hit Dice: 10 (HP: 45) Attacks: 3 (2 Claws/Bite) Damage: 2d6/2d6/2d10 Save: F10 Morale: 12 Treasure: None XP: 3,801 Clerics and magic-users construct amber golems from ancient, fossilized tree resin. They are often carved from this golden stone in the shape of a large dire wolf or predatory cat (claw/claw/bite) or as a giant humanoid (2 fists: 2d6/2d6). Amber golems can Detect Invisibility within 60 feet and can track as rangers with the same hit dice. They take half damage from fire. Bone Golem No. Enc: 1 Alignment: N Movement: 40 Armor Class: 2 Hit Dice: 8 (HP: 40) Attacks: 4 (Weapons) Damage: By Weapon Save: F8 Morale: 12 Treasure: None XP: 2,561 Bone golems are medium-sized necromantic constructs. They are crafted from humanoid bones with four arms. Each arm wields a weapon and may attack every round. The golem can concentrate, or divide, its attacks against its opponents. Common weapons include scimitars, broadswords, maces, and hand axes. Alongside normal golem immunities, bone golems are immune to all electrical, fire, and cold-based attacks. They take half damage from slashing and piercing weapons.
165 Bronze Golem No. Enc: 1 Alignment: N Movement: 20 Armor Class: 0 Hit Dice: 20 Attacks: 1 (Fist) Damage: 3d10 Save: F20 Morale: 12 Treasure: None XP: 6,251 These massive bronze constructs are filled with molten metal. They attack once per round with a sword or pulverizing fist for 3d10 points of damage. When a piercing weapon strikes a bronze golem, the attacker takes 2d6 damage from molten splatter. A saving throw (Death) negates the damage. These golems are constructed as giant warriors or minotaurs. Iron golems may have a port located somewhere on their body (i.e., the Achilles’ heel), that will spill out its enchanted molten metal and deactivate the golem. Clay Golem No. Enc: 1 Alignment: N Movement: 20 Armor Class: 7 Hit Dice: 11 (HP: 50) Attacks: 1 (Fist) Damage: 3d10 Save: F11 Morale: 12 Treasure: None XP: 4,401 These constructs are created and shaped from clay. They are constructed in a roughly humanoid shape and stand eight feet tall. The fist of a clay golem scores 3d10 damage. This damage can only be cured by means of a Heal spell. Clay golems are immune to damage from slashing and piercing weapons and can only be harmed by blunt magical weapons. Clay golems can only be harmed by the following spells: Disintegrate slows them and scores 1d12 hit points of damage, Earthquake cast directly on the golem immobilizes it for one turn and scores 5d10 damage, Mordril’s Excavation shoves the golem back 100 feet and deals 6d6 points of damage. Once per day, a clay golem can Haste itself for three rounds. Flesh Golem No. Enc: 1 Alignment: N Movement: 30 Armor Class: 9 Hit Dice: 9 (HP: 40) Attacks: 2 (Fists) Damage: 2d8/2d8 Save: F9 Morale: 12 Treasure: None XP: 3,801 Flesh golems appear, at first, like an undead monster. They are a necromantic construct created from the body parts of deceased humanoids. Flesh golems are imbued with great strength and automatically break down doors. Flesh golems are immune to ordinary weapons. They are immune to all spells except heat and cold-based incantations. These spells serve to Slow flesh golems (2d6 rounds). Electrical-based magical attacks heal the golem (one hit point/per one hit point of damage). Each round a flesh golem engages in combat, there is a cumulative 5% chance it will go berserk. When berserk, it attacks three times each round and will target the closest random target (including its creator or allies). Iron Golem No. Enc: 1 Alignment: N Movement: 20 Armor Class: 3 Hit Dice: 18 (HP: 80) Attacks: 1 (Fist) Damage: 4d10 Save: F18 Morale: 12 Treasure: None XP: 7,251 These massive golems stand twelve feet tall. Iron golems attack with a powerful fist/weapon, or a poison gas breath attack (10x10x10 area) immediately in front of the construct. All those in the area of effect must save (Death) or die. Iron golems can only be struck by +3 or better magic weapons. Spells are ineffective against them, except for Lightning Bolt, which Slows the golem for three rounds. Fire-based magical attacks heal the golem (one hit point/per one hit point of damage). Iron golems are subject to rust attacks.
166 Stone Golem No. Enc: 1 Alignment: N Movement: 20 Armor Class: 5 Hit Dice: 14 (HP: 60) Attacks: 1 (Fist) Damage: 3d8 Save: F14 Morale: 12 Treasure: None XP: 5,101 Like iron golems, stone golems attack with a powerful fist for 3d8 points of damage. Stone golems can Slow a target within ten feet every other round as a free action. Only +2 or better weapons may damage a stone golem. Stone golems are immune to spells, except Rock to Mud (Slows for 2d6 rounds). Mud to Rock heals all its damage. If the golem is targeted by a Stone to Flesh spell it can be struck by normal weapons for one round. Wood Golem No. Enc: 1 Alignment: N Movement: 20 Armor Class: 7 Hit Dice: 2+2 (HP: 10) Attacks: 1 (Fist) Damage: 1d8 Save: F2 Morale: 12 Treasure: None XP: 48 Wood golems are shaped from either one large piece of wood or are constructed from multiple pieces bolted together. They are slow and suffer a -1 initiative penalty. Wood golems are vulnerable to fire-based attack forms (save penalty of -2 and take an additional hit point per die of damage). Gorgon No. Enc: 1d2 (1d4) Alignment: CE Movement: 30 Armor Class: 2 Hit Dice: 8 Attacks: 1 (Gore or Breath) Damage: 2d6 or Petrify Save: F8 Morale: 8 Treasure: V XP: 1,561 The gorgon appears like a massive bull covered in red scales. A gorgon stands six feet tall or larger, measures eight feet long from nose to tail, and weighs 4,000 pounds. Gorgons are territorial and hyper-aggressive. Gorgons typically attack intruders on sight with their horns (2d6). If a gorgon charges and makes a successful attack, it can gore a target for 4d6 damage. Gorgons also possess a gas breath attack (cloud 10 feet wide and 60 feet long). Any target in the cloud must make a successful save (Stone) or be petrified. Gorgons are unaffected by their breath attack. Gorilla No. Enc: 1-4 (3d4) Alignment: N Movement: 40 Armor Class: 6 Hit Dice: 4+1 Attacks: 3 (2 Claws/Bite) Damage: 1d3/1d3/1d6 Save: F4 Morale: 8 Treasure: None XP: 141 A gorilla is a powerful primate and males can weigh 400 pounds or more. They have thick dark hair and a distinctive head ridge. They live in family groups called troops of 30 or more. Gorillas are primarily herbivores but can develop a taste for flesh and become maneaters. A powerful alpha male silverback (HD: 6+1, DMG: 1d6/1d6/1d8) guards and protects the troop. Chimpanzees: Chimpanzees are smaller than gorillas but much more aggressive. Some have a taste for flesh and will attack to defend their troop and territory. No. Enc: 1-4 (3d4), N, M: 30, AC: 6, HD: 3, #AT: 3 (2 Claws/Bite), DMG: 1d3/1d3/1d6, Save: F3, Morale: 9, Treasure: None, XP: 141.
167 Gray Ooze No. Enc: 1 (1d3) Alignment: N Movement: 5 Armor Class: 8 Hit Dice: 3+3 Attacks: 1 Damage: 2d8 Save: F3 Morale: 12 Treasure: None XP: 241 Gray ooze is an acidic slime that resembles damp stone, and adventurers often mistake it as such (surprise 1-4 on d6). When it senses movement, a gray ooze lashes out with a pseudopod and strikes for 2d8 points of damage. However, the gray ooze eats metal, not flesh. Once it has killed its prey, the ooze then moves over, dissolves, and consumes the metal. It can destroy light armor (like studded leather) in one round, medium armor (ring or chain) in two rounds, and heavy armor (half or plate) in three. Magic armor saves using the bearer’s unmodified Death save (plus the armor bonus) to negate the damage. Metallic weapons (mundane and magical) that strike a gray ooze are subject to the same conditions and are dissolved in one round. The monster cannot dissolve leather, wood, flesh, or stone. Gray ooze are immune to cold-based and firebased attack forms. Lightning-based attacks cause the monster normal damage. If enveloped, all damage sustained is divided between the PC and the creature. Great White Shark No. Enc: 1 Alignment: N Movement: 0 (Swim: 60) Armor Class: 4 Hit Dice: 6 Attacks: 1 (Bite) Damage: 3d10 Save: F6 Morale: 7 Treasure: None XP: 571 The great white shark is a large predatory fish and apex predator. This massive shark can reach a length over 30 feet and weigh 4,000 pounds. They possess a grayish-white coloration on the ventral side and dark gray or blue-gray coloration on the dorsal side. Great white sharks have a cone-shaped snout and rows of sharp teeth. These sharks may attack boats half their length. They possess a devastating attack that bites its target in twain on a natural 20 die roll. Bull Shark: Bull sharks are eight feet long and are pale to dark gray in color: No. Enc: 1d3 (2d6), AL: N, Move: 0 (Swim 60), AC: 4, HD: 2, #AT: 1 (Bite), DMG: 2d4, Save: F2, Morale: 7, Treasure: None, XP: 29. Giant Shark: These fish range from 25 to 50 feet long. Giant sharks possess a devastating swallow attack. A swallowed target dies in 1d4+2 rounds. See the following for damage and experience: HD: 9-10, DMG: 4d4, XP: 1,701; HD: 11-12, DMG: 5d4, XP: 2,001; HD: 13-16, DMG: 6d4, XP: 2,401. Mako Shark: Mako sharks are 15 feet long and found in deep ocean water: No. Enc: 1d3 (2d6), AL: N, Move: 60, AC: 4, HD: 4, #AT: 1 (Bite), DMG: 2d6, Save: F4, Morale: 7, Treasure: None, XP: 81. Green Slime No. Enc: 1 Alignment: N Movement: 5 Armor Class: NA Hit Dice: 2 Attacks: 1 Damage: See below Save: F2 Morale: 12 Treasure: None XP: 39 Green slime is a form of ooze that feeds on all organic matter and metals. To the casual observer these creatures simply appear as green puddles of varying size. The slime can move, albeit very slowly, and can climb walls and ceilings. They sense movement through vibration. They will normally position themselves to attack in one of two ways: they will appear as a puddle and climb up their target or they will hang above a killzone until their prey passes directly underneath. In either situation, they will select high-traffic areas. These attack forms do not require an attack roll. Green slime acts aggressively. It can digest armor and heavy clothing in three rounds. After contacting skin, the slime completely digests flesh in 1d4 rounds. A victim dissolved by green slime cannot be revived. Green slime cannot digest stone. Green slime is immune to metallic weapon attacks (subject to the same conditions noted above). The creature can be harmed by fire, cold-based attacks, and Magic Missile. When a green slime envelops a target, all forms of damage sustained, mundane or magical, are divided between the player character and the creature. A Cure Disease instantly kills green slime.
168 Griffon No. Enc: 1 (1d4) Alignment: N Movement: 30 (Fly 80) Armor Class: 5 Hit Dice: 7 Attacks: 3 (2 Claws/Bite) Damage: 1d4/1d4/2d8 Save: F7 Morale: 8 Treasure: V XP: 441 Griffons are magnificent creatures with the forebody of an eagle and hind of a lion. An adult griffon measures 8-10 feet long. Their wingspan can exceed 35 feet and they weigh in excess of 500 pounds. Griffons are apex predators and crave horse meat. If a griffon is within 120 feet of a horse, and fails its morale check, it will attack and consume the animal. Griffons are territorial. They will attack anything that approaches their nest. Fledging griffons may be captured and trained as flying mounts. Grizzly Bear No. Enc: 1 (1d4) Alignment: N Movement: 40 Armor Class: 6 Hit Dice: 5 Attacks: 3 (2 Claws/Bite) Damage: 1d3/1d3/1d6* Save: F5 Morale: 8 Treasure: J XP: 351 Bears live in various climates and are apex predators. Bears attack with a claw/claw/bite routine. If both claw attacks are successful in the same combat round, the bear can bite for 1d6 or squeeze its target in a bonecrunching hug for 2d8 points of damage (no attack roll). Bears are largely omnivorous, but some prefer the taste of flesh. Grizzly Bear: A grizzly bear typically has dark brown or reddish fur. Older grizzlies may have silvered fur. Grizzly bears average nine feet in height and are far more aggressive than black bears. See the stat block above for more information. Polar Bear: These bears roam arctic climates, usually near the sea. They are, on average, twelve feet tall and are almost exclusively meat-eaters. They are expert swimmers and suffer no movement penalties on ice or snow. Polar Bear: No. Enc: 1d2, AL: N, Move: 40, AC: 6, HD: 6, #AT: 3 (2 claws, Bite), DMG: 1d3/1d3/1d6, Save: F6, Morale: 8, Treasure: J-K, XP: 571. Black Bear: A black bear is roughly six feet tall and eats fruits and foliage over meat. Black bears fight to the death if cornered or defending their cubs, they do not normally provoke combat. Black Bear: No. Enc: 1d4, AL: N, Move: 40, AC: 6, HD: 4, #AT: 3 (2 Claws, Bite), DMG: 1d3/1d3/1d6, Save: F4, Morale: 7, Treasure: J, XP: 136. Cave Bear: These massive prehistoric bears are 15 feet tall and voracious hunters. They lair in deep caves and savor flesh. Cave bears can hunt wounded creatures by scent with the accuracy of a minotaur. Cave Bear: No. Enc: 1d2, AL: N, Move: 40, AC: 5, HD: 7, #AT: 3 (2 Claws, Bite), DMG: 1d3/1d3/1d6, Save: F7, Morale: 9, Treasure: J-K, XP: 791. Groaning Spirit No. Enc: 1 Alignment: CE Movement: 40 Armor Class: 0 Hit Dice: 7 Attacks: 1 Damage: 1d8 Save: F7 Morale: 10 Treasure: Z XP: 1,850 A groaning spirit, also called a banshee, looks like a translucent, but beautiful, elven woman. The banshee is an evil, malevolent undead spirit that lingers near its remains in death. They are found in remote places, such as bogs, where they were slain or their remains were dumped unceremoniously. Groaning spirits possess a seething hatred for the living. Banshees keen as their primary form of attack. When a banshee keens, her ghostly image transforms from the beautiful visage she held in life to her decayed and terrifying face in death. She may use her wail but once per day and only at night. All those within 30 feet must save versus Death or die. The banshees deathface inspires Fear (as per the spell) and requires a save (Spell) to negate the effect. Like all undead, banshees are immune to Sleep, Charm, Hold, and mind-influencing spells. Groaning spirits are vulnerable to Exorcism, which destroys them. This undead creature can only be hit by +1 or better magic weapons and is immune to cold and electricity.
169 Harpy No. Enc: 1d6 (2d4) Alignment: CE Movement: 20 (Fly 80) Armor Class: 7 Hit Dice: 3 Attacks: 3 (See below) Damage: 1d4/1d4/1d6* Save: F3 Morale: 7 Treasure: K (X) XP: 111 Harpies possess the upper body of an wizened old hag with the lower body and wings of a vulture. Harpies are carnivorous and prefer human flesh above all things. Harpies possess beautiful and entrancing voices that belie their horrid appearance. Harpies use their melodic voices to sing and bewitch hapless travelers. Their song Charms all those who fail a save (Spell). Any being under their charm becomes docile and moves toward the source of their melody at normal movement rate. A successful save grants immunity to the effect for the remainder of the encounter. The Charm remains until the harpy chooses to end it or consumes its victim(s). Harpies attack with their claws (1d4 each) and a weapon for 1d6 points of damage. They use bone clubs or rusty swords and spears. They have an innate resistance to magic (+2 on saves versus Spell). Hell Hound No. Enc: 1d4+1 (2d4) Alignment: CE Movement: 40 Armor Class: 4 Hit Dice: 4 to 7 Attacks: 1 (Bite or Breath) Damage: 1d10 Save: F4 to F7 Morale: 9 Treasure: X (Lair) XP: 246/651/1,071/1,491 Hell hounds have dark red fur and demonic, glowing red eyes. Alpha male hell hounds are comparable in size to dire wolves (five feet tall). These otherworldly hounds are native to the Nine Hells. Some have been summoned to the Prime Material Plane. Hell hounds lair in hot conditions such as subterranean caverns near volcanic activity. Hell hounds are also known as “demon dogs.” Hell hounds have two attack options in melee. They bite for 1d6 hit points damage (1-4 on d6). They can also breath fire (4-5 on d6). A hell hound’s breath attack deals 2 hit points of damage per hit die. A save versus Breath halves the damage. Hell hounds have superior senses and are rarely surprised (1 on d6). These creatures have limited Detect Invisibility (60 feet radius, 1-4 on d6). They are favored by fire giants as watchdogs. Hippocampus No. Enc: 1d4+2 (2d4) Alignment: CG Movement: 5 (Swim 60) Armor Class: 5 Hit Dice: 4 Attacks: 1 Damage: 1d4 Save: F4 Morale: 8 Treasure: None XP: 81 A hippocampus is a strange aquatic creature that looks like a cross between a huge fish and a horse. Its forebody resembles a horse and hind ends in a wide fish tail. Their bodies are covered in white or aquamarine scales. The hippocampus is eight feet long and weighs 600 pounds. Underwater humanoid races train these animals as steeds. Hippogriff No. Enc: 1d2 (2d8) Alignment: N Movement: 50 (Fly 100) Armor Class: 5 Hit Dice: 3 + 1 Attacks: 3 (2 Claws/Bite) Damage: 1d6/1d6/1d10 Save: F3 Morale: 8 Treasure: None XP: 66 A hippogriff is an aggressive flying monster. They have the forebody and head of a giant eagle and the hind of a horse. An adult hippogriff is nine feet long, possesses a wingspan of 30 feet, and can weigh up to 1,100 pounds. Hippogriffs are insatiable and will hunt almost anything, including humanoids. They are predatory on pegasi. Hippogriffs typically nest in high mountains. If captured as fledglings, they can serve as mounts.
170 Hobgoblin No. Enc: 1d6 (4d6) Alignment: LE Movement: 30 Armor Class: 6 Hit Dice: 1+1 Attacks: 1 Damage: By weapon Save: F1 Morale: 8 Treasure: C-F (Y) XP: 16 Hobgoblins are disciplined warriors. They are taller, stronger, and worth more in ScrabbleTM than regular goblins. Their culture is regimented and hierarchical. Unlike other goblinoids, they possess tactical skill, discipline, and martial training. Their weaponry is polished and in excellent repair. Each tribe of hobgoblins possesses a battle standard. In the presence of the regimental standard, tribe members receive a +1 to hit and a +1 to their morale score. Hobgoblins have red-orange or dark orange skin. Their eyes are brown or reddish-brown, and their teeth are gnarly and yellowed. Their hair ranges from dark gray, to black, or reddish-black. Males have blue noses. Their armor and clothing tend to be eastern in design and brightly coloured, such as dark red or deep blue, reflecting their tribal or regimental affiliation. Hobgoblins live above or below ground and can function in full daylight without penalty, unlike their smaller kin. They have darkvision of 60 feet. For every patrol of hobgoblins, there will be a patrol sergeant (HD: 2) with superior armor and weaponry (Treasure: K). For every score of hobgoblins, there will be a king (HD: 4) wearing platemail and shield (AC: 2). A hobgoblin king has great strength (+2 damage bonus) and 1,000gp in gems and jewelry. A loyal group of bodyguards (HD: 3), totaling 1d4, serve the king. The king provides Morale: 10 to all those in his presence. Any tribe of hobgoblins consists of roughly one-quarter females/young in addition to the total number of males. Hobgoblins possess an intolerable and unfriendly nature. Whenever one tribe of hobgoblins meets another tribe of hobgoblins, orcs, or goblinoids, there is a 1 on d6 chance of a shoving match (65%) or conflict (35%) breaking out between them. Hobgoblins speak their own language. They have treasure type Y in lair. 1d6 Hobgoblin Random Weapons and Armor 1-3 Scimitar and Longbow 1-3 Chainmail (AC: 5) 4-5 Halberd and Mace 4-5 Chainmail and Shield (AC: 4) 6 Morningstar and Hand Axe 6 Half-Plate (AC: 3) Homunculus No. Enc: 1 Alignment: NE Movement: 20 (Fly 50) Armor Class: 6 Hit Dice: 2 Attacks: 1 (Bite) Damage: 1d3 Save: As creator Morale: 11 Treasure: None XP: 39 A homunculus is a humanoid creature, not larger than one foot tall. Homunculi are constructs created by evil wizards and, although their exact appearance varies, they all possess small bat wings. Homunculi serve their masters and share the same nature and worldview (alignment). While unable to speak, they have a telepathic link with their creator and can communicate everything they see and hear within a 500 foot range. Homunculi cannot travel beyond their range willingly. If so, they will immediately attempt to rejoin their creator. These constructs possess little combat ability but are highly useful in reconnaissance, espionage, and communication. Their bite causes both damage (1d3) and a spell-like Sleep for 5d6 rounds (save to negate). If a homunculus is destroyed, its creator takes 2d10 points of damage. If the creator is slain, the homunculus solidifies and disintegrates into a pile of dust. Familiar: To create a homunculus as a familiar, the creator must mix together their own blood, magical herbs, clay, and powdered iron. The wizard must prepare a special summoning circle to conduct the ritual and imbue the construct with an otherworldly entity (Total Cost: 2d4x500gp). During the ritual, the wizard must cast the following spells on the construct in order Wizard Eye, Mirror Image, and Mending.
171 Horse No. Enc: 1 Alignment: N Movement: 60 Armor Class: 7 Hit Dice: 2 Attacks: 2 (Hooves) Damage: 1d4/1d4 Save: F2 Morale: 7 Treasure: None XP: 21 Riding Horse: A riding horse is smaller than a war or draft horse. They are bred for speed and can travel over long-distances. A riding horse can bear 300 pounds at its full movement rate. Thereafter, a horse is slowed to half speed to a maximum of 600 pounds. War Horse: These horses are bred for battle. War horses are intended for short distance only. The rider may choose to charge with a lance and score double rolled damage. Alternatively, in close melee combat, both the rider and the horse can attack concurrently. War horses can carry 400 pounds at full movement rate and a maximum of 800 pounds at half. No. Enc: 1, AL: N, Move: 50, AC: 7, HD: 3, #AT: 2 (2 hooves), DMG: 1d6/1d6, Save: F3, Morale: 9, Treasure: None, XP: 51. Draft Horse: The largest of the horse breeds, the draft horse is intended for labor. Draft horses may hold up to 450 pounds at their full movement rate and a maximum of 900 pounds at half. Draft horses are noncombatants and will run away if threatened. No. Enc: 1, AL: N, Move: 60, AC: 7, HD: 3, #AT: None, DMG: None, Save: F3, Morale: 6, Treasure: None, XP: 51. Hydra No. Enc: 1 Alignment: N Movement: 20 Armor Class: 5 Hit Dice: 5 to 12 Attacks: Per head Damage: See below Save: F5 to F12 Morale: 9 Treasure: Y XP: See below The hydra is a multi-headed, serpent-like monster. A hydra has a gray-brown, green, or dark brown hide, with a light yellow or white underside. Its teeth are yellow-white and its eyes are yellow-brown. Hydras possess hit dice equal to their heads (1d8+4). They have full hit points per hit die. A hydra’s total number of heads determines its total number of attacks per round. The damage per head is commensurate with its hit dice: 5-6 (1d6), 7-8 (1d8), 9-10 (1d10), 11-12 (1d12). A single hydra head is defeated for each eight points of damage it sustains. For each additional eight points of damage, another head dies, and so on, until the hydra is slain. A HD: 5 hydra is 30 feet long and 4,000 pounds. For each additional hit die beyond the fifth, the hydra gains 10 feet in length and 250 pounds. Hydras have 561 experience points plus 326 for every head. Hyena No. Enc: 1d4+1 (2d6) Alignment: N Movement: 50 Armor Class: 7 Hit Dice: 3 Attacks: 1 (Bite) Damage: 2d4 Save: F3 Morale: 9 Treasure: None XP: 51 Hyenas are an aggressive species of pack animal. They have a fierce bite (2d4). Hyenas can digest bone and are capable of devouring an entire carcass. Giant Hyena: These are larger, stronger, and more fierce than standard hyena: No. Enc: 1d4+1 (2d6), AL: N, Move: 40, AC: 7, HD: 5, #AT: 1 (Bite), DMG: 3d4, Save: F5, Morale: 9, Treasure: None, XP: 201. Insect Swarm No. Enc: 1 Alignment: N Movement: 10 (Fly 20) Armor Class: 7 Hit Dice: 2 to 4 Attacks: 1 Damage: 2HP Save: F2-4 Morale: 11 Treasure: None XP: 29/75/141 Small insects such as ants, beetles, bees, wasps, and spiders, can constitute a large swarm (as desired by the Maze Controller). They emerge to defend a nest or in response to noise, light, flame, or scent.
172 An insect swarm can engulf multiple targets in a 10x10x10 foot cloud. All those engulfed suffer two hit points of damage. The swarm inflicts double damage on unarmored targets. Insects will follow player characters that flee their swarm cloud (three additional rounds of damage). All those who immerse themselves in water after fleeing a swarm take one round of damage. An aggravated swarm (one that has taken damage) will follow a retreating player character. Once a PC has fled the swarm’s line-of-sight, it will not pursue. Insect swarms sustain no damage from melee weapons. They can be damaged by fire from a torch for 1d4 damage. Fire or cold-based attack forms do full damage. A Sleep spell makes a swarm dormant. Smoke temporarily wards-off a swarm, subject to the discretion of the Maze Controller. Invisible Stalker No. Enc: 1 Alignment: N Movement: 30 (Fly 50) Armor Class: 3 Hit Dice: 8 Attacks: 1 Damage: 4d4 Save: F8 Morale: 12 Treasure: None XP: 2,061 Magic-users summon invisible stalkers from the Elemental Plane of Air (Level 6 Spell). The creature is completely invisible and will undertake the summoner’s commands and tasks, regardless of the distance involved. The creature obeys the summoner only and will be resentful if given complex or lengthy tasks. An invisible stalker returns to the Elemental Plane of Air when it completes its mission or when the summoner dismisses it. Invisible stalkers often surprise their opponents (1-5 on 1d6). These air elementals have a magic resistance of 30%. Jackal No. Enc: 1d4 (2d4) Alignment: N Movement: 50 Armor Class: 7 Hit Dice: 1d4HP Attacks: 1 (Bite) Damage: 1d2 Save: F1 Morale: 7 Treasure: None XP: 6 These small canines are thin, cowardly opportunists and scavengers. They steer clear of conflict, are exceptionally quick, and hunt alone or in small groups. Kobold No. Enc: 2d4+2 (4d4+4) Alignment: CE Movement: 20 Armor Class: 7 Hit Dice: 1d4HP Attacks: 1 Damage: By weapon (-1) Save: F1 Morale: 6 Treasure: A (Q) XP: 6 Kobolds are short, scaly, dog-like humanoids. A kobold’s skin color is subject to its environment but dark red, reddish-brown, and rusty black are common. They have yellow eyes. A kobold is two to three feet tall. Due to their size they have a -1 penalty to damage. Kobolds wear utility belts or ragged scraps of clothing and favor colors that match their environment. Kobolds are subterranean and live underground. They have outstanding darkvision to 90 feet. They shun direct sunlight and attack at -1 in those conditions. A kobold warband of six or more are led by a patrol leader (HD: 1+1, HP: 7, AC: 6 (shield) and strikes for 1d6 points of damage). For every score of kobolds, there will be a kobold sub-chief. The sub-chief has HD: 1+2 and 8–10 hit points. He wears studded leather and a shield (AC 6). For every score and ten of these creatures, there will be a kobold chieftain. The chief is the largest and strongest kobold warrior, who attacks as a HD: 2+2 monster with HP: 12. Loyal warrior-bodyguards (1d6) accompany the chief. Each bodyguard is equal to a patrol leader (as outlined above). The kobold chief raises the morale of all kobolds near him to 8. Kobolds understand their short stature and relative weakness means they need to adapt or be overwhelmed. Kobolds are quite devious and skilled at constructing traps and ambushes. These traps can be designed to capture, alert, slow, poison, or kill, subject to their needs. Kobolds design their lairs with multiple traprings to ensure their survival. Kobolds also cultivate subterranean molds and funguses (against which they are largely immune) in strategic locations for defense.
173 In their lairs, kobolds will have females (25%) in addition to the total number of males. There may also be an egg hatchery with 6d12 eggs. Kobolds are bullied by orcs and goblinoids. However, they have amicable relations with bullywugs, lizardmen, and occasionally, troglodytes. Kobolds speak their own barking, guttural language. Bree-Yark! 1d6 Kobold Random Weapons and Armor 1-3 Shortsword and Javelins (2) 1-3 Wicker Shield (AC: 7) 4-5 Shortsword and Sling 4-5 Leather and Wicker Shield (AC: 7) 6 Spiked Club and Sling 6 Studded Leather (AC: 7) Lamia No. Enc: 1 Alignment: CE Movement: 60 Armor Class: 3 Hit Dice: 9 Attacks: 1 (Weapon) Damage: 1d4 Save: F9 Morale: 9 Treasure: Z XP: 3,101 These strange and dangerous creatures have a female upper body with a lower body that resembles various beasts such as reptiles, goats, and/or horses. Lamias lurk in ruins and dungeons far from populated areas and settlements. Lamias use their illusion ability (once per day, as per the wand) to lure their victims into danger. They possess spell-like abilities useable once per day, including Charm Person, Mirror Image, and Suggestion. Lamias can drain one point of Wisdom permanently by touch. Once a victim’s Wisdom drops to 3, they become forever subservient to the lamia. Lamias feed on the flesh and blood of humanoids and can speak Common, Ancient Common, and their own language. Lammasu No. Enc: 1d4 (2d4) Alignment: LG Movement: 30 (Fly 60) Armor Class: 6 Hit Dice: 7+7 Attacks: 2 (2 Claws) Damage: 1d6/1d6 Save: F7 Morale: 9 Treasure: L-N XP: 3,701 A lammasu is a good-natured creature with a lion’s body, broad feathered wings, and a human-like face. They measure 20-30 feet in length. Lammasus are typically peaceful, but they will defend themselves and good-aligned creatures if threatened by evil. If necessary, a lammasu will attack using its claws and spells. A lammasu can cast spells as a Level 7 Cleric (4/3/2/1). When casting cure spells, a lammasu can heal twice the standard amount and one in every ten can cast Holy Word. Lammasus emit a special Protection from Evil (10 feet) that is double its normal effectiveness. Additionally, lammasus can turn Invisible, or transport themselves via Dimension Door, at-will. Leprechaun No. Enc: 1 (1d4) Alignment: N(E) Movement: 40 Armor Class: 8 Hit Dice: 1d4+1HP Attacks: 0 Damage: None Save: F1 Morale: 6 Treasure: U XP: 12 These elusive beings, only two feet tall, possess a devilish nature. Legend suggests they are descended from a fiendish union of demons and fey. Leprechauns prefer to dwell in lush, vibrant forests and other remote locations. With their exceptional hearing, leprechaun’s are never caught unaware or surprised. Leprechauns are noncombatants, but rather employ a set of at-will spelllike abilities to defend themselves including Audible Glamer, Invisibility, Phantasmal Force, Polymorph any Object (non-living), and Ventriloquism. They are kleptomaniacs and take great pleasure in pilfering valuable items with a 75% success rate.
174 A leprechaun’s most valuable possession is its treasure hoard. A leprechaun can summon gold coins from its hoard (directly to its hand) at-will. A leprechaun guards its hoard with the utmost care and secrecy. However, their most precious treasure is a favored lucky coin (+3 on all saving throws). If the leprechaun loses its coin, s/he loses all spell-like abilities until recovered. When pursued, they may summon and discard some of their hoard to distract and escape - but are loath to do so. Leprechauns will tell lie after lie, and weave illusion after illusion, to safeguard their hoard and lucky coin: “They’re always after me lucky coin!” Lich No. Enc: 1 Alignment: NE Movement: 30 Armor Class: 0 Hit Dice: 11+ (HP: 88) Attacks: 1 (Cold touch) Damage: 1d10* Save: MU18+ Morale: 9 Treasure: Z XP: 7,601 A lich is a malevolent undead magic-user (18th level or higher) who, through the study of Dark Art, gained immortality. The skin of a lich clings tightly to its skeletal form and a dim red glow emanates from its eye sockets. They wear decaying robes of the richest quality. A lich prefers a secluded lair secreted far away from civilization where it can conduct extensive magical experimentation untethered by the constraints of mortality. A lich emits a palpable aura of evil. Liches are of genius intelligence (19-20). They possess ancient and forbidden knowledge that grants insight and knowledge of the cosmos beyond the understanding of mortals. They use their necromantic mastery to create and control armies of undead or to summon demons and devils from the lower planes to carry out their bidding. A lich can attack with spells or a cold touch. Its touch inflicts 1d10 points of damage and causes permanent paralysis (save versus Stone to negate). Only creatures of six hit dice or more, spells, magical items or weapons, or magical creatures, can harm a lich. Liches are immune to Sleep, Charm, Hold, and mind-influencing spells, electrical and cold attacks, death spells, polymorph, and insanity effects. A lich inspires Fear (as per spell, no save for those with four or fewer hit dice). They have magic resistance of 30%. Liches possess ancient magic artifacts and powerful relics, or can create such objects, making them fearsome opponents. In addition to their treasure type, a lich will possess at 1d3 magical scrolls, rings, wands, and a staff on their person. They will have not less than three miscellaneous magical items specific to wizards at their disposal. A lich possesses the spell-casting ability of a Level 18 Magic-User (5/5/5/5/5/3/3/2/1) or better. Their spellbooks contain at least three-times the total number of spells they can cast per day. Lion No. Enc: 1d4 (1d8) Alignment: N Movement: 50 Armor Class: 6 Hit Dice: 5 Attacks: 3 (2 Claws/Bite) Damage: See below Save: F5 Morale: 9 Treasure: J XP: 201 Lions are large predatory cats and exist in familial groups called prides. They are strong and efficient hunters. Some lions prefer human flesh and are mankillers. Lions normally give chase to fleeing prey. They like hot, arid climes, and prefer savannas, grasslands, or scrublands. They attack with a claw/claw/bite (1d4+1/1d4+1/1d10). Mountain Lion: Mountain lions are tan or light brown and easily blend into in their natural habitat (rocky terrain and forested mountains). They can also be found in other environments. Mountain Lion, No. Enc: 1d4, AL: N, Move: 40, AC: 6, HD: 3+2, #AT: 3 (2 Claws and 1 Bite), DMG: 1d3/1d3/1d6, Save: F3, Morale: 8, Treasure: J, XP: 66. Tiger: Tigers are stealthy and solitary predators. Their striped coats are perfectly adapted to jungle terrain. In in that environment, tigers surprise their prey on a roll of 1-4 on 1d6. Tiger, No. Enc: 1 (1d3), AL: N, Move: 40, AC: 6, HD: 6, #AT: 3 (2 Claws and 1 Bite), DMG: 1d6/1d6/2d6, Save: F6, Morale: 9, Treasure: J, XP: 571. Panther: These midnight black, fast-running, silent predators lair in tropical forests. They possess the same ability to surprise as the tiger. Panther, No. Enc: 1d2 (1d6), AL: N, Move: 70, AC: 4, HD: 4, #AT: 3 (2 Claws and 1 Bite), DMG: 1d4/1d4/1d8, Save: F2, Morale: 8, Treasure: J, XP: 81.
175 Lizardman No. Enc: 2d4 (6d6) Alignment: N(E) Movement: 30 Armor Class: 5 Hit Dice: 2+1 Attacks: 1 Damage: 1d6+1/Weapon Save: F2 Morale: 12 Treasure: B-D, G XP: 48 Lizardmen resemble humanoid lizards. They live in tribal groups in marshes or subterranean caves close to water. They are semi-aquatic and breath air. Lizardmen can attack with their claws once per round for 1d6+1 points of damage. However, they prefer spears, javelins, tridents, spiked clubs, and morningstars. They have tough hides (AC: 5) and receive +1 damage from their great strength. They are carnivores and prize humanoid flesh. A lizardman patrol leader (with maximum hit points) commands every warband. For every 20 lizardmen encountered, there will be a lizard king (HD: 4). The king typically wields a large trident, the symbol of leadership amongst their race, and receives +2 on damage rolls. Bodyguards (2d4+1, with HD: 3) protect the king. Any tribe consists of roughly 25% females and young in addition to the total number of males. Lizardmen tribes are often recruited to serve in the ranks of evil warlords. They have agreeable relations with kobolds and bullywugs. They are universally despised by orcs and goblinoids. Whenever lizardmen meet a tribe of orcs or goblinoids there is a 1-5 on 1d6 chance of a shoving match (65%) or conflict (35%) breaking out between them. Lizardmen speak their own language and possess treasure type W in lair. 1d6 Lizardman Random Weapons and Armor 1-3 Spear and Sling 1-3 No Armor (AC: 5) 4-5 Shortsword and Spear 4-5 Shield (AC: 4) 6 Trident and Javelins (2) 6 Chain and Shield (AC: 3) Locathah No. Enc: 2d4 (3d10) Alignment: N(E) Movement: 20 (Swim 40) Armor Class: 6 Hit Dice: 2 Attacks: 1 (Weapon) Damage: By weapon Save: F2 Morale: 9 Treasure: J (Z) XP: 21 Locathah are humanoid fishmen. They have broad, and extremely thin, fish heads and yellow skins. They live in tribal groups along undersea cliffs and caves. Locathah males and females are almost impossible to distinguish except females have two dark green stripes along their backs. In combat they prefer tridents, spears, nets, crossbows, and daggers. A locathah patrol leader (with maximum hit points) commands every warband. A tribal chief (HD: 4) leads every tribe of 30 or more. The chief is protected by captains (1d4 and HD: 3). A sea king or queen (HD: 5) leads a grand tribe of 50 or more. S/he protected by captains (2d4 and HD: 3). Locathah train giant eels as mounts. Normally, a patrol will be mounted (75%) and employ lances (2d6). Lurker Above No. Enc: 1 Alignment: N Movement: 10 (Fly 30) Armor Class: 6 Hit Dice: 10 Attacks: 1 Damage: 1d6 Save: F10 Morale: 12 Treasure: Y XP: 2,401 The lurker above appears as a large black manta ray with a twenty-foot wingspan. The lurker, a subterranean carnivore, can fly (albeit slowly) by generating and inflating cavities of buoyant gas throughout its body. The monster has a black leathery hide with a dark gray underbelly that resembles flagstone. Due to their coloration, lurkers surprise on 1-4 on 1d6. Lurkers position themselves on ceilings and lay in wait for their prey to pass through their killzone. They descend and envelop their targets causing 1d6 hit points of crushing damage/round. In 1d4+1 rounds,
176 an enveloped being dies of suffocation regardless of damage inflicted. Targets caught by the lurker may attack with short weapons (not larger than a shortsword). The weapons must be in-hand when the lurker drops. Lycan Lycanthropy is a disease that allows a humanoid to change into animal form at-will. During a full moon, a lycanthrope may (90%) change involuntarily. In these instances, they will hunt and feed on humanoid flesh. A save versus Death will allow the lycan enough restraint to only infect, rather than consume, a victim. Those seeking to protect themselves against lycans employ wolfsbane in their home or on their person. A lycan may (50%) withdraw at the sight of the herb. If they touch it, a lycanthrope must save versus Death or flee. Lycanthropes abhor silver and take doubledamage from silvered weapons. Animals can sense and are disconcerted by lycanthropes. Horses will refuse them as riders and dogs will bark incessantly in their presence. The disease is transmitted in two ways. First, anyone repeatedly clawed or bitten by a lycanthrope (for more than 50% of their total hit points) will be infected with the disease. The victim will be weakened and in a fever for 2d6 days following the encounter. During that time the victim can take no action and will slowly develop secondary characteristics (see below). The second form of infection is a deep bite. As their only attack action that round, a lycanthrope can choose to deep bite a target at -2 to their attack roll. The attack inflicts full bite damage and leaves the lycanthrope at +4 to hit the following round. Lycanthropy can also be inherited. The offspring of a lycanthrope is 50% likely to develop the disease with pubescence. If both the mother and father are lycans, their offspring is 99% likely to develop the disease. Lycanthropy can be cured via Cure Disease cast by a Level 11 Cleric or higher. Lycans develop secondary characteristics that suggest their animal form. For example, wererats may have elongated noses, front teeth, or ears. Weretigers may have mutton-chop-like fur along the side of their face, werebears will become muscular and husky. In animal form, lycans may only speak with animals of their type. Only lycanthropes infected in excess of a decade may speak heavily-accented guttural Common. Lycans, in animal form, are immune to mundane weapons. However, they take normal damage from magical weapons, silvered weapons, and spells. When slain, lycanthropes assume human form. Werewolf No. Enc: 1d2 (1d4) Alignment: CE Movement: 50 Armor Class: 5 Hit Dice: 4 Attacks: 3 (2 Claws/Bite) Damage: 2d4 Save: F4 Morale: 8 Treasure: X XP: 191 Werewolves are cunning lycanthropes. They may assume a human, wolf, or wolf-like bipedal form. They hunt either individually or in very small groups during a full moon. In the latter example, a pack will be led by an alpha male with five hit dice, 30 hit points, and a damage bonus of +2. Werebear: Highly intelligent lycanthropes, werebears are short-tempered, gruff, and are not, by default, evil. They may only assume a bear form and their variant of the disease is specific to the bear type (grizzly, polar, cave, etc.). Werebears are solitary and prefer to live far from human settlements. They may live, or hibernate, with other bears for a short time. If a werebear, in the same round, successfully attacks with both claws it hugs its target for 2d8 of damage: No. Enc: 1d2 (1d4), AL: N(G), Move: 40, AC: 2, HD: 6, #AT: 3 (2 Claws/Bite), DMG: 2d4/2d4/2d8, Save: F6, Morale: 10, Treasure: K, XP: 1,071. Wereboar: These slow-witted lycanthropes have shorttempers. A wereboar can rage and receive a +1 to attack bonus and -2 to armor class penalty for 1d4+1 rounds. When enraged they continue to fight beyond zero hit points for one round. They may only assume boar form: No. Enc: 1d2 (1d4), AL: NE, Move: 40, AC: 4, HD: 4+1, #AT: 1 (Tusk/Bite), DMG: 2d6, Save: F4, Morale: 9, Treasure: K, XP: 366. Wererat: These clever, cunning lycans are stealthy and may surprise opponents (1-4 on 1d6). Like werewolves, wererats may assume a rat-like bipedal form or giant rat form: No. Enc: 1d4 (2d4), AL: LE, Move: 40, AC: 7, HD: 3, #AT: 1 (Bite or Weapon), DMG: 1d4 or Weapon, Save: F3, Morale: 8, Treasure: F and G (50%), K, XP: 96. Weretiger: Weretigers have a tiger’s agility and grace of movement allowing them to surprise their prey (1-4 on 1d6). No. Enc: 1d2 (1d4), AL: N, Move: 40, AC: 3, HD: 5, #AT: 3 (2 Claws/Bite), DMG: 1d6/1d6/2d6, Save: F5, Morale: 9, Treasure: K, XP: 651.
177 Jackalwere: These lycanthropes may choose between a bipedal jackal-man or jackal form. Their bite scores 2d4 damage. They are only struck by +1 or better weapons: No. Enc: 1d2 (1d4), AL: CE, Move: 40, AC: 4, HD: 4, #AT: 1 (bite or weapon), DMG: 2d4 or weapon, Save: F4, Morale: 9, Treasure: Z, XP: 246. Manticore No. Enc: 1d2 (1d4) Alignment: CE Movement: 30 (Fly 50) Armor Class: 4 Hit Dice: 6+1 Attacks: 3 or 1 (See below) Damage: 1d4/1d4/2d4* Save: F6 Morale: 9 Treasure: W XP: 1,581 A manticore is a terrifying beast. The creature resembles a lion with human-like face, bat-like wings, and a reptilian tail that ends in a cluster of deadly spikes. They prefer to lair in mountain caves. A manticore possesses a ferocious intensity in combat. Prior to engaging in melee, a manticore will soften targets in the following two ways: A manticore possesses 24 tail spikes and can volley six per round up to 50 feet away (1d6 points of damage each). They can also conduct this attack if airborne. Spikes will regrow in seven days. A manticore also has a tremendous and terrifying roar. All those who hear its roar must save (Spell) or flee in Fear (as per spell). Once they have softened their opponents, they will engage in melee with a claw/claw/ bite attack routine for 1d4/1d4/2d4 points of damage. They speak their own language and some (60%) may know rudimentary, guttural Common. Mastodon No. Enc: 1d2 (2d8) Alignment: N Movement: 40 Armor Class: 3 Hit Dice: 15 Attacks: 2 or 1 Damage: See below Save: F15 Morale: 8 Treasure: None XP: 4,201 These massive prehistoric elephants range in size from 8-12 feet tall and weigh 5 to 8 tons. An alpha male bull could weigh 12 tons. Mastodons are herbivores with extended trunks and coats of shaggy fur. In close melee, mastodons attack with their two tusks (1d10 each). If they possess enough distance to an opponent, they will charge and gore with their tusks (4d8). Alternatively, they can trample their opponents (also 4d8). Mastodons trample-attack at +4 against a medium-sized target or smaller. Mastodons do not compile treasure. However, their ivory tusks are valuable and worth 2d4x100gp each. Medusa No. Enc: 1d3 (1d4) Alignment: CE Movement: 30 Armor Class: 8 Hit Dice: 6 Attacks: 1 (See below) Damage: By weapon Save: F6 Morale: 8 Treasure: U XP: 1,821 A medusa appears as a beautiful human woman with red-rimmed eyes and snakes in place of hair. They wear cloaks to disguise themselves and hide their true nature. In combat, a medusa will first attempt to use her petrifying gaze, alongside ranged attacks, and possibly spells, prior to melee. All those who gaze upon a medusa must save versus Stone or be petrified. A being may use a mirror to look at a medusa and avoid the effect. If a medusa gazes upon her own reflection, she will turn herself to stone (saving throw applies). The spell Gaze Reflection also functions against a medusa. Medusae are highly proficient in the longbow and receive +1 to attacks with that weapon. A medusa may use any melee weapon. If a medusa scores a hit in melee, one of the snakes atop her head receives a free attack. On a successful hit the snake scores 1d3 points of damage and the target must save versus Death or die. Some medusae (25%) possess cleric or magic-user spell casting-ability equal to their hit dice. Player characters that engage in melee while averting their gaze suffer a -4 to hit penalty. The medusa, in turn, receives a bonus of +2 to attack player characters. Medusae save at +2 versus Spell.
178 Merman No. Enc: 1d4 (2d10) Alignment: N Movement: 5 (Swim 50) Armor Class: 6 Hit Dice: 1 to 4 Attacks: 1 Damage: By weapon Save: F1-4 Morale: 8 Treasure: Z XP: 11/21/81 Mermen have a human upper body and fish-like tails. Mermen are, overall, a reclusive race. They may, occasionally, interact with human coastal villages for trade, but prefer their own kind. These humanoids live in oceans exclusively. They employ weapons that are practical underwater, such as tridents, spears, and daggers. A mermen settlement can grow as large as 1d4+1x100. A leader directs any group of 10 mermen (HD: 2). A chieftain will lead a community of 50 or more (HD: 4). Leaders are classed fighters. Mermen will raise and train sea creatures, like hippocampi, as mounts and for defense. Mimic No. Enc: 1 Alignment: N Movement: 10 Armor Class: 7 Hit Dice: 1-10 Attacks: 1 Damage: See below Save: F1-10 Morale: 8 Treasure: None XP: See below A mimic is a carnivorous, shape-shifting, subterranean creature. A mimic can take the form of any mediumsized or smaller inanimate item or object made of stone or wood (such as doors, statues, or chests, etc.). Their hide is sticky and glue-like. Mimics vary in hit dice (1-10), subject to the needs of the campaign and the desire of the Maze Controller. Mimics wait until touched to attack. All those who touch a mimic remain stuck to its skin. The mimic then grows a pseudopod and bludgeons its prey. It then opens its maw and consumes its victim. A mimic’s bludgeoning damage is tied to its hit dice: HD: 1-3 (1d4), HD: 4-6 (2d4), HD: 7-10 (3d4). In terms of their shape-changing, only adult mimics understand the importance of environmental context. An adult mimic that chooses to appear as a chest will ensure its form matches the state of other wooden furniture in its surroundings. A young mimic lacks contextual understanding. In this regard, a young mimic might appear as a pristine brand-new chest, instead of matching worn and aged furniture in the same room (and thereby give itself away). Mimic Experience Points by HD: 1-3 (81), 4-6 (751), 7-10 (2,401). Minotaur No. Enc: 1d2 (2d8) Alignment: CE Movement: 40 Armor Class: 6 Hit Dice: 6 Attacks: 1 Damage: See below Save: F6 Morale: 12 Treasure: F-G, H, K (X) XP: 1,321 Minotaurs are ferocious monsters with a muscular human body and the head of a great bull. They are highly territorial and short-tempered. They prefer dungeons and mazes where their senses put them at an advantage. They are of low intelligence. Their superior olfactory senses allow them to track prey within 100 feet with 80% accuracy. Minotaurs cannot be confused or disoriented. They never lose their way. Minotaurs prefer large battle axes and swords, but can wield any two-handed weapon on-handed. Due to their great Strength (18), receive a +3 on attack and damage rolls. In any round, minotaurs can attack with a weapon or charge an opponent and use their horns to gore for 3d6 points of damage. Minotaurs are single-minded and will (75%) chase fleeing prey. A minotaur chief is selected for his superior strength through a process of ritual combat within the tribe. A chief will have AC: 2 (partially armored), HD: 8 and Strength 19 (+3/+4). A sub-chief has AC: 4, HD: 7. A minotaur tribe consists of 25% females and young in addition to the total number of males. Adult females are combatants (AC: 7, HD: 5, +1 on damage rolls). Minotaurs speak their own tribal language.
179 Morlock No. Enc.: 1d8 (1d20+8) Alignment: CE Movement: 40 Armor Class: 6 Hit Dice: 1 Attacks: Varies Damage: Varies Save: F1 Morale: 9 Treasure: J (Lair) XP: 6 Morlocks are a race of degenerate subterranean humanoid predators. They possess no hair and their skin is pale white and slimy. Their hands and feet are partially webbed, and they are excellent swimmers. Morlocks are predatory carnivores and prefer humanoid flesh. Morlocks are completely blind and employ an advanced form of echolocation like bats to navigate their hunting grounds. To compensate, their olfactory and auditory senses are ultra-sensitive. Their echolocation and senses provide them with the equivalent of 90 feet darkvision and they can only be surprised on a 1 in 1d6. To best use their senses in unfamiliar ground, morlocks constantly stop, use their senses to determine the ground and locate their prey, and resume their movement with startling speed. Morlocks can climb as thieves and can traverse difficult subterranean ground and hazards without slowing their movement. When morlocks use their echolocation, they make a series of three successive click-click-click sounds. Morlocks use their sharp claws in combat and strike for 1d2/1d2 points of damage. If both claw attacks are successful, a morlock receives an additional bite attack for 1d3 points of damage. Morlocks are primitive and specialized predators and prefer their claws over weapons. When morlocks use weapons, they employ stone clubs, spears, and/or nets. Morlocks can smell blood within 90 feet and possess an insatiable hunger for flesh. Morlocks have such an appetite that, upon freshly wounding a humanoid opponent other morlocks will converge as a pack and immediately attack the bleeding target. If morlocks engage in battle with a previously injured opponent, they will collectively target the injured opponent first. Under extreme circumstances, morlocks will resort to cannibalism, starting with the weakest among them. As a result, they do not form large communities but rather prefer small tribal groups with sufficient subterranean hunting ground to support themselves. Each such tribe will be led by a dominant male. The leader has HD: 3, HP: 12, and scores 1d2/1d2/1d4+1 damage. Mudhorn No. Enc: 1d2 (1d8) Alignment: N Movement: 40 Armor Class: 4 Hit Dice: 8 Attacks: 1 Damage: See below Save: F8 Morale: 10 Treasure: None XP: 1,061 A woolly rhinoceros, also called a mudhorn, is known for its fierceness, stubbornness, and short temper. They are covered in dense, coarse, shaggy, dark brown or rust brown fur. A large male is 12 feet long, stands over 6 feet tall, and weighs over 4,000 pounds. The creature can attack with either its mighty horn for 2d8 points of damage or try to gore (2d12) or trample its target for double-damage (4d12). Mule No. Enc: 1d4 (2d6) Alignment: N Movement: 30 Armor Class: 7 Hit Dice: 2 Attacks: 1 (Kick or Bite) Damage: 1d4 or 1d3 Save: F2 Morale: 8 Treasure: None XP: 21 A mule is a hybrid animal created from a male donkey and a female horse. Mules are typically larger than donkeys but smaller than horses, and they have a distinctive appearance with long ears and a short, stocky body. Mules are prized as pack animals. They are generally more patient and less excitable than horses. They have a reputation for being stubborn but are also dependable and trustworthy. They can haul 200 pounds at full movement rate. Beyond that weight their movement drops to half speed to a maximum of 400 pounds. At the Maze Controller’s discretion, a player character may take a mule into a dungeon to transport equipment, treasure, or slain comrades.
180 Mummy No. Enc: 1d4 (1d12) Alignment: CE Movement: 20 Armor Class: 3 Hit Dice: 5+1 Attacks: 1 Damage: 1d12* Save: F5 Morale: 12 Treasure: G (W) XP: 1,061 Mummies are evil undead animated by dark magic. They appear wrapped in tattered funerary bandages, with black-brown dried flesh, and empty eye sockets. They often bear the jewelry they wore in life. Mummies attack with a powerful blow of their fist, or weapon, for 1d12 points of damage. All those struck by a mummy contract Mummy Rot. Mummy Rot is a curse and not a mundane disease. Player characters with Mummy Rot (-2d4 Strength and Charisma) cannot be healed. Only Cure Disease followed by Remove Curse will remove the affliction. Mummies are so frightening that all those that gaze upon them must save (Stone) or become immobilized with Fear. All those so affected receive an additional save every other round to break the dread. Like all undead, mummies are immune to Charm, Sleep, or Hold, or mind-influencing spells. In addition, mummies only take damage from enchanted weapons, fire-based attacks (+1 on damage dice), and spells. As part of the mummification ritual, mummies have their vital organs placed in three canopic jars made of ivory or precious metals. They are highly valuable (3d4x100gp each) and are normally hidden within the creature’s sarcophagus or tomb. The destruction of a single canopic jar will cause 1d12 points of damage. Naga No. Enc: 1 Alignment: LE Movement: 40 Armor Class: 3 Hit Dice: 11-12 Attacks: 2 (Bite/Constrict) Damage: 1d6/2d4 Save: F11-12 Morale: 11 Treasure: L, U, Y, W XP: 3,601 Nagas have long snake bodies with human faces. They vary by type and are highly intelligent, magical beings. Guardian Naga: These 20-foot-long snake-creatures are charged with guarding a location or protecting a treasure. These nagas can bite and constrict in the same combat round. They can also spit poisonous venom with a 30-foot range (Death save or die). Guardian nagas cast spells as a Level 6 Cleric (3/3/2). See above for monster statistics. Spirit Naga: Spirit nagas are 15 feet long, ebonyscaled with crimson bands, and pure evil. They lair in dark dungeons and dismal ruins, hoping to ambush unsuspecting prey. These nagas attack with a poisonous bite for 1d3 points of damage (Death save or die). Spirit nagas possess a Charm gaze. All those who fail a save versus Spell are affected (see spell). This creature casts spells as a Level 5 Magic-User (4/2/1) and a Level 4 Cleric (3/2): No. Enc: 1, AL: CE, Move: 40, AC: 4, HD: 9 or 10, #AT: 1 (Bite), DMG: 1d3, Save: F9 or 10, Morale: 8, Treasure: L, U, Y, W, XP: 3,801. Water Naga: Water nagas may be found in remote lairs below or above ground. They have blue, or greenblue, scales. Water nagas are solitary creatures and indifferent to the machinations of the broader realm. Their bite is poisonous (Death save or die). They possess the casting ability of a Level 5 Magic-User (2/2/1): No. Enc: 1 (1d2), AL: N, Move: 30 (Swim 60), AC: 5, HD: 7 or 8, #AT: 1 (Bite), DMG: 1d4, Save: F7 or 8, Morale: 8, Treasure: L, U, XP: 1,561. Neanderthal No. Enc: 1d10 (4d10) Alignment: N Movement: 40 Armor Class: 8 Hit Dice: 2 Attacks: 1 Damage: 2d4 or Weapon Save: F2 Morale: 7 Treasure: F-G XP: 21 Neanderthals, or cavemen, share a common ancestor with humans. They possess intelligence and can fashion tools, weapons, and have a distinct culture. They have strong, muscular bodies. Their sloping foreheads and brow ridge gives them a distinct elongated head shape. Neanderthals are skilled hunters and stalk big game like bison and mammoth with traps and camouflage. In combat, they use flint spears, battle axes, and wooden clubs. Neanderthals receive a +1 on all damage rolls. A warband usually consists of 1d4x10 cavemen.
182 For every 8 neanderthals, there will be a leader (HD: 3), and for every 16 neanderthals a sub-chief (HD: 4 and +2 on all damage rolls). For every 25, there will be a chieftain (HD: 6 and +3 on all damage rolls), and a witchdoctor or shaman (HD: 4) with the abilities of a Level 4 Cleric or Druid. They have an equal number of non-combatant women and children to men. Neanderthals may (30%) raise and train bears or wolves as guards and sentries. Above all, neanderthals venerate cave bears (and other totem animals or beasts) and hunt them as a rite of manhood and for spiritual and ritualistic purposes. Cavemen are superstitious and easily startled by the strange and unfamiliar. Their treasure normally consists of animal trophies, from exotic beasts defeated in combat, such as furs, pelts, or ivory tusks. They may also have uncut gemstones, crude jewelry, or nuggets of gold, silver, electrum, or copper. Neanderthals are despised, and sometimes hunted, by goblinoids. They are outnumbered by those groups and thus tend to avoid direct contact, or sustained conflict, with them. Some tribes of neanderthals are neutral whereas others lean toward neutral evil. Neanderthals speak their own tribal dialects. Night Hag No. Enc: 1 Alignment: NE Movement: 30 Armor Class: 9 Hit Dice: 8 Attacks: 1 Damage: 2d6 Save: F8 Morale: 8 Treasure: G, L XP: 3,561 Night hags are lower devils found in both the Abyss and the Nine Hells. They resemble old, crooked, hideous women, but with tiny horns and long claws that reveal their fiendish lineage. Night hags attack with their claws for 2d6 hit points of damage. If the odds are favorable, they will attack lawful good beings on sight. Night hags employ a night-stone, a special periapt, to visit a being’s dreams. The hag assumes ethereal form and floats over her victim. The hag torments his dreams nightly (permanently reducing Constitution by one). This process will be repeated until the victim is reduced to zero Constitution and dies. The hag then takes the target’s soul back to Hell, preventing resurrection, reincarnation, or raising. Night hags are immune to Sleep, Charm, Fear effects, fire and cold-based spells. They are only struck by +3 or greater magical weapons. Night hags have the following at-will spell-like abilities: Detect Good, Know Alignment, Polymorph Self, and Sleep (which affects beings up to Level 12). They may use a powerful Magic Missile (2d8 damage) and Ray of Enfeeblement up to three times per day. They can cast spells as a Level 8 Magic-User (3/3/2/2). Night hags can assume ethereal form at-will. They can Gate a Barbed Devil or middle order demon with a 50% success rate, once per day. Nightmare No. Enc: 1 Alignment: CE Movement: 40 (Fly 90) Armor Class: -4 Hit Dice: 6+6 Attacks: 3 (Bite/Hooves) Damage: See below Save: F6 Morale: 10 Treasure: None XP: 1,881 Demons, devils, and undead warriors use these massive evil warhorses as mounts. Their hide and hair are jet black and flames rise from their hooves. They can fly at-will, assume ethereal form, and astral travel. Nightmares are terrifying to behold. In addition to their bite attack (2d4), and flaming hooves (1d6+4 each), nightmares possess a breath weapon. They can belch a cloud of steaming, thick gas at a single opponent. Failure to save (breath) results in blindness and choking for 1d4+2 rounds as well as a penalty of -2 to attack and damage rolls. Nixie No. Enc: 1d2 (2d8) Alignment: N(E) Movement: 5 (Swim 40) Armor Class: 7 Hit Dice: 1 Attacks: 1 Damage: 1d4 Save: F1 Morale: 6 Treasure: See below XP: 17
183 Nixies are aquatic dryads. They stand 3-4 feet in height and look like stunning elf women with skin of aquamarine. They can breathe water or air. Nixies live in large bodies of salt or fresh water. They can cast Water Breathing at-will on beings of their choosing. Nixies fear direct melee and only possess small weapons such as daggers (that strike for 1d4 points of damage). Instead, nixies prefer to Charm their victims. A group of ten nixies may gather and ritualistically cast a Charm spell on a specific being within five miles of their location. If a save versus Spell is failed, the individual will serve the nixies unerringly for a year. Nixies can summon a giant eel, shark, or giant fish to their defense once per day. They wear one piece of random jewelry and have Treasure Type X in lair. Nymph No. Enc: 1 (1d4) Alignment: NG Movement: 30 (Swim 20) Armor Class: 9 Hit Dice: 3 Attacks: 0 Damage: None Save: F3 Morale: 6 Treasure: G, Ox5 XP: 96 Nymphs are female fey of extraordinary beauty. They prefer solitary sylvan forests far away from civilization. However, they do possess a curiosity that may coax them to investigate intrusions into their peaceful woodlands. Nymphs are an excellent source of information. Little happens in a forest without their knowledge. Nymphs are magical, woodland beings. They can Dimension Door once each day. Their beauty is so striking (Charisma: 19) that anyone who beholds a nymph must save (Spell) or suffer permanent Blindness. If a nymph is beheld unclothed, the viewer dies (save versus Death negates). A nymph possess the spellcasting ability of a Level 7 Druid (4/4/3/1). They will be very favorably predisposed to any male humanoid with Charisma: 16 or higher. They have a love for sparkling gemstones. Nymphs speak their own language and Elvish. They may also speak Common. Ochre Jelly No. Enc: 1 Alignment: N Movement: 10 Armor Class: 8 Hit Dice: 5 Attacks: 1 Damage: 2d6 Save: F5 Morale: 12 Treasure: None XP: 501 Named after its putrid color, the ochre jelly oozes an acidic slime that dissolves leather, cloth, and wood in one round. Its slime causes 2d6 damage to exposed flesh. The jelly cannot dissolve stone or metal. An ochre jelly can squeeze under doors, wall fissures, and crevasses. If struck with slashing weapons or lightning, the jelly divides into 1d4+1 smaller jellies (HD: 2). These small jellies strike for 1d6 damage each. Ogre No. Enc: 1d6 (2d6) Alignment: CE Movement: 30 Armor Class: 5 Hit Dice: 4+1 Attacks: 1 Damage: 1d10 Save: F4 Morale: 10 Treasure: X+1,000gp XP: 216 Ogres stand 8-10 feet tall and are large, obese, brutish humanoids. They have low intelligence and an ill-temper. Their skin color is usually dull yellow, and they have rotting dark yellow teeth. Ogres wear mangy hides and furs, which contribute to their repulsive body odor. Ogres are lazy and indolent. Ogres prefer large clubs, spears, or flint axes in combat (1d10). They possess Strength: 18 and are +3 to hit and damage. Ogres live in caves, under rocky outcroppings, or dungeons. When outside their lair, ogres carry hide bags containing 1d6x100gp and assorted sundries (dried meat, trophies, skulls, gems, etc). An ogre lair may (50%) include human, demi-human, or monstrous humanoid captives, as slaves or food. They are especially fond of elves and only eat dwarves as a last resort (poor taste). Ogres are occasionally found in the lairs of goblinoids or giants.
184 Any group of four or more ogres will have a patrol leader (HD: 4+4). If ten or more are found, a subchief (HD: 5 and AC: 3) commands them. The subchief rolls 2d6 for damage. A second subchief and a chieftain (HD: 6 and AC: 2) will lead a group of 15 or more. The chieftain strikes for 3d4 points and has the equivalent of hill giant strength (+3/+4). An ogre mage serves as advisor to the chieftain. Female ogres and youth constitute approximately onequarter of any ogre clan. Females attack as three hit die monsters for 2d4 points of damage with AC: 6. Adolescent ogres attack as one or two hit dice monsters, and score 1d6 points of damage (AC: 7). Ogres possess a disagreeable nature, even with each other. Whenever one tribe of ogres meets another tribe of ogres or related hit die monstrous humanoids, there is a 1 on 1d6 chance of a shoving match (65%) or fight (35%) breaking out between them. Ogres speak their tribal dialect and a few words of broken Common. Ogre Mage No. Enc: 1d2 (1d6) Alignment: LE Movement: 40 (Fly 50) Armor Class: 4 Hit Dice: 5+2 Attacks: 1 Damage: 1d12 Save: M5 Morale: 9 Treasure: M, U XP: 1.061 Unlike their ogre kin, ogre mages are highly intelligent spell-casters. The stand over ten feet tall and their skin varies from pale green to light blue. Their hair is black or gray with age. They have either two horns or a single horn in the center of their broad foreheads. Ogre mages wear loose garments and light armor. In melee, ogre mages prefer their spell-like abilities over direct melee engagement. They can Fly (12 turns) and possess the following at-will spell-like abilities: Darkness (10 Feet), Invisibility, and Polymorph Self (4 to 12 feet tall humanoid). Ogre mages may also use the following once per day: Charm Person, Gaseous Form, Sleep, or Cone of Cold (as the Wand of Ice for 8d6 damage). In melee combat, they prefer long polearms (10 foot reach), two-handed swords, or massive longbows (1d8 damage) with arrows dipped in poison of their choice (paralytic, death, etc.). They possess the equivalent of hill giant strength (+3/+4). Ogre mages regenerate one hit point per round. When encountered in lair, an ogre mage will likely (60%) have 2d6 slaves. Ogre mages speak their tribal dialect, Ogre, Troll, and Common. Orc No. Enc: 2d4 (1d6x10) Alignment: CE Movement: 40 Armor Class: 6 Hit Dice: 1 Attacks: 1 Damage: By weapon Save: F1 Morale: 8 Treasure: A-C XP: 11 Orcs have broad faces, jutting fangs, and black hair. Their clothing and equipment is dirty, oily, and rusty. Orcs tend to be gangly, disproportionate, and have a forward lean. They are primarily subterranean and in sunlight have a –1 penalty to hit. Orcs are malicious, cruel, and evil. They have darkvision of 60 feet. A group of orcs will have a warband leader (HP: 8) with Strength: 15 (+1/+1). Orc morale drops to 6 if their leader is slain. For every 25 orcs, there will be an orc chieftain (HD: 4) and two personal bodyguards (HD: 3). The chief will have Strength 17 (+2/+2). It is likely (60%) and ogre will accompany a group of 25+ orcs. There is a 10% chance of a troll in a tribe of 30 orcs or more. Orcs organize themselves into tribes with names like Red Fang, White Hand, Red Eye, or Bloody Skull. Tribes rarely collaborate unless united under a strong and intimidating leader. Any tribe has 25% females and young in addition to the total number of males. Orcs possess an obnoxious and disagreeable nature. Whenever one tribe of orcs meets another tribe of orcs or goblinoids, there is a 1 on d6 chance of a shoving match (65%) or fight (35%) breaking out between them. Each tribe speaks its own orcish dialect and have Treasure Type W in lair. 1d6 Orc Random Weapons and Armor 1-3 Scimitar or Shortsword 1-3 Leather and Shield (AC: 7) 4-5 Hand Axe 4-5 Studded Leather and Shield (AC: 6) 6 Scimitar and Light Crossbow 6 Chainmail (AC: 5)
185 Orc (Black) No. Enc: 2d4 (1d4x10) Alignment: LE Movement: 30 Armor Class: See below Hit Dice: 3+3 Attacks: 1 Damage: By weapon Save: F3 Morale: 10 Treasure: K (W) XP: 66 Black orcs, also called great orcs or Oor-Uks, are stronger, more regimented, and more intelligent than their lesser orc cousins. Their skin is black with a slight bluish-gray tinge and their hair is black, gray-black, or white subject to their age. They have yellow eyes and teeth. Black orcs are bred as heavy infantry for war and prefer the taste of manflesh. Black orcs have Strength: 16 and add +2 to their melee attack and damage rolls. Every Oor-Uk warband is led by a leader (HD: 4, HP: 28). Each tribe of black orcs will have a warchief (HD: 6, HP: 40) with Strength: 18 (+3/+3). Black orcs are rare and, more than likely, bred by an evil wizard or warlord to serve as an elite guard. Black orcs can move and fight in sunlight without penalty. Black orcs take better care of their weapons and armor than regular orcs, although their equipment may still show rust and disrepair. Oor-Uks are typically armed and armored as follows: 1d6 Black Orc Random Weapons and Armor 1-3 Scimitar and Polearm 1-3 Chain and Shield (AC: 4) 4-5 Broadsword and Heavy Crossbow 4-5 Half Plate (AC: 4) 6 Broadsword and Longbow 6 Half Plate and Shield (AC: 3) 1d6 Black Orc Random Polearms 1-3 50% Glaive (1d8) and 50% Awl Pike (1d10) 4-5 50% Bill-Guisarme (2d4) and 50% Halberd (1d10) 6 50% Awl Pike (1d10) and 50% Military Fork (1d8) Although black orcs have a regimented and martial culture, they still possess the obnoxious and disagreeable nature of their lesser kin. Whenever one tribe of black orcs meets another tribe of orcs or goblinoids there is a 1 on d6 chance of a shoving match (65%) or fight (35%) breaking out between them. Oor-Uks speak their own guttural orc language and some will know a few words of Common. Otyugh No. Enc: 1 Alignment: N Movement: 20 Armor Class: 3 Hit Dice: 6-8 Attacks: 3 Damage: See below Save: F6-8 Morale: 10 Treasure: See below XP: 1,071/1,491/2,061 An otyugh, or advanced otyugh, has a large, round, mawed body (eight feet in diameter) with three tentacles. An otyugh’s eyes are located on the tip of its central tentacle and, as a result, they are never surprised. These strange monsters are scavengers and primarily, but not exclusively, feed on carrion. An otyugh only attacks if hungry or threatened. For the most part, they prefer to remain hidden but some may converse in broken, guttural Common. An otyugh attacks by slashing opponents with its two barbed tentacle-like arms for 1d8 damage each. Its mouth bites for 2d4+1. Victims must save (Death) or contract Rotting Disease (1d3 points of damage per day until death). Cure Disease removes the affliction. These creatures have low intelligence but the oldest of their kind can communicate via telepathy. They keep no treasure, but their lair may include valuables from past victims (such as F-K). In some instances they will interact with sentient beings in trade for tasty, rotting leftovers. Advanced Otyugh: These monsters are larger, more intelligent, and aggressive, than standard otyughs: No. Enc: 1, AL: N, Move: 20, AC: 0, HD: 9-12, #AT: 3 (2 Tentacles/Bite), DMG: 2d6/2d6/2d4, Save: F9-12, Morale: 9, Treasure: F-K, T, XP: 3,101/3,601.
186 Owlbear No. Enc: 1d2 (1d4) Alignment: N Movement: 30 Armor Class: 5 Hit Dice: 5 Attacks: 3 (2 Claws/Bite) Damage: 1d8/1d8/1d8 Save: F5 Morale: 9 Treasure: X XP: 351 Owlbears are the result of magical experimentation set loose in the realm. They are part giant owl and part grizzly bear. Their coats are brown to yellowish brown in color and their beaks are bright to dark yellow. An adult alpha male will be not less than eight feet tall and weigh 1,500 pounds. They are fierce monsters and voracious carnivores. Similar to bears, if an owlbear successfully strikes with both claw attacks it hugs for an automatic 2d8 points of damage instead of its normal bite attack (1d8). Owlbears live in densely wooded or mountainous terrain and lair in caves and dungeons. An owlbear den may include 1d3 young. Young possess HD: 2 and attack for 1d3/1d3/1d6 points of damage. Pegasus No. Enc: 1d2 (1d12) Alignment: LG Movement: 60 (Fly 120) Armor Class: 6 Hit Dice: 2+2 Attacks: 2 (Hooves) Damage: 1d6/1d6 Save: F2 Morale: 8 Treasure: None XP: 36 The pegasus is an intelligent, magnificent, winged horse. They are prized as steeds but are shy and difficult to tame. Pegasi will only allow good-aligned characters to mount them. A pegasus stallion (HD: 4, Move: 70 (140), DMG: 1d8/1d8) may be black in color. They have an average wingspan of 20 feet. Pegasi avoid hippogriffs, who prey on them. Phantom Stalker No. Enc: 1d2 Alignment: N Movement: 40 Armor Class: 3 Hit Dice: 6 Attacks: 2 Damage: 1d4/1d4 Save: F6 Morale: 10 Treasure: None XP: 1,571 Phantom stalkers appear as large (8 foot tall), emaciated, purplish, alien humanoids. They have large, round, yellowish eyes and clawed hands and feet. They are native to the Elemental Plane of Fire and are sometimes conjured by wizards and bound to servitude (messengers, spies, bodyguards, servants, etc.). Phantom stalkers are highly intelligent and will seek to break the bonds of their subjugation and return to their home plane. They have a low, raspy voice. Phantom stalkers possess limited combat ability and attack with their two claws (1d4 each). However, they do possess defensive capability. They are immune to fire both magical and mundane, but take double damage from cold-based attacks. Upon reaching zero hit points the creature combusts into a 4d6 Fireball, if it desires. Phantom stalkers can Polymorph Self at-will. They can assume Gaseous Form at-will and in this state they fly unimpaired. They use this ability effectively while serving as spies and messengers for their masters. Phase Panther No. Enc: 1d2 (1d4) Alignment: N Movement: 40 Armor Class: 4 Hit Dice: 6 Attacks: 2 (Tentacles) Damage: 2d4/2d4 Save: F6 Morale: 8 Treasure: W XP: 1,321 A phase panther appears as a large, muscular, predatory cat with six legs and a whip-like tentacle extending from each shoulder. An adult male is 8 feet long and in excess of 275 pounds.
187 Phase panthers possess a magical ability that makes them appear three feet away from their exact location. As a result, the first attack always misses and opponents strike the beast at -2 to hit. Their tentacles are barbed and score 2d4 points of damage each. In addition, phase panthers receive a bonus of +2 on saving throws. Phase panthers and blink dogs are natural enemies. Phase Spider No. Enc: 1d2 (1d4+2) Alignment: N Movement: 10 (Climb 50) Armor Class: 7 Hit Dice: 5+5 Attacks: 1 (Bite) Damage: 1d6* Save: F5 Morale: 8 Treasure: V XP: 861 These giant spiders are eight feet long. Phase spiders are difficult to detect. They rest out-of-phase and are therefore immune to detection and most attack forms. When they sense prey, phase spiders possess two options. First, they can materialize and shoot a web (40 feet maximum length). The webs of a phase spider are strong and sticky. They require Strength: 18 to break free in one round, 17 in two rounds, 16 in three, etc. Their second option is a bite for 1d6 damage. The bite is poisonous (save versus Death or die). If an opponent casts Phase Door on the spider it cannot dematerialize for seven rounds. Its webs burn with magical fire only. Piercer No. Enc: 3d6 Alignment: N Movement: 10 Armor Class: 3 Hit Dice: 2-6 Attacks: 1 Damage: 1d6 per HD Save: F2–6 Morale: 8 Treasure: None XP: 21, 51, 81, 201, 401 Piercers resemble stalactites and hang from cavernous ceilings. These creatures have adapted natural camouflage well-suited to their subterranean environment. There are two types of piercers. Males possess a wide toothed maw that opens as they fall on their prey. The female does not possess a maw but rather tries to drop and impale its victim. If a female scores a hit it sucks the blood from its victim through a small opening at its tip. This counts as automatic damage per round (per hit die) until the female is killed or thrown off (Strength Check). Both male and female piercers have small, barely perceptible appendages and a tail through which they can climb and attach to cavernous ceilings. These creatures are likely to surprise opponents (1-5 on 1d6). Pixie No. Enc: 2d4 (1d4x10) Alignment: N Movement: 20 (Fly 60) Armor Class: 3 Hit Dice: 1 Attacks: 1 (Dagger) Damage: 1d4 Save: F1 Morale: 7 Treasure: C-D XP: 14 These woodland fey creatures are one foot tall with pointed ears and butterfly wings. Their wings are weak (three turns in flight requires one turn of rest). Pixies are normally invisible but can appear visible as desired. Pixies may attack invisibly, unlike the spell. As a result, pixies always surprise their opponents, and may attack and disappear, prior to an opponent’s attack in melee. Invisible pixies are -4 to hit. Pseudo-Dragon No. Enc: 1 Alignment: NG Movement: 15 (Fly 60) Armor Class: 2 Hit Dice: 2 Attacks: 1 (Bite or Tail) Damage: 1d3 or Poison Save: F2 Morale: 7 Treasure: Ox8 XP: 75 Pseudo-Dragons appear like miniature dragons no larger than two feet in length. They are rarely found in the wild and prefer solitude and seclusion far away from civilization. They are clever and can hide unseen 80% of the time.
188 In combat, a pseudo-dragon bites for 1d3 points of damage or attacks with its whip-like barbed tail (+4 to hit). The tail strikes for no damage but requires a poison save (Death). Failure results in a coma for 1d6 days. Upon waking, there is a 1 on 1d4 chance the target dies. Pseudo-dragons can Detect Invisibility (60 feet) at-will and receive +4 on Spell saves. Familiar: As familiars, these tiny dragons can communicate with their master telepathically and grant Clairvoyance and Clairaudience if within 240 feet. They can also share their magic resistance (35%) if touching their master. Pseudo-dragons feel cold easily and prefer moderate climates. Pterodactyl No. Enc: 1d3 (2d4) Alignment: N Movement: 10 (Fly 120) Armor Class: 7 Hit Dice: 1 Attacks: 1 (Bite) Damage: 1d6 Save: F1 Morale: 7 Treasure: None XP: 11 A pterodactyl, also known as a pterosaur, is a large, winged reptile from seven to ten feet long. They have a wingspan in excess of 30 feet, pointed beaks, and sharp teeth. Pterodactyls are carnivorous and primarily eat fish, although some may attack larger prey such as humanoids. Purple Worm No. Enc: 1 (1d4) Alignment: N Movement: 20 Armor Class: 6 Hit Dice: 15 Attacks: 2 (Bite/Sting) Damage: 2d8/1d8* Save: F15 Morale: 10 Treasure: W XP: 3,301 A purple worm is not less than ten feet in diameter and 100 feet long. Much larger specimens exist in the deep bowels of the earth. If space allows, a purple worm will use both its bite attack and tail stinger in the same round (see below). If the creature’s bite attack roll exceeds four or more beyond the required to hit roll - or if a natural 20 is rolled - it swallows its target. Swallowed targets take 3d6 hit points of automatic damage per round. The damage only concludes when either the worm or the player character is killed. All those stung must roll a save (Death) or die. Purple worms are normally encountered inside one of their labyrinthine tunnels, or when they break into an existing cave complex. Rakshasa No. Enc: 1 (1d4) Alignment: LE Movement: 40 Armor Class: -4 Hit Dice: 7 Attacks: 3 (2 Claws/Bite) Damage: 1d3/1d3/1d4+1 Save: F7 Morale: 9 Treasure: V XP: 3,2401 Rakshasas are demons with the head and claws of a tiger, or other predatory cat, and the body of a human. Rakshasas are carnivorous humanoid-eaters. They prefer the flesh of elves, humans, and halflings. They are highly intelligent. Rakshasas possess the following at-will spell-like abilities: Eaiggard’s Wizard Vizard and ESP, which they use to gather information on potential victims. They have the minimum spell-casting abilities of a Level 3 Cleric (2/1) and Level 3 Magic-User (2/1). Rakshasas are immune to normal weapons, and only suffer 50% damage from weapons with +1, +2, or +3 enchantments. They are immune to all first through seventh level spells. The first rakshasa encountered will be male. Subsequent rakshasas in the same group will be female. A rakshasa struck by a Blessed arrow or crossbow bolt dies instantly. Remorhaz No. Enc: 1 Alignment: N Movement: 30 Armor Class: See below Hit Dice: 7-14 Attacks: 1 (Bite) Damage: 6d6 Save: F7-14 Morale: 10 Treasure: V XP: 1,841-6,901
189 A remorhaz is a huge, insect-like, arctic worm. The creature possesses a bluish-white exoskeleton, dozens of legs, multifaceted insectoid eyes, antennae, and a broad mandible-maw with razor-sharp teeth. They are solitary and fiercely territorial. The creature increases in size by four feet per hit die beyond seven. A remorhaz prefers to ambush by hiding under snow and ice. When they sense movement, it attacks from below with surprise. Their bite does 6d6 points of damage. Once on the surface, a remorhaz will rear on its hind legs and strike with startling speed. On a natural 20, it swallows - and instantly kills - a medium-sized or smaller target. The creature possesses three armor classes: body (AC: 0), head (AC: 2), and underside (AC: 4). The remorhaz is most vulnerable when it rears and allows access to its soft underbelly. In the third round of combat, the back of the remorhaz’s exoskeleton heats to an infernal temperature. All non-magical weapons melt immediately on contact and magical items must save or be destroyed (use the bearer’s unmodified Death save, plus magical bonuses). The creature’s hide causes 10d10 hit points of damage if touched. They can burrow 20 feet per round. If properly harvested, armorers can fashion heat-resistant armor from a remorhaz exoskeleton. Roc No. Enc: 1 Alignment: NE Movement: 20 (Fly 80) Armor Class: 4 Hit Dice: 18 Attacks: 3 (2 Claws/Bite) Damage: 3d6/3d6/4d6 Save: F18 Morale: 8 Treasure: R, Z XP: 4,426 Rocs are massive avian monsters that appear like giant vultures. The smallest among them are 60 feet in length and have a wingspan of 100 feet. Their immense appetite matches their size. Unlike vultures they prefer fresh meat and consume large mammals such as cattle and horses. Rocs hunt like eagles by swooping down snatching prey with their immense claws at +4. A roc nest may (50%) include either 1d2 eggs or 1d2 fledglings (AC: 7, HD: 6, DMG: 1d6+1/1d6+1/1d10). Rocs defend their young to the death. In very rare instances, roc fledglings can be captured and trained to serve as mounts. Legends tell of a fearsome species of two-headed rocs. Although, these have never been confirmed. Roper No. Enc: 1d2 (1d4) Alignment: CE Movement: 10 Armor Class: 0 Hit Dice: 10-12 Attacks: 6+ Damage: 5d4 Save: F10-12 Morale: 8 Treasure: Fx2 XP: 4,501/5,201/5,201 A roper is a ravenous subterranean creature that appears like a large stalagmite. It possesses six armlike appendages and a central maw with serrated teeth. They range from seven to twelve feet tall and three to four feet in diameter. Ropers can change their body temperature and coloring to match their environment. They position themselves around stalagmites for camouflage. They can also position themselves horizontally on the floor as a simple rock formation. Ropers hunt by ambush. They stand motionless in a killzone or chokepoint until their target passes within close reach. This tactic allows the roper surprise (1-4 on 1d6). They wait until the last moment to strike. A roper attacks by reaching out with its six 30-foot-long appendages. A roper can divide its attacks between multiple targets. If a roper strikes a single target with two appendages, it latches onto the target’s body. The attack scores no damage but pulls the target into the roper’s huge serrated maw in ten-foot increments per round. A target must make a Strength Check for each appendage to break free. Once the target reaches the roper’s mouth it receives an additional seventh attack (maw: 5d4 damage). The roper can also use its appendages to swat opponents away. A swat causes only 1d4 points of damage but knocks its opponent prone (requiring a round to stand up, +4 to hit). Ropers are immune to electrical attacks and take only half damage from cold attacks. However, they are vulnerable to fire and they suffer a -4 penalty on saving throws versus this attack form.
190 Rot Grub No. Enc: 1d5 (3d4) Alignment: N Movement: 5 Armor Class: 9 Hit Dice: 1 Hit Point Attacks: See below Damage: See below Save: F0 Morale: Not applicable Treasure: None XP: 6 Rot grubs are long worms found in refuse, dung, or offal. Although they will consume carrion, they prefer to feed on living tissue. Rot grubs voraciously burrow into flesh. If not addressed immediately, rot grubs will kill their victim in 1d3+1 rounds. The spell Cure Disease instantly kills a rot grub infection. Beyond the spell, player characters must apply fire to the site of entry. The flame causes 1d4 points of damage with each application. Burn wounds may, at the Maze Controller’s discretion, result in a loss of Charisma (1d2 per application). Rust Monster No. Enc: 1d2 (1d4) Alignment: N Movement: 40 Armor Class: 2 Hit Dice: 5 Attacks: 1 Damage: See below Save: F3 Morale: 7 Treasure: None XP: 501 A rust monster is a strange four-legged creature with an armored carapace, prehensile antennae, and a long tail. They range in color from yellow-tan to rustyred. They have below-average eyesight and a superior sense of smell by which to locate food. Rust monsters can smell metal within 90 feet. Their antennae, and their hide, corrodes metal on contact. All mundane armor and weapons the creature touches, or that strikes the monster in melee, instantly rust and become useless. As a result, rust monsters are immune to non-magical weapons. Magic weapons or items first lose their bonuses, one at a time, until their enchantment is drained. Any subsequent contact rusts the item. Each magical plus grants an item a 10% chance of surviving contact. If, for example, a player character hits the monster with a Seax Knife +2, the knife has an 20% probability of being preserved. If it fails, the attack reduces the weapon to a Seax Knife +1 and will have a 10% probability of surviving subsequent contact. If the knife fails again, the weapon is reduced to a mundane seax knife and will rust on its next successful attack. Sabre-Toothed Tiger No. Enc: 1d2 (1d6) Alignment: N Movement: 50 Armor Class: 6 Hit Dice: 8 Attacks: 3 (2 Claws/1 Bite) Damage: 1d8/1d8/2d8 Save: F8 Morale: 10 Treasure: K XP: 561 The sabre-toothed tiger, also known as smilodon, is a large apex predator. The tiger’s most distinctive feature are its long, curved canine teeth that extend seven inches in length. Their teeth are suited for stabbing and slicing through the flesh of large prey, such as mammoths and bison. Sabre-toothed tigers possess muscular bodies and thick, stocky legs for hunting large animals. Males can weigh 600 pounds and females 400 pounds. Sahuagin No. Enc: 3d4 (3d4x10) Alignment: LE Movement: 30 (Swim 60) Armor Class: 5 Hit Dice: 2+2 Attacks: 1, 3, or 5 Damage: See below Save: F2 Morale: 8 Treasure: E, O (S) XP: 48 Sahuagin, also called sea devils, are a race of evil fishmen with black soulless eyes. They are colored much like sharks, dark gray-green with white undersides. Adult sahuagin stand roughly six feet tall. They live in deep ocean waters and raid coastlines. They possess a highly structured, and violent, civilization. Sea devils attack once per round with a weapon. They typically fight with trident and net (50%) or spears, daggers, and crossbows (50%). They can attack three times unarmed if on land (with two claws and a bite:
191 1d2/1d2/1d4), or five times in water (two claws, two foot claws, and a bite: 1d2/1d2/1d2/1d2/1d4). A patrol leader (HD: 3) commands a warband of six or more. A war chief (HD: 4) leads a group of ten or more. When encountered in lair, half the number encountered will be combatant females (HD: 2), 10% are hatchlings (HD: 1), as well as 2d4x10 eggs. Additionally, there will be a sea baron (HD: 9). For every twenty sahuagin encountered in-lair there will be a Level 8 Cleric and 1d4 Level 4 Sub-Clerics (HD: 4). In-lair there will also be 5% chance of a prince, along with 2d4 war chiefs (HD: 4), and 3d10 concubines (HD: 2). Sea devils train sharks (2d4) to guard their lairs. If a prince is present, the number increases to 4d4. Sahuagin take humanoid prisoners (as slaves and sacrifices) to oxygen-filled caves under the sea. Sasquatch No. Enc: 1d2 (2d4) Alignment: N Movement: 40 Armor Class: 4 Hit Dice: 8 + 8 Attacks: 2 (Claws)* Damage: 1d8/1d8 Save: F8 Morale: 9 Treasure: X XP: 4,221 The mighty sasquatch is a ten-foot-tall monstrous humanoid covered in brown or black fur. Also known as Bigfoot, the creature inhabits remote northern forests. They possess a muscular build, broad shoulders, and large hairy feet. They have a prominent brow ridge and a small nose and fanged maw. They are shy and elusive carnivores and sightings are rare, even among woodland creatures. They possess the equivalent of hill giant strength (19: +3/+4) and can throw boulders or tree trunks 40 feet for 2d8 points of damage. The sasquatch has large, oversized hands with sharp claws that strike for 1d8 points of damage each. If the creature successfully strikes with both claw attacks, the target must save (Death) or take 3d8 and have an arm pulled or bitten off. A successful save results in 1d8 damage only. The sasquatch also possesses a terrifying roar useable once per day. The roar instills Fear and deafens all those within a 40 foot radius. The Mighty Bigfoot is near invisible in the forest (1-5 on d6). When found in-lair, 50% will be females, with a 20% probability of 1d4+1 young. They are of average intelligence. Bigfoot is distantly related to the yeti. Satyr No. Enc: 1d2 (2d4) Alignment: N Movement: 40 Armor Class: 5 Hit Dice: 5 Attacks: 1 (Horns) Damage: 2d4 Save: F5 Morale: 7 Treasure: M, V XP: 501 Satyrs are playful sylvan creatures found in remote forests. They have brown or red hair and black hooves. They spend their days frolicking with dryads and nymphs, playing music, and drinking wine. They repeat themselves constantly and say the last two or three words of each sentence twice. Satyrs prefer to flee from direct combat but will attack with their horns, if necessary, and may (25%) possesses a minor +1 magical weapon. Satyrs are adept at playing small flutes called “pan pipes.” When played by a satyr, the pipes have a Charm, Sleep, or Confusion effect (as desired) on all beings within 60 feet (save versus Spell to negate). On a successful save, the target(s) are unaffected by the pipes thereafter. Satyrs are 90% invisible in the wilderness. Due to their keen senses, they are rarely surprised (1 on d6). They speak their own stuttering language, Elvish, and possibly broken Common. Sea Hag No. Enc: 1 (1d4) Alignment: CE Movement: 30 (Swim 40) Armor Class: 7 Hit Dice: 3 Attacks: 1 (See below) Damage: See below Save: F3 Morale: 7 Treasure: R XP: 96 This race of vile ugly hags live in saltwater seas and savor the flesh of human men. They are so grotesque that anyone that gazes upon a sea hag must save (Spell) or lose half of his/her Strength for 1d6 turns. They attack in melee with a dagger (1d4) or with a death gaze. The death gaze kills a target instantly within 30 feet (save versus Death to negate). This ability is usable three times per day.
192 Sea Serpent No. Enc: 1d4 (2d6) Alignment: N Movement: Swim 50 Armor Class: 5 Hit Dice: 6 Attacks: 1 Damage: 2d6 Save: F6 Morale: 8 Treasure: None XP: 571 Sea serpents are the scourge of sailors. They are large 50 foot long snake-like beasts and attack ships in their territory aggressively. They possess a vicious bite (2d6) or can constrict for the same amount of damage. Only a successful Strength Check breaks the clutch of a sea serpent. Shadow No. Enc: 1d4+1 (4d4) Alignment: CE Movement: 30 Armor Class: 7 Hit Dice: 2+2 Attacks: 1 Damage: 1d4* Save: F2 Morale: 12 Treasure: None XP: 84 Shadows are ethereal undead. They lurk in dark corners and recesses away from direct light. They are malevolent spirits and feed on life force. Shadows are silent and hard to locate. They may whisper in barely recognizable Black Speech right before they attack. Shadows surprise on a 1–5 on 1d6. They possess animal intelligence. Shadows have a cold draining touch. With each successful hit, a shadow causes 1d4 points of damage and drains one point of Strength for one turn (the ability score drain is cumulative with multiple hits). Should a target be drained to zero, the being immediately rises as a shadow. As undead, shadows can be turned by a cleric. They are immune to Sleep, Charm, Hold, and mind-influencing spells. These negative energy undead may only be hit by silver or magical weapons. Shambling Mound No. Enc: 1d2 (1d3) Alignment: N Movement: 20 (Swim 20) Armor Class: 0 Hit Dice: 8-11 Attacks: 2* Damage: 2d8/2d8* Save: F8-11 Morale: 12 Treasure: L-M, R XP: See below Shamblers, also known as shambling mounds, are sentient, vaguely-humanoid, carnivorous plants. These creatures stand from eight to eleven feet tall (as per hit dice) and are almost the same in width. Their bodies are constituted from damp earth, leaves, vines, fungi, and decaying vegetable matter. In battle, they attack ferociously and pummel targets with two huge arm-appendages (2d8 each). If both appendages strike in the same round, the shambler pulls its target into its body and suffocates it for an additional 2d4 points of damage. Shamblers are immune to lightning attacks. If attacked with electricity, they gain one hit die. Due to their damp corporeality, shambling mounds are immune to fire-based attacks. They take half damage from cold-based attacks (a successful save results in no damage). Weapons only deal half damage against them. However, shamblers are vulnerable to plant-affecting spells. XP: HD: 8 (3,561), HD: 9-10 (5,201), HD: 11 (6,001). Shrieker No. Enc: 1d2 (1d4) Alignment: N Movement: 5 Armor Class: 7 Hit Dice: 3 Attacks: See below Damage: See below Save: F3 Morale: 12 Treasure: None XP: 66 A shrieker is a large fungal mushroom with a red cap. The fungus lives in dark, dank, subterranean places. A shrieker releases a blood-curdling scream when disturbed or to attract prey. The fungus emits a scream upon sensing movement or light within a 30-foot radius. The scream continues for 1d3 rounds. Each round a shrieker screams, there is a 50% probability a wandering (or nearby) monster will investigate.
193 Skeleton No. Enc: 3d4 (3d10) Alignment: CE Movement: 20 Armor Class: 7 Hit Dice: 1 Attacks: 1 Damage: 1d6 or weapon Save: F1 Morale: 12 Treasure: None XP: 14 Skeletons are humanoid skeletal remains animated by dark magic. Skeletons wear tattered, rotted clothing and may possess rusty armor or carry weapons. Skeletons are mindless automatons. They only follow basic commands and cannot take sentient action. In combat, the undead monster attacks with a skeletal hand for 1d6 points of damage or by weapon type. They fight until destroyed and take half damage from slashing or piercing weapons. As undead, they can be turned by a good-aligned cleric. They can also be commanded by an evil one. Skeletons are immune to all Sleep, Charm, Hold, and mind-influencing spells. Slithering Tracker No. Enc: 1 Alignment: N Movement: 40 Armor Class: 5 Hit Dice: 5 Attacks: 0 Damage: None Save: F5 Morale: 10 Treasure: J, K (Lair) XP: 501 This creature appears as a serpentine, transparent ooze three feet in length. The creature is amorphous and inhabits dark subterranean environments. When stationary, a slithering tracker is almost imperceptible from its surroundings (90% invisible). A slithering tracker feeds on living creatures. Once it identifies its prey, the tracker quietly follows until its target falls asleep. Upon contacting exposed skin or hide, its victim must save (Stone) or be paralyzed permanently. A slithering tracker then engulfs, dissolves, digests its prey in six turns. Spectre No. Enc: 1 Alignment: CE Movement: 40 (Fly 80) Armor Class: 2 Hit Dice: 6 Attacks: 1 (Touch) Damage: 1d8+Drain Save: F6 Morale: 11 Treasure: V XP: 1,571 A spectre is a ghostly, semi-translucent, undead horror. The apparition is recognizable and appears, to a degree, as it existed in life. However, it shows evidence of its violent death. The fearsome spectre possesses a life force drain attack. With each touch a spectre causes 1d8 points of damage and drains two experience levels/hit dice. The drain requires the adjustment of hit points, abilities, etc. The character is placed two levels below their current level plus one experience point. If the drain exceeds the total number of levels, the player character dies and rises as a spectre in one turn (under the control of the spectre). Spectres are immune to ordinary weapons including silver. Like all undead, they are immune to Sleep, Charm, Hold, and mindinfluencing spells. Sphinx No. Enc: 1 Alignment: N Movement: 50 (Fly 80) Armor Class: -2 Hit Dice: 12 Attacks: 2 (Claws) Damage: 2d6/2d6 Save: F12 Morale: 9 Treasure: T XP: 6,801 The sphinx, or androsphinx, appears as a twelve-foottall creature with the head of a bearded man, the body of a lion, and great feathered wings. They are extremely intelligent and territorial. They can be found in deserts and mountainous areas. In some instances, they are bound by magic to guard secret locations from trespassers. They can Polymorph themselves into stone (and back to flesh) at-will. Andro and gynosphinxes (sphinx females) lean toward good alignments, but neutral and evils specimens exist. Androsphinxes procreate with gynosphinxes but both prefer solitude and do not pair for life.
194 The sphinx attacks in melee with its massive claws for 2d6 points of damage each. They also cast spells as a Level 6 Cleric (3/3/2). When angered a sphinx can produce a mighty roar heard for miles (three times per day) to enfeeble their opponents. The first roar (within 360 feet) causes Fear for three turns (as per wand, save versus Wand to negate). The second roar deafens all those of three hit dice or lower within 30 feet for 2d6 rounds and all those within 20 feet must save (Stone) or be subject to paralyzation for 1d4 rounds. The final roar reduces the Strength of all those within 240 feet by 2d4 points for 2d4 rounds (save negates). In addition, the roar throws all those of three hit dice or under within 30 feet to the ground. All those affected, must save versus Breath or be stunned (2d6 rounds). All those standing take 2d8 points of damage. The third roar is so powerful it shatters stone or crystalline objects within 30 feet. A gynosphinx is eight feet tall and has the upper body of a woman, the body of a lion, and feathered wings. They possess the following spell-like abilities once per day: Clairaudience, Clairvoyance, Detect Invisibility, Detect Magic, Dispel Magic, Comprehend Languages, Read Magic (Arcane or Divine), Remove Curse, Legend Lore, and Locate Object. Once per week a gynosphinx may use a Symbol of her choice (each). Alongside hoarding wealth, both sphinxes value knowledge and arcane lore. Above all they prize information regarding the location of other andro/gynosphinxes. Gynosphinx: No. Enc: 1, AL: N, Move: 40 (Fly 60), AC: -1, HD: 8, #AT: 2 (Claws), DMG: 2d4/2d4, Save: F8, Morale: 9, Treasure: N, R, V, XP: 2,561. Spitting Cobra No. Enc: 1d2 (1d6) Alignment: N Movement: 30 Armor Class: 7 Hit Dice: 1 Attacks: 1 (Bite or Spit) Damage: 1d3 (Poison) Save: F1 Morale: 7 Treasure: None XP: 17 Similar to most snakes, the three-foot-long spitting cobra prefers to avoid contact. The spitting cobra attacks with a poisonous spittle (save versus Death to negate). A failed save results in blindness (-4 to hit). The spell Cure Blindness reverses the effect. Its bite scores 1d3 points of damage and is also venomous (save or die in 1 turn). Pit Viper: This snake is five feet long and can sense bodily heat within 60 feet. Pit vipers are lightning fast and automatically win initiative each round. They possess a venomous bite (save versus Death or die): No. Enc: 1d2 (1d8), AL: N, Move: 30, AC: 6, HD: 2, #AT: 1 (Bite), DMG: 1d4 (Poison), Save: F2, Morale: 7, Treasure: None, XP: 39. Sprite No. Enc: 1d2 (3d6) Alignment: N Movement: 20 (Fly 60) Armor Class: 5 Hit Dice: 1d4hp Attacks: 1 (spell) Damage: See below Save: F1 Morale: 7 Treasure: G XP: 7 Like all sylvan beings, sprites are reclusive fey. They are only a foot tall, at most, have wings, and are distantly related to pixies and elves. Sprites are mischievous, but not malicious, and take joy in playing tricks on the creatures that enter their forests. If sprites are threatened, they do not engage in melee combat. Instead, they gather together with other sprites and cast a pox on a single humanoid creature. The pox, or curse, will cause a humorous physical change, such as donkey ears or a rabbit nose, but will not inflict harm or pain. The sprites can dismiss the pox at-will. Alternatively, a Remove Curse will counter the effect. Pox alternatives are subject to the Maze Controller’s discretion. Stegosaurus No. Enc: 1d4 (2d6) Alignment: N Movement: 20 Armor Class: 3 Hit Dice: 11 Attacks: 1 Damage: 3d8 Save: F11 Morale: 7 Treasure: None XP: 2,001 The stegosaurus is a dinosaur known for its broad, protruding back-plates and spiked tail. They are herbivores, approximately 30 to 40 feet in length, and weigh several tons. These dinosaurs live in herds. In combat they defend themselves with their spiked tail or trample opponents for 3d8 points of damage.
195 Stirge No. Enc: 1d10 (3d12) Alignment: N Movement: 10 (Fly 40) Armor Class: 7 Hit Dice: 1 Attacks: 1 Damage: 1d3 Save: F1 Morale: 9 Treasure: O XP: 17 The stirge is a small bat-winged creature with a long proboscis. A stirge’s body is a foot in length with a wingspan of two feet. The monster varies in color from rust, reddish-brown, or black. It has a dirty-yellow underbelly. A stirge uses its proboscis to penetrate flesh and drink the blood of its prey. A stirge that dive-attacks on the wing receives an attack bonus of +2. A successful attack results in clamping onto its target with four claws, stabbing with its proboscis, and drinking for 1d3 points of damage. Each round thereafter, the stirge drains 1d3 damage automatically. A stirge remains attached until its target is drained of blood or the stirge is slain. A PC can pull off a stirge with a successful Strength Check. Note that if the stirge is attacked while draining its target, damage is distributed equally. Strangle Weed No. Enc: 1 (1d2) Alignment: N Movement: 5 Armor Class: 6 Hit Dice: 4 Attacks: 1 Damage: See below Save: F4 Morale: NA Treasure: A-G, O, R XP: 136 The strangle weed can be found on land or under the sea. A first glance it appears as a mass of tangled vines or seaweed. Several large fronds extend from its center. Strangle weeds are greenish and its vines are slimy. They are found primarily in warmer climates, although sages believe a subterranean variant exists. A strangle weed prefers to ambush. As prey draws near, the monster lashes outward with its vines, grapples, and constricts its prey to death. It has 2d4 vines (Strength: 14). Each vine is ten feet long and protrudes from its central body. A player character has a 1 on d10 chance of breaking the weed’s grasp for each point of Strength beyond 14. The strangle weed may divide its attacks between multiple targets and multiple vines combine Strength. Each vine squeezes for 1d3 points of damage automatically per round. All targets grappled by a vine attack with -2 to hit penalty. Titan No. Enc: 1 (1d3) Alignment: N Movement: 50 Armor Class: -1 Hit Dice: 24 Attacks: 2 (Fist) Damage: 7d6 Save: F24 Morale: 10 Treasure: N, Ox8, V XP: 12,001 A titan resembles a twenty-foot tall human being. Titans are predisposed to good or neutral alignments, but evil titans also exist. Titans are stoic and rarely speak to humanoids. Legends say the titans once gathered and challenged the gods for control of the cosmos but failed. They were cast down and permanently banished to the Prime Material Plane. Titans attack in combat with their two powerful fists for 7d6 points of damage. They may also use weapons (swords, spears, maces, hammers, axes, etc.) twice per round for the same amount of damage. Titans possess the equivalent of storm giant strength (+6 to hit and +9 to damage). Only +4 weapons or greater may harm a titan. Further, they cast spells as a Level 14 Cleric (6/5/5/4/3/3). Titans speak their own language, all giant languages, and Ancient Common. Trapper Keeper No. Enc: 1 Alignment: N Movement: 10 Armor Class: 3 Hit Dice: 12 Attacks: 4+ Damage: See below Save: F12 Morale: 10 Treasure: U XP: 3,601
196 Sages believe the trapper keeper, or trapper, is distantly related to the lurker above. However, instead of hiding in wait on a ceiling, trappers settle on dungeon floors. They can expand, contract, or adapt their body to almost any room shape. They may also pigment their hide to show blotches of blood-red or other colors, in the center where they settle, to entice prey to investigate. The floor may feel spongy (1 on d6) where they settle. When prey moves atop the trapper, it folds upwards and envelops unsuspecting targets. All those caught by the trapper are crushed for 1d6 points of automatic damage per round until slain and consumed. All those caught are asphyxiated in 1d4+1 rounds regardless of damage taken. All enveloped prey are unable to attack with the exception of small weapons held in-hand. Trappers take half damage from fire or cold-based attack forms and, on a successful saving throw, suffer no damage. Trapper may possess treasure underneath their bodies or in their guts. Treant No. Enc: 1 (1d8) Alignment: N Movement: 30 Armor Class: 2 Hit Dice: 8 Attacks: 2 Damage: 2d6/2d6 Save: F8 Morale: 9 Treasure: X XP: 1,561 Treants are ancient, sentient trees. They are strong, and powerful with long arms and booming voices. Treants can be found in different shapes and sizes, subject to their genus and species, and many stand 18 feet tall. Treants live for a thousand years, and as result, never speak or act quickly. In battle, they use their fists for 2d6 points of damage each. Treants fear fire above all things and take double damage from mundane or magical flame. Treants may beckon two normal trees to awaken within 60 feet. Animated trees function as per treants for 2d6 turns: AC: 4, HD: 6, #AT: 2, DMG: 1d6/1d6. When treants stand still their legs fit together like a trunk and are indistinguishable from other trees. They often achieve surprise when motionless (1-3 on d6). Treants are tree shepherds or “herders” and act to promote, cultivate, and defend forests. The word “treant” comes from an amalgam of the word tree and the Anglo-Saxon word “ent” meaning giant. Triceratops No. Enc: 1 (1d3) Alignment: N Movement: 30 Armor Class: 2 Hit Dice: 11 Attacks: 1 Damage: 3d6 Save: F11 Morale: 8 Treasure: None XP: 2,801 Triceratops are huge dinosaurs. They are 12 feet tall and 40 feet long. They weigh between 6 and 12 tons, or 12,000 to 24,000 pounds. They are herbivores but also territorial and aggressive. These dinosaurs live in grassy tropical climates. Triceratops have three large horns (3d6 damage) and a broad bony plate above their head. At the opening of combat, a triceratops can charge (double move) and trample (or gore) for double damage. Triton No. Enc: 1d6 (2d6x10) Alignment: NG Movement: 5 (Swim 40) Armor Class: 5 Hit Dice: 3 Attacks: 1 Damage: By weapon Save: F3 Morale: 7 Treasure: L, N, W XP: 51 Tritons are ocean-dwelling humanoids with silver scales and skin. They possess fins on each leg and are adept swimmers. Their hair is bluish-green or blue. Tritons are a reclusive species but fierce when roused. In combat, tritons use melee weapons such as tridents spears and daggers, and special underwater crossbows as ranged weapons. When encountered in a warband, 50% their number will be mounted on hippocampi. A subleader (HD: 5) directs a warband of 10 or more, and 20 or more are led by a leader with HD: 7. A chieftain (HD: 9) leads a group of more than 60. Further, a magic-user (50%) or cleric (50%) of random level (1d6) may accompany a warband of 10 or more.
197 Troglodyte No. Enc: 2d4 (5d8) Alignment: CE Movement: 40 Armor Class: 5 Hit Dice: 2 Attacks: 1 or 3 Damage: See below Save: F2 Morale: 9 Treasure: D-G XP: 60 These subterranean, scaly, green reptilian humanoids have a ridged spine that runs from head to tail. The spine stands upright when roused for battle. Troglodytes are tribal, malicious, and warlike. They possess a chameleon-like ability to match their environment and use this ability to ambush and surprise (1-4 on 1d6). Their scales secrete a putrid, slimy coating. The stench imposes a penalty of -2 on attack rolls. Troglodytes prefer stone axes, clubs, spiked clubs, and barbed javelins. Troglodytes are particularly adept at throwing javelins (+3 to hit and strike for 2d4 points of damage). They can also attack with their natural weapons: two claws and a bite (1d4/1d4/1d4). A troglodyte warband is commanded by a leader (HD: 3). For every score of troglodytes, there will also be a tribal chief (HD: 5). The chief will always be surrounded by 2d4 bodyguards (HD: 3 leaders). A tribe will have females (25%) in addition to the total number of males. Females are combatants (HD: 1). Troglodytes speak their own language and have Treasure Type Z in lair. Troll No. Enc: 1d4 (1d8) Alignment: CE Movement: 40 Armor Class: 4 Hit Dice: 6+6 Attacks: 3 Damage: See below Save: F6 Morale: 10 Treasure: W XP: 1,581 Trolls are tall (8 feet), lanky, and emaciated monstrous humanoids. Their rubbery hides are dark green or mottled field-gray. Troll hair is blackish and its eyes are dark and soulless. Trolls are constantly hungry. They tend to lair in dungeons, caves, ruins, and swamps. Despite their lean appearance, they possess great strength (+3 to hit and +4 to damage). They attack with their two claws and sharp teeth (1d6/1d6/1d10). Trolls have remarkable olfactory senses and outstanding darkvision to 60 feet. Trolls regenerate physical damage. After three rounds, they regenerate three hit points per round. A troll cannot regenerate fire or acid damage. A natural 20 attack roll will sever a troll’s hand or arm. In this instance, the limb flagellates and grows a new troll (in 2d6 turns) or the troll may reattach a severed limb in one round by holding the limb to its stump. Due to their powerful regeneration, trolls can only be destroyed permanently by acid or fire. If a troll is reduced to 0 hit points, it will to regenerate and rise in 2d6 rounds. Due to their unique abilities, trolls are universally feared. They speak their own tribal language. Tyrannosaurus Rex No. Enc: 1 Alignment: N Movement: 50 Armor Class: 3 Hit Dice: 20 Attacks: 1 (Bite) Damage: 6d6 Save: F20 Morale: 11 Treasure: Kx3 XP: 3,251 The tyrannosaurus is a bipedal dinosaur known for its massive size and powerful jaws. The tyrannosaurus is one of the largest carnivorous dinosaurs (13 feet tall) and weighs up to nine tons. The dinosaur possesses short forearms and powerful legs capable of speeds up to 25 miles/hour. The creature is attracted to movement and can bite for 6d6 points of damage. On a natural 20 the dinosaur swallows whole a medium-sized or smaller target. This attack results in death (no save). Unicorn No. Enc: 1 (1d6) Alignment: LG Movement: 60 Armor Class: 2 Hit Dice: 4 Attacks: 3 Damage: 1d8/1d8/1d8 Save: M11 Morale: 7 Treasure: None XP: 246
198 Unicorns are magical creatures with a long straight, spiraling horn that grows from their foreheads. They are intelligent and, to most, represent the epitome of purity, goodness, and light. Sages say that only enchanted woodland beings, and virtuous maidens may approach these shy, majestic creatures. Unicorns are passive. If forced to defend themselves, they use their two hooves and horn (1d8 each), or charge and spear an opponent for double damage. They are more likely to teleport away (360 feet) from conflict (useable once per day). Unicorns have white coats and roam in small herds led by an alpha male (HD: 6, DMG: 1d10/1d10/1d10) that protects the herd. Unicorns may serve as steeds, but only to good-aligned elves and women pure of heart. Larger, shaggy, Clydesdale-like unicorns exist in northern climates. The alicorn, the horn of a unicorn, is said to possess potent magic (the equivalent of 1d4+1 random wands with 30 charges). Vampire No. Enc: 1 (1d4) Alignment: CE Movement: 50 (Fly 60) Armor Class: 2 Hit Dice: 7 to 9 Attacks: 1 (Touch) Damage: 1d10+Drain Save: F7 to F9 Morale: 11 Treasure: U XP: 3,941/5,561/8,001 A vampire is a formidable undead monster. Vampires represent extremes: they are both alluring and terrifying, powerful yet weak, human and animal, both dead and alive. Vampires are created by committing heinous acts of evil in life or from the bite of another vampire. Vampires are nocturnal and spend daylight hours asleep in grave-soil, normally in a coffin, to maintain their power. During this time, they depend on thralls. Vampires possess supernatural strength (+3 to hit and +4 to damage) and inflict 1d10 damage. A vampire’s touch drains two levels of experience/hit dice (the victim is placed two levels below current plus one experience point with a commensurate loss in hit points and abilities, etc.). Vampires take only half damage from electricity and cold attacks. They are immune to normal weapons and regenerate three hit points per round. Like all undead, they are immune to Sleep, Charm, Hold, and mind-influencing spells. Vampires have numerous special abilities. They can assume Gaseous Form at-will. If reduced to zero hit points, they must assume this form and return to their coffin. If they cannot within two turns and recover for eight hours, vampires cannot reform and are destroyed. Vampires can shape-change into a giant bat, bat swarm, rat swarm, or dire wolf, at-will. When underground, a vampire can call 1d10x10 bats or rats, or when above ground, can call 2d8+2 wolves or 1d6+2 dire wolves in 1d10+2 rounds. In addition, all those that meet a vampire’s gaze are charmed (as Charm Person, save -2 Spell to negate). The following do not repel a vampire, but they may give it pause for one round if presented with righteous authority: a mirror, garlic, or lawful good holy symbol. Vampires are susceptible to holy water damage as per all undead. Vampires can be destroyed in the following ways: If submerged in water, they will dissolve in one turn as if immersed in acid. If subjected to sunlight, they must save each round (Death) or turn to dust. Finally, a vampire can be destroyed if staked through the heart and decapitated. Vampires procreate by draining a being of its energy levels (reduced to level zero). The victim must then be buried and rises as a vampire the following night. The new vampire retains all racial and class abilities, which s/he held in life with a corresponding alignment change to chaotic evil. The new vampire must serve its master, until the master is destroyed. Violet Fungi No. Enc: 1d4 (1d4) Alignment: N Movement: 5 Armor Class: 7 Hit Dice: 3 Attacks: 1-4 Damage: See below Save: F3 Morale: 8 Treasure: None XP: 81 Violet fungi range from four to seven feet tall and are often encountered with shriekers. Their color ranges from purple to light violet. They appear much like shriekers but with tendrils that extend from above or below their caps. Violet fungi require organic matter to grow. A violet fungus attacks by flailing its 1d4 tendrils at creatures that approach within its five-foot reach. Their tendrils are coated with slime that causes a victim to save (Poison) or rot into a corpse in 1d4+2 rounds. The effect can be avoided via Cure Disease if cast within three rounds after contact.
199 War Dog No. Enc: 1 Alignment: N Movement: 40 Armor Class: 6 Hit Dice: 2+2 Attacks: 1 Damage: 2d4 Save: F2 Morale: 11 Treasure: None XP: 36 War dogs are trained and bred for battle. They obey the commands of their master but will not attack undead. PCs may wish to equip war dogs with leather (+1: 50gp) or studded leather barding (+2: 100gp). Wight No. Enc: 1d3 (1d8) Alignment: LE Movement: 30 Armor Class: 5 Hit Dice: 3 Attacks: 1 Damage: Drain Save: F3 Morale: 12 Treasure: X XP: 96 A wight is an undead creature. A wight has pale white skin, sunken bloodshot eyes, and oversized clawed hands. They possess an insatiable hunger for life force and drain the living to sustain themselves. They are found in barrows and crypts. The touch of a wight drains one experience level. Any being reduced to level zero is slain and rises a wight (1d3 days). Wights can only be damaged by magic, silver weapons, or spells. Like all undead, they are immune to Sleep, Charm, Hold, and mind-influencing spells. Wild Boar No. Enc: 1d6 Alignment: N Movement: 40 Armor Class: 7 Hit Dice: 3 Attacks: 1 (Tusk) Damage: 2d4 Save: F3 Morale: 9 Treasure: None XP: 66 Wild Boar: These ill-tempered and cantankerous animals are encountered in forests, scrublands, or other mixed terrain. A boar will attack if cornered, threatened, or to defend its young. See above for standard wild boar statistics. Giant Boar: These thirty-foot-long giants are particularly aggressive. They will attack unprovoked and crave meat. They are occasionally found with other boar types. Sages speak of a giant shaggy boar variant adapted to cold climates. Giant Boar No. Enc: 1d4, AL: N, Move: 40, AC: 6, HD: 5, #AT: 1 (Tusk), DMG: 3d4, S: F5, Morale: 9, Treasure: None, XP: 351. Warthog: These highly territorial cousins of the standard boar attack in combat with two tusks. Warthog, No. Enc: 1d6, AL: N, Move: 40, AC: 7, HD: 3+3, #AT: 2 (Tusks), DMG: 2d4/2d4, Save: F3, Morale: 9, Treasure: None, XP: 101. Both males and sows fight as combatants. If two are encountered, the remainder are piglets (HD: 1-2, DMG: 1d3 or 1d4+1 damage, respectively). Will-O-Wisp No. Enc: 1 (1d3) Alignment: CE Movement: 5 (Fly 50) Armor Class: -8 Hit Dice: 9 Attacks: 1 Damage: 2d8 Save: F9 Morale: 7 Treasure: V XP: 3,801 A will-o-wisp is a small, malevolent spirit that appears at night as a flickering light. It gently bounces above the ground and, as legends say, leads travelers to their death. A will-o-wisp is often mistaken as a torch or lantern in the dark. It is commonly found in swamps and foggy fens. A will-o-wisp may become invisible for intervals of 1d4 rounds. Will-o-wisps seek to confound their prey by leading them into dangerous hazards such as quicksand, mires, or pits. Once trapped and in distress, the will-owisp hovers above its prey and steals their life energy (automatic 2d8 hit points per round). Will-o-wisps are immune to spells except Magic Missile, Maze, and Protection from Evil. However, they are vulnerable to mundane melee and ranged attack forms. They are cunning and extremely intelligent. If severely wounded they will flee. The remains of their victims, and their treasure, will be strewn across their killzone.
200 Wind Walker No. Enc: 1d3 (1d3) Alignment: N Movement: 40 (Fly: 80) Armor Class: 7 Hit Dice: 6+3 Attacks: 1 Damage: 3d6 Save: F6 Morale: 9 Treasure: Z XP: 681 Wind walkers appear like a humanoid wind-column twelve feet tall. Wind walkers are entities from the Elemental Plane of Air. Powerful beings such as cloud giants, storm giants, or djinn, employ them as servants or in defense. In combat, a wind walker attacks by grabbing and throwing its foes for 3d6 points of damage. All those successfully struck are knocked prone (+4 to hit). Wind walkers may only be harmed by ethereal beings or beings capable of affecting that plane of existence. They are vulnerable to magic weapons and select spells. A Control Weather spell slays a wind walker outright (save versus Spell to negate). Haste scores 1d6 damage per two levels of experience (maximum 5d6) against it. Note that a Haste spell also doubles the creatures damage dice. An Ice Storm functions as per the spell Fear for 1d4 rounds (no damage scored). A wind walker is affected by magical barriers. A Slow spell cast on it functions like a Fireball. Winter Wolf No. Enc: 1d6+1 (2d4) Alignment: NE Movement: 50 Armor Class: 5 Hit Dice: 6 Attacks: 1 (Bite) Damage: 2d4 Save: F6 Morale: 10 Treasure: R XP: 571 These huge wolves have adapted to arctic conditions. Their howl causes Fear (as per the spell) and their bite causes 2d4 damage. Alongside its bite attack, they possess a freezing breath weapon that scores 6d4 hit points damage to targets directly infront (10 feet wide and 10 feet long). A successful save (Breath) reduces damage by half. They are immune to cold-based attacks and suffer an additional point of fire damage. The pelt of a winter wolf provides +1 on saves against cold-based attack-forms and is worth 1d4+1x1000gp, if properly harvested and preserved (80% likely to fail). Wolf No. Enc: 2d6 (3d6) Alignment: N Movement: 50 Armor Class: 7 Hit Dice: 2+2 Attacks: 1 (Bite) Damage: 1d6 Save: F2 Morale: 8 Treasure: None XP: 36 Timber wolves, also called gray wolves, have a thick fur coat that ranges from gray to brown, with a mix of black and white on their chest, belly, and legs. Wolves have long, powerful legs, sharp claws, and a bushy tail. They average two-to-three feet in height and weigh between 60 and 125 pounds. Timber wolves are carnivores and hunt in packs of six to ten, although larger packs of up to thirty are possible. They can reach speeds of 40 miles per hour. Wolf packs are led by a dominant male and female called an alpha pair. The alpha male has HD: 4+4 and DMG: 1d8+1 and the alpha female HD: 3+3 and DMG: 1d6+1 Wolves possess stronger morale (9) in numbers greater than six and their morale drops (6) if half are slain. Dire Wolf: These massive wolves (5 feet tall and 225 pounds) are more intelligent and vicious than standard wolves. They are commonly found in mountainous and wooded terrain. Some keep dire wolf cubs and train them for protection despite their unruly temperament. Orcs capture cubs and ride them as mounts. Dire Wolf: AL: N, Move: 60, AC: 6, HD: 4+1, #AT: 1 (Bite), DMG: 2d4 , Save: F4, Morale: 8, Treasure: None, XP: 141. Alpha males have HD: 6, DMG: 3d4. Wraith No. Enc: 1d3 (1d6) Alignment: CE Movement: Fly 60 Armor Class: 3 Hit Dice: 4 Attacks: 1 (Touch) Damage: 1d6+Drain Save: F4 Morale: 12 Treasure: V XP: 301
201 Wraiths are an incorporeal form of undead. They appear as shadows and their presence, even if unseen, is marked by chilling cold and sense of dread. A wraith’s touch inflicts 1d6 points of damage and drains one experience level (player characters are reduced to the minimum experience for that level plus one experience point). If reduced to level zero, the victim dies and rises as a wraith in one day. Wraiths may only be struck by magic weapons and silver weapons deal only half damage. Like all undead, wraiths are unaffected by Sleep, Charm, Hold, or mind-influencing spells. Wyvern No. Enc: 1d2 (1d6) Alignment: CE Movement: 20 (Fly: 60) Armor Class: 3 Hit Dice: 7 Attacks: 2 Damage: See below Save: F7 Morale: 9 Treasure: V XP: 1,141 Wyverns are distantly related to dragons. They are scaled, flying reptiles with a 30-foot-long body. They vary in color relative to their environment. They prefer to lair in caves and caverns high in mountains or rocky crags. Wyverns attack with a bite (2d8) and a barbed poisonous stinger (1d6 plus poison, save or die) at the end of their long tails. Unlike dragons they have low intelligence and do not possess front legs. Yellow Mold No. Enc: 1d3 Alignment: N Movement: 0 Armor Class: Always hit Hit Dice: 2 Attacks: Spores Damage: 1d8* Save: F2 Morale: Not applicable Treasure: None XP: 48 Yellow mold is a fungus that covers a 10x10 foot area (larger colonies exist). Yellow mold does not attack or move per se. When disturbed, the mold ejects acidic spores into the air above it. The spores burn wood, leather, and naked flesh (1d8, no damage in metal armor). All those exposed must save (Death) or suffocate and die. A Cure Disease and Resurrection are needed within 24 hours to save a victim of the mold. Yellow mold is immune to all forms of attack except for mundane and magical fire. A Continual Light spell forces it into dormancy for 1d6 rounds. Yeti No. Enc: 1d3 (1d4+2) Alignment: N Movement: 40 Armor Class: 6 Hit Dice: 4+4 Attacks: 2 (Claws) Damage: 1d6/1d6 Save: F4 Morale: 8 Treasure: X XP: 366 Yeti are shaggy, hulking nine-foot tall monstrous humanoids. They lair on remote, snowy mountains and are exclusively found in arctic climates. They are fierce, apex carnivores and hunt giant goats and sheep, polar bears, ice toads, and humanoids. They have a keen olfactory sense, equivalent to a minotaur. They have large, oversized, razor-sharp claws that strike twice per round for 1d6 points of damage each. If a yeti hits with both claw attacks in the same combat round, it bites for an additional 2d8 points of damage. All those that behold a yeti must save (Spell) or cower in Fear (as per spell) for three rounds (a save in subsequent rounds negates). Yeti are nearly invisible in a snowy landscape (1-4 on d6). They are vulnerable to heat-based attacks (+50% damage). When encountered in-lair 1/4 of the total number will be female, with a 1-2 on d6 chance of 1d3 young. They are of average intelligence. Zombie No. Enc: 1d4+1 (4d6) Alignment: CE Movement: 20 Armor Class: 8 Hit Dice: 2 Attacks: 1 (Weapon) Damage: 1d8 or weapon Save: F2 Morale: 12 Treasure: None XP: 30 Zombies are undead constructs animated by evil clerics and necromancers through dark magic. Zombies lack sentience and are imbued with simple instructions. They are typically used as foot soldiers or to guard locations of import. Zombies attack with a clawed hand or by weapon type. Like all undead, are immune to Sleep, Charm, Hold, and mind-influencing spells.
202 Individual Treasure CP SP EP GP PP Gems Jewelry Magic A 3d8 - - - - - - - B - 3d6 - - - - - - C - - 2d6 - - - - - D - - - 2d8 - - - - E - - - - 1d6 - - - F - - - - - 1d3 - - G - - - - - - 1d3 - H - - - - - - - +1 Weapon (10%) I - - - - - - - +1 Armor (10%) J 1d100 (80%) 1d100 (30%) - 1d100 (30%) - 1d4 (15%) 1d4 (10%) 1 (10%) K - 1d100 (30%) 1d100 (20%) 1d100 (15%) - 1d6 (30%) 1d4 (20%) 1 (15%) Lair Treasure CPx1000 SPx1000 EPx1000 GPx1000 PPx1000 Gems Jewelry Magic L - - - - - - - 1d4 Scrolls (50%) M - - - - - - - 2d4 Potions (50%) N - - - 1d8 (50%) 2d6 (40%) 2d6 (60%) 2d6 (40%) - O - - - - - 1d6 (45%) - - P - 2d4 (30%) 1d4 (25%) - - - - - Q 1d6 (30%) 1d4 (20%) - - - - - - R - - - - 2d4 (35%) 2d6 (55%) 2d6 (50%) 1 (25%) S 3d6 (25%) 1d100 (65%) 2d4x10 (40%) 1d4 (60%) 3d6 (30%) 2d4 (30%) 1d10 (20%) 6 (20%) T - - - 1d6 (55%) 1d4 (45%) 3d4 (30%) 1d10 (25%) 6 (30%) U - 3d6 (20%) 1d6 (25%) 2d6 (45%) 1d4 (25%) 3d6 (25%) 1d8 (10%) 5 (30%) V 2d6 (10%) 1d8 (35%) 1d6 (25%) 1d6 (30%) - 2d4 (15%) 2d4 (10%) 4 (30%) W 1d8 (10%) 1d8 (20%) - 1d6+1 (55%) - 1d6 (40%) 1d6 (40%) 4 (15%) X 2d6 (30%) 1d6 (30%) 1d6 (15%) - - 1d6 (20%) 1d6 (20%) 2 (12%) Y 1d8 (50%) 1d4 (25%) 1d4 (30%) - - 1d6+1 (30%) 1d4 (20%) 1 (12%) Z 2d4 (30%) 1d4 (20%) 1d6 (25%) 1d8 (40%) 1d4 (20%) 4d8 (60%) 4d8 (50%) 3 (25%) The primary purpose of adventuring is to acquire treasure in the form of gold pieces. Each Gold Piece in looted coins, gems, jewelry, etc., equals one experience point. Finding treasure and evading monsters provides the fastest (and safest) means of advancing a PC to the next level of experience. As player characters advance in level, and enter increasingly difficult dungeons, treasures increase in value. Experience points from defeating monsters equal 1/10th the value of experience points from treasure as expressed in Gold Pieces. Each monster has a Treasure Type identified in their description. These treasure types are considered guidelines. The Maze Controller should adjust treasure and distribution if the results appear uneven. Treasure Type
203 Treasure How to Roll for Treasure The Maze Controller begins by reading the Monster Entry to determine its Treasure Type (Individual or Lair). The Maze Controller then rolls the Treasure Type Table. If no percentage number is present, it means treasure is present. In the example of Treasure Type A, 3d8 Copper Pieces are always found. If a Treasure Type includes a percentage number, that means, in the example of Treasure Type H, there is a 10% chance of a +1 Magic Weapon. In this example, the Maze Controller rolls 06% on 1d100 percentage dice and consults the Magic Weapons Table to determine enchantment and weapon type. If a Treasure Type consists of multiple percentages, such as Treasure Type S, the Maze Controller must roll the percentage dice listed for each entry individually to determine if that column of treasure is present. For Lair Treasure, Maze Controllers are encouraged to add 1d100 or 2d100 to the x1000 coin values to vary the result and ensure verisimilitude. Gems and Jewelry Gem and Jewelry Value (GP) 1d100 Level 1-3 Level 4-7 Level 7-9 01-15 10 50 150 16-30 25 125 375 31-45 50 250 750 46-60 75 375 1,125 61-75 100 500 1,500 76-85 200 1,000 3,000 86-90 500 2,500 7,500 91-95 750 3,750 11,250 96-00 1,000 5,000 15,000 Gem Type Optional Subtable Roll the table below to determine gemstone: 1d12 Gem Type 1 Azurite 2 Lapis Lazuli 3 Tiger Eye 4 Bloodstone 5 Moonstone 6 Sardonyx 7 Amethyst 8 Aquamarine 9 Pearl 10 Black Sapphire 11 Emerald 12 Diamond Jewelry Type Optional Subtable Roll the table below to determine additional detail on each gemstone found as treasure. 1d12 Jewelry Type 1 Circlet 2 Bracelet 3 Ring 4 Torc 5 Disc Broach 6 Belt Buckle 7 Goblet 8 Necklace 9 Earring(s) 10 Pendant 11 Scabbard 12 Maze Controller’s Choice
204 Magic Items In most instances, magic items appear mundane and ordinary. Player characters must use and experiment with magic items, or cast specific spells, to determine their nature. In short, potions must be sipped or drank, scrolls and runestones must be read, clothing equipped, weapons and armor must be used in combat, and so on, to determine their enchantment. Subject to the discretion of the Maze Controller, player characters may consult a high-level priest or wizard to discern the properties of a magic item for a cost of 300gp/per level of the caster (minimum fifth level) and one week of study. All magic items glow with a faint blue radiance when subject to the spell Detect Magic. If the Maze Controller wishes, cursed items may glow red. Some magic items possess charges. These items lose their enchantment when all charges are expended. Some items can be recharged as indicted in the magic item description. 1d100 Random Magic Item Type 1-20 Potions 21-32 Scrolls 33-37 Rings 38-53 Runestones 54-58 Rods, Staves, and Wands 59-65 Miscellaneous Magic 66-80 Swords 81-90 Weapons 91-00 Armor 1d100 Potions 01-03 Potion of Animal Control 04-06 Potion of Clairaudience 07-09 Potion of Clairvoyance 10-12 Potion of Climbing 13-17 Potion of Delusion (Cursed) 18-20 Potion of Diminution 21-23 Potion of Dragon Control 24-26 Potion of ESP 27-30 Potion of Extra-healing 31-32 Potion of Fire Resistance 33-36 Potion of Flying 37-40 Potion of Gaseous form 41-43 Potion of Giant Control 44-47 Potion of Giant Strength 48-50 Potion of Growth 51-54 Potion of Healing 55-58 Potion of Heroism (F/B/P/R) 59-61 Potion of Human Control 62-64 Potion of Invisibility 65-66 Potion of Invulnerability 67-69 Potion of Levitation 70-71 Potion of Longevity 72-73 Oil of Etherealness 74-75 Oil of Piercing 76-77 Oil of Slipperiness 78-79 Potion of Philter of Love 80-81 Potion of Plant Control 82-83 Potion of Poison 84-85 Potion of Polymorph 86-88 Potion of Speed 89-90 Potion of Super-Heroism (F/B/P/R) 91-93 Potion of Sweet Water 94-95 Potion of Treasure Finding 96-97 Potion of Undead Control 98-00 Potion of Water Breathing
205 1d100 Scrolls 01-11 Cursed Scroll (Random Effect) 12-17 Protection from Demons 18-23 Protection from Devils 24-29 Protection from Elementals 30-35 Protection from Lycanthropes 36-41 Protection from Magic 42-47 Protection from Undead 48-62 Spell Scroll (5) 63-72 Spell Scroll (4) 73-80 Spell Scroll (3) 81-88 Spell Scroll (2) 89-93 Spell Scroll (1) 94-00 Treasure Map 1d100 Rings 01-04 Ring of Animal Command 05-09 Ring of Delusion (Cursed) 10-15 Ring of Fire Resistance 16-20 Ring of Free Action 21-25 Ring of Human Influence 26-30 Ring of Invisibility 31-35 Ring of Jumping 36-40 Ring of Plant Command 41-47 Ring of Protection 48-49 Ring of Regeneration 50-55 Ring of Shooting Stars (ILL/MU) 56-60 Ring of Spell Storing (ILL/MU/C/D/M) 61-65 Ring of Spell Turning 66-70 Ring of Swimming 71-73 Ring of Telekinesis 74-78 Ring of the Ram 79-84 Ring of Water Breathing 85-90 Ring of Water Walking 91-93 Ring of Weakness 94-96 Ring of Wishes 97-98 Ring of Wizardry (Ill/MU) 99-00 Ring of X-Ray Vision 1d100 Runestones 1-60 Minor Runestones 61-00 Major Runestones 1d100 Minor Runestones 01-07 Runestone of Climbing 08-10 Runestone of Death 11-13 Runestone of Disintegration 14-25 Runestone of Extra-Healing 26-32 Runestone of Giant Strength 33-42 Runestone of Growth 43-51 Runestone of Healing 52-59 Runestone of Heroism 60-67 Runestone of Invulnerability 68-75 Runestone of Levitation 76-83 Runestone of Speed 84-91 Runestone of Super-Heroism 92-00 Runestone of Sweetwater 1d100 Major Runestones 01-03 Runestone of Constitution 04-07 Runestone of Curing 08-10 Runestone of Delusion (Cursed) 11-13 Runestone of Dwarvenkind 14-17 Runestone of Galeb 18-21 Runestone of Illumination 22-24 Runestone of Impact 25-28 Runestone of Insanity (Cursed) 29-31 Runestone of Kalbandur 32-34 Runestone of Magic Resistance 35-37 Runestone of Missile Attraction (Cursed) 38-40 Runestone of Monstrous Attention (Cursed) 41-43 Runestone of Prayer (C/D/M) 44-46 Runestone of Proof Against Disease 47-49 Runestone of Proof Against Mummy Rot 50-52 Runestone of Rejuvenation 53-55 Runestone of Sharpening (F/B/P/R) 56-58 Runestone of Steam and Vapor 59-61 Runestone of Strength 62-64 Runestone of Stupidity (Cursed) 65-67 Runestone of Wisdom 68-70 Runestone of the Stalagmite
206 71-82 Spellstone 83-85 Wardstone (Acid) 86-88 Wardstone (Dragon Breath) 89-91 Wardstone (Gas) 92-94 Wardstone (Insects) 95-97 Wardstone (Petrification) 98-00 Wardstone (Plants) 1d100 Rods, Staves, and Wands 01-02 Rod of Absorption (C/D/M/Ill/MU) 03-04 Rod of Beguiling 05-06 Rod of Cancellation 07-08 Rod of Lordly Might (F/P) 09-10 Rod of Resurrection (C) 11-12 Rod of Rulership 13-14 Rod of Smiting (C/D/M/F) 15-16 Staff of Command (C/M) 17-20 Staff of Healing (C/D/M) 21-22 Staff of Ozkadoo (C/D/M/Ill/MU) 23-24 Staff of Power (Ill/MU) 25-27 Staff of Striking (C/D/M) 28-30 Staff of Withering (C/D/M) 31-32 Staff of Zuul (Ill/MU) 33-34 Staff of the Magi (Ill/MU) 35-37 Staff of the Magus (Ill/MU) 38-39 Staff of the Prestidigitator (Ill/MU) 40-41 Staff of the Pyromancer (Ill/MU) 42-44 Staff of the Serpent (C/D/M) 45-47 Walsom’s Wretched Wand (Ill/MU) 48-49 Wand of Acid (Ill/MU) 50-52 Wand of Cold (Ill/MU) 53-55 Wand of Conjuration (Ill/MU) 56-57 Wand of Enemy Detection (Ill/MU) 58-59 Wand of Fear (Ill/MU) 60-61 Wand of Fiery Burning (Ill/MU) 62-63 Wand of Fire (Ill/MU) 64-65 Wand of Fireballs (Ill/MU) 66-67 Wand of Frost (Ill/MU) 68-69 Wand of Illusion (Ill/MU) 70-71 Wand of Light (Ill/MU) 72-74 Wand of Lightning (Ill/MU) 75-76 Wand of Lightning Bolts (Ill/MU) 77-78 Wand of Magic Detection (Ill/MU) 79-80 Wand of Magic Missiles (Ill/MU) 81-82 Wand of Metal Detection (Ill/MU) 83-84 Wand of Negation (Ill/MU) 85-86 Wand of Oil (Ill/MU) 87-88 Wand of Paralyzation (Ill/MU) 89-90 Wand of Polymorphing (Ill/MU) 91-92 Wand of Secret Door Detection (Ill/MU) 93-94 Wand of Tar (Ill/MU) 95-96 Wand of Trap Detection (Ill/MU) 97-98 Wand of Water (Ill/MU) 99-00 Wand of Wonder (Ill/MU) 1d100 Miscellaneous Magic Items 1-25 Miscellaneous Magic Items (A-C) 26-50 Miscellaneous Magic Items (D-G) 51-75 Miscellaneous Magic Items (H-N) 76-00 Miscellaneous Magic Items (O-Z) 1d100 Miscellaneous Magic Items (A-C) 01 Albion (F/R) 02-03 Alchemy Jug 04 Allirass’ Sequined Tuque of Shame (Cursed) 05-06 Amulet of Inescapable Location 07-08 Amulet of Magic Resistance 09-10 Amulet of Proof Against Detection 11-12 Amulet of Proof Against Possession 13-14 Amulet of Proof Against Turning 15 Amulet of the Planes 16-17 Amulet versus Crystal Balls and ESP 18 Apparatus of the Crab 19 Armature of Palantis (C/P) 20 Armbands of Healing 21-22 Arrow of Direction 23 Arrow of Herne (D/F/R) 24 Aspergillum of Palantis (C/P) 25-26 Bag of Bones 27-28 Bag of Devouring 29-30 Bag of Holding 31-32 Bag of Transformation 33-34 Bag of Tricks 35-36 Baltron’s Be-Cursed Beanie (Cursed)
207 37-38 Basprofo’s Furry Cossack 39-40 Basprofo’s Brilliant Bookbag 41 Book of Chaotic Blackness (C) 42 Book of Lawful Deeds (C) 43-44 Boots of Dancing 45-46 Boots of Elvenkind 47-48 Boots of Levitation 49-50 Boots of Speed 51-52 Boots of Striding and Springing 53 Bottle of Djinni Summoning 54 Bowku’s Beetle Armor (F/P) 55 Bowl of Commanding Water Elementals 56-57 Bowl of Drowning (Cursed) 58-59 Bracers of Defense 60-61 Bracers of Deflection 62 Brazier of Commanding Fire Elementals 63 Brazier of Sleep Smoke 64-65 Broach of Shielding 66-67 Broom of Animated Attack 68 Broom of Cursed Flight (Cursed) 69-70 Broom of Flying 71 Caliburn (F/P) 72 Censer of Controlling Air Elementals 73 Censer of Cursed Summoning 74 Chime of Cannibalism 75-76 Chime of Opening 77-78 Cloak of Arachnida 79-80 Cloak of Displacement 81-82 Cloak of Elvenkind 83 Cloak of Poisonousness 84-92 Cloak of Protection 93 Couter of Palantis (C/P) 94 Crystal Ball (ILL/MU) 95 Crystal Ball of Hypnosis (ILL/MU) 96 Crystal Ball with Clairaudience (ILL/MU) 97 Crystal Ball with ESP (ILL/MU) 98 Cube of Force 99 Cube of Frost Resistance 00 Cubic Gate 1d100 Miscellaneous Magic Items (D-G) 01-02 Decanter of Endless Water 03-05 Deck of Many Things 06-07 Drums of Deafening 08-09 Drums of Panic 10-12 Dust of Appearance 13-15 Dust of Disappearance 16-18 Dust of Sneezing and Choking 19-20 Efreeti Bottle 21-22 Eguresel’s Brilliant Beret (ILL/MU) 23-24 Eguresel’s Key (ILL/MU) 25-27 Ekintzart’s Eldritch Scroll Tube 28 Epirus Bow (F/P/R) 29-30 Everburning Candle 31-32 Eversmoking Bottle 33-35 Eyeglass of House Longbeard 36-37 Eyes of Charming (Ill/MU) 38-39 Eyes of Magnification 40-41 Eyes of Petrification 42-43 Eyes of the Eagle 44 Fennril’s Faithful Compass 45-47 Figurine of Wondrous Power 48-49 Filangee’s Propeller Beanie 50-51 Flask of Curses (Cursed) 52-53 Flying Carpet 54-55 Folding Boat 56-57 Folding Boat of Flying 58 Fount of Law 59-60 Gaidenmorden’s Furry Mongol Helmet 61-62 Gauntlets of Geddinthor (F/B/P/R) 63 Gauntlet of Palantis (C/P) 64 Gauntlets of Fumbling 65-66 Gauntlets of Ogre Power (F/B/P/R/C) 67-68 Gaxiluke’s Corinthian Helm of Free Action 69-70 Gaxiluke’s Reptile-Eye Headband 71-72 Gem of Brightness 73-75 Gem of Seeing 76-77 Gir-Shaul’s Conical Cap of Eyes (ILL/MU) 78-79 Girdle of Femininity/Masculinity 80-81 Girdle of Giant Strength (F/B/P/R/C/M) 82-84 Gloves of Dexterity 85-87 Gloves of Swimming and Climbing
208 88-90 Globus Cruciger of Antioch (C/P) 91-92 Grabthar’s Golden Gauntlets (F/B/P/R/C) 93 Grabthar’s Hammer (F/B/P/R/C) 94-96 Great Helm of the Juggernaut (F/B/P/R) 97-98 Grelf’s Dented Metal Cone (ILL/MU) 99-00 Grigby’s Woolly Owlbear Cap 1d100 Miscellaneous Magic Items (H-N) 01-02 Halabaster’s Hat of Hornets (ILL/MU) 03-04 Helm of Brilliance 05-06 Helm of Comprehending Languages 07-08 Helm of Opposite Alignment (Cursed) 09-10 Helm of Telepathy 11-12 Helm of Teleportation 13-14 Helm of Underwater Action 15-16 Hitzemun’s Blue Tuque 17-18 Horn of Blasting 19-20 Horn of Valhalla (C/F/P/R/T) 21-22 Horn of the Dead (C/F/P/R/T) 23-24 Horseshoes of Speed 25-26 Horseshoes of Zephyr 27-28 Incense of Meditation (C/D/M) 29-30 Incense of Obsession (C/D/M) 31-32 Ioun Stones 33-34 Javelin of Lightning (F/B/P/R) 35-36 Javelin of Piercing (F/B/P/R) 37-38 Jewel of Monster Attraction 39-40 Kazzibal’s Exotic Canterbury Cap 41-42 Kuato’s Feather Token 43 Libram of Dark Magic (ILL/MU) 44 Libram of White Magic (ILL/MU) 45-46 Lyre of Building 47-48 Manual of Bodily Health 49-50 Manual of Gainful Exercise 51-52 Manual of Golems (C/M/Ill/MU) 53-54 Manual of Martial Skillfulness 55-56 Manual of Quickness of Action 57-58 Matoowb’s Instant Fortress 59-60 Mattock of the Titans (F/B/P/R) 61-62 Maul of the Titans 63-64 Mazakala’s Antlered Faluche 65-66 Mazakala’s Cursed Cowl (Cursed) 67-68 Medallion of ESP 69-70 Medallion of Thoughts 71-72 Medallion of Thoughts (60 Feet) 73-74 Mermomodel’s Conical Wizard Cap 75-76 Metznward’s Golden Coif 77-78 Mirror of Life Trapping (Ill/MU) 79-80 Mirror of Mental Prowess (ILL/MU) 81-82 Mirror of Opposition 83-84 Monk’s Habit 85 Mystic Jewel of Koweewah (ILL/MU) 86-87 Necklace of Adaptation 88-89 Necklace of Missiles 90-91 Necklace of Prayer Beads (C/D/M) 92-93 Necklace of Strangulation (Cursed) 94-95 Necro-Crown of Zadukalu 96-97 Nesting Golems 98-99 Net of Entrapment (C/F/T) 00 Net of Snaring (C/F/T) 1d100 Miscellaneous Magic Items (O-Z) 01-02 Ointment of Healing 03-04 Ool’s Rusty Corinthian Helm 05-06 Pearl of Power (ILL/MU) 07-08 Pearl of Wisdom (C/D/M) 09 Periapt of Foul Rotting (Cursed) 10-11 Periapt of Health 12-13 Periapt of Proof against Mummy Rot 14-15 Periapt of Proof against Poison 16-17 Periapt of Wound Closure 18-19 Phylactery of Faithfulness (C/D/M) 20-21 Phylactery of Long Years (C/D/M) 22-23 Phylactery of Undead Turning 24-25 Pigface Bascinet (F/P/R) 26-27 Pinto’s Conical Cap (ILL/MU) 28-29 Pipes of the Sewers 30 Portable Hole 31 Raldurin’s Runehammer (F/B/P/R) 32 Rerebrace of Palantis (C/P) 33-34 Robe of Blending 35-36 Robe of Eyes (Ill/MU) 37 Robe of Powerlessness (Cursed) (Ill/MU) 38-39 Robe of Scintillating Colors (ILL/MU)
209 40 Robe of the Archmagi (ILL/MU) 41-42 Robe of Useful Items (Ill/MU) 43-44 Rope of Climbing 45-46 Rope of Entanglement 47-48 Rope of Strangulation 49-50 Sagnala’s Purple Velvet Fez (ILL/MU) 51-52 Sandals of Kicking (C/D/M/ILL/MU) 53-54 Sandals of Spider Climbing 55 Scarab of Death 56-57 Scarab of Proof Against Fear 58-59 Scarab of Protection 60 Seax of Beagnoth (F/B/P/R) 61 Sferenop’s Shimmering Seashell 62-63 Shadred’s Leather Headband 64 Spear Predestined (F/P/R) 65 Sphere of Annihilation (ILL/MU) 66-67 Stone of Controlling Earth Elementals 68-69 Stone of Good Luck (Luckstone) 70 Stone of Weight (Loadstone) 71 Talisman of Pure Good (C) 72-73 Talisman of the Dead 74 Talisman of the Sphere (ILL/MU) 75 Talisman of Ultimate Evil (C) 76-77 Tartan Tam of Sustenance 78-79 Teknar’s 10-Foot Pole 80 Tome of Clear Thought 81 Tome of Knowledge (ILL/MU) 82 Tome of Leadership and Influence 83 Tome of Puissant Martiality (F/P/R) 84 Tome of Stealth (T/A) 85 Tome of Understanding 86-87 Uzeron’s Unguent 88-89 Vitharia’s Cold Conical Cap 90-91 Vomael-Pa’s Adamantine Coif (M/ILL/MU) 92-93 Wasp Darts 94 Well of Many Worlds 95-96 Winged Hammer 97-98 Winged Helmet of Halgritte 99 Wings of Flying 00 Zaflazna’s Steel Skullcap (ILL/MU) 1d100 Swords 01-03 Sword –1 04-06 Sword –2 07-37 Sword +1 38-39 Sword +1, +2 vs Lycanthropes 40-41 Sword +1, +2 vs Spell-Casters 42-43 Sword +1, +3 vs Reptiles 44-45 Sword +1, +3 vs Magic-Using Creatures 46-47 Sword +1, +3 vs Undead 48-49 Sword +1, +3 vs Regenerating Creatures 50-51 Sword +1, Dancing 52-53 Sword +1, Flame Tongue 54-55 Sword +1, Life Drinker 56-57 Sword +1, Light (30 Feet) 58-59 Sword +1, Luck Blade 60-61 Sword +1, Sharpness 62-63 Sword +1, Wish Blade 64-65 Sword +1, Wounding 66-76 Sword +2 77-78 Sword +2, Berserker 79-80 Sword +2, Giant Slayer 81-82 Sword +2, Nine Lives Stealer 83-84 Sword +2, Sun Blade 85-86 Sword +3 87-88 Sword +3, Frost Brand 89-90 Sword +3, Sharpness 91-92 Sword +3, Skewering 93-94 Sword +4, Defender 95-96 Sword +5, Dragonslayer 97-98 Sword +5, Holy Avenger 99-00 Sword, Intelligent*
210 1d100 Weapons 01-04 Arrow or Bolt +1 (2d6) 05-06 Arrow or Bolt +2 (1d6) 07-08 Arrow or Bolt +3 (1d4) 09 Arrow or Bolt +3, Slaying 10-13 Axe +1 14-15 Axe +2 16-17 Axe +2 (Hand), Thrower 18-21 Bow or Crossbow +1 22-23 Bow or Crossbow +2 24-25 Bow or Crossbow +3 26 Crossbow of Accuracy 27 Crossbow of Speed 28-31 Sling Stone +1 (2d6) 32-33 Sling Stone +2 (1d6) 34-35 Sling Stone +3 (1d4) 36 Sling Stone +3, Slaying 37-38 Dagger -1 39-42 Dagger +1 43-44 Dagger +1, Venom 45-46 Dagger +2, +3 vs Goblinkind 47-48 Dagger, Long Point 49-50 Dagger, Stoutblade 51-54 Flail +1 55-56 Flail +2 57-60 Hammer +1 61-62 Hammer +2 63 Hammer +3, Dwarven Thrower 64 Hammer +3, Thunderbolt 65-68 Mace or Club +1 69-70 Mace or Club +2 71 Mace of Disruption 72 Mace of Shattering 73-76 Polearm +1 (Halberd) 77-78 Polearm +2 (Halberd) 79-82 Seax Knife +1 83-84 Seax Knife +2 85-88 Sling +1 89-90 Sling +2 91 Sling +2, Seeker 92-94 Spear +1 95-96 Spear +2 97 Spear +3, Skewering 98 Spear, Arrow, or Bolt, Back-Biter 99 Trident +1, Fish Command 00 Trident +2, Warning 1d100 Armor 01-03 Armor -1 04-06 Armor -2 07-09 Shield -1 Missile Magnet 10-12 Shield -2 Missile Magnet 13-32 Shield +1 33-44 Shield +2 45-46 Shield +2, +4 versus Missiles 47-48 Shield +3 49-50 Shield +3, Dragon Scale 51-52 Shield +4 53 Shield +5 54 Shield of the Golden Hawk 55-57 Helm +1 58 Helm +2 59 Helm +3 60-79 Armor +1 80-91 Armor +2 92-93 Armor +2, +4 versus Missiles 94-95 Armor +3 96-97 Armor +3, Dragon Scale 98-99 Armor +4 00 Armor +5